[G] PvZ Overview - Page 16
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headies
United States63 Posts
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ZeNd0kUn
United States331 Posts
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TheResidentEvil
United States991 Posts
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bankai
362 Posts
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
Germany90 Posts
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bankai
362 Posts
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
Canada1218 Posts
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electrogravitic
Canada1 Post
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grimAuxiliatrix
United States105 Posts
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DFarce
55 Posts
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
United Kingdom36156 Posts
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Markwerf
Netherlands3728 Posts
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
84 Posts
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. | ||
Byte
Germany11 Posts
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ODKStevez
Ireland1225 Posts
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Perplex
United States1693 Posts
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Automata
393 Posts
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SethDrone
United States51 Posts
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rsvp
United States2266 Posts
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
United Kingdom36156 Posts
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