lauantai 8. syyskuuta 2012

Against Terran Remember to... (1)

Scout also his natural if looks like 2x proxy
Colossus can not run from terran - fight with them to the bitter end or retreat in time
Zealots should never retreat

sunnuntai 2. syyskuuta 2012

Ladder aftermath of PvZ ponderings 1

1st ladder game

Nexus @ 3:02
Core @ 5:15
Robo @ 6:54 


zealots stalkers sentries immortals minerals gass probes
Units @ 8 0 1 1 0 295 94
Units @ 9 0 2 2 obs 525 79
Units @ 10 0 5 4 1+obs 845 33 55

  • rebuild lost forward pylons
  • attack should have been an earlier one?
  • remember to put fellows to gass, 3rd gass late because of the gass steal?
  • should have retrieved after 1st attack to replenish with colos and then again?


2nd ladder game

Nexus @ 3:02
Core @ 4:33
Robo @ 7:22


zealots stalkers sentries immortals minerals gass probes
Units @ 8 0 1 0 0

Units @ 9 1 1 3 obs

Units @ 10 1 1 8 obs

51

watch the replay still
cannon rushed 3r a bit - was funkey
some mother fucked ffs <3

!!! leave probe @ natural - if no exp propably 1basing!!!

      PvZ ponderings 1

      Apparently you are supposed to
      1. attack before 10min or
      2. take 3rd around 10min
       So practicing making army before 10min:

      1st game
      Nexus @ 3:40
      Core @ 5:10
      Robo @ 7:47

      zealots stalkers sentries immortals minerals gass probes
      Units @ 8 2 2 1 0 95 26
      Units @ 9 5 3 1 0 535 84
      Units @ 10 8 1 3 0 455 176 51


      2nd game
      Nexus @ 2:56
      Core @ 4:50
      Robo @ 6:32


      zealots stalkers sentries immortals minerals gass probes
      Units @ 8 1 1 1 0 225 132
      Units @ 9 1 1 4 1 260 155
      Units @ 10 1 4 5 1 450 95 56

      • felt a lot better
      • took all 3 gasses simultaneously
      • money started to pile up in the end - more gates should have been added? However the expansion took money back down.
      •  When copying builds from others there might be hidden knowledge: is there a timing and which tech or unit counts relate to timing? how dynamic is the bo - i.e. if xxx then xxx? In this build there is robo and gates, when to build robo? before 2nd gate? after 2nd gate? in this was built before 2nd, next time try after 2nd mmkay. 
        • if no early pool (what  even is early? 6-10?) gate before forge
        • if no information forge @ 12 if a nasty map otherwise @ 14
      3rd game
      Nexus @ 2:54
      Core @ 4:44
      Robo @  7:08


      zealots stalkers sentries immortals minerals gass probes
      Units @ 8 1 1 1 0 95 246
      Units @ 9 2 2 3 obs 180 285
      Units @ 10 2 3 6 1+obs 507 341 54

      • made 2nd gate before robo
      • felt good but robo & gate was slowed down by the lack of minerals - try to take 2nd gass after core
      • nicely munny for expansion while attacking
      • up came nicely ready for the attack ^^ could even have been laters
      • maybe make only 4 sentries for this attack? 

      4th game
      Nexus @ 2:52
      Core @ 4:45
      Robo @  6:23


      zealots stalkers sentries immortals minerals gass probes
      Units @ 8 2 1 2 0 115 118
      Units @ 9 3 2 4 1 310 66
      Units @ 10 3 6 4 2 120 164 49

      • upgrade timed purrfectly: weapons 160s, immortal 55s, started when 1st immo @ 50%
      • in the end was a lot of gass but maybe it would have gone to colotech
      • the push seemed massive
      • few annoying supply blocks - some (what) amount of supply would need to be on the spare? maybe 10? during early game 4 or so. 
        • 33/36 is too late --> 30/36 (build even 2?)
        • 63/68 - was it too late? but building 2 was nice
      • good wall ^-^ for this map

      5th game
      Nexus @ 2:54
      Core @ 4:25
      Robo @  6:32


      zealots stalkers sentries immortals minerals gass probes
      Units @ 8 0 1 3 0 35 53
      Units @ 9 0 3 4 obs 85 215
      Units @ 10 0 7 4 1+obs 210 405 50

      • upgrade was ready a bit too early because was put so, but last time was bettar
      • no as bad supply problems, maybe even too much supply

      CONCLUSIONS
      1. forge @ 12 if a bad map, @ 14 if good but fast pool, @after nexus&gate if late pool
      2. 2nd gass after core
      3. 2 gates before robo (? but needs to be tested)
      4. chrono probes like mad, man
      5. upgrade @ ½ immortal
      6. make 4 sentries as fast as can (? but why, needs to be tested)
      7. make 1st unit as stalker - core needs to be in time
      8. many pylons need to be made simultaneously

        PvZ - fast 3 hatch


        http://drop.sc/246468

        Zerg timings:
        2nd 2:16
        3rd 5:04
        4th 10:16
        5th 20:26

        5 zerglings @ 7:20
        8 zerglings came to protect 3rd - should have used units to kill them rather than hatch
        made 16 zerglings before was able to make roaches

        Me ^-^
        • Way too much minerals from 9 -> probably because of the supply block .__. If could have warped would maybe have killed of his army.
        • Should have also expanded as he took his 3rd.
        • When attacked around 12 had way too much zealot and way too little stalker. This was because was not aware of his unit composition. Should use the observer bettar.
        • Gass felt as if was too little during early

        Next time
        1. Do not supply block lol - learn the pylon building dynamics for this build by kicking sum sweet bot ass. Not the hard bot because it does early aggro which can not be done by expanders.
        2. If see a fast 3rd, take also fast 3rd.
        3. Make sentries: early 4, mid 8, late death :(
        4. Be aware of the unit composition
        5. Take the natural gass fast

        Met goals
        • chronoed probes during the early game quite effectively
        • put on some early pressure, which could have caused the early zerglings?
        • teched to colossai earlier, felt good but did not win this game

        lauantai 1. syyskuuta 2012

        PvP

        http://drop.sc/246235

        meh ._. maybe should have gone for the archon build

        1. do not attack up ramps during late game - just confine
        2. during the early game push harder & drop simultaneously

        moar ^-^

        PvT - http://drop.sc/246220

        • Terran fella made really early 3rd - maybe the 3rd should be scouted a lot lot earlier. However as I experienced a long long time ago, there will be not enough workers for 3rd during the very early game. Also was scouted later nicely with prims :p
        • The reaction to destroy rocks should have been made in an instant. Also I had enough forces to kick his but. What does it mean that the 3rd was planetary? Less units?
        • Felt like templars would have been late
        • Did not really experience any dropping action
        • Now that I think I did not scout for medivacs as aggressively as when playing against nukkuj. Normally this would be done with obs. This time I made prism first.
        • Lol. Accidentally pushed with 4 colossai. As should have. Lol. 
        • 4 colossai were ready before charge? Felt bad.
        • Could have made 2nd forge to be ahead in ups.
        • It was a good idea to scout with couple of zealots before they joined the main force.
        • The final blow became at nice time ^^ - right after terran forces were destroyed


        Improvements for the next PvT:
        1. Switch faster to templartech
        2. Scout bettar: check 3rds, keep fellas at exps? maybe dt ninjas :3 (if can afford)?
        3. During late game - just a shitload of gates more
        4. If natural exp: make observer 1st from robo, if not: make immortal
        5. Make upgrades from 2 forges
        6. Tech to charge as teching to colo

        aand trying again

        Failed so hard in trying to write. This was mostly due to texts never being perfect enough for publication. Maybe its time to just publish all the sh*t that comes to mind ;p.

        So I played this game againts zerg: http://drop.sc/246215
        I have no clue as to why is lost 9_9. This is actually my problem quite often. Dunno if this is the case for other newbs. I will try to write down my tough processes in order to provide examples of how to find and correct the critical flaws. No guarantee that I will make the right assumptions.

        Now a list of stuff that could have gone differently:
        • I remember some supply blocks occurring - this is always bad mmkay
        • The zerg had a third @ before 9mins, mine was ~11mins
        • I could have easily warped more units - there a pile of cash
        • The zerg had his first lings done ~8mins up to that I allowed him to just drone away
        Things to improve for ze next game:
        1. put more pressure if the zerg goes as fast for a 3rd - requires that 3rd is scouted actively (8-9mins) 
        2. warp units more aggressively
        3. tech faster to colossus - including making the robo a lot earlier
        4. if there is a ton of munny just make cannons?