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[G] Playing Zerg in StarCraft II - Page 6

Forum Index > StarCraft 2 Strategy
Post a Reply
Prev 1 4 5 6 7 8 Next All
TDC
Profile Joined May 2010
United States197 Posts
July 23 2010 16:37 GMT
#101
this is such a great and detailed guide! this will help a lot of zerg players out there who are struggling with basic game sense.
Top 25 master league Toss http://www.sc2ranks.com/us/1253149/TDC
Wolf
Profile Blog Joined April 2010
Korea (South)3290 Posts
July 23 2010 16:58 GMT
#102
This is amazing. Thank you so much for doing this for the community. Tons of new players are really going to appreciate the effort you put forth in this guide. This is the sort of thing you'll find on TeamLiquid but nowhere else. I'm going to show this guide to all my friends new to SC2 that play Zerg.
Commentatorhttp://twitter.com/proxywolf
TL+ Member
DuncanIdaho
Profile Blog Joined April 2010
United States465 Posts
July 23 2010 17:08 GMT
#103
very gj man! Enjoyed it! Now to make cousin posts for the Terran, Protoss, and Random player... :D
The spice must flow... Grammar lesson: "than" is used for quantity comparisons, "then" is used for chronological statements. The next forum user who says, "I'd do such and such, THAN I'd do such and such else," is gonna make me cry...
Chex
Profile Joined May 2010
United States87 Posts
July 23 2010 18:04 GMT
#104
Latham, as I said, my feelings about Muta are just my own experience.

Truth be told I'm not that awesome with micro yet and I feel that I don't do well balancing the micro intensive muta while keeping my Macro up. The result is I either don't do enough damage and can't justify the expense of the muta or I do damage but don't really get a lead because I've let my macro slip so much.

That is mostly a skill issue though. But I stand by my feeling that muta can be very week if the P just decides to push you with a 4 gate. Just something to be aware of for the mid-game.

That said, I like your comment about forcing a reaction out of the protoss player. It is true that people often see air and go crazy overboard with their anti air. I experience this in ZvZ a lot when I get mutas and then use the breathing room to get roaches while I tech hive to brood lords. It's definitely a viable strategy and I think the basis behind 1 base muta against terran. Force the heavy thor and push with Roaches.
Chex
Profile Joined May 2010
United States87 Posts
July 23 2010 18:09 GMT
#105
On Ultras I would post some replays but I don't think I'm the best example of their usefulness as I'm only low Diamond, but I've been loving them. Honestly I'm trying to find a workable build for each match-up that lets me get Ultras. Nothing kills stalkers faster though. It's a beautiful sight to be behold.
evilshady
Profile Joined March 2010
Germany16 Posts
July 25 2010 02:51 GMT
#106
On July 23 2010 21:33 Latham wrote:
Show nested quote +
On July 23 2010 08:03 evilshady wrote:
On July 23 2010 04:53 limbokid wrote:
On July 23 2010 04:51 evilshady wrote:
Very nice to see someone putting so much effort in helping others with a good guide, but:

" It is advised to keep corruptors near broodlords to help fend off vikings."

Immediately stopped reading here
The rest i read from it was pretty correct, though. Hope u keep up the work.

What should be wrong with this?


Ok its not totally wrong to have a few corrupters if you go really heavy air, but that sounds like corrupters are the natural counter vs vikings which is wrong because mutas are WAY more cost effective vs vikings.


The problem is mutalisk range. It's 3. The vikings will have plenty of time to shoot and run back to thors that will absolutely annihilate your mutalisks. Corruptors have range 5-6. They aren't there to kill the vikings per-se, they're there to take the hits that would otherwise kill the boordlords. With range 5-6 instead of 3 they might actually get a hit on vikings maybe killing 1? They just provide threat with their range and damage, so the vikings won't ignore them and go straight for the broodlords.


I dont disagree with what you saying, but nevertheless the main guard units have to be mutas. Its the broodlords job to deal with the thors.
Latham
Profile Blog Joined May 2007
9593 Posts
July 29 2010 18:18 GMT
#107
Sorry mods, but I'm going to bump this. The reason is, that the game is finally released and maybe some people did not see it, or will want to switch races or something.
Please don't temp ban <3
For the curse of life is the curse of want. PC = https://be.pcpartpicker.com/user/LathamTK/builds/#view=CrqmP6
ReasoN-
Profile Joined April 2010
Germany145 Posts
July 29 2010 18:24 GMT
#108
too bad that i am Protoss.

Great work, but i need such a guide for Protoss ^^
UKMBA
Profile Joined July 2010
United Kingdom1 Post
July 29 2010 20:03 GMT
#109
nice job done , very enjoy it
EssayReader
Profile Joined May 2010
Korea (South)127 Posts
July 29 2010 20:51 GMT
#110
Latham, this has been bookmarked for further usage. Thank you.
Adrian_mx
Profile Joined April 2010
Mexico1880 Posts
July 29 2010 22:54 GMT
#111
Dude ...
Wow ..
Jizztastic.
我是冠军
blackodd
Profile Joined April 2010
Sweden451 Posts
July 30 2010 07:24 GMT
#112
Bookmarked
For I am the Queen of Blades. And none shall ever dispute my rule, again...
doubled
Profile Joined July 2010
Sweden111 Posts
July 30 2010 21:03 GMT
#113
On July 23 2010 21:33 Latham wrote:
Show nested quote +
On July 23 2010 08:03 evilshady wrote:
On July 23 2010 04:53 limbokid wrote:
On July 23 2010 04:51 evilshady wrote:
Very nice to see someone putting so much effort in helping others with a good guide, but:

" It is advised to keep corruptors near broodlords to help fend off vikings."

Immediately stopped reading here
The rest i read from it was pretty correct, though. Hope u keep up the work.

What should be wrong with this?


Ok its not totally wrong to have a few corrupters if you go really heavy air, but that sounds like corrupters are the natural counter vs vikings which is wrong because mutas are WAY more cost effective vs vikings.


The problem is mutalisk range. It's 3. The vikings will have plenty of time to shoot and run back to thors that will absolutely annihilate your mutalisks. Corruptors have range 5-6. They aren't there to kill the vikings per-se, they're there to take the hits that would otherwise kill the boordlords. With range 5-6 instead of 3 they might actually get a hit on vikings maybe killing 1? They just provide threat with their range and damage, so the vikings won't ignore them and go straight for the broodlords.

And sorry for not answering this earlier, my modem caught on fire 2 days ago :|. There was literally smoke coming out of it like someone would blow out a match, so I needed a new one xD lol.


Generally, if the terran ball has Thors (or alot of marines) you should use corrupters since the fact that they are armored makes them impervious to Thors. Otherwise mutalisks are alot better to take care of any vikings. This is my own experience though.
Latham
Profile Blog Joined May 2007
9593 Posts
July 30 2010 21:21 GMT
#114
On July 31 2010 06:03 doubled wrote:
Show nested quote +
On July 23 2010 21:33 Latham wrote:
On July 23 2010 08:03 evilshady wrote:
On July 23 2010 04:53 limbokid wrote:
On July 23 2010 04:51 evilshady wrote:
Very nice to see someone putting so much effort in helping others with a good guide, but:

" It is advised to keep corruptors near broodlords to help fend off vikings."

Immediately stopped reading here
The rest i read from it was pretty correct, though. Hope u keep up the work.

What should be wrong with this?


Ok its not totally wrong to have a few corrupters if you go really heavy air, but that sounds like corrupters are the natural counter vs vikings which is wrong because mutas are WAY more cost effective vs vikings.


The problem is mutalisk range. It's 3. The vikings will have plenty of time to shoot and run back to thors that will absolutely annihilate your mutalisks. Corruptors have range 5-6. They aren't there to kill the vikings per-se, they're there to take the hits that would otherwise kill the boordlords. With range 5-6 instead of 3 they might actually get a hit on vikings maybe killing 1? They just provide threat with their range and damage, so the vikings won't ignore them and go straight for the broodlords.

And sorry for not answering this earlier, my modem caught on fire 2 days ago :|. There was literally smoke coming out of it like someone would blow out a match, so I needed a new one xD lol.


Generally, if the terran ball has Thors (or alot of marines) you should use corrupters since the fact that they are armored makes them impervious to Thors. Otherwise mutalisks are alot better to take care of any vikings. This is my own experience though.


I agree with you, but nowadays which T ball doesn't have thors? I assumed that the enemy will have them at some point. They're ridiculously good vs everything practically. I'd still be a little afraid of marines shredding my mutas if I get too close, but yeah, if there are no thors, go mutas.
For the curse of life is the curse of want. PC = https://be.pcpartpicker.com/user/LathamTK/builds/#view=CrqmP6
massivez
Profile Joined May 2010
Belgium653 Posts
August 01 2010 11:31 GMT
#115
Nice guide, helped me alot. also have prolly a stupid question : how do you put multiple hatcheries on 1 hotkey?
Jimmy Raynor
Profile Blog Joined March 2010
902 Posts
August 01 2010 12:57 GMT
#116
I have a question as a player that almost never played zerg. What is generally a good time to upgrade to lair, and later to hive?
MythicalMage
Profile Joined May 2010
1360 Posts
August 01 2010 13:06 GMT
#117
On August 01 2010 21:57 Jimmy Raynor wrote:
I have a question as a player that almost never played zerg. What is generally a good time to upgrade to lair, and later to hive?

Generally, at the pro level, lair is upgraded right after zergling speed, with the second hundred gas if they're not doing early aggression or roaches or whatnot. Hive is super ambiguous with players normally getting it when they feel they need +3, ultras, or broodlords.
MythicalMage
Profile Joined May 2010
1360 Posts
August 01 2010 13:08 GMT
#118
On July 31 2010 06:21 Latham wrote:
Show nested quote +
On July 31 2010 06:03 doubled wrote:
On July 23 2010 21:33 Latham wrote:
On July 23 2010 08:03 evilshady wrote:
On July 23 2010 04:53 limbokid wrote:
On July 23 2010 04:51 evilshady wrote:
Very nice to see someone putting so much effort in helping others with a good guide, but:

" It is advised to keep corruptors near broodlords to help fend off vikings."

Immediately stopped reading here
The rest i read from it was pretty correct, though. Hope u keep up the work.

What should be wrong with this?


Ok its not totally wrong to have a few corrupters if you go really heavy air, but that sounds like corrupters are the natural counter vs vikings which is wrong because mutas are WAY more cost effective vs vikings.


The problem is mutalisk range. It's 3. The vikings will have plenty of time to shoot and run back to thors that will absolutely annihilate your mutalisks. Corruptors have range 5-6. They aren't there to kill the vikings per-se, they're there to take the hits that would otherwise kill the boordlords. With range 5-6 instead of 3 they might actually get a hit on vikings maybe killing 1? They just provide threat with their range and damage, so the vikings won't ignore them and go straight for the broodlords.

And sorry for not answering this earlier, my modem caught on fire 2 days ago :|. There was literally smoke coming out of it like someone would blow out a match, so I needed a new one xD lol.


Generally, if the terran ball has Thors (or alot of marines) you should use corrupters since the fact that they are armored makes them impervious to Thors. Otherwise mutalisks are alot better to take care of any vikings. This is my own experience though.


I agree with you, but nowadays which T ball doesn't have thors? I assumed that the enemy will have them at some point. They're ridiculously good vs everything practically. I'd still be a little afraid of marines shredding my mutas if I get too close, but yeah, if there are no thors, go mutas.
Muta ling Baneling is super potent against ANYTHING bio, including Bio Mech. Hell, even IdrA loves using it.
Jimmy Raynor
Profile Blog Joined March 2010
902 Posts
August 01 2010 13:35 GMT
#119
On August 01 2010 22:06 MythicalMage wrote:
Show nested quote +
On August 01 2010 21:57 Jimmy Raynor wrote:
I have a question as a player that almost never played zerg. What is generally a good time to upgrade to lair, and later to hive?

Generally, at the pro level, lair is upgraded right after zergling speed, with the second hundred gas if they're not doing early aggression or roaches or whatnot. Hive is super ambiguous with players normally getting it when they feel they need +3, ultras, or broodlords.


Thx for the advice, but most players pull away from gas the drones after the speed upgrade, right? If so, what would be a good time to put them back in so I get enough for lair upgrade?
MythicalMage
Profile Joined May 2010
1360 Posts
August 01 2010 13:39 GMT
#120
On August 01 2010 22:35 Jimmy Raynor wrote:
Show nested quote +
On August 01 2010 22:06 MythicalMage wrote:
On August 01 2010 21:57 Jimmy Raynor wrote:
I have a question as a player that almost never played zerg. What is generally a good time to upgrade to lair, and later to hive?

Generally, at the pro level, lair is upgraded right after zergling speed, with the second hundred gas if they're not doing early aggression or roaches or whatnot. Hive is super ambiguous with players normally getting it when they feel they need +3, ultras, or broodlords.


Thx for the advice, but most players pull away from gas the drones after the speed upgrade, right? If so, what would be a good time to put them back in so I get enough for lair upgrade?

Probably when your expansion is relatively well saturated or so. I'm not familiar with exact zerg timings. (I've only played a little bit of zerg.)
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