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Simple Questions, Simple Answers - Page 317

Forum Index > Brood War Strategy
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olabaz
Profile Blog Joined April 2009
United States298 Posts
May 24 2017 15:31 GMT
#6321
On May 24 2017 16:05 XenOsky- wrote:
Show nested quote +
On May 24 2017 09:26 olabaz wrote:
Who is Bishu[Shield] on FISH? Just rekt movie.


bisu?

I should add that he was a Zerg player.
Turiski
Profile Joined July 2014
United States6 Posts
Last Edited: 2017-05-25 06:32:47
May 25 2017 06:32 GMT
#6322
... I really should learn to check the forum before posting. Can this post be deleted?
Kau *
Profile Joined March 2007
Canada3500 Posts
May 25 2017 17:22 GMT
#6323
On May 25 2017 15:32 Turiski wrote:
... I really should learn to check the forum before posting. Can this post be deleted?


Nope we don't do post deletions. Go ahead and edit your post out or you could even put the original question and a link to where you found your answer.
Moderator
ihcob
Profile Joined May 2017
23 Posts
May 25 2017 20:30 GMT
#6324
Need some advice on unit control TvP - if I have a tank+vulture army, and I'm being attacked by zealot+goon, what should my units be doing? Tanks targeting zealots or goons? Vultures targeting zealots or goons? or running up laying mines by goons? Thanks for any pointers!
Liquid`Drone
Profile Joined September 2002
Norway28695 Posts
May 25 2017 21:04 GMT
#6325
Depends on the size of the battle. In general though, priority 1 is for your vultures to target the zealots that are the closest to / next to your tanks. While you definitely want your tanks to target the goons rather than the zealots, the most important thing is that they're not targeting the zealots that are already next to your tanks. Thus, those are the ones your vultures need to focus on, because that way, you kinda accomplish two things at the same time.

In bigger battles laying mines mid-battle usually doesn't really work out, but if it's like, 4 tank 8 vulture vs 10 goon 6 zealot or whatever, you can/should lay mines around the goons once the zealots have been taken care of.
Moderator
Ryzel
Profile Joined December 2012
United States531 Posts
May 26 2017 01:08 GMT
#6326
Hi! Noobie Zerg player here. I wanted to start trying to git gud by choosing one build order per match up and sticking with them while developing my macro and game skill.

I wanted build orders that started out with the potential for aggression and punishing 14CC/14Nex/12 Hatch, but also have a reasonable ability to transition to macro (even if at a slight disadvantage). I want to be active early game and keep the enemy on their toes.

After looking through liquipedia I decided these looked best for me...

ZvZ - Overpool to 2 hatch muta
ZvT - Overpool to 3 hatch muta to lurker
ZvP - Overpool to 3 base spire to 5 hatch Hydra

Are these viable at all, or are they stupid? Are there any different builds recommended that start as the aggressor yet maintain decent macro transitions?

TYVM in advance!
Hakuna Matata B*tches
Liquid`Drone
Profile Joined September 2002
Norway28695 Posts
Last Edited: 2017-05-26 01:37:50
May 26 2017 01:37 GMT
#6327
zvt I think hatch first is much better than overpool. You'll die against fast rax every now and then but overall I think it's significantly better.

zvp, that's one of the hardest ways of playing the matchup, but it's certainly good when you have it down. It's very tight though, you really have to balance ling production vs drone production. I think you will win (significantly) more games out of your first 500 zvps if you instead do a overpool into 3 hatch (on 3 base) hydra into either allin or 5-6 hatch hydra, but that'd also make you a more one-dimensional player.

zvz I'm pretty clueless on.
Moderator
GTR
Profile Blog Joined September 2004
51486 Posts
May 26 2017 03:11 GMT
#6328
zvz is pretty much a triangle; 12 hatch > overpool > 9 pool > 12 hatch
Commentator
evilfatsh1t
Profile Joined October 2010
Australia8711 Posts
Last Edited: 2017-05-26 04:36:23
May 26 2017 04:35 GMT
#6329
you left out 12 pool or do players not use this build anymore
Cryoc
Profile Joined July 2011
Germany909 Posts
May 26 2017 10:08 GMT
#6330
On May 26 2017 10:08 Ryzel wrote:
Hi! Noobie Zerg player here. I wanted to start trying to git gud by choosing one build order per match up and sticking with them while developing my macro and game skill.

I wanted build orders that started out with the potential for aggression and punishing 14CC/14Nex/12 Hatch, but also have a reasonable ability to transition to macro (even if at a slight disadvantage). I want to be active early game and keep the enemy on their toes.

After looking through liquipedia I decided these looked best for me...

ZvZ - Overpool to 2 hatch muta
ZvT - Overpool to 3 hatch muta to lurker
ZvP - Overpool to 3 base spire to 5 hatch Hydra

Are these viable at all, or are they stupid? Are there any different builds recommended that start as the aggressor yet maintain decent macro transitions?

TYVM in advance!

Does no one read the posts anymore? He asks about how to open up to prevent greedy builds and he gets a 12 hatch recommendation?

For your goal, I think your chosen builds are fine. I am not 100% sure, if overpool is an autowin vs 12 hatch in ZvZ but it should be advantageous. In ZvP, if the map is big, P can still go 11 Nexus first with a good wall vs Overpool, but this doesn't work on Fighting Spirit or Circuit Breaker.
http://www.twitch.tv/cryoc
B-royal
Profile Joined May 2015
Belgium1330 Posts
Last Edited: 2017-05-26 10:13:14
May 26 2017 10:10 GMT
#6331
He left out 2 builds, overgas and 12 pool, and his triangle is wrong as well. Overpool in close spawn should beat 12 hatch every time, and in cross-spawn (Fighting Spirit) it should still have an advantage. Of course, you can not lose any additional time if you're Overpooling. So if your opponent is smart and uses a less standard scouting pattern with his overlords, you might lose too much time to deal significant (read enough) damage.

Overpool however isn't a very good build in ZvZ, and there's no way for you to state that you intend on going 2 hatch muta afterwards. ZvZ games are much more constricting than other match-ups.

If you want to be aggressive, go for a 9 Pool speed. I would not recommend this to you however as 9 Pool is in my opinion one of the hardest builds to consistently win with. You really need a lot of game experience to play 9 Pool effectively in all situations. This is much less the case for a build like 12 Pool due to the fact that it has 2 hatcheries from the start and is also safe against essentially all cheeses (any super early pool).
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 <= ||
Ryzel
Profile Joined December 2012
United States531 Posts
Last Edited: 2017-05-26 11:30:53
May 26 2017 11:28 GMT
#6332
Thanks for your responses everyone!
When I mentioned Overpool into a 2nd hatch for ZvZ I was referring to the build on this page (Branch II)
http://wiki.teamliquid.net/starcraft/Zerg_vs._Zerg_Guide
From the way it's described, it seems like gets mutas about the same time as 9 pool while having a muta timing advantage over 12 pool and punishing 12 hatch AND can get a 2nd hatch up. Is this not actually viable?

Because I noticed it's different from the actual Overpool v. Z page here http://wiki.teamliquid.net/starcraft/Overpool_(vs._Zerg)

Although it also mentions getting 2nd hatch after muta spawn. Should I do this one instead?
Hakuna Matata B*tches
ortseam
Profile Joined April 2015
996 Posts
Last Edited: 2017-05-26 11:58:53
May 26 2017 11:49 GMT
#6333
For ZvP i recommend 9pool if you want to be aggresive, there is the 11/11 Nexus first build that is designed to counter overpool, also most Protoss players (at least on iccup) play blind forge->nexus->cannon builds
Edit: I also noticed that the ZvZ article describes only Lair openings which is kinda weird?
Liquid`Drone
Profile Joined September 2002
Norway28695 Posts
May 26 2017 13:02 GMT
#6334
On May 26 2017 19:08 Cryoc wrote:
Show nested quote +
On May 26 2017 10:08 Ryzel wrote:
Hi! Noobie Zerg player here. I wanted to start trying to git gud by choosing one build order per match up and sticking with them while developing my macro and game skill.

I wanted build orders that started out with the potential for aggression and punishing 14CC/14Nex/12 Hatch, but also have a reasonable ability to transition to macro (even if at a slight disadvantage). I want to be active early game and keep the enemy on their toes.

After looking through liquipedia I decided these looked best for me...

ZvZ - Overpool to 2 hatch muta
ZvT - Overpool to 3 hatch muta to lurker
ZvP - Overpool to 3 base spire to 5 hatch Hydra

Are these viable at all, or are they stupid? Are there any different builds recommended that start as the aggressor yet maintain decent macro transitions?

TYVM in advance!

Does no one read the posts anymore? He asks about how to open up to prevent greedy builds and he gets a 12 hatch recommendation?

For your goal, I think your chosen builds are fine. I am not 100% sure, if overpool is an autowin vs 12 hatch in ZvZ but it should be advantageous. In ZvP, if the map is big, P can still go 11 Nexus first with a good wall vs Overpool, but this doesn't work on Fighting Spirit or Circuit Breaker.


My experience is that literally nobody below a- iccup opens with 14cc tvz. It's 80-90% 1 rax cc, the other 10-20% split between 2 rax, 1 rax gas and proxy rax. So a newbie choosing a build to punish 14cc makes no sense because he's never gonna face it, and if he faces it, he's probably gonna be so outskilled that he loses despite the BO win.
Moderator
Cryoc
Profile Joined July 2011
Germany909 Posts
May 26 2017 13:19 GMT
#6335
On May 26 2017 22:02 Liquid`Drone wrote:
Show nested quote +
On May 26 2017 19:08 Cryoc wrote:
On May 26 2017 10:08 Ryzel wrote:
Hi! Noobie Zerg player here. I wanted to start trying to git gud by choosing one build order per match up and sticking with them while developing my macro and game skill.

I wanted build orders that started out with the potential for aggression and punishing 14CC/14Nex/12 Hatch, but also have a reasonable ability to transition to macro (even if at a slight disadvantage). I want to be active early game and keep the enemy on their toes.

After looking through liquipedia I decided these looked best for me...

ZvZ - Overpool to 2 hatch muta
ZvT - Overpool to 3 hatch muta to lurker
ZvP - Overpool to 3 base spire to 5 hatch Hydra

Are these viable at all, or are they stupid? Are there any different builds recommended that start as the aggressor yet maintain decent macro transitions?

TYVM in advance!

Does no one read the posts anymore? He asks about how to open up to prevent greedy builds and he gets a 12 hatch recommendation?

For your goal, I think your chosen builds are fine. I am not 100% sure, if overpool is an autowin vs 12 hatch in ZvZ but it should be advantageous. In ZvP, if the map is big, P can still go 11 Nexus first with a good wall vs Overpool, but this doesn't work on Fighting Spirit or Circuit Breaker.


My experience is that literally nobody below a- iccup opens with 14cc tvz. It's 80-90% 1 rax cc, the other 10-20% split between 2 rax, 1 rax gas and proxy rax. So a newbie choosing a build to punish 14cc makes no sense because he's never gonna face it, and if he faces it, he's probably gonna be so outskilled that he loses despite the BO win.

That might be the case, but you never actually answered his question, if those builds are good vs greedy openings, only "go 12 Hatch ZvT". How does that help a new player?
http://www.twitch.tv/cryoc
Liquid`Drone
Profile Joined September 2002
Norway28695 Posts
May 26 2017 13:29 GMT
#6336
I was a bit lazy. (still am) But I think that overall pool first builds are much worse than hatch first zvt, and I don't think punishing greedy builds should be a priority. If you want to play more aggressive and lower economy games then it's better to focus on 2 hatch rather than 3 hatch builds than to focus on pool before hatch.
Moderator
Dazed.
Profile Blog Joined March 2008
Canada3301 Posts
May 26 2017 19:34 GMT
#6337
On May 19 2017 14:13 Dazed_Spy wrote:
How many drones do I have to kill with an 8 rax in order to transition 1 rax cc, while being even with the zerg at least?
Could I get a firmer answer on this than the one I got? Dude said you look at the 3 hatch timing relative to ur cc, but how far long ought it be?
Never say Die! ||| Fight you? No, I want to kill you.
Dead9
Profile Blog Joined February 2008
United States4725 Posts
May 26 2017 20:45 GMT
#6338
with a typical rax cc (cc on 18) the CC and 3rd hatch go down at apx the same timing (cc goes down 5~10 seconds later)
Sero
Profile Joined October 2010
United States692 Posts
Last Edited: 2017-05-27 00:19:28
May 27 2017 00:19 GMT
#6339
On May 27 2017 04:34 Dazed_Spy wrote:
Show nested quote +
On May 19 2017 14:13 Dazed_Spy wrote:
How many drones do I have to kill with an 8 rax in order to transition 1 rax cc, while being even with the zerg at least?
Could I get a firmer answer on this than the one I got? Dude said you look at the 3 hatch timing relative to ur cc, but how far long ought it be?

You can't get a firm answer because it's situational. How many SCVs did you pull, how many lings and sunkens did he make? How many SCVs did you lose, and how long were the ones you pulled not mining? Did you have to prepare defense for a ling counter? Etc.
<3 FlaSh HiyA Stats HoeJJa
Highgamer
Profile Joined October 2015
1434 Posts
May 27 2017 03:17 GMT
#6340
On May 27 2017 04:34 Dazed_Spy wrote:
Show nested quote +
On May 19 2017 14:13 Dazed_Spy wrote:
How many drones do I have to kill with an 8 rax in order to transition 1 rax cc, while being even with the zerg at least?
Could I get a firmer answer on this than the one I got? Dude said you look at the 3 hatch timing relative to ur cc, but how far long ought it be?


As Sero wrote, it's really hard to get it down to certain numbers, like how many drones vs how many SCVs, because Zerg has the larva mechanic and can also vary his build-order manyfold in this early stage of the game. There's no other way than knowing by heart yourself what you expect to see from Zerg at different points in time and to make a good guess by combining several parameters (drone-count, unit-count, tech-stage).
If you've lost all the marines and several SCVs that you pulled without killing more than 2-3 drones you generally know that it's over or last-stand-scenario. And if you have killed as many or more drones and have enough SCVs safe at home to keep building your stuff fluidly, then you should play on no matter what, especially if Zerg over-produced lings.

When you see a chance, get safe and stabilize until you can pick up your usual build-order-progression that would normally start somewhere around 16-20 supply depending on your marine-leftovers (CC, depot, 2nd rax or gas, academy, ebay, more barracks, for example, while constantly SCVs and enough depots). I don't know if the +1 4/5rax-bulid is a good option in this situation as it delays the academy which is a problem if Zerg has the resources to tech fast and also if he drones up more than usual.

If Zerg defended your 8rax, you won't be able to see much probably, maybe you get a stray SCV into the main, then it's easier of course.
Someone wrote: CC should go up shortly after 3rd hatch (if Zerg builds one), so if you're faster, it's as if you did a greedy 1rax FE.
If Zerg goes 2hatch tech, his lair normally starts very shortly after your CC afaik.
If he is on 3 hatch and starts his lair long before you can start your academy, that's ugh I guess (but could be alright still if his drone-count is lower than usual...).

Otherwise, I'd say the only time to tell where you really stand and how you should play it out is when you have your first two scans. If you can scan twice for the first time, you should have stim on the way, 2 barracks (maybe more in the making), some marines and 1-2 medics, an ebay finishing, two mineral lines swarming with SCVs. From here on you can go full-defense if need be - or you can tech fast and make a small bio-push for map-control.

Is Zerg's spire already finished? Even if you see mutas just popping you'll live if you can defend the first wave, build turrets asap.
Or is it lurker? do you see hydras unmorphed/morphing? Build a bunker or two asap if you're not sure. Factory.
If you see late spire/lurker tech and not too many drones, don't run into a ling-trap.
Look out for an absurd amount of drones, too, normally the mineral-lines shouldn't be completely stacked. If they are, expect a flood of units after you move out.
Try to make way for an SCV-scout looking for a fast 3rd base if you haven't already.
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