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Any timeframe I should be looking for starting my Infestestation Pit in ZvP. I play mainly lings and makes just enough roaches to hold on 2 bases pushes.
But I have the tendency of sticking to just lings too long and then I just go straigh to spire to get corruptors for the 2nd push with colossus.
I am beginning to think that the reason I die so much in ZvP is because of my lack of infestors mid-game. Any tip on when I should put it down? I guess it should be sooner than the spire even right?
NA Diamond league BTW
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On January 25 2013 19:40 KAB00000000M wrote: Is it a good idea to get early lair after 2nd hatchery (= 2 hatcheries. 1 in main, 1 at natural) to get overseer for scouting? Then removing drones off gas to mine more minerals or putting away correct amount from gas to supply your desired army?
I feel so vulnerable playing with hatchery tech macroing up on 3 bases. I know I am supposed to scout. But some times it is difficult if the enemy is really trying to prevent you. Of course this means that the enemy might have a plan coming very soon.
For example. Lair - overseer + overlord speed upgrade. This would give me so much information on the map. But is it a total suicide doing this? If you think about it, you're basically spending like 3 times more money for scouting infos instead of suiciding 2 overlords (200 minerals against 250 gas ? lair + overseer + speed and the minerals behind it). I've tried this style while going for some aggressive 2 bases style but i've stopped it long ago.
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Guys, what do you usually do when a toss does 4gate then expands? To be honest, it finally got on my nerves having to play standard every time I scout it and not know how to capitalize on it.
I heard that non FFS openers are susceptible to certain all-ins like burrow infestor. I'd really appreciate it if someone tells me how it's done or maybe a better allin.
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On January 25 2013 13:05 Oboeman wrote: I don't like taking gas vs e-bay block. I pull 3 drones to harass the SCV asap so he doesn't get to build the e-bay all the way to 99%. continue spending your larva (because you were banking larva while saving up 300 minerals for that hatch), then pool and hatch as soon as he cancels the e-bay. he is screwing himself up as well by doing this.
I guess instead of having 3 drones on gas, i have 3 drones killing the e-bay, so the expansion is earlier.
You're banking larva to save up for your 15 Hatch? wtf.....
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On January 25 2013 23:52 Reki wrote: Guys, what do you usually do when a toss does 4gate then expands? To be honest, it finally got on my nerves having to play standard every time I scout it and not know how to capitalize on it.
I heard that non FFS openers are susceptible to certain all-ins like burrow infestor. I'd really appreciate it if someone tells me how it's done or maybe a better allin.
A 4gate into an expand? A 4gate is an all in.. If you crush it, you've basically already won.
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On January 25 2013 23:32 RaiZ wrote:Show nested quote +On January 25 2013 19:40 KAB00000000M wrote: Is it a good idea to get early lair after 2nd hatchery (= 2 hatcheries. 1 in main, 1 at natural) to get overseer for scouting? Then removing drones off gas to mine more minerals or putting away correct amount from gas to supply your desired army?
I feel so vulnerable playing with hatchery tech macroing up on 3 bases. I know I am supposed to scout. But some times it is difficult if the enemy is really trying to prevent you. Of course this means that the enemy might have a plan coming very soon.
For example. Lair - overseer + overlord speed upgrade. This would give me so much information on the map. But is it a total suicide doing this? If you think about it, you're basically spending 3 more time for scouting infos instead of suiciding 2 overlords (200 minerals against 250 gas ? lair + overseer + speed and the minerals behind it). I've tried this style while going for some aggressive 2 bases style but i've stopped it long ago.
Thanks. I am a noob with Zerg. Jus had to know if it was a thing that worked well.
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On January 25 2013 23:52 Reki wrote: Guys, what do you usually do when a toss does 4gate then expands? To be honest, it finally got on my nerves having to play standard every time I scout it and not know how to capitalize on it.
I heard that non FFS openers are susceptible to certain all-ins like burrow infestor. I'd really appreciate it if someone tells me how it's done or maybe a better allin. Well I don't know what to say for your second statement since I don't really understand what you want. But for your first question, if a toss 4gates you, you should be aware of the fact that he's doing it. Immediately throw down 2 spine crawlers. Afterwards, you need to do a few things: if possible, run lings (you won't have time for roaches against a well done 5:45 4gate) around the engagement and pressure/take out the closest warp-in pylon. Usually tosses freak out and fall back on their pylon to save it (that's the weakest link of the 4gate). It is possible that you cannot perform that flank because either the toss has you in a choke or you have too few lings. In this case, don't lose your drones recklessly at your natural. Keep them alive, considering the fact that you've already used 1-2 for your spine crawlers. Bring your first queen from your main to the fight. So at this point, you should have 6-8 slowlings, 2 queens and 1-2 spine cralwers. That should be enough. Your micro has to be decent though. Tread every unit and structure correctly: if something is 100% going to die, don't waste units trying to save it; if with good micro something has 50% chance of dying, by all means save it. Have good judgement. 4gate PvZ is bullshit anyways, it rarely works because of queens/spine.
If the toss expands after failing his 4gate, just go kill him lol. 4gate is an all-in, he'll have less than 24 probes by that time, and he'll be behind in tech, supply, and obviously expansions.
Also, if you're >75% sure that a queen is going to die, queue another one asap.
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Hi, I'm quite new to Sc2 but i have been playing zerg for a while now. My question is how do you deal with those flying invisible ships of terran as zerg? Every time someone brings them over i get screwed because i dont no how to counter them, other than using queen.
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On January 26 2013 00:27 Henk wrote:Show nested quote +On January 25 2013 23:52 Reki wrote: Guys, what do you usually do when a toss does 4gate then expands? To be honest, it finally got on my nerves having to play standard every time I scout it and not know how to capitalize on it.
I heard that non FFS openers are susceptible to certain all-ins like burrow infestor. I'd really appreciate it if someone tells me how it's done or maybe a better allin. A 4gate into an expand? A 4gate is an all in.. If you crush it, you've basically already won. Sorry, what I meant was, he made gateway units but as soon as he saw my nat with 3 spines and a realized I could hold his push, he goes home then plants a nexus.
Wait a second... you people actually hold 4gate with no roaches and slowlings?
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On January 26 2013 01:38 Reki wrote:Show nested quote +On January 26 2013 00:27 Henk wrote:On January 25 2013 23:52 Reki wrote: Guys, what do you usually do when a toss does 4gate then expands? To be honest, it finally got on my nerves having to play standard every time I scout it and not know how to capitalize on it.
I heard that non FFS openers are susceptible to certain all-ins like burrow infestor. I'd really appreciate it if someone tells me how it's done or maybe a better allin. A 4gate into an expand? A 4gate is an all in.. If you crush it, you've basically already won. Sorry, what I meant was, he made gateway units but as soon as he saw my nat with 3 spines and a realized I could hold his push, he goes home then plants a nexus. Wait a second... you people actually hold 4gate with no roaches and slowlings?
Well you can't really tech up too hard cuz he's on one base. Honestly, if he's on one base, you should be able to know 4gate is coming. Grab a gas for ling speed, put down some spines (2 is fine I guess) and get some lings. Deny pylons, and he won't be able to come close to your natural. Just drone up. He'll be so far behind you're basically done already. If you'd like, you can take a quick third or go 2 base muta. (3 base muta works just fine as well.)
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On January 26 2013 01:35 Unguided wrote: Hi, I'm quite new to Sc2 but i have been playing zerg for a while now. My question is how do you deal with those flying invisible ships of terran as zerg? Every time someone brings them over i get screwed because i dont no how to counter them, other than using queen.
Spores & more queens :p. Basically Banshees are out before you can or should have Lair tech you can only defend with Queens & Spores. Which is why most Zergs have 4-6 Queens early game.
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Aaah exams are finally over (working & doing uni is hard -_-). Subscribed to Proleague so see you"all in a couple of weeks :D
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against cloaked banshee the normal defense is to place one spore in the middle of each mineral line. if you build more than one per mineral line, the terran dealt more damage than he should, without even engaging. so overcome your fear, if you have any.
you should also place one positional spore in an area the terran could attack you with his ground units.
spores have wider detection than shooting range. so in combination with 1 or 2 queens for mobility defense you are able to defend it. as soon as you start to lose a queen, run back to your spore. its okay to lose a few drones, because he also lost economy by doing a 1 or 2 base fast banshee build.
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For a sick 4gate defense game, some toss did it against Nestea on whirlwind in the ups+downs this season. I'm on my phone right now so I can't provide a link, but it's basically a textbook defense (2 spines, both queens, tries to get speed and lots of lings out). He scouted it REALLY late (after third hatch because he totally mis-scouted it lol), but still held and eventually won the game. His opponent (I think it was creator...not sure) gg'd out because if Nestea kept up ling production (which you should be doing against a 4 gate of course) the counterattack would instantly win.
If he sees 3 spines....you should only have 2. Also, 2-3 spines is a smaller investment than 4 gates, gas mining, zealot/stalker, and proxy pylon(s). If he builds 4 gates, he HAS to kill you or he's too far behind to recover.
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On January 26 2013 10:22 obis wrote: Hey every one, i play zerg and this is for all match ups... Is there any reason why spawn larva gives you 4 larva per 40 seconds? and i have found that even if you hit your injects perfectly and spend your larva as fast as you can you still only get 2 extra larva from the auto cast larva ability from the hatchery as opposed to 3. If i put my hatcheries on separate control groups than i can manage my bases easier but it just takes more work macro wise. as instead of putting all your hatcheries on one control group.
I was thinking that say after my main hatchery is saturated i could change the worker rally point to the natural and when the natural minerals is at 16 drones i could switch the worker rally point back to the main and saturate both my gas geysers with one spawn larva cycle. but the thing is that at most i will only get 6 larva at the end of the cycle and that would be only enough to saturate 2 geysers and then for the next cycle i would have to make 2 more drones to make up for the ones replaced by the extractors. i was wondering if you guys could tell me in what order is best to saturate your extractors as zerg? i also need 1 of those larva to spend on an overlord so i don't really know i guess i have to keep playing around with it.
You're thinking wayy too much. 6 larvaes is perfectly normal. The injection is too fast for the hatchery to make 3 larvaes off itself. For the extractors, most of the time we make only a couple of geysers (I mean we don't take both geysers of all ours bases at the same time unless you're going for some kind of timing push or something). So it's easy to recover the lost drones with all your hatcheries. After that you don't have much choice but to make drones from another hatchery ( Example : take 2 drones make both geysers, make 6 drones and let them gather gas, and make 2 drones from another hatchery to make up for the lost drones on gas). You know you can rally your eggs right ? Like making those 2 last drones from another hatchery to gather at the main ?
Anyway, you're probably thinking too much. Or you need to get used to maynarding your drones a lot if there are any missing larvaes.
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On January 26 2013 11:27 obis wrote:is there any standard way of getting your extractors? what i usually do is when i want gas i make an extractor and rally 3 eggs of drones onto the geyser so i don't loose any mining time. however i see a lot of players don't bother doing that and they just pull drones off the mineral line. how do you guys count your workers? like to know when your base is fully saturated. im still learning 
I just throw down my extractors, then greenbox some drones and click on extractor -shiftclick 3 times- then the rest of the drones to the other extractor -shiftclick 3 more times- rest back to minerals.
I guess you could rally drones as well. Whatever suits you best.
For your other question: read this (very) small guide.
http://www.teamliquid.net/forum/viewmessage.php?topic_id=352417
Part 1 shows you how to count drones.
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Is there a reason why people prefer to take gas at different locations (like 1 at main, 1 at nat instead of 2 at main)? Thanks, guys.
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On January 27 2013 03:23 invisible.terran wrote: Is there a reason why people prefer to take gas at different locations (like 1 at main, 1 at nat instead of 2 at main)? Thanks, guys.
Could be to trick the opponent into thinking he already took gas in the main, could be because of easier drone rally point that way. Could be because some gas are more efficient than others. http://www.teamliquid.net/forum/viewmessage.php?topic_id=378561
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