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Roynalf
Profile Joined August 2011
Finland886 Posts
September 22 2011 17:49 GMT
#41
I could see this to be early game safe aggression for Protoss just like the bunker rush is for terran.
(V) (;,,;) (V) Woopwoopwoopwoop
Poo
Profile Blog Joined August 2010
Canada536 Posts
September 22 2011 19:11 GMT
#42
On September 23 2011 02:40 Connor987 wrote:
@stealthypoo not sure if you understand the intentions of this build, look at the replays, hes always ahead on workers after the attack with an expansion. tryed it 3 times now, won once from a complete mis-reaction and outmacroed them by a long way in the other 2, im only platinum but it will, at the very least make zergs think more about their ZvP play



I understand the intentions pretty clearly. I've used this style of build plenty off forge FE. You need to realize that Protoss is stuck on 1base with this build, while the zerg is on 2base (unless the 5 zealots manage to kill the nat hatch/prevent it from going up.) Hence I said forge fe is probably a better option so you are guaranteed to be on equal bases with no fast third. And if there's a fast third, there are many follow up options to kill/punish a fast third so the game is more economically balanced for both players.

To your comment about even if zerg is behind on drones, zerg can quickly outproduce the protoss players worker count. The reason the zerg is able to do this is because zergs who 'think' as you say, will quickly realize the protoss needs to expo + tech after his pressure because he will be perpetually behind otherwise. How will they know this? Well theres a lack of sentries/stalkers so OL should be able to scout + it's pretty obvious if someone rushes +1 attack that their tech is delayed and that they're going to either go all-in or play very defensively for a period of time until they're in a comfortable position with 2 bases fully operational.
Try hard or don't try at all.
InvictusRage
Profile Joined August 2011
United States230 Posts
September 22 2011 20:01 GMT
#43
On September 23 2011 04:11 Stealthypoo wrote:
Show nested quote +
On September 23 2011 02:40 Connor987 wrote:
@stealthypoo not sure if you understand the intentions of this build, look at the replays, hes always ahead on workers after the attack with an expansion. tryed it 3 times now, won once from a complete mis-reaction and outmacroed them by a long way in the other 2, im only platinum but it will, at the very least make zergs think more about their ZvP play


I understand the intentions pretty clearly. I've used this style of build plenty off forge FE. You need to realize that Protoss is stuck on 1base with this build, while the zerg is on 2base (unless the 5 zealots manage to kill the nat hatch/prevent it from going up.) Hence I said forge fe is probably a better option so you are guaranteed to be on equal bases with no fast third. And if there's a fast third, there are many follow up options to kill/punish a fast third so the game is more economically balanced for both players.

To your comment about even if zerg is behind on drones, zerg can quickly outproduce the protoss players worker count. The reason the zerg is able to do this is because zergs who 'think' as you say, will quickly realize the protoss needs to expo + tech after his pressure because he will be perpetually behind otherwise. How will they know this? Well theres a lack of sentries/stalkers so OL should be able to scout + it's pretty obvious if someone rushes +1 attack that their tech is delayed and that they're going to either go all-in or play very defensively for a period of time until they're in a comfortable position with 2 bases fully operational.


I guess I don't see how the build is stuck on one base. If they get the hatch down for hatch first, then the build is gateway-forge-nexus. If they don't, then your nexus is delayed until somewhere in the 20s of supply, but then so is the zerg's.

Now maybe you want to say that the build as it is presented does not work for one reason or another, but it is explicitly the case that the build as presented is not 'stuck on one base'.
Poo
Profile Blog Joined August 2010
Canada536 Posts
September 22 2011 21:04 GMT
#44
On September 23 2011 05:01 InvictusRage wrote:
Show nested quote +
On September 23 2011 04:11 Stealthypoo wrote:
On September 23 2011 02:40 Connor987 wrote:
@stealthypoo not sure if you understand the intentions of this build, look at the replays, hes always ahead on workers after the attack with an expansion. tryed it 3 times now, won once from a complete mis-reaction and outmacroed them by a long way in the other 2, im only platinum but it will, at the very least make zergs think more about their ZvP play


I understand the intentions pretty clearly. I've used this style of build plenty off forge FE. You need to realize that Protoss is stuck on 1base with this build, while the zerg is on 2base (unless the 5 zealots manage to kill the nat hatch/prevent it from going up.) Hence I said forge fe is probably a better option so you are guaranteed to be on equal bases with no fast third. And if there's a fast third, there are many follow up options to kill/punish a fast third so the game is more economically balanced for both players.

To your comment about even if zerg is behind on drones, zerg can quickly outproduce the protoss players worker count. The reason the zerg is able to do this is because zergs who 'think' as you say, will quickly realize the protoss needs to expo + tech after his pressure because he will be perpetually behind otherwise. How will they know this? Well theres a lack of sentries/stalkers so OL should be able to scout + it's pretty obvious if someone rushes +1 attack that their tech is delayed and that they're going to either go all-in or play very defensively for a period of time until they're in a comfortable position with 2 bases fully operational.


I guess I don't see how the build is stuck on one base. If they get the hatch down for hatch first, then the build is gateway-forge-nexus. If they don't, then your nexus is delayed until somewhere in the 20s of supply, but then so is the zerg's.

Now maybe you want to say that the build as it is presented does not work for one reason or another, but it is explicitly the case that the build as presented is not 'stuck on one base'.


The build is stuck on one base because in most situations zergs will stop the zealot pressure and retain a number of units - or they may make too many units. You will not have warp gate tech very quickly, hence it's easy to delay/prevent the expo by protoss with the use of speedlings or roaches. Hence I don't think its viable in most situations. If i were going to use this build, hatch first would be the situation to do it - probably with a cannon rush as the op mentioned. Otherwise the zerg will still have many units and make it tough to expo while they retain the hatch unless you somehow kill it.


Try hard or don't try at all.
nath
Profile Blog Joined May 2010
United States1788 Posts
Last Edited: 2011-09-22 21:08:09
September 22 2011 21:07 GMT
#45
i like this build. remember you can do a reactive semi-allin with gate-forge vs hatch first/greedy pool (as in 15 hatch 15-6 pool, or 3 hatch before pool)

and you can play normally like a 2 gate forge expand except with faster nexus and faster upgrade.

the zealot pressure should be an option, not a requirement of the build. because in some cases its better to expand. maybe choose between full out attacking with zlots and sending one zlot to scout without dying to a ling.
Founder of Flow Enterprises, LLC http://flow-enterprises.com/
MiKTeX
Profile Blog Joined October 2010
United States234 Posts
September 22 2011 21:51 GMT
#46
+1 zealots kick the crap out of zerglings

like its not funny how badly zerglings lose vs them

that is all
docvoc
Profile Blog Joined July 2011
United States5491 Posts
September 23 2011 04:02 GMT
#47
i'm having issues with the downloads :{ is anyone else having these issues?
User was warned for too many mimes.
ins(out)side
Profile Blog Joined August 2011
220 Posts
September 23 2011 04:49 GMT
#48
This is exactly the kind of innovating Protoss needs to start doing! Well done sir. I'm eager to start playing with your build against my Platinum Zerg enemies, who seem to have figured out how to roll over me against the builds of old.

I think with some refinement this build can be a serious contribution to the meta game. Nicely done! Keep up the good fight as Protoss is definitely in a slump right now (MC out of Code A, WTF?)
Defeat
Profile Joined March 2010
United States476 Posts
September 23 2011 05:34 GMT
#49
For those of you having problems downloading the replays. Right click the download link and hit "Save As" or "Save Link As".
"the metagame has really evolved to the point where the best chance to win the metagame is to game the metagame" -Bags
ChineseWife
Profile Joined August 2010
United States373 Posts
Last Edited: 2011-09-23 06:45:16
September 23 2011 06:44 GMT
#50
pretty sure any half decent zerg will know whats up when they scout a gateway and forge in your main lol
Oops I made no units
drooL
Profile Blog Joined May 2010
United Kingdom2108 Posts
September 23 2011 10:05 GMT
#51
Thanks for writing up the guide. Not really my kind of play style but enjoyable to read and definitely educating.
@nowSimon
mattdevils
Profile Joined November 2010
Canada20 Posts
September 23 2011 11:05 GMT
#52
So i'v been using this build for a few games and find it transitions well into Arcon, zealot. While doing the 5 zealot rush i throw up a stargate and build a couple voidrays to kill overlords and harass with directly after the zealot rush completes. during the void ray harass i take a third and teck to high temps and lay down about 10 gateways and max asap. I find that I was able to max out an army of 2-2 zealots and Arcons by around the 17 min mark which I thought was great.

The reason why i find it transitions so well is because after the zealot rush I was floating alot of gas. I may not be doing the build exactly as you layed it out though, i used the same concept. Great build.
MilesTeg
Profile Joined September 2010
France1271 Posts
September 23 2011 11:15 GMT
#53
I feel the baneling player should've won convincingly, but made some control mistakes and bad decisions.

Otherwise I don't think it's a bad build. Funny how from my Zerg point of view anything in PvZ that isn't standard is better than the standard. The day when Protoss stop doing the same 2 builds I'll be very sad.
MetalLobster
Profile Joined May 2011
Canada532 Posts
September 23 2011 12:23 GMT
#54
Interesting and solid stuff. Will try this on ladder today.
TolEranceNA
Profile Joined April 2011
Canada434 Posts
September 23 2011 13:23 GMT
#55
I can see any type of roach counter attack with lings can win the game ez due to your lack of stalker, sentries and walls. And it is the only type of replay you didn't provide us with. However, feel free to correct my mistake if theres any.
Arotsis:"Nestea, what do you think about Zerg?" Nestea:"...Sad."
Mikelius
Profile Joined September 2010
Germany517 Posts
September 23 2011 14:32 GMT
#56
On September 23 2011 20:05 mattdevils wrote:
So i'v been using this build for a few games and find it transitions well into Arcon, zealot. While doing the 5 zealot rush i throw up a stargate and build a couple voidrays to kill overlords and harass with directly after the zealot rush completes. during the void ray harass i take a third and teck to high temps and lay down about 10 gateways and max asap. I find that I was able to max out an army of 2-2 zealots and Arcons by around the 17 min mark which I thought was great.

The reason why i find it transitions so well is because after the zealot rush I was floating alot of gas. I may not be doing the build exactly as you layed it out though, i used the same concept. Great build.


Could you share the replay with me? I really love Arcon/Zealot but have a very tough time teching to it safely without being overwhelmed by mass roach.
Less QQ, more PewPew
Roynalf
Profile Joined August 2011
Finland886 Posts
September 23 2011 15:28 GMT
#57
I love this build, I have had some great succees with it, I never have felt that I would be ahead on macro game before.
(V) (;,,;) (V) Woopwoopwoopwoop
CrAzEdMiKe
Profile Joined March 2011
Canada151 Posts
September 23 2011 15:45 GMT
#58
Excellent guide and I love the idea! I'm still practicing it in the build order tester to get it down-pat... But something I was thinking and wondering if you'd tried if instead of going for Robo tech you tried going stargate tech? The way I figure it, say the opponent responds correctly and makes roaches... What this inherently means is that this has more than likely slowed down his lair timing, meaning not only will Void Rays not have to worry for Hydras nearly as early, but it also allows you to keep up the pressure a little bit and possibly deny a third base. If you suspect he's going for burrowed roaches, I would probably just build a healthy number of cannons at the front to keep your ass covered, and proceed to roflstomp him with Voids.

I'm a bit believer in stargate vs Zerg... So I am of course biased in this regard, but I like that this build essentially forces the Zerg down a path, and if you follow up with Void rays it forces them to do a little more (make spores, extra queens, possibly tech to hydras). Either way, I can see it giving a very healthy economic lead.
Crow!
Profile Joined September 2011
United States150 Posts
Last Edited: 2011-09-23 20:15:59
September 23 2011 18:39 GMT
#59
@Stealthypoo: this build throws down its natural before even moving out for the attack - the only way I could wind up unable to hold the expo is if Zerg either goes 1-base all-in (which I hold anyway so long as I scouted it or at least prepared for the possibility) or he goes for a base trade when I arrive at his Hatchery. And in either case the Zerg winds up far enough behind his usual position that I'm still in the game or even in the lead.

Look at it this way: compared to a 3gate Sentry expand that moves down the ramp with let's say 4 Sentries (which I think is pretty early, I don't do that build much though), I'm putting down my Nexus before getting: 1 gateway, 1 cycore, 4 Sentries, 1 assimilator, and warpgate tech (total: 1025 resources, 650 of which is gas). However, I'm also making 1 forge, 4 more Zealots, one Cannon, +1 Weapons (total: 900 resources, only 100 of which is gas). So I'm putting my Nexus down slightly earlier than that standard, and my army isn't required to stay at home until the Nexus is up / enough energy builds up like the Sentries are.


@MilesTag: I agree, and I think my 7-1 record against banelings is more representative of my greater experience with the situation than my opponents rather than it being a build order win for me. At the same time, I think I could have controlled better and made better decisions, also. The baneling bust is imo a very even matchup for this build, and let me tell you it leads to some of the most fun matches I've ever played.


@CrazedMike: Check out the Carrier replay, your idea is more or less what I do there. Although, both of us make some significant errrors in the game (we are Diamond league, after all) which makes it hard to be sure how safe the transition to Stargate tech is.

I say this because suddenly gathering enough gas to support Stargate production is harder than for Robo, and the switch has to be made at a time when we're at our blindest. For instance, I'm not convinced I would have held that game if the opponent committed a lot of lings along with the Roaches just before my Void Rays popped, whereas when I add on Robo I still have plenty of production going on as it comes online.

It's certainly doable, and it's probaby even better for the long run, but I have the distinct feeling it's the cheesier choice in terms of staying alive.
CrAzEdMiKe
Profile Joined March 2011
Canada151 Posts
September 24 2011 01:59 GMT
#60
@Crow!

I do agree that Robo definitely feels a lot smoother to transition to as opposed to Stargate... But I think you would have to delay it a little (not immediately rush to it) and maybe get 1-2 more gates before making a Stargate... That buys you plenty of time to get more ground units to try and hold a counterattack (plus getting more gates helps the walloff more quickly). During that time, you take your second and third geyser and then you move on to the Stargate tech.

As said, a properly responding Zerg player is going to make Roaches to fend off the Zealots, because if he doesn't he will basically sustain a fair amount of damage. So if he makes Roaches, he's sunk at least a fair bit of gas to get those Roaches ready, delaying the Lair tech which means delaying the Stargate is just fine. If he doesn't make roaches then he is basically going to take some damage in which case again, Lair tech will be somewhat delayed... Giving you a solid economic platform to take off from there.

Once you both get some breathing room, going for one or maybe even two Stargates could be feasible. You could either try and go Voids to try and deny their third, or you could quickly mass up about 4-6 Phoenix (more if you're comfortable) and harass them. I personally prefer the Phoenix route, as they are super quick to build and easier to manage economy wise. Besides, sniping overlords when a Zerg has gone Roach can be incredibly crucial. I personally almost never worry about drones when using Phoenix unless I have a really decent cloud of them... I pretty much try and snipe as many queens and overlords as possible. If you make a Void ray at the end to basically stay at home as part of the defense, it's incredibly hard for the Zerg to A) Counterattack without you knowing as you should have a decent idea of where their units are, as well as keeping Overlords away from your base so that there are no Nydus shenanigans, and B) you can then use that Void Ray to try and work on that third base if it's possible.

I'm a big believer in Phoenix against Zerg, but Hydras are so good en masse against them that it's difficult sometimes. In my PvZs I tend to transition out of Phoenix into chargelot/Archon, coupled with Void Ray support. It's an incredibly powerful army composition that may need to be explored. Plus, believe it or not Phoenix are actually semi decent vs Infestors as you can easily swing back and hold the Infestor for either your Phoenix to kill them, or your army when it mows through the Zerg front line.

I'm going to work out the build order until I'm comfortable and happy with it... But this type of strategy has a lot of potential, and I really like the feel of the "Gasless Protoss" as it's something I've been trying to figure out how to do for a long time, as both Terran and Zerg have gasless approaches towards fast expanding, but Protoss options are very limited... I feel this may be one of the stronger ways of approaching that idea, but naturally you pretty much will always need the 100 gas no matter how you look at it.
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