I never did it when it was working, and I'm lost in zvp right now.
[G] Belial's Comprehensive Guide to Everything ZvP! - Page…
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InfCereal
Canada1759 Posts
I never did it when it was working, and I'm lost in zvp right now. | ||
Host-
New Zealand459 Posts
On July 25 2012 22:07 InfCereal wrote: Is the 200/200 push still viable? I never did it when it was working, and I'm lost in zvp right now. Yep still works, stephano still uses it to great effect. | ||
InfCereal
Canada1759 Posts
On July 25 2012 22:09 Host- wrote: Yep still works, stephano still uses it to great effect. Anything in particular you need to do, or just a move and wait out forcefields? | ||
Clarity_nl
Netherlands6826 Posts
On July 25 2012 22:38 InfCereal wrote: Anything in particular you need to do, or just a move and wait out forcefields? Never get supply blocked or miss an inject or this style does not work. If he's going sentry immortal try to fight anywhere but your base. Always have lings in your composition, pure roach isn't nearly as good as roach/ling. (it's really easy to make nothing but roaches and feel you're macroing well, when you're not) | ||
Belial88
United States5217 Posts
On July 25 2012 06:53 roym899 wrote: The replay where you hit 83 supply by 8 minutes is linked to a 7 pool. Fixed. That wasn't even me, I don't know how that url got there. | ||
Salivanth
Australia1071 Posts
The quality of my opponents is probably a big thing too. I basically never get harassed/poked by the 8-minute mark, which would naturally slow me down. | ||
Windwaker
Germany1597 Posts
On August 10 2012 19:43 Salivanth wrote: Is it still true that most masters struggle to get beyond 60 supply by the 8 minute mark when going Fast Third vs. FFE? I don't really understand this, since I'm in Gold and manage to get to 70 supply half the time and basically always hit 60. I'm not saying I have great macro: in fact, it seems more likely that players have progressed greatly since this guide was written, instead of me somehow managing to play the early game far above my league. The quality of my opponents is probably a big thing too. I basically never get harassed/poked by the 8-minute mark, which would naturally slow me down. no you need to really fuck up to get less than 60 supply at 8min. | ||
Salivanth
Australia1071 Posts
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Belial88
United States5217 Posts
I don't think any masters struggle to get past 60, I think they struggle to get past 70 is what I said (meant?i think i meant past 60, as in struggle to get past the 60s and into the 70s). If you are below 60 supply you should just leave the game because it's really far behind, I don't think you'll hold any timing (although if he's going fast third you could be greedy as fuck and make up for it by 15:00). 70+ is decent macro, 75+ for good macro, 80+ for really good. I think most lower masters struggle to hit 70+ regularly though, so if you are hitting 70+ half the time as gold you are doing very good for yourself (assuming you have roach/evo/lair/3-4gas/speed/3queens)! But as the guy said, yea, you'll really need to fuck up to get less than 60 supply by 8 min. Something like losing an initial overlord to a cannon in the natural or to a stalker, or just getting fucked up by zealot/stalker harass. | ||
Belial88
United States5217 Posts
I've completely overhauled the replay section, and added a couple of replays on how to beat immortal/sentry all-in. I constantly add new replays every week, so if you haven't looked over this guide in a while, check that section out! I've added a ton of in-depth content on Immortal/Sentry all-ins as well. Every other day someone asks about them in the Zerg Help Me Thread, so I've done a ton of research and playing around with that. | ||
Orek
1665 Posts
Some of my thoughts on your immortal/sentry base race with roach/ling section: I am not sure massing 8+ spines in the natural works consistently. Natural is wide on some maps, especially Ohana where there are 2 entrances to the natural. If you can hold natural, of course that would be great, but making spines on top of main ramp where it is guaranteed choke for Protoss army would be better in some cases. As long as you kill protoss main base, you don't need your natural either. It is more importrant to make sure that your spines actually go up in time and fight in good location. I would probably put spines at natural on maps like Cloud Kingdom but at main on maps like Ohana. Start spewing creep for all of your overlords and escape them to air space as well. From time to time, you get in situations where both sides lose all bases and literally trade bases. Protoss has to rebuild pylons while you don't have to remake overlords if you escape them to air space. Also, losing your lair doesn't stop overlord creeping as long as you started spewing before lair died. | ||
Belial88
United States5217 Posts
You aren't making the spines to hold the Toss push. You are making the spines to discourage Toss from going move-command into your main, and killing the spire there. Theoretically, if you proxy the spire, you don't need to make spines at all, or if you make the spines at your third and Toss goes to your main instead. But you can't know for sure where Toss is going to go, and Toss will figure you put the spire in your main, making your main the go-to if he knows you are going quick mutas. So that's why you put spines in your natural, to buy time for the spire to finish, so you can get those mutas out. By putting spines in the natural, you force Toss to make additional warp-ins before he can bust up the ramp (or else you can come home with the lings and just kill his entire army of sentry/immortal with only a single warp in of units, as well as when the mutas pop). Thereby, forcing Toss to go to the third in the meantime. I mean it'd be awesome if Toss just sat afk in front of you base, waiting for his army to get large enough to bust up. On Ohana, if he tries to go around and bust the rocks, you just re-root the spines to that side. If he moves toward the main ramp, uh oh, you just re-root the spines! And while this goes on for about 40 seconds, Toss has already lost every base, and you've been able to fully mine gas off 3 bases and will have 25 mutas very, very quickly, and it'll be much easier. The base trade is a race against the clock, and Toss needs to do 2 things - kill the spire asap, which he can't if you make it in the main and make a ton of spines in the natural to at least buy time, if not kill his army if he's dumb enough to go straight into the natural before he has enough warp-ins, and cut off mining at as many bases as possible, which won't happen if he has to go through rocks or spines. Really, going quick muta base trade with mass spines in the natural just hard counters not only immortal/sentry, but robo play in general. Hence, that's why you don't do immortal/sentry all-ins, it's prone to just being countered by preparation. If you actually go gas, lair, spire quick enough, you don't even need the spines (although that may require the spire be proxied). Yes, making sure all overlords escape is a great tip when going base trade against immortal/sentry. That's something I'll add. If you watch the reps, you'll see I make a conscious effort to start moving all overlords over dead air as soon as I know it's a robo build. And yea, spewing creep will continue if you start it before lair goes down. but it takes a long time to work down rocks. You just play a game of uproot spines over and over, and as you mine more and more minerals as toss' army does less and less, you can make more spines, more mutas, more units. Immortal/sentry is a timing, if he doesn't accomplish enough damage by a certain time, he just has no chance. With your spire up, and 15+ mutas started all at once when spire finished, the clock ticks from you having 15 mutas which won't beat the immortal/sentry army straight up, to 25+ mutas, which will just a-move against any immortal/sentry army and crush it easily. | ||
Orek
1665 Posts
On August 14 2012 12:03 Belial88 wrote: + Show Spoiler + ^ The time it takes for Toss to bust the natural would be enough time to get mutas out. It wouldn't really make sense for Toss not to take down the third at the same time he's going for your natural. I mean, the third and rocks at the third take about the same time to kill, that's all you really need. All you need to make sure of, is that Toss doesnt race up into your main and kill the spire before you've been able to pump about 25+ mutas. I mean theoretically, if you put your spire in your natural, and then toss goes move-command straight into the main, or goes to the natural, kills that, then main, you'd be fine too. Hell, you could actually proxy the spire, and not make any spines at all in the natural, instead making them at the furthest base Toss attacks first to buy time, although that doesnt really matter too much either. You aren't making the spines to hold the Toss push. You are making the spines to discourage Toss from going move-command into your main, and killing the spire there. Theoretically, if you proxy the spire, you don't need to make spines at all, or if you make the spines at your third and Toss goes to your main instead. But you can't know for sure where Toss is going to go, and Toss will figure you put the spire in your main, making your main the go-to if he knows you are going quick mutas. So that's why you put spines in your natural, to buy time for the spire to finish, so you can get those mutas out. By putting spines in the natural, you force Toss to make additional warp-ins before he can bust up the ramp (or else you can come home with the lings and just kill his entire army of sentry/immortal with only a single warp in of units, as well as when the mutas pop). Thereby, forcing Toss to go to the third in the meantime. I mean it'd be awesome if Toss just sat afk in front of you base, waiting for his army to get large enough to bust up. On Ohana, if he tries to go around and bust the rocks, you just re-root the spines to that side. If he moves toward the main ramp, uh oh, you just re-root the spines! And while this goes on for about 40 seconds, Toss has already lost every base, and you've been able to fully mine gas off 3 bases and will have 25 mutas very, very quickly, and it'll be much easier. The base trade is a race against the clock, and Toss needs to do 2 things - kill the spire asap, which he can't if you make it in the main and make a ton of spines in the natural to at least buy time, if not kill his army if he's dumb enough to go straight into the natural before he has enough warp-ins, and cut off mining at as many bases as possible, which won't happen if he has to go through rocks or spines. Really, going quick muta base trade with mass spines in the natural just hard counters not only immortal/sentry, but robo play in general. Hence, that's why you don't do immortal/sentry all-ins, it's prone to just being countered by preparation. If you actually go gas, lair, spire quick enough, you don't even need the spines (although that may require the spire be proxied). Yes, making sure all overlords escape is a great tip when going base trade against immortal/sentry. That's something I'll add. If you watch the reps, you'll see I make a conscious effort to start moving all overlords over dead air as soon as I know it's a robo build. And yea, spewing creep will continue if you start it before lair goes down. but it takes a long time to work down rocks. You just play a game of uproot spines over and over, and as you mine more and more minerals as toss' army does less and less, you can make more spines, more mutas, more units. Immortal/sentry is a timing, if he doesn't accomplish enough damage by a certain time, he just has no chance. With your spire up, and 15+ mutas started all at once when spire finished, the clock ticks from you having 15 mutas which won't beat the immortal/sentry army straight up, to 25+ mutas, which will just a-move against any immortal/sentry army and crush it easily. I was talking about bace race with roach/ling, but I guess your answer carries over for non-spire scenario. Thank you for quick response. | ||
Belial88
United States5217 Posts
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IcemanAsi
Israel681 Posts
My question is in regards to ZvP opening, when I open 14 pool -> hatch, when should I be making the 2nd overlord? The creation of the hatch + 4 lings + queen + overlord can't seem to flow smoothly for me. Should I prefer delaying the hatch to make the OV on 16 then hatch? Should I drop the hatch on 16, skip the 16 drone so I can make 4lings + queen then the OV? ( I assume making the 4 lings ASAP is critical to hold a commited cannon rush or even just a pylon+cannon on the third ) If my hatch get's delayed by pylon how does that effect my OV timing? Should I go for the OV as soon as I see that my hatch won't be going down on 16? I find myself blocked for either the queen or the lings in that situation? | ||
good_lookin_guy
Canada7 Posts
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Insoleet
France1806 Posts
On August 14 2012 15:56 IcemanAsi wrote: Hi, My question is in regards to ZvP opening, when I open 14 pool -> hatch, when should I be making the 2nd overlord? The creation of the hatch + 4 lings + queen + overlord can't seem to flow smoothly for me. Should I prefer delaying the hatch to make the OV on 16 then hatch? Should I drop the hatch on 16, skip the 16 drone so I can make 4lings + queen then the OV? ( I assume making the 4 lings ASAP is critical to hold a commited cannon rush or even just a pylon+cannon on the third ) If my hatch get's delayed by pylon how does that effect my OV timing? Should I go for the OV as soon as I see that my hatch won't be going down on 16? I find myself blocked for either the queen or the lings in that situation? Just build everytime overlord before hatch. It wont changes a lot about pylon blocking, but you'll be safe and not be supply blocked. | ||
IcemanAsi
Israel681 Posts
On August 14 2012 16:14 Insoleet wrote: Just build everytime overlord before hatch. It wont changes a lot about pylon blocking, but you'll be safe and not be supply blocked. Yeah, but if I do that and I DO get my hatch down on 16 the OV comes in way too early and I sacrificed a drone for nothing. | ||
Belial88
United States5217 Posts
I prefer droning to 16 and then making an overlord, regardless if i get the hatch or not, so might as well just make the overlord. | ||
Salivanth
Australia1071 Posts
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