I think this build will straight up lose to Stephano's mass ling however. Being so short on zealots means you will die because no matter how many lings your stalkers and sentries kill there will always be dozens more. So you go to his main and ff it? So what, you are on 1 base with no option of ever taking your nat, your main's minerals will dry up in a matter of minutes and you still have no way of killing his army.
[G] 1 base robo PvZ - Page 15
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xrapture
United States1644 Posts
I think this build will straight up lose to Stephano's mass ling however. Being so short on zealots means you will die because no matter how many lings your stalkers and sentries kill there will always be dozens more. So you go to his main and ff it? So what, you are on 1 base with no option of ever taking your nat, your main's minerals will dry up in a matter of minutes and you still have no way of killing his army. | ||
buchholtz
Canada22 Posts
I was looking through the replay pack and I didn't actually see an encounter where the zerg had 8~ish spines, i'm low diamond and losing when they mass spines/lings like that. when you say elevator, is there something i'm missing? manually picking up and dropping off the units seems sluggish, i must be doing something wrong. any input would be appreciated, thank you. | ||
caradoc
Canada3022 Posts
On January 05 2012 17:29 buchholtz wrote: Hey there. I was looking through the replay pack and I didn't actually see an encounter where the zerg had 8~ish spines, i'm low diamond and losing when they mass spines/lings like that. when you say elevator, is there something i'm missing? manually picking up and dropping off the units seems sluggish, i must be doing something wrong. any input would be appreciated, thank you. If they have 8 spines, you can elevator into the main and just win. 8 drones and 800 minerals, plus the econ damage that the initial harassment will have done will make this a really easy engagement-- if he has 8 spines, it means he spent 800 minerals and 8 drones with an already weakened economy. If he had the minerals to invest that heavily into static defense at this point, he really can't have any units/tech/econ at all. | ||
buchholtz
Canada22 Posts
okay, but what i'm wondering is, there somethign i'm missing with the term "elevator"? cause when i try to bring my units up, it feels sluggish, and that's a solid 15+ units i'm trying to move up as fast as possible. is there a trick i'm missing? i was looking through the replays to see the best way to do it but i couldn't find one wher ehe had to elevator. | ||
caradoc
Canada3022 Posts
On January 05 2012 17:51 buchholtz wrote: okay, but what i'm wondering is, there somethign i'm missing with the term "elevator"? cause when i try to bring my units up, it feels sluggish, and that's a solid 15+ units i'm trying to move up as fast as possible. is there a trick i'm missing? i was looking through the replays to see the best way to do it but i couldn't find one wher ehe had to elevator. Check here, it's pretty easy actually. http://www.teamliquid.net/forum/viewmessage.php?topic_id=197135 Heres an easy video guide: | ||
buchholtz
Canada22 Posts
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Lobber
Canada414 Posts
On January 05 2012 17:29 buchholtz wrote: Hey there. I was looking through the replay pack and I didn't actually see an encounter where the zerg had 8~ish spines, i'm low diamond and losing when they mass spines/lings like that. when you say elevator, is there something i'm missing? manually picking up and dropping off the units seems sluggish, i must be doing something wrong. any input would be appreciated, thank you. http://www.gamereplays.org/starcraft2/replays.php?game=33&show=details&id=248713#/replay_overview Here's one I had saved, keep in mind, they way I dealt with it only works on maps with wide naturals allowing you to pick off the spines at the edges. | ||
Revelatus
United States183 Posts
I guess my question is, what benefits are there to doing these things and in what circumstances would you alter the build, especially focusing on the second change that I listed. ty <3 | ||
Lobber
Canada414 Posts
On January 09 2012 00:57 Revelatus wrote: Quick question, I have noticed that you've been experimenting recently with sentry drops in this build which allows you to go warp prism before immortals and get a quicker drop. Also, I've seen you push out earlier with 3 immortals instead of waiting for the 4th. I guess my question is, what benefits are there to doing these things and in what circumstances would you alter the build, especially focusing on the second change that I listed. ty <3 Just want to not do the same thing every time, the best way to prep for each build is slightly different, if I'm always doing the same one it's easier to counter, I think slightly more sentry heavy, and the sentry drop itself has a lot more potential to do harass damage, and the push is stronger... I don't really alter it for specific reasons other than testing, if I scouted earlier I'd consider maybe a harder hitting but less harass potential version vs gas expo, vs gasless or hatch first I'd do sentry drop version. | ||
Belial88
United States5217 Posts
Maybe make extra queens, just 3-5 spines? As mentioned, elevator play with units on the low ground covering can sort of work around spines so I'm not sure how to deal with this. | ||
lOvOlUNiMEDiA
United States643 Posts
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lOvOlUNiMEDiA
United States643 Posts
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Lobber
Canada414 Posts
On January 10 2012 06:47 lOvOlUNiMEDiA wrote: Hey lobber, I actually just lost a game where the zerg went for fast hydra. My thought is that if I see a lair morphing with my harassing warp prism and dont see a roach den, then I should push early and get there before the hydra. Does that sound right? That's one method, if you know the timing of their lair and gas, and how much gas they've mined, you can figure out when your push needs to be in ff position at their natural. Hard to say, fast hydra can crush this build if they do it right. | ||
Sated
England4983 Posts
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Belial88
United States5217 Posts
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Sated
England4983 Posts
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Moosegills
United States558 Posts
On January 10 2012 15:56 Belial88 wrote: ^ your post doesnt make sense. you can't overreact enough against a 1 base all-in and an early pool isn't going to gimp the zerg that much against this late 1 base play (unless obviously they did something like 6 pool, in which case its just an all in that fails). You can have over 10 roaches and 70 +1 speedlings by the time this hits, just attack it as it moves across the map. don't rely on spines vs immortals | ||
coL.hendralisk
Zimbabwe1756 Posts
On January 10 2012 16:22 Moosegills wrote: You can have over 10 roaches and 70 +1 speedlings by the time this hits, just attack it as it moves across the map. don't rely on spines vs immortals You would drone hard vs 1 base protoss? | ||
ELYSiUMlol
United States89 Posts
Hydra ling seems to be the better choice as you trade extremely cost efficient assuming you have a lot of hydras and can afford quite a few off 4 geysers. I see this build a lot so when I know it's coming I'll drone extremely hard while teching freely up to the hydras and +1. Mutaling is also great because you get 8 spines and about 12 mutas by the time it hits so you can deny any elevators or harass. Once they pull back you just swarm with lings and focus stalkers/guardian shielding sentries. This build is great if they don't know it's coming but I think due to its popularity it's become very easy to metagame. Also, the stalker/immortal drop never does anything, ever. I honestly think it's pointless. | ||
Moosegills
United States558 Posts
Well the early robo is a giveaway, it's not like there are any other builds that you see 1 base wp harass pvz. | ||
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