Also, any advice late game against a Terran with cloaked Ghosts and mass scans? I feel like you NEED to get Storms off, because EMP guarantees heavily weakened Zealots. It's just so difficult, and I feel like Terran can just bully you across the map while you need to rely on some Templar flanks to cut attention. Does anyone else have a lot of difficulty in the Feedback/Snipe wars?
The HotS Protoss Help Me Thread - Page 73
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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. | ||
Supah
708 Posts
Also, any advice late game against a Terran with cloaked Ghosts and mass scans? I feel like you NEED to get Storms off, because EMP guarantees heavily weakened Zealots. It's just so difficult, and I feel like Terran can just bully you across the map while you need to rely on some Templar flanks to cut attention. Does anyone else have a lot of difficulty in the Feedback/Snipe wars? | ||
shivver
United States232 Posts
as for the zerg, I personally just get my msc out asap and chrono zealots in the meantime while keeping the one I have in my mineral lines until then once the msc is out, his attack is just pointless and puts him way behind | ||
Reborn58
United States238 Posts
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FlyingBeer
United States262 Posts
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Teoita
Italy12246 Posts
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Kyuki
Sweden1867 Posts
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Teoita
Italy12246 Posts
That said, none really goes 14/14 unless you are play a BoX and he's trying to blind counter you for doing the same opening every game, in which case...i guess diversify your builds? | ||
Xahhk
Canada540 Posts
On April 27 2013 05:49 myrrhdyrrh wrote: Just got this game today, haven't played any SC2 in over a year. Anyone have a specific BO for PvP and PVZ? I know the OP gives general openings like "2 gate 3 stalker", but what are the specific BO for those, complete with supply count? I see exact BOs for PVZ right in this thread first page. Are you looking hard enough? | ||
SteveNick
United States304 Posts
Against ling pressure, it's really easy to get out a MSC/sentry while you're starting your nexus, and just hold your ramp. If lings come in and try to force a cancel, you use your MSC to kill them. If they try to come into your main, your sentry forcefields and your MSC pushes them back. The neat thig is, if a lot of Protoss start 1gating in PvZ, it will make FFE even stronger because Zergs then can not 7pool/10 pool and expect to come out equal/ahead since if their opponent 1gates their early pool won't be effective like it is vs. FFE(by delaying Nexus, possibly breaking nat/killing probes/killing the pylon+forge/forcing early cannons+walloff). And so, Protoss can play even greedier knowing that Zerg can't early pool safely because they don't know if you 1gated. It makes the mind game/opening theory so much harder for Zerg if we use more than one build. | ||
Magnifico
1958 Posts
Well, my first games in Plat having been very tough. My biggest problem (there are others, of course) is the timing to take a third and how I manage my probes until there. Viewing some replays, I notice that I usually cut probe production when my two bases are saturated (16 pobres on each mineral line) and then I resume it when I take a third or right before that. Now I wondering: to do that isn't a big mistake? As a rule, should I never stop probe production until my third is completely saturated unless that I will go for some two base all-in (or need to defense some kind of all-in)? I feel that if I don't cut probe production I end up getting 2 bases with more than 60 workers unless that I take a unsafe third.... I hope that my horrible and laughable English be minimally understandable to you guys (it is not my first language). | ||
DanceSC
United States751 Posts
On April 29 2013 05:39 Tiaraju9 wrote: I hit Platinum league some days ago, after play SC2 for the first time three months ago. Two seasons to reach Plat isn't bad, right? Well, my first games in Plat having been very tough. My biggest problem (there are others, of course) is the timing to take a third and how I manage my probes until there. Viewing some replays, I notice that I usually cut probe production when my two bases are saturated (16 pobres on each mineral line) and then I resume it when I take a third or right before that. Now I wondering: to do that isn't a big mistake? As a rule, should I never stop probe production until my third is completely saturated unless that I will go for some two base all-in (or need to defense some kind of all-in)? I feel that if I don't cut probe production I end up getting 2 bases with more than 60 workers unless that I take a unsafe third.... I hope that my horrible and laughable English be minimally understandable to you guys (it is not my first language). Over saturation is not a bad thing if you plan to get more bases, If you have 60 workers on 2 bases, make a third and transfer 16 of them. Unless you really need that 400 minerals to go into something else, expand. | ||
MysteryMeat1
United States3291 Posts
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RInstant
Netherlands2 Posts
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bertu
Brazil871 Posts
On April 29 2013 07:58 MysteryMeat1 wrote: Are there vods for Dreamhack? http://sc2ratings.com/season-info.php?season=dhs13 hf | ||
RInstant
Netherlands2 Posts
I have a question about PvZ. Assume both players are matched quite evenly and the game gets into the lategame with maxed out armies. The zerg player has a heavy ground army composed of lings and many ultras and the protoss player has an army with colossi and immortals + zealots. Suppose the protoss player wins the engagement but does not have enough units to destroy all zerg defenses. Now the zerg player can easily make 30 mutalisks, while the protoss player cannot make a counter to this very quickly. What can you do as a protoss player against such a lategame tech switch by the zerg player? Thanks! | ||
SteveNick
United States304 Posts
On April 29 2013 08:51 RInstant wrote: Hey guys, I have a question about PvZ. Assume both players are matched quite evenly and the game gets into the lategame with maxed out armies. The zerg player has a heavy ground army composed of lings and many ultras and the protoss player has an army with colossi and immortals + zealots. Suppose the protoss player wins the engagement but does not have enough units to destroy all zerg defenses. Now the zerg player can easily make 30 mutalisks, while the protoss player cannot make a counter to this very quickly. What can you do as a protoss player against such a lategame tech switch by the zerg player? Thanks! Considering you say the game is quite even, you're assuming that the Zerg player has at least 3000 minerals and 3000 gas banked. You should be adding a lot of production, including stargates at a time like that. You can use the stargates for voids if they stay on a ground composition, or switch to phoenixes if they have muta. You have to be ready for the tech switches by having your own production ready and having things like phoenix range pre-emptively researched when you have a big excess. If you have 4 stargates up you can pump out phoenixes really quickly as soon as you see the mutalisks, and if you combine that with stalker/archons, you can hold off switches like that. Another good plan is to just keep trading with the Z before it gets to this point, since late game switches where the banks are high are a big strength of Zerg. If you keep trading early on and keep forcing fights, he won't have time to accumulate a massive amount of minerals/gas/larva to just insta-remax on whatever he wants. It's really tough to win when Zerg can remax his army into any unit at will. | ||
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Teoita
Italy12246 Posts
On April 29 2013 08:51 RInstant wrote: Hey guys, I have a question about PvZ. Assume both players are matched quite evenly and the game gets into the lategame with maxed out armies. The zerg player has a heavy ground army composed of lings and many ultras and the protoss player has an army with colossi and immortals + zealots. Suppose the protoss player wins the engagement but does not have enough units to destroy all zerg defenses. Now the zerg player can easily make 30 mutalisks, while the protoss player cannot make a counter to this very quickly. What can you do as a protoss player against such a lategame tech switch by the zerg player? Thanks! None knows a definitive answer to that (ie, not enough games played at the top level to judge). On paper yes because on 4+ bases you should be able to hold mutas with gateway/templar while buying time to get phoenix and range up, in practice it looks extremely hard to keep up with the constant switches between sh/ultra/hydra/muta. Scouting the z's rally point is pretty much the most important thing to do these days vs z. | ||
Salivanth
Australia1071 Posts
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vhapter
Brazil677 Posts
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Olli
Austria24417 Posts
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