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Protoss Discussion Thread Ver. 1, [SEASON 2] Tips & Strategies.
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ArticFir3
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Aug 4 2010, 03:11 PM
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Getting Started

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DTs are risky IMO as it takes up lots of gas. And if T knows what you're doing, they might do a timing push before your DTs are out. Dark Shrines takes forever to warp in my eyes >_>
I've rather do the standard opening and play safe with obs first. Most of the time T turtles by their expo. Just becareful of Reaper/ Medivac drops... scouting is crucial, no mater what race you plays.
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ArticFir3
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Aug 23 2010, 10:20 AM
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Getting Started

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Hm....got cheesed today by 2 T player going 8/9 Rax.... scouted at 9 after pylon but still too late  guess I need to check my surrounding base and expo for cheese next time as well
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ArticFir3
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Aug 23 2010, 05:05 PM
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Getting Started

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QUOTE(f4tE @ Aug 23 2010, 04:57 PM) wat does zealot charge do? other than make them move faster it say intercept enermies mean wat? As the name says, it allows the Zealot to charge into the target enemy. So it reduces the time taken for Zealots to get upclose and melee with the enemy. Without Zealot legs, they won't stand a chance against MMM with stim. Most probably kite to death.
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ArticFir3
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Aug 24 2010, 11:06 AM
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Getting Started

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QUOTE(raylee914 @ Aug 24 2010, 10:19 AM) is that immortal good to counter ultralisk? i am facing problem with fast expand zerg with zergling and stout def then go for ultralisk hydralisk troops..=/ Yeah immortals are very good against Ultralisk, but does badly against lings. You'll need to have a good mixture of army
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ArticFir3
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Aug 24 2010, 11:23 AM
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Getting Started

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QUOTE(rlinux @ Aug 24 2010, 11:17 AM) I am starting to lose confidence when I had a losing streak to Terran with MM. They do not have medics not medivacs. It was a pure marines and marauders, like 10 marines, 5 marauders and it got me down repeatedly by different players and they claimed to be from bronze league. Are there no better secure way to counter this? Build order isn't my issue I guess. All they do is block while they sped up for marauders with stimpack. Gather 10 marines, 5 marauders then they're off to kick my a**. I had 8 spider 4 zealots or around there most of the time, but they pawned me real bad. Even if I was able to sweep them out while warping a few more out, they next attack will definitely put me down which is like a minute or two ahead from the first attack. This time, with medivacs and medics. Er...you mean Stalkers.....you need sentry to fight against those composition early game. And positioning is important. Else just force field the ramp preventing them from stimming and running up your ramp. Hold them until you get collossus or immortals
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ArticFir3
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Aug 25 2010, 03:16 PM
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Getting Started

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QUOTE(rlinux @ Aug 25 2010, 02:01 PM) I noticed 1 thing last night. Lost 2 games to terran with marines rush. All he did was with 10-12 marines kite my zealots ends game in 6 minutes or rape my 4 zealots + 1 sentry. I FF cut the marines into 2, but apparently he continues kiting my zealots slowly moving back into a group. Are there better options to take marines rush? Best to describe it is to post your replay. From there it's easier for us to identify your mistake. It might be your BO is slow or he 8 rax you.
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ArticFir3
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Aug 25 2010, 03:33 PM
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Getting Started

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That really depends. If you scout him and sees he's going fast reapers, then you'll need to chronoboost your stalker out ASAP. And why 2probes on each gas? Best would be 3. As mentioned, best is to upload your replay. It'll help tremendously.
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ArticFir3
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Sep 2 2010, 05:22 PM
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Getting Started

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Action Per Minute. It's how many clicks and commands you issue in a minute. Basically, the higher your APM = the more commands/orders you can issue out. Though SC2 is not really APM based compared to SC1
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ArticFir3
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Sep 2 2010, 05:36 PM
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Getting Started

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My replay all suck 1  Paiseh to show others, since so noob
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ArticFir3
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Sep 3 2010, 09:28 AM
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Getting Started

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Might have a look once I got back. Now in office, no SC2 ><
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ArticFir3
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Sep 3 2010, 09:53 AM
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Getting Started

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Carriers r good, but if you're caught during transition then you're pretty much dead. And Carriers alone won't cut it. You'll still need support ground units. Besides.....a Viking can kite the shit out of Carriers easily  " And Corruptors are really big fat tanks with corruption ability, which makes Carriers even suck. Needless to say, if your opponent isn't prepare for it, you'll still win the game....
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ArticFir3
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Sep 3 2010, 12:03 PM
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Getting Started

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You can chrono boost units? O_o I didn't know that -.-;;
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ArticFir3
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Sep 21 2010, 10:36 AM
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Getting Started

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Once u see a mineral patch, click on the minerals. If it's below 1500, opponent is there. No reason for minerals to be mined unless the base is there. You'll get sight of the minerals first before the enemy probes, so he won't be able to see you instead
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