• Log InLog In
  • Register
Liquid`
Team Liquid Liquipedia
EDT 04:24
CEST 10:24
KST 17:24
  • 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
Code S Season 2 (2026) - RO8 Preview2[ASL21] Finals Preview: Two Legacies21Code S Season 2 (2026) - RO12 Preview2herO wins GSL Code S Season 1 (2026)5Code S Season 1 (2026) - RO4 & Finals Preview5
Community News
Weekly Cups (May 18-25): MaxPax wins doubles0Crank Gathers Season 4: BW vs SC2 Team League4Weekly Cups (May 11-17): Classic wins double0Code S Season 1 (2026) - RO8 Results2Weekly Cups (May 4-10): Clem, MaxPax, herO win1
StarCraft 2
General
Code S Season 2 (2026) - RO8 Preview Weekly Cups (May 18-25): MaxPax wins doubles herO wins GSL Code S Season 1 (2026) Code S Season 2 (2026) - RO12 Preview Weekly Cups (May 11-17): Classic wins double
Tourneys
Crank Gathers Season 4: BW vs SC2 Team League GSL Code S Season 2 (2026) GSL Code S Season 1 (2026) Sparkling Tuna Cup - Weekly Open Tournament Maestros of The Game 2 announcement and schedule !
Strategy
Custom Maps
[D]RTS in all its shapes and glory <3 [A] Nemrods 1/4 players
External Content
Mutation # 527 Hell Train The PondCast: SC2 News & Results Mutation # 526 Rubber and Glue Mutation # 525 Wheel of Misfortune
Brood War
General
[ASL21] Finals Preview: Two Legacies 25 Years Since Brood War Patch 1.08 BGH Auto Balance -> http://bghmmr.eu/ VPN experiences vespene.gg — BW replays in browser
Tourneys
[ASL21] Grand Finals [Megathread] Daily Proleagues Escore Tournament StarCraft Season 2 Small VOD Thread 2.0
Strategy
Any training maps people recommend? Muta micro map competition [G] Hydra ZvZ: An Introduction Fighting Spirit mining rates
Other Games
General Games
Path of Exile Nintendo Switch Thread Stormgate/Frost Giant Megathread Dawn of War IV ZeroSpace Megathread
Dota 2
The Story of Wings Gaming
League of Legends
Heroes of the Storm
Simple Questions, Simple Answers Heroes of the Storm 2.0
Hearthstone
Deck construction bug Heroes of StarCraft mini-set
TL Mafia
Vanilla Mini Mafia Mafia Game Mode Feedback/Ideas TL Mafia Community Thread Five o'clock TL Mafia
Community
General
US Politics Mega-thread Trading/Investing Thread Russo-Ukrainian War Thread Dating: How's your luck? European Politico-economics QA Mega-thread
Fan Clubs
The herO Fan Club!
Media & Entertainment
[Manga] One Piece Anime Discussion Thread [Req][Books] Good Fantasy/SciFi books
Sports
2024 - 2026 Football Thread McBoner: A hockey love story TeamLiquid Health and Fitness Initiative For 2023 Formula 1 Discussion
World Cup 2022
Tech Support
streaming software Strange computer issues (software)
TL Community
The Automated Ban List
Blogs
Esports Organizations: Raisi…
TrAiDoS
Why RTS gamers make better f…
gosubay
ramps on octagon
StaticNine
ASL S21 English Commentary…
namkraft
Customize Sidebar...

Website Feedback

Closed Threads



Active: 1654 users

[D] PvZ - Establishing third with Skytoss (viable?) - Page…

Forum Index > StarCraft 2 Strategy
Post a Reply
Prev 1 31 32 33 34 35 48 Next All
-MoOsE-
Profile Joined March 2011
United States236 Posts
June 27 2012 15:21 GMT
#641
On June 27 2012 21:43 JayIsImbA wrote:
corrupters have the corruption ability which makes attacks deal 20% more damage to enemy units for 30 seconds. that's pretty huge and mass corrupters kill carriers/voids relatively easy if upgraded on the same level.


thats why it all comes down to the archon toilet and storming the corrupters late game
The King in the North Fighting
Ballistixz
Profile Joined January 2010
United States1269 Posts
Last Edited: 2012-06-27 16:19:06
June 27 2012 16:16 GMT
#642
On June 27 2012 21:43 JayIsImbA wrote:
corrupters have the corruption ability which makes attacks deal 20% more damage to enemy units for 30 seconds. that's pretty huge and mass corrupters kill carriers/voids relatively easy if upgraded on the same level.



its not that good of an ability. ppl say that corruptors are the "best anti air unit in the game" and that is true only if its a low number of air units corruptors are facing. against larget numbers corruptors wont do anything. if toss gets masses 3-3 air like that corruptors wont do anything. u litterally have to target fire everything for a corruptor to kill something when it comes to mass air vs mass air where as toss can just A move.

even mass terran air is hard to deal with when you only have corruptors.
Shikada
Profile Joined May 2012
Serbia976 Posts
June 27 2012 18:26 GMT
#643
Maxed out 3-3 air army is just much more resources invested into units than you invest into mass corruptor. And no, nothing beats airtoss on equal upgrades easily, that's just flat out wrong. Add a few archons and storms, and I think no zerg composition can beat it, or at least trade effectively, at all.
ExO_
Profile Blog Joined September 2009
United States2316 Posts
June 27 2012 18:41 GMT
#644
On June 28 2012 01:16 Ballistixz wrote:
Show nested quote +
On June 27 2012 21:43 JayIsImbA wrote:
corrupters have the corruption ability which makes attacks deal 20% more damage to enemy units for 30 seconds. that's pretty huge and mass corrupters kill carriers/voids relatively easy if upgraded on the same level.



its not that good of an ability. ppl say that corruptors are the "best anti air unit in the game" and that is true only if its a low number of air units corruptors are facing. against larget numbers corruptors wont do anything. if toss gets masses 3-3 air like that corruptors wont do anything. u litterally have to target fire everything for a corruptor to kill something when it comes to mass air vs mass air where as toss can just A move.

even mass terran air is hard to deal with when you only have corruptors.


I completely disagree. For the supply, corrupter vs Protoss air are incredibly supply efficient and cost efficient, especially vs carriers. Maxed out VRs vs maxed out corrupter might be able to do the job, but the VR max out cost is significantly higher and more time consuming than the corrupter, particularly when considering how larve works for zerg vs stargates for toss.
Nyast
Profile Joined November 2010
Belgium554 Posts
Last Edited: 2012-06-27 19:04:40
June 27 2012 19:03 GMT
#645
Corruptors are a real pain. I keep losing games stupidly because of them. Like, I have a great start, excellent macro, take a decently fast third ( 10' ), get my MS, make 10-15 cannons at my third, then start to move out to harass with a dozen voids or so.. and then suddenly comes 20+ corruptors that instantly snippe my MS. Cannons underneath it basically do no damage, the MS is shot in a second, so if you were looking away during that second, it's pretty much gg. You can remake a MS and it'll get snipped again asap as it's back. Doesn't matter if Zerg loses 10-15 corruptors each time and it's horribly cost innefficient for him, he can easily get on 6 bases and without recall, moving to harass with your air army is just too risky.

I recently tried to incorporate some early agression ( 4 gate + voidray pressure ) to slow down the Zerg, but the problem is that it slows you down a lot too, so I'm thinking of going back and getting into as much air as possible, as fast as possible.
Ballistixz
Profile Joined January 2010
United States1269 Posts
June 27 2012 19:05 GMT
#646
On June 28 2012 04:03 Nyast wrote:
Corruptors are a real pain. I keep losing games stupidly because of them. Like, I have a great start, excellent macro, take a decently fast third ( 10' ), get my MS, make 10-15 cannons at my third, then start to move out to harass with a dozen voids or so.. and then suddenly comes 20+ corruptors that instantly snippe my MS. Cannons underneath it basically do no damage, the MS is shot in a second, so if you were looking away during that second, it's pretty much gg. You can remake a MS and it'll get snipped again asap as it's back. Doesn't matter if Zerg loses 10-15 corruptors each time and it's horribly cost innefficient for him, he can easily get on 6 bases and without recall, moving to harass with your air army is just too risky.

I recently tried to incorporate some early agression ( 4 gate + voidray pressure ) to slow down the Zerg, but the problem is that it slows you down a lot too, so I'm thinking of going back and getting into as much air as possible, as fast as possible.



void rays can do more for there cost. once voids take out corrptors for example they can still be a threat and atk ground/snipe hatches. corruptors how ever are wasted supply. once all air is gone toss can just make a ground switch and roll.
Fogetaboudit
Profile Joined July 2010
United States232 Posts
Last Edited: 2012-06-28 03:02:58
June 27 2012 21:38 GMT
#647
honestly instead of macro nexus I have been just planting it at the third behind 1 cannon versus ECO openings from zerg

I'm not convinced they can do anything about it just yet. All they have are slow lings, which are not good vs 1/2 cannons. I constantly sacrifice probes to scout when I take this obnoxious third, and since I have instant access to more patches you can afford to be even more ridiculous! with cannon defense.

here is an example of the fast three base (again the build order is kinda off but the general idea is shown.)

http://drop.sc/209276

On June 28 2012 04:03 Nyast wrote:
Corruptors are a real pain. I keep losing games stupidly because of them. Like, I have a great start, excellent macro, take a decently fast third ( 10' ), get my MS, make 10-15 cannons at my third, then start to move out to harass with a dozen voids or so.. and then suddenly comes 20+ corruptors that instantly snippe my MS. Cannons underneath it basically do no damage, the MS is shot in a second, so if you were looking away during that second, it's pretty much gg. You can remake a MS and it'll get snipped again asap as it's back. Doesn't matter if Zerg loses 10-15 corruptors each time and it's horribly cost innefficient for him, he can easily get on 6 bases and without recall, moving to harass with your air army is just too risky.

I recently tried to incorporate some early agression ( 4 gate + voidray pressure ) to slow down the Zerg, but the problem is that it slows you down a lot too, so I'm thinking of going back and getting into as much air as possible, as fast as possible.


yeah you just have to recall right away and make them fly over as many cannons as possible for as long as possible. Mothership positioning and constant minimap awareness is important versus this sniping tactic. If they dump all of their gas into corruptors and souicide it onto your MS we need to watch the replay but I'm not very convinced they will have enough fungal to defend a dedicated counterattack.

Instead of just 100% "waiting for recall" I have been trying to improve my gamesense for when chainfungals are not possible, and when my army can do decisive damage. Honestly I'd say pump another MS a rounds of carriers and just go for it with a good spread and focus on micro, just theorycrafting though.
Rimak
Profile Joined January 2012
Denmark434 Posts
Last Edited: 2012-06-28 07:34:27
June 28 2012 07:33 GMT
#648
On June 28 2012 04:03 Nyast wrote:
Corruptors are a real pain. I keep losing games stupidly because of them. Like, I have a great start, excellent macro, take a decently fast third ( 10' ), get my MS, make 10-15 cannons at my third, then start to move out to harass with a dozen voids or so.. and then suddenly comes 20+ corruptors that instantly snippe my MS. Cannons underneath it basically do no damage, the MS is shot in a second, so if you were looking away during that second, it's pretty much gg. You can remake a MS and it'll get snipped again asap as it's back. Doesn't matter if Zerg loses 10-15 corruptors each time and it's horribly cost innefficient for him, he can easily get on 6 bases and without recall, moving to harass with your air army is just too risky.

I recently tried to incorporate some early agression ( 4 gate + voidray pressure ) to slow down the Zerg, but the problem is that it slows you down a lot too, so I'm thinking of going back and getting into as much air as possible, as fast as possible.

Exactly the reason why i prefer to go for a faster tech, Like archons for corrupters.
Sniping a MS is Pain, but with tech you should be safe to take 4th even without MS.
And yea - vortex,vortex
But i must say that it's really close to GG when you lose the MS.
2000 Jungler 66% Hecarim, 63% Volibear, 60% Jarvan IV
Nyast
Profile Joined November 2010
Belgium554 Posts
Last Edited: 2012-06-28 08:40:20
June 28 2012 08:38 GMT
#649
On June 28 2012 06:38 Fogetaboudit wrote:
yeah you just have to recall right away and make them fly over as many cannons as possible for as long as possible. Mothership positioning and constant minimap awareness is important versus this sniping tactic. If they dump all of their gas into corruptors and souicide it onto your MS we need to watch the replay but I'm not very convinced they will have enough fungal to defend a dedicated counterattack.


You can't really have minimap awareness without a fast robo ( which I don't get, but I think I will from now on ). Zerg has total map control.

I've currently lost my last 5 games to Zerg when going skytoss. Whereeas just a month ago I went 10-0 with it

Most of those losses have one thing in common: once his third has kicked in, and Zerg realizes I'm going skytoss, he makes 10-15 corruptors and suicides them into my MS ( usually located behind 10 cannons at my third ). Once I've lost my MS, a doomspush happen. I've seen many variations, but the ones that scare me the most are mass hydras, and mass lings+bannelings.

Hydras definitely aren't cost effective, he'll likely lose his entire army, but I'll lose most of my cannons and half of my voidrays. By the time my MS has come back, there are more corruptors than my remaining air army can handle. I'm forced to play on the defensive, cannot ever get my fourth, while Zerg takes his 5th+, and can afford to throw wave of hydras after wave of hydra into me.

The second kind of push is scary. Zerg maxes on 15 corruptors and the remaining 200/200 of upgraded lings/bans. He'll attempt run-bys and busts left & right, and it just doesn't matter if you have 15 cannons and 15 voidrays, you won't be able to kill that many lings once he enters your base. The only way to survive is to not let your walls get busted by bannelings, and it's easier said than done since his army is very mobile, and yours isn't. In any case, getting your fourth is next to impossible..
Fogetaboudit
Profile Joined July 2010
United States232 Posts
Last Edited: 2012-06-28 09:02:39
June 28 2012 08:58 GMT
#650
On June 28 2012 17:38 Nyast wrote:
Show nested quote +
On June 28 2012 06:38 Fogetaboudit wrote:
yeah you just have to recall right away and make them fly over as many cannons as possible for as long as possible. Mothership positioning and constant minimap awareness is important versus this sniping tactic. If they dump all of their gas into corruptors and souicide it onto your MS we need to watch the replay but I'm not very convinced they will have enough fungal to defend a dedicated counterattack.


You can't really have minimap awareness without a fast robo ( which I don't get, but I think I will from now on ). Zerg has total map control.


when I say minimap awareness, I mean, watch the minimap, and be aware if corruptors are sharking nearby. Similar to how you would defend against drops.... I mean... your looking at the minimap. You don't put the mothership over the cannons, you put it behind them and constantly move it using the cannons as a shield.

As for the rest of the post it's pretty hard to be specific without seeing replays. I still have an absurd winrate north of 90% and I'm midish highish masters. Sorry to hear it's not working as well for you anymore.
HelioSeven
Profile Joined February 2012
United States193 Posts
June 28 2012 15:55 GMT
#651
On June 28 2012 17:38 Nyast wrote:
Show nested quote +
On June 28 2012 06:38 Fogetaboudit wrote:
yeah you just have to recall right away and make them fly over as many cannons as possible for as long as possible. Mothership positioning and constant minimap awareness is important versus this sniping tactic. If they dump all of their gas into corruptors and souicide it onto your MS we need to watch the replay but I'm not very convinced they will have enough fungal to defend a dedicated counterattack.


You can't really have minimap awareness without a fast robo ( which I don't get, but I think I will from now on ). Zerg has total map control.

I've currently lost my last 5 games to Zerg when going skytoss. Whereeas just a month ago I went 10-0 with it

Most of those losses have one thing in common: once his third has kicked in, and Zerg realizes I'm going skytoss, he makes 10-15 corruptors and suicides them into my MS ( usually located behind 10 cannons at my third ). Once I've lost my MS, a doomspush happen. I've seen many variations, but the ones that scare me the most are mass hydras, and mass lings+bannelings.

Hydras definitely aren't cost effective, he'll likely lose his entire army, but I'll lose most of my cannons and half of my voidrays. By the time my MS has come back, there are more corruptors than my remaining air army can handle. I'm forced to play on the defensive, cannot ever get my fourth, while Zerg takes his 5th+, and can afford to throw wave of hydras after wave of hydra into me.

The second kind of push is scary. Zerg maxes on 15 corruptors and the remaining 200/200 of upgraded lings/bans. He'll attempt run-bys and busts left & right, and it just doesn't matter if you have 15 cannons and 15 voidrays, you won't be able to kill that many lings once he enters your base. The only way to survive is to not let your walls get busted by bannelings, and it's easier said than done since his army is very mobile, and yours isn't. In any case, getting your fourth is next to impossible..


You and I have very different experiences with the fast mothership play. The whole reason I started going stargate first against Zerg was for map control. You get map vision with a robo, but no control. A small group of phoenixes can force all of your opponents overlords back into his base, and deny him any map vision for most of the mid-game. Just keep your phoenixes on patrol over important run-by lanes whenever you're not actively micro'ing them, and you should have plenty of map awareness off a stargate first.

Admittedly, if you tech into fast mothership and lose it, that can be a game ender many times right there. You need the MS to be able to hold the 3rd against that 11 to 12 minute push of either roach/hydra or ling/muta/corruptor, depending on your opponent's tech choices, obviously.

Regarding the issue of the corruptor suicide squad, I have died to this on occasion (same thing with hydra hit squads sent to your third). If you have 4 or 5 cannons at your third, this tactic by and large should not work, though. Keep you voids (you should have 3-4) with your mothership until you have the energy for that recall, because you absolutely can not be caught with your pants down like having your voids out harassing without the energy for a recall. As long as you are very quick about that recall, you MS should basically never die against a small group of a dozen corruptors.
If I smite you, have you been smitten?
thrawn2112
Profile Blog Joined June 2010
United States6918 Posts
Last Edited: 2012-06-28 16:39:22
June 28 2012 16:38 GMT
#652
what happens when zerg makes a ton of mutas and heads for the main or something? if zerg 100% commits to mutas it seems like you arent going to be able to defend with just pure cannon, and due to voidrays being slow and phoenixes needing to be massed in order to deal with a high muta count, i have a hard time believing you could defend all your bases without stalkers and fast twilight tech
"People think they know all these things about other people, and if you ask them why they think they know that, it'd be hard for them to be convincing." ES
Shikada
Profile Joined May 2012
Serbia976 Posts
June 28 2012 16:46 GMT
#653
On June 29 2012 01:38 thrawn2112 wrote:
what happens when zerg makes a ton of mutas and heads for the main or something? if zerg 100% commits to mutas it seems like you arent going to be able to defend with just pure cannon, and due to voidrays being slow and phoenixes needing to be massed in order to deal with a high muta count, i have a hard time believing you could defend all your bases without stalkers and fast twilight tech


Rarely will you see zerg commit this much to muta, and rightly so. You already have the infrastructure to make mass phoenix. With two stargates being chronoed you will build up a good number pretty quickly. Until then the mothership, cannons and void rays should minimize the damage. Even better, you have the fleet beacon for phoenix range upgrade.

So the transition is easy, and once the mutas are defeated you should have an easy time against a zerg that wasted so much gas.
thrawn2112
Profile Blog Joined June 2010
United States6918 Posts
June 28 2012 17:25 GMT
#654
On June 29 2012 01:46 Shikada wrote:
Show nested quote +
On June 29 2012 01:38 thrawn2112 wrote:
what happens when zerg makes a ton of mutas and heads for the main or something? if zerg 100% commits to mutas it seems like you arent going to be able to defend with just pure cannon, and due to voidrays being slow and phoenixes needing to be massed in order to deal with a high muta count, i have a hard time believing you could defend all your bases without stalkers and fast twilight tech


Rarely will you see zerg commit this much to muta, and rightly so. You already have the infrastructure to make mass phoenix. With two stargates being chronoed you will build up a good number pretty quickly. Until then the mothership, cannons and void rays should minimize the damage. Even better, you have the fleet beacon for phoenix range upgrade.

So the transition is easy, and once the mutas are defeated you should have an easy time against a zerg that wasted so much gas.


having the infrastructure to go mass phoenix and having enough phoenix to handle a critical mass of mutas are very different things. it's not like you will have the time to make enough phoenixes and get the range upgrade once you see the mutas fly into your base. i feel like for this build to be safe against heavy muta builds you would need to scout the spire way ahead of time, which means using hallucination, robo, or making a phoenix first to scout. however none of these options seem ideal to me because the 100 gas for hallucination or robo is desperately needed to get all the stargate tech and upgrades out, and i don't like the idea of trying to take a fast defensive third while opening stargate and going anything but voidray first. voidrays are only "decent" against roaches and lings because they are air units, phoenixes are even worse.
"People think they know all these things about other people, and if you ask them why they think they know that, it'd be hard for them to be convincing." ES
Shikada
Profile Joined May 2012
Serbia976 Posts
Last Edited: 2012-06-28 18:10:29
June 28 2012 18:08 GMT
#655
Well I don't know how exactly you play the skytoss style, but once I scout I'm safe from roach rushes and what not (with probes) I go double stargate and before 10:30 I hit with 4 void rays with +1 weapons. If he is rushing mutas he won't have them before 11 minutes, so if you attack at this time there's a good chance you'll spot his spire. The chance is bigger if you attack the main, since most zergs place their tech there, although which base you attack is very map specific (usually you will want to target the third since it's the hardest one to get the queens to).

So even if he rushed mutas he will have a few at most at this time, enough to beat with 4 +1 VRs, if he sends them to my base I'll drop a few canons next to my stargates and mineral lines and chronoboost phoenixes. When I attack with the inital 4 VRs I always rally stargates to my base, never to the VRs, because if he counter attacks you need those VRs home to defend. This is essential! So you will have those two VRs for defense, keep them over your canons and micro them until other canons are done and more phoenixes are out. Not to mention that your VRs will ravage his base if he tries this. Really, all this isn't even that hard, and it still surprises me how many zergs just flat out lose from the initial VR aggression.

Important notes:
- 4 VR +1 weapons harass rules
- against mutas use extra minerals (that you will have) for canons and pump phoenixes
- you power your stargates with like 3+ pylons right ?
- build stargates between your main and natural, on the high ground near your natural wall off (it's the hardest to scout and safest from runbays and you can use those canons from the wall to defend your VRs while you defend stargates from mutas)

Fogetaboudit
Profile Joined July 2010
United States232 Posts
Last Edited: 2012-06-28 19:54:10
June 28 2012 19:51 GMT
#656
On June 29 2012 01:38 thrawn2112 wrote:
what happens when zerg makes a ton of mutas and heads for the main or something? if zerg 100% commits to mutas it seems like you arent going to be able to defend with just pure cannon, and due to voidrays being slow and phoenixes needing to be massed in order to deal with a high muta count, i have a hard time believing you could defend all your bases without stalkers and fast twilight tech



On June 29 2012 02:25 thrawn2112 wrote:
Show nested quote +
On June 29 2012 01:46 Shikada wrote:
On June 29 2012 01:38 thrawn2112 wrote:
what happens when zerg makes a ton of mutas and heads for the main or something? if zerg 100% commits to mutas it seems like you arent going to be able to defend with just pure cannon, and due to voidrays being slow and phoenixes needing to be massed in order to deal with a high muta count, i have a hard time believing you could defend all your bases without stalkers and fast twilight tech


Rarely will you see zerg commit this much to muta, and rightly so. You already have the infrastructure to make mass phoenix. With two stargates being chronoed you will build up a good number pretty quickly. Until then the mothership, cannons and void rays should minimize the damage. Even better, you have the fleet beacon for phoenix range upgrade.

So the transition is easy, and once the mutas are defeated you should have an easy time against a zerg that wasted so much gas.


having the infrastructure to go mass phoenix and having enough phoenix to handle a critical mass of mutas are very different things. it's not like you will have the time to make enough phoenixes and get the range upgrade once you see the mutas fly into your base. i feel like for this build to be safe against heavy muta builds you would need to scout the spire way ahead of time, which means using hallucination, robo, or making a phoenix first to scout. however none of these options seem ideal to me because the 100 gas for hallucination or robo is desperately needed to get all the stargate tech and upgrades out, and i don't like the idea of trying to take a fast defensive third while opening stargate and going anything but voidray first. voidrays are only "decent" against roaches and lings because they are air units, phoenixes are even worse.


You don't need to "take-our word for it" Just try it yourself, or watch some replays. Yeah I've lost a few games to Muta, but I normally win. Saying it's a counter and can't be dealt with is absurd. It's indeed a bit tricky and will test your multitasking, however.

On June 28 2012 06:38 Fogetaboudit wrote:
honestly instead of macro nexus I have been just planting it at the third behind 1 cannon versus ECO openings from zerg

I'm not convinced they can do anything about it just yet. All they have are slow lings, which are not good vs 1/2 cannons. I constantly sacrifice probes to scout when I take this obnoxious third, and since I have instant access to more patches you can afford to be even more ridiculous! with cannon defense.

here is an example of the fast three base (again the build order is kinda off but the general idea is shown.)

http://drop.sc/209276

here is a game I just played vs Muta. I was unable to scout for them and a huge pack showed up in my base when I had 1 Phoenix, but I was still able to stabilize and win the game. Obviously if you can scout for them you will be much better prepared. As always, there is room for refinement and better execution on both sides, of course.
Nyast
Profile Joined November 2010
Belgium554 Posts
Last Edited: 2012-06-28 20:03:24
June 28 2012 19:59 GMT
#657
I'm a bit surprised that I seem to be the only one getting trouble with this strat.. I'll address a few comments:

On June 29 2012 00:55 HelioSeven wrote:
You and I have very different experiences with the fast mothership play. The whole reason I started going stargate first against Zerg was for map control. You get map vision with a robo, but no control. A small group of phoenixes can force all of your opponents overlords back into his base, and deny him any map vision for most of the mid-game. Just keep your phoenixes on patrol over important run-by lanes whenever you're not actively micro'ing them, and you should have plenty of map awareness off a stargate first.


First of all, at which level are you playing ? I'm mid/high masters. Most of my Zerg opponents will scout my gas timings, become extremely suspicious if they don't see high-tech units, and sacrifice overseers repeatedly to know what I'm doing. There's litterally no way I can hide what I'm doing before any of my push hits.

Right, so Zerg has knowledge. I'm out on the map with my first phoenix/voidray, I snippe the overlords near my base, get control of the XNC towers, while Zerg is doing two things:
- get mass spores and queens ( he saw 2 stargates, or a stargate and a fleet beacon. No way he will under-estimate my strat )
- tech to some kind of anti-air: hydras, spire or quick infestors.

Given that Zerg knows what you do quite early, by the time you have a MS and enough energy for a recall, he will already have a force strong enough to force you on the defense. Yeah, you'll have map control... between 8' and 12'. After that though, you'll be in the dark for the rest of the game..

On June 29 2012 00:55 HelioSeven wrote:
Admittedly, if you tech into fast mothership and lose it, that can be a game ender many times right there. You need the MS to be able to hold the 3rd against that 11 to 12 minute push of either roach/hydra or ling/muta/corruptor, depending on your opponent's tech choices, obviously.


I'm not particularly afraid of lings/roach pushes at 11-12'. What I die to are pushes with strong anti-air that come a bit later (14-15'). When Zerg first maxes on tons of anti-air.

On June 29 2012 00:55 HelioSeven wrote:
Regarding the issue of the corruptor suicide squad, I have died to this on occasion (same thing with hydra hit squads sent to your third). If you have 4 or 5 cannons at your third, this tactic by and large should not work, though. Keep you voids (you should have 3-4) with your mothership until you have the energy for that recall, because you absolutely can not be caught with your pants down like having your voids out harassing without the energy for a recall. As long as you are very quick about that recall, you MS should basically never die against a small group of a dozen corruptors.


Your comment makes me think we are not on the same page.

3-4 voids ? Heh, no Zerg attacks when I have 3-4 voids. That's like at 10'. They attack around 14', like when they max on hydras with 15 corruptors. I'd have a dozen voidrays are this moment. Even assuming I don't get caught off-guard, Zerg will send his corruptors to kill my MS, and will kill it. 15 corruptors can kill a MS even with cannons and voidrays attacking them ( voids aren't charged yet ).

Then the flood of hydras come in. 200/200 of 1/1 ( or even worse, sometimes 2/2 ) hydras absolutely murder 12 voidrays + 10+ cannons. You may survive if you have carriers or some splash damage ( colossi, templars ) but since the push is quite early ( 14' ), if you go for splash damage you'll have less voidrays.. hmm...

Next time I get killed by those timing pushes, I'll post a replay. So you all understand my pain

On June 29 2012 03:08 Shikada wrote:
Well I don't know how exactly you play the skytoss style, but once I scout I'm safe from roach rushes and what not (with probes) I go double stargate and before 10:30 I hit with 4 void rays with +1 weapons. If he is rushing mutas he won't have them before 11 minutes, so if you attack at this time there's a good chance you'll spot his spire. The chance is bigger if you attack the main, since most zergs place their tech there, although which base you attack is very map specific (usually you will want to target the third since it's the hardest one to get the queens to).


Another comment where I feel like I'm not playing the same game

When I push with 4 voids, there are 3-4 spores per expo and 5-6 queens, and everything linked by creep. Spores buy enough time for queens to come in defense. There's no way I can harass or do any damage with that. Then if I haven't scouted the spire, mutas come in and voidrays are too slow to escape them. It's auto-gg if you're not prepared.

Do Zergs never scout you, for you to be so successful with those kind of pushes ? My Zergs always seem to be perfectly prepared
Shikada
Profile Joined May 2012
Serbia976 Posts
June 28 2012 20:12 GMT
#658
Well Nyast, I guess master zergs are that much better at scouting than diamond ones. Makes sense

If I feel I can't get anything done I retreat instantly. Conserving VRs is more important. But even so you're not behind and can take a safe third. Against mutas I'm not sure at that level of play, so I'm sure you know better. But I don't think he can get enough that early that you can't escape. Not if he's going 3 base, all those spores and queens. What's the number of mutas he needs to beat 4 +1 VRs? Without clumping them and with good focus fire not less than 10 surely.
Fogetaboudit
Profile Joined July 2010
United States232 Posts
June 28 2012 21:02 GMT
#659
On June 29 2012 04:59 Nyast wrote:
Next time I get killed by those timing pushes, I'll post a replay. So you all understand my pain

good plan, I'm not doubting you, I'm just curious.
Nyast
Profile Joined November 2010
Belgium554 Posts
Last Edited: 2012-06-28 21:45:42
June 28 2012 21:44 GMT
#660
And now that I'm looking for a replay, I win again. Two Zergs killed already. But I'm back to the original build, without pressure, direct air. So that may be the reason. When I went 0-5 I was experimenting with 4 gate pressure and teching to colossi in the mid game ( as opposed to just focusing on air, and getting archons or colossi only in the end game ). So maybe I had bad luck, or maybe not concentrating on air was a bad idea/build, I'm not quite sure anymore. On the other hand, I'm facing Zergs that only have 50 drones at 9', so maybe they're bad. But if I lose doing the original build, I'll post it.
Prev 1 31 32 33 34 35 48 Next All
Please log in or register to reply.
Live Events Refresh
Next event in 2h 36m
[ Submit Event ]
Live Streams
Refresh
StarCraft 2
JimRising 512
Nina 183
StarCraft: Brood War
Larva 218
Leta 103
Hyun 54
Aegong 50
scan(afreeca) 48
JulyZerg 40
910 32
HiyA 26
Sharp 24
Bale 19
[ Show more ]
ajuk12(nOOB) 12
Noble 9
Dota 2
Gorgc3032
Counter-Strike
olofmeister857
shoxiejesuss466
Other Games
summit1g11711
WinterStarcraft803
Happy313
Livibee93
NeuroSwarm73
Trikslyr15
Organizations
Counter-Strike
PGL609
StarCraft 2
Blizzard YouTube
StarCraft: Brood War
BSLTrovo
[ Show 13 non-featured ]
StarCraft 2
• LUISG 11
• AfreecaTV YouTube
• intothetv
• Kozan
• IndyKCrew
• LaughNgamezSOOP
• Migwel
• sooper7s
StarCraft: Brood War
• iopq 8
• BSLYoutube
• STPLYoutube
• ZZZeroYoutube
League of Legends
• Rush811
Upcoming Events
Kung Fu Cup
2h 36m
GSL
1d 1h
herO vs Classic
Cure vs Clem
uThermal 2v2 Circuit
1d 6h
Replay Cast
2 days
GSL
2 days
Maru vs SHIN
Zoun vs Rogue
WardiTV Spring Champion…
2 days
SKillous vs Strange
Lambo vs Strange
Ryung vs Strange
Lambo vs Ryung
Ryung vs SKillous
Lambo vs SKillous
OSC
2 days
Replay Cast
2 days
Maestros of the Game
3 days
Replay Cast
3 days
[ Show More ]
RSL Revival
3 days
Lambo vs SHIN
Solar vs Rogue
herO vs Clem
Maestros of the Game
4 days
IPSL
4 days
ZZZero vs WorsT
Julia vs eOnzErG
Replay Cast
4 days
RSL Revival
4 days
Maestros of the Game
5 days
IPSL
5 days
Dragon vs Artosis
dxtr13 vs Hawk
BSL
5 days
Wardi Open
6 days
Monday Night Weeklies
6 days
Liquipedia Results

Completed

ASL Season 21
2026 GSL S1
Heroes Pulsing #1

Ongoing

2026 KK StarCraft Pro League
BSL Season 22
IPSL Spring 2026
KCM Race Survival 2026 Season 2
KK 2v2 League Season 1
YSL S3
Acropolis #4
CSCL: Masked Kings S4
SCTL 2026 Spring
WardiTV Spring 2026
2026 GSL S2
RSL Revival: Season 5
CS Asia Championships 2026
Asian Champions League 2026
IEM Atlanta 2026
PGL Astana 2026
BLAST Rivals Spring 2026
IEM Rio 2026
PGL Bucharest 2026
Stake Ranked Episode 1
BLAST Open Spring 2026
ESL Pro League S23 Finals

Upcoming

Escore Tournament S2: King of Kings
BSL 22 Non-Korean Championship
CSLAN 4
Blizzard Classic Cup 2026
Kung Fu Cup 2026 Grand Finals
CranK Gathers Season 4: BW vs SC2 Team League
HSC XXIX
uThermal 2v2 2026 Main Event
Maestros of the Game 2
Bounty Cup 2026
BLAST Bounty Summer 2026
BLAST Bounty Summer Qual
Stake Ranked Episode 3
XSE Pro League 2026
IEM Cologne Major 2026
Stake Ranked Episode 2
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 © 2026 TLnet. All Rights Reserved.