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Mass Immortal in PvP?

Forum Index > StarCraft 2 Strategy
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Dark Void
Profile Joined June 2010
United States39 Posts
December 22 2010 19:14 GMT
#1
Ok, so after so many matches of PvP where it's just a collosus war, I decided to try to find a way to beat it, without just mirroring what they are doing. I tried immortal phoenix, fail. I tried opening 2 gate phoenix into expand and get immortals. Fail. Then I realized something, most toss units are armored. So I tried opening 2 robo 1 warp gate. And it worked! I was amazed. So I was just wondering, do you guys think mass immortal could be a viable strategy in PvP? I don't want to try this out on ladder and get my butt pwned hard for trying some fail piece of crap build I came up with.

Any feedback is appreciated
"Cold is the void"
sti
Profile Joined May 2010
United Kingdom43 Posts
December 22 2010 19:18 GMT
#2
The problem is while you might beat collouses if they just go 4gate push you will end up fighting 3 immortals vs a huge army. And people will push you if they see 2 robo.
Faze.
Profile Joined November 2010
Canada285 Posts
December 22 2010 19:20 GMT
#3
If you go 2 robo 1 gate and get spotted, you're gonna get zealot+voidray rushed, and die.
That's my guess I dont even play protoss, take it for what it's worth, but I dont think immortals are a good unit to mass in most situation, they are good as some sort of offensive support, but they're quite expansive and slow to make. Not to mention they're pretty slow and cant hit air.
D:
RyanRushia
Profile Blog Joined April 2010
United States2748 Posts
December 22 2010 19:21 GMT
#4
i can think of several counters to this off the top of my head. standard gateway colossus can still beat this. zealot sentry colossus should wreck it, sentries will forcefield immos away from colossus, or even forcefield contain them and have zealots be a meat buffer while colossus use the range advantage

against stuff like blink stalker sure i'd recommend it, but i think gateway + colossus can still wreck it. albeit not as often used, voidray could be strong as well against it, as you only have one gateway of support, cant get out enough AA to handle multiple voidray + gateway support
I saw the angel in the marble and carved until I set him free. | coL.Ryan | www.twitter.com/coL_RyanR
Thoramas
Profile Joined April 2010
Singapore152 Posts
December 22 2010 19:22 GMT
#5
Zealots and Sentries are light, hence any early gateway push will notice what you're doing can adjust their composition for that and expand at the same time.
Dark Void
Profile Joined June 2010
United States39 Posts
Last Edited: 2010-12-22 19:28:47
December 22 2010 19:24 GMT
#6
On December 23 2010 04:18 sti wrote:
The problem is while you might beat collouses if they just go 4gate push you will end up fighting 3 immortals vs a huge army. And people will push you if they see 2 robo.


Hmmm... I tested it out vs a 2 gate opening. I actually didn't do 4 gate :x but the way you put it, it doesn't sound like my force fields could hold them off long enough to get enough immortals. Maybe I could come up with a way to alter it if I see something besides a collosus opening? Like if I see a 4 gate coming just don't drop the second robo and get another gate instead?

O wow, so many posts while I post lol. Uh, I'm not talking using this against EVERY opening. I mean, no build holds off everything right? I'm saying open up planning to mass immortal, but if your scouting informs you of something that it can't hold off, then adapt it like any build to this new info.
"Cold is the void"
wherebugsgo
Profile Blog Joined February 2010
Japan10647 Posts
December 22 2010 19:27 GMT
#7
I think robo builds will say bye-bye as stargate builds become popular. Soon I think forge+stargate will be common (since you can use the phoenix or a voidray to scout and keep cannons at home for DT detection/defense)

Simple fact is, voidrays handily kill every unit a Protoss can make, and a 2 gate/stargate build can often do serious damage, or outright kill, robo builds. The crux I think is that stalkers are not very cost-effective against voidrays, so if a player goes 2 gate robo against 2 gate stargate and the stargate player has half a brain, the robo player won't survive because his antiair will get steamed before the voidrays are killed. All it takes is one ray, and it will be able to clean up anything if there are no stalkers left.
Dark Void
Profile Joined June 2010
United States39 Posts
December 22 2010 19:31 GMT
#8
On December 23 2010 04:27 wherebugsgo wrote:
I think robo builds will say bye-bye as stargate builds become popular. Soon I think forge+stargate will be common (since you can use the phoenix or a voidray to scout and keep cannons at home for DT detection/defense)

Simple fact is, voidrays handily kill every unit a Protoss can make, and a 2 gate/stargate build can often do serious damage, or outright kill, robo builds. The crux I think is that stalkers are not very cost-effective against voidrays, so if a player goes 2 gate robo against 2 gate stargate and the stargate player has half a brain, the robo player won't survive because his antiair will get steamed before the voidrays are killed. All it takes is one ray, and it will be able to clean up anything if there are no stalkers left.


Are you suggesting perhaps instead of a mass immortal opening to lighten up the collosus wars, a stargate opening? Sounds interesting. I just decided to not open void rays in PvP until that bonus against massive units is applied. I would have to test it, but the common stalker collosus opening just seems like enough anit-air to take out the void rays.
"Cold is the void"
roymarthyup
Profile Joined April 2010
1442 Posts
December 22 2010 19:32 GMT
#9
i believe stargate builds are strong against toss but the weakness of stargate builds is your opponent will go pure stalker which easily kits the uncharge zealots and the void ray is too slow
Brandus
Profile Joined September 2010
148 Posts
December 22 2010 19:40 GMT
#10
lots of chargelots do great against immortals.
Chronopolis
Profile Joined April 2009
Canada1484 Posts
December 22 2010 19:44 GMT
#11
Any toss player worth their salt will see that you have no collolus, and sit in their base for another 3 minutes until they have about 4-5 collolsus and then attack. There's just no way you can avoid the wave of zealots that come with the collolus. Even if you could, collolus can retreat (but not kite) taking no damage, because they have the same movement speed as immortals
monk
Profile Blog Joined May 2009
United States8476 Posts
December 22 2010 19:47 GMT
#12
If you're looking to beat collosi without going collosi yourself, go for immortal voidray zealot sentry. Collosi is just too big an investment (500/200 for one collosi) for your opponent to be able to make an appropiate army vs both immortals and void rays.
Moderator
kemsley
Profile Joined October 2010
United Arab Emirates137 Posts
December 22 2010 19:49 GMT
#13
I tried going 2 robo and rushing and unsurprisingly I got not very good results vs Protoss.......but beat lots of Terrans, even ones that went all marines.

Obviously it can be countered if seen, but if you proxy it and get your timing right (i.e hit as soon as possible before they've massed units) then you can win quickly and easily with it.

If you lose one battle, because you can't retreat fast enough you lose your whole investment and the game, if they find your proxy you lose the game.

I think as a one off all in, it is fun and can work but as a good opener, against andy of the races it's pretty turd. But really, really fun when you win :-)
Wrongspeedy
Profile Blog Joined August 2010
United States1655 Posts
December 22 2010 19:49 GMT
#14
Opening 1-1(stargate)-1(robo) against someone thats not being aggressive off 1 base, then yourself expanding, leaves you in a good position to tech switch from there. You have immortals and air units (immortals vs stalks and colossus, air vs sentry zealot), you can also just add a bunch of gates at any point you think you need them, a lot of times I do this though I actually wait to get warpgates (sometimes I act like I'm getting it if I don't want to be scouted, then cancel it when I need the gas) because I only start with 1 gateway and I need the gas else where. If you get 2 base vs 2 base its a great position to be in, you can easily get colossus, or easily counter them. Its a strange build (surprising to see an immortal and voidray 1 base pvp), but thats a good thing because sometimes doing something unexpected is all you need to do to win.
It is better to be a human dissatisfied than a pig satisfied; better to be Socrates dissatisfied than a fool satisfied.- John Stuart Mill
khazgore
Profile Joined November 2010
Norway104 Posts
December 22 2010 19:52 GMT
#15
I have been doing this build a couple of times And i can say that its not a revolutionary build.
however it works very well against Blink stalkers and 4 gates that are stalker heavy.
note you have to get a couple of stalkers aswell, as alot of opponent immediately throws up a Stargate when they see mass immortals. if a decent opponent scout 2 robos your dead so start with the robos when your walled off.
Sucio
Profile Joined August 2010
United States14 Posts
December 22 2010 19:54 GMT
#16
Sucio here. 2200 Point Diamond Toss.

A standard robo build can defeat any 4 gate unless of course they somehow have a proxy pylon in your base lol.

Concerning this MASS Immortal vs colossi thing...Yes it most deff can work and has worked for me if you time it correctly. A lot of toss players go 1 base colossi which I think is ridiculous..You end up with 2 colossi and a Tiny Tiny ground army. 3 to 4 immortals plus good macro/micro with your other gateway units will take this 1 base 2 colossi nonsense down. So yes it does work with good scouting and attack timings.

I have seen a ton of Toss players trying out void ray builds against Robo/Colossi type builds...Ummmm....I think I may have lost 1 game to a toss that has gone for the voids when I went for colossi tech. Once again if you go 1 base colossi which I DON'T recommend than a stargate build with some voids might actually take the game maybe. But I honestly don't think Toss is going to be switching to more stargate type builds than Robo builds which are just so safe/strong.

I think the problem with going Stargate vs Robo tech is that the colossi are going to crush the stargate players ground army. Just completely annihilate it even if they do loose all there colossi to voids. Hence, the robo player will have a huge ground advantage over the Stargate player. A good amount of stalkers can easily deal with voids which can't hide in the back of a toss army like Colossi can. That's just my opinion but hey you never know what can happen. This game is incredible and is ever changing every week.

Good Luck Dark Void!

Sucio
The Only Good Bug Is A Dead Bug
TheGiz
Profile Blog Joined October 2010
Canada708 Posts
December 22 2010 19:54 GMT
#17
Many times have I seen mass Immortal try to take down my Chargelot/Stalker/Sentry/Colossus army.
Many times have I won against this composition.

People underestimate the huge advantage that Force Field brings to battles, and they also tend to forget that Colossi break Force Fields, taking them out of the equation in big battles. Immortals are great in a concave, but that concave will never form if they're all cut up by Force Fields. In the mad scramble, even slow DPS from Stalkers/Sentries/Colossus will be enough to take masses of them down. Sure, you might lose all your Stalkers, but they will be replaced by Zealots and Sentries and you're basically fucked.

Combining this with Void Rays might be more viable, as has been done before. This is costlier than anything your opponent will produce however, and he'll simply beat you in unit count and thus DPS.
Life is not about making due with what you have; it's about finding out just how much you can achieve. Never settle for anything less than the best. - - - Read my blog!
TheGiz
Profile Blog Joined October 2010
Canada708 Posts
Last Edited: 2010-12-22 20:05:01
December 22 2010 20:04 GMT
#18
On December 23 2010 04:47 4kmonk wrote:
Collosi isare just too big an investment (500/200 for one collosiColossus) for your opponent to be able to make an appropriate army vs both immortals and void rays.


One Immortal and one Void Ray is 500/250.
One Colossus is 300/200. I guarantee you that I can beat you in unit count with Colossus support. Remember that with Colossus any Gateway support you may have will melt away in seconds, while my Zealots have longer to live. They'll eliminate your Immortals, which leaves my Stalkers alive to help my Sentries kill your Void Rays.

The Colossus War in PvP is all about killing Force Fields and melting away Gateway units. Without their support and without Force Fields to block me, I can assure you that your other units will be quite exposed.

P.S. I apologize for the double post. Didn't realize until after.
Life is not about making due with what you have; it's about finding out just how much you can achieve. Never settle for anything less than the best. - - - Read my blog!
Dark Void
Profile Joined June 2010
United States39 Posts
December 22 2010 20:05 GMT
#19
So it appears all of you guys agree on one thing, it shouldn't be attempted because of lack of air support. I think this
V might deal with that issue, but I'd have to test to see if you spread yourself to thin.

On December 23 2010 04:49 Wrongspeedy wrote:
Opening 1-1(stargate)-1(robo) against someone thats not being aggressive off 1 base, then yourself expanding, leaves you in a good position to tech switch from there. You have immortals and air units (immortals vs stalks and colossus, air vs sentry zealot), you can also just add a bunch of gates at any point you think you need them, a lot of times I do this though I actually wait to get warpgates (sometimes I act like I'm getting it if I don't want to be scouted, then cancel it when I need the gas) because I only start with 1 gateway and I need the gas else where. If you get 2 base vs 2 base its a great position to be in, you can easily get colossus, or easily counter them. Its a strange build (surprising to see an immortal and voidray 1 base pvp), but thats a good thing because sometimes doing something unexpected is all you need to do to win.


On December 23 2010 04:49 kemsley wrote:
I tried going 2 robo and rushing and unsurprisingly I got not very good results vs Protoss.......but beat lots of Terrans, even ones that went all marines.

Obviously it can be countered if seen, but if you proxy it and get your timing right (i.e hit as soon as possible before they've massed units) then you can win quickly and easily with it.

If you lose one battle, because you can't retreat fast enough you lose your whole investment and the game, if they find your proxy you lose the game.

I think as a one off all in, it is fun and can work but as a good opener, against andy of the races it's pretty turd. But really, really fun when you win :-)


I found the tarren part of that post interesting. Never thought about using such a build against tarren. hmmmm....


O, BTW I tested the 1 stargate, 2 warp gate opening against both collosus stalker, and blink stalker. It barely held off the collosus one, leaving usually (this is assuming you both have a second expo) 4-5 void rays vs. 4 collosus. Of course, the void rays can clean up. But I'm concerned about that letting the collosus numbers get up to high for your zealots to counter later in the game, since they out speed voidrays and can just retreat once all the stalkers are dead.

And the blink stalkers, it did really well against surprisingly. Assuming they can't blink up onto high ground for lack of vision, with scoot and shoot, and blink micro, in the end, the stargater came out on top.
"Cold is the void"
Plexa
Profile Blog Joined October 2005
Aotearoa39261 Posts
Last Edited: 2010-12-22 20:13:33
December 22 2010 20:12 GMT
#20
Honestly, 2 robo immortal is terrible. It loses to 4gate, it loses to fast expand, it loses to proper colossus play (i.e. colossus pushing out after the range upgrade, before that and immortals are fine). The only thing it beats is blink stalkers because immortals hard counter stalkers insanely hard. Without any ability to break forcefields you're basically at the mercy of your opponent.

EDIT: indeed the reason you go immortal/phoenix and not pure immortal is that the phoenix give you greater flexibility in terms of harass, greater ability to counter colossus, gives you the ability to expand but MOST importantly forces your opponent to build stalkers - which your immortal/zealot/(sentry) heavy army counters effectively.
Administrator~ Spirit will set you free ~
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