Shows how HerO transitions after doing basically no damage
The HotS Protoss Help Me Thread - Page 320
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Olli
Austria24417 Posts
Shows how HerO transitions after doing basically no damage | ||
TedBurtle
Belarus201 Posts
![]() After some research, found hero vs salvation ![]() | ||
Psychotikah
Canada101 Posts
On January 16 2015 00:34 SatedSC2 wrote: http://www.teamliquid.net/forum/sc2-strategy/467544-partings-pvt-the-big-boy-build Should be safe against most "normal" Widow Mine builds, but I wouldn't personally use it if the opponent goes gas-first because Widow Mines can hit stupidly fast when they do that. Thanks a lot! I remember that guide when TL published it but didn't have much time back then to give it much thought. Had the occasion to try it on ladder and it worked very well for me! Terrans overreact so much to a Twilight Council you literally win the game when they scout it! This is going to be a lot of fun ![]() http://www.teamliquid.net/forum/sc2-strategy/461621-sc2-notes-3-base-blink-attack-pvz If the opponent goes for a large swell of Hydralisks then you can hold them off with good Forcefield/Blink micro until you get Colossi BUT be careful of transitions into Mutalisks after they force you to go Colossi with the Hydralisks. Didn't get the chance to practice this one yet. I guess I need to try it out but I'm so afraid to get shoved by roach/hydras XD. I was wondering if anyone tried making a quick Dark Shrine (maybe even before robo) to catch the Z off guard with 1 DT per base and slay some drones? Do you guys think it would drain to much resources from the defense of the 3rd? Thanks a lot for your help Sated ![]() | ||
Gota
Brazil36 Posts
I was wondering if anyone can tell me 1 bo to use in each matchup and some place where I can read about what to check based on timings and bo's of the other player since the game evolved so much I dont think I can halfass like I did before to diamond. Thanks | ||
SatedSC2
England3012 Posts
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Olli
Austria24417 Posts
If it works though they just outright die pretty much | ||
vhapter
Brazil677 Posts
I don't know what to say about Vaani Research Station yet. It looks like swarm host heaven. I'm not sure how effective drops will be on this map. Perhaps they will be strong in the hands of a good player and terrible for bad ones, I dunno. IIRC though, the third looks pretty exposed to large terran and zerg concaves. Taking a 4th could be pretty damn hard, not sure yet. | ||
Xinzoe
Korea (South)2373 Posts
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SatedSC2
England3012 Posts
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[PkF] Wire
France24192 Posts
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justnny
United States171 Posts
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James123
France34 Posts
On January 20 2015 09:46 justnny wrote: I'm hating these new maps. With the backdoor access, direct parade push paths into my main, distant 3rds, 360* access to the mains, and gold everywhere I just lose to everything. Thanks to the delayed release, I can't even watch pro games on the maps to get a feel for how they flow. I agree with you on the delayed but I don't think it's the right place to post that kind of complain. And by the way, WCS will soon be played and you will be able to see pro play the new maps. Even though it's not top korean. | ||
Trfel
7015 Posts
I'm trying to figure out how to execute a 1 gate expand in PvP. I found a VOD of Rain defending HuK's 3 gate pressure with a 1 gate into robo: http://sc2casts.com/cast17195-SKT.Rain-vs-Huk-BO3-in-1-video-IEM-San-Jose-2014-Group-Stage My question is, how would a build like this defend a stargate opening? (3 gate oracle or 4 gate phoenix) Rain could have defended if he had photon overcharged the main nexus, but then he would have trouble defending his natural. Is there a way to do it, or is that just a build order loss? Thanks! | ||
AkashSky
United States257 Posts
On January 21 2015 04:14 Trfel wrote: Hi, I'm trying to figure out how to execute a 1 gate expand in PvP. I found a VOD of Rain defending HuK's 3 gate pressure with a 1 gate into robo: http://sc2casts.com/cast17195-SKT.Rain-vs-Huk-BO3-in-1-video-IEM-San-Jose-2014-Group-Stage My question is, how would a build like this defend a stargate opening? (3 gate oracle or 4 gate phoenix) Rain could have defended if he had photon overcharged the main nexus, but then he would have trouble defending his natural. Is there a way to do it, or is that just a build order loss? Thanks! It is a build order loss. There is nothing the robo can make that shoots up to defend against oracles or void rays. You can photon overcharge twice at best, and after that its just free pickings on harassment. You essentially have to use gateway units to defend, and if your opponent is going all in I don't think it is possible. Perhaps if you go for mass stalker sentry, and hit the perfect forcefields on their gateway units and then quickly snipe their air units. | ||
HelpMeGetBetter
United States763 Posts
Edit: That map in general I hate. Rest of the maps I'm fine with ![]() | ||
Avaek
New Zealand49 Posts
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StalkerFang
Australia68 Posts
So I guess my specific question is, what army composition should I head towards in the mid to late game against a meching terran? Also, when should I try and attack, in a general sense (maxed out, before he masses ravens etc)? Thanks! | ||
[PkF] Wire
France24192 Posts
On January 22 2015 19:04 StalkerFang wrote: Hi guys. I've been having a lot of trouble against meching terrans lately. My basic problem is I have absolutely no idea what sort of army composition I should be heading towards and when I should be attacking. I've tried a really immortal heavy composition but whatever marines they have as well as hellbats seem to run me over. I go towards air and then they just run me over and walk straight past a few void rays to kill all my bases. So I guess my specific question is, what army composition should I head towards in the mid to late game against a meching terran? Also, when should I try and attack, in a general sense (maxed out, before he masses ravens etc)? Thanks! Just scout non stop and pressure him. You don't want the same composition against say heavy hellbat play, heavy tank play with some ghosts or banshees + ravens. Mech units all have pretty hard counters : immortals for tanks/thors, templar/phoenix for banshees, archons and colossi for hellbats. So basically what you want to do is set up your 3 bases infrastructure with 2 robos quite quickly, pressure with immortals and maybe blink if you researched it to keep your opponent from getting his third down too easily, and then adapt to his choice of composition. Immortals + archons with all your minerals going into warp prism harass is a pretty safe bet unless he goes air, in which case you can cut immortals as soon as you identify the air transition and go high templar (for storms and, most importantly, feedbacks) + your own air (tempests or carriers, they both work pretty well, carriers need upgrades though ; a sprinkle of phoenix is never wasted). | ||
deacon.frost
Czech Republic12128 Posts
On January 22 2015 10:55 HelpMeGetBetter wrote: Wow do I hate PvZ on Inferno Pools. I hate vetoing maps, anybody got an okay build for that map? Edit: That map in general I hate. Rest of the maps I'm fine with ![]() I love the map, free 3rd and if zerg goes SH style, free 4th :D Also the map is so huge you can do some WP harass stuff and feel like herO! I open FFE(cannon rush OP), phoenixes(deny ovies), robo(take 3rd), colossi into templars into win ![]() I use the WP to harass, if you have enough APM, use 2 WP. Zerg goes insane in the membrane ![]() I veto this map once Zergs realize they have ovie drops... xD Or maybe not, because if the zerg has units on the island, I can kill his bases pretty easily! ![]() If you are more "timing" oriented, I would go for anything with WP. e.g. +1 gateway all in with nearby pylon and WP in the main, warping on 2 fronts. You can usually snipe a tech building or 2 and then it is a free win. As a diamond player I was able to snipe with this build several masters on Akilon Wastes, it has to work on this map too. I know, diamond science, but I enjoy my spoon macro style and this map is perfect for it. | ||
StalkerFang
Australia68 Posts
On January 22 2015 19:12 [PkF] Wire wrote: Just scout non stop and pressure him. You don't want the same composition against say heavy hellbat play, heavy tank play with some ghosts or banshees + ravens. Mech units all have pretty hard counters : immortals for tanks/thors, templar/phoenix for banshees, archons and colossi for hellbats. So basically what you want to do is set up your 3 bases infrastructure with 2 robos quite quickly, pressure with immortals and maybe blink if you researched it to keep your opponent from getting his third down too easily, and then adapt to his choice of composition. Immortals + archons with all your minerals going into warp prism harass is a pretty safe bet unless he goes air, in which case you can cut immortals as soon as you identify the air transition and go high templar (for storms and, most importantly, feedbacks) + your own air (tempests or carriers, they both work pretty well, carriers need upgrades though ; a sprinkle of phoenix is never wasted). Ok thanks, I guess my main problem was not enough scouting. I'll keep this in mind! | ||
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