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The HotS Protoss Help Me Thread - Page 318

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.
Icekin
Profile Joined December 2014
88 Posts
December 27 2014 14:24 GMT
#6341
Thanks for answer.
About the 90% stat, it is true. I have something like 60 pvz this season, and mostly zergs plays this way, at least in my league. Really few of them plays standard. They send a drone to scout early on, then place hatch on my natural, even if they see my forge. I don't know if it is related to FEE openers, I used to open gate exp until dreampool. Maybe at higher level it is different
Whitewing
Profile Joined October 2010
United States7483 Posts
Last Edited: 2014-12-28 03:09:09
December 28 2014 02:49 GMT
#6342
On December 27 2014 23:24 Icekin wrote:
Thanks for answer.
About the 90% stat, it is true. I have something like 60 pvz this season, and mostly zergs plays this way, at least in my league. Really few of them plays standard. They send a drone to scout early on, then place hatch on my natural, even if they see my forge. I don't know if it is related to FEE openers, I used to open gate exp until dreampool. Maybe at higher level it is different


It's a bad strategy if the protoss responds properly, so it's not common at the higher levels. Protoss merely places 2 cannons at the front in range of the hatchery and it goes down before a queen can pop out, and Protoss is ahead. You scout the zerg's base for a spawning pool follow up and scout around for a hatchery. If the zerg builds another hatchery before pool, you cannon rush that. If he goes pool before hatch after stealing your natural, you just let him, you're miles ahead.

This stealing natural strategy is better against gate expands or nexus first builds than forge expands, but even then it mostly depends on protoss not reacting correctly.
Strategy"You know I fucking hate the way you play, right?" ~SC2John
Eladen
Profile Joined October 2011
Slovakia54 Posts
December 28 2014 23:16 GMT
#6343
hey guys, I have questions about PvP and PvT:

PVP
So I was watching some Zest vods as was recommended to me, and what I noticed was the lack of tempest in lategame. Everyone seems to be going for the usual War of the worlds colossus laserbattle without fear of getting countered by a few tempest. Why is that? Does the stargate transition open a big timing window for the opponent to hit? When I was active(like a year ago) zealot-archon-immo was the most common composition, with tempest as a colossus counter being the reason I presume. What did I miss?

PvT:
Do any of you have a good resource (build order/VOD/replay) of a strategy I noticed on Rains stream, which is fairly standard 1 gate expo into oracle into phoenix/colossus. As Rain doesnt keep vods, and I am not sure I will be able to see him play it again(only got to see him stream once or twice), additional help would be great. I tried to improvise a similar build but the midgame timigs were awful.

Thanks
E[ max(0, S-K) | S<K]*P(S<K) + E[ max(0, S-K)| S>K]*P(S>K) = E[0 | S<K]*P(S<K) + E[S-K | S>K]*P(S>K)
SatedSC2
Profile Blog Joined March 2014
England3012 Posts
December 28 2014 23:24 GMT
#6344
--- Nuked ---
Xinzoe
Profile Joined January 2014
Korea (South)2373 Posts
December 29 2014 00:18 GMT
#6345
On December 29 2014 08:16 Eladen wrote:

PvT:
Do any of you have a good resource (build order/VOD/replay) of a strategy I noticed on Rains stream, which is fairly standard 1 gate expo into oracle into phoenix/colossus. As Rain doesnt keep vods, and I am not sure I will be able to see him play it again(only got to see him stream once or twice), additional help would be great. I tried to improvise a similar build but the midgame timigs were awful.

Thanks




the build hero did this game was map specific but it should give you an idea of how to execute oracle -> phoenix colossus. herO went nexus first since it was nimbus but you can do it off a normal gateway expand with timings off by 10-20 seconds. And you need to adjust build for smaller 2 player maps by getting more gateways and an extra sentry before you take third.
Allred
Profile Joined November 2010
United States352 Posts
December 29 2014 00:42 GMT
#6346
On December 27 2014 21:08 KingAlphard wrote:
Show nested quote +

By the way, I'm having another trouble. Something like 90% zergs I play against place hatchery in my natural. I usually open FFE: when i see hatchery i put 2 probes attacking it and place a cannon. I also cannon rush their natural, but it seems It does more damage to me than to them.
I got a delayed nexus, plus I delayed tech and units for cannon rushing his natural.
He go roach/ling off 1 base and wins.

I'm just wondering if I should not cannon rush his natural after I kill his hatchery in my natural, or I need to kil both but just spam gateways instead of teching, to defend. Ho do u deal with it? And don't tell me to open gate exp, I open both ways, but still need to know how to deal with this!

One cannon is not enough. As soon as you see the proxy , throw down 2 cannons instead of your nexus. Try to build them as further as you can from the hatch so that they protect your wall too. The hatchery won't even finish. Cannon rushing their natural seems a bad choice in general. If he proxy hatches you he sees that you are going forge first, so it's really dumb for him to expand before pool. If he expands after the pool , you can't cannon rush him as usual. The best thing you can do is pylon blocking his natural.
Build a gateway and only 1 gas, if you take 2 you won't have enough money to start the nexus immediately. Once you've taken your natural, get the 2nd gas and the core. At this point you should be slightly ahead/even because you already gateway tech with 2 cannons protecting the wall and his expo will also be severely delayed by your pylon blocks. I suppose that a gateway pressure could be a good follow up since you have your gate/cyber core up slightly earlier than what your opponent expects, having started it before expanding.

By the way 90% proxy hatching is really random. Please don't use statistics made up on spot.


If you can add the first cannon to protect your wall, and still be in range of the hatchery, do it immediatly, then when the hatchery has 1001 life (if it hasn't taken any damage) you can add the second cannon, this way if they cancel the hatch, you can also cancel your second cannon if you want.
An expert is a man who tells you a simple thing in a confused way in such a fashion as to make you think the confusion is your own fault. ~William Castle
Allred
Profile Joined November 2010
United States352 Posts
December 29 2014 00:45 GMT
#6347
sorry for double post, but anyone have know of a good guide or videos to watch. I have been struggling with pvt where the terran goes mech, composition of hell bat tanks. I have tried going triple voidray, but I lose once vikings are thrown in the mix. tempests don't have the dps. I have also tried going for 4 immortals at a time. it seems it is a timing attack I lose to off of 2 bases, or a partially saturated third.

Thanks
An expert is a man who tells you a simple thing in a confused way in such a fashion as to make you think the confusion is your own fault. ~William Castle
KingAlphard
Profile Blog Joined August 2012
Italy1705 Posts
December 30 2014 17:34 GMT
#6348
On December 29 2014 09:42 Allred wrote:
Show nested quote +
On December 27 2014 21:08 KingAlphard wrote:

By the way, I'm having another trouble. Something like 90% zergs I play against place hatchery in my natural. I usually open FFE: when i see hatchery i put 2 probes attacking it and place a cannon. I also cannon rush their natural, but it seems It does more damage to me than to them.
I got a delayed nexus, plus I delayed tech and units for cannon rushing his natural.
He go roach/ling off 1 base and wins.

I'm just wondering if I should not cannon rush his natural after I kill his hatchery in my natural, or I need to kil both but just spam gateways instead of teching, to defend. Ho do u deal with it? And don't tell me to open gate exp, I open both ways, but still need to know how to deal with this!

One cannon is not enough. As soon as you see the proxy , throw down 2 cannons instead of your nexus. Try to build them as further as you can from the hatch so that they protect your wall too. The hatchery won't even finish. Cannon rushing their natural seems a bad choice in general. If he proxy hatches you he sees that you are going forge first, so it's really dumb for him to expand before pool. If he expands after the pool , you can't cannon rush him as usual. The best thing you can do is pylon blocking his natural.
Build a gateway and only 1 gas, if you take 2 you won't have enough money to start the nexus immediately. Once you've taken your natural, get the 2nd gas and the core. At this point you should be slightly ahead/even because you already gateway tech with 2 cannons protecting the wall and his expo will also be severely delayed by your pylon blocks. I suppose that a gateway pressure could be a good follow up since you have your gate/cyber core up slightly earlier than what your opponent expects, having started it before expanding.

By the way 90% proxy hatching is really random. Please don't use statistics made up on spot.


If you can add the first cannon to protect your wall, and still be in range of the hatchery, do it immediatly, then when the hatchery has 1001 life (if it hasn't taken any damage) you can add the second cannon, this way if they cancel the hatch, you can also cancel your second cannon if you want.


The thing is you absolutely don't want the hatchery to finish or your natural is blocked for much more time. Plus, since you are banking for the nexus you have the resources to put down the 2 cannons immediately anyway... how would you spend them otherwise? A faster gateway I suppose, but then you don't have enough income to get gas/tech to cybercore while also expanding.
KingAlphard
Profile Blog Joined August 2012
Italy1705 Posts
December 30 2014 20:25 GMT
#6349
On December 29 2014 09:45 Allred wrote:
sorry for double post, but anyone have know of a good guide or videos to watch. I have been struggling with pvt where the terran goes mech, composition of hell bat tanks. I have tried going triple voidray, but I lose once vikings are thrown in the mix. tempests don't have the dps. I have also tried going for 4 immortals at a time. it seems it is a timing attack I lose to off of 2 bases, or a partially saturated third.

Thanks

Void rays are useless against mech, they are countered by anything that can shoot up. Carriers on the other hand, are pretty good, as long as you have some splash damage to zone out vikings and especially widow mines. If you wanna go for skytoss, you should go straight into carriers after some phoenixes and an oracle to deal with harass.
Hyperpulsar
Profile Joined January 2015
2 Posts
January 04 2015 13:40 GMT
#6350
This isn't really just a Protoss thing but i'm currently stuck at first place in gold league. And i'm finding it hard to know what to prioritize when i practice, at the moment i'm focusing on scouting, if someone has any input or tips i would be very happy!
Teoita
Profile Blog Joined January 2011
Italy12246 Posts
January 04 2015 13:48 GMT
#6351
Make more probes, make pylons in time, make more units
ModeratorProtoss all-ins are like a wok. You can throw whatever you want in there and it will turn out alright.
Hyperpulsar
Profile Joined January 2015
2 Posts
January 04 2015 13:55 GMT
#6352
On January 04 2015 22:48 Teoita wrote:
Make more probes, make pylons in time, make more units


So im not completely off track then! I think my probe production is good, pylons could be better but it's doable.. units however i'm struggling with. Ty for the tips! :D
[PkF] Wire
Profile Joined March 2013
France24232 Posts
Last Edited: 2015-01-04 23:07:50
January 04 2015 22:57 GMT
#6353
I can't seem to find a recent professional or at least reasonably high level PvP game where both players choose to go for passive robo expands into colossi (or at least one of them does without having to defend very committed agression from his opponent). If you happen to know or have played one, I'd be really happy if you could share it.
Teoita
Profile Blog Joined January 2011
Italy12246 Posts
January 04 2015 23:57 GMT
#6354
Yeah robo expand isn't very common these days, so the chance of seeing both players do it is pretty low
ModeratorProtoss all-ins are like a wok. You can throw whatever you want in there and it will turn out alright.
Xinzoe
Profile Joined January 2014
Korea (South)2373 Posts
January 05 2015 01:21 GMT
#6355
Cant find robo expand games but I recommend you watch HuK or minigun's stream. They do it occassionally. Don't know if thats high enough level for you though
Icekin
Profile Joined December 2014
88 Posts
January 05 2015 12:40 GMT
#6356
PvT
how to react properly with natural block?
Sometimes terrans block my natural: when i see their scv leave my main, i make him follow by a probe in order to kill it (if he runs away i call back probe). If I see he place ebay in my natural, i call another probe to kill him.
By the way, it happens sometimes I can't kill scv in time, because reaper come and I pull back my probes.
This gives huge delay to protoss.
When they block my natural, they know i have to use units to kill ebay so they attack probes with reaper.
The result is I have to split units and delay the ebay kill.

I tried to punish them with 3 gate pressure but i face mines, so it's pretty suicide. So I was wondering: does dt tech punish them hard? How many chance do I have to hit him with dt and have success?
When they block my natural i get fast 2nd gas, place twilight while delay a bit warpgate for 2 gate and a stalker. Then hit with 3 dts off 2 bases, hitting modules/scvs army.
Is this a correct answer to ebay block? or there is a safer way? Maybe a proxy robo push?
Teoita
Profile Blog Joined January 2011
Italy12246 Posts
Last Edited: 2015-01-05 12:49:29
January 05 2015 12:49 GMT
#6357
No need to go all-in or attack in any way shape or form. Just let your zealot complete (you should always have one building when you msc expand) and in case add a third pylon, warpgate and stalker before expanding normally.
ModeratorProtoss all-ins are like a wok. You can throw whatever you want in there and it will turn out alright.
[PkF] Wire
Profile Joined March 2013
France24232 Posts
January 05 2015 18:44 GMT
#6358
On January 05 2015 10:21 Xinzoe wrote:
Don't know if thats high enough level for you though


Ha ha I'm a terrible player of course that's high enough level for me . I'm on Huk's stream right now, hope I'll get lucky tonight !
las91
Profile Blog Joined May 2011
United States5080 Posts
January 07 2015 01:07 GMT
#6359
Since Deadwing is going to sit in the map pool for the foreseeable future, how do people actually go about playing the map in PvT/PvZ? I've been doing a 3rd base + blink and a bunch of gates for PvZ which has been working fine but I'm pretty lost with PvT on the map. The standard expand -> robo -> 2 gates seems a bit too safe but I'm just not sure how to transition the game into a 3rd base and then a 4th...
In Inca we trust
amnaimediu
Profile Joined January 2015
Egypt1 Post
Last Edited: 2015-01-12 10:26:58
January 12 2015 10:26 GMT
#6360
Bot edit.

User was banned for this post.
cairo
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