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On June 24 2012 07:30 Fogetaboudit wrote: thank you!
I've been trying to wall off with the Nexus but haven't put much thought into the placement so every sim city is just a huge cluster***k
I think the extra Nexus pays for itself remarkably fast and you can afford a second blind cannon in addition to many sacrificial scouting probes.
You're welcome 
I agree 100% that the third nexus pays for itself. This build is all about gas anyways, so it's not like I don't have the minerals to spare...it's more like a 300 mineral investment into a pylon that does a lot of stuff for me. I figure I'll have 300 minerals laying around if I don't invest that money into 2 more gateways.
I honestly have the problem of overprobing sometimes now, so I have to remind myself to cut workers after being so mentally trained to constantly make probes in this game. You honestly can just stop workers when you're in the 45-50 range, focus on buildings for a while, and then get workers after starting the third and getting its sim-city going (i.e. after the mineral dump is over and you have money for workers again). I like your idea of using throwaway probes to scout, too. That doesn't normally make sense, but when there's an exponential economy ramp engine involved, you can afford to treat some workers as disposable.
When I stay on top of my chrono it's pretty hard to produce consistently out of 4 Stargates. I wonder if 3 Stargates (instead of 4) and another earlier tech (HT or Collossus) is good off of 3 bases.
I agree. You don't really need 4 Stargates. 3 will produce Voids/Carriers fast enough to keep the fleet growing steadily. 3 is also enough to boost out 6 Phoenixes in less than a minute to deal with a surprise Muta flock. That seems to be the menchmark for me, so I'm cool with 3 of them. I usually like to go:
(after Core) Stargate Beacon Mothership 2 more Stargates
so I think maybe the right choice is to go more like this:
(after Core) Stargate Beacon Mothership Stargate #2 Robo Stargate #3 When Robo finishes, get a Bay and then maybe add another Robo. I don't know if you can afford to pump 2 Colossi while pumping 3 stargates, so maybe you get a second Robo in case of emergencies and cut down on Stargate production to boost Colossi against Hydra timings.
I think that Robo tech is the right choice, and I'll give a few reasons.
For starters, Robo tech is more useful than Twilight tech at that stage of the game. You don't have much use for blink or charge. Warp-in Zealots are useful to harass or to emergency defend, but you don't really need charge for them to do their job at that stage (it's more of a luxury than a necessity). The same goes for Stalkers, which you're realistically only going to make on 3 base if your opponent suddenly shows up with a ton of mutas and you need some defense. And then if you look at what else you get from the Twilight Council, it's Forge-based upgrades past level 1 (Who cares?), HT tech, and DT tech. You know your opponent is going to have spores everywhere, so DTs are basically a terrible idea. HTs are good, but are they really worth going down this tech road and having nothing else to show for them?
On the other hand, a Robo is useful as soon as you get it. While the Twilight is just a stepping stone to Templar Archives, a Robo gives you 3 different things as soon as its built. You can use an Observer and a Void/Zealot to go around clearing creep tumors. You can get an Immortal to help against a giant roach push. You can get a Warp Prism, which lets you attack into Spore-defended areas by dumping your excess minerals into Zealots--or even just bring a Prism with your air army and warp in ground units when you attack across cliffs. All 3 of these units are useful, and even if you usually just get one observer you can at least know that you can build other stuff to deal with timing-based situations or to just give the 3base stage of your Skytoss game more versatility.
And then, there is the actual contrast between Storm/Archons and Colossi. At this point in the game, you're always going to have better upgrades than your opponent's air units because you're just way ahead in starting them, so you can win even food battles of air vs air with the right mix of Stargate Units and smart decisions about where and when to engage. What you have to really worry about are Hydras and Infestors, so I think it's fine to have only anti-ground AoE at that stage of the game.
Storm finishes faster than Thermal Lance and Templar Archives build faster than a Robo Bay, but the upshot to Colossus here is that it's useful before Thermal Lance. HTs are functionally feedback machines and nothing else before storm unless you turn them into archons, so that makes them dead weight against some of the faster Hydra timings. But if you have a Colossus pop out, you can immediately have it do some damage to the Hydra ball. Even if it trades away because it has even range with Hydras, at least it does some damage. Archons...not so much. Plus, while you can get good storms against Hydras off creep, you only have so many storms available. Colossi, on the other hand, have an infinite number of shots available to them. They don't screw around. Also, Colossi can cliff walk
This doesn't mean I think Storm is bad; it's obviously amazing and it helps fight the Corruptors straight-up. But I would rather delay the Twilight until some later time. Maybe it's best when I take my fourth and I'm starting to build a bunch more Gateways, so I'm more capable of putting the twilight to use at that point. That's also leading into the time when I'll have 8 geysers instead of 6, and HTs are really gas-intensive alongside an already gas-greedy mass air composition.
EDIT: Condemned Ridge Wall-Off:
![[image loading]](http://i.imgur.com/bLQMj.jpg)
Pretty simple. Here's Antiga:
![[image loading]](http://i.imgur.com/zwiz5.jpg)
This is a wall for the ramp. The macro nexus conveniently lets you do this, whereas before it was a really big pain in the ass to wall this huge ramp. Alternatively, there's this awesome trick:
![[image loading]](http://i.imgur.com/uFORg.jpg)
Yo dawg I heard you like nexus so I put a nexus next to your nexus so you can wall off your nexus. If you position it here, it's a wall from your ramp to your expansion. If you move it up or down a slot, it's not a wall because corners can be cut...be careful.
![[image loading]](http://i.imgur.com/fLGS7.jpg)
Here's that wall-off with the forge past the mineral line to barricade a cannon in, which deters run-bys.
![[image loading]](http://i.imgur.com/wP73V.jpg)
Here's the spot I think the second cannon would probably go (seems obvious).
I think walling the big ramp with the Zealot block is probably safer, but it's hilarious that you can exctly block your main ramp to your expo with the macro nexus. I bet zergs do this in ZvZ with macro hatches sometimes, but it was news to me when I tried it.
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On June 23 2012 21:02 Nyast wrote: Carriers are needed because of infestors. A couple fungals can do a lot of damage to a huge mass of voidrays, so if Zergs goes mass mass infestors, you're in trouble with pure carriers.
Templars are of course a good counter to infestors, but there's a critical point, when Zergs has > 20 infestors, where no matter what number of templars you have, you won't be able to feedback/kill all those infestors before they chained their fungals and killed your voidrays. The number of infested terrans will be insane too..
Maybe tempests will help, as they can kill infestors from a huge distance, but the dynamics would completely change. With carriers you can fight Zerg's army directly; with tempests, it is likely that you'll have to treat them like brood lords, and advance step-by-step while using the rest of your army as a shield. Imagine 6-7 tempests shooting at 22 range with 20+ voidrays and 8+ templars to keep them protected.. hmm hmmm
Carriers still clump, and can be ganked by large numbers of infested terrans with fungals. The thing is, high templar scale with infestors pretty well, because clumps of infestors can just be stormed instead of feedbacked, and it works more or less the same. Works pretty well on infested terrans too.
But carriers are definitely needed in that role of high dps vs large numbers of low armor units. Hydras just melt against carriers, and void ray/carrier is generall stronger than corruptor/hydra, depending of course on the engagement.
On June 24 2012 07:30 Fogetaboudit wrote: thank you!
I've been trying to wall off with the Nexus but haven't put much thought into the placement so every sim city is just a huge cluster***k
I think the extra Nexus pays for itself remarkably fast and you can afford a second blind cannon in addition to many sacrificial scouting probes.
When I stay on top of my chrono it's pretty hard to produce consistently out of 4 Stargates. I wonder if 3 Stargates (instead of 4) and another earlier tech (HT or Collossus) is good off of 3 bases.
Depends on what you are making. Keep in mind that the number of production facilities you want to have simultaneously running is determined by the income cost of the units you are making. Carriers, because of their insane build time, are much cheaper in terms of income than void rays and phoenixes, despite their higher base cost. I usually go for the 4th stargate when I'm producing mostly carriers, otherwise the income cost of void rays is just a little too high.
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Hey! I've switched back to zerg, and am top gold. I played vs a diamond protoss in a private match and he did a similar strategy vs me. I didn't make corruptors until the very end (he made a few carriers). My analysis of the replay and playstyle tells me that an excellent unit comp would be infestor queen, with corruptor support. The corruptors will only be used to kill carriers and mommaships. This is because pure infestors aren't enough (rofl units lost tab when he kills ~40 of mine at once), and all other anti-air costs gas. I tried spores, but it's really tricky to get that to work
Here is the replay: http://drop.sc/204699
Yes, we both made mistakes throughout the game, but I feel that the gamewinning move was the queens and infestorsfungalling and killing it all :D
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Mavvie, you won because the toss made four huge mistakes. (1) Toss never got a mothership, ever. The mothership is the core of this strategy, and he would have roflstomped you easily if he had one. Every time you fungaled him, he could have simply recalled out with zero losses after killing a bunch of your units. As it was, he lost about 20 voids to fungal, -twice- (which was completely unnecessary). (2) Toss had no carriers until he was already dead (~39 minutes). Against infestor hydra, they are extremely important. You would have lost tons of infestors to interceptors while trying to fungal him, and he could simply mass recall out and take no losses. He had no diversity in his composition (apart from a single colossus)--big mistake. (3) Toss had 15 cannons powered off of two pylons at his fourth, and a similar artosis-pylon situation at his third, which allowed you to do damage to his economy late-game. (4) Toss had no HTs to feedback/storm infestors.
I (also a diamond toss) have roflstomped every composition you sent at him with this style, and I believe I can safely say the compositions you used are not an issue for this style. If you don't believe me, I'd be happy to play some games with you, where you can build up and try whatever timing attacks / compositions you like.
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trbot, I agree with everything you said. In fact, after the game I told him to get mothership and not have artosis pylons. However, I feel that queens ARE the answer to this strategy. Whenever infestors are used, there's a buffer. Be it roaches, lings, ultras, etc. however, the only anti-air that is being used as a buffer is hydras, which get insta-gibbed by everything that isn't a stalker, sentry, or zealot. I think that queens solve this problem -- they ARE tanks. Only archons so bonus damage, and with 3-3 they're formidable. They also have a lot of HP, only cost minerals, and have 7 range compared to fungal's 9; infestirs can sit behind and cast away. Transfuse op too! I suppose this is vulnerable to feedback, but HT cost so much gas and queens only minerals, so I'd trade that any day. Just theorycraft, but I think that with creep, spores, queens, and infestors, you should be able to defeat this strategy. Also, mass transfuse queen is great at breaking cannon lines! Just my thoughts, I'd love to try it in-game sometime!
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I agree from playing against mass queens a few times; they are really strong against air en masse. However, they do have the pitfall of taking 50 seconds to build from a hatchery...if you lose that queen army then it's 50 seconds per hatchery and that's a lot of macro hatches needed just to remax it in a timely fashion. So the goal with mass queens would probably be to keep that army intact and not really plan to trade so much with it. That doesn't make it bad, but it is a major strategic vulnerability to exploit. Everything has a weakness.
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yeah queens are pretty sick considering their cost.
Mass queen to spread creep and push your base with spores has forced some fights that I was not ready for.
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Having some real trouble actually placing these buildings properly in games, especially on Daybreak. I have to train my brain to put the pylon in the right spot on the low ground, which is a huge pain in the ass. As a result of screwing that up, I lost a couple ladder games to roach/ling aggression that never would have succeeded with a properly placed cannon and void ray first (note to self: Void Ray for defense and then Phoenix to scout).
I think that it actually might be better (for some maps) to go with a sentry expand and then, instead of walling off the natural with gateways, put a macro nexus down and go from there.
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On June 25 2012 09:11 ineversmile wrote: I agree from playing against mass queens a few times; they are really strong against air en masse. However, they do have the pitfall of taking 50 seconds to build from a hatchery...if you lose that queen army then it's 50 seconds per hatchery and that's a lot of macro hatches needed just to remax it in a timely fashion. So the goal with mass queens would probably be to keep that army intact and not really plan to trade so much with it. That doesn't make it bad, but it is a major strategic vulnerability to exploit. Everything has a weakness.
Yeah, I have long maintained that this is the best Zerg composition to defend against the Skytoss style. Corruptor/queen/infestor is pretty ridiculous, and mineral dumping into lings turns into run-bys galore, cause carriers and void rays ain't that quick. It can get pretty ugly if a Zerg insta-reads Skytoss and responds with tons of queens. Fortunately, queens are slow as hell off creep so they can't push out very early and that gives you time to tech to chargelot archon, which works quite well against that comp.
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On June 23 2012 13:33 trbot wrote:I made a TL account specifically to reply to this thread. I'm only a diamond player, but I've beat several zerg masters with this, and I've beaten other diamond players repeatedly (read: 5 times in a row), even when they know it's coming. I've held off speedling allins, roach ling allins, stephano roach max, big hydra pushes, hydra drops, infestor pushes, mass upgraded corruptor armies (55+!), hydra infestor armies, queen spore hydra infestor slow-pushes, and most of my games last ~40 minutes, and end with us both on 6-base with maxed armies when I made the final trade and come out OVERWHELMINGLY ahead. My win-rate PvZ has also turned spectacular overnight. Protoss air is awesome, and it seems like many discount it before they've done their due diligence in exploring it. Simple things like treating it as a means to a high-econ macro game (rather than a mid-game allin), defensive recall (to save you from fungal death), having the appropriate mix of void-carrier (terrans die because of too many marauder in their MMM-ball, why would toss air compositions be any different?), and pairing your lategame army with storm and a few archons go a long way to securing your victory. However, ultimately, the ability to play a 40 minute macro game versus a zerg opponent, to be safe from virtually all mid-game pressure, to match him on economy the entire game, to negate broodlords, and to deny his harrassment with solid cannon usage, mothership (and other air) placement, and high protoss technology, is phenomenal. I'm incredibly grateful to you for turning me on to this strategy, and nothing saddens me more than the fact that the removal of carriers from HoTS will substantially weaken the end-game 'toss air composition against infestor-hydra heavy armies. Nevertheless, this style demands further study, and I urge everyone to give it a shot. Thank you fogedaboutit. A few replays: + Show Spoiler +Dismantling a BM top8-diamond zerg. He thought his ling pressure killed my third (even after seeing my mothership) and got overconfident. (I BM back towards the end. Sorry about that. Maybe I'll get that rematch one day...) http://drop.sc/201629Another game vs a top8-diamond zerg. He asks me if I'm smurfing during the game, and accuses me of it again afterwards. =D http://drop.sc/200335A game vs a mid-diamond zerg. Storm is so good in those final battles... http://drop.sc/200328I have dozens more replays like this. I've only really died to super fast (~12min) hydra pushes at my natural, followed up by another quick hydra push to finish the job, and I think it was my fault that I took my third too late, and didn't rebuild my wall / cannons quickly enough.
Beautiful post, and I loved the first replay. That must've felt so good after you slaughtered his corrupter comp after all that bm.
To everyone saying to go robo tech before storm, do any of you guys have replays of robo tech in action with fast mothership/skytoss? I theorycraft that collosus take too long to build/get murdered by corrupters/take 6 supply vs 2 and that storm crushes hydra as hard as thermal lance, but I'd love to see replays of them in action. Thanks for sharing!
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I simpley love this build as well. PvZ was my worst match up and then I tried this. Now I'm about 90% winrate vs zerg and this is high plat/low dimond. I've only had ONE zerg actually say "gg" at the end of a game though. It seems like they think they are loosing to some noob going mass voids and not a rather refined start.
Thanks for the build
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I've hit a wall in a few of my recent games, it seems like good Zergs have finally learned how to adapt to this strat. Don't make me wrong, I still have an excellent win ratio with it, but not as good as a month ago 
What gives me trouble is the very end game, when Zerg has tons of bases and a mass infestors/corruptors compo with a couple broord lords. My templars die quickly to the brood lords, I can only land a few storms; voidrays get fungaled to death, and Zerg can be agressive with the brood lords, attacking the fourth/fifth even if you have tons of cannons there. Meanwhile, corruptors eventually get good upgrades so your carriers/voids aren't as effective as in the mid game.
I still win most of the fights in this situation, but it's not as cost effective as it used to be. Zerg has a lot more bases, creep everywhere and spends his minerals excess in as many spores/spines as you do with cannons ( 10+ per expo ), which buys time for infestors to come back, so harassing just becomes impossible. With not-so-cost-effective trading, it's only a matter of time before my third runs out of ressources, and I slowly lose the game from there.
Which brings me to my question: how do you deal with mass infestors (20+) / corruptors (16+) and a few brood lords (6) ? Typically I'll have a mothership, 5-6 templars, 14-16 voidrays and the rest in carriers ( 5-6 ). Should I adapt my compo to colossi instead of templars when I see mass infestors ?
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On June 25 2012 18:34 Nyast wrote:I've hit a wall in a few of my recent games, it seems like good Zergs have finally learned how to adapt to this strat. Don't make me wrong, I still have an excellent win ratio with it, but not as good as a month ago  What gives me trouble is the very end game, when Zerg has tons of bases and a mass infestors/corruptors compo with a couple broord lords. My templars die quickly to the brood lords, I can only land a few storms; voidrays get fungaled to death, and Zerg can be agressive with the brood lords, attacking the fourth/fifth even if you have tons of cannons there. Meanwhile, corruptors eventually get good upgrades so your carriers/voids aren't as effective as in the mid game. I still win most of the fights in this situation, but it's not as cost effective as it used to be. Zerg has a lot more bases, creep everywhere and spends his minerals excess in as many spores/spines as you do with cannons ( 10+ per expo ), which buys time for infestors to come back, so harassing just becomes impossible. With not-so-cost-effective trading, it's only a matter of time before my third runs out of ressources, and I slowly lose the game from there. Which brings me to my question: how do you deal with mass infestors (20+) / corruptors (16+) and a few brood lords (6) ? Typically I'll have a mothership, 5-6 templars, 14-16 voidrays and the rest in carriers ( 5-6 ). Should I adapt my compo to colossi instead of templars when I see mass infestors ? Was giving a thought about lategame also. From what i can see, if you meet a zerg liek that, you need to destroy his production. Unfortunatly i totally forgot who it was, but there was a game when someone of high Protoss playec against AcerBly on Metropolis and went for quck air. What he did in super lategame is added 2 speed prisms with DT's and with constant warp-ins and DT sniping reduced the Z's basecount to 3, so he could've remax so fast.
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Yeah, I also like going multiple speed prisms to deal with their death ball. You can fight it if you really want to, but I would much rather just go kill their production first, then fight them at my cannons.
If they only have 6 Broods, a handful of Colossi can handle the Infestors/Infested Marines in the beginning of the fight and help you get that positional edge you need.. Then you can either choose to kill the broods or the corruptors, depending on what they decided to pick off. If they took away the mothership, I like going for broods and switching into mass blink stalker with Archons because it's mobile on its own. Then I hunt down the corruptors with the stalkers because they move the same rate and have blink. On the other hand, if the mothership lives, I go for the corruptors and keep the fleet going. Usually them going for the mothership will lead to a lot of corruptors getting vortexed, if you have it in a safe position.
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On June 25 2012 19:16 Rimak wrote:Was giving a thought about lategame also. From what i can see, if you meet a zerg liek that, you need to destroy his production. Unfortunatly i totally forgot who it was, but there was a game when someone of high Protoss playec against AcerBly on Metropolis and went for quck air. What he did in super lategame is added 2 speed prisms with DT's and with constant warp-ins and DT sniping reduced the Z's basecount to 3, so he could've remax so fast.
I'd like to, but there are 10 spines and 10 spores at EACH expo. You need a huge army to kill that. I'm not joking when I say the Zerg dumps his excess minerals into defenses. He does exactly what you do as a toss with cannons everywhere.
The main may be the weakest point though, so you may snippe some tech buildings, but he'll immediately remake them somewhere else. That buys you a minute max, I doubt that's the answer to this problem 
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On June 25 2012 18:34 Nyast wrote:I've hit a wall in a few of my recent games, it seems like good Zergs have finally learned how to adapt to this strat. Don't make me wrong, I still have an excellent win ratio with it, but not as good as a month ago  What gives me trouble is the very end game, when Zerg has tons of bases and a mass infestors/corruptors compo with a couple broord lords. My templars die quickly to the brood lords, I can only land a few storms; voidrays get fungaled to death, and Zerg can be agressive with the brood lords, attacking the fourth/fifth even if you have tons of cannons there. Meanwhile, corruptors eventually get good upgrades so your carriers/voids aren't as effective as in the mid game. I still win most of the fights in this situation, but it's not as cost effective as it used to be. Zerg has a lot more bases, creep everywhere and spends his minerals excess in as many spores/spines as you do with cannons ( 10+ per expo ), which buys time for infestors to come back, so harassing just becomes impossible. With not-so-cost-effective trading, it's only a matter of time before my third runs out of ressources, and I slowly lose the game from there. Which brings me to my question: how do you deal with mass infestors (20+) / corruptors (16+) and a few brood lords (6) ? Typically I'll have a mothership, 5-6 templars, 14-16 voidrays and the rest in carriers ( 5-6 ). Should I adapt my compo to colossi instead of templars when I see mass infestors ?
Do you have any replays of your losses? That's really the only way I can learn anything if I watch gameplay.
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On June 25 2012 20:27 Nyast wrote:I'd like to, but there are 10 spines and 10 spores at EACH expo. You need a huge army to kill that. I'm not joking when I say the Zerg dumps his excess minerals into defenses. He does exactly what you do as a toss with cannons everywhere. The main may be the weakest point though, so you may snippe some tech buildings, but he'll immediately remake them somewhere else. That buys you a minute max, I doubt that's the answer to this problem 
I just ignore the static defenses, focus a hatch and run... If his army shows up, I recall. Unless he focus fires, you don't have more than a spore or two shooting one unit, and your air army will melt the hatch in seconds. Typically, I lose one void, and kill a hatchery. I rinse and repeat, nabbing another hatchery, and return home. Every 100 energy on your mothership is an opportunity to snipe a well defended hatch, or several undefended ones.
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On June 25 2012 20:39 trbot wrote:Show nested quote +On June 25 2012 20:27 Nyast wrote:I'd like to, but there are 10 spines and 10 spores at EACH expo. You need a huge army to kill that. I'm not joking when I say the Zerg dumps his excess minerals into defenses. He does exactly what you do as a toss with cannons everywhere. The main may be the weakest point though, so you may snippe some tech buildings, but he'll immediately remake them somewhere else. That buys you a minute max, I doubt that's the answer to this problem  I just ignore the static defenses, focus a hatch and run... If his army shows up, I recall. Unless he focus fires, you don't have more than a spore or two shooting one unit, and your air army will melt the hatch in seconds. Typically, I lose one void, and kill a hatchery. I rinse and repeat, nabbing another hatchery, and return home. Every 100 energy on your mothership is an opportunity to snipe a well defended hatch, or several undefended ones.
Yeah, that may work sometimes but it's a bit random. Your air army is moving quite slowly so he may have time to spot where it's heading to, and move his corruptors or infestors there in time. In which case you'll be forced to recall before you can kill the hatch
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On June 25 2012 18:34 Nyast wrote: Which brings me to my question: how do you deal with mass infestors (20+) / corruptors (16+) and a few brood lords (6) ? Typically I'll have a mothership, 5-6 templars, 14-16 voidrays and the rest in carriers ( 5-6 ). Should I adapt my compo to colossi instead of templars when I see mass infestors ?
No, you should get 8 templars, 2-3 colossus and some archons instead of some carrier, the archons will tank the broodlords shoot while de colossus will kill every infestor coming in range of fungal even if you're not reactive with feedback. Archons are really good at killing corruptors when they stack too. The only time i lost with this army was because of a huge mistake, getting my mothership controlled by an infestor and vortex on my voidrays.
The problem with carrier is they are good if the zerg lets his corruptors fire at the interceptors but if he does some nice focus fire they die so fast :/ moreother a mass infested terran with the scroll trick kill the interceptors so fast they are useless.
I dont know if it's the same for you but everytime the zerg scout my double stargate he tries to push me hard, even going all in and most of the time that's the point where he loses the game, so i dont face so much huge 3/3 corruptors/infestors army. Most of time i just show my voidrays but i dont push with them tough i dont want to kill him right now and showing 4 voidrays will force 3 spore on each bases or he will send full ling roach on my b2, i lost sometimes because i had my 4 firsts voidrays trying to deal with 4 queens and 3 spores whereras they would have been so great in defense.
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On June 25 2012 18:34 Nyast wrote:I've hit a wall in a few of my recent games, it seems like good Zergs have finally learned how to adapt to this strat. Don't make me wrong, I still have an excellent win ratio with it, but not as good as a month ago  could be just bad luck yesterday but yeah same here 
I still have an absurd win ratio but I actually lost two PvZ yesterday. I'm not losing faith because my execution in these games was pretty poor and I was busy messing around with the macro hatchery BO's. When I stop having areas to improve I will feel this is not viable at any higher levels.
Also, I lost a game a few days ago versus a guy who RUSHED for Neural... when I went to poke for harass he insta stole all 7 of my units, before I realized what was going on, lol. Gonna have to watch out for that in the future. Neural is not good in big numbers but in small numbers the infestors can destroy almost everything while keeping perfect retention. It's very micro intensive and it basically comes down to whether or not you have carriers.
On June 25 2012 18:34 Nyast wrote: Which brings me to my question: how do you deal with mass infestors (20+) / corruptors (16+) and a few brood lords (6) ? Typically I'll have a mothership, 5-6 templars, 14-16 voidrays and the rest in carriers ( 5-6 ). Should I adapt my compo to colossi instead of templars when I see mass infestors ?
I think colossi first is better than storm, you will be guaranteed to shred a few infestors each time there is an engagement, and you can always recall after enough fungals drain your shields.
come at me bro!
+ Show Spoiler +
I know I have too many colossi here but there is no way this army is losing to infestors, LOL.
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