Showing posts with label Cybernetics Core. Show all posts
Showing posts with label Cybernetics Core. Show all posts

Sunday, April 3, 2011

Supply Blocked Update

Don't get supply blocked!


Getting supply blocked. It happens to all of us. From pro's, to your grandma. Recently, I was asked if it is that big of a deal to get supply blocked. My immediate thought was yes of course, and it is, but there are certain situations in a game where it is very bad, and other times where it is only an annoyance. While it is important to never get supply blocked, I will attempt to explain ways in which you can prevent yourself from getting supply blocked, and if you do, what you can do to help lessen the blow.

I recommend you check out my last post on the subject: Getting Supply Blocked.

Worse Case Scenario
The worse time to get supply blocked I would say is within the first seven minutes of game play while still on one base. Every unit, every warp in, every upgrade in that time needs to be right on cue.  Imagine this, you are supply blocked at the 26 food count because you forgot that 3rd Pylon. You have two Zealots out and ready to make more. It takes 25 seconds to warp in a Pylon, not including the time to select a Probe and make more Pylons. A Zealot can take 33-38 seconds to make, add 4 more seconds for Stalkers. 25 seconds is nearly 2/3 the time it takes for another unit to be made/warped in at the Gateway. The game can be over before the first push even happens.

Think of the opening/early game as you would a race between two cars. Both cars can achieve the same top speed, but one has higher acceleration than the other. Who do you think will win? Obviously the car that can get to its top speed before the other will take the win. Same concept here, the early you pick that momentum up, the easier it will be too gain the lead and hold it. Getting Supply blocked, forgetting to build Probes, or letting your minerals get too high from lack of effective macro are all speed bumps you want to avoid. They can cause you to temporarily lose some speed.

How I fixed the Blockage...
After practicing on the Normal Difficulty of the Multitasking Trainer, I discovered that if I forgot the Pylon at 26 or 34, I was doomed to lose. No matter how hard I macro'd, Chrono boosted, or positioned my troops, having 4 less units during that timing attack was too much. So I began to look for key moments early on so I could time that Pylon just right so just as I needed it, a unit would be taking advantage of it. This time was somewhere between 4 and 5 food left till cap early on. However, around 50 food and up, it became necessary to build a Pylon after every warp in, and sometimes more as I expanded.

I mentally connected building a Pylon with warping in units. Another Pylon to me was just a second step in Warping in. You cant build one when you need it, you NEED to plan ahead.

For anyone in the lower leagues who are having this problem, it might help to just go ahead and place that 3rd and 4th Pylon down much earlier, like while you are warping in your Gateways, Assimiliator and Core.

What to do when you've been Supply Blocked...
First things first, build a Pylon. Your ability to macro has stopped. If you caught it right as you got capped thats good. Get that Pylon out, and probably a second to keep yourself in the race.

What happens when you catch it later, when your ready to warp in more? This one can hurt you. The first thing you should consider is this. Do you feel like you are safe enough to expand? If so, still place that next Pylon down, but do so near your expansion. A lot of pro's put a Pylon at the end of there ramp when they are about to expand. Warp in a few units, preferably some that take less minerals, like some Sentries or Zealots, and place another Pylon down AFTER the warp in. your mineral count should be approaching the amount needed for a Nexus. This can be one effective way to move into the mid game by taking advantage of a temporary setback. But only do so when you feel safe enough to expand. The end result can put you back on track.

Another way, and this works very well, is to place a Robotics Facility down if your money is building up and no way to effectively use it, yet. You get an Observer out as its cheap and can use up some of that gas you have been stockpiling. This can protect you from Banshee play or Dark Templars.

Placing a Forge also works. The first upgrades are only 100 minerals and gas. A very fast and cheap way to help you gain a slight advantage while your money is building up.

Getting supply blocked directly affects your macro. Finding ways to keep your money low, without building units is the key to staying in the race. It may seem like a good idea, but DON'T and I repeat DON'T place 5 Pylons down instantly out of frustration. The idea is prevent yourself from getting supply blocked, not temporary solutions. Placing a lot of Pylons down at once, in my opinion, is just like queuing up units. Your using up minerals that can be used elsewhere.

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, December 5, 2010

Cannon Rush Cheese




We all hate this. I for one never employ this tactic, I think its cheap and unfair. So as an update to my last post about the topic(which you can find here), I'd like to discuss a bit more about the subject as the cheese play has gotten a bit more difficult to deal with. First lets start with the maps this is more commonly used on and why:

Any map where only two players can spawn have a higher chance of this happening as the rusher already knows where you are at. Steppes of War is probably the most common as this map has close positions and big areas to hide that pesky Pylon. The key is taking out that Probe creating them and preventing him from escaping. If he manages to get a Cannon down, this is something I found out recently, if you put 3-4 workers attacking it while its warping in, they will destroy it before it becomes active.

Remember, Canon Rushes are for the most part All-ins, but lately the person doing the rush will block his ramp as to prevent you from coming and and destroying his economy. At this point you will need to focus down his pylons and make sure those probes go down first. No probes means no way of building more trouble, and a blocked entrance into his base means he cannot bring more probes in.

Once you have cleared him out you are already ahead as the majority of his economy has been devoted to knocking you off early, but don't rush into his line expecting victory as he can still hold his own against you, but his weakness is the immobility of his force. He will have not built a Cybernetics core yet so expect a force primarily of slow moving Zealots and stationary Canons. Whats the best way to mop this up? Drops into his mineral line. You need to bring in forces to put pressure on him as this is the point in which he is weakest. When you know you are about to mop up his buildings in your base, begin researching or building that structure that lets you transport units. The sooner the better.