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Golgotha
Profile Blog Joined January 2011
Korea (South)8418 Posts
January 12 2012 08:13 GMT
#1161
On January 12 2012 10:40 JMave wrote:
Show nested quote +
On January 11 2012 05:06 Golgotha wrote:
I have a question about fighting sair in ZvP. it seems like they will always have a sair out before my scourgies so I will lose an overlord. well I lose a lot of overlords. is there a trick to making sure that the sairs do jack squat? rips out my heart when sairs pop ovies. I am going overpool into fast spire.


it is normal to lose one overlord. however, from the point of you having your fifth hatch to the point that you begin hydra or muta production, it is important not to lose any overlords at this point because you will need to have sufficient stuff to deflect his timing attack.

currently, the most reliable way of dealing with them is to make a spore at each entry base(nat and 3rd) and place some hydras alongside. however, if you have good scourge control, cloning scourge is still the way to go. the trick is to attack the sairs at multiple angles so that he cannot accumulate the splash point on all your scourge.

the most important part about the simcity is to prevent him from running up your ramp to the main and to stop him from reaching the sunkens. the drones can also be used to block him from reaching your hydras.


dude you are awesome. thank you. i wont cry if i lose one or two ovies now. btw is this the sort of play you meant?: http://www.teamliquid.net/forum/viewmessage.php?topic_id=89265 aka 5 Hatch Hydra

it uses hydra and a bit of scourge to deal with the sair and static defenses at all the bases.
Golgotha
Profile Blog Joined January 2011
Korea (South)8418 Posts
January 13 2012 01:37 GMT
#1162
http://www.teamliquid.net/forum/viewmessage.php?topic_id=89265

In this guide by w3jjjj, he talks about an old build originated by JD to counter the mass sair style of Bisu. 6 Hatch off 4 base into mass hydra/lurker....my mouth is salivating. Mass drones and scourge (I assume there are lings to kill any early zealots). Scourge to stop the drops and kill the sairs.

I have faced many two stargate sair many times and so I would like to learn this build. Can someone show me? Not sure what it is called since w3jjjj says it is outdated.

Should I learn this build or just stick with the neo sauron build of modern times? Thank you!
Mystlord *
Profile Blog Joined July 2008
United States10264 Posts
January 13 2012 02:35 GMT
#1163
On January 13 2012 10:37 Golgotha wrote:
http://www.teamliquid.net/forum/viewmessage.php?topic_id=89265

In this guide by w3jjjj, he talks about an old build originated by JD to counter the mass sair style of Bisu. 6 Hatch off 4 base into mass hydra/lurker....my mouth is salivating. Mass drones and scourge (I assume there are lings to kill any early zealots). Scourge to stop the drops and kill the sairs.

I have faced many two stargate sair many times and so I would like to learn this build. Can someone show me? Not sure what it is called since w3jjjj says it is outdated.

Should I learn this build or just stick with the neo sauron build of modern times? Thank you!

That build isn't viable against the current standard Protoss play. Your mid-game army will be too weak to fend off Protoss aggression.

If you scout the opponent doing some crazy 2 Stargate play (for whatever reason), then feel free to use this build. It's actually nothing more than a much greedier version of the Neo Sauron build. Instead of starting Hydralisk production at ~42-45 supply, pump more Drones, put up some spores if necessary, and take your fourth base. You don't need to take your third gas until later if he's going 2 Stargate Corsair play - he just won't have enough of a ground army to put enough pressure on you.

If you want to see this build in action, search for PvZ VODs around mid-late 2008.
It is impossible to be a citizen if you don't make an effort to understand the most basic activities of your government. It is very difficult to thrive in an increasingly competitive world if you're a nation of doods.
Harem
Profile Joined November 2007
United States11393 Posts
January 13 2012 04:03 GMT
#1164
On January 13 2012 11:35 Mystlord wrote:
Show nested quote +
On January 13 2012 10:37 Golgotha wrote:
http://www.teamliquid.net/forum/viewmessage.php?topic_id=89265

In this guide by w3jjjj, he talks about an old build originated by JD to counter the mass sair style of Bisu. 6 Hatch off 4 base into mass hydra/lurker....my mouth is salivating. Mass drones and scourge (I assume there are lings to kill any early zealots). Scourge to stop the drops and kill the sairs.

I have faced many two stargate sair many times and so I would like to learn this build. Can someone show me? Not sure what it is called since w3jjjj says it is outdated.

Should I learn this build or just stick with the neo sauron build of modern times? Thank you!

That build isn't viable against the current standard Protoss play. Your mid-game army will be too weak to fend off Protoss aggression.

If you scout the opponent doing some crazy 2 Stargate play (for whatever reason), then feel free to use this build. It's actually nothing more than a much greedier version of the Neo Sauron build. Instead of starting Hydralisk production at ~42-45 supply, pump more Drones, put up some spores if necessary, and take your fourth base. You don't need to take your third gas until later if he's going 2 Stargate Corsair play - he just won't have enough of a ground army to put enough pressure on you.

If you want to see this build in action, search for PvZ VODs around mid-late 2008.

........

6hat 4base +1 flyer cara is completely standard on 4p maps now (and has been since summer of 2010 and is completely viable against "current standard Protoss play" while holding off "Protoss aggression" (and has so many different systems it can branch off into)

I don't really have time to link bunch of vods atm so I'll just link one of the more educational ones about zvp in general.

http://www.teamliquid.net/tlpd/korean/games/68850_Grape_vs_Jaedong (8hat hydra into hive)

Moderator。◕‿◕。
ArvickHero
Profile Blog Joined October 2007
10387 Posts
Last Edited: 2012-01-13 04:36:34
January 13 2012 04:09 GMT
#1165
oops
Writerptrk
Golgotha
Profile Blog Joined January 2011
Korea (South)8418 Posts
January 13 2012 07:40 GMT
#1166
thanks guys! btw that game vs grape....why cant JD play like that against toss now?! it was such a good game
Mystlord *
Profile Blog Joined July 2008
United States10264 Posts
January 13 2012 09:11 GMT
#1167
On January 13 2012 13:03 Harem wrote:
Show nested quote +
On January 13 2012 11:35 Mystlord wrote:
On January 13 2012 10:37 Golgotha wrote:
http://www.teamliquid.net/forum/viewmessage.php?topic_id=89265

In this guide by w3jjjj, he talks about an old build originated by JD to counter the mass sair style of Bisu. 6 Hatch off 4 base into mass hydra/lurker....my mouth is salivating. Mass drones and scourge (I assume there are lings to kill any early zealots). Scourge to stop the drops and kill the sairs.

I have faced many two stargate sair many times and so I would like to learn this build. Can someone show me? Not sure what it is called since w3jjjj says it is outdated.

Should I learn this build or just stick with the neo sauron build of modern times? Thank you!

That build isn't viable against the current standard Protoss play. Your mid-game army will be too weak to fend off Protoss aggression.

If you scout the opponent doing some crazy 2 Stargate play (for whatever reason), then feel free to use this build. It's actually nothing more than a much greedier version of the Neo Sauron build. Instead of starting Hydralisk production at ~42-45 supply, pump more Drones, put up some spores if necessary, and take your fourth base. You don't need to take your third gas until later if he's going 2 Stargate Corsair play - he just won't have enough of a ground army to put enough pressure on you.

If you want to see this build in action, search for PvZ VODs around mid-late 2008.

........

6hat 4base +1 flyer cara is completely standard on 4p maps now (and has been since summer of 2010 and is completely viable against "current standard Protoss play" while holding off "Protoss aggression" (and has so many different systems it can branch off into)

I don't really have time to link bunch of vods atm so I'll just link one of the more educational ones about zvp in general.

http://www.teamliquid.net/tlpd/korean/games/68850_Grape_vs_Jaedong (8hat hydra into hive)


The recent 6hat 4base is a variation split off of the Neo Sauron build and only resembles the old version in terms of mid-late game transition. It's slightly less economical than the old version, and is still specifically only designed to go against a Corsair heavy Protoss midgame. It's still particularly vulnerable to the early aggression shown by Bisu and a properly executed 4 Gate 2 Archon push can still set Zerg pretty far behind if not force an outright win if he blindly takes the 4th Hatch too quickly.

Also, the old version had to contend with a wildly different map pool including Destination, HBR, Medusa, Colosseum, etc. The new 6hat 4base sprung up as the map pool changed, introducing stuff like Grand Line, Fighting Spirit, and such maps where Zergs could take the natural of another base and turtle off of it.
It is impossible to be a citizen if you don't make an effort to understand the most basic activities of your government. It is very difficult to thrive in an increasingly competitive world if you're a nation of doods.
JMave
Profile Blog Joined December 2007
Singapore1806 Posts
January 13 2012 14:44 GMT
#1168
On January 12 2012 17:13 Golgotha wrote:
Show nested quote +
On January 12 2012 10:40 JMave wrote:
On January 11 2012 05:06 Golgotha wrote:
I have a question about fighting sair in ZvP. it seems like they will always have a sair out before my scourgies so I will lose an overlord. well I lose a lot of overlords. is there a trick to making sure that the sairs do jack squat? rips out my heart when sairs pop ovies. I am going overpool into fast spire.


it is normal to lose one overlord. however, from the point of you having your fifth hatch to the point that you begin hydra or muta production, it is important not to lose any overlords at this point because you will need to have sufficient stuff to deflect his timing attack.

currently, the most reliable way of dealing with them is to make a spore at each entry base(nat and 3rd) and place some hydras alongside. however, if you have good scourge control, cloning scourge is still the way to go. the trick is to attack the sairs at multiple angles so that he cannot accumulate the splash point on all your scourge.

the most important part about the simcity is to prevent him from running up your ramp to the main and to stop him from reaching the sunkens. the drones can also be used to block him from reaching your hydras.


dude you are awesome. thank you. i wont cry if i lose one or two ovies now. btw is this the sort of play you meant?: http://www.teamliquid.net/forum/viewmessage.php?topic_id=89265 aka 5 Hatch Hydra

it uses hydra and a bit of scourge to deal with the sair and static defenses at all the bases.


yes but not quite. the 'neo-sauron' has been quite effectively countered through the use of zealot timing attacks and the building up of a corsair fleet. because you can no longer rely on ht sniping and how lurkers will be late enough to let him get a third, your mid-game attack with neo-sauron does not render any advantage to you anymore due to storm utility.

the more modern variation has been to build up a small hydra army for stopping zealots and move into a very fast fourth base. but it seems that at this point in time, p is seemingly at an upper hand because the timing and econ difference between the 4th base and the 7th and 8th hatcheries is seemingly too large for P to exploit. it seems that right now, the best answer is to totally side-step the ability for mid-game pressure and build only what you need. meanwhile, you should be moving straight into hive tech and delay the extra hatcheries for dark swarm.
火心 Jealous. I always loved that feeling when I was young. Embrace it.
rad301
Profile Blog Joined November 2009
Canada196 Posts
January 13 2012 17:00 GMT
#1169
As a Protoss, is there any efficient way to scout a doom drop? I know that when the Zerg has a fleet of ovies loading up hydra+lurk outside his main you can be fairly certain he is going to drop, but maybe there is a specific timing on ovie speed or something which can help for detecting it. Thanks
"Winning shows us how hard we've trained, losing shows us we need to train harder."
phyren
Profile Blog Joined October 2009
United States1067 Posts
January 13 2012 17:18 GMT
#1170
On January 14 2012 02:00 rad301 wrote:
As a Protoss, is there any efficient way to scout a doom drop? I know that when the Zerg has a fleet of ovies loading up hydra+lurk outside his main you can be fairly certain he is going to drop, but maybe there is a specific timing on ovie speed or something which can help for detecting it. Thanks


Timing would vary depending on what you are doing. Early doom drops are strong against protoss that try to turtle and tech hard into say, a sair-reaver composition. The reavers rely on being behind cannons or building walls to be effective, and drops can negate that. As a result, you have to be very careful with you corsair movements. Assuming you do a more standard gateway based army with high templars and upgraded zealots, doom drops are likely to only be a significant problem in the late game when your bases are spread out while your army is forced to be all together in one place. In this late game scenario, you want to just throw down a number of cannons around your important tech in your main or even rebuild it elsewhere. Having good observer placement can also help to let you see this coming.

Really though, at least in the late game, you can't be 100% certain of preventing such a doom drop, but the cannons can buy you time while your army comes to engage. At that point, the storms and possibly reavers you can bring in mean that you should be very cost efficient in killing off the drop, so you usually have the option of counter attacking.
tryummm
Profile Joined August 2009
774 Posts
January 15 2012 19:17 GMT
#1171
Does anybody know who hyunjung1004 is on the fish server?
http://www.fishbattle.net/rank_ladder
mtwow789
Profile Joined April 2011
67 Posts
January 15 2012 23:14 GMT
#1172
How do you clump units when trying for recall?
I see pro players doing something that clumps goons and zealots really tightly that results massive recall.
Is there a trick to do this? I found my self doing move click to a unit but doesn't work well and waste too much time.

Also what is the proper response for hydra all-in/fake hydra all-in? I found hydra all-in to be very versatile to me as, if zerg see too many cannons, they can make ~12 hydras and just take out forge and gateway and macro up. OR if I don't put down enough cannons, I get busted. I found this situation often if my first scout probe dies quickly. Anything critical things I need to do?
JMave
Profile Blog Joined December 2007
Singapore1806 Posts
January 16 2012 13:58 GMT
#1173
On January 16 2012 08:14 mtwow789 wrote:
How do you clump units when trying for recall?
I see pro players doing something that clumps goons and zealots really tightly that results massive recall.
Is there a trick to do this? I found my self doing move click to a unit but doesn't work well and waste too much time.

Also what is the proper response for hydra all-in/fake hydra all-in? I found hydra all-in to be very versatile to me as, if zerg see too many cannons, they can make ~12 hydras and just take out forge and gateway and macro up. OR if I don't put down enough cannons, I get busted. I found this situation often if my first scout probe dies quickly. Anything critical things I need to do?


i don't see any other way to clump units other than to click them on one unit so i'm really not sure.

against a hydra all-in you will need to plant down cannons to buy enough time for your templar tech to be ready. meaning you will need storms to be able to hold it off. the first thing about hydra-allins is drone count. a committed all-in that attacks before corsair scout usually requires a lot of drone cutting. so if you can hold off the initial pressure for your templar tech to come in, you are in great shape because he is very low on drones.

the first sair should be used to move around and you need to take an active role in noting the drone count. a fake hydra all-in will usually stop at around 12 hydras and he will add around 5-6 drones before getting the third base and adding on drones further on for the third base.

once u can get your templar tech out, you are safe to move out to expand. don't stop the sairs because you really need that air control and scouting capability to keep track of things and to see if he added a spire or not.
火心 Jealous. I always loved that feeling when I was young. Embrace it.
ne4aJIb
Profile Blog Joined July 2011
Russian Federation3209 Posts
January 16 2012 16:31 GMT
#1174
Does anyone know what game is it? Link to youtube if possible.
[image loading]
Bisu,Best,Stork,Jangbi and Flash, Fantasy, Leta, Light and Jaedong, Hydra, Zero, Soulkey assemble in ACE now!
xxpack09
Profile Blog Joined September 2010
United States2160 Posts
January 16 2012 23:43 GMT
#1175
On January 16 2012 08:14 mtwow789 wrote:
How do you clump units when trying for recall?
I see pro players doing something that clumps goons and zealots really tightly that results massive recall.
Is there a trick to do this? I found my self doing move click to a unit but doesn't work well and waste too much time.

Also what is the proper response for hydra all-in/fake hydra all-in? I found hydra all-in to be very versatile to me as, if zerg see too many cannons, they can make ~12 hydras and just take out forge and gateway and macro up. OR if I don't put down enough cannons, I get busted. I found this situation often if my first scout probe dies quickly. Anything critical things I need to do?


I THINK (but not sure) that putting goons in the middle and zealots around the periphery helps you get more in since zealots are smaller.

As for fake hydra busts, keeping your corsair scout alive to check on whether he is making drones or hydras is CRUCIAL. Also what JMave said.
Golgotha
Profile Blog Joined January 2011
Korea (South)8418 Posts
Last Edited: 2012-01-23 07:30:59
January 23 2012 07:25 GMT
#1176
nvm fixed!
popzags
Profile Blog Joined January 2011
Poland604 Posts
January 23 2012 15:43 GMT
#1177
OK guys, might not be a strategy question, but...

Here is my situation: I'm having wireless LAN Internet connection at school. I'm browsing Web via laptop with Windows 7. And I would like to host games on ICCup. My ports aren't forwarded (checked it here) and I have no idea how to do it WITHOUT having a router at all. (Of course when I type my IP adress into browser, it just returns 'cannot find the site blah blah blah...)

How can I forward those damn ports? Oh, BTW, my IP seems the same every time I connect to that LAN.

Searched this forums but so far, all port forwarding threads revolve around routers... Can anyone help?
What what the the fuck fuck? That blew my mind so much, I doubled every word in the phrase 'What the fuck' to get: 'What what the the fuck fuck my what the the fuck fucking what did the drop dropship medivac where in the what in the hell?' - Day[9]
jello_biafra
Profile Blog Joined September 2004
United Kingdom6642 Posts
January 23 2012 18:14 GMT
#1178
On January 24 2012 00:43 popzags wrote:
OK guys, might not be a strategy question, but...

Here is my situation: I'm having wireless LAN Internet connection at school. I'm browsing Web via laptop with Windows 7. And I would like to host games on ICCup. My ports aren't forwarded (checked it here) and I have no idea how to do it WITHOUT having a router at all. (Of course when I type my IP adress into browser, it just returns 'cannot find the site blah blah blah...)

How can I forward those damn ports? Oh, BTW, my IP seems the same every time I connect to that LAN.

Searched this forums but so far, all port forwarding threads revolve around routers... Can anyone help?

Have you tried 192.168.0.1 to access router?
The road to hell is paved with good intentions | aka Probert[PaiN] @ iccup / godlikeparagon @ twitch | my BW stream: http://www.teamliquid.net/video/streams/jello_biafra
Retgery
Profile Joined August 2010
Canada1229 Posts
January 24 2012 00:40 GMT
#1179
In PvZ when should I switch into macro mode and throw down 5-6 gates and pump units to take map control? Usually I wait until storm has started researching, is this a good time? Is it better to throw up all your gates up at once or grdaully build them up?
Fall down 7 times, stand up 8.
mtwow789
Profile Joined April 2011
67 Posts
January 24 2012 00:58 GMT
#1180
On January 24 2012 09:40 Retgery wrote:
In PvZ when should I switch into macro mode and throw down 5-6 gates and pump units to take map control? Usually I wait until storm has started researching, is this a good time? Is it better to throw up all your gates up at once or grdaully build them up?


There was an experiment that counted time to reach 200 for two different approaches. The result was that building gateways one by one as you make units were faster. However, I think it is matter of preference.

For people like me who doesn't have high enough APM, I rather make gateways 2 to 3 at a time when there is a hiatus. For me PvZ is APM intensive that makes macro more difficult. I even build +12 gateways in the late game because I just can't constantly make units. Battle against zerg needs too much attention, such as storming, holding zealots, saving obs from scourge, controlling corsairs, shuttle etc etc.... too much to do... while zerg only turtles behind sunken+spore+lurkers.
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