The HotS Protoss Help Me Thread - Page 58
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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. | ||
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Teoita
Italy12246 Posts
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Vlade
United States14 Posts
The Voids can do serious damage with Prismatic Alignment, but I'm not sure what to kill to do the most harm to Zerg. While this attack is going on I am warping in Zealot-Archon and taking a third, then regrouping and pushing with ZA and 6 VR's. The 4 VR harass can melt a Zerg hatch in 13 seconds, and other buildings in about half that time. I could target: 1. Expansion Hatches 2. Lair 3. Hydralisk Den or Spire 4. Double Evolution Chambers 5. Drones 6. Queens 7. Overlord Groups 8. Extractors 9. Spawning Pool I can usually kill at least one of the above, but I don't know which one helps me more. I am almost guaranteed to take out a base if I want. Overlord groups EVAPORATE to four +1 Voids, I can take out 8 or 10 in a few seconds. What should I aim for? | ||
Ben...
Canada3485 Posts
Replay: http://drop.sc/324275 Edit: I asked Artosis on his stream about 2 base swarmhost/nydus and he said he can beat it most of the time now. I am curious what he does. Will have to check his stream out and see if he faces it at all today. | ||
3LILpigs
Philippines16 Posts
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Belha
Italy2850 Posts
On April 16 2013 08:24 Pharaoh_SC2 wrote: + Show Spoiler + I open FFE into Double Stargate in PvZ for a 4 Void attack at ~10:00 with +1 Air Weapons. The Voids can do serious damage with Prismatic Alignment, but I'm not sure what to kill to do the most harm to Zerg. While this attack is going on I am warping in Zealot-Archon and taking a third, then regrouping and pushing with ZA and 6 VR's. The 4 VR harass can melt a Zerg hatch in 13 seconds, and other buildings in about half that time. I could target: 1. Expansion Hatches 2. Lair 3. Hydralisk Den or Spire 4. Double Evolution Chambers 5. Drones 6. Queens 7. Overlord Groups 8. Extractors 9. Spawning Pool I can usually kill at least one of the above, but I don't know which one helps me more. I am almost guaranteed to take out a base if I want. Overlord groups EVAPORATE to four +1 Voids, I can take out 8 or 10 in a few seconds. What should I aim for? Imo it depends if you aim for a quick game, or you wanna to secure a 3rd. Yes, I know you said you want to go again when ur 3rd is going up, but "middle ground" (not too eco, not that all inish) is not efficient enough for such investment in PvZ. I remember a very similar build from the good old Tester (yeah the former korean pro hyped by Artosis lol)from the non-infestor era. He used exponential Void harass from double stargate (he showed the 1st one to deny ovy scout (chrono stalker for same purpose) and to make the Z thinks that it was classic sg play), into chargelots+archon+ 5-6 voids all in at about 11-12min. But the timings were refined for a 2 base attack. If you care about going to mid-late game, then 2 sg for voids, is not that efficient for that purpose. Is like you are forced to make significant dmg, or you are going to be really behind. So about ur question, taking a lot of ovyes would be great for your attack, since you will delay a his production. Taking out the hydra den could help for your macro game, since it can delay the critical mass of hydras that is unbeatable without aoe (if you are gonna all in, you are not gonna face that mass anyways). Spawning pool do not care since you hace zealots. Taking lots of drones could be great for a macro game, but Prismatic Alignment do not deal more vs light and a competent Z will move the workers away. Queens are always worth, since they add production. Spire must be a must if you do not see any other tech, since it means mutas and those: could take ur costly voids, are annoying as f.. and spire takes a lot of time rebuild. Resume: depends a lot if you are going for all-in or macro, and for macro, 2 sg into voids (2 sg phoenix is a whole different tale) is imo not that good vs a competent Z. On April 16 2013 09:52 3LILpigs wrote: + Show Spoiler + Im having a hard time with a terran mech timing push that involves medivac, hellbats, marines and raven. i tried voidrays but it failed miserably, zealots get melted by the hellbats, point defense drone nullifies the stalker... anybody with experience beating this build kindly share. In my short experience vs mmm+hellbats, archon are the key, since all the T dmg dealers are bio, and as you said, hellbats melt zealots. I'm not sure if you talk about 1, 2 or 3 base timing tho. Void rays are not the response for sure. And in case of late 2 base or 3 base, templar is a must. Also, once you scout this with ur obs, send a group os stalkers to deal dmg while retreating to ur base. Oh, also, ff + ranged units are REALLY good vs hellbat+marine. Msc "nexus cannon" is a must too to defend any timing push. | ||
SteveNick
United States304 Posts
I usually don't complain alot about people's mechanics, but you're in diamond man, and you shouldn't be having this many errors in basic BO. You need to rally out your 8th probe to your nat for perfect timing on your pylon. You also cancel your first pylon to replace it, resulting in a very slow pylon and lost minerals which is something you can't afford to do. You let a couple of lings in your base, nbd, but you dealt with them pretty inefficiently. You don't want to pull 10 probes all that way to your ramp to deal with 2 zerglings. That's just not cost effective. Wait for a zealot, stalker, or MSC and kill them with that unless they attack you directly. Now, an even more significant error was you got a -massive- amount of pylons in the 20 supply range. You are 29/52. You're trying to wall off with pylons at your ramp but you should be walling off with a cyber or gateway. The pylons aren't going to do you much good against a bust attempt anyways. Check out a pro replay and look how they position their pylons. You want your first two pylons near opposite sides of your ramp so you can put down a cyber, gateway, forge wall. Already, you're going to be appreciably behind because of all these combined errors. One slip is more forgivable, but when you make repeated blunders it adds up and puts you way behind. Stay focused. Okay, so you scouted that he's on 2 base and has an infestation pit up. You know he's going swarm hosts, and you correctly drop 2 robos. That's good, but you don't have both gasses at your natural at 10 mins in. I can already tell that this is going to be a big reason you're going to lose this game. You're getting this geyser entire minutes late, leaving you very gas starved. So your robos finish, you're floating a ton of minerals, and you throw down a collosus bay. You're doing nothing with these robo bays in the mean time. You need to be making observers and warp prisms. You need both of these(the more observers the better) to fight swarm hosts, and you don't want to tie up time on the facility once your collosus bay is done. You aren't making a warp prism which is absolutely essential for fighting this strategy, and you have 0 observers. You also need to be dumping minerals into gateways that will be used for mass zealot drops. You're going to float minerals in this situation because collosi are so gas heavy and they're the only thing you're really going to be investing in. To add to that, your primary mineral dump is absolutely useless in combat with swarm hosts, they just die immediately. The solution here is that you dump your minerals into zealots into their main base/expos via warp prisms, where they will be infinitely more effective than fighting on the front lines. Without the warp prism play, you get contained into your base and die like you did. You have to realize that even collosi aren't going to allow you to just break the contain. The collosi can stall the swarm hosts but unless you can divert him somehow you're not going to make much headway. It is possible with a critical mass of collosi to force his swarm hosts to unburrow and back off, but most of the time you're going to be fighting a losing battle unless you use warp prism play. With a warp prism you can drop 10 zealots into his main and his expos every 30 seconds and force him to split his forces. You can stall his swarm hosts long enough at your front for your zealots to do enough damage to cause him to withdraw. A big problem too is that you let him set up outside of your base with creep too easily. You want to be fighting him the entire way. Don't let his swarm hosts just walk across the map and spread creep all the way to your base with like 15 queens. You want to get out there, make some contact, and force him to earn it. Kill creep tumors, use misdirection plays where you flank his units or attack his expo before he can set up at your base, do whatever you have to do to avoid getting contained like this. You want to engage him out in the open where his swarm hosts can be dodged around, attacked from multiple directions. You don't want to attack into a straight clump of locusts. For example, you could cannon up your third and move your entire army down your natural's ramp and attack him from his flank while his locusts are already fired. Whatever you do, do not try to fight locusts head on unless you have absolutely no choice. Every direct frontal encounter with swarm hosts is going to be a losing battle, so don't try to just 1a your way to victory against them. I'm not trying to be harsh here, but really think about it. You complained that you can't beat swarm hosts and you post a replay where you don't build a warp prism and get almost no observers, which would be kind of like playing against mass muta and not getting phoenixes or storm. | ||
Mellon
Sweden917 Posts
I started using it a few days ago to just change my pvz games abit, FFE is kinda boring and passive to open with, yet obviously a strong way to get your natural started. Nexus first is obviously the most greedy choice, and the natural followup to that is forge, since gateway past that is a risk to any semi-agressive opener from the zerg. I've opener with 13 gate/17 nexus (unless early pool) into early forge/cyber and wall-off at your nat. If i scout gasless 3 hatch or just late gas i will move out with my gateway having made roughly 2 zealot 1 stalker by the time my msc is out. Without lingspeed you will force off mining from their third, force at least 10-12 lings while using 2 queens to draw it off. The goal is not to kill the third, it's to force the zerg into making units rather than drones, also killing a queen/drone is really strong. Usually i sacrifice my zealots while my stalker/msc gets away. I guess the interesting part is the followup. With great macro (i usually falter eventho im 1200 masters) there are alot of viable options. I've done some stargate with 4-5 phoenix into colossi since it will force hydra. If my first pressure forced units while killing a drone or two, and my phoenix lands me some queens and drones i can usually just end the game with +1 colossi before corruptor starts hitting the field. Obviously depends on their composition, many like to go pure hydra, which to me is still just straight up bad unless vs mass void rays. Also i grab third roughly when warpgate finishes. So my question is whether you guys have tried it out with some sucess? What maps do you like it on? What's your most common followup and when do you take your third? I will probably have to edit this when i get back to work, im way to tired to post something well-written ![]() | ||
Ben...
Canada3485 Posts
On April 16 2013 11:57 SteveNick wrote: No it's all true. You are right. I still have a long way to go. I never have really polished my early game in HOTS yet. I still don't know the maps as well as I used to know the WoL maps. I still am not comfortable with the wall-offs on a few maps so I have been trying a few, I am familiar with the one you posted, but was trying one I saw on Nony's stream. I had a really bad day of playing today and it was getting to me by the time I played this(even though I won most of my games except this one and a game where a zerg cancelled his hatch and roach/ling all-inned me on Star Station horizontal positions. This is probably why I sound so bitter in this post). Also, today was my first day playing after a week of not playing because of finals so yeah my mechanics are not as good as normal, I am usually a lot more sharp playing than this. I noticed that in my other games too when I watched the replays. I was getting supply blocked at times I almost never normally do and would make really dumb mistakes like forgetting to take a gas or losing my scout probe when I shouldn't have. Stuff I don't normally do.Watched your replay Ben. I'm mid masters protoss. I usually don't complain alot about people's mechanics, but you're in diamond man, and you shouldn't be having this many errors in basic BO. You need to rally out your 8th probe to your nat for perfect timing on your pylon. You also cancel your first pylon to replace it, resulting in a very slow pylon and lost minerals which is something you can't afford to do. You let a couple of lings in your base, nbd, but you dealt with them pretty inefficiently. You don't want to pull 10 probes all that way to your ramp to deal with 2 zerglings. That's just not cost effective. Wait for a zealot, stalker, or MSC and kill them with that unless they attack you directly. Now, an even more significant error was you got a -massive- amount of pylons in the 20 supply range. You are 29/52. You're trying to wall off with pylons at your ramp but you should be walling off with a cyber or gateway. The pylons aren't going to do you much good against a bust attempt anyways. Check out a pro replay and look how they position their pylons. You want your first two pylons near opposite sides of your ramp so you can put down a cyber, gateway, forge wall. Already, you're going to be appreciably behind because of all these combined errors. One slip is more forgivable, but when you make repeated blunders it adds up and puts you way behind. Stay focused. Okay, so you scouted that he's on 2 base and has an infestation pit up. You know he's going swarm hosts, and you correctly drop 2 robos. That's good, but you don't have both gasses at your natural at 10 mins in. I can already tell that this is going to be a big reason you're going to lose this game. You're getting this geyser entire minutes late, leaving you very gas starved. So your robos finish, you're floating a ton of minerals, and you throw down a collosus bay. You're doing nothing with these robo bays in the mean time. You need to be making observers and warp prisms. You need both of these(the more observers the better) to fight swarm hosts, and you don't want to tie up time on the facility once your collosus bay is done. You aren't making a warp prism which is absolutely essential for fighting this strategy, and you have 0 observers. You also need to be dumping minerals into gateways that will be used for mass zealot drops. You're going to float minerals in this situation because collosi are so gas heavy and they're the only thing you're really going to be investing in. To add to that, your primary mineral dump is absolutely useless in combat with swarm hosts, they just die immediately. The solution here is that you dump your minerals into zealots into their main base/expos via warp prisms, where they will be infinitely more effective than fighting on the front lines. Without the warp prism play, you get contained into your base and die like you did. You have to realize that even collosi aren't going to allow you to just break the contain. The collosi can stall the swarm hosts but unless you can divert him somehow you're not going to make much headway. It is possible with a critical mass of collosi to force his swarm hosts to unburrow and back off, but most of the time you're going to be fighting a losing battle unless you use warp prism play. With a warp prism you can drop 10 zealots into his main and his expos every 30 seconds and force him to split his forces. You can stall his swarm hosts long enough at your front for your zealots to do enough damage to cause him to withdraw. A big problem too is that you let him set up outside of your base with creep too easily. You want to be fighting him the entire way. Don't let his swarm hosts just walk across the map and spread creep all the way to your base with like 15 queens. You want to get out there, make some contact, and force him to earn it. Kill creep tumors, use misdirection plays where you flank his units or attack his expo before he can set up at your base, do whatever you have to do to avoid getting contained like this. You want to engage him out in the open where his swarm hosts can be dodged around, attacked from multiple directions. You don't want to attack into a straight clump of locusts. For example, you could cannon up your third and move your entire army down your natural's ramp and attack him from his flank while his locusts are already fired. Whatever you do, do not try to fight locusts head on unless you have absolutely no choice. Every direct frontal encounter with swarm hosts is going to be a losing battle, so don't try to just 1a your way to victory against them. I'm not trying to be harsh here, but really think about it. You complained that you can't beat swarm hosts and you post a replay where you don't build a warp prism and get almost no observers, which would be kind of like playing against mass muta and not getting phoenixes or storm. Thanks for your help. I would rather you be harsh and actually help (I took notes and will fix this stuff you pointed out, especially for the early game stuff like rallying on ) than say "it's all good" and then I keep making these mistakes. I still am not comfortable with swarmhosts. I don't get to play against them much, most people at my level still just go for hydra-based compositions or do funny all-ins. Though I did face them a few times today, and even won once. I just keep getting too paranoid about swarmhosts. I always anticipate the worst when I play against them. I always think that the zerg will just transition into something else even though I seldom actually have that happen. My mentality when facing them likely loses me a lot of games. I always let them get too close without challenging them. Thanks for pointing all that out. I don't notice these things when I watch replays (especially right after I played the game. I sometimes do notice my mistakes more the next day) so it is definitely helpful to have you do that. | ||
rsvp
United States2266 Posts
On April 16 2013 09:52 3LILpigs wrote: Im having a hard time with a terran mech timing push that involves medivac, hellbats, marines and raven. i tried voidrays but it failed miserably, zealots get melted by the hellbats, point defense drone nullifies the stalker... anybody with experience beating this build kindly share. You're going to have to be a bit more detailed in your question, a replay would help a lot as well. Is this a 1 base all-in, or a general unit composition? Hellbats are bio so that's not even mech you're facing (and void rays should not be used against bio). | ||
Hjax
United States47 Posts
I open with 4 Phoenix harass while teaching into void ray + colossus while I take my third. I have been dying to people who simply max on Roach hydra and attack me before I get a large enough army. They tend to have a 50 supply lead at least when they attack. I will attached replays tomorrow (not at main pc atm) | ||
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ZeromuS
Canada13379 Posts
On April 16 2013 13:47 Hjax wrote: Hey guys I am a low masters pro toss who plays on NA. I open with 4 Phoenix harass while teaching into void ray + colossus while I take my third. I have been dying to people who simply max on Roach hydra and attack me before I get a large enough army. They tend to have a 50 supply lead at least when they attack. I will attached replays tomorrow (not at main pc atm) As a general build order, a lot of koreans in proleague and gsl are going Stargate - then robo asap (sometimes before the stargate is done). Then they make 4 phoenix and add 3 gateways when they can afford them and they rush collossus bay. These players are using the phoenix to deny scouting with overlords on the map and also to get a queen if it it left alone and away from a spore crawler. The late additional gateways means you are really really dependent on good building placement at the natural and also on good speed to forcefield if need be to defend. Alongside this, you should have the phoenix able to scout any big attacks coming just by virtue of their being active on the map. These koreans are taking their thirds a bit later than you would with a robo (immortal sentry) build than you would in WoL. Some of them hit a timing off 2 base to kill their opponent, others take the third and try to defend and add void rays once they have the 5/6 gasses. What triggers the 2 base timing, I can't tell you might be a late spire or lack of spinecrawlers as scouted by the pheonix. But I have seen a delayed collossus bay with 2 immortals made (1 immortal - support bay - 2nd immortal) and this often leads into the 2 base timing with 2 ranged collossus. The fast bay leads to a third base more often than not but I, again, don't really know what triggers the decision between these 2 paths and I am not sure when to add HTs if you scout hive tech. Still learning ^^. A replay would also help because if the issue is mechanics, the stargate into robo build will definitely be difficult to pull off if you are often supply blocked and in that case fast robo - and scout with obs and then get double stargate vs mutalisks off 3 base might be a better build for you. | ||
Bahamuth
134 Posts
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ZeromuS
Canada13379 Posts
On April 16 2013 15:43 Bahamuth wrote: Is there a way to open with Sentries into Stargate that doesn't lose to 2-3 gate MSC pressure in PvP? Well, sentry into stargate has always felt very risky to me. That being said a replay would help so that we can see your gas timings and what you are scouting. You need to be willing to change your build based on what you see. I don't have the most experience with stargate builds in PvP so I think someone else probably has a better answer. But IMO if you look for a silver bullet build that always works vs everything (especially early game PvP) I think you are taking the wrong path. Look at your replays where you lose to pressure with MsC and open stargate off sentries and check what you scout. If the guy is getting 2 gas at same time and 2 in each for example, with a fast mothership core and lots of chrono, or better yet chrono on the warpgate then you know its MsC gate pressure. This lets you get 2 extra gates before the stargate, or some stalkers before extra sentries to hold. Small changes are what you need I think, and not a magic bullet. | ||
rsvp
United States2266 Posts
On April 16 2013 15:43 Bahamuth wrote: Is there a way to open with Sentries into Stargate that doesn't lose to 2-3 gate MSC pressure in PvP? http://www.teamliquid.net/forum/viewmessage.php?topic_id=350993 It's a build from WoL but it still works. Instead of robo I get a 3rd gate and cut probes at ~22-24, everything else is about the same. Essentially it's a 3 gate star build where you get zealot - sentry - zealot - sentry out of your first gateway. You get a pretty early stargate with it, but because you have 3 gates and chrono'd warpgate tech you can still hold 2-3 gate MSC pressure. | ||
Bahamuth
134 Posts
On April 16 2013 16:31 rsvp wrote: http://www.teamliquid.net/forum/viewmessage.php?topic_id=350993 It's a build from WoL but it still works. Instead of robo I get a 3rd gate and cut probes at ~22-24, everything else is about the same. Essentially it's a 3 gate star build where you get zealot - sentry - zealot - sentry out of your first gateway. You get a pretty early stargate with it, but because you have 3 gates and chrono'd warpgate tech you can still hold 2-3 gate MSC pressure. Thanks. Do you not get the MSC at all? Do you get a Void Ray against MSC pressure? How would you typically respond to a fast expand from the opponent? Sorry for the barrage of questions.....At least for me, it's very important to have a very clear idea of what I'm planning to do in a matchup. On April 16 2013 15:55 ZeromuS wrote: Well, sentry into stargate has always felt very risky to me. That being said a replay would help so that we can see your gas timings and what you are scouting. You need to be willing to change your build based on what you see. I don't have the most experience with stargate builds in PvP so I think someone else probably has a better answer. But IMO if you look for a silver bullet build that always works vs everything (especially early game PvP) I think you are taking the wrong path. Look at your replays where you lose to pressure with MsC and open stargate off sentries and check what you scout. If the guy is getting 2 gas at same time and 2 in each for example, with a fast mothership core and lots of chrono, or better yet chrono on the warpgate then you know its MsC gate pressure. This lets you get 2 extra gates before the stargate, or some stalkers before extra sentries to hold. Small changes are what you need I think, and not a magic bullet. Thanks. I think it's very difficult to properly scout builds in PvP. I don't think it's always possible to see the MSC, and Chrono usage can mean a lot of things. Additionally, he could do both 3 gate pressure, or 2gate into tech, to which you have to respond quite differently. I'd like to be able to open Sentry because you get an hallucinate out of it. | ||
rsvp
United States2266 Posts
On April 16 2013 16:40 Bahamuth wrote: Thanks. Do you not get the MSC at all? Do you get a Void Ray against MSC pressure? How would you typically respond to a fast expand from the opponent? Sorry for the barrage of questions.....At least for me, it's very important to have a very clear idea of what I'm planning to do in a matchup. hich you have to respond quite differently. I'd like to be able to open Sentry because you get an hallucinate out of it. You don't really need a MSC if you're going phoenix gateway. The MSC serves 2 purposes - vision, and stopping units from running away with time warp - and phoenix can already do both of those. Against MSC pressure you just use forcefields on ramp + your own stalker warp-ins, void is not necessary. Against fast expand you just go and kill your opponent, 3 gate star is pretty much a hard counter to fast expand builds. http://drop.sc/324378 - vs MSC pressure http://drop.sc/324379 - vs fast expand EDIT: just noticed that you wanted fast sentry build for a fast hallucination - actually with this build, you get your first real phoenix before you have enough energy for a hallucination, and I recommend just using that to scout instead. | ||
Salv
Canada3083 Posts
On April 16 2013 09:43 Ben... wrote: I am still completely lost on how to beat mass swarmhost, in this case 16+ swarmhosts with mass queen and eventually hydra and viper support. I wasn't as dead as I thought I was this game because he literally didn't macro or deal with idle workers (he had all the workers in his main and natural idle for a good 5 minutes at least. Watch the replay if you don't believe me. No injects, no worker transfers, no expanding, nothing. He won solely because he had a huge bank) but there was no way for me to know that, I couldn't get any observers out because I needed the robos pumping colossus constantly and I couldn't afford a scout phoenix because I needed that money to not die. As soon as I scouted infestation pit I went double robo colossus, but I stopped at 6 because I anticipated a mass corruptor or muta switch, but he was playing so bad it never happened and he just kept massing hydras and queens. I made a dark shrine but cancelled it. I shouldn't have in retrospect because he got no detection at all, but I anticipated him to play better than he did. Mass queens never die, transfuse is so good. This game was very frustrating to play. He threw away his vipers multiple times. It was definitely bad engagements that lost me this one. I should not have attacked out in the open but I was trying to get a few swarmhosts. I'm not sure on how to respond to this style. I contemplated trying to get some tempests but was too gas-starved to afford it. Replay: http://drop.sc/324275 Edit: I asked Artosis on his stream about 2 base swarmhost/nydus and he said he can beat it most of the time now. I am curious what he does. Will have to check his stream out and see if he faces it at all today. I don't understand, are you talking about mass swarmhost off three base or two base - they're very different. I stream my high masters (1150 pts) games on twitch and just yesterday I played a game versus a guy who did 2 base swarm host, the VOD is here at 2hr 38min, you can see a FPView of what I did: http://www.twitch.tv/lucas_salv_salvatore/b/391343431 The most important thing in my opinion is getting two robotics bays to make double colossi and then harass their base while they siege your front. If it's a two base swarmhost even just three or four cannons will hold the line quite well until they can get more there. I make a bunch of gateways and chrono a warp prism and then I warp in zealots in his main, natural, and third base - this way he has to commit to non-swarm host units to defend. In the game I recorded my zealots single-handedly won me the game because they took out his main and third base - and then once you have like six colossi you can pretty much walk through almost any amount of locusts because you melt them all. | ||
probeater
124 Posts
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Hjax
United States47 Posts
http://drop.sc/324386 I try to go for the fast 4 phoenixes for map control and vision while teching into voidray colossus. Zergs however have been able to kill me by maxing on roach hydra off of 3 bases and steamrolling across the map. I have a few colossi, some void rays, and some gateway units when it hits. And the push tends to either kill me outright or kill my third. Give me a break on getting supply blocked a few times (i was lagging quite a bit that game). We played a few more times and if i did have templar out for the push it didn't really matter since Firnafth was splitting pretty well. | ||
da_head
Canada3350 Posts
On April 16 2013 21:25 probeater wrote: i'd like to know, when facing mech, what should my tech be on 2 base? i always just go creatorprime build..so what should i do instead? in the OP it just talks about unit comp and adding robos later To be honest, the moment i determine that the terran is meching, i immediately take a third. Other than hellion/hellbat or mine drops, there isnt much they can pressure you with. Once your on 3 base, then get tons of immortals, archons and either stalkers or zlots (depending on how many hellbats he has). Mixing in storm or air is optional. | ||
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