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The HotS Protoss Help Me Thread - Page 226

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.
Teoita
Profile Blog Joined January 2011
Italy12246 Posts
January 21 2014 21:09 GMT
#4501
Whatever you want, they both work. I'd go templar because it's me.
ModeratorProtoss all-ins are like a wok. You can throw whatever you want in there and it will turn out alright.
FortyOzs
Profile Joined February 2011
189 Posts
January 21 2014 21:58 GMT
#4502
can a nigga get some build orders?

User was warned for this post
FortyOzs
Profile Joined February 2011
189 Posts
January 21 2014 21:59 GMT
#4503
what is standard build vs zerg up to 26 supply
mizU
Profile Blog Joined April 2010
United States12125 Posts
Last Edited: 2014-01-21 22:23:29
January 21 2014 22:22 GMT
#4504
On January 22 2014 06:59 FortyOzs wrote:
what is standard build vs zerg up to 26 supply


Do you want to 1 gate expand, FFE or nexus first?
http://www.teamliquid.net/forum/viewmessage.php?topic_id=383628#1.1
if happy ever afters did exist <3 @watamizu_
JeanBob
Profile Blog Joined March 2011
Canada295 Posts
January 22 2014 00:14 GMT
#4505
In PvZ, I like going FFE into stargate, skip the first void ray and go straight to phoenixes. However, I don't exactly know when to make a push with it. I can harass all day, but lose a lot of matches because I do nothing with the other units. So what would be a good timing to attack after/while harassing with phoenixes, depending on the follow-up?

And also, I think I read that following up with templars doesn't work as much, but I get problems against infestors every once in a while. Is this an exception where I should follow-up with templars, or is there some way to correctly micro gateway/robo/stargate units to dodge the fungals and focus the infestors?
"Teach the ones below you something you have learnt and learn from the ones above you." -Sonata Arctica
ZeromuS
Profile Blog Joined October 2010
Canada13389 Posts
January 22 2014 03:20 GMT
#4506
On January 22 2014 09:14 JeanBob wrote:
In PvZ, I like going FFE into stargate, skip the first void ray and go straight to phoenixes. However, I don't exactly know when to make a push with it. I can harass all day, but lose a lot of matches because I do nothing with the other units. So what would be a good timing to attack after/while harassing with phoenixes, depending on the follow-up?

And also, I think I read that following up with templars doesn't work as much, but I get problems against infestors every once in a while. Is this an exception where I should follow-up with templars, or is there some way to correctly micro gateway/robo/stargate units to dodge the fungals and focus the infestors?


One phoenix, then void rays.

for more please see our new guide here: http://www.teamliquid.net/forum/viewmessage.php?topic_id=441482 :D

Templar after air is really strong but as the guide points out you need to be careful for particular timings.
StrategyRTS forever | @ZeromuS_plays | www.twitch.tv/Zeromus_
Helikptrfisk
Profile Joined February 2012
Sweden35 Posts
Last Edited: 2014-01-23 12:42:52
January 23 2014 12:37 GMT
#4507
How come we see so little macro-based voidray pvp?

Maybe opening 3-4 phoenix and then going voids? Or opening robo for immortals against stalkers and then going for voidrays?

http://www.twitch.tv/sc2proleague/b/494654908 (Both players opening phoenix and one of them swithing to ground and the other voidrays)

Im thinking of trying to open: http://imbabuilds.com/hots-protoss/hots-pvp/pvp-hwangsins-stargate-expand/ and then going 3-4 phoenix and then swithing to voids. Ofcourse its a bad strategy, otherwise pros would be doing it all the time =)). But what is the flaw?
Teoita
Profile Blog Joined January 2011
Italy12246 Posts
January 23 2014 12:41 GMT
#4508
Void rays are extremely weak to storm play; you could say they were pretty much figured out at the end of the beta. People just found out colossus or IAC are better.
ModeratorProtoss all-ins are like a wok. You can throw whatever you want in there and it will turn out alright.
Helikptrfisk
Profile Joined February 2012
Sweden35 Posts
January 23 2014 12:45 GMT
#4509
Okay, thanks for the answer. Then I will try it out.

Its not like it gets rolled over by some easy gateway-push after it has been scouted?
Teoita
Profile Blog Joined January 2011
Italy12246 Posts
January 23 2014 12:50 GMT
#4510
it kind of does yes. You can hit a nice blink stalker/archon timing with a couple of archons, take a third behind it and tech to storm very easily while containing the stargate player on two bases. The idea is that his third will be so late that he can't have a scary number of void rays and/or a solid ground army, so your own chargelot/blink stalker/templar/archon army can either hit a nice timing, or defend counter attacks somewhat easily.
ModeratorProtoss all-ins are like a wok. You can throw whatever you want in there and it will turn out alright.
Helikptrfisk
Profile Joined February 2012
Sweden35 Posts
January 23 2014 12:55 GMT
#4511
Oh, thats a neat counter. Thx alot
Whitewing
Profile Joined October 2010
United States7483 Posts
January 23 2014 17:09 GMT
#4512
On January 23 2014 21:55 Helikptrfisk wrote:
Oh, thats a neat counter. Thx alot


Archon/stalker really does absolutely demolish void ray heavy builds in the midgame: archons tank for the stalkers while the stalkers destroy the voids. The major problem is that if the voids attack the stalkers, there's nothing to kill the archons which will eat all the zealots like candy, so you have to sit behind a building wall to not die to it. But if you're doing that, like Teoita said, the archon/stalker player will just take a third and macro up.

More importantly, upgrades make that style basically unplayable going into the late game. If you're on a mix of air units and ground units and your opponent is just ground, you're going to be quite a bit behind him on upgrades, making a large portion of your army substantially weaker. All of these things combined to make the void ray style go out of practice. Phoenix openings and oracle openings are quite strong however.
Strategy"You know I fucking hate the way you play, right?" ~SC2John
Helikptrfisk
Profile Joined February 2012
Sweden35 Posts
January 23 2014 17:29 GMT
#4513
On alterzim you can have your third as a natural. Then you easily get your 3 bases going behind walls.

And on Polar nights and Habitation station it looks possible to defend a simcitied third by flying between nat and 3rd?

What is the other toss going to do, take 6 bases and 130 probes? And then you go mass voidray, mineraldumping on cannons and simcity and zealots from warpprisms. Lategame you got the airupgrades for bigger air units.

I know you got the experience and I don't. Im just theorycrafting, but I will try it out =)) I am very thankfull for your knowledge/input or how to say.
Whitewing
Profile Joined October 2010
United States7483 Posts
Last Edited: 2014-01-23 18:17:48
January 23 2014 17:47 GMT
#4514
On January 24 2014 02:29 Helikptrfisk wrote:
On alterzim you can have your third as a natural. Then you easily get your 3 bases going behind walls.

And on Polar nights and Habitation station it looks possible to defend a simcitied third by flying between nat and 3rd?

What is the other toss going to do, take 6 bases and 130 probes? And then you go mass voidray, mineraldumping on cannons and simcity and zealots from warpprisms. Lategame you got the airupgrades for bigger air units.

I know you got the experience and I don't. Im just theorycrafting, but I will try it out =)) I am very thankfull for your knowledge/input or how to say.


You can't reliably hold that: going voidrays is going to put you at a unit count disadvantage vs. your opponent, and your composition in the midgame is weaker than your opponents if he's doing the standard immortal/zealot/archon army. Then in the late game, if you somehow haven't died or fallen way behind, all he needs is storm to crush your void rays. It's not a strong composition.

You can't really wall off your third on either map either, and if you have to move between two bases, there's going to be a location where they can intercept you in the open (or at least your ground forces).
Strategy"You know I fucking hate the way you play, right?" ~SC2John
KingAlphard
Profile Blog Joined August 2012
Italy1705 Posts
Last Edited: 2014-01-23 21:13:34
January 23 2014 21:08 GMT
#4515
On January 23 2014 21:37 Helikptrfisk wrote:
How come we see so little macro-based voidray pvp?

Maybe opening 3-4 phoenix and then going voids? Or opening robo for immortals against stalkers and then going for voidrays?

http://www.twitch.tv/sc2proleague/b/494654908 (Both players opening phoenix and one of them swithing to ground and the other voidrays)

Im thinking of trying to open: http://imbabuilds.com/hots-protoss/hots-pvp/pvp-hwangsins-stargate-expand/ and then going 3-4 phoenix and then swithing to voids. Ofcourse its a bad strategy, otherwise pros would be doing it all the time =)). But what is the flaw?


If you want to go void rays in PvP, you need to switch to carriers after ~10 void rays. If you get enough carriers, you can actually fight a stalker/storm/archon army.

The first problem is that your opponent will always have a bigger army in the midgame, so you need to play very defensive (a ton of cannons). Even if your army is stronger and you can clean up his army, the following warp ins would still kill you istantly, which means that you can't engage outside your bases until you're maxed out.

The second problem is a tempest switch, which will kill you too because those make carriers totally useless. So you need to scout costantly to see if your opponent is building stargates, in which case you need to immediately get tempests on your own.

There's no "solid" way of going skytoss in PvP though. Additionally, even if you reach the lategame it produces incredibly boring games, because your opponent will eventually switch to skytoss on his own, and which protoss air unit counters all the others? Tempests (not void rays). Just imagine what a 30 tempests vs 30 tempests game (I've played them) looks like and you'll forget about playing this style.
Tharkun
Profile Joined December 2010
France43 Posts
January 24 2014 17:35 GMT
#4516
Do you guys know the best way to deal with a zerg that makes a proxy hatchery on your natural while you open 1 gate FE ?
I mean the "not all-in version" : zerg just drops his hatch on your natural and proceeds quickly to take his own natural and builds up his economy while you kill the proxy hatch.
At this point, protoss has 2 choices :
- take his natural waaaay late and somehow try to make up for it by applying some kind of mild pressure to slow down drone production => not ideal
- all-in on 1 base. But with good scouting zerg holds any 1 base pressure very easily => even less ideal

So what do you guys do ?
Teoita
Profile Blog Joined January 2011
Italy12246 Posts
January 24 2014 17:38 GMT
#4517
Scout for it after starting the assimilator(s), make a zealot before the cyber core and chrono a second one, pull 4 probes to kill the hatch. Best case scenario is killing it before it completes so you don't end up with annoying creep at your nat.
ModeratorProtoss all-ins are like a wok. You can throw whatever you want in there and it will turn out alright.
Chaggi
Profile Joined August 2010
Korea (South)1936 Posts
January 25 2014 01:35 GMT
#4518
I don't mean to troll cause I'm a Terran player but legit question

Why don't Protoss players multiprong harass more in TvP?

I mean like double warp prism? Would that weaken the main army that much?
Waise
Profile Joined June 2013
3165 Posts
January 25 2014 03:07 GMT
#4519
On January 25 2014 10:35 Chaggi wrote:
I don't mean to troll cause I'm a Terran player but legit question

Why don't Protoss players multiprong harass more in TvP?

I mean like double warp prism? Would that weaken the main army that much?

warp prisms are built from the same building as colossus and observers
vhapter
Profile Joined May 2010
Brazil677 Posts
Last Edited: 2014-01-25 03:27:53
January 25 2014 03:27 GMT
#4520
On January 25 2014 10:35 Chaggi wrote:
I don't mean to troll cause I'm a Terran player but legit question

Why don't Protoss players multiprong harass more in TvP?

I mean like double warp prism? Would that weaken the main army that much?


For several reasons. Warp prisms are easily countered by vikings, which are way more useful in this matchup than phoenixes. Medivacs can boost away from most threats and still deal with phoenix that chase them by dropping marines. Warp prisms are much more vulnerable to vikings and will probably have high templar or zealots inside, which won't be able to save the warp prism. Turret rings prove troublesome, while cannons don't discourage drops as much anymore because the medivacs can bypass static defensively easily with the medivac boost. Most terrans will have reasonably defended thirds with a bunker and their fourth shouldn't have any issues with drops because it's always a planetary, their natural is usually not hard to defend because it's their rally point, and there are always units coming out at their main (+ the units at the natural to help defend the main too). Protoss harassment is also expensive because you are much less likely to "recycle" harassment units if you're doing a zealot drop, unlike terran. Not to mention they don't serve much of a purpose besides harassing, which can be shut down as previously explained, and helping you flank the terran with HT. A single pylon next to the terran's third + a warp prism are usually enough for harassment, and if you save your warp prism, you can use it for flanking in the late game. 2 warp prisms are usually overkill. It can work, don't get me wrong. Yet, we're discouraged to invest much in harassment because we need a lot of tech in the midgame, we usually take our thirds after the terran, and mules that further increase a terran's economic lead.

Oh yeah, and what the previous poster said too regarding colossi and observers, obviously.
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