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On April 26 2009 09:09 arkaros wrote: Really gr8 for a noob like me. Tho the replays doesn't work i get "Can not load senario" error does that mean that i need to get the map or someting?
You just need to rename the replay to something shorter
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Did you read the entire thread ? :p If not, watch the replays against cpu on single player, the one with cruzado work both in single player and multi i think. You will have to rename the rep to make it shorter. If it still doesn't work you may need re download the rep.
Edit : whatever above said. I'm slow.
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When I'm doing this build, sometimes when I see the toss adding a lot more gateways earlier and gearing for a +1 speedlot push, I start the second gas at the same time as the spire and make mutas first. I've actually lost games where I did this, stopped his +1 push, stopped him mining really long, killed the templar archives, etc. etc., then transitioned so poorly into a ground army from there that I didn't win.
If you go muta first and switch to hydras later, what is the key to making it smooth? I'm thinking that it's probably really critical to not make too many lings or sunkens after your spire is planted; but to power as many drones as possible until the spire is half done.
Should I only make a fourth hatch instead of a fourth and a fifth when I go muta first? When should I put down the den and switch to hydras? I know a lot of this depends largely on how much damage the mutas do, but just assume they keep the toss from doing any real damage with his +1 and force him to defend a good deal/slow down his economy.
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On April 26 2009 10:31 systranerror wrote: When I'm doing this build, sometimes when I see the toss adding a lot more gateways earlier and gearing for a +1 speedlot push, I start the second gas at the same time as the spire and make mutas first. I've actually lost games where I did this, stopped his +1 push, stopped him mining really long, killed the templar archives, etc. etc., then transitioned so poorly into a ground army from there that I didn't win.
If you go muta first and switch to hydras later, what is the key to making it smooth? I'm thinking that it's probably really critical to not make too many lings or sunkens after your spire is planted; but to power as many drones as possible until the spire is half done.
Should I only make a fourth hatch instead of a fourth and a fifth when I go muta first? When should I put down the den and switch to hydras? I know a lot of this depends largely on how much damage the mutas do, but just assume they keep the toss from doing any real damage with his +1 and force him to defend a good deal/slow down his economy.
Well hold of the attack, and then add drones and make up to 5 hatches. Then start the hydra production, and play simmilar to what you normaly would do. Just make sure you have enough drones(38?). Also I have heard about ppl that go 3 hat spire and then go up to 7 hatches and then start hydra production
Thats what I do at least. Works out well 4 me.
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Thanks for this guide! I recently started playing again after a "small" 3 year break(I was C- P on WGT before I quit). Anyways, I came back and played my first 1v1 on B.Net and I was beyond horrible. I stopped playing for about a week and did nothing but study/research modern SC. While Protoss have always been my "best", I've always liked the play style of Zerg more, but I never really took the time to learn. Well I asked myself, "This is the perfect time to relearn SC with the race I actually enjoy playing".
With this informative guide, TL forums, Chill/Ahzz FPVODs,and Day[9]'s podcasts, I went 11-4 on my first 3 days on Iccup. 3 losses were absolutely my fault due to poor scoutin(Not defending my expos while not denying P their 3rd). Also, my APM has jumped significantly due to much better mechanics.
TLDR:
Thanks for all of this baller information.
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I have a question.
Lately on Iccup, ZvP, I've had several D+ C- Toss players skip Stargate/Sairs all together and push out with a faster + 1 Zeal rush. Should I skip the Spire all together and get a quicker den? If so, around what supply should I get the Den/Evo and Nat gas?
Thanks!
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On May 10 2009 01:12 Myst- wrote: I have a question.
Lately on Iccup, ZvP, I've had several D+ C- Toss players skip Stargate/Sairs all together and push out with a faster + 1 Zeal rush. Should I skip the Spire all together and get a quicker den? If so, around what supply should I get the Den/Evo and Nat gas?
Thanks!
If the toss skips the stargate the sky is yours to control...
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Indeed, if you see this and feel insecure just add 1-2 extra sunks per expansion and you should be able to hold off with lings and drones, move your mutas to his main/exp and keep sniping templars, if he stays, just keep pumping hydras off of 5 hatch, and run him over. A toss army with no storm is a dead toss army vs mass hydra.
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If ya want to become really good vs P .. is this the best build to play in ZvP ????
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On May 10 2009 01:50 Zerg_Sasuke wrote: If ya want to become really good vs P .. is this the best build to play in ZvP ????
I think its the easiest build at the D+/C-/C levels . You just need to practise muta micro and your marco in general . I normally add my fourth hat when my lair is going up so i can transition faster between hidras and mutas . Also scouting is very important so that you won't get caught off guard against some desperate DT , speed zeal or Zeal/Archon rush . If you want to get a better understanding of the build watch some of JulyZerg games on Neo Harmony vs JangBi or Tempest if you are gonna open with mutas first . The point of oppening mutas and scourge first is just to keep the protoss busy and do as much harras as possible while you are macroing from all 5 hat hidras and then just run the protoss over , also keeping the mutas alive is very important . Its always better to build a few scourge and hidras first to keep the pesky corsairs down and to confuse the protoss with what you are doing . It doesn't work well on all maps thought some maps favour mass lurker / ling then mass hidras .
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On May 13 2009 17:10 Lq_ fAn wrote: so when to get 4th base?
What w3jjj mentioned in his guide is the timing right after mutas come out, you should get a fourth. I'm not an expert at the build, still working out the kinks and trying to familiarize myself to it. But from what I've tried, I think this timing depends on a few things.
When you stopped pumping drones. If you stopped at around 42 supply with 12 lings and 4 scourges, ie, 34 drones exactly for 5 hatch hydra production, you won't really have the resources for a 4th hatch until you can sneak some drones in at a later time. If you went above that, say 45 supply or maybe a little higher if you somehow gain a small advantage in the early game, you can have the resources to build that 4th before or around when you morph your mutas. On certain maps, I think it would even be good to make an expo at an out of the way place that you can sack if necessary and you can trade for positioning for that expo.
How your battles go, if you crush protoss's first zeal archon push with your +1 hydras, I don't see anything wrong with pumping out a round of drones and getting your fourth before getting mutas. You don't necessarily need to replenish your hydra count to full seeing as the toss will need about two rounds of production at least off of 5 gates to get out a few temps and get zeal count up again before pushing out. You should try to stop a third expo if possible though.
If you made hydras at 42 supply, you had to keep replenishing your hydras, and you don't have good map control, it's slightly tougher and the build doesn't give you much room for that 4th. You'll have to try to stall toss's third while waiting for lurker tech. Once lurker tech's out and you've got a few morphing, that's a good time to pump out drones and think about expanding. Depending on the state of the Toss's economy, double expand to catch up might be a good idea in certain cases.
So in conclusion, it really depends on the game and your control of the map. Take my advice with a grain of salt, since I'm not nearly at the same level as the other posters here, and the opponents I play are not either.
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sorry I meant when to take 4th gas. yea at 56-60 suply make gas and 5 drones 1 for gas 3 to gather gas and one to expo , as example was destiantion where you can take safe min only below your 3rd base
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On Longinus, where you take your min only with your 3rd hatch, should be using this build? You need to take your 4th base with your 4th/5th hatch to get enough gas and that seems like it would stretch you out too much.
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First... great guide; )) I got just a few questions.... After a long practise, i feel very confident with this build order... until it comes to the battle;D
Is your advice to play very aggressiv when your mutas pop out? Often i try to attack right away when mutas are there... but it doesnt really work because Ps army is placed very well..(most of the time; ) ) Should i wait until he moved out to pick his HTs?
Another question is, how do u micro your Mutas? Stacked with ovi/larva? Because it seems to be very difficult to snipe HTs with unstacked mutas; ) But ... ovispeed is already done and u will also need every single larva;p
The last question is very specific... To improve faster, i play only on tau cross. But every time I'm not sure if I should take the minonly or the spawnposi(gas). (spawn seems very hard to defend)
Thx for answers; )
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You can try to group your mutas with a trapped zergling, usually takes only 2 lings to get one trapped in mineral patches. Group with speed ovie is fine, if it is far away it still takes a while for the ovie to get close, should be enough time to micro, if it gets close change another ovie. Group with a larva is also good for like 20 seconds, just remember not to make units from that larva, I like to use my last hatch when I group with larva, so its easier to remember not to make units with hotkeys.
Yes, take the min only on tau cross. You are playing a unit heavy build and fighting in the middle, so you should try not to let him attack your base at all. If P gains map control and he attacks the min only with too big of an army, you can always try to counter.
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Should i try to prevent Ps 2nd exe "to any price", or do you prefer to take your 3th and wait until he tries to attack (and it becomes much easier to snipe HTs)? Especially on tau cross, the 3th expansion is very easy to defend.....
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How can I activate the cheats codes in one demo against Cpu??
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I've attempted to move the ideas of this guide to Liquipedia here. I think it is better and more specific than was was originally on the page. Please help out if you notice something. What I did isn't perfect I'm sure. As of posting, it's the "draft" page.
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can someone do a sort of list of the actual BO no explaining is really needed im trying to edit liquipedia somthing like
12hatch 11Pool 13hatch(to new expo) 12gas 12make zerlings fo early zlots etc etc plz =) i would do it but im really unfamiliar with the 5hatch actual BO
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