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! [G] Beating the Ball [ZvT] - Page 2

Forum Index > Brood War Strategy
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jkillashark
Profile Blog Joined November 2005
United States5262 Posts
January 21 2008 19:15 GMT
#21
Wunderful. Magnifique. I want to switch to Zerg after reading this guide. =]
Do your best, God will do the rest.
Sigrun
Profile Blog Joined February 2007
United States1654 Posts
Last Edited: 2008-01-21 20:10:30
January 21 2008 19:16 GMT
#22
Hydras by themselves are pretty useless against the Terran Ball... which is what this guide is for.
Graphics
FieryBalrog
Profile Blog Joined July 2007
United States1381 Posts
January 21 2008 23:28 GMT
#23
Nice read. One thing that I would have added is that you don't want to let the Terran waltz into the natural below your ramped expansion, set up, and slow push in. The choke makes it a not-so-great spot to flank him, and he's all set up in formation. The best time to flank him is when hes on his way moving there, semi-strung out, unsieged. Even if you dont kill everything, you delay it greatly.

Finally, when you're flanking mid-game, you want to burrow your lurkers just a little closer than their max range, then run your lings past or preferably come from behind the marines, because theyre about to move back, and theyre most vulnerable then. Then unburrow and move all the lurks all the way up, and repeat, except burrow closer.

I will eat you alive
ShaLLoW[baY]
Profile Blog Joined January 2007
Canada12499 Posts
January 22 2008 00:22 GMT
#24
On January 22 2008 03:34 Raithed wrote:
gorush used hydras vs nada. i wouldnt say hydras are useless.


Bisu also used scouts on Hwasin and Nada!

Thanks for the guide Z~L, I often have trouble fending off the Ball of Death and this looks pretty helpful
ALEXISONFIRE ARE FUCKING BACK (sAviOr for life)
noobienoob
Profile Joined July 2007
United States1173 Posts
Last Edited: 2008-01-22 08:15:52
January 22 2008 08:04 GMT
#25
After thinking it over, I still think going over 10-12 lurkers to break a terran ball is going overboard, and that leaving them unmorphed as hydras would be a smarter thing to do in certain situations. Think about it.. the main reason you make lurkers is to destroy marines. You only need let's say three lurkers to kill marines in one volley, assuming the terran has 1 defense upgrades to your 0 attack. That means like 12 lurkers will probably be overkilling marines several times over; It's still good to have ~12 though because it leaves headroom for you to inch up against the terran army by unburrowing half and working your way in over and over, as well as covering a much wider area of effect.

The problem is with more lurkers than 12, you aren't really getting more benefits, you just have more room to screw up and lose some lurkers needlessly to tanks. Just because you have more lurkers doesn't change the fact that you still need to get in range with the army before you can do damage with lurker spines, and it also doesn't change the fact you don't need that many lurkers to effectively kill marines. The extra lurkers are just basically ending up being used as large-sized ground units that soak up damage, and they cost 125mins+125 gas each. Here's the problem: if a Terran is prepared for your lurkers, it's not going to matter how many you have, everytime you burrow he's just going to move back a bit and slowly pick them off, and eventually he will kill them all while you do little to no significant damage trying to inch up on him.

This is why I think you shouldn't make so many lurkers at one time, and
feel that sometimes it's wiser to leave your hydras unmorphed until you need more lurkers. Your hydras can still do damage, providing you're careful to keep them alive, and the good thing is they are more mobile than lurkers, not needing to burrow to do damage, so they can quickly snipe low count tanks and vessels.. and if you need more lurkers you can easily morph some more. So no, I don't think building hydras is "a waste" because you need them to make lurkers anyway.

This is what I meant by saving gas. You can still have a very sizable zerg army without spending all of your gas on pure lurkers(5 hydras=1 lurker gas-wise), and having hydras still leaves the option open of morphing them into lurkers. I really feel that if you can't break the first terran ball with 8 or so lurkers, either your timing is off, not enough harass, you're not making enough lings, or something is really wrong with your flanking abilities.. and if you can't take out a terran ball with 12 lurkers (+other units) I'm willing to bet you're not going to take that ball out with 20 lurkers either.. unless the terran's a complete noob.

Now, I'm not saying ZerG~LegenD is wrong or anything; I know that he's a very knowledgable and skilled zerg player from reading many of his previous posts and I also think this guide really is very well done and insightful. I just really think that making a boatload of lurkers isn't always the best choice, and that you should think twice before morphing those extra hydras into lurkers, and consider spending the gas on something else. More mutas for more harass/mobile support, some more hydras, I don't know maybe even a Queen haha.

Holy rofl crap that is a big shitload of text; rant end.
edit: this obviously changes when you get defilers up, go ahead and go lurker wild, but I'm addressing my thoughts specifically to mid-game, before your macro+hive tech picks up.
Lemonwalrus
Profile Blog Joined August 2006
United States5465 Posts
January 22 2008 09:05 GMT
#26
Thanks for the guide, I am going to practice this stuff now. I've always played too cautiously against terran because I didn't know how to engage their army once it reached the right size/make-up. This should give me the tools necessary to increase my zvt substantially.
Metaspace
Profile Joined November 2006
Austria670 Posts
January 22 2008 10:04 GMT
#27
nice guide for a player of my skill level (low).

Also, interesting comments with some more details to learn from.

Thank you!
Wir haben zuwenig Vespingas!
KissBlade
Profile Blog Joined October 2004
United States5718 Posts
January 22 2008 17:05 GMT
#28
On January 22 2008 17:04 noobienoob wrote:

This is what I meant by saving gas. You can still have a very sizable zerg army without spending all of your gas on pure lurkers(5 hydras=1 lurker gas-wise), and having hydras still leaves the option open of morphing them into lurkers. I really feel that if you can't break the first terran ball with 8 or so lurkers, either your timing is off, not enough harass, you're not making enough lings, or something is really wrong with your flanking abilities.. and if you can't take out a terran ball with 12 lurkers (+other units) I'm willing to bet you're not going to take that ball out with 20 lurkers either.. unless the terran's a complete noob.

Now, I'm not saying ZerG~LegenD is wrong or anything; I know that he's a very knowledgable and skilled zerg player from reading many of his previous posts and I also think this guide really is very well done and insightful. I just really think that making a boatload of lurkers isn't always the best choice, and that you should think twice before morphing those extra hydras into lurkers, and consider spending the gas on something else. More mutas for more harass/mobile support, some more hydras, I don't know maybe even a Queen haha.

Holy rofl crap that is a big shitload of text; rant end.
edit: this obviously changes when you get defilers up, go ahead and go lurker wild, but I'm addressing my thoughts specifically to mid-game, before your macro+hive tech picks up.


I think you might be missing the point of the post. The terran ball certainly manifests before you have twenty lurkers. By the time two control groups of lurkers are established you are solidly in hive or mid late stage. The terran ball is when you have lurkers and lings and the extra mutas from your harrass. That is why it is NOT optimal to pump more mutas since every muta = another lurker you could've made. Having hydras is only useful for hydralurker because hydras are a /mineral/ sink not a gas sink. The problem with tangling hydralinglurker or mutalinglurker is that mechanically it's very difficult to use. You stating that a terran will just retreat from any lurkers that borrow shows you're missing some key angles. For one, retreating is a tactic you encourage when you want to stall the ball. If you want to attack the ball, the terran shouldn't be able to retreat because your zerglings should be flanking his retreat. If you've ever established a flank you'll know a retreat does HUGE damage if your zerglings flank it properly. Also mutalisks doesn't really help against a terran retreat because mutalisk's accelerate/decelerate unless you spend your valuable micro time with them. Mutalisks are better used at this point after the flank is established if you want them for pure dps purposes.
fanatacist
Profile Blog Joined August 2007
10319 Posts
January 22 2008 17:25 GMT
#29
Pretty good guide, I'd recommend using spellcheck though. "deley."
Peace~
Aurious
Profile Blog Joined April 2006
Canada1772 Posts
January 22 2008 18:18 GMT
#30
Few spelling errors. Deleying=Delaying.
ZerG~LegenD
Profile Blog Joined August 2007
Sweden1179 Posts
January 22 2008 19:00 GMT
#31
I'm just a poor foreigner... It's not like you didn't understand, right?
Even a broken clock is right twice a day
Simplistik
Profile Blog Joined November 2007
2005 Posts
January 22 2008 19:35 GMT
#32
Nice guide, but I have to disagree in one point:
Practice doesn't make perfect. It doesn't even always make people better. And then there isn't a lot of perfect around either.

Still, good guide.
Dear BW Gods, I know it's not autumn (in the Northern hemisphere), but please have mercy on Protoss.
noobienoob
Profile Joined July 2007
United States1173 Posts
Last Edited: 2008-01-22 20:16:09
January 22 2008 19:52 GMT
#33
On January 23 2008 02:05 KissBlade wrote:
Show nested quote +
On January 22 2008 17:04 noobienoob wrote:

This is what I meant by saving gas. You can still have a very sizable zerg army without spending all of your gas on pure lurkers(5 hydras=1 lurker gas-wise), and having hydras still leaves the option open of morphing them into lurkers. I really feel that if you can't break the first terran ball with 8 or so lurkers, either your timing is off, not enough harass, you're not making enough lings, or something is really wrong with your flanking abilities.. and if you can't take out a terran ball with 12 lurkers (+other units) I'm willing to bet you're not going to take that ball out with 20 lurkers either.. unless the terran's a complete noob.

Now, I'm not saying ZerG~LegenD is wrong or anything; I know that he's a very knowledgable and skilled zerg player from reading many of his previous posts and I also think this guide really is very well done and insightful. I just really think that making a boatload of lurkers isn't always the best choice, and that you should think twice before morphing those extra hydras into lurkers, and consider spending the gas on something else. More mutas for more harass/mobile support, some more hydras, I don't know maybe even a Queen haha.

Holy rofl crap that is a big shitload of text; rant end.
edit: this obviously changes when you get defilers up, go ahead and go lurker wild, but I'm addressing my thoughts specifically to mid-game, before your macro+hive tech picks up.


I think you might be missing the point of the post. The terran ball certainly manifests before you have twenty lurkers. By the time two control groups of lurkers are established you are solidly in hive or mid late stage. The terran ball is when you have lurkers and lings and the extra mutas from your harrass. That is why it is NOT optimal to pump more mutas since every muta = another lurker you could've made. Having hydras is only useful for hydralurker because hydras are a /mineral/ sink not a gas sink. The problem with tangling hydralinglurker or mutalinglurker is that mechanically it's very difficult to use. You stating that a terran will just retreat from any lurkers that borrow shows you're missing some key angles. For one, retreating is a tactic you encourage when you want to stall the ball. If you want to attack the ball, the terran shouldn't be able to retreat because your zerglings should be flanking his retreat. If you've ever established a flank you'll know a retreat does HUGE damage if your zerglings flank it properly. Also mutalisks doesn't really help against a terran retreat because mutalisk's accelerate/decelerate unless you spend your valuable micro time with them. Mutalisks are better used at this point after the flank is established if you want them for pure dps purposes.
I understand that, and that's basically the point I'm trying to make; when you try to take on the terran ball, the main key is going to be how you engage the ball, not how many extra lurkers you have. Having more extra lurkers isn't going to help you have a better flank (unless you're prepared and always have them in the right place at the right time), the zerglings are the ones that are mobile and determine the success of your flank. You do bring up some very good points though, that hydras and mutas are a lot harder to use mechanically (compared to pressing burrow and watching marines get raped, lol), and that hydras are a big mineral sink (therefore meaning less lings). I guess I overlooked that because I'm already used to controlling them without much problems.

edit:
On January 21 2008 19:24 ZerG~LegenD wrote:
Afterword

If you think you've better ways to do things, then trust yourself, but at least try out these ones. Then you can stick to your ideas if you want to. Lessons learnt the hard way are the ones best remembered.

"Practice makes perfect", words couldn't be more true. One can tell you what to do, one can give you a few hints about how to do it but one can never do it for you nor provide the exact experience needed to execute the task.
I think this says everything.. play the game the way you're most comfortable with. I just happen to be more comfortable using less lurkers and more of other units with my play style, but you might find pure lurk/ling better for you. Good luck everyone.
Infundibulum
Profile Blog Joined May 2003
United States2552 Posts
Last Edited: 2008-01-23 07:46:36
January 22 2008 22:12 GMT
#34
Excellent guide, very insightful and some tips I will definitely use. I have a couple question that i don't think are too out of place:

since this guide is assuming a 3 hatch muta opening, when are good times to build evo chambers? i have a feeling that getting carapace before lurker tech is a bad choice since your lurks will come later. but then after, you need all the gas you can get for lurks. maybe around when hive starts, b/c you have 3 gas then? i always seem to be behind the terran upgradewise (i almost never have +1 around the time that this ball moves out), and i have a suspicion that carapace helps a shitload in keeping your flanks effective.
LoL NA: MothLite == Steam: p0nd
Aurious
Profile Blog Joined April 2006
Canada1772 Posts
January 23 2008 00:50 GMT
#35
On January 23 2008 04:00 ZerG~LegenD wrote:
I'm just a poor foreigner... It's not like you didn't understand, right?


I understand just letting you know
Liquid`Ret
Profile Blog Joined October 2002
Netherlands4511 Posts
January 23 2008 01:27 GMT
#36
while you stall 'the ball', be very wary of dropships!
Team Liquid
ZerG~LegenD
Profile Blog Joined August 2007
Sweden1179 Posts
January 23 2008 13:36 GMT
#37
On January 23 2008 07:12 iNfuNdiBuLuM wrote:
since this guide is assuming a 3 hatch muta opening, when are good times to build evo chambers? i have a feeling that getting carapace before lurker tech is a bad choice since your lurks will come later. but then after, you need all the gas you can get for lurks. maybe around when hive starts, b/c you have 3 gas then? i always seem to be behind the terran upgradewise (i almost never have +1 around the time that this ball moves out), and i have a suspicion that carapace helps a shitload in keeping your flanks effective.

I think that's just a matter of style. Personally I get my first evo at the same time as my qnest which means +1 carapace will finnish around 11mins, depending alittle on what happend in the early game and what map it is. Mostly I'm able to avoid fighting the ball before that.
Even a broken clock is right twice a day
InfeSteD
Profile Blog Joined December 2006
United States4658 Posts
January 23 2008 17:42 GMT
#38
looks great with a great discussion.
Will read when I get home
w/e
zulu_nation8
Profile Blog Joined May 2005
China26351 Posts
January 24 2008 16:37 GMT
#39
I browsed through it and it seems like a very good guide, nice job zerg legend
evanthebouncy!
Profile Blog Joined June 2006
United States12796 Posts
January 25 2008 21:52 GMT
#40
Elaborate more on drops. Personally I never break the ball, I just let him be and gay all my units into overlords : )
Life is run, it is dance, it is fast, passionate and BAM!, you dance and sing and booze while you can for now is the time and time is mine. Smile and laugh when still can for now is the time and soon you die!
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