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The HotS Protoss Help Me Thread - Page 253

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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.
SatedSC2
Profile Blog Joined March 2014
England3012 Posts
Last Edited: 2014-04-14 21:56:26
April 14 2014 21:49 GMT
#5041
--- Nuked ---
aZealot
Profile Blog Joined May 2011
New Zealand5447 Posts
Last Edited: 2014-04-14 22:04:08
April 14 2014 21:59 GMT
#5042
Yes, that was it. First time I've faced it. 2 Gate/Core proxied into Zealot and 2 Stalkers hitting just before my first Stalker popped (unfortunately, that game I was playing with CB timings and didn't CB out my first Stalker like I usually do). I did play it out to my WG finishing and my MSC popping but by then it was too little too late as I had lost too many probes.

Whitewing, I was thinking MSC first as an option as it means that I may have energy for a PO but that means my Stalkers are delayed, so I don't think that would work, either. I don't have the replay, sorry. I deleted it for the start of S2.

Thanks, chaps. Yes, it is a strong build. I hope I don't run into it too often. The fact that it is hard to scout makes it deadly.

Edit/ How would you hold it if you did scout it? I probe scout around my main and natural after Gate on 13.
KT best KT ~ 2014
Xinzoe
Profile Joined January 2014
Korea (South)2373 Posts
Last Edited: 2014-04-14 22:40:47
April 14 2014 22:40 GMT
#5043
How do I wall on waystation? top left, bottom right spawns. srsly who picks these maps? need like 6 gateways l0l
SatedSC2
Profile Blog Joined March 2014
England3012 Posts
April 14 2014 22:51 GMT
#5044
--- Nuked ---
SatedSC2
Profile Blog Joined March 2014
England3012 Posts
Last Edited: 2014-04-14 22:57:31
April 14 2014 22:53 GMT
#5045
--- Nuked ---
shivver
Profile Joined June 2011
United States232 Posts
April 14 2014 23:05 GMT
#5046
On April 15 2014 06:23 aZealot wrote:
Show nested quote +
On April 14 2014 17:14 aZealot wrote:
How do I hold a Proxy Zealot/Stalker? One of the last games of season 1, I opened 3 Stalker rush as I usually do in PvP and scouted around for proxies with my probe. I did not pick up on this proxy because it was a little outside the usual locations for a proxy 2 gate Zealot. My probe scout then picked up no structures in my opponent's main and just before my first Stalker popped, a Zealot and Stalkerx2 walked into my main. After a fair bit of micro, which involved pulling probes, I gg'ed out.

What is the best way to handle this? I usually open 3 Stalker into MSC/Nexus (order is inter-changeable) into Robo.

Thanks.

Edit/ Oh yeah, in this game, I lost one of my pylons which meant I was supply blocked and couldn't get my third Stalker out.


Any thoughts on this?

Looking at the replay, I should have pulled my probes better. Maybe 3 each to the first 2 Stalkers and CB out the first Stalker to kite the Zealot. Then queue two more units (Stalker and Zealot) while the MSC builds. I had 22 probes to his 12 when he hit, so I can afford to lose a few. I'm wondering if I should rejig my opening to go MSC first into 3 Stalkers but I really like the flexibility of my current opening. I deal with most things, so far, pretty well with a 3 Stalker rush.


I like pulling 3-4 probes per stalker and focusing them on the stalkers, if there's 2 then shift click them. It really really helps if you can just focus on killing the zlot
Ben...
Profile Joined January 2011
Canada3485 Posts
April 14 2014 23:27 GMT
#5047
I've faced that build 3-4 times. I've yet to beat it. It seems like the type of build you have to scout really early to win against. The only other way to win would be if the opponent messes up severely. Between that build, regular proxy 2gating, and cannon rushing, I've considered starting doing scouts on 9 again. The majority of my PvPs are cheese now.

The only time I came close to holding was when I was preparing to 10gate 3gate rush and scouted nothing in their main so I immediately threw a second gate down. I had my core done faster than normal due to the 10gate and had a ton of banked chronoboost for rushing out warp gate so I managed to get 2 stalkers out but because other guy had a zealot I had to pull a few probes to tank and I ended up being a bit behind as a result which snowballed.

For the 2 base chargelot/templar build, I am in the Rain camp. I don't think opening templar is viable anymore against a good terran who properly splits mines up before burrowing them (since that negates the ability to kill them with storm, since at best you will kill one mine per storm, which is far from optimal) and controls their army well. Doubly so if they make an effort to push back or snipe observers.
"Cliiiiiiiiiiiiiiiiide" -Tastosis
SatedSC2
Profile Blog Joined March 2014
England3012 Posts
Last Edited: 2014-04-15 10:34:19
April 15 2014 08:31 GMT
#5048
--- Nuked ---
DinoMight
Profile Blog Joined June 2012
United States3725 Posts
April 15 2014 13:59 GMT
#5049
Has anyone thought about which of the maps in the new pool are good for Protoss? Here are my thoughts:

Alterzim Stronghold TE: just personal opinion but I hate this map (veto)

Frost LE: this is a good map that seems balanced

Habitation Station LE: pretty straightforward map, really good for 2 base allins if you're so inclined

King Sejong Station LE: I don't know how to feel about this map. Vs. Z I like all the open space around the bases to harass from but vs. a good Terran player drops into your main just seem like a pain to deal with when there's an attack coming half a mile away at your third...

Overgrowth LE: I've played a couple of games on this map.. seems alright. should have some good macro games on it

Merry Go Round LE: I don't know what it is but this map bugs me. The structure just doesn't seem very good for fighting, and there's one person who's going to be at a "disadvantage" depending on spawning locations (veto)

Waystation: this map is. fucking. stupid. It's really hard to take a fight near the middle of the map and spawning stupid spawns (middle vertical) makes it very hard to fight Zerg or take a 3rd base (it's all the way off to the side). 2 base allin or die trying here.. (veto)
"Wtf I come back and find myself in camp DinoMight all of a sudden, feels weird man." -Wombat_NI
OPDream
Profile Joined September 2012
Canada77 Posts
April 15 2014 14:06 GMT
#5050
I am having trouble in pvz midgame. After taking 3rd, when should I move out and do some dmg? (army composition is blink stalker and colossus).
EsportsJohn
Profile Blog Joined June 2012
United States4883 Posts
Last Edited: 2014-04-15 14:19:02
April 15 2014 14:16 GMT
#5051
On April 15 2014 22:59 DinoMight wrote:
Has anyone thought about which of the maps in the new pool are good for Protoss? Here are my thoughts:

Alterzim Stronghold TE: just personal opinion but I hate this map (veto)

Frost LE: this is a good map that seems balanced

Habitation Station LE: pretty straightforward map, really good for 2 base allins if you're so inclined

King Sejong Station LE: I don't know how to feel about this map. Vs. Z I like all the open space around the bases to harass from but vs. a good Terran player drops into your main just seem like a pain to deal with when there's an attack coming half a mile away at your third...

Overgrowth LE: I've played a couple of games on this map.. seems alright. should have some good macro games on it

Merry Go Round LE: I don't know what it is but this map bugs me. The structure just doesn't seem very good for fighting, and there's one person who's going to be at a "disadvantage" depending on spawning locations (veto)

Waystation: this map is. fucking. stupid. It's really hard to take a fight near the middle of the map and spawning stupid spawns (middle vertical) makes it very hard to fight Zerg or take a 3rd base (it's all the way off to the side). 2 base allin or die trying here.. (veto)


I just want everyone to know that in the long positions on Waystation, Zerg cannot get an overlord to the Protoss base until ~4:30. This means that you have a lot of potential for cheese. Same thing goes for cross positions on Alterzim. It's impossible to spot something like very fast DTs off of 2 bases before they actually hit.

Other than that, I think Alterzim and Waystation are pretty horrible maps hahaha. Overgrowth and Sejong Station are not bad. I haven't played on Merry Go Round yet.

On April 15 2014 23:06 OPDream wrote:
I am having trouble in pvz midgame. After taking 3rd, when should I move out and do some dmg? (army composition is blink stalker and colossus).


Depends on what your opponent is doing. If your opponent takes a 4th base and plays passively, you can actually walk out and kill the 4th base with only 1-2 colossus and walk back home/recall. If the Zerg player is playing very aggressively on lair and trading a lot, it's better to just wait until ~14:00-15:00 when you have HT as well. Usually Protoss goes for a maxed or nearly maxed out push at this time while securing a 4th in the process.
StrategyAllyssa Grey <3<3
Whitewing
Profile Joined October 2010
United States7483 Posts
April 15 2014 18:10 GMT
#5052
On April 15 2014 17:31 SatedSC2 wrote:
Show nested quote +
On April 15 2014 08:27 Ben... wrote:
I've faced that build 3-4 times. I've yet to beat it. It seems like the type of build you have to scout really early to win against. The only other way to win would be if the opponent messes up severely. Between that build, regular proxy 2gating, and cannon rushing, I've considered starting doing scouts on 9 again. The majority of my PvPs are cheese now.

The only time I came close to holding was when I was preparing to 10gate 3gate rush and scouted nothing in their main so I immediately threw a second gate down. I had my core done faster than normal due to the 10gate and had a ton of banked chronoboost for rushing out warp gate so I managed to get 2 stalkers out but because other guy had a zealot I had to pull a few probes to tank and I ended up being a bit behind as a result which snowballed.

For the 2 base chargelot/templar build, I am in the Rain camp. I don't think opening templar is viable anymore against a good terran who properly splits mines up before burrowing them (since that negates the ability to kill them with storm, since at best you will kill one mine per storm, which is far from optimal) and controls their army well. Doubly so if they make an effort to push back or snipe observers.

Like I said on the previous page, I really think that Hallucinations are the answer. We used to make a lot more Sentries than we do now and still go for Templar openings, so I don't see why it wouldn't be possible to add a few more Sentries specifically for the purpose of Hallucination. You get a lot of Zealots out of a few Hallucinations, and they will trigger most of Mines in the early/mid game because the Terran simply won't be able to kill them fast enough. Maybe it really doesn't work at higher levels and that's why we're not seeing it being tried, but I still don't think it is as bad as Rain made it out to be...

EDIT:

I'm also pretty sure that by the time army sizes are large enough that this is no longer viable, that the switch to Colossus tech should've already been made. Especially if you open Robotics Facility -> Templar since you'll already have the Robotics Facility (as opposed to relying on Cannons for early detection).


Detected hallucinations don't trigger widow mines. All he has to do is scan and all those sentries are wasted. It also cuts into your storm count or upgrades, and you can barely afford 1 forge as it is while doing a 2 base templar build.
Strategy"You know I fucking hate the way you play, right?" ~SC2John
SatedSC2
Profile Blog Joined March 2014
England3012 Posts
April 15 2014 18:39 GMT
#5053
--- Nuked ---
KatatoniK
Profile Blog Joined October 2013
United Kingdom978 Posts
April 15 2014 20:03 GMT
#5054
I've been bumping into a lot of Terrans who auto go for the gold on Habitation Station ala MKP and Bbyong and I'm struggling to counter it. I tried going down the sOs route of an oracle to cripple the economy to give me time to catch up but a lot of the time I either get rushed by marines very early on or there's missile turrets in place to stop my Oracle. I always scout on 9 supply so I feel like I'm catching the build early enough but I just don't know what the correct response would be.
Flying on the Jin Air hype plane. Lets go Maru, Rogue, sOs and the handsome CJ herO
SatedSC2
Profile Blog Joined March 2014
England3012 Posts
Last Edited: 2014-04-15 21:46:09
April 15 2014 21:43 GMT
#5055
--- Nuked ---
LikeTheSnow
Profile Joined April 2012
Italy16 Posts
April 15 2014 23:34 GMT
#5056
What should I do against a tank/hellbat/viking/ghost composition? Is better to go for colossi as against bio with the add of a second robo and immortals or go straight into immortal archons? Or what else? Thank you in advance
EsportsJohn
Profile Blog Joined June 2012
United States4883 Posts
April 15 2014 23:45 GMT
#5057
On April 16 2014 08:34 LikeTheSnow wrote:
What should I do against a tank/hellbat/viking/ghost composition? Is better to go for colossi as against bio with the add of a second robo and immortals or go straight into immortal archons? Or what else? Thank you in advance


Like all things, you kind of want to kill them or maim them before then. But if you can't, the ideal army is about the same as vs. bio: stalker/colossus with some HT support and archons, immortals, and zealots sprinkled in there. The biggest difference is that you need to get a full surround engagement so that you can get immortals/zealots hitting tanks while the colossus/stalker ball is dealing with the hellbats. And, as always, storm everything that you can.

It's also possible to go into a void ray transition, but you need to really slow down the 4th base of the mech player and force them to make A LOT of tanks via a more robo-heavy composition. This is my preferred method of dealing with mech.
StrategyAllyssa Grey <3<3
SC2Toastie
Profile Blog Joined October 2013
Netherlands5725 Posts
Last Edited: 2014-04-16 08:33:29
April 16 2014 08:32 GMT
#5058
On April 16 2014 08:45 SC2John wrote:
Show nested quote +
On April 16 2014 08:34 LikeTheSnow wrote:
What should I do against a tank/hellbat/viking/ghost composition? Is better to go for colossi as against bio with the add of a second robo and immortals or go straight into immortal archons? Or what else? Thank you in advance


Like all things, you kind of want to kill them or maim them before then. But if you can't, the ideal army is about the same as vs. bio: stalker/colossus with some HT support and archons, immortals, and zealots sprinkled in there. The biggest difference is that you need to get a full surround engagement so that you can get immortals/zealots hitting tanks while the colossus/stalker ball is dealing with the hellbats. And, as always, storm everything that you can.

It's also possible to go into a void ray transition, but you need to really slow down the 4th base of the mech player and force them to make A LOT of tanks via a more robo-heavy composition. This is my preferred method of dealing with mech.

I'm of the opinion Archon, High Templar, Void Ray and Phoenix (and possible Carrier/Tempest) are all more efficient than Stalkers are. The first two depend on the Ghost count/control, the second two on viking count, the last two on how much time you are given.

Stalkers are so bad verse Sieged Tanks...

So are Zealots vs Hellbat Ghost by the way. Nor do you really need collosi either.

The composition you go for works verse a mech style that maxes and then moves out. Verse defensive Mech, your army quickly becomes very bad because Collosi don't do a whole lot in normal engagements, Zealot and Stalkers tend to melt.

The army you use is however very mobile, so you can use it to basetrade him efficiently.

That's my opinion, I like to be a lot more gas/tech heavy vs Mech.
Mura Ma Man, Dark Da Dude, Super Shot Sos!
LikeTheSnow
Profile Joined April 2012
Italy16 Posts
April 16 2014 11:54 GMT
#5059
On April 16 2014 08:45 SC2John wrote:
Show nested quote +
On April 16 2014 08:34 LikeTheSnow wrote:
What should I do against a tank/hellbat/viking/ghost composition? Is better to go for colossi as against bio with the add of a second robo and immortals or go straight into immortal archons? Or what else? Thank you in advance


Like all things, you kind of want to kill them or maim them before then. But if you can't, the ideal army is about the same as vs. bio: stalker/colossus with some HT support and archons, immortals, and zealots sprinkled in there. The biggest difference is that you need to get a full surround engagement so that you can get immortals/zealots hitting tanks while the colossus/stalker ball is dealing with the hellbats. And, as always, storm everything that you can.

It's also possible to go into a void ray transition, but you need to really slow down the 4th base of the mech player and force them to make A LOT of tanks via a more robo-heavy composition. This is my preferred method of dealing with mech.


Okay, very thanks John!
DinoMight
Profile Blog Joined June 2012
United States3725 Posts
Last Edited: 2014-04-16 16:29:24
April 16 2014 16:28 GMT
#5060
How are people dealing with early Marine/SCV pulls + widow mines to kill the natural and/or win the game?

I faced this strategy a lot more than I cared to yesterday and lost to it pretty much every time. Was just opening standard. Widow mines arrive before detection, marines arrive at natural.. 1-2 Mines burrowed on the ramp and then starts going for the workers. Camps my robo to scan as soon as obs comes out.
"Wtf I come back and find myself in camp DinoMight all of a sudden, feels weird man." -Wombat_NI
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