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[D] PvZ: Stargate/TC => DT => HT Build - Page 12

Forum Index > StarCraft 2 Strategy
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xDaunt
Profile Joined March 2010
United States17988 Posts
November 03 2010 04:48 GMT
#221
On November 03 2010 13:09 MorsCerta wrote:
I also dont think this strategy is meant to be played as a cannon turtle, its mean as an aggressive, harassing, expanding protoss. Maybe I am wrong but thats how I read it.


That was precisely the goal: a PvZ build and strategy that was highly aggressive from beginning to end. Again, even when I made the OP, I hadn't worked out all of the details and kinks in the build. However, I thought that the core ideas were good enough to warrant presentation to the community for further refinement.

However, the zealot nerf and roach buff have dramatically changed the PvZ early game, which in turn affects this build, especially because it was predicated upon opening with 2 gate pressure. If you read through the thread, there is a lot of discussion about whether opening 2 gate was optimal anyway -- an issue that was never really resolved.

You also have to keep in mind that this build was developed at a time when muta/ling was the predominant ZvP strategy. Muta/ling is less prevalent now following the roach changes. Given the buffs to roaches, I do not think that a protoss can safely forego robo tech and immortals when facing roach masses. Gateway units just do too poorly.

So where does this leave the build? Is it obsolete? I think the answer is both yes and no. I developed the build backwards. I found a really cool and powerful late game protoss army composition that I liked and wanted to find a way to safely develop that army. Of course, you can't just go straight tier 3 against a zerg because a good zerg will punish you with his superior macro potential. The protoss has to pressure the zerg -- period. The transitions that I developed were designed with that in mind. I'm not sure that the transitions as I set them forth in the OP are particularly viable anymore. However, the tier 3 army composition is still very potent and should give zergs nightmares. As before, the trick now is to figure out the best way to get there. That will require renewed thought and testing.
ftwprogamah
Profile Joined October 2010
United States16 Posts
Last Edited: 2010-11-03 06:06:24
November 03 2010 06:00 GMT
#222
I have always loved this strategy but just havnt been able to implement it to the success i have had with all-in blink stalkers

love me some blink stalkers

But more on the topic, i have found that some really good sim city can help this build along to get you to the later stages of the game.

But maybe these 2 concepts can be combined some how? the very powerfull early game of blink stalkers and the very powerfull late tier 3 army youve designed
House Music isnt just music, its a way of life.
GoDannY
Profile Joined August 2006
Germany442 Posts
November 03 2010 06:34 GMT
#223
Love this build, reminds me of good ol' corsair/DT builds, though I struggled getting something like phoenix/dt or stalker/dt to work when zerg goes overseer heavy. Good stuff up there
Team LifeStyle - it's more than a game
us.insurgency
Profile Joined March 2010
United States330 Posts
November 03 2010 06:41 GMT
#224
DT`s imo are not used enough. Their dps is good for mid game. We need to get rid of the shrine and only have one templar building. That would make HT`s more viable
ftwprogamah
Profile Joined October 2010
United States16 Posts
November 03 2010 06:42 GMT
#225
On November 03 2010 15:41 us.insurgency wrote:
DT`s imo are not used enough. Their dps is good for mid game. We need to get rid of the shrine and only have one templar building. That would make HT`s more viable


i agree with this
House Music isnt just music, its a way of life.
Evoslayer
Profile Joined October 2010
United States43 Posts
Last Edited: 2010-11-03 06:49:49
November 03 2010 06:48 GMT
#226
This is countered by infestors unless you feedback them very quickly, remember that FG not only completely stops DT's from attacking anything that isn't melee, it also pulls them out of cloak

banelings also are a very hard counter to DT's even if the zerg lacks detection
Deadeight
Profile Blog Joined September 2010
United Kingdom1629 Posts
November 03 2010 17:46 GMT
#227
This looks pretty awesome, I will have to give this a go. I've always favoured HTs over colossus in PvZ, but always gone colossus as most zerg will pressure you before you've teched to HTs. And immortals are out in time for any roach push.
Deadeight
Profile Blog Joined September 2010
United Kingdom1629 Posts
November 04 2010 14:45 GMT
#228
The main problem I have had is burrowed roach abuse. Cannons in base work great but it makes pushing out not so hot, robo is really delayed so no mobile detection.
teh leet newb
Profile Blog Joined January 2005
United States1999 Posts
November 04 2010 19:41 GMT
#229
I just tried this build twice and completely failed at the 2-gate pressure part. I've never been much of a 2-gate player, even since BW. Basically, what happened was I put a lot of pressure on the Z and forced a ton of lings and some spines, but while I was teching with a core and gas, he just speedling ling all-inned me, and since my initial force died and I didn't have enough gas for sentries to block my ramp => dead.
"The best argument against democracy is a five-minute conversation with the average voter." - Winston Churchill
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