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The HotS Protoss Help Me Thread - Page 184

Forum Index > StarCraft 2 Strategy
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Make sure you read the OP before asking a question. Asking a question already addressed in the OP will result in moderation action. Also, please put some effort into your questions. Do not just ask for build orders.
vhapter
Profile Joined May 2010
Brazil677 Posts
October 14 2013 18:45 GMT
#3661
Yeah, I don't think 66 probes cut it once you go up to 4-5 bases. You end up with too much gas and not enough minerals to spend your high gas income on upgrades and extra tech structures.
To live is to fight, to fight is to live!
Teoita
Profile Blog Joined January 2011
Italy12246 Posts
October 14 2013 19:20 GMT
#3662
On October 15 2013 01:43 rd wrote:
Show nested quote +
On October 15 2013 00:53 SC2John wrote:
On October 15 2013 00:40 Mertz wrote:
How many probes should I stop at? I saw a pvp thread where someone mentioned stopping at around 65 (16 on minerals and 3 gas for three bases). Is it better to top at that soft cap or around 90 probes to saturate 3 bases completely. Are all matchups the same?


For protoss, the number is always 66. That is 16 probes on minerals, 6 probes on gas at each base. Zerg and terran have variations because of the way MULEs and SH/static D works, but for protoss, you're always going to be aiming for 66. No more, no less!


Assuming you aren't waiting to take your fourth base after your main base's minerals/gas are mined out, 72 is a more solid number to shoot for a late game mining off 3 1/2 bases.


Yeah i second this, going in the 70's is the standard probe count usually. Pvp is the only exception since those games are often lower econ, so your main mines out faster relative to when you take your third/fourth.
ModeratorProtoss all-ins are like a wok. You can throw whatever you want in there and it will turn out alright.
HelpMeGetBetter
Profile Blog Joined November 2012
United States764 Posts
Last Edited: 2013-10-16 03:09:39
October 16 2013 03:09 GMT
#3663
So my last 28 games vs Terren -- I am 2-26. Both wins came against Gold players. I am currently in Diamond.
Do you think I have a problem vs Terren?

Teoita
Profile Blog Joined January 2011
Italy12246 Posts
October 16 2013 03:30 GMT
#3664
obviously yes but you really should ask for more specific things
ModeratorProtoss all-ins are like a wok. You can throw whatever you want in there and it will turn out alright.
Swift[SG]
Profile Joined August 2013
Singapore7 Posts
October 16 2013 08:48 GMT
#3665
In a PvZ , assuming I went for FFE>Stargate , when is it appropriate for me to get the MsC ?
vhapter
Profile Joined May 2010
Brazil677 Posts
October 16 2013 10:25 GMT
#3666
On October 16 2013 12:09 HelpMeGetBetter wrote:
So my last 28 games vs Terren -- I am 2-26. Both wins came against Gold players. I am currently in Diamond.
Do you think I have a problem vs Terren?


It would be easier to help if you posted a replay. I could be wrong, but most protosses in diamond seem to have pretty iffy builds. That comes from someone who's currently in diamond (keep in mind that I don't play enough games to get promoted either though). They kind of know what to build, but not when.

I pay a lot of attention to detail, so it sholdn't be too difficult to help you deal with most standard builds. Feel free to add me for practice and discussing builds - vhapter #721.
To live is to fight, to fight is to live!
PPN
Profile Joined August 2011
France248 Posts
October 16 2013 11:01 GMT
#3667
Swift> I'd say it depends vastly on what you plan on doing with your stargate. If you're using your stargate to make a surprise/timing-based agression with say void rays or an oracle, you should prioritize your gaz expense on it and then get MsC. If it's just to make phoenixes to deny overlords and scouts, it's not as crucial to get them as soon as possible so you're better off getting the MsC first (even before building stargate in my view) so that it can start saving energy for later.
vhapter
Profile Joined May 2010
Brazil677 Posts
Last Edited: 2013-10-16 11:47:35
October 16 2013 11:42 GMT
#3668
On October 16 2013 17:48 Swift[SG] wrote:
In a PvZ , assuming I went for FFE>Stargate , when is it appropriate for me to get the MsC ?


It depends on what you're doing exactly. I guess you mean phoenix colossus?

Whenever I go stargate into fast third like sOs (single phoenix into voidrays, 7:00-8:00 third) or fast third into stargate (very similar to the previous build overall), I get my msc once I have optimal 2 base saturation. So with a build like this, 7:30 is generally a good time. You should have 2 base saturation a bit earlier, but it's ok to be a bit loose with your msc timing.

In case you're going phoenix colossus, you may want to take a look at the "benchmarks" and vods that I posted a while ago in this thread. This is basically a FFE with a zealot and 3 sentries before wg is finished, as you'd expect. You can also get a robo before extra gateways, it's up to you.

FFE Stargate --> Gateways --> Robo
| 5:30 | Stargate
| 5:45 | 3rd/4th gas
| 7:00 | +3 gates
| 7:40 | Robo
| 8:00 | +1 atk
| 8:15 | MSC
| 8:45 | Robo Bay
| 9:20-9:40 | Twilight
| 9:20-9:40 | Third

Vods from proleague:
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To live is to fight, to fight is to live!
insitelol
Profile Joined August 2012
845 Posts
Last Edited: 2013-10-17 17:50:09
October 17 2013 17:48 GMT
#3669
I know it's been asked dozens of times and i've read it all but still...
Can any1 clarify this for me?
Late PvT.
How in hell do i deal with mass ghosts + vikings? I mean if i do not outplay terran like crazy? Catching him offguard/offposition/ ninja feedbacks/storms etc. ofc it can work. But in a straight up engagement? When im forced to fight? Terran just roflstomps me with hundred emps before he actually a-moves. It's anavoidable i tell u. How in hell do u guys handle this.
Tempests + canons sound cool but as someone mentioned before it's cool on paper but i've never seen that in tourneys. Is this rly the only way?

EMPs r such a joke and braindead stupid skill it just pisses me off. I'll trade storm for it anytime.
Less is more.
VayneAuthority
Profile Joined October 2012
United States8983 Posts
October 17 2013 17:51 GMT
#3670
On October 18 2013 02:48 insitelol wrote:
I know it's been asked dozens of time and i've read it all but still...
Can any1 clarify this for me?
Late PvT.
How in hell do i deal with mass ghosts + vikings? I mean if i do not outplay terran like crazy? Catching him offguard/offposition/ ninja feedbacks/storms etc. ofc it can work. But in a straight up engagement? When im forced to fight? Terran just roflstomps me with hundred emps before he actually a-moves. It's anavoidable i tell u. How in hell do u guys handle this.
Tempests + canons sound cool but as someone mentioned before it's cool on paper but i've never seen that in tourneys. Is this rly the only way?

EMPs r such a joke and braindead stupid skill it just pisses me off. I'll trade storm for it anytime.


most comes down to micro unless you are talking super super lategame where he traded all scvs for more army. and only mules as income. if it gets to that you pretty much auto lose.

but if hes still using scvs then you have to abuse the fact that colossus can pull back and kite doing damage and hit storms where you predict him moving forward to outrange snipe/EMP. focus fire vikings with your group of blink stalkers (get the amount that 1 shots vikings) and keep pulling back until all vikings dead, then clean up with colossus. easy to say, really hard to do. gl
I come in for the scraps
Heartland
Profile Blog Joined May 2012
Sweden24591 Posts
October 17 2013 18:00 GMT
#3671
On October 18 2013 02:48 insitelol wrote:
I know it's been asked dozens of times and i've read it all but still...
Can any1 clarify this for me?
Late PvT.
How in hell do i deal with mass ghosts + vikings? I mean if i do not outplay terran like crazy? Catching him offguard/offposition/ ninja feedbacks/storms etc. ofc it can work. But in a straight up engagement? When im forced to fight? Terran just roflstomps me with hundred emps before he actually a-moves. It's anavoidable i tell u. How in hell do u guys handle this.
Tempests + canons sound cool but as someone mentioned before it's cool on paper but i've never seen that in tourneys. Is this rly the only way?

EMPs r such a joke and braindead stupid skill it just pisses me off. I'll trade storm for it anytime.


I'm not an expert when it comes to these things, but flanking Templar seems to be key to land Storms on the enemy army. Having a well-spread and well positioned army is key as well, of course.
insitelol
Profile Joined August 2012
845 Posts
October 17 2013 18:07 GMT
#3672
Well, guys, i know that kiting terran, as well as landing storms from flanks or when he amoves into chokepoint with ur perfectly positioned army behind it works great, sarcasm aside. I'm willing to know how i'm supposed to counter 12+ ghost with full energy poking me all day long (with infinite scans on my army position (gg observers btw) when at last (and it happens rly quick) they manage to land a few and then im doomed?
Less is more.
Teoita
Profile Blog Joined January 2011
Italy12246 Posts
October 17 2013 18:12 GMT
#3673
It's also important to remember that in lategame PvT the defender should have a huge advantage because it's much, much easier to land storms and emps while you are defending rather than attacking. Ideally if you are forced in a lategame engagement it's because the Terran will be pushing one of your bases, in which case you need to spread out your templar and keep them separated. This combined with him attacking into you makes landing storms easier. Remember that even storming vikings is worthwile because it will make your colossi live longer if his vikings die faster.

Other than that, standard pvt engagement rules apply: reposition/focus vikings with blink stalkers, make sure zealots dont get too far ahead of the army, etc.

Finally, in extreme lategame you don't want any gateway unit except for maybe a few leftover archons. All your supply should go in 8ish colossi, about 12 templar spread around, and 10 or so tempests. Tempests are incredibly scary for the Terran because
a) Their long range means you can siege down his expansions and force him to attack into you (and your storms)
b) They can bring down vikings surprisingly quickly, especially when players are just positioning and they get a couple of volleys off, thinning the viking count.
c) They offer a little long range protection against any ghost approaching your army
ModeratorProtoss all-ins are like a wok. You can throw whatever you want in there and it will turn out alright.
Heartland
Profile Blog Joined May 2012
Sweden24591 Posts
October 17 2013 18:29 GMT
#3674
What do you think of the viability of four-gates with a Nexus in PvT? I've been experimenting some with it again but haven't gotten any conclusive results on how effective it is.
VayneAuthority
Profile Joined October 2012
United States8983 Posts
October 17 2013 18:34 GMT
#3675
On October 18 2013 03:29 Heartland wrote:
What do you think of the viability of four-gates with a Nexus in PvT? I've been experimenting some with it again but haven't gotten any conclusive results on how effective it is.


like nexus expand into 4 gate or 1 base 4 gate? if the latter, that is terrible unless your opponent is brutally bad
I come in for the scraps
Heartland
Profile Blog Joined May 2012
Sweden24591 Posts
October 17 2013 18:35 GMT
#3676
On October 18 2013 03:34 VayneAuthority wrote:
Show nested quote +
On October 18 2013 03:29 Heartland wrote:
What do you think of the viability of four-gates with a Nexus in PvT? I've been experimenting some with it again but haven't gotten any conclusive results on how effective it is.


like nexus expand into 4 gate or 1 base 4 gate? if the latter, that is terrible unless your opponent is brutally bad


Nex expand into four-gate pressure.
VayneAuthority
Profile Joined October 2012
United States8983 Posts
October 17 2013 18:36 GMT
#3677
On October 18 2013 03:35 Heartland wrote:
Show nested quote +
On October 18 2013 03:34 VayneAuthority wrote:
On October 18 2013 03:29 Heartland wrote:
What do you think of the viability of four-gates with a Nexus in PvT? I've been experimenting some with it again but haven't gotten any conclusive results on how effective it is.


like nexus expand into 4 gate or 1 base 4 gate? if the latter, that is terrible unless your opponent is brutally bad


Nex expand into four-gate pressure.


yea that is viable. its pretty much a 6 gate that isn't an all-in. I think 6 gate is better personally and you can watch people like genius to get a sense of how to pull it off. involves splitting up your gateways in base so 1 scan cant see them and hitting forcefields well.
I come in for the scraps
aznheat80
Profile Joined August 2010
United States186 Posts
October 17 2013 18:52 GMT
#3678
On October 18 2013 03:12 Teoita wrote:
It's also important to remember that in lategame PvT the defender should have a huge advantage because it's much, much easier to land storms and emps while you are defending rather than attacking. Ideally if you are forced in a lategame engagement it's because the Terran will be pushing one of your bases, in which case you need to spread out your templar and keep them separated. This combined with him attacking into you makes landing storms easier. Remember that even storming vikings is worthwile because it will make your colossi live longer if his vikings die faster.

Other than that, standard pvt engagement rules apply: reposition/focus vikings with blink stalkers, make sure zealots dont get too far ahead of the army, etc.

Finally, in extreme lategame you don't want any gateway unit except for maybe a few leftover archons. All your supply should go in 8ish colossi, about 12 templar spread around, and 10 or so tempests. Tempests are incredibly scary for the Terran because
a) Their long range means you can siege down his expansions and force him to attack into you (and your storms)
b) They can bring down vikings surprisingly quickly, especially when players are just positioning and they get a couple of volleys off, thinning the viking count.
c) They offer a little long range protection against any ghost approaching your army


What recent games have had this protoss composition? I've never seen this combination of units in a pro PvT game before.
Olli
Profile Blog Joined February 2012
Austria24422 Posts
October 17 2013 18:56 GMT
#3679
There was one of these in GSL I think
Administrator"Declaring anything a disaster because aLive popped up out of nowhere is just downright silly."
Heartland
Profile Blog Joined May 2012
Sweden24591 Posts
October 17 2013 19:05 GMT
#3680
On October 18 2013 03:52 aznheat80 wrote:
Show nested quote +
On October 18 2013 03:12 Teoita wrote:
It's also important to remember that in lategame PvT the defender should have a huge advantage because it's much, much easier to land storms and emps while you are defending rather than attacking. Ideally if you are forced in a lategame engagement it's because the Terran will be pushing one of your bases, in which case you need to spread out your templar and keep them separated. This combined with him attacking into you makes landing storms easier. Remember that even storming vikings is worthwile because it will make your colossi live longer if his vikings die faster.

Other than that, standard pvt engagement rules apply: reposition/focus vikings with blink stalkers, make sure zealots dont get too far ahead of the army, etc.

Finally, in extreme lategame you don't want any gateway unit except for maybe a few leftover archons. All your supply should go in 8ish colossi, about 12 templar spread around, and 10 or so tempests. Tempests are incredibly scary for the Terran because
a) Their long range means you can siege down his expansions and force him to attack into you (and your storms)
b) They can bring down vikings surprisingly quickly, especially when players are just positioning and they get a couple of volleys off, thinning the viking count.
c) They offer a little long range protection against any ghost approaching your army


What recent games have had this protoss composition? I've never seen this combination of units in a pro PvT game before.


ThorZain vs Naniwa in esport SM on Akilon Wastes.
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