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I couldn't find this in any guides or using search, so ill ask here, if its somewhere please redirect me and close the thread.
Depending on upgrades when do lings > zeals? if ever?
eg. speed lings > non-speed zeals - can pick zeals off Do even upgrades (2 attack for p and 2 carapace for z) mean lings>zeal? or is it dependent on positioning in that case?
I know this is kinda general, but any advice would be nice for the whole lings vs zeals topic.
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Late game when lings have speed + adrenal they are far more efficient than zealots. If zealots have one more attack upgrade than zerglings have armor, they can 2hit instead of 3 hit lings.
Speed lings obviously have the advantage over small groups of slow lots since they have the ability to mass up and surround.
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On July 03 2009 01:24 fusionsdf wrote: Late game when lings have speed + adrenal they are far more efficient than zealots. If zealots have one more attack upgrade than zerglings have armor, they can 2hit instead of 3 hit lings.
Speed lings obviously have the advantage over small groups of slow lots since they have the ability to mass up and surround.
pretty much says it all
before attack speed upgrade its all about the attack upgrade for toss and the armor for zerg.
zergs need to have that +1 armor other wise your lings will melt 33% faster. 33% extra time also means more hits, more damage and is very big when comibing it with attack speed upgrade.
also if you plauge zelots zerglings tear through shields like a hot knife through butter.
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It's also the ratio - 4 zerglings for 1 zealot on open ground with proper micro.
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IMO they generally don't. That's why zealots are always used so heavily in PvZ until the zerg gets lurkers out, which are their biggest counter to zealots. When you have speed and crack upgraded and the numbers to back it up, sure they will rip through zealots just like any other ground unit, but I still wouldn't call them a counter. It all comes down to numbers, micro, positioning, upgrades and flanking from both players.
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On July 03 2009 01:30 DownMaxX wrote: IMO they generally don't. That's why zealots are always used so heavily in PvZ until the zerg gets lurkers out, which are their biggest counter to zealots. When you have speed and crack upgraded and the numbers to back it up, sure they will rip through zealots just like any other ground unit, but I still wouldn't call them a counter. It all comes down to numbers, micro, positioning, upgrades and flanking from both players. cracklings are definitely a counter to zealots, money for money, build time for build time, they tear through zealots like you wouldnt believe. a pair of cracklings do more dps than any single unit in the game outside of nuke. This is why crackling doom drops raze bases so damn fast.
The reason you dont see players just going mass cracklings is because of archons, reavers and storm which pretty much every protoss will have by that point. If some protoss is dumb enough to go pure zealot late game feel free to counter with mass cracklings :D
In fact, before bisu, the crackling>zealot imbalance was most often cited as being the reason for 'pvz imbalance'
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Cracklings are definitely a counter, but generic lings really aren't. Zeals > lings is probably a large part of why getting lair tech is rushed to in most zvp games. Speedzeals are also > than Hydras in close to equal numbers.
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One more thing. If you bring just 2 probes with a 10+ zeal force, zeals kill in 2 hits instead of three. Think of it being a pseudo attack upgrade. So keep that in mind when you're trying to surround and kill a early game small-zeal army. If they've brought probes, it's a lot harder than you've been lead to believe.
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On July 03 2009 01:30 Nevuk wrote: It's also the ratio - 4 zerglings for 1 zealot on open ground with proper micro.
ratio isnt set in stone, if i recall 6 zerglings vs 2 zelots with no upgrades is more about micro to get into position. cause 6 lings get a good surround on 1 zelot.
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The answer to your question isn't so simple. It's more of a situational thing really.
Some factors to put into consideration: - Ratio (3 lings > 1 zealot; 2 lings < 1 zealot; etc [in most situations early game]) - Micro (this can change the outcome of a lingzeal battle completely; the zerg will want to flank while the protoss will try to avoid that; ling speed is useful) - Terrain (Flanks are easier to do in an open space; zealots have the advantage in tight spaces as they have to face less lings at a time) - Upgrades (equal protoss attack with zerg carapace = zeal kills ling in 3 hits; +1 protoss attack advantage = zeal kills ling in 2 hits; adrenaline of course is really useful)
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If Zerg has equal Carapace to Toss (lings takes 6 zealot stabs), it takes 4 ling in a surround to take out 1 zealot. With proper micro, the zerg shouldn't lose even 1 ling. After Adrenal upgrade, you only need 3 lings.
The best position is always a surround. For example, if protoss has his zeals in a ball, you need less lings to take out his zealots because the zealots trapped in the middle can't attack, vs a toss with his zealots spread out in a ling, you need lots more lings.
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Things needed:
- proper numbers - surround - the same armor and melee as he has
you will pwn
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Sorry for not replying, got a little bit busy, but thanks a ton for replies they will help my ZvP a lot i think.
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if lings have speed and the upgrades are similar 3ling=1zea if zea are leading with attack over Z armor by at least 1 then 4ling=1zea when adrenal is up 2.5ling=1zea
that's all you need to know, micro doesn't really matter, just don't send your units in a line.
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Speed, surround, carapace, adrenal. Once you have adrenal, pump those buggers out like M4 Shermans and they will destroy everything in 2009.
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1 ling < 1 zealot in all cases
XD
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- If Zerg and Protoss have equal upgrades, they cancel out. 1-2 zerglings against 2-1 zealots is the same as 0-0 zerglings against 0-0 zealots. - With simple micro, early game 3 zerglings > 1 zealot - With Zling speed, even if you are outnumbered you can surround and pick off zealots that are farther from the group then run away with little to no casualties. - 3-3 cracklings rape zealots lategame without archon/goon/ht support
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On July 03 2009 07:46 EchOne wrote: Speed, surround, carapace, adrenal. Once you have adrenal, pump those buggers out like M4 Shermans and they will destroy everything in 2009. And yeah a ssomeone said earlier they do the most DPS in the game which is annoying since like 8 can tear down a base in minutes T_T
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Cracklings are obviously much better than lings without adrenal.
But then again archons with a +3 1-hit lings regardless of the lings armor and dt's with a +1 1-hit drones with a +1 regardless of armor.
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On July 03 2009 01:28 StorZerg wrote:Show nested quote +On July 03 2009 01:24 fusionsdf wrote: Late game when lings have speed + adrenal they are far more efficient than zealots. If zealots have one more attack upgrade than zerglings have armor, they can 2hit instead of 3 hit lings.
Speed lings obviously have the advantage over small groups of slow lots since they have the ability to mass up and surround. pretty much says it all before attack speed upgrade its all about the attack upgrade for toss and the armor for zerg. zergs need to have that +1 armor other wise your lings will melt 33% faster. 33% extra time also means more hits, more damage and is very big when comibing it with attack speed upgrade. also if you plauge zelots zerglings tear through shields like a hot knife through butter.
50%. 6 hits = 3 dead lings vs 2 dead lings. 50% more dead. 50% faster.
But beyond that, numbers.. Zealots rock in chokes or when they effectively form their own chokes because there are so many of them..
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On July 03 2009 09:28 arb wrote:Show nested quote +On July 03 2009 07:46 EchOne wrote: Speed, surround, carapace, adrenal. Once you have adrenal, pump those buggers out like M4 Shermans and they will destroy everything in 2009. And yeah a ssomeone said earlier they do the most DPS in the game which is annoying since like 8 can tear down a base in minutes T_T what
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Mystlord
United States10264 Posts
On July 03 2009 09:56 Grobyc wrote:Show nested quote +On July 03 2009 09:28 arb wrote:On July 03 2009 07:46 EchOne wrote: Speed, surround, carapace, adrenal. Once you have adrenal, pump those buggers out like M4 Shermans and they will destroy everything in 2009. And yeah a ssomeone said earlier they do the most DPS in the game which is annoying since like 8 can tear down a base in minutes T_T what I'm betting that 8 cracklings can tear down a base in minutes if nothing stops them.
Lings vs. Zealots is always dependent on positioning. Since the common build nowadays is the 5 Hatch Hydras into Mutas, you won't see lings at all during the midgame. Even in the early late game they're not the best because you're still 1 armor upgrade down against the Protoss's attack.
Unless you're EffOrt of course, then you go mutaling and pwn. But to go lings midgame, you need the carapace upgrade. Zerglings then do fairly well against Zealots, and they pwn more after you get crack.
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I dunno cracklings attack ridiculously fast. If it's not 4 times a second then 3 times a second is easily plausible.
A drop of 16 cracklings left in a protoss main unhindered renders it to shreds in roughly 2 minutes.
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On July 03 2009 10:42 Mystlord wrote:Show nested quote +On July 03 2009 09:56 Grobyc wrote:On July 03 2009 09:28 arb wrote:On July 03 2009 07:46 EchOne wrote: Speed, surround, carapace, adrenal. Once you have adrenal, pump those buggers out like M4 Shermans and they will destroy everything in 2009. And yeah a ssomeone said earlier they do the most DPS in the game which is annoying since like 8 can tear down a base in minutes T_T what I'm betting that 8 cracklings can tear down a base in minutes if nothing stops them. orly?
I thought he meant take out a base as in an expo(nexus and a pylon or two), in which would take place in seconds. I thought he had a typo
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lol i vaguely remember a PL/WL match with the observer showing by.hero's cracklings clawing at bisu's expo nex, panning to the main battle, then turning back showing the exploding remains =ppp
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what about 1 crackling, 3, 3 versus 1 slowlot, 0 0 ?
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They counter them when you are Jaedong 1 ling = 3 zealots
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On July 03 2009 21:59 sythax wrote: what about 1 crackling, 3, 3 versus 1 slowlot, 0 0 ?
I have a feeling 2 3-3 cracklings can beat 1slowlot 0-0. I don't think 1 is quite enough. Cracklings are really good though late game vs zeals. And don't even get me started on cracklings with defiler.
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A 0-0 slowlot inflicts 10 damage to a 3-3 cracklings every 22 frames. He requires 88 frames to kill the 3-3 crackling. The 3-3 crackling inflicts 8 damage to the 0-0 slowlot every 6 frames. This damage is reduced by 1 when vs the zealot's 1 armor. The shields are destroyed in 48 frames. the hitpoints are destroyed in 90. 0-0 slow indeed defeats 3-3 crackling one on one. He's left with approximately 40 hitpoints, though.
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On July 03 2009 07:48 FaTe)SoL wrote: 1 ling < 1 zealot in all cases
XD
not in all cases. 1 crackling > 1 Plague'd Zealot haha
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I'm curious, how much does armor matter against lings? I've recently started to convert into more +1 armor as opposed to +1 attack builds due to the prevalence of mass hydras and early +1 carapace.
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On July 04 2009 05:01 Nevuk wrote: I'm curious, how much does armor matter against lings? I've recently started to convert into more +1 armor as opposed to +1 attack builds due to the prevalence of mass hydras and early +1 carapace.
+1 attack is way better than +1 armor. Armor is only 50% as good for zealots since they have shields too.
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in the sc booklet it says that zerglings are the counter for archons lol
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On July 04 2009 05:01 Nevuk wrote: I'm curious, how much does armor matter against lings? I've recently started to convert into more +1 armor as opposed to +1 attack builds due to the prevalence of mass hydras and early +1 carapace.
If Z does the build right he wont have +1 carapace that early since he will get +1 range attack with his first evolution chamber.
On July 04 2009 06:16 CharlieMurphy wrote: in the sc booklet it says that zerglings are the counter for archons lol
wtf ^^
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Zerglings rape my archons if i don't have any zeals to soak up damage.
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On July 04 2009 06:16 CharlieMurphy wrote: in the sc booklet it says that zerglings are the counter for archons lol
At first i was like lolwat, but then...
In situations where there are small amounts of archons in wide open spaces with good ling surround micro this is true.
archons cost 100 minerals/300 gas. 400 minerals worth of lings would tear down an archon.
So... lings do counter archons, but archons with a composition of other units in a mass counter lings.
lings counter every protoss ground unit cost wise.
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On July 04 2009 08:34 stroggos wrote:Show nested quote +On July 04 2009 06:16 CharlieMurphy wrote: in the sc booklet it says that zerglings are the counter for archons lol At first i was like lolwat, but then... In situations where there are small amounts of archons in wide open spaces with good ling surround micro this is true. archons cost 100 minerals/300 gas. 400 minerals worth of lings would tear down an archon. So... lings do counter archons, but archons with a composition of other units in a mass counter lings. lings counter every protoss ground unit cost wise.
That's why you use zealots as shields ^^
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