Post by buhwhyen on Aug 1, 2010 2:51:15 GMT -5
EDIT:
I guess I forgot to really mention this, but going roaches first before expanding should be a reactionary build after seeing or predicting some sort of early zealot pressure (every game except the first I did a pretty standard 2 gate build). Otherwise its better to just expand right after you get your pool. Something like 15 pool, 16 hatch. Otherwise you come out behind, though you could always pressure the protoss if he didn't opt for 10 gate (1 gateway) push, or 2 gate.
Played 2 quick games against the computer, one I did the 1 base roach to stop early pressure. The other the more standard 15 pool 16 hatch (ish) build. I mostly neglected early upgrades, but you can always favor zergling speed to do more harass. And I realized when I was playing that you really only need 1 queen till your natural gets saturated with drones, I was hella broke all the time. But if your macro slips, I suppose the 2nd queen is alright to get so you can at least spend your money.
www.megaupload.com/?d=7AA2FI96
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After watching the replay of the last game we played, I think its really just an issue of remembering to do everything. After you stopped the initial zealots, you sat around with a lot of money not doing anything with it.
When you get 2 gate rushed, you have to play defensively until the roaches pop. After that you basically control the map for at least a minute or 2. There's a delay between the initial zealots and when the protoss can tech to stalkers/sentries. And roaches just flat out beat zealots (not that its impossible to kill a roach or 2 with the initial zealots, but if you control your roaches decently, there'll be no problem).
So what we didn't get to was using your roaches to push me back to my base. Like immediately after you get your roaches, you can push me back and get an expo right away, which is what didn't happen. You also don't need to build more zerglings after the initial 6-8, make drones instead. Your goal is really just to stop the zealot push and get your natural expansion up.
If you watch the replay, look how little vision of the middle of the map you have. You can always poke out with your first lings and more importantly use your 2nd and 3rd overlords to give vision of the middle of the map. There's conveniently cliffs in the middle of the map to sit over.
Also you should probably watch the replay to see when my zealots start to move out and whats happening in your base at the same time. This will give you a sense of when the zealots will reach your base even without scouting it.
Spreading creep...is something to think about, but I really wouldn't worry about it too much for a while. The basic idea is that you occasionally skip an inject larvae in favor of putting down a creep tumor (queen ability). Creep just increases the movement speed of all zerg ground units. Though this is the case if you have perfect macro and don't forget to inject larvae. Cause if you inject (NH) the moment 4 larvae pops, you never build up extra energy. So in the time it takes for inject larvae to run its course, queens regenerate 25 energy (and the spell costs 25 energy). If you don't have perfect macro, then you get extra energy, and you can run around dropping creep tumors in your base to spread the creep. Overlords can also vomit creep after you get lair tech? I think. Which is just that when they're stationary they generate creep underneath them.
Oh and I wouldn't bother with the extractor trick. The benefits are really marginal (there's actually a lot of debate as to whats better, extractor trick or not), but regardless, if it doesn't really net you any benefit, why bother?
I watched the 2nd to last game's replay, similar stuff to the last game we played. You really only need to build up to a few roaches then you have a period when you can build purely drones. And you dont need to wait so long to expand. 3 roaches can beat 5 zealots pretty easily.
I didn't really abuse it, but running back up your ramp can cause you to lose your expansion because 1 well placed force field blocks off most ramps completely.
I guess I forgot to really mention this, but going roaches first before expanding should be a reactionary build after seeing or predicting some sort of early zealot pressure (every game except the first I did a pretty standard 2 gate build). Otherwise its better to just expand right after you get your pool. Something like 15 pool, 16 hatch. Otherwise you come out behind, though you could always pressure the protoss if he didn't opt for 10 gate (1 gateway) push, or 2 gate.
Played 2 quick games against the computer, one I did the 1 base roach to stop early pressure. The other the more standard 15 pool 16 hatch (ish) build. I mostly neglected early upgrades, but you can always favor zergling speed to do more harass. And I realized when I was playing that you really only need 1 queen till your natural gets saturated with drones, I was hella broke all the time. But if your macro slips, I suppose the 2nd queen is alright to get so you can at least spend your money.
www.megaupload.com/?d=7AA2FI96
*****************************************
After watching the replay of the last game we played, I think its really just an issue of remembering to do everything. After you stopped the initial zealots, you sat around with a lot of money not doing anything with it.
When you get 2 gate rushed, you have to play defensively until the roaches pop. After that you basically control the map for at least a minute or 2. There's a delay between the initial zealots and when the protoss can tech to stalkers/sentries. And roaches just flat out beat zealots (not that its impossible to kill a roach or 2 with the initial zealots, but if you control your roaches decently, there'll be no problem).
So what we didn't get to was using your roaches to push me back to my base. Like immediately after you get your roaches, you can push me back and get an expo right away, which is what didn't happen. You also don't need to build more zerglings after the initial 6-8, make drones instead. Your goal is really just to stop the zealot push and get your natural expansion up.
If you watch the replay, look how little vision of the middle of the map you have. You can always poke out with your first lings and more importantly use your 2nd and 3rd overlords to give vision of the middle of the map. There's conveniently cliffs in the middle of the map to sit over.
Also you should probably watch the replay to see when my zealots start to move out and whats happening in your base at the same time. This will give you a sense of when the zealots will reach your base even without scouting it.
Spreading creep...is something to think about, but I really wouldn't worry about it too much for a while. The basic idea is that you occasionally skip an inject larvae in favor of putting down a creep tumor (queen ability). Creep just increases the movement speed of all zerg ground units. Though this is the case if you have perfect macro and don't forget to inject larvae. Cause if you inject (NH) the moment 4 larvae pops, you never build up extra energy. So in the time it takes for inject larvae to run its course, queens regenerate 25 energy (and the spell costs 25 energy). If you don't have perfect macro, then you get extra energy, and you can run around dropping creep tumors in your base to spread the creep. Overlords can also vomit creep after you get lair tech? I think. Which is just that when they're stationary they generate creep underneath them.
Oh and I wouldn't bother with the extractor trick. The benefits are really marginal (there's actually a lot of debate as to whats better, extractor trick or not), but regardless, if it doesn't really net you any benefit, why bother?
I watched the 2nd to last game's replay, similar stuff to the last game we played. You really only need to build up to a few roaches then you have a period when you can build purely drones. And you dont need to wait so long to expand. 3 roaches can beat 5 zealots pretty easily.
I didn't really abuse it, but running back up your ramp can cause you to lose your expansion because 1 well placed force field blocks off most ramps completely.