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[D] PvZ - Establishing third with Skytoss (viable?) - Page…

Forum Index > StarCraft 2 Strategy
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Tommyth
Profile Joined April 2012
Poland117 Posts
Last Edited: 2012-05-06 12:22:00
May 06 2012 12:21 GMT
#221
Next week Funday Monday is about using air units only, guess some of u can throw Day[9] a replay or two ^^
Fogetaboudit
Profile Joined July 2010
United States232 Posts
Last Edited: 2012-05-06 12:33:42
May 06 2012 12:30 GMT
#222
On May 06 2012 20:52 Markwerf wrote:
I don't see how this works against corruptor/infestor at all. Corruptors kill the mothership easily and trade well enough with voidrays. Especially with some infestors for fungal backup it shouldn't be a problem at all for zerg to stop this.
Also waiting for mothership to take third is just awfully slow.


They don't trade well enough, when MS is over cannons and with voidray support if the corruptors want to target down the MS, you just lose like all of them, "easily" is a really poor word choice, and infestors cannot really be aggressive, only defensive.
Micro'ing MS back helps too believe it or not. Watch the second engagement in this replay
http://drop.sc/173472
I played this game today. Also IIRC he has a quick 5 base versus my 3... I say meh. Also, my third timing is pretty normal AFAIK people just haten on the Mothership.
Fogetaboudit
Profile Joined July 2010
United States232 Posts
May 06 2012 12:30 GMT
#223
On May 06 2012 21:21 Tommyth wrote:
Next week Funday Monday is about using air units only, guess some of u can throw Day[9] a replay or two ^^


Already did haha, didn't even make a zealot, hope I get picked!
kiklion
Profile Joined April 2011
99 Posts
May 06 2012 19:33 GMT
#224
On May 06 2012 17:30 piroko139 wrote:

2. As a result of games lasting long, focus on upgrades is paramount. I have to definitely attribute a lot, if not all, of my wins to being up in reasonable upgrades. Carriers hit hard as hell when they're at 3 attack. I'm sure you guys already knew that.

4. Corrupters are not that great against this composition, UNLESS they're upgraded. I do not see many zerg going double Spire though. Hydras are also not that great against this composition. But then again, I haven't gone up against 3/3 Hydras yet (I see a lot of zerg skipping Carapace for some reason).

5. There is no efficient mineral dump against this composition. Spore Crawlers fail against Carriers, Lings can't hit air (or get past a cannon wall), and I haven't seen a queen heavy composition yet (Although I have to assume Carrier dps will negate Transfuse anyways). Forcing the zerg into a gas heavy composition is something that seems to make them uncomfortable. In other words, I have made several zerg lose purely because they ran out of gas to reinforce.


Upgrades are definitely important. Attack upgrades greatly improve the dps of voids/carriers/phoenixes. Flip of the coin, getting armor upgrades greatly helps the zerg units if they get ahead of toss. (shouldn't but if)

Even upgraded corruptors lose to equal supply/cost void rays. The benefit though, is how fast zerg can remax. So trading will be in zergs favor.

Just as cannons are efficient in defending, lings are useful in denying expansions. But that is about it, if the cannon/pylons go up, lings alone won't break it efficiently. They will need a gas unit.

lolstarz
Profile Joined June 2011
Canada65 Posts
May 06 2012 21:35 GMT
#225
I have been using this strat a lot. I'm mid masters on NA, and I think I've lost twice with it. I like to open with zealot aggression before cyber core. Here's some of my reps if they'll help:

http://drop.sc/173883 Shakuras, Zerg tries to nydus, then masses queens corruptors and hydras.

http://drop.sc/173884 Antiga. Zerg snipes my third with big hydra/roach drop, but loses too much and I kill his main after.

http://drop.sc/173885 Shakuras. I lose this game, though I was kinda tired so I didn't make good use of my army before he attacked.

http://drop.sc/173886 Ohana. Zerg loses third to zealot pressure, after that it's hard to catch up.

The next few I played a while ago and don't remember well enough to give a summary:

http://drop.sc/173920 Antiga
http://drop.sc/173922 Taldarim
http://drop.sc/173924 Daybreak
http://drop.sc/173925 Ohana: I remember this game because he bane busted me but I managed to stabilize. I was stilling working out timings at this point


ticklishmusic
Profile Blog Joined August 2011
United States15977 Posts
May 06 2012 21:36 GMT
#226
The greatest enemy of lings is good sim-city.

Oh and far as voids go, there's a thread floating around about how upgrades *might* actually hurt voids. I'm sure that a lot of you have seen it, but here's the link for sake of completeness.

http://www.teamliquid.net/forum/viewmessage.php?topic_id=334940

I don't know if this would affect voids in this specific strategy, such as vs. corruptor, hydra, etc. but I thought it might be worth discussing. From the descriptions of replays I've read, it seems that attack upgrades are in fact beneficial to void rays, but you never know. Maybe someone can play around with the sandbox a bit?
(╯°□°)╯︵ ┻━┻
Rorschach
Profile Joined May 2010
United States623 Posts
May 06 2012 22:25 GMT
#227
My exp with this build, yes you can take games off ppl.
You lose if the zerg just expands lots and constantly trades with you. If you can't get to that 150+ food (which takes gas+time) you can never win and eventually the opponent wears you down.
En Taro Adun, Executor!
lolstarz
Profile Joined June 2011
Canada65 Posts
May 06 2012 22:43 GMT
#228
On May 07 2012 07:25 Rorschach wrote:
My exp with this build, yes you can take games off ppl.
You lose if the zerg just expands lots and constantly trades with you. If you can't get to that 150+ food (which takes gas+time) you can never win and eventually the opponent wears you down.


This is true. In my experience the difficulty is timing your expansions. If you can get your third quickly enough (which some maps almost guarantees your forth; for example on Shakuras, if you take the distant third then by blocking that ramp with lots of cannons it becomes easy to take the 4th behind it) then it's much easier to pull off. Compare with Antiga which has no easy 4th to take, and in some ways the third is harder (although it's easier to use the mothership to defend it since the ramps are so close together.
willkillson
Profile Blog Joined March 2010
United States123 Posts
May 06 2012 22:58 GMT
#229
I really don't see what you could have done in our game, opening like this really puts you off vs muta into hydra.
poop
TheSymbiont
Profile Joined April 2012
United States7 Posts
May 07 2012 04:28 GMT
#230
Granted that I've been playing gold/platinum players, but I'm about 6-0 with this. Warning: You will get BM, or at least a distinct lack of gg's. A sentry or two early on seems to be worth it to prevent ling run-bys. Often they seem to think that mass corruptor will beat mass void ray+mothership. Late game switch to sentry/zealot is surprisingly powerful if they've gone strongly into corruptor/infestor, especially if you're ahead enough to throw away the zealots. Nice write-up.
Rimak
Profile Joined January 2012
Denmark434 Posts
May 07 2012 07:09 GMT
#231
I gave a shot at this strat guys and these are results of playing 10 games with it:
No WAY!! 10-0
This is so extremely one-sided game.
I think most of the wins are, because zerg doesn't know how to counter this.
I'm also getting my templar tech so my unit comp is:
Vrays, 2 carriers, Phoenix(if muta play), 3-6 templar (depending on how many infestors), archons (extremely powerful against hydra and corrupter stacks).

Toughest game was when guy went infestor-hydra. Then i've learned about power of templar and archon in this composition.

Awesome strategy, works!
2000 Jungler 66% Hecarim, 63% Volibear, 60% Jarvan IV
Nyast
Profile Joined November 2010
Belgium554 Posts
May 07 2012 10:25 GMT
#232
Lost a game with it yesterday, but honnestly I messed up. It was on Shakuras. Zerg took fast 5 bases, then went mass hydras and kept trading with me and remaxing hydras. I made two main mistakes:

1. I took the third near the center instead of the further one, so one side of my third was exposed to hydras attack. As a result, I was forced to engage with all my voidrays + MS where there was no cannons and traded badly.

2. I kindda rushed to zealots + colossi when I saw he was going so heavy on hydras, instead of strengthening my voidrays compo. Voidrays were upgraded, zealots and colossi were not, and I had to stop my air production to get 4-6 colossi out. As a result he transitionned to corruptors and destroyed everything
Darkomicron
Profile Joined November 2010
Netherlands216 Posts
Last Edited: 2012-05-07 11:56:31
May 07 2012 11:55 GMT
#233
I cannot see this work versus high ranked players in top master or grandmaster. What I've seen so far were just zergs eager to throw their army away before being maxed. Not trying any multi pronged attacks (hydra drops, hydra+nydus) and not using infestors, or way too late.

Cannons are great, but you can only cover so much. I feel like a good player will recognize the weakness and do multi pronged attacks to delay your production, either killing probes, supply blocking, or taking out production facilities. Then he'll max and attack into your army, killing it with fungals and focus fire. You don't have archons so a toilet will only delay it a little and probably won't make a difference.

I'd like to see a grandmaster protoss utilize this against good opponents. If it works for him then I think it's worth trying, as of what I've seen now. I very much doubt I would be able to win with it.

P.S. it looks really weak against zerg all ins.
"Night will fall, and so will you"
Bulldog654
Profile Joined September 2011
United States79 Posts
May 07 2012 12:11 GMT
#234
I absolutely love this build, i used it against my buddy in our weekly practice session and beat him 4 out of 5 games with it. I have thought for a long time that the stargate was the future of pvz but for some reason the key to this particular build escaped me completely: Cannons!

I never thought to go crazy on cannons, maybe because it seems so bronze league to build so many, but the way I figure it, zerg can't say much because they spam the map with spine crawlers in traditional pvz games. The one game I lost to my buddy was because i didn't remember to cannon up my third.

So far what I have experienced with this build playing against him, fully upgraded hydras come very close to being able to beat this, so being quick with that mass recall is key. Also, if the zerg thinks to bring infestors to your third and neural your mothership that can cause a few problems.
Rimak
Profile Joined January 2012
Denmark434 Posts
Last Edited: 2012-05-07 13:30:38
May 07 2012 12:41 GMT
#235
On May 07 2012 21:11 Bulldog654 wrote:
I absolutely love this build, i used it against my buddy in our weekly practice session and beat him 4 out of 5 games with it. I have thought for a long time that the stargate was the future of pvz but for some reason the key to this particular build escaped me completely: Cannons!

I never thought to go crazy on cannons, maybe because it seems so bronze league to build so many, but the way I figure it, zerg can't say much because they spam the map with spine crawlers in traditional pvz games. The one game I lost to my buddy was because i didn't remember to cannon up my third.

So far what I have experienced with this build playing against him, fully upgraded hydras come very close to being able to beat this, so being quick with that mass recall is key. Also, if the zerg thinks to bring infestors to your third and neural your mothership that can cause a few problems.

One game on entombed wally I got hydra-infestor.
I managed to win the game, because hydra is so slow, even on creep.
Basically u attack one end of the map, when hydra arrives - recall - attack from the other side, if he splits forces, Protoss fleet will just run him over.
Also carriers are fine addition:
- Dumping minerals
- Good against spore
- Usually get targeted first, which gives your voids time to charge up.
adding 2-4 carriers makes army so much better.

Also against hydra i would prefer storms over colossi.

If corruptors - storm, archons, vortex = Win.
2000 Jungler 66% Hecarim, 63% Volibear, 60% Jarvan IV
djchillfit
Profile Joined June 2011
4 Posts
May 07 2012 18:54 GMT
#236
It's sort of ridiculous that this works, and I play Protoss. The guy who said to expect your opponents to be angry is right on the money--do not expect GGs or for them to be amused by this, generally speaking. I can't speak to high-level play, but it definitely is effective in the gold-platinum range.
Borkbokbork
Profile Joined April 2011
United States123 Posts
May 07 2012 19:21 GMT
#237
In any case, this is a fantastic way to get a third and a fourth. After that I find it is better to transition to a templar route.
qi neng jin ru ren yi, dan qiu wu kui wo xin
Rimak
Profile Joined January 2012
Denmark434 Posts
May 07 2012 19:52 GMT
#238
Guys I gave a little thought about multi-pronged attacks.
Since you are swimming in minerals, you can get a ton of gateways.
If you get a speed prism or two, you can attack with fleet at one place, and then recall, and with zealots in other (two other places).

About 7-9 zealots will snipe hatches very fast
2000 Jungler 66% Hecarim, 63% Volibear, 60% Jarvan IV
CrAzEdMiKe
Profile Joined March 2011
Canada151 Posts
May 08 2012 01:16 GMT
#239
After reading this thread I'm wondering if there are some interesting ways of making the buildings in this build a little more effecient. I tried the build today and I was pleasantly surprised at how effective it was. But I got lost a little later when I didn't know what to really follow up with when I got most of my air infrastructure online.

What I'm thinking is this: Instead of focusing on air attack upgrades first and going double Cybernetics core, instead start with Air Armor, and start working on Protoss Shields as well. Then you use both buildings that you need to have anyway, the Shields will help your cannons as well as your Mothership greatly (keep in mind she has a very high shield count). Then with a Twilight council you'd have the ability to throw down either Templar Archives or Dark Shrine. That way you can build a pretty strong sim city with Gateway/Cannons (which take a long time for Zerg to break, especially with Shield upgrades) and if needed you can morph some Templar and make Archons which benefit hugely from shield upgrades. Then you can archon toilet if it's necessary.

I'm not sure which I prefer, since if you go Dark Templar you have the option of making a few and then you can just use them to harass far out expansions, while keeping your main Voidray fleet at home... Reducing the dependancy on the Mothership in the event of infestors. On the flip side, by going High Templar you have the ability to deal better with the infestors as well as Hydra/Corrupter.

The armor/shield upgrades also make the unit stronger against both Hydras and Corrupters as well (mainly Hydras which have a quick rate of fire). Corrupters deal only 14 unupgraded damage per shot (which is a fairly low rate of fire), which is actually only slightly more than Hydras deal... Just a little slower. Corrupters of course will all be able to engage the voidrays, whereas hydras will line up and not all of them will necessarily be able to fight the void rays. Either way, since the Voids are really the big time consuming investment, making them stronger against these units I think is kind of key. They also really help a lot vs Infested Terrans, whereas the damage upgrade isn't really helping THAT much.

Like I said though, I think the main strength would be that you would be building a very tough voidray fleet, and if they commit very hard to defeat that fleet, by that point the idea is to be on enough bases and have enough gateways that you can warp in a large army of Zealot/Archon rather quickly. That's in the event of losing the fleet which ideally won't happen. If they've been going mass Hydra to deal with the Voids, then chargelot/archon can be extremely effective vs the Hydras, and if they go mass corrupter, you can simply overwhelm them on the ground with a freshly warped in army. I think it's this type of contingency plan that needs to exist, because if you lose that fleet of void rays by accident, you need a way of quickly creating some type of army in order to combat the one the Zerg has already mustered/or is mustering.

The good news is that either option of dealing with the voids (Corrupters/Infestors/Hydras) are all very gas intensive, and if they've spent that much gas to deal with the Voids then they won't be able to create a GIANT army of roaches to deal with Zealot/Archon.

From the game I played I decided to get a Robo after getting my third, and if I had focused on Twilight/Shield upgrades instead of air attack upgrades, I would have had the opportunity to get a Warp Prism and do some Zealot harass. This build definitely has a lot of minerals to spare, and once you reach a critical mass of cannons (or run out of room) then you need to find a way of spending that money in a productive way. Since the optimal Zerg response to Void Rays is likely the Infestor, infestors have issues dealing with multiprong harass, and having a Warp prism or two could be extremely aggravating for the Zerg... Nevermind that an infestor based defense would have to rely on spending some energy in dealing with said Zealots, which will make your Void Ray fleet that much stronger.

Anyway, I'm just blabbering on and thinking out loud at this point, but I actually feel like this playstyle has a lot of potential. Some kinks need to be refined and worked out... But I actually think that working on a type of air based strategy is the future of Protoss, especially with the potential possibilities coming in HotS (another discussion for another time).
ticklishmusic
Profile Blog Joined August 2011
United States15977 Posts
Last Edited: 2012-05-08 02:09:37
May 08 2012 02:05 GMT
#240
Far as I see, this seems is developing similarly to the current PvT system.

In PvT, the prevailing wisdom is to try to take a quick third with a bare defense so you can get archons/ storm against bio, then do a quick tech switch to colossi to force lots of vikings or just kill him there. Then, you can then switch back to a gateway based army whole a lot of supply is taken up by vikings. From there you just switch back and forth to confuse him.

In PvZ, this strategy brought up the idea of an air composition with relatively quick three bases. This forces a hydra or corrupter heavy composition as the only viable opposing composition. Then, you can quickly warp in a large ground army which is extremely good against hydra corruptor. Infestors are okay, but they can be nullified through adding a few colossi or something as well.

It seems Protoss may be the most versatile race after all. Once you hit the lategame, you can essentially dictate the game through tech switches.

Oh yeah, funday monday is on! gogo!
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