QUOTE(Calvin Seak @ Apr 18 2011, 07:54 PM)
got masters cukup lo since barely any LYNers have that wwwwProtoss Discussion Thread Ver. 1, [SEASON 2] Tips & Strategies.
Protoss Discussion Thread Ver. 1, [SEASON 2] Tips & Strategies.
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Apr 18 2011, 07:55 PM
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#161
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Apr 19 2011, 11:01 PM
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#162
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Apr 25 2011, 06:11 AM
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#163
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» Click to show Spoiler - click again to hide... « pros make it sound so damn easy (Y) anyways some more replays: http://www.quazacolt.com/starcraft2/replay...blink.SC2Replay fun usage of overlords in team games, pylon warp ins, blinks etc. http://www.quazacolt.com/starcraft2/replay...4gate.SC2Replay no brainer pylon advancement, just stick on 1 base and pylon push it to the end rofl Added on April 25, 2011, 6:17 am QUOTE(westley0214 @ Apr 24 2011, 02:19 PM) Which is why, QQ about balance should only be done by top pros and not SiewKaiz. Casual players complain about everything. So if you don't know how to fend off a cannon rush, cannon is imba? pretty hilarious wwwwwAdded on April 25, 2011, 6:20 am QUOTE(Azurues @ Apr 24 2011, 05:13 PM) If your opponent is a zerg who opens up with pool first 13 pool/14 pool, it's gonna be very hard for protoss to do much now. my general situation with pvz. i prefer to just zealot it through instead of ff blocks most of the time. win some, lose some. no biggie ^^;U can have your first zealot blocking the ramp but 8 zergling with pulling back micro will crush that zealot and if u don't have another units chrono out ASAP u probably be behind the whole game. This is happening really frequent to me recently and my only counter to this is blocking my ramp with another pylon while waiting for more units to pop out. Against speedling u going to have a perfect ff to block them from surrounding your units. Usually if i push out with gateways units after expanding and opponents goes for mass speedling and some roach i just block all the roach and kill speedling first. Roach without speed and burrow is not as dangerous yet in early game compare to speedling This post has been edited by Quazacolt: Apr 25 2011, 06:20 AM |
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Apr 25 2011, 08:11 AM
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#164
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QUOTE(quest_5692 @ Apr 25 2011, 07:13 AM) owh, for the how to zealot block one, be sure to watch MC vs Idra on dreamhack 2011. MC zealot blocked a 6 pool, so i guess you should have no problem with 14 pool too he killed his own pylon, idra ggits not about being as good as korean, its about immitating/learning how they pull out stuff. lawl |
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Apr 25 2011, 11:32 AM
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#165
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QUOTE(SiewKaiz @ Apr 25 2011, 11:12 AM) scrubie, that sounded like an extended polt timing, with scv lol. share the replay?as a protoss how def 3 banshee 1 raven 3 tanks with siege 18+marines alots of scv????? DAMN lost to a same terran for 5 times (4times the same all in) i tried vr, gate unit, pheonix, immortal but havent tried colosus rush~...... failed all the time |
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Apr 25 2011, 12:15 PM
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#166
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Apr 26 2011, 09:10 PM
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#167
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QUOTE(Calvin Seak @ Apr 25 2011, 07:48 PM) Hey!! hahaha sorry was away! Busy training=p LOL! jk!! from the words of the pro. i like this. plain and simple ROFLWhen they do that try 4 gating! hahaha before the banshees are out its gg for them =p guardian shields and zealots/stalkers can punish terrans who are greedy that fast techs! I feel it is always safe for protoss to expand when terrans go 1-1-1 build.. save chronos for units and you're good to go... Can try getting some phoenix with +1 ground armor if he has alot of marines.. so alot of scouting and info on enemy is really important.. pheonix can snipe off banshees, can kills scvs and can lift tanks tanks can kill zealots n the splash will only make it worse for the marines remember guardian shield is super important against marines i think thats about it but there are alot of factors in the game and you might change strat/unit compo.. i hope i answered ur question hehe Added on April 26, 2011, 9:11 pm QUOTE(westley0214 @ Apr 26 2011, 01:21 PM) http://us.battle.net/sc2/en/forum/topic/1213111662 wei, normal gate buff, and archon buff, just warp tech time nerf, what more you want? lolWoohoo, more nerf for Protoss, more QQ from SiewKaiz. Added on April 26, 2011, 9:16 pm QUOTE(quest_5692 @ Apr 26 2011, 08:56 PM) ^This post has been edited by Quazacolt: Apr 26 2011, 09:16 PM |
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May 3 2011, 03:03 AM
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#168
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» Click to show Spoiler - click again to hide... « very informational reply, even with ss and graphical aids/guides! letme pm the TS to get it hooked on the 1st page. im sure that could be very educational for tossers having trouble going macro/early expansion builds toe to toe with zergs Added on May 3, 2011, 3:05 am QUOTE(axn992 @ May 1 2011, 08:29 PM) http://www.sc2replayed.com/replays/171313-...backwater-gulch axn, can TS use your replay as a reference? since calvin screen shotted based on your replay.hey can see my replay on the 3gate expand against zerg! what went wrong with my build. Lost badly to roach+speedlings Added on May 3, 2011, 3:07 am QUOTE(axn992 @ May 2 2011, 11:21 AM) » Click to show Spoiler - click again to hide... « That's a very good explanation. Thank you very much! I always lose to zerg because of this early and aggressive push. The forcefields part will take quite some practice for me as timing must be perfect. And i do really hate if some speedlings were to escape from the FFs and attack my front army. Cause alot damage there. I wanna ask, after the expand, drop forge and gateway or straight go for additional 3 gateways, which i can pump more unit to defend? Which is better? This post has been edited by Quazacolt: May 3 2011, 03:07 AM |
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May 8 2011, 08:13 PM
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#169
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May 29 2011, 06:48 PM
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#170
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May 30 2011, 05:29 PM
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#171
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Jun 1 2011, 01:29 AM
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#172
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QUOTE(westley0214 @ May 31 2011, 10:30 AM) If your opponent is expanding? Why should you expand? Just go and kill him. ^The new patch will include the following: PvP matchup will now automatically disable additional Nexus construction. Each player should be included in next patch |
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Jun 2 2011, 07:36 AM
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#173
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Jul 8 2011, 08:17 PM
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#174
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Jul 9 2011, 01:17 AM
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#175
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Jul 31 2011, 10:30 PM
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#176
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Aug 1 2011, 12:16 AM
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#177
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Aug 1 2011, 01:45 AM
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#178
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QUOTE(hahli9 @ Aug 1 2011, 01:21 AM) I mean I'm only in gold league but you guys make it sound like I'm just letting them expand all over the map and build up a 200/200 force again while I get colossi. With your gateway army you can maintain map presence while waiting for the colossi, hell, if you can end the game you won't even need them, like I said they are for very late game situations when your gateway army isn't very effective any more because of ghosts, since EMPs essentially make archons into units with less health than probes. Also, colossi don't even take long to make, ~50 sec (IIRC) with chrono boost. I dunno, maybe you guys are all in masters or something and Terrans up there can turn the tide of battle with a snap of their fingers so hey what the hell maybe what I do won't work in higher leagues, but we all learn through experience right? im bronze man, its cool. dont sweat it.though honestly, i could care less about ghosts when marine/marauders are making my life sour enough all day erry day lol Added on August 1, 2011, 1:48 am » Click to show Spoiler - click again to hide... « with diminishing returns on chrono, and units like stalkers, or even templar storms lacking fungal roots, colo getting roflraped by corruptors/vikings (or lol tanks/stim lolders) i find it ironic that my preference to end games early as a protoss is being questioned/criticized. then again im bronze, so the f*** if i care. This post has been edited by Quazacolt: Aug 1 2011, 01:48 AM |
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Aug 1 2011, 03:46 AM
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#179
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QUOTE(hahli9 @ Aug 1 2011, 02:26 AM) Actually, ending the game early is great, I never questioned it, if you can do it you should. If you can't then you need a transition plan and the colo is the perfect way to do that, since you're racking one hell of a gateway army, they NEED the medivacs to survive your zealot archon force since stim is vital to stutter step micro it. If they switch to vikings they don't have as many medivacs and your colossi will help clear the ground army even faster. If they lose their ground army, destroy the medivacs, they are very essential to the terran bio force and if you destroy all of them, you'll cripple them severely since they now have to choose between vikings and medivacs. Also, tanks work against the terran IMO. Zealot charge up to marine face, marine die from their own tanks. Then you'll probably have zealots still surviving, your archons and stalkers will have an easy time cleaning up the tanks. Personally, I've never lost to marine tank based play from Terran. naw man, not referring to you (gosh people need to click that little spoiler button/bar lol) |
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Aug 1 2011, 04:09 PM
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#180
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QUOTE(hahli9 @ Aug 1 2011, 03:58 PM) Haha what, who was talking about 4 gate in PvZ? i 4 gate my pvz and i hate building sentries. |
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