Protoss without VRs?

Discussion in 'StarCraft 2 Strategy Discussion' started by Sammo, Jan 30, 2011.

Protoss without VRs?

Discussion in 'StarCraft 2 Strategy Discussion' started by Sammo, Jan 30, 2011.

  1. Sammo

    Sammo New Member

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    First of all I've never been big on RTS games before but I'm not a complete newb to SC2 at the same time.

    Anyways I'm still playing the practice league and yeah just for the hell of it, I pretty much void ray rush all the time. I know a lot of others do that as well but I want to add more to it, such as what combos should I use with them? Archons? Zeolots? Stalkers? etc.

    Of course I can't just void ray rush forever, especially after the practice league but at the same time I don't intend on aiming for gold or anything that high.
     
  2. 1n5an1ty

    1n5an1ty Member

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    gold is not high -.-

    Get zlot sentry stalker, that may work
    Having void rays back up a decent ground army is amazing
     
  3. jamus34

    jamus34 New Member

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    I mostly play 3v3 as P and I usually go 4 gate - Robo - 8 gate however one of my more recent matches had my teammates staying with ground so I weny air trying to get a mix of VR's, Phoenix and Carriers...once I determined no one in the OP built air units I switched over to C and Vr's and for the hell of it threw in a MS too. Managed to chew up the better part of 2 opponents bases while have my replacement fleet waiting in the wings.
     
  4. toochaos

    toochaos New Member

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    ask yourself this.

    when i mass void rays i have
    A) lots of mins
    B) lots of gas
    C) a mix off both but not enough to build out of another stargate.

    if A build things that cost less gas
    if B build things that cost lost of gas
    if C try a mix of A and B or build stalkers

    also ask are you playing

    A) 1 base all in
    B) big 2 base play
    C) 3 or more expand play

    if A cut probes around 26 of them.
    if B play more defencively and build more probs.
    if C stop playing with voids they are to slow to work well on 3 bases.

    hopefully that helps as you gave little info and its better to figure stuff out for yourself with guidence
     
  5. chrisDE

    chrisDE New Member

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    if you want to get some new ideas for strategies etc. and improve your general knowledge how to act in different situations the best thing is to simply watch replays/casts/vods from pro players ;)
     
  6. ddjj1004

    ddjj1004 New Member

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    I just found out a spelling mistake - you typed zealots zeolots but nvm :p
    Let me talk about the early games first.
    In practice leagues, since the routes are blocked using destructable rocks, the chances are that people will rarely rush, and even if they do you should have a manageable army to counter them. However, when you get into serious league games, the chances are that if you are not prepared, you are going to get rushed. For terran vs zerg matches, the zerg players (especially in lower leagues) will try go 6 pool rush. In this case build a first pylon at 7, gateway at 8 (It hurts your economy but better than getting rushed) and another pylon at 9. Use the two pylons and gateways to block off your ramp and LEAVE A SMALL SPACE for your zealot to fill in. One zealot can take down up to 5-6 zergling as long as it is not surrounded. If the zerg player is smart and scouts your base and sees that you have walled off, they will probably drop zerglings and tech up. This is where you need to scout using probes. In practice leagues you can't scout with your probes because
    - Destructable rocks blocking your route and it is going to take too long for 1 probe to destroy it
    - By the time these rocks are destroyed the enemy should have a large army which can take out your probe in second before you can get up the ramp to see what the enemy has built.
    Send your probe, don't engage anything and look around the base. Check the number of workers they have, whether they have early vespene geysers and what they are building and stuff. These can help you guess what tatic the players are going to use. For zerg, if the player has no zerglings at base and either has spine crawlers or nothing at all, he is probably going mutra OR roach rush, so get plenty of stalkers, and 4-5 zealot in case they have some zerglings to spare.
    For Protoss vs terran matches, it is probably that the enemy will wall off. Go this tech - 7 pylon, 9/10 gateway and 11 pylon. If you scout using your probe and the enemy DID NOT wall off, consider it your lucky day, go 8/9 gateway and rush zealots and watch the marines getting sliced to death. In TvP there is no point walling off, as terran is the only race that can't rush. For your scout probe, watch out, don't get it stuck at enemy base, if he is walling off leave before your probe gets walled off and gets killed by marine later.
    In protoss vs protoss, the players might go zealot rush or stalker rush. what I recommend you is get 3-4 gates with cyber, scout with your probe, and build an army with a good balance. Just be aware of zealot rushing. Use force fields to your advantage; Use it to prevent enemies from going up your ramp; Use it to prevent enemies from escaping, etc.
    That should be all for the early matches.
    For longer matches i can't say much because you'll need to change tech according to what your enemy does (failing to do so can get you into serious trouble, such as having no immortals when the enemy goes thors, etc). However, these are my advices. Scout frequently, expand, do not accumulate your resources (If you have extra resources, build units, upgrade things and if you still have spare, it means your production isn't enough so build more production buildings). Just a warnings, terran marauders can be a serious problem especially when they have stim pack and concussive shell, so use your chargelots and force field to prevent them from retreating. Carriers basically can deal decently with any ground to air units, but are vulnuerable to air units, so be careful. If the terran players have ghost, send in your chargelots, and let them get sliced by chargelots/emp their own ghosts and let your stalkers and immortals kill them. And I do not recommend using archons in TvP as 3 emp + 1 marauder can take a whole group out with ease. Pheonix is a good anti air unit; Despite having low range, it can destroy a viking, and can kite mutralisks if you are good enough.
    In long matches, if you got spare minerals, buiild as much gate as possible (there was one match where I had 30) and change them into wrap gates. This way even if your forces get wiped out, you can practically get back half the army within 10 seconds considering that you have enough resources.
    I guess thats all I got to say..
    Lastly mothership's vortex and archons can give devastating effects to any bio units.
    I'm not really a good player since I'm in a silver league.. But I wrote as much as I could think of. Thanks and please tell me if there are some problems in these tactics and tips I wrote.
     
  7. sc2scoorge

    sc2scoorge New Member

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    mother ship is your best bet, and maybe Zealots if you got extra mineral. But VR build is such a resource intense build you probably won't have room to build other stuff. Remember you can always upgrade your VRS makes a huge different. Anyway, in case your VR Rush don't work you're usually screwred anyway unless your opponent is a complete noob and got nothing but then your rush won't fail either