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PvP, Collosus's Demise. New and Original Strategy. - Page 3

Forum Index > StarCraft 2 Strategy
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Lobber
Profile Joined August 2010
Canada414 Posts
November 21 2010 12:42 GMT
#41
Played around in unit tester, works alright in very open grounds with little micro, only problem is after the armies battle the colossus can ALWAYS run away and regroup, increasing in numbers... This means they eventually reach critical mass and go uncontested...

Also I don't really think archons add to much to this build... I mean the zealots do much more damage and have much more HP, the only real thing archons bring is a way to spend your gas...
You are not your APM, you are not you ladder ranking.
Robellicose
Profile Blog Joined October 2010
England245 Posts
November 21 2010 12:44 GMT
#42
Must say in PvP i've been a big fan of 3gate + Stargate rather than 3gate robo. push out when 2/3 void rays are done. With the Void ray 'nerf' that means they do more dmg uncharged vs. armoured, the main weaknesses are pure blinkstalkers and DTs. Not yet lost a game with this strat to 4gate or 3gate robo. DT's need a cannon by the ramp for detection if you spot a twilight council and if the opponent goes collo then they shouldn't have enough gas to have an adequate anti-air defence. I hate protoss's lack of decent anti-air, so why not work that to my advantage in PvP?

Portentious and Pretentious
bibbaly
Profile Joined October 2010
98 Posts
November 21 2010 13:31 GMT
#43
Really like the build, did a couple of games with it and didn't lose against P even if they didnt go Collo.

Might need a bit of refinement but it is a really solid build that could be added to the list of great protoss builds.
Kwaa
Profile Joined June 2010
Sweden91 Posts
November 21 2010 14:35 GMT
#44
If only Archons could destroy forcefields..

My PvP midgame currently looks as such: Archons, Immortals, Zealots (speed often) and some Stalkers/Sentries. And if they forcefield well, you are forced to run away. You can do this over and over, while losing some Zealots, but nothing to major.

When engaging, do it as if it were 3 range roaches. Move in, attack, move in, attack. Zealots and Archons up close > Stalkers/Colossi/Immortals.
MACRO HARD!
MuMeise
Profile Joined November 2010
Germany81 Posts
November 21 2010 14:52 GMT
#45
hey there. i tried a new build against colossi.. (new for me) since a few days.
basically i build carriers instead of colossi and the same composition of stalkers and lots.
monstly lots. later on with speed.
http://www.teamliquid.net/forum/viewmessage.php?topic_id=169459&currentpage=2

i attack with a timing push, when catapult and +1 air is ready. with that a carrier has 12 damage per interceptor. I won the last 5 matchups against P with this build, because everyone is building colossi at the moment ant against that.. carriers are enormous.
Basically you have to stay save the same way you do with a fast colossi build. You are voulnerable against early pushes etc etc

Rotcod
Profile Joined November 2010
United Kingdom138 Posts
Last Edited: 2010-11-21 22:31:40
November 21 2010 15:05 GMT
#46
Hey,

I've been doing a similar build vs every race (with slight alterations ofc)

In PvP Its all about being agressive, I have 3 different timmings attack 1)when warpgate finishes(I do a slighlty more econ korean 4 warpgate leaving guys in gas) 2)then when Z legs is up (its not always possible to break the ramp at this point but gives you nice map control EXPAND) 3) when archons are up.

I'm 1700 diamond and I have limited success with it although it hasnt been refined to the extend 2/3 gate collossus has been so no suprise? makes a nice change

Edit: http://www.sc2replayed.com/replays/107668-1v1-protoss-blistering-sands replay of me failing to punish an early expand because of FF
NerdErk
Profile Joined November 2010
United States1 Post
Last Edited: 2010-11-21 15:35:50
November 21 2010 15:35 GMT
#47
Some thoughts from those three ladder games you posted. I probably have the order wrong, but I hope you can tell which game I'm referencing.


1(Bottom Position on Steppes of War). This seems like a good push that he doesn't do a good job of defending. I don't think your Archons did too much damage early in the fight because of force fields, so it's hard to credit this concept with the victory.

2)(Xel'Naga Caverns) He pushes you with almost exclusively stalkers and immortals. Your zealots were the big tipping point, not the archons. If each of those archons were 2 stalkers instead, I think you would have done just as well.


3) His early push fails, but you only have 1 archon at the time, so I'm not sure if you can attribute that to your build. You probably could have held it just as well with a standard army for that timing. After that he's contained on one base and you have an over 30 food advantage, and you can win by simply having more stuff.

Ultimately, I'd say this is an interesting build, but I'd like to see a lot more test cases go into the mid-late game. Remember that you could get 2 stalkers or sentries for less than the cost of an archon (not even accounting for the tech building costs), and I think in all of the games you posted you would have won with either choice. In these games you simply killed or crippled them before colossi could become an issue, but that's not always going to work.

Hope that helps. I'd love to see another viable PvP build that doesn't rely on colossi.
BluzMan
Profile Blog Joined April 2006
Russian Federation4235 Posts
Last Edited: 2010-11-21 15:36:02
November 21 2010 15:35 GMT
#48
FORCE FIELDS LOL. Colossus and blink stalker are both so popular because they shit on FF, otherwise, whoever gets it better wins in PvP.
You want 20 good men, but you need a bad pussy.
gr8ape
Profile Joined July 2008
Canada302 Posts
Last Edited: 2010-11-21 16:44:16
November 21 2010 16:41 GMT
#49
On November 22 2010 00:35 NerdErk wrote:
Hope that helps. I'd love to see another viable PvP build that doesn't rely on colossi.


open with 4 gate, or forge fe, get an economy/defense going, and then double stargate chronoboosted +1 speedrays.

That shit wrecks colossi and non blink stalkers. And blink stalkers are hard, but your ground and air army combined is alot more damaging than a bunch of blink stalkers

Void rays arent exactly what they used to be (in which case this build would completely overpower everything in pvp, everything), but having a fleet of +1 speed rays is not good news for your opponent....

I dont remember who said this, but i remember reading "void rays are the future of midgame pvp" and im starting to believe that
dobrzeee
Profile Joined February 2010
Poland71 Posts
November 21 2010 17:04 GMT
#50
isnt it better to go for dark shrine and try to harass with dts first. When opponent defends you can still go for zeal arch (dark templars can be archons too) to kill his push. This way it cost more minerals instead of gas which is better too.
there is no such thing as luck in the long run but run is never long enough
Arcanefrost
Profile Blog Joined August 2010
Belgium1257 Posts
November 21 2010 17:27 GMT
#51
On November 22 2010 01:41 gr8ape wrote:
Show nested quote +
On November 22 2010 00:35 NerdErk wrote:
Hope that helps. I'd love to see another viable PvP build that doesn't rely on colossi.


open with 4 gate, or forge fe, get an economy/defense going, and then double stargate chronoboosted +1 speedrays.

That shit wrecks colossi and non blink stalkers. And blink stalkers are hard, but your ground and air army combined is alot more damaging than a bunch of blink stalkers

Void rays arent exactly what they used to be (in which case this build would completely overpower everything in pvp, everything), but having a fleet of +1 speed rays is not good news for your opponent....

I dont remember who said this, but i remember reading "void rays are the future of midgame pvp" and im starting to believe that


4gate loses too robo build, forge fe loses to all robo builds and blink stalkers. + If you see the forge you can just 1gate fe and be ahead. Speedrays in pvp are beasts, but you can never ever get them in the critical mass you need, blink stalkers will just own you before you get there, the kiwikaki build transitionss to colossi off 2bases because of that.
Valor is a poor substitute for numbers.
Arch00
Profile Joined July 2010
United States233 Posts
November 21 2010 17:31 GMT
#52
Once it hits mid-late game and you're blocking his expo or whatever, can't you back off, tech to getting one colossus and just use it to run over all of his forcefields? Yea its like 700 minerals and 500 gas to build one unit just to break forcefields but its worth thinking about. Also opens up use of warp prisms for storm drops if you research that eventually.
www.twitch.tv/arch00 ~ Arch.391 SC2
gr8ape
Profile Joined July 2008
Canada302 Posts
November 21 2010 17:34 GMT
#53
On November 22 2010 02:27 Arcanefrost wrote:
Show nested quote +
On November 22 2010 01:41 gr8ape wrote:
On November 22 2010 00:35 NerdErk wrote:
Hope that helps. I'd love to see another viable PvP build that doesn't rely on colossi.


open with 4 gate, or forge fe, get an economy/defense going, and then double stargate chronoboosted +1 speedrays.

That shit wrecks colossi and non blink stalkers. And blink stalkers are hard, but your ground and air army combined is alot more damaging than a bunch of blink stalkers

Void rays arent exactly what they used to be (in which case this build would completely overpower everything in pvp, everything), but having a fleet of +1 speed rays is not good news for your opponent....

I dont remember who said this, but i remember reading "void rays are the future of midgame pvp" and im starting to believe that


4gate loses too robo build, forge fe loses to all robo builds and blink stalkers. + If you see the forge you can just 1gate fe and be ahead. Speedrays in pvp are beasts, but you can never ever get them in the critical mass you need, blink stalkers will just own you before you get there, the kiwikaki build transitionss to colossi off 2bases because of that.


4 gate doesnt STRAIGHT up lose to robo build....sure it CAN lose but i dont think its a one sided match

I think that with the right timing (getting void rays with enough gateway units, not too many, not too few) is what would make this viable, because I agree that rushing vr's once you are on 2 bases will leave you open, and waiting for 2 base saturation will not give you enough firepower...
sjschmidt93
Profile Joined April 2010
United States2518 Posts
November 21 2010 17:42 GMT
#54
If archons were massive (like they should be) this composition would kick ass.
My grandpa could've proxied better, and not only does he have arthritis, he's also dead. -Sean "Day[9]" Plott
Durp
Profile Blog Joined September 2010
Canada3117 Posts
November 21 2010 17:51 GMT
#55
If you engage in the centre of Steppes of War and Delta Quadrant, and your opponent doesn't know where your army is. AND doesn't have an obs for colossus sight, AND doesn't have thermal lance, AND doesn't micro the colossus, AND doesn't forcefield properly- THEN YES, great composition.

It may be effective without micro, but at even mid-range diamond this will be shutdown by remotely competent forcefields and even the most timid of colossus kiting.
SOOOOOooooOOOOooooOOOOoo Many BANELINGS!!
Raphy
Profile Joined August 2010
France8 Posts
November 21 2010 17:58 GMT
#56
Actually I've been trying this build on the ladder and I won all my PvP today, they all went colossi (one went 2 gate so this game was kindda different). I'm very enthusiastic about this build and it's efficiency, the only problems I noticed were the expansion (kindda late imo), the lack of scouting the no-robo includes (how can you be sure he's going colossi?), and of course the fact that colossi can run away and shoot units.

What I think is key about this build is to push just when the opponents is starting to have colossi (so meanwhile you have a few archons and a bunch of lots) - if he is on 1base it is a great timing - getting colossi is long and hard and expensive, he won't be having that many core units and archons really are great against colossi. Colossi just do so little damage against them, like against all heavy troops actually... Problem is they can run away, sure, but with that build you can easily overwhelm him (cause building colossi is so freakin expensive !). You can some stalkers to snipe some colossi out (against scattered units, colossi lose all it's power). That's what I did... It worked out very well.

Thanks for the build OP, I'll try to contribute to the post by testing it more.
GiygaS
Profile Blog Joined September 2010
Canada1043 Posts
November 21 2010 18:24 GMT
#57
I'm gonna try this on my gold ladder today, except with DTs. The DTs force him to make observers with his time on Robo Facility or die. It seems to me like this build uses chargelots a lot like speedlings,where if he leaves his base, he dies.
AKA gigyas, gigas, giygas khan, giyga khan, giyga...
Proto_Protoss
Profile Joined September 2010
United States495 Posts
November 21 2010 18:28 GMT
#58
This feels like a really early abased type of play if you dont do some serious economic damage with your first few archons your going to be in trouble because once 3-4 collosus or just Immortals pop out your going to be in some trouble as none of them are biological units. You might own Zealots but the ranged units will probably own you.
"Our greatest glory is not in never falling, but in getting up everytime we do." - Confucius
Kryptonite
Profile Joined June 2010
United States155 Posts
November 21 2010 19:01 GMT
#59
On November 22 2010 02:42 sjschmidt93 wrote:
If archons were massive (like they should be) this composition would kick ass.

omg I wish. Imagine PvT as well with Archons being massive.
http://www.sc2ranks.com/us/299590/fLcKrypt
SichuanPanda
Profile Blog Joined March 2010
Canada1542 Posts
November 21 2010 19:08 GMT
#60
On November 21 2010 18:55 happyness wrote:
Show nested quote +
On November 21 2010 18:28 Spek wrote:
I did unit tests. Lots of unit tests.


Stopped reading there

User was temp banned for this post.


Thank you mods. Thank you so very much. This guys one liners were getting real bad.

I think Archons are far more viable than the people in this thread are giving credit to the OP for. On the other hand the replays show the build being performed against sub-par players (clearly not nearly as good as the OP), and so I really can't take those as proof of the build working. However I have to suspect that the Protoss late game will shift away from Colossus eventually.
i-bonjwa
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