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The HotS Protoss Help Me Thread - Page 91

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.
Sated
Profile Blog Joined March 2011
England4983 Posts
Last Edited: 2013-05-14 10:20:24
May 14 2013 10:19 GMT
#1801
--- Nuked ---
Mezox
Profile Joined May 2013
Sweden6 Posts
Last Edited: 2013-05-14 15:19:12
May 14 2013 15:18 GMT
#1802
Is it safe/recommended to send your first gateway units to the terran base? (for instance if I make zealot/stalker when my 13 gate finishes)
haaz
Profile Joined May 2010
157 Posts
Last Edited: 2013-05-14 15:50:48
May 14 2013 15:49 GMT
#1803
Hey
When going gateway 1st in PvZ matchup, what should I do when my opponent make proxy hatch in my natural, but instead of cancelling it and making evo, to block my future nexus he just finishes hatchery.
What should I do? He get way faster expand than me this way, because mine is natural is completely blocked, and he forcing me to play some 1base allin this way me thinks.
temp banned: 2 warnings: 8, my little achievments 8), last update: 23-05-2013
Sated
Profile Blog Joined March 2011
England4983 Posts
Last Edited: 2013-05-14 16:16:07
May 14 2013 16:09 GMT
#1804
--- Nuked ---
Ben...
Profile Joined January 2011
Canada3485 Posts
Last Edited: 2013-05-14 16:16:49
May 14 2013 16:15 GMT
#1805
On May 15 2013 00:18 Mezox wrote:
Is it safe/recommended to send your first gateway units to the terran base? (for instance if I make zealot/stalker when my 13 gate finishes)
It depends. If you scout gas with your scouting probe then you shouldn't because you will need the stalker to deflect the reaper he will likely be sending. If you scout no gas (so he is going gasless 1rax expand) then yes you are safe to do so, but be sure not to overcommit with your zealot and stalker as they are important in early game defence. If you can pick off a couple marines or SCVs while not taking a huge risk go for it, but if his bunker is already up and has marines in it just head home. Attempting to run past that bunker will just likely end up with you losing units and doing minimal damage.
"Cliiiiiiiiiiiiiiiiide" -Tastosis
killercheetah
Profile Joined February 2011
United States3 Posts
May 14 2013 16:23 GMT
#1806
Awesome! thanks
Darthsanta13
Profile Joined July 2011
United States564 Posts
May 14 2013 16:45 GMT
#1807
I saw in a reddit thread that 3 hatch before pool is a viable opening vs a gate first opening. Is this true? Either way, what do you do when you see 3hatch before pool with a gate opening? First time I saw it I tried a half-assed 2zealot/msc poke but I misplayed it in the game I saw it. I'm thinking now that the best thing to do is instead of trying to punish it right away, is to just use the time to tech super hard, most likely to a Naniwa-style 4 gate.
Teoita
Profile Blog Joined January 2011
Italy12247 Posts
May 14 2013 17:09 GMT
#1808
Yeah it's true, 3hatch into gas before pool basically blind counters everything the protoss can do off gateway expand (sample game: naniwa vs jaedong game 1 at dreamhack). You can't do it reactively though.
ModeratorProtoss all-ins are like a wok. You can throw whatever you want in there and it will turn out alright.
7mk
Profile Blog Joined January 2009
Germany10157 Posts
May 14 2013 17:20 GMT
#1809
On May 15 2013 02:09 Teoita wrote:
Yeah it's true, 3hatch into gas before pool basically blind counters everything the protoss can do off gateway expand (sample game: naniwa vs jaedong game 1 at dreamhack). You can't do it reactively though.


There are a few players who will do it if they dont see a scouting probe though, which is why I actually started pylon scouting even when I gateway expand
beep boop
Sated
Profile Blog Joined March 2011
England4983 Posts
Last Edited: 2013-05-14 17:27:06
May 14 2013 17:25 GMT
#1810
--- Nuked ---
Ben...
Profile Joined January 2011
Canada3485 Posts
Last Edited: 2013-05-14 17:42:51
May 14 2013 17:37 GMT
#1811
Edit: Ignore me. I am wrong. Unless he was talking to someone else.
"Cliiiiiiiiiiiiiiiiide" -Tastosis
Teoita
Profile Blog Joined January 2011
Italy12247 Posts
May 14 2013 17:39 GMT
#1812
No, wrong, 3hatch before pool can have speed and enough units in time for any pressure off both gateway expand and FFE. Again, see naniwa vs jaedong game one, in which jd went for it blindly precisely because he know what build naniwa would do.

Please don't post bad advice.
ModeratorProtoss all-ins are like a wok. You can throw whatever you want in there and it will turn out alright.
ThyLastPenguin
Profile Joined September 2011
United Kingdom101 Posts
May 14 2013 18:17 GMT
#1813
Is it cool if I give my general PvP tactic and people post critique on it? Well I sure hope it is. :3 (DIAMOND LEAGUE)
So, I start with a 3 stalker rush -> 3gate + Robo + Blink. I make continuous stalkers outta the gates if I have the money, until I get WG done. Then I'll start warping in a few stalkers until blink is done. At around this time I get a third.
I don't really try and do damage as such with blink stalkers, more keep them scared on 2 bases whilst I tech into a Chargelot/Archon army, taking a much faster third than my opponent. I then just sorta use this comp to out-expand my opponent and against strong lategame armies I generally win by warping in like 40 zealots on the back of my 200/200 army, as I mostly have like 2 more bases than my opponent.

Right now I'm currently getting screwed by people who wreck my stalker ball and then just 2 base me whilst I'm getting a third, and this only happens when people go robo -> colossus whilst my stalkers are attacking. Ofc, Immos > the stalkers and Collo > Chargelots so I generally just lose right there.

TLDR;

3gate Blink pressure -> Z/archon army - out expanding opponent to win due to economy.


Is this viable? Or am I trying to use a strat that's gonna start pathetically failing when I hit masters?


I haven't seen any guides of this so I'm generally winging in - if there is a guide a link would be much appreciated.
Thanks <3
"Stephano is pretty much saving SC2 one hidden knife and pedophile joke at a time." - Fionn
freewareplayer
Profile Joined July 2011
Germany403 Posts
Last Edited: 2013-05-14 18:41:22
May 14 2013 18:39 GMT
#1814
You can make the general gameplay ur pursuing work, but why anyone in pvp who got 2 bases would be scared off blink stalkers, i dont know.

What do you even expand with? You only say when you take a third ( when blink is done?, that seems suicidal?)

Definetly sounds like its vulnerable to multiple strats that involve some sort of aggression, but its hard to say since you left the most crucial part, how you take your natural, out
Mezox
Profile Joined May 2013
Sweden6 Posts
May 14 2013 19:00 GMT
#1815
On May 15 2013 01:15 Ben... wrote:
Show nested quote +
On May 15 2013 00:18 Mezox wrote:
Is it safe/recommended to send your first gateway units to the terran base? (for instance if I make zealot/stalker when my 13 gate finishes)
It depends. If you scout gas with your scouting probe then you shouldn't because you will need the stalker to deflect the reaper he will likely be sending. If you scout no gas (so he is going gasless 1rax expand) then yes you are safe to do so, but be sure not to overcommit with your zealot and stalker as they are important in early game defence. If you can pick off a couple marines or SCVs while not taking a huge risk go for it, but if his bunker is already up and has marines in it just head home. Attempting to run past that bunker will just likely end up with you losing units and doing minimal damage.

Thanks! Sounds very reasonable.
ThyLastPenguin
Profile Joined September 2011
United Kingdom101 Posts
May 14 2013 19:23 GMT
#1816
On May 15 2013 03:39 freewareplayer wrote:
You can make the general gameplay ur pursuing work, but why anyone in pvp who got 2 bases would be scared off blink stalkers, i dont know.

What do you even expand with? You only say when you take a third ( when blink is done?, that seems suicidal?)

Definetly sounds like its vulnerable to multiple strats that involve some sort of aggression, but its hard to say since you left the most crucial part, how you take your natural, out


I get my Nat with 3gates, Robo and about 5 stalkers + MS, all pressuring enemy.

I get third when I have a good ball of Blink stalkers (10 or so I guess), with Templar tech done and ready, so I take it whilst producing my Z/archon army.

I think people aren't scared of the blink stalkers as a straight up battle, but I'm constantly pressuring to blink into their main if they ever move out. I think if they commit to moving out I could possibly blink half my stalkers into the main to try and cut his production/probe count, and use the other half to try and delay the push whilst I prepare my Chargelot archon army at home.


Atm it's a build I do mostly on feel - so I never say to myself "I have 2 archons so I can take my 3rd now" or something. It's just sorta "He's building an air army that I think I could beat if he pushes any time soon. I may as well grab a third" or the like.
"Stephano is pretty much saving SC2 one hidden knife and pedophile joke at a time." - Fionn
SteveNick
Profile Joined November 2008
United States304 Posts
Last Edited: 2013-05-14 19:56:32
May 14 2013 19:55 GMT
#1817
I have a question in regards to mitigating widow mine damage. This isn't regarding scouting them or countering the drops.

Let's say a widow mine has been dropped in my mineral line and is already almost burrowed, I haven't moved my probes as of yet. I'm thinking that the best thing to do here is to simply leave my probes exactly where they are and take whatever losses come. If I try to do some type of last second pull, my probes will very likely clump up and I will take mass game ending damage, where if I just let them auto mine and let whatever happens happen, I will probably only lose a few. I haven't really found a quick and easy way to spread probes effectively at the last second without creating a clump for a widow mine hit.

Is the general consensus to just leave your probes as is if you can't completely pull them before the widow mine burrows?
It's all fun and games until somebody gets 4gated.
Teoita
Profile Blog Joined January 2011
Italy12247 Posts
May 14 2013 19:56 GMT
#1818
I disagree, i would just send one probe on top of the burrowed widow mine so it will be the only loss you suffer.
ModeratorProtoss all-ins are like a wok. You can throw whatever you want in there and it will turn out alright.
7mk
Profile Blog Joined January 2009
Germany10157 Posts
May 14 2013 20:11 GMT
#1819
On May 15 2013 04:56 Teoita wrote:
I disagree, i would just send one probe on top of the burrowed widow mine so it will be the only loss you suffer.

Only if they dont target.
But yeah that's what I always do as well. And if you do this every single time, rather than deciding its too late some of the time, then you will do this more automatically, you will do it faster, making it less likely that the widow mines are able to hit any clumps of probes.
beep boop
SteveNick
Profile Joined November 2008
United States304 Posts
Last Edited: 2013-05-14 20:44:36
May 14 2013 20:40 GMT
#1820
I hadn't thought of that. That probably works with varying effects depending on where the widow mine burrows, though, unless you're splitting the rest of your probes away from the widow mine while sending that one probe(which could be risky if they manually target?). Though, you could probably go one step further and make sure your bait probe is the closest to the widow mine, but still far enough away from your other probes to not splash. I already use this tactic when I can actually pull my probes away in time and my obs is a ways off(pull all probes, send 1 probe in, then start mining again), but I hadn't considered just clicking the widow mine with one probe without moving anything. I'm gonna try that out. Thanks.

Do you use this tactic completely in lieu of pulling your probes away, or only if you're caught off guard and don't have time to?
It's all fun and games until somebody gets 4gated.
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