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The HotS Protoss Help Me Thread - Page 74

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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.
vhapter
Profile Joined May 2010
Brazil677 Posts
April 29 2013 14:53 GMT
#1461
I've decided to start playing on Bel'shir Vestige recently. Damn, it's so hard to defend against drops on this maps. Once you get a third, it seems nearly impossible to position your army properly in order to defend your bases. Too many ramps, your natural and your third are so far apart, plus observers hardly gives you enough vision to be truly safe. The other third doesn't even allow your stalkers and colossi to walk up and down the cliff because there is a whole in between it and your main. Thoughts?
To live is to fight, to fight is to live!
SAlechko
Profile Joined October 2012
Israel15 Posts
Last Edited: 2013-04-29 16:30:39
April 29 2013 16:16 GMT
#1462
Sorry for the silly question but when do you warp units? I recently gave Protoss a try, played Terran and Zerg for a year and have what I feel a good understanding of those race's mechanics.

I find that if I constantly do warp ins, I really don't have a lot of gas left for tech, which ends up delayed, or minerals for a third expo. Is this normal? I don't know any of the Protoss timings but I feel it's better to skip warp in rounds - as long as you're safe - to get tech or expansions faster.

I'm considering to favour building gateways instead of units and then do large warp-ins when I need to (like defending drops, etc.).

Thanks
Teoita
Profile Blog Joined January 2011
Italy12246 Posts
April 29 2013 16:23 GMT
#1463
On April 30 2013 01:16 SAlechko wrote:
Sorry for the silly question but when do you warp units? I recently gave Protoss a try, played Terran and Zerg for a year and have what I feel a good understandings of those race's mechanics.

I find that if I constantly do warp ins, I really don't have a lot of gas left for tech, which ends up delayed, or minerals for a third expo. Is this normal? I don't know any of the Protoss timings but I feel it's better to skip warp in rounds - as long as you're safe - to get tech or expansions faster.

I'm considering to favour building gateways instead of units and then do large warp-ins when I need to (like defending drops, etc.).

Thanks


Yeah many Protoss builds have a tendency to cut units at key times to tech up instead of warping in constantly. As far as specifics go it's too broad a question, i suggest you simply look at pro vods of whatever builds you are trying to learn (there aren't any tournament hots replay packs yet).

That said, not warping in any unit at all is overkill, there's usually a middle ground between the two.
ModeratorProtoss all-ins are like a wok. You can throw whatever you want in there and it will turn out alright.
SAlechko
Profile Joined October 2012
Israel15 Posts
April 29 2013 16:30 GMT
#1464
Thanks, Teoita!
Olli
Profile Blog Joined February 2012
Austria24417 Posts
Last Edited: 2013-04-29 16:40:24
April 29 2013 16:40 GMT
#1465
Just to expand on the VOD things, Dreamhack will release the first HotS tournament replay pack sometime soon. Should be great stuff in there, lots of protoss goodness!
Administrator"Declaring anything a disaster because aLive popped up out of nowhere is just downright silly."
SkyBlaze
Profile Joined August 2010
Canada191 Posts
April 29 2013 16:40 GMT
#1466
warping in spell casters is usual the norm, cut zealot and stalkers when needed.
| (╯°□°)╯︵ ┻━┻ | ┻━┻ ︵╰(°□°)╯︵ ┻━┻
Salivanth
Profile Blog Joined October 2010
Australia1071 Posts
April 29 2013 17:18 GMT
#1467
What do I do against a Zerg who uses an Ultra/Hydra force? It seems anything that's good against one sucks against the other.
<@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...)
Ben...
Profile Joined January 2011
Canada3485 Posts
April 29 2013 17:21 GMT
#1468
On April 29 2013 23:53 vhapter wrote:
I've decided to start playing on Bel'shir Vestige recently. Damn, it's so hard to defend against drops on this maps. Once you get a third, it seems nearly impossible to position your army properly in order to defend your bases. Too many ramps, your natural and your third are so far apart, plus observers hardly gives you enough vision to be truly safe. The other third doesn't even allow your stalkers and colossi to walk up and down the cliff because there is a whole in between it and your main. Thoughts?
I've been playing on that map since the season started and yeah drops can be frustrating on it. Not as bad as Whirlwind or Neo Planet S, but yes it can be annoying. On those 3 maps I've started getting multiple observers and placing them at common paths terrans send their dropships in. It definitely helps. Keeping stalkers hotkeyed separately is definitely important as well.
"Cliiiiiiiiiiiiiiiiide" -Tastosis
Teoita
Profile Blog Joined January 2011
Italy12246 Posts
Last Edited: 2013-04-29 17:27:32
April 29 2013 17:26 GMT
#1469
On April 30 2013 01:40 DarkLordOlli wrote:
Just to expand on the VOD things, Dreamhack will release the first HotS tournament replay pack sometime soon. Should be great stuff in there, lots of protoss goodness!


Oh fuck yeah i wasn't aware of that. Thanks for posting.

On April 30 2013 02:18 Salivanth wrote:
What do I do against a Zerg who uses an Ultra/Hydra force? It seems anything that's good against one sucks against the other.


Colossus/zealot/immortal/archon. Just do your standard colo stuff and add templar+immortal when you see the ultras.
ModeratorProtoss all-ins are like a wok. You can throw whatever you want in there and it will turn out alright.
shivver
Profile Joined June 2011
United States232 Posts
April 29 2013 17:33 GMT
#1470
Teoita do you recommend doing a 12 gate instead of 13 gate vs z now with a 1 gate expo? I got 6 pooled yesterday and lost pretty badly because the zlot seemed to be so late to the party. Also should I chrono out 2 zlots and cut the cyber core until then? Mind you I'm not walling in when I do this as I really don't think you need to see how naniwa, state, and others aren't doing it either.
Teoita
Profile Blog Joined January 2011
Italy12246 Posts
Last Edited: 2013-04-29 17:40:58
April 29 2013 17:40 GMT
#1471
Last time i got 6pooled while opening gate (which was like 8 months ago) i opened 13gate and i was actually super convinced i was playing a pvp. I was checking for proxies and shit, get lings in my base, think wtf protoss is op as hell now, then just pulled my probes for a bit, chronoed a zealot and held easily. I'm afraid i don't have the replay, but i'm fairly sure that means you can hold. Just stall for time until your zealot gets out and, at least on paper, you should be able to defend.

Besides, 12 vs 13 gate isn't that big of a deal anyway. It's certainly not worth doing to hold early pools.
ModeratorProtoss all-ins are like a wok. You can throw whatever you want in there and it will turn out alright.
AGIANTSMURF
Profile Blog Joined September 2010
United States1232 Posts
April 29 2013 17:41 GMT
#1472
On April 30 2013 02:33 shivver wrote:
Teoita do you recommend doing a 12 gate instead of 13 gate vs z now with a 1 gate expo? I got 6 pooled yesterday and lost pretty badly because the zlot seemed to be so late to the party. Also should I chrono out 2 zlots and cut the cyber core until then? Mind you I'm not walling in when I do this as I really don't think you need to see how naniwa, state, and others aren't doing it either.


12 gate or 13 gate is only a few seconds difference, micro with probes should allow you to get a zealot out easily. you should delay the cy-core until after you start the first zealot, then you can place it down and still afford a second zealot immediately after the first.

you dont need to wall in, you just need to micro probes correctly and keep your cool.
Thats "Grand-Master" SMURF to you.....
shivver
Profile Joined June 2011
United States232 Posts
Last Edited: 2013-04-29 17:48:34
April 29 2013 17:44 GMT
#1473
Okay I think I "lost my cool" when he started attacking the core that was warping in

in terms of the micro you guys are talking about, is there any tricks to this at all that I should know? I was a masters level T in WoL for reference, I've only been playing toss around 3 weeks now so I know very little about the matchups. Do I just pull a few probes once the zealot is out to get him away from the cyber?
blae000
Profile Joined April 2010
Norway1640 Posts
April 29 2013 17:49 GMT
#1474
I have a pretty noobie question, so be kind! ;D.. I started playing toss in HotS, and I haven't figured out how to control sentries properly yet. I have my sentries in my main control group, which is 3, then something like HT/phoenix etc in 2 and MSC 1 usually.

When I a-move the main army group and want to queue up forcefields by using shift, my sentries wants to move to the a-move location before casting.. Which makes sense if I shift-click after the a-move command, so I figured I should start to cast forcefields without the shift-key at first (one or two) then shift click the rest, assuming I need to cast more.. But the same thing happens.. And by casting without shift at all, I'm limited to cast as many forcefields as I have sentries, they walk up and cast one each.. All of this is when the sentries are OUT OF RANGE of where I cast them.. Preemptively casting them before a fight, or when the sentries simply are out of range. If the sentries are in range I can simply f-click as many as I have energy for obviously. Having the sentries selected alone and move commanding them, then shift-clicking works, but that seems like a big time consuming thing in a big fight.. How do you guys deal with sentries and forcefield spamming?
Liquid
Teoita
Profile Blog Joined January 2011
Italy12246 Posts
Last Edited: 2013-04-29 17:52:43
April 29 2013 17:52 GMT
#1475
On April 30 2013 02:49 blae000 wrote:
I have a pretty noobie question, so be kind! ;D.. I started playing toss in HotS, and I haven't figured out how to control sentries properly yet. I have my sentries in my main control group, which is 3, then something like HT/phoenix etc in 2 and MSC 1 usually.

When I a-move the main army group and want to queue up forcefields by using shift, my sentries wants to move to the a-move location before casting.. Which makes sense if I shift-click after the a-move command, so I figured I should start to cast forcefields without the shift-key at first (one or two) then shift click the rest, assuming I need to cast more.. But the same thing happens.. And by casting without shift at all, I'm limited to cast as many forcefields as I have sentries, they walk up and cast one each.. All of this is when the sentries are OUT OF RANGE of where I cast them.. Preemptively casting them before a fight, or when the sentries simply are out of range. If the sentries are in range I can simply f-click as many as I have energy for obviously. Having the sentries selected alone and move commanding them, then shift-clicking works, but that seems like a big time consuming thing in a big fight.. How do you guys deal with sentries and forcefield spamming?


Never shift queue forcefields. Either f-click-f-click-f-click or hold f and spam click. I've always done the latter.

On April 30 2013 02:44 shivver wrote:
Okay I think I "lost my cool" when he started attacking the core that was warping in

in terms of the micro you guys are talking about, is there any tricks to this at all that I should know? I was a masters level T in WoL for reference, I've only been playing toss around 3 weeks now so I know very little about the matchups. Do I just pull a few probes once the zealot is out to get him away from the cyber?


You need to pull every probe and threaten to attack his lings if he's going for your pylon(s), and run them away if he decides to attack your probes. Either way, that'll buy time for the zealot to come out.
ModeratorProtoss all-ins are like a wok. You can throw whatever you want in there and it will turn out alright.
vhapter
Profile Joined May 2010
Brazil677 Posts
April 29 2013 18:52 GMT
#1476
Teoita, y u no help me with 1 gate FE in PvP? u.u

I really want to learn this build, but I'm not sure what is considered a safe follow up. Do I need to send an observer to my opponent's base asap to see whether he expanded and his tech route in order to make a choice? Or should I give up 2 early force fields to scout earlier with a hallucinated phoenix? I'd rather not gamble any further than hoping I won't be facing an early stargate. Is it safe to rely on photon overcharge to tech + get upgrades before adding extra gateways (4, 5, and 6)?
To live is to fight, to fight is to live!
qapuk
Profile Joined January 2011
United States71 Posts
Last Edited: 2013-04-29 19:17:45
April 29 2013 19:09 GMT
#1477
On April 30 2013 03:52 vhapter wrote:
Teoita, y u no help me with 1 gate FE in PvP? u.u

I really want to learn this build, but I'm not sure what is considered a safe follow up. Do I need to send an observer to my opponent's base asap to see whether he expanded and his tech route in order to make a choice? Or should I give up 2 early force fields to scout earlier with a hallucinated phoenix? I'd rather not gamble any further than hoping I won't be facing an early stargate. Is it safe to rely on photon overcharge to tech + get upgrades before adding extra gateways (4, 5, and 6)?


I honesly dont think this is a reliable way to "get ahead" at all. I see alot of people emphasizing the 1 gate expand robo as being safe. But you're prone to oracle harass, voidray harass, 2 immortal drop snipe, prism 4 gate, blink by after activating overcharge. Even if you defend it, at best is you are just equalizing the game, cause after all said and done, your opponent probably expo behind all of this harass.

If anything, I think 1 gate expo gate gate ... defend harass while probing up with canon as detection (like the way terran plays) is the most effective way to be safe. probably the only thing u'd lose to here is the crazy 1 base dt drop.
barbaTossa
Profile Joined August 2012
23 Posts
Last Edited: 2013-04-29 20:23:54
April 29 2013 19:31 GMT
#1478
Do I make VoidRays or Tempests to deal with Broodlords? Both?
Should I add one Stargate and a Fleet Beacon as soon as I scout a Greater Spire?

When should I start adding Voids/more Stargates in a "standard game" in order to accomplish the ideal lategame army the FAQ mentions?
Should I get upgrades for air? When? Should I get Shields over Armour after +3 ground attack?


In PvT: How do I control my High Templar? Do I add my High Templar to my main hotkeygroup? They clump and if I a-move they just walk to where I clicked and get killed. I tried to have them on a seperate hotkey and make them follow my Collosus but I tend to "lose" them this way after an engagement.
On using storm: Should I send my High Templar two at a time and try to merge an Archon or suicude one?
Does "3-4 or so around the map gathering energy" mean I should get High Templars at random proxy pylons?

/edit: also THE guide states that the correct way to ffe is 17 Nexus, Forge, Pylon yet both Rain and Parting went 16 Nexus, Forge in Proleague today. Why?
rsvp
Profile Blog Joined January 2006
United States2266 Posts
April 29 2013 20:30 GMT
#1479
On April 30 2013 04:31 barbaTossa wrote:
Do I make VoidRays or Tempests to deal with Broodlords? Both?
Should I add one Stargate and a Fleet Beacon as soon as I scout a Greater Spire?

When should I start adding Voids/more Stargates in a "standard game" in order to accomplish the ideal lategame army the FAQ mentions?
Should I get upgrades for air? When? Should I get Shields over Armour after +3 ground attack?


In PvT: How do I control my High Templar? Do I add my High Templar to my main hotkeygroup? They clump and if I a-move they just walk to where I clicked and get killed. I tried to have them on a seperate hotkey and make them follow my Collosus but I tend to "lose" them this way after an engagement.
On using storm: Should I send my High Templar two at a time and try to merge an Archon or suicude one?
Does "3-4 or so around the map gathering energy" mean I should get High Templars at random proxy pylons?


Personally I don't like tempests in PvZ and would always prefer void rays over tempests, but if you're in a situation where you either can't afford or don't have time to get out enough voids against BL, I'd rather have 2 tempests than 3 voids.

Assuming you went for some kind of stalker/colo/sentry on 2-3 bases I'd start getting voids when you're comfortably on 3 bases. However if your opponent went for roach/hydra/viper, I would get HT before voids. Air attack upgrades are always important, you can start them at around the same time you start making voids. Shields vs ground armor is up to personal preference.

You should not have HT hotkeyed with your main army. Keep them separately hotkeyed but you also need to put additional effort into controlling them to keep them separated and not clumped up. Always send HT 1 by 1, you'll never be able to save them via archon merge because they will die too fast either by snipes or small bio groups.

I like having HT all over the map at proxy pylons, especially along a retreat path from the terran base to mine so I can slowly retreat my army while storming his.
shivver
Profile Joined June 2011
United States232 Posts
April 29 2013 23:28 GMT
#1480
thanks for the replys btw teoita and smurf
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