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[G] PvZ: guide to an imbalanced special tactic - Page 9

Forum Index > StarCraft 2 Strategy
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Myst1cus
Profile Joined August 2011
7 Posts
August 22 2011 15:07 GMT
#161
Running into the main doesn't work well, either. It means the stalkers can simply wreck the natural/third while the army sits pinned in the main by sentries.

Zergs either have to prevent the push, engage it in the open, or go for the base race.
TolEranceNA
Profile Joined April 2011
Canada434 Posts
Last Edited: 2011-08-22 15:34:45
August 22 2011 15:34 GMT
#162
Or, we can just wait for blizzard to patch this .. oh wait!

User was warned for this post
Arotsis:"Nestea, what do you think about Zerg?" Nestea:"...Sad."
Jermstuddog
Profile Blog Joined June 2010
United States2231 Posts
August 22 2011 15:51 GMT
#163
On August 23 2011 00:34 TolEranceNA wrote:
Or, we can just wait for blizzard to patch this .. oh wait!


I've been waiting over a year for Blizzard to make Queens massive...
As it turns out, marines don't actually cost any money -Jinro
madestro
Profile Joined October 2010
Costa Rica108 Posts
August 22 2011 17:08 GMT
#164
This is a special tactic for sure and quite strong however if scouted it can be fought just like anything else and will come down to micro/no mistakes and that is everything about the game actually.
Toss needs to use more warp prism the same way terrans need to use more ravens and zerg needs to use more queens, maybe 4 queens can help focus down the prism and also transfuse some spines at the nat while roaches stay in the main and lings in the nat, it's all situational and map dependant of course but no strat is unbeatable, else the game would be broken.
Also if you catch this moving out you can delay it a bit with lings while trying to get roaches or infestors out, so it all comes down to skill and scouting and that's the way it should be.
Does this timing hit before infestors assuming a Destiny style of play where you get infestors as fast as possible ? Seems fungal and +1 mass lings could be able to deal with this in a somewhat effective manner.
"The Swarm will consume all." - Queen of Blades
oneoneonewin
Profile Joined August 2011
1 Post
August 22 2011 17:33 GMT
#165
I hope every single toss gets beaten by a 1/1/1 until forcefields are balanced.

Cry about TvP because of 1/1/1, use bullshit builds in PvZ.
Protoss players so skilled.

User was banned for this post.
[uci] Fizik
Profile Blog Joined August 2009
United States263 Posts
August 22 2011 18:03 GMT
#166
Can zerg have burrow by this time of the game? My thoughts would be to just burrow your units until the forcefield wears away? maybe if you anticipate a blink stalker rush through proper scouting, maybe you see that warp prism passing by the xelnaga which you should have under your control for most the time, you can prepare for it. Other thoughts would be to just nydus between bases just in case. If anything you can have a nydus worm ready to break into your enemies base if they do not go blink stalker. Other thoughts would be to have banelings burrowed so they blink up, and BOOM!
Liquid'HerO fan for LIFE.
Schnullerbacke13
Profile Joined August 2010
Germany1199 Posts
August 22 2011 18:10 GMT
#167
On August 23 2011 03:03 [uci] Fizik wrote:
Can zerg have burrow by this time of the game? My thoughts would be to just burrow your units until the forcefield wears away? maybe if you anticipate a blink stalker rush through proper scouting, maybe you see that warp prism passing by the xelnaga which you should have under your control for most the time, you can prepare for it. Other thoughts would be to just nydus between bases just in case. If anything you can have a nydus worm ready to break into your enemies base if they do not go blink stalker. Other thoughts would be to have banelings burrowed so they blink up, and BOOM!


bs. burrowed roaches move so slow, blink stalker can rape some tech and blink away. <Repeat>. Also its hard to see this coming
21 is half the truth
Aletheia27
Profile Blog Joined July 2010
United States267 Posts
August 22 2011 18:12 GMT
#168
This might be a pretty lame solution....but couldn't you just put like a couple premptive spines by the edge? That way if toss blinks up he takes extra damage and has a hard time moving away from the choke. Spines can compensate for loss of Z army while roaches can still shoot from lowground as well?

Try to pick off spines with sight before blinking up allows me to flank with speedlings on the lowground before attacking with roaches on the highground?

Not sure, but this is how i'd approach it. Only other possibility I can see is burrowed movement, but if they have an obs that's going to hurt a lot....
I am that I am
[uci] Fizik
Profile Blog Joined August 2009
United States263 Posts
August 22 2011 18:19 GMT
#169
On August 23 2011 03:10 Schnullerbacke13 wrote:
Show nested quote +
On August 23 2011 03:03 [uci] Fizik wrote:
Can zerg have burrow by this time of the game? My thoughts would be to just burrow your units until the forcefield wears away? maybe if you anticipate a blink stalker rush through proper scouting, maybe you see that warp prism passing by the xelnaga which you should have under your control for most the time, you can prepare for it. Other thoughts would be to just nydus between bases just in case. If anything you can have a nydus worm ready to break into your enemies base if they do not go blink stalker. Other thoughts would be to have banelings burrowed so they blink up, and BOOM!


bs. burrowed roaches move so slow, blink stalker can rape some tech and blink away. <Repeat>. Also its hard to see this coming


suicide a overlord, if you see primarily stalkers, a robo and a twilight council. Maybe you catch a chrono going off on the twilight. What else could they be doing? And like i mentioned, shouldn't your xel-naga see a swarm of stalkers making their way towards your base?

you also do not address my other solutions like nydus network (im pretty sure you should have a lair by the time toss gets a twilight council and blink researched, if you do not that's pretty fail). You do not have to connect your bases right away, maybe you save it and if you do not see protoss push you nydus their base, or if you feel aggressive you counter push with nydus to force his army back in time for you to change tech.
Liquid'HerO fan for LIFE.
Plutonik
Profile Blog Joined April 2011
Canada329 Posts
August 22 2011 18:42 GMT
#170
spooon i watched you play whitera today on his stream!
Schnullerbacke13
Profile Joined August 2010
Germany1199 Posts
August 22 2011 18:46 GMT
#171
On August 23 2011 03:19 [uci] Fizik wrote:
Show nested quote +
On August 23 2011 03:10 Schnullerbacke13 wrote:
On August 23 2011 03:03 [uci] Fizik wrote:
Can zerg have burrow by this time of the game? My thoughts would be to just burrow your units until the forcefield wears away? maybe if you anticipate a blink stalker rush through proper scouting, maybe you see that warp prism passing by the xelnaga which you should have under your control for most the time, you can prepare for it. Other thoughts would be to just nydus between bases just in case. If anything you can have a nydus worm ready to break into your enemies base if they do not go blink stalker. Other thoughts would be to have banelings burrowed so they blink up, and BOOM!


bs. burrowed roaches move so slow, blink stalker can rape some tech and blink away. <Repeat>. Also its hard to see this coming


suicide a overlord, if you see primarily stalkers, a robo and a twilight council. Maybe you catch a chrono going off on the twilight. What else could they be doing? And like i mentioned, shouldn't your xel-naga see a swarm of stalkers making their way towards your base?

you also do not address my other solutions like nydus network (im pretty sure you should have a lair by the time toss gets a twilight council and blink researched, if you do not that's pretty fail). You do not have to connect your bases right away, maybe you save it and if you do not see protoss push you nydus their base, or if you feel aggressive you counter push with nydus to force his army back in time for you to change tech.


You can see blink coming ofc, the warp prism can be hidden pretty easy until he moves to the base. Anyway, FF ramp block has no real counter. You can prevent "normal" ramp block by trying to spread out creep+spines from your natural, so the sentry cannot move in, however you pretty much can't prevent the drop + blink. Queens won't kill this in time. Also building preemptive spines and +4 queens just in case will kill you economically .. this stuff costs money you know.

Once the ramp block is established, wether nydus (200/200+100/100) nor burrowed movement will help you, as burrowed roaches are too slow and loading/unloading nydus is extremely slow, too (the major reason it is not used frequently, most zerg units are faster without nydus, depends on number of units and map size).

I am pretty sure as sneaky ramp blocking attacks get more popular, there will be a nerf (which is correct) or we'll see maps with wide chokes or a destructible rock backdoor. There just is no real counter to FF (same Fungal, however you can EMP/Feedback if you are not a Z), this is a problem.
21 is half the truth
ComebackKid
Profile Blog Joined December 2010
Canada105 Posts
August 22 2011 19:23 GMT
#172
On August 23 2011 03:03 [uci] Fizik wrote:
I am pretty sure as sneaky ramp blocking attacks get more popular, there will be a nerf (which is correct) or we'll see maps with wide chokes or a destructible rock backdoor. There just is no real counter to FF (same Fungal, however you can EMP/Feedback if you are not a Z), this is a problem.


There won't be a nerf because this type of attack can be scouted and preppared for/stopped.
Artosis and Idra once stated, during their imbalanced youtube show, that they were only concerned with the highest level of play in order to discern whether or not something was ballanced or imballanced - not a direct quote but paraphrased. Im pretty sure that David Kim and the other people at Blizzard hold a smiliar philosophy to ballanced/imballanced.
Yeah, this strat works against master players and lower, if it takes the player by suprise, but I don't think a top leveld pro would be phased by it because they would be able to scout the attack by sacking overlords in the P's base and having overlords scouting around their own base.
I personally think this strat is great because all the nubs i play against as a high level master protoss player get wrecked by it, to the point where they can't even come up with a decent counter on this thread. But, as builds like this become more popular, people will learn to scout, defend, and counter them. Just because you're not skilled enough to deflect an all-in like this attack doesnt mean it's imballanced.
Thats it, back to Winnipeg!
judicatormd
Profile Joined December 2010
7 Posts
August 22 2011 20:01 GMT
#173
I have like a 0% win against Z with infestors being out.

I have tried variations of this but I will try again as it seems to work well in these repolays
Schnullerbacke13
Profile Joined August 2010
Germany1199 Posts
Last Edited: 2011-08-22 22:04:31
August 22 2011 21:53 GMT
#174
On August 23 2011 04:23 ComebackKid wrote:
Show nested quote +
On August 23 2011 03:03 [uci] Fizik wrote:
I am pretty sure as sneaky ramp blocking attacks get more popular, there will be a nerf (which is correct) or we'll see maps with wide chokes or a destructible rock backdoor. There just is no real counter to FF (same Fungal, however you can EMP/Feedback if you are not a Z), this is a problem.


There won't be a nerf because this type of attack can be scouted and preppared for/stopped.
Artosis and Idra once stated, during their imbalanced youtube show, that they were only concerned with the highest level of play in order to discern whether or not something was ballanced or imballanced - not a direct quote but paraphrased. Im pretty sure that David Kim and the other people at Blizzard hold a smiliar philosophy to ballanced/imballanced.
Yeah, this strat works against master players and lower, if it takes the player by suprise, but I don't think a top leveld pro would be phased by it because they would be able to scout the attack by sacking overlords in the P's base and having overlords scouting around their own base.
I personally think this strat is great because all the nubs i play against as a high level master protoss player get wrecked by it, to the point where they can't even come up with a decent counter on this thread. But, as builds like this become more popular, people will learn to scout, defend, and counter them. Just because you're not skilled enough to deflect an all-in like this attack doesnt mean it's imballanced.


hm .. so if i scout this, how should i prepare ? if i move my army to the main, i get trapped and nat is raped, if i stay at nat, he blinks to main and blocks ramp => tech/main is lost. nydus/burrowed roaches/drop will be too slow in most cases.
the only counter i can think of is to catch his forces on the open field. however this won't work well with Zergy-build-army-just-when-attacked. Preemptive army = autolose for Z.
Both fungal and ff imho are somewhat missdesigned. in BW there was stasis (freeze units for a time). bloodbad (like fungal, more damage but units could move), ensnare (slowdown, but no damage). fungal is like bloodbad+ensnare. FF: get 6,7 sentries and block any choke forever. the game would profit if those spells get nerfed somewhat.
each of the BW spells was somewhat counterable by unit positing, healing, retreat.
21 is half the truth
Schnullerbacke13
Profile Joined August 2010
Germany1199 Posts
August 22 2011 22:01 GMT
#175
On August 23 2011 05:01 judicatormd wrote:
I have like a 0% win against Z with infestors being out.

I have tried variations of this but I will try again as it seems to work well in these repolays


yeah fungal is hard (i am Z). The disadvantage of infestors for Zerg is immobility. Infestor play feels like being a protoss. Since the ressource hungry Zerg needs to spread out, he has a hard time defending far bases. You can exploit this by using mobile units as far as possible (blink, drop, hellions, phoenix) and doing multiple smaller hit and run attacks. You hardly see a korean Zergs using infestors that much: one good emp or mass feedback all over a sudden makes you "naked" (no army). if you get dropped, it takes ages to bring your infestors to the fight. Additionally: Fight that creep, infestors are dog slow without creep.
Personally i use infestors mainly as counter for mass marine play or defensive support unit (4-6), as Infestor play can be owned pretty hard mid to late game because of their immobility.
21 is half the truth
emc
Profile Joined September 2010
United States3088 Posts
August 22 2011 22:11 GMT
#176
cool strategy, I might have to bring back drop play in ZvP and by that I mean using overlords to drop micro around forcefields.

Wouldn't mass infestor with burrow do decently against this? I think a lot of IT and fungal might be strong but I suppose the power of this build is that you can retreat at any time with blink. Maybe Muta/ling would be good as well.

Anyways.... Cool idea.
Blazinghand *
Profile Blog Joined December 2010
United States25558 Posts
August 22 2011 22:44 GMT
#177
This sounds like it could be pretty effective-- but by the 12:00 mark, what's to stop a zerg player from having overlord drops and overlord speed? He could probably elevator his army into his main, or even use tunneling claws or something to get in. You've invested pretty heavily into tech to do this attack, so it's not unreasonable to expect the zerg player to have some trick to defend it.
When you stare into the iCCup, the iCCup stares back.
TL+ Member
Vore210
Profile Joined January 2011
Ireland256 Posts
August 22 2011 22:49 GMT
#178
Nydus canals!

Hah no, engaging out in the open is obviously the best way to stop this (but you have to react perfectly, stopping drone production and making a big enough army to stomp the large blink stalker force) or as Lalush did with drop + speed tech on overlords (though its insanely micro intensive).
Light a man a fire and he'll be warm for a day, but set fire to him and he's warm for the rest of his life. - Terry Pratchett
Blazinghand *
Profile Blog Joined December 2010
United States25558 Posts
August 22 2011 23:04 GMT
#179
On August 23 2011 07:49 Vore210 wrote:
Nydus canals!

Hah no, engaging out in the open is obviously the best way to stop this (but you have to react perfectly, stopping drone production and making a big enough army to stomp the large blink stalker force) or as Lalush did with drop + speed tech on overlords (though its insanely micro intensive).


I think the micro-intensive drop play is probably the best answer; even with speed roaches, it's hard to chose your engagements on the open field against blink stalkers. The protoss player could just run away if you meet him in the open field, or maybe even try to do some sort of walk-by and get into your base anyways.
When you stare into the iCCup, the iCCup stares back.
TL+ Member
Meff
Profile Joined June 2010
Italy287 Posts
August 22 2011 23:06 GMT
#180
On August 23 2011 00:51 Jermstuddog wrote:
Show nested quote +
On August 23 2011 00:34 TolEranceNA wrote:
Or, we can just wait for blizzard to patch this .. oh wait!


I've been waiting over a year for Blizzard to make Queens massive...

Amusingly enough, that would now give void rays a +20% damage against them.

Perhaps it could be as simple as leaving a spine crawler on each side of the choke - though three hits mean that a suicidal sentry can still approach and forcefield as needed.
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