Thursday, March 17, 2011

New Builds for Protoss Part 2 (PvZ)

PvZ

This matchup I enjoy the most. I have been using Phoenix play early on too great success. Zerg have no effective Anti air early on, and they must sacrifice their queens(150 minerals Yikes!) or get a Evo Chamber up with some spore crawlers in there Mineral line to effectively Defend against it. I usually go with 4 Phoenix's and begin searching for Overlords. I need to take down at least 6 to make it worth my while. However I am still working out the kinks and I tend to let my Macro slip because I get so excited shooting the big fat floaty things in the sky :)

Queens make prime targets for the Phoenix

They also work well in other situations like when your opponent is going Muta/Roach/Ling. Phoenix's can handle a group of Mutas larger than them. They do extra damage to light and thats just what Muta's are. However Mutas do no extra damage to any unit. They are just very fast and are great at harassing the mineral lines. There is one more thing Phoenix's are good at, defense.

Phoenix's are great removing units from play without killing them.


When being attacked. the Phoenix can lift up some units from the battle to prevent them from participating. Later on in this match, the opponent sent Roaches at me. I let my macro slip and was about 1100 minerals up. So brought my Phoenix's back and had them lift some roaches so as to try and even the playing field. It worked and I repelled the Roaches back. Phoenix's, however, don't do so well in the other Matchups.

The Build
But this is how the build works. You grab your gateway and Core down ASAP. And then grab your 2nd gas while placing your 2nd gaeway and Stargate down. When you have enough minerals, place another Gateway down. Phoenix's only cost 50 more gas and 25 more minerals than a stalker. So you should be able to still utilize 3 gateways, which was the mistake I kept making, I was under the impression that you could only have 2 Gateways and a Stargate.

Also, 4 gating also works very well in this Matchup, but I am looking to break away from the monotony that is 4gating. Sometimes grabbing a Robotics Facility will help fend off the Roaches as well as provide you with access to an Observer and only 1 building away from a Colossus. If Zerg are going only Roaches and Lings, your best bet is to attempt to grab a Colossus, but the only way to know if he is doing this is by applying pressure. Constantly build Stalkers, and if hes still building Roaches to defend, he wont be getting alot of lings, however if he builds more lings and more Roaches, get ready for some tricky play. Either way, a Robotics Facility will be your friend. When you push out, place one down so you can be ready for whatever he decides to throw at you. Staying in a 4 gate build or even into 6-8 gates, will only hinder the effectiveness of the Protoss. Lings are just the bane of a Protoss army early game.

Sunday, March 13, 2011

New Protoss Builds Part 1 of 3 (PvP)

I have found a few new builds I have been utilizing since I have started laddering again (27 Wins, 32 Losses so far). This is what I have discovered in the Matchups. The one thing I have learned this past week, and after all my thinking of Protoss tactics without actually playing, is that Protoss are best when they have 2 bases supporting them. Our units take very long to build and are very expensive but very fast and powerful when we finally get them out. So it only makes sense that we need a very good economy to help run it all.

PvP
This matchup is so weird to me. It always throws me for a loop. Here are a few examples of the games I played. At first, I tried going something other than 4 gate against Toss, trying to find out what they were doing then do the appropriate build, however I soon found out that most other Toss as this level of play was doing the same thing in most cases. In fact, I was always beat when the opponent did a build without reacting to mine, thus my build was slightly behind and I ultimately lost. The PvP matchup seems more and more like a staring contest, seeing who will "Blink" first so someone has an advantage.


This match I saw him have 2 gates really early. My build always gets a Core first. If I see those 2 gate ways early enough, I have enough time to grab a Forge and place a few Cannons down while also grabbing a Sentry to FF the ramp to trap some of his Zealots as I pick them off. I quickly transitioned into a 4 gate and apply the pressure on him until I finally push into his base and win.


This game was odd. I held my own against constant pressure only using Cannons and enough units from 3 gates. I was very surprised it worked and the only reason I won was because my opponent didn't expand, which is a common epidemic for lower league Toss. They have this mindset that the 4 gate is a Win all Build, and its not. Its fundamental weakness is your constantly building units and not generating enough to expand.


Colossus will rip through any army of equal size.

This guy was very smart. I scouted a Council and a Robotics Facility and immediately thought he was going Immortal/Zealot with Charge as I saw many Zealots already. I began to get an expansion while also going for some Immortals as well with Stalkers to kite the Zealots. Yes You can still effectively kite Zealots even with Charge. However, when he pushed he had 3 Colossus and I had just expanded. It was gg shortly thereafter.


So this is what I have taken out of all this. 4 Gate is still the best way to go in this matchup. The fast 3 Colossus could have been easily taken down if I had gone 4 gate and applied some early pressure. However it is still important to grab a Robotics Facility at some point to grab an Observer in case there are Dark Templars coming out, which happened at some point in another game where it was 4 gate vs 4 gate. Most PvP matches don't last very long as one of the players will quickly gain a disadvantage and the other will take that advantage.

Next will be PvZ. Probably my favorite matchup.

Thursday, March 10, 2011

Probes and Chronoboost



Probes are the unit that always gets the first Chronoboost of the game and recently I heard of a post on Team Liquid about the efficiency of workers and minerals. However I could not find this post by searching the usual avenues. So I decided to do a few quick tests of my own..

Blizzard tells us three per patch, and after doing some research, this isn't the case. In fact, the number is lower. So Chronoboosting probes is beneficial early on, or during Maynarding(the process of taking half your probes and transferring them to your expansion). But there comes a point where Chronoboosting your probes helps you in no way relating to mineral collection. Here are the numbers:

The Test
My tests consisted of 1 minute intervals with 5 probes at a time.
Beep beep

5   Probes can collect 280 give or take 5.
10 Probes can collect 560 give or take 5.
15 Probes can collect 825 give or take 10.
20 Probes can collect 1040 give or take 20.
25 Probes can collect 1100 give or take 40.

So we can see, the most beneficial number of Probes to have mining is about 20. Any more and the number becomes erratic sometimes going up 100 a minute, sometimes only increasing by about 20-40 a minute. This is because all the Probes are trying to find empty mineral patches. I have even read that some Probes at this amount will bounce from patch to patch for up to 30 seconds without ever working. Therefore, Chronoboost no longer becomes useful on Probes after 20 Probes have been assigned to minerals. However this would change if you were doing a Fast Expand build.

Summary
20 Probes per expansion on the mineral line. Do not Chronoboost Probes after 20, which I believe is around the time the Core is going up if you had been constantly building Probes.An easy way to find out how many you have is to box your Probes and if there are two and a half lines of Probes exactly in the unit bar, thats exactly how many is most efficient.

This is what 20 Probes look like.

This also helps later on so when you see you have 60 Probes and only two expansions, you need to expand simply to be making more money.

I have heard several people say that you need to be constantly building Probes and never stop. But one Probe costs not only 50 minerals, but also 1 food. I have seen some pro games were the Probes made was around 90, thats half of your supply and at least 12 Stalkers worth of units. Meaning your army size will not be as strong compared to someone who only made 60 workers. Yes having extra can help you later on if you decide to go for 4 bases, or they do a drop in your mineral line, but thats what Cannons and keeping a good eye out for enemy movement is for. Chronoboost usually lasts for 2 rounds of Probe production on a single building So you may only need to use Chronoboost 7-10 times on your Nexus before needing to switch Chronoboost targets.

I hope this was helpful. For Terrans and Zerg, the Same rule applies to efficiency, however for Terrans, Mules take priority on mineral Patches over an SCV, meaning they will always work the same patch so make sure to assign them one of the patches that are closer to your Command Center.

Sunday, March 6, 2011

North American Star League



The North American Star League is being formed! It is the USA's attempt at the GSL. Show your support for it by heading over to nasl.tv and signing up for their emails and casting a few votes for the players!

Here is an interview with EGIncontrol about the league and his part in it.




Friday, February 25, 2011

A Mental Tactic


After watching the Day(9) Daily about the contaminate, it got me thinking about other ways to mentally screw with your opponent. We saw that Contaminate can really screw with a persons macro, which is huge! So what can Protoss do to mess with an opponents mind?

Well for one thing, our options for some effective early harassment are limited. The only real unit that is fast and able to due extra damage to Lightly armored units are the Phoenix, and they can only attack air and a limited number ground targets. The best they can do is harass mineral lines or snipe Overlords/Overseers. So I began looking into Protoss mechanics and how the race differs from the other two. So I thought of the Warping Mechanic, and how it can help Protoss develop some mental tactics against their opponents. In the past I had one opponent who did something similar to what I am about to propose, and I cannot wait to try it in a real match.

What this player did was setup a line of Pylons from his base to about 1/2 to 2/3 to mine. In an effort to allow for quick reinforcements if he is ever pushed back while also creating an advanced warning and scout system to know when I am making my push forward. It also buys him time to regroup, as a Pylon in the middle of nowhere is more threatening than an army retreating. However the amount of minerals lost if you have to retreat can cost you quite a bit. So here is my variation of this tactic.

What if instead of creating a line of Pylons, you actually place proxy Pylons in key places that aren't normally scouted or maneuvered through. It would really benefit someone later on when control of the map is more important. The enemy could come out at places you would not expect to have seen. For example, on Xel'naga Caverns, you could place a Pylon near the visibility reeds at the natural expansion, one at the expansion behind the rocks, and one near the other end of the back door trail behind the visibility reeds. This gives 3 additional attack routes that are not commonly scouted or moved through. It will cause your opponent to scout around and find these Pylons if he indeed realizes that is what you are doing. Warp Prisms work with this as well because they can maneuver, however, they cost twice as much, have a smaller warp field, and do not offer supply.

It is also important to remember that this will not work effectively on every map. Lost Temple for example gives very easily defend-able attack routes that allow a mobile force to move around the map quickly, but hard to implement this tactic as there are no visibility issues or alternate routes. Metalopolis would actually be a good map to implement this on in almost any of the spawn locations, as well as Steppes of War, Shakuras Plateau.

**Edit: After writing this post I stumbled across an article about the new 1v1 maps and discovered that several of the maps I mentioned are not even on the ladder map list**




Wednesday, February 16, 2011

When to.....

Ever wonder when you should be doing ______?

I do. I have a terrible time knowing when to start teching up.

I typically start with 4 gate and get some units up. once 8-12 units are up I begin pushing out. I poke in, see if those initial units are still their, if not I know hes teching up and wont have many units. Thats a clear sign for me to do one of two things. Expand or drop 1 of 4 tech buildings, a Forge, Robotics Facility, Stargate, or Twilight Council. Lets assume I am up against a Terran player. I tend to Expand because it is relatively safe if my army is outside his base and preventing him from moving out. With only  half a dozen marines at his cliffs, that tells me hes either going for some tanks, or Banshees. More than likely its Banshees.

Do I drop a Robotics Facility down instead of expanding?

No, I still will expand, because getting that 2nd base up and going while preventing him from getting his is so important. I'm now in a position to know what hes probably doing, and I have now limited his choices. He can either continue with Banshees and get cloak and probably hold his ramp off if I decide to push in again, or make some more ground forces to push me back. Both are perfectly reasonable. Most players I have faced tend to continue with their Banshees and get cloak. Its important to poke up his ramp to see whats their, as if some Marauders suddenly pop up, I know hes looking to buy time before cloak is ready and hes going to make a push a bit later with not only a force, but also Banshees.. That means I need to have dropped a Robotics Facility sometime after my Nexus gets placed.

See how important Scouting is? I began scouting more frequently and accurately because I primarily play in a reactionary way to my opponent. Because I do this, I need to be knowing what my opponent is doing pretty often. If I see some heavy Marauder play I need to grab an Immortal or a lot of Stalkers ASAP. An observer would also help as well as these provide a way of keeping track of your opponent without having to sacrifice the occasional probe up his ramp.

So what things do you wait for either in your build order, unit count, or what your opponent does to justify teching up?




Sunday, February 13, 2011

Getting Supply Blocked



So lately I have been having a problem with keeping myself from getting supply blocked. I have been using the Multitasking trainer and have noticed I supply block myself anywhere between 4-6 times a game. I try to make myself look every so often, but it always escapes me. I almost never had trouble in War3. I always built them on time and only occasionally got supply blocked. But I may have found the reason for it, at least partially.

In War3, I had my buildings hotkeyed and would constantly check them for production to make a steady stream of units. With Protoss of Starcraft 2, units come in chunks with warp gates, which is my primary strategy. One round of warp ins is 1 Pylon. You almost need to build a Pylon after every round of warp ins, and to be further accurate with it, be at least 16 supply over what the current food supply is.

You know, now that I have put this into words, I feel like I should try this....Anyone else run into the problem of getting supply blocked and have found a great way to push through it?