You should also go for heavy harass build if your allies don't.
Competitive zeroclutter strategies - Page 2
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ForAdun
Germany986 Posts
You should also go for heavy harass build if your allies don't. | ||
Equinox_kr
United States7395 Posts
![]() I've just been using Ultralisks + Cracklings + Defilers to much success, most players don't even know what Swarm does =_= | ||
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Kau
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Canada3500 Posts
On June 04 2008 02:09 ForAdun wrote: A few years ago I played ZC for a few months and I'd recommend not playing no rush games. I find them plain stupid because it's always the same situation when the build is done. You should also go for heavy harass build if your allies don't. Especially don't play those no rush until map max games. Unless you plan on BS-ing everyone, in which case it is kind of fun. *Goes to BS people* | ||
GunsofthePatriots
South Africa991 Posts
On June 04 2008 01:27 MoNKeYSpanKeR wrote: i generally think PTT is the best 3on3 128/128 combo. The terran neeeds to just push 3-3 tanks asap and mass them and one protoss goes goon/zeal/temp and the other can do the same or air combo or sair/carrier/arb. the weakness of a protoss army is to lings an da shit ton of units. The tanks counter that perfectly and are great for slow pushing up the middle. However if theres another terran doing the same thing with mass tanks breaking the middle will be difficult without air, which is the only circumstance which i think justifies using carriers and an air combo. Otherwise the ground support is too strong, the only thing that can actually hurt it is a shit ton of guardians. Which if one guy just invests in sairs or storm it's easily taken care of. 3Z is also very strong imo. If they all play good and smart with good unit combos 3 Z's massing skills are hard to stop with any combo, imagine 200+ guardians coming down on you, it wouldn't end pretty. There ability to reinforce also makes them strong as hell. Generally though, just as long as you have a terran in the mix who can mass tanks it helps a lot. i think for strongest combos i would say PPT then ZZZ. two T's are unnecessary and just create useless clutter. PPZ is also strong beucase guardians with good ground support can break a push pretty easily too. You mean PPT? | ||
YPang
United States4024 Posts
On June 03 2008 19:26 Centric wrote: I don't know if ZC is played like fastest at all, but if it is, Protoss most definitely is the strongest race due to its ability to take out workers very quickly (reaver/storm drops) and the fact that workers can continue mining after they've started building(s). I used to play a lot of fastest. It's almost a different brand of SC, focusing on a different set of skills. Quite a few fastest players have been able to make the jump successfully into melee (low money maps), so I think at least some of those skills are applicable to other styles. I HAVE SUCCESFULLY JUMPED! | ||
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cgrinker
United States3824 Posts
At any rate one thing that i noticed about Terran is that there going to play a LOT of 3/3 tanks up the mid right? (unless they go BC's sooo long to build) So you should rock the Zealot bomb to break the middle and have a zerg ruch up through that as those tanks aren't really going to be spaced. Oh and don't take so long that you let them mass cannons. Thats a pain | ||
Hypnosis
United States2061 Posts
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EnergyTraction
Canada233 Posts
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ProbesAreCute
United States21 Posts
8 pylon 10 gate does it mean to build a pylon when I have 8 probes ALREADY produced? Or does it mean to build a pylon when I am building my 8th probe? I really get messed up if I build it with my 8th probe because my probe production stops for like 10-15 seconds while that pylon is finishing. Thanks | ||
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LosingID8
CA10828 Posts
On June 04 2008 08:15 ProbesAreCute wrote: Really nooby question, but when there are build orders, say like 8 pylon 10 gate does it mean to build a pylon when I have 8 probes ALREADY produced? Or does it mean to build a pylon when I am building my 8th probe? I really get messed up if I build it with my 8th probe because my probe production stops for like 10-15 seconds while that pylon is finishing. Thanks generally it's referring to the number at the top right unless they specifically mention otherwise. | ||
Raithed
China7078 Posts
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intoyourrainbOW
United States168 Posts
On June 03 2008 22:49 Wonders wrote: Carriers are horrible on zero clutter maps because their build time is too long. It matters so much on ZC. You only lose the 1 second mining time (if that, just build the pylon right next to your probe) until when your later pylon would finish, because you never stop probe production anyway. You can make use of that faster pylon by building the gateway earlier. So can everyone else. This is not true. For the same number of gates/barracks/facts, etc. hatcheries can produce units 3x faster. 3 larvae to a hatchery remember? and if u upgrade all of them to hives, even more larvae within a given amount of time. i'll admit to playing ZC and fastest with automine and selection hack, and it's fahking ridiculous. hehe | ||
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LosingID8
CA10828 Posts
On June 04 2008 09:40 intoyourrainbOW wrote: This is not true. For the same number of gates/barracks/facts, etc. hatcheries can produce units 3x faster. 3 larvae to a hatchery remember? and if u upgrade all of them to hives, even more larvae within a given amount of time. i'll admit to playing ZC and fastest with automine and selection hack, and it's fahking ridiculous. hehe unless i'm mistaken, upgrading hatches to hives don't give you faster larva spawning rates | ||
intoyourrainbOW
United States168 Posts
On June 04 2008 09:46 LosingID8 wrote: unless i'm mistaken, upgrading hatches to hives don't give you faster larva spawning rates haha, ur right. i just did a side by side comparison, and there's no difference. i was always told hives spawn larvae faster, and it felt like it during games, but apparently not... ![]() | ||
Mortality
United States4790 Posts
On June 04 2008 09:40 intoyourrainbOW wrote: This is not true. For the same number of gates/barracks/facts, etc. hatcheries can produce units 3x faster. 3 larvae to a hatchery remember? and if u upgrade all of them to hives, even more larvae within a given amount of time. i'll admit to playing ZC and fastest with automine and selection hack, and it's fahking ridiculous. hehe And none of that will matter when I psi storm all your drones. BTW, hives don't make larva faster. You get an extra larva after lair and after hive, but but it's just 1 extra. It's really not worth investing in making them all hives. | ||
OctoPuSs
Canada5279 Posts
pylon 8 nexus 10 (or 11 if you messed up your mining) 1st gate 12 2nd gate 12 pylon 13 gate 13 with same probe as previous pylon both gases at 14 (2 probes in each gases) from there you can either get double forge for very quick upgrades or use that gas to get ranged goons. I'm quite good at ZC, let's play sometime if anyone is interested ![]() | ||
XtaC_hiryu
Philippines125 Posts
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intoyourrainbOW
United States168 Posts
On June 04 2008 10:27 Mortality wrote: And none of that will matter when I psi storm all your drones. BTW, hives don't make larva faster. You get an extra larva after lair and after hive, but but it's just 1 extra. It's really not worth investing in making them all hives. storm all my drones? pshhh.. i could select all my larva instantaneously and rebuild drones. that is why storm drops aren't as effective against zerg on fastest.. even without selection hack, zerg production is still faster than toss or terran. | ||
bustaBust
Canada469 Posts
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Wonders
Australia753 Posts
On June 04 2008 11:05 intoyourrainbOW wrote: storm all my drones? pshhh.. i could select all my larva instantaneously and rebuild drones. that is why storm drops aren't as effective against zerg on fastest.. even without selection hack, zerg production is still faster than toss or terran. Firstly in normal game do you usually see a 3 hatch zerg matching production of a 9 gate toss or a 9 rax terran? More like half that, and the protoss/terran will just build more buildings anyway. I'm pretty sure zerg would lose a maxing race, I know for sure that it's quite far behind on regular maps (protoss maxes in 8:30 about and zerg in 11:00), and probably on zero clutter too. Losing a drone for every building is a bigger deal than it seems. It sounds like it seems that zerg builds faster to you because you lose an army before you go back to rebuild it, and the 3 larvae to a hatch is more forgiving on non-constant production. Oh and an idea I've always had on zc maps is: why not just build 5000 overlords and keep the map maxed? Not like you don't have the money. | ||
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