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PvP builds explained by Huk and Whiplash - Page 5

Forum Index > StarCraft 2 Strategy
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iSTime
Profile Joined November 2006
1579 Posts
August 06 2010 18:53 GMT
#81
I doubt HuK wants to give away his secrets . Also, PvP is a lot more complicated than any chart like this could explain.
www.infinityseven.net
FreeZEternal
Profile Joined January 2003
Korea (South)3396 Posts
August 06 2010 19:00 GMT
#82
I dunno about you guys but I've died enough to 1 base colo builds even though i take the upper hand in the beginning. I've started going for the 1 base colo every game now and my win rate has skyrocketed.
kyarisan
Profile Joined May 2010
United States347 Posts
August 06 2010 22:36 GMT
#83
take my advice with a grain of salt as i'm only a random top diamond player, in by no means a stacked division, but 1 base colo is really strong i think. even if they pump immortal to counter the colo, your defensive concave + FF will let you buy enough time to pump out the necessary zealots to counter the immortal production. when i see someone going immortals after my colo tech, i make sure i add enough warpgates to have 4 that i can use to pump out any additional zealots i need, as they're just really cost effective vs immortal. stalkers can kite zealot balls, but you can minimize that with colossus range and micro etc.

so by preventing a rush with immortal/stalker, if he tries to expand, then you should be able to timing attack, perhaps with the ability to throw down a twilight council and get charge lots to ensure that he cannot kite your forces but that depends partly on the map or when these different developments occur. if he doesn't expand too early, then i think you'll be able to expand yourself pretty freely with critical number of collosi.

could be wrong about all that, but it's helped me win games i really felt unsure about @_@
Deleted User 3420
Profile Blog Joined May 2003
24492 Posts
August 06 2010 23:06 GMT
#84
On August 07 2010 04:00 FreeZEternal wrote:
I dunno about you guys but I've died enough to 1 base colo builds even though i take the upper hand in the beginning. I've started going for the 1 base colo every game now and my win rate has skyrocketed.


on maps with chokes i really think 1base collo is where it's at

but if there isn't choke u can beat it by expanding first and massive flank with stalkers and immortals in front
habermas
Profile Joined June 2010
United Kingdom304 Posts
August 06 2010 23:11 GMT
#85
Where's mothership rush?!
NB
Profile Blog Joined February 2010
Netherlands12045 Posts
Last Edited: 2010-08-06 23:20:30
August 06 2010 23:15 GMT
#86
On August 07 2010 07:36 kyarisan wrote:
take my advice with a grain of salt as i'm only a random top diamond player, in by no means a stacked division, but 1 base colo is really strong i think. even if they pump immortal to counter the colo, your defensive concave + FF will let you buy enough time to pump out the necessary zealots to counter the immortal production. when i see someone going immortals after my colo tech, i make sure i add enough warpgates to have 4 that i can use to pump out any additional zealots i need, as they're just really cost effective vs immortal. stalkers can kite zealot balls, but you can minimize that with colossus range and micro etc.

so by preventing a rush with immortal/stalker, if he tries to expand, then you should be able to timing attack, perhaps with the ability to throw down a twilight council and get charge lots to ensure that he cannot kite your forces but that depends partly on the map or when these different developments occur. if he doesn't expand too early, then i think you'll be able to expand yourself pretty freely with critical number of collosi.

could be wrong about all that, but it's helped me win games i really felt unsure about @_@

thanks to you guys, my "counter 1 base collosi" build is winning like sky rockets =D

seriously, are you all THAT naive? =))

PvP, seeing a guy going robo and turtle up is way too easy to counter, 3 gate blink rush with robo or 2 gate FE are both crush colossi hard. not to mention the chrono by expan is double which make you macro much faster. if you try to push early with 2 colossi, 2 group control basicly crush you FAST. if you try to get 4 or 5 colossi, its basicly an all-in build since you pretty much broke. 1 wrap prism harras while you moving out will shut the deal consider how imobility the army is.

+ Show Spoiler +

^You have the right to consider the fact that the above paragraph i made it up. But the fact that im winning vs 1 base colossi is totally true =)
Im daed. Follow me @TL_NB
Capteone
Profile Joined March 2010
United States197 Posts
August 06 2010 23:32 GMT
#87
Does this PvP chart still moderately apply to the recent patches?
Devious-Gaming - www.Devious-Gaming.co.cc
kyarisan
Profile Joined May 2010
United States347 Posts
Last Edited: 2010-08-07 00:59:19
August 07 2010 00:58 GMT
#88
On August 07 2010 08:15 NB wrote:
Show nested quote +
On August 07 2010 07:36 kyarisan wrote:
take my advice with a grain of salt as i'm only a random top diamond player, in by no means a stacked division, but 1 base colo is really strong i think. even if they pump immortal to counter the colo, your defensive concave + FF will let you buy enough time to pump out the necessary zealots to counter the immortal production. when i see someone going immortals after my colo tech, i make sure i add enough warpgates to have 4 that i can use to pump out any additional zealots i need, as they're just really cost effective vs immortal. stalkers can kite zealot balls, but you can minimize that with colossus range and micro etc.

so by preventing a rush with immortal/stalker, if he tries to expand, then you should be able to timing attack, perhaps with the ability to throw down a twilight council and get charge lots to ensure that he cannot kite your forces but that depends partly on the map or when these different developments occur. if he doesn't expand too early, then i think you'll be able to expand yourself pretty freely with critical number of collosi.

could be wrong about all that, but it's helped me win games i really felt unsure about @_@

thanks to you guys, my "counter 1 base collosi" build is winning like sky rockets =D

seriously, are you all THAT naive? =))

PvP, seeing a guy going robo and turtle up is way too easy to counter, 3 gate blink rush with robo or 2 gate FE are both crush colossi hard. not to mention the chrono by expan is double which make you macro much faster. if you try to push early with 2 colossi, 2 group control basicly crush you FAST. if you try to get 4 or 5 colossi, its basicly an all-in build since you pretty much broke. 1 wrap prism harras while you moving out will shut the deal consider how imobility the army is.

+ Show Spoiler +

^You have the right to consider the fact that the above paragraph i made it up. But the fact that im winning vs 1 base colossi is totally true =)


a flaw in your logic is that i'm not getting colossi because i want to turtle up on one base, just that i want a fast colossus so i can have a significant advantage in my unit composition. the post i made above yours was a response to heavy immortal play prior to an expand. if i don't see immortals, then all i do is

a) scout scout scout, look for expands, twilight, stargate (if twilight, look for fast archives or shrine while observing enemy army size)
b) match gateway count
c) expand after critical mass of colossi

there are a lot of facets to this match though, and 3 gate blink stalker rush has a lot of its own problems, the fact that you're doing it blind, without a fast obs to scout the other guy, the fact that a quick TC means your opponent spent it on a robo that can produce immortals to counter the blink stalkers, etc. and yes you can focus fire on one, but if i see a TC and no robo im going to be constantly chronoboosting immortals and you won't be able to focus fire down multiple immortals before your stalkers take a ridiculous amount of damage from my immortals and the rest of my army.
NB
Profile Blog Joined February 2010
Netherlands12045 Posts
August 07 2010 02:25 GMT
#89
On August 07 2010 09:58 kyarisan wrote:
Show nested quote +
On August 07 2010 08:15 NB wrote:
On August 07 2010 07:36 kyarisan wrote:
take my advice with a grain of salt as i'm only a random top diamond player, in by no means a stacked division, but 1 base colo is really strong i think. even if they pump immortal to counter the colo, your defensive concave + FF will let you buy enough time to pump out the necessary zealots to counter the immortal production. when i see someone going immortals after my colo tech, i make sure i add enough warpgates to have 4 that i can use to pump out any additional zealots i need, as they're just really cost effective vs immortal. stalkers can kite zealot balls, but you can minimize that with colossus range and micro etc.

so by preventing a rush with immortal/stalker, if he tries to expand, then you should be able to timing attack, perhaps with the ability to throw down a twilight council and get charge lots to ensure that he cannot kite your forces but that depends partly on the map or when these different developments occur. if he doesn't expand too early, then i think you'll be able to expand yourself pretty freely with critical number of collosi.

could be wrong about all that, but it's helped me win games i really felt unsure about @_@

thanks to you guys, my "counter 1 base collosi" build is winning like sky rockets =D

seriously, are you all THAT naive? =))

PvP, seeing a guy going robo and turtle up is way too easy to counter, 3 gate blink rush with robo or 2 gate FE are both crush colossi hard. not to mention the chrono by expan is double which make you macro much faster. if you try to push early with 2 colossi, 2 group control basicly crush you FAST. if you try to get 4 or 5 colossi, its basicly an all-in build since you pretty much broke. 1 wrap prism harras while you moving out will shut the deal consider how imobility the army is.

+ Show Spoiler +

^You have the right to consider the fact that the above paragraph i made it up. But the fact that im winning vs 1 base colossi is totally true =)


a flaw in your logic is that i'm not getting colossi because i want to turtle up on one base, just that i want a fast colossus so i can have a significant advantage in my unit composition. the post i made above yours was a response to heavy immortal play prior to an expand. if i don't see immortals, then all i do is

a) scout scout scout, look for expands, twilight, stargate (if twilight, look for fast archives or shrine while observing enemy army size)
b) match gateway count
c) expand after critical mass of colossi

there are a lot of facets to this match though, and 3 gate blink stalker rush has a lot of its own problems, the fact that you're doing it blind, without a fast obs to scout the other guy, the fact that a quick TC means your opponent spent it on a robo that can produce immortals to counter the blink stalkers, etc. and yes you can focus fire on one, but if i see a TC and no robo im going to be constantly chronoboosting immortals and you won't be able to focus fire down multiple immortals before your stalkers take a ridiculous amount of damage from my immortals and the rest of my army.

true story bro , true story =)
Im daed. Follow me @TL_NB
kar1181
Profile Joined May 2010
United Kingdom515 Posts
Last Edited: 2010-08-11 09:17:26
August 11 2010 09:15 GMT
#90
I think, once you enter the midgame, PvP is actually a pretty good matchup.

It's certainly the most fun of the mirror matches since it has a number of viable strategies.

I main 'toss, but from my experience TvT is tanks an vikings, and ZvZ is ling/bling/muta. There are _no_ other viable strategies.

In PvP you _are_ forced to match gateway for gateway but it changes a lot once the mid game starts, which with liberal use of forcefields, it can often do so.

When I get some time I'm going to write up my feelings on PvP matchup from a high plat, low diamond perspective since there's a lot of players at this tier that are now starting to tune their play and this is a key matchup to do so with so many players going Protoss.
storm44
Profile Blog Joined July 2010
1293 Posts
August 11 2010 09:21 GMT
#91
90% of my pvp is a contest between who can get their 4gate out the fastest and have the proxy pylon closest to the opponent.
FuRong
Profile Joined April 2010
New Zealand3089 Posts
August 12 2010 12:41 GMT
#92
Nice chart, I agree with several posters that 4-5 gate all-in usually beats Robo play. They just have too much stuff and can overwhelm you before Collosi or Immortals come out.

Also, why isn't two gate Zealot rush all-in on the chart? Proxied or not, I have yet to win against anyone using this strat =/
Don't hate the player, hate the game
Salv
Profile Blog Joined December 2007
Canada3083 Posts
August 12 2010 13:37 GMT
#93
Generally 75% of the players I PvP against use four gate, with the remaining 25% having a robotics build of some kind. The original chart is out of date, especially since I would say four gate can do fine against dark templar, I believe you can attack before their DT are out and put pressure on them while buying yourself time for detection.
KillyKyll
Profile Blog Joined July 2010
United States267 Posts
August 12 2010 14:03 GMT
#94
On August 12 2010 21:41 FuRong wrote:
Nice chart, I agree with several posters that 4-5 gate all-in usually beats Robo play. They just have too much stuff and can overwhelm you before Collosi or Immortals come out.

Also, why isn't two gate Zealot rush all-in on the chart? Proxied or not, I have yet to win against anyone using this strat =/


Personally, when I see a 2gate, I match it. 2 gate Vs. 2 gate (assuming all skill levels equal) defender wins. I haven't been able to beat a well executed 2 gate (let alone proxied) doing anything but another 2 gate.

A problem I sometimes have is the opposite of what I may think: Building placement. If I create a choke that is too narrow, while one of my zealots are battling off at one of his zealots, the rest of his army is ripping through my gateway wall. Just keep that in mind when fighting a 2 gate.
Seriously?
Fadetowhite
Profile Joined August 2010
Korea (South)302 Posts
August 12 2010 14:25 GMT
#95
nice writeup :O

alot of helpfull info
메신저
getSome[703]
Profile Blog Joined December 2009
United States753 Posts
August 12 2010 14:35 GMT
#96
On August 07 2010 08:15 NB wrote:
Show nested quote +
On August 07 2010 07:36 kyarisan wrote:
take my advice with a grain of salt as i'm only a random top diamond player, in by no means a stacked division, but 1 base colo is really strong i think. even if they pump immortal to counter the colo, your defensive concave + FF will let you buy enough time to pump out the necessary zealots to counter the immortal production. when i see someone going immortals after my colo tech, i make sure i add enough warpgates to have 4 that i can use to pump out any additional zealots i need, as they're just really cost effective vs immortal. stalkers can kite zealot balls, but you can minimize that with colossus range and micro etc.

so by preventing a rush with immortal/stalker, if he tries to expand, then you should be able to timing attack, perhaps with the ability to throw down a twilight council and get charge lots to ensure that he cannot kite your forces but that depends partly on the map or when these different developments occur. if he doesn't expand too early, then i think you'll be able to expand yourself pretty freely with critical number of collosi.

could be wrong about all that, but it's helped me win games i really felt unsure about @_@

thanks to you guys, my "counter 1 base collosi" build is winning like sky rockets =D

seriously, are you all THAT naive? =))

PvP, seeing a guy going robo and turtle up is way too easy to counter, 3 gate blink rush with robo or 2 gate FE are both crush colossi hard. not to mention the chrono by expan is double which make you macro much faster. if you try to push early with 2 colossi, 2 group control basicly crush you FAST. if you try to get 4 or 5 colossi, its basicly an all-in build since you pretty much broke. 1 wrap prism harras while you moving out will shut the deal consider how imobility the army is.

+ Show Spoiler +

^You have the right to consider the fact that the above paragraph i made it up. But the fact that im winning vs 1 base colossi is totally true =)


I routinely play a 1 base colossus build and I'm not sure if what you described would work, but I'm interested in practicing against what you consider to be a counter colossus build. Message me for a few games please sometime? getSome.950 (:

Against blink stalkers all you need is to make a few immortals to hold it off and snipe their observers if they opt for a robo facility, and then start making colossus when they start making zealots and sentries to combat the immortals. Also I don't see an FE build being effective since a good colossus attack will win against two gateways worth of units before the expansion really kicks in.
Running Log! http://www.runningahead.com/logs/5081b4d7a4a94c5e8fa20b01e668dfb6/calendar
NET
Profile Blog Joined February 2009
United States703 Posts
August 15 2010 09:42 GMT
#97
Loving the chart. Straight forward and to the point. PvP is by far the most dynamic and fun mirror match up to play, another reason to go toss. If you guys could make a PvT chart of this sort I would and I'm sure most other Protoss's would appreciate it. PvT isn't as straight forward though so it may be a bit more challenging.
"Dark Templar are the saviors of the Protoss Race." -Artosis
Catch]22
Profile Blog Joined July 2009
Sweden2683 Posts
August 15 2010 20:51 GMT
#98
On August 15 2010 18:42 NET wrote:
Loving the chart. Straight forward and to the point. PvP is by far the most dynamic and fun mirror match up to play, another reason to go toss. If you guys could make a PvT chart of this sort I would and I'm sure most other Protoss's would appreciate it. PvT isn't as straight forward though so it may be a bit more challenging.


Hell no, PvP is by far the most boring, dreadful matchup in the entire game, and the ONE thing that makes me sad I switched to P, since i got 2 awesome and fun matchups, and then this dreary SHIT to deal with...
TheAngelofDeath
Profile Blog Joined May 2010
United States2033 Posts
August 15 2010 20:57 GMT
#99
Don't really like watching the PvP match-up. Don't like playing it either. Still a very useful OP though.
"Infestors are the suck" - LzGamer
Bull-Demon
Profile Joined January 2003
United States582 Posts
August 15 2010 21:18 GMT
#100
TBH I think all three mirror matchups in this game are dreadful. But out of the three, you would be hard pressed to convince me PvP isn't the most dynamic.
~_~
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