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On June 16 2011 22:22 Crabman123 wrote: How do you deal with 1 basing Ps? Let me be a little more specific, none of the pros ever one base anymore so they can just go under the assumption that there oponnent will never 1 base but on the D-D+ range Ps 1 basing is quite frequent. So how do you deal with the possible threat of 1 base play when you often need to send your drone out to the 3rd if you want to be even with a FE even before you see what your opponent is doing?
You should always scout out the P before taking your third.
Against 2 gate you need to lay down TWO creep colonies immediately after your hatch finishes, and keep zerglings alive until you get a 3:1 (or better 4:1) ling to zealot ratio.
Against 1 gate tech you can FE, but you have to get hydra in place as the corsair arrives to pick off ovies and build a sunk for ground defense.
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On June 01 2011 11:30 AuxPriest wrote: On that note, I have a question:
Is 10/15 gate still strong against Terran? I like the two dragoon pressure; however, I was told that it is "outdated" by some players. Is it still a viable opening build?
It's viable against weak terrans who can't defend an FE, but a stronger build is to go 1 gate, cyber, zeal, goon, range, and keep building a goon right as the other pops out. Rally your forces to their natural, and expo when you have the money, then lay down 3 more gates and macro up. Since they are contained, mines are mitigated and you can get hella eco off 2 base and 4 gate before robo.
This form of pressure is much more effective and deals with vulture/tank push timings far better if the terran went FE
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On June 13 2011 23:22 jello_biafra wrote:I have a question but it's not that simple, does anyone know why on some maps, in certain locations, where the Vespene Geyser is directly above the CC/Nex/Hatchery, the worker won't take the usual route and instead will kind of go off to the side (SCV emerges from the right hand side of the Refinery but returns gas to left hand side of the CC) whereas usually when the gas is located like this it will take the fastest possible path, going straight. I think it slows down gas intake =/ A map I can think of as an example is Longinus, at 10 o'clock the gas works normally, at 3 it doesn't. I made a quick replay to demonstrate. ![[image loading]](http://repdepot.net/img/thumbs/42421.jpg)
Think Counterclockwise always in terms of entering/exiting. If the worker is unable to exit the normal position due to building placement, it will go MORE counterclockwise
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On June 17 2011 21:24 JMave wrote:+ Show Spoiler +Okay now that I'm back, hopefully I can explain this scouting pattern that I myself use and I adapted it from Savior actually from seeing him playing on afreeca. ![[image loading]](http://i129.photobucket.com/albums/p216/Jeromemave/600px-Silver_Wing.jpg) Assuming you spawn at the orange cross, your overlord should follow the yellow scouting path in that direction up till the yellow circle area. In FS, it is a standard that your overlord should always move towards the natural of the main in which your overlord should arrive behind the natural min line. This way, you are keeping your overlord safe. To fully utilise this scouting, moving to the yellow circle helps you to spot the timing of his probe. If you spot his probe with the first scouting overlord at the yellow circle, it means a few things. 1. He spawned at bottom left 2. He spawned at top right 3. He fast expanded at either of these two expansions. At this point, it is fortune on your side. It is critical to be keeping a look on your overlord nearing the yellow circle so that you can judge the angle of his probe arrival to determine either spawning locations. If however, you do not see any probe, then you will need to drone scout to fully reconcile the overlord scouting pattern. The drone timing is standard as with 11 pool and 12 hatch, with using one of the two drones that pop after the second overlord. The drone scout should follow the pink path. From here, you need to keep an eye on your overlord and drone to see which unit intercepts the probe. In both cases if either your drone or overlord intercepts his probe(location at green and red cross), then his spawn location is confirmed to be diagonally across. In which case, you should send your drone right to the top left location and check out if he has a simcity or not. The timings of this should be just before your pool is at 75%, allowing you to decide if your third hatch should be in base against a 1 base play or at a third base if he fast expanded. NOTE: If neither drone nor overlord intercept a probe but a probe arrives at your base, check for proxies in the middle.Sorry the underlined section is wrong. I forgot to add that if neither your overlord nor your drone meet a probe at mid-way but then your drone meets the probe at the natural that it is headed to, then he spawned at the location in which your overlord is moving to. This can be applied to 4 player maps as well but your first overlord needs to move to an intersection in which two nearest spawning locations would have the scouting probe move to if he decides to scout to your location first. Okay hopefully this paints a better picture.
Wow that is exactly what I needed. Thanks so much for giving such a in-depth answer.
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On June 18 2011 09:07 iTzAnglory wrote:Show nested quote +On May 09 2011 10:28 hacklebeast wrote: If that's what he was asking, it would look something like this:
3 hatch>14cc>12hatch>1 rax fe>12pool>overpool>2 rax>9 pool>bbs>5pool
I am pretty sure you do not mean it this way but theoretically you are saying a 14 CC is stronger than a 5 or 9 pool.
Ugh, I got enough shit for this already. The context of the question was economy only.
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Does anyone ever use the trick to get 200+ supply with Zerg? :D
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On June 18 2011 21:27 Holgerius wrote: Does anyone ever use the trick to get 200+ supply with Zerg? :D Which trick? Best guess: Make all of your drones into buildings, macro up, then cancel every single one of the building buildings before they finish? I have never seen that done, would require a few thousand minerals if you're using hatcheries, and ungodly multitask if you're using creep colonies. Spawning pools or Hydra dens would also use up ridiculous amounts of resources...
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On June 19 2011 06:47 Magus wrote:Show nested quote +On June 18 2011 21:27 Holgerius wrote: Does anyone ever use the trick to get 200+ supply with Zerg? :D Which trick? Best guess: Make all of your drones into buildings, macro up, then cancel every single one of the building buildings before they finish? I have never seen that done, would require a few thousand minerals if you're using hatcheries, and ungodly multitask if you're using creep colonies. Spawning pools or Hydra dens would also use up ridiculous amounts of resources...
Indeed. If you're floating that much money, and need more units in your army, just either build sunks/spores at crucial places, or sacrifice the drones entirely.
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Ya, that's the trick. :D I fucked around vs the computer the other day and easily got 208 supply by making creep colonies, 16 extra lings. A progamer should be able to get significantly more. Not very useful though I guess, but it was fun nonetheless.
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On June 19 2011 22:46 Holgerius wrote:Ya, that's the trick. :D I fucked around vs the computer the other day and easily got 208 supply by making creep colonies, 16 extra lings. A progamer should be able to get significantly more. Not very useful though I guess, but it was fun nonetheless. Well maybe if you did it to get a few extra ultras, lurkers or guards it could be pretty sick but I don't think it's really worth it.
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Not a simple question, but don't wanna open a thread. How can I hold my third base? Just how? As in ZvT as in ZvP.
![[image loading]](http://repdepot.net/img/thumbs/42506.jpg)
Was the timing for the third right? Should I take it earlier? Later? Generally, every second game I lose my third, and lose the whole game. Could you help me? Thx.
PS: Do you notice that the BW section starts to recover again? Seems like some SC2 players are coming over, so good news.
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Why do zergs use ultralisks? Every time i see them, they die so quick and are incredibly cost inefficient. Tanks and mines melt ultras. Reavers and archons melt ultras. They cost 200 gas.
For example, lots of people use ultras against mech, and their economy is drained. Zero (against flash on benzene) used tons of lings and hydras (and queens) and it was much more cost efficient.
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On June 20 2011 06:12 Release wrote: Why do zergs use ultralisks? Every time i see them, they die so quick and are incredibly cost inefficient. Tanks and mines melt ultras. Reavers and archons melt ultras. They cost 200 gas.
For example, lots of people use ultras against mech, and their economy is drained. Zero (against flash on benzene) used tons of lings and hydras (and queens) and it was much more cost efficient. ling and hydra heavy army requires a lot of droning up because of mineral cost of both units and the tons of macro hatches necessary for pumping small units. ultras solve both of those problems. and especially in lategame when minerals start running out the ultras strangely can even become the cost efficient unit of choice.
also hydras are slow - they cant keep up with the rest of the zerg unit.
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On June 20 2011 06:12 Release wrote: Why do zergs use ultralisks? Every time i see them, they die so quick and are incredibly cost inefficient. Tanks and mines melt ultras. Reavers and archons melt ultras. They cost 200 gas.
For example, lots of people use ultras against mech, and their economy is drained. Zero (against flash on benzene) used tons of lings and hydras (and queens) and it was much more cost efficient.
That's something I myself have been wondering much as well. My best guess is that hydra muta ling type of play isn't as popularized or maybe somehow they are having trouble with controlling such a big army. But still, it is anyone's guess.
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if you mind control an overlord, what happens to the things inside?
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On June 20 2011 13:42 erikzbi wrote: if you mind control an overlord, what happens to the things inside? You get all the units in an overlord/shuttle/dropship when you mind control them.
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Q: Is 14 rax CC in TVP giving you a better economy than normal siege-fe. Concerning all the hassle u have to withstand do actually hold it.. If so how much greater? Give me some example in diffrent time of the games like e.g fith minute, seven minute. Or any other legitim measurable manner you see fit.
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14 CC? As in CC before rax? 14 CC gives a vastly superior econ compared to Siege Expand, but it isn't worth it compared to the much, much safer yet really strong Rax FE.
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Yeah, 14CC is stupidly greedy--the only time you would 14CC is if you somehow KNOW they are going to 12nex you. Zealot pressure and then later dragoon pressure is gonna be hard to crack...
1rax FE is the new fast expand in TvP, you don't see pros using siege expo so often anymore--use that!
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Sry I should have clarified. I used to exercise rax-fe alot before and I followed flash opening on this game on how to do it. http://www.2shared.com/file/Ef6_sACK/3932640_By_Flash.html I follow it throughly and blindly until I push out and engage, then I might transition to something else than flash. But I almost always lose when doing that push even against double nexus, toss always have enough goons to stop me (8-10) so I cant belive how flash make it against 2 base's only. I move out at the same time as he does and with the same army but still lose..
Sry for off topic. So how do you "feel" the economy is greater? I dont significantly notice I have more than usual and I certainly dont feel ahead of protoss especially when his third kicks in.. I personaly feel flash get his gas too late and as I follow it I somtimes get my bunker break against 3 gate goons or more. and every other hassle reparing bunker incessantly losing alot of minerals. So with that in mind do you really have more and is it worth it all the time (except when toss goes for all in obviously)
p.s I hope it make some sense, Im really tired now
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