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[D] ZvP is there a counter to protoss deathball - Page 3

Forum Index > StarCraft 2 Strategy
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Negative Zero
Profile Joined January 2011
United States63 Posts
February 03 2011 22:38 GMT
#41
It seems like, from what has been said in this thread, that the best plan is to use Corruptors (and maybe Roaches to eat Stalker/VR fire while the Corruptors work their magic) to remove the Colossi from the battle, and then just Baneling the ball away, be it with drops or with just throwing them at the ball. Baneling drops are very potent because Overlords have a lower threat priority than attacking units, and once the banelings are dropped on the ball it doesn't matter if they die because they'll explode on the ball anyway.

When you get to lategame, and you have enough money that you can make any units you want, you should not underestimate the supply efficiency of Banelings. If you lose 10 Roaches, then that frees up 20 supply, which can be 40 Banelings. 40 Banelings are a lot more dangerous than 10 Roaches, especially to a ball of units.
ThaneKrios
Profile Joined December 2010
46 Posts
February 03 2011 23:00 GMT
#42
I always hold the protoss on 2 bases using ling/muta and while I pressure him I try to mass muta with some lings
BlasiuS
Profile Blog Joined September 2007
United States2405 Posts
February 03 2011 23:02 GMT
#43
On February 04 2011 04:59 TNine wrote:
Show nested quote +
On February 03 2011 05:15 roymarthyup wrote:
http://www.gamereplays.org/starcraft2/replays.php?game=33&show=details&id=185887

heres a replay where i just beat a protoss deathball

my opponent was clearly under my skill level, but at the end of the game he opted for a deathball of tons of collossi, stalkers, and some zealot/sentry

in many ways, a protoss deathball can be considered better with just collossi instead of collossi/voidray

for example, void rays do not benefit from ground upgrades that help collosis, but stalkers do. also 1 stalker is 50gas and can beat a 100gas mutalisk where a void ray costs 150gas and is weaker pound for pound against mutalisks. and not to mention protoss must get double upgrades to upgrade is VR's where the stalkers automatically benefit from the collossi upgrades

that shows why stalkers are arguably better than void rays for anti air.

next, collossi cost 50 more gas and 50 more minerals than a void ray and are much better at anti-ground. in fact collossi are MASSIVELY SUPERIOR than a void ray against ground units and only costs 50 more minerals and 50 more gas. This means it is not a stupid idea at all to just get a collossi deathball instead of a VR/collossi deathball

anyway, in the replay i clearly was much more skilled than my opponent but ultimate my opponent tried to attack me with a collossi/gateway army that was relatively equal to my army in cost, and i decimated him in every attack


i believe what mainly let me win was i was abusing the power of the roach. the roach is hard to kill even for collossi and roaches just roflstomp all the zealots and start working on the stalkers and roaches build in less than 30 seconds so you can reup a massive reinforcement quickly

next, i slowly made my way to brood lords and it seems a brood lord / roach / mutalisk / queen army is capable of competing with protoss lategame army



Void Rays are really strong against Roaches, which is really the entire reason they are in the protoss deathball. Roaches are also really supply ineffecient, so not too good for 200/200 armies.


agree here, against a good zerg who masses roaches, protoss is forced to get either immortals or void rays, most protoss nowadays choose void rays. They fly (can't be hit by roaches), they are faster than immortals, and they can hit air & ground.

If you were able to abuse roach all game and protoss never got immortals or void rays, the protoss didn't respond properly.
next week on Everybody Loves HypnoToad:
DiaBoLuS
Profile Joined September 2010
Germany1638 Posts
February 03 2011 23:12 GMT
#44
mutas > corrupter vs stalker void. keep that in mind.

if he starts with phenix harass, go for corruptors to counter that. he wont build too many more phenix normally. followup with massmutas [he wont HT tech anyway].

should work - but the P deathball will in most cases be stronger anyway in 200 vs 200

-->
1) zerg has to end the game earlier (hard 3 base push or anything) or do hard, unexpected harassments
2) or you gotta have such an superior economy, that you are at 200/200 again when the toss is still at like ~150-160.

therefore try to avoid fights near your own base and its you to choose the battlefield [wide, open space] if possible.
European Ranking: http://www.teamliquid.net/blogs/viewblog.php?topic_id=182293
clever_us
Profile Blog Joined January 2011
United States329 Posts
February 23 2011 17:13 GMT
#45
What do you guys think about mass spine crawler? They don't get split up by force field, they don't take gas... but on the other hand they can get in the way of your other units, right? I just imagine that your creep spread could be pretty sick with a lot of queens vs deathball.... might as well sink some mins into a bunch of spines out in the middle of the map, no?
glhf <3
Farmerz
Profile Joined January 2011
39 Posts
February 23 2011 19:17 GMT
#46
Counter 1) Baneling drops (only with better econony recommended, but that shouldn't be the problem)
Counter 2) alot of corrupters
Counter 3) mass muta / lings (fails badly vs storm tho, so only in mid game recommended)
wildcard_
Profile Joined February 2011
United States1 Post
February 23 2011 19:38 GMT
#47
As an added note, remaxing on Ultras when the P only has Stalkers remaining (Corruptors wiped our VRs/Colos) is really mean. I've lost a few games because of it.
I have not yet begun to fight
Neivler
Profile Blog Joined November 2008
Norway911 Posts
February 23 2011 19:48 GMT
#48
On February 03 2011 03:13 kcdc wrote:
Show nested quote +
On February 03 2011 01:23 MangoTango wrote:
On February 02 2011 05:24 Adeeler wrote:
Aim to overkill with Corruptors to wipe out his collusus & voidray count.


Yes, because Corruptors fight Void Rays so efficiently right?

Right?

(Hint: Void Rays absolutely SMASH Corruptors).


This is flat out wrong. Void vs corruptor is pretty even. If you have more cost in corruptors, you'll beat the voids. And collosi drain so much gas, that if you commit to air, P won't have gas to contest your air superiority.


My problem there is not that I cant get more air units, but the stalkers are good against the corruptors and with the voids you really have to overkill a lot on the air to kill his air/collosus units. I just cant get that corruptor number to be perfect
I pwn noobs
Chaosvuistje
Profile Joined April 2010
Netherlands2581 Posts
February 23 2011 20:01 GMT
#49
On February 24 2011 02:13 gROOT.clever wrote:
What do you guys think about mass spine crawler? They don't get split up by force field, they don't take gas... but on the other hand they can get in the way of your other units, right? I just imagine that your creep spread could be pretty sick with a lot of queens vs deathball.... might as well sink some mins into a bunch of spines out in the middle of the map, no?


Spinecrawlers are great! They are very effective against gateway units.
But they aren't the solution to the deathball. Sure, they help against the gateway portion. But you would rather want the minerals for your remaxing army than into spinecrawlers which are outranged by collosus and don't hit voidrays.

I have no problem with dealing with protoss balls when they move out to engage me before they hit their 200/200 ball. My +2 roaches and +2 baneling bombs deal with them reasonably well, while my queens deal with the voidrays ( sort of, I mean, if he has massive amounts of voidrays something went wrong on my scouting ).

However I have no answer to a turtling protoss that gets a quick 3rd base up. Simcities that so that there is really only one major attack path. While harrassing with a phoenix squad that basically keeps my scouting to a minimum and makes him always know my unit composition. A fortified protoss position is simply too hard of a nut to crack for me using anything but broodlord tech. Collosus sitting behind a building/forcefield wall while taking minimum damage are so cost effective that I almost never find a good time to engage it. So I will be following this discussion a lot. .
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