On May 29 2014 08:34 Izerman wrote: hm i built a supply depot in my natural and felt a slap in the face just after. was that you nina?
what the hell woman
If you scout the Zerg player and see no threat of zerglings, then it's perfectly safe to put your depot at your natural, but on a four-player map, there will be times when you have not scouted the Zerg player and reach 15 pop and have to place the depot. If you place it in your natural, and zerglings come running up, you will be left with very few choices, none of which are ideal. You can:
- Send your 3 marines down the ramp against speedlings and risk losing all your marines - You can sacrifice the depot and just defend the ramp - You can pull SCVs and try to use them + marines to defend the depot
The third choice is probably the best one considering that SCVs and marines are fairly decent against zerglings, and despite losing mining time, if you hold off the attack, the Zerg economy is going to be fairly shitty. You can just avoid the whole fiasco by just not being greedy if you haven't scouted.
ok that did not go the way i intended but whatever .
Yeah im at the stage in my play where i can time a supply depot so i dont get supplyblocked at 10/10, i just figured going 14cc against a equally nooby player would go my way but i see why you recommend putting it in the base
On May 29 2014 21:41 Izerman wrote: ok that did not go the way i intended but whatever .
Yeah im at the stage in my play where i can time a supply depot so i dont get supplyblocked at 10/10, i just figured going 14cc against a equally nooby player would go my way but i see why you recommend putting it in the base
Against unknown opponent it is mandatory to double scout in 4 players map(I send first scv at 11 supply and 2nd scv scout at 14 supply). If you scout the zerg on the first try and he 12 hatch, you can put your command center at 15 and your 2nd supply depot at the nat at 16 supply after making marine or scv(your choice). Else, make 2nd supply depot at home and delay command center until your 2nd scv scout sees what zergs up to. then you can place your 3rd supply depot at the nat after making the cc to prevent any kind of speedling shenanigans.
14 cc is auto loss against any kind of fast pool even if they are noobs, unless you make sc2-esque wall.
On May 29 2014 21:41 Izerman wrote: ok that did not go the way i intended but whatever .
Yeah im at the stage in my play where i can time a supply depot so i dont get supplyblocked at 10/10, i just figured going 14cc against a equally nooby player would go my way but i see why you recommend putting it in the base
Against unknown opponent it is mandatory to double scout in 4 players map(I send first scv at 11 supply and 2nd scv scout at 14 supply). If you scout the zerg on the first try and he 12 hatch, you can put your command center at 15 and your 2nd supply depot at the nat at 16 supply after making marine or scv(your choice). Else, make 2nd supply depot at home and delay command center until your 2nd scv scout sees what zergs up to. then you can place your 3rd supply depot at the nat after making the cc to prevent any kind of speedling shenanigans.
14 cc is auto loss against any kind of fast pool even if they are noobs, unless you make sc2-esque wall.
most zergs 12 hatch at lower levels, so you can get away with 14cc. Hell, you can even beat 4 pool with a 14 cc (If you're leta)
On May 29 2014 21:41 Izerman wrote: ok that did not go the way i intended but whatever .
Yeah im at the stage in my play where i can time a supply depot so i dont get supplyblocked at 10/10, i just figured going 14cc against a equally nooby player would go my way but i see why you recommend putting it in the base
Against unknown opponent it is mandatory to double scout in 4 players map(I send first scv at 11 supply and 2nd scv scout at 14 supply). If you scout the zerg on the first try and he 12 hatch, you can put your command center at 15 and your 2nd supply depot at the nat at 16 supply after making marine or scv(your choice). Else, make 2nd supply depot at home and delay command center until your 2nd scv scout sees what zergs up to. then you can place your 3rd supply depot at the nat after making the cc to prevent any kind of speedling shenanigans.
14 cc is auto loss against any kind of fast pool even if they are noobs, unless you make sc2-esque wall.
most zergs 12 hatch at lower levels, so you can get away with 14cc. Hell, you can even beat 4 pool with a 14 cc (If you're leta)
On May 29 2014 21:41 Izerman wrote: ok that did not go the way i intended but whatever .
Yeah im at the stage in my play where i can time a supply depot so i dont get supplyblocked at 10/10, i just figured going 14cc against a equally nooby player would go my way but i see why you recommend putting it in the base
Against unknown opponent it is mandatory to double scout in 4 players map(I send first scv at 11 supply and 2nd scv scout at 14 supply). If you scout the zerg on the first try and he 12 hatch, you can put your command center at 15 and your 2nd supply depot at the nat at 16 supply after making marine or scv(your choice). Else, make 2nd supply depot at home and delay command center until your 2nd scv scout sees what zergs up to. then you can place your 3rd supply depot at the nat after making the cc to prevent any kind of speedling shenanigans.
14 cc is auto loss against any kind of fast pool even if they are noobs, unless you make sc2-esque wall.
most zergs 12 hatch at lower levels, so you can get away with 14cc. Hell, you can even beat 4 pool with a 14 cc (If you're leta)
Wow, great game. The Terran run-by at the end was brilliant.
Did Great GG a little early, though? Sure, his main was pretty much about to be screwed, but his natural had a lot of sunkens up, and Terran had taken a good deal of econ damage from the 4-pool rush.
Definitely still advantage Terran, but Leta(T) didn't give up when he was hurting earlier.
On May 29 2014 21:41 Izerman wrote: ok that did not go the way i intended but whatever .
Yeah im at the stage in my play where i can time a supply depot so i dont get supplyblocked at 10/10, i just figured going 14cc against a equally nooby player would go my way but i see why you recommend putting it in the base
Against unknown opponent it is mandatory to double scout in 4 players map(I send first scv at 11 supply and 2nd scv scout at 14 supply). If you scout the zerg on the first try and he 12 hatch, you can put your command center at 15 and your 2nd supply depot at the nat at 16 supply after making marine or scv(your choice). Else, make 2nd supply depot at home and delay command center until your 2nd scv scout sees what zergs up to. then you can place your 3rd supply depot at the nat after making the cc to prevent any kind of speedling shenanigans.
14 cc is auto loss against any kind of fast pool even if they are noobs, unless you make sc2-esque wall.
most zergs 12 hatch at lower levels, so you can get away with 14cc. Hell, you can even beat 4 pool with a 14 cc (If you're leta)
Wow, great game. The Terran run-by at the end was brilliant.
Did Great GG a little early, though? Sure, his main was pretty much about to be screwed, but his natural had a lot of sunkens up, and Terran had taken a good deal of econ damage from the 4-pool rush.
Definitely still advantage Terran, but Leta(T) didn't give up when he was hurting earlier.
letas expansion was almost up, and great was about to lose all his tech and workers. sure he could have drawn it out but at that point it was game over
On May 29 2014 21:41 Izerman wrote: ok that did not go the way i intended but whatever .
Yeah im at the stage in my play where i can time a supply depot so i dont get supplyblocked at 10/10, i just figured going 14cc against a equally nooby player would go my way but i see why you recommend putting it in the base
Against unknown opponent it is mandatory to double scout in 4 players map(I send first scv at 11 supply and 2nd scv scout at 14 supply). If you scout the zerg on the first try and he 12 hatch, you can put your command center at 15 and your 2nd supply depot at the nat at 16 supply after making marine or scv(your choice). Else, make 2nd supply depot at home and delay command center until your 2nd scv scout sees what zergs up to. then you can place your 3rd supply depot at the nat after making the cc to prevent any kind of speedling shenanigans.
14 cc is auto loss against any kind of fast pool even if they are noobs, unless you make sc2-esque wall.
most zergs 12 hatch at lower levels, so you can get away with 14cc. Hell, you can even beat 4 pool with a 14 cc (If you're leta)
Wow, great game. The Terran run-by at the end was brilliant.
Did Great GG a little early, though? Sure, his main was pretty much about to be screwed, but his natural had a lot of sunkens up, and Terran had taken a good deal of econ damage from the 4-pool rush.
Definitely still advantage Terran, but Leta(T) didn't give up when he was hurting earlier.
letas expansion was almost up, and great was about to lose all his tech and workers. sure he could have drawn it out but at that point it was game over
The thing about ZvT is that it's a very slippery slope for Zerg. If you are Zerg and get behind, it's almost impossible to grind out a win.