Simple Questions, Simple Answers - Page 372
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Sero
United States692 Posts
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Liquid`Drone
Norway28522 Posts
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ProMeTheus112
France2027 Posts
I saw boxer murder a lot of Z at this point on his youtube channel. He is doing a micro where he positions his rines into a tight clump and hits stop or hold position, waits for the mutas to try and do their hit and right click one just when they are in range, seems a lot of Z die to this?_? he's at like 2300+ MMR, not even doing always good macro behind cause he wins there | ||
kogeT
Poland2023 Posts
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ProMeTheus112
France2027 Posts
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DreXxiN
United States494 Posts
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kogeT
Poland2023 Posts
All in all it comes down to understanding what P is playing. If they go for usual 2 base tech / 3 base macro / 3 base reaver etc. you usually don't have to do so much to defend your base. But if they go for 2 base 4 gate shuttle, or 3 base 6+ gateway or any quick speed zealot, you should consider using few of the above tips (or all of them ) | ||
[Fin]Vittu
Canada507 Posts
On January 25 2018 17:11 kogeT wrote: Don't spread your tanks too much; put some mines on the ramp/high ground; levea a floating building around the ramp so it gives extra vision for siege tanks and also tanks some shoots from dragons; make 2 turrets close together to deflect shuttle dmg; make a bunker; position your tank not just down the ramp, but rather between bridges and highground (there is a sweet spot, for example for top right it's to the right of the highground and above the left bridge, same logic for other locations); pull SCVs from your 3rd to protect the tanks as soon as you see he is committing; to be SUPER safe you can consider adding 1-2 depots around your 3rd CC, it's easy to make it a very narrow choke, but there is a downside if you want to move out later or easily manouver between 3rd and 4th (so consider that only if you know P has a very strong ground timing, especially with speed zealots); last thing to look after is a big speed zealot runby from the bridges, but by that time you should have many vultures - in that case keep them together with your tanks; always try to manually target fire the far dragoons with your tanks (to avoid missing, always shoot at the dragons at the back) All in all it comes down to understanding what P is playing. If they go for usual 2 base tech / 3 base macro / 3 base reaver etc. you usually don't have to do so much to defend your base. But if they go for 2 base 4 gate shuttle, or 3 base 6+ gateway or any quick speed zealot, you should consider using few of the above tips (or all of them ) tyvm! Btw, do you know of any good walls, or sim-city techniques for TvP on CB (for TvP 1rax FE) | ||
kogeT
Poland2023 Posts
On January 25 2018 20:25 [Fin]Vittu wrote: tyvm! Btw, do you know of any good walls, or sim-city techniques for TvP on CB (for TvP 1rax FE) The rule is always the same: CC-Barrack-depot for positions on left, Barrack-Depot-CC for positions on right. Barrack should cover the area below/above it (depending on position). On some positions you'll have a full wall, on some others there will be a passage between supply and CC, but that is perfectly fine. | ||
Alpha-NP-
United States1242 Posts
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Sero
United States692 Posts
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ajmbek
Italy459 Posts
On January 26 2018 14:06 Alpha-NP- wrote: Forgive my newb question. I saw Jaedong playing around for fun with burrowed lings in ZvT. Is burrowed lings something better to use against Bio or Mech? And is burrowed lings ever used in ZvP or has no use? burrow is used in zvp z lot. You use it to save drones from reaver harass. | ||
Liquid`Drone
Norway28522 Posts
I've also had a lot of fun with a 9 pool with burrow instead of speed where I burrow a ling in terran's natural location. sometimes they don't notice, go 1 rax cc on high ground behind scv wall, then they come floating with the cc while transferring 10 scvs only to notice that the CC can't land, and then it's like, fuck, and they have wait a pretty long time for their acad or ebay to finish so they can actually remove the zergling. Then I usually couple this with a quick lurker drop where I make sure to burrow the lurkers in a couple different spots - they are short on scan energy having had to waste one on their natural - and usually one on my main as the 9pool lings deny scouting. It's not a stable build you can go for all the time, but pretty strong in single games, and a lot of fun. edit: zvp, I think burrow is great against players going reaver, for three different reasons. a) you can have burrowed lings spread around the map so you see some shuttle movement (shuttle harassment is often coupled with a fleet of corsairs clearing out overlords) b) you can burrow drones so they don't die c) you can burrow hydras in certain locations so you can go surprise motherfucker when the shuttle comes. Aside from that, usually not that much utility. having a burrowed ling in all the locations on FS during the 'protoss is expanding to 4th while attacking you-phase' is an inconvenience for him, forcing him to wait for cannon or obs before he can plop down the nexus, but it's not huge. Eonzerg had a real nice move in the BSL vs Dewalt last weekend, where he had like 8 lings burrowed next to where dewalt was going to place his nexus, then when the nexus was planted he immediately sniped it - I didn't get whether he cancelled or lost it, but it was a cool move. | ||
ProMeTheus112
France2027 Posts
I guess that burrow generally is more useful early when P is doing a one base build though, so that's prob why it's gotten a lot more rare to see it early zvp? it's not very costly ability, sometimes you might research it and it won't prove very useful, but being only 100/100 can make it worth trying it even quite early I guess PS: this is just my opinion as p user. but I would say keep in mind, one of the advantages of Z in the early game is that you can make it a lot more costly to P to counter your tech than it cost you to set up that tech, burrow is one of them because the natural counter is observers (and canons), observers tech is way costly and slow and canons are static ofc. | ||
kogeT
Poland2023 Posts
Now some good ideas that haven't been mentioned yet: - ZvT: burrow some lings in 3rd / 4th. Terran would often check the area before expanding, but would often leave with most units afterwards. Few lings can significantly delay exanding by T, especially if T is taking an away expo in another main. - ZvT: burrow a ling under swarm. As long as T keeps his detection up, all units will target the ling and you can send an extra wave of lings to clean up for example an army of tanks (that is why its crucial as T to remove your detection if there are lurkers/burrowe lings under swarm, as otherwise units don't change priorities). Obviously a single ling under swarm is indestructible by for tanks. - ZvT: if you get early burrow, you can burrow a drone for future expansion, as usually terran will send a marine to check the exp and close area. (like with 5 rax it's crucial to kill all drones that are candidates for an expo) - In general: burrow can be useful to get units through minerals like on outsider - In general: burrow can be used to stack mutas (burrow a single ling and hotkey with mutas) | ||
iopq
United States813 Posts
that way you can come back and unburrow the defiler for more swarms later (since tanks will die to the drop) you can eat an overlord for energy later so your drop will be pretty much immortal until they irradiate the defiler and that's quite the task under swarm | ||
neatpete
48 Posts
Is it better to try to drop ultras first to draw fire? Hotkey the overlord that has the defiler in it too? Just try to click the defeiler when it's out? | ||
kogeT
Poland2023 Posts
As for defiler, hotkeying it can help a lot. As soon as you order the drop to unload (you don't always have to "u" drop them, you can just order to drop at specific location), spam the hotkey and as soon as defiler is selected you throw a swarm. | ||
Liquid`Drone
Norway28522 Posts
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XenOsky
Chile2179 Posts
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