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Right now I'm at 1984, hovering just below D+. I wanna get to D+ asap so I can work my way to C-, which is my goal for the season. But I really need to work on my ZvP before I'm gonna make it to C-. The real story this set is that I played quite a few ZvZs and got absolutely raped. On the other hand, ZvT is going pretty well for me lately. More on those in their resprective sections.
1v1 analysis:
Zerg(28 games) (12)ZvZ: 1-11 08.3% ( 6)ZvP: 3- 3 50.0% (10)ZvT: 7- 3 70.0%
11-17 39.2%
This Season: Zerg(90 games) (29)ZvZ: 6-23 20.6% (37)ZvP: 8-29 21.6% (24)ZvT: 15- 9 62.5%
29-61 32.2%
ZvZ: Basically, I've been getting too greedy with my builds, trying to squeeze in drones here and there, and as a result, I'm getting run over by lings quite often. I need to get back to the basic executions of my build, which involves pretty much nonstop lings until I save up larva for mutas.
ZvP: The existence and power of 2gate in this matchup is really messing me up. I really don't know what build to open anymore. I don't like going 12hatch against FE, and I hate anything but 12hatch against 2gate. I really just need to mass game against protoss, which is kinda difficult since I can't host. If you see me in op irc, and you wanna play some PvZ, yell at me and I'll play as many games as you want.
ZvT: I actually played about 1/2 mnm and 1/2 mech, which is a nice change up from the all mech trend as of late. FYI I count 2port wraith in with mech. I guess I've been doing reasonably well lately with ZvT, though I have encountered the new "Flash Build" a couple times already. My understanding is that it's a mech opening for vulture harass, goliaths/turrets to defend mutas while transitioning into mnm/tank/vessel. I lost both of those games, once due to a terrible flank causing me to lose my army for almost nothing. The other time, I think I could have won, but I stupidly kept upgrading range attack instead of carapace.
Questions:
ZvZ: 1. Do you ever scout with a drone in ZvZ? Especially on maps such as Colosseum, if we're cross positions I'm playing in the dark basically. 2. How do you respond if your opponent steals your gas? I played some games against a player on Destination, and he would drone scout every game to either steal my gas or deny my 12hatch while scouting my pool timing. This owned the shit out of me. Any ideas?
ZvP: 1. Is 5hatch before gas straight into 5hatch hydra a viable strategy, or does it get owned by DTs too badly to be useful? 2. How do I follow up the 3hatch scourge-5hatch hydra late game? More hydra? Hive tech ultra/ling? Currently I've just been making hydra nonstop, and that's not working. But I don't like the idea of getting all these hydra ups, and then switching tech to unupgraded lings or whatever. 3. If I scout an FE open, should I go 3hatch before pool? In the past I've had difficulty dealing with cannon rushes at my 3rd, or zealot/probe harass if they go nexus-gateway (seems pretty fast, but I dunno it was a while ago). If so, should I place my 3rd hatch at a 3rd base, or somewhere between my main and nat to be safer? Seems impossible to stop cannons when my drones are 12+ seconds away.
ZvT: 1. If I scout a mech opening transitioning into bionic, should I go hydra/lurk or lurker/ling? Seeing as how I've already got the hydra ups, a group or so of hydras, and +1 range attack upgrading, I've been going hydra lurk, but I'm not sure if that's a good idea or not.
As always, comments and constructive criticism welcome.
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If you want to improve ZvZ, I wouldn't go 12 Hatch, and if they send out a drone to scout your gas, just build an extractor when you see the drone. You shouldn't end up behind economically since no one on the pro levels drone scouts in ZvZ iirc.
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I'll PvZ you. I never 2 gate and my PvZ is my worst MU by far. I won't be on in the next few days but I will be on at night/day time EST over the summer once in a while under lonelyprobe--
I reached D+ for the past two seasons and my high is C- though I was not able to hold it for any respectable amount of time.
Good luck on your journey to C-! It's rough as you get to the upper D+ and people start to get their fundamentals really down.
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ZvP 1. Dont think its a good idea. 3 hatch scourge into 5 hatch hydra is really your best bet.
2. Lurkers to contain him, defend with lurks / sunks if you cant contain and tech to ultra / ling / defilers. Make sure you upgrade and have 1 or 2 bases more than the toss. You can also consider using drops.
3. IMO, as a P user, I think the best opening for zerg is 9pool with speed and deny any scouting probe. You can do whatever you want then, tech up, 2 hatch muta, 2 hatch hydras bust... When P cant see what your doing, hes gonna have to make a lot of canons, slowing him down a lot.
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I'm Grobyc on iCCup if you wanna ZvZ. I can try to give you tips then.
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On June 30 2009 06:44 Dromar wrote:
ZvP: 1. Is 5hatch before gas straight into 5hatch hydra a viable strategy, or does it get owned by DTs too badly to be useful? 2. How do I follow up the 3hatch scourge-5hatch hydra late game? More hydra? Hive tech ultra/ling? Currently I've just been making hydra nonstop, and that's not working. But I don't like the idea of getting all these hydra ups, and then switching tech to unupgraded lings or whatever. 3. If I scout an FE open, should I go 3hatch before pool? In the past I've had difficulty dealing with cannon rushes at my 3rd, or zealot/probe harass if they go nexus-gateway (seems pretty fast, but I dunno it was a while ago). If so, should I place my 3rd hatch at a 3rd base, or somewhere between my main and nat to be safer? Seems impossible to stop cannons when my drones are 12+ seconds away.
1. You just have to keep your overlords well placed at your 3 bases. Don't lose them to sairs, if you see him massing sairs you'll basically be unable to move until speedovis though (or not if you start pressuring him before he makes dts - might be difficult with 5 hatch builds though). 2. I think the most common way to deal with protoss midgame... to prevent him to get that big army with lots of stormers that rapes you before hive play - is to either switch to mutas or lurkers after getting a nice portion of hydras. The mutas are used to snipe off his templars to make your hydras become even more useful. Don't switch to mutas if your scourge opening failed though and he still has a load of sairs. It can be deadly and it can also be ineffective in the wrong hands. Lurker is the more simple transition from masshydra. You can either try to deny/pressure his third base, or set up a contain to cut off reinforcements. Hydralurker contains can be really strong and with good obs sniping it can be next to impossible breaking out at times. You can also switch to defensive mode after getting lurkers, to try to stall the protoss until hive kicks in. This is some of the most common midgame strategies in this era. 3. It is mostly a question of confidence. If you feel like you know where all his probes are and you can handle nexus followed by zealot pressure builds, go ahead. I personally think 3 hatch before pool is very strong build and I do it every game I play zerg. Sometimes even 4 hatch before pool. But yeah, keep track of his probes, it shouldn't really be that difficult, check the areas with a drone if you're paranoid and send your 2nd overlord to your nat or 3rd area. But as a thumb rule, keep track of his first scouting probe, and constantly check your first ovi (at his nat) if he's sending out another probe.
You should in my opinion try to variate your builds a lot until you get enough experience to perfect builds... It is a valuable thing to be able to variate and play different styles in different situations and maps.
On June 30 2009 06:44 Dromar wrote: 1. Do you ever scout with a drone in ZvZ? Especially on maps such as Colosseum, if we're cross positions I'm playing in the dark basically. 2. How do you respond if your opponent steals your gas? I played some games against a player on Destination, and he would drone scout every game to either steal my gas or deny my 12hatch while scouting my pool timing. This owned the shit out of me. Any ideas?
1. This is relatively common on 4 player maps, I don't zvz that often, but I usually do it when I 12 hatch. You should also scout when you 5pool. The scout drone is also used for proxy sunken in those cases. 2. If you 12 hatch and he steal gas, you laugh in his face - whore drones and go 4 hatch hydra. At least that's what I do. If you're not comfortable with gas steal, don't 12 hatch. Or take your gas when you see his scout. Gas should be pretty early if you're going for 2hatch mutas even when going 12 hatch.
On June 30 2009 06:44 Dromar wrote: ZvT: 1. If I scout a mech opening transitioning into bionic, should I go hydra/lurk or lurker/ling? Seeing as how I've already got the hydra ups, a group or so of hydras, and +1 range attack upgrading, I've been going hydra lurk, but I'm not sure if that's a good idea or not.
Also a question of what you're comfortable with. You could also do an ultralisk rush, muta switch or anything really. Hydra lurker is a common midgame followup to the recent trend of vulture/valk into bio. If you enjoy doing that, by all means continue.
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On June 30 2009 06:44 Dromar wrote: Right now I'm at 1984, hovering just below D+. I wanna get to D+ asap so I can work my way to C-, which is my goal for the season.
For a second there I thought you were gonna ask some people to let you win
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Bosnia-Herzegovina41 Posts
I am in similar situation to yours :p Matchups and score, tho my goal would be to get to D+ and try to stay there.
One useful advice thing about ZvZ would be to try and defend early until mutas. Since in D levels you cant properly multitask (at least I cant) you should benefit from not moving your zerglings much. Concentrate on your timings and as fast as possible Mutalisks and let other player waste apm on trying to brake your ramp. I am at 20%ish ZvZ now, and 33+%+ZvT ZvP. Msg me on iccup if you want to practice, acc: invybih.
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On June 30 2009 08:34 writer22816 wrote:Show nested quote +On June 30 2009 06:44 Dromar wrote: Right now I'm at 1984, hovering just below D+. I wanna get to D+ asap so I can work my way to C-, which is my goal for the season. For a second there I thought you were gonna ask some people to let you win
lol
Thanks for the responses so far guys.
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in most zvzs especially at like Dish levels, 3 hatch ling will win you most games. a crapload of lings are good espcially if u play a big map and get lucky with him not scouting it until its too late.
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On June 30 2009 11:16 Monkeyboi2k3 wrote: in most zvzs especially at like Dish levels, 3 hatch ling will win you most games. a crapload of lings are good espcially if u play a big map and get lucky with him not scouting it until its too late.
I doubt that even works at Dish level. Perhaps at D-, but even low D (1000 - 1300) usually know how to deal with this.
Just my experiance though, as a crappy player.
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