• Log InLog In
  • Register
Liquid`
Team Liquid Liquipedia
EDT 05:14
CEST 11:14
KST 18:14
  • 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] Finals Recap: Standing Tall10HomeStory Cup 27 - Info & Preview18Classic wins Code S Season 2 (2025)16Code S RO4 & Finals Preview: herO, Rogue, Classic, GuMiho0TL Team Map Contest #5: Presented by Monster Energy6
Community News
Weekly Cups (June 30 - July 6): Classic Doubles4[BSL20] Non-Korean Championship 4x BSL + 4x China9Flash Announces Hiatus From ASL66Weekly Cups (June 23-29): Reynor in world title form?14FEL Cracov 2025 (July 27) - $8000 live event22
StarCraft 2
General
Esports World Cup 2025 - Final Player Roster Statistics for vetoed/disliked maps The GOAT ranking of GOAT rankings Weekly Cups (June 30 - July 6): Classic Doubles The SCII GOAT: A statistical Evaluation
Tourneys
RSL: Revival, a new crowdfunded tournament series FEL Cracov 2025 (July 27) - $8000 live event Sparkling Tuna Cup - Weekly Open Tournament WardiTV Mondays Korean Starcraft League Week 77
Strategy
How did i lose this ZvP, whats the proper response Simple Questions Simple Answers
Custom Maps
[UMS] Zillion Zerglings
External Content
Mutation # 481 Fear and Lava Mutation # 480 Moths to the Flame Mutation # 479 Worn Out Welcome Mutation # 478 Instant Karma
Brood War
General
i aint gon lie to u bruh... BGH Auto Balance -> http://bghmmr.eu/ ASL20 Preliminary Maps [ASL19] Finals Recap: Standing Tall SC uni coach streams logging into betting site
Tourneys
[BSL20] Non-Korean Championship 4x BSL + 4x China [BSL20] Grand Finals - Sunday 20:00 CET CSL Xiamen International Invitational The Casual Games of the Week Thread
Strategy
Simple Questions, Simple Answers I am doing this better than progamers do.
Other Games
General Games
Nintendo Switch Thread Stormgate/Frost Giant Megathread Path of Exile What do you want from future RTS games? Beyond All Reason
Dota 2
Official 'what is Dota anymore' discussion
League of Legends
Heroes of the Storm
Simple Questions, Simple Answers Heroes of the Storm 2.0
Hearthstone
Heroes of StarCraft mini-set
TL Mafia
TL Mafia Community Thread Vanilla Mini Mafia
Community
General
US Politics Mega-thread Russo-Ukrainian War Thread Stop Killing Games - European Citizens Initiative Summer Games Done Quick 2025! Summer Games Done Quick 2024!
Fan Clubs
SKT1 Classic Fan Club! Maru Fan Club
Media & Entertainment
Anime Discussion Thread [Manga] One Piece [\m/] Heavy Metal Thread
Sports
2024 - 2025 Football Thread Formula 1 Discussion NBA General Discussion TeamLiquid Health and Fitness Initiative For 2023 NHL Playoffs 2024
World Cup 2022
Tech Support
Computer Build, Upgrade & Buying Resource Thread
TL Community
The Automated Ban List
Blogs
momentary artworks from des…
tankgirl
Culture Clash in Video Games…
TrAiDoS
from making sc maps to makin…
Husyelt
StarCraft improvement
iopq
Customize Sidebar...

Website Feedback

Closed Threads



Active: 694 users

[D] PvZ Beating Stephano Style Roaches - Page 67

Forum Index > StarCraft 2 Strategy
Post a Reply
Prev 1 65 66 67 68 69 78 Next
Please have some semblance of an idea of what you're talking about.
Mikelius
Profile Joined September 2010
Germany517 Posts
April 26 2012 17:17 GMT
#1321
On April 26 2012 22:09 Plexa wrote:
Immortals are bad vs this kind of push because you can't get them in the kinds of numbers necessary to roll over the army. For a maxed push you want like 8 immortals or something ridiculous which just isn't practical. Immortals are a great unit to hold vs quick roach pressure when there aren't so many roaches, but that doesn't happen in this build. I find that colossus are worth their weight in gold vs this kind of build. The splash damage you get is simply invaluable. In fact, I have a build which tends to crush the maxed push because you end up with 4 colossus, small ground army and a third base which (with appropriate simcity) rolls over the push because they just don't have the tech to deal with it. Obviously the build has other weaknesses, but for the purposes of defending the push it works.


4 Colossus @ the 12-13 minute mark? How?
Less QQ, more PewPew
Severedevil
Profile Blog Joined April 2009
United States4838 Posts
April 26 2012 17:19 GMT
#1322
+2 blink stalkers 3 shot lings while +1 immortals ALSO 3 shot lings.

Immortals 2-shot lings, regardless of upgrades, unless the Protoss is +0 and the Zerg is +3.

Stalkers also tend to waste shots due to projectile flight times. I'm of the impression that Prism/Obs/Immortal will serve you better than +2 and Blink.
My strategy is to fork people.
monk
Profile Blog Joined May 2009
United States8476 Posts
April 26 2012 17:21 GMT
#1323
On April 27 2012 02:19 Severedevil wrote:
Show nested quote +
+2 blink stalkers 3 shot lings while +1 immortals ALSO 3 shot lings.

Immortals 2-shot lings, regardless of upgrades, unless the Protoss is +0 and the Zerg is +3.

Stalkers also tend to waste shots due to projectile flight times. I'm of the impression that Prism/Obs/Immortal will serve you better than +2 and Blink.

My bad, truth. Still my point holds.
Moderator
monk
Profile Blog Joined May 2009
United States8476 Posts
April 26 2012 17:24 GMT
#1324
On April 27 2012 02:17 Mikelius wrote:
Show nested quote +
On April 26 2012 22:09 Plexa wrote:
Immortals are bad vs this kind of push because you can't get them in the kinds of numbers necessary to roll over the army. For a maxed push you want like 8 immortals or something ridiculous which just isn't practical. Immortals are a great unit to hold vs quick roach pressure when there aren't so many roaches, but that doesn't happen in this build. I find that colossus are worth their weight in gold vs this kind of build. The splash damage you get is simply invaluable. In fact, I have a build which tends to crush the maxed push because you end up with 4 colossus, small ground army and a third base which (with appropriate simcity) rolls over the push because they just don't have the tech to deal with it. Obviously the build has other weaknesses, but for the purposes of defending the push it works.


4 Colossus @ the 12-13 minute mark? How?

It's possible, but I don't think it's very good. ~6 min robo is standard off ffe. Robo and robo bay take 65 seconds each. Off the top of my head, colossi take around 80 seconds, with chronoboost around a minute each. So you can have 1 colossi at 9 something, 2 colossi at 10, 3 colossi at 11, etc...
Moderator
TechnoSchaman
Profile Joined October 2010
United States156 Posts
April 26 2012 17:41 GMT
#1325
ive had really good success with the 7-8 minute third, dropping robo and twighlight, chrono boosting blink, +2, and immortals out and placing 3 cannons and just defending at the third. With good forcefields it seems really strong, plus ive had zergs abandon the roach push when they see the third up and running with cannons. they attempt to drop 4th and 5th while you just get the deathball teching to mothership collosus archon.
Watching Axslav and Ranged's streams are turning PvZ into my strongest MU at the moment xD
ishyishy
Profile Joined February 2011
United States826 Posts
April 26 2012 17:48 GMT
#1326
My games vs zerg dont even get to the 12 min mark anymore. These guys stopped taking a fast third base, and just did a roach/ling all in at 7 min and no matter what I did, I always lost. I am forge FE pretty much every time, and I dont see how you can beat this 2 base all in. I tried to make cannons, I think I got 4 of them up before it hit, but it didnt matter; I still got crushed.

How does protoss, doing FFE, beat the 7 min - 7:30 min 2 base roach/ling all in?
Mikelius
Profile Joined September 2010
Germany517 Posts
April 26 2012 17:51 GMT
#1327
On April 27 2012 02:48 ishyishy wrote:
My games vs zerg dont even get to the 12 min mark anymore. These guys stopped taking a fast third base, and just did a roach/ling all in at 7 min and no matter what I did, I always lost. I am forge FE pretty much every time, and I dont see how you can beat this 2 base all in. I tried to make cannons, I think I got 4 of them up before it hit, but it didnt matter; I still got crushed.

How does protoss, doing FFE, beat the 7 min - 7:30 min 2 base roach/ling all in?


Scout for third at 5 minutes, if you don't see one build however cannons sentries you can afford.
Less QQ, more PewPew
SuperYo1000
Profile Joined July 2008
United States880 Posts
Last Edited: 2012-04-26 17:57:54
April 26 2012 17:57 GMT
#1328
On April 27 2012 02:51 Mikelius wrote:
Show nested quote +
On April 27 2012 02:48 ishyishy wrote:
My games vs zerg dont even get to the 12 min mark anymore. These guys stopped taking a fast third base, and just did a roach/ling all in at 7 min and no matter what I did, I always lost. I am forge FE pretty much every time, and I dont see how you can beat this 2 base all in. I tried to make cannons, I think I got 4 of them up before it hit, but it didnt matter; I still got crushed.

How does protoss, doing FFE, beat the 7 min - 7:30 min 2 base roach/ling all in?


Scout for third at 5 minutes, if you don't see one build however cannons sentries you can afford.



exactly...you have to get that scout in...do it however you can even if you have to lose a few units because it can mean a gg for you. I just had this exact thing happen so I dropped 3 more cannons and pumped out sentries + stalkers so i could effectively split at my ramp
Jermstuddog
Profile Blog Joined June 2010
United States2231 Posts
Last Edited: 2012-04-26 18:24:53
April 26 2012 18:07 GMT
#1329
On April 27 2012 02:21 NrGmonk wrote:
Show nested quote +
On April 27 2012 02:19 Severedevil wrote:
+2 blink stalkers 3 shot lings while +1 immortals ALSO 3 shot lings.

Immortals 2-shot lings, regardless of upgrades, unless the Protoss is +0 and the Zerg is +3.

Stalkers also tend to waste shots due to projectile flight times. I'm of the impression that Prism/Obs/Immortal will serve you better than +2 and Blink.

My bad, truth. Still my point holds.


You're also ignoring the fact that you're not making pure immortals and will typically have many, many stalkers surrounding said immortals.

The whole reason I even brought up shot counting Is to show that 1 immortal shot always = exactly 2 stalker shots with the same exact range, CD, cost, supply, everything except missile travel time.

Immortals have a lot wider range for overkill, but are also less likely to do-so due to instant missile speed.

As an end result, its basically a wash for offensive purposes. Immortals and stalkers are basically the same at killing lings.

Now let's look at defense. You want to talk up how good blink is and how much survivability it offers, while I am talking up the fact that you get a free +1 armor on 40 more hp with the immortal and you don't lose any damage output until the whole jig has been worked through, vs stalkers where you lose 1/2 the dos as soon as the first one dies, which is most likely going to occur in 1/2 to 3/4 of the way through an equal amount of hp for the immortal. The only downside really being that there is 20 less total hp and of course, no blink mobility. I consider the defensive differences also a wash.

So... Let me clarify since you're obviously talking about my post.

For the purposes of shooting lings and getting hit by them, immortals are basically equal with stalkers. For purposes of moving between areas to defend, stalkers will be better due to their move speed and blink. For the purposes of shooting roaches and getting hit, immortals are about 2x as cost-effective as an equal investment in stalkers.

Therefore, any army that has a decent number of roaches in it should be countered with an army including immortals (not INSTEAD OF stalkers, but in addition to).

Quite a simple premise.
As it turns out, marines don't actually cost any money -Jinro
Heh_
Profile Blog Joined April 2012
Singapore2712 Posts
April 26 2012 18:18 GMT
#1330
On April 27 2012 03:07 Jermstuddog wrote:
Show nested quote +
On April 27 2012 02:21 NrGmonk wrote:
On April 27 2012 02:19 Severedevil wrote:
+2 blink stalkers 3 shot lings while +1 immortals ALSO 3 shot lings.

Immortals 2-shot lings, regardless of upgrades, unless the Protoss is +0 and the Zerg is +3.

Stalkers also tend to waste shots due to projectile flight times. I'm of the impression that Prism/Obs/Immortal will serve you better than +2 and Blink.

My bad, truth. Still my point holds.


You're also ignoring the fact that you're not making pure immortals and will typically have many, many stalkers surrounding said immortals.

The whole reason I even brought up shot counting Is to show that 1 immortal shot always = exactly 2 stalker shots with the same exact range, CD, cost, supply, everything except missile travel time.

Immortals have a lot wider range for overkill, but are also less likely to do-so due to instant missile speed.

As an end result, its basically a wash for offensive purposes. Immortals and stalkers are basically the same at killing lings.

Now let's look at defense. You want to talk up how good blink is and how much survivability it offers, while I am talking up the fact that you get a free +1 armor on 40 more hp with the immortal and you don't lose any damage output until the whole jig has been worked through, vs stalkers where you lose 1/2 the dos as soon as the first one dies, which is most likely going to occur in 1/2 to 3/4 of the way through an equal amount of hp for the immortal. The only downside really being that there is 20 less total hp and of course, no blink mobility. I consider the defensive differences also a wash.

So... Let me clarify since you're obviously talking about my post.

For the purposes of shooting lings and getting hit by them, immortals are basically equal with stalkers. For purposes of loving between areas to defend, stalkers will be better due to their move speed and blink. For the purposes of shooting roaches and getting hit, immortals are about 2x as cost-effective as an equal investment in stalkers.

Therefore, any army that has a decent number of roaches in it should be countered with an army including immortals (not INSTEAD OF stalkers, but in addition to).

Quite a simple premise.

Truth is, neither stalkers nor immortals are particularly good against lings. In small numbers, lings easily overpower stalkers. The reason large blink stalker balls can deal with lings is because the weak ones get constantly blinked backwards. Immortals lack blink, and move slower than stalkers. So, if your simcity is broken, immortals are weaker because they simply die instead of blinking backward even though both units are equally inefficient at killing lings.

Also, a warp gate builds two stalkers at the same rate as the robo builds an immortal. Warp gates are cheaper, do not cost gas, and are easily massed.
=Þ
monk
Profile Blog Joined May 2009
United States8476 Posts
Last Edited: 2012-04-26 18:31:03
April 26 2012 18:25 GMT
#1331
On April 27 2012 03:07 Jermstuddog wrote:
Show nested quote +
On April 27 2012 02:21 NrGmonk wrote:
On April 27 2012 02:19 Severedevil wrote:
+2 blink stalkers 3 shot lings while +1 immortals ALSO 3 shot lings.

Immortals 2-shot lings, regardless of upgrades, unless the Protoss is +0 and the Zerg is +3.

Stalkers also tend to waste shots due to projectile flight times. I'm of the impression that Prism/Obs/Immortal will serve you better than +2 and Blink.

My bad, truth. Still my point holds.


You're also ignoring the fact that you're not making pure immortals and will typically have many, many stalkers surrounding said immortals.

The whole reason I even brought up shot counting Is to show that 1 immortal shot always = exactly 2 stalker shots with the same exact range, CD, cost, supply, everything except missile travel time.

Immortals have a lot wider range for overkill, but are also less likely to do-so due to instant missile speed.

As an end result, its basically a wash for offensive purposes. Immortals and stalkers are basically the same at killing lings.

Now let's look at defense. You want to talk up how good blink is and how much survivability it offers, while I am talking up the fact that you get a free +1 armor on 40 more hp with the immortal and you don't lose any damage output until the whole jig has been worked through, vs stalkers where you lose 1/2 the dos as soon as the first one dies, which is most likely going to occur in 1/2 to 3/4 of the way through an equal amount of hp for the immortal. The only downside really being that there is 20 less total hp and of course, no blink mobility. I consider the defensive differences also a wash.

So... Let me clarify since you're obviously talking about my post.

For the purposes of shooting lings and getting hit by them, immortals are basically equal with stalkers. For purposes of loving between areas to defend, stalkers will be better due to their move speed and blink. For the purposes of shooting roaches and getting hit, immortals are about 2x as cost-effective as an equal investment in stalkers.

Therefore, any army that has a decent number of roaches in it should be countered with an army including immortals (not INSTEAD OF stalkers, but in addition to).

Quite a simple premise.

The advantages of immortals over stalkers are obvious. I'm just trying to explain the other side of the argument, clearly outlining the advantages of +2 blink stalker/sentry vs +1/1 stalker/immortal/sentry.

I think you might be missing a big point of this argument in that no one's saying not to get immortals; mostly everyone agrees you eventually get immortals versus mass roach spam. Rather, they're arguing the TIMING in which to get immortals. For example, with fast third builds, you have the choice of shooting for +2 and blink first then robo or robo first then +2/blink. Or you could get both around the same time. That's the crux of the argument. It's a somewhat small but significant tradeoff; one ends you with faster +3 and blink by the time you defend and the other gets you 1-2 more immortals by the time roaches stream in.

No QQ from anyone in the last few pages imo. I was actually replying more towards Mark's post, which was more abrasive, rather than your post.

edit: Personally, I'd like to downplay this argument and say that I think sentry/simcity/cannon defense is more important than immortals or +2/blink.
Moderator
Jermstuddog
Profile Blog Joined June 2010
United States2231 Posts
Last Edited: 2012-04-26 18:44:04
April 26 2012 18:29 GMT
#1332
@Heh_

I agree that you're not building either to "counter" the lings, but you likely already have the robo so there is no additional investment to make one.

I have not advocated immortals instead of stalkers by any means, I am just squelching the argument that immortals are somehow the worst possible thing you could build if your opponent includes lings in his army. Like they somehow immediately make immortals useless.

I am simply saying that including lings is not a reason to stop making immortals. The only concern that should be influencing your immortal production is "does he have roaches?". If yes, then you want immortals. If no, then you don't. Lings are not the important detail here, roaches are.

Edit: considering the way monk puts it, I guess building a robo or not could be an issue depending on your build. No, I wouldn't build a robo while the attack is under way. I personally prefer robo to a faster +3 from a strategically POV as it has a lot more options available and +3 doesn't have nearly the same impact on PvZ as +2 does. As far as immortals vs blink/+2 I guess that's up to you. I don't see many immortal rushes these days so I wasn't really considering that. Not having blink when Mutas hit can be game ending where as having earlier immortals is nice, but not THAT nice...
As it turns out, marines don't actually cost any money -Jinro
KhAmun
Profile Blog Joined September 2010
United States1005 Posts
Last Edited: 2012-04-26 18:33:53
April 26 2012 18:33 GMT
#1333
On April 27 2012 02:51 Mikelius wrote:
Show nested quote +
On April 27 2012 02:48 ishyishy wrote:
My games vs zerg dont even get to the 12 min mark anymore. These guys stopped taking a fast third base, and just did a roach/ling all in at 7 min and no matter what I did, I always lost. I am forge FE pretty much every time, and I dont see how you can beat this 2 base all in. I tried to make cannons, I think I got 4 of them up before it hit, but it didnt matter; I still got crushed.

How does protoss, doing FFE, beat the 7 min - 7:30 min 2 base roach/ling all in?


Scout for third at 5 minutes, if you don't see one build however cannons sentries you can afford.


Uhhh just scouting for a third is not sufficient information to spam cannons and sentries.
What if you build 6 cannons and the person is going fast muta? 6 cannons all at your front delaying gateways, and probably a probe cut if you're in super defense mode is not a good idea.

Instead, scout for a third, and if there isn't one, chrono boost out two zealots and send them straight into his main base.
If it's a hatch cancel/1base roach you'll see the units mid map, and if your zealots get to his base you'll obviously know what's going on.

EDIT: I apologize for being off topic.
Mikelius
Profile Joined September 2010
Germany517 Posts
April 26 2012 18:47 GMT
#1334
On April 27 2012 03:33 KhAmun wrote:
Show nested quote +
On April 27 2012 02:51 Mikelius wrote:
On April 27 2012 02:48 ishyishy wrote:
My games vs zerg dont even get to the 12 min mark anymore. These guys stopped taking a fast third base, and just did a roach/ling all in at 7 min and no matter what I did, I always lost. I am forge FE pretty much every time, and I dont see how you can beat this 2 base all in. I tried to make cannons, I think I got 4 of them up before it hit, but it didnt matter; I still got crushed.

How does protoss, doing FFE, beat the 7 min - 7:30 min 2 base roach/ling all in?


Scout for third at 5 minutes, if you don't see one build however cannons sentries you can afford.


Uhhh just scouting for a third is not sufficient information to spam cannons and sentries.
What if you build 6 cannons and the person is going fast muta? 6 cannons all at your front delaying gateways, and probably a probe cut if you're in super defense mode is not a good idea.

Instead, scout for a third, and if there isn't one, chrono boost out two zealots and send them straight into his main base.
If it's a hatch cancel/1base roach you'll see the units mid map, and if your zealots get to his base you'll obviously know what's going on.

EDIT: I apologize for being off topic.


You really never need more than 3-4 cannons, and if you don't see anything by 7 mins and still no third then you can 6 or 7 gate before the mutas hit.
Less QQ, more PewPew
Nyast
Profile Joined November 2010
Belgium554 Posts
April 26 2012 18:49 GMT
#1335
One thing you have to take into account too is that immortals are only good versus roaches. If Zerg mixes hydras to his roach push, you're in a hell of trouble if you went heavy immortals sentries

My idea at the moment is to play as greedy as possible. Taking a fast third around the 6-7' mark is very good, now what about rushing for colossi at the same time ? You'll get 2-3 colossi out by the 11' mark, so there are a few scenarios possible:

- Zerg sacrifies his eco to punish your third as fast as possible and goes for an early lings/roach bust, let's say at 9-10'. You won't be able to hold it ( save all the probes and don't lose your army ), but if you're going for colossi at the same time, you can counter with a colossi timing push a few minutes later, and he'll be in a hell of trouble since he'll have a delayed eco and tech, right ?

- Zerg delayed his roach push and threatens your third around the 11-12' mark. You may or may not be able to hold it with 2-3 colossi ( anybody's got experience with that ? )

- Zerg abandons the idea to punish your third, you'll be in a very decent shape: insane eco and fast colossus tech, you'll also have a fast obs to scout any muta transition to adapt..
Heh_
Profile Blog Joined April 2012
Singapore2712 Posts
April 26 2012 18:51 GMT
#1336
On April 27 2012 03:29 Jermstuddog wrote:
@Heh_

I agree that you're not building either to "counter" the lings, but you likely already have the robo so there is no additional investment to make one.

I have not advocated immortals instead of stalkers by any means, I am just squelching the argument that immortals are somehow the worst possible thing you could build if your opponent includes lings in his army. Like they somehow immediately make immortals useless.

I am simply saying that including lings is not a reason to stop making immortals. The only concern that should be influencing your immortal production is "does he have roaches?". If yes, then you want immortals. If no, then you don't. Lings are not the important detail here, roaches are.

Edit: considering the way monk puts it, I guess building a robo or not could be an issue depending on your build. No, I wouldn't build a robo while the attack is under way. I personally prefer robo to a faster +3 from a strategically POV as it has a lot more options available and +3 doesn't have nearly the same impact on PvZ as +2 does. As far as immortals vs blink/+2 I guess that's up to you. I don't see many immortal rushes these days so I wasn't really considering that. Not having blink when Mutas hit can be game ending where as having earlier immortals is nice, but not THAT nice...

Yes, it's true that there's no real reason to pump out immortals if your robo is already there. But the main point that Monk and kcdc was driving at was that immortals are not the magic solution to this strategy that some people are making it out to be. They're good vs roaches yes, but their effectiveness is reduced (not eliminated) by lings. This is a good point to raise against the double robo builds, that pop up about once every three pages.
=Þ
Nyast
Profile Joined November 2010
Belgium554 Posts
Last Edited: 2012-04-26 19:39:27
April 26 2012 19:38 GMT
#1337
Ranged just lost to Hyun with this fast third build in the Playhem. He got roach/lings busted at the 10' mark on Antiga despite his "special walloff", and couldn't hold even with decent FF. Blink wasn't even finished yet
kcdc
Profile Blog Joined April 2010
United States2311 Posts
April 26 2012 19:48 GMT
#1338
Blink makes stalkers about 1,000,000x better for defending zerglings than immortals unless you have an abundance of forcefields. With blink stalkers, it takes a long time to kill lings, but you blink row after row back into more and more narrow spaces and the lings end up only doing shield damage. Immortals don't blink, so they die.

If immortals could blink, they'd be really good against this push. But they can't, so whether they're more cost-effective than stalkers against the Stephano push is really situational. They're definitely not a magic solution like a lot of people imagine them to be.
monk
Profile Blog Joined May 2009
United States8476 Posts
April 26 2012 19:54 GMT
#1339
On April 27 2012 04:48 kcdc wrote:
Blink makes stalkers about 1,000,000x better for defending zerglings than immortals unless you have an abundance of forcefields. With blink stalkers, it takes a long time to kill lings, but you blink row after row back into more and more narrow spaces and the lings end up only doing shield damage. Immortals don't blink, so they die.

If immortals could blink, they'd be really good against this push. But they can't, so whether they're more cost-effective than stalkers against the Stephano push is really situational. They're definitely not a magic solution like a lot of people imagine them to be.

Most people rely on sentries rather than blink stalkers or immortals vs lings. Stephano himself has said that lots of sentries is the key to defending.
Moderator
RaNgeD
Profile Blog Joined March 2009
United States733 Posts
April 26 2012 22:36 GMT
#1340
On April 27 2012 04:38 Nyast wrote:
Ranged just lost to Hyun with this fast third build in the Playhem. He got roach/lings busted at the 10' mark on Antiga despite his "special walloff", and couldn't hold even with decent FF. Blink wasn't even finished yet


Just as a side note, I made quite a few mistakes in that game, the biggest being that I let 2 lings in my base at like 5 minutes, and he got 4 probe kills + lost mining time.. I was also distracted during that time so i started my +1 late, thus my +2 was late, everything was a little late. So yeah. I didn't hold, but that doesn't mean the build doesn't work. In high level games, a lot of the times it comes down to whoever makes the least mistakes, and in this particular instance, all of the small mistakes equated into a loss for me.
Love never gives up, never loses faith, is always hopeful, and endures through every circumstance. 1 Corinthians 13:7
Prev 1 65 66 67 68 69 78 Next
Please log in or register to reply.
Live Events Refresh
Next event in 47m
[ Submit Event ]
Live Streams
Refresh
StarCraft 2
OGKoka 218
StarCraft: Brood War
Sea 2930
actioN 1392
GuemChi 1126
Hyuk 424
Soma 322
EffOrt 301
Leta 203
ToSsGirL 173
PianO 164
Rush 122
[ Show more ]
yabsab 69
JulyZerg 54
Aegong 47
sSak 46
Barracks 36
Sacsri 31
Mind 28
Free 26
Movie 24
Sharp 23
Bale 10
IntoTheRainbow 9
Dota 2
Gorgc1004
XcaliburYe794
League of Legends
JimRising 493
Counter-Strike
Stewie2K853
shoxiejesuss721
kennyS380
allub76
Other Games
gofns14655
tarik_tv10106
ceh9588
Liquid`RaSZi452
shahzam378
Pyrionflax159
Tasteless144
crisheroes109
Mew2King88
Organizations
Other Games
gamesdonequick23749
StarCraft 2
Blizzard YouTube
StarCraft: Brood War
BSLTrovo
sctven
[ Show 13 non-featured ]
StarCraft 2
• AfreecaTV YouTube
• intothetv
• Kozan
• IndyKCrew
• LaughNgamezSOOP
• Migwel
• sooper7s
StarCraft: Brood War
• BSLYoutube
• STPLYoutube
• ZZZeroYoutube
Dota 2
• lizZardDota2275
League of Legends
• HappyZerGling86
Other Games
• WagamamaTV36
Upcoming Events
Sparkling Tuna Cup
47m
WardiTV European League
6h 47m
MaNa vs sebesdes
Mixu vs Fjant
ByuN vs HeRoMaRinE
ShoWTimE vs goblin
Gerald vs Babymarine
Krystianer vs YoungYakov
PiGosaur Monday
14h 47m
The PondCast
1d
WardiTV European League
1d 2h
Jumy vs NightPhoenix
Percival vs Nicoract
ArT vs HiGhDrA
MaxPax vs Harstem
Scarlett vs Shameless
SKillous vs uThermal
uThermal 2v2 Circuit
1d 6h
Replay Cast
1d 14h
RSL Revival
2 days
ByuN vs SHIN
Clem vs Reynor
Replay Cast
2 days
RSL Revival
3 days
Classic vs Cure
[ Show More ]
FEL
3 days
RSL Revival
4 days
FEL
4 days
FEL
4 days
CSO Cup
4 days
BSL20 Non-Korean Champi…
4 days
Bonyth vs QiaoGege
Dewalt vs Fengzi
Hawk vs Zhanhun
Sziky vs Mihu
Mihu vs QiaoGege
Zhanhun vs Sziky
Fengzi vs Hawk
Sparkling Tuna Cup
5 days
RSL Revival
5 days
FEL
5 days
BSL20 Non-Korean Champi…
5 days
Bonyth vs Dewalt
QiaoGege vs Dewalt
Hawk vs Bonyth
Sziky vs Fengzi
Mihu vs Zhanhun
QiaoGege vs Zhanhun
Fengzi vs Mihu
Liquipedia Results

Completed

BSL Season 20
HSC XXVII
Heroes 10 EU

Ongoing

JPL Season 2
BSL 2v2 Season 3
Acropolis #3
KCM Race Survival 2025 Season 2
CSL 17: 2025 SUMMER
Copa Latinoamericana 4
Jiahua Invitational
Championship of Russia 2025
RSL Revival: Season 1
Murky Cup #2
BLAST.tv Austin Major 2025
ESL Impact League Season 7
IEM Dallas 2025
PGL Astana 2025
Asian Champions League '25
BLAST Rivals Spring 2025
MESA Nomadic Masters
CCT Season 2 Global Finals
IEM Melbourne 2025

Upcoming

2025 ACS Season 2: Qualifier
CSLPRO Last Chance 2025
CSL Xiamen Invitational
2025 ACS Season 2
CSLPRO Chat StarLAN 3
K-Championship
uThermal 2v2 Main Event
SEL Season 2 Championship
FEL Cracov 2025
Esports World Cup 2025
StarSeries Fall 2025
FISSURE Playground #2
BLAST Open Fall 2025
BLAST Open Fall Qual
Esports World Cup 2025
BLAST Bounty Fall 2025
BLAST Bounty Fall Qual
IEM Cologne 2025
FISSURE Playground #1
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.