Simple Questions, Simple Answers - Page 395
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Alpha-NP-
United States1242 Posts
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WGT-Baal
France3297 Posts
when you play Zerg, what hotkey setup do you usually use? I tried setting my first hatches to 6-0 (like I do as P) but i find it harder because it s far on the keyboard from s and d. Ofc i could change it but I m interested in how people did before remastered | ||
funnybananaman
United States830 Posts
2 for matural hatch 3 4 or 2 for zergling groups / Mutas 2 or 3 for scouting drone or overlord 4 5 6 7 for hydras or army groups 7-8 for defilers 9-0 for ultralisks, guardians, Queens, specialty units | ||
Dazed.
Canada3301 Posts
1 is my fastest and most mobile key unit in whatever part of the game it is, so mutas in the muta ling phase, but rebinded to lings when im doing ling lurker 2 is always my bruiser key, so lurkers in most cases, or my overlord fleet if im dropping, i also like to ensure that 2 is never the same as 1 or 3, basically as a form of redundancy i know im always hitting all my hotkeys 3 basically mirrors 1 but never mutas cuz i never have that many ctrl of mutas 4 main hat 5 nat hat 6 is initially my third in base hatchery but i later rebind it to my third base hatchery [but only after im over 4 hatcheries, until then its on 7] 7 8 9 0 are macro hatches and later 4th 5th etc bases. pretty much the hotkey setup savior used. advt of hotkeying hatcheries over units: can just swish away while you focus on microing mutas or whatever it is thats going on. takes full advantage of zerg macro cycles. | ||
Dazed.
Canada3301 Posts
edit: in pvz | ||
funnybananaman
United States830 Posts
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Alpha-NP-
United States1242 Posts
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EndingLife
United States1570 Posts
On August 02 2018 03:21 Alpha-NP- wrote: Why is Mini considered one of the best 3 current Protoss players and not instead Best? Probably due to recent results. Mini is a very entertaining, skilled and possibly underrated protoss. | ||
SuGo
United States681 Posts
On August 02 2018 03:21 Alpha-NP- wrote: Why is Mini considered one of the best 3 current Protoss players and not instead Best? Mini also very known for his micro, both him and Snow | ||
Frudgey
Canada3367 Posts
Apologizes if this has been asked before. I checked the past few pages and didn't find an answer to my question. Thanks in advance. | ||
funnybananaman
United States830 Posts
User was banned from the BW Strategy section for consistently giving bad advice despite warnings about not doing that. | ||
evilfatsh1t
Australia8594 Posts
On August 02 2018 12:52 funnybananaman wrote: Yes thats why. Got to use the Stop command and hold position, attack move command, patrol command, to effectively use your Goliath. Goliath are best at targeting carrier sensitive underbelly when carrier leave cliff/water and go on to flat land, flat ground, when you do right click-chase down target fire. 12 goliath 3/3 target firing a carrier can kill it easily. what did i just read? the easy answer is carriers are hard to snipe because players will micro their carriers to stay out of range as much as possible. luckily for terrans, killing interceptors are just as effective because their cost is not to be underestimated if they need to be constantly replenished and the lower interceptor count reduces carrier firepower anyway. its also why terrans dont mind building a ton of turrets for defense when your economy is healthy. it becomes a war of attrition and if protoss doesnt get that critical mass (6), he cant aggressively go for cc snipes without dying. | ||
kogeT
Poland2023 Posts
On August 01 2018 23:03 funnybananaman wrote: Yes. if zerg 12hatches u can almost just win outright going 2 gate in your natural on both those maps. or 1 gate nex. only disadvantage is u r slightly more able to be killed by 9pool speed or other type of speedling all-in or runby. Im quite sure its opposite - 2gate is v good vs 9 pool and rather bad vs 12 hath | ||
funnybananaman
United States830 Posts
On August 02 2018 18:59 kogeT wrote: Im quite sure its opposite - 2gate is v good vs 9 pool and rather bad vs 12 hath It really depends on the skill of the zerg and how they defend it or play it. 9pool can be suicide vs 2 gate. or it can be the perfect counter. | ||
Jealous
10079 Posts
On August 02 2018 13:26 evilfatsh1t wrote: what did i just read? the easy answer is carriers are hard to snipe because players will micro their carriers to stay out of range as much as possible. luckily for terrans, killing interceptors are just as effective because their cost is not to be underestimated if they need to be constantly replenished and the lower interceptor count reduces carrier firepower anyway. its also why terrans dont mind building a ton of turrets for defense when your economy is healthy. it becomes a war of attrition and if protoss doesnt get that critical mass (6), he cant aggressively go for cc snipes without dying. Also interceptors have priority when they are out. If you have interceptors hovering under the Carrier as you move it, enemy units and AA structures will only target the interceptors and not the Carrier. | ||
Dazed.
Canada3301 Posts
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sM.Zik
Canada2543 Posts
On August 09 2018 03:06 Dazed. wrote: Whats the gas timing for a 2.5 hatchery build, where the third hatch is placed on 18? To be honest I don't know, but I would assume it is around 13. | ||
Jealous
10079 Posts
On August 09 2018 03:06 Dazed. wrote: Whats the gas timing for a 2.5 hatchery build, where the third hatch is placed on 18? Can you elaborate or link me to what you mean by 2.5 Hatchery build? | ||
Jealous
10079 Posts
On July 30 2018 09:33 WGT-Baal wrote: hi folks, when you play Zerg, what hotkey setup do you usually use? I tried setting my first hatches to 6-0 (like I do as P) but i find it harder because it s far on the keyboard from s and d. Ofc i could change it but I m interested in how people did before remastered Zerg is my worst race strategically but mechanically I feel comfortable with: Early game: 1 First Overlord/scouting Drone -> First Zerglings 2 Second Overlord 345 Hatchery Mid-Late 1 Mutalisk or Hydra depending on MU and builds 2 Zergling or Hydra depending on MU and builds 3 Same as 2 4567890 I start migrating my Hatchery hotkeys further out, so if my 345 was my first 3 hatch but I have 5 Hydra groups vs. P, I move 345 to 098 and work the order in reverse, before I go to... True Late game 12345 army for surrounds, drag + drop when ahead and well-rallied 67890 key Hatches like recent expos, macro Hatch centers, etc. | ||
Highgamer
1373 Posts
On August 09 2018 03:06 Dazed. wrote: Whats the gas timing for a 2.5 hatchery build, where the third hatch is placed on 18? On August 09 2018 15:39 Jealous wrote: Can you elaborate or link me to what you mean by 2.5 Hatchery build? I'm not a slug or bug or anything like you, but I remembered this thread where the 2.5 hatch/18 hatch is mentioned: Flash King of Wakanda Scroll down below the interview, to the "Nitty Gritty"-Section of the OP. To quote the passage you're interested in: "In order to take advantage of the window [in the 1-1-1 build] at which Terran is vulnerable without the risk inherent in 2-hatch builds [i.e. the risk for Zerg to get out-defended and out-macroed], hero brought back the so-called 2.5-hatch or 18-hatch build, a late 3-hatch build in which the mutalisks pop at the same time as 2-hatch muta builds. In the past, Flash once explained why the 18-hatch mutalisk opening is a good response to the 1-1-1. Due to the fast mutalisk timing, the wraith cannot scout what the Zerg is doing because it must come home to defend the two turrets near the barracks. This means that now the Terran has to play blind as to what Zerg is making after the first few mutalisks. Lings? Mutalisks? Hydras? Terran cannot scan because the 1-1-1 build does not allow the Terran to have scans at that timing. The wraith normally covers that weakness in the 1-1-1 but the 18-hatch build totally destroys the wraith's scouting abilities by forcing it to come home to defend. A wraith cannot be in two places at the same time after all. The best that Terran can do is to sacrifice some vultures to see what the Zerg is making. 9 drone scout 12 hatchery at natural 11 pool 13 extractor Lair @100 gas Two zerglings 18 third hatchery 17 overlord, drone Unfortunately, this was still not a good enough solution for the Zerg since this build is weak against the +1 5 rax build, which is another one of Flash’s favorite builds." | ||
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