• Log InLog In
  • Register
Liquid`
Team Liquid Liquipedia
EDT 07:59
CEST 13:59
KST 20:59
  • Home
  • Forum
  • Calendar
  • Streams
  • Liquipedia
  • Features
  • Store
  • EPT
  • TL+
  • StarCraft 2
  • Brood War
  • Smash
  • Heroes
  • Counter-Strike
  • Overwatch
  • Liquibet
  • Fantasy StarCraft
  • TLPD
  • StarCraft 2
  • Brood War
  • Blogs
Forum Sidebar
Events/Features
News
Featured News
TL.net Map Contest #21: Voting6[ASL20] Ro4 Preview: Descent11Team TLMC #5: Winners Announced!3[ASL20] Ro8 Preview Pt2: Holding On9Maestros of the Game: Live Finals Preview (RO4)5
Community News
Weekly Cups (Oct 6-12): Four star herO65.0.15 Patch Balance Hotfix (2025-10-8)77Weekly Cups (Sept 29-Oct 5): MaxPax triples up3PartinG joins SteamerZone, returns to SC2 competition325.0.15 Balance Patch Notes (Live version)119
StarCraft 2
General
5.0.15 Patch Balance Hotfix (2025-10-8) Revisiting the game after10 years and wow it's bad TL.net Map Contest #21: Voting The New Patch Killed Mech! Ladder Impersonation (only maybe)
Tourneys
LiuLi Cup - September 2025 Tournaments SC4ALL $6,000 Open LAN in Philadelphia Sparkling Tuna Cup - Weekly Open Tournament Master Swan Open (Global Bronze-Master 2) Tenacious Turtle Tussle
Strategy
Custom Maps
External Content
Mutation # 495 Rest In Peace Mutation # 494 Unstable Environment Mutation # 493 Quick Killers Mutation # 492 Get Out More
Brood War
General
BW caster Sayle BW General Discussion Map with fog of war removed for one player? Pros React To: BarrackS + FlaSh Coaching vs SnOw After 20 seasons we have a lot of great maps
Tourneys
[ASL20] Semifinal A [ASL20] Semifinal B SC4ALL $1,500 Open Bracket LAN [Megathread] Daily Proleagues
Strategy
Relatively freeroll strategies Current Meta BW - ajfirecracker Strategy & Training Siegecraft - a new perspective
Other Games
General Games
Dawn of War IV Stormgate/Frost Giant Megathread Nintendo Switch Thread ZeroSpace Megathread Path of Exile
Dota 2
Official 'what is Dota anymore' discussion LiquidDota to reintegrate into TL.net
League of Legends
Heroes of the Storm
Simple Questions, Simple Answers Heroes of the Storm 2.0
Hearthstone
Deck construction bug Heroes of StarCraft mini-set
TL Mafia
SPIRED by.ASL Mafia {211640} TL Mafia Community Thread
Community
General
US Politics Mega-thread Things Aren’t Peaceful in Palestine Russo-Ukrainian War Thread Men's Fashion Thread Sex and weight loss
Fan Clubs
The herO Fan Club! The Happy Fan Club!
Media & Entertainment
[Manga] One Piece Anime Discussion Thread Movie Discussion!
Sports
2024 - 2026 Football Thread Formula 1 Discussion MLB/Baseball 2023 NBA General Discussion TeamLiquid Health and Fitness Initiative For 2023
World Cup 2022
Tech Support
SC2 Client Relocalization [Change SC2 Language] Linksys AE2500 USB WIFI keeps disconnecting Computer Build, Upgrade & Buying Resource Thread
TL Community
The Automated Ban List Recent Gifted Posts
Blogs
Inbreeding: Why Do We Do It…
Peanutsc
From Tilt to Ragequit:The Ps…
TrAiDoS
Customize Sidebar...

Website Feedback

Closed Threads



Active: 1071 users

[D] Zerg greed vs zerg macro

Forum Index > StarCraft 2 Strategy
Post a Reply
1 2 3 Next All
Wretched
Profile Blog Joined October 2009
Australia121 Posts
Last Edited: 2010-05-06 01:08:20
May 06 2010 01:06 GMT
#1
So it seems these days it's the fashion to fast expand with zerg, hoping to be able to defend the incoming cheese, so that you can steam roll your opponent effortlessly in the mid/ late game. It's obviously looked at as a macro strategy due to the fact it relies on numbers and macro mechanics once you are safe.

I on the other hand, would argue that it's more of a greed build, or even an economic cheese due to the fact that you are gambling on not being killed early.

I cannot understand why more top players do not use safer builds, which guarantee them safety from cheese. Zerg's macro potential is so strong, that a good player should be able to at least match or overcome the disadvanatge of having to expand ever so slightly later.

You only have to watch a few of the latest top tournaments, to see that going 14/15 pool 15/16 hatch is a great way to get free losses even if you are a great player.

/discuss
baconbits
Profile Joined April 2010
United States419 Posts
May 06 2010 01:11 GMT
#2
Overuse of the term cheese; discuss.

IMO, I think provolone > cheddar, but that is just one man's opinion.
roark
Profile Joined April 2010
United States187 Posts
Last Edited: 2010-05-06 01:20:48
May 06 2010 01:18 GMT
#3
I think you have a point though. It seems odd that attacking too early is "cheesey" but expanding too early is strategy.

I know the zerg FE is almost necessary at a high level, I get that. But I think players like Darkalbino who has replays in a thread here, and a few I have see from korea are onto something.

They basically get to lair first, then expand around ~25 or so supply. I'm studying Darkalbino especially and TheWinD. The other koreans I like I do not know their names because it just shows as ????? in SC2 beta.

EDIT:

Here is dark albino. Very bottom of page 2.
http://www.teamliquid.net/forum/viewmessage.php?topic_id=123528&currentpage=2
FrostFire626
Profile Joined April 2010
United States79 Posts
May 06 2010 01:20 GMT
#4
Fast expanding is no longer considered cheese, but rather a standard strategy. Zerg cannot even compete in the mid-game against T or P unless they play mass macro for as long as possible.
Toadily
Profile Blog Joined April 2010
United States837 Posts
May 06 2010 01:21 GMT
#5
You pretty much need the 2nd hatch early to keep up unit production unless you're going for a roach all in imo.
roark
Profile Joined April 2010
United States187 Posts
Last Edited: 2010-05-06 01:22:36
May 06 2010 01:22 GMT
#6
On May 06 2010 10:20 FrostFire626 wrote:
Fast expanding is no longer considered cheese, but rather a standard strategy. Zerg cannot even compete in the mid-game against T or P unless they play mass macro for as long as possible.


I'm not saying they don't expand\macro. Its just some of these players with new and interesting strategy's are doing it slightly slower. Slow as in zerg-time not actually slow.
whs
Profile Joined May 2010
United States10 Posts
May 06 2010 01:23 GMT
#7
I absolutely agree that fast lair is better than fast expand. I find that the final tally for resources in a 10-15 minute game (which is pretty average, I think) is similar for fast expand and fast lair, and you have a lot more latitude on unit selection and upgrades (earlier upgrades = win, all else being equal).

Blizzard is smart, and balancing a race so that you must build a second hatchery before any other building would be pretty silly.
Red[Dr]
Profile Joined April 2010
Canada17 Posts
May 06 2010 01:25 GMT
#8
I dont think it could be called economic 'cheese' since its just a economic build. And i thought that 'cheese' builds were builds that are designed to kill your opponent quickly and that are usually all-in because of that.

I think that, if the current trend is to be very aggressive early on, as you said, it will force people to play a bit safer.
-
roark
Profile Joined April 2010
United States187 Posts
Last Edited: 2010-05-06 01:36:14
May 06 2010 01:31 GMT
#9
According to this: http://www.teamliquid.net/forum/viewmessage.php?topic_id=123613

Cheese
A strategy that relies overwhelmingly or entirely on secrecy. If scouted, the strategy fails and puts the executing player at a severe disadvantage, or right out costs him the game.

Look at #3 on the list: 14 cc. Smells cheesy.

I think this is a beta. And it is in flux, and everyone is still trying to find the best way to do things. Currently Zerg were FEing to take advantage of their race. And now that people are starting to counter the Zergs are going: What the hell, how do I stop [insert rush type] while getting my 14\15\16 Hatch? Rather than try new approaches.

So maybe at super high levels of play FE is a necessity. But I don't think the majority of players are at that level.
Deleted User 3420
Profile Blog Joined May 2003
24492 Posts
May 06 2010 01:33 GMT
#10
It's strategy because the entire point is to adapt to what your opponent is doing and macro based upon that.
roark
Profile Joined April 2010
United States187 Posts
Last Edited: 2010-05-06 01:35:12
May 06 2010 01:34 GMT
#11
But I don't think it's called strategy still when the answer to everything is FE. Look at IdrA vs. Orb. He scouted and outright refused to cancel his hatch. Im sure he had his reasons, but he never altered his build in any game. How is that reactionary?
Vexx
Profile Blog Joined March 2010
United States462 Posts
May 06 2010 01:37 GMT
#12
On May 06 2010 10:21 Toadily wrote:
You pretty much need the 2nd hatch early to keep up unit production unless you're going for a roach all in imo.


Excellent third post. Exactly how does your opinion make sense?

"If you're constantly producing units, then it's fine. But otherwise, you need a 2nd hatch"

I agree with the sentiment that expanding right away at 14-16 food is a free loss. I have commented many times on it and I am still baffled as to why anyone does it. Even tournament players are doing it and getting their asses kicked soundly and they just refuse to step back and say "maybe this isn't working..." or "maybe this isn't SC1"

Expanding around 25 food seems like a much better proposition to me. I'll usually expand in the late 20/early 30 area and find the game much more enjoyable when I actually have an army before I expand instead of playing simcity for the first 10 minutes of the game.
I am not nice.
Deleted User 3420
Profile Blog Joined May 2003
24492 Posts
May 06 2010 01:40 GMT
#13
On May 06 2010 10:34 roark wrote:
But I don't think it's called strategy still when the answer to everything is FE. Look at IdrA vs. Orb. He scouted and outright refused to cancel his hatch. Im sure he had his reasons, but he never altered his build in any game. How is that reactionary?


In sc1 except for extreme examples it was standard to use the same opening every game up to a point regardless of what was happening.

Also, I may not know what I am talking about, but I don't think Idra is the best example to use. He has always struck me as a robotic type player.
ZapRoffo
Profile Blog Joined April 2010
United States5544 Posts
May 06 2010 01:40 GMT
#14
It's not cheese and this is showing the overuse of the term; people are trying to make robust builds out of it that can survive early game and win late game. Whether it's going to be a stable strategy in the long term remains to be seen.
Yeah, well, you know, that's just like, your opinion man
roark
Profile Joined April 2010
United States187 Posts
May 06 2010 01:42 GMT
#15
Yeah someone ran some theory numbers here:

+ Show Spoiler +
Just some numbers. I'm not going to post any strategy, but I think numbers are useful, especially for new zerg players who have the opportunity to overdo it or underdo it with drone-count accidentally.

No Macro:
A protoss player can make a probe every 17 seconds.
A Hatchery makes a larva every 15 seconds.
If a zerg player uses 8/9 larva on drones, and 1/9 larva on overlords, he produces a drone every 16.875 seconds on average.

Queen vs. Chronoboost:
Chronoboost has an uptime of about 50%. (40 seconds to get 25 energy. 20 second duration).
Chronoboost increases speed of construction to 150% (125% average because of 50% uptime)
A Protoss constantly chronoboosting the nexus can produce a probe every 13.6 seconds.
A Zerg player who produces a drone with every hatch larva (and uses queen spawned larva to make overlords) makes a drone every 15 seconds.
A Zerg player who produces a drone with every hatch larva, and 1 additional drone from queen-spawned larva for every 10 hatch larva will make a drone every 13.6 seconds. (Pretty much even with protoss chronoboosting)
A Zerg player with constant spawn larva generates 20 larva every 120 seconds. Using all larva for drones and overlords can create a drone about every 6.8 seconds.

Balancing Military:
A Zerg player who matches a protoss with chronoboost on 1 hatch 1 queen uses about 10 larva every 120 seconds to generate drones. That means they can create a military unit, building, or overlord to support military every 12 seconds on average.


Cliff Notes:
Protoss w/no chrono makes a probe every 17s.
Protoss w/constant chrono makes a probe every 13.6s.

Zerg w/no queen makes a drone every 16.9s
Zerg w/queen can make a drone as fast as every 6.8s (no military/building)
Zerg w/queen using half larva for military/production makes a drone every 13.6s
Zerg w/queen using half larva for droning can make a t1 military unit (1 supply) every 13.6s -or- a building every 12s.

Protoss gateway can warp in t1 unit at a rate of 2 supply per 33s.
Protoss warpgate can warp in t1 unit at a rate of 2 supply per 23s.

Protoss military starts to outproduce a balanced zerg 1-hatch/queen production schedule at 2 gates.

Once Zerg hits lair tech, production ability goes up, as it can build t2 units at a rate of 1 every 10.4 seconds (4/5 hydras, 1/5 overlords) which is about equivalent to 3 warpgates producing stalkers. (non-chronoboosted)

Again, not giving any advice, just some interesting numbers that you can play with to try and let you keep up with toss probe production without overcommitting to drones or military.


I'm not sure of the accuracy but if anything I think it supports the safer non-FE play-style being likely valid.
roark
Profile Joined April 2010
United States187 Posts
May 06 2010 01:45 GMT
#16
On May 06 2010 10:40 travis wrote:
Show nested quote +
On May 06 2010 10:34 roark wrote:
But I don't think it's called strategy still when the answer to everything is FE. Look at IdrA vs. Orb. He scouted and outright refused to cancel his hatch. Im sure he had his reasons, but he never altered his build in any game. How is that reactionary?


In sc1 except for extreme examples it was standard to use the same opening every game up to a point regardless of what was happening.

Also, I may not know what I am talking about, but I don't think Idra is the best example to use. He has always struck me as a robotic type player.


I would have to agree with you there. IdrA is a bit static it seems.

I still think though that because this is a beta no one can say that Zerg super-fast FE is "the build" and it seems even though people are trying to flesh it out -- maybe some people should just step WAYY back and start from scratch.

That is what DarkAlbino and some Koreans are doing. And I like watching their results.



BigDatez
Profile Joined April 2010
Canada434 Posts
May 06 2010 01:46 GMT
#17
But, 1base tech protoss, and terran will beat 1base tech zerg alot of the time due to the squishyness of the zergs army, and the lack of unit combos. Thats why they say when a zerg is a base ahead, it's about even.
Video games > sex (Proven fact)
Deleted User 3420
Profile Blog Joined May 2003
24492 Posts
May 06 2010 01:48 GMT
#18
On May 06 2010 10:45 roark wrote:
Show nested quote +
On May 06 2010 10:40 travis wrote:
On May 06 2010 10:34 roark wrote:
But I don't think it's called strategy still when the answer to everything is FE. Look at IdrA vs. Orb. He scouted and outright refused to cancel his hatch. Im sure he had his reasons, but he never altered his build in any game. How is that reactionary?


In sc1 except for extreme examples it was standard to use the same opening every game up to a point regardless of what was happening.

Also, I may not know what I am talking about, but I don't think Idra is the best example to use. He has always struck me as a robotic type player.


I would have to agree with you there. IdrA is a bit static it seems.

I still think though that because this is a beta no one can say that Zerg super-fast FE is "the build" and it seems even though people are trying to flesh it out -- maybe some people should just step WAYY back and start from scratch.

That is what DarkAlbino and some Koreans are doing. And I like watching their results.





Oh I agree absolutely. There are tons of things to be discovered!
roark
Profile Joined April 2010
United States187 Posts
Last Edited: 2010-05-06 01:51:50
May 06 2010 01:48 GMT
#19
On May 06 2010 10:46 BigDates wrote:
But, 1base tech protoss, and terran will beat 1base tech zerg alot of the time due to the squishyness of the zergs army, and the lack of unit combos. Thats why they say when a zerg is a base ahead, it's about even.


I agree but this "slower" build isn't denying units. Its getting access to a wider variety of units faster and still on par with P and T gatherer\unit production. Around the point when it should fall behind, maybe even sooner, you expand.

See the guy with the crazy math says:

Protoss military starts to outproduce a balanced zerg 1-hatch/queen production schedule at 2 gates.


Which can't be too far off from ~25-30 food, and you have a bit of an army to help defend your FE.
creepcolony
Profile Joined March 2010
Germany362 Posts
May 06 2010 01:53 GMT
#20
+ Show Spoiler +
On May 06 2010 10:37 Vexx wrote:
Show nested quote +
On May 06 2010 10:21 Toadily wrote:
You pretty much need the 2nd hatch early to keep up unit production unless you're going for a roach all in imo.


Excellent third post. Exactly how does your opinion make sense?

"If you're constantly producing units, then it's fine. But otherwise, you need a 2nd hatch"

I agree with the sentiment that expanding right away at 14-16 food is a free loss. I have commented many times on it and I am still baffled as to why anyone does it. Even tournament players are doing it and getting their asses kicked soundly and they just refuse to step back and say "maybe this isn't working..." or "maybe this isn't SC1"

Expanding around 25 food seems like a much better proposition to me. I'll usually expand in the late 20/early 30 area and find the game much more enjoyable when I actually have an army before I expand instead of playing simcity for the first 10 minutes of the game.


So basicly you say 14 pool, 15 or 16 hatch is a free loss. Then i wonder how all those best of the best zerg players i watch became the best, because thats what they do in many of their games.

Zerg is my main too, but im more of a gold player although i got placed plat after my last reset, and i feel when i go 1 base i have to play really aggresive and i have to damage my opponent to be equal in the mid game. If i fail to do a good amount of damage/harass i mostly lose my games. When a zerg goes FE and defends it, hes on the button. Thats the difference. And its not that hard to go FE with zerg against many standard builds.
1 2 3 Next All
Please log in or register to reply.
Live Events Refresh
The PondCast
10:00
Episode 67
Liquipedia
[ Submit Event ]
Live Streams
Refresh
StarCraft 2
Lowko252
ProTech62
StarCraft: Brood War
Britney 32371
Calm 5495
Rain 2215
Hyuk 1943
firebathero 1354
Flash 1051
BeSt 545
Soma 465
PianO 360
Stork 299
[ Show more ]
EffOrt 266
Light 245
Mini 241
Hyun 236
Mind 229
Last 160
Snow 129
ZerO 107
Soulkey 105
Nal_rA 97
ggaemo 78
Pusan 70
Mong 63
Killer 62
Barracks 58
zelot 56
Shinee 55
hero 50
Larva 45
Rush 42
Sea.KH 37
Icarus 27
Aegong 27
JYJ26
Backho 26
sorry 23
sas.Sziky 20
Free 17
Shine 16
Movie 14
yabsab 14
Hm[arnc] 10
IntoTheRainbow 10
SilentControl 9
Terrorterran 7
Zeus 1
Dota 2
XcaliburYe783
BananaSlamJamma592
XaKoH 327
League of Legends
JimRising 403
Reynor75
Counter-Strike
olofmeister3301
shoxiejesuss513
x6flipin240
byalli193
allub139
oskar55
edward21
Other Games
summit1g5861
singsing1922
B2W.Neo570
crisheroes280
DeMusliM248
Fuzer 90
Mew2King65
rGuardiaN28
ZerO(Twitch)9
Organizations
Counter-Strike
PGL16880
StarCraft: Brood War
UltimateBattle 96
StarCraft 2
WardiTV88
Blizzard YouTube
StarCraft: Brood War
BSLTrovo
sctven
[ Show 13 non-featured ]
StarCraft 2
• LUISG 26
• AfreecaTV YouTube
• intothetv
• Kozan
• IndyKCrew
• LaughNgamezSOOP
• Migwel
• sooper7s
StarCraft: Brood War
• iopq 4
• BSLYoutube
• STPLYoutube
• ZZZeroYoutube
League of Legends
• Jankos1723
Upcoming Events
OSC
1m
Wardi Open
23h 1m
CranKy Ducklings
1d 22h
Safe House 2
2 days
Sparkling Tuna Cup
2 days
Safe House 2
3 days
Tenacious Turtle Tussle
6 days
The PondCast
6 days
Liquipedia Results

Completed

CSL 2025 AUTUMN (S18)
WardiTV TLMC #15
HCC Europe

Ongoing

BSL 21 Points
ASL Season 20
C-Race Season 1
IPSL Winter 2025-26
EC S1
Thunderpick World Champ.
CS Asia Championships 2025
ESL Pro League S22
StarSeries Fall 2025
FISSURE Playground #2
BLAST Open Fall 2025
BLAST Open Fall Qual
Esports World Cup 2025
BLAST Bounty Fall 2025
BLAST Bounty Fall Qual
IEM Cologne 2025

Upcoming

SC4ALL: Brood War
BSL Season 21
BSL 21 Team A
RSL Offline Finals
RSL Revival: Season 3
Stellar Fest
SC4ALL: StarCraft II
CranK Gathers Season 2: SC II Pro Teams
eXTREMESLAND 2025
ESL Impact League Season 8
SL Budapest Major 2025
BLAST Rivals Fall 2025
IEM Chengdu 2025
PGL Masters Bucharest 2025
TLPD

1. ByuN
2. TY
3. Dark
4. Solar
5. Stats
6. Nerchio
7. sOs
8. soO
9. INnoVation
10. Elazer
1. Rain
2. Flash
3. EffOrt
4. Last
5. Bisu
6. Soulkey
7. Mini
8. Sharp
Sidebar Settings...

Advertising | Privacy Policy | Terms Of Use | Contact Us

Original banner artwork: Jim Warren
The contents of this webpage are copyright © 2025 TLnet. All Rights Reserved.