Simple Questions, Simple Answers - Page 467
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Liquid`Drone
Norway28240 Posts
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Optimate
242 Posts
Is it normal for Zerg to use Dark Swarms to counter Archons or are they not very helpful? | ||
Jealous
9967 Posts
On May 22 2021 01:25 Optimate wrote: What’s the fastest way to micro/clone 12 Queens if you are about to Broodling 12 tanks? Is it normal for Zerg to use Dark Swarms to counter Archons or are they not very helpful? The absolute fastest is likely to hotkey each Queen to its own number. Zergs like EffOrt have done this for their Mutalisks so that they can split their Muta flock when needed with ease. However, it's more common to "clone" as you said with shift de-select. Dark Swarms can be useful against Archons for sure. | ||
Zealgoon
China178 Posts
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Jealous
9967 Posts
On May 23 2021 10:58 Zealgoon wrote: Dark swarm is very effective against archons, but swarm is rarely used in ZvP in general because Protoss could usually just walk away whenever you put down a swarm and fight somewhere else, so it's mostly just useful for busting and defending bases. Plague is the much more useful ability in this matchup. Using Dark Swarm in conjunction with Zerglings to aggressively destroy/pressure under-defended bases is very common. | ||
ajmbek
Italy459 Posts
On May 23 2021 10:58 Zealgoon wrote: Dark swarm is very effective against archons, but swarm is rarely used in ZvP in general because Protoss could usually just walk away whenever you put down a swarm and fight somewhere else, so it's mostly just useful for busting and defending bases. Plague is the much more useful ability in this matchup. this is just not true. Dark swarm is very used in late game zvp for defending lurker lines and turtle position. Considering goons can not attack under DS, and zealots are wasted vs lurkers it is really really hard to brake. also you use it a lot to snipe nexuses protected by cannons | ||
MeSaber
Sweden1206 Posts
Swarm and Plague is most likely Zergs best weapons. | ||
Liquid`Drone
Norway28240 Posts
Then, it has two very specific uses: killing expansions with ling+defiler, and protecting bases/locations with lurker+swarm. But for the big battles, it's rarely all that useful - the swarm ends up being a really good target for storms. I would however sorta agree that if zerg could only choose one defiler ability for the different matchups, they would go with swarm in zvt and plague in zvp. Plague is still obviously awesome zvt and swarm is still great zvp. | ||
iopq
United States716 Posts
On May 16 2021 22:11 Liquid`Drone wrote: Honestly often worth it, at least if you're applying pressure somewhere else too! Worst case scenario they throw down a swarm and you lose 6 marines to a couple spines before you pull back, and then you can irradiate the defiler. But it was actually meant as a 'from a zerg's perspective, you don't want to keep your defiler in an overlord for when terran attacks your choke, because having to find the overlord and drop the defiler and then throw down swarm' will often mean that the lurkers are already gone at that point. If the defiler is on the ground next to the lurkers, most terrans won't bother attacking into it. I've had this happen in a late late game ZvZ. In fact I couldn't do anything about it, because it's hotkeyed, but the overlords are COVERING the defiler so I can't click on it. He mined out the last base and I lost. I couldn't do guardians because they can be scourged way more cost effectively, lurkers under overlords (not clickable) with swarm if necessary. I had broodling but it was basically useless. Everything was covered with spore/overlord so hard to click on the fighting units. | ||
Ellibereth
United States66 Posts
I'm doing muta harass, mutas and overlord hotkeyed to 1, I lose a couple of mutas. When I go back to where the mutas (not hotkeyed) are rallied and select a few and shift 1 it doesn't add said mutas to hotkey 1. I do the exact same thing a second time (select mutas at rally and press shift-1) and this time it does. It's been doing this consistently where it's only adding them the second time around. Am I missing something about how the hotkeys work? Thanks. | ||
Jonoman92
United States9090 Posts
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Nikon
Bulgaria5710 Posts
On June 19 2021 21:26 Jonoman92 wrote: In order to add them to the hotkey won't you have to ctrl+1 after you do shift+1? No, shift+1 adds the selected units to the control group. It's a nifty trick for sure. | ||
confusedzerg
Russian Federation102 Posts
I know you're supposed to stall with mutas etc. but sometimes it just doesn't work out. Maybe I should try a faster hive? I've been doing 8:30-9:30 but I think I should consider doing 8:00 flat (ignoring early game variables that may delay this for the sake of simplicity). | ||
evilfatsh1t
Australia8498 Posts
if theyre coming out with siege tanks then it seems your expo was just built too late or they are pushing out with a weak army/all inning. if its a weak army thats rushing out then just collapsing on them with mutaling should win you the game. if its an all in then even if you lose the expo as long as you kill the army the game should be playable | ||
y2kid
87 Posts
Zerg goes for 4/5 hat before gas then they drone to about 50 on 3 bases behind sunks. What's the correct response from P? I've found that with good unit placement and SimCity the speedlot timing is not very effective. Almost never does dmg if Zerg can prepare. Also my midgame 2/1 comes a bit later than when their eco kicks in, so my army can't really roam the map either because the zerg has the bigger army at this point. | ||
Anc13nt
1557 Posts
On August 01 2021 18:34 y2kid wrote: PvZ Zerg goes for 4/5 hat before gas then they drone to about 50 on 3 bases behind sunks. What's the correct response from P? I've found that with good unit placement and SimCity the speedlot timing is not very effective. Almost never does dmg if Zerg can prepare. Also my midgame 2/1 comes a bit later than when their eco kicks in, so my army can't really roam the map either because the zerg has the bigger army at this point. i am not 100% sure but I think get dts to prevent them from coming out too early and get a quick third. | ||
TT1
Canada9925 Posts
no ovi speed = free 3rd, and you wont need to add any additional cannons at your nat, that allows you to add your gates way faster that said you have to scout really well to find hidden ovies close to your base, if you're not careful Z can always hide an ovi and hydra bust | ||
confusedzerg
Russian Federation102 Posts
You might say, confusedzerg, just speedling all in him you dumbass. To which I reply, yes I am a dumbass, but even I am aware that if the T doesnt scout the first 100 gas going towards Lair then they know to turtle. | ||
TT1
Canada9925 Posts
On August 03 2021 09:17 confusedzerg wrote: Okay I give up. Does anyone know what kind of ZvT build I should go for if my opponent is a lagging Peruvian? I cant muta micro on TR8. I just cant. I try and try and, even when I get used to it, then my normal TR24 games feel off. So is there a decent lurker build or anything other than mutas that I can do for these lag shit games? Im only B rank, fairly new to zerg, so optimal strats arent a concern at this level. 2h lurk, 3rd hatch at an expo (ideally with 1 ramp), camp with lurks > drop an evo/get carapace > start droning up and go into defilers and eventually ultras basically try to accelerate your lategame by powering up your eco faster you can also do that style off of 3h openers | ||
confusedzerg
Russian Federation102 Posts
So essentially what youre suggesting is something like a crazy zerg style just with lurker instead of muta? That sounds solid. Thanks brotha. | ||
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