On October 13 2010 06:25 mumming wrote:
but why 10 overlord?
but why 10 overlord?
i believe you should do the extractor trick with this build but im not entirely sure about that you'll have to ask Cool himself :D
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StormX
54 Posts
On October 13 2010 06:25 mumming wrote: but why 10 overlord? i believe you should do the extractor trick with this build but im not entirely sure about that you'll have to ask Cool himself :D | ||
kidd
United States2848 Posts
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GinDo
3327 Posts
On October 13 2010 06:53 Intr3pid wrote: why not 9 overlord? If you go 10 overlord when the over lord pops out you'll have exactly 3 larvae. this was commonly done in BW. | ||
Reborn8u
United States1761 Posts
I've actually played vs this (or something similar) quite a bit and it is a real headache. Problem is it gets pretty scary because of how many lings a Zerg can suddenly spit out if they see you went to much economy and don't have enough cannons and zlots. The only good response I've found is a BW style FE or a solid timing push right as the first few mutas pop. (You do damage before he can get his muta count up) I love PvZ though and the narrow timings that this match provides with 3 hatch muta/ling vs FE toss is very exciting and back and fourth. Many times resulting in a "who teched better" faceoff. | ||
hadoken5
Canada519 Posts
On October 13 2010 07:08 Raiden X wrote: OMG i've been trying to tell people to go 3 hatch like in BW, but they never believe me. "HAHAHA third base is too risky you noob" -Doubter Person Thanks for the Article TL can't wait to watch the replays ![]() P.S. Im hoping for a Korean to make TvP Mech viable ![]() ![]() ![]() ![]() ![]() ![]() The build is about a third IN-BASE hatchery, I also don't see why you wouldn't want to expand, Perhaps you are building production power first and a somewhat stable economy first, then you expand once you obtain map control with your lings. | ||
GinDo
3327 Posts
On October 13 2010 08:50 ionlyplayPROtoss wrote: muta ling is complete garbage tho... Ionlyplayprotoss with a terran logo and stating that Muta ling is crap because he's a zerg player and should know? Hey guys we have a mystery on our hands!!! Muta ling is great against Protoss | ||
GinDo
3327 Posts
On October 13 2010 11:04 hadoken5 wrote: Show nested quote + On October 13 2010 07:08 Raiden X wrote: OMG i've been trying to tell people to go 3 hatch like in BW, but they never believe me. "HAHAHA third base is too risky you noob" -Doubter Person Thanks for the Article TL can't wait to watch the replays ![]() P.S. Im hoping for a Korean to make TvP Mech viable ![]() ![]() ![]() ![]() ![]() ![]() The build is about a third IN-BASE hatchery, I also don't see why you wouldn't want to expand, Perhaps you are building production power first and a somewhat stable economy first, then you expand once you obtain map control with your lings. Thats what i was referring to. Plus the article advocates a fast ACTUAL third after the initial 3. | ||
StimCraft
United States144 Posts
On October 13 2010 07:36 Sozeles wrote: Can someone with the know-how tell us a little about the choice for a 10 overlord as opposed to what I (from reading TL) perceived as the "scientifically proven" 9 overlord? 9 overlord is for larvae production but is pretty minimal and not even worth talking about below mid-diamond level (probably higher to be honest). do either. 3 hatch muta/ling is my fav build against toss. already do this but with faster mutas and later 2nd hatch (not that much later...and 4 gas is more important than extra minerals). but ill look into the timings of this particular build. TL staff probably did math on this. i can already say, you need to make sure he isnt voiding bc this is weaker to voids than faster spire...but more lings with extra minerals probably accounts for that. it's dangerous having too cut-and-dry builds with zerg, and appreciate TL staff's hesitation and research. we love you | ||
DrakanSilva
Chile932 Posts
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eNtitY~
United States1293 Posts
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Mykill
Canada3402 Posts
so zergs try it ![]() | ||
ZayiN
United States9 Posts
On October 13 2010 12:14 eNtitY~ wrote: Am I reading it wrong or do you really double hatch at 15? Your reading it wrong. Hatch[2] means second hatch, not 2 hatcheries. That would be written as 2x Hatch | ||
MaxField
United States2386 Posts
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eMM
Australia34 Posts
You technically prevent any sort of rushing to muta tech which 1 base and even 2 base mutas provide you with. If you dont get pressured while teching to muta.. 1/2 base play would give you a huge advantage, and gettin the muta early.. means more time for you to control their economy. However, if you are up against a more aggressive player who pushes you early on, the extra hatch would be good for providing that extra larvae for unit production to fend off attacks This is a great reactionary build order from a zerg. Once you get 3 bases working...its when the zerg population booms!! | ||
hox
United States59 Posts
Also this may just be me, but I swear I've heard "explosive mid-game" used to describe a build like 10 times today =P | ||
PatouPower
Canada1119 Posts
On October 13 2010 06:25 mumming wrote: but why 10 overlord? It's a personal preference after all, but players some players like fruitdealer prefer this. | ||
jarek.exe
Poland60 Posts
Im sorry to say, but this build is simply crap. It only works against terran, definitely not against protoss. Of course it will work against protoss who is making a standard 1 gate-cyber build. But come on... a strategy has to be prepared for most builds, not only for one. | ||
Gooey
United States944 Posts
On October 13 2010 15:02 jarek.exe wrote: How do you stop canon rush in natural behind minerals with that build? And how do you defend against 4 warp gate push with a lot of sentry (FF own zerglings). How do you defend against fast double gate? Im sorry to say, but this build is simply crap. It only works against terran, definitely not against protoss. Of course it will work against protoss who is making a standard 1 gate-cyber build. But come on... a strategy has to be prepared for most builds, not only for one. Don't think of the build as having to go strictly by these food counts and timings. The basic idea is to get to a point where you know you want to go a muta/ling build versus the protoss. At some point in your game, you want to be at 2 in-base hatcheries with your natural taken, getting ready to secure your 3rd base. Now how you get there can totally be flexible to adapt to the game. Like a lot of people said, doing the 10 overlord gives you enough time to scout the double 10 gate or fast forge, for instance, and your pool can be sooner. Don't think that you have to see double 10 gate and go "oh, well I just know food counts and have to build my pool on 14 after my 15 hatch or it wont work". It's a general plan, not a list. If you send an overlord in at about 5 minutes or so or poke up with a ling and see four gateways or lots of units, then put some D up and get ready. It is O.K. to deviate from the exact build order as posted, so long as you stick to the general plan of having the 3 hatch on 2 base with a muta/ling combo, and then controlling the map secure your 3rd. It is a solid plan, thumbs up for posting on this. | ||
jarek.exe
Poland60 Posts
At least put some comments. Strategy itself is ok, I almost always go mutaling vs P, but not like that. As I've too often was losing expnsion to cannons or 2gate. What about 4 warp gate push? Mutalisks wont be on the filed and mass zerglings (especially on maps with back door where u cant spine up) are getting owned. Im still of the opinion that this strategy is appalling. | ||
CurLy[]
United States759 Posts
On October 13 2010 15:02 jarek.exe wrote: How do you stop canon rush in natural behind minerals with that build? And how do you defend against 4 warp gate push with a lot of sentry (FF own zerglings). How do you defend against fast double gate? Im sorry to say, but this build is simply crap. It only works against terran, definitely not against protoss. Of course it will work against protoss who is making a standard 1 gate-cyber build. But come on... a strategy has to be prepared for most builds, not only for one. 1 gate cyber is pretty standard since the zealot nerf. If he 2 gates abandon and go roaches, Any cannon play is going to be annoying no matter what build you go, 4 gate push you probly don't want to use the build so you do something else. This is probably the best build vs toss, mutas are a bitch | ||
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