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On December 24 2009 19:05 jodogohoo wrote:i was going to tell you to do this, then i realized i could do it myself. : ] Don't forget to type TRUE TRUE FALSE TRUE TRUE TRUE FALSE FALSE the whole game...
Or when you're about to die say "oh, I guess this doesn't work on this map."
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Read the thread properly, it actually has posts about it.
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U can use my test ZvZ build - first you need to 12 hatch expand. If you die to 9pool remake. Basically you need to expand. Then you get medium drone saturation and focus on lings. The idea is that you make lots of lings - but opponent does the same. Then make an evo and start making carapace - then make 4->6 spores. And tech to ultras!!! When hive is done add spores if needed. When you have +3 ultra carapace and around 7ultras+many lings attack. You trade your lings vs his lings.. mutas attack your ultras but pityful 9damage does not much vs your 4 carapace ultras - try to kill his drones. Then switch to mutas and win; while continuing harass with ultras XD
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ZvP - Do 3 hat spire into 5 hat, but go fast +1 armor and mass lings to save up gas for ultras. Go quite fast hive and get dual upgrades. Skip any lurkers or mutas, just pure lings untill ultra/defiler comes out
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For PvZ reverse sim-city, I looked at the replay a couple posts back. The start was good, but the P kind of sucked and didn't know how to follow up. I think it'll take a bit of probe cutting, but no more than a regular FE would. First 700 minerals for buildings go to the pylon, 2 cannons, forge, and gate at the Z's nat.
I believe that if you send out your fifth or sixth probe, you have enough eco, and you're fast enough for at least an overpool. 9 pool might be a bit too fast, but only if they don't hesitate at all and try an immediate runby. Once you have the entire sim-city set up, they need to build sunkens to break it.
Then you build another pylon, forge, and gateway at your natural, plus a Nexus. Add two cannons when they break the sim-city at their base, and just play as normal.
Their natural is already delayed a lot, so they need to waste maybe 400 or 500 minerals to even it out. Considering they need one or two sunkens (depending on the range), that's 250 minerals in lings, or just 10 lings more than they would have originally built. I think it's worth it.
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probe rush the opposition. as in take all 4 starting probes and harass the other guy and use the fifth probe to build up your economy, i believe nal ra did it or some other pro gamer
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7 rax proxy into bunker rush. pull 4-5 sev's.
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Try 12pool or overpool and then make hatch where your sunken could reach protoss's probes (example: destination and place your 2nd hatch behind his natural so he can't see it then make 1-2 sunks and an overlord 
And i always wondered if you could go somekind of very fast defiler tech in ZvZ like 2 base defiler with lots of spores to support you. then quickly reaserch plague and make either hydras or prefered mutas since it would be easier to have mutas and making scourge while in lair -> plague time... and then transfer to mutas 
And what about sair/dt in PvP make like 5 sairs and obs with speed kill his obs and let the dts have fun
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You picked a really shitty map for the Proxy hatch ZvP one
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TvP vulture/medic marine make it work.
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You could try out this old 2001ish zvz build i used to do, i remember it being pretty fun and effective and the odd times ive tried it since then vs d- zergs in offrace games its worked. Anyway you basically go 12hatch inbase, get a quick evo and research armor with first 100 gas and go 2hatch hydra/ling, as many hydras as you have the gas for, rest of mins on lings
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lots of dark archons. in all match ups
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On December 25 2009 04:50 Chef wrote:Show nested quote +On December 24 2009 19:05 jodogohoo wrote:i was going to tell you to do this, then i realized i could do it myself. : ] Don't forget to type TRUE TRUE FALSE TRUE TRUE TRUE FALSE FALSE the whole game... Or when you're about to die say "oh, I guess this doesn't work on this map."
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I was gonna keep this for myself but I suck so much I can't pull it off. TvZ +1 armor marines vanilla style (no medic, no academy)
depot > barrack > refinery > ebay 2 scvs on refinery > get 100 gas then take off upgrade +1 armor as soon as ebay is done move out with 6-8 marines and sit at zerg's choke, force zerg to sunken add barracks and depots as you go along, rally to zerg's choke outside of their vision should have 3 barracks pumping marines return scvs to gas when minerals are well saturated attack when +1 armor is done (this should be well before mutas or lurkers)
add academy (research range/stim and get medics if fails) add 2-3 more barracks if you succeed in breaking, or expand if you fail since you have an ebay already, you can turret up for muta harass
if game still progressing, transition into regular TvZ bio
edit: this is mainly for sunken breaking without medics (since marines with +1 armor can withstand 3 hits instead of 2)
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On December 26 2009 14:52 Not_Computer wrote: I was gonna keep this for myself but I suck so much I can't pull it off. TvZ +1 armor marines vanilla style (no medic, no academy)
depot > barrack > refinery > ebay 2 scvs on refinery > get 100 gas then take off upgrade +1 armor as soon as ebay is done move out with 6-8 marines and sit at zerg's choke, force zerg to sunken add barracks and depots as you go along, rally to zerg's choke outside of their vision should have 3 barracks pumping marines return scvs to gas when minerals are well saturated attack when +1 armor is done (this should be well before mutas or lurkers)
add academy (research range/stim and get medics if fails) add 2-3 more barracks if you succeed in breaking, or expand if you fail since you have an ebay already, you can turret up for muta harass
if game still progressing, transition into regular TvZ bio
edit: this is mainly for sunken breaking without medics (since marines with +1 armor can withstand 3 hits instead of 2) whats the point if they cant stim..
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