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On May 05 2010 08:41 peckham33 wrote:how about zerglings do more damage  . there, problem solved
Yeah! And also give them speed as soon as game starts and the "wing" upgrade shall allow them to cliffhop! xD
Oh yeah, beef HP to 50 each and 5dmg but with adrenal glands already researched from start!
NOW THAT WOULD BE AWEsOME!!!
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On May 05 2010 07:44 travis wrote: Queen moves so slow off creep it puts so much more focus on defense early for zerg imo.
Also, these easy perfect wallins are gay. Zerglings do way too little damage to the walls, it's really pretty dumb. If zerglings did more damage it would be ok but they don't.
I don't mind though. Not particularily big complains. I don't really feel disadvantaged, just constrained.
That's the reason why creep tumors early are so important. Also, parking units behind a single-gap wallin is not doing anything except stop free probe kills for lings. I don't think the game is balanced around the idea that each ling is entitled to a small number of probe kills per game based on it's speed. It's a highly effective containment and scout-denying unit and it can still punish the enemy if they decide at any point to vacate their gap.
I don't think Zerg are constrained in the least. If Zerg are frustrated because they feel too compelled to play a macro game, they should give another race a try for a while. T and P both feel very much compelled to be hyper-agressive to stop that zerg macro. Play on that end of the spectrum for a bit and you'll realize just how much of a blessing it is to be encouraged to macro instead of hope for X amount of drone kills just to break even.
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On May 05 2010 09:40 WorkersOfTheWorld wrote:Show nested quote +On May 05 2010 07:44 travis wrote: Queen moves so slow off creep it puts so much more focus on defense early for zerg imo.
Also, these easy perfect wallins are gay. Zerglings do way too little damage to the walls, it's really pretty dumb. If zerglings did more damage it would be ok but they don't.
I don't mind though. Not particularily big complains. I don't really feel disadvantaged, just constrained. That's the reason why creep tumors early are so important. Also, parking units behind a single-gap wallin is not doing anything except stop free probe kills for lings. I don't think the game is balanced around the idea that each ling is entitled to a small number of probe kills per game based on it's speed. It's a highly effective containment and scout-denying unit and it can still punish the enemy if they decide at any point to vacate their gap. I don't think Zerg are constrained in the least. If Zerg are frustrated because they feel too compelled to play a macro game, they should give another race a try for a while. T and P both feel very much compelled to be hyper-agressive to stop that zerg macro. Play on that end of the spectrum for a bit and you'll realize just how much of a blessing it is to be encouraged to macro instead of hope for X amount of drone kills just to break even.
This isn't even true though, the other races aren't compelled to do ridiculous harassment. all you have to do is threaten pushes, even if a terran player builds MMM before expanding they can still easily contain the Z, expo, and MULE their way back into the econ game. FE is completely viable as protoss as well, so really, Z is the only race being restricted here.
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I honestly think they're saving like a tier1/2 lurker or long-range unit for the next expansion -_-
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On May 05 2010 09:51 Wr3k wrote:Show nested quote +On May 05 2010 09:40 WorkersOfTheWorld wrote:On May 05 2010 07:44 travis wrote: Queen moves so slow off creep it puts so much more focus on defense early for zerg imo.
Also, these easy perfect wallins are gay. Zerglings do way too little damage to the walls, it's really pretty dumb. If zerglings did more damage it would be ok but they don't.
I don't mind though. Not particularily big complains. I don't really feel disadvantaged, just constrained. That's the reason why creep tumors early are so important. Also, parking units behind a single-gap wallin is not doing anything except stop free probe kills for lings. I don't think the game is balanced around the idea that each ling is entitled to a small number of probe kills per game based on it's speed. It's a highly effective containment and scout-denying unit and it can still punish the enemy if they decide at any point to vacate their gap. I don't think Zerg are constrained in the least. If Zerg are frustrated because they feel too compelled to play a macro game, they should give another race a try for a while. T and P both feel very much compelled to be hyper-agressive to stop that zerg macro. Play on that end of the spectrum for a bit and you'll realize just how much of a blessing it is to be encouraged to macro instead of hope for X amount of drone kills just to break even. This isn't even true though, the other races aren't compelled to do ridiculous harassment. all you have to do is threaten pushes, even if a terran player builds MMM before expanding they can still easily contain the Z, expo, and MULE their way back into the econ game. FE is completely viable as protoss as well, so really, Z is the only race being restricted here.
That's completely false. If you FE as zerg and you're intelligent enough to have units in the field, you don't just waste resources on a "threat" unless the opponent has actually expended a lot of early resources on combat units. Say your opponent has two zealots and a sentry and is teching hard, or say he built an expo of his own? You're free to drone up and even take another expansion if you want. Just because he built a few more gateways or rax doesn't mean your expo is in imminent danger, and if you're completely unaware of what your opponent is doing: move your overlords and lings around until you do know something. If he's sitting inside his ramp behind a semi-wall, he's not threatening anything unless he's in the adjacent base and a mere bunny-hop away from attacking you (which is only possible on a small number of maps, where you probably shouldn't FE anyhow).
FE is viable for toss, on some maps, but not even close to the degree that it is as zerg. Zerg alone can FE and then immidiatly use the expansion for increased unit poroduction rather than drones. MULEs do make up a lot for terran being a base behind, but the effect is over time. T isn't going to run you over immidiately with a huge production lead as soon as they drop a mule. Honestly, Z has the most flexibility of any race right now in terms of their choices between early agression, containment, and macro in all of their matches. They are most often in control of the map, and dictate the pace and tech of the game (with some exceptions). If you wonder why so many competetive players in korea choose zerg, this is why.
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Banelings vs toss works. That is the early agression. I have not lost any games vs a teching toss with the baneling build i have posted earlier in this thread and i am currently rank 9 platinum pushing 1500 after only having the game for a week ie I cant be that good yet my record vs toss is very strong. I don't know why this thread continues. If toss 2 gates you have roaches for early agression.
Vs terran, the build is not as effective yet still viable.
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On May 05 2010 09:40 WorkersOfTheWorld wrote:Show nested quote +On May 05 2010 07:44 travis wrote: Queen moves so slow off creep it puts so much more focus on defense early for zerg imo.
Also, these easy perfect wallins are gay. Zerglings do way too little damage to the walls, it's really pretty dumb. If zerglings did more damage it would be ok but they don't.
I don't mind though. Not particularily big complains. I don't really feel disadvantaged, just constrained. That's the reason why creep tumors early are so important. Also, parking units behind a single-gap wallin is not doing anything except stop free probe kills for lings. I don't think the game is balanced around the idea that each ling is entitled to a small number of probe kills per game based on it's speed. It's a highly effective containment and scout-denying unit and it can still punish the enemy if they decide at any point to vacate their gap. I don't think Zerg are constrained in the least. If Zerg are frustrated because they feel too compelled to play a macro game, they should give another race a try for a while. T and P both feel very much compelled to be hyper-agressive to stop that zerg macro. Play on that end of the spectrum for a bit and you'll realize just how much of a blessing it is to be encouraged to macro instead of hope for X amount of drone kills just to break even.
You respond to me like I am complaining.
Anyways, if you think zerg can play strong 1base like terran or protoss u have to be joking.
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On May 05 2010 10:00 WorkersOfTheWorld wrote:Show nested quote +On May 05 2010 09:51 Wr3k wrote:On May 05 2010 09:40 WorkersOfTheWorld wrote:On May 05 2010 07:44 travis wrote: Queen moves so slow off creep it puts so much more focus on defense early for zerg imo.
Also, these easy perfect wallins are gay. Zerglings do way too little damage to the walls, it's really pretty dumb. If zerglings did more damage it would be ok but they don't.
I don't mind though. Not particularily big complains. I don't really feel disadvantaged, just constrained. That's the reason why creep tumors early are so important. Also, parking units behind a single-gap wallin is not doing anything except stop free probe kills for lings. I don't think the game is balanced around the idea that each ling is entitled to a small number of probe kills per game based on it's speed. It's a highly effective containment and scout-denying unit and it can still punish the enemy if they decide at any point to vacate their gap. I don't think Zerg are constrained in the least. If Zerg are frustrated because they feel too compelled to play a macro game, they should give another race a try for a while. T and P both feel very much compelled to be hyper-agressive to stop that zerg macro. Play on that end of the spectrum for a bit and you'll realize just how much of a blessing it is to be encouraged to macro instead of hope for X amount of drone kills just to break even. This isn't even true though, the other races aren't compelled to do ridiculous harassment. all you have to do is threaten pushes, even if a terran player builds MMM before expanding they can still easily contain the Z, expo, and MULE their way back into the econ game. FE is completely viable as protoss as well, so really, Z is the only race being restricted here. That's completely false. If you FE as zerg and you're intelligent enough to have units in the field, you don't just waste resources on a "threat" unless the opponent has actually expended a lot of early resources on combat units. Say your opponent has two zealots and a sentry and is teching hard, or say he built an expo of his own? You're free to drone up and even take another expansion if you want. Just because he built a few more gateways or rax doesn't mean your expo is in imminent danger, and if you're completely unaware of what your opponent is doing: move your overlords and lings around until you do know something. If he's sitting inside his ramp behind a semi-wall, he's not threatening anything unless he's in the adjacent base and a mere bunny-hop away from attacking you (which is only possible on a small number of maps, where you probably shouldn't FE anyhow). FE is viable for toss, on some maps, but not even close to the degree that it is as zerg. Zerg alone can FE and then immidiatly use the expansion for increased unit poroduction rather than drones. MULEs do make up a lot for terran being a base behind, but the effect is over time. T isn't going to run you over immidiately with a huge production lead as soon as they drop a mule. Honestly, Z has the most flexibility of any race right now in terms of their choices between early agression, containment, and macro in all of their matches. They are most often in control of the map, and dictate the pace and tech of the game (with some exceptions). If you wonder why so many competetive players in korea choose zerg, this is why.
There is so much wrong with this post I don't even know where to get started. Zerg cannot contain and FE at the same time, nor can they successfully 1 base against T or P without going all-in. You don't get to choose between early game agression and macro because the agression is NON THREATENING. Any number of zerglings, banelings, and roaches can be dealt with in a choke point. Meanwhile T and P are teching to air/drop/superior units. This gives T and P the choices between early agression and macro. Do you really think a few lings or roaches will stop any decent terran or protoss player from expanding if they want to? No, and the reason why is that T and P have hardcounters to tier 1 zerg units, and the economic advantage of a FE build doesn't kick until later, after the zerg has built a ton of hydra+X. Any threat of containment or early agression completely disappears with hellion/banshee/immortal/void ray/forcefield in play.
You clearly don't understand the concept of threat. If a protoss player makes a zealot/sentry/stalker army, there is a threat of that army being used regardless of whether or not it is used. Putting a unit into play has a significant effect on the gameflow regardless of how the unit is used.
Since the zerg just FE'ed building units at an economic advantage is clearly a poor decision. Therefore the zerg will opt to produce spines and a skeleton force which can defend harassment while building an economic advantage. When you threaten, say a void ray rush the zerg player is forced to not only play a passive macro game due to an inferior tier 1 force which can't attack air, but they are forced to tech and produce AA to prevent the voids from completely shitting down their neck.
Knowing that 1 base play does not threaten your opponent, the only viable option is to deflect harassment until your economic advantage kicks in. Maybe I can use an analogy for you. Imagine you are playing PvT. Now, instead of marauders being a scary unit that you must either get stalker/immortal or void rays to deal with, the marauder is just a joke unit that can be held off indefinitely through usage of forcefield/building a wall. How could terran possibly react to this? Obviously the best option is to choose a macro style game and play defensively in the early game since unit heavy unit production or rushing causes absolutely no threat. Now, being in this position you can easily control the flow of the game by either safely expanding yourself, or opting to tech and harass. Now imagine marines cannot attack air, and that you have to build thors to kill air units. The only threat your opponent has left at this point is the threat of macroing like a whore.
Z can certainly abuse macro, but they pose no real early game threat, which is the the topic at hand.
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On May 05 2010 10:10 travis wrote:Show nested quote +On May 05 2010 09:40 WorkersOfTheWorld wrote:On May 05 2010 07:44 travis wrote: Queen moves so slow off creep it puts so much more focus on defense early for zerg imo.
Also, these easy perfect wallins are gay. Zerglings do way too little damage to the walls, it's really pretty dumb. If zerglings did more damage it would be ok but they don't.
I don't mind though. Not particularily big complains. I don't really feel disadvantaged, just constrained. That's the reason why creep tumors early are so important. Also, parking units behind a single-gap wallin is not doing anything except stop free probe kills for lings. I don't think the game is balanced around the idea that each ling is entitled to a small number of probe kills per game based on it's speed. It's a highly effective containment and scout-denying unit and it can still punish the enemy if they decide at any point to vacate their gap. I don't think Zerg are constrained in the least. If Zerg are frustrated because they feel too compelled to play a macro game, they should give another race a try for a while. T and P both feel very much compelled to be hyper-agressive to stop that zerg macro. Play on that end of the spectrum for a bit and you'll realize just how much of a blessing it is to be encouraged to macro instead of hope for X amount of drone kills just to break even. You respond to me like I am complaining. Anyways, if you think zerg can play strong 1base like terran or protoss u have to be joking.
I'm not suggesting either.
On May 05 2010 10:16 Wr3k wrote:Show nested quote +On May 05 2010 10:00 WorkersOfTheWorld wrote:On May 05 2010 09:51 Wr3k wrote:On May 05 2010 09:40 WorkersOfTheWorld wrote:On May 05 2010 07:44 travis wrote: Queen moves so slow off creep it puts so much more focus on defense early for zerg imo.
Also, these easy perfect wallins are gay. Zerglings do way too little damage to the walls, it's really pretty dumb. If zerglings did more damage it would be ok but they don't.
I don't mind though. Not particularily big complains. I don't really feel disadvantaged, just constrained. That's the reason why creep tumors early are so important. Also, parking units behind a single-gap wallin is not doing anything except stop free probe kills for lings. I don't think the game is balanced around the idea that each ling is entitled to a small number of probe kills per game based on it's speed. It's a highly effective containment and scout-denying unit and it can still punish the enemy if they decide at any point to vacate their gap. I don't think Zerg are constrained in the least. If Zerg are frustrated because they feel too compelled to play a macro game, they should give another race a try for a while. T and P both feel very much compelled to be hyper-agressive to stop that zerg macro. Play on that end of the spectrum for a bit and you'll realize just how much of a blessing it is to be encouraged to macro instead of hope for X amount of drone kills just to break even. This isn't even true though, the other races aren't compelled to do ridiculous harassment. all you have to do is threaten pushes, even if a terran player builds MMM before expanding they can still easily contain the Z, expo, and MULE their way back into the econ game. FE is completely viable as protoss as well, so really, Z is the only race being restricted here. That's completely false. If you FE as zerg and you're intelligent enough to have units in the field, you don't just waste resources on a "threat" unless the opponent has actually expended a lot of early resources on combat units. Say your opponent has two zealots and a sentry and is teching hard, or say he built an expo of his own? You're free to drone up and even take another expansion if you want. Just because he built a few more gateways or rax doesn't mean your expo is in imminent danger, and if you're completely unaware of what your opponent is doing: move your overlords and lings around until you do know something. If he's sitting inside his ramp behind a semi-wall, he's not threatening anything unless he's in the adjacent base and a mere bunny-hop away from attacking you (which is only possible on a small number of maps, where you probably shouldn't FE anyhow). FE is viable for toss, on some maps, but not even close to the degree that it is as zerg. Zerg alone can FE and then immidiatly use the expansion for increased unit poroduction rather than drones. MULEs do make up a lot for terran being a base behind, but the effect is over time. T isn't going to run you over immidiately with a huge production lead as soon as they drop a mule. Honestly, Z has the most flexibility of any race right now in terms of their choices between early agression, containment, and macro in all of their matches. They are most often in control of the map, and dictate the pace and tech of the game (with some exceptions). If you wonder why so many competetive players in korea choose zerg, this is why. There is so much wrong with this post I don't even know where to get started. Zerg cannot contain and FE at the same time, nor can they successfully 1 base against T or P without going all-in. You don't get to choose between early game agression and macro because the agression is NON THREATENING. Any number of zerglings, banelings, and roaches can be dealt with in a choke point. Meanwhile T and P are teching to air/drop/superior units. This gives T and P the choices between early agression and macro. Do you really think a few lings or roaches will stop any decent terran or protoss player from expanding if they want to? No, and the reason why is that T and P have hardcounters to tier 1 zerg units, and the economic advantage of a FE build doesn't kick until later, after the zerg has built a ton of hydra+X. Any threat of containment or early agression completely disappears with hellion/banshee/immortal/void ray/forcefield in play.
Believe what you like. I won't continue the fruitless debate. If you truly believe zerg to be that handicapped, i highly reccomend you play another race just to get a better understanding of the other end of your matches.
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On May 05 2010 10:17 WorkersOfTheWorld wrote:Show nested quote +On May 05 2010 10:10 travis wrote:On May 05 2010 09:40 WorkersOfTheWorld wrote:On May 05 2010 07:44 travis wrote: Queen moves so slow off creep it puts so much more focus on defense early for zerg imo.
Also, these easy perfect wallins are gay. Zerglings do way too little damage to the walls, it's really pretty dumb. If zerglings did more damage it would be ok but they don't.
I don't mind though. Not particularily big complains. I don't really feel disadvantaged, just constrained. That's the reason why creep tumors early are so important. Also, parking units behind a single-gap wallin is not doing anything except stop free probe kills for lings. I don't think the game is balanced around the idea that each ling is entitled to a small number of probe kills per game based on it's speed. It's a highly effective containment and scout-denying unit and it can still punish the enemy if they decide at any point to vacate their gap. I don't think Zerg are constrained in the least. If Zerg are frustrated because they feel too compelled to play a macro game, they should give another race a try for a while. T and P both feel very much compelled to be hyper-agressive to stop that zerg macro. Play on that end of the spectrum for a bit and you'll realize just how much of a blessing it is to be encouraged to macro instead of hope for X amount of drone kills just to break even. You respond to me like I am complaining. Anyways, if you think zerg can play strong 1base like terran or protoss u have to be joking. I'm not suggesting either. Show nested quote +On May 05 2010 10:16 Wr3k wrote:On May 05 2010 10:00 WorkersOfTheWorld wrote:On May 05 2010 09:51 Wr3k wrote:On May 05 2010 09:40 WorkersOfTheWorld wrote:On May 05 2010 07:44 travis wrote: Queen moves so slow off creep it puts so much more focus on defense early for zerg imo.
Also, these easy perfect wallins are gay. Zerglings do way too little damage to the walls, it's really pretty dumb. If zerglings did more damage it would be ok but they don't.
I don't mind though. Not particularily big complains. I don't really feel disadvantaged, just constrained. That's the reason why creep tumors early are so important. Also, parking units behind a single-gap wallin is not doing anything except stop free probe kills for lings. I don't think the game is balanced around the idea that each ling is entitled to a small number of probe kills per game based on it's speed. It's a highly effective containment and scout-denying unit and it can still punish the enemy if they decide at any point to vacate their gap. I don't think Zerg are constrained in the least. If Zerg are frustrated because they feel too compelled to play a macro game, they should give another race a try for a while. T and P both feel very much compelled to be hyper-agressive to stop that zerg macro. Play on that end of the spectrum for a bit and you'll realize just how much of a blessing it is to be encouraged to macro instead of hope for X amount of drone kills just to break even. This isn't even true though, the other races aren't compelled to do ridiculous harassment. all you have to do is threaten pushes, even if a terran player builds MMM before expanding they can still easily contain the Z, expo, and MULE their way back into the econ game. FE is completely viable as protoss as well, so really, Z is the only race being restricted here. That's completely false. If you FE as zerg and you're intelligent enough to have units in the field, you don't just waste resources on a "threat" unless the opponent has actually expended a lot of early resources on combat units. Say your opponent has two zealots and a sentry and is teching hard, or say he built an expo of his own? You're free to drone up and even take another expansion if you want. Just because he built a few more gateways or rax doesn't mean your expo is in imminent danger, and if you're completely unaware of what your opponent is doing: move your overlords and lings around until you do know something. If he's sitting inside his ramp behind a semi-wall, he's not threatening anything unless he's in the adjacent base and a mere bunny-hop away from attacking you (which is only possible on a small number of maps, where you probably shouldn't FE anyhow). FE is viable for toss, on some maps, but not even close to the degree that it is as zerg. Zerg alone can FE and then immidiatly use the expansion for increased unit poroduction rather than drones. MULEs do make up a lot for terran being a base behind, but the effect is over time. T isn't going to run you over immidiately with a huge production lead as soon as they drop a mule. Honestly, Z has the most flexibility of any race right now in terms of their choices between early agression, containment, and macro in all of their matches. They are most often in control of the map, and dictate the pace and tech of the game (with some exceptions). If you wonder why so many competetive players in korea choose zerg, this is why. There is so much wrong with this post I don't even know where to get started. Zerg cannot contain and FE at the same time, nor can they successfully 1 base against T or P without going all-in. You don't get to choose between early game agression and macro because the agression is NON THREATENING. Any number of zerglings, banelings, and roaches can be dealt with in a choke point. Meanwhile T and P are teching to air/drop/superior units. This gives T and P the choices between early agression and macro. Do you really think a few lings or roaches will stop any decent terran or protoss player from expanding if they want to? No, and the reason why is that T and P have hardcounters to tier 1 zerg units, and the economic advantage of a FE build doesn't kick until later, after the zerg has built a ton of hydra+X. Any threat of containment or early agression completely disappears with hellion/banshee/immortal/void ray/forcefield in play. Believe what you like. I won't continue the fruitless debate. If you truly believe zerg to be that handicapped, i highly reccomend you play another race just to get a better understanding of the other end of your matches.
This thread is not discussing balance. Zerg isn't handicapped or worse off than terran or protoss they are just forced into a macro game. I explained in the OP why I think this is negative for the diversity / complexity of play in SC2. Any of your beloved korean zergs would agree that the most reliable opener against T and P involves FE. Why do you think korean zergs make such heavy usage of spine crawlers?
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Heres a great thread ...
http://www.teamliquid.net/forum/viewmessage.php?topic_id=122184
showing you tons of variations of Zerg build orders, I actually decided to try Zerg recently and decided to switch to them and I find using them is really pleasureable, I act extremely aggresively with them , I love Speedlings and banelings...
Oversky build (ZvP) - Popularized by oversky early in the hellogoodbye tourney. (13p Ling pressure) - Hide Spoiler - -13pool -15gas -16queen -@100gas, ling speed + pull drones off gas -18hatch -23ov
Rally lings nearby toss choke, keep a small squad of ling further up to deny scout. @~36 ling, attack + nonstop ling production. Don't be afraid of zealot walls.
Counters: any other tech build (robo, stargate, etc), any techless gateway zealot build. Countered by: fast warpgates (2-3 warpgates), forge openings, full wall-offs.
Try this Build Order against a Protoss, I dare you, seriously I rarely lose against Protoss, even with Zealots sitting in a single file way you have so many lings you just overrun them, and usually I can somehow fit through anyway ... (I usually keep the Drones on Gas, I take a peek with earlier Lings and if I feel its gonna be tough I make banelings !)
Too many players expect you to do the standard Economic builds, so when they suddenly have like 30 Speedlings at there door they aint ready.
P.S I am Platinum , promoted from Gold and can use all the races to good effect, I got bored of using Protoss and seeing so many, and though Zerg isnt used enough, and now when I see Protoss I am happy
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ya unless your going 5-10 pool on like kulas ravean can you apply some real good pressure on the terran before he walls off.
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OK so I've been playing a bit more now and looking at specific strats especially ones that tend towards early aggression.
Once again I'm pretty inexperienced but I'm really loving sling builds. In fact, I haven't standardized my mid and end game yet but I'm finding myself going sling's against almost all opponents. Basically I use a 13 pool, 13 gas build that lets me start speed research shortly after my pool pops. Its fast enough to fend off ultra aggressive pushes (minus the 6 pool) and you are in a good position to either go baneling or lair once you get slings.
The only time I wont get sling now is if i see VR harass coming. If i scout this, I'll quickly push lair and then do slings while massing hydras.
Slings also lead naturally into an sling/bling bust build which is surprisingly effective given the number of Terran i see that use supply depots to wall off.
Against zerg that goes all in roach, sling just owns as you can hit them before they have time to mass roaches and you can use your blings to either soften up the roaches or go straight to the mineral line.
Either way, as I get more experienced (still silver but top 10 now) I'm finding that early zerg is really just about map control and then countering whatever build the contained protoss or terran goes for.
Either way, you control the map and if you've fended off a 2 gate push, reapers,
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On May 05 2010 10:37 Wr3k wrote:Show nested quote +On May 05 2010 10:17 WorkersOfTheWorld wrote:On May 05 2010 10:10 travis wrote:On May 05 2010 09:40 WorkersOfTheWorld wrote:On May 05 2010 07:44 travis wrote: Queen moves so slow off creep it puts so much more focus on defense early for zerg imo.
Also, these easy perfect wallins are gay. Zerglings do way too little damage to the walls, it's really pretty dumb. If zerglings did more damage it would be ok but they don't.
I don't mind though. Not particularily big complains. I don't really feel disadvantaged, just constrained. That's the reason why creep tumors early are so important. Also, parking units behind a single-gap wallin is not doing anything except stop free probe kills for lings. I don't think the game is balanced around the idea that each ling is entitled to a small number of probe kills per game based on it's speed. It's a highly effective containment and scout-denying unit and it can still punish the enemy if they decide at any point to vacate their gap. I don't think Zerg are constrained in the least. If Zerg are frustrated because they feel too compelled to play a macro game, they should give another race a try for a while. T and P both feel very much compelled to be hyper-agressive to stop that zerg macro. Play on that end of the spectrum for a bit and you'll realize just how much of a blessing it is to be encouraged to macro instead of hope for X amount of drone kills just to break even. You respond to me like I am complaining. Anyways, if you think zerg can play strong 1base like terran or protoss u have to be joking. I'm not suggesting either. On May 05 2010 10:16 Wr3k wrote:On May 05 2010 10:00 WorkersOfTheWorld wrote:On May 05 2010 09:51 Wr3k wrote:On May 05 2010 09:40 WorkersOfTheWorld wrote:On May 05 2010 07:44 travis wrote: Queen moves so slow off creep it puts so much more focus on defense early for zerg imo.
Also, these easy perfect wallins are gay. Zerglings do way too little damage to the walls, it's really pretty dumb. If zerglings did more damage it would be ok but they don't.
I don't mind though. Not particularily big complains. I don't really feel disadvantaged, just constrained. That's the reason why creep tumors early are so important. Also, parking units behind a single-gap wallin is not doing anything except stop free probe kills for lings. I don't think the game is balanced around the idea that each ling is entitled to a small number of probe kills per game based on it's speed. It's a highly effective containment and scout-denying unit and it can still punish the enemy if they decide at any point to vacate their gap. I don't think Zerg are constrained in the least. If Zerg are frustrated because they feel too compelled to play a macro game, they should give another race a try for a while. T and P both feel very much compelled to be hyper-agressive to stop that zerg macro. Play on that end of the spectrum for a bit and you'll realize just how much of a blessing it is to be encouraged to macro instead of hope for X amount of drone kills just to break even. This isn't even true though, the other races aren't compelled to do ridiculous harassment. all you have to do is threaten pushes, even if a terran player builds MMM before expanding they can still easily contain the Z, expo, and MULE their way back into the econ game. FE is completely viable as protoss as well, so really, Z is the only race being restricted here. That's completely false. If you FE as zerg and you're intelligent enough to have units in the field, you don't just waste resources on a "threat" unless the opponent has actually expended a lot of early resources on combat units. Say your opponent has two zealots and a sentry and is teching hard, or say he built an expo of his own? You're free to drone up and even take another expansion if you want. Just because he built a few more gateways or rax doesn't mean your expo is in imminent danger, and if you're completely unaware of what your opponent is doing: move your overlords and lings around until you do know something. If he's sitting inside his ramp behind a semi-wall, he's not threatening anything unless he's in the adjacent base and a mere bunny-hop away from attacking you (which is only possible on a small number of maps, where you probably shouldn't FE anyhow). FE is viable for toss, on some maps, but not even close to the degree that it is as zerg. Zerg alone can FE and then immidiatly use the expansion for increased unit poroduction rather than drones. MULEs do make up a lot for terran being a base behind, but the effect is over time. T isn't going to run you over immidiately with a huge production lead as soon as they drop a mule. Honestly, Z has the most flexibility of any race right now in terms of their choices between early agression, containment, and macro in all of their matches. They are most often in control of the map, and dictate the pace and tech of the game (with some exceptions). If you wonder why so many competetive players in korea choose zerg, this is why. There is so much wrong with this post I don't even know where to get started. Zerg cannot contain and FE at the same time, nor can they successfully 1 base against T or P without going all-in. You don't get to choose between early game agression and macro because the agression is NON THREATENING. Any number of zerglings, banelings, and roaches can be dealt with in a choke point. Meanwhile T and P are teching to air/drop/superior units. This gives T and P the choices between early agression and macro. Do you really think a few lings or roaches will stop any decent terran or protoss player from expanding if they want to? No, and the reason why is that T and P have hardcounters to tier 1 zerg units, and the economic advantage of a FE build doesn't kick until later, after the zerg has built a ton of hydra+X. Any threat of containment or early agression completely disappears with hellion/banshee/immortal/void ray/forcefield in play. Believe what you like. I won't continue the fruitless debate. If you truly believe zerg to be that handicapped, i highly reccomend you play another race just to get a better understanding of the other end of your matches. This thread is not discussing balance. Zerg isn't handicapped or worse off than terran or protoss they are just forced into a macro game. I explained in the OP why I think this is negative for the diversity / complexity of play in SC2. Any of your beloved korean zergs would agree that the most reliable opener against T and P involves FE. Why do you think korean zergs make such heavy usage of spine crawlers?
You think this is a negative impact on diversity and complexity of play. Well, i'm not sure i'd call that strategy, and if it's not discussion of balance, then i guess you just needed someone to talk to. I'm here any time you wanna rant. =)
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On May 05 2010 10:51 ChimpyNuts wrote:Heres a great thread ... http://www.teamliquid.net/forum/viewmessage.php?topic_id=122184showing you tons of variations of Zerg build orders, I actually decided to try Zerg recently and decided to switch to them and I find using them is really pleasureable, I act extremely aggresively with them , I love Speedlings and banelings... Oversky build (ZvP) - Popularized by oversky early in the hellogoodbye tourney. (13p Ling pressure) - Hide Spoiler - -13pool -15gas -16queen -@100gas, ling speed + pull drones off gas -18hatch -23ov Rally lings nearby toss choke, keep a small squad of ling further up to deny scout. @~36 ling, attack + nonstop ling production. Don't be afraid of zealot walls. Counters: any other tech build (robo, stargate, etc), any techless gateway zealot build. Countered by: fast warpgates (2-3 warpgates), forge openings, full wall-offs. Try this Build Order against a Protoss, I dare you, seriously I rarely lose against Protoss, even with Zealots sitting in a single file way you have so many lings you just overrun them, and usually I can somehow fit through anyway ... (I usually keep the Drones on Gas, I take a peek with earlier Lings and if I feel its gonna be tough I make banelings !) Too many players expect you to do the standard Economic builds, so when they suddenly have like 30 Speedlings at there door they aint ready. P.S I am Platinum , promoted from Gold and can use all the races to good effect, I got bored of using Protoss and seeing so many, and though Zerg isnt used enough, and now when I see Protoss I am happy  2 zealots at the choke, a sentry, a stalker. You move up the ramp, forcefield, 5-10 lings trapped inside, easily picked appart. Repeat as many times as needed. If he has pure zealots, eventually, with enough lings, you can break in. If he has a few sentries, it doesnt matter if you have 400 cracklings or 30 speedlings, you aint getting inside.
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I've been having great success as Terran in going 3 racks and pressuring zerg, but recently I've been getting owned by a zerg that uses a lot of lings, banelings, and later hydras off of initially 1 base play. My early pressure force gets wiped out, and the zerg is free to expand or counter attack.
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lol zerglings are weak? What game are you guys playing?
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On May 05 2010 13:59 Brightside6382 wrote: lol zerglings are weak? What game are you guys playing?
I think the point of the discussion is that lings are really ineffective vs a well manned choke. Since this is zergs 1 of 2 units that is less than tier 2, it seriously limits our options, the only time it is efficient to attack is if the opponent has his units outside his base in an open enviorment, since we have noother way to get around the choke before tier 2, we must react to whatever the opponent is doing.
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On May 05 2010 14:10 Balor wrote:Show nested quote +On May 05 2010 13:59 Brightside6382 wrote: lol zerglings are weak? What game are you guys playing? I think the point of the discussion is that lings are really ineffective vs a well manned choke. Since this is zergs 1 of 2 units that is less than tier 2, it seriously limits our options, the only time it is efficient to attack is if the opponent has his units outside his base in an open enviorment, since we have noother way to get around the choke before tier 2, we must react to whatever the opponent is doing.
You have the baneling to break a choke if you absolutely want to. That is t1.5.
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On May 05 2010 14:10 Balor wrote:Show nested quote +On May 05 2010 13:59 Brightside6382 wrote: lol zerglings are weak? What game are you guys playing? I think the point of the discussion is that lings are really ineffective vs a well manned choke. Since this is zergs 1 of 2 units that is less than tier 2, it seriously limits our options, the only time it is efficient to attack is if the opponent has his units outside his base in an open enviorment, since we have noother way to get around the choke before tier 2, we must react to whatever the opponent is doing.
How is this any different from BW then?
Also, you guys are placing to much emphasis on the walls and actually breaking them. A small group of speedlings does more psychological harm than any other unit early game. A group outside the opponents choke has them constantly checking for the fear of run-ins and causes players to become hesitant due to the fear of back stabs or other janky speedling shenanigans. How is this not good early game aggression?
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