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TvZ Mech Switch on Fighting Spirit - Page 3

Forum Index > Brood War Strategy
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ninazerg
Profile Blog Joined October 2009
United States7291 Posts
May 29 2014 00:30 GMT
#41
On May 29 2014 08:34 Izerman wrote:
hm i built a supply depot in my natural and felt a slap in the face just after.
was that you nina?

what the hell woman


If you scout the Zerg player and see no threat of zerglings, then it's perfectly safe to put your depot at your natural, but on a four-player map, there will be times when you have not scouted the Zerg player and reach 15 pop and have to place the depot. If you place it in your natural, and zerglings come running up, you will be left with very few choices, none of which are ideal. You can:

- Send your 3 marines down the ramp against speedlings and risk losing all your marines
- You can sacrifice the depot and just defend the ramp
- You can pull SCVs and try to use them + marines to defend the depot

The third choice is probably the best one considering that SCVs and marines are fairly decent against zerglings, and despite losing mining time, if you hold off the attack, the Zerg economy is going to be fairly shitty. You can just avoid the whole fiasco by just not being greedy if you haven't scouted.
"If two pregnant women get into a fist fight, it's like a mecha-battle between two unborn babies." - Fyodor Dostoevsky
Izerman
Profile Joined May 2013
Sweden99 Posts
May 29 2014 12:41 GMT
#42
ok that did not go the way i intended but whatever .

Yeah im at the stage in my play where i can time a supply depot so i dont get supplyblocked at 10/10, i just figured going 14cc against a equally nooby player would go my way but i see why you recommend putting it in the base
upro)wraith
Profile Joined May 2014
Israel64 Posts
May 29 2014 13:38 GMT
#43
On May 29 2014 21:41 Izerman wrote:
ok that did not go the way i intended but whatever .

Yeah im at the stage in my play where i can time a supply depot so i dont get supplyblocked at 10/10, i just figured going 14cc against a equally nooby player would go my way but i see why you recommend putting it in the base


Against unknown opponent it is mandatory to double scout in 4 players map(I send first scv at 11 supply and 2nd scv scout at 14 supply). If you scout the zerg on the first try and he 12 hatch, you can put your command center at 15 and your 2nd supply depot at the nat at 16 supply after making marine or scv(your choice). Else, make 2nd supply depot at home and delay command center until your 2nd scv scout sees what zergs up to. then you can place your 3rd supply depot at the nat after making the cc to prevent any kind of speedling shenanigans.

14 cc is auto loss against any kind of fast pool even if they are noobs, unless you make sc2-esque wall.
amazingxkcd
Profile Blog Joined September 2010
GRAND OLD AMERICA16375 Posts
May 29 2014 15:55 GMT
#44
On May 29 2014 22:38 upro)wraith wrote:
Show nested quote +
On May 29 2014 21:41 Izerman wrote:
ok that did not go the way i intended but whatever .

Yeah im at the stage in my play where i can time a supply depot so i dont get supplyblocked at 10/10, i just figured going 14cc against a equally nooby player would go my way but i see why you recommend putting it in the base


Against unknown opponent it is mandatory to double scout in 4 players map(I send first scv at 11 supply and 2nd scv scout at 14 supply). If you scout the zerg on the first try and he 12 hatch, you can put your command center at 15 and your 2nd supply depot at the nat at 16 supply after making marine or scv(your choice). Else, make 2nd supply depot at home and delay command center until your 2nd scv scout sees what zergs up to. then you can place your 3rd supply depot at the nat after making the cc to prevent any kind of speedling shenanigans.

14 cc is auto loss against any kind of fast pool even if they are noobs, unless you make sc2-esque wall.


most zergs 12 hatch at lower levels, so you can get away with 14cc. Hell, you can even beat 4 pool with a 14 cc (If you're leta)

The world is burning and you rather be on this terrible website discussing video games and your shallow feelings
upro)wraith
Profile Joined May 2014
Israel64 Posts
May 29 2014 17:11 GMT
#45
On May 30 2014 00:55 amazingxkcd wrote:
Show nested quote +
On May 29 2014 22:38 upro)wraith wrote:
On May 29 2014 21:41 Izerman wrote:
ok that did not go the way i intended but whatever .

Yeah im at the stage in my play where i can time a supply depot so i dont get supplyblocked at 10/10, i just figured going 14cc against a equally nooby player would go my way but i see why you recommend putting it in the base


Against unknown opponent it is mandatory to double scout in 4 players map(I send first scv at 11 supply and 2nd scv scout at 14 supply). If you scout the zerg on the first try and he 12 hatch, you can put your command center at 15 and your 2nd supply depot at the nat at 16 supply after making marine or scv(your choice). Else, make 2nd supply depot at home and delay command center until your 2nd scv scout sees what zergs up to. then you can place your 3rd supply depot at the nat after making the cc to prevent any kind of speedling shenanigans.

14 cc is auto loss against any kind of fast pool even if they are noobs, unless you make sc2-esque wall.


most zergs 12 hatch at lower levels, so you can get away with 14cc. Hell, you can even beat 4 pool with a 14 cc (If you're leta)

https://www.youtube.com/watch?v=PcNu5sahVA8

I think its quite the opposite, low level zergs don't know how to defend bunker rush with 12 hatch, therefore they play overpool or nine pool
[[Starlight]]
Profile Joined December 2013
United States1578 Posts
May 30 2014 08:53 GMT
#46
On May 30 2014 00:55 amazingxkcd wrote:
Show nested quote +
On May 29 2014 22:38 upro)wraith wrote:
On May 29 2014 21:41 Izerman wrote:
ok that did not go the way i intended but whatever .

Yeah im at the stage in my play where i can time a supply depot so i dont get supplyblocked at 10/10, i just figured going 14cc against a equally nooby player would go my way but i see why you recommend putting it in the base


Against unknown opponent it is mandatory to double scout in 4 players map(I send first scv at 11 supply and 2nd scv scout at 14 supply). If you scout the zerg on the first try and he 12 hatch, you can put your command center at 15 and your 2nd supply depot at the nat at 16 supply after making marine or scv(your choice). Else, make 2nd supply depot at home and delay command center until your 2nd scv scout sees what zergs up to. then you can place your 3rd supply depot at the nat after making the cc to prevent any kind of speedling shenanigans.

14 cc is auto loss against any kind of fast pool even if they are noobs, unless you make sc2-esque wall.


most zergs 12 hatch at lower levels, so you can get away with 14cc. Hell, you can even beat 4 pool with a 14 cc (If you're leta)

https://www.youtube.com/watch?v=PcNu5sahVA8


Wow, great game. The Terran run-by at the end was brilliant.

Did Great GG a little early, though? Sure, his main was pretty much about to be screwed, but his natural had a lot of sunkens up, and Terran had taken a good deal of econ damage from the 4-pool rush.

Definitely still advantage Terran, but Leta(T) didn't give up when he was hurting earlier.


User was warned for being hilarious
wearmydiamonds
Profile Joined October 2012
United States32 Posts
June 09 2014 09:22 GMT
#47
On May 30 2014 17:53 [[Starlight]] wrote:
Show nested quote +
On May 30 2014 00:55 amazingxkcd wrote:
On May 29 2014 22:38 upro)wraith wrote:
On May 29 2014 21:41 Izerman wrote:
ok that did not go the way i intended but whatever .

Yeah im at the stage in my play where i can time a supply depot so i dont get supplyblocked at 10/10, i just figured going 14cc against a equally nooby player would go my way but i see why you recommend putting it in the base


Against unknown opponent it is mandatory to double scout in 4 players map(I send first scv at 11 supply and 2nd scv scout at 14 supply). If you scout the zerg on the first try and he 12 hatch, you can put your command center at 15 and your 2nd supply depot at the nat at 16 supply after making marine or scv(your choice). Else, make 2nd supply depot at home and delay command center until your 2nd scv scout sees what zergs up to. then you can place your 3rd supply depot at the nat after making the cc to prevent any kind of speedling shenanigans.

14 cc is auto loss against any kind of fast pool even if they are noobs, unless you make sc2-esque wall.


most zergs 12 hatch at lower levels, so you can get away with 14cc. Hell, you can even beat 4 pool with a 14 cc (If you're leta)

https://www.youtube.com/watch?v=PcNu5sahVA8


Wow, great game. The Terran run-by at the end was brilliant.

Did Great GG a little early, though? Sure, his main was pretty much about to be screwed, but his natural had a lot of sunkens up, and Terran had taken a good deal of econ damage from the 4-pool rush.

Definitely still advantage Terran, but Leta(T) didn't give up when he was hurting earlier.




letas expansion was almost up, and great was about to lose all his tech and workers. sure he could have drawn it out but at that point it was game over
ninazerg
Profile Blog Joined October 2009
United States7291 Posts
June 10 2014 00:14 GMT
#48
On June 09 2014 18:22 wearmydiamonds wrote:
Show nested quote +
On May 30 2014 17:53 [[Starlight]] wrote:
On May 30 2014 00:55 amazingxkcd wrote:
On May 29 2014 22:38 upro)wraith wrote:
On May 29 2014 21:41 Izerman wrote:
ok that did not go the way i intended but whatever .

Yeah im at the stage in my play where i can time a supply depot so i dont get supplyblocked at 10/10, i just figured going 14cc against a equally nooby player would go my way but i see why you recommend putting it in the base


Against unknown opponent it is mandatory to double scout in 4 players map(I send first scv at 11 supply and 2nd scv scout at 14 supply). If you scout the zerg on the first try and he 12 hatch, you can put your command center at 15 and your 2nd supply depot at the nat at 16 supply after making marine or scv(your choice). Else, make 2nd supply depot at home and delay command center until your 2nd scv scout sees what zergs up to. then you can place your 3rd supply depot at the nat after making the cc to prevent any kind of speedling shenanigans.

14 cc is auto loss against any kind of fast pool even if they are noobs, unless you make sc2-esque wall.


most zergs 12 hatch at lower levels, so you can get away with 14cc. Hell, you can even beat 4 pool with a 14 cc (If you're leta)

https://www.youtube.com/watch?v=PcNu5sahVA8


Wow, great game. The Terran run-by at the end was brilliant.

Did Great GG a little early, though? Sure, his main was pretty much about to be screwed, but his natural had a lot of sunkens up, and Terran had taken a good deal of econ damage from the 4-pool rush.

Definitely still advantage Terran, but Leta(T) didn't give up when he was hurting earlier.




letas expansion was almost up, and great was about to lose all his tech and workers. sure he could have drawn it out but at that point it was game over


The thing about ZvT is that it's a very slippery slope for Zerg. If you are Zerg and get behind, it's almost impossible to grind out a win.
"If two pregnant women get into a fist fight, it's like a mecha-battle between two unborn babies." - Fyodor Dostoevsky
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