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[G] ZvT (Not a Balance Thread) - Page 4

Forum Index > StarCraft 2 Strategy
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Viruuus
Profile Joined February 2010
Germany451 Posts
August 07 2010 22:27 GMT
#61
just make 1 sporecrawler in each base?
when you dont make hydra/muta youll need the evochamber anyways to spend your gas on upgrades :p
Lee Jae Dong fighting!!!
Logo
Profile Blog Joined April 2010
United States7542 Posts
Last Edited: 2010-08-07 22:34:49
August 07 2010 22:34 GMT
#62
On August 08 2010 07:27 Viruuus wrote:
just make 1 sporecrawler in each base?
when you dont make hydra/muta youll need the evochamber anyways to spend your gas on upgrades :p


Spore crawlers are good vs banshees (obviously), but they won't do much vs Vikings which can still pick off your OL's from beyond their range, though when it's just 1 viking you can queen defend of course.

Either way a big part of the problem is scouting it. I need to hit the Starport when..
-It has a tech lab on it
-A reactor and only 1 rax down
-spot vikings coming out of it/hanging around.

If the starport is there and there's more than 1 rax it might be medivacs for bio.
If the starport is there and naked it might be for a tank or Thor drop (I suppose spore crawlers would still help here)

The other hard part I'm unsure how to deal with is how do I know when to commit and when to stop on air defense. If I see 1 banshee do I just sit on one spore crawler or is he going to pump more? Same with vikings.

It's a real shame to have to sac 2 overlords (provided vikings don't snipe them before they scout) within 40-60 seconds of each other =/. Well overseer works too.
Logo
JinjoBust
Profile Joined April 2010
Korea (North)130 Posts
August 08 2010 00:20 GMT
#63
Updated post, so bumping for that =P.
no one expects jinjos, and by extension, the jinjo bust.
RoarMan
Profile Blog Joined January 2010
Canada745 Posts
August 08 2010 00:33 GMT
#64
Good write up, easy to read and great information :D

I've been having a lot of success using nothing but Roaches, Speedlings (Banelings when and if necessary) and Queens for base Defending, they seem to counter any Terran Unit composition quite nicely, and are very cheap. But as Logo said the only real problem is when the Terran player goes Viking it's very hard to defend your overlords due to their range.
All the pros got dat Ichie.
AncienTs
Profile Joined March 2010
Japan227 Posts
August 08 2010 02:06 GMT
#65
I must say zerg players can play safely in order to secure the third expansion but just the lack of opening options available to Z in a ZvT that doesn't involve all-in is bothersome. Have you thought about using speed-banelings to counter terran infantry? Or does that not work?

I'm a protoss player but I'm highly interested in the ZvT metagame :3
Starcraft Disclaimer Language: There is no imbalance, nothing is OP.
SpiciestZerg
Profile Joined August 2010
United States154 Posts
Last Edited: 2010-08-08 05:21:53
August 08 2010 05:09 GMT
#66
I almost always play like this, and it works great.

Two things I'd like to add however
1) like any build scouting is key. The 2 things that can cause problems for me are banshees and preigniter helions. Regular ones are pushovers but the +10 vs light makes lings obsolete and banelings explode before reaching anything. Banshees arent actually too bad, but you do have to transition out when you start seeing them.
2) When my lair finishes (i think i get my lair later then the OP suggested) I immediately morph in two overseers, they are great scouts and now i can delay any tech by 60 seconds.

on other note I find zling speed not as necessary as some do so i usually opt for more minerals by delaying my extractor until after my pool is up

edit: if they dont have a raven yet (likely) delaying it with contaminate basically makes any kind of mech push impossible since you have burrow-move roaches
The answer to all life's questions is more zerglings.
SanBia
Profile Joined August 2010
47 Posts
August 08 2010 13:14 GMT
#67
Thanks, this was very informative. Can't wait for the replays :D
Douillos
Profile Joined May 2010
France3195 Posts
August 08 2010 16:36 GMT
#68
My main concern with this build is total loss of scouting due to no air units. This build is easily scouted and any Terran in his right mind will go air, at least Vikings to keep your ovies in your queen defended base. And at that stage you lose total vision of what he's up to. I always sacrifice ovies to see what's up and I feel that just saying screw air control until a 3rd is dangerous.
And the whole queen ball idea is weak IMO because of the lack of mobility. Basically your giving your opponent to harass, stop you from expanding, etc.

Basically, I think your relying to much on the idea that the Terran will not adapt to your build, will not abuse your immobility air wise, and just continue with some regular stuff. This build is too easily scoutable for this to be true.
Look a giraffe! Look a fist!!
Gannon_34
Profile Joined April 2010
United States15 Posts
August 08 2010 17:21 GMT
#69
I've tried something like this a few times before and it seems pretty dependent on scouting, to make it work I've always had to get overlord speed quickly and sac a few to constantly check his unit composition
[-]Ocelot[-]
Profile Joined February 2006
United States256 Posts
August 08 2010 17:47 GMT
#70
Hey all.

Right after I read this thread, I hopped on battle.net and played a few games, and figured I'd implement these strategies as best I can in my play.

The results are great. Instead of holding around teching to T2 units that get wrecked by the terran ball, I felt a lot more free using my T1 units (with T2 upgrades) and then transitioning to T2 units when my economy was in place.

Disclaimer: I am a fairly average platinum player. I try to play my best and always keep up on everything I need too, but I still have much to work on, so I ask your forgiveness in some of my non-standard and mis-timed play.

Game 1
KlausRaynor(me) v daxile

Diamond player with a decent amount of games under his belt. I go for a 14 hatch -> 15pool opening. I do make quite a few mistakes and actually kinda "cheat" by using a nydus canal (hey this can work great too!) Decided for the nydus because just as I was about to scout his base with my overlord, I realized I could plop a nydus in the back of his base and work some damage in from there. Seems to have worked, gg.


Game 2
KlausRaynor v Jay

This game is a bit more standard, in that I take him head on. I go 14pool -> 16expo then get a roach warren as lair is morphing, and a baneling nest shortly after that (note also I wouldn't recommend following these builds exactly, they are extremely flawed and not as thought out as they should be)

Again forgive my small micro and macro mistakes, but with this I am able to fend off a small reaper harass, as well as repeated marauder/hellion attacks at my door (I build two spine crawlers to help with defense).

hopefully more people will submit higher level games to supplement these few examples. any critique on my play is fine, but I more than likely already know most of the flaws in my game. These are used explicitly to reinforce the fact that I felt a lot more comfortable against terran using these builds.

Take from these replays what you will.
Who Dares Wins
Izzachar
Profile Joined February 2010
Sweden285 Posts
Last Edited: 2010-08-08 22:39:54
August 08 2010 20:01 GMT
#71
This thread needs some high level replays already.

I still feel forced to make mutas way to often.

Marauder/helion pushes I fear so much. Marauders own spines, marauders are cost efficient vs roaches, helions are cost efficient vs lings.

Also terran has way better eco in the start of the game thanks to mules and not having to use larvae for army.

First, stop thinking in hard counters. When e-famous people like Day9 start making incomprehensible noises whenever the word is mentioned, it's time to stop using it


Day9 says there are no hard counters. But man if someone puts pressure on you with an army that is more efficient vs yours while having better economy the only way you should come out on top in that situation is being a superior player. Or is this tactic relying on getting a perfect surround on his force in the battle to have a chance at winning and if we fail once we loose? What if the T actually makes an effort and also micros his units? Rauders shell kite roaches. Sure lings can surround and keep them in place but what are the helions used for? Getting helions surrounded bu roaches sounds silly, and getting surround with speedlings is probably as easy as avoid getting surrounded by the helions.

To overcome this I feel mutas are my only choice as they are very efficient vs marauders and helions.

Naturally if T goes something like marine thor to start with its very easy to deal with. But why would they if they scout you on pure t1 units?
[-]Ocelot[-]
Profile Joined February 2006
United States256 Posts
August 08 2010 22:34 GMT
#72
Muta imo are a great choice, and I see nothing wrong with that transition. What can Terran do then? They can go heavier marine (baneling'd) they can supplement that with tanks (immobile, and you have baneling drops/muta to take care of them), and they can build a lot of static D (you now own the map).

If you fight his army at your static D, you'll come out the victor, which teching to T2. Of course it's somewhat map and skill dependent, but your economy should be fairly strong at this point and you should have the resources and larva to fend off his marauder/hellion till your muta come.
Who Dares Wins
JinjoBust
Profile Joined April 2010
Korea (North)130 Posts
August 09 2010 03:15 GMT
#73
Well, a key assumption I make is that the zerg playing this build is good at his micro. Personally I always take micro challenges in stride. I'm always confident that I'm the better microer, and I would carry that confidence into any game. If the enemy was better at micro in a situation that you should have been, then he's a better player and deserves his advantage. Always aspire to be better, on all fronts.
no one expects jinjos, and by extension, the jinjo bust.
Ouga
Profile Joined March 2008
Finland645 Posts
August 09 2010 03:43 GMT
#74
Brrrr. Theory and reality are different things. Everyone knows you have to survive most of the pushes with roach/ling/bling combinations. But as long as it's not 800p+ zerg claiming you can do this with 50%+ success against top terrans, I don't buy it. I have too much experience of the matchup by playing very much like this, and it doesn't feel like I'm playing exactly even with equally skilled terrans. By no means are there huge imbalances, but it's not absolutely even. Terran army is simply more powerful until ultras pop, and maps' minisizes capitalize the difference. Issues is mostly related to maps really, complaints about matchup would be reduced a LOT if maps were bigger and wider like proleague maps are in SC1.
Nivoh
Profile Blog Joined March 2010
Norway259 Posts
August 09 2010 11:47 GMT
#75
Do you guys add an additional hatch as soon as your minerals pop over 300 and you have 0 larvae, or? Doing this build i really felt like i didn't have enough larvae to support these lowcost units once i got decent larvae saturation, how many hatches do you guys suggest i have on 2base?
Laggy
Profile Blog Joined May 2010
United States385 Posts
August 10 2010 06:54 GMT
#76
I'll upload a few replays the last one I lost due to forgetting to morph in banelings.

http://www.sc2replayed.com/replays/53852-1v1-terran-zerg-blistering-sands

http://www.sc2replayed.com/replays/53852-1v1-terran-zerg-blistering-sands

http://www.sc2replayed.com/replays/53853-1v1-terran-zerg-delta-quadrant

Please note, this is my variation of Jinjo's AMAZING strategy. It really works, in my replays you will see me defend hellions with upgraded flame thrower with tanks and a thor push. Bio+tank pushes. Enjoy, remember to GG it on the site. Also I'm thinking of doing commentary for it and putting it on youtube but I am not sure, if people say go for it I'll do it.
D on iccup stands for diamond in SC2
Xenocide_Knight
Profile Blog Joined January 2008
Korea (South)2625 Posts
August 10 2010 06:58 GMT
#77
On August 09 2010 05:01 Izzachar wrote:

Or is this tactic relying on getting a perfect surround on his force in the battle to have a chance at winning and if we fail once we loose? What if the T actually makes an effort and also micros his units? Rauders shell kite roaches. Sure lings can surround and keep them in place but what are the helions used for? Getting helions surrounded bu roaches sounds silly, and getting surround with speedlings is probably as easy as avoid getting surrounded by the helions.


Er, have you played broodwar? Getting epic surrounds with ling or lurker/ling was really the only thing stopping you from getting rolled in standard TvZ.
Shine[Kal] #1 fan
pieisamazing
Profile Joined May 2009
United States1234 Posts
August 10 2010 07:33 GMT
#78
I'm not good enough to provide any meaningful replays of this, but I'll definitely try it out in my next few games. To be honest, I don't see it working (maybe because I'm bad), but I do so hope it does.
connoisseur
Phayze
Profile Blog Joined June 2009
Canada2029 Posts
August 10 2010 07:35 GMT
#79
terrans super op its ridiculous. Zerg is no longer the swarm Now it's just a matter of "How can i make his army less efficient, so his equal numbers and stronger units dont absolutely rape mine"
Proud member of the LGA-1366 Core-i7 4Ghz Club
TriniMasta
Profile Joined December 2009
United States1323 Posts
August 10 2010 07:43 GMT
#80
yeah imo TvZ isn't imba, remember BW, ZvP? Without Nal_rA and Bisu inventing Forge FE and Corsair play, it would still be imbalanced. You never know, after a few years the standard ZvT BO would be Mass queens into fast infestors (idk just for example).
정명훈 FIGHTING!!! Play both T and P.
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