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[G] CreatorPrime PvT - Page 10

Forum Index > StarCraft 2 Strategy
Post a Reply
Prev 1 8 9 10 11 12 17 Next All
monk
Profile Blog Joined May 2009
United States8476 Posts
Last Edited: 2012-02-11 12:49:16
February 11 2012 12:41 GMT
#181
Added some more vods. There are now 16 instances of this build used in the pro scene. I found the vods to 14 of them.
Moderator
LiLSighKoh
Profile Blog Joined October 2010
United States588 Posts
February 11 2012 20:16 GMT
#182
On February 11 2012 21:41 NrGmonk wrote:
Added some more vods. There are now 16 instances of this build used in the pro scene. I found the vods to 14 of them.

Why are you so amazing? Thanks ♥
"Want some? Go get some!"
TylerThaCreator
Profile Blog Joined May 2011
United States906 Posts
February 19 2012 05:40 GMT
#183
Does anyone have any replays with this style? I learn better from reps than vods.
aka SethN
-Cyrus-
Profile Joined June 2011
United States318 Posts
Last Edited: 2012-02-19 21:56:04
February 19 2012 10:07 GMT
#184
Very interesting. Good post.

However, I think that gateway/templar style is much more solid than collosus albeit more difficult to pull off.
AGIANTSMURF
Profile Blog Joined September 2010
United States1232 Posts
February 20 2012 00:41 GMT
#185
On February 19 2012 14:40 TylerThaCreator wrote:
Does anyone have any replays with this style? I learn better from reps than vods.



Here are 2 High-Master reps

http://drop.sc/115812

http://drop.sc/115813
Thats "Grand-Master" SMURF to you.....
ThePianoDentist
Profile Joined July 2011
United Kingdom698 Posts
February 23 2012 12:16 GMT
#186
what irks me about this build is it seems off a 1 gate expand taking a third this late means with constant probe production there is a period where you're totally oversaturated on two bases. Does anybody cut probes for a bit to pump out more units until they start their third?
Brood War Protoss, SC2 Terran/Protoss
monk
Profile Blog Joined May 2009
United States8476 Posts
Last Edited: 2012-02-23 15:18:33
February 23 2012 15:18 GMT
#187
On February 23 2012 21:16 ThePianoDentist wrote:
what irks me about this build is it seems off a 1 gate expand taking a third this late means with constant probe production there is a period where you're totally oversaturated on two bases. Does anybody cut probes for a bit to pump out more units until they start their third?

Yes, you cut probes around 55 until your take your 3rd.

Also, added 2 more games to the OP.
Moderator
monk
Profile Blog Joined May 2009
United States8476 Posts
February 24 2012 19:30 GMT
#188
Added some more games to the OP. This build is now by far the most used PvT build in the korean proscene with a record of 16-5(76%).
Moderator
habermas
Profile Joined June 2010
United Kingdom304 Posts
February 24 2012 20:33 GMT
#189
Interesting. I manage to make this build suck big time. Losing to goldies while having supply and upgrade advantage and after winning most engagements + denying drops. How bad am I?
setmeal
Profile Joined March 2011
162 Posts
February 27 2012 10:00 GMT
#190
Anybody has anymore replays? Please contribute if you do. I would really love to dissect and learn this build in sc2gears.
Oddslynx
Profile Blog Joined January 2012
Australia34 Posts
February 27 2012 12:34 GMT
#191
On February 25 2012 05:33 habermas wrote:
Interesting. I manage to make this build suck big time. Losing to goldies while having supply and upgrade advantage and after winning most engagements + denying drops. How bad am I?

Post a replay and we might be able to tell you.
vaderseven
Profile Joined September 2008
United States2556 Posts
February 27 2012 22:15 GMT
#192
typo:

+ Show Spoiler +
Robo usage: Creator/Genius will always make 2 observers and then 2 immortals. Do not go over 2 immortals with this build. I have tried to incorporate 3 immortals previous in this build and to do that, you will have to cut something, either fewer zealots, fewer stalkers, or later gateways. For example, one time I made 3 immortals and thus only had 3 stalkers instead of the usual 6 to deny After much testing myself, I’ve determined 2 to be the perfect number of immortals and creator apparently agrees. After your 2nd immortal and before your first colossi, you will have some free robo time. Feel free to get a 3rd observer if you deem it worth it.

Think you forgot the word drops.
-Exalt-
Profile Blog Joined November 2010
United States972 Posts
Last Edited: 2012-03-02 04:17:08
March 02 2012 04:07 GMT
#193
Hmm In the past (I'm highish masters) I've done a col.killer type build where I go quick colossus and double forge, first time trying this build.

There seems to be a very scary timing around 12:00 minutes after a no gas FE where the terran has a TON of units (MM), 2-4+ medivacs, and you don't have colossus. It just seems so much eaiser to hold this off with quicker colossus (in the past I've never had a problem with it. colossus with range just lol all over it). How do you hold this off cost efficiently if they engage you before you have colossus?

My experience was, terran got a fast third (most do now), and still hit this timing with a bunch of units. I had to cancel my third and wait for my colossus to come out, which isn't something i'de like to do..

Heres the replay mainly so you can see the timing I was talking about, I still managed to win because I kept attacking with an upgrade advantage.
http://drop.sc/124779
monk
Profile Blog Joined May 2009
United States8476 Posts
Last Edited: 2012-03-07 05:57:33
March 07 2012 05:55 GMT
#194
On March 02 2012 13:07 AegiS_ wrote:
Hmm In the past (I'm highish masters) I've done a col.killer type build where I go quick colossus and double forge, first time trying this build.

There seems to be a very scary timing around 12:00 minutes after a no gas FE where the terran has a TON of units (MM), 2-4+ medivacs, and you don't have colossus. It just seems so much eaiser to hold this off with quicker colossus (in the past I've never had a problem with it. colossus with range just lol all over it). How do you hold this off cost efficiently if they engage you before you have colossus?

My experience was, terran got a fast third (most do now), and still hit this timing with a bunch of units. I had to cancel my third and wait for my colossus to come out, which isn't something i'de like to do..

Heres the replay mainly so you can see the timing I was talking about, I still managed to win because I kept attacking with an upgrade advantage.
http://drop.sc/124779

I actually write about what to do vs a fast 3rd in my guide. Versus a fast 3rd, you want to cut your 4th/5th/6th gateway in favor of a faster 3rd and faster robo bay for colossi. Cut all gateway units until you get all of that up and consider skipping your 2nd immortal. By the time he hits you with 2 medivacs, you should have 1 colossi coming out. A decent example of this is Creator vs Kas in my vods section and also I believe Creator vs Jjakji in the KSL.

Your positioning was also quite bad in that particular game when he attacked your 3rd.
Moderator
HungryGeKo
Profile Joined January 2012
United States9 Posts
March 08 2012 00:09 GMT
#195
TY for this build ♥

I'm mid-masters on the NA server. Just tried it out, first game absolutely CRUSHED my opponent even with crappy macro (3 base 6 gate FTW). I've never been able to kill drop after drop like that--blink w/ ups is great.

IMHO, storm is definitely worth it. While it's true that HT are a bit of a waste if you open fast ups, HTs force your opponent to transfer into ghosts, which stop them from massing vikings. At a certain point, colossus become completely obsolete, meaning your 1300/1000 investment now gets 1 shot off before evaporating. HTs will always be useful, especially if your opponent commits to countering your colossus.
-Exalt-
Profile Blog Joined November 2010
United States972 Posts
March 08 2012 08:37 GMT
#196
On March 07 2012 14:55 NrGmonk wrote:
Show nested quote +
On March 02 2012 13:07 AegiS_ wrote:
Hmm In the past (I'm highish masters) I've done a col.killer type build where I go quick colossus and double forge, first time trying this build.

There seems to be a very scary timing around 12:00 minutes after a no gas FE where the terran has a TON of units (MM), 2-4+ medivacs, and you don't have colossus. It just seems so much eaiser to hold this off with quicker colossus (in the past I've never had a problem with it. colossus with range just lol all over it). How do you hold this off cost efficiently if they engage you before you have colossus?

My experience was, terran got a fast third (most do now), and still hit this timing with a bunch of units. I had to cancel my third and wait for my colossus to come out, which isn't something i'de like to do..

Heres the replay mainly so you can see the timing I was talking about, I still managed to win because I kept attacking with an upgrade advantage.
http://drop.sc/124779

I actually write about what to do vs a fast 3rd in my guide. Versus a fast 3rd, you want to cut your 4th/5th/6th gateway in favor of a faster 3rd and faster robo bay for colossi. Cut all gateway units until you get all of that up and consider skipping your 2nd immortal. By the time he hits you with 2 medivacs, you should have 1 colossi coming out. A decent example of this is Creator vs Kas in my vods section and also I believe Creator vs Jjakji in the KSL.

Your positioning was also quite bad in that particular game when he attacked your 3rd.


Thanks for the reply.

Just wanted to ask a quick question about the build, do you/ Creator (and any other pro players) ever go for a Dark Shrine instead of the Templar Archives (soon after you get your 3rd)? Since you don't get storm until a bit later and can still make archons w/ them. Mainly because of the map control they bring allowing you to expand to further expos as you can clean up drops with Warped-in DT's that you couldn't with blink stalkers. I also find if I don't go DT's the terran is allowed too much map control and get's up too many bases (including hiding planetary's, which you can't really prevent w/out DT's).


NMC
Profile Joined January 2011
Canada28 Posts
March 08 2012 20:10 GMT
#197
On March 08 2012 09:09 HungryGeKo wrote:
TY for this build ♥

I'm mid-masters on the NA server. Just tried it out, first game absolutely CRUSHED my opponent even with crappy macro (3 base 6 gate FTW). I've never been able to kill drop after drop like that--blink w/ ups is great.

IMHO, storm is definitely worth it. While it's true that HT are a bit of a waste if you open fast ups, HTs force your opponent to transfer into ghosts, which stop them from massing vikings. At a certain point, colossus become completely obsolete, meaning your 1300/1000 investment now gets 1 shot off before evaporating. HTs will always be useful, especially if your opponent commits to countering your colossus.


While I'm not going to say whether fast storm or archon is a better choice, because I think it depends largely on the map and playstyle of the terran, all terrans will tech to ghosts by that point. In supply numbers past ~120 the threat of sentries and archons is more than enough to force ghosts anyways. Actually, if I see colossus into storm I sometimes delay ghosts a bit and get the energy upgrade, and occasionally a 2nd port to squeeze out a few more medivacs before I need ghosts.

On another note, great thread Monk. This is by far the hardest style to play against TvP and the decision tree you made is very accurate. You heading down to princeton this weekend with the CSL crew?
"In World of Warcraft you level up your character, in Starcraft 2 you level up yourself" - Artosis
charliexjustice
Profile Joined February 2011
United States42 Posts
March 16 2012 09:57 GMT
#198
Just saw this style dominate against Boxer on dual sight in the gsl. Maybe it can be added to the long list of successful games from this style
charliexjustice
Profile Joined February 2011
United States42 Posts
March 18 2012 04:09 GMT
#199
Hi, I just won a pvt attempting this style, but it felt like I had to cut forges and almost all tech but colossi just to survive the bio pushes. Did I play this style "reactively" or did I just abandon it altogether? What should I have done differently to follow this style more? I won, but felt like I got really off track with what I was trying to do with this build.

http://drop.sc/135640

Diamond protoss really struggling to improve
monk
Profile Blog Joined May 2009
United States8476 Posts
March 18 2012 17:59 GMT
#200
On March 18 2012 13:09 charliexjustice wrote:
Hi, I just won a pvt attempting this style, but it felt like I had to cut forges and almost all tech but colossi just to survive the bio pushes. Did I play this style "reactively" or did I just abandon it altogether? What should I have done differently to follow this style more? I won, but felt like I got really off track with what I was trying to do with this build.

http://drop.sc/135640

Diamond protoss really struggling to improve

You didn't defend the bio push well. When dealing with late bio pushes, especially if you have a choke, you want to be more sentry heavy and much less stalker heavy. Stalkers are good at dealing with very early immediate threats, but because you knew he wasn't becoming because you had your tower, you were safe to produce sentries. Because you made so many stalkers, you were very weak to later pushes and that's why you felt so threatened and had to deviate so much.

Basically, you deviated completely from the Creatorprime build. The Creatorprime build is a very specific build that relies on specific timings. What you did was a colossi build with forges added on later.
Moderator
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