I know for certain that Zerg can get up two bases against ANY toss opening.
Go 13 Hatch, 15 pool, put at least two spines at the front, and you're good against any early pokes until they decide to seriously push. Then you'll need more spines to hold, but since you haven't been making any lings with the funday you should have a stupid number at the front. You just have to watch out for a blink stalker play going around the spines.
Except Cannon Contain, but that's ridiculously rare.
I know for certain that Zerg can get up two bases against ANY toss opening.
Go 13 Hatch, 15 pool, put at least two spines at the front, and you're good against any early pokes until they decide to seriously push. Then you'll need more spines to hold, but since you haven't been making any lings with the funday you should have a stupid number at the front. You just have to watch out for a blink stalker play going around the spines.
Proxy 2-gate, cannonrush and cannoncontain called. They wanted their free ladder points.
Seriously, don't ever hatch first versus Protoss.
Quote:
Originally Posted by Acanous
Except Cannon Contain, but that's ridiculously rare.
Proxy 2-gate, cannonrush and cannoncontain called. They wanted their free ladder points.
Seriously, don't ever hatch first versus Protoss.
LOL. Guess what? I always hatch first vs toss. Always. Yes, even then. I used to not even drone scout until they started doing the pylon wall-off cannon rush.
Cannon contain? What's the point? I'm two basing until mutas on most maps anyway, so why do I care if you have cannons at my front? My mutas will fly around your cannons, you'll abandon the cannons to defend your probes, and zerglings will eat your cannons.
Now, proxy two gate actually will force me to either skip or cancel the hatch and drop the pool right away, but then the toss has already lost anyway, so who cares? Clean up the proxy, drop the hatch, and go back to normal play.
I threw a try-hard game in. Might make an interesting fail game or an intro game, because my opening went almost picture perfect and my late game was a bizzare nightmare of hydralisk/infestor harass vs mutalisk harass.
I threw a try-hard game in. Might make an interesting fail game or an intro game, because my opening went almost picture perfect and my late game was a bizzare nightmare of hydralisk/infestor harass vs mutalisk harass.
I lost bad. I did learn a few things, like you should wall in every ramp and base you can to prevent runbys when you go pure air and instead move drones by drop or nydus. Yes, a hydralisk runby killed me.
Only thing they're missing is an update on when HotS will come out. But nooo...
"Coming Soon"
They did put out a release regarding the new units for HotS.
Namely that a bunch of them were scrapped due to them just plain not working.
The Reploid basicly encouraged Protoss to turtle and counter when turtle play is something they've been actively trying to discourage. It also caused people to not tech up, again, highly negative.
I forget what was wrong with a few of the other units.
Oh yeah, the Terran Shredder. Caused too many friendly fire incidents in testing, and was otherwise too confusing to some testers.
The Zerg thingy that burrows and barfs out broodlings is still in, but might get a graphical change and might not barf broodlings but something else instead. Mostly changes to make it a bit more different from other units.
But, the good news is that they have a serious commitment to getting HotS out this year. They've been saying that at pretty much all the quarterly reports and shareholder meetings since... october?
Personally, I expect a november release date, but that's really just a guess.
__________________
~~Courage is not the lack of fear~~
Quote:
Originally Posted by gooddragon1
If the party wizard can't survive a supersonic dragon made of iron at epic levels it's his own fault really.
Only thing they're missing is an update on when HotS will come out. But nooo...
"Coming Soon"
Quote:
We'll also be offering a beta sneak peek of Heart of the Swarm to attendees of the MLG Spring Championship on June 8–10 at the Anaheim Convention Center in Anaheim, California. Additionally, we will be releasing news in the next few weeks about how your participation in the upcoming Arcade (1.5) beta can win you chances to get into the upcoming Heart of the Swarm multiplayer beta test.
Yeah, basically almost all their proposed units for Terran are back on the drawing board, most of Toss's are being rethought (hope carriers stay in), and Zerg gets to keep Overseers.
Which makes me curious what they plan on doing with the viper. Are they still going to have the spell to make things into obs units? Also I really can't wait to play with that scorpion get-over-here spell.
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Quote:
Originally Posted by Alabenson
Evil Intelligence is knowing the precise ritual that will allow you to destroy the peaceful kingdom that banished you.
Evil Wisdom is understanding that you probably shouldn’t perform said ritual while you’re standing in the estimated blast radius.
Next week funday monday: Closest Team Battles Ever! Epic Version! 2v2, 3v3, or 4v4s. No boring for the longest of time before the armies meet in the middle and one barely pulls out. "Looking for games where both teams base trade, rebuild in their opponents mains, base trade again, re-expand into old mains, and barely winning with a worker left alive" type of games.*
*Note, game doesn't have to go like this. Keep the action going non-stop and make it as close as possible.
Which makes me curious what they plan on doing with the viper. Are they still going to have the spell to make things into obs units? Also I really can't wait to play with that scorpion get-over-here spell.
The parasite spell (let's face it, that's what it was) hasn't been mentioned, so it might still exist or it might not. The fun ones are the tongue and dark swarm, though. I look forward to countering Colossi with zerglings.
It isn't as good as parasite, because it can only be used on your own units. I used parasite a ton on random critters around the map (less important now due to how easy it is to spread creep) but it was fun. I used the dark archons (which I miss) to mind control critters as well and walk around in opponents bases as a critter.
In other words I miss messing with the critters :D
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Quote:
Originally Posted by Alabenson
Evil Intelligence is knowing the precise ritual that will allow you to destroy the peaceful kingdom that banished you.
Evil Wisdom is understanding that you probably shouldn’t perform said ritual while you’re standing in the estimated blast radius.
It isn't as good as parasite, because it can only be used on your own units. I used parasite a ton on random critters around the map (less important now due to how easy it is to spread creep) but it was fun. I used the dark archons (which I miss) to mind control critters as well and walk around in opponents bases as a critter.
In other words I miss messing with the critters :D
Wait, the opponents units didn't automatically attack mind controlled critters?
Edit: Oh, I would like to ask everyone in Gitp in general about timings when they're playing against other races. At what minute mark do you expect any kind of strat the opponent will be making against you whether they are Terran, Zerg, or Protoss. The latest Daily was talking about minutes like 6 minutes is hellions, 7 minutes is banshees, and 7:30 is when banshees should have cloak when its ZvT.
I'm just curious if any of you have timings memorized where you prepare for the enemy in any of your games.
Wait, the opponents units didn't automatically attack mind controlled critters?
Edit: Oh, I would like to ask everyone in Gitp in general about timings when they're playing against other races. At what minute mark do you expect any kind of strat the opponent will be making against you whether they are Terran, Zerg, or Protoss. The latest Daily was talking about minutes like 6 minutes is hellions, 7 minutes is banshees, and 7:30 is when banshees should have cloak when its ZvT.
I'm just curious if any of you have timings memorized where you prepare for the enemy in any of your games.
I don't have any concious "check the clock" sort of timings, but I have moments where I haven't see the marines and tanks after the hellions so I know that I need to get down the spores ASAP or I won't be getting down spores ever.
I'm less sure with toss, since I just expect a 6 gate to try and kill me and everything else I have contigencies for.
I don't have any concious "check the clock" sort of timings, but I have moments where I haven't see the marines and tanks after the hellions so I know that I need to get down the spores ASAP or I won't be getting down spores ever.
I'm less sure with toss, since I just expect a 6 gate to try and kill me and everything else I have contigencies for.
Well, I think maybe we should start working on that, as in training each of us to learn to recognize specific timings for things. The latest Day 9 video I watched made me realize that knowing timings is a key factor in top level gameplay.
Wait, the opponents units didn't automatically attack mind controlled critters?
The only way to tell if a unit was parasited was to click on it, or see its portrait in the 12 units you can highlight.
I can't remember it for mind control a la dark archon.
Quote:
Originally Posted by Silverraptor
Edit: Oh, I would like to ask everyone in Gitp in general about timings when they're playing against other races. At what minute mark do you expect any kind of strat the opponent will be making against you whether they are Terran, Zerg, or Protoss. The latest Daily was talking about minutes like 6 minutes is hellions, 7 minutes is banshees, and 7:30 is when banshees should have cloak when its ZvT.
I'm just curious if any of you have timings memorized where you prepare for the enemy in any of your games.
I just scout a lot, and know if they expand the first major attack is going to come 8-10 minutes in. If they don't expand it is about 6 minutes. Second push is typically 12 minutes, or if they 2 base all in it is about 12. These timings are wide enough margin that it works for both Toss and terran. ZvZ has no timings beyond when you expect them to have a 6 pool attacking, speed for 14/14, and the hatch done for a FE. At any time they may do something crazy.
I'm not to the point where I have to memorize timing attacks so I haven't.
__________________
Quote:
Originally Posted by Alabenson
Evil Intelligence is knowing the precise ritual that will allow you to destroy the peaceful kingdom that banished you.
Evil Wisdom is understanding that you probably shouldn’t perform said ritual while you’re standing in the estimated blast radius.
LOL. Guess what? I always hatch first vs toss. Always. Yes, even then. I used to not even drone scout until they started doing the pylon wall-off cannon rush.
Cannon contain? What's the point? I'm two basing until mutas on most maps anyway, so why do I care if you have cannons at my front? My mutas will fly around your cannons, you'll abandon the cannons to defend your probes, and zerglings will eat your cannons.
Now, proxy two gate actually will force me to either skip or cancel the hatch and drop the pool right away, but then the toss has already lost anyway, so who cares? Clean up the proxy, drop the hatch, and go back to normal play.
If he's going Cannon Contain, you're going to lose your expo before it finishes. Most Toss Cannon Contain do it so they can 3 base without risk of harass, letting them go for mass Void Ray with some Carrier backup.
Yes, it's a rare strat, and bloody impractical against any terran, and you can't pull the usual 4 gate opening, but if you want to Fast Expand twice and go into air anyhow, you only need the one gate and it isn't delayed.
So basically Cannon Contain works on certain maps, and you shouldn't expo first on those maps. Fast lings counter cannon contain.