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![[image loading]](http://i.imgur.com/LxFKC.png)
I'm extremely glad I decided to buy the ticket for the October season of GSL. I always learn an incredible amount watching code S, and at a time when I'm looking to improve my Zerg play, this season couldn't have been more timely. Before the tournament inevitably spiralled into TvT oblivion, it delivered some of the most entertaining and sophisticated ZvTs I have seen in SC2.
I was so impressed that I started to jot down notes on some of the more subtle changes in the way Zerg is currently being handled by top level players. Here is my summary of the observations that most impressed me. Interestingly, many of these techniques (which did not exist, or at least were not mainstream a couple of months ago) have now been adopted across the board by Nestea, DongRaeGu, Leenock, LosirA, CoCa, and Zenio. I've also seen them in use by IdrA at MLG Orlando.
![[image loading]](http://i.imgur.com/2GHew.png)
After the standard 15 hatch and double queens, it has now become much more common to immediately start a third, and often a fourth queen. This Spanishiwa-esque approach provides several benefits. First, it allows Zerg to drone like a madman, spending all larvae on economy. Nestea had 49 drones at the 7:30 mark in one game using this strategy. Second, it provides great defense against the now ubiquitous hellion builds. Third, if Zerg reacts quickly, it can completely annul the effect of drops.
![[image loading]](http://i.imgur.com/Gx1c2.jpg)
With 2-4 queens defending the main, medivacs can be taken down extremely quickly. In addition, more queens early in the game allows for...
![[image loading]](http://i.imgur.com/aSqMW.png)
With most top Zergs now devoting a queen or two to creep spread, code S has been painted purple. Check out the creep spread achieved by the 15 minute mark (in-game time):
![[image loading]](http://i.imgur.com/dirlu.png)
This obviously confers huge advantages in terms of mobility and vision. It's nice to see that the top players are now achieving the level of multi-tasking necessary to manage creep spread on top of all the other macro and micro demands.
![[image loading]](http://i.imgur.com/OrsQu.png)
One of coolest things I've noticed this season is the use of spine crawler movement; what I call 'Spine Walking'. With Terrans converging to the Nash Equilibrium of building hellions in absolutely every game no matter what, it is becoming increasingly hard to zone them out from drone lines, and protect the livelihood of new creep tumors. However, the ingenious solution top Zergs have found is to continually walk the spines with the leading edge of the creep. Here's a great example of a meticulous 'Spine Walk' from Zenio:
![[image loading]](http://i.imgur.com/5JMzL.jpg)
![[image loading]](http://i.imgur.com/qZhs4.png)
The use of macro hatcheries is now completely standard in ZvT, largely due to the prevalence of ling-based armies. What's particularly interesting however, is the reordering of buildings. Back when Zergs relied on two base muta against Terran, the typical order was 1) Tech (spire + mutas) then 2) Third base, then 3) Macrohatch. As Terrans became better at exploiting the timing while Zerg was teching, it became much more common for Zergs to take a third base before teching, and so the typical order switched to 1) Third, 2) Tech/Macro-hatch, 3) Macro-hatch/Tech.
But on many maps, this in turn opens up a new vulnerability. With hellions on the map, it can be difficult to get over to defend the third, meaning if Terran scouts at the right time, they can force a cancel on the Third. An earlier third can also spread Zerg too thin before they have an army, making drops a nightmare to deal with. However, Zerg needs the extra larvae. Therefore, this season it became common for Zergs to use a new order, to great effect: 1) Macro-hatch, 2) Third/Tech, 3) Tech/Third.
![[image loading]](http://i.imgur.com/RVqZg.png)
This new order also goes hand in hand with earlier queens, as it means there's already an extra queen available to provide injects.
![[image loading]](http://i.imgur.com/Z7K7n.png)
With the latest patch lowering the cost of Overseers, many Zergs are now opting for an Overseer around the 8-9 minute mark.
![[image loading]](http://i.imgur.com/SPzfG.png)
This is a critical time for scouting Terran's intentions, since many stim/tank pushes come around the 10 minute mark. It's great to see the patch already having an effect in this respect, and I'll be interested to see if this scout becomes standard.
![[image loading]](http://i.imgur.com/kNnUK.png)
Burrowed banelings have always been super entertaining in the GSL, from the antics of Moon to Nestea's uncanny ability to salvage terrible positions with cleverly placed banelings. However, most of the excitement has been generated by the static use of banelings: Zerg burrows them somewhere clever, then the audience and commentators sit on the edge of their seats waiting to see if Terran scans or is unfortunate enough to walk over them.
This season, the use of burrowed banelings in dynamic situations has been truly impressive. It is now very common for Zergs to use mutas to lure marines into banelings. Zergs are also occasionally starting to burrow banelings during battle, where it's particularly hard to tell whether a baneling has been killed or burrowed, so as to cover the retreat path. Possibly my favorite play of all this season was Leenock's use of burrowed banelings to zone out defenders (similar to a tactical nuke):
![[image loading]](http://i.imgur.com/CwyGv.jpg)
All in all, an extremely informative season! ZvT is already an extremely sexy match-up, and it's amazing to see it continue to evolve.
   
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Hey, when you play 80% of your matches against 1 race, you develop better ways to play vs them.
Thanks for this post, I haven't really watched GSL this season so it's nice to see players changing things up.
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most the stuff is normal/given, but good post nevertheless
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I love all your posts dude, great job, thank you
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This is really great. I especially like the Spine Crawler Walk. I've seen it a few times and thought it was pretty cool but never really thought about it !
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@SirJolt
Thanks! That's probably because I rely on paint for everything, haha! You're right though, I should try to use higher resolutions.
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wow awesome post! this should get spotlighted or something, great work!
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this needs to be spotlighted 100%. Very cool in depth look, thanks!
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intrigue
Washington, D.C9933 Posts
beautiful post. spotlighting!
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this is so good <3 thanks for this
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GREAT post , i think most zergs have already made this adaptations to their own play (i have been doing this thinks for a while now..) now we get to see them done every game by every zerg!
except the baneling one..that was just one game, maybe we ll see more usage of that sometime
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On October 17 2011 04:01 SirJolt wrote:![[image loading]](http://i.imgur.com/Cl9To.png) Amazing signature.
Great post and nice pick up's on the changes in the matchup! Seems standard to have an amazing creep spread these days.
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awesome awesome just so awesome rly nice post this will help me alot thanks for this
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Very informative post, didn't think about how many queens people were getting but looking back yeah...
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357 Posts
I noticed these things happening and i think it's really great for the matchup. Basically zergs are working more on their preparation, instead of being able to play totally re-actively.
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i think upgrades have also become a priority as well... great write up these subtle things make all the difference
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man, i hope we get to see more zergs in the gsl. This is a start to the new styles iv seen zergs do, and i hope it works just as well as 1/1/1 did on protoss =P
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I look forward to seeing more baneling blockades similar to the savior army blockades in the savior final edit.
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Now we just need some good toss dominance. ZvP's innovation right now is pathetic. We are even reverting into what we did in beta.
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Hmm, Leenock's use of dynamic banelings have been around for a very long time, I noticed him using them a few months ago but only to a moderate amount of success. Can't remember the vod, but I'm sure it was back when xel naga caverns was still played. I was quite surprised no-one copied him, as this does have a potential to be quite devastating. Terran thinks he wins a battle only to lose a massive clump of marines..
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Really really nice to see this in writing since these are all changes that have been happening in my play lately that I didn't even realize I had done. Really well put together post, great analysis and explanations given.
5/5
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Wow, nice, I've also noticed some of those things seemed a little different but since I'm T I just kind of assumed that's how they always played ^_^
Seems like most of those style changes were precipitated by the rise in the use of Hellion openings, making fast thirds and ling-only defenses not viable.
Also, SirJolt is too awesome.
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Nice read. ZvT is my favorite match up because of ALL of this.
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Great post here, I was considering doing something similar for the TvP builds, but I think I'm going to hold off until after blizzcon. As a matchup gets more figured out, the changes become more and more subtle, and more and more confident, such has been happening with TvP lately, and the ZvT matchup as a whole (meaning from both sides).
I second SirJolt with the text.
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sick post! great stuff, will definitely read more in-depth when i return.
*cue dragoon voice in my mind*
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Great post. Concise, well-worded, and an accurate summary that in part illustrates how Sc2 is getting more exciting as players get closer to the skill ceiling.
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Nice write-up. You watch play from a year ago, and honestly, I can say with confidence that I play better today than Fruitdealer, or Kryix, did a year ago. Even watching games from 6 months ago, it's just amazing how bad players were. Of course, I'm not saying I'm great, it's just amazing how little we really understand this game. Some things are patches, but it's amazing how much is just people just didn't understand the game.
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hey whatthefat, do you also notice that Zergs are getting ling speed later or is it just me?
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THESE are the kinds of important strategy posts that need to be constantly discussed on TL. great post!
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Thank you, OP, for putting in words what has been swimming around in my mind ever since the group stages.
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What a healthy MU, evolution continues to make it more dynamic.
If only TvP could actually turn into a decent MU like this one.
Good anyalysis OP loved the visuals.
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wow great post, some of those things I didn't even notice. good work =]
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This got frontpaged, nice. Fantastic post.
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Wonderful haha, thanks for taking the time to compile it
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this almost belongs in the strategy forum its so good
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Great write up Would love to see one for "The Protoss Comeback" :p
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Yeah zergs in zvt its strong to get 3-4 queens then get gas which is like 30-32 supply I think. do notice this is very effective on maps with an easier to defend natural (its harder on a map like xelnaga where the naturals so big) is what I have noticed anyway.
I have been doing fast 3 queens but not 4 and finding it super effective for creep spread ^^.
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On October 17 2011 03:36 a176 wrote: most the stuff is normal/given, but good post nevertheless
Most of it is logical but was still never used in high-end play for whatever reason, probably because there is so much else players had to improve, so no given and not normal at all.
Great writeup. Haven't watched any GSL October games yet but it's good to see high-end Zerg finally doing the things i always wanted to see (Esp. more queens).
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Germany / USA16648 Posts
On October 17 2011 16:46 thedeadhaji wrote:As someone who only occasionally watches SC2, this was a great report for me  Thanks  What he said.
5/5
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This is an awesome write-up. I think I'll start taking notes now!
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Great blog! Very cool to see how things change and adapt in such a small period of time.
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thanks for this great blog. It would also fit very well into the strategy subforum, since all you pointed out helps to improve as a zergplayer. I personally will try to remember the spine walk in my next games
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Suddenly I wish I had bought the ticket for October, but I'm sure I could use this write up to tweak my ZvT to be more efficient!
5/5, bookmarking for future reference!
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Nice read, thanks dood, that a lot of time put in to it!
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ZvT is the best and most dynamic matchup in SC2. Players are highly rewarded for their mechanics and multitasking, it is fast paced, actionpacked and tense and as this thread displays so well it is so evolved right now and it only gets better and better.
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Great analsys, enjoyed reading it a ton! :D
Lets hope P begin to shape up too so you can make a blog of how smart they are in this matchup!
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Switzerland2892 Posts
I think the mass queen was "created" by dimaga, wo had a period where he did something like 6 queens on 2 bases far before spanishiwa was even know (something like in 2010 I think).
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The images are highly informative. Awesome stuff!
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great post!! make more gratz on SL
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ZvT is definitely my favorite matchup in SC2. It's really nice to see the game evolving.
Great work with the thread! Pretty useful for the noobs like myself. Thanks
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did i just read the word "nash equilibrium" in a starcraft thread? that's a very bold term to use for a simple metagame tendancy
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very nice, simple but a lot of knowledge dumped right there, would gladly read more!
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I am actually expecting both Z/P to start dominating T in the near future, or maybe after 1 more patch (even though that T will remain the best designed and strongest race). Simply due to the fact that whole Korea is almost exclusively practicing their vT match ups. At the time like that, i don't think Terrans who are mostly practicing TvT's can keep up with players who just keep honing their builds vs T.
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I really like those kind of posts wich take subtle changes and explain why they came to be. Motivates me to try and implement them into my play and just shows how deep of a game is starcraft.
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This is so helpful for your general knowledge of the game and your own playstyle, i love it. Really nice structure, im going to use Marco Hatcheries in my next matches. One negative thing: Please do not use those crappy headlines again: Yellow and pixeld font on an ugly purple background. : (
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Nice write up.
In addition:
1) Quite often seeing a 7 roach push off of the standard 2 base opening. After speedling, keep mining gas and opt for your next 150-200 gas on roaches with the option of a wave of speedlings behind it. The key here is you can rush a 3rd and a ton of drones behind it if the opponent is doing a typical reactor helion build. If the opponent makes a mistake you can outright cripple him (ie doesn't wall in natural, like STC Stephano G3 IPL), or often times just pressure the first supply depot + kill marines/scv's behind it whilst macroing up. Very much a meta game feature with the prevelance of reactor helion into expansion builds.
2) Upgrades: Terrans featured alot of fast 2-2 double ebay play, or 3-3 rushes. 1-1 often in time with combat shield/stim, 2-2 with another push. I notice alot of zergs have universally gotten +1 mellee attack alot faster and fast +2 attack. If only to allow ling/bane/muta do deal just enough DPS rather than survive with carapaces.
Whats next?
A) Late game baneling drops are STILL criminally underused. By the mid-late game there are turrets on every base but there are ways around that. For example, using a "dummy" overlord to take damage, or to unload banelings out of site just away from the CC. If it's an OC, you are going to wreck a SCV line. If it's a Planetary, it'd be a good idea to space out your first baneling so it doesn't clump up and all get blown up in 2 hits.
B) Nydus ling spreads. The main objective here is to force the Terran to constantly split up his army to deal with annoying lings in places he isn't covering from the front. If you manage to get a Nydus up in the main you will likely disrupt only production, as by then the mineral lines have depleted and 14+ marines are in constant cycle that can deal with you. Again, any moment marines are not where they should be, a tank is more vunerable to mutalisks etc.
C) Late game creepspread- it often dies after you lose your initial queens + tumours on the first few pushes by Terran but a constant queen production should be ideal.
The question is: on top of baneling land mines, dilligent macro injections and production, mutalisk harass, creep spread, potential nydus harass, baneling drop play and general micro with units - is this entirely possible within APM constraints?
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I think if you aren't going to be using roaches as the main comp of your army a macro hatch around the 9 min mark is definitely what you need. It's what I've been doing as it's safer on some maps to do than try and take a third. Especially since the mobility of the terran army can be an issue with drops, and until you have mutas out, trying to take a third can be a hard to secure without those flying dragons. lol
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Excellent OP, makes me wish I was a Zerg player.
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Nice writeup, I think the main reason is the drop potential as Z's only answer for drop in the early game is the queen. + They dont come from Larva so you can pump them out without hindering your larva stacking (You have larva for workers or unit when you choose to make them)
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I've been watching IdrA actually adapted and took notes from the GSL zergs as well with his recent play. Really cool to see it change.Great write up.
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United Arab Emirates874 Posts
Really cool read. The creep spread in code s is really getting so scary.
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Don't know if it's worth mentioning, but I've noticed a lot more zergs investing in substantial amounts of static defence against drops, rather than try to cut that corner and respond with units. This seems to be a reaction to the number of 'fire and forget' drops Terrans have been executing in the mid-late game to try and kick the legs from under a macro Zerg: devote minimal APM to managing the drop while advancing or repositioning their main army, expecting the Zerg to send all of his lings and mutas streaming away to defend the drop.
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Leenock is one badmutherfucker
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On October 17 2011 03:36 a176 wrote: most the stuff is normal/given, but good post nevertheless
Most of this response is normal/given, but good post anyway.
OP: I thought the comment of this was fantastic, but agree with the need for improved Graphic Design.
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Is there anyone else that does the mass spine crawler drop in the middle of the map that Stephano often does in the late game to fee up supply and dump minerals?
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On October 17 2011 20:28 hoolaboris wrote: did i just read the word "nash equilibrium" in a starcraft thread? that's a very bold term to use for a simple metagame tendancy
He COULD say that there is no good counter to hellion openings, and get the thread completely ruined by wild balance claims right and left.
OR, he could give the equivalent, but much sexier, statement that always opening hellions is a nash equilibrium, and not catch any flame at all.
Easy choice imo, well done OP, and thanks for the article.
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hmmm maybe il catch on and use more queens , thanks for the post^^
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Really cool analysis. Good read!
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Another great post from Mr. Fat. ty
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Super awesome post, you've convinced me to purchase a GOM ticket next season
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On October 18 2011 04:11 Kollapse wrote: Super awesome post, you've convinced me to purchase a GOM ticket next season
I will, too, first because I was following the last days of the GSL on stream when I could and second because there will be more foreigners this season
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I thought this would be about the aggressive roach/ling attacks. Never have they been as potent as the last few weeks.
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I love how the ZvT matchup is evolving, it makes for some of the most epic games in SC2. Doesn't hurt that zergs get a ton of practice in it too. 
Now we just need to see Protoss evolving. With warp prism buff they're becoming a lot more used, but I don't feel it'll be enough atm.
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Amazing post! I must admit I never realized this before - hope we see some of these innovations for zvp as well.
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whatthefat all you posts are amazing! I agree with everything in this post, especially the part about creep spread.
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Awesome post. Will read again.
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Very nice post, all these little things make zvt so fun to play/watch :D
Another thing I've noticed is that some zergs (can only remember leenock and drg off the top of my head) have been rushing +1 carapace instead of +1 melee, which although is a bigger investment, is definitely to abuse the timing where terrans don't have +1 vehicle yet, since most terrans get it pretty late. The fact that lings won't die to 1 tank shot is key when defending with pure mutaling, since your lings tank longer, allowing extra muta volleys on marines.
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Awesome post. I do agree that the use of zoning banelings (especially Leenock's) was sick, as well as all of the other things you mentioned.
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Canada2480 Posts
On October 17 2011 04:01 SirJolt wrote:Dearest Whatthefat, Much as I love your blogs (they're unparalleled, I really must say), it has come to my attention that only one thing lets them down. The fonts used in your images seem badly pixelated, and it throws the whole presentation off kilter a little I threw together this quick mockup to show you what I mean: ![[image loading]](http://i.imgur.com/TqORo.png) Given the amount of effort you put in, I wonder if there's some way to rectify the font issues with your otherwise prodigious content. I'm sorry if it seems like I'm nitpicking, but when everything else is perfect, it seems like such a tiny thing. Love, always, ![[image loading]](http://i.imgur.com/Cl9To.png) highly impressed by your progress as a proposter
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Very nice post 
On October 17 2011 22:50 pksens wrote: Nice write up.
In addition:
A) Late game baneling drops are STILL criminally underused. By the mid-late game there are turrets on every base but there are ways around that. For example, using a "dummy" overlord to take damage, or to unload banelings out of site just away from the CC. If it's an OC, you are going to wreck a SCV line. If it's a Planetary, it'd be a good idea to space out your first baneling so it doesn't clump up and all get blown up in 2 hits.
The problem is that I'm not sure it's that usefull. In late game ( by late I mean very late ), some terran even sacrifice svcs to free up supply. Ok you can kill some mules but it's not as usefull that versus protoss for exemple. What you really want is to kill the orbital/planetary, not that much hurt his scv count.. However if it was a tense game and each players keeps throwing units at oneother (for exemple bomber vs Idra on shakuras where bomber was never maxed), maybe it can be used.
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I haven't the APM to do the stuff Zerg requires. I'll keep playing them anyway.
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What... Your real sig. handwriting?
edit: also why do I not have the option to make a blog?
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u forgot to mention burrowing banelings in expos before the eexpansion is complete to go boom during the transfar
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wow amazing analysis and nice post!
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Wow, great post, very very insightful.
I've been playing around with doing some of these things (mainly the queens/creep spread and macro hatches), which seem to be working with fairly decent success (1k masters). My problem is now that after nullifying the hellions, they just sit outside of my natural and deny any and all vision. Then I have gotten hit with some pretty devastating 2 base timing attacks.
Anyone with any thoughts on how to solve that problem?
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This is incredibly awesome! Nice work, a good read, and I think every decent zerg should read this!
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Nice tricks, thanks (especially the part about preventing the new creep tumors from getting sniped with hellions).
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Good post, but apart from banelings it seems like code S zergs finnaly figured out what spanishiwa did like 3months ago late gas more queens more spines early overseers gogo spanishiwa i hope u bring us more future zvt
(dont get me wrong im not trying to bash anyone, its just fact as it is. This post basically sums up spanishiwa style)
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Really nice post. I play protoss but I think the evolution of zerg play is REALLY interesting.
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Which Leenock game was it that the baneling zoning happen in?
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Outstanding post. In particular, I find it fascinating that now a zerg on 2 bases with a macro hatch isn't considered far behind against a terran on 2 bases with a third cc, whereas a few months ago we'd be saying that position is hopelessly lost for zerg.
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Thanks for the super informative post.
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To be completely honest, after I read this, I won a ZvT <3. While not abnormal, the game was, and only because I was taking the concepts of this post into account was I able to succeed, in my humble opinion. A) willingness to build more queens (and consequently spread more creep) B) spine placement C) overseers
I would have loved to incorporate items like zoning banes as well as macro hatcheries, but I didn't have the resources- stupid terran kept the game in the mid-game so i never could tech or get a comp that would be able to use a macro hatch D;
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Very structured, clean and opposite of abstract post. I love it!
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Subtle? How are these subtle changes?
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GREAT POST! I really liked how you picked up on all of these things, and I will really try to do so myself in my ZvT! I wish I had more time to watch GSL, but sometimes I can breathe a sigh of relief because there are people like you out there. So thank you! :3
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Sometimes just a quick reminder that we even have burrowed banelings available is helpful. I never use them, but I can always think of situations in which they are good. I actually just had a game today that I could've used them. Thanks for the tips. My ZvT has been slacking lately and is stopping me from getting to Masters. =[
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Some time has passed since the writing of this post and I wonder if anyone is interested in updating a bit on the evolution of ZvT in recent times? I know that compared to ZvP the meta has been relatively static. Would anyone with some confidence/knowledge on the subject like to contribute? I just got back into SC2 recently and was just curious.
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