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Sero
Profile Joined October 2010
United States692 Posts
January 23 2018 04:43 GMT
#7421
Hydra lurk can work against any terran build. It's not the best option, but it's easy to control and pretty strong. No idea whether hydra guardian is good against 1-1-1, but I don't think what they said about hydra guardian really implies that. I'm assuming it's not very good though, since vessels can irradiate the guardians, and bio with or without tanks will clean up the hydras.
<3 FlaSh HiyA Stats HoeJJa
Liquid`Drone
Profile Joined September 2002
Norway28689 Posts
January 23 2018 11:08 GMT
#7422
1-1-1 generally gets too many vessels too fast for hydra guardian to really be viable. Hydra lurker is kinda like, good until a certain level, but you're gonna have a very hard time after like, 2200+ mmr or so with it.
Moderator
ProMeTheus112
Profile Joined December 2009
France2027 Posts
Last Edited: 2018-01-23 14:32:20
January 23 2018 14:29 GMT
#7423
so it's still mass muta opening into take 3rd with lurks most of the time ?
I saw boxer murder a lot of Z at this point on his youtube channel. He is doing a micro where he positions his rines into a tight clump and hits stop or hold position, waits for the mutas to try and do their hit and right click one just when they are in range, seems a lot of Z die to this?_? he's at like 2300+ MMR, not even doing always good macro behind cause he wins there
kogeT
Profile Joined September 2013
Poland2040 Posts
January 24 2018 10:50 GMT
#7424
The mutas are to stall the marines, and only engage when marines are spread (or if mutas can attack from high ground terrain etc.). If marines sit and wait in a ball, there is no reason to try and attack them with mutas.
https://www.twitch.tv/kogetbw
ProMeTheus112
Profile Joined December 2009
France2027 Posts
Last Edited: 2018-01-24 12:48:17
January 24 2018 12:47 GMT
#7425
what boxer was doing is attack with marines and pressure in front of nat, he was anticipating muta attacks and quickly clumping them
DreXxiN
Profile Joined July 2010
United States494 Posts
January 25 2018 04:25 GMT
#7426
I feel like I don't have any issue dealing with cheese (because it always happens) but am actually having issues now in TvP macro games, particularly on Circuit Breaker. Is there any specific way you should spread your tanks to protect your third from just getting sniped off? I realize the bridges make the nat pretty safe, but I still feel like keeping the high ground from getting camped by the min only is really difficult.
kogeT
Profile Joined September 2013
Poland2040 Posts
Last Edited: 2018-01-25 08:14:41
January 25 2018 08:11 GMT
#7427
Don't spread your tanks too much; put some mines on the ramp/high ground; levea a floating building around the ramp so it gives extra vision for siege tanks and also tanks some shoots from dragons; make 2 turrets close together to deflect shuttle dmg; make a bunker; position your tank not just down the ramp, but rather between bridges and highground (there is a sweet spot, for example for top right it's to the right of the highground and above the left bridge, same logic for other locations); pull SCVs from your 3rd to protect the tanks as soon as you see he is committing; to be SUPER safe you can consider adding 1-2 depots around your 3rd CC, it's easy to make it a very narrow choke, but there is a downside if you want to move out later or easily manouver between 3rd and 4th (so consider that only if you know P has a very strong ground timing, especially with speed zealots); last thing to look after is a big speed zealot runby from the bridges, but by that time you should have many vultures - in that case keep them together with your tanks; always try to manually target fire the far dragoons with your tanks (to avoid missing, always shoot at the dragons at the back)

All in all it comes down to understanding what P is playing. If they go for usual 2 base tech / 3 base macro / 3 base reaver etc. you usually don't have to do so much to defend your base. But if they go for 2 base 4 gate shuttle, or 3 base 6+ gateway or any quick speed zealot, you should consider using few of the above tips (or all of them )
https://www.twitch.tv/kogetbw
[Fin]Vittu
Profile Blog Joined March 2008
Canada507 Posts
Last Edited: 2018-01-25 11:25:22
January 25 2018 11:25 GMT
#7428
On January 25 2018 17:11 kogeT wrote:
Don't spread your tanks too much; put some mines on the ramp/high ground; levea a floating building around the ramp so it gives extra vision for siege tanks and also tanks some shoots from dragons; make 2 turrets close together to deflect shuttle dmg; make a bunker; position your tank not just down the ramp, but rather between bridges and highground (there is a sweet spot, for example for top right it's to the right of the highground and above the left bridge, same logic for other locations); pull SCVs from your 3rd to protect the tanks as soon as you see he is committing; to be SUPER safe you can consider adding 1-2 depots around your 3rd CC, it's easy to make it a very narrow choke, but there is a downside if you want to move out later or easily manouver between 3rd and 4th (so consider that only if you know P has a very strong ground timing, especially with speed zealots); last thing to look after is a big speed zealot runby from the bridges, but by that time you should have many vultures - in that case keep them together with your tanks; always try to manually target fire the far dragoons with your tanks (to avoid missing, always shoot at the dragons at the back)

All in all it comes down to understanding what P is playing. If they go for usual 2 base tech / 3 base macro / 3 base reaver etc. you usually don't have to do so much to defend your base. But if they go for 2 base 4 gate shuttle, or 3 base 6+ gateway or any quick speed zealot, you should consider using few of the above tips (or all of them )


tyvm!

Btw, do you know of any good walls, or sim-city techniques for TvP on CB (for TvP 1rax FE)
The "Finnish Metal Terran"
kogeT
Profile Joined September 2013
Poland2040 Posts
Last Edited: 2018-01-25 14:34:35
January 25 2018 14:33 GMT
#7429
On January 25 2018 20:25 [Fin]Vittu wrote:
Show nested quote +
On January 25 2018 17:11 kogeT wrote:
Don't spread your tanks too much; put some mines on the ramp/high ground; levea a floating building around the ramp so it gives extra vision for siege tanks and also tanks some shoots from dragons; make 2 turrets close together to deflect shuttle dmg; make a bunker; position your tank not just down the ramp, but rather between bridges and highground (there is a sweet spot, for example for top right it's to the right of the highground and above the left bridge, same logic for other locations); pull SCVs from your 3rd to protect the tanks as soon as you see he is committing; to be SUPER safe you can consider adding 1-2 depots around your 3rd CC, it's easy to make it a very narrow choke, but there is a downside if you want to move out later or easily manouver between 3rd and 4th (so consider that only if you know P has a very strong ground timing, especially with speed zealots); last thing to look after is a big speed zealot runby from the bridges, but by that time you should have many vultures - in that case keep them together with your tanks; always try to manually target fire the far dragoons with your tanks (to avoid missing, always shoot at the dragons at the back)

All in all it comes down to understanding what P is playing. If they go for usual 2 base tech / 3 base macro / 3 base reaver etc. you usually don't have to do so much to defend your base. But if they go for 2 base 4 gate shuttle, or 3 base 6+ gateway or any quick speed zealot, you should consider using few of the above tips (or all of them )


tyvm!

Btw, do you know of any good walls, or sim-city techniques for TvP on CB (for TvP 1rax FE)


The rule is always the same: CC-Barrack-depot for positions on left, Barrack-Depot-CC for positions on right. Barrack should cover the area below/above it (depending on position). On some positions you'll have a full wall, on some others there will be a passage between supply and CC, but that is perfectly fine.
https://www.twitch.tv/kogetbw
Alpha-NP-
Profile Blog Joined September 2008
United States1242 Posts
January 26 2018 05:06 GMT
#7430
Forgive my newb question. I saw Jaedong playing around for fun with burrowed lings in ZvT. Is burrowed lings something better to use against Bio or Mech? And is burrowed lings ever used in ZvP or has no use?
Sero
Profile Joined October 2010
United States692 Posts
January 26 2018 08:25 GMT
#7431
The only real use for burrowed lings in ZvT is to catch terran off guard when they do their first bio push. If you rush burrow you can sometimes crush a stim timing if terran doesn't make any firebats. It's not really a good strategy though and is pretty much just for fun. Dunno about ZvP but it's most likely not very useful for that either.
<3 FlaSh HiyA Stats HoeJJa
ajmbek
Profile Joined November 2008
Italy460 Posts
January 26 2018 12:34 GMT
#7432
On January 26 2018 14:06 Alpha-NP- wrote:
Forgive my newb question. I saw Jaedong playing around for fun with burrowed lings in ZvT. Is burrowed lings something better to use against Bio or Mech? And is burrowed lings ever used in ZvP or has no use?



burrow is used in zvp z lot. You use it to save drones from reaver harass.
Sic iter ad astra
Liquid`Drone
Profile Joined September 2002
Norway28689 Posts
Last Edited: 2018-01-26 13:43:28
January 26 2018 13:38 GMT
#7433
having burrow to save drones from the vessel eraser is good. I also honestly haven't used it much myself, but the whole, burrow defilers+zerglings when vessels come in so they have to manually click on each unit to see where the defiler is, that looks like a legitimate use as well.

I've also had a lot of fun with a 9 pool with burrow instead of speed where I burrow a ling in terran's natural location. sometimes they don't notice, go 1 rax cc on high ground behind scv wall, then they come floating with the cc while transferring 10 scvs only to notice that the CC can't land, and then it's like, fuck, and they have wait a pretty long time for their acad or ebay to finish so they can actually remove the zergling.

Then I usually couple this with a quick lurker drop where I make sure to burrow the lurkers in a couple different spots - they are short on scan energy having had to waste one on their natural - and usually one on my main as the 9pool lings deny scouting. It's not a stable build you can go for all the time, but pretty strong in single games, and a lot of fun.

edit: zvp, I think burrow is great against players going reaver, for three different reasons. a) you can have burrowed lings spread around the map so you see some shuttle movement (shuttle harassment is often coupled with a fleet of corsairs clearing out overlords) b) you can burrow drones so they don't die c) you can burrow hydras in certain locations so you can go surprise motherfucker when the shuttle comes. Aside from that, usually not that much utility. having a burrowed ling in all the locations on FS during the 'protoss is expanding to 4th while attacking you-phase' is an inconvenience for him, forcing him to wait for cannon or obs before he can plop down the nexus, but it's not huge.

Eonzerg had a real nice move in the BSL vs Dewalt last weekend, where he had like 8 lings burrowed next to where dewalt was going to place his nexus, then when the nexus was planted he immediately sniped it - I didn't get whether he cancelled or lost it, but it was a cool move.
Moderator
ProMeTheus112
Profile Joined December 2009
France2027 Posts
Last Edited: 2018-01-26 13:56:25
January 26 2018 13:54 GMT
#7434
i think burrow is pretty good early in zvp but it's hard to tell when it's worth it, if you get your lings in P base for example you can relay annoy him by burrowing your lings when his units are around, also burrowed ling at 3rd location can be good
I guess that burrow generally is more useful early when P is doing a one base build though, so that's prob why it's gotten a lot more rare to see it early zvp?
it's not very costly ability, sometimes you might research it and it won't prove very useful, but being only 100/100 can make it worth trying it even quite early I guess
PS: this is just my opinion as p user. but I would say keep in mind, one of the advantages of Z in the early game is that you can make it a lot more costly to P to counter your tech than it cost you to set up that tech, burrow is one of them because the natural counter is observers (and canons), observers tech is way costly and slow and canons are static ofc.
kogeT
Profile Joined September 2013
Poland2040 Posts
January 26 2018 14:06 GMT
#7435
I think burrow has got great potential but there is just no time to utilize the tactics to make them worth it. Its nearly always better to focus on macro or micro your ling pack around the map. If AI would play, burrow would have been a great idea.

Now some good ideas that haven't been mentioned yet:

- ZvT: burrow some lings in 3rd / 4th. Terran would often check the area before expanding, but would often leave with most units afterwards. Few lings can significantly delay exanding by T, especially if T is taking an away expo in another main.
- ZvT: burrow a ling under swarm. As long as T keeps his detection up, all units will target the ling and you can send an extra wave of lings to clean up for example an army of tanks (that is why its crucial as T to remove your detection if there are lurkers/burrowe lings under swarm, as otherwise units don't change priorities). Obviously a single ling under swarm is indestructible by for tanks.
- ZvT: if you get early burrow, you can burrow a drone for future expansion, as usually terran will send a marine to check the exp and close area. (like with 5 rax it's crucial to kill all drones that are candidates for an expo)

- In general: burrow can be useful to get units through minerals like on outsider
- In general: burrow can be used to stack mutas (burrow a single ling and hotkey with mutas)
https://www.twitch.tv/kogetbw
iopq
Profile Blog Joined March 2009
United States953 Posts
January 27 2018 23:54 GMT
#7436
kogeT you forget when you swarm drop, you can burrow defilers under swarm so they don't get targeted killed by tanks after casting swarm

that way you can come back and unburrow the defiler for more swarms later (since tanks will die to the drop) you can eat an overlord for energy later

so your drop will be pretty much immortal until they irradiate the defiler and that's quite the task under swarm
neatpete
Profile Joined October 2017
48 Posts
January 30 2018 03:28 GMT
#7437
On the topic of swarm dropping, what specific ways do players better than I am (which means you can log in to Starcraft and have a pulse) handle the drop? I try to hotkey the defiler, but frequently lose track of it while i'm u-clicking each individual overlord, which causes me some grief when I'm droppin' 'em in to a hot location.

Is it better to try to drop ultras first to draw fire? Hotkey the overlord that has the defiler in it too? Just try to click the defeiler when it's out?
kogeT
Profile Joined September 2013
Poland2040 Posts
January 30 2018 13:48 GMT
#7438
Well, obviously there is no 1 rule on how to drop, as each drop will be different depending on where and on what you are dropping.. If there are a lot of tanks, there is no reason to drop an ultra 1st as he'll get focus fired and die. Otherwise if there are vultures, start with an ultra to take the dmg and add lings afterwards for DPS.

As for defiler, hotkeying it can help a lot. As soon as you order the drop to unload (you don't always have to "u" drop them, you can just order to drop at specific location), spam the hotkey and as soon as defiler is selected you throw a swarm.
https://www.twitch.tv/kogetbw
Liquid`Drone
Profile Joined September 2002
Norway28689 Posts
January 30 2018 13:58 GMT
#7439
yeah. one thing to keep in mind there is that you want to hotkey the defiler by itself - hotkeys will get screwed with if you spam them while some of the units are inside overlords/shuttles/dropships.
Moderator
XenOsky
Profile Blog Joined March 2008
Chile2277 Posts
Last Edited: 2018-02-01 03:16:54
February 01 2018 03:16 GMT
#7440
best way to play vs 6 hatch hydra PvZ?
StarCraft & Audax Italiano.
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