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[G][Q] My zerg on coke - Page 11

Forum Index > Brood War Strategy
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Mora
Profile Blog Joined October 2002
Canada5235 Posts
October 30 2008 21:28 GMT
#201
asdf where did chill go?

he needs to play
Happiness only real when shared.
Rucky
Profile Joined February 2008
United States717 Posts
October 30 2008 22:32 GMT
#202
I love this build late game- Ultra ling? Sure then- Mass muta? ok mass hydra? Drops? Man terran is just not going to be able to keep up! (hopefully)


It seems to me like when this build hits late game, zerg has the option to do any build with the insane economy. So, the main point to have this build successful is to get to late game.

The question is! Will mass hydra-ling with ensnare support be enough to hold off until late game?
We'll know later with more gaming.....go game!
Beyond the Game
Misrah
Profile Blog Joined February 2008
United States1695 Posts
October 30 2008 23:10 GMT
#203
tru that- but considering that you were getting hive play at about 8:40 zerg may be able to make late game come faster than normal. The question is, (and i feel that this will become easier/faster the more you play the build)- how many hatches/drones do you have at this time? I figure that if you can get a "critical mass" of hatch this is going to be hilariusly funny. To try and watch terran fight back when zerg has high production and hive play.
A thread vaguely bashing SC2? SWARM ON, LOW POST COUNT BRETHREN! DEFEND THE GLORIOUS GAME THAT IS OUR LIVELIHOOD
Misrah
Profile Blog Joined February 2008
United States1695 Posts
October 30 2008 23:14 GMT
#204
On October 31 2008 06:22 Geo.Rion wrote:
actually this build has a pretty much perfect, not all-in, not wierd counter build, however i wont give out terran TvZ BOs, since T is only my second race after Zerg, and the build does not belongs to me, but to a friend of mine who's much better than me.

I still think it may be a viable option, so i will keep trying.


so what are you trying to say? Every build has a counter.

I just feel that (if this build becomes viable actually) that this build may be a great way to confuse terran. Is Z going fast lurker? (if you face a spire) Is Z going fast Muta? Or with the increased hatch- is Z going all in lings?

I think that this build will help to open the options zerg has against terran in the ZVT MU.

I would be interesting in listening to what your Terran friend has to say about this counter he has created.
A thread vaguely bashing SC2? SWARM ON, LOW POST COUNT BRETHREN! DEFEND THE GLORIOUS GAME THAT IS OUR LIVELIHOOD
Infundibulum
Profile Blog Joined May 2003
United States2552 Posts
October 31 2008 01:55 GMT
#205
I would love to see inc's thoughts on this strategy. i wonder if he's read it and just refuses to post?
LoL NA: MothLite == Steam: p0nd
Conquest101
Profile Blog Joined February 2007
United States1395 Posts
October 31 2008 02:13 GMT
#206
Haha, post this thread in the "I need your help Teamliquid" post he has in general.

Make this a request for helping his friend =p
Mora
Profile Blog Joined October 2002
Canada5235 Posts
October 31 2008 02:19 GMT
#207
On October 31 2008 08:10 Misrah wrote:
tru that- but considering that you were getting hive play at about 8:40 zerg may be able to make late game come faster than normal. The question is, (and i feel that this will become easier/faster the more you play the build)- how many hatches/drones do you have at this time? I figure that if you can get a "critical mass" of hatch this is going to be hilariusly funny. To try and watch terran fight back when zerg has high production and hive play.


hmm....

the hive should come much later.

at 8:40 it is not possible to have 3 bases, 7 upgrades, 6 queens, 4-5 groups of units, and hive tech. nope!
Happiness only real when shared.
Misrah
Profile Blog Joined February 2008
United States1695 Posts
Last Edited: 2008-10-31 02:31:04
October 31 2008 02:27 GMT
#208
Ohh- about that. Just commenting on Rucky's youtube video. He gets a crazy fast hive, after semi spoiling terrans mid game 3tank 1 vessel push.

Mora, would you agree that hive timing is game dependent? i daresay- that the longer you could delay hive, the more powerful your economy and production rate could become. So- if you are a good player- you should be able to forgo hive play till you hit full fledged Cocaine style zerg. At which point, you switch to Hive and transition into Dopamine style zerg. Just imagine it! The fully upgraded ultras, the sudden mass muta blobs, the drops- the.................... everything.


Ohh for anyone that cares: I have selected a piece of music that fits perfectly into this play style:

Musik:
A thread vaguely bashing SC2? SWARM ON, LOW POST COUNT BRETHREN! DEFEND THE GLORIOUS GAME THAT IS OUR LIVELIHOOD
Pokebunny
Profile Blog Joined June 2008
United States10654 Posts
October 31 2008 02:47 GMT
#209
I'm really thinking that standard Lurk/Ling with one queen might be better. Under ensnare, it really maximizes the lurker effect with splash. Hydras are good too (plague + hydras = one hit kill from range = ownage)
Semipro Terran player | Pokebunny#1710 | twitter.com/Pokebunny | twitch.tv/Pokebunny | facebook.com/PokebunnySC
GHOSTCLAW
Profile Blog Joined February 2008
United States17042 Posts
October 31 2008 03:30 GMT
#210
On October 31 2008 11:47 Pokebunny wrote:
I'm really thinking that standard Lurk/Ling with one queen might be better. Under ensnare, it really maximizes the lurker effect with splash. Hydras are good too (plague + hydras = one hit kill from range = ownage)



Lurk/ling dosen't really work out in the open- T's micro/spread is just too good, even with slowed down marines. And firebats break the dps lowering that we're trying to achieve (against lings).
PhotographerLiquipedia. Drop me a pm if you've got questions/need help.
Rucky
Profile Joined February 2008
United States717 Posts
October 31 2008 07:16 GMT
#211
I've noticed that this build can counter any unorthodox build from terran. If terran goes fe or fantasy build, this build just goes crazy, because there's not pressure from terran early on. This build definitely rapes the mech builds. I played one game, where i was vulture dropped and gol dropped, and i easily defended with hydra-ling. Then with my 5 hatches, i just mass units and a-move.

The weakness to this build is usually early game. 1 base multirax builds or sunken break builds are really hard to deal with though since they will have a quick sizable army before ensnare and before hydras are fully upgraded. With the right m&m micro, the game could end right there for zerg. If you put up sunkens and mass lings at the natural, you'll be contained. If you have other expansions they will be as good as dead.

So how can this coke build beat the 1 base multirax? A good flank? seems to me like when the m&m are well positioned and stim, lings just die. How to survive until ensnare and hydras are ready?
Beyond the Game
Conquest101
Profile Blog Joined February 2007
United States1395 Posts
October 31 2008 07:40 GMT
#212
On October 31 2008 16:16 Rucky wrote:
I've noticed that this build can counter any unorthodox build from terran. If terran goes fe or fantasy build, this build just goes crazy, because there's not pressure from terran early on. This build definitely rapes the mech builds. I played one game, where i was vulture dropped and gol dropped, and i easily defended with hydra-ling. Then with my 5 hatches, i just mass units and a-move.

The weakness to this build is usually early game. 1 base multirax builds or sunken break builds are really hard to deal with though since they will have a quick sizable army before ensnare and before hydras are fully upgraded. With the right m&m micro, the game could end right there for zerg. If you put up sunkens and mass lings at the natural, you'll be contained. If you have other expansions they will be as good as dead.

So how can this coke build beat the 1 base multirax? A good flank? seems to me like when the m&m are well positioned and stim, lings just die. How to survive until ensnare and hydras are ready?


Everyone might be looking at this the wrong way. As you said, this build is good and against mech/tech builds, and arguably good against FE. However, there is no one ultimate build, so this build's weakness might just be 1 base multirax/sunk break builds. Period. So if you scout/think a T is doing this, do some other build?
Misrah
Profile Blog Joined February 2008
United States1695 Posts
October 31 2008 08:13 GMT
#213
well every build has a weakness. So look at it this way, so does the multi rax sunken breaks. You just need to find away to get to the sunken break weak point- no economy. If you can turtle up- and either teck to lurkers, or get muta- you can counter attack terran. His economy and teck will be very low, so either of these two units can really do it for you. You can't wait to long because then his econ will catch up to yours as well. So you need to push out before this happens. Basically- you should be able to see a sparkys push coming from a mile away. If you can survive the initial attack, the game will be heavily in your favor. Your production and economy will be far superior.

So hope that this helped a bit
A thread vaguely bashing SC2? SWARM ON, LOW POST COUNT BRETHREN! DEFEND THE GLORIOUS GAME THAT IS OUR LIVELIHOOD
Mora
Profile Blog Joined October 2002
Canada5235 Posts
October 31 2008 09:00 GMT
#214
On October 31 2008 11:27 Misrah wrote:
Ohh- about that. Just commenting on Rucky's youtube video. He gets a crazy fast hive, after semi spoiling terrans mid game 3tank 1 vessel push.


i just watched the game. my thoughts:

This wasn't the strategy discussed on here at all. This was 2base fast hive tech. We can discuss the merits of such a strategy in a different thread. In the meantime i am going to imagine accurate situations relative to the general pacing of this game and cocain zerg.

what the terran should have done differently:
  • The terran made tons of turrets when there were no muta coming. That money could have been spent on making his mid-early game army bigger.

  • If you're not going muta, the terran should contain you as soon as possible with his initial group of marines while scouting for an expo. Once he finds expo he should take his containing army and attack it.

  • I do think it is possible to produce an army during this time period in order to save your expo - but this puts your drone production on hold; in the meantime the Terran economy is still escalating. This is the most crucial part of the build (and what i believe to be the absolute most difficult part of the build: you must switch between economy and army production at the exact right times. Any error on this front will either lose you the game or put you significantly behind an opponent who has equal macro.


Based on the pacing of the game, the following thoughts were provoked.

The nucleus of the strategy resides on responding to Terran movements and Terran production - or, in practical terms: precise scouting.

    The Early Game

  • Scouting

          - with overlords (including sacrificing them to do so) as required.

          - Perhaps getting burrow to allow lings to sit in key locations before vessels are out

          - Using lings to constantly monitor the size of his mobile force



  • The Zerg needs to entice the Terran out of his base as early as possible. You want to keep his army count down as much as possible - which means luring him out when you're army can beat it.
          - The zerg may do this by expoing agressively. The timing of when you build your army to defend your agressive expoing is crucial which you depend on scouting to indicate.

          - The zerg may want to show hydra tech to entice the Terran to try to contain. By getting lings out before his contain moves into place, and again massing at the right time (as soon as he starts moving) you can pincer his attack in your choke point.

          - The zerg may - though risky - mass units early game and feign an attack on the terran losing a control group-ish amount of lings and retreating. If he takes the bait you slay his army. If he doesn't take the bait you've taken a major econ hit.

          - "Defenseless overlords" - by placing an overlord in his choke as bait, and a 2nd overlord within sight range of that overlord, he may try to kill both the defenseless ovies. If he goes for the second overlord, he's lost his army. This obviously suffers the same problem as above - if he doesn't take the bait, and you've produced an army that can kill him if he does, you're behind in econ.



    The Mid Game

  • Assuming that you've played the early-mid game correctly the terran has been bitten at least once, and should be a little wary to move out.

          - He should be nearly done solidifying his first Ball, and is getting ready to move out. Alternatively, your econ should be up and kicking and you're now focusing on massing an army.

          - This is when your queens will come into play (so you better have some). The second he moves out you ensnare him and wait for him to either a) move out of position and you rape his ass (again), or b) remain passive and attempt to secure an expansion
                      - You won't be able to stop him from taking a close expansion (unless of course he moves out of position to do so - which was option a from the point above.) That's fine though - you're expanding and teching.


  • Your scouting is no less important at this stage in the game. The best counter to a contain is to be agressive without having to go through it: dropships. Your lack of scourge requires your overlords to be in well placed positions around the map, and for zerglings to be patrolling on popular air-routes.

  • If you've been successful thus far, the Terran is reluctant to move out until he feels confident that the quantity of his units makes up for their lack of mobillity. The whole point of this stage of the game is to stall for hive tech.

          - Somewhere inbetween Mid and Late game you will want to start integrating drops. These will help hurt his macro and keep him on tilt. If you take out a few structures or force him to retreat with part of his army, he may become restless with his Ball and want to counter attack moving himself foolishly out of position. Remember to use your queens to ensnare the incoming base-liberators for extra psychological effect!


    The Late Game

  • The strongest part of this strat is the late game. You've controlled the map which has allowed you to obtain many expansions. You're tech is at the highest tier and just needs fleshing out where needed. Your macro has been in full force for quite some time, and if you've managed to survive this long then you've bared your teeth and bitten him on a few occasions.

          - You should have defilers out and in position to use dark swarm as needed. Plague should be researching.

          - You'll want to grab lurker tech for easy defense. You'll want to throw down a spire for scourge. You'll want to be throwing down an ultra den (the bigger your advantage in economy, the sooner you should have ultras. if your economy is not significantly ahead, defilers are much more integral to your arseanl. Do not forgo defilers/plague in lieu of ultras.

          - Don't forget your queens. Even if you're spending your mana on MASS parasiting to keep your scouting up (and him busy curing it) or saving your mana on your 12 queens to broodling-massacre his tanks, your queens are an awesome boon in any battle.



The rest is up to you!
Happiness only real when shared.
Mora
Profile Blog Joined October 2002
Canada5235 Posts
Last Edited: 2008-10-31 09:08:54
October 31 2008 09:03 GMT
#215
On October 31 2008 16:16 Rucky wrote:
The weakness to this build is usually early game. 1 base multirax builds or sunken break builds are really hard to deal with though since they will have a quick sizable army before ensnare and before hydras are fully upgraded. With the right m&m micro, the game could end right there for zerg. If you put up sunkens and mass lings at the natural, you'll be contained. If you have other expansions they will be as good as dead.


This build is not made to counter 1base Terran. In that case you could do many things (what do you normally do against 1base T? do that. lol)

* 3hatch muta/ling
* 3hatch lurker/ling
* etc.
Happiness only real when shared.
DarkSaieden
Profile Blog Joined July 2008
South Africa254 Posts
October 31 2008 09:12 GMT
#216









On October 30 2008 21:24 DarkSaieden wrote:
for late game against 2 port/pure SK, would it be viable to just add defilers and use mostly hydra/defiler/queen and lings for flank/consume/sneaky crackling drops? micro would be much easier than almost any other anti-MM-ball. just hold hydras, swarm on hydras, ensare MM/vessels and then.. PLAGUUU! then eitther rinse repeat, or mop up right there






As for this idea- any thoughts? Right now I am leaning towards, I love this idea? but who knows.... Seems like a much better counter to SK than going fast ultra no?



On October 30 2008 21:46 village_idiot wrote:
Show nested quote +
On October 30 2008 21:24 DarkSaieden wrote:
for late game against 2 port/pure SK, would it be viable to just add defilers and use mostly hydra/defiler/queen and lings for flank/consume/sneaky crackling drops? micro would be much easier than almost any other anti-MM-ball. just hold hydras, swarm on hydras, ensare MM/vessels and then.. PLAGUUU! then eitther rinse repeat, or mop up right there




In this situation Ultraling + the occasional defiler is still miles better. Ultraling is easier to micro which gives you more time to macro.


village_idiot & Conquest101 obviously think this idea is no good- any collaborators here? once again- I/We/this build needs GROUP opinion and experience.


[/QUOTE]


also remember, a crit mass of hydra will totally nullify vessel and thus less gas for defilers.

On October 31 2008 03:16 village_idiot wrote:
How will this build work on maps where the Terran can secure a third expansion? I'm talking about a map with a min-only like Andromeda and Medusa.

If I have understood this build correctly, the essential idea is to have the whole map under control and the Terran sort of contained. By contained, I mean that every time Terran moves out, his army is attacked and Terran never reaches the point where he can pump out so much marimedi that he can steamroll the Zerg. And while this is not cost effective for the Zerg, the Zerg player only needs to buy time for his mass expansion Ultraling.

The idea is to keep Terran at main + natural.

Also, OP, when are you getting your comp back... it's been such a long time...



mass drop on back door. in ando, at the power gens, and behind the temples on medusa, map control willing of course
Metaspace
Profile Joined November 2006
Austria670 Posts
October 31 2008 10:22 GMT
#217
On October 31 2008 04:42 Geo.Rion wrote:
Show nested quote +
On October 31 2008 03:33 freelander wrote:
lol i was pubbing on europe and started playing tvz.
It was very strange, I scanned his base, i saw queen's nest and he made a lot of hydras.
chat:
- well , is this the zerg build from tl.net with queens?
- yes it is >.<


Misrah should be proud, his build is used all around the world


I played this build yesterday afternoon with a friend, intending to post a replay. I cannot, I have to say, as I played terribly :-)

After the first game, a guy observes us talking about the past game, and asks if he can obs us. We agree, and the moment I lay down the queen's nest, he asks, "And, ist this the Misrah build?" :-))

Real fun, on the other hand he recognized me from this thread which was somewaht awkward as I played so terrible :-)
Wir haben zuwenig Vespingas!
cyronc
Profile Joined March 2008
218 Posts
October 31 2008 15:06 GMT
#218
On October 31 2008 19:22 Metaspace wrote:
Show nested quote +
On October 31 2008 04:42 Geo.Rion wrote:
On October 31 2008 03:33 freelander wrote:
lol i was pubbing on europe and started playing tvz.
It was very strange, I scanned his base, i saw queen's nest and he made a lot of hydras.
chat:
- well , is this the zerg build from tl.net with queens?
- yes it is >.<


Misrah should be proud, his build is used all around the world


I played this build yesterday afternoon with a friend, intending to post a replay. I cannot, I have to say, as I played terribly :-)

After the first game, a guy observes us talking about the past game, and asks if he can obs us. We agree, and the moment I lay down the queen's nest, he asks, "And, ist this the Misrah build?" :-))

Real fun, on the other hand he recognized me from this thread which was somewaht awkward as I played so terrible :-)


yeah that would have been me aka forever.noob
iH82G8!
Geo.Rion
Profile Blog Joined October 2008
7377 Posts
October 31 2008 15:08 GMT
#219
On October 31 2008 08:14 Misrah wrote:
Show nested quote +
On October 31 2008 06:22 Geo.Rion wrote:
actually this build has a pretty much perfect, not all-in, not wierd counter build, however i wont give out terran TvZ BOs, since T is only my second race after Zerg, and the build does not belongs to me, but to a friend of mine who's much better than me.

I still think it may be a viable option, so i will keep trying.


so what are you trying to say? Every build has a counter.

I just feel that (if this build becomes viable actually) that this build may be a great way to confuse terran. Is Z going fast lurker? (if you face a spire) Is Z going fast Muta? Or with the increased hatch- is Z going all in lings?

I think that this build will help to open the options zerg has against terran in the ZVT MU.

I would be interesting in listening to what your Terran friend has to say about this counter he has created.



i agree with almost everythin you just wrote above, i dint say this build isn't good, or isn't a valouros add to the Z BO's, i said it's a viable option.

However it is countered by an already existent build, which i use when i feel my mechanics are working well. This build i'm talking about is disiegned to kill the Zergs who arent going mutalisks (or massmass zerglings early on, bout who the hell goes for that), and still is very good against the muta play too. Of course this build as every other may have his counter too, and becauzse i played against it i have some tought how it can be deflected, but with this bo i kill up zergs who are better than me statisticly, in rank, and APM. For sure it's nothing overpowered, but to me it seems just too easy (or maybe i have some hidden talent for T, and i'm a fool for sticking with the Zergs, lol). yet again i wont write it down, ZvT is hard enough anyway.
"Protoss is a joke" Liquid`Jinro Okt.1. 2011
cyronc
Profile Joined March 2008
218 Posts
October 31 2008 15:45 GMT
#220
well not to spoil anything but could it be he is talking goliaths? (since ensnare has NO effect besides slower movement on them)
iH82G8!
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