|
On April 23 2012 18:19 Boiler Bandsman wrote:Show nested quote +On April 23 2012 16:53 AmericanUmlaut wrote:On April 23 2012 07:29 Boiler Bandsman wrote:On April 23 2012 03:03 Nightfire wrote: Firstly, to Boiler, I give you my thanks - my game has jumped up a bit since I've been here and I've been gradually going upwards since. With that said, since I am trying to build my foundations for the game and future strategy games, I have some more questions:
1. In relation to the question following this one, I noticed I don't scout very often at the beginning of the game, and often don't feel as though I'm getting a clear reading of what the other person is doing. Just in this last match I played, I scouted out a Protoss player's main base and found everything as a standard shut-in approach like most Bronze league players, but it turned out to be a Gateway rush I barely fought off. Is there some sort of scouting guide I could adhere to so that I could get a more clear picture of the other person's playing style?
2. As a Zerg player, is there any optimal time or approach to scouting I should be aware of? Should use my drone or my Overlord first, or some sort of combination? Would burrowing a Zergling next to a mineral line to see if he makes a third base be effective? Is it worth sacking an overseer or overlord with a speed boost later on for a glimpse of the inside of the base, and if so, how much later?
3. I've been trying to find usage for some Ultralisks and Infestors, but I can never seem to have my fingers fast enough for the infestors, and aside from that I can't seem to find a niche for either. Would someone mind telling me how they take advantage of these two units?
4. Currently I only have one build order memorized, and that is the "Ice Fisher" build made by Spanishiwa on the Team Liquid wiki since it's been so useful to me against early attacks. Is it important for me to have more practice with others as well, and if so, would someone mind pointing a few out to me that would be useful?
5. Often in a game, I start to get saddled with minerals because I did not keep up with producing units as the larvae came by, whether it be caught up in a fight or thinking passively without realizing I'm not doing anything, and this could go up to 5000 before I notice. At that rate, should I just lay down extra hatcheries and spend like crazy?
Thanks in advance :-) #1. I don't mean to demean you or your league...but I would be leery of trusting to scouting guides while in bronze/silver. Most high-level guides are going to be based on reads that are too sophisticated for that league. It's like trying to read a poker player who doesn't know the order of hands...he can't have tells because he himself doesn't know what he has. So many people in those leagues have no clear concept of build orders, so gas timings/expansion timings/timing attack windows have very little meaning, because they are so often...well, off, for lack of a better term. In other words, until you get into plat or diamond at least, reading your opponent is almost impossible, and most of your scouting is going to be based on just straight-up seeing the dark shrine/starport/spire or whatever. As you get higher, you will start to be able to pick things up off of sentry count (few sentries=gas spent elsewhere=tech) or Terran gas timings, but for now, your reads should just be "go look for it." This is bad advice, because it completely misrepresents how scouting works. When you scout, you can sometimes see everything, in which case you can get a very good idea of what is going on, but in general, scouting is about figuring out what can't be happening. Scouting the front and seeing a bunch of Sentries doesn't mean that there are no DTs coming because high-level players don't get lots of Sentries before DTs, but because it is physically impossible for a player to have a Dark Shrine before a certain time for every Sentry beyond the first or second that he builds. Bad players and good players mine gas at the same rate, and that mining rate constrains how much tech can exist at any given time. Also, if you learn and stick to timing guides for higher leagues, you will win games because those timings are based on your opponent playing optimally. If you FFE against a 15-pool into a fast expansion, scout for a third at 5:00 and see nothing, then you should get a couple of extra cannons. If your opponent is actually going for a two-base timing push, then the cannons will help you defend it. If your opponent is just bad and gets his third at 6:00, then you're still fine, because he's playing so slowly that his slow third costs him more than two cannons cost you. Any build that works against an opponent playing optimally will work even better against a player playing suboptimally, as long as it is safe and doesn't cut corners. Timings are about the earliest time that dangerous things can happen; a bad opponent does not have options that a good opponent does not have. You're missing my point. Just because half a dozen sentries means his DT rush won't hit at 7 minutes flat does not mean DTs aren't coming, especially in lower leagues, where builds just don't make sense sometimes. Your last paragraph admits as much: you say your build has to be "safe". That would imply spores for a suboptimal DT rush, extra larva into units, less aggressive droning, etc. Which would kind of defeat the purpose of scouting. The main advantages of scouting are being prepared for what comes and not wasting time and money preparing for what doesn't. So while your point may be technically true, saying something is physically impossible only applies for a short time after the scout. To scout "negatively" like you're talking about requires fairly constant information, which simply isn't there without good multitasking and scouting skills. Scouting like that as a goal is fine, but you have to understand its limitations for players that aren't as good as you are. I'm not missing your point, I'm explaining why your point is wrong. Half a dozen Sentries never means that DTs aren't coming, they just mean that DTs aren't coming at the earliest possible time. The information that "his DT rush won't hit at 7 minutes flat" is actually what you're finding out with that scout. If you want to know whether you might have to deal with a 10-minute DT attack, you'll need to scout again. Playing "safe" does not, as you are trying to say above, require being prepared for all things at all times; it requires being aware of what your opponent can't be doing yet, and being prepared for everything else.
People who argue that you have to be prepared for everything against Bronze players because Bronze players play unpredictably are misunderstanding how scouting works. A low MMR does not cause gas and minerals to come popping out of your ass at random times, and if you're relying on identifying your opponent's build and then knowing for sure everything that that build does for the rest of the game for your timings, then you're going to get your ass kicked by anyone who plays a variation that you're not familiar with.
|
On April 23 2012 01:39 AmericanUmlaut wrote:Show nested quote +On April 22 2012 23:49 Bonneyi wrote: I ust have a quick question.
i went for mech in TVZ turtled untill i got maxed and came out, i thought that as people told me mech was unbeatable. The zerg made a few ultras and ran past my army with no big deal... if i cant win a tvz with bio because of imbastors and if i cant win it by using mech what should mu unit composition be ? Please don't come in here to balance whine. Unfortunately, your question boils down to "how do I play Starcraft?", which is not a simple question with a simple answer. Try making an [H] thread with a replay and a bit of analysis of what you think went wrong, and I'm sure you can find some people who would be willing to help you out.
Maybe my post whines about balance but i didnt mean it that way although i agree that terran has a really hard time in TVZ, i just dont get one thing i thought you might helfor example here is a list of questions that you might answer for me
When im oppening with a stim push, what should my goal be ? To finish him off, to stop the third or just to harass and if just to harass when should i turn back ?
If i see he is going mass lings into imbastors, what should i do before he gets his infestors ? should i push ? or just take my third and turtle ? if so when is the ideal time to move out ?
If i see him making infestors what should my response be ( after he made some ) should i make ghosts ? Is there a unit out there that counters infestors atm ? or is it just pure micro ?
When is the best time for taking a third whenever i see mass lings while oppening up with a stim push ( 1 rax fe duble gas 3 more rax ¬> push whenever stim and CS is ready)
At what stage of a pvz should i take my fourth ? when is a good time to be taking a third, atm im taking it at about 15 minute mark, is this too early? late ?
Is it okay to start 1-1 ups and then push out with my stim push ? And then push again when my 1-1 is done ?
Is it smart to favour marines 3 techlabs and 1 reactor when going for a stim push vs zerg in the 10 minute mark ? One of two marouders dont have a good tps but with their cc shell they are really handy vs lings early on, plus its good to have marouders for lategame when z is going ultra
So yeah i would be really happy if some one could help me with this, im stuck in high plat and i mainly loose vs zergs but its not down to my micro, its more like its just the decision making my macro is kiiiiinda decent for a diam level player i try to keep my money low all the time. Peace.
|
What maps should I veto if I gasless FE in all matchups and transition to blue flame to mech TvZ/TvT and standard MMMGV TvP? I'm having trouble adjusting to the huge difference in how bio TvP is played versus mech TvZ/TvT for every map, and mech TvP too all-in-ish for my taste. That being said, my current vetos are Korhal Compound, Ohana, and Metalopolis, the three non-MLG maps.
|
On April 24 2012 04:55 trippycarrot wrote: What maps should I veto if I gasless FE in all matchups and transition to blue flame to mech TvZ/TvT and standard MMMGV TvP? I'm having trouble adjusting to the huge difference in how bio TvP is played versus mech TvZ/TvT for every map, and mech TvP too all-in-ish for my taste. That being said, my current vetos are Korhal Compound, Ohana, and Metalopolis, the three non-MLG maps.
Big maps are terrible for Mech TvZ because your push marches across the map so goddamn slowly, they almost always have copious amounts of broods by the time it comes. As well, your only viable harass is hellions, and the further you have to send them the more time zerg has to scout them coming and prepare. TvT you should veto maps that have further-away thirds, because they require more tanks to defend drops and bio-hitsquads. TvP should be your preference, it's a very balanced MU right now imo.
I have played Mech TvZ for the last little while and I'm simply not finding it viable at all on ladder anymore. I don't even think it's viable at the pro-level at all, and I haven't seen it played in a very long time (though someone could prove me wrong here). More and more zergs realize they are free to take quick thirds and fourths and macro out of control (as long as they get out a small flock of mutas to apply light pressure and easily deal with hellion harass). They can just throw roach/ling/baneling into your spread tank/hellion/thor lines, keeping your supply under 140 while teching to broods so you never have that opportunity for a crazy death-push.
|
On April 24 2012 01:35 Bonneyi wrote:Show nested quote +On April 23 2012 01:39 AmericanUmlaut wrote:On April 22 2012 23:49 Bonneyi wrote: I ust have a quick question.
i went for mech in TVZ turtled untill i got maxed and came out, i thought that as people told me mech was unbeatable. The zerg made a few ultras and ran past my army with no big deal... if i cant win a tvz with bio because of imbastors and if i cant win it by using mech what should mu unit composition be ? Please don't come in here to balance whine. Unfortunately, your question boils down to "how do I play Starcraft?", which is not a simple question with a simple answer. Try making an [H] thread with a replay and a bit of analysis of what you think went wrong, and I'm sure you can find some people who would be willing to help you out. Maybe my post whines about balance but i didnt mean it that way although i agree that terran has a really hard time in TVZ, i just dont get one thing i thought you might helfor example here is a list of questions that you might answer for me When im oppening with a stim push, what should my goal be ? To finish him off, to stop the third or just to harass and if just to harass when should i turn back ? If i see he is going mass lings into imbastors, what should i do before he gets his infestors ? should i push ? or just take my third and turtle ? if so when is the ideal time to move out ? If i see him making infestors what should my response be ( after he made some ) should i make ghosts ? Is there a unit out there that counters infestors atm ? or is it just pure micro ? When is the best time for taking a third whenever i see mass lings while oppening up with a stim push ( 1 rax fe duble gas 3 more rax ¬> push whenever stim and CS is ready) At what stage of a pvz should i take my fourth ? when is a good time to be taking a third, atm im taking it at about 15 minute mark, is this too early? late ? Is it okay to start 1-1 ups and then push out with my stim push ? And then push again when my 1-1 is done ? Is it smart to favour marines 3 techlabs and 1 reactor when going for a stim push vs zerg in the 10 minute mark ? One of two marouders dont have a good tps but with their cc shell they are really handy vs lings early on, plus its good to have marouders for lategame when z is going ultra So yeah i would be really happy if some one could help me with this, im stuck in high plat and i mainly loose vs zergs but its not down to my micro, its more like its just the decision making my macro is kiiiiinda decent for a diam level player i try to keep my money low all the time. Peace.
I can only speak to a few of these, because most of them are extremely scouting- and situation-dependant.
Goal of a stimpush? Scouting-dependent. Is he on 2 base? Probably only light pressure while you tech or take a 3rd. 3Base up and running? Hard pressure on that, but don't overextend. Fucktons of ling/bane (the most effective response to stimpush)? Good job, you forced a bunch of gas into banes. Fucktons of pure ling? His gas is going somewhere... figure it out.
I'm sorry but without know what style of T you want to play, at lot of your questions have too many answers. Are you going pure MMM with late tanks? You probably want to apply a ton of pressure, and expand faster than usual. Are you going for a slow-and-steady max-out on tank/marine? Is your opponent 3-base infestor or 2-base? etc.
Sounds like you've picked a build, but haven't picked a style. Read the guides about your build, and see what styles it fits well with, then make your strategic decisions align with that.
|
On April 23 2012 20:19 AmericanUmlaut wrote:Show nested quote +On April 23 2012 18:19 Boiler Bandsman wrote:On April 23 2012 16:53 AmericanUmlaut wrote:On April 23 2012 07:29 Boiler Bandsman wrote:On April 23 2012 03:03 Nightfire wrote: Firstly, to Boiler, I give you my thanks - my game has jumped up a bit since I've been here and I've been gradually going upwards since. With that said, since I am trying to build my foundations for the game and future strategy games, I have some more questions:
1. In relation to the question following this one, I noticed I don't scout very often at the beginning of the game, and often don't feel as though I'm getting a clear reading of what the other person is doing. Just in this last match I played, I scouted out a Protoss player's main base and found everything as a standard shut-in approach like most Bronze league players, but it turned out to be a Gateway rush I barely fought off. Is there some sort of scouting guide I could adhere to so that I could get a more clear picture of the other person's playing style?
2. As a Zerg player, is there any optimal time or approach to scouting I should be aware of? Should use my drone or my Overlord first, or some sort of combination? Would burrowing a Zergling next to a mineral line to see if he makes a third base be effective? Is it worth sacking an overseer or overlord with a speed boost later on for a glimpse of the inside of the base, and if so, how much later?
3. I've been trying to find usage for some Ultralisks and Infestors, but I can never seem to have my fingers fast enough for the infestors, and aside from that I can't seem to find a niche for either. Would someone mind telling me how they take advantage of these two units?
4. Currently I only have one build order memorized, and that is the "Ice Fisher" build made by Spanishiwa on the Team Liquid wiki since it's been so useful to me against early attacks. Is it important for me to have more practice with others as well, and if so, would someone mind pointing a few out to me that would be useful?
5. Often in a game, I start to get saddled with minerals because I did not keep up with producing units as the larvae came by, whether it be caught up in a fight or thinking passively without realizing I'm not doing anything, and this could go up to 5000 before I notice. At that rate, should I just lay down extra hatcheries and spend like crazy?
Thanks in advance :-) #1. I don't mean to demean you or your league...but I would be leery of trusting to scouting guides while in bronze/silver. Most high-level guides are going to be based on reads that are too sophisticated for that league. It's like trying to read a poker player who doesn't know the order of hands...he can't have tells because he himself doesn't know what he has. So many people in those leagues have no clear concept of build orders, so gas timings/expansion timings/timing attack windows have very little meaning, because they are so often...well, off, for lack of a better term. In other words, until you get into plat or diamond at least, reading your opponent is almost impossible, and most of your scouting is going to be based on just straight-up seeing the dark shrine/starport/spire or whatever. As you get higher, you will start to be able to pick things up off of sentry count (few sentries=gas spent elsewhere=tech) or Terran gas timings, but for now, your reads should just be "go look for it." This is bad advice, because it completely misrepresents how scouting works. When you scout, you can sometimes see everything, in which case you can get a very good idea of what is going on, but in general, scouting is about figuring out what can't be happening. Scouting the front and seeing a bunch of Sentries doesn't mean that there are no DTs coming because high-level players don't get lots of Sentries before DTs, but because it is physically impossible for a player to have a Dark Shrine before a certain time for every Sentry beyond the first or second that he builds. Bad players and good players mine gas at the same rate, and that mining rate constrains how much tech can exist at any given time. Also, if you learn and stick to timing guides for higher leagues, you will win games because those timings are based on your opponent playing optimally. If you FFE against a 15-pool into a fast expansion, scout for a third at 5:00 and see nothing, then you should get a couple of extra cannons. If your opponent is actually going for a two-base timing push, then the cannons will help you defend it. If your opponent is just bad and gets his third at 6:00, then you're still fine, because he's playing so slowly that his slow third costs him more than two cannons cost you. Any build that works against an opponent playing optimally will work even better against a player playing suboptimally, as long as it is safe and doesn't cut corners. Timings are about the earliest time that dangerous things can happen; a bad opponent does not have options that a good opponent does not have. You're missing my point. Just because half a dozen sentries means his DT rush won't hit at 7 minutes flat does not mean DTs aren't coming, especially in lower leagues, where builds just don't make sense sometimes. Your last paragraph admits as much: you say your build has to be "safe". That would imply spores for a suboptimal DT rush, extra larva into units, less aggressive droning, etc. Which would kind of defeat the purpose of scouting. The main advantages of scouting are being prepared for what comes and not wasting time and money preparing for what doesn't. So while your point may be technically true, saying something is physically impossible only applies for a short time after the scout. To scout "negatively" like you're talking about requires fairly constant information, which simply isn't there without good multitasking and scouting skills. Scouting like that as a goal is fine, but you have to understand its limitations for players that aren't as good as you are. I'm not missing your point, I'm explaining why your point is wrong. Half a dozen Sentries never means that DTs aren't coming, they just mean that DTs aren't coming at the earliest possible time. The information that "his DT rush won't hit at 7 minutes flat" is actually what you're finding out with that scout. If you want to know whether you might have to deal with a 10-minute DT attack, you'll need to scout again. Playing "safe" does not, as you are trying to say above, require being prepared for all things at all times; it requires being aware of what your opponent can't be doing yet, and being prepared for everything else. People who argue that you have to be prepared for everything against Bronze players because Bronze players play unpredictably are misunderstanding how scouting works. A low MMR does not cause gas and minerals to come popping out of your ass at random times, and if you're relying on identifying your opponent's build and then knowing for sure everything that that build does for the rest of the game for your timings, then you're going to get your ass kicked by anyone who plays a variation that you're not familiar with.
Well put. Both of you have agreed that there are two types of scouting information: Information gained from direct vision, and information gained from indirect reasoning. Very clearly, ALL scouting information is only applicable AT THE TIME of the scout. For example, if you scout his entire base and see no dark shrine, you can assume that no DT's will be there in the next 100 seconds. But the second you leave his base, the potential is there for DT's to come out 100 seconds later. Similar for indirect reasoning... by seeing a high sentry count "early-on" (this is all based on optimal timings, clearly not bronze-level play), you can assume that DT's cannot be out for X amount of time, but you need to be wary from X point on. Remember that a "high sentry count" isn't just determined by the # of sentries, but also the game time elapsed. If it's 13 minutes into the game, having 6-7 sentries is not an indicator that DT's aren't coming.
|
Anyone knows where to get some Huk's replays?
|
Q: Where can I find some recent replays of Destiny's ZvZ style?
|
Is there a reason why so many high level players I watch keybind their medivacs with their bio? I set my medivacs to 0 (a mousekey), and have them follow my bio. This way when I stutterstep my bio, my medivacs heal the whole time. Also, they do not fly ahead of my bio. Is this optimal? Is there an easier way to solve this problem?
By the way, I queue follow commands for my medivacs so that if one unit dies, the medivacs do not stop following.
|
On April 23 2012 19:32 DontLoseSightOfIt wrote:Show nested quote +On April 22 2012 22:57 DontLoseSightOfIt wrote:Hotkey question From this thread http://www.teamliquid.net/forum/viewmessage.php?topic_id=3306071. I would love to learn how to hotkey F1, F2, so on to my spawn CC, expansion, 3rd base, 4th, and so on. 2. I changed the idle workers from F1 (default) to ` , to make space for (see question 1, hotkeying F1 - 4 to CC.) However, I learned that I cannot do control + ` to select all idle workers? I was able to do control + F1 to select all idle workers. Yep, just 2 questions. thanks If I cannot control ` to select all idle then...I will just use the default hotkeys and not use f1-4 for CC, i am pretty fine with it That, and my 3rd question. 3. Why do people seem to love VODs so much? I mean, what is the difference between VODs and watching a replay from the player's perspective? Aren't they exactly the same?
I have the same set up as you and ctrl+~ works for selecting all idle scvs, perhaps you can double check? Can't speak for everyone, but Vods let you see mouse movements better, how they are selecting, boxing or clicking etc and also the camera pans are more accurate, replays will smooth it out. But replay does allow you to pause at any point to analyse, which is nice, and you can click on their hotkeys.
|
On April 24 2012 10:59 esorey wrote: Is there a reason why so many high level players I watch keybind their medivacs with their bio? I set my medivacs to 0 (a mousekey), and have them follow my bio. This way when I stutterstep my bio, my medivacs heal the whole time. Also, they do not fly ahead of my bio. Is this optimal? Is there an easier way to solve this problem?
By the way, I queue follow commands for my medivacs so that if one unit dies, the medivacs do not stop following.
If I am not mistaken, the medivac will only start healing after it reaches the marine it is following? So you lose a lot of healing time if your guy is at the front of the ball and med has to go all the way up to him, then start healing, where as attackmove is healmove.Once the engagement starts I believe your method is superior, no healing time is lost to the movecommand portion of stutter stepping. The real reason could be that pro players have realized there are more beneficial things to be doing with their APM than setting this up. Whatever that may be, I'm not pro enough to know
|
On April 24 2012 11:10 vorxaw wrote:Show nested quote +On April 23 2012 19:32 DontLoseSightOfIt wrote:On April 22 2012 22:57 DontLoseSightOfIt wrote:Hotkey question From this thread http://www.teamliquid.net/forum/viewmessage.php?topic_id=3306071. I would love to learn how to hotkey F1, F2, so on to my spawn CC, expansion, 3rd base, 4th, and so on. 2. I changed the idle workers from F1 (default) to ` , to make space for (see question 1, hotkeying F1 - 4 to CC.) However, I learned that I cannot do control + ` to select all idle workers? I was able to do control + F1 to select all idle workers. Yep, just 2 questions. thanks If I cannot control ` to select all idle then...I will just use the default hotkeys and not use f1-4 for CC, i am pretty fine with it That, and my 3rd question. 3. Why do people seem to love VODs so much? I mean, what is the difference between VODs and watching a replay from the player's perspective? Aren't they exactly the same? I have the same set up as you and ctrl+~ works for selecting all idle scvs, perhaps you can double check? Can't speak for everyone, but Vods let you see mouse movements better, how they are selecting, boxing or clicking etc and also the camera pans are more accurate, replays will smooth it out. But replay does allow you to pause at any point to analyse, which is nice, and you can click on their hotkeys.
I like VoD's because 90% of the time I watch Sc2 I'm only half-paying attention unless it's a really good game. I generally don't "study" vods, I watch them for entertainment, and having a caster/duo commentating is awesome so I don't have to fundamentally follow every player move myself when I'm busy or distracted.
|
whats the basic build order for a 1 base rine (no ups) and tank push?
|
In win7, when I double click a replay file in the explorer it won't load unless i close sc2 first. Is there a way to get around that?
|
On April 24 2012 16:26 StaraCroft wrote: In win7, when I double click a replay file in the explorer it won't load unless i close sc2 first. Is there a way to get around that? I don't think so, unfortunately. At least, I've never been able to figure out a way to get it to work the way you'd expect.
|
So PVP, what is the correct response to 2 gates proxy.
I used to be able to send 4 protoss to kill the pylon versus lower opponents but lately master level player are start to do it to me and they all can chrono out 2 zealots before the pylon fell or remake pylon in time.
|
On April 24 2012 18:35 haduken wrote: So PVP, what is the correct response to 2 gates proxy.
I used to be able to send 4 protoss to kill the pylon versus lower opponents but lately master level player are start to do it to me and they all can chrono out 2 zealots before the pylon fell or remake pylon in time. If you scout it before your Cyber Core goes down, just place a second GW and chrono out your own Zealots. Use a couple of Probes if you are outnumbered; your production will be the same as his, but your production is closer to the fight, so you should be ok. You can also drop a Forge and put up a cannon or two, but I feel like that's a big hit to take if you don't absolutely need to.
Once you've put down your Cyber Core... well, I get out my first Zealot, then chrono out Stalkers as fast as possible to kite the incoming Zealots, but I always end up losing because they can so easily kill all your Probes in that scenario, so I don't know for sure what the optimal answer is.
|
On April 24 2012 01:35 Bonneyi wrote:Show nested quote +On April 23 2012 01:39 AmericanUmlaut wrote:On April 22 2012 23:49 Bonneyi wrote: I ust have a quick question.
i went for mech in TVZ turtled untill i got maxed and came out, i thought that as people told me mech was unbeatable. The zerg made a few ultras and ran past my army with no big deal... if i cant win a tvz with bio because of imbastors and if i cant win it by using mech what should mu unit composition be ? Please don't come in here to balance whine. Unfortunately, your question boils down to "how do I play Starcraft?", which is not a simple question with a simple answer. Try making an [H] thread with a replay and a bit of analysis of what you think went wrong, and I'm sure you can find some people who would be willing to help you out. Maybe my post whines about balance but i didnt mean it that way although i agree that terran has a really hard time in TVZ, i just dont get one thing i thought you might helfor example here is a list of questions that you might answer for me When im oppening with a stim push, what should my goal be ? To finish him off, to stop the third or just to harass and if just to harass when should i turn back ? If i see he is going mass lings into imbastors, what should i do before he gets his infestors ? should i push ? or just take my third and turtle ? if so when is the ideal time to move out ? If i see him making infestors what should my response be ( after he made some ) should i make ghosts ? Is there a unit out there that counters infestors atm ? or is it just pure micro ? When is the best time for taking a third whenever i see mass lings while oppening up with a stim push ( 1 rax fe duble gas 3 more rax ¬> push whenever stim and CS is ready) At what stage of a pvz should i take my fourth ? when is a good time to be taking a third, atm im taking it at about 15 minute mark, is this too early? late ? Is it okay to start 1-1 ups and then push out with my stim push ? And then push again when my 1-1 is done ? Is it smart to favour marines 3 techlabs and 1 reactor when going for a stim push vs zerg in the 10 minute mark ? One of two marouders dont have a good tps but with their cc shell they are really handy vs lings early on, plus its good to have marouders for lategame when z is going ultra So yeah i would be really happy if some one could help me with this, im stuck in high plat and i mainly loose vs zergs but its not down to my micro, its more like its just the decision making my macro is kiiiiinda decent for a diam level player i try to keep my money low all the time. Peace. So in your first paragraph you say you don't mean to whine about balance and then you continue to refer to infestors as imbastors... I'm sure you're not doing it intentionally. If you want people to take your questions seriously, ask them seriously. No body cares to help someone who balance whines and then proceeds to illustrate his lack of understanding of the game. If you don't know how the match-up works, you're gonna be bad at it. Tough truth.
|
Hi, I tried to search for it, but I only found this question asked in the BW strategy section or from the terrans point of view (whether it's viable).
So what I'd like to know is how to react as a zerg, when a terran blocks your natural with an ebay?
Additional thoughts: I don't know if I should attack the scv with 4 drones and then work on the ebay or should I just ingore it and build a pool and gas and expand when my 4 lings killed the ebay. Thanks for any advices, hope it wasn't asked too often, somewhere on this 600 pages
|
On April 24 2012 22:21 Musicus wrote:Hi, I tried to search for it, but I only found this question asked in the BW strategy section or from the terrans point of view (whether it's viable). So what I'd like to know is how to react as a zerg, when a terran blocks your natural with an ebay? Additional thoughts: I don't know if I should attack the scv with 4 drones and then work on the ebay or should I just ingore it and build a pool and gas and expand when my 4 lings killed the ebay. Thanks for any advices, hope it wasn't asked too often, somewhere on this 600 pages Throw down a pool instead of making a hatch, when your lings pop attack the engy bay.
|
|
|
|