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I can't believe how rigged tvz is. Everytime he makes a mistake, I get s small advantage. But if I make any mistakes, BOOM, gg.
It's like, oh, 12 speedlings in his base? Well, if I dance them around very well I can pick off a few scvs, great. Of course I can't directly attack his scvs, because his giant robot workers will completely dominate my fragile little dogs.
But if he gets a small force of M and M in my base, all my workers go pop pop pop done. I'm like, oh shit, better send all my zerglings to stop them. Double the supply, should be enough, right? Except that if I don't time the flank perfectly, all my poor zerglings die before doing ANY DAMAGE AT ALL.
GRRRRR this is frustrating. So tired of losing games where I build up a huge early game advantage, only to lose it all to some stupid micro blunder.
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defilers yo
science vessels? lol poop
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if only I could get defilers at hatchery tech... that'd be awesome.
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Well you have to think about why you have a early game advantage => because you went for a dozen speedlings, of course you have the advantage, but he choose an economy route or tech route so midgame he will have a huge advantage, thats why you usually dont see a lot of zerg players get a dozen speedlings right away in TvZ, many get only 4-6, sometimes none at all.
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I don't know what you're talking about -.-'. Terran making a micro mistake can do just as much, if not more damage. And plus, you have evil defilers.
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Braavos36362 Posts
well, tvz is extremely fragile matchup, because terran armies require a ton of babysitting
you need to stim quickly, move quickly, manage ur vessels, and hotkey like a madman. zerg can kind of sit back and move lurkers while macroing.
the matchup is extremely hard on either side and tiny micro mistakes lose the game both ways.
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yeah defilers are pretty broken dude potential for infinite energy
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You have to use that early game advantage to do some damage or else it will be a waste and even a good player will have a disadvantage if he goes for speedlings and doesn't use them to the best of their effectiveness
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Lol, and when I go back to macro for 2 seconds in my base my 36 MnM run into 3 lurks and poof... Not to mention invincibility swarm in my base = dead, and its damn near impossible to set up a 3rd, lets not forget imbalisks: when you get over 6 im essentially fucked
Edit will continue rant later after a couple more TvZ losses
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terran forgets to scan first and walks army into 2-3 lurks can = gg, it is so annoying guessing where lurks are until you get a magical thing called a science vessel
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On August 29 2008 13:22 DeathByMonkeys wrote: Lol, and when I go back to micro for 2 seconds in my base my 36 MnM run into 3 lurks and poof... Not to mention invincibility swarm in my base = dead, and its damn near impossible to set up a 3rd, lets not forget imbalisks: when you get over 6 im essentially fucked EDIT: oh deathbymonkey said the exact same thing first EDIT2: i clicked quote instead of edit lmao
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fuck zerg!! I move out with little mnm squat to take out expo, watch my army everythinks fine, watch my army, watch my army, go 2 secs to my main to build something BAMM!!! 12 rines dead to some filthy lurkers
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welcome to zerg bro. so fragile, yet so much potential =O
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On August 29 2008 13:15 Luddite wrote: I can't believe how rigged tvz is. Everytime he makes a mistake, I get s small advantage. But if I make any mistakes, BOOM, gg.
It's like, oh, 12 speedlings in his base? Well, if I dance them around very well I can pick off a few scvs, great. Of course I can't directly attack his scvs, because his giant robot workers will completely dominate my fragile little dogs.
But if he gets a small force of M and M in my base, all my workers go pop pop pop done. I'm like, oh shit, better send all my zerglings to stop them. Double the supply, should be enough, right? Except that if I don't time the flank perfectly, all my poor zerglings die before doing ANY DAMAGE AT ALL.
GRRRRR this is frustrating. So tired of losing games where I build up a huge early game advantage, only to lose it all to some stupid micro blunder.
hahahahaha try using a m&m army vs lurks
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On August 29 2008 13:19 Grobyc wrote: Well you have to think about why you have a early game advantage => because you went for a dozen speedlings, of course you have the advantage, but he choose an economy route or tech route so midgame he will have a huge advantage, thats why you usually dont see a lot of zerg players get a dozen speedlings right away in TvZ, many get only 4-6, sometimes none at all.
Actually I usually play a fairly standard 12 hatch build. Still, it always seems like speedlings in their base should do more damage than they do. I mean, even once they're inside a relatively undefended base, you have to work sooooo hard just to keep them alive. Whereas a terran can just park his marines behind the minerals, and BOOM, invincibility mode.
And midgame is no easier there have been plenty of games where I had an advantage in both economy and overall supply, and very suddenly lost everything. Like my mutas just happen to fly over his army, and instantly die. Whereas if i control them perfectly (not July level control obviously, just doing simple stuff), I get like a 10 supply gain from them, at best. As soon as my mutas die he can just attack move into my base, whereas if i kill his army in the field I still have to very carefully control my attack, or it can all turn around again.
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On August 29 2008 13:20 CommanderFluffy wrote: yeah defilers are pretty broken dude potential for infinite energy More like 10 seconds of energy before the irradiate kills them...
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believe me TvZ is fucking hard for terrans, a lot of micro and macro for one matchup.
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On August 29 2008 13:22 DeathByMonkeys wrote: Lol, and when I go back to macro for 2 seconds in my base my 36 MnM run into 3 lurks and poof... Not to mention invincibility swarm in my base = dead, and its damn near impossible to set up a 3rd, lets not forget imbalisks: when you get over 6 im essentially fucked
Edit will continue rant later after a couple more TvZ losses You don't have to move your MnM, just park them next to your seige tanks and let them rape the zergs base from 200 miles away. Swarms are like, "oh he cast a swarm, I guess i'll move back a few steps". And why do you even need a 3rd? Terrans don't even need to expand, they can easily win off of 2 or even 1 base.
Imbalisks are like, the reward you get for surviving such bullshit before that in the matchup.
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On August 29 2008 13:27 Luddite wrote:Show nested quote +On August 29 2008 13:19 Grobyc wrote: Well you have to think about why you have a early game advantage => because you went for a dozen speedlings, of course you have the advantage, but he choose an economy route or tech route so midgame he will have a huge advantage, thats why you usually dont see a lot of zerg players get a dozen speedlings right away in TvZ, many get only 4-6, sometimes none at all. Actually I usually play a fairly standard 12 hatch build. Still, it always seems like speedlings in their base should do more damage than they do. I mean, even once they're inside a relatively undefended base, you have to work sooooo hard just to keep them alive. Whereas a terran can just park his marines behind the minerals, and BOOM, invincibility mode. And midgame is no easier there have been plenty of games where I had an advantage in both economy and overall supply, and very suddenly lost everything. Like my mutas just happen to fly over his army, and instantly die. Whereas if i control them perfectly (not July level control obviously, just doing simple stuff), I get like a 10 supply gain from them, at best. As soon as my mutas die he can just attack move into my base, whereas if i kill his army in the field I still have to very carefully control my attack, or it can all turn around again. Ok, first off, I used to play zerg as my main so I know how you feel in some ways, but I also know that some things you feel are not as unfair as you think. Those speedlings can be used to deny terran his FE, if he goes to land CC run those dozen speedlings in and he has like 4-5 marines usually, depending on 1rax FE or 2rax, but you can defenitly get a lead there, or even possibily a win right away, then he has to wait for a firebat or two, and keep his CC in the air, at that point you have map control and can even go to take your 3rd gas right away, the point is, if you go speedlings make sure you are doing it for a reason, if it is because a timing attack, such as disrupting his FE, map control, some speedling allin, saving up for mutaling, etc. As for terran behind minerals = invinciblity mode, that shouldnt happen often, does he just run past 2+ sunkens and your lings or something? his army shouldnt be able to do that and survive, your lurkers should be out soon after he has an MnM army available to do that, which will rape those mnm hiding behind your minerals. And since I play terran now, the fact that swarm = invincibility is much more 'invincible' than marines behind minerals
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On August 29 2008 13:26 Nitrogen23 wrote:Show nested quote +On August 29 2008 13:15 Luddite wrote: I can't believe how rigged tvz is. Everytime he makes a mistake, I get s small advantage. But if I make any mistakes, BOOM, gg.
It's like, oh, 12 speedlings in his base? Well, if I dance them around very well I can pick off a few scvs, great. Of course I can't directly attack his scvs, because his giant robot workers will completely dominate my fragile little dogs.
But if he gets a small force of M and M in my base, all my workers go pop pop pop done. I'm like, oh shit, better send all my zerglings to stop them. Double the supply, should be enough, right? Except that if I don't time the flank perfectly, all my poor zerglings die before doing ANY DAMAGE AT ALL.
GRRRRR this is frustrating. So tired of losing games where I build up a huge early game advantage, only to lose it all to some stupid micro blunder. hahahahaha try using a m&m army vs lurks What? you just have to sit there and watch all the lurks die before they even get into range of your m&m... If any survive you have like 10 seconds to move away before they can even get a shot off.
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