I opened with super fast pool: 1x drone 200 pool 6x zerglings, queen, expand, run queen to expand, while doing new queen
The 6 zerglings actually came too late.. ? herp? Are you supposed to do even earlier pool? The cannon also blocks pathing to other expand, so you*re at 1 base. You can do spine crawlers and run them to your expand, but the expand falls before they finished the cannons (also taking long to burrow again).
So you can of course manage to break out without losses with ravager transition, but you are at 1 b-ase.
Comments on how to react when face it please.
p.s. I forgot you need to place the first overlord at your expansion, sorry offrace zerg. Anyways comments welcome.
On September 03 2019 05:14 ffFiend wrote: How do you deal with super early cannons?
I opened with super fast pool: 1x drone 200 pool 6x zerglings, queen, expand, run queen to expand, while doing new queen
The 6 zerglings actually came too late.. ? herp? Are you supposed to do even earlier pool? The cannon also blocks pathing to other expand, so you*re at 1 base. You can do spine crawlers and run them to your expand, but the expand falls before they finished the cannons (also taking long to burrow again).
So you can of course manage to break out without losses with ravager transition, but you are at 1 b-ase.
Comments on how to react when face it please.
p.s. I forgot you need to place the first overlord at your expansion, sorry offrace zerg. Anyways comments welcome.
I started writing a long essay, but instead realised that what I know I learned from Lowko. So here's a clip of him explaining in much better detail than I ever could:
The gist is: Scout it early, get your pool up, send workers to block off perfect cannon spots, send more workers to kill the cannons, build zerglings, easy win gg. It all hinges on whether you scout it early enough. If he gets cannons up before you can spot them, you're f'ed.
On September 03 2019 05:14 ffFiend wrote: How do you deal with super early cannons?
I opened with super fast pool: 1x drone 200 pool 6x zerglings, queen, expand, run queen to expand, while doing new queen
The 6 zerglings actually came too late.. ? herp? Are you supposed to do even earlier pool? The cannon also blocks pathing to other expand, so you*re at 1 base. You can do spine crawlers and run them to your expand, but the expand falls before they finished the cannons (also taking long to burrow again).
So you can of course manage to break out without losses with ravager transition, but you are at 1 b-ase.
Comments on how to react when face it please.
p.s. I forgot you need to place the first overlord at your expansion, sorry offrace zerg. Anyways comments welcome.
If you could upload and post a replay of a specific cannon rush game you lost, it could help us explain the specific areas that could be improved
On September 02 2019 07:02 JimmyJRaynor wrote: where did "Code S" being the #1 league level come from? and then after that "Code A" next best and "Code B" being a joke for players that are less than top tier?
This is an interesting link. Thanks a lot. I did some more digging based off of your link and some of my own research.
Code "S" is the toughest game mode in the Activision game "StarMaster". According to the manual that "S" that shows up on the screen as you toggle the difficulties stands for "Starmaster". The game came out in 1982. Activision Starmaster is one of the most complex Space/Action/Strategy titles for the Atari 2600.
So that's the best I can come up with... "S" stands for "Starmaster".
On September 03 2019 05:14 ffFiend wrote: How do you deal with super early cannons?
I opened with super fast pool: 1x drone 200 pool 6x zerglings, queen, expand, run queen to expand, while doing new queen
The 6 zerglings actually came too late.. ? herp? Are you supposed to do even earlier pool? The cannon also blocks pathing to other expand, so you*re at 1 base. You can do spine crawlers and run them to your expand, but the expand falls before they finished the cannons (also taking long to burrow again).
So you can of course manage to break out without losses with ravager transition, but you are at 1 b-ase.
Comments on how to react when face it please.
p.s. I forgot you need to place the first overlord at your expansion, sorry offrace zerg. Anyways comments welcome.
I started writing a long essay, but instead realised that what I know I learned from Lowko. So here's a clip of him explaining in much better detail than I ever could:
The gist is: Scout it early, get your pool up, send workers to block off perfect cannon spots, send more workers to kill the cannons, build zerglings, easy win gg. It all hinges on whether you scout it early enough. If he gets cannons up before you can spot them, you're f'ed.
Neural a worker from terran or protoss, and start again as another race.
Joke aside, it depends a lot on the matchups. Zergling hellion is known to be veeeeery strong against mostly anything not zergling helion. But appart from that, I don't really know. I personally usually try to support my mate (if he's not also Z), by keeping the enemies busy and using spellcasters for the fights. But that usually really work against not too good players (less than masters).
Haven't played LOTV since release but noticed lately that Siege tanks were changed to have 70 damage vs armored. Are they still not good enough to be mech in TvP?
On September 11 2019 05:36 Wrath wrote: Haven't played LOTV since release but noticed lately that Siege tanks were changed to have 70 damage vs armored. Are they still not good enough to be mech in TvP?
tanks are somewhat playable with both bio and mech in tvp, but from everything i've seen tvp mech is more often played as cyclone hellion into air with maybe just a few tanks for zone control/support. double factory tank with mech or bio is more of a macro cheese build that relies on doing a lot of big surprise damage, kinda like double phoenix pvz. by the time mass tank gets strong protoss can usually just go air
On September 26 2019 15:50 gulii wrote: Should I chrono my first Probe?
When are the chrono timings?
Ty
/3200 mmr
You shouldn't chrono your first probe because the second one will be ready to start before you have money for your pylon, and will then finish before your pylon, leaving you supply blocked for a few seconds while you wait for the pylon to finish.
If you want to chrono probes and not bank it for your first units or for warp gate, then wait until your first pylon is finishing.
EDIT: As far as chronoboost timings, you'll be able to drop your second one immediately after the first one finishes up and then you can just keep up with your energy as it comes in. The sooner you expand, the sooner you will have access to more c-boost, so timings aren't exactly set in stone. It's energy-based and obviously you may want to save one of them for a recall once you start sending units out on the map.
to add .. @gulii, its up to you seriously. Really depends on your bo what you wanna do how quickly. The main point is just, the chrono shouldn't be idle, but that will sometimes net in slowed tech, slowed gas, etc. For macro, people build the pylon then chrono when it would just on time not make the nexus idling... but some people delay the chrono even more to get units and tech quicker for instance for a fast 2nd nexus after warpgate... some get it very early.. it all makes sense for certain build orders, if you know what you are doing. And 2nd note for economy it will almost always make sense, but sometimes you really want to safe it for a quick chrono, quick adept, etc etc... which is basically making your economy more efficient.. so this is simply not a simple answer at all, if you know Day9...
So this gives protoss a whole different dynamic than for the other races and possibilities, at least in the early game. I'd recommend to play around it / different styles.
Is there any way to attack just the economy? When I send in hellions, zerglings, zealots or, most importantly, dark templar, into a base, I want to attack the scvs/mules/drones/probes first. But unattended they often like to attack enemy army units or even buildings. Sometimes I try just moving into the heart and sometimes I like to queue an attack move after that but that is often even worse. Ranged units are quite easier because you can just queue a hold ground action and they don't move; a good position will mean they will only attack workers for a good while. Today, my dark templar chased a single stalker around when I was macroing and only killed 1 stalker and 1 probe even though my opponent didn't have detection for 20 seconds after the hit. Right now, my surefire way is queueing attacks on individual worker units but that is incredibly intensive. Is there any less intensive way to make sure my units attack workers? Edit: also, my current method fails miserably if I misclick because then a move/attack move is queued and that might be a waste or I have to cancel the whole queue.
On December 12 2019 07:29 ThatScar wrote: Is there any way to attack just the economy? When I send in hellions, zerglings, zealots or, most importantly, dark templar, into a base, I want to attack the scvs/mules/drones/probes first. But unattended they often like to attack enemy army units or even buildings. Sometimes I try just moving into the heart and sometimes I like to queue an attack move after that but that is often even worse. Ranged units are quite easier because you can just queue a hold ground action and they don't move; a good position will mean they will only attack workers for a good while. Today, my dark templar chased a single stalker around when I was macroing and only killed 1 stalker and 1 probe even though my opponent didn't have detection for 20 seconds after the hit. Right now, my surefire way is queueing attacks on individual worker units but that is incredibly intensive. Is there any less intensive way to make sure my units attack workers? Edit: also, my current method fails miserably if I misclick because then a move/attack move is queued and that might be a waste or I have to cancel the whole queue.
no, that's how it's supposed to be. worker targeting micro requires attention and accuracy because economic damage is a huge payoff. it's already not that hard to kill workers in LOTV, so if it were easier it probably would make the game a lot less fun for the defender.
the only trick you can use is hold position. for example:
-hold position hellions behind a mineral line so they are out of range of enemy units/static defense. since your hellions won't move they should target workers with their first shot if you micro well. -hold position lings or zealots in a clump while they're on top of the mineral line. same principle, they won't retarget and will be forced to attack workers. you might be surprised how quickly workers die in this scenario if not pulled -you can of course do this with a DT, but it's harder because you usually have only 1 or a few. the gas mining line is a pretty decent place to hold position because you'll hit 3 workers if not pulled, and if they are pulled there's usually 1 gas worker left behind
but generally the higher skill, higher reward play is shift targeting.
On January 07 2020 03:43 EvanC wrote: What's the "textbook" response to DTs as Zerg?
spores in mineral lines, lair for overseers, make roaches to defend archon drop or charge/archon followups, cut drones around 50-55 until you see protoss putting probes on his third base