|
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. |
On December 18 2014 11:44 vhapter wrote:
well im doing it and im liking it. I feel like i was focusing in so many stuff that i didnt pay enought attention at the base (macro and timings)
btw i know i can go nexus first if i scout with my 9 probe a hatch first, but if he go 14 pool 16 hatch or something like that, without gas, should i put down a forge or nexus first anyway?
and how much safe is gate - nexus - cyber build?i like so much the timings you can do with this. Last night i see Rain stopping a 10 pool with this but i dont think i can do it, so it is just build order loss again 10-6 pools?
|
PVT 3 gate robo I somehow never seem to have enough units for the terrans 11-12 min attack what can I do?
|
Hi guys im a new user of teamliquid, i have been visiting this site frequently for my SC2 need but never seen the need to post on the forums. I have been a starcraft player since wings of liberty but i stopped playing for well over a year now. Im just wondering if you guys can help me find the best standard build for every match up... i know they have general threads in the 1st page i was hoping you guys can get me updated. I have been using protoss exclusively and was able to get into high diamond till i stopped playing. now im on gold. Thanks for the help guys in advance
|
Italy12246 Posts
btw i know i can go nexus first if i scout with my 9 probe a hatch first, but if he go 14 pool 16 hatch or something like that, without gas, should i put down a forge or nexus first anyway?
Nexus first is safe against any pools at 14 or later, even if they take gas.
PVT 3 gate robo I somehow never seem to have enough units for the terrans 11-12 min attack what can I do?
3gate robo>exp is horribly outdated and you shouldnt use it, but if you dont have enough units by 11-12 minutes it sounds like you are a) macroing badly b) not forcefielding correctly. There isn't one thing you can do to magically be better.
Hi guys im a new user of teamliquid, i have been visiting this site frequently for my SC2 need but never seen the need to post on the forums. I have been a starcraft player since wings of liberty but i stopped playing for well over a year now. Im just wondering if you guys can help me find the best standard build for every match up... i know they have general threads in the 1st page i was hoping you guys can get me updated. I have been using protoss exclusively and was able to get into high diamond till i stopped playing. now im on gold. Thanks for the help guys in advance
Check out all the article we've done with TL strategy.
|
Can anybody give me advice what to do if i scout possibility of 4gate. How to prepare for defens and dont overreact?
|
On December 20 2014 22:27 Mar_1910 wrote: Can anybody give me advice what to do if i scout possibility of 4gate. How to prepare for defens and dont overreact?
if you went 15 double gas then saturate it immediately and make twilight as soon as cyber core completes. make proxy pylon with your scouting probe. photon overcharge should buy enough time for dark shrine to complete. 1 DT at proxy pylon, 1-2 DT for defense and you should win
and how much safe is gate - nexus - cyber build?i like so much the timings you can do with this. Last night i see Rain stopping a 10 pool with this but i dont think i can do it, so it is just build order loss again 10-6 pools?
the whole point of going gate - nexus is to be safe against early pools. you scout after gateway and if its 6-13 pool you take gas and make zealot and cyber core as if its a normal gateway expand. against 14-15 pool/hatch hatch/pool you take nexus before gas
|
Italy12246 Posts
you scout after gateway and if its 6-13 pool you take gas and make zealot and cyber core as if its a normal gateway expand.
You can't possibly scout on 13 (or 9 for that matter) and get to the Zerg's base by the time you are at 14 or 15 and need to decide wether to take gas or not.
The point of gate/nexus builds is to have the econ of FFE while having warpgate and tech timings similar to gateway fe
|
sup tl! im kinda new to new maps, just comeback after 2 years retiring, and realizing i miss this community alot lol so what maps to vetoes? any reccomendation? sorry for my bad english.. oh sorry i like to play macro game and make enemy quesses my build ( allin or macro ) so a ezy 3rd map should be prefered.. thx guys
|
.
3gate robo>exp is horribly outdated and you shouldnt use it, but if you dont have enough units by 11-12 minutes it sounds like you are a) macroing badly b) not forcefielding correctly. There isn't one thing you can do to magically be better.
What is a standard macro PVT build
|
Italy12246 Posts
1gate fe>robo>colossus w/single forge
|
On December 20 2014 23:50 jo3jo3jo3 wrote: sup tl! im kinda new to new maps, just comeback after 2 years retiring, and realizing i miss this community alot lol so what maps to vetoes? any reccomendation? sorry for my bad english.. oh sorry i like to play macro game and make enemy quesses my build ( allin or macro ) so a ezy 3rd map should be prefered.. thx guys
If you like easy thirds, I feel like Merry Go Round is the number one map to veto given that its third base is the most exposed. Other than that, Catallena and Nimbus thirds can be tough to hold because there's always a huge threat of drops against T's. For Nimbus in particular, if you spawn close to T and your natural is facing his main, trying to take a not-late third using colo/blink can be quite painful.
With that being said, if you're the type that likes specific builds, then don't veto the maps that are good for them I like the option of going blink all-in so I don't veto Catallena and KSS because they have some sick surface area going into the main from the third location. Likewise, if you enjoy playing phoenix/colossus, definitely keep Nimbus
|
On December 16 2014 22:41 sudete wrote:Show nested quote +On December 16 2014 19:03 TedBurtle wrote: Hello. PvT -> Terran going mech composition(thors,banshes,tanks etc.). I just got killed every time in lategame, advices ? Do attach at least 2-3 replays so that we can see what's going wrong? In the late game as P v mech, I think the easiest thing for you to adjust to get better results is your army composition. In most cases, against mech, you'll be sitting on 5+ bases in the late game if you've withstood whatever pressure was thrown at you. That's 10 gases, and enough to fund a dream army composition. Tempests, high templars, immortals and occasionally though dubious sounding, carriers, forming the core of your army are your best bets. If your opponent only builds thors, banshees, tanks and maybe vikings as you mentioned for example and does not elect to build ghosts or ravens, your life is made 10x easier because tempests are excellent at sieging your opponent and if he chooses to commit to an attack, you can simply storm his forces (which will be quite easy if you're not playing at a very high level). For the carrier response, you can see Rain vs Bbyong. Of course, this is situational. If you have the time in the game to do so, though, going skytoss will be the easiest way to win especially at not really high levels of play. Beyond that, if your opponents are very skilled and can micro ghosts and ravens really well, it comes down to your army control, especially with tempests and HTs. I'll leave that explaining to the real experts 
Yeah, i found it :D Thank you. My army composition was crap vs mech, i was to scared of it.Now im going like train over this mech T's.
QUESTION: Scout after gate-> Proxy 2gate(with core) stalkers, PvP. Correct reaction? Or maybe some vod's how pro's defended it?
|
On December 21 2014 05:59 TedBurtle wrote:Show nested quote +On December 16 2014 22:41 sudete wrote:On December 16 2014 19:03 TedBurtle wrote: Hello. PvT -> Terran going mech composition(thors,banshes,tanks etc.). I just got killed every time in lategame, advices ? Do attach at least 2-3 replays so that we can see what's going wrong? In the late game as P v mech, I think the easiest thing for you to adjust to get better results is your army composition. In most cases, against mech, you'll be sitting on 5+ bases in the late game if you've withstood whatever pressure was thrown at you. That's 10 gases, and enough to fund a dream army composition. Tempests, high templars, immortals and occasionally though dubious sounding, carriers, forming the core of your army are your best bets. If your opponent only builds thors, banshees, tanks and maybe vikings as you mentioned for example and does not elect to build ghosts or ravens, your life is made 10x easier because tempests are excellent at sieging your opponent and if he chooses to commit to an attack, you can simply storm his forces (which will be quite easy if you're not playing at a very high level). For the carrier response, you can see Rain vs Bbyong. Of course, this is situational. If you have the time in the game to do so, though, going skytoss will be the easiest way to win especially at not really high levels of play. Beyond that, if your opponents are very skilled and can micro ghosts and ravens really well, it comes down to your army control, especially with tempests and HTs. I'll leave that explaining to the real experts  Yeah, i found it :D Thank you. My army composition was crap vs mech, i was to scared of it.Now im going like train over this mech T's. QUESTION: Scout after gate-> Proxy 2gate(with core) stalkers, PvP. Correct reaction? Or maybe some vod's how pro's defended it?
Do this build order, it's pretty much autowin.
13 - gateway 14/15 gas (if you go double gas, cancel one when you scout the proxy) 16 - 2nd gateway (cut probes at 16 , with 3 chronoboosts) 16 - core 16 - zealot 16 - 2nd gas (once it's finished, pull a probe from the 1st assimilator and send 2 in the 2nd one, so that you have 2x2) 16 - 2nd pylon
Once the core finishes, you should have exactly enough resources to start 2 stalkers and chrono both. You'll also have enough resources to start 2 more stalkers afterwards, while your opponent won't. You'll be at 26/26 when you start the 3th/4th stalker so don't start the 3rd pylon before that.
You have 4 more probes than him, so it's ok to preemptively pull them. The important is that you have 2 probes in each gas which allows you to constantly build stalkers from 2 gates.
|
Czech Republic12128 Posts
I used search but not found anything. How to defend 1-1-1 with PDD? oO
Terran blocking all the scouting attempts, obv. (meaning probe found nothing)
|
On December 21 2014 18:22 deacon.frost wrote: I used search but not found anything. How to defend 1-1-1 with PDD? oO
Terran blocking all the scouting attempts, obv. (meaning probe found nothing)
Well one of the best ways of stopping a 1-1-1 is obviously just seeing it, you don't have to actually see the build but to see the attack moving across the map should give you enough time to get some units out. I generally find it that when I see him move out with his units (even when I didn't scout the 1-1-1 that if I move in with my stalkers to intercept his army and manage to snipe his raven, the game is almost over. I feel that it is key to snipe the raven before he gets to your base otherwise PDD will destroy your soul.
perhaps there is a different way to hold it off but I have so far been unsuccesfull in defending any 1-1-1 with raven when the raven manages to make it to my base as it renders your stalkers useless.
|
On December 21 2014 18:22 deacon.frost wrote: I used search but not found anything. How to defend 1-1-1 with PDD? oO
Terran blocking all the scouting attempts, obv. (meaning probe found nothing)
You should post a replay imo. I haven't seen this strategy in a while, but that's because it's so freaking bad nowadays since making stuff and using photon overcharge is generally enough to hold anything like that. And no, I don't think pdd threat is enough to change anything if you play your cards right, especially because PvT builds now allow us to have an even better army to deal with this than before.
The best way to deal with this strategy is to have enough stuff and intercept his army in order to force an engagement in a favorable position. There's even time warp to help you do that, just be careful not to get caught in a situation where you need photon overcharge but don't have it.
The initial harassment is even easier to deal with in hots because you can safely get a robo while going up to 3 stalkers off of 1 gate and still have photon overcharge.
|
On December 21 2014 07:35 KingAlphard wrote:Show nested quote +On December 21 2014 05:59 TedBurtle wrote:On December 16 2014 22:41 sudete wrote:On December 16 2014 19:03 TedBurtle wrote: Hello. PvT -> Terran going mech composition(thors,banshes,tanks etc.). I just got killed every time in lategame, advices ? Do attach at least 2-3 replays so that we can see what's going wrong? In the late game as P v mech, I think the easiest thing for you to adjust to get better results is your army composition. In most cases, against mech, you'll be sitting on 5+ bases in the late game if you've withstood whatever pressure was thrown at you. That's 10 gases, and enough to fund a dream army composition. Tempests, high templars, immortals and occasionally though dubious sounding, carriers, forming the core of your army are your best bets. If your opponent only builds thors, banshees, tanks and maybe vikings as you mentioned for example and does not elect to build ghosts or ravens, your life is made 10x easier because tempests are excellent at sieging your opponent and if he chooses to commit to an attack, you can simply storm his forces (which will be quite easy if you're not playing at a very high level). For the carrier response, you can see Rain vs Bbyong. Of course, this is situational. If you have the time in the game to do so, though, going skytoss will be the easiest way to win especially at not really high levels of play. Beyond that, if your opponents are very skilled and can micro ghosts and ravens really well, it comes down to your army control, especially with tempests and HTs. I'll leave that explaining to the real experts  Yeah, i found it :D Thank you. My army composition was crap vs mech, i was to scared of it.Now im going like train over this mech T's. QUESTION: Scout after gate-> Proxy 2gate(with core) stalkers, PvP. Correct reaction? Or maybe some vod's how pro's defended it? Do this build order, it's pretty much autowin. 13 - gateway 14/15 gas (if you go double gas, cancel one when you scout the proxy) 16 - 2nd gateway (cut probes at 16 , with 3 chronoboosts) 16 - core 16 - zealot 16 - 2nd gas (once it's finished, pull a probe from the 1st assimilator and send 2 in the 2nd one, so that you have 2x2) 16 - 2nd pylon Once the core finishes, you should have exactly enough resources to start 2 stalkers and chrono both. You'll also have enough resources to start 2 more stalkers afterwards, while your opponent won't. You'll be at 26/26 when you start the 3th/4th stalker so don't start the 3rd pylon before that. You have 4 more probes than him, so it's ok to preemptively pull them. The important is that you have 2 probes in each gas which allows you to constantly build stalkers from 2 gates. This is good advice! Three points I'd like to add:
- If your oponent does the version without a zealot, then you can send your first zealot to his base. This will probably be even more effective in lower leagues where his probe micro isn't very good. But even vs good players, the lost mining time of his probes fighting your zealot should make up for the fact that you are losing it.
- (This goes for most gateway all-ins but is particularly usefull vs stalker-based compositios like this one) Unless you feel that you have the advantage in army, stay back in your base. He has the worse economy and worse infrastructure, thus he is the one that is forced to attack. Some players try to control the the ramp (which, using some builds is the correct decision but not with this build). Simply stay back, if he tries to go for your army then you have a good chance of getting a probe surround without losing alot of mining.
- Do not be afraid to lose probes. If you can trade probes for his army, this is almost always a good thing. Once you kill some of his army, you will snowball really fast and because he has his gates at a proxy location, most of the time you will just be able to walk to his base and kill him.
|
Czech Republic12128 Posts
Thanks for advice, I try to intercept it. I am used to defend 1-1-1 from WoL, where no Terran knew PDD, so it wasn't as big problem(on my level). I can safely defend it without nexus overcharge, because taking extra base is the defense(so you can make more army), but hell the PDD kills my defense I used to use(i have no way how to kill banshees ><)
I will try my best in intercepting the army and killing the raven(or making it to use the PDD earlier) ^_^
|
Italy12246 Posts
Terran did PPD in WoL with 111, not sure what you are talking about. Defending it is still the same, scout in time and go ~5gate immortal off ~35 probes.
The big difference is that now protoss players don't really bother scouting for it so when they lose it's just because they are caught off guard with 3 stalkers, a colossus and forge building and 1-3 gates that havent produced anything forever.
|
Northern Ireland461 Posts
Not really a proper question as such, but I'm wondering what are your favorite builds to play in any MU?
What makes them your favorite?
|
|
|
|