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Aus)MaCrO
Australia349 Posts
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BalloonFight
United States2007 Posts
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Purind
Canada3562 Posts
I heard about this build, I just didn't know if it was outdated or if it simply fell out of favour. My understanding was that the strength of it was that you can get your sunken out really fast Why do you need 9 hatch vs T? Isn't 12 hatch just better? You went 9 hatch cuz rushes were killing you. Are you getting killed by bunk rushes or something? | ||
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Aus)MaCrO
Australia349 Posts
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YoUr_KiLLeR
United States3420 Posts
and dont do extractor trick at 9/9 after building your overlord. that drone isnt going to be mining soon enough to make up for the mineral loss. | ||
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YoUr_KiLLeR
United States3420 Posts
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AttackZerg
United States7574 Posts
On October 04 2008 15:07 YoUr_KiLLeR wrote: and definitely do not 9 hatch vs terran. This is the only thing he said that is correct. At lower levels going 9hat/9overlord/11 pool is a perfectly safe build that will easily beat 9/10 gate 100% of the time, and a decent % against proxy 9/9 As for terran its sucide. I have a fair number of replays with me going 9hat/9lord/11 pool if you want I can find a few so you have early game 'transitions' to observe. But I'm sure you are using this build just against toss, so good. Remember thou that you can't do 3 hat muta > spire first builds with the same timming that you see jaedong/july/luxury do thou. This build throws off your tech timming or your drone count every time, so you can't copy direct strategys as easily, just a FYI. Good luck my zerg brother! | ||
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YoUr_KiLLeR
United States3420 Posts
also yes, 9 hatching all the time will keep you safe from 2 gate, but you will not get better from it. | ||
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Aus)MaCrO
Australia349 Posts
On October 04 2008 15:36 AttackZerg wrote: Show nested quote + On October 04 2008 15:07 YoUr_KiLLeR wrote: and definitely do not 9 hatch vs terran. This is the only thing he said that is correct. At lower levels going 9hat/9overlord/11 pool is a perfectly safe build that will easily beat 9/10 gate 100% of the time, and a decent % against proxy 9/9 As for terran its sucide. I have a fair number of replays with me going 9hat/9lord/11 pool if you want I can find a few so you have early game 'transitions' to observe. But I'm sure you are using this build just against toss, so good. Remember thou that you can't do 3 hat muta > spire first builds with the same timming that you see jaedong/july/luxury do thou. This build throws off your tech timming or your drone count every time, so you can't copy direct strategys as easily, just a FYI. Good luck my zerg brother! Lol as you will find out next entry, I naively thought 9 hatch was the fabled "ultimate build" that was good against everything, only to find out against Terran it isn't. Still, I will try to mix it up a bit, throw in some 9 pool and overpool, just see what works for me. Edit: Any replays of 9 hatch follow ups would be awesome! | ||
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YoUr_KiLLeR
United States3420 Posts
i cant believe you think thats wrong. | ||
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YoUr_KiLLeR
United States3420 Posts
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KwarK
United States44033 Posts
On September 11 2007 05:18 Kwark wrote: It's a micro issue in my opinion. The pivotal time (if you 12 hatch 11 pool) is when your first 8 lings hatch (you must save larva as pool completes). He'll have 1 zee, 2 probes and 2 zee almost there. You want to make 8 lings and start 2 creeps. DO NOT ENGAGE In a straight fight 3 zee 2 probe will rape your lings. Pure and simple. If you engage him he'll kill your lings and then kill the morphing sunks and you'll lose your nat. This is bad. However, if you don't engage then he'll kill the sunks. It's a thin line. Basically what you need to do is run round in circles with your lings staying near the morphing sunks but not engaging. If he commits to a sunk flank him. He won't be able to micro and his zees will lose and they'll be wasting attacks on the creep colony. If he doesn't commit you just wait for the sunk to finish. If he tries to run through you laugh as he's now in your main with 3 zee vs 10 or so ling (constant production) with his reinforcements cut off by sunks. Just dance your lings around near the morphing sunks and wait for him to commit. Let him chase your lings around, time is on your side. The only time you actually want to fight him is if he goes for the sunks in which case you can get a surround and slaughter him. | ||
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Aus)MaCrO
Australia349 Posts
On October 04 2008 16:32 Kwark wrote: Learn to hold 12 hatch. It's good practice and you shouldn't be losing to worse players who 2 gate. You'll still lose a few games against 2 gate but those games are criticism of your skill, not of the 12 hat 11 pool opening. With equal skill levels you should hold every time. Show nested quote + On September 11 2007 05:18 Kwark wrote: It's a micro issue in my opinion. The pivotal time (if you 12 hatch 11 pool) is when your first 8 lings hatch (you must save larva as pool completes). He'll have 1 zee, 2 probes and 2 zee almost there. You want to make 8 lings and start 2 creeps. DO NOT ENGAGE In a straight fight 3 zee 2 probe will rape your lings. Pure and simple. If you engage him he'll kill your lings and then kill the morphing sunks and you'll lose your nat. This is bad. However, if you don't engage then he'll kill the sunks. It's a thin line. Basically what you need to do is run round in circles with your lings staying near the morphing sunks but not engaging. If he commits to a sunk flank him. He won't be able to micro and his zees will lose and they'll be wasting attacks on the creep colony. If he doesn't commit you just wait for the sunk to finish. If he tries to run through you laugh as he's now in your main with 3 zee vs 10 or so ling (constant production) with his reinforcements cut off by sunks. Just dance your lings around near the morphing sunks and wait for him to commit. Let him chase your lings around, time is on your side. The only time you actually want to fight him is if he goes for the sunks in which case you can get a surround and slaughter him. I suppose you are right but at the moment most people are above my skill so I will be losing a lot of games very early by 12 hatching. If/when I get better, I may start to do it. | ||
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KwarK
United States44033 Posts
On October 04 2008 16:44 jpunshon wrote: Show nested quote + On October 04 2008 16:32 Kwark wrote: Learn to hold 12 hatch. It's good practice and you shouldn't be losing to worse players who 2 gate. You'll still lose a few games against 2 gate but those games are criticism of your skill, not of the 12 hat 11 pool opening. With equal skill levels you should hold every time. On September 11 2007 05:18 Kwark wrote: It's a micro issue in my opinion. The pivotal time (if you 12 hatch 11 pool) is when your first 8 lings hatch (you must save larva as pool completes). He'll have 1 zee, 2 probes and 2 zee almost there. You want to make 8 lings and start 2 creeps. DO NOT ENGAGE In a straight fight 3 zee 2 probe will rape your lings. Pure and simple. If you engage him he'll kill your lings and then kill the morphing sunks and you'll lose your nat. This is bad. However, if you don't engage then he'll kill the sunks. It's a thin line. Basically what you need to do is run round in circles with your lings staying near the morphing sunks but not engaging. If he commits to a sunk flank him. He won't be able to micro and his zees will lose and they'll be wasting attacks on the creep colony. If he doesn't commit you just wait for the sunk to finish. If he tries to run through you laugh as he's now in your main with 3 zee vs 10 or so ling (constant production) with his reinforcements cut off by sunks. Just dance your lings around near the morphing sunks and wait for him to commit. Let him chase your lings around, time is on your side. The only time you actually want to fight him is if he goes for the sunks in which case you can get a surround and slaughter him. I suppose you are right but at the moment most people are above my skill so I will be losing a lot of games very early by 12 hatching. If/when I get better, I may start to do it. No. That's the wrong way to think about it. Surviving for longer doesn't mean you've played better. Otherwise you might as well make nothing but drones and sunken colonies. It's a worse build that is unlikely to work because you're not making any units but at least it's safe, right? If you do 12 hatch and lose to a 2 gate rush you still played better than if you went 9 hatch and held against it because the 9 hatch player is fucking himself over. It's better to try to win and fail than to try to survive 5 minutes but always lose. Practice playing well. You'll get it wrong at first but you'll learn it. If you do a bad build and are behind from the start that won't teach you shit because the problem won't be with your gameplay. | ||
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Aus)MaCrO
Australia349 Posts
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