Furthermore, as I believe I explained, stating that one can play at the GM level without ever having been in GM league is <b>tautologically a self-contradiction, both rhetorically and logically.</b>
Oh god, I'm revoking your English language license.
On October 19 2011 13:42 ThisGS wrote: its a ladderbuild, whoever you face 2 or 3 times you cant play it, cause hydra kill it...
Actually hydras are pretty shit against it.
But yes it's a lot easier to deal with once you've practiced against it. I'm 6-1 or 7-1 against Mothership builds after losing my first two games against it (I played 5 games against a practice partner doing this build), all but one coming out of 1gate expand (the other was a FFE)
Honestly most people recommend corrupters, I personally like mutalisks on any map that is bigger (I even did it on midsize maps like Antiga) because you can win ANY base race against a protoss, just mass up the hatcheries in various locations around the map and use a mutaling army to really tear apart their base (or part of their army if they try and split, kill the part without the mothership).
i totally agree with ya , muta play is the hardest to deal with for me. and actually vs any zerg who dont run on ya at chokes or be able to split hes units a lil bit + add splash ( bane or ultra or both ) can couse trouble.
i had a to play like 10 games to get the feeling of the style.
Just tried this build out for the first time (diamond). Although I did FFE into stargate into fast moship, rather than 1-gate expand. Opponent went 2-base muta, I scouted it with my first phoenix and pumped a bunch more and shut down his muta harass completely. Took a 3rd when my moship finished, made tons of zealots and archons. Attacked at 200/200 while taking a 4th. The final push was absurdly 1-sided. 200 vs 200 supply, 1 vortex later it was 180 vs 130 supply and he left the game. Can't wait to try this more!
edit: and another game, this guy went roach-hydra after I 1-gate expoed. This build feels almost too strong, it seems like as long as I get down a vortex I'll win the battle with double the supply at the end of it. Really impressive!
final edit: 3rd time trying the build and I crush a masters league zerg going ling-infestor. WOW this is amazing...
On October 19 2011 10:10 XRaDiiX wrote: Hope blizz removes vortex in the hands of a skilled Protoss player this build is unbeatable as Zerg. Honestly people who use this archon toilet build are abusing a mechanic of the game that blizzard neve considered how powerful 2 vortexes then throw a few archons in and watch zergs air army melt to nothing. The patch didn't help much watch vs kiwikaki game.
KiWiKaKi played near perfect that game and still won by the smallest margin imaginable. Had Stephano for example spread out his units when he saw the mothership approach he would've won that engagement. This is basically the only proper counter Protoss has against brood+infestor deathball.
Claiming something is unbeatable when you clearly lack tons of knowledge, experience and competence is really annoying.
Lol kiwikakai didnt go archons till the last 10 minutes of the game when he was running out of mins. the majority of the game he went stalker void colossi which is hugely inefficient against the billions of broodlords that stephano had that game. The moment he landed a good vortex with his archons, he came out ahead against a higher supply army.
If you're going to call someone out for lacing knowledge, try to actually back up your post with facts. I dont understand why everyone is so worked up about him being or not being GM, the build is cool and its that which should discussed lol, not his credentials
Also, i lost a game the other day where the zerg threw buttloads of infested terrans right outside the vortex and ran away. It seems like if you keep your infestors separate, the infested terrans can decimate your army but it all comes down to a micro fight and landing clutch vortexes imo.
1. He did not make the army he did to directly engage the broodlords. You saw how he ended up after that battle. Had he engaged with archons earlier with the same result, Stephano would've been able to remax his army in time. KiWiKaKi used Blink Stalker Colossi to great effect sniping expansions, keeping Stephano pressured.
2. Did you even read my post and who I quoted? I haven't called anyone out for not being a GM; I was responding to someone else.
I tried this,.. He had infestors and just dropped tons of infested terrans after vortex and decimated my archon zealot army.. I am too afraid to put second vortex on infestors since they can parasite steal mommaship..
So i've been running this build on the ladder for some time now with great results. As mentioned there are a few things that are a pain in the ass, but certainly workable with good scouting.
I've been doing this build against a practice partner for a few weeks now, and he found a good timing with hydras and roaches. He hits right at the 12 minute mark with a large pack of roaches and hydras off of 2 bases (fairly all-in, if the attack failed or was crushed he would have a hard time winning the game). Problem is, at this point in time, the mother ship is out with maybe 3 or 4 archons at best, but doesn't have enough energy for a vortex. He usually has an overseer and his army and supply are considerably higher than mine (because this build is so tech heavy early on). Is there some way to stop this rush that I haven't thought of? I could try to get collossus out or maybe rush to storm, but this would either slow the mothership down or reduce my archon count quite a bit. Thoughts?
On October 21 2011 05:51 omegablackmage wrote: So i've been running this build on the ladder for some time now with great results. As mentioned there are a few things that are a pain in the ass, but certainly workable with good scouting.
I've been doing this build against a practice partner for a few weeks now, and he found a good timing with hydras and roaches. He hits right at the 12 minute mark with a large pack of roaches and hydras off of 2 bases (fairly all-in, if the attack failed or was crushed he would have a hard time winning the game). Problem is, at this point in time, the mother ship is out with maybe 3 or 4 archons at best, but doesn't have enough energy for a vortex. He usually has an overseer and his army and supply are considerably higher than mine (because this build is so tech heavy early on). Is there some way to stop this rush that I haven't thought of? I could try to get collossus out or maybe rush to storm, but this would either slow the mothership down or reduce my archon count quite a bit. Thoughts?
I have never really had problems with good FF micro. If you could post a replay that would certainly help, but just from this post it seems like you can snipe the overseer (or even flank with a lot of zealots from a proxy pylon).
On October 21 2011 05:51 omegablackmage wrote: So i've been running this build on the ladder for some time now with great results. As mentioned there are a few things that are a pain in the ass, but certainly workable with good scouting.
I've been doing this build against a practice partner for a few weeks now, and he found a good timing with hydras and roaches. He hits right at the 12 minute mark with a large pack of roaches and hydras off of 2 bases (fairly all-in, if the attack failed or was crushed he would have a hard time winning the game). Problem is, at this point in time, the mother ship is out with maybe 3 or 4 archons at best, but doesn't have enough energy for a vortex. He usually has an overseer and his army and supply are considerably higher than mine (because this build is so tech heavy early on). Is there some way to stop this rush that I haven't thought of? I could try to get collossus out or maybe rush to storm, but this would either slow the mothership down or reduce my archon count quite a bit. Thoughts?
If Z stays on 2 bases, I start cannoning. There's no way your army of a few zealots and archons can beat a 2-base roach+hydra attack even if you did have a vortex. You want to stay 1 base behind Z and count on efficiency to win you the game. IMO, voids (and stalkers if you have to) are a better investment for defending than zealot/archon because they can shoot past forcefields.
90% winrate doesnt count if its not gm, in gm ppl will most of the time scout it, have 2 more bases then u and have a 150 supply roach hydra army when u move out - or even 200 depending on when u push
I just got my ass kicked by a zerg who just did not want to get a 3rd base. He didn't take a 3rd base and hit me just as mine was getting going with roaches and hydras and I just didn't have enough units even with a good vortex to beat it in a straight up fight.
Any suggestions? I should find that replay.
Edit: I found out I'm not the only one with this problem. I gotta scout better and probably just not take a 3rd if the zerg hasn't and get ready to defend the attack.
On October 21 2011 05:51 omegablackmage wrote: So i've been running this build on the ladder for some time now with great results. As mentioned there are a few things that are a pain in the ass, but certainly workable with good scouting.
I've been doing this build against a practice partner for a few weeks now, and he found a good timing with hydras and roaches. He hits right at the 12 minute mark with a large pack of roaches and hydras off of 2 bases (fairly all-in, if the attack failed or was crushed he would have a hard time winning the game). Problem is, at this point in time, the mother ship is out with maybe 3 or 4 archons at best, but doesn't have enough energy for a vortex. He usually has an overseer and his army and supply are considerably higher than mine (because this build is so tech heavy early on). Is there some way to stop this rush that I haven't thought of? I could try to get collossus out or maybe rush to storm, but this would either slow the mothership down or reduce my archon count quite a bit. Thoughts?
If Z stays on 2 bases, I start cannoning. There's no way your army of a few zealots and archons can beat a 2-base roach+hydra attack even if you did have a vortex. You want to stay 1 base behind Z and count on efficiency to win you the game. IMO, voids (and stalkers if you have to) are a better investment for defending than zealot/archon because they can shoot past forcefields.
This exactly. I've been doing the build and it wasn't working only because of a 2base push which I wasn't ready for. For anyone doing this build, please remember to cannon up if zerg is on 2base.
I'd like to thank the OP for this build. PvZ has been a weak point for me for a while, and this build has so far netted me 5 wins in a row (I'm a high-ish diamond level player hoping to eventually make it into masters) vs zerg, and I can even see the merit of this in PvT (bioball gets even more screwed when put into melee with zeal/archon mix.. throw a few storms on top and gg).
I'd also like to add that even though I only tested the build once vs computer to get a feel for it, I won my very fist game using it vs a diamond level zerg on ladder - and it wasn't just a win, it was him getting absolutely crushed. I find that at the diamond level, my void ray can usually deny a 3rd base without much problem, and it stops or really slows roach aggression. If he really wants to push across the map with a roach timing push off 2 base, my void ray will take down a large portion of his army, and cannons will be ready for it.
I am far from having this build "down" like I do my other builds. I frequently get supply blocked and screw up some of the timings, but I'm getting much better. Just goes to show how powerful this build is.
Although the mothership is the centerpiece of it, I think that some of the little things that this build encourages you to do helps a lot as well, like expanding @ around 34 supply with ~4 sentries and a zealot, and the general build order. I think that tip about sending your void ray along the path that the roaches or lings would take to get to you is amazing, and shortly afterwards scouting out nearby minerals for possible expansions. I've been amazed the number of times I could take out his 3rd base and delay it almost indefinitely unless he got some type of AA. You don't by any means "have" to go mothership + zeal/archon. If they go mass roach, hell, throw some immortals in as well, they also serve as a good mineral dump.
Great build and great general advice man, thank you.
On October 18 2011 18:38 Lordcamel wrote: @buldermar What's the point of debating this for 2 pages ? You prove nothing saying that the Op lost to the last gm he played... and you d be helpfull to a lot more people trying the build and critizing it rather than the Op's level
Please stop making absurd assumptions about my motivations, goals etc. I wanted to make one simple point: that OP was never in GM and therefore cannot be playing at the GM level, which, in effect, makes him a liar about this matter both rhetorically and logically.
this is a really dumb argument so i probably shouldn't add to it, but this is a really dumb thing to post. its very possible to be at a "gm level" as the op described it without actually being in gm currently. actually, its possible to be at "gm level" without even playing a ladder game, ever. i have a hard time believing you actually think the stuff you post is correct, and i think everyone can agree that its irrelevant.
1) It's not a matter of not currently being in GM, but a matter of never having been in GM or an equivilanet of GM.
2) It's not possible to be playing at the GM level without ever having been in GM league. If you disagree, read my arguments and be specific about where I'm wrong. It's a tautological fallacy to utilize a term with a clear boundary without meeting its respective defining criterium. Without having ever been in GM league (or an equivilant) one can, per definition, not be playing at the GM level. Master league is not an equivilant because master league is on the same continuum, serving as a distinction (border) for GM league.
3) Since I've been responding only to posts sent my way, my posts are, per definition, relevant, because their relevance is just a synonym for my intentions with them. The fact that you quoted my post AND described it as being irrelevant at once is a clear incongruity, that is, ironic.
On October 18 2011 18:38 Lordcamel wrote: @buldermar What's the point of debating this for 2 pages ? You prove nothing saying that the Op lost to the last gm he played... and you d be helpfull to a lot more people trying the build and critizing it rather than the Op's level
I'm not debating anything, I'm answering questions like the one you just made. I initially asked OP one question and have only been responding to people quoting me.
If you think I'm looking to prove anything other than that OP is lying, you're mistaking. I checked the most recent 20 matches on the request of someone else.
I'm also not discussing OP's level of play. My personal opinion is that he's a very good player, but it's absolutely irrelevant for my points.
Please stop making absurd assumptions about my motivations, goals etc. I wanted to make one simple point: that OP was never in GM and therefore cannot be playing at the GM level, which, in effect, makes him a liar about this matter both rhetorically and logically.
I have tried the build, although not thoroughly. I think one of its weaker points is against two base hydra busts. I also think its succesrate is a lot higher amongst lower level players fighting than what is the case between two higher level players. That is because it requires much lower APM to execute than what is required by zerg to counter. Therefore, it might be countered more consistently between two very high level players (like MC vs NesTea or something similar). However, this is nothing but guesses and speculations.
I can definitely see someone have a 90% winrate using this build only against zerg if it is against mainly master league players, in particular on NA ladder.