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On September 13 2011 12:34 friendo wrote: in PvZ, when should I try for a zealot-archon composition and when should try for a colossus ball?
putting it another way, what zerg compositions are strong or weak versus zealot-archo or colossus ball?
Zealot/Archon is not as strong as a standard colossus army. But archons come much earlier due to warpgates, so if you want to attack soon go archons, if you want to wait go colossi.
The obvious except is if you open stargate and they make too many hydralisks. Then you always want to go for collosi.
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Is it worth it to delay nexus to cannon zerg nat if you see him hatch first?
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In PvP on Tal'Darim Altar, should u generally offensive 4 gate or defensive 4 gate? Also, in an scenario where u defensive 4 gate and they don't offensive 4 gate, what should I do?
In PvR on Tal'Darim Altar, what should I do playing against random? Should I leave my first pylon at the spot where I should forge fe or right by my Nexus?
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On September 13 2011 12:34 friendo wrote: in PvZ, when should I try for a zealot-archon composition and when should try for a colossus ball?
putting it another way, what zerg compositions are strong or weak versus zealot-archo or colossus ball?
Zealot archon is good vs ling infestor but pretty bad against roaches. This all depends on your timing and the situation though so I would't say it's a bad idea to try it out sometimes. Getting a lot of colossus is rarely a bad idea.
On September 13 2011 14:21 hzflank wrote:Show nested quote +On September 13 2011 12:02 Mitchlew wrote: When dealing with bio army with medivac support and u have chargelot templar is it best to feedback medivacs and then storm? It seems my storms are useless due to the healing. It depends on how many medivacs they have and how much energy they have. I would always feedback any medivac with more than half energy though.
I'd say, if you want to kill stuff you better storm. The effect of taking down 10-15 units to yellow or red healith is bigger than denying heals from one medivac. You also need to lower the damage output of a bio army fast or you will just die. I usually use feedbacks more if terran is retreating as I won't be able to storm stimmed marine marauder easily anyway. Of course this varies depending on the amount of units/medivacs/economy etc but most likely your objective is to kill the bio asap.
On September 13 2011 14:31 eugalp wrote: Is it worth it to delay nexus to cannon zerg nat if you see him hatch first?
It's worth it almost every time if you can do it successfully with minimal investment, but watch out for the Milkyway drone drill. Rare instances where you don't want to cannon rush includes gimmicky play from the zerg such as sending a drone to fake an expansion while going for an early pool.
On September 13 2011 14:40 MuffinFTW wrote: In PvP on Tal'Darim Altar, should u generally offensive 4 gate or defensive 4 gate? Also, in an scenario where u defensive 4 gate and they don't offensive 4 gate, what should I do?
In PvR on Tal'Darim Altar, what should I do playing against random? Should I leave my first pylon at the spot where I should forge fe or right by my Nexus?
You just attack a bit later, it will break most builds if you are not too late. This means allowing their tech to pay off.
in PvR you have a 33% chance to scout the opponent before you put down a gateway or forge. You can't really take the risk and you'd need to throw down a gate. A gateway in your base is used PvP, PvT and can actually be used PvZ if you wall before any large amount of speedlings come at you. You can even wall the natural with an additional 2 gateways or a forge and expand a bit later in PvZ.
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PvT Assuming I scout tech and prepair for a 1-1-1 with QTIP's guide, how should I adapt when my first obs scouts a thor and a starport under construction?
I had a game where I could hold off the first push, but died to the second one due to heavy losses in the first engagement I guess.
Thanks in advance.
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thanks Hzflank and Latedi!
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On September 13 2011 23:37 Ada wrote: PvT Assuming I scout tech and prepair for a 1-1-1 with QTIP's guide, how should I adapt when my first obs scouts a thor and a starport under construction?
I had a game where I could hold off the first push, but died to the second one due to heavy losses in the first engagement I guess.
Thanks in advance.
There is no need to change your strategy, the only difference I see is that you can have higher amounts of stalkers if you like.
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I had a question regarding 2-rax pressure from Terran.
I'm a high Gold player, so I've mostly been matched with Platinum and Gold players this season, and most terrans I've played against open 2rax. Now, in terms of my engagement, if I open 2gate robo or 3 gate expand, should I draw their army out in the open to FF then send my zealots in to tank? I know going up my ramp is a last resort and is probably the worst thing I can do.
Also, is a 1gate FE viable vs that kind of build or am I better off sticking to a 3gate expand or 2gate robo expand?
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Hey, curious about PvT.
What is a good build order for a zealot/archon midgame after 1 gate expanding that can hold a 9-10 ghost push? I use 20 nexus, I just don't know building/extractor timings.
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On September 13 2011 14:23 hzflank wrote:Show nested quote +On September 13 2011 12:34 friendo wrote: in PvZ, when should I try for a zealot-archon composition and when should try for a colossus ball?
putting it another way, what zerg compositions are strong or weak versus zealot-archo or colossus ball? Zealot/Archon is not as strong as a standard colossus army. But archons come much earlier due to warpgates, so if you want to attack soon go archons, if you want to wait go colossi. The obvious except is if you open stargate and they make too many hydralisks. Then you always want to go for collosi.
This is incorrect. While it is true that you can get archons faster than you can get colossus, attacking earlier is not why you would go chargelot/archon over colossus. Also, chargelot/archon is pretty good against hydras or hydra/ling, and many players have successfully done phoenix or void ray into chargelot/archon builds (off the top of my head see trickster vs DRG on shakuras from MLG raleigh, kiwikaki vs strifecro on crevasse from IPL arena).
Latedi had a better answer below, which is that zealot/archon is great against infestor/ling and really bad against any composition that contains roaches. Standard colossus is decent against everything. For some reason lots of people think infestors counter colossus but I have found the opposite to be true...
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On September 14 2011 15:58 CaptainHaz wrote: Hey, curious about PvT.
What is a good build order for a zealot/archon midgame after 1 gate expanding that can hold a 9-10 ghost push? I use 20 nexus, I just don't know building/extractor timings.
You shouldn't have a set build order that far into the game. But generally you want to do something like this:
1 gate > expand > 2 more gates for 3 total > get all 4 gases > council (charge asap) and possibly robo/forge > 3 more gates for 6 total > templar archives + 2-3 more gates for 8-9 total > take 3rd and/or attack
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On September 14 2011 15:31 Payson wrote: I had a question regarding 2-rax pressure from Terran.
I'm a high Gold player, so I've mostly been matched with Platinum and Gold players this season, and most terrans I've played against open 2rax. Now, in terms of my engagement, if I open 2gate robo or 3 gate expand, should I draw their army out in the open to FF then send my zealots in to tank? I know going up my ramp is a last resort and is probably the worst thing I can do.
Also, is a 1gate FE viable vs that kind of build or am I better off sticking to a 3gate expand or 2gate robo expand?
Not sure what your question is, are you asking how you should engage a bio army? It's actually easier to engage at a choke instead of out in the open in early-mid game because it'll require less force fields for you to trap the terran army.
It can be hard to hold off 2 rax with 1 gate FE (not impossible though, especially depending on map), so I'd suggest 3 gate expanding if you scout an add-on (which means 2-3 rax) or if the terran lets you see a 2nd rax.
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On September 14 2011 16:09 Anihc wrote:Show nested quote +On September 13 2011 14:23 hzflank wrote:On September 13 2011 12:34 friendo wrote: in PvZ, when should I try for a zealot-archon composition and when should try for a colossus ball?
putting it another way, what zerg compositions are strong or weak versus zealot-archo or colossus ball? Zealot/Archon is not as strong as a standard colossus army. But archons come much earlier due to warpgates, so if you want to attack soon go archons, if you want to wait go colossi. The obvious except is if you open stargate and they make too many hydralisks. Then you always want to go for collosi. This is incorrect. While it is true that you can get archons faster than you can get colossus, attacking earlier is not why you would go chargelot/archon over colossus. Also, chargelot/archon is pretty good against hydras or hydra/ling, and many players have successfully done phoenix or void ray into chargelot/archon builds (off the top of my head see trickster vs DRG on shakuras from MLG raleigh, kiwikaki vs strifecro on crevasse from IPL arena). Latedi had a better answer below, which is that zealot/archon is great against infestor/ling and really bad against any composition that contains roaches. Standard colossus is decent against everything. For some reason lots of people think infestors counter colossus but I have found the opposite to be true...
It all comes down to if they can neural your colossi or not. Luckily it won't be possible next patch but for now you have to either step back with your colossi or have good forcefields. This is my conclusion after dying to neural parasite several time ._. How do you conter infestors with colossi? I'd be happy to hear if there are other ways.
Edit: Wouldn't storm be better than archons if you force hydras? :o I'm not confident enough with that PvZ style to say anything.
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Hello everyone. I'd like your help in pvz.In this replay i do a 3 gate sentry exp cause i saw the zerg's early gas.However, by the time i have a "safe" number of sentries to push out and pressure he already is 20 drones ahead.Also, a bit later i try to pressure his 3rd but he already is 40 supply ahead...Could you plz help and point out any flaws in my play?Thanks in advance. PvZ Xel Naga
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On September 14 2011 19:04 Latedi wrote:Show nested quote +On September 14 2011 16:09 Anihc wrote:On September 13 2011 14:23 hzflank wrote:On September 13 2011 12:34 friendo wrote: in PvZ, when should I try for a zealot-archon composition and when should try for a colossus ball?
putting it another way, what zerg compositions are strong or weak versus zealot-archo or colossus ball? Zealot/Archon is not as strong as a standard colossus army. But archons come much earlier due to warpgates, so if you want to attack soon go archons, if you want to wait go colossi. The obvious except is if you open stargate and they make too many hydralisks. Then you always want to go for collosi. This is incorrect. While it is true that you can get archons faster than you can get colossus, attacking earlier is not why you would go chargelot/archon over colossus. Also, chargelot/archon is pretty good against hydras or hydra/ling, and many players have successfully done phoenix or void ray into chargelot/archon builds (off the top of my head see trickster vs DRG on shakuras from MLG raleigh, kiwikaki vs strifecro on crevasse from IPL arena). Latedi had a better answer below, which is that zealot/archon is great against infestor/ling and really bad against any composition that contains roaches. Standard colossus is decent against everything. For some reason lots of people think infestors counter colossus but I have found the opposite to be true... It all comes down to if they can neural your colossi or not. Luckily it won't be possible next patch but for now you have to either step back with your colossi or have good forcefields. This is my conclusion after dying to neural parasite several time ._. How do you conter infestors with colossi? I'd be happy to hear if there are other ways. Edit: Wouldn't storm be better than archons if you force hydras? :o I'm not confident enough with that PvZ style to say anything.
If you have a lot of collossi the best way is to keep them all close to each other, this means they can cover each other against neural, and target down infestors quickly that are NPing the others. If you don't have a lot of collossi then you should have some Hts in ur comp or he shouldn't have too many infestors!
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On September 14 2011 16:09 Anihc wrote: For some reason lots of people think infestors counter colossus but I have found the opposite to be true...
colossi+stalker > roaches colossi+stalker > infestor roach+infestor > colossi roach+infestor > stalker
colossi+stalker <?> roach+infestor Comes down to positioning, micro, first blood, forcefield and so on...
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On September 14 2011 20:02 Sated wrote:Show nested quote +On September 14 2011 19:17 Immersion_ wrote:On September 14 2011 19:04 Latedi wrote:On September 14 2011 16:09 Anihc wrote:On September 13 2011 14:23 hzflank wrote:On September 13 2011 12:34 friendo wrote: in PvZ, when should I try for a zealot-archon composition and when should try for a colossus ball?
putting it another way, what zerg compositions are strong or weak versus zealot-archo or colossus ball? Zealot/Archon is not as strong as a standard colossus army. But archons come much earlier due to warpgates, so if you want to attack soon go archons, if you want to wait go colossi. The obvious except is if you open stargate and they make too many hydralisks. Then you always want to go for collosi. This is incorrect. While it is true that you can get archons faster than you can get colossus, attacking earlier is not why you would go chargelot/archon over colossus. Also, chargelot/archon is pretty good against hydras or hydra/ling, and many players have successfully done phoenix or void ray into chargelot/archon builds (off the top of my head see trickster vs DRG on shakuras from MLG raleigh, kiwikaki vs strifecro on crevasse from IPL arena). Latedi had a better answer below, which is that zealot/archon is great against infestor/ling and really bad against any composition that contains roaches. Standard colossus is decent against everything. For some reason lots of people think infestors counter colossus but I have found the opposite to be true... It all comes down to if they can neural your colossi or not. Luckily it won't be possible next patch but for now you have to either step back with your colossi or have good forcefields. This is my conclusion after dying to neural parasite several time ._. How do you conter infestors with colossi? I'd be happy to hear if there are other ways. Edit: Wouldn't storm be better than archons if you force hydras? :o I'm not confident enough with that PvZ style to say anything. If you have a lot of collossi the best way is to keep them all close to each other, this means they can cover each other against neural, and target down infestors quickly that are NPing the others. If you don't have a lot of collossi then you should have some Hts in ur comp or he shouldn't have too many infestors! Don't ball up your army so hard if your Colossus are getting neural'd and stuff. I usually keep my Colossus back from my main army, blink stalkers can quickly blink back if they need to cover the Colossus and can blink into Infestors that are neural parasiting. Also, keeping everything spread out makes you less susceptible to fungal growth. Just make sure you use forcefields to protect your army from lings and it'll work better than balling up so hard. (I can't belive I only just worked this out, by the way. Balling up my army too much, massive bad habit. Gotta abuse that S key to stop them doing it, like magic-boxing Colossi haha!)
No, you should ball up your colossus against infestors. Spread out your stalkers if you have the extra apm to do so though. Infestors with neural do counter colossus if you have a low colossus count and get all your stalkers trapped by fungal, but if you have a decent number of colossus (say 3-4+), it's difficult for the zerg to neural all of them before you can target fire and quickly kill off the infestors who try to neural.
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