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On July 20 2010 07:42 Jadix wrote:Show nested quote +In the early game, zerglings dominate any gateway unit the protoss can produce. This is not true. Zealots absolute murder lings. What I like to do is get a pack of lings and scout the enemy's ramp. If I see more than 2 zealots I'll throw down the roach warren. Roaches are easily the best unit to deal with zealots early game. If they only build 1 or two zealots and start pumping stalkers, stick with speedlings. Tier 1 ZvP is this: Zealots < Roaches Stalkers < Speedlings Get your lair up and decide if you want to get hydra or muta from there.
I disagree. Without +1 attack, zerglings fare a lot better vs zealots than roaches ever would versus stalkers. Zerglings are a lot more flexible. About the only thing roaches do better is attacking the wall in front of the cannons if your opponent went for a FE. Besides, roaches slow down your tech and make you waste gas that could go into ling speed or more mutalisks in a few minutes. If you decide to go both roaches and speed, you're delaying your tech by quite a large amount. Speedlings provide much more threat than roaches do. Backstabs, run-bys, the possibility of morphing into banelings etc. give you a much wider play field.
edit: I'm assuming we're talking about 1-2 gate openings. If it's 3-4 gate without expo, get roaches to defend, naturally. Survival above all else.
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A quick guide to playing ZvT
1) start new game 2) baneling bust all-in or don't. if you don't, move on to step 3. 3) defend yourself from the over 9000 kinds of cheese that T can throw at you while you tech to units that will allow you to actually attack and not get completely flattened. If you can't, go back to 1. 4) congratulations, you've reached the stage of the game where you actually may have a chance to win. now macro up godmode like and IF you manage to get a good flank or pull some tricky burrow or the multitude of options that zerg uhh.. yeah burrow without the T scouting it, you win one battle. If you fail at doing this, you lose and go back to step 1. 5) repeat a few times to build up a strong enough advantage so you can actually break into T's main. If you actually made more than 5 mutas and T isn't completely terrible, you lose, go back to step 1. 6) of course your initial attack gets more or less melted, but it's ok T is not imba because now you can use twice the resources that T had to get to respawn a bunch of units and attack again! yippie! If you can't keep up at this point, as usual, go back to step 1. 7) maybe win, if you've basically been outplaying your opponent by a large margin all game long. Game should total at least 30ish minutes+, because you better earn that shit baby.
lol ZvT
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This is great. As time goes by, it would be cool to add in vods of BOs/army comps/playstyles by different pros. To me, nothing is more informative than to see the theoretical being applied in actual games. Good work!
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Dude, great work. Nice presentation. Thanks.
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I think this guide is very good, but speed lings are very bad against zealots...
"In the early game, zerglings dominate any gateway unit the protoss can produce."
I don't like that at all. It is going to be very hard to defend a large zealot push with just speedlings.
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Great guide. One thing I noticed was that you indicated that you worker split at the start of the game. I remember it was mentioned on here that because of the new smart AI added to workers, there is no need to do this as you gain no advantage to work splitting. The thread calculated total mined minerals at certain intervals in the early game and discovered them to be the same. I can't find the thread tho...
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I usually do the extractor trick differently I make drones up to 10 supply, queue up an overlord then make an extractor and another drone. It also works out to when the ovie hatches I have ~100mins and 2 larva.
Is there any hard data on which opening is the fastest?
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On July 20 2010 09:14 sdrawkcab wrote: I usually do the extractor trick differently I make drones up to 10 supply, queue up an overlord then make an extractor and another drone. It also works out to when the ovie hatches I have ~100mins and 2 larva.
Is there any hard data on which opening is the fastest?
http://www.teamliquid.net/forum/viewmessage.php?topic_id=133917
On July 20 2010 08:56 Brazen[six] wrote: Great guide. One thing I noticed was that you indicated that you worker split at the start of the game. I remember it was mentioned on here that because of the new smart AI added to workers, there is no need to do this as you gain no advantage to work splitting. The thread calculated total mined minerals at certain intervals in the early game and discovered them to be the same. I can't find the thread tho...
http://www.teamliquid.net/forum/viewmessage.php?topic_id=129010
All I can say it depends on the map (mineral positioning) and where you send your workers. If you send all 6 to the most central mineral field that has ~5 other fields is close proximity, it won't matter. If they are grouped in 3s or the like, you might get a minimal profit from splitting. If the minerals are spread out in front of your hatch, not in 1 big clump and you send your all 6 of your workers to 1 side, it's better split them into two groups of 3s, and to send the other 3 to another "3 mineral clump" In the end it's just doing the same thing the AI would do for you 1s later, but it's correcting the miscalculations for the AI in advance.
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Very good guide for the massive number of new zerg players incoming.
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AMAZING, to bad the beta is over and i can't practice what you preach.... haha
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Well written, great descriptions.
I especially liked the presentation of all the injection techniques.
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A nice read, thanks for the effort!
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great job, any new player should read this and for more advanced player you can still find some nice inputs. lovely day9 quote btw ^^
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Wow. How long did it take you to make this! great guide makes me want to play zerg...
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United Kingdom16710 Posts
this is great. my zerg needs a lot of work and i'll be sure to use this as my guide. i guess the only thing left to do is play alot and lose alot
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overlord generate creep tip:
I put all my overlords on hotkey 0 in the early-game. once lair is finished, just hit '0', 'g', and all your overlords will start generting creep. If you have your overlords correctly positioned, you can instantly generate a creeproute halfway across the map.
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Great thread, thanks for this contribution to the community.
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