usually will up to lair for roaches speed and lay down at least 5 spines to hold till i got the amount of roaches to fight back..
for smaller maps like steps i go 6-7 spines ;s
once successfully defend and overpower, usually i get a GG from them already
im not a very gd play so just take what its worth it :P
btw wats bad about the 11 pool 18 hatch, cause im still using it :X find it safer haha
usually will up to lair for roaches speed and lay down at least 5 spines to hold till i got the amount of roaches to fight back..
for smaller maps like steps i go 6-7 spines ;s
once successfully defend and overpower, usually i get a GG from them already
im not a very gd play so just take what its worth it :P
btw wats bad about the 11 pool 18 hatch, cause im still using it :X find it safer haha
14pool 15hatch gets your economy up faster, I find. on Teamliquid forums they had some graphs on the most economical zerg build and 14pool 15hatch comes out at the top. Also, vs 4gate, if you want to have a worker advantage after the defence, you'll want to have the hatch down earlier so you can actually have workers there AND also be able to make more workers.
I just watched a Day9 daily on drone timings and I actually understand this a lot better now I think. Its just I am slightly confused on what I should be prioritising vs a 4gate army, roaches, speedlings or quick hydras (Probably not the hydras tbh... Depends on attack timing).
So, I'll just say what i think I should be doing:
zealot heavy = more roaches
stalker heavy = more lings
sentry heavy = roaches again
Scout the front door heaps, send overlords in on the sides to sacrifice and check for stargates, constantly look at how many units they have and is making and make units before he even moves out if they have a very large army.
Did I just answer my own question? Sorry if I just did, but I look for information EVERYWHERE and draw to conclusions...
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