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[G] Spanishiwa's No Gas FE ZvX - Page 27

Forum Index > StarCraft 2 Strategy
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adeezy
Profile Blog Joined May 2010
United States1428 Posts
April 16 2011 02:21 GMT
#521
Hey kawiiryuko, check this thread out

http://www.teamliquid.net/forum/viewmessage.php?topic_id=191702

Basically the golden number is 24 but you get more out of your worker if they are at a less saturated area, so 2 per patch is an easy way to go about
I asked my friend how the ratio at a party was, he replied. "Let's just say for every guy there was two dudes."
MonsieurGrimm
Profile Joined August 2010
Canada2441 Posts
April 16 2011 02:24 GMT
#522
On April 16 2011 11:12 kawaiiryuko wrote:
I noticed in the OP, and in some of Spanishiwa's responses, that he suggest 2 workers per mineral patch as "saturation." I was under the assumption that it was 3 workers - is it just 2 workers during the heavy initial droning phase and then max'ing up to 3 per mineral patch later on? Or is a fully saturated bases 20 drones (3 per gas, 2 per mineral)?

I did a quick ctrl-f to see if I saw anyone mention this but I didn't see any mention. Thanks.

The math for each base works out like this: Every worker up to 16 adds to the income by a certain amount. However, every worker above 16 only contributes ~half the normal amount, and any more than 24 contribute no income. So, it's optimal to have less drones on more bases than more drones on less bases (most of the time)
"60% of the time, it works - every time" - Brian Fantana on Double Reactors All The Way // "Great minds discuss ideas; Average minds discuss events; Small minds discuss people." - Eleanor Roosevelt
pwncakery
Profile Joined September 2010
Canada131 Posts
April 16 2011 02:24 GMT
#523
You get diminishing returns on workers over 16, and almost no return on workers over 24 (on 8 mineral patches).
kawaiiryuko
Profile Blog Joined January 2011
United States368 Posts
April 16 2011 03:16 GMT
#524
Awesome, thanks for the replies. Sounds like I should be going to about 16 drones per base first and then get more drones as necessary past that.
Mjolnir
Profile Joined January 2009
912 Posts
April 16 2011 04:07 GMT
#525

Whenever I try this I get absolutely crushed by multi-rax marine pressure.

I can hold off the first few waves, but eventually I'm losing more than the opponent and my army is whittled down to nothing. Cost for cost marines crucify all my early units, even the first few roaches.

Anyone else having problems with this?

Ziggitz
Profile Joined September 2010
United States340 Posts
April 16 2011 04:24 GMT
#526
On April 16 2011 11:12 kawaiiryuko wrote:
I noticed in the OP, and in some of Spanishiwa's responses, that he suggest 2 workers per mineral patch as "saturation." I was under the assumption that it was 3 workers - is it just 2 workers during the heavy initial droning phase and then max'ing up to 3 per mineral patch later on? Or is a fully saturated bases 20 drones (3 per gas, 2 per mineral)?

I did a quick ctrl-f to see if I saw anyone mention this but I didn't see any mention. Thanks.


2 drones is the most you can have per patch and have them harvesting 100% of the time, which is optimal. If you add a third drone, that one will not bring as much income as each of the two first drones because there will be some time spent waiting around to take turns. As Zerg your units are so gas heavy that you usually don't want more than 16 drones on a mineral line, it's better to just take an expo and take more gas and have more drones optimally saturating a new mineral line.

So basically get your 32 drones for minerals, 12 more for gas and then only build more drones to replace the old ones as you make buildings or when you secure a new expo.
MrCon
Profile Blog Joined August 2010
France29748 Posts
Last Edited: 2011-04-16 07:48:29
April 16 2011 07:42 GMT
#527
Your serie vs Minigun was pretty good. A lot of things to say about it, but I'll post this tonight as I'm too tired right now, but there's a lot of things to learn from those games. Recommended to everyone !
http://www.justin.tv/complexity/b/283778899
Anyway, I'm sure it will be a good experience for you, as playing the same opponent multiple times will force some adjustments and makes you discover and refine some timings.
Geo.Rion
Profile Blog Joined October 2008
7377 Posts
April 16 2011 08:04 GMT
#528
Just letting you know i'm using it too, as a high masters player (~800). It was one of the basic builds for ZvZ, and i was using something similar in ZvP but with roaches instead of crawlers, so no speed and delayed lair, just defend. In ZvT it s been a great help, though i usually transition my own way, but the opening is great.

You lack map control with this, but unless you know that you need mapcontrol early on you might as well give it up. I m not saying one should strive for map control early mid game, on the contrary since doing this regularily i can appreciate if i gain mapcontrol with other builds, as i know what it's worth.

The late detection as some pointed out, might be a problem, but i throw down an evo even before Gas if i consider any chance of cloack rushes. (+u ought to steal gas)

The best thing is, when i lose with this i can point out what went wrong, in many cases i stood clueless of wtf just happened in the past.
"Protoss is a joke" Liquid`Jinro Okt.1. 2011
vojnik
Profile Joined October 2010
Macedonia923 Posts
April 16 2011 10:52 GMT
#529
Morrow would you be so kind of posting some replays of you using this build?
thanks man
For the swarm!
Kalpman
Profile Joined April 2010
Sweden406 Posts
April 16 2011 13:49 GMT
#530
The Friendday Wednesday with you in it was the best one ever <3
I've fought mudcrabs more fearsome than you!
FluidTek
Profile Joined November 2010
Australia50 Posts
April 16 2011 17:04 GMT
#531
Thanks for this. Tagging this for future reference. I will try this build asap =]
themell
Profile Joined February 2011
43 Posts
April 16 2011 17:10 GMT
#532
Not sure why people keep bringing up map control. With this build, having map control isn't as big a deal. If the opponent expands, let him because he'll be behind all game. If your opponent harass, let him because this build can hold off most early pressure. As for scouting, the opponent may know it's an econ build, but the fact that you get 4 gases at once, you can tech pretty fast in a short amt of time. And let's not forget this build works great with a ling + infestor, which lets you have a lot of gas to spare.

The thing I see that might be a problem is yourself not being able to scout well. That means sacrificial overlords or lings.

I think this build will become a standard build order. You won't use it in every game, but it's always an option since it's a strong build.
Deleted User 101379
Profile Blog Joined August 2010
4849 Posts
April 16 2011 17:19 GMT
#533
I like this build, though i have some trouble with early aggression - which i might resolve by training it more.

The biggest problem i have, however, is the extremely annoying pylon block on maps where there is no easy third (which means most maps). The only solution seems to be to switch to a pool first build, which i don't really like.

Are there any hints on how to prevent the pylon block? I tried faking gas, but it rarely works as the protoss still patrols his probe at the natural and i don't really have the perfect micro to prevent pylon blocks every time either.
truthless
Profile Joined March 2011
Sweden120 Posts
April 16 2011 17:24 GMT
#534
I watched the day9 daily and I fail to be convinced that a DT rush cannot kill this, or at the very least, do significant damage to it which would allow you to clean it up with straight up zealots and archons afterwards.

Starting out with a typical 3gate sentry expand BO, you can easily decide to skip the sentries as soon as you scout it and transition into a hidden council+dark shrine in some corner of the map unlikely to be scouted, spend all your WG cooldowns on getting zealots (which will shred the no-speed zerglings) and will easily allow you to take your natural just like your typical 3gate expand (maybe a teensy bit later).

Have your scouting probe drop a pylon in a decent spot and your DTs should arrive no later than 7:30 (probably upwards 30 sec before then, if you get a good proxy pylon) at his ramp, at which point he should have no more than 4 queens. Even if he's blocking the ramp with two of them your 3+ DTs will rip through that in a matter of seconds. I believe it takes 4 hits to kill a queen. They won't have energy to transfuse more than once or twice each. If you're not up that ramp 10-15 sec after you arrive I'd be massively surprised.

Spanishiwa dropped his evos and started his lair tech at like 8:00 in the first game. Granted, he saw a lot of sentries, so he didn't need to worry about templar tech, but I just don't see how he can possibly hold off a DT rush without being forced to either take gas earlier and go lair tech, or drop his first evo a full minute earlier and drop several spore crawlers, at which point you simply back off with your DTs, use all your gas to make archons, and hit a hard 6gate timing with zealots+archons. All he'll have is spinecrawlers and zerglings.
He who adds is to be revered. I am he who takes away.
Geo.Rion
Profile Blog Joined October 2008
7377 Posts
April 16 2011 17:27 GMT
#535
On April 16 2011 13:07 Mjolnir wrote:

Whenever I try this I get absolutely crushed by multi-rax marine pressure.

I can hold off the first few waves, but eventually I'm losing more than the opponent and my army is whittled down to nothing. Cost for cost marines crucify all my early units, even the first few roaches.

Anyone else having problems with this?


what army and what roaches? as far as i ve seen OP does not go roach vs terran at all, and for the msot of the early game he has no army to speak of besides queens and crawlers and scouting lings
"Protoss is a joke" Liquid`Jinro Okt.1. 2011
Geo.Rion
Profile Blog Joined October 2008
7377 Posts
Last Edited: 2011-04-16 17:30:53
April 16 2011 17:29 GMT
#536
On April 17 2011 02:24 truthless wrote:
I watched the day9 daily and I fail to be convinced that a DT rush cannot kill this, or at the very least, do significant damage to it which would allow you to clean it up with straight up zealots and archons afterwards.

Starting out with a typical 3gate sentry expand BO, you can easily decide to skip the sentries as soon as you scout it and transition into a hidden council+dark shrine in some corner of the map unlikely to be scouted, spend all your WG cooldowns on getting zealots (which will shred the no-speed zerglings) and will easily allow you to take your natural just like your typical 3gate expand (maybe a teensy bit later).

Have your scouting probe drop a pylon in a decent spot and your DTs should arrive no later than 7:30 (probably upwards 30 sec before then, if you get a good proxy pylon) at his ramp, at which point he should have no more than 4 queens. Even if he's blocking the ramp with two of them your 3+ DTs will rip through that in a matter of seconds. I believe it takes 4 hits to kill a queen. They won't have energy to transfuse more than once or twice each. If you're not up that ramp 10-15 sec after you arrive I'd be massively surprised.

Spanishiwa dropped his evos and started his lair tech at like 8:00 in the first game. Granted, he saw a lot of sentries, so he didn't need to worry about templar tech, but I just don't see how he can possibly hold off a DT rush without being forced to either take gas earlier and go lair tech, or drop his first evo a full minute earlier and drop several spore crawlers, at which point you simply back off with your DTs, use all your gas to make archons, and hit a hard 6gate timing with zealots+archons. All he'll have is spinecrawlers and zerglings.

as you point out for yourself, he could see many sentries, no f ing way that a P is DT rushing and has more then 2-3 sentries.

Btw if you watch the series vs Minigun he beats the 3 gate dt expand build of Minigun very very easily

you only need a slightly earlier evo (1) and put down 1 spore at the right place, and that is it
"Protoss is a joke" Liquid`Jinro Okt.1. 2011
Whitewing
Profile Joined October 2010
United States7483 Posts
April 16 2011 17:43 GMT
#537
On April 17 2011 02:24 truthless wrote:
I watched the day9 daily and I fail to be convinced that a DT rush cannot kill this, or at the very least, do significant damage to it which would allow you to clean it up with straight up zealots and archons afterwards.

Starting out with a typical 3gate sentry expand BO, you can easily decide to skip the sentries as soon as you scout it and transition into a hidden council+dark shrine in some corner of the map unlikely to be scouted, spend all your WG cooldowns on getting zealots (which will shred the no-speed zerglings) and will easily allow you to take your natural just like your typical 3gate expand (maybe a teensy bit later).

Have your scouting probe drop a pylon in a decent spot and your DTs should arrive no later than 7:30 (probably upwards 30 sec before then, if you get a good proxy pylon) at his ramp, at which point he should have no more than 4 queens. Even if he's blocking the ramp with two of them your 3+ DTs will rip through that in a matter of seconds. I believe it takes 4 hits to kill a queen. They won't have energy to transfuse more than once or twice each. If you're not up that ramp 10-15 sec after you arrive I'd be massively surprised.

Spanishiwa dropped his evos and started his lair tech at like 8:00 in the first game. Granted, he saw a lot of sentries, so he didn't need to worry about templar tech, but I just don't see how he can possibly hold off a DT rush without being forced to either take gas earlier and go lair tech, or drop his first evo a full minute earlier and drop several spore crawlers, at which point you simply back off with your DTs, use all your gas to make archons, and hit a hard 6gate timing with zealots+archons. All he'll have is spinecrawlers and zerglings.


Thing is, you poke often to see what they have, and if you only see zealots, you can expect either A) stargate play or B) DT rush. If you see mostly zealots, you just plop down that evo chamber early.
Strategy"You know I fucking hate the way you play, right?" ~SC2John
jdseemoreglass
Profile Blog Joined July 2010
United States3773 Posts
April 16 2011 17:57 GMT
#538
There's nothing I hate seeing more than a player doing some great innovative work for Zerg and seeing a bunch of theorycrafters come out of the woodwork to criticize a post which is more in depth and more helpful than anything they have ever contributed to TL. I don't care what a persons "video game credentials" are, you can't just talk out of your ass every time you get the opportunity.

It's very simple... You use the build, enjoy your success, and when you encounter problems, you ADAPT. Maybe at some point down the road you can decide it is not viable and abandon it, but it is a complete waste of time to come in here and sit on your hands and theorycraft. I'm gonna use this build and see for myself what the potential weaknesses are instead of taking someone's word for it, particularly if they have a habit of crapping on every unique and innovative discussion for Zerg on the strategy forum.

Thanks a lot Spanishiwa, for putting in the effort to provide this build to us. You knocked me out of the cricket open tournament, but I will accept this build as consolation.
"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
kickinhead
Profile Joined December 2008
Switzerland2069 Posts
April 16 2011 18:02 GMT
#539
Thx for this great build, I use it on most Maps and all of the MU's!

It's really an incrediby safe build and you can transition into basically anything backed up by the strong Macro you'll most likely have. I really have wondered why you should even get speed that early anyways and with that many queens, you are really safe against Air, even cloaked banshees are no Prob, just put down 1 Spore at each Hatch and just use it for the detection and fight banshees or other cloaked stuff off with the Queens etc.

The only thing I kinda have Problems with is an early 1base Tank-Marine-push... You really need to scout it and get 1-2 Gas up earlier tog et speed and bainlings or even 3-4 Gas and get Mutas out, cuz neither Spines, nor Lings nor Queens are really that useful against Tanks+Marines...

It's also kinda sad that some of the Maps have such an open Natural, like Xel Naga, so you can't really use that build, at least it's much harder to pull off.

It's also a minor Problem that you cannot really be aggressive with slow Lings, Queens and Spines of course, so you really need to do a lot of harrassment or win major battles in the mid to lategame to win against a Macro-oriented enemy.
https://soundcloud.com/thesamplethief
Wihl
Profile Blog Joined June 2010
Sweden472 Posts
April 16 2011 18:08 GMT
#540
I love this build and I'm excited to see something so "fresh" come out of nowhere. Makes me happy for the future of this game. Shows there's still A LOT of strategies that will surprise us.
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