Simple Questions, Simple Answers - Page 119
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shizaep
Canada2920 Posts
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puppykiller
United States3137 Posts
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. | ||
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thezanursic
5497 Posts
I would test this myself, but I am away from my computer atm. | ||
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Capresis
United States518 Posts
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. | ||
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t0ssboy
Bulgaria681 Posts
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? | ||
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Cryoc
Germany911 Posts
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. | ||
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Golgotha
Korea (South)8418 Posts
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. | ||
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traceurling
United States1240 Posts
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... | ||
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Harem
United States11393 Posts
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. | ||
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Bakuryu
Germany1065 Posts
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. | ||
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jello_biafra
United Kingdom6639 Posts
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. | ||
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traceurling
United States1240 Posts
On March 05 2013 15:04 jello_biafra wrote: 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... | ||
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mca64[KDV]
Poland463 Posts
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 | ||
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Capresis
United States518 Posts
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. | ||
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Pucca
Taiwan1280 Posts
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Kau
Canada3500 Posts
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traceurling
United States1240 Posts
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BisuDagger
Bisutopia19300 Posts
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. | ||
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Dead9
United States4725 Posts
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 | ||
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traceurling
United States1240 Posts
On March 06 2013 07:34 Dead9 wrote: 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. | ||
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