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[D] Early PvZ timing push tactics - Page 4

Forum Index > StarCraft 2 Strategy
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Yoshi Kirishima
Profile Blog Joined July 2009
United States10383 Posts
December 10 2010 04:16 GMT
#61
2 stalker pressure forces him to make a shitton of lings depending on how good ur micro is and how active u are with them

he'll waste tons of larvae xD

this also punishes players who like to (like idra, at least previously) put 1 spine soon after pool and gas later instead of ling speed asap
Mid-master streaming MECH ONLY + commentary www.twitch.tv/yoshikirishima +++ "If all-in fails, all-in again."
lycheejello
Profile Joined June 2010
United States59 Posts
December 10 2010 04:27 GMT
#62
On December 10 2010 05:57 Kiarip wrote:
In my experience (2200ish level player, but I have a large bonus pool, as I've been playing on a friend's account lately who's in platinum, but I've gotten matched up against some 2700 rated diamonds due to mmr and stuff,)

there's 2 categories of zerg builds:

gas-pool/pool-gas: for fast zergling speed before hatch. which is the safe build, and I don't think you need to pressure this early game until after you've grabbed your expo, making 3 gate expo really strong against that opening imo. pool-gas can obviously lead to roach quite often, so you have to be careful with that.


pool-hatch/hatch-pool: This build you have to pressure, and you have a window due to the delayed ling speed. Obviously, blocking the hatch-pool with a pylon is ideal, and if he puts it down, blocking the ramp with pylons and going forge is really strong (personally I don't use this though.) I use 2 stalker harass to possibly kill an overlord some lings, force lings/a spine, and maybe snipe a drone or 2, while putting down a nexus on 1 gate and 1 gas, and then a stargate right after (the timing is such that if you go stalker-stalker-zealot, or zealot-stalker-stalker, and you start warp-gate asap, after you put down your nexus, you get 150 minerals same time as you reach 150 gas.) Then I get 1 voidray with the stargate, which is helpful in defending ling/roach all-ins, and then I use it to kill a few scouting overlords while they still don't have speed, and force him to get some extra queens while building a phoenix to scout his tech.

edit:

PS teach me PvT =(




Sounds good, but I still have a bit of trouble figuring out when to pull back my first few units. I find myself losing my pressure units too often right when zergling speed finishes, which makes me feel a bit less safe as the game progresses.

Does anyone know typical timing for when zergling speed for different builds finish?(hatch first, gas pool, pool gas). In game clock time would be really nice as well.
OriginalBeast
Profile Joined September 2010
United States709 Posts
December 10 2010 04:43 GMT
#63
I hope that you can ignore my last posts, they were bad, sorry.

To answer what has been working for me, personally, I rather like regular 4 warpgating with lots of sentries and ff his ramp to seperate the main and nat and kill the nat and then retreat without suffering and losses. I feel it lets you stop some of the droning and take minimal/no damage because of the ffs on the ramp. some things to watch out for is when you retreat throw a lost ff up on the ramp so that he dosent follow you back to your base or get a speed ling surround while your on your way back to your base.

Good luck!
More gg, more skill.
Kiarip
Profile Joined August 2008
United States1835 Posts
December 10 2010 04:55 GMT
#64
On December 10 2010 13:27 lycheejello wrote:
Show nested quote +
On December 10 2010 05:57 Kiarip wrote:
In my experience (2200ish level player, but I have a large bonus pool, as I've been playing on a friend's account lately who's in platinum, but I've gotten matched up against some 2700 rated diamonds due to mmr and stuff,)

there's 2 categories of zerg builds:

gas-pool/pool-gas: for fast zergling speed before hatch. which is the safe build, and I don't think you need to pressure this early game until after you've grabbed your expo, making 3 gate expo really strong against that opening imo. pool-gas can obviously lead to roach quite often, so you have to be careful with that.


pool-hatch/hatch-pool: This build you have to pressure, and you have a window due to the delayed ling speed. Obviously, blocking the hatch-pool with a pylon is ideal, and if he puts it down, blocking the ramp with pylons and going forge is really strong (personally I don't use this though.) I use 2 stalker harass to possibly kill an overlord some lings, force lings/a spine, and maybe snipe a drone or 2, while putting down a nexus on 1 gate and 1 gas, and then a stargate right after (the timing is such that if you go stalker-stalker-zealot, or zealot-stalker-stalker, and you start warp-gate asap, after you put down your nexus, you get 150 minerals same time as you reach 150 gas.) Then I get 1 voidray with the stargate, which is helpful in defending ling/roach all-ins, and then I use it to kill a few scouting overlords while they still don't have speed, and force him to get some extra queens while building a phoenix to scout his tech.

edit:

PS teach me PvT =(




Sounds good, but I still have a bit of trouble figuring out when to pull back my first few units. I find myself losing my pressure units too often right when zergling speed finishes, which makes me feel a bit less safe as the game progresses.

Does anyone know typical timing for when zergling speed for different builds finish?(hatch first, gas pool, pool gas). In game clock time would be really nice as well.


Eh, I think it's 3 minutes after some point in time that has to do with the gas. Just go to liquidpedia, check how long it takes for zerg to get 100 gas, check how long it takes for speed to research, and use the in-game timer to retreat accordingly based on when you scout the gas.

You should have a warp gate 3 zealots, and 2 stalkers by the time your stalkers get to the base, and a voidray on the way. Usually I get a forge after the stargate (and 2nd gas after the forge,) and I leave a probe somewhere half way between the bases or at a xel'naga tower depending on the base, so if I scout lings coming in, I add a pylon and a cannon next to my nexus to make a semi wall and delay my phoenix to warp in a sentry to have a forcefield in case he somehow tries to get up my ramp with speedlings or something similar. It's pretty safe in my experience, the voidray comes in and scares shit away.
Danglars
Profile Blog Joined August 2010
United States12133 Posts
December 10 2010 04:59 GMT
#65
2 stalker pressure, or it's cousin 1 zealot + 1-2 stalkers is effective to stop pure droning and force spinecrawlers / lings / roach tech. My personal preference is 3gate expand and some pressure with zealots and sentries and later stalkers to force the same. Every type of pressure is counterable if a good zerg knows it's coming, so you'll likely have to mix it up in a series against a zerg. Pressure becomes less effective if the natural expansion has a tight choke to spinecrawler.

The alternative is to 15 nex or 1gate nex and just chrono probes to match the zerg's economy.
Great armies come from happy zealots, and happy zealots come from California!
TL+ Member
brainpower
Profile Joined September 2010
United States233 Posts
December 10 2010 05:47 GMT
#66
One interesting build a friend of mine mentioned but I haven't gotten to test out yet, was 1 zealot, 1 stalker, 1 sentry, with a 2nd zealot rallied to the front. The 3 units are able to clean up any scouting lings very easily, and as the 2nd wave of lings+queen come out to chase you off, you FF the ramp. If you do it right, you get a free kill on the nat's queen and any drones they made up til that point. Then you have the option to hold position the 2 zealots and stalker at the bottom of the ramp and make them waste more lings on you, or back off. If they can only actually attack you with 4-5 lings against a stalker, 2 zealots, and a sentry all attacking, you'll be able to do significant damage.

Need to spend some time on it though to see how the sentry affects when you need to get your 2nd gas, and how much later it comes than 1 zealot 2 stalker.
tetramaster
Profile Joined July 2010
Canada253 Posts
Last Edited: 2010-12-10 06:28:02
December 10 2010 06:16 GMT
#67
Hmm

vs a Hatch first build, I'm actually quite comfortable opting for the 5 stalker opening. It hits at about 5 minutes, and gives you 2 warp-gates and enough of an econ to either drop a 3rd gate, or transition into a 2 gate expo build.

In practice, I usually manage to get the first stalker there are 4:20, the 2nd and 3rd stalkers at around 5, with the next 2 warped in nearby.

1 minute of free reign(from 5:20-6:20 ish) in the enemy natural is plenty of time to snipe the queen, get rid of any zerglings, kill of a bunch of drones, and just generally cause a crapton of havoc.

Of course, spines can be a problem, so I usually prefer to only attempt this on Xel Naga or Metalopolis, where dancing around the spines is relatively easy, if there are any. On maps where the natural is more constrained, I've been toying around with warping in a sentry + zealot as the first set instead of 2 more stalkers; the aim is to either FF the ramp to stop the drones from escaping, or FFing right behind the queen to stop micro.
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