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[G/D] PvZ 3 gate DT expand - Page 2

Forum Index > StarCraft 2 Strategy
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noobcakes
Profile Blog Joined May 2010
United States526 Posts
April 16 2011 13:56 GMT
#21
This build will just totally own Spanishiwa's no gas build, the lair is so late for that build imo.
Professional BattleCraft Player
Kyuki
Profile Joined February 2008
Sweden1867 Posts
April 16 2011 14:10 GMT
#22
He gets early evos though, and with decent scouting you should sense something and atleast block the ramp. If you dont manage to do that, it might be hard to stop I guess.
Mada Mada Dane
awwnuts07
Profile Blog Joined February 2011
United States621 Posts
Last Edited: 2011-04-16 15:47:17
April 16 2011 15:45 GMT
#23
Personally, I love spamming archons and chargelots when I open with DTs. I'm really low level so there's almost a 100% chance my opponent is going some kind of roach/ling/hydra variant. That bonus to bio totally wrecks most zerg units.
I'm a noob
EtherealDeath
Profile Blog Joined July 2007
United States8366 Posts
Last Edited: 2011-04-16 17:36:22
April 16 2011 17:32 GMT
#24
On April 16 2011 20:31 Dommk wrote:
Weakness should be close position, IMO.

I've tried to do DT 3gate expand (not like the OP's though), after I managed to get 10drone kills the Zerg retaliated by doing Hydra/Ling 2base all-in using Overlords for creep highway + Seers, You spend too much gas on DT tech, so all you have is DT/Zealot/Sentry/Cannon vs Hydra/Ling/Seer as you try tech to Colossus which is always late

Show nested quote +
I think this build is quite strong, the one thing that kinda gives it away a bit is that you dont warp in another 3 sentries at ~6:00ish as you would with the 3 gate expand.


I think you get destroyed too hard by counter attacks if you skip 3 sentries. They usually get around enough for 6 forcefields for an immediate counter + half way to another 3, which, IMO, you need to survive/delay. My Variant uses an extra two sentries with gas before gateway

Show nested quote +


Oh, and a gas steal will just ruin your day.

You get gas too quick to be gas stealed in his build..


My advice: Try gas before gateway if you are going for a 14gate, at that point you aren't going to be able to defend a 6/10pool any better, and you get some extra gas for Sentries (which are lighter on minerals too). The drone in your base usually delays your twilight from dropping anyway, so it shouldn't effect the timing of your DT's


I did say really early pushes with detection can be difficult to hold. Although, I haven''t actually had a problem against 6/7 pool using a 14 gate, only played against a 10 pool once, and won that too, though I had to diverge out of the build in that case.

The thing is, if you get an extra two sentries, you really should not expect to put any real effective pressure at all on the zerg.

When did your DTs/when did the hydra/ling come? Rep would be nice.

On another note, been experimenting with getting the first robo around 7:20 instead of waiting to put 2 down together. It's been working pretty smoothly, trying it out a bit more.

edit - just read your post again and your build sounds nothing like mine, timings probably incredibly different.
EtherealDeath
Profile Blog Joined July 2007
United States8366 Posts
April 16 2011 17:35 GMT
#25
On April 16 2011 19:07 DarKFoRcE wrote:
I think this build is quite strong, the one thing that kinda gives it away a bit is that you dont warp in another 3 sentries at ~6:00ish as you would with the 3 gate expand. So if are able to kill off the scoutling once you move out of your base, its a big win, because the zerg player has to send a new one first, which takes some time, and he wont immidiately notice the low sentry count then.

I think if the zerg goes for blind spore crawlers you've pretty much just lost (ofc comebacks are always possible). On the other hand, if you just delay mining a bit and kill a queen or two and some drones, you're in a pretty comfortable position.


Yea blind spores are a bit annoying, since I can't really do any damage if they are placed well. Then I just have to rely on delaying creep tumors/3rd and trying to buy enough time to be able to hold any push, which can be difficult.

Sentry count is a really heavy tell, nothing really that can be done about that except trying to deny scouting though. I do hide units when doing normal builds as well if I don't anticipate needing the extra units immediately at my nat though, so it could be misread as such during a boX series.
Jayrod
Profile Joined August 2010
1820 Posts
April 16 2011 18:02 GMT
#26
really well timed out. looks kinda like sentry expand briefly. Good ladder build until everyone figures out the tells
yarkO
Profile Blog Joined September 2009
Canada810 Posts
April 16 2011 18:05 GMT
#27
I think a more effective way to open would be like the DT rush I use vs Terran:

9 Pylon
12 Gas
14 Gate
17 Pylon
18/19 Core

(not sure on exact numbers from here)
Zealot
2nd gas
Stalker + WG
3rd Pylon + Council
2nd + 3rd gates

Depending on scouting, I feel like this opening gives you a lot more 'slack gas' to spend on units if you need to defend early without delaying your tech rush too much.
When you are prepared, there's no such thing as pressure.
EtherealDeath
Profile Blog Joined July 2007
United States8366 Posts
April 16 2011 18:10 GMT
#28
On April 17 2011 03:05 yarkO wrote:
I think a more effective way to open would be like the DT rush I use vs Terran:

9 Pylon
12 Gas
14 Gate
17 Pylon
18/19 Core

(not sure on exact numbers from here)
Zealot
2nd gas
Stalker + WG
3rd Pylon + Council
2nd + 3rd gates

Depending on scouting, I feel like this opening gives you a lot more 'slack gas' to spend on units if you need to defend early without delaying your tech rush too much.


Problem is that doing it that way is more risky against early ling, and if you build 2nd gas after 1st zealot, you probably have no more or less gas than the way I currently do it.
iChau
Profile Joined December 2010
United States1210 Posts
April 16 2011 18:39 GMT
#29
I will proxy the DT shrine from now on (got caught twice).
us.battle.net/sc2/en/profile/1688911/1/SaniShahin/ | http://teamenvy.net/
EtherealDeath
Profile Blog Joined July 2007
United States8366 Posts
April 16 2011 22:02 GMT
#30
On April 17 2011 03:39 iChau wrote:
I will proxy the DT shrine from now on (got caught twice).


You can do that, but its still risky. Never know if the zerg might check even the most infrequently checked places. Usually more reliable to not proxy and just try to deny scouting.
DarKFoRcE
Profile Blog Joined April 2010
Germany1215 Posts
April 16 2011 22:11 GMT
#31
On April 17 2011 07:02 EtherealDeath wrote:
Show nested quote +
On April 17 2011 03:39 iChau wrote:
I will proxy the DT shrine from now on (got caught twice).


You can do that, but its still risky. Never know if the zerg might check even the most infrequently checked places. Usually more reliable to not proxy and just try to deny scouting.


Yes, i also think that not proxying is better especially on maps like xel naga caverns, its not so hard to scout the whole map for proxies iwth 2 speedlings.

Overall, in both scenarios you take a risk (one that the opponent finds the proxy, in the other one that he sends the overlord in from the right direction).
Follow me on Twitter: https://twitter.com/#!/PinDarKFoRcE
EtherealDeath
Profile Blog Joined July 2007
United States8366 Posts
April 18 2011 17:24 GMT
#32
Added a section on playing against being blind countered (or just super gosu read countered). Still testing it though.

Notably, since I open with early double gas most of the time anyways, I actually fooled a zerg into thinking I was going DT, so he went for a quick roach + overseer push only to discover a void ray at his front door . Making the giveaway for this build a bit less of a giveaway.
tehemperorer
Profile Blog Joined June 2010
United States2183 Posts
Last Edited: 2011-04-18 17:30:34
April 18 2011 17:28 GMT
#33
I had a DT expand build that I use that is really effective and comes earlier than this. Can you tell me what your thoughts are on it since you are slightly higher in rank than I am?

http://www.justin.tv/tehemperorer/b/282571439

BO:
10 pylon
10 gate
12 gas
15 core
17 gas
17 pylon
18 warp gate
20 stalker
23 TC
100% TC Dark Shrine
get 2 more gates in there plus a zealot or two, 1 gate during TC construction, 1 gate during DS construction
forward pylon
100% DS = 3 DT warped in at 6:45
Expand
Knowing is half the battle... the other half is lasers.
tehemperorer
Profile Blog Joined June 2010
United States2183 Posts
April 18 2011 17:29 GMT
#34
On April 16 2011 22:56 noobcakes wrote:
This build will just totally own Spanishiwa's no gas build, the lair is so late for that build imo.

Yup already told them in that thread and already won so many times against Zergs trying that. So easy to spot/metagame against.
Knowing is half the battle... the other half is lasers.
EtherealDeath
Profile Blog Joined July 2007
United States8366 Posts
April 18 2011 17:35 GMT
#35
On April 19 2011 02:28 tehemperorer wrote:
I had a DT expand build that I use that is really effective and comes earlier than this. Can you tell me what your thoughts are on it since you are slightly higher in rank than I am?

http://www.justin.tv/tehemperorer/b/282571439

BO:
10 pylon
10 gate
12 gas
15 core
17 gas
17 pylon
18 warp gate
20 stalker
23 TC
100% TC Dark Shrine
get 2 more gates in there plus a zealot or two, 1 gate during TC construction, 1 gate during DS construction
forward pylon
100% DS = 3 DT warped in at 6:45
Expand


Can't watch right now, on campus, but judging by the numbers I see, you will get wrecked by wzp since you are going stalker first with low econ, and moreover your economy will probably suck really badly from the late expansion.

Basically, it seems you get screwed even harder by blind counters followed by a 2 base push, which seems rather easy if they drone scout since your TC is going up before your stalker finishes, and especially if I were to zergling poke up your ramp after my drone dies and not see a 2nd sentry, I would be rather suspicious of where your gas is going, considering how early you got everything, so I'd probably spore + queen with a couple spines.
tehemperorer
Profile Blog Joined June 2010
United States2183 Posts
April 18 2011 17:44 GMT
#36
On April 19 2011 02:35 EtherealDeath wrote:
Show nested quote +
On April 19 2011 02:28 tehemperorer wrote:
I had a DT expand build that I use that is really effective and comes earlier than this. Can you tell me what your thoughts are on it since you are slightly higher in rank than I am?

http://www.justin.tv/tehemperorer/b/282571439

BO:
10 pylon
10 gate
12 gas
15 core
17 gas
17 pylon
18 warp gate
20 stalker
23 TC
100% TC Dark Shrine
get 2 more gates in there plus a zealot or two, 1 gate during TC construction, 1 gate during DS construction
forward pylon
100% DS = 3 DT warped in at 6:45
Expand


Can't watch right now, on campus, but judging by the numbers I see, you will get wrecked by wzp since you are going stalker first with low econ, and moreover your economy will probably suck really badly from the late expansion.

Basically, it seems you get screwed even harder by blind counters followed by a 2 base push, which seems rather easy if they drone scout since your TC is going up before your stalker finishes, and especially if I were to zergling poke up your ramp after my drone dies and not see a 2nd sentry, I would be rather suspicious of where your gas is going, considering how early you got everything, so I'd probably spore + queen with a couple spines.

Thanks I will definitely look into your build.
Knowing is half the battle... the other half is lasers.
sleepingdog
Profile Joined August 2008
Austria6145 Posts
Last Edited: 2011-04-18 17:52:03
April 18 2011 17:51 GMT
#37
Need to look into the structure of the BO a bit more, but to be honest, I don't really like the zealot/sentry/sentry structure - I've been playing with stalker almost exclusively for some time now, it kills the drone just so much more quickly. The early roach/ling rush from wzp should be scouted way earlier than a decision about stalker vs sentry has to be made.
"You see....YOU SEE..." © 2010 Sen
NerZhuL
Profile Joined November 2010
United States57 Posts
April 18 2011 18:18 GMT
#38
the two sentries are a big giveaway for this build, as soon as a z scouts u trying to expand with only 2 sentries and rest zeals... they know whats up (if they know of this build that is), since spore crawlers aren't big investment, and since dts are.. you are gonna be far far behind.
Impossible is nothing
tehemperorer
Profile Blog Joined June 2010
United States2183 Posts
Last Edited: 2011-04-18 19:00:47
April 18 2011 18:58 GMT
#39
On April 19 2011 03:18 NerZhuL wrote:
the two sentries are a big giveaway for this build, as soon as a z scouts u trying to expand with only 2 sentries and rest zeals... they know whats up (if they know of this build that is), since spore crawlers aren't big investment, and since dts are.. you are gonna be far far behind.

Looks good on a forum post, but the problem with spore crawlers in relation to this is that it will take 3 dts 5.13 game seconds to kill it, and that's not really that much reaction time to respond to them, or enough time to do damage to the dts to eliminate them. When I DT expand I typically encounter spore colonies and thrash them because they are not effective against 3 dts and aren't really a good response to a dt threat. Also it is important to note that 1 DT takes 15.4 seconds to down a spore colony, that has a 30 second build time. If your DTs are there before the spores go down, the Zerg is in a lot of trouble.

Even if your opponent guesses correctly what you are doing, you have just forced them to lair if they haven't already, or throw down more spores, or both. In either case, you can contain and deny their third while you take your free 2nd, making it 2 base to 2 base PvZ which favors P. Also, you can easily go HT/Immortal off of this build since the partial tech is already there, the geysers are already taken, and the expansion has been established. Furthermore, the Zerg can't push out without a few overseers (1 will just get sniped or fb/snipe), and the more they stay on 2 bases the more they invest in not as cost effective units for defense.
Knowing is half the battle... the other half is lasers.
tehemperorer
Profile Blog Joined June 2010
United States2183 Posts
April 18 2011 19:01 GMT
#40
On April 19 2011 02:51 sleepingdog wrote:
Need to look into the structure of the BO a bit more, but to be honest, I don't really like the zealot/sentry/sentry structure - I've been playing with stalker almost exclusively for some time now, it kills the drone just so much more quickly. The early roach/ling rush from wzp should be scouted way earlier than a decision about stalker vs sentry has to be made.

That's why I prefer a 10gate DT tech opening because you get stalkers earlier, but 12 gate is only about a 17 second difference tbh.
Knowing is half the battle... the other half is lasers.
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