• Log InLog In
  • Register
Liquid`
Team Liquid Liquipedia
EDT 21:47
CEST 03:47
KST 10:47
  • 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
[ASL19] Finals Recap: Standing Tall9HomeStory Cup 27 - Info & Preview18Classic wins Code S Season 2 (2025)16Code S RO4 & Finals Preview: herO, Rogue, Classic, GuMiho0TL Team Map Contest #5: Presented by Monster Energy6
Community News
[BSL20] Non-Korean Championship 4x BSL + 4x China1Flash Announces Hiatus From ASL63Weekly Cups (June 23-29): Reynor in world title form?13FEL Cracov 2025 (July 27) - $8000 live event22Esports World Cup 2025 - Final Player Roster16
StarCraft 2
General
Program: SC2 / XSplit / OBS Scene Switcher The SCII GOAT: A statistical Evaluation Statistics for vetoed/disliked maps Weekly Cups (June 23-29): Reynor in world title form? PiG Sty Festival #5: Playoffs Preview + Groups Recap
Tourneys
RSL: Revival, a new crowdfunded tournament series FEL Cracov 2025 (July 27) - $8000 live event Sparkling Tuna Cup - Weekly Open Tournament WardiTV Mondays Korean Starcraft League Week 77
Strategy
How did i lose this ZvP, whats the proper response Simple Questions Simple Answers
Custom Maps
[UMS] Zillion Zerglings
External Content
Mutation # 481 Fear and Lava Mutation # 480 Moths to the Flame Mutation # 479 Worn Out Welcome Mutation # 478 Instant Karma
Brood War
General
Player “Jedi” cheat on CSL SC uni coach streams logging into betting site Flash Announces Hiatus From ASL BW General Discussion Practice Partners (Official)
Tourneys
[BSL20] Non-Korean Championship 4x BSL + 4x China CSL Xiamen International Invitational The Casual Games of the Week Thread [BSL20] Grand Finals - Sunday 20:00 CET
Strategy
Simple Questions, Simple Answers I am doing this better than progamers do.
Other Games
General Games
Path of Exile Stormgate/Frost Giant Megathread Nintendo Switch Thread What do you want from future RTS games? Beyond All Reason
Dota 2
Official 'what is Dota anymore' discussion
League of Legends
Heroes of the Storm
Simple Questions, Simple Answers Heroes of the Storm 2.0
Hearthstone
Heroes of StarCraft mini-set
TL Mafia
TL Mafia Community Thread Vanilla Mini Mafia
Community
General
US Politics Mega-thread Russo-Ukrainian War Thread Summer Games Done Quick 2025! Trading/Investing Thread Things Aren’t Peaceful in Palestine
Fan Clubs
SKT1 Classic Fan Club! Maru Fan Club
Media & Entertainment
Anime Discussion Thread [Manga] One Piece [\m/] Heavy Metal Thread
Sports
Formula 1 Discussion 2024 - 2025 Football Thread NBA General Discussion TeamLiquid Health and Fitness Initiative For 2023 NHL Playoffs 2024
World Cup 2022
Tech Support
Computer Build, Upgrade & Buying Resource Thread
TL Community
Blogs
Culture Clash in Video Games…
TrAiDoS
from making sc maps to makin…
Husyelt
Blog #2
tankgirl
StarCraft improvement
iopq
Trip to the Zoo
micronesia
Customize Sidebar...

Website Feedback

Closed Threads



Active: 662 users

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

Forum Index > StarCraft 2 Strategy
Post a Reply
Prev 1 38 39 40 41 42 48 Next All
Havik_
Profile Joined November 2011
United States5585 Posts
Last Edited: 2012-07-11 06:06:02
July 11 2012 06:00 GMT
#781
I haven't looked at the replays yet or tried this on ladder, but I watched that Proleague game and my mind is blown. Zergs will wish for the Stalker, Colossus deathball if this ever becomes semi standard.
"An opinion is only as good as the evidence that backs it up."- William O'Malley, S.J.
HelioSeven
Profile Joined February 2012
United States193 Posts
July 11 2012 06:18 GMT
#782
On July 11 2012 14:42 Rimak wrote:
Show nested quote +
On July 11 2012 07:46 ineversmile wrote:
The fundamental problem with staying mass air is that Void Rays are supposed to be your counter to Corruptors, but they don't actually function that way. The Corruptors will win that fight before the Voids are charged, and rarely will engagements begin with your Voids charged up. There's also the issue that Corruptors can focus fire down the Voids and do their full damage, whereas if Voids do that they don't charge up because they're changing targets constantly.

I think Voids are always going to be at least somewhat useful because they can defend bases and you can build them to help deter/punish Roach pushes and all-ins, or to go out and snipe a hatch/apply some kind of pressure. But as a standing army, I'm just not using them anymore. It doesn't work as a core army unit; its job is to shoot down armored antiair and it doesn't actually do that effectively against Corruptors. So I would much rather use Stalkers in this role; even though they aren't high DPS, they actually do counter Corruptors and they don't use the charge mechanic, which is basically terrible for maxed army fights. So I am definitely a fan of Stalker/Carrier/HT here because the Stalkers are a hell of a lot more reliable than Void Rays in major engagements.

You shouldnt fight corrupters with pure VR in direct fight.
You MUST have archon if you want to fight face to face.
And templars should storm the infestor.


Wat.

Gonna go ahead and completely disagree with you there. As long as you're not outnumbered 2 to 1, VRs should have no problem taking on corruptors mano a mano. See a couple posts up regarding the numbers.

Also, storm should go on the corruptors and hydras... feedbacks are more efficient on infestors because even though you don't get the AoE damage, it depletes the infestors of energy, so that even if they survive with a few hitpoints they are still useless. Only when large groups of infestors clump up is storm more efficient than feedback.


Stalkers are not that good.


Aaand I think we're done here.
If I smite you, have you been smitten?
Xana
Profile Joined March 2011
Denmark128 Posts
July 11 2012 06:49 GMT
#783
I met this just one game ago on Antiga shipyard. It might have a lot of potential, but I have a few questions for the OP of this build, as the player I met just crumbled hardcore in the midgame, and never ever managed to secure his fourth base.

Your opponent scouts you going air, thats all cool and fine. Now your opponent makes a decent round of Zerglings, and plants them in a split out fashion on your third before the base goes up. Your Voidrays/Phoenix did no real damage worth mentioning. At this point Zerg is taking a fourth base aswell, in the middle at the gold, as a standard reaction to the heavy air play.

- Behind this Zerg has made a spire and an infestation pit, planning to make 6-10 corrupters to scout your base to see if you really are going mass air, or making a Robo transition.

Exactly what are you going to do? If you pull your units back to clean up the speedlings, my fourth base finish. If you just use the Mothership that pops out, it'll take a good while to clean up the lings. When burrow finishes, it becomes even more troublesome.Then again, this wasn't my main concern with the build. Even if you do some damage and your third is not delayed, later on I'm going to have a ring of vision around your base. I'll see the minute you move out and try to engage your army as close to your base as I can with my Infestor/Corrupter mix. I'll have gone double spire for upgrades, and keep on tossing stuff at you to keep you on three bases. I'll happily sacrifice some corrupters for a Mothership/Carriers, because Voidrays just melt to Infestor play. Assuming your opponent is on equal skill with you, and will do anything he can to force you to stay in your base in the security of cannons, how would you stop him from taking the map?
He who walks arrives.
Rimak
Profile Joined January 2012
Denmark434 Posts
July 11 2012 07:10 GMT
#784
On July 11 2012 15:18 HelioSeven wrote:
Show nested quote +
On July 11 2012 14:42 Rimak wrote:
On July 11 2012 07:46 ineversmile wrote:
The fundamental problem with staying mass air is that Void Rays are supposed to be your counter to Corruptors, but they don't actually function that way. The Corruptors will win that fight before the Voids are charged, and rarely will engagements begin with your Voids charged up. There's also the issue that Corruptors can focus fire down the Voids and do their full damage, whereas if Voids do that they don't charge up because they're changing targets constantly.

I think Voids are always going to be at least somewhat useful because they can defend bases and you can build them to help deter/punish Roach pushes and all-ins, or to go out and snipe a hatch/apply some kind of pressure. But as a standing army, I'm just not using them anymore. It doesn't work as a core army unit; its job is to shoot down armored antiair and it doesn't actually do that effectively against Corruptors. So I would much rather use Stalkers in this role; even though they aren't high DPS, they actually do counter Corruptors and they don't use the charge mechanic, which is basically terrible for maxed army fights. So I am definitely a fan of Stalker/Carrier/HT here because the Stalkers are a hell of a lot more reliable than Void Rays in major engagements.

You shouldnt fight corrupters with pure VR in direct fight.
You MUST have archon if you want to fight face to face.
And templars should storm the infestor.


Wat.

Gonna go ahead and completely disagree with you there. As long as you're not outnumbered 2 to 1, VRs should have no problem taking on corruptors mano a mano. See a couple posts up regarding the numbers.

Also, storm should go on the corruptors and hydras... feedbacks are more efficient on infestors because even though you don't get the AoE damage, it depletes the infestors of energy, so that even if they survive with a few hitpoints they are still useless. Only when large groups of infestors clump up is storm more efficient than feedback.

Show nested quote +

Stalkers are not that good.


Aaand I think we're done here.

I agre with what you are saying.
Sorry for misguiding you.
Yes When I was saying about archons i mean when corruptors overwhelm you, in even numbers VR destroy them, no chance.
And also i agree about feedback and infestor, should've add that storming infestor is better than feedback if there is 15+ infestor.
I won't comment about hydra resistance to storm

Speaking about stalkers what i was trying to say, that i really think that there is just too much of EVERYTHING PvZ is going on around them, so though they are good as a unit a refreshing view of stalkerless PvZ is also possible, that's why I like skytoss so much.
I'll try to be more specific on my thought from now on.
ty.
2000 Jungler 66% Hecarim, 63% Volibear, 60% Jarvan IV
ineversmile
Profile Blog Joined December 2010
United States583 Posts
July 11 2012 08:09 GMT
#785
On July 11 2012 15:49 Xana wrote:
I met this just one game ago on Antiga shipyard. It might have a lot of potential, but I have a few questions for the OP of this build, as the player I met just crumbled hardcore in the midgame, and never ever managed to secure his fourth base.

Your opponent scouts you going air, thats all cool and fine. Now your opponent makes a decent round of Zerglings, and plants them in a split out fashion on your third before the base goes up. Your Voidrays/Phoenix did no real damage worth mentioning. At this point Zerg is taking a fourth base aswell, in the middle at the gold, as a standard reaction to the heavy air play.


There are two defining ways for the Protoss to take a third with Skytoss. One is behind pressure, which means 2 stargate worth of attacking units. If you send those out on the map, the 4th isn't going up. Even 1 Void Ray and 5 Phoenixes will deter that for a while until queens start walking off creep in large groups. The whole point of sending out pressure is to stop the zerg from taking a 4th and to pick off Queens to deny the production, since you're essentially conceding drone harassment when you do this. If you send out pressure, you get a later third but you're getting upgrades and a fleet going, and you can use your fleet to clear the lings away for your third.

The other way to take a third is to get a very fast mothership, which is essentially where the Toss starts a third nexus either as a macro nexus or a (calculated) risky third base, boosts the Mothership out 5 times, and uses the cloaking field to protect his third while cannons and production get powered up for further defense. If this happens, the zerg can take a 4th, but again the protoss can still go send out a Void and some Phoenixes to temporarily deny it until a big group of queens comes over to protect it. You don't need more than one stargate to produce that army quickly if you're sitting on triple nexus for chronoboost. In fact, it's pretty standard to get a phoenix to scout, then a void for defense while you wait for your mothership to arive (park the void over the third), then 4 more phoenixes for queen-hunting.

The bottomline is that, without a dedicated attack from the zerg (beyond a couple dozen lings at the third), the toss will get his third and the zerg will eventually get a fourth, but it's the protoss's job to slow down the 4th while it controls the sky.

- Behind this Zerg has made a spire and an infestation pit, planning to make 6-10 corrupters to scout your base to see if you really are going mass air, or making a Robo transition.

Exactly what are you going to do? If you pull your units back to clean up the speedlings, my fourth base finish. If you just use the Mothership that pops out, it'll take a good while to clean up the lings. When burrow finishes, it becomes even more troublesome.Then again, this wasn't my main concern with the build. Even if you do some damage and your third is not delayed, later on I'm going to have a ring of vision around your base. I'll see the minute you move out and try to engage your army as close to your base as I can with my Infestor/Corrupter mix. I'll have gone double spire for upgrades, and keep on tossing stuff at you to keep you on three bases. I'll happily sacrifice some corrupters for a Mothership/Carriers, because Voidrays just melt to Infestor play. Assuming your opponent is on equal skill with you, and will do anything he can to force you to stay in your base in the security of cannons, how would you stop him from taking the map?


The point of the Phoenix harass, which comes pre-spire and pre-infestors, is to kill queens. If you kill some queens, the other queens have to focus on injects while new ones are built. That means less creep tumors, which means slower creep spread, which means more time for the toss to get a Robo, an obs, and start controlling tumors with one Void/Zealot and one Obs rolling around the map. You don't need an army to slow down creep tumors; one unit does just fine.

The goal is to move out when the timing is strong. Good move-out timings include:

-Level 2 air weapons attacks with carriers (this comes really fast if you rush to carriers)
-Level 3 air weapons attacks with carriers
-200 food max-out
-A 300 food push where you trade armies as effeciently as properly and then remax; often (but not always) to a different unit mix
-Having AoE with the army
-Any time the mothership has ~90 energy, which is almost enough for a Recall (or if you want to be safe, enough for a Recall and almost enough for a Vortex, so 190)
-You can also create timing windows with multipronged aggression, such as sending a fleet out in one way and attacking with warp prisms/blink stalkers in 2 other spots.

That doesn't mean all of the timings will work; it's just potential move-out windows, just like stim finishing or having 2 Colossi with range.

I know we're both speaking a lot in theory and things don't always work out in games they way they do on paper, but hopefully I was able to give you some insight into some of the Protoss's plans to deal with the Zerg's lings-->4th-->Infestor/Corruptor max-out for map control.
Nostradamus.146@AM, Nostradamus.398@KR, Nostradamus.922@EU http://www.teamliquid.net/blog/ins
Fogetaboudit
Profile Joined July 2010
United States232 Posts
Last Edited: 2012-07-11 10:30:28
July 11 2012 10:29 GMT
#786
On July 11 2012 15:49 Xana wrote:
Your opponent scouts you going air, thats all cool and fine. Now your opponent makes a decent round of Zerglings, and plants them in a split out fashion on your third before the base goes up.

You didn't mention if they were burrowed or not. If zerg rushed burrow his econ will be hurt pretty badly, just make 1 cannon first and it's justified imo.
Use your void rays/zealots to constantly clip at them and thin out the numbers while making the third.

On July 11 2012 15:49 Xana wrote:
Your Voidrays/Phoenix did no real damage worth mentioning. At this point Zerg is taking a fourth base aswell, in the middle at the gold, as a standard reaction to the heavy air play.

I don't see the problem here, this is the standard progression. Often times I don't even send my units across the map to attempt damage.
Fogetaboudit
Profile Joined July 2010
United States232 Posts
Last Edited: 2012-07-11 11:20:41
July 11 2012 10:35 GMT
#787
On July 11 2012 15:49 Xana wrote:
Your opponent scouts you going air, thats all cool and fine. Now your opponent makes a decent round of Zerglings, and plants them in a split out fashion on your third before the base goes up.

You didn't mention if they were burrowed or not. If zerg rushed burrow his econ will be hurt pretty badly, just make 1 cannon first and it's justified imo.
Use your void rays/zealots to constantly clip at them and thin out the numbers while making the third.

On July 11 2012 15:49 Xana wrote:
Your Voidrays/Phoenix did no real damage worth mentioning. At this point Zerg is taking a fourth base aswell, in the middle at the gold, as a standard reaction to the heavy air play.

I don't see the problem here, this is the standard progression. Often times I don't even send my units across the map to attempt damage.

On July 11 2012 15:49 Xana wrote:
- Behind this Zerg has made a spire and an infestation pit, planning to make 6-10 corrupters to scout your base to see if you really are going mass air, or making a Robo transition.

Exactly what are you going to do? If you pull your units back to clean up the speedlings, my fourth base finish. If you just use the Mothership that pops out, it'll take a good while to clean up the lings. When burrow finishes, it becomes even more troublesome.Then again, this wasn't my main concern with the build. Even if you do some damage and your third is not delayed, later on I'm going to have a ring of vision around your base. I'll see the minute you move out and try to engage your army as close to your base as I can with my Infestor/Corrupter mix. I'll have gone double spire for upgrades, and keep on tossing stuff at you to keep you on three bases. I'll happily sacrifice some corrupters for a Mothership/Carriers, because Voidrays just melt to Infestor play. Assuming your opponent is on equal skill with you, and will do anything he can to force you to stay in your base in the security of cannons, how would you stop him from taking the map?


This is pretty broad and hard to answer, however, I think you are underestimating the strength of the army, overall. ineversmile mentions some plausible timing windows.\

Here is a game I played against a similar style to the one you described.
http://drop.sc/218616

On July 11 2012 17:09 ineversmile wrote:

The goal is to move out when the timing is strong. Good move-out timings include:

-Level 2 air weapons attacks with carriers (this comes really fast if you rush to carriers)
-Level 3 air weapons attacks with carriers
-200 food max-out
-A 300 food push where you trade armies as effeciently as properly and then remax; often (but not always) to a different unit mix
-Having AoE with the army
-Any time the mothership has ~90 energy, which is almost enough for a Recall (or if you want to be safe, enough for a Recall and almost enough for a Vortex, so 190)
-You can also create timing windows with multipronged aggression, such as sending a fleet out in one way and attacking with warp prisms/blink stalkers in 2 other spots.

That doesn't mean all of the timings will work; it's just potential move-out windows, just like stim finishing or having 2 Colossi with range.

I know we're both speaking a lot in theory and things don't always work out in games they way they do on paper, but hopefully I was able to give you some insight into some of the Protoss's plans to deal with the Zerg's lings-->4th-->Infestor/Corruptor max-out for map control.
the p00n
Profile Joined September 2010
Netherlands615 Posts
July 11 2012 12:52 GMT
#788
A long time ago I already voiced my opinion on this build (being that it probably is not viable) but after revisiting this thread a couple of times over the last few times I have been giving it more thought... unfortunately my opinion remains unchanged because I have been going through the majority of the replays you provided and... well... I'm not sure how to put this nicely, but all your opponents suck really fucking hard.

When you have no ground army, zerg forces are not hindered by pathing and void ray dps isn't that great against lings, this makes me wonder what would happen if a zerg just ran a bunch of speedlings through your base. You don't seem to like sentries (or gateways) that much but instead favor cannons for this type of thing. You don't start making additional cannons early enough to fend off possible ling attacks, though.

Take for example the replay you provided in the post right above this one. Your opponent, a supposedly #13 master, plays more like a platinum to me (up to the point where I had to stop watching the replay halfway through because nothing would be strategically relevant anymore due to your opponent's inability to play even semi-decent). You take an extremely early 3rd directly under his overlord (was it 8-9 minutes?). He does absolutely nothing. In fact, he doesn't even have speed started. What I wonder is what would happen if he made 20 to 30 speedlings and forced a cancel on your 3rd, or what would happen if he would do any sort of run-by, or just any sort of timing attacks with anti-air (infestors mainly as hydra aren't that great). This never seems to happen in your games.
Fogetaboudit
Profile Joined July 2010
United States232 Posts
July 11 2012 13:20 GMT
#789
haha yeah I mean I'm probably getting some silly breaks due to metagame, and I never denied that.

On July 11 2012 21:52 the p00n wrote:
When you have no ground army, zerg forces are not hindered by pathing and void ray dps isn't that great against lings, this makes me wonder what would happen if a zerg just ran a bunch of speedlings through your base. You don't seem to like sentries (or gateways) that much but instead favor cannons for this type of thing. You don't start making additional cannons early enough to fend off possible ling attacks, though.

I'm getting really good at placing cannons in each mineral line and walling them in with pylons, it does wonders against a runby. Sometimes, I forget, and I'm also not sure of the exact timing of when I need to make these, but it's not like it can't be dealt with.

On July 11 2012 21:52 the p00n wrote:What I wonder is what would happen if he made 20 to 30 speedlings and forced a cancel on your 3rd, or what would happen if he would do any sort of run-by, or just any sort of timing attacks with anti-air (infestors mainly as hydra aren't that great). This never seems to happen in your games.

what would happen is he would have 100% have 10-15 less drones, he would possibly force a cancel, depending on our execution/micro, and then it would just go right back up except a minute later, with slower econs for both of us. I mean, its a turtle build and not some sharp timing, so its not like instant GG if the third is delayed a little.
emaster
Profile Joined August 2011
United States32 Posts
July 11 2012 17:36 GMT
#790
On July 11 2012 10:49 HelioSeven wrote:

Anywho, more towards the point at hand:

- Macro nexus, if applicable, should be going down shortly after your natural expansion finishes.
- I very often double cyber core, but not always. If I have the extra chrono of a macro nexus, then I always do. I don't have any strict criterion for this one, though, you just gotta kind of wing it.
- I always go phoenix first, before any void rays. Unless I'm being roach rushed and I absolutely need that void ray out, the 35 seconds to build a phoenix (25 with chrono) doesn't delay anything, and earliest scouting information is always the best scouting information.
- Transition into storm/carriers is entirely dependent upon your opponent's anti-air choices. Hydras, because they are so slow off creep, are generally a defensive unit and you are somewhat safe just straight massing carriers against them off of 4 SGs. Corruptors require more void rays in your composition, thus less SGs, and thus a faster transition to storm. Against infestors I cut all void ray production immediately, make carriers off the stargates I have, and transition as fast as possible to HTs.



mkay so about that macro nexus... its not really possible to have enough mins for when the nex finishes unless you completely skip the zealot attack, and any units beyond the first unit and any cannons in addition to the first cannon.

Let me make sure I'm clear, your plan is to have 1 zealot and 1 cannon the entire time between starting your nex and about a minute after it finishes? GL surviving any 2 base low tech aggression. Right as my nexus finishes, i'm usually very very starved for minerals. I find that I actually have to pull guys off of gas after getting my plus 1 ground attack up.

including the +1 2 gate zealot attack really really helps with this play, it in fact, gives you more gas to do the fleet beacon cuz you delay stargates until you basically got all your gas going. You put down cyber then collect all your gasses.


And to anyone who says voidrays are bad vs corruptors.... LOLOLOLOLOLOLOLOL omfg, The only thing voids are more cost effective against is roaches haha. It wouldn't suprise me if a maxed army of void rays could defeat a maxed army of corruptors, and then wait for a remax, and defeat that again without reinforcements.
Mavvie
Profile Blog Joined May 2012
Canada923 Posts
July 11 2012 18:29 GMT
#791
On July 12 2012 02:36 emaster wrote:
Show nested quote +
On July 11 2012 10:49 HelioSeven wrote:

Anywho, more towards the point at hand:

- Macro nexus, if applicable, should be going down shortly after your natural expansion finishes.
- I very often double cyber core, but not always. If I have the extra chrono of a macro nexus, then I always do. I don't have any strict criterion for this one, though, you just gotta kind of wing it.
- I always go phoenix first, before any void rays. Unless I'm being roach rushed and I absolutely need that void ray out, the 35 seconds to build a phoenix (25 with chrono) doesn't delay anything, and earliest scouting information is always the best scouting information.
- Transition into storm/carriers is entirely dependent upon your opponent's anti-air choices. Hydras, because they are so slow off creep, are generally a defensive unit and you are somewhat safe just straight massing carriers against them off of 4 SGs. Corruptors require more void rays in your composition, thus less SGs, and thus a faster transition to storm. Against infestors I cut all void ray production immediately, make carriers off the stargates I have, and transition as fast as possible to HTs.


And to anyone who says voidrays are bad vs corruptors.... LOLOLOLOLOLOLOLOL omfg, The only thing voids are more cost effective against is roaches haha. It wouldn't suprise me if a maxed army of void rays could defeat a maxed army of corruptors, and then wait for a remax, and defeat that again without reinforcements.

Agreed! Also, I think that max upgrades benefit voids better than corruptors (3 upgrades, super expensive, instead of 2)
Storms help make it so one-sided that it's painful to watch. In fact, in that link, Squirtle uses carriers extremely cost-effectively against the zerg player, thanks to HTs to feedback + storm everything to shit. I wish I played protoss haha.
Getting back into sc2 O_o
emaster
Profile Joined August 2011
United States32 Posts
July 11 2012 19:55 GMT
#792
Well the thing about upgrading voids is that sometimes when you upgrade the attack they kill the unit before getting a full charge. in a void vs void battle, un upgraded voids beat fully upped attack voids. You have to test vs corruptors, but I guess as long as they are getting armor upgrades as well it would be fine.

Carrier HT is just about unbeatable, with any race against it. the problem is, is that interceptors themselves are very cost ineffective. Basically, any army can just kill the interceptors cost effectively, so there isn't even a need to go for the carriers really. When you add in HT, though, then you are owning all shit.
Daimai
Profile Blog Joined July 2010
Sweden762 Posts
July 11 2012 20:20 GMT
#793
This replay made me lose faith of this build: http://drop.sc/218765

Just feel like if this is done even stronger by GM players, I lose. Also, I think this build is largely dependant on catching your opponent by surprise and not a solid macro strat which you can use for all games in a BO5 for example.

Sigh... back to losing vs broodlord infestor.
To pray is to accept defeat.
ineversmile
Profile Blog Joined December 2010
United States583 Posts
July 11 2012 20:53 GMT
#794
On July 12 2012 02:36 emaster wrote:
Show nested quote +
On July 11 2012 10:49 HelioSeven wrote:

Anywho, more towards the point at hand:

- Macro nexus, if applicable, should be going down shortly after your natural expansion finishes.
- I very often double cyber core, but not always. If I have the extra chrono of a macro nexus, then I always do. I don't have any strict criterion for this one, though, you just gotta kind of wing it.
- I always go phoenix first, before any void rays. Unless I'm being roach rushed and I absolutely need that void ray out, the 35 seconds to build a phoenix (25 with chrono) doesn't delay anything, and earliest scouting information is always the best scouting information.
- Transition into storm/carriers is entirely dependent upon your opponent's anti-air choices. Hydras, because they are so slow off creep, are generally a defensive unit and you are somewhat safe just straight massing carriers against them off of 4 SGs. Corruptors require more void rays in your composition, thus less SGs, and thus a faster transition to storm. Against infestors I cut all void ray production immediately, make carriers off the stargates I have, and transition as fast as possible to HTs.



mkay so about that macro nexus... its not really possible to have enough mins for when the nex finishes unless you completely skip the zealot attack, and any units beyond the first unit and any cannons in addition to the first cannon.

Let me make sure I'm clear, your plan is to have 1 zealot and 1 cannon the entire time between starting your nex and about a minute after it finishes? GL surviving any 2 base low tech aggression. Right as my nexus finishes, i'm usually very very starved for minerals. I find that I actually have to pull guys off of gas after getting my plus 1 ground attack up.


I agree with this being wrong. You should get a Sentry and a Void Ray at minimum and then get Phoenixes after the defensive void, and then you can warp in a second Sentry and have about 4 forcefields and a bit of time to sim-city backwards while your void deals with pressure. I only advocate the zealot as a way to plug a gap in a wall-off; on some maps I would rather just skip it.

including the +1 2 gate zealot attack really really helps with this play, it in fact, gives you more gas to do the fleet beacon cuz you delay stargates until you basically got all your gas going. You put down cyber then collect all your gasses.


I like the Zealot timings with this build too; I just don't always use them because I like to have a variety of builds.

And to anyone who says voidrays are bad vs corruptors.... LOLOLOLOLOLOLOLOL omfg, The only thing voids are more cost effective against is roaches haha. It wouldn't suprise me if a maxed army of void rays could defeat a maxed army of corruptors, and then wait for a remax, and defeat that again without reinforcements.


-Corruptors move faster than Void Rays, so they can control the engagements.
-With the corruption ability on, a Corruptor does 7.4 DPS times 120%=8.88 DPS. Since it's a 2-food unit, you could say it does 4.44 DPS per supply.
-An uncharged Void Ray does 10+4=14 DPS vs armored. Since it's a 3-food unit, you could say it does 4.666667 DPS per supply.

That's favorable for void rays, but not that favorable. In an even fight without charge, Void are going to trade favorably against Corruptors, but then in the remax stage your opponent will have a maxed army almost instantaneously while you're rebuilding your army. Even if you win the guessing game with composition choice, you need a huge bank and tons of stargates to match their remax within a minute and a half, and in that timing window they can go across the map and do a lot of damage.

Now, obviously the goal is to fight Corruptors with Voids and Storm and Archons and Mothership support, but I'm really sick of people trying to tell me that Voids beat the crap out of Corruptors on their own. They don't. They marginally win the fight without upgrade advantages and, with them, they only get exponentially better while charged. The Corruptors can shift-click focus fire and then run away when charge happens, whereas if voids shift-click focus fire they're not going to charge up very well and the fight will remain relatively even. Sure, I want to imagine that I'm always going to fight Corruptors with even food Void Rays and with caster support and Archons, but that's just not realistic. I need to be able to count on my army in situations where things are scrappy and uneven, and that's the flaw in massing Voids. Believe me, there's a few flaws in using stalkers as the core of your army, but right now I stand on the stalker side of the trade-off fence because they're just a more trustworthy unit. And, most of all, Stalkers run the same pace as Corruptors and they get blink, which means they can chase them down and kill units for free. Voids don't do that unless you fight at their base and they run away whie you kill buildings...aka winning more when you're already winning.
Nostradamus.146@AM, Nostradamus.398@KR, Nostradamus.922@EU http://www.teamliquid.net/blog/ins
Nyast
Profile Joined November 2010
Belgium554 Posts
July 11 2012 21:02 GMT
#795
On July 12 2012 05:20 Daimai wrote:
This replay made me lose faith of this build: http://drop.sc/218765


You can't blame the build, you made so many mistakes...

Macro-wise, it's not pretty, 17' into the game and you're still barely at 60 probes.

Your build wasn't optimal, you started your mothership a bit too late ( around 10' ) while you're floating tons of gas. I'm pretty sure you could have started it 30s earlier while keeping the same pressure. In addition, you started your third 30s too late ( you were floating minerals during your attack, but only started the third after your snipped the hatch.. ). So you're lagging behind by a whole minute to set your third up, which means that when Zerg countered, you were not ready to defend, and had to cancel.. but okay, you were still in the game at that stage.

On this map you should have walled off the ramp at the natural. And put many more cannons there. you lose the game because at 15', Zerg attacks a second time and that's where it gets ugly. You vortex him but he splits his army in two, one half goes to prevent your third, the other half remains in the vortex, and you get indecisive about what to do. In the end you kill a couple of his units while your third gets killed a second time, we're now around 16' and you still don't have a third up and running. Had you got a wall-off at the natural, this would have been impossible.

This build relies on canons and sim-city to properly defend your bases. You can't defend your natural with just a single canon, you have to dump your mineral excess into a lot more canons everywhere..
ineversmile
Profile Blog Joined December 2010
United States583 Posts
July 11 2012 21:05 GMT
#796
@Damai: I also don't like how you forced your opponent into hydra/roach, then decided to continue making Void Rays instead of Carriers before his push that killed your third. You could have wrecked the Hydras with Carriers and votexed his Roaches to potentially save your third, but instead you had Voids fighting Hydras at a way less efficient manner. You had the Fleet Beacon and time to get at least a couple carriers out, so it was possible. Plus, why on earth were you out on the map with a squad of Voids when you knew it was about time for the Roach/Hydra move-out timing? While you were expanding???!?!?! That's not even a Skytoss problem; that's a game sense problem. At least set your base up before you move out; you don't want to trade your third for his fourth.
Nostradamus.146@AM, Nostradamus.398@KR, Nostradamus.922@EU http://www.teamliquid.net/blog/ins
emaster
Profile Joined August 2011
United States32 Posts
July 11 2012 21:23 GMT
#797
Ineversmile, he did well in moving out with his voids, that was called gamesense win. He sensed that he had a mothership, which has an ability called recall.

And he only sprinkled in hydra, it was mostly corruptor.

Okay, so here is the biggest problem I see with that build done in the game.

the zealot pressure isn't optimal... you want to do a single push with plus one zealots from gateways, and just skip warpgate altogether. You spent WAYYY too many minerals in zealots. It ended up being okay, ish, because you killed his third, but at what price?? killing his third and having him re take it within a minute with a 4th isn't worth spending so many minerals in zealots that you can't have enough cannons to defend shit. You should be able to put 8 cannons down at your third. with 5-6 cannons at natural. That might be overkill, but you have more than enough minerals to do it.

Also, you get too much gas too early. You have more gas than minerals until, like, the 17 minute mark, even while underbuilding cannons. You should start off with one gas, or just 2 workers in each gas at the very least, for a little while.

So if you followed advice proposed by nyast and had faster third, then my advice with more cannons, = ez hold on third. When you get third you add in another stargate or two, depending on whether you are staying on void or carrier, maybe 2nd cyber core for ups, preference. Also, its important to start going up to HT tech after you got gas from your third. That lines up nicely because thats about the time you really need storm/feedback or archon. At that point, you can go completely skytoss + ht and bend them over.
Rimak
Profile Joined January 2012
Denmark434 Posts
Last Edited: 2012-07-11 21:41:22
July 11 2012 21:31 GMT
#798
On July 12 2012 05:20 Daimai wrote:
This replay made me lose faith of this build: http://drop.sc/218765

Just feel like if this is done even stronger by GM players, I lose. Also, I think this build is largely dependant on catching your opponent by surprise and not a solid macro strat which you can use for all games in a BO5 for example.

Sigh... back to losing vs broodlord infestor.

Dude you played it so wrong, I mean it, it's painful to watch.
But let's do a step-by-step.

1. You scout 14 pool and still go forge-nexus. You can safely go nexus first on cloud kingdom against 14 pool, or just go 17 forge 17 nexus if you want to be supersafe.
2. Cybercore was delayed.
3.You go for a 4 gate+1 with VR attack. And actually For a moment there i thought that you're not going to play sky toss.
4. You put 1!! cannon in your wall-off
5. Losing 2 VR in the engagement at 3rd, eventually you are able to snipe it, though i really think the cost was too high.
6. @8.50 you start fleet beacon. IMO that is extremely late.
7. So while you try to take your 3rd, zerg is trying to double expand to 3rd and 4th and you scout the hydra switch, but don't change your tech, so you have no carriers or HT.
8. Cannon placement is bad, and zerg abuse it to snipe the 3rd.
9 You blindly fly into his 4th and snipe it, finding out that he has corrupters
10 Your MS is floating in the middle of nowhere you have like 6 cannons with all 6 of them in the 3rd, so when zerg attacks he just enters your nat and starts slaughtering probes.
11. Twice your remaining VR destroy zergs army, that tries to attack you. But you have only 1 mining base left.
12. 20+ minutes in the game, no tech past VR.

TL;DR
Execution was bad. Too many unnececary loses.
Very risky style to play with initial +1 ground attack. This delays your expo, tech and MS.
Almost NO fucking cannons made! Dude, cannons are the core of this build, your MS should be over your thids and HEAVY cannoned.
You should build a scouting phoenix from SG and check what tech Z is going and adapt your army.

I think you can do much better than what I saw on that rep.
2000 Jungler 66% Hecarim, 63% Volibear, 60% Jarvan IV
HelioSeven
Profile Joined February 2012
United States193 Posts
July 12 2012 05:45 GMT
#799
On July 12 2012 02:36 emaster wrote:
Show nested quote +
On July 11 2012 10:49 HelioSeven wrote:

Anywho, more towards the point at hand:

- Macro nexus, if applicable, should be going down shortly after your natural expansion finishes.
- I very often double cyber core, but not always. If I have the extra chrono of a macro nexus, then I always do. I don't have any strict criterion for this one, though, you just gotta kind of wing it.
- I always go phoenix first, before any void rays. Unless I'm being roach rushed and I absolutely need that void ray out, the 35 seconds to build a phoenix (25 with chrono) doesn't delay anything, and earliest scouting information is always the best scouting information.
- Transition into storm/carriers is entirely dependent upon your opponent's anti-air choices. Hydras, because they are so slow off creep, are generally a defensive unit and you are somewhat safe just straight massing carriers against them off of 4 SGs. Corruptors require more void rays in your composition, thus less SGs, and thus a faster transition to storm. Against infestors I cut all void ray production immediately, make carriers off the stargates I have, and transition as fast as possible to HTs.



mkay so about that macro nexus... its not really possible to have enough mins for when the nex finishes unless you completely skip the zealot attack, and any units beyond the first unit and any cannons in addition to the first cannon.

Let me make sure I'm clear, your plan is to have 1 zealot and 1 cannon the entire time between starting your nex and about a minute after it finishes? GL surviving any 2 base low tech aggression. Right as my nexus finishes, i'm usually very very starved for minerals. I find that I actually have to pull guys off of gas after getting my plus 1 ground attack up.

including the +1 2 gate zealot attack really really helps with this play, it in fact, gives you more gas to do the fleet beacon cuz you delay stargates until you basically got all your gas going. You put down cyber then collect all your gasses.


And to anyone who says voidrays are bad vs corruptors.... LOLOLOLOLOLOLOLOL omfg, The only thing voids are more cost effective against is roaches haha. It wouldn't suprise me if a maxed army of void rays could defeat a maxed army of corruptors, and then wait for a remax, and defeat that again without reinforcements.


Well I mean yeah, what were you expecting with an extreme econ build like a macro nexus? Of course you're not going to be able to put on +1 zealot pressure and go for a macro nexus at the same time. And don't get me wrong, I love me some old fashioned +1 zealot w/ void ray pressure, but the other way to deal with a greedy Zerg is just be greedy yourself.

It's not as susceptible to 2 base aggression as you might think, mostly because the wall is much stronger. If you scout correctly, cut probes and set up additional cannons at the right time, you should come out okay. That said, it's obviously much safer to do a macro nexus build on large, macro oriented maps such as Condemned or Entombed.

On July 12 2012 05:53 ineversmile wrote:
Show nested quote +
And to anyone who says voidrays are bad vs corruptors.... LOLOLOLOLOLOLOLOL omfg, The only thing voids are more cost effective against is roaches haha. It wouldn't suprise me if a maxed army of void rays could defeat a maxed army of corruptors, and then wait for a remax, and defeat that again without reinforcements.


-Corruptors move faster than Void Rays, so they can control the engagements.
-With the corruption ability on, a Corruptor does 7.4 DPS times 120%=8.88 DPS. Since it's a 2-food unit, you could say it does 4.44 DPS per supply.
-An uncharged Void Ray does 10+4=14 DPS vs armored. Since it's a 3-food unit, you could say it does 4.666667 DPS per supply.

That's favorable for void rays, but not that favorable. In an even fight without charge, Void are going to trade favorably against Corruptors, but then in the remax stage your opponent will have a maxed army almost instantaneously while you're rebuilding your army. Even if you win the guessing game with composition choice, you need a huge bank and tons of stargates to match their remax within a minute and a half, and in that timing window they can go across the map and do a lot of damage.

Now, obviously the goal is to fight Corruptors with Voids and Storm and Archons and Mothership support, but I'm really sick of people trying to tell me that Voids beat the crap out of Corruptors on their own. They don't. They marginally win the fight without upgrade advantages and, with them, they only get exponentially better while charged. The Corruptors can shift-click focus fire and then run away when charge happens, whereas if voids shift-click focus fire they're not going to charge up very well and the fight will remain relatively even. Sure, I want to imagine that I'm always going to fight Corruptors with even food Void Rays and with caster support and Archons, but that's just not realistic. I need to be able to count on my army in situations where things are scrappy and uneven, and that's the flaw in massing Voids. Believe me, there's a few flaws in using stalkers as the core of your army, but right now I stand on the stalker side of the trade-off fence because they're just a more trustworthy unit. And, most of all, Stalkers run the same pace as Corruptors and they get blink, which means they can chase them down and kill units for free. Voids don't do that unless you fight at their base and they run away whie you kill buildings...aka winning more when you're already winning.


I'm not entirely sure you understand how carrier/void ray works. Void rays reach peak damage output several seconds after the engagement begins, ie when they are charged up. Carriers reach peak damage output immediately, as all the interceptors are being launched with graviton catapult. This is where the inherent synergy comes from: carriers do massive amounts of damage in the first 1.5 seconds of the fight, and shortly thereafter the void rays get charged. There is no favorable time of engagement for a corruptor ball. You can't just run in, snipe some void rays, and then leave before they get charged, you'll lose way too many corruptors to the initial volley of the carriers. If you try to snipe the carriers, they can abuse their superior range to continue engaging as they retreat, giving the void rays plenty of time to charge up.

The only time that dps/supply could possibly matter is in a maxed out army scenario, when you're going to have storm and archon support anyway. In mid-game numbers, corruptors alone should never be able to beat a good Skytoss composition, there simply isn't a way for them to be cost efficient without infestor, queen, or spore crawler support.
If I smite you, have you been smitten?
ajkayken
Profile Joined June 2012
77 Posts
July 12 2012 05:55 GMT
#800
in 200food battles its extremely difficult to use corruption in any effective way. its more of a powerful midgame ability making the zerg strong when its small vr vs corrupter battles early game


i think vr/carrier is definitely the future of the matchup. spread well to avoid fungals, storm against infested terrans/corrupters. it really is the true unbeatable army in the matchup
Prev 1 38 39 40 41 42 48 Next All
Please log in or register to reply.
Live Events Refresh
Next event in 9h 13m
[ Submit Event ]
Live Streams
Refresh
StarCraft 2
Nina 219
Livibee 184
RuFF_SC2 128
ProTech65
StarCraft: Brood War
Artosis 951
Noble 8
Icarus 7
LuMiX 1
Dota 2
monkeys_forever963
Counter-Strike
tarik_tv7083
Fnx 1835
Stewie2K1116
Super Smash Bros
Mew2King115
Heroes of the Storm
Khaldor218
Other Games
summit1g10755
fl0m641
ViBE280
Maynarde206
Organizations
Other Games
gamesdonequick55232
BasetradeTV158
StarCraft 2
Blizzard YouTube
StarCraft: Brood War
BSLTrovo
sctven
[ Show 12 non-featured ]
StarCraft 2
• Berry_CruncH139
• davetesta39
• AfreecaTV YouTube
• intothetv
• Kozan
• IndyKCrew
• LaughNgamezSOOP
• Migwel
• sooper7s
StarCraft: Brood War
• BSLYoutube
• STPLYoutube
• ZZZeroYoutube
Upcoming Events
Wardi Open
9h 13m
Replay Cast
22h 13m
Sparkling Tuna Cup
1d 8h
WardiTV European League
1d 14h
MaNa vs sebesdes
Mixu vs Fjant
ByuN vs HeRoMaRinE
ShoWTimE vs goblin
Gerald vs Babymarine
Krystianer vs YoungYakov
PiGosaur Monday
1d 22h
The PondCast
2 days
WardiTV European League
2 days
Jumy vs NightPhoenix
Percival vs Nicoract
ArT vs HiGhDrA
MaxPax vs Harstem
Scarlett vs Shameless
SKillous vs uThermal
uThermal 2v2 Circuit
2 days
Replay Cast
2 days
RSL Revival
3 days
ByuN vs SHIN
Clem vs Reynor
[ Show More ]
Replay Cast
3 days
RSL Revival
4 days
Classic vs Cure
FEL
4 days
RSL Revival
5 days
FEL
5 days
FEL
5 days
Sparkling Tuna Cup
6 days
RSL Revival
6 days
FEL
6 days
Liquipedia Results

Completed

BSL Season 20
HSC XXVII
Heroes 10 EU

Ongoing

JPL Season 2
Acropolis #3
KCM Race Survival 2025 Season 2
CSL 17: 2025 SUMMER
Copa Latinoamericana 4
Jiahua Invitational
Championship of Russia 2025
RSL Revival: Season 1
Murky Cup #2
BLAST.tv Austin Major 2025
ESL Impact League Season 7
IEM Dallas 2025
PGL Astana 2025
Asian Champions League '25
BLAST Rivals Spring 2025
MESA Nomadic Masters
CCT Season 2 Global Finals
IEM Melbourne 2025

Upcoming

2025 ACS Season 2: Qualifier
CSLPRO Last Chance 2025
CSL Xiamen Invitational
2025 ACS Season 2
CSLPRO Chat StarLAN 3
K-Championship
uThermal 2v2 Main Event
SEL Season 2 Championship
FEL Cracov 2025
Esports World Cup 2025
StarSeries Fall 2025
FISSURE Playground #2
BLAST Open Fall 2025
BLAST Open Fall Qual
Esports World Cup 2025
BLAST Bounty Fall 2025
BLAST Bounty Fall Qual
IEM Cologne 2025
FISSURE Playground #1
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 © 2025 TLnet. All Rights Reserved.