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

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evofantasy
post Jul 9 2011, 02:18 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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timing and how ur pylon, control ur first zeal+stalker etc...
the defender have the upper hand but depending on ur micro, u can turn it around...
some maps like tal darim is a no brainer for 4 gate...

a well timed 4 gate can beat most builds btw
evofantasy
post Jul 14 2011, 09:17 PM

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QUOTE(axn992 @ Jul 14 2011, 08:53 PM)
guys, in PVZ we always wall off our ramp with 1gate and 1core, what if the zerg uses the drone to prevent us to build the core, it causes delay and very frustrating sometimes, what will all of u do to prevent it?
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take a 2nd probe and atk his drone...
evofantasy
post Jul 15 2011, 10:34 AM

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QUOTE(pepsi89 @ Jul 15 2011, 05:35 AM)
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
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what i encounter when i hatch first is my opponent not doing a complete wall but instead jz chrono out 1 zeal 1 stalker pressuring me while i pump lings jz to defend and thus unable to leave my base...
when i finally reach his base? sentries is up...
if u are good enuff wit ur awareness and FFs, u dun really need a perfect wall at times (assuming that u will expand)...

i like mc's 2 gate pressure into a quick nexus build...
but really need good simcity and u need to pressure hard wit the initial 2-3 zeals...


Added on July 15, 2011, 10:37 amps: it is frustrating to play vs good toss that can FF all ur units when u are zerg LOL... u need to hit them at the right timing, force them to spend energy and multi prong/ runby when they starts to FF... that is what i experienced both as a toss and zerg... so be careful when u FF...

This post has been edited by evofantasy: Jul 15 2011, 10:37 AM
evofantasy
post Jul 15 2011, 04:38 PM

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QUOTE(quest_5692 @ Jul 15 2011, 02:18 PM)
FF is what differentiates good protoss and not so good protoss...
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one of the teamgames, i used 2 FF to trap like 30 drones for my colo to 1 shot...
it feels so awesome...
when u are a toss and u land key FFs like that?
nerdgasm!!!!
evofantasy
post Jul 31 2011, 03:05 AM

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QUOTE(axn992 @ Jul 26 2011, 03:21 PM)
i will try  biggrin.gif


Added on July 27, 2011, 2:16 pmvery hard to 4 gate in masters already, some ppl placed their canon at their ramp with very nice timing then he got advantage already,

any good tip to counter?
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tat can be a defensive 4 gate for u to expand...
tat cannon will be a deadweight
evofantasy
post Aug 1 2011, 01:29 AM

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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?
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what i can say is this...
there is various opening for protoss...
the one which i can relate to urs is this: -
- 1 or 3 gate FE into 6/7 gate chargelot with quick upgrades (double forge)... once u get to 2/2, start being agressive and u can transition into double robo colo and hit a timing b4 he can get enuff vikings...
- 1 or 3 gate FE into 6 gate templar tech with single robo for obs... when the terran get ghost, u transition into double robo colo

note: 3rd base timing onwards depend on the damage u dealt and map control... this only work if terran go bio
what u said isn't wrong =p

added note:
chronoboost get worst as the game gets longer whereas mules get better... reason? chrono u need resource to use (how often u see all the korean toss have 0 energy in nexus late game? not often)... terrans on the other hand can sac scv and rely on mules for minerals (the true terran 300food push)... basically chrono boost helps u hit earlier timing/ upgrade advantage and it gets weaker later on especially when bio reach 2/2...

This post has been edited by evofantasy: Aug 1 2011, 01:32 AM
evofantasy
post Aug 1 2011, 02:02 AM

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QUOTE(Quazacolt @ Aug 1 2011, 01:45 AM)
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.
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u are wrong on that...
when u are near the food limit in PvZ...
u are trading ur colossus (to corruptors) to clear off the zerg's ground army...
from there u reinforce with blink stalkers vs the useles corruptors...
same for PvT last time before the amulet nerf lol...
evofantasy
post Aug 1 2011, 01:32 PM

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ending games early is good if u do it right and when there is no better option...
going 1 base sentry-less 4 gate in PvZ? i think u are doing it wrong...
evofantasy
post Aug 1 2011, 04:36 PM

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QUOTE(hahli9 @ Aug 1 2011, 03:58 PM)
Haha what, who was talking about 4 gate in PvZ?  sweat.gif I think the only way to win early in PvZ is fake a 3 gate expand, attack with 5 gates mass zealots and sentries. And it isn't even all in, if you things don't go as well, you can always put up a force field wall and retreat. Either that or get lucky with DTs <<
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u are new here so u wont get what i mean haha...
for PvZ i love to go FFE or 3 gate sentry based expansion...
if i scout the zerg overdrone, i will jz kill him with my 3-5 gates...

as for the 2 base 5 gate mass zeal sentries, i wont recommend it...
i dunno ur lvl but more players in my lvl will go roach which is a direct counter to this...
besides, u can support 6-7 gates if u are good in macro...
the safest build is the 6 gate blink off an expo...
evofantasy
post Aug 1 2011, 06:02 PM

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QUOTE(quest_5692 @ Aug 1 2011, 05:57 PM)
how can..........1 base 5 gate not an all in......hell 1 base 4 gate is awful enuf -.-
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tat's y i thot it was a 2 base...
evofantasy
post Aug 1 2011, 06:26 PM

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QUOTE(hahli9 @ Aug 1 2011, 06:15 PM)
Because you only make zealots and sentries, if you see a few roaches you can forcefield and slowly pick them off, and forcefield ramp also to prevent reinforcements. If you see too many you can just forcefield and retreat and expo since you never stop probe production and your sentries will make it easier to defend compared to a failed 4gate where you'll only have a few stalkers and zealots if you are unsuccessful.

Anyway this is from what I read on TL, I haven't really used this much but they say Kiwikaki plays it in such a way that if the attack fails he can cut losses and still expo.
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1. to do such build u need to stop probe production at 22 or u will miss the timing
2. if u wanna expand, u need to stop 1 round of production to make nexus... tat aso u will have surplus gas for a period which u cant burn out...
3. PvZ 4 gate is heavy zeal sentry based... u only (and u need) warp in stalkers via ur proxy pylon when u reach there...

this is all-in cause the moment u fail, u are practically dead...
unless the zerg make some mistake because u wasted gas on sentries as well as idle gates not to mention the low probe count...
as for kiwikaki, he have his own style which no1 can follow for example his immortal drop etc...
sure those are creative, but they are not good if ur opponent jz play standard (thus his low win rate when every1 got good)
evofantasy
post Aug 9 2011, 08:13 PM

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Even MC cant handle the marine tank banshee raven build...
Protoss is pretty much the official 'deaaad' race now with the nerfs they got...

user posted image
evofantasy
post Aug 9 2011, 08:47 PM

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QUOTE(pepsi89 @ Aug 9 2011, 08:43 PM)
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
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reason y i always gas steal all the time but then again, they can do the 2 base variation which would only be delayed a little...
but if they expand fast for it, u can pretty much pressure with 3 gate and expand behind it...


Added on August 9, 2011, 8:53 pmMC is at up/down... died to noblesse's all-in

This post has been edited by evofantasy: Aug 9 2011, 08:53 PM
evofantasy
post Aug 9 2011, 09:59 PM

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QUOTE(quest_5692 @ Aug 9 2011, 09:42 PM)
cuz in low level play, brotoss is the way mang.....OP cannon rushhhh proxy gatessss so overall protoss is not UP? i dno, but i think blizzard should pay more attention into the pros tho...although those noobs are those who buy their expensive games...
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in hongun i trust...
he'll figure out a new PvT all-in just like he did in GSTL
evofantasy
post Aug 10 2011, 05:23 PM

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QUOTE(axn992 @ Aug 10 2011, 03:12 PM)
i saw huk's stream yesterday, every terran now is going marine tank banshee build, huk cant even fight back with colloses, stalkers, zealots and FF even with good micro.
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slayers_ganzi got to codeA spamming this build vs every toss he meet in the qualifiers lol...
TL was on rage over this as he all-ined every protoss despite him being kinda far behind and won those games (knocked out 2 ogs protosses)
evofantasy
post Aug 11 2011, 10:31 AM

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http://www.playxp.com/sc2/jingjing/

@OrangeMilkis
Wooju Lee
63% of PlayXPers thinks that Protoss is too weak.
evofantasy
post Aug 14 2011, 12:06 AM

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QUOTE(kding2 @ Aug 13 2011, 11:52 PM)
People says that Colossus is great for protoss, yet I can't win the game with it. How many colossus that I actually needed? I got three and Terran steamrolled me with ease. Viking sniped them so badly and fast.
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the thing about sc2 rite, it is nt the unit compo but it involve timing, pressure, map control etc...
usually when u get 5 colo, u 1 can shot bio (marauders) which is very good when u got range of 9...
but u would need supporting units for it...
besides tat u need to hit a timing before the terran get enuff viking to snipe off ur colo...
lastly is ur army size, upgrades etc...

lots of factors come into play in sc2 isntead of get X u win game...
unless u are terran going 1-1-1 with scv all-in vs toss LOL
evofantasy
post Aug 14 2011, 06:24 PM

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QUOTE(axn992 @ Aug 14 2011, 06:23 PM)
what build to counter mass speedlings+infestors?
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colo into HT storms
evofantasy
post Aug 17 2011, 06:57 PM

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hongun vs clide...
watch it!!!

i think currently, hongun is the best protoss in KR...
the way he control his phoenix is jz sickkkk
evofantasy
post Aug 18 2011, 05:35 PM

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QUOTE(kding2 @ Aug 18 2011, 03:11 PM)
Just owned by 5 Rax marine pushes. So, what should I do in this situation? I can't scout because of his marines at the ramp in the early game. By the time I realize, it is too late for Protoss to respond. Any suggestion and help? It all happens before I completed the warp gate, around 5 minutes there.
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basically u need to have enuff map awareness to handle this...
his marine blocking the ramp rite?
use ur first zeal and stalker to poke his ramp (zeal to tank the initial damage till shields are gone)...
when u see a lot of marines. keep making stalkers and stalkers only (1 gas, 3 gate, with warp tech otw) and move them to reinforce ur initial zeal/ stalker...
from here on, ur zeal is useless so have him hide somewhere so u can ambush his main when he move out/ cut his reinforcements...
ur stalkers would keep engaging the marines in the middle of the map and slowly kite it, kite it, kite it...
when u got like 5 stalkers, u can 1 shot a marine with each kite...
if u keep doing this, u can delay his push long enuff for ur warp tech to be up...
even if u have no warptech, he should loose like 5-10 marines already depending on map and u are ahead =p

^ tldr: stay active and pressure, dun be passive vs marine... if marines get to critical mass, u are screwed

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