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The HotS Protoss Help Me Thread - Page 366

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.
Teoita
Profile Blog Joined January 2011
Italy12246 Posts
October 17 2015 17:35 GMT
#7301
I think post SH nerf you can more or less use the old builds in my guide, what that style struggled the most against was SH anyway. The only adjustment i remember seeing recently (but not who did it, sorry!) sometimes is seeing a robo before templar archives to get a warp prism for harassment; im not sure of the timing but ideally you want to hit with a warp prism when the gates are complete and you are doing your 4-6 void ray+msc attack.
ModeratorProtoss all-ins are like a wok. You can throw whatever you want in there and it will turn out alright.
AkashSky
Profile Joined May 2014
United States257 Posts
October 20 2015 04:17 GMT
#7302
Hey guys, I play pigbaby PvT style, which is a 1 gate FE into robo into 2x additional gates => double forge => collosus + blink.

Lately I'm having alot of trouble against terrans who go for a 3 rax pressure and then instead of going for a factory instead go for a fast third CC.

I find myself unable to move out and take my own third as fast as them because they have more bio units and can kite my mostly zealot army so I must stay near my photon overcharge. What should I do in this circumstance?
vhapter
Profile Joined May 2010
Brazil677 Posts
Last Edited: 2015-10-20 05:35:35
October 20 2015 05:34 GMT
#7303
What Crank told me on stream a while ago about stim timings is that you should just scout it, then make an immortal and units to defend (perhaps pull probes if really necessary). Your opponent will mostly likely delay his upgrades and factory to do this, so that means no drops until 11 minutes or something? Dunno, but you should be able to see how far behind they are in tech with your observer.

So basically, you shouldn't think "oh I had to make an immortal and that disrupted my build yada yada yada", but rather "I'm ahead in tech". If your opponent is adding a third before a factory, then holy shit, they're really gonna be behind in tech and probably ugprades as well. Just get a handful of units and forcefully take your third, you won't need to keep anything in your base for a while, because he won't be dropping you for quite some time. And another thing you can do is counter attack his third with a few zealots and stuff.

Later on, the time he spent not making medivacs or vikings won't come back. Maybe even a colossus push would work depending on how late his starport is and the different in army size... but I'm not sure if I'd take that risk. Of course, if you let him take a third much faster than usual and fail to take yours early enough, you're in for some trouble anyway. Letting the terran start their third at 8 minutes or so before adding tech and being contained until 12+ minutes is not good in my experience. I'd attempt to take it at 11 minutes or earlier if possible.

Oh yeah, as for the kiting nightmare... faster colossus range + about 3 sentries should make your life much easier. He can't overdo that because he won't have medivacs, so as long as you don't let him overwhelm you and snipe your colossi, stim will hurt him too. Perhaps cut probes and warp in more units earlier if you're really worried about not being able to move out. Or add double forge after your third if you scout his third early enough to react, but that depends on how fast he takes his third.
To live is to fight, to fight is to live!
AkashSky
Profile Joined May 2014
United States257 Posts
October 20 2015 20:40 GMT
#7304
On October 20 2015 14:34 vhapter wrote:
What Crank told me on stream a while ago about stim timings is that you should just scout it, then make an immortal and units to defend (perhaps pull probes if really necessary). Your opponent will mostly likely delay his upgrades and factory to do this, so that means no drops until 11 minutes or something? Dunno, but you should be able to see how far behind they are in tech with your observer.

So basically, you shouldn't think "oh I had to make an immortal and that disrupted my build yada yada yada", but rather "I'm ahead in tech". If your opponent is adding a third before a factory, then holy shit, they're really gonna be behind in tech and probably ugprades as well. Just get a handful of units and forcefully take your third, you won't need to keep anything in your base for a while, because he won't be dropping you for quite some time. And another thing you can do is counter attack his third with a few zealots and stuff.

Later on, the time he spent not making medivacs or vikings won't come back. Maybe even a colossus push would work depending on how late his starport is and the different in army size... but I'm not sure if I'd take that risk. Of course, if you let him take a third much faster than usual and fail to take yours early enough, you're in for some trouble anyway. Letting the terran start their third at 8 minutes or so before adding tech and being contained until 12+ minutes is not good in my experience. I'd attempt to take it at 11 minutes or earlier if possible.

Oh yeah, as for the kiting nightmare... faster colossus range + about 3 sentries should make your life much easier. He can't overdo that because he won't have medivacs, so as long as you don't let him overwhelm you and snipe your colossi, stim will hurt him too. Perhaps cut probes and warp in more units earlier if you're really worried about not being able to move out. Or add double forge after your third if you scout his third early enough to react, but that depends on how fast he takes his third.


The double forge after third seems like the best solution since there will be extra money for units, but with the pigbaby style i go blindly for double forge after the gas @ natural at about 7:30, and the observer scout reaches his base/third at 8 minutes, So i can't cut the double forge.

As for the counter attack, should i make a warp prism or just have had a probe out hiding all game to make a proxy pylon later? I feel really strapped for minerals on holding this timing so its tough to get the warp prism out, and warping in to attack is hard also because I need to devote a lot to defense.
vhapter
Profile Joined May 2010
Brazil677 Posts
Last Edited: 2015-10-20 23:21:27
October 20 2015 23:20 GMT
#7305
On October 21 2015 05:40 AkashSky wrote:The double forge after third seems like the best solution since there will be extra money for units, but with the pigbaby style i go blindly for double forge after the gas @ natural at about 7:30, and the observer scout reaches his base/third at 8 minutes, So i can't cut the double forge.

As for the counter attack, should i make a warp prism or just have had a probe out hiding all game to make a proxy pylon later? I feel really strapped for minerals on holding this timing so its tough to get the warp prism out, and warping in to attack is hard also because I need to devote a lot to defense.

You can easily send a probe out before any bio timing comes, since you'll have your bases saturated by 7:50 or so. Warping in 2 zealots or so to attack his third if he gets it early delays the terran's income and forces him to send something there to defend.

Of course, you shouldn't do this if you'll straight up die, take too much damage in the meantime, or if it delays your third considerably, but it's one thing to consider doing. Anyway, I can't see why you'd have trouble against this unless you take more damage than you should to the initial push, which is in all likelihood weaker than a regular stim timing anyway, so you're probably just overlooking how much damage you're taking.

He's also delaying his tech for VERY long with this strategy by the way. My bet is you're chrono boosting 1-1 instead of getting more robo units out earlier and taking too much damage. Either way, there's only so much that can be said about a nonstandard strategy without a replay.
To live is to fight, to fight is to live!
Icekin
Profile Joined December 2014
88 Posts
October 21 2015 10:32 GMT
#7306
Hi guys, anyone can suggest me a very good 2 base all-in vs a mech player?
mikkingjiggle
Profile Joined October 2015
1 Post
Last Edited: 2015-10-21 17:32:32
October 21 2015 17:30 GMT
#7307
Bot edit.

User was banned for this post.
Allred
Profile Joined November 2010
United States352 Posts
November 03 2015 05:56 GMT
#7308
is there any anti widow mine build?
I am so fucking tired of every pvt being a matchup of can I split my fucking workers fast enough and kill the widow mines or lose 10 probes.

I have tried
1 gate expand into robo,
stargate openers with oracles and pheonix
hell, I have tried 4 gate, and i still lose to the drop in my base because terran can just retreat from natural and hold the ramp because you don't have detection yet.

i mean fuck, i have tried forge with cannons in mineral line, and then they just get 4 widow mines and drop them because you can't fucking kill them fast enough.

I mean, i know in a perfect world you just see the medivac coming into your base and you move your workers before they drop, but I mean FUCK!, any bronze league terran can widow mine drop, and yet it takes way more skill to defend the drop!

HELP!

fuck it....
An expert is a man who tells you a simple thing in a confused way in such a fashion as to make you think the confusion is your own fault. ~William Castle
AkashSky
Profile Joined May 2014
United States257 Posts
November 03 2015 15:37 GMT
#7309
On November 03 2015 14:56 Allred wrote:
is there any anti widow mine build?
I am so fucking tired of every pvt being a matchup of can I split my fucking workers fast enough and kill the widow mines or lose 10 probes.

I have tried
1 gate expand into robo,
stargate openers with oracles and pheonix
hell, I have tried 4 gate, and i still lose to the drop in my base because terran can just retreat from natural and hold the ramp because you don't have detection yet.

i mean fuck, i have tried forge with cannons in mineral line, and then they just get 4 widow mines and drop them because you can't fucking kill them fast enough.

I mean, i know in a perfect world you just see the medivac coming into your base and you move your workers before they drop, but I mean FUCK!, any bronze league terran can widow mine drop, and yet it takes way more skill to defend the drop!

HELP!

fuck it....


Alright here is what you should do. get 2 cannons per mineral line. It will put you stupidly behind vs a terran who goes for a widow mine pressure though. But it will make it so that you don't take as much damage from the 4 widow mine drop. In all honestly though, you are much better off at just practicing how to defend a widow mine drop with a couple stalkers and photon overcharge.
Teoita
Profile Blog Joined January 2011
Italy12246 Posts
Last Edited: 2015-11-03 15:40:13
November 03 2015 15:39 GMT
#7310
Yea there's no such thing as a build that hard counters a mine drop, although fe>blink>robo does very well against it if you execute perfectly (which you aren't doing atm). Any reasonable macro build should be able to defend that kind of thing, you just need to execute better: have stalkers/msc in position, scout more effectively, split your probes faster, watch the minimap etc...
ModeratorProtoss all-ins are like a wok. You can throw whatever you want in there and it will turn out alright.
_Lapack
Profile Blog Joined August 2015
Japan17 Posts
November 04 2015 16:26 GMT
#7311
On November 03 2015 14:56 Allred wrote:
is there any anti widow mine build?
I am so fucking tired of every pvt being a matchup of can I split my fucking workers fast enough and kill the widow mines or lose 10 probes.

I have tried
1 gate expand into robo,
stargate openers with oracles and pheonix
hell, I have tried 4 gate, and i still lose to the drop in my base because terran can just retreat from natural and hold the ramp because you don't have detection yet.

i mean fuck, i have tried forge with cannons in mineral line, and then they just get 4 widow mines and drop them because you can't fucking kill them fast enough.

I mean, i know in a perfect world you just see the medivac coming into your base and you move your workers before they drop, but I mean FUCK!, any bronze league terran can widow mine drop, and yet it takes way more skill to defend the drop!

HELP!

fuck it....


There are 2 ways imo.
(1)1gate fe + robo/forge -> one cannon for each minerals. Its more forgiving to late reaction by protoss player.
However,
1. You can't pressure the opponent after defending the mine drop, even if you kill his medivac. Also you will be far behind if he does some fast 3rd CC (like 1rax 3rd CC) build.
2. You are kind of vulnerable to any 3rax bio aggression.

(2)standard blink/robo opener
This is the one I (and probably many players) like. Although it requires some practice. I recommend to watch PtitDrogo's video guide and learn his build


good luck!
KR&AM Masters Protoss
_Lapack
Profile Blog Joined August 2015
Japan17 Posts
November 04 2015 16:39 GMT
#7312
Also 1gate fe into stargate(oracle->phoenix) is good build to reaper fe - mine drop. But I didn't mention it just because I personally don't play that. You can lift widow mines with your phoenix. But it requires more practice than blink/robo I guess.
KR&AM Masters Protoss
TedBurtle
Profile Blog Joined April 2014
Belarus201 Posts
Last Edited: 2015-11-06 07:35:48
November 06 2015 07:34 GMT
#7313
I writed here already about EZ mines, but one more time. (canons is ok, but good T player can place mines to outrange cannons, and your robo will be stupidly late with FORGE, so u will get behind)
You play 1 gas, scout after gate (scouting probe goes to the enemy gas, then to your natural, no circles, this way on 2p map you will place nexus with this probe) , expand. all will be standart.
But if you scout that this is gas first (mines signal) , you can do hard counter moves.
With first stalker and MSC go scout outside the base (for proxy factory)
Don't build probes, after ~18 minerals/(3/3)gas.
Place robo on ~5:05-15 , then 2 gates, then build probes.
Depending on your skill rally probes to 1-st nexus,(its easyer to defend 1 base, then 2)
when you get 1-st obs, and 2-nd (all boosted) you can transfer probes, and get 4-5 stalkers per nexus.
Nice adjustment to get 1 pylon on the ramp. and put 1-2 stalkers on hold there, so no helions run by.

When u get free gas/minerals get twillight.
Boost blink, get few obs's, get +4 gates, go blink attack after defending drop, you should be ahead in army.

Don't try to win, if he fly CC to main, and defend 1 base..just get 3-d, and transition to preffered comp vs MECH.
Zealot/archon/immortal , 3SG - Carriers-Tempests , or even stalker-colossus-archonts could work(but harder)
Unbeatable Protoss
HelpMeGetBetter
Profile Blog Joined November 2012
United States763 Posts
November 11 2015 02:54 GMT
#7314
is there a LOTV Protoss Help Me Thread yet?
Teoita
Profile Blog Joined January 2011
Italy12246 Posts
November 11 2015 08:41 GMT
#7315
Nop but we're working on it.
ModeratorProtoss all-ins are like a wok. You can throw whatever you want in there and it will turn out alright.
Ryndika
Profile Blog Joined August 2010
1489 Posts
Last Edited: 2015-11-27 10:04:32
November 27 2015 08:14 GMT
#7316
Anyone got stargate build for lotv? PvZ and other matchups. I really don't wanna play this game if I can't make phoenixes work in master league. My favourite thing to do was FFE into 5 phoenix 3base macro.

Or maybe I just switch race then.

I'm going thru state's replaypack and it's weird that zerg works as aggressor at the same time when it's aiming for lategame. He also seems to lose to most of early aggression (<7m) including 12gas11pool that he 9scouted.

http://ggtracker.com/matches/6274151 This build doesn't have phoenixes but it looks fun build to play and good for micro/multitask prac.

e: State said oracle prism harass into 2sg phoenix with 3rd is good. Anyone has notes for this strategy?
as useful as teasalt
deacon.frost
Profile Joined February 2013
Czech Republic12129 Posts
November 30 2015 16:05 GMT
#7317
Just a quick question(I haven't found the LotV thread so I'm putting it here).

Since the larva production is nerfed - if the Oracle is scouted, should I kill larvae or try for drones? (theer are spores in mineral lines)

If nothing has changed an oracle should kill a larvae in a single hit where a drone takes 2 hits. If the Zerg spawns the way that larvae is on the opposite side of hatchery than the mineral line is, the spore doesn't protect it. Just being curious
I imagine France should be able to take this unless Lilbow is busy practicing for Starcraft III. | KadaverBB is my fairy ban mother.
SC2Toastie
Profile Blog Joined October 2013
Netherlands5725 Posts
November 30 2015 21:05 GMT
#7318
On December 01 2015 01:05 deacon.frost wrote:
Just a quick question(I haven't found the LotV thread so I'm putting it here).

Since the larva production is nerfed - if the Oracle is scouted, should I kill larvae or try for drones? (theer are spores in mineral lines)

If nothing has changed an oracle should kill a larvae in a single hit where a drone takes 2 hits. If the Zerg spawns the way that larvae is on the opposite side of hatchery than the mineral line is, the spore doesn't protect it. Just being curious

It is always worth it to kill the larvae if you can, it takes barely any time or energy, but prioritize drones over larvae.
Mura Ma Man, Dark Da Dude, Super Shot Sos!
Barthy
Profile Joined November 2015
9 Posts
December 01 2015 13:22 GMT
#7319
How to react to a zerg going fast 3 hatch ? in the replay below I tried to push out with adept and got 10 kills on drones but still lost and it was not even close. He countered pushed me with ravagers / roaches. Any idea what a good reaction would be ? Is there any way to go from a zerg going 3 hatch to a macro game on an equal foot ?

http://www.ggtracker.com/matches/6288410
deacon.frost
Profile Joined February 2013
Czech Republic12129 Posts
December 01 2015 15:32 GMT
#7320
On December 01 2015 06:05 SC2Toastie wrote:
Show nested quote +
On December 01 2015 01:05 deacon.frost wrote:
Just a quick question(I haven't found the LotV thread so I'm putting it here).

Since the larva production is nerfed - if the Oracle is scouted, should I kill larvae or try for drones? (theer are spores in mineral lines)

If nothing has changed an oracle should kill a larvae in a single hit where a drone takes 2 hits. If the Zerg spawns the way that larvae is on the opposite side of hatchery than the mineral line is, the spore doesn't protect it. Just being curious

It is always worth it to kill the larvae if you can, it takes barely any time or energy, but prioritize drones over larvae.

Thanks!
I imagine France should be able to take this unless Lilbow is busy practicing for Starcraft III. | KadaverBB is my fairy ban mother.
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