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Active: 31392 users

mentality behind 2 hatch lurker

Forum Index > Brood War Strategy
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radialis
Profile Joined November 2010
726 Posts
Last Edited: 2010-11-20 17:08:50
November 20 2010 17:07 GMT
#1
i was reading the liquipedia article about it and i have a question.

my friend always says 2 hatch lurker is a "cheesy boring build that's pretty much all-in" and i was wondering about this statement and the mentality behind 2 hatch lurker. i've also heard from others that it's pretty much a "noob opening". i know these statements are kind of ignorant, but what's the basis behind them? isn't 2 hatch lurker all about setting up a contain and then teching to defilers or something? how is that cheese/all-in? is 2 hatch lurker meant to end the game or something? i understand that 1 hatch lurker is basically all-in but 2 hatch lurker still eludes me. i always thought they had totally different mentalities. 1 hatch lurker had little zergling usage whereas 2 hatch lurker needs a good 20ish zerglings to be effective.
seRapH
Profile Blog Joined April 2009
United States9756 Posts
November 20 2010 18:00 GMT
#2
Well for one 2-hatch lurker aims to break the nat and then take control of the ramp against bio, and if it fails you're kinda behind in economy and will be unable to support the defilerlurkerling needed to defend against 2-base terran.
boomer hands
guMmiwormz
Profile Blog Joined April 2008
United States312 Posts
November 20 2010 18:01 GMT
#3
2 Hatch Openings are really flexible in terms of being "all in" or macro oriented.

http://www.teamliquid.net/forum/viewmessage.php?topic_id=94510

is a really good guide of strong 2 hatching. You can do the build outlined in that thread, which is fairly macro oriented or you can always go allin with it.



So to sum it up, no its not an automatic all in opening. It can transition easily into the lategame.
kineSiS-
Profile Blog Joined September 2009
Korea (South)1068 Posts
November 20 2010 18:22 GMT
#4
On November 21 2010 03:01 guMmiwormz wrote:
2 Hatch Openings are really flexible in terms of being "all in" or macro oriented.

http://www.teamliquid.net/forum/viewmessage.php?topic_id=94510

is a really good guide of strong 2 hatching. You can do the build outlined in that thread, which is fairly macro oriented or you can always go allin with it.

http://www.youtube.com/watch?v=lpIQibaixl4

So to sum it up, no its not an automatic all in opening. It can transition easily into the lategame.


Yah.... I really disagree about the macro oriented part...

If you want to have a macro-based play you usually opt for 3 Hatch Muta or Lurker.
When you go 2 Hatch anything, you have to do damage or else you're really behind in terms of economy and in a short while WILL be behind in army size also.
ninazerg
Profile Blog Joined October 2009
United States7291 Posts
November 20 2010 18:31 GMT
#5
The mentality behind this build is that the lurkers must do damage in order for you to have an advantage in the match. It's same idea as going 2-Hatch Mutalisks, however, Lurkers don't have same flexibility and speed as Mutalisks, so unlike Mutas, Lurkers either have to run up and break the opponent's front as soon as possible, or else you have to wait for Overlord drop tech to finish, or Hive tech.

I only recommend this build if you want to skip D and go to D+ in like 2 hours instead of playing longer games.That being said, there's already too many all-in Zerg users at the D ranks, which is driving our Terran friends insane as it is.
"If two pregnant women get into a fist fight, it's like a mecha-battle between two unborn babies." - Fyodor Dostoevsky
guMmiwormz
Profile Blog Joined April 2008
United States312 Posts
November 20 2010 18:36 GMT
#6
On November 21 2010 03:22 kineSiS- wrote:
Show nested quote +
On November 21 2010 03:01 guMmiwormz wrote:
2 Hatch Openings are really flexible in terms of being "all in" or macro oriented.

http://www.teamliquid.net/forum/viewmessage.php?topic_id=94510

is a really good guide of strong 2 hatching. You can do the build outlined in that thread, which is fairly macro oriented or you can always go allin with it.

http://www.youtube.com/watch?v=lpIQibaixl4

So to sum it up, no its not an automatic all in opening. It can transition easily into the lategame.


Yah.... I really disagree about the macro oriented part...

If you want to have a macro-based play you usually opt for 3 Hatch Muta or Lurker.
When you go 2 Hatch anything, you have to do damage or else you're really behind in terms of economy and in a short while WILL be behind in army size also.


Take a look at the guide. Its written by a pretty high level zerg. The notion of the build is to get a early contain early on and pump mass drones by containing him.
Severedevil
Profile Blog Joined April 2009
United States4836 Posts
November 20 2010 20:08 GMT
#7
If you make a lot of lurkers and zerglings, you must go all-in. If you don't, you needn't go all-in.

2 hatch lurker is not as stable as 2 hatch muta due to lurkers' lower flexibility and inability to chase down a bio army. But it also allows for much faster defilers and less twitchy muta micro.
My strategy is to fork people.
krndandaman
Profile Joined August 2009
Mozambique16569 Posts
November 20 2010 20:47 GMT
#8
--- Nuked ---
djcube
Profile Blog Joined July 2009
United States985 Posts
November 20 2010 21:17 GMT
#9
There's a lot of follow ups to 2 hatch lurk. I've faced 2 hatch lurker into all-in (most common), mass expand after containing, or fast defiler tech after containing.
n.DieJokes
Profile Blog Joined November 2008
United States3443 Posts
November 20 2010 21:35 GMT
#10
There are a ton of variations of 2 Hatch lurker. The most common one on ladder is probably 2 Hatch all in where you basically try and crush the nat with fast lurkers and a ton of lings its super boring and fails if scouted and the terran isn't greedy and bunkers hard. The mentality of 2 hatch lurker is you get the lurkers out fast so you can contain the Terran until he has vessels. In the time when he's contained you have the freedom to do whatever you want without having to worry about Mnm groups run around the map. You can take your third and power drones very safely as long as your good with your timings and switch back to production in time to delay the first vessel push, you can fast tech to defilers off two base and break his nat. which is super gay and hard for the Terran to stop. You can tech switch to muta which is my favorite variation to take advantage of the lack of turrets. T
MyLove + Your Love= Supa Love
_Quasar_
Profile Joined October 2010
Russian Federation4405 Posts
November 20 2010 21:35 GMT
#11
i often go 12pool -> 2 hatch lurk
For the Swarm!!! Jaedong & Neo_G.Soulkey fan.
n.DieJokes
Profile Blog Joined November 2008
United States3443 Posts
November 20 2010 21:44 GMT
#12
On November 21 2010 06:35 _Quasar_ wrote:
i often go 12pool -> 2 hatch lurk

Same, i really like getting the lings out quickly to deal with scouting and give some kind of deterrent against moving out at weird timings. Anything to make the contain easier really, I figure it doesn't really matter if I have a few less drones as long as I get the contain cause I'll make those up when I power
MyLove + Your Love= Supa Love
NeVeR
Profile Blog Joined January 2009
1352 Posts
November 20 2010 21:54 GMT
#13
it's all-in at high levels of play because if terran scouts it he doesn't have to make any turrets and his economy skyrockets, where as yours is very bad. with 2 hatch lurk you basically have to break his nat. if you don't, terran's going to have a big advantage and can move out quite quickly.
BruceLee6783
Profile Joined March 2007
United States196 Posts
November 20 2010 22:06 GMT
#14
2 hatch lurker openings are very often used in conjunction with drop tech.

You drop lurkers in an area you believe won't be easily spotted, then you split the lurkers up and bury in various places in hope's that terran runs out of scan before he can kill all of them.

If he makes the mistake of sending everything he has into his main, then follow up your drop with another one into his nats mineral line.
You have enemies? Good. It means you stood up for something.
Xiphos
Profile Blog Joined July 2009
Canada7507 Posts
November 20 2010 22:37 GMT
#15
You could just do an Effort-esque build if Terran scouted it. Terrans will be starting to turtle up but then you can just expand and go for a 3 hatch hive play.
2014 - ᕙ( •̀ل͜•́) ϡ Raise your bows brood warriors! ᕙ( •̀ل͜•́) ϡ
radialis
Profile Joined November 2010
726 Posts
November 21 2010 02:34 GMT
#16
Thanks for all the replies. So basically it's less flexible than 2 hatch muta, and you can choose to either macro up by setting up a contain or all-in. Most times I see it in pro games, people choose to all-in the Terran though? E.g. that JD vs Baby game or Killer vs Sea. Any reason for this? Is it because it's quite hard to transition out of if it's scouted?
Holgerius
Profile Blog Joined January 2009
Sweden16951 Posts
November 21 2010 03:47 GMT
#17
On November 21 2010 06:54 NeVeR wrote:
it's all-in at high levels of play because if terran scouts it he doesn't have to make any turrets and his economy skyrockets, where as yours is very bad. with 2 hatch lurk you basically have to break his nat. if you don't, terran's going to have a big advantage and can move out quite quickly.

Ya, I totally agree. It is most definitely an all-in if we're talking about high level (progamer) SC. I can't think of a single professional game that I've watched where a Z goes 2 Hatch Lurks, does no significant damage and still wins the game.
I believe in the almighty Grötslev! -- I am never serious and you should never believe a thing I say. Including the previous sentence.
Navane
Profile Blog Joined February 2007
Netherlands2747 Posts
November 21 2010 17:37 GMT
#18
On November 21 2010 12:47 Holgerius wrote:
Show nested quote +
On November 21 2010 06:54 NeVeR wrote:
it's all-in at high levels of play because if terran scouts it he doesn't have to make any turrets and his economy skyrockets, where as yours is very bad. with 2 hatch lurk you basically have to break his nat. if you don't, terran's going to have a big advantage and can move out quite quickly.

Ya, I totally agree. It is most definitely an all-in if we're talking about high level (progamer) SC. I can't think of a single professional game that I've watched where a Z goes 2 Hatch Lurks, does no significant damage and still wins the game.


As said before, you can all-in, mass expand or tech to hive. That's what I have seen in progames.

fast tech to hive: http://www.teamliquid.net/tlpd/korean/games/12374_Calm_vs_Sea/vod
mass expand: http://www.teamliquid.net/tlpd/korean/games/36591_Calm_vs_Fantasy/vod

Both are awesome games because calm is the brainzerg and he is awesome.
koreasilver
Profile Blog Joined June 2008
9109 Posts
November 21 2010 20:32 GMT
#19
On November 21 2010 05:47 krndandaman wrote:
Show nested quote +
On November 21 2010 05:08 Severedevil wrote:
If you make a lot of lurkers and zerglings, you must go all-in. If you don't, you needn't go all-in.

2 hatch lurker is not as stable as 2 hatch muta due to lurkers' lower flexibility and inability to chase down a bio army. But it also allows for much faster defilers and less twitchy muta micro.


also 2hatch muta is harder to micro and terrans tend to assume 'OMG 2hatch muta' whenever they see a 2hatch gas build.

so they go something dumb like fast +1 4rax late fac and get rolled by the 2hatch lurk

its a good build to mix in once in a while

Hm, I'm not sure if this scenario can ever be. Lets say that the Terran gets tricked into thinking you're doing a 2hatch muta build and they opened 1rax fe gas-eng bay-acad-second rax like you're saying. In this case they can't move out early against 2hatch muta like how Flash loved to do over the past year with 1rax fe second rax-gas-academy-eng. Since they can't move out to the centre to dance with the mutas they'll have to turret up a bit in their base so they'll be on 2raxes when the lair tech unit gets to them. It's just impossible for the Terran to get up to 4rax before tech before seeing the lair units so it seems like there'll be no possibility for such a situation even if they wrongly assumed spire tech.
Ilikestarcraft
Profile Blog Joined November 2004
Korea (South)17726 Posts
Last Edited: 2010-11-22 20:46:16
November 22 2010 20:42 GMT
#20
The only time I got tricked by a 2 hatch lurk build was once where I got so used to knowing what my friend was doing that I blindly did things for more economic benefits such as going blind 14 cc no scv scout, 1 rax cc before rine or 2nd depot before scouting 12 hatch, cutting rines to get faster ebay/acad/rax, no scans or scv scout past the initial scv scout. Then one game where I did the same as usual, my units were in my main when my nat gets attacked by lurk, ling and my lone bunker falls before I can get my units down or repair my bunker. Lost my nat then -_-.

Koreasilver its definitely possible for a terran to get a fast +1 weap and 4 raxes before seeing the lair units. If they wall, while cutting rines to get faster timings. The loss from the cut rines is made up for the faster +1 weap and extra raxes/tech. I know it was really popular on Medusa.
"Nana is a goddess. Or at very least, Nana is my goddess." - KazeHydra
koreasilver
Profile Blog Joined June 2008
9109 Posts
Last Edited: 2010-11-22 21:17:57
November 22 2010 21:14 GMT
#21
Yeah, I stand corrected. With double cc you can make it so that your fourth rax finishes right with an upgrade build when the mutas arrive from a standard 2hatch build.




How much rines/scvs would you have to cut if you opened with something really safe like 1rax fe after second depot and when do you do the cutting to put up the rax?

edit: actually, I just can't see it working if you open 1rax fe after second depot. Just by comparing timings from different games it just seems implausible. You'd have to cut so many scvs and/or marines to get it up by that timing that I doubt that it would be worth it.
Ilikestarcraft
Profile Blog Joined November 2004
Korea (South)17726 Posts
Last Edited: 2010-11-22 21:41:48
November 22 2010 21:33 GMT
#22
I actually am not really sure how viable it is with cc after rine and 2nd depot. If you see the zerg powering and cut rines to add your gas, ebay, second rax then start rine production. You wouldn't need the third depot since your nat cc finishes in time which should help a bit. But even so will need to cut scvs I think to get the 3rd/fourth raxes up even with taking scvs off gas. From what I saw from the game Flash didn't need to cut scvs to get the raxes up. But it seemed his range was late and his cc's/raxes were idle when he was making turrets. Which I'm not sure if he got supply blocked or didn't have the money while adding turrets.

Might help to check out those Flash vs Jd wcg reps. He used the build in 2 games on fs and tau cross.
"Nana is a goddess. Or at very least, Nana is my goddess." - KazeHydra
DorF
Profile Blog Joined July 2009
Sweden961 Posts
November 23 2010 00:10 GMT
#23
It's as cheesy and all in as the muta version of this build :p

User was warned for this post
BW for life !
hellbound
Profile Joined April 2010
United Kingdom2242 Posts
November 23 2010 02:35 GMT
#24
On November 21 2010 07:37 Xiphos wrote:
You could just do an Effort-esque build if Terran scouted it. Terrans will be starting to turtle up but then you can just expand and go for a 3 hatch hive play.


You are mixing the sequence of events up. Effort had already placed the third and maynarded an unusually large number of drones to it before Flash scanned. So his build looked like a poor 2hat lurker all-in to Flash. In short it was not a reaction to being scouted but a prepared build. And yes that was an awesome game
SpiritoftheTunA
Profile Blog Joined August 2006
United States20903 Posts
Last Edited: 2010-11-24 05:49:56
November 24 2010 05:47 GMT
#25


edit: im not entirely positive, but if i recall correctly, gorush used a 2hatch lurk in this map to secure his fast third (which happened to have double gas on this map) then crushed with guardian. interesting example of a map-specific use maybe? o.O
posting on liquid sites in current year
Piste
Profile Blog Joined July 2006
6174 Posts
November 24 2010 11:45 GMT
#26
it's an semi all-in build, if you're not doing damage then you're fucked up, unless you're a way better player.
Neivler
Profile Blog Joined November 2008
Norway911 Posts
November 24 2010 13:24 GMT
#27
2 hatch lurker is not a good standard build. If it is expected a long time it can be semi-counter. I used it quite a bit when I played BW at C to B- skill level at ICC. It is very good on some maps, but on others it is very bad. Destination is a good 2 hat lurker map, Fighting Spirit also seemed like a decent map to do it on. Maps where you can easily contain the T is good.

Then you can get a fast 3rd and maybe also a 4th, and macro up hard.

Or you can do my favorite. Do a 2 hat lurker contain and super fast hive. Then go defiler and just push in with DS before he can push out. It is very all-in, but if you get the contain, it can be very hard to stop on certain maps

Also Heart Break Ridge was a nice map to 2 hat lurker. Put them behind the mineral lines and wreck havoc!
I pwn noobs
heyyouyesyou
Profile Blog Joined November 2010
United States323 Posts
November 24 2010 18:26 GMT
#28
its not allin its a build that aims for fast contain.
you can double expand after the contain and macro drones hard.
biomech!
Shikyo
Profile Blog Joined June 2008
Finland33997 Posts
November 24 2010 19:31 GMT
#29
On November 21 2010 03:36 guMmiwormz wrote:
Show nested quote +
On November 21 2010 03:22 kineSiS- wrote:
On November 21 2010 03:01 guMmiwormz wrote:
2 Hatch Openings are really flexible in terms of being "all in" or macro oriented.

http://www.teamliquid.net/forum/viewmessage.php?topic_id=94510

is a really good guide of strong 2 hatching. You can do the build outlined in that thread, which is fairly macro oriented or you can always go allin with it.

http://www.youtube.com/watch?v=lpIQibaixl4

So to sum it up, no its not an automatic all in opening. It can transition easily into the lategame.


Yah.... I really disagree about the macro oriented part...

If you want to have a macro-based play you usually opt for 3 Hatch Muta or Lurker.
When you go 2 Hatch anything, you have to do damage or else you're really behind in terms of economy and in a short while WILL be behind in army size also.


Take a look at the guide. Its written by a pretty high level zerg. The notion of the build is to get a early contain early on and pump mass drones by containing him.

The thing is that the style is way outdated. If the Terran reacts properly with a lot of tanks and then breaks your contain with his first Vessel, you're pretty much screwed. Even if you do get the Defiler out in time, you'll be way behind in economy.
League of Legends EU West, Platinum III | Yousei Teikoku is the best thing that has ever happened to music.
Pulimuli
Profile Blog Joined February 2007
Sweden2766 Posts
November 24 2010 20:35 GMT
#30
i hate 2hatch lurker from the bottom of my heart. Probably because it has made me lose games to players worse than me, but i guess its nice for a zerg to be able to go for 2hatch lurk instead of the normal 2/3 hatch muta or 3 hatch lurker

The thing is, if you fail to do any sort of damage or get a really good contain, you will be pretty far behind the terran
NeVeR
Profile Blog Joined January 2009
1352 Posts
November 24 2010 20:59 GMT
#31
On November 23 2010 09:10 DorF wrote:
It's as cheesy and all in as the muta version of this build :p

User was warned for this post


2 hatch muta is standard...
Iplaythings
Profile Blog Joined August 2009
Denmark9110 Posts
November 25 2010 19:08 GMT
#32
its a good counter to heavy rax slow tech play, because they cant really bust your front with just marines
In the woods, there lurks..
Holgerius
Profile Blog Joined January 2009
Sweden16951 Posts
November 25 2010 20:54 GMT
#33
You can smash the fuck out of lurkers with just MnM if you're Flash. ^__^
I believe in the almighty Grötslev! -- I am never serious and you should never believe a thing I say. Including the previous sentence.
LxRogue
Profile Blog Joined March 2007
United States1415 Posts
November 25 2010 21:42 GMT
#34
It's an aggressive build, and anyone saying "macro-based" is just wrong. If you don't do damage, to an FE terran, you will be behind.

I don't like going all-in with builds like this because it's a such big risk. Say you break his natural and force him to lift his CC, but he can easily hold you back at his ramp. That puts you in a really awkward position. Do you suicide a lot of units attempting to finish it, or do you sit back and run the risk of being out-macroed? You'll hardly have more than 12 drones and only 2 hatches.

Saving up for a 3rd hatch after your lurkers are out is reasonable. It will only reduce your army by a few lings, and you can be pretty aggressive while still squeezing in some drones.
sCCrooked
Profile Blog Joined April 2010
Korea (South)1306 Posts
November 25 2010 23:30 GMT
#35
On November 26 2010 06:42 LxRogue wrote:
It's an aggressive build, and anyone saying "macro-based" is just wrong. If you don't do damage, to an FE terran, you will be behind.

I don't like going all-in with builds like this because it's a such big risk. Say you break his natural and force him to lift his CC, but he can easily hold you back at his ramp. That puts you in a really awkward position. Do you suicide a lot of units attempting to finish it, or do you sit back and run the risk of being out-macroed? You'll hardly have more than 12 drones and only 2 hatches.

Saving up for a 3rd hatch after your lurkers are out is reasonable. It will only reduce your army by a few lings, and you can be pretty aggressive while still squeezing in some drones.


Its easy to transition into a macro build. The build is usually played as an all-in type because of the kind of hard-countering options it offers (especially when T doesn't have proper defenses up yet). If you force him to pull back to 1 base eco, you have succeeded in your goal and you don't really need to do much more other than delay his re-expansion as much as possible. You'll force him into a 2 rax tech most likely in which case you just continue to tech to defilers w/consume which should be out with 10-11 lurkers and maybe 20 lings by the time his 9:00 big push makes it past his nat (he probably just re-secured it and basically you're gonna re-take it back).

You'll have way more than 12 drones as well. Actual number might vary but its more than 12 for sure.
Enlightened in an age of anti-intellectualism and quotidian repetitiveness of asinine assumptive thinking. Best lycan guide evar --> "Fixing solo queue all pick one game at a time." ~KwarK-
Holgerius
Profile Blog Joined January 2009
Sweden16951 Posts
November 26 2010 00:44 GMT
#36
You can only make a transition into a macro game if you manage to do some significant damage one way or another, or else you'll get crushed by a competent Terran.
I believe in the almighty Grötslev! -- I am never serious and you should never believe a thing I say. Including the previous sentence.
Ideas
Profile Blog Joined April 2008
United States8084 Posts
Last Edited: 2010-11-26 02:25:37
November 26 2010 02:25 GMT
#37
here's a good example of a macro-based strategy using 2-hatch lurker



it works as a good contain on maps with tight chokes, but it's really risky. if you lose your 1st few lurker it's pretty much gg (or if you cant contain his 1st group of MnM).
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