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[G]HUARGH's 90+% winrate PvZ mothership build - Page 2

Forum Index > StarCraft 2 Strategy
Post a Reply
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darkscream
Profile Blog Joined December 2010
Canada2310 Posts
October 02 2011 06:13 GMT
#21
This guide is bad because you claim it's invincible and don't give us things to watch out for that you find dangerous. 90%+ winrate? You even claim that if your opponent knows exactly what you are doing its still unstoppable. Ok... this is going to get some lower level players in trouble when they try to do it themselves. These are not realistic expectations to set.


What kills this build?

What timings are you weak at?

What should you do if your opponent splits his army up and doesn't allow you to put the entire thing in a vortex?
Mikelius
Profile Joined September 2010
Germany517 Posts
October 02 2011 06:14 GMT
#22
A Mama ship build that is not suicidal and has actual game potential? You sir, have officially intrigued me!
Less QQ, more PewPew
Cyber_Cheese
Profile Blog Joined July 2010
Australia3615 Posts
October 02 2011 06:17 GMT
#23
is it just me or does his typing seem too good for a drunk person?
The moment you lose confidence in yourself, is the moment the world loses it's confidence in you.
Geovu
Profile Blog Joined November 2010
Estonia1344 Posts
Last Edited: 2011-10-02 06:22:54
October 02 2011 06:21 GMT
#24
On October 02 2011 15:13 darkscream wrote:
This guide is bad because you claim it's invincible and don't give us things to watch out for that you find dangerous. 90%+ winrate? You even claim that if your opponent knows exactly what you are doing its still unstoppable. Ok... this is going to get some lower level players in trouble when they try to do it themselves. These are not realistic expectations to set.


What kills this build?

What timings are you weak at?

What should you do if your opponent splits his army up and doesn't allow you to put the entire thing in a vortex?

Look I spotted a Zerg spy trying to defend himself against the wave of mothership feces about to get flung at him, quick shun him so that no one figures out any weaknesses to this build! ^^

I definitely know what I am doing on ladder from now on.
Ruyguy
Profile Blog Joined January 2011
Canada988 Posts
October 02 2011 06:27 GMT
#25
Im trying this build if I get a pvz match on the ladder. it looks really fun
kiwib321
Profile Joined August 2011
Australia11 Posts
October 02 2011 06:33 GMT
#26
Its annoying that stuff like this comes out Post-patch. The fact the infestor was so heavily nerfed when builds like this were ALWAYS possible, and HTs exist, as well as the early game cheese that Protoss can pull off against zerg just irritates me so much that they thought a nerf was necessary.

Well done on helping to develop the metagame.
tuho12345
Profile Blog Joined July 2011
4482 Posts
October 02 2011 06:37 GMT
#27
On October 02 2011 15:13 darkscream wrote:
This guide is bad because you claim it's invincible and don't give us things to watch out for that you find dangerous. 90%+ winrate? You even claim that if your opponent knows exactly what you are doing its still unstoppable. Ok... this is going to get some lower level players in trouble when they try to do it themselves. These are not realistic expectations to set.


What kills this build?

What timings are you weak at?

What should you do if your opponent splits his army up and doesn't allow you to put the entire thing in a vortex?

Better use infestor to NP at least or better timing kill Protoss. In the replays the Zerg turtle like a lil school girl with Roaches/Hydras/corruptors like 1 year ago and then bm'ed like a lil bitch lol.

Why would the Zerg wanna splits his army? Protoss always vortex first, if Zerg separating his army, he's dead cuz Protoss army still staying outside of the vortex. Half army vs full Protoss army? We know the result yet?
Buddhist
Profile Joined April 2010
United States658 Posts
Last Edited: 2011-10-02 07:02:44
October 02 2011 06:42 GMT
#28
Wait I just realized,
I can just cast my infinity-range vortex on the broodlord/infestor ball, allowing me to safely get in range 99.99% of the time^^

Is thread a troll? For anyone who uses motherships, Vortex taking FOREVER to cast should be notorious to you.

I don't think I've ever not lost a mothership while trying to vortex, because after you tell the mothership to cast it, it just stands around for what feels like an eternity before actually casting it, and by that point it's at the brink of death.

edit: Woops, he actually covered this exact thing in the OP and I missed it
The mothership must be stationary for it to cast her spells. It cannot cast spells while moving so the acceleration/deacceleration buff is huge in this patch. If you've ever wondered why your vortex was casted like 5 seconds after you tried to it was because of this, the mothership has to come to a halt.
Mystogun
Profile Blog Joined January 2011
United States392 Posts
October 02 2011 06:44 GMT
#29
On October 02 2011 12:30 the p00n wrote:
The mothership must be stationary for it to cast her spells. It cannot cast spells while moving so the acceleration/deacceleration buff is huge in this patch. If you've ever wondered why your vortex was casted like 5 seconds after you tried to it was because of this, the mothership has to come to a halt.



^OP addressed that
"What I'm sayin' is that there are known knowns and there are known unknowns, but there's also unknown unknowns, things that we don't know we don't know." | SC2: NoiSe.730 | LoL: Galladiator
rsvp
Profile Blog Joined January 2006
United States2266 Posts
Last Edited: 2011-10-02 06:49:24
October 02 2011 06:45 GMT
#30
Why do you have to title it "90+% winrate" build? It doesn't make your guide more attractive, it just makes you look dumber. No build has a 90% winrate.

That being said, your guide isn't that bad. It does need more replays though. I feel like guides should be auto-closed if they have less than 3 replays or so.

Mothership is an excellent unit, but I'm beginning to realize that one of its strengths is that a lot of zerg players are just clueless in how to deal with it. For example, upon seeing vortex a lot of zerg players try to "save" their army by throwing everything into it. Well of course that's suicide for the zerg. But if the zerg just ignores what gets caught in the vortex, they can simply fight out the battle, kill some of your army, and then remax and kill your entire army now that you no longer have a vortex (or even mothership).

Also, I don't like how you default to zealot/archon. Mass roach just shits on it. Roach/baneling or roach/infestor shits on it even more. 1 void ray does nothing to stop mass roach, you will never get your 3rd up or be able to defend it, especially while you're spending thousands of resources teching to mothership at the same time.

There is actually a lot of micro regarding the mothership/archon versus broodlord/infestor/corruptor 200/200 battle. With no micro on either side the protoss wins easy. But if the zerg spreads out his units and doesn't throw everything into the vortex, when archons come out they still have to deal with unvortexed broodlords/broodlings and infestors casting fungal. Not to mention that if the zerg immediately runs away the corruptors that get caught in the vortex, they will NOT all die even if you have 10 archons in there. They will only all die if the zerg is slow and doesn't move them immediately upon the vortex ending.
Buddhist
Profile Joined April 2010
United States658 Posts
Last Edited: 2011-10-02 07:07:55
October 02 2011 07:01 GMT
#31
On October 02 2011 15:44 [NoiSe] wrote:
Show nested quote +
On October 02 2011 12:30 the p00n wrote:
The mothership must be stationary for it to cast her spells. It cannot cast spells while moving so the acceleration/deacceleration buff is huge in this patch. If you've ever wondered why your vortex was casted like 5 seconds after you tried to it was because of this, the mothership has to come to a halt.



^OP addressed that

Oh, my mistake. Will edit.

btw,
especially while you're spending thousands of resources teching to mothership at the same time.
made me chuckle... if you already have a stargate, then it's 300/200 for a fleet beacon, and now you're teched to mothership... that isn't thousands of resources. Not that I disagree with your post, it just seemed funny to call one building "thousands of resources".
-iNko
Profile Joined August 2010
Lithuania160 Posts
October 02 2011 07:11 GMT
#32
Thanks for the strategy, seems unique and defo gonna try this out!

i just have one questions, why are u calling this strategy lame? seems like u found the only good use for the mothership and it instantly becomes lame (as in 'op')? lol
RoboBob
Profile Blog Joined September 2010
United States798 Posts
Last Edited: 2011-10-02 07:21:46
October 02 2011 07:19 GMT
#33
Nice catch on the casting-related-to-acceleration thing. I can definitely see how Vortex is inadvertedly more useful now. Especially because Zerg ground to air is so terrible. Now that I think about it you're right about air units exiting the vortex.

I'd like to see more replays though. I can't help but feel like a good Zerg would see the Fleet Beacon coming and just kill you with mass roach (Mondragon style) before you can get the Mothership+Archons out. Or if the zerg just plays counterattacky.
rsvp
Profile Blog Joined January 2006
United States2266 Posts
October 02 2011 07:23 GMT
#34
On October 02 2011 16:01 Buddhist wrote:

btw,
Show nested quote +
especially while you're spending thousands of resources teching to mothership at the same time.
made me chuckle... if you already have a stargate, then it's 300/200 for a fleet beacon, and now you're teched to mothership... that isn't thousands of resources. Not that I disagree with your post, it just seemed funny to call one building "thousands of resources".


I'm counting the mothership too... so it's 700 minerals and 600 gas = 1300 resources = greater than 1 thousand resources = thousands of resources ^^
Turo
Profile Blog Joined October 2010
Canada333 Posts
October 02 2011 07:25 GMT
#35
... For a guide that claims to have a 90% win rate, you have an AWFUL lack of replays.

I watched the one you provided, and it does seem like a good late game composition... I do worry a bit about infestors + mass broodlords. But I'm sure with a 90% win rate, you have tons of replays winning vs that.
Binabik
Profile Joined January 2011
Germany686 Posts
October 02 2011 07:26 GMT
#36
"Banelings are actually not good against zealots, he can only use this to overwhelm you (burst down your zealots with blings then run in with whatever he has left)."
What does this sentence mean?
Banelings are great against Zealots...

I like that build btw but I'm worried about some 3 base timings like Roach/Infestor or MassRoach, I always need Colossus asap to deal with it (even if I have 2/3 VoidRays out)
Warzilla
Profile Joined December 2010
Czech Republic311 Posts
Last Edited: 2011-10-02 07:32:15
October 02 2011 07:29 GMT
#37
On October 02 2011 16:01 Buddhist wrote:
Show nested quote +
On October 02 2011 15:44 [NoiSe] wrote:
On October 02 2011 12:30 the p00n wrote:
The mothership must be stationary for it to cast her spells. It cannot cast spells while moving so the acceleration/deacceleration buff is huge in this patch. If you've ever wondered why your vortex was casted like 5 seconds after you tried to it was because of this, the mothership has to come to a halt.



^OP addressed that

Oh, my mistake. Will edit.

btw,
Show nested quote +
especially while you're spending thousands of resources teching to mothership at the same time.
made me chuckle... if you already have a stargate, then it's 300/200 for a fleet beacon, and now you're teched to mothership... that isn't thousands of resources. Not that I disagree with your post, it just seemed funny to call one building "thousands of resources".


Jesus instead of saying this you could have qued up an other game and don't jerk around.. its obviously a figurative speaking yay... Anyways really would like to see more replays against someone who doesn't use the unit comp from the "Dark Age" and actually tries to move around a map to "do stuff". That being said, i'm on 6-0 win-rate so far against the zergs with this build - seems fairly solid :D I've collected a couple of zerg's tears also. So it makes me feel good especially when facing Roach/ling/Muta every fucking time which makes me rage hard when i'm loosing to it.

"AFTER LOST GAME - I usually run around in circles yelling "WHY OH GOD WHY" in my room, pointing towards the sky. After 5 to 10min ,i get tired and go back to playing"
Bill Murray
Profile Blog Joined October 2009
United States9292 Posts
October 02 2011 09:18 GMT
#38
1300 = 1.3 thousand, no s
University of Kentucky Basketball #1
Macpo
Profile Joined September 2010
453 Posts
October 02 2011 09:39 GMT
#39
What about hydra/ling drop around min 11 to go against that, when you first scouted the stargate? I feel zerg would be able to destroy a nexus at least...
"Courage consists, however, in agreeing to flee rather than live tranquilly and hypocritically in false refuges." G. Deleuze
Herr_Trichter
Profile Joined March 2011
15 Posts
October 02 2011 10:18 GMT
#40
I am Master Z Player and i find that strat to be very interesting. I remeber several games where i was totally raped by motherships (mostly with void+colo).


I just played around a little with the unit test map and found that 40 zeals, 10 arcons(+2 attack), get raped by 40 banes and 40 roaches when all units enter the vortex before fighting (+2 attack on melee and +2 armor). The banes just go off after immunity goes away and kill most of the zealots. The fewer roaches in the vortex the more damage the banes do.

Z could also keep 3-4 infestors behind the army to get off neural on the mothership or some archons.

If i was p i would opt to get 1 robo and pump immortals.
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