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Simple Questions, Simple Answers - Page 434

Forum Index > Brood War Strategy
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InDi
Profile Joined April 2010
Spain90 Posts
September 16 2019 09:51 GMT
#8661
You can glitch out 1 probe, it is just harder to do, the biggest disruption of the manner pylon is due to the pathing to get the minerals, trapping probes is an added bonus
Jealous
Profile Blog Joined December 2011
10413 Posts
September 16 2019 15:50 GMT
#8662
On September 16 2019 16:22 fefil wrote:
Show nested quote +
On September 15 2019 15:54 Anc13nt wrote:
On September 15 2019 14:05 fefil wrote:
Sometimes I have a hard time holding off 2 fact after doing a 29 nexus build? is this normal? i was to understand that they fell out of style.

I usually go 29 nexus then get my robo and 2 more gates + obs. ive tried going 3 gates before my robo but it dies to the 2fact vulture variant.

is it fine to just go 1gate robo -> expand -> gate? thatd counter it pretty well but i think youd be pretty behind if he just built his CC on the high ground


you can also try 21 nexus into 2nd gate followed by robo that is more economic. If you can tell they're going 2 fac, you should add to a total of 4 gateways. I think 1 gate robo into expand is too safe.


thank you will definitely give it a try

Show nested quote +
On September 16 2019 00:00 Jealous wrote:
On September 15 2019 14:05 fefil wrote:
Sometimes I have a hard time holding off 2 fact after doing a 29 nexus build? is this normal? i was to understand that they fell out of style.

I usually go 29 nexus then get my robo and 2 more gates + obs. ive tried going 3 gates before my robo but it dies to the 2fact vulture variant.

is it fine to just go 1gate robo -> expand -> gate? thatd counter it pretty well but i think youd be pretty behind if he just built his CC on the high ground

Going 3 gates before obs is a solid option. You shouldn't be dying to vulture-heavy variants even if your robo/obs is late, because your nat should be blocked by pylons and dragoons.

As a general rule of thumb, as soon as I know it is 2 fac, I build shuttle and one round of zealots minimum. You can cut probe production and add extra gateways, or get your robo earlier than you would otherwise. If you hold without losing probes, you should be ahead.


thanks ill give the shuttle a try. isnt walling the nat with pylons bad if its a 2 fact with siege? they can kill 4~ pylons right away.

edit: also is the best manner pylon when you can catch 1 probe? because then it cant escape and wtf because i see pros catch 3 probes then they just all glitch out why would they do that

You don't need 4 Pylons, you just need enough to have a good wall with Dragoons. On many maps/positions, your Pylon wall doesn't have to be that far forward, it can use the Nexus for added walling. In those situations, if the Siege Tanks are already hammering on your Nexus, the Pylons are of least concern. In general, you want to stop the 2 Fac before it gets entrenched behind some map feature like a bridge or ramp (depending on map).

As Indi said, the main economic damage that a manner Pylon does is because it messes with pathing. That's why a manner Pylon in the middle of the mineral line is better than one on the edge, because it's a longer walking time and it is normally one of the more efficient minerals to be mining from in the first place.
"The right to vote is only the oar of the slaveship, I wanna be free." -- бум бум сучка!
Alpha-NP-
Profile Blog Joined September 2008
United States1242 Posts
Last Edited: 2019-09-19 02:01:29
September 18 2019 01:56 GMT
#8663
What matchups have changed the least metagame wise over the last 10 years? (ZvZ ZvT ZvP TvT TvP TvZ PvP PvT PvZ? To me it is very interesting. If old players game back what would they have the easiest time playing?

Why did the Broodwar game designers decide to have built in armour for a lot of Broodwar units? And why do a lot of units and buildings have +1 armour built in?

Do burrowed units under Dark Swarm survive Nukes? I read that burrowed units under Dark Swarm don't take splash damage.
lifef
Profile Joined September 2019
4 Posts
Last Edited: 2019-09-19 07:58:33
September 19 2019 07:45 GMT
#8664
On September 18 2019 10:56 Alpha-NP- wrote:
What matchups have changed the least metagame wise over the last 10 years? (ZvZ ZvT ZvP TvT TvP TvZ PvP PvT PvZ? To me it is very interesting. If old players game back what would they have the easiest time playing?

Why did the Broodwar game designers decide to have built in armour for a lot of Broodwar units? And why do a lot of units and buildings have +1 armour built in?

Do burrowed units under Dark Swarm survive Nukes? I read that burrowed units under Dark Swarm don't take splash damage.

I have been playing brood war for a very very long time and i would have seen burrowed units survive a nuke under dark swarm by now. so no they definitely die
Liquid`Drone
Profile Joined September 2002
Norway28916 Posts
September 19 2019 12:31 GMT
#8665
nukes deal full 500 (or 2/3) damage to the main area they land on, but there's also an area of reduced damage. Units that are burrowed under swarm in the 100% damage area end up getting killed by a nuke, whereas burrowed and dark swarmed units that are in the reduced damage area end up taking 0 damage.

You can test it yourself by nuking a dark swarmed area and having a line of burrowed zerglings going away from the nuke area, while having unburrowed lings on top of those burrowed lings. In the middle of the nuke-area you will see every unit getting killed, while going further away from it, you will see that the unburrowed lings are dead while the burrowed ones survive.
Moderator
hazelynut
Profile Blog Joined December 2008
United States2197 Posts
September 23 2019 21:09 GMT
#8666
[image loading]

Sniped from JD's stream... can someone translate?
Zerg | life of lively to live to life of full life thx to shield battery | www.cstarleague.com <3
evilfatsh1t
Profile Joined October 2010
Australia8940 Posts
Last Edited: 2019-09-24 05:27:44
September 24 2019 05:27 GMT
#8667
1 lurkers or muta
2-3 zerglings
4 main hat
5 nat hat
6 2nd expo hat -> late game switch to main hat
7 2nd expo hat after 6 switches to main hat

890 not used
WGT-Baal
Profile Blog Joined June 2008
France3577 Posts
Last Edited: 2019-09-24 05:28:33
September 24 2019 05:27 GMT
#8668
Deleted as previous post much better
Horang2 fan
phefil
Profile Joined September 2019
2 Posts
September 24 2019 13:38 GMT
#8669
been messing around with mass corsairs in pvz. having a lot of success with it. i usually get a robo and reavers with it but once i get on three base i like making a ton of dark templar for a straight up fight, like 8. even if he brings 10 overlords they all die pretty damn quickly to upgraded sairs.
any thoughts on this?

User was banned for this post.
Freakling
Profile Joined October 2012
Germany1534 Posts
September 24 2019 19:05 GMT
#8670
On September 19 2019 21:31 Liquid`Drone wrote:
nukes deal full 500 (or 2/3) damage to the main area they land on, but there's also an area of reduced damage. Units that are burrowed under swarm in the 100% damage area end up getting killed by a nuke, whereas burrowed and dark swarmed units that are in the reduced damage area end up taking 0 damage.

You can test it yourself by nuking a dark swarmed area and having a line of burrowed zerglings going away from the nuke area, while having unburrowed lings on top of those burrowed lings. In the middle of the nuke-area you will see every unit getting killed, while going further away from it, you will see that the unburrowed lings are dead while the burrowed ones survive.

And the Dark Swarm does not even make any difference in this setup…
Liquid`Drone
Profile Joined September 2002
Norway28916 Posts
September 24 2019 19:50 GMT
#8671
that is true, burrow itself is enough to survive the nuclear splash.
Moderator
y2k
Profile Joined January 2019
31 Posts
September 25 2019 22:03 GMT
#8672
I'm ~1450 player and I recently faced a zerg style which I struggled against in all my (3/4) games I faced it. It's not your regular SHSHSHSHSH build, I am sort of alright against those. What was the essence of the build was pretty much:
1. Turtle with little to no hydras till lategame
2. Get upgraded ultraling and just swarm + drop and disturb the toss in every single way possible.
3. ??
4. Profit

Here's a game (not entirely representative of what I described, but the closest to it that I managed to find):
http://bwreplays.com/pl2zn

And here's my analysis:
1. I might have over-reacted with the cannons, which I think set me pretty behind, but with my 2nd probe I scouted he's mining gas no lair and had a hydra den already built... Should/could I have gathered more info to see that it was actually a fake? (Sair was on my mind but I'd get that after that cannons because if I do not make them I lose T.T)
2. Should have backed after I killed a bunch of hydras on his 4th and not loose all my HTs
3. In his subsequent attacks I left a lot of my HTs vulnerable again
4. Managed to stabalise sort of in the midgame (wow) but I think it was mostly due to his bad macro, rather than anything good that I had done.
5. I was ahead in the upgrade game, which was really good and I thought I had the game going in my favor
6. ... Until the drop happened ( I do not think I handled that well) any suggestions how to handle those better
7. I did NOT macro at all -_- after the drop happened which I think lost me the game mostly, but I was gas starved as well

Ofc all of that analysis might be bs and probably is, so do tell me how it should be. But thought it'd help if you saw what I thought. Txs
MeSaber
Profile Joined December 2009
Sweden1235 Posts
Last Edited: 2019-09-26 09:16:15
September 26 2019 09:14 GMT
#8673
@y2k - My observations from the game:

1. He had lings before you built Forge. (or quite close to at the same time they popped you popped Forge). He didnt care to attack you though as he had only 2 lings.
2. You scouted him and his Hydra Den, saw he had 2 lings only and didnt pressure with Zealots.
3. At 5:30 Z sits on 600 cash and dont build any Hatches. 6:12 he plants 2 more hatches at 3rd, he still dont have any drones on 3rd.
4. You started wep+1 very late, once cyber was done you took quite the time to put down citadel.
5. 6:44 your expansion isnt saturated with probes yet. You keep halting the probe production at expansion.
6. 8:30:ish Z plants a 4th expansion. You havent pressured him anything yet. You have very few zels so far so you cant pressure either even if leg and +1 completes.
7. 9:30 you make an attack on 4th. However once you taken over the high ground you let him walk up the ramp instead of stopping him and storming. Which would have killed a lot of Hydras. His expansion wasnt saturated so there was no need to kill Hatch.
8. By 10 minutes your apm goes to 140 from being 200. This tells me you have the game understanding until this point which you start lacking a lot of knowledge.. As for example during your attack you should have taken a 3rd meanwhile you did that. Which would have been free exp as he was defending his 4th.

After this i quit and can give you a few pointers. Pressure Z early as thats where he will lack strength. Once he gets mass hydras you need to rely on storm to kill him. Dropping DTs onto exp or running around with DTs to harass drones is excellent way to control Z. Letting him getting too many exp you are in great danger, especially if you yourself dont have that many exp.. like 2. You will need many more Gateways. 4 total doesnt cut it. Getting HTs early will fill em with 2 storms minimum (the +50 upgrade is useful a bit later in game) and this will push you further into Z territory to finish some much needed exps.

As i cant see your hotkeying (afaik) a few pointers on that.. Use F-location keys(F2-3-4) for main/exp/3rd. Use hotkeys on nexus and have 1-2-3 hotkeys open for units that you attack with. 4-5-6 could be nexuses.. 7-8-9-0 some other useful buildings. like forge or any other upgrade building. OR one hotkey on a center location of your main pump (your gateways grouped) to fastly relocate to that area.

Keep using these keys at all times so it becomes muscle memory of using it. Even in late game. Or in your situation, by the 10 minute mark.

Now onto your own analysis:

1. Cannons were fine its just minerals, if they costed gas it woulda been a different story.
2. Yes letting HTs die without a fight (blocking the ramp) was bad indeed.
3-4-6. Quit before seeing it.
5. Upgrades matter in late game and early on +1+2+3 dmg matters a lot.
7. No you didnt macro in the 10 minutes i watched either. As mentioned as you attacked you should have expanded meanwhile he was busy with his 4th exp. You however had too few gates to even regain army (zels and hts) to survive the 3rd exp. He was already MUCH ahead in eco game and could mass Hydras over that easily.

Keep playing and do your best and if you feel like it, post more replays for analysis.

Thx for sharing! =)
-.-
Jealous
Profile Blog Joined December 2011
10413 Posts
October 01 2019 02:23 GMT
#8674


In this VOD Mind goes for an FD but he seems to get CC earlier than classic FD builds. I may be mistaken, but can anyone shed some light on this?
"The right to vote is only the oar of the slaveship, I wanna be free." -- бум бум сучка!
kogeT
Profile Joined September 2013
Poland2042 Posts
October 01 2019 09:03 GMT
#8675
On October 01 2019 11:23 Jealous wrote:
https://youtu.be/p85PJGKfM28

In this VOD Mind goes for an FD but he seems to get CC earlier than classic FD builds. I may be mistaken, but can anyone shed some light on this?


Looked 100% normal to me, I mean in current meta this is a normal CC timing. You can make 3 marines to defend vs dragon or 2-3 marine and bunker to defend zealot/dragon, while adding CC just after the factory addon.
https://www.twitch.tv/kogetbw
evilfatsh1t
Profile Joined October 2010
Australia8940 Posts
Last Edited: 2019-10-01 13:04:58
October 01 2019 13:01 GMT
#8676
On October 01 2019 11:23 Jealous wrote:
https://youtu.be/p85PJGKfM28

In this VOD Mind goes for an FD but he seems to get CC earlier than classic FD builds. I may be mistaken, but can anyone shed some light on this?

its not a fd
he makes 3 marines and he deliberately builds his cc on the high ground because he wants to fake a 2fac when hes really just thinking of expanding.
fd would have more marines

On October 01 2019 18:03 kogeT wrote:
Show nested quote +
On October 01 2019 11:23 Jealous wrote:
https://youtu.be/p85PJGKfM28

In this VOD Mind goes for an FD but he seems to get CC earlier than classic FD builds. I may be mistaken, but can anyone shed some light on this?


Looked 100% normal to me, I mean in current meta this is a normal CC timing. You can make 3 marines to defend vs dragon or 2-3 marine and bunker to defend zealot/dragon, while adding CC just after the factory addon.

if he wanted to do a normal expand whilst defending with 3 marines he would just make a bunker and build the cc at the nat. theres no reason why he would build it on the high ground other than to make bisu potentially delay eco for units thinking of a 2fac
Jealous
Profile Blog Joined December 2011
10413 Posts
October 01 2019 15:00 GMT
#8677
On October 01 2019 22:01 evilfatsh1t wrote:
Show nested quote +
On October 01 2019 11:23 Jealous wrote:
https://youtu.be/p85PJGKfM28

In this VOD Mind goes for an FD but he seems to get CC earlier than classic FD builds. I may be mistaken, but can anyone shed some light on this?

its not a fd
he makes 3 marines and he deliberately builds his cc on the high ground because he wants to fake a 2fac when hes really just thinking of expanding.
fd would have more marines

"he pretends he is going 2 fac when he is really just expanding"

Isn't that .... an FD? Hahaha. He rolled out with Marines, a Tank, and a Vulture to take his natural, seems pretty FD to me.

@kogeT: I'm aware of Bunker-expand but he didn't make one here, so I thought this was something different.
"The right to vote is only the oar of the slaveship, I wanna be free." -- бум бум сучка!
evilfatsh1t
Profile Joined October 2010
Australia8940 Posts
October 01 2019 15:12 GMT
#8678
ok i guess by definition it is a fd.
just wanted to say its not the fd that we all think of where you push out with like 6 marines and you actually wanna do damage or pressure.
Jealous
Profile Blog Joined December 2011
10413 Posts
October 01 2019 16:29 GMT
#8679
On October 02 2019 00:12 evilfatsh1t wrote:
ok i guess by definition it is a fd.
just wanted to say its not the fd that we all think of where you push out with like 6 marines and you actually wanna do damage or pressure.

FD can be purely to take your natural, as was the case here - for that, you don't need the extra Marines.
"The right to vote is only the oar of the slaveship, I wanna be free." -- бум бум сучка!
evilfatsh1t
Profile Joined October 2010
Australia8940 Posts
October 02 2019 03:30 GMT
#8680
you dont go fd if you just want to take your nat only. you might as well just go 1 rax cc or 1fac cc.
not one of the pros watching the game said it was a fd. the only one who suggested it was a fd was soma and the rest of them laughed at him for not knowing the matchup
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