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The HotS Protoss Help Me Thread - Page 342

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.
iMrising
Profile Blog Joined March 2012
United States1099 Posts
May 01 2015 20:07 GMT
#6821
On May 02 2015 04:06 KingAlphard wrote:
Archons and Colossi can't pass through 1 hex space. The only protoss unit that can pass through the diagonal is the probe.
Colossi can almost always bypass that thanks to cliffs. So usually it's the archons that give trouble, especially if you recall.

Show nested quote +

I've managed to get to master league on the back of having decent macro/build orders, but my engagements are awful. I don't actually know how to fight - where to fight, when, when not to, good positions, bad positions. Because of this I tend to throw a lot of my games from huge leads because my fights go so poorly. Can anyone give me a basic summary of how I should be fighting, i.e. what kind of positions I want to take, to fight in, or not fight in etc.

Please be more specific. In general, watch pro games and practice a lot and you will improve on that.

actually you might be right. i remember archons being awful when mutas would fly in your main.
Lings can also go through the diagonal space
$O$ | soO
Xaeldaren
Profile Joined June 2010
Ireland588 Posts
May 01 2015 23:46 GMT
#6822
On May 02 2015 04:29 Xaeldaren wrote:
Show nested quote +
On May 02 2015 04:06 KingAlphard wrote:
Archons and Colossi can't pass through 1 hex space. The only protoss unit that can pass through the diagonal is the probe.
Colossi can almost always bypass that thanks to cliffs. So usually it's the archons that give trouble, especially if you recall.


I've managed to get to master league on the back of having decent macro/build orders, but my engagements are awful. I don't actually know how to fight - where to fight, when, when not to, good positions, bad positions. Because of this I tend to throw a lot of my games from huge leads because my fights go so poorly. Can anyone give me a basic summary of how I should be fighting, i.e. what kind of positions I want to take, to fight in, or not fight in etc.

Please be more specific. In general, watch pro games and practice a lot and you will improve on that.


I lose a lot of fights I feel I "should" win, for example: http://ggtracker.com/matches/5957794 I have a higher army supply, better upgrades, but my micro is awful and I lose terribly.

I don't know how to get better at controlling my units, or knowing when/where to fight. It's so depressing to lose games over and over despite my opponent's donating medivacs, or losing bases/workers to harassment, but the big main fight happens and I get crushed because I'm so shit at micro.


Can anyone help?
PtitDrogo
Profile Joined May 2011
France163 Posts
May 02 2015 00:24 GMT
#6823
In this very particular instance, at the final fight at 12:30. I would have forcefieldoff the army at the left then blinked up at the small army at the right.
But that's a very particular move that is only possible because you were ahead. In general if the zerg can fight you with a perfect concave just don't fight.
For exemple trying to get near the fourth and cutting off his army would have been better since it's a lot harder for him to surround your army.
Remember, learning to fight is half controlling your army and half choosing where to fight.
Progamer
Xaeldaren
Profile Joined June 2010
Ireland588 Posts
May 02 2015 01:09 GMT
#6824
Thanks for the tip! I'll try and focus more on getting zerg into a bad position. I feel like I get too caught up on hitting a "timing" or if I take too long there'll be broodlords, or vipers or who knows what so I just attack as fast as I can, even if it means down a ramp into a concave, and then I just die.
dchaudh
Profile Joined March 2015
58 Posts
Last Edited: 2015-05-02 05:51:49
May 02 2015 05:49 GMT
#6825
On May 02 2015 03:02 iMrising wrote:
You are right. Having 1 unit space for the zealot is ideal. You don't want a complete seal.
Immortals, archons and colossus can pass through the 1 unit space. What they can't pass is a diagonal unit (when buildings leave a small space by touching each other by a diagonal, not adjacently), which isn't quite a full 1 unit space. It kind of looks like a full unit space, which is why it might be deceiving


Okay thanks. I was able to do the building placement such that i could block the space with one zealot, who has to be positioned exactly in the center in order to seal off against all units including probes, but through which units of various size (probes/zealots/immortals/colossi/archons) can pass when the zealot is removed.

Two quick follow-up questions:
1) If a wall is impermeable to probes, can we infer that the wall will be impermeable to zerglings? (Just not sure if zerglings are smaller than worker units - I figured it's plausible that lings could get through given they take up less supply and are physically smaller on-screen so I wanted to check.)

2) Is there a benefit to using the hex-based building grid (as opposed to the basic square-based building grid that we see when graphics are set to low)? I didn't see a benefit when it came to walling-off but wasn't sure if there was a benefit for other sim-city purposes.

Thanks again for your help (and for bearing with my questions).
KingAlphard
Profile Blog Joined August 2012
Italy1705 Posts
Last Edited: 2015-05-02 09:28:02
May 02 2015 09:26 GMT
#6826
I think that there can be 2 main issues with micro.
1. Not knowing how to engage.
This can be fixed by watching exactly what pros do (better in first person view) in that specific situation.
2. Knowing how to engage but not being able to execute it.
This means that before engaging you are seeing in your head a fragment of a progamer doing that engagement and easily winning it, but you just can't repeat it. Thr best way to fix this is simply practising more.

SnakeDoctor
Profile Joined November 2010
Poland121 Posts
May 03 2015 15:01 GMT
#6827
Hi,

I could use some help with the following PvP scenario:

I usually open 1 gate into robo and then either expand or add gates if there is inbound pressure. Lately I've been having some problems with stargate builds. I can deflect the first oracle easily enough but if my opponent goes for mass (4+) phoenixes it's autoloss even though the game can last for a bit.

The phoenixes pretty much ignore the low stalker count and I loose probes. I tried adding cannons and going blink but with his map control and superior economy he can pretty much overpower me with any composition and phoenixes.

So what should be my response? I'm plat/diamond if that counts.

Olli
Profile Blog Joined February 2012
Austria24417 Posts
Last Edited: 2015-05-03 15:17:03
May 03 2015 15:15 GMT
#6828
What you described is precisely why nobody opens 1 base robo anymore. Just don't do it.

It's the same story if they open double oracle, you will get dragged around and lose probes constantly while also losing all map control.
Administrator"Declaring anything a disaster because aLive popped up out of nowhere is just downright silly."
[PkF] Wire
Profile Joined March 2013
France24209 Posts
May 03 2015 15:42 GMT
#6829
On May 04 2015 00:01 SnakeDoctor wrote:
Hi,

I could use some help with the following PvP scenario:

I usually open 1 gate into robo and then either expand or add gates if there is inbound pressure. Lately I've been having some problems with stargate builds. I can deflect the first oracle easily enough but if my opponent goes for mass (4+) phoenixes it's autoloss even though the game can last for a bit.

The phoenixes pretty much ignore the low stalker count and I loose probes. I tried adding cannons and going blink but with his map control and superior economy he can pretty much overpower me with any composition and phoenixes.

So what should be my response? I'm plat/diamond if that counts.


You don't need a really fast robo to deal with pressures. You should learn the safe 2 gates safe expand build (http://www.teamliquid.net/forum/sc2-strategy/429557-stable-pvp-two-gate-safe-fe or http://www.reddit.com/r/allthingsprotoss/comments/2drx7y/build_of_the_week_pvp_2_gate_safe_expand/). That build expands safely (you'll have to cancel against some dedicated pressures) while allowing you to get enough stalkers so that you shouldn't take game ending damage against air harass while going blink. The cool thing about this build is that it's extremely flexible, you can get the robo before expanding or after (beware, DTs can catch you off guard since the robo is quite late in that case), get 3 stalkers and 2 sentries instead of 2 sentries 3 stalkers... It's a great ladder build overall. It's a shit tournament build since it's so easily metagamed -and let's not lie to ourselves, you're behind against a player that opened stargate and has good multitask- but as long as you just want to improve on your PvP and virtually always reach the midgame in an at worse mildly bad position, that build is excellent.
KatatoniK
Profile Blog Joined October 2013
United Kingdom978 Posts
May 03 2015 16:21 GMT
#6830
I post here probably way too much asking for help but now I'm struggling with PvT, in a really fucking demoralising way (9 PvT losses in a row). It doesn't seem to matter how I play (when I go for a build that isn't proxy dark shrine) I die regardless.

I try to keep up economically, I die because I don't get tech quick enough.

I go for tech and the Terran gets ahead in economy, I die because I don't have the money to produce enough units to not get steamrolled by the cheap as shit Terran army.

Then there's the fact it's nearly impossible to hold a 3rd a lot of the time.

This game is my most recent, on cactus valley and shows what I'm talking about perfectly.

http://sc2replaystats.com/replay/1575526

If I didn't have all those gateways I'd have died to the first bit of pressure put on me but then I just get contained and can't break it because I don't have the tech or the money to get the tech because of the constant poking the T does. So my 3rd is super late and by that point both my main and natural are almost mined out. And this is after doing quite a bit of damage to the T's economy early on.

http://sc2replaystats.com/replay/1575532

Again on Cactus Valley, I macro up, get my tech then get buttfucked by 3 ghosts EMPing my army while I'm looking away so the stimmed bio can clean it up without issue.

The last game I found myself winning after looking through my account on sc2replaystats is this

http://sc2replaystats.com/replay/1575563

Where I open Dark Shrine then go into some weird almost pure templar build which I win with.

I know it's not a mental block because I've won macro PvTs before and in convincing fashion. I know I can do it and I go into every game thinking "this is the one where I break the losing streak" so I'm going to assume I just somehow play like a total idiot and do stupid builds or I need to re-evaluate my playstyle and just learn how to all-in.
Flying on the Jin Air hype plane. Lets go Maru, Rogue, sOs and the handsome CJ herO
KingAlphard
Profile Blog Joined August 2012
Italy1705 Posts
May 03 2015 17:52 GMT
#6831
1st game vs Dowel on Cactus Valley:

Ok so here your build doesn't make sense. Aside from the fact that your proxy stargate is at least 40 seconds late, you go for +2 gateways, which is pretty much all in. If you wanted to go macro, you could very well expand off of 1 gateway at around 5:30. Had you actually used those 3 warpgates offensively, you could have instantly won the game. So I don't really understand how you can say that
If I didn't have all those gateways I'd have died to the first bit of pressure put on me

When you clearly saw with the oracle that he had no factory/starport as well as no tech labs on the barracks = no pressure possible whatsoever in the next 5 minutes.
If you did what I said - 5:30 expo off of 1 gateway into +2 gateways - you would have hold the 11:00 attack just as easily. Actually, to hold that attack you only needed 2-3 sentries to forcefield off the entrance and a few stalkers without blink/zealots.

I don't wanna say that going for blink first was a mistake, but you definitely overbuilt stalkers, unnecessarily delaying your colossus tech (for several minutes) to the point of putting yourself all in. You can't stay on pure stalkers until the 20th minutes mark.

From there on the main problem is not decision making but rather multitasking/production. You banked 2500/1500 on 2 bases (1 of them mined out). If at 25:00 all your bank was used in zealots/stalkers/whatever at your opponent's natural, well, it would have been an absolute stomp. Practice more and these kind of things should fix by themselves.

2nd game vs Kamy on Cactus Valley:

So all you see at 4:30 is no natural and a reactor on a rax on the ramp. Your reaction is going +2 gateways. I'm not saying it's wrong, but you had to get a robo immediately too (at 5:00, not at 7:00). Most terran 1 base build comprehend some kind of widow mine pressure, and robotics is useful for other things as well: immortals (very good vs marine/marauder attacks), and direct access to colossus tech later on.

You CRUSH his attack, he loses everything, and you still have 1 overcharge available. It's the moment to chronoboost tons of probes and tech to everything at the same time!... instead you play incredibly safe, cutting probes and adding additional gateways, teching very slowly. Really?

In the end, you lost because you had 11 stalkers in your main doing nothing. Putting them there to defend from drops wasn't wrong but you need to keep tag on the terran army somehow (observers , hallucinated phoenixes, oracles, suicide zealots, etc.), and join them with your army if he is going for a full frontal attack.

3rd game vs Makabay on Coda:

Hmmm you should fix your build order. Obviously 1 base dt is a terrible build, especially on 2 player maps. Still, you had way too few probes and the dts were way too late. Also you could have done much more damage if you controlled them properly and stayed outside of turret range. But still, a terrible opening overall.

Game goes full gold league from there on so I'm not gonna comment on that.


--------------------------

In general I can recognize some patterns in your games, so here's some general advices.

- Get a faster robo and colossus tech. You tend to get them really late, prefering blink first. I'm not the biggest fan of blink first build, and probably it's because I can't do the same things that pros to with them. If that's true for me, let alone for a gold league player. Obviously I'm not saying you should neglect blink in any matchup, but PvT is where it's harder to make them work imo, unless you go 1 base all in.
Colossi are much easier to work with since they give a good punch and don't require crazy control, and they are good to get into the midgame with against a stimmed bio+medivacs composition.
Robo is also really good against any type of attack, as I already said: observers give you detection against widow mines, and immortals are really strong against anything on the ground. So against attacks, get a quick robo rather than a ton of gateways.

- Build less stalkers and more zealots/sentries, especially in the early game. Stalkers are useful if you kite with them (not possible against marauders) or if you have blink and he doesn't have stim, but other than that, zealots + (tech to something or build immortals/colossi ), or zealots/sentries is much better.

- Build more probes. You tend to cut probes too often unnecessarily. You absolutely have to stop if you are being heavy pressured, but after you destroy an attack, you should chronoboost probes all the time for a while. Sometimes, I think that you even stop building probes too early against an attack. Try to follow this advice and see how it goes for you.







shizznit
Profile Joined May 2015
23 Posts
May 03 2015 23:56 GMT
#6832
How do you properly open phoenix in pvp?

I've seen a guy open stargate, warpgate, stalker, gate, then expo once he saw I also went phoenix

I've been going msc, stalker, stargate, warpgate, then adding 2 gates when I can ( just winging it really i'm new to opening with phoenix )

can someone give me the ins and outs, a quick rundown on this style of play as I enjoy the fuark out of using phoenix
F0nze
Profile Joined March 2015
United States26 Posts
May 04 2015 06:09 GMT
#6833
Hello. Diamond Protoss,
look I have a problem.
I see people hotkey all their nexii onto one hotkey.... okay..
I'm a long-time BW player, 6+ years(my first TL account is from 2006),
and hotkey'ing my expansion nexus to 3 and my main to 4 is cool,
but I see people, even proGamers, hotkey their nexii onto just one hotkey...

SO I tried it. Problem is... now I hit the hotkey, double tap it, it takes me to my nat.. ONLY to my nat. What the?
How do I cycle through the buildings?
Someone told me tab but that doesn't work. Is this even possible?
[Every hour, a coward is devoured.] Diamond level Protoss; NA server.
iMrising
Profile Blog Joined March 2012
United States1099 Posts
May 04 2015 07:02 GMT
#6834
On May 02 2015 14:49 dchaudh wrote:
Show nested quote +
On May 02 2015 03:02 iMrising wrote:
You are right. Having 1 unit space for the zealot is ideal. You don't want a complete seal.
Immortals, archons and colossus can pass through the 1 unit space. What they can't pass is a diagonal unit (when buildings leave a small space by touching each other by a diagonal, not adjacently), which isn't quite a full 1 unit space. It kind of looks like a full unit space, which is why it might be deceiving


Okay thanks. I was able to do the building placement such that i could block the space with one zealot, who has to be positioned exactly in the center in order to seal off against all units including probes, but through which units of various size (probes/zealots/immortals/colossi/archons) can pass when the zealot is removed.

Two quick follow-up questions:
1) If a wall is impermeable to probes, can we infer that the wall will be impermeable to zerglings? (Just not sure if zerglings are smaller than worker units - I figured it's plausible that lings could get through given they take up less supply and are physically smaller on-screen so I wanted to check.)

2) Is there a benefit to using the hex-based building grid (as opposed to the basic square-based building grid that we see when graphics are set to low)? I didn't see a benefit when it came to walling-off but wasn't sure if there was a benefit for other sim-city purposes.

Thanks again for your help (and for bearing with my questions).

1) Yes
2) I don't think there's any benefit. It looks cooler though
$O$ | soO
Roadog
Profile Joined May 2012
Canada1670 Posts
May 04 2015 07:07 GMT
#6835
On May 04 2015 15:09 F0nze wrote:
Hello. Diamond Protoss,
look I have a problem.
I see people hotkey all their nexii onto one hotkey.... okay..
I'm a long-time BW player, 6+ years(my first TL account is from 2006),
and hotkey'ing my expansion nexus to 3 and my main to 4 is cool,
but I see people, even proGamers, hotkey their nexii onto just one hotkey...

SO I tried it. Problem is... now I hit the hotkey, double tap it, it takes me to my nat.. ONLY to my nat. What the?
How do I cycle through the buildings?
Someone told me tab but that doesn't work. Is this even possible?

You can use the base cam hotkey which will cycle between your bases if you repeatedly press it. Alternatively, you can set camera locations for all the important places, including all your bases.
sOs fan. Zerg just seem to have the most...potential. Dubbo Robo Colo! Why I play Protoss: Stalkers, bacon, toilets and mama -- Chelsea FC
insitelol
Profile Joined August 2012
845 Posts
May 04 2015 09:12 GMT
#6836
Yes. Just use camera keys. It so much easier.
Less is more.
Icekin
Profile Joined December 2014
88 Posts
May 04 2015 09:53 GMT
#6837
Hi guys
It seems there is a new cheese in PvT, something weird like pylon+gate in da face of the terran.
Anyone can link this build or what to do?
Send probe at start, pylon, gate to block terran gas, then no stop zealot production?
KatatoniK
Profile Blog Joined October 2013
United Kingdom978 Posts
May 04 2015 14:05 GMT
#6838
On May 04 2015 02:52 KingAlphard wrote:
1st game vs Dowel on Cactus Valley:

Ok so here your build doesn't make sense. Aside from the fact that your proxy stargate is at least 40 seconds late, you go for +2 gateways, which is pretty much all in. If you wanted to go macro, you could very well expand off of 1 gateway at around 5:30. Had you actually used those 3 warpgates offensively, you could have instantly won the game. So I don't really understand how you can say that
Show nested quote +
If I didn't have all those gateways I'd have died to the first bit of pressure put on me

When you clearly saw with the oracle that he had no factory/starport as well as no tech labs on the barracks = no pressure possible whatsoever in the next 5 minutes.
If you did what I said - 5:30 expo off of 1 gateway into +2 gateways - you would have hold the 11:00 attack just as easily. Actually, to hold that attack you only needed 2-3 sentries to forcefield off the entrance and a few stalkers without blink/zealots.

I don't wanna say that going for blink first was a mistake, but you definitely overbuilt stalkers, unnecessarily delaying your colossus tech (for several minutes) to the point of putting yourself all in. You can't stay on pure stalkers until the 20th minutes mark.

From there on the main problem is not decision making but rather multitasking/production. You banked 2500/1500 on 2 bases (1 of them mined out). If at 25:00 all your bank was used in zealots/stalkers/whatever at your opponent's natural, well, it would have been an absolute stomp. Practice more and these kind of things should fix by themselves.

2nd game vs Kamy on Cactus Valley:

So all you see at 4:30 is no natural and a reactor on a rax on the ramp. Your reaction is going +2 gateways. I'm not saying it's wrong, but you had to get a robo immediately too (at 5:00, not at 7:00). Most terran 1 base build comprehend some kind of widow mine pressure, and robotics is useful for other things as well: immortals (very good vs marine/marauder attacks), and direct access to colossus tech later on.

You CRUSH his attack, he loses everything, and you still have 1 overcharge available. It's the moment to chronoboost tons of probes and tech to everything at the same time!... instead you play incredibly safe, cutting probes and adding additional gateways, teching very slowly. Really?

In the end, you lost because you had 11 stalkers in your main doing nothing. Putting them there to defend from drops wasn't wrong but you need to keep tag on the terran army somehow (observers , hallucinated phoenixes, oracles, suicide zealots, etc.), and join them with your army if he is going for a full frontal attack.

3rd game vs Makabay on Coda:

Hmmm you should fix your build order. Obviously 1 base dt is a terrible build, especially on 2 player maps. Still, you had way too few probes and the dts were way too late. Also you could have done much more damage if you controlled them properly and stayed outside of turret range. But still, a terrible opening overall.

Game goes full gold league from there on so I'm not gonna comment on that.


--------------------------

In general I can recognize some patterns in your games, so here's some general advices.

- Get a faster robo and colossus tech. You tend to get them really late, prefering blink first. I'm not the biggest fan of blink first build, and probably it's because I can't do the same things that pros to with them. If that's true for me, let alone for a gold league player. Obviously I'm not saying you should neglect blink in any matchup, but PvT is where it's harder to make them work imo, unless you go 1 base all in.
Colossi are much easier to work with since they give a good punch and don't require crazy control, and they are good to get into the midgame with against a stimmed bio+medivacs composition.
Robo is also really good against any type of attack, as I already said: observers give you detection against widow mines, and immortals are really strong against anything on the ground. So against attacks, get a quick robo rather than a ton of gateways.

- Build less stalkers and more zealots/sentries, especially in the early game. Stalkers are useful if you kite with them (not possible against marauders) or if you have blink and he doesn't have stim, but other than that, zealots + (tech to something or build immortals/colossi ), or zealots/sentries is much better.

- Build more probes. You tend to cut probes too often unnecessarily. You absolutely have to stop if you are being heavy pressured, but after you destroy an attack, you should chronoboost probes all the time for a while. Sometimes, I think that you even stop building probes too early against an attack. Try to follow this advice and see how it goes for you.


Yeah this isn't working either.

http://sc2replaystats.com/replay/1576084

http://sc2replaystats.com/replay/1577621

Blizz needs to add a veto match-up option until they fix the stupidity that is bio. Because holy shit PvT is fucking terrible.
Flying on the Jin Air hype plane. Lets go Maru, Rogue, sOs and the handsome CJ herO
shizznit
Profile Joined May 2015
23 Posts
May 04 2015 14:08 GMT
#6839
On May 04 2015 23:05 KatatoniK wrote:
Show nested quote +
On May 04 2015 02:52 KingAlphard wrote:
1st game vs Dowel on Cactus Valley:

Ok so here your build doesn't make sense. Aside from the fact that your proxy stargate is at least 40 seconds late, you go for +2 gateways, which is pretty much all in. If you wanted to go macro, you could very well expand off of 1 gateway at around 5:30. Had you actually used those 3 warpgates offensively, you could have instantly won the game. So I don't really understand how you can say that
If I didn't have all those gateways I'd have died to the first bit of pressure put on me

When you clearly saw with the oracle that he had no factory/starport as well as no tech labs on the barracks = no pressure possible whatsoever in the next 5 minutes.
If you did what I said - 5:30 expo off of 1 gateway into +2 gateways - you would have hold the 11:00 attack just as easily. Actually, to hold that attack you only needed 2-3 sentries to forcefield off the entrance and a few stalkers without blink/zealots.

I don't wanna say that going for blink first was a mistake, but you definitely overbuilt stalkers, unnecessarily delaying your colossus tech (for several minutes) to the point of putting yourself all in. You can't stay on pure stalkers until the 20th minutes mark.

From there on the main problem is not decision making but rather multitasking/production. You banked 2500/1500 on 2 bases (1 of them mined out). If at 25:00 all your bank was used in zealots/stalkers/whatever at your opponent's natural, well, it would have been an absolute stomp. Practice more and these kind of things should fix by themselves.

2nd game vs Kamy on Cactus Valley:

So all you see at 4:30 is no natural and a reactor on a rax on the ramp. Your reaction is going +2 gateways. I'm not saying it's wrong, but you had to get a robo immediately too (at 5:00, not at 7:00). Most terran 1 base build comprehend some kind of widow mine pressure, and robotics is useful for other things as well: immortals (very good vs marine/marauder attacks), and direct access to colossus tech later on.

You CRUSH his attack, he loses everything, and you still have 1 overcharge available. It's the moment to chronoboost tons of probes and tech to everything at the same time!... instead you play incredibly safe, cutting probes and adding additional gateways, teching very slowly. Really?

In the end, you lost because you had 11 stalkers in your main doing nothing. Putting them there to defend from drops wasn't wrong but you need to keep tag on the terran army somehow (observers , hallucinated phoenixes, oracles, suicide zealots, etc.), and join them with your army if he is going for a full frontal attack.

3rd game vs Makabay on Coda:

Hmmm you should fix your build order. Obviously 1 base dt is a terrible build, especially on 2 player maps. Still, you had way too few probes and the dts were way too late. Also you could have done much more damage if you controlled them properly and stayed outside of turret range. But still, a terrible opening overall.

Game goes full gold league from there on so I'm not gonna comment on that.


--------------------------

In general I can recognize some patterns in your games, so here's some general advices.

- Get a faster robo and colossus tech. You tend to get them really late, prefering blink first. I'm not the biggest fan of blink first build, and probably it's because I can't do the same things that pros to with them. If that's true for me, let alone for a gold league player. Obviously I'm not saying you should neglect blink in any matchup, but PvT is where it's harder to make them work imo, unless you go 1 base all in.
Colossi are much easier to work with since they give a good punch and don't require crazy control, and they are good to get into the midgame with against a stimmed bio+medivacs composition.
Robo is also really good against any type of attack, as I already said: observers give you detection against widow mines, and immortals are really strong against anything on the ground. So against attacks, get a quick robo rather than a ton of gateways.

- Build less stalkers and more zealots/sentries, especially in the early game. Stalkers are useful if you kite with them (not possible against marauders) or if you have blink and he doesn't have stim, but other than that, zealots + (tech to something or build immortals/colossi ), or zealots/sentries is much better.

- Build more probes. You tend to cut probes too often unnecessarily. You absolutely have to stop if you are being heavy pressured, but after you destroy an attack, you should chronoboost probes all the time for a while. Sometimes, I think that you even stop building probes too early against an attack. Try to follow this advice and see how it goes for you.


Yeah this isn't working either.

http://sc2replaystats.com/replay/1576084

http://sc2replaystats.com/replay/1577621

Blizz needs to add a veto match-up option until they fix the stupidity that is bio. Because holy shit PvT is fucking terrible.


dude.. srsly you're the one that's terrible you need to read what he says again because just by reading it myself, I don't even have to watch the reps to know that your reactions are terrible.

people could go mech vs you and "PvT is fucking terrible" would still apply because your adjustments are not adjustments

try and take the above as positive criticism
KingAlphard
Profile Blog Joined August 2012
Italy1705 Posts
May 04 2015 16:22 GMT
#6840
Yeah this isn't working either.

http://sc2replaystats.com/replay/1576084

http://sc2replaystats.com/replay/1577621

Blizz needs to add a veto match-up option until they fix the stupidity that is bio. Because holy shit PvT is fucking terrible.


To be fair the reasons why you are losing don't depend on the matchup. You make basic macro mistakes such as not building probes when you should, and banking more resources than you spend. Since you should have a 50% winrate against your opponents the composition is the easiest way to fix it.

A good start would be beginning to play real openings and not stuff you invented at the moment. Of all the replays you posted there isn't a single build order that makes sense.

So let's start from the basics. The first build order you need to learn as a protoss is the basic 1 base opening:
9/10 pylon
10/18 1st chrono on probes
13/18 2nd chrono on probes; gateway (you don't seem to get it always right)
14/18 assimilator
15/18 3rd chrono on probes
16 pylon
18 core; 4th chrono on probes

How you can follow this up: basically, a 1 gate expand. It's a really safe build. Every terran all in which isn't 11/11 (which hits earlier than when you place down the nexus anyway) can and should be held with this opening. It doesn't even require any micro, you just have to activate overcharge and occasionally hit a forcefield on the ramp.


18 - scout with a probe, dodging the reaper path, hide it until 4:00 (for example in his forth base) and then sneak inside his main. If he opened reaper expand you will see everything, otherwise you'll see marines on the ramp. If there is no expo down on the natural, react by playing a bit safer - this means briefly cutting probe production to get +2 gateways at around 5:45, then resuming it without chrono, getting additional stalkers from the 1st gate, chrono out 2 obs, send out the first to see what's up, etc. Anything more than that is over reacting.
19 zealot
21 cancel zealot- nexus
21 mothership core
23 Stalker - 2nd pylon - warpgate+2nd gas
you can swap stalker and 2nd gas/warpgate as well.

Basic 2 gas aggressive protoss opening:
9/10 pylon
10/18 1st chrono on probes
13/18 2nd chrono on probes; gateway (you don't seem to get it always right)
15/18 double assimilator; 3rd chrono on probes
17/18 core
17/18 hidden pylon
19/26 4th chronoboost on probes
- Proxy tech : robo, blink, stargate. Proxy stargate should be at 3:35-3:40 with this BO (in your games it's 40 seconds late. If you wanna do it on 4 spawn maps, proxy it somewhere in the middle, avoiding xel nagas and scouting paths obviously), immediately after the core finishes. twilight/robo can be delayed by ~30 seconds after the mothership core.

My Sample 1 gate expo into robo BO against the AI (I don't have real replays, sorry).
http://drop.sc/398464




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