edit: btw whats ur char code and name?
[G] Belial's Comprehensive Guide to Everything ZvP! - Page 9
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CreepyNA
United States106 Posts
edit: btw whats ur char code and name? | ||
HyperionDreamer
Canada1528 Posts
I'm personally low masters and I rarely break 65 food in any game that I've analyzed! The fact that DRG routinely breaks 75 food is so impressive to me, just sick macro from that guy! I just did it a few times in yabot and the most I ever got was 72, but that's with no multitasking (scouting, taking towers, losing lings to protoss unit etc etc) | ||
Schnullerbacke13
Germany1199 Posts
Benchmarks of 11 pool-over (not overpool !) with a pair of early lings and 4'00 extractor 3'00 2 lings at nat 3'10 put nat (if not blocked) 3'18 first inject 4'00 extractor 4'30 2cnd queen 5'07 26 drones mining ^^ ~5'20 take 3rd 5'30 start speed (or lair) 7'30 macro hatch (migth be to early though, but i like to over-larvae) 8'00 70/70 with 4 queens 3 bases + macro hatch underway (even with somewhat sloppy play) The long-term impact of the pool timings are overrated as in SC2 earlier pool => earlier queen => earlier spawn evens out things a lot. As long you are capable to spend your larvae, the build is ok. As you can see an 11-pool-over gets you lotso drones early (as long you take gas >= 4 minutes). | ||
Belial88
United States5217 Posts
I get your supply benchmarking, but that doesn't exactly tell you if a build is better or not exactly. You need to go by resources mined and drones created. I'm not sure it's possible to really do with fast third to 9 minute without a pro or a computer to figure it out, since people almost always screw up macro, having idle larva, et cetera. The problem with earlier pool to earlier queen is that, yea spawn larva evens out drone production, but it doesn't even out expansions. By going 14 pool, you are purposefully banking money over constant larva usage, so you can plant that hatch down, while 11 pool, you will not bank money, and so need to idle larva or make some sort of cut. I suppose with pylon blocks being so popular, it might be better to go earlier pool? I don't know. I know that I tried out 15 pool for a while, and it was just too late on the lings and the pylon fucked me over for too long that I felt that 14 pool was way better. Later pool is just soo much more econ, but that pylon block sure fucks things up. I guess if you could guarantee no pylon block, then later pool, and if they do block, you want earlier pool maybe? that might be interesting to try out, like 14pool/21 hatch vs 11 pool/15hatch. | ||
Ainvar
United States68 Posts
On March 12 2012 19:54 Belial88 wrote: I specified it in the guide, but to put it all in one place: 14 pool 16-21 hatch, 4 lings Queens as necessary 25-30 Third 2 x gas ~ when third is done 7:00 evo 7:30 roach warren, 3 x overlord sacs 8:00 60+ supply Making overlords is just being super careful. Like 34/36 instead of 31-33. Even at the 46 supply you dont need to start 2 overlords at once. You go to like 50/54. Then after that you need to be very careful, because of injects, but start an overlord when the 1st one is nearing completion. At about 60 you are doing like 1 overlord and starting the next very soon afterwards. Do you prioritize getting queens or spending larvae on drones? Do you make a second queen in main and transfer our build at the hatchery you want the queen at? What about creep tumors? What are the basic food relative overlord timings? | ||
Belial88
United States5217 Posts
I just wrote what is kind of standard. I'm definitely not a good player. This is just sort of the basics. Basic relative overlord timings, are like just a few food short, like 1-3 for up to about 44. Then one at 50/54, then make 1 and start next overlord soon after and another overlord very soon after that, as you will race from 50-80 supply very quickly due to 3 injects timing together and the income to push it through. | ||
Schnullerbacke13
Germany1199 Posts
On April 07 2012 23:10 Belial88 wrote: ^ I don't agree. If you go 14 pool, you can get your hatch in reasonable time by going 14 pool, 2 drone to prevent pylon ramp blocks/cannon rushes send out at ~16 supply, then take the nat (if toss doesn't put the pylon down, even if you go 11 pool, if they put pylon down it delays the hatch), then make 4 lings, you will be at 17/18, then make overlord. You can extractor trick to get queen, or do that in another order (queen then overlord then 2xlings with 17 overlord and extractor trick, or not. Hm, you noticed i am talking of 11 pool-ovie which has a 1'22 pool timing compared to 1'36 of a regular 11 pool (idles larvae but super early lings let you skip the drone scout, so it evens out somewhat) ? The early lings serve the following: a) cheese defense in case b) 2 early scouts to look for hidden pylons c) take down the blocking pylon much quicker (you can get your nat at 3'30 even if it has been pylon blocked) d) no need for drone patrol at ramp e) after that you got 2 early scouts, i skip the scouting drone (have to make up for idling larvae before pool) A regular 11 pool has similar advantages, however the lings are somewhat late. If you get pylon blocked (standard on EU) and you patrol 2 drones at your ramp (+ a scouting drone), you will be way behind the 11 pool regarding minerals mined *and* expansion timing. On April 07 2012 23:10 Belial88 wrote: I get your supply benchmarking, but that doesn't exactly tell you if a build is better or not exactly. You need to go by resources mined and drones created. I'm not sure it's possible to really do with fast third to 9 minute without a pro or a computer to figure it out, since people almost always screw up macro, having idle larva, et cetera. Well, there is software out there which is capable to compute optimal timings .. take a computed build and tweak it somewhat, you don't need to be a 'pro' The most important factor for me (because i am bad and get thrown off by multitasking easily) is the number of drones a build creates early on. Obviously more drones = more minerals mined on the long run. I agree that an 11 pool has no 'room' (without idling larvae) to create additional buildings up to the 5 minute mark. That's because it creates more larvae. However a 5'20-5'30 3rd is sufficient imho. On April 07 2012 23:10 Belial88 wrote: The problem with earlier pool to earlier queen is that, yea spawn larva evens out drone production, but it doesn't even out expansions. By going 14 pool, you are purposefully banking money over constant larva usage, so you can plant that hatch down, while 11 pool, you will not bank money, and so need to idle larva or make some sort of cut. Well, banking money is suboptimal as it basically tells you your build creates too few larvae ;-) anyway i get your point, however in case of a three hatch build you pretty much like to drone up quickly and as stated above you are still capable to get those 2 hatches up (slightly later: Nat 3'05, 3rd 5'30). On April 07 2012 23:10 Belial88 wrote: I suppose with pylon blocks being so popular, it might be better to go earlier pool? I don't know. I know that I tried out 15 pool for a while, and it was just too late on the lings and the pylon fucked me over for too long that I felt that 14 pool was way better. Later pool is just soo much more econ, but that pylon block sure fucks things up. I guess if you could guarantee no pylon block, then later pool, and if they do block, you want earlier pool maybe? that might be interesting to try out, like 14pool/21 hatch vs 11 pool/15hatch. Well i switched from 14 pool to 11 because in reality (pylon block) this opening is just more reliable and save. Ofc i am an amateur laddering, so you won't see those safe openings in pro tourney play that often (except when pro's play underdogs and suspect cheese, Nestea frequently goes 11/12 pool against subpar players). On some maps (e.g. tal darim) you have a good chance to get the hatch before a blocking pylon can be placed, however i dislike gambling and I dislike being thrown off my build order early on ![]() | ||
mtszyk
21 Posts
That said, 12 pool is completely inferior to 14 pool because you still do not get the lings out in time to block the pylons, it's much simpler to just put a drone on hold position at your ramp. If he attacks the drone, bring an additional down. If he plants any pylons, bring a handful down, but since he can't block the ramp you can surround easily. Then ignoring that, in the 'ideal' situation of building a hatch ASAP, a 12 pool gets one out at (earliest, never idling drones) 3:20. The 14 pool gets one out 2:40, DRASTICALLY sooner. That's half the build time for the hatch. Not only that, but they both have 15 drones at the start of building. 11 Pool just makes it worse. So, park a drone at the bottom of your ramp if you're worried about pylon blocks imo. | ||
xlava
United States676 Posts
Its more of a mind game than anything else, but I have one issue with the guide. Toss can and will try to deny overlord scouting. Often times, I will wait for an ovie to fly over my pylon, then build gateways behind it. Sacrificing those 30 seconds for surprise is worth it 100%. Its just important to note that as a Zerg you must be very careful and always maintain perfect map control. You'd be surprised how easy it is for Protoss to simply cancel that tech and 8 gate you, or just hide those gateways right after the ovie flew over. | ||
Schnullerbacke13
Germany1199 Posts
On April 08 2012 01:45 mtszyk wrote: If you're not doing 14 pool, 11 pool is quite silly. Do 12, at the earliest. If you do 11 Overpool, the earliest pool you can plant is 1:30. With a 12 pool, you get it at 1:39, and 12 pool is the earliest pool you can have without wasting a single larva. Since you're talking about larvae efficiency, I feel like that's more important. That said, 12 pool is completely inferior to 14 pool because you still do not get the lings out in time to block the pylons, it's much simpler to just put a drone on hold position at your ramp. If he attacks the drone, bring an additional down. If he plants any pylons, bring a handful down, but since he can't block the ramp you can surround easily. Then ignoring that, in the 'ideal' situation of building a hatch ASAP, a 12 pool gets one out at (earliest, never idling drones) 3:20. The 14 pool gets one out 2:40, DRASTICALLY sooner. That's half the build time for the hatch. Not only that, but they both have 15 drones at the start of building. 11 Pool just makes it worse. So, park a drone at the bottom of your ramp if you're worried about pylon blocks imo. You are missing the point. Its about a pylon blocking the expansion not the ramp. It takes forever to get this down with drones only and can delay your significantly. The 11 pool before ovie idles larvae ~10 ingame seconds, but gets pool (+queen +lings) 14 ingame seconds earlier. What i am arguing is, that this is worth the slight larvae idling, since the early lings replace the drone scout, replace the ramp drone and take a blocking pylon down quickly. The lost larvae is recovered by a >10 seconds earlier inject (10 seconds earlier queen = 1 larvae). In theory you are behind income wise, in a real game (need drone scout, need drone ramp block, delayed expansion) you are most of the time better off with an early pool. Additionally if you delay gas the 11 underpool (pool before ovie) lets you drone up faster than any other build (30 drones at ~5'10 possible) | ||
HyperionDreamer
Canada1528 Posts
On April 07 2012 23:36 Belial88 wrote: ^ Those kinds of details are preference. I'm really not someone you should be asking on this lol. Just watch a pro rep (seems like they go 1 queen, then queen at nat, then queen at nat to walk to third after third is started). As for creep tumors, it's debatable how important that is. Some people start the 3rd queen earlier (like right when third is started) so she can plant a tumor at nat or third depending on which is harder to defend (like daybreak, it's popular to creep out third first thing). Some say a 4th creep queen is very important to holding immortal/sentry and blink all-ins (something I've starting to incorporate more in my play recently, and liking a lot). I just wrote what is kind of standard. I'm definitely not a good player. This is just sort of the basics. Basic relative overlord timings, are like just a few food short, like 1-3 for up to about 44. Then one at 50/54, then make 1 and start next overlord soon after and another overlord very soon after that, as you will race from 50-80 supply very quickly due to 3 injects timing together and the income to push it through. Yeah, I've noticed this same thing with regards to the 50 food break. You hit 3 injects really fast and you need 2-3 overlords fast to make all your larva into drones right away. Also, I was talking to a friend of mine who's top 20 GM (nxmhendralisk) and he was saying the best order to get your queens/hatcheries is: pool hatch queen queen hatch queen, where the first queen injects the main hatch, plants a tumor at the main, and then goes down to the natural, injects there, and then walks to the third. The second queen is built at the main hatchery and should pop in the main in time to inject there. The third queen is built at the nat, and it should finish in time to inject there. I thought it was pretty strange in the sense that the first queen does this kind of exodus from the main to the nat to the third, but the first time I did it this way it felt really smooth, since you get pretty small inject gaps plus a creep tumor running. | ||
mtszyk
21 Posts
As far as economy goes, you can't possibly argue that 11 pool of any variation is superior to 14 pool. Your other point has merit, and I think it's a matter of style, but 14 pool is just more economy guaranteed. I'm getting the same number of drones at 5'10 with both builds (plus or minus 1-2), but a third far sooner with 14 pool. The only assumption I really made is that you're not cutting drones to get the hatch out sooner. Additionally, the 11 pool has more larvae initially, but the 14 pool gets the second hatch out much sooner, so if you need to suddenly defend against something with a swell of zerglings it is superior, until around 5:10 (11 pool expansion finishes around here, again assuming you didn't cut drones) where it balances, then it becomes superior again ~30-40 seconds later when the third finishes. | ||
mtszyk
21 Posts
On April 08 2012 03:06 HyperionDreamer wrote: Also, I was talking to a friend of mine who's top 20 GM (nxmhendralisk) and he was saying the best order to get your queens/hatcheries is: pool hatch queen queen hatch queen, where the first queen injects the main hatch, plants a tumor at the main, and then goes down to the natural, injects there, and then walks to the third. The second queen is built at the main hatchery and should pop in the main in time to inject there. The third queen is built at the nat, and it should finish in time to inject there. I thought it was pretty strange in the sense that the first queen does this kind of exodus from the main to the nat to the third, but the first time I did it this way it felt really smooth, since you get pretty small inject gaps plus a creep tumor running. Neat little way to structure the injects, I'll be trying that out, thanks. | ||
HyperionDreamer
Canada1528 Posts
On April 08 2012 03:11 mtszyk wrote: So, why not simply build it at the third? I do it every time, and for the most part it doesn't hurt me. There have been a small number of games where my enemy capitalizes on it, or I make an error, or they are simply better than I am, but simply taking the third first seems to work great for me. When I do, I also delay a second queen and just take the natural sooner. Some maps make this slightly more difficult than others, but I've done it with success (and failure) on maps like Tal'Darim. As far as economy goes, you can't possibly argue that 11 pool of any variation is superior to 14 pool. Your other point has merit, and I think it's a matter of style, but 14 pool is just more economy guaranteed. I'm getting the same number of drones at 5'10 with both builds (plus or minus 1-2), but a third far sooner with 14 pool. The only assumption I really made is that you're not cutting drones to get the hatch out sooner. Additionally, the 11 pool has more larvae initially, but the 14 pool gets the second hatch out much sooner, so if you need to suddenly defend against something with a swell of zerglings it is superior, until around 5:10 (11 pool expansion finishes around here, again assuming you didn't cut drones) where it balances, then it becomes superior again ~30-40 seconds later when the third finishes. See the problem is that you should be vetoing TDA instead of playing it against P since the map forces you to go 2 base muta and toss just blind counters it since the only other thing to do is like a 2 hatch nydus allin. If you delay the queens at all then you're sacrificing inject time, which is the most important macro mechanic for Zerg to make more drones. I don't know why you would want to delay queens at all with this build when the goal of it is to get as many drones as you can by 8 minutes before the toss allin hits. | ||
Schnullerbacke13
Germany1199 Posts
On April 08 2012 03:11 mtszyk wrote: So, why not simply build it at the third? I do it every time, and for the most part it doesn't hurt me. There have been a small number of games where my enemy capitalizes on it, or I make an error, or they are simply better than I am, but simply taking the third first seems to work great for me. When I do, I also delay a second queen and just take the natural sooner. Some maps make this slightly more difficult than others, but I've done it with success (and failure) on maps like Tal'Darim. As far as economy goes, you can't possibly argue that 11 pool of any variation is superior to 14 pool. Your other point has merit, and I think it's a matter of style, but 14 pool is just more economy guaranteed. I'm getting the same number of drones at 5'10 with both builds (plus or minus 1-2), but a third far sooner with 14 pool. The only assumption I really made is that you're not cutting drones to get the hatch out sooner. Additionally, the 11 pool has more larvae initially, but the 14 pool gets the second hatch out much sooner, so if you need to suddenly defend against something with a swell of zerglings it is superior, until around 5:10 (11 pool expansion finishes around here, again assuming you didn't cut drones) where it balances, then it becomes superior again ~30-40 seconds later when the third finishes. Being behind in minerals mined is distinct from being behind in drone count. Ofc the 11 pool is behind minerals-mined wise, but it is not behind (but slightly better) in number of drones. While being behind temporary in minerals-mined will stay constant (or even out due to faster droning), being behind in # drones will snowball your "behindness" (bad). What i am arguing is the fact, that a real world 14 pool is not able to take the theoretical advantage as you are losing mining time drone scouting, ramp blocking with drones and attacking a blocking pylon with drones. If you expand first at the 3rd, you take a risk and you lose mining time because your drones need to travel a longer distance (again anihilating your theoretical mining advantage). I bet if you do some statistics, you'll lose games more often because your opponent capitalizes on your far first expansion than lose games because you are (sometimes) 100 minerals behind at the 6 minute mark. Also note a build generating fewer larvae "feels" more economic, because you always have enough money to spend your larvae. btw +- 1-2 drones is a lot :-) | ||
Belial88
United States5217 Posts
Hm, you noticed i am talking of 11 pool-ovie which has a 1'22 pool timing compared to 1'36 of a regular 11 pool (idles larvae but super early lings let you skip the drone scout, so it evens out somewhat) ? The early lings serve the following: a) cheese defense in case b) 2 early scouts to look for hidden pylons c) take down the blocking pylon much quicker (you can get your nat at 3'30 even if it has been pylon blocked) d) no need for drone patrol at ramp e) after that you got 2 early scouts, i skip the scouting drone (have to make up for idling larvae before pool) A regular 11 pool has similar advantages, however the lings are somewhat late. If you get pylon blocked (standard on EU) and you patrol 2 drones at your ramp (+ a scouting drone), you will be way behind the 11 pool regarding minerals mined *and* expansion timing. No. I already talked about all of this quite clearly in the OP. First off, 14 pool can hold off any sort of proxy gate cheese just fine. Why would you go 11 pool when you can just go 14 pool just as safely? Like, with that philosophy, why don't you just go defensive 6 pool? Because it's goofy, you don't need to, and it's better to be as greedy as safely possible. Secondly, you are wrong. If you do not react the exact same way, when going 11 pool, as you would going 14 pool - ie, pulling drones against cannon rushes, patrolling a drone at the ramp until pool pops, you WILL lose to a cannon rush. 11 pool will NOT get lings in time to defend a cannon rush. All they do is make the timings for cannon rushes smaller, and ONLY by a few seconds. It doesn't not prevent them. If you do not patrol a drone at the ramp, 11 pool or 14 pool or hatch first, you WILL lose. So if 11 pool doesn't get lings out in time, why bother? Just go 14 pool... Also, making 4 lings much earlier, and sac'ing ~6 drones in econ just to get the hatch a few seconds earlier, is not worthwhile. You aren't making up the econ lost by going 11 pool by planting the hatch a little earlier. Feel free to test it out yourself, or check out other threads where it has been scientifically proven with the Second Look at Zerg Openers and End to Zerg opening debate threads. However a 5'20-5'30 3rd is sufficient imho. What's that in supply? That doesn't sound quite right though... it sounds like your third is way too late. If toss does zealot pressure or zealot/stalker/stalker it sounds like you'd just autolose because you won't be able to mine at your third. Well, banking money is suboptimal as it basically tells you your build creates too few larvae ;-) anyway i get your point, however in case of a three hatch build you pretty much like to drone up quickly and as stated above you are still capable to get those 2 hatches up (slightly later: Nat 3'05, 3rd 5'30). No... you are constantly using up your larva, and banking money, at which you spend it at an exact moment, for a reason. You want to bank money. Banking 300 minerals for a hatch is good. Banking 300 minerals because of poor macro, is not good. Different. Well i switched from 14 pool to 11 because in reality (pylon block) this opening is just more reliable and save. Ofc i am an amateur laddering, so you won't see those safe openings in pro tourney play that often (except when pro's play underdogs and suspect cheese, Nestea frequently goes 11/12 pool against subpar players). On some maps (e.g. tal darim) you have a good chance to get the hatch before a blocking pylon can be placed, however i dislike gambling and I dislike being thrown off my build order early on . Trust me. I went 11 pool for a year for the exact same reason. Then someone, who went very normal 13 forge for a FFE, put 3 pylons at the ramp at the standard 17 supply. 6 lings popped, and ran into a just-finishing cannon behind a wall off. It'll happen to you one day. Someone will ramp block you, because you are too arrogant with your build, and you'll realize what a waste 11 pool is because it doesn't get lings out in time to stop a ramp block. Nestea experimented with 11 pool, as an aggressive build. Not as a build for safety. He did it as a timing against the possibility of toss going nexus first. If toss goes nexus first, 11 pool can be awesome. If they don't go nexus first, well, you are a bit behind, but it's a gamble. By the way, on 4 player maps like TDA, you should not be able to go hatch first against probe blocks. Toss will always send 2 probes out to scout on 4 player maps, unless they are stupid, or trying to be greedy. Often times, I will wait for an ovie to fly over my pylon, then build gateways behind it. That's why you keep track of where the pylons are placed, and you fly in at 7:00-7:30. If you are going to wait until after my overlord flies over at 7:30 dies to a single sentry or stalker, to place your gateways, I end up wayyyy ahead than you do from that. There are other clues that will say what's going on to, like spinning forge, chrono on WG or gateways, sentries vs stalkers, gas count... It would make no sense to put down your gateways at 8:00. That's just sooo damn late. You are going to only have one gateway and cybercore as your entirety of tech for 8 minutes? No... Also, a 9:30 8 gate is a joke. I would be completely fine with you cancelling tech like that. Good luck doing anything with tech/gates out that late. Secondly, Zerg should never assume they know everything from a warping building. You need to see it finish. A 7:30 overlord will always see shit finish. A stargate opening will have a void ray out by 7:50. So good luck cancelling. What i am arguing is the fact, that a real world 14 pool is not able to take the theoretical advantage as you are losing mining time drone scouting, ramp blocking with drones and attacking a blocking pylon with drones. And I am arguing you are wrong. You NEED to ramp block with drones and scout and attack blocking pylons with drones when going 11 pool, exactly the same as 14 pool. I did 11 pool for a year because I thought it had these advantages. Turns out, I was wrong. You can still be cannon rushed, you can still be ramp blocked, your expo can still be pylon blocked, and you still need to drone scout (or not, some people don't drone scout in ZvP, but if you go 11 or 14 pool doesn't change the merits, or disadvantages, of drone scouting). | ||
Zythus
Poland184 Posts
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Ainvar
United States68 Posts
On April 08 2012 03:06 HyperionDreamer wrote: Yeah, I've noticed this same thing with regards to the 50 food break. You hit 3 injects really fast and you need 2-3 overlords fast to make all your larva into drones right away. Also, I was talking to a friend of mine who's top 20 GM (nxmhendralisk) and he was saying the best order to get your queens/hatcheries is: pool hatch queen queen hatch queen, where the first queen injects the main hatch, plants a tumor at the main, and then goes down to the natural, injects there, and then walks to the third. The second queen is built at the main hatchery and should pop in the main in time to inject there. The third queen is built at the nat, and it should finish in time to inject there. I thought it was pretty strange in the sense that the first queen does this kind of exodus from the main to the nat to the third, but the first time I did it this way it felt really smooth, since you get pretty small inject gaps plus a creep tumor running. I messed around with my own timings and what I came up with is: 14 pool 16 hatch then queen 2 lings (extractor trick more if you need) overlord then 3rd asap When queen pops finish spending larvae on drones and make another queen in main When natural completes, make a queen there asap. The second queen in main starts a tumor to connect main/natural and goes to natural The queen in natural starts a tumor and goes to third I like to have lots of creep early (hence the two running tumors) to make defending air with queens possible, as well as making slowlings feasible until my late speed kicks in. This still easily allows for 60+ drones at the 8 min mark along with a roach warren, evo chamber, and enough gas for lair and speed if you aren't getting attacked or a nice 3 hatch round of roaches if you are. On a side note, I've found that getting blocked at 70/70 (on basically just drones and queens) and doing 4-5 overlords at once works pretty well, since that's basically at the trigger timing to go into full on roach production if you need to. And if you don't need to you're going to do lair + speed + an upgrade + macro hatch at this point anyway, so you can let resources stack up for 20-30 seconds without falling behind. | ||
Ainvar
United States68 Posts
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Belial88
United States5217 Posts
I've added a bit about 4 gate +1 timing - sorry guys, I was wrong about saying you don't need roaches against it. I've also added about how to completely play the mid and late game in zvp. I plan to evolve this into a completely comprehensive guide on ZvP. later on, I plan to add 1 base all-ins like 4 gate, 4 gate robo, 1 base dt/sg, gateway expands and how to play against that. I think that's all that's really missing from this being a completely everything guide, because ZvP is so much about ffe these days, and the rest of the game is pretty straightforward. | ||
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