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iCCup!

Blogs > imperfect
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imperfect
Profile Blog Joined July 2008
Canada1652 Posts
July 08 2009 18:35 GMT
#1
So after finishing my exams last week, i started playing sc again after a 2-3 week break which wasn't that bad.

so i log on to icc, and reached C- quickly in like 25 games which wasnt too bad. now I hit C, and suddenly i'm losing a lot of games, which is disappointing for me because i hoped to hit B by the end of the season.

So this led me to get a couple of quick questions for each MU which i thought wasn't worth a post in the strategy section.

PvZ:
What's the core timing after FE? I get mine around 22 psi and i'm feeling it's really slow. I face 3 hatch muta quite often still, and it runs me over because i only have 2 cannons, one corsair and maybe a dragoon guarding my main nexus, and 2 cannons at the other nexus. Am I supposed to pull back the core timing to around 18 or 19 to better accomodate 3 hatch muta?

If not, how do you deal with 3 hatch mutalisk?


PvT:
What do you base your Arbiter timing on? I used to get it after I secured my 4th, and getting my 5th expansion, but lately i've been getting it off 3 bases to some moderate success.


PvP:
I can't seem to guess my opponent's build order correctly. I still feel this mu is a rock paper scissors to me, mostly based on BO wins. Are there any general tips when playing PvP blind?


Otherwise, iCCup's been fun. I get raped by korean zergs and terrans hard as usual, and for pvp, i get raped altogether.

*
blind bisu free and anytime fanboy.
Ota Solgryn
Profile Blog Joined January 2008
Denmark2011 Posts
July 08 2009 18:43 GMT
#2
Dont be sad that you cant get past C.
I dont know why but the skill gap from C- to C is extremely large this season.

I was B- last season and raped my way to C this season with few losses. Now im still at C with equal win/loss ratio.
ihasaKAROT: "Wish people would stop wasting their lives on finding flaws in others"
daz
Profile Blog Joined May 2008
Canada643 Posts
July 08 2009 18:44 GMT
#3
On July 09 2009 03:35 imperfect wrote:
So after finishing my exams last week, i started playing sc again after a 2-3 week break which wasn't that bad.

so i log on to icc, and reached C- quickly in like 25 games which wasnt too bad. now I hit C, and suddenly i'm losing a lot of games, which is disappointing for me because i hoped to hit B by the end of the season.

So this led me to get a couple of quick questions for each MU which i thought wasn't worth a post in the strategy section.

PvZ:
What's the core timing after FE? I get mine around 22 psi and i'm feeling it's really slow. I face 3 hatch muta quite often still, and it runs me over because i only have 2 cannons, one corsair and maybe a dragoon guarding my main nexus, and 2 cannons at the other nexus. Am I supposed to pull back the core timing to around 18 or 19 to better accomodate 3 hatch muta?

If not, how do you deal with 3 hatch mutalisk?


PvT:
What do you base your Arbiter timing on? I used to get it after I secured my 4th, and getting my 5th expansion, but lately i've been getting it off 3 bases to some moderate success.


PvP:
I can't seem to guess my opponent's build order correctly. I still feel this mu is a rock paper scissors to me, mostly based on BO wins. Are there any general tips when playing PvP blind?



Otherwise, iCCup's been fun. I get raped by korean zergs and terrans hard as usual, and for pvp, i get raped altogether.



dont play blind. keep your probe alive as long as possible. check up his ramp to try and get a feel for how many units he has. scout constantly for his expansion and/or moving out. get observers.
Some eat to remember, some smash to forget. 2009msl.com
LuckyFool
Profile Blog Joined June 2007
United States9015 Posts
July 08 2009 18:50 GMT
#4
On July 09 2009 03:43 Ota Solgryn wrote:
Dont be sad that you cant get past C.
I dont know why but the skill gap from C- to C is extremely large this season.

I was B- last season and raped my way to C this season with few losses. Now im still at C with equal win/loss ratio.
True this. I can't believe how many good players I kept running into at C this season so far. Never took me 100 games to get to C+ before.
Cloud
Profile Blog Joined November 2004
Sexico5880 Posts
July 08 2009 18:53 GMT
#5
No idea about the core timing in supply, but it should be done as soon as the gateway is finished if you dont need to make cannons.

You should easily have 3 corsairs and the templar archives building (maybe even finished) when the mutalisk hit.
BlueLaguna on West, msg for game.
jimminy_kriket
Profile Blog Joined February 2007
Canada5533 Posts
July 08 2009 18:54 GMT
#6
In pvt I play fairly dirty with arbiter timing, i usually get it off of 2 base and use it to secure my third, then i abuse the fact that terran doesnt have vessels yet and either stop their third or take my own 4th base, then i recall if i can. This can be fairly weak early game vs good terrans if they realise your build revolves around surviving by arbiter + dt's and they push fast with scan.
life of lively to live to life of full life thx to shield battery
MiniRoman
Profile Blog Joined September 2003
Canada3953 Posts
July 08 2009 19:12 GMT
#7
PvZ, just make core after gateway before a zealot while being safe. If you scout 3 hatch muta with your first sair just keep making them and add a 3rd cannon.

PvT, I like to start arbiter tech after my 3rd is finished and I've added more gateways (Generally move up to 7, start starport and temp archieves, then I can make more gates and expand while massing [roughly, if they really aggressive less expand more gate but the tech timing is good]).

PvP, macro. I don't feel its an RPS mu really. Some openings are better vs others but a lot of combinations cancel eachother out and leave you guys equal. You probably slouch on macro if you feel your run over too much.
Nak Allstar.
OneOther
Profile Blog Joined August 2004
United States10774 Posts
Last Edited: 2009-07-08 23:48:18
July 08 2009 19:58 GMT
#8
for pvp, try to practice the standard two gate robo build to a point where you can use it to beat everything. except for some rare situations on certain maps (such as blind one gate expo into three gate on colosseum), this is a build that lets you win if you play better. i can help you practice if you would like. message me - Derivatives on iccup.
il0seonpurpose
Profile Blog Joined January 2007
Korea (South)5638 Posts
July 08 2009 20:26 GMT
#9
The core timing should be right after your gateway is finished. Also, do you get your expo's gas quickly? I think that also helps, you can build archons and such.
OneOther
Profile Blog Joined August 2004
United States10774 Posts
July 08 2009 20:35 GMT
#10
On July 09 2009 05:26 il0seonpurpose wrote:
The core timing should be right after your gateway is finished. Also, do you get your expo's gas quickly? I think that also helps, you can build archons and such.

yeah i get gate around 15, then core right after around 17 or 18. the second gas timing depends on what build i am using, but usually when core is about 20% done.
thunk
Profile Blog Joined March 2008
United States6233 Posts
Last Edited: 2009-07-08 21:31:07
July 08 2009 21:30 GMT
#11
On July 09 2009 04:58 OneOther wrote:
for pvp, try to practice the standard two gate robo build to a point where you can use it to beat everything. except some rare situations on certain maps (such as blind one gate expo into three gate on colosseum), you can win with the build. i can help you practice if you would like. message me - Derivatives on iccup.


You're talking about the 1 gate, zeal-core-zeal build, right? How do you deal with the build on maps like andromeda, where they can take another expo up the ramp? I'm having trouble with that currently.

Also, on maps like Medusa or Longinus, how do you deal with the 3 gate goon break?
Every time Jung Myung Hoon builds a vulture, two probes die. || My post count was a palindrome and I was never posting again.
Clasic
Profile Blog Joined January 2009
Bosnia-Herzegovina1437 Posts
July 08 2009 21:36 GMT
#12
For pvp its somewhat rock-paper-scissors but its much about scouting till you get obs also.
No no no no its not mine!
Husky
Profile Blog Joined May 2009
United States3362 Posts
July 08 2009 23:02 GMT
#13
On July 09 2009 05:35 OneOther wrote:
Show nested quote +
On July 09 2009 05:26 il0seonpurpose wrote:
The core timing should be right after your gateway is finished. Also, do you get your expo's gas quickly? I think that also helps, you can build archons and such.

yeah i get gate around 15, then core right after around 17 or 18. the second gas timing depends on what build i am using, but usually when core is about 20% done.


You are my hero.
Commentaries: youtube.com/HuskyStarcraft
OneOther
Profile Blog Joined August 2004
United States10774 Posts
Last Edited: 2009-07-08 23:47:07
July 08 2009 23:14 GMT
#14
On July 09 2009 06:30 thunk wrote:
Show nested quote +
On July 09 2009 04:58 OneOther wrote:
for pvp, try to practice the standard two gate robo build to a point where you can use it to beat everything. except some rare situations on certain maps (such as blind one gate expo into three gate on colosseum), you can win with the build. i can help you practice if you would like. message me - Derivatives on iccup.


You're talking about the 1 gate, zeal-core-zeal build, right? How do you deal with the build on maps like andromeda, where they can take another expo up the ramp? I'm having trouble with that currently.

Also, on maps like Medusa or Longinus, how do you deal with the 3 gate goon break?

yeah that's the build i use the most often. one gate zeal-core-zeal into either a second gate followed by robo, or the other way around, depending on what map i am playing. if it's a ramped map such as python or athena, i always go robo before second gate.

to be honest, i don't really know how to play on andromeda, so i can't help you much there. of the few times i have played on andro, i had some success with one gate range into mineral only expo, and then robo/second gate. on medusa and longinus, i always go second gate before robo because of that 3/4 gate goon break. even if scouting completely fails, you can stop the goon break by having good positioning and really abusing the choke. placing a pylon at the choke helps quite a bit. you just have to hold until the reaver pops out, and then you can expand safely. a nicely timed good break comes right before the reaver, which means you have to sometimes cancel the observer that's building in order to get the reaver out as quickly as possible. seconds can make a difference
thunk
Profile Blog Joined March 2008
United States6233 Posts
July 09 2009 01:40 GMT
#15
Yea, I've started used a variant on Medusa, the same one that Bisu/Best used right before Stork used that 4 gate goon to break Best in the OSL semis. It's basically the same build except with you cut out the shuttle and obs/reaver/shuttle/reaver or obs/reaver/reaver/shuttle come out in that order, kind of depending on how you choose to do it. The Reaver comes out like 15-20 faster or something, helps you fend off that goon break.
Every time Jung Myung Hoon builds a vulture, two probes die. || My post count was a palindrome and I was never posting again.
pinenamu
Profile Blog Joined September 2006
United States770 Posts
July 09 2009 01:51 GMT
#16
i'm like this with D -> D+ this season T_T.. i keep getting knocked down to D by losing 2 games and then winning one at D level to go back to D+. this goes on and on, i don't know when it'll stop haha. good luck getting past C!
imperfect
Profile Blog Joined July 2008
Canada1652 Posts
July 09 2009 03:38 GMT
#17
thanks for the replies!

so I do need to pull my core timing quite a bit. this whole time i've been doing it wrong!

and oneother, i will take you up on that offer ;D
blind bisu free and anytime fanboy.
OneOther
Profile Blog Joined August 2004
United States10774 Posts
July 09 2009 04:16 GMT
#18
haha sure. whats ur iccup account
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