You[spartan] : Madness?? This is Sparta !!!!! [ who need speedling ]
The end. Persian won against 300 Spartan. [2gates, 3gates, 4gates, good 2-3rax micro, hellions, anything would kill you]
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cuoongwhomy
102 Posts
You[spartan] : Madness?? This is Sparta !!!!! [ who need speedling ] The end. Persian won against 300 Spartan. [2gates, 3gates, 4gates, good 2-3rax micro, hellions, anything would kill you] | ||
Jeffbelittle
United States468 Posts
If you want a legit answer to that: Nobody opens 2 gate to a protective field, 3 gates are fast expand builds, so what do you mean we are ended? 2 rax's get shut down by a crawler, 3 rax will probably need a baneling nest, hellions can be dealt with roaches or good sling micro, and you can see any of that coming with the uber fast scouting you're getting. | ||
Wordpad
Denmark154 Posts
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lorkac
United States2297 Posts
On March 18 2011 01:48 Wordpad wrote: It's amazing how huge the community is that even a "sac eco&being agressive to rush for OL Speed" strategy can gain this much attention ^^ It's not about "sac eco" and "OL Speed Rushing" The reason this is getting attention is that it's an attempt to suggest a non-standard build that has enough things going for it to make it not chased out of town. For example, if the OP attempted to post a strat like 3 hatch drone rushing, no one would take him seriously because that's just not really realistic. However, by suggesting a lair first build that allows him early tech which can survive the early game, he actually has something that people can work with and tweak. What's annoying is that it's currently on the razor's edge of awesome and silly; which I personally like, but there are a lot of folks in this thread who are upset/trolling because it's not "solid" enough for them. | ||
AngryBear
United States32 Posts
I'm intrigued by this build. It seems to have the potential to catch people off-guard with the quick Lair tech. I'll post some replays after I have time to play around with it. | ||
dementrio
678 Posts
On March 18 2011 01:48 Wordpad wrote: It's amazing how huge the community is that even a "sac eco&being agressive to rush for OL Speed" strategy can gain this much attention ^^ for that matter the 11overpool thing is still being mentioned every other post. this may become the new "standard" :D | ||
orBitual
United States96 Posts
On March 18 2011 00:00 Jeffbelittle wrote: Hey OP, you know after our conversation I've been tweaking this build a lot and check this out: In my 15 gas opening, I got my first 100 gas @3:25, and my next 100 gas at @4:15. As I said before, it's pivotal you do indeed get your queen whether it be for creep spread for a well-placed spine crawler to stop any bunkering or the actual injects to not fall behind at all economically. The queen build time is 50 seconds, and if a queen is building you can't lair. THEREFORE: You can actually grab speed with your first 100 gas, get a queen, and your next 100 gas be a lair, and it wouldn't change my overseer times WHATSOEVER; however, you'd have speed nearly a minute faster, which means you'd have it at around 5:35, which is in time for any early game non-sense (4 gates, what have you) AND you'd still have an overseer at @5:44, a perfect time to scout an enemy protoss or terran base. So, I have been trying early lair builds, but I haven't really found anything very robust. I tried out this 15g/14p speed lair overseer rush against the computer. Here's the replay: http://www.sc2replayed.com/replays/152989-1v1-protoss-zerg-steppes-of-war The timings are pretty tight, but I don't think the overseer really gives you anything worth getting. If you cut drones at 20 and scout an early 4 gate, you barely have the money and larva to pump (unupgraded) lings. If you scout 1 gate stargate, you only have 1 queen and the phoenixes will hit your base in ~15 seconds. Is there any way to survive this. Watch the replay if you're interested in the timings, but it doesn't feel like it's "worth it." A 15g15p15h overseer rush (lair before speed) a la http://www.sc2replayed.com/replays/153014-1v1-protoss-zerg-xelnaga-caverns is slightly more robust, but would still probably die to a fast 4gate. | ||
DoT_TL
Singapore47 Posts
On March 16 2011 05:49 Darclite wrote: You just need to make sure you aren't getting hit by anything early because your early game will be very weak but your midgame will be great. I'd recommend that you toy around with this more, but a few suggestions. - Getting drop really fast. Really fast. Maybe try some infestor + 4 zerglings to just wreck a mineral line. (I know people will think to just get banelings, but you might as well get tech. - Roach/infestor play with tunneling claws.It's like getting cloak at seven minutes lol. - Getting some spine crawlers. - Using the surprise of the tech units to double-expand perhaps Sorry if these aren't the best suggestions, it's an unusual build. Still, work on it, SC2 needs more diversity. i agree with him. slow drops is something i had been thinking to try. i will like to suggest too that u try getting 3/4 hatches earlier on to get the extra larva. u can even try hiding ur lair somewhere outside ur main ![]() anyways i really hope to hear u going deeper into this opening and getting something good out of it. good luck =D | ||
lorkac
United States2297 Posts
Roach Speed Tunneling Claws Centrifugal Hooks Infestor tech Nydus Worm Hydra tech Muta tech Overseer Overlord Speed Overlord Drop Creep Spread Burrow When thinking about what an early lair provides, think of these things. Think of what 1-2 base builds could support any of these options. | ||
Igaryu85
Germany195 Posts
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Shamrock_
South Africa276 Posts
The build was he went very early +1 lings and overlord drop. I think going for early Overlord Speed gives you the advantage of being able to switch into drops and fantastic scouting ability, rather than the generic baneling break or frontdoor engagement. | ||
redFF
United States3910 Posts
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