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United States4883 Posts
On July 02 2014 12:22 vhapter wrote:Show nested quote +On July 02 2014 10:11 Goblinbiddin wrote: I'm looking to expand quickly in PvP while being safe from traditional 1 base aggression, such as the 4 warpgate, 2 gate robo, etc. Anyone know of any good ways to get a nexus down before t2? (robo, council or stargate) There are a few ways to get an expansion up. You probably want to take a look at one of these: (a) Naniwa's 1 gate expand - The fastest expansion build I know that isn't straight up suicidal. It's easier to get your expansion up. Because you get it up relatively early, you can photon overcharge it earlier than any other build, but that also makes it harder to cancel it reactively if you think you can't hold it. Google it. (b) 2 gate expand - Slower than the one above. Reduces the risk-reward factor of expanding, but tends to fall behind more economically oriented openers. Since you start your expansion later and favor safety, you're less likely to straight up die to anything. However, it's also harder to get it up and you're more likely to be contained. SC2john wrote a guide on it for the site. (c) DT expand - This one is similar to the 2 gate expand build mentioned above in that it gets a slower expansion than Naniwa's build. Basically, you cut units - especially sentries - and rely on photon overcharge if need be until you have dts. You will have dts to deal with early aggression by the time photon overcharge expires, and it also allows you to get a robo just in time for dts too. SC2john wrote one of his "notes" on this one too. Basically, you go 15-15 gas, 6 probes on gas. MSC + twillight right away (I've seen Dear get a sentry first with this build, it's up to you), then 2-3 stalkers, dark shrine + second gate at the same time. You can get a robo before or after expanding. You may need to buy time against dts with force fields if you expand before the robo, depending on how fast the other player went for dts.
a) http://www.teamliquid.net/forum/sc2-strategy/422646-pvp-scouting-in-early-midgame
b) http://www.teamliquid.net/forum/sc2-strategy/429557-stable-pvp-two-gate-safe-fe
c) http://www.teamliquid.net/forum/sc2-strategy/430467-sc2-notes-some-pvp-dt-builds
On July 02 2014 01:28 tar wrote: Just when I figured 3 base scv pulls were something I couldhold more often than not, Terrans stop doing it. Well not really. They just do it on 2 bases now!
I am usually opening very conservatively with Rain's 1 Gate FE and then go into double ups Colossus. By now I figured out, that 5 rax, 1/1 ups and no armory (and ofc no 3rd) means: he'll pull the boys.
I thought I could hold that the same way I (try) to hold in a 3 base v 3 base scenario, i.e. constantly building Colossus, going up to 9 gates and CBing the hell out of my forges to hit 2/2 (which unfortunately still only finishes mid fight most of the time) and I am only trying to take a 3rd when I come close to mine out the main.
However, I keep getting crushed by this attack. The fights seem close but he'll end up with his rally and a lot of medvacs while I am stuck on gateway units. Shockingly enough, the remaining scv's + mules are enough to produce just the amount of units they need to overwhelm me. Advise desperately needed.
First of all, keep an eye out with your observer for a 3rd CC. If no 3rd CC is down by 10:00 and/or you see a second starport, you can be sure it's going to be some kind of dedicated 2-base pressure. Against this, I've seen Liquid_HerO cut upgrades, continue colossus production, and start charge. When your opponent moves out across the map, you can just sack the 3rd base and you'll be on even footing. Once you hold the attack, you can just go back into 2-2 and colossus production and resecure your 3rd base.
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Whaddup. Recently I was playing customs with my teammates, and after I played my teams GM Terran is a few games he gave me a totally rad tip: Instead of hotkeying your observers just right click them onto your Colossus (or whatever other unit is in the back). I was frequently losing observers in super lategame fights vs ghost/viking comp and then he would cloak and rekt me even if I initially won the fight.
Another nice thing is that even if your Colossus all die you might still save your observers since they're still in the back and good Terrans will pull your vikings away at that point... unless they scan and fly over your army to go for them.
I switched to Protoss in late 2012 and I never thought of this. Fuck!
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On July 02 2014 12:30 SC2John wrote:Show nested quote +On July 02 2014 12:22 vhapter wrote:On July 02 2014 10:11 Goblinbiddin wrote: I'm looking to expand quickly in PvP while being safe from traditional 1 base aggression, such as the 4 warpgate, 2 gate robo, etc. Anyone know of any good ways to get a nexus down before t2? (robo, council or stargate) There are a few ways to get an expansion up. You probably want to take a look at one of these: (a) Naniwa's 1 gate expand - The fastest expansion build I know that isn't straight up suicidal. It's easier to get your expansion up. Because you get it up relatively early, you can photon overcharge it earlier than any other build, but that also makes it harder to cancel it reactively if you think you can't hold it. Google it. (b) 2 gate expand - Slower than the one above. Reduces the risk-reward factor of expanding, but tends to fall behind more economically oriented openers. Since you start your expansion later and favor safety, you're less likely to straight up die to anything. However, it's also harder to get it up and you're more likely to be contained. SC2john wrote a guide on it for the site. (c) DT expand - This one is similar to the 2 gate expand build mentioned above in that it gets a slower expansion than Naniwa's build. Basically, you cut units - especially sentries - and rely on photon overcharge if need be until you have dts. You will have dts to deal with early aggression by the time photon overcharge expires, and it also allows you to get a robo just in time for dts too. SC2john wrote one of his "notes" on this one too. Basically, you go 15-15 gas, 6 probes on gas. MSC + twillight right away (I've seen Dear get a sentry first with this build, it's up to you), then 2-3 stalkers, dark shrine + second gate at the same time. You can get a robo before or after expanding. You may need to buy time against dts with force fields if you expand before the robo, depending on how fast the other player went for dts. a) http://www.teamliquid.net/forum/sc2-strategy/422646-pvp-scouting-in-early-midgameb) http://www.teamliquid.net/forum/sc2-strategy/429557-stable-pvp-two-gate-safe-fec) http://www.teamliquid.net/forum/sc2-strategy/430467-sc2-notes-some-pvp-dt-buildsShow nested quote +On July 02 2014 01:28 tar wrote: Just when I figured 3 base scv pulls were something I couldhold more often than not, Terrans stop doing it. Well not really. They just do it on 2 bases now!
I am usually opening very conservatively with Rain's 1 Gate FE and then go into double ups Colossus. By now I figured out, that 5 rax, 1/1 ups and no armory (and ofc no 3rd) means: he'll pull the boys.
I thought I could hold that the same way I (try) to hold in a 3 base v 3 base scenario, i.e. constantly building Colossus, going up to 9 gates and CBing the hell out of my forges to hit 2/2 (which unfortunately still only finishes mid fight most of the time) and I am only trying to take a 3rd when I come close to mine out the main.
However, I keep getting crushed by this attack. The fights seem close but he'll end up with his rally and a lot of medvacs while I am stuck on gateway units. Shockingly enough, the remaining scv's + mules are enough to produce just the amount of units they need to overwhelm me. Advise desperately needed. First of all, keep an eye out with your observer for a 3rd CC. If no 3rd CC is down by 10:00 and/or you see a second starport, you can be sure it's going to be some kind of dedicated 2-base pressure. Against this, I've seen Liquid_HerO cut upgrades, continue colossus production, and start charge. When your opponent moves out across the map, you can just sack the 3rd base and you'll be on even footing. Once you hold the attack, you can just go back into 2-2 and colossus production and resecure your 3rd base.
alright, cutting upgrades was something I was already thinking about. I'll try it! Also, I'll go back to take a 3rd with my 3rd Colossus and see how this goes. ty! I may be back though if things don't work out :D
On July 02 2014 10:25 Goblinbiddin wrote:Well, personally, i never build robo bays, but hey! i'm weird. it sounds like this attack is coming too soon for you, which means either you need to get there faster, or delay the attack. An oracle or warp prism could help you take your third faster (he can't attack while he's getting his worker line blown apart) as well as delay his push (cause he's gotta rebuild his blown apart mineral line) which means, by the time this attack finally comes you'll be just a little bit stronger, and the third will have already kicked in. just a thought. 
I've actually tried the WP harass thing since I usually do it against a suspected 3 base pull (#yearofharstem). However, I don't get it to work since it always leaves me with too little to defend the 2 base push + the mass baracks production eventually cleans up the slowlots
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On July 02 2014 15:25 tar wrote:Show nested quote +On July 02 2014 12:30 SC2John wrote:On July 02 2014 12:22 vhapter wrote:On July 02 2014 10:11 Goblinbiddin wrote: I'm looking to expand quickly in PvP while being safe from traditional 1 base aggression, such as the 4 warpgate, 2 gate robo, etc. Anyone know of any good ways to get a nexus down before t2? (robo, council or stargate) There are a few ways to get an expansion up. You probably want to take a look at one of these: (a) Naniwa's 1 gate expand - The fastest expansion build I know that isn't straight up suicidal. It's easier to get your expansion up. Because you get it up relatively early, you can photon overcharge it earlier than any other build, but that also makes it harder to cancel it reactively if you think you can't hold it. Google it. (b) 2 gate expand - Slower than the one above. Reduces the risk-reward factor of expanding, but tends to fall behind more economically oriented openers. Since you start your expansion later and favor safety, you're less likely to straight up die to anything. However, it's also harder to get it up and you're more likely to be contained. SC2john wrote a guide on it for the site. (c) DT expand - This one is similar to the 2 gate expand build mentioned above in that it gets a slower expansion than Naniwa's build. Basically, you cut units - especially sentries - and rely on photon overcharge if need be until you have dts. You will have dts to deal with early aggression by the time photon overcharge expires, and it also allows you to get a robo just in time for dts too. SC2john wrote one of his "notes" on this one too. Basically, you go 15-15 gas, 6 probes on gas. MSC + twillight right away (I've seen Dear get a sentry first with this build, it's up to you), then 2-3 stalkers, dark shrine + second gate at the same time. You can get a robo before or after expanding. You may need to buy time against dts with force fields if you expand before the robo, depending on how fast the other player went for dts. a) http://www.teamliquid.net/forum/sc2-strategy/422646-pvp-scouting-in-early-midgameb) http://www.teamliquid.net/forum/sc2-strategy/429557-stable-pvp-two-gate-safe-fec) http://www.teamliquid.net/forum/sc2-strategy/430467-sc2-notes-some-pvp-dt-buildsOn July 02 2014 01:28 tar wrote: Just when I figured 3 base scv pulls were something I couldhold more often than not, Terrans stop doing it. Well not really. They just do it on 2 bases now!
I am usually opening very conservatively with Rain's 1 Gate FE and then go into double ups Colossus. By now I figured out, that 5 rax, 1/1 ups and no armory (and ofc no 3rd) means: he'll pull the boys.
I thought I could hold that the same way I (try) to hold in a 3 base v 3 base scenario, i.e. constantly building Colossus, going up to 9 gates and CBing the hell out of my forges to hit 2/2 (which unfortunately still only finishes mid fight most of the time) and I am only trying to take a 3rd when I come close to mine out the main.
However, I keep getting crushed by this attack. The fights seem close but he'll end up with his rally and a lot of medvacs while I am stuck on gateway units. Shockingly enough, the remaining scv's + mules are enough to produce just the amount of units they need to overwhelm me. Advise desperately needed. First of all, keep an eye out with your observer for a 3rd CC. If no 3rd CC is down by 10:00 and/or you see a second starport, you can be sure it's going to be some kind of dedicated 2-base pressure. Against this, I've seen Liquid_HerO cut upgrades, continue colossus production, and start charge. When your opponent moves out across the map, you can just sack the 3rd base and you'll be on even footing. Once you hold the attack, you can just go back into 2-2 and colossus production and resecure your 3rd base. alright, cutting upgrades was something I was already thinking about. I'll try it! Also, I'll go back to take a 3rd with my 3rd Colossus and see how this goes. ty! I may be back though if things don't work out :D One way to do it that you might want to give a try would be to make some sentries. If you can forcefield a bunch of the SCVs away from the army and kill them for free you'll be looking good. You only wanna do this if youuuuuuu A) have reliable forcefields B) have like a ramp or decent choke to do this at. ex: overgrowth, habitation (fosho). bad ex: merry go fuckin round If you get like 2-3 sentries with your opener and they have a lot of mana then definitely make use of them, but if you have none then either don't do this, or when he moves out (you should probably have an observer or a watchtower) warp in 3-4 sentries and then forcefield the ramp/choke.
I like doing this because sometimes they come before storm (maybe you got delayed or didn't go for it) and you will have some extra gas if you're going for charge unless you go for a couple of archons. I personally don't prefer archons because for me the forcefields end up doing a lot more work. and the archons either get targeted or melt.
EDIT: hey since youre struggling against once specific thing you should take suggestions from this thread and any ideas you have floating in your head and get a teammate/practice partner to SCV pull you a bunch of times in a row. If you don't have a partner then go to the practice partner thread! You can even exchange practice; like he helps you with SCV pulls and you help him with everything about tvp.
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I've actually tried the WP harass thing since I usually do it against a suspected 3 base pull (#yearofharstem). However, I don't get it to work since it always leaves me with too little to defend the 2 base push + the mass baracks production eventually cleans up the slowlots ah, yeah, if you're gonna do the warp prism harass thing you're gonna need charge.. or i suppose you could try an immortal drop, quite a bit more micro intensive and much different type of harass, but has the same basic effect of keeping them at home a little longer (immortal drops will be intending to keep both the immortal and the warp prism alive, using the prism to warp in zealots to attack the mineral lines while the immortal cleans up depots or addons) could be worth a try..
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Italy12246 Posts
You don't have the robo production time necessary to get out a decent observer count (3-5) to survive the midgame drops, a warp prism, 2 immortals as well as enough colossi to not die vs the scv pull, so i really wouldn't recommend going for an immortal drop.
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You don't have the robo production time necessary to get out a decent observer count (3-5) to survive the midgame drops, a warp prism, 2 immortals as well as enough colossi to not die vs the scv pull, so i really wouldn't recommend going for an immortal drop. i remember in the first season of WoL (before master league) i was using an immortal drop as my go to vs terran build, bringing only 1 immortal and using the prism to keep it alive (i was diamond back then, then switched to zerg and dropped to plat before the end of the season TT) also , the immortal drop is supposed to delay the SCV pull, you'd be surprised how well an imortal or two and a few zealot warp inso can base race.
still I take your point, this is adding alot to your build, slowing it down in order to make it safer, and it'll probably be weaker to traditional 3 base play, but then again, it sounds like what he's doing isn't safe enough.
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(a) Naniwa's 1 gate expand - The fastest expansion build I know that isn't straight up suicidal. It's easier to get your expansion up. Because you get it up relatively early, you can photon overcharge it earlier than any other build, but that also makes it harder to cancel it reactively if you think you can't hold it. Google it.
(b) 2 gate expand - Slower than the one above. Reduces the risk-reward factor of expanding, but tends to fall behind more economically oriented openers. Since you start your expansion later and favor safety, you're less likely to straight up die to anything. However, it's also harder to get it up and you're more likely to be contained. SC2john wrote a guide on it for the site.
In my testing of these types of openers, if my opponent scouts me after gateway and decides to just drop whatever he was doing and slam down 4 warpgates, i pretty much die, do you have any thoughts on how to deal with that kind of response?
(c) DT expand - This one is similar to the 2 gate expand build mentioned above in that it gets a slower expansion than Naniwa's build. Basically, you cut units - especially sentries - and rely on photon overcharge if need be until you have dts. You will have dts to deal with early aggression by the time photon overcharge expires, and it also allows you to get a robo just in time for dts too. SC2john wrote one of his "notes" on this one too. Basically, you go 15-15 gas, 6 probes on gas. MSC + twillight right away (I've seen Dear get a sentry first with this build, it's up to you), then 2-3 stalkers, dark shrine + second gate at the same time. You can get a robo before or after expanding. You may need to buy time against dts with force fields if you expand before the robo, depending on how fast the other player went for dts. This is sort of similar to what i typically do,except if you don't throw down a robo before the dark shrine is done you lose straight up to all in DTs. I've been a bit disappointed with how slow this expansion is, also, damn, we're getting warp gate, 3 stalkers, possibly a sentry and still going for DTs? where we getting all this gas?
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On July 02 2014 21:08 Goblinbiddin wrote:Show nested quote +You don't have the robo production time necessary to get out a decent observer count (3-5) to survive the midgame drops, a warp prism, 2 immortals as well as enough colossi to not die vs the scv pull, so i really wouldn't recommend going for an immortal drop. i remember in the first season of WoL (before master league) i was using an immortal drop as my go to vs terran build, bringing only 1 immortal and using the prism to keep it alive (i was diamond back then, then switched to zerg and dropped to plat before the end of the season TT) also , the immortal drop is supposed to delay the SCV pull, you'd be surprised how well an imortal or two and a few zealot warp inso can base race. still I take your point, this is adding alot to your build, slowing it down in order to make it safer, and it'll probably be weaker to traditional 3 base play, but then again, it sounds like what he's doing isn't safe enough.
Well any kind of scv pull "build" gets a lot of vikings, therefore your WP harass is almost certainly doomed. and losing a wp and 2 immortals basically means game right there. also, you need all the colossi you can get to hold the attacks.
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Italy12246 Posts
With Naniwa's old build, you should be able to deny his probe scout before getting the Nexus down. If he scouts any later than that and decides to 4gate reactively (which is absolutely fucking terrible), you can just use overcharge to buy time and get enough gateway units out along with one immortal to hold, assuming that you are active on the map with a probe and notice that he isn't expanding.
Most DT builds skimp a lot on units in the early game to save for gas. If i don't remember incorrectly, if you open 15/15 gas, start with 2 on each, and then go up to 3 after starting your cyber core, you have 300 gas to spend on a msc, warpgate, stalkers or sentries to still be able to afford getting the dt's out as soon as your shrine finishes. This means you can afford 5 stalkers and a msc, or 3 stalkers, a msc and your choice of one sentry or the robo. Obviously you can also delay the robo a bit. If you are really starved for gas still, you could choose to not scout and immediately put 3 probes in each gas.
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i go approx 15/15 gas (begin mining around the time the core goes down) and end up spending gas only on warp gate, 1 stalker, MSC, and ofc the council before throwing down the dark shrine (the dark shrine takes forever, having gas once it finishes isn't an issue) I typically find that i have maybe 200 gas when the citidel finishes, meaning i could have built maybe 1 more stalker, or a sentry instead of my stalker, nothing like the kind of gas spending you're talking about. am i really gonna get that much extra gas just by starting mining with 4/6 probes on gas a little earlier?
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Italy12246 Posts
I'm not sure what you mean by mining when the core goes down. If you open 15/15, you can either put 2 probes on each, wait a bit (usually until your core) and then go for 3 on each, or immediately saturate the geysers (which heavily delays your core if you are also scouting).
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Well any kind of scv pull "build" gets a lot of vikings, therefore your WP harass is almost certainly doomed. and losing a wp and 2 immortals basically means game right there. also, you need all the colossi you can get to hold the attacks. I say again, i think the optimal immortal drop has only 1 immortal, and possibly warpins, if it's early enough there's unlikely to be vikings out yet, and the earlier the viking comes out to put an end to the harass the more damage it's likey to do, and ofc, any damage you do delays the attack, if the attack involves a cloud of vikings and few medivacs, (which you'll be able to see, since you're in his base killing his guys) then maybe the answer is to cut collosi and go for mass stalker chargelot instead, which can be very effective, especially with double time warp. I'm not saying it's a perfect answer, just something worth looking into.
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I'm not sure what you mean by mining when the core goes down. If you open 15/15, you can either put 2 probes on each, wait a bit (usually until your core) and then go for 3 on each, or immediately saturate the geysers (which heavily delays your core if you are also scouting). what i typically do is 13 gate followed by gasses as minerals allow (constant probes) and then a pylon, core as soon as the gateway finishes, and 6 probes to gas, I guess i don't get how i'm supposed to have enough minerals to afford... well... stuff... if i'm mining gas much earlier than that. (it's already hard for me to afford (minerals for) 20ish probes, mothership core, stalker and warp gate when the core finishes, and i'm having to wait for minerals to then throw down a citidel) then again, this may be because i find it hard to deal with an opponent who goes zealot, stalker and attacks if i don't go zealot stalker myself.
With Naniwa's old build, you should be able to deny his probe scout before getting the Nexus down. If he scouts any later than that and decides to 4gate reactively (which is absolutely fucking terrible), you can just use overcharge to buy time and get enough gateway units out along with one immortal to hold, assuming that you are active on the map with a probe and notice that he isn't expanding. This may warrant further testing, Thanks for the input.
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On July 02 2014 21:23 Goblinbiddin wrote:Show nested quote +(a) Naniwa's 1 gate expand - The fastest expansion build I know that isn't straight up suicidal. It's easier to get your expansion up. Because you get it up relatively early, you can photon overcharge it earlier than any other build, but that also makes it harder to cancel it reactively if you think you can't hold it. Google it.
(b) 2 gate expand - Slower than the one above. Reduces the risk-reward factor of expanding, but tends to fall behind more economically oriented openers. Since you start your expansion later and favor safety, you're less likely to straight up die to anything. However, it's also harder to get it up and you're more likely to be contained. SC2john wrote a guide on it for the site. In my testing of these types of openers, if my opponent scouts me after gateway and decides to just drop whatever he was doing and slam down 4 warpgates, i pretty much die, do you have any thoughts on how to deal with that kind of response? If I recall correctly, you start your robo at 5:10 if you don't scout in the early game with Naniwa's build. Even if you do scout, I think it shouldn't be later than 5:30. That means you have time to get immortals out. If it turns out you can't hold off a 4 gate or 10 gate - and I'm not saying you can't, I myself don't have enough experience in this situation -, you should still have time to cancel your nexus because you get it after a sentry, and possibly a stalker if you're being really safe (I always go sentry first for scouting, Naniwa used to do the opposite, but that means he couldn't scout with a hallucination at 5:50). If you do cancel your nexus, you still have 3 force fields, a robo, wp at about 6:00 or so (2 chronos), and you could get another gate (or even 2, though that's overkill if you're constantly making immortals) with that money. You're still ahead in tech and gas income, just like it was in WOL.
If you go 2 gate expand, you get your nexus later and you won't need to photon overcharge it early. Since any reasonable warp gate rush hits way before the 7 min mark - which is about time your nexus will finish -, you can either defend it or cancel it. It's hard to believe you even tried this build because it's rock solid when it comes to defense.
Other than that, you can probe scout and check your opponent's gas count as well as energy and chrono boost usage, just like in WOL. If you scout a gateways rush and don't want to expand against it, then just don't. This isn't nexus first. You have more than enough time to make up your mind if you probe scout.
On July 02 2014 21:23 Goblinbiddin wrote:Show nested quote +(c) DT expand - This one is similar to the 2 gate expand build mentioned above in that it gets a slower expansion than Naniwa's build. Basically, you cut units - especially sentries - and rely on photon overcharge if need be until you have dts. You will have dts to deal with early aggression by the time photon overcharge expires, and it also allows you to get a robo just in time for dts too. SC2john wrote one of his "notes" on this one too. Basically, you go 15-15 gas, 6 probes on gas. MSC + twillight right away (I've seen Dear get a sentry first with this build, it's up to you), then 2-3 stalkers, dark shrine + second gate at the same time. You can get a robo before or after expanding. You may need to buy time against dts with force fields if you expand before the robo, depending on how fast the other player went for dts. This is sort of similar to what i typically do,except if you don't throw down a robo before the dark shrine is done you lose straight up to all in DTs. I've been a bit disappointed with how slow this expansion is, also, damn, we're getting warp gate, 3 stalkers, possibly a sentry and still going for DTs? where we getting all this gas? I said 2-3 stalkers. Dear gets a sentry first, but that obviously changes the build. You probably won't get 3 stalkers if you get a sentry early on, but you don't need the sentry imo. While you can use it to force field your ramp, you're most likely gonna use it for scouting. You can start your expansion at about 5:45 if you don't mind staying on 2 stalkers and delaying your robo until 6:10 - all of which is generally fine because you can still get an observer out for defense (not super fast, obviously), and you can use dts for defense once photon overcharge runs out if your opponent goes for your main. Hell, I've beaten 10 gates with this build (that is, with a twilight + msc right asap). Just look at SC2john's note (he posted the links here once again for you) and try these builds.
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@vhapter
Thanks for the input! i'll definitely do some work with all of this
Thanks to all you guys
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United States7483 Posts
On July 02 2014 21:00 Teoita wrote: You don't have the robo production time necessary to get out a decent observer count (3-5) to survive the midgame drops, a warp prism, 2 immortals as well as enough colossi to not die vs the scv pull, so i really wouldn't recommend going for an immortal drop.
I love immortal drops when you go storm though =p.
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I am a rank 13 Gold Protoss that just lost to a Bronze Protoss, I need serious help, I was once having a 75% win rate 1 year ago, now I am below 50% win rate. I need help, if anyone is willing to give free coaching(I am poor) that would be great. popillil#333 on NA
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On July 03 2014 16:25 popillil wrote: I am a rank 13 Gold Protoss that just lost to a Bronze Protoss, I need serious help, I was once having a 75% win rate 1 year ago, now I am below 50% win rate. I need help, if anyone is willing to give free coaching(I am poor) that would be great. popillil#333 on NA There's a designated practice partner thread . Also, training at your skill level isn't effective. you need to play games. search for some solid tactics/bo's in this thread and you should be fine. after only 15 games you'll be much better. and by the way, loosing to someone leagues below you mostly means that they're either trolling or they where cheesing. how did you loose?
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