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Sweden33719 Posts
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Q: What is this thread?
A: General purpose, SC2 discussion thread.
Q: What should I be posting about? A: Basically, anything you want to talk about but aren't sure if it warrants a topic of its own. Heard a rumour you want to share? A new video? A question you are sure is super common but can't find the answer to via searching? A brilliant new idea that you want to vet, to make sure it's really as brilliant as you think it is?
This is the place.
Note: Posting standards will not be as high as if you were to make a new thread, but pointless spam will still not be tolerated. I have seen threads like these work out alright on other sites (for other games) so I figured, why not give it a shot? It's possible there's not really enough content for something like this to exist at this point in time, but no harm then, it will just die on its own.
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As a low-level (Silver) Zerg, at what point should I take a third? I usually run 15 Hatch, 15 Pool, 14 Extractor; Speedling/Roach into Mutalingbaneling v T/P (I like to do Roach/Hydra v P also). I haven't played enough ZvZ to really have a solid plan for it.
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On November 03 2010 12:26 Vierd wrote: As a low-level (Silver) Zerg, at what point should I take a third? I usually run 15 Hatch, 15 Pool, 14 Extractor; Speedling/Roach into Mutalingbaneling v T/P (I like to do Roach/Hydra v P also). I haven't played enough ZvZ to really have a solid plan for it. for me when I do a expand is...
When I did a crippling blow, but most of the time I can't finish the job When I did some good harrass and crippled their economy but not army When they are turtling
Basically whenever they can't attack me efficiently.
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I asked a similar question in last month's thread, but didn't get many responses.
Where are good places to find good, recent replays? What about videos?
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On November 03 2010 12:26 Vierd wrote: As a low-level (Silver) Zerg, at what point should I take a third? I usually run 15 Hatch, 15 Pool, 14 Extractor; Speedling/Roach into Mutalingbaneling v T/P (I like to do Roach/Hydra v P also). I haven't played enough ZvZ to really have a solid plan for it.
1400 diamond zerg and i still havent really figured out the best time to make a third ![](/mirror/smilies/smile.gif) It depends on a lot of things, a good time to expand is when you are ahead, also its important to stay one base ahead of T or P (unless you see a chance for a timing attack).
i think in silver league though you should just focus on saturating 2 bases and keeping up with macro and not letting your resources get high. if you can do that well then you will win every game in silver league.
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On November 03 2010 12:26 Vierd wrote: As a low-level (Silver) Zerg, at what point should I take a third? I usually run 15 Hatch, 15 Pool, 14 Extractor; Speedling/Roach into Mutalingbaneling v T/P (I like to do Roach/Hydra v P also). I haven't played enough ZvZ to really have a solid plan for it. As anything below diamond, you should work on your basics. Keep your minerals low, remember to inject on time all the time, don't get supply blocked, etc. Before you master those things pointers as to when to take your third are completely pointless.
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do it when you can afford it, not sure if you can afford it or not? just do it, and you'll see if it works or not, and after a while, you'll figure out when to take that third
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Wow, thanks a lot. That should keep me busy for quite some time...
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Forgot that october thread would die momentarily ^^ I'll put it here though - Gotten a few texture glitches. I'm not sure what causes it but I remember seeing a similar post FOREVER ago. I'm unsure if it's my video card (something I've never seen before if so) or just something with the game.
anyone experienced something similar to this?
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I feel like a power shift in a lot of match ups. TvP's, terran are trying to hit hard before 3 base p's and storm/col get out, and they are getting REALLY freaking good at it too. ZvT, t's are getting kinda rolled right now, and I can't tell if it was all the patch changes, or if all the good t's have finally stopped riding the terran imbalances. PvZ seems still pretty balanced, as we see alot more BW style of play, but I kinda wish p's could/would do more cannon fe's as that was my favourite build in bw.
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On November 03 2010 13:42 NeXiLe wrote:Forgot that october thread would die momentarily ^^ I'll put it here though - Gotten a few texture glitches. I'm not sure what causes it but I remember seeing a similar post FOREVER ago. I'm unsure if it's my video card (something I've never seen before if so) or just something with the game. anyone experienced something similar to this? ![[image loading]](http://img819.imageshack.us/img819/7456/screenshot2010102801254.th.jpg)
Have you tried updating the drivers for your card? Everytime ive gotten something like this in a game an update always fixes it
If that doesnt work try the blizzard repair tool
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I kind of asked this in another thread, but is there any reason a quick 2nd expo with cannons (a ton of them, if necessary) into phoenix/stalker->carriers->mothership isn't more common in PvZ?
I've tried this against numerous Zergs (~1000 diamond now), and it seems like 4 phoenixes are a great way to keep them from accumulating tons of drones (I just ignore queens), and it forces them to get hydras. If they opened roaches (which it seems like every Zerg does these days), it seems like they fall behind pretty quickly.
My reasons for thinking this might possibly not work:
1. I'm playing opponents with poor macro, against a better Zerg, the phoenixes don't limit drone production enough to be worth it. Also creep spread of better opponents makes it more difficult to execute/survive. 2. The Zerg could conceivably expand again and spore up, making phoenix harass weaker. 3. Surviving to carriers, let alone the mothership, is difficult at best.
However, in practice it seems like hydras are absolutely required to stop phoenixes from wrecking drones. Even 3 queens really struggle to bring down 1 phoenix. Spores are a little better, but they're static, and it is quite rare more than 1 is firing. Plus they spent a drone on that.
Hydras off creep feel ridiculously slow, so carriers can be used to abuse that. Once the mothership pops, vortexing off a large chunk of their hydras (or corrupters, if they've gotten them) seems to significantly turn the tide. It isn't so difficult to snipe overseers with carriers either. The stalkers discourage them from getting masses of corrupters, and hyrdas alone can't really cope with stalker/carrier too well. And neither can roach/hydra, since the carriers tend to win out...
My guess is my opponents just aren't pressing me hard enough with their roaches early, so I'm surviving much longer than I probably should be?
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On November 03 2010 12:26 Vierd wrote: As a low-level (Silver) Zerg, at what point should I take a third? I usually run 15 Hatch, 15 Pool, 14 Extractor; Speedling/Roach into Mutalingbaneling v T/P (I like to do Roach/Hydra v P also). I haven't played enough ZvZ to really have a solid plan for it.
taking your third has a lot to do with the information you get back from scouting and if you went inbase hatchery for your 3rd hatchery or are planning on using your third base as your third hatchery.
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This may be a stupid question, but it's something I've been thinking about and I'm not sure it warrants its own thread.
Is there any significance between gating at 12 or 13? Gating at 12 requires you to stop probe production momentarily, whereas gating at 13 does not. However, Liquidpedia says that the economic advantage of gating at 13 is only 15 minerals at 4:00.
So, does which build you use come down to personal preference, or does the economic advantage gained from gating at 13 and therefore not needing to stop probe production continue to snowball the rest of the game?
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On November 03 2010 14:57 LazyMacro wrote: This may be a stupid question, but it's something I've been thinking about and I'm not sure it warrants its own thread.
Is there any significance between gating at 12 or 13? Gating at 12 requires you to stop probe production momentarily, whereas gating at 13 does not. However, Liquidpedia says that the economic advantage of gating at 13 is only 15 minerals at 4:00.
So, does which build you use come down to personal preference, or does the economic advantage gained from gating at 13 and therefore not needing to stop probe production continue to snowball the rest of the game? i just 14 gate effect does not snowball because you cannot invest that 15 minerals into probes faster aka you can only build 1 probe at a time for a very long time
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On November 03 2010 13:42 NeXiLe wrote:Forgot that october thread would die momentarily ^^ I'll put it here though - Gotten a few texture glitches. I'm not sure what causes it but I remember seeing a similar post FOREVER ago. I'm unsure if it's my video card (something I've never seen before if so) or just something with the game. anyone experienced something similar to this? ![[image loading]](http://img819.imageshack.us/img819/7456/screenshot2010102801254.th.jpg)
I have had similar on Metalopolis at natural expansions.
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On November 03 2010 15:19 Euriti wrote:Show nested quote +On November 03 2010 13:42 NeXiLe wrote:Forgot that october thread would die momentarily ^^ I'll put it here though - Gotten a few texture glitches. I'm not sure what causes it but I remember seeing a similar post FOREVER ago. I'm unsure if it's my video card (something I've never seen before if so) or just something with the game. anyone experienced something similar to this? ![[image loading]](http://img819.imageshack.us/img819/7456/screenshot2010102801254.th.jpg) I have had similar on Metalopolis at natural expansions.
the map it happens on seems to be random for me, usually happens as sc2s been open longer, probably something to do with leaky programming
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On November 03 2010 15:02 megagoten wrote:Show nested quote +On November 03 2010 14:57 LazyMacro wrote: This may be a stupid question, but it's something I've been thinking about and I'm not sure it warrants its own thread.
Is there any significance between gating at 12 or 13? Gating at 12 requires you to stop probe production momentarily, whereas gating at 13 does not. However, Liquidpedia says that the economic advantage of gating at 13 is only 15 minerals at 4:00.
So, does which build you use come down to personal preference, or does the economic advantage gained from gating at 13 and therefore not needing to stop probe production continue to snowball the rest of the game? i just 14 gate effect does not snowball because you cannot invest that 15 minerals into probes faster aka you can only build 1 probe at a time for a very long time So the difference between 12 gate and 13 gate isn't significant then. I figured I was just overthinking it.
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Something I'd like to share: If you count workers like I do, by selecting them all and counting from the HUD, it's important to note that if you have 3 workers per gas, when you count from the HUD, 2 won't show up because they are each in a gas geyser respectively. So your number of workers will be whatever you counted from the HUD + 2.
Something I'd like to be clarified: has the number of optimal workers per patch changed? my understanding is that it's 2 per patch, if we add any more then each one is less beneficial and anything past 3 per patch is wortheless? is this correct?
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