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On August 18 2012 01:46 Navane wrote: Yeah, the main thing wich i find so much better in sc2 (sorry dont wanna start a compare flame war) is finding games. That part is still kind a buggy in bw (also with the latency issue..) i disagree, if you are on fish you have game in seconds, and you can pick one mu/map to train on instead of random ladder.
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Hey, im starting to get the basics down, but one of my big issues come when its late game, im not sure what unit compersitions to go as, as Zerg against P and T. Can any one help ?
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i heard ultras were pretty goodXD
as for late game vs p its hard, most of the time you stick to mass hydra and maby some lurks while your gearing up for ultraling comp. vs t you wanna have defiler X. that does the job
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On August 20 2012 02:25 Merfyn wrote:Hey, im starting to get the basics down, but one of my big issues come when its late game, im not sure what unit compersitions to go as, as Zerg against P and T. Can any one help ? you can go Lurker, Ling, Defiler, some Scorge vs vessel/obs/corsair/drops and if you can afford them Ultras. However there are also other possiblities like Hydra Lurker. I'd say watch some VOD's and experiment a bit.
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Lurkers are not worth it in the late game if you are new and have trouble controlling big armies. blow all your gas on ultras and make all the rest of your larva on lings. As you get better at managing an army you can then start to incorporate some defilers too.
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On August 20 2012 02:25 Merfyn wrote:Hey, im starting to get the basics down, but one of my big issues come when its late game, im not sure what unit compersitions to go as, as Zerg against P and T. Can any one help ?
Vs Protoss you can turtle on 4 bases with lurker spore sunken until hive, and then go ultralisk defiler zergling. Watch some old EffOrt ZvP games to see this style.
You can also go for an aggressive hydralisk / mutalisk / lurker style. Which units you make and when depend on the Protoss. But this style is in my opinon harder for a beginner. There are so many things to consider. Can you go mutalisks to snipe the templar? Only if he doesn't have enough corsairs. And it's hard to know when to do it. When do you research ventral sacs to drop his main? And when do you start going lurker hydra ling instead of pure hydra? And finally, when, if ever, do you transition in to hive? When do you transition out of the aggressive mid game to make drones and expand? If he gets up cannons at an expo a little too early, you could be screwed, too.
The turtle style on the other hand is always the same thing - just identify what attack he is planning to do (if any) and defend until hive. Then get aggressive vs his army with dark swarm + plague, and start destroying expansions with dark swarm. Ultralisks and zerglings under dark swarm are very good vs protoss. You also have some lurkers left over that you can use. If spread out, they are very good under dark swarm.
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yes of course go play BW, i would make sure you learn how to not die to DTS
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Bookmarking this page! love the updated info in op
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Nice thread! Is fish still active? Are there alot playing on fish still?
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On August 20 2012 02:25 Merfyn wrote:Hey, im starting to get the basics down, but one of my big issues come when its late game, im not sure what unit compersitions to go as, as Zerg against P and T. Can any one help ? It generally depends on the late game-state. If the Protoss has secured a lot of gas and is playing defensively with a gas heavy composition (Archons, Reavers, Storm, Corsairs, DTs comprising the bulk of his army) it can be very difficult to engage cost effectively. If you throw pure ultraling at that willy nilly it will be a waste, so you need guerilla tactics to deal damage. If his army is ground-based (an Archon core) you can pull him around with drops and swarm. Crackling/defiler drop his main, then his expos, and anywhere he hasn't defended. Lurker drop, guardian/scourge harass cliffs, and just generally chip at his infrastructure away from his army.
Composition wise you'll need to constantly make almost every unit. Cracklings to tear down army and buildings; Defilers to deny territory to Archons and Goons, negate cannons, plague air; Scourge to snipe obs, snipe shuttles, control air; Lurkers and Simcity to protect ground, harass; Guardians to cliff abuse ground compositions and certain expos; Hydras and speed Overlords to deny lategame mass DT/Sair compositions; Ultras to soak damage; Mutas and Devourers to hunt air.
It's similar vs Terran mech: you can't really just sit and make a certain unit composition with the exception of hoarding up some Queens. Regardless in both lategame matchups you should be constantly fighting with a dynamic range of units, and especially always have a Defiler presence.
However in PvZ if the Zerg ever does max with a robust economy and an extremely *gas-heavy* composition (Ultra Defiler Guardian Lurker Hydra Ling) the unlimited swarms, plagues, and ultras can rapidly grind away whatever ground based gas ball the P fields. Air play is different entirely.
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