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Forum Index > Brood War Strategy
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Esp1noza
Profile Joined September 2003
Russian Federation481 Posts
September 05 2016 04:01 GMT
#5461
What hotkeys zerg players usually use for hatcheries and army?
BroodWar forever
Kau *
Profile Joined March 2007
Canada3502 Posts
September 05 2016 04:38 GMT
#5462
On September 05 2016 09:41 StarFoxeR wrote:
Show nested quote +
On September 05 2016 09:36 B-royal wrote:
On September 05 2016 08:56 StarFoxeR wrote:
Still having a difficult time picking between Z or T. I really like both. My heart kinda says Z but ZvZ and ZvP seem like a pain to learn/play. On the other hand all 3 T matchups seem fun but T isnt quite as cool as Z with dark swarm lurkers mutas even though mech is super cool and once you get good at it im sure its incredibly fun. Anyone have an opinion on what race is the funnest once you get decent ?


If you haven't really played ZvZ or ZvP you can't make an informed decision. I would play all 3 matchups of both terran and protoss for a while and then decide if I were you. Then choose the one that's the most fun.



Oh Ive played them. Its just when I do I die to zealot corsair or DT and when I play ZvZ Im lost and just die to lings so I really havent figured out how to get to the fun parts of those matchups.


Main T and avoid TvT by going Z?
Moderator
Bakuryu
Profile Blog Joined August 2009
Germany1065 Posts
September 05 2016 06:13 GMT
#5463
1-4 units, 5-0 hatcheries
Maks
Profile Joined December 2010
Ukraine187 Posts
Last Edited: 2016-09-05 10:13:19
September 05 2016 10:12 GMT
#5464
1-3 units and 4-7 hatcheries - Jaedong
1-3 units and 4-0 hatcheries - ZerO
1-3 units and 4-0 hatcheries - by.herO
1-4 units and 5-0 hatcheries - effort
NoS-Craig
Profile Joined July 2011
Australia3139 Posts
September 05 2016 11:29 GMT
#5465
Does anyone else have their heart rate go berserk in games sometimes. Like when someones dropping the shit out of you? It gets to the point I have to GG because my arms are shaking like hell.

I get this a lot when I vs Protoss as Terran, or even as Protoss. I have nightmares about protoss.
Artosis loves Starcraft
StarFoxeR
Profile Joined July 2016
68 Posts
September 05 2016 12:35 GMT
#5466
If Jaedong uses 4-7 for hatcheries are 8 9 0 units ?
NoS-Craig
Profile Joined July 2011
Australia3139 Posts
Last Edited: 2016-09-05 13:10:49
September 05 2016 13:10 GMT
#5467
I'm not good at Zerg but I use 1-3 for ground army and 6,7,8 for hatchs. I got a habit for always using 5 for transports for all races. 9-0 is used for queen/Defiler, Vessel/comsat for Terran and observers for Protoss.

But that's just me, I used to play just random scrubs like myself back in the day for fun.

Artosis loves Starcraft
Maks
Profile Joined December 2010
Ukraine187 Posts
September 05 2016 14:07 GMT
#5468
On September 05 2016 21:35 StarFoxeR wrote:
If Jaedong uses 4-7 for hatcheries are 8 9 0 units ?

8 9 and 0 are unused
Highgamer
Profile Joined October 2015
1453 Posts
Last Edited: 2016-09-05 17:31:39
September 05 2016 17:26 GMT
#5469
On September 05 2016 20:29 NoS-Craig wrote:
Does anyone else have their heart rate go berserk in games sometimes. Like when someones dropping the shit out of you? It gets to the point I have to GG because my arms are shaking like hell.

I get this a lot when I vs Protoss as Terran, or even as Protoss. I have nightmares about protoss.


I had that a lot, not to an extreme, but definitely shaky arms in moments and tension falling off after games. I think it goes away for the most part the more experienced you get, even though it can happen any time (think of Best's expression and looks after getting 3-0ed by July in that final...)

Especially as a beginner or not so experienced player, even a normal game of BW, if you try really hard, puts quite an amount of mental stress on you. If the game still confuses you but you try to do really well your brain literally jumps from action to action every second, and I guess if on top of that tension and commitment you perceive an unforseen situation where you could lose the game in an instant, like you know that shit is about to happen, then you can have an adrenalin rush - but the game doesn't end there...

We all know Protoss just walks away as a winner with a mediocre engagement vs Terran sometimes - only because the Terran performed just as mediocre. I at least find that Protoss armies have this brute force, and they can turn and attack in every second. They surely can be dealt with if you're prepared, but if not then all of a sudden it hits you like a freight train... Maybe vulture-harrass feels similar to Protoss, or perfectly executed mech-pushes. Terrans engage in scary ways, too.. but generally they have to stop (siege) several times in the process and normally Protoss is attacking into them in the end.

edit: forgot to mention recall, lol... if I have nightmares of anything then recalls into the main...
StarFoxeR
Profile Joined July 2016
68 Posts
Last Edited: 2016-09-06 18:26:45
September 06 2016 18:23 GMT
#5470
Is 1 rax expanding in TvP and ZvT just basically a bad idea for a beginner ? I almost never ever make it to midgame in TvP with that build I think Im not good enough to do it. But I kind of expected that. On the other hand I thought TvZ would be do able. I just die there too. Is my control just not good enough ? I try to double drone scout and I make sure to make a depot/marine early and try to block ramp with scvs if i see it If I cant scout them but I just die to lings still. Another game I overreacted to lings and died to some fast lurker BS. I literally cant win a single game its so frustrating because I feel like if I could get to mid/late my macro could carry me. For now Im gonna learn FD I guess for TvP so Ill post a couple TvZ replays if anyone can check them out Id appreciate. I try to copy what flash does but I dont think I am good enough to comprehend when and why he does things yet.

http://bwreplays.com/bwocg
http://bwreplays.com/rtlxe
http://bwreplays.com/ejevd
Highgamer
Profile Joined October 2015
1453 Posts
Last Edited: 2016-09-06 21:19:34
September 06 2016 20:26 GMT
#5471
Your problem in TvZ might be that Flash is a baller who notoriously skips the 2nd depot and 1. marine for a faster CC. Don't do that ^^.

Keep playing the 1rax FE in TvZ, but do it the safe way. Even if the stuff below sounds a little complicated, it's just a matter of knowledge and experience, not a particular skill.

Game 1:

+ Show Spoiler +
(I assume you know that normally you start your 2nd depot and get 1 marine out before the CC. Then, after planting your CC, you restart marine production before building your 3rd depot and your 2nd rax. In this game, you can skip the first marine and 2nd depot because you scouted him first, so it's ok like that. But still I would restart building marines before getting the 2nd rax to be safe.)


- You play well until his 4 lings arrive - except for the fact that you dont keep scouting with your SCV. Your SCV has to stay in his base watching what he does for as long as possible. Then you see how many lings are coming and when he starts lair. If your SCV dies, always send out another one to see if lings are coming.
- When his 4 lings arrived, all it takes to drive them back is to keep all the 4 marines you have at this point close together and close to the ramp. With a little micro you don't lose a single marine if he attacks you here.
- You forget to build your academy.
- (Because you don't scout) You move out with all your few marines when 12+ lings are running to your natural. Just scout the lings next time, and build a bunker in time.

Then all the marines will live and no CC-lifting or what is necessary. On to the next game.


Game 2:

Problem was wrong scout-timing.

- He went 9gas/9pool speedlings, so his lings were even a little later than with 9pool no gas.
- You don't send out an SCV at exactly 11 supply (right when the depot finishes and you start the 11. SCV). If you don't see his hatch in the natural on first try, immediatelly send out your 2nd SCV to scout.
- If you had done that, one of your 2 SCVs would have seen the lings coming in, even though you scouted him on 2nd try.
- It is not safe to skip your 1. marine or plant your CC in the natural if you haven't seen that he went hatch first. Safe is - like I wrote above - 2nd depot, then 1 marine. Then CC if you saw the hatch in the natural.
- So, normally you find out if he went hatch first or not before you even have the money to plant your CC.
- If you see the lings coming, immediatelly restart building marines throughout, and pull some SCVs to block the ramp. If you have enough time and nerves, 4 can be enough. I assume you know the trick to hold-position SCV (just select them together with a fighter-unit like marine and press H).

So you will hold your ramp, build another depot, and start your CC on the highground. Then you proceed with your build and safely take your natural and you're ahead in economy. On to the next game.


Game 3:

Same scouting problem like in Game 2.

- You skip 2nd depot, 1. marine, and take your natural CC when you only scouted one of 3 starting locations of Zerg.
- When your scout gets blocked at his ramp, you should just keep your SCV running around his natural, he cannot catch it with slow lings.
- Then you realize quickly that lings are not coming, that he's not expanding asap, so he's teching, most likely lurkers.
- When you realize that, you know that you have a huge macro-lead if you just keep saturating your 2 bases and survive for now, and so you just have to bunker up in your natural, get marine-range and +1 armor, not let his lurkers runby, and you're safe until he can have drops or something else.
- You scout and scan him, play it safe and get tanks and starport. If he tries to play be greedy with few lurkers, you can break out earlier and pressure him.

(When you saw his lurkers morphing in front of your natural, you should have spread your marines and sniped one lurker as it popped. Then he has to burrow the other one right there, not close to your mineral line.)

I think that is about right, maybe someone else can contribute.

1rax FE in TvP is quite greedy and thus vulnerable to early aggression if you make even one little mistake. Against early zealots you rely solely on good marine- and SCV-control to survive. Against normal goon-builds you have the hassle with the bunker repair because your tank is late, and the tank can get sniped if you're not careful. If your execution is not super-crisp you often end up behind, especially vs 2gate pressure. Even bunker and tank won't protect you sometimes if you're not super aware and get enough SCVs to block and repair in time.
FD on the other hand has early factory units, is easier to handle, gives you mines and vultures on the map for map-control.
Cryoc
Profile Joined July 2011
Germany912 Posts
September 06 2016 21:46 GMT
#5472
On September 07 2016 03:23 StarFoxeR wrote:
Is 1 rax expanding in TvP and ZvT just basically a bad idea for a beginner ? I almost never ever make it to midgame in TvP with that build I think Im not good enough to do it. But I kind of expected that. On the other hand I thought TvZ would be do able. I just die there too. Is my control just not good enough ? I try to double drone scout and I make sure to make a depot/marine early and try to block ramp with scvs if i see it If I cant scout them but I just die to lings still. Another game I overreacted to lings and died to some fast lurker BS. I literally cant win a single game its so frustrating because I feel like if I could get to mid/late my macro could carry me. For now Im gonna learn FD I guess for TvP so Ill post a couple TvZ replays if anyone can check them out Id appreciate. I try to copy what flash does but I dont think I am good enough to comprehend when and why he does things yet.

http://bwreplays.com/bwocg
http://bwreplays.com/rtlxe
http://bwreplays.com/ejevd

I watched the games and have some additional comments to Highgamers' ones. It is good to watch what Pros do, but if you want to do it yourself you need to either understand why they do something or play more conservative. For example, in your first game you went for the greediest possible 1 Rax CC build but you can only do that if you scout Zerg on first try doing a 12 hatch (which you didn't). The moment you do not see a hatchery at the first natural, you should immediately start a second depot, build marines and shortly after send you second scout.
The second game basically proves what happens when you go for 15 CC without scouting.
The third game would have gone the same way if Zerg would have build more than 2 lings at the start, but you died to his fast lurker tech slightly later. You saw no expansion and almost no lings, so you could have known he went for super fast tech. In that case 1 Rax Academy is good reaction.

Seeing that you are still quite the beginner, my recommendation would be the following. You say you think your macro would carry you in the later stages, that means you have to play a safe early game. Learn a safer 1 Rax CC build which you can use even if you scout Zerg last. The BO for that would be (continuous SCV production):
9 Depot
11 Rax
12 Scout
14 Depot
15 2nd Scout
2 Marines
At the time you reach 400min, you should see the naturals at 2nd and 3rd location and can identify a 12 Hatch build.
If 12 Hatch, 19 CC
21/22 Depot ... and then it depends if you want to go for a +1 build or 2 Rax Academy.
Until you get more comfortable with that, you should be doing this even if you scout him first, because for beginners it is more important to automate the flow of their build than to have maybe 50 more minerals but screwing up the BO a short time later.

The other main point is your scouting SCV. Usually you can check a decent amount of time how many lings are being produced and what the lair timing is and depending on that you know when to build a bunker. If you lose your SCV early you don't have that information. So to be safe you have to assume the worst case. Therefore you should build a bunker near your natural CC shortly after you lost your scout, because he could be going for pure lings at that point. Alternatively you can try to get a second SCV to scout, but that will often get intercepted by the initial lings before it can reach the base.

So my suggestion is, go 1Rax Expand with 19 CC every game and get a bunker as soon as you lose your scout.
That should get you to mid game 90% of the time without any noticable difference in economy at beginners level.
The remaining 10% are ling allins where you did not pull SCVs fast enough.
http://www.twitch.tv/cryoc
StarFoxeR
Profile Joined July 2016
68 Posts
Last Edited: 2016-09-07 01:38:39
September 07 2016 01:37 GMT
#5473
Thanks Guys. You giving all this advice means a lot to me. I really appreciate it and it answered so many of my questions. I only had about half the info I needed and you filled in what I didn't understand.
StarFoxeR
Profile Joined July 2016
68 Posts
September 07 2016 18:17 GMT
#5474
Should I basically just copy builds from TL wiki to start with and them adjust them over time ? Or should I just keep writing things down pros do and copy that ?
Liquid`Drone
Profile Joined September 2002
Norway28797 Posts
September 07 2016 18:21 GMT
#5475
agreed with cryoc. While bw at the highest level is all about cutting as many corners as you can cut, cutting those build order corners really isn't important compared to surviving against small zergling attacks. like if the top possible level you can be at in brood war is '100' then it's still possible to be at 93 while building a couple redundant bunkers or starting your cc 30 seconds later than the theoretically ideal timing. Not that you should make a bunch of bunkers or whatever, but as a zerg who likes to hurt terrans early on with 6-8 lings, I am unhappy whenever I see an early bunker. Basically if I'm coming at the terran with 6 lings, there are 4 different things that can happen. A) guy is better than me and has a bunker, B) guy is better than me and doesn't have a bunker, C) guy is worse than me and has a bunker D) guy is worse than me and doesn't have a bunker. Scenario D, he is crippled by the lings cuz his 4 marines were out of position and all died and I have 3 lings left and they kill 2scvs and disrupt mining and I'm in a great spot. C), we enter mid game, I'm still better and prolly win, but at least he gets to play a game. B) I notice that his marine positioning is so good and he responds instantly to me trying to pick off an scv from the mineral line, I back off, he can now attack me like 10 seconds earlier than he'd otherwise be able to which is nice, but he was better anyway. A) I back down and still prolly lose because he's better. Making a bunker is basically equally good if you're better than your opponent, but much better if you're worse.

There's a reason why I didn't include 'we're equally good' into the equation ; aside from the top level, where cutting corners indeed becomes really important, there usually exists a skill difference. At the level you are at currently, you'll pretty much always enter a game either being the better or the worse player. (Brood war is however such a volatile game, especially at lower levels, that this does not transfer into the winner being predetermined - significantly worse players can beat significantly better ones through smart strategical choices or simple army mismanagement). Playing it safe makes a lot of sense from that entry point; the cost of one bunker is very unlikely to lead to you losing a game, but not building a bunker actually is fairly likely to make you lose. Normally if you don't build the bunker and you lose you would've lost anyway, but I think especially for a new-ish player it is much better to lose after 15 than to lose after 5 minutes.
Moderator
Liquid`Drone
Profile Joined September 2002
Norway28797 Posts
September 07 2016 18:27 GMT
#5476
I honestly don't know how up to date tl wiki is, but my instinct says go with the wiki. At the highest levels there might be all sorts of important in the context of cutting corners details that influence their choices, but these are likely to be largely irrelevant to you. Copy good solid build orders that don't get you killed early on and that always manage to let you enter the mid game at a close to equal footing. Watch pros too for inspiration, but trying to copy them without having their mechanical abilities or deep game understanding is likely to frequently kill you pretty early.
Moderator
StarFoxeR
Profile Joined July 2016
68 Posts
September 07 2016 19:43 GMT
#5477
On September 04 2016 23:29 ortseam wrote:
Well, there are a lot of variations on both. One base terran can be 2 rax opening, which you need to scout and sunken up accordingly (while slowly getting to 3 hatch muta), or fast tech which can include speedvults, wraiths against both of which you need hydras (or even tank push) . One base protoss can be 2 gate, where you need to defend with sunks/lings (depends on opening and how many zealots toss makes before tech/expo) or 1 gate gas against which you can go hydra den->lair->hydra speed->lair tech of your choice (2 hatch muta can also be good and hard counters fast reaver)



Do I just go 2 hatch vs the 1 base protoss and terran when doing these responses ? sorry for all the questions guys
B-royal
Profile Joined May 2015
Belgium1330 Posts
Last Edited: 2016-09-07 20:49:12
September 07 2016 20:48 GMT
#5478
No. 3 hatch is almost always superior unless you have really good micro. Only exception is delaying a 3rd hatch against a 2 gating protoss since else you won't be able to afford sunken(s), lings, speed,...
new BW-player (~E rank fish) twitch.tv/crispydrone || What plays 500 games a season but can't get better? => http://imgur.com/a/pLzf9 <= ||
ortseam
Profile Joined April 2015
996 Posts
September 07 2016 23:54 GMT
#5479
On September 08 2016 03:17 StarFoxeR wrote:
Should I basically just copy builds from TL wiki to start with and them adjust them over time ? Or should I just keep writing things down pros do and copy that ?

Keep in mind pros often get extremely greedy online because 1. they play standard against each other all the time 2. they are really good at using workers defensively
StarFoxeR
Profile Joined July 2016
68 Posts
September 08 2016 17:36 GMT
#5480
Once I get maxed as Z should I start hotkeying army instead of hatcheries and just macro manually ? I feel like its easier to manually macro hatcheries that are always in the same spot instead of having my army everywhere across the middle of the map.
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