I say ZvP was my weakest matchup because I've been thinking a lot about what I should be doing against protoss players, as opposed to what I am doing, and how what I was doing before was wrong. More on that in the ZvP section. Unfortunately, while I have shown improvement in ZvP, I still get raped by 2gates, and apparently my ZvT and ZvZ have gone to the shitter since the last report. The ZvT hasn't really gotten worse, I'm just a bit rusty, and I've been running into mech every damn time.
This week there are 4 great maps for map of the week: Zodiac, Tau Cross, Destination, and Heartbreak Ridge. The 5th is Faoi, and honestly that's a pretty good map too from what I've seen. I think it's kind of too bad that all those great maps were put in the same week, because all anyone ever plays is Destination, and ZvT on Destination is approx. 100% mech. I honestly can't remember the last time I played against mnm on Destination. I should note that I consider 2port wraith to be a version of mech.
So basically, yeah, improved my ZvP, getting raped by mech ZvT, and my ZvZ finally took a turn for the worse, so I've actually got ZvZ questions for once.
( 7)ZvZ: 2- 5 28.5%
(19)ZvP: 10- 9 52.6%
( 9)ZvT: 2- 7 22.2%
(25)ZvZ: 10-15 40.0%
(47)ZvP: 15-32 31.9%
(29)ZvT: 10-19 34.4%
ZvZ: So, playing against D+ Zergs actually makes a difference in ZvZ. I go from being pretty strong ZvZ to having horrible ZvZ with one symbol. Seems like my problem is that I'm not very good at massing mutas, and not very good at deflecting muta harass. Like I'll be defending and massing mutas at my nat, and he'll come in and kill half the drones at my main and fly away. Other times, it just seems like I always have less mutas when the big muta battle occurs.
ZvP: So I've revamped my ZvP. My current game plan is as follows:
+ Show Spoiler +
I think at my level of play, my opponent's aren't really that good at determining whether they can get away with being greedy and going nexus before cannons. On top of that, almost every protoss on every map scouts me before I can lay my hatch and gets gay with my drone. So my opening is a bit variable based on what's going on. If there's no probe in sight, I 12hatch. If I see a probe (usually with my overlord shortly before it arrives in my main) I want to have a pool started by the time the probe sees what I'm doing. This usually results in the protoss going cannons first, and I respond by making a hatch and making drones when the pool finishes. The next larva are dedicated to lings to chase the probe. 3rd hatch at 3rd base, then extractor, 4th hatch and evo. when evo is done, I get range attack, then den. When den finishes, hydra range/speed (I've been getting range, but speed would probably be better for dealing with corsair harass now that I think of it). Then 2nd gas, a few more drones, and then hydra pumping. Lair pretty quickly after that, afterward anything else relies on how the protoss reacts to my pressure.
It could best be described as a shitty, unrefined (as of yet) version of 4hatch hydra.
In my honest opinion, my current understanding of ZvP/PvZ leads me to believe that Zerg has an inherent advantage until Protoss' tech tree is fully fleshed out, after which point the favor swings to Protoss. At least, I feel this is true at my level of skill (a level of skill that doesn't include storm-dodging and gosu muta vs archon micro). Also, in general, sitting back and letting the Protoss do whatever he wants for 8 minutes is just not my style of play.
Overpool speedling runby no longer works at D+, they've all seen it enough times. They just block the ramp. I'm not stupid enough to sac my lings before checking his ramp with my ovie though, so I still have map control and can deny scouting. But in the end my econ/tech was just too far behind from such an economically terrible opening.
As I wrote up the stats for this report, I was honestly surprised to see 10-9 ZvP, because I've only been doing the above build for a few games, before which I was basically getting raped by Koreans regardless of what I did. Though I should mention that 2 games were against 1gate tech builds (wtf?). I'm honestly stunned at how terrible 1gate tech is. At worst it's a terrible build, at best it's very difficult to pull off successfully. Honestly there's no reason IMO not to FE every game in PvZ.
Well, that was a lot about ZvP. I'd better move on.
ZvT: My ZvT record took a dive as a result of playing against mech, 2port wraith, etc, every fucking game on Destination. I blame the map for the gayness though, not the player. Fact is, Destination is a great map for mech.
I had developed my own little all-in build against mech, and had a little success with it. But apparently it has holes too large to fool better players. Part of my horrible record against mech is due to me using that shitty build of mine, though I'm sure I would have lost anyway.
1. When, if ever, should I invest in air armor in ZvZ? I feel that my overeagerness to get air carapace asap is partly to blame for my "less mutas" problem I stated above. I assumed whenever it was 2gas vs 2gas, I should get air armor. Is this wrong?
1. What do you think of the above build? Any suggestions? Is 4hatch hydra strictly inferior to 5hatch hydra? I like the pressure I can put on the protoss player with the faster massing.
2. Why would anyone 1gate? I know it's pretty rare at progamer level, though I have seen replays of White-Ra going 1gate tech.
3. If I choose to open with an overpool speed, for example, I choose not to scout since I'll have lings soon anyway. If then I find out my opponent went 2 gate, how should I play? It seems like without a 12hatch, Zerg just doesn't have enough larva to compete. Am I destined to lose?
1. What is the standard build against a scouted mech player? I assumed 2hatch muta, but that got rolled pretty badly in the couple games I played, even after deflecting his vulture harass with 0 to 1 drone losses. I was under the impression that 3hatch muta is just too slow to protect yourself. Any suggestions?
2. For Terran players, when you play mech and lose, how did it happen? Is there some timing window that you feel should be exploited better by your Zerg opponents? Or is macro the only way to beat mech?
Lots of questions this time; please give your 2 cents. Thank you.
As always, comments and constructive criticism welcome.