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The HotS Protoss Help Me Thread - Page 10

Forum Index > StarCraft 2 Strategy
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Make sure you read the OP before asking a question. Asking a question already addressed in the OP will result in moderation action. Also, please put some effort into your questions. Do not just ask for build orders.
rEalGuapo
Profile Joined January 2011
Germany832 Posts
March 16 2013 16:01 GMT
#181
So what to do in PvZ if zerg goes 2base?
I need Stargate vs Roach shit or fast Mutas but I die to Swarmhosts if I go for fast Stargate because the Colossi are just way too late..
apeiro
Profile Joined March 2013
United States27 Posts
March 16 2013 16:51 GMT
#182
So is the Protoss ground deathball basically a relic of the past at his point? I'm genuinely interested in opinions here because I won't pretend I am a HoTS expert.

I feel like in PvT, widow mines, helbats, and improved medivacs make pure ground toss highly suspect. If I want to do a full counter of the new mech composition I need to work in Void Rays for surgical strikes, Oracles for harass, or Immortals to deal with that high gross damage. But regardless of how I build, that mech composition will destroy whatever is on the ground so it seems to be just pushing me in to the air as quickly as possible.

In PvZ I think it still works, insofar that Colossus still seem like an incredibly useful counter to most zerg ground play (especially Swarm Hosts now). But it also seems like if I want to truly dominate the zerg going into the late mid-game and late game, I will need to have the proper air units to control those engages.

In PvP is the only place I feel like the old ground army will still see a lot of prevalence. It's hard to imagine a PvP where immortals are not the hard counter to Stalkers (although Void Ray seems to do the job quite nicely with Prismatic Alignment) and therefore it seems this will still emphasize robo creation.

But also I bring this up for another reasoning. Because you can now get detection from the Oracle, Hallucination can now supply good scouting, and your air army provides multi-target damage and ludicrous anti-armored mitigation, this seems to suggest that high-tech robo bay ground army is no longer a lynch-pin to success.
There is no success without defeat. No glory without failure.
ThaReckoning
Profile Joined January 2011
United States197 Posts
March 16 2013 17:03 GMT
#183
On March 17 2013 01:51 apeiro wrote:
So is the Protoss ground deathball basically a relic of the past at his point? I'm genuinely interested in opinions here because I won't pretend I am a HoTS expert.

I feel like in PvT, widow mines, helbats, and improved medivacs make pure ground toss highly suspect. If I want to do a full counter of the new mech composition I need to work in Void Rays for surgical strikes, Oracles for harass, or Immortals to deal with that high gross damage. But regardless of how I build, that mech composition will destroy whatever is on the ground so it seems to be just pushing me in to the air as quickly as possible.

In PvZ I think it still works, insofar that Colossus still seem like an incredibly useful counter to most zerg ground play (especially Swarm Hosts now). But it also seems like if I want to truly dominate the zerg going into the late mid-game and late game, I will need to have the proper air units to control those engages.

In PvP is the only place I feel like the old ground army will still see a lot of prevalence. It's hard to imagine a PvP where immortals are not the hard counter to Stalkers (although Void Ray seems to do the job quite nicely with Prismatic Alignment) and therefore it seems this will still emphasize robo creation.

But also I bring this up for another reasoning. Because you can now get detection from the Oracle, Hallucination can now supply good scouting, and your air army provides multi-target damage and ludicrous anti-armored mitigation, this seems to suggest that high-tech robo bay ground army is no longer a lynch-pin to success.


The deathball still works vs bio + hellbat + widow mine, you just have to be better at defending drops than ever before. It's about the only option we have at this point. As for beating mech, frankly I have no idea. I can tell you that going skytoss doesn't work, and I can tell you that going the good old chargelot + archon + immortal doesn't work, both for the same reason, which I'm sure you can guess. As for PvZ, your guess is as good as mine. I've been trying to innovate new strategies based on gateway expands and MSC aggression, but you just can't be aggressive enough to make the zerg take you seriously. Any 1 gate expand into 3 gate aggro is stopped cold by a queen, a spine, and a round of lings, and then they just go right back to droning. It's the same story for 1g SG expo and 1g DT expo, what with detection and anti air being free.
TL;DR no idea bro, getting smashed by new units every game lol
If you want to make one goal, to win, you must lose.
Salv
Profile Blog Joined December 2007
Canada3083 Posts
March 16 2013 18:00 GMT
#184
On March 17 2013 02:03 ThaReckoning wrote:
Show nested quote +
On March 17 2013 01:51 apeiro wrote:
So is the Protoss ground deathball basically a relic of the past at his point? I'm genuinely interested in opinions here because I won't pretend I am a HoTS expert.

I feel like in PvT, widow mines, helbats, and improved medivacs make pure ground toss highly suspect. If I want to do a full counter of the new mech composition I need to work in Void Rays for surgical strikes, Oracles for harass, or Immortals to deal with that high gross damage. But regardless of how I build, that mech composition will destroy whatever is on the ground so it seems to be just pushing me in to the air as quickly as possible.

In PvZ I think it still works, insofar that Colossus still seem like an incredibly useful counter to most zerg ground play (especially Swarm Hosts now). But it also seems like if I want to truly dominate the zerg going into the late mid-game and late game, I will need to have the proper air units to control those engages.

In PvP is the only place I feel like the old ground army will still see a lot of prevalence. It's hard to imagine a PvP where immortals are not the hard counter to Stalkers (although Void Ray seems to do the job quite nicely with Prismatic Alignment) and therefore it seems this will still emphasize robo creation.

But also I bring this up for another reasoning. Because you can now get detection from the Oracle, Hallucination can now supply good scouting, and your air army provides multi-target damage and ludicrous anti-armored mitigation, this seems to suggest that high-tech robo bay ground army is no longer a lynch-pin to success.


The deathball still works vs bio + hellbat + widow mine, you just have to be better at defending drops than ever before. It's about the only option we have at this point. As for beating mech, frankly I have no idea. I can tell you that going skytoss doesn't work, and I can tell you that going the good old chargelot + archon + immortal doesn't work, both for the same reason, which I'm sure you can guess. As for PvZ, your guess is as good as mine. I've been trying to innovate new strategies based on gateway expands and MSC aggression, but you just can't be aggressive enough to make the zerg take you seriously. Any 1 gate expand into 3 gate aggro is stopped cold by a queen, a spine, and a round of lings, and then they just go right back to droning. It's the same story for 1g SG expo and 1g DT expo, what with detection and anti air being free.
TL;DR no idea bro, getting smashed by new units every game lol


Why are you trying to do gateway expands PvZ instead of just FFE into stargate? I've been using that and I have been having a lot of success. The only trouble I have had is when I push before I am maxed with colossi/void ray - or if I let a swarm host party set up right outside my third, that can be troublesome.

---------

I have to play more games to test it out, but my PvT has been improving a bit, especially versus medivacs. The one good thing about the medivac speed ability for Protoss is that it encourages Terrans to try drops a lot more often, which means if you can take advantage of that you'll be ahead - the only problem is it can be really difficult to take advantage. I've played games where I take an expand off 2 gateway robo versus 1rax/1factory/1medivac and transition into double forge colossi - but the problem is that if the Terran really commits to dropping you with three or four medivac, slow stalkers are useless.

So what I have been doing is transitioning into an expansion, double forge, citadel, and then chronoing out blink and then zealot speed. You can leave a lot of stalkers in your main to defend versus drops as long as you leave your mothership core at your natural ready to photon overcharge (+zealots/immortal). Then after blink is started, you can begin to get your colossi, then try to take an expansion.

The only problem with this is that:
  • You seemingly have to play flawlessly. If you let one drop happen in your base, it can fuck you over really badly.
  • The Terran gets map control and a quicker third base.
  • During the game, it's going to feel like you're behind and that you have to significantly outplay them to win.


Obviously this isn't ideal, but this is something that's allowed me to get to a midgame position with upgrades, colossi, and no economy damage. My Terran opponent is usually further ahead than I am, not too much, but noticeably, and I have to play quite well in order to win. Right now versus ~300 point masters players it seems to work OK.
ThaReckoning
Profile Joined January 2011
United States197 Posts
March 16 2013 18:59 GMT
#185
On March 17 2013 03:00 Salv wrote:
Show nested quote +
On March 17 2013 02:03 ThaReckoning wrote:
On March 17 2013 01:51 apeiro wrote:
So is the Protoss ground deathball basically a relic of the past at his point? I'm genuinely interested in opinions here because I won't pretend I am a HoTS expert.

I feel like in PvT, widow mines, helbats, and improved medivacs make pure ground toss highly suspect. If I want to do a full counter of the new mech composition I need to work in Void Rays for surgical strikes, Oracles for harass, or Immortals to deal with that high gross damage. But regardless of how I build, that mech composition will destroy whatever is on the ground so it seems to be just pushing me in to the air as quickly as possible.

In PvZ I think it still works, insofar that Colossus still seem like an incredibly useful counter to most zerg ground play (especially Swarm Hosts now). But it also seems like if I want to truly dominate the zerg going into the late mid-game and late game, I will need to have the proper air units to control those engages.

In PvP is the only place I feel like the old ground army will still see a lot of prevalence. It's hard to imagine a PvP where immortals are not the hard counter to Stalkers (although Void Ray seems to do the job quite nicely with Prismatic Alignment) and therefore it seems this will still emphasize robo creation.

But also I bring this up for another reasoning. Because you can now get detection from the Oracle, Hallucination can now supply good scouting, and your air army provides multi-target damage and ludicrous anti-armored mitigation, this seems to suggest that high-tech robo bay ground army is no longer a lynch-pin to success.


The deathball still works vs bio + hellbat + widow mine, you just have to be better at defending drops than ever before. It's about the only option we have at this point. As for beating mech, frankly I have no idea. I can tell you that going skytoss doesn't work, and I can tell you that going the good old chargelot + archon + immortal doesn't work, both for the same reason, which I'm sure you can guess. As for PvZ, your guess is as good as mine. I've been trying to innovate new strategies based on gateway expands and MSC aggression, but you just can't be aggressive enough to make the zerg take you seriously. Any 1 gate expand into 3 gate aggro is stopped cold by a queen, a spine, and a round of lings, and then they just go right back to droning. It's the same story for 1g SG expo and 1g DT expo, what with detection and anti air being free.
TL;DR no idea bro, getting smashed by new units every game lol


Why are you trying to do gateway expands PvZ instead of just FFE into stargate? I've been using that and I have been having a lot of success. The only trouble I have had is when I push before I am maxed with colossi/void ray - or if I let a swarm host party set up right outside my third, that can be troublesome.

---------

I have to play more games to test it out, but my PvT has been improving a bit, especially versus medivacs. The one good thing about the medivac speed ability for Protoss is that it encourages Terrans to try drops a lot more often, which means if you can take advantage of that you'll be ahead - the only problem is it can be really difficult to take advantage. I've played games where I take an expand off 2 gateway robo versus 1rax/1factory/1medivac and transition into double forge colossi - but the problem is that if the Terran really commits to dropping you with three or four medivac, slow stalkers are useless.

So what I have been doing is transitioning into an expansion, double forge, citadel, and then chronoing out blink and then zealot speed. You can leave a lot of stalkers in your main to defend versus drops as long as you leave your mothership core at your natural ready to photon overcharge (+zealots/immortal). Then after blink is started, you can begin to get your colossi, then try to take an expansion.

The only problem with this is that:
  • You seemingly have to play flawlessly. If you let one drop happen in your base, it can fuck you over really badly.
  • The Terran gets map control and a quicker third base.
  • During the game, it's going to feel like you're behind and that you have to significantly outplay them to win.


Obviously this isn't ideal, but this is something that's allowed me to get to a midgame position with upgrades, colossi, and no economy damage. My Terran opponent is usually further ahead than I am, not too much, but noticeably, and I have to play quite well in order to win. Right now versus ~300 point masters players it seems to work OK.


I was trying to do gateway expands vs Z because recall was supposed to fill a huge gap in the protoss early game that was forcing us to FFE, and was allowing zerg to just blind 3 base every game. However, even with huge gateway pushes and recall, they can still pretty easily do this. Even if you kill the third and recall without losing a single unit, you still haven't really undone the huge lead they get by just droning up, because you can't follow up with any kind of timing attack that I've found. I've been going FFE into stargate + 4g + robo for ages, the problem is that your new units are meaningless with this build. You won't get any significant drone kills with an oracle (or any at all, most of the time) because spores are pretty much free and come out way too early. While your new units are meaningless, zerg's are not. He can still incorporate swarm hosts and vipers into 3 hatch builds no problem. This is what's creating issues.
If you want to make one goal, to win, you must lose.
vahgar.r24
Profile Joined October 2010
India465 Posts
March 16 2013 20:03 GMT
#186
Ok in every PVP game , all i see is a pylon outside my base and proxy cannon-

1. Best way to defend - Pull all workers or just 3-4 ?
2. Post I force cancel- am i in an eco advantage - what do I do ? make 2 gates and rush zeals or expand?
Somethings are just worth fighting for
apeiro
Profile Joined March 2013
United States27 Posts
March 16 2013 20:35 GMT
#187
So here is my idea for how I should generalize my builds in HoTS. Tear these apart with reckless abandon please.

PvZ - FFE into early SG, 3Gate. Produce 2 Oracles and pressure the mineral line as soon as possible. Start making Stalkers and MC at home, then decide off of the response to Oracle harass if Blink Stalker/MC push would work. If not, keep stalkers at home as mineral line protectors and begin transition into 3 base play with heavy void ray, then carrier. If enemy goes air in response, produce tempests to counter Broods. If not, dump money into zealot warp ins.

PvT - 1Gate/Cyber Fast Expand. Pressure very early with 3 stalker/MC. Recall if things get dicey and don't lose the Stalkers. Kill as many marines and marauders as possible, take out any fast expand if possible. If Terran successfully holds off pressure, go home and prepare for likely widow mine drops or helbat slow push. Tech up to Twilight, Stargates, Fleet Beacon and attempt to hold 3 bases on incoming pressure. No Oracles because they're timed a little too late, unless I get the scouting that he has no missile turrets down.

PvP - 3Gate/SG conservative play. Stay on 1 base until 6 minutes and use sentry hallucinations to check for enemy pressure. If at 6 minutes the enemy is expanding, crush him with Oracles at the back and fake army push at the front. If he is all-in defend the push and expand once it has failed its timing. Transition into Robo/SG, Double Forge and produce oldschool ground army augmented with Void Rays and maybe Carriers if he has gone complete ground force.

Bad? Good?
There is no success without defeat. No glory without failure.
blooblooblahblah
Profile Joined February 2011
Australia4163 Posts
March 16 2013 21:22 GMT
#188
I have only been masters on HotS for a couple of days, so i don't fully understand everything yet but here are my observations so far.

PvZ: FFE into stargate is really good right now. You can literally the copy the same build korean protosses were doing at the end of WoL, Stargate + 3gates + robo then expand. I love gate nexus builds and have been using them a bit and they are very effective, however i think just going a very solid stargate build is the best in PvZ atm. If u can survive to a high number of void rays, i think it's very difficult to lose. If they go roach hydra viper though, u really need to get templar as soon as possible. New ultras destroy ground but if u reach a critical mass of void rays u should be fine. I think swarm hosts are really good but i haven't vsed anyone who has used them to their full potential yet.

PvP: Early game pvp is pretty weird at the moment. There is a really good fast expand into robo which gets a photon overcharge right in time to deal with early pressure. Overall, i think 3 stalker is the best opening but then shit gets really weird. Early DTs are a pain to deal with, and the stargate vs stargate mirrors are a bit different then WoL. If u get to mid-game though, im fairly sure zealot archon immortal is the best composition with void rays. Going colossi seems to not be viable anymore and storm is actually very viable now in PvP. If u get get to mid game, pvp is really fun atm.

PvT: I'm struggling the most in this match up. I haven't really seen any mech compositions so i can't comment on that but atm i feel PvT is similar to WoL PvT but much harder and the aggression starts a lot earlier. I haven't figured out a way to take a third safely so i often tech really heavily off 2 base + a ton of production. If i hold off their harass decently i just take a late third and play from slightly behind. Colossi + storm is still really strong, but getting there is a lot harder. It's really rewarding to win PvT cos u have to concentrate so much, my defence against widow mine drops is still kinda shaky.
Ganzi beat me without stim. Ostojiy beat me with a nydus. Siphonn beat me with probes. Revival beat my sentry-immortal all-in.
Walruski
Profile Joined March 2013
Belgium12 Posts
March 16 2013 21:23 GMT
#189
PvT - 1Gate/Cyber Fast Expand. Pressure very early with 3 stalker/MC. Recall if things get dicey and don't lose the Stalkers. Kill as many marines and marauders as possible, take out any fast expand if possible. If Terran successfully holds off pressure, go home and prepare for likely widow mine drops or helbat slow push. Tech up to Twilight, Stargates, Fleet Beacon and attempt to hold 3 bases on incoming pressure. No Oracles because they're timed a little too late, unless I get the scouting that he has no missile turrets down.


does defending the 3rd requires forcefields and good micro? what happens if he gets vikings? looks not very probable but still 3 or 4 might outmicro the voids?
Someone92
Profile Joined April 2010
Sweden49 Posts
March 16 2013 21:25 GMT
#190
Recently picked up SC2 again after a 1 year break. Just wanted to ask for some openings vs all 3 races. Completly lost atm.
Thank you!
blae000
Profile Joined April 2010
Norway1640 Posts
Last Edited: 2013-03-16 21:35:43
March 16 2013 21:35 GMT
#191
I want to start to focus on protoss as my "main" race. Played zerg as my main and protoss every now and again.. Have followed the scene since the broodwar days, all though less towards the end of WoL.. Also, I don't really know any protoss builds (in detail, BOs, timings), but in HotS I'm really interested in air focused play in one of the matchups. Last but not least, I'm one of those fearing the ladder, so I haven't really been playing all that much, hoping to change that with unranked! But I am around diamond with zerg.

So.... What are 3, good, basic BOs for P in hots, one for each race? I don't need a full guide on all three match-ups here, but a liquipedia link to a BO that's still decent in HotS, or linking other legit guides or something would be neat. I have looked around, but I don't really know which WoL openings would still be good in HotS etc.. So yeah, where do you suggest I start?! )

edit: haha, basically what the guy above me said XD
Liquid
Ldawg
Profile Joined December 2011
United States328 Posts
March 16 2013 22:45 GMT
#192
On March 16 2013 19:37 recklessfire wrote:
Show nested quote +
On March 16 2013 16:34 Ldawg wrote:
So I ran into a build in PvT on ladder quite often that has me very frustrated. They proxy a factory then land in a corner of my base. Basically if I can't get in his base with a probe scout I have no idea this is coming and it seems ridiculous to stop. Here is an excellent TL post by Bronzeknee (GM with Protoss) that describes the build:

http://www.teamliquid.net/forum/viewmessage.php?topic_id=384139&currentpage=2#29

This build seems even worse now that the MSC doesn't have any detection abilities. Has anyone ran into this build and have any suggestions?



i dont think there's an answer until blizzard changes something. I ran into a proxy widow mine build but he was rallying marauders from a 2nd rax that i couldnt scout because of the full wall. He just walks into my natural and places mines while pressuring my ramp. Even after getting the robo out, it took a while to fend off his marauders and the three mines he had placed in my natural. By the time i placed my nexus down, he already expanded so I was pretty behind in economy and since robo/colossus tech is so gas dependent i was pretty much screwed from that point.


I dont have issues with aggressive options this early in the game. I dont have an issue with the mines themselves but I think they come out way too fast, and it takes so much gas to get out the necessary detection to deal with this. They are more threatening than cloak banshees imo.


Yes, I find this proxy widow mine build super-frustrating and nigh unstoppable. Throw in the fact that a high percentage of Terran players use this against me on ladder and I am at the point where I just sit out until something is changed. Even when I see the proxy factory and deny it in my base they just have a widow mine bury at my natural and expand since the mine will deny my expo for several minutes until I get detection.
"Terran so...ice cream!" MKP/MC at HSC IV
swagsurgeon
Profile Joined June 2012
United States12 Posts
March 17 2013 00:10 GMT
#193
Anyone know how to beat two base swarmhost queen all in, when you open stargate. I feel thats one of the only zerg builds I cant beat. I see it coming every time, not like I get caught off guard by it. I've tried collosus gateway units, ive tried collosus and void rays, it just seems no matter what I do i slowly but surely die.
top 50 gm toss
vhapter
Profile Joined May 2010
Brazil677 Posts
March 17 2013 00:46 GMT
#194
What's a safe way to play stargate in pvz now? I didn't know exactly how to do that in WOL, I never understood when it was really safe to get a third.

I usually aim for a third at 8:40 when I go robo or twilight robo - I can have immortals against roaches and sim cities help a lot - for example, at the ramp on Daybreak or Cloud Kingdom. To make matters worse, some of the new maps don't allow for a decent sim city like the old maps I mentioned. I'm not quite sure how many cannons I need at my third and when to take a fourth.

PvZ is so different from PvP or PvT, it's like I'm playing a completely different game. Any tips and timings to keep in mind would be really appreciated.
To live is to fight, to fight is to live!
FlyingBeer
Profile Blog Joined June 2012
United States262 Posts
March 17 2013 01:22 GMT
#195
On March 17 2013 03:59 ThaReckoning wrote:
Show nested quote +
On March 17 2013 03:00 Salv wrote:
On March 17 2013 02:03 ThaReckoning wrote:
On March 17 2013 01:51 apeiro wrote:
So is the Protoss ground deathball basically a relic of the past at his point? I'm genuinely interested in opinions here because I won't pretend I am a HoTS expert.

I feel like in PvT, widow mines, helbats, and improved medivacs make pure ground toss highly suspect. If I want to do a full counter of the new mech composition I need to work in Void Rays for surgical strikes, Oracles for harass, or Immortals to deal with that high gross damage. But regardless of how I build, that mech composition will destroy whatever is on the ground so it seems to be just pushing me in to the air as quickly as possible.

In PvZ I think it still works, insofar that Colossus still seem like an incredibly useful counter to most zerg ground play (especially Swarm Hosts now). But it also seems like if I want to truly dominate the zerg going into the late mid-game and late game, I will need to have the proper air units to control those engages.

In PvP is the only place I feel like the old ground army will still see a lot of prevalence. It's hard to imagine a PvP where immortals are not the hard counter to Stalkers (although Void Ray seems to do the job quite nicely with Prismatic Alignment) and therefore it seems this will still emphasize robo creation.

But also I bring this up for another reasoning. Because you can now get detection from the Oracle, Hallucination can now supply good scouting, and your air army provides multi-target damage and ludicrous anti-armored mitigation, this seems to suggest that high-tech robo bay ground army is no longer a lynch-pin to success.


The deathball still works vs bio + hellbat + widow mine, you just have to be better at defending drops than ever before. It's about the only option we have at this point. As for beating mech, frankly I have no idea. I can tell you that going skytoss doesn't work, and I can tell you that going the good old chargelot + archon + immortal doesn't work, both for the same reason, which I'm sure you can guess. As for PvZ, your guess is as good as mine. I've been trying to innovate new strategies based on gateway expands and MSC aggression, but you just can't be aggressive enough to make the zerg take you seriously. Any 1 gate expand into 3 gate aggro is stopped cold by a queen, a spine, and a round of lings, and then they just go right back to droning. It's the same story for 1g SG expo and 1g DT expo, what with detection and anti air being free.
TL;DR no idea bro, getting smashed by new units every game lol


Why are you trying to do gateway expands PvZ instead of just FFE into stargate? I've been using that and I have been having a lot of success. The only trouble I have had is when I push before I am maxed with colossi/void ray - or if I let a swarm host party set up right outside my third, that can be troublesome.

---------

I have to play more games to test it out, but my PvT has been improving a bit, especially versus medivacs. The one good thing about the medivac speed ability for Protoss is that it encourages Terrans to try drops a lot more often, which means if you can take advantage of that you'll be ahead - the only problem is it can be really difficult to take advantage. I've played games where I take an expand off 2 gateway robo versus 1rax/1factory/1medivac and transition into double forge colossi - but the problem is that if the Terran really commits to dropping you with three or four medivac, slow stalkers are useless.

So what I have been doing is transitioning into an expansion, double forge, citadel, and then chronoing out blink and then zealot speed. You can leave a lot of stalkers in your main to defend versus drops as long as you leave your mothership core at your natural ready to photon overcharge (+zealots/immortal). Then after blink is started, you can begin to get your colossi, then try to take an expansion.

The only problem with this is that:
  • You seemingly have to play flawlessly. If you let one drop happen in your base, it can fuck you over really badly.
  • The Terran gets map control and a quicker third base.
  • During the game, it's going to feel like you're behind and that you have to significantly outplay them to win.


Obviously this isn't ideal, but this is something that's allowed me to get to a midgame position with upgrades, colossi, and no economy damage. My Terran opponent is usually further ahead than I am, not too much, but noticeably, and I have to play quite well in order to win. Right now versus ~300 point masters players it seems to work OK.


I was trying to do gateway expands vs Z because recall was supposed to fill a huge gap in the protoss early game that was forcing us to FFE, and was allowing zerg to just blind 3 base every game. However, even with huge gateway pushes and recall, they can still pretty easily do this. Even if you kill the third and recall without losing a single unit, you still haven't really undone the huge lead they get by just droning up, because you can't follow up with any kind of timing attack that I've found. I've been going FFE into stargate + 4g + robo for ages, the problem is that your new units are meaningless with this build. You won't get any significant drone kills with an oracle (or any at all, most of the time) because spores are pretty much free and come out way too early. While your new units are meaningless, zerg's are not. He can still incorporate swarm hosts and vipers into 3 hatch builds no problem. This is what's creating issues.


What sort of gate-expand build are you referring to? It sounds like a gasless gate-expand into a +1 4gate push or some variation thereof. In that case, killing the third should put you way ahead, and you can very easily transition into dt harass, 7 gate warp prism, or 1/1 7gate blink as a very quick followup, or take your own third and tech behind it.

If you're talking about a 1-base 3gate or 4gate, and you see them take a third, then you should be able to do huge economic damage at their natural while sending a unit or two to their third to kill it off, also putting you way ahead.
Ben...
Profile Joined January 2011
Canada3485 Posts
Last Edited: 2013-03-17 03:28:10
March 17 2013 03:27 GMT
#196
On March 17 2013 07:45 Ldawg wrote:
Show nested quote +
On March 16 2013 19:37 recklessfire wrote:
On March 16 2013 16:34 Ldawg wrote:
So I ran into a build in PvT on ladder quite often that has me very frustrated. They proxy a factory then land in a corner of my base. Basically if I can't get in his base with a probe scout I have no idea this is coming and it seems ridiculous to stop. Here is an excellent TL post by Bronzeknee (GM with Protoss) that describes the build:

http://www.teamliquid.net/forum/viewmessage.php?topic_id=384139&currentpage=2#29

This build seems even worse now that the MSC doesn't have any detection abilities. Has anyone ran into this build and have any suggestions?



i dont think there's an answer until blizzard changes something. I ran into a proxy widow mine build but he was rallying marauders from a 2nd rax that i couldnt scout because of the full wall. He just walks into my natural and places mines while pressuring my ramp. Even after getting the robo out, it took a while to fend off his marauders and the three mines he had placed in my natural. By the time i placed my nexus down, he already expanded so I was pretty behind in economy and since robo/colossus tech is so gas dependent i was pretty much screwed from that point.


I dont have issues with aggressive options this early in the game. I dont have an issue with the mines themselves but I think they come out way too fast, and it takes so much gas to get out the necessary detection to deal with this. They are more threatening than cloak banshees imo.


Yes, I find this proxy widow mine build super-frustrating and nigh unstoppable. Throw in the fact that a high percentage of Terran players use this against me on ladder and I am at the point where I just sit out until something is changed. Even when I see the proxy factory and deny it in my base they just have a widow mine bury at my natural and expand since the mine will deny my expo for several minutes until I get detection.
Stuff like this is why I still wish they left that detection spell on the mothership core. You didn't have to commit so much gas to a tech path to get portable detection. I liked the option of opening fast twilight council too. Plus yeah, with the necessity of mobile detection to deal with mine rushes it makes way more sense to have an easier access detection.
"Cliiiiiiiiiiiiiiiiide" -Tastosis
Ldawg
Profile Joined December 2011
United States328 Posts
Last Edited: 2013-03-17 04:19:15
March 17 2013 04:15 GMT
#197
On March 17 2013 12:27 Ben... wrote:
Show nested quote +
On March 17 2013 07:45 Ldawg wrote:
On March 16 2013 19:37 recklessfire wrote:
On March 16 2013 16:34 Ldawg wrote:
So I ran into a build in PvT on ladder quite often that has me very frustrated. They proxy a factory then land in a corner of my base. Basically if I can't get in his base with a probe scout I have no idea this is coming and it seems ridiculous to stop. Here is an excellent TL post by Bronzeknee (GM with Protoss) that describes the build:

http://www.teamliquid.net/forum/viewmessage.php?topic_id=384139&currentpage=2#29

This build seems even worse now that the MSC doesn't have any detection abilities. Has anyone ran into this build and have any suggestions?



i dont think there's an answer until blizzard changes something. I ran into a proxy widow mine build but he was rallying marauders from a 2nd rax that i couldnt scout because of the full wall. He just walks into my natural and places mines while pressuring my ramp. Even after getting the robo out, it took a while to fend off his marauders and the three mines he had placed in my natural. By the time i placed my nexus down, he already expanded so I was pretty behind in economy and since robo/colossus tech is so gas dependent i was pretty much screwed from that point.


I dont have issues with aggressive options this early in the game. I dont have an issue with the mines themselves but I think they come out way too fast, and it takes so much gas to get out the necessary detection to deal with this. They are more threatening than cloak banshees imo.


You hit the nail on the head. For a brief moment of time, I LOVED PvT when the MSC had detection because that at least partially discouraged this play and for once Protoss could confidently go straight into twilight tech without an auto-loss to banshees or mines. I find twilight tech much more enjoyable to play against Terran and was disappointed when they moved detection to MSC because I felt Protoss were essentially confined to build orders except instead of only Robo we have Robo/Stargate. I just want viable twilight tech!

Yes, I find this proxy widow mine build super-frustrating and nigh unstoppable. Throw in the fact that a high percentage of Terran players use this against me on ladder and I am at the point where I just sit out until something is changed. Even when I see the proxy factory and deny it in my base they just have a widow mine bury at my natural and expand since the mine will deny my expo for several minutes until I get detection.
Stuff like this is why I still wish they left that detection spell on the mothership core. You didn't have to commit so much gas to a tech path to get portable detection. I liked the option of opening fast twilight council too. Plus yeah, with the necessity of mobile detection to deal with mine rushes it makes way more sense to have an easier access detection.


I agree, I feel like in PvT Protoss is now confined to BOs again, except rather than just Robo we have Robo/Stargate, which is better. However, I want viable twilight tech and MSC with detection would help!
"Terran so...ice cream!" MKP/MC at HSC IV
applepielon
Profile Blog Joined May 2012
United States78 Posts
March 17 2013 05:57 GMT
#198
How do you do the sentry immortal all in now? Like, what modifications have to happen?
ThaReckoning
Profile Joined January 2011
United States197 Posts
March 17 2013 06:29 GMT
#199
On March 17 2013 10:22 FlyingBeer wrote:
Show nested quote +
On March 17 2013 03:59 ThaReckoning wrote:
On March 17 2013 03:00 Salv wrote:
On March 17 2013 02:03 ThaReckoning wrote:
On March 17 2013 01:51 apeiro wrote:
So is the Protoss ground deathball basically a relic of the past at his point? I'm genuinely interested in opinions here because I won't pretend I am a HoTS expert.

I feel like in PvT, widow mines, helbats, and improved medivacs make pure ground toss highly suspect. If I want to do a full counter of the new mech composition I need to work in Void Rays for surgical strikes, Oracles for harass, or Immortals to deal with that high gross damage. But regardless of how I build, that mech composition will destroy whatever is on the ground so it seems to be just pushing me in to the air as quickly as possible.

In PvZ I think it still works, insofar that Colossus still seem like an incredibly useful counter to most zerg ground play (especially Swarm Hosts now). But it also seems like if I want to truly dominate the zerg going into the late mid-game and late game, I will need to have the proper air units to control those engages.

In PvP is the only place I feel like the old ground army will still see a lot of prevalence. It's hard to imagine a PvP where immortals are not the hard counter to Stalkers (although Void Ray seems to do the job quite nicely with Prismatic Alignment) and therefore it seems this will still emphasize robo creation.

But also I bring this up for another reasoning. Because you can now get detection from the Oracle, Hallucination can now supply good scouting, and your air army provides multi-target damage and ludicrous anti-armored mitigation, this seems to suggest that high-tech robo bay ground army is no longer a lynch-pin to success.


The deathball still works vs bio + hellbat + widow mine, you just have to be better at defending drops than ever before. It's about the only option we have at this point. As for beating mech, frankly I have no idea. I can tell you that going skytoss doesn't work, and I can tell you that going the good old chargelot + archon + immortal doesn't work, both for the same reason, which I'm sure you can guess. As for PvZ, your guess is as good as mine. I've been trying to innovate new strategies based on gateway expands and MSC aggression, but you just can't be aggressive enough to make the zerg take you seriously. Any 1 gate expand into 3 gate aggro is stopped cold by a queen, a spine, and a round of lings, and then they just go right back to droning. It's the same story for 1g SG expo and 1g DT expo, what with detection and anti air being free.
TL;DR no idea bro, getting smashed by new units every game lol


Why are you trying to do gateway expands PvZ instead of just FFE into stargate? I've been using that and I have been having a lot of success. The only trouble I have had is when I push before I am maxed with colossi/void ray - or if I let a swarm host party set up right outside my third, that can be troublesome.

---------

I have to play more games to test it out, but my PvT has been improving a bit, especially versus medivacs. The one good thing about the medivac speed ability for Protoss is that it encourages Terrans to try drops a lot more often, which means if you can take advantage of that you'll be ahead - the only problem is it can be really difficult to take advantage. I've played games where I take an expand off 2 gateway robo versus 1rax/1factory/1medivac and transition into double forge colossi - but the problem is that if the Terran really commits to dropping you with three or four medivac, slow stalkers are useless.

So what I have been doing is transitioning into an expansion, double forge, citadel, and then chronoing out blink and then zealot speed. You can leave a lot of stalkers in your main to defend versus drops as long as you leave your mothership core at your natural ready to photon overcharge (+zealots/immortal). Then after blink is started, you can begin to get your colossi, then try to take an expansion.

The only problem with this is that:
  • You seemingly have to play flawlessly. If you let one drop happen in your base, it can fuck you over really badly.
  • The Terran gets map control and a quicker third base.
  • During the game, it's going to feel like you're behind and that you have to significantly outplay them to win.


Obviously this isn't ideal, but this is something that's allowed me to get to a midgame position with upgrades, colossi, and no economy damage. My Terran opponent is usually further ahead than I am, not too much, but noticeably, and I have to play quite well in order to win. Right now versus ~300 point masters players it seems to work OK.


I was trying to do gateway expands vs Z because recall was supposed to fill a huge gap in the protoss early game that was forcing us to FFE, and was allowing zerg to just blind 3 base every game. However, even with huge gateway pushes and recall, they can still pretty easily do this. Even if you kill the third and recall without losing a single unit, you still haven't really undone the huge lead they get by just droning up, because you can't follow up with any kind of timing attack that I've found. I've been going FFE into stargate + 4g + robo for ages, the problem is that your new units are meaningless with this build. You won't get any significant drone kills with an oracle (or any at all, most of the time) because spores are pretty much free and come out way too early. While your new units are meaningless, zerg's are not. He can still incorporate swarm hosts and vipers into 3 hatch builds no problem. This is what's creating issues.


What sort of gate-expand build are you referring to? It sounds like a gasless gate-expand into a +1 4gate push or some variation thereof. In that case, killing the third should put you way ahead, and you can very easily transition into dt harass, 7 gate warp prism, or 1/1 7gate blink as a very quick followup, or take your own third and tech behind it.

If you're talking about a 1-base 3gate or 4gate, and you see them take a third, then you should be able to do huge economic damage at their natural while sending a unit or two to their third to kill it off, also putting you way ahead.


At first I tried a 1g expo into 3 gate pressure, similar to what sase used to do against terrans, but I was having trouble with transitioning out of it. Maybe I'll give it another shot tonight, and go with a SG/robo transition.
If you want to make one goal, to win, you must lose.
Salivanth
Profile Blog Joined October 2010
Australia1071 Posts
March 17 2013 06:43 GMT
#200
Applepielon: From what I've seen, it's pretty much exactly the same except that you time a Mothership Core to pop with your third Immortal.
<@Wikt> so you are one of those nega-fans <@Wikt> that hates the company that makes a game and everything they stand for <@Wikt> but still plays the game <@Wikt> (like roughly 30% of blizzard's player base, maybe much more...)
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