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The LotV Protoss Help Me Thread - Page 6

Forum Index > StarCraft 2 Strategy
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AkashSky
Profile Joined May 2014
United States257 Posts
December 27 2015 06:09 GMT
#101
On December 27 2015 13:25 HelpMeGetBetter wrote:
so what stop a Zerg from just massing lings from the start to prevent you from ever expanding???


Mothership core and Pylons. Generally speaking, if you wall off your ramp with your first pylon, and place your second pylon near your natural expansion, you can have a MSC + Pylon OUT and made before they have zerglings with SPEED.

I mean, if your opponent is able to have speed out before you can plant your nexus, and have pylons up, you have some build order problems you need to fix.
halomonian
Profile Joined January 2012
Brazil255 Posts
December 27 2015 07:18 GMT
#102
is it possible to defend stalker+void ray+tempest without going air?
thoughts in chaos | enjOy[dream]
Weltall
Profile Joined December 2015
Italy83 Posts
December 27 2015 16:44 GMT
#103
What is the best answer in pvz to pool first with ling rush?
They keep pressure me with lings and take 2 exp behind this, while I don't manage to get exp, tech and build units to defend. What should I do?
DanceSC
Profile Blog Joined March 2008
United States751 Posts
December 29 2015 13:14 GMT
#104
What is the best way to open PvZ on Ruins of Seras? Supposing your opponent could open 3 hatch or 13gas 13pool, how do you secure a stable economy without risking it to early harass or falling behind to 3 hatch?
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
mentalmath
Profile Joined August 2015
United States38 Posts
Last Edited: 2015-12-29 17:04:19
December 29 2015 16:58 GMT
#105
On December 27 2015 13:25 HelpMeGetBetter wrote:
so what stop a Zerg from just massing lings from the start to prevent you from ever expanding???


i think the only way you can really deal with a gas-pool before hatch is to go gateway first with a pylon at your main ramp wall, and build a zealot to hold position the wall as soon as the gate is done. you can choose to cancel your zealot if there is no impending pressure. unfortunately gas pool will almost always kill a nexus first except on the maps in which you have a backdoor natural. when going 16 nexus 17 gate or 17 nexus 17 gate the first zealot with chrono will pop out about the time the 12 slow lings arrive should you choose to do that. if you have gone nexus first on a map without the backdoor natural, then you should still chrono out a zealot until the last second and cancel if there is no pressure. you have a very very tough fight ahead of you, and will more likely than not have to cancel your nexus and play from behind
breakin down backwoods rollin gasolina
mentalmath
Profile Joined August 2015
United States38 Posts
December 29 2015 17:01 GMT
#106
On December 29 2015 22:14 DanceSC wrote:
What is the best way to open PvZ on Ruins of Seras? Supposing your opponent could open 3 hatch or 13gas 13pool, how do you secure a stable economy without risking it to early harass or falling behind to 3 hatch?


gate nexus into a fast third is safe against early pressure (unless they are really all inning with speedlings or ling/bling, but even then you can micro to safety) and also can get up to a fast third without being very behind at all around 3:15-3:30. there are many pro games to see in which this occurs
breakin down backwoods rollin gasolina
Whitewing
Profile Joined October 2010
United States7483 Posts
December 29 2015 19:57 GMT
#107
On December 27 2015 16:18 halomonian wrote:
is it possible to defend stalker+void ray+tempest without going air?


Yes, Blink Stalker + Archon works very well against this in the midgame, you should be able to keep pressure on and do enough damage to prevent him from making this work. Adding in high templar with storm as the game goes on helps too, if you don't win in the midgame.

However, playing passively without air against this will not work. Do not try to play passively against someone going heavy Void Ray, as mass expanding doesn't provide more income than 3 bases.
Strategy"You know I fucking hate the way you play, right?" ~SC2John
Payson
Profile Blog Joined April 2011
United States394 Posts
Last Edited: 2015-12-29 23:33:59
December 29 2015 23:33 GMT
#108
Can anyone tell me what the maximum amount of probes you should build once you start taking your fourth and fifth? I've always been used to 68-70 during WoL and HotS but I'm pretty stuck on what a good number is in LotV due to how fast you mine out your bases.
PtitDrogo
Profile Joined May 2011
France163 Posts
December 30 2015 01:08 GMT
#109
In Hots you never ever wanted to go above 66.
In Lotv given how commun it is to take a fast fourth going up to 72 probes to fill up the gases at the fourth is not a bad idea.
Progamer
Payson
Profile Blog Joined April 2011
United States394 Posts
Last Edited: 2015-12-30 01:33:47
December 30 2015 01:29 GMT
#110
On December 30 2015 10:08 PtitDrogo wrote:
In Hots you never ever wanted to go above 66.
In Lotv given how commun it is to take a fast fourth going up to 72 probes to fill up the gases at the fourth is not a bad idea.


I think I picked up on 68-70 from watching Minigun's stream where he would always have one or two out on the map placing proxy pylons (especially against terran to watch for drops) so I believe that's where I got it from. I was watching Welmu's stream today and he was taking fast fourths but was not taking gas at his third and fourth for a considerable amount of time so I was unsure of how many probes are optimal to make.

Thank you for the reply!
Hyper1
Profile Joined December 2015
158 Posts
December 31 2015 06:38 GMT
#111
Hello, I'm a reasonably terrible protoss player and was hoping for some help with some issues I'm having. I have a lot of questions, so I apologize ahead of time. I couldn't get any replies on the blizz forum so I'm hoping you guys will be able to help better. I'd like to start off by saying that when I say bad, I mean I'm in bronze 1, with APM around 45-50. That being said I do fairly well in PvP, and better against PvZ. With the exception of one game where I did a one base drop on my opponent I've lost every single PvT I've played, so a lot of my questions revolve around that.

1) When do I expand? I know how the game plays out has a large effect on it, and I've caught on that I need to scout when an attack is moving out. I mean that more along the lines of how do I make that decision to expand. I see some pro protoss play the entire game on 2 bases, while seeing others quickly rush to 3 and keep expanding to 5. How do I figure out which I should do?

2) As I mentioned, my APM is terrible. Is there anything specific I can do to make it faster?

3) How do I scout? I know I need to do it better, but even watching replies they change almost every time. Some pro's just don't scout, while other scout with a probe right from the start. Should I be sending out a probe? I've tried doing that but when I get there, all they've got are the basic structures they would have to start out building. Should I wait to scout with an adept, or an observer first? Really the only time I scout with a probe is against protoss, and that's to check for cannon rushes or proxy pylons. The next part is, how do I understand what I'm reading? Against protoss and zerg it seems pretty straight forward. Against terran they pretty much always build a barracks/factory/starport, so unless I see their army, how do I know what they're going to do? I see pro's doing crazy scouting like peaking in just far enough to see the refinery and checking the gas that's been mined, then leaving and knowing exactly what they're doing. So what am I missing that I can't read terran builds?

4) How do I harass properly? I've tried drops, and adapt run by's, and oracle harass, and barring a few times that I seem to just get lucky, it gets shut down pretty easily. I see video's of other people who are able to harass nearly with ease against even pro level players, so clearly I'm just not doing it right. I'd like to do cool things like move out with a zealot and two stalkers and mess with my opponent, but most of the time it's I move out, and get my units killed.

5) I've been running into a fair amount of terran who build turrets all around their base. I know it's a large mineral investment and I should be able to punish that somehow, but I can't seem to take advantage of it. It shuts down all my attempts to scout, severely hinders my ability to harass even the little I try to do, detects DT's, and probably worst of all, stops me from getting high ground vision so if I try to engage up the ramp is a losing battle. I've tried blocking them in and out expanding them, but that just causes them to build up Marines and Medivacs, maybe some tanks/liberators, and crush my blockade, then walk right over me. So what do I do?

6) WTF do I use to counter liberators? I have pretty much no problems if they aren't accompanied by a bio ball, or if there's only 1-2 of them. However if I'm up against 3 or more with marines, the blink stalkers I've been using to counter them just crumble. If I blink in to kill them, the bio gets me, if I fight the bio, that freedom zone thing kills me. I can't seem to find a solid unit to help me counter them.

7) How do I handle harass? I can almost never see if coming fast enough, so I end up not responding until the drop happens. This is really only a problems with P and T, and zerg I can handle harass from decently for now. But drops get me. I've tried leaving my MSC in between my bases to float it over for pylon overcharge, but assuming they don't just blast down the pylon quickly, it doesn't stop them. I've tried putting a stalker in my mineral lines, but it dies to the drop to. I've tried putting 3 in my mineral lines, and I can normally hold off at least Terran drops, but usually end up losing a stalker or 2 and a few probes. How do I better combat this, and how to I scout drops better?

Thank you all for the help, I greatly appreciate any advice
Sweetness.751
Profile Joined April 2011
United States225 Posts
Last Edited: 2015-12-31 10:27:27
December 31 2015 09:47 GMT
#112
On December 31 2015 15:38 Hyper1 wrote:
Hello, I'm a reasonably terrible protoss player and was hoping for some help with some issues I'm having. I have a lot of questions, so I apologize ahead of time. I couldn't get any replies on the blizz forum so I'm hoping you guys will be able to help better. I'd like to start off by saying that when I say bad, I mean I'm in bronze 1, with APM around 45-50. That being said I do fairly well in PvP, and better against PvZ. With the exception of one game where I did a one base drop on my opponent I've lost every single PvT I've played, so a lot of my questions revolve around that.



3) How do I scout? I know I need to do it better, but even watching replies they change almost every time. Some pro's just don't scout, while other scout with a probe right from the start. Should I be sending out a probe? I've tried doing that but when I get there, all they've got are the basic structures they would have to start out building. Should I wait to scout with an adept, or an observer first? Really the only time I scout with a probe is against protoss, and that's to check for cannon rushes or proxy pylons. The next part is, how do I understand what I'm reading? Against protoss and zerg it seems pretty straight forward. Against terran they pretty much always build a barracks/factory/starport, so unless I see their army, how do I know what they're going to do? I see pro's doing crazy scouting like peaking in just far enough to see the refinery and checking the gas that's been mined, then leaving and knowing exactly what they're doing. So what am I missing that I can't read terran builds?



6) WTF do I use to counter liberators? I have pretty much no problems if they aren't accompanied by a bio ball, or if there's only 1-2 of them. However if I'm up against 3 or more with marines, the blink stalkers I've been using to counter them just crumble. If I blink in to kill them, the bio gets me, if I fight the bio, that freedom zone thing kills me. I can't seem to find a solid unit to help me counter them.

7) How do I handle harass? I can almost never see if coming fast enough, so I end up not responding until the drop happens. This is really only a problems with P and T, and zerg I can handle harass from decently for now. But drops get me. I've tried leaving my MSC in between my bases to float it over for pylon overcharge, but assuming they don't just blast down the pylon quickly, it doesn't stop them. I've tried putting a stalker in my mineral lines, but it dies to the drop to. I've tried putting 3 in my mineral lines, and I can normally hold off at least Terran drops, but usually end up losing a stalker or 2 and a few probes. How do I better combat this, and how to I scout drops better?

Thank you all for the help, I greatly appreciate any advice


I'm going to answer 3, 6, and 7 as there is just so much volume to your post. maybe someone else can elaborate with their thoughts on the other points. If not, I may come back to it if the mood strikes.

3.) Scouting will help. Right now, its meaningless for 2 reasons.

A.) You are in Platinum or worse so you don't understand on a deep level what you are scouting and what it means.

B.) Your opponent is Platinum or worse so what he is doing is not efficient to the point, where a specific response is needed to survive.

You can survive by purely outplaying your opponent, however the catch is that you are matched because your skill is relatively equal. A great streamer to watch right now is State. He goes over replays in more depth than the other Protoss streamers. He streams 8+ hours a day 5 days a week. If you look, you will find him. I would focus on scouting around your base and in your natural more than getting a probe in their base early to see what they are building. That way you can be aware of proxies, which are probably the only thing of note worth scouting in your league. For Zerg, see when he built his pool, and see if they are getting more than 100 gas for ling speed. Any more than that means they can't afford to get all drones in a macro build. (That is the simple answer to Zerg gas. Thought there are many exceptions at the higher leagues.)

But I would scout just for the sake of learning how to scout and getting accustomed to it. Eventually you will look for more things or a specific purpose for your probe scout, then after discovered, you will send it home.

6.) Liberators are tough, even at the higher levels. SO I can imagine them being really good when players struggle to micro in the lower levels. They are flying tanks that require little more micro. The best I can say is that you need to not let them get into a good position. AKA a choke point, such as your ramp. or another location near one of your bases. If they have 5+ clumped up in a single spot, DO NOT ENGAGE UNDER THE "Freedom Zone" as you call it.. Fight anywhere else. Sac the base if that is the result of not fighting head on. You will lose the fight and the base if you fight under his Liberators. I would suggest counter attacking. Which will force him to move his army, and thus his Liberators. If he doesn't he should lose the base race as Liberators do not shoot buildings, which is the only forced win condition.

Also learn hold position, otherwise he will chip away at your units by drawing them into Liberator range. Stalker Disruptor is good, Stalker HT is good. However both require micro. Phoenix can counter them if you do not clump them, same as Tempests, or Voids. Phoenix are easiest of the 3 because of their speed and their ability to shoot while moving. Look up magic boxing Mutas to learn how not to clump air units.

As for Liberator harass, they do not kill buildings so pylons places behind mineral lines work wonders.

7.) Pylons in the back of your mineral lines will help. More than one Stalker will help as well. As you get to three bases, 2 cannons in each active mineral line should be standard against fear of drops. If you KNOW there will be Mutas, 2 cannons in each mineral line is also acceptable. Use cannons to zone, don't just place them anywhere, try to place them in between the best flying path and the mineral line. Same with your Stalkers. 4 Stalkers 2 shot a Medivac. target firing Prisms and drop ships are key in preventing future harass. If the ship dies, the units are stuck in your base and will surely follow. Your MSC floating between bases is the right approach.

An observer in dead air space of likely drop locations will help but is an advanced technique that Master level players use and some Diamonds to moderate success.

Late game, 2 Cannons and a single HT (waiting and gaining energy) will defend nearly everything till you can warp in more units.

OVERALL. Focus on your MACRO and making GATEWAYS. 3 gates and a tech choice of your choosing PER BASE is roughly standard for Protoss. Try to build units that do bonus damage to the units they are building. If you do that you will get out of Bronze quickly.
Elentos wrote: Do you think only 10 life points more for Viking is enough bObA wrote: 10 life points is all you need to send someone to the Shadow Realm.
Tachion
Profile Blog Joined May 2010
Canada8573 Posts
December 31 2015 09:59 GMT
#113
As a Zerg, I've been facing a lot of double stargate phoenix off 2 base into a third and chargelot/immortal/archon. For the Protoss who play this style, what's the most effective response from Zerg?
i was driving down the road this november eve and spotted a hitchhiker walking down the street. i pulled over and saw that it was only a tree. i uprooted it and put it in my trunk. do trees like marshmallow peeps? cause that's all i have and will have.
Sweetness.751
Profile Joined April 2011
United States225 Posts
December 31 2015 10:33 GMT
#114
On December 31 2015 18:59 Tachion wrote:
As a Zerg, I've been facing a lot of double stargate phoenix off 2 base into a third and chargelot/immortal/archon. For the Protoss who play this style, what's the most effective response from Zerg?



ROFL why would we help a Zerg?

Nevertheless, Hydra in to Lurker pushes can catch a Toss off guard. There is no knee jerk auto counter that will kill a good Toss. But maybe a quick Roach pop could catch them off guard if they don't compensate fast enough with gateways, Void Rays, or a quick Robo. But Hydra Lurker can do wonders for a Toss that neglects detection. Not to mention a few well placed Baneling shots with Hydra DPS should dissolve the Chargelots instantly.
Elentos wrote: Do you think only 10 life points more for Viking is enough bObA wrote: 10 life points is all you need to send someone to the Shadow Realm.
Hyper1
Profile Joined December 2015
158 Posts
December 31 2015 19:55 GMT
#115
On December 31 2015 18:47 Sweetness.751 wrote:
Show nested quote +
On December 31 2015 15:38 Hyper1 wrote:
Hello, I'm a reasonably terrible protoss player and was hoping for some help with some issues I'm having. I have a lot of questions, so I apologize ahead of time. I couldn't get any replies on the blizz forum so I'm hoping you guys will be able to help better. I'd like to start off by saying that when I say bad, I mean I'm in bronze 1, with APM around 45-50. That being said I do fairly well in PvP, and better against PvZ. With the exception of one game where I did a one base drop on my opponent I've lost every single PvT I've played, so a lot of my questions revolve around that.



3) How do I scout? I know I need to do it better, but even watching replies they change almost every time. Some pro's just don't scout, while other scout with a probe right from the start. Should I be sending out a probe? I've tried doing that but when I get there, all they've got are the basic structures they would have to start out building. Should I wait to scout with an adept, or an observer first? Really the only time I scout with a probe is against protoss, and that's to check for cannon rushes or proxy pylons. The next part is, how do I understand what I'm reading? Against protoss and zerg it seems pretty straight forward. Against terran they pretty much always build a barracks/factory/starport, so unless I see their army, how do I know what they're going to do? I see pro's doing crazy scouting like peaking in just far enough to see the refinery and checking the gas that's been mined, then leaving and knowing exactly what they're doing. So what am I missing that I can't read terran builds?



6) WTF do I use to counter liberators? I have pretty much no problems if they aren't accompanied by a bio ball, or if there's only 1-2 of them. However if I'm up against 3 or more with marines, the blink stalkers I've been using to counter them just crumble. If I blink in to kill them, the bio gets me, if I fight the bio, that freedom zone thing kills me. I can't seem to find a solid unit to help me counter them.

7) How do I handle harass? I can almost never see if coming fast enough, so I end up not responding until the drop happens. This is really only a problems with P and T, and zerg I can handle harass from decently for now. But drops get me. I've tried leaving my MSC in between my bases to float it over for pylon overcharge, but assuming they don't just blast down the pylon quickly, it doesn't stop them. I've tried putting a stalker in my mineral lines, but it dies to the drop to. I've tried putting 3 in my mineral lines, and I can normally hold off at least Terran drops, but usually end up losing a stalker or 2 and a few probes. How do I better combat this, and how to I scout drops better?

Thank you all for the help, I greatly appreciate any advice


I'm going to answer 3, 6, and 7 as there is just so much volume to your post. maybe someone else can elaborate with their thoughts on the other points. If not, I may come back to it if the mood strikes.

3.) Scouting will help. Right now, its meaningless for 2 reasons.

A.) You are in Platinum or worse so you don't understand on a deep level what you are scouting and what it means.

B.) Your opponent is Platinum or worse so what he is doing is not efficient to the point, where a specific response is needed to survive.

You can survive by purely outplaying your opponent, however the catch is that you are matched because your skill is relatively equal. A great streamer to watch right now is State. He goes over replays in more depth than the other Protoss streamers. He streams 8+ hours a day 5 days a week. If you look, you will find him. I would focus on scouting around your base and in your natural more than getting a probe in their base early to see what they are building. That way you can be aware of proxies, which are probably the only thing of note worth scouting in your league. For Zerg, see when he built his pool, and see if they are getting more than 100 gas for ling speed. Any more than that means they can't afford to get all drones in a macro build. (That is the simple answer to Zerg gas. Thought there are many exceptions at the higher leagues.)

But I would scout just for the sake of learning how to scout and getting accustomed to it. Eventually you will look for more things or a specific purpose for your probe scout, then after discovered, you will send it home.

6.) Liberators are tough, even at the higher levels. SO I can imagine them being really good when players struggle to micro in the lower levels. They are flying tanks that require little more micro. The best I can say is that you need to not let them get into a good position. AKA a choke point, such as your ramp. or another location near one of your bases. If they have 5+ clumped up in a single spot, DO NOT ENGAGE UNDER THE "Freedom Zone" as you call it.. Fight anywhere else. Sac the base if that is the result of not fighting head on. You will lose the fight and the base if you fight under his Liberators. I would suggest counter attacking. Which will force him to move his army, and thus his Liberators. If he doesn't he should lose the base race as Liberators do not shoot buildings, which is the only forced win condition.

Also learn hold position, otherwise he will chip away at your units by drawing them into Liberator range. Stalker Disruptor is good, Stalker HT is good. However both require micro. Phoenix can counter them if you do not clump them, same as Tempests, or Voids. Phoenix are easiest of the 3 because of their speed and their ability to shoot while moving. Look up magic boxing Mutas to learn how not to clump air units.

As for Liberator harass, they do not kill buildings so pylons places behind mineral lines work wonders.

7.) Pylons in the back of your mineral lines will help. More than one Stalker will help as well. As you get to three bases, 2 cannons in each active mineral line should be standard against fear of drops. If you KNOW there will be Mutas, 2 cannons in each mineral line is also acceptable. Use cannons to zone, don't just place them anywhere, try to place them in between the best flying path and the mineral line. Same with your Stalkers. 4 Stalkers 2 shot a Medivac. target firing Prisms and drop ships are key in preventing future harass. If the ship dies, the units are stuck in your base and will surely follow. Your MSC floating between bases is the right approach.

An observer in dead air space of likely drop locations will help but is an advanced technique that Master level players use and some Diamonds to moderate success.

Late game, 2 Cannons and a single HT (waiting and gaining energy) will defend nearly everything till you can warp in more units.

OVERALL. Focus on your MACRO and making GATEWAYS. 3 gates and a tech choice of your choosing PER BASE is roughly standard for Protoss. Try to build units that do bonus damage to the units they are building. If you do that you will get out of Bronze quickly.


Thank you, I'll work on that.
Hyper1
Profile Joined December 2015
158 Posts
December 31 2015 20:52 GMT
#116
Just as an update, I beat a silver level terran player!!! I build those high templar to defend, but instead he build a huge bio ball. He rolled into my base, whipped out my army, and all I had left were high templar so I pulled them to help. I dropped enough of that AOE crap to cover their army, and suddenly their entire army turned into a pile of dead bodies!!! I warped in a new army, more HT, and pushed forward a little and cleaned up some mines he left between our bases, and expanded behind it as my scouting earlier had him turtling on 3 bases with turrets everywhere. So I just held back, and kept expanding and building just an unreasonable amount of gateways. He would build up a big army, and I'd throw that AOE crap, storm or something like that, on him, and he'd fizzle away and my army would be fine. The only time I really worried was he built an entire base in an area walled off by rocks. By the time I got the rocks down my army was in shambles, and he rushed through and destroyed my army and most of my HT. I pulled the rest back to a proxy pylon I built, and warped in like 16 zealots in front of my HT and merged them. My zealots did good, then my archons just ate the entire armies face. It was so epic!!! My first win against a terran where I wasn't just playing dirty, against a higher ranked terran, and the entire game felt one sided. It was amazing!!!
Sweetness.751
Profile Joined April 2011
United States225 Posts
December 31 2015 22:09 GMT
#117
That is awesome to hear you had fun. Ya having HTs sitting in your base has a dual purpose. They defend really well, as long as you are paying attention, and if you lose a big fight. Just bring them to the front and use their Storm energy to buy time to rebuild your army. Good HT control can easily win or lose you the game at Diamond or lower.

A pro tip I learned from Huk in WoL. Put 4 HTs in a Warp Prism and practice flying them around with your army. It protects them from EMPs and allows them to move around the map quickly and safely.

You can even just right click an Archon or an Immortal and it will just follow your army around the map till you need to use it.

If you put the 4 HTs and the Warp Prism all on the same hotkey, you can do some pretty awesome stuff. Practice unloading while the Prism is moving. Then practice Storming while unloading. Its actually all really simple when the HTs and Prism are on the same hotkey. Just click the Prism to drop units and spam the T button for Storm. The HTs are already hot-keyed as they come out. So its literally: unload, Storm (T), Storm (T), Storm (T), Storm (T), as each HT gets dropped. Then once you are done, depending on the results, you can attack with your army, retreat, merge into Archons, warp in reinforcements, or even just right click the Prism and all 4 HTs will load back up. Once you get the hang of it, its simple and super powerful.

Enjoy
Elentos wrote: Do you think only 10 life points more for Viking is enough bObA wrote: 10 life points is all you need to send someone to the Shadow Realm.
Hyper1
Profile Joined December 2015
158 Posts
December 31 2015 23:36 GMT
#118
Sweetness.751, I love you. I just faced off against a drop heavy terran and WON!!! Come to find out, he's gold 3, and I won, I'm still bronze 1, but still that's huge. Once again, all HT's. I think I was mostly just psyching myself out over it. I never saw them coming, and usually took heavy losses, but I kept a higher economy none the less. With the exception of a drop that destroyed my main nexus. I had a single HT, and he brought 3 medivacs, two full and one dropped a deployed tank. All of my army was busy stopping his third so I had nothing. Turns out, and HT, a MSC and 5 2/2 Zealots with speed can clean all that up. I lost all my probes and my nexus, but was able to force a lift off and take out a large part of his army at home and SCV's. Turns out he had a 4th, so I set up a proxy pylon, warped in more zealots, held right between his natural and is forth, set like 3 zealots and 2 stalkers to take out that base, and ran up his ramp, storming any bio, and warping in more and more zealots. He dropped again with two medivacs, I feedbacked both of them, and my 5 zealots from the previous battle cleaned them up, and GG. AGAINST GOLD!!! Literally hadn't won a real game again terran ever, and now I was able to take down a gold player. Thank you again for the advice, this HT thing is a game changer.
Shield
Profile Blog Joined August 2009
Bulgaria4824 Posts
Last Edited: 2016-01-01 00:43:36
January 01 2016 00:42 GMT
#119
On January 01 2016 08:36 Hyper1 wrote:
Sweetness.751, I love you. I just faced off against a drop heavy terran and WON!!! Come to find out, he's gold 3, and I won, I'm still bronze 1, but still that's huge. Once again, all HT's. I think I was mostly just psyching myself out over it. I never saw them coming, and usually took heavy losses, but I kept a higher economy none the less. With the exception of a drop that destroyed my main nexus. I had a single HT, and he brought 3 medivacs, two full and one dropped a deployed tank. All of my army was busy stopping his third so I had nothing. Turns out, and HT, a MSC and 5 2/2 Zealots with speed can clean all that up. I lost all my probes and my nexus, but was able to force a lift off and take out a large part of his army at home and SCV's. Turns out he had a 4th, so I set up a proxy pylon, warped in more zealots, held right between his natural and is forth, set like 3 zealots and 2 stalkers to take out that base, and ran up his ramp, storming any bio, and warping in more and more zealots. He dropped again with two medivacs, I feedbacked both of them, and my 5 zealots from the previous battle cleaned them up, and GG. AGAINST GOLD!!! Literally hadn't won a real game again terran ever, and now I was able to take down a gold player. Thank you again for the advice, this HT thing is a game changer.


Until your opponents learn how to use ghosts. :D
Then you're back to disruptors and storm switch.
Hyper1
Profile Joined December 2015
158 Posts
January 01 2016 00:51 GMT
#120
On January 01 2016 09:42 darkness wrote:
Show nested quote +
On January 01 2016 08:36 Hyper1 wrote:
Sweetness.751, I love you. I just faced off against a drop heavy terran and WON!!! Come to find out, he's gold 3, and I won, I'm still bronze 1, but still that's huge. Once again, all HT's. I think I was mostly just psyching myself out over it. I never saw them coming, and usually took heavy losses, but I kept a higher economy none the less. With the exception of a drop that destroyed my main nexus. I had a single HT, and he brought 3 medivacs, two full and one dropped a deployed tank. All of my army was busy stopping his third so I had nothing. Turns out, and HT, a MSC and 5 2/2 Zealots with speed can clean all that up. I lost all my probes and my nexus, but was able to force a lift off and take out a large part of his army at home and SCV's. Turns out he had a 4th, so I set up a proxy pylon, warped in more zealots, held right between his natural and is forth, set like 3 zealots and 2 stalkers to take out that base, and ran up his ramp, storming any bio, and warping in more and more zealots. He dropped again with two medivacs, I feedbacked both of them, and my 5 zealots from the previous battle cleaned them up, and GG. AGAINST GOLD!!! Literally hadn't won a real game again terran ever, and now I was able to take down a gold player. Thank you again for the advice, this HT thing is a game changer.


Until your opponents learn how to use ghosts. :D
Then you're back to disruptors and storm switch.




Oh I don't really care if I win or not, I'm just happy I'm actually standing a chance now. Before it was honestly so bad that it was about as effecting playing as it was going to make a snack, as my defense was about as strong either way, lol. Now at least the games will be good and I won't be completely clueless on what to do. Plus... I AIN'T AFRAID OF NO GHOSTS! I'm sorry, I know that was crazy lame, I couldn't help myself.
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