"Nope. Watch the replay."
Not many new/innovative guides seem to do that, which 1ups this as not just another theory crafting thread.
^^ Glhf
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Doominator10
United States515 Posts
"Nope. Watch the replay." Not many new/innovative guides seem to do that, which 1ups this as not just another theory crafting thread. ^^ Glhf | ||
Wyrd
United States211 Posts
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TofuSurprise
United States5 Posts
I was thinking that you wouldn't necessarily need to include an earlier Robotics Facility but could instead utilize the Oracle either to snipe the Infestation Pit to buy time for the observer, or you may be able to use the Oracle's vision ability ( not sure what its called ) directly on the Swarm Host before they burrow, and then pluck them up with Phoenix. However, if a group of early Swarm Hosts does manage to burrow close enough to your base, I see this strategy having a bit of difficulty dealing with it. What are your thoughts? As far as Wings of Liberty is concerned, I like this Strategy because it plays well against the current meta of ZvP lategame Infestor-Broodlord, but I dislike it because of the discomfort I feel having absolutely no units until after begining a Stargate. The fear of a competent Zerg identifying the playstyle and going for a baneling speedling bust or a Nydus attack is too stressful for me. Even if the Phoenix scouts either of these, I'm unsure if there is really enough time to respond in a way that can mitigate the damage. | ||
KingAlphard
Italy1705 Posts
Ok, I lost about 20 probes in a silly way while holding the main push but if I could play better I would play with better opponents and it wouldn't change. I thought that if, instead of going for so much tech early on, you would just start with archons/storms but getting +1 air weapons and shield upgrades and building 2/3 stargates at ~11 minute? After all, it seems like void rays are weak against everything in the early/mid game whereas storms/archons are safe against everything. What do you think? EDIT: Ok I've tried and I found out that stargate opening is much safer because you can scout everything and get map control+harass. | ||
Asmodeusx
286 Posts
On November 17 2012 08:29 TofuSurprise wrote: En taro Adun, Asmodeus. Your strategy against the Swarm intrigues me. I must inquire, how do you intend to adjust it to deal with the Swarm Host come March 2013? [...] As far as Wings of Liberty is concerned, I like this Strategy because it plays well against the current meta of ZvP lategame Infestor-Broodlord, but I dislike it because of the discomfort I feel having absolutely no units until after begining a Stargate. The fear of a competent Zerg identifying the playstyle and going for a baneling speedling bust or a Nydus attack is too stressful for me. Even if the Phoenix scouts either of these, I'm unsure if there is really enough time to respond in a way that can mitigate the damage. 1. I'm not up to date with HotS patches, but from what i've seen this expansion is designed to improve this style. An oracle for scouting early instead of phoenix if you don't plan on making more than 1 phoenix, Time warp + storm can be sick. Getting enaugh Tempest to 1 shot infestors will be also great, and earlier mass recall will allow you to harass with vr's + oracle and snipe peripherial bases. 2. I always scout for 3rd hatch before 5 min mark, if it's not there - chrono sentries and add 1-2 cannons, while getting vision of entire map and slowly getting voidray out. Baneling bust, nydus and 1-2 base roach/ling rushes are easy to defend, you just have to react in time. Nydus if fun to play against and improves your minimap awareness! On November 18 2012 04:19 KingAlphard wrote: This is a replay http://drop.sc/276453 he kept the pressure since 9th minute, I was able to hold my third but still I lost soon later. [...] After all, it seems like void rays are weak against everything in the early/mid game whereas storms/archons are safe against everything. What do you think? Watched the replay, at 10 min into the game you're missing ~12 probes and you haven't scouted zerg's tech at all. I could stop watching right at this time, because there are many diffirent scenarios where you auto lose if you make those mistakes. FF roaches on ramp and dalay him untill he breacks rocks, while building wall there, you need better sim city and more cannons at 2 spots with sentries at each point. While the roaches are bumping their heads against FF's and walls VR's would kill enaugh of them. Your loss had nothing to do with your build - 100% execution that can be easly improved. | ||
Jintoss
Hong Kong117 Posts
I'm wondering if anyone has played with a gate-expo opening with this style, and if so, can we stuff in an early blink play to delay while building up VR off 1 gate (rather than 2-3) and expanding? For reference: exactly 4 minutes from start of lair until earliest infestors pop Also Creator just got roflstomped trying to go air vs Zerg (So many infestors. SO MANY). Similar to this style but too many carriers, ineffective harass with mineral bank, waay behind since mid game and didn't abuse mothership recall/cannon farm. Is this style still viable in a progame? | ||
cdman444
1 Post
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Asmodeusx
286 Posts
On November 20 2012 18:12 Jintoss wrote: So there will be a new test map with changes to fungal (not affecting psionic units, projectile). I'm wondering if anyone has played with a gate-expo opening with this style, and if so, can we stuff in an early blink play to delay while building up VR off 1 gate (rather than 2-3) and expanding? For reference: exactly 4 minutes from start of lair until earliest infestors pop Also Creator just got roflstomped trying to go air vs Zerg (So many infestors. SO MANY). Similar to this style but too many carriers, ineffective harass with mineral bank, waay behind since mid game and didn't abuse mothership recall/cannon farm. Is this style still viable in a progame? 1. I see no reason why you would do a blink preassure into this style, but feel free to try it and tell us how it went. 2. Creator played perfect PvZ up to the point where he fucked up micro. Getting your Mothership neuraled when you have like 10 units that can outrange it and 1 shot infestors (carriers and colossi) is a big mistake that cost him the game. On top of that him, keeping his army in that unconfortable position, without recall was questionable. On November 20 2012 20:59 cdman444 wrote: In ZvP I seem to have trouble with countering mass void rays mass carriers. I could try corrupters for the void rays and mutas for the carriers. But the units seem really hard to counter. Especially when they have like 5 carriers and 15 void rays...any help would be appreciated. Make a [H] thread with replays, otherwise all i can say is - micro your infestors and corruptors better, and never make mutas to fight it. The way zerg should fight vs it, is to abuse the mobility, because 99% protoss players suck at sim city and won't defend it, they will also fail at scouting for drops. Also, keep making absurd numbers of spores and some spines after you max out (absurd = 40+). You will have time for that if he want's to max out on voidrays, cuz they're too expensive for how much supply they require. | ||
kcdc
United States2311 Posts
On November 20 2012 20:59 cdman444 wrote: In ZvP I seem to have trouble with countering mass void rays mass carriers. I could try corrupters for the void rays and mutas for the carriers. But the units seem really hard to counter. Especially when they have like 5 carriers and 15 void rays...any help would be appreciated. Thin his fleet out before he gets 5 carriers and 15 voids. | ||
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