! [G] ZvT 3 Hatch Mutas Early Game - Page 2
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GodsDevil[5thF]
Romania622 Posts
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ZerG~LegenD
Sweden1179 Posts
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Metaspace
Austria670 Posts
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ZerG~LegenD
Sweden1179 Posts
If it only saves you 1 sunken all drones and another sunken is better. | ||
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FakeSteve[TPR]
Valhalla18444 Posts
if your mutalisk control is very good, then having 12+ speedlings at the right time can cripple or even kill the terran. without those lings you don't have that opportunity and you're obviously playing for a 4 gas hive endgame as fast as possible think about that when you're considering whether you want zerglings around that time. if you see the opportunity you don't have time to make zerglings and bring them over, they have to be alive and kicking already i think thats just a matter of preference but i really prefer it because i'm pretty aggressive | ||
atmablade
United States334 Posts
Zerg~Legend: Would you mind uploading a rep(s) of you doing both builds? So we can all see how the timing works, etc. Thanks | ||
ZerG~LegenD
Sweden1179 Posts
On October 16 2007 20:26 FakeSteve[TPR] wrote: the number of lings you should make sort of depends on your mutalisk control if your mutalisk control is very good, then having 12+ speedlings at the right time can cripple or even kill the terran. without those lings you don't have that opportunity and you're obviously playing for a 4 gas hive endgame as fast as possible think about that when you're considering whether you want zerglings around that time. if you see the opportunity you don't have time to make zerglings and bring them over, they have to be alive and kicking already i think thats just a matter of preference but i really prefer it because i'm pretty aggressive Playing aggresive is a gamble, you don't know if the oppertunity will arise or not. Which is why this guide about an opening that favors a passive playstyle. | ||
w3jjjj
United States760 Posts
u said 4th hatch 20 seconds after ur spire, which completes at 6:00, so ur 4th hatch is actually 20 seconds slower. but u get mutas 20 seconds faster, so i think its a personal preference. u can do more harassment with earlier mutas, but faster expo is more to my taste. either case mutas come out right on time to force the terran back, i don't see how 20 seconds earlier with mutas can do much good in a passive opening. i think ur build is used by july as an aggressive muta/ling build, the earlier mutas with 2 groups of lings is how he plays. fakesteve. building more than 12 lings is not needed in a passive opening. 1 group of m&m will be ripped apart easily with 10 mutas and 12 lings, just snipe the bat right away and lings will take care of everything, u won't even lose mutas. and if he somehow pushes out with 2 groups of m&ms right after ur mutas are out, his natural is definitely defenseless which is just begging u to counter with muta/ling. that'll buy u enough time for lurkers to come out. generally more than 12 lings are not needed before lurkers | ||
ZerG~LegenD
Sweden1179 Posts
I must stress the point that there are indeed builds meant to counter specific situations that are slightly, in some cases almost unsignificantly, better than this one. But finding out exactly how the terran is dividing his resources during late early game is one hell of a task which you probably won't succed with. And if you guess wrong, you'll fall terribly behind instead. This build is meant to give you a safe walk into the mid game and put you in a good situation no matter what he does, as long as it's some kind of fe into bionic. It gives you a good stamp of to abuse surperior midgame skills, if that's not your forte you might pick a cheesier build or experiment some with an extremely counter based build. Added that last part into the guide into too. And updated a few sections. | ||
CharlieMurphy
United States22895 Posts
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atmablade
United States334 Posts
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RaGe
Belgium9944 Posts
On October 16 2007 02:53 Myrmidon wrote: Rallying and maynarding are the same thing. It's just moving drones from the main to the nat. In both your case and the OP's case, you're either maynarding or rallying to prevent a situation where one set of minerals is beginning to be saturated while the other is not (i.e. showing any signs of a nonlinear drones mining to minerals/sec ratio; when you have more than 1 drone per mineral patch). The only difference is the time when you're moving drones from one place to the other, and that's where you're taking the mining hit. You're going to move the same number of drones in both cases so that's not an issue; likewise, the hatcheries are going to be producing the same number of drones. So if you rally instead of maynarding, you're delaying when you're losing the mineral intake. Maynarding in this situation is choosing to delay your mineral intake earlier, which is a bad choice considering that you want your Lair as fast as possible. Granted, the difference is pretty small. edit: Yeah, actually I'd maynard two drones because you don't want to have to fight the scouting SCV 1 on 1 and lose. yes but if you maynard only one and youre at about 15 supply, when your hatch finishes, you have 14 drones on 9 mineral chunks and 1 on 8 or 9 mineral chunks like you said, you want the mineral intake delay as LATE as possible, and since rallying/maynarding will make the same distance to be travelled, there is no real difference in that, but having 14 drones on 9 minerals gives a permanent mineral in function of time loss. | ||
Myrmidon
United States9452 Posts
I don't remember the exact drone saturation times with respect to the build order, so I had just assumed 1 drone maynard was enough, like the OP suggested, to avoid a drone/mineral patch ratio > 1 at the main. It's not the point I made, but definitely most people maynard too many, as it's more efficient to transfer as late as possible. Whatever number prevents having oversaturation is the one you want. Actually, given the nature of the build you care more about the early Lair (mutalisks are the only hope in stopping a tank rush or putting any sort of pressure, etc.) than anything else early game. And given how 10 drones will mine 8 patches only very slightly slower than 10 drones on 10 patches and certainly faster in the short term over an 8-2 distribution where the 2 have to maynard, oversaturating isn't necessarily a bad idea. Again, these are details in minutia, like people microing workers early game to make mining faster. | ||
ZerG~LegenD
Sweden1179 Posts
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RaGe
Belgium9944 Posts
but I certainly believe your statement that people in general tend to maynard too many is true. | ||
ZerG~LegenD
Sweden1179 Posts
The earlier I send the drones the more I lose. So what would be the point in sending more than the surplus in main? Which is 1 drone. Or do you not get that when the exp finnishes I have 13 drones, I send 3 to the gas and 1 to the exp. Which leaves 9 in main. But I've already said that 3 times. So I don't how you could have missed that. Or are you trying to imply that it would be more efficient to mine only the fastest patches in each base? Now I can tell you that maynarding for that purpose only is not worth it. Go try it out your self. | ||
Misrah
United States1695 Posts
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JieXian
Malaysia4677 Posts
May i know the reasoning behind this? im confused. | ||
Cloud
Sexico5880 Posts
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