not sure how to react. am I doing right by getting all the hydra upgrades to fight the mass wraiths? or should I skip them and go straight into lurker on 2 hatch?
So confused :O
Forum Index > Brood War Strategy |
Golgotha
Korea (South)8418 Posts
March 01 2012 08:30 GMT
#1321
not sure how to react. am I doing right by getting all the hydra upgrades to fight the mass wraiths? or should I skip them and go straight into lurker on 2 hatch? So confused :O | ||
Toasterbaked
United States160 Posts
March 01 2012 15:20 GMT
#1322
On March 01 2012 17:30 Golgotha wrote: what is the response in a ZvT when the Terran goes for 1 fac into 1 port wraith and then bio?I see the 1st vulture and put down a den immediately and start getting hydra upgrades and pumping hydras. But the wraiths come and do hit and runs on my drones. So I have to make a make a lot of hydras in order to defend. But that is bad since the bio force is coming to knock me down since I committed to so many hydras. not sure how to react. am I doing right by getting all the hydra upgrades to fight the mass wraiths? or should I skip them and go straight into lurker on 2 hatch? So confused :O Try getting mutas to counter the wraiths, instead of relying on hydras forever and getting expensive upgrades for them (300/300, 500/500 for lurker). You'll have an easier time scouting what's up from the Terran and you'll be able to pressure him immediately after overlord speed (if he has cloak) or right after the mutalisks pop. AFAIIK, you'll get mutalisks in time for wraiths if you 2hatch, and you'll have to also have to get hydra den with spire and 2-3 hydras against his first few wraiths if you 3hatch. If you go for very fast (12pool + gas) 2hatch lurkers and he hasn't bothered to get detection in time, he's toast. If it doesn't work, you're toast. | ||
Release
United States4397 Posts
March 01 2012 19:18 GMT
#1323
On February 29 2012 10:11 JMave wrote: do you mean those custom ramps like linear and inverted ramps? if so, you should go to broodwarmaps to find some templates that people have already done for certain map types. i believe jungle terrain is the most established type of map with the most number of custom features out there. I'm just talking about regular ramps, like the one you see on fighting spirit/python. Can't find it under doodads. | ||
Golgotha
Korea (South)8418 Posts
March 01 2012 20:45 GMT
#1324
On March 02 2012 00:20 Toasterbaked wrote: Show nested quote + On March 01 2012 17:30 Golgotha wrote: what is the response in a ZvT when the Terran goes for 1 fac into 1 port wraith and then bio?I see the 1st vulture and put down a den immediately and start getting hydra upgrades and pumping hydras. But the wraiths come and do hit and runs on my drones. So I have to make a make a lot of hydras in order to defend. But that is bad since the bio force is coming to knock me down since I committed to so many hydras. not sure how to react. am I doing right by getting all the hydra upgrades to fight the mass wraiths? or should I skip them and go straight into lurker on 2 hatch? So confused :O Try getting mutas to counter the wraiths, instead of relying on hydras forever and getting expensive upgrades for them (300/300, 500/500 for lurker). You'll have an easier time scouting what's up from the Terran and you'll be able to pressure him immediately after overlord speed (if he has cloak) or right after the mutalisks pop. AFAIIK, you'll get mutalisks in time for wraiths if you 2hatch, and you'll have to also have to get hydra den with spire and 2-3 hydras against his first few wraiths if you 3hatch. If you go for very fast (12pool + gas) 2hatch lurkers and he hasn't bothered to get detection in time, he's toast. If it doesn't work, you're toast. this is great. thanks man. didnt think about going 2 hatch and straight into spire. that would shut her down! | ||
Harem
United States11390 Posts
March 01 2012 23:28 GMT
#1325
On March 02 2012 00:20 Toasterbaked wrote: Show nested quote + On March 01 2012 17:30 Golgotha wrote: what is the response in a ZvT when the Terran goes for 1 fac into 1 port wraith and then bio?I see the 1st vulture and put down a den immediately and start getting hydra upgrades and pumping hydras. But the wraiths come and do hit and runs on my drones. So I have to make a make a lot of hydras in order to defend. But that is bad since the bio force is coming to knock me down since I committed to so many hydras. not sure how to react. am I doing right by getting all the hydra upgrades to fight the mass wraiths? or should I skip them and go straight into lurker on 2 hatch? So confused :O Try getting mutas to counter the wraiths, instead of relying on hydras forever and getting expensive upgrades for them (300/300, 500/500 for lurker). You'll have an easier time scouting what's up from the Terran and you'll be able to pressure him immediately after overlord speed (if he has cloak) or right after the mutalisks pop. AFAIIK, you'll get mutalisks in time for wraiths if you 2hatch, and you'll have to also have to get hydra den with spire and 2-3 hydras against his first few wraiths if you 3hatch. If you go for very fast (12pool + gas) 2hatch lurkers and he hasn't bothered to get detection in time, he's toast. If it doesn't work, you're toast. If you skip den while going 2hat muta vs it then you end up losing too many ovies to the one wraith. (You only lose 1 maybe 2 if you don't skip den though.) This massive ovie loss (approx ~4 overlords) easily buys time enough for whatever T's defense is vs Muta be it valk or 1port cloak etc. Also, if you go muta after the hydra(s) (no matter if 2hat or 3hat) then you run risk of BO loss because that is exactly what the fake mech builds are designed to crush. Also, just to show what can happen if you skip moota entirely~ As for playing against it as Zerg, uh it's really hard cause there are so many variables. The one good thing about playing it against lower levels though is that they can't ever hit the timings. In addition, a lot of people try to cookie cutter stuff that can't be cookie cuttered because they require Z to make the correct decisions every time. (ie jd vs reality on monte) Should Z do something else then there is its own set of deviations and most T's will end up dying to really sub-optimal reactions because they are doing something way beyond them. Anyways, random vod link beating it: | ||
Golgotha
Korea (South)8418 Posts
March 02 2012 00:43 GMT
#1326
On March 02 2012 08:28 Harem wrote: Show nested quote + On March 02 2012 00:20 Toasterbaked wrote: On March 01 2012 17:30 Golgotha wrote: what is the response in a ZvT when the Terran goes for 1 fac into 1 port wraith and then bio?I see the 1st vulture and put down a den immediately and start getting hydra upgrades and pumping hydras. But the wraiths come and do hit and runs on my drones. So I have to make a make a lot of hydras in order to defend. But that is bad since the bio force is coming to knock me down since I committed to so many hydras. not sure how to react. am I doing right by getting all the hydra upgrades to fight the mass wraiths? or should I skip them and go straight into lurker on 2 hatch? So confused :O Try getting mutas to counter the wraiths, instead of relying on hydras forever and getting expensive upgrades for them (300/300, 500/500 for lurker). You'll have an easier time scouting what's up from the Terran and you'll be able to pressure him immediately after overlord speed (if he has cloak) or right after the mutalisks pop. AFAIIK, you'll get mutalisks in time for wraiths if you 2hatch, and you'll have to also have to get hydra den with spire and 2-3 hydras against his first few wraiths if you 3hatch. If you go for very fast (12pool + gas) 2hatch lurkers and he hasn't bothered to get detection in time, he's toast. If it doesn't work, you're toast. If you skip den while going 2hat muta vs it then you end up losing too many ovies to the one wraith. (You only lose 1 maybe 2 if you don't skip den though.) This massive ovie loss (approx ~4 overlords) easily buys time enough for whatever T's defense is vs Muta be it valk or 1port cloak etc. Also, if you go muta after the hydra(s) (no matter if 2hat or 3hat) then you run risk of BO loss because that is exactly what the fake mech builds are designed to crush. http://www.youtube.com/watch?v=Z5lDf4imVWw Also, just to show what can happen if you skip moota entirely~ http://www.youtube.com/watch?v=Kpm73H99l_o As for playing against it as Zerg, uh it's really hard cause there are so many variables. The one good thing about playing it against lower levels though is that they can't ever hit the timings. In addition, a lot of people try to cookie cutter stuff that can't be cookie cuttered because they require Z to make the correct decisions every time. (ie jd vs reality on monte) Should Z do something else then there is its own set of deviations and most T's will end up dying to really sub-optimal reactions because they are doing something way beyond them. Anyways, random vod link beating it: http://www.youtube.com/watch?v=zPm2lTxp2xo haha so I just tried the 2 hatch muta vs the fac into port opener against T...and I was about to come here and complain about the early wraith. He just raped my drones while my mutas were coming. I guess I gotta get that den and have hydras in the mineral lines and THEN go muta. | ||
JadeFist
United States1225 Posts
March 02 2012 04:45 GMT
#1327
When playing Protoss or Terran at the D/D+ level should you ever stop building workers? I remember the words of wisdom that the light on your command center should never turn off but is this always true? Please answer/explain. Thanks. | ||
JMave
Singapore1802 Posts
March 02 2012 05:52 GMT
#1328
On March 02 2012 13:45 JadeFist wrote: I'm sorry if this has been asked already, I tried to search it... When playing Protoss or Terran at the D/D+ level should you ever stop building workers? I remember the words of wisdom that the light on your command center should never turn off but is this always true? Please answer/explain. Thanks. yes. for both races where you expand to a third early, you really need a strong worker count to yield the full benefits of the expansions. you should stop worker production once you saturate these three bases. | ||
Golgotha
Korea (South)8418 Posts
March 02 2012 10:18 GMT
#1329
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evilfatsh1t
Australia8517 Posts
March 02 2012 10:45 GMT
#1330
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JMave
Singapore1802 Posts
March 02 2012 14:46 GMT
#1331
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jello_biafra
United Kingdom6631 Posts
March 02 2012 15:34 GMT
#1332
On March 02 2012 23:46 JMave wrote: hi i was wondering if anyone has experienced a glitch on fs where if you wall in at the top right hand corner on your ramp, the zealot can somehow still get through by moving through the left side between the depot and the terrain? Yes I have experienced this before, IIRC it was fixed in 1.3 though? Perhaps I'm mistaken though. | ||
fold
Australia665 Posts
March 02 2012 16:00 GMT
#1333
On March 03 2012 00:34 jello_biafra wrote: Show nested quote + On March 02 2012 23:46 JMave wrote: hi i was wondering if anyone has experienced a glitch on fs where if you wall in at the top right hand corner on your ramp, the zealot can somehow still get through by moving through the left side between the depot and the terrain? Yes I have experienced this before, IIRC it was fixed in 1.3 though? Perhaps I'm mistaken though. + Show Spoiler + There's no bug, just wall like the above and zealot can't slip through. The one on liquipedia will let a zealot pass but not a probe. | ||
JMave
Singapore1802 Posts
March 02 2012 16:05 GMT
#1334
On March 03 2012 01:00 fold wrote: Show nested quote + On March 03 2012 00:34 jello_biafra wrote: On March 02 2012 23:46 JMave wrote: hi i was wondering if anyone has experienced a glitch on fs where if you wall in at the top right hand corner on your ramp, the zealot can somehow still get through by moving through the left side between the depot and the terrain? Yes I have experienced this before, IIRC it was fixed in 1.3 though? Perhaps I'm mistaken though. + Show Spoiler + There's no bug, just wall like the above and zealot can't slip through. The one on liquipedia will let a zealot pass but not a probe. cool thanks! | ||
Vuk_91
Serbia1690 Posts
March 02 2012 19:44 GMT
#1335
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JMave
Singapore1802 Posts
March 02 2012 23:27 GMT
#1336
On March 03 2012 04:44 Vuk_91 wrote: Quick question: ICCup is not working for me today...Is it just me or does someone else have a same problem? im not sure its the end of season or not but they shut the servers last night for me. | ||
tryummm
774 Posts
March 03 2012 03:16 GMT
#1337
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phyren
United States1067 Posts
March 03 2012 06:46 GMT
#1338
On March 02 2012 13:45 JadeFist wrote: I'm sorry if this has been asked already, I tried to search it... When playing Protoss or Terran at the D/D+ level should you ever stop building workers? I remember the words of wisdom that the light on your command center should never turn off but is this always true? Please answer/explain. Thanks. The short answer is no. The longer answer would be something along the lines of, if you end up with >80 probes, you probably should have stopped a little earlier. In general, you want to be able to saturate about 3 bases, and this will keep you making probes well into midgame even if you take no harassment. There are, of course, specific situations where this is different. At d/d+ you are unlikely to run into these situations. | ||
xxpack09
United States2160 Posts
March 03 2012 11:11 GMT
#1339
On March 03 2012 15:46 phyren wrote: Show nested quote + On March 02 2012 13:45 JadeFist wrote: I'm sorry if this has been asked already, I tried to search it... When playing Protoss or Terran at the D/D+ level should you ever stop building workers? I remember the words of wisdom that the light on your command center should never turn off but is this always true? Please answer/explain. Thanks. The short answer is no. The longer answer would be something along the lines of, if you end up with >80 probes, you probably should have stopped a little earlier. In general, you want to be able to saturate about 3 bases, and this will keep you making probes well into midgame even if you take no harassment. There are, of course, specific situations where this is different. At d/d+ you are unlikely to run into these situations. To clarify, yes it is possible to have too many workers, but D/D+ players basically never run into that problem, as one of the reasons they are D/D+ is generally not having enough. | ||
Puyi
United States175 Posts
March 05 2012 01:16 GMT
#1340
and i personally think that zerg buildings are op. sure they cant fly but theres no way to tell if a building is upgrading or not edit: oh and whats the correct way to respond to 2hatch lurk drop? | ||
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