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On February 21 2012 17:52 Golgotha wrote:Show nested quote +On February 21 2012 12:54 Obelisco wrote: Hello! i am not sure if this has been asked before, but can I set camera hotkeys more than f4? (f5,f6,f7, etc) or only those 3? If yes, it is with shift + f5? I can't set it that way. Thanks in advance. jaedong wouldn't lose if there were more c-locs for his hatches Q: What is the correct response and build for when terran goes fast vulture against Z? Do I put down a den immediately and not get the 2nd gas? Do I get speed first and then lair? Do I get evo after blocking the vulture to get spores for the incoming wraiths? Thanks!
if you scout a factory you build a den and 1 sunken at your nat im not 100% sure but i think lair is still taken as soon as you have 100 gas, or the next 100 if you went speed first you dont need the evo so fast, especially for spores unless hes going 2 port and you think you might really need it with that money its probs better to invest in drones and range upgrade
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On February 21 2012 23:48 evilfatsh1t wrote:Show nested quote +On February 21 2012 17:52 Golgotha wrote:On February 21 2012 12:54 Obelisco wrote: Hello! i am not sure if this has been asked before, but can I set camera hotkeys more than f4? (f5,f6,f7, etc) or only those 3? If yes, it is with shift + f5? I can't set it that way. Thanks in advance. jaedong wouldn't lose if there were more c-locs for his hatches Q: What is the correct response and build for when terran goes fast vulture against Z? Do I put down a den immediately and not get the 2nd gas? Do I get speed first and then lair? Do I get evo after blocking the vulture to get spores for the incoming wraiths? Thanks! if you scout a factory you build a den and 1 sunken at your nat im not 100% sure but i think lair is still taken as soon as you have 100 gas, or the next 100 if you went speed first you dont need the evo so fast, especially for spores unless hes going 2 port and you think you might really need it with that money its probs better to invest in drones and range upgrade
To my knowledge, the way good players handle 2port is they defend with hydras alone early on, and when they want to move out they add spores so that wraith counterattacks will be less effective.
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On February 22 2012 00:06 xxpack09 wrote:Show nested quote +On February 21 2012 23:48 evilfatsh1t wrote:On February 21 2012 17:52 Golgotha wrote:On February 21 2012 12:54 Obelisco wrote: Hello! i am not sure if this has been asked before, but can I set camera hotkeys more than f4? (f5,f6,f7, etc) or only those 3? If yes, it is with shift + f5? I can't set it that way. Thanks in advance. jaedong wouldn't lose if there were more c-locs for his hatches Q: What is the correct response and build for when terran goes fast vulture against Z? Do I put down a den immediately and not get the 2nd gas? Do I get speed first and then lair? Do I get evo after blocking the vulture to get spores for the incoming wraiths? Thanks! if you scout a factory you build a den and 1 sunken at your nat im not 100% sure but i think lair is still taken as soon as you have 100 gas, or the next 100 if you went speed first you dont need the evo so fast, especially for spores unless hes going 2 port and you think you might really need it with that money its probs better to invest in drones and range upgrade To my knowledge, the way good players handle 2port is they defend with hydras alone early on, and when they want to move out they add spores so that wraith counterattacks will be less effective.
thats how its normally done, but even then you need to have a couple hydras defending so...unless you really want to commit to an attack i dont think getting a spore is compulsory
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I have a question about ZvP: What should I do against 2 stargate->mass reaver build? I lose against that strategy even vs players that are worse than me. Basically what happens is a scout that when my spire is almost done,I add a hydra den,another hatchery and evo chamber. Corsair harass is not that big of a issue,but from the moment he gets like 12 corsairs till the end of the game,I`m too defensive and have absolutely no map control,until he gets like 8 reavers and distruption web and kills me. Can someone who is good in ZvP give me a specific build or at least some advice on how to counter this strategy?
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On February 22 2012 02:29 Vuk_91 wrote: I have a question about ZvP: What should I do against 2 stargate->mass reaver build? I lose against that strategy even vs players that are worse than me. Basically what happens is a scout that when my spire is almost done,I add a hydra den,another hatchery and evo chamber. Corsair harass is not that big of a issue,but from the moment he gets like 12 corsairs till the end of the game,I`m too defensive and have absolutely no map control,until he gets like 8 reavers and distruption web and kills me. Can someone who is good in ZvP give me a specific build or at least some advice on how to counter this strategy?
sair reaver is a very multitask intensive build. If you can kill off some sairs early with scourge, you'll significantly delay his aggression. Also, his first shuttle with reavers is very important. Losing that should almost lose him the game. If you want to be aggressive, you can get drop. This is risky as the corsairs obviously make loading up overlords a gamble, but the reavers can't move away from cannons. Also, if you drop on top of the reavers, they aren't so cost effective. A more defensive strategy would be to go hydra heavy and make sure you have some static defense in each mineral line. Then try to make sure he can't expand himself. It's pretty difficult to secure a position with just reavers as you really need the cannons up and ready to defend the reavers.
I don't know that there is a bo that straight counters sair-reaver, but I know that it is only really strong on certain maps. Specifically, sair-reaver has trouble taking that third base, so it is particularly good on maps with island expands near the main. If you want to really try to out do your opponent compositionally, I'd suggest queens with ensnare. Ensnare, plague, and devourers all deal extremely well with corsairs. Generally people prefer to not tech so hard and work on expanding first to deal with sairs in a more macro approach, but a good ensnare can allow you to completely seize air dominance and, with that the game. Both ensnare and doom drops are riskier as they require you to do some damage.
Expanding toward the center, where he has to make himself vulnerable to drop, and just out massing him with hydras is the most standard mid game option imo.
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In 2v2, PZ vs TT, where me and my partner play PZ and opponents play TT. How do I win when one opponent goes MM and other goes mech?
It seems impossible to win, when they form a ball of marine medics and tanks. Tanks counter any ground units and marines counters any air units.
I thought about high templars but wasn't able to get it out on time to defend.
Any suggestion? or is this the ultimate death ball that you just can't beat with PZ?
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On February 24 2012 07:41 mtwow789 wrote: In 2v2, PZ vs TT, where me and my partner play PZ and opponents play TT. How do I win when one opponent goes MM and other goes mech?
It seems impossible to win, when they form a ball of marine medics and tanks. Tanks counter any ground units and marines counters any air units.
I thought about high templars but wasn't able to get it out on time to defend.
Any suggestion? or is this the ultimate death ball that you just can't beat with PZ? Guardians and Corsairs with D-web.
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On February 24 2012 07:41 mtwow789 wrote: In 2v2, PZ vs TT, where me and my partner play PZ and opponents play TT. How do I win when one opponent goes MM and other goes mech?
It seems impossible to win, when they form a ball of marine medics and tanks. Tanks counter any ground units and marines counters any air units.
I thought about high templars but wasn't able to get it out on time to defend.
Any suggestion? or is this the ultimate death ball that you just can't beat with PZ?
Once it gets that far I'd say your in trouble. speedlot swarm seems strong I guess. TT has to play defensively, so if toss 10/12 gates with a bulldog follow up and just funnels in units to the mach players base, while the zerg does a good enough job to use speedlings and possibly mutas to keep the bio player from reenforcing, you should be able to make it a 2 on 1 before the mech player has a chance to turtle up behind multiple tanks.
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On February 24 2012 07:41 mtwow789 wrote: In 2v2, PZ vs TT, where me and my partner play PZ and opponents play TT. How do I win when one opponent goes MM and other goes mech?
It seems impossible to win, when they form a ball of marine medics and tanks. Tanks counter any ground units and marines counters any air units.
I thought about high templars but wasn't able to get it out on time to defend.
Any suggestion? or is this the ultimate death ball that you just can't beat with PZ?
toss shoud go early goons skipping zealots and z can go 9 or 12 pool into exp. you can really pressure bouth t at same time with early lings and goons will crate huge problmes to the mm terran, by the time a good 2/3 gate shoud contain bouth t (harassed a bit from initial zerglins) to let the z expand and make same economy. Go speed ovi so p can skip obzervers and have faster templars, p can fight mm kinda easy and z can do vs a mech t. You have so much map control as game starts that you can push a big advantage without allowing the two terran to meet one the other army
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uh 2v2 generally never reaches guardians sairs or swarm
just open 9pool cannon rush, it's incredibly difficult to deal with as TT
or have P open 2~3gate goon obs expo and Z open with some kind of quick expo into mutas as long as you can keep them from expoing you'll win
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Canada10904 Posts
Does anyone remember a replay analyzer plugin for Chaos Launcher that showed you how many idle workers you had, unit commands and the like? I thought I had it downloaded, but none of my plugins seem to get it to run when I watch replays. I couldn't find it via search and I don't see it on liquidpedia under tools.
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On February 26 2012 04:05 Falling wrote: Does anyone remember a replay analyzer plugin for Chaos Launcher that showed you how many idle workers you had, unit commands and the like? I thought I had it downloaded, but none of my plugins seem to get it to run when I watch replays. I couldn't find it via search and I don't see it on liquidpedia under tools. This might be what you mean: http://www.teamliquid.net/forum/viewmessage.php?topic_id=111664
Well, it does much more than idle workers. It might be about time to bump that thread again since it's too good to go under the radar.
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Canada10904 Posts
Yeah that's the one. It did much more, but I didn't want to list it all. Weird, I still have the bwapi plugin, but it's not working. Maybe I'll redownload it.
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In PvT when the T is camped in your natural and effectively setting up a contain, what is the best answer?
I'm talking when you've been scouting, you have a probe out in the nat or just shy outside and that first push comes to you. Usually I have about 2-3 goons, and a zealot and two goons in production when I see a Tank, a vulture, 4-6 marines and 2 or 3 SCVs coming. I stall for time as well as I can, but then I've got a sieged tank, a bunker and turret going down and mines.
Now, assuming I could tone my build up and play better...what is the correct response to this contain? I'd also be interested in the Zerg's response to a tank shelling your nat very quickly in the game supported by a small contingent of MM
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On February 26 2012 06:54 TheGlassface wrote: In PvT when the T is camped in your natural and effectively setting up a contain, what is the best answer?
I'm talking when you've been scouting, you have a probe out in the nat or just shy outside and that first push comes to you. Usually I have about 2-3 goons, and a zealot and two goons in production when I see a Tank, a vulture, 4-6 marines and 2 or 3 SCVs coming. I stall for time as well as I can, but then I've got a sieged tank, a bunker and turret going down and mines.
Now, assuming I could tone my build up and play better...what is the correct response to this contain? I'd also be interested in the Zerg's response to a tank shelling your nat very quickly in the game supported by a small contingent of MM Simple answer: get a shuttle.
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On February 26 2012 06:54 TheGlassface wrote: In PvT when the T is camped in your natural and effectively setting up a contain, what is the best answer?
I'm talking when you've been scouting, you have a probe out in the nat or just shy outside and that first push comes to you. Usually I have about 2-3 goons, and a zealot and two goons in production when I see a Tank, a vulture, 4-6 marines and 2 or 3 SCVs coming. I stall for time as well as I can, but then I've got a sieged tank, a bunker and turret going down and mines.
Now, assuming I could tone my build up and play better...what is the correct response to this contain? I'd also be interested in the Zerg's response to a tank shelling your nat very quickly in the game supported by a small contingent of MM
there is no good way to get out of this after he is already building bunkers/turrets. If you are having this problem a lot, the best solution is to cut the zealot, and send all goons immediately to your opponent's natural (after killing scouting scv). Attack what you can until he moves out, then do hold position micro to whittle down the marine numbers. If his tank is in front of the marines, snipe it. Assuming you don't mess up the micro, he will have lost enough stuff that he will be forced to abandon the push, and you can continue with your game plan.
as for the times it does get that far, your options include (but are not limited to): just try and bust it (best on maps with no ramps such as tau or fortress and he doesn't have many mines) shuttle to zealot bomb (best if he has lots of mines) elevator your units to a safe spot (like your third) and attack (best if the tanks are far behind the bunker/mines) DTs (best if he has no detection) scouts (see kal vs forgg on colleseum, best if he has no turrets or bunker)
when zerg is in that position they tend to be very close to defilers.
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On February 26 2012 06:54 TheGlassface wrote: In PvT when the T is camped in your natural and effectively setting up a contain, what is the best answer?
I'm talking when you've been scouting, you have a probe out in the nat or just shy outside and that first push comes to you. Usually I have about 2-3 goons, and a zealot and two goons in production when I see a Tank, a vulture, 4-6 marines and 2 or 3 SCVs coming. I stall for time as well as I can, but then I've got a sieged tank, a bunker and turret going down and mines.
Now, assuming I could tone my build up and play better...what is the correct response to this contain? I'd also be interested in the Zerg's response to a tank shelling your nat very quickly in the game supported by a small contingent of MM
Ok first if you encounter an FD, its always good to add the second gate at 20 or get a robo rather than a nexus. It is more important to hold the FD than to get an expo because you can potentially deal a lot of damage if he fails his push. You must reduce as much damage your goons take by getting our of tank range and sniping off marines. What I usually do is to position the goons just before the ramp such that his units will travel in a line down, allowing you to snipe a marine or two.
Meanwhile, it is important that your robo timing is good if you went for two gate and you are constantly making goons. 6 marines, a vulture and a tank with SCVs is really easy to hold off with 3 goons so I see no reason why you should be dying to something like this. A strong fd with two tanks will usually be late enough for you to get 4-5 goons with second gate and an observer almost arriving when he comes out.
edit: forgot to mention that your goons need to be positioned at the choke while your observer goes in to count factories. if you stopped his fd push, then there is no reason why you should get contained that early in the game.
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I need some sort of easy opening for ZvT/P. In SCII I ALWAYS (since the difference isn't very big in lower leagues) go 14gas/pool, and hatch at 21 approx. What should I do in BW?
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liquipedia->zerg strategy->zvp build orders
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On February 26 2012 22:54 JethroSC wrote: I need some sort of easy opening for ZvT/P. In SCII I ALWAYS (since the difference isn't very big in lower leagues) go 14gas/pool, and hatch at 21 approx. What should I do in BW? I suppose you could 3 hatch muta in both, but if they go heavy corsairs you're sort of dead in ZvP if you don't have great scourge control.
It really is better to learn the standard build for each matchup.
3 hatch muta vs T some sort of 5 or 6 hatch hydra vs P (really out of date on my ZvP knowledge...) 9 or 12 pool lair vs Z
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