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[SPOILER] [D] IM Zergs ZvP opener vs FFE - Page 6

Forum Index > StarCraft 2 Strategy
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houstil
Profile Joined February 2011
France57 Posts
August 10 2011 09:25 GMT
#101
Sadly my post didn't get that much attention.
It hurts me a little because I had the weakness to believe that there was decent content in it.
But it seems that the passion/debate is focused somewhere else in this thread.

In a last resort attempt to get some replies I will do a shameless bump-thread.
I hope that the gods of TL will forgive me.

On August 09 2011 21:45 houstil wrote:
The hardest part of going fast third base vs ffe is scouting the tech and the warpgate timing of the toss and react appropriately knowing what to do and when to do it :
1. stop making drones and start producing units
2. get statics defenses (spores or sunks)
3. tech to lair because hatch tech is not enough to push back the attack
4, know the right transition

Those are the ffe follow-ups that I know well/am quite comfortable to deal with :
- warpgate rush (beginning to be more popular) :
obviously don't get lair. 2 spines or more at nat and thrid and roach/speedling asap without saturating the third. Transition to whatever tech you like or go kill him if you have enough of an army left.
- a late blink stalker all-in with +2 and obs (really common) :
saturate three bases mineral wise, get three gases, lair tech for roach speed, +1 melee and a macro hatch with the additional queen and start producing pure roach ling at roughly 10 min.
Transition into roach/ling/banes drops to be able to harass and have a versatile enough army, later add infester hive tech and broods.
- light stargate pressure (one stargate) (often encountered but imo really weak) :
get 2 spores at each bases, produce on or 2 more queen and continue droning, get lair tech and spire with melee upgrades to transition into muta-ling to regain the map control and laugh at his low phoenixes count while he try to transition into robo tech.
- void ray/gateway all-in (really rare but very strong if properly executed) :
continual queen production with a lot of static d and roach/ling (cf losira vs trickster in the july gsl).
Then proceed to go kill him with roach ling or at least deny the third for a long long time.
- heavy stargate pressure with high phoenix count (to me this is the hardest because you loose any map control for a long time) :
full saturation, 3 spores/bases, more queens, hydra if necessary but ideally none, get some roach to deter zealot harass at third. Then take a fourth, tech to spire and infestor to get corrupter/roach/infester and later transition into broodlords.

But one follow-up that I don't know what to do against is robo tech rush to colossi.
I feel that you can't safely tech to lair without having enough of an army to be able to engage the first 2 colossi push in open field (not when he is already at your third), so that would indicate full roach/ling production with +1 ranged starting at ~8 (maybe before). But then as the army grow if he don't push the low tech become a huge liability because you need corrupters and speed roach (maybe even infesters) to deal with a deathball with 4+ colossi.
Does anybody know the correct way to deal with that ?

Also do you have encountered other things ?
Do you think that the reactions I exposed are correct ?

houstil.678 on EU - banesh.232 on US | friendly master and servant of the swarm
Belial88
Profile Blog Joined November 2010
United States5217 Posts
Last Edited: 2011-08-13 12:29:42
August 13 2011 12:21 GMT
#102
^ you should include the timings. It's not really that helpful of a post. I would say warp gate leaves the base at 9:30 earliest, and since you kept a FFE trapped in his base and scouted to make sure no probe is out, you can delay it so the push isn't really hitting until about 11:00. Starget 7:30, DT 8:00.

Against robo tech to colossi you just need to mass stuff and spread lots of creep. It's just like when terran does his midgame siege tank push. All your units get owned by siege tanks, there's no counter to his tank/rine, but you win by having a ton more production on 2 base Z vs 2 base T in early-midgame, and you just completely swarm the guy.

With a FFE opening you just simply adjust accordingly (more air if you went spire, NP fast if you went infestors, no more hydras if you went roach/hydra, 1/1/1 if you stay on hatch tech).

I disagree with some of your reactions. 2 Spores at each base - 6 spores, is 450 minerals + 300 minerals (6 drones) + mining time of 6 drones lost, that's 750 minerals+. Then 1 extra queen for each hatch, that's over 1.15 minerals lost just against a single stargate.

If you are 'certain' the opponent is going heavy stargate, and then he's actually going mass gateway, you will undoubtedly lose because your drone count will be too low. Against stargate it's okay to lose a few drones because it also delays Protoss' colossi and army size. So I would say just 1 spore at the base most likely to be attacked first, and another round of queens. Personally, I make mass queen when going 3 hatch so I can spread creep and connect my future fourth ASAP. With queens you can usually hold off the first stargate units, and then make spores when you see the air coming, and maybe lose 1 or 2 queens when they morph at worst.

So yea, your stargate reaction is overreacting. Spores are very quick to morph, and you can move them. You want to throw them as late as possible, and generally you can throw them down when the stargate first gets there. If he's doing something kinda gay like hiding his units and denying scouting, and then suddenly busts with 10 Phoenix+VR at the 11:45 mark, you should have been able to scout by then or put aggression on P to force his hand.

If he's going double stargate you'll need infestors ASAP, and make lots of spores. It's fine to put mass spore against this, but identify it's double stargate first before doing that. If your wrong, a mass gateway push will ruin you.

@Beliail88 - literally every single statement you're making in this thread is incorrect and demonstrates your inexperience with high level PvZ FFE. I was going to respond to everything but others such as malthias have already corrected you on the main things.

Also you contradict yourself a lot.


I'm glad you took the time out to explain to me, someone who comes here for advice generally rather than give it, what I said that was wrong.

I understand about the 6 pool, and decided not to edit since people had responded to it. It was just what I had read in another thread about certain maps, ie antiga shipyards, being very good for early pool vs FFE. But if it makes you feel better, sure, i was wrong, you are right, 6 pool is bad vP FFE. Whatever. Sorry to bring up a discussion from another thread.

Strategy Forum is not a place to theorycraft. Prove that it is bad, then write about it.


I stated it was my personal opinion that FFE is a bad build. Asking me to 'prove it' is pretty ridiculous, but I already explained my reasoning.

The only way Protoss can win vs fast third Zerg with a FFE is by opening a way Zerg doesn't expect, which is obviuosly a big problem due to Zerg's lack of hatch tech scouting options.

It's not really that popular to fast third against FFE, or at least not in the 'true sense' like Nestea/Losira where they take a super fast lair. I think most Zerg took a lair before 80 supply with fast thirds, so I guess you could say the metagame wasn't there yet.

I just envision a day. That is all. Because if Zerg knows what P is opening, and he goes third hatch vs FFE, there is no way he can lose. He will easily hold off the P push, and then deny their third. P can only win if he surprises Zerg, which admittedly is not the hardest thing to do, but the highest level Zerg, know very well what's going on and how to efficiently prepare even if they don't.

I also think composition wise, the Zerg metagame has changed a lot. With recent patches, roach/hydra/corruptor isn't the only option for Zerg, which pretty much could be beat by P just sitting on 2-3 bases, turtling up, and moving out like Cruncher, unless there are glaring macro mistakes by P or the Z seriously outplays P with harass. I would say that the game was imbalanced before the recent patches, actually, however I think Zerg also now realize how good hatch tech is vP when on 3 base.
How to build a $500 i7-3770K Ultimate Computer:http://www.teamliquid.net/blogs/viewblog.php?topic_id=392709 ******** 100% Safe Razorless Delid Method! http://www.overclock.net/t/1376206/how-to-delid-your-ivy-bridge-cpu-with-out-a-razor-blade/0_100
Skyro
Profile Joined May 2010
United States1823 Posts
September 20 2011 18:15 GMT
#103
Curious what zerg players think is the best response to the fast +1 Zealot timing (hits like ~6:30 or so) when you go for fast 3rds vs FFE. If I do it correctly I've always been able to deny the 3rd or come out ahead in this situation, either in probe count (b/c of all the lings you had to make) or damage done.
darkscream
Profile Blog Joined December 2010
Canada2310 Posts
September 20 2011 18:21 GMT
#104
yeah, its unfortunate that most blizz maps are designed to FORCE an army to kill rocks to take a third.
Trusty
Profile Joined July 2010
New Zealand520 Posts
September 20 2011 23:06 GMT
#105
On September 21 2011 03:21 darkscream wrote:
yeah, its unfortunate that most blizz maps are designed to FORCE an army to kill rocks to take a third.



Totally agree. Relevant for all races (even T, who get it slightly easier by building a CC next to the rocks).

Quite often I feel forced to skip the natural 3rd, and take the closest without rocks, because I'm not in a situation to kill xyz. Of course this is my own fault for not planning ahead to take an expo.

Notice it mostly in PvT, as the timing of the 3rd depends on how my first two engagements go.
skatbone
Profile Joined August 2010
United States1005 Posts
September 21 2011 00:08 GMT
#106
On September 21 2011 03:21 darkscream wrote:
yeah, its unfortunate that most blizz maps are designed to FORCE an army to kill rocks to take a third.


Well, considering recent results in the GSL (toss losses), they seem to think this should be the case as well. During this past week, the Tal Darim GSL used had rocks at the third (people cried heresy about this when Blizz added the rocks for the ladder), as did the new GSL Terminus.
Mercurial#1193
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