
(Z v P)How to deal with DT+coasir for zerg? - Page 3
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Elvin_vn
Vietnam2038 Posts
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ZerGisF0reveR
Bolivia91 Posts
On October 17 2004 02:41 ret wrote: those hydra strats will not kill a GOOD toss player performing this strat, best is to power hard with a spore colony and get lurker/spire/ol speed/then drop (all of it) , take ur natural , and then just do whatever is needed to kill him, go hive or take islands or macro, but fast hive is always nice with islands ( cracklings/ultra ) -,-; do mass crackling drops on his main and harass him etc etc, prevent him from taking other mains by having a group of lings patrol and targeting probes etc..typical zvp i totally agree | ||
maleorderbride
United States2916 Posts
Anyway, get lair+speed as soon as you see the OLs. Get lurks. Expo to your 2nd nat. Hydra/Lurk it up and get drop ASAP. Drop his main. Then 2 lurk drop his ledge. One of the resons why I think you should drop is because he will not have alot of mobile units. Instead he will get all his tech off of cannons, a few lots, the DT, and maybe 1 goon. As soon as his tech is done hell throw down 6 more gates and start pumping. If you can drop before the pumping really gets under way you will really really slow him down. If your drop works, ie you get alot of probes or gates in his main, expo again, or even twice. REmember to space out your lurks and obs hunt in his base. Good idea to target the robo and cyb core also. Then just get some scourge to be anti harass, and slow his push out and get massive amounts of lings and then ultras mixed with the few lurks you have left and the the few hydras. Thats pretty simplified. Basically I think you should try to drop a 1 gate toss. Since he will ahve cannons+storm and that is not the most mobile. Don't try to break it like rugbug said. He is simply wrong. | ||
FlameBagMCGEE
23 Posts
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iD.Surv
Belgium827 Posts
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Empyrean
16997 Posts
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hkx
Canada19 Posts
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RuGbUg
United States2347 Posts
On October 18 2004 06:06 ret wrote: bah, i still don't see what would help the protoss live when those 18 hydras come knocking on his 3 cannonshm rugbug please notice i said GOOD protoss...^^; | ||
maleorderbride
United States2916 Posts
Obviously, If that strategy works well for you then you must not be played GOOD protosses. How can you really say that just attacking with hydras will win every time... Its true it may win, but you must have either slowed expo, or hurt the toss in some way previously. Or he just sucks. | ||
maleorderbride
United States2916 Posts
On October 18 2004 04:55 FrozenArbiter wrote: I almost always 2 gate, but if you are doing a dt sair build going 2 gate is not effecient. It can be efficient. This game is about more than the fastest way to whatever tech or units. Its all about misdirection and confusing the enemy. I use a 9/11 gate fake rush rather often. I then get gas off 1 lot with none building or if the scouting drone leaves immeadiately then I get gas with NO lots. That two gate just totally payed for itself as the Z plumps down two sunkens and gets 10 lings. Also, two gates gives you more flexibility. If a Z sees one gate, just like 1 fact in pvt, then the zerg/toss respecitvely have many many more viable options. 2 gate increases yours, and decreases theirs. It forces them to play safer. Sometimes, 2 gate can be bad, but thats map dependant or extremely situational depending on the Z BO. | ||
KissBlade
United States5718 Posts
Sorry but I'm going to call bs on this that one. | ||
maleorderbride
United States2916 Posts
You dont get your first two lots until the lings would be RIGHT at your ramp. You just delay the getting of them until after your core any pylon. Go try some timing wtih this and youll see what I mean. | ||
Dave[9]
United States2365 Posts
On October 17 2004 16:25 RuGbUg wrote: are you kidding? a 3 hatch hydra who then later upgrades overlord speed will rape asshole of an early dt/sair. it may not kill them because they put a shitload of cannons but it sure as hell will halt them for the longest time yes until they switch and go templar/zealot while you have ling/hydra, which is nothx. a good toss player never goes sair/dt for long until he gets his exp, and imo thats what sair dt is for. | ||
KissBlade
United States5718 Posts
I still seriously doubt it works since I play the Z side and if I see no zealots, I almost always assume I win because there's no pressure whatsoever and I can just pump drones. | ||
typhy
129 Posts
On October 18 2004 19:15 maleorderbride wrote: It can be efficient. This game is about more than the fastest way to whatever tech or units. Its all about misdirection and confusing the enemy. I use a 9/11 gate fake rush rather often. I then get gas off 1 lot with none building or if the scouting drone leaves immeadiately then I get gas with NO lots. That two gate just totally payed for itself as the Z plumps down two sunkens and gets 10 lings. Also, two gates gives you more flexibility. If a Z sees one gate, just like 1 fact in pvt, then the zerg/toss respecitvely have many many more viable options. 2 gate increases yours, and decreases theirs. It forces them to play safer. Sometimes, 2 gate can be bad, but thats map dependant or extremely situational depending on the Z BO. yup u got it buddy ![]() | ||
maleorderbride
United States2916 Posts
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typhy
129 Posts
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RuGbUg
United States2347 Posts
On October 18 2004 20:38 Dave307 wrote: and we all know how deadly one sair and one dt is, definitely worth the teching, gas, and wast- well use of time.yes until they switch and go templar/zealot while you have ling/hydra, which is nothx. a good toss player never goes sair/dt for long until he gets his exp, and imo thats what sair dt is for. | ||
hhkx
Canada757 Posts
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Liquid`Jinro
Sweden33719 Posts
On October 18 2004 19:15 maleorderbride wrote: It can be efficient. This game is about more than the fastest way to whatever tech or units. Its all about misdirection and confusing the enemy. I use a 9/11 gate fake rush rather often. I then get gas off 1 lot with none building or if the scouting drone leaves immeadiately then I get gas with NO lots. That two gate just totally payed for itself as the Z plumps down two sunkens and gets 10 lings. Also, two gates gives you more flexibility. If a Z sees one gate, just like 1 fact in pvt, then the zerg/toss respecitvely have many many more viable options. 2 gate increases yours, and decreases theirs. It forces them to play safer. Sometimes, 2 gate can be bad, but thats map dependant or extremely situational depending on the Z BO. I meant as a standard bo (like doing just straightup 2 gate into sair is pretty bad most of the time). Btw most good zergs wouldn't leave your main and would most certainly not get both 2 sunkens and 10 lings I think o_O | ||
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