Ruthless PvZ Build for New Rush Maps (Season 3 GM) - Page 8
Forum Index > StarCraft 2 Strategy |
Excludos
Norway7690 Posts
| ||
galivet
288 Posts
On July 28 2011 07:17 Excludos wrote: This will straight out auto lose to a 9pool. Which, lets be honest, is not unusual on small rush maps. You can barely squeeze out a zealot with a 12 gate, I don't see how you're suppose to get one out with a 14 gate... I have never encountered a 9-pool when I went 14-gw, so I'm curious about this. I 9-scout with this build. On a map with a short rush distance, will my scout see the early pool in time to react properly? I'm not even sure what the correct reaction would be with a 14-gw timing. I don't know that the 14-gw is core to the idea of this build. | ||
Huggerz
Great Britain919 Posts
Simple and effective ladder build I suppose, I seriously doubt this is a build Kiwi or any other protoss would use in a tournament against a pro zerg | ||
Excludos
Norway7690 Posts
On July 28 2011 07:35 galivet wrote: I have never encountered a 9-pool when I went 14-gw, so I'm curious about this. I 9-scout with this build. On a map with a short rush distance, will my scout see the early pool in time to react properly? I'm not even sure what the correct reaction would be with a 14-gw timing. I don't know that the 14-gw is core to the idea of this build. At least its possible to stop a 6pool if you scout him early enough. But thats easier than a 9pool because there is no follow up, you just have to hold on. But yeah, if anyone have managed to stop a 9pool with this build on a 4player map, then please educate me. I'd love to know how you do it without losing at least some probes, and a gateway/forge. (That combined with cutting probes, will usually put you too far behind to be able to get back into the game) | ||
Garth
United States353 Posts
On July 28 2011 07:17 Excludos wrote: This will straight out auto lose to a 9pool. Which, lets be honest, is not unusual on small rush maps. You can barely squeeze out a zealot with a 12 gate, I don't see how you're suppose to get one out with a 14 gate... I guess it would if you're bad User was warned for this post | ||
Excludos
Norway7690 Posts
On July 28 2011 08:30 Excludos wrote: If anyone have managed to stop a 9pool with this build on a 4player map, then please educate me. I'd love to know how you do it without losing at least some probes, and a gateway/forge. (That combined with cutting probes, will usually put you too far behind to be able to get back into the game) | ||
Anfi
Russian Federation63 Posts
| ||
ForTheDr3am
842 Posts
On July 28 2011 08:30 Excludos wrote: At least its possible to stop a 6pool if you scout him early enough. But thats easier than a 9pool because there is no follow up, you just have to hold on. But yeah, if anyone have managed to stop a 9pool with this build on a 4player map, then please educate me. I'd love to know how you do it without losing at least some probes, and a gateway/forge. (That combined with cutting probes, will usually put you too far behind to be able to get back into the game) Wall with Pylon when the lings are below the ramp, and pull some probes to fight together with the Zealot when it pops and you cancel the Pylon. You shouldn't lose more than 1-2 probes even without micro unless the Z heavily commits, in which case you keep your front walled up. | ||
Excludos
Norway7690 Posts
On July 28 2011 23:25 ForTheDr3am wrote: Wall with Pylon when the lings are below the ramp, and pull some probes to fight together with the Zealot when it pops and you cancel the Pylon. You shouldn't lose more than 1-2 probes even without micro unless the Z heavily commits, in which case you keep your front walled up. 1 zealot + probes vs 12 zerglings before your first sentry pops out is more than "1-2 probe loss" unfortunately. The biggest problem is exactly this. You will have to wall of your front with a pylon because there is no way the zealot will get out in time. If you cancle it and wall with the zealot, he will pull back and attack the gateway + whatever else your walling with while he's steadily getting reinforcements. One of these buildings will fall before the sentry is out, and now you're in a lot of trouble with only 1 zealot, probes and maybe a sentry against 12+ lings. Edit: I guess there is a lot of "ifs" "maybe" "could do" in there. If anyone have a replay, that would show more than a thousand words | ||
dogcore
Albania128 Posts
| ||
TheGreenMachine
United States730 Posts
No expo by 6:10, and lots of sentry = throw down a lot of spines cuz hes not using gas anywhere else and if theres no nexus he is spending minerals on gateways. I think it would be way scarier if he hid sentry. | ||
YourAdHere
United States216 Posts
| ||
TangSC
Canada1866 Posts
| ||
xmikeyy17x
United States92 Posts
this is fucking awesome. lolollolololololololol | ||
TangSC
Canada1866 Posts
| ||
TehN00blet
United States7 Posts
| ||
TangSC
Canada1866 Posts
| ||
bertu
Brazil871 Posts
I also think the reason Kiwi didn`t bother with the Nexus-cancel in that particular game is because there was no lings poking the low ground. The 5th gate is usually meant to compensate for the delay in production you get for saving money for the fake nexus. So I think he anticipated he would have to do it, but than ignored it on the fly based on thelack of scouting by the opponent Again, this build isn`t new or fancy or complicated, the guide should be meant to give general pointers for it. But there is a risk of it being misinterpreted if people start assuming that is always needed to 14-gate or that is always correct to skip Nexus-cancel. | ||
Z3kk
4099 Posts
This is just a random question: how P able to support 5 gates on one base, though?! Whenever I even 4gate, I run out of resources very quickly, for obvious reasons ...is it because he is making only zealots and sentries instead of stalkers (for the main push)? Sort of a stupid question, lol. | ||
l90 Proof
64 Posts
| ||
| ||