Welcome Guest ( Log In | Register )

117 Pages « < 31 32 33 34 35 > » Bottom

Outline · [ Standard ] · Linear+

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

views
     
SUSf4tE
post Sep 8 2010, 10:45 PM

Regular
******
Senior Member
1,605 posts

Joined: Nov 2008

i c.. thnx.. then i will change strategy.. expansion as a luxury laugh.gif
Deimos Tel`Arin
post Sep 9 2010, 12:09 PM

The LYN Kondom Man
*******
Senior Member
4,202 posts

Joined: Jan 2003
From: THE ONE AND ONLY CHOO CHOO TRAIN KINGDOM




was wondering if any fellow protoss players use containment tactics?

since more and more players seems to be aware about cannon rush / cheese and is always on guard for it.
tatyinw
post Sep 9 2010, 12:22 PM

New Member
*
Junior Member
35 posts

Joined: Jan 2003
From: Malaysia


Containment tactics?
Think Quazacolt was teaching me on it a page back on how to contain the terran in their base. You can watch his replays too. Like the one against arwa. It is to make it so that he can't even leave his base and expand.
Deimos Tel`Arin
post Sep 9 2010, 12:25 PM

The LYN Kondom Man
*******
Senior Member
4,202 posts

Joined: Jan 2003
From: THE ONE AND ONLY CHOO CHOO TRAIN KINGDOM




ya, that's the idea, keep the opponent inside the base while i pylon every other walk-able mineral patch out there while i proceed to secure 2nd, 3rd base, harvest resources to build up army etc.

usually this happens if i semi failed the cannon cheese / rush etc.
if opponent too fast then i totally fail then i click surrender try next match again.

was trying to find out if this can be perfected into a valid tactic, lower risk of failure etc.



usually i cover up the base entrance with cannons.
perhaps i need to practice more to get used to placing cannons in better locations etc.

This post has been edited by Deimos Tel`Arin: Sep 9 2010, 12:28 PM
xShinji
post Sep 9 2010, 12:29 PM

Getting Started
**
Junior Member
200 posts

Joined: Jun 2009
I guessed you watched Tester Vs Idra match of KOTB?

Nearly everytime he won using that trick.

Only work well agaisnt zerg , as Terran prefer turtle, and can pump up siege tank which easily bust thru cannon

As for protoss, they could counter with cannon or micro, since shield can be regenerate.

This post has been edited by xShinji: Sep 9 2010, 12:29 PM
evofantasy
post Sep 9 2010, 02:44 PM

Avadion of the Enders
*******
Senior Member
2,690 posts

Joined: Aug 2005
From: Penang/ Kuala Lumpur
QUOTE(Deimos Tel`Arin @ Sep 9 2010, 12:09 PM)
was wondering if any fellow protoss players use containment tactics?

since more and more players seems to be aware about cannon rush / cheese and is always on guard for it.
*
well it highly depend on how successful is ur push...
if ur attack can win u the game u jz go for the win...
if u cant, jz contain it and mass up/ epxand...
Quazacolt
post Sep 9 2010, 03:30 PM

Riding couple
*******
Senior Member
5,366 posts

Joined: Jan 2007
From: KL Malaysia


QUOTE(Deimos Tel`Arin @ Sep 9 2010, 12:25 PM)
ya, that's the idea, keep the opponent inside the base while i pylon every other walk-able mineral patch out there while i proceed to secure 2nd, 3rd base, harvest resources to build up army etc.

usually this happens if i semi failed the cannon cheese / rush etc.
if opponent too fast then i totally fail then i click surrender try next match again.

was trying to find out if this can be perfected into a valid tactic, lower risk of failure etc.
usually i cover up the base entrance with cannons.
perhaps i need to practice more to get used to placing cannons in better locations etc.
*
watch my PVT replays then lol


Added on September 9, 2010, 5:49 pmprolly slowpoke, but if you want more advance TVP containment, you can see huk vs morrow game 1 lol:





one thing to note though, microing those units would be a LOT harder than what i am doing (the focus was only on colo, and that has its weakness: colo dealt with, im pretty much done heh) not to mention the 2 front battle very similar to TheSTC playing terran doing his awesome drops

=edit=
unker go add tongue.gif


Added on September 9, 2010, 6:11 pm
more:





game went EXACTLY as i have said in previous posts. colo and templars? GAS STARVED TO OBLIVION
colo without thermal lance? TOO VULNERABLE

ending? HuK (toss) loss DESPITE morrow making really silly mistakes (one pros do NOT usually make) and win with just MMM

This post has been edited by Quazacolt: Sep 9 2010, 06:12 PM
deodorant
post Sep 10 2010, 12:32 AM

Surfing LYN instead of Working.
*******
Senior Member
5,691 posts

Joined: Mar 2006


guys, toss vs toss, what counters void rays, stalkers?

met a mass void ray and it seems like rays just eat stalkers, even with micro focus fire.
Calvin Seak
post Sep 10 2010, 12:46 AM

Hiring, TTDI, KL only
*******
Senior Member
2,446 posts

Joined: Oct 2008

stalker with blinks biggrin.gif
tatyinw
post Sep 10 2010, 05:06 AM

New Member
*
Junior Member
35 posts

Joined: Jan 2003
From: Malaysia


QUOTE(deodorant @ Sep 10 2010, 12:32 AM)
guys, toss vs toss, what counters void rays, stalkers?

met a mass void ray and it seems like rays just eat stalkers, even with micro focus fire.
*
Have met one before too.
Just that since he went 2 stargate, he did not have enough to get an observer.
So the robotics facility helped a lot to have an observer following his void rays.

The only thing left is to catch him offguard sending it in to a mass army of blink stalkers.
The important thing is to never let his void rays charge up to level 3.
So when you have enough stalkers, just send half of it to his base which is usually quite weakly defended as he went mass void rays and see it go down. smile.gif
nles
post Sep 10 2010, 06:04 AM

♥ It's not about the girl ♥ It's the G-Shock
*******
Senior Member
2,125 posts

Joined: Jan 2003


Going against charged void rays no chance I guess. Blink in take down few, then blink out. Don't let it charge max, theory but haven't really tried.
TSincx
post Sep 10 2010, 07:58 AM

Getting Started
**
Junior Member
135 posts

Joined: Sep 2007
The only advice for Voidrays is timing. Scout and know what your opponent is up to. If you think Voidrays are coming up, build a few photons around your mineral lines and go for stalkers. Don't go head on when they are fully charged. Engage them when they least expect it and back off a while to make sure their rays are not charged.
jdreamer
post Sep 10 2010, 08:16 AM

Screw ITP!
********
Senior Member
11,092 posts

Joined: Nov 2005
From: Melbourne



I somehow can beat Zerg quite comfortably, Protoss is quite alright but the only race that I'm having problem is Terran with their stupid turtling up and just MMM all of the match. It's getting frustrating. I've lost 5 matches to Terran in a row yesterday but other races just give me wins.

My current winning match up is PvZ > PvP > PvT......... Terran is just too.. bs.
deodorant
post Sep 10 2010, 09:51 AM

Surfing LYN instead of Working.
*******
Senior Member
5,691 posts

Joined: Mar 2006


man f*** streamyx. lost my last 3 games in an hour due to d/c. 2 of them were sure wins cos already defeat the army and pushing into base (the other one ... just started). 2 even match and 1 i am slightly favored so that was like 50 pts loss for nothing =_=;;

and man, lack of proper foresight rapes you so much in this game. was doing regular 4-gate against 'toss, only had like 2 zealots when opponent comes charging in with 6. sigh and i even scouted his super early 2 gate and no gas, why did i just happily tech like normal? T_T

[edit] if i scout a toss base and it's 2-gate, that means almost for sure i will be zealot rush'ed, right? what is the counter? also 2-gate and mass zealots because taking into account run distance my forces should outnumber his? i tried putting down ccore and gateway as choke so that i can like, use 1-2 zealots to block and blast from behind with stalkers, but that isn't quick enough.

This post has been edited by deodorant: Sep 10 2010, 02:18 PM
TSincx
post Sep 10 2010, 03:31 PM

Getting Started
**
Junior Member
135 posts

Joined: Sep 2007
If you've scouted early 2 gateway rush, it's best to build your next gateway at the choke point of the bridge, so it can buy you some time to make sure your warp gates are done. 2 zealots blocking the choke point can hold up better if faced 1 to 1 rather than having 6 zealots surrounding the 2 of yours.
Calvin Seak
post Sep 10 2010, 04:21 PM

Hiring, TTDI, KL only
*******
Senior Member
2,446 posts

Joined: Oct 2008

QUOTE(deodorant @ Sep 10 2010, 09:51 AM)
man f*** streamyx. lost my last 3 games in an hour due to d/c. 2 of them were sure wins cos already defeat the army and pushing into base (the other one ... just started). 2 even match and 1 i am slightly favored so that was like 50 pts loss for nothing =_=;;

and man, lack of proper foresight rapes you so much in this game. was doing regular 4-gate against 'toss, only had like 2 zealots when opponent comes charging in with 6. sigh and i even scouted his super early 2 gate and no gas, why did i just happily tech like normal? T_T

[edit] if i scout a toss base and it's 2-gate, that means almost for sure i will be zealot rush'ed, right? what is the counter? also 2-gate and mass zealots because taking into account run distance my forces should outnumber his? i tried putting down ccore and gateway as choke so that i can like, use 1-2 zealots to block and blast from behind with stalkers, but that isn't quick enough.
*
i find blocking chokes are useless when it comes to zealot rushes because the enemy may build a pylon close to the choke n warp in more zealots n u are force to retreat at the choke,


try surround ur nexus with gateways, leave only a space between ur building so ur units can come out later on and build pylons beside mineral lines so that zealots will be not be able to take your probes out, if you are not comfortable microing ur probes zealots n stalkers when he rushes you forge too and build cannons,, basically if you can fend that off you are on the winning side because he will cut down on probes when it comes to zealot rushes..
evofantasy
post Sep 10 2010, 04:24 PM

Avadion of the Enders
*******
Senior Member
2,690 posts

Joined: Aug 2005
From: Penang/ Kuala Lumpur
QUOTE(Calvin Seak @ Sep 10 2010, 04:21 PM)
i find blocking chokes are useless when it comes to zealot rushes because the enemy may build a pylon close to the choke n warp in more zealots n u are force to retreat at the choke,
try surround ur nexus with gateways,  leave only a space between ur building so ur units can come out later on and build pylons beside mineral lines so that zealots will be not be able to take your probes out, if you are not comfortable microing ur probes zealots n stalkers when he rushes you forge too and build cannons,, basically if you can fend that off you are on the winning side because he will cut down on probes when it comes to zealot rushes..
*
^
agree wit this...

it'll come to micro battle in the end...
wut i do is usually a 2nd gate and a forge...
1 well placed cannons would fend off his push while u do a quick tech into a 4gate push...

ps: unless u are against a zerg stop building near ur ramp!!! i lost count of how many games i won due to my superior concave over ur half concave as ur buildings are blocking ur concave sleep.gif"

This post has been edited by evofantasy: Sep 10 2010, 04:25 PM
JuzJoe
post Sep 11 2010, 12:13 AM

Getting Started
**
Junior Member
101 posts

Joined: Oct 2008




David Kim's PvP anti 4 Warpgate build! thumbup.gif
deodorant
post Sep 11 2010, 02:21 AM

Surfing LYN instead of Working.
*******
Senior Member
5,691 posts

Joined: Mar 2006


played a few against terran and wow, mmm build with siege tanks is SO hard to play against if the terran player pushes early. based on my skill, with just gateway units sure die. teching to high templar takes a long time, and it's gg if he pushes before then.

the only game i won, instead of usual 4gate just went 2gate --> robo bay(for observer) --> robotics. no stalkers, just chargelots+immortals+colossus ... but that one the terran player was clearly not that good ... hmmmm.
xShinji
post Sep 11 2010, 03:58 AM

Getting Started
**
Junior Member
200 posts

Joined: Jun 2009
After seeing Huk Vs Morrow game .....It make me changing strategy....
..I sort of combining korean(i forget his name sry) forcefield strat and huk Z-HT combo
I still researching the weakness of MMM (found some clue thou)....but terran still got so many strat ...

Siegetank-banshee combo
marine-medivac-ghost combo ----hei marine is strong it finish up my army with higher food count(no ghost yet, it was my mistake thou, zealot not doing anything)
Turtling Siege
Marauder early timing push
....
all i cant deal with it well T_T , unless i much more better in term of 'skill'
What I hate is its kind of late to scout with observer ( since it take time to be able to produce)







117 Pages « < 31 32 33 34 35 > » Top
 

Change to:
| Lo-Fi Version
0.0312sec    0.56    6 queries    GZIP Disabled
Time is now: 3rd December 2025 - 11:01 PM