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Competitive zeroclutter strategies - Page 2

Forum Index > Brood War Strategy
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ForAdun
Profile Joined August 2007
Germany986 Posts
Last Edited: 2008-06-03 17:10:19
June 03 2008 17:09 GMT
#21
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.
Equinox_kr
Profile Blog Joined December 2006
United States7395 Posts
June 03 2008 17:15 GMT
#22
Haha whenever I play ZC I always have the tiniest base because I'm the most bloodthirsty one, I can't even wait a minute to build Hatcheries because I'm too busy killing them

I've just been using Ultralisks + Cracklings + Defilers to much success, most players don't even know what Swarm does =_=
^-^
Kau *
Profile Joined March 2007
Canada3500 Posts
June 03 2008 17:20 GMT
#23
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*
Moderator
GunsofthePatriots
Profile Joined August 2007
South Africa991 Posts
June 03 2008 17:23 GMT
#24
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
Profile Blog Joined April 2007
United States4024 Posts
June 03 2008 17:56 GMT
#25
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!
sMi.Gladstone | BW: B high| SC2: gold T_T
cgrinker
Profile Blog Joined December 2007
United States3824 Posts
June 03 2008 22:30 GMT
#26
Wow I thought you guys were going to tear him apart for saying he played ZC. lol

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
Profile Blog Joined October 2007
United States2061 Posts
June 03 2008 22:46 GMT
#27
Its just a race for whoever can mass the most gates first. It can become really fun when everyone is really good and the micro becomes intense lol. But nothing like real maps p-:
Science without religion is lame, Religion without science is blind
EnergyTraction
Profile Blog Joined May 2008
Canada233 Posts
June 03 2008 22:46 GMT
#28
It's much better to make the pylon at 6.5 or whatever than to wait til later, that's about all I can contribute. I've only played 5-6 games of FPM/ZC in my life but I have some friends who play it a ton very competitively and they say to do that.
He who adores the Beast shall drink of the wrath of God
ProbesAreCute
Profile Joined June 2008
United States21 Posts
June 03 2008 23:15 GMT
#29
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
LosingID8
Profile Blog Joined December 2006
CA10828 Posts
June 03 2008 23:28 GMT
#30
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.
ModeratorResident K-POP Elitist
Raithed
Profile Blog Joined May 2007
China7078 Posts
June 04 2008 00:15 GMT
#31
go 200/200 speed zeals.
intoyourrainbOW
Profile Blog Joined May 2008
United States168 Posts
June 04 2008 00:40 GMT
#32
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.

Show nested quote +
On June 03 2008 20:17 Mada_Jiang wrote:
ZC! no one can beat me in that! simply go zerg and then macrosaurus ^^ you can generate troops faster than they can kill it.


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
LosingID8
Profile Blog Joined December 2006
CA10828 Posts
June 04 2008 00:46 GMT
#33
On June 04 2008 09:40 intoyourrainbOW wrote:
Show nested quote +
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.

On June 03 2008 20:17 Mada_Jiang wrote:
ZC! no one can beat me in that! simply go zerg and then macrosaurus ^^ you can generate troops faster than they can kill it.


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

unless i'm mistaken, upgrading hatches to hives don't give you faster larva spawning rates
ModeratorResident K-POP Elitist
intoyourrainbOW
Profile Blog Joined May 2008
United States168 Posts
June 04 2008 01:26 GMT
#34
On June 04 2008 09:46 LosingID8 wrote:
Show nested quote +
On June 04 2008 09:40 intoyourrainbOW wrote:
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.

On June 03 2008 20:17 Mada_Jiang wrote:
ZC! no one can beat me in that! simply go zerg and then macrosaurus ^^ you can generate troops faster than they can kill it.


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

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
Profile Blog Joined December 2005
United States4790 Posts
June 04 2008 01:27 GMT
#35
On June 04 2008 09:40 intoyourrainbOW wrote:
Show nested quote +
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.

On June 03 2008 20:17 Mada_Jiang wrote:
ZC! no one can beat me in that! simply go zerg and then macrosaurus ^^ you can generate troops faster than they can kill it.


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


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.
Even though this Proleague bullshit has been completely bogus, I really, really, really do not see how Khan can lose this. I swear I will kill myself if they do. - nesix before KHAN lost to eNature
OctoPuSs
Profile Blog Joined May 2004
Canada5279 Posts
June 04 2008 01:42 GMT
#36
Here's my fast expand B.O for ZC Norules

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 .
Depression is just a sarcastic state of mind. Liquid`HerO Fighting!
XtaC_hiryu
Profile Joined November 2004
Philippines125 Posts
June 04 2008 01:48 GMT
#37
36 mutas go for hatch/nex/cc LOL GG
potato and cheese ftw!
intoyourrainbOW
Profile Blog Joined May 2008
United States168 Posts
June 04 2008 02:05 GMT
#38
On June 04 2008 10:27 Mortality wrote:
Show nested quote +
On June 04 2008 09:40 intoyourrainbOW wrote:
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.

On June 03 2008 20:17 Mada_Jiang wrote:
ZC! no one can beat me in that! simply go zerg and then macrosaurus ^^ you can generate troops faster than they can kill it.


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


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
Profile Blog Joined December 2006
Canada469 Posts
June 04 2008 02:41 GMT
#39
zero clutter? no rush? ugg my head hurts. float cc ftw.
Wonders
Profile Blog Joined September 2006
Australia753 Posts
June 04 2008 04:27 GMT
#40
On June 04 2008 11:05 intoyourrainbOW wrote:
Show nested quote +
On June 04 2008 10:27 Mortality wrote:
On June 04 2008 09:40 intoyourrainbOW wrote:
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.

On June 03 2008 20:17 Mada_Jiang wrote:
ZC! no one can beat me in that! simply go zerg and then macrosaurus ^^ you can generate troops faster than they can kill it.


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


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.


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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