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[G] PvZ 7-gate Immortal +1/+1 - Page 6

Forum Index > StarCraft 2 Strategy
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Rasputincz
Profile Joined May 2011
Czech Republic95 Posts
June 21 2012 14:43 GMT
#101
Hmm what is the ideal timing for this push? I mean i am pretty sure i have done everything correctly and i attacked at 11:10 and i got overruned by roaches even though i cut his army in half with forcefields.

I post replay i would apprecite if someone can tell me what i did wrong cuz i dont have clue :p Maybe i could use forcefields better but except that i dont know. This situation happense to me everytime i use this build. That was the main reason why i completely stopped using it for some time.
Help will be appreciated!

[image loading]
http://cs.twitch.tv/raspcz
DarKcS
Profile Blog Joined November 2010
Australia1237 Posts
June 21 2012 14:45 GMT
#102
Usually 2 immortals +1 is the recommended timing because you want to hit before the Zerg gets to 160 food. lol.
Die tomorrow - Live today
Rasputincz
Profile Joined May 2011
Czech Republic95 Posts
June 21 2012 14:56 GMT
#103
On June 21 2012 23:45 DarKcS wrote:
Usually 2 immortals +1 is the recommended timing because you want to hit before the Zerg gets to 160 food. lol.

i meant the ideal attack time. When to push or if i lost cuz some other reason...
http://cs.twitch.tv/raspcz
Salivanth
Profile Blog Joined October 2010
Australia1071 Posts
Last Edited: 2012-06-21 17:51:45
June 21 2012 17:50 GMT
#104
The ideal timing for this push is to move out at 10:30 with 14 Stalkers, 6 Sentries, 2 Immortals, a Warp Prism, and 48 Probes. At 11:00 when one hits, one should have 20+ Stalkers. At 7:30, one should have 48 probes and 2 sentries. I think this is correct. If I'm wrong, you'll quickly know about it. The best way to get a correct answer is to get an incorrect one first, then people leap on you
<@Wikt> so you are one of those nega-fans <@Wikt> that hates the company that makes a game and everything they stand for <@Wikt> but still plays the game <@Wikt> (like roughly 30% of blizzard's player base, maybe much more...)
aZealot
Profile Blog Joined May 2011
New Zealand5447 Posts
Last Edited: 2012-06-21 20:09:17
June 21 2012 20:08 GMT
#105
I think it's 44 probes.

/leap

I like this build though, I've done it a couple of times as my first foray into FFE builds and won each time. Thanks, OP.

Edit/ I did feel a little dirty doing it the first time, though. He even had hydras out and it didn't make a difference.
KT best KT ~ 2014
Cutebone
Profile Joined March 2011
United States62 Posts
June 21 2012 20:32 GMT
#106
If I begin a game thinking i'm going through with this build no matter what...but my zerg opponent stays on 2 base, what do i do?
Salivanth
Profile Blog Joined October 2010
Australia1071 Posts
June 25 2012 00:45 GMT
#107
You can't continue with the build, it's just that simple. You need to defend against the all-in or fast mutas that are coming.

aZealot: You're right. It is. Herp derp.
<@Wikt> so you are one of those nega-fans <@Wikt> that hates the company that makes a game and everything they stand for <@Wikt> but still plays the game <@Wikt> (like roughly 30% of blizzard's player base, maybe much more...)
PlacidPanda
Profile Joined September 2011
United States246 Posts
June 25 2012 01:17 GMT
#108
I usually open up with a 4 gate +1 zealot pressure personally and add on the robo before hand and then follow it up with this push, it causes the zerg to have a lot weaker economy and worst case scenario you start slightly behind which you can catch up with good FF.
Squirtle Hwaitting!!
Masvidal
Profile Joined April 2012
Korea (South)213 Posts
June 26 2012 02:11 GMT
#109
You know what makes this build really good? Making a Stargate instead of a Robo, and making VoidRays instead of Immortals. You have to drop proxy pylons, which is a drawback. But the build can be stopped once the sentries are either sniped or out of energy (if the zerg scouts it, and is good) because immortals can be focused down by roaches (or surrounded by lings). Neither of those things can happen with Voidrays. Something I just started playing around with, and I haven't gotten a full build order worked out yet only doing this build or slight variants with a stargate substituted for robo, VRs substituted for immortals, and proxy pylons substituted for prism, but I can see how there might be something there - the only real options for zerg are hydras or queens, because mutas would take too long with him already committed to roach/ling and aren't good vs mass stalker anyway, and spore crawlers can't move, so they just die to ground army then VRs come in. and both hydras and queens are gas heavy and slow, plus cut down on his roach count, which is good for zealot stalker sentry. just a thought.
"Teamliquid is a place for starcraft, not boobs." -autoexec
lorestarcraft
Profile Joined April 2011
United States1049 Posts
Last Edited: 2012-06-26 02:58:23
June 26 2012 02:58 GMT
#110
On June 26 2012 11:11 Masvidal wrote:
You know what makes this build really good? Making a Stargate instead of a Robo, and making VoidRays instead of Immortals. You have to drop proxy pylons, which is a drawback. But the build can be stopped once the sentries are either sniped or out of energy (if the zerg scouts it, and is good) because immortals can be focused down by roaches (or surrounded by lings). Neither of those things can happen with Voidrays. Something I just started playing around with, and I haven't gotten a full build order worked out yet only doing this build or slight variants with a stargate substituted for robo, VRs substituted for immortals, and proxy pylons substituted for prism, but I can see how there might be something there - the only real options for zerg are hydras or queens, because mutas would take too long with him already committed to roach/ling and aren't good vs mass stalker anyway, and spore crawlers can't move, so they just die to ground army then VRs come in. and both hydras and queens are gas heavy and slow, plus cut down on his roach count, which is good for zealot stalker sentry. just a thought.


All that requires more gas which means less sentries, also he can ignore your voids and kill you.
SC2 Mapmaker
RemarK
Profile Blog Joined April 2011
United States452 Posts
June 26 2012 03:28 GMT
#111
On June 26 2012 11:11 Masvidal wrote:
You know what makes this build really good? Making a Stargate instead of a Robo, and making VoidRays instead of Immortals. You have to drop proxy pylons, which is a drawback. But the build can be stopped once the sentries are either sniped or out of energy (if the zerg scouts it, and is good) because immortals can be focused down by roaches (or surrounded by lings). Neither of those things can happen with Voidrays. Something I just started playing around with, and I haven't gotten a full build order worked out yet only doing this build or slight variants with a stargate substituted for robo, VRs substituted for immortals, and proxy pylons substituted for prism, but I can see how there might be something there - the only real options for zerg are hydras or queens, because mutas would take too long with him already committed to roach/ling and aren't good vs mass stalker anyway, and spore crawlers can't move, so they just die to ground army then VRs come in. and both hydras and queens are gas heavy and slow, plus cut down on his roach count, which is good for zealot stalker sentry. just a thought.


Genius has an excellent void ray into gateway all-in build, it hits with 2-3 void rays and +1 attack around 10:00 mark iirc. Immortals are a lot stronger than void rays vs roaches, but voids are better at denying scouting, forcing different reactions, and you can hit a bit faster.
I <3 StarCraft.
jtixs
Profile Joined October 2011
United Kingdom150 Posts
Last Edited: 2012-06-26 19:50:43
June 26 2012 19:43 GMT
#112
I'm an idiot.
Misconceptions to Mastery
Schneeflocke
Profile Joined April 2011
Canada89 Posts
June 26 2012 20:01 GMT
#113
Since using this build I have a 100% win ratio in pvz. No one has even come close to defending it despite being buffverlord scouted every time.
I love doing this because it puts everything into the protoss's hands, if you can't execute you will get wrecked by smelly roaches.
Protosnake
Profile Joined September 2011
France295 Posts
Last Edited: 2012-06-27 17:07:38
June 27 2012 17:07 GMT
#114
So from a Diam Z PoV, i tried everything against this from a 3base opening, Roach/hydra, roach/ling, Ling/infestor and absolutely nothing stop this
So i feel the need to ask, what exactly stop this all-in ?
Masvidal
Profile Joined April 2012
Korea (South)213 Posts
Last Edited: 2012-06-27 17:29:31
June 27 2012 17:28 GMT
#115
This build absolutely can be defended by good Master-level Zergs who have seen it before and know how to react; generally it's just about being speedling-heavy, and with Roaches making your FIRST and MOST IMPORTANT priority to target down sentries and only sentries if at all humanly possible. The quicker the sentries go down, the quicker zerglings can get a good surround on Stalkers/Immortals, and remaining/reinforcing Roaches take care of Zealots. It's an amazing all-in, but if you face a good Zerg and don't pressure him before hitting, it is defensible. At the highest levels, Zergs are seeing dozens of variants of the Immortal/Sentry 2 base all-in, and are learning how to defend it. If you want to execute this or a similar all-in at a high level, you're probably going to have to pressure off of 4 gates first, to force units or maybe an early Roach Warren, keep his econ from going out of control, etc. Delaying his expansion as long as you can early game helps, as well.
"Teamliquid is a place for starcraft, not boobs." -autoexec
JLew
Profile Joined February 2011
Canada353 Posts
June 27 2012 17:46 GMT
#116
On June 26 2012 12:28 RemarK wrote:
Show nested quote +
On June 26 2012 11:11 Masvidal wrote:
You know what makes this build really good? Making a Stargate instead of a Robo, and making VoidRays instead of Immortals. You have to drop proxy pylons, which is a drawback. But the build can be stopped once the sentries are either sniped or out of energy (if the zerg scouts it, and is good) because immortals can be focused down by roaches (or surrounded by lings). Neither of those things can happen with Voidrays. Something I just started playing around with, and I haven't gotten a full build order worked out yet only doing this build or slight variants with a stargate substituted for robo, VRs substituted for immortals, and proxy pylons substituted for prism, but I can see how there might be something there - the only real options for zerg are hydras or queens, because mutas would take too long with him already committed to roach/ling and aren't good vs mass stalker anyway, and spore crawlers can't move, so they just die to ground army then VRs come in. and both hydras and queens are gas heavy and slow, plus cut down on his roach count, which is good for zealot stalker sentry. just a thought.


Genius has an excellent void ray into gateway all-in build, it hits with 2-3 void rays and +1 attack around 10:00 mark iirc. Immortals are a lot stronger than void rays vs roaches, but voids are better at denying scouting, forcing different reactions, and you can hit a bit faster.


What GSL games does he do that in?
@Triumph_eSports . www.Triumph-eSports.com
FakeDeath
Profile Joined January 2011
Malaysia6060 Posts
Last Edited: 2012-06-27 18:02:34
June 27 2012 18:01 GMT
#117
On June 26 2012 11:11 Masvidal wrote:
You know what makes this build really good? Making a Stargate instead of a Robo, and making VoidRays instead of Immortals. You have to drop proxy pylons, which is a drawback. But the build can be stopped once the sentries are either sniped or out of energy (if the zerg scouts it, and is good) because immortals can be focused down by roaches (or surrounded by lings). Neither of those things can happen with Voidrays. Something I just started playing around with, and I haven't gotten a full build order worked out yet only doing this build or slight variants with a stargate substituted for robo, VRs substituted for immortals, and proxy pylons substituted for prism, but I can see how there might be something there - the only real options for zerg are hydras or queens, because mutas would take too long with him already committed to roach/ling and aren't good vs mass stalker anyway, and spore crawlers can't move, so they just die to ground army then VRs come in. and both hydras and queens are gas heavy and slow, plus cut down on his roach count, which is good for zealot stalker sentry. just a thought.


I disagreed though. Stargate play are easily defended now since zerg has adapted to it.
All you need is some queens and roaches and a few spores to defend these stargate with gateway push.
Personally, i find it much easier to defend compared to the sentry immortal push.

People have shifted more towards robo play since the Stephano 12 min max roach became popular.

A early 4 gate +1 pressure on the third of zerg and the followup of robo with 3 immortals or 2 immortals with warp prism is a really strong all-in compared to the void ray+gateway all-in IMO.

To beat the sentry/immortal all-in, you must know it is coming before hand AND ENGAGE his sentry/immortal with your lings to force out forcefields when he pushes out or threaten to counterattack and also snipe some sentries since they are they key in the pushes. If you managed to snipe most of the sentries and force out lots of forcefield,you probably hold the push much much easier.

Most zerg make the mistakes of building spines and making mass roaches with lings try to beat the army head on which you are not supposed to do. You must flank his army and bait out forcefield and continuously produces more roaches+ lings until you have enough to overwhelm him.

Most people make this mistake
Play your best
LiSAuCE
Profile Joined August 2011
United States47 Posts
July 01 2012 22:14 GMT
#118
I just saw Grubby do pretty much this exact same build, but with chrono he managed to get 3 immortals instead of two. Timing was still around the same.


Makes it even that much stronger.

I just tried getting one more immortal and it makes this all in even scarier.

"Ashley Schaeffer BMW! Woo!"
jdsowa
Profile Joined March 2011
405 Posts
July 01 2012 23:11 GMT
#119
This build is very strong, because barring tremendous mistakes, zerg cannot kill a protoss army straight up unless they have broodlords. The whole issue stems from the fact that the counter to the stalker and the immortal is the zergling. But the zergling can't be effective since protoss moves in a ball. It's incredibly horrible design, but that's the game we've been given.
LiSAuCE
Profile Joined August 2011
United States47 Posts
July 01 2012 23:40 GMT
#120
On July 02 2012 08:11 jdsowa wrote:
This build is very strong, because barring tremendous mistakes, zerg cannot kill a protoss army straight up unless they have broodlords. The whole issue stems from the fact that the counter to the stalker and the immortal is the zergling. But the zergling can't be effective since protoss moves in a ball. It's incredibly horrible design, but that's the game we've been given.



I'm sorry, but that's a false statement. Zerg can absolutely stop this build. Good flanks, focus of sentries, and if they went roach hydra, sniping the warp prism.

Not saying this is easy to stop obviously, but you need broodlords to stop this???? Please
"Ashley Schaeffer BMW! Woo!"
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