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PvZ: The Main-Line - Page 6

Forum Index > Brood War Strategy
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ShadowMaster
Profile Joined September 2004
United States238 Posts
October 28 2004 00:05 GMT
#101
So, say Protoss breaks like in the Foru - Yellow game with Goons, Zealots, Archon and Templar. What exactly is it the Zerg is going to counter? It seems like a pretty solid unit composition. I'm really curious -- what is it the Protoss progamers are so afraid of lately, that they feel they need to open with the whacky stuff?
worst.player
Profile Joined July 2004
625 Posts
October 31 2004 07:37 GMT
#102
It seems that the early game is the most important part of the game in PvZ.

New Zergs put pressure on quickly rather than powering (which gave toss time). Protoss has to tech quickly enough to reach reavers/sairs/temps (one of the three at least) without exposing their rear end.

Progamers either get some D or forgo heavy defense and tech quickly. Option One allows zerg to expand himself and have economic control of the game, which would thus create a do-or-die situation for toss (to pull something out of his ass). Option Two allows zerg to trample over toss.

Obviously progamers don't want to lose silly games, so they don't get too little defense and get run over by a pack of hydras. So, they're forced to go to Option One, (if they're teching that is).

Then, progamers are governed by the laws of PvZ:

1) Zerg should always have one more gas expo than toss.
2) Upgrades are beyond crucial (+1 atk zlots anyone?)
3) Zerg can adapt to ANY protoss strategy from their strategy. The reverse does not hold true.

So, what do tosses do now? Late game zerg wins unless toss has been keeping up with upgs and exps and macro. But, most of the action happens early game. Like oov said, koreans do strats that are meant to win, not adaptive strats. However, zerg is the most adaptive race (guess why). Toss isn't.

ShadowMaster - from all your posts I was hoping you were a PvZ guru . Guess you're stuck with the rest of us who can't figure this matchup out.

Reaver-Goon? I can't remember the last time I've seen a pro use that (but I rarely watch pros..) Reaver goon is good against hydras. Some lings too. But 2 gas-base mutas dominates that. Throw in some sairs? Any good Z will scourge them.

1gate-templar-expo? Against American zergs? You'll win. Against good zergs, you'll lose. That's only because Zerg has that easy expo + tech all ready for him, that extra expo of yours really doesn't mean anything. 2 toss base vs 3 zerg base = 1 toss base vs 2 zerg base. Try to keep the base count to a minimum. Especially if you have low APM.

2gate-zlots? Cool on small maps. Especially if you kill him. Maybe an expo with forge would be nice after making citadel (start archives after).

ChRh's protoss? Instant win. Cool if you know his style, sux if you don't. I dunno why this guy went terran.

What else is there? Zerg simply dominates protoss. Do any maps balance this match up out? :o
SuperJongMan
Profile Blog Joined March 2003
Jamaica11586 Posts
April 15 2005 21:54 GMT
#103
BUMP! and you are so wrong -_-;;
Generalization doesn't work in SC. Any chobo knows that too
POWER OVERWHELMING ! ! ! KRUU~ KRUU~
Chanoipy
Profile Joined May 2004
Canada320 Posts
April 15 2005 22:26 GMT
#104
Hm.. There are only two posts for the Nada v Reach games (the one on Raid and the one on Luna) .. I seem to recall a third game where Reach wins..? I'm just wondering if anyone has the VOD and can upload it so I can add it to my collection :p
...
exalted
Profile Blog Joined March 2004
United States3612 Posts
April 16 2005 05:31 GMT
#105
On April 16 2005 06:54 SuperJongMan wrote:
BUMP! and you are so wrong -_-;;
Generalization doesn't work in SC. Any chobo knows that too


What the fuck? People are talking builds and counters and you call it generalization? I guess since you're so good this whole thread is wasted becuase you say generalization doesn't "work".

Shut the fuck up and don't revive old threads, jesus christ..
too easy
Luhh
Profile Joined October 2003
Sweden2974 Posts
Last Edited: 2005-04-16 08:15:58
April 16 2005 07:38 GMT
#106
Lurker containment will not lose it's edge at all as long as the game is played on these standardized landmaps. It would take a balance patch to change the most popular strategies and counters.

Lurker containment is the most logical and easiest way for a zerg to ensure a win. One can always use other strategies to great effect, but it will still remain the "best" choice.

Only when protoss players skill level is so high that they can get in one or two shots on each of those pesky lurkers and hit them each with a psistorm to kill them we'll see other more popular routes. But I don't see that happening, since getting psistorm that early means that the protoss won't have enough units to venture far enough from his base to get those critical hits in, without being swarmed and trapped by lings.

Fuck, old thread. Oh well, at least we know what has been said holds true yet.
I wouldn´t call him stupid, but let´s just say he´s unlucky when thinking...
Liquid`Jinro
Profile Blog Joined September 2002
Sweden33719 Posts
April 16 2005 08:17 GMT
#107
Exalted 1) I think he was talking about worst.players post - which I have only skimmed but disagree with so far. 2) Bumping this thread is good :O
Moderatortell the guy that interplanatar interaction is pivotal to terrans variety of optionitudals in the pre-midgame preperatories as well as the protosstinal deterriggation of elite zergling strikes - Stimey n | Formerly FrozenArbiter
Allko
Profile Joined February 2004
China297 Posts
April 16 2005 11:50 GMT
#108
what a wonderful guide lines for PvZ. save and read. haha
thx
Stop Playing God
SuperJongMan
Profile Blog Joined March 2003
Jamaica11586 Posts
April 17 2005 17:58 GMT
#109
On April 16 2005 14:31 exalted wrote:
Show nested quote +
On April 16 2005 06:54 SuperJongMan wrote:
BUMP! and you are so wrong -_-;;
Generalization doesn't work in SC. Any chobo knows that too


What the fuck? People are talking builds and counters and you call it generalization? I guess since you're so good this whole thread is wasted becuase you say generalization doesn't "work".

Shut the fuck up and don't revive old threads, jesus christ..


Did you read the post above? ... and reviving old threads is better than making multiple copies of the same. This thread is good anyways.

Q - How do you stop drone break if you gone 1 gate? I lost twice today to it and they hit around the time I have 3 or so Zealots which sucks...
POWER OVERWHELMING ! ! ! KRUU~ KRUU~
Veigh
Profile Joined November 2003
Netherlands300 Posts
April 17 2005 21:45 GMT
#110
On October 22 2004 11:03 choader wrote:
Pretty neat thread. Aesthetically very pleasing.

Lurker containment has been in use for a long time too; Nazul beat Grrr... (4-0?) by lurker containing every game, and that was in 2001.

http://www.battlereports.com/viewreplays.php?replaynum=3371

But I have noticed, like you have, that lurkers are almost always seen in any zvp lately. I guess the reason is that, on LT at least, it very rarely loses, while the increasing skill of toss players was destroying mass hydra. Players like IntoTheRain with his perfect storms probably contributed. The Kwakka vs Jju game is a decent example, i guess.

This is what I think.
That is all.


Holiemolie, that kwakka vs jju was one hell of a pimp play, especially the last part....
Mirror matchups are imbalanced by definition
Liquid`Drone
Profile Joined September 2002
Norway28736 Posts
April 18 2005 20:11 GMT
#111
reavers are good vs lurker containment. doesn't cost you very much either considering you really want to have speedshuttles anyway.
Moderator
iD.Surv
Profile Joined April 2004
Belgium827 Posts
April 18 2005 20:20 GMT
#112
make a massive zealot/archon army with speed/ranged obs and get 1 shutle with 2 reaver (use them as tanks) do not let him TOUCH your zeals untrill you brake out. If there are a lot hydra keep 2-3 ht unmorphed. Protect shuttle with archons.you will soon max out and the breakout is more effective than you will think. Once you are out take ur 2nd natural and make the correct decisions to kill what expo first. Do not fuck up your army.
Resonate
Profile Joined October 2002
United Kingdom8402 Posts
April 18 2005 22:14 GMT
#113
On April 18 2005 02:58 SuperJongMan wrote:
Q - How do you stop drone break if you gone 1 gate? I lost twice today to it and they hit around the time I have 3 or so Zealots which sucks...


you should scout this, but it's not always that simple i know, just remember that 1-gate is better backed up by a forge with cannon on ramp if he went lings (ie, not mass drones), especially if he stops gas after 100, cos u know speed is coming.

If u don't scout it well in time, get some probes above your ramp and start a sheild battery, also make sure that you don't have only 1 pylon powering your gateway.
Memory lane in nice
rpf289
Profile Joined October 2004
United States3524 Posts
April 19 2005 01:47 GMT
#114
In my experience plaing PvZ (read: not enough to carry a lot of weight) goon/speedzeal/temp does just fine against everything as long as you get your storms down. The entire strategy relies on your putting down storms the moment you're engaged . Any lings that get through will get raped by your speedzeals, and the goons will get free hits on units that are trying to storm dodge. Even late game when I'm up against ultra/ling I don't always have problems. Sometimes I lose to it, other times I don't I guess it depends on how I micro. I should probably note that having even three archons will make your army exponentially more powerful. You should have enough speedzeals to keep lings and ultras off of your goons, and you should have plenty of temps.
pfff
Profile Joined May 2004
Belgium1352 Posts
April 19 2005 10:21 GMT
#115
On April 16 2005 14:31 exalted wrote:
Show nested quote +
On April 16 2005 06:54 SuperJongMan wrote:
BUMP! and you are so wrong -_-;;
Generalization doesn't work in SC. Any chobo knows that too


What the fuck? People are talking builds and counters and you call it generalization? I guess since you're so good this whole thread is wasted becuase you say generalization doesn't "work".

Shut the fuck up and don't revive old threads, jesus christ..

imo, if there is one matchup where builds and counters are pretty useless, then it is pvz.
pvz strat guides always make a generalization, which imo is the shittiest way to play pvz.
It ain’t no sin to be glad you’re alive
volair
Profile Joined April 2005
United States20 Posts
April 20 2005 21:40 GMT
#116
about PvZ, my advice is to not listen to the bad players who claim that zerg owns protoss. people make false claims that protoss cant adapt to what the zerg does. considering zerg players do the same thing 75% of the time, just asume he is going for 2 base lurker contain as usual and try to scout him to see if he is doing something else. in other words you are assuming until proven otherwise.if your scouting fails then set yourself up correctly for reflexiveness. remember that even though you are asuming you still need to scout and be reflexive if necessary.

after you get 2 temps with storm and an archon get observers directly after. if he went lurkers you will have detection. in any case, you now have observers to scout. if you know he is going 2 base lurker contain, which you should assume from the beginning, then you may have to get some dragoons after the observers. if your scouting proves otherwise, adapt.

if he is going one base tech, throw down 3 cannons. one on each side of your minerals and one to protect the front from lurkers. remember that one cannon wont do crap by itself, they are to support your other units. if he has mutalisks attacking you will need an archon quickly to help your cannons.

if he is massing hydras it becomes very obvious very quickly because of his numbers. if you dont have zealot speed and he attacks you with 18+ hydras quit the game immediatly, you just lost. i hope you are better then that. you may want to have 4 temps instead of 2 against pure hydra. dont make any more archons, they are a joke against hydras.
NOBODY DIES A VIRGIN. LIFE ----- US ALL.
noob4ever
Profile Joined April 2005
Denmark59 Posts
Last Edited: 2005-04-22 04:02:00
April 22 2005 03:59 GMT
#117
Hautamaki advised on page 3, to use more goons.

I was a little skeptical about that, but this brilliant replay with H_Paul_WII & Tasika show this strategy. The big blob of goons with templar-support, did good against ultraling.
The game ends, with the use of some clever magic.


http://www.gosugamers.net/admin/replays.php?dl=2303
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