| However, in close-quarters PvP, that rule does not work. Zealot wars just overide the defense/defuse part, it's just the destroy part that is applicable. If you're using a tech build, and the build goes on without a hitch and you reach reav-tech in spite of his 2gate zeals, then the defuse notion may apply, otherwise not really. EDIT:I have a question: Do you play moneymaps? Because those 3 "d" s you mention may work for maps like Fastest only. On any other map type esp on limited money, concentrating on defense initially is not a good idea since you need to be aggressive to the point where your opponent will have to react to you, instead of the other way round.
Being on the offense would prevent him from going on the offense and thus eliminate your need for defense.
In early PvZ the play can be really aggressive on both sides. Usually when faced with this situation, always have a couple of zeals holding your ramp to prevent them from reaching your probes while the majority of your force either defends your choke or attacks his to harass, and scout the zerg tech tree. If zerg went muta to try to overpower you while your early endeavors to tech and expand are still fragile, being prepared and having that archon ready to take them on will be the best defense you can get with a couple of cannons and +1 ups for your ground units (zeals) to kill lings in 2 hits instead of 3 will help you survive. Had you gone cannons early on, zerg would have used speed hydra ling while teching to lurks to kill you...PvZ is based on a very fine balance of advantage - it could change sides fairly quickly.
__________________ Burning in the light of the Khala, we exist only as ascended to higher plane. Trespass us and we shall destroy you by the will of the Khala... Archon
Last edited by Xecutor; 07-04-2005 at 08:36 PM.
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