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Liquipedia discusses rules of thumb for placing 1,2, or 3 cannons for earliest stages of FE, but going forward, I become rather lost.
Specifically, I'd like to know what I need to defend against the following all-ins.
For example, how many cannons should I leave at my natural if I'm scouting a: 2 Hatch hydra all-in... On an open-nat map like Python? Do I have to leave fewer on destination, God's garden, coliseum, (other maps with defendable nats)?
2 Hatch muta all-in... (natural AND main, with 1 corsair and another popping.) If I have sight above my min line? If I don't (i.e. medusa)?
And overall questions: If I have X zealots how many Y fewer cannons can I build? What if my +1 attack is finishing? What kind of micro principles apply to these zealots/cannons?
Thanks, and sorry if I seem incredibly stupid.
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hydra all in idk maybe like 6-7(depends on placement) Gods garden is like Python so maybe 5-6 but Destination I think you need alot more from my experience
2 hatch muta all-in 3 cannons and build sairs +1 air weapons, medusa doesnt matter because corsairs wil lgive vision
how about a nice little rule of the thumb, 1 zealot 1 cannon ratio what about +1 attack finishing? Zealots stall until speed for more cannons to warp in
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On August 07 2009 09:00 Racenilatr wrote: hydra all in idk maybe like 6-7(depends on placement) Gods garden is like Python so maybe 5-6 but Destination I think you need alot more from my experience
2 hatch muta all-in 3 cannons and build sairs +1 air weapons, medusa doesnt matter because corsairs wil lgive vision
how about a nice little rule of the thumb, 1 zealot 1 cannon ratio what about +1 attack finishing? Zealots stall until speed for more cannons to warp in
Why would you need more on destination? You have bridges. 6-7 Sounds about right though. Thanks!
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This is just my horrible experience, the natural in Destination is pretty large so your initial two cannons are pretty useless if the hydras walk thru the farther bridge, build up, and push in so you need to keep your WHOLE natural secure AND prevent hydras from crossing bridge and forming up on other half
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On August 07 2009 09:09 Racenilatr wrote: This is just my horrible experience, the natural in Destination is pretty large so your initial two cannons are pretty useless if the hydras walk thru the farther bridge, build up, and push in so you need to keep your WHOLE natural secure AND prevent hydras from crossing bridge and forming up on other half nah~ 4-5 zlots and 4-5 cannons is enough to hold off up to 12 hydras. The bridges to a great job of funneling the hydras. Get 2 cannons covering the bridge closest to your ramp and place 3-4 cannons near your gas.
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United States43808 Posts
On August 07 2009 09:09 Racenilatr wrote: This is just my horrible experience, the natural in Destination is pretty large so your initial two cannons are pretty useless if the hydras walk thru the farther bridge, build up, and push in so you need to keep your WHOLE natural secure AND prevent hydras from crossing bridge and forming up on other half Yeah, on desti (particularly at 6) you need to hold at the bridges but your first 2 cannons won't be there. You need to just discount those two and make a new defensive line. Sucks but it's better than having them group on your side of the bridges and snipe a single cannon, back off then repeat. Remember cannons aren't like units, you can't build them then bring them to the front line. Once he starts chewing through your cannons you have to build them behind existing ones and there is no room to retreat on desti.
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How many cannons for 3 hatch lings? I continually die to this.
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On August 07 2009 13:27 Nevuk wrote: How many cannons for 3 hatch lings? I continually die to this.
VS 3 hatch all in lings you only need like 4. Also vs 2 hatch all in hydra probably around 6-7. Keep pumping zeal because they absorb damage very well. And don't be afraid vs lings or hydra to bring all you probes off your nat to defend. Even if you leave them off for a bit, if you can defend the attack you are pretty far ahead. Also it really depends on the placement of your cannons. If you have 2 in front and 4 further behind, the 2 in front will get raped. You have to have really good placement to stop most all in builds.
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yeah seriously make sure you pull probes esp vs lings split them up right click 6 of them on each cannon gg
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On August 07 2009 13:27 Nevuk wrote: How many cannons for 3 hatch lings? I continually die to this.
4 cannons, a good building placement, all of your natural probes, good scouting, and a zealot or two if you get them in time.
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