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I recommend what Neivler said. All I say though, is watch out when you use 2hatch; in fact I recommend just sticking with 3hatch.
The reason is because 2hatch is reliant on you having good muta micro against T because you sacrifice economy for faster mutas.
3hatch gives you more mutas, more economy, and a better transition into a 3rd and into hive. The only drawback is there's a timing window for a sunken break...but meh. Even though I see Koreans doing 2hatch a lot, I think 3hatch should be your standard.
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who was this "certain" person ? and what did he offered exactly..
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10387 Posts
It's quite possible that you could cheese your way into C+ lol
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+ Show Spoiler +On November 08 2010 08:26 ArvickHero wrote: It's quite possible that you could cheese your way into C+ lol
Deal was that I don't cheese
+ Show Spoiler +On November 08 2010 08:15 Mikami_ wrote: who was this "certain" person ? and what did he offered exactly..
: ((( Might've been you
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if you are a true D+ rank player, it's going to be near impossible getting c+. I was C+ the previous season but I'm finding it hard myself to even get C+ now. I guess it's possible if you eat sleep and dream sc, but it's going to be extremely difficult. Good luck! Take up Mallow[x]'s coaching if you want to improve.
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You're not going to reach C+ in 2 months. Unless you are coached by expert staff and practice with the perfect practice partners that teach you what you need to learn you're not going to come anywhere close. Fortunately, D+ is a lot more doable.
I play zerg and it took me a year to make D+. In that time I played around 500 iccup games (most of them in the summer since I have a pretty busy school schedule). There are a bunch of things you need to learn to gain competence as zerg and move up (think of it like trying to eat a whole watermelon in one sitting):
1). Understand the flow of each matchup (the general game plan seen in replays and pro casts)
2). Learn the strategy behind your build order of choice (the 'why do i build this, not the 'what do i build and when')
3). Stick to simple, very standard and safe builds (3 hatch muta zvt, 3 base spire into 5 hatch hydra zvp, and 12 pool zvz)
4). Practice a lot. A whole lot. This should go without saying. Don't worry so much about rank; the better your opponent the more you improve. The more you practice the more diverse strategies you see (the more you improve!).
5). Focus primarily on macro. Zerg is THE macro race and it's most important to get this down!
6). Practice Muta harass in a micro map (using hold position).
7). Realize that at D-level ZvZ is practically a build-order coin flip. There are advantages and disadvantages with strategic timing windows between, say, a 9pool and an overpool, but D players lack the mechanics AND understanding to pull it off.
8). Work on developing mechanics. You should be practicing so much that, over time, you get a feel for when you should do a round of unit production so you don't accumulate more than 3 larva, or knowing to build an overlord without seeing your supply count (or knowing your supply count early in the build without looking). Before long you can muta micro while setting up your third base, burrow lurkers/cast swarm/consume lings/attack a terran army while macroing, and remembering to keep up with upgrades. It's a lot to balance and you WILL mess it up on a consistent basis. This leads to...
9). Improve one aspect of your game at a time
10). Focus on one matchup at a time. I'd usually spend 3-4 weeks on one matchup and then switch, but since you only have 8 weeks make it one week/matchup with 5-10 games a day (or whatever time allows).
11). A bunch more stuff I probably forgot but others will mention.
Time is the biggest factor in measuring your improvement. I'd always get down on myself for continuously messing up my timings. Funny thing - I wouldn't play for months on end and when I came back, after about ten games of practice, I was a ton better!
Also keep in mind that since SC2 came out a lot of people loyal to BW stick with the game. This means there are a lot less lower level riff raff and a lot more talented and experienced players you will likely encounter. This is good in the grand scheme of improvement, but it sucks at the same time since the learning curve for you is a LOT steeper than for others who started a couple years ago.
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On November 08 2010 03:38 Mortician wrote: To reach C- you need A solid build order and somewhat of a decent macro.
from C- to C+ tou need solid decision making and solid macro and a lot of build and how to adapt to what you see.
Basicly this
You really give C ranks too much credit. Meanwhile proclamations that progamer X has poor decision making or "can't adapt" litter the live report threads.
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On November 08 2010 16:00 Metal[x] wrote:if you are a true D+ rank player, it's going to be near impossible getting c+. I was C+ the previous season but I'm finding it hard myself to even get C+ now. I guess it's possible if you eat sleep and dream sc, but it's going to be extremely difficult. Good luck! Take up Mallow[x]'s coaching if you want to improve.
Not even true D+ rank player sadly
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Can't tell you how to get to C+, but I can give you advice on how to get to C- since I (almost) got there (literally 50 points away! arggggggh)
Learn ZvP well. I stopped playing bw around the time people really started leaving for sc2 beta, and the very much predominant race left was toss. I'd assume it is same, unless people have started filtering back, that the majority of the games you play will be against toss. In that sense it's a lot easier to go climb ranks as zerg than the other races. Start with 3 hatch spire into 5 hatch hydra, as it is a very good fundamental build. From there you can expand on that basis to stuff like 3 hatch muta to punish a corsair-light build, and lurker contains kill like stuff +1 speedlot timings. Also you'll get a surprising number of free wins once you learn how to play 12 hatch vs. non-proxy (10/12) 2gate.
Secondly, don't laze about getting muta micro. Download the micro maps, practice the hell out of them. At D/D+ level, all you need to know in zvz (other than lair/expansion timing, obviously) is ling positioning (get the better concave!) and muta vs. scourge micro. A lot of low level zergs hate zvz, so being confident in your ability to control your mutas (esp. against scourge) gives you a big advantage.
Lastly, once you get a bit higher up, a lot of the terrans will go standard every game, i.e. 1 rax cc, so you can try to have some fun with 3 hatch before pool. Additionally, it'll also help your bunker rush deny micro, which isn't a bad thing to have.
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