I wonder if it's better to sacrifice zeals and force zergs to make static defense and zerglings, humbling the zerg economy, or to just build and confront zerg later on.
PvZ: The Main-Line - Page 2
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gg_hertzz
2152 Posts
I wonder if it's better to sacrifice zeals and force zergs to make static defense and zerglings, humbling the zerg economy, or to just build and confront zerg later on. | ||
Cambium
United States16368 Posts
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SoMuchBetter
Australia10606 Posts
Sair DT works well against ultraling provided you can pop any lords that try to provide detection. Sair DT are also effective in taking islands away from the zerg. If you can get a shuttle of DT on it and the island is sporeless then you can pop any lords that come for detection then get rid of the nydus. Additionally, If you can act fast enough then you may be able to hit the zerg's bases and take them out as well. Archons are a must against ultraling. You'll need them as their splash is effective at killing off zerglings as well as being a meat shield comparable to an ultralisk. Try to keep only a small group of templars, and turn the rest into archons. Archons and zealot are the closest thing that protoss can get to ultraling. If you combine them with some storm and decent upgrades then you have yourself a force that can compete with ultraling. | ||
kloownz
26 Posts
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Liquid`Jinro
Sweden33719 Posts
They are all meant for different situations.. Geez -_-;; That doesn't even make sense if you are speaking of cost effective -.- | ||
TreY
United States997 Posts
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hhkx
Canada757 Posts
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pooper-scooper
United States3108 Posts
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gg_hertzz
2152 Posts
I only see people upgrade attack and shields, but what the fudge is that other thing?? | ||
ShabZzoY!
Great Britain760 Posts
I hate to throw that away for my 3-3-2 to be replaced by a shiny 3-3-3 | ||
Mora
Canada5235 Posts
On October 23 2004 07:42 ShadowMaster wrote: Next up -- to you Zerg players: what is required before you can go Ultra/Ling on a normal Lost Temple-esque map and what can the Protoss do to prevent and/or counter it? depends on the zerg player. Im a low econ fast hive user. I usually have a finished hive by the 10 minute mark. my natural expo is all i need. (this is not to pump ultras though). Lots of counters. My build will always adapt to theirs though, and should be vice versa. If your going for dt/sair/fast(or)mass expo, going fast cracklings off of 2 base won't exactly cut it :O | ||
pinbaLL
Sweden1711 Posts
On October 22 2004 09:58 Casper... wrote: i am making fries fries are good i like to eat fries rofl | ||
NonYold
United States2814 Posts
Notes about the replay: 1. Zerg that early expand and defend against corsairs are weak against reaver drops. With the corsairs you can harrass overlords, until many hydra gather under many overlords, and reavers can be dropped somewhere else. Also, the corsairs can scout for oncoming hydra, so the reavers can retreat in ample time. 2. Reaver/goon doesn't really work against well-controlled mass hydra in open ground. Unless you have a strong initial attack with the zerg on defense at his natural, you're unlikely to win. In the replay, you can see that you must switch to high templars/zealots at the right time, without getting too weak during the switch. 3. Mid-game reavers are strong (and for that matter, so are late game reavers, although this isn't displayed in this replay) The reavers allow you to be as fast as the Zerg. A speed shuttle can zip around to expansions when you can't afford to commit your army to go across the map to attack an expansion. On the defensive end, reavers flying in to support a nexus only defended by cannons is amazing. Cannons + reavers is a million times stronger than cannons alone. 4. In the replay, look at about 19:45 as the reavers go to 9:00's main, and then return to 9:00's mineral-only to mop up battle. Or at the very end of the replay, a reaver flies to 6:00's natural to attack drones (although it is unsuccessful) at the same time a frontal attack occurs. Basically, this use of the reaver/shuttle is having 2 arms instead of 1. You can be effective in 2 different spots at once, without having to split up your army. Sorry, the players aren't pros- but I think you'll find they're good enough and it's a decent enough game to analyze. http://www.duke.edu/~tjw4/PvZmainline.rep | ||
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Liquid`Jinro
Sweden33719 Posts
Scourges are the god damn spawn of satan for any toss using shutles -_-;;; | ||
NonYold
United States2814 Posts
In any case, if you think you're not gonna see scourge, you're wrong. Most zergs will make a spire ASAP after seeing a shuttle | ||
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Liquid`Jinro
Sweden33719 Posts
I think it's too risky ;o | ||
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IntoTheWow
is awesome32274 Posts
I think its one of the most important things in using Goon + rvr. Getting de Zerg to be just a little behind while teching and trying to get goon/rvr to be a "surprise" on them. I mean not letting him to adapt to it. Even if they see your tech option, They will have to be on defensive position till que can finish his spire and you can always wonder around his base and be back at your expo with shuttle to support the cannons. Plus robo provides detection ;o | ||
NonYold
United States2814 Posts
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NonYold
United States2814 Posts
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RuGbUg
United States2347 Posts
On October 23 2004 16:42 NonY wrote: good post and good replay, you always put yourself out there for criticism. i respect thathttp://www.duke.edu/~tjw4/PvZmainline.rep | ||
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