Simple Questions, Simple Answers - Page 82
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Thylacine
Sweden882 Posts
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blubbdavid
Switzerland2412 Posts
I suggest you blog it. | ||
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Thylacine
Sweden882 Posts
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hacklebeast
United States5090 Posts
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tryummm
774 Posts
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Harem
United States11393 Posts
On May 29 2012 11:55 tryummm wrote: Does anyone know how In_Dove is doing in SC2? I don't really follow SC2 but remember him streaming BW then switching over. He stopped playing because of school. | ||
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therockmanxx
Peru1174 Posts
How can I still try to win in this scenario? I try to hide an expo and try to catch up to his macro but with not very conclusive results... | ||
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Dead9
United States4725 Posts
if u see it coming threaten a backstab with your first 6 lings, it delays the 2gate from moving out and forces the P to leave some zealots behind get up ur nat ASAP and keep up ling production until your nat finishes, then put down a sunken or two if necessary | ||
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huehuehuehue
Estonia455 Posts
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Dead9
United States4725 Posts
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13Julia
Canada231 Posts
Definitely not. Rather an advantage. Maybe a 9 before ovi is a bit harder on eco and 9pool speed can be hard if your opponent decides to defend instead of moving out. Else, it's probably the best thing to play. Think about other possibilities, they aren't any better. | ||
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phyren
United States1067 Posts
Using the 10-12 gate, I found that zergs who went 12 hatch posed the most trouble. I would try to prevent this with my probe scout, but if I was too late, then the creep would be up and sunkens made in time. I never really palyed around much with probe pulls, so maybe 2-3 probes could have tipped the balance there with good micro. Against really early pools I feel protoss has every advantage. Your 1 hatch really can't keep up with the 2 gate production, and you wont have creep to set up static defenses. Protoss can zealot block you ramp if you don't take your nat, and then toss can do whatever he wants while you are stuck on 1 base and forced to tech. Ideally, you want to use the fact that zerglings, even unupgraded, are faster than zealots. Try to have a few out on the map threatening to counter, so protoss has to leave zealots back. Also, try to pick off straggling zealots as zerglings do well against zealots in small numbers but don't scale well. In larger numbers surrounds are harder, and zealot micro is easier. An oldschool build people did when 2 gating was more common is 9 hatch in the main. This opening is inefficient in many ways, but it gives you the production off 1 base to overwhelm 2 gate while not extending your defenses at all. | ||
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molotow
Austria4 Posts
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kade
94 Posts
On May 31 2012 23:11 molotow wrote: Is the shift-command-queue somehow applyable to tanks in terms of sieging up/down? no, in SC2 it is | ||
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EsX_Raptor
United States2802 Posts
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icystorage
Jollibee19350 Posts
On June 01 2012 11:47 EsX_Raptor wrote: Is the only way to play TvP on Python timing-push based? The third base is diabolically hard to secure! you could try expanding towards P, so that you can cover bases as you push and at least not get flanked from behind. | ||
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puppykiller
United States3137 Posts
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Jealous
10314 Posts
On June 01 2012 11:47 EsX_Raptor wrote: Is the only way to play TvP on Python timing-push based? The third base is diabolically hard to secure! If close positions with you at 9 and him at 7 you can always try 2 base pushing through the island and setting up your third there. Drop play seems to be pretty good overall in my experience due to large mains + walking distance. | ||
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Operations
115 Posts
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Acritter
Syria7637 Posts
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