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Hi -- I'm todeskampf a grand-master Protoss, and although i think the state of PvT is pretty fucked right now this is the build I've felt the safest with. Figured I'd share it with my Protoss brothers.
Build Order: + Show Spoiler +9 pylon 12 gate 14 gas 17 pylon 17 cyber 19 Zealot 22 pylon 24 sentry (CB) 26 Nexus 27 Stalker (CB) 31 add on 2 gates 31 2nd gas 31 MSC (CB) 34 Robo
All other chrono-boosts(CB) to be used on probes*
Execution + Show Spoiler +The execution to this opening is pretty simple. First of all, there is no point in probe scouting unless its a 4p map. Next use your first 3 pylons to make sure you have entire view of your main, and rally your zealot/sentry to your mineral-line in case of reapers. They will be able to delay long enough for your stalker to pop- don't panic. At 5:45-5:50 when your sentry hits 100 energy it is very important that you hallucinate a phoenix and scout what the terran is throwing at you. Most of the time in hots it is some form of drop play, and this scout will give you adequate time to get into position.
Why this variant of a 1g expand?! + Show Spoiler +The reason I particularly favor this build order, is because it seems to be safe against almost anything. MSC will have enough energy to stop bio pushes, the halu scout will let you know if anything gimmicky is coming your way, and versus a standard 1 rax expand you are not behind.
Replay: + Show Spoiler +In case you're still feeling skeptical, and/or my description wasn't very clear here is an example of me executing the expand versus NSHgolem. http://drop.sc/304269
About me: + Show Spoiler +If you like the post, feel free to follow me on twitter @todeskampf. I will be participating in the ipl6 hots open bracket, keep your eyes open for me ^^
Final thoughts + Show Spoiler +Although with this build, you will be in great position to defend anything terran can throw at you- due to medivac boost you are still likely to take damage against hellbat-drops even if you have 3-4 stalkers ready. This can be frustrating, but I have no doubt the game dev's will fix this problem soon enough.
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What do you do if you get hit by a 3 Reaper rush? Assuming perfect execution the third Reaper finishes around 4:05-4:10, hitting at roughly 4:30-4:45 or so depending on the map.
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On February 13 2013 06:11 Fencar wrote: What do you do if you get hit by a 3 Reaper rush? Assuming perfect execution the third Reaper finishes around 4:05-4:10, hitting at roughly 4:30-4:45 or so depending on the map.
Stalker comes out with my build around 5:00, the Zealot and sentry will be able to delay until then as long as they are placed in the mineral line as I described.
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On February 13 2013 06:17 TOdesKaMpF wrote:Show nested quote +On February 13 2013 06:11 Fencar wrote: What do you do if you get hit by a 3 Reaper rush? Assuming perfect execution the third Reaper finishes around 4:05-4:10, hitting at roughly 4:30-4:45 or so depending on the map. Stalker comes out with my build around 5:00, the Zealot and sentry will be able to delay until then as long as they are placed in the mineral line as I described. With the low DPS of the Sentry and high move speed of the Reaper compared to the Zealot, couldn't the Reapers just ignore the Zealot and Sentry while getting a bunch of probe kills?
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On February 13 2013 06:43 Fencar wrote:Show nested quote +On February 13 2013 06:17 TOdesKaMpF wrote:On February 13 2013 06:11 Fencar wrote: What do you do if you get hit by a 3 Reaper rush? Assuming perfect execution the third Reaper finishes around 4:05-4:10, hitting at roughly 4:30-4:45 or so depending on the map. Stalker comes out with my build around 5:00, the Zealot and sentry will be able to delay until then as long as they are placed in the mineral line as I described. With the low DPS of the Sentry and high move speed of the Reaper compared to the Zealot, couldn't the Reapers just ignore the Zealot and Sentry while getting a bunch of probe kills?
Nope, the low DPS of the reaper would easily allow you to run away the injured probe while your zealot and sentry due dmg to the reaper. Also i really doubt three*** reapers could make it into my main before the stalker is out.
/Edit: Even if you lose 1-2 probes, three reapers is a high gas investment and it wouldn't be the end of the world. tbh widow mines, and hell-bats are much more threatening.
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On February 13 2013 06:49 TOdesKaMpF wrote:Show nested quote +On February 13 2013 06:43 Fencar wrote:On February 13 2013 06:17 TOdesKaMpF wrote:On February 13 2013 06:11 Fencar wrote: What do you do if you get hit by a 3 Reaper rush? Assuming perfect execution the third Reaper finishes around 4:05-4:10, hitting at roughly 4:30-4:45 or so depending on the map. Stalker comes out with my build around 5:00, the Zealot and sentry will be able to delay until then as long as they are placed in the mineral line as I described. With the low DPS of the Sentry and high move speed of the Reaper compared to the Zealot, couldn't the Reapers just ignore the Zealot and Sentry while getting a bunch of probe kills? Nope, the low DPS of the reaper would easily allow you to run away the injured probe while your zealot and sentry due dmg to the reaper. Also i really doubt three*** reapers could make it into my main before the stalker is out. /Edit: Even if you lose 1-2 probes, three reapers is a high gas investment and it wouldn't be the end of the world. tbh widow mines, and hell-bats are much more threatening. Well, 3 Reapers two-shot Probes and have 60 HP now, so despite the low DPS per cost (still slightly higher than a marine) they do have okay burst so I doubt you would be able to run away the damaged Probe.
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Would you be able to hold a 2 Barracks all-in with this build? I feel not sending the Probe scout at some point will leave you in the dark and not enough time to react to it until it comes into your main base.
Edit: Also, my exposure to strategy in HotS is pretty limited, so I don't know if the MSC essentially prevents that push from ever being effective. Let me know!
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On February 13 2013 07:20 Mugya wrote: Would you be able to hold a 2 Barracks all-in with this build? I feel not sending the Probe scout at some point will leave you in the dark and not enough time to react to it until it comes into your main base.
Edit: Also, my exposure to strategy in HotS is pretty limited, so I don't know if the MSC essentially prevents that push from ever being effective. Let me know!
you would be fine! the quick three g's + planetary nexus is more than enough
On February 13 2013 07:03 Fencar wrote:Show nested quote +On February 13 2013 06:49 TOdesKaMpF wrote:On February 13 2013 06:43 Fencar wrote:On February 13 2013 06:17 TOdesKaMpF wrote:On February 13 2013 06:11 Fencar wrote: What do you do if you get hit by a 3 Reaper rush? Assuming perfect execution the third Reaper finishes around 4:05-4:10, hitting at roughly 4:30-4:45 or so depending on the map. Stalker comes out with my build around 5:00, the Zealot and sentry will be able to delay until then as long as they are placed in the mineral line as I described. With the low DPS of the Sentry and high move speed of the Reaper compared to the Zealot, couldn't the Reapers just ignore the Zealot and Sentry while getting a bunch of probe kills? Nope, the low DPS of the reaper would easily allow you to run away the injured probe while your zealot and sentry due dmg to the reaper. Also i really doubt three*** reapers could make it into my main before the stalker is out. /Edit: Even if you lose 1-2 probes, three reapers is a high gas investment and it wouldn't be the end of the world. tbh widow mines, and hell-bats are much more threatening. Well, 3 Reapers two-shot Probes and have 60 HP now, so despite the low DPS per cost (still slightly higher than a marine) they do have okay burst so I doubt you would be able to run away the damaged Probe.
By the time three reapers make it to your base the stalker would be out, and you would be fine..
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Show nested quote +On February 13 2013 07:03 Fencar wrote:On February 13 2013 06:49 TOdesKaMpF wrote:On February 13 2013 06:43 Fencar wrote:On February 13 2013 06:17 TOdesKaMpF wrote:On February 13 2013 06:11 Fencar wrote: What do you do if you get hit by a 3 Reaper rush? Assuming perfect execution the third Reaper finishes around 4:05-4:10, hitting at roughly 4:30-4:45 or so depending on the map. Stalker comes out with my build around 5:00, the Zealot and sentry will be able to delay until then as long as they are placed in the mineral line as I described. With the low DPS of the Sentry and high move speed of the Reaper compared to the Zealot, couldn't the Reapers just ignore the Zealot and Sentry while getting a bunch of probe kills? Nope, the low DPS of the reaper would easily allow you to run away the injured probe while your zealot and sentry due dmg to the reaper. Also i really doubt three*** reapers could make it into my main before the stalker is out. /Edit: Even if you lose 1-2 probes, three reapers is a high gas investment and it wouldn't be the end of the world. tbh widow mines, and hell-bats are much more threatening. Well, 3 Reapers two-shot Probes and have 60 HP now, so despite the low DPS per cost (still slightly higher than a marine) they do have okay burst so I doubt you would be able to run away the damaged Probe. By the time three reapers make it to your base the stalker would be out, and you would be fine.. I thought you said that the stalker finishes at 5:00? With 3.75 move speed I'm positive that with finishing around 4:10, the Reapers will be there 10-20 seconds before 5:00 on Cloud Kingdom, considering it takes around 45 seconds for a worker to go cross map.
+ Show Spoiler +
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On February 13 2013 08:43 Fencar wrote:Show nested quote +On February 13 2013 07:03 Fencar wrote:On February 13 2013 06:49 TOdesKaMpF wrote:On February 13 2013 06:43 Fencar wrote:On February 13 2013 06:17 TOdesKaMpF wrote:On February 13 2013 06:11 Fencar wrote: What do you do if you get hit by a 3 Reaper rush? Assuming perfect execution the third Reaper finishes around 4:05-4:10, hitting at roughly 4:30-4:45 or so depending on the map. Stalker comes out with my build around 5:00, the Zealot and sentry will be able to delay until then as long as they are placed in the mineral line as I described. With the low DPS of the Sentry and high move speed of the Reaper compared to the Zealot, couldn't the Reapers just ignore the Zealot and Sentry while getting a bunch of probe kills? Nope, the low DPS of the reaper would easily allow you to run away the injured probe while your zealot and sentry due dmg to the reaper. Also i really doubt three*** reapers could make it into my main before the stalker is out. /Edit: Even if you lose 1-2 probes, three reapers is a high gas investment and it wouldn't be the end of the world. tbh widow mines, and hell-bats are much more threatening. Well, 3 Reapers two-shot Probes and have 60 HP now, so despite the low DPS per cost (still slightly higher than a marine) they do have okay burst so I doubt you would be able to run away the damaged Probe. By the time three reapers make it to your base the stalker would be out, and you would be fine.. I thought you said that the stalker finishes at 5:00? With 3.75 move speed I'm positive that with finishing around 4:10, the Reapers will be there 10-20 seconds before 5:00 on Cloud Kingdom, considering it takes around 45 seconds for a worker to go cross map. + Show Spoiler +
its fine, i just dont think you realize that three reapers in your base for twenty-thirty in game seconds cant do much while being contested by a zealot, and a sentry.
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On February 13 2013 09:11 TOdesKaMpF wrote:Show nested quote +On February 13 2013 08:43 Fencar wrote:On February 13 2013 07:03 Fencar wrote:On February 13 2013 06:49 TOdesKaMpF wrote:On February 13 2013 06:43 Fencar wrote:On February 13 2013 06:17 TOdesKaMpF wrote:On February 13 2013 06:11 Fencar wrote: What do you do if you get hit by a 3 Reaper rush? Assuming perfect execution the third Reaper finishes around 4:05-4:10, hitting at roughly 4:30-4:45 or so depending on the map. Stalker comes out with my build around 5:00, the Zealot and sentry will be able to delay until then as long as they are placed in the mineral line as I described. With the low DPS of the Sentry and high move speed of the Reaper compared to the Zealot, couldn't the Reapers just ignore the Zealot and Sentry while getting a bunch of probe kills? Nope, the low DPS of the reaper would easily allow you to run away the injured probe while your zealot and sentry due dmg to the reaper. Also i really doubt three*** reapers could make it into my main before the stalker is out. /Edit: Even if you lose 1-2 probes, three reapers is a high gas investment and it wouldn't be the end of the world. tbh widow mines, and hell-bats are much more threatening. Well, 3 Reapers two-shot Probes and have 60 HP now, so despite the low DPS per cost (still slightly higher than a marine) they do have okay burst so I doubt you would be able to run away the damaged Probe. By the time three reapers make it to your base the stalker would be out, and you would be fine.. I thought you said that the stalker finishes at 5:00? With 3.75 move speed I'm positive that with finishing around 4:10, the Reapers will be there 10-20 seconds before 5:00 on Cloud Kingdom, considering it takes around 45 seconds for a worker to go cross map. + Show Spoiler + its fine, i just dont think you realize that three reapers in your base for twenty-thirty in game seconds cant do much while being contested by a zealot, and a sentry. Well, assuming rougly 1.3 in-game seconds between Reaper attacks (1.1 seconds is the c/d between attacks, the .2 or so is to account for avoiding Zealot hits) and perfect focus firing from both the sentry and the Reapers, that's three dead Probes before one Reaper has to retreat, then another two before the second Reaper has to retreat since Sentries take 10 seconds to kill one Reaper.
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On February 13 2013 09:23 Fencar wrote:Show nested quote +On February 13 2013 09:11 TOdesKaMpF wrote:On February 13 2013 08:43 Fencar wrote:On February 13 2013 07:03 Fencar wrote:On February 13 2013 06:49 TOdesKaMpF wrote:On February 13 2013 06:43 Fencar wrote:On February 13 2013 06:17 TOdesKaMpF wrote:On February 13 2013 06:11 Fencar wrote: What do you do if you get hit by a 3 Reaper rush? Assuming perfect execution the third Reaper finishes around 4:05-4:10, hitting at roughly 4:30-4:45 or so depending on the map. Stalker comes out with my build around 5:00, the Zealot and sentry will be able to delay until then as long as they are placed in the mineral line as I described. With the low DPS of the Sentry and high move speed of the Reaper compared to the Zealot, couldn't the Reapers just ignore the Zealot and Sentry while getting a bunch of probe kills? Nope, the low DPS of the reaper would easily allow you to run away the injured probe while your zealot and sentry due dmg to the reaper. Also i really doubt three*** reapers could make it into my main before the stalker is out. /Edit: Even if you lose 1-2 probes, three reapers is a high gas investment and it wouldn't be the end of the world. tbh widow mines, and hell-bats are much more threatening. Well, 3 Reapers two-shot Probes and have 60 HP now, so despite the low DPS per cost (still slightly higher than a marine) they do have okay burst so I doubt you would be able to run away the damaged Probe. By the time three reapers make it to your base the stalker would be out, and you would be fine.. I thought you said that the stalker finishes at 5:00? With 3.75 move speed I'm positive that with finishing around 4:10, the Reapers will be there 10-20 seconds before 5:00 on Cloud Kingdom, considering it takes around 45 seconds for a worker to go cross map. + Show Spoiler + its fine, i just dont think you realize that three reapers in your base for twenty-thirty in game seconds cant do much while being contested by a zealot, and a sentry. Well, assuming rougly 1.3 in-game seconds between Reaper attacks (1.1 seconds is the c/d between attacks, the .2 or so is to account for avoiding Zealot hits) and perfect focus firing from both the sentry and the Reapers, that's three dead Probes before one Reaper has to retreat, then another two before the second Reaper has to retreat since Sentries take 10 seconds to kill one Reaper.
ok, fine. You win, assuming perfect micro and decision making from the terran he can kill tons of probes!!!!
If the possibility of losing 3 probes to a 3 reaper rush, is that big of a concern to you maybe this isn't the opening for you lol. Frankly, most PvT's i've played terran will make 1reaper, 2 reapers max.
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On February 13 2013 09:41 TOdesKaMpF wrote:Show nested quote +On February 13 2013 09:23 Fencar wrote:On February 13 2013 09:11 TOdesKaMpF wrote:On February 13 2013 08:43 Fencar wrote:On February 13 2013 07:03 Fencar wrote:On February 13 2013 06:49 TOdesKaMpF wrote:On February 13 2013 06:43 Fencar wrote:On February 13 2013 06:17 TOdesKaMpF wrote:On February 13 2013 06:11 Fencar wrote: What do you do if you get hit by a 3 Reaper rush? Assuming perfect execution the third Reaper finishes around 4:05-4:10, hitting at roughly 4:30-4:45 or so depending on the map. Stalker comes out with my build around 5:00, the Zealot and sentry will be able to delay until then as long as they are placed in the mineral line as I described. With the low DPS of the Sentry and high move speed of the Reaper compared to the Zealot, couldn't the Reapers just ignore the Zealot and Sentry while getting a bunch of probe kills? Nope, the low DPS of the reaper would easily allow you to run away the injured probe while your zealot and sentry due dmg to the reaper. Also i really doubt three*** reapers could make it into my main before the stalker is out. /Edit: Even if you lose 1-2 probes, three reapers is a high gas investment and it wouldn't be the end of the world. tbh widow mines, and hell-bats are much more threatening. Well, 3 Reapers two-shot Probes and have 60 HP now, so despite the low DPS per cost (still slightly higher than a marine) they do have okay burst so I doubt you would be able to run away the damaged Probe. By the time three reapers make it to your base the stalker would be out, and you would be fine.. I thought you said that the stalker finishes at 5:00? With 3.75 move speed I'm positive that with finishing around 4:10, the Reapers will be there 10-20 seconds before 5:00 on Cloud Kingdom, considering it takes around 45 seconds for a worker to go cross map. + Show Spoiler + its fine, i just dont think you realize that three reapers in your base for twenty-thirty in game seconds cant do much while being contested by a zealot, and a sentry. Well, assuming rougly 1.3 in-game seconds between Reaper attacks (1.1 seconds is the c/d between attacks, the .2 or so is to account for avoiding Zealot hits) and perfect focus firing from both the sentry and the Reapers, that's three dead Probes before one Reaper has to retreat, then another two before the second Reaper has to retreat since Sentries take 10 seconds to kill one Reaper. ok, fine. You win, assuming perfect micro and decision making from the terran he can kill tons of probes!!!! If the possibility of losing 3 probes to a 3 reaper rush, is that big of a concern to you maybe this isn't the opening for you lol. Frankly, most PvT's i've played terran will make 1reaper, 2 reapers max. I thought that relatively perfect micro and decision making was standard for GM? :/ I'm just wondering because it seems like a weakness to me. I don't mean that you should stop doing the opening, just saying that it could have a weakness that I am asking about.
Again, I don't mean to be rude or anything.
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On February 13 2013 10:01 Fencar wrote:Show nested quote +On February 13 2013 09:41 TOdesKaMpF wrote:On February 13 2013 09:23 Fencar wrote:On February 13 2013 09:11 TOdesKaMpF wrote:On February 13 2013 08:43 Fencar wrote:On February 13 2013 07:03 Fencar wrote:On February 13 2013 06:49 TOdesKaMpF wrote:On February 13 2013 06:43 Fencar wrote:On February 13 2013 06:17 TOdesKaMpF wrote: [quote]
Stalker comes out with my build around 5:00, the Zealot and sentry will be able to delay until then as long as they are placed in the mineral line as I described. With the low DPS of the Sentry and high move speed of the Reaper compared to the Zealot, couldn't the Reapers just ignore the Zealot and Sentry while getting a bunch of probe kills? Nope, the low DPS of the reaper would easily allow you to run away the injured probe while your zealot and sentry due dmg to the reaper. Also i really doubt three*** reapers could make it into my main before the stalker is out. /Edit: Even if you lose 1-2 probes, three reapers is a high gas investment and it wouldn't be the end of the world. tbh widow mines, and hell-bats are much more threatening. Well, 3 Reapers two-shot Probes and have 60 HP now, so despite the low DPS per cost (still slightly higher than a marine) they do have okay burst so I doubt you would be able to run away the damaged Probe. By the time three reapers make it to your base the stalker would be out, and you would be fine.. I thought you said that the stalker finishes at 5:00? With 3.75 move speed I'm positive that with finishing around 4:10, the Reapers will be there 10-20 seconds before 5:00 on Cloud Kingdom, considering it takes around 45 seconds for a worker to go cross map. + Show Spoiler + its fine, i just dont think you realize that three reapers in your base for twenty-thirty in game seconds cant do much while being contested by a zealot, and a sentry. Well, assuming rougly 1.3 in-game seconds between Reaper attacks (1.1 seconds is the c/d between attacks, the .2 or so is to account for avoiding Zealot hits) and perfect focus firing from both the sentry and the Reapers, that's three dead Probes before one Reaper has to retreat, then another two before the second Reaper has to retreat since Sentries take 10 seconds to kill one Reaper. ok, fine. You win, assuming perfect micro and decision making from the terran he can kill tons of probes!!!! If the possibility of losing 3 probes to a 3 reaper rush, is that big of a concern to you maybe this isn't the opening for you lol. Frankly, most PvT's i've played terran will make 1reaper, 2 reapers max. I thought that relatively perfect micro and decision making was standard for GM? :/ I'm just wondering because it seems like a weakness to me. I don't mean that you should stop doing the opening, just saying that it could have a weakness that I am asking about. Again, I don't mean to be rude or anything.
I can assure you there is nothing perfect about Grandmasters especially low to mid grandmasters, My APM rarely exceeds 150, i dont use building hotkeys for Macro or hotkey screen areas. And i still beat Grandmasters about 30% of the time (#1 master).
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On February 13 2013 11:10 Pookie Monster wrote:Show nested quote +On February 13 2013 10:01 Fencar wrote:On February 13 2013 09:41 TOdesKaMpF wrote:On February 13 2013 09:23 Fencar wrote:On February 13 2013 09:11 TOdesKaMpF wrote:On February 13 2013 08:43 Fencar wrote:On February 13 2013 07:03 Fencar wrote:On February 13 2013 06:49 TOdesKaMpF wrote:On February 13 2013 06:43 Fencar wrote: [quote]With the low DPS of the Sentry and high move speed of the Reaper compared to the Zealot, couldn't the Reapers just ignore the Zealot and Sentry while getting a bunch of probe kills? Nope, the low DPS of the reaper would easily allow you to run away the injured probe while your zealot and sentry due dmg to the reaper. Also i really doubt three*** reapers could make it into my main before the stalker is out. /Edit: Even if you lose 1-2 probes, three reapers is a high gas investment and it wouldn't be the end of the world. tbh widow mines, and hell-bats are much more threatening. Well, 3 Reapers two-shot Probes and have 60 HP now, so despite the low DPS per cost (still slightly higher than a marine) they do have okay burst so I doubt you would be able to run away the damaged Probe. By the time three reapers make it to your base the stalker would be out, and you would be fine.. I thought you said that the stalker finishes at 5:00? With 3.75 move speed I'm positive that with finishing around 4:10, the Reapers will be there 10-20 seconds before 5:00 on Cloud Kingdom, considering it takes around 45 seconds for a worker to go cross map. + Show Spoiler + its fine, i just dont think you realize that three reapers in your base for twenty-thirty in game seconds cant do much while being contested by a zealot, and a sentry. Well, assuming rougly 1.3 in-game seconds between Reaper attacks (1.1 seconds is the c/d between attacks, the .2 or so is to account for avoiding Zealot hits) and perfect focus firing from both the sentry and the Reapers, that's three dead Probes before one Reaper has to retreat, then another two before the second Reaper has to retreat since Sentries take 10 seconds to kill one Reaper. ok, fine. You win, assuming perfect micro and decision making from the terran he can kill tons of probes!!!! If the possibility of losing 3 probes to a 3 reaper rush, is that big of a concern to you maybe this isn't the opening for you lol. Frankly, most PvT's i've played terran will make 1reaper, 2 reapers max. I thought that relatively perfect micro and decision making was standard for GM? :/ I'm just wondering because it seems like a weakness to me. I don't mean that you should stop doing the opening, just saying that it could have a weakness that I am asking about. Again, I don't mean to be rude or anything. I can assure you there is nothing perfect about Grandmasters especially low to mid grandmasters, My APM rarely exceeds 150, i dont use building hotkeys for Macro or hotkey screen areas. And i still beat Grandmasters about 30% of the time (#1 master). I said relatively aka much, much better than most mid-masters players. I see your point, though.
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On February 13 2013 11:23 Fencar wrote:Show nested quote +On February 13 2013 11:10 Pookie Monster wrote:On February 13 2013 10:01 Fencar wrote:On February 13 2013 09:41 TOdesKaMpF wrote:On February 13 2013 09:23 Fencar wrote:On February 13 2013 09:11 TOdesKaMpF wrote:On February 13 2013 08:43 Fencar wrote:On February 13 2013 07:03 Fencar wrote:On February 13 2013 06:49 TOdesKaMpF wrote: [quote]
Nope, the low DPS of the reaper would easily allow you to run away the injured probe while your zealot and sentry due dmg to the reaper. Also i really doubt three*** reapers could make it into my main before the stalker is out.
/Edit: Even if you lose 1-2 probes, three reapers is a high gas investment and it wouldn't be the end of the world. tbh widow mines, and hell-bats are much more threatening. Well, 3 Reapers two-shot Probes and have 60 HP now, so despite the low DPS per cost (still slightly higher than a marine) they do have okay burst so I doubt you would be able to run away the damaged Probe. By the time three reapers make it to your base the stalker would be out, and you would be fine.. I thought you said that the stalker finishes at 5:00? With 3.75 move speed I'm positive that with finishing around 4:10, the Reapers will be there 10-20 seconds before 5:00 on Cloud Kingdom, considering it takes around 45 seconds for a worker to go cross map. + Show Spoiler + its fine, i just dont think you realize that three reapers in your base for twenty-thirty in game seconds cant do much while being contested by a zealot, and a sentry. Well, assuming rougly 1.3 in-game seconds between Reaper attacks (1.1 seconds is the c/d between attacks, the .2 or so is to account for avoiding Zealot hits) and perfect focus firing from both the sentry and the Reapers, that's three dead Probes before one Reaper has to retreat, then another two before the second Reaper has to retreat since Sentries take 10 seconds to kill one Reaper. ok, fine. You win, assuming perfect micro and decision making from the terran he can kill tons of probes!!!! If the possibility of losing 3 probes to a 3 reaper rush, is that big of a concern to you maybe this isn't the opening for you lol. Frankly, most PvT's i've played terran will make 1reaper, 2 reapers max. I thought that relatively perfect micro and decision making was standard for GM? :/ I'm just wondering because it seems like a weakness to me. I don't mean that you should stop doing the opening, just saying that it could have a weakness that I am asking about. Again, I don't mean to be rude or anything. I can assure you there is nothing perfect about Grandmasters especially low to mid grandmasters, My APM rarely exceeds 150, i dont use building hotkeys for Macro or hotkey screen areas. And i still beat Grandmasters about 30% of the time (#1 master). I said relatively aka much, much better than most mid-masters players. I see your point, though.
yeah.. I mean, we see Code S level koreans, and Code A level players lose games to such simple things as micro mistakes.. believe me Grand-master players do not play anywhere near perfectly
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On February 13 2013 12:00 TOdesKaMpF wrote:Show nested quote +On February 13 2013 11:23 Fencar wrote:On February 13 2013 11:10 Pookie Monster wrote:On February 13 2013 10:01 Fencar wrote:On February 13 2013 09:41 TOdesKaMpF wrote:On February 13 2013 09:23 Fencar wrote:On February 13 2013 09:11 TOdesKaMpF wrote:On February 13 2013 08:43 Fencar wrote:On February 13 2013 07:03 Fencar wrote: [quote] Well, 3 Reapers two-shot Probes and have 60 HP now, so despite the low DPS per cost (still slightly higher than a marine) they do have okay burst so I doubt you would be able to run away the damaged Probe. By the time three reapers make it to your base the stalker would be out, and you would be fine.. I thought you said that the stalker finishes at 5:00? With 3.75 move speed I'm positive that with finishing around 4:10, the Reapers will be there 10-20 seconds before 5:00 on Cloud Kingdom, considering it takes around 45 seconds for a worker to go cross map. + Show Spoiler + its fine, i just dont think you realize that three reapers in your base for twenty-thirty in game seconds cant do much while being contested by a zealot, and a sentry. Well, assuming rougly 1.3 in-game seconds between Reaper attacks (1.1 seconds is the c/d between attacks, the .2 or so is to account for avoiding Zealot hits) and perfect focus firing from both the sentry and the Reapers, that's three dead Probes before one Reaper has to retreat, then another two before the second Reaper has to retreat since Sentries take 10 seconds to kill one Reaper. ok, fine. You win, assuming perfect micro and decision making from the terran he can kill tons of probes!!!! If the possibility of losing 3 probes to a 3 reaper rush, is that big of a concern to you maybe this isn't the opening for you lol. Frankly, most PvT's i've played terran will make 1reaper, 2 reapers max. I thought that relatively perfect micro and decision making was standard for GM? :/ I'm just wondering because it seems like a weakness to me. I don't mean that you should stop doing the opening, just saying that it could have a weakness that I am asking about. Again, I don't mean to be rude or anything. I can assure you there is nothing perfect about Grandmasters especially low to mid grandmasters, My APM rarely exceeds 150, i dont use building hotkeys for Macro or hotkey screen areas. And i still beat Grandmasters about 30% of the time (#1 master). I said relatively aka much, much better than most mid-masters players. I see your point, though. yeah.. I mean, we see Code S level koreans, and Code A level players lose games to such simple things as micro mistakes.. believe me Grand-master players do not play anywhere near perfectly Yeah.
To clarify on my stance, first I in no way mean to offend you or the build order which apparently sees much success. However it still seems to me that a 3 Reaper rush is still a potential way to exploit your build order of sentry first, despite not being quite as strong as I thought it could be.
I would suppose that if fast Reapers ever caught on people may have to mix up Sentry first and Stalker first. It's almost a shame that Reaper heavy builds are negated by the Mothership Core, stifling Reaper play in TvP.
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Nice build! Lines up very well to pressure, even pre-medivac bio pushes (thanks, planetary nexus). I was beaten badly by a hellbat drop though, did not have enough units. Scary thing is you don't really know the threat level before hallu (which in fact happens quite late, almost at the same time as the robo finishes), but I guess that's an issue with the hellbat drops, not your build.
Oh and I scout after gate, because I'm not brave like a grandmaster ^^
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On February 13 2013 13:27 ant-1 wrote: Nice build! Lines up very well to pressure, even pre-medivac bio pushes (thanks, planetary nexus). I was beaten badly by a hellbat drop though, did not have enough units. Scary thing is you don't really know the threat level before hallu (which in fact happens quite late, almost at the same time as the robo finishes), but I guess that's an issue with the hellbat drops, not your build.
Oh and I scout after gate, because I'm not brave like a grandmaster ^^
ye halu is rather late but it does at least give you some amount of time to get in position. And as for your low unit count it's to be expected with any variation of a 1g expand, it just feels wrong right now because of how ridiculous strong hellbats are.
Oh, and as a grand-master even I generally die to a hellbat drop. Scout it, get stalkers into position and he boosts over them lol. Most the time i end up pulling all my probes and running to where my third would be but if my reaction time isnt like .5 second to run with my probes when i see the medivac on the edge of the minimap im screwed.
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reaper opening seems pretty bad TvP anyway. Whenever I see a reaper opening I rush them with msc and my second stalker and go straight into stargate. If they don't rush out a widow mine they just seem to die. So reapers wouldn't be my main concern. My main concern would be playing past 7:30 pvt with the current state of hellbats, mines and medivacs. I guess this looks pretty good for a macro opening. Although you should fix the title to: A masochists guide PvT... because the safest opening right now is clearly a 1base void ray all-in.
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