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On September 20 2005 00:04 {88}iNcontroL wrote: is weak vs fast tank since either lurk or muta tech is to slow o_O
would 3 hatch into hydra + lots of speedlings work vs fast tank? i've seen sen do it in some of his replays on azalea, but i dont know if the same build would work here.
edit: assuming you tech lurk after fighting off the first push.
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u can try making extra sunks and making them all staggering for some extra time and get +1 on mutas. but ur gosu and prolly already knew this
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iNcontroL
USA29055 Posts
the 3 hatch muta doesnt work on this map as well because the bases are closer and t's are already compelled to proxy rax so their offensive producing structures are inherintly closer to your choke hatch.
3 hatch range hydra and ling could work, i tried something similar to that on rush hour and it worked fine, i think i will experiment with this strategy see how it goes. Im B+ atm so if it works its legit i suppose!
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On September 20 2005 00:14 gulii wrote:Show nested quote +On September 20 2005 00:04 {88}iNcontroL wrote: is weak vs fast tank since either lurk or muta tech is to slow o_O A question : Why would it be weaker on this map compared for example to LT ? (just wanna know, no sarcasam involved ) Imagine the lost temple-gamei and 12 position. Your expo will be delayed cause you should protect your choke with the second hatch and expo with the third hatch.
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its possible to stop tank rush being at 12... maybe not if T is at 3 though
i think mass ling works on forte vs fast tank because its easy to flank, but i suppose its easy to fuck up and if the terran is really good it might not work
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iNcontroL
USA29055 Posts
also at the B+ range no t's do fast tank without protecting ramp at home with bat and rines / med and the actual push itself usually (for me at least) has had a fast bunk and 2-3 bats. Arrg!
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12hatch at natural. 11pool. Lair before 3rd hatch. Sunkens at main (you probably won't need more than 2, since the ramp is so tight) and natural accordingly. Muta or Lurker, your choice.
Save 4 larvas for Lings, if you suspect 8rax/haven't found him yet. Keep an adequate amount of Drones to fend off SCVs, first Marine, before your Lings come. If you're forced to cancel your Hatch you lose, since you're not getting out of your main with that small ramp.
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On September 20 2005 09:44 {88}iNcontroL wrote: also at the B+ range no t's do fast tank without protecting ramp at home with bat and rines / med and the actual push itself usually (for me at least) has had a fast bunk and 2-3 bats. Arrg! well yes anyone half good would have firebats at his ramp, but even 3 bats will usually fall to 2-3 groups of lings, considering that if the tank rush is fac-first his stim and bats will be delayed
ive recently had some B- crush my tank rush (i think i had 2-3 bats actually) with pure ling then follow with mass mutas, it doesnt win you the game but i think its a good counter
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On September 20 2005 01:20 {88}iNcontroL wrote: the 3 hatch muta doesnt work on this map as well because the bases are closer and t's are already compelled to proxy rax so their offensive producing structures are inherintly closer to your choke hatch.
3 hatch range hydra and ling could work, i tried something similar to that on rush hour and it worked fine, i think i will experiment with this strategy see how it goes. Im B+ atm so if it works its legit i suppose! whenever I try to open with 3 hatch hydra opening they just expand and sit in base and when they come out they have too many tanks and I can't really do anything to stop them.. T.T
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iNcontroL
USA29055 Posts
arrg im losing so much!
Now P's are doing a gay ass 1 gate forge rush that allows them to safely expand if i 9 / choke hatch and if i in-hatch they attempt a cannon block at my ramp which is 100% win on that map.
ADVICE: DONT EVER GET STUCK IN UR BASE THAT RAMP IS THE DAMN DEVIL
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Keep reporting iNcontrol. This battle of strategies is really interesting. Thank god for new maps!
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9 offensive hatch 9 pool is amazing.
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Im also having difficulties vs T on this map too, as P though, any advice people?
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On September 20 2005 09:44 {88}iNcontroL wrote: also at the B+ range no t's do fast tank without protecting ramp at home with bat and rines / med and the actual push itself usually (for me at least) has had a fast bunk and 2-3 bats. Arrg!
Exactly : Don't do mass glings when u see the rax in main and not outside. Though even if he builds outside the main u should pay attention if u wanna counter it with mass glings.
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gonna have to self teach yourself..it's not that difficult really. Just watch the rep, and see what time he comes out. Then play a game vs the comp, and if you can come up with 50 lings by the time he comes out with 12 marines and a tank.. well gee gee. If not, keep trying until you can. Then there is that whole problem of not knowing what he's going.....hmm
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If u go mass ling T will not attack you !
And keep on to vessel tech and rape your lings.
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On September 20 2005 14:22 {88}iNcontroL wrote: arrg im losing so much!
Now P's are doing a gay ass 1 gate forge rush that allows them to safely expand if i 9 / choke hatch and if i in-hatch they attempt a cannon block at my ramp which is 100% win on that map.
ADVICE: DONT EVER GET STUCK IN UR BASE THAT RAMP IS THE DAMN DEVIL haha you are probably the best player who has posted in this thread so it's probably hard to get help T.T
keep fighting-.-
and post some reps if you like:D
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ToT)MidiaN(
England2183 Posts
I just do 12 pool vs toss on forte to prevent that 1 gate 1 forge shit ;O
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very nice thread {88}iNcontroL
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@Midian with intentions of getting into their base or just trying to get some expos?
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