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Forum Index > StarCraft 2 Strategy
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envisioN .
Profile Joined February 2011
United States552 Posts
December 10 2011 18:41 GMT
#9681
On December 11 2011 03:27 Iyerbeth wrote:
When behind in a ZvZ, unable to just go kill my opponent but aware he's going to have Spire finished before I even start mine what is the best 2 base army composition for me to use to secure a third?

It depends on if your opponent is making banelings as well. If your opponent is going straight Ling/Muta, then Hydra/Infestor is the best response. If your opponent is making banelings, then roach hydra is better because your roaches can soak up the banelings. To protect a building hatchery, use creep tumors to spread creep around your third base and build spore crawlers on that creep.
"Good works do not make a good man, but a good man does good works" -Martin Luther ¯\_(ツ)_/¯
Arir
Profile Joined May 2010
Finland60 Posts
December 10 2011 18:51 GMT
#9682
Why pros prefer using 15 hatch instead of 14 hatch? 14 hatch is the fastest hatchery which wont make you lose any larva. You have time to gather up to 50 minerals before third larva pops out from main hatchery so natural larvaproduction is not stopping.

14 hatch finishes obviously faster than 15 hatch which gives slightly more larva. You would think that more larva = more drones = more economy.

Here is slightly related topic: http://www.teamliquid.net/forum/viewmessage.php?topic_id=172481

There 14 hatch beat 16 hatch and the reason was simply becouse 14 hatch got faster some extra larva from natural hatchery. Why this would be much different when comparing 14 hatch vs 15 hatch?
llKenZyll
Profile Blog Joined November 2011
United States853 Posts
December 10 2011 19:08 GMT
#9683
On December 11 2011 03:51 Arir wrote:
Why pros prefer using 15 hatch instead of 14 hatch? 14 hatch is the fastest hatchery which wont make you lose any larva. You have time to gather up to 50 minerals before third larva pops out from main hatchery so natural larvaproduction is not stopping.

14 hatch finishes obviously faster than 15 hatch which gives slightly more larva. You would think that more larva = more drones = more economy.

Here is slightly related topic: http://www.teamliquid.net/forum/viewmessage.php?topic_id=172481

There 14 hatch beat 16 hatch and the reason was simply becouse 14 hatch got faster some extra larva from natural hatchery. Why this would be much different when comparing 14 hatch vs 15 hatch?

Because they dont care enough to look into it that much because they realize it wont be the deciding factor between a win or a loss
http://www.reddit.com/r/starcraft/comments/nd6nd/tang_in_his_natural_habitat/
Arir
Profile Joined May 2010
Finland60 Posts
Last Edited: 2011-12-10 19:27:10
December 10 2011 19:26 GMT
#9684
On December 11 2011 04:08 Lebzetu wrote:
Show nested quote +
On December 11 2011 03:51 Arir wrote:
Why pros prefer using 15 hatch instead of 14 hatch? 14 hatch is the fastest hatchery which wont make you lose any larva. You have time to gather up to 50 minerals before third larva pops out from main hatchery so natural larvaproduction is not stopping.

14 hatch finishes obviously faster than 15 hatch which gives slightly more larva. You would think that more larva = more drones = more economy.

Here is slightly related topic: http://www.teamliquid.net/forum/viewmessage.php?topic_id=172481

There 14 hatch beat 16 hatch and the reason was simply becouse 14 hatch got faster some extra larva from natural hatchery. Why this would be much different when comparing 14 hatch vs 15 hatch?

Because they dont care enough to look into it that much because they realize it wont be the deciding factor between a win or a loss


You would think they use similar larva management principles as in BW even if queens are main larvaproductors now. For example in early game ZvP if you produce barely from 4 hatcheries. You are not 6sd7sd8sd9sd untill you run out of minerals. Instead you are manually using single larva from each hatchery to prevent situation where one hatch is idling on 3 larva and larva production stops. When you are using larvas faster than they spawn you are adding hatcheries before running out of larva (like when most hatcheries are idling on 0-1 larva instead of 1-2).

Going 15 hatch instead of 14 hatch just creeps me out.
Hause
Profile Joined August 2011
United States1 Post
December 10 2011 20:23 GMT
#9685
Quick question:

As Zerg, what is the best way to deal with Protoss dropping a pylon at your natural before you try to 15 hatch? Should I take a faster 3rd, or get an earlier pool?
Teoman
Profile Blog Joined October 2011
Norway382 Posts
December 10 2011 20:35 GMT
#9686
Hi :D

I have a little question about ads on streams.

I live in Norway and get hardly any ads at all. Maybe in 1 of 20 streams i watch. I mainly watch TLO, Maximusblack and Catz.
I use google chrome, and i have never done anything to prevent ads (downloading adblock etc)
My question is, does this prevent the streamer from getting money and is there something i could/should do about this?

Thanks in advance :D
"Quisque est barbarus alii."
envisioN .
Profile Joined February 2011
United States552 Posts
December 10 2011 22:02 GMT
#9687
On December 11 2011 04:26 Arir wrote:
Show nested quote +
On December 11 2011 04:08 Lebzetu wrote:
On December 11 2011 03:51 Arir wrote:
Why pros prefer using 15 hatch instead of 14 hatch? 14 hatch is the fastest hatchery which wont make you lose any larva. You have time to gather up to 50 minerals before third larva pops out from main hatchery so natural larvaproduction is not stopping.

14 hatch finishes obviously faster than 15 hatch which gives slightly more larva. You would think that more larva = more drones = more economy.

Here is slightly related topic: http://www.teamliquid.net/forum/viewmessage.php?topic_id=172481

There 14 hatch beat 16 hatch and the reason was simply becouse 14 hatch got faster some extra larva from natural hatchery. Why this would be much different when comparing 14 hatch vs 15 hatch?

Because they dont care enough to look into it that much because they realize it wont be the deciding factor between a win or a loss


You would think they use similar larva management principles as in BW even if queens are main larvaproductors now. For example in early game ZvP if you produce barely from 4 hatcheries. You are not 6sd7sd8sd9sd untill you run out of minerals. Instead you are manually using single larva from each hatchery to prevent situation where one hatch is idling on 3 larva and larva production stops. When you are using larvas faster than they spawn you are adding hatcheries before running out of larva (like when most hatcheries are idling on 0-1 larva instead of 1-2).

Going 15 hatch instead of 14 hatch just creeps me out.

It could be that a 14 hatch delays the spawning pool more because you are investing 300 minerals earlier and have 1 less drone mining for some time. Against builds like the 11/11 Rax, every second earlier that your spawning pool is makes the pressure that much easier to hold off.
"Good works do not make a good man, but a good man does good works" -Martin Luther ¯\_(ツ)_/¯
Iyerbeth
Profile Blog Joined October 2010
England2410 Posts
December 10 2011 23:23 GMT
#9688
Thanks for your reply to my question envisioN.

On December 11 2011 05:23 Hause wrote:
Quick question:

As Zerg, what is the best way to deal with Protoss dropping a pylon at your natural before you try to 15 hatch? Should I take a faster 3rd, or get an earlier pool?


When a Protoss does that there are a couple of standards. First as a general 'should always work reasonably well' option is, as you mention, just grabbing your pool and gas first and swapping in to a Speedling Fast Expand build.

Another option which is really only viable if your opponent is doing an FFE is to simply take your 3rd as your first expansion and destroy the Pylon with your usual Zerglings and quickly establish your early 3 base opening.

Finally there are more aggressive options, such as Roach Expanding against FFE, or even going all in with a Roach/Ling push if you think you can break your opponents front.
♥ Liquid`Sheth ♥ Liquid`TLO ♥
Arir
Profile Joined May 2010
Finland60 Posts
December 10 2011 23:57 GMT
#9689
On December 11 2011 07:02 envisioN . wrote:
Show nested quote +
On December 11 2011 04:26 Arir wrote:
On December 11 2011 04:08 Lebzetu wrote:
On December 11 2011 03:51 Arir wrote:
Why pros prefer using 15 hatch instead of 14 hatch? 14 hatch is the fastest hatchery which wont make you lose any larva. You have time to gather up to 50 minerals before third larva pops out from main hatchery so natural larvaproduction is not stopping.

14 hatch finishes obviously faster than 15 hatch which gives slightly more larva. You would think that more larva = more drones = more economy.

Here is slightly related topic: http://www.teamliquid.net/forum/viewmessage.php?topic_id=172481

There 14 hatch beat 16 hatch and the reason was simply becouse 14 hatch got faster some extra larva from natural hatchery. Why this would be much different when comparing 14 hatch vs 15 hatch?

Because they dont care enough to look into it that much because they realize it wont be the deciding factor between a win or a loss


You would think they use similar larva management principles as in BW even if queens are main larvaproductors now. For example in early game ZvP if you produce barely from 4 hatcheries. You are not 6sd7sd8sd9sd untill you run out of minerals. Instead you are manually using single larva from each hatchery to prevent situation where one hatch is idling on 3 larva and larva production stops. When you are using larvas faster than they spawn you are adding hatcheries before running out of larva (like when most hatcheries are idling on 0-1 larva instead of 1-2).

Going 15 hatch instead of 14 hatch just creeps me out.

It could be that a 14 hatch delays the spawning pool more because you are investing 300 minerals earlier and have 1 less drone mining for some time. Against builds like the 11/11 Rax, every second earlier that your spawning pool is makes the pressure that much easier to hold off.


It could be that. Slightly faster pool also results slightly faster queen and slightly faster first inject. With 16 hatch though that wasnt enough.

Just wondering.. there was that topic about zerg openings which determined that 14 hatch is way to go. Slightly after that every pro started using 15 hatch. Where it began? Another trend from korea after they invented 10 over extractor trick as their standard back then?

Sometimes i see builds like 15 hatch 15 gas 15 pool which definitely are pushing the limits of safe build. I would argue that 14 hatch 16 gas 15 pool would be superior there. You have excatly 50 minerals when larva pops out for your 16th drone.
JoelE
Profile Blog Joined July 2011
United States112 Posts
December 11 2011 00:14 GMT
#9690
I have been searching around and can't find to the answer to this anywhere.

Sometimes i will see a pack of units, like siege tanks or marines, and a few of them will be slightly darker than the rest. I see this in game and in videos etc. What does this mean?
http://www.firecaster.com
Tobias
Profile Joined October 2010
Sweden187 Posts
December 11 2011 00:16 GMT
#9691
On December 11 2011 09:14 JoelE wrote:
I have been searching around and can't find to the answer to this anywhere.

Sometimes i will see a pack of units, like siege tanks or marines, and a few of them will be slightly darker than the rest. I see this in game and in videos etc. What does this mean?


It means they're in shadow...
JoelE
Profile Blog Joined July 2011
United States112 Posts
December 11 2011 00:18 GMT
#9692
On December 11 2011 09:16 Tobias wrote:
Show nested quote +
On December 11 2011 09:14 JoelE wrote:
I have been searching around and can't find to the answer to this anywhere.

Sometimes i will see a pack of units, like siege tanks or marines, and a few of them will be slightly darker than the rest. I see this in game and in videos etc. What does this mean?


It means they're in shadow...

No, they stay dark moving all around the map. I will try to find a link to a gsl video where you can see it.
http://www.firecaster.com
Jecktor
Profile Joined March 2011
United States41 Posts
December 11 2011 07:14 GMT
#9693
Its a shader glitch a lot of games have the issue sometimes
Diamond Terran and Platinum Random. Jecktor.745 Blasphemy.350
blackodd
Profile Joined April 2010
Sweden451 Posts
Last Edited: 2011-12-11 08:02:27
December 11 2011 08:01 GMT
#9694
What character types can I use as a name on EU/NA/KR? I tried to copy-paste KR characters into a name on my EU account, but nothing happened.
It also seems like you can use western characters in KR..
For I am the Queen of Blades. And none shall ever dispute my rule, again...
AshenCZ
Profile Joined November 2011
Czech Republic46 Posts
December 11 2011 09:52 GMT
#9695
Hi there, I wanted to ask if there is some simple shortcut for leaving the game (like in W3 it was Alt + Q I think) or if I have to go menu - surrender? I would really love the shortcut because I sometimes missclick and pause the game instead Thanks TL!
more gg, more skill
galtdunn
Profile Joined March 2011
United States977 Posts
December 11 2011 10:09 GMT
#9696
On December 11 2011 18:52 AshenCZ wrote:
Hi there, I wanted to ask if there is some simple shortcut for leaving the game (like in W3 it was Alt + Q I think) or if I have to go menu - surrender? I would really love the shortcut because I sometimes missclick and pause the game instead Thanks TL!

You can press F10 + N. That goes to menu and then is the shortcut for surrendering. Sometimes though, it's F10+ Q for quit. I''m not really sure why though.
Currently editing items in the DotA 2 wiki. PM for questions/suggestions.
Banginglife
Profile Joined November 2010
United States92 Posts
December 11 2011 12:43 GMT
#9697
What is the ideal late game composition for PvP. Assuming its a regular game and neither side is massing something unusual so do not take into account the opponents composition for sake of simplicity.
Charmander
Sylvanium
Profile Joined December 2011
Canada32 Posts
December 11 2011 14:34 GMT
#9698
Hello guys,

Assuming you are a bronze player who had never really sat down do learn / adapt a build. Which is the best way to proceed.

1. Try to learn one all purpose build and do it very very well, for example the terran 1/1/1

2. Try to learn one build for each matchup and/or maps?

Or course no matter which path is chosen I realize that the basics should never be forgotten, (never have an idile building, never get supply blocked and all that stuff)

Thanks!
Be happy you lost and learn from it, and if you win wonder what went wrong.
listal
Profile Joined August 2003
United States228 Posts
December 11 2011 14:45 GMT
#9699
On December 11 2011 23:34 Sylvanium wrote:
Hello guys,

Assuming you are a bronze player who had never really sat down do learn / adapt a build. Which is the best way to proceed.

1. Try to learn one all purpose build and do it very very well, for example the terran 1/1/1

2. Try to learn one build for each matchup and/or maps?

Or course no matter which path is chosen I realize that the basics should never be forgotten, (never have an idile building, never get supply blocked and all that stuff)

Thanks!


start with your first choice -- learn a general build. however, only do it until you start winning with it. once you see a matchup you aren't doing well in with it, start trying to learn a different build order for that matchup. then, once you see that you aren't doing well on certain maps in a matchup with whichever build you are using, see if there are alternative builds for that map.

that approach lays foundational building blocks for learning build orders that will gradually get ingrained in the way you play without you having to think about it. essentially, that's the goal with build-orders. eventually, you'll get to the point where your builds become conditional depending on what your opponent does; that's basically where you want to end up at the end of the road with learning build orders
Forbidden17
Profile Joined December 2011
666 Posts
December 11 2011 15:33 GMT
#9700
When you look at someone's profile on sc2ranks.com, you can click on "more details" and it will show you a chart of two things, points and world rank. I know sc2ranks isn't directly associated with blizzard to determine who is the best player but is it safe to say one's world rank is very close to their hidden mmr rating?
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