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On October 28 2008 03:22 911wasaLIE wrote: Dude stop fucking saying "with ought" .. it is WITHOUT
Are you fucking stupid or something boy?
Well with ought my interesting and i daresay colorful flourish on the English language- how could you have fun reading what i am trying to say?
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On October 28 2008 02:57 Geo.Rion wrote:First of all i want to congratulate you on your writing skills, it was a really entertaining, and maybe even useful read. And i'm glad that some players who arent top tier actually try to use their mind, and not waiting some builds from Korea (or from WCG qualified players) to learn them exactly. Most of the Iccup players do this as far as i see, and sadly some of them are sucsesful with them, without having too much strategic sense. Well first i smiled when i saw the Q word, but damn, i started to think. Terrans aren't used to Queens so when they saw 1 they wouldn't start spreading their troops or anything like that. (They may think you're a perv, sick bastard who tries to broodling tanks, get sunkens and go for ultras straight (it actually happened to me once, when i played terran)). So you may have an easy cast right on the ball. And hydras arent that bad when you focus on upgrades early on... Really, try it, even without queens sometimes mass hydra works, and it s safe against Fantasy build (apparently 90% of terrans on Iccup thinks they can use it, it's so fun to crush a messed up fantasy-build, altough even more annoying when you loose to one). So as i kept reading and thinking I ended up believing this build might even work. I have to watch your reps tough, and try it myself. The one thing i'm very worried about it's the APM needed for this build. if you got decent macro using 1 or 2 more hatches early on shouldnt be too much trouble, altough using correctly queen and defiler in the same time when you got 4-5 control group of units sounds superhyperultramega hard. Altough i might be wrong, i never tried. (And since it's so wierd it could lead to some insange advantages. Imagine if you hide your den at your forth, the T does not scan it, only your nat and your main, and sees your queen's nest, immediatly goes for wraiths, thinking that u hidden your spire, than he faces some hydras- ok, that's stupid, i wont eve happen) About your ZvP build, that just might be the thing i was searching for. My ZvP is about getting the toss off guard with massling or masshydra few ling or mass muta into mass hydra. Or outexpanding and curshing with ultras. But is felt that it's not what i'm designed for, i will defineatly try this, or at least a variation of it, which suits me better. This build should be very good on Bluestorm, i sucked really badly on it vs P, my only valid build was the 3 hatch ling. Show nested quote +On October 26 2008 22:29 FakeSteve[TPR] wrote: i just gotta say - when you are playing Zerg vs Terran, you abbreviate it ZvT (Zerg.. versus... Terran), not TvZ Thanks, i wanted to say the same, i first believed it's gonna be a modifeid fantasy-build or sg like that what you want to share with us. So great job, really, upload replays, you got a supporter. p.s.: sry for my spelling or grammar, english is my 3th language, and i had a taugh weekend so some of my sentences may not have sense at all.
I will be uploading as soon as my computer comes back, along with mass gaming this build on icup and pubbies. Thanks for the support
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On October 27 2008 03:23 Chill wrote: Interesting. When I first read a couple paragraphs I had written it off, but the logic behind it seems solid. I'm not sure about execution, but I'm willing to try it a few times.
If Chill just said this, I will be willing to play around with it as well. The only thoughts I have right now are the crazy micro you will need, especially working with the queens. Also the terran pushes seen very powerful when you do this build. Early/midgame you will basically be camping and hoping that he doesn't kill you while you get your macro up and going.
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I used almost the exact idea for my 3 hat muta fake +1carpacelurker/ling push.
I go 4 hat lurker/ling/ensare. Take third hive + 2 more queens + broodling, only lurker production. The timming of the 2 broodlings vs the standard mnm /tank /sci midgame push is exact.
I have a few replays but the terrans are only around C s the game quality isn't that great.
Pm me if you want to them OP.
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@ attackZerg, hey anything you have that would help with The "Cocaine zerg style" is always appreciated. Your idea sounds good, if you want please post what you have so everyone can look at your strat and compare and contrast.
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I haven't read all 4 pages because I don't have the time right now, but I have a couple things to say.
I've been toying with the idea of non-standard ZvT builds myself, and I think we're both on the same track: less hide-and-whore, more map control/aggression early game.
The thing is, the 3hatch muta build is designed to whore drones already, which you're claiming you can do better by stopping his first "force sunks" push with lings. The thing is, every 2 lings you make could have been a drone. If you build 3 sunks, you've lost 3 drones, and kept yourself safe. If you stop that first push with lings, you're going to need to use quite a bit of larva (like say 9 or 10 for 18/20 lings), so you'll actually have less drones, and in exchange you'll get to kill his first push (making his defenses more vulnerable as you get aggressive in midgame), and also map control.
Anyways, I guess what I'm saying is that using all that larva for lings to take out his first push isn't enough IMO, unless you also take advantage of your map control. Make that 4th hatch at a third base, preferably a nat so you can have a more secure 4th whenever you want it.
regarding a blog I wrote about a non-standard ZvT idea I had (though it's since been modified), see this blog post of mine.
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neat idea.
i don't think it will work for many people who do not have exceptional control with their army. Dodging ensnare is super easy because of the time it takes for ensnare to travel from the queen to its target location.
FE terran into 2 fact tanks will be very difficult to beat with this strat if the terran is not tactically inept. Situations to flank aren't just created by the zerg player, they're presented by the T player.
If terran goes medic heavy and uses medic walls, hydra/ling suffers greatly.
Ensnare is only good for trapping terrans in a bad position. Sure, it nullifies stim (not entirely iirc), but it doesn't affect marines' ROF without stim. (ie: they don't need to stim to maintain their regular rate of fire). Assuming terran is getting early upgrades (when i played actively, this was always the case), hydra/ling becomes that much more ineffective (which is why lurkers are so powerful).
I don't understand how you can 4hatch, mass drones, mass an army, fast upgrade, and fast tech all at the same time in order to meet with the terran push.
I don't see any reason for the Terran player not to be able to see your 4hatch opening. Until you have zergling speed you have no way to kill the scv unless they suck donkey ass. If they see you slow tech they can adapt accordingly (ie: 4-5rax, slow tech, bunker/contain you).
* In the scenario where you are not teching, you need to keep up your army production in order to deal with any terran threat that comes your direction. At any point where you try to switch to drone production (when you expand, or whatever) the terran has a window to attack. I would argue that a passive/defensive terran who keeps adding to his critical mass while supplementing with grades and vessels will be way too difficult to deal with without lurkers or hive tech. Once the terran has a 3-control group mass, ensnare becomes nearly useless.
Your strategy relies heavily on queens to catch them out of position - but if the terran never puts himself out of position, you're fucked.
i dunno, im not trying to be pessimistic. Im all for queen usage (i use them more than anyone else i know, except for maybe Eriador? lol). But i don't think your build/plan will work against any terran who knows more about this game than 'standard play'.
I would love to see a good player try this out though to see how effective it is with a zerg who has great multi-tasking and control.
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chill! try this out and post reps!
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i still say 4 hatch hydra/lings no lair RAPEAGE is the way to go, upgrade lair after a first wave.
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On October 28 2008 04:33 Mora wrote: neat idea. i don't think it will work for many people who do not have exceptional control with their army. Dodging ensnare is super easy because of the time it takes for ensnare to travel from the queen to its target location.
Thats not true. Ensnare ALWAYS hits its target if you target an units instead of the ground.
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On October 28 2008 04:33 Mora wrote: neat idea.
i don't think it will work for many people who do not have exceptional control with their army. Dodging ensnare is super easy because of the time it takes for ensnare to travel from the queen to its target location.
FE terran into 2 fact tanks will be very difficult to beat with this strat if the terran is not tactically inept. Situations to flank aren't just created by the zerg player, they're presented by the T player.
If terran goes medic heavy and uses medic walls, hydra/ling suffers greatly.
Ensnare is only good for trapping terrans in a bad position. Sure, it nullifies stim (not entirely iirc), but it doesn't affect marines' ROF without stim. (ie: they don't need to stim to maintain their regular rate of fire). Assuming terran is getting early upgrades (when i played actively, this was always the case), hydra/ling becomes that much more ineffective (which is why lurkers are so powerful).
I don't understand how you can 4hatch, mass drones, mass an army, fast upgrade, and fast tech all at the same time in order to meet with the terran push.
I don't see any reason for the Terran player not to be able to see your 4hatch opening. Until you have zergling speed you have no way to kill the scv unless they suck donkey ass. If they see you slow tech they can adapt accordingly (ie: 4-5rax, slow tech, bunker/contain you).
* In the scenario where you are not teching, you need to keep up your army production in order to deal with any terran threat that comes your direction. At any point where you try to switch to drone production (when you expand, or whatever) the terran has a window to attack. I would argue that a passive/defensive terran who keeps adding to his critical mass while supplementing with grades and vessels will be way too difficult to deal with without lurkers or hive tech. Once the terran has a 3-control group mass, ensnare becomes nearly useless.
Your strategy relies heavily on queens to catch them out of position - but if the terran never puts himself out of position, you're fucked.
i dunno, im not trying to be pessimistic. Im all for queen usage (i use them more than anyone else i know, except for maybe Eriador? lol). But i don't think your build/plan will work against any terran who knows more about this game than 'standard play'.
I would love to see a good player try this out though to see how effective it is with a zerg who has great multi-tasking and control.
Well hopefully to try and convince you that this build is a little more solid than you may think, i am going to try and attempt to answer your questions.
First off the accuracy of ensnare: Candidly i don't' think that this argument is valid. You can target a specific unit in the terran ball and ensnare will fly to it. So as far as accuracy of of the "flying" spell casting is concerned, there really is no need to worry.
Now you say that 2fact will be hard for this build to counter, and you also state that flanks occur to terran inadequacy. On the contrary it has always occurred to me that it is the aggressor and more mobile army who can create flanks, pincer attacks, and surrounds. i would be interested to hear your thoughts of how a heavy tank army that is slow and (most likely ensnared) will somehow prevent massive flanks and surrounds from a numerical superior and faster zerg army.
A terran who goes medic heavy will be using more gas on medics, less gas on vessels, tanks, and tanking up time in their rax for rines. Also the viability of medic walls? Frankly i don't think that medics have the mobility to prevent lings from running past them- and certainly not so when they are ensnared.
Now i would like to ask you about your comment about ensnare- I thought that ensnare slowed movement speed by half, and the firing rate of units is decreased. I thought that in order for an ensnared marine to return to "normal" ROF they have to stim. If not they have reduced ROF. Am i incorrect? Could you please explain your sources or where you found this information? Because candidly i had always thought the latter. Also as far as upgrades are concerned, i do believe that with my early evo i will be ahead on upgrades the entire game? Once again please correct me if i am incorrect.
Now you believe that i have stated that i mass drone, hatch, teck ext. to try and meet the terran push. In fact that's correct. I try to max those- but i do so according to scouting information. For example- early game, i would be mass droning, and saving a larvae here and there for ling/hydra. If i see terran push out with their one control group of marine and three medics- i will probably jump and make all 4-5 of my hatches make lings/hydra instead. These extra units will build fast enough, so by the time terran reaches my base- i can hold him off. Once the threat is diminished- i can go back to pumping drones or depending on what the terran is going, and the pace of the game- try and be aggressive. Really i cannot fully answer this question, because it is extremely situational- i hope that the above explanation satisfies your idea of answer. (i hope)
Well as for the 4th hatch- some people at TL have suggested that this hatch be placed at an expo- thus eliminating the argument. However i did state that i placed my 4th hatch in my base. In that case i do believe that you have a good point, terran would see that 4th hatch.
Now about that situation where i am not tecking: You see with my BO i don't intend to not teck. Quite the contrary in fact, getting a hive and moving to defiler play is what this build is all about. The only thing this build truly tires to do differently than standard ZVT is give the mid game a twist. Zerg wants to be aggressive, and can be. With new army composition i believe this is possible. Cocaine style zerg does not hinder getting hive, like i said above i am merely trying to change the way zerg gets to hive play.
Or as others have posted in this thread- the idea of transitioning into Hydra Guardian after hive play may be a good follow up to this strat *please note not my idea*
As far as a terran that is passive and turtles. Once again FINE BY ME. He can sit there all day, going off of two base- ill just get 4-5 more. I can continually scout him (thanks to queens) and while he is in the dark about my army composition- i can clearly see his. Now the point you make about when terran moves out with 3 control groups of marines and vessels and tanks. How can ensnare not be effective? at that point in the game you have 3-4 Queens with 3 ensnares each. I can cover your entire force in green snot. Will the zerg army be able to squish the ball in one go? Of course not. But that is not the point- even tho zerg "loses" the battle, their high rate of production of low tier ground units can be recreated instantly. I can throw another wave at the ball and then another. If T is going to wait that long- hive play will kick in and then T is screwed.
I don't rely on queens to catch T out of position. I use them to put T at a standstill and then use my superior mobility to PUT them out of position- through force.
Also thanks for the constructive criticism- always welcome and appreciated. if i cannot answer a question, that means that there is a flaw in my idea- obviously it then needs to be corrected.
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On October 28 2008 04:28 Dromar wrote:I haven't read all 4 pages because I don't have the time right now, but I have a couple things to say. I've been toying with the idea of non-standard ZvT builds myself, and I think we're both on the same track: less hide-and-whore, more map control/aggression early game. The thing is, the 3hatch muta build is designed to whore drones already, which you're claiming you can do better by stopping his first "force sunks" push with lings. The thing is, every 2 lings you make could have been a drone. If you build 3 sunks, you've lost 3 drones, and kept yourself safe. If you stop that first push with lings, you're going to need to use quite a bit of larva (like say 9 or 10 for 18/20 lings), so you'll actually have less drones, and in exchange you'll get to kill his first push (making his defenses more vulnerable as you get aggressive in midgame), and also map control. Anyways, I guess what I'm saying is that using all that larva for lings to take out his first push isn't enough IMO, unless you also take advantage of your map control. Make that 4th hatch at a third base, preferably a nat so you can have a more secure 4th whenever you want it. regarding a blog I wrote about a non-standard ZvT idea I had (though it's since been modified), see this blog post of mine.
Sorry i didn't see your question right away, about the lings taking a larvae- yes they do. So i decided to make a fourth hatch (before gas). With the extra hatch i can have the extra larvae i need to make ling/hydra here and there early game, and still stay strong economically. My teck speed suffers a bit from this, but other than that- nothing else.
Ok just finished reading the blog- interesting getting the 3rd expo. if that is a solid idea perhaps it should be incorporated into this build. You have a lot of interesting ideas there, i would suggest everyone to go and read it.
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On October 28 2008 05:34 Misrah wrote:Show nested quote +On October 28 2008 04:28 Dromar wrote:I haven't read all 4 pages because I don't have the time right now, but I have a couple things to say. I've been toying with the idea of non-standard ZvT builds myself, and I think we're both on the same track: less hide-and-whore, more map control/aggression early game. The thing is, the 3hatch muta build is designed to whore drones already, which you're claiming you can do better by stopping his first "force sunks" push with lings. The thing is, every 2 lings you make could have been a drone. If you build 3 sunks, you've lost 3 drones, and kept yourself safe. If you stop that first push with lings, you're going to need to use quite a bit of larva (like say 9 or 10 for 18/20 lings), so you'll actually have less drones, and in exchange you'll get to kill his first push (making his defenses more vulnerable as you get aggressive in midgame), and also map control. Anyways, I guess what I'm saying is that using all that larva for lings to take out his first push isn't enough IMO, unless you also take advantage of your map control. Make that 4th hatch at a third base, preferably a nat so you can have a more secure 4th whenever you want it. regarding a blog I wrote about a non-standard ZvT idea I had (though it's since been modified), see this blog post of mine. Sorry i didn't see your question right away, about the lings taking a larvae- yes they do. So i decided to make a fourth hatch (before gas). With the extra hatch i can have the extra larvae i need to make ling/hydra here and there early game, and still stay strong economically. My teck speed suffers a bit from this, but other than that- nothing else. Ok just finished reading the blog- interesting getting the 3rd expo. if that is a solid idea perhaps it should be incorporated into this build. You have a lot of interesting ideas there, i would suggest everyone to go and read it.
Again, reps please. Assuming you get den, evo +1, and dual hydra ups with ling speed, that is 300+100+150 right there, which means you need to be on gas for at least 90 seconds to begin your research, plus about 45 more seconds to get the 75-100 gas assuming constant 3:1 ling/hydra ratio.
Then 100 gas for lair, which takes 120 seconds.
Then it would take 60 more seconds for all that tech to finish, during which you would start queen's nest (another 150 gas) and queen (100 gas each). Which is another 30 seconds.
In total you'd need 3 minutes for all of this if you started lair before hydra tech, in which case T would contain you with bunkers. If you started hydra tech before lair, your queens would be late.
So all in all, T either contains or has a 4-5 minute timing window in which to prepare his all-in attack on your base. In 4 minutes, assumign T is on 2 bases, it can mass up 2 tanks, siege, and about 3-4 groups of marine and medic and simply plug you up and kill you with that massive ranged DPS output.
I simply don't understand how you could win without gross army mismanagement by the T. You have no idea how much hydraling MMF+tank can slaughter, upped or not upped.
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Oh, and medic takes 30 seconds to build. So if T averages 4 rax production during this period he can get about 8 medics and 30 MMF + 2 tanks off the 2fac.
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Here's my attempt at executing the build detailed in the thread Zerg on Coke. I started off with a 9 pool and then transitioned into upgraded hydraling+queens. This was my first time doing this build so I made several errors, but I think I could have expanded more and gotten have (and +1 melee) sooner. I was so used to getting carapace first that I accidentally clicked carapace instead of missiles, but I don't think it affected me much. In terms of hydraling ratio, I had almost no lings, so next time I will need to add hatcheries to keep down my money and make more lings to support the hydras. I should have infested his first CC too XD. Keep in mind that this game was at D level on my smurf and it was my first attempt, but hopefully I can get some comments from these games on what else needs to be done and also show that it is very viable. Thanks Misrah for making this build, I plan to test this a lot more soon!
Replay: http://www.savefile.com/files/1862137
I especially liked fending off the enemy army with slow lings (I thought I was going to die because of lack of speed) and giving up no map control the entire game! As a result I could have expanded so much more than I did, but I was just so unused to that feeling. Although it won't be as easy against a better player, and if people start recognizing the build they may be able to counter it better with more harrass and better unit combos, etc, I really enjoy this build so far (and I've only used it once!)!
Edit: Ahhh, I just realized I only beat his early game push because he forgot to heal with medics... I must have done something wrong then, what do you think Misrah? Or was it just because I 9 pooled + bad economy and he 2 raxed rush which is more early than the 1 rax expand timing push? I think I also got my first gas a bit too early.
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On October 28 2008 07:24 t_co wrote:Show nested quote +On October 28 2008 05:34 Misrah wrote:On October 28 2008 04:28 Dromar wrote:I haven't read all 4 pages because I don't have the time right now, but I have a couple things to say. I've been toying with the idea of non-standard ZvT builds myself, and I think we're both on the same track: less hide-and-whore, more map control/aggression early game. The thing is, the 3hatch muta build is designed to whore drones already, which you're claiming you can do better by stopping his first "force sunks" push with lings. The thing is, every 2 lings you make could have been a drone. If you build 3 sunks, you've lost 3 drones, and kept yourself safe. If you stop that first push with lings, you're going to need to use quite a bit of larva (like say 9 or 10 for 18/20 lings), so you'll actually have less drones, and in exchange you'll get to kill his first push (making his defenses more vulnerable as you get aggressive in midgame), and also map control. Anyways, I guess what I'm saying is that using all that larva for lings to take out his first push isn't enough IMO, unless you also take advantage of your map control. Make that 4th hatch at a third base, preferably a nat so you can have a more secure 4th whenever you want it. regarding a blog I wrote about a non-standard ZvT idea I had (though it's since been modified), see this blog post of mine. Sorry i didn't see your question right away, about the lings taking a larvae- yes they do. So i decided to make a fourth hatch (before gas). With the extra hatch i can have the extra larvae i need to make ling/hydra here and there early game, and still stay strong economically. My teck speed suffers a bit from this, but other than that- nothing else. Ok just finished reading the blog- interesting getting the 3rd expo. if that is a solid idea perhaps it should be incorporated into this build. You have a lot of interesting ideas there, i would suggest everyone to go and read it. Again, reps please. Assuming you get den, evo +1, and dual hydra ups with ling speed, that is 300+100+150 right there, which means you need to be on gas for at least 90 seconds to begin your research, plus about 45 more seconds to get the 75-100 gas assuming constant 3:1 ling/hydra ratio. Then 100 gas for lair, which takes 120 seconds. Then it would take 60 more seconds for all that tech to finish, during which you would start queen's nest (another 150 gas) and queen (100 gas each). Which is another 30 seconds. In total you'd need 3 minutes for all of this if you started lair before hydra tech, in which case T would contain you with bunkers. If you started hydra tech before lair, your queens would be late. So all in all, T either contains or has a 4-5 minute timing window in which to prepare his all-in attack on your base. In 4 minutes, assumign T is on 2 bases, it can mass up 2 tanks, siege, and about 3-4 groups of marine and medic and simply plug you up and kill you with that massive ranged DPS output. I simply don't understand how you could win without gross army mismanagement by the T. You have no idea how much hydraling MMF+tank can slaughter, upped or not upped.
Ok well for starters- i should give the Bo of this build (again). I really really wish i had my reps, but as i have said before my computer is blown up- i will be getting it back soon. Once again i aplogize to everyone. 
12hatch 11pool 13hatch 16-18hatch 18gass -Gas pop, throw down evo *first 100 gas to +1 missle (Start second gass at around the same time for standard 3 hatch muta) **make extra hatcheries at any point in this BO when you have the income and have scouted terran** *next 100 gas lair *next 50 den *next 100 ling speed *next 150 hydra range When lair pops throw down Queens nest Get Hydra speed after range 2nd evo chamber sometime before queen nest completes When Queen nest pops- start ensnare and build a queen ***all extra gas goes towards hydra
So t_co please explain to me where terran has a 4-5 min timing window.
t_co you seem so intent on coming up with some crazy all in strat that is going to try and break this build. Any INTELLIGENT zerg will scout this all in attempt and of course change their play. How can you bunker me in my nat? I'm building more lings and hydra early game. If i need to i can stop producing drones and mass pure ling or hydra for a short period to stop any type of bunker wall in terran could try. t_co this build is just a bit slower than 3 hatch muta. I don't see terran running around bunkering and walling off zerg nats when zerg is going muta. With this build I have a ground force faster than muta- that can easily handle any sort of early game foolishness by T. Frankly i don't understand where you are coming from. Every build has a weakness, it is good players that SCOUT and ADAPT INGAME to what they see. If i see a terran going for a sparkys rush and I'm going 3 hatch muta- I'm going to delay muta and make a sunken forest to stop him. Same can be said for this strat.
On October 28 2008 07:26 t_co wrote: Oh, and medic takes 30 seconds to build. So if T averages 4 rax production during this period he can get about 8 medics and 30 MMF + 2 tanks off the 2fac.
This comment makes completely no sense- are you trying to tell me that T has 4rax and 2fact right off the get go? Listen t_co it will also take time for terran to make these buildings- and get the teck. You forgot to add that into your equation. @ Superiorwolf
Well i cannot watch your rep- because sadly my college computers do not have SC loaded on them. Youtube is all i have right now But anyway, the 9pool. Personaly (although i have not tried this yet) i would think that economically this build would hurt your mass too much. Not to mention it would greatly slow down your already slow teck. So IMO i don't think that a 9pool opener to Cocaine style is a good idea, unless you can do significant damage with your lings. But with any 9pool to whatever BO that is always the case lol.
Anyway glad you liked the build- I'm interested to hear your thoughts and experiences.
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United States17042 Posts
as a response to t_co and the op:
I suppose that you could in fact wall in zerg. The timing is in fact about the same as your 3 hat muta. The difference is that with 3 hat muta, you force T to remain at his base because of the threat of harass. I believe that there will be a small timing window for T to hit where you don't have any queens, right before your fourth hatch pops, that T can use to wall you in//build bunkers right in front of your natural. Thinking if that's true, then T should be able to use like 4 bunkers to keep you stuck inside your base, and then expand. Those are some pretty high level thoughts though, And i think that the solution would be scouting, just like you need the whole entire game of sc.
Thinking about it a little more, basically T is going to become stationary right in front of your base. If you let that happen, then you clearly failed to defeat the large ball, and you are in massive trouble.
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On October 28 2008 07:24 t_co wrote:Show nested quote +On October 28 2008 05:34 Misrah wrote:On October 28 2008 04:28 Dromar wrote:I haven't read all 4 pages because I don't have the time right now, but I have a couple things to say. I've been toying with the idea of non-standard ZvT builds myself, and I think we're both on the same track: less hide-and-whore, more map control/aggression early game. The thing is, the 3hatch muta build is designed to whore drones already, which you're claiming you can do better by stopping his first "force sunks" push with lings. The thing is, every 2 lings you make could have been a drone. If you build 3 sunks, you've lost 3 drones, and kept yourself safe. If you stop that first push with lings, you're going to need to use quite a bit of larva (like say 9 or 10 for 18/20 lings), so you'll actually have less drones, and in exchange you'll get to kill his first push (making his defenses more vulnerable as you get aggressive in midgame), and also map control. Anyways, I guess what I'm saying is that using all that larva for lings to take out his first push isn't enough IMO, unless you also take advantage of your map control. Make that 4th hatch at a third base, preferably a nat so you can have a more secure 4th whenever you want it. regarding a blog I wrote about a non-standard ZvT idea I had (though it's since been modified), see this blog post of mine. Sorry i didn't see your question right away, about the lings taking a larvae- yes they do. So i decided to make a fourth hatch (before gas). With the extra hatch i can have the extra larvae i need to make ling/hydra here and there early game, and still stay strong economically. My teck speed suffers a bit from this, but other than that- nothing else. Ok just finished reading the blog- interesting getting the 3rd expo. if that is a solid idea perhaps it should be incorporated into this build. You have a lot of interesting ideas there, i would suggest everyone to go and read it. Again, reps please. Assuming you get den, evo +1, and dual hydra ups with ling speed, that is 300+100+150 right there, which means you need to be on gas for at least 90 seconds to begin your research, plus about 45 more seconds to get the 75-100 gas assuming constant 3:1 ling/hydra ratio. Then 100 gas for lair, which takes 120 seconds. Then it would take 60 more seconds for all that tech to finish, during which you would start queen's nest (another 150 gas) and queen (100 gas each). Which is another 30 seconds. In total you'd need 3 minutes for all of this if you started lair before hydra tech, in which case T would contain you with bunkers. If you started hydra tech before lair, your queens would be late. So all in all, T either contains or has a 4-5 minute timing window in which to prepare his all-in attack on your base. In 4 minutes, assumign T is on 2 bases, it can mass up 2 tanks, siege, and about 3-4 groups of marine and medic and simply plug you up and kill you with that massive ranged DPS output. I simply don't understand how you could win without gross army mismanagement by the T. You have no idea how much hydraling MMF+tank can slaughter, upped or not upped. I think you are overestimating the effectiveness of mnm against 4hatch hydra ling in smaller numbers. One of the big strengths of this build is to be able to crush that little group of like 12-15 marines and 4-5 medics. With good flanking you can fight that off no problem witht the sheer amount of production this build has. I think you are assuming this build has very little strength before all the upgrades are done, but really you can put up a pretty damn good fight against the T's first push with just hydra speed upgraded and slow lings. Unless the T went something ridiculous like 5 rax before fact, he'll have trouble putting out an army that can beat yours.
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On October 28 2008 09:31 waterGHOSTCLAWdragon wrote: as a response to t_co and the op:
I suppose that you could in fact wall in zerg. The timing is in fact about the same as your 3 hat muta. The difference is that with 3 hat muta, you force T to remain at his base because of the threat of harass. I believe that there will be a small timing window for T to hit where you don't have any queens, right before your fourth hatch pops, that T can use to wall you in//build bunkers right in front of your natural. Thinking if that's true, then T should be able to use like 4 bunkers to keep you stuck inside your base, and then expand. Those are some pretty high level thoughts though, And i think that the solution would be scouting, just like you need the whole entire game of sc.
Thinking about it a little more, basically T is going to become stationary right in front of your base. If you let that happen, then you clearly failed to defeat the large ball, and you are in massive trouble.
If you start your 4th hatch at 16-18 I can tell you that it is going to finish before t is going to be able to do anything. Really when you play this build that 4th hatch pops around 50-75% lair completion. At that point in the game, terran would have to be going ALL IN CRAZYNESS (and you don't scout) for something insane to happen. that is what i always thought at least- i could be dead wrong of course.
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How about Terran go MediBat/Vult+mine for map control while expanding himself? No reason for the Terran to expose himself by moving to bad locations when can just hold the various chokes on the map on his side while whoring CC up. If you try to flank harder than your slowlords, you gets mined and lose army.
Zerglings are really non-issues against mixed medic and firebats, ensnare or no ensnare. Ensnare don't effect medic heal rates, so unless you have massive amounts of hydra, it won't kill a ball and marines would be shooting back too. Hell, firebat-medic can actually flame hydras to death if ensnare is not done. With critical mass of bats, which is only 2~3 build cycles on Barracks, the battle is reduced to ensnared marine medic vs hydra, a battle which hydra loses still.
The terran can probably just bunker his nat and grab an extra main and some. Once they grab enough gas they could go hard bat-tank with some vessels. ------------------- Against fantasy, without the muta threat, the Terran can just go TvP mech with mass vul tank, except zerglings die super fast against vuls while hydra die even faster than dragoons. Sure, it has no mobility but slow push into a killing blow still works. Ensnare is of course, useless against sieged tanks, and brooding still expensive energy wise and might not save you before you die.
Mix in a few goliath/wraith/valk to snipe queens and overlords while mining everywhere would slowdown the zerg player just like how it slows down protoss. (and protoss detectors are at least harder to kill)
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