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hacklebeast
Profile Blog Joined April 2010
United States5090 Posts
June 28 2012 00:23 GMT
#1721
The zerg went for a fast 4th with 6 hatches, which is everything the original question asked. It may not be the way you like to play fast 4 base, but that's fine, there can be different variations. And even if he only wanted to know how to play the more defensive style (of which there was no indication in the original question) there is no reason to be such a prick.

I stand by what I said, I like the way technics plays it. If you are unfamiliar with who technics or sneazel are, I feel bad for you. You are missing out on a lot of good starcraft.
Protoss: Best, Paralyze, Jangbi, Nal_Ra || Terran: Oov, Boxer, Fantasy, Hiya|| Zerg: Yellow, Zero
Miwyfe
Profile Joined September 2010
England101 Posts
June 28 2012 01:06 GMT
#1722
Ill repost a reply I gave someone in a different thread recently:

Heres a build order and example VOD of what I and others on this site consider a great example of the current best ZvP strategy.

ZvP
overlord
pool
2nd hatchery
3rd hatchery
lair
spire
4th and 5th hatchery
6th hatchery
hydra den and evo
2 sunkens
2nd gas
sunken
3rd gas
7th and 8th hatchery
4th gas
2 spores
sunken
2nd evo
queens
3 more sunkens
hive
3rd evo
defiler mound
nydus
9th 10th and 11th hatcheries



This is a very very rough guidleine to start from.
ArvickHero
Profile Blog Joined October 2007
10387 Posts
Last Edited: 2012-06-28 01:20:00
June 28 2012 01:13 GMT
#1723
Your perception of time must be fairly warped to consider those games having fast fourths, except for that one game on Sniper Ridge when the Zerg had a massive advantage anyways.

You may justify your answer in that way, but I'm 99% sure he's asking for the pro-level "variation" (after all, most of us on this site would rather play like the pros than the ams), and if I were him I would be rather annoyed if someone tried to answer my question with something wildly different, though I suppose his wording could've left things to interpretation according to you.

I'm being a prick? My apologies, perhaps I was a little too abrasive. For you especially, I'll be more polite

Also, it's ok that you like how technics plays it. I have nothing against it, other than my thoughts that delayed spire is a limited playstyle. I know they're top foreigners, but I'm quite content with watching afreeca streamers on my phone instead. I don't need your pity at all.

I think Miwyfe's post was pretty good, what would help is to explain why some of things are built in that particular order instead of another. Its important to note the Den and Evo is delayed in favor for the faster fourth, and that +1 air carapace is usually upgraded right away to deal with the +1 sairs. On certain maps, you can even get away with 1 sunken if the simcity is good enough. From that point, the build will vary depending on what you want to do.
Writerptrk
ghrur
Profile Blog Joined May 2009
United States3786 Posts
Last Edited: 2012-06-28 02:07:18
June 28 2012 01:48 GMT
#1724
On June 28 2012 03:17 Vuk_91 wrote:
Can anyone tell me a good build order for ZvP,where Zerg goes for a fast fourth (with his 6th hatch),and what is the follow-up in tearms of tech/play style?


Sure. Here's one that I try to use. I never get it spot on, because it really depends on how many lings you build, how many sunkens you place, what the protoss does, etc. There are little modifications from game to game and player to player depending on how greedy you want to be, etc, but yeah, it's an overall build I copied off a Jaedong FPVod.

Overpool (I go 9 over, 9 pool, drone until 11, hatch, 6 lings)
Send drone toward third at 14/18 with 200 minerals
15/18 extractor (around 220-250 minerals)
15/18 hatchery
16/18 Overlord
18/18 lair
21/27 Ling Speed
23/27 or 24/27 overlord (depending on preference
24/27 2 pairs of lings
32/35 4th hatch (I like it at third for faster drones once hatch gets up)
35/35 5th hatch
*When spire finishes, be sure to have 43 food possible and make 2 pairs of scourge. 1 for first corsair, one for scouting. If you see more sairs being produced/2nd sair, get more scourge and +1 air carapace. Otherwise, you can skip it for earlier hydra ups and earlier overlord speed, allowing you to move out safely.
38/43 6th hatch
2 sunks around 400 spire health, 1 at each nat
40/43 Hydra den
42/51 Evo Chamber
42/51 2nd gas
44/51-47/51Air Carapace
44/51-47/51 +1 Range attack
47/51 Overlord Speed
Hydra Pump at 50 food.

Note: You will need more sunkens vs +1 Speed Zealots and possibly lings. I normally drone a ton during these periods as a good sim-city, a few lings, and good drone drills can hold off a lot of attacks at D/D+ levels. Also, make SURE you scout with the scourge.

For overlord scouting: On a 4 player map, I like to send one overlord in the direction of the 2 closest mains and keep a third overlord at my natural. This means I will, 66% of the time, have 1 scouting overlord and 100% of the time have at least 1 overlord at my third by the time sairs/dts come out. I usually keep the third overlord at my natural, and make my fourth with my main so I can continue droning up with my natural and third hatcheries. I try to keep my third hatchery producing drones whenever possible as that'll be the least saturated base. One way to do that is to produce overlords with main hatchery instead of third hatchery.

Also, as harem suggested, I now build a spire at my natural so DT drops can't kill it off easily, and it becomes part of the Sunken sim-city making it even harder to hit. If you place it 2 hexes behind where the 5th hatchery would be, you can protect sunkens from the top when zealots try to run past the drone lines. It's pretty neat. :D You can essentially have 1 sunken only able to be attacked by 1 zealot as it's protected by hatchery on, spire, hydra/evo, and another sunken/creep. Really nice sim city imo.

Third gas timings vary to me. I had it written down at around 44-47/53, but it depends. I think that's mainly for if you want more scourge. However, an earlier third gas means more lurkers later on but also gas/mineral imbalance for a while, possibly a slower saturation of your 4th, and slower 7th/8th hatcheries. That said, Zergs are often low on gas, so I think 47-50 is probably a good bench mark for the third gas. Get it before Lurkers pop or you'll have no gas.

Fourth gas timings, I'm quite clueless on. I just... get it whenever I see I have a mineral/gas imbalance starting to form. I'd say pre-hive timings?
darkness overpowering
ShiroNeko
Profile Joined June 2012
Australia20 Posts
June 29 2012 08:55 GMT
#1725
My cursor refuses to lock itself into the game window when I use W-mode on Chaos Launcher. Anyone know a fix?
Note: This only happens when I access the battle.net servers :L
hacklebeast
Profile Blog Joined April 2010
United States5090 Posts
June 29 2012 17:50 GMT
#1726
from the w-mode thread



[image loading]

1 - Restrict Cursor (VERY USEFUL) - When this is green, your cursor will be restricted inside the starcraft window, allowing you to scroll on the edges. To turn it back off, ALT-TAB out of starcraft like normal, then uncheck the button. this is the feature that has been missing from window mode for years!

2 - Moveable - When this is green, the starcraft window can be moved around by dragging the titlebar.

3 - Stay on Top - When this is green, starcraft will stay on top of all other windows on your screen.

4 - Minimize

5 - Exit
Show nested quote +
On June 04 2008 04:07 Catyoul wrote:
There are hotkeys too :

* ALT+F1 Turns on/off cursor clip.
* ALT Temporarily inverts the current state of cursor clip while it
is held down.
* ALT+F10 Enables/disables moving the StarCraft window.
* ALT+F11 Turn on/off always-on-top mode.

Protoss: Best, Paralyze, Jangbi, Nal_Ra || Terran: Oov, Boxer, Fantasy, Hiya|| Zerg: Yellow, Zero
Fencar
Profile Blog Joined August 2011
United States2694 Posts
Last Edited: 2012-06-29 19:59:25
June 29 2012 19:57 GMT
#1727
+ Show Spoiler +
On June 28 2012 10:48 ghrur wrote:
Show nested quote +
On June 28 2012 03:17 Vuk_91 wrote:
Can anyone tell me a good build order for ZvP,where Zerg goes for a fast fourth (with his 6th hatch),and what is the follow-up in tearms of tech/play style?


Sure. Here's one that I try to use. I never get it spot on, because it really depends on how many lings you build, how many sunkens you place, what the protoss does, etc. There are little modifications from game to game and player to player depending on how greedy you want to be, etc, but yeah, it's an overall build I copied off a Jaedong FPVod.

Overpool (I go 9 over, 9 pool, drone until 11, hatch, 6 lings)
Send drone toward third at 14/18 with 200 minerals
15/18 extractor (around 220-250 minerals)
15/18 hatchery
16/18 Overlord
18/18 lair
21/27 Ling Speed
23/27 or 24/27 overlord (depending on preference
24/27 2 pairs of lings
32/35 4th hatch (I like it at third for faster drones once hatch gets up)
35/35 5th hatch
*When spire finishes, be sure to have 43 food possible and make 2 pairs of scourge. 1 for first corsair, one for scouting. If you see more sairs being produced/2nd sair, get more scourge and +1 air carapace. Otherwise, you can skip it for earlier hydra ups and earlier overlord speed, allowing you to move out safely.
38/43 6th hatch
2 sunks around 400 spire health, 1 at each nat
40/43 Hydra den
42/51 Evo Chamber
42/51 2nd gas
44/51-47/51Air Carapace
44/51-47/51 +1 Range attack
47/51 Overlord Speed
Hydra Pump at 50 food.

Note: You will need more sunkens vs +1 Speed Zealots and possibly lings. I normally drone a ton during these periods as a good sim-city, a few lings, and good drone drills can hold off a lot of attacks at D/D+ levels. Also, make SURE you scout with the scourge.

For overlord scouting: On a 4 player map, I like to send one overlord in the direction of the 2 closest mains and keep a third overlord at my natural. This means I will, 66% of the time, have 1 scouting overlord and 100% of the time have at least 1 overlord at my third by the time sairs/dts come out. I usually keep the third overlord at my natural, and make my fourth with my main so I can continue droning up with my natural and third hatcheries. I try to keep my third hatchery producing drones whenever possible as that'll be the least saturated base. One way to do that is to produce overlords with main hatchery instead of third hatchery.

Also, as harem suggested, I now build a spire at my natural so DT drops can't kill it off easily, and it becomes part of the Sunken sim-city making it even harder to hit. If you place it 2 hexes behind where the 5th hatchery would be, you can protect sunkens from the top when zealots try to run past the drone lines. It's pretty neat. :D You can essentially have 1 sunken only able to be attacked by 1 zealot as it's protected by hatchery on, spire, hydra/evo, and another sunken/creep. Really nice sim city imo.

Third gas timings vary to me. I had it written down at around 44-47/53, but it depends. I think that's mainly for if you want more scourge. However, an earlier third gas means more lurkers later on but also gas/mineral imbalance for a while, possibly a slower saturation of your 4th, and slower 7th/8th hatcheries. That said, Zergs are often low on gas, so I think 47-50 is probably a good bench mark for the third gas. Get it before Lurkers pop or you'll have no gas.

Fourth gas timings, I'm quite clueless on. I just... get it whenever I see I have a mineral/gas imbalance starting to form. I'd say pre-hive timings?

Did you just write a guide? 0.0

Whatever happend to Simple Questions Simple Answers. ~_~

Edit: Wow I thought I was in SC2 strategy. Herp Derp. T_T
This is my signature. There are many like it, but this one is mine.
littlefighter
Profile Joined February 2011
43 Posts
June 29 2012 22:47 GMT
#1728
On June 29 2012 17:55 ShiroNeko wrote:
My cursor refuses to lock itself into the game window when I use W-mode on Chaos Launcher. Anyone know a fix?
Note: This only happens when I access the battle.net servers :L


Try starting a game vs a computer in battle.net. It should work once you're in a game room.
therockmanxx
Profile Joined July 2010
Peru1174 Posts
June 30 2012 18:33 GMT
#1729
Did you make sure you press the button "lock cursor" in the window mode right corner?
Tekken ProGamer
therockmanxx
Profile Joined July 2010
Peru1174 Posts
Last Edited: 2012-06-30 18:35:45
June 30 2012 18:35 GMT
#1730
Why is wrong to contain terran with lurkers instead of mutalisk harras?
Isnt it serves the same purpose? To keep the terran in til your econ or tech is ready to engage?
Tekken ProGamer
corumjhaelen
Profile Blog Joined October 2009
France6884 Posts
June 30 2012 18:38 GMT
#1731
On July 01 2012 03:35 therockmanxx wrote:
Why is wrong to contain terran with lurkers instead of mutalisk harras?
Isnt it serves the same purpose? To keep the terran in til your econ or tech is ready to engage?

It's not wrong, it's just not possible to the same extent. If terran knows you're going lurker, he'll be the one containing you, and lurker lack the mobility given by mutas.
‎numquam se plus agere quam nihil cum ageret, numquam minus solum esse quam cum solus esset
Mobius
Profile Blog Joined March 2009
Canada1268 Posts
June 30 2012 21:37 GMT
#1732
5hatch hydra [without getting lair, i think people did it before bisu build] is a build my korean friend did a lot in zvp.

he said to only do it if you open with a 12 hatch, but he couldnt really explain to me why because of broken english. he said something about economy, but does anyone know why??

also, whats up with 2hatch lurker being a dangerous timing? Is it if the terran does a 1rax->expand that he wont have scan in time to scan if you're going lurkers or mutas, and if he scans lurkers, he wont have time to get bunkers or something? :S

why are zergs all opening zvp with overpool on fighting spirit instead of 12hatch?
Entusman #51
Flip9
Profile Joined June 2012
Germany151 Posts
July 01 2012 01:12 GMT
#1733
12hatch is fine on fs most of the time, I just go overpool there if he scouts me first.
overpool just makes sure that your hatch doesn't get blocked, thats why you see overpool mainly on 2 player maps.
PS: I'm low rank, please correct me if I'm wrong
Release
Profile Blog Joined October 2010
United States4397 Posts
July 01 2012 07:23 GMT
#1734
On July 01 2012 10:12 Flip9 wrote:
12hatch is fine on fs most of the time, I just go overpool there if he scouts me first.
overpool just makes sure that your hatch doesn't get blocked, thats why you see overpool mainly on 2 player maps.
PS: I'm low rank, please correct me if I'm wrong

a scouted 12 hatch is suicide because protoss can just nex, gate, core and destroy you.
☺
Bakuryu
Profile Blog Joined August 2009
Germany1065 Posts
July 01 2012 07:33 GMT
#1735
On July 01 2012 06:37 Mobius wrote:
5hatch hydra [without getting lair, i think people did it before bisu build] is a build my korean friend did a lot in zvp.

he said to only do it if you open with a 12 hatch, but he couldnt really explain to me why because of broken english. he said something about economy, but does anyone know why??

also, whats up with 2hatch lurker being a dangerous timing? Is it if the terran does a 1rax->expand that he wont have scan in time to scan if you're going lurkers or mutas, and if he scans lurkers, he wont have time to get bunkers or something? :S

why are zergs all opening zvp with overpool on fighting spirit instead of 12hatch?



with 5 hatch before gas, u set yourself up in a situation where u can always outmass your opponent with mass hydra/lurker.

if u go overpool against p, both will have "even" tech timing
if u play 12 hatch vs p and he scouts it early enough to skip cannons or forge, he will use his "advantage" to get out a faster corsair (unless he is +1 speedzeal), while zerg would need to tech even faster than they already do (if they opt for 3 hatch spire) often delaying the 3rd hatch a little.
Because of that its hard to use the larva advantage u get just because u have to tech so early in order to cost effectively counter the corsair with scourge.

i think they open overpool because the 12 hatch gives them only a very small advantage (because they need the fast tech, not the eco [lets say that they also want the eco, but dont have time to use it because they need to tech early]), while overpool is safer against 9/9 gate and cant get cannon rushed or the natural hatch blocked by probe.

now with that in mind, if u go 5 hatch before gas, u dont need that fast tech, so its easier to use the larva advantage to get better eco so its easier to always outmass your opponent.

I never play 2 hatch lurker vs terran, but i would say that if he has to use both scans to find out that u are going 2 hatch lurker, u have the timing to attack before he gets enough energy to scan again.
Thats also why faking 2 hatch lurker into 2 hatch muta works, because if they scan the hydra den with the first scan, they 99% safe the other scan in order to survive 2 hatch lurker more easily.

im not sure with what i said here because i have like 0 experience with playing 3 hatch spire or 2 hatch lurker, so everybody feel free to correct me.
Puyi
Profile Joined November 2011
United States175 Posts
July 07 2012 00:40 GMT
#1736
On July 01 2012 06:37 Mobius wrote:
5hatch hydra [without getting lair, i think people did it before bisu build] is a build my korean friend did a lot in zvp.

he said to only do it if you open with a 12 hatch, but he couldnt really explain to me why because of broken english. he said something about economy, but does anyone know why??

also, whats up with 2hatch lurker being a dangerous timing? Is it if the terran does a 1rax->expand that he wont have scan in time to scan if you're going lurkers or mutas, and if he scans lurkers, he wont have time to get bunkers or something? :S

why are zergs all opening zvp with overpool on fighting spirit instead of 12hatch?


2hatch lurk is deadly because of how aggressive it is. i dont think it abuses any scan timing because a terran should always be able to see the hydra den with his scv. the den and lair goes down really fast i doubt you can kill the scv b4 revealing your build. however you can choose which branch of 2hatch lurk. you can bust down his nat with lurk ling or lurk drop or set up a contain for a 3rd. also i think really low level terrans dont know how to react to 2hatch lurk. they just think "oh lurk first. let me contain him." but you cant contain a build thats designed to kill or contain you
Operations
Profile Joined February 2012
115 Posts
July 07 2012 10:11 GMT
#1737
Why some players do build their factories in TvP with space in between them?
ZeKk
Profile Blog Joined November 2004
Sweden320 Posts
July 07 2012 12:07 GMT
#1738
On July 07 2012 19:11 Operations wrote:
Why some players do build their factories in TvP with space in between them?


For strategically purpose mostly. Likemyself, I do it to cover up a larger space in my main so there's no huge free place where toss can recall and maneuver his army easily or to avoid splash damage from rvrs and also because it's become a personal preference.
Puyi
Profile Joined November 2011
United States175 Posts
July 07 2012 16:42 GMT
#1739
On July 07 2012 21:07 ZeKk wrote:
Show nested quote +
On July 07 2012 19:11 Operations wrote:
Why some players do build their factories in TvP with space in between them?


For strategically purpose mostly. Likemyself, I do it to cover up a larger space in my main so there's no huge free place where toss can recall and maneuver his army easily or to avoid splash damage from rvrs and also because it's become a personal preference.

ya its mainly for recall defense. you wont want a huge block of 10 facts blocking ur units to defend. having a gap helps a lot.
Jukado
Profile Blog Joined May 2011
805 Posts
July 08 2012 02:19 GMT
#1740
@Mobius, heres a 2 hat lurker vs T:
http://www.teamliquid.net/tlpd/korean/games/50223_Jaedong_vs_Light/vod
Star Tale Public Domain project. Maps: (2)Gates Of Memphis, (2)Marshmallow Toast, (4)Bubbles, (4)Clay Fields, (6)Numbskull Desert. Also the Vaylu Public Domain Tileset. Also Ramp Palettes, Brood War guides and some fun stuff. Links in my profile
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