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1gate 1 stargate PVZ pheonix play - Page 7

Forum Index > StarCraft 2 Strategy
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Uhh Negative
Profile Joined May 2010
United States1090 Posts
October 26 2010 16:05 GMT
#121
On September 29 2010 02:49 truckerdaves wrote:
phoenixes are devastating Vs Zerg. They do bonus damage to light units (OLs, Hydras, Mutas, lings, drones,) and they do a really good job too. I love phoenix play against zerg and cant wait to try this out

Just clarifying that overlords are armored, not light.
HECKER
Profile Joined August 2010
United States15 Posts
October 26 2010 16:13 GMT
#122
9 pylon
chrono probes
12 gate


Is it worth chronoboosting the nexus at 11 if you're going to be cutting probe production to get your gate out at 12?
Uhh Negative
Profile Joined May 2010
United States1090 Posts
Last Edited: 2010-10-26 18:57:26
October 26 2010 18:56 GMT
#123
On October 27 2010 01:13 HECKER wrote:
Show nested quote +
9 pylon
chrono probes
12 gate


Is it worth chronoboosting the nexus at 11 if you're going to be cutting probe production to get your gate out at 12?

It will build the 11th and 12th probe and then you will put down the gateway if I'm not mistaken. I only play protoss in 2v2 for fun so I'm not sure.
Khaladas
Profile Joined May 2010
United States223 Posts
October 26 2010 19:05 GMT
#124
On September 29 2010 03:24 InZil wrote:
This is NOT the build I use if I see any signs of a rush, I can usually defend against the rush and then I have the advantage anyway, so I don't rush to the air.


Seems like if you scout them one basing and you still want to phoenix harass you could just drop a forge and cannon/block your entrance or mineral lines ( depending on map or whether you FE ). It doesn't take a lot of cannons to stop zerglings especially if there are a couple zealots going. Plus you should have extra mins if you are phoenix heavy.

If they are 6-7 pooling then you definitely have to switch strat anyway.

Depending on the map, cannons can even hold off roach rushing in my experience. If it's roaches, you can also pump out a VR to assist with the defense. All the while harassing with your phoenix.

Minigun how do you adjust when you set out to do this build but scout a 5rr or mass 1 base zerglings?
time flies like an arrow, fruit flies like a bananna
HECKER
Profile Joined August 2010
United States15 Posts
October 26 2010 19:23 GMT
#125
On October 27 2010 03:56 Uhh Negative wrote:
Show nested quote +
On October 27 2010 01:13 HECKER wrote:
9 pylon
chrono probes
12 gate


Is it worth chronoboosting the nexus at 11 if you're going to be cutting probe production to get your gate out at 12?

It will build the 11th and 12th probe and then you will put down the gateway if I'm not mistaken. I only play protoss in 2v2 for fun so I'm not sure.


Even if you scout on 9 pylon, you won't have enough money till 13 or 14 supply to build your first gateway so you have to cut probe production to get a 12 gate.

The chronoboost will get your 11th and 12th probes out a total of about 15 seconds earlier while the rest of your probes won't be out any earlier. If you go 13 or 14 gate without stopping probe production then all of your probes will be earlier by about 15 seconds, not just your 11th and 12th.

So my question is if using a chrono on the nexus at 11 is really worth it if you are going to be cutting probes at 12?
Shadrak
Profile Joined August 2010
United States490 Posts
October 26 2010 19:50 GMT
#126
On October 27 2010 04:23 HECKER wrote:
So my question is if using a chrono on the nexus at 11 is really worth it if you are going to be cutting probes at 12?


Definetely doesn't make sense to me, as chronoing then forces you to cut probes to drop the gateway. So in the end you have the same number of probes, you just got two slightly faster but used a chrono to do it which could be better used at a time when you don't need to cut probes.

Unless there's something I'm missing?
CHOChi
Profile Joined June 2010
Germany73 Posts
October 26 2010 20:01 GMT
#127
dont get that point. chrono boost after pylon finishes, if youre going 12 gate its nearly a fully wasted chrono boost when you start another at 11 (probe should come like 3 seconds earlier for a wasted boost)
Don't worry. I got this
[HalcyoN]
Profile Joined May 2010
United States163 Posts
November 02 2010 04:45 GMT
#128
If you have a problem with the 12 gate, why don't you just build your gate at 13 or 14? Honestly, taking a build order so rigidly is pretty stupid, this is an RTS.

12 gate is slightly less economical, 13 gate is economical, and 14 gate is even more economical. It's pretty much up to you for what to do.
"I'm already dead"
MormonWithoutACause
Profile Joined March 2011
United States94 Posts
March 20 2011 00:54 GMT
#129
Well, I figured I might bump this becuase of recent events + Show Spoiler +
Tyler v Haypro @ PAX East


Is this still the optimum build order or is there a more efficient ( and more macro heavy) version of early pheonix aggression into an FE while teching up to Collosi and amassing the mighty Protoss Deathball.

This just feels so much more pressuring than the 3 gate sentry expand and far more doable on the current map pool...

Also, is it advisable to make a Void Ray if an early roach bust is spotted?
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