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The HotS Protoss Help Me Thread - Page 261

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.
SatedSC2
Profile Blog Joined March 2014
England3012 Posts
Last Edited: 2014-05-08 09:34:11
May 08 2014 09:20 GMT
#5201
--- Nuked ---
mantequilla
Profile Blog Joined June 2012
Turkey779 Posts
May 08 2014 09:56 GMT
#5202
First, can we ask 2v2 questions here?

If we can:

On Reclamation link against when I'm P and my ally is P-T, and opponent is ZT, how should I react when we scout 10 pool + some kind of early marines (2 rax etc) ?
Age of Mythology forever!
Wiiizzzzzz
Profile Joined May 2014
France4 Posts
May 08 2014 10:40 GMT
#5203
Thanks for the advice =) i'll try it.
FreeZEternal
Profile Joined January 2003
Korea (South)3396 Posts
Last Edited: 2014-05-08 16:06:26
May 08 2014 15:41 GMT
#5204
On May 08 2014 18:56 mantequilla wrote:
First, can we ask 2v2 questions here?

If we can:

On Reclamation link against when I'm P and my ally is P-T, and opponent is ZT, how should I react when we scout 10 pool + some kind of early marines (2 rax etc) ?


The ZT combo in 2s is the strongest. You need to wall-in and in some instances forge first with protoss. Just be careful with speedlings+helions into banshees transitions. In most situations against ZT, it's about surviving the inevitable rush (lings+helions or lings+rines or lings+helions+banshees) and then transition to some tech. I usually go for phoenix and later void rays plus HT (air toss) against TZ because you know Z is going to get mutas to let the Terran macro like there's no tomorrow.
Whitewing
Profile Joined October 2010
United States7483 Posts
Last Edited: 2014-05-08 20:08:48
May 08 2014 20:07 GMT
#5205
On May 09 2014 00:41 FreeZEternal wrote:
Show nested quote +
On May 08 2014 18:56 mantequilla wrote:
First, can we ask 2v2 questions here?

If we can:

On Reclamation link against when I'm P and my ally is P-T, and opponent is ZT, how should I react when we scout 10 pool + some kind of early marines (2 rax etc) ?


The ZT combo in 2s is the strongest. You need to wall-in and in some instances forge first with protoss. Just be careful with speedlings+helions into banshees transitions. In most situations against ZT, it's about surviving the inevitable rush (lings+helions or lings+rines or lings+helions+banshees) and then transition to some tech. I usually go for phoenix and later void rays plus HT (air toss) against TZ because you know Z is going to get mutas to let the Terran macro like there's no tomorrow.


I like to open oracle against that combo, as a terran rushing hellions will have no defense (or a super fast engi bay and turret which will hurt his rush) and the zerg can't protect him either. If he does have the turret, the oracle can kill lings and hellions pretty quick and help hold. If he's doing the marine rush, the same is pretty true overall, you just have to be careful.

Either way, forcefields are king.

Note that in 2v2's, sometimes players will be dumb and will attack independently of each other, so you shouldn't be too greedy with tech or a super early pool can get you rushing to oracle, but against good teams they'll wait for each other to be ready and hit a timing together rather than ling rush you and have the hellions done 2-3 minutes later.
Strategy"You know I fucking hate the way you play, right?" ~SC2John
Gamlet
Profile Joined December 2012
Ukraine336 Posts
May 09 2014 13:23 GMT
#5206
Seasson 2 maps sim-city guide
Kiev
mantequilla
Profile Blog Joined June 2012
Turkey779 Posts
May 09 2014 15:01 GMT
#5207
On May 09 2014 05:07 Whitewing wrote:
Show nested quote +
On May 09 2014 00:41 FreeZEternal wrote:
On May 08 2014 18:56 mantequilla wrote:
First, can we ask 2v2 questions here?

If we can:

On Reclamation link against when I'm P and my ally is P-T, and opponent is ZT, how should I react when we scout 10 pool + some kind of early marines (2 rax etc) ?


The ZT combo in 2s is the strongest. You need to wall-in and in some instances forge first with protoss. Just be careful with speedlings+helions into banshees transitions. In most situations against ZT, it's about surviving the inevitable rush (lings+helions or lings+rines or lings+helions+banshees) and then transition to some tech. I usually go for phoenix and later void rays plus HT (air toss) against TZ because you know Z is going to get mutas to let the Terran macro like there's no tomorrow.


I like to open oracle against that combo, as a terran rushing hellions will have no defense (or a super fast engi bay and turret which will hurt his rush) and the zerg can't protect him either. If he does have the turret, the oracle can kill lings and hellions pretty quick and help hold. If he's doing the marine rush, the same is pretty true overall, you just have to be careful.

Either way, forcefields are king.

Note that in 2v2's, sometimes players will be dumb and will attack independently of each other, so you shouldn't be too greedy with tech or a super early pool can get you rushing to oracle, but against good teams they'll wait for each other to be ready and hit a timing together rather than ling rush you and have the hellions done 2-3 minutes later.



Would you proxy the oracle, or go for a super fast in base stargate (maybe even skip warpgate since it won't be ready when initial rush hits) ?
Age of Mythology forever!
Shagrathsc
Profile Joined September 2012
United States12 Posts
May 09 2014 19:49 GMT
#5208
Hi. Mid-diamond toss here.

In a PvZ match, what is the time a Protoss can say the zerg's 3rd is late in order to quit a 4 gate pressure after 1gate FE? Also, what is the best thing to do in this case? You are with 4 gates and 1 gas at home, ready to warp in rounds of 4 zealots to kill the 3rd, but there is no 3rd. Should I attack the natural anyways or take my gases and go for a immortal sentry all in?

Also, yesterday I was doing this strat and the zerg had the 3rd, which I forced a cancel. I saw he was making just speedlings so I continued to warp in zealots nonstop, but he started to make tons of queens that at some point zealots+msc was not enough to break his natural. Long story short, I was attacked by ling/hydra minutes later from a 2base Zerg and lost. So the question is: what should I look for in order to understand it is time to stop the pressure and follow up with a tech?

Thanks in advance.
DinoMight
Profile Blog Joined June 2012
United States3725 Posts
May 09 2014 20:30 GMT
#5209
On May 10 2014 04:49 Shagrathsc wrote:
Hi. Mid-diamond toss here.

In a PvZ match, what is the time a Protoss can say the zerg's 3rd is late in order to quit a 4 gate pressure after 1gate FE? Also, what is the best thing to do in this case? You are with 4 gates and 1 gas at home, ready to warp in rounds of 4 zealots to kill the 3rd, but there is no 3rd. Should I attack the natural anyways or take my gases and go for a immortal sentry all in?

Also, yesterday I was doing this strat and the zerg had the 3rd, which I forced a cancel. I saw he was making just speedlings so I continued to warp in zealots nonstop, but he started to make tons of queens that at some point zealots+msc was not enough to break his natural. Long story short, I was attacked by ling/hydra minutes later from a 2base Zerg and lost. So the question is: what should I look for in order to understand it is time to stop the pressure and follow up with a tech?

Thanks in advance.


Don't try to break 2 base Zerg. It's just not worthwhile.
"Wtf I come back and find myself in camp DinoMight all of a sudden, feels weird man." -Wombat_NI
FreeZEternal
Profile Joined January 2003
Korea (South)3396 Posts
May 09 2014 20:30 GMT
#5210
On May 10 2014 00:01 mantequilla wrote:
Show nested quote +
On May 09 2014 05:07 Whitewing wrote:
On May 09 2014 00:41 FreeZEternal wrote:
On May 08 2014 18:56 mantequilla wrote:
First, can we ask 2v2 questions here?

If we can:

On Reclamation link against when I'm P and my ally is P-T, and opponent is ZT, how should I react when we scout 10 pool + some kind of early marines (2 rax etc) ?


The ZT combo in 2s is the strongest. You need to wall-in and in some instances forge first with protoss. Just be careful with speedlings+helions into banshees transitions. In most situations against ZT, it's about surviving the inevitable rush (lings+helions or lings+rines or lings+helions+banshees) and then transition to some tech. I usually go for phoenix and later void rays plus HT (air toss) against TZ because you know Z is going to get mutas to let the Terran macro like there's no tomorrow.


I like to open oracle against that combo, as a terran rushing hellions will have no defense (or a super fast engi bay and turret which will hurt his rush) and the zerg can't protect him either. If he does have the turret, the oracle can kill lings and hellions pretty quick and help hold. If he's doing the marine rush, the same is pretty true overall, you just have to be careful.

Either way, forcefields are king.

Note that in 2v2's, sometimes players will be dumb and will attack independently of each other, so you shouldn't be too greedy with tech or a super early pool can get you rushing to oracle, but against good teams they'll wait for each other to be ready and hit a timing together rather than ling rush you and have the hellions done 2-3 minutes later.



Would you proxy the oracle, or go for a super fast in base stargate (maybe even skip warpgate since it won't be ready when initial rush hits) ?


Trust me, if you open oracle without getting ready for the push they are doing, you will die or your partner will die.
DinoMight
Profile Blog Joined June 2012
United States3725 Posts
May 09 2014 21:01 GMT
#5211
How do you play against Swarm Hosts on Overgrowth where they can attack/defend any base from the middle and you can't blink into the main?
"Wtf I come back and find myself in camp DinoMight all of a sudden, feels weird man." -Wombat_NI
phyren
Profile Blog Joined October 2009
United States1067 Posts
May 09 2014 21:28 GMT
#5212
On May 10 2014 05:30 DinoMight wrote:
Show nested quote +
On May 10 2014 04:49 Shagrathsc wrote:
Hi. Mid-diamond toss here.

In a PvZ match, what is the time a Protoss can say the zerg's 3rd is late in order to quit a 4 gate pressure after 1gate FE? Also, what is the best thing to do in this case? You are with 4 gates and 1 gas at home, ready to warp in rounds of 4 zealots to kill the 3rd, but there is no 3rd. Should I attack the natural anyways or take my gases and go for a immortal sentry all in?

Also, yesterday I was doing this strat and the zerg had the 3rd, which I forced a cancel. I saw he was making just speedlings so I continued to warp in zealots nonstop, but he started to make tons of queens that at some point zealots+msc was not enough to break his natural. Long story short, I was attacked by ling/hydra minutes later from a 2base Zerg and lost. So the question is: what should I look for in order to understand it is time to stop the pressure and follow up with a tech?

Thanks in advance.


Don't try to break 2 base Zerg. It's just not worthwhile.



This is incomplete. Their third is late enough that you cant pressure if they go for 2 base roaches before expand. You can usually tell this based on scouting gasses taken in their main before pool is finished or not. It is basically always going to be a good idea to at least poke in, even if the zerg is sticking to 2 bases. The msc can't really be caught. The zealots can only be caught by speedlings, and they can trade reasonably against speedings alone. Keep in mind that the 2 base production of zerg is very low compared to yours. If they are making enough speedlings to deal with your 4 gate zealot with msc, then they have a terrible economy behind it.

You need to be poking with the zealots even against a 2 base zerg in order to scout them. If they are not making roaches, this means they have gone fast lair and will be rushing out something like mutas or swarm host most often. In any case, you need to see what that tech is in order to defend it, because once you've defended it you basically win.
aZealot
Profile Blog Joined May 2011
New Zealand5447 Posts
May 09 2014 21:43 GMT
#5213
Isn't it also a good reason to probe scout (or MSC scout) for the third at about the 5 minute mark? If there is no third, I'd consider varying the build (e.g. taking a second gas and maybe going three gate - you can always cancel a gate). Poke the natural with your Zealot warp-in (you can always recall) and follow up hallu scout a little later while you tech hard.
KT best KT ~ 2014
Shagrathsc
Profile Joined September 2012
United States12 Posts
May 10 2014 01:51 GMT
#5214
Thanks for all answers.
I think the problem of just scouting at 5 min mark is that the Zerg can be going for a quick zergling speed and then delay his third to around 6-6:30 minute mark. So in that case when you attack with your first warp in of zealots, the 3rd will be on the way, and you can easily force a cancel. In my experience, I already won and lost games after this. Sometimes the zerg makes too many lings too hold the natural, and then wins after some minutes with roach/hydra. Sometimes I can just break into his natural with bunch of zealots because he doesn't micro the speedlings. So I am confused on what to do in that scenario. I always thought that I should continue to warp in zealots if he stays on speedlings, with no roaches. But it seems to be difficult to break his natural even in that case, and then I spent too many resources in zealots and it becomes difficult to transition in that point, and I lose.
Teoita
Profile Blog Joined January 2011
Italy12246 Posts
May 10 2014 08:25 GMT
#5215
I agree on poking with the 4gate if he's going 2base tech. If it's an overly safe 2base roach you can just take a slow third; if he's rushing to some kind of tech i feel like you can usually trade decently regardless (along with getting scouting done).
ModeratorProtoss all-ins are like a wok. You can throw whatever you want in there and it will turn out alright.
EsportsJohn
Profile Blog Joined June 2012
United States4883 Posts
May 10 2014 13:04 GMT
#5216
On May 10 2014 10:51 Shagrathsc wrote:
Thanks for all answers.
I think the problem of just scouting at 5 min mark is that the Zerg can be going for a quick zergling speed and then delay his third to around 6-6:30 minute mark. So in that case when you attack with your first warp in of zealots, the 3rd will be on the way, and you can easily force a cancel. In my experience, I already won and lost games after this. Sometimes the zerg makes too many lings too hold the natural, and then wins after some minutes with roach/hydra. Sometimes I can just break into his natural with bunch of zealots because he doesn't micro the speedlings. So I am confused on what to do in that scenario. I always thought that I should continue to warp in zealots if he stays on speedlings, with no roaches. But it seems to be difficult to break his natural even in that case, and then I spent too many resources in zealots and it becomes difficult to transition in that point, and I lose.


If the Zerg is making a late third, there should be no reason for zealot warpgate pressure to work unless they're just plain awful. Most of the time the answer to this is just making ~40 speedlings, which isn't a huge deal in these cases and WILL deflect zealot pressure. They're not low on drone saturation, they aren't behind on tech; they're only behind on the speed of their third.

You can still do it to get some scouting info and MAKE SURE the Zerg has to respond by making units (although this timing generally alligns with Zerg making units anyway). But don't expect anything to happen against decent players. It really shouldn't.

On May 10 2014 06:01 DinoMight wrote:
How do you play against Swarm Hosts on Overgrowth where they can attack/defend any base from the middle and you can't blink into the main?


Your best bet for defeating swarm hosts is army pressure (usually blink/colossus) on one side to threaten the gold/pocket 4th while dropping a lot in the main or sending zealot runbys into the natural. You can also do it vice versa, but it's not NEARLY as effective.
StrategyAllyssa Grey <3<3
Corazon
Profile Blog Joined November 2011
United States3230 Posts
May 11 2014 07:40 GMT
#5217
Also, a good tip against SH is to keep the creep at bay. SH lose so much effectiveness off of creep (especially cause Zerg can't turtle).
Grubby's #1 Fan
vhapter
Profile Joined May 2010
Brazil677 Posts
Last Edited: 2014-05-11 18:22:32
May 11 2014 18:21 GMT
#5218
On May 10 2014 04:49 Shagrathsc wrote:
Hi. Mid-diamond toss here.

In a PvZ match, what is the time a Protoss can say the zerg's 3rd is late in order to quit a 4 gate pressure after 1gate FE? Also, what is the best thing to do in this case? You are with 4 gates and 1 gas at home, ready to warp in rounds of 4 zealots to kill the 3rd, but there is no 3rd. Should I attack the natural anyways or take my gases and go for a immortal sentry all in?

Also, yesterday I was doing this strat and the zerg had the 3rd, which I forced a cancel. I saw he was making just speedlings so I continued to warp in zealots nonstop, but he started to make tons of queens that at some point zealots+msc was not enough to break his natural. Long story short, I was attacked by ling/hydra minutes later from a 2base Zerg and lost. So the question is: what should I look for in order to understand it is time to stop the pressure and follow up with a tech?

Thanks in advance.


You may wanna consider scouting with a probe when doing this build. San himself sends a scout probe fairly often... the first one after building his cybercore iirc. A while ago I asked Naniwa on his stream why he'd go gateway expand but then get a forge and stargate instead of doing any sort of gateway pressure, and he told me he liked the build because it's very versatile and said forge + stargate was the right transition when you scout no third. He did say the build wasn't quite mapped out yet though. However, it's not like there was any major development in his strategy after that because of his retirement, so I'd take his word.
To live is to fight, to fight is to live!
FreeZEternal
Profile Joined January 2003
Korea (South)3396 Posts
May 12 2014 02:38 GMT
#5219
Ugh, I am losing my mind. I keep dying after killing the zerg third with 4 gate pressure. After killing their 3rd the zerg gets a lot of lings/roaches so I recall back. The zerg trades while taking their third again. After that it's all downhill... Another game after killing the third I get overwhelmed by hydras... or sometimes a two base SH...
EsportsJohn
Profile Blog Joined June 2012
United States4883 Posts
May 12 2014 03:47 GMT
#5220
On May 12 2014 11:38 FreeZEternal wrote:
Ugh, I am losing my mind. I keep dying after killing the zerg third with 4 gate pressure. After killing their 3rd the zerg gets a lot of lings/roaches so I recall back. The zerg trades while taking their third again. After that it's all downhill... Another game after killing the third I get overwhelmed by hydras... or sometimes a two base SH...


Leave a zealot at the third when you recall then . You probably also need to start your followup tech (usually a robo) earlier too. Shoot us a replay to look at so we can pinpoint exactly what the problem is.
StrategyAllyssa Grey <3<3
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