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Simple Questions, Simple Answers - Page 141

Forum Index > Brood War Strategy
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UPro-BW
Profile Joined September 2012
81 Posts
Last Edited: 2013-05-10 12:55:11
May 10 2013 12:54 GMT
#2801
On May 10 2013 20:45 ppshchik wrote:
Show nested quote +
On May 10 2013 19:34 UPro-BW wrote:
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.
"3t4t5t6v7v8v9v" - iloveoov
Zealgoon
Profile Joined January 2013
China188 Posts
Last Edited: 2013-05-10 13:15:16
May 10 2013 13:14 GMT
#2802
On May 10 2013 18:00 Bakuryu wrote:
Show nested quote +
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.
BisuDagger
Profile Blog Joined October 2009
Bisutopia19371 Posts
May 10 2013 18:09 GMT
#2803
Can you Optic Flare your own units when playing terran? If so I have an epic challenge for iccup attack
ModeratorFormer Afreeca Starleague Caster: http://afreeca.tv/ASL2ENG2
traceurling
Profile Joined December 2012
United States1240 Posts
May 10 2013 18:13 GMT
#2804
On May 11 2013 03:09 BisuDagger wrote:
Can you Optic Flare your own units when playing terran? If so I have an epic challenge for iccup attack

Yes you can... :D
"Appreciate the things you have before they become the things you had."
Release
Profile Blog Joined October 2010
United States4397 Posts
May 11 2013 06:10 GMT
#2805

What is the name of the guy with the high pitched voice?
☺
Bakuryu
Profile Blog Joined August 2009
Germany1065 Posts
May 11 2013 09:16 GMT
#2806
(T)TheMarine
Mu`
Profile Joined March 2009
France20 Posts
May 11 2013 09:56 GMT
#2807
Still wondering about this :

On May 06 2013 10:06 Mu` wrote:
From lurker's article on liquipedia :

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 ?
don_kyuhote
Profile Blog Joined December 2009
3007 Posts
May 11 2013 10:05 GMT
#2808
not sure what it means by "not stacking", but getting carapace before attack, melee or range, for zerg is standard no?
For what shall it profit a man, if he shall gain the whole world, and lose his own soul?
Bakuryu
Profile Blog Joined August 2009
Germany1065 Posts
May 11 2013 10:18 GMT
#2809
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.
thezanursic
Profile Blog Joined July 2011
5500 Posts
May 11 2013 11:33 GMT
#2810
What other leagues were there besides the MBC, OGN and GOMTV leagues that didn't quiet make it in Korea?
http://i45.tinypic.com/9j2cdc.jpg Let it be so!
traceurling
Profile Joined December 2012
United States1240 Posts
May 11 2013 13:32 GMT
#2811
On May 11 2013 18:56 Mu` wrote:
Still wondering about this :

Show nested quote +
On May 06 2013 10:06 Mu` wrote:
From lurker's article on liquipedia :

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
"Appreciate the things you have before they become the things you had."
Mu`
Profile Joined March 2009
France20 Posts
May 15 2013 17:10 GMT
#2812
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.
ninazerg
Profile Blog Joined October 2009
United States7291 Posts
May 16 2013 01:20 GMT
#2813
As a rule, you should never get melee upgrades for your hydralisks or lurkers.
"If two pregnant women get into a fist fight, it's like a mecha-battle between two unborn babies." - Fyodor Dostoevsky
kerpal
Profile Blog Joined June 2009
United Kingdom2695 Posts
May 16 2013 07:43 GMT
#2814
Thank God you're here ninazerg.
icystorage
Profile Blog Joined November 2008
Jollibee19350 Posts
May 16 2013 08:18 GMT
#2815
On May 16 2013 10:20 ninazerg wrote:
As a rule, you should never get melee upgrades for your hydralisks or lurkers.

please confirm
LiquidDota StaffAre you ready for a Miracle-? We are! The International 2017 Champions!
BroodKingEXE
Profile Blog Joined November 2011
United States829 Posts
May 16 2013 18:38 GMT
#2816
Come on these claws have +10 per melee upgrade. Hydra melee OP.
+ Show Spoiler +
[image loading]
Playing Protoss = Opponent owned
ZigguratOfUr
Profile Blog Joined April 2012
Iraq16955 Posts
May 17 2013 00:15 GMT
#2817
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.
BroodKingEXE
Profile Blog Joined November 2011
United States829 Posts
May 17 2013 01:08 GMT
#2818
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.
Playing Protoss = Opponent owned
Savant
Profile Blog Joined October 2009
United States379 Posts
May 17 2013 04:34 GMT
#2819
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?
Dead9
Profile Blog Joined February 2008
United States4725 Posts
May 17 2013 05:28 GMT
#2820
pull scvs
alternately if you know it's a 2gate or gateforge you can cut scvs and finish your wall with 2 depots
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