chamomileess
Ok, here's the rough build:Fly first overlord near the enemy ramp (on 4p map, you'll have to find the enemy. So long as your overlord is near the ramp by the time the attack starts, you're good)10 Overlord13 Pool12 Gas- 3 Drones to gas when gas pops15 WarrenLingspeed @100 gasSpam lings (overlords as needed)When Warren pops -> 3 roachesWhen roaches pop, STORM THE BASE.Your 4 range roaches will be able to shoot up the cliffs at targets that your overlord so graciously spots for you, and with that many lings, Zealots can't do SQUAT.This build is pretty rough, so I'll get my brother (31xx ELO Master League Zerg O: ) to fix it up.
day&night
/ohmy.gif" style="vertical-align:middle" emoid=":o" border="0" alt="ohmy.gif" />Also, any tips on Protoss? I got basic start out, with 9/10, then pylon, gateway, and either a zealot, assimilator or a cybertech. After scouting, I wing it, but I need a good grounded build vs. every race. I suck at zerg, and my terran is marginally better. So far, I still suck. Also, if I'm going to mass and I have time, should I proxy gate or use a mothership+chrono spam? And should I mass zealots or stalkers. And I'm having problems fighting massed units 'cus my micro and macro is crap. And any tips on when is a good time to attack, because early mid game I have a huge hoard of either supply, mineral and gas, or a huge but sitting army of stalkers '-.- and I have no idea what to
chamomileess
That's really all you need to do to win any match up...See the rough build here.For a more rounded build, try the4 Gate build. A Semi-All-In, this build powers over almost every matc
day&night
So far, I'm having a lot of fun. I'm still in practice league, but my friend says I work very well in 2v2 battles. Won 4 2v2 matches with him and two other guys. He's a zerg player, but he goes faster than me. Still can't get the hang of z
day&night
I am playing way too much but it's fun. The only builds I use are marine/marauder, 4gate, banshee/cloak, roach, roach/hydra, zergling/baneling(didn't work), and mmm with siege tank. I need new builds. I keep getting attacked by mass and I can't win at all D:. I'm so far in bronze league .-. My friend tells me to keep practicing on bots till I can kill 1 insane bot with all three races .-. I can only get to very hard with terran, and every other race is hard bot. On another note, which is better, mmm or mm with si
timbits1o1
f you use seige tanks it is important to make sure they're seiged whenever you engage, and have enough army to protect them. refer to my earlier advice on learning counters and getting enough buildings(always make units). How many unit can power off a base is a bit different for terran, usually 3 barracks, 2 barracks with a factory, 2 barracks with starport, or 1 barracks and 2 starpo
day&night
hanks. Also, when is enough scvs or drones, or probes? I keep over doing it and getting behind sometimes. And should I make 1 more barrack after my third expo and the opponent has yet to counter mmm? Also, what's a good counter against mass colossi+stalker/blink+zealot/charge with mmm, because they always overwhelm me before I make a good enough force. This is a 2v2 thing btw. And which race should be my m
timbits1o1
ach mineral patch/gas geyser needs 3 workers. that means (8*3)+(2*3)=30 workers per expansion. if you have a third expansion and still running on 3 barracks, then you're doing something wrong. If you have extra minerals, do something, like build more production facilities. If you get overwhelmed, you can rush to do some damage to their workers so they can't produce as much units. remember that whenever you attack, your target should be the workers, with no money you can't make stuff. As for your main race it's about preference so i can't help you th
day&night
Also, anyone here likes CT?And anyone know a good general starting build? I go 3 rax or 2 rax fact with orbital command and one gas. But i can never win D: Protoss keeps making Colossi and I can't micro my tanks so they'll be out of the stalker's blink/range radius. And zerg keeps going muta on me =.= I try to copy some of those really common builds, but I'm always one step beh
day&night
EDIT:Err, how do I post a replay h
EternalLurker
ress Add Reply (don't use the Quick Reply box). Right under where you type the message there's an Attachments m
day&night
ried that, and it says I can't use upload
EternalLurker
hen it's probably past your allotted size li
blah701
QUOTE (timbits1o1 @ Feb 19 2011, 02:14 PM) quoteceach mineral patch/gas geyser needs 3 workers. that means (8*3)+(2*3)=30 workers per expansion. if you have a third expansion and still running on 3 barracks, then you're doing something wrong. If you have extra minerals, do something, like build more production facilities. If you get overwhelmed, you can rush to do some damage to their workers so they can't produce as much units. remember that whenever you attack, your target should be the workers, with no money you can't make stuff. As for your main race it's about preference so i can't help you there.QuoteEndQuoteEEndCame back from the dead to say something about this...Erm... Timbit, I realize that Geyser needs 3 workers, but 3 workers per mineral patch is overkill. You only need 2 workers per min patch to fully saturate the expansion. So technically... it is (8*2)+(2*3)=16+6=22 workers per expansion.But you are right about having 3 racks and with 3 expan. However, targeting workers isn't ALWAYS a good thing to do. Sometimes sniping production buildings (ESPECIALLY CRUCIAL v Terrans) or aspect buildings (only for zerg... although tech lab snipe for terran would yield about the same results) is also desired. Often times dropping into the base and destroying one upgrade buildings will cause disruption in rush timing. All in all, workers SHOULD be a priority... but not absolute. The point of the harassment isn't necessary to prevent mineral flow, but to disrupt the other player's rush timing so that you can constitute your own faster. Worker harass is just more simple ways to do it. However, destroying production buildings also has the same effect, since in a heat of battle, each production building lost can cause HUGE amount of delay in reconstruction of forces. (Found this to be especially true for Terrans, who need A LOT Of production buildings to keep in synch with other races. I found destroying Gateways as not as halting, but Robotics sniping REALLY slows down protosses. As for zerg... Spire sniping is great, but since the position of Spire is ALWAYS somewhere safe, zerg isn't as much affected by production sniping... although a few queens down does do a number on zerg firepower.)And when you are being overwhelmed... I do not know who was asking this question... I say that you have lost the war already, unless you are under certain situations: 1. your army is still intact and highly mobile... 2. you have tons of bases with economy and production buildings to match... 3. you have lost a REALLY close battle.In cast of 1 and 2, you will have to try to survive while harassing your enemy as much as possible. In the case of 1, it is completely plausible to try to ele your opponent before he does for you. I guess situation 2. will also help in this instance, since loads of bases with tons of production buildings means that you can produce more before you go down. In the case of 3, you are pretty much at the mercy of the game's flow. If you are matching zerg with higher economy (almost always happens...), you have hard time trying to come back. However, if you are fighting a terran, you will get a slight breather before next push comes, although Terran player can still make a push with marines so you better build up quickly. If you are versing a protoss, it depends on whether the tos player will create from Robotics or Gateway... where if they quickly spin their Gateways and take out massive forces, you lost. Starcraft II has much greater unit production capability for all races, so one large matchup could spell end of the game... only rarely will such games will be turned, since decisive battle really wins w
timbits1o1
ou need 3 workers. i don't know who told you 2 but you definitely need 3 workers, if you only have 2 then there's a period of time where minerals aren't being harvested. i agree with sniping buildings, but only if they are tech buildings, like spire or infestation pit, otherwise attacking workers is much more efficient to slow down their production than trying to kill 3 gatew
day&night
For harass, it might not add up to much if they have excess. I say it depends on your own situation. I suck at harassing well, so I don't it so much and am only doing some Theorycraft.And also, what do you people feel about the new
timbits1o1
New test patch: They nerfed the infestor some more lol, like zerg really needed that when its the most underpowered race. To be honest i see no reason to increase the bunker build by 5, not much difference. Stimpack research time will finally put a stop to those stupid early marauder stim pushes, and now i can BC rush even better! /biggrin.gif" style="vertical-align:middle" emoid=":D" border="0" alt="biggrin.gif" /> (BATTLECRUISER OPERATIONAL) i am a bit sad to see the archon toilet go but i never get to the super late game to use it anyw
chamomileess
QUOTE (timbits1o1 @ Mar 18 2011, 10:44 AM) quotecyou need 3 workers.QuoteEndQuoteEEndSo the tooltips say on the loading screen of most games. This is a rough number. Even Blizzard themselves say in those tips that you need "about 3" per patch.The number of workers you need to saturate a patch really depend on your play-style. If you're going for very early aggression, you need to make sure you don't put too much of your starting minerals into workers, and do as much damage with your early attack as possible. From then on out, it's catchup in worker count (unless you snipe worke