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LeeDawg
Profile Joined April 2012
United States1306 Posts
November 30 2020 15:55 GMT
#9201
In ZvT, when and why should I choose 2 hatch muta over 3 hatch muta? 3 hatch mean more larva and more stuff, so I'm not sure I understand why 2 hatch is a thing.
:-)
evilfatsh1t
Profile Joined October 2010
Australia8940 Posts
November 30 2020 15:57 GMT
#9202
because if you choose 3 hatch you give "priority" to terran to dictate the early stages of the game. until your 9 mutas pop out and you can start forcing terran to defend for a while, you have to play safe and reactionary to anything terran does. 2 hatch was the solution to this problem; unrelenting pressure by zerg from start till terran gets vessels
LeeDawg
Profile Joined April 2012
United States1306 Posts
November 30 2020 16:17 GMT
#9203
So it's just a matter of timing then?
:-)
evilfatsh1t
Profile Joined October 2010
Australia8940 Posts
Last Edited: 2020-11-30 16:48:52
November 30 2020 16:46 GMT
#9204
not at all. youve missed the point.
the timings are obviously different but thats not the main part.
"priority" is pretty self explanatory but in case you didnt understand, it describes the freedom to do something relatively uncontested. if you go 3 hatch then the terran has priority over the early game and therefore can do whatever he wants until your mutas are up. maybe hell skip a bunker in favour of more scvs or faster tech. maybe hell build a proxy fac or stargate and you wont notice until too late. you get the point
if zerg goes 2 hatch the priority goes the other way. your zerglings are constantly pressuring terran which forces a bunker and means terran cant cut corners for eco. ideally your zerglings/overlord also checks terran tech so you know what terran is going faster than if you had to wait for 3 hatch mutas to fly over.
+1 5 rax is also a strong build that terran cant go because it cant deal with 2 hatch mutas. the low barracks count also forces terran to invest more in turrets, which is costly given the already comparably worse eco than when playing against 3 hatch.

your worse eco is traded off for equally worse eco on terrans side, but simultaneously more map pressure, better scouting, sufficient harrass potential and sufficient potential for zerg to still drone up, tech, expand and macro in the mid game.
LeeDawg
Profile Joined April 2012
United States1306 Posts
November 30 2020 17:16 GMT
#9205
I think my confusion stems from how 2 hatches results in more pressure rather than less, since you have less larva. Is the 3 hatch player typically droning harder? every time I've built only 2 hatches, I've had more minerals than I can spend, but I'm also being as greedy with drones as I can.
:-)
BigFan
Profile Blog Joined December 2010
TLADT24920 Posts
November 30 2020 20:34 GMT
#9206
One thing to keep in mind is that you can get your third hatch right before mutas pop in a 2h at another base, aka guarantee yourself a third gas faster on top of the fact that you already hurt the Terran eco in several ways as mentioned earlier. Several years ago when 3h muta was still the norm, 5 rax +1 was destroying Zergs left and right in ASL and trying to grab a third and hold it was considered difficult. Nowadays, grabbing a third as Zerg seems much easier in comparison.
Former BW EiC"Watch Bakemonogatari or I will kill you." -Toad, April 18th, 2017
Jealous
Profile Blog Joined December 2011
10413 Posts
November 30 2020 21:07 GMT
#9207
On December 01 2020 02:16 LeeDawg wrote:
I think my confusion stems from how 2 hatches results in more pressure rather than less, since you have less larva. Is the 3 hatch player typically droning harder? every time I've built only 2 hatches, I've had more minerals than I can spend, but I'm also being as greedy with drones as I can.

Because your Mutalisks spawn earlier.
"The right to vote is only the oar of the slaveship, I wanna be free." -- бум бум сучка!
Highgamer
Profile Joined October 2015
1475 Posts
Last Edited: 2020-12-01 01:36:29
December 01 2020 01:23 GMT
#9208
On December 01 2020 02:16 LeeDawg wrote:
I think my confusion stems from how 2 hatches results in more pressure rather than less, since you have less larva. Is the 3 hatch player typically droning harder? every time I've built only 2 hatches, I've had more minerals than I can spend, but I'm also being as greedy with drones as I can.

As Jealous said, 2hatch has the mutas earlier, I think around 30 seconds to 1 minute depending on the build.

Doesn't seem like much, but as things stand with Terran build-orders, that time makes all the difference. Terrans can squeeze out juuust enough turrets against 2hatch and they have to keep building more, they'll likely lose all their first few marines, too. Against 3hatch on the other hand, they can sometimes get away with 3-4 turrets overall because they have so many (fully upgraded) marines already that they can scare the muta-flock away, and Terran's economy is bigger behind all that.
Also, facing 2hatch doesn't give Terrans enough time and resources and tranquility to start all the tech that they might want to go for on time.

The big downside of 2hatch is that, should Terran deal with the earlier mutas cleanly and be able to counter attack too soon, Zerg is much more fragile due to a smaller economy, maybe also later/missing tech-transitions.

If you had "more minerals than you can spend" with 2 hatch, I'm pretty sure it means that you have to practice your build-order and macro some more - or you have a flawed build-order. As for the drones, you should have an (almost) exact amount with such a slim build.
evilfatsh1t
Profile Joined October 2010
Australia8940 Posts
December 01 2020 02:35 GMT
#9209
On December 01 2020 06:07 Jealous wrote:
Show nested quote +
On December 01 2020 02:16 LeeDawg wrote:
I think my confusion stems from how 2 hatches results in more pressure rather than less, since you have less larva. Is the 3 hatch player typically droning harder? every time I've built only 2 hatches, I've had more minerals than I can spend, but I'm also being as greedy with drones as I can.

Because your Mutalisks spawn earlier.

2 hatch also drones less, meaning terran has to be wary of zergling all-ins or run bys more than a 3 hatch build where typically zerg spends a bit of time droning up more. hence the early bunker vs 2 hatch compared to late or no bunker vs 3h
Megaliskuu
Profile Blog Joined October 2010
United States5123 Posts
December 01 2020 02:52 GMT
#9210
On November 30 2020 15:20 Anc13nt wrote:
Show nested quote +
On November 30 2020 09:25 Megaliskuu wrote:
~1800 zerg here, whats the correct response vs Gateway FE? I basically got to B off of standard ZvT, ZvZ, and going 973 ZvP. Now I just can not beat protoss players at this rank who dont go forge FE. I just got back into BW about a month ago and feel like I'm playing like its 2010. I've been doing standard overpool, 3 hatch, gas after 3rd, lair, spire, then hydras but it feels like toss is able to pressure with zealots so I have to make lings, expand, and tech all at the same time. Anyone know of any good games to watch to learn from?


i recommend going 4 hatch before gas as a response to gateway first but if you do get a gas, you don't need to fully saturate it for a while since protoss will have later stargate. I don't like going 973 after a gateway first because you're going to have pretty bad economy if the protoss is forces enough lings and protoss will also have more zealots to deal with when you attack with hydras.

I am speaking from personal experience here. If you want a proper guide here it is:



Lol wtf i searched through jinjins channel several times for a ZvP 1 gate FE video and didn't see it. Thx I will def watch this. The 973 video alone got me from C to B hopefully this will up my game some more.
|BW>Everything|Add me on star2 KR server TheMuTaL.675 for practice games :)|NEX clan| https://www.dotabuff.com/players/183104694
LeeDawg
Profile Joined April 2012
United States1306 Posts
December 01 2020 16:35 GMT
#9211
Thanks everyone for the info regarding 3H vs 2H. I spent some time practicing those openers vs the computer last night and comparing them, and I could definitely notice the differences once I compared them. I appreciate the help.
:-)
dark.matter
Profile Joined April 2017
179 Posts
December 02 2020 07:03 GMT
#9212
Any good examples of vessel placement / use vs protoss? It's my biggest weakness atm. It always seems like such an attention sink to even use them when I'm trying to do 100 other things, and then even getting a good emp off is challenging.
Jealous
Profile Blog Joined December 2011
10413 Posts
December 02 2020 07:17 GMT
#9213
On December 02 2020 16:03 dark.matter wrote:
Any good examples of vessel placement / use vs protoss? It's my biggest weakness atm. It always seems like such an attention sink to even use them when I'm trying to do 100 other things, and then even getting a good emp off is challenging.

Any particular maps giving you trouble? From what I've seen, rule of thumb is outside your forward-most bases like your 3rd and 4th, adding vision to susceptible flight paths, for example. Mines help in the middle of the map on most maps so that you can pull one from either if it is going toward main. For example, on FS, it may look like this AFAIK:

[image loading]

This is of course assuming you have adequate mine coverage elsewhere on the map preventing a perpendicular fly-in from center to any of those bases above. Green circle = Vessel position.
"The right to vote is only the oar of the slaveship, I wanna be free." -- бум бум сучка!
Highgamer
Profile Joined October 2015
1475 Posts
Last Edited: 2020-12-02 15:09:06
December 02 2020 14:40 GMT
#9214
On December 02 2020 16:03 dark.matter wrote:
Any good examples of vessel placement / use vs protoss? It's my biggest weakness atm. It always seems like such an attention sink to even use them when I'm trying to do 100 other things, and then even getting a good emp off is challenging.


Like Jealous said: Just as important as vessel-position is good vision/map-coverage in the perimeter of your base: lay mine-fields for that purpose, and fly any non-producing building that you have (ebay, barracks, science facility) to create a ring of vision. In the lategame you should have enough resources to just build another barracks or two to do this.
Then place vessels so that you can react anywhere you need. Don't place your vessels too far out, or an arbiter might already have passed your vessel if you don't react immediatelly.
Having the awareness/multi-tasking to constantly keep checking your minimap is whole other issue obviously, but having everything you need in place is the first step.

There are certain 'usual suspects'-positions where you can park a vessel if you have enough of them, basically to cover the lanes where arbiters tend to come through. On FS for example the most important are: to the edges of the map at your natural and 3rd, and across the mostly un-bulidable terrain between your natural and 3rd.
Good Protoss players will mix it up though. So I put a vessel close to each of my expansions' CCs to be able to react in multiple directions, and then another one above the cliff right above the said unbuildable terrain.

Good Protoss players will also expect your EMP and try to dodge it. If you think that they'll dodge your vessel, you should try to move as close to the arbiter as possible before firing your EMP, so that they have less time to dodge.

Use turrets to cover the said key-positions, oftentimes they will make an arbiter turn around, lowering the shields and preventing another recall-attempt for a while. And add a few turrets in your main as well to clean up arbiters that slipped through your outer ring of defense.
Mine up your base where you expect recalls to go down.

Also, overall, keep in mind the principle that attack is the best defense: The more time you spend on preparing for a recall, the more time Protoss has to expand, grow bigger, come with multiple recalls later on. The more vessels you leave at home, the less EMPs/D-Matrix you have to attack.
That doesn't mean that you should just attack and yolo the recall-problem, but generally speaking you shouldn't delay a possible good early +2/+1-maxed-push because you're busy setting up recall-defenses when you could just attack and force him/her to use the arbiter defensively.

As for vessel-use while your're attacking:
When you bring multiple vessels for a push, don't clump them all up or they'll all get stasised at once. If I have more than one and I can't keep them from clumping up, I just separate some from the group and let them follow a random tank. Chances are high that keeps them spread out enough.
Keep scanning ahead or use vultures to see where Protoss' army is and look out for chances to EMP arbiters that are closing in to stasis you, or to EMP multiple arbiters that are just hovering around (you can do this more often than you might think). In many situations it's worth it to lose a vessel if that allows you to take 2-3 EMPs out of the equation for a while.

As you said, with all the stuff that you have to do in the lategame anyway, having the awareness to make good use of your vessels is really difficult, but also crucial to improve your lategame performance, not only in TvP but just as much in TvZ. I think it's one of the tactical skills that you have to improve a lot to get from solid B to solid A or something.
Jealous
Profile Blog Joined December 2011
10413 Posts
December 02 2020 19:09 GMT
#9215
Relevant:

+ Show Spoiler [Trigger Warning] +
[image loading]

[image loading]
"The right to vote is only the oar of the slaveship, I wanna be free." -- бум бум сучка!
WGT-Baal
Profile Blog Joined June 2008
France3577 Posts
December 03 2020 23:27 GMT
#9216
On December 03 2020 04:09 Jealous wrote:
Relevant:

+ Show Spoiler [Trigger Warning] +
[image loading]

[image loading]


2nd one how does the EMP miss? oO
Horang2 fan
Highgamer
Profile Joined October 2015
1475 Posts
Last Edited: 2020-12-04 14:19:47
December 04 2020 00:17 GMT
#9217
On December 04 2020 08:27 WGT-Baal wrote:
Show nested quote +
On December 03 2020 04:09 Jealous wrote:
Relevant:

+ Show Spoiler [Trigger Warning] +
[image loading]

[image loading]


2nd one how does the EMP miss? oO


It didn't miss.

The teleportation doesn't happen instantly (first there is an animation over the units that are meant to be recalled), but the 150 energy for the spell get substracted from the arbiter's energy-pool immediatelly when you issue the command.
So if the EMP hits after the recall has already been cast, it will still go through.
If you look closely, that's also what happens in the first one.
Jealous
Profile Blog Joined December 2011
10413 Posts
December 04 2020 02:04 GMT
#9218
It's hard to believe until it happens to you. So brutal.
"The right to vote is only the oar of the slaveship, I wanna be free." -- бум бум сучка!
BigFan
Profile Blog Joined December 2010
TLADT24920 Posts
December 04 2020 03:16 GMT
#9219
Pretty much as stated. As soon as recall is cast, energy is removed so if you didn't get to EMP it before this happens, good luck! haha.
Former BW EiC"Watch Bakemonogatari or I will kill you." -Toad, April 18th, 2017
9-BiT
Profile Blog Joined January 2012
United States1089 Posts
December 08 2020 17:47 GMT
#9220
https://www.twitch.tv/father_sc/clip/PerfectLachrymoseLEDBCouch relevant clip
kwark_uk: @father_sc learn to play maybe?
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