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[G] PvZ Cheese: Dark Templar Expand Redux

Forum Index > StarCraft 2 Strategy
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Sated
Profile Blog Joined March 2011
England4983 Posts
Last Edited: 2012-12-27 09:04:23
September 13 2012 23:13 GMT
#1
--- Nuked ---
monk
Profile Blog Joined May 2009
United States8476 Posts
September 13 2012 23:18 GMT
#2
Show nested quote +
On June 08 2012 03:07 AGIANTSMURF wrote:
the problem with a build like this arises when the zerg is smart and defends your dt's, then follows up with a large roach push (with overseers of course) and your sentry count is abysmally low so you just flat out die.

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.
Moderator
Sated
Profile Blog Joined March 2011
England4983 Posts
Last Edited: 2012-09-13 23:29:31
September 13 2012 23:28 GMT
#3
--- Nuked ---
INTquovadis
Profile Joined March 2011
Canada55 Posts
Last Edited: 2012-09-14 00:30:21
September 14 2012 00:30 GMT
#4
this is the kind of thing i'll try from time to time vs friends who know i always FFE and never scout me until 7 mins

ty lol
ETisME
Profile Blog Joined April 2011
12407 Posts
September 14 2012 00:42 GMT
#5
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.
其疾如风,其徐如林,侵掠如火,不动如山,难知如阴,动如雷震。
playa
Profile Blog Joined December 2010
United States1284 Posts
Last Edited: 2012-09-14 01:00:37
September 14 2012 01:00 GMT
#6
I like dt into void ray. Ideally, try to keep it at 2 base vs 2 base for a while. I rarely ever make sentries in the early game, as I would prefer that, that gas goes to something that kills things. Even if they manage to get 3 quick bases with ridic fast spores, their lair is so late that you have map control forever. Personally, I never really care if someone knows what's coming. That said, put me down as fan of those openings.
foutre
Profile Joined August 2012
30 Posts
Last Edited: 2012-09-14 08:23:29
September 14 2012 08:22 GMT
#7
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
Profile Blog Joined March 2011
United Kingdom1141 Posts
Last Edited: 2012-09-14 10:56:12
September 14 2012 09:12 GMT
#8
Ooooh, gonna try this variant out, sounds fun.

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.
The world is ending what should we do about it?
Sated
Profile Blog Joined March 2011
England4983 Posts
September 14 2012 12:39 GMT
#9
--- Nuked ---
Surili
Profile Blog Joined March 2011
United Kingdom1141 Posts
September 14 2012 12:44 GMT
#10
On September 14 2012 21:39 Sated wrote:
Show nested quote +
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.

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.

Show nested quote +
On September 14 2012 10:00 playa wrote:
I like dt into void ray. Ideally, try to keep it at 2 base vs 2 base for a while. I rarely ever make sentries in the early game, as I would prefer that, that gas goes to something that kills things. Even if they manage to get 3 quick bases with ridic fast spores, their lair is so late that you have map control forever. Personally, I never really care if someone knows what's coming. That said, put me down as fan of those openings.

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.

Show nested quote +
On September 14 2012 18:12 Surili wrote:
Ooooh, gonna try this variant out, sounds fun.

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

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.
The world is ending what should we do about it?
Teoita
Profile Blog Joined January 2011
Italy12246 Posts
September 14 2012 12:47 GMT
#11
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.
ModeratorProtoss all-ins are like a wok. You can throw whatever you want in there and it will turn out alright.
Surili
Profile Blog Joined March 2011
United Kingdom1141 Posts
September 14 2012 13:35 GMT
#12
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?
The world is ending what should we do about it?
Zheryn
Profile Joined December 2010
Sweden3653 Posts
September 14 2012 14:34 GMT
#13
Zerg won't take his third before your natural goes down, and based on the timing he'll know you're doing some kind of tech. Basically the only 1-base tech that makes sense is DTs or void rays. Spores counter these pretty good.
hundred thousand krouner
Sated
Profile Blog Joined March 2011
England4983 Posts
Last Edited: 2012-09-14 15:19:53
September 14 2012 15:06 GMT
#14
--- Nuked ---
Surili
Profile Blog Joined March 2011
United Kingdom1141 Posts
September 14 2012 15:16 GMT
#15
I've started double gas 4gating zergs who take 4 minutes thirds on some maps (works really well on daybreak). Double gas 4gates work really well, because you have lots of probes, so you can do almost pure stalkers, and then warp in whatever is necessary. Zergs really need to learn to play against gateway openings properly. Seriously, the shit i would pull out in a best of 7 in PvZ, i know so many builds like this, and my macro game is pretty okay too
The world is ending what should we do about it?
AGIANTSMURF
Profile Blog Joined September 2010
United States1232 Posts
Last Edited: 2012-09-14 16:12:01
September 14 2012 16:08 GMT
#16
On September 14 2012 08:18 monk. wrote:
Show nested quote +
On June 08 2012 03:07 AGIANTSMURF wrote:
the problem with a build like this arises when the zerg is smart and defends your dt's, then follows up with a large roach push (with overseers of course) and your sentry count is abysmally low so you just flat out die.

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.


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:
Show nested quote +
On September 14 2012 23:34 Zheryn wrote:
Zerg won't take his third before your natural goes down, and based on the timing he'll know you're doing some kind of tech. Basically the only 1-base tech that makes sense is DTs or void rays. Spores counter these pretty good.

You're really underestimating the number of all-ins a Protoss can do after opening Gate/Core. Here are some that you missed:
  • 3/4 Gate Blink
  • 3/4 Gate Blink Obs
  • 4 Gate Immortal
  • 4 Gate Warp-Prism
  • 5 Gate Zealot/Sentry
Besides, like I said in the guide, this is a cheese build for a reason. It relies somewhat on tricking your opponent into thinking that you're opening with a 2 Gate Sentry Expand due to the expansion timings being fairly similar. If they fall for it and go for what seems to be the common response to a 2 Gate Sentry Expand (Speedling/Roach -> Third Base) then they're going to lose their third base at the very least.

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.
Thats "Grand-Master" SMURF to you.....
Surili
Profile Blog Joined March 2011
United Kingdom1141 Posts
September 14 2012 16:27 GMT
#17
On September 15 2012 01:08 AGIANTSMURF wrote:
Show nested quote +
On September 14 2012 08:18 monk. wrote:
On June 08 2012 03:07 AGIANTSMURF wrote:
the problem with a build like this arises when the zerg is smart and defends your dt's, then follows up with a large roach push (with overseers of course) and your sentry count is abysmally low so you just flat out die.

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.


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.
The world is ending what should we do about it?
TyrionSC2
Profile Joined November 2010
United States411 Posts
Last Edited: 2012-09-14 16:52:49
September 14 2012 16:51 GMT
#18
As a mid master zerg (1100pt) I think this is terrible lol.
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
Profile Blog Joined December 2010
United States1284 Posts
Last Edited: 2012-09-14 17:03:12
September 14 2012 16:57 GMT
#19
On September 14 2012 21:39 Sated wrote:


Show nested quote +
On September 14 2012 10:00 playa wrote:
I like dt into void ray. Ideally, try to keep it at 2 base vs 2 base for a while. I rarely ever make sentries in the early game, as I would prefer that, that gas goes to something that kills things. Even if they manage to get 3 quick bases with ridic fast spores, their lair is so late that you have map control forever. Personally, I never really care if someone knows what's coming. That said, put me down as fan of those openings.

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
Profile Blog Joined August 2011
220 Posts
Last Edited: 2012-09-14 17:10:25
September 14 2012 17:09 GMT
#20
Loving this guide and strategy, many thanks Sated! Back in the day when I was gold/plat I would basically go for a 3 gate expo and delay it slightly in order to get the twilight council and dark shrine. Sure, at higher levels of play, Zerg players would realize something zany was going on and so I eventually managed to refine the build to really make it look almost identical to the 3 gate fe that was so common at the time. Then I would send 3 Dt's to various locations like the main, natural, or third and start chopping drones like the delicious looking crustaceans that they are. Even with the compulsory single spore at each base or at least the main and/or nat that came into style later on, 2 DT's hacking on a spore shuts it down pretty quick.

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
Profile Blog Joined March 2011
United Kingdom1141 Posts
September 14 2012 17:25 GMT
#21
On September 15 2012 01:57 playa wrote:
Show nested quote +
On September 14 2012 21:39 Sated wrote:


On September 14 2012 10:00 playa wrote:
I like dt into void ray. Ideally, try to keep it at 2 base vs 2 base for a while. I rarely ever make sentries in the early game, as I would prefer that, that gas goes to something that kills things. Even if they manage to get 3 quick bases with ridic fast spores, their lair is so late that you have map control forever. Personally, I never really care if someone knows what's coming. That said, put me down as fan of those openings.

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.


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.
The world is ending what should we do about it?
Teoita
Profile Blog Joined January 2011
Italy12246 Posts
Last Edited: 2012-09-14 17:34:37
September 14 2012 17:33 GMT
#22
On September 15 2012 01:57 playa wrote:
Show nested quote +
On September 14 2012 21:39 Sated wrote:


On September 14 2012 10:00 playa wrote:
I like dt into void ray. Ideally, try to keep it at 2 base vs 2 base for a while. I rarely ever make sentries in the early game, as I would prefer that, that gas goes to something that kills things. Even if they manage to get 3 quick bases with ridic fast spores, their lair is so late that you have map control forever. Personally, I never really care if someone knows what's coming. That said, put me down as fan of those openings.

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.


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.
ModeratorProtoss all-ins are like a wok. You can throw whatever you want in there and it will turn out alright.
playa
Profile Blog Joined December 2010
United States1284 Posts
Last Edited: 2012-09-14 17:50:15
September 14 2012 17:46 GMT
#23
On September 15 2012 02:25 Surili wrote:
Show nested quote +
On September 15 2012 01:57 playa wrote:
On September 14 2012 21:39 Sated wrote:


On September 14 2012 10:00 playa wrote:
I like dt into void ray. Ideally, try to keep it at 2 base vs 2 base for a while. I rarely ever make sentries in the early game, as I would prefer that, that gas goes to something that kills things. Even if they manage to get 3 quick bases with ridic fast spores, their lair is so late that you have map control forever. Personally, I never really care if someone knows what's coming. That said, put me down as fan of those openings.

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.


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
Profile Blog Joined April 2011
United States394 Posts
Last Edited: 2012-09-14 19:03:58
September 14 2012 19:01 GMT
#24
On September 15 2012 01:27 Surili wrote:
Show nested quote +
On September 15 2012 01:08 AGIANTSMURF wrote:
On September 14 2012 08:18 monk. wrote:
On June 08 2012 03:07 AGIANTSMURF wrote:
the problem with a build like this arises when the zerg is smart and defends your dt's, then follows up with a large roach push (with overseers of course) and your sentry count is abysmally low so you just flat out die.

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.


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.


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
Profile Joined September 2010
United States641 Posts
September 14 2012 19:57 GMT
#25
I actually open DTs against Z quite regularly. PvZ is even my best matchup statistically, but oh boy is it cheesy the way I play it.

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.
"I've had a perfectly wonderful evening. But this wasn't it." -Groucho Marx
ZerO_0
Profile Joined October 2011
United States137 Posts
Last Edited: 2012-09-15 00:38:56
September 15 2012 00:31 GMT
#26
When I use to play which was a few months ago I use to do a dt expand against zerg all the time and had a pretty high win rate with it too. I would go with a 12 gas 14 gate opening. With getting such an early gas I was able to get dts out pretty quick and get sentries at the same time to deny scouting. So to the zerg it looked like I was just doing a three gate expand. I don't remember my timings for the other buildings but it was something at 100% gate I would get core then around 18 or 20 food I would get second gas at 100% core I would get twilight council before even getting warp gate, as soon as twilight was down I would start warp gate. As soon as twilight council was done I would put down my dark shrine followed up with two more gates right after dark shrine. I would cut probes so I can put a nexus down. I would place a proxy pylon near zergs base. Then my warp gate my three gates and dark shrine would finish at the same time for a nice timing. I would warp in two dts by zergs base and one by my base in case of an attack. I would usually do some good damage sometimes even win the game right there. I would usually follow this up with a 6 gate +2 blink all in or some sort or other variation of it. This build only really works of you can keep your dark shrine hidden doesn't really matter of they spot your twilight council just make it seem like your going for blink all in. I would CB my council just to sell it that I was lol. I did this build in high diamond low masters on NA server. But like I said I haven't played in a long time so I don't remember timings that well. Wish I had a computer I miss playing so much lol.

Sorry for wall of text. Writing this while at work on my phone so couldn't really organize it.
We are what we repeatedly do. Excellence then, is not an act, but a habit. Aristotle
ins(out)side
Profile Blog Joined August 2011
220 Posts
Last Edited: 2012-09-15 03:14:52
September 15 2012 03:04 GMT
#27
I really think that one of the most viable ways to apply this kind of cheesy all-in build is to make it more all in. By that I mean, instead of trying to go for some kind of tech route AFTER having invested the insane amount of gas into DT's, utilize your ability to make archons.

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
Profile Joined November 2011
United States236 Posts
Last Edited: 2012-09-15 03:31:42
September 15 2012 03:29 GMT
#28
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.
ins(out)side
Profile Blog Joined August 2011
220 Posts
September 15 2012 06:03 GMT
#29
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
Profile Joined November 2011
United States236 Posts
September 15 2012 06:28 GMT
#30
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
Profile Blog Joined March 2011
United Kingdom1141 Posts
September 15 2012 13:30 GMT
#31
On September 15 2012 15:28 SidewinderSC2 wrote:
Show nested quote +
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.


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
The world is ending what should we do about it?
playa
Profile Blog Joined December 2010
United States1284 Posts
September 15 2012 13:40 GMT
#32
Personally, seeing a fast third makes me uneasy, as it puts a burden on you to do damage. It's not exactly a build that denies scouting, so you shouldn't expect to be able to kill the third. I usually try to pylon the third or w/e to slow it down. I want to encourage them to stay on 2 bases, because I don't want to take a quick third. 2 base vs 2 base is ideal. No burden to do much of anything but tech up. Ofc, if they take a third and you snipe it and then snipe some drones in their main, then that's dream like. But, since I believe that is largely dependent on the ability of the opponent, it's not something I want to rely on.
Eifer
Profile Blog Joined January 2011
United States138 Posts
September 15 2012 14:11 GMT
#33
On September 15 2012 01:27 Surili wrote:
Show nested quote +
On September 15 2012 01:08 AGIANTSMURF wrote:
On September 14 2012 08:18 monk. wrote:
On June 08 2012 03:07 AGIANTSMURF wrote:
the problem with a build like this arises when the zerg is smart and defends your dt's, then follows up with a large roach push (with overseers of course) and your sentry count is abysmally low so you just flat out die.

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.


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.



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
Profile Joined October 2010
Czech Republic502 Posts
September 15 2012 15:57 GMT
#34
The BO is just bad old DT expansion if you think nobody will get abit suspicious about 1sentry 5 zealots at start I have some bad news for you. This can and will only work when the Z is greedy+no scout .. but then again every build would work against that.
"When you play, you have to start off with a mind to turn the game into a rape." -iloveoov
Sated
Profile Blog Joined March 2011
England4983 Posts
Last Edited: 2012-09-15 17:27:11
September 15 2012 17:20 GMT
#35
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playa
Profile Blog Joined December 2010
United States1284 Posts
September 15 2012 19:07 GMT
#36
When going void rays, you simply want to make sure you always have 1 that is either monitoring the path towards your base or can get there in time if need be. If you have dt tech, you should always have control of the watch tower. If you have a void ray(s) attacking their units from the get go, hardly anyone, if anyone, will try to go for the counter. If they want to attack, they will wait for overseers, but once those get sniped... it's the same story. Can't proceed. If you're worried about roaches, you're doing it wrong. What you don't want to see are units that affect your map control: corruptors, mutas or hydras. Instead of doing things at your own leisure, they force you to make sure you can defend possible timings, even if they aren't coming. The less map awareness you have, obviously the harder it becomes to play optimally. You can still obviously fare well against those openings, but you simply frown a lil bit because you should view them staying on pure roaches as a free win.
Sated
Profile Blog Joined March 2011
England4983 Posts
Last Edited: 2012-09-15 21:00:57
September 15 2012 19:15 GMT
#37
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Surili
Profile Blog Joined March 2011
United Kingdom1141 Posts
October 14 2012 11:27 GMT
#38
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.
The world is ending what should we do about it?
bertu
Profile Blog Joined June 2011
Brazil871 Posts
October 14 2012 13:07 GMT
#39
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.
SEKO SEKO SEKO
Teoita
Profile Blog Joined January 2011
Italy12246 Posts
October 14 2012 13:23 GMT
#40
It's not that it's a bad strategy per se, it's just that you should never go into a BoX series with this as your standard build...right Inca?

If you like to gateway expand, using this every once in a while can be a decent high risk/high reward build though.
ModeratorProtoss all-ins are like a wok. You can throw whatever you want in there and it will turn out alright.
bertu
Profile Blog Joined June 2011
Brazil871 Posts
Last Edited: 2012-10-14 13:38:06
October 14 2012 13:34 GMT
#41
Sure, I am all in a favor for the occasional cheese, but I like my risky strategies to have more ways to hide information, so I can have a better chance to trick my opponent. With this 1-gate DT openings, in the current metagame, it seems like zerg has to do basic scouting and perform a basic textbook response, so I don't like it very much.

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.
SEKO SEKO SEKO
yazoo
Profile Joined December 2011
8 Posts
Last Edited: 2012-10-14 15:55:27
October 14 2012 15:50 GMT
#42
Hello,
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-
Profile Joined June 2012
United States11 Posts
October 14 2012 18:41 GMT
#43
As a zerg if I see toss gate open I just go 2 base with detection and ling muta and watch his expo,if he takes a 3rd I pounce, if he stays on 2 base with gateway/core opening I can always expect dts, ALWAYS, its very easy to predict it and is very fun to slaughter this build. [But yes you are correct the zerg must scout your gate/core insted of FFE] Also have noticed protoss who do this don't have cannons to stop any mutalisk play harrass which is very very effective against this.
"Pursue your dream until you cant go furthur"
ZaloMonkada
Profile Blog Joined July 2011
United States86 Posts
October 14 2012 19:18 GMT
#44
On September 14 2012 08:18 monk. wrote:
Show nested quote +
On June 08 2012 03:07 AGIANTSMURF wrote:
the problem with a build like this arises when the zerg is smart and defends your dt's, then follows up with a large roach push (with overseers of course) and your sentry count is abysmally low so you just flat out die.

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.

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.
Teoita
Profile Blog Joined January 2011
Italy12246 Posts
October 14 2012 19:29 GMT
#45
Two of the games of Inca vs Nestea were played on Terminus and Tal'darim Altar...
ModeratorProtoss all-ins are like a wok. You can throw whatever you want in there and it will turn out alright.
las91
Profile Blog Joined May 2011
United States5080 Posts
Last Edited: 2012-10-14 20:14:53
October 14 2012 20:12 GMT
#46
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.
In Inca we trust
Teoita
Profile Blog Joined January 2011
Italy12246 Posts
October 14 2012 21:00 GMT
#47
The area in front of the nat of CK for example isn't that much bigger than Terminus tbh, and the rush distances are far longer. I was just pointing out how his point on being able to defend roach counters is still true on modern maps, given it worked on Terminus.

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.
ModeratorProtoss all-ins are like a wok. You can throw whatever you want in there and it will turn out alright.
Sated
Profile Blog Joined March 2011
England4983 Posts
Last Edited: 2012-10-14 22:14:17
October 14 2012 21:58 GMT
#48
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bertu
Profile Blog Joined June 2011
Brazil871 Posts
Last Edited: 2012-10-14 23:18:02
October 14 2012 23:17 GMT
#49
On October 15 2012 06:58 Sated wrote:

Show nested quote +
On October 14 2012 22:34 DontGiveUp wrote:
... but in PvZ it won't work that way since all popular Z openings could punish this.

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.
SEKO SEKO SEKO
FortMonty
Profile Joined May 2012
United States63 Posts
October 15 2012 00:19 GMT
#50
This build is fun and cheesy. I think it's actually a really viable build to do in a BOx situation, especially if you're on like the 3rd game of the series and you opened a gate expand the previous 2 games and did completely different transitions, I think it MAY catch your opponent off guard. Sometimes making a build obvious, makes it the most lethal, if you do 2 different variations before doing this build, the opponent may be scared to do what you would normally want to do against something like this out of fear of what might happen if it turns out that they were wrong about what to expect.

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.
Expect Nothing, Prepare for Anything.
ImNightmare
Profile Joined May 2012
1575 Posts
Last Edited: 2012-10-15 00:31:59
October 15 2012 00:31 GMT
#51
I really doubt most zergs will delay tech if you open gateway gas expand, I mean I am a grandmaster zerg and I have always open 14 pool, 16 decision, hatch if you go forge, gas queen if you open gateway cyber. :/ This is quite a bad opening, you are relying on your opponent misreading the situation, pretty gimmicky.
But then again, I am sure there will be people who are over confident and this build would punish them I suppose.
Sated
Profile Blog Joined March 2011
England4983 Posts
Last Edited: 2012-10-15 01:05:20
October 15 2012 01:04 GMT
#52
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ImNightmare
Profile Joined May 2012
1575 Posts
Last Edited: 2012-10-16 08:47:31
October 16 2012 08:47 GMT
#53
On October 15 2012 10:04 Sated wrote:
Show nested quote +
On October 15 2012 09:31 ImNightmare wrote:
I really doubt most zergs will delay tech if you open gateway gas expand, I mean I am a grandmaster zerg and I have always open 14 pool, 16 decision, hatch if you go forge, gas queen if you open gateway cyber. :/ This is quite a bad opening, you are relying on your opponent misreading the situation, pretty gimmicky.
But then again, I am sure there will be people who are over confident and this build would punish them I suppose.

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
Profile Blog Joined March 2011
United Kingdom1141 Posts
Last Edited: 2012-10-16 12:50:46
October 16 2012 12:50 GMT
#54
On October 16 2012 17:47 ImNightmare wrote:
Show nested quote +
On October 15 2012 10:04 Sated wrote:
On October 15 2012 09:31 ImNightmare wrote:
I really doubt most zergs will delay tech if you open gateway gas expand, I mean I am a grandmaster zerg and I have always open 14 pool, 16 decision, hatch if you go forge, gas queen if you open gateway cyber. :/ This is quite a bad opening, you are relying on your opponent misreading the situation, pretty gimmicky.
But then again, I am sure there will be people who are over confident and this build would punish them I suppose.

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.


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.
The world is ending what should we do about it?
ImNightmare
Profile Joined May 2012
1575 Posts
October 16 2012 12:56 GMT
#55
On October 16 2012 21:50 Surili wrote:
Show nested quote +
On October 16 2012 17:47 ImNightmare wrote:
On October 15 2012 10:04 Sated wrote:
On October 15 2012 09:31 ImNightmare wrote:
I really doubt most zergs will delay tech if you open gateway gas expand, I mean I am a grandmaster zerg and I have always open 14 pool, 16 decision, hatch if you go forge, gas queen if you open gateway cyber. :/ This is quite a bad opening, you are relying on your opponent misreading the situation, pretty gimmicky.
But then again, I am sure there will be people who are over confident and this build would punish them I suppose.

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.


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
Profile Blog Joined March 2010
Turkey1496 Posts
October 16 2012 14:34 GMT
#56
This build highly depends on your opponent to make scouting mistakes. As a mid-high master player in EU i tried it few times and didn't really like it. I wouldn't recommend anyone.
Tomorrow never comes until its too late...
S:klogW
Profile Joined April 2012
Austria657 Posts
October 16 2012 15:04 GMT
#57
I do this all the time
E = 1.89 eV = 3.03 x 10^(-19) J
Sated
Profile Blog Joined March 2011
England4983 Posts
Last Edited: 2012-10-23 22:01:54
October 17 2012 03:33 GMT
#58
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doffe
Profile Joined June 2010
Sweden636 Posts
October 17 2012 04:11 GMT
#59
Im not sure why people keep saying this wont work because this and that. Obviously this wont work if prepared for correctly :p. The asumption OP makes, and the reasoning behind most gate - core before expand openings is that the zerg doesnt respond correctly. Its metagame nothing else =).

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
Profile Blog Joined March 2011
England4983 Posts
Last Edited: 2012-10-17 17:00:27
October 17 2012 16:59 GMT
#60
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DinoMight
Profile Blog Joined June 2012
United States3725 Posts
Last Edited: 2012-10-17 17:17:36
October 17 2012 17:16 GMT
#61
Guys, here's what I've been doing and it's working really really really well for me (I'm a mid-Diamond Protoss). It's a 4 gate +1 attack that follows up really quickly with DTs to help you secure a quick 3rd base.

-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 . Cheers.


"Wtf I come back and find myself in camp DinoMight all of a sudden, feels weird man." -Wombat_NI
Sated
Profile Blog Joined March 2011
England4983 Posts
Last Edited: 2012-10-17 17:55:09
October 17 2012 17:53 GMT
#62
--- Nuked ---
DinoMight
Profile Blog Joined June 2012
United States3725 Posts
October 17 2012 18:04 GMT
#63
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
"Wtf I come back and find myself in camp DinoMight all of a sudden, feels weird man." -Wombat_NI
Teoita
Profile Blog Joined January 2011
Italy12246 Posts
October 17 2012 18:46 GMT
#64
Every time i go 4gate into DT i actually delay by third a bit since i don't have the sentry count to hold it...i feel like Z could just keep roaches at home to defend the DT's and send a few lings to cancel my Nexus, so what i do is just go up to 6gates before taking my third; i grab it at like 10.30ish instead of 9 or so when the DT's are warped in.

It's a pretty gimmicky build, but it's really really fun.
ModeratorProtoss all-ins are like a wok. You can throw whatever you want in there and it will turn out alright.
yazoo
Profile Joined December 2011
8 Posts
November 03 2012 17:05 GMT
#65
Hello,
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
Profile Blog Joined March 2011
England4983 Posts
November 03 2012 17:10 GMT
#66
--- Nuked ---
yazoo
Profile Joined December 2011
8 Posts
November 03 2012 17:32 GMT
#67
On November 04 2012 02:10 Sated wrote:
Show nested quote +
On November 04 2012 02:05 yazoo wrote:
Hello,
I have a bug when i open replays.
Some elements on the map are missing. Like minerals, buildings..
Do you have the same problem?

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
Profile Blog Joined March 2011
England4983 Posts
November 03 2012 18:30 GMT
#68
--- Nuked ---
yazoo
Profile Joined December 2011
8 Posts
November 03 2012 19:09 GMT
#69
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
Profile Joined October 2010
United States81 Posts
November 05 2012 05:54 GMT
#70
Try updating/reverting your video card drivers. After i updated my nvidia drivers 2 months ago, banshees( only banshees) had no textures, just purple flat models. Updated just recently, all fixed.
I love the sound of Medivacs getting feedbacked.
1v1Alpha
Profile Joined October 2012
33 Posts
November 05 2012 08:56 GMT
#71
any kind of dt build before third base is gimmicky and will 100% cause u to lose at a high level if dts do no damage. I used to do a 2 gas dt build off of rorge fe where u get +1 faking an all or zealot pressure that i saw inori do in a game and it gave me a lot of wins over players much better than i was but its like either i kill 2 bases and get a free win or he has spores in all his bases and i lose. Builds like this dont improve mechanics and since this guide is written by a low masters player who admits they dont work at a high level i strongly recommend not following this style of play.
Sated
Profile Blog Joined March 2011
England4983 Posts
Last Edited: 2012-11-05 15:50:43
November 05 2012 15:14 GMT
#72
--- Nuked ---
hecticSc
Profile Joined August 2010
Romania76 Posts
November 06 2012 09:54 GMT
#73
DT opening vs zerg is what got me into masters with nearly 90% pvz win/loss while losing vs T a lot.

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.



Buff Terran pls
Sated
Profile Blog Joined March 2011
England4983 Posts
Last Edited: 2012-11-25 08:36:49
November 06 2012 21:05 GMT
#74
--- Nuked ---
Sated
Profile Blog Joined March 2011
England4983 Posts
Last Edited: 2012-11-28 10:48:57
November 28 2012 10:43 GMT
#75
--- Nuked ---
Salient
Profile Joined August 2011
United States876 Posts
November 28 2012 10:56 GMT
#76
This opening worked a lot better in the old days when overseers were more expensive and queens had less range. I'm surprised it's still considered a sound opening in Master league.
jarod
Profile Joined September 2010
Romania766 Posts
November 28 2012 14:29 GMT
#77
we (P) all like DTs.. but at high level this is not working anymore... zergs can beat you in 10 ways.. at least.. if you go DTs.
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.
Maru | Life | herO
hecticSc
Profile Joined August 2010
Romania76 Posts
Last Edited: 2012-11-28 15:01:47
November 28 2012 15:01 GMT
#78
You should check my post above ... i'm probably going to make a guide about it once i start playing again and gather some more replays with different outcomes.
Buff Terran pls
skorched
Profile Joined October 2010
United States81 Posts
December 01 2012 10:43 GMT
#79
Much appreciated!
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.
I love the sound of Medivacs getting feedbacked.
Sated
Profile Blog Joined March 2011
England4983 Posts
December 01 2012 17:04 GMT
#80
--- Nuked ---
Sated
Profile Blog Joined March 2011
England4983 Posts
December 06 2012 00:16 GMT
#81
--- Nuked ---
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