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Simple Questions, Simple Answers - Page 268

Forum Index > Brood War Strategy
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[[Starlight]]
Profile Joined December 2013
United States1578 Posts
Last Edited: 2016-07-28 16:33:39
July 28 2016 16:30 GMT
#5341
1) For gateway-first builds, you're generally supposed to start with 8 pylon/10 gate... but 8 pylon/11 gate is better economically. What's up with that?

2) Everyone knows about 'the Eraser', but has anyone seen or done a three- or four-vessel Eraser?

Seems like the drones would die super-duper-fast that way, with no chance to get away at all.


User was warned for being hilarious
ortseam
Profile Joined April 2015
996 Posts
July 28 2016 17:15 GMT
#5342
On July 27 2016 06:38 StarFoxeR wrote:
What do you guys think a new player should do Vs Z ? Would sticking to the old MnM tank/vessel style be easier and forget the mech switch ? or do the mech switch late game ? I copied a Flash build from his stream where he goes from 4 Barracks 1 Fact 1 starport to all mech. Not sure how much production I should add when I take my third since he just floats away his Rax and restarts his base basically and goes Mech.

If you decide to go the bio way, I suggest 2 things which help a lot (talking as a D zerg):
1) Use dropships a lot. Best targets are: mineral line, spire, pool (obv defiler mound before consume is done too)
2) If zergs gets 4 gas, get a forth at the remaining main and make sure you have at least 2 factories per main. Start queuing tanks
Highgamer
Profile Joined October 2015
1441 Posts
Last Edited: 2016-07-28 18:32:48
July 28 2016 18:27 GMT
#5343
On July 29 2016 01:30 [[Starlight]] wrote:

2) Everyone knows about 'the Eraser', but has anyone seen or done a three- or four-vessel Eraser?

Seems like the drones would die super-duper-fast that way, with no chance to get away at all.




I've done it in custom-games and it works wonders. You can even kill an ultalisk in seconds with enough stacked vessels.

But there are a bunch of obstacles:

The main problem is that in a real game you have a limited amount of vessels/irradiates at your disposal and you will need irradiates for defilers, ultras, lurkers.

Zerg can evacuate the drones to a nydus, then your irradiates are vasted (except for the lost mining time). Casting them on zerg units is guaranteed damage.

Good Zergs will have a bunch of scourges waiting if they see a lot of vessels so the vessels might get sniped.

Hunting after drones with vessels requires all your attention for a few moments, and there's a lot of multi-tasking to do in TvZ. You can shift+move the vessels of course, but then the Zerg might dodge.


It's also nice to create a spread-out flock of vessels, then it's easier to aim for the pitiful drones even if they dodge.

For everyone who doesn't know what the Eraser is:

+ Show Spoiler +
[image loading]
jello_biafra
Profile Blog Joined September 2004
United Kingdom6638 Posts
July 28 2016 19:21 GMT
#5344
On July 29 2016 01:30 [[Starlight]] wrote:
1) For gateway-first builds, you're generally supposed to start with 8 pylon/10 gate... but 8 pylon/11 gate is better economically. What's up with that?

It doesn't make a difference economically I don't think, you still keep constant probe production and the probe is only off mining for a couple seconds to make the gateway (or you're scouting with that probe anyway) so the only result is a slightly later gateway if you make it on 11.
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
LetaBot
Profile Blog Joined June 2014
Netherlands557 Posts
July 29 2016 01:52 GMT
#5345
If you start out with a standard wall + factory for a siege expand, but you scout your opponent early and see that he is going for a 2 gate build. Would it be a good idea to go for 2 factory yourself since a 2 factory build is very good vs 2 gate?
If you cannot win with 100 apm, win with 100 cpm.
Cryoc
Profile Joined July 2011
Germany909 Posts
July 29 2016 02:20 GMT
#5346
2 Gate opening vs Siege Expand is pretty much the best case scenario for Terran, especially if you scout it. Just keep your tanks on the highground except for one, Protoss should never be able to break that and you will have a significant economic advantage going into midgame.
On the other hand, You should never be able to beat Protoss going 2 gate with 2 Fac unless Protoss severely cuts production.
http://www.twitch.tv/cryoc
[[Starlight]]
Profile Joined December 2013
United States1578 Posts
Last Edited: 2016-07-29 10:15:54
July 29 2016 10:14 GMT
#5347
On July 29 2016 04:21 jello_biafra wrote:
Show nested quote +
On July 29 2016 01:30 [[Starlight]] wrote:
1) For gateway-first builds, you're generally supposed to start with 8 pylon/10 gate... but 8 pylon/11 gate is better economically. What's up with that?

It doesn't make a difference economically I don't think, you still keep constant probe production and the probe is only off mining for a couple seconds to make the gateway (or you're scouting with that probe anyway) so the only result is a slightly later gateway if you make it on 11.

I think that's true if you gate-scout (or later), but not if you pylon-scout.

Will have to test it again.


User was warned for being hilarious
[[Starlight]]
Profile Joined December 2013
United States1578 Posts
Last Edited: 2016-07-29 10:28:13
July 29 2016 10:18 GMT
#5348
On July 29 2016 03:27 Highgamer wrote:
Show nested quote +
On July 29 2016 01:30 [[Starlight]] wrote:

2) Everyone knows about 'the Eraser', but has anyone seen or done a three- or four-vessel Eraser?

Seems like the drones would die super-duper-fast that way, with no chance to get away at all.




I've done it in custom-games and it works wonders. You can even kill an ultalisk in seconds with enough stacked vessels.

But there are a bunch of obstacles:

The main problem is that in a real game you have a limited amount of vessels/irradiates at your disposal and you will need irradiates for defilers, ultras, lurkers.

Zerg can evacuate the drones to a nydus, then your irradiates are vasted (except for the lost mining time). Casting them on zerg units is guaranteed damage.

Good Zergs will have a bunch of scourges waiting if they see a lot of vessels so the vessels might get sniped.

Hunting after drones with vessels requires all your attention for a few moments, and there's a lot of multi-tasking to do in TvZ. You can shift+move the vessels of course, but then the Zerg might dodge.

It's also nice to create a spread-out flock of vessels, then it's easier to aim for the pitiful drones even if they dodge.


Nice, well-thought-out answer, props to you. But I was hoping to hear from someone who'd done it in competitive games (or who can point me at a pro-game VOD).

User was warned for being hilarious
LetaBot
Profile Blog Joined June 2014
Netherlands557 Posts
July 29 2016 11:09 GMT
#5349
On July 29 2016 11:20 Cryoc wrote:
2 Gate opening vs Siege Expand is pretty much the best case scenario for Terran, especially if you scout it. Just keep your tanks on the highground except for one, Protoss should never be able to break that and you will have a significant economic advantage going into midgame.
On the other hand, You should never be able to beat Protoss going 2 gate with 2 Fac unless Protoss severely cuts production.


What about 2 gate zealots though. I always have problems with zealots rush builds, where the zealots will come streaming in after the barracks and CC are lifted to take the natural.
If you cannot win with 100 apm, win with 100 cpm.
jello_biafra
Profile Blog Joined September 2004
United Kingdom6638 Posts
July 29 2016 11:26 GMT
#5350
On July 29 2016 20:09 LetaBot wrote:
Show nested quote +
On July 29 2016 11:20 Cryoc wrote:
2 Gate opening vs Siege Expand is pretty much the best case scenario for Terran, especially if you scout it. Just keep your tanks on the highground except for one, Protoss should never be able to break that and you will have a significant economic advantage going into midgame.
On the other hand, You should never be able to beat Protoss going 2 gate with 2 Fac unless Protoss severely cuts production.


What about 2 gate zealots though. I always have problems with zealots rush builds, where the zealots will come streaming in after the barracks and CC are lifted to take the natural.

If that's happening then just delay lifting the CC out to the natural till you have more tanks, produce a few SCVs from it when it's still in your base, get your second factory up. Then when you do lift it down to the low ground you can usually make some kind of block with the barracks, CC and a depot in between (or in the top right position on FS for example you can make a zealot proof block with just the CC and barracks forcing them to have to go through the mineral line) and use the SCVs to hold if you have to.
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
Cryoc
Profile Joined July 2011
Germany909 Posts
July 29 2016 16:08 GMT
#5351
Hm, something like that doesn't really happen, so I would probably do the same thing as jello_biafra says. But 2gate zealots will always be scouted, so you can probably just start building a few marines when you see it coming after you started your cc and tank and build a bunker at the low ground at the time your cc finishes to start mining earlier.
http://www.twitch.tv/cryoc
Highgamer
Profile Joined October 2015
1441 Posts
Last Edited: 2016-07-29 22:32:27
July 29 2016 22:30 GMT
#5352
On July 30 2016 01:08 Cryoc wrote:

Hm, something like that doesn't really happen, so I would probably do the same thing as jello_biafra says. But 2gate zealots will always be scouted, so you can probably just start building a few marines when you see it coming after you started your cc and tank and build a bunker at the low ground at the time your cc finishes to start mining earlier.


Not where you dwell probably....

But yes: most importantly, don't panic! don't float the rax away from the wall as long as the zealots are really close (where you can see them from above), use the high-ground-position, build the bunker, run the SCVs if necessary.
Rulker
Profile Blog Joined January 2012
United States1477 Posts
July 30 2016 00:40 GMT
#5353
What zerg upgrades apply to lurker: melee or ranged attack
Kau *
Profile Joined March 2007
Canada3500 Posts
July 30 2016 03:32 GMT
#5354
Ranged
Moderator
[sc1f]eonzerg
Profile Blog Joined February 2010
Belgium6740 Posts
Last Edited: 2016-07-31 09:37:05
July 31 2016 09:36 GMT
#5355
What causes lings to loss targe while attacking ? it really makes me mad im atacking with 2 lings and all of sudden one of them start to attack other probe or structure or even a zealot.
Cryoc
Profile Joined July 2011
Germany909 Posts
July 31 2016 11:41 GMT
#5356
I don't think units lose their target if you right-click on top of it, unless you temporarily lose vision of that unit.
http://www.twitch.tv/cryoc
[sc1f]eonzerg
Profile Blog Joined February 2010
Belgium6740 Posts
July 31 2016 13:55 GMT
#5357
Right click or A they just got boring and start to do something else.
Cryoc
Profile Joined July 2011
Germany909 Posts
July 31 2016 14:08 GMT
#5358
Strange, do you have a FPVOD of this?
http://www.twitch.tv/cryoc
LetaBot
Profile Blog Joined June 2014
Netherlands557 Posts
July 31 2016 22:14 GMT
#5359
If you go 1 rax FE and spot a 4 pool, is it a good idea to place your bunker between your CC and the geyser?

Otherwise how do you determine the location of where to put your bunker?
If you cannot win with 100 apm, win with 100 cpm.
Probemicro
Profile Joined February 2014
3708 Posts
Last Edited: 2016-08-01 05:43:22
August 01 2016 05:24 GMT
#5360
On August 01 2016 07:14 LetaBot wrote:
If you go 1 rax FE and spot a 4 pool, is it a good idea to place your bunker between your CC and the geyser?

Otherwise how do you determine the location of where to put your bunker?


put it right underneath the CC, it will cover almost the entire mineral line. i hope AI knows how to pull scv (at the outside edge of the mineral line) inside if they get attack by lings. Unfortunately i have a feeling AI does not know or use the concept of mineral walk to their advantage..

after you get marine out and/or into the bunker, lift your rax and put it right next to the CC. all this while there must be a scouting scv to keep track of what zerg is doing. if zerg is just continuing to pump lings without redroning, instead of 2nd CC you can follow up with 2 rax academy and crush the zerg.
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