Losing by literally...an inch...

Discussion in 'StarCraft 2 Strategy Discussion' started by SilentKiller, Nov 19, 2010.

Losing by literally...an inch...

  1. SilentKiller

    SilentKiller New Member

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    Guys first post on here, getting very aggravated. First off, yes I am in bronze, number 3 but I just play to have fun. Anyway, my apm is about 40 to 60 sometimes 70 depends on the night. I get my base up so fast. I am protoss and usually win, however the last week I have not been winning that many games...they are all even matches sometimes I am slightly favored. Do I just go in too early, too late? What, with protoss, would be the best time of going in. Usually I go in after 4 stalkers and 5 zealots are out. Is that fine? Please I need some good strat!! Especially vs damn terran...I'm fine vs Zerg..they suck in this league lol!
     
  2. rifT_Theory

    rifT_Theory New Member

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    The answer is always depending on what you scout. You will find that almost everything boils down to having good scouting information.

    One should never engage a base/army without knowing what your opponent's army composition is. 4 stalkers and 5 zealots can never engage a Terran army head on. Marauders will kite your Zealots to no end and it deals extra damage to Stalkers. Also if the Terran goes for fast Siege Tanks with Siege Mode you will have a hard time pushing up the ramp even with an observer.

    Terrans would usually go for MMM or Mech builds(Vikings and Siege Tanks). Against MMM getting a few Colossus out before engagement can be useful. But once Vikings are in the air making a tech switch to High Templars is the obvious thing to do.

    Just remember Terrans would usually turtle. So being aggressive early on might not be wise. Instead just defend and macro-up to get to your Tier 3 units namely Colossus and High Templars =) Hope this helps.
     
  3. Eliam

    Eliam New Member

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    A replay would help, though as rifT_Theory said, you need to scout, use the first probe you use to place the first pylon to scout your opponent base, you'll have an idea of what they are going for, for example if you see a refinery and a barracks, well they are teching up to something, if you dont see the refinery at first, he migth be going for heavy marines, as soon as possible get your observer and keep an eye on his base, remember that terrans tend to (at leas I tend to) do drops behind your mineral line to cause economic damage.
     
  4. Xern

    Xern New Member

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    That's figuratively an inch, not literally.
     
  5. Draco Spirit

    Draco Spirit New Member

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    Yer, always base your choices on what you scout NOT what you guess. For toss I assume you be best sending in phantom flyers to look about his base every so often after the probe scout in the early game. I've also noticed that quiet a few toss players seem to have tunnel vesion with scouting and don't check the map enought.. don't be one of them :)
     
  6. toochaos

    toochaos New Member

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    though i may get flak for this i disagree entirely about the whole scouting part. yes it is good to scout to know where he is but at the level your at seeing his base and going he must be going x unit is imposible and most newer players have no focus. so as protoss do something and always do that one thing. i like fast expanding and doing 7 gates and having lots of units, other people go for more power units like collosus ( which is a 2 gate 1 robo style) or you can go with void rays ( also a 2 gate then 1 stargate build) simply put do not react to what someone is doing, but rather have a plan to start and just go kill him. then once you understand what beats your style start to scout and worry if they are doing that one thing that beats you and compensate. simply put your macro is prolly bad because you worry to much about what "counters" what rather than if i have 3n units and he has 1n units i win. also a replay would alow me to not just guess about bad macro habits.


    good luck my protoss brother.
     
  7. Stirlitz

    Stirlitz Member

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