On May 10 2013 16:05 ppshchik wrote: I know it's a stupid question but how do I counter 1 hatch lurker as Terran?
Whenever I face a 1 base Zerg I usually don't know what to do since I usually go 2nd depot-> Command Center if I didn't scout hatchery in my first location. I s it better if I stay on 1 base by bunkering my ramp with turrets or should I bunker up my natural choke with turrets and land my cc? I also don't know whether going bio or mech is better for punishing the 1 hatch lurker build after I fended off the first wave of lurkers with tanks+bunkers. An early academy is always needed vs 1 hatch lurker but I need tanks as well that's why I'm confused whether I should go bio or mech transition.
Thanks!
If you ever see a zerg going for 1 hatch lurker you can go 2 rax academy and stall the lurkers. the standard 1 hatch lurkers is an attack with 4 lurkers and a few zerglings.
The battle should occur near your natural, and attacking the 1 basing zerg is always a bad idea because he will sneak the lurkers into the main. So just keep stiming and moving back to your ramp , moving up the ramp is a terrible idea for zerg, but if you want you can make 1 bunker to be safe.
If zerg is moving with only 2 lurkers consider a slow lurker drop is on the way. after dealing with that threat, transition to 1 base m&m, tanks and vessel push to punish the poor zerg economy.
Also keep in mind that if the zerg butchers his units a counter attack will kill him since he has no defense at all.
Thanks a lot for the answer, what I don't get is the timing of 1 hatch lurker will I be able to intercept his lurker in the middle of the map with stim if I went 2nd rax->gas->academy. Going bio when he's containing my natural always sounds dangerous to me.
Intercepting the lurkers in the middle of the map is very risky because the hydras will likely be hidden when morphing to lurkers.
You should wait at your natural and kite the lurkers to your ramp. by the time he comes you should have handful of m&m and range being researched. being contained by 1 base lurkers is ok because the zerg economy is in trash compared to your economy. 1 base terran vs 1 base zerg is great situation even if you get contained, so you just tech to tanks and vessels and push when u get 2/3 tanks and a vessel.
On May 10 2013 11:41 Zealgoon wrote: In ZvT if I'm going 3 hatch muta and scout my opponent going mech, when should I build my hydra den? I don't want to delay my mutas too much but if I put down the den too late I'll just die to 2 port wraith.
vs 1 rax gas opening u can go 3 hatch lair first then hydra den, make many hydras when hydra den finishes. hydras should be in time for wraith.
Thanks, but when should I build my spire in this case? If I build a hydra den, make many hydras and get the hydra upgrades then I won't have 200 gas when my lair finishes.
the enlightment is that DM-Dragoon wrote that last month and Epoxide was probably unsure about it which is why he added the "citation needed"
its wrong and should be removed.
if u open 3 hatch lurker vs terran u can go missile first in order to 2 shot marines even when terran has +1 or +2 armor. if u play a hydra based style in zvp u often go missile first.
It is always better to get the +1 carapace upgrade because Lurkers' attack don't stack
Lurkers attack don't stack ? I don't get it.
Any enlightment ?
Maybe it meant getting carapace will stack into helping ultraling late game comp so you'll be getting +2 carapace later, instead of having a +1 missile and +1 carapace for ultraling
On May 11 2013 22:32 traceurling wrote: Maybe it meant getting carapace will stack into helping ultraling late game comp so you'll be getting +2 carapace later, instead of having a +1 missile and +1 carapace for ultraling
Hum maybe, but in it would be quite strange, as the same note can be added on upgrading melee. Maybe the sentence is misleading... Anyway, +1 carapace working on every ground unit, i guess it's more efficient overall, as you often play with a mix of lings and other units. Would be interesting to know for Hydra/Lukers comp though.
In a PvP, if the other player goes for a gateway-forge fast expand, what build would be best to counter it. I am hesitating between some sort of 3 gate reaver bust, or using superior map presence to aggressively out-expand the other player.
On May 17 2013 09:15 BrokenMirage wrote: In a PvP, if the other player goes for a gateway-forge fast expand, what build would be best to counter it. I am hesitating between some sort of 3 gate reaver bust, or using superior map presence to aggressively out-expand the other player.
I'm assuming he automatically lays down cannons??? I would out expand him, I mean investing all that money into cannons is pretty pointless against a large toss army, so why attack it in early game. If your macro isn't good you could try a bust, but it seems to me its advantageous to go in with a larger army, as you will have had an advantage given to you. When I think of a player like that, my first thought is they are either a) bad b) trying to sneak tech in both cases scouting is essential.
I wall in TvP and sometimes Protoss will pylon block the wall. It may be a proxy/forward gate or it may just be to induce me to pull scv's. What is the optimal response?