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Messages - DumpsterMan
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« on: October 24, 2018, 01:37:25 pm »
/Users/{username}/Library/Application Support/Blizzard/StarCraft/Maps
Library is a hidden folder, so you might need to enable visibility to hidden items, which you can google.
If you click the "Go" drop down in the finder bar at the top, you can either hold option or shift depending on your os (high sierra = shift, pre sierra is option i think) and it'll temporarily reveal library in the Go list.
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« on: October 13, 2018, 04:00:59 pm »
What do you do when you're PZ as the toss with the zerg ally ( I play alot with a guy who picks only Z). Sometimes I also get PZZ in pubs.
Best thing to do in PZ is 4gate in to forge(I would like to 4g +1 in PZ but this would be in certain situations). The goal is to buy the Z as much time by causing some ruckus ... you can send 2 zlots to mess with someone’s probes and throw them off a bit but you’d also have to be able to micro and make sure you survive.. the main thing is to not die on the Zerg. In PZ it’s a lot of 1v2ing.. you have to hold as long as you can until the Zerg is able to help you when it’s big enough.
Almost every game is different but this is just what I think about a typical PZ:
In PZ there are really only two options for both the Z (to either go hydras or guardians ) and for the P (either drops or mass). There are a couple things that must be considered: who is the opposing team pushing and it’s important to note if the opposing team blocks one in and who do they block in (the P or Z) Typically the opposing team will block one or the other then push the one they didn’t block. The only time I like a Zerg going mass hydra is when the opposing team is pushing the P and decided to NOT block in the Zerg. The right Zerg could have range and speed and about 50 hydras within 7 mins, that mass could be too much to handle but this is why most teams will counteract that by blocking in the Z. If the Zerg is cannoned and goes straight for air, it could have guardians in time to save the P but not only that, the right Z could be maxed on air by 11 mins with 0-1 ups and overlord speed.. so in essence I like air because of the fact that hydras can result In a big fail if the Z is blocked. There however are certain situations where hydra mass is a good idea but this scenario is when the P&Z choke.
Now if the P is blocked in.. the best decision is to abandon mass and go straight for drops. Getting recalls with reavers or even mass drops while keeping the opposing team broke on minerals is the ultimate goal for the P. Then eventually mid game the P can slowly break out if he’s able to keep the other team broke and once the P breaks it’s likely the P&Z take control of the map and win it. So yeah the P in my opinion should focus on drops if they’re blocked in, but if the Zerg is blocked in and the P is getting pushed, the P should go mass zlots with speed while massing cannons ; the P would be unable to hold 1v2 if they try going drops and mass so the best thing to do is just not make drops until your base is secure and you have the minerals to get drops going. Adding some temp storms with the fast zlots vs T marine/tanks would be ideal. Honestly there are so many scenarios so if you have any more questions just ask along..
As far as +1 in PZ i used to do a risky strat where I would +1 in PZ it’s risky but it worked out for me pretty well.. I did cost my teammates sometimes by dying though lol so yeah it’s risky and should rarely be done.
Again every game has its variables but in PZ I would say the best thing for the P to do is 4g and hold 1v2 for as long as possible hopefully by then the Z is strong mid game and can help. Also it’s important for the P to not fall too behind on adding another nexus that’s what I meant by 4g +1, I’d try getting that extra nexus before the other P(s) in order to gain even a slither of advantage but you’d have to be able hold like I said the main goal for the P is to not die on the Z.
Hope this helps you and others💪 There’s still a lot more to say but I’ve wrote a ton already lol
Few more tips for P in PZ:
P must scout very wisely and continuously have vision of:
PZvPP- when both P’s double or triple, when they make gas, when they make their core, if they stayed off 4-5 gates , or if they jumped to 6-8 gates, if they make their robotics or if they go for goon range must also be called out
PZvPT When the T makes their factory.... this is the biggest information in PZvPT. If the T ends up going 4 racks, this means the opposing team will likely attack with mass zlots and marines so that means D up. This means their tank will be really late so you have an advantage. Just like in PZvPP, in PZvPT it’s still important to know if the P is going goons or drops, like I said the P must have vision of whether the core is upgrading goon range or if robos are being made. Typically good players will immediately put marines at P’s choke so it’s hard to scout.. at which point it is up to the Zerg to try to get a scout
P should send their first two zlots to the Z if the opposition are both going at the Z- this should be seen by a Zerg Ovie that should be in mid seeing units going around. Zerg should keep an ovie outside of at least one opponents base so they can always see their units coming out and where they go.
Awesome. Thanks for the detailed response. I may just PM you any future questions hah.
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« on: October 11, 2018, 02:36:30 pm »
It depends entirely on the match-up. In PRvPR you can go for it if you're PP as long as your ally goes for regular 4 gate. But it is risky if the opponent is PT because you lose your initial early leverage over PT. Your leverage instead shifts towards a slightly later stage into the game. But because the early stage is so important in PPvPT, PT will most likely have mid control. However you will have earlier drops out and an economic advantage over your opponents.
In PPvPP you can do it but it is again rather risky. It again requires your ally to go for the standard 4 gate build as your part will have to carry you through the early zealot harass stage.
In PPVPZ or PTvPZ you're free to do it unless the opponent just so happens to CR+LING on you or Block + ling harass on you. The +1 build in question that I think is best is one of Matt's builds. 8/9 Pylon, +1 nexus asap, +2 gates and +1 pylon, then +3 gates and pylon. This should allow you to catch up on zealot count after a couple minutes.
What do you do when you're PZ as the toss with the zerg ally ( I play alot with a guy who picks only Z). Sometimes I also get PZZ in pubs.
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« on: October 11, 2018, 01:06:32 pm »
I definitely prefer a 4 gate opening but I wasn't sure for when you have a situation like PZZ or a Zerg ally in 2's if its ever good to just Nex first and try and play a macro game since the zerg is almost always not going to be doing much unless they 9 pooled till like 6-8 min.
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« on: October 11, 2018, 10:48:55 am »
I've seen a lot of variations of how people open after going +1 nex in team games. Forge first, 2 gates then forge, 4 gates, etc.
Is there a consensus on which is the best or are there specific factors like MU that determine whether you should get a forge immediately vs getting more gates then a forge later? or is it just personal preference..
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« on: December 01, 2017, 11:03:23 am »
Who is Evil-?
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« on: September 29, 2017, 03:12:02 pm »
Brood war is absolutely a more balanced version of the game. Most of the units that were introduced were specifically designed counter some of the imbalances in SC. Fastest as a map itself is unbalanced but we all know this and have dealt with it all along.
The reoccurring complaint everyone brings up in BW is lurk swarm usually , which is definitely a difficult thing to fight in a choke , however every race has all the tools they need to deal with it. It just takes more effort and some tweaks to composition.
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