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[G] PvZ 2 Gate FE 10-16 - Page 8

Forum Index > StarCraft 2 Strategy
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StrinterN
Profile Joined April 2010
Denmark531 Posts
September 14 2011 00:34 GMT
#141
This look really nice i'm 100% going to try this out for at least 20+ games! :D
Twitter: @Strintern Stream: http://www.twitch.tv/strintern
iSTime
Profile Joined November 2006
1579 Posts
September 14 2011 00:39 GMT
#142
On September 14 2011 06:01 GomJabbar wrote:
How fast constitutes a "Greedy" third base? I've had several Zergs take a 3rd base at around 6 minutes while doing this 2 gate expand build, I research blink and move out at 10 minutes to kill it, and he has enough roaches or speedlings or infestors out to stop the push easily by the time I get there.

In this game I just played, for example.

http://www.mediafire.com/?ancsxe0y2g2223s

Zerg got a 6 minute 3rd, and by the time blink is done he has like 40 speedlings and I lose everything when I move out. Granted, my micro could have been better, but I'm pretty sure as long as he kept pumping out speedlings I can't kill that 3rd. Please let me know if I'm wrong.

Sigh, I feel like I just don't understand this matchup at all anymore.


If they take it at 6 minutes chrono +1 and warp in 1-2 rounds of zealots and then go attack it, don't wait for blink.
www.infinityseven.net
Ada
Profile Joined October 2004
Germany150 Posts
September 14 2011 01:03 GMT
#143
That's my to go PvZ build at the moment, which suits me very well. Decent aggresion and open tech paths.
I struggle the most versus mass speedlings right before I can send the first hallu phoenix or right the moment I send him (because waling path =/= flying path).
minhbq299
Profile Joined May 2011
United Kingdom566 Posts
September 14 2011 05:04 GMT
#144
Nowadays, zerg usually go mass slings, it is really hard to kind of kiting and killing 3rd base of zerg
SlayerS_Puzzle, oGsMC, Liquid'Hero, FXOz, ST.Parting, , NSHoseoJjakji, SlayerS_CoCa, DRG
drybones
Profile Joined August 2011
United States69 Posts
September 14 2011 05:13 GMT
#145
On September 14 2011 14:04 minhbq299 wrote:
Nowadays, zerg usually go mass slings, it is really hard to kind of kiting and killing 3rd base of zerg


warp prism harass =)
if ur not improving ur falling behind
Demonace34
Profile Blog Joined January 2011
United States2493 Posts
September 15 2011 04:29 GMT
#146
Thanks for the guide, I've been just practicing against a computer to get the timings of 10 and 16 down. This build makes me feel so much better with PvZ. Anyway I had some questions.

If the new patch does go through, the 10 minute blink and +1 push is going to be delayed, I'm guessing the only way to mitigate the patch is saving up extra chronos and pushing out 20 seconds later? Your build at the moment lines up well, and it might make the timings a bit choppy.

When do you like to throw down your extra gateways to power out more T1 units while you wait on your 3 colossus + lance timing at the 16 minute mark?

Thanks again for the effort and time you put into this build.
NaNiwa|IdrA|HuK|iNcontroL|Jinro|NonY|Day[9]|PuMa|HerO|MMA|NesTea|NaDa|Boxer|Ryung|
Melonator
Profile Joined September 2011
Canada13 Posts
September 15 2011 05:46 GMT
#147
After being a forever lurker, I registered just to show my appreciation for this build. I had really been struggling in this matchup lately, and this build really gave my PvZ some direction. Not only is it strong, but it also has helped me work on all of my weaker points ie forcefield/timings.

If any protoss is looking for that one special build to use as a foundation for his(her?) PvZ I'd definitely recommend this.

Cheers man!
bankai
Profile Joined November 2010
362 Posts
September 16 2011 00:14 GMT
#148
On September 13 2011 13:42 iSTime wrote:
Show nested quote +
On September 13 2011 11:13 Mitchlew wrote:
On September 12 2011 15:18 iSTime wrote:
On September 12 2011 12:10 Mitchlew wrote:
I have been using this build to great success, pretty much 100% win ratio against Z around my diamond level. However I lost to this one zerg and I really cant figure out why.

So if anyone could give me a few pointers. It would be greatly appreciated.

http://www.users.on.net/~rice69/Helpplease.SC2Replay - Replay


Your opponent went hatch first and you still took your expo after 2 gates, which puts you behind. Also you should really build your 2nd pylon on 15 or 16 supply.

I think the biggest error was during your first big push, though. You have 7 full energy sentries and blink, but you don't use a single force field, guardian shield, or blink.


I just had a game on xelnaga where my opponent went hatch first so I thought it would be safe to do a 1 gate expand. I ended up getting crushed my a roach ling attack. I looked at the replay he still had more harvesters than me and was able to get an army out. Is it really viable to 1 gate FE after opponent goes hatch first.

Maybe I should have put forge down before 2nd gate?

Replay: http://www.users.on.net/~rice69/hatchfirst.SC2Replay


You did not scout at all. You should always send your scouting probe back into their base around 4:00. Since he had no lings and no queen you would have seen the roach warren.

Also against late gas you need to send the zealot and stalker to harass. If for whatever reason your probe got no scouting intel, this poke will give you more information, as well as force lings, which you need to do to stay even with hatch first.


I remember a time when ppl advocated the 1z 1stalker harass to keep equal economy with zerg, but then zerg seem to have gotten better at reacting to this and could more cost-effectively stop this. My experience with trying to do this also felt like it wasnt worth it - although im not sure what the solution is

So my question is, how do you adjust this opener for zergs who just drone really hard or 15 hatch? Is there something 'scarier' we can do to make them think twice? The two options i can think of is (1) 1 Gate FE as you suggest (skip the zealot, take the nexus on 26ish supply, then immediately forge/cannon/2nd gate then continue as normal with the build order)
(2) Chrono 3-4zealots instead of building the forge, then attack around 6min mark, and behind the attack, expand and then build the forge --> not sure if this can work off this build, but the idea is used a lot for ppl going off FOrge FEs.
Batdad
Profile Joined July 2011
Canada27 Posts
September 17 2011 01:44 GMT
#149
Great build, has drastically improved my PvZ. Much appreciated!
Teoita
Profile Blog Joined January 2011
Italy12246 Posts
Last Edited: 2011-09-17 08:40:37
September 17 2011 08:39 GMT
#150
On September 16 2011 09:14 bankai wrote:
Show nested quote +
On September 13 2011 13:42 iSTime wrote:
On September 13 2011 11:13 Mitchlew wrote:
On September 12 2011 15:18 iSTime wrote:
On September 12 2011 12:10 Mitchlew wrote:
I have been using this build to great success, pretty much 100% win ratio against Z around my diamond level. However I lost to this one zerg and I really cant figure out why.

So if anyone could give me a few pointers. It would be greatly appreciated.

http://www.users.on.net/~rice69/Helpplease.SC2Replay - Replay


Your opponent went hatch first and you still took your expo after 2 gates, which puts you behind. Also you should really build your 2nd pylon on 15 or 16 supply.

I think the biggest error was during your first big push, though. You have 7 full energy sentries and blink, but you don't use a single force field, guardian shield, or blink.


I just had a game on xelnaga where my opponent went hatch first so I thought it would be safe to do a 1 gate expand. I ended up getting crushed my a roach ling attack. I looked at the replay he still had more harvesters than me and was able to get an army out. Is it really viable to 1 gate FE after opponent goes hatch first.

Maybe I should have put forge down before 2nd gate?

Replay: http://www.users.on.net/~rice69/hatchfirst.SC2Replay


You did not scout at all. You should always send your scouting probe back into their base around 4:00. Since he had no lings and no queen you would have seen the roach warren.

Also against late gas you need to send the zealot and stalker to harass. If for whatever reason your probe got no scouting intel, this poke will give you more information, as well as force lings, which you need to do to stay even with hatch first.


I remember a time when ppl advocated the 1z 1stalker harass to keep equal economy with zerg, but then zerg seem to have gotten better at reacting to this and could more cost-effectively stop this. My experience with trying to do this also felt like it wasnt worth it - although im not sure what the solution is

So my question is, how do you adjust this opener for zergs who just drone really hard or 15 hatch? Is there something 'scarier' we can do to make them think twice? The two options i can think of is (1) 1 Gate FE as you suggest (skip the zealot, take the nexus on 26ish supply, then immediately forge/cannon/2nd gate then continue as normal with the build order)
(2) Chrono 3-4zealots instead of building the forge, then attack around 6min mark, and behind the attack, expand and then build the forge --> not sure if this can work off this build, but the idea is used a lot for ppl going off FOrge FEs.


If i scout hatch first, or in general a build that delays gas up to say 2.30 or 3.00 ish i like to do the double stalker opening, and expand off that. On 4 player maps it's kind of annoying though because you might not see it until after your core has gone down, and at that point 1gate fe is the best option.

Alternatively, if his gas is insanely late (after 3.00) i think you can 4gate him and hit before ling speed even finishes, but i dont have a good pvz 4gate so i dont know the specifics of it.
ModeratorProtoss all-ins are like a wok. You can throw whatever you want in there and it will turn out alright.
Sated
Profile Blog Joined March 2011
England4983 Posts
Last Edited: 2011-09-20 21:59:16
September 20 2011 21:59 GMT
#151
--- Nuked ---
Sakray
Profile Blog Joined December 2008
France2198 Posts
November 13 2011 01:58 GMT
#152
Too bad that Zerg begins to roll over this build in a blink of an eye.
They take very fast 3rd ? Np, I make zealots and I push (from 2 gates that means like 3-4 zealots, which sux). By the time I arrive at his 3rd, he has a shitload of roaches, game ends.
Last time I used this build, I was forced to build 2 robotics to pump colossus in order to survive to his push. Zerg got maxxed at 15 while I had 140, I've been nomatched with nomicro at all for him (I had probe lead the whole game)

And it's always this, even if I outplay them or play the build perfectly, they just take fast 3rd, make roaches, kill you.

Another thing is even if you force him to make units, people will be "hey thats good u forced units ". Hell no thats the worst case scenario ever, since you'll have to wait like 5min of constant warp-ins just to deal with his army. During this time, he took 2 more expand, so its 5 bases against 2 (because obviously, if you take 3rd, you can't hold it or you die), and by the time you go out, he has T3.

I was 6-0 few hours ago, now I'm like 8-11, sth like that, 2 losses against Terrans, rest against Zergs, while i was using this strat.
DarQraven
Profile Joined January 2010
Netherlands553 Posts
Last Edited: 2011-11-13 02:56:26
November 13 2011 02:53 GMT
#153
On November 13 2011 10:58 Sakray wrote:
Too bad that Zerg begins to roll over this build in a blink of an eye.
They take very fast 3rd ? Np, I make zealots and I push (from 2 gates that means like 3-4 zealots, which sux). By the time I arrive at his 3rd, he has a shitload of roaches, game ends.
Last time I used this build, I was forced to build 2 robotics to pump colossus in order to survive to his push. Zerg got maxxed at 15 while I had 140, I've been nomatched with nomicro at all for him (I had probe lead the whole game)

And it's always this, even if I outplay them or play the build perfectly, they just take fast 3rd, make roaches, kill you.

Another thing is even if you force him to make units, people will be "hey thats good u forced units ". Hell no thats the worst case scenario ever, since you'll have to wait like 5min of constant warp-ins just to deal with his army. During this time, he took 2 more expand, so its 5 bases against 2 (because obviously, if you take 3rd, you can't hold it or you die), and by the time you go out, he has T3.

I was 6-0 few hours ago, now I'm like 8-11, sth like that, 2 losses against Terrans, rest against Zergs, while i was using this strat.


I must say I am having some similar troubles. The aggressive potential of this build is so delayed and specific that there really isn't that much that you'll be able to do against a Zerg that gimps their own econ a bit early on, to get map control, then compensates for it later on because you can't attack them any more.

The build works a charm if the Zerg decides to hardcore macro and not build units. When they do build units, you're absolutely stuck in your base until you get Colossus, and at that point Zerg has a safe third up and running and is pumping even more units. The drones that they sacrificed early on to make those units will be rebuilt in one single production cycle, and Protoss is now in a really tough spot.
One thing that I've been able to do is make a Stargate transition when I sense that the Zerg is trying to be aggressive, and go into a sort of 2gate Stargate expansion. The presence of Voidrays make their mass ling/roach quite useless and force them to devote even more resources and larvae to anti-air/hydra tech, when that's exactly the time they really would want to drone up. This might give you just enough time to get your third up or mass up enough gateway/robo stuff to survive.

I'm not nearly good enough (or playing enough, lately) to figure out if this stargate option is a real possibility or just something I've managed to get away with when I shouldn't have, but it's worth experimenting with. No aggression-> progress as usual. Aggression->2gate stargate.
NoisyNinja
Profile Joined February 2011
United States991 Posts
November 13 2011 06:35 GMT
#154
I was getting sick of my FFE's and 3 gate expos being crushed. Thanks for the new build to try out.
Sakray
Profile Blog Joined December 2008
France2198 Posts
November 13 2011 12:05 GMT
#155
On November 13 2011 11:53 DarQraven wrote:
No aggression-> progress as usual. Aggression->2gate stargate.


Problem is that sometimes they just make unit no to make agression, but just, and I say JUST, crush your army if you want to pressure a bit. They make defensive army and sit out on their bases, so, if you scout no agression and push to kill the third, you're gonna lose your army, which means basicly losing the game.
DGenerate
Profile Joined June 2010
Canada140 Posts
November 13 2011 21:49 GMT
#156
This build is not as effective as it once was and I think it's because Zergs figured what to do against it. The 2 canons don't even seem to scare them to push early and on wide open maps, they bust super easy.
charliexjustice
Profile Joined February 2011
United States42 Posts
November 16 2011 02:45 GMT
#157
Hey, I've been using this guide since you posted it, and won many games with it. I definitely use it as my non FFE opener now.

I have been losing to all ins like the one in the replay here though, I was wondering if you could tell me what I did wrong? I watched the replay several times and can't find any missed benchmarks.

The main question I have is regarding the opener vs the all in. Feel free to comment on the rest of the game, but the first 8 minutes or so are what really puzzle me.

Here is the replay:

http://drop.sc/59574
Spacekyod
Profile Joined December 2010
United States818 Posts
November 16 2011 03:42 GMT
#158
To the people getting crushed when using this build can you please post replays like Charliexjustice just did? My PvZ has tanked bad lately and i'm looking to see if this build is even still viable even more.
Riders of the Plastic Groove. "When all-in fails, all-in again!" Finally... Make way for the real DONG!
charliexjustice
Profile Joined February 2011
United States42 Posts
November 24 2011 22:00 GMT
#159
I'm not sure what's viable in pvz these days. It seems like PVZ is FFE or bust, but as evidenced by Leenock vs Naniwa at MLG Providence it's more likely BUST. I don't even know of any PVZ openers besides this one, FFE and sentry expo, which requires gosu forcefields to survive any sort of all in.

I'd love feedback on what does work in modern PVZ, openers and otherwise.
DarQraven
Profile Joined January 2010
Netherlands553 Posts
Last Edited: 2011-11-26 05:37:52
November 26 2011 05:36 GMT
#160
On November 13 2011 21:05 Sakray wrote:
Show nested quote +
On November 13 2011 11:53 DarQraven wrote:
No aggression-> progress as usual. Aggression->2gate stargate.


Problem is that sometimes they just make unit no to make agression, but just, and I say JUST, crush your army if you want to pressure a bit. They make defensive army and sit out on their bases, so, if you scout no agression and push to kill the third, you're gonna lose your army, which means basicly losing the game.


True, but let's rephrase that to "aggression potential" then. If he's building enough units to put your army in danger, simply don't attack.
No real need to pressure a Zerg if he's already building units of his own accord. The problem comes with Zerg's army head start and your lack of map control this causes. It basically eliminates options like the Blink timing outlined in this guide:
- There won't be a third quick enough to do damage there, and Zerg will have enough army units to safely defend.
- You are going to be stuck in your base until you have Colossus up, the 16 minute timing.
- Zerg can easily recoup their drone count losses by dronespamming after they have army units and you can't really attack them anymore without committing.
- Any number of dangerous tech switches (muta, corruptors, banelings) are possible and there's hardly anything you can do against them because you'll be bunkered up in your base.

The Stargate switch I mentioned effectively means that Zerg will be forced to follow your course. If you can't directly pressure him, you can at least build units which forces him to get Hydra, spores, queens and/or air units. That delay is sometimes enough to get all your other tech up.
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