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[edit: WHOOPS! I forgot to make an appropriate title :/ Hopefully you guys can fix it and overlook it just this once]
Hey guys, its MY first post on this site. My first first post was stolen by my friend when i left my computer on :[ How sad. Some of you might recognize me from the WCG Qualifiers, I sat around the channel and had some pretty nice discussions with a few of you. Or as the poor sap that was always paired against G5 or Luckyfool
Few things to note: Due to college apps, a new girlfriend and the Intel Science Talent Search, -I don’t have the time to mass game iccup so I just goof off on iccup against my C/C+ ranked friends -I don’t keep track of proleague trends, in fact only 2 weeks ago was I beat by 3 hatch spire 5 hatch hydra -I hate long games because I lack the practice to have good macro
That being said, I am in no way your typical Protoss player.
So one day, while taking an extremely wasteful 50 minute shower I was thinking up a starcraft build to use for the TSL.
It would have to be extremely straight forward, extremely easy to pull off macrowise, fun to do so I don’t get bored and end up on Modern Warfare 2 And most importantly…
Is a cheese 
-The idea behind the build- Reaver sair is good on a few maps, namely andromeda and on cross positions python and destination Coincidentally, all of these maps have a relatively easy 3rd gas to obtain… It’s either on a friggen island or has a really neat bridge infront of it where a good sim city + reavers can massacre 40 hydralisks. (for the sake of simplicity, I’ll be referring to your 3rd base as an “island” for the remainder of this guide)
The build is designed to look like reaver sair for the most part, that is until the first pair of scourge die The build is also designed to not have any openings to any cheeses because it is based off of the Forge FE
-The Build- I hate having to give you guys psi/max psi counts (e.g. 8/9 pylon) Why? Because it’s the forge FE. You could be doing 13 forge 13 nex, 14 nex, 12 nex, 11 forge 12 double cannon and 14 nexus The point is, there’s a lot of different possible openings, it’ll be kinda hard to write down So bear with me while I give you relative timings and a brief summary of what you have at a certain key point in the game.
1) The super duper early game! You start off your basic forge FE with the objective of getting a second nexus as fast as possible without dying
If you have the opportunity to gateway first (lucky scout or you’re playing on colosseum 2), do so! As soon as your gateway is making that pwwwwinngggg noise (warping in), take a gas! [What you should have: 1-4 cannons, 1 gateway, 2 nex, 1 zealot, 1 forge]
2) The kinda sorta maybe early midgame When your core is finished take the second gas Get a stargate and then a robo facility Make 1 corsair and try to keep it alive as long as possible Start making a second corsair a few seconds after the second one (shuttles are expensive! :/ ) Take the island expansion as your 3rd gas and use the standard “make robo support bay when the shuttle is 50%” thing to get yourself your first reaver and add cannons. You want to have around 8 so you look like you’re dedicated to reaver sair.
[1 shuttle, 3 nexii, 1 reaver, 1 zealot, 4-8 cannon in nat, 2 cannon in main, 1 stargate, 1 core (upgrading air attack), 1 forge, 1 robo support bay, 1 robo facility]
3) The zerg begins to spam 5sh6sh7sh8sh9sh time! After the first reaver is done and 8 probes are transferred to your island, cut probe production in the first two nexii in order to produce 4 more stargates and a fleet beacon (wait 10 seconds after scout speed to start making scouts so they finish at appropriate times). You want 2 reavers in your front and 1 reaver in your island shortly after that Oh and get a scout with your original stargate
Note: It is crucial you do not let your 3rd gas fall. Fill every little bit of room on your island with cannons
Get an observatory and start making a few observers so you can see possible incoming dropships to your island or extremely vulnerable main
[1 shuttle, 3 nexii, 3 reaver, 1 zealot, 8 cannon in nat, 2 cannon in main, 6-10 cannon in island, 5 stargate, 1 core, 1 fleet beacon, 1 forge, 1 robo support bay, 1 robo facility, 1 observatory, 1 scout]
4) The dude caught on to you so he’s now taking a 4th and 5th base If he isn’t doing that, he’s bad at this game Do not push out until you have 11 scouts. Note: 1 scout + 5 scouts + 5 scouts = 11 scouts!!!
From then on out you keep pumping scouts and attempt to get the other island, or a reasonably safe 4th base with 2 more reavers sitting ontop of the ramp or whatever.
If you do get a 4th base you get 3 more stargates If its andromeda you can add 1 more stargate when you get your min only It’s up to you whether or not you want to switch into a ground army after you’ve decimated enough of the drones and overlords. In fact, you already have 5 reavers ready to push with a bunch of dragoons and templars. It’s a pretty shaky transition but hey it kinda works
[1 shuttle, 3-4 nexii, 3-5 revers, 1 zealot, 8 cannon in nat, 2-6 cannon in main, 6-10 cannon in island, 5-9 stargate, 1 core, 1 fleet beacon, 1 forge, 1 robo support bay, 1 robo facility, 1 observatory, 11 scouts]
-The control- Scouts with speed are pretty darn annoying… 11 scouts with +1 attack stacked with a probe (probes cant fly so why don’t you pick one from your island?) can 1 shot kill hydralisks and 1 shot kill overlords and 1 shot kill drones and take down any creep colony that started to warp to a spore colony before it becomes a spore colony
22 scouts can freely engage 4 spore colonies and take minimal losses
Try not to engage hydralisks as they do a lot of damage in critical mass. Rather just fly around and starve the zerg out by making him remake drones and overlords.
The micro vs scourge is simple. I’m sure most of you guys know of the ZvZ Muta vs Scourge Patrol trick where you use patrol to shoot while flying when you’re 2 matrices away from the scourge Well scouts have a longer range than mutas do so you have even more space to use the Patrol trick.
-Why this build isn’t absolute crap?- Any early game cheese or break will not get through because the strength of the Forge FE is defense. Most people have little practice vs scouts and therefore will underestimate their strength. That is, scouts can take one hell of a beating and if you have shield batteries they’re gonna last oh so much longer.
-Possible counters?- If they go 2 hatch muta they’ll run into 2 cannons and 2 corsairs If they go some crazy muta tech switch, im pretty sure 2-6 cannon and 11 scouts will beat 20 muta Lurker drop? Reavers + obs + scouts Hydra drop? Unless it is SUPER SUPER SUPER early, you’ll have map control and be able to kill all the ovies before the hydras are done Ultraling? You’re funny
They need some clutch plagues to win, and usually people will have just finished hive tech by the time you attack. Use your observers to scout out their tech, this is crucial. If there are defilers, you must be more careful
-The beauty of this build- YOU CAN HAVE TERRIBLE MACRO AND STILL PULL THIS OFF BECAUSE SCOUTS TAKE FOREVER TO BUILD I spend most of my time watching the scouts I’m microing Whenever I see my gas pile up to 600 or something I go back to my stargates and make another round. And even then they end up queued.
Game winning scenario! [22-33 scouts destroying every hatchery, drone, overlord, whatever. 3-5 bases (including main and natural), 5-12 stargates pumping scouts OR 12+ gateways pumping ground, 5+ reavers in defense or being dropped to be annoying, the rest of the buildings I named before (its not as important as what I already listed)]
I would love to post some replays, but I don’t have access to my computer right now. In fact I should be taking notes during History class.
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Please for the love of god, don't post a thread title in all caps... I can't even take it seriously Edit: ok I read it... and saw your edit.
Is this theorycrafting? Or have you actually done this build and won with it?
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Is this theorycrafting? Or have you actually done this build and won with it?
I beat a few C level Zerg friends of mine and I went 7-0 on iccup with it then agian that 7 was vs a bunch of Ds...
Which is why I want other people's thoughts on this! Especially those of a C- and higher level zerg or protoss
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I honestly think that this build will only work on maps where its easy for protoss to defend. Mass hydras seem kinda strong against this build because you are not gonna have templars and yes reavers are strong but if they have good enough swarms they can break your front door really easy with lurkers and lings with the hydras going up against the scouts.
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I want a replay and popcorn.
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If the map doesn't have an island 3rd, does this weaken the build a lot?
(Of course this is a pretty bad build, but seems very fun to try at lower levels)
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this is a terrible build.
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but perfect to use on my chobo friends. I'll have to give it a shot
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This would be suicide to try vs any competent zerg.
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uhhh what about 2 or 3 hatch hydra break? Even 5-6 cannons cant stop this, and only delays them until you have STORM, which....you are not getting. Hydra rush would destroy this build pretty easy.
also
what stops a zerg from ensnaring your 11 scouts, and then picking them off with hydra / scourge?
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Lzgamer did this to Machine. It's perfectly viable, even at higher levels of play, it's just that the P almost always has to be better than the Z. Not by a lot, but by some. Some foreigner killed gorush with scouts after a failed 2 hatch muta, iirc. It's in the replay section.
The problems with the build are mostly in the transitions. Getting a large ground army is hard to figure out the window, and just massing scouts stops working eventually. If you go carriers, you may as well have gone sair/reaver first. The other large problem is it's very map dependent, any maps with islands it works well, all others it really varies. Blue storm and cliff heavy maps they work well.
On December 05 2009 17:40 eXigent. wrote: what stops a zerg from ensnaring your 11 scouts, and then picking them off with hydra / scourge? Even ensared, speed upgraded scouts move pretty fast. Scourge move faster, but they can still be hit with patrol micro a few times. If there are lots of cliffs on the map, trying to kill scouts with hydras is very tough.
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On December 05 2009 17:41 Nevuk wrote:Lzgamer did this to Machine. It's perfectly viable, even at higher levels of play, it's just that the P almost always has to be better than the Z. Not by a lot, but by some. Some foreigner killed gorush with scouts after a failed 2 hatch muta, iirc. It's in the replay section. The problems with the build are mostly in the transitions. Getting a large ground army is hard to figure out the window, and just massing scouts stops working eventually. If you go carriers, you may as well have gone sair/reaver first. The other large problem is it's very map dependent, any maps with islands it works well, all others it really varies. Blue storm and cliff heavy maps they work well. Show nested quote +On December 05 2009 17:40 eXigent. wrote: what stops a zerg from ensnaring your 11 scouts, and then picking them off with hydra / scourge? Even ensared, speed upgraded scouts move pretty fast. Scourge move faster, but they can still be hit with patrol micro a few times. If there are lots of cliffs on the map, trying to kill scouts with hydras is very tough.
sticking with the ensnare, what if he ensnares your 11 scouts while they are close to his 3rd/natural...and then hydra rushes the tosses natural. Without much units defending it, and no storm, how do you expect to save it?
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i love this build. gj lol
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On December 05 2009 17:46 eXigent. wrote:Show nested quote +On December 05 2009 17:41 Nevuk wrote:Lzgamer did this to Machine. It's perfectly viable, even at higher levels of play, it's just that the P almost always has to be better than the Z. Not by a lot, but by some. Some foreigner killed gorush with scouts after a failed 2 hatch muta, iirc. It's in the replay section. The problems with the build are mostly in the transitions. Getting a large ground army is hard to figure out the window, and just massing scouts stops working eventually. If you go carriers, you may as well have gone sair/reaver first. The other large problem is it's very map dependent, any maps with islands it works well, all others it really varies. Blue storm and cliff heavy maps they work well. On December 05 2009 17:40 eXigent. wrote: what stops a zerg from ensnaring your 11 scouts, and then picking them off with hydra / scourge? Even ensared, speed upgraded scouts move pretty fast. Scourge move faster, but they can still be hit with patrol micro a few times. If there are lots of cliffs on the map, trying to kill scouts with hydras is very tough. sticking with the ensnare, what if he ensnares your 11 scouts while they are close to his 3rd/natural...and then hydra rushes the tosses natural. Without much units defending it, and no storm, how do you expect to save it? This build is a reaver into scouts build. I tried it out earlier today, but my opponent was so bad it wouldn't really have mattered what I did. 3 hatch hydras definitely did nothing though.
Most scout builds in pvz involve getting scouts after getting air control and reavers/storm. Scouts come pretty late, and queens/ensare won't be made until after scouts are scouted, so it will be fairly late in the game as to when you're talking about. Scout builds aren't like 2 port wraith or 2 hatch muta, they're very different in style... very similar to sair/reaver, if I had to describe the way they play out.
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On December 05 2009 17:43 Misrah wrote: plagu. end of story.
While I think it's a farfetched build... he explained that most of this would go on before plague came out. Or at least the initial attack.
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Any reps? Esp if someone has the Lz/Machine one stashed away somewheres?
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Plague doesn't really work well on scouts. I mean, it hits them, but they have plenty of shields and a decent microer won't let his scouts get hit enough times by hydras to matter, and forcing an open confrontation in the air without ground support is rather unlikely.
Here's the game I was thinking of. It's version 1.15 or 1.14 though, I think. G5 playing gorush with scouts. (Gorush makes no hydras, but ignore that part...)
http://www.teamliquid.net/replay/download.php?replay=1037 http://www.teamliquid.net/forum/viewmessage.php?topic_id=68913
edit : This is a totally different build, though. Just a demonstration of scouts in pvz and their general use.
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On December 05 2009 18:06 Nevuk wrote:Plague doesn't really work well on scouts. I mean, it hits them, but they have plenty of shields and a decent microer won't let his scouts get hit enough times by hydras to matter, and forcing an open confrontation in the air without ground support is rather unlikely. Here's the game I was thinking of. It's version 1.15 or 1.14 though, I think. G5 playing gorush with scouts. (Gorush makes no hydras, but ignore that part...) http://www.teamliquid.net/replay/download.php?replay=1037http://www.teamliquid.net/forum/viewmessage.php?topic_id=68913edit : This is a totally different build, though. Just a demonstration of scouts in pvz and their general use. The first one is corrupted :C
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On December 05 2009 17:55 Nevuk wrote:Show nested quote +On December 05 2009 17:46 eXigent. wrote:On December 05 2009 17:41 Nevuk wrote:Lzgamer did this to Machine. It's perfectly viable, even at higher levels of play, it's just that the P almost always has to be better than the Z. Not by a lot, but by some. Some foreigner killed gorush with scouts after a failed 2 hatch muta, iirc. It's in the replay section. The problems with the build are mostly in the transitions. Getting a large ground army is hard to figure out the window, and just massing scouts stops working eventually. If you go carriers, you may as well have gone sair/reaver first. The other large problem is it's very map dependent, any maps with islands it works well, all others it really varies. Blue storm and cliff heavy maps they work well. On December 05 2009 17:40 eXigent. wrote: what stops a zerg from ensnaring your 11 scouts, and then picking them off with hydra / scourge? Even ensared, speed upgraded scouts move pretty fast. Scourge move faster, but they can still be hit with patrol micro a few times. If there are lots of cliffs on the map, trying to kill scouts with hydras is very tough. sticking with the ensnare, what if he ensnares your 11 scouts while they are close to his 3rd/natural...and then hydra rushes the tosses natural. Without much units defending it, and no storm, how do you expect to save it? This build is a reaver into scouts build. I tried it out earlier today, but my opponent was so bad it wouldn't really have mattered what I did. 3 hatch hydras definitely did nothing though. Most scout builds in pvz involve getting scouts after getting air control and reavers/storm. Scouts come pretty late, and queens/ensare won't be made until after scouts are scouted, so it will be fairly late in the game as to when you're talking about. Scout builds aren't like 2 port wraith or 2 hatch muta, they're very different in style... very similar to sair/reaver, if I had to describe the way they play out.
ah I see.
Ok how about 2 or 3 hatch hydra break. He states that he has this in the early to mid game
[1 shuttle, 3 nexii, 1 reaver, 1 zealot, 4-8 cannon in nat, 2 cannon in main, 1 stargate, 1 core (upgrading air attack), 1 forge, 1 robo support bay, 1 robo facility]
is that feasable against a competant zerg that opens with hydra to rush cannons. Once the reaver dies, is it not game over?
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T.O.P.
Hong Kong4685 Posts
How many cannons are you going to build when zerg has 36 hydras? This build really doesn't work because zerg could just 1a2a3a your natural.
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I've fooled around D+/C- many times when I'm bored with something like this, except i just get a quick reaver on my nat, 3 stargates and wait till 11 scouts just like you said and only get my third later. I trap a dragoon in pylons so i dont have to worry about trapping something else :D Things do start going downhill when they get plagues off you and spore spam.
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On December 05 2009 19:08 T.O.P. wrote: How many cannons are you going to build when zerg has 36 hydras? This build really doesn't work because zerg could just 1a2a3a your natural. Cannon + Reaver. What are you talking about? Hydra rushes slower than 2hatch are a joke when you're going reavers.
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On December 05 2009 18:22 Iplaythings wrote:Show nested quote +On December 05 2009 18:06 Nevuk wrote:Plague doesn't really work well on scouts. I mean, it hits them, but they have plenty of shields and a decent microer won't let his scouts get hit enough times by hydras to matter, and forcing an open confrontation in the air without ground support is rather unlikely. Here's the game I was thinking of. It's version 1.15 or 1.14 though, I think. G5 playing gorush with scouts. (Gorush makes no hydras, but ignore that part...) http://www.teamliquid.net/replay/download.php?replay=1037http://www.teamliquid.net/forum/viewmessage.php?topic_id=68913edit : This is a totally different build, though. Just a demonstration of scouts in pvz and their general use. The first one is corrupted :C You have to patch down to 1.14 or 1.15 by using the 7x patcher thing. Actually, checking with bwchart, it's a 1.13 replay. So patch the .exe to 1.13 and it will work.
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i want a replay of this so bad
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How much "micro potential" do Scouts have when compared against Mutalisks and Wraiths? Before speed and after speed?
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It's "Nexuses" not "Nexii".
/grammar police signing off
I love Scouts.
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On December 06 2009 06:40 Deviation wrote: How much "micro potential" do Scouts have when compared against Mutalisks and Wraiths? Before speed and after speed?
I will just say that Scouts are one of the easiest units to micro (imo). Their long range missles and not super-picky ground attack make them ideal for microing.
There is a reason scouts aren't used and it really has nothing to do with their micro. If you're bored sometime go mass scouts vs a computer, they are by far the most fun unit to micro (again, imo).
As far as the build, I approve of anything involving scouts. I wish Blizzard would either a) make them cost less b) let them have speed at spawn or c) make them build faster. I honestly think it would help Protoss in the 'PvZ imba') and wouldn't be too OP against Terran.
For viability though, we'll have to wait and see if anyone posts good replays (a few have been posted already)
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On December 06 2009 06:49 HuskyTheHusky wrote:Show nested quote +On December 06 2009 06:40 Deviation wrote: How much "micro potential" do Scouts have when compared against Mutalisks and Wraiths? Before speed and after speed? I will just say that Scouts are one of the easiest units to micro (imo). Their long range missles and not super-picky ground attack make them ideal for microing. There is a reason scouts aren't used and it really has nothing to do with their micro. If you're bored sometime go mass scouts vs a computer, they are by far the most fun unit to micro (again, imo). As far as the build, I approve of anything involving scouts. I wish Blizzard would either a) make them cost less b) let them have speed at spawn or c) make them build faster. I honestly think it would help Protoss in the 'TvZ imba') and wouldn't be too OP against Terran. For viability though, we'll have to wait and see if anyone posts good replays (a few have been posted already)
It would help protoss in TvZ eh? Interesting concept 
No I kid 
I like this build, has OP gotten home to post reps? Or has anyone else grabbed some reps? I can't actually play online at the moment my wireless connection is too shaky
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Wouldn't you just die if they mass hydras and attack you? What about dark swarm? Do the scouts transition into a more standard PvZ army or are they used until the end to finish off the opponent?
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omfg! stop the complaining -.- this is a really badass build ^_^
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United States889 Posts
It's pretty lolz that you admit all the weaknesses of scouts and this build up front.
And for the record I cannot possibly disagree more with your statement that the strength of scouts is underestimated. Hydras own scouts. Scourge own scouts. Spores own scouts. They do, fully upgraded, 11 damage to ground units. Unupgraded, which is more likely, they do 8 damage to ground units. Their rate of fire is significantly slower than hydralisks, and, most importantly, you can build 3, nearly 4 hydralisks with as much as a scout takes. One scout has a hard enough time killing 2 hydralisks. 3 is suicide. If the zerg has even bad macro the ratio to hydras to scouts alone will doom this strategy.
Add to that the fact that they take forever to build as you said, and hydralisks don't, this build is just plain suicide. I'd love to see it work because scouts are funny but seriously, two spores at each expansion and normal hydralisk numbers would annihilate this build.
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I toyed around with scouts a bit before. I began using them exactly like mutalisks but only against zerg for ovie hunting. Could probably be a really funny thing to do to a weaker friend but I bet how much it costs even though they are good at it, a decent player will make you pay.
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I always support any build based on the Scout.
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That looks pretty much like the Stove build right? I don't remember the stove getting that many scouts though (from 2 stargates nonetheless).
Very nice game BTW, it's always cool to see scouts get used.
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Im no stove specialist but iirc a textbooks stove includes just 1 scout.
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I would think a reaver-scout build would work like a reaver-sair build? Anyway, pretty cool idea... imagine bisu using this build rofl :D
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I think my 2 hatch muta micro, + 3rd expo after attacking and constant mutas could own your 2 corsairs and 2 cannons lol.
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Just wondering...
How many scourge does it take to kill a scout?
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actually a buddy of mine who is around a B- zerg player and a c level toss did this buil din an obs match on desti against a high c- zerg and completley owned him just straight up mass scouts. off the forge FE build.once hyrda/swarn comes though it gets a little more harder but he kinda already killed 3 of the zergs bases anyways so not even swarm could get him back into the game.
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On December 07 2009 12:52 Denzak wrote: Just wondering...
How many scourge does it take to kill a scout?
Three, if they're both not upgraded
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On December 07 2009 13:18 meeple wrote:Show nested quote +On December 07 2009 12:52 Denzak wrote: Just wondering...
How many scourge does it take to kill a scout? Three, if they're both not upgraded
Good to know... Anyone ever consider the balance of the game if the price of the Scout changed from 275 minerals and 125 gas to 225 minerals and 125 gas... and the build time was decreased to a minute instead of a minute and 20 seconds. Or hell just tweak the stats/pricing/build time. I'd be happy if only the build time was changed... Like, seriously. :D
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The Pros that I can see from this build are: 1.) The main army is mobile and harassment is strong.
2.) Each Unit is technically strong also.
3.) Can catch people off guard from standard builds.
4.) Lurker Hunting 
The Cons: 1.) Early wall-in defense is weak. 2 corsairs and 2-6 cannons (and maybe a reaver) doesn't cover 2 bases really well.
2.) The fact that the build requires a 3rd gas is already tough enough to implement. I mean, most 3rd gases are hard to secure in most maps.
3.)Early scouts are slow and easy to kill. Only until they get that speed upgrade and good numbers can they be viable for harassing. By the time you get good numbers, he's probably well defended. I think 3 scourges is enough to take down a scout too.
4.) You need to hide the build. If the player catches wind of what you are doing, it's over.
5.) TVP weakness: EMP and anti-air / basic m&m builds
6.) ZVP weakness: early harass and 3rd gas / swarm / mass hydra / devourers (slow shooting scouts)
7.) PVP weakness: mass goons
8.) Takes a lot of time to implement. No opponent will sit there and watch you make a clump of scouts.
My overall thoughts: It's generally a bad build. The timing of the build to take effect takes a long time. The requirements of the build is steep. There are too many basic/tech switch counters for it and you can't switch your tech as well because you must commit on it early. The build relies heavily on harassment and one-shotting units.
But, it is a good build to catch people off guard on their usual BO's and might only work on opponents that don't scout at all.
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Everyone says this is a bad build but I bet over half of you would lose to the OP PvZ if he did this against you.
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I actually lost a ladder game against a B+ korean (with good ratio) that went FE -> scouts on Destination.
I won't post the replay though, even admitting that it happened is humiliating beyond words :<
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On December 07 2009 14:01 Shiva_Chandra wrote: I actually lost a ladder game against a B+ korean (with good ratio) that went FE -> scouts on Destination.
I won't post the replay though, even admitting that it happened is humiliating beyond words :<
That's why it is a good build! If it only works 1 out of 5, it's worth to do. :-)
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Yep the scout build: some tsl person tried this on me.
Watch the rep and tell me what you think?
+ Show Spoiler +As i said before, this fails so hard on so many levels.
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+ Show Spoiler +Very nice control from him... but this is a textbook example of why this fails. He never had enough muscle in his army to really be a threat. Scouts took up so much of his resources that by midgame you were like 30 supply ahead of him, and could just jam units down his throat.
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stork, what are you doing posting your revolutionary pvz build on tl?
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On December 05 2009 15:53 SilverA123 wrote: -I don’t keep track of proleague trends, in fact only 2 weeks ago was I beat by 3 hatch spire 5 hatch hydra
You make it sound like the latest metagame shift in PvZ is some cheesy all-in that a C+ should always be able to block.
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On December 11 2009 11:56 Misrah wrote:Yep the scout build: some tsl person tried this on me. Watch the rep and tell me what you think? + Show Spoiler +As i said before, this fails so hard on so many levels.
That guy didn't even do the proper scout build outlined in the guide, he did it off 2 base and starved himself until the very end when he finally decided to expand. Also when does a negative ratio D+ doing a build verify its viability?
And this was always meant to be a fun/humiliation build not a new PvZ style.
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On December 11 2009 12:23 prototype. wrote: stork, what are you doing posting your revolutionary pvz build on tl? Haha.
To the guys bashing it saying it sucks on colos2 and desti, no shit it does! While I'm not saying it's a great build, it definitely would be better on a map with an island expansion such an Andromeda (given in the example). I can see it working on Python as well. The build's strength comes from its unpredictability in a favouring map, this isn't intended to work every game.
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ah absurd theorycrafting after college apps caused by an inspiration during a shower. reminds me of my youth. the good old days.
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This build is old news. It was invented by Trozz and I weeks ago. Also learn to scout. Your build makes little to no sense, instead of transitioning into MORE scouts which is countered easily by mass hydra, you use the one group of scouts to gain and advantage by screwing up the 5 hatch hydra production stage by sniping ovies and drones. You use this to get a ground army and an eventual third while pumping out of 2 stargates to keep harassing.
Your way might work, but I think there's potential to make this into a real build. Not just a build that works against terrible players.
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You get scout speed late. With speed, you can rape scourges. Please post a replay. ^^
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lol this is epic. I so wish scouts could have become part of the metagame and not a joke unit.
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lol, i fell for this kind of build the other day on colosseum, but it was more like i lost the game than the protoss won it, simply bec ause i sucked too bad at scouting and stuff. But once there are like 15 speedscouts out it become _very_ difficult to defend. Scouges are worthless since they die in one hit and hydras are way too slow to really be a danger, so the Z end up losing every sings ovie an drones. Very powerfull actually once it kicks in.
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On December 11 2009 14:17 Ao wrote: This build is old news. It was invented by Trozz and I weeks ago. Also learn to scout. Your build makes little to no sense, instead of transitioning into MORE scouts which is countered easily by mass hydra, you use the one group of scouts to gain and advantage by screwing up the 5 hatch hydra production stage by sniping ovies and drones. You use this to get a ground army and an eventual third while pumping out of 2 stargates to keep harassing.
Your way might work, but I think there's potential to make this into a real build. Not just a build that works against terrible players. WEEKS ago, whoa man, everyone got beat to the punch
Lol, "learn to scout." Hahahaha.
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Ao and Trozz beat me with this on HBr in a team melee 
But then I got a teammate who wasn't horrible and got them back! Twice! Those were fun games, too bad team melee reps don't work.
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