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[G] PvZ Overview - Page 16

Forum Index > StarCraft 2 Strategy
Post a Reply
Prev 1 14 15 16 17 Next All
headies
Profile Joined October 2010
United States63 Posts
December 23 2010 06:31 GMT
#301
Does anyone have a replay of 3 gate expand? Particularly where they pressure with the 3 gates and then transition into a 5 or 6 gate push at the 9 minute mark?
ZeNd0kUn
Profile Joined October 2010
United States331 Posts
December 23 2010 06:33 GMT
#302
Dunno who bumped this up but .. hey it's PvZ day today on Gisado's GOMtv matchup tournament! And I sure hope it's not a 1 player all kill like yesterday.
"Do not judge by appearances, but judge with right judgment." - Jesus
TheResidentEvil
Profile Joined September 2010
United States991 Posts
January 05 2011 21:15 GMT
#303
bump for this awesome post
bankai
Profile Joined November 2010
362 Posts
January 06 2011 01:23 GMT
#304
After reading the OP (btw this is a great post), I have a question.

The mid game describes 2 unit compositions: CSS for roach/hydra and ISS for muta/ling.

I understand that zealots fall very quickly to roach/hydra, but if u do go CSS, cant zerg quickly change to speedlings and decimate your CSS?? It sounds really hard to use effective FF to prevent the CSS army from dying. The same even for ISS, I cant imagine how ISS can hold off mass speedlings without very fast and effectively played FF. Can someone clarify this for me?
ABCSFirebird
Profile Joined December 2010
Germany90 Posts
January 06 2011 01:39 GMT
#305
Simple answer: Yes you need (very) fast and effectively played FF. What do you think are the sentries for?
This is ten percent luck, twenty percent skill - Fifteen percent concentrated power of will - Five percent pleasure, fifty percent pain ..
bankai
Profile Joined November 2010
362 Posts
January 06 2011 03:17 GMT
#306
On January 06 2011 10:39 ABCSFirebird wrote:
Simple answer: Yes you need (very) fast and effectively played FF. What do you think are the sentries for?


Woah, tat sounds so risky for someone with terrible micro like me =P
KingofGods
Profile Joined July 2010
Canada1218 Posts
January 06 2011 05:26 GMT
#307
You don't really need that fast force fields. Even if the speedlings get onto your units you can still force field in front (or on) your units and push the zerglings back.
electrogravitic
Profile Joined January 2011
Canada1 Post
January 06 2011 11:59 GMT
#308
Legit. Thanks, I've been weak in PvZ matches. Very Informative, recommend to all who are having trouble with zerg.

“Today's scientists have substituted mathematics for experiments, and they wander off through equation after equation, and eventually build a structure which has no relation to reality" Tesla
grimAuxiliatrix
Profile Joined October 2010
United States105 Posts
January 07 2011 06:03 GMT
#309
I'm really curious why you would want immortals in a composition vs ling muta. (Yes I get the roach switch thing, but it's ling-muta. Pretty much immortals' worst enemies.
Word to your mothership HuK
DFarce
Profile Joined July 2010
55 Posts
January 11 2011 15:20 GMT
#310
An excellent guide that covers most of what protoss need to know for the current PvZ metagame.

I'm bumping this because it should be front page for a very long time and I was surprised to find it so buried when I wanted to check some of the things out.
marvellosity
Profile Joined January 2011
United Kingdom36161 Posts
January 11 2011 15:30 GMT
#311
Even with the CSS composition, you're probably still gonna have a few zealots around just because of mineral dumping. Should help with the lings.
[15:15] <Palmar> and yes marv, you're a total hottie
Markwerf
Profile Joined March 2010
Netherlands3728 Posts
January 11 2011 16:26 GMT
#312
With colossi stalker sentry you should be having 0 zealots really. Zealots hardly do a thing with that composition as they only work against your own forcefields and they simply die too fast to even do a thing. Without upgrades zealots are even worse and the CSS style of play shouldn't be focussing on upgrades imo so it saves gas. Upgrades do very little for stalkers and sentries anyway.

Gas economy is very important with CSS but if you do it well and DON"T lose your sentries too much you should be able to do without building a zealot at all. Key to this is carefully managing your economy (ie. make more stalkers instead of sentries if you need extra gas, occasionally make an immortal instead of a colossus etc.). Expanding in time to spend minerals is also key, rather get your 3rd a bit early then a bit late, CSS is really strong on defense so you should be able to get that 3rd quickly after your colo's get out.
kernl
Profile Joined October 2008
84 Posts
January 25 2011 12:47 GMT
#313
Personally, I think void rays are viable much earlier than lategame. I like to do a 3 gate sentry forge expand with 2 gas immediately, and go robo and stargate as soon as possible. According to what the observer scouts I build cannons, but other than that I start building the colossi/stalker/sentry/void ray death ball right away with upgrades. NOTHING can kill that, really. depending on Z army size I take my third between 100 and 150 supply, of course pressuring Z is necessary if he's solely powering.

For zerg it's ridiculously hard to deal with, say, 5-8 colossi and void rays each with gateway unit support. The main disadvantage of the build is that you can't punish a very early third or even fourth base by the zerg because of you hardcore teching.

BUT: (1) You simply cannot die. (2) You kill absolutely everything once you move out.

The (few) PvZs I've lost with this build were against zergs that macroed hard, i.e. expanded, upgraded, had a good unit mix and then engaged my when at 200/200, lost their army and rebuilt it, slowly decimating my army and taking advantage of the long col/VR building time. In such games it usually simply boils down to whoever is the better player.

Anyway, Col/VR immediately ftw.
desu
Byte
Profile Joined April 2010
Germany11 Posts
June 04 2011 11:59 GMT
#314
You guys know that scene in the Matrix where Neo learns Karate, well this guide is the Pvz floppy disk! thanks so much for the help!
Ganz oder garnicht! ps. I read you like a book!
ODKStevez
Profile Joined February 2011
Ireland1225 Posts
June 14 2011 23:50 GMT
#315
Awesome write up. I'll be reading this alot.
Luppa <3
Perplex
Profile Joined March 2011
United States1693 Posts
June 15 2011 00:59 GMT
#316
To Byte and ODKStevez: Remember that this is from NOVEMBER of 2010. It's pretty outdated now, particularly the end-game section about speedrays (they don't exist anymore)
http://www.lolking.net/summoner/na/24238059
Automata
Profile Joined March 2011
393 Posts
June 15 2011 03:50 GMT
#317
Does anyone have replays for 3gate expand (not FFE on shakuras or tal darim)?
SethDrone
Profile Joined September 2010
United States51 Posts
June 15 2011 13:56 GMT
#318
With this post and the revival of Antimage's PvZ guide I think it's evident we are lacking in current PvZ guides. People seem to be actively looking for help in this matchup and coming up short.
rsvp
Profile Blog Joined January 2006
United States2266 Posts
June 15 2011 14:25 GMT
#319
On June 15 2011 09:59 Perplex wrote:
To Byte and ODKStevez: Remember that this is from NOVEMBER of 2010. It's pretty outdated now, particularly the end-game section about speedrays (they don't exist anymore)


Surprisingly (or not) most of this guide still holds. In particular, the 2 main compositions you want to get still are CSS or IST. IST is gaining in popularity with the quick council tech (blink is so useful even when threatened by infestors/fungal) and HTs helping a lot against infestor play which we're seeing more and more from zergs.

Even though speed rays don't exist anymore, void rays are still (imo) essential in the late game if you're going for the CSS composition. Without void rays it's just too difficult to combat corruptor/brood lord armies with just stalkers - stalkers have poor DPS and must struggle to kill corruptors before you lose all your colossus and the brood lords before you lose all your stalkers.

If you're going IST, then late game void rays are still ok, but the general preference is to just spend extra gas you can on additional HT and archons.

As far as early game, 15 nexus is still viable on every map in most tournament map pools. 1 gate expands are gaining in popularity as well, and although you can still always 3 gate FE, I personally think it's a horrible build.
marvellosity
Profile Joined January 2011
United Kingdom36161 Posts
June 15 2011 14:56 GMT
#320
Anihc - maybe it's written somewhere, but how do you defend your newly placed expansion against a large group of speedlings with 1 gate expo?
[15:15] <Palmar> and yes marv, you're a total hottie
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