All ins - Page 2
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nttea
Sweden4353 Posts
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rredtooth
5458 Posts
On September 23 2009 01:56 StarN wrote: wait... what? please explain how you continue to scout when the zerg goes 9pool speed (fairly common opening, personal favorite as well). also share how you figure out which of the following all-ins the Z is using after you've lost your probe.Yeah, I never get all-ined anymore (mostly in PvZ) because I keep my scouting probe alive long enough. No zerg in their right mind All-Ins against a protoss who knows how to scout well. - 3 hatch speedlings your probe is guaranteed to die before you can see which of those the Z is going. you could also cannon up like a madman and prepare for all of them (4 at front, 2 at natural, 2 at main) but then you're behind when the zerg doesn't go all-in. i'm not saying its impossible to counter the all-in but your statement about no zerg going all-in against a "protoss who scouts well" is ludacris.- 2 hatch muta - 2 hatch hydra bust - 2 hatch lurker drop | ||
Auhsoj
United States109 Posts
Also rip into me all u want Im actually very mannered (except to all ins xD) and take constructive critisim well | ||
Chef
10810 Posts
Strategy advice if you do keep playing StarCraft, is to analyse your replays and start looking for holes in YOUR gameplay. If you're getting all inned all the time, it's probably because your opponents are seeing weakness and exploiting it. Like Chill always says, play safe and scout properly If you're getting torn to shreds by all-in's, I'd guess you're playing too greedy (which would explain why you think you're so good 'straight up' as well). | ||
Chill
Calgary25954 Posts
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Auhsoj
United States109 Posts
chill thats a deal | ||
KwarK
United States41646 Posts
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caldo149
United States469 Posts
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Chill
Calgary25954 Posts
On September 23 2009 02:28 Auhsoj wrote: http://www.mediafire.com/?sharekey=5760108f6bb6319b41446e35a78dc463e04e75f6e8ebb871 These are my last 6 games. I think 1 the guy leaves early, u guys judge. chill thats a deal I get home from work around 8:00 EST. When can you play? Kwark there's not going to be time, sorry. I barely have time to play SC these days but if you ever see me streaming just message me. | ||
Shield
Bulgaria4824 Posts
On September 23 2009 01:52 Kwark wrote: Allins are generally not blind. They'll scout you out and go "he's weak to X, I'm gonna do X" and then go allin with that. Which is sensible because doing it halfassed would be utterly pointless when they know what they're doing. Nobody in their right mind is going to go "I could kill him with a timing attack now if I make units but if I kill him with a timing attack now I'll still only be on 2 bases when he types gg, I better make a few less units and take a 3rd, just to be safe". That's really, really counter intuitive. These players are better than you and they're killing you because you're a D+ player and not very good at Starcraft. Actually, I'm like the guy, who made this blog. However, your post made me reconsider my play. Thanks. | ||
Auhsoj
United States109 Posts
On September 23 2009 02:31 Chill wrote: I get home from work around 8:00 EST. When can you play? Kwark there's not going to be time, sorry. I barely have time to play SC these days but if you ever see me streaming just message me. I should be on at 8pm (my class is 3:30-6:30pm est) | ||
IntoTheWow
is awesome32268 Posts
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StarN
United States2587 Posts
On September 23 2009 02:08 redtooth wrote: wait... what? please explain how you continue to scout when the zerg goes 9pool speed (fairly common opening, personal favorite as well). also share how you figure out which of the following all-ins the Z is using after you've lost your probe.your probe is guaranteed to die before you can see which of those the Z is going. you could also cannon up like a madman and prepare for all of them (4 at front, 2 at natural, 2 at main) but then you're behind when the zerg doesn't go all-in. i'm not saying its impossible to counter the all-in but your statement about no zerg going all-in against a "protoss who scouts well" is ludacris. if I see that he's getting speed I'll immediately throw out a second probe and hide it somewhere in the map. and if it's a map like destination where you can easily find out where his 3rd is, I'll try to catch if he made a 3rd hatch somewhere. If he's staying on 2 bases then you can be pretty certain he's going an all-in of some sort, although they could just be doing some weird build order (in PvZ). I'll usually play a safe defensive game, since if the zerg doesn't do damage with any of the above build orders you mentioned, then he won't be able to keep up economically into the mid-late game. | ||
FyRe_DragOn
Canada2053 Posts
On September 23 2009 02:08 redtooth wrote: wait... what? please explain how you continue to scout when the zerg goes 9pool speed (fairly common opening, personal favorite as well). also share how you figure out which of the following all-ins the Z is using after you've lost your probe.your probe is guaranteed to die before you can see which of those the Z is going. you could also cannon up like a madman and prepare for all of them (4 at front, 2 at natural, 2 at main) but then you're behind when the zerg doesn't go all-in. i'm not saying its impossible to counter the all-in but your statement about no zerg going all-in against a "protoss who scouts well" is ludacris. you send out a second probe while your 1st probe is busy running around in the zergs base to a hidden location, then sneak it into his base again after his lings are away at a good time to see what hes up to. Also -3hatch speedlings you did see a 3rd hatch going down and when your 2nd probe goes in you see alot of lings..:p I hardly ever see this anymore though, i guess because wallins are better now -2hatch muta u notice his gas timing and if he makes a 3rd hatchery or not..if he starts mining gas again right away and does not make a third hatch...hm.. -2 hatch hydra bust same thing xcept that he will have a hydralisk den + a few hydras when your 2nd probe runs into his base -2hatch lurker drop pretty much the same thing as 2hatch muta, you counter it in almost the same way as well Basically if you see a 3rd hatch going down you will not have to worry about anything threatening your main base until after you have scouted with your 1st corsair or zlot rush. Your wallin may need a few additional cannons though if he does 3hatch ling or hydra break, which you find out with your 2nd probe. If he did 2hatch, your 2nd probe will see the difference so if its lair tech u need 2 cannons in your main + corsairs building and 3cannons at your nat. add another in your main and another in your nat after your corsair finishes as money permits. This will prevent any kind of mutalisk attack killing your main, or allin muta/ling attack killing your nat. (assuming you have zlots at your nat to help out as well) A 2hatch lurker build is defended pretty much the same way, with slightly different cannon placement, and a followup of robotics instead of citadel. Sair/reaver is the most effective build against zerg cheesey play because it gives u corsairs w/ 1+(rapes mutalisks, good scouting, can intercept drops) reavers (good at defence sitting behind cannons) and obs (nullifies lurker drops w/ the reavers.) 2hatch hydralisk is defended by making 1000 cannons at your nat and teching to templars. | ||
koreasilver
9109 Posts
Of course going pool first will negate a bunker rush, but you're seriously not going to pool first every single time you ZvT, and even if you do scout a bunker rush sometimes it kills you. It happens. On September 23 2009 02:08 redtooth wrote: wait... what? please explain how you continue to scout when the zerg goes 9pool speed (fairly common opening, personal favorite as well). also share how you figure out which of the following all-ins the Z is using after you've lost your probe.your probe is guaranteed to die before you can see which of those the Z is going. you could also cannon up like a madman and prepare for all of them (4 at front, 2 at natural, 2 at main) but then you're behind when the zerg doesn't go all-in. i'm not saying its impossible to counter the all-in but your statement about no zerg going all-in against a "protoss who scouts well" is ludacris. | ||
AcrossFiveJulys
United States3612 Posts
+ Show Spoiler + chill vs combat-x reincarnate? | ||
KrAzYfoOL
Australia3037 Posts
59-98 D+ ..................and you think you could get B? | ||
CommanderFluffy
Taiwan1059 Posts
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Nick_54
United States2230 Posts
On September 23 2009 02:49 FyRe_DragOn wrote: you send out a second probe while your 1st probe is busy running around in the zergs base to a hidden location, then sneak it into his base again after his lings are away at a good time to see what hes up to. Also -3hatch speedlings you did see a 3rd hatch going down and when your 2nd probe goes in you see alot of lings..:p I hardly ever see this anymore though, i guess because wallins are better now -2hatch muta u notice his gas timing and if he makes a 3rd hatchery or not..if he starts mining gas again right away and does not make a third hatch...hm.. -2 hatch hydra bust same thing xcept that he will have a hydralisk den + a few hydras when your 2nd probe runs into his base -2hatch lurker drop pretty much the same thing as 2hatch muta, you counter it in almost the same way as well Basically if you see a 3rd hatch going down you will not have to worry about anything threatening your main base until after you have scouted with your 1st corsair or zlot rush. Your wallin may need a few additional cannons though if he does 3hatch ling or hydra break, which you find out with your 2nd probe. If he did 2hatch, your 2nd probe will see the difference so if its lair tech u need 2 cannons in your main + corsairs building and 3cannons at your nat. add another in your main and another in your nat after your corsair finishes as money permits. This will prevent any kind of mutalisk attack killing your main, or allin muta/ling attack killing your nat. (assuming you have zlots at your nat to help out as well) A 2hatch lurker build is defended pretty much the same way, with slightly different cannon placement, and a followup of robotics instead of citadel. Sair/reaver is the most effective build against zerg cheesey play because it gives u corsairs w/ 1+(rapes mutalisks, good scouting, can intercept drops) reavers (good at defence sitting behind cannons) and obs (nullifies lurker drops w/ the reavers.) 2hatch hydralisk is defended by making 1000 cannons at your nat and teching to templars. A good player isn't going to let a second scouting probe in, thanks for the advice though. | ||
Chef
10810 Posts
On September 23 2009 02:49 StarN wrote: if I see that he's getting speed I'll immediately throw out a second probe and hide it somewhere in the map. and if it's a map like destination where you can easily find out where his 3rd is, I'll try to catch if he made a 3rd hatch somewhere. If he's staying on 2 bases then you can be pretty certain he's going an all-in of some sort, although they could just be doing some weird build order (in PvZ). I'll usually play a safe defensive game, since if the zerg doesn't do damage with any of the above build orders you mentioned, then he won't be able to keep up economically into the mid-late game. What level of Zergs are you playing that they don't look for the hidden probe? Even the guide on TL tells nooby Zergs to make sure they do that. There's literally no point in a Zerg getting speed if he's not going to prevent scouting. You can't just say scouting is easy against really bad players... Everything is really easy against really bad players... The counter against a good Zerg player is to get the minimum defences you'll need against an all-in, and deal with the mid-game (if you didn't get minimum defences against all-ins, and the Zerg doesn't all-in you'll win basically every game because that puts you so freaking ahead, so don't act like it's some huge disadvantage to get adequate defences...) Really... Zerg all-ins are just reactionary to a trend of cheapskate Toss players | ||
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