Simple Questions, Simple Answers - Page 441
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Highgamer
1407 Posts
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Liquid`Drone
Norway28665 Posts
I mean, don't use your final storms on storming individual lurkers, but breaking an established lurker field requires patience, and you should have a loot of storms to bring to the party. storm 2-3 times with a couple templars and use individual goon shots to go along with those storms, and you have cleared out 4-6 lurkers and then you get an archon. repeat ad nauseum. if he has swarm too, you need reavers. | ||
Jealous
10146 Posts
On February 08 2020 22:24 Liquid`Drone wrote: use 1 goon hit + 1 storm on individual lurkers in a segment of the lurker field. (For example, try to clear out the left part of it if the left part is weaker, so you can manage to establish a proper arc with your goons there. don't send in zealots until it has been very reduced, just keep them back protecting your goon templar. I mean, don't use your final storms on storming individual lurkers, but breaking an established lurker field requires patience, and you should have a loot of storms to bring to the party. storm 2-3 times with a couple templars and use individual goon shots to go along with those storms, and you have cleared out 4-6 lurkers and then you get an archon. repeat ad nauseum. if he has swarm too, you need reavers. If he has swarm, generally speaking you're already too late and have probably failed to bust out too many times, at least in my experience. | ||
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Liquid`Drone
Norway28665 Posts
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Jealous
10146 Posts
On February 09 2020 01:19 Liquid`Drone wrote: holds true for busting out of your main, but this could also be a middle of the map contain in a semi-split map scenario, like overwatch. Fair point; I had assumed it was a contain like the ones popular on FS/Sniper Ridge back in the late 00's. | ||
juvenal
2448 Posts
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[sc1f]eonzerg
Belgium6579 Posts
On February 09 2020 20:58 juvenal wrote: Some pros and semipros have all ingame sounds disabled except for the notifications sounds, that is units spawning, upgrades finishing, "your base is under attack" and all that. I have two questions: how do they achieve that and how legal is that? Surely you can't do that in a televised match, but are there ladder rules on this? you can do that in your game settings ^^. dunno why will u think is not legal. ![]() | ||
juvenal
2448 Posts
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EldritchWang
2 Posts
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Anc13nt
1557 Posts
On February 11 2020 06:09 EldritchWang wrote: I’m looking for the most beginner friendly builds for al the Zerg match ups (ZvT, ZvP, ZvZ). Thanks! If you have normally like 12-16 TR like I do, I feel like mutas are not very good. With that in mind, I think the best starting builds are 3 hatch lurker for ZvT, lair-less 5 hatch hydra in ZvP, and 12 pool in ZvZ. Edit: Take my word with grain of salt. Had to switch to Protoss because my Zerg was so bad. | ||
ajmbek
Italy460 Posts
On February 11 2020 12:12 Anc13nt wrote: If you have normally like 12-16 TR like I do, I feel like mutas are not very good. With that in mind, I think the best starting builds are 3 hatch lurker for ZvT, lair-less 5 hatch hydra in ZvP, and 12 pool in ZvZ. Edit: Take my word with grain of salt. Had to switch to Protoss because my Zerg was so bad. I really thing 3 hat spire 5 hat hidra is the most standard and well balanced ZvP bo. I do not suggest to go without a lair. | ||
ajmbek
Italy460 Posts
On February 08 2020 06:55 MisterBoba wrote: Someone for love of almighty GOD tell me how I should engage zergling lurker as P? I am not even talking about simcity, I mean when he was like 12 lurkers burrowed, spread out, and a shitload of cracklings. It goes like this: 1. I send goons + obs forwards to pick off a few lurkers 2. He sends ling in 3. I have to kite back with goons 4. I send zealots forward as they stumble inbetween my goons and I lose units. 5. I say "fuck it" and attack with my whole army 6. I lose my maxed army to like 140 supply Z. What do I do wrong? I use reavers to deal with the forward lings yes. Maybe I should just use reavers for killing the lurkers and just let my goons and zealots chill behind them? Seriously I am so tilt now. I need lots of archons but I feel like they melt so fast to lurkers. the best thing you can do is not engaging it. It is not a joke. There are usually many positions on the map where you can go and apply pressure. Try to find a different place or a better angle. Try to harass with speed shuttles. Also upgrade templar energy to have 1 more storm | ||
ProMeTheus112
France2027 Posts
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MisterBoba
Russian Federation121 Posts
And thanks to ProMeTheus112 and others for advice on how to beat LURKERS!!! | ||
MelinaZzZz
Bulgaria8 Posts
ps: found it : ctrl+alt+t | ||
Anc13nt
1557 Posts
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Jealous
10146 Posts
On February 15 2020 12:23 Anc13nt wrote: Need help for lategame PvZ. I find it hard to beat 1750+ zerg (unless they go 3hh or skip spire). Feels like zerg has a better army in lategame and storms become so much less effective for some reason. I know I need reavers and stuff but my main issue is that I find it very hard to engage the zerg army with even zealot-archon-ht when they have lurker fields set up with cracklings and defilers. Zerg DOES have the better army in the late game unless you have equal+ bases. Storm drop/harass can disable their production (forced to make drones) or their tech (kill the spire, kill the pool, etc.) and abuse the results. Secure bases earlier than you think you should be able to and hold onto them. Have 3 total Robos and defensive Reavers in key bases. Keep a healthy Sair count into lategame to deny doom drops and prevent cheeky guardian/devourer switches (are these even a thing anymore at low mid level?), etc. Overall, I think lategame ZvP is the worst case scenario for P unless they have equal/more bases than Z does, even moreso than TvP equivalent. It's a bitter pill to swallow but the Zergs are better at Zerging your Protoss than you are at Protossing your Terran opponent, so to speak. That shift in mentality helped me gain /some/ respect for the bug race and their options. PS. I am drunk sorry. | ||
MisterBoba
Russian Federation121 Posts
On February 15 2020 12:23 Anc13nt wrote: Need help for lategame PvZ. I find it hard to beat 1750+ zerg (unless they go 3hh or skip spire). Feels like zerg has a better army in lategame and storms become so much less effective for some reason. I know I need reavers and stuff but my main issue is that I find it very hard to engage the zerg army with even zealot-archon-ht when they have lurker fields set up with cracklings and defilers. Welcome to my LIFE because this bullshit tilts me every day. It feel like, when I am ahead, I should just add more gateway and attack more instead of expand. Because if I expand that means Z gets to live longer, which means I am more like to die. Doom drop, utraling, lurkers, dark swarm.... Is BULLSHIT but its okay i need skill not BabyRage. And +1 am to come early ![]() | ||
MisterBoba
Russian Federation121 Posts
On February 15 2020 13:20 Jealous wrote: Keep a healthy Sair count into lategame to deny doom drops and prevent cheeky guardian/devourer switches (are these even a thing anymore at low mid level?), etc. I am 1900 and see guardian fairly often late so yes. | ||
Moopower
128 Posts
1 D-web can take out a couple sunks at least since they are usually clumped up, maybe paired with a lurker,etc. Instead of suiciding a lot of your army to try to force your way through the turtle style, d-web gives your army more survivability, making you waste less money in the long run imo than having to reinforce more heavily and try to compete with Zerg in macro. | ||
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