Ok, So I love playing as protoss, hate Zerg, and Terran is just that race that doesn't attract me.But what my true problem is, lasting the game, in fact, its everything in the game, I've watched replays, watched streams, read strats and nothing seems to help, I made it up from the Copper league with cannon rushing, doesn't really work now. but now instead if I go about against terran, I just get rushed to **** by reapers, and then I look at the graph, and then some how he was up in minerals by like 4x, If I go against another toss, I get raped by there voids, if I go up against zerg, they just cut my economy down with there zerglings and then I'm almost ****ed for the rest of the game. So what can I do, I know I need help, and I need it bad. What are some great beginner protoss strat guides, or nice videos to watch, and maybe some tips on timing and building
okay, first of all, reapers are annoying. Get 2 cannon towers behind your minerals asap vs terran... then I suggest going heavy robotics + stalkers (I.e. 8:4:1 stalkers:immortals:colossi) with a few sentries for guardian shield. (vs terran) Against zerg, same goes... get 2 cannon towers by minerals and run probes around these towers.... his zerglings will die fast vs them and your zealots... (make sure you get zealots) I then go for phoenix + void rays, zerg has trouble against this- kill his overlords, hydralisks and mutas have light armor, so they're screwed. vs toss, rush, get 2-5 zealots in his base, run at his probes and focus them.... keep the pressure on until you can get phoenix + void rays.... then you can kill him no problem. I'm assuming you're at bronze league, so here are things you should NOT worry about AT ALL: micro, scouting, hard counters. Intead you should focus on basic counters, macro, hot keys, and map control. Keep a constant pressure on your opponent. War of attrition: cripple his economy, have more units than he does. Law of mixed arms: always have atleast 2-3 different types of units. If you want to 2v2 or play a few solo games, I could give you some pointers... retribution.phillie gl hf. ________ Hornet
Thanks for the play offer, I may add you later today! And major props for the tips, I'll be sure to remember them, and look back at what I didn't do right when i'm getting raped ;p
It seems like a couple photon cannons would solve a lot of these problems. Just make sure you can hold off a rush before you macro.
The key is scouting. Don't ever play in the dark for too long, at the start you should send a probe to the enemy base to see if they are rushing, and later you should get a robotics and chrono boost out an observer to scout the enemy base. Against terran, you must get a stalker ASAP if you see a fast barracks w/ a tech lab. Then once you get a cannon in your mineral line you can push out and put him on the defensive. Against protoss, if you see a fast stargate with your observer, just make nothing but stalkers. If you see it quickly you can also get a twilight council and research blink, which helps IMMENSELY against void rays. Seriously you can do all sort of sick things with blink vs void rays, like chasing them up cliffs, blinking away any stalkers that get attacked (the void rays then lose their target and have to recharge, if you keep doing it you can make sure that most of the void rays NEVER get fully charged), etc. Once you know you have the advantage with tons of stalkers, push and end the game before the enemy realizes he needs to switch to different tech. Finally, against zergling rushes, try nearly blocking off your ramp with a pylon and gateway, chrono boost a zealot and just hold position that zealot between your buildings. Then get more zealots and sentries until you can push out safely.
I think this is the third post I have linked this video in.. But regardless its a good Tut. http://www.youtube.com/watch?v=ah69S-TsQa8
Pretty sure there is something wrong with your build order if you are losing to rushes. Be aware that you can easily build your gateway earlier in your build order in order to not get dominated in the early game. I personally hated having to build photon cannons because they dominated the amount of minerals that I wanted to be spending on units. However when your army is out and about harassing/skirmishing your base is still protected for long enough for you to set up a proper defense. As a harasser, static defense (photon cannons/spine crawlers/missleturrets/bunkers) is the most annoying thing to go up against and after the first or second harassment it deters further harassment and allows you to focus on your army instead of just sitting in your base and surrendering map control.
Wrong, Void rays can charge up on anything they attack, switching targets or losing the target will not stop the charging up as long as it an quickly find a new target t attack. I know this by seeing rays charge up on weak units like workers or zerglings. Besides that, all your other advice is correct.
No. Void rays charge up in stages, when void rays continuously attack a target for 4 seconds or so it moves up to the next stage, but if you switch targets then it resets the charge to the beginning of it's current stage. So if you have one void ray, and it switches targets every 3.5 seconds, it will never fully charge no matter how long it continues to attack in that way.
I believe it is actually on how quick the next target is acquired or may possibly only drop 1 stage. It seems like there are 3 Stages, each does progressively more damage. There have been times when i charge up on the main base(3rd stage dmg) and then I'm nearly 1 shotting all probes with that high damage. However the beam does drop off (with only 1 void-ray) rather quickly when I'm just killing probes.
There are only 2 stages of attack now, and the Void Ray can easily power up to the 2nd stage(3rd stage originally) by attacking probes or weak army units. This is why a group of rays can easily dispose of a group of marines even though it takes 2-3 marines for the ray to get to the 2nd stage. Yes marines have the resource advantage, but they are not the hard counter to the rays that they were advertised in the protoss demo, as not much can stand up to a group of rays in 2nd attack form, and since they don't lose that level as long as they find a new target quickly enough, a group of them in your base can easily clear out the entire thing in about a minute or two. I've had people mass stalkers against me and my lvl2 rays practically vaporize their army. And if you run away, the rays can chase you down, randomly attacking a building for a split second to restart the level down counter, allowing me to stay in lvl2 phase while moving around the base. I've also never seen my rays lose their 2nd level by attacking probes or any other weak unit.
This. I've been the guy who massed Stalkers against them for a while. >_> It's just not funny anymore. You can research Blink all you want, but it's not like it'll ever reset the weapon. No, they just keep going, and going, and going... *curls up in a corner* One thing that seems to be slightly effective are a couple Phoenixes. If the Rays are out in the open (between base), you can snipe them without allowing the beam to charge up fully. You know, since you basically got some SC1 mutalisks in a new skin now while playing Protoss. ^^ However, this does require you to scout a lot and have some serious map control, which can be quite a pain on large maps or early game. I'd say that the Rays are a tad overpowered in the way they work now. Not as a unit in whole, but the beam really shouldn't be allowed to charge like that. What happened to the old "siege style" Ray, which had to pretty much stay in one place? Now it's being used against pretty much everything, instead of it being used against big slow units and/or buildings, as was originally shown in the Protoss introduction.