[H] Cheapest way to get a win?
Blogs > Holgerius |
Holgerius
Sweden16951 Posts
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Ganfei
Taiwan1439 Posts
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yhnmk
Canada630 Posts
On November 21 2009 06:23 Holgerius wrote: Bunker rush...The TSL ladder is soon upon us, and I intend to participate. Yaaaaa! I am however a horribly bad player, so I have literally 0% chance of making Top 1000 (if there are at least 1000 participants that is), but I intend to try to get as high as possible. So I was wondering; what is the lamest/easiest/cheapest way to win a game of SC? I want to learn the one map+MU+strategy that has the highest possibility of beating a superior player. Shoot. | ||
neobowman
Canada3324 Posts
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Kau
Canada3500 Posts
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Holgerius
Sweden16951 Posts
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Lemonwalrus
United States5465 Posts
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numLoCK
Canada1416 Posts
Bunker rush is also tricky, because any time the Zerg 9 pools you will lose, and most competent Zergs can counter the bunker rush even if they 12 hatch. Aggressive PvT openings on maps like Longi and Medusa work wonders, 10/15 goon, bulldog, etc. 9/9 gate can lead to easy wins PvZ. Early ling or hydra busts can get quick wins ZvP, especially with big natural openings. 3 rax or ayumi can do well in TvZ, but is less effective with 3 hatch muta becoming less standard. | ||
Holgerius
Sweden16951 Posts
On November 21 2009 06:31 Lemonwalrus wrote: Announcing your plans to tl is probably going to make this a bit more difficult. Good thinking. Note to self; never make plans and post them on TL when drunk. How far up in the ranks can you get with speedling runby's in ZvP? I've won most games I've played with that strategy on D level, but how does it fare against decent opponents? | ||
Two_DoWn
United States13684 Posts
Scroll down to Protoss. 1a2a3a your way to #1 on the ladder. | ||
tossinYoSalad
United States215 Posts
On November 21 2009 06:36 Holgerius wrote: Good thinking. Note to self; never make plans and post them on TL when drunk. How far up in the ranks can you get with speedling runby's in ZvP? I've won most games I've played with that strategy on D level, but how does it fare against decent opponents? not very well, unless you're really good at denying scouting. even then its still incredibly risky as good probe micro will beat it, and if you fail the runby you lose. but yeah if it gets scouted p will just make 3-4 cannons at front and block with probes. you do 0 dmg and have no economy. | ||
keepITup
251 Posts
On November 21 2009 06:36 Holgerius wrote: Good thinking. Note to self; never make plans and post them on TL when drunk. How far up in the ranks can you get with speedling runby's in ZvP? I've won most games I've played with that strategy on D level, but how does it fare against decent opponents? zerglings in any match up throw people off. sometimes at D+ level I'll be doing a 3 hatch muta/lurker build and then I'll just be like, "meh...let's just make those lings instead." throw some evo chambers up and just run over your opponents nat. | ||
Ilikestarcraft
Korea (South)17717 Posts
Practice and get better. You have all the material needed. All thats left is you and time. No point trying to waste your time trying to get into top 1000 with 5 pool, dt rushes etc. Its the same as those people who dodge koreans or people with good rec get to a- and brag that they're a- when they lose to c+ koreans. You cheese your way into top 1000 you're going to get to d+ or maybe c- and then even though your cheese works you're going to have a huge lead and then blow it away 5 minutes later because your macro is terrible. Not to sound condescending but instead of trying to find the easy way out, take the hard way and earn it. | ||
koreasilver
9109 Posts
When your opponent spawns on the top right, go 9pool into 1hatch lurks. | ||
Holgerius
Sweden16951 Posts
On November 21 2009 06:42 Ilikestarcraft wrote: The cheapest way to get a win. Practice and get better. You have all the material needed. All thats left is you and time. No point trying to waste your time trying to get into top 1000 with 5 pool, dt rushes etc. Its the same as those people who dodge koreans or people with good rec get to a- and brag that they're a- when they lose to c+ koreans. That's not a very cheap way, is it? It takes hard work and effort. Normally when I play, I almost always play completely straight up and never dodge anyone. It is indeed the best way to improve and become good. But this is TSL; the chance for eternal fame and glory! By all means necessary. | ||
spydernoob
Canada1066 Posts
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Holgerius
Sweden16951 Posts
On November 21 2009 06:50 koreasilver wrote: Blue Storm ZvT When your opponent spawns on the top right, go 9pool into 1hatch lurks. Sounds interesting. What is so good about him spawning in the top right? How should it be executed? | ||
Ilikestarcraft
Korea (South)17717 Posts
On November 21 2009 06:51 Holgerius wrote: That's not a very cheap way, is it? It takes hard work and effort. Normally when I play, I almost always play completely straight up and never dodge anyone. It is indeed the best way to improve and become good. But this is TSL; the chance for eternal fame and glory! By all means necessary. I think overall it is the cheapest way because you'll improve much faster overall then if you just try to win with builds like that. If you still want to you can try tvp - joyo or i guess some timing push off 4-6 facts. You can try dropship openings too. Fd is better then siege opening in this case because some toss dont have the goon micro and you can push them back to their nat sometimes. tvz - some type of sunk bust build, i think the 2 base varient has more success than the 1 base sparks version. Either that or 8 rax mech builds. If you want something abit more standard 1 rax fe into 4 rax and try to kill their 3rd gas usually works because lower level zergs dont have the muta micro to pick off marines. 2 rax can throw off some zergs sunken timings too. tvt - 2 fact builds. Or 1 fact and go 2 vults plus rines. If your opponent went 1 fact vult cc you might catch him off guard and get a decent lead. These are all mostly percentage build order wins. Not exact but like 50% you'll just win straight off 30% you'll have enough of a lead to win and 20% you'll just flat out lose. These builds will usually win you games against d/d+/c- players who blindly go 1 fact cc, 1 gate nexus, 3 hatch muta. | ||
DanceCommander
United States1808 Posts
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koreasilver
9109 Posts
On November 21 2009 06:58 Holgerius wrote: Sounds interesting. What is so good about him spawning in the top right? How should it be executed? It's because you can't wall with a supply and a rax on the top right because the marines will spawn outside. It is blockable with a supply and a CC, but I don't see it being done often. If they're stupid and wall with a supply and rax at the top right then you'll just win automatically right there. What you do is see what you can do with your initial lings. It's a bit easier to find weaknesses that you can take advantage of because of the spawning position, and with your fast lings you aim to deny scouting and get out lurks before they have any detection. | ||
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