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[G] PvZ 7-gate Immortal +1/+1 - Page 2

Forum Index > StarCraft 2 Strategy
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monk
Profile Blog Joined May 2009
United States8476 Posts
March 31 2012 03:17 GMT
#21
wow, way2hate
Moderator
RemarK
Profile Blog Joined April 2011
United States452 Posts
March 31 2012 03:25 GMT
#22
On March 31 2012 12:17 NrGmonk wrote:
wow, way2hate


Oops totally missed your post =) must have been the blue or something. I'll look into that other build, that seems like a common suggestion (to drop the +1 armor, get an extra immortal, and hit faster). And as per your and Tang's suggestion, I'll be updating OP later tonight with robo benchmark timings
I <3 StarCraft.
Protossking
Profile Joined February 2012
Australia103 Posts
Last Edited: 2012-03-31 07:41:39
March 31 2012 06:48 GMT
#23
On March 31 2012 09:48 NrGmonk wrote:
Show nested quote +
On March 31 2012 08:33 VoirDire wrote:
On March 31 2012 08:26 TangSC wrote:
On March 31 2012 08:23 CecilSunkure wrote:
Hey I remember playing you on ladder and you asked how to write guides Thanks for taking the time to write this up! Have you considered attacking a minute later with blink and +2? I feel the combination of those two is much more effective than a slightly earlier attack and +1 armor.

Have to agree, +2 blink all-ins ftw

A 2 base 12 minute attack with no initial pressure? Way to late imho. Zergs can very well be maxed at that point.

I think 11 minute is the latest a 2 base all-in should hit. In fact, I think 9-10 min with 3 immortals and +1 attack is stronger.

I have to agree with Voirdire here and disagree with cecil and tang.
[list][*]The earliest you can hit with immortals, +2, and blink is 12minutes. If you hit after 11 minutes without early pressure, any zerg will be free to drone to 60-65 and then mass units to hold this off.




Absolutely, and in addition to this the zerg can usually tech to infestors in time for a 13-14minute attack, in which case your sentries (your most crucial units tbh) will die very quickly to fungles and your stalkers won't be able to blink.

I am on RemarK's team and I'm sure he's heard me bragging about how good this build is in our clan channel. xD.

I want to discuss map dependancy with this build though, I've tried it on lots of maps and if the zerg can get a good surround this build is generally NOT that strong unless you have brilliant forcefields, which is hard when on creep. I wouldn't recommend this on Tal'Darim or Shakuras Plateau, it can work okay on Antiga Shipyard. But there is one map which I have NOT lost with this build, and it's cloud kingdom.

[image loading]

now excuse my terrible paint skills, but the red arrow signifies where you want your army to go on cloud kingdom, and the brown dots is a hatchery. The blue dots are forcefields. If you get into a situation where you can use the hatchery with your forcefields, just tell your opponent to get out (jokes lol but still its GG). This positioning is so good for a sentry heavy army, just remember you have spare forcefields, so don't be scared of being baited out with forcefields you have more than enough. Use them, and not sparingly.


OH and I almost forgot, RemarK, build an observer before your first immortal, scout with it and return back with it in your army. If he has burrow + movement and you don't have an observer you're completely screwed, so add that into your OP.
Protossking
Profile Joined February 2012
Australia103 Posts
Last Edited: 2012-03-31 07:41:12
March 31 2012 07:40 GMT
#24
edit: doublepost
VoirDire
Profile Joined February 2009
Sweden1923 Posts
March 31 2012 10:15 GMT
#25
On March 31 2012 16:40 Protossking wrote:
edit: doublepost

Sorry for the OT but... double post 1 hour later? How did you manage to do that!? :D The session must have timed out multiple times by then.
Wochtulka
Profile Joined October 2010
Czech Republic66 Posts
March 31 2012 10:20 GMT
#26
Nice build this is... maybe will use it sometime because a lot of my 2b allins arent working anymore against good zergs
Belial88
Profile Blog Joined November 2010
United States5217 Posts
March 31 2012 10:38 GMT
#27
How does zerg beat this? Every zerg right now is complaining about this. I haven't seen anyone in the gsl hold this (drg vs squirtle, drg perfectly holds the early 4 gate pressure and comes out way ahead, knew exactly what squirtle was following up with, and still died, even with baiting FF in the open before engagement to waste sentry energy).
How to build a $500 i7-3770K Ultimate Computer:http://www.teamliquid.net/blogs/viewblog.php?topic_id=392709 ******** 100% Safe Razorless Delid Method! http://www.overclock.net/t/1376206/how-to-delid-your-ivy-bridge-cpu-with-out-a-razor-blade/0_100
Arcanefrost
Profile Blog Joined August 2010
Belgium1257 Posts
Last Edited: 2012-04-23 14:50:58
March 31 2012 10:46 GMT
#28
Hmm you still use the old version which is good but not ideal imo.

In idra vs feast on antiga at iem feast hits a 2immo timing with +1 and a prism off 3 gas, the slight variation of it I use:

Ffe
Sentry + wg + third gas
6:00 Robo
+1 attack and observer
7:00 6 gates
Cb 3 immos then prism, go up to 8-10 sentries.
4th gas as you move out. Mass stalker warpin, allcb to gates.
rely on proxy pylons for warpin till prism gets there.

I think the faster you hit the better, because if the zerg stops at 60 drones and makes pure units your slightly later version has a lot less chance of working. As monk mentioned sage also did a similar build and I personally like his variation better too.

I think hiding the immortals in the prism is quite silly because he wants mass roachling with hydras if he has a den vs both a gateway and a gateway immo push. Lings are actually terrible vs this because of the infinity forcefields.

Also with a delayed timing like this I think it's absolutely essential to have an obs, otherwise you'll lose to everyone who has got burrow. You can also use it to scout, so it's really worth it imo.
Valor is a poor substitute for numbers.
Olsson
Profile Joined April 2011
Sweden931 Posts
March 31 2012 11:03 GMT
#29
For zergs the only way to hold this is to get three base saturation and pumping roach hydra. If you take too much damage leading up to the main push you won't have enough production. Meaning this push is probably the hardest to stop of all the two base allins against zerg.
Naniwa <3
Warzilla
Profile Joined December 2010
Czech Republic311 Posts
March 31 2012 11:05 GMT
#30
On March 31 2012 19:15 VoirDire wrote:
Show nested quote +
On March 31 2012 16:40 Protossking wrote:
edit: doublepost

Sorry for the OT but... double post 1 hour later? How did you manage to do that!? :D The session must have timed out multiple times by then.


Not if you got autologin checked
"AFTER LOST GAME - I usually run around in circles yelling "WHY OH GOD WHY" in my room, pointing towards the sky. After 5 to 10min ,i get tired and go back to playing"
Baselcs
Profile Joined February 2012
Belgium12 Posts
Last Edited: 2012-03-31 11:50:12
March 31 2012 11:44 GMT
#31
Strongest push that I know of, I always lose to this.
Whenever I see it coming and I know I can't hold it (I never can) I semi engage to bait FF's, keep making hydra/ling, keep baiting FFs, don't bother defending my 3rd, immediately start a different 3rd and finally engage when he comes in my natural and I hope to hold it.
Suffices to say that I have a low win % vs. this push, I always scout it perfectly, I know exactly what's coming, but whatever tactic I use, I just fail.

Edit:
Let's discuss compositions.

Roach/Ling/Baneling drops. Baneling drops should work vs. these sentry heavy compositions, no aoe to take out all the lings?
Roach/Ling. This build seems to hard counter roach/ling.
Hydra/Ling. Fares better vs. immortals and FFs, I think it should be the strongest, but it doesn't work.
Roach/Ling/Infestor. More lings, less roaches compared to roach ling. I never tried this, I hate infestors.
Muta/Ling. No.
Roach/Hydra. I rather use the gas for hydras, all leftover minerals for lings.

Any better opinions? Has anyone explored bane drops? Did I forget a composition? Is there a weakness in this build if you scout it at ~7 minutes?
syriuszonito
Profile Joined June 2011
Poland332 Posts
March 31 2012 12:02 GMT
#32
By far the most disgusting toss all in.

As for how to hold it as zerg, i think that its not the army composition that is the most important thing but flawless macro and good engagements. Cut the drones at 60 (8:00), mass roach/ling with some upg going on, make sure you are not floating on minerals and injecting perfectly and you should have enough to stop it.
The one || My stream http://www.teamliquid.net/video/streams/syriuszonito
alQahira
Profile Joined June 2011
United States511 Posts
March 31 2012 12:03 GMT
#33
This is very close to a timing attack elfi did vs Stephano in game 1 of the round of 8 of Assembly winter. He got a third immortal, and a ton of sentires. Did some fake warp prism harass with the sentries.

http://www.gamereplays.org/starcraft2/replays.php?s=36f116b1d710a09f5a324c3f660042c6&game=33&show=details&id=256238

I put a few of the timings Elfi did into a yabot build order. Link is here: http://www.sc2builds.com/build-orders/protoss/9664.aspx The assimilator timings get missed up. Those are the timings for the 3rd and 4th, but when you build your 1st and 2nd it counts them as done.
Baselcs
Profile Joined February 2012
Belgium12 Posts
Last Edited: 2012-03-31 12:10:46
March 31 2012 12:09 GMT
#34
On March 31 2012 21:02 syriuszonito wrote:
By far the most disgusting toss all in.

As for how to hold it as zerg, i think that its not the army composition that is the most important thing but flawless macro and good engagements. Cut the drones at 60 (8:00), mass roach/ling with some upg going on, make sure you are not floating on minerals and injecting perfectly and you should have enough to stop it.

Flawless macro always works until top GM, but this build is special, assume normal macro on both parties. This composition can actually handle a 200/200 army (not that you'd have that) of roach/ling when the engagement is correct.
To beat this build you actually need the right composition with the right engagement, no matter how big your army is. This all-in seems to be the hard counter to roach/ling.
syriuszonito
Profile Joined June 2011
Poland332 Posts
March 31 2012 12:17 GMT
#35
On March 31 2012 21:09 Baselcs wrote:
Show nested quote +
On March 31 2012 21:02 syriuszonito wrote:
By far the most disgusting toss all in.

As for how to hold it as zerg, i think that its not the army composition that is the most important thing but flawless macro and good engagements. Cut the drones at 60 (8:00), mass roach/ling with some upg going on, make sure you are not floating on minerals and injecting perfectly and you should have enough to stop it.

Flawless macro always works until top GM, but this build is special, assume normal macro on both parties. This composition can actually handle a 200/200 army (not that you'd have that) of roach/ling when the engagement is correct.
To beat this build you actually need the right composition with the right engagement, no matter how big your army is. This all-in seems to be the hard counter to roach/ling.


With normal macro on both sides zerg loses I am afraid, thats why I find it digusting. I know that this composition can handle a 200/200 army, the trick is to efficiently trade until toss runs out of forcefields. You should start as soon as toss leaves the base (his army is gonna be relatively small compared to yours) and never stop. Few spines on third gonna help a bit as well.
The one || My stream http://www.teamliquid.net/video/streams/syriuszonito
Baselcs
Profile Joined February 2012
Belgium12 Posts
March 31 2012 12:21 GMT
#36
On March 31 2012 21:17 syriuszonito wrote:
Show nested quote +
On March 31 2012 21:09 Baselcs wrote:
On March 31 2012 21:02 syriuszonito wrote:
By far the most disgusting toss all in.

As for how to hold it as zerg, i think that its not the army composition that is the most important thing but flawless macro and good engagements. Cut the drones at 60 (8:00), mass roach/ling with some upg going on, make sure you are not floating on minerals and injecting perfectly and you should have enough to stop it.

Flawless macro always works until top GM, but this build is special, assume normal macro on both parties. This composition can actually handle a 200/200 army (not that you'd have that) of roach/ling when the engagement is correct.
To beat this build you actually need the right composition with the right engagement, no matter how big your army is. This all-in seems to be the hard counter to roach/ling.


With normal macro on both sides zerg loses I am afraid, thats why I find it digusting. I know that this composition can handle a 200/200 army, the trick is to efficiently trade until toss runs out of forcefields. You should start as soon as toss leaves the base (his army is gonna be relatively small compared to yours) and never stop. Few spines on third gonna help a bit as well.

But this build works because it can beat 200/200 roach/ling. It forces an engagement at the 3rd, kills the army with good FFs and then easily handles all reinforcement. I don't think some spines are going to work vs this.
The solution is constantly baiting forcefields yes, but there are so many sentries and once he's at your area around your third, he only needs a few forcefields anymore.
Chandra
Profile Joined July 2011
United States123 Posts
March 31 2012 18:22 GMT
#37
Apologies if this is a stupid question, but would it be possible to use this build as a basic framework to take a reasonably quick third if I built 1-2 less gates and didn't cut probes? I've been looking for a non-Stargate opener to use to take a third in PvZ, but most of the things I've tried haven't yielded great success versus standard roach ling spam (low-ish masters MMR). It seems like the quick immortals and opportunity for possible warp prism harass could provide an opening. Or would I be better off using another build entirely?
Olsson
Profile Joined April 2011
Sweden931 Posts
March 31 2012 18:44 GMT
#38
On April 01 2012 03:22 Chandra wrote:
Apologies if this is a stupid question, but would it be possible to use this build as a basic framework to take a reasonably quick third if I built 1-2 less gates and didn't cut probes? I've been looking for a non-Stargate opener to use to take a third in PvZ, but most of the things I've tried haven't yielded great success versus standard roach ling spam (low-ish masters MMR). It seems like the quick immortals and opportunity for possible warp prism harass could provide an opening. Or would I be better off using another build entirely?


Dependant on the map, absolutely. Long ranged units and alot of forcefields, you can very well expand instead of pushing. I've offraced abit at masters level and when I see the zerg having reacted well enough I just back off to expo and since he had to go hydras to counter it it's very hard for him to be aggresive against my third.
Naniwa <3
Astro-Penguin
Profile Blog Joined June 2011
554 Posts
March 31 2012 20:09 GMT
#39
I feel so dirty using this build but it seems almost near impossible to ever try and take a 3rd against a good Zerg who will just bum rush you with maxed out roach ling.
Baselcs
Profile Joined February 2012
Belgium12 Posts
March 31 2012 20:39 GMT
#40
On April 01 2012 03:22 Chandra wrote:
Apologies if this is a stupid question, but would it be possible to use this build as a basic framework to take a reasonably quick third if I built 1-2 less gates and didn't cut probes? I've been looking for a non-Stargate opener to use to take a third in PvZ, but most of the things I've tried haven't yielded great success versus standard roach ling spam (low-ish masters MMR). It seems like the quick immortals and opportunity for possible warp prism harass could provide an opening. Or would I be better off using another build entirely?

This in fact is one of the standard frameworks to take a 3rd.
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