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hi how to defend from pool first + proxy hatchery into mass spines?
I walled and CB out few zealots I traded with lings, but the hatchery was far from pylons range so he got it up (he build also spores). Then just spines and queens and lings until im dead. I did 3 gate but spines outrange every unit and msc was out of energy.
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On December 13 2015 16:45 Icekin wrote: hi how to defend from pool first + proxy hatchery into mass spines?
I walled and CB out few zealots I traded with lings, but the hatchery was far from pylons range so he got it up (he build also spores). Then just spines and queens and lings until im dead. I did 3 gate but spines outrange every unit and msc was out of energy.
I played against this not too long ago. It seemed pretty simple to hold with just a simple 1gate expand build. You block all lings with your zealot. Then you build a couple of pylons next to his proxy hatch, get an MSC, then rally more zealots + use MSC to defend.
If you're having trouble defending it, you could try dragging off some probes to kill the hatchery/spines faster, but I don't think even that should be necessary.
I don't think proxy hatch is actually a 'thing' that can work, if the protoss reacts properly.
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On December 13 2015 16:45 Icekin wrote: hi how to defend from pool first + proxy hatchery into mass spines?
I walled and CB out few zealots I traded with lings, but the hatchery was far from pylons range so he got it up (he build also spores). Then just spines and queens and lings until im dead. I did 3 gate but spines outrange every unit and msc was out of energy.
I just beat this yesterday, pretty easily. You have to see it coming and not expand. Get a robo and some gates up. Defend with forcefield, pylon overcharge and Immortal against the spines. Counter with a Warp Prism.
I also built a couple of pylons along the edge of my base to overcharge out.
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What unit are we supposed to kill Ultralisks with?
Before the shield change Immortals were good but now they take full damage from Ultras and die immediately.
Void Rays tickle them.
Ultras' armor applies 16 times to carriers... so they're fucking worthless.
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On December 14 2015 01:52 DinoMight wrote: What unit are we supposed to kill Ultralisks with?
Before the shield change Immortals were good but now they take full damage from Ultras and die immediately.
Void Rays tickle them.
Ultras' armor applies 16 times to carriers... so they're fucking worthless.
there isn't one. Until the ultralisk is nerfed the only solution is kill them before they get there.
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Hmm no one has any advice on PvT vs MMM+tank+liberators?
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On December 14 2015 01:52 DinoMight wrote: What unit are we supposed to kill Ultralisks with?
Before the shield change Immortals were good but now they take full damage from Ultras and die immediately.
Void Rays tickle them.
Ultras' armor applies 16 times to carriers... so they're fucking worthless.
Immortals are still really good against ultralisk. If you are prepared for the switch and have immortals with double robo ready you can deal with them. Yes they die quicker, but don't bunch them up. Split and kite with immortals and have other support like archons.
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The map pool seems to feature bases that are a lot further apart. I know that with a natural with a wide ramp I can just go gate-core-expand or gate-core-tech expand and park my units at the top of my ramp, and be safe against a wide variety of builds, but once I go above 2 bases I'm just lost. How am I supposed to defend against harassment if I have no map control or observer vision? I've been compensating for this by just being generally aggressive, but are passive builds viable?
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On December 14 2015 12:12 FlyingBeer wrote: The map pool seems to feature bases that are a lot further apart. I know that with a natural with a wide ramp I can just go gate-core-expand or gate-core-tech expand and park my units at the top of my ramp, and be safe against a wide variety of builds, but once I go above 2 bases I'm just lost. How am I supposed to defend against harassment if I have no map control or observer vision? I've been compensating for this by just being generally aggressive, but are passive builds viable?
Nope.
You have to be in their face all game unfortunately. The longer you let them sit at peace the more you put yourself behind.
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What to do against a Terran that builds a lot of Widow Mines? With Colossi being fucking worthless I've been going heavy Chargelot Archon style but Widow Mines ruin me.
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On December 14 2015 23:54 DinoMight wrote: What to do against a Terran that builds a lot of Widow Mines? With Colossi being fucking worthless I've been going heavy Chargelot Archon style but Widow Mines ruin me. Maybe disruptors? They do one-shot the mines which can't run away, but they also cost a lot of gas (so perhaps not viable). Unlike in stalker-disruptor armies you probably want to focus primarily on hitting mines and units at the back (if they run forward then the chargelot archon support trades fairly well against the MM without mine support). Just be sure to be on top of your micro so that the disruptors don't blow up your zealots.
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On December 15 2015 00:22 FruitsPunchSamurai wrote:Show nested quote +On December 14 2015 23:54 DinoMight wrote: What to do against a Terran that builds a lot of Widow Mines? With Colossi being fucking worthless I've been going heavy Chargelot Archon style but Widow Mines ruin me. Maybe disruptors? They do one-shot the mines which can't run away, but they also cost a lot of gas (so perhaps not viable). Unlike in stalker-disruptor armies you probably want to focus primarily on hitting mines and units at the back (if they run forward then the chargelot archon support trades fairly well against the MM without mine support). Just be sure to be on top of your micro so that the disruptors don't blow up your zealots.
If I waste disruptor shots on mines the bio wrecks me. Gateway units can't trade with stim bio without splash.
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United States7483 Posts
On December 15 2015 00:30 DinoMight wrote:Show nested quote +On December 15 2015 00:22 FruitsPunchSamurai wrote:On December 14 2015 23:54 DinoMight wrote: What to do against a Terran that builds a lot of Widow Mines? With Colossi being fucking worthless I've been going heavy Chargelot Archon style but Widow Mines ruin me. Maybe disruptors? They do one-shot the mines which can't run away, but they also cost a lot of gas (so perhaps not viable). Unlike in stalker-disruptor armies you probably want to focus primarily on hitting mines and units at the back (if they run forward then the chargelot archon support trades fairly well against the MM without mine support). Just be sure to be on top of your micro so that the disruptors don't blow up your zealots. If I waste disruptor shots on mines the bio wrecks me. Gateway units can't trade with stim bio without splash.
Disrupters do fine, you need to zone the mines away with them and stagger your shots so the bio can't push in. Fire one at a time, you can easily chase the bio and then move the doom orb over a mine at the last moment. You can even still use colossi if he's going widow mines instead of liberators or vikings.
But in general, chargelot archon is not a good composition at all. It can win in the midgame if your opponent blindly moves out without mines and gets flanked, but other than that it's not going to do much. You can't attack into a defensive position with it, and all Terran has to do is add mines or ghosts and the entire army becomes worthless. You need disrupters.
I'd recommend warp prism openers instead: they allow you to put pressure on the terran to keep him a bit more defensive minded and sets you up to get disrupters if needed.
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On December 11 2015 14:23 guitarizt wrote:Show nested quote +On December 10 2015 17:15 shin_toss wrote:On December 10 2015 08:55 Manegok wrote: At what point should I start to worry about build order? Right now I'm silver and in almost every game I just start with a couple of gateways (2/3) into expansion and robo (if I go for 2 gates, I build robo before exp), after that twilight and just roll with an army of gateway units with immortals, works all right. What are the fundamental builds orders for each matchup (7 gate for PvZ I guess, not sure about the rest). the more important thing in that league is not build order precision, but more on general mechanics. like constant worker production,not getting supply block, knowing if it is safe to expand or not, knowing if opponent is going to push or aggressive, knowing how many production bldgs can be supported by N bases etc ~ I'm super getting held back by the builds. I keep dying to about everything ever. I'm a really old random masters (beta period), but I'm totally lost with the new game. The only thing that seems to be the same is 4 gate, but my PvP was always weak. Are there some simple PvX macro builds I can do to get from top of gold to masters? I'm going random and my Z and T have like 65% win rates, but my P is like 35%.
Man, beta masters equals silver these days.
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Hey guys, is there some replay analysis going on here ? I struggle to find out my mistakes in a particular game in PvT.
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On December 14 2015 12:12 FlyingBeer wrote: The map pool seems to feature bases that are a lot further apart. I know that with a natural with a wide ramp I can just go gate-core-expand or gate-core-tech expand and park my units at the top of my ramp, and be safe against a wide variety of builds, but once I go above 2 bases I'm just lost. How am I supposed to defend against harassment if I have no map control or observer vision? I've been compensating for this by just being generally aggressive, but are passive builds viable?
Passive builds are a bad idea for Protoss for more reasons than the difficulty of keeping tabs on your opponent. Letting Zergs drone up and expand unmolested is almost as much of a death sentence as it was during the Brood Lord Infestor Era. It's bad news, anyway.
Protoss has a good edge over Terran pre medivac, so why wouldn't you capitalize on it? Which race is better in the late game is still up in the air imo, but Protoss is definitely better in the early game so try to get some damage done.
All that being said, I think the maps are absurd. It might be the case that map making conventions from WoL and HotS aren't as iron clad as they once were, the game has changed a lot, even before thirds get taken. Even so, I'd say they changed too many variables at once. How can we talk about balance if the maps aren't stable?
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what's the role of sentries in pvz in lotv
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On December 16 2015 10:11 OPDream wrote: what's the role of sentries in pvz in lotv Hallucination to scout and make your opponent think you have stalkers defending a base when the mutas come in. Guardian shield when versing hydralisks.
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There's nothing Protoss can do to beat Zerg right?
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On December 16 2015 10:11 OPDream wrote: what's the role of sentries in pvz in lotv
In my opinion they have the same role as in hots. You just don't mass them because they die really easily to corrosive bile. They are still important for zoning, and corrosive biles actually sucks against forcefields, so they are still really good. That plus the scouting and halluc is same as usual.
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