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The Zerg Help Me Thread - Page 454

Forum Index > StarCraft 2 Strategy
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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.
Kraelog
Profile Joined April 2010
Belgium194 Posts
January 02 2013 14:20 GMT
#9061
Do you have a replay of such a game? What league are you playing? Whenever a Terran has 10 BC's & 8 ravens with support if I find it hard to imagine a composition that can beat that cost-effectively. 10 BC= 15-20 Yamamoto's so byebye infestors and with 8 ravens corruptors shouldn't really be a problem. How are you losing the Ravens?
MstrJinbo
Profile Joined March 2011
United States1251 Posts
January 02 2013 14:34 GMT
#9062
On January 02 2013 21:05 Kraelog wrote:
@Gateway expand from Protoss

This is from a while back, but wouldn't a Losira Roach/Ling timing kill a non-FFE Protoss? The reason FFE became so dominant was that it was one of the few openers that didn't die against a Roach/Ling all-in. This is off course massively map-dependant, but when you scout a Gateway expand, a good response should be to go AI R/L since its extremely hard to guess the right amount of droning if you want to play macro.


The Losira roach/ling allin is specifically designed against 3 gate expands as it hits right when they are trying to expand. A one gate expand will both have the nexus wall and canons up and gives the Protoss the ability to tech to things like voidrays. Also the maps nowadays are really bad for the roach ling allin. We have maps like cloud kingdom instead of xel naga caverns and Metalopolis. The Protoss is also expecting your third hatch so when they don't see it they will know you are up to something and prepare accordingly.
Henk
Profile Joined March 2012
Netherlands578 Posts
January 02 2013 15:40 GMT
#9063
Although this may be a weird question, I seem a little bit lost in the engagement in lategame ZvT, after they went mech. Vikings kite my corruptors and broodlords, and tanks destroy my infestors when I try to get them into fungal range. How do I engage this? Note, engaging mostly happens next to a planetary (4th base on Daybreak for example).

Also, when playing against mech, should I rush to 4 bases - 80 drones, because they'll have to wait for at least 140-160 supply before pushing? Or can they hit a timing long before that?
Kraelog
Profile Joined April 2010
Belgium194 Posts
January 02 2013 15:56 GMT
#9064
On January 02 2013 23:34 MstrJinbo wrote:
The Losira roach/ling allin is specifically designed against 3 gate expands as it hits right when they are trying to expand. A one gate expand will both have the nexus wall and canons up and gives the Protoss the ability to tech to things like voidrays. Also the maps nowadays are really bad for the roach ling allin. We have maps like cloud kingdom instead of xel naga caverns and Metalopolis. The Protoss is also expecting your third hatch so when they don't see it they will know you are up to something and prepare accordingly.


While it's true the Losira was timing was designed against 3G expands, I do believe the attack only hit when the nexus was already up with a forge. The strength of the attack was simply busting through the wall & killing the one cannon. The timing died out because most Protoss went FFE with 2 or even 3 cannons. Now when you compare a 1GFE with a 3GFE you can't really argue that the 3gate has a weaker defense. Off course the tech will be faster, but in my opinion that is more beneficial to the attack then anything else. Robo/Twilight tech will just die and Stargate can hold it, but a stargate opening has become a rarity lately. Maps are concern, but on Ohana, Daybreak & Entombed it should still be possible I think.


Concerning the third hatch, what does Protoss know? Since a standard response to GFE is to delay the third to defend a possible push, you aren't really giving away a lot of information.
HighLach
Profile Joined December 2011
United States132 Posts
January 02 2013 16:02 GMT
#9065
@Henk, you were really vague, you should post a replay.
Kraelog
Profile Joined April 2010
Belgium194 Posts
January 02 2013 16:09 GMT
#9066
On January 03 2013 00:40 Henk wrote:
Although this may be a weird question, I seem a little bit lost in the engagement in lategame ZvT, after they went mech. Vikings kite my corruptors and broodlords, and tanks destroy my infestors when I try to get them into fungal range. How do I engage this? Note, engaging mostly happens next to a planetary (4th base on Daybreak for example).

Also, when playing against mech, should I rush to 4 bases - 80 drones, because they'll have to wait for at least 140-160 supply before pushing? Or can they hit a timing long before that?



Well in general, when playing against mech they can only harass with hellions so just SPAM expansions. Hellions can kill drones quickly but it takes an eternity for them to kill a hatchery. After droning hard personally I just drown the Terran in waves and waves of Speedroach (with drop if they're tank heavy). I don't really like a maxed vs maxed battle since your micro needs to be spot on.

Also yeah, post a replay :p
InfCereal
Profile Joined December 2011
Canada1759 Posts
January 02 2013 16:27 GMT
#9067
On January 03 2013 00:40 Henk wrote:
Although this may be a weird question, I seem a little bit lost in the engagement in lategame ZvT, after they went mech. Vikings kite my corruptors and broodlords, and tanks destroy my infestors when I try to get them into fungal range. How do I engage this? Note, engaging mostly happens next to a planetary (4th base on Daybreak for example).

Also, when playing against mech, should I rush to 4 bases - 80 drones, because they'll have to wait for at least 140-160 supply before pushing? Or can they hit a timing long before that?



I haven't used broodlords in about a year, so take this with a grain of salt.

You should be using the broodlords to force the tanks to unsiege. Basically, you keep your corrupters around to guard your broodlords while they do this, never chasing the vikings, just keeping them in check. You always keep your broodlords as far away as possible (You can launch a volley and retreat if necessary). You fungal anything that comes within range of the infestors, rather than bringing the infestors in range of the enemy. Once the enemy is unsieged, you're pretty much free to do what you want.
Cereal
Glon
Profile Joined December 2010
United States569 Posts
January 02 2013 17:18 GMT
#9068
On January 02 2013 20:39 saaaa wrote:
What is the scariest unit composition for you in late game against a meching player? Should he stay on Thor+Viking+Raven and maybe add Ghosts or should he transition into BC/Viking/Raven with like 4 Thors and maybe ghosts as well?



Any kind of mech composition that consists of ~5 tanks (to kill infestors), thors, vikings, and ravens is very scary versus infestor broodlord corrupter. With seeker missile AND thor splash corupter balls melt, and brood lords have trouble dealing with thors quickly.

Just be careful of a mass roach remax - it's a common strategy that punishes the meching player in the very late game.
@QuanticGlon https://twitter.com/QuanticGlon
Azoryen
Profile Blog Joined May 2012
Portugal242 Posts
Last Edited: 2013-01-02 18:19:57
January 02 2013 17:51 GMT
#9069
Question:
What's a good way to adapt a build when the opponent messes up with it (e.g. he kills some drones with harassment, he forces a lot of lings, spores, etc.
At first I was using times like 7:00: build a roach warren, but timed references very easily become useless.
So I tried changing my references to worker counts, which is much better, but still gets messed up sometimes.

I feel this is more of a problem for Zerg, because our builds must consider larva and the fact that we train units/army from that same larva, which means we don't always have the same economy at a given time or a given supply.

I'd like to know how good players deal with this, since they seem to always keep a very good balance in their builds no matter how much they get harassed and need to adapt.

Does it even make sense to have any references at all as Zerg, since maybe it's better to just be flexible enough to turn defense into offense and I feel I don't do this enough because after I defend I'm usually trying to find my way back to my build.
Henk
Profile Joined March 2012
Netherlands578 Posts
Last Edited: 2013-01-02 18:34:30
January 02 2013 18:33 GMT
#9070
On January 03 2013 02:51 Azoryen wrote:
Question:
What's a good way to adapt a build when the opponent messes up with it (e.g. he kills some drones with harassment, he forces a lot of lings, spores, etc.
At first I was using times like 7:00: build a roach warren, but timed references very easily become useless.
So I tried changing my references to worker counts, which is much better, but still gets messed up sometimes.

I feel this is more of a problem for Zerg, because our builds must consider larva and the fact that we train units/army from that same larva, which means we don't always have the same economy at a given time or a given supply.

I'd like to know how good players deal with this, since they seem to always keep a very good balance in their builds no matter how much they get harassed and need to adapt.

Does it even make sense to have any references at all as Zerg, since maybe it's better to just be flexible enough to turn defense into offense and I feel I don't do this enough because after I defend I'm usually trying to find my way back to my build.


Well for example in ZvZ: Always counter attack; always. When your opponent, in the early game, makes (20 or so) lings and runs by and kills ~8 drones and you then clean up his attack with your spawning lings, use those lings to counter attack. You may not kill a single worker, in fact you don't even have to commit to the attack. Just by knowing your lings are coming, he is forced to make units instead of drones.

Another example in ZvP: When a toss goes stargate expand, it's easy to just get stressed out by defending the voidray/phoenix, building some spores, microing queens, rebuilding drones. However you HAVE to keep denying his 3rd base. The protoss uses this build because he wants to get a safe 3rd by keeping you under pressure. Due to all his air units, your ground forces should deal with his little groundforce easily and push it back into his natural while you deny his 3rd.
dp092886
Profile Joined December 2012
Afghanistan14 Posts
January 02 2013 19:03 GMT
#9071
Question:

First hello Glon, I have learned so much from your guide and help me thread. I have been having some issues with Z v Z and I have been playing around with my build a little bit. I have found success in going with a late natural expansion and pressuring him early by getting speedlings as fast as possible than teching accordingly. I was hoping you could spare a couple of minutes and let me know what you think about this Z v Z. Will it hold up at other levels of play? I am currently a silver player. Thanks for all of your time and advice!

http://drop.sc/290271
"Its all about who you know" - Robert Dobek (Step Brothers)
Natalya
Profile Joined December 2011
Belgium287 Posts
January 02 2013 19:07 GMT
#9072
On January 02 2013 14:40 Defenestrator wrote:
Show nested quote +
On January 01 2013 12:22 Glon wrote:
On January 01 2013 11:47 EmNGiantNome wrote:
Hey guys not sure if HOTS discussions are frowned upon here or not but I thought I would ask anyway. I was wondering what everyone thought of CatZ's 4 hatch before pool build. In my opinion it could be improved upon by getting gas at a time when you could instantly throw down speed when your pool finished. Not sure when this timing would be but I think having early speed would help a lot. Or would speed be completely useless and hinder this build. The only downside I can think of is not having enough minerals but I think you should take guys off gas at 100 anyway and continue with the normal build. Idk what do you guys think?



I'm 99% sure that Catz is just messing around -- DO NOT go 4 hatch before pool, in ANY circumstance

While Catz isn't quite messing around with this build (he is trying to see if it really is viable), I wouldn't exactly recommend it either. 4hatch before pool suffers a lot economically due to the investment in hatcheries. The tradeoff is that you get a ton of larva later on. However, getting gas right after pool is probably not the way to play 4hatch before pool because you're already trying to catch up economically to other openers; taking gas would only set you further behind.

You can toy around with it, but you will die to a ton of stupid shit if you go 4hatch before pool, and may even end up behind in most circumstances unless you really know what you're doing. Not sure of your level, but if you're below masters I would say hold off on trying this until Catz refines it enough (if he's able to) and explains how to hold off various forms of aggression and whatnot.


Are you trolling? With 4 hatch you will have more larvae than with ANY hatch-pool or pool-hatch opening, and more mineral patches to mine from (reaching oversaturation later). You never float idle larvae either, all of those larvae can be used instantly. Basically if you want to have the most economical build, you make as much hatches as possible before pool...
Queens allow a boost of production, ofcourse, but remember you have to make a pool before your first queen, which makes hatcheries a better way to increase your production than queens.

The reason Z go 15 pool into hatch vs protoss is to discourage the canon rush with lings and on some maps where you cant take your natural where you would take your third, it allows to get the hatch in a decently timed fashion. And ofcourse, because with 4 hatch you would die to any gateway poke. Try and fight even 2-3 zealots with only drones...

On January 03 2013 02:51 Azoryen wrote:
Question:
What's a good way to adapt a build when the opponent messes up with it (e.g. he kills some drones with harassment, he forces a lot of lings, spores, etc.
At first I was using times like 7:00: build a roach warren, but timed references very easily become useless.
So I tried changing my references to worker counts, which is much better, but still gets messed up sometimes.

I feel this is more of a problem for Zerg, because our builds must consider larva and the fact that we train units/army from that same larva, which means we don't always have the same economy at a given time or a given supply.

I'd like to know how good players deal with this, since they seem to always keep a very good balance in their builds no matter how much they get harassed and need to adapt.

Does it even make sense to have any references at all as Zerg, since maybe it's better to just be flexible enough to turn defense into offense and I feel I don't do this enough because after I defend I'm usually trying to find my way back to my build.


Use the unit you have, as already said. With your larvae, either make units if you think you can straight up kill you opponent or do a lot of damage with them, or drone if you think you cant. To take an example, let's say there's a 20 zerglings attack that hits you when you dont have enough lings. If he kills 8 or so drones you're still ahead since he had to not make 10 drones in order to have his 20 lings. Same with a terran that does a very early timing. He has likely sacrified eco or upgrades to do that, so you should be fine if he doesnt kill everything you have.
Azoryen
Profile Blog Joined May 2012
Portugal242 Posts
Last Edited: 2013-01-02 19:16:18
January 02 2013 19:11 GMT
#9073
On January 03 2013 03:33 Henk wrote:
Show nested quote +
On January 03 2013 02:51 Azoryen wrote:
Question:
What's a good way to adapt a build when the opponent messes up with it (e.g. he kills some drones with harassment, he forces a lot of lings, spores, etc.
At first I was using times like 7:00: build a roach warren, but timed references very easily become useless.
So I tried changing my references to worker counts, which is much better, but still gets messed up sometimes.

I feel this is more of a problem for Zerg, because our builds must consider larva and the fact that we train units/army from that same larva, which means we don't always have the same economy at a given time or a given supply.

I'd like to know how good players deal with this, since they seem to always keep a very good balance in their builds no matter how much they get harassed and need to adapt.

Does it even make sense to have any references at all as Zerg, since maybe it's better to just be flexible enough to turn defense into offense and I feel I don't do this enough because after I defend I'm usually trying to find my way back to my build.


Well for example in ZvZ: Always counter attack; always. When your opponent, in the early game, makes (20 or so) lings and runs by and kills ~8 drones and you then clean up his attack with your spawning lings, use those lings to counter attack. You may not kill a single worker, in fact you don't even have to commit to the attack. Just by knowing your lings are coming, he is forced to make units instead of drones.

Another example in ZvP: When a toss goes stargate expand, it's easy to just get stressed out by defending the voidray/phoenix, building some spores, microing queens, rebuilding drones. However you HAVE to keep denying his 3rd base. The protoss uses this build because he wants to get a safe 3rd by keeping you under pressure. Due to all his air units, your ground forces should deal with his little groundforce easily and push it back into his natural while you deny his 3rd.

Thx, those are great tips that I'll definitely try to apply as I do need to be more agressive at times.
However, my main question is still unanswered: how to adapt the build to these sort of delays and what references to use for when to build stuff?
Let me use your ZvZ example and suppose I'm doing a muta build.
He does that attack and forces a lot of lings from me. These ling/bane wars can last a long time before things settle down.
So when things do settle and players return to their builds, any timed references like: lair at 7 minutes are now useless.
So what can I use as a reference to know when to build stuff? Supply is also not very acurate, since I can have, say, 15 supply of units left from previous battles.

This is why I find build orders like: 'take your 3rd at 40 supply' or 'lair at 7:30' not very useful.
That's how most builds are written, but that's not how good players think, I believe...
syriuszonito
Profile Joined June 2011
Poland332 Posts
Last Edited: 2013-01-02 19:27:12
January 02 2013 19:25 GMT
#9074
On January 03 2013 04:11 Azoryen wrote:
Show nested quote +
On January 03 2013 03:33 Henk wrote:
On January 03 2013 02:51 Azoryen wrote:
Question:
What's a good way to adapt a build when the opponent messes up with it (e.g. he kills some drones with harassment, he forces a lot of lings, spores, etc.
At first I was using times like 7:00: build a roach warren, but timed references very easily become useless.
So I tried changing my references to worker counts, which is much better, but still gets messed up sometimes.

I feel this is more of a problem for Zerg, because our builds must consider larva and the fact that we train units/army from that same larva, which means we don't always have the same economy at a given time or a given supply.

I'd like to know how good players deal with this, since they seem to always keep a very good balance in their builds no matter how much they get harassed and need to adapt.

Does it even make sense to have any references at all as Zerg, since maybe it's better to just be flexible enough to turn defense into offense and I feel I don't do this enough because after I defend I'm usually trying to find my way back to my build.


Well for example in ZvZ: Always counter attack; always. When your opponent, in the early game, makes (20 or so) lings and runs by and kills ~8 drones and you then clean up his attack with your spawning lings, use those lings to counter attack. You may not kill a single worker, in fact you don't even have to commit to the attack. Just by knowing your lings are coming, he is forced to make units instead of drones.

Another example in ZvP: When a toss goes stargate expand, it's easy to just get stressed out by defending the voidray/phoenix, building some spores, microing queens, rebuilding drones. However you HAVE to keep denying his 3rd base. The protoss uses this build because he wants to get a safe 3rd by keeping you under pressure. Due to all his air units, your ground forces should deal with his little groundforce easily and push it back into his natural while you deny his 3rd.

Thx, those are great tips that I'll definitely try to apply as I do need to be more agressive at times.
However, my main question is still unanswered: how to adapt the build to these sort of delays and what references to use for when to build stuff?
Let me use your ZvZ example and suppose I'm doing a muta build.
He does that attack and forces a lot of lings from me. These ling/bane wars can last a long time before things settle down.
So when things do settle and players return to their builds, any timed references like: lair at 7 minutes are now useless.
So what can I use as a reference to know when to build stuff? Supply is also not very acurate, since I can have, say, 15 supply of units left from previous battles.

This is why I find build orders like: 'take your 3rd at 40 supply' or 'lair at 7:30' not very useful.
That's how most builds are written, but that's not how good players think, I believe...


Trust me good players use build orders as well, you need to have a perfect build order when nothing messes up. How do you adapt when some early pressure happens? No one is gonna give you an ideal solution, its a mix of your mineral bank, amount of drones, what is your opponents situation - to put it short gamesense. The more you play the better your reactions will be. The only tip I can think of is that you should stay as close as possible to your time build order if you mess up something (for example toss pressures you with zealot stalker and you make 15 lings to defend it - you still should put that roach warren on 6:30-6:45 to be safe vs 4gate pressure) and when you are both behind after early fights look more on your drone count (like in your zvz situation start lair when your are saturated on your both mineral lines).

Also if you know that you got 15 supply of units you can take your over supply - 15 and you are still good to go ? :D
The one || My stream http://www.teamliquid.net/video/streams/syriuszonito
Defenestrator
Profile Joined October 2011
400 Posts
Last Edited: 2013-01-02 19:53:07
January 02 2013 19:52 GMT
#9075
On January 03 2013 04:07 Natalya wrote:
Are you trolling? With 4 hatch you will have more larvae than with ANY hatch-pool or pool-hatch opening, and more mineral patches to mine from (reaching oversaturation later). You never float idle larvae either, all of those larvae can be used instantly. Basically if you want to have the most economical build, you make as much hatches as possible before pool...
Queens allow a boost of production, ofcourse, but remember you have to make a pool before your first queen, which makes hatcheries a better way to increase your production than queens.

Not trolling, most of what I said comes from when I watched Catz do his 4hatch before pool. According to him and his supply benchmarks, it sets you back initially economically due to the investment in hatcheries; iirc, it's weaker vs some early 4gate +1 or 7gate pressure but pretty strong against immo/sentry (because you're caught up in drones by that point and have a ton of larva). So basically it is the most "economic," but this depends on when you measure it. It's not the most economic 6:00 in, but is 9:00 in. Depending on when your opponent chooses to attack you, this can be to your benefit or not. Don't take my word for it either, this is roughly what Catz has said on his stream.
Ultras and banelings go together like peas and carrots
Asgorath
Profile Joined September 2012
United States15 Posts
Last Edited: 2013-01-03 19:30:34
January 02 2013 20:45 GMT
#9076
On January 03 2013 04:11 Azoryen wrote:
This is why I find build orders like: 'take your 3rd at 40 supply' or 'lair at 7:30' not very useful.
That's how most builds are written, but that's not how good players think, I believe...


It's also why folks like Day9 advocate relative build orders, where you build stuff in relation to when other things complete and so on.

For example, you might write out your build order like this:

- Take your third when your natural completes.
- Take two gas when you have saturated the mineral lines at your main and natural (or when your third completes).
- Start evo/RW when you've saturated your gas.
- Ling speed then lair when you can afford it, based on gas.
- Take two more gas when your lair is half-way done.
- Macro hatch and army production once you've saturated your third.

That way, if you have to defend an early attack before you take gas, you just start right back from where you left off, using things like drone saturation and what buildings are complete as a guide instead of exact times or supply counts.

I think these are the Day9 dailies where this is covered:


Defenestrator
Profile Joined October 2011
400 Posts
January 02 2013 20:53 GMT
#9077
On January 03 2013 04:11 Azoryen wrote:
Show nested quote +
On January 03 2013 03:33 Henk wrote:
On January 03 2013 02:51 Azoryen wrote:
Question:
What's a good way to adapt a build when the opponent messes up with it (e.g. he kills some drones with harassment, he forces a lot of lings, spores, etc.
At first I was using times like 7:00: build a roach warren, but timed references very easily become useless.
So I tried changing my references to worker counts, which is much better, but still gets messed up sometimes.

I feel this is more of a problem for Zerg, because our builds must consider larva and the fact that we train units/army from that same larva, which means we don't always have the same economy at a given time or a given supply.

I'd like to know how good players deal with this, since they seem to always keep a very good balance in their builds no matter how much they get harassed and need to adapt.

Does it even make sense to have any references at all as Zerg, since maybe it's better to just be flexible enough to turn defense into offense and I feel I don't do this enough because after I defend I'm usually trying to find my way back to my build.


Well for example in ZvZ: Always counter attack; always. When your opponent, in the early game, makes (20 or so) lings and runs by and kills ~8 drones and you then clean up his attack with your spawning lings, use those lings to counter attack. You may not kill a single worker, in fact you don't even have to commit to the attack. Just by knowing your lings are coming, he is forced to make units instead of drones.

Another example in ZvP: When a toss goes stargate expand, it's easy to just get stressed out by defending the voidray/phoenix, building some spores, microing queens, rebuilding drones. However you HAVE to keep denying his 3rd base. The protoss uses this build because he wants to get a safe 3rd by keeping you under pressure. Due to all his air units, your ground forces should deal with his little groundforce easily and push it back into his natural while you deny his 3rd.

Thx, those are great tips that I'll definitely try to apply as I do need to be more agressive at times.
However, my main question is still unanswered: how to adapt the build to these sort of delays and what references to use for when to build stuff?
Let me use your ZvZ example and suppose I'm doing a muta build.
He does that attack and forces a lot of lings from me. These ling/bane wars can last a long time before things settle down.
So when things do settle and players return to their builds, any timed references like: lair at 7 minutes are now useless.
So what can I use as a reference to know when to build stuff? Supply is also not very acurate, since I can have, say, 15 supply of units left from previous battles.

This is why I find build orders like: 'take your 3rd at 40 supply' or 'lair at 7:30' not very useful.
That's how most builds are written, but that's not how good players think, I believe...

It also helps to know the relative timings of your opponents' tech. For example, if you know the timing a cyber core should go down and it goes down 10 seconds after that, then all warpgate/allin timings will be delayed by 10 seconds, allowing you to drone for 10 more seconds than you would normally. This goes for your opponent's lair timing, robo timing, starport timing, etc., etc. I personally do not know the standard timings for a lot of buildings (I really should) but I see pros utilize this information all the time; I remember a game where Sheth saw that his opponent's cannon timing was 5 seconds delayed, so he realized that he could run 4 lings into his base and used those to secure a sufficient advantage to win easily.
Ultras and banelings go together like peas and carrots
Azoryen
Profile Blog Joined May 2012
Portugal242 Posts
January 02 2013 21:03 GMT
#9078
Thx a lot for all the answers.
@Asgorath, that's exactly what I was looking for, thx for taking the time to post the links.
Natalya
Profile Joined December 2011
Belgium287 Posts
Last Edited: 2013-01-02 22:05:13
January 02 2013 21:28 GMT
#9079
On January 03 2013 04:52 Defenestrator wrote:
Show nested quote +
On January 03 2013 04:07 Natalya wrote:
Are you trolling? With 4 hatch you will have more larvae than with ANY hatch-pool or pool-hatch opening, and more mineral patches to mine from (reaching oversaturation later). You never float idle larvae either, all of those larvae can be used instantly. Basically if you want to have the most economical build, you make as much hatches as possible before pool...
Queens allow a boost of production, ofcourse, but remember you have to make a pool before your first queen, which makes hatcheries a better way to increase your production than queens.

Not trolling, most of what I said comes from when I watched Catz do his 4hatch before pool. According to him and his supply benchmarks, it sets you back initially economically due to the investment in hatcheries; iirc, it's weaker vs some early 4gate +1 or 7gate pressure but pretty strong against immo/sentry (because you're caught up in drones by that point and have a ton of larva). So basically it is the most "economic," but this depends on when you measure it. It's not the most economic 6:00 in, but is 9:00 in. Depending on when your opponent chooses to attack you, this can be to your benefit or not. Don't take my word for it either, this is roughly what Catz has said on his stream.


But anyway it's not a serious build. How could you EVER HOPE to face a protoss that would not outright kill you, being by canon rush or 4 gate +1 or 1-2-3 gate pressure or anything. You lings are so late it cant be a serious build. Ofcourse it's so greedy that it ends up being better vs immortal all-in, but this build will never see the lifght of day in competitive play I'd doubt it's less economical at 6:00. Maybe what Catz meant is that the production is smaller at 6:00, but saying the economy is weaker i doubt so. You are one hatchery ahead of the standard opening. You basically already have your macro hatch

It would be like saying that 5 command center before the first barrack is the counter to the Z late game :D

Edit: also, now that I think of it, you should not rely solely on food benchmarks. Since the 4 hatch build has no queen initially, it's 6 less supply that he'll be behind in food but not in drone.
Asgorath
Profile Joined September 2012
United States15 Posts
January 02 2013 23:11 GMT
#9080
On January 03 2013 06:03 Azoryen wrote:
Thx a lot for all the answers.
@Asgorath, that's exactly what I was looking for, thx for taking the time to post the links.


No worries, I know this completely changed the way I thought about build orders, and made it so much easier for me to stick with my plan when playing on the ladder. When I'm copying a build order from a replay, I usually note things like times and supply counts so I can benchmark myself in a perfect situation (i.e. no pressure, or in a practice game against the AI) but having the basic building groups laid out in this way really simplifies the way I think about them during a real game.
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