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The HotS Protoss Help Me Thread - Page 283

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
Austria24417 Posts
August 05 2014 12:28 GMT
#5641
Mind sharing that with me too? haha
I've just been doing Parting's blink build -> double forge/colossus recently... I was a templar guy D:
Administrator"Declaring anything a disaster because aLive popped up out of nowhere is just downright silly."
TheDwf
Profile Joined November 2011
France19747 Posts
August 05 2014 12:56 GMT
#5642
On August 05 2014 21:28 DarkLordOlli wrote:
Mind sharing that with me too? haha
I've just been doing Parting's blink build -> double forge/colossus recently... I was a templar guy D:

I gave him the most ambitious variants that delay the second and third gates for quite some time though; I guess you're looking for something safer?
Olli
Profile Blog Joined February 2012
Austria24417 Posts
Last Edited: 2014-08-05 13:04:26
August 05 2014 13:04 GMT
#5643
Yeah I'm looking for the super standard 1gate expand -> robo -> 2gates -> robo bay/double forge -> 3gates/twilight
Administrator"Declaring anything a disaster because aLive popped up out of nowhere is just downright silly."
SatedSC2
Profile Blog Joined March 2014
England3012 Posts
Last Edited: 2014-08-05 13:24:02
August 05 2014 13:12 GMT
#5644
--- Nuked ---
TokyoGirl
Profile Joined July 2014
Japan116 Posts
Last Edited: 2014-08-05 13:51:09
August 05 2014 13:37 GMT
#5645
On August 05 2014 22:04 DarkLordOlli wrote:
Yeah I'm looking for the super standard 1gate expand -> robo -> 2gates -> robo bay/double forge -> 3gates/twilight


Just do pigbaby build. Literally the same thing except more observers. You make a few less observers for more gas for stalkers
THE BUILD
+ Show Spoiler +
9 Pylon
13 Gate (scout)
15 Gas
16 Pylon
18 Core
21 Nexus
23 MSC/Warpgate
23 Gas
24 Pylon
26 Stalker -> Stalker -> Stalker
4:50 Robo
@100% Robo -> Observer (as many as you like but more observer = less stalkers)
6:30 Double Gates + Double Gas
7:30 Double Forge
@100% Double Forge -> +1/+1
@100% 2 base saturation, Robo Bay + Twilight
@100% Twilight -> Blink
@100% Robo Bay -> 3x Gateway + Colossus
@100% +1/+1 -> +2/+2
11:00 Colossus Range

3rd base whenever possible
chronoboost: Only on probes until 2 base saturation. Rest on Forges + colossus
If your macro is on point and didn't take much damage from drops, you max out before 16:00 with 3/3 almost completed

TheDwf
Profile Joined November 2011
France19747 Posts
August 05 2014 13:56 GMT
#5646
On August 05 2014 22:12 SatedSC2 wrote:
This become a PROtoss thing is pretty cool. Watching Naruto get wrecked by Mech is very satisfying =P

Great mentality.

On August 05 2014 22:04 DarkLordOlli wrote:
Yeah I'm looking for the super standard 1gate expand -> robo -> 2gates -> robo bay/double forge -> 3gates/twilight

It was actually not that standard since Protoss could tech more aggressively up until recently. Now that 1-1-1 builds came back, more conservative builds like that will be more common (though the Council is built earlier than gates 4-6 anyway). I have found something from eMotion that should fit your criterias:

gate gas gas (2x2, then 2x3 at 4 minutes) stalk MSC Warpgate nex (27)

From there:

4'45 second stalk
5'10 robo → 4 obs
6'50 +2 gates (from the game, sounds like he could build them 20-30 seconds earlier)
6'55 dual gas at natural
7' Warp one Sentry
7'15 robobay
8'40 dual forge + Council (again could probably be crisper) → start Blink as soon as Council completes

Unfortunately the game went wild, so no usable timing for gates 4-6 (he built them at 13' but that's certainly not standard). It's also different from the common model as the robobay and the Council are generally built at the same time too.
Olli
Profile Blog Joined February 2012
Austria24417 Posts
August 05 2014 14:02 GMT
#5647
Cool, thanks!
Administrator"Declaring anything a disaster because aLive popped up out of nowhere is just downright silly."
SatedSC2
Profile Blog Joined March 2014
England3012 Posts
August 05 2014 14:08 GMT
#5648
--- Nuked ---
NarutO
Profile Blog Joined December 2006
Germany18839 Posts
August 06 2014 09:40 GMT
#5649
On August 05 2014 23:08 SatedSC2 wrote:
Show nested quote +
On August 05 2014 22:56 TheDwf wrote:
On August 05 2014 22:12 SatedSC2 wrote:
This become a PROtoss thing is pretty cool. Watching Naruto get wrecked by Mech is very satisfying =P

Great mentality.

A little schadenfreude never hurt anyone: I imagine you would find it equally funny to watch me get wrecked by proxy Oracles!

^_^


Enjoy as long as you can, no builds with Protoss and my first 20 games. That plus not playing Starcraft for a long time, I will get there ;-)!
CommentatorPolt | MMA | Jjakji | BoxeR | NaDa | MVP | MKP ... truly inspiring.
SatedSC2
Profile Blog Joined March 2014
England3012 Posts
Last Edited: 2014-08-06 12:05:46
August 06 2014 12:00 GMT
#5650
--- Nuked ---
Heartland
Profile Blog Joined May 2012
Sweden24582 Posts
August 06 2014 15:07 GMT
#5651
On August 06 2014 21:00 SatedSC2 wrote:
Show nested quote +
On August 05 2014 21:03 SatedSC2 wrote:
On August 05 2014 20:40 TokyoGirl wrote:
On August 05 2014 18:35 Heartland wrote:
On August 05 2014 18:26 SatedSC2 wrote:
I've been getting around to learning proxy Gateway strategies in PvT (I've never bothered learning them before despite my usual style being pretty aggressive) and I've been trying to emulate the build I watched State doing on his stream. It seemed to be something like:

10 Pylon (Proxy)
10 Gate
Chronoboost Probes Once (Maintain Constant Probe Production From Here)
13 Gas
14 Pylon
@100% Gateway: Zealot (Don't Chronoboost) & Cybernetics Core
@100% Zealot: Zealot (Chronoboost)
Note: If Unscouted, Save Up Two Zealots Before Attacking
22 Pylon
@100% Zealot: Stalker (Chronoboost) & WG
@20 Probes: Cut Probes (16 On Minerals, 3 On Gas, 1 On Map)
@100% Stalker: Stalker (Chronoboost)
Expand & MSC
Second Gas
Resume Probe Production
Go Into Normal Style

What are the best Korean examples of someone using a strategy like this? Off the top of my head, I only have a strong memory of Grubby and NaNiwa doing it!


I do Liquid Hero's 11-gate a lot on Overgrowth PvT. The BO is like this:

9 (or 10, depending on the time it takes for Probe to get there) pylon on their third.
11 gate
13ish gas (can't remember off the top of my head)
Chrono zealots.
Can't remember the pylon timing
Cybercore
When you have two zealots move in at 3.40.

With a regular Reaper expand you'll probably kill the SCV building the low ground CC. Move into their base and start to micro against workers. Build an MSC the first thing you do with your gas. The Reaper should be turning around to fight your Zeals, but sometimes they don't and then you need the MSC. Plus it has a lot of benefits for later.

Build Stalkers to contain them if they have walled up. Otherwise make sure Stalkers and Zealots can kill off as many workers as possible. The worst thing this opening faces is a gasless walled-off expand, then you're behind and you need to make sure your contain is solid. Build probes and expand as fast as you can. If you've done some damage, such as killing off a bunch of marines and a few workers, proxy Stargating can be fun and good. Otherwise get a Robo and play standard from there. Terran's are predictable and will usually try to mine drop you, but overcharge + obs takes care of that. They might also do a stim timing, but that's also fine with Overcharge and a 3-gate+robo build.

I have a lot of success with the build. It's fun to do early pressure and not be entirely all-in.


If they opened gasless and walled up then you can go full protoss mode and expand to their natural. Use nexus cannon to break the depot/bunker wall. It works quite well actually :D

You just reminded me that the proxy Nexus 4 Gate all-in exists. Thanks

I won several games doing this last night. There were tears. It was fun :D

Show nested quote +
On August 05 2014 18:35 Heartland wrote:
On August 05 2014 18:26 SatedSC2 wrote:
I've been getting around to learning proxy Gateway strategies in PvT (I've never bothered learning them before despite my usual style being pretty aggressive) and I've been trying to emulate the build I watched State doing on his stream. It seemed to be something like:

10 Pylon (Proxy)
10 Gate
Chronoboost Probes Once (Maintain Constant Probe Production From Here)
13 Gas
14 Pylon
@100% Gateway: Zealot (Don't Chronoboost) & Cybernetics Core
@100% Zealot: Zealot (Chronoboost)
Note: If Unscouted, Save Up Two Zealots Before Attacking
22 Pylon
@100% Zealot: Stalker (Chronoboost) & WG
@20 Probes: Cut Probes (16 On Minerals, 3 On Gas, 1 On Map)
@100% Stalker: Stalker (Chronoboost)
Expand & MSC
Second Gas
Resume Probe Production
Go Into Normal Style

What are the best Korean examples of someone using a strategy like this? Off the top of my head, I only have a strong memory of Grubby and NaNiwa doing it!


I do Liquid Hero's 11-gate a lot on Overgrowth PvT. The BO is like this:

9 (or 10, depending on the time it takes for Probe to get there) pylon on their third.
11 gate
13ish gas (can't remember off the top of my head)
Chrono zealots.
Can't remember the pylon timing
Cybercore
When you have two zealots move in at 3.40.

With a regular Reaper expand you'll probably kill the SCV building the low ground CC. Move into their base and start to micro against workers. Build an MSC the first thing you do with your gas. The Reaper should be turning around to fight your Zeals, but sometimes they don't and then you need the MSC. Plus it has a lot of benefits for later.

Build Stalkers to contain them if they have walled up. Otherwise make sure Stalkers and Zealots can kill off as many workers as possible. The worst thing this opening faces is a gasless walled-off expand, then you're behind and you need to make sure your contain is solid. Build probes and expand as fast as you can. If you've done some damage, such as killing off a bunch of marines and a few workers, proxy Stargating can be fun and good. Otherwise get a Robo and play standard from there. Terran's are predictable and will usually try to mine drop you, but overcharge + obs takes care of that. They might also do a stim timing, but that's also fine with Overcharge and a 3-gate+robo build.

I have a lot of success with the build. It's fun to do early pressure and not be entirely all-in.

I stuck with using the build I detailed (I'm pretty sure that's what State did and it seems to be working) but I've been getting the MSC earlier like you suggest. It seems to work pretty well, although Terran players do tend to send their Reaper back if they're going for a Reaper expand because otherwise you kill a tonne of SCVs. I'll probably start gauging the Terran's reaction before deciding whether to get Stalkers or MSC first, because if I can force the Reaper back then continuing my pressure with faster Stalkers seems like the better choice.

Containing the Terran whilst expanding and moving up to a standard 3 Gate Robo infrastructure seems like a good follow-up because it leaves you with a massive window in the mid-game where you can hit a 2 Colossus 6 Gate timing given that the Terran's economy is so delayed. That's the follow-up I'll probably keep doing when I don't outright kill the Terran, at least until I become more familiar with the timings.

Thanks for the tips


You can basically do whatever bullshit you want if you do manage to get in and kill 4-5 SCV:s and fuck up their expansion.
Joedaddy
Profile Blog Joined July 2010
United States1948 Posts
Last Edited: 2014-08-06 20:50:42
August 06 2014 20:19 GMT
#5652
Been messing around with Protoss for a bit now, but I'm super new to it.

Q: Whats the safest way to open macro vs Random?

Vs. Zerg, I Nexus First/FFE. Vs. Terran I 1 Gate FE.

So, how do you recommend opening vs Random?
I might be the minority on TL, but TL is the minority everywhere else.
Olli
Profile Blog Joined February 2012
Austria24417 Posts
Last Edited: 2014-08-06 20:34:17
August 06 2014 20:33 GMT
#5653
I always open double gas on 15 (2 probes on each) and scout after gateway (13). You can do that against each race. If they're protoss, just continue with whatever build you feel like, whether it be a one base tech/aggressive build or an expansion build. Against zerg and terran just expand off the one gate. 2 probes on each gas lets you add tech a bit faster after the nexus but doesn't really delay the nexus too much. Just a stylistic way to 1gate expand.
Administrator"Declaring anything a disaster because aLive popped up out of nowhere is just downright silly."
Joedaddy
Profile Blog Joined July 2010
United States1948 Posts
August 06 2014 20:50 GMT
#5654
So you're still going core after gate before the nexus? Do you get MsC before nexus too?
I might be the minority on TL, but TL is the minority everywhere else.
TokyoGirl
Profile Joined July 2014
Japan116 Posts
Last Edited: 2014-08-06 21:34:17
August 06 2014 20:56 GMT
#5655
I do 1 gas at 15 supply against random on 2 player maps because random players are usually the cheesy kind . Reasoning is it is safer against proxy gate, proxy stalker, cannon rushes ,early pools and proxy reaper because you have more minerals to work with and a slightly faster core. Against Terran/Zerg you get 2nd gas after mothership core, against Protoss you get 2nd gas at 19 (this is when your scouting probe arrives at his base). Against CC first/15 hatch, I don't mine gas and get Nexus before core. Against 3 hatch before pool, I can choose to transition to 4gate zealot (not really possible with 2x 15 gas).

There are some downsides however: 1 gas means you won't be able to do any super fast oracle/DT builds. You can't be aggressive in PvT in the first 7 minutes. Do this build if you mostly plan on playing a macro game.

On 3/4 player maps, do what DarkLordOlli said
Olli
Profile Blog Joined February 2012
Austria24417 Posts
August 06 2014 21:00 GMT
#5656
That actually sounds really solid, thanks! Will try that
Administrator"Declaring anything a disaster because aLive popped up out of nowhere is just downright silly."
playa
Profile Blog Joined December 2010
United States1284 Posts
Last Edited: 2014-08-06 22:54:57
August 06 2014 22:54 GMT
#5657
So, it seems Zergs, on a whole, have finally figured out how ridiculously easy it is to tech to mutas off the back of hydras, and have the hydras counter attack if you go for a base trade, and if you stay and defend, well, they continue taking the map and beat you with 60 mutas.

Can anyone please show replays/share experiences that have to deal with winning versus this style > 50%. Is there anyone that doesn't all-in that finds this MU to be their best or easy? I don't know what to do. Even when I kill someones third and I took a fast third... and my macro is perfect... I still need to get lucky to win. I don't have any idea how anyone is winning macro games.
Whitewing
Profile Joined October 2010
United States7483 Posts
August 07 2014 00:36 GMT
#5658
On August 07 2014 07:54 playa wrote:
So, it seems Zergs, on a whole, have finally figured out how ridiculously easy it is to tech to mutas off the back of hydras, and have the hydras counter attack if you go for a base trade, and if you stay and defend, well, they continue taking the map and beat you with 60 mutas.

Can anyone please show replays/share experiences that have to deal with winning versus this style > 50%. Is there anyone that doesn't all-in that finds this MU to be their best or easy? I don't know what to do. Even when I kill someones third and I took a fast third... and my macro is perfect... I still need to get lucky to win. I don't have any idea how anyone is winning macro games.


There are a few solutions to this problem, and they all have to do with pressure of some kind or another. Firstly, be aware that you cannot produce the quantity of units that zerg can in the same amount of time, period. You'll never be ahead in supply without taking efficient engagements. Secondly, mutas are gas heavy, and hydras aren't exactly cheap on gas either. A zerg on 3 bases can't go heavy hydra into mutas easily, they need a good amount of time to stop making hydras and switch. They shouldn't have a fourth base without you having a third base, in which case you have all the gas you need to deal with both hydras and mutas.

If you simply do not give him the time to bank gas and force him to continue making hydras or other gas units with pressure, you won't have to worry about the muta switch being fast enough. Scouting is key: you need to know when the spire starts and have an expectation of when it finishes.

Against mutalisks, you need phoenix. They're pretty much non-optional. Against early mutas, you can rely on stalkers and cannons to buy time to get phoenix out, but against heavy mutas you have no choice. You either all-in before the unit count gets high, or you get phoenix. On 3 bases you can afford to get colossi and phoenix both, so it's key not to allow a muta switch from zerg before you have 3 bases, and the way you do that is through pressuring the zerg. If he does a slow muta switch with only a few at first, you'll have plenty of time to react to that.
Strategy"You know I fucking hate the way you play, right?" ~SC2John
EsportsJohn
Profile Blog Joined June 2012
United States4883 Posts
August 07 2014 01:09 GMT
#5659
On August 07 2014 09:36 Whitewing wrote:
Show nested quote +
On August 07 2014 07:54 playa wrote:
So, it seems Zergs, on a whole, have finally figured out how ridiculously easy it is to tech to mutas off the back of hydras, and have the hydras counter attack if you go for a base trade, and if you stay and defend, well, they continue taking the map and beat you with 60 mutas.

Can anyone please show replays/share experiences that have to deal with winning versus this style > 50%. Is there anyone that doesn't all-in that finds this MU to be their best or easy? I don't know what to do. Even when I kill someones third and I took a fast third... and my macro is perfect... I still need to get lucky to win. I don't have any idea how anyone is winning macro games.


There are a few solutions to this problem, and they all have to do with pressure of some kind or another. Firstly, be aware that you cannot produce the quantity of units that zerg can in the same amount of time, period. You'll never be ahead in supply without taking efficient engagements. Secondly, mutas are gas heavy, and hydras aren't exactly cheap on gas either. A zerg on 3 bases can't go heavy hydra into mutas easily, they need a good amount of time to stop making hydras and switch. They shouldn't have a fourth base without you having a third base, in which case you have all the gas you need to deal with both hydras and mutas.

If you simply do not give him the time to bank gas and force him to continue making hydras or other gas units with pressure, you won't have to worry about the muta switch being fast enough. Scouting is key: you need to know when the spire starts and have an expectation of when it finishes.

Against mutalisks, you need phoenix. They're pretty much non-optional. Against early mutas, you can rely on stalkers and cannons to buy time to get phoenix out, but against heavy mutas you have no choice. You either all-in before the unit count gets high, or you get phoenix. On 3 bases you can afford to get colossi and phoenix both, so it's key not to allow a muta switch from zerg before you have 3 bases, and the way you do that is through pressuring the zerg. If he does a slow muta switch with only a few at first, you'll have plenty of time to react to that.


Warp. Prism.

I cannot believe how underutilized warp prisms are when dealing with this bitch style of Zerg where you just counter attack and go mutas all game. All you have to do is play some solid defense and continually pick off hatcheries here and there. Especially with fast 3rd base -> +2/blink being the standard now, I think warp prisms and mobile harassment are vital in trying to keep up with the Zerg and prevent the muta avalanche from killing you,

From a Zerg perspective, there's nothing more annoying that constantly having to deal with bases being sniped while you're trying to counterattack and harass. Even if you kill the warp prism, Protoss players should be making a dedicated effort to remaking the warp prisms and constantly build pylons around the map for harassment.
StrategyAllyssa Grey <3<3
Whitewing
Profile Joined October 2010
United States7483 Posts
August 07 2014 01:19 GMT
#5660
On August 07 2014 10:09 SC2John wrote:
Show nested quote +
On August 07 2014 09:36 Whitewing wrote:
On August 07 2014 07:54 playa wrote:
So, it seems Zergs, on a whole, have finally figured out how ridiculously easy it is to tech to mutas off the back of hydras, and have the hydras counter attack if you go for a base trade, and if you stay and defend, well, they continue taking the map and beat you with 60 mutas.

Can anyone please show replays/share experiences that have to deal with winning versus this style > 50%. Is there anyone that doesn't all-in that finds this MU to be their best or easy? I don't know what to do. Even when I kill someones third and I took a fast third... and my macro is perfect... I still need to get lucky to win. I don't have any idea how anyone is winning macro games.


There are a few solutions to this problem, and they all have to do with pressure of some kind or another. Firstly, be aware that you cannot produce the quantity of units that zerg can in the same amount of time, period. You'll never be ahead in supply without taking efficient engagements. Secondly, mutas are gas heavy, and hydras aren't exactly cheap on gas either. A zerg on 3 bases can't go heavy hydra into mutas easily, they need a good amount of time to stop making hydras and switch. They shouldn't have a fourth base without you having a third base, in which case you have all the gas you need to deal with both hydras and mutas.

If you simply do not give him the time to bank gas and force him to continue making hydras or other gas units with pressure, you won't have to worry about the muta switch being fast enough. Scouting is key: you need to know when the spire starts and have an expectation of when it finishes.

Against mutalisks, you need phoenix. They're pretty much non-optional. Against early mutas, you can rely on stalkers and cannons to buy time to get phoenix out, but against heavy mutas you have no choice. You either all-in before the unit count gets high, or you get phoenix. On 3 bases you can afford to get colossi and phoenix both, so it's key not to allow a muta switch from zerg before you have 3 bases, and the way you do that is through pressuring the zerg. If he does a slow muta switch with only a few at first, you'll have plenty of time to react to that.


Warp. Prism.

I cannot believe how underutilized warp prisms are when dealing with this bitch style of Zerg where you just counter attack and go mutas all game. All you have to do is play some solid defense and continually pick off hatcheries here and there. Especially with fast 3rd base -> +2/blink being the standard now, I think warp prisms and mobile harassment are vital in trying to keep up with the Zerg and prevent the muta avalanche from killing you,

From a Zerg perspective, there's nothing more annoying that constantly having to deal with bases being sniped while you're trying to counterattack and harass. Even if you kill the warp prism, Protoss players should be making a dedicated effort to remaking the warp prisms and constantly build pylons around the map for harassment.


Warp prisms are certainly a viable form of pressure to counter the mutas. In general, you deal with mutas with pressure, not by turtling.
Strategy"You know I fucking hate the way you play, right?" ~SC2John
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