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On October 16 2012 17:16 DeCiBle wrote: do you just take the loss if you get hit with X build? (10 pool, for example is really common at my level) No drone scouting seems too risky to pay off. there are too many cheeses you can be hit with that will just instantly kill you without you being able to do much about it... 7 pool drone pull, and the basic early pool bling rushes seem like they'd be impossible to hold without first knowing what's coming.
if I was in a best of X series vs someone, i might consider a build that uses no drone scouting, especially since I'd have an idea of the other person's style and could just meta-game it. problem is I don't know what's coming.
i'm also really uncomfortable on relying on my overlord to scout, because i like to know when the pool and gas goes down.
one other question: when do you usually get gas in this MU and why?
I 10 scouted in the replay, I almost always 10 scout. I do the same overlord and scout timing as you (9ov, 10 scout). Hopefully that answers your concern right there. But even if I didn't 10 scout, I would just take the loss to 10pools, I don't see it a lot. Did you watch the replay? I manage to see his pool and gas timing with the drone scout, and my overlord sees his natural go down, but then gets chased off--and since it was on entombed, I couldn't rely on checking his natural drone saturation, so I went super safe and went to 6 or so banes the moment I saw lings moving across the map. I should also note that this was on close spawns, too. I think I was as safe as you'll ever need to be, really.
But my impression is that at the level where 10p is really common, most players don't understand how to 10pool or how to micro it, and you can beat it with decent micro. Hell, I am mid-masters NA and I don't even pretend to understand how to 10pool properly. Something about 8 of 12 drones pulled, two spines? Then there's the 10p bane variant that also auto-kills 15hatch, too? Eh, the other guys can tell you more if you care about that kind of stuff. I love infestors in zvz, so I play for midgame. Seriously though, you're doing the same thing that everyone likes to do when they get advice, you're defeating yourself by coming up with all the scenarios where something won't work. We say this stuff because we've found that it works the most. The best that you'll get in this game is the build or strategy that works most of the time.
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On October 16 2012 18:47 Azoryen wrote: I have trouble dealing with harassment in ZvT (hellions, banshees, drops) at gold level. If I make spores there's always gaps the banshees can explore, if I make spines the hellions just run by. Would appreciate any advice and also: what's the safest build against harassment?
I'm thinking going 6 queens, but the problem is they are slow. If I am at the front spreading creep hellions can just run by or take a different route. And banshees can fly between expansions faster than queens routes by ground (consider for example cloud kingdom going from main to 3rd).
The big issue I have with zergs these days is that they rely on queens and speedlings to fight banshee hellion. Because you need queens+lings to fight hellions, but also queens to fight the banshees. So if hellions hit in one spot, and banshees in another, you can only properly defend one spot (the one to which you send queens). So I strongly recommend the mortal approach to dealing with it: roaches. Roaches handle hellions, queens handle banshees. No potential for a disadvantageous split.
You really only need one centered spore per base to handle banshees long enough for queens to make it back, especially if you're going roach (queens don't need to cover everything, just banshee spots). Regardless of whether you add roaches or not, you might want to just stop a-moving all your queens around and try to split it up to handle the relative threat a little more closely. One banshee doesn't require a 4-queen response, for instance. And as long as your queen can move in and out of spore cover, you can fight banshees one-on-one. And if you go to 6 queens, you should have enough to handle both threats. "Should".
If you're really having trouble with banshees finding gaps in spore coverage, though, then you might not be running your drones properly. You just need to run them long enough for queens to make it back, as you should still have the majority of each mineral line protected by spores.
I don't suppose I can ask you for a replay, too? Because it also sounds like you're not walling your front. A proper wall has a queen-size gap that you can easily plug, plus a spine that can hit hellions trying to kill that blocking queen. So if banshees hit your main, you send one queen to hold the wall, then the rest to deal with banshees. (You DO have at least 4 queens, yes?)
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On October 16 2012 19:05 6xFPCs wrote:Show nested quote +On October 16 2012 18:47 Azoryen wrote: I have trouble dealing with harassment in ZvT (hellions, banshees, drops) at gold level. If I make spores there's always gaps the banshees can explore, if I make spines the hellions just run by. Would appreciate any advice and also: what's the safest build against harassment?
I'm thinking going 6 queens, but the problem is they are slow. If I am at the front spreading creep hellions can just run by or take a different route. And banshees can fly between expansions faster than queens routes by ground (consider for example cloud kingdom going from main to 3rd). The big issue I have with zergs these days is that they rely on queens and speedlings to fight banshee hellion. Because you need queens+lings to fight hellions, but also queens to fight the banshees. So if hellions hit in one spot, and banshees in another, you can only properly defend one spot (the one to which you send queens). So I strongly recommend the mortal approach to dealing with it: roaches. Roaches handle hellions, queens handle banshees. No potential for a disadvantageous split. You really only need one centered spore per base to handle banshees long enough for queens to make it back, especially if you're going roach (queens don't need to cover everything, just banshee spots). Regardless of whether you add roaches or not, you might want to just stop a-moving all your queens around and try to split it up to handle the relative threat a little more closely. One banshee doesn't require a 4-queen response, for instance. And as long as your queen can move in and out of spore cover, you can fight banshees one-on-one. And if you go to 6 queens, you should have enough to handle both threats. "Should". If you're really having trouble with banshees finding gaps in spore coverage, though, then you might not be running your drones properly. You just need to run them long enough for queens to make it back, as you should still have the majority of each mineral line protected by spores. I don't suppose I can ask you for a replay, too? Because it also sounds like you're not walling your front. A proper wall has a queen-size gap that you can easily plug, plus a spine that can hit hellions trying to kill that blocking queen. So if banshees hit your main, you send one queen to hold the wall, then the rest to deal with banshees. (You DO have at least 4 queens, yes?) Actually, I only make 3 queens early (2 for injects and 1 for creep) and I add a forth when I make my macro hatch. This is the build with gas at 16-17, not the gasless 4-6 queens, that's why I'm asking if I should try the gasless style: it seems safer against harassment.
I don't really get the 'move in and out from spore cover', because even gold players know how to hold position with the banshees and they have good range. This never works for me. I don't usually save replays, but I can post it later when I play some games.
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On October 16 2012 19:25 Azoryen wrote:Show nested quote +On October 16 2012 19:05 6xFPCs wrote:On October 16 2012 18:47 Azoryen wrote: I have trouble dealing with harassment in ZvT (hellions, banshees, drops) at gold level. If I make spores there's always gaps the banshees can explore, if I make spines the hellions just run by. Would appreciate any advice and also: what's the safest build against harassment?
I'm thinking going 6 queens, but the problem is they are slow. If I am at the front spreading creep hellions can just run by or take a different route. And banshees can fly between expansions faster than queens routes by ground (consider for example cloud kingdom going from main to 3rd). The big issue I have with zergs these days is that they rely on queens and speedlings to fight banshee hellion. Because you need queens+lings to fight hellions, but also queens to fight the banshees. So if hellions hit in one spot, and banshees in another, you can only properly defend one spot (the one to which you send queens). So I strongly recommend the mortal approach to dealing with it: roaches. Roaches handle hellions, queens handle banshees. No potential for a disadvantageous split. You really only need one centered spore per base to handle banshees long enough for queens to make it back, especially if you're going roach (queens don't need to cover everything, just banshee spots). Regardless of whether you add roaches or not, you might want to just stop a-moving all your queens around and try to split it up to handle the relative threat a little more closely. One banshee doesn't require a 4-queen response, for instance. And as long as your queen can move in and out of spore cover, you can fight banshees one-on-one. And if you go to 6 queens, you should have enough to handle both threats. "Should". If you're really having trouble with banshees finding gaps in spore coverage, though, then you might not be running your drones properly. You just need to run them long enough for queens to make it back, as you should still have the majority of each mineral line protected by spores. I don't suppose I can ask you for a replay, too? Because it also sounds like you're not walling your front. A proper wall has a queen-size gap that you can easily plug, plus a spine that can hit hellions trying to kill that blocking queen. So if banshees hit your main, you send one queen to hold the wall, then the rest to deal with banshees. (You DO have at least 4 queens, yes?) Actually, I only make 3 queens early (2 for injects and 1 for creep) and I add a forth when I make my macro hatch. This is the build with gas at 16-17, not the gasless 4-6 queens, that's why I'm asking if I should try the gasless style: it seems safer against harassment. I don't really get the 'move in and out from spore cover', because even gold players know how to hold position with the banshees and they have good range. This never works for me. I don't usually save replays, but I can post it later when I play some games.
You can still get 4 queens out with the early gas. When your pool finishes build 2 queens. Then when the queen at the nat finishes start another one and when that one finishes start your 4th queen. Then in the lower leagues you might want to make a few lings around 6 min to deal with the runbys. If he decides to do a runby you will get the hellions with close to zero losses and you can just take your 3rd without any trouble. In higher leagues, it's safe to not make these lings as the terran will not blindly runby and rather delay your 3rd. It's pretty usefull to make 1 spore at each base. Even if he doesn't go banshees, they are still usefull to deal with drops.
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On October 16 2012 19:25 Azoryen wrote:Show nested quote +On October 16 2012 19:05 6xFPCs wrote:On October 16 2012 18:47 Azoryen wrote: I have trouble dealing with harassment in ZvT (hellions, banshees, drops) at gold level. If I make spores there's always gaps the banshees can explore, if I make spines the hellions just run by. Would appreciate any advice and also: what's the safest build against harassment?
I'm thinking going 6 queens, but the problem is they are slow. If I am at the front spreading creep hellions can just run by or take a different route. And banshees can fly between expansions faster than queens routes by ground (consider for example cloud kingdom going from main to 3rd). The big issue I have with zergs these days is that they rely on queens and speedlings to fight banshee hellion. Because you need queens+lings to fight hellions, but also queens to fight the banshees. So if hellions hit in one spot, and banshees in another, you can only properly defend one spot (the one to which you send queens). So I strongly recommend the mortal approach to dealing with it: roaches. Roaches handle hellions, queens handle banshees. No potential for a disadvantageous split. You really only need one centered spore per base to handle banshees long enough for queens to make it back, especially if you're going roach (queens don't need to cover everything, just banshee spots). Regardless of whether you add roaches or not, you might want to just stop a-moving all your queens around and try to split it up to handle the relative threat a little more closely. One banshee doesn't require a 4-queen response, for instance. And as long as your queen can move in and out of spore cover, you can fight banshees one-on-one. And if you go to 6 queens, you should have enough to handle both threats. "Should". If you're really having trouble with banshees finding gaps in spore coverage, though, then you might not be running your drones properly. You just need to run them long enough for queens to make it back, as you should still have the majority of each mineral line protected by spores. I don't suppose I can ask you for a replay, too? Because it also sounds like you're not walling your front. A proper wall has a queen-size gap that you can easily plug, plus a spine that can hit hellions trying to kill that blocking queen. So if banshees hit your main, you send one queen to hold the wall, then the rest to deal with banshees. (You DO have at least 4 queens, yes?) Actually, I only make 3 queens early (2 for injects and 1 for creep) and I add a forth when I make my macro hatch. This is the build with gas at 16-17, not the gasless 4-6 queens, that's why I'm asking if I should try the gasless style: it seems safer against harassment. I don't really get the 'move in and out from spore cover', because even gold players know how to hold position with the banshees and they have good range. This never works for me. I don't usually save replays, but I can post it later when I play some games.
You can go a mix of the two, make your gas when your pool finishes, you'll still have speed in time against hellions against everything that is not rax - gas. Against a terran that takes his gas before an expansion you need the gas around 3/4 of the pool if you want speed in time.
With that you can still get 2x queens when your pool finishes, and 2x queens when the first two finish. After that I usually get a 3rd expansion down around 6:00 and sometimes another queen at the natural to have 3 queens dedicated to lay creep. Works well so far, I have to delay lair until around 8:15 though because "early" speed, 4/5 queens and lings to defend hellions is costly.
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Want to know ways (read All-ins and cheeses) to win before 10 minutes, am tired of long post 20 min. macro games
I tried Liquepidia Cheese section, 6 pool aren't working with me, poor micro, big maps, etc.
Using (and winning with) Ling Flood for ZvZ, so what All-ins do you guys recommend against P and T?
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On October 16 2012 22:10 Brainiac_Br wrote: Want to know ways (read All-ins and cheeses) to win before 10 minutes, am tired of long post 20 min. macro games
I tried Liquepidia Cheese section, 6 pool aren't working with me, poor micro, big maps, etc.
Using (and winning with) Ling Flood for ZvZ, so what All-ins do you guys recommend against P and T? I recommend Line's ZvT (search it), it's very powerful against 3OC players, despite looking like a macro build (3rd base at 6:00)
In ZvP take a gas after you get his scout away from your main. 1 queen total, roach warren at 22 or so. Overlords while it's making, you can take a third at 5:00 and then cancel it if you want to try and fool your opponent. Make 8-10 roaches and lings and attack! Ling speed IS optional, idk if it's worth 4 roaches
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On October 16 2012 22:10 Brainiac_Br wrote: Want to know ways (read All-ins and cheeses) to win before 10 minutes, am tired of long post 20 min. macro games
I tried Liquepidia Cheese section, 6 pool aren't working with me, poor micro, big maps, etc.
Using (and winning with) Ling Flood for ZvZ, so what All-ins do you guys recommend against P and T?
Mavvie already said it, but that ZvP fake expo attack is really good. I want to talk about it in a little more depth. I like to do it a different way with early gas, and ling speed. I think Leenock pioneered this build, so if you want to watch a replay, pretty sure he has a few of them with this build.
9/10 Overlord 14/18 - Gas - Only mine 100 gas until the scouting probe out of your base, start mining again. Get ling speed right away. 14/18 - Pool 15/18 - Overlord 15/18 - Queen - Inject immediately, the inject lines up with the timing on your roaches. 17/26 - 2 pairs of lings to deny scouting. THIS IS VERY IMPORTANT. He can't see the cancel or your main/roach warren. 20/26 - Expand, cancel it before it finishes, you need the cash for roaches. 20/26 - Stop building drones at this point. ! Build the roach warren before 4:45 or it wont be ready. The roach warren will put you at 19 supply, and when you cancel the hatch it will put you at 20. You should be anywhere from 20/34 or 20/42 when you attack.
When the inject pops, build all roaches, and follow up the attack with lings. Go right to his base and do not hesitate, attack immediately or you will lose.
Another thing, if you are doing a BO3, BO5 etc... you can just get the 100 gas, and then actually stop and just drone + expand. It puts you behind a regular 15 pool no gas expand, but if you throw this kind of all-in at an opponent, and then deny scouting just like you were going all-in, but macro, you can really mess with someones head.
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On October 17 2012 00:10 HighLach wrote:Show nested quote +On October 16 2012 22:10 Brainiac_Br wrote: Want to know ways (read All-ins and cheeses) to win before 10 minutes, am tired of long post 20 min. macro games
I tried Liquepidia Cheese section, 6 pool aren't working with me, poor micro, big maps, etc.
Using (and winning with) Ling Flood for ZvZ, so what All-ins do you guys recommend against P and T? Mavvie already said it, but that ZvP fake expo attack is really good. I want to talk about it in a little more depth. I like to do it a different way with early gas, and ling speed. I think Leenock pioneered this build, so if you want to watch a replay, pretty sure he has a few of them with this build. 9/10 Overlord 14/18 - Gas - Only mine 100 gas until the scouting probe out of your base, start mining again. Get ling speed right away. 14/18 - Pool 15/18 - Overlord 15/18 - Queen - Inject immediately, the inject lines up with the timing on your roaches. 17/26 - 2 pairs of lings to deny scouting. THIS IS VERY IMPORTANT. He can't see the cancel or your main/roach warren. 20/26 - Expand, cancel it before it finishes, you need the cash for roaches. 20/26 - Stop building drones at this point. ! Build the roach warren before 4:45 or it wont be ready. The roach warren will put you at 19 supply, and when you cancel the hatch it will put you at 20. You should be anywhere from 20/34 or 20/42 when you attack. When the inject pops, build all roaches, and follow up the attack with lings. Go right to his base and do not hesitate, attack immediately or you will lose. Another thing, if you are doing a BO3, BO5 etc... you can just get the 100 gas, and then actually stop and just drone + expand. It puts you behind a regular 15 pool no gas expand, but if you throw this kind of all-in at an opponent, and then deny scouting just like you were going all-in, but macro, you can really mess with someones head.
hi there. diamond zerg here. the zvp build posted above is extremely dangerous considering you are dropping a 14 gas before pool. that is really all the information a probe scout needs. its a tell tell sign that something fishy is up. perhaps try the mass slow ling off 3 hatch. the toss sees everything as being standard. it really only works if he trys to pressure with first zel/stalker but if that happens its gg.
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On October 16 2012 22:10 Brainiac_Br wrote: Want to know ways (read All-ins and cheeses) to win before 10 minutes, am tired of long post 20 min. macro games
I tried Liquepidia Cheese section, 6 pool aren't working with me, poor micro, big maps, etc.
Using (and winning with) Ling Flood for ZvZ, so what All-ins do you guys recommend against P and T?
Look up the WZP style ZvP. It works if well controlled and your terran buddy makes mistakes, but it's mostly an anti-P build.
it's:
send first overlord just outside your opponent's ramp to spot up the ramp for your inevitable roaches. 10drone 10 overlord extractor cancel 11/10 drone 13pool 12 gas (immediately, like... before you get 50 minerals or the timing's off) drone to 15 and wait for pool to finish (don't build anything during this time) when pool finishes queen then immediate roach warren and one set of lings (you should be at 17/18) 17 overlord (this is optional and it alters the timing slightly, but I drone at 17 with my variant) @ 100 gas get speed @ roach warren finished make 3 roaches pull 2 drones off gas (or leave them on and after first inject finishes you can make 3 more roaches; but then pull them off) keep making overlords, injecting, and sending mass speedling at your opponent with the occasional roach when you can afford the gas cost.
if you push and hit a wall of cannons (2-3) expand, and transition as needed. if you push, hit a wall, and want to bust it, take 2nd gas and transition into roach banes. (which is risky, but has a lot of potential to end the game if they only rely on the cannons)
I haven't tried this personally, but in the thread it was brought up that you can push and if you hit a wall transition into fast mutalisks and do some econ damage while saturating your nat. not sure how well that would pan out in the higher leagues, and is completely dependent on your opponent making mistakes. but again: I haven't personally tried it.
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On October 16 2012 22:10 Brainiac_Br wrote: Want to know ways (read All-ins and cheeses) to win before 10 minutes, am tired of long post 20 min. macro games
I tried Liquepidia Cheese section, 6 pool aren't working with me, poor micro, big maps, etc.
Using (and winning with) Ling Flood for ZvZ, so what All-ins do you guys recommend against P and T?
look up TangSC's all-in guides on these forums. the zenio baneling bust thread gives a great cheese for ZvP. You can't really cheese a terran, but the roach/baneling bust is about as close as you'll ever get.
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On October 16 2012 19:25 Azoryen wrote:Show nested quote +On October 16 2012 19:05 6xFPCs wrote:On October 16 2012 18:47 Azoryen wrote: I have trouble dealing with harassment in ZvT (hellions, banshees, drops) at gold level. If I make spores there's always gaps the banshees can explore, if I make spines the hellions just run by. Would appreciate any advice and also: what's the safest build against harassment?
I'm thinking going 6 queens, but the problem is they are slow. If I am at the front spreading creep hellions can just run by or take a different route. And banshees can fly between expansions faster than queens routes by ground (consider for example cloud kingdom going from main to 3rd). The big issue I have with zergs these days is that they rely on queens and speedlings to fight banshee hellion. Because you need queens+lings to fight hellions, but also queens to fight the banshees. So if hellions hit in one spot, and banshees in another, you can only properly defend one spot (the one to which you send queens). So I strongly recommend the mortal approach to dealing with it: roaches. Roaches handle hellions, queens handle banshees. No potential for a disadvantageous split. You really only need one centered spore per base to handle banshees long enough for queens to make it back, especially if you're going roach (queens don't need to cover everything, just banshee spots). Regardless of whether you add roaches or not, you might want to just stop a-moving all your queens around and try to split it up to handle the relative threat a little more closely. One banshee doesn't require a 4-queen response, for instance. And as long as your queen can move in and out of spore cover, you can fight banshees one-on-one. And if you go to 6 queens, you should have enough to handle both threats. "Should". If you're really having trouble with banshees finding gaps in spore coverage, though, then you might not be running your drones properly. You just need to run them long enough for queens to make it back, as you should still have the majority of each mineral line protected by spores. I don't suppose I can ask you for a replay, too? Because it also sounds like you're not walling your front. A proper wall has a queen-size gap that you can easily plug, plus a spine that can hit hellions trying to kill that blocking queen. So if banshees hit your main, you send one queen to hold the wall, then the rest to deal with banshees. (You DO have at least 4 queens, yes?) Actually, I only make 3 queens early (2 for injects and 1 for creep) and I add a forth when I make my macro hatch. This is the build with gas at 16-17, not the gasless 4-6 queens, that's why I'm asking if I should try the gasless style: it seems safer against harassment. I don't really get the 'move in and out from spore cover', because even gold players know how to hold position with the banshees and they have good range. This never works for me. I don't usually save replays, but I can post it later when I play some games.
If you get gas early and only 3 queens, I would definitely grab 3ish roaches to be safe against hellions. 17gas is not as economically favorable, but it works fine. You cannot get by against hellion banshee with 3 queens, though, that's almost no defense.
The spore-queen thing (which sounds like you aren't aware of or aren't doing properly): Queens have 7 range AA, banshees have 6 range. So if he holds position, you run drones and send the queen over. He takes some shots, then exits hold position to come after you. You run back to the spore, send drones back. Repeat while building more drones.
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How many queens should i have in ZvT/ZvP late game army for transfuses and there is not shortage of gas.
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On October 16 2012 15:02 DeCiBle wrote: I want to add replays for this, but I'm not sure how.
Basically I've kind of lost my ability to survive early cheese in ZvZ... not even cheese, really. I tend to go 14 hatch and try to make it work. Is 14 hatch still viable in ZvZ?
so... being brief my issues have been: mostly early game ling/bling, and mostly aggressive builds. i've been losing a lot to 14g/14p then a queen, expand (not saturated, but used for extra zerglings). I get speed slower, and I'm always at a loss as to when I'm doing just enough to defend, or when I'm over-committing to defense. When banelings come through it tends to get really messy, mostly because banelings are a pain to deal with.
Variations on this have been: the 12 pool/11gas variant with no expand They don't remove from gas and go baneling heavy variant 14/14 pull gas and mass zerglings 14/14 transitions, including: mass ling into infestor. mass ling harass push to put me into a defensive stance, followed by macro follow up- ...into mass muta. (just need scouting tips and timings on this one) standard late-game
my responses and their weaknesses (that set me on edge): I've found early roach isn't really viable from a strategic standpoint. If you hold off that first push, you're kind of stuck vs a decent player, because you can't move out on the map or they'll get a surround and kill you, allowing them a faster 3rd.
get 2 gasses the second i scout an earlier gas than me, then get a faster 150 gas then pull X drones (i play with the number) and try to play standard from there. (this sometimes works, as banelings come out in time to intercept the mass speedlings, and if I spread and control well I can win, but the problem is i'm kind of fighting from behind at this point, it feels, so I'm kind of counting on my control to get me out of the tight situation). This also causes problems when they go full all-in, because I need to control really well to keep up, and one slip-up loses me the game. Another problem is that the faster banelings will keep them from outright killing me, but I'm kind of in the dark as to what's happening behind the push as to whether they're droning or taking a fast 3rd behind it. (which is hard to gauge, as all bling wars tend to end differently)
I get 1 gas, skip speed and go only banelings and throw down 2 spines. This is pretty solid initially. it's just awkward to transition out of, because of how delayed speed is. It kind of forces a roach play follow up, which (from my experience of maybe being a little over-greedy) can cause problems when coming up against ling/infester or ling/muta, and especially mass muta behind it.
try to go pure minerals and throw down 3 spines throughout my nat and block the ramp with slowlings. This delays speed, and I only do this when I've either messed up my gas timing, or when I'm playing around with options to counter early ling/bling vs my 14 hatch. It's kind of dicey. Never feels safe, but on the occasion they mess up and i can hold without losing too much. it's actually decent vs baneling heavy play, as banelings don't do well vs the spines.
again: early roach just hasn't worked for me at all, so I don't go early roaches vs it. Also also: I'm usually at a loss for what transitions to do. I've taken a little hiatus from the game and the ZvZ match up has a lot of new builds I'm not comfortable or used to, so the midgame is kind of stressful. I scout well, but i'm not familiar with the new builds, so its mostly like "ok he's doing X... I know he's doing X... ok... good.... he's doing X... cool..." *continue standard build and shrug* This is only for things I'm not 100% on, like ling/infestor into hive tech... and to a minor extent mass muta play is awkward to fight against, because I'm not used to being pinned down, it's just not a comfortable place for me to be, so i tend to base-race or be active on the field, even when it's not a good idea to do so.
my opener was 14hatch 16 pool, but i found that delayed pool too much, so I've been doing 14 hatch 15 pool lately. My gas timing is up in the air. it's usually "when I scout him building his gas, I'll build mine. If he built his gas before me, immediately get gas after pool". I don't think that's a wrong mentality, but it's all very awkward and shaky in practice.
Any help or 14 hatch opener tips or pointers you live by would be appreciated. Thanks for reading my big wall of text.
I'm the opposite to you and I've had success with 9 pool on 1v1 maps and 14 gas 13 pool on 4 spawn maps, to defend against this you'll need defensive banelings and a couple spines, get queens to block the ramp. My aim is to mass enough speedlings off one base to overrun your expansion, then I expand with a healthy lead so to speak.
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Looking for winning replays of 2 base muta vs fast 3 CC Terran.
Anybody have some from GM/Pro level?
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On October 17 2012 09:01 MrBitter wrote: Looking for winning replays of 2 base muta vs fast 3 CC Terran.
Anybody have some from GM/Pro level? Pretty sure this isn't possible unless they go into mech and don't have thors/turrets in time (which won't happen at gm/pro level). Why go 2 base muta? You need to do lots of damage, not to say it isn't impossible but it's harder to win IMO
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On October 17 2012 10:09 Mavvie wrote:Show nested quote +On October 17 2012 09:01 MrBitter wrote: Looking for winning replays of 2 base muta vs fast 3 CC Terran.
Anybody have some from GM/Pro level? Pretty sure this isn't possible unless they go into mech and don't have thors/turrets in time (which won't happen at gm/pro level). Why go 2 base muta? You need to do lots of damage, not to say it isn't impossible but it's harder to win IMO Well if a terran goes Hellion-Banshee-2x Ebay-3CC, which is actually standard now, ST_Life's 2-base muta build can work, but it still depends more on mis-information. It still hits at 8:30, which can be problematic. TSL4 Keen vs Life game 2 (i think..) EG Master's Cup Empire.Happy vs QuanticHawk Game 2
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On October 17 2012 10:09 Mavvie wrote:Show nested quote +On October 17 2012 09:01 MrBitter wrote: Looking for winning replays of 2 base muta vs fast 3 CC Terran.
Anybody have some from GM/Pro level? Pretty sure this isn't possible unless they go into mech and don't have thors/turrets in time (which won't happen at gm/pro level). Why go 2 base muta? You need to do lots of damage, not to say it isn't impossible but it's harder to win IMO
2 base muta hits right before terran production kicks in and before combat shield + stim finishes giving you a chance to kill researching tech lab and pretty much win the game. Muta very strong vs current terran meta.
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On October 17 2012 10:23 lodeet wrote:Show nested quote +On October 17 2012 10:09 Mavvie wrote:On October 17 2012 09:01 MrBitter wrote: Looking for winning replays of 2 base muta vs fast 3 CC Terran.
Anybody have some from GM/Pro level? Pretty sure this isn't possible unless they go into mech and don't have thors/turrets in time (which won't happen at gm/pro level). Why go 2 base muta? You need to do lots of damage, not to say it isn't impossible but it's harder to win IMO 2 base muta hits right before terran production kicks in and before combat shield + stim finishes giving you a chance to kill researching tech lab and pretty much win the game. Muta very strong vs current terran meta. I stand corrected 
Honestly, Terrans should see this coming. You're on 2 bases and a scan reveals a (very) fast lair. "Greedy" double ebay builds unlock turret tech in time I would imagine, and then he's 4 turrets away from winning (1 by techlab).
I do see that it's a cool timing, but you've REALLY gotta hit it or else you are way behind.
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Can someone lead me to guide on ling infestor ultra in zvz? I searched a couple places but didn't come up with much.
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