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United Kingdom3685 Posts
On June 28 2013 15:23 BisuDagger wrote: I hope zerg never loses to Protoss now cause of your guide.
In order to counteract this, I've decided to write a guide on playing PvZ:
+ Show Spoiler +
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On June 28 2013 15:49 Sayle wrote:Show nested quote +On June 28 2013 15:23 BisuDagger wrote: I hope zerg never loses to Protoss now cause of your guide. In order to counteract this, I've decided to write a guide on playing PvZ: + Show Spoiler +
FTFY
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United Kingdom13775 Posts
On June 28 2013 15:49 Sayle wrote:Show nested quote +On June 28 2013 15:23 BisuDagger wrote: I hope zerg never loses to Protoss now cause of your guide. In order to counteract this, I've decided to write a guide on playing PvZ: + Show Spoiler + As a secondary strategy: + Show Spoiler +
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Guys can you publish this pvz guide really quick? I have no chance without it now that this zvp information is released to the public.
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really good and detailed guide.
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Just skimming through the guide, but Idk why you have +1 carapace always started in your 6hat build when there's no indication of a transition to mutas or heavy air. +1 cara is normally researched when the toss is going for +1 sairs and you're going hydras or lurkers, lurkers especially. However, you advocate Pneumatized carapace when that doesn't help your scourge vs the corsairs, and you won't be moving out for heavy attacks with early lurkers anyway. Here's something I think works better for 6hat hydra:
Use overlords/lings to check for fast +1 from Protoss. If you see the forge spinning, forget +1 cara cuz you should worry about surviving with sunken/ling/muta first. If you don't see the fast +1, then a sair will likely come, and you will get scourge. Check using scourge for more sair production and +1 air weapons from toss. If you see +1 air weapons or more sair production, get +1 air cara for your overlords and 1 spore at each nat. Then, get Hydra speed and +1 range. When hydra speed is 2/3 done, get Overlord speed, and when it is done, get Hydra Range. This way, your overlord speed finishes right as your hydra range finishes and you're primed to move out. Alternatively, you can get overlord speed when hydra speed is 1/3 done if you want to time it with your +1 range. Before then, you're really not moving out onto the map so there's no need for overlord speed. If you don't see +1 air weapons, then forget +1 air cara and the spore, and just go with the speed/range earlier.
For 6hat lurker, you REALLY need the +1 air cara earlier than ovie speed because scourge are essentially your ONLY way of contesting air dominance. In fact, if you see +1 corsairs coming from Toss, it's actually advisable to get 2 spore colonies rather than one because you will have no hydras to defend your overlords.
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On June 29 2013 22:44 ghrur wrote: Just skimming through the guide, but Idk why you have +1 carapace always started in your 6hat build when there's no indication of a transition to mutas or heavy air. +1 cara is normally researched when the toss is going for +1 sairs and you're going hydras or lurkers, lurkers especially. However, you advocate Pneumatized carapace when that doesn't help your scourge vs the corsairs, and you won't be moving out for heavy attacks with early lurkers anyway. Here's something I think works better for 6hat hydra:
Use overlords/lings to check for fast +1 from Protoss. If you see the forge spinning, forget +1 cara cuz you should worry about surviving with sunken/ling/muta first. If you don't see the fast +1, then a sair will likely come, and you will get scourge. Check using scourge for more sair production and +1 air weapons from toss. If you see +1 air weapons or more sair production, get +1 air cara for your overlords and 1 spore at each nat. Then, get Hydra speed and +1 range. When hydra speed is 2/3 done, get Overlord speed, and when it is done, get Hydra Range. This way, your overlord speed finishes right as your hydra range finishes and you're primed to move out. Alternatively, you can get overlord speed when hydra speed is 1/3 done if you want to time it with your +1 range. Before then, you're really not moving out onto the map so there's no need for overlord speed. If you don't see +1 air weapons, then forget +1 air cara and the spore, and just go with the speed/range earlier.
For 6hat lurker, you REALLY need the +1 air cara earlier than ovie speed because scourge are essentially your ONLY way of contesting air dominance. In fact, if you see +1 corsairs coming from Toss, it's actually advisable to get 2 spore colonies rather than one because you will have no hydras to defend your overlords. +1 carapace its also good to snipe HT .. there was a great timing of 5 h +a muta then mass hdyralisk that worked great
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On June 29 2013 22:44 ghrur wrote: Just skimming through the guide, but Idk why you have +1 carapace always started in your 6hat build when there's no indication of a transition to mutas or heavy air. +1 cara is normally researched when the toss is going for +1 sairs and you're going hydras or lurkers, lurkers especially. However, you advocate Pneumatized carapace when that doesn't help your scourge vs the corsairs, and you won't be moving out for heavy attacks with early lurkers anyway. Here's something I think works better for 6hat hydra:
Use overlords/lings to check for fast +1 from Protoss. If you see the forge spinning, forget +1 cara cuz you should worry about surviving with sunken/ling/muta first. If you don't see the fast +1, then a sair will likely come, and you will get scourge. Check using scourge for more sair production and +1 air weapons from toss. If you see +1 air weapons or more sair production, get +1 air cara for your overlords and 1 spore at each nat. Then, get Hydra speed and +1 range. When hydra speed is 2/3 done, get Overlord speed, and when it is done, get Hydra Range. This way, your overlord speed finishes right as your hydra range finishes and you're primed to move out. Alternatively, you can get overlord speed when hydra speed is 1/3 done if you want to time it with your +1 range. Before then, you're really not moving out onto the map so there's no need for overlord speed. If you don't see +1 air weapons, then forget +1 air cara and the spore, and just go with the speed/range earlier.
For 6hat lurker, you REALLY need the +1 air cara earlier than ovie speed because scourge are essentially your ONLY way of contesting air dominance. In fact, if you see +1 corsairs coming from Toss, it's actually advisable to get 2 spore colonies rather than one because you will have no hydras to defend your overlords.
I agree with some of what you're saying, but you have to keep in mind that overlord speed is pretty important if you're fighting against a corsair-based play because you need to be able to move them around quickly, not only to get to safety from corsairs, but to quickly move into position to spot DTs.
+1 carapace gives you so many options by negating the Protoss' air superiority. It means the difference between 1. getting a much-needed snipe, killing corsairs, sniping a high templar, saving your overlords and 2. everything evaporating.
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Thanks for this guide! The strategy forum is booming
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GRAND OLD AMERICA16375 Posts
Hmmm, now we need a TvP guide so I stop losing all the time T_T
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thank you so much for keeping BW strat alive!
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On June 30 2013 08:53 amazingxkcd wrote: Hmmm, now we need a TvP guide so I stop losing all the time T_T But then we Protoss will be destroyed without any modern counter strategy guides!! D:
Great guide nina! Oh wait... you already knew that.
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Ninazerg, you're an amazing person and/or writer; it's always a delight to read any of your longer works. I don't even play Zerg, but I feel like I learned a lot about the game in general by reading this. I expect I'll be able to appreciate ZvP more as a spectator as well, which is also a cool thing.
... it's kind of a bummer that you play zerg though ;p (Sorry: too many compliments earlier, had to say something semi-demeaning)
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On June 30 2013 15:03 TehRei wrote: Ninazerg, you're an amazing person and/or writer; it's always a delight to read any of your longer works. I don't even play Zerg, but I feel like I learned a lot about the game in general by reading this. I expect I'll be able to appreciate ZvP more as a spectator as well, which is also a cool thing.
... it's kind of a bummer that you play zerg though ;p (Sorry: too many compliments earlier, had to say something semi-demeaning)
Honestly, I wasn't expecting so many compliments, it's a bit overwhelming and strange to me. Thank you, though. Even if you're spectating though, BroodWar changes a lot, so this could quickly become outdated if certain other plays become more standard.
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i have not read it yet, but looks like an amazing guide, you have so much Knowledge e.e Thxs you nina. when i come back to BW i'll use every advice you have give us in this guide e.e
I wonder how many copies of ninazerg there will be in 3 months after this hehehe xD, you are going to be something like a Zerg Queen of the Swarm they will be doing what you told/teach them to beat the manly toss race... and all your efforts will probably give birth to a new King of the Swarm that's going to dethrone Sziky
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I like how in recent days I've encountered lings all-in early game pretty much in 50% of my pvz's. I guess it's an effect of this guide. Sadly around 50% of them I lost:-)
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On July 02 2013 22:26 arbiter_md wrote: I like how in recent days I've encountered lings all-in early game pretty much in 50% of my pvz's. I guess it's an effect of this guide. Sadly around 50% of them I lost:-)
On June 28 2013 15:49 Sayle wrote:Show nested quote +On June 28 2013 15:23 BisuDagger wrote: I hope zerg never loses to Protoss now cause of your guide. In order to counteract this, I've decided to write a guide on playing PvZ: + Show Spoiler +
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Thank you so much for producing a comprehensive guide in this time where almost no one ventures into these waters.
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just wow mad props for the efforts
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Thank you SO much for the guide. ZvP is pretty much the only matchup I play and this is just absurdly helpful. You are hero ninazerg
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