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[G]HUARGH's 90+% winrate PvZ mothership build - Page 11

Forum Index > StarCraft 2 Strategy
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the p00n
Profile Joined September 2010
Netherlands615 Posts
October 05 2011 22:45 GMT
#201
@levikus: you have not read the entire topic.


Myself:
Perhaps there is some really strange mass queen timing build possible where you spread your creep directly to the Protoss' 3rd and use your queens to keep your overseers alive (transfuse/scare his air away, as well as attack the mothership).
evanthebouncy!
Profile Blog Joined June 2006
United States12796 Posts
October 05 2011 23:35 GMT
#202
dude i think the vortex toilet... iono do you throw your own units in as well? cuz if you do i'm throwing my banelings inside too
Life is run, it is dance, it is fast, passionate and BAM!, you dance and sing and booze while you can for now is the time and time is mine. Smile and laugh when still can for now is the time and soon you die!
NtroP
Profile Joined July 2010
United States174 Posts
October 06 2011 03:03 GMT
#203
Please read the OP better.

"Keep making zealot archon, but research psionic storm and do not transform all of your high templars into archons. If you suspect baneling drops, play defensive and grab additional bases (4th and 5th, get geysers asap). Vortex his overlords/army and mass storm it as they are released from the vortex, do not send your own units in. Start making carriers and void rays. Move back far enough after you have vortexed his army/overlords so that he has to move quite a bit to engage you again, but make sure you are in range to psi storm him as he comes out. Have your mothership further back on hold position - the mothership cannot cast her spells when she is in motion and you will want to cast a second vortex fast after he has taken a lot of damage from storms. Move back again so he has to move a bit to engage you after being relesed from the vortex and storm him again, he will either retreat or lose all his army/overlords, giving you more time to mass air."

"Get carriers and void rays, psionic storm and research blink. Be very careful with your vortex. See 'ling/baneling oriented play, usually a follow-up from a 3rd base' above for additional tips."
Trusty
Profile Joined July 2010
New Zealand520 Posts
October 06 2011 03:09 GMT
#204
On October 06 2011 08:35 evanthebouncy! wrote:
dude i think the vortex toilet... iono do you throw your own units in as well? cuz if you do i'm throwing my banelings inside too


It takes 18 banelings to kill an Archon, and ground units spread out much faster than air units, so it might end up hurting you more than him (you lose alot of banelings for not many archons).
Azide
Profile Joined March 2010
Canada566 Posts
October 06 2011 03:16 GMT
#205
Any idea how you beat MASS roach? To be honest, even with vortex and archons... it seems our armies are so interdispersed that the splash damage doesn't help and is actually hurting me. Also, since the only air unit we have is the mothership.... they can just mass roach and completely ignore it as long as they have detection. It's VERY hard to beat 200/200 mass speed/upgraded roach with mothership and archon/zealot/stalker/templar combo.

I have lost twice now to mass roach. Also some people have been doing a 2-3 base zerg 200/200 push with a lot of roach and hydra with fast 2-0 weapons upgrade. That hurt......

Its absolutely necessary you throw in a robo for an obs because what zergs will also do is drop harass your bases or just walk in with tunneling claws and harass you all day long and you have no detection to do anything about it. I guess I could start voidrays or carriers but once we fight once and the zerg remaxes... carriers are pretty shit vs corruptors. It seems the strength in the mass expansions allows many many gateways to quickly warp in your army and defend. If you lose a fight considerably... the chances of coming back are slim.
Azide and SuperNinja - Best Double Protoss 2v2 Team!
NtroP
Profile Joined July 2010
United States174 Posts
October 06 2011 04:47 GMT
#206
Azide, please provide replays.
Azide
Profile Joined March 2010
Canada566 Posts
October 06 2011 06:11 GMT
#207
http://drop.sc/41088- Here's a roach/hydra kind of all in it seemed... he got his 3rd base late if I remember correctly.

http://drop.sc/41090 - I think this is a mass roach/maybe some hydra but with roach drops and remaxing with heavy roach

If you were to watch any of these, the first two are what I'm talking about.

http://drop.sc/41089 - Here is one where I surely thought I was going to lose but I think his macro was just terrible... 4k avg unspent (I guess maybe he was banking at 200/200 awhile?) It just seems like your mobility is severely limited with this strategy due to the fact the mothership being key to your army strength.. splitting it up kinda hurts you. I also got lucky hitting him before broods otherwise I would have lost badly I feel.
Azide and SuperNinja - Best Double Protoss 2v2 Team!
bankai
Profile Joined November 2010
362 Posts
October 06 2011 07:08 GMT
#208
Cant wait to try this out - looks powerful and sounds fun!

About your build order opener - why do you spend all CB on the gateway instead of WG? Isnt faster WG going to be better long-term? Or is this necessary to get the unit count to expand early?
J.E.G.
Profile Joined May 2010
United States389 Posts
October 06 2011 07:25 GMT
#209
Thanks for posting. Can't wait to try this out when i can play again
Do or do not; there is no try.
NtroP
Profile Joined July 2010
United States174 Posts
October 06 2011 07:48 GMT
#210
On October 06 2011 15:11 Azide wrote:
http://drop.sc/41088- Here's a roach/hydra kind of all in it seemed... he got his 3rd base late if I remember correctly.

http://drop.sc/41090 - I think this is a mass roach/maybe some hydra but with roach drops and remaxing with heavy roach

If you were to watch any of these, the first two are what I'm talking about.

http://drop.sc/41089 - Here is one where I surely thought I was going to lose but I think his macro was just terrible... 4k avg unspent (I guess maybe he was banking at 200/200 awhile?) It just seems like your mobility is severely limited with this strategy due to the fact the mothership being key to your army strength.. splitting it up kinda hurts you. I also got lucky hitting him before broods otherwise I would have lost badly I feel.


Alright, what I noticed: Your forge is late. Get it faster and push your weapons upgrade more.

Watch the OP's replays again and notice what he spends his gas on. Your archon count is VERY low. The point of the toilet is to let your archons wreck his army. With your unit comp it is the other way around.

Lastly, make sure you have enough gates. You should have enough to basically be at zero minerals zero gas once the mothership comes out.

Thats all I've got for you. Hope it helps.
the p00n
Profile Joined September 2010
Netherlands615 Posts
October 06 2011 15:14 GMT
#211
On October 06 2011 15:11 Azide wrote:
http://drop.sc/41088- Here's a roach/hydra kind of all in it seemed... he got his 3rd base late if I remember correctly.

http://drop.sc/41090 - I think this is a mass roach/maybe some hydra but with roach drops and remaxing with heavy roach

If you were to watch any of these, the first two are what I'm talking about.

http://drop.sc/41089 - Here is one where I surely thought I was going to lose but I think his macro was just terrible... 4k avg unspent (I guess maybe he was banking at 200/200 awhile?) It just seems like your mobility is severely limited with this strategy due to the fact the mothership being key to your army strength.. splitting it up kinda hurts you. I also got lucky hitting him before broods otherwise I would have lost badly I feel.


The reason you lost the above 2 games was because you were not doing what the guide told you to do. The guide does not tell you to get storm and mass stalkers, delay forge/twi council, ...,

Your mothership was late as well.
Azide
Profile Joined March 2010
Canada566 Posts
Last Edited: 2011-10-06 16:02:57
October 06 2011 16:02 GMT
#212
Hmm. Reason I got some stalkers was incase of a hydra drop I saw what I thought to be his lair upgraded + hydra range. That's also why I got storm. I think I made a few more phoenix too to try and kill overlords while dropping as the guide said

Anyways I'll try out what you guys are saying.
Azide and SuperNinja - Best Double Protoss 2v2 Team!
Azide
Profile Joined March 2010
Canada566 Posts
October 06 2011 22:38 GMT
#213
I can't find anything about armor/shield upgrades in this guide. Are you only supposed to upgrade weapons?
Azide and SuperNinja - Best Double Protoss 2v2 Team!
FairForever
Profile Joined February 2011
Canada2392 Posts
October 07 2011 00:39 GMT
#214
So I ran about 5 practice games today against a Protoss using this build on MLG Testbug (we're both Very high masters, Top 300 in NA)

I got absolutely demolished the first two times. Essentially the Mothership came out, with a strong gateway/archon comp, and I had no answer. He was able to take the third base safely, and despite my attempts at zergling runbys, was able to eventually overrun my base.

I also attempted a roach/hydra/infestor composition, this got annihilated. The vortex was always a threat and when it finally did come out it ate up half of my army. He'd throw the archons in and it would be GG.


The 3rd and 4th times, I went for mass expand/mass muta style. This actually worked really well. He pretty much couldn't move out because I was building a muta pack. I ended up winning both of these games, being on 5/6 bases to 2 or 3 and really just not letting up on the pressure. Had he turtled I think I just would've teched up, saved enough resources/larva, then keep army-trading (inefficiently) until the game was won.

Of course, I had a feeling he would go for Mothership based on our other practice attempts, so I specifically went Mutas as a counter. I'm not sure the best way to stop this in a standard game if you wanted to do something more standard like roach/hydra or had already started going in that direction. There were also holes in my defense that, had he gone for a timing attack, would've caused me to lose. In the games that I won, I pretty much were keeping all my mutas alive and staying far enough from the mothership to prevent a vortex - I ended up with probably 40+ mutas at the end.

NOTE: Even though I was avoiding Vortexes, Mutas are fast enough that if you micro right when the vortex ends your mutas won't all day, you may lose a few and a lot of yours will get damaged due to archon splash though. So it's not the end of the world.

He was doing the Mothership build out of a 1gate expand, so twice I went for the kill - once with roaches and once with ling/bling. The roaches was unsuccessful because void ray popped (I could've gone something like 18 drone one queen all-in, which would probably work if unscouted, but that's risky as well). I was able to go ling/bling and take out the natural which pretty much ended the game once, especially since he was pretty gas-heavy on getting the +1 weapons upgrade, getting the tech to mothership (including mothership) so he was a bit short on the sentry count.

I would post replays but I want to talk to the practice partner to ensure that he's okay with it.
NtroP
Profile Joined July 2010
United States174 Posts
October 07 2011 02:33 GMT
#215
On October 07 2011 07:38 Azide wrote:
I can't find anything about armor/shield upgrades in this guide. Are you only supposed to upgrade weapons?


You focus on weapons, then switch to shields to provide your archons with more staying power.

A case could be made for armor after weapons. Have you watched his replays? It is a lot simpler than you seem to be making it.
the p00n
Profile Joined September 2010
Netherlands615 Posts
October 07 2011 04:20 GMT
#216
On October 07 2011 09:39 FairForever wrote:
So I ran about 5 practice games today against a Protoss using this build on MLG Testbug (we're both Very high masters, Top 300 in NA)

I got absolutely demolished the first two times. Essentially the Mothership came out, with a strong gateway/archon comp, and I had no answer. He was able to take the third base safely, and despite my attempts at zergling runbys, was able to eventually overrun my base.

I also attempted a roach/hydra/infestor composition, this got annihilated. The vortex was always a threat and when it finally did come out it ate up half of my army. He'd throw the archons in and it would be GG.


The 3rd and 4th times, I went for mass expand/mass muta style. This actually worked really well. He pretty much couldn't move out because I was building a muta pack. I ended up winning both of these games, being on 5/6 bases to 2 or 3 and really just not letting up on the pressure. Had he turtled I think I just would've teched up, saved enough resources/larva, then keep army-trading (inefficiently) until the game was won.

Of course, I had a feeling he would go for Mothership based on our other practice attempts, so I specifically went Mutas as a counter. I'm not sure the best way to stop this in a standard game if you wanted to do something more standard like roach/hydra or had already started going in that direction. There were also holes in my defense that, had he gone for a timing attack, would've caused me to lose. In the games that I won, I pretty much were keeping all my mutas alive and staying far enough from the mothership to prevent a vortex - I ended up with probably 40+ mutas at the end.

NOTE: Even though I was avoiding Vortexes, Mutas are fast enough that if you micro right when the vortex ends your mutas won't all day, you may lose a few and a lot of yours will get damaged due to archon splash though. So it's not the end of the world.

He was doing the Mothership build out of a 1gate expand, so twice I went for the kill - once with roaches and once with ling/bling. The roaches was unsuccessful because void ray popped (I could've gone something like 18 drone one queen all-in, which would probably work if unscouted, but that's risky as well). I was able to go ling/bling and take out the natural which pretty much ended the game once, especially since he was pretty gas-heavy on getting the +1 weapons upgrade, getting the tech to mothership (including mothership) so he was a bit short on the sentry count.

I would post replays but I want to talk to the practice partner to ensure that he's okay with it.


In my games, mutalisks gave me the most trouble as well, but what I have been doing is massing cannons and keeping 1-2 archons at my 3rd and basetrade the zerg pretty quickly (you have a timing where he won't have much, other than mutalisks). I have a game of this exact thing happening, but I think my opponent could have won if he did not make a few vital mistakes (then again the same could be said for me even though I ended up winning, so maybe it has some relevance). Maybe it is better to do a timing off 2 bases against mutalisks...
Rigorous
Profile Joined August 2011
74 Posts
October 07 2011 12:18 GMT
#217
This build doesn't work. The timings to take a third even at 11-12 are not solid. Zerg can have like 160 supply of roaches at this time and just overwhelm your z and 1 arcohn and 1 mothership army. From there, zerg just pounds you again and again on your 2 base versus his 3-4 bases. I'm mid-masters btw. Don't do this build...it doesnt work.
the p00n
Profile Joined September 2010
Netherlands615 Posts
October 07 2011 12:39 GMT
#218
On October 07 2011 21:18 Rigorous wrote:
This build doesn't work. The timings to take a third even at 11-12 are not solid. Zerg can have like 160 supply of roaches at this time and just overwhelm your z and 1 arcohn and 1 mothership army. From there, zerg just pounds you again and again on your 2 base versus his 3-4 bases. I'm mid-masters btw. Don't do this build...it doesnt work.


You have no idea what you are talking about.
pycho
Profile Joined January 2011
Paraguay372 Posts
October 07 2011 13:08 GMT
#219
On October 07 2011 21:39 the p00n wrote:
Show nested quote +
On October 07 2011 21:18 Rigorous wrote:
This build doesn't work. The timings to take a third even at 11-12 are not solid. Zerg can have like 160 supply of roaches at this time and just overwhelm your z and 1 arcohn and 1 mothership army. From there, zerg just pounds you again and again on your 2 base versus his 3-4 bases. I'm mid-masters btw. Don't do this build...it doesnt work.


You have no idea what you are talking about.

hes right, zerg with a 4-5min third on shakuras will be on 160 supply roach/hydra at 11-12 while u have mothership 2 archons 10 zealots max, even if u vortex it u just do not have enough to kill it, and you know, not everyone runs all of their army into a vortex, and pretty much half of that army can kill what u have - this strat only works one time vs zergs who did not experienced it before and dont know what to do against it, u will not defeat any high level zerg with it more than one time.
eteran
Profile Joined December 2010
Germany83 Posts
October 07 2011 13:28 GMT
#220
On October 07 2011 22:08 pycho wrote:
Show nested quote +
On October 07 2011 21:39 the p00n wrote:
On October 07 2011 21:18 Rigorous wrote:
This build doesn't work. The timings to take a third even at 11-12 are not solid. Zerg can have like 160 supply of roaches at this time and just overwhelm your z and 1 arcohn and 1 mothership army. From there, zerg just pounds you again and again on your 2 base versus his 3-4 bases. I'm mid-masters btw. Don't do this build...it doesnt work.


You have no idea what you are talking about.

hes right, zerg with a 4-5min third on shakuras will be on 160 supply roach/hydra at 11-12 while u have mothership 2 archons 10 zealots max, even if u vortex it u just do not have enough to kill it, and you know, not everyone runs all of their army into a vortex, and pretty much half of that army can kill what u have - this strat only works one time vs zergs who did not experienced it before and dont know what to do against it, u will not defeat any high level zerg with it more than one time.


You don't have to follow the build blindly. If any Zerg double FEs against a Gate Core opening just go freaking kill him.
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