On January 22 2014 11:29 Midday wrote:
This playstyle makes me want to jump off a balcony
This playstyle makes me want to jump off a balcony
switch to toss, increase the rate of massive injuries and deaths from self-inflicted jumps in your area!
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suicideyear
Ivory Coast3016 Posts
On January 22 2014 11:29 Midday wrote: This playstyle makes me want to jump off a balcony switch to toss, increase the rate of massive injuries and deaths from self-inflicted jumps in your area! | ||
sluggaslamoo
Australia4494 Posts
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magicturtle
United States35 Posts
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wishr
Russian Federation262 Posts
Great guide! | ||
Heartland
Sweden24578 Posts
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Teoita
Italy12246 Posts
On January 22 2014 16:29 magicturtle wrote: Just giving my opinion here, but this is not a 'new' or 'innovative' idea... this core idea was rather popular in WoL ... I don't understand why everybody seems to think this is some amazing breakthrough/discovery ._. The wol builds were extremely different (usually done as a transition off 4gate+1 with void rays): they included way less void rays, stargates and sometimes switched to immortals faster, got completely wrecked when roach max and later infestor play became popular, weren't nearly as well planned out and most importantly were done only in a handful of televised games. The breakthrough isn't necessarily the fact that you can make zealots, templar and void rays can work vs z, it's the fact that it can be a legit, refined go to style. | ||
blooblooblahblah
Australia4163 Posts
On January 22 2014 16:29 magicturtle wrote: Just giving my opinion here, but this is not a 'new' or 'innovative' idea... this core idea was rather popular in WoL ... I don't understand why everybody seems to think this is some amazing breakthrough/discovery ._. Nothing even close to this was used at all in WoL. In fact, void rays were pretty much non-existant in pro PvZ until MC showed how you could use them to beat broodlord infestor, and that was very very late in WoL. | ||
Salient
United States876 Posts
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samurai80
Japan4225 Posts
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RyLai
United States477 Posts
On January 22 2014 11:02 SpunXtain20 wrote: TvT guide next ![]() There was one a long time ago. It was ForGG's TvT build. zzzz On another note, woo~ Protoss~... *waves white flag of resignation* | ||
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Teoita
Italy12246 Posts
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Markwerf
Netherlands3728 Posts
It's only viable on larger maps though I think. The biggest risk to this which the guide hardly goes into detail about are lair busts with queens. Queens are a super hard counter to voidrays, they are super strong because they have good air dps, long range, and very high health with 1 armor which makes them live super long against voidrays. On smaller maps where queens can walk over reasonably quick a push with ~6 queens (2 rounds of 3 hatches) and +1 armor (armor is better than ranged attacked against this style for zerg because zealots, sentries and voidrays all are high attackspeed low damage units) is practically impossible to hold. I prefer doing this style without sentries though. With oracles or phoenix your scouting is pretty much covered anyway and forcefields are ok but not that great with this style. They hamper your zealots often and they only help slightly to improve your positioning against queens/hydra's which have the same range as your voidrays anyway. I find that the gas is better saved to get charge or templars earlier, skipping sentries especially let's you get that third quicker as you can defend it with just 1 or 2 zealots, voids and your msc agianst ling attacks quite well. With sentries you require a critical mass more. Another plus of not using sentries is that you can micro your voidrays much more, they really need good micro because against roach/hydra you often want to hit the roaches because they do MUCH more dps agianst that but they will automatically hit the hydra's. I find that swarm hosts are not really a big issue with this style by the way, if they commit to those and you are on several stargates it's not that hard to switch to air completely and mix in some carriers (which are good against hydra's actually if your attack upgrades equal his armor upgrades at least). The biggest problems definately are good pushes on your third or just solid roach/hydra play with lots of multiprongs and good kiting. | ||
aeligos
United States172 Posts
Build your own strategies! It's SOOO much fun!!! User was temp banned for this post. | ||
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Teoita
Italy12246 Posts
On a map like Derelict or even Whirlwind where there's a lot of open space in front of the toss base queen allins are extremely hard to hold, and in fact they are the big reason why players have started to really slow down their double teching and focusing either on void rays or gateway tech to defend. On more closed off maps like Frost they aren't nearly as scary. Sentry count really depends on the situation. Against lair busts you need emergency sentries to defend, but if the z is teching you want to get your voids and storm up instead. Regardless, you need 1-2 sentries for scouting because once significant AA is up, you can't rely on stargate units for scouting. edit: also against sh the only answer is colossi, switching to carriers or tempest without any ground army isn't viable because you dont have anything to kill the locusts. | ||
igay
Australia1178 Posts
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ThePlagueJG
Sweden1010 Posts
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EpicDemente
Chile202 Posts
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TheBadOmen
Canada182 Posts
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MavivaM
1535 Posts
On January 22 2014 11:29 Midday wrote: This playstyle makes me want to jump off a balcony Completely agree since as a Zerg not only I'm quite clueless in my worst matchup, but also because this guide even teaches you reactive moves, which should be a Zerg prerogative imo, at least in this matchup. Well, it's not like I was going to improve my winrate T_T I hope one day a Zerg will step up and teach me some cool swarmhost timings. But seriously, nice write up. I wonder if I'll be able to make some use of it regardless of my race... | ||
RageCommodore
Germany912 Posts
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