[G] The MAN Train: Immortal/Zealot PvZ All-In - Page 4
Forum Index > StarCraft 2 Strategy |
diLLa
Netherlands247 Posts
| ||
xokati
Poland33 Posts
| ||
Sated
England4983 Posts
| ||
xokati
Poland33 Posts
| ||
Sated
England4983 Posts
| ||
![]()
Teoita
Italy12246 Posts
Also this is a PvZ build, don't try this in PvT. | ||
SteveNick
United States304 Posts
I just did this build and won pretty easily against a 2 base Zerg trying to defend with speedlings while going muta. I added in more gates while pushing out at 7 minutes. Super early push where you get to their base with 6 zealots and 2 immortals, and I rallied a warp prism to support(already had proxy pylons warping in units also) I rolled over him pretty easy. Difference of the build is it hits earlier, focusing on getting 2 immortals and moving out asap. You skip the forge and the +1 in favour of using that 250/100 for an earlier push. I'm thinking that the robo wall off could be too obvious of a tell if this build gains popularity though. You have to get it with your first 100 gas after warpgate/MSC so it's super early. So when the Zerg sees you going 1gate with a super fast robo off 1 gas it's a pretty clear all in. | ||
Henk
Netherlands578 Posts
| ||
TRAvian
23 Posts
On May 29 2013 14:03 FlyingBeer wrote: So in comparison to Parting's immortal/sentry all-in: 15 second earlier push out Fewer probes Nani's build pushes out at ~8:10, Parting's pushes out at around 9:30... That's 80 seconds earlier. And you should have 32 probes on minerals (16 per mineral line), which is the same as the soul train, except the soul train has 9 more probes on gas (4 gas, to get sentries). On May 29 2013 14:03 FlyingBeer wrote: How is this build better exactly? PartinG's build could probably match his move out time by simply cutting an immortal while still having everything else be better than Naniwa's build. Because at ~8:30-8:50 when the build hits (depending on map distance), the Zerg really shouldn't have too much to defend. On May 29 2013 14:03 FlyingBeer wrote: I was thinking about this ever since JayPower's +1 warp prism 5gate came out. A gate-core build should be able to give you a faster time, so why are the results from builds like this one so poor? When you go for such an early mothership core, you kill the initiative from the early money boost and faster core. If you want to take advantage of a gate-core expand while doing any build other than a 4-gate follow-up or a pre-warp gate push, you have to get rid of that early mothership core, so you can keep up probe production. Problem is, I think that Mothership Core is critical for defending 13/14 pool pushes that hit before your wall finishes, so it seems like lose-lose. You might be okay by getting a sentry or stalker instead but might not. Early MSC --> photon overcharge | ||
ZerO_0
United States137 Posts
| ||
iratelivid
2 Posts
Protoss players = bad as fvck at this game and have to resort to playing an ezmode no skill race. Quit life plz. Zerg > You User was banned for this post. | ||
Little-Chimp
Canada948 Posts
On May 30 2013 09:11 iratelivid wrote: ITT: No skill terribad protoss's that refuse to say anything about counters to this scrub build. Protoss players = bad as fvck at this game and have to resort to playing an ezmode no skill race. Quit life plz. Zerg > You lel | ||
Ben...
Canada3485 Posts
The idea behind build is so much fun. I've been having trouble in PvZ so I've been doing this and even if I lose I still have fun. Immortal/warp prism micro is really fun to do. Also, as seen above, it makes Zergs rage really hard so that is a definite bonus. Here's a replay from when I was just experimenting with the idea a bit so I didn't follow the build but kept to the idea of ferrying immortals around in a warp prism. I didn't follow the standard build even close (I just did the immortal sentry build but cut more corners. Went nexus first) but the rage quit from the Zerg is well worth it. You will see why he did (hint: immortals kill buildings really fast). http://drop.sc/339046 | ||
InVerno
258 Posts
| ||
Nyast
Belgium554 Posts
| ||
![]()
Teoita
Italy12246 Posts
Also when you move out you have a grand total of one zealot and two immortals. That's not an army that should be walking around the map, you need the prism to carry and protect the immortals. | ||
Estancia
Korea (South)335 Posts
| ||
FLUFFYPenguin
Finland25 Posts
| ||
Bahajinbo
Germany488 Posts
On May 30 2013 09:11 iratelivid wrote: ITT: No skill terribad protoss's that refuse to say anything about counters to this scrub build. Protoss players = bad as fvck at this game and have to resort to playing an ezmode no skill race. Quit life plz. Zerg > You User was banned for this post. Haha, someone was rolled by a man train, I guess. I also fear that denying overlord scouts is the greatest weakness of this build. Usually, you don't want to use photon overcharges to kill overlords. And as said before: You cannot afford stalkers, they delay the push to hard. | ||
Ben...
Canada3485 Posts
Haven't had this much fun in PvZ in a long time. It's fun to have a micro-heavy style rather than my usual macro style. | ||
| ||