The Zerg Cheat Sheet (Tips & Hints) - Page 2
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Fasho
United States11 Posts
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MangoTango
United States3670 Posts
On September 10 2010 06:17 Fasho wrote: When you scout your zerg opponent at 9 and he already has a spawning pool finished this most likely means i can leave the game. lol ![]() | ||
sylverfyre
United States8298 Posts
On September 09 2010 23:18 kyzers0ze wrote: "When you scout your enemy base, and see 5 techlab rax, this most likely means 5rax reaper expo, and you can get roach speed asap and lings to counter the marauders. " i hate helion openings more than reaper openings You don't see 5 raxes or techlabs, you see one. But you DO see Nitro Packs being researched. I love how all these posts are assuming you don't encounter a wall-in, and you can see everything your opponent is doing. Just cause you can't see shit doesn't mean you can't figure shit out. If you scout your terran opponent and encounter a barracks with no addon and 2+ marines, you might want to start being worried about early banshees. | ||
Aex
United States29 Posts
On September 10 2010 06:17 Fasho wrote: When you scout your zerg opponent at 9 and he already has a spawning pool finished this most likely means i can leave the game. Does 6 pool really give that much trouble? Either I've never played someone who was good at 6 pool or maybe that 7 scout vs Zerg is super powerful... | ||
PaladiN_23
84 Posts
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TrialanError
United States41 Posts
If you see an early gas and a barracks but no tech lab, and your scout lives long enough that you see a factory drop down; its most likely a 111 build; opening with hellion harassment. hellion/mara push Which means (or at least for me it works; is to get mutas asap) an lots of lings/spines to defend. | ||
noD
2230 Posts
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chocopan
Japan986 Posts
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