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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. |
On July 13 2013 22:26 sSooG wrote:Show nested quote +On July 12 2013 20:55 sSooG wrote:On July 11 2013 23:22 7mk wrote:On July 11 2013 22:51 sSooG wrote: I have currently 0% winrate vs. zergs and its the only thing that keeps me in platinum atm... i have 55% winrate in mirrors and over 80% vs terrans but vs. zergs i currently sit on 0% winrate...
i mostly play FFE but the zergs economy just gets out of control in every single match... they push early and expand behind it... i get some hallucination scouting but i cant punish the zerg... if i do some FFE into 4gate pressure into tech i get behind because he has like 8 roaches when i warp in my first round of gateway units... if i play some WoL style immortal all in i win on some maps but i dont want to play only all ins and only the same all in especially... i want to get my PvZ stronger so i am ready for diamond zergs
thanks in advance I dont really know what you're asking for, you're just making a general statement ^^ If he has enough roaches rdy against your 4 gate go home without losing your units and expand+get your robo There's several solid macro PvZ styles, just pick one and go with it. Hallucination isn't really for "punishing" zerg, it's for general scouting and reacting, making sure you have a good unit composition against what he has. Maybe you take your 3rd too late, maybe you need to do more warp prism harass, maybe your upgrades are falling behind, it's hard to say what's wrong with your macro style with such a generic statement Hey thank you very much for your answer! I have a replay now so please take a look at it someone if you have time: http://drop.sc/348619I watched the replay myself and the biggest mistake I found was that i took the 3rd. way too late... I think i take it too late in every single PvZ... But please feel free to give me more tips, i did okay with upgrades and I harrassed him more than enough but in the end i didnt have enough army, I didnt get my 4th in time so i ran out of eco and lost... It was because I somehow hoped that the zerg will tab out before I do since i took out his bases so many times throughout the game... at the end i didnt have the eco to get my army supply up and he just killed me... i think i am scared to take a 3rd base because i lost too many times to zergling all ins / baneling busts and roach all ins... Can you give me a generic benchmark for when i should take my 3rd. base if the zerg is not playing some 2base all in? just give me a timestamp so i can rely on that a little... also if the zerg takes no 3rd. up until lets say 7 minutes? i should worry and scout/def as hard as possible? (stay 2 base myself i guess...) i hope i can find some answers here... push, really need additional help from you guys here  thanks in advance Ill take a look tonight
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On July 13 2013 23:46 SC2John wrote:Show nested quote +On July 12 2013 12:37 SC2John wrote: Quick question: When opening up with warp prism PvT, I generally go 3 gates + robo, then forge + TC, get up 4 additional gateways and build a warp prism at 9:00. I had started opening with DTs, which seem to work quite well, but I'm a little lost on when to transition to templar. Should I be placing the dark shrine and the templar archives at about the same time (same time as the warp prism) or until after the first warpin or should I just defend the first push with DTs or DT archons and switch into templar AFTER?
Followup, how much later do you need colossus? I feel like you can get away on just storm and warp prism harass for quite a while. Could I get an answer to this?
Some of that stuff is kind of a stylistic thing imo. It depends on your priorities. If you could find out how much gas you need at each point, it could be easier to find an answer.
For example, I tend to get 3 stalkers + 3 sentries in the early game. Then I add tech/production structures before making more units against a 10 min medivac timing. I go robotics bay --> double forge --> twilight. But you can definitely go single/double forge first (i.e. a greedy upgrade style), probably followed by a twilight council and finally a robo bay, focusing more on gateway units for defense instead of a fast colossus.
Back to your question. How many dts do you make? How many sentries/stalkers do you make for defense? Do you go single or double forge? How many observers do you make? Do you make immortals? Everything you spend your gas on should help you determine the answer.
For instance, let's say you keep 2 observers for widow mine defense and 3 outside your base to spot drops/his army. You could get 3 observers instead, which is enough to get one extra ht, and maybe get 2 cannons to compensate for that (obviously more expensive, but less gas intensive if that's an important matter).
The issue you have to deal with is that dts are a bit unpredictable. You could outright win the game with them, but you could also do next to no damage. Since you already have dts, I don't think adding a super fast templar archives is important, because you can use dts for defense as well depending on how big your opponent's army is. I mean, you can't do everything at once. I don't know much about templar builds, but if you can't get storm AND high templar in time for a standard 10 min medivac timing, you might want to focus more on getting a healthy ht with storm no later than 12:00 in order to get a third up. I don't know much about high templar builds though, but since you're going dts, I guess you need to get double forge up first (with a focus on the late game) and buy yourself enough time for aoe tech to kick in. Then, I'd probably add a robo bay once I have enough templar and a third (you need 3 bases for ht + colossi with range). Or maybe just go for it if you think you can overrun your opponent with the advantage you got early on. Rushing for aoe while doing a dt drop and getting upgrades seems a bit too much and might get you killed.
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Ill take a look tonight
Don't really like doing this but since it worked once... 2769
would appreciate an answer, too :>
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^ You should be able to spam gateways and a handful of cannons at your fourth and fifth (even sixth) once you get to the late game. I'm not saying you shouldn't bank at all, but during an engagement you won't be spending too many resources building stuff, so you should be able to spam units easily after a major late game battle as long as your economy is steady.
If you have a lot of gas income, going up to something like 3 or even 4 robos is totally fine imo too. If you really want to remake colossi in the late game, having a single robo is actually awful imo. Unless you intend to spam archons at the end of a major battle, it shouldn't be too hard to get extra robos either.
The main issue with gateways in the late game is having enough room for more gateways. It doesn't matter if your gateway count is higher than 20 or whatever, you just need spare resources and room for them. One of the main advantages you have is huge gateway warp ins, so why not? Better than banking 3k or 4k minerals and not being able to spend even half of that if the opportunity arises.
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United States744 Posts
On July 12 2013 12:37 SC2John wrote: Quick question: When opening up with warp prism PvT, I generally go 3 gates + robo, then forge + TC, get up 4 additional gateways and build a warp prism at 9:00. I had started opening with DTs, which seem to work quite well, but I'm a little lost on when to transition to templar. Should I be placing the dark shrine and the templar archives at about the same time (same time as the warp prism) or until after the first warpin or should I just defend the first push with DTs or DT archons and switch into templar AFTER?
Followup, how much later do you need colossus? I feel like you can get away on just storm and warp prism harass for quite a while.
I personally think that you should use the DT expand build that was featured on TL strategy back in like March when TAiLS destroyed Ryung with it in the GSTL. It's got a nice timing and a flawless transition into colossus, not templar. I think if you do this build enough times you will not only have a better idea on how to transition techs but you will definitely win a lot of games. I think you may be too focused on getting templar archives because you already have a twilight council. By going for the warp prism (which is now even better :D) drop harrass you have the much easier transition into colossus, and if you do enough damage with the DT's then you should be able to win every time assuming you transition and macro behind it correctly. There is also a build that i copied from PartinG that he used against Flash in GSL season 1 in the "group of death" with innovation and life, and it is for a +1 armor chargelot drop into +2 storm, then third base, then finally colossus transition. Now Flash actually denied the drop and also kept PartinG pinned down on three bases with great pressure, and of course you aren't going to have the defense of PartinG, especially since it's harder to defend with storm, but you aren't going to be playing any Flash either, so if you watch the game (not hard to find), try not to get caught up on how PartinG seemed like he was screwed once the drop was shut down. If you want to just watch the game and copy the build yourself i encourage you to do so, but if you PM me i can just send you the build there too.
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On July 13 2013 22:26 sSooG wrote:Show nested quote +On July 12 2013 20:55 sSooG wrote:On July 11 2013 23:22 7mk wrote:On July 11 2013 22:51 sSooG wrote: I have currently 0% winrate vs. zergs and its the only thing that keeps me in platinum atm... i have 55% winrate in mirrors and over 80% vs terrans but vs. zergs i currently sit on 0% winrate...
i mostly play FFE but the zergs economy just gets out of control in every single match... they push early and expand behind it... i get some hallucination scouting but i cant punish the zerg... if i do some FFE into 4gate pressure into tech i get behind because he has like 8 roaches when i warp in my first round of gateway units... if i play some WoL style immortal all in i win on some maps but i dont want to play only all ins and only the same all in especially... i want to get my PvZ stronger so i am ready for diamond zergs
thanks in advance I dont really know what you're asking for, you're just making a general statement ^^ If he has enough roaches rdy against your 4 gate go home without losing your units and expand+get your robo There's several solid macro PvZ styles, just pick one and go with it. Hallucination isn't really for "punishing" zerg, it's for general scouting and reacting, making sure you have a good unit composition against what he has. Maybe you take your 3rd too late, maybe you need to do more warp prism harass, maybe your upgrades are falling behind, it's hard to say what's wrong with your macro style with such a generic statement Hey thank you very much for your answer! I have a replay now so please take a look at it someone if you have time: http://drop.sc/348619I watched the replay myself and the biggest mistake I found was that i took the 3rd. way too late... I think i take it too late in every single PvZ... But please feel free to give me more tips, i did okay with upgrades and I harrassed him more than enough but in the end i didnt have enough army, I didnt get my 4th in time so i ran out of eco and lost... It was because I somehow hoped that the zerg will tab out before I do since i took out his bases so many times throughout the game... at the end i didnt have the eco to get my army supply up and he just killed me... i think i am scared to take a 3rd base because i lost too many times to zergling all ins / baneling busts and roach all ins... Can you give me a generic benchmark for when i should take my 3rd. base if the zerg is not playing some 2base all in? just give me a timestamp so i can rely on that a little... also if the zerg takes no 3rd. up until lets say 7 minutes? i should worry and scout/def as hard as possible? (stay 2 base myself i guess...) i hope i can find some answers here... push, really need additional help from you guys here  thanks in advance
First of all, when to take a 3rd doesnt have to do anything with zergling all ins /baneling busts since they come before youre taking your 3rd. No 3rd until 7 minutes, then of course you need to worry, standard gasless 3rd timing vs FFE is 4:00-4:30. You have to scout what hes doing, whether hes doing some kind of roach rush or 2 base muta or 2 base swarm host or double evo mass ling style, they all have different responses.
About the game: I dont like your opening that much, you go for +1 4 gate, but then you actually go for DT rush with the twilight after all the gateways. This means your DTs arrive very late, there was no proxy pylon either. You take your 3rd at ~10:44, which is too late but not the end of the world. However, before doing so you build 2 cannons to secure the choke between your main and natural. Why? What are you afraid of? You're the one sending DTs to his bases, he will be busy dealing with that, he's not gonna have an army with overseers flooding your way, especially if you hit at the appropriate dt time. When going DTs, it's the roach counterattack after your DTs you need to worry about, not during. So you build 2 additional cannons and then take your 3rd, which means the 3rd will be the target and the 2 cannons are useless. Also when you go for your first attack with DTs on 2 base I recommend never attacking a 4th of a zerg, that's just giving him time to react - it means that you kill the 4th but should not be able to do any further damage, so you delay his 4th but then it's 3 base vs 2 base with you having failed to do real damage.
Some more tips: It's ok to not watch your harassing zealots too much but if you have a lot of them do not suicide them when he has lots of roaches right in front of them., especially if the zealots have already done good damage, just send them home to your base.
Your upgrades were fine until you got 3-0. You were very slow on getting your armor ugprades. You eventually were going for stargate units, so get the cy core upgrades too, at least 1/1 (since you dont need fleet beacon for that)
Why in all the PvZs Ive watched are people just not using sentries? They are so crucial vs roach hydra, they are literally the most important unit against it in the mid game if you go for a ground based army.
But honestly all of this is small compared to your main issue: Your macro. You simply didn't build enough units. Your warpgates were idle so much, you could have had such a big army but you just didnt warp stuff in. You say the reason is that you didnt take a 4th and ran out of eco. But you were actually sooooo far ahead in eco at several points a) because he is bad at building drones and b) you did amazing damage with your harass. When you do great eco damage and are far ahead in that aspect, then just building units and not dying is always the right thing to do! Going for colossi + voidrays + gateways army is a decent composition but it seemed like you were somewhat undecided about how to go about it. But with decent macro you could have just gone for those while using all your warpgates, you could have sat on 3 base, you wouldnt have lost it to some roaches and hydras, and then you could have moved out and killed him while taking your 4th.
Btw. it seems like when facing vipers you completely stopped colossus void ray for a bit just to get out templars. In theory yes templars are the counter to vipers, but again if you just macro properly and get colossus void ray +any gateway mix youre gonna crush him with such an eco lead. (And even without a big lead that army comp. does ok if he doesnt have a huge army with tons of vipers)
So yeah, keep up with the harass ,it was really good, you also had nice probe saturation, so good job at that, for quite a while you were outplaying him quite a bit but then I guess you only focused on that and didnt simply build enough units, so in your next games try to keep harassing while focusing heavily on your macro.
On July 14 2013 02:00 barbaTossa wrote:Don't really like doing this but since it worked once... 2769would appreciate an answer, too :>
That post was actually a good example of how to properly ask for help, watching the replay now.
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On July 12 2013 22:49 barbaTossa wrote:I started playing again ~a week ago and managed to get back to gold league. In WoL i was plat once and I would like to get there again. Can someone take a look at this PvT and tell me where I need to improve the most? http://drop.sc/348612(hope this works, never done it before) It feels like I heavily miscontrol my deathball and take horrible engagements. I basically a-move > control Stalker > control Templar Things I recognized I did wrong: should've held watch towers much earlier and at all times, a lot more gates a lot earlier after the initial 5, no second robo, no aggressive pylons nor warpins, forgot to add second forge, no guardian shield, no forcefields, charge before blink I think I could have won the game if I had waited for my templar and a pylon with the counterattack after I defended his first push. After that everything fell apart. I generally tend to lose many Nexi in this match up due to insufficent map vision and because I position my army incorrectly. Especially early game I'm scared to take an egagement. My army isn't positioned to defend my natural but the ramp to my main. I somehow seem to have the vision of a Terran roflstimming all over my army. Some general questions: Should I even bother with shield upgrades after armour/attack or is it simply not worth it because of emps? How many archons should I have in my army? Same problem: EMP? How many gates should I aim for at max? 15? When should I add a second Robo? Is it worth adding a third? How do I micro my probes against a reaper until my stalker/msc are out? (as in the replay) thanks for the help
The way you analyse yourself it sounds like your a smart guy who thinks a good amount about the game, on the other hand the main problem with your play is at the core - your macro and your micro. the standard Terran medivac push comes after 10 minutes. at 11:30 - so quite a bit after those first pushes might arrive your unit count is: 1MSC, 1 Colossus, 3 Stalkers, 2 Sentries,
.. and 4 observers you have had those 3 stalkers since before your warpgate finishes, since 6:50 so thats 4 minutes and 40 seconds between 6:50 and 11:30 and your only added gateway units are two sentries!
I really wouldnt recommend those gateway delying builds that you see some progamers use to any player below master league, you need to be amazing at defense and can never miss any warp ins when going for this kind of style that relies so heavily on the MSC Nexus cannon. Instead I would suggest adding gateways right after your robo facility, and then going for forge / robo bay. But in those cases as well: use those warp gates, build units!!
And if you wanna go for lots of observers, dont even go for a normal colossus build. Either go for 1 colossus into storm, or skip them completely and go for sth like chargelot archon HT, or go for a proper colossus build. That means not building 4 observers while only having a single colossus out for a long time.
Like you realized yourself, your map awareness is a problem. Imo PvT is the protoss matchup where map awareness is the most crucial. If you have many observers, position them properly, optimal is to have one near his base / near his army, one or two to drop for scouts, and, this one is very important and would have helped you a lot - one (or two) near your base at the place that he will be attacking from. Nothing hurts more than losing a nexus for free because you were out of position. Or like in your game taking a really bad engagement because your units werent in a good position.
At one point he just ran into your natural while your army was sitting clumped up between natural and 3rd. He had all his units nicely spread out, attacking from all angles, yours was all in one clump. Before all engagements, try to spread out and build a big concave. If you're the one attacking dont use the main screen to attack, use your minimap, do the attack command to a place that is in the direction you wanna attack but is far away enough that your units will not clump up. (If youre defending you dont need to do this, if you have just spread the units before the engagement and then a click behind his army when he runs into yours, your arc will be superior to his, defenders advantage is pretty big in that sense.) Use force fields. You already listed this as one of your mistakes but you really took particularly unnecessary damage because you just completely neglected your sentries. At one point you just walk into his 3rd and kill it. For lots of players the very first thing they would have done when walking into that 3rd would be to force field the choke to his natural a)preventing his army to defend and b) preventing the SCVs to escape the slaughter.
Not only did you not do this super easy preemptive measure, but you also just let him walk down and kill your army when you could have taken a good engagement by cutting his army in half with forcefields.
Honestly in general battle micro is way simpler for Protoss than it is for Terran. Spreading your units to form a concave and then attack using the minimap and then just letting your army do its thing is already good enough to get to master lvl. Pressing G for guardian shield before the engagement, blinking stalkers to kill vikings (seperate hotkey group!), sending chargelots back to the rest of your army if the MMM force kites too far away from your colossi (hence your chargelots just get owned while your colossi try to chase) and spreading your high templars as well as using single templars on different locations to try to storm whenever you can are additional skills that are important later on.
I don't even feel like answering your questions because they are so unimportant compared to improving your macro and your micro. Which you do by practicing the opening (you can do this vs the computer if you want) and by using the tips i gave you in regards to micro.
But I am gonna try to answer them anyways:
Should I even bother with shield upgrades after armour/attack or is it simply not worth it because of emps? Yes absolutely, always. If you spread your units properly EMPs aren't gonna hit everything, especially since up to a good master lvl people rarely ever go for the mass ghost+vikings style.
How many archons should I have in my army? Same problem: EMP? Despite EMP archons are a very strong unit in PvT. They are very buff, they dont get slowed by marauders, and they do good splash damage, which isnt just good vs MMM but can also kill vikings super fast, especially when terrans arent that amazing at army control. When to build how many depends on your build.. If you go for storm you only start building archons after you feel that you have enough Templars for storm (and of course you often morph low energy Templars after they casted their spells) There are some builds, like double forge colossus where you get templar archive but you dont get storm and just get 2-4 archons. Theres also the Chargelot Archon 7 gate all in, or old school chargelot archon macro style. But I think youre talking about the late game, in which case there is no definite answer. It often depends on your mineral / gas ratio. When youre low on mins and have lots of gas then obviously building lots of archons is a good choice. In general just build them when you feel like you can afford them. Do not not (yes two not's) build them only cause youre scared of EMPs, unless you know that he really has a scary amount of ghosts.
How many gates should I aim for at max? 15? There isn't really a max. If your army supply is maxed and you have a good amount of ressources than just build a shitload of gateways, the more the better because of the instant way in which warp gate works. This way you can either instantly resupply your army in a big fight, or you send in chargelots to harass his bases while his army is distracted with your main army. (Recently ive seen most progamers prefer to do the latter, which makes sense as long as youre sure youre not dying in the main fight) That's actually another battle micro tip kind of: Always fight near a (proxy) pylon.
When should I add a second Robo? Is it worth adding a third? Unless youre doing some kind of 2x robo all in simply get it after you have sufficient amounts of Templars. Yes it is worth getting a third, personally I even usually add the 2nd and the 3rd at the same time. This is because in late game scenarios after big fights, you want new colossi out asap, being able to build 3 at a time is much better than only being able to build 2 at a time.
How do I micro my probes against a reaper until my stalker/msc are out? (as in the replay) Biggest mistake here was that you delayed your MSC way too long. You even scouted the reaper with your probe but you still just started two new probes while cancelling your zealot. If youre relying on the MSC for defense then get it asap, and especially dont keep building probes when youre already saturated (with 16/24 probes at the mineral lines)
Actually that reminds me there's one more important thing to talk about - your probe saturation, you build way too many. I think at one point you have 23/24 at one base and like 24/24 at your other. If terran is doing a push then you have to cut probes, just focus on getting units out and defending while being 16/24 at each of your two bases. If he is just going for macro without a scary push then sure keep building probes, but also take your 3rd, or else the probes are just a waste.
so, key points: solid build order, appropriate probe saturation, macro, micro, observer positioning. Work on those, starting with getting down a good build order, your macro will naturally improve with that, while seeing an army coming before it attacks due to observer positioning will also help you prepare to have better army positioning +battle micro.
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My posts are usually long-ish, but that's a huge post 7mk! No offense, but it's kind of hard to read that without getting lost. You could add a spoiler tag per answer or something, it would be much easier to read. Just saying.
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United States4883 Posts
On July 14 2013 00:58 vhapter wrote:Show nested quote +On July 13 2013 23:46 SC2John wrote:On July 12 2013 12:37 SC2John wrote: Quick question: When opening up with warp prism PvT, I generally go 3 gates + robo, then forge + TC, get up 4 additional gateways and build a warp prism at 9:00. I had started opening with DTs, which seem to work quite well, but I'm a little lost on when to transition to templar. Should I be placing the dark shrine and the templar archives at about the same time (same time as the warp prism) or until after the first warpin or should I just defend the first push with DTs or DT archons and switch into templar AFTER?
Followup, how much later do you need colossus? I feel like you can get away on just storm and warp prism harass for quite a while. Could I get an answer to this? Some of that stuff is kind of a stylistic thing imo. It depends on your priorities. If you could find out how much gas you need at each point, it could be easier to find an answer. For example, I tend to get 3 stalkers + 3 sentries in the early game. Then I add tech/production structures before making more units against a 10 min medivac timing. I go robotics bay --> double forge --> twilight. But you can definitely go single/double forge first (i.e. a greedy upgrade style), probably followed by a twilight council and finally a robo bay, focusing more on gateway units for defense instead of a fast colossus. Back to your question. How many dts do you make? How many sentries/stalkers do you make for defense? Do you go single or double forge? How many observers do you make? Do you make immortals? Everything you spend your gas on should help you determine the answer. For instance, let's say you keep 2 observers for widow mine defense and 3 outside your base to spot drops/his army. You could get 3 observers instead, which is enough to get one extra ht, and maybe get 2 cannons to compensate for that (obviously more expensive, but less gas intensive if that's an important matter). The issue you have to deal with is that dts are a bit unpredictable. You could outright win the game with them, but you could also do next to no damage. Since you already have dts, I don't think adding a super fast templar archives is important, because you can use dts for defense as well depending on how big your opponent's army is. I mean, you can't do everything at once. I don't know much about templar builds, but if you can't get storm AND high templar in time for a standard 10 min medivac timing, you might want to focus more on getting a healthy ht with storm no later than 12:00 in order to get a third up. I don't know much about high templar builds though, but since you're going dts, I guess you need to get double forge up first (with a focus on the late game) and buy yourself enough time for aoe tech to kick in. Then, I'd probably add a robo bay once I have enough templar and a third (you need 3 bases for ht + colossi with range). Or maybe just go for it if you think you can overrun your opponent with the advantage you got early on. Rushing for aoe while doing a dt drop and getting upgrades seems a bit too much and might get you killed.
Okay, I think in the end, this answers my question fairly well. Essentially, you're saying that rushing AoE and dropping DTs and getting double upgrades is too much, which seems like a pretty clear statement. Thank you for your input!
If you want to understand my style a little better, it's zealot/stalker/stalker/MsC poke followed up by 2 sentries to defend at home. I get a very early forge to get up +1 armor asap and have cannons available to stop drops, then follow up with a twilight council and charge immediately. I have enough time to build 4 observers without chronoboost until I need to build a warp prism (~9:00). The basic idea of this build is to counter-drop the terran as they push out on the map while defending at home using mainly chargelot/sentry/immortal defense. It's essentially like the games LG-IM_First played against FanTaSy in Proleague. I've been thinking about immediately sending out DTs to stall the push and waste scans so that I can do MORE damage with the counterdrop, but I think that means I have to delay the HT a little longer. Not sure if this is a good idea yet.
Sidenote: In Best vs. Innovation recently in Proleague, I saw Best do a little bit of a variant of this with HT, using a really early HT to do a storm drop + zealot warpins.
On July 14 2013 03:19 banjoetheredskin wrote:Show nested quote +On July 12 2013 12:37 SC2John wrote: Quick question: When opening up with warp prism PvT, I generally go 3 gates + robo, then forge + TC, get up 4 additional gateways and build a warp prism at 9:00. I had started opening with DTs, which seem to work quite well, but I'm a little lost on when to transition to templar. Should I be placing the dark shrine and the templar archives at about the same time (same time as the warp prism) or until after the first warpin or should I just defend the first push with DTs or DT archons and switch into templar AFTER?
Followup, how much later do you need colossus? I feel like you can get away on just storm and warp prism harass for quite a while. I personally think that you should use the DT expand build that was featured on TL strategy back in like March when TAiLS destroyed Ryung with it in the GSTL. It's got a nice timing and a flawless transition into colossus, not templar. I think if you do this build enough times you will not only have a better idea on how to transition techs but you will definitely win a lot of games. I think you may be too focused on getting templar archives because you already have a twilight council. By going for the warp prism (which is now even better :D) drop harrass you have the much easier transition into colossus, and if you do enough damage with the DT's then you should be able to win every time assuming you transition and macro behind it correctly. There is also a build that i copied from PartinG that he used against Flash in GSL season 1 in the "group of death" with innovation and life, and it is for a +1 armor chargelot drop into +2 storm, then third base, then finally colossus transition. Now Flash actually denied the drop and also kept PartinG pinned down on three bases with great pressure, and of course you aren't going to have the defense of PartinG, especially since it's harder to defend with storm, but you aren't going to be playing any Flash either, so if you watch the game (not hard to find), try not to get caught up on how PartinG seemed like he was screwed once the drop was shut down. If you want to just watch the game and copy the build yourself i encourage you to do so, but if you PM me i can just send you the build there too.
I have looked at the DT drop build, but I don't like it as much; I prefer more standard macro openings. I mentioned the build that PartinG used in the above paragraph (used by Best vs. Innovation) and I really like that variant. I've been preferring templar over colossus recently just because it does a lot better against drops. I think another advantage of going into templar instead of colossus is that it doesn't keep your robo tied up; this means that I can add a few immortals to my army mix as well as continually produce warp prisms when they die.
Thank you for the input and thought! I've just been a little lost in PvT recently, but I've been studying hard and I think I'm starting to get a better understanding of how things work.
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United States744 Posts
I understand what you are saying about the DT build being "nonstandard", but it is still a very standard 1 gate msc FE, really the point of it is to look like a standard FE build. The only difference is that instead of powering to tech straight away you do a little of harassment and ultimately delay your forges and robo bay only by about a minute. But if you don't like it then that's fine, don't do it. But if you want a standard macro opening then you can't exactly do effective DT harass because it's going to hit too late. There are lots of viable options with templars and archons and chargelot harass that can be just as effective, which it sounds like you are doing, so I think you are fine. I think you just need to remember that if you invest all your money into tech you have no army, so don't worry about falling too far behind in tech if you do something like a DT harass, because you can still make viable units for defense, and assuming you do enough damage, there is no immediate threat of a super scary push that you need 3 bases and storm and a ton of chargelots to defend against.
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On July 14 2013 08:34 7mk wrote: Actually that reminds me there's one more important thing to talk about - your probe saturation, you build way too many. I think at one point you have 23/24 at one base and like 24/24 at your other. If terran is doing a push then you have to cut probes, just focus on getting units out and defending while being 16/24 at each of your two bases. If he is just going for macro without a scary push then sure keep building probes, but also take your 3rd, or else the probes are just a waste.
Unless you are a base up on probes, you shouldn't stop probe production.
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On July 14 2013 12:03 etherealfall wrote:Show nested quote +On July 14 2013 08:34 7mk wrote: Actually that reminds me there's one more important thing to talk about - your probe saturation, you build way too many. I think at one point you have 23/24 at one base and like 24/24 at your other. If terran is doing a push then you have to cut probes, just focus on getting units out and defending while being 16/24 at each of your two bases. If he is just going for macro without a scary push then sure keep building probes, but also take your 3rd, or else the probes are just a waste. Unless you are a base up on probes, you shouldn't stop probe production.
I worded this badly, but imo if terran is doing sth like a marine tank push than the focus is on defending not on eco, if he's playing standard and expanding after doing 10min pressure with medivacs then you hopefully dont have to cut probes. However, there is no point to building 24/24 probes on all your bases if youre not taking 3rd, it takes like a bajillion years for the probe cost to be paid back in minerals if youre not reaping the benefits of maynarding them to a new base.
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Oh my!
I win over 70% of my PvT and I really suck against Z... Winning less than 40%. As a result of my good winrate vs T and partially P, I get faced vs Zergs who are way out of my league. And I don't learn crap from playing against that good players in a matchup I am so bad at.
It seems like I do my push with zealot, 2 stalkers and MSC and force 20 ish lings... That works fine. They make 20 drones afterwards and when I do my push or expand they have and 4 bases and 80 drones and an army I cannot match.
What are you supposed to do against fast hydra anyway? Collosi aren't out quickly enough.
Oh and I haven't won a game vs mutas in HOTS.
And not to mention scouting. People say scout the ralley... They insta make 12 mutas for instance... By the time I see the first there is 40 seconds to them being at my probeline. Seems like I only win when I 6 gate or some shit like that.
(I am diamond)
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On July 14 2013 20:33 Mozdk wrote: Oh my!
I win over 70% of my PvT and I really suck against Z... Winning less than 40%. As a result of my good winrate vs T and partially P, I get faced vs Zergs who are way out of my league. And I don't learn crap from playing against that good players in a matchup I am so bad at.
It seems like I do my push with zealot, 2 stalkers and MSC and force 20 ish lings... That works fine. They make 20 drones afterwards and when I do my push or expand they have and 4 bases and 80 drones and an army I cannot match.
What are you supposed to do against fast hydra anyway? Collosi aren't out quickly enough.
Oh and I haven't won a game vs mutas in HOTS.
And not to mention scouting. People say scout the ralley... They insta make 12 mutas for instance... By the time I see the first there is 40 seconds to them being at my probeline. Seems like I only win when I 6 gate or some shit like that.
(I am diamond) Dude tell me about it..I am in the exact same boat. 35-10 vs T (78%) around 50% vs P, and a whopping 34% against Z at the platinum level. This is like the first time I ever don't feel like laddering because I don't want to face zerg. My biggest problem is scouting, you have to be so on top of your scouting in case of random tech switches. Spores and queens everywhere, I can't seem to keep my 4 phx alive since I don't have gosu control. Observer scouting is a joke. I think i'm going to start 222 allining every game
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teoita what's the deal with voidray collosi in pvz? I've heard that it got phased out of the meta, but i've been tearing sh*t up with it vs zergs
granted this is NA but, what's the weakness here?
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On July 14 2013 20:54 TarLaPaN wrote:Show nested quote +On July 14 2013 20:33 Mozdk wrote: Oh my!
I win over 70% of my PvT and I really suck against Z... Winning less than 40%. As a result of my good winrate vs T and partially P, I get faced vs Zergs who are way out of my league. And I don't learn crap from playing against that good players in a matchup I am so bad at.
It seems like I do my push with zealot, 2 stalkers and MSC and force 20 ish lings... That works fine. They make 20 drones afterwards and when I do my push or expand they have and 4 bases and 80 drones and an army I cannot match.
What are you supposed to do against fast hydra anyway? Collosi aren't out quickly enough.
Oh and I haven't won a game vs mutas in HOTS.
And not to mention scouting. People say scout the ralley... They insta make 12 mutas for instance... By the time I see the first there is 40 seconds to them being at my probeline. Seems like I only win when I 6 gate or some shit like that.
(I am diamond) Dude tell me about it..I am in the exact same boat. 35-10 vs T (78%) around 50% vs P, and a whopping 34% against Z at the platinum level. This is like the first time I ever don't feel like laddering because I don't want to face zerg. My biggest problem is scouting, you have to be so on top of your scouting in case of random tech switches.
You should probably do what sOs has been doing, teoita I think posted it a few pages back
Personally, I'll get one phoenix, get one void, bring in some sentries and try grab a super super early third ( i'm talking I've had it down by 7:45 and held ). Once the third is down go for collosi. You'll want air attack and ground attack upgrades as you start making your way to templar to keep vipers off of you.
I've ripped zerg after zerg apart doing this so I can only imagine what this style would do to platinum zergs.
On July 12 2013 07:27 Teoita wrote: I personally liked the build sos was doing at wcs finals, where he was getting a single phoenix to deny scouting, then he went for a void ray to secure a fast third teching to +1 shields after +1 attack along with +1 air weapons. After the third you throw down 2 more stargates, get like 7 void rays up and then transition into chargelot/templar.
If he's going muta you should be fine with the shield and air upgrades along with the 3stargates. Vs roach hydra you can win as long as you hold off his first pushes, as zealot/templar/archon/void ray is really fucking strong against it. vs swarm host you have to buy time with zealot harassment for a colossus transition. You can also do fun stuff like sniping bases with void rays and recalling back, then sending a bunch of zealots to another base while he's panicking and moving out to counter attack.
That said, stargate/4gate/robo expo should do decently too, but you won't be ahead of the z unless you do tons of damage with your phoenixes. It's one of those builds that's always decent, but never amazing.
There it is ^
So we're pretty similar except he goes into HT instead of collosi. I imagine this might be better as it'll probably shut vipers down faster. Since most zergs try and break your third with a ton of hydras, I just like going collosi currently
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Italy12246 Posts
Sos did the fast stargate+third into colossus thing vs Zenio on Newkirk if you wanna go that way btw.
Also holy shit 7mk, you gonna get a blue background if you keep posting like that (which Protoss TOTALLY needs amirite :D). Dayum man.
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Thanks for the response I will try doing that. found the VoD link
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Thanks for the help guys!
+ Show Spoiler +On July 14 2013 08:34 7mk wrote:Show nested quote +On July 12 2013 22:49 barbaTossa wrote:I started playing again ~a week ago and managed to get back to gold league. In WoL i was plat once and I would like to get there again. Can someone take a look at this PvT and tell me where I need to improve the most? http://drop.sc/348612(hope this works, never done it before) It feels like I heavily miscontrol my deathball and take horrible engagements. I basically a-move > control Stalker > control Templar Things I recognized I did wrong: should've held watch towers much earlier and at all times, a lot more gates a lot earlier after the initial 5, no second robo, no aggressive pylons nor warpins, forgot to add second forge, no guardian shield, no forcefields, charge before blink I think I could have won the game if I had waited for my templar and a pylon with the counterattack after I defended his first push. After that everything fell apart. I generally tend to lose many Nexi in this match up due to insufficent map vision and because I position my army incorrectly. Especially early game I'm scared to take an egagement. My army isn't positioned to defend my natural but the ramp to my main. I somehow seem to have the vision of a Terran roflstimming all over my army. Some general questions: Should I even bother with shield upgrades after armour/attack or is it simply not worth it because of emps? How many archons should I have in my army? Same problem: EMP? How many gates should I aim for at max? 15? When should I add a second Robo? Is it worth adding a third? How do I micro my probes against a reaper until my stalker/msc are out? (as in the replay) thanks for the help The way you analyse yourself it sounds like your a smart guy who thinks a good amount about the game, on the other hand the main problem with your play is at the core - your macro and your micro. the standard Terran medivac push comes after 10 minutes. at 11:30 - so quite a bit after those first pushes might arrive your unit count is: 1MSC, 1 Colossus, 3 Stalkers, 2 Sentries, .. and 4 observers you have had those 3 stalkers since before your warpgate finishes, since 6:50 so thats 4 minutes and 40 seconds between 6:50 and 11:30 and your only added gateway units are two sentries! I really wouldnt recommend those gateway delying builds that you see some progamers use to any player below master league, you need to be amazing at defense and can never miss any warp ins when going for this kind of style that relies so heavily on the MSC Nexus cannon. Instead I would suggest adding gateways right after your robo facility, and then going for forge / robo bay. But in those cases as well: use those warp gates, build units!! And if you wanna go for lots of observers, dont even go for a normal colossus build. Either go for 1 colossus into storm, or skip them completely and go for sth like chargelot archon HT, or go for a proper colossus build. That means not building 4 observers while only having a single colossus out for a long time. Like you realized yourself, your map awareness is a problem. Imo PvT is the protoss matchup where map awareness is the most crucial. If you have many observers, position them properly, optimal is to have one near his base / near his army, one or two to drop for scouts, and, this one is very important and would have helped you a lot - one (or two) near your base at the place that he will be attacking from. Nothing hurts more than losing a nexus for free because you were out of position. Or like in your game taking a really bad engagement because your units werent in a good position. At one point he just ran into your natural while your army was sitting clumped up between natural and 3rd. He had all his units nicely spread out, attacking from all angles, yours was all in one clump. Before all engagements, try to spread out and build a big concave. If you're the one attacking dont use the main screen to attack, use your minimap, do the attack command to a place that is in the direction you wanna attack but is far away enough that your units will not clump up. (If youre defending you dont need to do this, if you have just spread the units before the engagement and then a click behind his army when he runs into yours, your arc will be superior to his, defenders advantage is pretty big in that sense.) Use force fields. You already listed this as one of your mistakes but you really took particularly unnecessary damage because you just completely neglected your sentries. At one point you just walk into his 3rd and kill it. For lots of players the very first thing they would have done when walking into that 3rd would be to force field the choke to his natural a)preventing his army to defend and b) preventing the SCVs to escape the slaughter. Not only did you not do this super easy preemptive measure, but you also just let him walk down and kill your army when you could have taken a good engagement by cutting his army in half with forcefields. Honestly in general battle micro is way simpler for Protoss than it is for Terran. Spreading your units to form a concave and then attack using the minimap and then just letting your army do its thing is already good enough to get to master lvl. Pressing G for guardian shield before the engagement, blinking stalkers to kill vikings (seperate hotkey group!), sending chargelots back to the rest of your army if the MMM force kites too far away from your colossi (hence your chargelots just get owned while your colossi try to chase) and spreading your high templars as well as using single templars on different locations to try to storm whenever you can are additional skills that are important later on. I don't even feel like answering your questions because they are so unimportant compared to improving your macro and your micro. Which you do by practicing the opening (you can do this vs the computer if you want) and by using the tips i gave you in regards to micro. But I am gonna try to answer them anyways: Show nested quote +Should I even bother with shield upgrades after armour/attack or is it simply not worth it because of emps? Yes absolutely, always. If you spread your units properly EMPs aren't gonna hit everything, especially since up to a good master lvl people rarely ever go for the mass ghost+vikings style. Despite EMP archons are a very strong unit in PvT. They are very buff, they dont get slowed by marauders, and they do good splash damage, which isnt just good vs MMM but can also kill vikings super fast, especially when terrans arent that amazing at army control. When to build how many depends on your build.. If you go for storm you only start building archons after you feel that you have enough Templars for storm (and of course you often morph low energy Templars after they casted their spells) There are some builds, like double forge colossus where you get templar archive but you dont get storm and just get 2-4 archons. Theres also the Chargelot Archon 7 gate all in, or old school chargelot archon macro style. But I think youre talking about the late game, in which case there is no definite answer. It often depends on your mineral / gas ratio. When youre low on mins and have lots of gas then obviously building lots of archons is a good choice. In general just build them when you feel like you can afford them. Do not not (yes two not's) build them only cause youre scared of EMPs, unless you know that he really has a scary amount of ghosts. There isn't really a max. If your army supply is maxed and you have a good amount of ressources than just build a shitload of gateways, the more the better because of the instant way in which warp gate works. This way you can either instantly resupply your army in a big fight, or you send in chargelots to harass his bases while his army is distracted with your main army. (Recently ive seen most progamers prefer to do the latter, which makes sense as long as youre sure youre not dying in the main fight) That's actually another battle micro tip kind of: Always fight near a (proxy) pylon. Unless youre doing some kind of 2x robo all in simply get it after you have sufficient amounts of Templars. Yes it is worth getting a third, personally I even usually add the 2nd and the 3rd at the same time. This is because in late game scenarios after big fights, you want new colossi out asap, being able to build 3 at a time is much better than only being able to build 2 at a time. Show nested quote +How do I micro my probes against a reaper until my stalker/msc are out? (as in the replay) Biggest mistake here was that you delayed your MSC way too long. You even scouted the reaper with your probe but you still just started two new probes while cancelling your zealot. If youre relying on the MSC for defense then get it asap, and especially dont keep building probes when youre already saturated (with 16/24 probes at the mineral lines) Actually that reminds me there's one more important thing to talk about - your probe saturation, you build way too many. I think at one point you have 23/24 at one base and like 24/24 at your other. If terran is doing a push then you have to cut probes, just focus on getting units out and defending while being 16/24 at each of your two bases. If he is just going for macro without a scary push then sure keep building probes, but also take your 3rd, or else the probes are just a waste. so, key points: solid build order, appropriate probe saturation, macro, micro, observer positioning. Work on those, starting with getting down a good build order, your macro will naturally improve with that, while seeing an army coming before it attacks due to observer positioning will also help you prepare to have better army positioning +battle micro.
The answer I hoped for :O Gifted one month TL+ for your efforts.
I'm not really into changing up the buildorder too much because I spent some time ripping it off Vods and practicing it. I just accept that I'll lose if I execute it worse than my opponent his. I'll think about adding a second gateway together with the forge though. So key points for me are: crisp(er) execution, focus on keeping warpgate(s) on cooldown and robo building stuff, get a 3rd at a decent time or stop probe production and obersver positioning. Thanks a lot for the dearly needed points on positioning and micro. Hope I can put it into practice. I will prioritize spreading out units in a defensive position. And try not to forget my Sentrys :/
I know these doesn't matter and I should propably 7gate all-in every game on my level to get a feel for warpgates and seperate the game into an economy and attack phase but I got some more questions:
1. I've seen pros take the base beneath their natural as their third against on Akilon Wastes. Why? Should I go for it, too? 2. When should I start adding Zealots over Stalkers in the early game? I want to end up with 8, so what usually happens is I warp-in all 8 before I get any Zealots. Is this to late? And are 8 Stalkers enough for a 3 Collosus/range build? 3. Assuming I went for 3 Stalkers before Warpgate, then 2 Sentrys, a Collosus and a Zealot. I usually keep my Stalkers in the main. But without them my army feels too weak to take an engagement. Should I just keep them in one clump? 4. Should I position my army at the ramp or hug the Nexus to defend my natural? As I said, I tend to keep my army on the high ground because it feels so fragile. 5. I know Immortals are great against marauders yet no pro ever incorporates them. I guess that's because where I play just build a lot more marauders. When and how many should I add to my army with a 3 Collosus/Range into Templar build (assuming I use the time before the bay finishes for some Observers)? 6. (awkward one) I hotkey my Nexi to 5 my Robo to 6 and my Warpgates to W. Army is at 2/3/4. My left hand is over asdf or 234. If I do a "macro cycle": do I press 5 and 6 with my index finger or do I move my entire hand? What? I said it was awkward!
thanks for the help
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Something that was mentioned in a SotG a long time ago regarding hotkeys, is using Q for warpgates. That way you can add unfinished gateways to your hotkey group and quickly convert them to warpgates, you can also get a full look of the cooldowns of your warpgates. In that video, he would Camera bind Tab (binding it to relevant pylon) and bind a warp prism to W.
Because I was unable to learn that hotkey set-up, I just use Q for Warpgates, W for Robos\Stargates and 4 for Nexi.
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