• Log InLog In
  • Register
Liquid`
Team Liquid Liquipedia
EDT 01:45
CEST 07:45
KST 14:45
  • Home
  • Forum
  • Calendar
  • Streams
  • Liquipedia
  • Features
  • Store
  • EPT
  • TL+
  • StarCraft 2
  • Brood War
  • Smash
  • Heroes
  • Counter-Strike
  • Overwatch
  • Liquibet
  • Fantasy StarCraft
  • TLPD
  • StarCraft 2
  • Brood War
  • Blogs
Forum Sidebar
Events/Features
News
Featured News
[ASL19] Ro4 Recap : The Peak8DreamHack Dallas 2025 - Info & Preview11herO wins GSL Code S Season 1 (2025)15Code S RO4 & Finals Preview: herO, GuMiho, Classic, Cure6Code S RO8 Preview: Classic, Reynor, Maru, GuMiho4
Community News
[BSL20] RO20 Group Stage0EWC 2025 Regional Qualifiers (May 28-June 1)7Weekly Cups (May 12-18): Clem sweeps WardiTV May3Code S Season 2 (2025) - Qualifier Results212025 GSL Season 2 (Qualifiers)14
StarCraft 2
General
Any reason why RuFF's stream is still on sidebar? DreamHack Dallas 2025 - Info & Preview Power Rank: October 2018 herO wins GSL Code S Season 1 (2025) Code S Season 2 (2025) - Qualifier Results
Tourneys
DreamHack Dallas 2025 EWC 2025 Regional Qualifiers (May 28-June 1) [GSL 2025] Code S Season 1 - RO4 and Grand Finals RSL: Revival, a new crowdfunded tournament series DreamHack Dallas 2025 announced (May 23-25)
Strategy
Simple Questions Simple Answers [G] PvT Cheese: 13 Gate Proxy Robo
Custom Maps
[UMS] Zillion Zerglings
External Content
Mutation # 474 Futile Resistance Mutation # 473 Cold is the Void Mutation # 472 Dead Heat Mutation # 471 Delivery Guaranteed
Brood War
General
[ASL19] Ro4 Recap : The Peak BW General Discussion BGH auto balance -> http://bghmmr.eu/ Artosis baned on twitch ? who is JiriKara /Cipisek/ from CZ
Tourneys
[ASL19] Semifinal B [BSL20] RO20 Group Stage [Megathread] Daily Proleagues Small VOD Thread 2.0
Strategy
I am doing this better than progamers do. [G] How to get started on ladder as a new Z player
Other Games
General Games
Beyond All Reason What do you want from future RTS games? Stormgate/Frost Giant Megathread Grand Theft Auto VI Nintendo Switch Thread
Dota 2
Official 'what is Dota anymore' discussion
League of Legends
LiquidLegends to reintegrate into TL.net
Heroes of the Storm
Simple Questions, Simple Answers
Hearthstone
Heroes of StarCraft mini-set
TL Mafia
Vanilla Mini Mafia TL Mafia Community Thread TL Mafia Plays: Diplomacy TL Mafia: Generative Agents Showdown Survivor II: The Amazon
Community
General
Things Aren’t Peaceful in Palestine US Politics Mega-thread Russo-Ukrainian War Thread Trading/Investing Thread Men's Fashion Thread
Fan Clubs
Serral Fan Club
Media & Entertainment
[Manga] One Piece Movie Discussion! Anime Discussion Thread [Books] Wool by Hugh Howey
Sports
2024 - 2025 Football Thread Formula 1 Discussion NHL Playoffs 2024 NBA General Discussion
World Cup 2022
Tech Support
Computer Build, Upgrade & Buying Resource Thread Cleaning My Mechanical Keyboard How to clean a TTe Thermaltake keyboard?
TL Community
The Automated Ban List TL.net Ten Commandments
Blogs
Yes Sir! How Commanding Impr…
TrAiDoS
Poker
Nebuchad
Info SLEgma_12
SLEgma_12
SECOND COMMING
XenOsky
WombaT’s Old BW Terran Theme …
WombaT
Heero Yuy & the Tax…
KrillinFromwales
Customize Sidebar...

Website Feedback

Closed Threads



Active: 11798 users

[D] PvZ Beating Stephano Style Roaches - Page 47

Forum Index > StarCraft 2 Strategy
Post a Reply
Prev 1 45 46 47 48 49 78 Next
Please have some semblance of an idea of what you're talking about.
Saber96
Profile Joined April 2011
United Kingdom62 Posts
Last Edited: 2012-03-31 04:37:50
March 31 2012 04:31 GMT
#921
This post contains GSL spoilers from Liquid`HerO's recent GSL group, if you haven't gotten up-to-date or don't like spoilers, please do not read on. Thank you.

I am not sure if anyone's watched the GSL recently, but I watched HerO's games in his GSL group and noticed that he had a particular style of opening that he executed almost every game without avail against Startale's Curious (it's worthy to note that + Show Spoiler +
HerO went 4 - 1 in Maps against ST_Curious using this exact same strategy except for Daybreak at the end, and I believe he only lost one game due to a flook on his part
).

I noticed that he kept adopting this FFE or Nexus First into 1 Zealot 1 Stalker pressure to the third base of Curious and followed it up with sentries each time as a precaution (except in one game where he opted to add two extra zealots to exert map control to follow up with his double voidray variation) and added a Stargate at the standard timing (5:45 - 6:00) each time (in one game he delayed it to 6:16, but that was to pump out two more Zealots to exert map control). He then proceeded to harass the third base of his opponent and added 4 gateways usually around the 7:00 minute mark if he goes for a Nexus first approach, or at the 8:00 minute mark with an FFE approach, and shortly after (30 seconds to 1 minute later on) he will add a Robotics Facility.

He then adds a Voidray and four to five phoenix and exerts map control, killing overlords and forcing spore crawlers as well as sniping Drones and dealing damage whereever he can. Meanwhile at home he is building up a sentry count and Zealots, and gets an observer out and then gets one Immortal out on the field. The important thing to note is that, each game he played where he went for a Stargate, he pressed forward for a quick third base usually at the 9:45 - 10:00 minute mark, added a Robotics Bay shortly after, a fleet beacon (depending on dedication to roaches or not) and then 3 additional gateways. Relying on quite a few cannons at his third base and an established economical boost from his quick third base, HerO used his warp-ins, 1-2 Immortals, good forcefields and a nice force of Stalkers, Sentries and Zealots to hold off any aggression coming from ST_Curious.

He then managed to transition out of this, look into taking a fourth base and invest further into tech (such as a fleet beacon if he hasn't already got it, and then a Mothership) and eventually crush his opponent with a very heavy Stalker count. I was wondering if this style could be applicable versus Stephano's 3 base style, and think that it could be useful to look into in the near future. I say this though having no clear memory of what happens in the GSL games as it is late at night (05:30), and so I cannot ensure the accuracy of this post, nor have I tried this against Stephano style 3 base play yet, but I will make sure to do so and then report back straight away.

Sorry if it is completely missing the point and I've failed at the added discussion to the brewing debate, but I thought it was an interesting call of HerO's to adopt this Stargate play for most of the games against ST_Curious. ^^ Thanks for reading, and I'm sorry again if I screwed up and just irritated people by adding pointless stuff to this debate.
bertu
Profile Blog Joined June 2011
Brazil871 Posts
Last Edited: 2012-04-01 02:39:46
March 31 2012 15:22 GMT
#922
On March 31 2012 13:31 Saber96 wrote:

+ Show Spoiler +
This post contains GSL spoilers from Liquid`HerO's recent GSL group, if you haven't gotten up-to-date or don't like spoilers, please do not read on. Thank you.

I am not sure if anyone's watched the GSL recently, but I watched HerO's games in his GSL group and noticed that he had a particular style of opening that he executed almost every game without avail against Startale's Curious (it's worthy to note that + Show Spoiler +
HerO went 4 - 1 in Maps against ST_Curious using this exact same strategy except for Daybreak at the end, and I believe he only lost one game due to a flook on his part
).

I noticed that he kept adopting this FFE or Nexus First into 1 Zealot 1 Stalker pressure to the third base of Curious and followed it up with sentries each time as a precaution (except in one game where he opted to add two extra zealots to exert map control to follow up with his double voidray variation) and added a Stargate at the standard timing (5:45 - 6:00) each time (in one game he delayed it to 6:16, but that was to pump out two more Zealots to exert map control). He then proceeded to harass the third base of his opponent and added 4 gateways usually around the 7:00 minute mark if he goes for a Nexus first approach, or at the 8:00 minute mark with an FFE approach, and shortly after (30 seconds to 1 minute later on) he will add a Robotics Facility.

He then adds a Voidray and four to five phoenix and exerts map control, killing overlords and forcing spore crawlers as well as sniping Drones and dealing damage whereever he can. Meanwhile at home he is building up a sentry count and Zealots, and gets an observer out and then gets one Immortal out on the field. The important thing to note is that, each game he played where he went for a Stargate, he pressed forward for a quick third base usually at the 9:45 - 10:00 minute mark, added a Robotics Bay shortly after, a fleet beacon (depending on dedication to roaches or not) and then 3 additional gateways. Relying on quite a few cannons at his third base and an established economical boost from his quick third base, HerO used his warp-ins, 1-2 Immortals, good forcefields and a nice force of Stalkers, Sentries and Zealots to hold off any aggression coming from ST_Curious.

He then managed to transition out of this, look into taking a fourth base and invest further into tech (such as a fleet beacon if he hasn't already got it, and then a Mothership) and eventually crush his opponent with a very heavy Stalker count. I was wondering if this style could be applicable versus Stephano's 3 base style, and think that it could be useful to look into in the near future. I say this though having no clear memory of what happens in the GSL games as it is late at night (05:30), and so I cannot ensure the accuracy of this post, nor have I tried this against Stephano style 3 base play yet, but I will make sure to do so and then report back straight away.

Sorry if it is completely missing the point and I've failed at the added discussion to the brewing debate, but I thought it was an interesting call of HerO's to adopt this Stargate play for most of the games against ST_Curious. ^^ Thanks for reading, and I'm sorry again if I screwed up and just irritated people by adding pointless stuff to this debate.


This is very standard play. The one thing that he incorporates (and people have beeing doing before) that could be used to disrupt the Stephano style is the zealot/stalker pressure on the third that has the Queen as #1 priority, since this allows the Void Ray to do much more damage.

However, if the air play doesn`t do any damage and the Zerg doesn`t overreact to it, this style won`t stop the roach spam, in my experience. But I don`t have korean progamer forcefields, maybe they are more confident in defending that push with better micro.


EDIT: IPL ToC spoilers:

+ Show Spoiler +

Yeah, apparently Her0 can hold it with his superior micro, lol. It wasn`t a Stargate opening, but he held the 12min roach spam at the third on antiga with 4 cannons and 2 immortals with a warp prism picking them up.
SEKO SEKO SEKO
Treehead
Profile Blog Joined November 2010
999 Posts
Last Edited: 2012-03-31 15:39:01
March 31 2012 15:37 GMT
#923
On March 31 2012 13:31 Saber96 wrote:
+ Show Spoiler +
This post contains GSL spoilers from Liquid`HerO's recent GSL group, if you haven't gotten up-to-date or don't like spoilers, please do not read on. Thank you.

I am not sure if anyone's watched the GSL recently, but I watched HerO's games in his GSL group and noticed that he had a particular style of opening that he executed almost every game without avail against Startale's Curious (it's worthy to note that + Show Spoiler +
HerO went 4 - 1 in Maps against ST_Curious using this exact same strategy except for Daybreak at the end, and I believe he only lost one game due to a flook on his part
).

I noticed that he kept adopting this FFE or Nexus First into 1 Zealot 1 Stalker pressure to the third base of Curious and followed it up with sentries each time as a precaution (except in one game where he opted to add two extra zealots to exert map control to follow up with his double voidray variation) and added a Stargate at the standard timing (5:45 - 6:00) each time (in one game he delayed it to 6:16, but that was to pump out two more Zealots to exert map control). He then proceeded to harass the third base of his opponent and added 4 gateways usually around the 7:00 minute mark if he goes for a Nexus first approach, or at the 8:00 minute mark with an FFE approach, and shortly after (30 seconds to 1 minute later on) he will add a Robotics Facility.

He then adds a Voidray and four to five phoenix and exerts map control, killing overlords and forcing spore crawlers as well as sniping Drones and dealing damage whereever he can. Meanwhile at home he is building up a sentry count and Zealots, and gets an observer out and then gets one Immortal out on the field. The important thing to note is that, each game he played where he went for a Stargate, he pressed forward for a quick third base usually at the 9:45 - 10:00 minute mark, added a Robotics Bay shortly after, a fleet beacon (depending on dedication to roaches or not) and then 3 additional gateways. Relying on quite a few cannons at his third base and an established economical boost from his quick third base, HerO used his warp-ins, 1-2 Immortals, good forcefields and a nice force of Stalkers, Sentries and Zealots to hold off any aggression coming from ST_Curious.

He then managed to transition out of this, look into taking a fourth base and invest further into tech (such as a fleet beacon if he hasn't already got it, and then a Mothership) and eventually crush his opponent with a very heavy Stalker count. I was wondering if this style could be applicable versus Stephano's 3 base style, and think that it could be useful to look into in the near future. I say this though having no clear memory of what happens in the GSL games as it is late at night (05:30), and so I cannot ensure the accuracy of this post, nor have I tried this against Stephano style 3 base play yet, but I will make sure to do so and then report back straight away.

Sorry if it is completely missing the point and I've failed at the added discussion to the brewing debate, but I thought it was an interesting call of HerO's to adopt this Stargate play for most of the games against ST_Curious. ^^ Thanks for reading, and I'm sorry again if I screwed up and just irritated people by adding pointless stuff to this debate.


Maybe that's because his strategy is the appropriate reaction - or maybe that's becuase he's just better at executing his strategy than curious is at defending it. This post was made under the supposition that the answer is the latter, and this style of pressuring an early third leaves zerg able to deny protoss a third.

Edit: added spoiler tags.
amateurToss
Profile Joined October 2011
United States6 Posts
March 31 2012 18:33 GMT
#924
I'm not a good player but I'd like to see if I could center the discussion. I think that countering this build relies on understanding why it works.

Steps in Stephano's build [idea]

Step 1: Take a fast third base w/o gas.

Step 2: Drone up to 60 by 8 minutes. Get 4 queens.

Step 3: Defend timing attacks after 8ish minutes with your roach warren that you started a minute earlier.

Step 4: Kill.

Since you will have an economic lead, any attack you make after 8 minutes better be incredibly strong because roaches are cost efficient against gateway units and zerg as that 60 drone economy.

This seems to make it clear that solutions have only a few categories-

The Timing Solution

Method: Deal damage to the zerg with warp-tech which usually means between when they have 60 drones + roaches but before the massive roach spam.

Comment: Protoss loves their timings, eh? Maybe there's some brilliant timing that exploits this build but I doubt it. The only thing I can think of would be some bizzare queen killing build that deliberately thwarts the zerg's production.

The Cheesy Solution

Method: Stop him from getting up 3 bases and/or 60 drones. The problem is that this probably must occur either before warp-tech completes or with some serious warpgate chrono.

This thread implies that it doesn't want to discuss strategies of this type as they are not "stable." But I'm not so sure that this is true. Kiwikaki used to do a weird build where he got up a fast second gate before his cyber core for fast zealot pushes that falls into this class. Additionally, the utility of fast cannons might be underexplored. I know Incontrol is willing to sack some pylons and/or cannons to delay the hatcheries.

Comment: I would like to see some of these explored. Sometimes the most unintuitive solutions are the most important.

The Composition Solution

Method: Have the perfect composition of units to face the roach spam properly. This includes discussions of +2 blink timings, voids, double robo, everything.

Comment: I think this one is kind of silly, but also where Protosses are at the moment. I don't know if there's a realistic composition that exposes roach vulnerabilities except for stargate.

The Greedy Solution

Method: Since zerg can only put on pressure with slow lings until around 7 and a half minutes, maybe there is an undiscovered build for untold economic riches.

Comment: This seems to be the direction this thread is going in.
"The question isn't where, but when." -Inspector Spacetime
Treehead
Profile Blog Joined November 2010
999 Posts
April 01 2012 01:31 GMT
#925
Just watched the most recent Day9 daily on PvZ early third and was very disappointed to see that it involved 4 gateways and three avenues of tech before expand with void rays and phoenixes harassing. I was really hoping to see something like what is in this thread. In one of his replays, P is up more than 10 probes at one point after a cannon harassment at the third. There's nothing wrong with the build he outlined or anything - I was just hoping since he tends to be in favor of high economy forms of play that he would have picked up on Ranged's build. Instead, he seemed to imply that all you needed to do was get some early air to keep zerg from being able to have an overwhelmingly strong push on your third.
silentdecay01
Profile Joined February 2012
United States106 Posts
April 01 2012 02:25 GMT
#926
Dude.. sounds like alot of you want ffe and a build that destroys zerg 3 base....no such thing...

your basicly asking a impossiable build that lets u have 2939239 units while ffe and gain a ecom and unit advange, no such thing in all of sc2.....you can be greedy and play out a 2 base and try to secure your 3rd with ffe.


Or you can not ffe....I know alot of you don't know anything else vs zerg. But all the builds that beat 3 base zerg are non ffe builds which makes sense....4 gateing vs 3 base is a auto win for the toss.... was show in the gstl ect.

Sorry but you can't have it both ways, you scout a 3 base build, you fake ffe and go ahead with early gateways instead of ffe and you can apply all sorts of heavy early preasure forcing him to cancel his 3rd base and get gas/early roach warren ect. or just kill him.
Oreo7
Profile Blog Joined December 2010
United States1647 Posts
April 01 2012 02:42 GMT
#927
Started watching g4 Hero v Life partway through, was life doing Stephano build and did Hero hold w/prism micro + sentry?
Stork HerO and Protoss everywhere - redfive on bnet
Tyrek
Profile Joined November 2010
12 Posts
April 01 2012 09:19 GMT
#928
Given that the current set of builds that we're exploring revolve around 7:00 minish thirds and fairly large sentry counts, it seems intuitive that we're heavily reliant on sentries to survive the mid-game, up until the third kicks in fully and we're at a sizable stalker+immortal count.

What does this say for our upcoming map pool? If we're reliant on sentries being able to optimally FF to survive, does this rule out maps with multiple attack paths (from highly diverse angles)? If we're running either observers or hallucination and have perfect info on zerg movements, does this mean that we can only do this build on maps with shorter defensive pathing? Most of the testing so far has been using Antiga as a baseline, but how many more maps can we extend this build to?
RaNgeD
Profile Blog Joined March 2009
United States732 Posts
April 01 2012 09:40 GMT
#929
On April 01 2012 18:19 Tyrek wrote:
Given that the current set of builds that we're exploring revolve around 7:00 minish thirds and fairly large sentry counts, it seems intuitive that we're heavily reliant on sentries to survive the mid-game, up until the third kicks in fully and we're at a sizable stalker+immortal count.

What does this say for our upcoming map pool? If we're reliant on sentries being able to optimally FF to survive, does this rule out maps with multiple attack paths (from highly diverse angles)? If we're running either observers or hallucination and have perfect info on zerg movements, does this mean that we can only do this build on maps with shorter defensive pathing? Most of the testing so far has been using Antiga as a baseline, but how many more maps can we extend this build to?


Any map that has a close third base. Daybreak, Antiga, Cloud Kingdom and Entombed. On most other maps it's not viable because of rocks at the third, or the fact that the 3rd is much too far away
Love never gives up, never loses faith, is always hopeful, and endures through every circumstance. 1 Corinthians 13:7
SpinmovE
Profile Joined August 2010
Canada119 Posts
April 01 2012 10:10 GMT
#930
On April 01 2012 11:25 silentdecay01 wrote:
Dude.. sounds like alot of you want ffe and a build that destroys zerg 3 base....no such thing...

your basicly asking a impossiable build that lets u have 2939239 units while ffe and gain a ecom and unit advange, no such thing in all of sc2.....you can be greedy and play out a 2 base and try to secure your 3rd with ffe.


Or you can not ffe....I know alot of you don't know anything else vs zerg. But all the builds that beat 3 base zerg are non ffe builds which makes sense....4 gateing vs 3 base is a auto win for the toss.... was show in the gstl ect.

Sorry but you can't have it both ways, you scout a 3 base build, you fake ffe and go ahead with early gateways instead of ffe and you can apply all sorts of heavy early preasure forcing him to cancel his 3rd base and get gas/early roach warren ect. or just kill him.


How do you fake a FFE into 4 gate? He's going to scout the nexus being built AND finishing, he's Zerg, he has overlords/lings.

This thread is about playing in the greediest possible way, with good scouting and appropriate reactions, to try and get to a point at 12 minutes where you can survive against a maxed roach army, I'm not sure why that should be impossible.
monk
Profile Blog Joined May 2009
United States8476 Posts
April 01 2012 10:25 GMT
#931
On April 01 2012 11:25 silentdecay01 wrote:
Dude.. sounds like alot of you want ffe and a build that destroys zerg 3 base....no such thing...

your basicly asking a impossiable build that lets u have 2939239 units while ffe and gain a ecom and unit advange, no such thing in all of sc2.....you can be greedy and play out a 2 base and try to secure your 3rd with ffe.


Or you can not ffe....I know alot of you don't know anything else vs zerg. But all the builds that beat 3 base zerg are non ffe builds which makes sense....4 gateing vs 3 base is a auto win for the toss.... was show in the gstl ect.

Sorry but you can't have it both ways, you scout a 3 base build, you fake ffe and go ahead with early gateways instead of ffe and you can apply all sorts of heavy early preasure forcing him to cancel his 3rd base and get gas/early roach warren ect. or just kill him.

Really ignorant post.


On April 01 2012 18:19 Tyrek wrote:
Given that the current set of builds that we're exploring revolve around 7:00 minish thirds and fairly large sentry counts, it seems intuitive that we're heavily reliant on sentries to survive the mid-game, up until the third kicks in fully and we're at a sizable stalker+immortal count.

What does this say for our upcoming map pool? If we're reliant on sentries being able to optimally FF to survive, does this rule out maps with multiple attack paths (from highly diverse angles)? If we're running either observers or hallucination and have perfect info on zerg movements, does this mean that we can only do this build on maps with shorter defensive pathing? Most of the testing so far has been using Antiga as a baseline, but how many more maps can we extend this build to?

There are already a few maps that exist which are close to impossible to take a passive 3rd on. Off the top of my head these include Dual Sight Korhal compound, and Testbug iirc. Because of this, these maps are considered fairly zerg favored in the mu. Luckily, I don't believe any new maps or many future maps will have the same problems, including metropolis, ohana, or altantis spaceship.
Moderator
greggy
Profile Joined October 2010
United Kingdom1483 Posts
April 01 2012 11:11 GMT
#932
I know this is pure theorycrafting, but if you know that z is going for this build (big assumption of course), could you not go for a bw-esque mass phoenix/vr/dt build as he won't have detection or antiair to cope with your composition. At least having 6-7 phoenixes will deter mutas and will do some harassment and possibly force zerg to move into infestor-based midgame.

I admit I've only read last 2 pages of this thread, sorry if this's been discussed already.
Markwerf
Profile Joined March 2010
Netherlands3728 Posts
April 01 2012 12:17 GMT
#933
With opening robo after FFE you can hold the third with just immortal/sentry/stalker on most maps against this, there are only some problematic maps then:
- maps like tal darim where muta play is already hard to stop so opening robo is not that great. I just suggest either air play into expo here or just a two base attack.
- maps like korhal compound. 3rd base is very hard to hold here and air play probably doesn't make you safe. Fortunately it's virtually impossible for zerg to hold the third with the stephano style on korhal compound agianst either a 6 gate or a later blink all-in. The cliff overlooking the third is ideal for putting proxy pylons, which are also hard to take down by lings. The cliff is also awesome for blink abuse obviously. I've never had zerg hold a 6 gate on this map, worst case scenario they only lose the third and put spines at the natural at which point you can take the third afterall and hold with blink stalker + immortal.
Markwerf
Profile Joined March 2010
Netherlands3728 Posts
April 01 2012 12:51 GMT
#934
On April 01 2012 20:11 greggy wrote:
I know this is pure theorycrafting, but if you know that z is going for this build (big assumption of course), could you not go for a bw-esque mass phoenix/vr/dt build as he won't have detection or antiair to cope with your composition. At least having 6-7 phoenixes will deter mutas and will do some harassment and possibly force zerg to move into infestor-based midgame.

I admit I've only read last 2 pages of this thread, sorry if this's been discussed already.


dt's are terrible in PvZ nowadays since overseers are so cheap. They can just add some hydra and overseers and your third will still fall then.
Tobberoth
Profile Joined August 2010
Sweden6375 Posts
April 01 2012 14:37 GMT
#935
On April 01 2012 20:11 greggy wrote:
I know this is pure theorycrafting, but if you know that z is going for this build (big assumption of course), could you not go for a bw-esque mass phoenix/vr/dt build as he won't have detection or antiair to cope with your composition. At least having 6-7 phoenixes will deter mutas and will do some harassment and possibly force zerg to move into infestor-based midgame.

I admit I've only read last 2 pages of this thread, sorry if this's been discussed already.

Thing is, the zerg will have spores and queens to defend this very easily, and you won't be able to stop the zerg from staying at a huge macro advantage. I think it's pretty clear with this situation that toss either has to kill the zerg off 2 bases (which won't happen if you go air+dts since spores and queens will defend it pretty easily), or you have to get a third base early and go for the lategame (which you can't if you invest in that much tech).
Bleak
Profile Blog Joined September 2010
Turkey3059 Posts
April 01 2012 18:12 GMT
#936
Assuming that you open FFE, I'm convinced that in order to beat this, you basically need to FF super effectively. Anything else, like expansion timings, opening build order or the tech progression path that you've chosen doesn't matter that much. A faster robo bay will get you a faster colossus, which can be useful, just like any other suggestions that I've seen here. But what needs to be done is simple: When Zerg is shoving 35-40 roaches or 20 roaches mixed with a bunch of lings down your throat at 10-11min, the only thing you can do is FF well because there's not really anything else to do, it is not possible to keep up with that level of insane production.

Or you're a baller like MC with multiple 2base timings and can make them work, so you try to kill Zerg with that. Unfortunately not all of us can play that well.
"I am a beacon of knowledge blazing out across a black sea of ignorance. "
Belisarius
Profile Joined November 2010
Australia6225 Posts
Last Edited: 2012-04-02 05:46:17
April 02 2012 05:44 GMT
#937
On March 25 2012 01:20 kcdc wrote:
Great reps, Ranged. The one on Antiga where he went for the SuperRoach build was a thing of beauty. As soon as blink finished, his attack was effectively over.

I think with this build, you have a bigger, more mobile force than you're used to, and you wound up playing more passively than you needed to. You should experiment with pushing out and harassing at 12 or 13 minutes. It might get you killed for a while, but it's good to know what you can get away with. In theory blink stalkers in that number should be able retreat unless you run them into infestors.

I'm so rusty after not playing all week, but I wanted to try running through it against the AI:

http://drop.sc/141267

With 15/15, first gas on 23, second gas on 25 and cutting the zealot, I had 400 minerals to start a nexus at 6:45. Compared to what you're doing, I'm getting my 2nd gas earlier and my 3rd gas later--after my nexus. The total gas mined is probably about the same, but it lets me get my nexus a little sooner. It also lets me start +1 weapons earlier which could be good against speedling harass on the third.

I forgot hallucination, but I think I'll probably do a hallucination-less version of the build at least initially. You should know whether the roach attack is coming by the gathering hoard at your door at 11 minutes, so if nothing's there, you know it's mutas or infestors, and in either case, templar are a good response. With just 5 sentries and an option to scout the front in the midgame with blink stalkers, it's tough to tell whether hallucination is worth it.

I was banking chronoboost and supply blocking myself left and right, and I still hit 141 supply with blink, +2 and an obs at 12 min. I think with better play, 150+ supply is possible, but in a real game, you'll usually pylon block Z's natural and lose it which slows the build down slightly.

This seems like it really should be reliably safe against the SuperRoach timing. It'll still require very sharp play, but it seems like it may be an answer.


So it looks like you guys have reached a conclusion. kcdc, would you be able to edit some of yours/ranged's stuff on page 40/41 into the OP? It's a bit of a pain to have to dig through the thread each time.

Also, would it be possible to get an actual build order in standard format as well? I can (and have, in desperation) reconstruct the timings from yours or ranged's replays, but I have no real idea what's correct and what might be an artifact of the games. I assume your vs. AI one is a good benchmark, but even so...

If any thread needs a tl;dr, it's this one.
Carbonthief
Profile Joined October 2010
United States289 Posts
April 02 2012 07:11 GMT
#938
On April 01 2012 19:10 SpinmovE wrote:
This thread is about playing in the greediest possible way, with good scouting and appropriate reactions, to try and get to a point at 12 minutes where you can survive against a maxed roach army, I'm not sure why that should be impossible.


It needs to be possible, because if you can't do it, the only other alternative is 2 base allinning. I'm sure you can survive the first wave if you just 2 base defensively, but when would you ever get the chance to take a 3rd then? Zerg can just keep sending endless waves of stuff at you and expanding more behind it, and you're going to mine out eventually, and if you haven't secured a 3rd it's going to be 1 base to 3.
Coramoor
Profile Blog Joined November 2010
Canada455 Posts
Last Edited: 2012-04-02 10:31:24
April 02 2012 10:26 GMT
#939
On April 02 2012 14:44 Belisarius wrote:
Show nested quote +
On March 25 2012 01:20 kcdc wrote:
Great reps, Ranged. The one on Antiga where he went for the SuperRoach build was a thing of beauty. As soon as blink finished, his attack was effectively over.

I think with this build, you have a bigger, more mobile force than you're used to, and you wound up playing more passively than you needed to. You should experiment with pushing out and harassing at 12 or 13 minutes. It might get you killed for a while, but it's good to know what you can get away with. In theory blink stalkers in that number should be able retreat unless you run them into infestors.

I'm so rusty after not playing all week, but I wanted to try running through it against the AI:

http://drop.sc/141267

With 15/15, first gas on 23, second gas on 25 and cutting the zealot, I had 400 minerals to start a nexus at 6:45. Compared to what you're doing, I'm getting my 2nd gas earlier and my 3rd gas later--after my nexus. The total gas mined is probably about the same, but it lets me get my nexus a little sooner. It also lets me start +1 weapons earlier which could be good against speedling harass on the third.

I forgot hallucination, but I think I'll probably do a hallucination-less version of the build at least initially. You should know whether the roach attack is coming by the gathering hoard at your door at 11 minutes, so if nothing's there, you know it's mutas or infestors, and in either case, templar are a good response. With just 5 sentries and an option to scout the front in the midgame with blink stalkers, it's tough to tell whether hallucination is worth it.

I was banking chronoboost and supply blocking myself left and right, and I still hit 141 supply with blink, +2 and an obs at 12 min. I think with better play, 150+ supply is possible, but in a real game, you'll usually pylon block Z's natural and lose it which slows the build down slightly.

This seems like it really should be reliably safe against the SuperRoach timing. It'll still require very sharp play, but it seems like it may be an answer.


So it looks like you guys have reached a conclusion. kcdc, would you be able to edit some of yours/ranged's stuff on page 40/41 into the OP? It's a bit of a pain to have to dig through the thread each time.

Also, would it be possible to get an actual build order in standard format as well? I can (and have, in desperation) reconstruct the timings from yours or ranged's replays, but I have no real idea what's correct and what might be an artifact of the games. I assume your vs. AI one is a good benchmark, but even so...

If any thread needs a tl;dr, it's this one.


doesn't this build still die to a 7pool

assuming you were trying to copy ranged builds relatively closely, this dies to any pressure, which is unscoutable because he has lings on the map, this'll die to a 3 hatch baneling bust, that 8:30ish roach pressure, quite a few things

can't find ranged post since it wasn't quoted
Sated
Profile Blog Joined March 2011
England4983 Posts
Last Edited: 2012-04-02 10:40:40
April 02 2012 10:37 GMT
#940
--- Nuked ---
Prev 1 45 46 47 48 49 78 Next
Please log in or register to reply.
Live Events Refresh
OSC
00:00
OSC Elite Rising Star #15
Demi vs TBDLIVE!
Liquipedia
Replay Cast
00:00
2025 GSL S2 - Qualifiers
LiquipediaDiscussion
[ Submit Event ]
Live Streams
Refresh
StarCraft 2
Nina 201
StarCraft: Brood War
Britney 22137
PianO 550
actioN 456
Leta 274
Noble 27
Terrorterran 18
Movie 16
Icarus 9
scan(afreeca) 2
Dota 2
ODPixel153
NeuroSwarm78
Fuzer 41
League of Legends
JimRising 743
Counter-Strike
Stewie2K799
Heroes of the Storm
Khaldor141
Other Games
summit1g9805
C9.Mang0589
shahzam448
Organizations
StarCraft 2
Blizzard YouTube
StarCraft: Brood War
BSLTrovo
sctven
[ Show 16 non-featured ]
StarCraft 2
• Berry_CruncH275
• practicex 49
• AfreecaTV YouTube
• intothetv
• Kozan
• IndyKCrew
• LaughNgamezSOOP
• Migwel
• sooper7s
StarCraft: Brood War
• BSLYoutube
• STPLYoutube
• ZZZeroYoutube
League of Legends
• Rush1292
• Lourlo1138
• Stunt167
Other Games
• Scarra2516
Upcoming Events
Replay Cast
4h 15m
Road to EWC
9h 15m
Replay Cast
1d 4h
SC Evo League
1d 6h
Road to EWC
1d 9h
Afreeca Starleague
1d 23h
BeSt vs Soulkey
Road to EWC
2 days
Wardi Open
3 days
SOOP
4 days
NightMare vs Wayne
Replay Cast
4 days
[ Show More ]
Replay Cast
4 days
GSL Code S
5 days
Cure vs Zoun
Solar vs Creator
The PondCast
5 days
Online Event
5 days
Clem vs ShoWTimE
herO vs MaxPax
GSL Code S
6 days
GuMiho vs Bunny
ByuN vs SHIN
Online Event
6 days
Replay Cast
6 days
Liquipedia Results

Completed

Proleague 2025-05-16
2025 GSL S1
Calamity Stars S2

Ongoing

JPL Season 2
ASL Season 19
YSL S1
BSL 2v2 Season 3
BSL Season 20
China & Korea Top Challenge
KCM Race Survival 2025 Season 2
NPSL S3
DreamHack Dallas 2025
Heroes 10 EU
ESL Impact League Season 7
IEM Dallas 2025
PGL Astana 2025
Asian Champions League '25
ECL Season 49: Europe
BLAST Rivals Spring 2025
MESA Nomadic Masters
CCT Season 2 Global Finals
IEM Melbourne 2025
YaLLa Compass Qatar 2025
PGL Bucharest 2025
BLAST Open Spring 2025
ESL Pro League S21

Upcoming

Rose Open S1
Copa Latinoamericana 4
CSLPRO Last Chance 2025
CSLAN 2025
K-Championship
SEL Season 2 Championship
Esports World Cup 2025
HSC XXVII
Championship of Russia 2025
Bellum Gens Elite Stara Zagora 2025
2025 GSL S2
BLAST Bounty Fall Qual
IEM Cologne 2025
FISSURE Playground #1
BLAST.tv Austin Major 2025
TLPD

1. ByuN
2. TY
3. Dark
4. Solar
5. Stats
6. Nerchio
7. sOs
8. soO
9. INnoVation
10. Elazer
1. Rain
2. Flash
3. EffOrt
4. Last
5. Bisu
6. Soulkey
7. Mini
8. Sharp
Sidebar Settings...

Advertising | Privacy Policy | Terms Of Use | Contact Us

Original banner artwork: Jim Warren
The contents of this webpage are copyright © 2025 TLnet. All Rights Reserved.