Most of the time zerg walls are not meant to be so tight to the point where units can't get by, but just tight enough to make movements difficult. The wall on desti's third base, for example, doesn't block anything, but it makes it really hard for units to reach the sunkens, which is all that is needed.
[I]Zerg Building Positioning - Page 3
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w3jjjj
United States760 Posts
Most of the time zerg walls are not meant to be so tight to the point where units can't get by, but just tight enough to make movements difficult. The wall on desti's third base, for example, doesn't block anything, but it makes it really hard for units to reach the sunkens, which is all that is needed. | ||
Chef
10810 Posts
The perfect wall though, is just such an interesting concept to me. I'm going to post the idea on BWMN and see if they want to make a few maps incorporating that, and if they do, Korean's will probably see it to and have some fun with it and we might see it in progaming :O That's how it happened with neutral D-web ahahah. | ||
Wotans_Fire
United Kingdom294 Posts
Great: + Show Spoiler + Ace: + Show Spoiler + Heartbreak Ridge: + Show Spoiler + or + Show Spoiler + | ||
sixghost
United States2096 Posts
On August 14 2009 02:40 Chef wrote: You're exactly right, w3jjjjj. Don't worry about perfect perfect building positioning in most cases guys. As long as you're impeding zealot movement, you're improving your settup. Later in the game adding a lurker in that mess just makes Protoss players give up on attacking your 3rd on Desti (at least after they've lost 10 Zealots trying to get to the action ^^). At worst you're giving yourself more time to create reinforcements. The perfect wall though, is just such an interesting concept to me. I'm going to post the idea on BWMN and see if they want to make a few maps incorporating that, and if they do, Korean's will probably see it to and have some fun with it and we might see it in progaming :O That's how it happened with neutral D-web ahahah. idk if you can be that lackadaiscal about your wall. If you have 8+ hydras behind a decent wall with some sunkens, you are probably going to be ok, but with certain builds in ZvP you are just going to be defending with lings/drones and sunkens until mutas get out. And a great wall will be the difference between stalling the zealots for 20 seconds to get your mutas out, and watching as speedlots wreck your shit. | ||
hefty
Denmark555 Posts
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ghermination
United States2851 Posts
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beetlelisk
Poland2276 Posts
Off-topic question: Chef was PsychoTemplar your ID some time ago? I just checked 1 thread from like a year ago and I'm curious | ||
Chef
10810 Posts
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beetlelisk
Poland2276 Posts
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JohnBall
Brazil1272 Posts
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Shauni
4077 Posts
On August 13 2009 09:48 aokces wrote: [/img]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. Well, this placement was for ZvZ, and to deal with the problem of vulnerable mineral patches below you could make a temporary evo on the bottom of your minerals (and cancel it if zerglings doesn't attack. I believe this has been done in a couple of ZvZ games, most recently hyvaa vs hoejja on colosseum. The sunken is placed that high to protect the drones so they can drill between the gap of the sunken and pool. If it's placed any lower it kind of loses its purpose. | ||
Plexa
Aotearoa39261 Posts
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Chef
10810 Posts
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sixghost
United States2096 Posts
On August 14 2009 13:15 ghermination wrote: Oh god those LT building placements are sexy... i don't even play zerg and i think that they are amazing. Hopefully zerg will start to realize that they can and should wall-in and then we can have another huge change in metagame. Zerg's already do realize they can wall in. Watch any ZvP or most mech ZvT and you will see that. There are just much fewer situations where a zerg wall is possible, or even helpful. Zergs cant just wall off random places because of creep limitations, and in most situations cluttering up the battlefield will end up hurting the zerg instead of helping. In almost all of the situations where a wall is possible and helpful for zerg are already, they are already being used. | ||
Ronald_McD
Canada807 Posts
I feel so stupid for neglecting good building placement all this time haha. Thanks, you have opened my eyes. This will definitely help me prevent losing my 3rd all the damn time on Destination | ||
King K. Rool
Canada4408 Posts
However, I've discovered that you should be very careful when making your simcities. Alot of the times I find that fatass lurkers get stuck when you have a nice wall and the only way for them to get out is through the mineral lines (you could always destroy stuff, but usually I use evo chambers to wall and they're doing upgrades..) | ||
Navane
Netherlands2730 Posts
bottom position on Destination i was watching lz's stream and he had to fight against this simcity, he said it was so good that he would use it. The dead building was an evo. | ||
sixghost
United States2096 Posts
On August 25 2009 05:13 Navane wrote: bottom position on Destination i was watching lz's stream and he had to fight against this simcity, he said it was so good that he would use it. The dead building was an evo. Can't see the image. | ||
Saracen
United States5139 Posts
Top: + Show Spoiler + Bottom: + Show Spoiler + EDIT: These building orientations are zeal-proof Hatch/Evo + Show Spoiler + Hatch-Evo Hatch - Evo Hatch/Den + Show Spoiler + Den-Hatch-Den Hatch - Den Den-Evo + Show Spoiler + Den-Evo Evo - Den - Evo Spire is really fucking tight and can block most things. | ||
DreaM)XeRO
Korea (South)4667 Posts
you're posts always make me smile and i always leave feeling satisfied. <3 | ||
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