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Simple Questions, Simple Answers - Page 328

Forum Index > Brood War Strategy
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Luddite
Profile Blog Joined April 2007
United States2315 Posts
July 15 2017 18:05 GMT
#6541
Have there been any games on Fighting Spirit where someone took the center expansion early on (ie, not in the late game where the map is mined out or they're completely dominating everywhere)?

I know it's really hard to defend, but it's basically a double expansion, and that's pretty depending. Maybe you could do something like the "defensive" 3 hatch hydra build that iopq mentioned above while taking it, and then use the extra resources from the center to set up a huge lurker contain and prevent them attacking you in the center. Or maybe you could just take it undefended and hope it pays off before they notice what you're doing.
Can't believe I'm still here playing this same game
jehlakj
Profile Joined April 2017
23 Posts
Last Edited: 2017-07-16 00:25:11
July 15 2017 23:39 GMT
#6542
Who are some of the more methodical and consistent players for each race? I'm hoping to learn the basics by watching them.

Also, what are some standard maps that I should practice on?
JungleTerrain
Profile Joined January 2012
Chile799 Posts
July 16 2017 04:21 GMT
#6543
On July 16 2017 08:39 jehlakj wrote:
Who are some of the more methodical and consistent players for each race? I'm hoping to learn the basics by watching them.

Also, what are some standard maps that I should practice on?


Most standard maps used currently are fighting spirit and circuit breakers. Also python is used a decent amount in ICCup server.

And I suggest going over to the Translated Pro Videos Coordination thread here in TL. There are guides made by progamers. But I'm too lazy to post the link here for it.
www.broodwarmaps.net
iopq
Profile Blog Joined March 2009
United States907 Posts
July 17 2017 08:31 GMT
#6544
In addition to FS/CB mentioned in the above post, Blue Storm is also used in Fish ladder.
Zealgoon
Profile Joined January 2013
China187 Posts
July 17 2017 12:56 GMT
#6545
How do I defend my 3rd from drops in 3 hatch lurker ZvT? I don't have mutas and a few pairs of scourges simply don't cut it.
Jealous
Profile Blog Joined December 2011
10126 Posts
July 17 2017 14:04 GMT
#6546
On July 16 2017 03:05 Luddite wrote:
Have there been any games on Fighting Spirit where someone took the center expansion early on (ie, not in the late game where the map is mined out or they're completely dominating everywhere)?

I know it's really hard to defend, but it's basically a double expansion, and that's pretty depending. Maybe you could do something like the "defensive" 3 hatch hydra build that iopq mentioned above while taking it, and then use the extra resources from the center to set up a huge lurker contain and prevent them attacking you in the center. Or maybe you could just take it undefended and hope it pays off before they notice what you're doing.

I don't recall any professional or tournament matches, but I've been noticing this trend in PvZ among higher level foreigners and some amateur Korean replays. Protoss take it as their 4th base when they have map control. One of the more recent ones I saw, I think had TT1 in it?
"The right to vote is only the oar of the slaveship, I wanna be free." -- бум бум сучка!
Dante08
Profile Blog Joined February 2008
Singapore4126 Posts
July 18 2017 10:00 GMT
#6547
On July 16 2017 08:39 jehlakj wrote:
Who are some of the more methodical and consistent players for each race? I'm hoping to learn the basics by watching them.

Also, what are some standard maps that I should practice on?


I would say watch Flash/Last for T and Larva/Effort for Z. JD is good as well but his style is hyper aggressive which isn't recommended for new players. Also Flash might not be the best to learn the basics from since he can be really greedy. I guess the best is to watch all of them and see who's style you like the most.
Dante08
Profile Blog Joined February 2008
Singapore4126 Posts
July 18 2017 10:02 GMT
#6548
On July 17 2017 21:56 Zealgoon wrote:
How do I defend my 3rd from drops in 3 hatch lurker ZvT? I don't have mutas and a few pairs of scourges simply don't cut it.


Leave 1-2 lurkers and make 1-2 sunkens in your mineral line which will do fine vs 2 dropships or less.
Navane
Profile Blog Joined February 2007
Netherlands2748 Posts
July 18 2017 10:57 GMT
#6549
On July 18 2017 19:02 Dante08 wrote:
Show nested quote +
On July 17 2017 21:56 Zealgoon wrote:
How do I defend my 3rd from drops in 3 hatch lurker ZvT? I don't have mutas and a few pairs of scourges simply don't cut it.


Leave 1-2 lurkers and make 1-2 sunkens in your mineral line which will do fine vs 2 dropships or less.


That's what I thought too. But it seems so obvious since he's gone 3hat lurkers anyway.
kogeT
Profile Joined September 2013
Poland2037 Posts
Last Edited: 2017-07-18 14:30:34
July 18 2017 14:25 GMT
#6550
On July 18 2017 19:02 Dante08 wrote:
Show nested quote +
On July 17 2017 21:56 Zealgoon wrote:
How do I defend my 3rd from drops in 3 hatch lurker ZvT? I don't have mutas and a few pairs of scourges simply don't cut it.


Leave 1-2 lurkers and make 1-2 sunkens in your mineral line which will do fine vs 2 dropships or less.


12 lings in your expo + 3 lurks on your ramp (+ scourge 2-4 scourge if possible)
https://www.twitch.tv/kogetbw
Zealgoon
Profile Joined January 2013
China187 Posts
July 19 2017 06:38 GMT
#6551
Thanks for the answers. I kinda dislike using too many lurkers to defend drops because I always felt I needed every single lurker to fend off the pre-defiler push. Guess I'll have to practice defending drops with lings.
evilfatsh1t
Profile Joined October 2010
Australia8639 Posts
July 19 2017 07:50 GMT
#6552
u only need 1 lurker usually, just make sure you burrow at the right distance and flank at the right time in order to not let it get sniped easily.
you wont defend drops with lings alone because if m&m manages to get behind mineral lines its going to be a starcraft version of 300
iopq
Profile Blog Joined March 2009
United States907 Posts
July 19 2017 08:38 GMT
#6553
pure lings defends drops just fine as long as you're under the dropship and just kind of following it while scourge chase it

scourge/lings is actually a very good drop defense
sCuMBaG
Profile Joined August 2006
United Kingdom1144 Posts
July 19 2017 09:38 GMT
#6554
On July 19 2017 17:38 iopq wrote:
pure lings defends drops just fine as long as you're under the dropship and just kind of following it while scourge chase it

scourge/lings is actually a very good drop defense


exactly that.

it's all a question of paying attention. if you don't see the drop happening you're screwed.
if you catch it, you can easily defend.
Dante08
Profile Blog Joined February 2008
Singapore4126 Posts
July 20 2017 03:35 GMT
#6555
On July 19 2017 18:38 sCuMBaG wrote:
Show nested quote +
On July 19 2017 17:38 iopq wrote:
pure lings defends drops just fine as long as you're under the dropship and just kind of following it while scourge chase it

scourge/lings is actually a very good drop defense


exactly that.

it's all a question of paying attention. if you don't see the drop happening you're screwed.
if you catch it, you can easily defend.


Yeah but I think for lower level players sunken + lurker is much better. Yes you spend more but it's much safer in case you miss the dropship.
evilfatsh1t
Profile Joined October 2010
Australia8639 Posts
July 20 2017 07:34 GMT
#6556
yeah if hes asking the question of how to defend with units because scourge isnt enough for him, you have to make the assumption that hes not reacting fast enough or doesnt have vision secured well enough where he can defend dropships while theyre unloading.
dunno why you are expecting a pro's response from someone who clearly isnt anywhere near that level
sCuMBaG
Profile Joined August 2006
United Kingdom1144 Posts
Last Edited: 2017-07-20 10:22:27
July 20 2017 10:20 GMT
#6557
On July 20 2017 16:34 evilfatsh1t wrote:
yeah if hes asking the question of how to defend with units because scourge isnt enough for him, you have to make the assumption that hes not reacting fast enough or doesnt have vision secured well enough where he can defend dropships while theyre unloading.
dunno why you are expecting a pro's response from someone who clearly isnt anywhere near that level


Nothing to do with Pros.... That's a C- player's reaction really.
If you're just slightly above average, you should have around 2-3 second multitask cycle.
That should give you more than enough reaction time to catch the drop on the minimap.

additionally, if the other guy unloads, stims and just a clicks, with only a hint of a split - one lurker won't be enough to defend by a long shot.

D+ or lower:
- have scourges patrol the edges of your base
- have a lurker and sunken in your mineral line

anything higher than that:
- pay attention

[S]ickle
Profile Joined June 2017
20 Posts
Last Edited: 2017-07-20 17:13:35
July 20 2017 17:12 GMT
#6558
I am trying to practice build orders and compare the timings my units come out. I am confused about the in-game clock and the clock when watching the replay. During the replay, there seems to be two clocks: one in the same position as during the game (above the unit portrait and to the right of the apm meter if enabled as of patch 1.18) and the elapsed time (near the progress bar where you can skip or rewind). For some replays I notice that there is a discrepancy between the two times and for other not. Can someone explain how these timers work and what difference there is? What time are most people referring to when talking about build timings?

I play on the typical fastest speed setting. Is there a difference on the replay file depending on whether it's multilayered (fastest by default) or single play (manually adjust speed after game start)?
Cryoc
Profile Joined July 2011
Germany909 Posts
July 21 2017 16:09 GMT
#6559
The game time in the replay progress bar is the same as the time shown in the in-game timer when you play the game and this time is used for everything. I didn't check the in-game timer when watching a replay, but if it does show a different time compared to the replay progress bar, it is maybe a bug.
http://www.twitch.tv/cryoc
Jealous
Profile Blog Joined December 2011
10126 Posts
July 21 2017 16:46 GMT
#6560
On July 22 2017 01:09 Cryoc wrote:
The game time in the replay progress bar is the same as the time shown in the in-game timer when you play the game and this time is used for everything. I didn't check the in-game timer when watching a replay, but if it does show a different time compared to the replay progress bar, it is maybe a bug.

Couldn't it also be Blizzart time vs. real time? I am pretty sure that at least in 1.16, the replay timer at fastest speed goes by "Blizzard time," for example.
"The right to vote is only the oar of the slaveship, I wanna be free." -- бум бум сучка!
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