![]() ![]() Delaying his nexus whilst I'm coming upto two bases. Vs vultures you want the sunken up front as well, cause you want to stop the vultures at the bridge else they can just sneak around and find a sweet spot to drone harass. I use the same building placement as you on desti but I'd move the sunken up to cover the bridges, and then just hold position your zerglings on your end of the bridge. A lot of Protoss are going back to the 12gate or one base play as well and the earlier lings are really great against that. Overpool also let's you deny scouting and fight off any cheesy stuff like proxy gates. Starcraft 1 big game hunters map plus#Plus if he tries to be stingy on cannons you can punish him just like he deserves :P Protoss might actually even come out ahead when you 12hatch, as he can go 12nexus. 12hatch does not provide any economic advantage over overpool, because the faster pool forces the Protoss to spend money on forge/cannons that he would've liked to spend on a nexus instead. They'll have to go round through your mining drones which will score some extra hits from your sunken. Lings can fit between the buildings, but zealots/vultures/DT's will have a tough time trying to reach the sunken. I used to open overpool alot against toss but now they're getting so good at building placements that I don't really gain anything from going pool first (unless I suspect cheese) ![]() The mineral only and the wide open corner expansions are difficult for me to hold, so I almost always have to take another natural as my third gas, which is quite a distance away. ![]() When I started off I used to like playing on python but now I hate it as Zerg. Watch out for a speed vulture run by though, if those get in your main then you're pretty much fucked. Put your zerglings on hold position at key locations to fill in the gaps or just stick them on the ramp. Only put one down and use building placement to block off your front as well as possible. If you know vultures are coming you have to get the timing down on your sunken. Really learn those building placements, sunken/lurker with a good blocking makes it a LOT more difficult for protoss to break you. Get a few scourge and one spore colony and snipe his oibservers and you're good. It's all about the sunken/lurker defense that is so good vs Protoss. Grab another gas expansion, start working on the ultras or defilers. Place your army in the center of the map with lurkers spread out and start camping those bridges. It'll probably get up eventually, at that point you should have taken that mineral only expansion as your 4th (your 3rd being that gas expansion on top of the big ramp near the mineral only). Focus on delaying his 3rd expansion as much as possible. Problem is that if Protoss gets his 3rd up then you are in trouble cause it get's very hard to take out. ZvP Desti, it's pretty easy to take 3 gas, as all the bases are easily defensible with good building placement, sunkens and lurkers. Starcraft 1 big game hunters map how to#I'm thinking Sunken on strategic points, but I'm not really sure how to work that in the build order. ![]() 'lings can't catch them and Mutas take a bit before they're out. Main problem is a recent thing I've seen against me: Fast tech to Vultures, even if I can see it coming. *Terran I can handle more or less (I'm somewhat 50-50 against them). On Destination they block very well wit Pylon, Forge, Cannon. I don't know why, but it's frikken hard to. After a few games (all as Zerg, on Python and Destination) I have discovered a few things: ![]()
0 Comments
Leave a Reply. |
AuthorWrite something about yourself. No need to be fancy, just an overview. ArchivesCategories |