One problem is that sometimes passive Terran players rage so hard after a Baneling drop that they just 1a your base with all of their Tanks, Thors, and Marines... And that can kill you, since you haven't been preparing for such a huge spike in aggression. :|
[G] ZvT (Not a Balance Thread) - Page 6
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brain_
United States812 Posts
One problem is that sometimes passive Terran players rage so hard after a Baneling drop that they just 1a your base with all of their Tanks, Thors, and Marines... And that can kill you, since you haven't been preparing for such a huge spike in aggression. :| | ||
Sensator
Australia377 Posts
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-Archangel-
Croatia7457 Posts
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JinjoBust
Korea (North)130 Posts
On August 12 2010 18:06 -Archangel- wrote: I think early marauder push will kill you as you will not have speed lings and roaches die to marauders. It doesn't. Marauders take time+money to build up. Early pushes should be scouted and ling speed researched appropriately. There isn't really a distinct vulnerability to it. Any perceived things that break it just need small adjustments. These adjustments you need to figure out for yourself. | ||
brain_
United States812 Posts
On August 12 2010 18:06 -Archangel- wrote: I think early marauder push will kill you as you will not have speed lings and roaches die to marauders. I had a guy go 3-4rax MM on me on Scrap Station... He had units killing the rocks immediately, and pushed into my base with Marauders and Marines. Mass Speedlings took him out fine- if they go Marauders, they won't have enough Marines to take them all out. And when he DOES get enough Marines.... Banelings start to become really effective. Bio play is unexpected, and throws you for a loop, but it is also very counterable. | ||
MythicalMage
1360 Posts
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WillyLumpLump
United States2 Posts
To start out I did play Zerg in SC:BW, and loved it. I liked both non mirror matchups and learned to tolerate ZvZ. However it seems in SC2, that Terran is so dominant. Ive watched replays from WhiteRa, and knowing he's a good player he still has a hard time vs most Terran. Now I havent played anything on multiplayer yet. I'm still wanting to learn all the hotkeys and get comfortable playing before I start online. But even Very hard / Insane AI computers as terran light my ass up with just massing marines/marauders and medivacs. I have tried banelings with support from Lings/Hydras/Mutas/etc.. but it still won't take out an army that is just being pushed out non stop. Any suggestions? I'd like to play TvZ and TvP but I really don't like mirror matches and would like to play Toss or Zerg vs Terran. Any help, advice, replays would be appreciated. Thanks! | ||
NicolBolas
United States1388 Posts
If he's going more Mech, then get the attack upgrades quick. Possibly even start +1 before starting the Lair. If he's going more with the Bio, particularly Marine-heavy, that +1 armor is going to do you a world of good. Now, I'm not sure how this will all work out in actual play. I'm not convinced that this strategy will stop high-level Mech play. I think it depends primarily on how much you can delay his expansion. If he tries to fast-expo against you, you have the tools to hurt him. At the same time, he can easily have a Sieged Tank or two on a ledge protecting the entrance to his natural, which would make anything less than an all-out attack auto-fail. Plus, worst-comes-to-worst, he can always lift his CC off and pull his SCVs back to his base. But if you can actually own the ground of his natural, make him have to one-base to build up an army big enough to come out of his wall-in and forcibly remove your units, then I think you have a good shot at breaking the Terran. It might even be worth the 300 gas to stick a Nydus Worm there if you can truly hold that ground for long enough. It is an intriguing strategy. Assuming it can be pulled off. | ||
Deathfate
Spain555 Posts
Because im tired of facing that strat and i have found that mutas are the only counter to it. | ||
WillyLumpLump
United States2 Posts
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JinjoBust
Korea (North)130 Posts
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