[G] PvZ HerOic FFE - Page 10
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CaptainHaz
United States240 Posts
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Sated
England4983 Posts
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ODKStevez
Ireland1225 Posts
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CaptainHaz
United States240 Posts
On February 02 2012 05:25 Sated wrote: Depends what they managed to fend off your Zealots with and whether or not they took a third. I'm going to assume that they got a fast third based on what you said. 1) If they used Roaches to deflect the Zealot timing then you're probably need to turtle for a bit and get out either Colossi or Immortals to defend against incoming Roach spam. Immortals are probably more effective since you can get them out faster. Once you've got enough units, push out and take your third base before teching towards High Templar. Sentry/Stalker/Immortal is a pretty good composition against Roaches until you can take your third, just don't forget to get Blink! 2) If they defend using only Zerglings then they're probably going for Mutalisks. If you can use an Observer or Hallucination to confirm it then you should, but if not then you should probably do the 7gate all-in anyway. Zerg can't hope to defend it if they are trying to take a fast third and teching towards Mutalisks. I don't think Infestors would do great against a 7gate either, because they wouldn't have had enough time to get the energy required for chain fungals if your timing is crisp. EDIT: Quick question - on a map like Shattered Temple, how on earth are you supposed to scout to see if Zerg has a third or is trying to take one? Is it better to forget about the +1 Zealot pressure and simply move straight into Blink Stalker/Immortal to try and defend against both Roaches and 2base Mutalisk? This doesn't address my question very well since usually if you try to take a third so late you're going to be killed by either a tech switch or pure roach spam. The roach spam you are referring to isn't something that is always going to come since most good zergs are comfortable either tech switching or sitting back and taking a 4th and teching to hive tech while being backed by 90 drones or something of that sort. Anyway my question was answered earlier in the thread after looking around a bit more. Generally if they deflect with roaches a two immortal timing with blink should be strong enough for you to either win or safely secure your third. | ||
Jerubaal
United States7684 Posts
Could someone clarify what to do if the zerg stays on 2 bases? I'm guessing that you shouldn't try the zealot pressure in that case. I've been playing against people that go ling/baneling/infestor with in base hatches and fairly late 3rds and I'm not sure this build can put pressure on at any point. Should I just be comfortable with my macro situation and get a fairly quick 3rd? | ||
bankai
362 Posts
![]() Any ideas on some different ways to pressure with this opener? | ||
recklessfire
United States373 Posts
On February 27 2012 08:29 Jerubaal wrote: Great build Alej. :D Could someone clarify what to do if the zerg stays on 2 bases? I'm guessing that you shouldn't try the zealot pressure in that case. I've been playing against people that go ling/baneling/infestor with in base hatches and fairly late 3rds and I'm not sure this build can put pressure on at any point. Should I just be comfortable with my macro situation and get a fairly quick 3rd? if hes on two bases i would just send one or two warp in of zealots and try to scout with them. If hes taken all four gases hes probably going rushing to infestor or muta. Use ur zealots to run up in his main to check. It can be a 3 hatch two base mass roaches or some frigging doom drop with roach or hydras. If hes going two base muta i really recommend trying to get a quick third, hes been saving most of his resources to save for his first batch of muta so he wont have too many lings out. If its against infestors, you can still take a somewhat fast third, but the defenses must be rock solid, he might do some burrow trickery and snipe your bases with mass infested terrans or try to hit everywhere with ling run-bys. edit: if youve combined your four gate pressure with a stargate as well and hes going muta, you can do a TON of damage with zealots voidray phoenix combo. Hes most likely using mostly lings and spines to defend and if he thinks he can actually get those mutas out your air army will be waiting to pick all those off and the games pretty much yours after that. | ||
Salv
Canada3083 Posts
On March 01 2012 15:52 bankai wrote: Has anyone been finding that the zealot pressure at 8:30ish is feeling less and less effective?? It seems zergs are much more prepared now that they build just enough roaches/spines to counter this, then they drone like crazy on 3-base and deny my thrid with lots of roaches ![]() Any ideas on some different ways to pressure with this opener? Would also like an answer to this. | ||
Forbidden17
666 Posts
If they deflect the zealot timing without taking losses you're definitely behind. (Where the map allows) I've just been taking a really fast 3rd off the 4gates, then adding 2 more gates plus robo, followed shortly by a twilight. I've really started to prefer this sort of economic pressure on some maps, it may not be everyone's cup of tea though. | ||
recklessfire
United States373 Posts
On March 01 2012 15:52 bankai wrote: Has anyone been finding that the zealot pressure at 8:30ish is feeling less and less effective?? It seems zergs are much more prepared now that they build just enough roaches/spines to counter this, then they drone like crazy on 3-base and deny my thrid with lots of roaches ![]() Any ideas on some different ways to pressure with this opener? thats the downfall of using a timing attack, if the zerg knows what kind of attack your gona use and prepares for it, then its almost impossible to do any damage. You can try the variation where the attack hits about 30 seconds sooner with constant chronoboost on the warpgate tech. That can throw zergs off because they know the normal warp in rounds start around 8:30. Or you can combo it with voidrays. Even if the attack fails you can maintain map control with your air units. | ||
Foks
United States71 Posts
Itll never be perfect pressure, but it transitions really well into responsive play, and at the least it forces zerg to stop droning for the time u hit and often disorients them to a certain degree. Or if u feel he has alot , and dont want to pressure based on the read, just threaten with first 2 zealots by securing towers, checking for 3rd, then taking a 3rd at about 9 30-10min off about 2-3 warp in cycles of sentry>zealot>stalker>3rd imo and use your next 4 buildings to wall your 3rd. | ||
bankai
362 Posts
On March 02 2012 08:32 Foks wrote: Itll never be perfect pressure, but it transitions really well into responsive play, and at the least it forces zerg to stop droning for the time u hit and often disorients them to a certain degree. Or if u feel he has alot , and dont want to pressure based on the read, just threaten with first 2 zealots by securing towers, checking for 3rd, then taking a 3rd at about 9 30-10min off about 2-3 warp in cycles of sentry>zealot>stalker>3rd imo and use your next 4 buildings to wall your 3rd. Thanks for all the helpful replies. Can I clarify what do you mean by "2-3 warp in cycles of sentry>zealot>stalker>3rd imo"? Do you mean produce a mix of zealot/stalker/sentry/immortal off 4 gateways for 3 warp-in cycles, then instead of placing the 5th/6th Gateway you put down a Nexus at about 9:30mins? Is it safe to expand that early against a 3-base zerg? If they go mass roach and attack, what is the typical timing that normally hits? | ||
bankai
362 Posts
On March 05 2012 15:01 bankai wrote: Thanks for all the helpful replies. Can I clarify what do you mean by "2-3 warp in cycles of sentry>zealot>stalker>3rd imo"? Do you mean produce a mix of zealot/stalker/sentry/immortal off 4 gateways for 3 warp-in cycles, then instead of placing the 5th/6th Gateway you put down a Nexus at about 9:30mins? Is it safe to expand that early against a 3-base zerg? If they go mass roach and attack, what is the typical timing that normally hits? bump ![]() | ||
Alejandrisha
United States6565 Posts
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Foks
United States71 Posts
On March 05 2012 15:01 bankai wrote: Thanks for all the helpful replies. Can I clarify what do you mean by "2-3 warp in cycles of sentry>zealot>stalker>3rd imo"? Do you mean produce a mix of zealot/stalker/sentry/immortal off 4 gateways for 3 warp-in cycles, then instead of placing the 5th/6th Gateway you put down a Nexus at about 9:30mins? Is it safe to expand that early against a 3-base zerg? If they go mass roach and attack, what is the typical timing that normally hits? What I mean is that your first round of warp ins should be sentries if pressure doesnt seem like it will work for whatever reason, bring u to about 6 sentries which is enough w/o yet knowing if hes going muta or roach. Then you can warp in a around of zealots because your gas needs to recooperate. Then a round of stalkers. All this off 4 gates. Then after that u can try to grab a 3rd and use 2-4 gates + cannons to wall it, but usually i play safe and add my robo+twilight, 2 gates in main, and either a dt shrine or another robo moving into a 3rd. Going for the early third is of course risky, and is susceptible to roach spam, but if he went mutas its better u went for the early 3rd. Its a bit of a dice roll unless u get an obs or some kind of scout in there and see whats up early, which is why like an 11 min 3rd is prob the best blind-option. There is no impervious strategy vs zerg mid game because they can do either 2 strategies (mass roach or muta) that will fu ck you up if u dont prepare well for both if not scouted. I still think this overall strat is viable even w/o the 4 gate pressure. Just the feign of pressure is usually enough to get a desired effect (which is effectively what a 1 stargate play is : ie soft/feigned pressure). There is no PvZ midgame strat that a zerg can't counter very very hard (whether 4g/1 stargate, 2 stargate, 4gate/blink, 4g/robo, etc), so u kind of have to get comfortable with the uncomfortableness of it all ![]() | ||
kcdc
United States2311 Posts
On March 07 2012 02:15 Alejandrisha wrote: need to get that 8:30 down to 8:10 or sooner. lately i have not been doing this as much. i will keep 2 probes on each geyser but if my probe is detected, i will put 3 on each per usual and go into SG play. this opener still has its place, but zergs are adapting with an early safe roach warren for 3-4 roaches which shuts this down almost blindly. it can still work but is definitely no longer a staple in my artillery. stay tuned for my next guide (soonish) on the ffe sg-> 2/1 3 base 3 colo push. I agree that the surprise factor of 6 zealots hitting the third at 8:10 is pretty much gone in the current metagame. It can still work if you do it sneaky fast and hit at 7:40, but the timing is a bit of a gamble since you can't guarantee a good trade and you can't retreat. I really prefer cutting out the 4th gate and throwing in a void ray. This slows the timing down slightly--the fastest you can hit is about 8:00 instead of 7:40, but adding in the void allows you to harass even when roaches are out in time, and it ensures that your zealots will be able to retreat since +1 zealots rock lings and the void will kill any chasing roaches. Cloud Kingdom is one map where I prefer the 4 gate pressure to the 3 gate+SG pressure. Something about the layout of the map makes it hard to get anything done with the void ray. | ||
Xanatoss
Germany539 Posts
If they try to defend with lings you just keep warping in zealots and basically let their eco stagnate (costefficient) for the duration of your attack. If they already have roaches at that time that means that they made even earlier investment into the warren, additional overlords and gas-gathering which allows you to simply fall back (no roachspeed yet, no creepspread) and take your third because zerg has to decide to make up for the early cuts in eco by droning or attacking, backed up by an economy ~ equal to the protoss which should be manageable. Take my thoughts with a grain of salt though. Due to the fact that this sharp timing is very hard to reach (at least for me) I miss it more often than not and even if I succeed most zergs on low masters are not able to deflect a 7:xx Zealot-Attack and lose their third almost always, which makes the followup for a failed snipe obsolete. Therefore my conclusions are purely based on comparision of worker-numbers in my reps. Small Tip to enhance the attack: Force-Attack the Zealots upon the hatchery and as soon as they have formed a clustered melee range arc press hold position. Zealots will attack the hatchery if nothing else is in range and defend themselfs automatically against zerglings or pulled drones while ignoring for example queens, few roaches or single spinecrawler. | ||
bankai
362 Posts
On March 07 2012 02:15 Alejandrisha wrote: need to get that 8:30 down to 8:10 or sooner. lately i have not been doing this as much. i will keep 2 probes on each geyser but if my probe is detected, i will put 3 on each per usual and go into SG play. this opener still has its place, but zergs are adapting with an early safe roach warren for 3-4 roaches which shuts this down almost blindly. it can still work but is definitely no longer a staple in my artillery. stay tuned for my next guide (soonish) on the ffe sg-> 2/1 3 base 3 colo push. Please please bring out that guide....cant wait!!! | ||
bankai
362 Posts
On March 07 2012 02:34 Foks wrote: What I mean is that your first round of warp ins should be sentries if pressure doesnt seem like it will work for whatever reason, bring u to about 6 sentries which is enough w/o yet knowing if hes going muta or roach. Then you can warp in a around of zealots because your gas needs to recooperate. Then a round of stalkers. All this off 4 gates. Then after that u can try to grab a 3rd and use 2-4 gates + cannons to wall it, but usually i play safe and add my robo+twilight, 2 gates in main, and either a dt shrine or another robo moving into a 3rd. Going for the early third is of course risky, and is susceptible to roach spam, but if he went mutas its better u went for the early 3rd. Its a bit of a dice roll unless u get an obs or some kind of scout in there and see whats up early, which is why like an 11 min 3rd is prob the best blind-option. There is no impervious strategy vs zerg mid game because they can do either 2 strategies (mass roach or muta) that will fu ck you up if u dont prepare well for both if not scouted. I still think this overall strat is viable even w/o the 4 gate pressure. Just the feign of pressure is usually enough to get a desired effect (which is effectively what a 1 stargate play is : ie soft/feigned pressure). There is no PvZ midgame strat that a zerg can't counter very very hard (whether 4g/1 stargate, 2 stargate, 4gate/blink, 4g/robo, etc), so u kind of have to get comfortable with the uncomfortableness of it all ![]() Ok great thanks for clarifying that. I have been changing lately to an early robo (like 6min or 6:30) and then warp prism drop. If I see lots of roaches coming, I simply don't warp in the zealots, and put down the nexus with the minerals instead. Kinda risky? Not sure...but I figured zerg at that point is just trying to defend and drone up, so therefore I should not expect aggression anytime soon. | ||
bankai
362 Posts
On March 07 2012 02:50 kcdc wrote: I agree that the surprise factor of 6 zealots hitting the third at 8:10 is pretty much gone in the current metagame. It can still work if you do it sneaky fast and hit at 7:40, but the timing is a bit of a gamble since you can't guarantee a good trade and you can't retreat. I really prefer cutting out the 4th gate and throwing in a void ray. This slows the timing down slightly--the fastest you can hit is about 8:00 instead of 7:40, but adding in the void allows you to harass even when roaches are out in time, and it ensures that your zealots will be able to retreat since +1 zealots rock lings and the void will kill any chasing roaches. Cloud Kingdom is one map where I prefer the 4 gate pressure to the 3 gate+SG pressure. Something about the layout of the map makes it hard to get anything done with the void ray. Yeah i think more and more the void ray is looking much more useful than pure zealot pressure. As the post after you suggested, perhaps an earlier zealot attack would work? So if they still have adequate defense like roaches then you know they havent been droning up? Was also thinking to speed up the push, would it work to go up to 3 gates instead of 4gates? 3 gates means probably 1-2 less zealots for the 7-8min push? | ||
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