[I]Zerg Building Positioning - Page 2
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SynC[gm]
United States3127 Posts
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n.DieJokes
United States3443 Posts
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29 fps
United States5719 Posts
btw, the minimap in the last few pics looks like a giant .......... johnson. | ||
Chef
10810 Posts
On August 13 2009 12:29 n.DieJokes wrote: Nice thread, I was kind of hoping you would tell us which buildings in which ways make perfect walls (or zealot walls) http://wiki.teamliquid.net/starcraft/List_of_Unit_and_Building_Sizes A hatchery OVER an evolution is ling tight. An evolution chamber over a hatchery is not even zealot tight. Other than that, the knowledge isn't really useful. The info is all there in the wiki though if you wanna do the math. hAHAHAHAHA OMFG. Look what I just discovered. I wasn't able to do it on any other position, but 9 o clock you can make a ling tight wall. I was very tempted not to even share this, but in the interests of science, I suppose I won't pretend I didn't discover it | ||
sixghost
United States2096 Posts
On August 13 2009 09:48 aokces wrote: Sunken placement is everything. In the above picture the sunken covers the gas, but doesn't protect your workers mining the bottom minerals. A few marines/vultures behind the mineral line can still do a lot of damage. Personally I would move the sunken down more, but still enough to cover the extractor from melee units. I've seen a few ZvZ games where one player screwed the other over because he could zergling snipe the extractor before mutas come out, just because the sunken was a tile too low. You can easily move your drones away from the bottom. You need to put the sunken there so your drones can slide along the bottom/right sides of the sunken to glitch the zerglings when they are attacking the sunk. Although the spawning pool should be moved down 1 space, the space left open under the spawning pool is too big in that setup. Also, you can use the same hatch-den-hatch setup in desti's nat in ZvP as you can in ZvT. As long as you place the sunkens on the ramp-side of the wall. Can we get some wall setups for HBR and Medusa? | ||
sixghost
United States2096 Posts
On August 13 2009 12:46 Chef wrote: http://wiki.teamliquid.net/starcraft/List_of_Unit_and_Building_Sizes A hatchery OVER an evolution is ling tight. An evolution chamber over a hatchery is not even zealot tight. Other than that, the knowledge isn't really useful. The info is all there in the wiki though if you wanna do the math. hAHAHAHAHA OMFG. Look what I just discovered. I wasn't able to do it on any other position, but 9 o clock you can make a ling tight wall. I was very tempted not to even share this, but in the interests of science, I suppose I won't pretend I didn't discover it lol, that's a weird ass wall Do you use that 3rd setup on desti often? I still use Shark's old setup of Den-Hatch-Hatch. It seems like the units would have a tough time getting out through that base unless the units can pass to the left of the leftmost hatchery. | ||
sixghost
United States2096 Posts
HBR 3rd+ Show Spoiler + Zealots can barely fit between the 2 hatcheries, although they are really are pain to micro through there. Most P's will just run their zealots away, but if they try to attack through the gap between the left-hatch/gas it's pretty easy to micro your drones to survive. HBR Nat+ Show Spoiler + With the evo chamber this is 100% zealot tight. You can add the evo chamber at the last second and either cancel it after P leaves, or just destroy it later. 75 minerals is completely worth the added defense. If you don't want to add the evo, you can move the hydra den over 1 space to the left, and that will close the gap a bit more. Medusa 5 o'clock+ Show Spoiler + The evo can be added last second to make the wall zealot proof for the most part. 1 zealot can attack the top sunken colony, but that's not going to matter. I use this one a ton since you can still fit 2 more hatcheries in the nat using this set-up. Colo2 anti-vult runby wall that you will probably never use+ Show Spoiler + It's kind of useless since this is really the only position I could figure out a wall for, but if you 2hatch muta alot vs mech, it can pretty much win a game outright for you vs 2fact vult. | ||
ImNotBisu
Canada142 Posts
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StarBrift
Sweden1761 Posts
On August 13 2009 08:33 Marine50 wrote: What about if the Terran runs vultures around the right hand side of your minerals and into your main? He could only take 1 or 2 hits from the sunken and completely bypass it. Thanks for the zvp positioning on desti. I always have trouble with that You have lings there blocking. | ||
Zapdos_Smithh
Canada2620 Posts
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rapistzerg
37 Posts
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Papvin
Denmark610 Posts
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Lurgee
Australia252 Posts
On August 13 2009 10:10 APurpleCow wrote: =S What bridge control? If a mech Terran pushes into your natural, I think you're doin something wrong. Vulture opening does not necessarily mean mech. | ||
Batibot
Philippines348 Posts
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Nosmo
Canada210 Posts
Beautiful. Simply...beautiful. | ||
arlber
United States58 Posts
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MutaDoom
Canada1163 Posts
On August 13 2009 15:09 ImNotBisu wrote: As a protoss player who's gone C+ from speedlot rushing, I hate you, so very very much. As a player who was consistently losing to speedlot rushing, I love this very very much. | ||
whatusername
Canada1181 Posts
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Geo.Rion
7377 Posts
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stroggos
New Zealand1543 Posts
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