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[G] kcdc's PvT FE - Page 13

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Porneus
Profile Joined May 2010
Poland68 Posts
August 28 2010 14:12 GMT
#241
This build is crazy good, because terran units are much weaker than P's in that early stage of the game and without stim, so its pretty easy to stop any early pushes with some micro + ur nexus can take quite some damage before shields go down so you can actually poke enemy trying to kill building nexus and go back to ur main letting shields recharge, then fend off attack without FE taking any health dmg. As soon as you get ~10 probes at expo, throw down 2 more gates. Important part imo is to get 2 gate before you throw this FE because it really helps if t gets 2-3 racks as soon as your scout is dead. I enclose some replays, I'm ~650 diamond level player so please don't expect OMGPEWPEW, but still decent play

http://www.mediafire.com/?bcebrrjytara4o6
http://www.mediafire.com/?vblpe1pdu4c712b
http://www.mediafire.com/?8xqqvesp2p4q45j
http://www.mediafire.com/?b85m5ienl8mzyn8
http://sc2ranks.com/eu/275634/gsbPorneus
twopint32oz
Profile Joined August 2010
United States14 Posts
August 28 2010 17:31 GMT
#242
Would the upcoming patch nerf to zealots make this less viable?
kcdc
Profile Blog Joined April 2010
United States2311 Posts
August 28 2010 17:39 GMT
#243
On August 29 2010 02:31 twopint32oz wrote:
Would the upcoming patch nerf to zealots make this less viable?


It might make it a bit tougher in general vs T. My PvT fights are almost always near pylons because I often find that my first batch of zealots will get wiped out, but I can reinforce with more zealots quickly enough that my stalkers don't die. MM seems a little more efficient, but P has an unbelievable ability to reinforce with more waves of zealots to tank. Adding 5 seconds between waves will hurt in general. I don't think those 5 seconds are going to be a huge deal in the early game tho as I find I can through the early game with mostly stalkers.
Soulforged
Profile Blog Joined February 2007
Latvia981 Posts
Last Edited: 2010-08-28 21:42:40
August 28 2010 21:37 GMT
#244
Same here, I'm usually making 3-4 stalkers + 2zealots early on, and as far as warp tech, 5seconds is just a bit more probes pulled.

I'd like to rise a question of a proper follow-up for the build.

What I'm doing currently is, if they 3raxed me, get an immortal(so that I can resume probe production by skipping a warpgate wave), otherwise 2 observers. Starting twilight after council and chronoing charge, if they did not take CC as 1st obs, cutting probes and going for 5gate zealot warp. Depending on obs, if they're getting ghosts and medivac, I add archives with next 200 gas after charge, but if they're going for MMM attack, which can get a good count faster, i'm warping sentries/zealots asap.

If they FE'd, i break rocks while chronoing probes and starting archives and two more gas. Then I add up to 7 gates while getting sentries off gas, transfer probes and chrono gates to defend the massive push. Usually if I'm too greedy I die, have to find the balance I guess.

My usage of HTs vs a 1base tech attack is to get feedback asap and get the ghost if lucky, or simply reduce energy to prevent kiting. No way to get storm on time unless you skipped/delayed something as crucial as obs or charge.

However, I'm wondering if getting stargate after charge and chronoing phoenix would work. They still kill raven/banshee, can lift tanks - and if it's a MMM attack, you can kill the medivacs and lift some maradeurs. Phoenix would delay additional gateways(4th/5th), but they kick in faster than HT and are more mobile; you also don't need a 3rd gas with getting zealot/phoenix. I don't think they'd be a good follow to a terran who's got his CC(they have more stuff, attack later and can get vikings - HTs are a stronger choice), but if it's a one base all in perhaps they would do good?

And if you misscouted and it's actually a ghost push, there's still a chance to lift the ghost - phoenix move much faster than a HT, if terran did hit them with EMP it's still a wasted EMP, and they still can attack the medivacs.

And if they kick in too late in good count, perhaps skipping twilight altogether if they did not CC? I usually get council before obs can see them on backdoor CC maps, and probe sees CC even before that on front CC maps.
Porneus
Profile Joined May 2010
Poland68 Posts
August 28 2010 22:55 GMT
#245
+ Show Spoiler +

On August 29 2010 02:39 kcdc wrote:
Show nested quote +
On August 29 2010 02:31 twopint32oz wrote:
Would the upcoming patch nerf to zealots make this less viable?


It might make it a bit tougher in general vs T. My PvT fights are almost always near pylons because I often find that my first batch of zealots will get wiped out, but I can reinforce with more zealots quickly enough that my stalkers don't die. MM seems a little more efficient, but P has an unbelievable ability to reinforce with more waves of zealots to tank. Adding 5 seconds between waves will hurt in general. I don't think those 5 seconds are going to be a huge deal in the early game tho as I find I can through the early game with mostly stalkers.



It's 5 seconds in game on normal speed, so on faster - which is "normal" speed for all games it's about 2,5sec, it's really barely any difference

+ Show Spoiler +

On August 29 2010 06:37 Soulforged wrote:
Same here, I'm usually making 3-4 stalkers + 2zealots early on, and as far as warp tech, 5seconds is just a bit more probes pulled.

I'd like to rise a question of a proper follow-up for the build.

What I'm doing currently is, if they 3raxed me, get an immortal(so that I can resume probe production by skipping a warpgate wave), otherwise 2 observers. Starting twilight after council and chronoing charge, if they did not take CC as 1st obs, cutting probes and going for 5gate zealot warp. Depending on obs, if they're getting ghosts and medivac, I add archives with next 200 gas after charge, but if they're going for MMM attack, which can get a good count faster, i'm warping sentries/zealots asap.

If they FE'd, i break rocks while chronoing probes and starting archives and two more gas. Then I add up to 7 gates while getting sentries off gas, transfer probes and chrono gates to defend the massive push. Usually if I'm too greedy I die, have to find the balance I guess.

My usage of HTs vs a 1base tech attack is to get feedback asap and get the ghost if lucky, or simply reduce energy to prevent kiting. No way to get storm on time unless you skipped/delayed something as crucial as obs or charge.

However, I'm wondering if getting stargate after charge and chronoing phoenix would work. They still kill raven/banshee, can lift tanks - and if it's a MMM attack, you can kill the medivacs and lift some maradeurs. Phoenix would delay additional gateways(4th/5th), but they kick in faster than HT and are more mobile; you also don't need a 3rd gas with getting zealot/phoenix. I don't think they'd be a good follow to a terran who's got his CC(they have more stuff, attack later and can get vikings - HTs are a stronger choice), but if it's a one base all in perhaps they would do good?

And if you misscouted and it's actually a ghost push, there's still a chance to lift the ghost - phoenix move much faster than a HT, if terran did hit them with EMP it's still a wasted EMP, and they still can attack the medivacs.

And if they kick in too late in good count, perhaps skipping twilight altogether if they did not CC? I usually get council before obs can see them on backdoor CC maps, and probe sees CC even before that on front CC maps.



About phonixes, they're super effective if t gets banshee/marine combo, they shut down any probe harass and banshees just melt. About being greedy with push well my method against that is to leave base when storm is about 50%, warp in 2-3 HT and go, if you lose push, 3 storms + some zeal/stalker force which u will warp in as he approaches, will be more than enough to fend off push.

Vs ghosts it's just much safer to get 1-2 colo, better to not take ur chances - will he emp all my ht or not @_@
http://sc2ranks.com/eu/275634/gsbPorneus
whateversclever
Profile Joined November 2009
United States197 Posts
August 28 2010 23:59 GMT
#246
As far as the patch goes... Protoss definitely benefit over Terrans. Really, the Reaper/Zealot build increases are fairly small aside from rush strategies. You usually want Stalkers early anyways. It's more an issue in PvZ than anything else.

Late game, the build time increase won't be too much of an issue but tanks doing less damage to non-armored units is huugge. Zealots easily needing 5 shots to die from tank fire (from 4 or 3 if they took any damage to HP) is easily worth the added build time. It should be much much easier for Protoss to takeout fortified positions now, dramatically changing the mid-game by allowing Protoss to be a far more offensive..
Nokt
Profile Joined August 2010
Australia3 Posts
August 29 2010 14:26 GMT
#247
Really cool build, having quite a bit of success with it, It has it's counters, like every build, but it's overall solid against a lot of Terran builds. And honestly, I'm bored of seeing one base Protoss matches.
En'taro Tassadar
NadeDawg
Profile Joined March 2010
Germany65 Posts
August 30 2010 04:03 GMT
#248


It's 5 seconds in game on normal speed, so on faster - which is "normal" speed for all games it's about 2,5sec, it's really barely any difference


5 seconds are 5 seconds, Terran's units won't build slower just because we're playing on faster gamespeed where 5 seconds are less than 4 :D
It's a good amount of time. Anyway, gonna see this in practice first.
Zippy!
youngminii
Profile Blog Joined May 2010
Australia7514 Posts
August 30 2010 04:08 GMT
#249
I really, really like this and want to try it out sometime.

The two games I tried this in were both ladder games where I was favoured. I got shut down by a MMM timing push (stim) and in the other game I got shut down by cloaked Banshee (couldn't scout him). I think I'm gonna make an early robo from now on to be safe.
lalala
Shron
Profile Joined March 2010
United States162 Posts
August 30 2010 04:35 GMT
#250
It's really disheartening that it still hasn't caught on that this build can defend aggresive openings. I just got shot down by about 6 or 7 people in other threads about protoss fast expanding. It really is a very powerful and safe build.

I guess it's all the better that nobody know about it >:D

Also, does anyone have a replay of this build shutting down a nicely executed marine/ghost bratOK push? I want to post it in another thread to help convince some people to try this build.
"I produced a lot of units and was given this award. I didn't know I produced so many units. Next season I will produce more units." - Nestea
Freeborn
Profile Joined July 2010
Germany421 Posts
August 30 2010 12:44 GMT
#251
Just wanted to give my feedback after making two games with it on the 500 points diamond level.
It works Well I actually I was somewhat lucky since I only got attacked after the res advantage kicked in but still... this exp is so damn early its unbelievable.
And the funny thing is you can get that 2nd and 3rd gateway up really quick, so there really is just a very small window when u can not reinforce that well. afterwards u can spam zealots SOOO badly.

Well together with gnials stalker void build, definitely the absolute best builds for pvt.

thx for the nice build its really neat and works out so well, even the timings
and having an fe as protoss is simply awesome.
ToxNub
Profile Joined June 2010
Canada805 Posts
Last Edited: 2010-08-30 17:52:24
August 30 2010 17:47 GMT
#252
As I think more about this build, the more similar it seems to zerg play.

14 pool (14 gate), single gas, immediate expo, then cut probes/drones, use your macro mechanic (SL/chrono) to build as many basic units as you can, expo comes up, half saturation right before the enemy push, you produce a big blob of units just as they arrive while your lair finishes.

The similarities are very apparent.

However, thinking about that, I realize that zerg are not threatened by emp. My typical TvP build (i play rand) is 3 rax mmg. I build 1 rax, add a tech lab immediately, research stim, add 2 more rax, one with tech, one with reactor. I make about 50/50 rine/marauder with a singular or maybe 2 ghosts. I've encountered P who have FE'd and I did beat them with it. I don't try to stop the expo at all. I just try to flat out kill them with 1 big push.

I'm 700 diamond myself, so we might be a good match.
driftme
Profile Joined June 2010
United States360 Posts
August 30 2010 19:31 GMT
#253
Tried this build out today a little bit.. immediately went 4-0. However, I didnt play a single terran, it was 2 games vs toss, 2 games vs zerg.

I'm the top of my silver ladder, but usually play gold players, i guess due to mmr (where are you guys seeing that by the way?)..

anyway, here's a couple of the highlights:

VS ZERG on scrap station:
Moved out with a stalker and a few zealots after building my expansion.. just trying to make sure he didnt advance before I was ready, since even a couple seconds delaying an army is worth losing a couple units if it means my next production cycle is up.. took out HIS fast expand with zealots and left the stalker to see any advancing army (proxy pylon was on the high ground next to the natural, so I warped in some zealots to reinforce.) he came with roaches just as I killed his expo and was moving to his main.. some micro fun with zealots and 4 stalkers just to hold him off while my charge was chrono boosting to completion. when charge was finished, I was able to move in with 12 stalkers and i think 10 zealots.. won handily.

VS TOSS (also on scrap station):
Toss went for a cannon rush, messing up my expo. took out the cannons threatening my expo with a group of stalkers and zealots, then left them in the ground between main and expo while i rebuilt it, just to make sure he didnt encroach with his cannons again. all his cannons at that point were massed in and around that walkway with the vent in it, so i was able to keep the expo safe. I kept poking in with my stalkers to snipe a cannon or two and hopefully trick him into thinking I was sticking with ground. Meanwhile, I built two stargates and was able to keep chrono boosted void ray production at a constant fever pitch. flew over to him when I had 8 rays (1/1 upgrade plus speed in case he had cannons, to get in beam range faster and for general mobility of expo defense)... he was going rays too, but he only had 2 when I attacked. killed his base, then moved to his cannon mass and just a-moved once they were charged. WICTOREE!!


I... love... this... build.
I understand there are some builds it just wont work against. For those of you bringing up that as a reason why this build sucks.... show us a build that works against EVERYTHING and you'll have a valid point.
Floophead_III
Profile Joined September 2009
United States1832 Posts
August 30 2010 19:36 GMT
#254
On August 31 2010 04:31 driftme wrote:
Tried this build out today a little bit.. immediately went 4-0. However, I didnt play a single terran, it was 2 games vs toss, 2 games vs zerg.

I'm the top of my silver ladder, but usually play gold players, i guess due to mmr (where are you guys seeing that by the way?)..

anyway, here's a couple of the highlights:

VS ZERG on scrap station:
Moved out with a stalker and a few zealots after building my expansion.. just trying to make sure he didnt advance before I was ready, since even a couple seconds delaying an army is worth losing a couple units if it means my next production cycle is up.. took out HIS fast expand with zealots and left the stalker to see any advancing army (proxy pylon was on the high ground next to the natural, so I warped in some zealots to reinforce.) he came with roaches just as I killed his expo and was moving to his main.. some micro fun with zealots and 4 stalkers just to hold him off while my charge was chrono boosting to completion. when charge was finished, I was able to move in with 12 stalkers and i think 10 zealots.. won handily.

VS TOSS (also on scrap station):
Toss went for a cannon rush, messing up my expo. took out the cannons threatening my expo with a group of stalkers and zealots, then left them in the ground between main and expo while i rebuilt it, just to make sure he didnt encroach with his cannons again. all his cannons at that point were massed in and around that walkway with the vent in it, so i was able to keep the expo safe. I kept poking in with my stalkers to snipe a cannon or two and hopefully trick him into thinking I was sticking with ground. Meanwhile, I built two stargates and was able to keep chrono boosted void ray production at a constant fever pitch. flew over to him when I had 8 rays (1/1 upgrade plus speed in case he had cannons, to get in beam range faster and for general mobility of expo defense)... he was going rays too, but he only had 2 when I attacked. killed his base, then moved to his cannon mass and just a-moved once they were charged. WICTOREE!!


I... love... this... build.
I understand there are some builds it just wont work against. For those of you bringing up that as a reason why this build sucks.... show us a build that works against EVERYTHING and you'll have a valid point.


This is a build that should only be used vs terran. You're playing awful players where anything is viable. Don't use this vs P or Z once you get better you'll lose every game.
Half man, half bear, half pig.
Teeny
Profile Joined March 2010
Austria885 Posts
August 30 2010 20:12 GMT
#255
I tried this out myself after being really sceptic about it. But WOW this really works great. I even easily killed a 6 tank/rauder/marine push with 2 immortals and gateway units.
I have to thank you for this strat. It´s definatly viable.
driftme
Profile Joined June 2010
United States360 Posts
August 30 2010 20:35 GMT
#256
On August 31 2010 04:36 Floophead_III wrote:
Show nested quote +
On August 31 2010 04:31 driftme wrote:
Tried this build out today a little bit.. immediately went 4-0. However, I didnt play a single terran, it was 2 games vs toss, 2 games vs zerg.

I'm the top of my silver ladder, but usually play gold players, i guess due to mmr (where are you guys seeing that by the way?)..

anyway, here's a couple of the highlights:

VS ZERG on scrap station:
Moved out with a stalker and a few zealots after building my expansion.. just trying to make sure he didnt advance before I was ready, since even a couple seconds delaying an army is worth losing a couple units if it means my next production cycle is up.. took out HIS fast expand with zealots and left the stalker to see any advancing army (proxy pylon was on the high ground next to the natural, so I warped in some zealots to reinforce.) he came with roaches just as I killed his expo and was moving to his main.. some micro fun with zealots and 4 stalkers just to hold him off while my charge was chrono boosting to completion. when charge was finished, I was able to move in with 12 stalkers and i think 10 zealots.. won handily.

VS TOSS (also on scrap station):
Toss went for a cannon rush, messing up my expo. took out the cannons threatening my expo with a group of stalkers and zealots, then left them in the ground between main and expo while i rebuilt it, just to make sure he didnt encroach with his cannons again. all his cannons at that point were massed in and around that walkway with the vent in it, so i was able to keep the expo safe. I kept poking in with my stalkers to snipe a cannon or two and hopefully trick him into thinking I was sticking with ground. Meanwhile, I built two stargates and was able to keep chrono boosted void ray production at a constant fever pitch. flew over to him when I had 8 rays (1/1 upgrade plus speed in case he had cannons, to get in beam range faster and for general mobility of expo defense)... he was going rays too, but he only had 2 when I attacked. killed his base, then moved to his cannon mass and just a-moved once they were charged. WICTOREE!!


I... love... this... build.
I understand there are some builds it just wont work against. For those of you bringing up that as a reason why this build sucks.... show us a build that works against EVERYTHING and you'll have a valid point.


This is a build that should only be used vs terran. You're playing awful players where anything is viable. Don't use this vs P or Z once you get better you'll lose every game.


I understand the landscape changes as you move up in ladders.. I'm playing mainly gold players right now, occasionally some platinum. But most of my opponents are not silver.

But why wouldnt this work against a zerg player? If you manage to keep them from attacking you early on, and can shut down their first expansion, it seems like you would be WAY ahead and set for a sure win if you don't mess up.

I fully understand the reasons this doesn't usually work vs toss, but if I see an opportunity, I'm gonna do it =] Although in those cases, probably any build would work.
altairian
Profile Joined May 2010
United States105 Posts
August 30 2010 22:04 GMT
#257
The reason this build is so effective against terran is due to the timing of when warp gate finishes researching and the effectiveness of repeatedly retreating your stalkers and only fighting when you have zealot meatshields against early terran bio pushes.

Protoss has an extremely difficult time handling speedlings. Zealots are slow, and stalkers get completely decimated by speedling surrounds. Having a very early expansion with a low unit count to protect it will lead to you simply getting rocked by early speedlings. If you want to fast expand against zerg, you need to adjust for this by creating a wall with gateways/forge in front of your natural to prevent speedling runbys with zealots plugging holes. It's riskier to FE against zerg than it is against terran, imo. I much prefer using an early timing push with an immortal or simply a quick 3gate push and expanding while you push out against zerg. Typically a zerg player is going to be fast expanding and any sort of push is going to force them in to a defensive position allowing you to easily expand.
frogmelter
Profile Blog Joined April 2009
United States971 Posts
August 30 2010 22:29 GMT
#258
Wow I just lost to you kcdc using this build

Well played and gg
TL+ Member
driftme
Profile Joined June 2010
United States360 Posts
August 31 2010 02:09 GMT
#259
lol frogmelter =]

So yea, i've had a chance to play it against some terrans now and its great. I'm getting more comfortable with living on the edge for a few seconds and reinforcing during that first crucial battle. i like it.
kcdc
Profile Blog Joined April 2010
United States2311 Posts
August 31 2010 02:37 GMT
#260
On August 31 2010 07:29 frogmelter wrote:
Wow I just lost to you kcdc using this build

Well played and gg


Ha, was that on on LT? gg, bro.
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