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How to beat Skytoss with Zerg - Page 2

Forum Index > StarCraft 2 Strategy
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osiris17
Profile Blog Joined September 2012
United States165 Posts
Last Edited: 2013-02-24 21:36:16
February 24 2013 21:35 GMT
#21
A while back Ret used to drop infestors / roaches and force the opponents army to move back and fourth between the main & 3rd, and slow it down via fungals. That's how he would beat the growing colossus voidray ball, back when it was a problem. And he'd have infestors outside the natural to fungal the army as it moved, too, and slow it down further. So that strat may need to be revisited.
Be extremely subtle, even to the point of formlessness. Be extremely mysterious, even to the point of soundlessness. Thereby you can be the director of the opponent's fate. - sun tzu
Neverblink
Profile Joined August 2012
United States31 Posts
February 24 2013 21:37 GMT
#22
On February 25 2013 06:23 Ooshmagoosh wrote:
Could someone explain to me why this thing has become an issue? Is it really impossible to ever, ever attack a Protoss player, all game long? I still don't know what's happening in these games people keep mentioning, do you just sit on your side of the map until the 20 minute mark, then die horribly to maxed tempest / void / templar?

Also, nobody is mentioning Infestors; you can still chain fungals, even if it doesn't do as much damage as before. If Tempests are an issue at any stage of the game, I don't see why moving them around while burrowed would be impossible, since he can't possibly defend his obs that far away from his army, assuming you're attacking before he maxes.

Replays?



Well,
early game: Zerg's are being hit with force fields that prevent you from getting into 2 base attacks (This is the weakest point in the game for Protoss but Mothership Core+Overdrive says "back the heck off & retreat"
If they start off with Phoenix play then you are making Spores and losing Overlords.

Mid-game: Photon Cannons+FF+Tempest/Voids firing from range+few stalkers with overdrive sitting next to the "Tempests" will shutdown middle game. (Phoenix shuts down Muta's)

Late-game: You now are against Voids/Tempest/HT/(Phoenix's that are left over?), Colossus


Zerg has very few "windows" to attack Protoss. If Protoss goes for the Immortal/Sentry push, Zerg had to play reactionary. Zerg literally has to all-in before 15 minutes or they are not winning at the moment.

I'm not saying there is no counter to this but as of right now, it hasn't been found.

wammyz
Profile Joined January 2013
90 Posts
February 24 2013 21:43 GMT
#23
On February 25 2013 06:23 Ooshmagoosh wrote:
Could someone explain to me why this thing has become an issue? Is it really impossible to ever, ever attack a Protoss player, all game long? I still don't know what's happening in these games people keep mentioning, do you just sit on your side of the map until the 20 minute mark, then die horribly to maxed tempest / void / templar?

Also, nobody is mentioning Infestors; you can still chain fungals, even if it doesn't do as much damage as before. If Tempests are an issue at any stage of the game, I don't see why moving them around while burrowed would be impossible, since he can't possibly defend his obs that far away from his army, assuming you're attacking before he maxes.

Replays?

If the Toss player is playing a turtly style then you really have no chance of breaking it. Force fields, cannons and the insane range of colossi make it basically impossible to attack into.

In regards to infestors they are just not good enough anymore. ITs are useless lategame as they die to one storm and it is impossible to chain fungal because of the range of tempests plus all the nerfs to the infestor.

I feel like blizzard has a few choices on fixing this.

1. Buff Infestors (They are not going to do this)
2. Buff Corrupters (probably not)
3. Buff Hydras (maybe)
4. Nerf Voids and Tempests (most likely which would be sad because it would mean taking away strategies once again)

An Extremely Proud Bear Fanboy
Serpest
Profile Blog Joined February 2011
United States603 Posts
February 24 2013 21:49 GMT
#24
On February 25 2013 06:23 Ooshmagoosh wrote:
Could someone explain to me why this thing has become an issue? Is it really impossible to ever, ever attack a Protoss player, all game long? I still don't know what's happening in these games people keep mentioning, do you just sit on your side of the map until the 20 minute mark, then die horribly to maxed tempest / void / templar?

Also, nobody is mentioning Infestors; you can still chain fungals, even if it doesn't do as much damage as before. If Tempests are an issue at any stage of the game, I don't see why moving them around while burrowed would be impossible, since he can't possibly defend his obs that far away from his army, assuming you're attacking before he maxes.

Replays?

There's a pretty good game where the z controls the game but then the protoss comes right back in with a funky composition. + Show Spoiler +
Byul v Tassadar in GSTL
.
A person that attempts to diagnose themselves has a fool for a doctor and a bigger fool for a patient.
SoFrOsTy
Profile Joined December 2011
United States525 Posts
February 24 2013 21:56 GMT
#25
Op makes a lot of great points. The problem is most zergs are used to easy wins and not having to work hard, hence the complaining. But the tactics detailed in the OP will work if high level players are doing it.
Julyzerg ftw
Decendos
Profile Joined August 2011
Germany1341 Posts
Last Edited: 2013-02-24 21:58:16
February 24 2013 21:57 GMT
#26
On February 25 2013 06:56 SoFrOsTy wrote:
Op makes a lot of great points. The problem is most zergs are used to easy wins and not having to work hard, hence the complaining. But the tactics detailed in the OP will work if high level players are doing it.


no they wont but keep telling it to you :D

the opposite is the case. vs better players this will get worse and worse.
moskonia
Profile Joined January 2011
Israel1448 Posts
February 24 2013 22:03 GMT
#27
On February 25 2013 06:03 knOxStarcraft wrote:
Show nested quote +
On February 25 2013 05:52 moskonia wrote:
Wow people here whine a lot, the guy tried to find a solution to your problem, and even if its not high level at least he is trying.

The ultimate deathball of Protoss is probably not beatable, but that is consists from so much gas it should be impossible to get. The thing about the skytoss is that in order to get so much army you need either a lot of time or a lot of bases, and since going for the deathball removes you mobility then you're focusing on the time here, and that gives the Zerg player the option to take the map and get a huge amount of larva and resources.

Basically I don't get why would you want any ground units when facing sky toss, since the only thing on the ground is HT's, which should hide behind the army so reaching them will be near impossible. Unless the Protoss invests a lot into Archons you should go mostly Corruptors and get on top of the Protoss army in order for storm to damage the forces of the Protoss as well. With a big base lead and many larva stacked you should be able to kill the remaining Protoss army with a new army, since sky toss takes ages to build, unlike corruptors.

Another idea is one that was used by someone in the GSL (don't remember who), where the Zerg player used massive amount of spores with speed overlords to spread creep and plant down the spores under the slow sky toss that can't retreat fast enough. This gives the edge that the Zerg player needed in order to beat the Protoss army.

Show me a replay at high level where a zerg remaxes on corruptors and beats that army. As for the spore thing, idk if that actually worked, but there are so many flaws with that strategy that it's insane, one being the overlords will just get killed by the massive sky army and storms...lol

Spores and Overlords are only minerals, so if the Protoss army attacks them instead of the actual Zerg army then the Zerg will win easily, don't discard it so easily, it just may be the solution you need (also it was already used at a pro match so its proven it works).
Prplppleatr
Profile Joined May 2011
United States1518 Posts
February 24 2013 22:28 GMT
#28
Theory is one thing...actually demonstrating is another..ie i'll believe it when i see it
🥇 Prediction Contest - Mess with the best, die like the rest.
mythandier
Profile Joined January 2011
United States828 Posts
February 24 2013 22:28 GMT
#29
I appreciate the effort but as blade and other mid-high masters+ have said -- this is just flat out wrong at higher levels. With the current state of the game Z can't win against a turtly P if they're playing at the same level. Sorry if that sounds pessimistic but it's reality. There's not a composition that can stand up against it and mass cannons prevents runby counters.
wammyz
Profile Joined January 2013
90 Posts
February 24 2013 22:36 GMT
#30
On February 25 2013 06:56 SoFrOsTy wrote:
Op makes a lot of great points. The problem is most zergs are used to easy wins and not having to work hard, hence the complaining. But the tactics detailed in the OP will work if high level players are doing it.

no? Nope
An Extremely Proud Bear Fanboy
Ramiz1989
Profile Joined July 2012
12124 Posts
February 24 2013 23:48 GMT
#31
On February 25 2013 06:49 Serpest wrote:
Show nested quote +
On February 25 2013 06:23 Ooshmagoosh wrote:
Could someone explain to me why this thing has become an issue? Is it really impossible to ever, ever attack a Protoss player, all game long? I still don't know what's happening in these games people keep mentioning, do you just sit on your side of the map until the 20 minute mark, then die horribly to maxed tempest / void / templar?

Also, nobody is mentioning Infestors; you can still chain fungals, even if it doesn't do as much damage as before. If Tempests are an issue at any stage of the game, I don't see why moving them around while burrowed would be impossible, since he can't possibly defend his obs that far away from his army, assuming you're attacking before he maxes.

Replays?

There's a pretty good game where the z controls the game but then the protoss comes right back in with a funky composition. + Show Spoiler +
Byul v Tassadar in GSTL
.

Zerg won last engagement vs. Protoss only because Tassadar's positioning was bad.
"I've been to hell and back, and back to hell…and back. This time, I've brought Hell back with me."
-Kyo-
Profile Blog Joined August 2010
Japan1927 Posts
February 24 2013 23:58 GMT
#32
TheNewerBakery coming in with his brand new builds n' strats to save the zergs! You show em' man! When people play this way they'll be just like you and your friend and destroy it! :D
Anime is cuter than you. Legacy of the Void GM Protoss Gameplay: twitch.tv/kyo7763 youtube.com/user/KyoStarcraft/
TL+ Member
avilo
Profile Blog Joined November 2007
United States4100 Posts
Last Edited: 2013-02-25 00:03:43
February 24 2013 23:58 GMT
#33
I am just going to put this out here - the god composition of tempest + templar is unbeatable in TvP./ZvP lategame. I know from firsthand experience when I developed this 3+ months ago in beta (i offraced as Protoss for 2 weeks) and posted replays on the pro forums and informed blizzard that this would become a problem in the future for the game because it's simply put broodlord infestor 2.0 but better.

Blizzard has known about this unbeatable army for months, I detailed it in the pro forums, sent replays, and a lot of other P/Z pros have mentioned that when Protoss gets here you cannot lose the game.

With that said, let's hope blizzard, you know...fixes it? It's an easy fix - increase tempest supply to 8, and reduce it's health, and make it an actual support unit instead of a massable deathball unit that counters everything late game with templar. A unit like this should be fragile, I played a game last night and landed 7 hunter seekers on clumps of tempests and not one was even taken down to half health...lol.

This also brings the carrier back into the forefront as the go-to Protoss air unit.

I only post here because a lot of people ask "how do you beat mass tempest + templar" in lategame, and I'm here to tell you i tried to convince them this was a balance issue months ago, and they have let it be since then.

It is actually unbeatable when you get to 16-18 tempests + 10+ high templar. So if you play Zerg at the moment and are becoming frustrated with this, or mech TvP lategame and are frustrated with this, i wouldn't worry. It's obvious they are going to have to nerf it unless they want to leave the game in a state like broodlord infestor was for over a year in wings of liberty.
Sup
1v1Alpha
Profile Joined October 2012
33 Posts
February 25 2013 00:06 GMT
#34
The way to beat skytoss is don't let them get it. You do this with various tech switches to screw up the toss unit compositions and making them turtle 3 bases while you mass expand. Some popular and effective tech switches are hydra into muta or muta into ultra or corruptor ling bane or go swarm host with mass corruptor to keep air count low and force them to build colossi. Force trades and deny bases then they can't get skytoss. Don't try to figure out the counter but instead make them counter you. Watch gstl for some sample vods on how to do this.
RuneZerg
Profile Joined February 2011
Denmark90 Posts
February 25 2013 00:07 GMT
#35
air toss is really strong, which i dont mind, new strategies are allways welcome. I just feel its overly powerfull, and only needs 1a and casting storm, not saying the players who use the strat are dumb, more so that the units are dumb - void ray shoots and has ability to shoot harder, carriers just shoot and tempests shoot with a long range, could've been more versatile. Imo the problem lies in storm being so very good against all zerg anti-air(RAPES hydras and also works well even vs concaved corruptors) and in void-rays just being overly powerfull vs corruptors. Seems to me a rather simple assumption that air-air units should beat air-air/ground units just due to the fact that they cannot attack ground, and they simply dont in the case of VR vs corruptor.
1v1Alpha
Profile Joined October 2012
33 Posts
February 25 2013 00:08 GMT
#36
On February 25 2013 08:58 avilo wrote:
I am just going to put this out here - the god composition of tempest + templar is unbeatable in TvP./ZvP lategame. I know from firsthand experience when I developed this 3+ months ago in beta (i offraced as Protoss for 2 weeks) and posted replays on the pro forums and informed blizzard that this would become a problem in the future for the game because it's simply put broodlord infestor 2.0 but better.

Blizzard has known about this unbeatable army for months, I detailed it in the pro forums, sent replays, and a lot of other P/Z pros have mentioned that when Protoss gets here you cannot lose the game.

With that said, let's hope blizzard, you know...fixes it? It's an easy fix - increase tempest supply to 8, and reduce it's health, and make it an actual support unit instead of a massable deathball unit that counters everything late game with templar. A unit like this should be fragile, I played a game last night and landed 7 hunter seekers on clumps of tempests and not one was even taken down to half health...lol.

This also brings the carrier back into the forefront as the go-to Protoss air unit.

I only post here because a lot of people ask "how do you beat mass tempest + templar" in lategame, and I'm here to tell you i tried to convince them this was a balance issue months ago, and they have let it be since then.

It is actually unbeatable when you get to 16-18 tempests + 10+ high templar. So if you play Zerg at the moment and are becoming frustrated with this, or mech TvP lategame and are frustrated with this, i wouldn't worry. It's obvious they are going to have to nerf it unless they want to leave the game in a state like broodlord infestor was for over a year in wings of liberty.

Thorzain beat minigun when minigun had the unit composition you describe. Enough ravens with pdd negate tempests altogether and with viking bc ghost you can win the game using yamato and emps
Communism
Profile Joined November 2010
United States176 Posts
February 25 2013 00:27 GMT
#37
I love how when the problem was the infestor / BL deathball, terran and protoss players were crying imba and complaining relentlessly about how it needs to be patched, and now that the protoss (once again) have an unbeatable deathball, it just means "finally, the Z skill ceiling has increased". Exactly why I wont be purchasing HOTS unless Blizzard scraps everything that it is right now and reworks it
Qikz
Profile Blog Joined November 2009
United Kingdom12054 Posts
Last Edited: 2013-02-25 00:45:23
February 25 2013 00:43 GMT
#38
The difference is Communism that this "deathball" doesn't have a single unit that spawns an infinate amount of area blockers and another unit that roots every other unit in the game with pretty much no chance to dodge it.

Skytoss is far from unbeatable. It's just people haven't had chance to learn to deal with it yet. I've noticed from replays and watching streams is that nobody has really adapted to dealing with this yet with early attacks hampering the economy and slowing down the build up or abusing the mobility of it at all.

Good map design which discourages air play as well as maps that encourage will help massively in the long run, where as with the infestor/broodlord composition it didn't matter what map it was, as long as there was areas of land it was very powerful.

I personally as a terran player are having trouble with tempest/templar, but when I look at my replays every game I see things I could be doing better, like more ravens and better viking control. Voids are a big problem currently for me, but even they can be zoned with turrets. For terran and zerg both, this composition is most likely beatable. I'd say if it's still bad after a week or two then they could probably look at slight supply nerfs, but until then they shouldn't change it massively as stargate being viable is a good thing for the game.
FanTaSy's #1 Fan | STPL Caster/Organiser | SKT BEST KT | https://twitch.tv/stpl
Novacute
Profile Joined September 2011
Australia313 Posts
February 25 2013 00:46 GMT
#39
On February 25 2013 09:27 Communism wrote:
I love how when the problem was the infestor / BL deathball, terran and protoss players were crying imba and complaining relentlessly about how it needs to be patched, and now that the protoss (once again) have an unbeatable deathball, it just means "finally, the Z skill ceiling has increased". Exactly why I wont be purchasing HOTS unless Blizzard scraps everything that it is right now and reworks it


BL/Infestor was a problem in WoL before it was nerfed. So is sky protoss now. It will be fixed.
PineapplePizza
Profile Joined June 2010
United States749 Posts
February 25 2013 00:53 GMT
#40
On February 25 2013 09:08 1v1Alpha wrote:
Show nested quote +
On February 25 2013 08:58 avilo wrote:
I am just going to put this out here - the god composition of tempest + templar is unbeatable in TvP./ZvP lategame. I know from firsthand experience when I developed this 3+ months ago in beta (i offraced as Protoss for 2 weeks) and posted replays on the pro forums and informed blizzard that this would become a problem in the future for the game because it's simply put broodlord infestor 2.0 but better.

Blizzard has known about this unbeatable army for months, I detailed it in the pro forums, sent replays, and a lot of other P/Z pros have mentioned that when Protoss gets here you cannot lose the game.

With that said, let's hope blizzard, you know...fixes it? It's an easy fix - increase tempest supply to 8, and reduce it's health, and make it an actual support unit instead of a massable deathball unit that counters everything late game with templar. A unit like this should be fragile, I played a game last night and landed 7 hunter seekers on clumps of tempests and not one was even taken down to half health...lol.

This also brings the carrier back into the forefront as the go-to Protoss air unit.

I only post here because a lot of people ask "how do you beat mass tempest + templar" in lategame, and I'm here to tell you i tried to convince them this was a balance issue months ago, and they have let it be since then.

It is actually unbeatable when you get to 16-18 tempests + 10+ high templar. So if you play Zerg at the moment and are becoming frustrated with this, or mech TvP lategame and are frustrated with this, i wouldn't worry. It's obvious they are going to have to nerf it unless they want to leave the game in a state like broodlord infestor was for over a year in wings of liberty.

Thorzain beat minigun when minigun had the unit composition you describe. Enough ravens with pdd negate tempests altogether and with viking bc ghost you can win the game using yamato and emps


Where can I watch this game? I was under the impression that minigun was an awful generic NA protoss, so he'd definitely have a hard time beating such an incredible nerd baller like Thorzain, regardless...
"There should be no tying a sharp, hard object to your cock like it has a mechanical arm and hitting it with the object or using your cockring to crack the egg. No cyborg penises allowed. 100% flesh only." - semioldguy
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