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Messages - Wankenstein

Pages: 1 [2]
16
News / Re: SCD and UGL replays now available
« on: November 26, 2017, 04:34:57 pm »
Were these leagues bw and sc? or just SC

17
Strategy / Re: Best style as Zerg in 3v3's?
« on: November 24, 2017, 10:19:30 am »
Gas after sets of hatcheries (3 hatch, add gas, add 3 hatch, add gas). You will have additional production capacity when they finish and zerg units require gas if you want to win.

You can get more hatches down off 1 gas, 3 gas means mutas or lurkers. I add 1 gas at 13-14 psi  then add den + another gas. When gas finishes 3 on gas + build another gas. Upgrade Hydra range so you can hide behind sunks + hatcheries easily. Speed if your parts under attack and you need to move across the map asap to reinforce.

Hydras can snipe down MM through correct micro, but lurkers are the hard counter. Don't fully engage without your ally unless you have overwhelming numbers.

Critical # of hydras vs PP is generally the 4th-5th control group depending on what has happened to your partner.

Pool + gas can wall off zealots and allow drones to snipe down the front lines or spread to block sunks and protect vs PP I generally build on either side of the sunkens as you want to prevent marines from obtaining strong tank positioning.

vs strong T, protect tech with sunkens as T will micro and walk ur entire outer base until they find a weakness.

Vs cannons, expand to ur gas side and behind ur main with heavy sunkens in front of your hatcheries. Sunks can beat cannons if micro'd correctly.

I protect 1 hatchery behind my main, this makes me somewhat weak to drops as there could be sunkens in place (I like 5-6 lurkers around main for drop d + tech guards over main etc), but I want a proper main in case of main snipes + 2 hatcheries unprotected to start the game, I place sunken hidden between pool + gas and may or may not make 6 lings for cannon contains and to prevent cannons on my hatcheries.

Nice, thanks.

Would you say that 2's Z played pretty differently than 3's?

18
Strategy / Re: Best style as Zerg in 3v3's?
« on: November 23, 2017, 07:44:21 pm »
Thanks for the tips guys.

My late game zerg is pretty strong, I'm very comfortable with lurk swarm and all the hive tech stuff.  It's that early/mid game that seems to fuck me up. I'm bad at knowing when to start making gas, and whether i should add just one for a while, or wait and all 3-4 all at once. Also knowing when to drone vs when to drop sunks. A lot of times when I try that 5:30 hydra timing I'll just get triple rushed and its lights out a lot of times for me, especially if one of our allies is Z and he doesn't have anything to help with.

I do ZZR v  in a lot of 3's with a friend of mine, and it definitely seems like 2 z vs a ppt or triple P comp can be tough sometimes surviving to mid/late game.

19
Strategy / Best style as Zerg in 3v3's?
« on: November 22, 2017, 12:21:45 pm »
This obviously doesn't pertain to the league at all, but I've been curious about general Zerg strategy in 3v3 pub games against people that don't suck.

Most of the time you see a zerg do some mass macro > mass +1 hydra timing that synergizes with the other allies. What happens when you get double or triple rushed, and you have shit allies that can't or won't help you? Can the mass hydra build hold that or are you basically fucked without aid? It seems like most people I see do it barely make sunks and they just get lucky and never get attacked before they have mass.

20
General Discussion / Re: New season
« on: October 25, 2017, 11:31:21 pm »
Yeah there needs to be like a preset amount of down time and next season start times, just like on matchmaking stuff. Haven't seen anything anywhere on here yet about when season 2 begins.

21
General Discussion / Re: Will Season 2 be original SC?
« on: October 17, 2017, 09:54:39 am »
when zerg is played a certain way. zerg is totally broken on fastest. I'm 100% sure of that.

Just because people are too lazy to make additional science vessels or nukes doesn't make it "broken". Its tough to fight and it takes more effort than fighting other shit, but it's absolutely doable.  Zerg is hot garbage early/mid game and they easily have the cards stacked against them until Hive tech. I think lurk swarm is totally fair. I'd be more mad at the map itself for encouraging turtling and camping. It's just the nature of the broken ass map we all play.
another guy with 5 games who wants to keep it as bw. ive played games where I made about 100 nukes and 50 vessels and still couldn't break lurk swarm.

I like how you use current scw season games as a metric to quantify experience level on people who have been playing the game for over 15 years. But ok, whatever you say.

22
General Discussion / Re: Will Season 2 be original SC?
« on: October 16, 2017, 11:06:00 pm »
when zerg is played a certain way. zerg is totally broken on fastest. I'm 100% sure of that.

Just because people are too lazy to make additional science vessels or nukes doesn't make it "broken". Its tough to fight and it takes more effort than fighting other shit, but it's absolutely doable.  Zerg is hot garbage early/mid game and they easily have the cards stacked against them until Hive tech. I think lurk swarm is totally fair. I'd be more mad at the map itself for encouraging turtling and camping. It's just the nature of the broken ass map we all play.

23
General Discussion / Re: Battlecheese
« on: October 13, 2017, 11:44:18 pm »
Haven't heard that name in ages. Thought the last time battle played was in SCD?

I got memz number somewhere probably on my old phone. I'l try and see if we can get him back in here hahaha! Might spice things up with his witty BM.

Wasn't he banned once in VGT for hacking?

24
General Discussion / Re: Battlecheese
« on: October 13, 2017, 10:49:08 pm »
Last I heard king-memz sent a 4 real arb recall into his base and he never logged on again

Lmao jesus, forgot about that guy.

25
General Discussion / Battlecheese
« on: October 12, 2017, 02:21:04 am »
Where'd old Battlecheese go? Anyone ever see him around?

26
General Discussion / Blizzard is removing Sprite max limit
« on: October 05, 2017, 07:35:24 pm »
Dunno if anyone else heard, but Blizzard confirmed in their most recent Starcraft developer update, that they will be eventually removing the sprite limit that currently exists. For those that don't know, this is the dreaded "cannot create more units" map max bullshit that keeps things like dark swarm from working, or basically building anything.  They didn't announce a date yet, just said it's coming. This isn't usually as much of an issue in 1v1 but it definitely can be in 2's / 3's.

Pages: 1 [2]

Season Info

SCW Season 44
Location: Op UGL@USWEST
Open: Mar 1 - Apr 29
1v1
RankPlayerRecord
1 L-Mx]jh93-45
2 Momo[gK]93-61
3 L-Mx]GoM54-7
4 gG]EaZy-93-50
5 L-Mx]Don~48-7

2v2
RankPlayerRecord
1 Henessy56-0
2 L-Mx]GoM56-0
3 ThaNaThoZ~79-48
4 GanGstEr]Rand0M113-81
5 pGf]SuperWilcha53-42

Prize Pool:
RankModePrize
11v1$500
12v2$250

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