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The current state of PvP? - Page 9

Forum Index > SC2 General
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StarBrift
Profile Joined January 2008
Sweden1761 Posts
August 14 2010 21:59 GMT
#161
On August 14 2010 22:41 Slunk wrote:
Show nested quote +
On August 14 2010 22:15 Pepe- wrote:
So there are just 2 ways to fix, give protoss any defending mechanic in early game or put warpgates later in tech (I think council would be the right place). I dont see a chance to fix PvP otherwise.


Bring back shield battery?
This would make the races even again in terms of their static defenses and help against both 2gate and 4gate rushes.


Love this idea. If they could add shield battery to the nexus mana or something that would be awesome. Terran has two mechanics, zerg has two mechanics so why not protoss?
Plexa
Profile Blog Joined October 2005
Aotearoa39261 Posts
August 14 2010 22:13 GMT
#162
On August 14 2010 07:06 travis wrote:
Show nested quote +
On August 14 2010 06:40 Comeh wrote:
On August 14 2010 06:37 Buddhist wrote:
On August 14 2010 06:25 Iggyhopper wrote:
So this is the 4-gate, 4 proxy pylon zealot build you are talking about?


He could have made a zealot as his core warped in, and with that zealot handled all of the pylons before the enemy warp gate tech finished...

Erm, hate to say it, but zealots don't do 100 damage per hit. Plexa was pretty much correct - you make gas, you lose. :|. (there were 4 proxy pylons with another probe OTW)


this isn't true
gas only costs 75
that isn't going to cost you the game


mass zealot/proxy zealot is great against bad players
but as players get better and better
they will get better at better at balancing economy with defense, and they will still defend whatever zealots u throw at them while teching at an appropriate speed (which will be faster than you tech)

Yea just so people are clear, at that point everyone who I had played who went gas and kept teching lost. And for good reason, you can't tech in PvP safely. Any one gate strat should die in the current environment. The korean warpgate all in isn't terribly difficult to beat - but if the protoss is clever and just starts warping in units close to you rather than in your base, life can get tricky.

PvP is all about whoever can make the most units at the moment. Fall behind in units and you lose map control, which means he can put up proxy pylons and camp you until he gets enough units to break you. I'm still trying to find a good balance between economy and units, but here are some of my pvp's from today.

http://www.teamliquid.net/staff/Plexa/sc2_reps/stroggos1.sc2replay
http://www.teamliquid.net/staff/Plexa/sc2_reps/stroggos2.sc2replay

The 2nd game is particularly stupid.
Administrator~ Spirit will set you free ~
pavs
Profile Joined July 2010
Canada26 Posts
August 14 2010 22:31 GMT
#163
In my experience(500 diamond Protoss) any PvP that goes longer than ten minutes is all about who can get out more collossi out and contain the other one in his base. I think that the main problem with the matchup is that Protoss have no hard counter to collosi except for immortals which get picked off ridiculously fast because of their weak range. Anyone have any good counters to collossi?


Also the shield battery idea is interesting but wouldn't it unbalance PvT and PvZ a lot?
mikx
Profile Joined June 2010
United States16 Posts
August 14 2010 22:39 GMT
#164
I think it would be great if you could use the forcefield of a Sentry to cover up pylons and cannons (they would visually fit under it somewhat). For pylons it would shutdown the power field, which would both disable proxy gateways for 15 seconds as well as kill zealots/stalkers in warp in transit.

Cannons wouldn't get powered inside the field and also shutdown - same if you would cover their powering pylon.

I think you can already cover units with enough forcefields, maybe add an easier way to trap at least probes - to have it easier to surrond a proxy probe with slow zealots.

This change would create a got defender advantage as it buys you time both against proxy and cannon rushes, defenders usually have more pylons closeley together and overlapping (so it's hard to use offensive in early game) while allowing for some fun late game micro action (dropping 6 sentries and shutting down an entire base for 15 seconds or so, killing a huge re-enforcement warp in in transit with a hero sentrie covering a critical frontline pylon, etc).
Tozar
Profile Blog Joined March 2007
United States245 Posts
August 14 2010 22:45 GMT
#165
Every PvP I play begins with a sigh...

I knew this warpgate cheese would be a problem months ago, it is just too easy to do. The sad thing is it is a prefferable alternative to the mass collossi play you see when both sides tech.
qoolqop
Profile Joined June 2009
Sweden71 Posts
August 14 2010 23:12 GMT
#166
lower nexus manapool so it punishes the one who isnt using it actively
shazbot
Profile Joined August 2010
Canada5 Posts
August 15 2010 00:00 GMT
#167
As far as the 2 gate proxy builds are concerned the easiest thing I find to do is that once you scout and see nothing in the tosses base lay down a forge instead of a cyber core or another gateway. This way you won't be able to keep up in production since he has most likely laid down more gateways than you already and the stalkers won't hit hard enough to kite he will eventually wear you down. With a forge as long as you get your first tower up in a good position you should be able to hold off any kind of push, two towers if you have to. Once this is done you can continue to build normally.

Obviously you should still be building zealots out of your first gateway and build another gateway if the pressure continues. After the pressure is done and over hes basically gone all in and should also have no defenses inside his base. Try to sneak a few zealot past his proxy into his base even while hes pressuring if you can and interupt his probe line for the win. Often times people who do this build will try to void ray immediately after. Setup one well placed tower in your mineral patch and a few stalkers and you should be able to easily handle this and have quite the economical advantage to easily win. I know most people don't like using stationary towers as a form of defense but with all-ins such as this one extremes can be dealt with extremes. You just have to push pass his pressure and you should win the game assuming you are a half competent player.
shouri
Profile Joined May 2010
90 Posts
August 15 2010 00:05 GMT
#168
Past 8 games have been all protoss, it really kills the desire to play honestly.
Jenslyn87
Profile Joined May 2010
Denmark527 Posts
Last Edited: 2010-08-15 01:47:07
August 15 2010 00:10 GMT
#169
Could someone post a replay of a well-executed 4 gate warp-in push? Would like to see

Anyone? I know of the Tester vs. Huk replay from the KotB tournament but anything newer / more contemporary if the build has changed somewhat?
Hmmm, I wonder what terran is doiAAAAARGH BANSHEEEEES
Asdkmoga
Profile Joined May 2010
United States496 Posts
August 15 2010 00:12 GMT
#170
sc2 just sucks at mirror matches i guess lol, isnt zvz baneling ling, and tvt viking tank? or did that one pass already?
"Once is happenstance, twice is coincidence, three times is enemy action and over 600 is clearly the work of an ancient Sumerian demon or some shit."
Voyager I
Profile Joined July 2010
United States260 Posts
August 15 2010 00:53 GMT
#171
On August 15 2010 07:13 Plexa wrote:
Show nested quote +
On August 14 2010 07:06 travis wrote:
On August 14 2010 06:40 Comeh wrote:
On August 14 2010 06:37 Buddhist wrote:
On August 14 2010 06:25 Iggyhopper wrote:
So this is the 4-gate, 4 proxy pylon zealot build you are talking about?

http://www.youtube.com/watch?v=PfqC9-PL6Cs

He could have made a zealot as his core warped in, and with that zealot handled all of the pylons before the enemy warp gate tech finished...

Erm, hate to say it, but zealots don't do 100 damage per hit. Plexa was pretty much correct - you make gas, you lose. :|. (there were 4 proxy pylons with another probe OTW)


this isn't true
gas only costs 75
that isn't going to cost you the game


mass zealot/proxy zealot is great against bad players
but as players get better and better
they will get better at better at balancing economy with defense, and they will still defend whatever zealots u throw at them while teching at an appropriate speed (which will be faster than you tech)

Yea just so people are clear, at that point everyone who I had played who went gas and kept teching lost. And for good reason, you can't tech in PvP safely. Any one gate strat should die in the current environment. The korean warpgate all in isn't terribly difficult to beat - but if the protoss is clever and just starts warping in units close to you rather than in your base, life can get tricky.

PvP is all about whoever can make the most units at the moment. Fall behind in units and you lose map control, which means he can put up proxy pylons and camp you until he gets enough units to break you. I'm still trying to find a good balance between economy and units, but here are some of my pvp's from today.

http://www.teamliquid.net/staff/Plexa/sc2_reps/stroggos1.sc2replay
http://www.teamliquid.net/staff/Plexa/sc2_reps/stroggos2.sc2replay

The 2nd game is particularly stupid.


It appears that making Zealots is a very useful skill toi have.
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