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PvP HotS: Broke the Matchup - Page 2

Forum Index > StarCraft 2 HotS
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xsnac
Profile Blog Joined August 2011
Barbados1365 Posts
February 23 2013 13:30 GMT
#21
it does not work vs 4 gate blink stalker allin . y u have voidrays but you are not mobile he can just take base and blink in your main and in your expo on and on , and do tone of damage , tried 20 games of PvP where i open stargate vs blink allin and is impossible . not even with transition into : stargate into robo ( immortals) stargate into blink and stargate into charge . the blink stalker pretty popular nowadays so i dont see this build working at all .
1/4 \pi \epsilon_0
MistSC2
Profile Joined February 2012
Sweden583 Posts
February 23 2013 13:54 GMT
#22
I hate PvP in hots too

Cant do robo anymore which was my preffered build in WoL.
Maru, TY, Clem <3
FeyFey
Profile Joined September 2010
Germany10114 Posts
February 23 2013 14:08 GMT
#23
And I thought 2-1-1 was the King build. Voidrays work in Wings against the Colossus, but the timing to get them out is really thin, so the Meta never got there with only few PvPs at best. People just settled on Colossus Archon Immortal with a bit of Phoenix play thrown in. Both composition are owned by Voidrays and the supply cost of the Voidray is pretty overpowered in Wings in PvP. Wings Voidrays are not beatable by another toss if charged. (Well Storm works a bit)

Now the weaker but easier to use Swarm Voidrays have a few weaknesses when fighting Toss. First of all their supply isn't that overpowered anymore. Of course they are strong at the start, but the new Phoenix can fight them pretty well now and are better at picking of the guardian shield. And with the lowered damage output against Massive Archons also pose a nice defense against them. Also can't forget the improved Carrier that in Wings just did badly because of the supply efficiency of the Voidray and the interceptors having problems when changing targets.

So Voidrays have their conter in the lategame now compared to Wings. And in the early/midgame Stalkers can fight them, especially since they can easily avoid the charge without taking to much losses.

Personally I hope Voidrays will see some use now that a baby can handle them right. But they aren't the overpowered beasts from Wings anymore that no one could handle, because the micro involved in them would mean you get overrun by a-move units.
So there are enough unit >> Voidray in PvP in Swarm
Mongolbonjwa
Profile Joined January 2012
Finland376 Posts
February 24 2013 05:40 GMT
#24
Phoenix, tempest, archon and stalker composition crushes void rays.
PXEnTei
Profile Blog Joined April 2012
United States209 Posts
February 24 2013 06:01 GMT
#25
I agree. I off race as toss every now and agian. I have i think high 60 or 70% winrates in the other matchups. PvP, i like to go more macro, and everygame is just void allin or DTs or some BS allin. And the Mamma core makes stuff like 3 gate pressure vs Terran with Expo very hard to deal with. It is bad. I dont win vs toss any more. (some of that is just storm)
"Sue me, dickhead!" -Thor
Alryk
Profile Blog Joined November 2011
United States2718 Posts
Last Edited: 2013-02-24 07:32:56
February 24 2013 07:31 GMT
#26
On February 09 2013 11:47 aYtDuSteR wrote:
Show nested quote +
On February 09 2013 09:23 moskonia wrote:
On February 09 2013 07:26 aYtDuSteR wrote:
On February 09 2013 06:05 Kaden wrote:
So you are basically saying "Now in HotS, instead of countering one unit with that exact unit and the larger number wins (like WoL) to counter one unit, you have to use DIFFERENT units and multiple different combinations can actually work against it"..

uhh.. Doesnt that mean HotS FIXED PvP??
.

No. try actually reading what I posted. What I said was the counter is phoenix vs phoenix which is a lot worse then colo vs colo was, with everyother “different” unit interaction being at a disadvantage.

That is very wrong, as you forget that a feedback transition is able to counter the masses of phoenix. I agree that the phoenix is the very strong, but the fact that it has a direct counter (HT and archons) means it can't be the best thing to do.

Basically you say stalkers with storm is irrelevant versus void rays, I disagree here since even with good split you will still be able to hit a decent amount of void rays (you can't oversplit them or it won't be effective), and also you can use attack and blink back, to force the cooldown. Void rays which are not charged will lose to stalkers with some storm support. And even if you do lose the battle versus the void rays, you will be able to reinforce much faster due to the warpgate mechanic. Overall I think that gateway > air >> robo >> gateway.

Lastly there is one composition which is near impossible if not truly impossible to beat, and that is the mass carriers. This is because per supply the carrier is the most efficient (the void ray which is the counter in WoL has 4 supply now, which makes it cost efficient, but not supply efficient), and that the carriers are so big they don't care one bit for storms. The only counter to the carrier is the tempest, which dies to almost anything else. This is OK since the carrier takes 2 minutes to build, so if you allowed someone to get maxed on carriers you deserve to lose.

As you see HotS does not break PvP but fixes it, there is not one path which is the best and everything has a counter. While the phoenix is a great option for the early game, robo blink openings are still good and immortal expand is possible with smart use of the msc. I think that it will take a very long time till this matchup gets figured out, especially since it got near figured out in the end of WoL (with positioning, usage of immortals and drops, I think it got really interesting and even the colossus wars have their spark since its not true anymore that the one with more colossi wins, its the one with the better composition and concave).


you have absolutely no idea what I'm trying to say. Against gateway comp you go colossus and it plays out exactly like wol.

To they guy who said greedy blink opening will be hard to stop. You have more army value opening phoenix then he does going blink.

Greedier stargate builds require changing the build slightly as mentioned in the op. Hence why you scout. You can make this build as greedy as you want.

I did not go into depth on phoenix vs phoenix because I thought the natural tech progression was implied.The point is that stargate vs stargate is a lot more volatile then wol was. If you're down phoenix you have no map presence and run the risk of losing the game due to 1 missmicro on the field.




..if YOU go for robo, how is your robo tech any farther ahead than theirs? And if you go robo at the same time, stargate + robo is going to lose to robo + a larger ground army. And if your argument is "he can't go robo because I have so much air," you can't invest into robo AND stargate efficiently. So if you take the time to go robo, then shouldn't your opponent have time to regain the air advantage? Going gateway only would be suicide unless you're doing a timing. Your opponent has access to as much gas as you unless you do some inane amounts of damage, so if you're going robo + stargate, he could go 2 stargate, or if you go robo, he has stargate, or if you go stargate, he can do anything else. Blah blah blah.

Although for what it's worth, I went 1 stargate and gateways vs a couple guys who went like 3 stargate for tons of phoenixes. Like a few people have said, twilight council pressure (in this case, a bunch of chargelots) can straight up kill them sometimes.

TL;DR I'm a masters protoss and I disagree with you Stargate is really powerful, but PvP in HotS is WAY better than it was.
Team Liquid, IM, ViOlet!
AstroPegnuin
Profile Joined November 2012
293 Posts
February 24 2013 07:38 GMT
#27
I've been having great success with taking the earliest possible gases without cutting probes in order to go both an early DT Shrine and Stargate for Oracle after opening a 3 Stalker rush, basically your Oracle can scout to see if its safe to send the DTs in and it also serves to deter any sort of DT openings from your opponent. The beauty of it is vs Stargate openings he's forced to make Oracles to get detection thus allowing you to utilize Oracle harass because the lack of phoenix which in return forces him to spend precious gas on stalkers (Making Voidrays an ideal choice), being able to make Archons on the fly is also very powerful from the get go. Although I haven't been able to refine this to much it feels like a neat thing to toy around with at the very least.

(Note stopping 3 Gate/4 Gate pressure requires pretty much perfect execution of defense as your trying to squeeze out your tech at early timings thus leaving you more susceptible to early aggression/all ins, however you can stall long enough for DT's in most cases.)
AstroPegnuin
Profile Joined November 2012
293 Posts
February 24 2013 07:38 GMT
#28
On February 24 2013 14:40 Mongolbonjwa wrote:
Phoenix, tempest, archon and stalker composition crushes void rays.


Until people learn to scout and start going Carriers as soon as they see this :D
Fairwell
Profile Joined July 2011
Austria195 Posts
February 25 2013 15:51 GMT
#29
You miss a very important fact in your analysis about which unit counters which unit.

Firstly, you are correct that phoenix beat voidrays (in cost and supply like they used to do in WOL even though voids do 20% more dps vs phoenix compared to WOL, they still lose to phoenix beofre range upgrade slightly, after that they get outranged). But here the interesting dynamic starts: While phoenix beat voidrays (especially in supply now and with 7 range after the +2 range upgrade) massing up phoenix in the later stages of the game is plainly terrible. They are incredible early on and going into the midgame for a number of reasons, but once you get past this stage the opponent will get archons and once he has a certain number in his army your phoenix get trashed hard if you try to use them in the big battle. Secondly, he can keep a few hts in the middle of his army (protected by archons) and feedback them before they even do anything. The normal disadvantages still apply (air units take longer to remake and usually have lower upgrades than ground until super lategame) but this means voidrays are superiors in those battles.

Now carriers actually slightly win vs voidrays (yes even with charge, due to them shooting earlier and charge wearing of after 20sec) in equal supply, but they take so much longer to get out and can get countered easily by tempests which do awsome vs them. Voids do much better now than before (+20% vs archons compared to WOL) but they still get countered by chargelot-archon timings, they are still slightly too strong though (too easy to hold blink pushes now). In the endgame tempests actually beat everything due to having the exact same supply as voids. So a ton of voids with support to not dying into mass tempests is the ultimate HOTS pvp army. That's kinda boring. But if it wasn't for mass tempests in super lategame it would be actually way better than mass colossus in WOL. In midgame it's way more dynamic now.
Markwerf
Profile Joined March 2010
Netherlands3728 Posts
February 25 2013 16:11 GMT
#30
the problem with PvP imo is just that the units there are are not interesting to use..
A mirror matchup virtually always resolves to just a few tactics being viable and mirror compositions being used agianst eachother. Be that colossi or phoenix+gateway armies it doesn't matter that much.. It should be interesting by there being many transition points and the compositions itself being interesting to use which is just not the case in PvP..

Stargate play somewhat matching twilight tech and robo tech a bit more plus DT getting better is good. The opening scenario's are even more wide now but the matchup just feels boring.. I miss something like reavers or siege tanks that are really interesting in it's usage and positioning itself.. Also I feel that certain techs vs techs just lead to a lock-in and boring arms race too much.
For example take stargate vs stargate which is quite common now. Obviously this just results in phoenix vs phoenix wars with both players having a big incentive to stay in this war. If you stop the phoenix massing for example and the opponent just makes a few more his phoenix will demolish yours, 10 phoenix vs 7 phoenix for example will tend to leave one player with 5ish and the other with zero so dropping out of the race sucks immensely. Seeing as phoenix take up the entire gas production of 1 base a stargate vs stargate matchup tends to be the most boring ever.. It's just 1-a zealot-phoenix armies into eachother with little to no tactics whatsoever... P should have gotten an AoE AA unit, ground or air based. In that case there would be a tipping point where you could react by adding this unit in eventually stopping the air fight etc..

Ideally you would have vastly different compositions being roughly equal so you would get actual differences in styles and less 'real' mirrors more often. Perhaps with a little nudging colo + stalker vs gateway + air can actually be just so tight that you see this more often and both use different styles.
Fairwell
Profile Joined July 2011
Austria195 Posts
February 26 2013 18:32 GMT
#31
A protoss ground support unit that has anti air splash vs light could indeed be nice (should be massive to prevent pickup). This would also help vs mass muta. Yes a ton of phoenix counter mutas but it's all about getting this number up, either you succeed in time and you rape mutas or you get raped in HOTS which is too much of a hardcounter in my eyes.

Back to pvp the only reason you don't see straight up only mass air battles is dts being available so quickly now. Robo is next to useless in my eyes now (until later to get observers ofc). The whole matchup is more dynamic but in the early game it's a bit of a blindcounter thing going on here. If you open stargate and don't get an oracle straight that stays in your base until you know for sure no dts are coming you die to dts which are common now, if you open like this and your opponent went stargate straight into phoenix (taking the dt gamble) he is way ahead, same if you went for robo. And blink is not really that good anymore. I have no trouble ever holding one base blink pushes with voids + mothership core. You don't need to transition at the right time or hold the ramp till a certain point or whatsoever. You just make your buildings around your nexus and then wait for him to get into range for the canon ability while producing voids + 3 gateways worth of units.
c0sm0naut
Profile Joined April 2011
United States1229 Posts
February 27 2013 16:28 GMT
#32
Hey duster I agree very much with your post..
That right now blink and robotics play is left quite behind. in WOL, i played random and my best matchups were always the mirrors. i liked to open 3g, but like balls fast WG and go pressure into blinks + obs, but it simply doesn't work anymore becuase of the MSC and as they hold your attack with this they counter your economy with 4 or 5 phoenix and the game is over. or oracles, should they send the first phoenix in and see no stargate. i feel like my wins in this mirror matchup are now coming down to whether or not i build a sentry before my SG, or he if does...
tehemperorer
Profile Blog Joined June 2010
United States2183 Posts
February 27 2013 16:59 GMT
#33
Definitely not the king build, it loses to really fast 3gates (4stalker 1zealot) and would be pretty disadvantaged to blink builds played right.
Knowing is half the battle... the other half is lasers.
ejozl
Profile Joined October 2010
Denmark3489 Posts
February 27 2013 17:11 GMT
#34
I definitely think the Stargate opener is favoured except maybe to DT's.
However once you get into the game, the game is a lot more dynamic in unit composition.
Voidray actually having a counter. Also Voids are slow and I'm sure a lot of baserace opportunities are there, either from Oracle/DT/BlinkStalker.
SC2 Archon needs "Terrible, terrible damage" as one of it's quotes.
BigPanda
Profile Joined November 2010
Sweden7 Posts
Last Edited: 2013-02-27 17:24:43
February 27 2013 17:24 GMT
#35
aYtDuSteR my good man, you have given me a lot to think about.

Thanks for sharing this, my PvP is really bad and this was indeed something to ponder about and work on.

http://www.youtube.com/watch?v=X21mJh6j9i4&feature=fvsr
baba1
Profile Joined April 2005
Canada355 Posts
February 27 2013 18:06 GMT
#36
Since when phoenix is the only counter to phoenix?
noq uote
Jukez
Profile Joined June 2012
United States51 Posts
February 27 2013 18:38 GMT
#37
****PERFECT COUNTER****

Double probe scout, right when you have enough for your warpgate you steal both gasses. Then he's forced to make zealots marching across the map while you make zealots and have gas to make a mother ship core.

What do you guys think?
Liquid'Jukez? only in mah dreams.
Erik.TheRed
Profile Blog Joined May 2010
United States1655 Posts
February 27 2013 19:01 GMT
#38
On February 28 2013 03:38 Jukez wrote:
****PERFECT COUNTER****

Double probe scout, right when you have enough for your warpgate you steal both gasses. Then he's forced to make zealots marching across the map while you make zealots and have gas to make a mother ship core.

What do you guys think?


GSL winning strat for sure.

And on the slight chance you were being serious...
that's not going to happen if someone just pays attention to the game and puts a probe next to their gas geyser. Even if you managed to do it, they can just chrono out 2 zealots and kill the assims.
"See you space cowboy"
Jukez
Profile Joined June 2012
United States51 Posts
Last Edited: 2013-02-27 19:18:20
February 27 2013 19:16 GMT
#39
On February 28 2013 04:01 Erik.TheRed wrote:
Show nested quote +
On February 28 2013 03:38 Jukez wrote:
****PERFECT COUNTER****

Double probe scout, right when you have enough for your warpgate you steal both gasses. Then he's forced to make zealots marching across the map while you make zealots and have gas to make a mother ship core.

What do you guys think?


GSL winning strat for sure.

And on the slight chance you were being serious...
that's not going to happen if someone just pays attention to the game and puts a probe next to their gas geyser. Even if you managed to do it, they can just chrono out 2 zealots and kill the assims.


Actually it could work. If you send two probes, they wouldn't scout it if they were doing a 13 gate late scout. they will be behind on gas and stalkers so a quick oracle could finish the job.
Liquid'Jukez? only in mah dreams.
Luzian
Profile Joined February 2013
Switzerland26 Posts
Last Edited: 2013-02-27 19:42:37
February 27 2013 19:29 GMT
#40
I want to share my PvP experiences for anyone that is interested. While I disagree with quite a lot written in this thread, I won't join the argument but instead try to provide information from my perspective.
I can only speak for high master / low GM PvP but I almost never lose vs an air player, even when I mess up in the early game and start with a disadvantage. Yes, I'm a good old boring robo player. =P

+ Show Spoiler [My Playstyle] +
Most of the time I go for 1 gate / 1gate1robo FEs with really fast MSCs depending on whether I scout pressure.
When the other P goes for 2gate without probe scout I rush to DTs,
when he moves out with more than 1 stalker, I chrono an Immortal asap,
vs DT openers it's basically freewin,
when I see a stargate unit and I have confirmed that it isn't a hallucination, I stop Immortal production, go for 4 gates and as soon as I know that my opponent expands I add a Twilight Council as well, chronoing blink and adding 1 or 2 more gates going into pressure... sometimes I win right there except my opponent goes for charge, delays my pressure or my Blink is just too late and he has too many units already (at least 3 VRs with enough Zealot and Sentry support)
Then I just throw down a 3rd, 2 Forges and Templar Archives and basically try to overwhelm my opponent which is quite easy on almost any map
My most losses are from when I just make severe gameplay mistakes: not scouting proxy gates in my main, doing a micro mistake in the early game especially vs the tough to defend 3gate, not scouting and dealing with colossi tech in time, messing up an engagement and the likes ;-D


From what I've observed is that 3gate pressure with MSC into Stargate and 1 Oracle is probably one of the strongest builds: it punishes greedy play, allows contain expands forcing an allin and the Oracle makes it DT proof and has the potential to kill a lot of workers and could even allow you to break into the main.

But in the end PvP is still the most fragile MU (was already shown a few times with statistics but also for a decent amount of Ps PvP is the MU closest to 50% winrate) with countless different openers that all have slight to severe advantages and disadvantages to each other and each map favors different builds (for example on Cloud Kingdom you can go 1gate FE into 2gate pressure Robo, crazy strong opener stolen from my game vs MVPTails but you can only defend certain stuff on that single map)

TL;DR: airtoss is not as strong as many claim and HotS PvP has not been figured out, being even more fragile than in WoL, and control + decision making are the main thing that prevent it from being a complete coinflip due to the crazy amount of openers that counter each other


EDIT: + Show Spoiler [@Jukez:] +
to even have the chance of stealing both gasses you have to send the 2 probes right after Pylon (since you usually build first Assimilator @14 supply), losing 20% of your mining and therefore setting your macro severely behind, causing you to lose right away to any proxy shenanigans + FFEs and you won't be able to defend pressure / punish a FE if you go for a fast Oracle followup

there are reasons why almost noone goes for gas stealing
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