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[G] The Structure of An Effective Opening Build - Page 3

Forum Index > StarCraft 2 Strategy
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Xylarthen
Profile Joined October 2010
United States137 Posts
November 11 2011 04:55 GMT
#41
If nothing else, this was a fantastic breakdown of a very powerful Zerg opening. I know everyone thinks they know it, but this delved into the nuances nicely. Kudos TangSC.
He who becomes a beast forgets the pain of being a man.
TangSC
Profile Blog Joined July 2011
Canada1866 Posts
November 12 2011 13:00 GMT
#42
No matter your level, there are always little ways to improve your early game. Your base economy is so important for the rest of the game, and the most you can maximize that in the first few minutes the stronger your early pushes are, the better your drone saturation will be, and you'll just sharpen your timings and keep very busy from the start to end of the game.
Coaching www.allin-academy.com | Team www.All-Inspiration.com
anathema
Profile Joined September 2010
Poland20 Posts
November 15 2011 21:51 GMT
#43
very well explained, detailed and helpful post.
Starting out my bronze career from practicing 14/14 no matter what.
Cyx.
Profile Joined November 2010
Canada806 Posts
November 15 2011 22:46 GMT
#44
Thanks Tang, this guide is super sick. Probably the best Zerg opener guide I've seen, and as a plat zerg I'm gonna be hammering this out fairly hard over the next couple days... everyone thinks they know the build, but you laid it out really well and probably made a lot of lower-league protoss cry =)
VoirDire
Profile Joined February 2009
Sweden1923 Posts
November 15 2011 23:48 GMT
#45
A great guide, and a great timing attack that every zerg should have in his arsenal, it's great on the ladder maps with close spawns points that usually doesn't favor zerg, like xel'naga (and previous versions of shattered temple and metalopolis).

A variation that I've been trying out is an evo chamber and a 2nd gas at ~5:00 for +1 ranged attack (finishes just before ~8:00).

Against protoss you get the option to put down a spore crawler in case of a 1-base air or DT attack, I also prefer a more roach heavy push if the opponent opted for a forge expand.

Against zerg it makes the roaches 2-shot lings instead of 3-shot, which makes the push virtually unbeatable if the opponent only has ling/bling, it's also nice to have the upgrade advantage.

Against terran I usually do 14 hatch, and the build is a bit different. But it's nice to have the evolution chamber to help block your front vs hellions and to fend of 1 base banshee. I usually use the evo for +1 melee or +1 armor instead though.
Cyx.
Profile Joined November 2010
Canada806 Posts
November 16 2011 04:55 GMT
#46
Also, on the topic of your guide being too blocky - it wasn't at all, I actually found the spoilers a bit annoying. Spoilers should be for extra information, videos, pictures, whatever - the main text of the guide shouldn't be in spoilers at all. I would almost suggest just paragraphing more and removing the spoilers altogether.

Any chance of you doing anything like this for ZvT or ZvZ? <3
TangSC
Profile Blog Joined July 2011
Canada1866 Posts
November 16 2011 14:31 GMT
#47
On November 16 2011 13:55 Cyx. wrote:
Also, on the topic of your guide being too blocky - it wasn't at all, I actually found the spoilers a bit annoying. Spoilers should be for extra information, videos, pictures, whatever - the main text of the guide shouldn't be in spoilers at all. I would almost suggest just paragraphing more and removing the spoilers altogether.

Any chance of you doing anything like this for ZvT or ZvZ? <3

I have a few guides and a lecture on the way, but I may do a very in-depth analysis of some ZvT/ZvZ builds
Have you read...
http://www.teamliquid.net/forum/viewmessage.php?topic_id=274426
http://www.teamliquid.net/forum/viewmessage.php?topic_id=280526
Coaching www.allin-academy.com | Team www.All-Inspiration.com
Cyx.
Profile Joined November 2010
Canada806 Posts
November 20 2011 01:36 GMT
#48
Actually, I have read those and forgot they were yours. They were really good but the super aggression I didn't like so much especially in ZvT. I was more hoping for more kind of really in-depth analysis like you did with this opening, this one was awesome.

I have been stealing your ZvZ build a lot lately though, so you've helped me more than you could know in two matchups at least. =D
TangSC
Profile Blog Joined July 2011
Canada1866 Posts
November 24 2011 18:12 GMT
#49
On November 20 2011 10:36 Cyx. wrote:
Actually, I have read those and forgot they were yours. They were really good but the super aggression I didn't like so much especially in ZvT. I was more hoping for more kind of really in-depth analysis like you did with this opening, this one was awesome.

I have been stealing your ZvZ build a lot lately though, so you've helped me more than you could know in two matchups at least. =D

ZvZ is by far my best matchup, because of that ling style. I'll do an in-depth build order/execution analysis of ZvT or ZvZ when time is available!
Coaching www.allin-academy.com | Team www.All-Inspiration.com
forevernerdy
Profile Joined October 2011
England31 Posts
November 27 2011 18:53 GMT
#50
i think this is a good idea for terran and protoss players more then zerg tho, no?? i mean having a refined build order is gr8 but with zerg so many things throw u off and its more about approximate timings than exact timings, but for t and p it seems everyone uses the same solid builds
i think itd be cooler to do a post like this for each race, cuz with toss and terran im sure there are small subtle things but its different between the races
Peanut Butter Jelly Time
ins(out)side
Profile Blog Joined August 2011
220 Posts
Last Edited: 2011-11-27 22:37:27
November 27 2011 22:32 GMT
#51
Having just started playing Zerg, this post in conjunction with the recent coaching session has done wonders for my Z play! Usually while getting coached on a build, I make all kinds of stupid mistakes and usually lose the game. However, doing this for the first time in accordance with the guidelines presented here by Tang I damn near beat a Diamond player (I'm Plat with Toss, certainly not Zerg)!! Sure, I was roach/ling all-inning versus a 3 gate expo on Metalopolis but still...felt GREAT to win while being coached instead of getting owned. Yeah, I know low apm style deathball Toss has its appeal..but I'm just bored to death with it. I enjoy being able to put on early pressure and at the very least set my opponent back while I take complete control of the map and overrun him with huge numbers of Zerg units.

Did I mention I love making 50 units at once? Gotta love them larvae

EDIT: Having a solid build opening is important for all three races. Tang included the little details about scouting and having the larvae to make lings assuming you scout early pressure of some kind. So yeah, while Z does play more reactionary, high level players have all their timings lined up very crisply. Playing with tightened up build orders is definitely the way to go.
TangSC
Profile Blog Joined July 2011
Canada1866 Posts
November 28 2011 20:18 GMT
#52
On November 28 2011 03:53 forevernerdy wrote:
i think this is a good idea for terran and protoss players more then zerg tho, no?? i mean having a refined build order is gr8 but with zerg so many things throw u off and its more about approximate timings than exact timings, but for t and p it seems everyone uses the same solid builds
i think itd be cooler to do a post like this for each race, cuz with toss and terran im sure there are small subtle things but its different between the races

To an extent zerg actually needs a "refined build order" as much as terran and protoss. There will be differences, but the concepts in this thread can and should be applied to all races. With zerg there are usually switch points where you stop making drones and start making attacking units, with terran and toss you almost always keep constant worker production.
When I'm playing aggressive or all-in zerg, I typically go by game sense and food timings - roach warren at 28, roaches from 28-44, lings from 44-52 etc. When I play macro zerg, though, I'm more likely to use the game timer, getting a 3rd by 5 minutes, 2gas by 5:45, roach warren and evo by 7min, nothing but drones until 7:45.
Coaching www.allin-academy.com | Team www.All-Inspiration.com
forevernerdy
Profile Joined October 2011
England31 Posts
December 01 2011 13:26 GMT
#53
but what if you're pressured, then your whole plan goes to shit. like if a terran does two barracks scv opening or even 1barracks and bunker, your build is messed up because you have to build a spine and pull workers. then if they kill some drones with hellions, you're thrown off again...then they go banshees and you have to make more queens and spores and you're thrown off again...it seems impossible to have a refined build order as zerg.
Peanut Butter Jelly Time
mizU
Profile Blog Joined April 2010
United States12125 Posts
December 01 2011 13:48 GMT
#54
Your title is kind of misleading...
if happy ever afters did exist <3 @watamizu_
TangSC
Profile Blog Joined July 2011
Canada1866 Posts
December 01 2011 18:31 GMT
#55
In what way?
Coaching www.allin-academy.com | Team www.All-Inspiration.com
mizU
Profile Blog Joined April 2010
United States12125 Posts
December 01 2011 19:13 GMT
#56
It seems like you're teaching how to execute a build order well, versus actually formulating one?
if happy ever afters did exist <3 @watamizu_
ins(out)side
Profile Blog Joined August 2011
220 Posts
December 01 2011 21:18 GMT
#57
It seems like you're teaching how to execute a build order well, versus actually formulating one?


That is exactly what the thread was designed for and that's what it does. How in the hell is that misleading?

The thread provides exactly what the title suggests: the structure of an effective opening build. Yes, he teaches you specifically how to execute the 14/14 as the prime example but the principles at play here apply to each race. IF you grasp the principles as demonstrated by the build, then its conceivable that you could design your own opening.

You haven't been consuming large amounts of fluoridated water per chance, have you?

mizU
Profile Blog Joined April 2010
United States12125 Posts
December 01 2011 21:25 GMT
#58
On December 02 2011 06:18 ins(out)side wrote:
Show nested quote +
It seems like you're teaching how to execute a build order well, versus actually formulating one?


That is exactly what the thread was designed for and that's what it does. How in the hell is that misleading?

The thread provides exactly what the title suggests: the structure of an effective opening build. Yes, he teaches you specifically how to execute the 14/14 as the prime example but the principles at play here apply to each race. IF you grasp the principles as demonstrated by the build, then its conceivable that you could design your own opening.

You haven't been consuming large amounts of fluoridated water per chance, have you?



It's just that in can be interpreted as a Guide to structuring an effective build. It's labeled as a guide and with a slightly ambiguous title I suppose I felt that other could be a bit confused. Whatever works I suppose.
if happy ever afters did exist <3 @watamizu_
Tobberoth
Profile Joined August 2010
Sweden6375 Posts
December 02 2011 08:59 GMT
#59
I would also like some advice what to do against early pressure. I've been training the build a bit against GTAI (but it's quite similar to what I've been using standard), and I find that it's quite hard to hold if a protoss does early pushing with either zealots or stalkers. It's IMO quite hard to scout since even if I run 2 lings up the ramp to look at composition, the toss can easily hide his army and make it look like he's preparing to expand or go tech. Even if I see as he moves out, it takes way too long to build spine crawlers even if you start immediately, they won't even be 50% done when he reaches your base on many maps.

I realize you can still hold it if your injects are wellsynced and you don't spam drones when you're in the dark, but maybe you have some general advice how to make this easier, since right now, I feel extremely vulnurable around the time I put down the roach warren.
TangSC
Profile Blog Joined July 2011
Canada1866 Posts
December 02 2011 14:20 GMT
#60
On December 02 2011 17:59 Tobberoth wrote:
I would also like some advice what to do against early pressure. I've been training the build a bit against GTAI (but it's quite similar to what I've been using standard), and I find that it's quite hard to hold if a protoss does early pushing with either zealots or stalkers. It's IMO quite hard to scout since even if I run 2 lings up the ramp to look at composition, the toss can easily hide his army and make it look like he's preparing to expand or go tech. Even if I see as he moves out, it takes way too long to build spine crawlers even if you start immediately, they won't even be 50% done when he reaches your base on many maps.

I realize you can still hold it if your injects are wellsynced and you don't spam drones when you're in the dark, but maybe you have some general advice how to make this easier, since right now, I feel extremely vulnurable around the time I put down the roach warren.

Well he's either expanding or doing a 1base all-in (typically a 4gate zealot/stalker). If you scout early with a drone and steal the gas like I recommend, you'll see his nexus energy - if he's not using any chronoboosts except the first 2 on probes, he's probably going to 4gate you. In that case, make sure you get a 3rd queen and start 3-4 spines at your expansion right away (The first warp-in of most 4gates hit at about 5:45-6:15minute, but you can delay this if your speedlings find his proxy pylon). You won't be able to get roaches out for the first wave or 2, you have to rely solely on spines and speedlings but when you can, move into roach/ling to defend.
Once you've held the pressure, scout his expansion (You should have an overlord around there to fly in and see) and if he's going for an expansion, go for a big roach/ling push as he'll have too few sentries to hold it. If he's not expanding, get a spore at the front, +1, a few drones, and continue to build more roaches with evolution chambers in front of spines.
The most important thing is that early drone scout - seeing his nexus energy and whether he took a 2nd gas. Another hint is if he builds a stalker instead of a sentry after his first zealot, but that's not ALWAYS a 4gate.
Coaching www.allin-academy.com | Team www.All-Inspiration.com
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