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On November 05 2011 04:18 sgtjimmy wrote: Every single one of my ZvP's on tal'darim usually begin with the toss FFE. Usually I'm fine with this, except for the fact that it is tal'darim, and this means no quick third. So, I'm just confined on my 2 base verse his 2 base and i usually lose to any sort of gateway pushes or i end up taking a third relatively late compared to when i should be, i feel like he can just spam units at my 2 base and win, so until i find a decent build, or anything to do on tal'darim i have the map vetoed out, any help?
If you don't want to take the fast 3rd base, because it's to far away, you could try hydras on two bases. Either a nydus directly in the main or near the natural of your opponent. I saw Losira and Idra doing it several times, but I can't give you exact time /numbers/gas count. So you'll have to watch a rep. or do some testing.
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When doing a 14p 16h, what is the correct response to a non scouted proxy 2 gate with no larva, no extractor, 2 lings, the queen and the possibility to cancel the hatch ?
I just don't encouneter it often enough to figure itout by myself. Is it possible to survive without cancelling the hatch ? How many spines should be made, should the drones be pulled, if a roach warren is necessary when should it be started ?
Should I made 4lings instead of 2 ? Shoud I keep 2 larva just in case oftheproxy ?
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I see a lot of people like IdrA using the 5,6,7,8,9,0 for Queens. How do they check on their larva injects? They relay on feeling or just the thing that pops up at the left side of the screen? Because I don't understand how they can tap with this hotkey setup.
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Hey guys.. I'm now having trouble with timing pushes from terran after hellion expand? Can someone tell me what to do in this situations, currently very frustrated with myself. Here are the replays.
http://drop.sc/53120 http://drop.sc/53121 http://drop.sc/53122
Hope someone could teach me how to defend this kinds of timing pushes. and basically everything that I did wrong in those games. Thanks!
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On November 05 2011 08:13 nicke10 wrote: I see a lot of people like IdrA using the 5,6,7,8,9,0 for Queens. How do they check on their larva injects? They relay on feeling or just the thing that pops up at the left side of the screen? Because I don't understand how they can tap with this hotkey setup.
I don't use this setup .....but I guess if you are hitting your injects perfect you could go by queen energy
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On November 05 2011 08:13 nicke10 wrote: I see a lot of people like IdrA using the 5,6,7,8,9,0 for Queens. How do they check on their larva injects? They relay on feeling or just the thing that pops up at the left side of the screen? Because I don't understand how they can tap with this hotkey setup.
that is actually a customized hotkey setup, so like "5" might not actually be the button "5", it could be reassigned to the tab button. it's not energy efficient to stretch all the way to 0 unless the numbers are backwards. which would be weird.
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On November 05 2011 04:54 Elean wrote: When doing a 14p 16h, what is the correct response to a non scouted proxy 2 gate with no larva, no extractor, 2 lings, the queen and the possibility to cancel the hatch ?
I just don't encouneter it often enough to figure itout by myself. Is it possible to survive without cancelling the hatch ? How many spines should be made, should the drones be pulled, if a roach warren is necessary when should it be started ?
Should I made 4lings instead of 2 ? Shoud I keep 2 larva just in case oftheproxy ?
if you havent scouted it and you don't know where it is, it is very very hard to hold off. basically what you'd try to do is match his food supply of zealots with lings if that happens, four lings are very ineffective against more than one zealot, but you wouldn't have the larva to do so anyway if you've been droning. there's really not much you can do, drones are terrible against zealots and you do not want to engage them in that way. you could use your drones to surround your queen to protect her, but queens kill zealots very slowly. if you manage to get a spine before he gets more than four zealots, you might have a chance. unless the toss is a complete idiot and doesn't attack with his zealots, you need to cancel your expo because you need those minerals for a spine and lings. but again, always be sure to place your overlords well and scout your base and the proximity. common sense really, when you scout your opponent and feel something weird is going on, look for what's going on so you can prepare properly. roaches come out way too slowly before the first two zealots, you wouldn't be able to use them at all. unless it's taldarim and he scouts your base position last and attempts it, your expo would be up, youd have two queens long before the gateways are done, roach warren done in time if you don't get an early third, and it's basically just a herp derp game. main thing is, scout! and you'll never encounter it.
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What build should I take if I wanted to do a dedicated ling/bling all-in in ZvZ. I want to have 13 drones after the baneling nest. So which build gives me the fastest speed, banelings and most lings? Because I feel like I'm wasting precious seconds when doing 14/14.
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On November 05 2011 19:08 Baseic wrote: What build should I take if I wanted to do a dedicated ling/bling all-in in ZvZ. I want to have 13 drones after the baneling nest. So which build gives me the fastest speed, banelings and most lings? Because I feel like I'm wasting precious seconds when doing 14/14.
Er your best bet is 10 pool baneling if you want fastest. But to have 13 drones might as well 14/14 or 13/13 I guess.
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On November 05 2011 08:47 ToguRo wrote:Show nested quote +On November 05 2011 08:13 nicke10 wrote: I see a lot of people like IdrA using the 5,6,7,8,9,0 for Queens. How do they check on their larva injects? They relay on feeling or just the thing that pops up at the left side of the screen? Because I don't understand how they can tap with this hotkey setup. I don't use this setup .....but I guess if you are hitting your injects perfect you could go by queen energy Well, you'll notice when the larvae pop because your larvae counts ramps up incredibly: After that, you go 55v66v77v88v99v and inject everywhere, using your hotkey to center on the queen/hatch and vomit very quickly.
Compare it to, if you use screen hotkeys, for example:
6 (Queens) F1 v F2 v F3 v F4 v F5 v, now you injected hatches 1/2/3/4/5. But instead of screen keys, use seperate queens.
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On November 05 2011 04:54 Elean wrote: When doing a 14p 16h, what is the correct response to a non scouted proxy 2 gate with no larva, no extractor, 2 lings, the queen and the possibility to cancel the hatch ?
I just don't encouneter it often enough to figure itout by myself. Is it possible to survive without cancelling the hatch ? How many spines should be made, should the drones be pulled, if a roach warren is necessary when should it be started ?
Should I made 4lings instead of 2 ? Shoud I keep 2 larva just in case oftheproxy ?
The correct response to a proxy two gate when you scout it is to cancel hatch, build three spines in your main, mass lings and counter (you don't have time to wait for roach warren, and lings only are quite unefficient against zealots). Doing that, you should easy win. if not on the first counter, then go on the game as usual, you are ahead. Just expect some kind of cheesy second try from protoss, like dts or void, as he will have to stay on one base.
Then if you don't scout proxy two gates on time, you are basically lost... I would try putting down the spines and make him run while spines are being built...
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On November 05 2011 08:19 Mokss wrote:Hey guys.. I'm now having trouble with timing pushes from terran after hellion expand? Can someone tell me what to do in this situations, currently very frustrated with myself. Here are the replays. http://drop.sc/53120http://drop.sc/53121http://drop.sc/53122Hope someone could teach me how to defend this kinds of timing pushes.  and basically everything that I did wrong in those games. Thanks!
Please guys anyone? (
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if u speedling expand and they 1gate fe when should u pressure if at all?
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On November 06 2011 04:37 MageWarden wrote: if u speedling expand and they 1gate fe when should u pressure if at all?
In some replays I watched where the toss 1 Gate Fe'd, the zerg would mass lings at 6 minutes then do a big ol' attack at 7 minutes, droning behind it.
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On November 05 2011 11:18 TangFish wrote:Show nested quote +On November 05 2011 08:13 nicke10 wrote: I see a lot of people like IdrA using the 5,6,7,8,9,0 for Queens. How do they check on their larva injects? They relay on feeling or just the thing that pops up at the left side of the screen? Because I don't understand how they can tap with this hotkey setup. that is actually a customized hotkey setup, so like "5" might not actually be the button "5", it could be reassigned to the tab button. it's not energy efficient to stretch all the way to 0  unless the numbers are backwards. which would be weird.
Who the fucks hold his hands still and stretches to 0? You MOVE your hand then MOVE it back. It's not hard.
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On November 06 2011 04:39 Catgroove wrote:Show nested quote +On November 05 2011 11:18 TangFish wrote:On November 05 2011 08:13 nicke10 wrote: I see a lot of people like IdrA using the 5,6,7,8,9,0 for Queens. How do they check on their larva injects? They relay on feeling or just the thing that pops up at the left side of the screen? Because I don't understand how they can tap with this hotkey setup. that is actually a customized hotkey setup, so like "5" might not actually be the button "5", it could be reassigned to the tab button. it's not energy efficient to stretch all the way to 0  unless the numbers are backwards. which would be weird. Who the fucks hold his hands still and stretches to 0? You MOVE your hand then MOVE it back. It's not hard.
...yeah...moving your hand to 0 may not be hard...but it's certainly not energy efficient if there is a key closer that can be utilized, which would be the case in TangFish's post...
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On November 06 2011 04:39 Catgroove wrote:Show nested quote +On November 05 2011 11:18 TangFish wrote:On November 05 2011 08:13 nicke10 wrote: I see a lot of people like IdrA using the 5,6,7,8,9,0 for Queens. How do they check on their larva injects? They relay on feeling or just the thing that pops up at the left side of the screen? Because I don't understand how they can tap with this hotkey setup. that is actually a customized hotkey setup, so like "5" might not actually be the button "5", it could be reassigned to the tab button. it's not energy efficient to stretch all the way to 0  unless the numbers are backwards. which would be weird. Who the fucks hold his hands still and stretches to 0? You MOVE your hand then MOVE it back. It's not hard. I can stretch to 9 rather comfortably on a Razer Blackwidow. Though my hands are freakishly large.
Anyhow. I am a Platinum Zerg, currently making my grand push towards Diamond (I face top 25 Dia ~70% of the time, else rank 4+ plat or mid dia)
The problem I have had recently is on the infamous Xel'Naga Caverns, and concerns hellions. Every single terran I face there, goes hellion harass into marine tank push into expand, should the push not kill me. Now, the marine tank push on other maps is something I am very comfortable dealing with, I am quite familiar with the timings, when to scout etc.
My problem though is the hellions! The natural is -so- wide. On most other maps, I can sim city with an evo and 2 spines and be OK with it. On Xel'Naga though, this is not enough to save both my natural and my main. I try to block the ramp with queens, but then they simply manage to sneak into the back of my natural, and roast drones.
Should I pull all my drones to my main? More spines? Should I make roaches? If so, is there a specific timing to aim for? At the moment I try to aim for as early speedlings as possible, but when hellion numbers go past 4 I find it very hard dealing with still, because of the wideness of the nat, and multiple entrances. And I'd prefer to not go for the roach bust or similar hyperagressive builds, as it feels very all-inny which I prefer to avoid early on.
I tried skimming the thread, but sadly I haven't been able to find anything recent (likely me being a blind tool, though.)
Thanks in advance!
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Guys, Ive got a Razer Spectre mouse , can anyone tell me how to configure macro keys for the same please? really appreciate your help
@Mokss - Saw the 1st replay, you did hold off that bunker very well and reacted well with 2 spines for helions..you shd have a ling outside his base at all times to know what is the next push thats coming- u either u needed blings or roaches I guess to hold that off - but honestly he just played very well even I would have lost
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On November 06 2011 05:03 Elem wrote:Show nested quote +On November 06 2011 04:39 Catgroove wrote:On November 05 2011 11:18 TangFish wrote:On November 05 2011 08:13 nicke10 wrote: I see a lot of people like IdrA using the 5,6,7,8,9,0 for Queens. How do they check on their larva injects? They relay on feeling or just the thing that pops up at the left side of the screen? Because I don't understand how they can tap with this hotkey setup. that is actually a customized hotkey setup, so like "5" might not actually be the button "5", it could be reassigned to the tab button. it's not energy efficient to stretch all the way to 0  unless the numbers are backwards. which would be weird. Who the fucks hold his hands still and stretches to 0? You MOVE your hand then MOVE it back. It's not hard. I can stretch to 9 rather comfortably on a Razer Blackwidow. Though my hands are freakishly large. Anyhow. I am a Platinum Zerg, currently making my grand push towards Diamond (I face top 25 Dia ~70% of the time, else rank 4+ plat or mid dia) The problem I have had recently is on the infamous Xel'Naga Caverns, and concerns hellions. Every single terran I face there, goes hellion harass into marine tank push into expand, should the push not kill me. Now, the marine tank push on other maps is something I am very comfortable dealing with, I am quite familiar with the timings, when to scout etc. My problem though is the hellions! The natural is -so- wide. On most other maps, I can sim city with an evo and 2 spines and be OK with it. On Xel'Naga though, this is not enough to save both my natural and my main. I try to block the ramp with queens, but then they simply manage to sneak into the back of my natural, and roast drones. Should I pull all my drones to my main? More spines? Should I make roaches? If so, is there a specific timing to aim for? At the moment I try to aim for as early speedlings as possible, but when hellion numbers go past 4 I find it very hard dealing with still, because of the wideness of the nat, and multiple entrances. And I'd prefer to not go for the roach bust or similar hyperagressive builds, as it feels very all-inny which I prefer to avoid early on. I tried skimming the thread, but sadly I haven't been able to find anything recent (likely me being a blind tool, though.) Thanks in advance!
I like using a hatchery at the bottom of the ramp, spine+queen between that and the natural hatch, 2nd spine on the far corner with an evo chamber behind the minerals. If you know the hellions are coming you can use queens to block spaces as wide as a single ramp. Another option is 3-4 queens total with one spine, aggressively pushing creep wherever possible, using queens and speedlings on creep to fight the hellions. Some hellion pressure is designed to just limit creep spread, so be ready to cancel tumors if you're spreading them without cover from a spine or part of your army. If it's lots of blue-flame or double-reactored hellions I think you need to have scouted it and gone for roaches before he hits though. As emergency measures (like a push before spire finishes maybe) you can throw up a hellion-tight wall of evo chambers and spines, since hellions alone are pretty bad at destroying buildings.
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On November 05 2011 20:23 Mokss wrote:Show nested quote +On November 05 2011 08:19 Mokss wrote:Hey guys.. I'm now having trouble with timing pushes from terran after hellion expand? Can someone tell me what to do in this situations, currently very frustrated with myself. Here are the replays. http://drop.sc/53120http://drop.sc/53121http://drop.sc/53122Hope someone could teach me how to defend this kinds of timing pushes.  and basically everything that I did wrong in those games. Thanks! Please guys anyone?  (
Game 1 - You did an ok job of defending the initial harass (no reason to let that bunker go up), but you panicked when he showed up at your doorstep and threw away 20+ lings for basically nothing. Your creep spread was poor and you allowed him to seige up right in front of your nat too. You also didn't throw down a spire at all, it may seem like a hard thing to do when the terran is sending waves at you, but you have to get mutas eventually or he will reach that critical tank mass where all your lings just die. You had 1000 gas floating at the end of the game too, even 700 of that invested into spire + mutas makes the terran play alot less aggressive.
Game 2 - Just straight up bad macro. You lose no drones to the harass but you end up floating ~10 larva for more than a minute around the 7 min mark. I know with hellions roaming around outside your base it can be nerve racking to pump drones but you must do it. Pump half drones and half lings at the bare minimum. You're also banking 1000+ mins at the 9 minute mark -_- lair was also very late and you had no baneling speed or mutas for his standard rine / tank push. 99 % of the time when that happens, you've lost the game.
Game 3 - Never scouted the hellion opening. As a result you weren't prepared enough and they slipped into your main and killed a ton of drones. You're playing from far behind at this point against mules. You get supply blocked for a solid minute at 60 supply and were floating 1500 mins. That shit hurts bad. You come back to take an economic lead with a large roach army, but you attack into a pf supported by siege tanks and threw your lead away. Never even made an attempt to get brood lords, the ultimate mech killer. Would have like to see nydus play as opposed to running roaches into siege lines. You cannot engage the mech ball directly, instead you must counterattack to buy time to get out brood lords which ultimately break the tank lines.
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