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View Full Version : Stuck in early-mid game transition


Protem
05-10-2010, 03:35 AM
This goes for 2v2 and 1v1, I always rush as of now, usually in 1v1 vs terran its a 2 gateway rush and i havent lost with it yet, but vs zerg or other protoss i can hurt their economy, then get killed out. Then i find my self with nothing at my base other than 2 gateways, because i have to micro a little w/ my zealots. So even though i hurt their economy they are still out tech'ing me. Meaning i just now am building assimilators and cyber core/forge. While they are pumping out effing Void rays and Mutas/Roaches. I don't get it. How can i execute my rush better/ if for some reason it doesn't work still transition into mid/late game and still have a chance. Help appreciated. Thanks.. I'm not very good so pleas be in-depth:)

Mob61887
06-01-2010, 12:29 PM
I don't know about protos but against Zerg you seem to be on the right track. If your initial push is at least an even exchange or even better, if it goes ends in yor favor and you manage to hurt his economy or force him to build a stronger defence then you have allready set him back. With either of these results his economy will grow slower because he is being forced to use larva for units other than drones. Now what you have to do is keep up the pressure. First and formost, continue your probe production. Your economy has to surpass his. Secondly, keep the pressure on. If he he doesn't build a strong defence then make him pay for it. Force him to spend recourses on units or spine crawlers. If he does turtle then do everything you can to prevent him from expanding. This will limit the amount of gass he can harvest and prevent him from massing a seriouse air game. But do be prepaired for muta. You shouldn't need much to defend against a one base muta push. While his unit production is hampered he can still produce a decent ling roach army especially if he duel hatches outa one base. If he does this then a strong air army of void rays will demolish him. And if he does hydra or muta or turtles then Under no circumstances let him expand and just sit back and out produce him. It is hard for Zerg to go heavy muta with out two early basses. If he does get his first expo up then it will still be hard for him to produce a seriouse air army but hydras are more of a threat. If he manages a third base then you are in trouble.

Clif Notes- Zerg NEED to expand to mass tech units and need multiple hatcheries (usually done through expanding) to mass anythig. Don't let them expand.

Zerg have the unique dissadvantage of having to sacrafice other unit production for drone production. So kill drones and they have to build more instead of other units. Or force them to build other units and they don't have enough drones for a strong economy.

And finaly, if they want to turtle, let them. Just don't let them expand and out produce them.

GL HF

sc2scoorge
02-23-2011, 01:36 AM
how can you hurt their economy and get out tech, that just mean your macro sucks and you need to work on that. There is no way to hurt some one's economy and having them out tech you it makes no sense