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Make sure you read the OP before asking a question. Asking a question already addressed in the OP will result in moderation action. Also, please put some effort into your questions. Do not just ask for build orders. |
On December 30 2013 19:55 playa wrote: Best response against double proxy: proxy reaper into proxy widow mines? Reaper in base around 3:25 (on yeonsu at least), proxy widow mine in base around 5 min mark. I don't get the drawbacks of this build or how it's supposed to be punished when there's no way to stop the proxy from going up, whether you know it's coming or not, and no way to have detection that early. You don't need detection that early, you just need to stop the widow mine from getting up your ramp. I can't remember the exact game, but Alicia countered it pretty easily by holding the ramp with zealot stalker MSC, adding 2 gates + robo, and countering the empty t main with 3 gate stalker warpins. Of course, this only works if you probe scout in the early game.
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On December 30 2013 19:55 playa wrote: Best response against double proxy: proxy reaper into proxy widow mines? Reaper in base around 3:25 (on yeonsu at least), proxy widow mine in base around 5 min mark. I don't get the drawbacks of this build or how it's supposed to be punished when there's no way to stop the proxy from going up, whether you know it's coming or not, and no way to have detection that early. Holding this off is not a matter of having detection in time. I'll outline the important things you should keep in mind against a regular gas first into proxy factory build. I'm not sure I've seen this double proxy, but most of the concepts that I mention here can be apply anyway.
* First of all, make sure you spot the factory if it's inside your base.
* Second, you want to try and stall the widow mine's progress towards your mineral line - a stalker is ideal for this. If you can do enough damage to the widow mine with your units + probes, you may be able to kill it, but make sure you do kill it if you pull probes so as not to lose them. Probes alone can also be used to encourage the terran player to burrow the widow mine, but you don't try to kill it and pull back once you force the burrow, unless you're sure you will kill it.
* Third, if it gets to your minetal line, pull all probes away from the widow mine and manually send a single probe to activate it. Then go back to mining. Your observer will not be out early enough to prevent another detonation, so make suure to pull your probes away again. The most reliable way to do this is to take a look at the in-game timer. A widow mine takes 40 seconds to blow up again, so you should do the same procedure again in 30-35 seconds. How late you do it depends on your confidence in your timing. What I end up doing myself is doing it just by feel because I don't have the habit of timing it, but it's obviously not as reliable or advisable. I don't find it hard to know when the widow mine will explode again at all, but that's not the most cautious approach for obvious reasons. And if you need to dedicate much of your attention to microing against something else like reapers and stuff, you could mess up pretty badly, so be careful.
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Hello there guys,
I've been playing Protoss for the past few weeks and I feel like I'm getting better but I think I need some help. Back in the day when I played Terran I got really far because I had someone on skype that wanted to coach me a little every now and then. I used to send my replays to the guy and he would send me tips back.
Or we would play matches against eachother and see what I did wrong. He was a diamond player and I started in Bronze and went to gold in 1 month.
I was wondering if anyone of you wanted to coach me through skype or teamspeak.
If anyone is up for this and feels like helping me progress, Let me know below
Thanks in advance! Kind regards, --Insannik.
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Italy12246 Posts
Your best bet for that is looking for a team willing to recruite low league players.
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On December 31 2013 05:10 Teoita wrote: Your best bet for that is looking for a team willing to recruite low league players.
Do you know where I can find teams like this?
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Austria24417 Posts
On December 31 2013 07:38 Insannik wrote:Show nested quote +On December 31 2013 05:10 Teoita wrote: Your best bet for that is looking for a team willing to recruite low league players. Do you know where I can find teams like this? 
http://www.sqrl.tk/recruitment
It's a fun clan with nice people (and me). There's a bunch of team practice sessions, internal tournaments with a partner clan, an internal ladder system and other fun stuff if you're interested. New members are always welcome! Now, I can't promise you any direct coaching because I may or may not be their highest level protoss and I most likely suck at coaching. But the practice won't hurt!
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I'm still amazed at the amount of people that think APM = skill. Will that thought process ever change.....
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I'm sorry if this is an easy question to answer, but I didnt find the answer in the original post.
What is the build order for PvT 1 gate MSC FE?
Also looking for build order for PvP openings?
Thanks!
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Italy12246 Posts
On December 31 2013 08:39 HelpMeGetBetter wrote:I'm still amazed at the amount of people that think APM = skill. Will that thought process ever change..... 
Eh yeah, monk for instance is pretty slow and really, really fucking good with every race (or at least he was before he lost his soul)
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What is the ideal army composition against a Zerg going for MutaLing?
And just in general for PvZ, is it better to be offensive and pressure or just get observers out and turtle to a deathball?
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On December 31 2013 23:27 KatatoniK wrote: What is the ideal army composition against a Zerg going for MutaLing?
And just in general for PvZ, is it better to be offensive and pressure or just get observers out and turtle to a deathball? As for the army composition, it kind of depends on your plan. I find a strong push based mostly on zealots, archons and sentries (guardian shield so good vs muta!) tends to be very good against those - if you can force them to go back and defend. Otherwise it just becomes the eternal base race with inevitable defeat. It's difficult for me to win against Muta\Ling otherwise. You could, in theory, get phoenixes up in decent number to accompany whatever you're going for on the ground (make it zealot heavy for the lings), but I find myself too slow to control that situation often, so I can't say much about that.
There is no right answer to your second question! It depends on your own style. There are great players who do that, and there are equally great players who stay aggressive all game long (Liquid.HerO, for example). Find out what works for you I think it'd be very hard to stay passive all game long against a zerg, but it might well be possible and we're just all bad at the game. Find it out for yourself! :D
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It depends. If you opened stargate/are going stargate, obviously the simple counter is to start pumping phoenix and using stalkers/cannons to defend them as you build up your fleet. Make sure to micro VERY well.
If you're not, I've had success with going quick blink with zealot archon/storm to support. Harrassing with DTs when you're taking that path is a must as well imo. It's annoying to deal with, but if you can survive you just roll him over on 3 base economy before he can full spam hive units. Typically he'll just try to base trade you like 95% of the time when he knows he can't hold your push (the most annoying thing about this style), so make sure you have good decision making when that happens too.
As for the second question, with the addition of mamma core, there is no reason why you shouldn't be aggressive/out in the map/faking pressure to force reactions out of the zerg, on top of harrassing with oracles/phx/warp prism/zealots/dts/etc. Zerg's best tool is it's ability to macro like a king, don't try to beat a zerg in a game where they just have better tools then you do. Use your best tools instead and make him play your game.
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Italy12246 Posts
As of hots you can't turle up with blink/templar anymore. If you dont have a good pheonix count already up, a great read on his tech switch and/or stargates down, your best shot at beating mutas is usually to defend just enough, until you can commit to a basetrade with a mainly blink stalker army and hope for the best. Since both sides have highly mobile army, the outcome of the basetrade isn't as easy to predict as, say, blink stalkers vs robo in pvp.
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On January 01 2014 00:05 Teoita wrote: As of hots you can't turle up with blink/templar anymore. If you dont have a good pheonix count already up, a great read on his tech switch and/or stargates down, your best shot at beating mutas is usually to defend just enough, until you can commit to a basetrade with a mainly blink stalker army and hope for the best. Since both sides have highly mobile army, the outcome of the basetrade isn't as easy to predict as, say, blink stalkers vs robo in pvp.
I don't really llike doing that... it's hard to just kill a mutaling player with an unplayed gateway attack in my opinion. You need splash of some sort, and templar/archon is the best way for that. Our ideas are similar, move into favorable base-trade scenario asap, I just think you do need to get up some archons before you go, unless your timing attack was planned from the get-go.
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I think it depends a lot when you scout the mutas. If you scout them early on and you push just around the time of the muta spawning then your composition will be different than if ten mutas just show up in your main while you have 2-3 phoenix from the early game. I think archons are a must to have once the muta ball get out of hand, however, but if you intend to defend then teching to or developing your Phoenix count is very good.
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Italy12246 Posts
On January 01 2014 00:29 ffadicted wrote:Show nested quote +On January 01 2014 00:05 Teoita wrote: As of hots you can't turle up with blink/templar anymore. If you dont have a good pheonix count already up, a great read on his tech switch and/or stargates down, your best shot at beating mutas is usually to defend just enough, until you can commit to a basetrade with a mainly blink stalker army and hope for the best. Since both sides have highly mobile army, the outcome of the basetrade isn't as easy to predict as, say, blink stalkers vs robo in pvp. I don't really llike doing that... it's hard to just kill a mutaling player with an unplayed gateway attack in my opinion. You need splash of some sort, and templar/archon is the best way for that. Our ideas are similar, move into favorable base-trade scenario asap, I just think you do need to get up some archons before you go, unless your timing attack was planned from the get-go.
I hate base trading just as much but without ranged phoenixes it's the only way. Defensive templar do not work because mutas just eat a storm and come back 30seconds later with full hp, while you have wasted 150/300 gas into absolutely nothing.
Also as always, when defending mutas templar are better than archons, which of course means that in hots, archons are just as useless. They are very powerful in a basetrade because they make your army next to untouchable, but they are not good defensive units.
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On December 26 2013 09:20 playa wrote: I know it's probably been asked, but really, how do you stop a cannon rush? Every time I would see someone with an amazing p vs t %, I'd look at their bo, and it would always be the blink all-in. Well, in p vs p, it's the cannon rush. Is there anyone that actually beats this strategy every time? Outside of 9 scouting and going directly to their base, I have no idea how to consistently beat it.
Scout your main base both after the gate and after the core, this way you are sure you won't miss any cannon rush.
The best strategy atm seems to be building a proxy stargate and another nexus close to the stargate, then start a void ray and once the nexus finishes keep building void rays until you win. Usually you can win with the first void ray, but good players will rush to stalkers as soon as they see you aren't building anything with your gateway, so it doesn't always work.
Sometimes, if your core is far away from the cannons (which is easy to achieve if you build your first structures smartly every game), you can also expand, get the warp gate tech and 4 gate him, while you pressure him with your first zealot and stalkers.
Stopping the cannon rush with the first units is also a possibility although it usually doesn't work. If the cannon rush is late/far away from your nexus you can try to cut probes and rush to stalkers. Don't skip the zealot as without it you will be forced to pull probes if he gets "greedy" and builds cannons too much forward (I always do that when I cannon rush to force probe pulls).
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How do you stop a terran 4 rax from a 1gate FE? He had 16 marines just after 6 minutes....
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United States4883 Posts
On January 02 2014 13:33 Bareleon wrote: How do you stop a terran 4 rax from a 1gate FE? He had 16 marines just after 6 minutes....
If he doesn't get a CC and instead goes for like 3-4 rax and mass marines, just give up your natural nexus and use forcefields to hold your main . Behind this, just go for AoE (colossus/storm). Alternatively, if you got a pylon out on the map, you can go DTs!
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Italy12246 Posts
Yeah you pretty much need to not cut units and with photon overcharge you should hold easily once you warp in your first and second rounds of units.
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