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[I] Queens in the mid-late game ZvX - Page 2

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Chill
Profile Blog Joined January 2005
Calgary25976 Posts
October 23 2008 04:24 GMT
#21
No one is doubting the use of Queens, but think of a situation where you would want a Queen out instead of a Defiler out a minute faster. The only one I can think of is ZvP and Zergs seem to be doing fine without Queens as is.
Moderator
Pyro]v[aniac
Profile Joined October 2008
United States147 Posts
October 23 2008 04:36 GMT
#22
On October 23 2008 13:16 Plexa wrote:
This time last year we all thought Valks were trash. Maybe this time next year Queens will see airtime

this time next year well likely be playing sc2 so much that nobody will care. lol.
Sanity.
Profile Blog Joined August 2007
United States704 Posts
October 23 2008 05:22 GMT
#23
its becauseeeee queens dont have consume!
KlaCkoN
Profile Blog Joined May 2007
Sweden1661 Posts
Last Edited: 2008-10-23 10:33:26
October 23 2008 10:33 GMT
#24
Assuming you don't get nest until you are getting hive anyway and that you hatch queens the second nest finishes:
You will cast a grand total of 1 ensnare before consume is done, and 1 more right as it finishes.
Plauge/darkswarm are always better spells to cast in combat.

This means that unless you are fast enough to play with defilers and still have apm to spare (lol??) queens are _detracting_ from your game.

_Unless_ of course you are playing a style where those 1-2 ensnares really make a difference. Eris two base defiler rush come to mind. He used that ensnare to push the terrans mm blob back so that his swarm push could start closer to the terran.

***Stupid Theorycrafting***
Perhaps you could open like 3 hatch lurkers, add nest the second lair finishes. When nest finishes build 3 queens and hide them in a corner. Start hive.
Use lurkers to push the t blob back to his nat. Don't lose unnecessary lurkers!! you aren't expanding anyway so you are in no hurry. Rally defilers to your lurker push. When consume finishes your queens will have 150+ energy and t will probably have like 3-4 tanks and 0-1 vessel.
Broodling those tanks and swarmpush into his main should be easy.
Lol?
"Voice or no voice the people can always be brought to the bidding of their leaders ... All you have to do is tell them they are being attacked and denounce the pacifists for lack of patriotism and exposing the country to danger."
decker247[DtYt]
Profile Joined May 2008
United States20 Posts
October 23 2008 11:23 GMT
#25
On October 23 2008 09:44 Empyrean wrote:
Because, no, I didn't make this thread two years ago (shifty eyes). I honestly feel that this topic needs discussing, but we need a new thread to do it in.

Anyway, I think they're an unappreciated unit that really doesn't get as much airtime as it should. They're probably one of the most cost effective Zerg units, and you only need to incorporate a few into your army to get a high utility from them, not to mention you'll already be building a Queen's Nest on your way to more standard Hive tech. Spells aren't that expensive either. Hell, if your queen got irradiated, just be glad it was your cheap 100/100 queen instead of your 50/150 Defiler or Lurker, etc. I honestly feel Queens are like the Defilers of 2004, in that no one really appreciated them and thought they were a trash unit (when in reality they kick massive ass).

Ensnare is probably the most useful Queen spell. It slows both movement speed and attack rate for units, often bringing fast-attacking units (Stimmed Marines are the most prominent example) down to a more managable speed. It also reduces movement speed, and makes flanking a whole lot easier. I believe Ensnare would be very effective in match ups such as ZvP, as Zealots would be slowed, Dragoons would hardly attack at all, and Archons would be pretty much useless with their Reaver-like speed and horrendously slow attack rate under Ensnare. Ensnare can also be used in ZvZ battles, and I believe that a Queen is worth the cost of a few mutas if you get an Ensnare on a Mutalisk clump. It's obviously not wise to just rush Queens, but I think eventually they'd be pretty useful in ZvZ as well.

Ensnare'd be useful when engaging the enemy to reduce enemy aggregate DPS. By slowing attack speed, if you integrate enemy damage with respect to time, you'll find that it's greatly reduced. Additionally, the fact that it slows down units pretty much prevents escape, as well as make it exceedingly difficult for the enemy to gain a positional advantage over you during your fight. An example would be Hydras vs. a Zealot-heavy army. Their Zealots won't be able to surround you effectively, and besides that, you won't be taking as much damage anyway thanks to the reduced DPS. Another example in TvZ (to relate this to a current topic, TvZ Valks), if you Ensnare the Valkyrie clump, you can easily eliminate them with Hydras without much fear of them flying away, thus ensuring they lost more than you did (Overlords vs. Valkyries).

I'm going to quote eriador here:

Show nested quote +
On August 29 2006 15:38 Liquid`Drone wrote:
it's really, really great vs sair/reaver (and carriers) but once again it only really helps if you have enough units to beat his units. if he can fight it out then it's not a big deal. but if you don't have ensnare and you manage to flank his corsairs with mutas and he doesnt have enough sairs to beat them, normally he can just retreat to cannons and try again later and you gained nothing but with ensnare you can actually kill all his units then. vs sair reaver it can often be gamedeciding :O



The most effective use of Parasite is in its "soft power" ability. What I mean by that is that it basically shuts down the use of whatever unit it's targeting. If, say, you target an expensive like an Archon, you either force it to show you the unit composition of its army through its vision, or force the Protoss to basically abandon the unit so that it doesn't show much. If, say, he just puts it in a corner somewhere so he doesn't show his tech, it can't be used against you. And if he decides to actually use it, you get to see his army and some positions of it, even if he brings it in at the last moment. Either way, you either get an advantage in information or an relative advantage in power (as compared to if the Archon had not been parasitized). Additionally, Parasite can be used on other "important" units such as Shuttles or Science Vessels. Certainly, those units are used often by the enemy, and if he's forced to just abandon that unit somewhere so he doesn't reveal the location of the impending Reaver drop or Irradiate raid, you'll have countered the utility of that unit, effectively costing him whatever the unit cost was for that unit.

I'll also mention the cliched uses of Parasite. Yes, you can parasite creatures and enemy workers. It's actually not as effective as going after a high-value enemy target. They'll probably suicide the worker (though yes, you'll have seen some buildings and such), and you don't have control over any critters. That's why I advocate using it on targets such as Science Vessels/High Templar/etc.

Spawn Broodling, though, is very expensive energy-wise, and probably isn't as efficient as the other two spells. But still, it could be used for example, against a Terran by forcing Tank splash onto the Broodlings you create, thus hurting his own units if they're clumped. But I think the only reason Broodling could potentially be used is in a long stalemate, by periodically picking off important units. Still, Broodling pays for itself after a few uses, especially if you target, say, Tanks, or High Templar. Additionally, if you get rid of some "core" units like that, you'll delay the enemy because his army will be significantly weaker . You could choose to engage then with his strategic tools taken away. Seriously. Fighting a Templarless army ZvP is significantly easier, and if you have some extra queens, he'll basically have no way to counter Ensnare. But all in all, at 150 energy, Spawn Broodling is very expensive.

Just for the hell of it, this is what eriador has to say about Infest:

Show nested quote +
On August 29 2006 15:38 Liquid`Drone wrote:
and infest is fucking AWESOME. especially if people don't know you're the kind of guy who likes to infest. (eventually against players I knew I only really got to infest command centres I would otherwise have killed cause every time a cc started burning they immediately started repairing just cause it was me ) but when I played vs unknown nonkoreans I could like come in with a queen 2 minutes after a battle and take the cc cause they just didn't care about it having 600 hp
but I won a lot of games with infest as well


Some final words by eriador:

Show nested quote +
On August 29 2006 15:38 Liquid`Drone wrote:
I always thought using queens was easy as hell
easiest spellcaster in the game imo
ensnare STICKS to whatever unit you throw it at, so unlike storm you don't need to anticipate where the units are moving. you just press e and then left mouseclick on the unit in the middle.
in addition the queen is flying thus you never have to take account for it getting blocked by other units (like defilers can sometimes get when you're trying to swarm. or templars with storm. )
maybe it's hard to keep track of where they are
but I never had that problem as I always hotkeyed queens to 0.

and drowsy is pretty much correct. I played a zvt style of play where queens helped me tremendously. with other styles of play you also benefit greatly later on, but if you're doing a standard 3 hatch muta into lurker ling kind of thing, you actually have more problems spending 400 gas on getting fast queen than I did with my hiverush.

also broodling is almost useless (cept for stalemates pretty much but terran wins that due to irradiate anyway), and you don't need more than 2-3 queens.

and in zvp they're really good if you have lings vs goons and he tries running or you have hydra vs zealot archon and he tries running
if you're up against a zealot goon archon templar force and you don't have enough units to beat the force in the first place, ensnare doesn't help that much.
still enough to spend 300/300 on it though. for sure. but it'll very rarely be gamedeciding. (unlike zvt where I would often win because of ensnare. )

and zvz they're really great in theory but usually there isnt any point in the game where you can spend 400 gas on 2 queens queens nest and ensnare.


Finally, I'd like to open the floor to discussion on Queens being a potential "counter" of sorts to the recent increased popularity of Valkyries + a more mech heavy force. Obviously, Parasite works wonders against Valkyries due to the reasons outlined above, and Ensnare can also really fuck them over since you can pick them off easily once you've sacrificed some Overlords and probably your Queen to get that Ensnare off. But hey, you just hydralisked that Valkyrie clump.

And Chill, this isn't a Queen rush ;D...just throwing it out there

not to demean u or anything but really plague any1? plague is why most ppl get defierls palgue/swarm are the best spells sure ensnare would slow enemy speed down but so does plague lets see a slowed 100 eprcent hp untis or a a slowed 1 hp unit i think ug et the idea quenn is like not even worth getting >>
they say im noob but thne i owned them ahahah santa take that XD
GinNtoniC
Profile Blog Joined October 2007
Sweden2945 Posts
October 23 2008 11:33 GMT
#26
I'm going to write a more in-depth response later today, but I just want to start by saying what I said the last time this was up for discussion:

DO NOT underestimate the power of parasiting neutral critters. I once parasited one of those kakaru things on bluestorm and caught two dropships on the way to a back-drop and the fact he had expanded to his 4th when it flew in that direction. No one suspects the friggin critter.
Huge fan of JulyZerg, HonestTea and that guy Kim Taek Yong.
village_idiot
Profile Blog Joined July 2008
2436 Posts
Last Edited: 2008-10-23 13:56:14
October 23 2008 12:34 GMT
#27
Parasite is a very very good spell, it's like maphack, except it costs mins, gas and some APM. Have 3 queens hotkeyed to 0 or something and you can keep the Protoss ball "maphacked" with ease. If you have 3 queens they get 3 charges of parasite every minute or so, I don't know the exact mana regen rate, but that's a lot of parasited units. If there are too many units parasited it becomes a huge bother for the Protoss to kill/send away the units, so you can keep your eyes on the army movement. You can even parasite workers to keep an eye on the mineral and cannon counts of P expansions. Also, after the first parasited unit, you can keep casting the spell at its maximum range of 11.

Now, imagine you parasite the Terran's science vessel cloud. You'd know exactly where the Terran main army and vessels are. You could flank like you're Lee Jaedong or something.

Too bad the medic has the spell Restoration, which renders parasite useless in ZvT.

Now that I think of it, queens would be a lot better if you could give them chain commands like you can to scvs. I'll check if that's possible.

Edit: Well, you can't do it like with SCVs, but you can do a normal cloning, then selecting the group again and issuing the chain move command so that they run away after parasiting. That's the optimal way of using parasite.
d(O.o)a
Profile Blog Joined June 2008
Canada5066 Posts
October 23 2008 12:41 GMT
#28
And if you find they are having next to no use late game (Unlikely) they are defiler-food!
Hi.
d(O.o)a
Profile Blog Joined June 2008
Canada5066 Posts
October 23 2008 12:42 GMT
#29
On October 23 2008 20:33 GinNtoniC wrote:
I'm going to write a more in-depth response later today, but I just want to start by saying what I said the last time this was up for discussion:

DO NOT underestimate the power of parasiting neutral critters. I once parasited one of those kakaru things on bluestorm and caught two dropships on the way to a back-drop and the fact he had expanded to his 4th when it flew in that direction. No one suspects the friggin critter.



When I see critters I click them until nuke.
Hi.
d(O.o)a
Profile Blog Joined June 2008
Canada5066 Posts
October 23 2008 12:43 GMT
#30
On October 23 2008 19:33 KlaCkoN wrote:
Assuming you don't get nest until you are getting hive anyway and that you hatch queens the second nest finishes:
You will cast a grand total of 1 ensnare before consume is done, and 1 more right as it finishes.
Plauge/darkswarm are always better spells to cast in combat.

This means that unless you are fast enough to play with defilers and still have apm to spare (lol??) queens are _detracting_ from your game.

_Unless_ of course you are playing a style where those 1-2 ensnares really make a difference. Eris two base defiler rush come to mind. He used that ensnare to push the terrans mm blob back so that his swarm push could start closer to the terran.

***Stupid Theorycrafting***
Perhaps you could open like 3 hatch lurkers, add nest the second lair finishes. When nest finishes build 3 queens and hide them in a corner. Start hive.
Use lurkers to push the t blob back to his nat. Don't lose unnecessary lurkers!! you aren't expanding anyway so you are in no hurry. Rally defilers to your lurker push. When consume finishes your queens will have 150+ energy and t will probably have like 3-4 tanks and 0-1 vessel.
Broodling those tanks and swarmpush into his main should be easy.
Lol?



It would only require about 240 EAPM to control both T___T
Hi.
Krohm
Profile Blog Joined May 2007
Canada1857 Posts
October 23 2008 12:44 GMT
#31
I used to do this really stupid ZvT build that involved Queens.

I would fast expand, and sunken the shit out of my base. I'm talking like 7-8 sunkens in total, to slow down his tank push to buy you much needed time. You really need that extra time for Queens (Make about 6-9) to get enough energy to spawn broodlings. Meanwhile you upgrade to hive and get cracklings, while upgrading armor, and get all Queen upgrades.

Then you pretty much just come out, ensnare his army, brood his tanks. Hopefully by then you have 0-1 Cracklings. Then just take it from there. You should have a massive zergling army.

It's really an all in build though. Wraiths will fuck your shit up, along with mass bats, but no one ever gets mass bats.
Not bad for a cat toy.
Empyrean
Profile Blog Joined September 2004
16962 Posts
October 23 2008 13:24 GMT
#32
On October 23 2008 21:42 d(O.o)a wrote:
Show nested quote +
On October 23 2008 20:33 GinNtoniC wrote:
I'm going to write a more in-depth response later today, but I just want to start by saying what I said the last time this was up for discussion:

DO NOT underestimate the power of parasiting neutral critters. I once parasited one of those kakaru things on bluestorm and caught two dropships on the way to a back-drop and the fact he had expanded to his 4th when it flew in that direction. No one suspects the friggin critter.



When I see critters I click them until nuke.


Only happens in single player ;D
Moderator
Fen
Profile Blog Joined June 2006
Australia1848 Posts
October 23 2008 14:11 GMT
#33
I went through a period where I tried to use queens to broodling HT. If each queen you make can snipe just 1 templar, they pay for themselves. And of course removing storm from a protoss attack can mean a BIIG thing.

However I didnt have the APM to really make it a legitament strategy
village_idiot
Profile Blog Joined July 2008
2436 Posts
October 23 2008 14:23 GMT
#34
On October 23 2008 23:11 Fen wrote:
I went through a period where I tried to use queens to broodling HT. If each queen you make can snipe just 1 templar, they pay for themselves. And of course removing storm from a protoss attack can mean a BIIG thing.

However I didnt have the APM to really make it a legitament strategy

You parasited the ball and sniped the templars before a battle? Pretty hard to broodling templars in battle since queens are so slow and you got other things to do.
Ilikestarcraft
Profile Blog Joined November 2004
Korea (South)17726 Posts
October 23 2008 14:29 GMT
#35
I remember several reps of liquid'drone using queens

Damn those were like the most entertaining zvt games i've seen ever
"Nana is a goddess. Or at very least, Nana is my goddess." - KazeHydra
Fen
Profile Blog Joined June 2006
Australia1848 Posts
October 23 2008 14:39 GMT
#36
On October 23 2008 23:23 village_idiot wrote:
Show nested quote +
On October 23 2008 23:11 Fen wrote:
I went through a period where I tried to use queens to broodling HT. If each queen you make can snipe just 1 templar, they pay for themselves. And of course removing storm from a protoss attack can mean a BIIG thing.

However I didnt have the APM to really make it a legitament strategy

You parasited the ball and sniped the templars before a battle? Pretty hard to broodling templars in battle since queens are so slow and you got other things to do.


Yeah, the whole idea was to use queens like the terran uses Sci vessels, just crusing round burning stuff and being a pain in the ass.
CrimsonLotus
Profile Blog Joined June 2008
Colombia1123 Posts
October 23 2008 15:00 GMT
#37
Queen are not viable for high level players, simply because its a waste of resources and time waiting for their energy to fill up. There is simply much better and easyer ways to use that gas.

And for low leve players (like mysef) that many times have like 1000 minerals/gas stored by mid game because of bad macro, it would not be such a waste, but at the same time, the attention and micro required to use them properly would mean that your control over other things in the game, wich is already bad, would be even worst.

If queens had consume, they would probably be very useful (maybe even imbalanced) in TvZ since you would be able to spam broodlings on the tanks and ensare on the marines, but that its not the case, so i believe you can use queens some times, but just for fun or to try something different, but not because they can be cost effective.
444 444 444 444
DarkSaieden
Profile Blog Joined July 2008
South Africa254 Posts
October 23 2008 15:17 GMT
#38
2 Hatch hydra/lurker could work really against it. micro against mines and vults will be tough tho but if you hold them off, it MIGHT be possible to break the wall, tho i dont know what the right timing for getting comsat or turrets is. if they are delayed enough, you could burrow a lurker or two right at the wall and hold off vults with hydra or hydra/ling.

the other option is to try get scourge quick enough to take out the dropship but that would have to be pretty much have to be 1-base
d(O.o)a
Profile Blog Joined June 2008
Canada5066 Posts
October 23 2008 16:29 GMT
#39
On October 23 2008 22:24 Empyrean wrote:
Show nested quote +
On October 23 2008 21:42 d(O.o)a wrote:
On October 23 2008 20:33 GinNtoniC wrote:
I'm going to write a more in-depth response later today, but I just want to start by saying what I said the last time this was up for discussion:

DO NOT underestimate the power of parasiting neutral critters. I once parasited one of those kakaru things on bluestorm and caught two dropships on the way to a back-drop and the fact he had expanded to his 4th when it flew in that direction. No one suspects the friggin critter.



When I see critters I click them until nuke.


Only happens in single player ;D


That does explain why I've clicked some over 1000 times to no avail.
Hi.
d(O.o)a
Profile Blog Joined June 2008
Canada5066 Posts
October 23 2008 16:31 GMT
#40
On October 24 2008 00:17 DarkSaieden wrote:
2 Hatch hydra/lurker could work really against it. micro against mines and vults will be tough tho but if you hold them off, it MIGHT be possible to break the wall, tho i dont know what the right timing for getting comsat or turrets is. if they are delayed enough, you could burrow a lurker or two right at the wall and hold off vults with hydra or hydra/ling.

the other option is to try get scourge quick enough to take out the dropship but that would have to be pretty much have to be 1-base


Wrong thread?
Hi.
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