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[D] Cancel Hatchery = 3x3 Creep for 75 minerals - Page 3

Forum Index > StarCraft 2 Strategy
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Xapti
Profile Joined April 2010
Canada2473 Posts
Last Edited: 2010-07-26 18:02:43
July 26 2010 18:02 GMT
#41
I think this is completely useless though overall. Not only is the pool significantly delayed, but when they scout you, they will notice the lack of drones and excess larva, which is enough for them to scout the whole map. Granted, they might logically assume that it's a hatchery being placed down, but any subsequent time once they know about the exploit, they will be prepared for it.

In fact, I'd say that even if they weren't prepared, they'd be fine. People can usually deal with 10 pools with not a lot of losses, and considering that this is a 10 pool speed build, with just massively slower economy... it wouldn't matter of the opponent lost half their worker line, they'd still probably win.
"Then he told me to tell you that he wouldn't piss on you if you were on fire" — "Well, you tell him that I said that I wouldn't piss on him if he was on Jeopardy!"
neobowman
Profile Blog Joined March 2008
Canada3324 Posts
July 26 2010 18:04 GMT
#42
It's definitely creative and will likely see some cheese play involving this, but it has no use instandard play.
Xanrae
Profile Joined March 2008
Belgium53 Posts
July 26 2010 18:11 GMT
#43
Not to hide your pool obviously. The baneling nest. Just let them scout your base for a while and not see one. Then suddenly morph your zerglings and bust in.
SC2Phoenix
Profile Blog Joined June 2009
Canada2814 Posts
July 26 2010 18:23 GMT
#44
Good find although probily not that useful.
Who the fuck has a family of fucking trees? This song is so god damn stupid. Fuck you song, fuck you and your stupid trees. -itmeJP
sikyon
Profile Joined June 2010
Canada1045 Posts
July 26 2010 18:38 GMT
#45
Wow.

I might use this on ZvZ since I play random. Get an early pool (11?) and pump workers and save minerals. Don't spend on that extra overlord. Bring most of the workers into his base just before the pool finishes, pop the hatch and build spine crawlers. Reinforce with lings from your main constantly, and pull drones off your mineral line when you get near max supply so that you don't have to build that ovie (and build more crawlers in his base)

I really think you could pull this off.
Ai52487963
Profile Joined March 2010
United Kingdom136 Posts
July 26 2010 18:49 GMT
#46
On July 27 2010 02:06 sieesch wrote:
its really strong for hiding banelingnest in zvt
14 gas
14 pool
get metabolic
get 2 lings to kill svc
hide banelingnest, terran will scan your main for sure and if there is no baneling nest and no lair coming he feels save and think you got expo
there will be no bunker behind wall and no bigger buldings behind his depot


Seems like kind of a late svc scout huh? I'm usually scouted before my pool finishes so they can see if I expo'd or not. No expo usually means a baneling bust or 1-base roach push.
im a roc
Profile Blog Joined April 2010
United States745 Posts
July 26 2010 18:49 GMT
#47
I'm trying to find some way to apply this because it seems really cool.

I know! All beware the proxy pool rush.
Beware The Proxy Pool Rush
BlasiuS
Profile Blog Joined September 2007
United States2405 Posts
Last Edited: 2010-07-26 18:53:19
July 26 2010 18:53 GMT
#48
On July 27 2010 02:06 sieesch wrote:
its really strong for hiding banelingnest in zvt
14 gas
14 pool
get metabolic
get 2 lings to kill svc
hide banelingnest, terran will scan your main for sure and if there is no baneling nest and no lair coming he feels save and think you got expo
there will be no bunker behind wall and no bigger buldings behind his depot


again, if terran scans your base, and sees 1-base w/gas but no lair, what is he going to assume? Roaches or banelings, and he will get more defense either way.
next week on Everybody Loves HypnoToad:
Johnny_Vegas
Profile Joined December 2007
United States239 Posts
July 26 2010 18:57 GMT
#49
How about this as a counter to a Protoss fast expand on Blistering Sands or Lost Temple...

Protoss often will do the Gateway + Forge with cannons one space behind so that it is roach and zergling proof, but also walling themself in their base. So you take two drones, one cancels a hatch right outside their wallin, the other makes a spine crawler. The spine crawler will eventually die from lack of creep, but not before weakening or killing the forge. One spine crawler hurts buildings about as fast as two roaches do. Meanwhile you do a standard roach rush (or baneling rush) to help bust the wall once the spine has gotten the forge down into the red.

Essentially it is a standard roach rush with the added cost of 2 drones not mining (you get 1 back) and a spine crawler that ends up costing you 175 mins (100 for spine + 75 for canceled hatch).

I had been thinking about a proxy hatch/spine crawler build to counter fast expanding protoss that wallin in this manner, but this canceled hatch idea is much cheaper/faster.

The only thing I am unsure of is how fast spine crawlers die when not on creep (might be 2 damage per second?). A great follow up to this strat might be getting lair quickly and spewing creep on the spine(s) before it dies.
battlereports.com (co-founder/developer), Nohunters Discussion Forum operator
DoubleZee
Profile Joined July 2010
Canada556 Posts
July 26 2010 19:45 GMT
#50
The only way I see this being helpful is when you have to cancel a FE due to a rush. Dropping a creep tumor right after you cancel a FE would help defend the area more easily during/after the rush is fended off.
Just think of how stupid the average person is, and then realize half of them are even stupider!
uberdeluxe
Profile Joined June 2009
Canada306 Posts
July 26 2010 19:49 GMT
#51
sorry, but this is useless. Once the creep dissipates, as it will in SC2, your building will lose hp gradually and die.
No mules, no collosi, no PFs, just LOVE!
Diks
Profile Joined January 2010
Belgium1880 Posts
July 26 2010 19:53 GMT
#52
On July 27 2010 04:49 uberdeluxe wrote:
sorry, but this is useless. Once the creep dissipates, as it will in SC2, your building will lose hp gradually and die.


yeah i don't know how they could write 3 pages without notifying this...

Doesn't your "hidden tech" just die because of creep dissipating ?

btw very good find to delay a natural
P00RKID
Profile Joined December 2009
United States424 Posts
Last Edited: 2010-07-26 20:08:21
July 26 2010 19:58 GMT
#53
I started a topic about this a few months back. Trying to bust a non-expansion wall is hard and risky to do with this. But if they are doing an early expand, using the proxy creep and spine crawler technique has a little more weight.

This technique doesn't even have to be used except in rare circumstances, where it could save you if you know about it.

In the Razer KotB IdrA vs Tester on LT game...
+ Show Spoiler +

http://day9tv.blip.tv/file/3903298/
If IdrA had seen that type of cannon cheese before, he could have use a proxy spine crawler at the front of his ramp. Since he was already going pool first, all he had to do was delay the queen, get 300 minerals, and place a proxy spine crawler at his own ramp, then continue with getting the queen.

This would have put IdrA a little behind in the normal sense, but not compared to the opening Tester did, and not compared to waiting for your first queen's SECOND 25 energy + waiting for the creep to spread.

I'm not even sure IdrA knows about the hatchery cancel, and probably would think of something else to do anyway, but I think this would have helped him as he could have exited his base much sooner.

Edit - Just rewatched that game, and when idra sent 2 drones to expand, he was almost at 300 min, and his pool had just finished. He could have started the hatchery cancel right then and got the crawler up and going , and start his queen right after delaying it maybe only 2-3 seconds, but getting out of his base a whole 2-3 MINUTES sooner.
"Does your butt hurt? 'cause you fell from heaven once the cast was over?" Artosis
0xDEADFISH
Profile Joined July 2010
United States10 Posts
July 26 2010 20:01 GMT
#54
On July 27 2010 04:49 uberdeluxe wrote:
sorry, but this is useless. Once the creep dissipates, as it will in SC2, your building will lose hp gradually and die.


You seriously don't understand the point. We know that buildings die off creep...

So OP had a good idea, but presented it a bit off:

You don't hide a spawning pool on a 3x3 creep patch. That's useless. It'll die unless you get a tumor there.

That being said, what you DO is hide a baneling nest / roach warren somewhere. This is viable, it's an all-in cheesy kinda play, plus you need to get to lair for overlord creep spitting.

Here's how I see a possible play go:
Go standard 13 gas/13 pool, first 100 gas speed. Next 50 gas, do the cancel/build a baneling nest somewhere where an overlord is. They're going to scout you, see no lair. It's still okay because first 100 went into speed. They know that.

Next 125 -> banelings, then get your lair ASAP. Obviously hide your banelings well. At this point, if they scan/scout, it's GG for terran (assuming you're busting a terran). He see's the lair going up, doesn't know how long it's been going for. He's going to assume some sort of 1 base muta play, and that's when you bust him.




Other good ideas already presented:
Stopping a terran from completing a wall, but this seems kinda risky.
"Dead fish smell."
figq
Profile Blog Joined May 2010
12519 Posts
Last Edited: 2010-07-26 20:15:43
July 26 2010 20:13 GMT
#55
I prefer actually building the hatchery and use it as double gate combat production at his door. But canceling is also fun and useful. You cancel it two times, and you get 2 crawlers, which will stay alive for some time, and then you could uproot and save them. Unfortunately it doesn't seem possible to build them next to each other. So if the ramp is 2 (x2) or 3 (x2) tiles wide, to block it using rooted(R) and uprooted(U) crawlers, you should make configurations like:
RU
RUR , i.e. you can't have RR next to each other with this method (off creep). I prefer fully built hatchery, because its HPs are cheaper for tanking shots, and it blocks longer; plus it spreads quite a lot of creep, and you could get a queen right there in place (not moving it across the map) and extend the creep. By the time he deals with all this, you could have expanded already (normally) and still be ahead.
If you stand next to my head, you can hear the ocean. - Day[9]
uberdeluxe
Profile Joined June 2009
Canada306 Posts
July 26 2010 20:15 GMT
#56
On July 27 2010 05:01 0xDEADFISH wrote:
Show nested quote +
On July 27 2010 04:49 uberdeluxe wrote:
sorry, but this is useless. Once the creep dissipates, as it will in SC2, your building will lose hp gradually and die.


You seriously don't understand the point. We know that buildings die off creep...

So OP had a good idea, but presented it a bit off:

You don't hide a spawning pool on a 3x3 creep patch. That's useless. It'll die unless you get a tumor there.

That being said, what you DO is hide a baneling nest / roach warren somewhere. This is viable, it's an all-in cheesy kinda play, plus you need to get to lair for overlord creep spitting.

Here's how I see a possible play go:
Go standard 13 gas/13 pool, first 100 gas speed. Next 50 gas, do the cancel/build a baneling nest somewhere where an overlord is. They're going to scout you, see no lair. It's still okay because first 100 went into speed. They know that.

Next 125 -> banelings, then get your lair ASAP. Obviously hide your banelings well. At this point, if they scan/scout, it's GG for terran (assuming you're busting a terran). He see's the lair going up, doesn't know how long it's been going for. He's going to assume some sort of 1 base muta play, and that's when you bust him.




Other good ideas already presented:
Stopping a terran from completing a wall, but this seems kinda risky.


IMO, that's the only thing it's viable for. Since the creep will go away rather quickly, you will be loosing hp of the building a while before it's done, and they die atleast as fast as flaming terran buildings. If you save 200+ gas to make a bunch of banelings, hoping you'll win immediately, you can do this. However, if you want to high buildings this early in the game, just get a few lings to block your ramp. If you'r doing a cheesy all-in you'll have lings in all likelihood anyway. You need to remember that all you're gaining is a decreased chance that your opponent will see the building, and what you loose is... the building.
No mules, no collosi, no PFs, just LOVE!
fdsdfg
Profile Blog Joined February 2010
United States1251 Posts
July 26 2010 20:19 GMT
#57
Hmm.. what if you were to do the following:

-Scouting drone builds hatchery to interrupt Terran's wall
-Cancels, quickly builds Spine crawler on remaining creep (still interrupting Terran's wall)
-Comes in with Zerglings and either coordinates with Spine crawler dying (to marines most likely) to enter the base, or uproots the crawler and moves in the lings.

I wonder if the timing for all that would work out.. and how many lings you could get there by that time.
aka Siyko
LancerStarcraft
Profile Joined July 2010
United States235 Posts
July 26 2010 20:47 GMT
#58
It seems like this tactic would have pretty low usability in an actual games. The one application that I think would be really useful would be to cancel a hatch at the opponents natural and build a creep tumor there to delay and expansion. Terrans could scan the CT though, so is would seem to only be a good idea against protoss, since they would need to get an observer to clear the creep out.

Still, its a nice tactic to keep in mind.
"Buy a ward. Stop a gank. Save a life."
P00RKID
Profile Joined December 2009
United States424 Posts
July 26 2010 20:47 GMT
#59
Using a hatchery to stop their wall would be ludicrous. The timing doesn't work out at all. Going pool first, you can't do it in time, and going hatch first, your pool won't be done in time to get any sort of advantage. All teran has to do is get a bunker and make reapers. Reapers can kill the building off fast, AND punish you for getting a late pool.
"Does your butt hurt? 'cause you fell from heaven once the cast was over?" Artosis
fdsdfg
Profile Blog Joined February 2010
United States1251 Posts
July 26 2010 20:51 GMT
#60
On July 27 2010 05:47 P00RKID wrote:
Using a hatchery to stop their wall would be ludicrous. The timing doesn't work out at all. Going pool first, you can't do it in time, and going hatch first, your pool won't be done in time to get any sort of advantage. All teran has to do is get a bunker and make reapers. Reapers can kill the building off fast, AND punish you for getting a late pool.


Yeah, that's true, I forgot the hatch costs 300 even though you only really 'spend' 75.
aka Siyko
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