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Wow very nice game :D, more aggressive than the last one.
You could have won that game if you had used the mutas better.Take your mutas to his underdefended main, harass probes, snipe templar as they come out of the gates. Mutas are too expensive and weak to actually fight the protoss army. Run around killing key units, make him pull his army back to defend, or if he doesn't, keep destroying his economy and fight off his attack with what you have.
Somehow lurkers got left out of this game as well.  Lurker > hydra, since a hydra targets a single unit at a time, while a lurker splashes multiple targets, dealing full damage to a line of units.
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Here is my way of looking at protoss FE vs 3-4 base zerg, zealot heavy + 1 sair = muta then lurker ... 7-8 muta can pick off temps very well, as you do this be researching lurker , when he tries to push you can have 8-10 lurkies defending multiple expos before obs are out, then you transform too lurker/ling/scourge and if you keept your mutas alive you can still be shutting down undefended expos (and then use lings)..
I recommend you watch JD on katrina vs Chalrenge,much, or shuttle. He more or less expliots zergs early game advtange vs P to the max. (countering the protoss unit mix each time keeping them off balance and then using a multitude of midgame tactics to dominate them)
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I think your major problem is that you just don't have enough hatcheries to pump the number of ideal of units and you just go hydra/muta with only 4 hatcheries...
how can you beat any toss that has 8-9 gates with 4-5 hatcheries except if you have good hydra micro which you don't. So, just try adding more hatcheries first of all. Second of all, you need to use other units, lings are pretty good too vs toss and so are lurkers WITH support. Without support, lurkers die prematurely. Finally, you need to start putting up some sunkens, yes they cost money, but they support your bases and help you keep them alive a little longer while your units come and so on.
By doing these 3 little things, your game should improve. oh... and don't forget to make overlords please. your larva are idle because of no ovies most of the time.
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If zerg misses an overlord between 9 and 40 supply vs Terran or Toss FE you are already way way behind, Overlords are more important then pylons and depos so don't forget them..
Why some might ask. Because after protoss builds 3 pylons, they have gates and nexus to pump with. So they can start rebuilding probes/military at the same time, same with terran. Zerg cannot. If you miss one of your drone whoring windows then you are going to run yourself into the ground trying to macro units and forsake drones OR you are going to make drones at the wrong time and get run over.
Chills advice in his FPVOD is around 22-23 supply make your second. That is 5 away from supply limit at that pimp. after you have over 3 hats you should be 9-18 supply ahead at all times. (except before muta pump which requires 22 supply to make 11, and ultra pump ... because 12 ultra are 48 supply ....)
When I have my third base/fourth base I generaly build an overlord every third larva at my natural until I hit 70 supply(because by then you should have a ton of drones and be able to power really hard to around 110)
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Um .. His + 1 was terribly late ( like 45 seconds , proper comes at 7:00 ) but this cuz of this gates. When should I add drones and how ? Make that 16 hydra then 10 drones/expo + 2 hatch and go mass ? Will I make enough units on time then ?
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