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[G] Twilight Council PvP - Page 4

Forum Index > StarCraft 2 Strategy
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kyarisan
Profile Joined May 2010
United States347 Posts
August 02 2011 09:35 GMT
#61
wow, this build is so strong! i've never seen a build that has been able to crush 4gate so easily while also being able to stay very near the timings of faster, greedier twilight council openers. it took me a few matches to get the feel for the troop movement habits and not to forget the timings of any units, but i've absolutely CRUSHED 4gates with this build, the moment you take the shields off of their one stalker in the 1s1z pairing, you've pretty much come out ahead in both unit count and tech, if not threatening to straight up win the game with a counter attack depending on positions.

also now that i'm to the point where i can smoothly go from anti 4-gate mode to anti 1base colossus mode, i'm getting my 13/14 stalkers with blink at around 8:45 and from there just applying constant pressure such as that shown in the youtube video, and it's honestly really scary. i don't see a 1base zealot heavy colossus build (mainly zealots as the colossus takes so much gas) standing a chance against the correct type of blink stalker pressure. you can waste most of the zealots before the colossus even arrives...
sleepingdog
Profile Joined August 2008
Austria6145 Posts
Last Edited: 2011-08-02 10:01:43
August 02 2011 10:00 GMT
#62
On August 02 2011 02:20 CecilSunkure wrote:
Show nested quote +
On August 01 2011 18:00 sleepingdog wrote:
On August 01 2011 03:04 CecilSunkure wrote:
The whole Forge vs Robo thing will probably be clarified in the future.


After spending some more time thinking about it, it probably depends hugely on your first scouting tells and your general gameplan.
Because robo for obs inevitably puts you up for a longer game, as you spend tons of ressources on stuff that actually does zero dps lol.

Nevertheless I never play blink on maps/positions where it's easy to finish games early on (easy in a PvP sense...), which is why obs has always been the best option for me. Going forge for quick + 1 chargelot/archon is probably better if you plan to do some midgame timing attack....purely speculating though, since I don't have any experience with that.

I can tell you +1 attack makes a large difference in how the Zealots kill everything, and how the Archons splash Zealots. Nony used it against Choya, so I'm assuming it was for a good reason (though he did eventually add on an observer). I believe he wanted it for his first encounter when he had 1 Archon?


Yes this is what I meant - I can imagine that you want a forge if you plan to hit a timing where +1 will make a huge difference. Also robo+obs needs considerably more gas than the +1, so you can afford to structure your gas-use more aggressively when you plan on getting forge and cannon for detection.

With robo it's probably impossible to hit any early archon + support-timing.

Nevertheless I've zero clue about these timings at all - every time I play blink I harass for a pretty long time with stalkers+obs until I have macroed up a decent zealot/archon force.
"You see....YOU SEE..." © 2010 Sen
Teoita
Profile Blog Joined January 2011
Italy12247 Posts
August 02 2011 12:51 GMT
#63
Holy crap thank you soooooooooo very much. I dislike pvp because every time it goes to the mid-game, it feels like im improvising a build and i have no clue what to do, plus it's really really hard to find pro players with a 2 base pvp build; im usually a robo guy but this guide helps my understanding of the matchup so very much. You sire are awesome!!!
ModeratorProtoss all-ins are like a wok. You can throw whatever you want in there and it will turn out alright.
ItsDrea
Profile Joined August 2010
Australia7 Posts
Last Edited: 2011-08-02 19:19:06
August 02 2011 18:59 GMT
#64
I remember watching you working this style out on your stream a couple of days ago, it's a very good build. You also might want to add the MLG link to your sources. + Show Spoiler +
http://tv.majorleaguegaming.com/videos/72842-pool-play-tyler-vs-choya-g1
It seems he moves out with the +1 attack with heavy zealot composition to gain map control mid game and pokes to check the opponents expansion, while also finishing a robo to get obs so he has mobile detection for him to expand himself. I feel that these are some key tactics for this build to be successful
CecilSunkure
Profile Blog Joined May 2010
United States2829 Posts
Last Edited: 2011-08-02 19:00:24
August 02 2011 19:00 GMT
#65
On August 03 2011 03:59 ItsDrea wrote:
I remember watching you working this style out on your stream a couple of days ago, it's a very good build. You also might want to add the MLG link to your sources. + Show Spoiler +
http://tv.majorleaguegaming.com/videos/72842-pool-play-tyler-vs-choya-g1

Wow ItsDrea, that was incredibly helpful! Thank you!
ItsDrea
Profile Joined August 2010
Australia7 Posts
Last Edited: 2011-08-02 19:29:07
August 02 2011 19:27 GMT
#66
Thank you for the writeup, looks like one of the most stable ways to play PvP at the moment. it almost seems like a shame you're giving away such valuable information, but it helps the community a lot :D
InVerno
Profile Joined May 2011
258 Posts
August 03 2011 08:49 GMT
#67
Nice write up, really.

Btw... Against a robo build (1gate-robo in my mind).. instead of stopping out of the ramp (i dont like to blink up in cooldown against zelot\sentry) can be viable another "tech-mix" like twilight-stargate? To get vision and avoid the ramp, to lift up immortals and just win?
Vexin
Profile Joined August 2010
Romania84 Posts
August 03 2011 16:19 GMT
#68
On August 03 2011 17:49 InVerno wrote:
Nice write up, really.

Btw... Against a robo build (1gate-robo in my mind).. instead of stopping out of the ramp (i dont like to blink up in cooldown against zelot\sentry) can be viable another "tech-mix" like twilight-stargate? To get vision and avoid the ramp, to lift up immortals and just win?


Alternatively you can research Hallucination although 100gas + 100 for the sentry can be too much.
Don't be so humble, you're not that great.
Thugtronik
Profile Joined October 2010
New Zealand452 Posts
Last Edited: 2011-08-04 04:56:18
August 04 2011 04:53 GMT
#69
i really like this style and been trying it out on ladder but i keep getting owned by colossus in the mid-late game. with my chargelot blink stalker archon ball im getting crushed by a zealot stalker colossus composition with 1-2 immortals in it. ive tried adding in a few void rays but they arent killing the colossus fast enough and my ground army evaporates and his stalkers then clean up my voids. do i have to avoid engaging until i've got at least 5-6 voids?

i suppose i need to add in some immortals? do you make the immortals focus the colossus or get them to focus down stalkers so that your chargelots can get on top of the colossus faster?
DIG DIG COME ON LET ME DIG I CAN DETECT
CecilSunkure
Profile Blog Joined May 2010
United States2829 Posts
Last Edited: 2011-08-13 07:54:57
August 13 2011 07:46 GMT
#70
I've made major updates to the OP! I've included more sources, and re-written a lot of things. Check out the changelist in the OP as well!

Please let me know if anything is confusing in the OP!
monk
Profile Blog Joined May 2009
United States8477 Posts
August 13 2011 08:07 GMT
#71
Should probably take out all the mlg spoilers.
Moderator
Sprog
Profile Joined April 2010
New Zealand83 Posts
August 13 2011 08:10 GMT
#72
Thanks for this Cecil, I appreciate the efforts you go to.

Cheers
goaga
Profile Joined April 2010
Romania36 Posts
August 13 2011 09:04 GMT
#73
Very nice guide. It helps me a lot, thank you!
FederigoEU
Profile Joined September 2010
Germany50 Posts
August 13 2011 12:21 GMT
#74
I love you Cecil , thanks alot ! Your guides are always so well writen and always helped me out alot !
Be aware of the shark
Timeh
Profile Joined August 2011
Netherlands6 Posts
August 13 2011 12:49 GMT
#75
Good Guide i was using the blink presure while expanding allready =) keep the good work up!!
As some would say HE IS TIMEHHHHHHHHHHHH *southpark*
Fairwell
Profile Joined July 2011
Austria195 Posts
August 13 2011 12:56 GMT
#76
On July 31 2011 09:58 CecilSunkure wrote:
Research Charge followed by +1 attack (or armor, armor better early on, attack better in the long run), cut Stalker production.


This makes no sense at all to me. Every single unit in the pvp matchup benefits way more from the attack than the armor upgrade. Please enlighten me in which case the armor upgrade would benefit you more early on.

note: Even in a stalker vs zealot fight your stalkers benefit more from having +1 attack (thereby doing 11 instead of 10dmg -> +10% dps) than being able to be 1/6 more durable vs zealots (due to getting 2 less dmg because of the double hit) on their hp and the same on shields. So even in the case of an unmicroed stalker (you should never let your stalkers just stand still and get shredded by zealots) if you combine shields+hp together the stalker would be better of doing 11 instead of 10dmg. I'm just noting this, because I even already heard casters bring this example up (but they are often wrong, like you need exactly 6 sentries to ff a ramp infinitely without energy-buildup and not 4-5 like most believe or casters like to say without actually testing/calculating it.

I personally have been doing non-colossus pvp for a long while, relying purely on twilight tech and I'm always getting attack straight up to +3 (if you fight units like immortals/colossus etc armor won't help much unlike vs gateway units), as well as your archons for instance won't benefit at all from armor upgrades. In pure gateway unit battles getting +1armor after having researched +1 attack is a valid alternative due to the lower cost (that's the only reason). However, once you take other units into account as well, you get way more out of your attack upgrades in this matchup despite costing already 75% more for the next level (+2 attack compared to +1armor).
CecilSunkure
Profile Blog Joined May 2010
United States2829 Posts
August 13 2011 18:18 GMT
#77
On August 13 2011 21:56 Fairwell wrote:
Show nested quote +
On July 31 2011 09:58 CecilSunkure wrote:
Research Charge followed by +1 attack (or armor, armor better early on, attack better in the long run), cut Stalker production.


This makes no sense at all to me. Every single unit in the pvp matchup benefits way more from the attack than the armor upgrade. Please enlighten me in which case the armor upgrade would benefit you more early on.

note: Even in a stalker vs zealot fight your stalkers benefit more from having +1 attack (thereby doing 11 instead of 10dmg -> +10% dps) than being able to be 1/6 more durable vs zealots (due to getting 2 less dmg because of the double hit) on their hp and the same on shields. So even in the case of an unmicroed stalker (you should never let your stalkers just stand still and get shredded by zealots) if you combine shields+hp together the stalker would be better of doing 11 instead of 10dmg. I'm just noting this, because I even already heard casters bring this example up (but they are often wrong, like you need exactly 6 sentries to ff a ramp infinitely without energy-buildup and not 4-5 like most believe or casters like to say without actually testing/calculating it.

I personally have been doing non-colossus pvp for a long while, relying purely on twilight tech and I'm always getting attack straight up to +3 (if you fight units like immortals/colossus etc armor won't help much unlike vs gateway units), as well as your archons for instance won't benefit at all from armor upgrades. In pure gateway unit battles getting +1armor after having researched +1 attack is a valid alternative due to the lower cost (that's the only reason). However, once you take other units into account as well, you get way more out of your attack upgrades in this matchup despite costing already 75% more for the next level (+2 attack compared to +1armor).

I heard Day9 say it quite a few times, and same with Nony.
Fairwell
Profile Joined July 2011
Austria195 Posts
August 13 2011 18:50 GMT
#78
On August 14 2011 03:18 CecilSunkure wrote:
I heard Day9 say it quite a few times, and same with Nony.


I remember Day9 mention it in his dailys, nevertheless even people like day9 sometimes just tell what they "feel is right" and didn't actually test it. I also heard day9 explain the other daily that 4-5 sentries can infinitely ff a ramp, but you need 6 (if you calculate it or try it actually out). Often times experienced people just say what their game sense tells them (like with ff you usually have already quite some energy buildup so that in a match you can ff a ramp for like 2-3min straight until you run out of energy, so you won't ever need 6 ...).

Same here, I did quite a lot of testing in the unit tester as well as calculated the amount of hits it takes. So unless I missed something attack first in pvp is always better.
ohellooo
Profile Joined June 2011
United States6 Posts
Last Edited: 2012-01-26 10:18:31
August 14 2011 01:46 GMT
#79
ah neat thank you
Volka
Profile Joined December 2010
Argentina412 Posts
August 14 2011 02:15 GMT
#80
On August 13 2011 21:56 Fairwell wrote:
Show nested quote +
On July 31 2011 09:58 CecilSunkure wrote:
Research Charge followed by +1 attack (or armor, armor better early on, attack better in the long run), cut Stalker production.


This makes no sense at all to me. Every single unit in the pvp matchup benefits way more from the attack than the armor upgrade. Please enlighten me in which case the armor upgrade would benefit you more early on.

note: Even in a stalker vs zealot fight your stalkers benefit more from having +1 attack (thereby doing 11 instead of 10dmg -> +10% dps) than being able to be 1/6 more durable vs zealots (due to getting 2 less dmg because of the double hit) on their hp and the same on shields. So even in the case of an unmicroed stalker (you should never let your stalkers just stand still and get shredded by zealots) if you combine shields+hp together the stalker would be better of doing 11 instead of 10dmg. I'm just noting this, because I even already heard casters bring this example up (but they are often wrong, like you need exactly 6 sentries to ff a ramp infinitely without energy-buildup and not 4-5 like most believe or casters like to say without actually testing/calculating it.

I personally have been doing non-colossus pvp for a long while, relying purely on twilight tech and I'm always getting attack straight up to +3 (if you fight units like immortals/colossus etc armor won't help much unlike vs gateway units), as well as your archons for instance won't benefit at all from armor upgrades. In pure gateway unit battles getting +1armor after having researched +1 attack is a valid alternative due to the lower cost (that's the only reason). However, once you take other units into account as well, you get way more out of your attack upgrades in this matchup despite costing already 75% more for the next level (+2 attack compared to +1armor).



Well, if you do the math, you'll find that armor gives you the most benefit (just a little bit at first, but it snowballs with +2A and +3A). However, this is considering NO SHIELDS, which is kinda of unrealistc.
So yeah, I'm leaning towards +1 Weapons first. Stil still, there should be some exceptional cases in which you'd prefer to have +1A, for example Zealot vs Zealot battles.

Here is a chart with the math: http://www.starsite.com.ar/foro/download/file.php?id=56
http://www.starsite.com.ar
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