Histers PvT Immortal style. - Page 13
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NineteenSC2
Canada117 Posts
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xdividebyzerox
34 Posts
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Keilah
731 Posts
On September 17 2011 05:06 Catchafire2000 wrote: Can u supply a replay please? I def. feel that this build needs to be refined. Not giving a replay yet cuz it isn't refined to my satisfaction, but here is what i have: (plz note that this is assuming the terran made a gas, which means he can't be rine/scv allining, which means you don't need the early forge for a cannon) -do as Hister says up to the point where you build a stalker -after stalker comes a robo ASAP -after robo is pylon + sentry (i forget which is first)... this will force a bit of a probe cut when you are at 24/26, but if you make another probe you delay your sentry which i'm pretty sure can get you killed -build nonstop immortals once the robo is done, don't make an observer unless you feel you really need to, but that will slow your push by ~30s which is probably a big deal -build a forge after you start your first immortal and start +1 armor ASAP, the upgrade should finish around 8:35 with no chronoboost -build no more than 26 probes total, i'm not sure if 25 or 26 is optimal but don't go past that. I suppose if you went with an observer you could go to 27 probes since your push is delayed meaning that extra probe has time to pay for itself -if your build is still sloppy and you have to cut something, cut gateway unit production - remember that it is crucial to have 4 immortals with +1 armor 2-shotting his bunkers ASAP, having +-1 gateway unit is meh -once your third immortal is out, start moving across the map so you can lay down a proxy pylon in time, and rally the 4th immortal to the front. -once your immortal #4 is started (exact same time you start moving out), start making your extra gates, and yes you do want 5 of them. I believe you can squeak in gate #2 much earlier but that shouldn't be a huge deal. The important thing is that you warp in a round of units around the time immortal #4 reaches the enemy base. -don't make immortal #5, there is zero chance it will arrive in time to contribute and you need that money for your gateways/units. -You should have energy for 10 chronoboosts by 8:00 (which is when immortal #4 pops out). I _think_ the correct way to boost is: 4 on probes, 1 on stalker, 4 on robo, 1 on ??? (this one i'm uncertain of, possibly use it on the forge or the robo, maybe save it to chrono your gates during the battle). I notice that if I chronoboost immortal #1 I have a bit of money problems when it's time for immortal #2, so I recommend saving the chronoboost energy for a bit, then chronoing all out once immortal #2 starts. The build as I have it is still a tiny bit sloppy, there are moments where i'm not sure to build a zealot or a sentry, i had to cut a few seconds of gateway build time, etc etc but i'll get that sorted. This is important: I don't play much 1v1 anymore! I mostly just theorycraft and make good builds and play team games. So I don't know when to scout, how to adapt, etc etc. For example, maybe you really do need a cannon to be safe vs 2rax. Maybe you just have to get an observer, or at least a cannon in your probes (which btw you can afford after immortal #2 starts, which should be in time for a cloaked banshee). Maybe you need to chrono immortal #1 to be safe vs rushes. I don't really know. Better players than me can tell you how to scout/react/be safe. Oh and one last thing: If you make only 4gates and warp in only zlots/sentries, you can afford a nexus around the time you attack, but i don't know if that's really prudent... I mean, if you still haven't expanded at 8:30 you'd better effing kill him or lose, right? Idunno, idunno. | ||
Noheroes
Canada19 Posts
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Keilah
731 Posts
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LtLolburger
New Zealand365 Posts
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Keilah
731 Posts
If he doesn't expand, it's probably prudent to build an observer to defend vs cloak or to scout ghosts, since a no-expo t is going to reach his target tech before you attack whether you make an obs or not. So let's see... expansion = nonstop immortals, go kill him pre-9:00 no expo = make an obs, then: -1/1/1 allin = LOL and win -cloakshee rush = cancel immortal for another obs, cannon ur probes, probably expand -1 base ghost = 1 base colossus? -rine/tank = LOL and win -3rax = ???, but probably even-ish -2rax pressure -> expo = easy defend, and then ???, probably just kill his expo at 9:30 with 4 immortals + gate units, may as well pylon+obs into his main while you're at it -2port banshee = cannon(s), another obs, and either stargate or more gates + stalkers -some sort of drop = defend, probably abort immortals, and do some combination of expand/blink/HT/colossus -inbase CC = ??? | ||
Skyro
United States1823 Posts
vs 1-base ghost rush/push: if you scout the early ghost academy just switch over to colossi, spread your sentries at the top of the ramp and you generally can get out 1 colossi (w/o range) and should hold it easily. vs 2-base: if they go fast ghost and then expand, just expand yourself and again switch to colossi when you scout the ghost academy. You shouldn't be behind because expo timing will match theirs. If they do an early expo then go for ghosts after that you have to decide if you think you can break them with a 1-base push or not depending on the timing of their ghosts. | ||
Keilah
731 Posts
T can just build nothing at all on the low ground, keep an eye out to see you coming, and float his expo + retreat his SCVs into his main when you push. Then he waits for some medivacs/ghosts/upgrades, ferries down, and kills you. You may have taken away his expo but he still was mining for a long time and still has all those SCVs + another CC. This leads me to believe that we either find a way to make it work with MAX 3 immortals (to hit sooner, giving less benefit from his expansion), or we accept that this isn't viable. | ||
sashamunguia
Mexico423 Posts
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Autarch
Australia27 Posts
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firehand101
Australia3152 Posts
On September 11 2011 19:45 Xequecal wrote: Unfortunately, delaying your stalker as long as you do means a single reaper will just kill you. ummmmmmmmmm what? If anything this stalker is early, what are you talking about? but all in all, this is a great build, very fresh and inspirational, look forward to trying it | ||
HaXXspetten
Sweden15718 Posts
Can't wait to try that after the patch, take that 1/1/1! | ||
chestnutcc
India429 Posts
My two cents: One possible way to resolve the immortal/ observer dilemma could be this: assimilator first, then gateway followed up by the second assimilator and core; these are to be arranged in a sim city. Chrono the nexus four times like Keilah says, varying according to what scouting tells you. Scout after the gateway. Saturate both assimilators and pull probes off one once you have 300 gas. Research hallucination first, followed by warpgate. Chrono out two sentries. Put probes back on gas, put down your forge. The idea is that the simcity dulls the effect a reaper has, while the sentry can take some pot shots at it (though the sentry will lose in a straight up fight). If a reaper is spotted, you could cancel the second sentry and chrono the stalker out*. Keep your scouting probe alive. Provided things are proceeding without too much ado, chrono out a stalker, research +1 armor, plant second gateway. Once hallucination is done the sentry should have enough energy for a phoenix by around the 6 minute mark. Scout unhindered and react accordingly. To follow hister, keep producing primarily sentries (a zealot or two is okay, but I think they are more useful when warped in right before or during the push, allowing for faster warpgate cooldown and aggression). I think the early forge+ 2 sentries is sufficient to plant one or two cannons to hold an early marine scv all in, not sure. Robo goes up after this, chrono out immortals (you should chrono out only sentries, the frequency of which I suppose will be affected by scouting information). Warpgates should be done about the same time (plant your desired number of warpgates when you can). I would love to experiment with this with anyone; I'm a gold toss. * I don't know how one would react to nitro reaper rushes; maybe a bunker gives you room to drop the forge a bit later for an earlier gate, and I think the phoenix should spot the reapers in time. Possible reactions: The phoenix can search v efficiently for proxy stargates. If you see tech labbed stargates, cut immortals and go stalkers (into blink maybe, exploiting long banshee build time). Researching tech lab, chrono out observers first. Ghost academy: Cut immortals, go for a robo bay and chrono out rangeless colossus. Warp prism for sentries might be a good idea. Look to expo. You should know most of this in th 6-8 min gap, so the expo can be set up by forgoing the +3 extra gates you need for hister's push, going for a cannon (you have the sentries). | ||
Uni1987
Netherlands642 Posts
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Keilah
731 Posts
http://drop.sc/35699 here are a couple fairly refined versions that hit around 8:45-50 with 4 immortals, +1 armor, some gateway units and either 5 gates or 3 gates with a freshly planted nexus Obv the 5gate version has more power in a sustained fight but the initial punch is very close to the same and I think by making a nexus you give yourself a fighting chance if the terran retreats up his ramp to the high ground. Use whichever u please. Next up is a faster-hitting 3-immortal version, probably with just 3 gates but i'm not sure. | ||
Aliasisthis
Australia6 Posts
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snowroller1
99 Posts
User was temp banned for this post. | ||
hysterial
United States2044 Posts
On September 18 2011 10:05 snowroller1 wrote: im really getting sick of people adding all in stragetys to this forum, i mean anyone can do a random bo to all in and win with it, dont have to put every single strat on here All-ins are part of the game, and are considered strategy. Why wouldn't people want to see every strat? Without all-ins you would get long-boring macro games with corners cut all the time, you need these builds to stop players from being greedy and force them to scout. | ||
Stipulation
United States587 Posts
Looking forward to watching the reps. | ||
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