Showing posts with label Zerg Queen. Show all posts
Showing posts with label Zerg Queen. 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.

Wednesday, December 8, 2010

Starcraft Noob: Need help remembering?

I saw this map on the forums and tried it out today. It definitely helps you remember to be active. One problem I have in a match is keeping consistent actions. Sure the first 2 minutes theres not much to do, but if you dont give your self a running start, you may end up dead last....


The objective is simple, play a typical melee map, the catch? In the top right corner is one of your workers being chased by a particularly angry Zergling. You need to keep him alive while getting your base going, but guess what, the catch even has a catch....You cannot use more than 1 waypoint for that worker. So every 10 seconds you need to be checking your worker. 

Don't worry they give you different difficulties to choose from so you aren't thrown directly into the wolves...But there is another catch. You need to keep your minerals under a certain amount throughout the entire match. Sounds interesting right? Well the good thing is you don't have to worry about early rushes, at least not on Easy...An attack does come around the time you would normally expect it, however there is yet another catch...

The objective is to destroy the enemies command center, deep within a protected line of at least 1 of almost every unit that race has to offer, but before you can do this objective, you must rescue a unit and bring him back to your Beacon in your base. Depending on your difficulty, you may have to do this more than once....

Shouldn't be a problem right? Well the list goes on....The energy of your Nexus, Queen, or Orbital Command cannot Exceed 99/150/99 respectively. But the last interesting tidbit is this, you need to do all this within 17 minutes of the game starting. Sounds easy right?


Here are some tips for completing the Easy difficulty as thats as comfortable as I am with it....

Make your Nexus or whatever a control group. I use 4 as its very close to the other commands I use.

Use your keyboard to build the workers, D for Drone, E for Probe, S for SCV. all are within your hands reach, assuming your right handed that is :)

Make the Worker(for me it was a probe named Proberto) group 3 and press that group twice to quickly switch to it and switch back. By doing this you can switch back to your Nexus and build workers without having to actually look at the Nexus.

To rescue the VIP, Just build a transport, get within proximity of him and pick him up and bring him back :)

Keep building units! Turn the Coach on to help yourself remember to keep building workers!


I had fun and I felt myself getting mentally faster, keep playing up the difficulties until you can win them perfectly.


http://www.sc2mapster.com/maps/multitasking-trainer/.






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.