![]() ![]() If you identify where their first 2 pylons are super early in the game you will know exactly where to look for their tech. Pro tip: Protoss players will only have 2 pylons at this point in the game. Generally you're going to send in an overlord around 2:45-3:15 to find out what the protoss' first tech choice is. ![]() React like this part 3: Let's talk about protoss Don't keep making 50-60 zerglings you have to go back into drones while you defend so you can get up to that 60+ worker count by 6:00 (that's always the goal). Target fire the medivacs with the queens. Expect 16 marines/2 medivacs at your third base at 5:15. Stop droning around 4:20 and pump out 30-40 zerglings. Drone up to ~42 to 50 drones and go up to 6-7 queens. See why this is impossible? There's so many possible things they can do. ![]() All of those options were just off a reactored hellion opener. If you scout an armory, baneling nest immediately (although if you're playing LBH you would probably already have one) because hellbats require banes can't clean them up with just lings. Queens/lings to defend against the hellions. If you scout hellion/banshee - Spores/Queens to defend against the banshees. If you scout 2 starport speed banshees - queens/spores/hydra den/or spire If you scout 2 starport battlecruiser - queens/spores/spire/corruptors If you scout 1 starport battlecruiser - queens/spores Grab a fourth base AND a macro hatch around 6:00. Creep and vision is important to defend against multi-prong harass/drops. If you scout bio - Ling bane hydra is a good answer. You can get away with defending against hellbat/whatever using banes and hydras while transitioning to quick hive/broodlords. If you scout mech - I personally wouldn't play ling bane hydra in this scenario but that doesn't mean it isn't viable. To confirm what they are doing scout to find multiple barracks, engineering bays, stim researching (bio) or multiple factories, armories, fast 3+4th gasses taken, continued hellion production (mech) or possibly even a fusion core (battlecruisers) or 2 starports with 2 tech labs on them (either mass speed banshees or double battle cruiser). Plenty of bio builds open with 4-6 hellions. Continue scouting to see if your opponent is playing mech or bio. It only takes 3 hellions to 1 shot workers so run-bys are dangerous from here forward. 4 hellions can arrive at your base at 4:00. Reactored hellions: Make ~16 zerglings at 3:40. The most important part is scouting your opponents follow up. You might lose a few lings or drones or whatever. The exact supply counts no longer matter. Put workers back on gas around 3:15-3:30 and start lair with your next 100 gas. grab a third base at around 30 supply and pump out queens/drones and then more queens/drones. Leave 1 or none on gas - This is the standard zerg opener. Put the missing worker back on gas at 3:30 and start lair/upgrades with the next gas available. This is a great opener for easy scouting information and you'll see pros use it all the time. Leave 2 on gas - grab a third base followed by overlord speed with your next 100 gas after metablic boost. But that's not what you wanted, right? You wanted standard ling bane hydra? Morph ~8 banes a bit before 4:00 and bust both terran and toss. Leave all 3 on gas - you can go for a third base/baneling nest and pump non-stop lings off ~25 drones. A general opening would be something like this.ΔΆ6 - metabolic boost and decide how many workers to leave on gas It depends on what your opponent is doing. Is your goal to survive on ling bane hydra into hive or are you trying to kill them with it? Don't answer that. There's so many builds online you just gotta do a bit of searching. ![]()
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