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[D] The new Zerg standard for all match-ups? - Page 5

Forum Index > StarCraft 2 Strategy
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dthree
Profile Joined March 2010
Australia150 Posts
December 02 2010 06:26 GMT
#81
did you ever consider that the reason this build is so good is because your gas and zerglings are REALLY late?
eth3n
Profile Joined August 2010
718 Posts
December 02 2010 06:30 GMT
#82
On December 02 2010 15:12 Conrose wrote:
I think this build is quite vulnerable to hidden tech, particularly in the case of DTs, Phoenix openings, Banshees and Vikings. ZvZ, you'll really want to catch when they put down that Baneling Nest and hotkey your Drones. I also see early Muta harass being potentially dangerous with this BO. However, vs the current FotM builds, it is flexible enough to hold up.


lol, I have seen some hilarity with this build in zvz, while I am tempted to tell tales without replays, lets just say that many zerg are very confused when the lings dont come after the 11 pool, and roach+drone is my new favorite army composition.

Idra Potter: I don't use avada kedavra because i have self-respect.
eth3n
Profile Joined August 2010
718 Posts
December 02 2010 06:31 GMT
#83
On December 02 2010 15:26 dthree wrote:
did you ever consider that the reason this build is so good is because your gas and zerglings are REALLY late?


they dont have to be, but your opponent will scout the 11pool will have to at least consider that you are not gonna FE, options open
Idra Potter: I don't use avada kedavra because i have self-respect.
Brightside
Profile Joined November 2010
United States2 Posts
December 02 2010 07:19 GMT
#84
Sooo 2000 Diamond zerg here and I LOVE this opening, especially vs. toss, it's amazing how it psyches them out, they usually keep that annoying probe to pylon the nat if they can, but its so easy to have a couple lings to move it out of the way fast it barley matters

I've basically been doing massive macro off of this build and if the protoss tries to expo then every time they get crushed.

The literal only think i believe I've lost to when i used this build and followed it correctly( lost once when i forgot the pool until like 14 supply..... -_-") is when I've been 4 gated which sounds like a flaw in the build but its actually just that o think I've lost to literally every 4 gate someone has tried on me....(i know pretty embarrassingly sad) but i have gotten better and i was able to defend much better then with traditional 14 hatch 15 pool.

OP if your looking for some replays (from an decent at best player) that shows the macro aspect behind this opening ill gladly throw some up ^.^!!!
Killin them softly
jdseemoreglass
Profile Blog Joined July 2010
United States3773 Posts
December 02 2010 07:59 GMT
#85
On December 02 2010 15:26 dthree wrote:
did you ever consider that the reason this build is so good is because your gas and zerglings are REALLY late?


That's odd, because I managed to win the game in replay 1 with a speedling all-in before I even reached 14 drones.
"If you want this forum to be full of half-baked philosophy discussions between pompous faggots like yourself forever, stay the course captain vanilla" - FakeSteve[TPR], 2006
Terrifyer
Profile Blog Joined August 2007
United States338 Posts
December 02 2010 08:34 GMT
#86
I highly doubt this would be a good build for zvz, at least the way I play it anyway
14gas 13 pool
get speed
expo at 21
then speedling it up and push back the morphing banelings so he cant get to my base before i make banelings, or if he roaches....its sort of GG since I have my expo and can drone up/sunken when he comes.

however, I see this build being pretty darn decent in ZvP and ZvT, depending on the situation.
Just should probably figure out what the proper time to get gas would be.
eat shit and die
michaelhasanalias
Profile Joined May 2010
Korea (South)1231 Posts
Last Edited: 2010-12-02 08:39:51
December 02 2010 08:39 GMT
#87
On December 02 2010 17:34 Terrifyer wrote:
I highly doubt this would be a good build for zvz, at least the way I play it anyway
14gas 13 pool
get speed
expo at 21
then speedling it up and push back the morphing banelings so he cant get to my base before i make banelings, or if he roaches....its sort of GG since I have my expo and can drone up/sunken when he comes.

however, I see this build being pretty darn decent in ZvP and ZvT, depending on the situation.
Just should probably figure out what the proper time to get gas would be.


Well, the argument is that 11 pool is essentially almost identical to any late pool, hatch first build. And the 11 pool protects easily against 6-pool shenanigans. So... by 11 pooling blindly, not only are you safe against cheese, but when your scouting drone arrives, you can easily transition into macro mode, or offense, or fast expo or 1-base depending on what you see.



To the OP,

The standard 7RR build uses 11 pool in it, so I'm not sure that replay you posted is viable, especially since the guy you replayed, in addition to having the worst micro in the world, also hit your base about 45 seconds late. If he had hit at the proper timing, he'd have won outright (although this would have been more to your error than his, especially since you both would have used the 11 pool build).
KR NsPMichael.805 | AM Michael.2640 | SEA Michael.523 | 엔에스피 New Star Players
finki
Profile Joined November 2010
Austria1 Post
December 02 2010 08:53 GMT
#88
I love this build. It combines economic efficiency and a really high scare-factor for the opponent.

In 50% of my games so far, where I use this build (zvp/t), the enemy does something resource-intensive to counter my early pool. Protoss hardwalling, terra putting down two bunkers, chronoboost on gate instead of nexus, faster early units, something like this - if you consider this the economic value rises even more, because it sets your opponent back economic-wise compared to you.

It was also a joy to finally defend this 2racks-scv-all-in pushes I had troubles with lately.

Btw I modified the build to this most of the times:

11 OL
11 Pool
16 Queen
18 Hatch
17 OL
17 Extractor
16 Zergling
17 Zergling
18 Queen


This puts the extractor in at 17, after hatch and overlord, which in addition with the hatch frees up enough food for my 2 pair of zerglings I use for scouting. It also frees me from the 2nd overlord at 18, because the second the first queen pops my first OL does too and I got 159 minerals, so I can start the 2nd queen right away.
Or if I feel very threatened I can put a roach warren in there at 16 or 18 easily and have enough gas mined for 4-5 roaches when it pops.
JonnyLaw
Profile Blog Joined May 2010
United States3482 Posts
December 02 2010 09:21 GMT
#89
First, all of the blind criticism that open with wordings such as "I doubt," "I don't think," "I really can't see," do not contribute much to this post. Try it out and post your results.

And, as Protoss this build makes me sigh for certain maps. I suppose 11 pool without gas is another thing I need to adapt to early in the game. I can see where stalkers would shred this with no quick speed. Hmm...some of your posts have me reevaluating my decision making in the PvZ match up.

I'll try to get in touch with you in the game and play some practice matches.
shoop
Profile Joined November 2009
United Kingdom228 Posts
Last Edited: 2010-12-02 09:46:24
December 02 2010 09:41 GMT
#90
If I were Zerg I'd certainly go for this. But I feel that the people asking about gas timing do have a point. I understand that the build is a template and that you should adapt based on what you scout. But suppose that, perhaps based on the scout, or as an a priori decision, you decide to get quick tech combined with the largest possible economy you can get. Since the pool is so early, the build in fact seems to be very suitable for quick teching as well. Can you describe a reasonable adaptation that gives you 100 gas for lair or speedlings quickly (i.e., not long after the pool finishes) while still generating a reasonably large economy? Obviously, one can improvise, but in practice it would be useful to know an optimised timing in which things mesh together nicely.

edit: Finki's adaptation of the build above looks like a good way to get gas and some lings, but it still focuses on economy. What I'm driving at is a variation on the build that focuses on quick tech.
iuliua
Profile Joined November 2010
Cyprus9 Posts
December 02 2010 12:22 GMT
#91
I am using this build for 2 days now and from experience( diamond 1800) I can tell you that i never could make it to the end of the build because the enemy puts pressure. I usually make it until the first queen ( depending on map).
But still is a very comfortable build because you can adapt very easy.
thenanox
Profile Joined June 2010
Spain72 Posts
December 02 2010 12:32 GMT
#92
i remeber in one of TL threads that they speak about what is more optimal, and actually it was 12 pool with double extractor trick. Also i remember in bold text that NEVER OVERPOOL in this game
nerrr
Profile Joined November 2010
Australia47 Posts
Last Edited: 2010-12-02 13:21:02
December 02 2010 13:19 GMT
#93
Yes Yes Yes - has been working so well for me - at least up to the first queen - which is when tiy hopefully have some idea if aggression is on its way - I defeated 2 x 6 pools, 2 rax scv, proxy void rush, proxy 2 gate, forge FE all with this build at the beginning - soooo satisfying when some douche 6 pools or 2 rax scv rush etc and you and stomp them... I mention forge FE as that is the other side of the scale where economy is paramount - srsly I'm loving the flexibility of this build... only problem is you need lings to stop the denying of the expo if they decide to be a pain

I'm not sure how itd hold up against a pylon/bunker block at the ramp...
Markwerf
Profile Joined March 2010
Netherlands3728 Posts
December 02 2010 13:34 GMT
#94
It's fairly obvious a earlier pool build would be more economical in the scenario where you don't get gas or lings at all for the early game.
That however is quite unrealistic and thus this build is far from as efficient as it looks..
Sure getting the queen asap provides more drones but if you are getting lings as well you can't use all drones anyway... This build is much less efficient early on but makes up for it later on because the first inject is earlier, however assuming you can just drone up completely is unrealistic.

11 pool builds are crap in ZvT imo where you can't drone like this anyway and just set your own economy back needlessly. In ZvP it's a different case as fast pools automatically deny some builds (like nexus first) and also provide a anti-scout very early, however this build doesn't include an early pair of lings so once again is useless as such, if you try a fast pool build like this at least include an early pair of lings..

Builds that don't include units and don't include scouting should just be banned from the forum really, its just useless in practice anyways. Add lings & scouting to this build and you will notice you will have a mineral shortage somewhere, ie. you can't drone as hard as you like. As a result this build is less efficient economy wise as 14 pool or 14 hatch. Not saying the build is useless but it will in no way be mainstream.
VWXYZ
Profile Joined August 2010
Denmark18 Posts
December 02 2010 14:38 GMT
#95
This looks amazing! I've followed the evolution of the "the scientific best Zerg opening".

This puts all the "this is useless!"-sayers to shame! :D Great work

Gonna try it out right away.
I joined because of the new look! (sort of)
Sirion
Profile Joined August 2010
131 Posts
December 02 2010 14:50 GMT
#96
On December 02 2010 22:34 Markwerf wrote:
It's fairly obvious a earlier pool build would be more economical in the scenario where you don't get gas or lings at all for the early game.
That however is quite unrealistic and thus this build is far from as efficient as it looks..
Sure getting the queen asap provides more drones but if you are getting lings as well you can't use all drones anyway... This build is much less efficient early on but makes up for it later on because the first inject is earlier, however assuming you can just drone up completely is unrealistic.

11 pool builds are crap in ZvT imo where you can't drone like this anyway and just set your own economy back needlessly. In ZvP it's a different case as fast pools automatically deny some builds (like nexus first) and also provide a anti-scout very early, however this build doesn't include an early pair of lings so once again is useless as such, if you try a fast pool build like this at least include an early pair of lings..

Builds that don't include units and don't include scouting should just be banned from the forum really, its just useless in practice anyways. Add lings & scouting to this build and you will notice you will have a mineral shortage somewhere, ie. you can't drone as hard as you like. As a result this build is less efficient economy wise as 14 pool or 14 hatch. Not saying the build is useless but it will in no way be mainstream.


I am sorry if I sound aggressive, but this post really bothers me. Firstly, it is not obvious at all that such an early pool can compete with a 14 hatch 14/15 pool build. In fact that fact is amazing.

Second, for obvious reasons building lings reduces the number of drones you build. However, unless you provide some argument, I will assume that the impact on the economy is very similar both for this build and for 14 hatch 14 pool. The only exception is when you build a lot of lings before the pool for 14 hatch 14 pool finishes, then there is no comparison possible. But loosing 6 lings in defense of an extremely early rush is better than loosing 6 drones, so this build is better of economically.

As a third, the OP does not include a scout or fighting units on purpose. Instead he assumes that you have a brain to scout when you think it is needed instead of when some magic list on the internet told you to do so. Same with fighting units. This is no 3 roach rush, the aim is to have the option to have an extremely strong economy with an early pool.

As a final comment, your overzealous wish to ban one of the few truly constructive and innovative threads is so misguided it just baffles me. This thread contains a valid buildorder, a lot of testing and data on how it performs in a purely economic setting, a lot of replays you probably did not watch and many positive responses by zerg players who have tried it out.
SpaceYeti
Profile Joined June 2010
United States723 Posts
Last Edited: 2010-12-02 14:57:05
December 02 2010 14:56 GMT
#97
Wow, thanks! I'll be trying this out in all my ladder matches for the next few days. Intuitively, this build looks pretty damn flexible, which is something that I need at the moment.

Thanks again! Quality post! ♥
Behavior is a function of its consequences.
NinjaAUS
Profile Joined October 2010
Australia133 Posts
December 02 2010 15:02 GMT
#98
Zerg player here, just tried this in a few games game 1 i held off a scv marine rush from a terran and game 2 vs a protoss on blistering sands i just pulled ahead in macro then defended the 4 gate with lots of splings/counterattack/delaying
Sadform
Profile Joined September 2010
United Kingdom79 Posts
December 02 2010 15:13 GMT
#99
OP - I notice you don't send a scouting probe, any reason why?
MoreFaSho
Profile Blog Joined May 2010
United States1427 Posts
December 02 2010 15:18 GMT
#100
From a meta-game perspective, this build is awesome for the 7RR potential since it looks pretty similar to a 7RR. I think more game-like variations on it still need to be worked out. I'm trying to find the right timing to take gas and get metabolic boost against protoss.
I always try to shield slam face, just to make sure it doesnt work
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