The HotS Protoss Help Me Thread - Page 336
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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. | ||
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Olli
Austria24417 Posts
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iMrising
United States1099 Posts
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vhapter
Brazil677 Posts
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PtitDrogo
France162 Posts
On March 29 2015 11:32 iMrising wrote: about when/do you ever get a 2nd robo in pvt? I always feel like I want to overload on robo production because whenever a warp prism/obs/col get sniped I want to quickly replace it. When you have a fourth running assuming you're not trading constently with the T. Usually for me it will go like "uh not much is happenning time to add 5 gates and a robo" | ||
SC2Toastie
Netherlands5725 Posts
Between Secret Springs, Vaani and Inferno, I feel like cannonrushing or just leaving when I roll Protoss, those maps are really hard T__T | ||
iMrising
United States1099 Posts
On March 31 2015 02:56 SC2Toastie wrote: Got another question. How to play Vaani vs Zergs that are content to just make muta and lings and just counterattack-all-the-fucking-time? The map is so large you really can't punish them either. Between Secret Springs, Vaani and Inferno, I feel like cannonrushing or just leaving when I roll Protoss, those maps are really hard T__T Interestingly enough those are the 3 maps I vetoed | ||
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Teoita
Italy12246 Posts
Veto the expediiton lost, inferno and secret spring, they are pretty fucking unplayable imo | ||
PtitDrogo
France162 Posts
I almost never play Pvz on secret spring because every Zerg vetoes it, and the rare game I play just go into 4 gate into win so I don't have any real experience in counter attack on this map. But I guess if all zergs vetoes it it's toss favored. Inferno pool is fucking unplayable PvZ. | ||
SC2Toastie
Netherlands5725 Posts
![]() I was hoping somebody could shed some light on it, but no problem! Thanks for trying ![]() | ||
PoulsenB
Poland7710 Posts
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Teoita
Italy12246 Posts
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PoulsenB
Poland7710 Posts
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Teoita
Italy12246 Posts
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Mozdk
Denmark6989 Posts
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iMrising
United States1099 Posts
http://imgur.com/a/fubYr#0 This is a standard sized ramp O.o | ||
KingAlphard
Italy1705 Posts
On April 01 2015 12:14 iMrising wrote: I assume you mean the natural? http://imgur.com/a/fubYr#0 This is a standard sized ramp O.o That's not the best wall. The correct placement is building the 1st pylon so that the 1 hex space is between the pylon and the edge of the ramp, while everything else is covered by the other 3x3 buildings. That way you can build those 3x3 buildings without needing a 2nd pylon behind. If it's a 1 hex space, then a unit can always block zerglings from entering, however I still lose games to a single runby because I don't position the unit properly. You can build 2 different (symmetric) wall offs, each one has the hole in one side of the ramp. I recommend choosing the hole so that you have to cover the smallest distance to get inside your main. That helps a lot when dealing with massive runbys/ mutalisks/etc. when you don't have recall. | ||
Icekin
88 Posts
On April 02 2015 04:26 KingAlphard wrote: If it's a 1 hex space, then a unit can always block zerglings from entering, however I still lose games to a single runby because I don't position the unit properly. There is a know bug among the protoss players, that blizzard didn't fix for no know reason. It happens when a side of the 1 square hole is a map edge or a map structure (like vespene gas patch). If the hole is between 2 buildings (usually pylon and forge, or pylon and gate), lings won't pass throught you zealot. http://us.battle.net/sc2/en/search?q=wall lings http://us.battle.net/sc2/en/forum/topic/1219752063#1 etc. | ||
Lazermonkey
Sweden2176 Posts
basically, they superturtel with tanks + bunkers + planetary untill about 3/4 bases where they go mass banshee/viking/raven. Seekers + a quadrilion missle turrets/planetary/tanks is super lame to deal with and the only way I've dealt with it this far is just very methodical play, taking alot fo bases and shit, getting quite alot of templars. I've had mixed results with this tough, and I'm wondering if you guys have faced this style since it seems to be one of these " kinda lame untill you figure it out"-styles of terran. | ||
KingAlphard
Italy1705 Posts
If you went straight into carriers (upon scouting mech) you can use that as a timing, storm everything and amove. But you can't do that always, for example if he goes for a lot of turrets or widow mines. If you started with standard immortal/archon midgame, then slowly trade your zealots/immortals, either with a big timing or with multipronged attacks (remember in particular than a decent amount of +3 immortals can snipe an undefended planetary before the terran player realizes it is being attacked), and replace them with carriers. Obviously if your opponent already has a lot of vikings, then switching to carriers from immortal/archon doesn't make that much sense, but I can tell you that it works, especially considering that your opponent can otherwise snipe the observers with vikings and abuse cloak if you don't have air units to protect them. Anyway, the general the response to banshees added in, is just making sure that you have a large pack of archons/hts in the mix. A good rule of thumb against mech is that until BCs are added, carriers/hts crushes everything. Of course the only thing you don't wanna do is directly engage against turrets/seekers. If you get seeker'd, pull back everything and use storms to safely retreat. Basically you wanna mass cannons in the middle of the map, take all bases (priority to those closer to your opponent if you can , to steal his resources) and split hts. Wait for the opponent to move out and hit the money storms. Against air mech, you can actually win with just feedbacks and storms. Be careful about ghosts though. If your opponent starts massing BCs it gets harder because Yamatos destroy carriers before they even get in range. Again HTs are great but a smart opponent will get a few ghosts/tanks to zone them out. In that situation I don't have that much experience, tempests are useless because of PDD (which will be nerfed at least). But I won games by taking the engagement in my side of the map and then literally warping 40 stalkers/archons at the same time around my opponent's army. Gateway units are incredibly good in a remax situation vs mech because it takes so much time for him to rebuild his units while you remax instantly as long as you have enough warpgates. I theorycraft (never tried) that you could actually beat BC/Raven solely by massing stalkers and being in multiple places at the same time, harassing mineral lines and production facilities. | ||
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EsportsJohn
United States4883 Posts
Nice to see all of your beautiful Protoss faces again. Good luck in LotV! (LOL SEE THAT'S SARCASM) :p | ||
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