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Animefanatic101
Captain

PostPosted: Sun May 15, 2005 3:28 pm


[Comeing Soon]
PostPosted: Wed Jun 22, 2005 9:23 pm


well no one else is posting Protoss stratagies so i thought i'd post a favorite technique of mine.

I reccomend doing this only with friends or noobs.

What i like to do is on a map with only one walking exit from a base, is to take a probe and a few zealots/dragoons and go build a few pylons and a lot of photon cannons right outside of the entrance. It is really costly but prevents ground assaults. Once the cannons have warped in its a good idea to build a Gateway up there too (behind the cannons of course). With that Gateway there you can have an attack force right outside your base. You do need units with those cannons because just one seige tank can take out every cannon. A few zealots can go through a cannon easily as well. After a while you may want to surround the areas of the base where shuttles and other flying craft can get out with cannons so they are trapped and run out of minerals and waste their remaining units trying just to get out of their base.

JuxxtheFluxx


Babbalui
Crew

PostPosted: Mon Jun 27, 2005 5:28 pm


well thats a pretty basic one, but my favorite is well...
Before you build much in your base, you go into your enemies base and make shure they dont see you go in there! 3nodding , but then you make one pylon in the corner and start making cannons, once you get ot the edge of the building area, make another pylon and continue until you get close to his/her commandcenter/nexus/hatchery and then build a few more and then dont worry about it... they cant defend themselfs after that! 3nodding But make shure you are making men inside your base while you do this! scream domokun 3nodding
This does require a lot of minerals so make shure you get atleast 18-24 probes mining (this technique should be done on a Fastest possible map or a zero clutter. 3nodding biggrin )
its kinda mean to do in any game but its an ez win! 3nodding
PostPosted: Wed Jun 29, 2005 9:39 pm


Here's a totally a*****e tactic (I hate it, but it often works. Haven't used it myself):

Go into their base, and behind their minerals make a cannon inbetween pylons. Of course, it only works if there's just enough space there.
Start with the pylons, then make the cannon.

Gharbad


Babbalui
Crew

PostPosted: Thu Jun 30, 2005 4:28 pm


thats kinda what i just said. sweatdrop
PostPosted: Thu Jun 30, 2005 5:39 pm


Alrighty... Here's my main protoss strategy. It's a mixture of units. a minimum of Zealots, built while you're constructing your base, because this is a long term strategy and you need something to dissuade them from blowing up your base with 3 vultures (We all gotta learn sometime) Dragoons are CRITICAL if you want to survive any form of air assault... but if you see that they've gone air, you're going to need something more to destroy that, because that's what this thing is week against. Dark templars, High templars. At least 1 hotkey of High templars. Archons are optional since I'm no good with them, but those would really help against air units (not that good if there's a bunch of streams everwhere X_X) keep 1 carrier with 2 Dark archons in it charging. If you get an oppening to steal a worker, do it. you'll need the extra supply to build an Anti-Air strategy. If you get another race going for Anti-Air (Either muts/devos, or valks and wraiths) then stop with goons/archons and focus on Templars. The high templars are for bottlenecking or large assault forces if they're mass attacking you. The dark templars are for drops, random waiting in bottle necks to make them THINK there's something there to be destroyed (had a person sending wave after wave of units trying to get to the N part of the map just cause i had around 5-6 cannons there and some DT's ^__^) And, if they have no detector, make a land baracade. 5-6 DT's in a line, told to hold position. Even enemy cloaked units won't be able to get past, they'll just walk up against the cloaked units, try to get around, will be unable to, and leave. They'll go insane not understanding why. Priceless. Remember Storm doesn't work on buildings, so taking out baracaded areas is going to be VERY hard without large numbers. Dropping 4 carrers worth of DT's down on top of a missle turret/supply depot/tank baracade will easily take it out... although you're pretty much gaurenteed to lose every unit you sent in (including the carriers) And, if you get the chance, Drop them right on the enemys Nexus/command center thingy. That will spell the end for them. Targeted strikes to take out key buildings (Zerg-spires/spawningpools, Protoss Templar Archives, Terran unit creators) will make them powerless and, if you keep up your strikes, will lead to their entire base degrading to nothing. Persistance and Reasources are required, but not even carriers or Battle cruisers can stop you. When i lay out my DA strategy, I'll talk a bit more about BC's and Carriers.

kurikun


Babbalui
Crew

PostPosted: Thu Jun 30, 2005 5:41 pm


omg... im gonna wait a bit to read that one! gonk
PostPosted: Sun Jul 03, 2005 10:24 am


Alrighty folks. If you've read my recent terran and zerg posts, you know what you're about to read now, if not, well too darned bad. Here ya go folks, it is, from yours truley...

THE DARK ARCHON AWSOMNESS

The dark archon, in conjunction with High templars, is bascially the Terran version of the Science vessal. Here is how to get the most effect out of your Dark archon ness.

Feedback: This move, i have never seen used. Not once, in any game, against computers or human players. I am, effectivly, the only person I've EVER seen use this. However, this move is the secret to stopping any Wraith rush, a perfect way to kill a ghost instantly, and 1/2 the way to defeat a BC attack. It's also very effective for stopping enemy queens, defilers, and, most importantly, MEDICS. Use the DA to take out the medics before engaging any marine/firebat army. As long as the enemy has energy, this move will be of great assistance. BC's have 500 health. They ALSO have 250 energy, I rarely see anyone using Yamato cannons. However, they will usually have full energy (or at least 200 if they havn't reasearched anything) By feedbacking 1 BC, you effectivly kill it halfway instantly. And a fully charged DA can do this 5 times before it's out of energy. That's right folks, feedback only costs 50 energy. Wraiths have 250 energy as well. As long as you can see them (observer or uncloaked) using feedback will destroy them if they have enough energy. same with ghosts (Who usually are sent in with full energy cloaked) and DA's can do this with the range of a gaurdian. It's a very effective move, and comes deafault on any DA you make.

Mind Control: Now, feedback by itself is useless when trying to stop a BC attack. However, stealing a full health BC, and taking 2 others down to half health, is easily accomplished wiht a fully charged Dark Archon. You can stop 1 Hotkey of BC's with 4 dark archons. ******** scourge, they have to get in close. Keeping a hotkey of DA's around is the easiest way to defeat a player just massing BC's. KEep in mind, that when using MC, you lose ALL your shield and are down to their 25 base health. Keep as many shield batteries as you have DA's if you're using MC as a defensive measure. Offense wise, MC can open up a total other Tech tree when used against other races. OR, it can reasearch technologies without spending the money. Yes, if you steal a Zealot with +3 to shields, you automatically have that technology reasearched. Same with leg enhancments, spellcasters, etc. Stealing an enemy HT can quickly give you access to psi storm, while spending your money on other things. Keep in mind stealing other units after having one of their drones to quickly reasearch technologies you'ld otherwise have to get yourself. of course, stealing 1 unit while it's surrounding a bunch of enemy units is useless... instant death. How do you steal a tank for your own defense if it just dies instantly? that, my friends, is what comes next.

MAlestrom: It's basically lockdown and stasis field mixed. You can damage enemy units while they're malestromed, it just doesn't last nearly as long. Malestroming an assault force with one DA, while stealing what units you want with other DA's is effective, as well as malestromming tanks and other defenses as you move in your land troops. Or steal the other tanks and move them out. The possibilities are as much as you can think up. Malestrom their worker units and they'll forget what they were doing, just stopping gathering minerals. IF done and they don't notice, they'll soon be completely out of minerals and gas and NOT KNOW WHY. then feel free to bring in attack units to finish off the stumped SCV's. And, of course, you can use it to stop any assault force and move in your own defenseive assault units to take a chunck out of their numbers (can you say Psi storm?) OF course. freeze the zerglings/hydra's (only the front row, the ones in back will stop when they can't get through) and psy storm them with your own hotkey of HT's.. They'll just stand there and take it. Goodbye. Even more effective vs. gaurdians.

There ya go folks, the effective way to use DA's. On fastest, when against terran, MAss DA's cause they're certin to go BC's. They'll be ticked as they waste BC after BC and lose it to you, enabling you to create an army of 24-36-64 large army of them. And keeping around 4-6 around to complement your other strategies can NOT hurt.. (unless your strategy requires perfect timeing) OF course, even a late game appearence will NOT hurt with these units.

kurikun


Gharbad

PostPosted: Sun Jul 03, 2005 4:40 pm


Hey, I use feedback all the time.

And coincidentally, a psi storm would be much better than a feedback on a medic. Because that way, for 25 more energy, you get most of the marines AND the medic.

I lost the replay, but last year I played a 2v2 with some friends. I had a hillside expansion, and all I had for defense was 3 cannons, 4 templar, and 2 dark archons. Then the enemy came in, both of them had massive Zerg air swarms. I malestromed everything and stormed. It was like 40+ guardians, maybe 30 mutas, and 12 devourers or something.

By the way, maelstorm only works on organic units; zealots, templar, all zerg, terran infantry.

Edit:
I just tested the malestroming workers; they don't forget. I'm glad SC has decent AI surprised
PostPosted: Tue Jul 05, 2005 9:55 pm


very simple, only works on newbs and computer opponents, but when fighting them, can rack up the win stats.

zealot swarms. Lots and lots of zealots. research one upgrade to sheilds, 2 to damage, and leg enhancements in that order.
start by building 2 pylons side by side. In front of em, build 2 gateways. (ofcourse, you are massing probes as fast as possible and when run out of supply, put a pylon near your entrance, you enemies will attack em instead of just rusing into your main base.) By the time you have 6 zealots, they should be just building their stuff to make air units. Attack then, and they will focus on defenses more than new stuff. Also, they will have been advancing as fast as possible, so don't have many units usually. YAY, super happy fun time, but seriously sucky against an experianced opponent.

SeraphWarrior


Gharbad

PostPosted: Wed Jul 06, 2005 8:54 am


SeraphWarrior
very simple, only works on newbs and computer opponents, but when fighting them, can rack up the win stats.

zealot swarms. Lots and lots of zealots. research one upgrade to sheilds, 2 to damage, and leg enhancements in that order.
start by building 2 pylons side by side. In front of em, build 2 gateways. (ofcourse, you are massing probes as fast as possible and when run out of supply, put a pylon near your entrance, you enemies will attack em instead of just rusing into your main base.) By the time you have 6 zealots, they should be just building their stuff to make air units. Attack then, and they will focus on defenses more than new stuff. Also, they will have been advancing as fast as possible, so don't have many units usually. YAY, super happy fun time, but seriously sucky against an experianced opponent.


I say weapon +1 first, then leg enhancements.
The damage is the difference between 2 and 3 hits to kill a zergling, while leg enhancements are ridiculously important in fighting anything.
Also, making 2 pylons at once so early isn't very wise. You should make pylon, gateway, then whatever you need next. That way, you can make a zealot or two before you get your second gateway.
PostPosted: Thu Jul 07, 2005 9:12 pm


armor, always first. shields effect all units, but it doesn't hel keep your units alive...

now, protoss have an very unique ability...
back when i played, maxing out supply on hydralisks or zerglings was a very popular strat.

to counter this..i develiped probably the strongest defence strat in the game. though, this takes about 20 mintes to reach that high of tech, so you'll have to figure out a strat untill you reach that far.

don't mass cannons, ensted, put only 4 or so and a shield battery at key defence choke points. research all the upgrades in the templar archives. psionic storm first, the mana upgrade for templar, mealstorm, then the mana upgrade for dark archons. when you get psionic storm researched, start building enough high templar to put atleast 2 at every defence outpost. after mealstorm, start building 2 or 3 dark archers...though they aren't really useful against another protoss player, but they are can single handedly disable a whole zerg army with one spell.

after having atleast 2 templar at defence points, you can now hold your base against any attack that doesn't have long range suport (siege tanks/reavers/guardians). though, this defence isn't a build and forget thing. you'll have to move to whatever defence post that is getting attacked very fast before you lose a high templar. 2 of these with a shield battery recharging shoudl they take dmg, and a few cannons to take the blunt, this will stop ANY possible combo without long range. and if, by either lack of useage on your part, or an oponent that has above average skill, it will atleast buy you enough time to get your main army back within your base, and cut down the enemy forces.

now vs a zerg oponent, that is where the dark archons show their stuff. a commond strat, mass mutas. hey look... *mealstorm* awww....poor little muta fall over, go boom? after mealstorming, pull a high templar over, psi storm them a few times, and you just vaporized an whole army with bearly 20 psi worth of units.

comments woudl be apericated.

Zero_2005


Gharbad

PostPosted: Thu Jul 07, 2005 10:05 pm


Weapons first! Especially against zerg.
Like I said somewhere else, it's the difference between 2 and 3 hit kills against zerglings for zealots.
And 2 templar isn't really enough to stop a sizeable force. Most people can take them out fairly quickly, and you only get so much storm.

You'll need a lot more if their force is even a little spread out.

I'm also vehemently against cannoning up.
Units make the best defence, then when their attack fails, you can go kill them.
PostPosted: Thu Jul 07, 2005 10:22 pm


completely agreed! 3nodding xd
i only make afew cannons to get me by and then build up on units! 3nodding xd heart

Babbalui
Crew


Zero_2005

PostPosted: Thu Jul 07, 2005 10:23 pm


i always played with the idea that it's better to have a self defencing base, so that your army can do whatever it wishes without being restricted to defend the base.

assuming that the protoss player isn't that great, witht hat defence strat, you can atleast take down/cripple a 4th of their forces, which against zerg's mass numbers, is enough to give you the edge.

as i said, this is a strat useful only 20 mins intot he game, so you'll need a strat to handle up till then. this doesnt' really override a user's personal strat, it just adds to it.

plus, if your base can handle itself and take out 3/4ths or atleast half their army, it's that much easier to destroy theirs durning the battle, or atleast buy you time to get your forces back inside your base after an assult run.

unlike Warcraft, there is no town portal... that's my greatest weakness when i try to get back into SC...that, and i can't just attack move...i always have to tell stuff to do spcific things...stupid me...
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The United Earth Directorate: A StarCraft Guild

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