[D] PvZ: Stargate/TC => DT => HT Build - Page 2
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ReCharge
Philippines505 Posts
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tetramaster
Canada253 Posts
On September 01 2010 15:24 ReCharge wrote: It looks like a SC2 version of the Bisu build. xD Pardon, but what's the BW Bisu build? | ||
JonnyLaw
United States3482 Posts
Downloading the replays now. *Edit - Watched the replays. Overall it looks very strong. If your opponent had ran the speedlings in after the baneling bust on Xel'Naga Caverns, the game would have ended right there. That's aside from the point though. I very much enjoyed watching ultras get shredded as they have caused me some problems lately when I do not have two robos up late game for a quick ultra switch. My concern with this build is the same as most shared here. Detection. In a couple of the metalopolis games in particular I saw 3-4 idle overseers on the field at the same time. If all of these are brought into the fray at low energy and actually WITH the ultras (one opponent in particular loved running his army with zero or one overseer) the phoenixes will have trouble dealing with them fast enough. I suppose when the army composition was roach/ultra this may be less of a problem. And I said the phoenixes because the stalkers aren't getting anywhere near overseers with the ultras on the field. One other thing to note. In nearly every game, by the time it was approaching the mid-game you had a significant food advantage already from the zerg players either throwing away units or failing to macro properly because of the early two gate pressure. I think this points to a degree at a failure on their part as any success of this build. Two gate is fairly standard pvp/pvz. I'll give this a try and see how it works out for me on the ladder and thanks for the build. tl;dr Optimistically hopeful this can work as in reality as shown in the replays. | ||
Darkblade7
Malaysia4 Posts
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ReCharge
Philippines505 Posts
On September 01 2010 15:26 tetramaster wrote: Pardon, but what's the BW Bisu build? Its a super harass build, corsairs kills ovies, DT kill everything else outside of detection. Particularly the workers. | ||
tetramaster
Canada253 Posts
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Skyro
United States1823 Posts
Colossi are sort of boring yes, but they are still an incredibly solid unit in this match-up. You should definitely consider adding some Colossi into your army mix in very late games, even if you already have HTs as HTs are the counter to the counter of Colossi (Corruptors and Infestors). I think you're catching a lot of zerg off-guard with the unit comp. Storm is great vs hydras, but terrible vs roaches when they get all their upgrades, so you need robo units to deal with that. Roaches can just burrow and move away and be back at full health in seconds. I'm also skeptical about relying too much on DTs in your main army. At the end of the day it all comes down to micro, so if you can outmicro them I can see it working but hard to say. Phoenixes or stalkers trying to chase down overseers will get riped up by zerg players who kite their overseers over their hydras. One well-placed fungal growth can also cause big trouble for your DTs. | ||
Azron
Australia11 Posts
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Piy
Scotland3152 Posts
I used phoenix/zealot for quite a while on the ladder and it just isn't cost effective against a large enough number of Roaches with some hydra's. Maybe you've worked out a better version though | ||
DennyR
Germany379 Posts
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ALPINA
3791 Posts
Gonna watch replays to see what can I improve vs. this build as Zerg | ||
mathemagician1986
Germany549 Posts
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Xeln4g4
Italy1195 Posts
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JonnyLaw
United States3482 Posts
I really think it came down to my lack of early and mid game aggression though. I needed the DTs quicker in order to push back the roach/hydra army and put him on his heels during a stage of the game where he cannot afford to make excessive overseers. I'll keep trying it a bit. I'll upload the replay tomorrow. | ||
Plexa
Aotearoa39261 Posts
You know what you are talking about though, everything you outlined in the spoilers etc is all correct up to my own understanding. I suppose the difference in opinion over the earlygame stuff is mostly due to stylistic differences between us, so I hope that doesn't bother you too much. But anyway, using feedback on overseers is pretty clever, definitely going to have to try this out! One thing worth noting is that DTs can kill lairs really quickly and if the opponent doesn't have a lair - he can't rebuild detection. I had a friend lose a game to a mothership recall (which sniped his hive/pool) and mass DT because he couldn't rebuild his overseers once they died. | ||
Zidane
United States1683 Posts
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TheFinalWord
Australia790 Posts
Also is it possible you are relying too much on feedbacking overseers since its so easy to deplete the energy? | ||
leveller
Sweden1840 Posts
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mx99
Poland23 Posts
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Sewi
Germany1697 Posts
Thanks for your long and well structured post! I will comment on the replays when I watched them and read through your whole post | ||
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