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Simple Questions, Simple Answers - Page 119

Forum Index > Brood War Strategy
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shizaep
Profile Blog Joined January 2011
Canada2920 Posts
March 03 2013 06:16 GMT
#2361
How to hold off early pool in TvZ? Pretty much every game I open 9 depot, 11 rax and 17 CC. I SCV scout on 12. On 4 player maps my SCV pretty much never scouts the lings in time until they're knocking at my natural. I have like 1 marine out. It's bad enough that I have to cancel my CC but then the lings just run into my main and proceed to rape all my shit. I desperately a-move all my SCVs and hope that a bunker manages to get up but it still manages to kill me. Really need some advice. Also a replay or two would be invaluable.
You mean I just write stuff here and other people can see it?
puppykiller
Profile Blog Joined August 2009
United States3137 Posts
March 03 2013 06:24 GMT
#2362
Scout on 11 just after placing your rax. When your SCV sees no hatchery at his natural send a second SCV out to scout the another position. Allow your first SCV to continue towards the main of the first position. If the first SCV see's no main, send him to scout the final position.

If you time it right your SCV's should be synced as they scout the two remaining positions on a 4 player map. If he 4 pools you will see lings as your SCV's are around halfway to his nat (I think) and you will have time to block your ramp and start a bunker.
Why would I play sctoo when I can play BW?
thezanursic
Profile Blog Joined July 2011
5504 Posts
March 03 2013 14:20 GMT
#2363
How much building health is repaired per 1 mineral.

I would test this myself, but I am away from my computer atm.
http://i45.tinypic.com/9j2cdc.jpg Let it be so!
Capresis
Profile Joined September 2008
United States518 Posts
March 04 2013 13:49 GMT
#2364
On March 03 2013 15:16 shizaep wrote:
How to hold off early pool in TvZ? Pretty much every game I open 9 depot, 11 rax and 17 CC. I SCV scout on 12. On 4 player maps my SCV pretty much never scouts the lings in time until they're knocking at my natural. I have like 1 marine out. It's bad enough that I have to cancel my CC but then the lings just run into my main and proceed to rape all my shit. I desperately a-move all my SCVs and hope that a bunker manages to get up but it still manages to kill me. Really need some advice. Also a replay or two would be invaluable.

Also two more things: Make 10rax instead of 11rax, and only place your CC after you confirm your opponent isn't early pool.
t0ssboy
Profile Joined August 2011
Bulgaria681 Posts
March 04 2013 16:06 GMT
#2365
On March 03 2013 15:16 shizaep wrote:
How to hold off early pool in TvZ? Pretty much every game I open 9 depot, 11 rax and 17 CC. I SCV scout on 12. On 4 player maps my SCV pretty much never scouts the lings in time until they're knocking at my natural. I have like 1 marine out. It's bad enough that I have to cancel my CC but then the lings just run into my main and proceed to rape all my shit. I desperately a-move all my SCVs and hope that a bunker manages to get up but it still manages to kill me. Really need some advice. Also a replay or two would be invaluable.

I'm not a terran player but i think you should pull some fat Scvs and put them on the ramp.Also why don't you build the CC on the High ground when you see the lings?
Courage is doing what you are afraid to do.There can be no courage if there is no fear.
Cryoc
Profile Joined July 2011
Germany914 Posts
March 04 2013 22:15 GMT
#2366
On March 03 2013 15:16 shizaep wrote:
How to hold off early pool in TvZ? Pretty much every game I open 9 depot, 11 rax and 17 CC. I SCV scout on 12. On 4 player maps my SCV pretty much never scouts the lings in time until they're knocking at my natural. I have like 1 marine out. It's bad enough that I have to cancel my CC but then the lings just run into my main and proceed to rape all my shit. I desperately a-move all my SCVs and hope that a bunker manages to get up but it still manages to kill me. Really need some advice. Also a replay or two would be invaluable.

I recently played against a Zerg on fish who went both 9 Pool Speed and 4 Pool. I uploaded the replays here: TvZ 9 Pool Speed and TvZ 4 Pool. Scouting on 12 is early enough for the first scout. If you don't scout his base or overlord on the first try, send a second scout on 15 to the fourth starting location.
Against a 9 Pool you will meet the lings halfway to your base, so you have enough time to pull scvs to your ramp. I usually use 5 because I have bad scv micro. He didn't rush for my base in this game, but it shows the reaction vs a 9 Pool.
Against a 4 Pool the lings are about to come to your main, so you have only little time to pull your scvs and defend until the bunker finishes.
http://www.twitch.tv/cryoc
Golgotha
Profile Blog Joined January 2011
Korea (South)8418 Posts
March 05 2013 01:25 GMT
#2367
Guys I am a having a hard time dealing with corsairs. I just don't know how to react to them and I am panicking when they come out. I play Zerg.

They just seem so invincible and all powerful. They scout my entire base, snipe ovies, and dominate the air. It has gotten to the point where their presence has such a demoralizing effect on me. I become so downcast even if they kill just one ovie.

So hard to kill them since they are so mobile and fast, almost makes me feel hopeless.

There are just so many variables to corsair play and their implications. Like what if he goes two stargates and masses sairs, what if he makes only a few, what if he makes a shitload off one stargate, what happens if his sairs live past mid-game, what happens if I kill a bunch, how many ovies can I lose and still have a chance to win the game, etc.

Please, tell me how I can deal with these sairs mentally and physically so I do not whine like a baby.

tldr: someone tell me how to beat sairs and tell me to grow some balls.

Thank you kindly.

traceurling
Profile Joined December 2012
United States1240 Posts
March 05 2013 01:40 GMT
#2368
Grow some balls...
Scourge their initial sairs while the numbers are low, a lot of hydras will help and maybe one or two spores per base if you can afford them...if you still need antisair late game devourers plague ensnare help...
"Appreciate the things you have before they become the things you had."
Harem
Profile Joined November 2007
United States11393 Posts
March 05 2013 01:44 GMT
#2369
On March 05 2013 10:25 Golgotha wrote:
Guys I am a having a hard time dealing with corsairs. I just don't know how to react to them and I am panicking when they come out. I play Zerg.

They just seem so invincible and all powerful. They scout my entire base, snipe ovies, and dominate the air. It has gotten to the point where their presence has such a demoralizing effect on me. I become so downcast even if they kill just one ovie.

So hard to kill them since they are so mobile and fast, almost makes me feel hopeless.

There are just so many variables to corsair play and their implications. Like what if he goes two stargates and masses sairs, what if he makes only a few, what if he makes a shitload off one stargate, what happens if his sairs live past mid-game, what happens if I kill a bunch, how many ovies can I lose and still have a chance to win the game, etc.

Please, tell me how I can deal with these sairs mentally and physically so I do not whine like a baby.

tldr: someone tell me how to beat sairs and tell me to grow some balls.

Thank you kindly.


Post replay.
Moderator。◕‿◕。
Bakuryu
Profile Blog Joined August 2009
Germany1065 Posts
March 05 2013 02:37 GMT
#2370
yep needs a replay.

does anybody remember a ZvP from the time around 2007 in a 3 player map, most likely (like 95%) longinus but could also be tau cross, zerg is spawning top left, protoss spawning at bottom. zerg goes for 4 or 5 pool, protoss does some 1 base build i think, the zerg only scouts the bottom natural with his ovi and proceeds to attack the other base with his lings.
when the zerg realizes that he attacked the wrong base, he sends the lings to the right base and u see a camera shot at the zerg player who is going like "this cant be true".
his lings couldnt do any damage, but the protoss never scouted in the beginning and didnt even know that the zerg went 4 or 5 pool, so he probably assumed it was some sort of 9 pool.
in the end, the zerg ended up winning. (it was at least an even game, but i do remember the zerg winning)
i searched through various players TLPD which came into my mind, but because of lack of vods, i dont think if i can ever find it again.
jello_biafra
Profile Blog Joined September 2004
United Kingdom6642 Posts
March 05 2013 06:04 GMT
#2371
On March 03 2013 23:20 thezanursic wrote:
How much building health is repaired per 1 mineral.

I would test this myself, but I am away from my computer atm.

According to a quick test I just did 1 mineral will repair 7 or 8 HP, at least on a CC.
The road to hell is paved with good intentions | aka Probert[PaiN] @ iccup / godlikeparagon @ twitch | my BW stream: http://www.teamliquid.net/video/streams/jello_biafra
traceurling
Profile Joined December 2012
United States1240 Posts
March 05 2013 06:22 GMT
#2372
On March 05 2013 15:04 jello_biafra wrote:
Show nested quote +
On March 03 2013 23:20 thezanursic wrote:
How much building health is repaired per 1 mineral.

I would test this myself, but I am away from my computer atm.

According to a quick test I just did 1 mineral will repair 7 or 8 HP, at least on a CC.

I believe the amount repaired is porportional to the cost of the unit...I remember sayle saying that in a cast that there was a good estimate...so theres some value x where (cost of unit)/x = a rought estimate of how much it repairs per second for minerals/gas...
"Appreciate the things you have before they become the things you had."
mca64[KDV]
Profile Joined May 2012
Poland463 Posts
March 05 2013 10:52 GMT
#2373
On March 03 2013 23:20 thezanursic wrote:
How much building health is repaired per 1 mineral.

I would test this myself, but I am away from my computer atm.


its proportional to build cost. It takes ~1/3 minerals to repair from 1hp. If builds requires gas then repair also will require it. Repair speed (for 1 scv, from 1 hp) is the same as build time
Capresis
Profile Joined September 2008
United States518 Posts
Last Edited: 2013-03-05 14:27:44
March 05 2013 14:20 GMT
#2374
Does anyone know the name of the jungle or badlands map that has high ground main and nat, and a second entrance to the main blocked by a xel naga temple?

EDIT: Four player map, used in proleague around 2008-9 I think...

EDIT EDIT: Think I found it. Has a low ground nat. Neo Harmony is its name.
Pucca
Profile Blog Joined January 2012
Taiwan1280 Posts
March 05 2013 14:38 GMT
#2375
What happened to the clan ToT?
Master Chief
Kau *
Profile Joined March 2007
Canada3502 Posts
March 05 2013 16:42 GMT
#2376
http://www.teamliquid.net/forum/viewmessage.php?topic_id=137858
Moderator
traceurling
Profile Joined December 2012
United States1240 Posts
March 05 2013 17:08 GMT
#2377
Are there any 4 player maps that have a equal height main-natural set up, and has rotational symmetry?
"Appreciate the things you have before they become the things you had."
BisuDagger
Profile Blog Joined October 2009
Bisutopia19397 Posts
March 05 2013 17:28 GMT
#2378
On March 05 2013 11:37 Bakuryu wrote:
yep needs a replay.

does anybody remember a ZvP from the time around 2007 in a 3 player map, most likely (like 95%) longinus but could also be tau cross, zerg is spawning top left, protoss spawning at bottom. zerg goes for 4 or 5 pool, protoss does some 1 base build i think, the zerg only scouts the bottom natural with his ovi and proceeds to attack the other base with his lings.
when the zerg realizes that he attacked the wrong base, he sends the lings to the right base and u see a camera shot at the zerg player who is going like "this cant be true".
his lings couldnt do any damage, but the protoss never scouted in the beginning and didnt even know that the zerg went 4 or 5 pool, so he probably assumed it was some sort of 9 pool.
in the end, the zerg ended up winning. (it was at least an even game, but i do remember the zerg winning)
i searched through various players TLPD which came into my mind, but because of lack of vods, i dont think if i can ever find it again.

This sounds like a game that was on Neo Medusa, I'll start looking into it.
ModeratorFormer Afreeca Starleague Caster: http://afreeca.tv/ASL2ENG2
Dead9
Profile Blog Joined February 2008
United States4725 Posts
March 05 2013 22:34 GMT
#2379
On March 06 2013 02:08 traceurling wrote:
Are there any 4 player maps that have a equal height main-natural set up, and has rotational symmetry?

colosseum is the only one i can think of
rotational symmetry is not that common in 4p maps because it leads to positional imbalances
traceurling
Profile Joined December 2012
United States1240 Posts
March 05 2013 22:52 GMT
#2380
On March 06 2013 07:34 Dead9 wrote:
Show nested quote +
On March 06 2013 02:08 traceurling wrote:
Are there any 4 player maps that have a equal height main-natural set up, and has rotational symmetry?

colosseum is the only one i can think of
rotational symmetry is not that common in 4p maps because it leads to positional imbalances

I was asking for equal ground as in both main and natural are low/low or high/high ground...and lots of popular 4player maps are rotational; Fighting Spirit, Dante's Peak, La Mancha, Gemlong, Luna, Sniper Ridge, Jade etc.
"Appreciate the things you have before they become the things you had."
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