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

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pepsi89
post Jul 9 2011, 09:11 AM

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QUOTE(axn992 @ Jul 9 2011, 01:33 AM)
how is a good 4 gate executed?
if 4 gate vs 4 gate, the defender will hv the upperhand
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he is talking about is good 4 gate vs dt and archon build


QUOTE(axn992 @ Jul 9 2011, 02:31 AM)
usually i use my zealot+stalker to kill one of his stalker, zealot as tank, but if the guy micro well its GG

tal darim, too big map, i love to be defender for that map, easier to def as ur opp take longer time to walk to my base
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the size of the map is immaterial becuz pylon can warp in unit instantaneously, u cannot be defender of this map becuz u have no high ground advantage and u need at least 2 forcefields to block the ramp instead of 1 compared to other maps
pepsi89
post Jul 15 2011, 05:35 AM

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QUOTE(evofantasy @ Jul 14 2011, 09:17 PM)
take a 2nd probe and atk his drone...
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exactly, well, if the zerg goes hatch 1st before spawning pool in close spawn, u dont need to throw down that cyber core so quickly, take your sweet time while chrono boosting your zealots to hit that hatch (do it 11 gate like ogsMC does), this will make the zerg overproduce attacking units (if he manages to defend it) and if the zerg is counter attacking u, make a 1 scale choke in your entrance with another pylon blocking it with a zealot and some ff from sentry maybe, followed up with 4 gate your opponent will be so dead

note: this requires good micro
pepsi89
post Jul 16 2011, 05:04 AM

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forcefield? pressing f dont release it, and left click, go to control panel ->keyboard->speed->repeat delay set to shortest so that u can land ff with this method without delay


btw, any of u guys have 2 base protoss 6 gate vs zerg build order? whether FE or after the result of sentries expand
pepsi89
post Aug 9 2011, 03:41 AM

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QUOTE(kding2 @ Aug 7 2011, 12:10 AM)
@hahli9, thanks for your information.

I just played at least 10 games and I lost all the games. Most likely because I have been too aggressive and most of my game ended below 10 minutes.

Of course, I also got rushed by early pool and proxy gateway. Don't know to defend it, especially when they are random and got zerg. Scouting doesn't help in 4 players map. By the time I noticed the pool, I'm already too late to react.

Sometime I do wonder, how do those pros defend from 6 pool, especially when they go for FFE strategy.  Also, is Protoss never meant to be play aggressive?

Need more opening strategy against protoss and zerg as Protoss. I can't do anything against them...unless I got lucky with 4 gate rushes.
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1) open up with 11 gate vs zerg (keep building probes with no chrono boost probes till u get 11 supplies)

2) always scout the nearest potential enemy base 1st

if the zerg is spawned in the nearest location in small map such as shattered temple, do a complete wall off at your ramp with forge and pylon after u see the spawning pool, and follow up with a canon

if the zerg is spawned quite far, do your normal thing, u can make 1 space choke up your ramp with 2 gates (if opponent is near) or 1 gate 1 core (if opponent is far), and a pylon making that 1 space choke can only allow 1 zergling enter each time (if u know what i mean), so your zealot will be hitting 1 zergling at a time instead of 2 in a not so tight choke. chrono boost your zealots obviously. -tip- if u are good in scale reading, place your 1st gate just beside a choke instead of a cybercore and yet still can get a perfect wall off with a 1-scale entrance, this allows your zealot comes out straight away to guard the choke instead of turning around to the choke. im still not quite good at this

normally if the zerg is spawned is the 2nd or last scouting spot, especially in big map, u wont manage to spot the spawning pool timing before u know the zerg is going to 6/8 pool, so be observant with your probe, once u see zergling running wild while ure still scouting, choro boost your zealot and throw down buildings to make your ramp has only 1 choke.

end them with 4 gate if u counter correctly, if this to save time

11 gate opening vs zerg is a good strat, 1st, 6/8 pool counter, 2nd, if zerg go for hatch before pool, just go 1 gate zealots rush till u got cybercore up, the zerg would most probably over producing attacking units and low in workers while u whack anything he has in his base, then proceed with a 4 gate if u dont wanna drag the game


if this is too hard for u, just go forge wall whenever u see low drones count, super early spawning pool, zerglings running wild while ure still scouting in whenever location and whichever map.


Added on August 9, 2011, 3:57 amu can defend proxy 2 gate zealots rush with canons

u need to scout at 9 and if u see nothing in his base and low workers count, throw down a forge (your 1st pylon and your forge must be sticking your nexus so that ur canons can cover all your buildings), scout around your base to see if there is canons and/or pylons because there is still a potential of canon rush before u know the zealot rush is imminent. if no canon, throw down 2 canons to cover your mineral lines and building, 2 canons is enough if u place ur building correctly

-extra tip-if there is canon building, place a canon which is not in range of his canon to protect your base so that he wont creep his canon any nearer to u anymore

needless to say, protoss FFE is the best natural way to counter 6/8 pool, just dont do FFE in not fast expandable map

This post has been edited by pepsi89: Aug 9 2011, 03:57 AM
pepsi89
post Aug 9 2011, 07:37 PM

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QUOTE(quest_5692 @ Aug 9 2011, 05:06 PM)
well, another thing i see pro protoss players do is, when you see opponent early pool, fully block ur entrance with double gate 1 pylon, (u will have 1 gate building and 1 pylon at the start anyway, saw early pool, throw another gate)

then when 1st gate is complete, cancel 2nd gate and put a cybercore instead.
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somehow 1 gate with chrono boosted zealots cannot hold 6/8 pool all in (consider all drones mineral pathing your zealot and get a good surround) if your zealot is hitting 2 zergling at a time when the 1-scale choke is flaw


-tip- use some probes to block the entrance if your zealot cant manage to get out in time, pull low hp probe back with mineral pathing after being hit by the zerglings
pepsi89
post Aug 9 2011, 08:43 PM

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damn this marine tank banshee shit, if im unable to steal the terran's gas im pretty much dead to this build, especially when i scout the terran base last when he got 2 supply depots block the entrance...zzz
pepsi89
post Aug 13 2011, 01:56 AM

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very technical question,how many probes on minerals and gas if i wanna do 6 gates all in with 2 bases vs zerg?
pepsi89
post Aug 22 2011, 02:08 AM

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i think protoss is in a mid life crisis now, vs terran marine tank raven banshee scv all in
vs zerg, mass zerglings infestors - completely change your conventional game vs zerg (tech to HT instead of colossus)

best counter to MBRT is still the huk 20 supplies 1 gate FE (by far the best, but not always a successful counter)

but there is no specific strategy and build order to counter mass zerglings infestors which is make known in the starcraft2 community...
pepsi89
post Aug 22 2011, 02:25 AM

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yea i saw tonnes of bunkers built in the face of mc in a gsl marine tank banshee game just to contain him, for the 1st time in my life i see mc so helpless and lost the game even he hallucinated many immortals just to absorbs the tanks dmg and charged lots to close in the distance and make the tank spalsh themselves, but still lost the game

and i see blue flame helions and tanks strat..just sacrifice helions the whole time in the game just to fry your probes hinder your economy while slowly build up tank to contain u, i mean hellions are cheap, sacrifice a brunch of them doesnt mean anything as terran always have a large influx of minerals (thx to mules)

this is the game goody vs mana
http://www.youtube.com/watch?v=ss8vNoa3Pzg

mana knew what is coming in game 2, but still lost to the same strat with a little variation


ok now, i have hard time countering early 1/2 thor all in with marines and scvs, i know this strat is old, but hell i still cant counter this, any suggestion? get immortal early and chrono it out?
pepsi89
post Aug 22 2011, 02:40 AM

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QUOTE(evofantasy @ Aug 22 2011, 02:29 AM)
i hold it with 3 gate robo (after i expanded)...
it was kinda close and the map was TA so i got time to prepare for it...
this was last season though btw...
2-3 immortal, zeal sentry based army and jz FF the crap out of everything...
i knw thor break FF but u can isolate marines/ scvs and force the thor to move more...

i think mc tried every possible thing he could vs 1-1-1 already lol...
korean netizens are raging hard atm at how unbalanced this is...
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i wouldnt know it is a thor push untill the thor is walking out his ramp, i can only scout it with my probe/unit in the watch tower, i would think it is 1/1/1 with my stalkers and zealot poking his front.


so are u suggesting me getting immortal no matter what just to prepare? i couldnt defend it if i FE becuz the thor reaches so early that my expo was not last long for even 1 min before taken down by the terran (i was doing 20 FE)
pepsi89
post Aug 24 2011, 01:04 AM

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QUOTE(quest_5692 @ Aug 23 2011, 09:51 PM)
in loveTT's interview (chinese top protoss)

his PvT strat wif highest win rate is 3 gate VR all in....
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thats how i got into master last season, planning to do it again cuz of MBRT, im just starting to love macro but this MBRT kicks in


Added on August 24, 2011, 1:08 am
QUOTE(kding2 @ Aug 23 2011, 06:41 PM)
But what can MC do? Those Terran and Zerg pros probably making fun of him, like " L2P Protoss...LOL"

The worst thing is, Blizzard don't care. In fact, David Kim probably feel extremely happy because the Terran made Raven a viable unit.

Protoss is in a slum. there is nothing we can't do.
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whats L2p?

This post has been edited by pepsi89: Aug 24 2011, 01:08 AM
pepsi89
post Aug 24 2011, 02:12 PM

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QUOTE(axn992 @ Aug 24 2011, 11:30 AM)
tank, thor too expensive for terran,

btw, wanna ask, anyone encounter map hackers in SEA server? u hide ur dark shrine very far at the side of the map, zerg din scout, but when u build dark shrine he straight build spore. lol
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i have seen ppl using maphack, it was a person with a SPR tag behind his name, maybe it is some imposer of the clan, it was a GM match tho,lol

question 1:how to target attacking scvs automatically? i know whenever i press a-move my units will just target anything except the scvs, i thought blizzard had fixed, so what should i do? press 's' instead?


QUOTE

Terran 1.2.0 patch
SCV
Repairing SCVs now assume the same threat priority as the unit they’re repairing.
SCV construction movement has been made more consistent.


this is bs

This post has been edited by pepsi89: Aug 24 2011, 02:22 PM
pepsi89
post Aug 25 2011, 02:24 AM

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terran bio ball (90-100 food) 2 rounds of attack finishes (which considered quite fast with stim) 1 colossus if caught off guard, dont wonder in open area with ur colossi is all fine
pepsi89
post Aug 26 2011, 03:20 AM

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im amazed with the game 1 huk vs nada, the last battle was awesome, nada's bio army was spread across the screen vertically, hell could he kite any protoss unit with a ball anymore, im sure marineking can do it but maybe nada was too nervous at that moment not even bother to dodge any storm biggrin.gif

This post has been edited by pepsi89: Aug 26 2011, 03:22 AM
pepsi89
post Aug 26 2011, 08:31 PM

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2 bunkers at the ramp with all marine inside are very good vs 3 gate void rays all in, what i would suggest is to poke around with your void rays and stalkers just to be annoying and supply block the terran and then only give him a finishing blow with some zealots to tank the dmg from the bunkers, preferably with a sentry or 2 to guardian shield (greatly reduce marine dmg) or force field the marine at the edge of the ramp so they cant kite, if u can afford the additional gas units

http://www.youtube.com/watch?v=lN_gztXTyqQ&feature=feedu

this guy void rays all in yoonYJ all of the games, but not always success also



pepsi89
post Aug 27 2011, 07:21 PM

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QUOTE(axn992 @ Aug 27 2011, 02:08 AM)
now i try spam this build! sick of 1 gate expand, always kena MBRT!
btw who can give me the build order for forge expand for PvZ? i very scared to forge expand
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im not sure about the others but i only do forge fast expand in shakuras plateau and tal derim altar, not sure about the new maps cuz i havent seen ppl ffe with it

u can do it safely in shakuras plateau cuz u can wall in with 3 major buildings with a pylon powering behind them, but in tal derim althar, it is harder becuz u cant wall in with 3 major buildings becuz the entrance is slightly wider, anyone who tries to 6 pool u in tal derim could very well end your game especially if u scout the zerg last (i lost a game like this to kaiz) becuz usually ppl would throw down the nexus before the canon, in this case, cancel your nexus and build a pylon and then a canon to protect your initial nexus and then sacrifice your forge and the pylon outside and proceed to a 4 gate

http://www.gomtv.net/2011gslsponsors5/vod/66054

hongun could have won the game if he 4gate july in this case, becuz he was tricked by july during the 2nd attempt to expand

if u scouted the zerg 1st and he is 6 pooling, it can probably help u to win the game provided if cancel your nexus and wall off at your expo and build canons, this is how HuK did it in mlg columbus final game against bomber

there are the build orders for a normal forge fast expand strat
build orders

if the zerg goes pool 1st
9 pylon
13 forge (after a chrono on nexus)
17 nexus
17 gateway
17 canon (canon 1st before gateway if he got an earlier pool -14 pool is standard-)
17 dual assimilators

if the zerg goes hatch 1st
9 Pylon
15 Nexus
17 Forge Gate Cannon Assimilators

before walling off with your 3rd major building (usually a cyber core), it is advisable to put a gateway just to wall that off and then cancel it and put the cyber core, if u have good map awareness, u wouldnt wanna do that cuz cancel a gate way make u lose 25% of the gateway money, try to canon his 2nd or 3rd base if he has no overlord in position to give more vision at his expos

keep ur initial probe alive by hiding it somewhere and then scout if there is a 3rd base from zerg or to see has he cancelled his 2nd base just to do a roaches all in build ore banelling all in build, constantly build sentries and canons if an all in build is coming, usually i will do a 6 gate +1 attack if i see there is a 3rd base by zerg provided if my initial probe is still alive and throw down a proxy pylon just near his 3rd

then proceed with this
http://sc2tips.blogspot.com/2011/02/protos...iation-for.html

be active with your void rays to cancel his 3rd base and snipe creep tumour, if he builds hydralisk asap to counter your void rays, build your colossi asap. With your extra mineral during the death ball build, dont dump them into zealot, build extra gateways and pylons, becuz if the zerg goes mass mutas, u can stop producing void rays and colossi and use the extra resources to pump hell tonnes of stalkers and phoenixes with +1 attack and armour for air which can crush this mutas build which ppl usually use this to hinder the building of a deathball army, pull some probes and with your guardian shield, those mutas cant do shit to ur army. but to base race with u, c',mon, mutas dont do shit to buildings so lets give the zerg some false hope. Look out for some banellings drops on your mineral lines also..

this deathball even works to high diamond and average master players especially during the 1.4.0 patch cuz it nerfs the fungal growth dmg

This post has been edited by pepsi89: Aug 27 2011, 08:06 PM
pepsi89
post Aug 27 2011, 11:02 PM

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QUOTE(axn992 @ Aug 27 2011, 09:52 PM)
Thanks alot mate, i will learn alot from your explanations, easy to understand, last time i very scared to fast expand coz scared roach rush and hard to defend, now i try to practice that.... thx alot again, btw i went to a game shop and asked whether they sell sc2 korean version, he offered me 1k for that, crazy!!!
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he tries to rip u off, could just go to korean battle net and get the account, unless its a collector's edition, which is designed to rip some kid who has no where to spend their pocket money, u dont need that smile.gif
pepsi89
post Aug 27 2011, 11:52 PM

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QUOTE(axn992 @ Aug 27 2011, 11:12 PM)
korean battlenet need korean ic rite?
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ok that just sucks,lol


Added on August 28, 2011, 12:07 ami just had a glance at this while viewing sc2sea website

http://www.sc2sea.com/cartplog.php?do=view...cartplogcatid=1

59.90 aud

This post has been edited by pepsi89: Aug 28 2011, 12:07 AM
pepsi89
post Aug 28 2011, 05:14 PM

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when it was 1st release, it was about 1k, like 2 weeks after sc2 has released, in mid valley = =
pepsi89
post Sep 5 2011, 12:25 AM

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if they 2 rax early pressure u with marauders and marines, u will eventually have to pull probes. After u got your 1st sentry to forcefield the ramp and split his army into half, everything will be quite fine, but still pulling probes are your best bet even if u miss your forcefield, and try to surround the marines and marauder with your probes becuz they run slower than the probes

this normally happens when u have your 1st zealot and stalker

if he 3 rax all in you, u will normally have your warpgate tech completed, considered if u chrono boast it, so keep forcefield at your ramp and pump zealots and stalker to fend of the push, when u think it is quite safe, throw down the robo and proceed to colossus out of 1 base if he tries to contain u with a lot of units at your natural expo, u can know by sending out observer to scout. if he has just a little units to contain u, run all your gateway unit to hit him and try to use your forcefield in the most efficient way before he got his stim pack, stim pack timing normal is between 8-9 min mark. u can expand by this as he also be expanding cuz the little units count shows that he is not going to all in by the the being

general rules, probes (early game), forcefield (mid-late game, especially when u dont have colossi), colossi (mid-late game) are your friends to counter marines marauders, remember to chrono boast your extended thermal lance as colossi with no extended range is useless cuz marines marauders can snipe it easily, u will be amazed that 1 colossus with range is better than 2 colossi without range considered both scenarios have equally same amount of tanking units around the colossi. proceed to chargelots in the late game

IMO, immortals are kinda unnecessary as they can be easily caught outta position cuz immortal cannot really stay out of range of the marines marauders to shoot in this 1.3 patch



This post has been edited by pepsi89: Sep 5 2011, 12:28 AM

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