[G] [D] Zerg Mineral Saturation - Page 3
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CookieMaker
Canada880 Posts
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Crackensan
United States479 Posts
Starcraft is a very complex system, with too many variables to have hard, fast, set rules. | ||
nanoscorp
United States1237 Posts
I see your response regarding transfers and local rallies, that makes sense for keeping a good balance. Do you ever run into trouble with mixed production where one base ends up oversaturated relative to the rest? | ||
archonOOid
1983 Posts
An economic or production question, should each base have a corresponding queen? Many queens could cap the army supply, is that a problem? | ||
Liquid`Sheth
United States2095 Posts
Nano -- Yep happens once in a while, thats why you need to be constantly checking how many drones you have in each mineral area. Actually LOOK at the workers, don't look through them. Count them and think about it. I should probably add something like that to the guide. Archon -- I usually stop at like 5 queens, anything more is like you said a army supply problem. <3 | ||
archonOOid
1983 Posts
Also with many bases I suppose you aren't building any macro hatches? Since you are answering my posts, how did you feel when you were nr1 in ladder in the world? It was a great achievement! | ||
CookieMaker
Canada880 Posts
On May 05 2011 03:49 archonOOid wrote: If zerg should "over expand" or at least have so many bases that the worker count at a specific base is low, does that correspond to a specific composition or play style? Is muta/ling or bane/ling/infest or any other composition favourable? The ultra or broodlords/mass queen build might be less favourable? It would only correspond to specific playstyle in the early-mid game, whereas any expansions past the 3rd are usually just taken as soon as "safely" (and i use that very loosely) possible. The only example I can think of where extra bases are playstyle dependant is when a player is going heavy ling/bane in the early game and an objective is to get a really fast 3rd up with the excess minerals they will have. The other compositions you mentioned have nothing to do with base count or "over expanding", though it is certainly easier to defend 8 bases on Tal'Darim with a fast army than it is with broodlords. Composition is only dependent on your income, not base count (beyond 3base) | ||
AssuredVacancy
United States1167 Posts
I have a couple questions after watching almost all 200something of your replays. In zvt I know you like to open roach, but some games I see that you will commit to an early roach timing off of 2 bases that most of the tme catches the terran offguard and win you the game or greatly cripple the terran. I'd like to know what indicates that you should go for that timing, as in, what does the terran do that cues that an early roach attack will be successful? Secondly, I notice that in a lot of your games you stop at 84 drones, how do you get your drone count this accurately? Do you just select all your drones at each expansions and count them? | ||
mooose
Japan200 Posts
Edit: Also I already check for gas timings and which units a protoss makes as hints at whether they will push me or just expand, but I've never considered checking the sentry's energy level. That's a great idea so thanks for that too, I think it will help me not die to some of the stranger 1 base protoss pushes. | ||
MegaDancer
United States25 Posts
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TheSurgeonTV
United States131 Posts
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Crais
Canada2136 Posts
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rastaban
United States2294 Posts
Thanks for taking the time to share your thoughts with the community. | ||
rockslave
Brazil318 Posts
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indigoawareness
Slovakia273 Posts
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Deadeight
United Kingdom1629 Posts
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nolife1235
Scotland25 Posts
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NeonFox
2373 Posts
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Yoshi Kirishima
United States10132 Posts
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Jayjay54
Germany2296 Posts
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