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[G] Comparison of PvP Builds - Page 4

Forum Index > StarCraft 2 Strategy
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Coramoor
Profile Blog Joined November 2010
Canada455 Posts
November 01 2011 02:31 GMT
#61
I strongly disagree with your belief that a delayed 4gate beats a fast expo, if you do a 1gate expand, build a nexus on 20 and then 3 more gates or 2 more gates and a robo, you'll beat a delayed 4gate with good sentry usage, a la piqliq back in the day
flyguy
Profile Joined October 2010
United States45 Posts
November 01 2011 02:33 GMT
#62
I would like to see a replay of this fast expand
Imperium11
Profile Blog Joined March 2011
United States279 Posts
November 01 2011 03:30 GMT
#63
On November 01 2011 08:39 NrGmonk wrote:
Show nested quote +
On November 01 2011 08:26 Imperium11 wrote:
Where/how would the Adelscott build fit into all this?

lol..........


I don't feel as if that's a response worthy of a blue poster. Perhaps it was a ridiculous question, and if so I apoologize because I still use the build and find it to be quite effective, but regardless I think that it warrants a response beyond what you gave, especially considering that you've been highlighted as a quality poster regarding strategy.
drybones
Profile Joined August 2011
United States69 Posts
Last Edited: 2011-11-01 04:31:07
November 01 2011 04:30 GMT
#64
On November 01 2011 12:30 Imperium11 wrote:
Show nested quote +
On November 01 2011 08:39 NrGmonk wrote:
On November 01 2011 08:26 Imperium11 wrote:
Where/how would the Adelscott build fit into all this?

lol..........


I don't feel as if that's a response worthy of a blue poster. Perhaps it was a ridiculous question, and if so I apoologize because I still use the build and find it to be quite effective, but regardless I think that it warrants a response beyond what you gave, especially considering that you've been highlighted as a quality poster regarding strategy.


i think why he's laughing is that the adelscott build is simply an opener. you need a build that technically can hold a 4 gate and hold off adel pressure THEN transition into one of the following in the chart. its like saying "what composition is good vs zerg" and then someone asking "does that composition do well vs a 6 pool?"

plus noone does adel anymore and its easily scouted
if ur not improving ur falling behind
Imperium11
Profile Blog Joined March 2011
United States279 Posts
November 01 2011 04:55 GMT
#65
On November 01 2011 13:30 drybones wrote:
Show nested quote +
On November 01 2011 12:30 Imperium11 wrote:
On November 01 2011 08:39 NrGmonk wrote:
On November 01 2011 08:26 Imperium11 wrote:
Where/how would the Adelscott build fit into all this?

lol..........


I don't feel as if that's a response worthy of a blue poster. Perhaps it was a ridiculous question, and if so I apoologize because I still use the build and find it to be quite effective, but regardless I think that it warrants a response beyond what you gave, especially considering that you've been highlighted as a quality poster regarding strategy.


i think why he's laughing is that the adelscott build is simply an opener. you need a build that technically can hold a 4 gate and hold off adel pressure THEN transition into one of the following in the chart. its like saying "what composition is good vs zerg" and then someone asking "does that composition do well vs a 6 pool?"

plus noone does adel anymore and its easily scouted


Thank you very much, that was what i was looking for. Much appreciated.
Zealot Lord
Profile Joined May 2010
Hong Kong748 Posts
November 01 2011 05:54 GMT
#66
I tinkered around adelscott's style for the longest of times (even way after it was outdated), imo its still a viable opener, but only for lower levels (maybe up to diamond max) - because its easy to execute and puts some early pressure on to your opponent. However that said, once I started playing against masters and a few GM's, its just not very viable, the higher level the opponent, the less feasible this build is, because you realize it relies on them reacting the wrong way for the early 4zealots/2stalkers to do the damage it needs to.

That said, I wouldn't be surprised if one day a revamped version of it could be effective again because of metagame changes and such.
DadE
Profile Joined February 2009
Canada44 Posts
November 01 2011 06:05 GMT
#67
what about the 4 warp gate rush? could you please add that in for me or explain why its not in there for being as common as it still is.
Hmm... I should 2 hatch. muta this jerk
Tatari
Profile Blog Joined January 2011
United States1179 Posts
November 01 2011 06:16 GMT
#68
I feel as though the chart is wrong about the DT build in general. DT rushes don't just end at a DT rush. Even with a late 20 food 2nd gas timing, I still have enough gas to research Charge and get 2 initial DTs. I also do a paranoid version of a DT build by getting a Forge for cannons, and after the initial DTs I get +1 weapons. The only build I haven't beaten with a +1 Charge-Archon is Immortal Drop play. Against Colossus rush builds, it's a bit of a coinflip, but Charge-Archon usually wins out.

DT rushes can just transition into a DT expand with 6 gates or 4 gate Colossus.
A fed jungler is no longer a jungler, but a terrorist.
Teoita
Profile Blog Joined January 2011
Italy12248 Posts
Last Edited: 2011-11-01 09:06:54
November 01 2011 09:05 GMT
#69
On November 01 2011 15:05 DadE wrote:
what about the 4 warp gate rush? could you please add that in for me or explain why its not in there for being as common as it still is.


He has explained it multiple times, read the thread.

You can play all those builds except fast expand to either be safe vs 4gate or not safe, hence why it's not included.

edit:@poster above me: wait...a dt opening into 1base colossus without any expansion?
ModeratorProtoss all-ins are like a wok. You can throw whatever you want in there and it will turn out alright.
Imperium11
Profile Blog Joined March 2011
United States279 Posts
November 01 2011 13:36 GMT
#70
On November 01 2011 14:54 Zealot Lord wrote:
I tinkered around adelscott's style for the longest of times (even way after it was outdated), imo its still a viable opener, but only for lower levels (maybe up to diamond max) - because its easy to execute and puts some early pressure on to your opponent. However that said, once I started playing against masters and a few GM's, its just not very viable, the higher level the opponent, the less feasible this build is, because you realize it relies on them reacting the wrong way for the early 4zealots/2stalkers to do the damage it needs to.

That said, I wouldn't be surprised if one day a revamped version of it could be effective again because of metagame changes and such.


You're probably right, but it's still working for me very well in high diamond/ low masters. I guess that means that I probably have a big shock coming my way pretty soon. Guess it's time to learn some variation of the immortal expand.
monk
Profile Blog Joined May 2009
United States8477 Posts
Last Edited: 2011-11-01 13:48:50
November 01 2011 13:45 GMT
#71
On November 01 2011 13:55 Imperium11 wrote:
Show nested quote +
On November 01 2011 13:30 drybones wrote:
On November 01 2011 12:30 Imperium11 wrote:
On November 01 2011 08:39 NrGmonk wrote:
On November 01 2011 08:26 Imperium11 wrote:
Where/how would the Adelscott build fit into all this?

lol..........


I don't feel as if that's a response worthy of a blue poster. Perhaps it was a ridiculous question, and if so I apoologize because I still use the build and find it to be quite effective, but regardless I think that it warrants a response beyond what you gave, especially considering that you've been highlighted as a quality poster regarding strategy.


i think why he's laughing is that the adelscott build is simply an opener. you need a build that technically can hold a 4 gate and hold off adel pressure THEN transition into one of the following in the chart. its like saying "what composition is good vs zerg" and then someone asking "does that composition do well vs a 6 pool?"

plus noone does adel anymore and its easily scouted


Thank you very much, that was what i was looking for. Much appreciated.


Yea, what he said. The reason it's funny is because it's a running joke that people always ask, "how does this build do versus adelscott's build?" in every single thread about PvP when it's irrelevant. In fact, this is my first guide where I don't make fun of people who ask this question directly in my guide. Check my FAQs sections of my other PvP guides for more info ^^.

Anyways, at higher levels, the Adelscott build is completely figured out. Simply chorno units out of your first gateway while sim citying off your mineral line. Kite your opponents' first few zealots with your stalkers so that you don't lose anything to his pressure and he loses all his zealots. Then proceed to delayed 4 gate him. Free win.
Moderator
marvellosity
Profile Joined January 2011
United Kingdom36161 Posts
November 01 2011 14:38 GMT
#72
Presuming standard-ish play, what kind of time would an immortal-expand build expect to be putting down the nexus?

And what are the common follow-ups? For some reason I'm a bit in the dark on this one :/
[15:15] <Palmar> and yes marv, you're a total hottie
drybones
Profile Joined August 2011
United States69 Posts
Last Edited: 2011-11-01 17:11:21
November 01 2011 17:10 GMT
#73
On November 01 2011 23:38 marvellosity wrote:
Presuming standard-ish play, what kind of time would an immortal-expand build expect to be putting down the nexus?

And what are the common follow-ups? For some reason I'm a bit in the dark on this one :/


well i find that it simply just depends on your early read of your opponent. Against a failed 4gate for example expoing behind 1 immortal and some units is quite safe. If you see alot of stalkers roaming then wait for at least 2 immortals. Against a 1base colli either speed prism 2 immort drop, robo twilight with blink + obs, or going into 1 base colli as well and constantly check their expo timing. Then just wait for them to attack while you position your units better then theirs. Against stargate you should cancel your 2nd immo and plop down twilight, a total of 3-4 gates and i like to expo vs pheonix too. I find chargelot archon > blink stalks against pheonix.

2robo mass colli is a good followup to robo/expand as long as you have a good eye on your opponents army. just turtle and defend untill you have a critical mass of colli. expand aggressively and force the fight to come to you where you can position better than the attacker.

probably reiterating alot of whats been said so apologies.

if ur not improving ur falling behind
kcdc
Profile Blog Joined April 2010
United States2311 Posts
November 01 2011 21:15 GMT
#74
On October 23 2011 10:05 NrGmonk wrote:
Show nested quote +
On October 23 2011 03:11 kcdc wrote:
Immortal expand beats colossi. You get the expansion much earlier and can hold 1 base colossus pushes easily. The all-in basically has to get thermal lance or 6 range immortals pop 6 range colossi like balloons, and 200/200 for robo bay + 200/200 for thermal lance means that the immortal expand player has a much larger army.


I've been testing this and if both players go 1 gate robo into immortal expand/collosi on a normal sized map, a 2 collosi no range push will consistently win.


It really depends on the builds. 1 gate robo with 2 gas straight into colossi dies to too many things to be considered a realistic build. Meanwhile, 1 gate robo with 1 gas can be adjusted after scouting to defend a 4 gate, and depending on what you scout, you can often take your natural before you build a single immortal.

This is my go-to build in PvP, and I consistently defend colossus all-ins.
monk
Profile Blog Joined May 2009
United States8477 Posts
November 01 2011 21:19 GMT
#75
On November 02 2011 06:15 kcdc wrote:
Show nested quote +
On October 23 2011 10:05 NrGmonk wrote:
On October 23 2011 03:11 kcdc wrote:
Immortal expand beats colossi. You get the expansion much earlier and can hold 1 base colossus pushes easily. The all-in basically has to get thermal lance or 6 range immortals pop 6 range colossi like balloons, and 200/200 for robo bay + 200/200 for thermal lance means that the immortal expand player has a much larger army.


I've been testing this and if both players go 1 gate robo into immortal expand/collosi on a normal sized map, a 2 collosi no range push will consistently win.


It really depends on the builds. 1 gate robo with 2 gas straight into colossi dies to too many things to be considered a realistic build. Meanwhile, 1 gate robo with 1 gas can be adjusted after scouting to defend a 4 gate, and depending on what you scout, you can often take your natural before you build a single immortal.

This is my go-to build in PvP, and I consistently defend colossus all-ins.


In my tests, the builds were double gas for both players into 1 gate robo, so 4 gate wasn't really viable for either player.
Moderator
Easytouch1500
Profile Joined July 2011
United States66 Posts
November 02 2011 05:18 GMT
#76
zomg, this thread is glorious.
"He sees my 8 stalkers and my giant e-penis, and he's gonna make sentries" -Alejandrisha
kcdc
Profile Blog Joined April 2010
United States2311 Posts
November 02 2011 06:00 GMT
#77
On November 02 2011 06:19 NrGmonk wrote:
Show nested quote +
On November 02 2011 06:15 kcdc wrote:
On October 23 2011 10:05 NrGmonk wrote:
On October 23 2011 03:11 kcdc wrote:
Immortal expand beats colossi. You get the expansion much earlier and can hold 1 base colossus pushes easily. The all-in basically has to get thermal lance or 6 range immortals pop 6 range colossi like balloons, and 200/200 for robo bay + 200/200 for thermal lance means that the immortal expand player has a much larger army.


I've been testing this and if both players go 1 gate robo into immortal expand/collosi on a normal sized map, a 2 collosi no range push will consistently win.


It really depends on the builds. 1 gate robo with 2 gas straight into colossi dies to too many things to be considered a realistic build. Meanwhile, 1 gate robo with 1 gas can be adjusted after scouting to defend a 4 gate, and depending on what you scout, you can often take your natural before you build a single immortal.

This is my go-to build in PvP, and I consistently defend colossus all-ins.


In my tests, the builds were double gas for both players into 1 gate robo, so 4 gate wasn't really viable for either player.


Well there's the problem. If you stay on 1 gas, you can threaten a 4 gate, and you're also able to get out more zealots and immortals to defend the colossus timing. I suppose this gets back to the issue of the MU being too dynamic to paint in such broad strokes. If you tweak the builds a little, you get different results.
Geovu
Profile Blog Joined November 2010
Estonia1344 Posts
Last Edited: 2011-11-08 05:59:01
November 08 2011 05:56 GMT
#78
This is honestly the reason I think Blizzard should have left warp gates alone. I mean seriously, look at this:

Before the Warp Gate Nerf:

[image loading]

Now:

[image loading]
It's the equivalent of this:
+ Show Spoiler +
[image loading]


Sure it was a bit boring, but as long as you executed this one build well you could cut through all the shit that wasn't safe, and it was consistent. And if both players 4 gated? The one who executed it better wins, and if they end up on equal footing then they can continue the game. I never saw any reason as to why that needed to be changed. Nowadays no one really know wtf is up with this matchup at all.

Also Phoenixes are bull.
paintfive
Profile Joined September 2011
785 Posts
November 08 2011 08:01 GMT
#79
Geovu PvP has become a much more intresting matchup now. It's become very reactive and there are many different styles for PvP currently developing.
Archontas
Profile Joined September 2010
United States319 Posts
November 21 2011 04:41 GMT
#80
PvP is my weakest matchup by a landslide, I've been looking through threads like these trying to make sense of it. Thanks for your effort, nrgmonk, as always.

Just as a suggestion, adding some links to rep/VODs of pro level games playing out some of these openers would be immensely helpful.
If you ban me, I will become more powerful than you can possibly imagine.
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