Discussion in '2002-2004 Archives' started by 1_Tanarus_1, Dec 6, 2002.
punk, u talking about money maps, right?
well duh i dont think its possible to even get 10 hats w/o being attacked in bgh or hunters
Lol thanks I can see my ladder score going up alrdy on lt
Most good players I've seen go fast Mutas unless the enemy is Terran, in that case they rush mutas and go hydras/mutas/defilers.
Muta Rush vs Terran
Muta rush vs terran dosent work well. I fast ling rush followed by hydra/lurk works good. Marines w/ medics and updated range rip muts up before they can even get into range.
Muta rushes will never work against Terran. M&M owns most Zerg. So a bunker or two and a missle turret (near CC) should take care of mutas.
Ooops, I meant in the Terran case they rush Zerglings and pump Hydras/Zerglings/Lurkers... my mind must have been off in another place when I typed that out. Build order for non-rush I use on normal maps is:
9 drones + extractor trick for 10/9
Hatchery (usually expansion for extra gas)
Continue making drones...
Scout with a Drone
Before Spawning Pool finishes, make a Creep Colony
Send 3 Drones to collect gas, and a fourth when you have enough workers on minerals (don't leave just 5-6 workers mining minerals)
Once Spawning Pool finishes, make a Sunken Colony (near your Spawning Pool so that it doesn't get rushed and start pumping Zerglings
Send a Zergling to your enemy's main to scout, then leave one in his entrance and/or in his expansion to forwarn you of any attacks or expansions
Make a couple sunken colonies at expansion (if one was made) and send Zerglings there
As SOON as you get 100 gas make a Lair
Depending on your opponent's strategy from there, you can rush Hydralisks, rush Lurkers, drop Lurkers/Hydralisks, rush Mutalisks, rush Scourge against Zerg, go fast Defilers/Cracklings, or just about anything else. Always make sure you have your enemy in check--it's ALWAYS the key to winning the game.
Hmmm. I quite like that build order. Pity i don't use Zerg.
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