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[D] ZvP blocking Protoss' nat with hatch. - Page 3

Forum Index > StarCraft 2 Strategy
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BoggieMan
Profile Blog Joined August 2011
520 Posts
July 11 2012 13:17 GMT
#41
Someone did this against mc in the gsl and lost completely onesided. Its decent if your opponent does not know how to react, but i guess every cheese is.
Asolmanx
Profile Joined April 2011
Italy141 Posts
July 11 2012 13:36 GMT
#42
I tried to do this, and it worked great. I let the hatch finish and i managed to use the broodligns and some lings i had just outside his base (8 lings) to kill a cannon and a pylon powering all of the buildings in his wall. he had to wait until the creep faded away before making his nexus. At the same time, he tried to cannon rush my natural and failed miserably, so he placed a cannon + pylon in my third, which i noticed only after i tried to send a drone to expand. At this point i did the stupidest thing ever, i tried a nydus hydra ling attack, which failed miserably.
What do you think can be a good 2 base trasition to press the issue and kill him? maybe mutaslisks? maybe a ling infestor attack with infested terrans lobbed over his wall? or just roach ling into third?
I would love to hear your suggestions
Sprite_
Profile Joined March 2011
Canada51 Posts
July 11 2012 13:41 GMT
#43
If the protoss player builds 1 cannon and doesn't chrono out a zealot, you should be able to get a queen and drone out of your proxy hatch. Plant a creep tumour and spine crawler behind the natural's mineral line and his natural will be delayed forever. Then he is stuck expanding outside his base (extremely unsafe) or all-inning.
Kpaxlol
Profile Joined April 2010
813 Posts
July 11 2012 13:54 GMT
#44
If somehow you manage to get a queen up, and put a creep tumor, that is not detected by the cannon at the wall, it's worth it. Otherwise, it's hard to determine..
<3 bw
johax
Profile Joined August 2010
Sweden165 Posts
July 11 2012 14:31 GMT
#45
On July 11 2012 22:17 BoggieMan wrote:
Someone did this against mc in the gsl and lost completely onesided. Its decent if your opponent does not know how to react, but i guess every cheese is.

what happened in the game and what did mc do?
Schnullerbacke13
Profile Joined August 2010
Germany1199 Posts
Last Edited: 2012-07-11 17:38:48
July 11 2012 17:31 GMT
#46
On July 11 2012 22:17 BoggieMan wrote:
Someone did this against mc in the gsl and lost completely onesided. Its decent if your opponent does not know how to react, but i guess every cheese is.


its not cheese if you omit the ling follow up. its similar to pylon blocking the zergs nat and third. if you cancel the hatch, you just lost 75 mins, thats less than a pylon ..

A standard situation is: protoss blocks nat with a pylon, so you hava to wait for lings anyway, since you have already 300 mins saved up, why not block the protoss nat until the blocking pylon is removed ? This way you ensure that his nat is not earlier than yours (incase you do cancel-into-evo or let hatch finish, your nat will be earlier than the Protoss nat, which should be an advantage)
21 is half the truth
6xFPCs
Profile Joined April 2009
United States412 Posts
July 11 2012 17:34 GMT
#47
On July 11 2012 22:36 Asolmanx wrote:
I tried to do this, and it worked great. I let the hatch finish and i managed to use the broodligns and some lings i had just outside his base (8 lings) to kill a cannon and a pylon powering all of the buildings in his wall. he had to wait until the creep faded away before making his nexus. At the same time, he tried to cannon rush my natural and failed miserably, so he placed a cannon + pylon in my third, which i noticed only after i tried to send a drone to expand. At this point i did the stupidest thing ever, i tried a nydus hydra ling attack, which failed miserably.
What do you think can be a good 2 base trasition to press the issue and kill him? maybe mutaslisks? maybe a ling infestor attack with infested terrans lobbed over his wall? or just roach ling into third?
I would love to hear your suggestions


One of the all-ins after this will be dts, so you'll want lair regardless. I strongly prefer roach-ling as a followup because it's likely he'll 4gate you (you can see from this thread how 4gate is the go-to response from most toss), and if he catches you with a low spine count while teching, you'll die. Roach-ling will also give you the option of pressuring him if he does retake his natural, and this can force cannons or sentries at a time when he wants to get his natural running and probe count up.
Asolmanx
Profile Joined April 2011
Italy141 Posts
July 11 2012 17:43 GMT
#48
Yeah, it makes perfect sense. Thanks for the imput, i'll try goign roach-ling. It's just that doing a 2 base roach ling doesn't feel right to me =S
TibblesEvilCat
Profile Joined March 2010
United Kingdom766 Posts
July 11 2012 18:25 GMT
#49
what would you guyz do if the protoss just transitions into gateway and +1 tech faster, he wont kill the block asap without overcosting him, but he can have faster tech time.
Live Fast Die Young :D
Finchy711
Profile Joined August 2011
United States48 Posts
Last Edited: 2012-07-11 18:47:40
July 11 2012 18:46 GMT
#50
I have to say I really enjoy doing this to toss, makes me feel good from all those pylon blocks at my nat ^_^.

But seriously, I've been talking to my Zerg friends and to random people on my stream(http://www.teamliquid.net/video/streams/Finchy711 in case anyone wants to check it out =P) about this and I think this is a fantastic thing to do whenever you can. Personally I think the pro's greatly outweigh the cons to doing this. You're not really delaying yourself THAT much (if you're trying to do the gasless Stephano style) and you make the toss tech instead of chronoing out a super economy. The thing is you don't need the third out THAT fast if you don't have the drones to saturate it, and you have enough larva to pump drones constantly from 2hatch + queens. Usually what I do is throw down my 3rd whenever I cancel the hatch with that burst of minerals. If toss only makes 1 cannon and doesn't pull probes then I think its correct to cancel hatch > evo chamber and delay as much as possible, then scout his 1base play.

For me, the best part about doing this are actually the 1-base all-ins that come after. Once you learn how to defend all the all-ins they can throw at you its a free win and collect points. The only follow up toss can do that scares me is a zlot heavy 4gt with +1, but even this can be defended if you scout the forge and make roaches and spines accordingly. Any robo tech comes too late to be scary imo, and air/DT's are shut down by evo / queens.
(Just for frame of reference I'm a relatively high masters Zerg 617 points currently -- if you want to talk more about this or other Zerg related things come check out my stream =P)

EDIT: accidentally deleted a section -_-'
KingLumps
Profile Joined January 2012
74 Posts
July 11 2012 19:12 GMT
#51
As a toss player I can say this is annoying especially if they let the hatch complete. I usually respond by teching harder, whether it's fast robo, fast blink, fast dts, etc... The Zerg delays himself quite a bit and I try to use my tech advantage to even out any advantage the Zerg player had gotten with his hatch block.
iSuck
Schnullerbacke13
Profile Joined August 2010
Germany1199 Posts
July 12 2012 08:23 GMT
#52
Just a note from ladder: building a queen in case the hatch finishes will let you lose against a 1 base all in pretty sure, your defense misses those 500 minerals badly :-). In case the hatch finished, his nat is already delayed a lot, so if you want to play it safe, better invest the 150 for a queen or drones or army at home. You can build the queen if the protoss does silly things like building 2 or 3 cannons at his nat or loses money trying to cannon rush you. If he just ignores your blocking hatch 99% of the time he prepares a 1 base all in, so DO NOT build that queen :-) .. and get detection
21 is half the truth
Xequecal
Profile Joined October 2010
United States473 Posts
July 12 2012 20:51 GMT
#53
I still don't see how this can possibly be good unless the Protoss has absolutely no idea how to react. The lost larva is just humungously crippling for Zerg. To illustrate this, take the cannon rush against Zerg. Protoss can spend 550 minerals on 3 cannons and a pylon, and even if Zerg cancels the hatchery and immediately remakes it at the third they are still massively behind due to lost larva. This is despite the fact that they only lose 75 minerals while Protoss wastes 550 minerals. Blocking the Protoss natural with your hatchery is gifting them the exact same advantage, only voluntarily.
envisioN .
Profile Joined February 2011
United States552 Posts
July 12 2012 21:14 GMT
#54
On July 13 2012 05:51 Xequecal wrote:
I still don't see how this can possibly be good unless the Protoss has absolutely no idea how to react. The lost larva is just humungously crippling for Zerg. To illustrate this, take the cannon rush against Zerg. Protoss can spend 550 minerals on 3 cannons and a pylon, and even if Zerg cancels the hatchery and immediately remakes it at the third they are still massively behind due to lost larva. This is despite the fact that they only lose 75 minerals while Protoss wastes 550 minerals. Blocking the Protoss natural with your hatchery is gifting them the exact same advantage, only voluntarily.

I think the fact that the zerg cannot take his natural in the near future because of the cannons without making a LARGE early investment into units is what really hurts the zerg, not necessarily the larvae.

The hatch block at the natural can be very useful and gain a large advantage for the zerg if, AND ONLY IF, the protoss' initial cannon cannot both defend his wall and hit the hatch. (ie walled at ramp on antiga or ohana). Then it forces the toss to build 1-2 more cannons that are semi-useless and sometimes lose mining tim if he decides to pull probes to attack the building hatchery. For a follow up, it is essential to have an overlord be able to check if he takes the expansion once the creep clears, because then the zerg can take a 3rd and drone hard to cement the advantage.
"Good works do not make a good man, but a good man does good works" -Martin Luther ¯\_(ツ)_/¯
Shiori
Profile Blog Joined July 2011
3815 Posts
July 12 2012 22:47 GMT
#55
It's very annoying when a Zerg does this and you let it happen, but I don't think it really works at the pro level for a few reasons. First of all, if you are good, you will know it's coming. This means you can just hold position a probe in your natural and send another probe to chase the Drone, then Nexus as soon as you have the money. If the Hatch actually does get started, the best thing to do as Protoss is to play exactly as you normally would, take Gases, and have 4 Probes attack the Hatch. This will keep its HP constant and cause it to die very quickly once it completes. The Creep isn't a big deal as long as the Queen doesn't come out. If you want to be safe, 1 additional Cannon is enough to deter any Ling shenanigans. It should never really happen that a Queen gets out unless the Protoss really screws up. In a standard case, the Zerg will be forced to cancel his Hatch or miss out on a lot of minerals, which sets him behind on tech + Larva, whereas the Protoss will have a similarly timed Warpgate. From here, Zerg will be restricted from Droning freely due to the threat of a pressure.

If the Protoss is smart, he won't all-in, but will simply play a pressure based (+1 4gate or Stargate) macro game (or quick third) to maximize the economic damage born from the Zerg's lack of Larva. Doing a pressure will force the Zerg to build something other than Drones and may deny the third base or delay it significantly. In this respect, it's not really worth the Zerg's effort because a delayed Zerg third is a huge deal compared to a slightly delayed Protoss natural, because the former delays tech whereas the latter doesn't, as Protoss's primary Warpgate tech can still be acquired on 1 base.

Just my 0.2
blade55555
Profile Blog Joined March 2009
United States17423 Posts
July 12 2012 22:51 GMT
#56
I think hatch but canceling it and putting an evo chamber is better then building a hatchery and allowing it to finish imo. It's nice if you do that but having a hatchery finish i'm not sure how worth it that is.
When I think of something else, something will go here
tehemperorer
Profile Blog Joined June 2010
United States2183 Posts
Last Edited: 2012-07-13 03:30:18
July 13 2012 03:28 GMT
#57
On July 13 2012 07:51 blade55555 wrote:
I think hatch but canceling it and putting an evo chamber is better then building a hatchery and allowing it to finish imo. It's nice if you do that but having a hatchery finish i'm not sure how worth it that is.

Here's me playing as P against a hatch block (Im not good by the way so this is definitely doable)
http://drop.sc/221043

As you can see it illustrates what blade says, which is simply "building a hatch, letting it finish, then making a queen is going a little too far." In PvZ I do +1 zeals to DT anyways, but the hatch block made it so Zerg couldn't do his early third because a hatch block doesn't throw off zealot timings but it does delay hatch for Zerg. Anyway, hope Ps can find this helpful. The real secret is to go for the creep tumor (just expect it to be spawned and hit it with zeal (or cannon if he makes a mistake). I think for my particular build the archon option and an early +1 beats any mass lings that can come from this so maybe I get lucky? Stargate was in case of muta but I decided to attack anyway.
Knowing is half the battle... the other half is lasers.
Gajarell
Profile Joined November 2011
Germany29 Posts
Last Edited: 2012-07-13 12:58:35
July 13 2012 12:58 GMT
#58
Interesting,

although playing p i would myself ask the following question, if it is an advantage why do i allow the Z to hatch-block, just holding a probe at your nat-exp position hard-counters this strategy. (and the z is behind)
Un bon mot ne prouve rien. - Voltaire
Schnullerbacke13
Profile Joined August 2010
Germany1199 Posts
July 13 2012 18:59 GMT
#59
On July 13 2012 05:51 Xequecal wrote:
I still don't see how this can possibly be good unless the Protoss has absolutely no idea how to react. The lost larva is just humungously crippling for Zerg. To illustrate this, take the cannon rush against Zerg. Protoss can spend 550 minerals on 3 cannons and a pylon, and even if Zerg cancels the hatchery and immediately remakes it at the third they are still massively behind due to lost larva. This is despite the fact that they only lose 75 minerals while Protoss wastes 550 minerals. Blocking the Protoss natural with your hatchery is gifting them the exact same advantage, only voluntarily.


Starcraft is a 2 player game, right ? You do more damage than you suffer, because delaying the Nexus for up to 3 minutes means he loses probe production and chrono energy same as you lose larvae.
However a hatch blocks for a longer time than a pylon. And a 14 pool gets units to remove the block out faster than a FFE, so you will plant your nat before the protoss. If you don't hatch block, get your nat after removing the block, you plant your nat 30 to 60 seconds *after* the protoss (FFE nat is ~2'50..3'10).

If you can get your nat uncontested, do not place the blocking hatch. If he puts a blocking pylon (standard), you anyway will have a late nat (~3'30..4'00). If you put a blocking hatch, you can take your nat at 4'00 (after building queen, lings and ovie, wothout canceling the block) so in real games (where your nat is blocked) you are better off with hatch blocking.

21 is half the truth
Schnullerbacke13
Profile Joined August 2010
Germany1199 Posts
July 13 2012 19:09 GMT
#60
On July 13 2012 07:51 blade55555 wrote:
I think hatch but canceling it and putting an evo chamber is better then building a hatchery and allowing it to finish imo. It's nice if you do that but having a hatchery finish i'm not sure how worth it that is.


The Evo block costs you overall 200 minerals, the hatch block costs 350 (both incl drone). If the hatch gets finished, creep blocks for > 1 ingame minute for the cost of 150 minerals. If the hatch does not get through, better just cancel without evo follow up (because it will die fast then anyways).
Doing immediate hatch cancel with evo follow up helps you getting your nat down quicker, but i think letting the hatch finish in case is more advantageous. Remember: Delaying the nexus for 1 minute is 4 probes less and 1,3 chronoboosts less.

Actually Zerg has an advantage regarding drone production: Queens. Protoss needs that nexus in order to speed up probe production, Zerg can compensate partially because of larvae inject.

Building a queen at the blocking hatch is overboard, as you will lose to an allin because you invested too much.
21 is half the truth
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