[G] PvZ Cheese: Dark Templar Expand Redux
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Sated
England4983 Posts
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monk
United States8476 Posts
This is exactly why I transition directly into a Robotics Facility. I should have enough Force Fields to buy myself time to get Immortals out on the field and at that point Sentry/Immortal/Stalker > Roaches. I've not experienced hardcore Roach timing-attacks enough to judge how that would pan out, but against some of the moderate Roach pressure responses I've seen I've never had a problem. I want to emphasize this. I don't believe it's possible to defend a roach counter if your opponent defends the dts perfectly. It has more to do with delayed sentries with low energy/low gas count rather than immortal timing. See Inca vs Nestea GSL finals. | ||
Sated
England4983 Posts
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INTquovadis
Canada55 Posts
ty lol | ||
ETisME
12407 Posts
Basically even if you don't show the unit count, as long as you have a late expo, any standard safe zerg opening will have evo chamber at good timing and will sac overlord in to check whether you are going for some sort of warp prism 4 gate or dts or stargate. Zerg doesn't necessary need to grab that quick third if you delay your natural for so long anyway. | ||
playa
United States1284 Posts
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foutre
30 Posts
On September 14 2012 09:42 ETisME wrote: your previous thread has that comment about zerg will know you are upto something. Basically even if you don't show the unit count, as long as you have a late expo, any standard safe zerg opening will have evo chamber at good timing and will sac overlord in to check whether you are going for some sort of warp prism 4 gate or dts or stargate. Zerg doesn't necessary need to grab that quick third if you delay your natural for so long anyway. I think this is an awfully important point. As a diamond zerg, I've been seeing a lot of Protoss open dts or double stargate. In fact, whenever there is a late expansion or a gateway opening without an accompanying push, I've found it's absolutely safe to assume that my opponent is going one of the two and I preemptively throw down a spore at each base. I think cheese is all very well and good, but this has become a bit too common on ladder to be that viable, even with the tendency towards eco openings. I've found that the only dt builds that work do a better job of hiding the fact that they are rushing dts (by faking a normal expand, denying scouting, etc. etc.) Also, w/r/t transitioning from dts to star gate, I don't see how that makes sense. The point of a tech transition is that it takes the game in a direction that's good for you, or that your opponent isn't ready for. By forcing spores out of your opponent you're making them counter your own build... Especially if they're going for a roach max anyway. Whenever my opponents do this I can just defend with spores, take out the enemy nexus and tech with my roaches (just ignoring the tickly void rays) and then transition to hydra roach and end the game. | ||
Surili
United Kingdom1141 Posts
I have recently stopped building gateway/cybercore at the ramp at all, and just building them behind the minerals or around my nexus, to save on mining time, and to make 6 pools even easier to deal with. This isn't a problem because as you say no-one opens with speedlings before expand, so getting them out your base if they do for some reason build slow lings (which they never do), isn't a problem. Have you tried that? saves on minerals, and then i build my second pylon at the ramp as my worker scouts, and my second gate there leaving a archon allowed gap which 1 perfectly placed zealot can block. PS: Congrats on masters mate ![]() Edit: First game i've played, made the build order up as i went along, although i think it was pretty smooth, the great thing is you have units so that you can take the watch tower so as to get a probe out to build i proxy pylon. Mine was 15 seconds late, and despite this he had no detection and GG. http://drop.sc/252338 So in answer to many of the comments, people seem to have forgotten the timing on the DT shrine from a gateway expand. Theoretically this shouldn't work, but because people are greedy it can do. Basically, to give an analogy for the people who haven't considered this: If no-one EVER did proxy raxes, there would be no reason to scout around at all, even though they COULD do it, becase no-one do it would be pointless to scout around and so it would be better not to. Same thing with zergs and evo chamber timings. | ||
Sated
England4983 Posts
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Surili
United Kingdom1141 Posts
On September 14 2012 21:39 Sated wrote: The previous thread wasn't mine, someone else wrote that guide. I play Gate/Core openings a lot in the PvZ match-up and by far the most common response is attempting to take a fast third base using Speedlings or Roaches (or both) to defend against Zealot/Sentry pokes. The Zerg player cannot afford the time nor the resources to get an Evolution Chamber or a Lair if they're planning to do this, nor will they have enough time to get a Spore Crawler up at their third base even if they did go for an Evolution Chamber, all of which leaves them incredibly open to Dark Templar harassment. At the very least they lose their third base, which is definitely worth the cost of 2 Dark Templar when you compare it to the cost of the standard Zealot/Sentry poke that aims to do the exact same thing (cancel the third base). This is the opening that this build is designed to punish and this can be seen in my replay vs. AGǂZagitoutw. The safe option against a Gate/Core opening is for the Zerg player to go for some sort of 2 Base Lair build and I do see this fairly often when I open Gate/Core. The problem for the Zerg player in this situation is that it leaves them 2 Base vs. 2 Base against a Protoss opponent who hasn't sacrificed Probe production (relative to other Gate/Core openings) in order to hit their Dark Templar timing. Even if the Dark Templar don't do damage they will still scout what is going on and they will also give the Protoss map control, which means that the Protoss player should have plenty of time to react to what will likely be a Mutalisk follow-up. In neither of the above situations is the Protoss player economically far behind a standard Gate/Core Sentry Expand using this opening because they don't sacrifice Probe production to hit their Dark Templar timing. The real problem for a Protoss player using this opening is that they've sacrificed unit count to hit their Dark Templar timing. The reponse Protoss players need to fear when using this opening is not the safe, macro response because they can deal with that just fine if they respond correctly. The response Protoss players need to fear is a dedicated counter all-in. Air is a terrible transition after a Dark Templar opening since your Dark Templar already force the opponent to get Spore Crawlers, which happen to be really good against Protoss air units. Even if they didn't use Spore Crawlers to defend against your Dark Templar, you will still need either Blink Stalkers (vs. 2 Base Mutalisk) or a Robotics Facility (vs. 2/3 Base Roach) if you plan on getting through the mid-game without dying. I sometimes do that in PvR(Z) because I don't want my stuff at the top of my ramp in PvR(T) and PvR(P), but I personally feel much more comfortable walling off my ramp when I know the opponent is a Zerg. I think it all comes down to what you're personally comfortable with because it doesn't really make much difference in the long-run. And thanks! I've been straddling that high Diamond/low Masters threshold for a while now so it's nice to finally get promoted. I don't think I've gotten much better, I guess I'm just being rewarded for consistency ![]() I did agree with you before, but having done it over and over again, i haven't had a single game where afterward i felt i should have had a wall off in my main. It just makes it harder if they go mutas also. | ||
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Teoita
Italy12246 Posts
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Surili
United Kingdom1141 Posts
On September 14 2012 21:47 Teoita wrote: The wall in the main does help if they do some wierd and silly ling allin or super fast baneling bust off 14/14. Other than that yeah, it's actually overrated and especially these days you can get by without a wall off. But these can be scouted with the probe. Please give me specific examples where i wouldn't just beat it by having early sentries like you do off a 2 gate expo? | ||
Zheryn
Sweden3653 Posts
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Sated
England4983 Posts
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Surili
United Kingdom1141 Posts
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AGIANTSMURF
United States1232 Posts
On September 14 2012 08:18 monk. wrote: I want to emphasize this. I don't believe it's possible to defend a roach counter if your opponent defends the dts perfectly. It has more to do with delayed sentries with low energy/low gas count rather than immortal timing. See Inca vs Nestea GSL finals. I want to emphasize his emphasis of my point. This game is no where near as simple as ""Get a robo out in time for immortals to stop a roach push"" your not going to be able to make DT's AND make more than 2-3 sentries (Which wont have energy because you made them late to make dt's) AND get a robo out in good time AND have more than maybe 1 immortal by the time 30 roaches arrive at your base and boom. your dead. 1 base tech builds that rely on the zerg being caught off guard/unable to scout are just straight up bad at this point in the meta game. Any smart zerg will get an evo chamber + spore vs. any kind of 1 base double gas opening from P. This may work out for you in platinum league and below but I guarantee you this build would never succeed ever in higher levels of play On September 15 2012 00:06 Sated wrote: You're really underestimating the number of all-ins a Protoss can do after opening Gate/Core. Here are some that you missed:
The exact same thing was true of the old Dark Templar Expand as it also relied on tricking the opponent into thinking that you were opening with a Sentry-based expansion. All I've really done with this guide is update the Dark Templar Expand so that it works alongside the up-to-date 2 Gate Sentry Expand instead of the outdated 3 Gate Sentry Expand, and so that it also takes advantage of some of the metagame changes that have happened since the 3 Gate Sentry Expand was popular. The problem with your logic here is that ALL of the builds you mentioned can be defend with 2-3 hatch speedlings + a few queens and some spines. the zerg doesnt have to deviate much at all to defend the various all-ins from P which makes their follow up / w.e response they decide on after the fact that much more powerful. | ||
Surili
United Kingdom1141 Posts
On September 15 2012 01:08 AGIANTSMURF wrote: I want to emphasize his emphasis of my point. This game is no where near as simple as ""Get a robo out in time for immortals to stop a roach push"" your not going to be able to make DT's AND make more than 2-3 sentries (Which wont have energy because you made them late to make dt's) AND get a robo out in good time AND have more than maybe 1 immortal by the time 30 roaches arrive at your base and boom. your dead. 1 base tech builds that rely on the zerg being caught off guard/unable to scout are just straight up bad at this point in the meta game. Any smart zerg will get an evo chamber + spore vs. any kind of 1 base double gas opening from P. This may work out for you in platinum league and below but I guarantee you this build would never succeed ever in higher levels of play Why do you say stuff like this? Saying it doesn't make it true, and both I and the OP are masters level protosses who say it can work and have tested it, as opposed to you, who is simply theory crafting and acting like anyone who ever goes dts must be terrible, and anyone who dies to it must be twice as bad. Get off your high horse and talk like a real person. Yes, if the DTs do 0 damage, and he goes for a roach counter, you may be in trouble, but every opening you do in starcraft is going to have its positives and negatives, this one has to do damage, or at least by time, so that you can get cannons/immortals. | ||
TyrionSC2
United States411 Posts
This is extremely easy to scout for and prepare for. If they notice you don't forge expand and just take gas you will make your first evo for +1 and spores before dts warp. But hey I like free wins too. Why do you say stuff like this? Saying it doesn't make it true, and both I and the OP are masters level protosses who say it can work and have tested it, as opposed to you, who is simply theory crafting and acting like anyone who ever goes dts must be terrible, and anyone who dies to it must be twice as bad. Get off your high horse and talk like a real person. | ||
playa
United States1284 Posts
On September 14 2012 21:39 Sated wrote: Air is a terrible transition after a Dark Templar opening since your Dark Templar already force the opponent to get Spore Crawlers, which happen to be really good against Protoss air units. Even if they didn't use Spore Crawlers to defend against your Dark Templar, you will still need either Blink Stalkers (vs. 2 Base Mutalisk) or a Robotics Facility (vs. 2/3 Base Roach) if you plan on getting through the mid-game without dying. you're personally comfortable with because it doesn't really make much difference in the long-run. Everyone says that, but I don't get it. I have no idea why everyone assumes you make void rays to rely on harassing a zerg that has spore crawlers, like that's the only foreseeable plan. Don't make any probes after you have 15. They aren't good at attacking. You have to be able to attack or defend! That's pretty much what I hear when I see people say that. If you open dts, you're going to be vulnerable to roach counters, unless... you have 1 or 2 units that can't be attacked by units that don't shoot at air. And, then, once they have enough units to ignore always being shot at by 2 units, you can start to use DTs if need be, to stall, since you can snipe their overseers. By simply making 2 void rays, you're able to accomplish a lot. You're able to scout their main. You're able to stop counter attacks. You're able to deny creep spread, and if you ever delay their third or kill it, the void rays will truly not enable them to get the third up in time to have a chance to recover. And, ofc, you're able to clear out any overlords that are on the map. It's complete map control, and killing overlords or forcing more spore crawlers is just money that essentially goes towards paying for your units. If you only need to make a few units to be safe, what does it allow you to do? Tech to things that kill stuff once your period of invincibility is over. I'd rather be making immortals, colossi and a mothership than massing sentries and stalkers just to live. Have fun with that. I'm sure that's a lot stronger come mid-late game. | ||
ins(out)side
220 Posts
The big thing with my (I mean, SaSe's) variation of DT expand was to keep as many DT's alive as possible no matter what. Don't sacrifice them to kill off things like evo chambers and such. MAYBE sacrifice one or two to kill the natural or 3rd hatch but you want them alive to warp into archons. Then you get like 3 or 4 archons, a shitload of zealots, and as many stalkers as you can handle and usually go and end the game. Its not unlike what you would do after going DT's in a PvP and you see them going for robo tech. Of course since Diamond league I've not been doing builds like this and I've got a hankering for some DT's and BM! Thanks again for the guide EDIT: The 3 gate FE/Dark Shrine build I mention above I got from watching SaSe's stream several months ago. Just had to give credit where credit is due. | ||
Surili
United Kingdom1141 Posts
On September 15 2012 01:57 playa wrote: Everyone says that, but I don't get it. I have no idea why everyone assumes you make void rays to rely on harassing a zerg that has spore crawlers, like that's the only foreseeable plan. Don't make any probes after you have 15. They aren't good at attacking. You have to be able to attack or defend! That's pretty much what I hear when I see people say that. If you open dts, you're going to be vulnerable to roach counters, unless... you have 1 or 2 units that can't be attacked by units that don't shoot at air. And, then, once they have enough units to ignore always being shot at by 2 units, you can start to use DTs if need be, to stall, since you can snipe their overseers. By simply making 2 void rays, you're able to accomplish a lot. You're able to scout their main. You're able to stop counter attacks. You're able to deny creep spread, and if you ever delay their third or kill it, the void rays will truly not enable them to get the third up in time to have a chance to recover. And, ofc, you're able to clear out any overlords that are on the map. It's complete map control, and killing overlords or forcing more spore crawlers is just money that essentially goes towards paying for your units. If you only need to make a few units to be safe, what does it allow you to do? Tech to things that kill stuff once your period of invincibility is over. I'd rather be making immortals, colossi and a mothership than massing sentries and stalkers just to live. Have fun with that. I'm sure that's a lot stronger come mid-late game. You make a good point, Void rays can be good for hold roach counters, although the mondragon equation might come into play here if you do zero damage vs a fast 3 hatching pool who decides to go mass roach with overlord drop for instance, i reckon you would probably straight up die. But it would all depend on building positioning etc. | ||
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Teoita
Italy12246 Posts
On September 15 2012 01:57 playa wrote: Everyone says that, but I don't get it. I have no idea why everyone assumes you make void rays to rely on harassing a zerg that has spore crawlers, like that's the only foreseeable plan. Don't make any probes after you have 15. They aren't good at attacking. You have to be able to attack or defend! That's pretty much what I hear when I see people say that. If you open dts, you're going to be vulnerable to roach counters, unless... you have 1 or 2 units that can't be attacked by units that don't shoot at air. And, then, once they have enough units to ignore always being shot at by 2 units, you can start to use DTs if need be, to stall, since you can snipe their overseers. By simply making 2 void rays, you're able to accomplish a lot. You're able to scout their main. You're able to stop counter attacks. You're able to deny creep spread, and if you ever delay their third or kill it, the void rays will truly not enable them to get the third up in time to have a chance to recover. And, ofc, you're able to clear out any overlords that are on the map. It's complete map control, and killing overlords or forcing more spore crawlers is just money that essentially goes towards paying for your units. If you only need to make a few units to be safe, what does it allow you to do? Tech to things that kill stuff once your period of invincibility is over. I'd rather be making immortals, colossi and a mothership than massing sentries and stalkers just to live. Have fun with that. I'm sure that's a lot stronger come mid-late game. Void rays don't kill roaches nearly fast enough to protect you from a MASS roach counter. They are good vs low unit count roach aggression (say roach ling allin), but when there's dozens of roaches killing your stuff it doesn't matter if you have 2 void rays in the air doing their thing. Stargate is also a pretty dead tech path, since as usual p needs some aoe or at the very least in pvz, a well upgraded blink stalker/immortal/sentry army. Also, later on in the game they also become useless as infestors or muta/ling hit the field. regarding the build: i don't think it's that good of a "standard" ladder build, but it's definitely nice to throw it in there in a BoX, say in a playhem or something like that. | ||
playa
United States1284 Posts
On September 15 2012 02:25 Surili wrote: You make a good point, Void rays can be good for hold roach counters, although the mondragon equation might come into play here if you do zero damage vs a fast 3 hatching pool who decides to go mass roach with overlord drop for instance, i reckon you would probably straight up die. But it would all depend on building positioning etc. I'm not sure if I can allay your fears or not. I got good news for you and bad news. The good news is I've only seen 2 players attempt a mass roach drop versus a void ray opening that is killing their overlords. The bad news is, there's not enough data to go on to say it's easy to stop. You would have to rely on there being a good reason that no one ever attempts it. I have lost to it on shakuras before. Once hydras are made, you become a lot more concerned with impending attacks on your natural, so it does open up the possibility. I get worker rushed more than I get dropped... so the surprise element is def a 10. But, even then, it's so map dependent, and, well, Shakuras probably should even be a played map. As for mass roaches being hard to stop with void rays, sure. But throw in dts that do ridic damage, and the last thing you're worried about is roaches. Dt, void ray, immortal... Zerg players can't make enough roaches. If only zerg wouldn't make a unit that everything toss has counters. That's a big fear of mine. I get so nervous when it comes to deciding which counter unit I want to make. So many options. It's hard at times. | ||
Payson
United States394 Posts
On September 15 2012 01:27 Surili wrote: Why do you say stuff like this? Saying it doesn't make it true, and both I and the OP are masters level protosses who say it can work and have tested it, as opposed to you, who is simply theory crafting and acting like anyone who ever goes dts must be terrible, and anyone who dies to it must be twice as bad. Get off your high horse and talk like a real person. Yes, if the DTs do 0 damage, and he goes for a roach counter, you may be in trouble, but every opening you do in starcraft is going to have its positives and negatives, this one has to do damage, or at least by time, so that you can get cannons/immortals. The OP just got into Masters this season, I wouldn't say his theorycrafting is as good as AGIANTSMURF or .monk (blue poster mind you, he knows what he's talking about), who's a much higher rated player overall in the NA compared to someone who just broke into Masters this season. I'm not saying Sated or your opinion's are wrong, but I'll take someone who has played the game at a much higher level and has more experience than someone who is trying to bring back a build that in this current state of the metagame, simply doesn't work well. There is no possible way for you to defend a roach counter with 3 sentries to buy time for maybe 1-2 immortals if the DT tech completely fails. The zerg can see your tech failed and knows, even with 3 sentries (which an incredibly low amount of energy at this point in the game) will not be able to stall long enough for immortals to get out. You simply die. | ||
TrickyGilligan
United States641 Posts
I agree with the OP, 14 pool / 16 hatch really isn't that good against gate/core openers. The issue is that any zerg should realize you're on one base and throw down an evo before you have any chance of doing anything with your DTs. So, I do it a little different than the op. Also, more cheesy as said. I open 13 gate as usual, but cut probes briefly in order to chrono out 2 Zealots before the core finishes, then chrono a stalker out. I attack with the 2 zealots and my scouting probe, and have the stalker rallied in. When Zergs see the 3 early gateway units and a probe, they're forced to react in some way. I am of course going up to 3 gates and a dark shine behind the poke. I take a hilariously greedy expansion while waiting for my Dark Shrine to complete, but if they built enough lings to cancel that means they have no detection. Also, with a wall at the top of my ramp, they have zero chance of making it into my main with pure lings. If they don't force a cancel, you have a free expansion and DTs warping in at the same time. I don't want to say this build is *good.* It's not. At all. The DTs are late, the expansion is crazy risky, and if it gets scouted you're playing from way behind. All that said though, I've used this build enough to have it down to a science, and I win the vast majority of my PvZs. Don't use it every game, but it's a pretty good cheese to throw into the mix when you get tired of FFEing every game. | ||
ZerO_0
United States137 Posts
Sorry for wall of text. Writing this while at work on my phone so couldn't really organize it. | ||
ins(out)side
220 Posts
As with a DT expand or rush in PvP, the option of going into Archons and zealots makes for a really strong push even if your DT's did very little damage. Particularly if your opponent goes robo tech and makes immortals. In terms of trying to do the same thing with Zerg, I think that it can make for a viable way to end the game or at least get you guys on the same number of bases. I've seen SaSe do it against Korean zergs but that was many moons ago. With todays roach heavy builds, one can assume that by the time you warp some archons and enough zealots to really do damage there will be enough roaches to hold. While this is true most of the time in the higher leagues, I find I can get away with a win in spite of failing to execute the push early enough in the league I currently reside =) Additionally, if you got your expansion up at a decent time and you manage to have guys on all 4 gases for a little while before the push you can start supporting with some stalkers. Honestly, with Archon support and some crafty micro you can punish A moving zergs who get overly focused on getting the archons. Even without crafty micro, zealots and archons together aren't terrible against roaches. They certainly aren't amazing but certainly better than just zealots. Truth be told, you don't really need your opponent to make HUGE mistakes in order to benefit and do damage with your DT's. When I would do a similar build I would take 2 DT's to one location just in case there was a single spore there. With more than one DT hacking on it, them spores go down pretty quick, If I take out the spore at say his natural, and the single DT that I sent into his main also meets a spore, then I just pull the third guy down to the nat and go for drones or try and snipe the hatch. Prolly focus on the later. This is just a smaller example of how a player might be staying with the "current metagame" but that doesn't mean he is without vulnerability. I.E. yeah he built a spore, but if I snipe it with 2 DT's I might get a bunch of drones and/or a hatch. If theres anything the pros constantly show me time and time again its how they get ahead by recognizing and capitalizing on the most minute of details. We can do this in our own newbie way. All in all, for most players I think having a build like this to cycle into your ladder play makes you a better and more more informed player. Its all the better for when playing Best Of's with your buddies or in tourneys and you want to catch them off guard. | ||
SidewinderSC2
United States236 Posts
You are telegraphing the fact that you are up to something crazy (it's obviously either DTs or Stargate) if they see you making only Zealots and mining from 2 gas, since Robo does not require that much gas on 1 base, and you always need sentries to make a Robo opener work. Nearly every Zerg that understands what Protoss is capable of would throw up blind spores without even seeing your Dark Shrine, so the DTs would very likely do negligible damage if they saw your unit count and especially it's composition. Besides that, you have only Zealots.. an overlord could easily float in and see everything since you have nothing to shoot it down. I also don't understand what's supposed to stop a speedling opener from cancelling your Nexus at least once, other than you hoping that they pull their army home to deal with DTs and then not immediately counter once they get an overseer across the map. Queens along with spores by themselves could easily hold the 2 DTs off, and as far as I understand, extra queens vs gateway openers are common since a Stargate opener on 1 base is a possibility. This is actually the most coinflippy DT expand I've seen. DT expanding in PvP and PvT are safer than this since you can at least deny scouting of your geysers for a while (and a quicker Nexus is viable with only a few units) against the other races. You would very likely have much more success opening Zealot, Stalker, Zealot and putting a little bit of pressure on if they aren't mining gas (and every Zerg should mine gas vs gateway openers anyway). But at least the Stalker wouldn't make it blatantly obvious that you are opening either DTs or Stargate on 1 base, and you could even use the Stalker to shoot a curious overlord down. So, basically, this build relies on the Zerg player not understanding what is going on, and taking a lot of damage from DTs. It can work, but it's a total coinflip. If your DTs do no damage, you should die shortly afterward or at least be way behind on economy for a long time. | ||
ins(out)side
220 Posts
On September 15 2012 12:29 SidewinderSC2 wrote: This build has a lot of problems, coming from ~1350 Master Protoss last season. You are telegraphing the fact that you are up to something crazy (it's obviously either DTs or Stargate) if they see you making only Zealots and mining from 2 gas, since Robo does not require that much gas on 1 base, and you always need sentries to make a Robo opener work. Nearly every Zerg that understands what Protoss is capable of would throw up blind spores without even seeing your Dark Shrine, so the DTs would very likely do negligible damage if they saw your unit count and especially it's composition. Besides that, you have only Zealots.. an overlord could easily float in and see everything since you have nothing to shoot it down. I also don't understand what's supposed to stop a speedling opener from cancelling your Nexus at least once, other than you hoping that they pull their army home to deal with DTs and then not immediately counter once they get an overseer across the map. Queens along with spores by themselves could easily hold the 2 DTs off, and as far as I understand, extra queens vs gateway openers are common since a Stargate opener on 1 base is a possibility. This is actually the most coinflippy DT expand I've seen. DT expanding in PvP and PvT are safer than this since you can at least deny scouting of your geysers for a while (and a quicker Nexus is viable with only a few units) against the other races. You would very likely have much more success opening Zealot, Stalker, Zealot and putting a little bit of pressure on if they aren't mining gas (and every Zerg should mine gas vs gateway openers anyway). But at least the Stalker wouldn't make it blatantly obvious that you are opening either DTs or Stargate on 1 base, and you could even use the Stalker to shoot a curious overlord down. So, basically, this build relies on the Zerg player not understanding what is going on, and taking a lot of damage from DTs. It can work, but it's a total coinflip. If your DTs do no damage, you should die shortly afterward or at least be way behind on economy for a long time. I hear what you're saying but the zany thing is, I see Zerg players totally disregarding the gateway openers and just going for standard 3 hatch before gas anyway. Its fucking nuts in my opinion but its happening more and more. I can't say for Masters league but certainly in Diamond and below I've seen them just saying "ah..fuck it" and its just plain zany cause like you said, they should be mining gas if they see a gateway expand. I mean, the way I used to understand the meta-game was that if you went for some kind of gate expand you could expect zerg to respond by speedling expanding in some way. I guess you could say we're seeing a sort of back lash to the prevalence of what some have called the "Stephano style" roach builds. At the lower levels, players commit to this build almost every single game they play without taking notice or caring if Toss gateway expands. If I'm not mistaken I think the OP was experiencing something similar with Zerg opponents? | ||
SidewinderSC2
United States236 Posts
I hear what you're saying but the zany thing is, I see Zerg players totally disregarding the gateway openers and just going for standard 3 hatch before gas anyway. Its fucking nuts in my opinion but its happening more and more. I can't say for Masters league but certainly in Diamond and below I've seen them just saying "ah..fuck it" and its just plain zany cause like you said, they should be mining gas if they see a gateway expand. I mean, the way I used to understand the meta-game was that if you went for some kind of gate expand you could expect zerg to respond by speedling expanding in some way. I guess you could say we're seeing a sort of back lash to the prevalence of what some have called the "Stephano style" roach builds. At the lower levels, players commit to this build almost every single game they play without taking notice or caring if Toss gateway expands. If I'm not mistaken I think the OP was experiencing something similar with Zerg opponents? The beautiful thing about TL strategy is that good threads work for every skill level. I think this build really falls off around low Masters, where people really start to understand the game thoroughly and will punish stuff like this. At Diamond and below, tons of things work that shouldn't, just because play is so imperfect. No offense of course, I just thought that I'd add my thoughts from my skill level, and the fact that I'm kind of a PvZ connoisseur. At my level, this would maybe work about 20% of the time, and if I followed the build exactly, if the DTs failed, I'd lose about 85-90% of the games played, regardless of my personal skill level. | ||
Surili
United Kingdom1141 Posts
On September 15 2012 15:28 SidewinderSC2 wrote: The beautiful thing about TL strategy is that good threads work for every skill level. I think this build really falls off around low Masters, where people really start to understand the game thoroughly and will punish stuff like this. At Diamond and below, tons of things work that shouldn't, just because play is so imperfect. No offense of course, I just thought that I'd add my thoughts from my skill level, and the fact that I'm kind of a PvZ connoisseur. At my level, this would maybe work about 20% of the time, and if I followed the build exactly, if the DTs failed, I'd lose about 85-90% of the games played, regardless of my personal skill level. Unfortunately this stuff does work at mid masters level (i was ~1350 at the end of last season also) and players DO go blind three hatch a lot of the time against my gateway openings, and underestimate how early DTs will be arriving. I've only tested this build a few times so far, and i won all three, but 2 of them were wonky games, and one of them i won straight up with the initial DTs, so once i've played around with it some more i'll let you know ![]() | ||
playa
United States1284 Posts
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Eifer
United States138 Posts
On September 15 2012 01:27 Surili wrote: Why do you say stuff like this? Saying it doesn't make it true, and both I and the OP are masters level protosses who say it can work and have tested it, as opposed to you, who is simply theory crafting and acting like anyone who ever goes dts must be terrible, and anyone who dies to it must be twice as bad. Get off your high horse and talk like a real person. Yes, if the DTs do 0 damage, and he goes for a roach counter, you may be in trouble, but every opening you do in starcraft is going to have its positives and negatives, this one has to do damage, or at least by time, so that you can get cannons/immortals. I think that this wouldn't work in high masters and above. Low masters players are still really shitty in the scheme of things. They aren't playing "optimally" yet. And agiantsmurf is a solid top ~3 master. I agree with him. | ||
Veriol
Czech Republic502 Posts
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Sated
England4983 Posts
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playa
United States1284 Posts
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Sated
England4983 Posts
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Surili
United Kingdom1141 Posts
http://drop.sc/264492 This game was against muta, which i am usually horrible against, but the dts had done enough that i managed to transition it into a win. | ||
bertu
Brazil871 Posts
On October 14 2012 20:27 Surili wrote: So far every time i have done this build it has worked, and i am still not using it much at all. To all those saying any masters player would have detection automatically on scouting gateway expo, it just isn't true. http://drop.sc/264492 This game was against muta, which i am usually horrible against, but the dts had done enough that i managed to transition it into a win. Of course master players make mistakes, but this doesn`t make the strategy good. It`s one thing to play a pressure/aggressive build to force mistakes from your opponent (as in you constant harras, test his multitask etc) and try to get ahead with it. It`s another to play a strategy that heavily relies on an opponent making a basic BO oversight or having horrible game sense, even if it does happen from time to time. | ||
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Teoita
Italy12246 Posts
If you like to gateway expand, using this every once in a while can be a decent high risk/high reward build though. | ||
bertu
Brazil871 Posts
That said, I could see it working if P proxy hides the DT tech, show an extra sentry (even if it delayes the tech) and/or gets a stalker to deny overlord scouting. A faster nexus with less zealots could work as well, I suppose, even if it is harder to hold... risking to show the zealots is such a gigantic giveaway. In other words, I think the OP strategy is close to the most optimal way to get faster DT's and expand, but since this strategy relies on your opponent making a misread (it is very hard to transition if you don't do a ton of damage), it could be better to make it less resource efficient and more tricksy. In PvP openings, for instance, you can do close to no damage with DT's and still have a shot (depending on your opponent BO), but in PvZ it won't work that way since all popular Z openings could punish this. | ||
yazoo
8 Posts
I have a bug when i open replays. Some elements on the map are missing. Like minerals, buildings.. Do you have the same problem? | ||
-xRisk-
United States11 Posts
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ZaloMonkada
United States86 Posts
On September 14 2012 08:18 monk. wrote: I want to emphasize this. I don't believe it's possible to defend a roach counter if your opponent defends the dts perfectly. It has more to do with delayed sentries with low energy/low gas count rather than immortal timing. See Inca vs Nestea GSL finals. This is because the map pool back then had open areas like in xelnaga caverns or really big chokes leading to the natural. On todays maps, you can defend with a handful of sentries on maps like Ohana and cloud kingdom. | ||
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Teoita
Italy12246 Posts
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las91
United States5080 Posts
On October 15 2012 04:29 Teoita wrote: Two of the games of Inca vs Nestea were played on Terminus and Tal'darim Altar... Which both have incredibly large walloffs or walloffs at the Nexus to help defend. FFEing on TDA was always horrible, I don't know any Protoss who liked that map on release or even to this day. I don't know if you've ever played on Terminus, but the map is absolutely huge and still is even with today's map pool. Inca did this build 4 times in a row and NesTea absolutely stomped it. I think that should be enough evidence to know that anyone who has seen those games will know how to crush this build. As much as I like DTs, having a separate building for them entirely just destroys any good anti-roach transitions if you want sentries as well. EDIT: Also if you're going to do this build you ABSOLUTELY CANNOT let the Z see 3 zealots. As soon as he sees that there should be alarm bells the size of Mt. Everest going off in his head that he's facing something somewhat cheesy and he should get detection and anti-air immediately. | ||
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Teoita
Italy12246 Posts
I agree on not showing the zealots, i actually used to get a stalker when gateway expanding, stargate expanding or doing this to deny scouting. And yeah, of course this build will get stomped if you do it 4 times in a row, as i posted before this is not a standard macro build...and guess what, there's "cheese" in the name of the thread. | ||
Sated
England4983 Posts
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bertu
Brazil871 Posts
On October 15 2012 06:58 Sated wrote: As stated several times in this thread, it's really only a massive Roach counter that scares me when I use this build and I personally believe that I can only hold that type of response on maps with a 2 Force Field ramp at the natural. An economic response doesn't scare me because I'm not cutting that much economy relative to a standard 2 Gate Sentry Expand and because I'm also ensuring that the opponent can't take a third base until they have mobile detection. What I meant is that zergs get economing openings with timely evo chamber / lair, that he can rush or delay base on scouting. The roach mass is a reaction after he saw your building, that all popular openings can achieve if they take little damage. Sorry if I wasn`t clear. I really like the idea of going stalker(s) to deny info or sell other builds, as you pointed out. Stalker expand is safe in most maps if zerg goes 14 hatch 16 pool, which is the most popular opening right now. Seed does that from time to time. | ||
FortMonty
United States63 Posts
I may not have articulated that explanation very well, but hopefully people get what I mean. In a BOx series, this build would be nice provided you take the necessary precautions to make it effective. | ||
ImNightmare
1575 Posts
But then again, I am sure there will be people who are over confident and this build would punish them I suppose. | ||
Sated
England4983 Posts
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ImNightmare
1575 Posts
On October 15 2012 10:04 Sated wrote: The title says "Cheese" for a reason. The thread says that this relies on the opponent reacting badly for a reason. Etc. There was no cheese in the title when I clicked on it. maybe op edited it or something. Edit: oh shit you are the op, while I didn't see any cheese when I clicked on it the last time. | ||
Surili
United Kingdom1141 Posts
On October 16 2012 17:47 ImNightmare wrote: There was no cheese in the title when I clicked on it. maybe op edited it or something. Edit: oh shit you are the op, while I didn't see any cheese when I clicked on it the last time. It was there the whole time. People are referring the the timing as "text book" for zerg detection, and yet it just doesn't seem the case for me. Maybe zergs have forgotten gateway timed DTs? Maybe i am good at hiding it? I don't know, but it seems to be working. | ||
ImNightmare
1575 Posts
On October 16 2012 21:50 Surili wrote: It was there the whole time. People are referring the the timing as "text book" for zerg detection, and yet it just doesn't seem the case for me. Maybe zergs have forgotten gateway timed DTs? Maybe i am good at hiding it? I don't know, but it seems to be working. I would say its thanks to the immortal sentry all in. 3 spores means 3 less drones with 200+ minerals lost, 200 minerals is about 8 lings minus the mining time from the 3 drones, it actually affects a lot so dts are quite good this days as a meta game breaker | ||
Aelfric
Turkey1496 Posts
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S:klogW
Austria657 Posts
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Sated
England4983 Posts
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doffe
Sweden636 Posts
As a mid master zerg I must say Ive gotten suprised quite a few times when seeing a none forge expo build due to pretty damn late scouting. Ive never lost to a onebase timing after it though but I find myself in a small state of confusion and apparently have forgotten how to properly prepare for all eventualities and have several times gotten behind due to poor droning and subsequently lost in the mid to lategame. Something that rarely happens vs a forgeexpo. Not saying that this is the norm though, Since then ive started scouting a bit earlier and now I wouldnt say gate-core openings are good vs me anymore but being so used to forge expo vs 3hatch mixing in some different types of gas expands is pretty smart imo. Although using a dt expand as your standard PvZ build probably is a bad idea if you ever have want to play a BoX series against a zerg :p. Its kinda like those zergs 100% 6-7-8pooling vs toss... well, u might win some, but youll never actually improve =). | ||
Sated
England4983 Posts
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DinoMight
United States3725 Posts
-Forge fast expand.. Nexus first as often as possible -Continuous Zealot production whenever there are spare minerals -First couple of chronos on probes, then on warpgate and + 1 only -Add 3 gateways when your warpgate research is about halfway done -Warpgate/+1 should finish right before 8 minutes. You should have 3 zealots defending a proxy pylon, and immediately warp in 4 more Zealots for 7 total. Go attack his third While the above is happening, when you have minerals: -Get a twilight council and then a Dark Shrine -Start a 3rd base Try to keep the zealots alive as long as possible, if for no other reason than to distract your opponent from the DTs. You should be able to warp in 4 DTs and in many cases kill his 3rd base AND natural. Here's a replay where I killed all 3 of his hatcheries with this (and he left shortly after): http://drop.sc/265417 The best part is that you also secure a 3rd base ![]() | ||
Sated
England4983 Posts
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DinoMight
United States3725 Posts
On October 18 2012 02:53 Sated wrote:I approve of your signature, by the way. Dark Templar are always a good choice ![]() Lol thanks. I agree, DT's when you're ahead are often much more surprising than when you're behind. Also the reason I posted my build is just because it's also a DT expand, just expanding to a 3rd not a natural :p | ||
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Teoita
Italy12246 Posts
It's a pretty gimmicky build, but it's really really fun. | ||
yazoo
8 Posts
I have a bug when i open replays. Some elements on the map are missing. Like minerals, buildings.. Do you have the same problem? | ||
Sated
England4983 Posts
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yazoo
8 Posts
On November 04 2012 02:10 Sated wrote: I don't have any problems with the replays. Is that happening for all the replays or just for some of them? it's for all of them, sometimes i dont have buildings... here is the screenshot ==> http://hpics.li/064aa3a | ||
Sated
England4983 Posts
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yazoo
8 Posts
On November 04 2012 03:30 Sated wrote: Wow, that's weird. I've never seen anything like that before. I don't really know what to say if no one else if having any problems... I mean, drop.sc usually works just fine for me. Ok thx mate. I try to find a solution. | ||
skorched
United States81 Posts
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1v1Alpha
33 Posts
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Sated
England4983 Posts
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hecticSc
Romania76 Posts
I always nexus first or FFE on 4 player maps vs Z and i try to use my crappy apm to keep pressure up as best as i can. Key to my build is pressure pressure pressure. I found out that even if it's really hard to do multi pronged attacks while still teching and macroing, it's much harder for Z to defend and scout to prepare for what's coming ![]() Summary: Open FFE, if you can't manage pylon block then go forge gate core gate +1 chrono asap as soon as you have 1 zealot clear towers chrono zealots until you have 3 go attack with 3 zealots and force lings ( if you manage to kill a queen you're golden ) meantime home base: warpgate 1-2 chrono stalker to deny scout 3 gates warpgate 50% done council as soon as you have gas 2 more gas at natural and saturate asap DT shrine as soon as council is done Frontline again: WG done warp 4 zealots, if you managed to save 1-2 zealots from before you're in great shape Split zealots go attack with 3-4 3rd and 1-2 natural, try to focus down queens If you hit 600 gas put down robo and warpin 4 DT Split DT according to what you scout with zealots, if he has overlord over a base only hit it with 1 DT. I usually go 1x DT main, 2x DT natural, 1x DT 3rd - focus down hatcheries and afterwards tech Go plant 3rd nexus and 2 gates for wall Start +2 attack and chrono immortals If he gets overseers in position fast enough it's very important you save AT LEAST 2 DT. If you save 2 x dt go back home and morph archon. As soon as you have 4 immortals and +2 done, go attack with immortal archon zealot sentry vs his pathetic roach/ling ![]() Usually it's gg right here, if not, get colossus tech vs infestors and a startgate and prepare for macro game, 4th base, fleet beacon mothership etc ... With this build i often manage to snipe at least 1 hatchery which leaves zerg incapable of doing that idiotic mass roach build. Some games i sniped 2 bases, some games i sniped 3 ( if you think you can snipe 2-3 bases you can sacrifice DT you will be ahead anyways ). I usually build DT shrine in my main in the mineral line, it's really important zerg doesnt see it, if he does, you will be behind and you must try to hit a +2 immortal archon timing on 2 bases. | ||
Sated
England4983 Posts
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Sated
England4983 Posts
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Salient
United States876 Posts
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jarod
Romania766 Posts
They are nice mid to late game to harass but not to start with.. all normal zergs will make spore and overseers after 10 min mark and go and kill you easilly. | ||
hecticSc
Romania76 Posts
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skorched
United States81 Posts
Your 2gate expand into blink has also been working wonders. I was growing very tired of gambling on money vortex, feels like pvz is fair game again. | ||
Sated
England4983 Posts
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Sated
England4983 Posts
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