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Thread: The Protoss Players Thread

  1. #81

    Default Re: The Protoss Players Thread

    Quote Originally Posted by Sarov View Post
    I've recently stopped playing Beta because there wasn't much to do - few people are willing to play a game with me now and I'm not good enough to get anywhere in my league. I still want to play StarCraft but there is little enjoyment if you know you're going to lose every league match you play unless of course someone disconnects. Anyways, I've been looking for someone who can help me with my Build Orders and learning counters and general strategieis and so forth for at least a few hours a week. Anyone interested?
    I'll be available on evenings during weekdays after 6pm (except tomorrow), and I play Protoss as my main race. I can help you with Build orders and even give you practice for PvZ and PvT as I have been able to use them ok. Also, I am not a Gold or plat level player so don't worry about me being too "strong". I am Silver.

    PM me when you're available.

    My ID is Xecutor.adun on US server. I think I already have you on my f list :P, but just in case.

    Alright so leme know - see u online soon!

  2. #82
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    Default Re: The Protoss Players Thread

    Quote Originally Posted by Sarov View Post
    I've recently stopped playing Beta because there wasn't much to do - few people are willing to play a game with me now and I'm not good enough to get anywhere in my league. I still want to play StarCraft but there is little enjoyment if you know you're going to lose every league match you play unless of course someone disconnects. Anyways, I've been looking for someone who can help me with my Build Orders and learning counters and general strategieis and so forth for at least a few hours a week. Anyone interested?
    More you lose, more downrated you get, and eventually you'll get to play against people at your skill-level. I'm in Bronze league and I get players from "bit better than me" to "i go gas"(from video where some newbie didn't know how to get gas) skill-levels, so it's pretty fair.

    I'm getting slaughtered a lot right now as I rose to rank 14 in my league/division(stupid bonus pool thing, I lose one rank when I lose two matches and get up like 10 ranks when I win...), and it gets depressing quickly. I switch to FPS games when I'm really down ^^'

    But never give up! You get better as you play, and if you get help, like from protoswarrior

  3. #83
    Sarov's Avatar The Enforcer
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    Default Re: The Protoss Players Thread

    Quote Originally Posted by Flatus View Post
    More you lose, more downrated you get, and eventually you'll get to play against people at your skill-level.
    I was at the bottom of the Copper league. I doubt anyone can get lower than that.

  4. #84
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    Default Re: The Protoss Players Thread

    I'm new here, so forgive me if I'm violating some sort of etiquette.

    I'm looking for an opinion on a method I found to shave time producing from Warpgates. Unfortunately, I don't have the experience to make a determination as to whether it's worth using or not.

    Bear with me. the explanation might take a while.

    1. Warp in unit.
    2. Transform to Gateway.
    3. Produce unit normally.
    4. Transform to Warpgate.
    5. Repeat 1-4.

    Transforming to Gateways may seem a waste of time, but hear me out. After a unit is produced with a Warpgate, there is a cooldown imposed: X(normal unit time) - 10s. However, this cooldown timer continues to countdown while it is a Gateway, and a unti produced during this time is done so with the normal X. in addition, the time it takes to transform a warpgate to a Gateway and back is 13s total (3s to Gateway, 10s back to Warpgate).

    To illustrate: Stalkers (x = 42)

    (Normal Method)
    Warp (0s)
    Cooldown (32s)
    Warp (0s)
    Cooldown (32s)
    Warp (os)

    Total = 64

    (Transform Method)
    Warp (0s)
    Transfrom (3s)
    Build (42)
    Transform (10s)
    Warp (0s)

    Total = 55

    What it comes down to is a savings of 9s on traditional Warpgate strategy. Of course, the next unit will take an additional 4s longer than said traditional strategy. But the next unit will show an overall savings of 18s.

    By examining the figures above, we can see that, after the first unit is produced, the second unit takes 13s longer than the normal method. However, because the cooldown is expired, and it takes only 10s to transform to Warpgate, the effective cooldown period of the third unit is reduced to 10s. For Zealots which has a cooldown of 23s, this method only just breaks even. For Stalkers and Sentries, it cuts the average production time of each unt by 4.5s each. For Dark Templar and High Templar, the savings is 11 each. In addition, by shufling the unit composition, you can produce an additional unit without taking any additional time (i.e HT, then zealot, then HT).

    Of course, this method has its downside, the most obvious being it lacks the flexibility of the Traditional strategy (i.e. the ability to place-warp each unit produced), as well as a greater degree of macro-intensity.

    Now if you've followed me thus far, I would like to pose a few questions to you.

    1. Do the pros of this strategy outweigh the cons?
    2. If yes, where would this strategy be of the most use?
    3. If you're not sure, can you refer me to someone who might know better?

  5. #85

    Default Re: The Protoss Players Thread

    The pros of the strategy is only limited by your own ability (and your resources, since you will warp in x units for x cost then immediately spend that much more right away). If you can somehow manage all of the gates and remember to keep them as warp gates after you are done, then it can be beneficial.

    IMO though, its not really worth the hassle to try and shave off 5 seconds (because lets face it, you wont be using HT or DT to an extent that you would regularly shave off 11 seconds).

  6. #86

    Default Re: The Protoss Players Thread

    that shit is brilliant and deserves its own thread

    ... i guess it'd be most useful for earlymdigame templar use with zealots, on few gates. hard to say tow hat extent it would be overall useful, with higheer ratios of senty/stalker on more gateways, for example..

    day[9] should know better
    I am an enthusiast of good strategy games, sc2Esports and rollplay, although i dont really play anything atm.
    I work an internship at a government agency this fall, and have a good time at it.
    I'm being more social, active and honest lately. in all forums.

    Hi.

  7. #87

    Default Re: The Protoss Players Thread

    Really, the main issue is resources. You go from producing from 5 gates (for example) to temporarily increasing that to 10 gates (so to speak). Outside of trying to make up for macro mistakes you shouldnt have so many resources that you can do something like that.

    Also, dont forget that the cooldown starts right as you warp the unit, so the perceived gain for stalkers/sentries is increasingly smaller the more warp gates you have, and may be non-existent if you are slower at warping in units in succession.

  8. #88
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    Default Re: The Protoss Players Thread

    this was from the collossi thread, someone wanna test this out and see if the timings are right or need to be changed?

    k just watched a nice replay between two high-calibar protoss players where one used a collossi build and the other used an immortalish build (well seemed like zealot rush, but transitioned to immortals)

    this is the BO from the collossi build as far as i can tell, which was quite successful in that match, havent test this myself yet tho:

    9 pylon
    13 gateway
    14 gas
    16 pylon
    18 core
    19 gas
    20 robo
    21 stalker (usually works great against most races as your standard opening, against terrain as well. against zerg, i'de go zealot rather than stalker unless u see roaches)
    24 gateway
    24 pylon
    24 research warp gate and Crono ASAP
    25 observer
    27 robo bay
    28 turn gateways to warp gates (if you see marauders, get immortals ASAP with stalkers and zealots)

    by this point of the game, should be ideally known what to do, start building one collossi, than right away start researching lance upgrade. chrono it twice if u can while building more collossi and zealots/stalkers/sentries. (your choice here, would suggest zealots and sentries, as sentries forcefields push their guys away into your lances, and zealots keep their front liners busy)

    you can ideally try to expand safely between 40 and 50 supply, or after successfully attacking him, or if u see him expand

    either way, ideally with 3 collossi and maybe 9 zealots *or ur mix troops, just have enuf to keep em away from your collossi* u can push out

    hope this helps
    "look at the pretty mushroom clowds..." ~ gifted

    "please, spade and neuter your pets....or else i'll nuke you!" ~ gifted

    "My Wife For Hire!" "uhh dude its my life for aiur" "ahh.....makes more sense..."

  9. #89

    Default Re: The Protoss Players Thread

    Me

    9 Pylon
    10 Asm.
    11 GateWay
    12.Asm
    13.Pylon
    14.Cyber
    15.Gateway

    thats all

  10. #90
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    Default Re: The Protoss Players Thread

    hmm, problem i find with this build is, u will certainly get early gas, but u will be murdering ur economy. a standard 2 gate rush would kill u instantly as he'll always out troop u
    "look at the pretty mushroom clowds..." ~ gifted

    "please, spade and neuter your pets....or else i'll nuke you!" ~ gifted

    "My Wife For Hire!" "uhh dude its my life for aiur" "ahh.....makes more sense..."

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