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Simple Questions, Simple Answers - Page 373

Forum Index > Brood War Strategy
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[sc1f]eonzerg
Profile Blog Joined February 2010
Belgium6737 Posts
February 01 2018 11:13 GMT
#7441
On February 01 2018 12:16 XenOsky- wrote:
best way to play vs 6 hatch hydra PvZ?

isnt protoss enough? basically 8 gateways 2 bases should solve all your problems,just dont rush for a third expo.
TelecoM
Profile Blog Joined January 2010
United States10682 Posts
February 01 2018 21:21 GMT
#7442
On February 01 2018 20:13 [sc1f]eonzerg wrote:
Show nested quote +
On February 01 2018 12:16 XenOsky- wrote:
best way to play vs 6 hatch hydra PvZ?

isnt protoss enough? basically 8 gateways 2 bases should solve all your problems,just dont rush for a third expo.

Sounds pretty solid, I'll be sure to keep that in mind. Do you just mass Dragoon or use Archon vs the Muta transition, or should Protoss just Protoss that as well? I think Protoss should be enough
AKA: TelecoM[WHITE] Protoss fighting
EndingLife
Profile Blog Joined December 2002
United States1598 Posts
February 01 2018 22:04 GMT
#7443
Someone must be having some ZvP troubles
If only 2 base 8 gate was all it took...
KameZerg
Profile Blog Joined May 2007
Sweden1767 Posts
Last Edited: 2018-02-03 14:03:00
February 02 2018 00:01 GMT
#7444
On February 01 2018 12:16 XenOsky- wrote:
best way to play vs 6 hatch hydra PvZ?


There are alot of ways, no best way... If you want a easy way to beat it fairly quickly then try this
FE into DT Corsair... make 2-3 corsairs only
Templar archives and 1 gateway simultaneously
Make 2 DTs from both gateways

Then do this while your DTs are building
* Send your 4 zealots to attack followed by the DTs (the zealots will soften up the base so DT can do more damage)
* Make 4 more gateways so you have 6 in total and then Leg speed and +1

Produce HT from 2 gateways, zealots from the rest and morph the HTs into Archons
Then go and kill him with Zealot/Archon. If he is smart he won't move out with his Hydras. Don't forget to also take your third base now.


If your attack fails just add up to 4 cannons at your naturual with storm and use units to defend third base, make robo and then start dragoon production when you have 12 melee units and 3-4 HT's. Also around this stage there is a very very high chance zerg will make a muta switch since you have little or no corsairs, add 2-3 cannons to your mineral lines if you see no lurkers, position archon and protect HT.
asdasdasdasdasd123123123
TelecoM
Profile Blog Joined January 2010
United States10682 Posts
Last Edited: 2018-02-04 19:34:14
February 04 2018 19:34 GMT
#7445
On February 02 2018 09:01 ICanFlyLow wrote:
Show nested quote +
On February 01 2018 12:16 XenOsky- wrote:
best way to play vs 6 hatch hydra PvZ?


There are alot of ways, no best way... If you want a easy way to beat it fairly quickly then try this
FE into DT Corsair... make 2-3 corsairs only
Templar archives and 1 gateway simultaneously
Make 2 DTs from both gateways

Then do this while your DTs are building
* Send your 4 zealots to attack followed by the DTs (the zealots will soften up the base so DT can do more damage)
* Make 4 more gateways so you have 6 in total and then Leg speed and +1

Produce HT from 2 gateways, zealots from the rest and morph the HTs into Archons
Then go and kill him with Zealot/Archon. If he is smart he won't move out with his Hydras. Don't forget to also take your third base now.


If your attack fails just add up to 4 cannons at your naturual with storm and use units to defend third base, make robo and then start dragoon production when you have 12 melee units and 3-4 HT's. Also around this stage there is a very very high chance zerg will make a muta switch since you have little or no corsairs, add 2-3 cannons to your mineral lines if you see no lurkers, position archon and protect HT.

...
And if the Zerg just mass units at your choke with overlord that you can't kill b/c of proper hydra timing you just lose.
AKA: TelecoM[WHITE] Protoss fighting
KameZerg
Profile Blog Joined May 2007
Sweden1767 Posts
Last Edited: 2018-02-05 01:16:30
February 05 2018 01:00 GMT
#7446
On February 05 2018 04:34 GGzerG wrote:
Show nested quote +
On February 02 2018 09:01 ICanFlyLow wrote:
On February 01 2018 12:16 XenOsky- wrote:
best way to play vs 6 hatch hydra PvZ?


There are alot of ways, no best way... If you want a easy way to beat it fairly quickly then try this
FE into DT Corsair... make 2-3 corsairs only
Templar archives and 1 gateway simultaneously
Make 2 DTs from both gateways

Then do this while your DTs are building
* Send your 4 zealots to attack followed by the DTs (the zealots will soften up the base so DT can do more damage)
* Make 4 more gateways so you have 6 in total and then Leg speed and +1

Produce HT from 2 gateways, zealots from the rest and morph the HTs into Archons
Then go and kill him with Zealot/Archon. If he is smart he won't move out with his Hydras. Don't forget to also take your third base now.


If your attack fails just add up to 4 cannons at your naturual with storm and use units to defend third base, make robo and then start dragoon production when you have 12 melee units and 3-4 HT's. Also around this stage there is a very very high chance zerg will make a muta switch since you have little or no corsairs, add 2-3 cannons to your mineral lines if you see no lurkers, position archon and protect HT.

...
And if the Zerg just mass units at your choke with overlord that you can't kill b/c of proper hydra timing you just lose.


If 5 hatch hydra, by the time you are making DT's he is just starting to make hydras. If you mean 3 hatch hydra then you have to do a completely different strategy ofcourse lol.
asdasdasdasdasd123123123
evilfatsh1t
Profile Joined October 2010
Australia8762 Posts
Last Edited: 2018-02-05 02:54:41
February 05 2018 02:50 GMT
#7447
On February 02 2018 09:01 ICanFlyLow wrote:
Show nested quote +
On February 01 2018 12:16 XenOsky- wrote:
best way to play vs 6 hatch hydra PvZ?


There are alot of ways, no best way... If you want a easy way to beat it fairly quickly then try this
FE into DT Corsair... make 2-3 corsairs only
Templar archives and 1 gateway simultaneously
Make 2 DTs from both gateways

Then do this while your DTs are building
* Send your 4 zealots to attack followed by the DTs (the zealots will soften up the base so DT can do more damage)
* Make 4 more gateways so you have 6 in total and then Leg speed and +1

Produce HT from 2 gateways, zealots from the rest and morph the HTs into Archons
Then go and kill him with Zealot/Archon. If he is smart he won't move out with his Hydras. Don't forget to also take your third base now.


If your attack fails just add up to 4 cannons at your naturual with storm and use units to defend third base, make robo and then start dragoon production when you have 12 melee units and 3-4 HT's. Also around this stage there is a very very high chance zerg will make a muta switch since you have little or no corsairs, add 2-3 cannons to your mineral lines if you see no lurkers, position archon and protect HT.

why would you only build 2-3 corsairs if you plan on building up to 2 dt. they arent gonna do anything because your corsairs cant kill anything. either get 6-7 or dont go dt at all (the latter is better).

4 zealots to attack isnt gonna do anything because 1 sunken + zerglings can handle that. you waste a couple zealots for almost nothing. your subsequent dt fails because you cant snipe any overlords anyway.
leg speed and +1 after you have 6 gateways mean you lose your timing for a +1/speed attack before hydras have both their upgrades up and a sizeable force. youve now relinquished all map control because hydra speed has come out before your leg speed and you dont have enough corsairs to fight scourge.

youve already lost the game because hes pumping out hydras from 5-6 hatcheries with speed/range/+1 missile upgrades all finishing by the time you have your leg speed and +1. he can expand behind that or get lurkers, go for drops or go for mutas and you have no idea what hes doing because your 2-3 corsairs cant see anything without dying.

if youre gonna cut corsairs then you need to be rushing +1/speed from 2 gates, force 2-3 sunkens at both bases and actually do damage (drone kills + maybe an evo chamber as a consolation prize). if you dont cut corsairs then your only option is to be really good with overlord snipes and force zerg to stay confined to his base because of dt until you get ht/shuttle/reaver and turtle to 3rd base
KameZerg
Profile Blog Joined May 2007
Sweden1767 Posts
February 05 2018 11:21 GMT
#7448
On February 05 2018 11:50 evilfatsh1t wrote:
Show nested quote +
On February 02 2018 09:01 ICanFlyLow wrote:
On February 01 2018 12:16 XenOsky- wrote:
best way to play vs 6 hatch hydra PvZ?


There are alot of ways, no best way... If you want a easy way to beat it fairly quickly then try this
FE into DT Corsair... make 2-3 corsairs only
Templar archives and 1 gateway simultaneously
Make 2 DTs from both gateways

Then do this while your DTs are building
* Send your 4 zealots to attack followed by the DTs (the zealots will soften up the base so DT can do more damage)
* Make 4 more gateways so you have 6 in total and then Leg speed and +1

Produce HT from 2 gateways, zealots from the rest and morph the HTs into Archons
Then go and kill him with Zealot/Archon. If he is smart he won't move out with his Hydras. Don't forget to also take your third base now.


If your attack fails just add up to 4 cannons at your naturual with storm and use units to defend third base, make robo and then start dragoon production when you have 12 melee units and 3-4 HT's. Also around this stage there is a very very high chance zerg will make a muta switch since you have little or no corsairs, add 2-3 cannons to your mineral lines if you see no lurkers, position archon and protect HT.

why would you only build 2-3 corsairs if you plan on building up to 2 dt. they arent gonna do anything because your corsairs cant kill anything. either get 6-7 or dont go dt at all (the latter is better).

4 zealots to attack isnt gonna do anything because 1 sunken + zerglings can handle that. you waste a couple zealots for almost nothing. your subsequent dt fails because you cant snipe any overlords anyway.
leg speed and +1 after you have 6 gateways mean you lose your timing for a +1/speed attack before hydras have both their upgrades up and a sizeable force. youve now relinquished all map control because hydra speed has come out before your leg speed and you dont have enough corsairs to fight scourge.

youve already lost the game because hes pumping out hydras from 5-6 hatcheries with speed/range/+1 missile upgrades all finishing by the time you have your leg speed and +1. he can expand behind that or get lurkers, go for drops or go for mutas and you have no idea what hes doing because your 2-3 corsairs cant see anything without dying.

if youre gonna cut corsairs then you need to be rushing +1/speed from 2 gates, force 2-3 sunkens at both bases and actually do damage (drone kills + maybe an evo chamber as a consolation prize). if you dont cut corsairs then your only option is to be really good with overlord snipes and force zerg to stay confined to his base because of dt until you get ht/shuttle/reaver and turtle to 3rd base


Ive already killed players like ret and infected with this build and Im not even main toss...
asdasdasdasdasd123123123
Liquid`Drone
Profile Joined September 2002
Norway28706 Posts
February 05 2018 12:17 GMT
#7449
2-3 sairs with 2 dt 4 zealot timing or whatever can absolutely work, and against top players too. almost more against top players because they are more likely to be cutting corners and skipping spores/sunkens. The point is that you hit the zerg at a point where he only has a few hydras, and where he ends up having to choose between focusing zealots or corsairs. If he focuses the zealots, he loses the overlords - dts manage to sneak in and wreck havoc because there's no detection. if he focuses corsairs, zealots+dts manage to kill the hydras (while sairs obviously retreat before they die). This build has worked wonders both in korea and outside korea and very good zergs can die to it if they are caught even slightly off guard.
Moderator
ajmbek
Profile Joined November 2008
Italy460 Posts
February 08 2018 11:37 GMT
#7450
you are teoricrafting really hard
Sic iter ad astra
WGT-Baal
Profile Blog Joined June 2008
France3413 Posts
Last Edited: 2018-02-09 06:27:01
February 09 2018 06:22 GMT
#7451
Hi wise players of the forum,

I have a question regarding PvP specifically on Match Point.

I played it 3 times on ladder and got proxied 3 times with various results but overall i felt like it is the superior build (i mean 2 gates, not necessarily proxied) because the lack of ramp and the shape of the main/nat/3rd makes it reslly hard to play a 1gate-based build. But then agsin i m not very good so may be i m just panicking/screwing up.

So the question is : do you think 2gates is the way to go on match point (and may be all maps without ramp?) or is there a safe way to go 1gate on it? How about a canon style FE (pvz like)?

Thank you in advance!
Horang2 fan
Alpha-NP-
Profile Blog Joined September 2008
United States1242 Posts
February 09 2018 18:25 GMT
#7452
If a Terran player that plays only 2v2 switches to 1v1, will he be better at TvZ or TvP? Anyone remember which matchups 2v2 exclusive Terrans were good at?
Dead9
Profile Blog Joined February 2008
United States4725 Posts
February 09 2018 19:21 GMT
#7453
probably varies by player but most likely tvz
tvz is more similar to 2s games
also tvz's easier than tvp anyway
Alpha-NP-
Profile Blog Joined September 2008
United States1242 Posts
Last Edited: 2018-02-09 20:42:33
February 09 2018 20:42 GMT
#7454
I heard TvP is very difficult because you have to know the timings.
Tempest99
Profile Blog Joined January 2018
53 Posts
February 10 2018 01:14 GMT
#7455
Terran's a mechanical race. You can handle conventional TvP with any situation. It woudn't matter if you were an SC2 player rather than a 2v2 player. The game would still be straight-forward for 63%+ of TvP -- specific to the matchup is the mech reality.
Starcraft: Brood War player from 2001. Temp[e]st -- team [e]lement circa 2000.
ArmadA[NaS]
Profile Joined January 2014
United States347 Posts
February 10 2018 02:38 GMT
#7456
On February 09 2018 15:22 WGT-Baal wrote:
do you think 2gates is the way to go on match point (and may be all maps without ramp?) or is there a safe way to go 1gate on it?

You could try standard 1 gate like this:
[image loading]
If you scout proxy gate, you can completely wall off:
[image loading]
You can do the same on the opposite side.
WGT-Baal
Profile Blog Joined June 2008
France3413 Posts
February 10 2018 07:37 GMT
#7457
On February 10 2018 11:38 f10eqq wrote:
Show nested quote +
On February 09 2018 15:22 WGT-Baal wrote:
do you think 2gates is the way to go on match point (and may be all maps without ramp?) or is there a safe way to go 1gate on it?

You could try standard 1 gate like this:
[image loading]
If you scout proxy gate, you can completely wall off:
[image loading]
You can do the same on the opposite side.


Thank you! I will try that. The screenshots really help too!
Horang2 fan
[Fin]Vittu
Profile Blog Joined March 2008
Canada507 Posts
February 12 2018 09:04 GMT
#7458
On February 10 2018 05:42 Alpha-NP- wrote:
I heard TvP is very difficult because you have to know the timings.



This! And it's very unforgiving in terms of:

- getting your unit composition wrong. Too many tanks and not enough vultures? Well, kiss your tanks good bye.
- moving out in a straight line? that's the equivalent of getting caught with your pants down, say bye bye to your entire army
- moving out and decide to siege? I guarantee you that 40% of your tanks are lagging behind so you've sieged them near your base instead of the place of the battle
- too lazy to siege your tanks in a spaced out fashion? stasis and zealot bombs will destroy you
- decide to turtle off of 3 bases like flash? now the protoss has taken 60% of the map
The "Finnish Metal Terran"
ajmbek
Profile Joined November 2008
Italy460 Posts
February 12 2018 12:00 GMT
#7459
On February 09 2018 15:22 WGT-Baal wrote:
Hi wise players of the forum,

I have a question regarding PvP specifically on Match Point.

I played it 3 times on ladder and got proxied 3 times with various results but overall i felt like it is the superior build (i mean 2 gates, not necessarily proxied) because the lack of ramp and the shape of the main/nat/3rd makes it reslly hard to play a 1gate-based build. But then agsin i m not very good so may be i m just panicking/screwing up.

So the question is : do you think 2gates is the way to go on match point (and may be all maps without ramp?) or is there a safe way to go 1gate on it? How about a canon style FE (pvz like)?

Thank you in advance!


2gate losts is standard on Blue Storm, it is palyable on Phyton, but is not ok on Match Point.

Maybe you should scaut earlyer, so you can adapt.

Post the replays for more
Sic iter ad astra
evilfatsh1t
Profile Joined October 2010
Australia8762 Posts
February 12 2018 14:45 GMT
#7460
On February 12 2018 18:04 [Fin]Vittu wrote:
Show nested quote +
On February 10 2018 05:42 Alpha-NP- wrote:
I heard TvP is very difficult because you have to know the timings.



This! And it's very unforgiving in terms of:

- getting your unit composition wrong. Too many tanks and not enough vultures? Well, kiss your tanks good bye.
- moving out in a straight line? that's the equivalent of getting caught with your pants down, say bye bye to your entire army
- moving out and decide to siege? I guarantee you that 40% of your tanks are lagging behind so you've sieged them near your base instead of the place of the battle
- too lazy to siege your tanks in a spaced out fashion? stasis and zealot bombs will destroy you
- decide to turtle off of 3 bases like flash? now the protoss has taken 60% of the map

well to be fair with the last point, that happens to flash a lot also
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