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[G] TangSC's Drop-Style ZvP - Page 3

Forum Index > StarCraft 2 Strategy
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Zark
Profile Joined January 2011
United States50 Posts
December 25 2012 15:01 GMT
#41
CCalms is right, this build sucks right now. I've used it on Koreans and Top 16 and the ratio was terrible, not even 50%. Maybe with your low mmr, it might work against some Master players.
RMP
Profile Blog Joined June 2011
United Kingdom130 Posts
December 25 2012 15:08 GMT
#42
I prefer keeping dropping and going into 2/2 zerglings with infestors and a slower third base. Works really well at GM level :D
Fliparoni
Profile Joined February 2012
205 Posts
December 26 2012 06:46 GMT
#43
Great stuff Tang. Keep up the good work. I've been experimenting with builds other than the usual gas-less 3 hatch and this is another that I can try.
silentrealm
Profile Joined June 2011
United States40 Posts
December 26 2012 07:59 GMT
#44
Hey Tang, just want to thank you for all of the guides you've made in the past as well as this one. I'm glad you're someone who genuinely loves this game and wants to share your builds with nooby platinums like me.
Thanks!
MarineKingPrime + Liquid Ret + LiquidHero
immanentblue
Profile Joined January 2011
Denmark110 Posts
December 26 2012 08:20 GMT
#45
On December 26 2012 00:08 RMP wrote:
I prefer keeping dropping and going into 2/2 zerglings with infestors and a slower third base. Works really well at GM level :D


How do you feel about mixing infestors into drops, as the game goes on? 1 infestor and 2 banelings can fit into an overlord, and 1 fungal+1baneling = instant probe death, in a way where you can also get away with your infestor and ovie i feel (dont have quite enough skill to test this properly though)...
TangSC
Profile Blog Joined July 2011
Canada1866 Posts
December 26 2012 19:26 GMT
#46
On December 25 2012 19:35 Thefan wrote:
This build looks really great, especially because nowadays a lot of Protosses do a lot of sentries early on.
Only, i don't agree with the muta transition, because when the protoss sees the drops, he won't make anymore sentries, or won't go on collossi, and tech on HT and Blink really fast, so mutas aren't so great against it. In your streams, you don't make enough damage to the Protoss because he has Blink at the time you come with mutas.
I really prefer the Mass Roach transition, and i guess it can be possible to take like fourth base and tech on infestors and double upgrades for lings.

Yeah a lot of people don't like the Mutalisk transition, but it's still my personal favorite because of how well it times out. Also, I really like to keep the pressure on, and drop-muta play is a lot of fun. Still, the roach transition can be really effective if you keep scouting with your fast overlords and don't die to any 2-base counter-attack. Also I'm going to start experimenting more with Infestor/Zergling transitions.
Coaching www.allin-academy.com | Team www.All-Inspiration.com
TangSC
Profile Blog Joined July 2011
Canada1866 Posts
December 26 2012 19:28 GMT
#47
On December 26 2012 17:20 immanentblue wrote:
Show nested quote +
On December 26 2012 00:08 RMP wrote:
I prefer keeping dropping and going into 2/2 zerglings with infestors and a slower third base. Works really well at GM level :D


How do you feel about mixing infestors into drops, as the game goes on? 1 infestor and 2 banelings can fit into an overlord, and 1 fungal+1baneling = instant probe death, in a way where you can also get away with your infestor and ovie i feel (dont have quite enough skill to test this properly though)...

The only thing is by that time in the game, it's likely Protoss will be expecting drops and Blink may even be done so you may not get a chance to land/fungal then drop. Most times that you drop in after the first, you're expecting to lose that Overlord and the cargo.
Coaching www.allin-academy.com | Team www.All-Inspiration.com
TangSC
Profile Blog Joined July 2011
Canada1866 Posts
December 26 2012 19:33 GMT
#48
On December 26 2012 00:08 RMP wrote:
I prefer keeping dropping and going into 2/2 zerglings with infestors and a slower third base. Works really well at GM level :D

One of the games from your stream is pretty cool (http://www.twitch.tv/tvrmp/b/351300898 for those who want to check it out), you do heavier drop aggression like I used to do, then transition into the Ling upgrades and infestors. I really like the concept, though I'm wondering (if you reach 38 Drones before the first drop) whether you can take your Evo chambers/infestation/third immediately after Zergling production, then add the other 2 gas.
Coaching www.allin-academy.com | Team www.All-Inspiration.com
CajunMan
Profile Joined July 2010
United States823 Posts
December 26 2012 19:35 GMT
#49

Do you expect to kill the main nexus every time? I've done this build probably 5-6 times on ladder and got the Main nexus every single time. Just wanted to know if that was normal for you. And besides if they are going air do you find that muta is the best follow up? I was close pos on emtombed and did this build (which still is a losing battle) and went with more drops following up and it did well but soon as he had 2 colossus I just died to the close pos push. I know it was probably just the map but do you find that muta is the best choice following it up?
TangSC
Profile Blog Joined July 2011
Canada1866 Posts
December 26 2012 19:44 GMT
#50
On December 27 2012 04:35 CajunMan wrote:

Do you expect to kill the main nexus every time? I've done this build probably 5-6 times on ladder and got the Main nexus every single time. Just wanted to know if that was normal for you. And besides if they are going air do you find that muta is the best follow up? I was close pos on emtombed and did this build (which still is a losing battle) and went with more drops following up and it did well but soon as he had 2 colossus I just died to the close pos push. I know it was probably just the map but do you find that muta is the best choice following it up?

I often prefer Hydras in response to Stargate play, not that you can't still go Mutalisks, but we all know how that goes once Protoss gets A phoenix. lol.

I'm only speculating, but I would guess you were a bit over-aggressive in that game you're talking about. I would say that I kill the main nexus maybe 25-30% of the time, and the vast majority of the time Protoss responds with one of two things: either they push out immediately and go for a desperate gateway counter-attack (which I spine up against), or they re-secure their main and go for a delayed 2-base all-in (something like the Colossus build he did against you). Instead of continuing the aggression once you kill the Nexus, you're probably better off securing your third, getting your Warren, and going Roach/Corruptor (assuming he's not pushing out immediately for a Gateway all-in). You should always know his tech choice and whether he retakes the Nexus, because you have speed Overlords.
Coaching www.allin-academy.com | Team www.All-Inspiration.com
NonameAI
Profile Joined October 2012
127 Posts
December 27 2012 01:19 GMT
#51
This is an awesome guide, but as you talked about adaptability, it is interesting to consider Stephano's roach build, but incorperate drops instead of looking for an engagement. What i like to do is take 2 overlords' full and drop roaches in each base, leaving the rest of my army as an anchor. If he spreads himself too thihn, i can do some damage to his front. This push hits about a minute later than stephano's 12 minute roach max (because money spent on drops), and is a lot like the aggressive style of yours. This post definitely reminds me of this strategy used by Symbol a few months ago.
TangSC
Profile Blog Joined July 2011
Canada1866 Posts
December 27 2012 21:48 GMT
#52
On December 27 2012 10:19 NonameAI wrote:
This is an awesome guide, but as you talked about adaptability, it is interesting to consider Stephano's roach build, but incorperate drops instead of looking for an engagement. What i like to do is take 2 overlords' full and drop roaches in each base, leaving the rest of my army as an anchor.

Definitely man, I've seen Stephano and Symbol use these to great effect, and it's the style of Late-Game that I like when Protoss tries to get a third. The absolute fastest you can max-out with Overlord drops (after a perfectly optimized 3-hatch opening) is 11 minutes. The fastest you can do it after the early Drop-Style is 13minutes (I've tested these for more hours than I care to admit lol). So you can open the early drop, and still plan to do those multi-pronged Roach drops and pushes throughout the mid-late game.
Coaching www.allin-academy.com | Team www.All-Inspiration.com
Thefan
Profile Joined December 2012
France20 Posts
December 28 2012 09:02 GMT
#53
After trying this some times on custom games, i can tell it's a very good build because it's really unexpected and unusual. Even if the opponent sees the early Lair, he will most likely think about fast Nydus/Fast mutas/You're an idiot. I still don't like the mutas following up. Only because if you don't go muta, there won't be photons in the mineral lines, and so you can keep on droping banelings in the probes !
@TangSC Why don't you drop on the way your banelings (you know, dropping while moving) ? I find this much more efficient, especially when the guys pulls his probes back !
TangSC
Profile Blog Joined July 2011
Canada1866 Posts
December 28 2012 22:44 GMT
#54
On December 28 2012 18:02 Thefan wrote:
After trying this some times on custom games, i can tell it's a very good build because it's really unexpected and unusual. Even if the opponent sees the early Lair, he will most likely think about fast Nydus/Fast mutas/You're an idiot. I still don't like the mutas following up. Only because if you don't go muta, there won't be photons in the mineral lines, and so you can keep on droping banelings in the probes !
@TangSC Why don't you drop on the way your banelings (you know, dropping while moving) ? I find this much more efficient, especially when the guys pulls his probes back !

I just try to drop them on big packs of Probes, but the drop-while-moving mechanic is definitely useful. I see what you mean about Photon cannons after the drop too, seems counter-intuitive to follow with Mutalisks but against a Robo opening, the muta followup is still very strong.
Coaching www.allin-academy.com | Team www.All-Inspiration.com
zmansman17
Profile Joined March 2011
United States2567 Posts
December 29 2012 00:36 GMT
#55
Long ago I asked why Zergs didn't make use of drop play. Turns out they didn't need to in order to win games. Now, it's just another winning strategy...
♞ - His EKG is flattening get me a defib stat! Prepped and Ready! - ♞
Turbogangsta
Profile Blog Joined March 2011
Australia319 Posts
December 29 2012 02:55 GMT
#56
tang i was wandering about how a similar build that hits later with 3 hatches would fair.

i made this build a while ago and it hits at 9 mins and has 3 hatches so its much harder to scout.

https://docs.google.com/spreadsheet/pub?key=0AgejQxWGYVMxdFBFc0xJUFBUREk4c2FuaEdKaTQ5MUE&output=html

when i posted it to the zerg help me thread all i recieved was negative feedback but i would like to know what you think. I feel like its only advantage to yours is that it is harder to scout.

It seems every time you bring out a build i have a 3 hatch varient of it haha
Esports is killing Esports.
Thefan
Profile Joined December 2012
France20 Posts
December 29 2012 10:40 GMT
#57
On December 29 2012 11:55 Turbogangsta wrote:
tang i was wandering about how a similar build that hits later with 3 hatches would fair.

i made this build a while ago and it hits at 9 mins and has 3 hatches so its much harder to scout.

https://docs.google.com/spreadsheet/pub?key=0AgejQxWGYVMxdFBFc0xJUFBUREk4c2FuaEdKaTQ5MUE&output=html

when i posted it to the zerg help me thread all i recieved was negative feedback but i would like to know what you think. I feel like its only advantage to yours is that it is harder to scout.

It seems every time you bring out a build i have a 3 hatch varient of it haha


Looks really interesting ! The problem with Tang's version is also that if you fail your drop (like kile no worker, happens), the opponent can counter attack you so hardly !
Could you make a "real BO" version of it ? Even only for the early game, cause on your spreadsheet we don't know if the gas is before the pool, etc...
Turbogangsta
Profile Blog Joined March 2011
Australia319 Posts
December 29 2012 22:55 GMT
#58
On December 29 2012 19:40 Thefan wrote:
Show nested quote +
On December 29 2012 11:55 Turbogangsta wrote:
tang i was wandering about how a similar build that hits later with 3 hatches would fair.

i made this build a while ago and it hits at 9 mins and has 3 hatches so its much harder to scout.

https://docs.google.com/spreadsheet/pub?key=0AgejQxWGYVMxdFBFc0xJUFBUREk4c2FuaEdKaTQ5MUE&output=html

when i posted it to the zerg help me thread all i recieved was negative feedback but i would like to know what you think. I feel like its only advantage to yours is that it is harder to scout.

It seems every time you bring out a build i have a 3 hatch varient of it haha


Looks really interesting ! The problem with Tang's version is also that if you fail your drop (like kile no worker, happens), the opponent can counter attack you so hardly !
Could you make a "real BO" version of it ? Even only for the early game, cause on your spreadsheet we don't know if the gas is before the pool, etc...


this just assumes standard 3 hatch but ive outlined the variations. you will want a later than nomal 3rd by about 5 supply.
Esports is killing Esports.
TangSC
Profile Blog Joined July 2011
Canada1866 Posts
December 31 2012 17:52 GMT
#59
On December 29 2012 11:55 Turbogangsta wrote:
tang i was wandering about how a similar build that hits later with 3 hatches would fair.

i made this build a while ago and it hits at 9 mins and has 3 hatches so its much harder to scout.

https://docs.google.com/spreadsheet/pub?key=0AgejQxWGYVMxdFBFc0xJUFBUREk4c2FuaEdKaTQ5MUE&output=html

when i posted it to the zerg help me thread all i recieved was negative feedback but i would like to know what you think. I feel like its only advantage to yours is that it is harder to scout.

It seems every time you bring out a build i have a 3 hatch varient of it haha

Drop starts a full minute later (maybe even a bit more) so you'd be hard-pressed to hold 7gate +1 all-ins (or even 4gate +1 pressure). Also they'd have more air units out if Stargate was their tech choice, and you'd almost never be able to get the drop off without losing some of the Overlords. I'm hesitant to try later-drop variations for these reasons, but would have to see it in action to know for sure.
Coaching www.allin-academy.com | Team www.All-Inspiration.com
Defenestrator
Profile Joined October 2011
400 Posts
December 31 2012 18:14 GMT
#60
On December 29 2012 11:55 Turbogangsta wrote:
tang i was wandering about how a similar build that hits later with 3 hatches would fair.

i made this build a while ago and it hits at 9 mins and has 3 hatches so its much harder to scout.

https://docs.google.com/spreadsheet/pub?key=0AgejQxWGYVMxdFBFc0xJUFBUREk4c2FuaEdKaTQ5MUE&output=html

when i posted it to the zerg help me thread all i recieved was negative feedback but i would like to know what you think. I feel like its only advantage to yours is that it is harder to scout.

It seems every time you bring out a build i have a 3 hatch varient of it haha

I think if you go for drop play on 3base, it's best to do it after toss takes a 3rd/you have some time to establish a good eco first instead of sac'ing eco like this 2base build to do damage with the drop. The problem with drop off of 3base into a 2base toss is that your drop will hit during/after he's hitting you with a 2base allin, and you're going to most likely come out on the wrong end of that base trade.

However once toss takes a 3rd I have a guide on TL that outlines using multipronged drops to harass/do eco damage while buying time for T3 (I usually transition to ultra/bane), and it hits before the typical 3base colossus timing (around 12:30):
http://www.teamliquid.net/forum/viewmessage.php?topic_id=384256

There're other options for drops such as using hydra drops and whatnot that others have had success with.
Ultras and banelings go together like peas and carrots
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