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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. |
On January 30 2012 03:46 ElementalZerg wrote: When you scout the front of a protoss's base with lings, I know you can get some information about his build from the units he has near the wall. Is there any sort of quick and dirty guide to general or slightly more specific builds you can glean from his units?
Such as if I see 3 sentries I can safely assume against DT rush since he dropped 300 gas on the sentries. But, is the reverse true, if I see pure zealot should I start worrying about fast tech?
Platinum on na server, btw.
a pro once said as early as the 2nd unit out you can tell, Zlot being 1st unit as the 'gatekeeper', someone else correct me if I'm wrong Zlot+sentry= early expo or at least enough units to secure an early expo only Zlot+stalker=early agression/4 gate Zlots(more)+chronoed core still= ZLot all in or hidden fast tech like DT/archon Zlot+no chroned core but getting warp at least=air tech
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How do you deal with a large zealot force early game off an ffe so that your still in a good position?
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A small amount of roaches around the 8 minute mark should do the job with proper micro, and they don't hurt your economy that much. Also, avoid chokes because forcefields can hurt you very bad.
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On January 30 2012 07:22 Mvrio wrote:Show nested quote +On January 30 2012 03:46 ElementalZerg wrote: When you scout the front of a protoss's base with lings, I know you can get some information about his build from the units he has near the wall. Is there any sort of quick and dirty guide to general or slightly more specific builds you can glean from his units?
Such as if I see 3 sentries I can safely assume against DT rush since he dropped 300 gas on the sentries. But, is the reverse true, if I see pure zealot should I start worrying about fast tech?
Platinum on na server, btw. a pro once said as early as the 2nd unit out you can tell, Zlot being 1st unit as the 'gatekeeper', someone else correct me if I'm wrong Zlot+sentry= early expo or at least enough units to secure an early expo only Zlot+stalker=early agression/4 gate Zlots(more)+chronoed core still= ZLot all in or hidden fast tech like DT/archon Zlot+no chroned core but getting warp at least=air tech
The early stalker can also mean saving a little gas for tech. Remember that you can't tell much only from seeing a couple units, and you should be using other clues like gas and nexus timings to help determine what's going on. What you can conclude definitively from units is ruling builds out -- if you see something like 5 sentries and a nexus at the 6:30 mark, you know he doesn't have gas for DT's. If you only see one sentry, you don't know what your opponent is doing with their gas.
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Hi, i feel quite insecure vs. 3 gate expands. Maybe it's the toss fault that it always ends up differently .
http://drop.sc/100385
The replay should be an example what the toss does. I think he's staying passive and taking a thir, but he's doing 6 gate push and just kills me. Big deal. In specific what to do on a map where the 3rd is hard to take? On Tal'Darim i just take it somewhere, whould i do that on lost temple, too?
some early roaches to open up rocks and not use to much larva for lings? Is a third even necessary and is something more fancy ( like tunnel claws 2 base ) and aggresiv usefull?
it really feels stragne, because sometimes, with 10 lings u can catch some sentries offguard, sometimes it just feels so easy to slowly get bigger and outmacro the toss, sometimes he just walks over and i'm dead -.-. basically ofcourse scouting, but even if i'd knew in this game, i would have felt unconfortable with the size of his army, and my mindset turns into: keep somehow even with his army, but macro a little etc. and everything becomes very "wobely" and unsolid ( the state where u re not really sure which direction to go, so u stay on the middlepath and do nothing good ).
plz some tips vs. 3 gate exp on Tempel and in general would be nice
thx
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Are there replay packs available of really good zergs? (like, Code S level players)
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Can anyone tell me the common timings for: General Protoss and Terran Expansion General P and T 1 Base Push General P and T 2 Base Push
Much Thanks, Aquila
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You've answered the question. It was a weird way of asking if r/h/c is still valid as a mid game. Also yes i've noticed that macro against toss is basically everything. Good rally points and not missing injects during battles is really *the* thing that allowed me to go past what was an abysmal win/loss ratio against protoss. Anyway, i will give roach/ling another chance, thanks.
If you want to see RHC, watch Stephano. He's the only pro zerg I know of now that goes rhc in ZvP - he's an amazing player, although I do gotta say, that it's well known his worst match-up is ZvP. I think most zergs have gone now either stay low tier and max out 200/200 roach/ling before teching up, and if they tech up, they prefer infestor/hive instead of hydras.
Here's a few replays of myself, how I play ZvP. The real crux of what I'm doing here is puming out roach/ling to defend fast third vs FFE, and then you go mutas once you are safe from gateway pressure and have established yourself and know 100% what toss is doing, or max out 200/200 on roach/ling and then add on tech for roach/bane/infestor (my preferred way of playing zvp, besides, if they open stargate and make lots of phoenixes you can't really go mutas).
These replays also show roach/banerain/infestor play, i know a lot of people have been asking me to show replays of me doing it:
http://drop.sc/100520 (probably more ideal)
Oh I know that mutas are good, and I use them occasionally (especially against Terrans, though), but at my current level, macro-ing and scouting takes most of my APM away, so I don't feel that i can be very effective with them just yet. Banerain is fun, i tried it a few months ago, but at that time, my control was really crappy, I should give it another go now.
You don't need to be super good to pull off mutas (and I'd contend that roach/banerain/infestor is harder to control and play, actually).
Here's an example. My ZvT win rate in the last 150 games is 84% (according to sc2gears) at mid-masters - I can't recall a single game where I did more than kill 2 turrets with my mutas, and I just about never harass the Terran. I never kill SCVs, and I don't recall any games where I got into the mineral line or inside the base. No, I'm not particularly slow for my level, and no, I play pretty standard ling/bane/muta. My mutas are always active, and I use them to stop drops, slow pushes, and snipe tanks over harassing - but regardless, I never am able to harass with mutas, either because terran is good and I too busy dealing with harass/pushes, but we could even assume I'm just a slow scrub.
But yet my win rate is still 84% in ZvT. Why? Because I play ZvT arguably correctly. Now, sure, it's entirely possible a Terran could make zero turrets and metagame me, but if that happened I'd end up harassing (what happens is I see turrets, and back off). But the key to my mutas, are forcing terran to make turrets instead of CCs, to make turrets instead of additional rax and marines and SCVs, to make him turtle a bit harder instead of push. Simply by creating mutas, I force the terran to respond a certain way.
Playing mutas in ZvP, you don't have to be super great at APM. Just by seeing the muta flock, the Toss will start teching towards HT and blink instead of colossi and air. The toss will start to turtle and mass cannons. But what happens, is you'll force a situation where Toss either has to turtle forever, or if he moves out, you base trade. It's not hard to do, he moves out, you a-move toward his main. And by that, you force the game to play a certain way. It's not like toss is going to be like "I know this guy is a slow scrub, so I'm going to skip cannons and continue making colossi".
My point is, is don't worry about being slow. You'll be placed league and rank-wise where you belong. But just because you are slow, doesn't mean certain strats won't work for your level of play (just switch to mech if you really care). Everythign you do forces a response from the opponent - even expanding, is just as much pressure as a double marine drop or a deathball push with every SCV pulled.
As for banerain, just practice in custom unit tester. This is about how I control it: 1. Army (roaches and lings) + Overlords (add a few buffer overlords, make sure they lead) 2. Infestors 3. Overlords
So my army includes the overlords, and I hit '3' to recorrect their path. So I go 1a, 2 FF, 3 recorrect movement (to move laterally along the army instead of straight past), 2 ff again, 3 d d d d d d d d d.
Then, hit 1, shift+ctrl+left click on overlord portrait in unit control box, remap hotkey (this removes overlords from control group), and continue with the attack or retreat or whatever. But that's basically it. 1a, 2f, 3 d d d d.
It takes about 150+ apm to pull off, but even bronze hit 200 apm in the middle of a big battle. Not a big deal. Just practice it in unit tester, you'll get it.
Anyway, thanks for your time, it's really appreciated.
Np!
Most protoss pushes come around 9:30-10:00 min mark. If you are teching to mutas straight off two bases, make sure to have spines established before this. If you go for an early third, you stop making drones around 55 then just make nothing but roaches/lings until the protoss stops pressuring.
If you see no gas at the natural, that indicates a 6gate+1 all-in or 7 gate all-in. Warp gate finishes for Toss at 8:00 to 8:30, and in general, these gateway all-ins push out at 8:30 and are knocking at your door with a proxy pylon done by 8:50, so be careful. Even 9:30 blink all-ins will kill you if you drone up to 9:30. You need to start producing units at ~65 supply (which is about 55 drones), or 8:00 (if this isn't one and the same, you are taking gas too quickly/getting supply blocked/making evo/roach warren too early, or worst of all, making overlords too quickly, and are having macro issues). So just keep that in mind. Also, spines aren't a good idea, since you can't make 5 spines at both your third and natural unless you are playing on calm before the storm, so you generally want to stick to units.
When you scout the front of a protoss's base with lings, I know you can get some information about his build from the units he has near the wall. Is there any sort of quick and dirty guide to general or slightly more specific builds you can glean from his units?
A toss with double gas should, at 5:30, have mined ~350 gas. That's 1 zealot, 3 sentries, at 5:30. If you know he took double gas and you don't see that, you need to be asking "Whered that other gas go". So if he has 1 zealot and 2 stalkers, and you know he has double gas, that means he has 250 gas that he's banked up. He could be about to warp in 2 sentries and a stalker, but if he doesn't expand, that is a definite sign he spent that gas on DT/Twilight/SG.
It's more concrete to see expo timing than units, since stalker pressure and the sort is popular. But if his first 2 units are zealots, that's a huge sign you need an evo. If he has zealot/stalker/sentry, that could be anything, and if he has zealot/sentry/sentry, you know he's not teching, but rather spending it on sentries. 1g and 3g expands have 3-4 units at 5:30. A 3 gate sentry expand, expands at 5:30, a 1 gate expand expands at 4:30. If you see he doesn't expand, or doesn't have more than 1 sentry, that should be setting off alarm bells, especiallllllllly if he doesn't expand. Just put up an evo, and hold.
But a zealot/zealot/stalker on double gas? Huge sign. Zealot/stalker/stalker, and you aren't sure of gas? He could be 4 gating. Always sac an overlord at 5:45 if there is no expo.
Whats the proper follow up to a succesful 15hatch in ZvZ? I sometimes feel like this build is putting me behind instead of giving a powerful economy.
Expand yourself, get a baneling nest, and play catch-up. Poke with your initial 2 lings, try to force lings since you'll have earlier speed if you went pool first with gas, but really, you are just playing catch-up. Just make pure drones and hope he commits too much to defense, since you know what he's doing, but he has no clue what you are doing. Get a spine around 30 supply to defend any possible aggression, use 4-6 banes to stay safe against anything, and make lings/spines as necessary if you see a bunch of lings/roaches stream out with the overlord you put in front of his base to monitor army movement.
if your opponent is any smart he'll try to abuse that so if anything be able to defend it, whether it'll be spine or defensive baneling, since you went 15 hatch your gas will heavily be delayed and if he didn't he'll most likely have it before you. best result is your way ahead and he puts no pressure on you
I think he's talking about facing a hatch first, not doing it. But if you are doing it, you want to either double queen (i dont like it, I think it's susceptible to 1 base play too much, but then again I'm not sure because I don't do it, just my observation, but most pros seem to double queen, although you can't double queen on every map, like TDA), or use defensive banes (get gas same time as pool) with a spine and make lings until you know what's up (ie see expo, know for sure he isn't massing lings). If he doesn't expand, you make 2 spines and 100% units really.
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How do you deal with a large zealot force early game off an ffe so that your still in a good position?
Depends when they hit. If it's 2 gate before core, obviously you want a spine + lots of lings. If it's 1 gate before core and then zealot pressure, you'll want lings and then roaches. Otherwise, you should be making units after 8:00 anyways to deal with any possible gateway pressure until you know 100% what's going on, so roaches will do fine. If he does voidray/zealot pressure though, you'll want to rely more on lings, maybe add a spine too.
Hi, i feel quite insecure vs. 3 gate expands. Maybe it's the toss fault that it always ends up differently .
I've literally talked about 3 gate expos to death recently, search posts by me on the threads "3 gate expo viable build" or whatever it's called, as well as in this thread. But I've been practicing against it recently.
Basically, you make the third around 35ish supply, and then at 40-45 supply, you make 100% units. A 3 gate expand will have a much smaller and later army than a FFE, so it's okay. You will need to transfer drones perfectly so your lower worker count compared to P will translate to larger econ due to better worker saturation (this is really a HUGE deal!).
However, a 1 gate expand can get a shitton of units out quite quickly, so you will have to cut a little earlier against 1 gate expands (40 really).
Basically you cut workers at 40 supply and hang on for dear life, and once you hold, you are wayyyyyyyy ahead of toss. If he commits to pressure, it means no tech at all, no blink, no robo, nothing, so it's okay you aren't droning or teching and just running off of 1 gas (a delayed 2nd gas eventually, usually during the battle).
However, many others have commented on it, like Darkforce (a blue poster, and a pro who's done very well and is much better than me), and have said just play it 2 base vs 2 base, and use superior worker count on 2 base vs the protoss' lower worker count on 2 base, and rely on ling/speed roach and make no tech at all, and then use your superior ling/speedroach army to deny the Toss third and secure your own. I don't believe roach speed will be done, but being on 2 bases, you can use some spines to defend quite easily, whereas you can't use spines to defend a third (can't spine both third and natural).
Either way is totally fine. I've seen Idra handle it by going macro hatch, and later lair, and using a few spines.
Can anyone tell me the common timings for: General Protoss and Terran Expansion General P and T 1 Base Push General P and T 2 Base Push
Much Thanks, Aquila
Toss - 4:30 for 1 gate expo, 5:30 for 3 gate expo. Sac an overlord at 5:00-5:50 if you don't see mass pure sentries really and can't tell 100% what's going on. Terran - 5:30 sac an overlord generally, if you don't see expo in natural. While he may still have it in his base, you can't hid e an OC (it'll be either by his main, or by ledge to natural). 4 gate pushes around 6:00 (4 gate should cut drones at 35 supply), Terran pushes you can pretty much always drone up until 50 supply as long as you rule out 2rax scv all-in/3rax scv all-in/7 rax by seeing gas and sac'ing an overlord and not seeing a shitton of rax in his base or not being killed by 5+ marines super early when you don't see reactor hellion with your ling or a rax with no add-on. A rax with add-on and 4+ marines usually means banshees, and always check for the expo, if no expo, means something is up. Sac'ing an overlord tells all - if he doesn't have 3+ marines, it won't die fast and you'll scout, if he has 3+ marines, that tells you he's likely going banshees if you see no signs of an expo.
Terran 2 base push is usually around 9:00, you should be fine by having your macro hatch up and just pumping units once he pushes out and kills the ling in front of his base and good creep spread and making units after 50 supply if you are in the dark. Toss FFE 2 base push, a gateway all-in that's made obvious by no gas at the natural (and shitton of gateways in his base when you sac 2 overlords) will come at 8:30 and hit at 8:50ish, general gateway pressure comes at 9:00, blink all-ins and techier gateway pushes come around 9:30 and hit around 9:50. Must always check natural's gases and sac 2 overlords to tell what's going on, you can figure it out 99.99% if you do this vigilantly, your #1 priority vs FFE is setting up 2 overlords to sac and 1 by natural's gas. If he opened gateway expand, generally add a minute. SG/DT hits at 6:30 from 1 base, 7:30 from FFE, 8:30 from gateway expand.
15 seconds past such timings should set off alarm bells for 1 base play or dt/sg/banshee/etc, and you should be sac'ing an overlord. To make sure of no 4 gate, make sure he took both gas, and made a sentry with one of his first 3 units, or if it's double gas 4 gate, to sac an overlord and see no expo.
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On January 30 2012 13:46 Belial88 wrote:Show nested quote +Can anyone tell me the common timings for: General Protoss and Terran Expansion General P and T 1 Base Push General P and T 2 Base Push
Much Thanks, Aquila
Toss - 4:30 for 1 gate expo, 5:30 for 3 gate expo. Sac an overlord at 5:00-5:50 if you don't see mass pure sentries really and can't tell 100% what's going on. Terran - 5:30 sac an overlord generally, if you don't see expo in natural. While he may still have it in his base, you can't hid e an OC (it'll be either by his main, or by ledge to natural). 4 gate pushes around 6:00 (4 gate should cut drones at 35 supply), Terran pushes you can pretty much always drone up until 50 supply as long as you rule out 2rax scv all-in/3rax scv all-in/7 rax by seeing gas and sac'ing an overlord and not seeing a shitton of rax in his base or not being killed by 5+ marines super early when you don't see reactor hellion with your ling or a rax with no add-on. A rax with add-on and 4+ marines usually means banshees, and always check for the expo, if no expo, means something is up. Sac'ing an overlord tells all - if he doesn't have 3+ marines, it won't die fast and you'll scout, if he has 3+ marines, that tells you he's likely going banshees if you see no signs of an expo. Terran 2 base push is usually around 9:00, you should be fine by having your macro hatch up and just pumping units once he pushes out and kills the ling in front of his base and good creep spread and making units after 50 supply if you are in the dark. Toss FFE 2 base push, a gateway all-in that's made obvious by no gas at the natural (and shitton of gateways in his base when you sac 2 overlords) will come at 8:30 and hit at 8:50ish, general gateway pressure comes at 9:00, blink all-ins and techier gateway pushes come around 9:30 and hit around 9:50. Must always check natural's gases and sac 2 overlords to tell what's going on, you can figure it out 99.99% if you do this vigilantly, your #1 priority vs FFE is setting up 2 overlords to sac and 1 by natural's gas. If he opened gateway expand, generally add a minute. SG/DT hits at 6:30 from 1 base, 7:30 from FFE, 8:30 from gateway expand. 15 seconds past such timings should set off alarm bells for 1 base play or dt/sg/banshee/etc, and you should be sac'ing an overlord. To make sure of no 4 gate, make sure he took both gas, and made a sentry with one of his first 3 units, or if it's double gas 4 gate, to sac an overlord and see no expo.
ty ^.^ really informative
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Heya,
So--- kinda new to Zerg. NEVER knew Corruption skill even existed! It sounds quite good---
So, what are it's priary uses? Seems like against COllosi is the first thing I can think of--- when is this skill most commonly used? It is not AOE, is it? That makes it seem kidna micro intensive if u gotta do it to indivudal units, so collosi is only uni I can think of expensive and armoed enough to matter. Thors maybe too? Siege tanks when ur running in trying to kill them all as fast as possible?
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On January 30 2012 20:54 MooSlapper wrote: Heya,
So--- kinda new to Zerg. NEVER knew Corruption skill even existed! It sounds quite good---
So, what are it's priary uses? Seems like against COllosi is the first thing I can think of--- when is this skill most commonly used? It is not AOE, is it? That makes it seem kidna micro intensive if u gotta do it to indivudal units, so collosi is only uni I can think of expensive and armoed enough to matter. Thors maybe too? Siege tanks when ur running in trying to kill them all as fast as possible?
Corruption is not an AoE. Your primary objective with corruptors is to aim down colossi (or whatever unit you got them to deal with, although it will most likely be colossi) so corrupt will make them drop even faster. Once those units are dead and if you have extra corruptors you CAN corrupt ground units and they will take extra damage. (Prior to morphing to BLords)
tl dr: Corrupt ALL the units!
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In ZvP if I 14/14 speedling expand, at what point do you put back drones on gas? I usually leave 1 drone on gas if the toss goes 1-base and then put 2 more back when I hit 100 for lair. But for FFE I'm trying out pulling all of them to squeeze in as many drones as possible before the Protoss sends pressure, but sometimes I put it back too late and tech too late or too early and lose in economy.
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14/14 speedling expand hurts your drone count a lot if you are planning to go fast third vs FFE, so a lot of zergs stopped doing it in zvp because of that.
It depends though. If the opponent is going ffe and you dont plan to all-in, remove all from gas, don't put back until 7:00-8:00 (around when you take 2nd gas as well).
If he goes gateway expand, I like to leave 1 drone in gas after getting speed, so if I see him expand, i can get roaches, drone to about 40, take a third, and then pump enough roaches to hold aggression.
So--- kinda new to Zerg. NEVER knew Corruption skill even existed! It sounds quite good---
Corruption is actually pretty useless. Someone did the math on it, but basically it does nothing to change how many hits a colossi takes unless you have more than 28 corruptors.
It's something like Corruptors will always kill colossi in the same number of volleys with or without corruption unless you have 28+ corruptors. Hits, yes, change, but corruptors shoot slow and you should be focus firing the colossi. Essentially, it's a worthless spell.
Better off corrupting ground targets instead of colossi, but your are better spent micro'ing units in the battle or macroing then putting any apm into corruption. and you shouldn't be making corruptors except to make/kill broodlords or deal with toss air units or protect bl against vikings, or maybe colossi, but definitely not in zvt anytime before your GS pops. Corrupting mech units? lol.
tl dr: never use corruption, it's useless. Absolutely useless.
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Howdy all,
I was watching the Sheth replay pack, and noticed that he sometimes grabs a macro hatch v Terran on maps like TDA where it's tough to hold a quick 3rd. I started doing that on all maps, and feel a lot more comfortable with it than wtih an early 3rd. However, I recognize to a degree that this is me being lazy and not figuring out how to properly hold a 3rd when it's holdable. It also takes some of the impetus off of me for deciding when to drone, which is again me being lazy - i can drone to 2 base saturation (or slight oversaturation), THEN get units, THEN take my 3rd, and saturate it with one easy round of drones off of 3 injected hatches + a few transfers.
So my question for any pros or really high-level players out there is this - when do you typically opt for a macro hatch, and when do you try to secure your third instead?
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So I just started playing again, and am slowly making my way up through Silver right now. I've been pretty much focusing on strengthening a roach rush, but when my opponent puts up a good enough defense to hold my roaches off, I usually fall apart after that.
Last night I had one game where Terran held off my rush long enough and was able to come at me with a good mix of marines, marauders and thors. His one attack was pretty much a wipe, and then went on to say I was the worst they've seen in a while. It was justifiable because I had no clue what to counter with. Another strategy I'm bad against is Stalker/Sentry build.
I understand that I need to learn how to adapt with each game, but is there a pro I can watch videos of that uses a roach rush build? Or should I change my strat entirely? Also, unrelated, but is there a site I can upload my videos to even though I suck?
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@Timmer
Leenock used roach-rushes in many games vs Naniwa in the finals of MLG Providence, you could have a look at those games. DRG also uses them somewhat often. For the most part roachrushes aren't used unless you scout a weakness in your opponents opening however (protoss opening greedy with nexus before forge etc). I'm just a scrub myself however so I'm sure someone else can give you a better reply. One thing you could do to get ideas on safe openings for when you are learning the game etc is to watch dApollo's zerg tutorial, available at http://www.youtube.com/playlist?list=PL0B7058D9D46661D1&feature=plcp
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On January 31 2012 00:19 Timmer wrote: So I just started playing again, and am slowly making my way up through Silver right now. I've been pretty much focusing on strengthening a roach rush, but when my opponent puts up a good enough defense to hold my roaches off, I usually fall apart after that.
Last night I had one game where Terran held off my rush long enough and was able to come at me with a good mix of marines, marauders and thors. His one attack was pretty much a wipe, and then went on to say I was the worst they've seen in a while. It was justifiable because I had no clue what to counter with. Another strategy I'm bad against is Stalker/Sentry build.
I understand that I need to learn how to adapt with each game, but is there a pro I can watch videos of that uses a roach rush build? Or should I change my strat entirely? Also, unrelated, but is there a site I can upload my videos to even though I suck? The build your doing is an all in, which is relatively easily held off by all races. You should change your strat entirely to focus on a more macro-orientated style. You can upload your videos to a site called youtube....you may have heard of it.
ZvT, you typically want to open 15 hatch 15 pool 17 gas in to a muta ling bling composition ZvP, depends on the Protoss opening. ZvZ, 14gas 14 pool into roaches is quite safe (expanding on 21 with this)
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On January 31 2012 00:19 Timmer wrote: So I just started playing again, and am slowly making my way up through Silver right now. I've been pretty much focusing on strengthening a roach rush, but when my opponent puts up a good enough defense to hold my roaches off, I usually fall apart after that.
Last night I had one game where Terran held off my rush long enough and was able to come at me with a good mix of marines, marauders and thors. His one attack was pretty much a wipe, and then went on to say I was the worst they've seen in a while. It was justifiable because I had no clue what to counter with. Another strategy I'm bad against is Stalker/Sentry build.
I understand that I need to learn how to adapt with each game, but is there a pro I can watch videos of that uses a roach rush build? Or should I change my strat entirely? Also, unrelated, but is there a site I can upload my videos to even though I suck?
Don't plan on winning after a failed roach rush. When you do that, you need to either win outright or do a lot of damage to his economy. If the rush fails you are now way behind. I strongly suggest learning these openings:
ZvP: 14/14 Speeding expand 9 Overlord 14 Gas 14 Pool @ Gas finsh: 3 drones on gas 15 Overlord @ 100 gas: Pull off 2-3 drones @ Pool finsh: Queen, 1 set of lings, 1 drone, and Metabolic boost 20 Hatch
ZvT: Hatch first 9 Overlord @ 13 Supply send scout 14 Hatch 14 Pool 14 Gas @ 100 gas: Pull off 2-3 drones, metabolic boost 15 Overlord (send to hover over natural to scout any sort of bunker non-sense) Queens plus some ling when the pool finishes
ZvZ: Standard opening 9 Overlord 14 Gas 14 Pool @ 100 Gas: Pull 1-2 drones off gas 15 Overlord @ Pool finish: Metabolic boost, lings, queen Make lings until you figure out what your opponent is doing
These are just basic openings. There is still a lot to learn, and as you get better at the game you'll see that you should make some changes from what I said. The openings I gave are almost ideal, but are safer and better suited for you right now.
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