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Simple Questions, Simple Answers - Page 441

Forum Index > Brood War Strategy
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Highgamer
Profile Joined October 2015
1447 Posts
Last Edited: 2020-02-08 10:26:18
February 08 2020 10:25 GMT
#8801
nuke this
Liquid`Drone
Profile Joined September 2002
Norway28738 Posts
February 08 2020 13:24 GMT
#8802
use 1 goon hit + 1 storm on individual lurkers in a segment of the lurker field. (For example, try to clear out the left part of it if the left part is weaker, so you can manage to establish a proper arc with your goons there. don't send in zealots until it has been very reduced, just keep them back protecting your goon templar.

I mean, don't use your final storms on storming individual lurkers, but breaking an established lurker field requires patience, and you should have a loot of storms to bring to the party. storm 2-3 times with a couple templars and use individual goon shots to go along with those storms, and you have cleared out 4-6 lurkers and then you get an archon. repeat ad nauseum.

if he has swarm too, you need reavers.
Moderator
Jealous
Profile Blog Joined December 2011
10267 Posts
February 08 2020 16:05 GMT
#8803
On February 08 2020 22:24 Liquid`Drone wrote:
use 1 goon hit + 1 storm on individual lurkers in a segment of the lurker field. (For example, try to clear out the left part of it if the left part is weaker, so you can manage to establish a proper arc with your goons there. don't send in zealots until it has been very reduced, just keep them back protecting your goon templar.

I mean, don't use your final storms on storming individual lurkers, but breaking an established lurker field requires patience, and you should have a loot of storms to bring to the party. storm 2-3 times with a couple templars and use individual goon shots to go along with those storms, and you have cleared out 4-6 lurkers and then you get an archon. repeat ad nauseum.

if he has swarm too, you need reavers.

If he has swarm, generally speaking you're already too late and have probably failed to bust out too many times, at least in my experience.
"The right to vote is only the oar of the slaveship, I wanna be free." -- бум бум сучка!
Liquid`Drone
Profile Joined September 2002
Norway28738 Posts
February 08 2020 16:19 GMT
#8804
holds true for busting out of your main, but this could also be a middle of the map contain in a semi-split map scenario, like overwatch.
Moderator
Jealous
Profile Blog Joined December 2011
10267 Posts
February 08 2020 17:20 GMT
#8805
On February 09 2020 01:19 Liquid`Drone wrote:
holds true for busting out of your main, but this could also be a middle of the map contain in a semi-split map scenario, like overwatch.

Fair point; I had assumed it was a contain like the ones popular on FS/Sniper Ridge back in the late 00's.
"The right to vote is only the oar of the slaveship, I wanna be free." -- бум бум сучка!
juvenal
Profile Joined July 2013
2448 Posts
Last Edited: 2020-02-09 11:59:00
February 09 2020 11:58 GMT
#8806
Some pros and semipros have all ingame sounds disabled except for the notifications sounds, that is units spawning, upgrades finishing, "your base is under attack" and all that. I have two questions: how do they achieve that and how legal is that? Surely you can't do that in a televised match, but are there ladder rules on this?
Michael Probu
[sc1f]eonzerg
Profile Blog Joined February 2010
Belgium6805 Posts
Last Edited: 2020-02-09 12:26:23
February 09 2020 12:22 GMT
#8807
On February 09 2020 20:58 juvenal wrote:
Some pros and semipros have all ingame sounds disabled except for the notifications sounds, that is units spawning, upgrades finishing, "your base is under attack" and all that. I have two questions: how do they achieve that and how legal is that? Surely you can't do that in a televised match, but are there ladder rules on this?

you can do that in your game settings ^^. dunno why will u think is not legal.
[image loading]
juvenal
Profile Joined July 2013
2448 Posts
February 09 2020 13:19 GMT
#8808
Oh, ok. I just remembered that Effort, I think, used to do this before SC:R came out and it involved some kinda registry hacks or something. I could be completely mistaken though, that was a long time ago.
Michael Probu
EldritchWang
Profile Joined February 2020
2 Posts
February 10 2020 21:09 GMT
#8809
I’m looking for the most beginner friendly builds for al the Zerg match ups (ZvT, ZvP, ZvZ). Thanks!
Anc13nt
Profile Blog Joined October 2017
1557 Posts
Last Edited: 2020-02-11 06:30:58
February 11 2020 03:12 GMT
#8810
On February 11 2020 06:09 EldritchWang wrote:
I’m looking for the most beginner friendly builds for al the Zerg match ups (ZvT, ZvP, ZvZ). Thanks!


If you have normally like 12-16 TR like I do, I feel like mutas are not very good. With that in mind, I think the best starting builds are 3 hatch lurker for ZvT, lair-less 5 hatch hydra in ZvP, and 12 pool in ZvZ.

Edit: Take my word with grain of salt. Had to switch to Protoss because my Zerg was so bad.
ajmbek
Profile Joined November 2008
Italy460 Posts
February 11 2020 17:08 GMT
#8811
On February 11 2020 12:12 Anc13nt wrote:
Show nested quote +
On February 11 2020 06:09 EldritchWang wrote:
I’m looking for the most beginner friendly builds for al the Zerg match ups (ZvT, ZvP, ZvZ). Thanks!


If you have normally like 12-16 TR like I do, I feel like mutas are not very good. With that in mind, I think the best starting builds are 3 hatch lurker for ZvT, lair-less 5 hatch hydra in ZvP, and 12 pool in ZvZ.

Edit: Take my word with grain of salt. Had to switch to Protoss because my Zerg was so bad.



I really thing 3 hat spire 5 hat hidra is the most standard and well balanced ZvP bo. I do not suggest to go without a lair.
Sic iter ad astra
ajmbek
Profile Joined November 2008
Italy460 Posts
February 11 2020 17:12 GMT
#8812
On February 08 2020 06:55 MisterBoba wrote:
Someone for love of almighty GOD tell me how I should engage zergling lurker as P? I am not even talking about simcity, I mean when he was like 12 lurkers burrowed, spread out, and a shitload of cracklings.

It goes like this:
1. I send goons + obs forwards to pick off a few lurkers
2. He sends ling in
3. I have to kite back with goons
4. I send zealots forward as they stumble inbetween my goons and I lose units.
5. I say "fuck it" and attack with my whole army
6. I lose my maxed army to like 140 supply Z.

What do I do wrong? I use reavers to deal with the forward lings yes. Maybe I should just use reavers for killing the lurkers and just let my goons and zealots chill behind them?
Seriously I am so tilt now. I need lots of archons but I feel like they melt so fast to lurkers.


the best thing you can do is not engaging it.
It is not a joke. There are usually many positions on the map where you can go and apply pressure. Try to find a different place or a better angle. Try to harass with speed shuttles.

Also upgrade templar energy to have 1 more storm
Sic iter ad astra
ProMeTheus112
Profile Joined December 2009
France2027 Posts
Last Edited: 2020-02-11 19:39:12
February 11 2020 19:36 GMT
#8813
Reavers for sure imo ^ including for killing the lurkers. If you have just a few reavers you shouldn't really need to advance your other units to be cost efficient vs lings+lurkers yeah. Like hold position your zealots and goons just behind, maybe attack move the zeals last second when lings are on your reavers.. (then maybe hold them back again if lings retreat)
MisterBoba
Profile Joined January 2020
Russian Federation121 Posts
Last Edited: 2020-02-12 08:45:56
February 12 2020 08:44 GMT
#8814
Am to apply pressure with reaver before but can enemy counter?

And thanks to ProMeTheus112 and others for advice on how to beat LURKERS!!!
If enjoyed way you spend time, then it was not waste time )
MelinaZzZz
Profile Joined August 2019
Bulgaria8 Posts
Last Edited: 2020-02-12 20:39:26
February 12 2020 19:48 GMT
#8815
How to show latency on top of screen like Artosis have it? tnx

ps: found it : ctrl+alt+t
Anc13nt
Profile Blog Joined October 2017
1557 Posts
February 15 2020 03:23 GMT
#8816
Need help for lategame PvZ. I find it hard to beat 1750+ zerg (unless they go 3hh or skip spire). Feels like zerg has a better army in lategame and storms become so much less effective for some reason. I know I need reavers and stuff but my main issue is that I find it very hard to engage the zerg army with even zealot-archon-ht when they have lurker fields set up with cracklings and defilers.
Jealous
Profile Blog Joined December 2011
10267 Posts
Last Edited: 2020-02-15 04:20:29
February 15 2020 04:20 GMT
#8817
On February 15 2020 12:23 Anc13nt wrote:
Need help for lategame PvZ. I find it hard to beat 1750+ zerg (unless they go 3hh or skip spire). Feels like zerg has a better army in lategame and storms become so much less effective for some reason. I know I need reavers and stuff but my main issue is that I find it very hard to engage the zerg army with even zealot-archon-ht when they have lurker fields set up with cracklings and defilers.

Zerg DOES have the better army in the late game unless you have equal+ bases.

Storm drop/harass can disable their production (forced to make drones) or their tech (kill the spire, kill the pool, etc.) and abuse the results. Secure bases earlier than you think you should be able to and hold onto them. Have 3 total Robos and defensive Reavers in key bases. Keep a healthy Sair count into lategame to deny doom drops and prevent cheeky guardian/devourer switches (are these even a thing anymore at low mid level?), etc.

Overall, I think lategame ZvP is the worst case scenario for P unless they have equal/more bases than Z does, even moreso than TvP equivalent. It's a bitter pill to swallow but the Zergs are better at Zerging your Protoss than you are at Protossing your Terran opponent, so to speak. That shift in mentality helped me gain /some/ respect for the bug race and their options.

PS. I am drunk sorry.
"The right to vote is only the oar of the slaveship, I wanna be free." -- бум бум сучка!
MisterBoba
Profile Joined January 2020
Russian Federation121 Posts
Last Edited: 2020-02-17 16:19:09
February 17 2020 16:19 GMT
#8818
On February 15 2020 12:23 Anc13nt wrote:
Need help for lategame PvZ. I find it hard to beat 1750+ zerg (unless they go 3hh or skip spire). Feels like zerg has a better army in lategame and storms become so much less effective for some reason. I know I need reavers and stuff but my main issue is that I find it very hard to engage the zerg army with even zealot-archon-ht when they have lurker fields set up with cracklings and defilers.

Welcome to my LIFE because this bullshit tilts me every day.
It feel like, when I am ahead, I should just add more gateway and attack more instead of expand. Because if I expand that means Z gets to live longer, which means I am more like to die.
Doom drop, utraling, lurkers, dark swarm.... Is BULLSHIT but its okay i need skill not BabyRage. And +1 am to come early
If enjoyed way you spend time, then it was not waste time )
MisterBoba
Profile Joined January 2020
Russian Federation121 Posts
Last Edited: 2020-02-17 16:21:10
February 17 2020 16:20 GMT
#8819
On February 15 2020 13:20 Jealous wrote:
Keep a healthy Sair count into lategame to deny doom drops and prevent cheeky guardian/devourer switches (are these even a thing anymore at low mid level?), etc.

I am 1900 and see guardian fairly often late so yes.
If enjoyed way you spend time, then it was not waste time )
Moopower
Profile Joined May 2017
128 Posts
Last Edited: 2020-02-17 23:49:21
February 17 2020 23:45 GMT
#8820
DA need to be a regular part of the Protoss Army to feedback defilers and maelstroms are good alongside with storms. Protoss is the race with the most special abilities. So we should use our skills to our advantage, rather than try to compete purely in numbers. When my Corsairs survive or I have enough bank to rebuild a small fleet, I get fleet beacon and get d-web researched. You get energy upgrade first and then d-web because energy upgrade takes longer and you'll get d-web researched quickly anyways. D-web is very good for helping you take out sunk/spore/lurker stronghold bases. Your goons just destroy hatcheries from afar or if you can take them head on with the d-webs then you steamroll them while your zealots survive that much longer to deal with the speedlings.

1 D-web can take out a couple sunks at least since they are usually clumped up, maybe paired with a lurker,etc. Instead of suiciding a lot of your army to try to force your way through the turtle style, d-web gives your army more survivability, making you waste less money in the long run imo than having to reinforce more heavily and try to compete with Zerg in macro.
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