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so what's the deal with bad players like me?

Blogs > tomc
Post a Reply
tomc
Profile Blog Joined July 2010
United States84 Posts
August 21 2010 05:10 GMT
#1
hi.


First blog post on Starfeeder (TEAM LIQUID NOW!), so I'll go over my observations as a low ranked gold/silver player on US Sc2 beta. I'm pretty terrible at this game as far as pros are concerned, and perhaps much more terrible than anyone I've seen who likely even visits Starfeeder. I should also mention I main Zerg in SC2. Well, let's get on with it.

What's the most dangerous thing for a gold/silver player? Early air. It's a fact that not a lot of people in my bracket know how to combat air quickly and effectively enough to stay in the game. Most people rage out at even 3 mutalisks storming a big mineral line. Zerg is probably the least played race still (in our rankings mind you) so that's both and advantage and a disadvantage. Advantage is that people are less likely to know what to do against us most of the time, and the disadvantage is that we don't get to play enough mirrors to knock down a solid strategy. Sure, everyone says it's all baneling play, but winning or losing a ZvZ in our brackets doesn't mean he's the better ranked player overall.

So we (zerg in gold) fear air the most, right? A fast banshee rush cripples me to breaking point. I feel like I must go mutalisks as fast as humanly possible on maps like Scrap Station or risk being slaughtered by them. I could go hydra against it. It's really strong too, but it's risky. Air is so fast on Scrap Station that you almost cant go without it unless you turtle up and nydus. At least I don't fear for my overlords lives when I see banshees though. Void rays drive me up the wall. I love seeing ones that micro through a bunch of units like that video suggested for maximum damage. Should probably stop using overlords to scout midgame, especially the mid field where I love having 3-4 out there patrolling.

There's always a bunch of things you can do to try and stop early air as a Zerg. Many put stock in a shitload of queens. To combat 3 void rays you'll need 2-3 queens, 2 if you're good at transfusion and pray you can focus them down to reasonable numbers. Though once they see 3 queens they'll back off and grab more. My first instinct should be to drop an evo chamber (I'm usually around 40 supply when I see the VR's/Banshees) and then maybe a few spore crawlers. I'm not sure if its wise to do that though. I used to put a lot of stock in ground units but I find that they just aren't as strong as I'd like them to be versatility wise. You'll find yourself turtling with them against air until you dropped a sufficient amount of air forces to warrant an attack. See, this is why I like Mutalisks. You change out the pressure on their side and they're fast enough to return to the base quickly because of no ground made obstacles. There are some maps where this is kind of pointless like Metalopolis where you want your arc shape of expos and you can just build a ton of hydras. Also, the spire brings me closer to building brood lords.

But hydras are cheaper on gas and are more effective on air! But they're incredibly slow and leave your base so undefended against air if you run them down to the enemies base to attack. They need a nydus.

Oh, the decisions we make today...


tomeeeo.506 @ SC2
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