[Q] ZvP 2 Gate
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Vuk_91
Serbia1690 Posts
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ArcTimes
Peru269 Posts
Oh wait, I didn't read the last part. I'm not a good zerg, actually i'm not a zerg. I'm a protoss. >.< I'm just trying to realize i would do as a zerg when i play vs my protoss 1 base play. | ||
hellbound
United Kingdom2242 Posts
On November 09 2011 12:37 ArcTimes wrote: Don't take a third expansion. put a third hatchery in your natural. He is going to expand while you tech. Lurker ling is powerful, but if you can make mutas and abuse that, it's good too. Remember that you have to be sure what is he doing. If he is making 2 gates or makeing 1 agte tech in 1 base. When a protoss plays in 1 base, he usually makes fast +1 attack. Remember to make caparace. This is important. If he makes faster upgrades than you, his units are going to rape you. And it's going to be really easy for him. Oh wait, I didn't read the last part. I'm not a good zerg, actually i'm not a zerg. I'm a protoss. >.< I'm just trying to realize i would do as a zerg when i play vs my protoss 1 base play. Matching protoss attack with carapace mostly matters in zealot v zergling fights, so a fast +1 can be dealt with not basing your midgame army on lings. Wasting gas on fast cara while on 2base is a bad idea imho. OP, from what you wrote I assume you have no problem with defending the initial attack. If you do it without losing out on economy you are in a good position. The first part of ArcTimes post was more or less right. Add a hat when you feel safe and tech to Lair (or tech off 2 hat and try to kill him, if you want). Don't worry about staying 2v2base for a while (you can even add a fourth hat inbase after lair), his nat will be very late compared to a true FE build, so it's not a big deal. Your lair tech will give you map control and you'll be able to expand and whore drones. Just get ready for sairs and DT's which are almost always the followup on low levels. So ovie speed ASAP is a good idea (otherwise he might cause you a lot of grief with those pesky DT's) and off course have something to deal with his sair when it is due. I'm a C- zerg with terribad zvp, so my imput is not worth much. However I tend to win against 2gaters on my level, there is a reason why it is not standard play. | ||
FabledIntegral
United States9232 Posts
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stink123
United States241 Posts
If he goes corsair/dt, just try to protect all your overlords with hydras, and move an overlord to his base. Once you're ready, bring all your hydras that were defending the overlords at home and kill him. And sometimes, you'll just attack and kill him and ignore the dts since he spent too much money on tech. If he went reavers with a lot of zealots, things get scary, but most of it comes down to a micro/scarab AI battle. Spread out your hydras and kill the shuttle then reaver asap. Afterwards you should clean up with zealots with no problems. Zerglings can help bait reaver shots, but it's not reliable once he gets a shuttle. | ||
Vuk_91
Serbia1690 Posts
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JMave
Singapore1803 Posts
On November 09 2011 17:24 Vuk_91 wrote: First of all,the reason why I go for overpool on python is because probe always gets in my base before I can put expansion and then my opponent is able to significantly delay it. +I thought it`s a bad idea to go for 12 hatch if you are suspecting a 2 gate (isn`t it??). Usually I survive the early push,but still sometimes it seems to me that I make to many lings and too few drones. Next problem is he get`s cybernetics really fast and when goons kill my overlord I`m pretty much in dark. But the most important thing I want to know is: After adding 3rd hatch in my natural and teching to lair, should I go muta-ling,mass hydras or lurker-ling? Or something else? Actually, 12 hatch vs 2 gate is better than 9pool because even though you get the earlier lings, you will get larvae capped a lot. | ||
hellbound
United Kingdom2242 Posts
On November 09 2011 17:24 Vuk_91 wrote: First of all,the reason why I go for overpool on python is because probe always gets in my base before I can put expansion and then my opponent is able to significantly delay it. +I thought it`s a bad idea to go for 12 hatch if you are suspecting a 2 gate (isn`t it??). Usually I survive the early push,but still sometimes it seems to me that I make to many lings and too few drones. Next problem is he get`s cybernetics really fast and when goons kill my overlord I`m pretty much in dark. But the most important thing I want to know is: After adding 3rd hatch in my natural and teching to lair, should I go muta-ling,mass hydras or lurker-ling? Or something else? 12hat is the best build against non proxy 2gate if you know how to handle it, but yeah on python it's not so hot. All of those are viable. Except it should be something more like like muta-drones/expo or luker-drones/expo you don't need many lings to support units the P can't fight at that point. If you are not aiming to kill him your lair tech should buy you a third base/moar hats, with that you can transition into whatever play you are comfortable with. It's very hard to give specific advice it depends a lot on what the P is doing. If he went fast archives he can make archons if he went fast robo he can make obs if he went fast expo he won't have either in time to prevent you from expoing if he is aiming for a goon timing attack make sure you don't die to it etc. | ||
WhuazGoodJaggah
Lesotho777 Posts
On November 09 2011 20:06 hellbound wrote: 12hat is the best build against non proxy 2gate if you know how to handle it, but yeah on python it's not so hot. All of those are viable. Except it should be something more like like muta-drones/expo or luker-drones/expo you don't need many lings to support units the P can't fight at that point. If you are not aiming to kill him your lair tech should buy you a third base/moar hats, with that you can transition into whatever play you are comfortable with. It's very hard to give specific advice it depends a lot on what the P is doing. If he went fast archives he can make archons if he went fast robo he can make obs if he went fast expo he won't have either in time to prevent you from expoing if he is aiming for a goon timing attack make sure you don't die to it etc. according to ToT)Mondragon( the best build is 10/9 hatch. Mondragons ZvP guide: http://www.teamliquid.net/forum/viewmessage.php?topic_id=221913 | ||
FabledIntegral
United States9232 Posts
On November 10 2011 03:15 WhuazGoodJaggah wrote: according to ToT)Mondragon( the best build is 10/9 hatch. Mondragons ZvP guide: http://www.teamliquid.net/forum/viewmessage.php?topic_id=221913 Yes, it is widely known that 10 hatch is the best counter to 2gate, but it's absolutely awful vs 1gate sair/dt and forge FE (and I mean AWFUL vs forge FE). Because you 10 hatch before knowing it's even a 2gate, you're setting yourself up for a very subpar game if they go anything but that build. | ||
hellbound
United Kingdom2242 Posts
On November 10 2011 03:15 WhuazGoodJaggah wrote: according to ToT)Mondragon( the best build is 10/9 hatch. Mondragons ZvP guide: http://www.teamliquid.net/forum/viewmessage.php?topic_id=221913 I assume you mean 10hat 9 pool, that is true, but why would you go blind 10/9 in ZvP? 5pool works great against proxy gates, but, you know... What I meant to say it is the best among standard builds. | ||
FabledIntegral
United States9232 Posts
On November 10 2011 05:14 hellbound wrote: I assume you mean 10hat 9 pool, that is true, but why would you go blind 10/9 in ZvP? 5pool works great against proxy gates, but, you know... What I meant to say it is the best among standard builds. By 10/9 he just meant that's the supply, instead of saying 10hatch. But yeah, I agree, my post says nearly the same thing. | ||
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Harem
United States11390 Posts
More importantly, use search function as there are 59345939453945 threads on 2gate. | ||
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