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StarCraft improvement - Page 2

Blogs > iopq
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iopq
Profile Blog Joined March 2009
United States1180 Posts
October 23 2025 06:51 GMT
#21
Micromanagement:

[***--]
Mass drop micro (maybe there's a map for it?), remembering to fast burrow lurkers with stop, defiler micro, etc. not sure if it should be a separate category for each of the important ones


Some misc stuff: rallying and re-rallying army (I lose units to wrong rallies all the time)

Then the big category is game knowledge and strategy, but those I am not as clear on how to improve. I have a notebook with some notes, but I don't really look at the notes so I'm not sure how useful they are. Maybe I need to write a guide so I can remember what I'm supposed to be doing.
iopq
Profile Blog Joined March 2009
United States1180 Posts
October 25 2025 10:34 GMT
#22
So I explored why pros do 9/7/3 with those drone numbers

for one, I discovered the optimal gas timing has to be 2:30 (overpool ideal timing) or 2:45 (hatch first ideal timing) for the non-speed version

so for overpool, you would do

9 overlord
9 pool
11 hatch
13 gas @ 2:30
12 hatch
14 den
16 speed
16 overlord
23 overlord

speed before 5 minutes, range before 6

but what's the smallest number of drones you can make when making lings?

I found with 18 drones you can STILL make hydras and lings and spend your larva/get the upgrades, with 17 drones you cut it a bit too close, but maybe possible with good boosting and larva/overlord management.

The difference is that you don't get to make a fourth hatchery for when the Protoss defends. You need extra 4 drones mining for a minute to save the 300 minerals.

Now I'm actually very curious to go for a much more aggressive hydra bust vs. forge expand, it will put a lot more pressure on the Protoss to rush out cannons
[sc1f]eonzerg
Profile Blog Joined February 2010
Belgium7027 Posts
October 26 2025 15:26 GMT
#23
If you want to improve your muta micro vs terran the best method i have found is doing 2 hatch muta into the third and then go muta all in over and over. Forget about winning. You are basically learning real muta vs marine human interaction. Micro maps can be useful to practise vs scourge but vs terran you truly gain a lot of experience just playing muta all in. Then when you mastered it you can basically apply normal strategies with strong muta support.
iopq
Profile Blog Joined March 2009
United States1180 Posts
Last Edited: 2025-10-31 10:24:06
October 29 2025 06:51 GMT
#24
On October 27 2025 00:26 [sc1f]eonzerg wrote:
If you want to improve your muta micro vs terran the best method i have found is doing 2 hatch muta into the third and then go muta all in over and over. Forget about winning. You are basically learning real muta vs marine human interaction. Micro maps can be useful to practise vs scourge but vs terran you truly gain a lot of experience just playing muta all in. Then when you mastered it you can basically apply normal strategies with strong muta support.


Thanks, I'll try it today. I've considered it before, but then I'll get a laggy opponent, go into a macro game and forget about my plan. I'll try it right now

EDIT: mission failed successfully, I beat a lot of Terrans with nothing but muta and got A rank again
iopq
Profile Blog Joined March 2009
United States1180 Posts
December 29 2025 16:25 GMT
#25
[image loading]

[image loading]

[image loading]


the updated mining on apocalypse
iopq
Profile Blog Joined March 2009
United States1180 Posts
Last Edited: 2026-01-30 07:24:10
January 30 2026 07:22 GMT
#26
[image loading]


new PB at 275 BPM

I bought a glass mousepad and it's paying off on day 1
iopq
Profile Blog Joined March 2009
United States1180 Posts
February 06 2026 07:18 GMT
#27
[image loading]


Broke 90K at 280BPM
iopq
Profile Blog Joined March 2009
United States1180 Posts
February 07 2026 09:30 GMT
#28
There was a problem with matching sensitivity between aimlabs and desktop so I started to mess with it

So I needed to lower the DPI, which is offset by the better glide from the mouse and now I'm at 800 dpi on my mouse at 1080p

then I increased the sensitivity in game to 13cm/360

so my desktop more matches my aimlabs feeling

[image loading]
iopq
Profile Blog Joined March 2009
United States1180 Posts
February 27 2026 07:41 GMT
#29
One of the things I did not actually quantify is army movement. After watching replays I saw that if I moved my mutalisks to the correct spot it would expose the enemy weakness.

Of course I also need mutalisks which I sometimes forget to mass at the correct timing vs. Protoss. I can always switch earlier and have a lot more map control. I can easily fix the timing of my droning/hydras/mutas, but knowing when and where to strike is what separates me from an S rank player.

Almost every game I lost I could fix by better timings and army movement. I don't actually need to improve my mechanics to win at this level.
iopq
Profile Blog Joined March 2009
United States1180 Posts
April 09 2026 09:33 GMT
#30
One of the things that I struggled with is a healthy mindset. When I actually started playing the micro test map on difficult mode I had to challenge myself to find the best way to approach each level. The mindset of exploring every angle and every setup is the healthy learning mindset. The mindset of doing everything perfectly is an unhealthy mindset since you can only fail.

This is the cause of frustration for a lot of players since things you have practiced for a long time can only go wrong, as you expect them to go well due to the hours you put in. You don't celebrate your successes, but get angry at your fails.

If you adopt an experimental, curious mindset about the game you don't just learn things, you perform what you already know much better as you don't place the pressure on yourself to perform, you just do the things you already know.
iopq
Profile Blog Joined March 2009
United States1180 Posts
April 10 2026 07:43 GMT
#31
[image loading]


this is close to the ideal ling hold position with the amount of lings here

if there are more lings you should set up the right side a bit further back so you can have 3 lings in a line
iopq
Profile Blog Joined March 2009
United States1180 Posts
Last Edited: 2026-06-02 09:03:05
June 02 2026 08:58 GMT
#32
I timed out the overpool build, Lair starting at 3:15 is basically perfect since the larva pops out at 4:17, but I guess you could give yourself a tiny bit of wiggle room and start at 3:16 so you don't miss it

the best possible time to mine 100 gas from starting the extractor is 48 seconds if the drones are waiting to get into it when it pops so the perfect time to make it is 2:27 (and the extra cushion from a slight delay over perfect)

I don't know why people are waiting for 2:29 or later

https://repmastered.icza.net/game/AMZPux9tFYufEsGFVjYxP7BdX9dlWqr4wJPhdLqQvQc

I should send the drone for the 3rd 5 seconds earlier for the closer 3rd base or 15 seconds earlier for the farther

so a 2:15-2:25 drone for a 2:40ish 3rd
iopq
Profile Blog Joined March 2009
United States1180 Posts
June 02 2026 09:38 GMT
#33
If I go hatch first (I tried my 9 hatch build), then I should go for a 2:42 gas and time out a 3:30 Lair at 16 supply
iopq
Profile Blog Joined March 2009
United States1180 Posts
June 07 2026 10:49 GMT
#34
Explanation of larva timing:

1. You start with 3 larva and larva production is shut off.
2. The moment you make a unit your larva drops less than 3 and a timer starts from 0.
3. When the timer hits roughly 14.5 a larva is popped out, the timer is set to 0.
4. When you complete Lair or Hive, a larva is popped and the timer is set to 0.

So you want the FEWEST seconds possible to be on the timer when you get to Lair. If a larva just popped out and your timer is 0, that's the optimal timing to complete Lair or Hive
iopq
Profile Blog Joined March 2009
United States1180 Posts
June 15 2026 06:39 GMT
#35
Two more things I hadn't practiced, but I now realize might be slowing me down

1. When I box I always go from top left to bottom right, which means I have to move my mouse first before I start if it is below the units in question
2. My accuracy on moving units is horrible given my good accuracy on stationary targets

medics and templars give me a very rough time in real games, so for medics I didn't care that much because they often stop to heal

but moving templars really hurts my ZvP win rate, since misclicking on a dragoon usually means I kill one less templar when I try to snipe them as my mutalisks die to dragoons and storms
iopq
Profile Blog Joined March 2009
United States1180 Posts
June 26 2026 12:07 GMT
#36
Here's a chart I made of Zerg builds

for reference, 11 hatch is 1:31

[image loading]
iopq
Profile Blog Joined March 2009
United States1180 Posts
Last Edited: 2026-07-03 08:17:22
July 03 2026 06:50 GMT
#37
On June 07 2026 19:49 iopq wrote:
Explanation of larva timing:

1. You start with 3 larva and larva production is shut off.
2. The moment you make a unit your larva drops less than 3 and a timer starts from 0.
3. When the timer hits roughly 14.5 a larva is popped out, the timer is set to 0.
4. When you complete Lair or Hive, a larva is popped and the timer is set to 0.

So you want the FEWEST seconds possible to be on the timer when you get to Lair. If a larva just popped out and your timer is 0, that's the optimal timing to complete Lair or Hive


Let's break it down to exact timings

(Wiki)Larva (Unit)

Larva spawns every 342 frames, and each frame is 42ms, so the timer that counts down is 14.364 seconds

You usually first send the drones and then make a drone, so add 300-500 ms to the first one (and thus every larva after the first), in my experience I still get the next larva before 15 seconds in-game time. But let's just assume perfect execution by an AI and see what their timings would be.

14.364
28.728
43.092
57.456
1:11.82
1:26.184
1:40.548
1:54.912
2:09.276
2:23.64
2:38.004
2:52.368
3:06.732
3:21.096
3:35.46
3:49.824
4:04.188

so if we had perfect execution, what's the Lair timing vs. Terran that gives us a free larva a split second before a free larva pops? At 63 seconds for Lair we can subtract 63 seconds from the above timings and get

before 2:46.824 Lair start no larva block (you can start Lair at 2:47 if you're close to perfect)
before 3:01.188 Lair start no larva block (start Lair 3:01.5 to be sure)

against Protoss we can further extend it to

3:15.552
3:29.916
3:44.28
3:58.644

with absolutely perfect mining the gas timing you need 48 seconds after starting extractor to get 100 gas, but vs. Protoss you'll be dealing with probe or zealot harass possibly so round it up to 50 seconds

gas timing vs. Protoss

2:26 (overpool vs. forge FE)
2:40
2:54
3:09

you should also put your gas down at this timing vs. probe scout even if you want to 973 to prevent Protoss from being able to tell if they know you optimize your timings

if you want to speed first, subtract 20 seconds
so for a 3:59 Lair you would 2:49 gas 3:39 speed upgrade and then Lair

you'll still start your spire a little over 5 minutes and won't lose too many overlords if you hide them well

took me a while to get a perfect 3:30-ish lair with no delays of droning (except for one whole larva which sets me back one cycle exactly) when I go hatch first

https://repmastered.icza.net/game/78yT0q6Cgg3hVyh4ou2m6NBZauWS6YkRGHTGdOZnapU

so I suggest a 2:54 gas when going hatch first to relax the requirements a tiny bit (like letting you make a few more lings)
iopq
Profile Blog Joined March 2009
United States1180 Posts
Last Edited: 2026-07-29 23:42:05
July 29 2026 23:41 GMT
#38
ZvP walls on Attitude are a bit ridiculous because in some spawns there's literally only ONE way to make them zealot tight

[image loading]

[image loading]

[image loading]

[image loading]
iopq
Profile Blog Joined March 2009
United States1180 Posts
July 30 2026 00:36 GMT
#39
the fastest ZvP 3 hatch spire vs. forge fe build goes like this

9 over
9 pool
11 hatch
2:26 gas (we're aiming for 3:16 lair)
13 hatch
13 lair
take one off gas and you can build more lings
16 overlord
speed when you can afford it
21 spire (so basically save up money for it)

you can't make too many lings or you won't have enough money for spire

most of the time pros do a 2:40-ish gas timing to relax it a bit more and be able to afford more lings, though
iopq
Profile Blog Joined March 2009
United States1180 Posts
August 02 2026 21:12 GMT
#40
what pros do consistently and I don't do enough is temporary hotkeying

a lot of times you can't afford a very key upgrade when you check, but you're busy doing something else

pros will hotkey it to something like 4 and just do something else until it's time to hit the upgrade, and then rebind it to something more useful later

I've learned to do this with lurker upgrade in ZvT, but it could be done with almost anything, like +1 carapace and so forth
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