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[G] PvZ 1 Base DT Attack - Page 3

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IDEnergy
Profile Joined February 2011
Korea (South)74 Posts
April 04 2011 17:04 GMT
#41
This build has sooo many flaws that you will figure out by the time you play this against a decent master league zerg player because any decent master league zerg will do:

1.) Initial drone scout spots 2 zealots blocking the ramp, giving suspicious thoughts and goes for either fast evo/lair to hold off any 1 base toss attack.
2.) Overload "will" fly over even if it is a sacrifice to check and see if your teching or not. No matter how much you want to deny saying "i can deny these overloads", it will get the zerg players to stop droning and quickly get spores and crawelers with units to hold off any sorts of rushes.
3.) See double gas getting mined. The placement of the shrine really doesnt matter if zerg knows your teching into something. Their point of sacrificing the overload and doing drone scout in 4 minute mark is to see if your going to do all-in or pressure or tech and all-in. Don't assume every zerg will "drone" hard.

DT openings are like risking your game. Trust me. When i was playing protoss the start of season 1, I did tons of DT rush builds. I know your timings are like accurate for what any player below master will do, but any decent zerg will take a glimpse and play safe by being sure to get enough defence towers to stop your all-in off 1 base.
사랑에 빠져버린 나는 러브홀릭♥
MisterTea
Profile Joined September 2010
United Kingdom1047 Posts
April 04 2011 17:06 GMT
#42
A drone can get past a zealot wall easily and if there's no stalker/sentry popped he's going to see everything
all it takes is for the drone to click on a mineral patch inside your base and the zealot will get 1 hit off as he passes through him
Mojar
Profile Joined January 2011
Australia185 Posts
April 04 2011 17:10 GMT
#43
Biggest problem with this build is higher level players are going to suspect dts just by poking the front and thats all, i know i would.
Elean
Profile Joined October 2010
689 Posts
April 04 2011 17:14 GMT
#44
Biggest problem with this build is that he build a twilight council while the scouting drones is still in his base.
AshesToDust
Profile Joined October 2010
Canada45 Posts
April 04 2011 18:17 GMT
#45
On April 04 2011 23:09 Jeffbelittle wrote:
To his credit, it actually did include the Twilight Council, it was just pretty well hidden behind 2 commas.

This build simply won't work. Zergs don't drone like holy hell after sac'ing an overlord at 5:00-5:30 and seeing 4 gateways. Zergs now make a whole bunch load of units instead, because if they hold the 4 gate, they win.

The Twilight Council, Dark Shrine, and the DT's themselves take such a huge hit to your resources you'll have almost 0 ground army. Lord knows there won't be adequate Sentry support.

Ultimately: if I were the Zerg under normal circumstances, and I scouted a 4 gate, I'd start massing units and 2-3 spines. And if I killed your army and your proxy pylon, and 2-4 Dark Templars were left, I'd simply Pro.Bono March into your base with my roach army, granted easy access by either killing the zealot, and or killing the 1 sentry you may have.

You have 2 choices: try to base race me where you have 2-5 DT's, my workers are going to spread out and make bases, and your workers are getting blocked at the ramp by my Roaches: whilst I have a bunch load of roaches smashing your base wide open. Or: You could try to defend my Roaches with DT's. Which gives me waaay more adequate time to get an evo chamber down, 2-3 spores, and you lose.

This may work in Platinum league where Zergs feel very blind at 5:30, and this may work in a tournament now again where a Master level player will think this build is too stupid for them to have tried, but this will NEVER work consistently.

Umm... no. I think the point of this build is that if you don't have detection when the attack hits, then you die. You are going to lose a base trade if dts are involved, no question.
IDEnergy
Profile Joined February 2011
Korea (South)74 Posts
April 04 2011 19:10 GMT
#46
[/QUOTE]
Umm... no. I think the point of this build is that if you don't have detection when the attack hits, then you die. You are going to lose a base trade if dts are involved, no question. [/QUOTE]

The point of his statement is, any zerg who is not stupid enough that double gas goes quickly and doesnt see good number of sentries or stalkers warped in around 5 minute mark, should be able to identify protoss is going 1 base tech rush. Base trade is not the point he is making. And even if base trade occurs, any good zerg who doesn't all-in off one base should be able to get enough detections to stop dt/void/tech rush when they eliminate protoss ground army. His point is that any good zerg will be able to react by getting evo chamber up when they realize protoss is being a douche and blocks off the wall and gets double gas.
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CosmicSpiral
Profile Blog Joined December 2010
United States15275 Posts
April 04 2011 19:32 GMT
#47
I'm sorry, but the major flaws of your build have already been pointed out by nearly everybody here. The success of your build should not rely on the relative ignorance of your opponent in relations to timings and scouting.
WriterWovon man nicht sprechen kann, darüber muß man schweigen.
Saracen
Profile Blog Joined December 2007
United States5139 Posts
April 04 2011 22:29 GMT
#48
Ok, I didn't read the OP as thoroughly as I should have. If you can beat me with this build, OP, I will reopen this thread. I'll even "15 hatch, 14-16 pool" or "Speedling Expand" to give you the edge.
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