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The HotS Protoss Help Me Thread - Page 361

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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.
SodaGremlin
Profile Joined October 2011
United States4 Posts
August 10 2015 00:00 GMT
#7201
I just read the OP, just wanted to say thanks for everyone working on this thread, it was very helpful, I have no questions because they were all answered!

Cheers!
aihyur
Profile Joined August 2015
2 Posts
August 11 2015 18:24 GMT
#7202
On August 10 2015 03:03 Raguel wrote:

In the first game you should always just delay your nexus and maybe move out at like 8-9 ish senties and 3 zealot.. you should use your mothership core to see the position of the zerling ( and send out hallucinations to his third to see if you is going to fully commit or if this is pressure( making lings or drone?) if you can see that he is making more units then you can always just cancel the nexus or make another round of zealots. ( it can be smart to counter attack if you have good trade against the lings). You were to defendsive in this game 2 cannons against pressure is to much.

Second game the main reason why you lost was that you missed the forcefield. you should always have mothership core in some place were you can see his unit coming. And i think that your gateways were little bit late nr 2,3. Best way to defend is cut probes make cannons and gateway and don´t get suprise by ling attack that can surround your sentries. Have like 1-2 sentrie at natural, make 1 cannon ( use overcharge if you need more firepower) and rest of the army at yout third. mass stalkers.


Ah, thank you!
VengefulTree
Profile Joined May 2014
Canada637 Posts
August 14 2015 19:58 GMT
#7203
Would getting shield upgrades before armor be useful in PvZ? After all, those days you mainly use blink stalkers who mostly tank with their shields before blinking and immortals, good for archon vs mutas and upgrades lings comps.
"I'll temper my comments the best I can. To have Stats ranked anything below 2nd is total absolute bullcrap! A travesty an abomination!" - Rolltide | "When a foreign Terran is about to win, the entire universe conspires against him" - Paulo Coelho
KingAlphard
Profile Blog Joined August 2012
Italy1705 Posts
August 15 2015 00:45 GMT
#7204
If you're on +3 weapons and you are in a position where you can invest more money into upgrades you've probably already switched out of blink stalkers. I think shield upgrades are better than armor in PvZ, but mostly because it affects archons and air units which are quite important in your endgame army.
hottis
Profile Joined August 2015
19 Posts
August 15 2015 01:05 GMT
#7205
--- Nuked ---
lxgendz
Profile Joined May 2015
United States16 Posts
August 21 2015 06:45 GMT
#7206
An issue I have been having In PvT And PvZ in platinum . I usually few like my macro is good. However there are certain times where their army is just way more massive than mine and I get overwhelmed with units. In a game where I felt it was even I often get destroyed and I keep askign myself the same question why do zerg and terran always get a higher supply count than me so much faster.

Case in point

http://ggtracker.com/matches/6151045
KingAlphard
Profile Blog Joined August 2012
Italy1705 Posts
August 21 2015 10:51 GMT
#7207
Well if their army is bigger then that's a sign that your macro is worse. If you had a good macro you wouldn't be platinum in the first place, as in this league you usually make pretty massive mistakes.

Why do you whine about playing someone who's only 1 league higher than you? It's absolutely normal.

First step towards having a good macro is starting with a decent build order. It's really simple to execute a build order in the first 4 minutes of the game and in platinum, it will already give you a huge edge in the game.

You basically play blind and get a full wall off + cannon before building the nexus. That's not how you play PvZ in 4 spawn maps. You need to scout after your first pylon so that you can see an early pool or 14/14 and react in time, or see a standard opening and get a nexus first / 17 nexus after the forge if you scout in the last spawn.
The way you openened your economy is severely delayed, I would honestly call it autoloss considering you're playing against gasless hatch-pool-hatch, plus you're fully walled off so you'll have to destroy your gateway to walk out of your natural.

Never get the core before the gases ever. It doesn't make any sense because every single thing you unlock with the core costs gas.

For example, at 6:30 you have 30 probes while you would normally have 40.

You oversaturated your main. At 7:30 you have 25 probes in your main and 5 in your natural, resulting in 1000 minerals/minute economy. If you had the correct saturation, i.e. 16 probes in your main and 14 in your natural, you would have 1200 minerals/minute. This means that your bad saturation makes you waste 5 probes.

9:00 why are you warping in stalkers? In PvZ you need to warp in pretty much only sentries in the early game to build up energy count for forcefields. By warping in stalkers you're simply wasting your gas. What if your opponent went for tons of speedlings? They would be completely useless. Even if he went for a roach attack, you would die because you don't have forcefields. But anyway you can't know it since you're not scouting. Scouting is extremely important because if you don't scout you're forced to play safe, so if your opponent is playing greedy you will fall behind.

A third at 10:00 without putting on any kind of pressure whatsoever is too late. Normally you take it between 7:30 and 8:30. Considering your bad start 9:00 would still be acceptable. You're also building way too many probes because you're keeping your main and natural oversaturated. Basically this game you got outmacroed so hard that your opponent had time to saturate 3 bases (he didn't macro well himself, it's not like he played perfect by the way) and build an army to kill you before you have the chance to saturate 3 bases yourself.

You need to learn the concept of ideal saturation. You don't want more than 16 probes in each mineral line, because after that point, the workers in excess mine less effectively. So once you reach 16 probes in a mineral line, change your rally point to a base where you aren't on 16 probes yet. If you have 16 probes on main and natural and you want to take a third, then you still build probes and once the third finishes, you transfer the workers in excess to your third. Once you're on 3 saturated bases (66 probes = 16x3 at the minerals + 3x2x3 at the gases) you stop.

To sum up, if you want to play a passive game without getting outmacroed, 1) execute a decent early game build order, 2) scout actively to play as greedy as you can without dying to attacks, and 3) saturate your bases properly.
lxgendz
Profile Joined May 2015
United States16 Posts
August 21 2015 23:01 GMT
#7208
Thank you KingAlphard
iMrising
Profile Blog Joined March 2012
United States1099 Posts
Last Edited: 2015-08-25 17:40:36
August 25 2015 17:36 GMT
#7209
I watched the replay.
I pretty much second everything KingAlphard said. The problems that you have in PvZ (and perhaps other matchups) lie much deeper if you want to get to diamond. Your money is kept pretty low which is good, but you could be having so much more money by having a earlier third and better saturation on both bases. Your opponent floated a lot of minerals but he out mined you anyway.

Also if you're going to play passively like this, you pretty much die to some 2 base muta push. I didn't see you scout aggressively and the observer is just sitting pretty in the main. Part of what makes PvZ tough is what the Z can to do tech switch. There are so many things you could have died to because you didn't scout. Mutas would effectively end the game. Some form of 2 base all-in would have ended the game. Even a ling hydra push against your zealot colossus army ended the game simply because he had more stuff than you. Watch

+ Show Spoiler +


To get a good idea of the PvZ metagame and an initial build order. You can switch to gateway expand if you'd like, but you can stick to forge fast expand as well. (Safe FFE is probably 14 forge, 17 nexus. After that I'm not so familiar since I don't do FFE)
edit: spoiler tagged the video
$O$ | soO
VengefulTree
Profile Joined May 2014
Canada637 Posts
August 25 2015 19:44 GMT
#7210
Is Immortal/Archon/Chargelot in the mid game still a thing in PvP and if not why has it faded out?
Thanks
"I'll temper my comments the best I can. To have Stats ranked anything below 2nd is total absolute bullcrap! A travesty an abomination!" - Rolltide | "When a foreign Terran is about to win, the entire universe conspires against him" - Paulo Coelho
[PkF] Wire
Profile Joined March 2013
France24238 Posts
August 25 2015 20:10 GMT
#7211
On August 26 2015 04:44 VengefulTree wrote:
Is Immortal/Archon/Chargelot in the mid game still a thing in PvP and if not why has it faded out?
Thanks

Mostly people figuring out how to safely get colossi and a third, combined with the timewarp nerf that was crucial in keeping the colossi in range of your immortals. No one uses chargelot immortal archon as a midgame comp anymore because if you don't win with a timing you'll never be able to transition to colossi on an even footing and transitioning to tempests isn't really an option with the tempest nerf. So yeah, colossi all the day if you get a macro game.
iMrising
Profile Blog Joined March 2012
United States1099 Posts
August 26 2015 00:42 GMT
#7212
On August 26 2015 05:10 [PkF] Wire wrote:
Show nested quote +
On August 26 2015 04:44 VengefulTree wrote:
Is Immortal/Archon/Chargelot in the mid game still a thing in PvP and if not why has it faded out?
Thanks

Mostly people figuring out how to safely get colossi and a third, combined with the timewarp nerf that was crucial in keeping the colossi in range of your immortals. No one uses chargelot immortal archon as a midgame comp anymore because if you don't win with a timing you'll never be able to transition to colossi on an even footing and transitioning to tempests isn't really an option with the tempest nerf. So yeah, colossi all the day if you get a macro game.

what are some of the keys in defending such a push then?
$O$ | soO
-HuShang-
Profile Joined December 2012
Canada393 Posts
August 26 2015 04:05 GMT
#7213
On August 26 2015 09:42 iMrising wrote:
Show nested quote +
On August 26 2015 05:10 [PkF] Wire wrote:
On August 26 2015 04:44 VengefulTree wrote:
Is Immortal/Archon/Chargelot in the mid game still a thing in PvP and if not why has it faded out?
Thanks

Mostly people figuring out how to safely get colossi and a third, combined with the timewarp nerf that was crucial in keeping the colossi in range of your immortals. No one uses chargelot immortal archon as a midgame comp anymore because if you don't win with a timing you'll never be able to transition to colossi on an even footing and transitioning to tempests isn't really an option with the tempest nerf. So yeah, colossi all the day if you get a macro game.

what are some of the keys in defending such a push then?


Basically just use your collossi to kite his army with a timewarp on it if you can. By the time you actually engage the advantage he had(more charglots) is gone. The only other advantage he has is archons and maybe more immortals but since your zealots are probably still alive his army is quite bad vs yours. If you dont kite and he catches you out of position before you have a high enough collossus count though his army is very strong.
Professional Starcraft 2 Coach & Caster | Message me for more info or business proposals
vhapter
Profile Joined May 2010
Brazil677 Posts
August 26 2015 17:01 GMT
#7214
On August 26 2015 13:05 -HuShang- wrote:
Show nested quote +
On August 26 2015 09:42 iMrising wrote:
On August 26 2015 05:10 [PkF] Wire wrote:
On August 26 2015 04:44 VengefulTree wrote:
Is Immortal/Archon/Chargelot in the mid game still a thing in PvP and if not why has it faded out?
Thanks

Mostly people figuring out how to safely get colossi and a third, combined with the timewarp nerf that was crucial in keeping the colossi in range of your immortals. No one uses chargelot immortal archon as a midgame comp anymore because if you don't win with a timing you'll never be able to transition to colossi on an even footing and transitioning to tempests isn't really an option with the tempest nerf. So yeah, colossi all the day if you get a macro game.

what are some of the keys in defending such a push then?


Basically just use your collossi to kite his army with a timewarp on it if you can. By the time you actually engage the advantage he had(more charglots) is gone. The only other advantage he has is archons and maybe more immortals but since your zealots are probably still alive his army is quite bad vs yours. If you dont kite and he catches you out of position before you have a high enough collossus count though his army is very strong.

I've been going colossi lately and I agree that time warp is probably really strong if used that way. However, the immortal archon player could still attempt to feedback the msc with the aid of a warp prism. Just a thought.
To live is to fight, to fight is to live!
[PkF] Wire
Profile Joined March 2013
France24238 Posts
August 27 2015 13:57 GMT
#7215
If he attempts a chargelot archon immortal push, one VERY important thing is to WALL. Just like you would vs ultras. If you have a solid wall and 3-4 colossi, you're golden. The only way you can lose is being caught out of position, and on most current ladder maps this should not happen (for instance no one with a sane mind will try chargelot archon immortal on Dash and Terminal). You can even forfeit the third and max out with double robo colossi behind your wall if things get dicey. His max out army is going to be shit.
KingAlphard
Profile Blog Joined August 2012
Italy1705 Posts
Last Edited: 2015-08-27 14:33:44
August 27 2015 14:33 GMT
#7216
You shouldn't die to a base immortal archon push if you're still on 2 bases anyway. And a wall can buy some time but it's not great against immortals, I'd only go for it against pure chargelot/archon.
[PkF] Wire
Profile Joined March 2013
France24238 Posts
August 27 2015 15:51 GMT
#7217
On August 27 2015 23:33 KingAlphard wrote:
You shouldn't die to a base immortal archon push if you're still on 2 bases anyway. And a wall can buy some time but it's not great against immortals, I'd only go for it against pure chargelot/archon.

You surely know better than me but at my modest level a wall has saved me more than once while going colossi against chargelot archons immortals. If you have thermal lance it's very risky for him to try and bust your wall, but he has no choice since in the current meta there is zero transition from chargelot archon immortal. Dunno, all I know is that it works for me, maybe it doesn't at high levels but I guess lower players should give it a try and then figure out themselves if they find it useful or not.
KingAlphard
Profile Blog Joined August 2012
Italy1705 Posts
August 27 2015 20:20 GMT
#7218
The thing is a gateway needs 65 seconds to build, so I assume you're scouting early enough and you should be able to defend without a wall. It's very easy to defend these kind of attacks on 2 bases. You just need your warpgates ready (6+) and overcharge/time warp, that's it.
Icekin
Profile Joined December 2014
88 Posts
August 28 2015 19:36 GMT
#7219
hi there
I'm try to learn blink sentry style in pvz but i have lots of problems, mainly because I can't find out the proper early build order. I read a 2014 topic here about that style, but it seems a bit outdated to me so i'm asking advice here.

Let's say I want to start greedy with nexus gate: what's the nexus timing? 15 or 17 supply? when shall I cut probes?
After the nexus, it's gate forge on the wall and produce units with 2 gates?

Also, I loose to roach burrow or mutas because i do no robotics or stargate: can I stay passive with this style on 3 bases waiting for tech switch (robo/sg) ? This because if I get cought out of position it's a loose.

Is there a precise timing to hit and how many stalkers should I have?
KingAlphard
Profile Blog Joined August 2012
Italy1705 Posts
August 28 2015 20:49 GMT
#7220
I'd say the standard is something like this:
9 pylon, 13 gate (scout), 17 nexus, 17 pylon, 18 double gas, Core, zealot& mothership core. @100 gas continuous sentry production (all chrono on probes though), then add 2 gateways into 2 gases at the natural (~6:30) and keep putting all your gas into sentries, ~7:00 forge, ~7:40 3rd base, +1, 2 pylon/2 gate/cannon wall off at the third, twilight council, then react according to your hallucination scout.
~7:40 (when you take the third) you should have about 60 supply and 46 probes.

what's the nexus timing? 15 or 17 supply?

15 if nexus first, 17 if gasless gate or forge first.

After the nexus, it's gate forge on the wall and produce units with 2 gates?

No you don't take a forge too early. I would say between 6:45 and 7:15 is the correct timing in a standard game. You should anticipate the forge if you're playing against an all in.


Also, I loose to roach burrow or mutas because i do no robotics or stargate: can I stay passive with this style on 3 bases waiting for tech switch (robo/sg) ? This because if I get cought out of position it's a loose.

As you take your third you need to scout what your opponent is doing. A good rule of thumb is that if you scout a roach warren, you get a robotics facility at your third. Otherwise you can skip it. But obviously if you're getting attacked you need to play very defensive, if you defend well you should win with a maxed out (or close to) push.

Is there a precise timing to hit and how many stalkers should I have?


If your opponent isn't playing aggressive himself, usually you saturate 3 bases (66 probes) then go up to 9 warpgates and start spamming stalkers offensively. But this is not always possible, it really depends on the game and your scouting info. For example, you might wanna hit a timing before vipers or another hive tech is out.
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