Spotting 1base in ZvP - 4 player maps - Page 2
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aTnClouD
Italy2428 Posts
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Always
United States376 Posts
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foppa
Canada451 Posts
On December 15 2009 13:24 lazz wrote: why not 12 hatch and drone scout? if it's a 4 player map the chance of proxy is almost non-existent, and 12 hatch fares a lot better against 2 gate than overpool does because protoss can go core before canon if he scouts you first and the first corsair does so much damage and I would tweak my build a bit to get your first gas way faster like right after your second hatch goes down. 2 hatch spire into 5 hatch play works as well and that should give you enough time to figure out what protoss is doing. your saturation isn't as strong but you lose 0 overlords to the first corsair and protoss in fear builds canons like a retard. its just a variation and you end up in basically the same place with the quick gas you can get a hydra den vs 1 gate play and the third hatch is not too far behind. the tricky part is to figure out what kind of 1 base play protoss is doing if you are cross position and both your overlords go the wrong way. | ||
Adeny
Norway1233 Posts
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sixghost
United States2096 Posts
On December 16 2009 23:34 Adeny wrote: You said you need to know what to do with your drones after the pool pops, which I think is just straight wrong. Just build 12 zerglings every game, he'll have to compensate with cannons or die, you'll be equal or ahead. Remember you're playing zerg here, just do an aggressive build order and attack, it's not that hard. 12 lings with no speed can be pretty easily scouted and stopped with 2 cannons and some probes blocking. Also that is shitty vs 1gate tech too. | ||
BeastofManjura
United States30 Posts
On December 17 2009 00:19 sixghost wrote: 12 lings with no speed can be pretty easily scouted and stopped with 2 cannons and some probes blocking. Also that is shitty vs 1gate tech too. DRONE drill!! then it dont matter what is blocking the ramp and p goes "gg no re" cuz they lose. | ||
BlasiuS
United States2405 Posts
On December 17 2009 03:27 BeastofManjura wrote: DRONE drill!! then it dont matter what is blocking the ramp and p goes "gg no re" cuz they lose. lol? drone drill does nothing against cannons + probe block. And who said anything about ramp-blocking | ||
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Harem
United States11390 Posts
On December 17 2009 03:27 BeastofManjura wrote: DRONE drill!! then it dont matter what is blocking the ramp and p goes "gg no re" cuz they lose. It's not even guaranteed that an Ovie will be able to see the minerals on a 4p map. | ||
zulu_nation8
China26351 Posts
Also you need to save the larvas after the initial 6 lings or however many you decide to build until you see what toss is doing, you can't not scout and proceed to use every larva for drones. | ||
ProoM
Lithuania1741 Posts
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Blind
United States2528 Posts
On December 15 2009 13:14 sixghost wrote: Even jaedong ran into this problem a few weeks ago when he placed his 3rd hatch in movies nat because he didn't scout past the nat of Movie's base. VOD please? | ||
Shikyo
Finland33997 Posts
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Shikyo
Finland33997 Posts
This was Pusan. Search Jaedong Pusan on YouTube | ||
w3jjjj
United States760 Posts
In the Jaedong example you gave, Jaedong actually sent his first ovie to the right direction, but he didn't even bother to check the main cuz he was so confident that P will FE, he changed his ovie direction as soon as he saw the nat was empty, that's the reason he didn't see the 1 base. At your level, you just can't get away with that kind of risky play. You gotta realize that even pro zergs cannot copy what Jaedong does, I say you shouldn't try too hard to do what he does. If you don't like to drone scout, you can send first ovie to 1 close base, send 1 ling to the other close base, and the rest of your lings diagonal. You are not gonna get an attack out of overpool anyway, it's a defensive build. If you can't survive a 2 gate, that's a skill issue, it has little to do with scouting. P cannot push with his first 3 zealots if you overpool, if he pushes you just run ur lings around into his base and kill probes, with good micro, you can do more damage to justify even a cancel on ur nat hatch. Therefore P will wait for at least 5 zealots and he has to leave 2 on the ramp, so you are really dealing with 3 zealots and 1 probe, which is not that hard... If P waits for 7 zealots so he can push with 5, your hatch should complete and you can make sunkens by then. Fighting spirit is too huge a map for 2 gate to really be effective. You can always place 3rd in base if you are not sure, honestly it's not a big deal to expand with 4th hatch... | ||
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