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The HotS Protoss Help Me Thread - Page 73

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.
Supah
Profile Joined August 2010
708 Posts
April 28 2013 04:29 GMT
#1441
General advice when Zerg scouts Gateway first, and then just pops off 10 lings at the start? If you don't scout it, and your Zealot gets killed, I have no idea what to do. Stalker and 2/3 Gateway expo at home? I just feel so far behind when I don't have map control early game, because he could just stream lings or go for a third and macro heavily without me being able to do too much.

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
Profile Joined June 2011
United States232 Posts
April 28 2013 06:56 GMT
#1442
feedback wins in a 1v1 situation vs ghosts from what I've always seen, it's just making sure your obs doesn't get sniped. I'm not sure how or if this has changed with HoTS

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
Profile Joined August 2010
United States238 Posts
April 28 2013 07:36 GMT
#1443
So just trying to theorycraft a little here...with Nani's build if the zerg were to go for like a 6-10 pool and pump out quick lings what would the correct response be? Delay the nexus and immediately chrono zealots and pop down a forge in your main??? Because if they stream lings and you aren't walled in and only have 1 gate can you defend properly / expand without getting far behind??
That's what she said
FlyingBeer
Profile Blog Joined June 2012
United States262 Posts
April 28 2013 08:54 GMT
#1444
^ Against a 6-10 pool, you should cancel the Nexus if started, and expand after you've got enough units to secure your base, and then wall-off your natural. Use your scouting probe to check to see if he resumes droning and expands behind his lings, or just continues sending lings at you. There's not much use for a forge since it'll be too late for you to really do anything with it. If he only sends 6-8 lings, and you can expand with zealot-stalker-MsC off of one gate then great. At most, you'll go up to 3 gates before taking your expansion, and he won't be able to hold your counter push when warp gate finishes.
Teoita
Profile Blog Joined January 2011
Italy12246 Posts
April 28 2013 08:57 GMT
#1445
Naniwa starts a zealot and then cancels it to speed up the nexus. You can hold an early pool without even scouting it just by getting that zealot and pulling probes as necessary.
ModeratorProtoss all-ins are like a wok. You can throw whatever you want in there and it will turn out alright.
Kyuki
Profile Joined February 2008
Sweden1867 Posts
April 28 2013 09:42 GMT
#1446
What do you do vs a speedling openining though? (with a gateway opening that aims to expand, doesnt have to be nanis) Like 14gas14pool. 2 base mass speedling have killed me hardcore.
Mada Mada Dane
Teoita
Profile Blog Joined January 2011
Italy12246 Posts
April 28 2013 09:48 GMT
#1447
Naniwa gets his wall up at 5:15, which is when speed would complete off 14/14, so it should be possible to hold.

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?
ModeratorProtoss all-ins are like a wok. You can throw whatever you want in there and it will turn out alright.
Xahhk
Profile Joined April 2010
Canada540 Posts
April 28 2013 10:59 GMT
#1448
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
Profile Joined November 2008
United States304 Posts
Last Edited: 2013-04-28 11:48:06
April 28 2013 11:28 GMT
#1449
From all the games I've played 1gating PvZ, ling rushes, especially early ones like 6-10 pool are the absolute least of your worry. It's very easy to defend and if you micro well, the Zerg will probably be far enough behind to just quit. I've played 1gate vs. both 6 pool and 10 pool several times each and I generally lose 2 probes or less. I've had people commit to all-in speedling rushes when my block off wasn't ready, too. You just have to micro your probes, defend with MSC, and block off/stop lings from getting into your base at some point. I always come out ahead. You could probably reactively get a sentry to hold your ramp if you scout a gas too.

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.

It's all fun and games until somebody gets 4gated.
Magnifico
Profile Joined March 2013
1958 Posts
Last Edited: 2013-04-28 21:08:59
April 28 2013 20:39 GMT
#1450
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).




DanceSC
Profile Blog Joined March 2008
United States751 Posts
April 28 2013 21:40 GMT
#1451
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.
Dance.943 || "I think he's just going to lose. There's only so many ways you can lose. And he's going to make some kind of units. And I'm going to attack him, and then all his stuff is going to die. That's about the best prediction that I can make" - NonY
MysteryMeat1
Profile Blog Joined June 2011
United States3291 Posts
April 28 2013 22:58 GMT
#1452
Are there vods for Dreamhack?
"Cause ya know, Style before victory." -The greatest mafia player alive
RInstant
Profile Joined November 2012
Netherlands2 Posts
Last Edited: 2013-04-28 23:29:23
April 28 2013 23:29 GMT
#1453
@MysteryMeat1: The entire Dreamhack stream can be watched again here.
bertu
Profile Blog Joined June 2011
Brazil871 Posts
April 28 2013 23:32 GMT
#1454
On April 29 2013 07:58 MysteryMeat1 wrote:
Are there vods for Dreamhack?


http://sc2ratings.com/season-info.php?season=dhs13

hf
SEKO SEKO SEKO
RInstant
Profile Joined November 2012
Netherlands2 Posts
April 28 2013 23:51 GMT
#1455
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!
SteveNick
Profile Joined November 2008
United States304 Posts
April 29 2013 00:03 GMT
#1456
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.
It's all fun and games until somebody gets 4gated.
Teoita
Profile Blog Joined January 2011
Italy12246 Posts
April 29 2013 06:28 GMT
#1457
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.
ModeratorProtoss all-ins are like a wok. You can throw whatever you want in there and it will turn out alright.
Salivanth
Profile Blog Joined October 2010
Australia1071 Posts
Last Edited: 2013-04-29 07:18:38
April 29 2013 07:18 GMT
#1458
Vs. a 3-Gate Stargate that goes for a Zealot-heavy composition with Voids rather than a more classic Stalker-heavy composition, what kind of composition do I want in order to defend an expansion? (I go 1-Gate FE into 3-Gate Robo)
<@Wikt> so you are one of those nega-fans <@Wikt> that hates the company that makes a game and everything they stand for <@Wikt> but still plays the game <@Wikt> (like roughly 30% of blizzard's player base, maybe much more...)
vhapter
Profile Joined May 2010
Brazil677 Posts
April 29 2013 07:54 GMT
#1459
What's your priority in PvP if you went 1 gate FE once you got your robo and 2 other gateways? When should you get your gas, forge, extra gateways, tech? I've decided to give this build a try, but I don't know what to do as a follow up, whether I should constantly warp in units next or something else, etc.
To live is to fight, to fight is to live!
Olli
Profile Blog Joined February 2012
Austria24417 Posts
Last Edited: 2013-04-29 09:01:16
April 29 2013 09:00 GMT
#1460
I'm gonna post a cool PvP 1 Gate Expand into aggressive 4 gate robo build later when I get home (if I remember that is). I got it from the most recent Razer replay pack featuring HerO.
Administrator"Declaring anything a disaster because aLive popped up out of nowhere is just downright silly."
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