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[G] Adel's No Gas PvP - Page 8
Forum Index > StarCraft 2 Strategy |
trNimitz
204 Posts
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Aui_2000
Canada435 Posts
As for viability, I used it to beat Katari on ladder and my pvp usually sucks. | ||
CrazyF1r3f0x
United States2120 Posts
On March 21 2011 12:38 CecilSunkure wrote: The build works if you do it right, especially on close positions. I could easily see this working on close positions/medium positions (like Xel'Naga caverns), but how would you see this build working on a map like Typon peaks? | ||
Came Norrection
Canada168 Posts
On March 21 2011 12:35 See.Blue wrote: I'm sorry but that just seems kind of silly. Even if you don't do super well with the zealots, I'd imagine you'd at least get them out. Theyre not going to have sentries that early. I don't see how 4 zealots are going to kill much more than a few probes or a zealot if the defender prepares accordingly by getting 2 gates and chrono to get 2 stalkers and 2 zealots as you can micro to minimalize any casualties. | ||
ScythedBlade
308 Posts
On March 21 2011 12:59 Came Norrection wrote: I don't see how 4 zealots are going to kill much more than a few probes or a zealot if the defender prepares accordingly by getting 2 gates and chrono to get 2 stalkers and 2 zealots as you can micro to minimalize any casualties. Don't worry. The other player won't be able to get both 2 zealots and 2 stalkers if you hit them with tight timings. On that note, you can send 2 zealots as fodder, and micro 2 zealots to kill probes. At some point if you haven't lost any zealots, it will be 4 zealots + 2 stalkers vs. something less. | ||
See.Blue
United States2673 Posts
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Turnus
United States86 Posts
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Acridice
United States298 Posts
One thing I'm confused about is why you request replays post 1.3. Nothing has changed in 1.3 that would effect this build at all. | ||
Acridice
United States298 Posts
I actually just tried it impulsively in my mathcup. I didn't necessarily do it totally randomly. The map was shattered temple, and we spawned close positions. I just kind of figured I'd go for it. It worked out quite nicely and forced him to make excess lings to deal. I think it would be a great way to expand with a forge in PvZ after you make the initial 4z 2s. The replay is honestly not worth watching. I play masters, but I sware this dude was like platinum gold calibur. There was a point where he had like 8-10 spines and 10 drones. I was LOL. This is also why I ask if anyone has tried it in PvZ cuz this game was not a good way to judge the validity. I am of course restricting its use to close positions as I always do with this build. Anybody been working with this build in PvZ? | ||
CaptainHaz
United States240 Posts
On April 07 2011 09:54 Acridice wrote: Has anyone tried this build vs PvZ? I actually just tried it impulsively in my mathcup. I didn't necessarily do it totally randomly. The map was shattered temple, and we spawned close positions. I just kind of figured I'd go for it. It worked out quite nicely and forced him to make excess lings to deal. I think it would be a great way to expand with a forge in PvZ after you make the initial 4z 2s. The replay is honestly not worth watching. I play masters, but I sware this dude was like platinum gold calibur. There was a point where he had like 8-10 spines and 10 drones. I was LOL. This is also why I ask if anyone has tried it in PvZ cuz this game was not a good way to judge the validity. I am of course restricting its use to close positions as I always do with this build. Anybody been working with this build in PvZ? Pepe's build is basically just this, he settled on a quick forge transition as well. Worth checking out imo. http://www.teamliquid.net/forum/viewmessage.php?topic_id=203511 | ||
Kuhva
United Kingdom183 Posts
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Ghecko
Romania12 Posts
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ZeromuS
Canada13379 Posts
On May 17 2011 05:46 Ghecko wrote: has anyone tried this build with the latest patch in PvP? (1.3.3) and if u did.. how does it fare against 2-3 gate robo/4 gate Ive been losing to it a lot trying a 3 stalker into tech build so i would say its quite viable. It used to be good close position due to the warpgate time but even now on longer positions and maps with smaller ramps its quite good. | ||
randplaty
205 Posts
On May 21 2011 07:09 ZeromuS wrote: Ive been losing to it a lot trying a 3 stalker into tech build so i would say its quite viable. It used to be good close position due to the warpgate time but even now on longer positions and maps with smaller ramps its quite good. But what about the decrease in sentry time? The build used to be done if they got the sentry out before you got up the ramp... now the sentry comes out faster. Warpgates come slower... maybe it balances out? | ||
Volka
Argentina408 Posts
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ZeromuS
Canada13379 Posts
On May 21 2011 08:48 randplaty wrote: But what about the decrease in sentry time? The build used to be done if they got the sentry out before you got up the ramp... now the sentry comes out faster. Warpgates come slower... maybe it balances out? unless you are really far away I have found that they dont have sentries in time to stop this unless they made Zealot-stalker-sentry which even then, they wont have enough sentries to completely stop you trying to pressure and the stalkers can take pot shots from below on the sentries if a zealot gets up. Worst case, you set up a light contain and then proceed to either tech or add gateways and try to defend. Adding gateways is in my opinion better than tech since you should be behind in tech so more units from the mineral advantage at the expansion (since they wont be leaving right away) can be the better option. | ||
caradoc
Canada3022 Posts
I find the best outcome is if they actually pump sentries to block their ramp, and you can then just tech freely since you're not spending the gas as fast. They can't 4-gate as effectively after being hit by this, and if they try to rush your ramp, you'll have more zealots just sitting there which will blenderize whatever runs up your ramp, meanwhile you're teching. I haven't had anyone go blink in response yet, for what its worth. | ||
r3tsa
Poland94 Posts
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torichan
Germany7 Posts
This gives somewhat less economy but the 4 zealot timing isn't slowed down much, and you get a huge advantage from the time to walk to his base being that much shorter. When his scouting probe sees nothing he may throw down a forge, at which point I know it is safe to expand to a base near my proxy (so on some maps where it is possible i proxy near a potential expo and just use that base as my main. I'm only mid plat, so there's probably some holes in this strat. The times when I have died worst is when he goes for fast colossi and I go for a third. Wall-offs or ff maybe should be more successful against my strat but I haven't been playing really skilled toss at my level. I almost never get a 'gg' from the opponent, probably due to the 'cheesy' nature of proxying, but this is quite different from a 10 gate proxy rush. Any thoughts on the cheesiness of the proxy hurting the strat? I'm interested in making this strat better so any tips are welcome. | ||
CCalms
United States341 Posts
This build dies laughably convincingly to so many protoss openers, please don't keep trying to do it. Adelscott has stopped doing it for over 5 months now lol.. | ||
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