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[G] PvZ HerOic FFE - Page 7

Forum Index > StarCraft 2 Strategy
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Alejandrisha
Profile Blog Joined July 2010
United States6565 Posts
Last Edited: 2011-12-11 23:41:07
December 11 2011 20:25 GMT
#121
On December 12 2011 05:13 Oreo7 wrote:
Show nested quote +
On December 06 2011 09:02 Alejandrisha wrote:
On December 06 2011 07:59 bankai wrote:
On December 02 2011 14:39 iSTime wrote:
On December 02 2011 09:39 bankai wrote:
On December 02 2011 08:51 iSTime wrote:
On December 02 2011 07:51 bankai wrote:
On December 01 2011 08:27 bankai wrote:
On November 28 2011 16:11 Canopus wrote:
I'm a mid masters protoss and have been playing this build for about a week. I read your response to 3 base roach zerg and it sounds grimm. I'm noticing a competent zerg can prevent you from killing the 3rd (even with a very close pylon), and your listed response is warp prism harras with dts and zealots to try and snipe buildings. I don't like this response because if the zerg doesn't make mistakes your going to lose. Your basically hoping for the zerg to screw up. Have you found any other responses that work? I've won a few games by responding with a very fast 3rd, but I feel as though a strong player will kill you in that window.


I am also having problems with 3 base roach. On maps like Meta where the third is close, the roaches can easily walk over and deny the zealot harass.

DT has worked to some extent but sometimes they blindly drop spores and deny that too,

Anyone know how to play against 3-base roach where the 3rd is early?

Also, how do you know when its safe to take a third yourself against this? I have faced so many roach into muta transitions, its really hard to deal with. I want to go Colossus against Roach, but then Muta would be hard to stop.


Some thoughts on this from an experienced player?

Was thinking, does taking an early third ourselves work against 3-base roach (zerg taking an early third)?


I haven't really played much of the really early WP+DT stuff, but I often open similarly up until the robo+twilight+zealot harass. I think getting blink and collossi is a much easier way to play. You can easily take a 3rd against 3 base roach at around 13 minutes, with 2 collossi out. Dealing with the mutas that often follow the roach opening just requires a good sense of when mutas will come. Make 1-2 cannons and move blink stalkers into position at that time.

Like canopus said, you can't kill their 3rd base even with a close pylon if they have roaches up in time. However, you can pull back your 7-8 zealots without losing many, and warp in 4 stalkers to force even more roaches+lings. Unless they make a lot of speedlings in addition to the roaches, you should get away without losing many units. Even if they have enough speedlings to catch your units, I think the harass is almost always worth it economically.


Thanks for your advice Time!

So on your 2nd paragraph, are you saying against 3-base roach you should still go ahead with the 8zealot pressure, but just wait for the next 4 stalker warp-in...in other words, still focus on denying their 3rd, but do it with an additional 4 stalkers?

Just trying to clear in my head the overall strategy against 3base roach - it sounds like the only way to play against this is to deny their third. If not, then we are way behind economically. And taking our own 3rd is not feasible cos they can roach spam shortly afterwards....is that correct?


My experience is that the bolded is not true. The stalkers aren't really there to deny the 3rd, they're mostly there to scare the zerg into overproducing units and maybe kill a roach or two. I don't think you should ever be able to kill the 3rd base against a player who makes roaches, the purpose is just to force non-drones. It is acceptable for your 3rd to be placed later than theirs as long as you are keeping up on workers and being cost-effective with harass.


Great thanks again Time!

Alej - any luck on that 2zealot scouting idea (page 3 of this thread)? Have been using this build a lot lately, and have to say it works wonders against the early third style but still having problems scouting 2-base play. From what i can see, they can do broadly one of three things:
(a) Take a later (and safer) third with roaches or roach/hydra after getting saturation at their 2-bases
(b) Mutas or ling/infestor
(c) 7:30 roach/ling all-in

Scouting the difference between (a) and (c) I find is hard, so always prepare for the 7:30min all-in with more sentries/cannons. If it doesnt come by 8mins, then I put down my robo/TC. But doing this means I wont get a WP or observer scout until 9:30min (?). Then I can either tech colossi (if roach/hydra) or blink/HT (if muta/infestor) but its this point I struggle to decide cos I dont have enough info from scouting yet.

So want to know how do you effectively scout and respond to zerg 2-base play?



getting out 2 zealots is actually a really strong play and I recommend playing around with it. you will probably have to get your core a little bit later because it's a lot of minerals to spend so early, but as long as you start your core around the 5 min mark you should be able to get wg done to sync up with your additional gates.

the 2 zealots will guarantee you clearing the tower(s) unless they made a bunch of speedlings, and if they made a bunch of speedlings against your ffe, theres a good chance they are trying to all in you off of 2 base with roach/bane/drop/nydus bs, so warp in sentries defensively if you have time, add cannons. your 2 sentries out of your gateway are extremely important here. don't get too greedy!


I like getting 2 zealots too, I get my cyber before 2nd zel however. The wg timing is too close to delay the core imho.


yeah never delay your core for a zealot unless you absolutely have to. i'm not sure if my 2 zealots always come at the same timing every game but what you have said sounds about right. some games you get your gases a little bit later or sooner depending on how many probes you have around the map, when you put up your gate like if it was after forge before cannon or after forge and cannon; sometimes i only have probes on one of the gases for a bit because my mineral income is slacking which might help you out if you can't squeeze out the 2nd zealot while getting everything else up with constant probes from both nexus, but you still end up having +1 as your 4 zealots get to the third.
get rich or die mining
TL+ Member
Tekakan
Profile Joined December 2010
Sweden78 Posts
December 11 2011 23:26 GMT
#122
I forgot to ask you about Killers version of this openings. Is that the +1 Zealot + a SG for one or some Void Rays instead of DT tech? I saw Axslav do something similar on his stream.
Alejandrisha
Profile Blog Joined July 2010
United States6565 Posts
December 11 2011 23:33 GMT
#123
killer will skip the +1 and use the gas bank from getting 2 before core for an sg upon completion of core. the faster gases ensure that he can continue to use 1cb/phoenix without ever running dry, though it may seem like he has too much once the SG completes. this style usually will delay the adding of gates (and thus WG research since your cb's are going towards phoenix) as a result of expensive phoenix production. that also leaves you more open to 2 base busts, but against anything else it's pretty damn strong. it's just a matter of sniffing it out as with any other ffe transition.
get rich or die mining
TL+ Member
whereismymind
Profile Blog Joined March 2011
United Kingdom717 Posts
Last Edited: 2011-12-12 10:20:58
December 12 2011 07:50 GMT
#124
Thank you for topic and replays.

Few questions though, just to be sure...

If I don't scout fast third with my probe(who made proxy pylon), do you opt for robotics or stargate(in case of 2base roach allin).

If you can't see is units, what is the best way to scout his strat on 2 base? You opt for stargate and voidray + phoenix, or just go robo obs?

Thanks.
one day.. i'll lose my mind
Quochobao
Profile Joined October 2010
United States350 Posts
December 14 2011 01:16 GMT
#125
On December 12 2011 16:50 whereismymind wrote:
Thank you for topic and replays.

Few questions though, just to be sure...

If I don't scout fast third with my probe(who made proxy pylon), do you opt for robotics or stargate(in case of 2base roach allin).

If you can't see is units, what is the best way to scout his strat on 2 base? You opt for stargate and voidray + phoenix, or just go robo obs?

Thanks.


I would like to know this as well! What to do when the Z stays longer on two bases, build defensive units (not all in), then get a slower third?

Should we continue to harass with dt and warp prism, all the while expanding behind?
Best or nothing.
bankai
Profile Joined November 2010
362 Posts
December 14 2011 04:40 GMT
#126
On December 14 2011 10:16 Quochobao wrote:
Show nested quote +
On December 12 2011 16:50 whereismymind wrote:
Thank you for topic and replays.

Few questions though, just to be sure...

If I don't scout fast third with my probe(who made proxy pylon), do you opt for robotics or stargate(in case of 2base roach allin).

If you can't see is units, what is the best way to scout his strat on 2 base? You opt for stargate and voidray + phoenix, or just go robo obs?

Thanks.


I would like to know this as well! What to do when the Z stays longer on two bases, build defensive units (not all in), then get a slower third?

Should we continue to harass with dt and warp prism, all the while expanding behind?


This has been my biggest question as well!

Many a time I have been so excited about following this build/gamestyle, its like im assuming a 3-base zerg when I later get crushed by simple 2-base attacks

Some ideas I have so far to scout 2-base:
1) Scout with probe at 6min mark. If there is no third, assume some sorta 2-base play and put a robo down and one or two cannons at the front instead of the 3xGW at 6:30min (or 36 supply). The earlier robo means you can drop their base 8:30-9min and scout their tech. The extra 1-2cannons is just in-case of roach/ling all-in at 7:30min, or perhaps a later 10-12min roach/hydra push. Meanwhile I chrono more probes (instead of WG since im putting down my GWs later), put down 4 Gateways at 7:30ish, then a TC/2xGas at 8-8:30mins. To me, its ok to not rush on the WG research and focus on probes since they didnt go 3-base.

2) Go ahead with Alej's build exactly, but use the initial 4 zealots to attack their front. Based on the units they react with, you can guess what they are doing (e.g. lings/lots of spines = muta/infestor, roaches = roach, roach/hydra). The 2nd warp in, I get more sentries (instead of the 5th-8th zealot) and tech robo/TC slightly faster.

Alej - what do you think of my ideas???


robopork
Profile Blog Joined May 2009
United States511 Posts
December 14 2011 08:36 GMT
#127
I could kiss you for writing this.

+ Show Spoiler +
In all seriousness, this answers a lot of questions I was raging about not 6 hours ago. Thanks a bunch.
“This left me alone to solve the coffee problem - a sort of catch-22, as in order to think straight I need caffeine, and in order to make that happen I need to think straight.”
Tobberoth
Profile Joined August 2010
Sweden6375 Posts
December 14 2011 08:42 GMT
#128
I'm a zerg player and I'm sort of interested in how a toss is supposed to scout if I go roach/ling allin. It's more or less my goto strategy if a toss FFEs and they can't really scout it coming since I build 4 lings immediately when my pool goes up and park 2 of those outside of the opponents natural, no probe will leave that base alive. I mean sure, the toss scout MIGHT still be alive out on the map, but in general, I will do my best with my other two lings to clear the map of any probe/proxy pylons... and once I've got this 100% map control, how can the toss ever get a probe beyond their natural? (Map dependant of course, Xel'Naga has the backdoor with bushes etc, but stuff like Shakuras, there's just no way to get a probe alive from that ramp.)
J.E.G.
Profile Joined May 2010
United States389 Posts
December 14 2011 17:06 GMT
#129
You can usually get a good read on what the zerg is doing by his gas intake. Click on his geyser and if he has less than ~2400 gas left then he is likely going to do a 2 base pressure build, so you can add cannons/sentries as needed. If he stops mining at 2400, he is likely taking a fast third expo.

However, it is important to keep checking and keep the map in mind. One zerg stopped mining on shattered temple when my probe came in and put them back on once he drove my scout out, then went roach/ling on me, which is always a likely zerg opening on maps such as shattered temple, xel naga, and tal darim, where rocks block a quick third.

I just started with this build, so I don't know if this is accurate or not, but would it make sense to avoid doing this builds and likely two-base zerg maps? If i get hallucination immediately after wg finishes does it take away from any other aspects of the build?
Do or do not; there is no try.
chestnutcc
Profile Joined July 2011
India429 Posts
December 14 2011 17:27 GMT
#130
On December 14 2011 13:40 bankai wrote:

Some ideas I have so far to scout 2-base:
1) Scout with probe at 6min mark. If there is no third, assume some sorta 2-base play and put a robo down and one or two cannons at the front instead of the 3xGW at 6:30min (or 36 supply). The earlier robo means you can drop their base 8:30-9min and scout their tech. The extra 1-2cannons is just in-case of roach/ling all-in at 7:30min, or perhaps a later 10-12min roach/hydra push. Meanwhile I chrono more probes (instead of WG since im putting down my GWs later), put down 4 Gateways at 7:30ish, then a TC/2xGas at 8-8:30mins. To me, its ok to not rush on the WG research and focus on probes since they didnt go 3-base.

2) Go ahead with Alej's build exactly, but use the initial 4 zealots to attack their front. Based on the units they react with, you can guess what they are doing (e.g. lings/lots of spines = muta/infestor, roaches = roach, roach/hydra). The 2nd warp in, I get more sentries (instead of the 5th-8th zealot) and tech robo/TC slightly faster.

Alej - what do you think of my ideas???




Just a plat player here, but what I usually do is chrono out two zealots, use one for the block and send the other out to bait lings camping below my ramp into cannon range or take the towers. If the zerg seems v determined to clear out this zealot, I walk the second zealot into his natural at about 6 minutes while chronoing out a few sentries and a stalker. This zealot will encounter any roaches rallied to your doorstep, giving you some time to put up a bazillion cannons. Once warp gates are done, you can poke again with 4 zealots splitting 2 to run into the main if possible.
charliexjustice
Profile Joined February 2011
United States42 Posts
December 19 2011 22:25 GMT
#131
Alej or any other masters + Protosses: What do you think about just warping in zealots/units at home and using those units to try to defend an early third base, in the event that you can't get a proxi up by their third or it looks like the attack would fall flat?

Would it be good to spend the money that would go on the next round of units on extra gateways or even more units instead, esp immortals vs 3 base roach where you can't kill the third?

Alejandrisha
Profile Blog Joined July 2010
United States6565 Posts
December 19 2011 23:22 GMT
#132
On December 20 2011 07:25 charliexjustice wrote:
Alej or any other masters + Protosses: What do you think about just warping in zealots/units at home and using those units to try to defend an early third base, in the event that you can't get a proxi up by their third or it looks like the attack would fall flat?

Would it be good to spend the money that would go on the next round of units on extra gateways or even more units instead, esp immortals vs 3 base roach where you can't kill the third?


the zealots come at a pretty critical time in that if you don't put on pressure at that marker, you have cut your 3/4 gases for a bit of time, and you have used your CB's on your WG research instead of probes so that you have cut econ in a way to get up your gates; if the zerg doesn't take any pressure at this time, he is free to drone very hard off of 3 hatches and probably take a 4th as you begin your 3rd. even if you can't do a whole lot of damage, you are at least forcing units other than drones at this awkward timing for Z. he doesn't want to make units until he has started lair.
get rich or die mining
TL+ Member
charliexjustice
Profile Joined February 2011
United States42 Posts
December 19 2011 23:38 GMT
#133
On December 20 2011 08:22 Alejandrisha wrote:
Show nested quote +
On December 20 2011 07:25 charliexjustice wrote:
Alej or any other masters + Protosses: What do you think about just warping in zealots/units at home and using those units to try to defend an early third base, in the event that you can't get a proxi up by their third or it looks like the attack would fall flat?

Would it be good to spend the money that would go on the next round of units on extra gateways or even more units instead, esp immortals vs 3 base roach where you can't kill the third?


the zealots come at a pretty critical time in that if you don't put on pressure at that marker, you have cut your 3/4 gases for a bit of time, and you have used your CB's on your WG research instead of probes so that you have cut econ in a way to get up your gates; if the zerg doesn't take any pressure at this time, he is free to drone very hard off of 3 hatches and probably take a 4th as you begin your 3rd. even if you can't do a whole lot of damage, you are at least forcing units other than drones at this awkward timing for Z. he doesn't want to make units until he has started lair.


Thank you very much for explaining that. What if instead of chronoboosting WG, I cb'ed probes and got earlier gases, but still did the initial scouting to avoid dying to allins? Is there a way to use this FFE opener in a non timing attack way, or should I just scrap it altogether if I want a faster third?

I was thinking of getting a robo at the same time as the gates, in addition to CB on probes and faster gases.

charliexjustice
Profile Joined February 2011
United States42 Posts
December 19 2011 23:40 GMT
#134
On another note, you and several other prominent protoss players have stated here that you exclusively FFE vs zerg. What do you do against randoms? By the time you scout them being zerg, it would be too late to FFE

I was especially having this problem on tal drim, where anything but 4gate loses in PVP and almost anything but FFE falls behind economically in pvz.
Alejandrisha
Profile Blog Joined July 2010
United States6565 Posts
Last Edited: 2011-12-19 23:44:07
December 19 2011 23:42 GMT
#135
On December 20 2011 08:38 charliexjustice wrote:
Show nested quote +
On December 20 2011 08:22 Alejandrisha wrote:
On December 20 2011 07:25 charliexjustice wrote:
Alej or any other masters + Protosses: What do you think about just warping in zealots/units at home and using those units to try to defend an early third base, in the event that you can't get a proxi up by their third or it looks like the attack would fall flat?

Would it be good to spend the money that would go on the next round of units on extra gateways or even more units instead, esp immortals vs 3 base roach where you can't kill the third?


the zealots come at a pretty critical time in that if you don't put on pressure at that marker, you have cut your 3/4 gases for a bit of time, and you have used your CB's on your WG research instead of probes so that you have cut econ in a way to get up your gates; if the zerg doesn't take any pressure at this time, he is free to drone very hard off of 3 hatches and probably take a 4th as you begin your 3rd. even if you can't do a whole lot of damage, you are at least forcing units other than drones at this awkward timing for Z. he doesn't want to make units until he has started lair.


Thank you very much for explaining that. What if instead of chronoboosting WG, I cb'ed probes and got earlier gases, but still did the initial scouting to avoid dying to allins? Is there a way to use this FFE opener in a non timing attack way, or should I just scrap it altogether if I want a faster third?

I was thinking of getting a robo at the same time as the gates, in addition to CB on probes and faster gases.


then you're just doing a pretty standard ffe with no pressure, and the point of this build is to move away from that
edit: vs randoms i'll open with no wall and go into 2 gate fe most likely
edit edit: vs randoms on tda i qq hard but you still don't need to wall off with your first pylon; it plays out similarly to other maps except that you need to throw up a shit load of stuff in your nat to keep you safe when speed finishes which is really fucking annoying
get rich or die mining
TL+ Member
charliexjustice
Profile Joined February 2011
United States42 Posts
December 20 2011 09:52 GMT
#136
Thank you very much for your response. I realize I was getting a little off topic there, sorry about that.

I actually just decided to veto TDA. Kind of a shame, minus pvp/pvr it seems like a pretty cool map.
Alejandrisha
Profile Blog Joined July 2010
United States6565 Posts
December 20 2011 15:06 GMT
#137
On December 20 2011 18:52 charliexjustice wrote:
Thank you very much for your response. I realize I was getting a little off topic there, sorry about that.

I actually just decided to veto TDA. Kind of a shame, minus pvp/pvr it seems like a pretty cool map.

yep i do enjoy a nice pvt on tda, though recently terrans have been doing stupid builds on it because we assume they will 1 rax fe every time :p

any time!

get rich or die mining
TL+ Member
beetlelisk
Profile Blog Joined July 2008
Poland2276 Posts
Last Edited: 2011-12-20 16:16:51
December 20 2011 16:15 GMT
#138
This thread is a goldmine and I'm just a z user. Thank you!

By the way what is a stronger zerg unit combo, roaches into mutas or roach hydra corruptor or maybe something else?
wwww
Alejandrisha
Profile Blog Joined July 2010
United States6565 Posts
December 20 2011 16:32 GMT
#139
On December 21 2011 01:15 beetlelisk wrote:
This thread is a goldmine and I'm just a z user. Thank you!

By the way what is a stronger zerg unit combo, roaches into mutas or roach hydra corruptor or maybe something else?

roach into muta seems to be the best way to go out of 3 base roach. i hate to say this because it's really a bastard to deal with that muta flock.

roach-muta into pure muta and then eventually bl's with some infestors once you expand a shit ton off of the map control your mutas give you.

it's a style that lends itself to a lot of 50 minute games, but i think it puts the z user ahead as long as he plays it at all correctly. the proper response from p is to hunker down to fend off muta on 3 base while getting storm tech up and taking a 4th and eventually mounting the death push, leaving ht's at his mining bases while saccing his main and nat and re-establishing infrastructure by and by. if they get impatient it's a free win for you via base trade.

good luck, and go fuck yourself :D
get rich or die mining
TL+ Member
beetlelisk
Profile Blog Joined July 2008
Poland2276 Posts
Last Edited: 2011-12-21 03:18:31
December 21 2011 03:18 GMT
#140
xD thanks again
wwww
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