[戰術] Spanishiwa's No Gas (蟲族戰術) 簡介
這戰術太有趣了
是一個新思維 小的不才星海打不好
但英文還不錯 翻譯看看 讓大家來討論討論
會跳過一些不重要的
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Spanishiwa's No Gas
A note to readers: I would appreciate it if you would refer to this build as
'The Ice Fisher' or 'The Ice Fisher Build' or I guess Spanishiwa's build or
something would suffice.
給讀者的一個提醒:希望大家可以把這個流程叫做
'The Ice Fisher' 'The Ice Fisher Build' Spanishiwa's build
EDIT: Replays are up, request more if you want to see more. Finding pictures
was such a pain though, so I'm gonna be lazy and put that off for awhile. The
replays also show the old 16 hatch/15 pool build order that was advocated in
this thread. I now prefer 13h/15p. The concept is the same, just the timings
are a little different (13h/15p is slightly faster and more economical, so
it's just better overall).
會有RP,如果你想看更多就要求吧。但是照片實在太麻煩了,我很懶的:P
在這一系列中,我舊有的16D孵化所,15D狗池這個開局很棒。
但現在我更喜歡13D孵化所,15狗池。
觀念相同(譯註:都是希望經濟型開局),只是timing有些微不同(譯註:不容易被擋開二礦)
(13h/15p 稍微快一些且更經濟,所以整體來說後者比前者更好)
Verdict is still out on which is better.. 16h 15p or 13h 15p. 13h won't get
blocked as often, but the economic advantage is slightly less than 16h if
you're forced to make early lings. Also experimenting with an 11p 18h build
zvz, to prevent early pool + spine shenanigans.
事實上 16h/15p 和 13h/15p 哪個比較好還沒有一個定論。13h通常不會被敵方工兵擋住
裸雙,但如果敵方前壓導致你必須早期出小狗的話,經濟會比16h差。
同時,我也在嘗試在 ZvZ 中使用11狗池,18孵化所,是為了防止早期的小狗地刺快攻。
Intro 簡介
You might have seen me trying to explain the build on MrBitter's 12 weeks
with the pros, but I felt that I didn't explain it sufficiently enough to be
satisfied. It's a fast expansion style build that opens the same vs all 3
match ups (ZvT, ZvP, ZvZ), with small tweaks to the opener depending on the
match up.
你可能在MrBitter's 12 weeks中就有看過我解釋這個開局,但我覺得我解釋得不夠徹底
這是一個速開礦的風格,且對三族都相同且適用。當然還是會根據每場比賽不同來做些微
變化。
The build revolves around a few key ideas:
1: that in the early game larva is extremely important, and having to produce
units from that limited larva (instead of drones) is very disadvantageous to
you.
2: that by delaying your gas you're able to drone extremely quickly. This is
because your income won't be split between gas/mineral income (it will be all
mineral), and thus you're able to get drones quicker than you'd normally be
able to.
3: that creep spread increases the effectiveness of Zerg by a LOT. To the
point where it is extremely worth it to spend in-game resources to expedite
the process of spreading creep.
4: that mid and late game Zerg is very strong (compared to early game Zerg).
5: that over saturating is terrible (like, terrible terrible).
整個流程環繞著以下這幾個核心概念:
1.在遊戲的初期幼蟲是非常重要的,而用這些極為有限的幼蟲來生產不是工蟲的單位對
蟲族來說非常不利。
2.慢瓦斯讓你可以爆工蟲爆得非常得快,因為你不會因為瓦斯而分散的你晶礦的收入,
所以你會更快得到比一般更多的工蟲
3.蟲苔的擴展與否對蟲族來說影響非常巨大,所以使用你遊戲中可以使用的資源來加速
蟲苔的鋪建變得非常重要。
4.對蟲族來說,中後期的蟲族比起前期的蟲族要強大得多太多了
5.讓礦區有超過滿載的工蟲數量是非常非常非常不好的事情
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