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I'm a zerg player, so these are pretty zerg specific...
BW:
1) If I'm not sure how much longer I'm going to be sticking with BW, is learning how to do the glitching through minerals trick worth it? Outsider and maps like it seem like they've fallen out of favour...
2) If I lose my lair and keep my spire, can I still make level 2 carapace and air attack upgrades?
3) I'm experimenting with lurker contains zvp, and I'm just going pure hydra lurk with mixed results. Is there an advantage to ling hydra lurk other than it's cheaper?
4) In a zvz situation, when my opponent goes for an early gas off of one base, and I get two bases and we stalemate at spire, after how long should I be looking for a ninja expo when he hasn't expanded to his nat (assuming he has a decent amount of drones)? More specifically, at what approximate time presuming all his gas is being spent on mutas/scourge, would he have enough leftover minerals that he could comfortably expand?
If he has two bases, after how long?
Having mutas out of position to scout is really punishable zvz, and I don't always have lings...
5) Volume setting. A lot of people seem to play with music, so how useful is the sound?
SC2:
1) Same question about volume.
2) When (relative to lair/hive whatever) should I be getting evos and upgrades? Or is it pretty build-dependent like in bw?
3) Infestors seem pretty important zvt, is there an established timing for them?
4) Can you neutral parasite a probe, make a nexus, and chrono boost your hatcheries the rest of the game? If I can, would this ever be worth it?
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1) Same question about volume.
Completely personal, yet a point can be made to leave some volume on for nydus worm screams
2) When (relative to lair/hive whatever) should I be getting evos and upgrades? Or is it pretty build-dependent like in bw?
Build dependent
3) Infestors seem pretty important zvt, is there an established timing for them?
Build dependent, not always necessary either
4) Can you neutral parasite a probe, make a nexus, and chrono boost your hatcheries the rest of the game? If I can, would this ever be worth it?
Sounds like a cool idea, but doubt it will ever happen. neural parasite only lasts 12 seconds too
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1°) Not very useful. Especially if you are zerg because your opponent cant manner pylon you. This trick is useful when you have 2 or 3 probes trapped by a manner pylon, you can use the trick to have only one trapped.
3°) Glings are mandatory, otherwise the protoss will just switch to pure goon/ht and rape your containment. Don't forget to bring overlords and scourges to snipe obs.
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1)Glitching units through is pretty easy. It will take like two minutes to learn lol. I guess there isn't a great reason to learn it (I personally hate outsider), but it wouldn't be much trouble to.
2) I'm not sure, but I think you need lair for level 2 spire upgrades.
3) Lings are soso good in zvp! They rape dragoons really hard and are quite useful for sniping templar, raiding expansions and even killing zealots and dark templar provided you keep up on your carapace upgrades. They also work really well with hive tech units so its worth it to have them. High templars and dragoons are used to break contains, so having zerglings will definitely help. (Basically what endy said.)
4) I dunno. I'm really bad at late game zvz, so I'd probably try to win with a ling advantage earlier.
5) I personally find the sound quite useful. You can miss stuff if you don't have it on. If you turn the music off you can still listen to your own music and hear the game sounds, i guess.
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1) It takes like 30 seconds to learn. Send unit a(one that you want to hop through) beside the minerals, preferable a corner or something to increase the chance of the unit passing through. Send a worker to mine the mineral patch beside the unit. When the worker is overtop of the unit mining spam the other side of the minerals with unit a.
2) No.
3) If you're planning on sticking with hydralurk late game and are getting upgrades for it you may as well contain hydralurk. You also don't really need scourge to snipe obs either. If you are going to go ultraling lurkerling may be better, but I don't play Zerg as my main, so take that as a grain of salt. If the P uses Reavers to break out you can't really try to run in and snipe the reavers/shuttles either.
4) Keep scouting for expos until you have air superiority. That doesn't mean don't scout for them while you have map control, but at that point if you scout a hidden expo you can just crush it easily. About the expanding comfortably part, probably around the time your mutas are just starting to pop(assuming you are playing safe defending with spores due to the fact that your spire is slower), but I'm not 100% on that either.
5) Taking off the music simply eliminates half of what you hear, so it's easier to hear the alerts and other things around the map. Most people leave the music as it is, but I know some people who turn it off when they ladder to help them focus. It's all a personal choice.
I haven't been paying any attention to SC2 lately, so I'll leave those questions.
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Thanks for the replies.
In regards to question 3, I'm doing a fast lurker build (the one in liquidpedia, sorta) because I got tired of dying to zealot runbys, +1 timing speedlot attack, and so on. But before that I played a very hydra (and +1 missile upgrade) heavy midgame so that that's the sort of style that I fall naturally into. Hydras rape dragoons too, and can snipe ht as well as lings can, I think, and definitely help more against archons, and I don't have to make scourge either. The liquidpedia bo recommends going heavy speedling along with fast lurker, so I was wondering why that was if I am able to afford going hydra lurk.
As for question 4, I played a game earlier where we both went 12 pool gas where I put 2 drones on gas so I could afford an expo at the same time as going lair (I've seen some progamers use the build). But since he got ling speed earlier (since he had 3 drones on gas), he ran circles around my lings and manage to take out drones, which then translated into having more mutas immediately (since he didn't put down a hatch either), and then raped basically all my drones when my spire units were out of position. I managed to squeak out a win after I scourged most of his mutas in every successive engagement while keeping my own alive.
Watching the replay though, I saw that first of all he did get a ninja expo that I didn't notice, but it was too late to matter (if he got it earlier he probably would have won) and that there was a timing where he ran out of gas for mutas (which has happened to me as in zvz as well) and when he have a stockpile of minerals and it basically screams "time to expo". Just wondering if there was a more general rule in that regard in anticipating the opponent being in that position.
About the neutral parasite, I didn't mean purposefully going out of your way to get a probe, but I mean if I were to take out a periphery expo, grab a probe and plop down a nexus in the expo (which would take much less than 12 seconds), would that be viable?
Edit: more clarification, about evos in SC2, there are times in bw where one would deliberately not get upgrades, in ZvT for example it is often not worth it before hive/3 gas, or PvT when you're on two bases. I assume there isn't that kind of refinement yet in SC2, so what are the general timings for upgrades? (and double evos, even?)
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On July 15 2010 19:50 Vanka wrote:
In regards to question 3, I'm doing a fast lurker build (the one in liquidpedia, sorta) because I got tired of dying to zealot runbys, +1 timing speedlot attack, and so on. But before that I played a very hydra (and +1 missile upgrade) heavy midgame so that that's the sort of style that I fall naturally into. Hydras rape dragoons too, and can snipe ht as well as lings can, I think, and definitely help more against archons, and I don't have to make scourge either. The liquidpedia bo recommends going heavy speedling along with fast lurker, so I was wondering why that was if I am able to afford going hydra lurk.
Cracklings are so cost efficient that it would be stupid to not use them. And if the protoss micro properly you are not going hold it without glings vs pure goon/ht.
Regarding the runbys, you should learn how to sim city properly. A good sim city really negates zeal runbys. Especially when you take your third. Like on Fighting Spirit where zergs take their 3rd in another base natural.
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4. If you stalemate at spire and your on two base vs his one just keep scouting around each expo with 2 lings making sure you're a base ahead and just outmacro him, with the second gas you should be ahead in mutas and ups
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1)Grobyc is sorta right, but you after the worker crosses over the unit you want to glitch across, you right click once on the other side, and right click on the mineral once, then spam right click on the other side
2) People answered this; no
3) Hydralurk costs more gas and lings are a lot more effective than hydras, because it makes it much harder for protoss to storm. If your hydras were standing on top of your lurkers attacking, storms would be pretty easy.
4) At this point you should easily overrun him with your two gas over his one gas. But meanwhile you should always have small amounts of zerglings running around the map making sure your economic advantage stays.
You should always have some lings in zvz because mutas aren't as good as dealing with massive amounts of lings as other lings are.
5) Personal preference IMO, i hear a lot of people play with their own music playing, and I personally play with SC music so I can hear when stuff finishes
Not good enough at SC2 to answer your other questions
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