timbits1o1
es, if you need the minerals for something like early expansion than by all means cut workers, but the amount you need to harvest at full efficiency is 3 per pa
blah701
While I concede defeat and say that you are right, 3 workers per patch, I don't think that's the most efficient method. 3 worker per patch would create serious problems with population count, especially when you go beyond two bases. It would be wiser to have three bases (2 saturated and 1 half saturated... or one fully saturated high yield) than to have super saturated 2 bases. And I guess 2 workers per patch is also convincing to me because Koreans invented it... and 2 worker per patch is used in GSL commentary to see whether the bases are saturated. If we saw validity in keeping 3 workers, I guess we would've done it already, no? /tongue.gif" style="vertical-align:middle" emoid=":P" border="0" alt="tongue.gif" /> [[sorry for korea ftw comment... but you gotta admit, we Koreans like to mathmatize SC. If there was gain for 3 workers per patch, it should seriously be wide-spread phenomenon in Korea, and yet we still go for 2 workers per pat
day&night
lso base distance to mineral patches. I say have 2 per node, then one more for every "far" mineral node. If you look closely though and pay attention, the worker 3rd will have a pause to wait for the 2nd worker to finish, then mine, and so on. I read that the efficiency of a 3rd worker is roughly half of one worker on one mineral node or two workers on one. Not sure about that statis
day&night
I found a new build me and my friend discovered. We call it the Reverse Base Rush. It works 99.9999% of the time.Build order will soon fol
blah701
In such case, simply gathering high-dps units would be enough... and hopefully cheap ones, since you can field a lot at once... I can fairly imagine what you would need to do... regardless, would love to hear it! (given that it is protoss build)Phew, so I wasn't the ONLY one thinking that 3dude per patch is rather a bad idea. The point of it all is that 3 workers per patch would mean that too much supply will go into making one base functional. Plus that oversaturation will cause the minerals to deplete too fast... and while a bit more influx of cash is promising, I say that the efficiency of having one more undersaturated base will give you same result.And I have been also keeping a close eye on all the professional matches... all of them puts 2 min per patch... heck, they are in high ranks in all the ladders... they must be doing something right =DSpeaking of strategies, I have been having super hard time keeping up with my micro and macro. I guess it is problem with me falling in love with forcefields. Those things are FUN. TO. USE. Cutting the army in half as well as preventing rushes are amazing. It is just that I cannot help but to slip on my macro... I'll often have forgotten to get extra robotics (I'm such a heavy-robo person), forget to upgrade thermal lance, or even slip on my worker count. Bah!!! I hate it when everything is working so well out in the field only to realize that my base is in a wreak... I'm glad that I haven't gotten into serious leagues, or I would seriously be dead from harassme
day&night
6 drones: Select all.Hit A, then click your base.Use the 50 minerals to get a drone. Repeat step 2 for that drone.Success.Seriously, for the 3 per worker, it depends on mineral distances. I make a medium between the distances of all mineral lines, any far nodes, i add 1 extra worker. So that would be about 23-24 workers for a saturated base.As for the micro to macro, my friend says stick with macro until you can multitask that and micro. Since I play Zerg, I can't micro or I miss my larva injects or forget to spread creep or forget to make more supply, etc. Try to learn how to multitask, or maybe you could use your control keys to go between micro and macro, with a note reminding
chamomileess
QUOTE (Day&Night @ Apr 30 2011, 11:17 PM) quotecLol, it's just a fun WTF build. V below6 drones: Select all.Hit A, then click your base.Use the 50 minerals to get a drone. Repeat step 2 for that drone.Success.QuoteEndQuoteEEndWait...This is a SUICIDE build?Granted, it certainly gives maximum "WTF" value, but I loathe giving up points in a ma
day&night
/tongue.gif" style="vertical-align:middle" emoid=":P" border="0" alt="tongue.gif" /> It also counters worker rush. And my friend(gold) did this to get back to bronze. Right now, I'm moving up in ranks and I can see how newbish people are....Also in obs, we had a surrender rush race for critter farming /biggrin.gif" style="vertical-align:middle" emoid=":D" border="0" alt="biggrin.gif
dragoonalpha
That is all... Okay... Maybe not.Can someone tell me of a Protoss build that will give me a great starting edge against Zerg and Terrans? /tongue.gif" style="vertical-align:middle" emoid=":P" border="0" alt="tongue.gif" /> I'm a pure newbie at this... >.< please don't judge me.
chamomileess
QUOTE (Salarzaar Xionon @ May 11 2011, 03:44 AM) quotecProtoss FTW. That is all... Okay... Maybe not.Can someone tell me of a Protoss build that will give me a great starting edge against Zerg and Terrans? /tongue.gif" style="vertical-align:middle" emoid=":P" border="0" alt="tongue.gif" /> I'm a pure newbie at this... >.< please don't judge me...D:QuoteEndQuoteEEndThis Page will be your launching pad to all things "Protoss Strategy".After that, all that remains is working on your mechanics and your micro/ma
dragoonalpha
QUOTE (Chamomile @ May 13 2011, 09:52 AM) quotecThis Page will be your launching pad to all things "Protoss Strategy".After that, all that remains is working on your mechanics and your micro/macro.QuoteEndQuoteEEndThank you! /biggrin.gif" style="vertical-align:middle" emoid=":D" border="0" alt="biggrin.gif
day&night
In regards to micro/macro, always macro before micro. Try using control keys, the minimap, and you can hotkey locations using cntrl(or was it alt?) f5-f10. Always scout, and remember to produce colo as it's a flexible unit. Archons are now well against zerg, but only if they're supported. I highly suggest you keep laddering and watch your replays, and see if you did anything wrong. Post replays here if you want using sc2replayed.com.Try not to rely on cheese, as it is rather bad once you hit the wall.I use zerg /tongue.gif" style="vertical-align:middle" emoid=":P" border="0" alt="tongue.gif" /> Also, I will produce walls of text at times like a zerg on 5 bases.Imma just leave this for you guys... /biggrin.gif" style="vertical-align:middle" emoid=":D" border="0" alt="biggrin.gif" />Ultralisk Girl O.oOn another note, is 14 gas/pool/20 hatch ok? And should I go ling/infestor or roach heavier armies? And is sentry ff/ht storm drop worth
dragoonalpha
hanks for the info! Also that picture is cute xD poor little Zealo
timbits1o1
ired of using standard builds? Want more harass action? Want to pump out easily replaceable units like crazy? Want BATTLECRUISERS? Well here's the build for you! The marine hellion battlecruiser build! (keep in mind that i am only silver so i can't get you exact build times) DO NOT USE THIS AGAINST PROTOSS! they can easily counter with the standard stalker void ray collosus ball. start with standard orbital command opening, wall off and throw down a reactor on your barracks and get a fast second gas, you will be gas choked on one base. Build a factory and get a tech lab, research blue flame. Build a starport while pumping marines/hellions. as soon as blue flame finishes harass with hellions and swap the barracks and factory. research stim and shields, get tech lab on starport immediately and also immediately get a fusion core. build a second barracks and get a reactor there. push with first two battlecruisers and get an expansion. keep pumping these three units, expand and add unit producing structures as necessary. yamato cannon and energy upgrade is optional, but recommended. zerg can counter with infestors provided they don't die immediately. watch out for any sort of early rush, but your walled off reactor marines should be fine. early roaches can be a problem, and the only terran counter is hellions, but you should have the blue flame advantage and later on battlecruisers. enjoy your 75% win rate against zerg and terran build. created by timbits
day&night
Tired of dropping units but getting killed as protoss? Tired of the roaches and hydras attacking while the workers run away? Well you need the new experimental Sentry/Ht Drop!. With it, you can forcefield workers into their place, block most ground defense, and safely run away from ground forces while the workers die in a storm. Disclamer: I am in any way not responsible for anyway mishaps, deaths of units, rage, qq, failed attempts, build orders to follow, shortage of units and/or resources, and note this is a experimental drop, and it is highly risky and possibly not worth
timbits1o1
he problem with that is workers aren't bunched up in the first place, so you'd either have to time the forcefields right as they're running away or use a LOT of them, but i think it's just more cost efficient to just use HTs, and you can morph archons right in their base. also, sentries and HTs both take a ton of gas, so unless you've been going pure zealots its not really a good i
day&night
/tongue.gif" style="vertical-align:middle" emoid=":P" border="0" alt="tongue.gif
dragoonalpha
still need more practice on build
day&night
/tongue.gif" style="vertical-align:middle" emoid=":P" border="0" alt="tongue.gif" /> Still playing zerg all the way through. I'm also procrastinating on sleep, so I will compile a brief compilation of protoss units I know and how they help and hurt.Probe: basic worker which can warp in buildings without wasting mineral times. Micro one probe so you won't have it sit. These guys are not really effective in a battle, whether it be a defense or a block, but they still work.Zealot:This guy is 100 minerals, can kill 2 marines, almost 4 zerglings, and is very tough for your first unit, but it's expensive. Zealots are most commonly used, imo, as blocks in Protoss wall-ins and fodder. They are very good to have with charge, and they can easily decimate a large number of zerglings, and small forces of marines. They should work against marauders, but con shells negate this.Stalker: This unit is used in conjugation with zealots most of the time. They are armored anti armored ranged units with great versatility, especially with blink. They are unfortunately weak to small mass units like marine, zealots, and zerglings, so zealots cover this while stalkers shoot away. Blink micro is effective as well, and should be researched if you can pull it off.Sentry:This little gas heavy guy is a semi-spellcaster,which a weak attack. It has the ability Forcefield, which can he used to block or split up armies, increasing your effectiveness, as well as the use of Guardian Shield, which takes 2 damage per shot of every ranged shot dealt to those within the shield's radius. Hallucination is a nice thing to have, although I'm pretty sure not many people use it as FF and GS is preferable.Observer:This little guy is cloaked, a detector, but is weak. Use it how you like, whether it be scouting or detection.Immortal:protoss' Godly tank. It has 100 shields which can take 10 shots of any damage above 10 because of Hardened Shield ability, and has 200 life, with a VERY(50 damage) powerful attack vs. armored units, but can only shoot ground.END WALL. Instead of listening to my wall of text, go on sc2 and check out the units section and read that /tongue.gif" style="vertical-align:middle" emoid=":P" border="0" alt="tongue.gif" /> I did this to kill time, but I will continue(may
dragoonalpha
irstly, Nice wall'o'text, Secondly, Thanks for info, and Lastly, Lol nice signa