I still much prefer iccup compared to the PTR server...
Simple Questions, Simple Answers - Page 308
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HaFnium
United Kingdom1068 Posts
I still much prefer iccup compared to the PTR server... | ||
Jealous
9974 Posts
On April 11 2017 00:58 f10eqq wrote: Why is 12 nexus not considered a staple PvT opener in the same way 12 hatch is the standard ZvT opener when it's arguably just as safe if not safer? To add onto what others have said, even if Terran doesn't outright rush and kill the Nexus, they can lay mines and go 3 CC off of 1 Factory and be safe while Protoss has limited knowledge of the enemy build and no map control. | ||
AbstractDaddy
23 Posts
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Jealous
9974 Posts
On April 11 2017 11:25 faustian wrote: Does it cost Terran resources in repair units? I know it does in SC2, and i always assumed it did in BW, but after playing a game vs a constant repairing bunker and looking at the replay, now I'm not so sure. Yes it does. Bunker pressure and repair is a key interaction in Rax FE vs. Ranged Dragoons. | ||
Dante08
Singapore4101 Posts
On April 11 2017 00:58 f10eqq wrote: Why is 12 nexus not considered a staple PvT opener in the same way 12 hatch is the standard ZvT opener when it's arguably just as safe if not safer? OSL Finals Flash vs Movie game 4. | ||
AbstractDaddy
23 Posts
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rand0MPrecisi0n
313 Posts
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splunge2
22 Posts
what's the best response in zvp to an early probe scout blocking your 12 hatch at your natural, especially when they're also throwing down a pylon? I used the search function and already know you can a) send out two drones to fight the probe off, but you may be further delayed by a pylon b) send your drone to make the hatch at your 3rd instead and in case he follows you there you make your hatch at your nat with another drone c) misplace your hatch at your nat a bit and make your 3rd hatch later at the right spot d) make a 12 pool instead e) hide a drone at your nat before probe arrives f) block ramp (when there is one) with drone + overlord (hold) Since these answers I found where all personal preferences from players with unknown skill level and all from around 2007-2009 and they also contradicted each other, I would like to know the most common responses from progamers today. Thanks in advance! Cheers | ||
Bakuryu
Germany1065 Posts
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B-royal
Belgium1330 Posts
a) send out two drones to fight the probe off, but you may be further delayed by a pylon b) send your drone to make the hatch at your 3rd instead and in case he follows you there you make your hatch at your nat with another drone c) misplace your hatch at your nat a bit and make your 3rd hatch later at the right spot d) make a 12 pool instead e) hide a drone at your nat before probe arrives f) block ramp (when there is one) with drone + overlord (hold) a) You should always send out 2 drones One to make the hatchery, one to scout. b) Most likely he'll build a pylon at natural and then follow you with his probe. In any case, I don't advise making your hatchery at third if you're 12 hatching because if the protoss is doing a 2 gate (who knows maybe even a proxy variant) or a 1 base tech build you can get into a lot of trouble. c) I don't like C at all because it changes your entire game plan all because of a single probe very early on... You're essentially saying you're either going to do a 2 base (3 hatch) strategy or you will have to invest in an early 4th hatchery at a third base delaying your tech. d) Making a 12 pool is an acceptable response, but it will allow protoss to be very greedy in case he went for a forge first opening or god forbid a nexus first opening. e) hiding a drone is good, it's what I like to do, but you can only really expect it to work versus random people. As soon as someone's familiar with your playstyle they will start looking for a drone behind mineral lines. f) how does blocking your own ramp allow you to get your hatchery up? | ||
ortseam
996 Posts
There is also an approach I remember seeing in foreign game, where zerg fakes a scouting drone and goes back to the nat when the probe moves in main Edit: Moving shot is also very important to put down the hatchery faster, idk if it was mentioned | ||
awerti
227 Posts
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kogeT
Poland2000 Posts
On April 18 2017 21:47 awerti wrote: Are accounts on Fish server deleted because of inactivity? Yes, quite quickly (less than 3 months I believe) | ||
Teabo
6 Posts
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ortseam
996 Posts
also you will never need to move around 100 zerglings or anything, if that's troubling you | ||
Liquid`Drone
Norway28261 Posts
Tvz is ridiculously demanding (the hardest matchup alongside zvt), but tvp is doable, and also a lot more fun than pvp, imo. | ||
Abard_
2 Posts
For a brand new player, (who will probably end up playing Zerg because I crave apm from SSBM), where should I start to learn this game "competitively"? | ||
B-royal
Belgium1330 Posts
Now onto the actual question... 1. read liquipedia to get a general understanding of match ups and builds http://wiki.teamliquid.net/starcraft/Zerg_Strategy 2. watch your favourite player and study his build orders http://korhal.info.pl./#/korhal 3. study the game yourself. Write down build times, and costs for units. Write down timings for certain build orders such as 4:15 is the time a corsair can arrive if protoss goes 1 base, 5:15 is the time wraiths can arrive in case of a 2 port wraith etc. 4. Start early with analyzing your own replays. It should be very easy to spot mistakes on the level of micro, macro, and decision making (something that's often overlooked). | ||
Abard_
2 Posts
Thankyou for this. Exactly what I was looking for. | ||
InDi
Spain90 Posts
Focus on measurable ingame subjects, like: Not being supply blocked in your first 50 supply, then your 100, then in the entire game. Make workers nonstop throughout the game, macro to have a certain army size at a certain time, micro, drop... etc. Focus on 1 of those aspects at a time until you master them, then move to the next. That's my advise. But as said before, it will be pointless to try to start playing competitively | ||
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