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Simple Questions, Simple Answers - Page 451

Forum Index > Brood War Strategy
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Liquid`Drone
Profile Joined September 2002
Norway28672 Posts
June 15 2020 13:26 GMT
#9001
You get a loss after 2:00.
Moderator
DigiMask
Profile Joined June 2020
5 Posts
June 15 2020 14:10 GMT
#9002
Thanks, Liquid`Drone.
Anc13nt
Profile Blog Joined October 2017
1557 Posts
Last Edited: 2020-06-20 04:34:25
June 20 2020 04:31 GMT
#9003
i've been watching a lot of people basically all-inning on mutas after a 2h muta opening. I've tried it myself with some success but I wonder if anyone has a guide on how to pull it off. I see pros like zero destroy a turret and then proceed to dominate the terran main so easily but it is more difficult to pull off than it seems.

Also, I sometimes commit too hard on mutas and eventually have like 50 mutas with only +2 carapace. Basically I am not sure when and how I should transition from massing mutas. I prefer a hydra lurker hive transition and i've heard that Soma often goes for it so I would like a guide on that transition especially.



Dangermousecatdog
Profile Joined December 2010
United Kingdom7084 Posts
Last Edited: 2020-06-22 11:28:38
June 22 2020 11:28 GMT
#9004
Post a replay. 50 mutas is a lot. You should have won a long time ago if it isn't a legitimate response to pure goliaths.
TelecoM
Profile Blog Joined January 2010
United States10673 Posts
June 26 2020 00:11 GMT
#9005
On June 20 2020 13:31 Anc13nt wrote:
i've been watching a lot of people basically all-inning on mutas after a 2h muta opening. I've tried it myself with some success but I wonder if anyone has a guide on how to pull it off. I see pros like zero destroy a turret and then proceed to dominate the terran main so easily but it is more difficult to pull off than it seems.

Also, I sometimes commit too hard on mutas and eventually have like 50 mutas with only +2 carapace. Basically I am not sure when and how I should transition from massing mutas. I prefer a hydra lurker hive transition and i've heard that Soma often goes for it so I would like a guide on that transition especially.




Theoretically you would transition from Mass Mutalisks when you have enough bases / economy to do so and or also when they have more than enough Splash damage to deal with ( Valkyries / Vessel's ), it is situational and can depend a lot on the current situation in the game as well.
AKA: TelecoM[WHITE] Protoss fighting
XenOsky
Profile Blog Joined March 2008
Chile2272 Posts
Last Edited: 2020-07-06 21:06:05
July 06 2020 21:00 GMT
#9006
On June 20 2020 13:31 Anc13nt wrote:
i've been watching a lot of people basically all-inning on mutas after a 2h muta opening. I've tried it myself with some success but I wonder if anyone has a guide on how to pull it off. I see pros like zero destroy a turret and then proceed to dominate the terran main so easily but it is more difficult to pull off than it seems.

Also, I sometimes commit too hard on mutas and eventually have like 50 mutas with only +2 carapace. Basically I am not sure when and how I should transition from massing mutas. I prefer a hydra lurker hive transition and i've heard that Soma often goes for it so I would like a guide on that transition especially.





i see bisu do 2 shuttle 8 dt drop builds into 2 base arbiter vs pro terrans.
.
doesnt mean i can do that shit. + Show Spoiler +
trust me, i have tried
StarCraft & Audax Italiano.
Anc13nt
Profile Blog Joined October 2017
1557 Posts
July 06 2020 23:29 GMT
#9007
On July 07 2020 06:00 XenOsky wrote:
Show nested quote +
On June 20 2020 13:31 Anc13nt wrote:
i've been watching a lot of people basically all-inning on mutas after a 2h muta opening. I've tried it myself with some success but I wonder if anyone has a guide on how to pull it off. I see pros like zero destroy a turret and then proceed to dominate the terran main so easily but it is more difficult to pull off than it seems.

Also, I sometimes commit too hard on mutas and eventually have like 50 mutas with only +2 carapace. Basically I am not sure when and how I should transition from massing mutas. I prefer a hydra lurker hive transition and i've heard that Soma often goes for it so I would like a guide on that transition especially.





i see bisu do 2 shuttle 8 dt drop builds into 2 base arbiter vs pro terrans.
.
doesnt mean i can do that shit. + Show Spoiler +
trust me, i have tried


yeah i realized the mass muta thing was not as good as I thought. now i stop at around 20 with the allin but I also don't do the allin as much anymore because I realized my muta micro is not very good when the tr is like 14 or lower. I also realized that the hydra lurker transition feels kind of weak so I prefer lurker ling defiler or ultra ling.
Anc13nt
Profile Blog Joined October 2017
1557 Posts
Last Edited: 2020-07-08 09:39:55
July 08 2020 09:39 GMT
#9008
need a good aggressive midgame TvT push build. seriously sick of this matchup.

also as terran, how do you deal with an opponent that is threatening backstab? I don't like to keep too many units back when I am doing a 5 factory push (against either zerg or toss) because I'm afraid of losing the big fight. But that leaves me vulnerable to a base trade situation that I usually lose. Maybe I should chase the enemy army but then I feel like they might be buying too much time by diverting my army away from their bases.

i'm guessing I just need to develop better game sense or instinct through practice but any general tips would be appreciated.
Liquid`Drone
Profile Joined September 2002
Norway28672 Posts
July 08 2020 10:14 GMT
#9009
I mean I think zergs and protoss don't backstab terran nearly enough, it is really powerful and t does poorly in a mech basetrade. But ways you can go about it that make it less powerful is laying mines from the probable backstab locations, pretty far out, make sure you still have a bunker in your nat and ebay+rax to wall with.

And then, you have to keep attacking while managing to hold with factory reinforcements and the bunker and wall and scvs repairing like crazy. A backstabber pretty much always communicates 'I don't have enough to hold you off at home and I need more time', so you can't give him that.
Moderator
Dangermousecatdog
Profile Joined December 2010
United Kingdom7084 Posts
July 08 2020 11:14 GMT
#9010
Place spider mines everywhere and along the way from their production to your mining bases and replenish them when they get lost. It's a good way of keeping track of their army and of backstabs. A single tank up a cliff and lifting the CC and sending the scvs somewhere else is usually good enough to minimise damage and buy time against Zerg.
Anc13nt
Profile Blog Joined October 2017
1557 Posts
July 08 2020 12:16 GMT
#9011
thanks for the help
Chameleon
Profile Blog Joined January 2008
United States604 Posts
July 11 2020 03:06 GMT
#9012
In PvZ, does a gateway first opening (gate at nat) just auto-lose to a 5 pool? any notable reps of someone holding it off?
TL's #1 Horang2 fan
Anc13nt
Profile Blog Joined October 2017
1557 Posts
Last Edited: 2020-07-11 07:23:13
July 11 2020 07:22 GMT
#9013
On July 11 2020 12:06 Chameleon wrote:
In PvZ, does a gateway first opening (gate at nat) just auto-lose to a 5 pool? any notable reps of someone holding it off?


If you spawn diagonally, I think protoss is pretty favoured. so map rush distance is an important factor but I think you should still have zealot ready or almost ready in a horizontal/vertical spawn. Just need to pull probes (not all of them but a good number like 5ish) and it becomes a micro battle.

If zerg kills your zealot too quick you are probably doomed but I have a good point of advice depending on your mmr. I don't think this works as well at higher levels but I will say it anyway. Bring some probes with your zealot and make sure they are close to zealot to protect it. During the fight, you can also run your zealot around your probes as if they are like a meat shield while a-clicking the lings with the zealot. If the zerg tries to chase the zealot without targeting probes, they will take a lot of damage from the probes. Terran players do something very similar all the time against 5/9 pool so I feel it might be useful in PvZ too.

It;'s easier said than done and you can still lose if zerg outmicros you. If they kill like 4 probes or more, they will be in an economically good position. The counter-play of what I said is that better zerg players will see what is happening and will target exposed workers but I think they only do this beyond like 1600s mmr level. Even against a good zerg, if you pull/glitch probes well, you can still buy time for second zealot.

TT1
Profile Blog Joined December 2008
Canada10009 Posts
Last Edited: 2020-07-15 01:58:48
July 11 2020 22:54 GMT
#9014
On July 11 2020 12:06 Chameleon wrote:
In PvZ, does a gateway first opening (gate at nat) just auto-lose to a 5 pool? any notable reps of someone holding it off?


1g "should" be a free win vs 5p, especially if u opened with 9 gate instead of 10. That said, like with most things in BW it comes down to execution (proper production/micro). If you last scout Z and your zeal gets caught midd map because you sent it out before getting any scouting info, you're most likely dead tho.

Assuming both players do what they're supposed to, P just needs to pull about half his workers to his nat and build a battery at his wall (or a bit behind your wall so you have more surface area for your zeal/probe micro). From there it's just a micro fight vs speedless lings, the most important part for P is not missing any worker/zealot production.

Don't focus too much on your scouting probe, afk it at their nat and try to deny their hatch as long as you can (or pylon block), focus on your zeal micro. Build up your zeal/worker count, counter pressure Z to force more lings and take ur expo behind it (you can also throw down your gas and go into core/stargate before exping, gotta be careful vs lings if you do this cus you're skipping forge).
ab = tl(i) + tl(pc), the grand answer to every tl.net debate
Anc13nt
Profile Blog Joined October 2017
1557 Posts
Last Edited: 2020-07-13 08:48:40
July 13 2020 07:18 GMT
#9015
pretty bad question but I am wondering if there is any build in ZvZ where it's not as much of a coinflip and you can win with better skill.

I usually go for 9 pool speed or in main 12 hatch if that helps. Any suggestions would be welcome. I usually don't like playing the same build as my opponent in ZvZ because I don't like the feeling of a 50/50 situation. This is not really a concern for me in other matchups because I can win by outplaying them but ZvZ always feels like a crap shoot, even against a player with much lower mmr.

edit: would also like advice on how to do 8 gate attack pvz if zerg is turtling with sunken lurker.
Alejandrisha
Profile Blog Joined July 2010
United States6565 Posts
July 13 2020 16:57 GMT
#9016
On July 12 2020 07:54 TT1 wrote:
Show nested quote +
On July 11 2020 12:06 Chameleon wrote:
In PvZ, does a gateway first opening (gate at nat) just auto-lose to a 5 pool? any notable reps of someone holding it off?


1g "should" be a free win vs 5p, especially if u opened with 9 gate instead of 10. That said, like with most things in BW it comes down to execution (proper production/micro). If you last scout Z and your zeal gets caught midd map because you sent it out before getting any scouting info, you probably lose tho.

Assuming both players do what they're supposed to, P just needs to pull about half his workers to his nat and build a battery at his wall (or a bit behind your wall so you have more surface area for your zeal/probe micro). From there it's just a micro fight vs speedless lings, the most important part for P is not missing any worker/zealot production.

Don't focus too much on your scouting probe, afk it at their nat and try to deny their hatch as long as you can (or pylon block), focus on your zeal micro. Build up your zeal/worker count, counter pressure Z to force more lings and take ur expo behind it (you can also throw down your gas and go into core/stargate before exping, gotta be careful vs lings if you do this cus you're skipping forge).


thanks for specifying. gateway first is a 9gate build! if you don't make the gate on 9 you might as well make a forge
get rich or die mining
TL+ Member
TT1
Profile Blog Joined December 2008
Canada10009 Posts
July 13 2020 19:36 GMT
#9017
On July 14 2020 01:57 Alejandrisha wrote:
Show nested quote +
On July 12 2020 07:54 TT1 wrote:
On July 11 2020 12:06 Chameleon wrote:
In PvZ, does a gateway first opening (gate at nat) just auto-lose to a 5 pool? any notable reps of someone holding it off?


1g "should" be a free win vs 5p, especially if u opened with 9 gate instead of 10. That said, like with most things in BW it comes down to execution (proper production/micro). If you last scout Z and your zeal gets caught midd map because you sent it out before getting any scouting info, you probably lose tho.

Assuming both players do what they're supposed to, P just needs to pull about half his workers to his nat and build a battery at his wall (or a bit behind your wall so you have more surface area for your zeal/probe micro). From there it's just a micro fight vs speedless lings, the most important part for P is not missing any worker/zealot production.

Don't focus too much on your scouting probe, afk it at their nat and try to deny their hatch as long as you can (or pylon block), focus on your zeal micro. Build up your zeal/worker count, counter pressure Z to force more lings and take ur expo behind it (you can also throw down your gas and go into core/stargate before exping, gotta be careful vs lings if you do this cus you're skipping forge).


thanks for specifying. gateway first is a 9gate build! if you don't make the gate on 9 you might as well make a forge


why? bisu always goes 10g
ab = tl(i) + tl(pc), the grand answer to every tl.net debate
Alejandrisha
Profile Blog Joined July 2010
United States6565 Posts
July 13 2020 19:47 GMT
#9018
On July 14 2020 04:36 TT1 wrote:
Show nested quote +
On July 14 2020 01:57 Alejandrisha wrote:
On July 12 2020 07:54 TT1 wrote:
On July 11 2020 12:06 Chameleon wrote:
In PvZ, does a gateway first opening (gate at nat) just auto-lose to a 5 pool? any notable reps of someone holding it off?


1g "should" be a free win vs 5p, especially if u opened with 9 gate instead of 10. That said, like with most things in BW it comes down to execution (proper production/micro). If you last scout Z and your zeal gets caught midd map because you sent it out before getting any scouting info, you probably lose tho.

Assuming both players do what they're supposed to, P just needs to pull about half his workers to his nat and build a battery at his wall (or a bit behind your wall so you have more surface area for your zeal/probe micro). From there it's just a micro fight vs speedless lings, the most important part for P is not missing any worker/zealot production.

Don't focus too much on your scouting probe, afk it at their nat and try to deny their hatch as long as you can (or pylon block), focus on your zeal micro. Build up your zeal/worker count, counter pressure Z to force more lings and take ur expo behind it (you can also throw down your gas and go into core/stargate before exping, gotta be careful vs lings if you do this cus you're skipping forge).


thanks for specifying. gateway first is a 9gate build! if you don't make the gate on 9 you might as well make a forge


why? bisu always goes 10g

bisu also has 6 gates off of 3 bases compared to the 8-12 of us plebs
get rich or die mining
TL+ Member
XenOsky
Profile Blog Joined March 2008
Chile2272 Posts
July 14 2020 23:44 GMT
#9019
how can i drop my null actions?

i have between 70 - 100 null actions per game, while i see progamers get less than 30.

Anything that i should look for? like clicking too much mb?
StarCraft & Audax Italiano.
Dangermousecatdog
Profile Joined December 2010
United Kingdom7084 Posts
Last Edited: 2020-07-18 12:07:26
July 15 2020 12:08 GMT
#9020
On July 13 2020 16:18 Anc13nt wrote:
pretty bad question but I am wondering if there is any build in ZvZ where it's not as much of a coinflip and you can win with better skill.

I usually go for 9 pool speed or in main 12 hatch if that helps. Any suggestions would be welcome. I usually don't like playing the same build as my opponent in ZvZ because I don't like the feeling of a 50/50 situation. This is not really a concern for me in other matchups because I can win by outplaying them but ZvZ always feels like a crap shoot, even against a player with much lower mmr.

edit: would also like advice on how to do 8 gate attack pvz if zerg is turtling with sunken lurker.

When you lose it's a coinflip and when you win, it's skill.

Seriously though, 12 hatch is a bit of a coinflip in my opinion, but the best ZvZ players do show that skill in ZvZ is a deciding factor when you play the same build. So it's best to worry about actions that can improve your skill, than on build orders. I guess when ZvZ is your worse matchup, it will feel like a coinflip, simply because you are more likely to lose than win.
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