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PvZ Proxy hatchery & Spine crawlers - Page 3

Forum Index > StarCraft 2 Strategy
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inFeZa
Profile Blog Joined June 2009
Australia556 Posts
March 16 2011 01:47 GMT
#41
The thing is that the spine crawlers are designed do knock down your wall. then the speedlings come in and go chaos on your probes and stalkers (if you went that tech) not even a void ray will save you.
Starcraft 2 in-game Observer. Follow me twitter.com/infeza
birdkicker
Profile Blog Joined August 2010
United States752 Posts
March 16 2011 01:57 GMT
#42
I agree with inFeZa. I'm having a good time with protoss on close positions.
DeadZone
Profile Joined June 2010
Canada28 Posts
March 16 2011 04:52 GMT
#43
Yup. inFeZa is right. And someone mentioned getting roaches or the zerg player expanding on the previous page, this is completely incorrect. The zerg player will of only expanded to your natural. He has a very low drone count because he is producing only lings and spine crawlers in order to hold off the protoss. He will not have a 3rd hatchery (unless he is doing it completely wrong and is a nub). And as for roaches, not a chance. Too much supply and the zerg player will have not nearly enough drones to be mining gas. Its 100% lings, spine crawlers, and queens.

Keep in mind, this is a build that is supposed to end the game in 10 minutes or less. This isn't a long term thing and is quite difficult to transition out of. It will end quickly, if it fails, Zerg will likely lose.
Clan izHere www.izhere.webs.com
jexz
Profile Joined March 2011
France7 Posts
Last Edited: 2011-03-16 06:25:39
March 16 2011 06:22 GMT
#44
Check your natural with a probe before he gets metabolic boost
if you see the hatch, voidray asap, you should be able to destroy it, chronosboosting a voidray.
charge up the VR on your building before attack the hatch if the queen is here (pre charged VR > 1 queen)


rale
Profile Joined December 2010
United States40 Posts
March 16 2011 07:35 GMT
#45
On March 16 2011 10:47 inFeZa wrote:
The thing is that the spine crawlers are designed do knock down your wall. then the speedlings come in and go chaos on your probes and stalkers (if you went that tech) not even a void ray will save you.


If you miss the hatch going up, you can just build 4 sentries to hold the ramp indefinitely while teching to colossus or whatever. The only way to lose is to get panicked and miss a forcefield.
Xarf
Profile Joined March 2011
Germany3 Posts
March 16 2011 09:30 GMT
#46
Hm... Stargate / Robotech seems better in my opinion because DT Tech is very risky... with the Robo you can expand anywhere else and if the Zerg doesn't scout it it gives you powerful advantages ... what about the Scouting Probe? If you could keep the scouting Probe alive you don't need the Warpprism and do a fast Expo into Stargate/Robo tech... can't look at those Replays because I am at work :/ will watch them later on.
Spicy_Curry
Profile Blog Joined March 2011
United States10573 Posts
March 16 2011 10:03 GMT
#47
Your tech is going to be hyper delayed since a zerg who does this cheese will just steal your gas in the beginning.
High Risk Low Reward
P0ckets
Profile Joined January 2011
United States430 Posts
March 16 2011 16:02 GMT
#48
On March 16 2011 15:22 jexz wrote:
Check your natural with a probe before he gets metabolic boost
if you see the hatch, voidray asap, you should be able to destroy it, chronosboosting a voidray.
charge up the VR on your building before attack the hatch if the queen is here (pre charged VR > 1 queen)

http://www.youtube.com/watch?v=CZWdm9rFIAk


I thought a non charged VR verses queen was an even like it says in this article http://wiki.teamliquid.net/starcraft2/Void_Ray
han_han
Profile Joined October 2010
United States205 Posts
March 16 2011 17:10 GMT
#49
So if zerg steals gas in addition to this, what is the response? Save all gas for voidray? We can't use any army units to kill the extractor because they're all needed at the front to prevent speedling runby.
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