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[G] Winning With Ease - Page 19

Forum Index > StarCraft 2 Strategy
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Prev 1 17 18 19 20 21 22 Next All
DarkZonk
Profile Joined April 2011
22 Posts
October 01 2012 22:24 GMT
#361
yep, only 2 gas and it hits around min 7.30-8.

ill add replay next tiem i play (and prolly lose) agaisnt it.

MrLlama
Profile Joined December 2010
United States454 Posts
October 02 2012 01:41 GMT
#362
On October 02 2012 07:24 DarkZonk wrote:
yep, only 2 gas and it hits around min 7.30-8.

ill add replay next tiem i play (and prolly lose) agaisnt it.



haha okay I'll get a video up for you sometime

In the meantime, the video today may not make it up due to xsplit not recognizing SC2 anymore....so I'm reinstalling everything right now but we'll have to see.
www.youtube.com/mrllamasc << Casting & Analysis Videos
MrLlama
Profile Joined December 2010
United States454 Posts
October 02 2012 04:34 GMT
#363
New episode is up. Got xsplit and SC2 to work together again after an uninstall

www.youtube.com/mrllamasc << Casting & Analysis Videos
Dawsmonkee
Profile Joined August 2010
United Kingdom31 Posts
October 02 2012 07:46 GMT
#364
Name: Daws
Race: Zerg
Match up: ZvT
Your Build: 15 hatch 16 pool -> 3rd base + units
His Build: Helion banshee
Specific Map?: None, but Ohana gives me most trouble
Replay: (helpful if you can provide one but not always necessary)
Comments: I've just had real trouble defending against someone who constantly sends helions one way and banshees the other. I guess this is mid-game stuff, so would be harder to showcase?
Regret the things you do, not the things you don't
MrLlama
Profile Joined December 2010
United States454 Posts
October 02 2012 18:04 GMT
#365
On October 02 2012 16:46 Dawsmonkee wrote:
Name: Daws
Race: Zerg
Match up: ZvT
Your Build: 15 hatch 16 pool -> 3rd base + units
His Build: Helion banshee
Specific Map?: None, but Ohana gives me most trouble
Replay: (helpful if you can provide one but not always necessary)
Comments: I've just had real trouble defending against someone who constantly sends helions one way and banshees the other. I guess this is mid-game stuff, so would be harder to showcase?


I've had a couple of these requests so I'll probably get it up pretty quickly.

I think taking it to the hellion-banshee stage isn't bad, it's only when people want really late game stuff that it can be difficult to show.
www.youtube.com/mrllamasc << Casting & Analysis Videos
MrLlama
Profile Joined December 2010
United States454 Posts
October 02 2012 23:20 GMT
#366
new video up! defending 11/11 ramp block in.

May still be processing for a second, youtube is being slow.

www.youtube.com/mrllamasc << Casting & Analysis Videos
MrLlama
Profile Joined December 2010
United States454 Posts
October 03 2012 18:06 GMT
#367
New episode is up. Yesterday we took a look at when they wall you into your main, this time we look at when a terran walls you into your natural

www.youtube.com/mrllamasc << Casting & Analysis Videos
MrLlama
Profile Joined December 2010
United States454 Posts
October 05 2012 18:14 GMT
#368
another video has been added. Someone was having trouble when they'd play ling infestor ultra vs roach. that technically isn't a "push" that is hitting but rather this video is showcasing the play style and how to prevent that push from even starting.

www.youtube.com/mrllamasc << Casting & Analysis Videos
JDub
Profile Joined December 2010
United States976 Posts
October 05 2012 19:48 GMT
#369
On October 03 2012 08:20 MrLlama wrote:
new video up! defending 11/11 ramp block in.

May still be processing for a second, youtube is being slow.

http://www.youtube.com/watch?v=zNMz-a7gMmA

What about against the double bunker wall-in, where he starts the bunkers while your hatch is half-way done at your natural? Is it best to cancel the hatch at the natural and build a 2nd hatch in your main right away?

As I see it, if they successfully double bunker the ramp, it's basically gg. They can do it off of a more economical opening, such as 12/12 or 12/14 rax, and then it becomes easier for the marines to poke up the ramp, since they can easily run back into the bunkers once they have forced lings out. In particular, if it's on a map where you can't poke at the bottom of your ramp without dropping a creep tumor first, being forced to cancel your natural hatchery (so you'll only have 1 queen out early and have to choose between inject and tumor) just makes it even worse.

I'm curious, though, to see if you have any ideas for what to do in the double bunker wall-off situation. I suppose a baneling bust would be an option since the bunkers are easier to break, but I dunno
MrLlama
Profile Joined December 2010
United States454 Posts
October 05 2012 21:54 GMT
#370
On October 06 2012 04:48 JDub wrote:
Show nested quote +
On October 03 2012 08:20 MrLlama wrote:
new video up! defending 11/11 ramp block in.

May still be processing for a second, youtube is being slow.

http://www.youtube.com/watch?v=zNMz-a7gMmA

What about against the double bunker wall-in, where he starts the bunkers while your hatch is half-way done at your natural? Is it best to cancel the hatch at the natural and build a 2nd hatch in your main right away?

As I see it, if they successfully double bunker the ramp, it's basically gg. They can do it off of a more economical opening, such as 12/12 or 12/14 rax, and then it becomes easier for the marines to poke up the ramp, since they can easily run back into the bunkers once they have forced lings out. In particular, if it's on a map where you can't poke at the bottom of your ramp without dropping a creep tumor first, being forced to cancel your natural hatchery (so you'll only have 1 queen out early and have to choose between inject and tumor) just makes it even worse.

I'm curious, though, to see if you have any ideas for what to do in the double bunker wall-off situation. I suppose a baneling bust would be an option since the bunkers are easier to break, but I dunno


There are many many many types of 2 rax bunker rushes to cover so I'll try and add a video for this one later on.

Letting the hatch finish in my opinion would be a mistake. I'd say grab that drone after cancelling and try to run away. A lot of times the terran won't even bother going to look for it and you can create a proxy hatch somewhere else and then pump lings from there to attack with.

More so though I'd say just cancel the hatch, build a hatch in your main, and grab a queen and spine crawler when your pool finishes. Then spend your first energy on a tumor to spread towards the natural, make another queen, make another spine, and try and bust out that way. Behind this of course be taking your gas (after 24 drones), getting upgrades, speed, and then you have multiple options of trying to nydus, baneling bust out (depending how many bunkers he added behind), infestors, drops, etc... I haven't played against this to really know the best strategy so I'll have to test out a few ways and then make a video for you.
www.youtube.com/mrllamasc << Casting & Analysis Videos
MrLlama
Profile Joined December 2010
United States454 Posts
October 06 2012 16:53 GMT
#371
New video up for defending 6 pool when you go CC first.

Now terrans can be greedy and not feel threatened by a 6 pool!

www.youtube.com/mrllamasc << Casting & Analysis Videos
Sianos
Profile Joined April 2011
580 Posts
Last Edited: 2012-10-06 19:23:21
October 06 2012 18:49 GMT
#372
Well even if i can hold 6 pools with a cc first, i´m still not sure whether it´s worth doing it or not. From what i heard you only have ~ 3 workers more than with a 1 rax fe, but if scouted your opponent can do a 3 hatch before pool without any worries and then he can drone like crazy. Did anyone tested what exactly the benefit of a cc first is?
MrLlama
Profile Joined December 2010
United States454 Posts
October 07 2012 06:08 GMT
#373
On October 07 2012 03:49 Sianos wrote:
Well even if i can hold 6 pools with a cc first, i´m still not sure whether it´s worth doing it or not. From what i heard you only have ~ 3 workers more than with a 1 rax fe, but if scouted your opponent can do a 3 hatch before pool without any worries and then he can drone like crazy. Did anyone tested what exactly the benefit of a cc first is?


well 3 workers is a lot at the top...

and even if he 3 hatches before pool, a lot of zergs don't use that so they probably won't do it and you can get a slightly more economical lead
www.youtube.com/mrllamasc << Casting & Analysis Videos
Sianos
Profile Joined April 2011
580 Posts
October 07 2012 08:19 GMT
#374
On October 07 2012 15:08 MrLlama wrote:

well 3 workers is a lot at the top...

and even if he 3 hatches before pool, a lot of zergs don't use that so they probably won't do it and you can get a slightly more economical lead


Well i faced some zerg in masters league in season 3, who went 3 hatch before pool even aggainst a 1 rax fe, so i won´t bet on that.
tropical
Profile Joined October 2010
Germany61 Posts
October 07 2012 10:42 GMT
#375
On August 07 2012 05:39 ishyishy wrote:
I might be a minority, but I have never enjoyed or have been interested in discussing APM. I feel like almost everyone talks about APM way too much. A lot of people over-value it, to the point of trying to insult other players because they have low APM in whatever league (like for example I have under 60 effective APM, but I was in masters for 3 seasons, and all i got was "how did you get to masters, you are terrible, you need 150 apm minimum for this and that, oh yu play protoss no wonder...").

When I see a caster or an observer show the APM tab in a tournament match, and they go into how much ap each player has, it actually annoys me. I would rather hear almost anything else in the beginning of a match when nothing is going on; like who the players are, who their team is, what tournaments they won in the past, etc.

I feel like you can just say "you can slow down your APM if you use it more effectively instead of mindless spam" and be done with it. What else is there to say on effective APM? You cant really teach people how to use APM by telling them on a forum or a video, the player needs to make the decision to do it. It seems like somethng you learn by doing, rather than theory crafting about it, which is another reason I dont feel like there is much to discuss about it.

Im no pro, but I dont see how APM relates to strategy at all. Obviously you cant be "too slow" because a certain skill level of mechanics is needed to play amoung the best, but in general it doesnt explain what the player is doing or is going to do during the game. I never hear "oh well if you do this build, you want around 200 apm. If you go for this build, you want 120."

This is just my opinion on the subject of your show or blog or whatever. If you can make a show with this subject interesting or entertaining, then I will be impressed lol. Good luck.



Look at APM like at the skill of a cook to work fast in a kitchen, maybe handle his knives and having multiple meals cooking at the same time. You can make great food if your slower, but you will always be a little bit behind and will have problems that a person who has these skills won't have.

I get you point but APM are not unimportant. At the same time they are not everything that counts!
MrLlama
Profile Joined December 2010
United States454 Posts
October 08 2012 00:21 GMT
#376
On October 07 2012 17:19 Sianos wrote:
Show nested quote +
On October 07 2012 15:08 MrLlama wrote:

well 3 workers is a lot at the top...

and even if he 3 hatches before pool, a lot of zergs don't use that so they probably won't do it and you can get a slightly more economical lead


Well i faced some zerg in masters league in season 3, who went 3 hatch before pool even aggainst a 1 rax fe, so i won´t bet on that.


ya sure you didn't play vs me??

It still works vs 1 rax FE in my opinion
www.youtube.com/mrllamasc << Casting & Analysis Videos
JDub
Profile Joined December 2010
United States976 Posts
October 08 2012 05:18 GMT
#377
On October 07 2012 01:53 MrLlama wrote:
New video up for defending 6 pool when you go CC first.

Now terrans can be greedy and not feel threatened by a 6 pool!

http://www.youtube.com/watch?v=9DB51QO8eJY

I understand how running all of your scvs all over the map will work against someone who goes 6p and pulls all of their drones. But what about someone who goes 6p and comes at you with just their lings? In this case, I feel like running your scvs all over the map is not an option, since your opponent is still mining, and can just use his lings to kill your constructing rax, your depot, and force your CC to lift off (at which point he can just drone up, while you have to relocate your base).

My response in this situation is to try to get my wall up at all costs, as 15 scvs will beat 6 zerglings in a head-on fight quite handily. I would pull all of my scvs and try to finish a depot/rax/depot wall with the money from canceling the CC. This situation is more similar to a 6p in ZvP against a FFE, where protoss is forced to defend their main and try to lose as few probes as possible. I'm curious if that is how you would recommend to defend it.
MrLlama
Profile Joined December 2010
United States454 Posts
October 08 2012 05:50 GMT
#378
On October 08 2012 14:18 JDub wrote:
Show nested quote +
On October 07 2012 01:53 MrLlama wrote:
New video up for defending 6 pool when you go CC first.

Now terrans can be greedy and not feel threatened by a 6 pool!

http://www.youtube.com/watch?v=9DB51QO8eJY

I understand how running all of your scvs all over the map will work against someone who goes 6p and pulls all of their drones. But what about someone who goes 6p and comes at you with just their lings? In this case, I feel like running your scvs all over the map is not an option, since your opponent is still mining, and can just use his lings to kill your constructing rax, your depot, and force your CC to lift off (at which point he can just drone up, while you have to relocate your base).

My response in this situation is to try to get my wall up at all costs, as 15 scvs will beat 6 zerglings in a head-on fight quite handily. I would pull all of my scvs and try to finish a depot/rax/depot wall with the money from canceling the CC. This situation is more similar to a 6p in ZvP against a FFE, where protoss is forced to defend their main and try to lose as few probes as possible. I'm curious if that is how you would recommend to defend it.


Although I haven't done much testing on it, that's probably how I would defend it. Once you get your wall up, you win. You have 400 extra minerals to spare and keep making scvs with so just use your 13-14 scvs to fight his lings while you get the wall up. Then once it's up, repair, and win easily because you're ahead in workers.
www.youtube.com/mrllamasc << Casting & Analysis Videos
MrLlama
Profile Joined December 2010
United States454 Posts
October 08 2012 17:49 GMT
#379
new episode is up. Was heavily requested in the reddit thread so I thought I'd put up a very easy guide for defending vs banshee hellion

www.youtube.com/mrllamasc << Casting & Analysis Videos
b0ub0u
Profile Joined September 2009
Canada445 Posts
October 09 2012 18:52 GMT
#380
On October 09 2012 02:49 MrLlama wrote:
new episode is up. Was heavily requested in the reddit thread so I thought I'd put up a very easy guide for defending vs banshee hellion

http://www.youtube.com/watch?v=40uSsGdJkYI


Hey thanks nice video! One question though, what made you build those spores? I didn't saw you scout his Starports... do you just build them blindly expecting Hellions/Banshees?

Tnx
In the swarm we trust
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