should one try to transition out of it into collosi on seeing hydras or is there a way to make the push work against them, too?
STParting's Soulful Immortal Sentry All-in (PvZ) - Page 3
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Xophy
Germany78 Posts
should one try to transition out of it into collosi on seeing hydras or is there a way to make the push work against them, too? | ||
Kinon
Romania207 Posts
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ProfessionalNoob
United States75 Posts
On January 27 2013 09:02 Kinon wrote: I'm trying to get to diamond and I was wondering if this build could is viable at that level. Any thoughts? I use this build almost exclusively playing against top diamond and low masters players, it's definitely still a very very strong all-in. And I find that most of the time I lose I can point out that it was my mistake doing something stupid (ex: not walling off my base after moving out, letting them get surround on me, wasting FFs in the middle of the map) rather than someone who actually "countered" the build with a straight up hard counter to the build. And as for Hydras, I've lost to some people who go hydras, but for the most part it's not too hard to kill them as long as you hit as fast as possible. If you hit fast enough to either kill his 3rd (and he sacs it) or the majority of his army (if he engages) before a critical mass of hydras are actually out you can end up winning very handily. generally with hydras though, you want to FF behind them and run your zealots in to kill them like you would to a MMM ball. Stalkers are also quite good at this point because of FFs, since he can't really have range (I don't think...at least) you can still zone the hydras with FFs quite easily. Just make sure that if you go zealot heavy, don't waste them by making zerg favored FFs. This build is actually quite dependent on good FF and warp prism micro if your opponent can macro as well as you IMO, so if that's also something to keep in mind. Hydra ling can definitely give this build a run for its money though, but if you hit fast enough (if you're knocking on his 3rd at 10:00 or earlier) there shouldn't be enough hydras to stop you from killing his 3rd or even marching into his natural. | ||
vahgar.r24
India465 Posts
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Qwyn
United States2779 Posts
I decided to bump this thread rather than create my own... Experimenting with ways to beat this style of immortal sentry allin, and so far I cannot find a way to beat the one that pushes out at 8:50. Even with a 21 gas hydra style, like life does, my hydras still only pop around 9:00-9:10, and hydras popping out at that time are not enough to beat the push that is hitting your third/nat. It is especially deadly on 2P maps. If the push hit at 10 I would have no problem crushing it every time but as of now I am losing hope. It just seems so fucking strong. I have also experimented with a delayed third (27 supply) and fast double gas at 40, which still only gets my hydra den done at around 8:50-9:00 or so, which is not enough to hold the push considering that hydras will melt very quickly to any sort of fire. A minute earlier changes EVERYTHING, as zerg doesn't even have a chance to drone to saturation before it hits. I'm not going to bother with roaches because from my experience you cannot possibly get enough to do damage to the push. So far the only alternative I can think of are swarm hosts, and I'm not even sure about that. The few times I experimented with the hosts you have to sac your third in order to survive, which is not a position I want to be in. Assuming my macro is very close to perfect it becomes more an issue of timings, and I am in dire need of help. Is there any sort of standard opener which can transition upon scout of fast double gas and chronoed immortals into an anti-immortal sentry build that hits right at 9:00 on a 2P map? I do not want to rely on chance. I do not want to rely on roach ling, which at such a tender timing would itself rely on Protoss fucking up. I am losing hope that it is possible to hold consistently. And this is before you even factor in the possibility of a chronoed MC following the warp prism... | ||
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