"But I'm tenacious." -Heartcutter
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| #1 UpgradedKakaru[2214] | | I db eintersted to see some of you guys' comments on how a zerg drop build order should be. after all, ronin's bo works good for long term, but sux if he is dropped b4.....its an intersesting debate here. would be interseting to have top players opinion....
war | | #2 Lemuroo[2215] | | Third hatching wouldn't make that big of a difference. I mean, to get the transport upgrade takes about forever, and without a speed upgrade, olords really take their sweet time getting over to someone else's main.
The third hatch should barely have effected his unit production. Its more likely that he was just trying to either power big time with tons of drones, or was trying to tech fastly, and just got caught offguard.
Happens to a lot of people when they think that they have more time then they really do.
Personally, on dire, i like just two hatching until i actually have transport capabilities. Not much use having an extra hatch if your troops have nowhere to go. | | #3 UpgradedKakaru[2217] | | | remember you have to upgrade both htach in lair uhuh? so it doesnt take THAT long to do both speed and trznsprto upgrade, since u do em at the sam time | | #4 Skyblade[2221] | | | I wrote a battle report about a game on Dire when I was Zerg (Go read it =). Anyway, I went double hatch and almost got eliminated by a hydra/reaver/zealot drop. Anyway, constant production from two hatches, along with constant upgrades seems to work well. Every couple of minutes or so, I have enough cash to expand. If I went three hatches, I might have had a lot of idle larva. | | #5 HolyAnarchy{GK}[2223] | | | Hey Kakaru, I'm replying about the battle report that -=1999=- wrote on vegas and me. I didn't leave after 2 nukes, I just fought it out, but I was at my friends house, and I was 10 minutes late to get home, so vegas and I just allied. I had some reavers and a bunch of templer and saris, with about 3 dark archon with mind control. | | #6 Blank[2225] | | MUWHAHAHAH!!!!!! I told Ronin~ that a double hatch is better than a triple hatch! Even Big-Penis agreed with me=P
I prefer to go in with 12 hydra drop, while taking that 3rd hatch to an expansion=P I hate to say I told ya so, err, wait, no I wouldn't=)
TOLD YA SO=P
Blank | | #7 UpgradedKakaru[2226] | | | See ronin? they all say 2 hatch rulez :) | | #8 DisgruntledApe[2227] | | | I start out with double lair (IMHO the fastest way) but then later add another hatchery if I am going hydralisks, but if I am going muta's I will stick with just two besides expansions. | | #9 Helmintes[2232] | | | I think a double hatch is efficient early on. But after you have an expansion you should go triple. With more money, you can produce more Hydras. But the way, I think planning for massive drops only on island maps sucks. I hate being killed off early when I'm going for air and didn't have enough time to set up d. Another thing I hate is when my ally gets dropped and I send my men to save him. Then when I'm weak, I get dropped myself. It sucks. If I had more time, I could rule the air and stop all drops... but no. | | #10 [FLS]prozerran[2234] | | | I'd stick with double lair hydra drop with 2 hatches because it's faster, safer (against reaver drop mainly) and one base can hardly support 3 hatch hydras while continuing to tech or upgrade and expand at the same time anyways. 2 hatch hydras is generally sufficient, and after a drop or two, get hive ASAP for nexus canel(sp!), crackling drop, or guard/Dev. 3rd hatch @ expansion IMHO is better. Once that expansion start rolling cash in, get hive and throw another hatch at main (or at another expansion if you dire). | | #11 ronin~[2242] | | well, now that it has come to my attention. this report isn't really a good judge of the 2v3 hatch dillema. birdy knew exactly what i was going to do so hit me as early as possible. in a game where people don't know exactly which strategy you're using it makes a big deal of difference. and btw u can support 3 hatches from one base. in our previous game (mentioned in report) i went the 3 hatch, destroyed our two opponents, and had enough money to begin 2 expansions with 2000 left in the bank for whatever. even though my main was nearly tapped. and thanks ape, it's good to know i'm not he only one with the ingenuity.
ronin~ | | #12 [FLS]prozerran[2253] | | | That's the point of having 2 hatch double lair. =) To hit your opponent fast and expand faster. =P Note you do want a 3rd hatch ASAP, but not before your drop is preped. | | #13 TSC~BChild[2255] | | | i was there in the game and with them in the channel. This wasn't a fair testing of the 2v3 hatch. They both knew what was going to happpen and how to win/lose. | | #14 UpgradedKakaru[2257] | | I think its nonsense saying it wasnt a good test because we knew what the other was gonna do. Even if i hadnt had a clue what ronin was gonna do, i still would have dropped exactly; i ve been practicing the drop for about a month, and know here are the conclusions i have drawn:
1. Zerg vs Zerg: the winner is the one with the most units in early game, since they arent upgraded. If u double hatch drop someone who triple hatched, u win. But if the guy who triple hatched isnt dropped at the very behginning, he has chances to win. I think zerg vs zerg would still be the less risky to triple hatch.
2. Zerg vs toss: if u tripl hatch, you r gonna have to wait a while to get the hydras u wanna drop. One more reaver, or even one templar, could turn the tide. So vs toss, id say double hatch is definitely better.
3. zerg vs terran: same as vs toss, since you dont waant the opponent to get tanks. WWith the double hatch drop, i ve never played anyone who had more than 2 tanks when i dropped.
When i started practcing my island zerg, i had another strat: i tripled hatch, but only got 1 lair, and while upgrading both upgrades for ovys, i kept gettin hydras. When upgrades were rdy, i had 24 hydras for 6 ovys. It can be efficient too. But if you decide to go like this for 3 hatch, i dont think its necessary to get 2 lairs. You get 1 lair quickly, and anyway if you r gonna wait for 3 hatch, ud better have a lotta hydras, so you need time to pump those hydras out. | | #15 ronin~[2306] | | hey all,
i'm downloading this game called braveheart from www.download.net and it's 100 mbs so i'm reading all these nifty reports over again b/c i can't play sc. anyways even with a t1 connection this is taking forever. on to the comment~~~~
3 hatch is better. IMO because it gives you a vastly great troop production. and when u expand, i tend to try to cover the map with creep when i play, you can make 9 drones per whack so fill 2 olrds with drones and wala..instant full production expansion. and i always use a power economy on islands. i watched a game between the flavors, and two poor scrubs and was amazed at how many probes TF had. since then i just make probes or drones forever, and am usually hurt by early drops. but then again i sux. oh and another thing if i'm outproducing you in hydras 3-2 then you'll never be able to defend expansions and your main. it's just not possible. that's why i don't like to expand early on islands they're just big targets that say "hey johnny come rape me hard!!!!" when i get control of the pace ofthe game i expand like a mad man and lean on the person until they crumble and die. but that's my playing style. and of course i sux.
ronin~ | | #16 ronin~[2307] | | oh and one more thing.....
umm mr blank. would u be kind enough to not critique my playing. i've left yours alone for every single game we've played together, which i happen to look at as a huge favor to u. so don't tempt me :]
ronin~ | | #17 god damn this game better be good[2308] | | | it's still not over 50% grrrrrrrr |
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