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Please watch the first 10-15 minutes of the replay (online, to prevent the replay bug) before giving any tips.
http://repdepot.net/replay.php?id=21819
So today i encountered this "oldschool" build playing against a protoss. He starts with 2 gate zealot + 3 probe pressure. to survive, i morph 2 sunks as soon as the expansion hatch finishes and build some lings.. P keeps sending more zealot, so i am forced to add more lings and few sunkens. I didn't overreact with mass sunken and ling count to stay in game economically. Meanwhile he has shitton of zeals at my front door, squeezes out 400 minerals and expands. I try to delay it with few spare lings that i had but failed miserably.
Then the protoss attacks me couz he's no pro and i just barely defend couz i had the bare minimum force that was needed. After that i'm free BUT behind economically, couz he is on 2 bases too, has more probes and i have all those useless sunkens and no tech. Knowing that i'm behind and that my 3rd exp will get crushed by 2 base speed-lots eventually, i tried mass-ling but it failed too. So the game dragged out eventually till i lost because of that economic disadvantage i got at the beginning. Couz of this 2 gate start, i was dragging "behind" the protoss the whole game.
So now i'm here asking the wise people for help, what should i've done to make it right. My ling count would never caught up with his zeal count so it would've be a waist and i had to be on defence right? If i made less lings i would've been dead. If i would've made mutas, he would've canoned all his stuff in time anyways, as seen in the rep and plus i wouldn't have had enough stuff to defend my base while hunting with mutas. I'm actually lucky that he attacked me, couz if not, i wouldn't have gotten out until lurkers were out and by that time he could've had his 3rd secure.
It doesn't have to be full game analysis. Need guidance just for the first 10-15 minutes that did get me behind, general stuff against 2 gate BO. any replays of zerg successfully/perfectly dealing with this situation would be VERY helpful. thanks.
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IMO you delt with the initial Zealot pressure fine
Except, after you saw him massing zealot, you should have gotten more forces to deal with it
You did /not/ have the bare minimum to defend with
You needed a bit more lings to defend it properly
After you kill his zealots, you should set up a ling contain outside of his base so no more pesky things come out
Then expo for your third
If he just expanded, he won't be doing that much for a while
Especially once you saw how many cannons he had, he obviously spent over 2k on that expo
And if he doesn't attack, you go mutas [The same way you deal with +1 leg and +1 attack]
Yes, we will expect him to cannon up, but you can clear out the zealots for free basically
Overall, I think you
1) Didn't have enough lings to deal with the large zealot push
2) Didn't expand when you should have
3) Lost your expansions to small forces [2 zealots killed a base? You can't let that happen]
Keep in mind 2 gate is strong on Python
Given proper micro, it's very very hard to block
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i need some help with this as well, how did u sunken up in time? a zealot and a probe usually get to me before my 12 hatch finishes morphing and 1/2 way through my pool.
Am i suppose to cancel the hatchery and build sunkens in my main??
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On October 02 2009 03:33 lone_hydra wrote: i need some help with this as well, how did u sunken up in time? a zealot and a probe usually get to me before my 12 hatch finishes morphing and 1/2 way through my pool.
Am i suppose to cancel the hatchery and build sunkens in my main??
Something is terribly wrong with your build order, because unless he does some super early proxy his first zeal should arrive just before your pool finished.. you take two drones to your hatch which is just finished, place two creep colonies... he will attack one, cancel it when it's almost ready and place it again. Morph the other one to a sunken. You'r lings will now be out and he will have 3zealots and 1-2 probes.. micro your lings around while you wait for the first sunken to finish.. if he attacks it, pick of the probes first. now he has two more zeals on the way and you have about 8-10 lings and hopefully 1sunken up and one on the way. Danger averted..
To OP.. if he expands at this point, i usually drone up, make a third hatch in my main/nat.. get a gas and a hydra den.. contain him with ling/hydra, get a third gas and from there it's the normal game.
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thats alot of things to for a d player -_-
imma just 4 pool ftw
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On October 02 2009 10:59 lone_hydra wrote: thats alot of things to for a d player -_-
imma just 4 pool ftw
Nah, take the advice and practice more. Then you will be able to beat it from D players =D
Also, have you checked liquipedia? I'd imagine the info based on the depth of the question you asked would be in the zerg section. Protoss sections covers most of these things ('m P). You could also look at the P section to see things from the P perspective.
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Ok. Im just like WTF?.
U had 2x higher apm than ur opponent but u didnt controled anything, ur macro was very bad. You let him expo when he just completly ran out of minerals twice... he spent his last minerals on nexus he didnt had anything to defend himself and u just stopped producing units and started build sunkens on ur "3rd". Again when his 3rd ran out u just let him again to expo on 9. You saw his probes rushing with minerals there with ur scourages.
Another thing u had some scourages, but u didnt used them when he was killing ur ovies or when he made drop on ur 4th expo.
Remember speedlings aint that usefull like cracklings + defilers. His main units were archons and goons... if you could just use swarm he wouldnt do anything moreover use swarm to break his cannon defence its better than making ultras without their +2 additional carapace.
You had that game won like 3 times but u just did nothing and let him come back to game without any pressure.
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I hate to say but dealing with 2gate theres like.
5000000 topics on this if you'll use the search function theres a thread in particular with alot of b-+++ protosses telling zergs how youre suposed to deal with them.
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On October 02 2009 03:43 Cry4Me wrote:Show nested quote +On October 02 2009 03:33 lone_hydra wrote: i need some help with this as well, how did u sunken up in time? a zealot and a probe usually get to me before my 12 hatch finishes morphing and 1/2 way through my pool.
Am i suppose to cancel the hatchery and build sunkens in my main?? Something is terribly wrong with your build order, because unless he does some super early proxy his first zeal should arrive just before your pool finished.. you take two drones to your hatch which is just finished, place two creep colonies... he will attack one, cancel it when it's almost ready and place it again. Morph the other one to a sunken. You'r lings will now be out and he will have 3zealots and 1-2 probes.. micro your lings around while you wait for the first sunken to finish.. if he attacks it, pick of the probes first. now he has two more zeals on the way and you have about 8-10 lings and hopefully 1sunken up and one on the way. Danger averted.. To OP.. if he expands at this point, i usually drone up, make a third hatch in my main/nat.. get a gas and a hydra den.. contain him with ling/hydra, get a third gas and from there it's the normal game.
9 pool 8/9 when pool starts, drone 9/9 and 100 minerals build ovy pool and ovy finish pop 6 lings either for rush/scout/defense/mastur-debaten/wtv' 300 minerals expo expo finishes sunken like a whoer and pray the opponents doesnt go air.
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On October 03 2009 01:25 StarChief wrote: 9 pool 8/9 when pool starts, drone 9/9 and 100 minerals build ovy pool and ovy finish pop 6 lings either for rush/scout/defense/mastur-debaten/wtv' 300 minerals expo expo finishes sunken like a whoer and pray the opponents doesnt go air. What? That's not even the optimal 9-pool build (extractor trick) and at any rate a 9-pool is inferior to a 12-hatch against a 2-gate build.
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On October 03 2009 01:29 Ingenol wrote:Show nested quote +On October 03 2009 01:25 StarChief wrote: 9 pool 8/9 when pool starts, drone 9/9 and 100 minerals build ovy pool and ovy finish pop 6 lings either for rush/scout/defense/mastur-debaten/wtv' 300 minerals expo expo finishes sunken like a whoer and pray the opponents doesnt go air. What? That's not even the optimal 9-pool build (extractor trick) and at any rate a 9-pool is inferior to a 12-hatch against a 2-gate build.
if he wants to deal with fast zeals it is, plus it IS 12 hatch technically cause when u put the expo down u should be at 12/16 ya nerd.
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On October 03 2009 01:36 StarChief wrote:Show nested quote +On October 03 2009 01:29 Ingenol wrote:On October 03 2009 01:25 StarChief wrote: 9 pool 8/9 when pool starts, drone 9/9 and 100 minerals build ovy pool and ovy finish pop 6 lings either for rush/scout/defense/mastur-debaten/wtv' 300 minerals expo expo finishes sunken like a whoer and pray the opponents doesnt go air. What? That's not even the optimal 9-pool build (extractor trick) and at any rate a 9-pool is inferior to a 12-hatch against a 2-gate build. if he wants to deal with fast zeals it is, plus it IS 12 hatch technically cause when u put the expo down u should be at 12/16 ya nerd. Are you fucking kidding me.
That's like saying going overpool and then for some reason making your hatch at 12 instead of 11 is technically 12hatch because the hatchery is made at 12.
and "sunken like a whore and pray they don't go air"?
ffs.
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On October 03 2009 01:36 StarChief wrote:Show nested quote +On October 03 2009 01:29 Ingenol wrote:On October 03 2009 01:25 StarChief wrote: 9 pool 8/9 when pool starts, drone 9/9 and 100 minerals build ovy pool and ovy finish pop 6 lings either for rush/scout/defense/mastur-debaten/wtv' 300 minerals expo expo finishes sunken like a whoer and pray the opponents doesnt go air. What? That's not even the optimal 9-pool build (extractor trick) and at any rate a 9-pool is inferior to a 12-hatch against a 2-gate build. if he wants to deal with fast zeals it is, plus it IS 12 hatch technically cause when u put the expo down u should be at 12/16 ya nerd.
Worthless post. That's still not a 12 hatch build.
As said, you're WRONG, that's not the optimal 9pool build. Besides the fact 9pool is NOT exactly great vs 2gate (although it's very good vs proxies), it's 9pool, drone, extractor, drone, cancel extractor, overlord. Overlord finishes before the pool finishes, and I have one more drone in my build than you do mining. Since 9pool requires building lings, that one drone will be mining for a while.
All he has to do is block his ramp with 2 probes and one zealot by the time your lings get there, hold out for a few seconds, and add a second zeal to the ramp. You're now left with an economically inferior build.
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OMFG people all I did was give a SUGGESTION, and yall are gonna lynch me for it?! I don't even play zerg, it was an IDEA to be discussed, NOT ridiculed. FUCK ALL OF YOU RETARDED BITCHES YOU CAN SUCK MY HAIRY BALLS.
User was banned for this post.
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On October 03 2009 02:01 StarChief wrote: OMFG people all I did was give a SUGGESTION, and yall are gonna lynch me for it?! I don't even play zerg, it was an IDEA to be discussed, NOT ridiculed. FUCK ALL OF YOU RETARDED BITCHES YOU CAN SUCK MY HAIRY BALLS. This post gets 5 racenilatrs out of 5.
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On October 03 2009 02:16 arb wrote:Show nested quote +On October 03 2009 02:01 StarChief wrote: OMFG people all I did was give a SUGGESTION, and yall are gonna lynch me for it?! I don't even play zerg, it was an IDEA to be discussed, NOT ridiculed. FUCK ALL OF YOU RETARDED BITCHES YOU CAN SUCK MY HAIRY BALLS. This post gets 5 racenilatrs out of 5.
whats a "racenilatr" O.o
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Banned in 4 posts mayhaps?
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Hong Kong20321 Posts
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On October 03 2009 02:25 Ingenol wrote: Banned in 4 posts mayhaps?
lets check... ... .... ... .
.... nope still here xD
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Calgary25986 Posts
On October 03 2009 02:46 StarChief wrote:lets check... ... .... ... . .... nope still here xD Get the fuck out.
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Calgary25986 Posts
For reference (to StarChief):
You did the 9 pool build wrong. 9 pool is a terrible counter to 2 gate. You called 9 pool 12 hatch despite there being many resources showing you it is not. You didn't read the strategy forum guidelines or the teamliquid guidelines. You are wrong, but above that, you are a confident wrong - that is you spew wrong information in an abraisive, degrading manner.
If you make another account, learn from this and have some humility when you are talking to the members of this forum.
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12 hatch is the correct build order for dealing with 2 gate unless they are proxying. This is because by the time their zealots are approaching your natural, your hatchery will have popped and you will have the sufficient creep to lay down a couple sunkens. Don't give advice on the strategy forum unless you know what you're talking about. StarChief, I suggest you go read Liquipedia.
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Calgary25986 Posts
To the OP, I can offer this, although I didn't watch the reply (at work):
If you survive the initial 2 gate, you are quite ahead, even if Protoss decides to expand. The economy boost from expanding after 2 gate takes quite awhile to kick in. I know it feels like you waste a lot of money on static defense and he is getting a free expansion out of it, but try to consciously think that it's not like that. You need to fight the lessons that playing 3 base vs Protoss FE has taught you.
What you should do is use 12 speedlings to keep him in his base. You don't need enough defense to live a second zealot attack, you just need the speedlings to keep him guessing. No one is going to move out against 12 speedlings with slow zealots, because there could be 48 zerglings waiting, or a runby counter planned - there's no way for Protoss to know. While this is happening, you are simultaneously teching and making a lot of drones. The tech choice doesn't matter at this point, because he is completely in the dark, he has to defend against hydras, mutas and lurkers. Any one you choose is fine. Do not leave your base until you have this tech out. Once you have the tech out, take a third and fourth base with overlord detection, use your tech to keep him in his main, and begin to power ASAP.
The transition point a lot of people miss, is switching from tech to power. They see the lurkers / mutas keeping protoss in his main for so long that they make a ton of drones and have a small army. Protoss then gets enough of the necessary unit (archons / templar / observers) to break out with a very large army and rolls over Zerg. So you need to prepare for this moment ahead of time. Protoss will feel like he's been in his main for 5 minutes and will start to get a little frantic, so when he gets out he will definitely be attacking. If you can survive this attack you will be quite a bit ahead, with Protoss still unable to scout and unable to take a third base. At this moment you can split larva between drones and units, switching over to pure units as you feel Protoss is going to try one more attack. Hive should have kicked in at this point and you should feel fairly comfortable.
Sorry I can't tailor my advice to the specific game at hand. I'll try to watch it when I get home.
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Relating to this thread, how exactly do you deal with 10/12 gate when you open 9 pool? I find if I try to take on the Zealots head on while I get a sunk up at my natural I generally lose most of the time.
Should I be countering his main? Or at least feigning to counter? And generally on 4 p maps (happened on Luna) I won't scout in time and his Zealots will be at my nat before I can try to counter and I have to fight to protect my natural.. should I just let my hatch take damage as my lings build or just try to outmicro?
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Out of curiosity, if I KNOW ahead of time my opponent is going to 2gate, I've been doing 11hatch 10 pool as opposed to 12 hatch 11 pool. If you know a 2gate is coming, would that be better? You are able to get a sunken and lings that much quicker (the 6 lings come fast enough that his 1 zealot will retreat because his reinforcements are too far behind). Worth it..? I typically do this build vs the D ranks just in case of a 2gate rush, as I can typically overcome the slight economy setback.
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It's tough if you open 9pool vs 2gate builds, but generally since your hatch has a lot of health, you should just let the zealots hit the hatchery. It's better to do this than take on the zealots when you absolutely know you can't win with the zerglings you have. You should try to use your initial lings to get by the zealots and cut off reinforcements while making lings and engage when you think your lings can beat the zealots. It's really unlikely that you can actually backstab, but threatening a backstab will delay the reinforcements giving you a chance to take down the zealots that are at your nat with the lings you built up.
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On October 03 2009 04:19 FabledIntegral wrote: Out of curiosity, if I KNOW ahead of time my opponent is going to 2gate, I've been doing 11hatch 10 pool as opposed to 12 hatch 11 pool. If you know a 2gate is coming, would that be better? You are able to get a sunken and lings that much quicker (the 6 lings come fast enough that his 1 zealot will retreat because his reinforcements are too far behind). Worth it..? I typically do this build vs the D ranks just in case of a 2gate rush, as I can typically overcome the slight economy setback. If you KNOW that the opponent is going to go 2gate for some reason, then you could go 9hatch 9pool, as it is safer against 2gate compared to 12hatch.
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Calgary25986 Posts
Yes, I would advocate 10 hatch 9 pool (before ovie) against 2 gate. It's terrible against every other build though.
If you 9 pooled against 2 gate, you need to continuously build zerglings and then hatch. When he moves out, you need to check his ramp. If it's open, I would sacrifice my natural to try to kill probes / pylons. If he's blocked it, leave your lings to cut reinforcements while you continue to build lings rallied away from his army. Then, at the last moment, unite the armies and attack. Try to leave your hatchery with ~200-300 HP if possible. Obviously err on the side of too much rather than having a dead hatchery.
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On October 03 2009 03:23 Chill wrote: To the OP, I can offer this, although I didn't watch the reply (at work):
If you survive the initial 2 gate, you are quite ahead, even if Protoss decides to expand. The economy boost from expanding after 2 gate takes quite awhile to kick in. I know it feels like you waste a lot of money on static defense and he is getting a free expansion out of it, but try to consciously think that it's not like that. You need to fight the lessons that playing 3 base vs Protoss FE has taught you.
What you should do is use 12 speedlings to keep him in his base. You don't need enough defense to live a second zealot attack, you just need the speedlings to keep him guessing. No one is going to move out against 12 speedlings with slow zealots, because there could be 48 zerglings waiting, or a runby counter planned - there's no way for Protoss to know. While this is happening, you are simultaneously teching and making a lot of drones. The tech choice doesn't matter at this point, because he is completely in the dark, he has to defend against hydras, mutas and lurkers. Any one you choose is fine. Do not leave your base until you have this tech out. Once you have the tech out, take a third and fourth base with overlord detection, use your tech to keep him in his main, and begin to power ASAP.
The transition point a lot of people miss, is switching from tech to power. They see the lurkers / mutas keeping protoss in his main for so long that they make a ton of drones and have a small army. Protoss then gets enough of the necessary unit (archons / templar / observers) to break out with a very large army and rolls over Zerg. So you need to prepare for this moment ahead of time. Protoss will feel like he's been in his main for 5 minutes and will start to get a little frantic, so when he gets out he will definitely be attacking. If you can survive this attack you will be quite a bit ahead, with Protoss still unable to scout and unable to take a third base. At this moment you can split larva between drones and units, switching over to pure units as you feel Protoss is going to try one more attack. Hive should have kicked in at this point and you should feel fairly comfortable.
Sorry I can't tailor my advice to the specific game at hand. I'll try to watch it when I get home.
Nice post, but I have few questions: Do you suggest getting ling speed before the lair? what if P tries to take 3rd (for example island expo, or small choke expo by putting a lot of cannons there)? Also, if you see 9/9 gates with 1 zealot and 4 probes coming in, should drones be used to defend? Thanks! (anyone can answer!). (Ok, except StarChief, but he's banned anyways ). Also what if P does move out with his first ~12-15 zealots, relying on his cannons and wall-in? Thanks!
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Calgary25986 Posts
No, lair then ling speed. You need tech before you can expand so it gets the priority. If he tries to take a third expo your zerglings should have stopped the probe easily. I really can't imagine a situation where he would take an island expo before pushing out, except with some weird reaver sair followup. Yes, drones should always be used to attack together with your zerglings. I can't imagine a P being brilliantly ignorant enough to move out, but if he did I would make a lot of sunkens at home and run past his natural into his main. I would target pylons at his gateway to slow reinforcements and hope my zerglings/drones/sunkens held.
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what happens if you get proxy 2 gated as a zerg who goes 12 hatch? if the protoss cuts probes he can even get 4 zealots in your base before your pool finishes. this happened to me, i scouted it with my 12th scouting drone, i reacted by canceling 12 hatch and making 12 pool and a sunk in main, then he contained me with zealots and cannons down my ramp on python, whilst expanding everywhere.
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On October 03 2009 08:01 saltywet wrote: what happens if you get proxy 2 gated as a zerg who goes 12 hatch? if the protoss cuts probes he can even get 4 zealots in your base before your pool finishes. this happened to me, i scouted it with my 12th scouting drone, i reacted by canceling 12 hatch and making 12 pool and a sunk in main, then he contained me with zealots and cannons down my ramp on python, whilst expanding everywhere.
It's a build order counter... kinda like bbs vs 12 hatch... you're pretty screwed honestly, you'll probably lose the nat hatch. HOpefully you scout before and can cancel.
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On October 03 2009 05:50 ProoM wrote:Show nested quote +On October 03 2009 03:23 Chill wrote: To the OP, I can offer this, although I didn't watch the reply (at work):
If you survive the initial 2 gate, you are quite ahead, even if Protoss decides to expand. The economy boost from expanding after 2 gate takes quite awhile to kick in. I know it feels like you waste a lot of money on static defense and he is getting a free expansion out of it, but try to consciously think that it's not like that. You need to fight the lessons that playing 3 base vs Protoss FE has taught you.
What you should do is use 12 speedlings to keep him in his base. You don't need enough defense to live a second zealot attack, you just need the speedlings to keep him guessing. No one is going to move out against 12 speedlings with slow zealots, because there could be 48 zerglings waiting, or a runby counter planned - there's no way for Protoss to know. While this is happening, you are simultaneously teching and making a lot of drones. The tech choice doesn't matter at this point, because he is completely in the dark, he has to defend against hydras, mutas and lurkers. Any one you choose is fine. Do not leave your base until you have this tech out. Once you have the tech out, take a third and fourth base with overlord detection, use your tech to keep him in his main, and begin to power ASAP.
The transition point a lot of people miss, is switching from tech to power. They see the lurkers / mutas keeping protoss in his main for so long that they make a ton of drones and have a small army. Protoss then gets enough of the necessary unit (archons / templar / observers) to break out with a very large army and rolls over Zerg. So you need to prepare for this moment ahead of time. Protoss will feel like he's been in his main for 5 minutes and will start to get a little frantic, so when he gets out he will definitely be attacking. If you can survive this attack you will be quite a bit ahead, with Protoss still unable to scout and unable to take a third base. At this moment you can split larva between drones and units, switching over to pure units as you feel Protoss is going to try one more attack. Hive should have kicked in at this point and you should feel fairly comfortable.
Sorry I can't tailor my advice to the specific game at hand. I'll try to watch it when I get home. Nice post, but I have few questions: Do you suggest getting ling speed before the lair? what if P tries to take 3rd (for example island expo, or small choke expo by putting a lot of cannons there)? Also, if you see 9/9 gates with 1 zealot and 4 probes coming in, should drones be used to defend? Thanks! (anyone can answer!). (Ok, except StarChief, but he's banned anyways  ). Also what if P does move out with his first ~12-15 zealots, relying on his cannons and wall-in? Thanks!
Well that's pretty far into the game if toss has shuttles, is going on a third, and can afford a ton of cannons. That's not really dealing with 2gate anymore is it?
By the time he has 12-15 zealots and cannons/wall-in (which would have to be off one base) you should be sitting on 3 hatch with a few sunkens + sim city. Because if he has 12-15 zealots he'll have speed as well. Judge the timing yourself whether you should get mutas or hydras or just more lings (if for some reason he's lacking a spinning forge).
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Alright im watching the replay and ill give what i can as i watch it
by 3:30 you defended so far so good losing only 1 drone and killing a zealot and 3 probes.
at 3:37 you have 8 zerglings engaging 2 zealots and they start to run away while 2 more zealots arrive. Your zerglings are in between them and in my opinion you should have ran back and forth between the reinforcing zealots and the 2 that ran away (keep them from grouping up because groups of zealots in a wall or clump kill lings faster than you think, but lone zealots die fast to zerglings). Your goal here would have been to either get a zealot kill or 2 or at least force him to run back to his ramp. Instead you ran your lings back to your sunks. You also have poor macro... I have 90 APM average and my macro is better than yours. Macro is IMPORTANT.
Ideally like i said above you should have your lings in the middle of the map threatening a counter so he has to camp his ramp. If he doesnt react and instead is camping outside your nat at this point in the game then you should be ready to kill reinforcing zealots ( use reinforcing lings and 2 sunks you had to stop the 4 zealots he had)
What is all that APM for? You arent harassing or doing any micro for most parts of the game yet you have so much idle larva...
at 4:40-4:45 he attacks and fails miserably but then you follow his zealots away from your sunks and lose a ton of lings... poor judgement and poor micro, If you had better micro you might have came out ahead of that battle but if you dont have that good of micro then instead run around and to his reinforcing zealots like i mentioned earlier.
ALWAYS REMEMBER.... + Show Spoiler +Zerg makes drones when they have map control. They make military when they do not. Dont make drones if he is massing zealots and you know hes massing zealots and camping outside your nat. Make drones when you killed a substantial amount of zealots and are ahead enough to defend completely for 2 or 3 production rounds of drones (a production round meaning using 1 larva at every hatchery)
at 5:16 you have 14 zerglings and he has 7 zealots... this is a combination of poor macro and bad judgement to engage earlier in the game. The only think keeping you "alive" is the 3 sunkens and zerglings and buildings in the way. You are hanging on by a thread.
at 5:30 You have 7 drones at your nat with 7 mineral patches and only 5 drones per 9 patches at your main... You have local map control at your nat that prevents his current army from killing you. You need to add drones to your main at this point.
at 5:50, ahhh... not that its a bad idea to take your gas (which you need to tech at this point) but getting at least 9 drones mining minerals at your main should take priority over mining gas.
you sent almost 1/2 of your zerglings out and they all die at his nat... tisk tisk... You already had overlords at both his main and nat so they accomplished nothing, not even scouting info. Your lair is not done and you have too few drones mining minerals but yet you have drones getting gas at both bases, you dont need THAT much gas yet.
6:44 you have 6 idle larva at your nat and 446 minerals... make something!! Dont forget your macro.
@7:30 about 14 zealots attack you and you have 14 zerglings 3 sunkens... and... 7-8 drones morphing? lol? I dont know what to say i cant give you any more advice at this point. + Show Spoiler +You lost more lings than i could count, you lost a hydra den, you lost a few drones, and you werent mining for ages... Thats not what bare minimum defense means. You barely lived and came out drastically behind -_-
All you need is better macro, and better judgement (like when you lost lings after he failed to attack and like when you suicide lings in a miserable attempt to slow his expo) Both of these come with practice and a conscious effort to improve.
Try reading this too: http://www.teamliquid.net/forum/viewmessage.php?topic_id=66048
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Well i hope that helped, if even only a little bit. Good Luck.
Edit: 23-24 minutes into the game the protoss mins out both his main and nat, has no income and only just enough minerals for a nexus and you just let him expand freely.... He had no units at all to defend with. Now he has an expo and units and starts to cannon it up. GG...
Edit 2: LoL you let this happen twice and he even started to long distance mine.
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