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Top Masters! :D
When making the decision to become pro, how did you go about improving. Did you select one specific task (creep spread, inject, flanks, etc...) and then practice that one thing until mastery? Or did you try and ladder and improve all of these things collaboratively? Or did you just practice custom games vs specific races until that match up was solid? I am not really looking how to improve in regards to the current meta, but more so I would like to improve so that I can teach myself how to adapt and become better as a player even when the meta completely changes. Thanks! ^_^
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Norway839 Posts
On March 05 2013 08:31 sputnic wrote: Top Masters! :D
When making the decision to become pro, how did you go about improving. Did you select one specific task (creep spread, inject, flanks, etc...) and then practice that one thing until mastery? Or did you try and ladder and improve all of these things collaboratively? Or did you just practice custom games vs specific races until that match up was solid? I am not really looking how to improve in regards to the current meta, but more so I would like to improve so that I can teach myself how to adapt and become better as a player even when the meta completely changes. Thanks! ^_^ Always focus on your biggest and broadest losing trends and focus on your priorities. I used to track my wins and losses and these are some common Zerg trends:
Win trends: - Macro / Defense / Timing attack - This is the most common win reason for me. - Macro / Timing attack - Defense - Cheese - All-in (scouting-response) - All-in (blind) - Baserace - BO Win
Lose trends: - Defense failure / overdroning - Defense failures are by far the most common loss reasons for most people I'd imagine. - Underdroning / Defense failure - All-in failed - Unit composition - Blind play / Assumptions - Engagement - Impatience - BO Loss - Supply blocked at critical moment
Just some tips to get you going, think about what kind of player you are in regards to the trends listed above and what nets you your wins and losses.
As for match-ups, you don't want to waste your time on ladder with easy opponents and difficult ones in a different matchup. Use SC2gears Multi-replay analysis, take all your reps a given time backwards and check your Win% vs the different races. If you have disparities greater than 5%, work on those in custom games for a while, make it your mission. If your matchups are close (50%, 56%, 53% wins) you can ladder but make sure the difference doesn't increase and get worse.
When you figure out your losing trends you will see what you have to focus on. In general you should focus on one thing at a time in order of priority. Creepspread is good for example, but you always want to have your macro set before devoting all your brain to creep. Same goes for attacking and microing units - don't do it too much until you are comfortable with the things you have to do at home. There's always plenty to do, but even for most of us it's already too much by the 8-minute mark - so it's best to simplify things and focus on the very most important things such as nailing injects and spamming SD before you go crazy about having perfect overlord spread or omnipresent creep spread. Priority is everything, so try to get a structure you manage to follow.
As for macro, track your supply at different MM:SS moments in the game. If there has been no interaction between u and opponent, you should always try to break the record you have for yourself. Spamming SD and not getting supplyblocked and hitting injects is very important. A good zerg can hit 70 supply where a decent zerg will hit 57 at the same time, just by spamming SD more often and yeah.
Edit: The resource collection rate graph is also an invaluable tool - try and check how many % you were in relation to your opponent at a given time before a defense failure for example. It can easily reveal over -or- underextensions in droning.
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Hello, mid diamond zerg here having some trouble reacting to gateway openings. Assuming I'm going for a 15/16 opening but they decide to pylonblock my natural I can take my third instead. However if they went for a gate cyber opening they could choose to 4 gate as a respone which seems impossible to hold with bases to far inbetween them. Should i cancel my third if I see a 4 gate and wait for lings to take down the pylon or maybe not take the third in the first place (which prob be slightly worse against FFE) or is it somehow defendable? Maybe going banes instead of roach ling would be have more success?
Secondly i wondered about going 14/14 against ppl known to gateexpand if thats really a better option? As i understand it 14/14 should prevent a 1 gate expo however i never managed anything but getting my lings killed when trying. If they open gate,cyber throw down a nexus and then after start forge & gate to wall of their natural together with zealot & stalker or sentry is there anyway i can delay their expansion? by the time i make a round of lings wall is always up and they started a cannon behind it. How should i open and react if I know my opponent will open gate cyber?
Edit: Talking about WoL
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Thanks for taking the time to answer our questions in this forum. It's a pleasure to watch and study the top professionals. I've had most of these questions for a while and am hoping I will finally get them answered.
1) In a ZvZ on Ohana between Scarlett and Hendralisk in January 2013, Scarlett's first overlord sees Hendralisk's fast expo with 1050 HP and a drone long-distance mining, (scouting for her ov?), at 3:15 into the match. She then asks Hendralisk, "why hatch first if gassless? needless risk for a safe build ;d". How might Scarlett have rationalized that Hendralisk is without gas?
SCREENSHOT (She has seen the drone make one trip by the time she makes this comment)
2) What do top pros set the scrolling speeds to (mouse, keyboard and drag)? I've seen the options screens of Scarlett and Jaedong and I think they both use 50 mouse scroll, 20 keyboard scroll and 20 drag scroll. As of 21/3/13 TLO is using 79, 80 and 20.
3) What key binding would you recommend for Patrol? It took some searching, but I found out IdrA kept the default key binding, P. Scarlett uses a key on the left side of the keyboard, Z.
4) It's necessary to que overlords at different times, depending on the opening used. It depends on whether you make a queen or queens and spawn larvae with their energy and when you build hatcheries, not to mention whether larvae are blocked from spawning naturally when allowing three larvae to accumulate at a single hatchery or if you expect to free up supply somehow. Natural larva spawn in a different pattern then injected larva do, and injected larva spawn in abrupt groups that need to be used immediately or else they block the production of natural larva . How do you predict when to queue overlords when executing very differential openings, so as to avoid supply blocks as well as blocking the production of natural larva?
5) I only know one thing you absolutely need to use camera hotkeys for - evacuating harvesters as fast as possible by sending them to mine at another base. Less critically, I've seen camera hotkeys used for taking expansions very quickly. Are there any other critical actions that camera hotkeys allow for?
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On March 04 2013 23:13 Merikh wrote: Assuming I ask the questions here? So I'll start.
Diamond level zerg here in WoL so I was wondering versus bio/window mine in ZvT (HoTS), I sometimes feel uncomfortable taking a third expansion [sometimes lose it/forced to cancel/other times terrans seem to be a bit greedy and delay their push making it easier to take] when a terran takes a quick CC of their own in the early game and follow up w/ mild pressure.
When would be the best time to take a third expansion versus a terran going bio with the possibility of them doing a widow mine/bio attack at around the 8 minute mark on farther away thirds that takes a bit of time to spread creep to such as Daybreak (and keeping it alive of course)?
Oh how I wish the beta wasn't down so I could use a few replays to show examples of holding bio + widow-mine attacks.
First of all let's go over some ground rules.
1) If the Terran hasn't expanded at 6:00 we shouldn't be taking a 3rd. 2) We should always be sacrificing an overlord around 6:00-6:30 to try and spot their production. Plan ahead so on each map you have a plan to get that overlord in position on time. If you see 3 barracks already complete with this scout then prepare for an early push 3) We should have roach or lingspeed + baneling tech ready no later than 8:00.
I recommend a standard 2-base muta opener, with a 3rd base that goes down about 7:30.
Quick Opener guide + Show Spoiler +*hatch first *3 queens *6:00 lair + 2nd gas *6:45 3rd + 4th gas *@Lair complete: spire, bane nest + evo chamber *7:30 3rd base
7:30 is the key point in this build where, with good macro, you will be saturated on 2-base, taking a 3rd, getting upgrades and pumping lings. When you see the attack move out you can morph 6-8 banelings and 2 overseers, set up a flank and a-move their push for an effective cleanup.
If you prefer a roach-style simply delay your natural gases 30 seconds and take your 3rd on 7:00.
Special micro vs widow-mines + Show Spoiler +When engaging vs widow-mines work on pulling your front lings well forward to go even further than surrounding the enemy force. These front lings will attract the widow-mine shots and pull them away from your other units which are clumping to surround the bio forces.
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On March 05 2013 00:17 Turbo.Tactics wrote: Hi guys! I'm having a lot of trouble with the stephano style opener in ZvP. I am not able to defend my 3rd in time (usually against gate pushes or immo sentry). I take the 3rd directly at 18 supply after I got rid of the first probe If I take it later I'm not able to saturate it in time before the big attack. Are there any general things I can keep in mind besides the protoss' gas timings and are there some valid 2 base openers with a delayed 3rd that are more effective at dealing with the usual timing attacks immo sentry and 7 gates? Thanks in advance, awesome thread idea!
Hi Turbo 
I strongly recommend you work on getting 60 drones out by the 8:00 mark. Go through your replays and check what drone count you normally reach by 8:00, if it's already 60+ drones every game then good! If not just work on improving your early game macro!
General macro improvement tips for this build:
+ Show Spoiler +1) Your 3rd base can go down on 18-22 supply, this should be about 4:00. Check that you aren't stocking up 3 larva trying to save money to place your hatchery. You want constant larva production. 2) Constantly tap through production cycles in the early-game. After every task you perform hit "Hatchery--> S --> D" and spam those drones. The faster you get your drones out, the stronger your economy. 3) Always leave a supply gap: As the game progresses you should get a steadily larger and larger gap between your actual supply and your cap. This is a safety buffer so that we don't get supply blocked. For instance at 50 supply you should have free supply to about 65. At 100 supply you should have free supply to 130. This is because the cost of getting supply blocked is far superior to the cost of building overlords a little ahead of time 4) Ensure you hit every inject for the earlygame
If you're already hitting 60 drones at 8:00 + Show Spoiler +If in fact you are hitting 60 drones at 8:00 every game you want to focus on a few things. Sure you have 60 drones, but do you also have roach warren, evo chamber, macro hatchery, and 2 creep-tumors already down? You should have all of this down no later than 8:30, and usually by 8:00. Work on getting all of this AND 60 drones at 8:00
If you have no trouble with all of the above in a passive game, and it is in fact getting caught off guard that is your problem, focus on these scouting rules: + Show Spoiler + 1) 6:30 send overlord into main while overlord watching natural gas walks deep into the natural to scout there 2) Always scour your half of the map for pylons! 3) No gas on their natural by 6:45 means either a) very fast 3rd or more likely b) very fast timing attack: 8 gate, warp prism 7 gate etc. Cut drones at maybe 50-55 and get out a pack of roaches asap. 4) If you see no 3rd base by 8:00, cut drones at 60 and mass roach-ling. vs Immortal-sentry mass roach is the best option. If they go twilight or stargate tech, burrow is a great investment for holding timings and denying their 3rd base.
If you want to swap to a 2-base opener rather than refine this one, check out play by Bly, Life, Yugioh and Curious for zergs that have shown great 2-base ZvP openers in the past. Gl hf!
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On March 05 2013 10:10 Incand wrote:Hello, mid diamond zerg here having some trouble reacting to gateway openings. Assuming I'm going for a 15/16 opening but they decide to pylonblock my natural I can take my third instead. However if they went for a gate cyber opening they could choose to 4 gate as a respone which seems impossible to hold with bases to far inbetween them. Should i cancel my third if I see a 4 gate and wait for lings to take down the pylon or maybe not take the third in the first place (which prob be slightly worse against FFE) or is it somehow defendable? Maybe going banes instead of roach ling would be have more success? Secondly i wondered about going 14/14 against ppl known to gateexpand if thats really a better option? As i understand it 14/14 should prevent a 1 gate expo however i never managed anything but getting my lings killed when trying. If they open gate,cyber throw down a nexus and then after start forge & gate to wall of their natural together with zealot & stalker or sentry is there anyway i can delay their expansion? by the time i make a round of lings wall is always up and they started a cannon behind it. How should i open and react if I know my opponent will open gate cyber? Edit: Talking about WoL 
Canceling the third is normally something you will probably not want to do, but it's not the worst response either.
What I would recommend you do when scouting this and you already have your third down is keep a good eye on his natural. You should have an overlord in place and you can keep peeking at his nexus timing. If you do not see a nexus by 5 minutes I would expect a 4 gate to hit or some sort of tech. Normally it will be a gateway all in, but if you do not see a nexus or gateway units by 5:50 I would get a spore crawler down asap as this most likely means he is doing 1 base DT or 1 base stargate play.
Sacrifice an overlord to see this if you can, but if you don't see anything and it gets to 5:50 I would throw down a spore as normally means he is teching if he has not moved out yet.
For your 2nd question on the 14/14, if you know for a 100% fact that he is a gateway expander this is a fine opening, but I would personally go hatch first. If you do open 14/14, you will be ahead if the protoss does any sort of pressure with the fast lings to kill any fast zealot/stalker harass. If he does that zealot/stalker push and loses it while taking an expansion after 1 gate you should be able to force a cancel. If the protoss does not push with his first zealot/stalker you should not be able to force a cancel unless he mis micros or doesn't wall off properly.
If he does not do this and just sits back and takes it do not try to force it, it will most likely not work if protoss doesn't mis micro or anything. It is safer to just drone and take a fast third after you see him put down his nexus.
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Hello TL & Pros 
High master Zerg on NA server (WOL), my question here would be more for Snute (unless you play that style too) i am playing your gasless style in ZvZ but i am having a hard time to survive vs lings/banes all in's when they scout no gas. I know that i need to denie any scout but should i always make extras queens ? Most of the time i get 3 queens and double gas at 5:30, should i get my gasses a bit earlier to get roaches it cases of banes busts or spawn 2 more queens to get a 4 total queens in my nat ?
Thanks !!!!!
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On March 05 2013 13:34 PiGStarcraft wrote:Show nested quote +On March 05 2013 00:17 Turbo.Tactics wrote: Hi guys! I'm having a lot of trouble with the stephano style opener in ZvP. I am not able to defend my 3rd in time (usually against gate pushes or immo sentry). I take the 3rd directly at 18 supply after I got rid of the first probe If I take it later I'm not able to saturate it in time before the big attack. Are there any general things I can keep in mind besides the protoss' gas timings and are there some valid 2 base openers with a delayed 3rd that are more effective at dealing with the usual timing attacks immo sentry and 7 gates? Thanks in advance, awesome thread idea! Hi Turbo  I strongly recommend you work on getting 60 drones out by the 8:00 mark. Go through your replays and check what drone count you normally reach by 8:00, if it's already 60+ drones every game then good! If not just work on improving your early game macro! General macro improvement tips for this build:+ Show Spoiler +1) Your 3rd base can go down on 18-22 supply, this should be about 4:00. Check that you aren't stocking up 3 larva trying to save money to place your hatchery. You want constant larva production. 2) Constantly tap through production cycles in the early-game. After every task you perform hit "Hatchery--> S --> D" and spam those drones. The faster you get your drones out, the stronger your economy. 3) Always leave a supply gap: As the game progresses you should get a steadily larger and larger gap between your actual supply and your cap. This is a safety buffer so that we don't get supply blocked. For instance at 50 supply you should have free supply to about 65. At 100 supply you should have free supply to 130. This is because the cost of getting supply blocked is far superior to the cost of building overlords a little ahead of time 4) Ensure you hit every inject for the earlygame If you're already hitting 60 drones at 8:00+ Show Spoiler +If in fact you are hitting 60 drones at 8:00 every game you want to focus on a few things. Sure you have 60 drones, but do you also have roach warren, evo chamber, macro hatchery, and 2 creep-tumors already down? You should have all of this down no later than 8:30, and usually by 8:00. Work on getting all of this AND 60 drones at 8:00 If you have no trouble with all of the above in a passive game, and it is in fact getting caught off guard that is your problem, focus on these scouting rules:+ Show Spoiler + 1) 6:30 send overlord into main while overlord watching natural gas walks deep into the natural to scout there 2) Always scour your half of the map for pylons! 3) No gas on their natural by 6:45 means either a) very fast 3rd or more likely b) very fast timing attack: 8 gate, warp prism 7 gate etc. Cut drones at maybe 50-55 and get out a pack of roaches asap. 4) If you see no 3rd base by 8:00, cut drones at 60 and mass roach-ling. vs Immortal-sentry mass roach is the best option. If they go twilight or stargate tech, burrow is a great investment for holding timings and denying their 3rd base.
If you want to swap to a 2-base opener rather than refine this one, check out play by Bly, Life, Yugioh and Curious for zergs that have shown great 2-base ZvP openers in the past. Gl hf!
Thanks Mate! That is what I call an elaborate answer. I'll try/train this asaply...
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Top Master
When becoming a better player, how do you go about increasing the efficiency of your mechanics? For example, how do you train your mouse accuracy to consistently be better, or how do you increase mini map awareness without sacrificing your other mechanics? Thanks in advance!
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On March 06 2013 10:15 sputnic wrote:Top Master When becoming a better player, how do you go about increasing the efficiency of your mechanics? For example, how do you train your mouse accuracy to consistently be better, or how do you increase mini map awareness without sacrificing your other mechanics? Thanks in advance! 
Kind of a tough thing to answer other then playing a lot. You have to remind yourself to look at the minimap more, keep injecting and creep spreading. It just takes a big focus. Something you could do for example is having a way to remind yourself of it,whether it's a sticky note on your monitor to literally just focusing on that.
A lot of it is just playing a lot and always trying to improve it. If you just play and aren't trying to improve you will never improve that area.
For example this is what worked for me. My creep spread wasn't to great and then one day I literally focused on my creep spread while still macroing. I spam a lot in the early game as there isn't a lot to do and I am always cycling through my hotkeys, so I started doing all that but making sure to creep spread before I started recycling through any of my hotkeys or something. Hard to kind of explain other then just reminding yourself.
Was awesome though for me once I got it into a habbit of it my creep spread has gotten really sick so something I would just force yourself to do.
Mouse accuracy comes with just a lot of playing. Idra for example has been commented as a player with very smooth mouse control and precision, you have to note that he was playing bw for 10-12 hours a day and plays a ton, that came because of a lot of playing and nothing special in that regard.
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+ Show Spoiler +On March 06 2013 10:34 blade55555 wrote:Show nested quote +On March 06 2013 10:15 sputnic wrote:Top Master When becoming a better player, how do you go about increasing the efficiency of your mechanics? For example, how do you train your mouse accuracy to consistently be better, or how do you increase mini map awareness without sacrificing your other mechanics? Thanks in advance!  Kind of a tough thing to answer other then playing a lot. You have to remind yourself to look at the minimap more, keep injecting and creep spreading. It just takes a big focus. Something you could do for example is having a way to remind yourself of it,whether it's a sticky note on your monitor to literally just focusing on that. A lot of it is just playing a lot and always trying to improve it. If you just play and aren't trying to improve you will never improve that area. For example this is what worked for me. My creep spread wasn't to great and then one day I literally focused on my creep spread while still macroing. I spam a lot in the early game as there isn't a lot to do and I am always cycling through my hotkeys, so I started doing all that but making sure to creep spread before I started recycling through any of my hotkeys or something. Hard to kind of explain other then just reminding yourself. Was awesome though for me once I got it into a habbit of it my creep spread has gotten really sick so something I would just force yourself to do. Mouse accuracy comes with just a lot of playing. Idra for example has been commented as a player with very smooth mouse control and precision, you have to note that he was playing bw for 10-12 hours a day and plays a ton, that came because of a lot of playing and nothing special in that regard.
I realize this forum is for pros to answer, but, may I add something here? A professional player or perhaps it was Day9 or Tastosis, I can not remember, said that something which forces an increase in mini map awareness is to play without sound.
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On March 06 2013 11:52 xxjcdentonxx wrote:+ Show Spoiler +On March 06 2013 10:34 blade55555 wrote:Show nested quote +On March 06 2013 10:15 sputnic wrote:Top Master When becoming a better player, how do you go about increasing the efficiency of your mechanics? For example, how do you train your mouse accuracy to consistently be better, or how do you increase mini map awareness without sacrificing your other mechanics? Thanks in advance!  Kind of a tough thing to answer other then playing a lot. You have to remind yourself to look at the minimap more, keep injecting and creep spreading. It just takes a big focus. Something you could do for example is having a way to remind yourself of it,whether it's a sticky note on your monitor to literally just focusing on that. A lot of it is just playing a lot and always trying to improve it. If you just play and aren't trying to improve you will never improve that area. For example this is what worked for me. My creep spread wasn't to great and then one day I literally focused on my creep spread while still macroing. I spam a lot in the early game as there isn't a lot to do and I am always cycling through my hotkeys, so I started doing all that but making sure to creep spread before I started recycling through any of my hotkeys or something. Hard to kind of explain other then just reminding yourself. Was awesome though for me once I got it into a habbit of it my creep spread has gotten really sick so something I would just force yourself to do. Mouse accuracy comes with just a lot of playing. Idra for example has been commented as a player with very smooth mouse control and precision, you have to note that he was playing bw for 10-12 hours a day and plays a ton, that came because of a lot of playing and nothing special in that regard. I realize this forum is for pros to answer, but, may I add something here? A professional player or perhaps it was Day9 or Tastosis, I can not remember, said that something which forces an increase in mini map awareness is to play without sound.
You can also play some games while only injecting using the minimap... this forces you to use it, hence you are getting used to using it ^^
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Platinum level Zerg:
I generally do ok against terran of my level. I have a question about the 2 factor hellion build.
When I lose its generally because I poorly deal with suicide hellions (packs of 6+, I can deal with 2-4 hellions ok) killing my drones at the midgame. Sometimes I bite the bullet and get roaches, but then I tend to overcommit to roaches which are weaker than lings.
1. Should I just blindly get a 3rd or 4th queen at the nat? 2. Spine crawlers seem to have mixed effectiveness against 6+ hellions. If I get a spine (or 2), where is the best placement? Behind minerals at natural? Between natural hatch and ramp?
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Top master here. My question has more to do with how do you evolve as the metagame involves, specifically with the impending release of HotS in mind. I hate change, but I realize I need to deal with it, but how did you most effectively reprogram your play to better suite HotS (or any metagame change)?
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Hello guys,
I'm mid-high master zerg EU, and I have a ton of problems in ZvZ when my opponent goes ling infestor ultra. I feel like with his quick lings he can counter attack me very easily, and I'm afraid to move out of my base due to this. He also pressures me in the beginning with +1 carapace ling/bling which means taking a 3rd is harder then it should be. I know the ling player should be on the defensive, and yet it's me who's afraid to move out.
When ultras hit the field I feel like I can't do anything anymore, because they just chomp through my roach hydra like it's nothing.
Is there some sort of timing I should be hitting vs a player like this?
Thanks a lot!
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On March 07 2013 21:46 Henk wrote: Hello guys,
I'm mid-high master zerg EU, and I have a ton of problems in ZvZ when my opponent goes ling infestor ultra. I feel like with his quick lings he can counter attack me very easily, and I'm afraid to move out of my base due to this. He also pressures me in the beginning with +1 carapace ling/bling which means taking a 3rd is harder then it should be. I know the ling player should be on the defensive, and yet it's me who's afraid to move out.
When ultras hit the field I feel like I can't do anything anymore, because they just chomp through my roach hydra like it's nothing.
Is there some sort of timing I should be hitting vs a player like this?
Thanks a lot!
Ling Infestor Ultra is extremely hard to execute on the majority of the maps for the simple fact that it's incredibly hard to hold any kind of pressure with just lings, the majority of the gas goes into tech so you can only have so many banelings. A spine wall is necessary but that's only viable, as i said, on certain maps where your natural and third are easly connected and you hold em both without spreading static defenses too much, for example Entombed Valley. That said, the Ling Infestor player has to be aggressive so you don't move out and taking a third will be fairly hard. As for timings, anything involving upgraded roaches works:
- 2 Base Burrow 1-1 roaches, leave a few roaches behind and position em properly around the ramp or inbetween structures so they don't get surrounded. Attack when speed and burrow are about to complete and pay attention to your position, you don't want to get surrounded.
- 2 Base +1atk roach/baneling, leave a few banelings behind. That's my favourite, I attack as soon as roach speed finishes. Insanely hard to hold even if he has spines cause banelings work good on those.
- 2 Base 2-2 Roach timing, that requires crisp timings, you will hit almost on max and he'll likely have several spines and some infestors, you need to try to split your army and bait fungals, once out of energy you'll have an easy time running in. There's no way to hold 2-2 roaches with lings.
These are the ones I've tryed and they all work fairly well honestly, Ling/Infestor is quite rare cause these timings are extremely hard to hold on most maps. However, if you decide to go into the late game and manage to plant a third, you'll want to hit before Ultralisks are out, they basically hard counter any ground composition.
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Me again. Though I generally play pretty standard (though i have been favoring 2 base vs toss because i've been losing to gateway pressure), every now and then I like to mix it up with aggressive early pool macro openings (7 pool vs toss, 9 pool vs zerg). My question is how do you go about standarzing timings once the game progresses into mid game.
For example, if I open 7 pool zvp and kill his forge/pylon but he defends properly with a cannon covering an extractor: 1) What should my lings do? Continue to try to harrass or ensure that he isn't going to throw down pylons and possibly a cannon at my nat (if he rebuilt forge) 2) When should I take gas if he expands? If he doesn't? 3) Should i still favor lair over speed, or should i now get speed first? 4) When are my gas timings? 5) Assuming he takes nat and walls it, how do i know when i should ovie sac/overseer scout? 6) ect.
Thanks
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On March 07 2013 21:41 _zesty wrote: Top master here. My question has more to do with how do you evolve as the metagame involves, specifically with the impending release of HotS in mind. I hate change, but I realize I need to deal with it, but how did you most effectively reprogram your play to better suite HotS (or any metagame change)?
How I did it personally was how much I was losing. I immediately started messing with ultras late game with vipers for example and roach/hydra zvp with vipers. I would mess with the new units and if I just kept losing I would make slight adjustments whether it be delay attacking, be more defensive, etc.
It took awhile to kind of figure out how to use swarmhosts as well as vipers, timings of when to get them,etc caused a lot of losses until I figured out good timings and stuff at least for the beta.
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This one is related to HotS.
On WoL I am a mid-masters player (top 25) on both EU as NA, with a ZvT winrate of 56%. On HotS, I got stuck at top diamond (top 3) with a 32% ZvT winrate.
The MMM + hellbat/mines outright kill me. I can't possibly engage their MMM ball with ling/bling(/roach) and maybe some infestors, since the mines will go off and the hellbats take good care of lings.
I can't set the mines off prematurely with single lings, as the MMM ball is slightly in front of it and will snipe down any lone lings that try to set them off.
If I engage the MMM ball, they would retreat back to the mines, forcing me to fall back. The thing is, I will have taken casualties, he will have taken none.
They would take around 5-7 mines along and just plant them down, and slightly advance with their MMMhellbats.
I am a big fan of the two base 4 queen (no gas) opener, taking 1 gas at 5 min, and 3 more at 6 min. Going double melee upgrades ling/bling into ling/bling/infestor into ling/bling/ultra/infestor. I sometimes go a few roaches as well to fend off some earlier hellbat/helllion (drop pressure).
I keep my money low and my injects spot on, the problem really lies in the engagements. I just can't seem to find a proper engagement tactic, or possibly a composition that would work.
I could try going a bit more roach heavy with hydra support, adding in vipers for blinding cloud later, but I am not too sure of that. And because of the nature of the ZvT MMM gameplay, I find swarm hosts to be ineffective, as they will just start to exploit the immobility and their mobility.
Any insight would be great! I'm also an ex-warcraft III player so if the tactics consist of good 3-control group control, no problem :-)!!
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