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zerg 12 hatch/overpool risk/benifit? - Page 3

Forum Index > Brood War Strategy
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WhoNeedsMacro
Profile Joined July 2010
Canada43 Posts
August 17 2010 19:49 GMT
#41
12 Hatch gives you a huge advantage vs Terran, but vs Toss..... Well, usually, overpool vs toss is better I think, because unless the toss didn't get first scout on you, hes going to delay your hatchery like crap >:[. Then you have to throw down your pool and move your hatchery to your 3rd position, which delays everything about 12hatch overall o_o.
Until the day of his death, no man can be sure of his courage.
explicit
Profile Joined August 2010
52 Posts
August 17 2010 21:07 GMT
#42
If 9 OL is more economical then overpool, why would anyone want to go overpool in any MU that is not ZvZ. Zerg is not capable of early pressure with lings in other matchups, unless they fail their wall somehow. I'd favor 13gass/pool if going late expo.

And is 12 hatch proven to put you in a better position for the intial push/harass even? Sounds abit early to me, either making the pool come later or putting your econ so much behind that you'll either have less workers or food in total at the time when most pushes come - compared to a 14 or 15 hatch that is.
Severedevil
Profile Blog Joined April 2009
United States4838 Posts
August 17 2010 21:40 GMT
#43
What is 9 OL? Overpool uses 9 Overlord. So do 12 Pool and 12 Hatch.

Overpool (and especially 9 Pool or 4/5 pool) punishes greedy plays and proxy plays. It's bad against most one-base plays since they just hold their ramp, and normally have plenty of units to do so, so the timing at which you have more Zerglings than a 12 hatchery build is rendered useless. (Although it would punish an extremely greedy one-base tech build. If Terran assumed the Zerg would 12 hatch, Terran might skip a wall and marines and rely on his first vulture to deal with Zerglings. Or a Protoss might tech straight to Corsair or even Reaver without delaying at all for ground units.)

One-base plays aren't the standard, however, and a 9 Pool/Overpool (and even 12 pool, sometimes) can force the Terran or Protoss player to delay their expansion and/or build extra static defenses.
My strategy is to fork people.
explicit
Profile Joined August 2010
52 Posts
August 17 2010 22:02 GMT
#44
On August 18 2010 06:40 Severedevil wrote:
What is 9 OL? Overpool uses 9 Overlord. So do 12 Pool and 12 Hatch.

Overpool (and especially 9 Pool or 4/5 pool) punishes greedy plays and proxy plays. It's bad against most one-base plays since they just hold their ramp, and normally have plenty of units to do so, so the timing at which you have more Zerglings than a 12 hatchery build is rendered useless. (Although it would punish an extremely greedy one-base tech build. If Terran assumed the Zerg would 12 hatch, Terran might skip a wall and marines and rely on his first vulture to deal with Zerglings. Or a Protoss might tech straight to Corsair or even Reaver without delaying at all for ground units.)

One-base plays aren't the standard, however, and a 9 Pool/Overpool (and even 12 pool, sometimes) can force the Terran or Protoss player to delay their expansion and/or build extra static defenses.

I just assumed overpool meant going pool at 10 and then overlord at nine again:p

But 12 hatch i though meant you'd go double extractor into hatch at 12, then pool at 11 and OL at 10 again. Just tested this and pool+hatch finished at the exact same time with some money for queens.

Ill check 9OL with 12 hatch now
koreasilver
Profile Blog Joined June 2008
9109 Posts
August 17 2010 22:19 GMT
#45
For god's sake, this is the Brood War forum.
Severedevil
Profile Blog Joined April 2009
United States4838 Posts
August 17 2010 22:22 GMT
#46
This is a Broodwar thread. You're talking about SC2.

In Broodwar, supply is capped at 9 until you build an overlord (or another hatchery). Hence 9 pool and 9 overlord are the normal two branches. 9 pool can be followed with gas & overlord, or with Extractor Trick --> 10th drone & overlord. 9 Overlord is normally followed with a pool ("Overpool"), or some drones --> pool ("12 Pool"), or some drones --> hatch --> pool ("12 hatch"). There are other options, but those are the normal choices.
My strategy is to fork people.
J1.
Profile Joined March 2011
United States2 Posts
March 09 2011 10:05 GMT
#47
I agree with Uncle NayNay 100%.

The overpool build is a standard and the correct way to go versing any random protoss you have never met on the ladder. If you 12 Hatch versing a normal 2 gate with the protoss bringing some probes, you will get overrun easily. If you see that the protoss forge fast expanded, you are safe and you don't need to make many lings and start pumping drones again.

The 12 hatchery build versing a Terran should be fine. Your lings plus sunkens should be enough to defend any early pressure and will give you a big economical lead against your opponent.

This should be important to any new and upcoming zerg to use as a guide because often times, 12 hatchery can lead to easy losses for no reason versing a protoss.
JMave
Profile Blog Joined December 2007
Singapore1803 Posts
March 09 2011 13:55 GMT
#48
On March 09 2011 19:05 J1. wrote:
I agree with Uncle NayNay 100%.

The overpool build is a standard and the correct way to go versing any random protoss you have never met on the ladder. If you 12 Hatch versing a normal 2 gate with the protoss bringing some probes, you will get overrun easily. If you see that the protoss forge fast expanded, you are safe and you don't need to make many lings and start pumping drones again.

The 12 hatchery build versing a Terran should be fine. Your lings plus sunkens should be enough to defend any early pressure and will give you a big economical lead against your opponent.

This should be important to any new and upcoming zerg to use as a guide because often times, 12 hatchery can lead to easy losses for no reason versing a protoss.


i've heard people say that going 12 hatch is a better situation to be in rather than a 9 pool. all you have to do is to let your hatch take a few hits, save up lings and plant down a sunken and you will be in a good position.
火心 Jealous. I always loved that feeling when I was young. Embrace it.
hellbound
Profile Joined April 2010
United Kingdom2242 Posts
March 09 2011 14:42 GMT
#49
On March 09 2011 22:55 JMave wrote:
Show nested quote +
On March 09 2011 19:05 J1. wrote:
I agree with Uncle NayNay 100%.

The overpool build is a standard and the correct way to go versing any random protoss you have never met on the ladder. If you 12 Hatch versing a normal 2 gate with the protoss bringing some probes, you will get overrun easily. If you see that the protoss forge fast expanded, you are safe and you don't need to make many lings and start pumping drones again.

The 12 hatchery build versing a Terran should be fine. Your lings plus sunkens should be enough to defend any early pressure and will give you a big economical lead against your opponent.

This should be important to any new and upcoming zerg to use as a guide because often times, 12 hatchery can lead to easy losses for no reason versing a protoss.


i've heard people say that going 12 hatch is a better situation to be in rather than a 9 pool. all you have to do is to let your hatch take a few hits, save up lings and plant down a sunken and you will be in a good position.


Depends on how early the gates are and if they are proxied or not. If he 2gates inbase 12 hatch is the best build to deal with it for me.
Mortality
Profile Blog Joined December 2005
United States4790 Posts
March 09 2011 19:50 GMT
#50
12 hatch is actually better for dealing with 2 gate in-base. 2 gate proxies it kind of depends a little on where his proxy is located.

The thing is, you're going to need the extra lings from that second hatch. If you overpool, then you will have 6 lings out when he only has 1 zealot, but if he waits a little bit he will have zealots coming out of 2 gates while you can only produce lings as fast as you get larva off 1 hatch, which is no good.

Generally 9 pool builds are better because they offer more versatility. 1 base 2 gate builds are sort of their weakness, but the effectiveness of 1 base 2 gate is very map dependent to begin with.
Even though this Proleague bullshit has been completely bogus, I really, really, really do not see how Khan can lose this. I swear I will kill myself if they do. - nesix before KHAN lost to eNature
meegrean
Profile Joined May 2008
Thailand7699 Posts
March 10 2011 15:58 GMT
#51
I always overpool when I play ZvP and it served me pretty well. Safety first.
Brood War loyalist
shinjin
Profile Joined January 2010
United States398 Posts
March 17 2011 07:59 GMT
#52
On August 18 2010 07:02 explicit wrote:

I just assumed overpool meant going pool at 10 and then overlord at nine again:p

But 12 hatch i though meant you'd go double extractor into hatch at 12, then pool at 11 and OL at 10 again. Just tested this and pool+hatch finished at the exact same time with some money for queens.

Ill check 9OL with 12 hatch now


what a winner

hmm, this thread is interesting. I always thought 3 hatch before pool was plausible in zvp for some reason, so if they put the nexus right after forge, you would still have an econ advantage
give it one more try because the best things in life dont come free.
Frigo
Profile Joined August 2009
Hungary1023 Posts
March 17 2011 10:08 GMT
#53
Nowadays I go gastrick-drone-overlord-10hatch-11pool, pump drones till 13, 8 lings when pool finishes, hatchery right after that. Can be adapted easily against bunker rush and 2gate, still has problems with proxy 2gate. Greedy terrans can be pressured with the lings, greedy tosses less so, they usually have a cannon up already.

http://www.fimfiction.net/user/Treasure_Chest
Taekwon
Profile Joined May 2010
United States8155 Posts
March 17 2011 13:13 GMT
#54
On March 17 2011 16:59 shinjin wrote:
Show nested quote +
On August 18 2010 07:02 explicit wrote:

I just assumed overpool meant going pool at 10 and then overlord at nine again:p

But 12 hatch i though meant you'd go double extractor into hatch at 12, then pool at 11 and OL at 10 again. Just tested this and pool+hatch finished at the exact same time with some money for queens.

Ill check 9OL with 12 hatch now


what a winner

hmm, this thread is interesting. I always thought 3 hatch before pool was plausible in zvp for some reason, so if they put the nexus right after forge, you would still have an econ advantage


With the current PvZ meta, the Neo-Bisu build makes it incredibly dangerous to get more than two hatches before pool. Not only does it allow Toss to punish more effetively. but it severely delays tech needed to counter Neo-Bisu like mutas and lurkers.
▲ ▲ ▲
Zyferous
Profile Joined September 2010
United States270 Posts
March 17 2011 13:15 GMT
#55
12 Hatch is basically standard versus all terran. The threat of a bunker rush can be thwarted by the (undesirable) pulling of ~6 drones. Other than that, small groups of marines pose no large threat as your first zerglings will make short work of them.

12 Hatch/Overpool ZvP is really match specific. What I find is that if it is a 4 player map, I will 12 hatch, and if it is a 2 player map, I will overpool. My reasoning is that unless they scout you first, a 12 hatch will deny any opportunity of them blocking your expansion. In addition, if they don't scout you first, protoss will be tempted to place at least one or two cannons down preemptively anyways. Overpool on a 2 player map will force the protoss player to build two cannons at his natural, or outright kills him if he somehow decides to only build one cannon or 14 nex's.
Jaedong forever.
DarkMatter_
Profile Joined January 2010
Canada1774 Posts
March 17 2011 14:26 GMT
#56
On August 15 2010 04:46 ArvickHero wrote:
vT if you decide to go for a 9 pool, then you should just go 9 pool burrow

I've always wondered how effective that is (assuming Terran is going for the usual fast expand and not some one base play). Does the zerg come out economically ahead? It'd be great if someone could shed some light on this.
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