Unhelpful guy is unhelpful, it's the steelseries 6gv2.
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Lup
United Kingdom13 Posts
Unhelpful guy is unhelpful, it's the steelseries 6gv2. | ||
LagT_T
Argentina535 Posts
I'm trying to create a 1gate expand into the fastest possible 4gate Zealot/stalker timing (to kill an early 3rd, not to win) and I have a basic sketch (a lot of things have to be ironed out yet) but I want to know if there is some basic shit I'm missing before wasting more time. Any general tips/observations on 1gate expand pvz will also be appreciated. Thanks in advance! | ||
Hulavuta
United States1252 Posts
Yes or no, is this a good idea? | ||
b0rt_
Norway930 Posts
On March 14 2012 00:57 Iyerbeth wrote:+ Show Spoiler + On March 13 2012 23:25 b0rt_ wrote: As Zerg, how do I know whether I'm facing a 4gate, 3gate expo or even a 1 gate expo? I check for chrono used on the core but that can still often lead to an expo. It basically comes down to checking for the expansion honestly, as obvious as that sounds. Checking saved Chrono for the Warp can definately help, but you are right about that not being definitive, though it usually is a big give away of a 4 gate. How to safely identify between those 3:
The long version: + Show Spoiler [1 Gate Expo + The only way a protoss will one gate expand vs Zerg usually will be if the Gateway is on the low ground, so your scouting Drone should be ablt to identify that reasonably quickly. The reason for this is that Protoss early forces alone can not protect an early expansion, and so the buildings need to be walling off and limitting options as soon as possible, so a 1 gate in the main in to expansion is just a very open or late expansion, which would be more typical in the PvT match up where fast units suddenly massing and running past is far less of a problem. So for this basically think FFE but with a Gateway instead of a Forge, it should be reasonably obvious but the Protoss will likely be trying to deny you any further scouting or applying pressure before speed can finish. + Show Spoiler [3 Gate/4Gate + Unfortunately until you actually see either the 2 or 3 more Gateways added, or the expansion put down you can't know but there are stil clues. Firstly, if he's had taken 1 gas but has Sentries when you run on his ramp then it's far more likely to be a 3 Gate Expo build, simply beause a 1 gas 4 gate is typically more Zealot/Stalker based, while early forcefields are essential for Protoss expansion. If he is on one base and you're passing the 5 minute mark it won't hurt to put down a Roach Warren to be safe (A Spine Crawler and Evo Chamber in case won't hurt either [though Evo is for other cheese]) and so long as you have been actively scouting for proxy Pylons and Probes outside of his base that could be a threat, he'll have to travel from his base to yours giving you ample time to prepare if he does move out. If he's moving out and there's still no expansion then you've got your answer and you simply need to focus any Proxy Pylon when you get a chance and hold for what should be a fairly simple win. If there is an expansion keep an eye on it from time to time too, just to ensure it's not a cancel trciky all in. If there's no expansion it's all in and you just need to hold, if there is and he's moving out it's just pressure. Awesome reply mate, thanks a lot! | ||
.ImpacT.
United States390 Posts
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Stoopid0boi
Australia48 Posts
On March 14 2012 09:06 Hulavuta wrote: Okay, so I'm tired of losing ZvZ games because of my bad decision making (macroing or not) and I've been doing a 14/14 speedling expand. So I'm thinking about going Hatch First every ZvZ, so if I lose it's a build order loss, rather than because I just made a bad choice. Keep in mind, I am still in a "work on mechanics and the basics" stage. Yes or no, is this a good idea? For 1, going hatch first doesn't mean all your losses are going to be build order losses... You still have to make decisions but just in another scenario. And yes 15 hatch is a great idea in zvz as with some micro can hold off all speeding expands/pressure with minimal losses | ||
Hulavuta
United States1252 Posts
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Stoopid0boi
Australia48 Posts
On March 14 2012 09:55 Hulavuta wrote: Well I don't mean that all my losses would be build order losses. I mostly meant early game. Like, if I lost early game it was because he did a well executed aggressive build while I went for a pure macro build. I guess not a complete build order loss, maybe a build order disadvantage? Although it may sound annoying and "unreal". Alot of zvz I believe is about the ability to scout and out general sense to "feel" what your opponent is doing. There's 2 builds that I generally do in zvz. 15 hatch 16 pool, atleast 2 spines, spanishiwa build with mass drones for most maps with an easily defended natural. And 15 hatch, 16 pool 16 gas into bling nest ASAP @ 50 gas | ||
esorey
United States8 Posts
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phiinix
United States1169 Posts
On March 14 2012 12:48 esorey wrote: In tvp, what is a good way to punish a toss for teching to hts and colossi on two bases? Also, how can I stall for time when toss manages to get hts or colossi before I'm prepared? When I try to drop, they tend to just have a few stalkers guarding or even ignore me and just attack. Know your timings. Colossus usually done by 10-11, you can scout for the robo bay by 7:30 or so, ht after that probably fully done by 15. Ht first is pretty rare to see, I'd assume you can get storm done and a few ht by 10:00 though. Both ht and colo means a lot of gas off of 2 base so it's probably pretty flimsy. If you can make a timing attack by 12 or 13 you can try to exploit a protoss who techs too much. The other, risky if not done well alternative is to take a really fast third; by the time they move out you'll just have so much stuff it doesn't matter. If your dropping isn't working it's either because it's too late, or your protoss player is just too aggro. if you can play with enough micro, your alternative is to use a group of bio with medivacs to pick things off on the side and keep running away. Essentially you make him chase your bio, which you can outrun with stim, or force him to just keep going towards your base, in which you just get free units. Tough though, the best bet is to punish him earlier. and you scout too much tech | ||
RaiZ
2813 Posts
Like say, you have multiple depots in the natural and some of them are raised and the other lowered. You want them all to be lowered, then you just double click only the raised ones and they'll all be lowered. The opposite also works. I'm only a zerg player, but still i'm not really sure why they would do it especially when they'd see some runby coming. I can understand if you want to lower only 1 or 2 depot to move your army out, but about runbies ? I'm clueless. | ||
MaV_gGSC
Canada1345 Posts
On March 15 2012 00:24 RaiZ wrote: Why do some pros select individually their supply depot to lower / raise them ? Do they know they can raise / lower them all in one click depending of the lowered / raised depot ? Like say, you have multiple depots in the natural and some of them are raised and the other lowered. You want them all to be lowered, then you just double click only the raised ones and they'll all be lowered. The opposite also works. I'm only a zerg player, but still i'm not really sure why they would do it especially when they'd see some runby coming. I can understand if you want to lower only 1 or 2 depot to move your army out, but about runbies ? I'm clueless. As a terran, I hate when I raise my wall at my natural by selecting all the depots, and my main ramp's depot closes. This results in a clusterfck of units at some random place in my base because the rally point AI messes up | ||
RaiZ
2813 Posts
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JERK412
United States37 Posts
I'm a plat Toss, been stubbornly doing 3 gate expos in PvZ for forever. I'm interested in getting into some FFEing with a focus on safe 3 base play, but I want to start by knowing some 2-base gateway all-ins (6/7/8 gate). My general understanding is that an 8 gate aims to hit faster with mostly zealots, that a 7 gate seems more solid and has more stalkers, and that a 6 gate would probably involve some forge upgrades. I now realize that I have 4 questions about each build: 1) How many gases should I take? 2) When should I cut probes? 3) How many warp-in cycles before the attack begins? 4) What composition should I aim for? | ||
darkcloud8282
Canada776 Posts
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LagT_T
Argentina535 Posts
On March 15 2012 03:53 darkcloud8282 wrote: Does strike cannon have smart cast? like it won't stack 10 times if i click 10 thors to strike cannon a single unit they do have smart cast, strike away! | ||
Son of Gnome
United States777 Posts
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mumpfel
Germany52 Posts
Are there any good Zerg-players out there, who still use Banelings-Drops as their standard build in ZvP? Morrow and Snute used to play that style, but there are only very few replays of Morrow and i think Snute does not really use it anymore. I need to find some replays of that style, especially against FFE. | ||
Madera
Sweden2672 Posts
On March 15 2012 18:06 mumpfel wrote: I am not sure if this question belongs here, but i do not want to start a new topic for it. Are there any good Zerg-players out there, who still use Banelings-Drops as their standard build in ZvP? Morrow and Snute used to play that style, but there are only very few replays of Morrow and i think Snute does not really use it anymore. I need to find some replays of that style, especially against FFE. I know Dimaga recently mentioned that he's a fan of the ling/bling style that Morrow popularized a long time ago. What you can do is download the replay packs from IEM Kiev and Hanover and watch Dimaga's ZvP games. I'm not sure if he used that particular style in IEM or not but it's worth a shot. | ||
nostrils
Sweden23 Posts
WHY!? | ||
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