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GW.Methos
Profile Blog Joined November 2009
United States249 Posts
February 26 2010 05:18 GMT
#21
gas trick still works in starcraft 2, huh?
awesome.
i.pwn.n00bs
Dex4
Profile Joined February 2010
Germany19 Posts
Last Edited: 2010-02-26 07:19:29
February 26 2010 06:59 GMT
#22
hi all

wanted to start a new thread on this but i just registered to post this tho i have been around this forum for a year now.

anyways if you are willing to play diffirent strats, here is one i've came up with after reading the new patch notes. (its not a real build but a strategy or an army composition)

its the usage of "Feedback" IN PvZ ONLY

first off: check how much energy an overseer has after it has finished morphing. If it has low energy, then just dont read all the text below. If it has full energy right after it has finished morphing, then here you go:

A nice mix of 1 sentry, 2-3 DTs (depending on how fast you want to deal damage), 2-3 HTs (depending on how much energy your HTs have overall = how many overseers you are expecting to be morphed before you tear your enemy apart) and a bunch of zealots/stalkers depending on the enemies tech/units just to protect your HTs as they have to survive long enough to use "Feedback" on the overseers that have been called in to uncloak the DTs (Overseers should go down after just one spell, thats why HTs are the perfect complement for DTs in this situation). So DTs are your damagedealing unit. HTs protect DTs and HTs are protected by the rest of you army (storms should come in handy right there but it depends on your enemie's units. Basically try not to waste energy on storms if you think that you wont have enough left for Feedback)

Highest priority target: Overseer (note: it can be affected by "feedback" only when it has energy, so only when it has finished morphing)

Now a sentry is another important part of this strat. Research Illusion and use it on your HTs before you engage his army/base with your DTs. Since his Overseers are done for, Illusions are just perfect to protect your HTs even better. And sentries also help you to survive until you get your first DTs and HTs.

Remember! Dont waste your HTs and the "HTs bodyguards" on attacking the opponents army. Let your DTs do the job and try to keep your HTs alive as hard as you can.

You should watch out for Spore Crawlers, its the only thing that the Zerg can spot your DTs with if you can successfully get rid of the overseers, so morphing Spore Crawlers are your 2nd target if the zerg even gets the idea to do that.


im not in the beta so i cant post a full build order, but you just have to survive long enough to get these hightech units out and then you should be good just with few of them. so its up to you how to get there. It sure will require some APM, but with your HTs and their protectors hotkeyed to different keys to pull those HTs out of danger in time you should be fine.

I'd really like some response to this idea of mine. Are there any holes in this strat or is "Feedback" really as overpowered as i think it is? Please try it out, as im really concerned about the way they go with the HT. Thanks in advance.

Edit: It kinda reminds me of corsair/DT build from SC1 but lot safer since not every overlord can spot your DTs and your corsairs are not threatened by scourge all the time.
2nd Edit: Oh and corsairs needed a few seconds to kill an overlord. Those templars dont mess around that long.
Stimmmed
Profile Joined February 2010
United States39 Posts
February 26 2010 18:23 GMT
#23
http://www.teamliquid.net/forum/viewmessage.php?topic_id=113889

Grief/Stimmed's TvP build
Thats the stuff
Bosu
Profile Blog Joined June 2008
United States3247 Posts
February 27 2010 00:06 GMT
#24
Bosu Build

6 Drone
7 Pool
6 overlord
6 6 zerglings
attack at this point, que zerglings to opponents main
18 overlord

http://www.mediafire.com/?i40ynyzzwfm
#1 Kwanro Fan
eNyoron
Profile Joined September 2009
United States170 Posts
February 27 2010 02:22 GMT
#25
For use on 2 player maps, TvZ (it can probably be adapted to 4 player maps, just haven't gotten a good scouting pattern yet. Toss tends not to play greedy enough for this build to work).

-9 Rax bunker rush-

forward 9 rax (not a proxy, but far enough that it can be used to wall in the natural)
10 depot (next to rax)
Rally rax to zerg's natural
Send both SCVs to zerg's natural (the depot and rax should finish at quick succession)
11 marine (continuous production)
Personally I keep the CC rallied to minerals and just manually send 2 more SCVs to the fight. You can choose to rally them there, but you don't want to sacrifice too much econ.
If you see a fast expo by zerg, build a bunker next to it. You've nullified zerg's econ advantage.
If not, proceed to main. A competent zerg most certainly has a pool up by now. Look for larvae, if they're not all being turned into eggs, then zerg has cut unit production to get a queen. Build a bunker to kill drones at the mineral line. If they actually went full lings before queen, your best bet is probably to take a few pot shots at the drones and pull out.

Now, this isn't a true build... just an opening. I like to get a fast CC after rushing, others might prefer to get more rax and continue playing all aggressive like, or set up the refineries to start teching. Regardless, this is nice for punishing greedy opponents.
0sm9sm8sm... the beginning of the end.
buKe
Profile Joined February 2010
Canada168 Posts
February 27 2010 02:46 GMT
#26
The Ghost Terran Build
Terran vs Zerg

Build order:
10/11 supply
11/11 barracks (no marines)
13/19 gas (upgrade first barracks to tech lab right away)
15/19 second barracks (no marines upgrade to tech lab right away)
16/19 orbital command
17/19 second gas
17/19 create first reaper
18/19 second supply depot
Continue to pump reapers out of 2 barracks and harass with them constantly, creating a mini-contain.
Around 25/27 create factory
27/27 ghost academy
Reaper harass should be over
27/35 create ghost
28/35 pump marine/maurader and 1-2 tanks for a turtle army vs probably roach/hydras
34/35 ghost should be ready with a nuke and cloak
send ghost to enemy base cloaked and drop the nuke
enemy should not have an expo because of your reapers

After the nuke go ahead and play normal if he doesnt leave xD
This works because it takes advantage of the fact that zergs dont have early detection and you can easily dodge spine crawler detect (if they make them.)
It actually works, Ive done it alot, cant find reps atm sadly.



drivec
Profile Joined May 2009
United States354 Posts
Last Edited: 2010-02-27 04:05:25
February 27 2010 03:47 GMT
#27
safe 1 base opening with good transition into any midgame build. this build felt better vs protoss then zerg.
with the new update this build feels like it might not be fully optimized because racks finishs alot faster then before so going 9 racks might be just as safe now.
also i normaly put a bunker at ramp i could have done better job walling this build still needs opitmization with newest patch but overal it lets u transition into almost anything mid game with really safe opener without loseing alot of mineing time i believe
8/11 racks
10/11 gas
10/11 orbital command
10/11 marine use it to scout for proxy or send to watch tower on certain maps
11/11 depot(if possible build at ramp for wall off) hopefully this finishes right before your orbital
11/11 reactor/techlab
command and reactor finishes into a smooth transition. but even then u got 10 scv and mule at around 2mins and u can start pumping rines.
i would pull off your scvs on gas maby not all just leave 1. to get more minerals to make another racks.

this build leaves midgame very open u could go seige into expo or pump alot of mnm for mid game push.


i would put more of the bo but from here its really open and needs opitmization. but idealy
[url blocked]
i always like to transition to viking and marines with ravens.
tvp safe is the second version of beta it felt very optimized after getting the reactor on the racks

edited i had to fix ordering
starcraft is chess at warp speed
Fanatic-Templar
Profile Joined February 2010
Canada5819 Posts
February 27 2010 06:55 GMT
#28
I'm not sure if this is the right place to ask, but I've been wondering if there could be any value to using the Sentry's Hallucination ability to create Hallucinated Phoenixes to provide free scouting pretty much at will (once the research has been paid, of course).
I bear this sig to commemorate the loss of the team icon that commemorated Oversky's 2008-2009 Proleague Round 1 performance.
Knyteguy
Profile Joined December 2009
United States21 Posts
Last Edited: 2010-02-27 07:04:46
February 27 2010 07:03 GMT
#29
Here's my fast roach build order:

10 - Overlord
10 - Spawning Pool
14 - Queen (ASAP, 14 would be better)
14 - Gas
16 - Overlord
17 - Roach Warren
22 - Second Gas
24 - Lair

From here you can expand to a second base. Make sure you scout. If you see your enemies going air, build a hydra den and stop Roach production. If Roaches have any weakness, it's that air tears them to pieces.

Switch to Zerglings if you see lots of marauders or Stalkers.

Try to attack as soon as you have 4-5 roaches. Don't lose them though!

Make sure you use inject larva as often as possible!

This is pretty much my standard play build. It got me to gold ranking so it must be at least ok.
3FFA
Profile Blog Joined February 2010
United States3931 Posts
February 27 2010 21:14 GMT
#30
4 hatch before pool.
3 hatch before gas.
Can't post timings since I don't have beta.

"As long as it comes from a pure place and from a honest place, you know, you can write whatever you want."
TopherC
Profile Joined February 2010
United States1 Post
February 28 2010 00:58 GMT
#31
Alright this is simply speculation because I do not have the beta, and i'm wondering how viable this strategy is.

First off the whole point is to block off your base as a protoss. Many protoss mass warp gates and warp in units so why not block off the front of your base with all those gates. You can then be warping in units outside of you base with a pylon near the side of the wall or warp in inside of your base for quick defense. This would make it very hard for them to go through all of your warp gates to attack your main and if you need you can create warp prisms to transfer some units out of your base. Collossus can also walk outside anyway so they would be no problem to build. The only difficult section would be creating immortals. They would probably have to come in later game when you go to your natural expansion. In the beginning of the game when you cant yet warp in units you would simply build near the choke point but leave space for units to enter and exit. Then later in the game upgrade you gates and block off the choke entirely.

Comments on this would be very appreciated as would replays because I cannot test it myself. Just my take on a new strategy that seems fun and very affective considering the warp in technology available. Sorry i cant post build orders or anything, iv watched alot but not good with that terminology.
Meow, Neow, Yow. The complexity of cats sounds in three languages: English, Japanese, and Korean.
Wire
Profile Joined July 2009
United States494 Posts
Last Edited: 2010-03-01 05:58:52
March 01 2010 05:57 GMT
#32
On February 27 2010 11:46 buKe wrote:
The Ghost Terran Build
Terran vs Zerg

Build order:
10/11 supply
11/11 barracks (no marines)
13/19 gas (upgrade first barracks to tech lab right away)
15/19 second barracks (no marines upgrade to tech lab right away)
16/19 orbital command
17/19 second gas
17/19 create first reaper
18/19 second supply depot
Continue to pump reapers out of 2 barracks and harass with them constantly, creating a mini-contain.
Around 25/27 create factory
27/27 ghost academy
Reaper harass should be over
27/35 create ghost
28/35 pump marine/maurader and 1-2 tanks for a turtle army vs probably roach/hydras
34/35 ghost should be ready with a nuke and cloak
send ghost to enemy base cloaked and drop the nuke
enemy should not have an expo because of your reapers

After the nuke go ahead and play normal if he doesnt leave xD
This works because it takes advantage of the fact that zergs dont have early detection and you can easily dodge spine crawler detect (if they make them.)
It actually works, Ive done it alot, cant find reps atm sadly.


this is 800+ gas. exactly how you rush that I'm not sure X_X

edit: i know you didn't call it a rush but the whole point is to keep zerg from getting lair to get detection so you do have to hurry it up really, even if you scare them into building more lings / roaches to defend against reapers, its only 150/100 to upgrade
"You sacced your ovie, which is great, but then you didn't watch it die, which is bad :("
UnderWorld_Dream
Profile Joined September 2009
Canada219 Posts
Last Edited: 2010-03-01 06:13:31
March 01 2010 06:11 GMT
#33
On February 27 2010 15:55 Fanatic-Templar wrote:
I'm not sure if this is the right place to ask, but I've been wondering if there could be any value to using the Sentry's Hallucination ability to create Hallucinated Phoenixes to provide free scouting pretty much at will (once the research has been paid, of course).


Hallucination doesnt work the way it worked in SC:BW. You basicly get to choose the unit you want to create even if you have none of them in your army. However, no flyers can be hallucinated.

I made a terran GG when he saw 5 collossi climbing their way into his base. They were hallucinations and the poor guy did not realize it and GGed probably claiming race imbalance XD
-fj.
Profile Blog Joined April 2009
Samoa462 Posts
March 01 2010 19:08 GMT
#34
I'd appreciate if you played my Ghost opening for TvZ

I assume there will be links to vods as soon as you do some of these builds?

10 rax
11 gas
11 supply
@rax finish: orbital command, marine, scout with builder
12 gas, keep making SCVs

if you scout early pressure: make more marines
18 ghost academy, tech lab and another depot
if not,
15 ghost academy and tech lab

@acad finish: ghost. Hide him when he comes out.
@150 gas: cloak

@50% cloak: poke out with marines or an scv. If you can push away any scouting worker or anything, do it. If the path out of your base is clear of his units, move your ghost out and hide it somewhere on the map.

If you feel pressure, make more barracks and pump units. If not, make a CC inside your main and continue to make ghosts.

@100% cloak:
DeCoup
Profile Joined September 2006
Australia1933 Posts
March 02 2010 07:17 GMT
#35
On March 01 2010 15:11 MaDTeMpLaR wrote:
Show nested quote +
On February 27 2010 15:55 Fanatic-Templar wrote:
I'm not sure if this is the right place to ask, but I've been wondering if there could be any value to using the Sentry's Hallucination ability to create Hallucinated Phoenixes to provide free scouting pretty much at will (once the research has been paid, of course).


Hallucination doesnt work the way it worked in SC:BW. You basicly get to choose the unit you want to create even if you have none of them in your army. However, no flyers can be hallucinated.

I made a terran GG when he saw 5 collossi climbing their way into his base. They were hallucinations and the poor guy did not realize it and GGed probably claiming race imbalance XD

You can hallucinate both Phoenix and Warp Ray. David Kim himself uses Hallucinated Pheonix to scout in Orb + Haemonculus (Rhavanna) vs David Kim + poodadar.
"Poor guy. I really did not deserve that win. So this is what it's like to play Protoss..." - IdrA
Floophead_III
Profile Joined September 2009
United States1832 Posts
March 02 2010 07:18 GMT
#36
In my TvP Mech Guide there are 3 builds which I've used. They are not listed by supply, as there is a fair amount of variance, especially due to the number of marines you want/OC timing which is not set in stone. There should be ample relative timings for the builds to be executed. PM me if you really want a more specific BO.

I would really like to see those played by other players than myself.
Half man, half bear, half pig.
Mystlord *
Profile Blog Joined July 2008
United States10264 Posts
March 02 2010 07:48 GMT
#37
Ok so I started going through some of these builds. The Liquipedia account currently sits at the top of Gold League Division 16, so no guarantees as to the quality of my opponents and the impact that might have had on a particular build:

14 Gas Speed (ZvP)[14 Extractor Speedlings] - Extremely effective when I used it, but when Protoss properly walls off his base with 2 Zealots blocking the choke (as my opponent didn't do), the effectiveness of this build decreases. I think a better option might be to skip the speed and gas and instead get a faster natural Hatchery instead, but I'm having trouble actually finding a timing where my Queens/Zerglings don't get delayed.

Thereisnosaurus's Viking harass into Timing Push - Didn't get around to it (Where are you Zergies?), but it looks promising. My only issue is the extraordinary amount of gas the build needs. Ravens + Vikings are extremely gas heavy units, so some troops might have to be cut.

Battle's build - Is the goal of this to transition into Sauron Zerg or something? I'm not exactly sure what the build is trying to accomplish.

blowies's build - I didn't see your post, but I went ahead and tried a reaper first strategy against a Protoss on Kula's Ravine. He ended up losing quite a few Probes in mining time. However, he opted to go for a Warp Prism rush that alllmost killed me, but some mismicro by him saved me. The Warp Prism was probably a mistake, though my macro wasn't that hot either. I think it's important to note how map dependent this strategy is though. There has to be a large cliff side where reapers can get into the Toss base without or with little detection.

I have not gotten to anything on the 2nd page. I'll get to it soon (perhaps tomorrow.)
It is impossible to be a citizen if you don't make an effort to understand the most basic activities of your government. It is very difficult to thrive in an increasingly competitive world if you're a nation of doods.
ItsBigfoot
Profile Blog Joined December 2009
United States432 Posts
Last Edited: 2010-03-02 08:57:01
March 02 2010 08:32 GMT
#38
+1 Void Ray Rush PvZ

9/10 Pylon
13/18 Gateway (preferably by ramp to wall off)
14/18 Gas
16/18 Pylon
17/18 Gas
(Chrono a couple times by now)
100% Gateway - Build Core/Pump Zealots
100% Core - Air Attack (Chrono this twice)
Next 150 Gas - Stargate
Next 100 Gas - Sentry (should have 2-3 Zealots by now)
100% Stargate - Voidray (chrono once). should be around 34/42 Supply

After this I go for another couple gates, usually wind up building a second sentry to save minerals for the extra gates, Void Ray should pop out with Air Attack just about done, research warp gates right after air attack finishes and keep up your zealot count as needed. The whole thought behind it is +1 attack is a 50% increase to the voidray damage, which means you'll be killing their hatchery a lot faster. I did this in a couple friendly games against my cousin, so I really don't know if this is fast enough, or if you'd need to add on a second gate to hold off a rush vs good zergs. Chrono your nexus as much as you want so long as you keep 2 for your core and 1 for your voidray. Stop probes when you have 30 (6 on gas 24 in main)

Not really sure on the best follow ups, I usually just keep making voidrays and pump out of 3 warpgates till they die, but you could probably expand or tech up to fleet beacon right afterwards though (or go robo/whatever).

This might work in PvT if he does a mech opening, but it isn't really worth it unless you're sure he's doing mech, since anything over 4-5 marines will rape a voidray. as for pvp, you'd probably need to do 2 gate - core - warpgate first, so a base snipe might be too late. still, rays rape immortals and colossi, so it might be worth it as an opening that isn't 2 gate robo

The Sentry isn't needed so much as you just have an extra 100 gas around that time doing nothing
Kal Fighting!
semantics
Profile Blog Joined November 2009
10040 Posts
Last Edited: 2010-03-02 09:20:53
March 02 2010 09:19 GMT
#39
On March 02 2010 16:48 Mystlord wrote:
+ Show Spoiler +
Ok so I started going through some of these builds. The Liquipedia account currently sits at the top of Gold League Division 16, so no guarantees as to the quality of my opponents and the impact that might have had on a particular build:

14 Gas Speed (ZvP)[14 Extractor Speedlings] - Extremely effective when I used it, but when Protoss properly walls off his base with 2 Zealots blocking the choke (as my opponent didn't do), the effectiveness of this build decreases. I think a better option might be to skip the speed and gas and instead get a faster natural Hatchery instead, but I'm having trouble actually finding a timing where my Queens/Zerglings don't get delayed.
+ Show Spoiler +

Thereisnosaurus's Viking harass into Timing Push - Didn't get around to it (Where are you Zergies?), but it looks promising. My only issue is the extraordinary amount of gas the build needs. Ravens + Vikings are extremely gas heavy units, so some troops might have to be cut.

Battle's build - Is the goal of this to transition into Sauron Zerg or something? I'm not exactly sure what the build is trying to accomplish.

blowies's build - I didn't see your post, but I went ahead and tried a reaper first strategy against a Protoss on Kula's Ravine. He ended up losing quite a few Probes in mining time. However, he opted to go for a Warp Prism rush that alllmost killed me, but some mismicro by him saved me. The Warp Prism was probably a mistake, though my macro wasn't that hot either. I think it's important to note how map dependent this strategy is though. There has to be a large cliff side where reapers can get into the Toss base without or with little detection.

I have not gotten to anything on the 2nd page. I'll get to it soon (perhaps tomorrow.)

Yeah i got a bit lazy to finish the write up

when you're playing aganist a very well defending toss you have 3 options
1 my personal fav to use backstab leave a unit between your base and their and then go hide your lings around a nice dark coner when you notice they moved out back stab, if they come back which most do they lost the game they lost too much econ to get back and i've already started pumping more units to defend if they come back after cleaning up my backstab
2 wait for mutalisk i don't really like this ususally with timing you'll more likely meet them in the middle after they got their immortal or colossus w.e
3 go bane lings 3 4 banelings can easily break enough zealots for you to split the rest of your lings by i don't like this one too much as 1 it takes extra tech 2 it takes gas away from your first few mutalisk
although i didn't include gas timings in the guide you really shoud have 3 4 extractors going and enough drones to get back on mins by the time your spire finishes
Plexa
Profile Blog Joined October 2005
Aotearoa39261 Posts
March 02 2010 09:37 GMT
#40
On March 02 2010 16:48 Mystlord wrote:
14 Gas Speed (ZvP)[14 Extractor Speedlings] - Extremely effective when I used it, but when Protoss properly walls off his base with 2 Zealots blocking the choke (as my opponent didn't do), the effectiveness of this build decreases. I think a better option might be to skip the speed and gas and instead get a faster natural Hatchery instead, but I'm having trouble actually finding a timing where my Queens/Zerglings don't get delayed.

Speed is pretty essential if you want to fight zealots though. Just need to know what the protoss is doing (as in is he hard teching immortals or something). It takes 3 zeals on most maps to block a choke btw~ (unless you wall).
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