lol... i didnt know that if you build a pylon below a cliff you could still warp in units in the top of that cliff without vision of the zone...
yesterday i lost a match to that... and IM SO ANGRY because i could have acted WAY better but i put nervous and i did everything SO wrong. U_U
04-08-2011, 04:00 PM
protoswarrior
Re: The Protoss Players Thread
Quote:
Originally Posted by SpikeVorador
lol... i didnt know that if you build a pylon below a cliff you could still warp in units in the top of that cliff without vision of the zone...
yesterday i lost a match to that... and IM SO ANGRY because i could have acted WAY better but i put nervous and i did everything SO wrong. U_U
Are you sure? They said they fixed that. Where was the pylon? Was it close to the ramp, or away from it? Also, did you make sure there weren't any flying units/hallucinated units with the Protoss army?
If it was close to the ramp, there is a small portion near the ramp that grants vision to the high ground. If even 1 unit is high enough up the ramp, they will allow vision, and then, it snowballs into warp-in above the ramp.
04-09-2011, 04:52 PM
JackhammerIV
Re: The Protoss Players Thread
This custom map is amazing. Basically defensive 4 gate practice while macroing.:D
Search "buddhist" under custom maps. It's up on EU server as well but seemed buggy when I played it. Like the score panel was screwed up. Definitely fun and good training/practice.
Basically just use sentries to forcefield around the vortex. I didn't know forcefield even worked on vortexes that way. Then again was there a patch sometime saying vortex sucks up forcefields??
EDIT: Correction. Seems he spams forcefields until the units come out since the vortex "breaks" forcefields.
04-13-2011, 10:31 AM
Gradius
Re: The Protoss Players Thread
PvZ especially on typhon peaks has become so painful. 3 gate sentry expand is totally worthless now IMO. "Shark mode" = get all your sentries surrounded when you move out to apply any pressure whatsoever. Taking a third is next to impossible because it's so easy for zerg to get map control.
What's your guys' strategy on typhon?
04-13-2011, 11:50 AM
JackhammerIV
Re: The Protoss Players Thread
Quote:
Originally Posted by Gradius
PvZ especially on typhon peaks has become so painful. 3 gate sentry expand is totally worthless now IMO. "Shark mode" = get all your sentries surrounded when you move out to apply any pressure whatsoever. Taking a third is next to impossible because it's so easy for zerg to get map control.
What's your guys' strategy on typhon?
4 gate.:P Just impossible to get the natural up. Only way might be just block off both routes to natural, like the small paths to your natural with gateways, pylons and core. Then getting no zeals. Rely on stalkers and sentry to block anything since it's kinda tight choke and will have range advantage. Then get a fast colossus with range to make zerg hate attacking into that blockage even more. Then take the third while on route to breaking the rocks there to go out onto the map. Can even break the rocks to the natural vertically and get more bases that way. A very hyper passive style though. Just get a big army and just go be super aggressive with it once you have like X colossus.
And by blocking the side route first there is a chance zerg won't see it and will think you're proxy'd somewhere and panic like mad. Overmake lings then you get the sentries and stalkers in time to defend. Or alternatively i imagine FFE and you block off both routes and cannon defend it.
I don't get many PvZs to test this out though. And when i do i'm usually so tired i just 4 gate.
04-14-2011, 03:53 PM
protoswarrior
Re: The Protoss Players Thread
Question:
2 base 3 gate Sentry/Zealot expo vs 2 hatch 3 queen mass speedling. How do you defend against a mass onslaught of lings? I seem to always not have enough FF or zealots to handle this. Any tips?
04-14-2011, 04:09 PM
JackhammerIV
Re: The Protoss Players Thread
If you keep warping in zealots and you part block from nexus to ramp like usual then you can usually hold on. Depends really. Like on typhon it's crazy hard. Everytime it happens to me on typhon i struggle really hard cos of the open space.
04-14-2011, 05:07 PM
silencbank
Re: The Protoss Players Thread
Quote:
Originally Posted by Gradius
PvZ especially on typhon peaks has become so painful. 3 gate sentry expand is totally worthless now IMO. "Shark mode" = get all your sentries surrounded when you move out to apply any pressure whatsoever. Taking a third is next to impossible because it's so easy for zerg to get map control.
What's your guys' strategy on typhon?
You don't necessarily need to four gate, you can still do the 3gate sentry expand, you just need to be proactive with your building placements at your natural. By narrowing attack paths by using pylons or forges or some other building you have a smaller area that zerglings can attack through(and if you place that 1 cannon at your natural like some do to protect from burrow move roaches and run bys you will have an easier time to defend it since it will be further away from attack paths as well). Do not forget to get hallucination in your build so that you can scout army composition and location so if you want to apply pressure you can find out beforehand just how well it will work. You can counteract the gas spent for hallucination by just getting your gas at your natural faster than when you normally do (when robo starts give or take). By knowing the army location you can easily know when it is ok to start clearing the watch towers to freak the zerg out that way, you just need to have VERY good minimap awareness so that you dont lose your army when it is moving around.
Quote:
Originally Posted by protoswarrior
Question:
2 base 3 gate Sentry/Zealot expo vs 2 hatch 3 queen mass speedling. How do you defend against a mass onslaught of lings? I seem to always not have enough FF or zealots to handle this. Any tips?
Yes, pretty much what Jackhammer said. The key thing to remember is that all the zerglings they are making means they are not making drones at all. Try to start walling between your ramp with your 4th gate and forge so that the attack paths are smaller, and you will need less forcefields to protect your units. Use the map as funneling as well, make vespene geysers part of your wall, make mineral patches part of your wall. By just using the map and buildings as movement constrictors as well, you will need less forcefields per attack, letting you hold off more attacks in the long run.
Try not to get too many zealots either, which is weird to say but let me make my point. When you hold off all the zerglings the leftover zealots will be useless against anything else. So by holding off the zergling pressure with fewer zealots you set yourself up for the later game a bit more. Also, since stalkers and sentries are ranged (and obv zealots are not) you can fight the zerglings off from behind the wall itself while really only sacrificing the shields of your buildings. Do not let your sentries wander too far out in the middle of the map, hug the edges, hug your buildings, hug things that limit the areas you can be attacked from, which give you less things you need to forcefield. 3gate sentry is a very defensive minded opening, so anything that helps you be more defensive makes the build that much stronger.
04-14-2011, 06:01 PM
Twilice
Re: The Protoss Players Thread
A fast +1 damage helps no? Haven't played in quite a while so not sure.
04-14-2011, 06:24 PM
JackhammerIV
Re: The Protoss Players Thread
The zergling all in he's talking about comes way before you can even start +1 attack. Also the roughly 1-2 cannons you put at your natural when you expo help. At that time I sort of break out of warping in up to the 8-9 sentries first if i see it coming. I warp in more zeals and some stalkers. Then slowly fit in more sentries as I can.
By the time it starts to come i usually have at least 1 zeal 5 sentries. Forge and 4th gate building. Depends really how close and how early he wants to be aggressive.
Then just forcefield his lings. Trap them in spots. Make a donut around my army if they get close. Get more zealots and stalkers up earlier instead of too many sentries. Then go back and get more sentries. Get a +1 attack. Usually it's ok. The only time i couldn't defend was on typhon peaks but yeah...the natural there is f***ing ridiculous. Follow it up however you want. Taking a third. Getting colossi/air and killing him. I prefer getting air and void rays then just killing him.
This stream is so awesome. I never usually watch streams at all, but this guy is a sick baller. He's a top grandmaster with bad mechanics yet awesome strategy. If you want to see players like Artosis, spanishiwa and Destiny get beat with things like mothership & cannon rush, this is the place.
04-18-2011, 03:06 PM
JackhammerIV
Re: The Protoss Players Thread
I remember someone calling him WeBuildCannons. And i think someone referred to him as the allining (all-in-ing) guy. Saw some nice cannon rushing from him once. CombatEx is a grandmaster too.:P Just saw it on Spanishiwa's saved video stream. The one where Day9 calls in and CombatEx stream cheats.
04-19-2011, 12:25 AM
protoswarrior
Re: The Protoss Players Thread
Wow... this guy is painfully cheesy... AND he disses good players lol!
04-19-2011, 07:20 AM
Twilice
Re: The Protoss Players Thread
Somehow I liked this guys proxy but I disliked MC's proxy vs whiteRaa.
04-26-2011, 10:59 AM
IchibanBaka
Re: The Protoss Players Thread
here comes the end of the 4gate pvp race.
04-26-2011, 11:10 AM
Peanutbutter
Re: The Protoss Players Thread
Quote:
Originally Posted by IchibanBaka
here comes the end of the 4gate pvp race.
Not really. 4 gate will still remain a strong tactic, especially vs zerg, where you go for a more economic/gas oriented 4 gate.
Vs. P, if you constantly chronoboost the WG research, you'll only get delayed by 20 seconds, so i think we still might see the build on certain maps ( Scrap station etc. )
04-26-2011, 12:09 PM
JackhammerIV
Re: The Protoss Players Thread
Well if wg is delayed and we might as well get more probes out......5gate vs zerg.:) Stronger with more units. Can even feign it and expo late to trick zerg into getting more units out. Like get 5 gates and don't expo. Perhaps make zerg sac an ovie. Then plant a nexus, walk all the way to his base, kill something for free if possible then walk back. Then get up to 6gate for timing attack.
04-27-2011, 12:40 PM
TheRabidDeer
Re: The Protoss Players Thread
Quote:
Originally Posted by Peanutbutter
Not really. 4 gate will still remain a strong tactic, especially vs zerg, where you go for a more economic/gas oriented 4 gate.
Vs. P, if you constantly chronoboost the WG research, you'll only get delayed by 20 seconds, so i think we still might see the build on certain maps ( Scrap station etc. )
4gate is hugely weakened, it wont be a particularly strong push against protoss. There is still some viability in other matchups due to that initial influx but in PvP I dont see it working anymore.
old full chronoboosted time - 93 seconds
new full chronoboosted time - 120 seconds
difference: 27 seconds
# of CB needed to speed research for full duration: 5 for old, 6 for new
old 4 chronoboost spent on WG - 100 second research time
new 4 chronoboost spent on WG - 140 second research time
difference: 40 seconds
So if you want to try to 4gate rush youre going to need to spend a LOT of energy on boosting the tech out.
04-27-2011, 12:59 PM
protoswarrior
Re: The Protoss Players Thread
Which makes it level to a teching player chronoboosting an immortal out. Hence, why 4 wg will be weak in PvP unless the player techs and powers probes too hard. Immortal rushing into expand and/or other tech will see more light of day. That extra 40 seconds = 1 Immortal at least with plenty of gate support to match an equally sized army, but of better quality because Immortals chew stalkers for breakfast ^_^
04-27-2011, 01:00 PM
TheRabidDeer
Re: The Protoss Players Thread
Quote:
Originally Posted by protoswarrior
Which makes it level to a teching player chronoboosting an immortal out. Hence, why 4 wg will be weak in PvP unless the player techs and powers probes too hard. Immortal rushing into expand and/or other tech will see more light of day. That extra 40 seconds = 1 Immortal at least with plenty of gate support to match an equally sized army, but of better quality because Immortals chew stalkers for breakfast ^_^
Yea, if you go gate - robo - gate you can actually get 2 immortals out with that extra 40 seconds.
04-29-2011, 06:08 PM
Peanutbutter
Re: The Protoss Players Thread
Did any of you guys know, that you can actually use the High Templar ability " Feedback " on the minimap? It auto targets units with energy.
This is supposedly how MC feedbacked so many ghosts in his game vs Thorzain.
This is pretty interesting, something that i personally have never considered.
I suppose it will grow useful, as ghosts are pretty hard targets.
Does the auto-target pick the closest units or the ones with the most energy?
04-29-2011, 06:19 PM
TheRabidDeer
Re: The Protoss Players Thread
Interesting... I never knew that. Wonder if thats bugged and not supposed to work that way?
04-30-2011, 05:39 AM
Peanutbutter
Re: The Protoss Players Thread
Quote:
Originally Posted by Gradius
Does the auto-target pick the closest units or the ones with the most energy?
I have no idea. I think that it possible picks the one, closest to where your mouse is on the minimap. I'll test it in the unit tester.
Quote:
Originally Posted by TheRabidDeer
Interesting... I never knew that. Wonder if thats bugged and not supposed to work that way?
It makes sense that you can feedback using the minimap, since you can cast any spell in the game using the minimap ( I think ). But it is possible that it's not supposed to auto target.
EDIT: Okay, it turns out i was wrong. If you want to feedback using the minimap, it doesn't autotarget. You have to click exactly where the target is on the minimap. It's pretty damn hard, and pretty damn useless unless your opponents army is pure spellcasters.
04-30-2011, 10:12 AM
Twilice
Re: The Protoss Players Thread
What do you protoss players think about 250 mm cannons?
04-30-2011, 10:57 AM
JackhammerIV
Re: The Protoss Players Thread
Quote:
Originally Posted by Twilice
What do you protoss players think about 150 mm cannons?
Do you mean 250mm Strike Cannons??:p If that's what you meant...then if I have fewer immortals than he has thors I hate it. If i don't have sentries with tons of energy and hallucination I hate it. But if i have void rays, immortals, zealots and sentries with hallucinate then i'm ok with it.
05-13-2011, 07:40 PM
SpikeVorador
Re: The Protoss Players Thread
hey guys, im having a really hard time lately with some zerg-terran timings with stim marine/marauders and a HELL OF ALOT roaches that come to my front door way before i have a force capable to deal with them. The best i can do is FF my ramp and turtle until i have enough force to go out of my base, clear out the enemy force and expand, but by then im waaaay behind in economy.
so, someone knows some build that alows me to have enough defense against this push and then expand easily? (or even punish my enemy)
i usually use the 3 warpgate 1 robo - expand build that jackhammer told me but i think i got the timings wrong because i almost always lose to some kind of early pressure (apparently this is pretty common in LA server)
05-13-2011, 09:34 PM
Gradius
Re: The Protoss Players Thread
Quote:
Originally Posted by SpikeVorador
hey guys, im having a really hard time lately with some zerg-terran timings with stim marine/marauders and a HELL OF ALOT roaches that come to my front door way before i have a force capable to deal with them. The best i can do is FF my ramp and turtle until i have enough force to go out of my base, clear out the enemy force and expand, but by then im waaaay behind in economy.
so, someone knows some build that alows me to have enough defense against this push and then expand easily? (or even punish my enemy)
i usually use the 3 warpgate 1 robo - expand build that jackhammer told me but i think i got the timings wrong because i almost always lose to some kind of early pressure (apparently this is pretty common in LA server)
Post a replay.
05-14-2011, 03:07 AM
The_Blade
Re: The Protoss Players Thread
Quote:
Originally Posted by SpikeVorador
hey guys, im having a really hard time lately with some zerg-terran timings with stim marine/marauders and a HELL OF ALOT roaches that come to my front door way before i have a force capable to deal with them. The best i can do is FF my ramp and turtle until i have enough force to go out of my base, clear out the enemy force and expand, but by then im waaaay behind in economy.
so, someone knows some build that alows me to have enough defense against this push and then expand easily? (or even punish my enemy)
i usually use the 3 warpgate 1 robo - expand build that jackhammer told me but i think i got the timings wrong because i almost always lose to some kind of early pressure (apparently this is pretty common in LA server)
I do find it funny how many people actually play within the LA servers, myself included. Many real life friends bought the NA game key.
I would be happy to add you up to my friend lists and play a couple of games. When I'm by myself in times of trouble, most of the times I did not built enough workers. When I expand as Protoss, I build a Pylon at the location and then move my army in, so that I can have Gate support. This prevents myself from running my whole army into oblivion.
What I find best againts early attacks is a concave around my main-base choke. If you wall your choke against a Protoss or Terran oponent, don't. It is a bad, risky habit.
05-14-2011, 08:45 PM
SpikeVorador
Re: The Protoss Players Thread
Gradius.- i dont have the replays, i erased my lose games after i check them once to see what i did wrong sorry >.<
i play like 10 games today to see if someone do that tactic again to me, but no one use it today, in fact i didnt meet a single Zerg player in my 10 matchs xD.
some terrans are using a really REALLY weird strategy tought, i found 3 guys from gold league that try to mass-rine... its was some crazy thing, because they build 4-5 barracks without tech and just send 30-40 marines to my base without stim, shield or evamed support, soooo weird. I win that 3 games pretty easily xD.
The Blade.- hey! yeah i play in the LA server mostly because of my bad economy. I dont have enough money to buy the full NA version. So im stuck paying 69 pesos every month xD (i dont even have enough money to pay the no-limit access xD)
how i can add you to my friendlist? =)
05-15-2011, 05:46 AM
JackhammerIV
Re: The Protoss Players Thread
LOL. They're trying to be like MarineKingPrime.WE and failing.:D That and Day[9]'s special Terran build order....
Ya I have seen a few people do this build as well. I had someone last night do a marine heavy 2 base play against me. He got stim and combat and upgrades, but I had colossi so it was moot. If you scout them doing a 1 base 4-5 rax against you with no addons and no expanions then stay on one base and tech to colossi until they expand. If they try to bust you with nothign but non-upgraded marines you can just ff your ramp to cut them in half and fry them to hell. If they are only on one base then you are ahead because of the money you spent on tech. If someone is one basing you while you are trying to expand remember that all you need to do is not die to the rush and you are ahead.
As for your problem with the roach pushes and bio army pushes we will probably need a replay to help you out than just theory. The thing is, it could be that your build is perfectly fine but your execution of the build is off. In other words you know what you need to do but are unable to do it yet (not a slight against you, a lot of people are like this). So from now on save all of the replays that you can (they are not that big of a file, about the size of a larger pure text document) so that you can not only ask for help on problems that may arise, but you can look back at older games to check out things you may not have remembered. The more replays you have, the more references you can make when you need them. GL HF.
Yea guys btw, this race totally sucks for high-level team games. I'm sorry but I had to say this.
06-13-2011, 07:41 AM
Peanutbutter
Re: The Protoss Players Thread
Quote:
Originally Posted by Genopath
Yea guys btw, this race totally sucks for high-level team games. I'm sorry but I had to say this.
Oh really? Care to go into details?
06-13-2011, 07:47 AM
Genopath
Re: The Protoss Players Thread
Sure. You have 3 early game options.
1) 2 gate (Zealot push @ around 4:00)
2) 4 gate (Push @ around 6:30)
3) CR
Almost all Terran or Zerg strats are based on the 5 minute mark. If you go 4 gate, you won't be able to hold it off unless you cannon by which you'll force agression on the other player. You can 2 gate but the Zealot push is incredibly weak compared to a sling push not to mention reinforcements come way late. CR is okay if you pull it off, but on high-level play you will always have your probe followed if you tried to the BOSS CR and it also dies naturally to a 7RR which is the best response strat to Toss on team games.
Before the patch it was somewhat okay, but the 20 second nerf to WG is really exploited as it's 20 seconds of more freeshots.
06-13-2011, 07:48 AM
JackhammerIV
Re: The Protoss Players Thread
Quote:
Originally Posted by Peanutbutter
Oh really? Care to go into details?
Well it's a race that has a weak early game (relative to the other races), gets strongest on at least 2 bases (can be difficult to get to in team games) and is quite immobile (perhaps the most immobile of the races. warpins don't help if you're facing a combined army of two players or more).
So yeah. It's a bad race to use in team games.
06-13-2011, 07:54 AM
Genopath
Re: The Protoss Players Thread
Quote:
Originally Posted by JackhammerIV
Well it's a race that has a weak early game (relative to the other races), gets strongest on at least 2 bases (can be difficult to get to in team games) and is quite immobile (perhaps the most immobile of the races. warpins don't help if you're facing a combined army of two players or more).