12 Hatchery 13 Spawning Pool 14 Hatchery 14 Gas at 16, make ONLY 6 zerglings
Once you started making mutalisks, keep up having a lot of zerglings(Max 24 zerglings). 3 Hydralisks at your 3rd base and 3 Sunken Colonies for your natural.
Tips: If you lose some mutalisks, you can make mutalisks again to have 11 Mutalisks(Do not make more than 4 additional Mutalisks).
When you use patrol from 5 o'clock to 7 o'clock, then 6 o'clock base will not be scouted. With this trick, you can scout all 3 places. Patrol Trick Steps of Patrol Trick + Show Spoiler +
Move to any location -> Shift+P another -> Shift+P another and so on.
Not only that. you can also create triangular shape patrol, rectangular, pentagonal, hexagonal and more. Patrol Trick Additional 1 vulture is scouting 5, 6, 7 o'clock bases. Other one is scouting 9, 7, 6 o'clock bases.
Cross Position Anti Carrier Build Circuit Breakers: Scan T7 vs P11 Shuttle Cross position Carrier Build. Bisu even admitted it's very strong in PvT. However, Scan figures a way to play against this. + Show Spoiler +
People should know by now that cross position Carrier Build is popular. Shuttle does this every time, and he optimized this build into one of his style. Even Bisu admitted this strong build and used in his PvT matches.
There is a TREMENDOUS amount info on 1v1 already available so I'd be more interested in 2v2 Terran.
When you reply simply click Add Poll and you can create your poll. Then you copy/paste that code into your message. The code should look something like this:
[poll]76481[/poll]
You can always click before you click to see if it worked.
While I think everyone can learn this alone, having someone like scan help is a great thing! Terran in my opinion are the easiest to learn what to do, is doing it right what is so hard :D.
On March 26 2015 19:13 Cryoc wrote: I would be very interested in your uncommon tricks and exact timings for different situations especially in TvP.
No please, Its hard enough as it is for P to know when to invest in economy or infrastructure with terrans being able to push or camp at any time in the mid game... Thats one thing I never understood in PvT, how to know if you should go units because a push is inminent and you wont make it if you start economy/tech, or that you should tech/eco because the terran is not going to push anytime soon.
I know that if you are harrasing the terran yourself you can guide this a bit, but terrans can still yolo it and kill you :D.
On March 26 2015 19:13 Cryoc wrote: I would be very interested in your uncommon tricks and exact timings for different situations especially in TvP.
No please, Its hard enough as it is for P to know when to invest in economy or infrastructure with terrans being able to push or camp at any time in the mid game... Thats one thing I never understood in PvT, how to know if you should go units because a push is inminent and you wont make it if you start economy/tech, or that you should tech/eco because the terran is not going to push anytime soon.
I know that if you are harrasing the terran yourself you can guide this a bit, but terrans can still yolo it and kill you :D.
personally I try to get speed zlot as fast as possible, they turn from worthless into god like when you micro them properly. You should be able to defeat any terran push in the mid-game well enough with just speed lots/goons/shuttle to at least buy time for arbiter/carrier tech or for a 3rd/4th to kick in. Just be sure to properly seal the entrances against vultures to reduce the chance they'll cancel your nexus and be vigilant with the observers(biggest thing you can do in the early game is try to sneak in an observer before they have turret cover down and check their factory count/unit comp/scv count as a good safe build i'd recommend 1/2 gate obs as your standard play, helps against everything, see lots of factories? cut a few probes and add another gate, 3-fact vultures? you've already got obs and should focus on making goons.)
On March 26 2015 19:13 Cryoc wrote: I would be very interested in your uncommon tricks and exact timings for different situations especially in TvP.
No please, Its hard enough as it is for P to know when to invest in economy or infrastructure with terrans being able to push or camp at any time in the mid game... Thats one thing I never understood in PvT, how to know if you should go units because a push is inminent and you wont make it if you start economy/tech, or that you should tech/eco because the terran is not going to push anytime soon.
I know that if you are harrasing the terran yourself you can guide this a bit, but terrans can still yolo it and kill you :D.
Just use observers to scout what is happening in terran base..
On March 26 2015 19:13 Cryoc wrote: I would be very interested in your uncommon tricks and exact timings for different situations especially in TvP.
No please, Its hard enough as it is for P to know when to invest in economy or infrastructure with terrans being able to push or camp at any time in the mid game... Thats one thing I never understood in PvT, how to know if you should go units because a push is inminent and you wont make it if you start economy/tech, or that you should tech/eco because the terran is not going to push anytime soon.
I know that if you are harrasing the terran yourself you can guide this a bit, but terrans can still yolo it and kill you :D.
Just use observers to scout what is happening in terran base..
2 minutes after a Rax started it willl start to constantly churn out M&M then it takes a while to produce enough units for a punsh. So usually its enough to keep an eye on when the Raxes are getting thrown down to predict the timing of the next dedicated bio push.
Update: I will be recording of simcity(barricade) for each race and a bit of build order (2v2 Terran build order). It will be live cast at 1pm Korea time (9pm PST).
On March 28 2015 09:37 SC2BF3Love wrote: i would be better if you can do a ''Thought process live'' that way we can know why you do what you do etc etc.
Have done it many times. "Thought process" won't be doing today unless I have enough time to record or people to play with.
On March 28 2015 08:27 LaStScan wrote: Update: I will be recording of simcity(barricade) for each race and a bit of build order (2v2 Terran build order). It will be live cast at 1pm Korea time (9pm PST).
Youtube please.
It'll be the most watched video in no, time, flying past "gangnam style".
Any preference of learning/seeing exact build order for specific match up? I checked Light[aLive]'s blog, some of his lectures are a little outdated, and people don't use it anymore. Please write a comment for any request.
On March 29 2015 13:06 LaStScan wrote: Any preference of learning/seeing exact build order for specific match up? I checked Light[aLive]'s blog, some of his lectures are a little outdated, and people don't use it anymore. Please write a comment for any request.
Would personally like a good, modern build for TvP/TvT/TvZ with you lecturing, basics mechanics + hotkeys video, and whatever else you think is good
On March 26 2015 19:13 Cryoc wrote: I would be very interested in your uncommon tricks and exact timings for different situations especially in TvP.
No please, Its hard enough as it is for P to know when to invest in economy or infrastructure with terrans being able to push or camp at any time in the mid game... Thats one thing I never understood in PvT, how to know if you should go units because a push is inminent and you wont make it if you start economy/tech, or that you should tech/eco because the terran is not going to push anytime soon.
I know that if you are harrasing the terran yourself you can guide this a bit, but terrans can still yolo it and kill you :D.
Just use observers to scout what is happening in terran base..
2 minutes after a Rax started it willl start to constantly churn out M&M then it takes a while to produce enough units for a punsh. So usually its enough to keep an eye on when the Raxes are getting thrown down to predict the timing of the next dedicated bio push.
M&M? In TvP? This is BW, M&M is incredibly rare in TvP and also allin and comes with tanks.
On March 26 2015 19:13 Cryoc wrote: I would be very interested in your uncommon tricks and exact timings for different situations especially in TvP.
No please, Its hard enough as it is for P to know when to invest in economy or infrastructure with terrans being able to push or camp at any time in the mid game... Thats one thing I never understood in PvT, how to know if you should go units because a push is inminent and you wont make it if you start economy/tech, or that you should tech/eco because the terran is not going to push anytime soon.
I know that if you are harrasing the terran yourself you can guide this a bit, but terrans can still yolo it and kill you :D.
Just use observers to scout what is happening in terran base..
2 minutes after a Rax started it willl start to constantly churn out M&M then it takes a while to produce enough units for a punsh. So usually its enough to keep an eye on when the Raxes are getting thrown down to predict the timing of the next dedicated bio push.
M&M? In TvP? This is BW, M&M is incredibly rare in TvP and also allin and comes with tanks.
I'll use this idea and show how MM tank opening is with 1 factory expo against protoss.
On March 26 2015 19:13 Cryoc wrote: I would be very interested in your uncommon tricks and exact timings for different situations especially in TvP.
No please, Its hard enough as it is for P to know when to invest in economy or infrastructure with terrans being able to push or camp at any time in the mid game... Thats one thing I never understood in PvT, how to know if you should go units because a push is inminent and you wont make it if you start economy/tech, or that you should tech/eco because the terran is not going to push anytime soon.
I know that if you are harrasing the terran yourself you can guide this a bit, but terrans can still yolo it and kill you :D.
Just use observers to scout what is happening in terran base..
Normally any decent terran will not allow you to have obs in his base past minute 8.
------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- I am thinking to use this thread to update for new information as well.
So nice! This post remind me the old Stylish VOD thread, one of the best resources for terran players ever :-)
Keep the good work, and please upload all videos you can. Are really fun and insigthful, is really useful for new and old players returning to the game. Congratz and thanks for your dedication!
I enjoyed the 2015 1v1 replays. Thank you. Now on to the 2v2's. Scan are you cafe in the 2v2 replays or does anyone know if scan is cafe in the 2v2 replays?
or you can use mediafire, create a free account and you can store files and share download links with others (benefit is that others don't need to have accounts of their own to dl your stuff, its fast and no waiting to dl stuff)
there are ads but i assume everyone use adblock these days...)
Thanks, Scan. Very nice of you to post replays. I find it real trouble to find pro reps nowdays and I just don't like VODs too much due to the time they consume to watch.
I watched all the 2015 1v1 replays. I didn't watch all the 2v2 replays though. Thank you though for sharing some of your strategies maybe even your favorites.
On August 28 2015 17:37 Atom[Bomb] wrote: Isn't it too greedy to go 12 hatch -> 13 pool?
How do you know it's safe to build the spawning pool so late?
As long as it's not center 2 Barracks rush, you can stop ANYTHING. Also, it is not late. About 5 seconds(Assumption) slow compare to 11 Spawning pool. If the game flow is all safe plays, your 3rd hatchery and gas timing are faster than the original 3 Hatchery Opening. The original build order starts the gas at 2:56~58. The newest and optimized 3 Hatchery Opening can start the gas at 2:50~52.
Back to your question. Even if you are going 11 Spawning Pool, you will be having a huge difficulty of fighting against center 2 Barracks rush. That's something you must scout with your drone.
8 Barracks Bunker rush = have 12 Drones out to the field, produce drones until the supply number 15. Since you do not start 3rd hatchery, you have 12 Drones are fighting against 2~3 marines + # of SCVs and 3 drones are mining mineral with 250++ Mineral in your pocket. 12 Drones will most likely to win the fight of Bunker rush nowadays. That's why the Terran players usually get only 3 SCVs with their Marines to snipe some Drones. Tip: losing more than 5 Drones will put you behind.
Think of a concept of PvZ where Protoss plays 2 Gateways wall and then hard core Zealots push with 4 Probes. From the Protoss's PoV, he continues to produce Zealots and Probes. Zerg has to decide from every single Larva so Zerg loses his time to fill up his # of workers to mine Minerals.
On August 28 2015 17:37 Atom[Bomb] wrote: Isn't it too greedy to go 12 hatch -> 13 pool?
How do you know it's safe to build the spawning pool so late?
As long as it's not center 2 Barracks rush, you can stop ANYTHING. Also, it is not late. About 5 seconds(Assumption) slow compare to 11 Spawning pool. If the game flow is all safe plays, your 3rd hatchery and gas timing are faster than the original 3 Hatchery Opening. The original build order starts the gas at 2:56~58. The newest and optimized 3 Hatchery Opening can start the gas at 2:50~52.
Back to your question. Even if you are going 11 Spawning Pool, you will be having a huge difficulty of fighting against center 2 Barracks rush. That's something you must scout with your drone.
8 Barracks Bunker rush = have 12 Drones out to the field, produce drones until the supply number 15. Since you do not start 3rd hatchery, you have 12 Drones are fighting against 2~3 marines + # of SCVs and 3 drones are mining mineral with 250++ Mineral in your pocket. 12 Drones will most likely to win the fight of Bunker rush nowadays. That's why the Terran players usually get only 3 SCVs with their Marines to snipe some Drones. Tip: losing more than 5 Drones will put you into behind.
Think of a concept of PvZ where Protoss plays 2 Gateways wall and then hard core Zealots push with 4 Probes. From the Protoss's PoV, he continues to produce Zealots and Probes. Zerg has to decide from every single Larva so Zerg loses his time to fill up his # of workers to mine Minerals.
I feel like the tvz opening is week to the push the terran did the game you played. His micro was off but I bet if he micro'd well and brought 2 scv you would take a lot of damage. Do you have issues with these sorts of reactions ever?
On August 30 2015 07:15 puppykiller wrote: I feel like the tvz opening is week to the push the terran did the game you played. His micro was off but I bet if he micro'd well and brought 2 scv you would take a lot of damage. Do you have issues with these sorts of reactions ever?
Why do you think the TvZ opening is weak of that timing? If you start making 6 zerglings at supply 16, You will have 6 zerglings against 4~5 Marines(depends on location). Also, why would Terran bring 2 SCVs for that? You know as well that Terran went 1 Barracks EXP. Here's something I want you to think. Would you bring 2 Drones to attack Forge EXP with your 6 zerglings? If so, it will delay Zerg's ALL build order timing. Am I wrong? This applies to ANY races...
Here are some couple reasons why someone created late mech switch and stopped playing SK Terran as much as before. 1) Zerg does not waste his units to crush Terran's army before Hive. 2) Even the defiler comes out, Zerg only uses it to defend and delay Terran's 3rd. 3) Zerg's are expanding very fast(4th and 5th gas). 4) Zerg uses not a lot of gas to defend Terran's SK style 5) Zerg saves a lot of gas for Ultralisks.[/QUOTE]
※Note: I personally do not like to answer a question something related with "What if ~~" because that's something you must have to figure out by yourself and change your build order or make additional units.
Never ever heard of that shift patrol trick, really awesome ! And same as all, if you can add some more insight from pro knowledge that would be awesome !
wow thank you for the videos! the muta micro looked like HAX I can't make it work
I have huge problems getting my mutas to fire at the maximum range. When I pull it back at max range it always doesn't fire.. I can only get it to shoot at 2 range and I'm doing m click right click, m click a click, hold and patrol,. I've tried it all.
On September 14 2015 19:02 JieXian wrote: wow thank you for the videos! the muta micro looked like HAX I can't make it work
I have huge problems getting my mutas to fire at the maximum range. When I pull it back at max range it always doesn't fire.. I can only get it to shoot at 2 range and I'm doing m click right click, m click a click, hold and patrol,. I've tried it all.
That's something you must figure by feeling about that maximum range. It cannot be explained in words. :/
On August 28 2015 17:37 Atom[Bomb] wrote: Isn't it too greedy to go 12 hatch -> 13 pool?
How do you know it's safe to build the spawning pool so late?
As long as it's not center 2 Barracks rush, you can stop ANYTHING. Also, it is not late. About 5 seconds(Assumption) slow compare to 11 Spawning pool. If the game flow is all safe plays, your 3rd hatchery and gas timing are faster than the original 3 Hatchery Opening. The original build order starts the gas at 2:56~58. The newest and optimized 3 Hatchery Opening can start the gas at 2:50~52.
Back to your question. Even if you are going 11 Spawning Pool, you will be having a huge difficulty of fighting against center 2 Barracks rush. That's something you must scout with your drone.
8 Barracks Bunker rush = have 12 Drones out to the field, produce drones until the supply number 15. Since you do not start 3rd hatchery, you have 12 Drones are fighting against 2~3 marines + # of SCVs and 3 drones are mining mineral with 250++ Mineral in your pocket. 12 Drones will most likely to win the fight of Bunker rush nowadays. That's why the Terran players usually get only 3 SCVs with their Marines to snipe some Drones. Tip: losing more than 5 Drones will put you behind.
Think of a concept of PvZ where Protoss plays 2 Gateways wall and then hard core Zealots push with 4 Probes. From the Protoss's PoV, he continues to produce Zealots and Probes. Zerg has to decide from every single Larva so Zerg loses his time to fill up his # of workers to mine Minerals.
Is the superiority of a 13 pool over an 11 pool true for a 2 hatch builds as well? Should I start doing 12 hatch, 13pool ,12 gas sort of builds when i decide to 2h, or?
On August 28 2015 17:37 Atom[Bomb] wrote: Isn't it too greedy to go 12 hatch -> 13 pool?
How do you know it's safe to build the spawning pool so late?
As long as it's not center 2 Barracks rush, you can stop ANYTHING. Also, it is not late. About 5 seconds(Assumption) slow compare to 11 Spawning pool. If the game flow is all safe plays, your 3rd hatchery and gas timing are faster than the original 3 Hatchery Opening. The original build order starts the gas at 2:56~58. The newest and optimized 3 Hatchery Opening can start the gas at 2:50~52.
Back to your question. Even if you are going 11 Spawning Pool, you will be having a huge difficulty of fighting against center 2 Barracks rush. That's something you must scout with your drone.
8 Barracks Bunker rush = have 12 Drones out to the field, produce drones until the supply number 15. Since you do not start 3rd hatchery, you have 12 Drones are fighting against 2~3 marines + # of SCVs and 3 drones are mining mineral with 250++ Mineral in your pocket. 12 Drones will most likely to win the fight of Bunker rush nowadays. That's why the Terran players usually get only 3 SCVs with their Marines to snipe some Drones. Tip: losing more than 5 Drones will put you behind.
Think of a concept of PvZ where Protoss plays 2 Gateways wall and then hard core Zealots push with 4 Probes. From the Protoss's PoV, he continues to produce Zealots and Probes. Zerg has to decide from every single Larva so Zerg loses his time to fill up his # of workers to mine Minerals.
Is the superiority of a 13 pool over an 11 pool true for a 2 hatch builds as well? Should I start doing 12 hatch, 13pool ,12 gas sort of builds when i decide to 2h, or?
For the 2 hatch tech, I would suggest you to 12 hatch 12 gas 11 pool. Let's take a deep analysis. For 3 hatch, you made 2 drones then spawning pool. You used 100 mineral before pool. 2 hatch tech, you made 1 drone and morphed an extractor. You used 100 mineral before pool.
I hope this made a clear explanation for your question, and thank you for visiting my guide. ^^
I've been thinking to create more guide of B.O., but then I don't want to get sniped by players. :D I would need some of second thoughts. Sorry for the waiting.
Nice game, sadly that build only works for gosus with good micro. But I really was scratching my head during the start. Shuttle never comfirmed your opening in the early game. He did not have a single unit at your natural to see you move out and take your natural. Why is that? He could have done some damage considering you delayed your first tank for a faster CC.
On December 08 2015 00:06 Cryoc wrote: Nice game, sadly that build only works for gosus with good micro. But I really was scratching my head during the start. Shuttle never comfirmed your opening in the early game. He did not have a single unit at your natural to see you move out and take your natural. Why is that? He could have done some damage considering you delayed your first tank for a faster CC.
He could have tried to gather some information with those beginning units, but it's not a best choice. he saw my 1 scv on ramp with marines holding. Since it's crossed map position, I think he just confident enough to stop any rush since he did 1 zeal 3 goons opening. I would have done 3 marines into 23 cc, but I saw his first zealot so I made more marines and 1 SCV on ramp into 26 cc before a tank.
Note: Also, it is impossible to break a ramp when there is 5 marines with a SCV. It will be just his disadvantage if he tries to trade/waste against marines. Marines are not useful in late game. Early those goons and a zealot is very important.
On December 08 2015 00:06 Cryoc wrote: Nice game, sadly that build only works for gosus with good micro. But I really was scratching my head during the start. Shuttle never comfirmed your opening in the early game. He did not have a single unit at your natural to see you move out and take your natural. Why is that? He could have done some damage considering you delayed your first tank for a faster CC.
He could have tried to gather some information with those beginning units, but it's not a best choice. he saw my 1 scv on ramp with marines holding. Since it's crossed map position, I think he just confident enough to stop any rush since he did 1 zeal 3 goons opening. I would have done 3 marines into 23 cc, but I saw his first zealot so I made more marines and 1 SCV on ramp into 26 cc before a tank.
Note: Also, it is impossible to break a ramp when there is 5 marines with a SCV. It will be just his disadvantage if he tries to trade/waste against marines. Marines are not useful in late game. Early those goons and a zealot is very important.
I see, thanks. With doing damage I meant at the time you moved down the ramp with 5 marines and 2 tanks, he could have had 1 zealot and 4 goons I think, which is enough to kill all marines without losing a dragoon and possibly snipe a tank.
On December 08 2015 00:06 Cryoc wrote: Nice game, sadly that build only works for gosus with good micro. But I really was scratching my head during the start. Shuttle never comfirmed your opening in the early game. He did not have a single unit at your natural to see you move out and take your natural. Why is that? He could have done some damage considering you delayed your first tank for a faster CC.
He could have tried to gather some information with those beginning units, but it's not a best choice. he saw my 1 scv on ramp with marines holding. Since it's crossed map position, I think he just confident enough to stop any rush since he did 1 zeal 3 goons opening. I would have done 3 marines into 23 cc, but I saw his first zealot so I made more marines and 1 SCV on ramp into 26 cc before a tank.
Note: Also, it is impossible to break a ramp when there is 5 marines with a SCV. It will be just his disadvantage if he tries to trade/waste against marines. Marines are not useful in late game. Early those goons and a zealot is very important.
I see, thanks. With doing damage I meant at the time you moved down the ramp with 5 marines and 2 tanks, he could have had 1 zealot and 4 goons I think, which is enough to kill all marines without losing a dragoon and possibly snipe a tank.
People don't do siege expo because your vultures are way too late, and protoss can easily take 3rd nexus with 6 dragoons. Also, 4 marines 2 tanks 1 vulture can easily win against 4 goons 1 zealot.
[YYYY-MM-DD] 2015.10.01 ~ 2015.12.31 99 Fish ladder games to achieve B rank. Replays can be downloaded from this link. http://www.filedropper.com/cleannara
On January 24 2016 16:40 LaStScan wrote: [YYYY-MM-DD] 2015.10.01 ~ 2015.12.31 99 Fish ladder games to achieve B rank. Replays can be downloaded from this link. http://www.filedropper.com/cleannara
On January 24 2016 16:40 LaStScan wrote: [YYYY-MM-DD] 2015.10.01 ~ 2015.12.31 99 Fish ladder games to achieve B rank. Replays can be downloaded from this link. http://www.filedropper.com/cleannara
game 2 you could have ended the game right at around 10:03. you have 2 control groups of rine with more rallying, his sunks have yet to finish completely and his lurkers are presumably at the 3rd with no nydus, no lurkers at nat..? just my opinions
also game1 after the dealing with the early ling backstab, you could send your 2 firebats to scout for zerg 3rd? can kill/chase the drone and delay the 3rd
On February 22 2016 15:24 Probemicro wrote: game 2 you could have ended the game right at around 10:03. you have 2 control groups of rine with more rallying, his sunks have yet to finish completely and his lurkers are presumably at the 3rd with no nydus, no lurkers at nat..? just my opinions
also game1 after the dealing with the early ling backstab, you could send your 2 firebats to scout for zerg 3rd? can kill/chase the drone and delay the 3rd
otherwise solid games
Terran needs to wait for his muta being out of position. You don't go into sunks until you have 3 groups of mm when mutas are around his 2nd base.
I think i speak for everyone when i say you the fucking man SCAN!! thank you so much. i feel like this thread will never die as long as you keep doing what you do.
Hey scan thanks for your work, I dont know if this is a old thread but I would really love to see your micro tips and build orders I am a new player trying to get into the game and it would be awesome thanks a bunch.
On May 02 2017 05:11 emeraldgreenforest wrote: Hey scan thanks for your work, I dont know if this is a old thread but I would really love to see your micro tips and build orders I am a new player trying to get into the game and it would be awesome thanks a bunch.
Lastscan do you still live in the united states and play on the fish ladder how is the lag? oh oh and 1 more question why do you kill your own mine sometimes? thanks again mate.
On May 02 2017 08:01 emeraldgreenforest wrote: Lastscan do you still live in the united states and play on the fish ladder how is the lag? oh oh and 1 more question why do you kill your own mine sometimes? thanks again mate.
No. No lag. Prevent losing my own tanks against zealot drops. Its important to keep having your tanks a lot.
Hello Scan. I have some questions about your optimized 3 Hatch opening.
1. I am C- iccup player. I still struggle with multitasking and muta micro, so I often lose later on even if I execute the BO perfectly. Do you suggest sticking to this mutalisk build or would it be better to practice mechanics using easier (lurker) openings - for example Effort's noob builds?
2. There are some differences beetwen your opening and pro zergs. For example you take 3rd hatch and gas on 14, pros make it on 13. Also u make 6 lings, pros ussually do 2. Are these differences important or is it just preference and being safe?
3. Should I remake mutalisks if my micro slip and I lose like 5-6 mutas to m&m? That's the biggest problem for me unfortunately. Sometimes I fail at micro, lose some mutas, lose map control and just slowly die from there.
Thanks in advance, and I am looking forward to some ZvP content.
On June 18 2017 06:39 Alpha-NP- wrote: You could technically post games you lost. But I doubt you would.
??? Lol... i uploaded any kind of games regardless of the victory... if someone refuses with a reason, just accept it. Dont be sarcastic. I used to have all those vs savior luxury and other legendary expros, but most of them were deleted because it was not good videos to advertise who i am. Why? I was young and all those noisy ass hyped tone comnentary is just annoying to listen and watch at the same time.
On June 16 2017 04:10 Netto. wrote: Hello Scan. I have some questions about your optimized 3 Hatch opening.
1. I am C- iccup player. I still struggle with multitasking and muta micro, so I often lose later on even if I execute the BO perfectly. Do you suggest sticking to this mutalisk build or would it be better to practice mechanics using easier (lurker) openings - for example Effort's noob builds?
2. There are some differences beetwen your opening and pro zergs. For example you take 3rd hatch and gas on 14, pros make it on 13. Also u make 6 lings, pros ussually do 2. Are these differences important or is it just preference and being safe?
3. Should I remake mutalisks if my micro slip and I lose like 5-6 mutas to m&m? That's the biggest problem for me unfortunately. Sometimes I fail at micro, lose some mutas, lose map control and just slowly die from there.
Thanks in advance, and I am looking forward to some ZvP content.
1) I would highly recommend you to practice macro with lurkers opening. You can practice muta micro against computers like muta micro maps. Please try to go for fast hive. like start your hive at 7 min++.
2) mine is more a textbook opening which is still useful against any terran's opening(factory opening/2rax/2ports). Those differences are matters/important if you are going mutalisk into 3 lurkers defending 3rd gas for fast hive.
3) It really depends. If you weren't able to take down 20++ mm with your 11 mutas # of lings, then no. just leave your rest of your mutalisks against any dropship after/before 1 vessel with tanks timing.
Scan i've won alot of games with ur TvZ Lecture Att+1 5 Rax 170430 timing, but when the scan finishes and i see hydra den, for lurkers what should i do? I tried to break his natural but there were too many sunkens and the lurkers finished, feels like i am behind and can not do anything when his hive finishes. Should i make 2 starport into dropship?
Hi Scan, I have a question about your TvP 4fact build as a Protoss player
My friend has replicated your build and I'm having a ton of trouble defending the ~7 minute push with 6 tanks. I generally open with the 21 Nexus build on Liquipedia. What's the proper response as a Protoss player if I scout the 1rax FE to be able to defend the 7 minute push? Is it possible to take a fast 3rd and still make enough units to defend, or should I be going for some 2 base tech build? I find that the standard ob timing with 21 Nexus is too slow to scout the # of factories before the Terran moves out. Should I cut goons to get the robo earlier?
Hey Scan have you ever won any progamer in TvT with bio switch for fun? Seems like it would be very fun. Sea won Boxer with Siege expand TvT into 4 rax mm.
On August 17 2017 20:00 Shock710 wrote: Scan i've won alot of games with ur TvZ Lecture Att+1 5 Rax 170430 timing, but when the scan finishes and i see hydra den, for lurkers what should i do? I tried to break his natural but there were too many sunkens and the lurkers finished, feels like i am behind and can not do anything when his hive finishes. Should i make 2 starport into dropship?
Quoting this for visibility as this happens to me more times than I can count.
On December 02 2017 19:09 garsh0p wrote: Hi Scan, I have a question about your TvP 4fact build as a Protoss player
My friend has replicated your build and I'm having a ton of trouble defending the ~7 minute push with 6 tanks. I generally open with the 21 Nexus build on Liquipedia. What's the proper response as a Protoss player if I scout the 1rax FE to be able to defend the 7 minute push? Is it possible to take a fast 3rd and still make enough units to defend, or should I be going for some 2 base tech build? I find that the standard ob timing with 21 Nexus is too slow to scout the # of factories before the Terran moves out. Should I cut goons to get the robo earlier?
The proper response as a protoss player against 4 factory timing push would be making a Reaver or pure Dragoons with mixing few Zealots in the battle(at least 6 gateways). You are also required to stop making Probes in order to boost up your army count and adding gateways(I assume you have 3rd nexus). When you are stopping his first push, you won't have zealot speed, and that is completely fine. You'll have to use Shuttle after first 2 Observers in the map.
I believe a lot of Protoss players get their Shuttle with 3 Zealots after first 11 Dragoons(Pure standard opening into 3 gateways max).
I'm trying to incorporate the F keys into my gameplay more frequently.
In the old days I never used F keys. I use 4 for CC in early game and then later if I wanted to make scv from main + nat CC I'd use 0 and 9. Once comsat were built, I'd hotkey those to 0 and 9, so it was rather time consuming to make scv--it would go 00 (center on comsat) > click CC > click SCV, 99 (center on comsat) > click CC > click SCV. I used double-tap hotkey on one macro building to center screen and make units, and when I wanted to rally I'd quickly hotkey 4 macro buildings, assign rally, repeat (say I have 9 facts, I'd hotkey four of them to 5 6 7 8, set rally, hotkey next 4 to 5 6 7 8, set rally, etc).
In experimenting using F keys it's readily apparent how much faster rallying and transferring SCVs is when using them. I read in some other thread that you use F2 (main + macro), F3 natural, F4 rally. Does that mean you use F2 F3 for making SCVs from your CCs? Do you go F2 > click CC > press S or F2 > click CC > click SCV (and repeat for F3)? When I use an F hotkey for my CC, I usually have it perfectly centered over the CC so when I press F2 the CC is always in the middle of the screen. Since you use F2 for macro + CC, does that mean you have F2 centered somewhere in between the CC and the macro buildings, so your base design is extremely important to avoid excess screen scrolling after you press F2?
I know these are pretty minute and detailed questions so thank you for potentially answering them!