lauantai 12. tammikuuta 2013
sumHots drafting
- fast oracle
* gate - core - stargate
- expand
- make 4 tempest -> attack
--> mommaship core seems nice - especially the slowpokefield, early can be used to defend
tiistai 1. tammikuuta 2013
PvZ - PartinGs immortal sentry allin
I decided to try to grab a new build for my PvZ. To get things started I searched day9.tv for PvZs and the episode #522 caught my eye. I watched the episode and gathered a structure for the build:
The build starts with a fast expand:
16 nexus
17 forge
17 gate
3:30 cannon (because 3:30 the 1st lings will appear in his base)
2 x gass
chrono the 1st stalker use it to deny scouty overlards
go 4:15 to check if there is a 3rd base, if not add another cannon?
Build an early robo and add gates:
5:30 robo + 3rd gass
chrono out immortals
1st immortal & +1 attack
2nd immortal & 4th gass
3rd immortal -> stop making probes
as you have money add gates up to 7-8
Attack with 7 sentries, 3 immortals & wp before 9:15
During travel to his base add zealots and sentries and stalkers (mainly zealots)
During attack micro with wp
If the opponent remains in game prepare for 3 base, 3 colo & stalker allin
warp a round of sentries into base
add twilight
add bay
add 3rd base
build colo 1st, then range
add 4-5 gates
attack when 3 colossai
Now I only need so benchmarks before trying spam practice:
forge put down
forge ready
cannon put down
gate put down
core put down
robo put down
3rd immortal popping out
8 gates
when does the attack start moving out
units @ 9:15
units @ 9:30
units @ 10:00
units @ 10:30
twilight & bay
3rd base
1st colossus
3rd colossus
2nd attack
units @ 2nd attack
The build starts with a fast expand:
16 nexus
17 forge
17 gate
3:30 cannon (because 3:30 the 1st lings will appear in his base)
2 x gass
chrono the 1st stalker use it to deny scouty overlards
go 4:15 to check if there is a 3rd base, if not add another cannon?
Build an early robo and add gates:
5:30 robo + 3rd gass
chrono out immortals
1st immortal & +1 attack
2nd immortal & 4th gass
3rd immortal -> stop making probes
as you have money add gates up to 7-8
Attack with 7 sentries, 3 immortals & wp before 9:15
During travel to his base add zealots and sentries and stalkers (mainly zealots)
During attack micro with wp
If the opponent remains in game prepare for 3 base, 3 colo & stalker allin
warp a round of sentries into base
add twilight
add bay
add 3rd base
build colo 1st, then range
add 4-5 gates
attack when 3 colossai
Now I only need so benchmarks before trying spam practice:
forge put down
forge ready
cannon put down
gate put down
core put down
robo put down
3rd immortal popping out
8 gates
when does the attack start moving out
units @ 9:15
units @ 9:30
units @ 10:00
units @ 10:30
twilight & bay
3rd base
1st colossus
3rd colossus
2nd attack
units @ 2nd attack
Update on progress and upcomming practice plans
Argh! I have been so lazy during this month. Somehow the ladder seems scarier than ever. Earlier I loaded a ton of master and gm level replays from drop.sc. I was aiming to find 3 builds for each match up. However, after having a brief discussion with my coach, I was confident that I should 1st get only one for each match up and practice the hell out of those.
Now that is something that I realized just recently. I have been swinging new builds a couple of times (5-10) before hitting the ladder. Then I spent a week practicing this one build by myself. Seems that the best way for me to get a build going nicely would be to just repeat - repeat - repeat it against bot or alone.
As a new years resolution, I have decided to play at least 5 ladder games each day. Not today though - because of the hangover :D
Now that is something that I realized just recently. I have been swinging new builds a couple of times (5-10) before hitting the ladder. Then I spent a week practicing this one build by myself. Seems that the best way for me to get a build going nicely would be to just repeat - repeat - repeat it against bot or alone.
As a new years resolution, I have decided to play at least 5 ladder games each day. Not today though - because of the hangover :D
sunnuntai 9. joulukuuta 2012
Making builds tighter by playing against compu
Moments to pay attention to
1) 3rd pylon has to be built before nexu if no workers cut - OK x2
- getting blocked by this affects A LOT
2) right after nexu - gass and another pylon(? or is nexu enough supply) - OK x2
- if nexu is actually built in time it will be enough - OK x 1
3) if making many units from one gate the 2 gates will not arrive when warptech
4) after 3+ gates pylons seem to get forgotten -> leads to floating minerals
5) seem to lack gass to make all templars
- how many sentries required?
- make rest of the warp round zealots
6) nice timing with respect to upgrade being ready in 1st, in 2nd had to wait for +1 attack
- maybe because twilight was way earlier than forge
- with forge 1st goes nicely - OK x2
- twilight should be built somewhat later? will defense hold without chargelots?
+1/1 ready 12:59
charge ready 11:19
storm ready 12:00
attack @ 13:29
with 58 probes, 15 zealots, 2 archons, 4 sentry, 1 ht
do not make so many units but try to get 3 gates earlier -> was able to defend
make more gates, but when?
---
+1/1 ready 12:58
charge ready 11:43
storm ready 12:17
attack @ 13:17
with 50 probes, 22 zealots, 1 stalker, 1 archons, 2 sentry, 2 ht
blocks @: 16, 52, 108
floating @: 12min
for next game:
avoid 16 supply block - OK
make more probes - :(
put forge right as you have munny- OK
chrono upgrades more - OK (count chronos in next game)
---
+1/1 ready 12:20
charge ready 11:32
storm ready 11:36
attack @ 13:40
with 50 probes, 14 zealots, 3 stalker, 4 archons, 2 sentry
blocks @:60
floating @: 12min
add 2 gates + pylon after opening is greatness
then forge right when you have the munny, if not one base add forge first and then gates?
for next game:
avoid supply block @ 16 and 60 - OK
again chrono forge like a mad man - OK
make more probes - (check pauses in probe production) - OK
write down when adding gates in relation to other buildings and time
---
+1/1 ready 11:28 (5 chrono, forge 6:18 right after 2 gates)
charge ready 11:06 (1 chrono)
storm ready 11:28 (2 chrono)
attack @ 12:01
with 58 probes, 7 zealots, 2 stalker, 2 archons, 2 sentry, 3ht
blocks @:
floating @: still floating around the time of attack
no chrono @ core
no supply block at 16 or 60
2 gates after templar archives
natu gasses after twilight, even earlier like after forge
for next game:
after forge take gasses from natu - OK
after templar arch - add gates - added already after twiligt
leave base before timing finnishes - OK
---
+1/1 ready 11:30 (5 chrono, forge right after 2 gates, maybe one chrono to core to get gates + core at same time)
charge ready 11:20 (2 chrono)
storm ready 12:00 (2 chrono)
attack @ 12:00
with 55 probes, 17 zealots, 2 stalker, 1 archon, 2 sentry, 3ht
floating @: still floating around the time of attack
---
+1/1 ready 11:28
charge ready 10:48
storm ready 10:21
attack @ 11:37
with 47 probes, 12 zealots, 2 stalker, 1 archon, 2 sentry, 2ht
floating @: no more floating, more gates faster solves the problem: 1 + 2 + 2 + 2 = 7
maybe should make only 6 gates if wanted to expand, or just miss a warp in round..
for next game:
chrono forge even more?
---
+1/1 ready 12:26 (forge started 6:54, 7 chrono)
charge ready 11:20
storm ready 11:26
attack @ 12:28
with 57 probes, 11 zealots, 1 stalker, 2 archon, 2 sentry
floating but had blocks @ 26, 52, 84
!!! more chrono to the forge, upgrades more precicely, forge earlier!
---
+1/1 ready 10:55 (forge started 5:53, 8 chrono)
charge ready 10:40
storm ready 11:32
attack @ 11:31
with 49 probes, 10 zealots, 2 stalker, 3 ht, 1 sentry
floating but had blocks @ 26, 52, 84
!!! more chrono to the forge, upgrades more precicely, forge earlier!
for next game:
---
+1/1 ready 11:26 (forge started 6:25)
charge ready 11:00
storm ready 11:51
attack @ 11:58
with 55 probes, 13 zealots, 1 stalker, 2 archon, 2 ht, 1 sentry
floating but had blocks @ 26, 52, 84
for next game:
---
+1/1 ready 11:32 (forge started 6:20)
charge ready 11:39
storm ready 10:55
attack @ 11:39
with 50 probes, 12 zealots, 1 stalker, 2 archon, 2 ht, 2 sentry
for next game:
+1/1 ready 11:18 (forge started 6:04)
charge ready 11:09
storm ready 10:39
attack @ 11:28
with 52 probes, 10 zealots, 2 stalker, 2 ht, 2 sentry
for next game:
1) 3rd pylon has to be built before nexu if no workers cut - OK x2
- getting blocked by this affects A LOT
2) right after nexu - gass and another pylon(? or is nexu enough supply) - OK x2
- if nexu is actually built in time it will be enough - OK x 1
3) if making many units from one gate the 2 gates will not arrive when warptech
4) after 3+ gates pylons seem to get forgotten -> leads to floating minerals
5) seem to lack gass to make all templars
- how many sentries required?
- make rest of the warp round zealots
6) nice timing with respect to upgrade being ready in 1st, in 2nd had to wait for +1 attack
- maybe because twilight was way earlier than forge
- with forge 1st goes nicely - OK x2
- twilight should be built somewhat later? will defense hold without chargelots?
+1/1 ready 12:59
charge ready 11:19
storm ready 12:00
attack @ 13:29
with 58 probes, 15 zealots, 2 archons, 4 sentry, 1 ht
do not make so many units but try to get 3 gates earlier -> was able to defend
make more gates, but when?
---
+1/1 ready 12:58
charge ready 11:43
storm ready 12:17
attack @ 13:17
with 50 probes, 22 zealots, 1 stalker, 1 archons, 2 sentry, 2 ht
blocks @: 16, 52, 108
floating @: 12min
for next game:
avoid 16 supply block - OK
make more probes - :(
put forge right as you have munny- OK
chrono upgrades more - OK (count chronos in next game)
---
+1/1 ready 12:20
charge ready 11:32
storm ready 11:36
attack @ 13:40
with 50 probes, 14 zealots, 3 stalker, 4 archons, 2 sentry
blocks @:60
floating @: 12min
add 2 gates + pylon after opening is greatness
then forge right when you have the munny, if not one base add forge first and then gates?
for next game:
avoid supply block @ 16 and 60 - OK
again chrono forge like a mad man - OK
make more probes - (check pauses in probe production) - OK
write down when adding gates in relation to other buildings and time
---
+1/1 ready 11:28 (5 chrono, forge 6:18 right after 2 gates)
charge ready 11:06 (1 chrono)
storm ready 11:28 (2 chrono)
attack @ 12:01
with 58 probes, 7 zealots, 2 stalker, 2 archons, 2 sentry, 3ht
blocks @:
floating @: still floating around the time of attack
no chrono @ core
no supply block at 16 or 60
2 gates after templar archives
natu gasses after twilight, even earlier like after forge
for next game:
after forge take gasses from natu - OK
after templar arch - add gates - added already after twiligt
leave base before timing finnishes - OK
---
+1/1 ready 11:30 (5 chrono, forge right after 2 gates, maybe one chrono to core to get gates + core at same time)
charge ready 11:20 (2 chrono)
storm ready 12:00 (2 chrono)
attack @ 12:00
with 55 probes, 17 zealots, 2 stalker, 1 archon, 2 sentry, 3ht
floating @: still floating around the time of attack
---
+1/1 ready 11:28
charge ready 10:48
storm ready 10:21
attack @ 11:37
with 47 probes, 12 zealots, 2 stalker, 1 archon, 2 sentry, 2ht
floating @: no more floating, more gates faster solves the problem: 1 + 2 + 2 + 2 = 7
maybe should make only 6 gates if wanted to expand, or just miss a warp in round..
for next game:
chrono forge even more?
---
+1/1 ready 12:26 (forge started 6:54, 7 chrono)
charge ready 11:20
storm ready 11:26
attack @ 12:28
with 57 probes, 11 zealots, 1 stalker, 2 archon, 2 sentry
floating but had blocks @ 26, 52, 84
!!! more chrono to the forge, upgrades more precicely, forge earlier!
---
+1/1 ready 10:55 (forge started 5:53, 8 chrono)
charge ready 10:40
storm ready 11:32
attack @ 11:31
with 49 probes, 10 zealots, 2 stalker, 3 ht, 1 sentry
floating but had blocks @ 26, 52, 84
!!! more chrono to the forge, upgrades more precicely, forge earlier!
for next game:
- make forge and twilight right after the 2 gates
- take natu gasses right after twilight
- put charge only after archives
---
+1/1 ready 11:26 (forge started 6:25)
charge ready 11:00
storm ready 11:51
attack @ 11:58
with 55 probes, 13 zealots, 1 stalker, 2 archon, 2 ht, 1 sentry
floating but had blocks @ 26, 52, 84
for next game:
- make forge and twilight right after the 2 gates - OK
- take natu gasses right after twilight
- put charge only after archives - OK
---
+1/1 ready 11:32 (forge started 6:20)
charge ready 11:39
storm ready 10:55
attack @ 11:39
with 50 probes, 12 zealots, 1 stalker, 2 archon, 2 ht, 2 sentry
for next game:
- take natu gasses right after twilight - OK
- do not ff with sentries but do guardian - OK
+1/1 ready 11:18 (forge started 6:04)
charge ready 11:09
storm ready 10:39
attack @ 11:28
with 52 probes, 10 zealots, 2 stalker, 2 ht, 2 sentry
for next game:
sunnuntai 25. marraskuuta 2012
Just a thought..x2
1) I should try to remember the prizes for different buildings and try to add them as fast as possible. pylon is 100, gate 150, gass 75, probe 50 and core 150 but that's about it.
2) I should make better usage of the hotkeys. When checking the hotkey usage in sc2grears i seem to be using mostly 1 (nexus), 2(gates) and 6(main army).
2) I should make better usage of the hotkeys. When checking the hotkey usage in sc2grears i seem to be using mostly 1 (nexus), 2(gates) and 6(main army).
A PvT match after the looong break
A long break because of work, watching replays and something I can not right put my finder to..
However feeling very fueled due to this weekend Dreamhack stream <3
Had a game against a diamond Terran
Major mistake nro 1: 3-4 mining bases & only 6 gates
Why: still not remembering to always add gates/robos when expanding?
Next time: when expanding always add production before or right after
THIS IS ACTUALLY SO IMPORTANT MISTAKE THAT I SHOULD SOLVE IT RIGHT NOW BEFORE CONCENTRATING ON ANYTHING ELSE!
Major mistake nro 2: No "victory plan" ?
Why: No predecided time/times when to attack and kick ass
Ponderings: This is what I very often seem to be missing. This build feels very strong when the storm and upgrades finish. Maybe I should use that and try to build a strong army for that particular point in game. Maybe add colossus tech and expand behind if seems that can not break the opponent?
Next time: Practice building a strong army for that point and then test in ladder what it loses to and learn to scout it?
Major mistake nro 3: No nice tech switch to colossus
Why: Bay was late. Robo also?
Next time: Build bay if the attack does not seem to crush the opponent.
Minor mistake nro 4: Army position and spotters
Why: Was not able to defend 3rd because army at ramp & not in between. Also did not see the attack in time because pylon was so close to the nexus.
Next time: Have an observer hanging out in the attack route to the 3rd. Or a zealot. A zealot would have more psychological effect?
What about 'em probes: 5/10/15 was 18/38/53
Things to celebrate:
Upgrades kept coming ^-^
Nice storms man ^-^
Nice defenses during early game ^-^
Remembered the build even if it was only 2nd time swinging it ^-^
However feeling very fueled due to this weekend Dreamhack stream <3
Had a game against a diamond Terran
Major mistake nro 1: 3-4 mining bases & only 6 gates
Why: still not remembering to always add gates/robos when expanding?
Next time: when expanding always add production before or right after
THIS IS ACTUALLY SO IMPORTANT MISTAKE THAT I SHOULD SOLVE IT RIGHT NOW BEFORE CONCENTRATING ON ANYTHING ELSE!
Major mistake nro 2: No "victory plan" ?
Why: No predecided time/times when to attack and kick ass
Ponderings: This is what I very often seem to be missing. This build feels very strong when the storm and upgrades finish. Maybe I should use that and try to build a strong army for that particular point in game. Maybe add colossus tech and expand behind if seems that can not break the opponent?
Next time: Practice building a strong army for that point and then test in ladder what it loses to and learn to scout it?
Major mistake nro 3: No nice tech switch to colossus
Why: Bay was late. Robo also?
Next time: Build bay if the attack does not seem to crush the opponent.
Minor mistake nro 4: Army position and spotters
Why: Was not able to defend 3rd because army at ramp & not in between. Also did not see the attack in time because pylon was so close to the nexus.
Next time: Have an observer hanging out in the attack route to the 3rd. Or a zealot. A zealot would have more psychological effect?
What about 'em probes: 5/10/15 was 18/38/53
Things to celebrate:
Upgrades kept coming ^-^
Nice storms man ^-^
Nice defenses during early game ^-^
Remembered the build even if it was only 2nd time swinging it ^-^
maanantai 5. marraskuuta 2012
2nd set of scouting practice
With the twist of added reaction goals ^_^.
First goal is to come up with reaction goals :D
Game 1: plat zerg on Daybreak, when scout arrived (15) no pool, exp 2:59 imo latish but could have not been earlier. Took gas quickly 3:45. Early exp 5:06. Droning like mad. The early gas was used for lair. Rest 3 gasses taken after lair. Had ~no units. Should have punished for that.
--> poke all the time to see if has army.
First goal is to come up with reaction goals :D
Game 1: plat zerg on Daybreak, when scout arrived (15) no pool, exp 2:59 imo latish but could have not been earlier. Took gas quickly 3:45. Early exp 5:06. Droning like mad. The early gas was used for lair. Rest 3 gasses taken after lair. Had ~no units. Should have punished for that.
--> poke all the time to see if has army.
| Information scouted or missed | Reaction goal | Could have maybe | |
| Pool & exp timing | Fast: holy shit defend 14 + exp: 14-15 nex, forge exp before pool: attack! | ||
| Amount of early gasses | Zero: will make 3rd One: make units Two: make units | ||
| Timing of 3rd | Early: 2 base attack 6-8 min: expand and attack when max No: Defend! | ||
| Gass in 2nd and 3rd | None in 6min: Tech to colossus. Will not come with early roach. | ||
| 1st army | Mainly Lings: ??? Mainly Roaches:??? Banelings: ??? | ||
| 1st attack | ??? | ||
Lair timing | ??? | ||
| Lair for mutas/infestors/nydus? | ??? | ||
| 2nd attack | ??? | ||
| Hive timing | ??? | ||
| Broodlords or Ultralisks | ??? | ||
| spire location | ??? | ||
| Xel'naga | To see attacks. | ||
| 4th Timing | ??? | ||
| army location and size when I was maxed. | ??? | ||
| army size after battles | |||
| Probes @ 5/10/15 | 19/58/73 | Try to keep up the constant probe production until 15min! Seem to be forgetting after 10min point. Should list when missing probes. When building gate for the wall. When building additional gates. When building twilight to tech. When building wall to 3rd. |
| Information scouted or missed | Reaction goal | Could have maybe |
| Too early supply | Expansion will be delayed (3:54)? Attack will be delayed (8:38)? | |
| Exp timing | ??? | |
| Gass timing (early sneakery) & Factory timing | ??? Exp + early gass + early fac: weak early | |
| Rax count | ??? | |
| Medivac timing | ??? | |
| Gass in 2nd | ??? | |
| 1st army | ??? | |
| 1st attack | ??? | |
| 2nd army | ??? | |
| 2nd attack | ??? | |
| 3rd/4th/5th base timing | ??? | |
| Mech/Bio/Air | ??? | |
| army location and size when I was maxed. | ??? | |
| Xel'naga | To see attacks. | |
| army size after battles | ??? | |
| Probes @ 5/10/15 | 18/49/78 | Try to keep up the constant probe production until 15min! Seem to be forgetting after 10min point. Should list when missing probes. When building gate for the wall. When building additional gates. When building twilight to tech. When building wall to 3rd. |
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