What are your thoughts on 15 hatch vs 14/14 21?
The Zerg Help Me Thread - Page 58
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AustinCM
Canada275 Posts
What are your thoughts on 15 hatch vs 14/14 21? | ||
MrBitter
United States2940 Posts
On July 19 2011 16:32 AustinCM wrote: Ugh, Mr.Bitter, are you sure that I can make 15 hatch my standard ZvZ? It just seems so risky D: i look at speedling expand that has the potential to come out atleast even with EVERY Zerg build including against 15 hatch, maybe I'm wrong. What are your thoughts on 15 hatch vs 14/14 21? I think its safe. I think at the top top level you'll see hatch first 65% of the time, and other stuff about 35% of the time. | ||
Tachion
Canada8573 Posts
On July 19 2011 16:39 MrBitter wrote: I think its safe. I think at the top top level you'll see hatch first 65% of the time, and other stuff about 35% of the time. Do you think a hatch first vs 9 pool is an auto-loss? Is there some trick to holding it off, cause I suck at it ![]() I feel like I just lose games automatically sometimes with hatch first, but I also hate the feeling of playing behind with a 14/14 vs hatch first. bleh. in ZvP I like to open +1 roach into baneling drops as I've seen Losira and Nestea do a few times. Once you take your third bases gases though, you end up with an enormous excess of gas which can be used to transition into mutalisks. Is there a transition past mutalisks, or do I just stick on muta/ling for the rest of the game? | ||
MrBitter
United States2940 Posts
On July 19 2011 16:56 Tachion wrote: Do you think a hatch first vs 9 pool is an auto-loss? Is there some trick to holding it off, cause I suck at it ![]() I feel like I just lose games automatically sometimes with hatch first, but I also hate the feeling of playing behind with a 14/14 vs hatch first. bleh. in ZvP I like to open +1 roach into baneling drops as I've seen Losira and Nestea do a few times. Once you take your third bases gases though, you end up with an enormous excess of gas which can be used to transition into mutalisks. Is there a transition past mutalisks, or do I just stick on muta/ling for the rest of the game? I do think 9 pool beats hatch first. Which is why I think you should always 9 scout when going hatch first. | ||
SCvanTango
Switzerland64 Posts
I mean when u have to 9 scout u lose minerals, then u lose the drone earlier that makes the hatch (as opposed to the 14/14/21 where u lose it a little later) and since u get your queen up later u arent rly at a larva advantage early on, plus u got a very delayed speed, so u kinda dont know what the other guy's throwing at u and when he decides to just pump lings like a madman u never get out of ur base and by the time u have stabilized and started droning, the Speedling expoer also has his hatch up and its about even, except for all the lings in front of your base. Well, or so my experience, when going 14/14 vs. Hatch first. So, what's the trick with 15 Hatch that I havent figured out? | ||
dementrio
678 Posts
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memcpy
United States459 Posts
On July 19 2011 20:17 dementrio wrote: 15 hatch has the problem that (on most maps) you need to go straight into roaches to be safe vs banelings, your speed will be very late and therefore your opponent has a huge information advantage in the early game (if he went speed first). He can always come out at least even in economy while it's much easier for you to make mistakes (too many or too few roaches). This. The advantage of going hatch first is that if you do everything perfectly you can come out a little bit ahead of a 14gas/pool build and straight-up win if they stay on one base. However, it takes a lot of practice and is really only effective on maps where your roaches can easily hold the ramp and defend the natural at the same time. Unless you are at least mid-masters I'd suggest just speedling expanding instead since as dementrio mentioned, you get more information and can come out even pretty easily while being at less of a risk to early pool builds. Oh, and the advantage is that with the hatch first and queen/warren when pool finishes you do get slightly more larva than a speedling expand build. | ||
MrBitter
United States2940 Posts
On July 19 2011 20:45 memcpy wrote: This. The advantage of going hatch first is that if you do everything perfectly you can come out a little bit ahead of a 14gas/pool build and straight-up win if they stay on one base. However, it takes a lot of practice and is really only effective on maps where your roaches can easily hold the ramp and defend the natural at the same time. Unless you are at least mid-masters I'd suggest just speedling expanding instead since as dementrio mentioned, you get more information and can come out even pretty easily while being at less of a risk to early pool builds. Oh, and the advantage is that with the hatch first and queen/warren when pool finishes you do get slightly more larva than a speedling expand build. On July 19 2011 20:17 dementrio wrote: 15 hatch has the problem that (on most maps) you need to go straight into roaches to be safe vs banelings, your speed will be very late and therefore your opponent has a huge information advantage in the early game (if he went speed first). He can always come out at least even in economy while it's much easier for you to make mistakes (too many or too few roaches). Too much misinformation in these posts. Opening hatch first does not restrict you to roach games. In fact, going straight to roach after hatch first can outright lose you games on many maps. Hatch first speedling should be a build order win against speedling expand. You'll have far more production, and easy access to banelings. Hatch first speedling is very playable against 14/14 banes. It requires proper scouting and a spine crawler or two, as you work on a transition into either roach or banes of your own. There are scary timings with faster baneling builds and with early pool stuff, but hatch first in ZvZ is extremely common at every level, and is almost automatic at the top. (I think we saw hatch first vs hatch first in every game played between Nestea and Coca last night) As with everything else, playing a proper hatch first ZvZ requires good scouting and solid knowledge of what your opponent can get away with based on what you know about his build. (ex: Did he go 14/14 and attack with 6-8 banelings? Go kill him with roach/sling. Did he stop mining gas as soon as he started speed? Drop a baneling next and go win. Did he get his gas noticeably later than his spawning pool? Make a bunch of lings and go roflstomp him the second he pushes out/expands) | ||
SCvanTango
Switzerland64 Posts
On July 19 2011 22:07 MrBitter wrote: Hatch first speedling should be a build order win against speedling expand. You'll have far more production, and easy access to banelings. well, thats what baffles me, maybe I'm just doing a horrible job of going hatchfirst, but, I just compared numbers and even though I got 17 drones at the start when going hatchfirst vs speedling expo (I stay on 14 drones there) I'm usually ahead about 20 seconds with lingproduction vs a 15h. But with hatchfirst I have more idle larvae. So how do u exactly do a hatchfirst opener then, in a way that u get "far ahead"? (I went 15h14p13g then drones up to 17 and got both queens when I could afford them, then constant inject and sling production) I mean u start slowly suprasing the speedling expoer at around 6:30-6:50 but I feel thats only due to the 3 more drones (which I dont know should be gotten anyway, but saved up for being slings at the start) so can u plz explain a bit more detailed how that works or even posta few replays where its hatchfirst speedling vs speedling expo? I would greatly appreciate if someone could finally solve that puzzle for me, as I seem to just fail over and over at seeing how hatchfirst would be better in terms of production.. thanks and regards | ||
MrMatt
Canada225 Posts
On July 14 2011 03:54 GiftPflanZe wrote: I would like to have some input how to react vs forge fe.Usually the protoss can go nexus first and im already behind,and if I drone to much and take early third to keep up,their warp gate timings kill me. When do I take the third? How about lair timing? How many drones till I stop to pump out units? I know Blade already gave an answer for this but I have been playing with another strategy of going quick hydras and nydusing their main base with lings and hydras. I wont post any of my replays as my play is not perfect but here is IdrA doing a similar nydus/hydra push. He does it in games 3 and 4 vs TT1 http://sc2casts.com/cast4696-IdrA-vs-TTOne-Best-of-5-IEM-Championship-Losers-Bracket-Finals | ||
XXhkXX
170 Posts
Anyways how do you handle such a push? | ||
TheGreenMachine
United States730 Posts
On July 20 2011 01:11 XXhkXX wrote: So recently in most of my PvZ matches, I've been seeing a relatively new timing push popping up where the protoss rushes blink for his stalkers and pushes out. It's like a 4 gate blink stalker push. For me the timing seems to hit just a bit after the typical 4 gate mark (after 6 minutes or so) and the build tends to be particularly devastating to me. I typically try to sac an overlord to gain some scouting intel, however the toss player shuts it down pretty quickly with stalkers. After seeing these stalkers I typically tend to think that a four gate is coming, so I end up making speedlings and spines at my natural. However when he gets there blink is ready and with micro he is able to demolish my speedlings with minimal losses. I have found that some times, if he pushes out relatively early, I can pick off the initial force with speedlings and take out his proxy to save me from the timing or force him back, but most of the time I'm caught off gaurd, as if he places his archives well, it can be difficult to spot if he shuts down my overlord scouting with stalkers. And the timing seems to come slightly before most reasonable infestor timings :/ Anyways how do you handle such a push? I used to do a build like this a long time ago. It will not hit as early as you say. Im pretty sure its 7+ minutes unless he skips his first stalker to get super fast twilight or something like that. To defend it, depending on the map try to have enough spine crawlers so that he can never attack into them. Lings are good vs stalkers in small-medium numbers. Once theres like 15+ stalkers lings start getting inefficient vs them. To fix that you get either roaches with speed or hydralisk. Ling+speed roach or ling+hydra will shut down blink pretty hard. Hydralisk are better at it but are sometimes hard to get to a critical mass. Id say on maps he can blink into your main somehow, go ling+roach. On maps he can never get up to your main get 3-4 gas's and go ling+hydra. Except on long rush distance still go ling+roach. ~1550 masters zerg and protoss. | ||
Badazmotha
United States8 Posts
I am a low-level diamond zerg player and I have been having a lot of trouble with protoss, especially when they go phoenix early on...I feel like everytime I scout the stargate regardless I am going to lose a couple overlords, but I respond by a couple spores in my mineral lines and going for hydras, but with a mass of just 5 or so phoenix they can avoid or kill my hydras, pick up my queens and control the map while expanding and I can't move out, once forcing my hydra tech, they go straight to colossi and ravage me. I am not sure what to do against this b/c I feel like it contains me rather easily...should I just say screw the hydras and go straight into corrupters or infestors, not sure what to do | ||
AustinCM
Canada275 Posts
thoughts? | ||
TheGreenMachine
United States730 Posts
On July 20 2011 02:52 AustinCM wrote: so what is the best roachling timing against a 3g fe and a 1g fe? i have been doing a 14 pool 16 hatch 16 gas build where i drone to 21 get my warren at 5:10 and try to hit with 7-8 roaches at 7:15 with sling reinforcements. It's 4 supply for the queens, 21 for the drones 16 for the roaches and i make overlords to give me 52 supply and make 11 sets of ling reinforcements and behind the attack i make 2 ovys and then drone. thoughts? Ive been told 24 drones, 3 on gas is the optimal # of drones for this attack that isnt all-in. Id say fewer drones is fine if your macro is not the best (diamond or lower). Remember that you are doing a timing attack so you dont want roaches too early. If you want 8 roaches for your attack, start the roach warren when you have 100 gas (and 3 mining gas). You will have exactly 200 gas when the warren finishes. Make sure you have the supply, larva, and minerals to afford instant 8 roaches as well. Maybe 2 injects of lings would be a good # of lings to send. I think 11 sets of lings seems kind of hard number to remember in the heat of the moment. Ive heard one of the best transitions is a fast 3rd base you throw down as you attack. | ||
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Liquid`Sheth
United States2095 Posts
On July 20 2011 02:43 Badazmotha wrote: Phoenix- owning me I am a low-level diamond zerg player and I have been having a lot of trouble with protoss, especially when they go phoenix early on...I feel like everytime I scout the stargate regardless I am going to lose a couple overlords, but I respond by a couple spores in my mineral lines and going for hydras, but with a mass of just 5 or so phoenix they can avoid or kill my hydras, pick up my queens and control the map while expanding and I can't move out, once forcing my hydra tech, they go straight to colossi and ravage me. I am not sure what to do against this b/c I feel like it contains me rather easily...should I just say screw the hydras and go straight into corrupters or infestors, not sure what to do Try holding one more base then the protoss if possible. If he is going 1 base phoenix you'll want two bases full saturated until you get hydras and take your 3rd. If he has 2 bases already, try and hold your 3rd and just defend with hydras while macro'ing. If you see him switch into collosus you can either go into hydra / roach, or roach / infestor or ling / infestor / hydra. All of those aren't too bad against a pheonix / collosus build. He should never really be able to attack you until your maxed. Just defend and take bases and make many drones. 1 spore per base is usually enough. ![]() | ||
AustinCM
Canada275 Posts
On July 20 2011 03:01 TheGreenMachine wrote: Ive been told 24 drones, 3 on gas is the optimal # of drones for this attack that isnt all-in. Id say fewer drones is fine if your macro is not the best (diamond or lower). Remember that you are doing a timing attack so you dont want roaches too early. If you want 8 roaches for your attack, start the roach warren when you have 100 gas (and 3 mining gas). You will have exactly 200 gas when the warren finishes. Make sure you have the supply, larva, and minerals to afford instant 8 roaches as well. Maybe 2 injects of lings would be a good # of lings to send. I think 11 sets of lings seems kind of hard number to remember in the heat of the moment. Ive heard one of the best transitions is a fast 3rd base you throw down as you attack. I just make lings until i'm supply capped and then make 2 ovys. | ||
SCvanTango
Switzerland64 Posts
On July 20 2011 03:02 Sheth wrote: Try holding one more base then the protoss if possible. If he is going 1 base phoenix you'll want two bases full saturated until you get hydras and take your 3rd. If he has 2 bases already, try and hold your 3rd and just defend with hydras while macro'ing. If you see him switch into collosus you can either go into hydra / roach, or roach / infestor or ling / infestor / hydra. All of those aren't too bad against a pheonix / collosus build. He should never really be able to attack you until your maxed. Just defend and take bases and make many drones. 1 spore per base is usually enough. ![]() btw have u (or anyone else with a decent level of play) ever tried just getting extra queens instead of accepting the hydra-force by the protoss player? Lately I've been seeing an increase in airplay by toss, so what I usually did, was extra queens and getting hive tech up quickly for ultras. And having a standing army of ling/blings in the meantime to harass or sometimes shut down thirds bases of the protosse, while being a base ahead. The basic idea being that by dealying the robo they have a later obs, so with extra queens u still maintain vision of a large portion of the map with creep while your overlords are being shut down by air. and phoenix/VR really dont do much vs a large number of small units and surprisingly even VRs take a very long time to kill upgraded ultras. SO they basically have some not-that-useful but gas-heavy units and delay their robo tech, while u still can move freely on the map in terms of assaulting their thirds and other expos. Unfortunately I'm only high-plat, so I'm wondering whether this is just something that sorta only still works in those lower leagues and not anymore once pple are better. So did anyone ever try something like that and had success with it by chance? | ||
Requizen
United States33802 Posts
On July 20 2011 06:09 SCvanTango wrote: btw have u (or anyone else with a decent level of play) ever tried just getting extra queens instead of accepting the hydra-force by the protoss player? Lately I've been seeing an increase in airplay by toss, so what I usually did, was extra queens and getting hive tech up quickly for ultras. And having a standing army of ling/blings in the meantime to harass or sometimes shut down thirds bases of the protosse, while being a base ahead. The basic idea being that by dealying the robo they have a later obs, so with extra queens u still maintain vision of a large portion of the map with creep while your overlords are being shut down by air. and phoenix/VR really dont do much vs a large number of small units and surprisingly even VRs take a very long time to kill upgraded ultras. SO they basically have some not-that-useful but gas-heavy units and delay their robo tech, while u still can move freely on the map in terms of assaulting their thirds and other expos. Unfortunately I'm only high-plat, so I'm wondering whether this is just something that sorta only still works in those lower leagues and not anymore once pple are better. So did anyone ever try something like that and had success with it by chance? The only real downside to Queens is Phoenixes. While Queens are tougher than Hydras, you can get more Hydras out at a time, while Phoenixes can lift the relatively smaller Queen numbers. It's not a bad thought, but it really depends on how much they are going into Stargate. If they're really focusing the Voids and Nixes, Hydras are almost a must, unless you have godly Transfuses and/or really good Infestor play. If they're just doing a Stargate opening and transitioning out of it, then yeah, Queens do well. In fact, I usually get 1-2 extra Queens off the bat anyway for defense and creep spread. | ||
AustinCM
Canada275 Posts
Also what is the best way to open in ZvP that is standard but also leaves a 21 drone roachling timing viable? I poke with 2 initial lings to look for signs of a fe but im sometimes saving larvae. | ||
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