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On October 29 2012 23:08 Ethoex wrote: right now I macro with control group 0 bound to one production building and use that to bounce back ( I have a mouse button bound to that). should I be using f3 or is that ok.
If it doesn't limit your use of the f keys, i don't see why you can't do as you do aswell. There are many places you can place a screen with the f keys that could speed you up. Upgrade places, expansions, mains, in front of enemy base when containing, etc etc..
So try to use F keys as well I'd suggest.
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On October 25 2012 09:50 Dead9 wrote: you need vision while the drilling occurs you're better off just repairing your bunker What about the famous game of July vs Best in the 2008 osl tho? Didn't he send in an overlord, right clicked on minerals with 3 drones, then drilled with no continued vision?
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you just need vision when you drill after that it doesn't matter if vision breaks flash has done the same thing a couple games to scout goon range
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On October 31 2012 16:07 Dead9 wrote: you just need vision when you drill after that it doesn't matter if vision breaks flash has done the same thing a couple games to scout goon range Ohh so you drill beforehand when your SCV is still inside his base you leave/die and then like a minute latter the SCV drills through?
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On October 31 2012 16:53 thezanursic wrote:Show nested quote +On October 31 2012 16:07 Dead9 wrote: you just need vision when you drill after that it doesn't matter if vision breaks flash has done the same thing a couple games to scout goon range Ohh so you drill beforehand when your SCV is still inside his base you leave/die and then like a minute latter the SCV drills through? Yes, just need vision when you order the workers to drill. After that even with no vision they'll keep going as long as you don't order them to do something else. This is legal, the other trick where you drill without any vision isn't though.
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Cool, explains why it haven't worked so good so far! thanks
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what do i do if the opponent pauses the game and does not resume it?
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On November 01 2012 19:35 duplex__ wrote: what do i do if the opponent pauses the game and does not resume it?
I hate pauses, I'd resume the game by myself. Worst thing is when the guy says "phone" as an excuse. Either the call is more important than the game and you just leave the game, either it's not and you ask your interlocutor to call you back later. Damn it. Only once out of a thousand times I played a nice guy who said "ppp doorbell"... "pizza arrived gg". *leaves the game* and I got free points.
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On November 01 2012 19:35 duplex__ wrote: what do i do if the opponent pauses the game and does not resume it? Give them an ultimatum and if they do not return in time, resume and play on.
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Can people link me to games of 2 hatch lurker vs terran. And also 2 hatch lurker-> 2 hatch defiler The more recent the better! I have two examples of 2 hatch lurker: + Show Spoiler +
And one example of 2 hatch lurker-> 2 hatch defiler
TY vs by.hero + Show Spoiler +
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Could someone simply tell me if there are any simple HC's to 3 Hatch Muta? If not because its standard it's fine.
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10387 Posts
I think Calm did some interesting 2hatch lurker into hive but I forgot against who, and it is a little old I believe. It also might be a MSL VOD, which means its gone forever ~_~
The closest thing to a 3 Hatch Muta HC you can get is Valkionic, which is a very risky build (auto-loss vs Lurkers) and despite that it is still not a hard counter. It is more difficult for an unprepared Zerg to fight against Valkionic using a Muta build, but if Zerg can block the timing push designed to kill the third, then Zerg is at a huge advantage (no tanks, no vessels, marginally small army compared to normal).
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+1 5 rax is incredible vs 3 hat muta
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Valkionic seems interesting, but isn't it up to the player to determine if Lurkers of Muta's all you have to do is scout.
For the 5 Rax w/ +1 I just die when I do it. Muta Micro online these days is incredible. I simply cannot micro my rines all around my base and when I finally defend them off they are all overstimmed and if I counter for a counter I lose my mineral line that why I was wondering.
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On November 04 2012 05:55 Pucca wrote: Could someone simply tell me if there are any simple HC's to 3 Hatch Muta? If not because its standard it's fine. the best counter to a 3 hatch muta is most likely 5 rax since you can actually force the zerg to bring back mutas to defend. ive seen mong go 1 rax play into fast vessels + ALOT of turrets and that seemed to actualy work since his vessel mass was so much bigger in the mid game but i dont think its a real counter..
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On November 04 2012 06:17 JohnChoi wrote:Show nested quote +On November 04 2012 05:55 Pucca wrote: Could someone simply tell me if there are any simple HC's to 3 Hatch Muta? If not because its standard it's fine. the best counter to a 3 hatch muta is most likely 5 rax since you can actually force the zerg to bring back mutas to defend. ive seen mong go 1 rax play into fast vessels + ALOT of turrets and that seemed to actualy work since his vessel mass was so much bigger in the mid game but i dont think its a real counter.. Except current Maps are not tiny and when you push your mineral line is destroyed?
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10387 Posts
On November 04 2012 06:16 Pucca wrote: Valkionic seems interesting, but isn't it up to the player to determine if Lurkers of Muta's all you have to do is scout.
For the 5 Rax w/ +1 I just die when I do it. Muta Micro online these days is incredible. I simply cannot micro my rines all around my base and when I finally defend them off they are all overstimmed and if I counter for a counter I lose my mineral line that why I was wondering. If Zerg is good about scouting denial you won't be able to determine whether or not its Lurkers or Mutas until it's too late.
If you're in your base w/ +1 5rax, you're doing it wrong. If they're insistent on trying to harass you, you just go and kill them (unless they have like 5+ sunkens or something stupid, then you kill the third). Zerg NEEDS to engage the MnM army w/ Mutalisks in the event of a 5rax build.
edit: Adding in this, reinforcements + turrets will hold off mutas and you will almost always trade favorably
And yea, fast vessel play is cool too but it's extremely fragile and losing the first vessel means death, also requires strong mechanics in order to abuse a vessel cloud at its fullest. Oh yea, and this build also dies to a Lurker build lol
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Watch a few vods of +1 5 rax. That will show you how to play it properly.
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