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Simple Questions, Simple Answers - Page 395

Forum Index > Brood War Strategy
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Alpha-NP-
Profile Blog Joined September 2008
United States1242 Posts
July 29 2018 15:14 GMT
#7881
What’s the other big korean tournament going on besides KSL?
WGT-Baal
Profile Blog Joined June 2008
France3477 Posts
July 30 2018 00:33 GMT
#7882
hi folks,
when you play Zerg, what hotkey setup do you usually use? I tried setting my first hatches to 6-0 (like I do as P) but i find it harder because it s far on the keyboard from s and d.
Ofc i could change it but I m interested in how people did before remastered
Horang2 fan
funnybananaman
Profile Joined April 2009
United States830 Posts
July 30 2018 02:35 GMT
#7883
1 for main hatch
2 for matural hatch
3 4 or 2 for zergling groups / Mutas
2 or 3 for scouting drone or overlord
4 5 6 7 for hydras or army groups
7-8 for defilers
9-0 for ultralisks, guardians, Queens, specialty units
Dazed.
Profile Blog Joined March 2008
Canada3301 Posts
Last Edited: 2018-07-31 04:45:09
July 31 2018 04:40 GMT
#7884
1-3 units

1 is my fastest and most mobile key unit in whatever part of the game it is, so mutas in the muta ling phase, but rebinded to lings when im doing ling lurker

2 is always my bruiser key, so lurkers in most cases, or my overlord fleet if im dropping, i also like to ensure that 2 is never the same as 1 or 3, basically as a form of redundancy i know im always hitting all my hotkeys

3 basically mirrors 1 but never mutas cuz i never have that many ctrl of mutas

4 main hat
5 nat hat
6 is initially my third in base hatchery but i later rebind it to my third base hatchery [but only after im over 4 hatcheries, until then its on 7]
7 8 9 0 are macro hatches and later 4th 5th etc bases.

pretty much the hotkey setup savior used.

advt of hotkeying hatcheries over units: can just swish away while you focus on microing mutas or whatever it is thats going on. takes full advantage of zerg macro cycles.
Never say Die! ||| Fight you? No, I want to kill you.
Dazed.
Profile Blog Joined March 2008
Canada3301 Posts
Last Edited: 2018-08-01 01:06:02
August 01 2018 01:05 GMT
#7885
Is it possible to go 2 or 1 gate on low ground mains or totally flat maps like bs/hbr? kinda hate being a cookie cutter macro bitch.

edit: in pvz
Never say Die! ||| Fight you? No, I want to kill you.
funnybananaman
Profile Joined April 2009
United States830 Posts
August 01 2018 14:03 GMT
#7886
Yes. if zerg 12hatches u can almost just win outright going 2 gate in your natural on both those maps. or 1 gate nex. only disadvantage is u r slightly more able to be killed by 9pool speed or other type of speedling all-in or runby.
Alpha-NP-
Profile Blog Joined September 2008
United States1242 Posts
August 01 2018 18:21 GMT
#7887
Why is Mini considered one of the best 3 current Protoss players and not instead Best?
EndingLife
Profile Blog Joined December 2002
United States1600 Posts
August 01 2018 21:35 GMT
#7888
On August 02 2018 03:21 Alpha-NP- wrote:
Why is Mini considered one of the best 3 current Protoss players and not instead Best?

Probably due to recent results. Mini is a very entertaining, skilled and possibly underrated protoss.
SuGo
Profile Joined March 2013
United States681 Posts
August 01 2018 23:25 GMT
#7889
On August 02 2018 03:21 Alpha-NP- wrote:
Why is Mini considered one of the best 3 current Protoss players and not instead Best?


Mini also very known for his micro, both him and Snow
Frudgey
Profile Joined September 2012
Canada3367 Posts
August 02 2018 00:47 GMT
#7890
Complete Noobie question - how come for Goliath versus Carrier, why do the Goliaths target the Interceptors instead of the Carriers? Is it because the Carriers typically just sit too far away and the Goliaths can't reach them?

Apologizes if this has been asked before. I checked the past few pages and didn't find an answer to my question.

Thanks in advance.
It is better to die for The Emperor than live for yourself.
funnybananaman
Profile Joined April 2009
United States830 Posts
Last Edited: 2018-08-05 03:46:59
August 02 2018 03:52 GMT
#7891
Yes thats why. Got to use the Stop command and hold position, attack move command, patrol command, to effectively use your Goliath. Goliath are best at targeting carrier sensitive underbelly when carrier leave cliff/water and go on to flat land, flat ground, when you do right click-chase down target fire. 12 goliath 3/3 target firing a carrier can kill it easily.

User was banned from the BW Strategy section for consistently giving bad advice despite warnings about not doing that.
evilfatsh1t
Profile Joined October 2010
Australia8858 Posts
August 02 2018 04:26 GMT
#7892
On August 02 2018 12:52 funnybananaman wrote:
Yes thats why. Got to use the Stop command and hold position, attack move command, patrol command, to effectively use your Goliath. Goliath are best at targeting carrier sensitive underbelly when carrier leave cliff/water and go on to flat land, flat ground, when you do right click-chase down target fire. 12 goliath 3/3 target firing a carrier can kill it easily.

what did i just read?

the easy answer is carriers are hard to snipe because players will micro their carriers to stay out of range as much as possible. luckily for terrans, killing interceptors are just as effective because their cost is not to be underestimated if they need to be constantly replenished and the lower interceptor count reduces carrier firepower anyway.
its also why terrans dont mind building a ton of turrets for defense when your economy is healthy. it becomes a war of attrition and if protoss doesnt get that critical mass (6), he cant aggressively go for cc snipes without dying.
kogeT
Profile Joined September 2013
Poland2042 Posts
August 02 2018 09:59 GMT
#7893
On August 01 2018 23:03 funnybananaman wrote:
Yes. if zerg 12hatches u can almost just win outright going 2 gate in your natural on both those maps. or 1 gate nex. only disadvantage is u r slightly more able to be killed by 9pool speed or other type of speedling all-in or runby.

Im quite sure its opposite - 2gate is v good vs 9 pool and rather bad vs 12 hath
https://www.twitch.tv/kogetbw
funnybananaman
Profile Joined April 2009
United States830 Posts
August 02 2018 17:36 GMT
#7894
On August 02 2018 18:59 kogeT wrote:
Show nested quote +
On August 01 2018 23:03 funnybananaman wrote:
Yes. if zerg 12hatches u can almost just win outright going 2 gate in your natural on both those maps. or 1 gate nex. only disadvantage is u r slightly more able to be killed by 9pool speed or other type of speedling all-in or runby.

Im quite sure its opposite - 2gate is v good vs 9 pool and rather bad vs 12 hath

It really depends on the skill of the zerg and how they defend it or play it. 9pool can be suicide vs 2 gate. or it can be the perfect counter.
Jealous
Profile Blog Joined December 2011
10318 Posts
August 05 2018 03:45 GMT
#7895
On August 02 2018 13:26 evilfatsh1t wrote:
Show nested quote +
On August 02 2018 12:52 funnybananaman wrote:
Yes thats why. Got to use the Stop command and hold position, attack move command, patrol command, to effectively use your Goliath. Goliath are best at targeting carrier sensitive underbelly when carrier leave cliff/water and go on to flat land, flat ground, when you do right click-chase down target fire. 12 goliath 3/3 target firing a carrier can kill it easily.

what did i just read?

the easy answer is carriers are hard to snipe because players will micro their carriers to stay out of range as much as possible. luckily for terrans, killing interceptors are just as effective because their cost is not to be underestimated if they need to be constantly replenished and the lower interceptor count reduces carrier firepower anyway.
its also why terrans dont mind building a ton of turrets for defense when your economy is healthy. it becomes a war of attrition and if protoss doesnt get that critical mass (6), he cant aggressively go for cc snipes without dying.

Also interceptors have priority when they are out. If you have interceptors hovering under the Carrier as you move it, enemy units and AA structures will only target the interceptors and not the Carrier.
"The right to vote is only the oar of the slaveship, I wanna be free." -- бум бум сучка!
Dazed.
Profile Blog Joined March 2008
Canada3301 Posts
August 08 2018 18:06 GMT
#7896
Whats the gas timing for a 2.5 hatchery build, where the third hatch is placed on 18?
Never say Die! ||| Fight you? No, I want to kill you.
sM.Zik
Profile Joined June 2011
Canada2553 Posts
August 08 2018 22:34 GMT
#7897
On August 09 2018 03:06 Dazed. wrote:
Whats the gas timing for a 2.5 hatchery build, where the third hatch is placed on 18?


To be honest I don't know, but I would assume it is around 13.
Jaedong Fighting! | youtube.com/ZikGaming
Jealous
Profile Blog Joined December 2011
10318 Posts
August 09 2018 06:39 GMT
#7898
On August 09 2018 03:06 Dazed. wrote:
Whats the gas timing for a 2.5 hatchery build, where the third hatch is placed on 18?

Can you elaborate or link me to what you mean by 2.5 Hatchery build?
"The right to vote is only the oar of the slaveship, I wanna be free." -- бум бум сучка!
Jealous
Profile Blog Joined December 2011
10318 Posts
August 09 2018 06:45 GMT
#7899
On July 30 2018 09:33 WGT-Baal wrote:
hi folks,
when you play Zerg, what hotkey setup do you usually use? I tried setting my first hatches to 6-0 (like I do as P) but i find it harder because it s far on the keyboard from s and d.
Ofc i could change it but I m interested in how people did before remastered

Zerg is my worst race strategically but mechanically I feel comfortable with:

Early game:
1 First Overlord/scouting Drone -> First Zerglings
2 Second Overlord
345 Hatchery

Mid-Late
1 Mutalisk or Hydra depending on MU and builds
2 Zergling or Hydra depending on MU and builds
3 Same as 2
4567890 I start migrating my Hatchery hotkeys further out, so if my 345 was my first 3 hatch but I have 5 Hydra groups vs. P, I move 345 to 098 and work the order in reverse, before I go to...

True Late game
12345 army for surrounds, drag + drop when ahead and well-rallied
67890 key Hatches like recent expos, macro Hatch centers, etc.
"The right to vote is only the oar of the slaveship, I wanna be free." -- бум бум сучка!
Highgamer
Profile Joined October 2015
1451 Posts
Last Edited: 2018-08-09 08:11:22
August 09 2018 08:04 GMT
#7900
On August 09 2018 03:06 Dazed. wrote:
Whats the gas timing for a 2.5 hatchery build, where the third hatch is placed on 18?

On August 09 2018 15:39 Jealous wrote:
Show nested quote +
On August 09 2018 03:06 Dazed. wrote:
Whats the gas timing for a 2.5 hatchery build, where the third hatch is placed on 18?

Can you elaborate or link me to what you mean by 2.5 Hatchery build?


I'm not a slug or bug or anything like you, but I remembered this thread where the 2.5 hatch/18 hatch is mentioned:

Flash King of Wakanda

Scroll down below the interview, to the "Nitty Gritty"-Section of the OP.


To quote the passage you're interested in:


"In order to take advantage of the window [in the 1-1-1 build] at which Terran is vulnerable without the risk inherent in 2-hatch builds [i.e. the risk for Zerg to get out-defended and out-macroed], hero brought back the so-called 2.5-hatch or 18-hatch build, a late 3-hatch build in which the mutalisks pop at the same time as 2-hatch muta builds. In the past, Flash once explained why the 18-hatch mutalisk opening is a good response to the 1-1-1. Due to the fast mutalisk timing, the wraith cannot scout what the Zerg is doing because it must come home to defend the two turrets near the barracks. This means that now the Terran has to play blind as to what Zerg is making after the first few mutalisks. Lings? Mutalisks? Hydras? Terran cannot scan because the 1-1-1 build does not allow the Terran to have scans at that timing. The wraith normally covers that weakness in the 1-1-1 but the 18-hatch build totally destroys the wraith's scouting abilities by forcing it to come home to defend. A wraith cannot be in two places at the same time after all. The best that Terran can do is to sacrifice some vultures to see what the Zerg is making.

9 drone scout
12 hatchery at natural
11 pool
13 extractor
Lair @100 gas
Two zerglings
18 third hatchery
17 overlord, drone


Unfortunately, this was still not a good enough solution for the Zerg since this build is weak against the +1 5 rax build, which is another one of Flash’s favorite builds."
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