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[G] PvZ Zealot Dance Party Build - Page 3
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LuosSoul
United States6 Posts
User was warned for this post | ||
Grapefruit
Germany439 Posts
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Arcanefrost
Belgium1257 Posts
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ETisME
12304 Posts
the sad thing is that toss players I faced thought it wasn't all-in and complained about zerg macro late game is too strong ![]() User was warned for this post | ||
MafiaCheese
United States87 Posts
This greatest strength of this build is that it leaves less room for error than some other types of pressure builds from a zerg defensive standpoint. I agree with previous comments that mixing in stalkers would generally be a little more efficient, but the room for a crisis control defense vs a 6 gate stalker/zealot is much more than that of a 10 gate zealot pressure coming from the zerg. You really have to have scouted correctly and reacted in time to hold this as opposed to a "oh crap there are units at my 3rd" make roaches, stabalize at the natural and counter attack if that makes sense :O My question is why the need for 2 assimilators if you are going to cut gas at 200? you will have ample gas with a standard timing on 1 gas to get all that you need, and you still have 2 unscouted empty geysers that they will take note of regardless just a thought ![]() | ||
Skyro
United States1823 Posts
-I don't know why you get 2 gas for this build if you are pulling probes from gas. You can mine 200 gas from 1 geyer and still hit all the same timings. -I also kind of agree with the above poster and don't really see the point of pulling probes from gas. It only makes the build even more all-in and does not really increase it's effectiveness all that much. In fact I'd say keeping probes on gas is stronger as it will let you make a few sentries to FF his ramp which would be very effective with this multi-pronged attack style. | ||
jtixs
United Kingdom150 Posts
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ToXSiK
United States83 Posts
00:01:15 - RemarK to ALL: you're pretty good at math for a zerg 00:01:16 - RemarK to ALL: ;s 00:01:45 - RemarK to ALL: no i think zergs are bad at math 00:01:50 - RemarK to ALL: 60 drones, 80 drone, whats the diff Although I will have to agree this build is pretty good if you get supply blocked 4 times and don't scout the Protoss. On April 10 2012 19:07 jtixs wrote: I imagine this build will really push the multitasking ability of the protoss player to the limit. It will also really tax their strategic mind to out think the opponent. User was warned for this post I agree. | ||
Audemed
United States893 Posts
Trying this when I get home, should be amusing. | ||
RemarK
United States452 Posts
On April 11 2012 03:57 ToXSiK wrote: Just to clear things up, my BM here wasn't random... Although I will have to agree this build is pretty good if you get supply blocked 4 times and don't scout the Protoss. I agree. We've played like 5 times on the ladder before this, I've always been nice even when you cheesed me twice while trying to make GM. That was meant to be a joke, not BM :/ Either way, I removed the screenshot, it wasn't relevant to the guide at all and was just meant to add humor On topic, some people aren't reading the "Further points for discussion" - I didn't have time to test 1-gas variants, variants where you keep mining gas for sentries or stalkers, etc, so if anyone wants to test them, please just post here or PM me what you find. Also, about the FFE build order - naturally, if you scout a hatch first, you should nexus first. However, some of the replays I posted are from when I was grinding the exact same build on the ladder just getting a feel for it, which is why there's probably a game or two where I go forge --> nexus --> cannon --> gateway --> pylon even when scouting a hatch first. Cannon rushing or nexus first gateway before cannon are the best ways to PvZ against hatch first of course. | ||
iAmJeffReY
United States4262 Posts
Losing to it should be more of a sign that you need to revamp scouting, or map awareness, even when you fast 3 hatch and late gas. | ||
TangSC
Canada1866 Posts
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RemarK
United States452 Posts
On April 11 2012 04:49 TangSC wrote: I suppose the best way for zerg to scout/respond to this would be to use the overlord to scout toss expansion gas (or an overlord sack to see the gateways building). Starting the warren around 6:30 and even cutting drone production earlier than 62 supply could probably defend this easier than greedier versions. I think the most important thing for Zerg to scout is gas not being mined in the main - if they scout that quick enough, they can just cut drones at 45~, make 3-4 spines at each base, and be decently well-prepared for it. The key is having roaches + a few spines out, neither on their own I think is enough to hold, especially if the Protoss focuses on sustained pressure on one base instead of splitting | ||
qwertzi
111 Posts
On April 10 2012 14:33 soLremarK wrote: you need to be sure you wind up with 16 probes per mineral field at each of your bases I tried that, but somehow i was maxed with probes before i could push :D | ||
freetgy
1720 Posts
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HelloSon
United States456 Posts
On April 11 2012 04:55 soLremarK wrote: I think the most important thing for Zerg to scout is gas not being mined in the main - if they scout that quick enough, they can just cut drones at 45~, make 3-4 spines at each base, and be decently well-prepared for it. The key is having roaches + a few spines out, neither on their own I think is enough to hold, especially if the Protoss focuses on sustained pressure on one base instead of splitting don't Zergs usually sac overlord around ~7 minutes? | ||
Piledriver
United States1697 Posts
On April 10 2012 21:49 TheYellowOne wrote: This build has been around for almost an entire year now known as the DragonSlayer TripleX 10gate. If you were at all creative when coming up with builds you'd come up with a build that hasn't been around for a year before naming it after something else. Also, you're meant to proxy all 10 gateways in the corner of the map so it doesn't get scouted and shut down easy mode. For example, the corner of the main in the close by ground main on shakuras, Saccing ovies to check gas timings/tech of choice is very prominent on servers like NA and it gives you no real means of denying it on most maps especially with smaller mains In addition, the actual build order you posted is extremely inefficient and once again shows how behind you are. 15 or 16 nex then forge variations have been proven to be safe and more economic; it's about the only alternative looking to achieve saturation ASAP. Further, if you actually knew how to play toss properly you'd know that chronoboost management is key with a build like this. you don't actually need to chrono nonstop, you can have the mineral build up to warp in 10 zealots easily; this implies you can save the chronoboosts to be able to chrono 6 or 7 of your gateways RIGHT after you warp in your first round. This then implies that you can wait for about 19 seconds and you'll get another round of zealots that actually don't get shut down by a few roaches idiots tend to preemptively make. Backing them up and losing one or two while also giving the zerg time to make a round of units that 19 seconds faster is just absurd. I don't know who taught you to all in in the amazing 1200's master leagues of NA but if you're going to make a manmode build you should at least give it some real thought before posting this as something people should imitate. You're just giving the server more of a bad name in saying poorly constructed build orders get you wins because it's NA. WTF is a Dragonslayer Triplex 10 gate build? Seriously no search results turned up on google or TL, so I'm just going to assume that you are hardcore trolling at this point. | ||
NOOBALOPSE
Canada802 Posts
On April 10 2012 17:55 Ventor wrote: No creativity or open mind -> zerg always User was warned for this post Lol?? WTF banner is biast!! LOL. Look they pretty much said the same thing one gets a ban other gets warning ![]() | ||
tomatriedes
New Zealand5356 Posts
On April 11 2012 06:31 NOOBALOPSE wrote: Lol?? WTF banner is biast!! LOL. Look they pretty much said the same thing one gets a ban other gets warning ![]() You can take off your tinfoil hat- [D]reAm got banned because he's a PBU. http://www.teamliquid.net/forum/viewmessage.php?topic_id=32696¤tpage=1212 | ||
Markwerf
Netherlands3728 Posts
On April 11 2012 04:55 soLremarK wrote: I think the most important thing for Zerg to scout is gas not being mined in the main - if they scout that quick enough, they can just cut drones at 45~, make 3-4 spines at each base, and be decently well-prepared for it. The key is having roaches + a few spines out, neither on their own I think is enough to hold, especially if the Protoss focuses on sustained pressure on one base instead of splitting Zerg doesn't need to bother scouting the main gasses at all as this stuff is just strictly worse then a zealot/stalker attack. As long as zerg has their roach warren in time and starts making roaches in time this stuff is just much easier to repel then a normal +1 6/7 gate. There is literally no reason to stop mining gas and force yourself into 3 more gates only to get a weaker unit combination.. | ||
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