|
On January 20 2012 05:07 HecklerSC wrote: Hey man, might want to rehost those replays, megaupload JUST got shut down by the feds.
Wow...that's insane. Any good file hosting sites? That's the only one I know.
|
|
Every zerg should check out this series, davids analysis is spot on. I met David when i was mid - high master and with his help I am now a top GM on NA server ^_^
|
Low masters here, thx a lot for this, this is pure gold
|
I put in an update on what to expect on Tuesday night.
|
These are really great VODs! any zerg looking to make the climb to masters will find a wealth of information here.
@stoic regret: Question about g2 ep4 (zvp on xelnaga). Building lots of hydras to counter immortal/gateway comps has always seemed to be a move that plays right into the protoss players hands. Sure hydras are great against immortals, but colossus tech is so close. Have you ever considered a macro hatch and mass zerglings instead of hydras to deal with this comp? If you could get away with it, you would be in a much better position having spent less gas, it seems to me.
|
On January 21 2012 02:55 Lobotomist wrote: These are really great VODs! any zerg looking to make the climb to masters will find a wealth of information here.
@stoic regret: Question about g2 ep4 (zvp on xelnaga). Building lots of hydras to counter immortal/gateway comps has always seemed to be a move that plays right into the protoss players hands. Sure hydras are great against immortals, but colossus tech is so close. Have you ever considered a macro hatch and mass zerglings instead of hydras to deal with this comp? If you could get away with it, you would be in a much better position having spent less gas, it seems to me.
When you approach a game, you shouldn't use unit compositions or tech paths as the thing you analyse in order to reach solutions. Timing, bases, and resources available are what creates army value in the end. Overseer scout timing along with the knowledge of a later robo (from the lack of early observer) tells me that the 3 gate pressure was into more gates, and then a very late robo (with still no observer out). If you sit on gates and decide to go into colosus from a late robo, then the first colossus will be produced at nearly 12 minutes in this specific game. Hydra tech is directly countered by colosus tech but only if the toss plans to go colosus as i plan to go hydras. If he decided to sit back and build colosus instead of doing the imortal push that he did, then the late robotics bay would have been scouted and the added gates he put before he invested in colosus would have made his gateway army significantly smaller.
This would lead into 2 scenarios. He tries to attack me before corruptors are out. But since i will be on 3 base and him on two, then the army supply would look something like 170 Zerg to 115-120 toss. If he decided to supply this army with imortals, then he would hardly have 2 colosus. If he skips imortals, then at 2 colosus (adding in mind he goes 3 gate into 5-6-7 gate and then robo, and then robo bay and then colosus), he would literally have no units, except the 2 colosus. So it would become an all in which i either defend with just roach hydra (becuase of a good engagement or just sheer numbers), or he attacks me too late adn i have a 200 army with 6 coruptors. If he uses this to go into a 3rd... then going 3 gate into more gates into late robo, into colosus even later, would mean it would be impossible for him to hold a 3rd (esp on such a small map) if i was given time to be 3 base saturated, into massing hydra/roach/coruptor.
As to your question about zerglings, once again just stating unit composition means nothing. Obviously massing large numbers of roach and lings can be used to stop imortal pushes. However, this game and teh tech path i choose would not make sense for that unit combo. My early lair and low larva count, along with 4 very quick gases, allows me to afford more tech. Going into muta or hydra is going forward since i am already teched, while going back to massing tier 1 (roach/ling) would be going backwards. If, say, I stayed on tier 1 for a much longer time, and even tried to get a 3rd before lair teching, then roach/ling is the obvious choice. Every situation leads to a forced unit composition. Say i opened 14 pool 15 hatch because i thought he was goign to canon exspand. To defend 3 gate pressure with no gas, i would build spines and lings, because it's what i have with the tech path and resource i am given with the build.
If you view situations as "if i go this unit then he can counter me with that unit", then every strategy and unit composition will eventually be wrong. Ultimately, this would be like saying "wouldn't massing roaches be better because all he has to do is warp in 12 zealots and kill all your lings" and then saying "wouldn't massing lings be better because all he has to do is warp in a bunch of stalkers", and then the argument keeps going for spines, queens etc... but these questions are not the right ones. The right question is "what can he afford and when can he afford it", and then what can you afford and when can you afford that.
P.S. In most cases, the "massing lings to save up gas" only works if you are on enough bases to afford a mass number of gas heavy units. I also nearly died to his push in that specific game you're talking about with hydras, roaches, and drones. If i just made lings, i would have died to the immortal push, which is the whole point of the read - he's going immortals with added gates on 2 bases on xel'naga, why would he not attack me?"
|
^^ Amazing response.
If you guys sort out the sound balance (and stop people breathing into the microphone constantly) this looks to be the best zerg tutorial series since 12 weeks. Looking forward to next episode :D
|
On January 21 2012 17:37 Hairy wrote: ^^ Amazing response.
If you guys sort out the sound balance (and stop people breathing into the microphone constantly) this looks to be the best zerg tutorial series since 12 weeks. Looking forward to next episode :D
Haha. Sorry about that I'm still trying to work on it. I have the steelseries Siberia headset. It shouldn't be as big of a problem as it is. If anybody knows how to work through the issue, please PM me.
|
^^ dear god, davids response is sick nasty gosu baller
|
fantastic series, please keep it up!
i agree that focussing on a single matchup per episode seems more effective. and youtube is the better choice imo, not only is the quality higher but I can also watch it on my ipad.
|
Wasting Mutas for cannons isnt smart.
|
On January 22 2012 19:51 D4V3Z02 wrote: Wasting Mutas for cannons isnt smart.
Can you elaborate?
|
Just finished episode 4, more great stuff. Cant wait for the next episode!
|
Thanks fellas great stuff! It would be interesting to see some games where stoicRegret loses a game. That way people could learn from mistakes and missed timings as well.
Just a thought though, the vod's are great.
|
On January 23 2012 06:51 renag27 wrote: Thanks fellas great stuff! It would be interesting to see some games where stoicRegret loses a game. That way people could learn from mistakes and missed timings as well.
Just a thought though, the vod's are great.
Easy enough! Thanks for the feedback, we'll throw some in.
|
Episode 5 is up and running. Thanks for tuning in!
As always, please leave any feedback in the thread, we read every post and will answer your questions to the best of our ability.
-Nuvo
Big shout out to nekoconeco for the epic banner. We use it as an overlay in the VODs now.
|
Thanks for all the views! Hope you guys tune in every week!
|
Hey Regret! My name is BugRancher and I played you a long time ago in a z v z. I was impressed with your superior mechanics back then and you were one of the zergs that inspired me to work on my mechanics. I believe I had about 140 real apm back then compared to your 270 or so. I can safely say now I am at 250+ apm. Thanks for your inspiration and this great vod series.
Further on mechanics, I used sc2 gears apm alert to force myself slowly but surely into uncomfortably fast movements and actions until they became comfortable. Along the lines fixing terrible flaws such as ; hitting ctrl with my thumb, not ctrl clicking units, not properly understanding cloning techniques (shift deselect methods) , having improper inject hotkeys ( im not a fan off the auto inject methods, hotkey all my hatches ftw), not using screen hotkeys, not realizing you can hotkey units from eggs by ctrl clicking portraits, hitting a with my ring finger instead of pinky, improper finger posture, improper 1a2a, not controling 2 controls groups at the same time enough, not using the minimap enough ect. (im sure there is more) Anyway, I would love to see you do a zerg mechanics episode, outlying all the fundamentals you use. Many lower level players I've coached seem to be looking for strategy advice when what would help them the most is mechanical advice. Many players, with poor mechanics, seem to think they have poor unit control and good macro, or vice versa, when really they don't have the mechanics to split their concentration between micro and macro.
Thanks, for the excellent videos and sexy play.
|
This is an excellent idea. We'll look to do something along these lines in the future. Regret's mechanics come from a long brood war career and a pro WC3 career, but I think people could benefit from his explanation of how to develop these skills.
-Nuvo
|
|
|
|