• Log InLog In
  • Register
Liquid`
Team Liquid Liquipedia
EDT 12:10
CEST 18:10
KST 01:10
  • Home
  • Forum
  • Calendar
  • Streams
  • Liquipedia
  • Features
  • Store
  • EPT
  • TL+
  • StarCraft 2
  • Brood War
  • Smash
  • Heroes
  • Counter-Strike
  • Overwatch
  • Liquibet
  • Fantasy StarCraft
  • TLPD
  • StarCraft 2
  • Brood War
  • Blogs
Forum Sidebar
Events/Features
News
Featured News
[ASL22] Ro16 Preview: Holy Diver4[ASL22] Ro16 Preview: Rough Waters10[ASL22] Ro24 Preview: Siren's Call8[ASL22] Ro24 Preview: Summer's End9Serral wins HomeStory Cup 2915
Community News
StarCraft open world shooter announced at BlizzCon94Weekly Cups (Aug 30-Sep 7): herO thrives amid growing schism10Official StarCraft website teases new content ahead of BlizzCon?175Stellar Fest TWO the Moon (Dec 16-20)9Weekly Cups (August 24-30): Patches' balance mod takes over3
StarCraft 2
General
StarCraft open world shooter announced at BlizzCon How do you feel about the StarCraft shooter announcement at BlizzCon 2026? Blizzard Classic Cup @ BlizzCon 2026 - $100k prize pool Balance hotfix patch 5.0.16b (July 16) Team Liquid Map Contest #22: Results and Winners
Tourneys
RSL Revival: Season 6 - Qualifiers and Main Event RSL goes to London! 2026 Offline Finals Nov 21-22 SC2 AI Tournament 2026 Fall Sparkling Tuna Cup - Weekly Open Tournament KSL Week #92
Strategy
[G] Having the right mentality to improve
Custom Maps
Nexus Wars 2021 GUIDE [M] (2) Industrial Park
External Content
Mutation # 543 Enhanced Defenses The PondCast: SC2 News & Results Mutation # 542 The Ascended Mutation # 541 Binary Choice
Brood War
General
Official StarCraft website teases new content ahead of BlizzCon? [D] Brainstorming a balance patch for Brood war Making an Online Broodwar Manager Game [ASL22] Ro16 Preview: Holy Diver BGH Auto Balance -> http://bghmmr.eu/
Tourneys
[ASL22] Ro16 Group C [ASL22] Ro16 Group B [ASL22] Ro16 Group A Escore Tournament - Season 3
Strategy
Replay Review Process - What do you do? Simple Questions, Simple Answers Odyssey Mineral Stack Saturation Game Theory for Starcraft
Other Games
General Games
Stormgate/Frost Giant Megathread Diablo IV Nintendo Switch Thread EVE Corporation [Maplestory Hardcore] Let's Play~!!
Dota 2
Official 'what is Dota anymore' discussion
League of Legends
[TL LoL EUW IHs] Teemo shall perish
Heroes of the Storm
Heroes of the Storm 2.0
Hearthstone
Deck construction bug
TL Mafia
TL Mafia Community Thread
Community
General
US Politics Mega-thread Russo-Ukrainian War Thread UK Politics Mega-thread Things Aren’t Peaceful in Palestine Trading/Investing Thread
Fan Clubs
MarineLorD Fan Club The Creator Fan Club The ShoWTimE Fan Club
Media & Entertainment
[Manga] One Piece Movie Discussion! Diablo Animated Series on Netflix
Sports
Football (Soccer) Thread TeamLiquid Health and Fitness Initiative For 2023 MLB/Baseball 2023
World Cup 2022
Tech Support
Computer Build, Upgrade & Buying Resource Thread
TL Community
The Automated Ban List Northern Ireland Global Starcraft
Blogs
Virtual Romance, Real-Life C…
TrAiDoS
Regacy Esports:Our Goa…
regacyesports
Dreaming of BW patches (mod…
c3rberUs
LOCKPICKING NOOB
LUCKY_NOOB
Customize Sidebar...

Website Feedback

Closed Threads



Active: 4752 users

The Zerg Help Me Thread - Page 61

Forum Index > StarCraft 2 Strategy
Post a Reply
Prev 1 59 60 61 62 63 489 Next
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.
AustinCM
Profile Joined May 2011
Canada275 Posts
Last Edited: 2011-07-25 00:16:04
July 24 2011 23:52 GMT
#1201
does anyone have good timings against a forge fast expand?

Also tell me how this sounds to you, I don't take any gas and I drone hard and take a fast 3rd.

At around 5 minutes I take all 4 gases and get lair asap then speed then ovy speed when it finishes so i have ovy speed at like 7:30, I scout for a 6 gate and make speed roaches if i need to that are probably 1/1 and i am trying to saturate my 3rd.

just tell me how that sounds for a reaction to ffe i mean ffe
"Somewhere, Something incredible is waiting to be known." -Carl Sagan
xXPrOmAsTeRzErGXxMLG
Profile Joined July 2011
Brazil7 Posts
July 25 2011 04:38 GMT
#1202
--- Nuked ---
xXPrOmAsTeRzErGXxMLG
Profile Joined July 2011
Brazil7 Posts
July 25 2011 04:39 GMT
#1203
--- Nuked ---
Geniuszerg
Profile Blog Joined July 2010
Canada454 Posts
July 25 2011 04:42 GMT
#1204
^you sure like caps a lot

a good timing i like against FFE or 1gate FE is a ~40-45 drone, speed roach timing, it usually hits before collosus tech, and if they go air, they wont have enough units to defend the ground, and you can usually just kill them, however, if they transition into quick 5-6 gate you might have some trouble depending when you move out
Soluhwin
Profile Joined October 2010
United States1287 Posts
Last Edited: 2011-07-25 09:12:12
July 25 2011 04:47 GMT
#1205
On July 25 2011 13:39 xXPrOmAsTeRzErGXxMLG wrote:
--Nuked--

I'd have to disagree, there is no guaranteed safe way to punish these expansions, you're boiling the matchup down to a coin-flip. It is much better to take advantage of the delayed pressure by cutting corners in your 'safe' play so that you can have more of something when normally you could not afford to do this. This can be things such as upgrades, drones, an earlier third, faster tech.

Also, no one will take your advise seriously or really even care about your posts if you act like this because you come across as being...bad. Like not a "oh he isn't master's yet" bad, more of a "forever bronze" bad. I'd need to see a replay of this ling push you're suggesting before I'd tell someone that it isn't actually a dumb idea, because as of now, it's a dumb idea.

On July 25 2011 13:42 Geniuszerg wrote:
^you sure like caps a lot

a good timing i like against FFE or 1gate FE is a ~40-45 drone, speed roach timing, it usually hits before collosus tech, and if they go air, they wont have enough units to defend the ground, and you can usually just kill them, however, if they transition into quick 5-6 gate you might have some trouble depending when you move out

This is a much better response to an expand build because it takes into consideration your opponent's tech timing. As for the suggested roach push in question, I'd just like to ad that having roach speed and burrow can really be what mends the fragility against this kind of gateway push. Getting lair tech and the additional gases for these upgrades will also allow you to more easily transition into drop tech, which is how to properly punish a player relying too much on their wall, cannons or "I'll kill the roaches eventually". E.g.: colossus/void ray.
I put the sexy in dyslexia.
soccercasanova
Profile Joined July 2011
Argentina21 Posts
July 25 2011 05:32 GMT
#1206
Posting here too, I posted in the Simple Answers one, but I think they may have been the wrong place...




Hey guys, This is my first post and I hope you can give me a simple answer as i think, it may be a simple question. If not, then I am sorry, I just can't start my own post yet. Silver league, i still consider myself noob

See the attached replay, I win this replay vs a terran (ZvT) and I am using a Spanishiwa style strategy. Nothing I do is perfect, or even close, but I am still getting down the core parts (scouting, early build timers, etc) Basically, if i had been playing against a different opponent with a little more skill I probably would have lost. This was probably the best game I have had, ever, in terms of all around performance, but I think that has a lot to do with my opponent. I tried to scout earlier, but didnt work, but I tried. I expanded succesfully and quickly. I fended off a weak scout. I saw the type of force he was trying to mass (MM) so i quickly went banelin and burrow so i could baneling mine kill the bulk of their force, which worked.
Basically, I can't figure out how to spend minerals fast enough.
Should I just build more and more hatcheries?
I find teching to be gas exhaustive, perhaps hatcheries so i can build extractor bases? then if i run short on minerals move my mains force there? I dunno. Thanks for the simple help.
Replay



zergmasterREDUX
Profile Joined July 2011
6 Posts
July 25 2011 08:08 GMT
#1207
--- Nuked ---
zergmasterREDUX
Profile Joined July 2011
6 Posts
July 25 2011 08:09 GMT
#1208
--- Nuked ---
MrBitter
Profile Joined January 2008
United States2940 Posts
Last Edited: 2011-07-25 08:55:52
July 25 2011 08:54 GMT
#1209
On July 25 2011 14:32 soccercasanova wrote:
Posting here too, I posted in the Simple Answers one, but I think they may have been the wrong place...




Hey guys, This is my first post and I hope you can give me a simple answer as i think, it may be a simple question. If not, then I am sorry, I just can't start my own post yet. Silver league, i still consider myself noob

See the attached replay, I win this replay vs a terran (ZvT) and I am using a Spanishiwa style strategy. Nothing I do is perfect, or even close, but I am still getting down the core parts (scouting, early build timers, etc) Basically, if i had been playing against a different opponent with a little more skill I probably would have lost. This was probably the best game I have had, ever, in terms of all around performance, but I think that has a lot to do with my opponent. I tried to scout earlier, but didnt work, but I tried. I expanded succesfully and quickly. I fended off a weak scout. I saw the type of force he was trying to mass (MM) so i quickly went banelin and burrow so i could baneling mine kill the bulk of their force, which worked.
Basically, I can't figure out how to spend minerals fast enough.
Should I just build more and more hatcheries?
I find teching to be gas exhaustive, perhaps hatcheries so i can build extractor bases? then if i run short on minerals move my mains force there? I dunno. Thanks for the simple help.
Replay





Developing your macro can be one of the toughest things to do for newer Zerg players.

If you have perfect injects, and keep your larva count low, you should be wanting to maintain about 1.5 hatcheries per mining base. In other words, you'll be able to sustain 3 hatcheries worth of production when mining off of 2 bases.

If your macro isn't perfect, though, there's nothing wrong with adding more hatcheries as a sort of bandage-fix to the imperfect macro problem.

I usually suggest to newer players that they build a new hatchery every time they see their minerals climb up over 1k.

This may mean that you have 5 hatcheries on 2 bases, but, eventually, the natural larva production of those macro hatcheries will start offsetting your imperfect injections, and you'll find your money falling quite quickly as you burn off your excess larva.

Another nice thing about a macro hatch is that it allows you to dump your extra queen energy somewhere...


On July 25 2011 08:52 AustinCM wrote:
does anyone have good timings against a forge fast expand?

Also tell me how this sounds to you, I don't take any gas and I drone hard and take a fast 3rd.

At around 5 minutes I take all 4 gases and get lair asap then speed then ovy speed when it finishes so i have ovy speed at like 7:30, I scout for a 6 gate and make speed roaches if i need to that are probably 1/1 and i am trying to saturate my 3rd.

just tell me how that sounds for a reaction to ffe i mean ffe



Around 7:30 is when you want to start sacrificing overlords against forge expand builds.

Think less in terms of time, and more in terms of supply, though.

Against forge expand, you should be able to safely drone to 60 supply, only producing drones, queens, and 1-2 sets of lings for map vision.

Protoss just can't really apply any pressure before that.
SCvanTango
Profile Joined August 2010
Switzerland64 Posts
July 25 2011 09:17 GMT
#1210
On July 25 2011 14:32 soccercasanova wrote:
Posting here too, I posted in the Simple Answers one, but I think they may have been the wrong place...




Hey guys, This is my first post and I hope you can give me a simple answer as i think, it may be a simple question. If not, then I am sorry, I just can't start my own post yet. Silver league, i still consider myself noob

See the attached replay, I win this replay vs a terran (ZvT) and I am using a Spanishiwa style strategy. Nothing I do is perfect, or even close, but I am still getting down the core parts (scouting, early build timers, etc) Basically, if i had been playing against a different opponent with a little more skill I probably would have lost. This was probably the best game I have had, ever, in terms of all around performance, but I think that has a lot to do with my opponent. I tried to scout earlier, but didnt work, but I tried. I expanded succesfully and quickly. I fended off a weak scout. I saw the type of force he was trying to mass (MM) so i quickly went banelin and burrow so i could baneling mine kill the bulk of their force, which worked.
Basically, I can't figure out how to spend minerals fast enough.
Should I just build more and more hatcheries?
I find teching to be gas exhaustive, perhaps hatcheries so i can build extractor bases? then if i run short on minerals move my mains force there? I dunno. Thanks for the simple help.
Replay





As MrBitter said, nothing wrong (or depending on your unitcomp, everything right) with macrohatches at some point, but I still feel even at silver level, you should get the injects down fine at least in the first minutes of a game (say until about 7-8 min, until then there shouldnt be a lot happening to distract u from it)

Also in your replay, u get supplylocked very early and for a long time, which makes u bank about 1k mins rly early. and at some points even though u have like 15 larvae at ur 2 hatches u dont morph then into anything.

also yeah about the gas, as zerg, you really need at least a third base relatively quickly be it only for the gas (idealy also for mins etc. but well one thing at a time I guess ^^) because zerg relies heavily on a good gasincome to be able to spend their minerals anyway, so when u have a low gasincome ur mins will naturally skyrocket too (unless u have like 2 or 3 macrohatches to pump zerglings or so)

and just as a general note, when your in the rly lower leagues and u know/feel your opener isnt that good, just practice it a little (say about an hour mabye) against a very easy AI, to get the feel for it and when to add what, so its goes smoothly at least in the first 7-8 minutes of a game

Not doing a good opener rly is only aobut practice and not about what league ur in imo.
Kornholi0
Profile Joined November 2010
Canada634 Posts
July 25 2011 10:20 GMT
#1211
Should zerg take their 3rd or lair first in a ZvZ. Specifically should I be looking for saturation at natural or should I start it as soon as their attack ends?
Team Channel: VTeX Team Co-leader: AGGhost 223 Stream: http://www.twitch.tv/agghost
thane
Profile Blog Joined August 2010
United States407 Posts
Last Edited: 2011-07-25 13:19:52
July 25 2011 13:18 GMT
#1212
On July 25 2011 19:20 Kornholi0 wrote:
Should zerg take their 3rd or lair first in a ZvZ. Specifically should I be looking for saturation at natural or should I start it as soon as their attack ends?



Taking a third in ZvZ can be very risky but it can be done. In general if/when I take a third I just get the gas and then transfer drones from my main when it starts to dry up. Saturation of the natural is as far as I go and then I build up for an attack. My zvz strat is not great I play very defensive until I get about 6 infesters.
michaelhasanalias
Profile Joined May 2010
Korea (South)1231 Posts
Last Edited: 2011-07-25 13:32:55
July 25 2011 13:30 GMT
#1213
Going to try and aggressively get back into 1v1 in the new season. I was only a low-mid master player before in 1v1, and haven't played in 4 months, and feel I simply don't have the answer to a number of somewhat silly questions:


1) ZvT: How much will a gas steal delay both a 2-rax into air (viking/banshee heavy) or 2-port banshee? What time can I expect 2port with and without a gas steal?

2) ZvT: I seem to be hit or miss with 2-drone rush for worker harass. How do you feel about the 2-drone rush, and should I bother getting good at it, or at what level does this 2-drone rush/harass become generally ineffective?

3) ZvZ: Against 1-base roach, how far can/should I drone after my FE to guarantee an advantage as long as he's on one base? How many drones is too many on 1-base to be safe against roach all-in?

4) ZvZ: Against roach play, I ran into a situation where I went 2-base muta against a later 2-base into heavy roach. Knowing the roach attack would hit before my mutas were ready, I put some lings outside his base to surround the roaches into my spines, but further, how many spines should I have to deal with this roach army? Or, what ratio of spines + speedlings should I be looking at?

5) ZvZ: I really like the idea of overseer contaminate harass. That said, I'm pretty bad at it, and would love any advice on how to better contaminate. When is it (in)efficient to do so? Am I obligated to get overlord speed when doing this? Or just how much damage will I take on a per-contaminate basis against a queen? Is it ever worth double contamination on a single hatchery, or multiple overseers in general? Aside from getting lair tech and just going for contaminate whenever I can, I feel like I'm just doing it because it feels like a good idea, rather than having the knowledge of how much damage I'm really dealing.

6) ZvP: Against a sentry-heavy 3-gate composition, how can I efficiently force sentry forcefields? Is it cost efficient to trade lings for this, or only if I can snipe the actual sentries?

7) ZvP: Under what circumstances is hatch-first not auto-lose to forge-first natural-cannon play? I've seen a lot of people (blaze555555 being one) who recommend going hatch first in ZvP in most circumstances, and I don't know whether it's a skill gap for me, but I remember reading things about how forge first is just a build order counter to hatch first.

Thanks for any and all input.
KR NsPMichael.805 | AM Michael.2640 | SEA Michael.523 | 엔에스피 New Star Players
GenesisX
Profile Blog Joined February 2010
Canada4267 Posts
July 25 2011 13:33 GMT
#1214
On July 25 2011 00:39 shtdisturbance wrote:
Can someone help me find some really high level zvp replays, not vods but replays. As recent as the replays can be would be great, thanks.


This site always has high level replays and is constantly being updated.
133 221 333 123 111
GenesisX
Profile Blog Joined February 2010
Canada4267 Posts
Last Edited: 2011-07-25 13:55:56
July 25 2011 13:53 GMT
#1215
On July 25 2011 22:30 michaelhasanalias wrote:
Going to try and aggressively get back into 1v1 in the new season. I was only a low-mid master player before in 1v1, and haven't played in 4 months, and feel I simply don't have the answer to a number of somewhat silly questions:


1) ZvT: How much will a gas steal delay both a 2-rax into air (viking/banshee heavy) or 2-port banshee? What time can I expect 2port with and without a gas steal?

2) ZvT: I seem to be hit or miss with 2-drone rush for worker harass. How do you feel about the 2-drone rush, and should I bother getting good at it, or at what level does this 2-drone rush/harass become generally ineffective?

3) ZvZ: Against 1-base roach, how far can/should I drone after my FE to guarantee an advantage as long as he's on one base? How many drones is too many on 1-base to be safe against roach all-in?

4) ZvZ: Against roach play, I ran into a situation where I went 2-base muta against a later 2-base into heavy roach. Knowing the roach attack would hit before my mutas were ready, I put some lings outside his base to surround the roaches into my spines, but further, how many spines should I have to deal with this roach army? Or, what ratio of spines + speedlings should I be looking at?

5) ZvZ: I really like the idea of overseer contaminate harass. That said, I'm pretty bad at it, and would love any advice on how to better contaminate. When is it (in)efficient to do so? Am I obligated to get overlord speed when doing this? Or just how much damage will I take on a per-contaminate basis against a queen? Is it ever worth double contamination on a single hatchery, or multiple overseers in general? Aside from getting lair tech and just going for contaminate whenever I can, I feel like I'm just doing it because it feels like a good idea, rather than having the knowledge of how much damage I'm really dealing.

6) ZvP: Against a sentry-heavy 3-gate composition, how can I efficiently force sentry forcefields? Is it cost efficient to trade lings for this, or only if I can snipe the actual sentries?

7) ZvP: Under what circumstances is hatch-first not auto-lose to forge-first natural-cannon play? I've seen a lot of people (blaze555555 being one) who recommend going hatch first in ZvP in most circumstances, and I don't know whether it's a skill gap for me, but I remember reading things about how forge first is just a build order counter to hatch first.

Thanks for any and all input.


1) Terrans rarely continue with a 2 port build if they see a gas steal just because their build will be heavily delayed. However, it is still a possibility. I'm not sure of the exact timings, but its very rare that you will see a 2 port build off a gas steal. If you are afraid of 2 port builds, gas steal. Its super effective.

2) Its usually done with 4 isn't it? I've seen CatZ do this a lot, and I think it isn't that worth it. Sure, you may delay the enemy barracks (and orbital) and kill 1-2 SCVs, but you lose the mining time for the drones, which is a lot since you have to walk to and from the enemy base. I wouldn't try it unless you are sure you can kill many workers (3+) or delay your opponent's tech by more than 20+ seconds.

3) As long as you have more drones than the opponent, you're in a good position. Actually, it won't matter if you have a little bit less, your expansion will push you into a lead with the extra larvae / mineral patches as long as you hold off the all in. I think you should have at least 20 drones to hold off an all in (full mineral saturation). This way you can make as many roaches as your opponent or enough lings to counter and win in a base race situation.

4) With a 2 base muta play, you should be ready for a massive counter attack. The tech and resources dumped into muta tech is slightly all in IMO, since mutas start to lose their effectiveness once infestors are in play. Once an opponent sees mutas, he will throw his entire army at your base if he can't defend it at home. Otherwise, he will hang back. Either way, you should have a huge wall of spines because of the excess minerals you will have. On more open maps, lings are preferred because you can counter and using spines are harder to defend against roaches on these maps. On tighter maps, 7-8 spines should be enough against any type of roach force. Besides, you can use these spines as a buffer in the mid game, since late game ZvZ is remaxing wars. In your case, you should have hella spined up, then dumped mutas and bum rushed his base. You would have been able to hold his attack and do significant if not game winning damage to him because he invested so heavily into roaches.

5) Contaminating is always efficient if you don't lose your overseer, and overlord speed is always a good upgrade to have because you need to spread overlords in ZvZ. Unless you are delaying an upgrade, I see no more need for 2 overseers (1 for main hatch and 1 for natural hatch). Contaminating is generally used for delaying his production, so always try to chain contaminate his hatches when doing a timing attack, or after a large encounter. Another good trick is to contaminate his infestation pit. Most zergs will start building their infestors once their pathogen gland upgrade is at 30/80 so their infestor energy will line up with the infestors spawn. Contaminating it will screw up their plan majorly. Getting hella overseers is very situational, but can be effective.

6) Depending on how aggressive you will be, it will determine how you want to force force fields. You don't want to waste a bunch of lings to force force fields, then let them regain their energy. Usually, I would only suicide if I can kill at least one sentry, but if you are going to timing attack after forcing force fields, I would recommend suiciding lings to sentry energy. Again, very situational.

7) Good protosses will always know how to punish a hatch first. I try not to hatch first as much now because it is honestly so risky. If you do want to hatch first against protoss, I would suggest doing it on maps that are not very easily cannoned. You will need to pull AT LEAST 3 drones if you scout a forge first and nothing else going down (1 to patrol ramp, 1 to follow probe, 1 to patrol vulnerable spot). On maps like Metalopolis, protosses can not only block your ramp, but also box themselves in behind your mineral line. There are very few maps that have a loose mineral line, and these are the only maps that I hatch first on. I think I only hatch first on XNC now just because all the other maps are so tight / protosses have many ways of punishing on other maps. Hatch first does help your economy, but it is hella weak against forge first. Gas/pool or pool/gas or pool/hatch is much safer and is what I recommend.

EDIT: double post sorry!
133 221 333 123 111
soccercasanova
Profile Joined July 2011
Argentina21 Posts
July 25 2011 15:43 GMT
#1216
Thank you SCVTango and Mr Bitter, both are very good suggestions.
I usually get my injects at the beginning pretty well. i guess i will try adding a third base earlier, and maybe a macrohatch too. THANKS :-D
ccesssu
Profile Joined July 2011
United States19 Posts
July 25 2011 15:54 GMT
#1217
Should I be hotkeying all my tech structures for quick upgrade access? And if so, all techs to one key and tab through them, or each different structure to a diff key?
michaelhasanalias
Profile Joined May 2010
Korea (South)1231 Posts
July 25 2011 16:00 GMT
#1218
On July 25 2011 22:53 GenesisX wrote:
Another good trick is to contaminate his infestation pit. Most zergs will start building their infestors once their pathogen gland upgrade is at 30/80 so their infestor energy will line up with the infestors spawn. Contaminating it will screw up their plan majorly



Thanks for all the quality advice. This quoted part is a pretty awesome idea, thanks. I'll be sure to use this in the future if I see an infestation pit.
KR NsPMichael.805 | AM Michael.2640 | SEA Michael.523 | 엔에스피 New Star Players
galtdunn
Profile Joined March 2011
United States977 Posts
Last Edited: 2011-07-25 17:05:58
July 25 2011 17:03 GMT
#1219
On July 26 2011 00:54 ccesssu wrote:
Should I be hotkeying all my tech structures for quick upgrade access? And if so, all techs to one key and tab through them, or each different structure to a diff key?


The following answer is all just my opinion (so don't flame me):

+ Show Spoiler +
Well having a hotkey for evos, roach warren, spire, etc is a lot of seperate hotkeys to have. I don't think having tech on hotkeys is a good use of them unless you're specifically waiting for one to finish (like ling speed or roach speed).

The only exception I would say is unless it actually helps you, like, you use it to get your next upgrades right when the first one finishes.
Currently editing items in the DotA 2 wiki. PM for questions/suggestions.
MrBitter
Profile Joined January 2008
United States2940 Posts
July 25 2011 22:23 GMT
#1220
On July 26 2011 00:54 ccesssu wrote:
Should I be hotkeying all my tech structures for quick upgrade access? And if so, all techs to one key and tab through them, or each different structure to a diff key?


Lots of top players will hotkey their ebays, evos, forges, etc. not solely so that they can quickly tap two hotkeys to start an upgrade, but also so that they can easily monitor the progress of those upgrades.

There are a lot of cool timing windows that exist that you'll want to hit as soon as +1 or +2 finishes, and being able to easily tap a key to check on that is pretty helpful.

That said, its not something that's necessary for playing at a top level, and for every player that does hotkey his tech structures, there are probably five that don't.
Prev 1 59 60 61 62 63 489 Next
Please log in or register to reply.
Live Events Refresh
Monday Night Weeklies
16:00
#63
RotterdaM300
SteadfastSC0
LiquipediaDiscussion
[ Submit Event ]
Live Streams
Refresh
StarCraft 2
RotterdaM 300
UpATreeSC 56
ByuN 30
TKL 14
SteadfastSC 0
StarCraft: Brood War
Britney 37662
Calm 4799
Bisu 2028
Jaedong 1943
Shuttle 898
Horang2 812
Mini 440
Rush 332
actioN 286
Soma 269
[ Show more ]
Stork 245
Larva 228
ZerO 182
Dewaltoss 90
Sharp 82
Light 75
Hyun 63
Pusan 58
Sea.KH 58
910 53
Liquid`Ret 46
Aegong 30
ToSsGirL 29
Bale 29
Barracks 22
soO 19
HiyA 19
Terrorterran 18
sorry 15
Sacsri 12
ajuk12(nOOB) 10
Trap 10
zelot 9
Dota 2
qojqva3675
Dendi1402
syndereN485
KheZu133
Counter-Strike
byalli1757
x6flipin237
Other Games
Grubby11662
singsing1839
hiko1147
FrodaN425
ceh9355
KnowMe245
QueenE125
Beastyqt112
ArmadaUGS109
Rex49
Liquid`RaSZi38
XaKoH 21
ZerO(Twitch)7
Organizations
Other Games
gamesdonequick1262
StarCraft 2
TaKeTV 75
[ Show 15 non-featured ]
StarCraft 2
• mYiSmile157
• iHatsuTV 17
• intothetv
• AfreecaTV YouTube
• Kozan
• IndyKCrew
• Migwel
StarCraft: Brood War
• FirePhoenix3
• BSLYoutube
• STPLYoutube
• ZZZeroYoutube
Dota 2
• WagamamaTV521
League of Legends
• Nemesis2423
• TFBlade995
Other Games
• Shiphtur177
Upcoming Events
Afreeca Starleague
17h 50m
Snow vs Shinee
Shine vs EffOrt
GSL
18h 50m
PiGosaur Cup
1d 7h
The PondCast
1d 17h
Kung Fu Cup
1d 18h
Replay Cast
2 days
KCM Race Survival
2 days
IntoTheTV X SOOP
2 days
Replay Cast
3 days
IntoTheTV X SOOP
3 days
[ Show More ]
Replay Cast
4 days
GSL
4 days
Replay Cast
5 days
GSL
5 days
Shopify Rebellion Sundays
5 days
Spirit vs Mixu
Replay Cast
6 days
WardiTV Weekly
6 days
Liquipedia Results

Completed

Blizzard Classic Cup 2026
Blizzard Classic Cup 2026
Big Dog Cup 2026 Div 1

Ongoing

KCM Race Survival 2026 Season 3
K-JUNGMAN
ASL Season 22
Super Anchor Qualifying S3
CSL 2026 AUTUMN (S22)
Acropolis #5
Calamity Invitational
FISSURE Playground #3
BLAST Open Fall 2026
Esports World Cup 2026
BLAST Bounty Summer 2026
BLAST Bounty Summer Qual
Stake Ranked Episode 3
XSE Pro League 2026

Upcoming

Acropolis #5 - GSA
Acropolis #5 - GSB
Acropolis #5 - GSC
SC4ALL II: Brood War
HSC XXX
Stellar Fest 2: Lunar Cup
SC4ALL II: StarCraft II
Kung Fu Cup 2026 Grand Finals
RSL Offline Finals
PGL Major Singapore 2026
Stake Ranked Episode 6
BLAST Rivals Fall 2026
IEM Beijing 2026
Stake Ranked Episode 5
PGL Masters Bucharest 2026
1win Private Club #2
Thunderpick World Champ. '26
ESL Pro League Season 24
Stake Ranked Episode 4
1win Private Club #1
Logitech G Play Connect 2026
SL StarSeries Fall 2026
TLPD

1. ByuN
2. TY
3. Dark
4. Solar
5. Stats
6. Nerchio
7. sOs
8. soO
9. INnoVation
10. Elazer
1. Rain
2. Flash
3. EffOrt
4. Last
5. Bisu
6. Soulkey
7. Mini
8. Sharp
Sidebar Settings...

Advertising | Privacy Policy | Terms Of Use | Contact Us

Original banner artwork: Jim Warren
The contents of this webpage are copyright © 2026 TLnet. All Rights Reserved.