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 Protoss Discussion Thread Ver. 1, [SEASON 2] Tips & Strategies.

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Something Else
post Jan 17 2011, 06:50 PM

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QUOTE(westley0214 @ Jan 17 2011, 02:20 AM)
Then your Toss opponents will be able to win by just simply making Mothership and wait for you to get disconnected from the game?
*
If the mothership comes onto my screen, yes. But they don't know that biggrin.gif
westley0214
post Jan 17 2011, 07:51 PM

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QUOTE(Something Else @ Jan 17 2011, 06:50 PM)
If the mothership comes onto my screen, yes. But they don't know that  biggrin.gif
*
Try to play at a lower display setting and see whether the same problem occurred. Mamaship needs a display requirement nerf.
evofantasy
post Jan 17 2011, 07:53 PM

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QUOTE(westley0214 @ Jan 17 2011, 07:51 PM)
Try to play at a lower display setting and see whether the same problem occurred. Mamaship needs a display requirement nerf.
*
its actually more towards the cloaking effect when it jz came out form the nexus...
after that it is fine =p


Added on January 22, 2011, 4:08 amhttp://www.ustream.tv/recorded/12145541

this is how u pvp

This post has been edited by evofantasy: Jan 22 2011, 04:08 AM
quest_5692
post Jan 26 2011, 01:35 PM

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hey, watched Bisu vs Zero just now, suddenly thought of, in broodwar, protoss almost ALWAYS forge expand against zerg cuz even if zerg 5 pool rush, as long as the cannon is up, you can fend it off.....do you guys think its plausible to forge expand every game against zerg? maybe pylon + forge + cannon blocking the lower ramp like how terran block the lower ramp with depot and rax.....then expand and extend your wall to your nat....

could work on shakuras, lost temple, scrap station, steppes.....or its just another trivia?

This post has been edited by quest_5692: Jan 26 2011, 01:35 PM
evofantasy
post Jan 26 2011, 01:44 PM

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QUOTE(quest_5692 @ Jan 26 2011, 01:35 PM)
hey, watched Bisu vs Zero just now, suddenly thought of, in broodwar, protoss almost ALWAYS forge expand against zerg cuz even if zerg 5 pool rush, as long as the cannon is up, you can fend it off.....do you guys think its plausible to forge expand every game against zerg? maybe pylon + forge + cannon blocking the lower ramp like how terran block the lower ramp with depot and rax.....then expand and extend your wall to your nat....

could work on shakuras, lost temple, scrap station, steppes.....or its just another trivia?
*
it is possible for some maps as you put it...
other maps, the zerg can jz go into roaches etc...
most zergs now respond to toss's FE by double expanding themselves...
quest_5692
post Jan 26 2011, 01:57 PM

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well, thats what zerg normally do, into 3 base muta then hydralurk drop.....the standard meta game in broodwar because the maps are basically.....large. unlike in sc2 u get stupid maps like blistering, jungle basin and delta quadrant -.-

when zerg go roach, as long as toss can D it, its toss's game because zerg's econ will be way behind.

for the double expand....clutch pylon block at zerg nat is vital and can put you waaaayyyy in front...can pylon block ramp, pylon at zerg nat....owh wai.....
evofantasy
post Jan 26 2011, 02:26 PM

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QUOTE(quest_5692 @ Jan 26 2011, 01:57 PM)
well, thats what zerg normally do, into 3 base muta then hydralurk drop.....the standard meta game in broodwar because the maps are basically.....large. unlike in sc2 u get stupid maps like blistering, jungle basin and delta quadrant -.-

when zerg go roach, as long as toss can D it, its toss's game because zerg's econ will be way behind.

for the double expand....clutch pylon block at zerg nat is vital and can put you waaaayyyy in front...can pylon block ramp, pylon at zerg nat....owh wai.....
*
i still do the pylon block at the ramp with 3 cannons though zergs nowadays jz take another natural with the drone outside or nydus their way out >.<
some maps u need good sim city to prevent ling runby but the most common is zerg double expanding...

i think pylon blocking the nat is better than the 3 pylon 1 cannon block at the ramp
quest_5692
post Jan 31 2011, 04:30 PM

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i lost to a 39 APM protoss today......4 gate to aiur
evofantasy
post Jan 31 2011, 04:47 PM

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lol wut was his apm during the battle?
quest_5692
post Jan 31 2011, 04:51 PM

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60ish, i admit its my fault i rushed into a forcefield but then....he is still a pretty high plat his build order is just...as 4 gate as you can get....
evofantasy
post Jan 31 2011, 05:37 PM

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QUOTE(quest_5692 @ Jan 31 2011, 04:51 PM)
60ish, i admit its my fault i rushed into a forcefield but then....he is still a pretty high plat his build order is just...as 4 gate as you can get....
*
well 4 gate lol...
i would be happy to swap warpgate with zeal charge LOL
Grimm
post Feb 1 2011, 12:55 PM

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How good do you guys rate charge?

For 200/200 in the middle of teching up to robo or stargate, plus the resources for twilight council, sometimes, I'm so tempted to skip that altogether.

Although I know it does well against marauder heavy terrans.

I find charge sucks against zerg T1 units though. lings, roaches and some hydras.

Anyone use it as a staple for a 3gate or 4gate build?
westley0214
post Feb 1 2011, 01:11 PM

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As a terran I found that charge is damn powerful and effective against MM. it can make a chargelot fights like, hmm.. Maybe 3 zealots without charge?
cupmee2nd
post Feb 1 2011, 01:14 PM

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i f***ing lost all my ladder match today on NA.. All terran are goin the pure mrech build... Tanks and Thor with marines support.. Nothing can kill it..
Calvin Seak
post Feb 1 2011, 01:43 PM

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I'll post a replay on how i defeat mechs, I think it's the best option because mechs can't replenish asap compared to mm
evofantasy
post Feb 1 2011, 04:12 PM

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QUOTE(Grimm @ Feb 1 2011, 12:55 PM)
How good do you guys rate charge?

For 200/200 in the middle of teching up to robo or stargate, plus the resources for twilight council, sometimes, I'm so tempted to skip that altogether.

Although I know it does well against marauder heavy terrans.

I find charge sucks against zerg T1 units though. lings, roaches and some hydras.

Anyone use it as a staple for a 3gate or 4gate build?
*
without charge, the terran can just kite u...
charge increases the effectiveness of ur zeal a lot (maybe situational in PvP due to FFs) but it is one of the key upgrade imho as it is rarely 'bad' (only time its bad when ur sentry need to catch up and provide GS to them)...
u cant go to late game without it as it good against both bio (though good terrans can kite a bit lol, i kited a group of chargelots 3 rounds around him base b4 using all of my stim) and mech...
besides u still need the council for +2 upgrades...

This post has been edited by evofantasy: Feb 1 2011, 04:15 PM
LostWanderer
post Feb 1 2011, 04:23 PM

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sometimes, charge is a double edge sword as well when ur lots run into the enemy army and suicide when ur not looking, lol
heaven
post Feb 1 2011, 04:30 PM

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Hmmm, tho auto charge can turn on and off right?
quest_5692
post Feb 1 2011, 04:36 PM

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mech build on TvP? reminds me of Flash's double armory build lol.....

those pros in GSL should start trying double armory build XD
evofantasy
post Feb 1 2011, 04:49 PM

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QUOTE(LostWanderer @ Feb 1 2011, 04:23 PM)
sometimes, charge is a double edge sword as well when ur lots run into the enemy army and suicide when ur not looking, lol
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that's ur problem of not micro-ing it well enuff haha...
btw just a tip, u can charge to a friendly unit =p

QUOTE(heaven @ Feb 1 2011, 04:30 PM)
Hmmm, tho auto charge can turn on and off right?
*
yup u can turn it off and use it to charge back to ur units etc...

QUOTE(quest_5692 @ Feb 1 2011, 04:36 PM)
mech build on TvP? reminds me of Flash's double armory build lol.....

those pros in GSL should start trying double armory build XD
*
actually clide did it with his mech...
clide is a well known mech player before GSL in fact which is why he is so highly rated by tastosis

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