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! [G] ZvT 3 Hatch Mutas Early Game - Page 2

Forum Index > Brood War Strategy
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Prev 1 2 All
GodsDevil[5thF]
Profile Joined February 2006
Romania622 Posts
October 16 2007 08:17 GMT
#21
27 second extractor ? ahaha.
ZerG~LegenD
Profile Blog Joined August 2007
Sweden1179 Posts
October 16 2007 08:33 GMT
#22
So what's wrong with that? 9 mutas or 8 mutas and speed, significantly faster than if you take the first one slower and the second one quicker.
Even a broken clock is right twice a day
Metaspace
Profile Joined November 2006
Austria670 Posts
October 16 2007 08:33 GMT
#23
Excellent guide, thanks
Wir haben zuwenig Vespingas!
ZerG~LegenD
Profile Blog Joined August 2007
Sweden1179 Posts
October 16 2007 09:38 GMT
#24
Adding some 10-12 lings after you make the spire is worth it if it saves you 2 sunkens or if he screws up at lets you run by and deal some serious damage.
If it only saves you 1 sunken all drones and another sunken is better.
Even a broken clock is right twice a day
FakeSteve[TPR]
Profile Blog Joined July 2003
Valhalla18444 Posts
October 16 2007 11:26 GMT
#25
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
Moderatormy tatsu loops r fuckin nice
atmablade
Profile Blog Joined July 2007
United States334 Posts
Last Edited: 2007-10-16 14:07:09
October 16 2007 12:43 GMT
#26
Yes, I guess it comes down to a matter of play style. I like having at least a few lings for scouting purposes and keeping the terran honest. I also like aggressive play rather than passive, but that's just me. But I think I might try this build out because I enjoy mutas and having them out sooner sounds like more fun for me ^_^

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
Profile Blog Joined August 2007
Sweden1179 Posts
October 16 2007 13:54 GMT
#27
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.
Even a broken clock is right twice a day
w3jjjj
Profile Joined April 2007
United States760 Posts
Last Edited: 2007-10-16 16:49:10
October 16 2007 16:37 GMT
#28
legend, i still prefer 16 and 25 gas. with 16 gas spire is put down at 5:00. 4th hatch down by 6:00, and spire complete by 6:20. that is of course the execution by savior, for normal people a few seconds late make no difference in actual game. i think 13 gas is too early, and 18 is too late.

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
Chuck Norris can salvage his opponent's structures.
ZerG~LegenD
Profile Blog Joined August 2007
Sweden1179 Posts
Last Edited: 2007-10-16 21:12:58
October 16 2007 20:43 GMT
#29
Remember, if you take your gas later you mine less gas, just as you mine more gas if you take your expo later. In the end they -almost- take out each other. Asuming you can get that hatch down and keep spending the larvas at the same time you'd gain 2 extra larva by taking a later gas, but hardly any gas.

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.
Even a broken clock is right twice a day
CharlieMurphy
Profile Blog Joined March 2006
United States22895 Posts
October 17 2007 09:26 GMT
#30
You left out the lair timing with the OP build. And I can't tell wtf is going on in that pic with the zergling.
..and then I would, ya know, check em'. (Aka SpoR)
atmablade
Profile Blog Joined July 2007
United States334 Posts
October 17 2007 10:42 GMT
#31
What about the lair timing..? It's always first 100 gas and in this build, it's sooner because he's getting his gas @ 12 or 13.
RaGe
Profile Blog Joined July 2004
Belgium9950 Posts
October 17 2007 11:32 GMT
#32
On October 16 2007 02:53 Myrmidon wrote:
Show nested quote +
On October 16 2007 01:59 RaGe wrote:
On October 15 2007 23:35 ZerG~LegenD wrote:

When your natural expansion first finishes you only want to maynard one single drone, and that's so you can quicker build a sunken should the need arise. When your extractor finishes you'll have to pull 3 drones to it and your drone count in your main will sink to 8 or 9. From here on you can rally all hatches to the nat until you've got one drone on each mineral patch in the nat too. Around the time your lair finnishes you can switch the main hatch's rally to the main again. In that way your drones will be equally spread out.


I beg to differ
you lose alot of mining time by rallying drones to your natural. I know you also lose mining time maynarding them, but if you maynard them your count is nicely spread out and drones never have to move a long way after being made


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.
Moderatorsometimes I get intimidated by the size of my right testicle
Myrmidon
Profile Blog Joined December 2004
United States9452 Posts
October 17 2007 13:54 GMT
#33
You're getting a turbo gas and 3rd hatchery with this build, so I don't think you're going to be at 14 drones on 8-9 mineral patches. But yeah, now that you mention it it does look like there's a small drone surplus at the main?

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
Profile Blog Joined August 2007
Sweden1179 Posts
October 17 2007 13:59 GMT
#34
9 drones it is, and 8 mineral patches at main is a rare sight. So there won't be a surplus
Even a broken clock is right twice a day
RaGe
Profile Blog Joined July 2004
Belgium9950 Posts
October 17 2007 17:24 GMT
#35
you're still losing mining time because you're sending drones to patches further away than they would at your natural

but I certainly believe your statement that people in general tend to maynard too many is true.
Moderatorsometimes I get intimidated by the size of my right testicle
ZerG~LegenD
Profile Blog Joined August 2007
Sweden1179 Posts
October 17 2007 19:12 GMT
#36
Okey... so what do you not get?
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.
Even a broken clock is right twice a day
Misrah
Profile Blog Joined February 2008
United States1695 Posts
Last Edited: 2008-11-05 19:39:18
November 05 2008 19:37 GMT
#37
Crap i accidentally posted something here. I'm sorry for reviving an old thread.
A thread vaguely bashing SC2? SWARM ON, LOW POST COUNT BRETHREN! DEFEND THE GLORIOUS GAME THAT IS OUR LIVELIHOOD
JieXian
Profile Blog Joined August 2008
Malaysia4677 Posts
December 17 2008 04:00 GMT
#38
"Put a fourth drone on your natural's gas if it's placed to the right or below your natural hatchery. If your main gas is placed to the right or below your main hatchery, then place your third hatchery below or to the right of the gas. If that's not possible then put 4 drones on the main gas too."


May i know the reasoning behind this? im confused.
Please send me a PM of any song you like that I most probably never heard of! I am looking for people to chat about writing and producing music | https://www.youtube.com/watch?v=noD-bsOcxuU |
Cloud
Profile Blog Joined November 2004
Sexico5880 Posts
December 17 2008 04:15 GMT
#39
Well, i just read the first couple of paragraphs, and i gotta say, 2-4 lings are A LOT cheaper than a very early sunken colony, also, its best to maynard always 3 maybe even 4 drones to your natural.
BlueLaguna on West, msg for game.
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