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The HotS Protoss Help Me Thread - Page 280

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.
Olli
Profile Blog Joined February 2012
Austria24422 Posts
July 28 2014 08:36 GMT
#5581
I really like nexus -> gate on big maps especially. I think it's a safer version of nexus first against early pools, which is always welcome on 4 player maps.
Administrator"Declaring anything a disaster because aLive popped up out of nowhere is just downright silly."
KingAlphard
Profile Blog Joined August 2012
Italy1705 Posts
July 28 2014 10:27 GMT
#5582
The thing is in big maps you also have the scouting problem, in case you scout in the last position. Unless it's a big map which is also cross only.

For example in 2 player maps if you 9 scout you are 100% sure not to die to early pools because you get to his base at around 1:45 and throw down a reactive gateway just a few seconds later than usual.

But honestly 9 scouting also means that you give away part of your economic advantage and your opponent is going to open with pool 90% of the times, which is not very comfortable when going nexus gate because you will have lings running around your main base for a while.

Anyway you're right, I should just quit going nexus gate in the ladder, aside from very favourable maps. What bothers me is that it seems a much better opening than nexus-forge or gate-core-nexus if you want to play a macro game (third base at 6:45, etc.)

I prefer gate->Nexus with probe scout after nexus.

This is the only one which I haven't tried much. It seems definitely safer against early pools. I'm surely gonna try it out.


SatedSC2
Profile Blog Joined March 2014
England3012 Posts
July 28 2014 10:33 GMT
#5583
--- Nuked ---
w3c.TruE
Profile Joined November 2013
Czech Republic1055 Posts
July 28 2014 10:44 GMT
#5584
On July 28 2014 19:27 KingAlphard wrote:
Show nested quote +

I prefer gate->Nexus with probe scout after nexus.

This is the only one which I haven't tried much. It seems definitely safer against early pools. I'm surely gonna try it out.

Yeah, you just rally your 19th probe infront of your natural to see if he is going 6 or 7 pool (you will see his lings coming by this time), and if you don't see lings you cancel your zealot and build a nexus. Then you send that probe to scout his natural and third, and grab second probe to set up a wall in your natural. Works really great for me.

On July 28 2014 19:33 SatedSC2 wrote:
When playing on the ladder, I really don't think the economic advantage is so large that it balances out the risk you're taking. I think it works fine in a BoX situation against a player whose style you're aware of, but not in a Bo1 situation on the ladder against a player who is hiding behind a barcode.

QFT.
Dream, Dark, herO, PartinG, RorO, Bbyong, Rain, soO, PtitDrogo <3. Goodbye RorO, MC you were awesome! You will be remembered!
Nyast
Profile Joined November 2010
Belgium554 Posts
July 28 2014 11:47 GMT
#5585
On July 28 2014 16:56 w3c.TruE wrote:
It's quite popular among the best pro players, yes. But I don't think it's good to play it in ladder games. It's incredibly gready, and I don't know how you can hold something like 10pool speedling all-in, without incredible control. I prefer gate->Nexus with probe scout after nexus. But you can go for it, if you know your opponent and you know, that he won't have earlier then 14 pool or something...


It's incredibly greedy and a bit risky, that's true but.. if you don't do it and go for a safe gate first, and scout that Zerg's gone for a hatch first, or even worse, a double-hatch first, then you're playing at a disadvantage for the rest of the game
Xinzoe
Profile Joined January 2014
Korea (South)2373 Posts
July 28 2014 11:51 GMT
#5586
On July 28 2014 20:47 Nyast wrote:
Show nested quote +
On July 28 2014 16:56 w3c.TruE wrote:
It's quite popular among the best pro players, yes. But I don't think it's good to play it in ladder games. It's incredibly gready, and I don't know how you can hold something like 10pool speedling all-in, without incredible control. I prefer gate->Nexus with probe scout after nexus. But you can go for it, if you know your opponent and you know, that he won't have earlier then 14 pool or something...


It's incredibly greedy and a bit risky, that's true but.. if you don't do it and go for a safe gate first, and scout that Zerg's gone for a hatch first, or even worse, a double-hatch first, then you're playing at a disadvantage for the rest of the game


this. i have terrible luck with build order openings. the best thing to do is to go gate - nexus but if u scout hatch first or 3 hatch before pool, fake a cannon rush and you shouldn't be so behind
Teoita
Profile Blog Joined January 2011
Italy12246 Posts
Last Edited: 2014-07-28 11:56:22
July 28 2014 11:55 GMT
#5587
On July 28 2014 17:24 SC2John wrote:
Show nested quote +
On July 28 2014 16:56 w3c.TruE wrote:
On July 28 2014 16:20 Teoita wrote:
On July 28 2014 14:08 rsvp wrote:
Nexus - gate? You don't... that's why nexus - forge or gate - nexus is standard.


Nexus/gate has been gainining in popularity lately. It's a couple of probes ahead of gate-nexus, and warpgate finishes around 7 minutes so you can hit some really strong warpgate pressures.

It's quite popular among the best pro players, yes. But I don't think it's good to play it in ladder games. It's incredibly gready, and I don't know how you can hold something like 10pool speedling all-in, without incredible control. I prefer gate->Nexus with probe scout after nexus. But you can go for it, if you know your opponent and you know, that he won't have earlier then 14 pool or something...


I've actually just tested economic (gasless) 10pools against a friend going nexus/gate, and nexus/gate always comes out ahead with very few probe losses as long as you have good micro.


Zero probe losses, and my micro is shit. Your rage was most amusing dehehehehe.

Also i dont really buy into the argument of "it can work if you know what the other guy is doing, but not in Bo1 on ladder". By nature on ladder you will play a lot of games vs a variety of styles; nexus->gate actually works extremely well against lots of them. Sure you will lose a few games and look really stupid, but imo in the long run the losses average out, to the point where it's a perfectly viable build. You just have to accept the fact that you will get hardcountered by some early pools.

Oh also, if you nexus first and 9 scout you should still be able to reactively cannon rush 3hatch before pool, and maybe even just 15 hatch, at least on 2 player maps. I'm not sure about 3 player maps though, and on 4p you just need to be a bit lucky.
ModeratorProtoss all-ins are like a wok. You can throw whatever you want in there and it will turn out alright.
HelpMeGetBetter
Profile Blog Joined November 2012
United States764 Posts
July 28 2014 13:17 GMT
#5588
in PvZ, I've been sniping the 3rd Hatch of the Zerg with gateway pressure and completely pulling back. Then most likely doing an Immortal/Sentry followup. My question is how much does sniping the 3rd Hatch really slow doing the Zerg, assuming they rebuild it right away? Is there a timing I should try to hit in this case?
SatedSC2
Profile Blog Joined March 2014
England3012 Posts
July 28 2014 13:23 GMT
#5589
--- Nuked ---
Teoita
Profile Blog Joined January 2011
Italy12246 Posts
July 28 2014 13:24 GMT
#5590
Learn the Sangate, it's the best way to basically guarantee a hatch kill: http://www.teamliquid.net/forum/sc2-strategy/447483-the-great-book-of-protoss-bullshit#1.1

In my personal experience if you kill the hatch with a zealot timing, your follow-up allin should work almost every time unless you fuck up.
ModeratorProtoss all-ins are like a wok. You can throw whatever you want in there and it will turn out alright.
w3c.TruE
Profile Joined November 2013
Czech Republic1055 Posts
July 28 2014 13:47 GMT
#5591
My go to build in PvZ is gateway expand into 3 gate pressure into Immo-sentry all-in with 2 gasses. I am able to kill Zerg's third almost every time with 3gate pressure, and I've had over 70% win rate in PvZ in low Master last season. It's really strong build if you have decent forcefields. Generally if you are able to force Zerg to buidl lots of units early game, your all-in will be deadly, becouse Zerg won't have strong enough economy.
Dream, Dark, herO, PartinG, RorO, Bbyong, Rain, soO, PtitDrogo <3. Goodbye RorO, MC you were awesome! You will be remembered!
rsvp
Profile Blog Joined January 2006
United States2266 Posts
Last Edited: 2014-07-28 15:16:51
July 28 2014 15:16 GMT
#5592
Wait when you guys are talking about nexus/gate where are you building the gate? Can you prevent lings from getting into your main? Even if you take 0 probe losses by the time you get a zealot out, I feel like having 4 lings in your base is a really bad situation.

I understand that some pros do it but generally it's a calculated risk against a zerg that they know usually don't go for early lings. If you don't know your opponent well enough to metagame him, then it's a gamble I'd rather not take considering how common 14 pool -> 4 lings straight to your base is.
Xinzoe
Profile Joined January 2014
Korea (South)2373 Posts
Last Edited: 2014-07-28 15:25:48
July 28 2014 15:23 GMT
#5593
Gate is usually behind mineral line or early pool will kill pylon before zealot is out or force so much lose mining time. The only map that is good for gate/pylon at ramp is probably nimbus/alterzim.

but then again its also a gamble. If you put gateway at mineral line then 14/14 will kill you
vhapter
Profile Joined May 2010
Brazil677 Posts
Last Edited: 2014-07-28 22:58:46
July 28 2014 22:55 GMT
#5594
What a lot of people seem to overlook is that on maps like overgrowth (or nimbus, but I guess that's a given), you can actually build your gateway at your natural and be fine against any standard build. Since all you need is 2 pylons + 1 gate + cybercore to complete the wall, all you need is a zealot to fully block it. You can spend one chrono on your zealot if you scout lings and want it a little faster, but you can also finish your wall to buy time for your zealot to come out if need be. You can also wall your main instead and the likelihood of a 14 pool getting in is even lower.

If you don't want to die to early pools though, you can't take this risk. But then again, this is a greedy build, so you have to think about what kinds of advantages you want...
To live is to fight, to fight is to live!
REALRetrO
Profile Joined December 2013
United States15 Posts
Last Edited: 2014-07-29 05:57:01
July 29 2014 05:18 GMT
#5595
If someone could explain or show me a post that explains the best way to deal with a hact at your nat or a hact in your base? I pull probes to make sure it doesnt go up but i feel like there is a better way to deal with it. Should i let it finish or should i try to cancel it everytime it goes down?

*Edit*

I found in the OP how to deal with it, i must of read over it because i thought it wasnt in it. Sorry for the post
(ノ◕ヮ◕)ノ*:・゚✧
SatedSC2
Profile Blog Joined March 2014
England3012 Posts
Last Edited: 2014-07-29 08:31:01
July 29 2014 08:10 GMT
#5596
--- Nuked ---
TokyoGirl
Profile Joined July 2014
Japan116 Posts
July 29 2014 13:49 GMT
#5597
On July 29 2014 17:10 SatedSC2 wrote:
Show nested quote +
On July 29 2014 14:18 REALRetrO wrote:
If someone could explain or show me a post that explains the best way to deal with a hact at your nat or a hact in your base? I pull probes to make sure it doesnt go up but i feel like there is a better way to deal with it. Should i let it finish or should i try to cancel it everytime it goes down?

*Edit*

I found in the OP how to deal with it, i must of read over it because i thought it wasnt in it. Sorry for the post

Just to add to what's in the OP about dealing with it when GW expanding; the ideal time to scout for a proxy Hatchery in your natural is when you're placing down your Cybernetics Core. Send the Probe that builds the Cybernetics Core down to your natural to check because if they're going for a Hatchery block then they should've started it by this time. Chronoboost out your Zealot and send Probes to attack the Hatchery (I send ~6-8) and then expand as normal.


cyber core is too late. proxy hatch is 2:15 (same time as nexus first), cyber core is 2:50. The ideal timing is after 15 gas which is (2:05)
EsportsJohn
Profile Blog Joined June 2012
United States4883 Posts
July 29 2014 15:16 GMT
#5598
On July 29 2014 22:49 TokyoGirl wrote:
Show nested quote +
On July 29 2014 17:10 SatedSC2 wrote:
On July 29 2014 14:18 REALRetrO wrote:
If someone could explain or show me a post that explains the best way to deal with a hact at your nat or a hact in your base? I pull probes to make sure it doesnt go up but i feel like there is a better way to deal with it. Should i let it finish or should i try to cancel it everytime it goes down?

*Edit*

I found in the OP how to deal with it, i must of read over it because i thought it wasnt in it. Sorry for the post

Just to add to what's in the OP about dealing with it when GW expanding; the ideal time to scout for a proxy Hatchery in your natural is when you're placing down your Cybernetics Core. Send the Probe that builds the Cybernetics Core down to your natural to check because if they're going for a Hatchery block then they should've started it by this time. Chronoboost out your Zealot and send Probes to attack the Hatchery (I send ~6-8) and then expand as normal.


cyber core is too late. proxy hatch is 2:15 (same time as nexus first), cyber core is 2:50. The ideal timing is after 15 gas which is (2:05)


I think that's too early and overcautious. I check my natural when my cyber core is about halfway done, and I've never had problems with the proxy hatch. As long as you pull 4-5 probes and get out 2 zealots ASAP, the hatchery won't do any significant damage.

For the record, oracle followup is VERY strong against proxy hatch.
StrategyAllyssa Grey <3<3
Mojito99
Profile Joined October 2013
Germany154 Posts
July 29 2014 17:43 GMT
#5599
anyone got some good guides/bOs which allow for a macro game but avoid a really defensive Colossus opening?
EsportsJohn
Profile Blog Joined June 2012
United States4883 Posts
July 29 2014 17:46 GMT
#5600
On July 30 2014 02:43 Mojito99 wrote:
anyone got some good guides/bOs which allow for a macro game but avoid a really defensive Colossus opening?


Which matchup? And exactly what is your meaning of a "really defensive colossus opening"? Because there are plenty of really strong 2-base colossus pressures that I wouldn't really consider "really defensive".
StrategyAllyssa Grey <3<3
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