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Another question i want to ask that i forgot: I have a lot of problems in PvT where almost no matter what build i do (maybe except 4gate, but i mostly never do this) i mostly try to fe, but about 7 mins he gets marine marauder army with really dfast stim and no medicacs, and does a one base all in, and i lose all the time, and i dont know how to counter it. If i was doing a 1 gate fe, or a ffe vs terran and he does that, how do i counter? If i scout it early with ffe, ill put 1 or 2 more pylons at expo and build cannons, but if i 1 gate fe, stalkers zealots and sentries die, but if i build an immortal will i have a survivable defence?
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On September 04 2012 07:45 rbals0282 wrote:you know when's the most frustrating moments in pvp? You have a major collosus batttle near your base and you basically destroy the opponent's army and then you think it's an EASY win and go into their base without knowing that I don't have an observer with me and then I see my units dying so gayly quickly and I'm like 'oh shit dts....' and I come back to my base, trying to chrono obs but that's when basically all my army is dead and he comes in with archon zealots.... I mean I try to keep this situation in mind and day [9]'s rhyme 'when behind, dark shrine'  but this happens once in a while and it's really frustrating haha anyways, one question... What's a good counter to archon O.o..... immortals?
Immortals don't do shit to Archons! Especially if you don't melt his Zealot wall. That's all it comes down to. Having a bigger Zealot wall. Archons are so good against most Protoss units, it's hard to win any midgame battle without having a good deal of them.
DTs? That's why you move out and fight at their base. Kill them before the DTs kill your army. Remember to get obs speed, the boost is ~50%; it'll really save you if you don't kill him fast enough.
If you're not right in their base, you don't have to go and kill the other guy if you win a big fight. Take another base or 2, cannon your bases, stock up on obs, tech to Mothership, add production facilities for faster remaxes, push your advantage. Hell, when anytime, Dark Shrine! 
Totally forgot about that one. Looking over the guide again, it looks positively delicious. I should actually get thirds against Zerg, it would help a great deal winning macro games.
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Lol I've been FFE'ing against zerg, I just wanted to try something new. Thanks for the guides!
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I got a question . Anyone know the links to the MC's 7Gate All In or the Immortal sentry all in . This is a very good all in for a zerg , or is it not ?
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Italy12246 Posts
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Oh why thank you
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Sated,
Thank you for explaining how to react to 3 rax stim. I lose to that fairly often. Could you possibly link to a replay where someone does what you just described? Also, will you always be able to scout the strategy in time to prepare?
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Italy12246 Posts
Regarding the probes, you only want to pull them if he pulls all of his scv's, or you risk being down to like 16 probes in your main to his 20 odd scv's and mules; rsvp posted that a bit above about 111 but i think it holds true.
Regarding any bio allin, tells for it are a bio opening (fast tech lab on his rax, fast reactor and no push at a standard 2 rax reactor/tech lab timing, stuff like that) and obviously no expansion.
There's a replay in one of kcdc's PvT threads about holding off 3rax. He actually does it with 2 gates only, while teching to upgrades and chargelot archon, which is pretty amazing.
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What is the proper way to respond when a zerg follows up his early pool with a hatchery in your base for spine pushing?
Assume that the protoss went FFF and reacted to the early pool by placing a cannon in his own mineral line. Assume the zerg destroys the forge and low ground pylon and then uses the lings to contain the protoss and protect the in-base hatch as it builds.
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On September 05 2012 00:34 Salient wrote: What is the proper way to respond when a zerg follows up his 6 or 7 pool with a hatchery in your base for spine pushing?
Assume that the protoss went FFE and reacted to the early pool by placing a cannon in his own mineral line. Assume the zerg destroys the forge and low ground pylon and then uses the lings to contain the protoss and protect the in-base hatch as it builds.
Replay? I'm not sure exactly what you're describing. If the P has survived the initial rush - ie isn't going to die any time soon - I like to go stargate expand.
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It seems like Stargate would be difficult because the cannon can only protect one gas geyser from lings.
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Italy12246 Posts
On September 05 2012 00:51 Salient wrote: It seems like Stargate would be difficult because the cannon can only protect one gas geyser from lings.
You should be able to shoo the lings away once you get a couple of units out, then you can place down your stargate. If zerg is really committing to getting a hatch in your base it can also be nice to just get a forge and another couple of cannons to zone out his spine crawlers. Not 100% sure though as i haven't played against such hardcore cheese in a long time, and never against a master player.
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On September 05 2012 00:37 Oreo7 wrote:Show nested quote +On September 05 2012 00:34 Salient wrote: What is the proper way to respond when a zerg follows up his 6 or 7 pool with a hatchery in your base for spine pushing?
Assume that the protoss went FFE and reacted to the early pool by placing a cannon in his own mineral line. Assume the zerg destroys the forge and low ground pylon and then uses the lings to contain the protoss and protect the in-base hatch as it builds. Replay? I'm not sure exactly what you're describing. If the P has survived the initial rush - ie isn't going to die any time soon - I like to go stargate expand.
I've played against this before. I beat it by pulling probes after getting my initial 2 zealots out after putting a cannon in my main. If you let him get the hatch up it's going to be really hard.
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Am I the only one who tries to all-in when i see a zerg FE? I think it is a great way to beat zerg mid game.
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On September 05 2012 00:34 Salient wrote: What is the proper way to respond when a zerg follows up his early pool with a hatchery in your base for spine pushing?
Assume that the protoss went FFF and reacted to the early pool by placing a cannon in his own mineral line. Assume the zerg destroys the forge and low ground pylon and then uses the lings to contain the protoss and protect the in-base hatch as it builds.
when shit hits the fan, just gg
User was warned for this post
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On September 05 2012 01:37 ThatSweatyNerd wrote: Am I the only one who tries to all-in when i see a zerg FE? I think it is a great way to beat zerg mid game. You must all-in every game then, yes?
@Absurd Bunny: MC's 1gate FE will get you pretty far, read the link that was sent you. I want to add that if you are facing what seems like a 3 rax stim a lot, to blindly follow the 2 extra gates at 30 food part of the guide (Scenario 1).
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On September 05 2012 01:37 ThatSweatyNerd wrote: Am I the only one who tries to all-in when i see a zerg FE? I think it is a great way to beat zerg mid game.
You mean 15 pool 16 hatch or straight up 15 hatch? If he 15 hatches just cannon rush because he's an idiot. If he 15 pool 16 hatches he can hold off any all-in with correct macro and scouting up until master. (Although immortal/sentry all-in is tough).
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On September 05 2012 03:31 Abusion wrote:Show nested quote +On September 05 2012 01:37 ThatSweatyNerd wrote: Am I the only one who tries to all-in when i see a zerg FE? I think it is a great way to beat zerg mid game. You mean 15 pool 16 hatch or straight up 15 hatch? If he 15 hatches just cannon rush because he's an idiot. If he 15 pool 16 hatches he can hold off any all-in with correct macro and scouting up until master. (Although immortal/sentry all-in is tough).
Plenty of good Zergs can hatch first and still hold a cannon rush no problem. Patrol a drone at the ramp and use a couple drones to stop cannons from going down. Cannon rushing most Zergs in high Master doesn't actually accomplish anything, unless they don't understand how to handle it.
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