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

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Quazacolt
post Aug 6 2010, 08:22 PM

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QUOTE(ZeratoS @ Aug 6 2010, 07:54 PM)
I'm wondering how to counter reapers when they send it off the bat before your cybernetics is even out, think I've seen that happen before and its very annoying.
*
Scout him for early gas, only sure fire way to counter without burning zealot or probes

If no or bad scouting then prepare to lose a couple of zealots and probes until you get stalkers
evofantasy
post Aug 6 2010, 08:30 PM

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QUOTE(Quazacolt @ Aug 6 2010, 08:22 PM)
Scout him for early gas, only sure fire way to counter without burning zealot or probes

If no or bad scouting then prepare to lose a couple of zealots and probes until you get stalkers
*
for my BO, i can always get my stalker out now before his 1st reaper reach my base unless he proxy...
i always make it a must for a fast stalker vs terran...
Quazacolt
post Aug 6 2010, 09:59 PM

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QUOTE(evofantasy @ Aug 6 2010, 08:30 PM)
for my BO, i can always get my stalker out now before his 1st reaper reach my base unless he proxy...
i always make it a must for a fast stalker vs terran...
*
depending on map, 11 rax + gas + depot combo can pump reapers out damn fast and can reach your base in no time. if he does proxy, habis. lol
evofantasy
post Aug 6 2010, 10:14 PM

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QUOTE(Quazacolt @ Aug 6 2010, 09:59 PM)
depending on map, 11 rax + gas + depot combo can pump reapers out damn fast and can reach your base in no time. if he does proxy, habis. lol
*
well make ur stalkers faster then (save some chrono) =p
TSincx
post Aug 6 2010, 10:27 PM

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I find it really frusfrating coz' most of the time I end up losing to zerg players. Gah. Is there any sign that could tell that a zerg player is going for mutas? Each time I prepare for a rush, no rush came and end up with mutas swarming in.

And I'm really scratching my head on how to counter combos of corruptors and broodlords. They're irritating like crap.

This post has been edited by incx: Aug 6 2010, 10:29 PM
ZeratoS
post Aug 6 2010, 10:46 PM

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QUOTE(incx @ Aug 6 2010, 10:27 PM)
I find it really frusfrating coz' most of the time I end up losing to zerg players. Gah. Is there any sign that could tell that a zerg player is going for mutas? Each time I prepare for a rush, no rush came and end up with mutas swarming in.

And I'm really scratching my head on how to counter combos of corruptors and broodlords. They're irritating like crap.
*
http://www.teamliquid.net/forum/viewmessag...topic_id=141155

He's pretty good man, and yes Terran is pretty predictable and counterable. The one I hate is zerg >: (


Turns out I was doing stuff wrong. Like, waiting for the 9 supply probe to come out before building a pylon. FAIL Q_Q

This post has been edited by ZeratoS: Aug 6 2010, 10:46 PM
evofantasy
post Aug 6 2010, 10:49 PM

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QUOTE(incx @ Aug 6 2010, 10:27 PM)
I find it really frusfrating coz' most of the time I end up losing to zerg players. Gah. Is there any sign that could tell that a zerg player is going for mutas? Each time I prepare for a rush, no rush came and end up with mutas swarming in.

And I'm really scratching my head on how to counter combos of corruptors and broodlords. They're irritating like crap.
*
if u ask me, stop being defensive...
try going 2 gate against zerg?

if u are too passive against zerg, they'll overrun u and replenish before u...
TSincx
post Aug 6 2010, 11:31 PM

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I've tried the 2 gateway rush as well, it works fine occasionally but the problem is if the zerg player is smart enough, they'll run past my zealots and head for my probes. That's the prob.

@ZeratoS: Thanks. I'll have a read.
evofantasy
post Aug 6 2010, 11:58 PM

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QUOTE(incx @ Aug 6 2010, 11:31 PM)
I've tried the 2 gateway rush as well, it works fine occasionally but the problem is if the zerg player is smart enough, they'll run past my zealots and head for my probes. That's the prob.

@ZeratoS: Thanks. I'll have a read.
*
u push out with 3-4 zealots with some micro u can do very well...
if they do run by to ur base, jz pull probes to clear with it...
they can handle the zerglings pretty well, outnumbering them for a surround...
usually, players will wall off their base with a single zealot or pylon block it...

else, u do a 3-4 gate timely push...
ZeratoS
post Aug 7 2010, 12:56 AM

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QUOTE(evofantasy @ Aug 6 2010, 11:58 PM)
u push out with 3-4 zealots with some micro u can do very well...
if they do run by to ur base, jz pull probes to clear with it...
they can handle the zerglings pretty well, outnumbering them for a surround...
usually, players will wall off their base with a single zealot or pylon block it...

else, u do a 3-4 gate timely push...
*
Bad idea to pylon block cause people are getting smarter, baneling bust these days. *shrugs*
Moonflown
post Aug 7 2010, 01:50 AM

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Remember that 2 gates are not effective against cross position/far Zerg as they will have plenty of time to prepare for it.Well unless of course, its a proxy gate.

Also make haste to prepare stalkers for one base roach counter attack.
evofantasy
post Aug 7 2010, 02:18 AM

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QUOTE(ZeratoS @ Aug 7 2010, 12:56 AM)
Bad idea to pylon block cause people are getting smarter, baneling bust these days. *shrugs*
*
if he would to go baneling, his base would have been ripped apart by ur zealots...
not to mention there's no way for him to even get it before ur zealot reach his base (i do 3 zealot push with 2 queued for reinforcements)...
u gotta take the time/ resource factors...
u getting zealot and runs to his base, he tried to run by, u pylon block ur base (only 1 extra is needed if ur sim city is good) till ur next zealot comes out to defend while i run rampage in his base...

most high lvl plays i see does this strategy...
some even block before pushing due to the wargate tech (since u need supply from it anyways)...
if ur push do fail, u have dealt enuff pressure to him as his larvae would be used for lings and u can start 4 gating like mad...
in my style, i 3 zealot push with 2 behind (total 5) and either get more zealot to push (if he is having trouble defending) or go to stalkers (if i see his roach den already up)/ 4 gate...

the sim city aspect is really important for defensive purpose of ur base vs zerg (or terran as well actually)

This post has been edited by evofantasy: Aug 7 2010, 02:19 AM
TSincx
post Aug 7 2010, 07:56 AM

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Thanks for the tip. Will try again later. How bout' maps with bigger ramps? I don't think you can pylon block the large area. I suppose that's when you really have to fully utilize the probes.

And when you pylon block, don't you have to destroy the pylon later to let units out? But then again, that's why there's warpgates. doh.gif

This post has been edited by incx: Aug 7 2010, 07:57 AM
ZeratoS
post Aug 7 2010, 10:27 AM

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QUOTE(evofantasy @ Aug 7 2010, 02:18 AM)
if he would to go baneling, his base would have been ripped apart by ur zealots...
not to mention there's no way for him to even get it before ur zealot reach his base (i do 3 zealot push with 2 queued for reinforcements)...
u gotta take the time/ resource factors...
u getting zealot and runs to his base, he tried to run by, u pylon block ur base (only 1 extra is needed if ur sim city is good) till ur next zealot comes out to defend while i run rampage in his base...

most high lvl plays i see does this strategy...
some even block before pushing due to the wargate tech (since u need supply from it anyways)...
if ur push do fail, u have dealt enuff pressure to him as his larvae would be used for lings and u can start 4 gating like mad...
in my style, i 3 zealot push with 2 behind (total 5) and either get more zealot to push (if he is having trouble defending) or go to stalkers (if i see his roach den already up)/ 4 gate...

the sim city aspect is really important for defensive purpose of ur base vs zerg (or terran as well actually)
*
There's the option to turn on cell grid to see where you're placing stuff 8D very very handy hoho.
ben3003
post Aug 7 2010, 07:26 PM

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anyone know how to counter early M/M attack from terran?
evofantasy
post Aug 7 2010, 11:04 PM

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QUOTE(ben3003 @ Aug 7 2010, 07:26 PM)
anyone know how to counter early M/M attack from terran?
*
usually i'll do a 1 base play till i get 4 warpgates up...
i'll defend the ramp with timely forcefields until then...
i find zealots the best in ripping the army apart when backed with stalkers/ sentries...
raylee914
post Aug 8 2010, 01:18 AM

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QUOTE(ben3003 @ Aug 7 2010, 07:26 PM)
anyone know how to counter early M/M attack from terran?
*
I have difficulties to face it too...mass marauders are hurting my stalker badly especially with the slow effect...

I found that my zealots are food for Marauders unless i got the haste upgrade...

btw, my stalkers+sentries+collo always died to mass M/M and 2 tanks behind...


Quazacolt
post Aug 8 2010, 05:29 AM

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QUOTE(incx @ Aug 6 2010, 10:27 PM)
I find it really frusfrating coz' most of the time I end up losing to zerg players. Gah. Is there any sign that could tell that a zerg player is going for mutas? Each time I prepare for a rush, no rush came and end up with mutas swarming in.

And I'm really scratching my head on how to counter combos of corruptors and broodlords. They're irritating like crap.
*
blink stalkers pew pew, phoenixes combo in are nice too


Added on August 8, 2010, 5:30 am
QUOTE(ZeratoS @ Aug 6 2010, 10:46 PM)
http://www.teamliquid.net/forum/viewmessag...topic_id=141155

He's pretty good man, and yes Terran is pretty predictable and counterable. The one I hate is zerg >: (
Turns out I was doing stuff wrong. Like, waiting for the 9 supply probe to come out before building a pylon. FAIL Q_Q
*
i do 9 pylon too, whats the problem? lol


Added on August 8, 2010, 5:34 am
QUOTE(incx @ Aug 7 2010, 07:56 AM)
Thanks for the tip. Will try again later. How bout' maps with bigger ramps? I don't think you can pylon block the large area. I suppose that's when you really have to fully utilize the probes.

And when you pylon block, don't you have to destroy the pylon later to let units out? But then again, that's why there's warpgates. doh.gif
*
bigger ramps arent a prob, block with BOTH gateways and pylon rofl


Added on August 8, 2010, 5:36 am
QUOTE(ben3003 @ Aug 7 2010, 07:26 PM)
anyone know how to counter early M/M attack from terran?
*
without stim and/or you outnumber em with stalkers

if got stimpacks and numbers are matched, get templars/colossus. no other way rofl


Added on August 8, 2010, 5:38 am
QUOTE(raylee914 @ Aug 8 2010, 01:18 AM)
I have difficulties to face it too...mass marauders are hurting my stalker badly especially with the slow effect...

I found that my zealots are food for Marauders unless i got the haste upgrade...

btw, my stalkers+sentries+collo always died to mass M/M and 2 tanks behind...
*
if tanks are in the equation, opt to use phoenix gravitron, or void rays.

additionally, if you are able to sneak HTs for storms, couple of nice storm on the MM would gg them, and ur stalkers can blink in to the tanks. kinda micro dependant though


Added on August 8, 2010, 5:54 am

to zeratos/incx: sharing my 2 replays here, both are void ray plays, and 1 of them is a 1vs2 since my ally quit. both are also platinum leagues (lol on the 1v2)
and to incx, you can see how i just blocked off my base lol. of course, it isnt the quickest block, but neither of my enemies are zerg, so lol that. but my plan was basically to block considering its 1vs2... macro'ing up and use less micro intensive strat would help me more considering the situation.

1vs2 blocking

me playing with (i think) fuj's US friend. platinum/diamond player
more void rays

This post has been edited by Quazacolt: Aug 8 2010, 05:57 AM
sixseven
post Aug 9 2010, 11:01 AM

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mm.. i tried the 4 gateway zealot + stalkers push d.. can easily beat medium ai.. will try beating hard next
evofantasy
post Aug 9 2010, 11:50 AM

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QUOTE(sixseven @ Aug 9 2010, 11:01 AM)
mm.. i tried the 4 gateway zealot + stalkers push d.. can easily beat medium ai.. will try beating hard next
*
try to get a +1 damage upgrade before u push as well...
my timing push with 4 gate is with +1 upgrade...
make tonnes of wonders with chrono boost on it to ROFLstomp ur opponent's army/ base...

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