• Log InLog In
  • Register
Liquid`
Team Liquid Liquipedia
EDT 18:08
CEST 00:08
KST 07:08
  • Home
  • Forum
  • Calendar
  • Streams
  • Liquipedia
  • Features
  • Store
  • EPT
  • TL+
  • StarCraft 2
  • Brood War
  • Smash
  • Heroes
  • Counter-Strike
  • Overwatch
  • Liquibet
  • Fantasy StarCraft
  • TLPD
  • StarCraft 2
  • Brood War
  • Blogs
Forum Sidebar
Events/Features
News
Featured News
Team TLMC #5 - Finalists & Open Tournaments0[ASL20] Ro16 Preview Pt2: Turbulence7Classic Games #3: Rogue vs Serral at BlizzCon9[ASL20] Ro16 Preview Pt1: Ascent10Maestros of the Game: Week 1/Play-in Preview12
Community News
Weekly Cups (Sept 8-14): herO & MaxPax split cups4WardiTV TL Team Map Contest #5 Tournaments1SC4ALL $6,000 Open LAN in Philadelphia8Weekly Cups (Sept 1-7): MaxPax rebounds & Clem saga continues29LiuLi Cup - September 2025 Tournaments3
StarCraft 2
General
#1: Maru - Greatest Players of All Time Weekly Cups (Sept 8-14): herO & MaxPax split cups Team Liquid Map Contest #21 - Presented by Monster Energy SpeCial on The Tasteless Podcast Team TLMC #5 - Finalists & Open Tournaments
Tourneys
Maestros of The Game—$20k event w/ live finals in Paris SC4ALL $6,000 Open LAN in Philadelphia Sparkling Tuna Cup - Weekly Open Tournament WardiTV TL Team Map Contest #5 Tournaments RSL: Revival, a new crowdfunded tournament series
Strategy
Custom Maps
External Content
Mutation # 491 Night Drive Mutation # 490 Masters of Midnight Mutation # 489 Bannable Offense Mutation # 488 What Goes Around
Brood War
General
ASL20 General Discussion [ASL20] Ro16 Preview Pt2: Turbulence Diplomacy, Cosmonarchy Edition BGH Auto Balance -> http://bghmmr.eu/ BW General Discussion
Tourneys
[ASL20] Ro16 Group D [ASL20] Ro16 Group C [Megathread] Daily Proleagues SC4ALL $1,500 Open Bracket LAN
Strategy
Simple Questions, Simple Answers Muta micro map competition Fighting Spirit mining rates [G] Mineral Boosting
Other Games
General Games
Path of Exile Stormgate/Frost Giant Megathread General RTS Discussion Thread Nintendo Switch Thread Borderlands 3
Dota 2
Official 'what is Dota anymore' discussion LiquidDota to reintegrate into TL.net
League of Legends
Heroes of the Storm
Simple Questions, Simple Answers Heroes of the Storm 2.0
Hearthstone
Heroes of StarCraft mini-set
TL Mafia
TL Mafia Community Thread
Community
General
Things Aren’t Peaceful in Palestine US Politics Mega-thread Canadian Politics Mega-thread Russo-Ukrainian War Thread The Big Programming Thread
Fan Clubs
The Happy Fan Club!
Media & Entertainment
Movie Discussion! [Manga] One Piece Anime Discussion Thread
Sports
2024 - 2026 Football Thread Formula 1 Discussion MLB/Baseball 2023
World Cup 2022
Tech Support
Linksys AE2500 USB WIFI keeps disconnecting Computer Build, Upgrade & Buying Resource Thread High temperatures on bridge(s)
TL Community
BarCraft in Tokyo Japan for ASL Season5 Final The Automated Ban List
Blogs
The Personality of a Spender…
TrAiDoS
A very expensive lesson on ma…
Garnet
hello world
radishsoup
Lemme tell you a thing o…
JoinTheRain
RTS Design in Hypercoven
a11
Evil Gacha Games and the…
ffswowsucks
Customize Sidebar...

Website Feedback

Closed Threads



Active: 1245 users

The Zerg Help Me Thread - Page 141

Forum Index > StarCraft 2 Strategy
Post a Reply
Prev 1 139 140 141 142 143 489 Next
Make sure you read the OP before asking a question. Asking a question already addressed in the OP will result in moderation action. Also, please put some effort into your questions.
DarKFoRcE
Profile Blog Joined April 2010
Germany1215 Posts
Last Edited: 2012-01-02 15:49:33
January 02 2012 15:48 GMT
#2801
On January 02 2012 23:11 arena_say_what wrote:
What is the correct decision to make when Protoss go FFE into mass stalker sentry high templar off 6-7gates? Mass roach into brood lords? I'm so used to facing up against the deathball not too sure how to react to this unit composition


just mass roach with burrow speed and burrow movement should do fine. both templars and sentries are not all too good vs roaches with burrow movement, just make sure to split properly / run out of storms and engage from 2 sides or so.

teching to broodlords against a protoss who is on 6-7 gates on, i assume, 2 bases (otherwise he should have more) is suicide.

Follow me on Twitter: https://twitter.com/#!/PinDarKFoRcE
They_
Profile Joined January 2011
Japan62 Posts
January 02 2012 15:48 GMT
#2802
What is a viable tech transition out of 2 base muta harrass while expanding behind it when your opponent goes gateway blink heavy builds after FFE?
Diamond Zerg | Diamond ADC/MID | 音ゲー | Legendary Eagle
DarKFoRcE
Profile Blog Joined April 2010
Germany1215 Posts
January 02 2012 15:51 GMT
#2803
On January 03 2012 00:48 They_ wrote:
What is a viable tech transition out of 2 base muta harrass while expanding behind it when your opponent goes gateway blink heavy builds after FFE?


thats pretty much a buildorder loss. going 2 base muta blindly against forge FE is not very good in my opinion. the only case where i think its okay is if you see that your opponent is going robo and you are on a map with rocks at your third.

sometimes you have to search for mistakes earlier in your game and not worry about transitions out of BO losses.
Follow me on Twitter: https://twitter.com/#!/PinDarKFoRcE
DarKFoRcE
Profile Blog Joined April 2010
Germany1215 Posts
January 02 2012 16:27 GMT
#2804
On January 02 2012 23:15 Asolmanx wrote:
ZvT

Is making a spore in evey mineral line to help against drops viable? is it a bad idea? is it worth it?


i dont think its worth it in the midgame, maybe in the lategame. otherwise another spine seems better.
Follow me on Twitter: https://twitter.com/#!/PinDarKFoRcE
Host-
Profile Joined December 2010
New Zealand459 Posts
January 02 2012 16:31 GMT
#2805
Whats the best way to deal with a Terran throwing up a Bunker close to your nat prior to a 15 hatch finishing. The Terran has 1/2 marines rallied to it. This seems to do way more damage to me than it should and also throws me of my "game".
Pulling 4-5 drones doesn't really seem to accomplish anything. At the point when this happens lings are either just starting or halfway done.

Also whats the best way to deal with reactor hellions, 4 Queens or 2 spines?
Macpo
Profile Joined September 2010
453 Posts
Last Edited: 2012-01-02 16:41:27
January 02 2012 16:38 GMT
#2806
On January 03 2012 01:31 Host- wrote:
Whats the best way to deal with a Terran throwing up a Bunker close to your nat prior to a 15 hatch finishing. The Terran has 1/2 marines rallied to it. This seems to do way more damage to me than it should and also throws me of my "game".
Pulling 4-5 drones doesn't really seem to accomplish anything. At the point when this happens lings are either just starting or halfway done.

Also whats the best way to deal with reactor hellions, 4 Queens or 2 spines?


it depends what you see on scouting. More likely it's a 2 barracks opening. In that case a good rule of thumb is to pull between 7 and 9 drones (6 drones +1 per scv from the terran), fight his scvs and early marines to avoid the construction of a bunker, and rally zergling asap when your spawning pool has finished. You really should not let the bunker finish, but if you expect that it does, then start a spine. if your zerglings have arrived, and bunker has not finished, then you are fine, and bunker rush is over (which doesn't mean there won't be more pressure). It's not easy to do, and a good guide on this would probably need to go more in depth, as there are different variations; but basically that's it.

if terran doesn't have two barracks, then pull off 3 or 4 drones, and go deny the bunker construction. it's either a fake 2 rax rush, or just a small 1 rax rush (not a big danger, unless you don't take care of it correctly) or a reaper bunker rush maybe.

to deal with reactor hellions, the mainstream defense is spines, queens and zerglings; but full queens, and roaches are seen here and there. I am tempted to say that this is not a major issue (although it is certainly worth to discuss!)

"Courage consists, however, in agreeing to flee rather than live tranquilly and hypocritically in false refuges." G. Deleuze
Belial88
Profile Blog Joined November 2010
United States5217 Posts
January 02 2012 16:46 GMT
#2807
^ btw 14 hatch has been proven to be better than 15 hatch.

But you need to use drones to deny bunkers. That's the only way to do it. Watch some of Nestea's ZvTs in GSL season 4+ against cheesy terrans like bitbybit, polt, mkp, et cetera. GSL season 2 finals are good too (nestea vs mkp).

Also, on 'blizzard' maps, at about 16-17 supply, you need to send a drone to patrol the ramp (or two, in case of shakuras, to also deny select-style 3 bunker block at natural choke).

It's absolutely important to have an overlord watching the choke to natural/natural hatch to spot for bunkers. You need to keep mind of that scouting SCV, and if he's not on creep in your main and out of vision, you need to send a single drone to see what he's up to. Then, when bunkers are being made, send 2 drones to attack that first SCV, and then against additional SCVs about 2 drones per. When the marines come, about 4 drones per marine, and at less then pro level, you'll be okay just pulling 75% of your drones (once you get high level you can practice with getting away with pulling less).

But lings will never come in time to deny a bunker ramp block or cute bunker placement. Have to use drones to deny it. When his first 1-3 marines arrive, you send a good 4 drones per marine to chase them off/kill them. When lings pop, you can then send the drones back to mine and make a single spine (as queen should be out too).

You make 8 lings minimum, a queen at natural, as opposed to 2 queens at once when not dealing with 2 rax. You can make 10+ if you aren't skilled enough yet to handle it with just 8+drone micro, but if you sense a 2 rax, just transfer 75% of your drones and use them aggressively. You absolutely cannot let a bunker finish, and you can't use lings to deny bunkers because they won't finish in time. If a bunker gets up because you weren't vigilant with drones, it's GG basically, and you'll be lucky if you can end the situation without being straight up killed.

Again, I repeat, you must 100% use drones to deny bunkers, or else you lose basically. You have to have a good 2-3 drones on each building SCV and shift right click shift right click so it sticks to it when it moves positions while building. Lings, queen, pspines, will never be out in time - all you are doing with drones is denying bunkers and buying time for your lings and queen to pop. Eventually get a spine, then two, to prevent scv all-in follow ups from rolling you, and then just drone up forever.

Pulling 4-5 drones isn't enough. Against building SCVs and 2-3 initial marines with 2 rax rallied, you need a good 8+ drones at least. Below GM level, you can never really pull too many drones. Just pull 80% of your drones and a-move them at lower levels, and work your micro so you have some drones focus firing building scvs and the other drones focus firing the marines instead of buffering SCVs sent.

Seriously. Watch Nestea vs MKP, and other similar games. And search,this has been talked about a million times.

Best way to deal with reactor hellions, make a 3rd queen, block ramp with it and bring other queens to ramp when hellions come nearby, put a spine covering ramp, and another to cover natural's mineral line. Add a third if he makes more than 2 Hellions (ideally, make a third if he makes more than 4 hellions, but generally you can't tell if he's making more or not so that's why you put it down at 2+, bersides, won't finish in time).

Using roaches is not a good idea, because it hurts you econ too much, but there are good roach rush builds against hellions (28 supply warren, no drones afterwards, 2 overlords, make 10 roaches all at once, push, profit if he made more than 4 hellions or no bunkers/tanks/marauders).

4 queens and 2 spines is really, really killing your econ. Remember, he's fast expanding behind it, so any dip you take in minerals/larva/econ really sets you back. You really need to use just 3 queens, and 2 spines, and eventually get a 3rd spine if he's making lots of hellions or it's a wide map (XNC). Make sure one queen blocks ramp and you are ready to block it off with others if he tries to bumrush. The point is to gradualy add defense, don't just make 2 extra queens and 4 spines all at once.
How to build a $500 i7-3770K Ultimate Computer:http://www.teamliquid.net/blogs/viewblog.php?topic_id=392709 ******** 100% Safe Razorless Delid Method! http://www.overclock.net/t/1376206/how-to-delid-your-ivy-bridge-cpu-with-out-a-razor-blade/0_100
Host-
Profile Joined December 2010
New Zealand459 Posts
Last Edited: 2012-01-02 17:03:37
January 02 2012 17:00 GMT
#2808
^ thanks guys,
Another question - Whats the best way to deal with a 1-2 reaper opening. I obviously can't have speed fast enough, queens usually come out just after the reapers arrive. This can be with and without a bunker aswell.

Also with my earlier question, it's literally just 1-2 marines and a bunker. Should I just have 4-5 drones ready to be transferred and down by my nat ready for when the hatch pops?
Belial88
Profile Blog Joined November 2010
United States5217 Posts
January 02 2012 17:05 GMT
#2809
dude seriously, please search this stuff. it's been done a million times -hell i've answered it a million times- as soon as I made that post, that I meant to just take 10 seconds to write but ending up writing all that stuff that i've already posted EXACT SAME POST in other threads a million times before, i just facepalmed.

deny bunker with drones or gg.

dont get supply blocked. if your 2 queens aren't popping in time, then you are screwing up your macro. your initial 2 lings should also be out to buy time even.
How to build a $500 i7-3770K Ultimate Computer:http://www.teamliquid.net/blogs/viewblog.php?topic_id=392709 ******** 100% Safe Razorless Delid Method! http://www.overclock.net/t/1376206/how-to-delid-your-ivy-bridge-cpu-with-out-a-razor-blade/0_100
DarKFoRcE
Profile Blog Joined April 2010
Germany1215 Posts
January 02 2012 17:46 GMT
#2810
On January 03 2012 01:46 Belial88 wrote:
^ btw 14 hatch has been proven to be better than 15 hatch.



where?
Follow me on Twitter: https://twitter.com/#!/PinDarKFoRcE
FindMuck
Profile Joined June 2011
63 Posts
January 02 2012 18:53 GMT
#2811
Hey guys, Im currently low masters zerg, and im struggling in ZvP right now. Infact, with my understanding of the matchup, i dont know how i even got past gold ;_;

I have 2 big PvZ questions that are really hindering my drone timings/play:

How do i tell the difference between a 1 gate expand and a 3 gate?

I know this seems obvious (look how many gates he has), but I need something specific such as timing of expo, etc.

Like, if a toss goes 3 gate expand, when does he push out? When does he put down his extra gates/ tech? When does he drop the nexus? How many units/ what unit comp does he have?

And the same questions for a 1 gate expand.


Another question is :

How do I know if a toss will all in me after a FFE?

I know I should scout around the 7:00 mark, but what am i looking for? I think that if I see a robo, then its safe to say hes not going to allin me and go for a third?

Basically, how many gates/ what tech will he get if he all ins me, or how many gases does he have, or when he gets his third, etc.

Any help would be great!
vahgar.r24
Profile Joined October 2010
India465 Posts
January 02 2012 19:39 GMT
#2812


Arghh so I just transitioned from 14/14 to 15 H 15 pool vs terran and I ALWays get 2 bunkered rushed. I saw it this game pulled my drones by the svc is in a position where i cant even attack it wtf?!

http://drop.sc/82812

Shd I just go back to 14 /14 ? When i do that my delayed hatch gets owned by helions ;(
Somethings are just worth fighting for
DarKFoRcE
Profile Blog Joined April 2010
Germany1215 Posts
Last Edited: 2012-01-02 20:17:43
January 02 2012 20:14 GMT
#2813
what did you play before? 14g14p or 14h14p? 14g14p is terrible against terran. sometimes you can get really unlucky with scv movement while it builds the bunker, but generally you should be able to prevent it from building a bunker if you control properly, and pull enough drones.

edit: and pull the drones early enough :>

if you just switched from pool first builds to hatch first its probably going to take a bit till you have the necessary practise to defend against all the early game shenanigans.
Follow me on Twitter: https://twitter.com/#!/PinDarKFoRcE
Flonomenalz
Profile Joined May 2011
Nigeria3519 Posts
Last Edited: 2012-01-02 20:37:41
January 02 2012 20:37 GMT
#2814
DarkFoRcE, glad to see you posting, I would love some help.

I am just confused in ZvP (top diamond/low masters) against FFE -> robo. I get 3 hatch before Lair, active scout with lings to deny pylons, check the Forge for upgrades, check the gas, and I don't really have a problem against any SG/2SG builds or gateway timings. My problem comes with the robo. I don't know what to do when I see a robo. I try to use changelings to scout the colossus count, but good tosses rarely let that happen. Even when I do scout it, I make 4 Corruptors per Colossus, engage with roach/ling/corruptor, but my ground army never seems to be good enough. And then there are Tosses that make the robo bay/facility, I scout it, then they just never build colossus and build immortals instead, and my corruptors are utterly useless and I just die. I am so lost... I try to not play Muta/Ling in ZvP but this is making me want to just base trade and get it over with.

Also, Antiga Shipyard... I don't know why Z's like this map. It is near impossible for me to deny Toss or Terran a third base because they just wall if off and put 2-3 cannons back there. How do you deny a third on Antiga?
I love crazymoving
DarKFoRcE
Profile Blog Joined April 2010
Germany1215 Posts
Last Edited: 2012-01-02 20:55:43
January 02 2012 20:51 GMT
#2815
against robo openings you can really try to go muta. generally most of the game will be decided by whether you drone enough at the right time. after that, unit composition is not THAT important anymore. if you opponent is going robo -> immortal or colossus, muta/ling pretty much hardcounters that.

if he moves out of his base, just always counterattack, never fight his army. if he takes a third, he will be spread quite thin and you should be able to do damage with mutas and ling runbyes / attacks on the third etc.

the danger of going muta is that if he goes robo just for the obs and then follows it up with blink immidiately, mutas are not a very good choice.

i personally just drone rather greedily most of the time and try to find out whether he just goes for a slow third (more drones + t3 then) or whether he goes for a timingpush (roach ling, +corruptors vs colossus) then. also, if he goes immortal, couterattacking with lings when he leaves his base can be quite strong, as the army will be pretty immobile, and Ps often forget to tighten their wallin again behind them. this can pretty much outright win you the game.

on antiga its quite hard to deny a third, so if you see them taking one, just take the middle and tech to broodlords and hold the watchtower.
Follow me on Twitter: https://twitter.com/#!/PinDarKFoRcE
Flonomenalz
Profile Joined May 2011
Nigeria3519 Posts
January 02 2012 21:07 GMT
#2816
On January 03 2012 05:51 DarKFoRcE wrote:
against robo openings you can really try to go muta. generally most of the game will be decided by whether you drone enough at the right time. after that, unit composition is not THAT important anymore. if you opponent is going robo -> immortal or colossus, muta/ling pretty much hardcounters that.

if he moves out of his base, just always counterattack, never fight his army. if he takes a third, he will be spread quite thin and you should be able to do damage with mutas and ling runbyes / attacks on the third etc.

the danger of going muta is that if he goes robo just for the obs and then follows it up with blink immidiately, mutas are not a very good choice.

i personally just drone rather greedily most of the time and try to find out whether he just goes for a slow third (more drones + t3 then) or whether he goes for a timingpush (roach ling, +corruptors vs colossus) then. also, if he goes immortal, couterattacking with lings when he leaves his base can be quite strong, as the army will be pretty immobile, and Ps often forget to tighten their wallin again behind them. this can pretty much outright win you the game.

on antiga its quite hard to deny a third, so if you see them taking one, just take the middle and tech to broodlords and hold the watchtower.

Alright.

If you have the time, I'm gonna play a bunch of SC2 right now, and try to post some reps. If you could take the time to view them when you can and correct me where I'm going wrong, that would be great. I'll actually try and voice over them to explain my thought process with the replay.
I love crazymoving
VoirDire
Profile Joined February 2009
Sweden1923 Posts
January 02 2012 21:26 GMT
#2817
Great to see some blue in this thread again

While you're here Darkforce, I'd like your opinion on a couple of matters:

A) When and how to take your 3rd vs a standard FE protoss on shattered temple/xel'naga/tal'darim/other maps with less accessible 3rds? If you take them "normally", how do you defend against a 2 base timing attack vs that 3rd expansion?

B) How should you prepare for gateway pushes on ladder maps with close air spawns (temple/metal/antigua etc) where they can essentially place a forward pylon in their base and hug the wall while pushing your base?

C) Any general tips with handling a base-trade situation?

Other zergs may of-course give their opinions too.
DarKFoRcE
Profile Blog Joined April 2010
Germany1215 Posts
Last Edited: 2012-01-02 21:57:30
January 02 2012 21:43 GMT
#2818
On January 03 2012 06:07 Flonomenalz wrote:
Show nested quote +
On January 03 2012 05:51 DarKFoRcE wrote:
against robo openings you can really try to go muta. generally most of the game will be decided by whether you drone enough at the right time. after that, unit composition is not THAT important anymore. if you opponent is going robo -> immortal or colossus, muta/ling pretty much hardcounters that.

if he moves out of his base, just always counterattack, never fight his army. if he takes a third, he will be spread quite thin and you should be able to do damage with mutas and ling runbyes / attacks on the third etc.

the danger of going muta is that if he goes robo just for the obs and then follows it up with blink immidiately, mutas are not a very good choice.

i personally just drone rather greedily most of the time and try to find out whether he just goes for a slow third (more drones + t3 then) or whether he goes for a timingpush (roach ling, +corruptors vs colossus) then. also, if he goes immortal, couterattacking with lings when he leaves his base can be quite strong, as the army will be pretty immobile, and Ps often forget to tighten their wallin again behind them. this can pretty much outright win you the game.

on antiga its quite hard to deny a third, so if you see them taking one, just take the middle and tech to broodlords and hold the watchtower.

Alright.

If you have the time, I'm gonna play a bunch of SC2 right now, and try to post some reps. If you could take the time to view them when you can and correct me where I'm going wrong, that would be great. I'll actually try and voice over them to explain my thought process with the replay.


sorry i dont watch replays^^

On January 03 2012 06:26 VoirDire wrote:
Great to see some blue in this thread again

While you're here Darkforce, I'd like your opinion on a couple of matters:

A) When and how to take your 3rd vs a standard FE protoss on shattered temple/xel'naga/tal'darim/other maps with less accessible 3rds? If you take them "normally", how do you defend against a 2 base timing attack vs that 3rd expansion?

B) How should you prepare for gateway pushes on ladder maps with close air spawns (temple/metal/antigua etc) where they can essentially place a forward pylon in their base and hug the wall while pushing your base?

C) Any general tips with handling a base-trade situation?

Other zergs may of-course give their opinions too.



a) on shattered i dunno, i often allin if they forge expand, because i feel like a macrogame is quite hard if they forge expand and proceed greedy. xelnaga i dont play anymore, taldarim i take the third far away if its cross or close with the 4th being far away from him (and not close to his main as on the other close pos). if i dont allin on ST or its the bad position on TDA i play stuff like 2 base infestor into third into fast broodlords or 2 base muta into third or 2 base hydra nydus. just play something risky because youre behind if the map doesnt allow you to take a third quickly.

some ppl build a hatch next to rocks on st or tda, i personally dont like that, but maybe i just suck with it.

b) build roaches?

c) uh practise? against terran baneling landmines are pretty good in that case. but its super situational and you'll get better over time
Follow me on Twitter: https://twitter.com/#!/PinDarKFoRcE
Flonomenalz
Profile Joined May 2011
Nigeria3519 Posts
January 02 2012 23:01 GMT
#2819
On January 03 2012 06:43 DarKFoRcE wrote:
Show nested quote +
On January 03 2012 06:07 Flonomenalz wrote:
On January 03 2012 05:51 DarKFoRcE wrote:
against robo openings you can really try to go muta. generally most of the game will be decided by whether you drone enough at the right time. after that, unit composition is not THAT important anymore. if you opponent is going robo -> immortal or colossus, muta/ling pretty much hardcounters that.

if he moves out of his base, just always counterattack, never fight his army. if he takes a third, he will be spread quite thin and you should be able to do damage with mutas and ling runbyes / attacks on the third etc.

the danger of going muta is that if he goes robo just for the obs and then follows it up with blink immidiately, mutas are not a very good choice.

i personally just drone rather greedily most of the time and try to find out whether he just goes for a slow third (more drones + t3 then) or whether he goes for a timingpush (roach ling, +corruptors vs colossus) then. also, if he goes immortal, couterattacking with lings when he leaves his base can be quite strong, as the army will be pretty immobile, and Ps often forget to tighten their wallin again behind them. this can pretty much outright win you the game.

on antiga its quite hard to deny a third, so if you see them taking one, just take the middle and tech to broodlords and hold the watchtower.

Alright.

If you have the time, I'm gonna play a bunch of SC2 right now, and try to post some reps. If you could take the time to view them when you can and correct me where I'm going wrong, that would be great. I'll actually try and voice over them to explain my thought process with the replay.


sorry i dont watch replays^^

Show nested quote +
On January 03 2012 06:26 VoirDire wrote:
Great to see some blue in this thread again

While you're here Darkforce, I'd like your opinion on a couple of matters:

A) When and how to take your 3rd vs a standard FE protoss on shattered temple/xel'naga/tal'darim/other maps with less accessible 3rds? If you take them "normally", how do you defend against a 2 base timing attack vs that 3rd expansion?

B) How should you prepare for gateway pushes on ladder maps with close air spawns (temple/metal/antigua etc) where they can essentially place a forward pylon in their base and hug the wall while pushing your base?

C) Any general tips with handling a base-trade situation?

Other zergs may of-course give their opinions too.



a) on shattered i dunno, i often allin if they forge expand, because i feel like a macrogame is quite hard if they forge expand and proceed greedy. xelnaga i dont play anymore, taldarim i take the third far away if its cross or close with the 4th being far away from him (and not close to his main as on the other close pos). if i dont allin on ST or its the bad position on TDA i play stuff like 2 base infestor into third into fast broodlords or 2 base muta into third or 2 base hydra nydus. just play something risky because youre behind if the map doesnt allow you to take a third quickly.

some ppl build a hatch next to rocks on st or tda, i personally dont like that, but maybe i just suck with it.

b) build roaches?

c) uh practise? against terran baneling landmines are pretty good in that case. but its super situational and you'll get better over time

ah okay =(

fun question: what was going through your mind when you saw Happy's marine micro?

^.^
I love crazymoving
DarKFoRcE
Profile Blog Joined April 2010
Germany1215 Posts
January 02 2012 23:15 GMT
#2820
no clue what youre talking about, i havent played against happy in a while. his marine micro is really good.
Follow me on Twitter: https://twitter.com/#!/PinDarKFoRcE
Prev 1 139 140 141 142 143 489 Next
Please log in or register to reply.
Live Events Refresh
Next event in 52m
[ Submit Event ]
Live Streams
Refresh
StarCraft 2
SpeCial 206
Lillekanin 5
StarCraft: Brood War
Shuttle 520
Artosis 125
Backho 65
ggaemo 17
NaDa 8
Counter-Strike
Stewie2K291
Super Smash Bros
PPMD57
Heroes of the Storm
Liquid`Hasu472
Other Games
summit1g6968
Grubby4176
FrodaN1264
shahzam497
ToD272
C9.Mang0133
NeuroSwarm104
Sick57
ViBE51
Trikslyr42
Nathanias35
Organizations
StarCraft 2
Blizzard YouTube
StarCraft: Brood War
BSLTrovo
sctven
[ Show 18 non-featured ]
StarCraft 2
• davetesta48
• StrangeGG 30
• IndyKCrew
• sooper7s
• AfreecaTV YouTube
• Migwel
• intothetv
• LaughNgamezSOOP
• Kozan
StarCraft: Brood War
• blackmanpl 36
• STPLYoutube
• ZZZeroYoutube
• BSLYoutube
Dota 2
• masondota22125
League of Legends
• TFBlade789
Other Games
• Scarra1082
• imaqtpie987
• Shiphtur267
Upcoming Events
OSC
52m
PiGosaur Monday
1h 52m
LiuLi Cup
12h 52m
OSC
20h 52m
RSL Revival
1d 11h
Maru vs Reynor
Cure vs TriGGeR
The PondCast
1d 14h
RSL Revival
2 days
Zoun vs Classic
Korean StarCraft League
3 days
BSL Open LAN 2025 - War…
3 days
RSL Revival
3 days
[ Show More ]
BSL Open LAN 2025 - War…
4 days
RSL Revival
4 days
Online Event
4 days
Wardi Open
5 days
Sparkling Tuna Cup
6 days
Liquipedia Results

Completed

Proleague 2025-09-10
Chzzk MurlocKing SC1 vs SC2 Cup #2
HCC Europe

Ongoing

BSL 20 Team Wars
KCM Race Survival 2025 Season 3
BSL 21 Points
ASL Season 20
CSL 2025 AUTUMN (S18)
LASL Season 20
RSL Revival: Season 2
Maestros of the Game
FISSURE Playground #2
BLAST Open Fall 2025
BLAST Open Fall Qual
Esports World Cup 2025
BLAST Bounty Fall 2025
BLAST Bounty Fall Qual
IEM Cologne 2025
FISSURE Playground #1

Upcoming

2025 Chongqing Offline CUP
BSL World Championship of Poland 2025
IPSL Winter 2025-26
BSL Season 21
SC4ALL: Brood War
BSL 21 Team A
Stellar Fest
SC4ALL: StarCraft II
EC S1
ESL Impact League Season 8
SL Budapest Major 2025
BLAST Rivals Fall 2025
IEM Chengdu 2025
PGL Masters Bucharest 2025
MESA Nomadic Masters Fall
Thunderpick World Champ.
CS Asia Championships 2025
ESL Pro League S22
StarSeries Fall 2025
TLPD

1. ByuN
2. TY
3. Dark
4. Solar
5. Stats
6. Nerchio
7. sOs
8. soO
9. INnoVation
10. Elazer
1. Rain
2. Flash
3. EffOrt
4. Last
5. Bisu
6. Soulkey
7. Mini
8. Sharp
Sidebar Settings...

Advertising | Privacy Policy | Terms Of Use | Contact Us

Original banner artwork: Jim Warren
The contents of this webpage are copyright © 2025 TLnet. All Rights Reserved.