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WeSt:
I actually have not tried a 2 Queen push yet, but you make it sound fairly good when there is no chance that a Protoss player will have any Immortals out yet.
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exit:
I think people are becoming wiser to the strat too. . .
Zerg, I believe, has the most scouting options available to them figuring out when to transition out of the opener shouldn't be too much of a problem like you say.
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Good Post by Poorkid if you haven't seen it yet. . .
The guy cancels a Hatch to lay down a Tumor before all the Creep vanishes.
While it is time consuming and costs a little bit of Mineral to cancel the build it means that you can potentially place Tumors anywhere on the map before Lair tech
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This build is terrible, and should never work.
I can have a robo facility up by 4:40 with one zealot out an economy focused build. My obs will pop at 5:10, reach your base at around 5:30-40 (I'm building an immortal in the mean time, I always do). I'll then have an immortal every 30 seconds until I run out of chronoboost. A 7 minute push will end up meeting 3-4 immortals + zeals + sentries. An 8 minute one can expect 1-2 more immortals. You would have absolutely no chance, as I'd be one shotting your roaches with my 3+ immortals (or just dealing so much DPS your run out of heals ridiculously fast).
PS. With zerg i'd have either out macro'd you to the point where heal is meaningless, or I'd have hydras up (once again making heal more or less meaningless).
As terran... Well i'd have scanned it with my 3rd scan for sure. Since I didn't see you expo, I'm going 3 rax anyway to defend the inevitable attack, or do a timing push when you do expo. 2 TL 1 reactor MMM is going to completely obliterate your build. Roaches have very little chance of beating marauders without overwhelming numbers or hydra support.
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liq3:
I think you'll find a Robo-Rush to be in the minority of Toss openers as I have already tried to find a patch 8 replay where it was used in PvZ for reference, but was unable to find one.
We could try some theory crafting quick though. . .
This is screenshot right before a 2nd battle breaks out against a Protoss player who I was in a holding pattern against: http://img688.imageshack.us/img688/3583/screenshot015i.jpg
Since the first skirmish ( Which for reference was a sneak attack up my ramp when I was trying to walk across the middle) 100% of his gas has gone into Immortals. I was actually in full retreat, but decided to face him as running meant losing all my Tumors and 2 Overlords.
So a terrible fight breaks out at his Natural's Choke, where half my forces can't get into range to attack, my Queens are out of position to tank, and the damage is coming in so fast that I can't micro transfusions properly.
And this is how that fight ended: http://img695.imageshack.us/img695/4784/screenshot017p.jpg
The Toss didn't have the resources for a Sentry, but this was also a rare game where I did not have the +1 Missile Upgrade so the fight would have remained the same.
This reply is already getting very long so I'll skip the stats I have on this vs Stim+MMM and Hydras, but I trust that there is enough info here that you could probably formulate and test your own results.
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Is this viable anymore?
Now that queens walk off of creep slower than uprooted spore/spine crawlers it seems like the timing attack window is completely gone now.
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Ryhn:
I was wondering that myself  Normally I'd be honored with a nerf like this, but I can't rule out the possibility that the advent of proxy tumors also had something to do with it.
Queens basically will be limping with the 38% speed decrease on top of their already slow speed off creep.
Immortals build 28% slower which I guess helps a little, but just theory crafting I would say that this would no longer be viable as an offense in the Terran matchup before Teir 2.
Looks like I might be re-writing the first page as this may no longer be a 1 base build. -
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Patch 9 completely makes this build invalid, sadly. Because Id love to see high level players in tournaments queen rush rofl.
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