The HotS Protoss Help Me Thread - Page 212
Forum Index > StarCraft 2 Strategy |
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. | ||
SkyBlaze
Canada191 Posts
| ||
weikor
Austria580 Posts
i tend to go oracle vr , maybe another vr and i feel like i can do some economic damage as well as defend my third and snipe overlords | ||
![]()
Whitewing
United States7483 Posts
On December 21 2013 13:59 SkyBlaze wrote: i would like to add to SC2John's post they can also try to overpower you with corrupters and then go into mutas but that should not happen with phoenix range in play w/ air upgrades. If they do that, you should honestly just perform a kill move on them, Corrupters are expensive, and your ground army should be fairly strong by the time they're ready to go into mutas. If you're spending well and building your army, this shouldn't be viable. | ||
![]()
EsportsJohn
United States4883 Posts
On December 22 2013 02:18 Whitewing wrote: If they do that, you should honestly just perform a kill move on them, Corrupters are expensive, and your ground army should be fairly strong by the time they're ready to go into mutas. If you're spending well and building your army, this shouldn't be viable. I think he's talking about later in the game when you have a big laser army (voids/colossus/tempests). If they overwhelm your army with corruptors and manage to not lose horribly, they can just start making a ton of mutas and overrun your ground army. Muta/corruptor is the most obnoxious thing in the entire world. The more "standard" muta/corruptor is to just make corruptors alongside your initial mutas until you reach ~8-10. In those situations, yeah, base race is good because half of his army can't attack. | ||
DinoMight
United States3725 Posts
Quick question though: Has anyone else noticed that despite Stalker having 6 range, if you right click on a widow mine they WILL walk into range and get killed? This has actually caused my a few losses recently as Terrans have been widow mine cheesing me (proxy factory etc.). I'll pull probes, rush out an obs, and then tell the Stalker to kill the mine, but it just walks into WM range anyway and get killed.... I think it has something to do with the momentum of the Stalker and how long it takes it to stop? But if so then what should I do? WM already require so much more APM to deal with than to plant and when T is widow mine cheesing you there's very little room for mistakes. Also, Widow Mines projectile can travel outside the range right? I lost 10 probes to 1 widow mine shot yesterday despite seeing it and moving in time.. was definitely more than 4 range away. It's getting pretty frustrating. Thanks. | ||
![]()
Teoita
Italy12246 Posts
If you get frustrated by widow mine ai never ever ever play bw :D | ||
ShadowReaver
Canada563 Posts
I usually have the group hot keyed to 3. Then I right click on an area to stack them close to the worker line, then: g + click on a worker, then right click to maneuver (away from defence or towards another worker) while the phoenix automatically fire. | ||
DinoMight
United States3725 Posts
On December 24 2013 03:16 Teoita wrote: I believe that if you amove the mine, the stalker moves closer, but if you right click it or hold position it (not sure which) the stalker will stop far enough, something like that. It just takes control and practice. If you get frustrated by widow mine ai never ever ever play bw :D I think hold pos is the only option.. I've tried right clicking the mine and a moving it and both lead to dead Stalkers. I'm more frustrated by the skill it takes to play against a scouted proxy widow mine rush than anything. Even with all the scouting and all the right decision making, the AI fucks you over unless you micro your Stalker perfectly. At that stage in the game Warpgate isn't finished and every unit counts... It's definitely not nearly as frustrating as BW tho ![]() | ||
DinoMight
United States3725 Posts
On December 24 2013 03:37 ShadowReaver wrote: What is the best way of microing phoenix in a worker line? I usually have the group hot keyed to 3. Then I right click on an area to stack them close to the worker line, then: g + click on a worker, then right click to maneuver (away from defence or towards another worker) while the phoenix automatically fire. I control group 3 my Phoenixes and click in the space spot a bunch of times to get thems stacked. Then g-click workers and right click to fly away from missile turrets or towards another worker. I basically never a-move Phoenixes or right click specific units. It's more about the kiting since they attack by themselves. So basically same exact as user above me :D | ||
Rickyvalle21
United States320 Posts
| ||
Extenz
Italy822 Posts
On December 24 2013 10:04 Rickyvalle21 wrote: vs mech should I go straight into stargate? Or should I make a robo based immortal colossus archon unit composition. Whenever I make robo based army, I almost always lose because I just mass immortals and they roll me over with alot of hellbats. Also, how the hell do I deal with hellbat drop and hellion runbys. I make 3 canons but they still seem to kill all my probes. carriers are very good vs mech, don't bother with immortals if you are going for the late game, they suck hard in the 200/200 fight, if you wanna be aggressive before he reaches max you can pressure with immortal chargelot archons attacks and maybe he will die, but for the late carriers are very good. | ||
weikor
Austria580 Posts
then when you are economically winning the game and keeping him on 3 bases if possible a switch into tempest cannon templar works very well. carriers arent so good because they need to get much closer. tempest and templar synergise extremely well as the only terran unit to kill them is the viking and they die pretty easily to storms | ||
OpfOpf
Germany5 Posts
| ||
![]()
Teoita
Italy12246 Posts
Mech is fairly unused and unfigured out so it's hard to tell the specific timings for tech switching like with templar/colo vs bio, but that is the most solid overall gameplan imo. | ||
Intensity
53 Posts
I've practiced it a few times now against AI and I always have a good deal of extra minerals. Is something wrong with the build? What should I do with these extra minerals? It's meant to be an all in so its not like I should expand again, right? This build is really gas light, which allows me to only make zealots (like it says). I was thinking if I took more gas I could make sentries to block the ramps / trap units for the zealots. How should I change this build to take advantage of the extra resources? Should I make at least a second gas considering I'm pushing out only with one gas? Maybe take a third gas for more sentries? Any help would be really appreciated. Thanks! Here is a replay of me doing the build - http://snk.to/f-c7j568lj I posted this on reddit too @ http://www.reddit.com/r/allthingsprotoss/comments/1tlgsu/can_you_all_help_me_with_this_build/ EDIT: So if you go to the imbabuild page and you watch the Grandmaster AM (not sure what AM means) example and the tutorial vs AI replay, you'll find some interesting things. First of all, in the Grandmaster replay the minerals are kept lower. He makes an 8th gateway, as well as some cannons and a gas whilst pushing out. Maybe that's the right answer - an 8th gate. In the tutorial vs AI replay, there's a ton (~1000) of extra minerals being floated so he has the same issue I do. I haven't tried the build on ladder yet, but I have to imagine it could be more effective if I use the extra minerals to my advantage. I think just dropping pylons like its going out of style (to accommodate between 14 and 16 supply warp in cycles) may be the way to keep costs low, as well as possibly making that 8th gate. Also I was thinking more gas may be advantageous. I used to see immortal sentry all ins during WoL. Does that not happen anymore? How was that executed? Just less units? A different timing? Could this build be worked in a way that mixes zealots with sentries? Don't you need sentries to hold the enemy units in place while your zealots kill them? Any advice would be appreciated. Thanks! EDIT: So I finally played my first game using the build - and I won! I decided to make an 8th gate (instead of the 7 that the build calls for). I got a little shaky because he one base roach pushed but I held and won. I wanted to post the replay so you all could tell me what I could have done better. Here is the file : http://snk.to/f-chc3wi8p Thanks! | ||
Entropy137
Canada215 Posts
On December 24 2013 03:44 DinoMight wrote: I think hold pos is the only option.. I've tried right clicking the mine and a moving it and both lead to dead Stalkers. I'm more frustrated by the skill it takes to play against a scouted proxy widow mine rush than anything. Even with all the scouting and all the right decision making, the AI fucks you over unless you micro your Stalker perfectly. At that stage in the game Warpgate isn't finished and every unit counts... It's definitely not nearly as frustrating as BW tho ![]() I'm almost positive you can right click on revealed mines with stalkers and they will kill them from a safe distance. It's only when you amove into revealed mines do the stalkers walk too close. | ||
Harreh
90 Posts
I play 'Hero's aggressive stargate' build which takes a 2nd gas much later than most builds. Sometimes I find a zerg will take my gas which really messes the build up. Should I just take the gas to prevent the steal? (and only put probes in later, or cancel the assimilator) This might delay the Cybercore or nexus but that's better than my gas income being harmed. Or can I block it with a probe? | ||
Harreh
90 Posts
On December 25 2013 17:40 Entropy137 wrote: I'm almost positive you can right click on revealed mines with stalkers and they will kill them from a safe distance. It's only when you amove into revealed mines do the stalkers walk too close. Confirmed for truth. Curious that the Stalkers walk in range with a-move though. | ||
![]()
Olli
Austria24417 Posts
On December 25 2013 23:07 Harreh wrote: Hello, I have hopefully a simple question... I play 'Hero's aggressive stargate' build which takes a 2nd gas much later than most builds. Sometimes I find a zerg will take my gas which really messes the build up. Should I just take the gas to prevent the steal? (and only put probes in later, or cancel the assimilator) This might delay the Cybercore or nexus but that's better than my gas income being harmed. Or can I block it with a probe? You should be able to block it by right clicking a probe to the assimilator and putting it on hold position. I think that works? | ||
![]()
EsportsJohn
United States4883 Posts
On December 26 2013 02:31 DarkLordOlli wrote: You should be able to block it by right clicking a probe to the assimilator and putting it on hold position. I think that works? Correct, but it has to be on the corner of the gas. I don't think it's too bad to take the gas ahead of time though if a drone comes wandering in; for protoss, the loss is usually not that big of a deal unless it affects your timings. PS: I kind of remember it being possible to gas steal anyway if the geyser is in the fog of war (vs. someone holding position on the geyser), but I can't 100% confirm that. | ||
| ||