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ByuN 2. Dark 4. Solar 5. Nerchio 7. INnoVation Rain 2. Flash 3. EffOrt 4. Bisu 6. Soulkey 7. Mini 8. Well, how are you opening?
Which specific roach ravager timings are giving you a hard time etc. Ho man, you make my day with your post! I m not a good player at sc2, I don't play enough to become a good one, but I watch A LOT of sc2 games, and I listen with attention all comments from the casters. I will not teach you how to play sc2, you re betten than me, but what I learnt watching some sc2 games.
The key in the scouting process is how the opponent uses his gaz. When you go for tech units T2 and upgrades you need more or less gaz like we make 2 refinery in 1 base in TvT to rush the spatioport. That's the same thing for P ans Z. A Zerg with 4 gas on 2 bases will probably go Muta cause Muta cost a lot of gas. It is not a big deal but I advice you to play random sometimes, just to learn how the others races work.
I made a second account to play random. Some very good advices there. Thanks a lot. Please log in or register to reply. Think Alpha Series Two live 7-game matches! Stats 6. Elazer 1. Last 5. Bonus point, static defence. This will make your life way easier. Posible old habbit from switching from Zerg as also I always out expand any opponent at least in winning games.
I think my games improved quite a bit. Still a long way to go, but I guess sticking to all the advices I got will help me further improve. When do you scout terran? Protoss Discussion. First of all, thanks for doing this. A soft wall means a wall that you can fit a pylon or shield battery in to stop the adepts coming in, it can be placed and then cancelled when you are safe a higher strategy, but just something to keep in mind -I wouldn't recommend collosus in PvP, its not really in the meta often, but players will use them if they know their opponent is going for a large number of chargelots.
This way you can go for 2 units early instead of only 1. If you want to fast expand you should get a shield battery and a unit ASAP. Obviously this isnt much of a problem at your level, because players dont know exactly what they are scouting, but higher up you are guaranteed to be punished if you are not careful.
You need to be constantly building your army as your economy grows -Scouting is important - not so much in the early game of PvP but a bit later on. In most builds, you will want to scout your opponent at around 10 to 15 consumed supply - it's during this time the enemy should have made his first tech choice.
Determine beforehand what the enemy should have at this point for each build. Doing so will help you understand weaknesses and possible alterations to standard build orders. If you are in a higher league, you can use Replay Websites and check out the replays or google for your favorite player Replays. Download 5 to 10 replays which contain your main race 3 from each of your possible match-ups is best. Notice the build orders each player uses.
Watch how the professionals execute their build order and timings against the opponent. Actively participate in watching the replay. At every decision that the professional makes ask "Why would he do that? You do learn something from success, but you will always learn much more by failure. Why is this not advised for lower leagues? Player in lower leagues may not understand anything what a professional player does.
And they have many problems, like. Scouting often leads to failure regarding Macro and Mechanics. Pick off every undefended unit you can, this Probe is extra valuable because he is also holding a little gift of minerals. And it works much the same way in StarCraft 2. You can achieve this by harassing your opponent, attacking and retreating particularly against Zerg as it forces them to waste Larvae on defensive units and by picking off all undefended units or structures.
All of these things will weaken your opponents overall army strength as well as their resolve. This is the method I favour in most of my matches, I always attempt to destroy my opponents plans first but lack of experience often makes this difficult. Suffering this too many times I have resolved to always pressure and do everything I can to reduce my opponents ability to mass an army.
Having Zealots flank an attacking army like this will deny their retreat whilst you cut through them. If you allow your opponent to amass their forces unopposed, then a straight up engagement in open ground is your next best option. In this situation the winner will be the player: who has the best unit composition, who can micromanage their army better and who can best continue production to reinforce their army throughout the conflict. Why should you ever let the situation get to the point where you and your opponent are in equal positions?
It is always better to be in a dominant position in each match. However, your opponent will be making their own efforts to get an edge over you and it is sometimes unavoidable that you will need to enter a battle on nearly equal grounds. Using these tactics you can turn an equal situation into a one sided victory. What if your opponent amasses their forces but does not leave their, well defended city?
The most common reaction in this situation is to attack their base. In StarCraft 2 when your opponent is being completely defensive you should realise that you have the advantage. Attacking your opponent at their base where they have defences effectively hands that advantage over to your opponent. Why attack this straight up? He isn't going anywhere anytime soon. So instead, use the fact that your opponent is not putting pressure on you to secure a long-term victory.
Attrition is the name of the game here, starve your opponent of resources and deny their attempts at expansions. At the same time you should expand yourself, improve your tech, research upgrades and create a formidable army. Whilst doing this probe for weaknesses in your opponents defences with gentle harassment, this will force them to plug those gaps with more defences — further weakening his army.
Put pressure on your opponent but never feel like you need to break in and kill them, instead let them kill themselves with their passivity. Eventually your opponent will have to move out, as they will have exhausted their resources and if they delay attacking any further they will become weaker and weaker.
So just whittle them down slowly or if they head straight for your main base you should simply fall in on theirs. Because of the amount of expansions you should have by this point and with your ability to restock your army you should have no trouble destroying their base first. I recommend that anyone interested in strategy that should be you!
At which of the above points do you have most of your wins? Or do you engage in the field and win with superior tactics? Which one do you most commonly lose to? Comment below and let me know! Every race in Starcraft 2 has its own unique methods of scouting and detecting cloaked units.
This presents a challenge for new players, as there are multiple options available to you and the best one to use is often not so clear. Protoss has a few obvious and a few not so obvious ways of scouting.
Much of these are simply personal preference but some are more effective in certain match ups than others. Detection, however, is a bit more strict in its use, specifically Photon Cannon placement. Below is what I have learned to be the effective ways to scout as Protoss as well as the best ways to use your detection options. Typically, this probe warps in your first Pylon and then heads off to the opponents base. What this Probe is looking for is the key. Signs of these types of early builds include:.
The second objective of that Probe is to identify what your opponent might be planning. Please check them out. While this scouting is important do not let it maintain all of your focus. There is nothing worse than knowing exactly what your opponent is doing but not being able to do anything about it because you have been to busy scouting too build anything.
Scouting options for Protoss begin limited, just Probes, Zealots and then Stalkers, but as your tech level increases those options increase exponentially. Hallucinate is available from the Cybernetics Core and you can begin research on it as soon as your Warpgate Tech is finished. Hallucinate allows you to use a Sentry to create a hallucinated unit of your choice. And your choice will almost certainly be to hallucinate a Phoenix to scout your opponents base. There are two nice things about this tech: firstly, if you are not planning on getting air units a few hallucinated air units can force your opponent to build unnecessary air defences.
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