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On April 01 2013 09:22 Aenur wrote: Just watched Sase's stream. How can i have high quality pylon radius on low shader settings? In HotS this is impossible on default settings. Tried to edit the variable.txt file, but also unsuccesful. So how has Sase achieved that? Does anyone know? im pretty sure you keep graphics quality to low and change texture quality to high. am i right?
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On April 01 2013 10:28 probeater wrote:Show nested quote +On April 01 2013 09:22 Aenur wrote: Just watched Sase's stream. How can i have high quality pylon radius on low shader settings? In HotS this is impossible on default settings. Tried to edit the variable.txt file, but also unsuccesful. So how has Sase achieved that? Does anyone know? im pretty sure you keep graphics quality to low and change texture quality to high. am i right?
http://www.teamliquid.net/forum/viewmessage.php?topic_id=405683¤tpage=last I believe this thread answers this
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On April 01 2013 11:26 Jevity wrote:Show nested quote +On April 01 2013 10:28 probeater wrote:On April 01 2013 09:22 Aenur wrote: Just watched Sase's stream. How can i have high quality pylon radius on low shader settings? In HotS this is impossible on default settings. Tried to edit the variable.txt file, but also unsuccesful. So how has Sase achieved that? Does anyone know? im pretty sure you keep graphics quality to low and change texture quality to high. am i right? http://www.teamliquid.net/forum/viewmessage.php?topic_id=405683¤tpage=lastI believe this thread answers this I was always wondering how he did that. What i did was change to medium , restart sc2 and change back to low without restarting it. 
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I am having trouble with 4v4 recently, what is the most solid style not stargate play in 4v4 T_T. I found out that the only possible way to win as protoss by not cheesing is to turtle up with forge and stargate but is pretty boring. I tried blink stalker, 4gate, fast immortal but they all have really small timing window to make it work.
Help me T_T.
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Hello again can you guys help me with some strategies to beat hydra/swarmhost pushes.
thanks
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Mid-gold; second season of SC2.
I started to get the hang of a meching terran in WoL. However, in HoTs I am not too sure what to do with a bio army that is just supplemented by a lot of hell-bats. Should I stick with a standard early-mid game deathball (zealots, stalkers, collossus) or do I need to a get different composition entirely?
Struggling a little with this one.
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On April 01 2013 14:48 DrSayius wrote: Mid-gold; second season of SC2.
I started to get the hang of a meching terran in WoL. However, in HoTs I am not too sure what to do with a bio army that is just supplemented by a lot of hell-bats. Should I stick with a standard early-mid game deathball (zealots, stalkers, collossus) or do I need to a get different composition entirely?
Struggling a little with this one.
ive seen the standard mid game ball work, but you need a really really good concave or completely break the army apart with forcefield or your army will simply die because the zealots melt so fast and now you have mmm+hellbats against stalker colossus.
Normally you need templar support, archons do bonus dmg to hellbats and storm will rip them apart because they move so slow.
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On March 31 2013 22:14 Teoita wrote: Oh yeah lol. I'm like 25-0 on ladder with 4gate +1 into DT xD sickest build!
is that build also viable in PvT ? (or one of it's variation)
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Italy12246 Posts
No, for one the opening makes no sense (FFE is bad in PvP and PvT), and +1 zealot pressure is only effective against Zerg because +1 zealots 2shot lings.
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Recently struggling against high master especially in PvP match up.
The current meta-game is really turning Protoss to turtle up into 200 supply. One mis-click, bad positioning and boom, all dead.
I've yet to try +1 4G zealot pressure vs Z so far.. gonna try tonight to punish greedy gasless Z! :D
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On April 01 2013 15:59 recklessfire wrote:Show nested quote +On April 01 2013 14:48 DrSayius wrote: Mid-gold; second season of SC2.
I started to get the hang of a meching terran in WoL. However, in HoTs I am not too sure what to do with a bio army that is just supplemented by a lot of hell-bats. Should I stick with a standard early-mid game deathball (zealots, stalkers, collossus) or do I need to a get different composition entirely?
Struggling a little with this one. ive seen the standard mid game ball work, but you need a really really good concave or completely break the army apart with forcefield or your army will simply die because the zealots melt so fast and now you have mmm+hellbats against stalker colossus. Normally you need templar support, archons do bonus dmg to hellbats and storm will rip them apart because they move so slow.
Thanks for the suggestions.
Getting an amazing concave of the landing some amazing forecefields don't really seem like options for my current level of skill, so Ill try teching to templar earlier than I would otherwise.
Thanks again 
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On April 01 2013 11:26 Jevity wrote:Show nested quote +On April 01 2013 10:28 probeater wrote:On April 01 2013 09:22 Aenur wrote: Just watched Sase's stream. How can i have high quality pylon radius on low shader settings? In HotS this is impossible on default settings. Tried to edit the variable.txt file, but also unsuccesful. So how has Sase achieved that? Does anyone know? im pretty sure you keep graphics quality to low and change texture quality to high. am i right? http://www.teamliquid.net/forum/viewmessage.php?topic_id=405683¤tpage=lastI believe this thread answers this
Thank you sir!
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On April 01 2013 07:40 Teoita wrote: You can go pure gateway vs skytoss. The general gameplan for it is some form of fastish expand -> blink, get one cannon per mineral line as it completes and move out with blink, +1 and a couple of archons -> take a faster third while poking and delay his -> tech to storm, which is surprisingly effective against Void Rays. This is what rsvp has been doing in his replays a few pages back and it seems to work very well.
I think as the skytoss player the best reaction there would be to go tempest/carrier to snipe templar together with their chargelot/archon/immortal ground army, but i think you should be able to hit a good timing before that.
Also, harassment is very strong against deathball type play and synergises very well with gateway-heavy gameplans.
That said, 4gate phoenix, 4gate DT and 4gate Blink/MSC are all strong builds. Thanks a lot, I will definately check it out.
At least my PvT is improving slowly and in PvZ I simply cannot lose anymore, I feel. :D
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PvP: i am trying to develop a very reactive style, so i figure im trying to see how good it is to go sentry asap and burn the first 100 energy on hallucinate.
basic idea: 12gate-14gas-pylon-core (cut probes shortly) -> add a gate, sentry > warpgate/zealot production.
hallucinate phoenix got there in time to see the dt shrine at 35% completion (my opponent was going 1 base dt, not even dt expand). i just cut unit production when i saw it all at home, walled pylon-forge-gateway, and expanded immediately as greedy as a i could, then added a robo and 2 more gates. his dt did nothing, he tried to all in shortly after but a MSC/cannons/2 immortals and a handful of units held it with ease
i figure if i really go for this, i can get the phoenix to his base before 7 minutes? maybe around 630?
would this be fast enough to see most things in time to react? should be fast enough to get cannons for phoenix/oracle play so i can expand. void rays im not sure about, dt's should be scouted and reacted to with a forge at least in time. and i should be able hold a 4gate with a msc.
anything im missing? comments?
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Italy12246 Posts
Burning energy that early opens you up to any kind of gateway aggression (such as stalker+MSC pokes).
I don't think it's necessary to scout him that fast tbh; it's will be too late to choose your tech anyway.
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How to 1 gate expand versus a zerg?
User was warned for this post
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On April 01 2013 23:46 laguerta wrote: How to 1 gate expand versus a zerg? In HotS this is very simple thanks to mothership core. I think it's also a very strong build in HotS, and we will probably see pro players doing this (Seed, squirtle) soon.
Here is a rough build that should get you a safe expansion: 9 pylon (I prefer to place it close to my home nexus) (chrono nexus 2 times (as standard)) 13 gate 15 2x gas (2 probes in each gas until you plant your nexus) (chrono nexus) 17 pylon 18 cybernetics core (halt probe production!) 21 stalker 23 warp gate 23 mothership core 23 nexus at natural 25 pylon at natural (resume probe production) add 2 more gates at your natural ramp when pylon is done
now you can follow up with forge & robo (most common), or stargate, or 5 gate pressure with mothership core (very oldschool, but very strong now thanks to msc)
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For PvZ I've seen people mention a 4gate +1 into DT... is that all on one base or two? Sorry if I'm a nub, but I have a 37% win rate vs zerg right now.. can't seem to be them at all, regardless of what they tech.
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Italy12246 Posts
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Hey guys, I'm a Diamond WOL player and a high Plat in HOTS. I needed to see about the best all ins for each race. I normally play a hard macro style, but with a heavy course load in school and finals coming up, I've been having less time to play. I'm wanting to play shorter games to maximize the amount I can play in a shorter time. So if you guys could help me with some good builds, that would be awesome.
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