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On May 06 2014 04:29 FreeZEternal wrote: OMG no wonder I am getting wrecked.... I'm hitting after 7 minutes lol.
Later timings are okay, you just have to be very careful not to commit and not to actually attack: you just park outside the creep and posture. Hug the cliffs and keep warping in units. He has to make units or risk dying if you see no units and attack, so while he's doing that he isn't make drones. When he finally tries to break you, just recall.
The main issue is, once I recall, what do I do? Should I try to take my third? Or should I tech? A lot of times the zerg pops Mutas right after I recall and it gets REALLY painful... I assume I will need a Robo because of the roaches but a lot of times the zerg will tech switch straight to mutas.
I don't understand. But, maybe I played at too low a level. To get Mutas out that early, around 9 - 10 minutes, he'd have to take 4 gases and be stuck on lings. You should be able to just kill his third and attack his natural too, no?
If he's rushing straight to mutas with only lings, and you execute correctly, yes, your 4gate should kill him outright.
Popular followups include: going forge and blink, with a quick ish (8:30/9) third; when +2 and blink complete you can get a warp prism and pressure out with your blink stalkers while teching to whatever is necessary, or commit to finishing the game Soultrain Blink allin
I checked the replay. The Zerg was really bad and yes this allinn that you did will not work against a zerg that know what he is doing.
Here you can see a good player play with it and against it. Jaedong vs naniwa
.. it starts at 30 min.
Against this strat. you take later third because you are even bases with the zerg and when your third is up and you scout the hive timing then you can maybe do a timing before ultra like nani did in this game if not then just play passive and make sims city with your building and make anti ultra army with 3 colloses,immortal archon and try to take a fourth or attack your choice but you will have anti ultra army and muta or broodlord switch can be deadly
How on earth do you defend a 3rd base on Waystation vs Hydras?
If the Colossus are in your natural they can't defend your third and vice versa. But the problem is you can't really go in the huge open space between the two otherwise you attack into a massive concave.
I think it's just a really bad map that shouldn't be anywhere near the ladder. I mean, they somehow made a map that feels worse than Derelict Watcher for PvZ, which is saying a lot...
And I thought Derelict was bad.
It's basically impossible to engage Zerg anywhere on this map past the 8 minute mark.
I think it's just a really bad map that shouldn't be anywhere near the ladder. I mean, they somehow made a map that feels worse than Derelict Watcher for PvZ, which is saying a lot...
And I thought Derelict was bad.
It's basically impossible to engage Zerg anywhere on this map past the 8 minute mark.
I feel like the optimal PvZ strategy on waystation is to veto the map.
I think it's just a really bad map that shouldn't be anywhere near the ladder. I mean, they somehow made a map that feels worse than Derelict Watcher for PvZ, which is saying a lot...
And I thought Derelict was bad.
It's basically impossible to engage Zerg anywhere on this map past the 8 minute mark.
I feel like the optimal PvZ strategy on waystation is to veto the map.
I think Frost, MGR and Alterzim are worse overall. Unfortunate for me
MGR is bad but not worse, Frost and Alterzim are fine for protoss.
I've vetoed it, but a strat I had some luck with on waystation went as follows:
Open with a gateway expand into early 4 warpgate timing. Delay gasses, so the warp ins are mainly zealots with the mothership core there to add timewarps or recall if things go badly. Ideally you take out the third or at least force many zerglings which you should be able to trade against reasonably well.
After this you can either get a stargate or go straight for a third base depending on how well the opening went and how the zerg is responding to it (counter roach all in or stay back and macro).
Into the mid game I try to get a composition that is largely chargelot archon high templar with the pssibility of voidrays mixed in. This sort of composition allows you to really overmake gateways and take advantage of proxy pylons or warp prism counters. It also benefits from the large open spaces.
Honestly, either veto waystation, be ready to two base all in, or be ready to fake a two base all in, meta the zerg, and defend the counter all in on your third.
Sorry if you already answerded to this question. What's the good response to a 11 gate into 3 gate rush on PvP. I really have some trouble versus this BO, I always scoot it, know it's coming, but simply don't know how to respond then loose. Thanks =)