[G] Playing Zerg in StarCraft II - Page 6
| Forum Index > StarCraft 2 Strategy | 
| 
							TDC
							
							
						 
						United States197 Posts
						 | ||
| 
							Wolf
							
							
						 
						Korea (South)3290 Posts
						 | ||
| 
							DuncanIdaho
							
							
						 
						United States465 Posts
						  Enjoyed it!  Now to make cousin posts for the Terran, Protoss, and Random player... :D | ||
| 
							Chex
							
							
						 
						United States87 Posts
						 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
							
							
						 
						United States87 Posts
						 | ||
| 
							evilshady
							
							
						 
						Germany16 Posts
						 On July 23 2010 21:33 Latham wrote: 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
							
							
						 
						9563 Posts
						 Please don't temp ban <3 | ||
| 
							ReasoN-
							
							
						 
						Germany145 Posts
						 Great work, but i need such a guide for Protoss ^^ | ||
| 
							UKMBA
							
							
						 
						United Kingdom1 Post
						 | ||
| 
							EssayReader
							
							
						 
						Korea (South)127 Posts
						 | ||
| 
							Adrian_mx
							
							
						 
						Mexico1880 Posts
						 Wow .. Jizztastic. | ||
| 
							blackodd
							
							
						 
						Sweden451 Posts
						 | ||
| 
							doubled
							
							
						 
						Sweden111 Posts
						 On July 23 2010 21:33 Latham wrote: 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
							
							
						 
						9563 Posts
						 On July 31 2010 06:03 doubled wrote: 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. | ||
| 
							massivez
							
							
						 
						Belgium653 Posts
						 | ||
| 
							Jimmy Raynor
							
							
						 
						902 Posts
						 | ||
| 
							MythicalMage
							
							
						 
						1360 Posts
						 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
							
							
						 
						1360 Posts
						 On July 31 2010 06:21 Latham wrote:Muta ling Baneling is super potent against ANYTHING bio, including Bio Mech. Hell, even IdrA loves using it. 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. | ||
| 
							Jimmy Raynor
							
							
						 
						902 Posts
						 On August 01 2010 22:06 MythicalMage wrote: 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
							
							
						 
						1360 Posts
						 On August 01 2010 22:35 Jimmy Raynor wrote: 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.) | ||
| 
 | ||
 EPT
EPT
 
	








