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Simple Questions, Simple Answers - Page 375

Forum Index > Brood War Strategy
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ArmadA[NaS]
Profile Joined January 2014
United States347 Posts
February 17 2018 22:39 GMT
#7481
Actually I think 2-3 control groups of goons is more or less standard in PvZ. You want a lot of goons w/ your 2-0 attack to constantly put out DPS and buffer for your HTs (if you have just zealots your HTs can get sniped very easily by hydras). Goons are not only good against lurkers, which Z should have at this time in the game, but also allow you to pick off the front of their anti-zealot wall for free. After your attack you can remax on archon/zealot to help defend against the crackling followup from Z. The only time where I wouldn't make many goons is maybe if they don't simcity properly or if they go muta (in which case you can probably just kill them with pure zealot archon if you hold of the harass).
Dead9
Profile Blog Joined February 2008
United States4725 Posts
February 18 2018 01:13 GMT
#7482
yeah mass goon (id say 1.5~2 control groups) is standard midgame pvz until defilers start coming out. you can break the front of the zerg wall and force piles of sunken/lurker

zeal ht archon can get kited for a long time by just raw hydra

rain vs larva in the last asl is a pretty good example of how strong mass goon is with zeal/ht support
Alpha-NP-
Profile Blog Joined September 2008
United States1242 Posts
February 18 2018 01:20 GMT
#7483
What race is the most cheeze-proof race? Like if you were a pro and wanted to go 100-0? I always thought it was Terran, but I heard Zerg.
KameZerg
Profile Blog Joined May 2007
Sweden1767 Posts
Last Edited: 2018-02-18 01:52:05
February 18 2018 01:50 GMT
#7484
On February 18 2018 10:20 Alpha-NP- wrote:
What race is the most cheeze-proof race? Like if you were a pro and wanted to go 100-0? I always thought it was Terran, but I heard Zerg.


It's in no way zerg.... it's too much of a sensitive race, Terran or Protoss but i'd give protoss a slight advantage in that category.
asdasdasdasdasd123123123
Golgotha
Profile Blog Joined January 2011
Korea (South)8418 Posts
February 18 2018 04:17 GMT
#7485
On February 18 2018 07:39 f10eqq wrote:
Actually I think 2-3 control groups of goons is more or less standard in PvZ. You want a lot of goons w/ your 2-0 attack to constantly put out DPS and buffer for your HTs (if you have just zealots your HTs can get sniped very easily by hydras). Goons are not only good against lurkers, which Z should have at this time in the game, but also allow you to pick off the front of their anti-zealot wall for free. After your attack you can remax on archon/zealot to help defend against the crackling followup from Z. The only time where I wouldn't make many goons is maybe if they don't simcity properly or if they go muta (in which case you can probably just kill them with pure zealot archon if you hold of the harass).


On February 18 2018 10:13 Dead9 wrote:[/B]
yeah mass goon (id say 1.5~2 control groups) is standard midgame pvz until defilers start coming out. you can break the front of the zerg wall and force piles of sunken/lurker

zeal ht archon can get kited for a long time by just raw hydra

rain vs larva in the last asl is a pretty good example of how strong mass goon is with zeal/ht support[/QUOTE]


damn then it just means i've been playing against poor players. Do I start building up my goon army right after the initial zealot pressure? and get HTs but delay the archon? How soon do you need goons?
Sheridan
Profile Joined October 2016
60 Posts
February 19 2018 17:05 GMT
#7486
Can I get some tips on how to prepare against drops in PvT? Like when you have the feeling the terran will drop or will keep on trying to force a vulture drop again and again, what can I do to stop this and shut it down? Sometimes I feel conflicted because I need to keep the terran plugged in his base with my goons and can't have them back at home waiting for a drop that might or might not come. But l actually want to play safer from now on, and so I would like to know things you do to prepare for it and mitigate the damage. Thank you.
InDi
Profile Joined April 2010
Spain90 Posts
February 19 2018 19:41 GMT
#7487
Usually you want to simcity your main in a way that dropping outside ur mineral line will prevent vults from running in.
Also you should place pylons near the cliffs of your main to see drops coming asap, if you feel he is dropping you, there´s no point in keeping all ur goons in front of T base, you want to have 2-3 goons back in main. to defend, else you can also try to place some goons in the most likely place where T will drop.
Dead9
Profile Blog Joined February 2008
United States4725 Posts
Last Edited: 2018-02-19 20:13:34
February 19 2018 20:12 GMT
#7488
On February 18 2018 13:17 Golgotha wrote:
Show nested quote +
On February 18 2018 07:39 f10eqq wrote:
Actually I think 2-3 control groups of goons is more or less standard in PvZ. You want a lot of goons w/ your 2-0 attack to constantly put out DPS and buffer for your HTs (if you have just zealots your HTs can get sniped very easily by hydras). Goons are not only good against lurkers, which Z should have at this time in the game, but also allow you to pick off the front of their anti-zealot wall for free. After your attack you can remax on archon/zealot to help defend against the crackling followup from Z. The only time where I wouldn't make many goons is maybe if they don't simcity properly or if they go muta (in which case you can probably just kill them with pure zealot archon if you hold of the harass).


On February 18 2018 10:13 Dead9 wrote:
yeah mass goon (id say 1.5~2 control groups) is standard midgame pvz until defilers start coming out. you can break the front of the zerg wall and force piles of sunken/lurker

zeal ht archon can get kited for a long time by just raw hydra

rain vs larva in the last asl is a pretty good example of how strong mass goon is with zeal/ht support


damn then it just means i've been playing against poor players. Do I start building up my goon army right after the initial zealot pressure? and get HTs but delay the archon? How soon do you need goons?

generally you start building goons after you get your initial hts and they begin saving up energy
usually this is around 1~2 hotkeys of zeals and 4ish HTs but it varies a lot by game

without goons you aren't going to be able to pressure zerg once they hit a critical mass of raw hydra or once lurks/mutas start coming out

archons are fine, they play differently from hts. they're much more mobile so you can be more aggressive with them than hts
Dead9
Profile Blog Joined February 2008
United States4725 Posts
February 19 2018 20:18 GMT
#7489
On February 20 2018 02:05 Sheridan wrote:
Can I get some tips on how to prepare against drops in PvT? Like when you have the feeling the terran will drop or will keep on trying to force a vulture drop again and again, what can I do to stop this and shut it down? Sometimes I feel conflicted because I need to keep the terran plugged in his base with my goons and can't have them back at home waiting for a drop that might or might not come. But l actually want to play safer from now on, and so I would like to know things you do to prepare for it and mitigate the damage. Thank you.

yeah like indi said sim city your main, leave some goons in base, and put up a pylon ring so you can see it earlier

generally you want to leave 3 goons in base after terran FEs in case of fac cc port until you get an obs in their base and can see what they're doing

you can also build pylons on possible drop paths to your base
Sheridan
Profile Joined October 2016
60 Posts
February 20 2018 11:48 GMT
#7490
how many +0 goons shots to take down an un-upgraded dropship? 6? so volley, move, volley?
Liquid`Drone
Profile Joined September 2002
Norway28706 Posts
February 20 2018 13:32 GMT
#7491
8
Moderator
WolFix
Profile Joined December 2009
Poland40 Posts
February 20 2018 15:02 GMT
#7492
math SO hard
Golgotha
Profile Blog Joined January 2011
Korea (South)8418 Posts
March 03 2018 07:05 GMT
#7493
when fighting lurkers with goons, what is a good amount before I can push out against them? for every lurker, 2 goons? Or is that too little? i have just come to realize that goons are pretty good against lurkers.
kogeT
Profile Joined September 2013
Poland2041 Posts
Last Edited: 2018-03-04 18:26:09
March 04 2018 18:25 GMT
#7494
On March 03 2018 16:05 Golgotha wrote:
when fighting lurkers with goons, what is a good amount before I can push out against them? for every lurker, 2 goons? Or is that too little? i have just come to realize that goons are pretty good against lurkers.


There is no rule, especially becuase you can't know the exact composition of zerg (even if you can you won't be able to really convert that into detailed information)

Rule is dragons are just very good in big numbers when you go for a big mid game push. They quickly lose effeciency when swarm is out, but are crucial before that (be it breaking out of a contain, killing some of those simcity buildings or supporting your army vs mutas or hydras). Of course if there are very early lurkers dragons fight them well, but in small numbers zealots do same good job (like 1-2 lurkers)
https://www.twitch.tv/kogetbw
[Fin]Vittu
Profile Blog Joined March 2008
Canada507 Posts
March 05 2018 17:38 GMT
#7495
Can someone please tell me what was said here: https://i.imgur.com/Xyq5GUJ.jpg
The "Finnish Metal Terran"
Golgotha
Profile Blog Joined January 2011
Korea (South)8418 Posts
March 06 2018 06:07 GMT
#7496
On March 06 2018 02:38 [Fin]Vittu wrote:
Can someone please tell me what was said here: https://i.imgur.com/Xyq5GUJ.jpg


Red is telling purple to "wake the fuck up" or "get your shit together" or "start focusing".
[Fin]Vittu
Profile Blog Joined March 2008
Canada507 Posts
March 06 2018 09:44 GMT
#7497
wow...

i think that was the protoss who won the School championship. I did remember he was being quite rude to the runner-up who was a Terran.

Kinda nice Ample is giving him a taste of his own medicine.
The "Finnish Metal Terran"
iopq
Profile Blog Joined March 2009
United States998 Posts
March 06 2018 18:59 GMT
#7498
How do I make right Ctrl work on Korean keyboards? I press Right Ctrl to reach Ctrl+7 through Ctrl+0

but on Korean keyboards on Windows it doesn't work - I will probably play in a PC bang in Korea where I will get cucked by this again
WGT-Baal
Profile Blog Joined June 2008
France3413 Posts
March 06 2018 19:31 GMT
#7499
On March 07 2018 03:59 iopq wrote:
How do I make right Ctrl work on Korean keyboards? I press Right Ctrl to reach Ctrl+7 through Ctrl+0

but on Korean keyboards on Windows it doesn't work - I will probably play in a PC bang in Korea where I will get cucked by this again


I couldn't find a reliable way either outside of purely remapping the key in my keyboard application software.
If you do find it, let me know.
Horang2 fan
Golgotha
Profile Blog Joined January 2011
Korea (South)8418 Posts
Last Edited: 2018-03-08 16:39:44
March 08 2018 16:36 GMT
#7500
Is there an in-game channel where people find practice partners? I know there is a practice partner thread, but my play time is sporadic and so it's more convenient to find players as they are available.
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