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MC's STARGATE PVT
Hey everyone!
This is the first guide I’ve ever made for starcraft, so go easy on me.
It seems to me that MC’s stargate play this past weekend has the potential to revolutionize PvT. As an avid stargater in PvZ and PvP, I had to get on this as soon as possible.
There will of course be MLG spoilers past this point, so if you haven't watched it, turn back now. You have been warned.
In this guide I will detail the build orders MC used against Bomber, MVP, and Innovation in the MLG Winter Championship 2013, and speculate as to the advantages and disadvantages of them.
I'll be watching the vods here and detailing the opening build order, and general strategy as far as I can make it out.
Update After reviewing a few games, it seems this is MC's opener as long as the terran takes at least one gas. If the terran is going for a gasless expand see MC vs Bomber Game 3.
The Opener + Show Spoiler + 9 Pylon 11 Chrono Probes 13 Chrono Probes 13 Gateway 15 Gas 15 (just before 16) 2nd Gas 16 Pylon 17 chrono probes 18 Cybercore 19 Zealot starts. 22 Pylon --at this point, it appears MC cancels that zealot. My guess is he doesn’t need it as no marines arive.-- 21 Warpgate (chrono?) 21 Stalker 23 Mothership Core, rally gateway to opponent’s base for stalker to scout. 25 Stalker (scout with first stalker) 28 Pylon 28 (just before 29) Stargate, begin poking out with mothership core looking for auxiliary supply depots. 31 Sentry 34 Cut Probes, Nexus 34 Oracle, resume probes 39 Pylon Then produce phoenixes until you have 6 of them.
MC vs MVP, MLG Round of 16 Coming Soon!
MC vs Bomber, MLG Round of 8
Game One: Newkirk District + Show Spoiler + Build Order: 9 Pylon 11 Chrono Probes 13 Chrono Probes 13 Gateway 15 Gas 15 (just before 16) 2nd Gas 16 Pylon 17 chrono probes 18 Cybercore 19 Zealot starts. 22 Pylon --at this point, it appears MC cancels that zealot. My guess is he doesn’t need it as no marines arive.-- 21 Warpgate (chrono?) 21 Stalker 23 Mothership Core, rally gateway to opponent’s base for stalker to scout. 25 Stalker (scout with first stalker) 28 Pylon 28 (just before 29) Stargate, begin poking out with mothership core looking for auxiliary supply depots. 31 Sentry 34 Cut Probes, Nexus 34 Oracle, resume probes 39 Pylon 39 (soon as oracle is finished)(reacting to a drop from bomber) phoenix (chronoed) 42 Second phoenix (drop is in retreat at this point being shut down well by the oracle, phoenix, and MSC) 45 3rd Phoenix 48 Gateway x 2, probes are now being produced from both Nexuses (Nexi?) 49 Pylon 51 4th Phoenix (chronoed) 55 Sentry 57 Gas at expo 58 2nd gas at expo 59 5th Phoenix rallied to other phoenix, poke with first 4 phoenix and oracle, use oracle for envision to detect widow mines. 63 Pylon x 2 65 Robo facility 70 Zealots x 3 (at home)
From here the game is in full swing and I’d rather recap it than detail the build order as it seems to be mostly reactive.
MC picks off three widow mines with his phoenix, and then pulls back and intercepts the terran force moving against him and forces the medivacs back some with his phoenix. Once the robo bay is complete the robo facility comes down almost immediately and MC continues to produce phoenixes. It’s interesting to me that there are so few gateways and gateway units at this point if the attack moved in though bomber most likely would lose the medivacs, and MC’s forcefields and photon overcharge would repel the attack.
At 88 supply the first observer is produced as MC’s phoenixes buzz around the medivacs in the center of the map.
At 93 supply we finally see the expected swell of gateways as 3 come down. These seem to be more offensive than defensive in purpose.
Around 100 supply the colossi come out and thermal lance is researched. Again, slightly counterintuitive as the terran would likely react to the phoenixes with vikings one would think. But with MC’s air dominance the first few vikings would indeed have been vulnerable to MC’s phoenix so I guess it makes sense.
Around 140 supply of mostly stalkers, zealots, vikings and phoenix (6) (and a single collosus) MC sets up his forward pylons and begins the first potentially game ending push. No upgrades have started, and I believe there isn’t even a forge on the map.
When the two armies clash the unit counts are as follows:
51 SCVs 4 Medivacs 1 Hellion 5 Vikings 14 Marauders 38 Marines 54 Probes 2 Observers 11 zealots, 2 colossi, 17 stalkers, 6 phoenix, 5 sentry 1 oracle, one mothership core. Revelation goes down to start the attack.
Phoenixes chew apart the vikings which are focussing mostly on the colossi, and despite somewhat sub par forcefields the collosi and oracle make short work of the many marines. With the anti air eliminated, the medivacs are next to fall and the remaining marauders are helpless to the aerial threat.
Bomber pulls probes to repell the attack, and (according to the casters) reads that MC will no longer be producing colossi and so resumes medivac production. However, he’s at 25 SCVs to MC’s 54 Probes and MC still has (I think) at least 3 phoenix left which are able to shut down any drop play bomber might use to get himself back in the game. MC resumes colossi production but does produce a twighlight counsel to keep his options open.
After a disconnect the game resumes, Bomber all-ins and MC crushes it for the win.
Holy cow. That took the better part of an hour to make sure I got everything right. So I'm gonna leave it there today because I really want to try this. This build was less all-in than some of the others, and we'll note some distinction there when we get there.
MC vs Bomber Game 2: Stargate All In, Star Station + Show Spoiler + 9 Pylon 13 Gateway 15 gas 15 gas 17 Pylon 18 cybercore 19 start zealot 22 Pylon 23/21 Cybercore completes, cancel zealot at last second, start wg research and stalker 23 Mothership Core 25 2nd stalker (immediately after first stalker completes) (chrono) 28 Stargate, send MSC and stalkers to scout/poke 30 Pylon 30 Sentry 34 Oracle (soon as stargate is complete), stalkers and MSC arrive at Bombers base, seeing no expo or perimeter supply depots they return to base. 38 cut probes, nexus 38 phoenix, probe (his probe production is kinda funky this game), sends oracle to Bomber's base 40 Pylon 40 Phoenix 40 (after pylon completes) resume probe production -- At this point a bunch is happening in the game. MC's probes have been misrallied and he has 6 idle probes as Bomber's drop arrives. Meanwhile MC's oracle arrives at Bomber's base. As such, the build order from here is gonna be largely based on the events occurring in game, but it's early enough in game that I might as well detail them anyway. 45 (phoenixes die, stuff is warped in to help with the drop etc) 2nd oracle produced (most likely to clean up the mines in MC's base. Hard to say if this would have been a phoenix or oracle otherwise). 49 Phoenix 55 Phoenix 58 Double Gas (mines have been cleaned up by a zealot and the oracle. Also 2 stalkers were sacced to the mines... though I'm not entirely convinced that was intentional. I mean, wouldn't 2 probes right on top of the mines have done the same but cheaper? Couldn't he have warped in a zealot to sac? (maybe he didn't have time?) stalkers are expensive are the thing, and those two looked like they were there to help ward off further drops. 64 Forge 68 Phoenix (they've actually been pretty much constantly produced for a while now). 68 2 pylons are built due to a hard supply block. 71 +1 ground armor 73 gateway x 2, oracles poke a bit 75 twighlight council, charge is researched when it is complete. More gateways are produced now that MC's air armada of 2 oracles and 6 phoenixes are complete, he gets up to 10 gates as charge finishes. He gets templar archives too as the 9th and 10th gate are about half way done warping in. Storm starts researching once templar archives is complete.
At 128 supply MC takes his third and a cannon is made somewhere (not at his third). I find that cannon a bit odd right now and hopefully someone can explain it. Heck even the third is a bit funky at this time in my (fairly noobish) opinion. +2 attack is going up, MC has phoenixes to take care of drops, and it'll be a while before MC's 3rd pays for itself. I guess once he attacks having base defense will be nice but generally the rule of thumb is to have your resources in your army if you're on the offensive, this is especially true with the mothership's recall, plus warp in I would think.
+1 ground attacks start as Bomber's bio army pushes out and catches an oracle off gaurd, revelation does go down on the army however.
Forcefields and storms eat bomber's all in alive and Bomber GGs.
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Okay. So to me, that game was too much of a gong show to draw any real conclusions from. It seemed like most of the game was decided early on by the damage that first oracle did. MC's timings were also clearly thrown off in my opinion, but in the end solid fundamentals saw him through. I'd love it if a pro came in here to explain some of the more subtle decisions that were made after the early game crazyness, but I won't speculate myself.
MC vs Bomber Game 3 + Show Spoiler + MC's standard stargate opening takes a slight deviation in game 3 as he gets his Stargate at 24 rather than 28, super early. (22 Probes out, 1st stalker in production along with WG research barely started). This likely is due to him scouting Bomber's gasless opening. 24 MSC 26 2nd Stalker 29 Oracle (soon as stargate completes) 32 Cut probes, Gateway x 3, MSC begins poking at outlying supply depots. 32 Pylon 32 2nd Oracle
Then basically the MSC catches about half of Bomber's marines in a nice time warp and the oracle cleans them up and begins working at the mineral line. The marines from the front go to deal with that, and the stalkers and oracles regroup and push in the front for the kill and the flawless victory.
If you see gasless terran, this seems like a hell of a good play.
MC vs Illusion Coming Soon!
Advantages of Stargate Play:
1. Map Control. Being able to deal with medivacs is HUGE right now. This accomplishes that in two ways: Not only do the phoenix shut them down quite well (not perfect, but better than any other option at the moment), but stargate play necessitates vikings which slow down medivac production much like needing to build observers slow colossi production.
2. Economic advantage through worker harass. This is obvious at first, but the answer of "widow mines" is equally obvious. However, MC's use of envision and phoenixes to clear out the mines was nothing short of brilliance in my mind and a bit of a game changer. Once the mines are gone, the oracles reign supreme until a sufficient marine or viking force arrives.
3. Oracles are extremely effective vs marines. It seems a critical mass of about 4 oracles can take on an absurd amount of marines, particularly if they are funneled through a ramp or use of forcefields. Thus, splash damage is no longer as necessary as it once was and the race against time and stim is negated somewhat. Vikings are necessary to defeat the oracles, and phoenixes will usually be out first so the vikings often need to hide somewhat until they are in sufficient number.
Disadvantages of Stargate Play: Lack of a more stable detection. While envision is fantastic, it's no observer which always detects and has increased survivability through it's perma-cloak.
Lack of ground upgrades. This can put the protoss player behind in a longer game I think, and maybe something to really consider further down the road.
More difficult to use than robo play. Phoenix and Oracles need to be microed more than colossi. To me, this is just part of the fun of stargate, but it is a disadvantage as more time microing means less time available to macro.
Anyways, feel free to begin discussion of this, let me know if I got anything wrong. I'm gonna go play a few games now that I've got this build order up, and I'll add a writeup of MC's other stargate games later.
Farewell for now!
Dougler
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Very insightful. Thanks for posting this.
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I thought about doing this myself. When you're working on this guide, just a tip, they're all the same build, so you only have to write it down once. The primary decision points are when to pull back with his stalkers and mothership core, and when to switch from oracles to phoenix production, which is all based on his reads. The only exception is that he did a weird gateway pressure in one of his games. Although I haven't watched all the Innovation games so could be wrong.
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On March 19 2013 14:03 FlyingBeer wrote: I thought about doing this myself. When you're working on this guide, just a tip, they're all the same build, so you only have to write it down once. The primary decision points are when to pull back with his stalkers and mothership core, and when to switch from oracles to phoenix production, which is all based on his reads. The only exception is that he did a weird gateway pressure in one of his games. Although I haven't watched all the Innovation games so could be wrong.
I'm noticing you're right. I'll fix the formatting of this later so that I have the opening in one post and have people refer to it, and then note where it differs.
In other news, I've got game 2 vs bomber updated. It's a bit of a gong show though as the build is thrown out of wac by some early game crazyness and then as far as I can tell MC is ahead and gets more ahead.
Edit: Also, how long have people been doing the zealot cancel? Because it's bloody brilliant and I'm now doing it all the time. I hate having a useless zealot for most of the game.
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Game 3 of MC vs Bomber has been added and the opener has been added in it's own seperate spoiler tags. I'll work more on the formatting and add the MVP Stargate games and any stargate vs innovation games tomorrow.
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1oracle, few voids, tempest, late collossi PvT
Im working on this opener for PvT. It uses the nexus cannon to buy time for eventual fleet beacon units.
It opens with 1 oracle to force the turrets / defenses then gets expansion/voidrays. Only make 1stalker+ 1-2zealots of of the gateway, 1stargate, 1oracle then drop the expansion. The stargate+oracle cost you money, but force the terran to spend money too so its even.
In WoL the same build would be horrible and never survive to fleet beacon units but in HOTS the nexus cannon provides that 2 minutes of defense needed to get out the higher units
I go for a couple tempests first because realistically carriers are stronger but i realized holy cow tempest buildtime is 60 seconds (compared to 120 seconds for carrier) So getting tempests lets you produce simply so much more out of that 1 stargate. Also carriers without the upgrade are probably weaker and that upgrade is a big 150/150 which on 2 bases is expensive.
While working towards tempests you use leftover gas off 2bases to work towards getting a few collossi to deal with marines. After about 5-6 tempests and 1-2 collossi you can switch over to making carriers. pump carrier/collossi / stalker. with a couple zealots i never like to have more than 5 lategame prefer to get stalkers. Upgraded stalkers are very powerful in the sense that they force marauders, and marauders arent that great vs carrier tempest collossi
replay http://www.gamereplays.org/starcraft2/replays.php?game=33&show=details&id=279854
just started playing again so im in diamond i crushed this gay. was top masters in wol tho
BO ive been using:
+ Show Spoiler + 9pylon 2 chronoboosts nexus 14gate 15gas 17pylon chronoboost nexus 18 cyber 19 gas produce probes nonstop except for core zealot (without cutting probes) pylon (without cutting probes) chronoboost nexus mothership core after cyber stalker asap after core stargate produce probes to 25 (19 on minerals, 6 on gas) then stop to expand upgrade warptech after stargate goes down
harass with core+stalker+zealot make pylons as needed dont get supply blocked make another zealot then stop to pile minerals for expo. dont use the gateway anymore until you expand make 1 oracle. after that 100% of stargate time is dedicated to voidrays. the stargate should be producing units 100% of time, chronoboosts go on nexus and once a minute put one on stargate
harass with oracle right when it pops to make sure you forced turrets. Your goal isnt to kill anything simply fly in and if theres no mine/marine/turret defense then kill some SCV's.
REMEMBER when entering his base with oracle put 100% of your focus on the oracle as you are running to his mineral line. If he has any mines there with micro you can pull back and avoid the mine fire. Any unit no matter how fast or slow can avoid mine fire theres a 2 second window to pull back because if the unit is slow it moves in slow then moves out slow either way theres a 2 second window to pull back to avoid mine fire.
If there is ANY defense at all, bring oracle home. The oracle paid for itself by forcing defense.
After expand make zealots+voidrays + pylons + probes. chronoboost probes. Ive found the ideal number on minerals is 18, anything more is barely much more income but i guess its up2u
while not missing anything above, make 2 more gasses when you got about 35 probes. While not missing gas for voidrays, make the fleet beacon when you have enough money. Normally this is after 4-5 voidrays
make a forge after 2-3 voidrays for a cannon in each mineral line. work towards 1/1/1 from the forge.
after beacon is done stargate is used for tempests. after warpgate techs done upgrade air attack constantly
18 miners on each mineral line is full sutation. work towards that. so about 48 workers is full saturation + 2 more for good measure
stop once you reach ~8 zealots that the highest amount of zealots you want. save minerals
after fleet beacon you can make the robo and work towards some collosi. make 4 more gateways around this time for 5gates total + 1robo + 1stargate
after 4-5 tempests you can switch to making carriers. Pump out carrier+stalker+collossi
After you drop those 4 extra gates you can go take your third (assuming oracle didnt scout him already taking third. In which case you take your third.) . Make a second forge after taking the third to work towards 3/3/3 ground
Use the fast moving oracle to try to scout if he took third bases if your ever wondering if he took a third at like 10 minutes
After thirds up and running go ahead and go up to 8-9 gates.
Pretty much lategame goal army is tons of upgraded stalkers, some tempest, some collossi, some carriers. As you work towards bases 4-5 you could add in storm/archon
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The thing I'd like to know is what reads/ situations should you NOT send your first oracle or 2 to the enemy base but instead keep them home for defense. I've lost some games on ladder because my first 1 or 2 oracles were poking at his main base (and scouting at the same time) when a cloak banshee or widow mine drop suddenly arrives in my main and all I'm scrambling for some detection. Obviously vs gasless openings you can be a bit more aggressive with the stargate units but vs an unknown or gas opening (even if you've just seen a reaper) I'm curious as to what timings or reads might cause me to play more passively.
Also I feel like if you don't do that much damage with the oracles, a flood of gateways (+4 or 5) and an early charge might be a better transition than going straight to colossus. Because if they have a good 2 base economy they can keep pumping vikings which will counter both your colossus and air units with a nasty timing, whereas 7 gate chargelots (and a quick-ish storm) plus mothership core should do better if they try some kind of big frontal counter attack.
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On March 19 2013 17:10 centergoliath4 wrote:1oracle, few voids, tempest, late collossi PvT Im working on this opener for PvT. It uses the nexus cannon to buy time for eventual fleet beacon units. It opens with 1 oracle to force the turrets / defenses then gets expansion/voidrays. Only make 1stalker+ 1-2zealots of of the gateway, 1stargate, 1oracle then drop the expansion. The stargate+oracle cost you money, but force the terran to spend money too so its even. In WoL the same build would be horrible and never survive to fleet beacon units but in HOTS the nexus cannon provides that 2 minutes of defense needed to get out the higher units I go for a couple tempests first because realistically carriers are stronger but i realized holy cow tempest buildtime is 60 seconds (compared to 120 seconds for carrier) So getting tempests lets you produce simply so much more out of that 1 stargate. Also carriers without the upgrade are probably weaker and that upgrade is a big 150/150 which on 2 bases is expensive. While working towards tempests you use leftover gas off 2bases to work towards getting a few collossi to deal with marines. After about 5-6 tempests and 1-2 collossi you can switch over to making carriers. pump carrier/collossi / stalker. with a couple zealots i never like to have more than 5 lategame prefer to get stalkers. Upgraded stalkers are very powerful in the sense that they force marauders, and marauders arent that great vs carrier tempest collossi replay http://www.gamereplays.org/starcraft2/replays.php?game=33&show=details&id=279854just started playing again so im in diamond i crushed this gay. was top masters in wol tho BO ive been using: + Show Spoiler + 9pylon 2 chronoboosts nexus 14gate 15gas 17pylon chronoboost nexus 18 cyber 19 gas produce probes nonstop except for core zealot (without cutting probes) pylon (without cutting probes) chronoboost nexus mothership core after cyber stalker asap after core stargate produce probes to 25 (19 on minerals, 6 on gas) then stop to expand upgrade warptech after stargate goes down
harass with core+stalker+zealot make pylons as needed dont get supply blocked make another zealot then stop to pile minerals for expo. dont use the gateway anymore until you expand make 1 oracle. after that 100% of stargate time is dedicated to voidrays. the stargate should be producing units 100% of time, chronoboosts go on nexus and once a minute put one on stargate
harass with oracle right when it pops to make sure you forced turrets. Your goal isnt to kill anything simply fly in and if theres no mine/marine/turret defense then kill some SCV's.
REMEMBER when entering his base with oracle put 100% of your focus on the oracle as you are running to his mineral line. If he has any mines there with micro you can pull back and avoid the mine fire. Any unit no matter how fast or slow can avoid mine fire theres a 2 second window to pull back because if the unit is slow it moves in slow then moves out slow either way theres a 2 second window to pull back to avoid mine fire.
If there is ANY defense at all, bring oracle home. The oracle paid for itself by forcing defense.
After expand make zealots+voidrays + pylons + probes. chronoboost probes. Ive found the ideal number on minerals is 18, anything more is barely much more income but i guess its up2u
while not missing anything above, make 2 more gasses when you got about 35 probes. While not missing gas for voidrays, make the fleet beacon when you have enough money. Normally this is after 4-5 voidrays
make a forge after 2-3 voidrays for a cannon in each mineral line. work towards 1/1/1 from the forge.
after beacon is done stargate is used for tempests. after warpgate techs done upgrade air attack constantly
18 miners on each mineral line is full sutation. work towards that. so about 48 workers is full saturation + 2 more for good measure
stop once you reach ~8 zealots that the highest amount of zealots you want. save minerals
after fleet beacon you can make the robo and work towards some collosi. make 4 more gateways around this time for 5gates total + 1robo + 1stargate
after 4-5 tempests you can switch to making carriers. Pump out carrier+stalker+collossi
After you drop those 4 extra gates you can go take your third (assuming oracle didnt scout him already taking third. In which case you take your third.) . Make a second forge after taking the third to work towards 3/3/3 ground
Use the fast moving oracle to try to scout if he took third bases if your ever wondering if he took a third at like 10 minutes
After thirds up and running go ahead and go up to 8-9 gates.
Pretty much lategame goal army is tons of upgraded stalkers, some tempest, some collossi, some carriers. As you work towards bases 4-5 you could add in storm/archon
The build I use every TvP is this:
3 hellion medievac drop into your base.
I got a bunker in the front (sometimes the back), and 5-6 marines in the back of my base.. If you decide to attack my front, ill repair bunker and poke away your MSC.
if you attack the back with your oracle, my marines will chase you..
Either way, i will drop your main, kill your workers, see your stargate tech, I will tech to bainshees + vikings, mass marine...
I will go to your base, if you got nexus defend on, My medevac will ship marines to the cliff side, and my bainshees will fly to your main base, kill your units and structures
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A variation of that is:
I don't do a hellion drop on you, but just 1base you, with 2 bunkers, mass marine, bainshees and vikings, and a raven for pdd.
You won't have time to get alot of collos out, if u got oracle and pheonix, my marine + viking will kill it.
mass stalkers? Raven. + bainshee
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On March 19 2013 17:28 Erik.TheRed wrote: The thing I'd like to know is what reads/ situations should you NOT send your first oracle or 2 to the enemy base but instead keep them home for defense. I've lost some games on ladder because my first 1 or 2 oracles were poking at his main base (and scouting at the same time) when a cloak banshee or widow mine drop suddenly arrives in my main and all I'm scrambling for some detection. Obviously vs gasless openings you can be a bit more aggressive with the stargate units but vs an unknown or gas opening (even if you've just seen a reaper) I'm curious as to what timings or reads might cause me to play more passively.
Also I feel like if you don't do that much damage with the oracles, a flood of gateways (+4 or 5) and an early charge might be a better transition than going straight to colossus. Because if they have a good 2 base economy they can keep pumping vikings which will counter both your colossus and air units with a nasty timing, whereas 7 gate chargelots (and a quick-ish storm) plus mothership core should do better if they try some kind of big frontal counter attack.
Yoyo, I believe I might be able to help a bit with your conundrum.
One of the reasons you see MC get so aggressive with stalkers and MSC early on is to find out exactly what you're getting at here: if something fishy is going on. As Day[9] says, getting aggressive is one of the best ways to find out what your opponent is doing. With a couple stalkers and your MSC, you should be able to see anything weird happening before he can actually use it. Use your MSC in open air space to spot things like drops and banshees, and poke at the front with your stalkers. Then, you should know most everything that is happening, especially by the time you have your Oracles in his base. If you see a gas before an expansion from the Terran, I would think that it's typically prudent to keep your MSC home and/or in the air space between your and the Terran's bases if possible. That way, you can defend from drops and Banshees more conveniently.
Moreover, I would think of that kind of play this way: if the Terran has elected to go for a Banshee or drop play, he's committed to something which will decrease the amount of defense he has at home. Your Oracles should be able to DESTROY the amount of Marines he has, especially with some gateway units to back them up. They really do an incredible amount of damage. Don't underestimate them.
Finally, as far as defending drops with Oracles (especially Widow Mines) goes, you should watch game 2 of Innovation vs. MC in the + Show Spoiler + match. It will enlighten you quite a bit as to how to defend drops while you wait for your next Oracle.
Hope that helps some, just some suggestions!
On March 19 2013 23:17 BurgerFreak wrote: A variation of that is:
I don't do a hellion drop on you, but just 1base you, with 2 bunkers, mass marine, bainshees and vikings, and a raven for pdd.
You won't have time to get alot of collos out, if u got oracle and pheonix, my marine + viking will kill it.
mass stalkers? Raven. + bainshee
Indeed, sir, your strategy is completely infallible. Why did no one think of this before you? The depth of your response to the above poster is like that of a black hole, slowly sucking away my insanity as it wracks my brain with its inconsiderate, haughty, and short-sighted nature.
Bravo, sir, bravo.
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Posted this post to the previous post, just to keep things concise.
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Sick guide, I'm going to test this on the ladder today!
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A few things we should probably consider before people go making stargate their staple for PvT.
1. Can stargate-based play do this much damage consistently? Oracles are *good* against marines - don't get me wrong - but at 150/150, with 160 health, 0 armor and 25 dps vs. light (consuming energy), they aren't exactly cost effective against marines either. The Oracle is worth about 9 marines of resources (including supply costs), and that many marines make really short work of an Oracle (it dies in a little under 3 seconds, having killed a single marine). Make it a bunker and 4 marines (instead of 9), and you'll find a similar result. The Oracle does almost nothing, and dies rather quickly.
2. Can stargate-based play hold all attacks? Using phoenixes to snipe medivacs sneaking out towards mineral lines is cute, but what about when the medivacs are immediately backed by a large force of marines? Using photon overcharge to grant the protoss an extra minute with which to defend a bio-based allin is nice, too. But will the delay to Colossus tech prove this to be safe? MC gets AE damage quite late - and as we said above, Oracles are *good* against marines.... but not THAT good. And of course, the most pressing question - what happens when you need to use Oracles against marines and for detection - as is the case for marine/WM or marine/banshee pushes?
3. Late Game - What about vikings? It's been widely known for some time that Vikings are good against Phoenixes (due to the longer range in part). And Vikings absolutely annihilate Voids, Oracles, Carriers and Tempests without Storm. And if you're going Stargate, and then straight into storm, your opening for bio-heavy pushes is even wider. Keep in mind that the one game where MC pushes with Colossus (at least according to the unit counts in the OP), the Protoss has a supply lead. Someone who's opening Stargate into Expand into Robo should not expect this against a player who's kinda just going with a standard bio composition.
It's way too early to say that this is good or bad, but keep in mind the player you're talking about. Sure, he was one of the first to make popular the 1-gate FE in PvT - but he was also the guy who Void-Ray allined a surprising amount in PvT early in WoL, the guy who got a Carrier allin going against Kas in a pro tournament. He does these things not because they're solid inherently but because nobody else does them. MC takes risks - a lot of risks. It's part of his playstyle. Having put this style out there now, you can expect the next major tournament he's involved in to show a lot of Terrans trying intentionally to break this style. Maybe it'll stick around - but my spider sense (aka bits of analysis I'm doing above) makes me think that this is more a result of how much damage he's doing to players who don't expect it and aren't sure the optimal reaction to it - and not because the style itself is solid.
I like Oracles, and the best feelings I get in PvT is when I'm able to play Oracle Stalker MSC aggression effectively (and it is effective), but it's hard to know if it's effective because it's a solid play, or because there's a couple slight adjustments Terrans haven't figured out yet which'll absolutely negate it once they do.
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Just a follow up to my last post, I did the stalker pressure and scouted an early starport so i kept my first oracle at home. I think this game shows a pretty solid defense and follow up if anyone is interested
(master league replay): http://drop.sc/311419
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On March 20 2013 00:06 Treehead wrote: A few things we should probably consider before people go making stargate their staple for PvT.
1. Can stargate-based play do this much damage consistently? Oracles are *good* against marines - don't get me wrong - but at 150/150, with 160 health, 0 armor and 25 dps vs. light (consuming energy), they aren't exactly cost effective against marines either. The Oracle is worth about 9 marines of resources (including supply costs), and that many marines make really short work of an Oracle (it dies in a little under 3 seconds, having killed a single marine). Make it a bunker and 4 marines (instead of 9), and you'll find a similar result. The Oracle does almost nothing, and dies rather quickly.
2. Can stargate-based play hold all attacks? Using phoenixes to snipe medivacs sneaking out towards mineral lines is cute, but what about when the medivacs are immediately backed by a large force of marines? Using photon overcharge to grant the protoss an extra minute with which to defend a bio-based allin is nice, too. But will the delay to Colossus tech prove this to be safe? MC gets AE damage quite late - and as we said above, Oracles are *good* against marines.... but not THAT good. And of course, the most pressing question - what happens when you need to use Oracles against marines and for detection - as is the case for marine/WM or marine/banshee pushes?
3. Late Game - What about vikings? It's been widely known for some time that Vikings are good against Phoenixes (due to the longer range in part). And Vikings absolutely annihilate Voids, Oracles, Carriers and Tempests without Storm. And if you're going Stargate, and then straight into storm, your opening for bio-heavy pushes is even wider. Keep in mind that the one game where MC pushes with Colossus (at least according to the unit counts in the OP), the Protoss has a supply lead. Someone who's opening Stargate into Expand into Robo should not expect this against a player who's kinda just going with a standard bio composition.
It's way too early to say that this is good or bad, but keep in mind the player you're talking about. Sure, he was one of the first to make popular the 1-gate FE in PvT - but he was also the guy who Void-Ray allined a surprising amount in PvT early in WoL, the guy who got a Carrier allin going against Kas in a pro tournament. He does these things not because they're solid inherently but because nobody else does them. MC takes risks - a lot of risks. It's part of his playstyle. Having put this style out there now, you can expect the next major tournament he's involved in to show a lot of Terrans trying intentionally to break this style. Maybe it'll stick around - but my spider sense (aka bits of analysis I'm doing above) makes me think that this is more a result of how much damage he's doing to players who don't expect it and aren't sure the optimal reaction to it - and not because the style itself is solid.
I like Oracles, and the best feelings I get in PvT is when I'm able to play Oracle Stalker MSC aggression effectively (and it is effective), but it's hard to know if it's effective because it's a solid play, or because there's a couple slight adjustments Terrans haven't figured out yet which'll absolutely negate it once they do.
Thanks for your post! I've been doing this build a fair bit now, and I think I can comment on some of it.
1. Can stargate-based play do this much damage consistently? Oracles are *good* against marines - don't get me wrong - but at 150/150, with 160 health, 0 armor and 25 dps vs. light (consuming energy), they aren't exactly cost effective against marines either. The Oracle is worth about 9 marines of resources (including supply costs), and that many marines make really short work of an Oracle (it dies in a little under 3 seconds, having killed a single marine). Make it a bunker and 4 marines (instead of 9), and you'll find a similar result. The Oracle does almost nothing, and dies rather quickly.
Your question is very good but I think you go to some wrong conclusions with it. Like most builds, its effectiveness is at least lightly based on your opponent. Against a gassing terran the phoenixes are what it's about and the oracle is largely there for detection a good chunk of the time. Against gasless expands though? Big time. It's practically a build order win in fact. The thing is, you kind of compare apples to oranges when you compare 450 minerals and 9 supply of marines (the most cost effective unit in the game), to 150 minerals, 150 gas, 3 supply of Oracle, and then say that they both begin attacking eachother simultaneously. Rarely is that the case. Generally, you arrive at the mineral line, get a SCV kill or two, and then the marines start funnelling in and you can pick off another 2 or 3 before needing to get out of there. If you have 2 oracles though things really get nutty as there needs to be a good clump of at least 6 marines to really be a threat.
So you pillage the mineral lines free of the fear of mines underground, force missile turrets and get ahead in economy through killing workers, and then go for whatever your favourite bust strategy is. MC went stalkers, I'm partial to chronoing out a VR, though I fear that may be an inferior choice.
2. Can stargate-based play hold all attacks? Using phoenixes to snipe medivacs sneaking out towards mineral lines is cute, but what about when the medivacs are immediately backed by a large force of marines? Using photon overcharge to grant the protoss an extra minute with which to defend a bio-based allin is nice, too. But will the delay to Colossus tech prove this to be safe? MC gets AE damage quite late - and as we said above, Oracles are *good* against marines.... but not THAT good. And of course, the most pressing question - what happens when you need to use Oracles against marines and for detection - as is the case for marine/WM or marine/banshee pushes?
Yeah this the real trick. You need really good map awareness I'm finding. If you can catch the push when it's halfway accross the map and take out the medivacs, maybe force a stim even, fantastic. Holding that on 2 bases isn't a problem. But when they get to your base and have full health and medivacs and you have not slowed them down at all through your phoenixes, THEN that's a problem for sure.
3. Late Game - What about vikings? It's been widely known for some time that Vikings are good against Phoenixes (due to the longer range in part). And Vikings absolutely annihilate Voids, Oracles, Carriers and Tempests without Storm. And if you're going Stargate, and then straight into storm, your opening for bio-heavy pushes is even wider. Keep in mind that the one game where MC pushes with Colossus (at least according to the unit counts in the OP), the Protoss has a supply lead. Someone who's opening Stargate into Expand into Robo should not expect this against a player who's kinda just going with a standard bio composition.
For sure, stargate in late game is not good, but it does force out vikings which end up being useless when storm happens.
It seems like you're overestimating the bio push a bit. Without medivacs (because you've killed them) it's pretty easy to hold off a mid game bio push just with forcefields and photon overcharge and meanwhile you're free to ruin their mineral lines with your phoenix (plural) and oracle.
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On March 20 2013 04:41 TheDougler wrote:Show nested quote +On March 20 2013 00:06 Treehead wrote: A few things we should probably consider before people go making stargate their staple for PvT.
1. Can stargate-based play do this much damage consistently? Oracles are *good* against marines - don't get me wrong - but at 150/150, with 160 health, 0 armor and 25 dps vs. light (consuming energy), they aren't exactly cost effective against marines either. The Oracle is worth about 9 marines of resources (including supply costs), and that many marines make really short work of an Oracle (it dies in a little under 3 seconds, having killed a single marine). Make it a bunker and 4 marines (instead of 9), and you'll find a similar result. The Oracle does almost nothing, and dies rather quickly.
2. Can stargate-based play hold all attacks? Using phoenixes to snipe medivacs sneaking out towards mineral lines is cute, but what about when the medivacs are immediately backed by a large force of marines? Using photon overcharge to grant the protoss an extra minute with which to defend a bio-based allin is nice, too. But will the delay to Colossus tech prove this to be safe? MC gets AE damage quite late - and as we said above, Oracles are *good* against marines.... but not THAT good. And of course, the most pressing question - what happens when you need to use Oracles against marines and for detection - as is the case for marine/WM or marine/banshee pushes?
3. Late Game - What about vikings? It's been widely known for some time that Vikings are good against Phoenixes (due to the longer range in part). And Vikings absolutely annihilate Voids, Oracles, Carriers and Tempests without Storm. And if you're going Stargate, and then straight into storm, your opening for bio-heavy pushes is even wider. Keep in mind that the one game where MC pushes with Colossus (at least according to the unit counts in the OP), the Protoss has a supply lead. Someone who's opening Stargate into Expand into Robo should not expect this against a player who's kinda just going with a standard bio composition.
It's way too early to say that this is good or bad, but keep in mind the player you're talking about. Sure, he was one of the first to make popular the 1-gate FE in PvT - but he was also the guy who Void-Ray allined a surprising amount in PvT early in WoL, the guy who got a Carrier allin going against Kas in a pro tournament. He does these things not because they're solid inherently but because nobody else does them. MC takes risks - a lot of risks. It's part of his playstyle. Having put this style out there now, you can expect the next major tournament he's involved in to show a lot of Terrans trying intentionally to break this style. Maybe it'll stick around - but my spider sense (aka bits of analysis I'm doing above) makes me think that this is more a result of how much damage he's doing to players who don't expect it and aren't sure the optimal reaction to it - and not because the style itself is solid.
I like Oracles, and the best feelings I get in PvT is when I'm able to play Oracle Stalker MSC aggression effectively (and it is effective), but it's hard to know if it's effective because it's a solid play, or because there's a couple slight adjustments Terrans haven't figured out yet which'll absolutely negate it once they do. Thanks for your post! I've been doing this build a fair bit now, and I think I can comment on some of it. Show nested quote + 1. Can stargate-based play do this much damage consistently? Oracles are *good* against marines - don't get me wrong - but at 150/150, with 160 health, 0 armor and 25 dps vs. light (consuming energy), they aren't exactly cost effective against marines either. The Oracle is worth about 9 marines of resources (including supply costs), and that many marines make really short work of an Oracle (it dies in a little under 3 seconds, having killed a single marine). Make it a bunker and 4 marines (instead of 9), and you'll find a similar result. The Oracle does almost nothing, and dies rather quickly. Your question is very good but I think you go to some wrong conclusions with it. Like most builds, its effectiveness is at least lightly based on your opponent. Against a gassing terran the phoenixes are what it's about and the oracle is largely there for detection a good chunk of the time. Against gasless expands though? Big time. It's practically a build order win in fact. The thing is, you kind of compare apples to oranges when you compare 450 minerals and 9 supply of marines (the most cost effective unit in the game), to 150 minerals, 150 gas, 3 supply of Oracle, and then say that they both begin attacking eachother simultaneously. Rarely is that the case. Generally, you arrive at the mineral line, get a SCV kill or two, and then the marines start funnelling in and you can pick off another 2 or 3 before needing to get out of there. If you have 2 oracles though things really get nutty as there needs to be a good clump of at least 6 marines to really be a threat. So you pillage the mineral lines free of the fear of mines underground, force missile turrets and get ahead in economy through killing workers, and then go for whatever your favourite bust strategy is. MC went stalkers, I'm partial to chronoing out a VR, though I fear that may be an inferior choice. Show nested quote +2. Can stargate-based play hold all attacks? Using phoenixes to snipe medivacs sneaking out towards mineral lines is cute, but what about when the medivacs are immediately backed by a large force of marines? Using photon overcharge to grant the protoss an extra minute with which to defend a bio-based allin is nice, too. But will the delay to Colossus tech prove this to be safe? MC gets AE damage quite late - and as we said above, Oracles are *good* against marines.... but not THAT good. And of course, the most pressing question - what happens when you need to use Oracles against marines and for detection - as is the case for marine/WM or marine/banshee pushes? Yeah this the real trick. You need really good map awareness I'm finding. If you can catch the push when it's halfway accross the map and take out the medivacs, maybe force a stim even, fantastic. Holding that on 2 bases isn't a problem. But when they get to your base and have full health and medivacs and you have not slowed them down at all through your phoenixes, THEN that's a problem for sure. Show nested quote + 3. Late Game - What about vikings? It's been widely known for some time that Vikings are good against Phoenixes (due to the longer range in part). And Vikings absolutely annihilate Voids, Oracles, Carriers and Tempests without Storm. And if you're going Stargate, and then straight into storm, your opening for bio-heavy pushes is even wider. Keep in mind that the one game where MC pushes with Colossus (at least according to the unit counts in the OP), the Protoss has a supply lead. Someone who's opening Stargate into Expand into Robo should not expect this against a player who's kinda just going with a standard bio composition. For sure, stargate in late game is not good, but it does force out vikings which end up being useless when storm happens. It seems like you're overestimating the bio push a bit. Without medivacs (because you've killed them) it's pretty easy to hold off a mid game bio push just with forcefields and photon overcharge and meanwhile you're free to ruin their mineral lines with your phoenix (plural) and oracle.
I botched some of the analysis here (unusual for me, but that's what happened), but I meant to say 6 marines (i.e. equal cost to Oracle) - which still takes out an Oracle while losing about 2 marines (instead of 1). The other notable piece is that you can have far, far more marines than this if you suspect, or even scout a stargate coming by the time the first Oracle arrives. Sure, you may do a bit of initial damage (an SCV or two, some turrets perhaps), but is that really worth the cost of:
a) deflecting bio aggression with severely delayed AE damage b) the 150/150 required to produce an Oracle
Sniping medivacs in the middle of the map really means one of two things happened, both of which can be remedied as Terran learn how to play against phoenixes. Either the Terran pushed out with a very low number of medivacs, or the terran let his medivacs get away from his marines. With a very high number of marines, are you comfortable that your phoenixes can snipe the medivacs (at 9 dps per phoenix, killing a 150 health unit) consistently in the middle of the map without losing way more than your opponent?
When I tried this in beta (and admittedly, I'm pretty bad), it always felt like I came out way behind when someone kept medivacs and marines close together.
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You guys have to appreciate that this build is meant to counter the recent popularity of widow mine drop/reaper builds. It's effective because it applies pressure and harassment while giving you the tools to defend against drops.
If the terran just builds a massive amount of marines, you will have to transition. Fortunately this transition will be easy to do because this build gives you awesome map presence.
Here's an imperfect diamond level replay of the build. I transitioned to colossi and a third base because he didn't go for aggressive drop play and put mines in all his mineral lines.
http://drop.sc/311499
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United Arab Emirates439 Posts
On March 20 2013 09:40 MrFrenchy wrote:You guys have to appreciate that this build is meant to counter the recent popularity of widow mine drop/reaper builds. It's effective because it applies pressure and harassment while giving you the tools to defend against drops. If the terran just builds a massive amount of marines, you will have to transition. Fortunately this transition will be easy to do because this build gives you awesome map presence. Here's an imperfect diamond level replay of the build. I transitioned to colossi and a third base because he didn't go for aggressive drop play and put mines in all his mineral lines. http://drop.sc/311499
The Transition is already a part of MC's build, as we saw in a couple of the games. He does it like he did Stargate play in 2011 WoL, except now he gets an Oracle with his 6 Phoenix before transitioning. And while this build does seem to be a solid counter to gas openings, specifically Widow Mine drops, as we have seen it's also *very* scary to gasless openings, because of the inherent dependence on Marines. It's an exclusively early game build, it has no bearing on the mid to late game except for hopefully you keep your Phoenix alive and deal with Medivacs better than normal.
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