[G] PvZ Antimage's Void Ray Expo Build - Page 5
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Geo.Rion
7377 Posts
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Yaotzin
South Africa4280 Posts
Lmao, stopped reading Zerg tends to beat toss at pro level afaik. Zerg are really hard to play though so the lower you go the more in favor of toss it becomes. | ||
Kalingingsong
Canada633 Posts
do you think a 2 gate opening can also transition smoothly into this build? (or would there be timing issues?) | ||
Whiplash
United States2928 Posts
3 reps PvZ of me doing this build against my teamate GdR. It is a very effective opening and close to the 1 gate phoenix build I used to do. | ||
NET
United States703 Posts
Props again on this gem. No more all in's or timing pushes. The most important factor is the versatility it gives the Protoss in PvZ. Being unpredictable is always a formidable weapon. | ||
Geo.Rion
7377 Posts
Slush pwned you with solid normal zerg play so no need to comment on that. The Machine game was quite surprising as he's a very good zerg and your opening did no demage wahtsoever yet you totally walked over him. That was mostly due to his failed attack and the map itself, after that you could have A-moved into his natural with your 3 colossi +army as he had nothing, but surprisingly you let him live and still beat his remade army without any trouble. So def. strong play there, my problem is though that there's really no need to do that opening on SoW as that map is so good for PvZ you have to do sg stupid to not come ahead from the earlygame. Looky started the game well against you on Metalopolis, even though you got the best spawning spots for PvZ, but he got overly excited i guess and had a really delayed Lair and a reduced drone production which resulted in you having a way better economy. Switching to Mutas would have been a good idea but on those position even if you were cought off guard could have allined with your army and win. The other Metalo game was realy poorly played by the zerg. Despite having ridiculously high apm his micro was lacking and he barely made drones. I was sitting there and watching as he didnt amke a single drone for 6 minutes in midgame, then making 3-4 as taking the gold, than nothing for 3 minutes, then a couple more then nothing till the end of the game. You constantly had +20 workers or more, and he ahd no upgrades would have been surprising if you wouldnt have won that. The advantage of your build is that the close-air distance spawning point now help you on that map, which otherwise i'd say it s good for the zerg. The Greedo game, i really think he outplayed you and made the good decisions, even though you pulled ahead in economy and ingaged in the best possible area you lost your army and would have lost your newest expos immediatly had he made 2 overseers, which i'm sure zergs will get as default in every game soon. My approach to your build. What i do is the following. Not make many hydras! Your strategy as far as i can tell is about forcing him to make Hydras and countering that with Colossi + denying the new exps. I think if the Zerg doesnt go for hydras, at least not that many but Queens he's way better off. I havent seen you having more then 3 Voidrays at any point, that could be denied with queens only or possibly 4-5 extra hydras. All your oponents made at least 20 hydras early on, exactly what you wanted. Instead wasting your money on Hydras which you do not need for survivng as zerg, you could have queens and a faster Hive and 3rd and a lot mroe drones with a larger creep-highway making a medium sized army preferably from roaches and lings but hydras too if the zerg feels like it. I really think ultra-hydra is the way to go against that army. Conclusions: I think the positions helped you a great deal, i would like to see your build on Metalo and Lost Temple cross positons, Scrap Staiton, Desert Oasis. Your build benefits from the fact that most zergs overreacted/paniced and let you pull ahead in economy. You were almost always ahead in probecount, possibly because the Zergs thought you were allining/cutting probes. If the zergs realize that they can power drones more in early midgame i think they can stop it. Cheers, glad to see some Protosses do anyting else then 4 gate allin and 2 base double robo | ||
Shifft
Canada1085 Posts
Stargate is really an amazing tech opening tbh, between phoenixes and void rays you can punish almost anything the Zerg decides to do while buying you time to get an expo up and tech up to colossus or HT. | ||
bjornkavist
Canada1235 Posts
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iamke55
United States2806 Posts
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0mar
United States567 Posts
Also, void rays do like zero damage against the Zerg who gets 4 queens. It hardly cuts into their drone production at all, costs zero gas and lets them tech as usual. This strategy only works if they refuse to adapt to it coming. The amount of money spent on voids/stargate really doesn't pay off at all. | ||
iAMtheGOM
Canada6 Posts
i pwned Gerbil with 2 Void Rays either this start poony or Gerbil fuking noob | ||
jluiscool
United States2 Posts
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T0fuuu
Australia2275 Posts
or does this fe centre around vrs threat of being able to take out tech buildings ? | ||
Darksoldierr
Hungary2012 Posts
You are scarry | ||
theFBaum
United States12 Posts
This may seem like an all-in, but I have my expo up, knowing I'm safe by containing my opponent. My push fails if the zerg gets 3-4 queens + roaches. The queens out range my void rays and the roaches can deal with my gate army fairly well. However, the queens usally aren't in position and they only have the extra queens if they scout my stargate. If they scout the stargate, I still push, but cut void ray production and get a robo during the push. Two things typically happen with the push: 1. I win out right. I'm able to kill his army and kill his natural. A lot of times my opponent will go roaches to stop my '4 gate push,' but with Void Rays and a little micro, the roaches melt. 2. If they tech early to hydra, they won't have very many, and I can usually snipe their natural before enough get out. I'll poke up into the main, but they will typically have enough at that point to stop my push. Now I have 2 base vs. 1 base zerg. Tech to collusus and gg. A lot of times zerg will go ling muta which can pose a problem if I wait to long to push. But again, I push during a window, and they won't have enough to stop me from sniping the expo. | ||
Barbarossa_746
United States2 Posts
On August 10 2010 18:29 iamke55 wrote: Hey Antimage, is there any reason to attack extractors with the void rays when you could hit drones instead? I can probably answer that: Your voids won't charge when they're hitting drones, at which point you're not going to be able to kill any units that come to destroy your voids. | ||
Pandain
United States12989 Posts
hehe | ||
Jayrod
1820 Posts
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0mar
United States567 Posts
Just IMO, but I think 2-gate pressure is a much stronger build. | ||
zomgzergrush
United States923 Posts
13p, 15g, 100g speed + 2nd hatch linglinglingling ~36 -> attack your front door. There's no way in hell you will ever have enough to defend or stall long enough to the flood of zerglings with this fast of tech. Without fail, I immediately go for this oversky ling rush build on the Z side whenever I see a 1 gate core build. I have never lost a game in any configuration (including full building walloffs) when P try to rush VR this fast. At the very best you get 1 VR out that can pick fruitlessly at the mass of lings in your base or go directly to the Z base who has 2 queens waiting for you. 2 gate pressure is a MUCH better approach to take for faster P expos. | ||
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