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Re: The Protoss Players Thread
PvT2 on shakuras:
-Opener seemed ok until I saw your first two units were zealots and you were on two gas. You ended up with too much gas. You didn't have anything to use it up early game.
-Massive overcompensation for supply blocks. You were at like 46/90.
-Improve your macro. If you watch your production facilities there's tons of time where they're not making anything or warping anything in. Go watch Day[9]'s Daily about reprioritising.
-You got to pretty much twice your opponent's supply. Good job. If you get better with macro you'll do that faster.:D
-Proxy pylons before the battle for reinforcements.
-Keep an eye on your colossi. They were attacking a ghost academy instead of the opponent's units. For most of the battle the colossi were attacking buildings instead of units.
-You wandered your warp prism right into range of a turret. If you want to use it for reinforcement just put it into phase mode behind your army.
-If you wanna just focus completely on the battle and abandon macro then by god micro like a gosu.:D You definitely weren't macroing much. I can tell from the production tab.
-Constantly keep at least one guardian shield up. Also guardian shields don't stack. No point having 4 of them covering the same area.
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Re: The Protoss Players Thread
Yeah, I need to hotkey my individual units better like the Colossi so I can control them easier.
As for the MM replay, yeah, no clue why I uploaded that one.
Thanks for the feedback.
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Re: The Protoss Players Thread
Quote:
Originally Posted by
Drake Clawfang
Yeah, I need to hotkey my individual units better like the Colossi so I can control them easier.
As for the MM replay, yeah, no clue why I uploaded that one.
Thanks for the feedback.
Oh ya I just remembered a cutesy waypoint trick you can do on your scouting probe if you don't have the mechanics to keep an eye on it. You can use patrol and make a closed circle. The final point of the patrol is on the first point you ask the probe to patrol from. Then it'll continuously move in a circle. Try it out.:)
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Re: The Protoss Players Thread
Thanks for that, I'd just been Shift-clicking them :)
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Re: The Protoss Players Thread
Quote:
Originally Posted by
Drake Clawfang
Thanks for that, I'd just been Shift-clicking them :)
Ya. I don't really use much shift waypointing or patrolling for scouting probes. Even with my measly 60-70 average APM i try to manage my scouting personally.
One problem that arises from the "endless circle patrol" trick is that you sometimes forget to retreat the probe.:p Comes from thinking "herp derp don't need to worry about my scout worker. time to macro."
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Re: The Protoss Players Thread
Quote:
Originally Posted by
Drake Clawfang
Thanks for that, I'd just been Shift-clicking them :)
Im pretty sure shift-move comands casues your unit(s) to decelerate at each turn. this effectively means that slower or equal speed units like workers or zealots catches up at each turn, often resulting in your worker taking a hit. This makes the patrol-circle supperior to the lazy or multiask impaired (like myself); if the patrol avoid making too sharp turns it generally stays ahead of any attack-moved followers.
Quote:
Originally Posted by
JackhammerIV
Ya. I don't really use much shift waypointing or patrolling for scouting probes. Even with my measly 60-70 average APM i try to manage my scouting personally.
im similarly slow on paper, but i patrol my scouts plenty; its not worth risking missing early macro-timing crispnes over babysitting the scout.
Quote:
One problem that arises from the "endless circle patrol" trick is that you sometimes forget to retreat the probe.:p Comes from thinking "herp derp don't need to worry about my scout worker. time to macro."
indeed this happens to me a lot.
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Re: The Protoss Players Thread
How do I deal with Ultralisks?
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Re: The Protoss Players Thread
Quote:
Originally Posted by
Drake Clawfang
How do I deal with Ultralisks?
Depends on the situation the ultras come. If you scout the ultralisk cavern early and can prep for it then zealots/immortals/void rays are the way to go. Up to you which combination if at all you want to deal with it. Some people like just double robo pump immortals but not bother much with many zealots. Others just go mass zealots. Basically pick 1-2 of those units you like and pump them when you scout/anticipate ultras coming. Don't go for all of them at once unless you have tons of resources, bases and production facilities. DTs are kind of ok against ultras. They're amazing if zerg has no detection and you're like "LOL. DT wall. Can't touch me."
If it's kind of a surprise then use positioning. Remember that ultras are melee attackers and they're kinda big. Just position your army in a nice place where the ultras can't hit much. Example being blink stalkers against a cliff then blinking up/down the cliff to avoid the ultras killing them. Then if possible while that is occuring and you're microing in the battle get up the production for the units you need to deal with the ultras.
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Re: The Protoss Players Thread
Ultras are mianly dangerous when tehy are propeprly supported with lign+infestor and are able to pin a stalker/sentry/colossi-heavy composition and mow it down with the sick splash-to-armored damage...
.. since youre probably not up vs ONLY ultralisks, i'd just make any and all other units other than stalker/colossi when scouting ultralisks. that said, your main damge dealers to pickt ehmoff are obviously immortals or voidrays (typically immortals are easier to get and dish out mroe damge at this point since tehy attack upps are further along)
... somethign worth noting is you'll be making imortals out of your robo's and will hence be unable to reproduce colossi for splash damage.. if needed (if enough colossi dies) you should alliviate that with HT/Archon. Archons are quite good vs ultras; they arnt armored so they dont take extra damage from them, they also wont suffer as badly from the spas as zealots might, and with teh range they combine well with zealots...
.. if yoususpect the eemy will mix in Broodlords and shit, you best go for voidrays asap isntead. it beats all teh zerg shit outright, just tread carefully around infestors.
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Re: The Protoss Players Thread
Yeah, my opponent has Zerglings, infestors, Ultralisks, Brood Lords and Corrupters to my Zealot-Stalker-Immortal-Sentry-Colossi ball. Even if I'd gone Rays he'd have been able to snipe them with the Corrupters. I think he may have had Hydras mixed in too.
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Re: The Protoss Players Thread
Quote:
Originally Posted by
Drake Clawfang
Yeah, my opponent has Zerglings, infestors, Ultralisks, Brood Lords and Corrupters to my Zealot-Stalker-Immortal-Sentry-Colossi ball. Even if I'd gone Rays he'd have been able to snipe them with the Corrupters. I think he may have had Hydras mixed in too.
Ok.....well maybe your problem isn't the Ultralisks. As Day[9] likes to say maybe you already lost the game at a certain point before the final battle and zerg just decided to use Unit X to finish you off.
Probably need a replay if you want specific advice on that one game. Sounds like most likely at a certain point in the game zerg already had a big advantage and he just used that unit mix to finish you off.
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Re: The Protoss Players Thread
Void rays are the supposed counter to corruptors, they kill them quite easily.
I think archons + ht and void rays might be a good idea. Storm vs zerglings archons to tank and void rays as damage dealers, storm is also quite good vs hydralisk.
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Re: The Protoss Players Thread
Here. Looking back I see my three problems, I didn't do my Zealot rush properly, I didn't pull back to defend when I should have known his lings were coming, and right at the end at the 17 minute mark he just utterly raped me with the Ultras. Nothing I could have done then though, didn't know he had them.
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Re: The Protoss Players Thread
Yeah you don't want to funnel the zealots in 1 at a time where they can get surrounded easier and where he gets advance notice that more zealots are coming.
But the game was pretty much over at 12 minutes when he gets 56 workers to your 35. Can't let zerg macro up like that.
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Re: The Protoss Players Thread
PvZ on Antiga:
-If you're doing 10 pylon/10 gate then the very moment your nexus has 25 energy just chronoboost. The build means you cut some probes after 10 for a bit so might as well get up to 10 probes ASAP.
-2nd pylon at 12 (1:58 game time)...You reach 18 supply at 2:58 in game time. So ya kinda early on that 2nd pylon. Usually if you're gonna do early zealot pressure....10 pylon/10 gate...make some probes if you want to...second gateway. Then after that pylon. Collect three zealots off those 2 gateways (with chronoboost). Then hotkey them and send them to attack. While at home you make your gas and cyber core and maybe make 1-2 more zealots.
-You greatly delayed your cyber core and let gas pile up too high.
-You actually died at 14mins. Up to then it was ok since zerg hadn't gotten a third yet. Problem you had was too few probes. Make more probes man. Your saturation at the natural was bad....overall the mineral saturation makes me think you wanna all-in not take a third. And take the normal third. Your army isn't particularly fast.
-You died at 14mins because of the way you moved out and where you took your third. Take the third at the normal spot. Put pylons at the rocks ramp he broke down. Put some gateways there to block and cannons behind it. Leave your army down the ramp at your natural so it can move up to the third easily. Also seeing as you wanted to take a third when you open the zealot pressure just do it at the ramp on the low ground. Like double gateway on top of the ramp at natural. That way a wall off is made and the lings can't run in as easily. Or start the wall off later on with like your 3rd and 4th gateway. Another thing is you moved out while supply blocked. Try not to do that. It means you can't warp in reinforcements or defensive units at home while your army is out.
-Stay on top of upgrades more. Zerg is way in the lead in the upgrade race. Maybe hotkey the forge and keep an eye on it every so often.
-Again no proxy pylon to reinforce your attack. You're not even mining from your ninja 3rd base. But at least zerg isn't mining from his third either.
-Overall was the ling run in at 14mins and your lack of probes and a good third that lost you the game.
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Re: The Protoss Players Thread
Another PvZ replay, I won so ignore the emo negativity at the start, I'd just come from a bad game :p I am used to losing to fast expo zerg, but looking back I did a good job I think, keeping my army built up and my saturation equal to or better than his. I supply blocked myself a couple times but had the resources to queue up several pylons at a time to quickly get going again. I was a dunce in the final battle, I didn't realize about NP for a few seconds, I think if I had I could have saved more units and kept the push going right there. My DTs, surprisingly since they were a surprise last-minute addition, were the deciding factor I think, or at least helped a lot in that final assault.
Also, I'm now Gold Division 1. I hope to move up to Platinum soon, yay! I was there like, months ago and lost until I got knocked down. I wanted to climb back up there because I was actually in Diamond, somehow, when I hadn't played for more than a year, so I got knocked down to Silver and have worked back up as I've gotten better.
Also, a PvP replay, not much to say on skill level, just including it because it was very different from my usual games. My opponent went fast Forge expand, so I kinda teched up and expo'd myself, figuring he had turtled in hard so an attack wasn't soon coming, and expected either Void Rays or DTs (hence the lone Cannon at my ramp). I decided to go Void Rays as well for a back door attack. That part didn't work out but ultimately I did win.
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Re: The Protoss Players Thread
PvZ on Shakuras:
-I'm surprised how many people actually don't know this. On Shakuras you can't spawn vertically from each other. So the first scout should just go across the map and scout the two bases there, your opponent will never be vertically above/below you. Too bad Blizzard didn't decide to do the same thing with Metalopolis/Shattered Temple even though it was an obvious fix for tournaments to use.
-First gateway idle from 5:04 to 6:06 (62 seconds). Second gateway idle from 5:21 to 6:06 (45 seconds). Could have easily fit in two sentries before warp gate finishes. You realised it a bit late. From 6:29 to 6:51 your third gateway was trying to produce a sentry that was supply blocked when it'd have been better to just make it a warp gate in that time.
-Much better with probes. Good chronoboost usage (need to use up that energy:D). Still need to work on probes in midgame. You should be hitting 70-80 probes by around 14-16mins if you're going to take a third. Third is quite late and should have taken both gases at it sooner. You're better at macro than your opponent but it could be improved.
-Smart move. Warp in zealots at the hole in your wall as your army moves out.
-Late starting the +2 weapons upgrade. Keep trying to be more aware of upgrades. Try developing a habit. Checking if you're producing, pylons, upgrades, etc.
-That 13min move out with just your 4 colossi across the map........eventually when you go up in leagues you'll meet someone who punishes you for it. Zerg in that game could have actually killed those 4 colossi, not sure why he didn't.
-I see you learned to put a unit out front and vulnerable to spot attacks coming in.
-Assuming you wouldn't screw up badly in any battles or with macro you won by 11-12mins when you were even on workers and had a supply lead despite not pressuring zerg's early expo at all.
-Could have handled battle better. Again no proxy pylon to reinforce.
Good luck rising up the leagues. I got knocked down to Plat from Diamond after not playing for months.:p
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Re: The Protoss Players Thread
PvP on (is it Nerazim....)
-You won.:D That's important. Also remember that him going forge first and not cannon rushing you puts his gateway and cyber core tech way behind yours. You could have teched faster. Gone 1 gate..core...stargate/twilight/robo. Or even something ballsy like gate...core...nexus. Either way you managed to win.
-Problem again of no proxy pylon to reinforce.
Personally I don't find forge FE that safe PvP. But then I haven't seen any pro use it super effectively.
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Re: The Protoss Players Thread
Thanks for the tips. Nothing in particular to add but for the third base, I usually take it when my main is almost depleted, then move all its probes over en masse.
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Re: The Protoss Players Thread
Another PvZ. I expected to lose when he got some nasty Muta harass on me and spotted the creep on a third base, but I managed to win somehow.
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Re: The Protoss Players Thread
Quote:
Originally Posted by
Drake Clawfang
Another PvZ. I expected to lose when he got some nasty Muta harass on me and spotted the creep on a third base, but I managed to win somehow.
PvZ on Xel'Naga:
-Good job fitting in 4 units before warp gate finishes.
-A bit late starting your stalker and warp gate research. Your probe is already hotkeyed. You can order him to go back home without looking at it. A bit after 3 mins you should just order the scouting probe to do something else pretty much. That's around the time lings, marines and zealots get made. If you micro that probe well while macroing you can keep it in longer against zealots.
-You made your second gas before cyber core but went zealot+stalker which is more mineral heavy. You end up with tons of gas stockpiled. You manage to get it under control in the midgame but it's not good to have a lot of gas banked in the early game. Shows that your build is off.
-You supply block yourself a lot. Maybe have a note stuck to your monitor. Or keep repeating to yourself pylons pylons pylons. Or Day[9]'s probes and pylons.
-Guardian shields don't stack. You're wasting your energy putting up like 8 at a time. Just put up 1-2 at a time so you'll have continuous guardian shield throughout the battle and forcefields when you need them.
-Micro dude. If you wanna abandon macro during battle that's fine if you micro man. Blink micro. Splitting army micro. Etc.
-You had a proxy pylon near your battle. Good. Probably make some more a bit closer to speed up reinforcements.
-And you mostly won cos zerg was.....way worse than you. Lair at 5mins before second hatch is done seems not standard (need a zerg to reconfirm but I feel like lair after getting ok saturation on 2 bases is more standard and economical). Also starting spire at 7mins with 21 drones also doesn't seem that great of an idea. Add that with bad droning, bad map control, bad scouting, bad unit control then ya.....your opponent needs to improve his zerg play more than you need to improve your protoss play.
Overall your feeling was right. If zerg played better he would have crushed you but he didn't. So you won and you deserved it. Rethink your cannon placement. If you're facing muta harass place cannons in the direction that mutas come from. So in that game would be top left of your main (not too far from nexus though) and bottom right at your expo. If you put the cannons horizontally at the top left of main and vertically at the bottom right you're more likely to scare off the mutas. Instead of seeing one cannon at a time he'll see 2-3 cannons and back away.
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Re: The Protoss Players Thread
Two more PvZs. I won both.
On Antiga (the one marked 6) Tried to put some early pressure on, backfired horribly, his lings overwhelmed my forces, took out my prepatory expo wall-off (and I forgot to cancel my forge, ouch), but I held him. I hadn't even begun my expo yet and his was done so yeah, not in a good situation, but I expo'd, built up and kept going, eventually surpassing him in workers.
The battle that tipped the scale away from me being at a huge disadvantage comes at 15 minutes - 76 lings and 18 roaches vs 8 Zealots, 5 stalkers and 4 sentries, but thanks to my wall and FF I was able to split up his army, keep his roaches from doing too much damage, and held him off. I should have gone for Stalkers instead of Zealots during the attack and didn't micro the lots well, but I did hold him off despite him having a much larger force. It also took me far too long to notice "oh hey, my forge lost power."
The game-deciding battle is at 23:30, once again FF carried the day by walling him on his ramp while I wiped out his third base (didn't know he had a fourth at this time) and then to keep his roaches at bay, fortunately I had enough sentries to FF off a pretty much wide-open area. For some dumb reason I kept my zealots take out the rest of the expo while my stalkers, sentries and colossi fought off his army, and the handful of lots at the battle were blocked by the stalkers on the ramp, but I did win the battle. Shortly after I found and took out his fourth base, and yeah it was pretty much over there. I saw Ultras and began to get Stargate, but it wasn't needed.
Also I remembered your tip to wall off the ramp at my third base. :)
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The one marked 7, I got lucky when my Stalk finished in time to push back his first batch of lings. At 23 or so I do some timely defenses of my expo and intercept his retreating roaches by blinking right into their faces and cut them to shreds (I thought that was funny :p). But otherwise, nothing too remarkable. Except for, in hindsight watching the replay, worker count - I'm on three bases and have 76, he's on three bases with two more mutating and has 41. Granted I had cut up one of his bases a few minutes before, but still. His final push, I focus fire down the Brood Lords while my Zealots and Colossi mop up the ground units, and that's that.
On another topic, what can I do to improve my APM? I notice I usually wobble in the 40-50 range while opponents are often 10-20 higher than me.
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Re: The Protoss Players Thread
EDIT: Well apparently with the 1.4 change APM has been nerfed so ya this type of style doesn't help much with the in-game measurement of APM but you will end up playing faster from what you feel. SC2 is retarded about APM measurement. They should just remove the APM tab in spectator and observer views the way they're going.
APM wise it doesn't really matter much. Personally I average 50-60 APM and it's alright. You improve it basically by "tapping". In a simplified example imagine you just have two nexuses (on hotkey 5), a forge upgrading (on hotkey 7) and 5 warp gates (using w hotkey) only warping in stalkers. You develop a habit to press "5ee7wsssss57w57w5ee775c57w57wsssss". You're basically just making sure you're making probes and keeping your forge chronoboosted while warping in when your warpgates are ready.
Here's the difference between us with low APM and those with high APM. We both at critical times can do the "5ee775cwsssss" at the same high APM speed. Even if 50 is your average you can still peak at 100+ APM during periods of intense micro or macro. But in the periods in between a person with high APM constantly rotates through "57w57w57w57w" to check everything while say looking at a scout or arranging his army etc whereas someone with low APM doesn't. It's always better to be constantly checking.
The way to improve your APM is to make it a habit. Force yourself to press the hotkeys for everything and check it by only looking at the bar where it pops up. The one to the right of the minimap. Constantly be pressing all the hotkeys for your important structures throughout the game. That's why if you watch a pro player and just stare at the UI bar thing to the right of the minimap it keeps changing constantly. They've trained themselves to constantly be pressing all the hotkeys for important structures and see the progress in the small fraction of a second it pops up down there.
Another way to cheat make your average APM high (which is what most people do). At the start of the game hotkey your nexus and one probe. And keep pressing the hotkeys for them alternatively. Like eg nexus on 1 and probe on 2. go 1212121212121212121 as fast as you can without missing any probes or pylons. The longer you can keep it up the more it boosts the final average APM of the game. Personally I'm incredibly lazy and try to develop my own sense of when I should be checking things instead of constantly "tapping". It can get tiring to play at a high APM for extended periods.
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Re: The Protoss Players Thread
PvZ on Antiga:
-Just to let you know you can put down your cyber core a bit faster and have less time not making probes between the 18th and 19th probes at around 3ish minutes. Nice getting warp gate started and you could improve the time it takes for you to start that 22nd worker at 4minutes.
-That attack when you first warped in went quite badly for you but one thing good is you forced a lot of zerglings to be made. You had a worker lead at that point. And you still have a problem with your second gas timing. You keep building up a lot of gas. Maybe one game just for fun try not taking that second gas until after you start your nexus at around 6 minutes.
-You should have started a nexus as you were making that small attack and start on the walloff at the natural.
-Yeah the zealots when you saw tons of roaches should have been stalkers. Missed probes here and there but overall you macro your economy better than your opponent (despite having lower APM). You forgot to make that gateway at your walloff at natural into a warpgate.
-Awesome job with the complete walloff at the rocks at your third. You can see your colossi can just sit there and the roaches can't really reach them. Those buildings plus the zerg's bad control let you crush that army.
-Nice forcefielding the ramp at the natural. Still forgetting to make pylons close to your army. Imagine that whole army you warped in at your natural was right there near the battle to help. Also the place where you warped in at 24-25ish mins. Would help if you put tons of cannons there. That way if zerg tries something cute like running in 20 lings or something 5-6 cannons greet them. Also consider cannons behind those gateways you use to wall off behind the rocks. That way the cannons protect the gateways a bit. It's a common protoss style nowadays. Close off with gateways and cannons behind it versus zerg.
-Good job predicting some hive units and getting ready with stargates. Didn't need them but you were getting prepared for it. And despite what the zerg said about neural he had a ton of stuff he did wrong.
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Re: The Protoss Players Thread
PvZ 7 on Nerazim i think...
-Second gas still a bit too fast. I think it's very surprising how much when you take your assimilators affects your whole game.
-Forcefields really saved you.
-Should have started those cannons at your gold sooner.
-Pretty good attacks. Looks like you micro more and better when attacking and you don't spam 8 guardian shields.:D
-Should have anticipated the hive units sooner to get void rays.
-You macro'd way way better than your opponent pretty much the whole game. Utterly crushed him. You definitely need stronger opponents.:p
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Re: The Protoss Players Thread
I've gone against stronger opponents, plats. They crush me, usually with early rushs. :p The problem is I don't like cheese and I don't like games to be be over with a rush at the 8 min mark or whatever, I like longer games where there's a bit of back and forth, even if I lose then I feel like it was a good game. If they just rush me and steamrolled me in the first ten minutes, that's boring and irritating, because I do go for the long game in my builds. In that my mindset is usually to prioritize building up my base instead of my army, which is what kills me in the early game.
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Re: The Protoss Players Thread
Quote:
Originally Posted by
Drake Clawfang
I've gone against stronger opponents, plats. They crush me, usually with early rushs. :p The problem is I don't like cheese and I don't like games to be be over with a rush at the 8 min mark or whatever, I like longer games where there's a bit of back and forth, even if I lose then I feel like it was a good game. If they just rush me and steamrolled me in the first ten minutes, that's boring and irritating, because I do go for the long game in my builds.
Most Protoss play involves surviving to the late game. And I prefer it go into later game.:p You need to find a way to survive the rushes while getting to the late game.
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Re: The Protoss Players Thread
Quote:
Originally Posted by
Drake Clawfang
I've gone against stronger opponents, plats. They crush me, usually with early rushs. :p The problem is I don't like cheese and I don't like games to be be over with a rush at the 8 min mark or whatever, I like longer games where there's a bit of back and forth, even if I lose then I feel like it was a good game. If they just rush me and steamrolled me in the first ten minutes, that's boring and irritating, because I do go for the long game in my builds. In that my mindset is usually to prioritize building up my base instead of my army, which is what kills me in the early game.
Did you ever think that maybe the reason they rush you is BECAUSE of how you play? As in, they see you aiming for the later game and just decide to go kill you because you are weak to the early game stuff? I am not saying go rush them BEFORE they rush you, but if you are dying to those early rushes chances are you are playing TOO greedily for you own good. There is nothing wrong with playing greedy, but you have to be pretty sure that your greedy play is relatively safe. And make 100% sure you are not adding rules to the game that do not exist. If they did something that was in the game there is no reason for you to get annoyed at them. They beat you using the rules of the game, NOT the rules that YOU have added that make the game seem more fun to you. (Most of the people that complain about early attacks only do it because it is not something THEY like doing, even though the game itself has no rules against doing the early rushes).
All in all, if you find yourself losing to something and KNOW the reason you are losing...stop doing that. You KNOW that you die cuz you do not produce the units, so delay the infrastructure and get more units if you see the early attacks coming. And knowing when those early attacks COULD come can give you a better idea on when it is safe to cut unit production and start with the infrastructure. Always keep in mind:whenever you are doing a strategy you do NOT need to try to get there as soon as possible. You need to find the way to get there as safe as possible in the fastest way. So you need to figure out how to not die for as long as possible while you get your full strategy in place. As always, do not be afraid to ask for help. GL!
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Re: The Protoss Players Thread
If anybody from SC:L plat & below wants any mentoring, just msg me since I don't play anymore. Last guy I worked with got to diamond.
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Re: The Protoss Players Thread
teh 8 min attack is standard for all-ins or harassing. It's not really a rush.
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Re: The Protoss Players Thread
2v2, we won, I bring it up here only because I'm surprised at myself in regards to the early game. Before warp gate finished researching I had three gateways, three zealots, three stalkers and a sentry. Warp gate completed at 6:16, the units being built at the gateways finished at 6:23, and voila, three more stalkers warping in and at the 6:30 mark I've got six stalkers, three lots and a sentry. I went for a sentry before a stalk because I spotted two rax and expected an early push, and I took my second gas later than usual because I noticed stalker production was slowing down. The expected rush didn't come until 8:30, and we held them off handily.
Besides that, I tried to keep an eye on my base, kept watching things, kept my army growing. I only got supply blocked once in the late game but otherwise, no problem, I didn't build so many though that I had 40 spare supply, usually had around 10-20 supply to spare, which when you've got eight warp gates drops pretty quick. I decided to ignore the Colossi and use the Immortal since my ally had Colossi and I wanted to check out their effectiveness with the range buff. We ended up crushing their army in the game-deciding battle, and it was largely made up of Marauders and Stalkers, so yeah, hard to tell if Immortals were a big impact or not.
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Re: The Protoss Players Thread
PvP, included because my early pressure push won the game, I didn't do perfect and had an extra Stalker left behind, but I pushed him back into his base and ultimately he left.
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Re: The Protoss Players Thread
PvP on....lava map.:p
-Good with the proxy pylons to reinforce.
-Micro more dude. Micro the s*** out of those stalkers. Move injured ones back, etc.
-Try to get a better sense of when you need to warp in.
-Probably a lot more I could say about your PvP that would get crushed in higher leagues but it's fine for now I guess since you're winning.
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Re: The Protoss Players Thread
Heh, you want micro? Here's your micro :) - I hold off two zealots with one stalker and one lot, don't lose either of them, and then the end game, I stagger-step to pick off his lots and sentries while building up more stalkers with a proxy, and ultimately just get enough to push in and he leaves (hard to tell but in the final push I shift-queued the attack to focus fire on him, wasn't just A-move). Only catch is I got busy with my micro and my additional gateways came late, and I had to use a Crono boost to get that early Stalker out because I knew two lots were coming, but under the circumstances both are understandable. Final point of note, I decided during the push to focus fire sentries above the other units because they died easier, were harder to replace since they need 100 gas, and as I expected FF made my stagger-stepping harder.
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Re: The Protoss Players Thread
PvP on random new Blizzard map with the rocks (can't remember their names and not sure i want to)
-Yeah man that's micro. If you're gonna mess up macro during battles anyways just screw macro during battles and just do gosu micro. Sad you didn't get to do any blink micro though.
-You had the game won pretty much when he did that cute zealot thing weirdly without doing any damage while he cancelled his cyber core. His execution wasn't the proper one as well. Typically that kind of zealot rush aims to kill as many of your probes as possible.
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Re: The Protoss Players Thread
Yeah that surprised me, that he didn't have a core yet, I saw it complete with my probe and was like "wait, he only *just* got a core?" I Signalled to me that he was not gonna have warp gates for a long time and probably wouldn't have a lot of stalkers, so with only three gates in sight I took that as the green light to move out. Rewatching the replay he got warp gates quick since he was able to keep the core pretty much in constant crono boost, but how was I to know he let his nexus get to almost a full charge? :p
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Re: The Protoss Players Thread
Another early win with a Stalker push. Opponent was total bitch noob though. Could have stopped my push if he was better, had a big surplus of minerals and didn't FF his ramp quick enough.
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Re: The Protoss Players Thread
Quote:
Originally Posted by
Drake Clawfang
Another early win with a Stalker push. Opponent was total bitch noob though. Could have stopped my push if he was better, had a big surplus of minerals and didn't FF his ramp quick enough.
Losing due to missed FF or FF too slow. Perhaps the most unforgiving part of protoss. I feel his pain.
EDIT: Nvm. He's just bad.
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Re: The Protoss Players Thread
I don't, given his attitude :p
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Re: The Protoss Players Thread
Perfect replay for demonstrating immortal power, right here. I tried to go my standard stalk-lot-colossus build but he bum-rushed me with a lot of stalkers, no time for colossi, let's go immortals. And I proceeded to win, or at least make him leave, with a combination of zealots and immortals against his stalkers. Damn, with this range buff immortals are definitely beefy and to be feared, the stalkers outnumber them greatly but they punch through, even with Force Field to delay them and split them up.