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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. |
On April 04 2015 05:00 KingAlphard wrote: Against banshee/viking/raven it looks like the composition you're looking for is carriers/archons/hts. 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. Thanks for response.
Do you leave templar/cannon in base also then? Because banshee harass with 10+ banshee can kill you bases pretty darn fast.
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Against banshee harass I just like to build 3-4 phoenixes and set an oracle on follow behind them. I think it's the most optimal response because it's the only way to chase them down through airspace and it's not that expensive. Banshees are actually a really strong harassment unit since they have such a high range and high dps that they make static defenses look terrible. But honestly I almost always open with stargate against terran so I usually have those units out since the early game (I build the phoenixes reactively against 1-1-1). Never tried with hts but hts don't always kill banshees, they only prevent them from cloaking. Also I don't like the idea of unnecessarily keeping supply stuck inside your bases. Phoenixes/oracle can do lots of other useful things as well.
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What is the general game plan vs terran nowadays? Recently got back into SC2 and I've got pvz and pvp pretty figured out but PvT is just lost on me (as it was before it quit :D) and I want to learn. General tips vs terran? What is the gameplan? At what time should you get upgrades, nexus etc. Please be as specific as possible, assume im retarded vs terran.
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On April 04 2015 06:29 Daimai wrote: What is the general game plan vs terran nowadays? Recently got back into SC2 and I've got pvz and pvp pretty figured out but PvT is just lost on me (as it was before it quit :D) and I want to learn. General tips vs terran? What is the gameplan? At what time should you get upgrades, nexus etc. Please be as specific as possible, assume im retarded vs terran. A very solid and quite unbreakable style goes like this :
- standard gateway FE. - 3 stalkers from the gateway. - robo -> 3-4 obs, first one headed to the opponent's main, other ones to spot agression. - 2 more gates. - natural gasses. - another stalker, robo bay when you can afford it -> non stop colo production. - 2 forges as soon as you can afford it assuming no early game shenanigan. - twilight around 8:30 for blink. - 3 more gates if the T isn't going for a crazy fast 3rd.
With that setup you get 6-9 stalkers total that will defend the main and can take your third with zealots + 2-3 colossi depending on the T build. You then keep on producing colossi while chronoboosting upgrades and charge like a madman. You never take additional gasses after the natural ones and just flood chargelots and colossi while remaking blink stalkers if needed to always have around 14 (try to always have a sentry or two too for guardian shield and the occasional forcefields). You may have an excess in gas nevertheless since you rely a lot on chargelots, so you can add a templar archives or a dark shrine for archons around 15:00.
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On April 04 2015 06:59 [PkF] Wire wrote:Show nested quote +On April 04 2015 06:29 Daimai wrote: What is the general game plan vs terran nowadays? Recently got back into SC2 and I've got pvz and pvp pretty figured out but PvT is just lost on me (as it was before it quit :D) and I want to learn. General tips vs terran? What is the gameplan? At what time should you get upgrades, nexus etc. Please be as specific as possible, assume im retarded vs terran. A very solid and quite unbreakable style goes like this : - standard gateway FE. - 3 stalkers from the gateway. - robo -> 3-4 obs, first one headed to the opponent's main, other ones to spot agression. - 2 more gates. - natural gasses. - another stalker, robo bay when you can afford it -> non stop colo production. - 2 forges as soon as you can afford it assuming no early game shenanigan. - twilight around 8:30 for blink. - 3 more gates if the T isn't going for a crazy fast 3rd. With that setup you get 6-9 stalkers total that will defend the main and can take your third with zealots + 2-3 colossi depending on the T build. You then keep on producing colossi while chronoboosting upgrades and charge like a madman. You never take additional gasses after the natural ones and just flood chargelots and colossi while remaking blink stalkers if needed to always have around 14 (try to always have a sentry or two too for guardian shield and the occasional forcefields). You may have an excess in gas nevertheless since you rely a lot on chargelots, so you can add a templar archives or a dark shrine for archons around 15:00.
Can you post a replay? I'm having a problem with PvT as well. If I try to take a third base, they drop at 2nd base and push 3rd base at the same time.. maybe it's because I don't have obs everywhere.
I have an alternative approach - blink stalkers pressure to keep terran busy, but it doesn't work all the time.
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Can some one tell me the most common stratery in PvZ and PvP nowaday ? Thank you !
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Germany25649 Posts
On April 04 2015 14:59 phapsubongtio wrote: Can some one tell me the most common stratery in PvZ and PvP nowaday ? Thank you !
You should just read the OP
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On April 04 2015 18:23 KadaverBB wrote:Show nested quote +On April 04 2015 14:59 phapsubongtio wrote: Can some one tell me the most common stratery in PvZ and PvP nowaday ? Thank you ! You should just read the OP 
Can you give me some safe and common builds for this Match-ups ? Tks
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Italy12246 Posts
Again, read the original post, and the mod note on top of the thread while you are at it
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So, according to what Teoita told me some post ago in this thread, I was looking through Proleage vods in search of a "passive blink build" for PvP, and I think I've found one here. In this game both Zest and Creator went for blink openers, but I think I like the one Zest did a bit more - can you guys give me some advice as to which of those openers is better for a complete beginner?
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Italy12246 Posts
The thing with blink builds is that they vary a lot depending on player styles, execution, and the specific situation in the game. It's really, really hard to describe every situation and frankly im not even that great at executing them. The more basic tips off the top of my head are:
1) If you are going robo along with blink it's really hard to pressure anyone without an expansion; so take your own nexus, keep scouting for his. Blink plus robo should give you enough units to defend whatever comes your way 2) If you dont know wether someone is going oracle, always keep two stalkers at home to defend. If you know he's doing something else or kill the oracle you should be free to move all your units on the map 3) Same goes for dt builds, but you want at least one obs. DT drops in your main plus a dt in your natural is a common followup to dt expand, so making one observer per base 4) If you see some kind of fast nexus you can pressure with your stalkers while having a robo and maybe even nexus at home. Depending on the specific builds and situation you can be more or less aggressive, it's really hard to gauge and a huge part of playing blink well. Note that a nexus started past about 5 minutes means he can possibly have some kind of tech, so keep a couple of stalkers in your main until you know what he's up to. 5) If you start a robo and you are playing a blink mirror, do NOT move on the map as he could easily have 2 extra blink stalkers and run you over.
In general, blink/robo builds with a decent probe counts and eventually a nexus are one of those builds that are pretty decent vs everything, but not absolutely great vs anything, and you really need good execution to make them pay off. It's a hard style to play and i guarantee you will have lots of silly losses, but in the right hands it can be really strong
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On April 04 2015 08:33 darkness wrote:Show nested quote +On April 04 2015 06:59 [PkF] Wire wrote:On April 04 2015 06:29 Daimai wrote: What is the general game plan vs terran nowadays? Recently got back into SC2 and I've got pvz and pvp pretty figured out but PvT is just lost on me (as it was before it quit :D) and I want to learn. General tips vs terran? What is the gameplan? At what time should you get upgrades, nexus etc. Please be as specific as possible, assume im retarded vs terran. A very solid and quite unbreakable style goes like this : - standard gateway FE. - 3 stalkers from the gateway. - robo -> 3-4 obs, first one headed to the opponent's main, other ones to spot agression. - 2 more gates. - natural gasses. - another stalker, robo bay when you can afford it -> non stop colo production. - 2 forges as soon as you can afford it assuming no early game shenanigan. - twilight around 8:30 for blink. - 3 more gates if the T isn't going for a crazy fast 3rd. With that setup you get 6-9 stalkers total that will defend the main and can take your third with zealots + 2-3 colossi depending on the T build. You then keep on producing colossi while chronoboosting upgrades and charge like a madman. You never take additional gasses after the natural ones and just flood chargelots and colossi while remaking blink stalkers if needed to always have around 14 (try to always have a sentry or two too for guardian shield and the occasional forcefields). You may have an excess in gas nevertheless since you rely a lot on chargelots, so you can add a templar archives or a dark shrine for archons around 15:00. Can you post a replay? I'm having a problem with PvT as well. If I try to take a third base, they drop at 2nd base and push 3rd base at the same time.. maybe it's because I don't have obs everywhere. I have an alternative approach - blink stalkers pressure to keep terran busy, but it doesn't work all the time. This style I play is a mix of two influences :
1) Pigbaby's game on Overgrowth vs Taeja (this, game begins around 12:00). 2) Terminator's game on King Sejong Station vs FanTaSy (this).
You should watch them and keep what you like in both to make your own style. I doubt a replay of mine would be useful, I'm a dreadful player sadly.
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Italy12246 Posts
Blink pressure builds with tech behind it are way way harder to pull off because you end up just having less observers to spot drops in the mid/lategame. PvT really is all about observer and army positioning, and having units in place at all times. If you watch top koreans they even split their colossi in half, keeping some for drop defense, until they see the full terran army coming for their third with an observer.
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On April 04 2015 23:02 Teoita wrote: The thing with blink builds is that they vary a lot depending on player styles, execution, and the specific situation in the game. It's really, really hard to describe every situation and frankly im not even that great at executing them. The more basic tips off the top of my head are:
1) If you are going robo along with blink it's really hard to pressure anyone without an expansion; so take your own nexus, keep scouting for his. Blink plus robo should give you enough units to defend whatever comes your way 2) If you dont know wether someone is going oracle, always keep two stalkers at home to defend. If you know he's doing something else or kill the oracle you should be free to move all your units on the map 3) Same goes for dt builds, but you want at least one obs. DT drops in your main plus a dt in your natural is a common followup to dt expand, so making one observer per base 4) If you see some kind of fast nexus you can pressure with your stalkers while having a robo and maybe even nexus at home. Depending on the specific builds and situation you can be more or less aggressive, it's really hard to gauge and a huge part of playing blink well. Note that a nexus started past about 5 minutes means he can possibly have some kind of tech, so keep a couple of stalkers in your main until you know what he's up to. 5) If you start a robo and you are playing a blink mirror, do NOT move on the map as he could easily have 2 extra blink stalkers and run you over.
In general, blink/robo builds with a decent probe counts and eventually a nexus are one of those builds that are pretty decent vs everything, but not absolutely great vs anything, and you really need good execution to make them pay off. It's a hard style to play and i guarantee you will have lots of silly losses, but in the right hands it can be really strong
Thanks, this is some great stuff! I already assume I'm going to lose a lot, since it's a part of the learning process. I've always enjoyed watching PvP and generally I like playing mirror matchups (I loved zvz when I was playing zerg), so I hope this is gonna be a lot of fun. Plus, practicing micro with blink stalkers will certainly help when LotV is released.
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Havent played since WoL, Bought HotS ages ago but never played lol.
Looking for a build (or two) that works in all matchups, preferably 2 base, i want to relearn the game not cheese my way back to plat/diamond
Does such a thing still exist in Hots? I know in WoL i think i used a 2gate+robo opening in vP vT and an FFE in vZ
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Italy12246 Posts
As far as openings you can msc expand in PvT/PvZ and 3stalker rush in PvP i guess, but those builds are just openings that cover the first 5 or so minutes. Past that point no, there's no such thing
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On April 04 2015 23:35 Teoita wrote: As far as openings you can msc expand in PvT/PvZ and 3stalker rush in PvP i guess, but those builds are just openings that cover the first 5 or so minutes. Past that point no, there's no such thing
Yeah thats basically what im looking for, safe openings that stop naughty all ins and cheese.
EDIT: Cant seem to find the builds youre recommending though in the protoss strat portal though 
Wait, i found the 3 stalker rush i guess http://wiki.teamliquid.net/starcraft2/3_Stalker_Rush_(vs._Protoss)
Wheres the other one?
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Italy12246 Posts
On my PvT articles for example: http://www.teamliquid.net/forum/sc2-strategy/426047-2-base-templar-pvt http://www.teamliquid.net/forum/sc2-strategy/406601-tails-722-dark-templar-drop-and-fe
Basically you just either open with gate/core, and either a single gas or 2x gas with 2x probes on each, make a nexus before your third pylon, then mothership core/pylon/warpgate/eventual second gas, then you just tech up. The standard units off the gate in pvt are 3 stalkers, and one zealot and two sentries in pvz.
For the pvp 3stalker rush the idea is still gate/core opener; you can open 15/15 gas with this as well, second gate while core is building, make one stalker, msc, warpgate, two extra stalkers. Note that you need quite a bit of gas if you want both the stalkers and the early msc, which is why i like opening 15/15 gas.
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Thanks alot, thats basically everything i need to get started right there <3
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Dealing with 3 hatch before pool on Deadwing?
I've started using the kil-a-zerg tasteless build as detailed here: http://www.teamliquid.net/forum/sc2-strategy/447483-the-great-book-of-protoss-bullshit (scroll down a bit)
I've had great success with the build, winning like 8 games in a row PvZ with it yesterday when I learnt it, however I just got trashed on deadwing by a zerg going 3 Hatch before pool.
For those who don't want to read the build, you pressure with 4gate zealot warpins at a zergs 3rd at around 6 minutes, after a gateway expand. However the zerg this game had just so many lings, and fended me off easily then broke into my natural with a swarm of lings.
Anyway, can anyone reccommed a build to transition into when scouting a 3 hatch before pool? Whats the correct reaction to it if you are gateway expanding? Should I be gateway expanding on deadwing or maybe FFE? Cheers.
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