|
iNcontroL
USA29055 Posts
Ive 9pooled into 3 hatch (2nd at choke) ive 2 hatch lurker to expand, ive 1 hatch lurker (gay rush) and ive straight 12 hatch to pool than expand.
T's seem to love to do the 1 rax fast bunk rush to depot / rax block than expand or fast tank.
It just seems T's are really powerful in tvz on neo forte, anyone have % from pro leagues or replays or advice? Im nearly going insane trying to figure something out >_<
|
here control ill post some for you, cant guarantee if you'll find them worthwhile or not but check them out anyway
|
Germany / USA16648 Posts
3 hatch and lern to defend with mutas like july 8[
|
On September 19 2005 15:10 Carnac wrote: 3 hatch and lern to defend with mutas like july 8[ It's probably easier to learn how to push like goodfriend, and he really should have won that final game. His strategy was a killer against that build.
|
|
have you tried 12 pooling then hatching in choke?
or 12pool 11 gas, mine 100 and get speedlings and expand in your minerals, then third hatch in choke?
or maybe 9 hatch, 9 pool in choke ? :O?
|
iNcontroL
USA29055 Posts
those builds would lose easily to the fast tank rush or fast medic both of which seems to be favorites on this map o_O
|
iNcontroL
USA29055 Posts
starofnc i replied to ur PM
thanks alot btw <3
|
If you sent him any good reps on it mind sharing them with all of us? Forte seems a bit awkward for me as well.
|
Seems to me like you simply need to make a very large amount of speedlings and flank vs a fast tank build. Its also good vs fast expand. I agree though its pretty hard zvt on this map.
|
littlechava just keep posting on what you'd like to see, and i will make sure to get some up at playsc.com/replays so yeah, ask and you shall receive
I've just uploaded a game there right now, go check it out!
|
holy shit you're right this map is crazy hard zvt
|
ya u need july micro and gf fuck up to win it.im guessing 3 hat with alot of lings to stop that early force moving and pray u get cross positions
|
I remember Yell0w used to do either a 2 or 3 ( i believe 3 ) hatch hydra (speed/range) build vs Boxer's early Tank Push on Plains to Hills or something and it worked out okay, maybe you should try that with some flanks and early +1 attack, if you can get enough hydra to stop the push, you should be able to get map control and lurkers and such.
If they are going Fast Expo, hydras could still be able to delay it, stall it, or something.
|
Yeah, on neo forte u must play differently : Either you go mass glings and pray that ur terran is doing fast tanks which is pretty ok or you go fast hydras with range 1st (both of course by guarding the choke) But when you scout pretty well the T with a mass glings strat u should know what he's doing therefore if you see no fast tanks just stop making glings and pump drones instead.
I'm agree though it's a hard zv sk t map t_t
|
Yeah, on neo forte u must play differently : Either you go mass glings and pray that ur terran is doing fast tanks which is pretty ok or you go fast hydras with range 1st (both of course by guarding the choke) But when you scout pretty well the T with a mass glings strat u should know what he's doing therefore if you see no fast tanks just stop making glings and pump drones instead.
I'm agree though it's a hard zv sk t map t_t
|
iNcontroL
USA29055 Posts
a challenge is always good.
|
12 hatch at choke into 3 hatch + drone micro vs bunker rush
|
iNcontroL
USA29055 Posts
is weak vs fast tank since either lurk or muta tech is to slow o_O
|
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 )
|
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.
|
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
|
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!
|
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.
|
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
|
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!
|
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.
|
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
|
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
|
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
|
Keep reporting iNcontrol. This battle of strategies is really interesting. Thank god for new maps!
|
9 offensive hatch 9 pool is amazing.
|
Im also having difficulties vs T on this map too, as P though, any advice people?
|
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.
|
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
|
If u go mass ling T will not attack you !
And keep on to vessel tech and rape your lings.
|
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
|
ToT)MidiaN(
England2183 Posts
I just do 12 pool vs toss on forte to prevent that 1 gate 1 forge shit ;O
|
very nice thread {88}iNcontroL
|
@Midian with intentions of getting into their base or just trying to get some expos?
|
Perhaps, to be able to get out the base? ;p
|
Belgium9937 Posts
to make sure your building hatchery actually survives.
|
ToT)MidiaN(
England2183 Posts
For safety, to avoid such cheese as Reach displayed vs Oversky on Forte a while back. Such cheese attempts are very common there ;O
|
iNcontroL
USA29055 Posts
On September 21 2005 05:07 GroT wrote:very nice thread {88}iNcontroL
ty man
|
I guess its a little bit of a T map since you have such trouble
|
Hey guys. I think the biggest problem is, that we actually dont really know what strategies are worth it on this map, so at least i couldnt say for sure which match ups are imbalanced. For example : I played 3 ZvP's on Forte vs the same person. I went 12 hatch at the entrance 11 pool, then 6 lings a sunken and expo at natural. I won one game where we were both in the opposite corner of the map. His rush failed and i could easily outplay him. The two other games he was close to me and i didnt have any chance holding his 9/10 gate..
TvZ i sometimes dont know what do : Should i build all my buildings in my main ? Until i have 6 rines ? then float raxes on the low ground and put rines to the entrance ?? For sure u cant stay forever in your main!
I know these questions may sound a bit chobo but i'm not too bad ( can get C+ easily.. ) but still this map confuses me and i dont know what do to in general . This starts with the strange terrain and ends with certain explicit build orders..
|
On September 21 2005 11:28 MaGic~PhiL wrote: Hey guys. I think the biggest problem is, that we actually dont really know what strategies are worth it on this map, so at least i couldnt say for sure which match ups are imbalanced. For example : I played 3 ZvP's on Forte vs the same person. I went 12 hatch at the entrance 11 pool, then 6 lings a sunken and expo at natural. I won one game where we were both in the opposite corner of the map. His rush failed and i could easily outplay him. The two other games he was close to me and i didnt have any chance holding his 9/10 gate..
If that's your problem - scout with 9th Drone to closest position. If he 2 Gates go 12Pool -> 12Hatch@choke. If not 12Hatch@choke first.
TvZ i sometimes dont know what do : Should i build all my buildings in my main ? Until i have 6 rines ? then float raxes on the low ground and put rines to the entrance ?? For sure u cant stay forever in your main!
Use common sense. If it's possible he might go 9Pool you must build your first 2 Rax in main. If it's possible he will have Speedlings, before you have Stimpack researched don't place any buildings outside main. But generally I would place buildings outside as soon as possible and keep in mind that I should have space in my main for a Bunker and some Turrets. Otherwise one drop with Lurkers can kill your whole tiny main.
|
On September 21 2005 11:59 tomson wrote:
But generally I would place buildings outside as soon as possible and keep in mind that I should have space in my main for a Bunker and some Turrets. Otherwise one drop with Lurkers can kill your whole tiny main.
Thats exactly what killed me the first game on this map. There's one spot to place a bunker behind your minerals. The first game i did build supplies all in my main and one drop killed me, cause rines couldnt reach the lurkers and i didnt have siege tanks.
What do you think the match ups on this map are like ? Z=P ? T>Z ? P>T ?
|
I don't know I haven't played enough games to tell (just 3 ZvTs). If you look at the design seems like a Z map (big, a lot of expos, large open flat space at the middle). But then you realise there's 10 minerals in main and only 6 in natural AND you have to 3 Hatch to take it. So I dunno. Seems balanced.
I don't know if anyone popularised this yet, but there's this cute trick where you build a Bunker beneath Zs main mineral line (on lower ground), place your first Marines in the Bunker and an SCV in his main for vision. Forces him to make a Sunken at main if you micro SCV at his main well.
|
10 minerals patches...smeels 2 hatch lurker/ling in base ?
But good T dont attack 2 base lurker ling...they just tech tanks and vessels ?
|
This is map is fucked for ZvT.
If you're not cross spots there are so many ways a terran can buttfuck you ='[
|
iNcontroL
USA29055 Posts
On September 22 2005 01:33 gulii wrote: 10 minerals patches...smeels 2 hatch lurker/ling in base ?
But good T dont attack 2 base lurker ling...they just tech tanks and vessels ?
In hatch is suicide, that ramp protected AT ALL is auto lose for the guy caught in base.
|
iNcontroL
USA29055 Posts
the 12 pool ling to hatch at expo seemed to work pretty good. The 1 Rax bunk rush got analed and than i was able to pressure with lings and keep his rine count down so by the time my fast lurk showed up i had a running expo 5 lurks and a started spire. He was gg'd. Maybe a viable strategy on this map.
|
One of the big problems ist, that you dont really know how good your strategy really is if u didnt play really good gamers.. :D But if u are > B you should get quite good gamers !
|
I dont think control has that problem...
|
On September 22 2005 09:15 {88}iNcontroL wrote:Show nested quote +On September 22 2005 01:33 gulii wrote: 10 minerals patches...smeels 2 hatch lurker/ling in base ?
But good T dont attack 2 base lurker ling...they just tech tanks and vessels ? In hatch is suicide, that ramp protected AT ALL is auto lose for the guy caught in base.
Ok
Nice thread !
|
i was having the same problem on alot of maps
it felt like bunker rushes and tank pushes killed me every time
but just PLAY STANDARD and get better at killing them off.
i've lost 100 games in a row to bunker rushes doing the same build, then once my control got better and i started noticing more subtle things, i could win the next 100 doing the same thing, just controlling better.
same goes for tank push
practice makes perfect, just don't get discouraged. Keep doing the same standard stuff (12 hatch, 11 pool)
|
It seems to me that as people become more and more framiliar with this map it may actually turn out to be a very balanced map. In my opinion the answer is to pump a few extra drones earlier and then pump many many lings/maybe even utilize burrow after your 3rd hatch is placed. It basically stops zerg from using the traditional dual tech builds and makes them use a 1 tech + many lings build in order to compensate for their weakness after the 3rd hatch is placed.
|
currently B rank Terran on Pgtour with 33-11 tvz record... Personally, as a terran player tvzing on forte, I tend to find when z makes 6~8 sunks (to delay my tank push) while continiously rebuilding and being patient accumulating mutalisks, cutting off my additional marines, and massing enough to push my main entirely the most threatening... If they try to change tech to lurkers, they are dead before lurkers come in numbers, if they try to break the push with muta,lings, not a single one has succeeding considering I make 1~2 bunker 3~5 turrents by my tank push. ZvT on forte is hard nonetheless, but mutalisks are your best bet. I dunno how it will work vs 8 barrack since I never do that...
|
On October 29 2005 10:34 {88}iNcontroL wrote: now would be a good time for someone to resurect the ZvT Neo Forte thread! So...control/any other decent z users have good reps of ZvT on Forte?
|
iNcontroL
USA29055 Posts
hmm it seemed Twisted / Midian figured zvt forte out decently (so they claim) one of them should post reps.
my zvt here is still very risky / aggressive and isnt a safe/strong thing to advocate :D
|
I played a tvz, in that map, he expoed secretly to another main pretty soon, im almost sure it was his 2nd hatch. After that, he made mutas and kept me contained for a while(i had already expoed and he was 2 gas mutas), he had sunkens in his bases and since they were above a ramp, it was pretty impossible to break with only mnm. So he kept me contained, expoed twice and switched to lurks. Then i somehow got the upperhands with my valks and 2 factory tanks but i still spent 15 minutes killing him because of stupid defilers.
|
But that looked like a cool build
|
they dont the tank rush and any of the pro reps T_T
|
I'd like to hear some theory on ZvT in this map because I'm getting gayed a lot of the time:
Replay
Also looking at the statistics on PGT Terran is dominating this map like crazy :/ I think I'll play on Bifrost instead of Forte 'til MOTW changes unless Midian comes to save the day and tell us how to play this mu.
|
z vs t on forte is probably like z vs t in guillotine, just play it like you used to.
|
iNcontroL
USA29055 Posts
no its really not. And im really really interested in seeing how you draw the comparison. Guillotine have a shrunken ramp with a tiny initial platform? Guillotine is a bigger map than Forte. Butyeah please explain!
|
but you said your problem was early game , since you have to 3 hatch to secure an expo and die easily to fast tank push so youll have to 12 hatch choke. However theres a build that is particulary different from guillotine that blackman did vs raven. Make your chole hatch close to the minerals of your exp and go 2 hatch and you can still go lurk or play it like nostalgia.
|
control, or any other zergs here, how have you guys dealt with fast expoing T's on this map?
|
how do u zvt on bifrost while we are at it lol
|
Fast expo is seriously exposed to harass on Forte more than on something like Luna. You can easily harass the minerals with muta or drop lurkers. I've only had one terran do a true fast expo to me so far, and I think with good reason. The real threat is the fast tank push because of the relatively close distances and the fact that 3 hatch is needed to take expo.
|
iNcontroL
USA29055 Posts
lotsa t's do a 1 rax / supply block at the mineral spot on Forte this allows them to bunk rush a potential choke hatch and than switch to a fast expo with block build. It is VERY strong, my only advice i guess is 1, sometimes i try 9pool cause most t's build on lower platform as oppose to upper and this can allow for a safe 3 hatch tech to muta/lurk w/e u are comfortable with or 2. stem the rush with drones and scout if you see block know they are most likely FE'ing so either grab another expo (hidden) and go muta contain or try fast lurk for a risky attempt at ending it quick.
|
I'm hoping for some reasonably balanced motws next time because Bifrost and Forte aren't my idea of fun ZvT.
|
haaard to play the right strategy.. T_T maybe sacrifice one drone to scout really early ?
|
Drop harrassing mainbase is effective I think, it's slow to bring troops to help because of small ramp ~_~
|
iNcontroL
USA29055 Posts
its getting to the situation where u can drop that is the problem.
|
i dont know, it seems harder to me to harass on forte than it does on other maps, since the main is so small it seems like its easier to defend, and the T gets a buncha turrets along the cliffside of his natural. i might just be timing my 3rd base wrong and not macroing well enough.
|
Uhm, I think the best bo there is just making expansion at 12 drone, then play 2 hatch lings lurk, if u see he is playing 2 rax just start pumping lings non stop untill u get get lurk, thats useful against a m&m fast attack, tank push or t expansion. It will be useful to get drop asap that will let you harras his expansion. After u get drop just make 3rd hatch at choke, contain him with some lurk ling, get 1 more expansion, then hive. At this point i use to make guardian so I can stop a posible mass tank attack, etc etc...
|
i hate bifrost
how do you zergs open on this map? i tried 12 hatch at natural and pumped speedlings to hold off the first m&m wave, but i'm not sure it'd work vs better players. i haven't tried a 3 hatch opening yet. im thinking the 12 hatch at choke and then later take the 2nd gas might work with some proper defending of your main minerals.
edit: oh sorry, dont mean to hijack the thread or anything, but this might make for good discussion
|
In the only zvt i have played on bitfrost i did 12 hatch to nat(mineral only) and then the pool and then right away the extractor, then continue with lings to defend against bunk rushes and then right when i hit 100 gas i got lair, my lurkers were soon enough to wall the choke(or at least scare him back) before his mnm were at my door.
|
hm, i see. i was successful when i did 12 hatch to nat, 11 pool, 14 gas and pumped a few more speedlings instead of drones to fight off the initial marines.
|
Live2Win
United States6657 Posts
I see 2 or 3 viable strats for Forte. But I'm no where near Control's level so really, it's more like Theory craft.... so I need some gosu's advice.
The first is one that was shown by JulyZerg vs GoodFriend. He lost, but because he made a HUGE mistake when he ran like 24 mutalisks across a blob of mnm and lost most of them without killing a single marine due to miss-click. Otherwise he would have won the game.
Anyways, the strat (altered a little by me) is open with 9 pool. The scouting drone that leaves to find his base, as soon as you're done using it instead of bringing it back home you send it to another starting base. With your early lings try to harrass him or keep him in his base. Try to save your lings though. Expo to another starting position, and keep up lings to have him contained until he gets medic/bats.
By the time he comes out, you should have the hatch up, and he shouldn't know about it right away anyways. (even if he does, it's ok) The trick is that you can easily defend both bases with 2-3 sunkens each. Because it's above ramp, the ramp's small and the ramp's REALLY close by. So then you tech to either muta or lurks, try to contain as u get another expo and play normal basically.
Another opening is 12 pool or 9 pool, get 200 gas but use it on speed+burrow. The trick is that Forte has medium-small opening that is made out of minerals. While it may be good for Terran to wall and defend, you can also use it to your advantage. If you 9 pooled, and sometimes 12 pool will work too, he won't try to wall there. Even if he does, you can mine the small mineral with your drone. (is that 8 or 16? can't remember. Gas trick will fix it anyways if it's 16)
Anyways the point is that with your early speed+burrow, you can keep him in his base again. Then when he moves out, he'll have no choice but to cross that small opening. And that's where you have your lings burrowed. So basically, the trick is to be able to expo without early harrassment. And also limiting the T's build. (9 pool will eliminate FE and fast tanks usually).
Well anyways, see if that helps out at all. The risky thing about the burrow thing is that if the burrow attack fails, your screwed. >.<
Also, you could try adding the two strats together. Burrow lings+expo to another main. So even if ur lings fail you can still defend easy? (But then you'll be REALLY low on drones....)
|
Valhalla18444 Posts
ARGH ITS HARD
thank you guys for this thread. I've had success with 12pool to hatch at expo, but it relies on good ling control and fast lurker
|
12 hatch, ling burrow then ling speed boost.
16 hatch @ nat
|
Valhalla18444 Posts
i dont find burrow to be too useful since terrans i play with all know to make several firebats early
|
ToT)MidiaN(
England2183 Posts
9 drone scout -> steal his gas -> no more fast tank worries. If you went the wrong way and were unable to steal his gas, but you have some idea of how soon he made it, then you can play in several ways. For example if you believe he made his refinery before 2nd depot then he is going either fast academy or fast tank, if it's fast academy just power and use sunkens to block the attack. If it's fast tank, you were unable to steal his gas and your tech is rather late (maybe you made gas on 18) then your best hope may just be to mass lings, keep them hidden and flank his tank push.(don't make them TOO early, you will sacrifice too much eco and tech speed and you don't want to sacrifice these things to make lings. You can make plenty of lings without sacrificing these things if you just make them a little later) I'd still be going 12 hatch at choke then 3rd hatch at expansion in these situations unless my drone scout came across an 8 rax in which case I would do 12 pool into 3 hatch. And I would always steal gas when possible.
|
ToT)MidiaN(
England2183 Posts
BiFrost, well here I like to play with 2 hatch lurker lings with 2nd hatch at gas expansion, you need to practice the build a lot in order to find out when you have to make lings, drones, sunkens, where to place them, how soon you can take your gas/make lair/lurker tech etc. It's not easy to play this way but I think it's good if you can get away with it. The other alternative is a 3 hatch build with expansion to mineral only and 3rd hatch at the main choke, then going lurker ling and taking gas natural after.
|
ive only played this map once it was vs a 2 rax => fast tank into 3 rax contantly pumping
i made 8 pool after the initial 6 lings i made drones and 12 hatch at choke 15 hatch expand 16 gas make speedlings and try to avoid him from going out to fast, get burrow. now mass lings and 3 sunks while getting second gas and lair
burrow like 12 lings where he will be with the tankfirebatmarine/medic army.
have 12 behind him and 12 in your base and 12 under him when u attack you unburrow and attack from all sides.
Somehow i won that battle he had like ~4 firebats 2 medics and 12 marines. Even if u just kill the tank its godo because it gives u time to mass up lair units, then normally jsut try anything to kill it.
then play it like normal zvt ~_~;
|
Valhalla18444 Posts
On November 01 2005 03:56 iD.MidiaN wrote: BiFrost, well here I like to play with 2 hatch lurker lings with 2nd hatch at gas expansion, you need to practice the build a lot in order to find out when you have to make lings, drones, sunkens, where to place them, how soon you can take your gas/make lair/lurker tech etc. It's not easy to play this way but I think it's good if you can get away with it. The other alternative is a 3 hatch build with expansion to mineral only and 3rd hatch at the main choke, then going lurker ling and taking gas natural after.
aw fuck thats my build i thought I was being original
|
I find PvZ on forte pretty fair.. dunno y, though..
|
well i finally started playing this and well i just loss like 5-6 games in a row to that tank rush :/ im having worse luck.... i 12 hatch they 8 rax. i 12 pool they are raxing late..the only game i won on here is when i took the t's gas. thats like ur only hope on this dam map lol. ive 9 pooled did damage and still loss to fast tanks... another game i take midians suggestion and mass lings since i didnt get a chance to steal his gas... then he comes with like5 bats and rape me. i hope next week is better. ill continue to keep trying tho but dam i hate losing =[
|
ToT)MidiaN(
England2183 Posts
Mass lings is something I never do to be honest, I did say you "may need to, if you gassed at 18" or something to that effect. I'm not suggesting that it's ideal to do that, because it certainly isn't, but in some situations it might be your only hope for example if your gas was delayed and you suspect fast tank. I think you need to start making more assumptions in this map, i.e. if you don't manage to steal their gas, after your 3rd hatch you should make gas on like 16 supply, thus getting your tech up that bit earlier than if you gassed at 18. It is certainly possible to beat fast tank with 3 hatch if you gas at 16, you just need to make quite a lot of sunkens to buy time and have good mutalisk control. But overall yea it's a difficult map to play, you just have to keep playing the same way and tweak a few things, eventually you'll get used to exactly when you have to place sunkens, when to take gas etc, and hopefully be able to stop such builds in the future.
|
Netherlands13552 Posts
Just go burrow+speed lings and burrow at the spot where he will siege!
easygoing
|
|
|
|
|