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On July 26 2013 23:22 GoDLy MD wrote:Hi, if possible i'd really appreciate some help with my PvT. I recently got HotS after quitting WoL in 2011 also due to PvT. I was diamond when i stopped playing WoL, currently after about 20 games of HotS i'm sitting in gold (went 5-0 in placements and put in silver wtf?) and playing vs platinum mostly. + Show Spoiler + In this game I'm asking about, we both open with standard FE builds (I flopped my gas a little bit, but nothing too major), I notice when scouting with my MSc he's getting 3rax with stim so I add on a couple of gateways and a robo to defend against the push - I wasn't sure if he was expanding at this time. He pushed my front which I held off fairly uneventfully, we both lost some units and photon overcharge and my second immortal kept him out. I probably could have controlled a bit better, my reaction time was a bit slow and guardian shield probably would have helped before my sentries got killed.
I tech up to collosus, he doesn't have to tech up past starport because he's terran so he just keeps pumping marine marauder with his increased barrack count, both of us get upgrades so we're 1-1. He makes a push to my front hoping to hit some kind of pre-collosus timing I guess but he was a bit late, my first collosus was already out. he scanned it and ran back to his base.
At this point I knew: - He had taken a third and I hadn't, If i didn't get an advantage now I would be significantly behind in economy. - He has only tier one units and medivacs (nothing unusual there, but no vikings.) - I have 2 collosus - supply should be around even.
So I went for the push, we engaged and he just completely destroyed me. So I know that MMM shits on gateway units, I've known that since 2010, but I had 2 collosus shooting completely unhindered and they made no difference whatsoever. I noticed he had a better concave but I didn't deem it super significant, until I just had to box my shit and run away. At that point the game was already over and I just had a slow death animation. He dropped my main while pushing the front, I warped in zealots to kill the drop, he just stimmed and right clicked the nexus, when it was dead he picked up his stuff and flew away. I didn't have any stalkers because imo they're trash units vs MMM except when I get like 6-10 to kill vikings. I made some fail attempts to expand but they were really irrelevant because my two base timing had flopped, it was more hoping for a miracle like he didnt attack for 10 mins - but he wasn't braindead so he just pushed. I love watching pro PvT like when Rain plays because he just abuses these terrans, and when they try to drop him he's already 5 steps ahead and just crushes it. Unfortunately i'm not Rain, or even remotely close to being as good as I was, or good at all.
My questions are as follows relating to the replay (http://drop.sc/351598) - If i see the terran taking a third, is it better to go for a two base timing to kill him, or accept being behind in econ and take a third anyways - I feel like my macro was pretty good during the game, I kept my money low and tried to stick to warp cycles, was I trying to do too much with 6 gates, double forge and 1 robo collosus? If I remember that should be ok from 2 base fully saturated. - Main question: Why did I lose that engagement? I know MMM is pretty retarded but seriously? I must be missing something - If it was a decision based thing rather than a specific engagement based thing for the above question, should I just always try to play macro rather than hit timings? I just didn't see any reason why I couldn't kill him with equal supply and upgrades when I had 2 friggin collosus and all he has is T1.
More general questions: - Should I change race to zerg? naw j/k lol - I normally have trouble with drops, i'm trying to emulate the pros and how they defend them but are things like phoenix viable? I kinda feel pretty shit when he just shift click drops some marauders at my thirds, stims and right clicks the nexus and because my army is fairly immobile I won't get to it anywhere near close enough to save it. If i have a few stalkers there, I might kill the medivacs but his units are dirt cheap, and he doesn't really care if he loses them because it's so friggin worth if he just snipes the nexus (which he would.) On the other hand, if I put too many units there my main army will be shit so when I get around to fighting his mmm(v/g) ball will just tear through my army. - in WoL my PvT was like 35%, everything else around 60%. Now I assume it's around the same, I just have no clue vs terran. I feel like many months of playing vs them has got me into bad habits, i'm always so scared to attack them or do anything really because i'm just expecting some mmm to stim and kill everything costing me the game.
Sorry for the super long post, i've tried to be as informative of my problems as I can while pointing out my obvious mistakes. Please don't misinterpret my tone as balance whine, I only got HotS because a friend of mine promised me that the game balance was a lot better than 2011. I also love watching pro games and streams because they're not bad like me, and the protoss players like Rain and First normally smack their opponents, perhaps even making protoss look a touch too strong. As a result, I know that if I just improve more and more, have like 50 more apm than the terran, defend his stupid shit like widow mines and drops properly, out macro and expand him and have better unit and army control than him, I WILL win. I just need help getting to that stage, because I go on ladder, lose to a terran like this and just close the game and wonder what to do next.
Any help would be much appreciated, many thanks.
EDIT: I forgot to mention clearly stuff I should be doing better.
I feel like I need to: - Be less scared and take a third earlier, and just find a way to prevent it from dying without losing the game. Hoping to see some examples of this on pro streams and see how they do it. - Time my twilight council better so I can start 2/2 right after 1/1 without a long-ass delay - Not get collosus and go for HT instead because most terrans I face around diamond or below level are bad and just get blind vikings because iirc 7 vikings will 2 shot a collosus - Get less stalkers so my army is less shit and doesnt get raped as hard by his MMM - Get more stalkers so I can kill his vikings faster and defend against drops easier - Improve my APM so when I spot his medivac on the minimap I can start warping in faster and hopefully not lose 16 buildings, a nexus, 22 pylons and all the probes (exaggeration don't take me seriously please) - Get more observers to help me spot drops coming - I feel like I should use my observers better, but tbh it's not like PvZ where I need to know if he's suddenly build a spire for a muta tech switch or if he's making swarmhost, it's terran lol he's just building MMM and V/G when appropriate. I think hovering my observers over his army is more than enough, and just keeping track of his expansions - Improve my forcefields in large army battles, I think they're pretty good in small army fights early game atm. - Actually play the game, rather than losing a PvT on ladder then spending 5 hours watching streams and tournaments, rinse and repeat each time I feel like playing starcraft.
I watched this a few days ago so i wont go into detail but here are some comments
+ Show Spoiler [ balance whine related] +first of all you say the post isnt a balance whine but it really sounds like one. As a result, I know that if I just improve more and more, have like 50 more apm than the terran, defend his stupid shit like widow mines and drops properly, out macro and expand him and have better unit and army control than him, I WILL win. You make it sound like TvP is imba until you reach the highest level. While still wrong I think youd be closer to the truth if you stated the opposite, Terran is really hard to beat at the highest level, but before that you have the benefits of army micro being way easier and protoss overall being a little easier mechanically. Protoss players have the lowest apm (naturally since they have less but more expensive units) - doesnt mean at all that the game is easier (every roach spamming idiot has high apm) for protoss but it does mean that your statement is bs. Also Protoss dont really out-expand Terrans in HotS but now to the game itself And honestly in WoL PvT at anything but the highest level was seriously too easy. I've beaten several Grandmaster Terrans without even practicing and I should be nowhere near their skill level, it's frustrating when you keep on doing this badly against one race of course, but im not completely buying it that youre putting all the blame on yourself rather than the game, even though you should. Play better than your opponent and 99% of the time you win anyways, now to the game itself
(I flopped my gas a little bit, but nothing too major) you think going for early double gas and then not getting gas for like over 20 seconds is nothing major? if i was playing unranked or custom i would probably leave the game right there. If you get one gas and delay mining to get an earlier nexus thats another thing, but yours was like 30 seconds later than some double gas builds that do actually mine gas from the start. Then after 3 gate robo you go double forge, but while you mention your delay of 2/2 you also delay 1/1 by a whole lot. Sure you were kinda busy defending but you have to get used to going through with such an important part of your build even if you are under pressure. It takes some getting used to, ive done the same mistake a few times (well, not with 1/1 but with later upgrades). He might go for a build where he can take a faster 3rd than yours but if you had properly upgraded you could have made up for that by having a massive upgrade advantage. Although generally I dont feel like you should have so much trouble defending that, i didnt watch the replay too closely but it seemed like you had less units than you should have, although part of that is explained by how much more economic his opening was than yours (i think at one point you had 27 probes vs 26 scvs with him having 2 orbitals done, shows you things are already going bad since he doesnt have chronoboost. But you can make up for some of that if you use whatever you got by sacrificing your economy, whether thats fast upgrades or fast tech)
I noticed he had a better concave but I didn't deem it super significant, until I just had to box my shit and run away. if you dont see the huge fault with the battle engagement then you dont really understand how PvT micro works. You engage in a huge open field with not the slightest hint of a choke with 130 vs 130 supply and it basically looks like this:
![[image loading]](http://i.imgur.com/GqBvkYZ.jpg) artistic interpretation. Actually the green zealots should be in front of the colossus, slowly trying to reach their targets to finally get a hit off.
Watch some progames and focus on how they move their army when they know the opponents army is close by, often theres a bit of a dance going on, one army chasing another, then the chased army spreads its units to have the superior arc, then the chasing army flees and tries to reposition to have the better arc again, etc... Having a good unit spread while your opponents army is clumped should always give you the win if it comes to engagement, and with you not having blink stalkers or HTs to micro this was the only thing for you to have focus on, other than guardian shield and force fields, which certainly werent the best. In your defense: you couldnt really choose where to fight the battle because you were all inning while he theoretically already had enough to defend - as long as he doesnt get owned by choke / force fields. It was smart of him to not just let him walk you to your natural. (Not that I blame you for all inning, with how the situation went down i might have done the same) You were behind in eco, you had no upgrade advantage, in numbers you had no army advantage, the only advantage you had (which can be huge) was colossus vs no vikings. But that one advantage was completely negated by where you engaged and by how you engaged.
Also id recommend to not underestimate stalkers. Sure if you face MM with stim with only stalkers you get completely crushed and usually you dont wanna get too many of them in the earlier parts of the game but they help in drop defense, they put on some damage at a stage in a fight where zealots are busy running after the enemy, they are necessary vs vikings and esp. with blink they are good at killing medivacs and drops in general. If you dont have stalkers than in any battle he can just lift his army and fly away whenever he feels like it. It also means the additional gas you have for sentries isnt as useful because he can just lift units that were trapped by forcefields and drop behind forcefields, now the ffs work against you cause they prevent the zealots from reaching MM.
Btw. observers imo are actually much more important for scouting than in PvZ. In PvZ observers get killed so easily if he has any anti air, theyre only really nice before that, main scouting tool are hallucinated phoenixes (real ones help too of course). in PvT observers are super helpful at spotting the terran army, he cant just wildly scan everywhere, and knowing where which parts of the opponents army is is sooo important in PvT
TL:DR: fix your early game build order, learn how to engage battles in PvT
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Italy12246 Posts
Brotoss high five. Blue background so pretty.
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weee  1 done 4 more to go
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On July 30 2013 07:07 unknown soldier wrote:looks like no one even bothered to look to my post (although this composition is not in the op at least not the same roles lings are differend from hydras) so i am reposting it hopefully someone will answer it and not just ignore it to take about why zerg get free locust and we get interceptors with minerals Show nested quote +i had a problem with a zerg player going hydra ultra basically i started 1 gate FE and harassed much but i just lost it somewhere i just started having bad engagements i think it is just the small mistakes please tell me any mistakes in this game (even the small ones ) replay : http://ggtracker.com/matches/3775782 i would like to add to that that i think i took the third so late is that true?
You just post a replay and add very little text, of course it's not tempting for anyone to go through a lot of effort to help you, when you dont even put in effort yourself
There are no small mistakes you should focus on, you need to focus on the big things. Your game is a typical low league game, people build some buildings, do some warp ins and amove, build more buildings, warp in more things. Watch Vods, learn about the flow of professional SC2 games, watch replays, copy build orders, practice vs AI, compare your timings to the replay you copied. The way you play atm has nothing to do with how its supposed to be played, for example you sit around on 2 base and then at 16 minutes you build like 6 cannons to defend your natural, it just doesn't make sense. try to take your 3rd not later than 11 minutes unless youre all inning. Just in general learn about when youre suppsoed to build what building, replays are best for that although with the production tab vods are fine too. Your very first pylon is late by some seconds, your cut a lot of probes even in like the first four minutes. watch games, copy builds, watch your mistakes in comparison to real games, become faster by repetition
Also wtf why do you play on xel naga caverns haha :D
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On August 02 2013 08:39 7mk wrote:+ Show Spoiler +On July 26 2013 23:22 GoDLy MD wrote:Hi, if possible i'd really appreciate some help with my PvT. I recently got HotS after quitting WoL in 2011 also due to PvT. I was diamond when i stopped playing WoL, currently after about 20 games of HotS i'm sitting in gold (went 5-0 in placements and put in silver wtf?) and playing vs platinum mostly. + Show Spoiler + In this game I'm asking about, we both open with standard FE builds (I flopped my gas a little bit, but nothing too major), I notice when scouting with my MSc he's getting 3rax with stim so I add on a couple of gateways and a robo to defend against the push - I wasn't sure if he was expanding at this time. He pushed my front which I held off fairly uneventfully, we both lost some units and photon overcharge and my second immortal kept him out. I probably could have controlled a bit better, my reaction time was a bit slow and guardian shield probably would have helped before my sentries got killed.
I tech up to collosus, he doesn't have to tech up past starport because he's terran so he just keeps pumping marine marauder with his increased barrack count, both of us get upgrades so we're 1-1. He makes a push to my front hoping to hit some kind of pre-collosus timing I guess but he was a bit late, my first collosus was already out. he scanned it and ran back to his base.
At this point I knew: - He had taken a third and I hadn't, If i didn't get an advantage now I would be significantly behind in economy. - He has only tier one units and medivacs (nothing unusual there, but no vikings.) - I have 2 collosus - supply should be around even.
So I went for the push, we engaged and he just completely destroyed me. So I know that MMM shits on gateway units, I've known that since 2010, but I had 2 collosus shooting completely unhindered and they made no difference whatsoever. I noticed he had a better concave but I didn't deem it super significant, until I just had to box my shit and run away. At that point the game was already over and I just had a slow death animation. He dropped my main while pushing the front, I warped in zealots to kill the drop, he just stimmed and right clicked the nexus, when it was dead he picked up his stuff and flew away. I didn't have any stalkers because imo they're trash units vs MMM except when I get like 6-10 to kill vikings. I made some fail attempts to expand but they were really irrelevant because my two base timing had flopped, it was more hoping for a miracle like he didnt attack for 10 mins - but he wasn't braindead so he just pushed. I love watching pro PvT like when Rain plays because he just abuses these terrans, and when they try to drop him he's already 5 steps ahead and just crushes it. Unfortunately i'm not Rain, or even remotely close to being as good as I was, or good at all.
My questions are as follows relating to the replay (http://drop.sc/351598) - If i see the terran taking a third, is it better to go for a two base timing to kill him, or accept being behind in econ and take a third anyways - I feel like my macro was pretty good during the game, I kept my money low and tried to stick to warp cycles, was I trying to do too much with 6 gates, double forge and 1 robo collosus? If I remember that should be ok from 2 base fully saturated. - Main question: Why did I lose that engagement? I know MMM is pretty retarded but seriously? I must be missing something - If it was a decision based thing rather than a specific engagement based thing for the above question, should I just always try to play macro rather than hit timings? I just didn't see any reason why I couldn't kill him with equal supply and upgrades when I had 2 friggin collosus and all he has is T1.
More general questions: - Should I change race to zerg? naw j/k lol - I normally have trouble with drops, i'm trying to emulate the pros and how they defend them but are things like phoenix viable? I kinda feel pretty shit when he just shift click drops some marauders at my thirds, stims and right clicks the nexus and because my army is fairly immobile I won't get to it anywhere near close enough to save it. If i have a few stalkers there, I might kill the medivacs but his units are dirt cheap, and he doesn't really care if he loses them because it's so friggin worth if he just snipes the nexus (which he would.) On the other hand, if I put too many units there my main army will be shit so when I get around to fighting his mmm(v/g) ball will just tear through my army. - in WoL my PvT was like 35%, everything else around 60%. Now I assume it's around the same, I just have no clue vs terran. I feel like many months of playing vs them has got me into bad habits, i'm always so scared to attack them or do anything really because i'm just expecting some mmm to stim and kill everything costing me the game.
Sorry for the super long post, i've tried to be as informative of my problems as I can while pointing out my obvious mistakes. Please don't misinterpret my tone as balance whine, I only got HotS because a friend of mine promised me that the game balance was a lot better than 2011. I also love watching pro games and streams because they're not bad like me, and the protoss players like Rain and First normally smack their opponents, perhaps even making protoss look a touch too strong. As a result, I know that if I just improve more and more, have like 50 more apm than the terran, defend his stupid shit like widow mines and drops properly, out macro and expand him and have better unit and army control than him, I WILL win. I just need help getting to that stage, because I go on ladder, lose to a terran like this and just close the game and wonder what to do next.
Any help would be much appreciated, many thanks.
EDIT: I forgot to mention clearly stuff I should be doing better.
I feel like I need to: - Be less scared and take a third earlier, and just find a way to prevent it from dying without losing the game. Hoping to see some examples of this on pro streams and see how they do it. - Time my twilight council better so I can start 2/2 right after 1/1 without a long-ass delay - Not get collosus and go for HT instead because most terrans I face around diamond or below level are bad and just get blind vikings because iirc 7 vikings will 2 shot a collosus - Get less stalkers so my army is less shit and doesnt get raped as hard by his MMM - Get more stalkers so I can kill his vikings faster and defend against drops easier - Improve my APM so when I spot his medivac on the minimap I can start warping in faster and hopefully not lose 16 buildings, a nexus, 22 pylons and all the probes (exaggeration don't take me seriously please) - Get more observers to help me spot drops coming - I feel like I should use my observers better, but tbh it's not like PvZ where I need to know if he's suddenly build a spire for a muta tech switch or if he's making swarmhost, it's terran lol he's just building MMM and V/G when appropriate. I think hovering my observers over his army is more than enough, and just keeping track of his expansions - Improve my forcefields in large army battles, I think they're pretty good in small army fights early game atm. - Actually play the game, rather than losing a PvT on ladder then spending 5 hours watching streams and tournaments, rinse and repeat each time I feel like playing starcraft.
I watched this a few days ago so i wont go into detail but here are some comments + Show Spoiler [ balance whine related] +first of all you say the post isnt a balance whine but it really sounds like one. As a result, I know that if I just improve more and more, have like 50 more apm than the terran, defend his stupid shit like widow mines and drops properly, out macro and expand him and have better unit and army control than him, I WILL win. You make it sound like TvP is imba until you reach the highest level. While still wrong I think youd be closer to the truth if you stated the opposite, Terran is really hard to beat at the highest level, but before that you have the benefits of army micro being way easier and protoss overall being a little easier mechanically. Protoss players have the lowest apm (naturally since they have less but more expensive units) - doesnt mean at all that the game is easier (every roach spamming idiot has high apm) for protoss but it does mean that your statement is bs. Also Protoss dont really out-expand Terrans in HotS but now to the game itself And honestly in WoL PvT at anything but the highest level was seriously too easy. I've beaten several Grandmaster Terrans without even practicing and I should be nowhere near their skill level, it's frustrating when you keep on doing this badly against one race of course, but im not completely buying it that youre putting all the blame on yourself rather than the game, even though you should. Play better than your opponent and 99% of the time you win anyways, now to the game itself (I flopped my gas a little bit, but nothing too major) you think going for early double gas and then not getting gas for like over 20 seconds is nothing major? if i was playing unranked or custom i would probably leave the game right there. If you get one gas and delay mining to get an earlier nexus thats another thing, but yours was like 30 seconds later than some double gas builds that do actually mine gas from the start. Then after 3 gate robo you go double forge, but while you mention your delay of 2/2 you also delay 1/1 by a whole lot. Sure you were kinda busy defending but you have to get used to going through with such an important part of your build even if you are under pressure. It takes some getting used to, ive done the same mistake a few times (well, not with 1/1 but with later upgrades). He might go for a build where he can take a faster 3rd than yours but if you had properly upgraded you could have made up for that by having a massive upgrade advantage. Although generally I dont feel like you should have so much trouble defending that, i didnt watch the replay too closely but it seemed like you had less units than you should have, although part of that is explained by how much more economic his opening was than yours (i think at one point you had 27 probes vs 26 scvs with him having 2 orbitals done, shows you things are already going bad since he doesnt have chronoboost. But you can make up for some of that if you use whatever you got by sacrificing your economy, whether thats fast upgrades or fast tech) I noticed he had a better concave but I didn't deem it super significant, until I just had to box my shit and run away. if you dont see the huge fault with the battle engagement then you dont really understand how PvT micro works. You engage in a huge open field with not the slightest hint of a choke with 130 vs 130 supply and it basically looks like this: artistic interpretation. Actually the green zealots should be in front of the colossus, slowly trying to reach their targets to finally get a hit off.Watch some progames and focus on how they move their army when they know the opponents army is close by, often theres a bit of a dance going on, one army chasing another, then the chased army spreads its units to have the superior arc, then the chasing army flees and tries to reposition to have the better arc again, etc... Having a good unit spread while your opponents army is clumped should always give you the win if it comes to engagement, and with you not having blink stalkers or HTs to micro this was the only thing for you to have focus on, other than guardian shield and force fields, which certainly werent the best. In your defense: you couldnt really choose where to fight the battle because you were all inning while he theoretically already had enough to defend - as long as he doesnt get owned by choke / force fields. It was smart of him to not just let him walk you to your natural. (Not that I blame you for all inning, with how the situation went down i might have done the same) You were behind in eco, you had no upgrade advantage, in numbers you had no army advantage, the only advantage you had (which can be huge) was colossus vs no vikings. But that one advantage was completely negated by where you engaged and by how you engaged. Also id recommend to not underestimate stalkers. Sure if you face MM with stim with only stalkers you get completely crushed and usually you dont wanna get too many of them in the earlier parts of the game but they help in drop defense, they put on some damage at a stage in a fight where zealots are busy running after the enemy, they are necessary vs vikings and esp. with blink they are good at killing medivacs and drops in general. If you dont have stalkers than in any battle he can just lift his army and fly away whenever he feels like it. It also means the additional gas you have for sentries isnt as useful because he can just lift units that were trapped by forcefields and drop behind forcefields, now the ffs work against you cause they prevent the zealots from reaching MM. Btw. observers imo are actually much more important for scouting than in PvZ. In PvZ observers get killed so easily if he has any anti air, theyre only really nice before that, main scouting tool are hallucinated phoenixes (real ones help too of course). in PvT observers are super helpful at spotting the terran army, he cant just wildly scan everywhere, and knowing where which parts of the opponents army is is sooo important in PvT TL:DR: fix your early game build order, learn how to engage battles in PvT
Thanks a lot mate, along with SC2John's PM I feel like i'm definitely improving. Not long after that post I got promoted to plat (just had to grind out a few more games) and i'm currently getting ready to start climbing to diamond. My winrate hasn't gone up that much yet as I seem to be facing on zergs on ladder right now (not that I mind, I love playing PvZ.) I'll try to improve on everything you guys mentioned and maybe come back in a few weeks time if I need some more help when my play is a lot better overall.
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United States4883 Posts
On August 02 2013 03:25 DarkLordOlli wrote: Well at least I'm not the only one questioning everything I thought I knew
What's funny is that I was actually doing this shit in the beta lol. I actually wrote a few threads on how I though double reactor factory was the way to go for mech TvP because the mass mass hellions + widow mines was so much damage output it could kill anything. I was also doing the bullshit mass widow mine midgame attacks where you'd research burrowing claws and just run 20 mines into your opponent's army and burrow hahaha. That was before they fixed hellbats though.
In my experience, the most solid response to this is mass expanding, cannons, and a templar at each base. With a bit of sim-city, it becomes nearly impossible for hellions to actually do shit. And if they eat even 1 good storm, they're all basically dead. zealots and sentries are basically dead weight against this type of army comp; that money is much better spent on cannons and templar/upgrades. Probably the biggest difficulty is figuring out if they're going to keep pumping hellions/mines or if they're going to transition back into standard bio play.
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On July 28 2013 03:05 vhapter wrote:I've uploaded 2 replays to illustrate some of my recent issues better: Blink vs 1 gate fe: http://drop.sc/351852?pass=391e1157-1acb-4e78-ab9a-511a830e02c18-min marine pressure into drops (2 base terran): http://drop.sc/351853?pass=aefa7273-89c2-40d7-8870-0637734f0e6fBlink questions: + Show Spoiler +So, msc blink stalker is one of PvP builds I know, but I don't know how to execute it properly. It always turns into an all in or me trying to play a macro game after losing a ton of stuff. My all ins don't work very well vs this build and I don't know how to gain any edge with this build in a macro game either... I don't even know when to resume probe production or stop warping stalkers.
PvT questions: + Show Spoiler +First question - how should I deal with early marine pushes at about 8:00? They seem to range from 12 marines up to even 20. I don't want to over warp in units earlier.
If I don't see a third cc, should I just turtle on 2 bases? And if my opponent is getting a lot of marauders, should I continue colossus production or switch to immortals (at what point)? Btw, any micro tips are welcome, maybe I could solve of these issues with better micro too. EDIT: just lost another game today to a Terran who is definitely not better than me. He stayed on 2 bases until he maxed out at about 14 minutes and split his army in 2. One hit my natural and the other one did a doom drop. Should I just warp in gateway units like a mad man and try to max out asap as well? -.-
About the PvT: first of all, the 8 minute timing. There was no need to have any more units than you did there, you can easily hold this off with correct forcefield usage and photon overcharge. You had four force fields available, you could have held his entire army out. If he does get through just make sure you force field the ramp so he cant just walk into your main and out of photon overcharge range. Then just do a bit of micro to try not to lose sentries or probes. Considering how weak his force was he did a great amount of damage because you really messed up with the sentries. Do it right and you shouldnt really lose anything. In this case he killed sentries, probes, and got to scout your tech path. He was too focused on micro to build any scvs for that whole time though, so you still certainly had a shot.
Your build was a pretty wild mix - you went for robo bay, ended up building three colossus (though you never had more than two at the same time) yet you never researched thermal lance. Either go colossus for real, or do 1 colossus without range into templar or just skip them altogether. You invested into three colossus + double forge + templar tech - that you never used + charge + blink and took a third base against his kind of stupid all out 2 base constant aggression. at one point you had like 400 mins and 1500 gas yet you never bothered to get archons. With the upgrade advantage you had (near the end when it was already kinda over 3/2 vs 1/1 you could have just built archon+chargelot, a-moved without giving a damn and his marauder heavy army wouldnt have held a chance.
If you had played it right you could have taken a third despite him staying on 2 base, but for one the things i just mentioned and also you took the wrong third. The one you took is a bit further away from your natural than the other possible 3rd, he can walk in there, then you take a long walk over there to defend -> he lifts his units up and drops your main. Now if you had taken the 3rd to the bottom of your natural on neo planet, all your 3 bases would have been in a straight line. If he goes to your 3rd the walking distance from natural is shorter, and, if he tries to lift up and drop your natural there were already 2 cannons in place that were defending your natural from drops either way.
Now neo planet isnt in the map pool anymore anyways, but keep this in mind for other maps as well (even on akilon wastes protoss have started taking the 3rd thats in line instead of the one close to the natural thats protected by rocks because of easier drop defense)
Watched the PvP now as well
first of all you have a pretty big supply block and are unable to properly spend your money directly after you warp in 3 stalkers you already have the money for 3 more. Looking at your opponents build I was thinking it really shouldnt fare well against proper blink stalker aggression, he built his robo after nexus and 3 gates and he got an observer out before immortal. You walk in shortly before blink is done, it works out really nicely as you force out photon overcharge, be careful vs sentries though. Then you move back to blink into his main and time warp on his ramp. Really nice move but you screw up reallly hard with your micro. While hes slowly trying to walk up you focus on one of his two pylons powering the gateways. Definitely the right choice here, but you stop attacking it when its like one stalker shot away from dying. It would have supply blocked him super hard and he would have lost the power for one of his three gateways. Then his first immortal pops out and you do the worst thing possible. You blink all of your stalkers right ontop of it immortal.... and 6 zealots! Blinking away hurt stalkers gives you a huge advantage over a non blinking players gateway units, so whenever you choose to blink all your stalkers at once, taking away that advantage, make sure it's the right thing to do. Blinking right on top of all his zealots is never the right thing to do, + Show Spoiler [I'm sure you got the point but…] + You had MSC+9 blink stalkers (three more that could have blinked up very soon) vs 1 immortal 3 stalkers and 6 zealots.Those three stalkers were on the low ground with there still being a time warp on his ramp. So really if you move away your MSC you have 1 MSC, 9 blink stalkers against 1 immortal and 6 zealots. With proper micro you never get hit by those zealots so the only unit that can actually do damage here is the one immortal, if you blink away the stalker that gets shot by the immortal then you have MSC+9(->12) stalkers that keep on doing damage no matter what against units that cant really get to you until he warps in more stalkers and walks up with his 3 stalkers on the high ground. But if all the zealots can actually hit you they are of course wayy more cost effective than stalkers. Btw. if you do decide to focus down an immortal keep in mind you dont have to do this with a full blink, you might just walk and shoot, and blink when zealots get to close. Or you kite vs the zealots and when theyre close you blink above them, and snipe the immortal while kiting to the top, away from the zealots.
Then while very far behind you go for the expand to try to catch up. Whether its the right thing to do or not depends on whether or not you feel like you can kill him if you dont expand. In this case mayybe 3 more stalkers could have done it. But if you do expand, make sure you build those probes or else youre just not gonna catch up. Also try to do some harass - like blinking in 4 stalkers into his main to one shot some probes. In this case you couldnt do it cause your MSC died and didnt have obs yet. Then he kills your natural and the game should have been over but your dts did great damage. I think it was a very smart choice to go for them in this situation, cause you couldnt have won the game by just outproducing him. But later on he tries another attack at your natural, you see it coming.... but then you send your entire army back to kill one oracle T_T 2-3 stalkers is enough. Also dont just cast photon overcharge if hes not attacking yet only cause his army is near. In some cases for example in PvTs when you know you just need to delay a bit its fine but it was very unnecessary in this case.
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First of all, thanks for answering brotoss! I think I really needed some help. I'd be glad if you could help me clear some things up though.
On August 02 2013 19:44 7mk wrote:+ Show Spoiler +About the PvT: first of all, the 8 minute timing. There was no need to have any more units than you did there, you can easily hold this off with correct forcefield usage and photon overcharge. You had four force fields available, you could have held his entire army out. If he does get through just make sure you force field the ramp so he cant just walk into your main and out of photon overcharge range.
I'm not sure how I'm supposed to use force fields in this situation then. 3 force fields to keep his entire army away from my natural forces me to warp in units and fight his units 15 seconds later with maybe a single force field, which is even worse (not to mention maps with a wider entrance to my natural, like Bel'shire Vestige and Akilon Wastes). Photon overcharge is good, but not enough for my army to fight him. Once I run out of force fields, I can only see myself making zealots, or walking around my nexus or going to the back of my natural with probes and army. Not sure that would work either anyway, I'd probably lose some units and/or probes. In other words, I need a clearer picture in my mind to pull this off... I can't visualize what you're saying.
On August 02 2013 19:44 7mk wrote:+ Show Spoiler +Your build was a pretty wild mix - you went for robo bay, ended up building three colossus (though you never had more than two at the same time) yet you never researched thermal lance. Either go colossus for real, or do 1 colossus without range into templar or just skip them altogether. You invested into three colossus + double forge + templar tech - that you never used + charge + blink and took a third base against his kind of stupid all out 2 base constant aggression. at one point you had like 400 mins and 1500 gas yet you never bothered to get archons. With the upgrade advantage you had (near the end when it was already kinda over 3/2 vs 1/1 you could have just built archon+chargelot, a-moved without giving a damn and his marauder heavy army wouldnt have held a chance.
I wanted to go 2 colossi without range into templar and research thermal lance later for a bigger engagement. I'm not used to playing against 2 base terran and this much aggression though. Are you saying I would have done fine against this if I had either gotten thermal lance or switched to archons + storm faster?
On August 02 2013 19:44 7mk wrote:+ Show Spoiler +If you had played it right you could have taken a third despite him staying on 2 base, but for one the things i just mentioned and also you took the wrong third. The one you took is a bit further away from your natural than the other possible 3rd, he can walk in there, then you take a long walk over there to defend -> he lifts his units up and drops your main. Now if you had taken the 3rd to the bottom of your natural on neo planet, all your 3 bases would have been in a straight line. If he goes to your 3rd the walking distance from natural is shorter, and, if he tries to lift up and drop your natural there were already 2 cannons in place that were defending your natural from drops either way.
Now neo planet isnt in the map pool anymore anyways, but keep this in mind for other maps as well (even on akilon wastes protoss have started taking the 3rd thats in line instead of the one close to the natural thats protected by rocks because of easier drop defense)
Yeah, I thought about that choice later. I guess that think would be fine if I went ranged colossi with blink stalker though, but yeah for charge first, it's a bit different. I'm still kind of unsure whether I should try taking a third without at least one good engagement against 2 base terrans though. The other day, I played a guy who's worse definitely than me, but I lost because he sitted on 2 bases without doing any kind of aggression and did a 200 supply push without any vikings or ghosts, but so much bio (this guy also had lots of marauders) that makes me believe getting a third was a mistake. I've played quite a few terrans who sit on 2 bases for quite a while recently, and this play style makes me really unsure about my third's timing.
On August 02 2013 19:44 7mk wrote:+ Show Spoiler +Watched the PvP now as well first of all you have a pretty big supply block and are unable to properly spend your money directly after you warp in 3 stalkers you already have the money for 3 more. Looking at your opponents build I was thinking it really shouldnt fare well against proper blink stalker aggression, he built his robo after nexus and 3 gates and he got an observer out before immortal. You walk in shortly before blink is done, it works out really nicely as you force out photon overcharge, be careful vs sentries though. Then you move back to blink into his main and time warp on his ramp. Really nice move but you screw up reallly hard with your micro. While hes slowly trying to walk up you focus on one of his two pylons powering the gateways. Definitely the right choice here, but you stop attacking it when its like one stalker shot away from dying. It would have supply blocked him super hard and he would have lost the power for one of his three gateways. Then his first immortal pops out and you do the worst thing possible. You blink all of your stalkers right ontop of it immortal.... and 6 zealots! Blinking away hurt stalkers gives you a huge advantage over a non blinking players gateway units, so whenever you choose to blink all your stalkers at once, taking away that advantage, make sure it's the right thing to do. Blinking right on top of all his zealots is never the right thing to do, + Show Spoiler [I'm sure you got the point but…] + You had MSC+9 blink stalkers (three more that could have blinked up very soon) vs 1 immortal 3 stalkers and 6 zealots.Those three stalkers were on the low ground with there still being a time warp on his ramp. So really if you move away your MSC you have 1 MSC, 9 blink stalkers against 1 immortal and 6 zealots. With proper micro you never get hit by those zealots so the only unit that can actually do damage here is the one immortal, if you blink away the stalker that gets shot by the immortal then you have MSC+9(->12) stalkers that keep on doing damage no matter what against units that cant really get to you until he warps in more stalkers and walks up with his 3 stalkers on the high ground. But if all the zealots can actually hit you they are of course wayy more cost effective than stalkers. Btw. if you do decide to focus down an immortal keep in mind you dont have to do this with a full blink, you might just walk and shoot, and blink when zealots get to close. Or you kite vs the zealots and when theyre close you blink above them, and snipe the immortal while kiting to the top, away from the zealots.
Then while very far behind you go for the expand to try to catch up. Whether its the right thing to do or not depends on whether or not you feel like you can kill him if you dont expand. In this case mayybe 3 more stalkers could have done it. But if you do expand, make sure you build those probes or else youre just not gonna catch up.
One of the things that scare me is when the expanding player gets 2-3 immortals. I know blinking on top of several zealots to snipe an immortal isn't a great idea, but I'm not sure what I should do once he does get 2-3 immortals out. Maybe I should constantly attempt to snag a few kills, so when his immortals are out, his gateway unit count is lower and I can still fight? Because It feels as though I need to take down his nexus at the very least to make this build worth while.
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I really need to practice my macro game, so what are the best builds for each matchup to ensure a longer game? 
User was warned for this post
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On August 03 2013 02:54 HelpMeGetBetter wrote:I really need to practice my macro game, so what are the best builds for each matchup to ensure a longer game? 
Versus Protoss you can't ensure a long macro game. The probability they will do a 1 base build is actually really high. But if you want to go for a macro build, you can go for something like a 1 Gate then expand then add a Robo. Make Mothership core asap and a sentry. Use Photon Overcharge to defend against cheese and get and Immortal up.
Versus Zerg, you can do a Forge Fast Expand (look up the guide for that). Usually Zerg will take 3rd base in response and almost always goes to macro game.
Versus Terran, you do 1 gate Expand and take a Robo, simiarly to Protoss. Then add more gates and go towards Colossus or Templar. With Photon Overcharge Terran can't really hurt you early so you force a macro game.
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Guys, this is a really silly question but....
I'm having trouble getting a proxy pylon up when doing the Naniwa 4 gate vs. Zerg. If I pull my early units to try and secure a forward pylon, Zerg tries a big ling runby, and if I try to put it anywhere near his base without an escort later on, Zerg almost always finds it (playing my Masters friends).
Watching pro-games actually doesn't help because a lot of what's going on is meta gaming, so they check places that their opponent typically puts things, but not like.. their entire side of the map as people do on ladder...
I usually end up having to put my pylon really far back and then as soon as I try to move towards the third he goes around and snipes it and bam no more reinforcements... -____-
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Italy12246 Posts
On August 03 2013 03:04 DinoMight wrote: Guys, this is a really silly question but....
I'm having trouble getting a proxy pylon up when doing the Naniwa 4 gate vs. Zerg. If I pull my early units to try and secure a forward pylon, Zerg tries a big ling runby, and if I try to put it anywhere near his base without an escort later on, Zerg almost always finds it (playing my Masters friends).
Watching pro-games actually doesn't help because a lot of what's going on is meta gaming, so they check places that their opponent typically puts things, but not like.. their entire side of the map as people do on ladder...
I usually end up having to put my pylon really far back and then as soon as I try to move towards the third he goes around and snipes it and bam no more reinforcements... -____-
You should have a sentry in position at your choke if you use naniwa's build correctly, so runbys sholdn't be a problem.
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On August 03 2013 03:11 Teoita wrote:Show nested quote +On August 03 2013 03:04 DinoMight wrote: Guys, this is a really silly question but....
I'm having trouble getting a proxy pylon up when doing the Naniwa 4 gate vs. Zerg. If I pull my early units to try and secure a forward pylon, Zerg tries a big ling runby, and if I try to put it anywhere near his base without an escort later on, Zerg almost always finds it (playing my Masters friends).
Watching pro-games actually doesn't help because a lot of what's going on is meta gaming, so they check places that their opponent typically puts things, but not like.. their entire side of the map as people do on ladder...
I usually end up having to put my pylon really far back and then as soon as I try to move towards the third he goes around and snipes it and bam no more reinforcements... -____- You should have a sentry in position at your choke if you use naniwa's build correctly, so runbys sholdn't be a problem.
So you forcefield once. Then what? With no cannon you need to warp in units at home which kills the 4 gate. I just can't seem to do it right.
Also. is a gate expand really only good if you plan to apply some sort of gateway pressure? Gate expand without 4 gate pressure seems a bit pointless because your other tech is slowed by weaker econ. AND you have to wall your natural with something... I don't like having buildings I really care about like Robo or Stargate in the wall so I end up making Gateways and a forge to wall anyway.
So really unless I'm doing some sort of 4+ gateway timing attack... worth it to gate expand over FFE?
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Italy12246 Posts
You can warp in like an extra sentry and/or stalker at home and still put zealot pressure on. Most decent zergs don't even bother trying to break into a base once a ff goes down.
Most people are still unsure about gateway fe vs ffe, but yeah, i think if you are going to be super passive you might as well ffe.
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I'm trying to learn a PvP build, and I'm torn between two of Parting's games. In the first one, he takes the second gas fater the core and builds a zealot. In the second game, Parting goes double gas before core, and delays his stalker in order to get the early twilight council.
I'm leaning toward the double gas build, since it hits faster. However, it seems a bit too greedy and I'm afraid I might lose to a 4gate or something. Which would is better?
EDIT: forgot to mention I'm going for blink
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United States4883 Posts
On August 03 2013 04:00 Kinon wrote:I'm trying to learn a PvP build, and I'm torn between two of Parting's games. In the first one, he takes the second gas fater the core and builds a zealot. In the second game, Parting goes double gas before core, and delays his stalker in order to get the early twilight council. I'm leaning toward the double gas build, since it hits faster. However, it seems a bit too greedy and I'm afraid I might lose to a 4gate or something. Which would is better?
Generally in PvP, you want to get enough gas for MsC + Stalker + warpgate right as the core is finishing, then make the tech building you want before the second stalker or sentry. This is safe. There are several ways to reach this gas count: 1) delayed second geyser, 2) 15 double gas, 2 on each gas then add probes as core is finishing, 3) 16 double gas, 3 on each gas, and 4) gas before gate (very rare).
As far as putting down tech buildings before making a stalker/MsC: it depends on how you want to play. Generally if you're proxying a stargate or a twilight/DT shrine, you will want to skip the stalker, but this is somewhat obvious. The key to doing proxies and showing an open hand is that it generally forces your opponent to respond certain ways or deviate from their build.
All that said, I think the best way to open is 15 double gas, getting the twilight after MsC/stalker/warpgate. It's safe, strong, hidden, and still incredibly fast.
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So after playing maybe 30 games as unranked protoss just messing around, I've realized that I'm a much higher lelve of toss despite playing like 4000 games as zerg, lol. Was a plat Zerg, am a diamond toss.
I am struggling in PvPs though, being unsure about to react to a 4 gate. What is a good safe build in PvP, 2 gate robo into expo? What do I look for to scout the 4 gate? What is a good scout timing in PvP?
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On August 03 2013 08:12 Zorkmid wrote: So after playing maybe 30 games as unranked protoss just messing around, I've realized that I'm a much higher lelve of toss despite playing like 4000 games as zerg, lol. Was a plat Zerg, am a diamond toss.
I am struggling in PvPs though, being unsure about to react to a 4 gate. What is a good safe build in PvP, 2 gate robo into expo? What do I look for to scout the 4 gate? What is a good scout timing in PvP? http://www.teamliquid.net/forum/viewmessage.php?topic_id=402753¤tpage=149#2971
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Does any high level protoss do stargate into gateway style army? I wonder if it's viable since I certainly think that it's very fun to play :D
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What's a good response to a fast 3rd CC, excluding immortal bust?
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