Simple Questions, Simple Answers - Page 451
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Liquid`Drone
Norway28262 Posts
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DigiMask
5 Posts
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Anc13nt
1557 Posts
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
United Kingdom7084 Posts
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TelecoM
United States10583 Posts
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. | ||
XenOsky
Chile2142 Posts
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 | ||
Anc13nt
1557 Posts
On July 07 2020 06:00 XenOsky wrote: 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
1557 Posts
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
Norway28262 Posts
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. | ||
Dangermousecatdog
United Kingdom7084 Posts
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Anc13nt
1557 Posts
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Chameleon
United States604 Posts
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Anc13nt
1557 Posts
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
Canada9926 Posts
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). | ||
Anc13nt
1557 Posts
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
United States6565 Posts
On July 12 2020 07:54 TT1 wrote: 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 | ||
TT1
Canada9926 Posts
On July 14 2020 01:57 Alejandrisha wrote: 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 | ||
Alejandrisha
United States6565 Posts
bisu also has 6 gates off of 3 bases compared to the 8-12 of us plebs | ||
XenOsky
Chile2142 Posts
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? | ||
Dangermousecatdog
United Kingdom7084 Posts
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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