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The HotS Protoss Help Me Thread - Page 155

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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.
bretfart
Profile Joined July 2012
114 Posts
August 09 2013 09:29 GMT
#3081
Thank you, that really helped
7mk
Profile Blog Joined January 2009
Germany10157 Posts
Last Edited: 2013-08-09 11:59:35
August 09 2013 11:55 GMT
#3082
On August 03 2013 02:21 vhapter wrote:
Show nested quote +
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.

if you delay him for one round of warp in then your army is suddenly almost twice as strong, while he will still be on 12 or on 15 marines.
Of course even better is you cut his army in half with the force fields.
And I think you underestimate photon overcharge.
for example imagine pulling all your probes, forcefielding the ramp and all of his marines fighting your nexus - his marines would all die for nothing.
Really all you need to do is run your sentries and probes away while your other gateway units + photon overcharge kill off the marines.

Show nested quote +

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?

Yes, I feel like getting two is too much of an investment to not go all the way with thermal lance, especially against such marauder heavy compositions - either you go chargelot archon which is good against marauders, and if you go colossus you need thermal lance or else his marauders will have the same range as your colossus, so he doesnt even need to build vikings. On the other hand if he "fell for" the rangeless strategy and built vikings, it's actually not bad for him since you invested much more than you would invest into with one colossus.
Also keep in mind you dont have to open colossus.
Teoita will tell you stories about how awesome opening HT is

Show nested quote +

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.

well its hard to say much about that without looking at the replay, there are surely things you could have done a lot better, there always are until players get to a very high level. But sure in PvT protoss often expands reactively, scout for his 3rd, if he just sits on 2 base and builds nothing but army you need to be prepared for the attack.
I think you should be careful with saying he was definitely worse though. You might think of his strategy as dumb, but if you didnt know how to deal with it then youre the one that was lacking knowledge.


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.

I know what you mean, once there are too many immortals out its hard to do much with stalkers.
But you need to stay calm and not hastily rush an attack you dont have to do. Like in this game his immortal was just out, so you had a lot of time until his 2nd would be built, it takes 55 seconds to build one (so slightly less than 40s with chronoboost) hence you could have done a lot of damage considering your army advantage.
and keep in mind his immortals cant all be everywhere at once, so keep harassing and attack where hes not/ in low numbers, you might be able to wittle him down, and if you manage to keep his army count/production low without losing much you might eventually be able to kill him, if you keep his eco or his tech delayed you can expand and tech up yourself.
Keep in mind that when he defends he cant just go to your base and kill you. You could blink into his main while he wants to move out, or if you have charge rdy when he moves out with immortal stalker he gets annihilated. If he wants to be safe he needs to tech up first, giving you time. if he techs to colossus rather than blink then you might be able to delay him even further.
Admittedly though, if you dont go all in with blink stalkers it's one of the harder styles to master, personally I rarely do it cause I feel other styles are easier.
beep boop
NEEDZMOAR
Profile Blog Joined December 2011
Sweden1277 Posts
Last Edited: 2013-08-09 13:47:15
August 09 2013 13:42 GMT
#3083
Sup! my friend just started playing protoss and Im trying to "coach" him a bit to give him a speedy start, but since I dont play toss but Zerg, Im not very familiar with PvP. Could someone give me a basic safe middle of the road opening for pvp or a link to a site where I can find such a build?

Preferrably with timings, e.g 15pool 16 hatch 15 OL 2x lings 17 queen blabla.


That would be VERY appriciated

User was warned for this post
[UoN]Sentinel
Profile Blog Joined November 2009
United States11320 Posts
August 09 2013 13:49 GMT
#3084
On August 09 2013 22:42 NEEDZMOAR wrote:
Sup! my friend just started playing protoss and Im trying to "coach" him a bit to give him a speedy start, but since I dont play toss but Zerg, Im not very familiar with PvP. Could someone give me a basic safe middle of the road opening for pvp or a link to a site where I can find such a build?

Preferrably with timings, e.g 15pool 16 hatch 15 OL 2x lings 17 queen blabla.


That would be VERY appriciated


From top:

Also, please put some effort into your questions. Do not just ask for a BO.
Нас зовет дух отцов, память старых бойцов, дух Москвы и твердыня Полтавы
NEEDZMOAR
Profile Blog Joined December 2011
Sweden1277 Posts
August 09 2013 14:08 GMT
#3085
On August 09 2013 22:49 [UoN]Sentinel wrote:
Show nested quote +
On August 09 2013 22:42 NEEDZMOAR wrote:
Sup! my friend just started playing protoss and Im trying to "coach" him a bit to give him a speedy start, but since I dont play toss but Zerg, Im not very familiar with PvP. Could someone give me a basic safe middle of the road opening for pvp or a link to a site where I can find such a build?

Preferrably with timings, e.g 15pool 16 hatch 15 OL 2x lings 17 queen blabla.


That would be VERY appriciated


From top:

Show nested quote +
Also, please put some effort into your questions. Do not just ask for a BO.



Sorry, but Im really desperate I guess I just have to approach it with learning by doing
Teoita
Profile Blog Joined January 2011
Italy12246 Posts
August 09 2013 17:07 GMT
#3086
Or you could look at the OP, search for the build orders and/or search for vods.
ModeratorProtoss all-ins are like a wok. You can throw whatever you want in there and it will turn out alright.
DinoMight
Profile Blog Joined June 2012
United States3725 Posts
August 09 2013 19:12 GMT
#3087
How have people been handling the fact that Terrans rarely 10 min push anymore, instead just going fast 3rd CC and doing drop stuff to keep Protoss busy? I find all my windows to hit being shut down (by the time I have colo out and walk over he's got 2 bunkers and a bunch of vikings already) and Terran hitting me with Maxed 3/3 Rauder / Viking / Ghost / Hellbat incredibly fast...

Rauders/Hellbats tank storm very well and I just get EMP/Viking'd to death because of his macro.

High Diamond Low Master opponents BTW.
"Wtf I come back and find myself in camp DinoMight all of a sudden, feels weird man." -Wombat_NI
BernabusStarcraft2
Profile Joined September 2012
Scotland112 Posts
August 09 2013 19:58 GMT
#3088
Hey I posted this a while back and no one has gotten back to me. If anyone has the time -

Hey I am looking for some feedback on this one base colossus allin in PvP. Ive been using it loads recently at diamond level but I am not sure if its the best way, even though my winrate using it is very good.

Pretty much the quickest robo you can get + 2 gates (similar to old school 3 gate robo)
Followed by collo bay instantly after
Warp in a few sentries and loads of zealots as colo build
mass chrono on the collo
add on a 4th gate as you get close to moving out
with 2 collo and obs and you move out

I lose instantly against any stargate build but other than that i almost always win. PvP has a lot of risks
So any suggestions or improvements, or have you seen a similar build executed?
Bling. MC. DeMusliM. EG.
KingofGods
Profile Joined July 2010
Canada1218 Posts
August 09 2013 20:55 GMT
#3089
It seems like 1 gate nexus, robo will get enough immortals out, no?
Sated
Profile Blog Joined March 2011
England4983 Posts
Last Edited: 2013-08-09 20:59:09
August 09 2013 20:56 GMT
#3090
--- Nuked ---
TokO
Profile Joined July 2011
Norway577 Posts
Last Edited: 2013-08-09 21:28:39
August 09 2013 21:09 GMT
#3091
On August 10 2013 04:58 BernabusStarcraft2 wrote:
Hey I posted this a while back and no one has gotten back to me. If anyone has the time -

Hey I am looking for some feedback on this one base colossus allin in PvP. Ive been using it loads recently at diamond level but I am not sure if its the best way, even though my winrate using it is very good.

Pretty much the quickest robo you can get + 2 gates (similar to old school 3 gate robo)
Followed by collo bay instantly after
Warp in a few sentries and loads of zealots as colo build
mass chrono on the collo
add on a 4th gate as you get close to moving out
with 2 collo and obs and you move out

I lose instantly against any stargate build but other than that i almost always win. PvP has a lot of risks
So any suggestions or improvements, or have you seen a similar build executed?


Okey, so I'm not aware of any metagame changes from last month or so, but I can comment on some principal issues of your build.

You're going to be very vulnerable to any early aggression. It's cool that you probably have 2 colossus around 8-9 min, but you don't have a lot of units at 7 minutes, which is roughly the time when blink aggressions happen, or more conservative dt plays.

If you play against a 1gate FE, you should expect to be scouted by a phoenix around 6 min mark. From that time until your push hits, your opponent will be able to specifically prepare for your build.

I feel like that's the biggest issue of such a play, once you finish your Robotics Bay, you are very committed to your all-in, and since it's almost scouted by default, your opponent will have ample time to prepare. Of course, I haven't gone through the experiences that you have, so I can't say for certain its efficiency, but feel free to elaborate on the things your opponents have been trying to do.

EDIT: Lol, love how nobody is addressing the marauder hellbat thing.
Teoita
Profile Blog Joined January 2011
Italy12246 Posts
August 09 2013 21:09 GMT
#3092
Robo based fast expands were always able to hold off one base colossus allins with the help of immortals. Having the nexus cannon and a faster nexus compared to wol only makes it easier, which is why 1base colossus isn't used in competitive play anymore.
ModeratorProtoss all-ins are like a wok. You can throw whatever you want in there and it will turn out alright.
DinoMight
Profile Blog Joined June 2012
United States3725 Posts
August 09 2013 21:49 GMT
#3093
On August 10 2013 06:09 Teoita wrote:
Robo based fast expands were always able to hold off one base colossus allins with the help of immortals. Having the nexus cannon and a faster nexus compared to wol only makes it easier, which is why 1base colossus isn't used in competitive play anymore.


Yeah I haven't ever seen anyone do something like that in HotS.
"Wtf I come back and find myself in camp DinoMight all of a sudden, feels weird man." -Wombat_NI
-MoonLight-
Profile Joined August 2013
3 Posts
August 09 2013 22:06 GMT
#3094
I have a question in PvT.

I am able to get into 3 base fairly easily without TOO much damage, then I push with 2/2 4 collosus (if I don't lose any to early attacks), a few archons, and storm. But when this push doesn't do enough damage I take a 4th more gates and try to macro.

Here is my problem, I don't know what to get against lots of ghosts... my templars feedback a few, but they still EMP my whole army, and wipe it out. When I see 10+ ghosts what unit composition should I aim for??? Archons are too easily countered by EMP, templars are sniped. Should I go for 8+ collosus and hope I have enough stalkers to kill off his vikings? or should I go for Sky Toss??
Whitewing
Profile Joined October 2010
United States7483 Posts
Last Edited: 2013-08-09 22:17:23
August 09 2013 22:16 GMT
#3095
On August 10 2013 07:06 -MoonLight- wrote:
I have a question in PvT.

I am able to get into 3 base fairly easily without TOO much damage, then I push with 2/2 4 collosus (if I don't lose any to early attacks), a few archons, and storm. But when this push doesn't do enough damage I take a 4th more gates and try to macro.

Here is my problem, I don't know what to get against lots of ghosts... my templars feedback a few, but they still EMP my whole army, and wipe it out. When I see 10+ ghosts what unit composition should I aim for??? Archons are too easily countered by EMP, templars are sniped. Should I go for 8+ collosus and hope I have enough stalkers to kill off his vikings? or should I go for Sky Toss??


If your question amounts to: what composition do I go for against a terran lategame army incorporating 10+ ghosts, then the answer is more or less your entire ground tech tree. You'll want 3-5 colossus (the more ghosts there are, the more colossi you need), a lot of templar, some stalkers with blink to micro, and at this point it just comes down to micro. You need to spread your templar out and use them to flank, or put some in a warp prism and drop them on the army. Use oracles with revelation or observers to get vision so you can get a micro advantage, and hit your feedbacks and your storms. Do not clump your templar up, and keep your stalkers on hand to blink forwards to pick off a few ghosts when you can. Against super heavy ghost armies, you'll want more colossi: ghosts with medivacs healing them don't die to anything but storms/colossi, and you won't get many storms off against it. Cut down on the amount of zealots in your army against ghost heavy compositions, they shred zealots like it's nothing.
Strategy"You know I fucking hate the way you play, right?" ~SC2John
Teoita
Profile Blog Joined January 2011
Italy12246 Posts
August 09 2013 22:16 GMT
#3096
It depends on the map and situation. If you are splitting a cramped up map like Daybreak you can use tempests to break the middle, otherwise players tend to stay on gateway/colossus armies.

I'd say a good maxed army is something like 6 colossi, 12ish stalkers, one sentry for guardian shield, about 10 templar spread around the map, a few archons and zealots.

The final fight really comes down to micro. Learn to split your templar and flank with them. If you find you can't land storms on his bio in the key engagements, try storming the vikings instead to make your stalker's job easier and allowing the colossi to kill everything.
ModeratorProtoss all-ins are like a wok. You can throw whatever you want in there and it will turn out alright.
-MoonLight-
Profile Joined August 2013
3 Posts
August 10 2013 00:06 GMT
#3097
Thanks a lot for the advice. I'll try to micro my templars a bit better so they don't get picked off...

Anyways I just played a PvZ against my first masters opponent.... and he did a weird strategy as you'll see in the replay, he blocks my wall off with a hatchery.. I do win the game, but I was wondering if this was common and whats the best response to the block. He is in masters, but i must say microed horribly.. but if he were a bit better, I problably would have lost the game.

Here is the replay
http://drop.sc/353611
JeanLuc
Profile Joined September 2010
Canada377 Posts
August 10 2013 00:30 GMT
#3098
Can someone confirm or refute that timewarp ability of mothership reduces DPS of enemy units ?
If you can't find it within yourself to stand up and tell the truth-- you don't deserve to wear that uniform
Sated
Profile Blog Joined March 2011
England4983 Posts
August 10 2013 00:42 GMT
#3099
--- Nuked ---
Salivanth
Profile Blog Joined October 2010
Australia1071 Posts
August 11 2013 16:45 GMT
#3100
In PvP, why do players use Chargelot/Archon/Immortal over Chargelot/Archon? The Immortals don't do their super-damage to anything except other, unshielded Immortals. I have my own theory on this, but want to know if it's correct.

Chargelot/Archon has 1 and 3 range, so adding some 6 range units increases the army's overall DPS by allowing more units to shoot at once. These units have to be Immortals, because Colossi are countered by Tempests, and Stalkers are owned by Immortals. The best units to kill Immortals are either Void Rays (Which are stopped by Archons) or Chargelots (Which can't get to the Immortals; if Chargelots are attacking your Immortals in a fight, you've screwed up massively, or you're about to gg in five seconds.) So, the Immortals aren't chosen for their damage potential, but more that they're the only unit that fills the "third layer" role without having the potential to be obliterated by counter-tech.

Is this correct?

<@Wikt> so you are one of those nega-fans <@Wikt> that hates the company that makes a game and everything they stand for <@Wikt> but still plays the game <@Wikt> (like roughly 30% of blizzard's player base, maybe much more...)
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