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  1. #5001
    EL - Airship Pirate
    Airship Captain of the House of Weave

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    Aero Ashwind
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    Asura

    That is pretty good haha

  2. #5002
    Gave 5$ to bg and all I could think of was this lousy title.
    -____-

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    You guys with your high leagues are doing it wrong. Gold league is where its at.

    This happened in our team games earlier today with me, Salodin, Misuicide and Sonomaa.
    I decided to make a .gif of it just because that's someone crashing 60 banelings into my tanks killing only 1.

    http://i210.photobucket.com/albums/b...-banelings.gif

  3. #5003
    EL - Airship Pirate
    Airship Captain of the House of Weave

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    Quote Originally Posted by SubzeroDiabolos View Post
    You guys with your high leagues are doing it wrong. Gold league is where its at.

    This happened in our team games earlier today with me, Salodin, Misuicide and Sonomaa.
    I decided to make a .gif of it just because that's someone crashing 60 banelings into my tanks killing only 1.

    http://i210.photobucket.com/albums/b...-banelings.gif
    Thanks for that! Pretty epic indeed. u mad zerg? :3

  4. #5004
    Sea Torques
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    Quetzalcoatl

    those games were fun, i only think i played 1 serious game, haha

  5. #5005
    Gave 5$ to bg and all I could think of was this lousy title.
    -____-

    Join Date
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    lol i'm still sad with the realisation that i'm not SlayerS_Dragon doing the mass planetary fortress into mass ghosts build in 4v4

  6. #5006
    Caesar Salad
    Join Date
    Nov 2009
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    starcraft 2 day, lesgo

  7. #5007
    Salvage Bans
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    Sylph

    salodin where u been! XD

    also when should i cut probe production? XD Usualy finishing games with around 60

  8. #5008
    Sea Torques
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    Quetzalcoatl

    60 is about right

  9. #5009
    Relic Shield
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    Phoenix

    Try for 24-30 per base. But you can always produce probes, and when you notice over-saturation, then just expand.

  10. #5010
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    Quote Originally Posted by Anakron View Post
    Try for 24-30 per base. But you can always produce probes, and when you notice over-saturation, then just expand.
    I know to saturate then expand but if i keep doing that i'll end up with 200/200 probes lol

  11. #5011
    2600klub
    Sweaty Dick Punching Enthusiast

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    Bismarck

    Quote Originally Posted by Misuicide View Post
    60 is about right
    60 is too few.

    70-80 is the correct point to stop for terran/protoss, zerg can go higher if planning to dump 10-20 into spines.

  12. #5012
    Sea Torques
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    Quote Originally Posted by Gryffes View Post
    60 is too few.

    70-80 is the correct point to stop for terran/protoss, zerg can go higher if planning to dump 10-20 into spines.
    60 is not too few. For a silver leaguer, 60 is just about right, most silvers can't handle macro past 50ish. most silvery games wont go past a 3 base play.

  13. #5013
    2600klub
    Sweaty Dick Punching Enthusiast

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    Bismarck

    Quote Originally Posted by Misuicide View Post
    60 is not too few. For a silver leaguer, 60 is just about right, most silvers can't handle macro past 50ish. most silvery games wont go past a 3 base play.
    So your recommendation is to deliberately play badly because you're among bad players?

  14. #5014
    Sea Torques
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    Quote Originally Posted by Gryffes View Post
    So your recommendation is to deliberately play badly because you're among bad players?
    Way to spit words? No, Once they can control there macro, then you can increase the amount of workers, why would you have too many workers, when you can focus on an army? You may need that bigger army. 60 is a good learning curve, when they can keep there minerals/gas down, then add more. You dont' need to go out of control with workers at such a low level.

  15. #5015
    Relic Shield
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    Rehn Valor
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    Sargatanas
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    I'm of the opinion that you keep pumping out workers in 1v1 till you hit 200ish. Of course you'll want to keep your army count up as well, but really, if you can keep tabs on pumping out workers, then you can do the same thing for an army. If you can't, then it is definitely a good way to improve.

    I don't feel any of this applies to team games though, as cheese/timing pushes happens way too often, so I often cap my workers to just 2 bases, usually opting for higher army instead.

  16. #5016
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    Sylph

    Ok so i'll try to up my prob count to 80ish. Also played 3 2v2 games today... 1 was instant quit other 2 were x2 zerg vs us (x2 toss) both of them 6/10 pooled us and just ripped threw our wall and into our probe line.... how can we stop this? we held off the attack by killing them with our probes but we end up losing so many that we are to far behind economically to do shit

  17. #5017
    Relic Shield
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    Usually the same way as you would in 1v1 from what I see. Leave an opening for a zealot to block, then pump out enough zeal to deal with it. If need be, just wall off your ramp completely by making another gateway or pylon, and try to get a stalk out asap. Though I personally don't play p, so don't take my advice like gospel. Did you scout beforehand as well?

  18. #5018
    Nidhogg
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    Serefina Solfyre
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    Odin
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    Bahamut

    Are you Forge fast expanding? If so, 6/8 pool are very effective against it (may just come down to probe micro ultimately). If not, build a wall off at your ramp preferably without pylons exposed leaving one space for a chrono boosted Zealot. If they are really going hardcore all in, you can add a Forge and a cannon or two. Stick the Zealot in the place where it can be attacked by the least number of zoglings and put it on hold position.

    As far as probe micro goes, if you make a probe go to a mineral patch, it will pass through all units on its way to do so. A popular surround technique is to ball the probes and send them to one patch, then to the other when the enemies reach them, and attack move mid way so you have an instant surround. Send any wounded probes to a patch out of zogling range as they fight.

    If you deal with a very early pool cleanly, you can safely play very offensively, keeping the zerg on 2 or even 1 base. Just be wary of Muta or Infestor play which have the greatest potential to come back from such a large deficit.

  19. #5019
    Yarglebargle
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    Valefor

    Quote Originally Posted by Raen Ryong View Post
    If you deal with a very early pool cleanly, you can safely play very offensively, keeping the zerg on 2 or even 1 base. Just be wary of Muta or Infestor play which have the greatest potential to come back from such a large deficit.
    That's also the ONLY way they come back in team games. 6 pool failed? Welp better go mass muta. Or they'll just skip the first step.

  20. #5020
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    I can get a wall off before tehy get to the base but they just destroy the actual buildings before i can get a stalker out :/

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