The Zerg Help Me Thread - Page 182
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Make sure you read the OP before asking a question. Asking a question already addressed in the OP will result in moderation action. Also, please put some effort into your questions. | ||
Splatterbug
Netherlands24 Posts
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wishr
Russian Federation262 Posts
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halpimcat
215 Posts
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Kamelixs
Sweden88 Posts
On February 16 2012 21:51 halpimcat wrote: How do you deal with the many varied openings terran can pull off in the first 7 minutes of the game? I just got owned by the 8 rine - 4 hellion drop in my base and I don't know how I could've handled it since I don't know how to see it coming. I saw the early hellions making out of a factory and thought, "no problem, probably just some early hellion harass." Prepared some spines in the front for defense and suddenly I have a bunch of marines in my base, and seconds later, hellions. How was I supposed to find out what he was doing quick enough so that i could prepare for it? Maybe not sure if it's the enteirly correct response, but if youre not able to fly in with a overlord to scout it, good oviespread around your base would make you be able to spot from where the drop is coming, and therefore react acordingly? | ||
Tribuno
Italy261 Posts
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halpimcat
215 Posts
On February 16 2012 22:20 Kamelixs wrote: Maybe not sure if it's the enteirly correct response, but if youre not able to fly in with a overlord to scout it, good oviespread around your base would make you be able to spot from where the drop is coming, and therefore react acordingly? There were a couple of things I did wrong in the game i talked about, but even if I had good overlord spread there's no way I'd have enough defense in time to catch what I just lost to. The overlord scout wouldn't have helped, either. Against bad players it might work, but against anyone remotely competent it would just be a free overlord kill for the terran. He had his starport built in the middle of the base and built depots around his perimeter to check for any air that tried to scout. All I saw was the gas making in the beginning and the reactored factory. The map was shattered temple if it helps, we were close air and he elevatored up into my base. Overlords around my base might have helped, but he used hellions to gain map control first so I wouldn't be able to see anything outside of my base. | ||
Kamelixs
Sweden88 Posts
On February 16 2012 22:27 halpimcat wrote: There were a couple of things I did wrong in the game i talked about, but even if I had good overlord spread there's no way I'd have enough defense in time to catch what I just lost to. The overlord scout wouldn't have helped, either. Against bad players it might work, but against anyone remotely competent it would just be a free overlord kill for the terran. He had his starport built in the middle of the base and built depots around his perimeter to check for any air that tried to scout. All I saw was the gas making in the beginning and the reactored factory. The map was shattered temple if it helps, we were close air and he elevatored up into my base. Overlords around my base might have helped, but he used hellions to gain map control first so I wouldn't be able to see anything outside of my base. It's indeed a though strategy to both scout and deal with. Being a lowly diamond player myself I rarely encounter well executed versions, but the thing is that I feel like if Im just able to spot from where he is coming before he's entering my creep, it becomes alot easier to deal with. F.e reposition spines, move queens to defend, build additional lings so that you have a few before he goes into you mineral line and start wreaking havoc. Thats all the tips I've got :/ | ||
halpimcat
215 Posts
On February 16 2012 23:11 Kamelixs wrote: It's indeed a though strategy to both scout and deal with. Being a lowly diamond player myself I rarely encounter well executed versions, but the thing is that I feel like if Im just able to spot from where he is coming before he's entering my creep, it becomes alot easier to deal with. F.e reposition spines, move queens to defend, build additional lings so that you have a few before he goes into you mineral line and start wreaking havoc. Thats all the tips I've got :/ I was a NA master Terran but i'm in Korea right now trying out Zerg. People are a lot more aggressive. The map (shattered) and spawn positions are probably the reason i feel so helpless about the scenario. It's such a quick and easy elevator up into my base after he's denied my map vision, I think I might just have to alter my strategy for that map. and make an earlier round of lings. | ||
Olsson
Sweden931 Posts
On February 16 2012 22:22 Tribuno wrote: is there a specific BO/tutorial/video of "high economy" baneling bust? I saw DIMAGA win many game with this type of build out of 2 bases at IEM Kiev (if i remember correctly) and also Nestea using this vs Mvp in their last bo3 at GSL group stage.. Do u have any suggestion about gas timing, macro hatch timing, number of drones or something like that? - Macro hatch to be started when lair starts. You'll naturally be able to get one down the same time as lair if you have one drone mining on gas after speed after a hatch first. 15 Hatch 15 Pool 17 Extractor or 15 Hatch 17 Extractor 16 Pool I would recommend. - Two base saturation. Four gases means 4x3 = 12 drones on gas. 16 minerals patches and you want optimal saturation which is two on each mineral patch 16x2=32. 12+32 =44. I would say stopping on 44-50 drones which is a two base saturation. - Start double upgrades after lair goes down and start all your geysers after lair starts. Baneling nest after, get speed when lair finishes. - Three hatches, three queens start massing lings to hold off incoming tank marine push. You can still chose not to do this by taking a third base. You can even go trough with the push, get a spire and a third behind it if you would fail. Use all your gas on banelings and attack when you think you have enough shit to beat his shit. - Works against BOMBER TvZ (Macro CC), alot of hellions (if you see more than eight go trough with this build), late siege tech in favor of mass marines and starport play (like banshees) which would delay his army supply. High Masters Z EU used this a few times on ladder is highly effective as terran rarely sees it coming. | ||
Servius_Fulvius
United States947 Posts
Now, many of my issues are rooted in injects. This style is very larva heavy so I need stellar injects to keep up. However, if the harass doesn't work out I'll be down in workers and army making the whole strategy feel like an all-in. I've been considering taking the third base earlier and focusing on workers, but then all the timings of the build go out the window and I'm kind of lost. So yeah, keep the build as-is or go for the earlier third and delay tech? | ||
Tribuno
Italy261 Posts
On February 17 2012 00:05 Olsson wrote: - Macro hatch to be started when lair starts. You'll naturally be able to get one down the same time as lair if you have one drone mining on gas after speed after a hatch first. 15 Hatch 15 Pool 17 Extractor or 15 Hatch 17 Extractor 16 Pool I would recommend. - Two base saturation. Four gases means 4x3 = 12 drones on gas. 16 minerals patches and you want optimal saturation which is two on each mineral patch 16x2=32. 12+32 =44. I would say stopping on 44-50 drones which is a two base saturation. - Start double upgrades after lair goes down and start all your geysers after lair starts. Baneling nest after, get speed when lair finishes. - Three hatches, three queens start massing lings to hold off incoming tank marine push. You can still chose not to do this by taking a third base. You can even go trough with the push, get a spire and a third behind it if you would fail. Use all your gas on banelings and attack when you think you have enough shit to beat his shit. - Works against BOMBER TvZ (Macro CC), alot of hellions (if you see more than eight go trough with this build), late siege tech in favor of mass marines and starport play (like banshees) which would delay his army supply. High Masters Z EU used this a few times on ladder is highly effective as terran rarely sees it coming. these are very helfull tips, thank u so much.. i will try to do everything and generally i think is a viable build in many cases also because u have 2 base saturation and lots of units to deal with terran pushes.. and u can also think to take a third and drones like u said. | ||
SeinGalton
South Africa387 Posts
On February 17 2012 00:06 Servius_Fulvius wrote: I'm wondering if the issues I've been having in ZvP have to do with the timing of my third base. I play the morrow-esque strategy of getting early melee/carapace, baneling speed, and ovie speed/drop. The upgrades delay my third base until about 50 supply. When a protoss forge fast expands we're neck and neck with workers. The drop play is very effective, especially since most players are expecting mutas instead of two-pronged ground attacks. However, once my harass is over and I'm taking my fourth base the protoss has a nice window to run in with a bunch of stalkers, zealots, and a couple colossus. I usually have enough corruptors to deal with the colossus, but stalker/zealot is pretty cost-effective against zergling baneling. Now, many of my issues are rooted in injects. This style is very larva heavy so I need stellar injects to keep up. However, if the harass doesn't work out I'll be down in workers and army making the whole strategy feel like an all-in. I've been considering taking the third base earlier and focusing on workers, but then all the timings of the build go out the window and I'm kind of lost. So yeah, keep the build as-is or go for the earlier third and delay tech? I'm only gold, so take what I say with some salt: I think the timing on your third is fine (off the top of my head, 55 food is typically somewhere between 7 - 8 min?). Just from my very limited experience, you need to tech quicker: I think the way to go, really, is to go with ultras. They'll immediately benefit from the upgrades, and will allow you take much more bases because they are more mobile than BL. additionally, ultras will nullify forcefields, allowing your banelings to roll through. I've been playing around with the Ling/Bling/Ultra/Infestor compositions, occasionally throwing in Hydras, and it's a lot more fun to play. If you don't absolutely have your mind set on BL, try going for an early hive and adding in Ultras! | ||
halpimcat
215 Posts
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Servius_Fulvius
United States947 Posts
On February 17 2012 01:39 SeinGalton wrote: I'm only gold, so take what I say with some salt: I think the timing on your third is fine (off the top of my head, 55 food is typically somewhere between 7 - 8 min?). Just from my very limited experience, you need to tech quicker: I think the way to go, really, is to go with ultras. They'll immediately benefit from the upgrades, and will allow you take much more bases because they are more mobile than BL. additionally, ultras will nullify forcefields, allowing your banelings to roll through. I've been playing around with the Ling/Bling/Ultra/Infestor compositions, occasionally throwing in Hydras, and it's a lot more fun to play. If you don't absolutely have your mind set on BL, try going for an early hive and adding in Ultras! I think I'll pass, but thanks for the thoughts. I've played with ultras before and they tend to get stomped. Breaking forcefields is not enough benefit to compensate the supply and resource costs. I usually keep upgrading melee and carapace and settle with broodlords since the broodlings will also be 2/2 and 3/3. I have the spire anyway to defend against colossus. If they're going for a lot of blink stalkers then banelings aren't as cost-effective and I really need fungal growth to avoid super cost-effective protoss deathballs. This style is becoming more popular since my plat opponents have blink stalkers to defend against mutas anyway (my strat looks like a muta build). This also raises a concern because blink defense would really aid against the drop harasses, but that's an adjustment for another day because I haven't seen it yet. Oh, and if the protoss goes sentry-heavy and throws down 10,000 forcefields the best option isn't to engage a bunch of melee forces or make ultras. I'm sure they have their place in zvp, but it's not something I'm looking into now. | ||
koun7erfit
United States1 Post
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Amaterasu1234
United States317 Posts
On February 16 2012 21:51 halpimcat wrote: How do you deal with the many varied openings terran can pull off in the first 7 minutes of the game? I just got owned by the 8 rine - 4 hellion drop in my base and I don't know how I could've handled it since I don't know how to see it coming. I saw the early hellions making out of a factory and thought, "no problem, probably just some early hellion harass." Prepared some spines in the front for defense and suddenly I have a bunch of marines in my base, and seconds later, hellions. How was I supposed to find out what he was doing quick enough so that i could prepare for it? Okay, so, I see all these people suggesting getting a baneling nest shortly after going lair (or so has been the general advice I've seen). I disagree due to the fact that a strategy like that will undoubtedly kill you if you don't have blings. Seriously, 2-4 preemptive blings keeps you safe prior to 7 minutes most of the time, and that is why I suggest keeping at least 2 drones on gas after getting speed for a bling nest and those two blings at the appropriate time. Scouting it is tougher though. Pretty much if I see stim being researched by the time I sac my overlord and no factory with a tech lab, then I'm pretty sure I'll be needing blings shortly. On February 17 2012 00:06 Servius_Fulvius wrote: I'm wondering if the issues I've been having in ZvP have to do with the timing of my third base. I play the morrow-esque strategy of getting early melee/carapace, baneling speed, and ovie speed/drop. The upgrades delay my third base until about 50 supply. When a protoss forge fast expands we're neck and neck with workers. The drop play is very effective, especially since most players are expecting mutas instead of two-pronged ground attacks. However, once my harass is over and I'm taking my fourth base the protoss has a nice window to run in with a bunch of stalkers, zealots, and a couple colossus. I usually have enough corruptors to deal with the colossus, but stalker/zealot is pretty cost-effective against zergling baneling. Now, many of my issues are rooted in injects. This style is very larva heavy so I need stellar injects to keep up. However, if the harass doesn't work out I'll be down in workers and army making the whole strategy feel like an all-in. I've been considering taking the third base earlier and focusing on workers, but then all the timings of the build go out the window and I'm kind of lost. So yeah, keep the build as-is or go for the earlier third and delay tech? Personally, I'd delay tech and account for the delay with spines, which will hold off a lot of two base toss pushes. You can even go for a late lair perhaps (9 or so minutes) while being wary of dts, and spread creep aggressively in the event you need to use blings before they have speed? Idk, that's just theory crafting. I'm thinking this except with whatever changes you need to make... | ||
SeinGalton
South Africa387 Posts
On February 17 2012 02:59 Servius_Fulvius wrote: I think I'll pass, but thanks for the thoughts. I've played with ultras before and they tend to get stomped. Breaking forcefields is not enough benefit to compensate the supply and resource costs. I usually keep upgrading melee and carapace and settle with broodlords since the broodlings will also be 2/2 and 3/3. I have the spire anyway to defend against colossus. If they're going for a lot of blink stalkers then banelings aren't as cost-effective and I really need fungal growth to avoid super cost-effective protoss deathballs. This style is becoming more popular since my plat opponents have blink stalkers to defend against mutas anyway (my strat looks like a muta build). This also raises a concern because blink defense would really aid against the drop harasses, but that's an adjustment for another day because I haven't seen it yet. Oh, and if the protoss goes sentry-heavy and throws down 10,000 forcefields the best option isn't to engage a bunch of melee forces or make ultras. I'm sure they have their place in zvp, but it's not something I'm looking into now. Yeah - I've heard people say that Ultra/ling/bling will smash through any protoss deathball but it simply isn't true. This is one of those July-Zerg kinda styles: you reach a point where the aggression switch gets turn on and you just don't turn it off - you're constantly engaging, dropping, looking for counter attacks, and trading armies. I also get the feeling this style will become more prevalent after HoTS, throwing in vipers as support units and speed hydras behind the ultralisks. | ||
Rodberd
Germany531 Posts
Ths is still theorycrafting because i will return at the end of feb until lthan i cant play. i read thorugh most of the recent posts and most of them focus on the ammount of drones per base. but what abot the queens? i saw Morrow getting 3-4 queens really early (afaik in every matchup, not sure abut ZvZ) for creepspread and rampblockade. Do you think this is useful at the lower leagues like silver or should i get lings instead (1 queen = 1,5 larvae of lings)? Now the famous inject-question: when i was random during S1-S3 i used to inject via minimap, should i stick to it? (havent played zerg for ages) maybe just a style-thing: CatZ plays a proxy-hatch when P goes for FFE with cannoning the Z Nat Morrow throws everything hes has at the P main (he didnt get cannoned often, so i dont know if he does it always) OFC Morrows wy is an all-in but from my point its stronger than the inbase proxy of CatZ (until crawler and roaches pop) Any additional thought about this? | ||
Sway.746
United States95 Posts
I have been doing 7-pool openings or 15 hatch in my opponents nat spot (and try to get a queen and creep tumor down if i can). I like 15 hatch, because it forces Protoss to change their strategy from what they planned, and usually they just go for a +1 4 gate all-in. At that point, all I have to do is defend my natural and I win. Does this seem like a good plan? Or should I just let Protoss FFE and try to deal with whatever timing push they have planned? | ||
LazinCajun
United States294 Posts
I actually have an easier time when protoss FFE's than when they go 1 gate expand (I don't like opening with a really early ling speed so I have trouble denying the nexus... but that's not the point). You should be able to get enough scouting info from gas timings at the natural, checking cyber core/forge chronos, poking at the front with a ling, and if needed you can sac an ovie at about ~6:45-7 minutes and often straight up see what the protoss is building. | ||
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