Showing posts with label Observer. Show all posts
Showing posts with label Observer. Show all posts

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.

Thursday, December 2, 2010

Back to 4 Gating

So I find myself going back to four gating. My three Gate Robo build was not working out as well as I had hoped. After three week of not playing Starcraft 2, going back to four gating just seemed natural. Its an easy build:







4 Warp Gate Build Order


9 Pylon
13 Gateway
14 Assimilator
16 Pylon
17 Cyber Core
19 Gateway
20 Stalker
23 Gateway
24 Pylon
24 Gateway

By the time you hit your 26th supply(provided you only build 1 Gateway unit and are constantly building probes) Warp Gate tech is ready and you will need to produce mass amounts of Pylons. I like to drop 3 more at once to expand my supply to 50. Then start warping in units and gradually be placing Pylons down as 4 gateway units count as 1 Pylon worth of supply. This is also a good time to put a proxy Pylon somewhere.

Chrono Boosts
Chrono Boosts play a big part in any Protoss Build. No matter what opening build you are doing, you should be going for Warp Gate research. It is the cheapest research with the biggest benefits. It cuts training down by five seconds per gateway unit and allows any Gateway unit to be warped in to your Pylon influence in four seconds. Ideally you can use 4 Chrono Boosts on Warp Gate before it finishes. Each one cuts 10 seconds off the time. However, if your timing isn't perfect you can end up wasting half of the 4th one so I tend to stick with 3. By doing this I can also use 3 Chrono Boosts on my Nexus as well.

Poking and Scouting
While you are getting your base setup, send a probe every now and again to poke into the base, yes you will lose a probe but you will be able to tell what his unit comp is or isn't. In my latest match, my opponent went for heavy Stalkers and very little Zealots, I saw this by simply suiciding a probe onto his ramp. So I quickly put down a Twilight Council and started researching Charge. Zealots with just the movement speed increase move almost as fast as a stalker.

What to transition into.
Before transitioning into Colossus or Voidrays or whatever, you need to take an expansion. Having two bases mining is so important in Starcraft 2. You will want to take you small force in and cause some trouble, make him think twice about moving out. This will allow a safe expansion to be warping in. Once you have two bases its time to decide what to do next. Two bases can support up to 8 Warp Gates and a Forge. However this way leaves yourself vulnerable to Cloaked units. You may want to grab a Robotics Facility to grab an Observer. This will also open up a transition into Colossus. You can make one Robotics Facility and get up to 6 Warp gates for faster unit production. Picking up a Twilight Council as well to grab Charge or Blink is also useful as the building alone allows you to research more effective armor and weapons upgrades.

There you have it, the 4gate build order. It is a heavy macro oriented build. To learn more about macro and how to master it check out my post about the subject here.






1v1, 1 v 1, Protoss, Starcraft 2, SC2, Starcraft2, Protoss Build Order, 4gate, 4 Gate, Chrono, Chrono boost, Chronoboost, Nexus, Pylon, Pylons, Supply, Supply Blocked, Stalker, Zealot, Core, Cybernetics Core, Warp Gate, Gateway, Assimilator,Strategy Game, 3 Gate Robo, 3gate robo, 3gaterobo, Probes, Probe, 4 warpgate build order, 4gate build order, Twilight Council, Charge, Blink, Blink Stalkers, Stargate, Star gate, Observer, Macro

Sunday, October 24, 2010

How to: 3 Gate, Robo Opening

Ive recently been addicted to this build. I had been using the typical 4 gate opening when playing however I was encountering a problem of when to stop building units and expand. It was also difficult to choose what to transition into. I like grabbing a Twilight Council for Charge however, as I have discovered, having an army consisting mainly of Zealots and Stalkers will get you no where fast if your opponent is grabbing some higher tech.

I started opting for a Robotics Facility instead of a 4th Gateway, this opened up a wide range of possibilities. I can now get a substantial army out quickly and be able to fend off early Stalker, Roach, or Marauders. I usually go for 3 gateway units and 1 Immortal to start off, but this is a quick drain on my resources and 1 base is not enough to support the constant production of said units. So when the gateways are ready for another round, I quickly warp in 3 more and grab an Observer. I should have barely enough for another Immortal and 2-3 Gateway units and then I stop producing and begin expanding. If I don't have enough or I am getting some constant pressure from my enemy, I will keep making Warp Gate units, but only those units, this allows my money reserve to fill so I don't have to stop unit production to Expand.

My unit composition tends to be an equal mix of Zealots and Stalkers and maybe a sentry to use my Warp Gate charge. Early on Zealots are nothing more than meat shields and against Terrans they can absorb a lot of that Marauder and Marine fire.

Now for the next step, applying pressure. I do this for two reasons:

1. I need to expand, what better time than poking into there base?

2. I need to see what unit composition they have.

If they are going for mostly marines, I need to warp in more zealots and drop a Twilight Council down and grab Charge. This will also open up High Templars, which eat Marines for Lunch, or teching into Robo Bay for Colossus. If they go Mass Vikings or Mutas? Warp in some stalkers. Heavy Marauder push? More Immortals.

Once the expansion is down I grab the 2 gas geysers. From this point on, Protoss are very gas heavy so having that extra gas will be useful, if not immediately, then later on. I then transfer probes and begin warping in and training more units. Getting another 3 Gateways, Teching up or dropping a Forge down to get some upgrades going. All these are viable options. The forge is more important as now that you can produce more units and having them deal more damage and take less is super valuable. Just make sure that all your resources are going into producing more units and Pylons as at this point, you will probably have more minerals than you know what to do with.

This build helps me keep a relatively safe position while feeling safe to expand, and I am able to get units up fast while steadily moving up the tech tree.

I have several problems I am curious to know how to handle properly. Early Aggression and when to expand. With the way I'm doing it now, I can get the expansion up around 70 food. Is this too much? I know a lot of people expand around 50, but I feel a little vulnerable. I bet if I tried to make an earlier push, I wouldn't feel so vulnerable.

The most important factor in all this? Play with a real person in some practice matches. You learn more from 1 game against a human than you do in 10 games against the AI.

Tuesday, September 14, 2010

Know thy Enemy….





Being aware of what your opponent is doing is key in all games, especially in bronze and silver level play. Most non-diamond league players will not even bother putting in the effort to kill your scout (Overlord, Observer). Knowing what your opponent is doing effects what you should be doing.
That first scout you send in can tell you more information than any other scout for the rest of the game. That first scout tells you effectively what you should be doing and preparing for.

If you scout your opponent and see 2 Stargates coming up pretty early on, then that means you need to build some anti-air, and fast. Terran always wall themselves in, so being prepared for a bio ball, or Viking push is a possibility, however to properly defend against it, you need to find out what.

If your Terran, then putting a well placed scan can help, if your toss, most Terrans don’t put up Missile Turrets unless they see air coming in so sending in an Observer can be a huge help, and if your Zerg, you should always have an overlord or two nearby keeping an eye on things, again most Terran do not put up Missile Turrets and most Bronze and Silver level players won’t make the effort to kill that overlord off.

It is important to remember that there is no perfect build that can hold out against everything. All strategies have their weaknesses. If your opponent is smart and scouts right, he will know what he has to do, and it is up to you to anticipate it and be prepared for that eventuality. It’s better to be safe in some cases than sorry. Always know what your limitations are.
The Xel’naga watch towers are a huge help in a lot of cases. They give you extended sight of what your opponent is doing before their units get in range to attack.

It’s better to know that your opponent is nearby than be paranoid that he is always right outside your field of vision. This is especially true against a Terran player using Siege tanks. The right time to strike would be when he is moving his tanks. Instead of attacking an entrenched position, you can possibly get close enough to hit his tanks or his units before the tanks have a chance to morph and get a shot off. Two armies of equal supply, one being Terran the other anything else will most likely lose to an entrenched Terran with Siege Tanks.

Suntzu said it, and it is a well known fact, as well as rule in a lot of strategy board games, “The defender always has the advantage.” Whether it is high ground or knowledge of an incoming attack, a player who is ready for an attack tends to win. That’s why you attack when he’s not. Watching and waiting are key. Watch him until he begins to move or get complacent, wait until he is in a vulnerable position, make sure he has no way of seeing you ahead of time, and then strike!.

Monday, August 30, 2010

Neat tricks you can do that you probably didn’t know about…






There are quite a few casters (including buildings) in the game, and most starting out players tend to ignore them as they take quite a bit of micromanagement skill that they are not comfortable with. They are however, a good way to building your micromanagement skill.  So lets look at the first one. This is for Protoss.

Did you know Chrono Boost can be used on Warp Gates? I am talking about the morphed version of the Gateway, your primary source of building units. It halfs the recharge time of warping in units! So instead of waiting 23 seconds to warp again, you can do it again in 12! Come patch day, it will be 14 seconds, but that is still a fast way to get units out, Zerglings don’t even come out that fast! If you have an expansion and both your Nexi are pretty full in energy with say about 6 Warp Gates, you will still have spare energy remaining and have produced 24 supply worth of troops (1/8 of your max population) in a matter of 12-14 seconds.


Another Protoss unit that has some interesting tricks is the Phoenix. It can move and fire much like the Diamondback from the single player campaign. However it requires some micromanagement as it doesn’t simply move and fire automatically. You can fire, move, fire again and keep moving. It requires very fast hand speed and knowing your hot keys.


This trick is actually something people have rumored it will work but in fact it doesn’t. High Templar cannot Feedback an Orbital Command. It only works on units.


This one I didn’t know about until recently. We have all been trapped or halted by the Protoss Sentry’s Forcefield. It can be a real pain. However, if you have some Colossus, you can use them to break the forcefield! Simply order them to walk through it.


Ghosts are a unit that most people will overlook as there attack isn’t that strong, and they die very easily. However, when you add a Ghost to your unit makeup when going up against a Protoss player, the results can be lethal for the Protoss Player. There Emp Round can take down the shields of any Protoss unit. This is especially useful against the Immortal as their damage reduction only applies to their shield. Once their shield is down, no more damage reduction is applied.


Another way Ghosts are useful is against cloaked units. Most people will think that using EMP against a Banshee reduces its energy to 0, thus it comes out of cloak, or that’s at least what it did in Brood War. However, when it is used against a unit with a permanent cloak, like the Observer or Dark Templar, the EMP will actually knock the unit out of cloak temporarily! The catch is, you have to know where the unit is to use it.


And last but not least is the Zerg Queen. Most people will keep them in their base and puke Larva and poop Creep Tumors. However, their more commonly unused ability is Transfusion. This ability instantly heals 125 health. This is great to use on units like the Ultralisk or Hydralisks. They cost no gas, have a very long ranged anti air, and there is no cooldown for the spell, so you can spam it on targets who are getting focus fired. However the down side is Queens move very slow on ground that isn’t creep. So building a few extra queens and getting some Creeping going is a great way to fix that, as well as giving you excellent vision across the map.