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[--replay--]
I caught on to the hydra break fairly early and built bunch of cannons and went for HT right away.. but the storm timing was 10 second too late. (I even canceled stargate and built adun instead)
is there anything I could've done better strategically? (other than making more units.. yea i'm working on that. Although my money count was consistently lower than the opponent i think)
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yea i stopped watching when you built 2 more gateways and still had no zealots when he started his attack
good call on massing cannons though... build zealots next time, you had the minerals, and you had the gateways
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the point of hydra breaks is to deny your enemy's scouting probe so that you can actually go for an all-in....
just scout it and add more cannons
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Just as Prototype said, you didn't build any zealots the entire game. While your adding cannons was the right thing to do, maybe better positioning and a few zealots would have helped.
You massed cannons somewhat well, but don't be afraid to add more, even locking yourself in with cannons if necessary. Remember that a three-hatch hydra break is an all-in, meaning that even if you spend 1000 minerals on cannons, your opponent is:
(1) Behind economically. (2) Behind technologically. (3) Probably without a backup plan.
Check out the recent Stork vs. Kwanro game for a (six) hydra bust defense(s). Notice how when Stork loses a cannon, he immediately rebuilds it (which you should have done more actively). See his cannon placement, his use of zealots, and so on.
I wouldn't be too frustrated if I were you. It seems that you already have the usual suspects handled; your cannon placement isn't atrocious, your reaction with probes was fair enough, and your scouting was spot on. If you just rebuild your cannons and get some zealots, you can handle this a lot better in the future.
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just gonna go through rep and point out your mistakes
1. you scouted overpool. on HBR you can 13 nex 13 cannon against overpool safely.
2. cannons placed incorrectly. memorize the exact position of your nexus. you want 1 cannon on the bottom left of nex ( or top right on the opposite spawn position) to cover the potential ling run by by the back mineral patch. you also want your cannons to be as parallel as possible to defend your nat choke point against the potential hydrabust. in this rep they were spaced strangely, to be exact the bottom left cannon shouldve been parallel above the right one.
3. sloppy build order. you built a pylon because your cannons were built before nex so the supply form the nex was going to be late. this is the correct thing to do. however, because you stopped your probe production and the nex warped in at 16 supply, the early pylon was a complete waste of minerals because the nex was then giving you supply.
4. probe hiding behind your forge lol
5. your build order is just messed up. let me give you a tech order you should follow in order to give you some sort of direction
Stargate +1 weapons Sair Citadel (if you got your gas early and can afford to warp in citadel while stargate is warping in, then do so before sair) Legs 2nd Gate Cannon in main mineral line as your sair heads towards his main to check his Spire timing (this is to defend against muta-all-ins and give your sairs a safe spot against scourge Constant zeal production Archives 2 more gates.
as your +1 speed zeals are headed towards the zerg base produce 4 templars to start gathering energy. if executed correctly you WILL severely damage or kill most D and low C zergs.
and for a follow up: decide based on what you saw with your +1 attack whether to do sair/DT and a quick third or a 7-8 gate way push. a huge push with like 8 gateways and a 60% goons 20% temp 20% zeal army will crush most D-C- zergs.
ok back to the rep and why you lost. you got your cannons up which is good. however, YOU HAD NO UNIT PRODUCTION you needed 4 or 5 gates pumping speed zeal temp to be able to defend this properly. in general speedzeal temp crushes hydras and are considered the counter.
so, when you scout early hydras, put cannons up but dont stop pumping probes! you need good probe saturation to get your gateways up and speedzeal temp out to defend
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On January 15 2010 14:49 lazz wrote:
so, when you scout early hydras, put cannons up but dont stop pumping probes! you need good probe saturation to get your gateways up and speedzeal temp out to defend
I always thought that the moment you scouted mass hydras you should immediately cut probes... Is this why I lose?
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you cut probes long enough to get your cannons up. you basically cut everything to get 5+ cannons warping in, then resume normal production. once he starts busting in, if you think you won't have enough minerals to replenish your cannons as he kills them, then i suggest cutting probes again to get them back. try not to cut zealots in those cases.
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On January 15 2010 15:33 love1another wrote:Show nested quote +On January 15 2010 14:49 lazz wrote:
so, when you scout early hydras, put cannons up but dont stop pumping probes! you need good probe saturation to get your gateways up and speedzeal temp out to defend
I always thought that the moment you scouted mass hydras you should immediately cut probes... Is this why I lose?
No, imo probe saturation is the least important thing when defending against hydra breaks. If you defend, it's almost impossible not to have a ridiculous advantage because:
1) you can skip robo, sair production, and anti-muta cannon to immediately gate 6 gates 2) zerg economy will be terrible 3) you can optimize your unit composition by going 100% zeal/temp
These advantages will not be greatly effected if you're down a few rounds of probes. It generally only matters if the game doesn't end, you end up expoing to a 3rd, and you still have low probe numbers.
My point being that, as I see it, you shouldn't even be thinking about making probes when defending against a hydra break. You beat the break first, and then you'll be ahead regardless of how many probes you made during the time you were defending.
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He's wrong, you do cut probes and you don't worry about probe saturation because you already have 3-4x as many workers.
You cut them to maximize the amount of cannons you can build. Only after you can secure a decent unit spam and templar tech should you resume.
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CUT PROBES, get masses of cannons and build zealots while waiting for the storm move you zealots back and forth between the cannons and hydras and let them take the damage instead of the cannons, but don't move to far so that hydras won't get free shots. do this untill you get your storm finished and voilá, you have the advantage and zerg should be dead soon
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try to scout better and when u scout this build couple zealot to buffer cannon and tech to dt.
mass more cannon so long you can live thru the early-mid game he should gg
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On January 19 2010 12:25 AlwaysGG wrote: try to scout better and when u scout this build couple zealot to buffer cannon and tech to dt.
mass more cannon so long you can live thru the early-mid game he should gg dt?? what are you going to do with dts? obviously any zerg over D- rank will bring overlord..
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1. Hide probe 2. Scout
Mass cannons. Your first sair should scout 3h hydra almost in time.
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Scouting is very important in pvz, you should fly around with your corsair and watch his hydra count if you identify him going some kind of early break, and keep a probe outside his base so that you no when he is moving out, 2-3 additionally cannons should keep you quite safe. Another factor is that you dont want your pylon exposed as he can snipe your pylon and render all your cannons neutralized.
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in response to all the people saying add zealots, dragoons in most cases helps more vs hydra break. Just try it out.
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Mass cannons, if you have extra resources, get Zealots from the Gateways, if you have more resources, build more gateways. After you stop the break, you probably have the game by then if you don't do anything stupid.
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On January 20 2010 12:10 evanthebouncy! wrote: in response to all the people saying add zealots, dragoons in most cases helps more vs hydra break. Just try it out. how do dragoons without goon range upgrade do better than zealots with cannons?
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On January 20 2010 12:58 prototype. wrote:Show nested quote +On January 20 2010 12:10 evanthebouncy! wrote: in response to all the people saying add zealots, dragoons in most cases helps more vs hydra break. Just try it out. how do dragoons without goon range upgrade do better than zealots with cannons?
100x better than zealots without speed.
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On January 19 2010 13:49 Piste wrote:Show nested quote +On January 19 2010 12:25 AlwaysGG wrote: try to scout better and when u scout this build couple zealot to buffer cannon and tech to dt.
mass more cannon so long you can live thru the early-mid game he should gg dt?? what are you going to do with dts? obviously any zerg over D- rank will bring overlord..
DT is the correct response because if you can pick off the OL it's an instant win - at the same time they are slow overlords. They are quite effective assuming you didn't lose to the INITIAL break(s).
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