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[D] The new Zerg standard for all match-ups? - Page 41

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fishinguy
Profile Joined November 2010
Russian Federation798 Posts
December 11 2010 20:20 GMT
#801
OP I don't know how good your build actually is but from my experience, no one is going to try your build unless a pro player successfully uses this in a pro level game. In this case, a pro player has actually indirectly spoken against a build like this in another thread so there is a lot of resistance against this build. I suggest you PM a pro zerg (Ret , IdrA etc) to post what they think of this build after trying it out.
Skrag
Profile Joined May 2010
United States643 Posts
December 11 2010 20:21 GMT
#802
On December 11 2010 17:51 jacobman wrote:
Show nested quote +
On December 11 2010 17:16 Enyalus wrote:
On December 11 2010 15:57 jacobman wrote:
On December 11 2010 15:13 Enyalus wrote:
Was it Skrag who mentioned the AI had 4,000 APM while testing that build? For a layman, I hope you don't have to have insane APM to get consistently better results with the 13p/15h over the 11p/18h...I hope. Do we have replays of actual human players doing these builds and the differential still being about 150 minerals and more larvae?


Why are people so suspicious of AI? It's not cheating or anything. It's just reliable.

Anyways, I was just watching a replay of the AI and in this particular test it ended the replay with an average APM of 12. Do you think you can manage 12 APM?


I can definitely do that. It's just I had read in this thread and previous ones discussing the 11p/18h the need for rallying individual drones to certain mineral patches and splitting them correctly and doing all this (seemingly) complex stuff...and for a player who is just not that good (myself!) - I just want the best economic build that is also safe. Without having to execute tons of mechanical actions that will probably cause me to forget the actual steps of the build I'm executing. And so I wasn't positive this was possible with normal players and not perfect AI. If I'm wrong - awesome. I've got a new favorite build.

No disrespect or suspicion intended.


It's okay. Admittedly the AI does a really good job playing the builds because it does execute many actions right when the opportunity is available. So even though it has really low APM, it is really precise with its actions. However I do believe it is possible to replicate the results if you really put some effort into it. Also my AI doesn't do any of the fancy drone splitting or sending drones to particular mineral patches in the beginning.



This. The APM had to be turned up so high to prevent the AI from having delays that a normal player wouldn't have, and to try to avoid inconsistencies in the results, which as I've mentioned, can be caused by what might seem like very small differences.

Now that the AI has shown that it is possible for 13pool to be superior economically to 11pool, I'm pretty confident that with enough practice, a human could execute the build in such a way that it would surpass jd's original 11pool replay post, and that his execution of the 11pool was simply a lot better than his execution of the 13pool.

All I'm trying to demonstrate here is that the OP's claims that 11pool is *the most* economical pool-first build are false, or at least questionable, so that we can start talking about whether the sacrifice is worthwhile. Personally I believe it definitely can be, and that there are a lot of advantages to 11pool vs 13 or 14pooling, and realistically, the sacrifice isn't that much. You do have to be able to recognize that there is actually a sacrifice going on though, no matter how small it is.
"Just go *@#$ing kill him!" -- Day[9] "Thanks for being a jackass though! Enjoy your time on the forums!" - Artosis
Skrag
Profile Joined May 2010
United States643 Posts
December 11 2010 20:27 GMT
#803
Regarding spine crawlers:

It is possible with the 11pool build to fit in a spine crawler at the main, that is ready in time to root at the expansion as soon as the hatchery completes. The positioning won't be ideal, because you probably don't have time to wait for the hatchery creep to extend as far as it can, but it would certainly be worth testing.
"Just go *@#$ing kill him!" -- Day[9] "Thanks for being a jackass though! Enjoy your time on the forums!" - Artosis
TehForce
Profile Joined July 2010
1072 Posts
December 11 2010 20:28 GMT
#804
On December 12 2010 00:20 jdseemoreglass wrote:
Show nested quote +
On December 11 2010 19:11 TehForce wrote:
I played this build the last days and came to following conclusions:

- Works fine in any teamgames
- Works fine in ZvZ, ZvP
- Works fine in ZvT (no 2rax)

BUT:
It doesn't work when you play against a 2rax-terran who knows what he is doing.

Reasons:
- Because my hatchery is so late (in comparison to a 14-hatch-build) i can't place a spinecrawler at my expansion before his attack comes (no creep yet), so i need mass zerglings to not lose my expansion. Problems with this:
A) If he fake-pressures (moving out with his marines and some scvs but never attacks) i produce a whole lot of zerglings for beeing able to hold this. But instead of attacking he expands. I am now about 10 workers behind plus he has 2 mules. After 5-10 minutes constant pressure he will just steamroll me because i am way behind economally.
B) If i produce to less zerglings, or just my secound round of new zerglings would be able to kill his army, he just builds bunkers at the bottom of my ramp (no creep yet) and i autolose.


I wonder if he actually experienced this or if he is repeating the analysis that's been repeated before lol...

I have had trouble understanding this argument since it began. In every 2rax push I have ever seen, zerg never gets the opportunity to finish a spine in time to defend. I've been asking for replays or VODS of this, but I haven't found them.
Without having a spine crawler as defense, then a hatch first build will need exactly the same number of lings as a pool first in order to defend. The notion that for some reason you pump lings until you are 10 drones behind is an assumption I cannot make without actually seeing it in action.
The notion that a bunkered ramp is more difficult to hold off with an earlier pool doesn't make much sense to me either.
I know ret and Idra are being used as the basis for all of these claims, but they sound like really broken theorycraft arguments. If anyone has seen a single game where this theory was actually encountered, I would love to see it.

In general, the notion that Terran can produce workers and units simultaneously and the Zerg is forced to produce 100% units in reaction would indicate the game is impossibly broken. I don't think this is the case though.


i actually have experienced this -.-

just because you don't like my conclusion you don't have to imply that i am lying.

i practiced 11 pool, 18 hatch and 14 hatch with a friend of mine and in my opinion 11 pool just sets you behind if the terran goes for 2rax. The reasons i stated above.

I could even send you replays but why should i put more effort in this than you.
You obviously didnt tested the build, instead you say "well I THINK THAT!!! SO IT IS!!!"
NesTea <3
Skrag
Profile Joined May 2010
United States643 Posts
December 11 2010 20:38 GMT
#805
On December 12 2010 05:28 TehForce wrote:
i actually have experienced this -.-

just because you don't like my conclusion you don't have to imply that i am lying.

i practiced 11 pool, 18 hatch and 14 hatch with a friend of mine and in my opinion 11 pool just sets you behind if the terran goes for 2rax. The reasons i stated above.

I could even send you replays but why should i put more effort in this than you.
You obviously didnt tested the build, instead you say "well I THINK THAT!!! SO IT IS!!!"


There are plenty of people in this thread (myself included) who would very much appreciate you posting replays of 11pool having trouble against 2rax, to either figure out ways to improve, or at the very least recognize that it is a very real problem that my prevent the build from being used against terrans.

So if you have any replays of this, or wouldn't mind generating some, it would be greatly appreciated.
"Just go *@#$ing kill him!" -- Day[9] "Thanks for being a jackass though! Enjoy your time on the forums!" - Artosis
Skrag
Profile Joined May 2010
United States643 Posts
Last Edited: 2010-12-11 20:44:54
December 11 2010 20:41 GMT
#806
Anybody have links to replays of the 2rax pressure build, or know at what time the first attack happens and how many units it includes? Some of the questions could be answered if I just knew what time the first attack happened and how strong it was.

For example, if the attack definitely comes before the hatchery is even finished, then that would definitely be an issue. But if the attack simply comes before a spine crawler could be finished, that might possibly be mitigated by starting the crawler at the main and then moving it down to the expansion.
"Just go *@#$ing kill him!" -- Day[9] "Thanks for being a jackass though! Enjoy your time on the forums!" - Artosis
Numy
Profile Blog Joined June 2010
South Africa35471 Posts
December 11 2010 20:56 GMT
#807
On December 12 2010 05:41 Skrag wrote:
Anybody have links to replays of the 2rax pressure build, or know at what time the first attack happens and how many units it includes? Some of the questions could be answered if I just knew what time the first attack happened and how strong it was.

For example, if the attack definitely comes before the hatchery is even finished, then that would definitely be an issue. But if the attack simply comes before a spine crawler could be finished, that might possibly be mitigated by starting the crawler at the main and then moving it down to the expansion.


I don't think the first attack is the issue. From what I've gathered it's the constant pressure after that first attack. So it's really about the production more than the speed you get the lings out.
ChickenLips
Profile Blog Joined May 2010
2912 Posts
Last Edited: 2010-12-11 20:56:58
December 11 2010 20:56 GMT
#808
On December 12 2010 05:41 Skrag wrote:
Anybody have links to replays of the 2rax pressure build, or know at what time the first attack happens and how many units it includes? Some of the questions could be answered if I just knew what time the first attack happened and how strong it was.

For example, if the attack definitely comes before the hatchery is even finished, then that would definitely be an issue. But if the attack simply comes before a spine crawler could be finished, that might possibly be mitigated by starting the crawler at the main and then moving it down to the expansion.


You can watch GSL games, TSL Rain vs NesTea and mvp vs idra had plenty of 2rax action.

I just played a game on metalopolis close positions and 4 marines attacked my spine crawler that was about halfway done. I started it asap with a 14h/15p BO, I don't know of any other way to get it down faster. Needless to say he got a bunker down and managed to kill my half-dead re-rooting spine crawler. It's a fucking nasty BO to hold off and it makes me want to drone rush ZvT on close positions.

4 marines came in at 4:30.

here's the rep

[image loading]
❤Ƹ̵̡Ӝ̵̨̄Ʒ✿
Dragar
Profile Joined October 2010
United Kingdom971 Posts
Last Edited: 2010-12-11 21:12:40
December 11 2010 21:12 GMT
#809
First marine leaves at 3.30, and 4 marines built in total at 4.05 with a bunker underway. Ouch.
ChickenLips
Profile Blog Joined May 2010
2912 Posts
December 11 2010 21:24 GMT
#810
On December 12 2010 06:12 Dragar wrote:
First marine leaves at 3.30, and 4 marines built in total at 4.05 with a bunker underway. Ouch.


The nice thing is that he expands as he screws me over with units that are worth 300 minerals + salvageable bunkers, while also getting Mules for more marine SCV goodness
❤Ƹ̵̡Ӝ̵̨̄Ʒ✿
Vaporized
Profile Joined July 2010
United States1471 Posts
December 11 2010 21:28 GMT
#811
On December 12 2010 05:41 Skrag wrote:
Anybody have links to replays of the 2rax pressure build, or know at what time the first attack happens and how many units it includes? Some of the questions could be answered if I just knew what time the first attack happened and how strong it was.

For example, if the attack definitely comes before the hatchery is even finished, then that would definitely be an issue. But if the attack simply comes before a spine crawler could be finished, that might possibly be mitigated by starting the crawler at the main and then moving it down to the expansion.

the attack does come before an 18 hatch is finished. a spine in your main does nothing because it can be avoided.

also moving spines during the attack is a quick way to lose. you hvae to fight by the spine. if they attack it u move in with lings, if they focus lings let the spine do some work. its the only way to cost effectively beat a 2rax rush.
Skrag
Profile Joined May 2010
United States643 Posts
December 11 2010 22:00 GMT
#812
On December 12 2010 06:28 Vaporized wrote:
Show nested quote +
On December 12 2010 05:41 Skrag wrote:
Anybody have links to replays of the 2rax pressure build, or know at what time the first attack happens and how many units it includes? Some of the questions could be answered if I just knew what time the first attack happened and how strong it was.

For example, if the attack definitely comes before the hatchery is even finished, then that would definitely be an issue. But if the attack simply comes before a spine crawler could be finished, that might possibly be mitigated by starting the crawler at the main and then moving it down to the expansion.

the attack does come before an 18 hatch is finished. a spine in your main does nothing because it can be avoided.

also moving spines during the attack is a quick way to lose. you hvae to fight by the spine. if they attack it u move in with lings, if they focus lings let the spine do some work. its the only way to cost effectively beat a 2rax rush.


If the attack comes at 4:30, the hatchery should be *very* close to finished, with the spine crawler in place and ready to plant as soon as it does.

That might be cutting the timing way too close though, and the marines could simply go to your main and avoid the crawler entirely.
"Just go *@#$ing kill him!" -- Day[9] "Thanks for being a jackass though! Enjoy your time on the forums!" - Artosis
ChickenLips
Profile Blog Joined May 2010
2912 Posts
Last Edited: 2010-12-11 22:23:31
December 11 2010 22:16 GMT
#813
On December 12 2010 07:00 Skrag wrote:
Show nested quote +
On December 12 2010 06:28 Vaporized wrote:
On December 12 2010 05:41 Skrag wrote:
Anybody have links to replays of the 2rax pressure build, or know at what time the first attack happens and how many units it includes? Some of the questions could be answered if I just knew what time the first attack happened and how strong it was.

For example, if the attack definitely comes before the hatchery is even finished, then that would definitely be an issue. But if the attack simply comes before a spine crawler could be finished, that might possibly be mitigated by starting the crawler at the main and then moving it down to the expansion.

the attack does come before an 18 hatch is finished. a spine in your main does nothing because it can be avoided.

also moving spines during the attack is a quick way to lose. you hvae to fight by the spine. if they attack it u move in with lings, if they focus lings let the spine do some work. its the only way to cost effectively beat a 2rax rush.


If the attack comes at 4:30, the hatchery should be *very* close to finished, with the spine crawler in place and ready to plant as soon as it does.

That might be cutting the timing way too close though, and the marines could simply go to your main and avoid the crawler entirely.


It's just impossible to hold with pool first.

The first 2 marines come at 4.05 the 18 hatch is 35 seconds away from being done (assuming it wasn't blocked which any good T will do vs such a late hatch).

He the pushes the couple of lings back into the main (because they are half-dead if they even try to attack a single marine) while spamming bunkers around your ramp + hatch. Now you can send your drones to take out the SCVs making the bunkers. He then proceeds to set his remaining SCVs on auto repair while microing his marines so they dont die. In the meantime more marines arrive / bunkers finish etc. If you somehow magically get a spine up he can still find an odd angle / walk into your main etc.
❤Ƹ̵̡Ӝ̵̨̄Ʒ✿
branflakes14
Profile Joined July 2010
2082 Posts
December 11 2010 22:20 GMT
#814
But wouldn't an 18hatch be even easier to deny than the current standard FE?
Pwere
Profile Joined April 2010
Canada1556 Posts
December 11 2010 22:43 GMT
#815
So even if you do some sort of in-base 14h15p, he'll easily contain you into an advantage just as big..
Then taking your natural will be almost impossible; you would need some sort of hidden drone to take a random hidden expo...
Does not sound solid at all.
CapnAmerica
Profile Blog Joined November 2010
United States508 Posts
December 11 2010 23:11 GMT
#816
Earlier lings to harass the reinforcements might have been a lot more effective than attacking the bunker rush head-on -- you didn't scout the first bunker till after it was down and then things just went so far south.

The second hatchery doesn't pay off until later in the game... a creep tumor so you could position spines at your main and then expand later would've probably been a lot more effective assuming he didn't bunker up your ramp. That said, getting a bunker on a zerg ramp would be ridiculously hard with creep spread if lings were outside of the base to begin with. I think people are approaching the whole "but if I do x, he'll do y!" thing too head-on.

For instance, in the replay, the player loses a ton of drones to marines that are needed to maintain production. Using a queen to stall vs 1 or 2 marines would've been his only option -- as soon as he advanced back to the second bunker he got crushed by bunkered marines.

I really think the best way to counter that 2rax rush (the way it hit ChickenLips) is to have a forward overlord and 4 lings out to scout the bunker placement and stop the first bunker. As long as it's outside of attacking distance for your nat, you should be okay.

Feel free to take this with a grain of salt, as I'm Gold, but I would've countered that rush (the way the marines reinforced and took that position with the bunker) that way if I had seen the early bunker placement.

----

Also, where people are complaining here about how you're "behind" if you have to make units.. if you can deal damage with those units or pressure the opponent into making missteps, it doesn't matter if you're at a bit of an economic disadvantage. For instance, you could respond to that pressure (once you've stalled it) with Roaches and if you rout the attack deal some damage to supply depots or make the opponent's expansion incredibly risky. Even a few units to snipe can be highly effective if microed properly.

--

And, finally, what if you let yourself take an economic hit and use your very early queen to spread creep? Two tumors on meta and you've got your natural creeped up before a bunker rush could hit it.
After all this time, I still haven't figured out the correlation between sexual orientation and beating an unprepared opponent. Are homosexuals the next koreans? Many players seem to think it's an unfair advantage. - pandaburn
Hurkyl
Profile Joined October 2010
304 Posts
Last Edited: 2010-12-11 23:36:04
December 11 2010 23:35 GMT
#817
On December 12 2010 05:56 ChickenLips wrote:
Show nested quote +
On December 12 2010 05:41 Skrag wrote:
Anybody have links to replays of the 2rax pressure build, or know at what time the first attack happens and how many units it includes? Some of the questions could be answered if I just knew what time the first attack happened and how strong it was.

For example, if the attack definitely comes before the hatchery is even finished, then that would definitely be an issue. But if the attack simply comes before a spine crawler could be finished, that might possibly be mitigated by starting the crawler at the main and then moving it down to the expansion.


You can watch GSL games, TSL Rain vs NesTea and mvp vs idra had plenty of 2rax action.

I just played a game on metalopolis close positions and 4 marines attacked my spine crawler that was about halfway done. I started it asap with a 14h/15p BO, I don't know of any other way to get it down faster. Needless to say he got a bunker down and managed to kill my half-dead re-rooting spine crawler. It's a fucking nasty BO to hold off and it makes me want to drone rush ZvT on close positions.

4 marines came in at 4:30.

here's the rep

[image loading]

Your description is misleading. He didn't have a bunker near your base -- it wasn't even near enough to cover his attempt to build one near your base! You got a Spine Crawler at your natural without any real problem, but then decided to uproot it so you could charge 6 Marines with 3 Zerglings and an uprooted Spine Crawler (while having plenty of unspent minerals and larvae).
Defacer
Profile Blog Joined October 2010
Canada5052 Posts
December 11 2010 23:59 GMT
#818
On December 02 2010 09:03 Skrag wrote:
Show nested quote +
On December 02 2010 08:58 zink0 wrote:
pardon my extremely noob question, but why two consecutive overlords at 17 and 18? also what is a maynard 7 drones?

thanks for the build, will try it tonight


I think you can squeeze one drone in between those overlords, but you end up building a lot of stuff in a very short period of time right around that area (queen + stuff from a queen larva spawn), so you do actually need the overlords pretty close.


I've been intuitively getting two ovies at 16. I think it was triggered by a game I watched by Fruitdealer. There was a lack of larvae while I was waiting for my spawning pool to pop, and new I wanted to have as much supply as possible when my queen popped so i can make mass lings if I scouted some kind of all-in-ish-ness.
ChickenLips
Profile Blog Joined May 2010
2912 Posts
Last Edited: 2010-12-12 01:01:01
December 12 2010 00:58 GMT
#819
On December 12 2010 08:35 Hurkyl wrote:
Show nested quote +
On December 12 2010 05:56 ChickenLips wrote:
On December 12 2010 05:41 Skrag wrote:
Anybody have links to replays of the 2rax pressure build, or know at what time the first attack happens and how many units it includes? Some of the questions could be answered if I just knew what time the first attack happened and how strong it was.

For example, if the attack definitely comes before the hatchery is even finished, then that would definitely be an issue. But if the attack simply comes before a spine crawler could be finished, that might possibly be mitigated by starting the crawler at the main and then moving it down to the expansion.


You can watch GSL games, TSL Rain vs NesTea and mvp vs idra had plenty of 2rax action.

I just played a game on metalopolis close positions and 4 marines attacked my spine crawler that was about halfway done. I started it asap with a 14h/15p BO, I don't know of any other way to get it down faster. Needless to say he got a bunker down and managed to kill my half-dead re-rooting spine crawler. It's a fucking nasty BO to hold off and it makes me want to drone rush ZvT on close positions.

4 marines came in at 4:30.

here's the rep

[image loading]

Your description is misleading. He didn't have a bunker near your base -- it wasn't even near enough to cover his attempt to build one near your base! You got a Spine Crawler at your natural without any real problem, but then decided to uproot it so you could charge 6 Marines with 3 Zerglings and an uprooted Spine Crawler (while having plenty of unspent minerals and larvae).



I didn't scout the bunker and when i saw it i immediately gave up any hope on winning that game. Terran in such close positions + a finished bunker puts you behind indefinitely. Terran just kills a lot shit, forces an incredibly high number of zerglings and then hits a 2base timing at 8 to 9 minutes with stim and combat shields done. I should've stalled put my drones back on mining etc. but I really couldn't be arsed at that point. It's more of a replay on what not to do vs 2rax. I just posted it so skrag could figure out the timings.
❤Ƹ̵̡Ӝ̵̨̄Ʒ✿
Skrag
Profile Joined May 2010
United States643 Posts
December 12 2010 01:43 GMT
#820
Yeah, the timing seems pretty rough, like you won't have the crawler in time because the hatch won't be finished fast enough.

13p/15h finishes the hatch soon enough that it might be more viable though, although I don't know if it's actually possible to get a crawler in the main fast enough with that build. I was able to with 11pool, but haven't tried with 13.

This does seem pretty nasty. On the other hand, this 2rax pressure seems *very* scoutable, unless they hide a rax, and I think there are some things that could be done differently no matter what start you choose to combat it. For example, as much as I absolutely *hate* to even suggest it, because I think it's absolutely horrible most of the time, if you started 11pool and scouted 2 rax, that might be a case where a second in-base hatch could be worthwhile, allowing you to produce both drones and lings, as well as defend a lot easier from the top of the ramp.

What I'm not sure of is if the second rax has to go down before you decide where to place the hatch, and if you can scout it in time.
"Just go *@#$ing kill him!" -- Day[9] "Thanks for being a jackass though! Enjoy your time on the forums!" - Artosis
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