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On December 22 2014 06:05 mau5mat wrote: 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?
Assuming widow mines not being buffed or used , it always was and always will be PvT 1gate fe>robo>forge>templar, especially with a warp prism. It allows for great map vision, a nice and safe third, the potentail if executed properly to just roflstomp a medivac timing and come out miles ahead, and it really tasks an opponent's multitasking with all the zealot harassment so you can very easily force mistakes. Plus, fun as hell to play.
I've recently gotten my PvZ in pretty great shape by practicing against a high masters zerg. I mostly do the modern 3-base blink/+2 with either robo -> prism transition or a 10gate blink attack, depending on how the game plays out. I love the playstyle to shreds, it's reactive but not passive (at all), has great scouting potential due to tons of sentries, has awesome pressure potential and lots of forcefield/blink micro. I love love love love love it.
As for PvP I like the most standard 3gate blink opening.
Speaking of standard builds, and reading about other guys having similar problems, do you know some streamer going for 3 gate blink (with robo, or even the allin version if necessary) often in PvP? Learning the build itself is not hard, but knowing how to react against most of stuff the opponent can throw at me is a whole different story. I also came back recently from inactivity, and back then I would just go phoenixes every game and watch Axslav's stream to feel confident against everything. Those were the times
On December 22 2014 09:01 Eladen wrote: Speaking of standard builds, and reading about other guys having similar problems, do you know some streamer going for 3 gate blink (with robo, or even the allin version if necessary) often in PvP? Learning the build itself is not hard, but knowing how to react against most of stuff the opponent can throw at me is a whole different story. I also came back recently from inactivity, and back then I would just go phoenixes every game and watch Axslav's stream to feel confident against everything. Those were the times
If you don't feel confident about reactions, you can go for Dear's version (chronoed sentry first, twilight around 4:30, robo around 5:50 while you're sending a hallucination to your opponent's base). It has less potential to destroy the opponent than the standard build, but it's also much easier to react when using it since you get a thorough scout of your opponent's base. A modern version is described on reddit (http://www.reddit.com/r/allthingsprotoss/comments/2ftsmj/build_of_the_week_pvp_sos_hallucination_3gate/).
So I've been putting this off for a long time, but considering I'm now at ~30% winrate in PvZ I think it time to get help.
I have been seeing a 3 base macro blink based build on Rain's stream quite regularly and I was wondering whether there are any pro vods or build write ups that I can study to steal this build. Ideally I want a macro transition.
btw in my experiencie (new diamond :D) i feel like a macro transition cant be posible, because you are delayed in tech, you need to do a lot of damage (killing a 4th isnt enough, you need to kill a lot of drones or a 3rd) except if you get a robo and robotics bay before the attack, and it will be so weak because you have so much tech (robo, robotics bay, concil blink +2 attack) and if you delay so much hydras / swarm host will kill you.
I'll veto Foxtrot again. I'll play on Catallena and Deadwing for sure. Vaani research station looks decent. There is plenty of airspace for terran drops. However the "tight" shape of the map should favour protoss somehow. Plus you have a safe third which is one of the first things I look at. Expedition lost could also be a good protoss map, it really depends on whether I can still take my early thirds with those rocks. It remembers me of Polar night (with the indoor third base that nobody took) although in that case you had to break not one but two rocks. Overall it gave me the impression of a fun and well designed map though. Inferno pools looks bad, but it might still be playable just because it's so big. However they absolutely have to remove horizontal spawns. Secret spring, instead, looks like a 2 base all in map because of the very short rush distance. Also one of the best blink maps we've had in a long time. All in all I wouldn't say there is an instant-veto map, I'll most likely play them all and see what comes up.
I don't know where to ask this, so I'll simply ask fellow Toss players if they have a problem with move commanding units? I'll be in a big battle, especially in P vs P, and inexplicably my units will walk into the other guy. I've lost so many "won games" because of this. At first I thought maybe I just accidentally clicked on a far away uint. So, the last game I played when I noticed my units were doing this I just tried to watch, but it didn't really seem like they were going for any particular unit.
I'm so confused. I've NEVER done this before in BW, but it happens all the time in SC 2. I don't get it. What's going on here? What's the solution here? Is there a specific spot I should be attack moving? I just want my units to attack stuff...
Never move command your units. Use attack move. A + click in the terrain back of the enemy units (even far away) and they will attack the most close target. You can A click in a unit to focus fire.
If you are just right clicking to attack your units will go crazy trying to focus that unit even when isnt possible. And if you miss and for mistake you click the terrain they will just move without attacking. Sorry bad english.
Never focus fire (or at least shift click with your attacks) against blink stalkers in PvP, unless you know it's on cooldown, that's asking for a blowout. Learned that one the hard way.
I miss when PvP was 4gate only, I had the best counter build ever, I was smoking masters Protoss players back when I was in diamond (in retrospect it probably helped that I was random so they had to scout early). Oh well, I guess it was probably good for the matchup.
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
Actually you're wrong and he's right. If the point of gate nexus was purely for faster warpgate and good econ then people would simply play nexus-gate instead as it's superior in both aspects.
However, with a 13 gateway scout you arrive at the zergs base at around 16 supply and can take double gas and make a cyber core/2nd pylon instantaneously. This way you're safe against early pools and early speedling all ins. This is the real reason gateway-nexus builds came to fruition.
If you're interested in seeing how this works check out a video I made a while ago:
The 1minute-3:30 mark explain how the build works in depth.
Yes that was what I was talking about. I watched Rain's stream pretty much everytime and he goes double gas at 16-17 against 10 pools. After he mines 100 gas-ish (for msc) he will pull out 2-3 probes and resume a normal gateway expand
Edit: given its a 2 player map of course. for 3-4 player maps, i suggest you just do a normal 15 gas expand or nexus first
That build looks extremely inefficient to me compared to a normal msc expand. He confirms the pool timing at 17 supply on a 2 player map, which means gasses are about 20-25 seconds behind a standard timing. I mean, i guess it's an ok build if you want to compromise between safety and greed, but you can't say it's as efficient as other builds and with gasses that late a lot of timings go out of the window (fast stargates for example).
Also, gassless gateway FE builds were first utilized in 2012 and really became popular in 2013, and certainly not as as a measure to deal with early pools while having a good early game economy
If the point of gate nexus was purely for faster warpgate and good econ then people would simply play nexus-gate instead as it's superior in both aspects.
It isn't, nexus->gate has warpgate delayed by about 30 seconds while being a few probes ahead of gate->nexus. It's also less safe against 6-8 pools.
I don't think you really understand the point of the build. It's not meant to be as efficient vs early pools as a regular gate expand, it's meant to have the option to HOLD early pools while still being very economically strong if they DON'T early pool. If you watched further into the vod, you'd see that the stargate went down at 5 minutes, which is extremely early. At least as early as a normal gate expand, and with more probes + chronoboost available.
They were specifically invented to deal with early pools while having a good early game economy. If you're talking about a WoL build (2012) then we are speaking of completely different eras. Speedling all ins hardly existed in WoL as the go-to 95% of the time build was FFE, which gas openings failed hard against. The HoTs variation of gate-nexus definitely came as a counter measure to the increasingly popular speedling openings that were becoming increasingly popular because nexus gate builds were prevalent. (Sorry for being long-winded, it's late).
Overall, look at what the guy above you is saying, he's spot on. Even Rain does this build, and if he spots early pools with it he will adapt and take gases.