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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. |
On February 22 2012 23:01 Olsson wrote: Sup my zerg dawgs n' bros.
In ZvT, upgrades.
For ground, do you think it's good to get double upgrades for lings like Dimaga does or Carpace like leenock. Either way what upgrade should you get for lings at the evolution chamer? Carpace or Attack?
For air, do you get carpace or attack if you go mass mutas. Carpace is slightly better vs marines according to some unit testing statistics though attack is better when you're harassing and going for turrets, buildings, tanks and stuff.
For lings, depends on your plan. I tend to rely on lings and creep spread pretty heavily (lower on banelings, higher on zlings with good surrounds and creep) to defend early pushes, so it's really important to always be on top of your upgrades - and more importantly, on top of the Terran's upgrades. For that I get double upgrades every game, and to compliment this, a faster hive and adrenal, and it does me pretty well. (When I lose it tends to be to a build error or macro screwup.) The overall plan is that 3-3 cracklings are pretty good, and getting to them faster is better. And to be honest, if you get double upgrades and terran only gets one, there will be a point in the game where your 3-3 cracklings will be fighting his 3-0 or 2-1 marines, and you will simply crush him.
Basically, both can be good, but you need to tailor your build to suit one or the other. I imagine if you plan to rely on banelings early and gas-heavy units midgame you're going to find carapace better.
For mutas, I always go with attack, primarily because I never engage marines unless I have overwhelming numbers. For me, mutas are for harass and picking off tanks / forcing unsieges. (Or that's the goal anyway, my micro is still awful xD)
Obviously, if I'm flawed in my reasoning, I'd love to be corrected.
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When do you get gas against a 3 gate-expo protoss if you plan to put a little roach/ling maybe hydra/roach pressure after he expands?
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On February 23 2012 01:52 Neliz wrote:Hey guys, I think I've asked something similar in this thread before but I don't remember me getting a good answer to my question. So basically, I'm trying to focus on hitting injects and not getting supply blocked, and for that I feel like I need to have some proper macro build orders so I can develop my play. (btw, I'm silver) Right now, I'm happy with my ZvT, but vZ and vP not so much^^. So my question is, what build orders should I use versus zerg and protoss? I would also be grateful as to what kind of composition and mid-late game plan that I should be aiming for in those matchups. Also, when I play, I kind of need to have the build order in front of me to be able to play correctly. I write them down on a piece of paper, and as the game advances I just look at the paper and follow what I'm supposed to do. Obviously, this is a bad thing because it makes me feel really unsafe when I don't have my BO's in front of me. This then leads to the situation that when I for some reason can't follow my BO, my play gets absolutely SHIT. I just start to get nervous, I play sloppy and my macro suffers from that. What is the best way to avoid this? Should I just learn the BO's by heart and play a lot of games to make me more secure in my playing or what should I do? So to sum it up, if you would be so kind to link 2 macro oriented builds vZ and vP and their "gameplan" (fast expands obviously). And what is the best way to solve my other problem. (Really sorry for the lengthy post, hope you can see what I'm trying to say since I've got a serious lack of sleep atm  and thanks a LOT to anyone helping me out!  )
http://www.teamliquid.net/forum/viewmessage.php?topic_id=247876
This thread changed my life in how I respond to a protoss ffe. For build orders, just practice them until they become second nature, and understand that build orders for zerg are really just guidelines for getting you into the mid-game, and that everything needs to be played in reaction to what you scout.
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On February 23 2012 02:18 Vega62a wrote:Show nested quote +On February 22 2012 23:01 Olsson wrote: Sup my zerg dawgs n' bros.
In ZvT, upgrades.
For ground, do you think it's good to get double upgrades for lings like Dimaga does or Carpace like leenock. Either way what upgrade should you get for lings at the evolution chamer? Carpace or Attack?
For air, do you get carpace or attack if you go mass mutas. Carpace is slightly better vs marines according to some unit testing statistics though attack is better when you're harassing and going for turrets, buildings, tanks and stuff. For lings, depends on your plan. I tend to rely on lings and creep spread pretty heavily (lower on banelings, higher on zlings with good surrounds and creep) to defend early pushes, so it's really important to always be on top of your upgrades - and more importantly, on top of the Terran's upgrades. For that I get double upgrades every game, and to compliment this, a faster hive and adrenal, and it does me pretty well. (When I lose it tends to be to a build error or macro screwup.) The overall plan is that 3-3 cracklings are pretty good, and getting to them faster is better. And to be honest, if you get double upgrades and terran only gets one, there will be a point in the game where your 3-3 cracklings will be fighting his 3-0 or 2-1 marines, and you will simply crush him. Basically, both can be good, but you need to tailor your build to suit one or the other. I imagine if you plan to rely on banelings early and gas-heavy units midgame you're going to find carapace better. For mutas, I always go with attack, primarily because I never engage marines unless I have overwhelming numbers. For me, mutas are for harass and picking off tanks / forcing unsieges. (Or that's the goal anyway, my micro is still awful xD) Obviously, if I'm flawed in my reasoning, I'd love to be corrected.
Yeah I totally agree with you. I used to go 1-1 aswell and just rely more on lings than blings and just mass muta ling off four base and deny the terran a forth and then go brood lords if he takes a forth. Though I've seen DRG and Leenock the best ZvT players in the world deny going double upgrades but I'm not sure why. They are also weird with their muta upgrades sometimes they get attack sometimes carpace. I'm just confused.
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Even when I decide to go Mutas instead of Infestor, I still double-upgrade my lings. I think part of my reason for doing that is I tend to not make enough banelings (because I'm pumping so many Mutas), so the upgrades really go a long way to making them more effeceint. In my opinion, the 1-3 mutalisks that your extra ling upgrades cost is definitely worth it.
My theory is .... Mutas are there to buy you time by harrassing and containing the Terran to minimal bases (sometimes I get carried away and keep building them instead of transitioning). Mutas can't win you the game because they can't kill the Terran army alone, and they also can't win in a base race versus marines. Lings are the main unit in your army that is going to deal with Marine / Tank.
Bottom Line, if you have 3/0 or 0/3 lings versus 3/3 marines, you're fighting a VERY uphill and cost-innefeceint battle.
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On February 23 2012 02:33 Olsson wrote:+ Show Spoiler +On February 23 2012 02:18 Vega62a wrote:Show nested quote +On February 22 2012 23:01 Olsson wrote: Sup my zerg dawgs n' bros.
In ZvT, upgrades.
For ground, do you think it's good to get double upgrades for lings like Dimaga does or Carpace like leenock. Either way what upgrade should you get for lings at the evolution chamer? Carpace or Attack?
For air, do you get carpace or attack if you go mass mutas. Carpace is slightly better vs marines according to some unit testing statistics though attack is better when you're harassing and going for turrets, buildings, tanks and stuff. For lings, depends on your plan. I tend to rely on lings and creep spread pretty heavily (lower on banelings, higher on zlings with good surrounds and creep) to defend early pushes, so it's really important to always be on top of your upgrades - and more importantly, on top of the Terran's upgrades. For that I get double upgrades every game, and to compliment this, a faster hive and adrenal, and it does me pretty well. (When I lose it tends to be to a build error or macro screwup.) The overall plan is that 3-3 cracklings are pretty good, and getting to them faster is better. And to be honest, if you get double upgrades and terran only gets one, there will be a point in the game where your 3-3 cracklings will be fighting his 3-0 or 2-1 marines, and you will simply crush him. Basically, both can be good, but you need to tailor your build to suit one or the other. I imagine if you plan to rely on banelings early and gas-heavy units midgame you're going to find carapace better. For mutas, I always go with attack, primarily because I never engage marines unless I have overwhelming numbers. For me, mutas are for harass and picking off tanks / forcing unsieges. (Or that's the goal anyway, my micro is still awful xD) Obviously, if I'm flawed in my reasoning, I'd love to be corrected. Yeah I totally agree with you. I used to go 1-1 aswell and just rely more on lings than blings and just mass muta ling off four base and deny the terran a forth and then go brood lords if he takes a forth. Though I've seen DRG and Leenock the best ZvT players in the world deny going double upgrades but I'm not sure why. They are also weird with their muta upgrades sometimes they get attack sometimes carpace. I'm just confused. The reason they change it up is because they both (leenock more so) rely heavily on more efficient use of banelings by using burrow. It forces scans and can sometimes win you the game outright if the terran doesn't bother to scan as he moves out of his base. This is how they can afford the double spire or double upgrades stuff, since they are spending far less gas on a standing baneling army.
I go double upgrades for mutas in zvt, not double upgrades for ground.... But most of my zvt's in mid master just end with 2 base allins from terran before the advantage of the double spire upgrades can even come into play. It's unfortunate but in long macro games you just have a huge advantage with such tough mutas.
If you are going to go ling infestor with double upgrades then cool but be aware that you are super super vulnerable to multipronged drops since you rely on having the infestors everywhere to make your lings cost efficient versus marines. Do something kind of like a protoss does against mutas, and leave like 1-2 infestors at each base and then you can be much more efficient.
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On February 23 2012 02:29 KimJongChill wrote:Show nested quote +On February 23 2012 01:52 Neliz wrote:Hey guys, I think I've asked something similar in this thread before but I don't remember me getting a good answer to my question. So basically, I'm trying to focus on hitting injects and not getting supply blocked, and for that I feel like I need to have some proper macro build orders so I can develop my play. (btw, I'm silver) Right now, I'm happy with my ZvT, but vZ and vP not so much^^. So my question is, what build orders should I use versus zerg and protoss? I would also be grateful as to what kind of composition and mid-late game plan that I should be aiming for in those matchups. Also, when I play, I kind of need to have the build order in front of me to be able to play correctly. I write them down on a piece of paper, and as the game advances I just look at the paper and follow what I'm supposed to do. Obviously, this is a bad thing because it makes me feel really unsafe when I don't have my BO's in front of me. This then leads to the situation that when I for some reason can't follow my BO, my play gets absolutely SHIT. I just start to get nervous, I play sloppy and my macro suffers from that. What is the best way to avoid this? Should I just learn the BO's by heart and play a lot of games to make me more secure in my playing or what should I do? So to sum it up, if you would be so kind to link 2 macro oriented builds vZ and vP and their "gameplan" (fast expands obviously). And what is the best way to solve my other problem. (Really sorry for the lengthy post, hope you can see what I'm trying to say since I've got a serious lack of sleep atm  and thanks a LOT to anyone helping me out!  ) http://www.teamliquid.net/forum/viewmessage.php?topic_id=247876This thread changed my life in how I respond to a protoss ffe. For build orders, just practice them until they become second nature, and understand that build orders for zerg are really just guidelines for getting you into the mid-game, and that everything needs to be played in reaction to what you scout. Okey, gonna read through that post when I have the time to do so, thanks for the link and the quick answer! Still feel like I need 2 SOLID macro bo's vZ and vP to start out with though, so would be awesome if anyone could link that!
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On February 23 2012 02:37 Grayboosh wrote: Bottom Line, if you have 3/0 or 0/3 lings versus 3/3 marines, you're fighting a VERY uphill and cost-innefeceint battle.
This. So much this. I cannot emphasize this enough. You're never going to trade efficiently with marines on equal upgrades, but you will be able to trade effectively and kill off his army if you're equal or above him. If you're below, you're going to be in the sadfaced situation where your lings all run in and melt, doing no damage.
If you are going to go ling infestor with double upgrades then cool but be aware that you are super super vulnerable to multipronged drops since you rely on having the infestors everywhere to make your lings cost efficient versus marines. Do something kind of like a protoss does against mutas, and leave like 1-2 infestors at each base and then you can be much more efficient. You can even just leave lings at every base to drive drops off, especially if your upgrades are good.
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A question:
My general ZvT build is 15 hatch 15 gas 15 pool, using the quick speed and a single spine (sometimes 2) to hold off hellions. (If I see him commiting to hellions, I make a baneling nest). I like to snag my macro hatch by about 7 minutes, and my goal is to be able to have infestors out by the time his first marine-tank push will hit and take my 3rd (4th hatch, 3rd base) around then. Can someone recommend a set of rules / timings for gas and lair given these goals? And actually, any corrections on when I should actually be taking my 3rd base?
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Explain that how is THAT balanced please. I know i am just masters but THAT is so ********-** -******-**---******* broken. http://www.mediafire.com/?7kzck5dg0lpledd I need serious help. Toss is ez to play and i have no idea how to beat that *******************************. thx for help in advance
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ZvT again broskis.
1. When do you get a macro hatch when doing the following. 15 Hatch 15 Pool 17 Extractor, get speed and then have one mining gas and get lair at 100 gas. You get one spine crawler and one extra queen (three in total). Some games I seem to afford it and some games I don't. I feel that it's not good to drop a macro hatch if I have larvae and money sitting around though having a 50% increase in production when making lings especially is really really good.
Opinions on this? I'm zerg high masters though ZvT is probably my worst matchup lol.
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On February 23 2012 03:44 Olsson wrote: ZvT again broskis.
1. When do you get a macro hatch when doing the following. 15 Hatch 15 Pool 17 Extractor, get speed and then have one mining gas and get lair at 100 gas. You get one spine crawler and one extra queen (three in total). Some games I seem to afford it and some games I don't. I feel that it's not good to drop a macro hatch if I have larvae and money sitting around though having a 50% increase in production when making lings especially is really really good.
Opinions on this? I'm zerg high masters though ZvT is probably my worst matchup lol.
Unless you're using roaches, you need a macro hatch to support ling production. Get your macro hatch once you have two-base mineral saturation. I used to forgo the macro hatch and just get my third expo instead (building a macro hatch later), but the fact is that your macro hatch is to support production from 2 base saturation. Your third expo is for increased economy. If you forego the macro hatch and just build a third expo, your production suffers because you won't have enough larvae to keep up with drones and lings.
I've also found that fending off a 10-minute push is muuuuuuuuch easier with a macro hatch already finished.
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On February 23 2012 03:27 swift94 wrote:Explain that how is THAT balanced please. I know i am just masters but THAT is so ********-** -******-**---******* broken. http://www.mediafire.com/?7kzck5dg0lpleddI need serious help. Toss is ez to play and i have no idea how to beat that *******************************. thx for help in advance
You got really ahead with the failed cannon rush and four sniped probes. You wen't for two base lair and you didn't get speed nor lair as fast as you could. Instead you waited until you had 300 gas to start lair, you should've been faster on that.
Your failed roach hydra drop made you end up behind. You could've done this against an expanding toss though instead you were two base vs two base and at 9.30 you both were pretty much equal in economy. On equal bases, unless you do something funky like mutas or infestors TOSS IS ALWAYS AHEAD. At this point you've failed with an attack, you're behind in tech and economy. As you attack you take a macro hatch, sure, you were totally uncontested and could've taken a third though.
Denying the third and droning up at 16 minutes was very well done. Against that composition I would abandon the hydras completely and just mass roach. Toss can only do two of three things. 1. Stay alive by making units. 2. Expand. 3. Tech. Toss did 3.2 and thats why you denied the third.
You go three base hive and you have a ton of resources floating. As you attack you have 40 supply to make roaches, you attack his third trading very well and first after the battle you make a few roaches. If you wouldve been faster on that and constantly just massed roach against it you could've denied the third. You should've gotten your fourth quicker if you wanted to go hive.
At 25 minutes or so it's 4 vs 4 bases = GG for zerg. You can't stay on equal bases with toss it's impossible. With your broodlord count and army you could've engaged and denied his fourth. You chose to be passive allowing him to reach an even stronger deathball. You denied his fourth eventually but at this moment he had gotten away with getting four voidrays at a time.
At 31 minutes, "ROFL" I agree toss is really ridicoulos at times. There isn't really an answer to that composition but going hydras, roaches, corruptors and hoping that you can dodge storms well enough. Void Rays eat anything thats armored so hydras are your best bet.
Also everytime you see a mothership you need like four overseers to come along with your army because at your last engagement.
I'm high masters zerg. I try to avoid going broodlords alltogether but on some maps you're forced and when I do I make sure to SPINE UP properly this is the only way you'll withstand harass and be able to beat their army straight up at the same time. Have a high infestor count, you can harass with them, chain fungals, NP and spamming infested terrans is really good if you can get it to work with the positioning.
On February 23 2012 03:53 Grayboosh wrote:Show nested quote +On February 23 2012 03:44 Olsson wrote: ZvT again broskis.
1. When do you get a macro hatch when doing the following. 15 Hatch 15 Pool 17 Extractor, get speed and then have one mining gas and get lair at 100 gas. You get one spine crawler and one extra queen (three in total). Some games I seem to afford it and some games I don't. I feel that it's not good to drop a macro hatch if I have larvae and money sitting around though having a 50% increase in production when making lings especially is really really good.
Opinions on this? I'm zerg high masters though ZvT is probably my worst matchup lol. Unless you're using roaches, you need a macro hatch to support ling production. Get your macro hatch once you have two-base mineral saturation. I used to forgo the macro hatch and just get my third expo instead (building a macro hatch later), but the fact is that your macro hatch is to support production from 2 base saturation. Your third expo is for increased economy. If you forego the macro hatch and just build a third expo, your production suffers because you won't have enough larvae to keep up with drones and lings. I've also found that fending off a 10-minute push is muuuuuuuuch easier with a macro hatch already finished.
Yeah that seems logical. I'll do that from now on.
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On February 23 2012 03:53 Grayboosh wrote:Show nested quote +On February 23 2012 03:44 Olsson wrote: ZvT again broskis.
1. When do you get a macro hatch when doing the following. 15 Hatch 15 Pool 17 Extractor, get speed and then have one mining gas and get lair at 100 gas. You get one spine crawler and one extra queen (three in total). Some games I seem to afford it and some games I don't. I feel that it's not good to drop a macro hatch if I have larvae and money sitting around though having a 50% increase in production when making lings especially is really really good.
Opinions on this? I'm zerg high masters though ZvT is probably my worst matchup lol. Unless you're using roaches, you need a macro hatch to support ling production. Get your macro hatch once you have two-base mineral saturation. I used to forgo the macro hatch and just get my third expo instead (building a macro hatch later), but the fact is that your macro hatch is to support production from 2 base saturation. Your third expo is for increased economy. If you forego the macro hatch and just build a third expo, your production suffers because you won't have enough larvae to keep up with drones and lings. I've also found that fending off a 10-minute push is muuuuuuuuch easier with a macro hatch already finished.
To be more precise, you'll see most people drop their macro hatch around the same time they start their lair as that's when they reach 2 base mineral saturation.
So, when you start your lair or shortly thereafter.
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i read an interview in which stephano suggested to use sen's build in ZvZ.. where can i found this build please? what is it?
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What are some popular custom maps for practicing things like micro, multitasking, hotkeys, etc.?
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On February 23 2012 04:14 Olsson wrote:Show nested quote +On February 23 2012 03:27 swift94 wrote:Explain that how is THAT balanced please. I know i am just masters but THAT is so ********-** -******-**---******* broken. http://www.mediafire.com/?7kzck5dg0lpleddI need serious help. Toss is ez to play and i have no idea how to beat that *******************************. thx for help in advance You got really ahead with the failed cannon rush and four sniped probes. You wen't for two base lair and you didn't get speed nor lair as fast as you could. Instead you waited until you had 300 gas to start lair, you should've been faster on that. Your failed roach hydra drop made you end up behind. You could've done this against an expanding toss though instead you were two base vs two base and at 9.30 you both were pretty much equal in economy. On equal bases, unless you do something funky like mutas or infestors TOSS IS ALWAYS AHEAD. At this point you've failed with an attack, you're behind in tech and economy. As you attack you take a macro hatch, sure, you were totally uncontested and could've taken a third though. Denying the third and droning up at 16 minutes was very well done. Against that composition I would abandon the hydras completely and just mass roach. Toss can only do two of three things. 1. Stay alive by making units. 2. Expand. 3. Tech. Toss did 3.2 and thats why you denied the third. You go three base hive and you have a ton of resources floating. As you attack you have 40 supply to make roaches, you attack his third trading very well and first after the battle you make a few roaches. If you wouldve been faster on that and constantly just massed roach against it you could've denied the third. You should've gotten your fourth quicker if you wanted to go hive. At 25 minutes or so it's 4 vs 4 bases = GG for zerg. You can't stay on equal bases with toss it's impossible. With your broodlord count and army you could've engaged and denied his fourth. You chose to be passive allowing him to reach an even stronger deathball. You denied his fourth eventually but at this moment he had gotten away with getting four voidrays at a time. At 31 minutes, "ROFL" I agree toss is really ridicoulos at times. There isn't really an answer to that composition but going hydras, roaches, corruptors and hoping that you can dodge storms well enough. Void Rays eat anything thats armored so hydras are your best bet. Also everytime you see a mothership you need like four overseers to come along with your army because at your last engagement. I'm high masters zerg. I try to avoid going broodlords alltogether but on some maps you're forced and when I do I make sure to SPINE UP properly this is the only way you'll withstand harass and be able to beat their army straight up at the same time. Have a high infestor count, you can harass with them, chain fungals, NP and spamming infested terrans is really good if you can get it to work with the positioning. Show nested quote +On February 23 2012 03:53 Grayboosh wrote:On February 23 2012 03:44 Olsson wrote: ZvT again broskis.
1. When do you get a macro hatch when doing the following. 15 Hatch 15 Pool 17 Extractor, get speed and then have one mining gas and get lair at 100 gas. You get one spine crawler and one extra queen (three in total). Some games I seem to afford it and some games I don't. I feel that it's not good to drop a macro hatch if I have larvae and money sitting around though having a 50% increase in production when making lings especially is really really good.
Opinions on this? I'm zerg high masters though ZvT is probably my worst matchup lol. Unless you're using roaches, you need a macro hatch to support ling production. Get your macro hatch once you have two-base mineral saturation. I used to forgo the macro hatch and just get my third expo instead (building a macro hatch later), but the fact is that your macro hatch is to support production from 2 base saturation. Your third expo is for increased economy. If you forego the macro hatch and just build a third expo, your production suffers because you won't have enough larvae to keep up with drones and lings. I've also found that fending off a 10-minute push is muuuuuuuuch easier with a macro hatch already finished. Yeah that seems logical. I'll do that from now on.
Thanks for the advices I appriciate it very much. I kinda found a way to deal with toss, here is a replay: http://www.mediafire.com/?1d2fwglaglessds
He didnt use void rays which was a mistake on his part homever he trapped my army and i lost like 100 supply for 10 or so. In the next minute or so i could've died but for some reason he didn't attack. I did the spine up thing like you told me to and it was incredibly awesome he had to flee from the spines and bl's. So if i would not have been so stupid with my first army i could have had a kinda perfect game! I have a question. When you get your own "deathball" should you use a few hydras as well? That game i didn't use them cause he had mass colo+immo and no voids so that would have just been stupid instead i went mass corruptor and got lucky with mothership energy. But even if he had enuf for a vortex i think my spread was good enough to win that game.
The thing is when the toss gets VOID RAYS & TEMPLARS(feedback) as well into his deathball i feel like i just can't do anything at all. Nothing seems to counter it no matter what do i get how much do i get how well i spread and control the battle his ball of stuff will just rape my whole army and then my remaxed army.
The game i uploaded had a BIG mistake and it was when we fought our last battle. I wasnt looking at the battle when it started and lost alot of units whitout actually fighting. If i bring the overseers and look at my army maybe i would have had a chance with the roach hydra remaxing. Again thanks for that post it helped me i appriciate your kindness alot...:-)) and i hope you'll support me on further info on how to deal with templars and voids if it is possible at all (my guess is remax on roach hydra corruptor instantly but that is just soooooooooo hard vs a simple 1a move and a few storms >.<.... Gl & hf all!!!
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Hey guys,
So I'm Plat, Medium to High range if that makes a difference to anyone (EU Ladder). First of all. My ZvZ is terrible!!!
It's only been today where I have had a lot of zergs on the ladder where I've had to deal with them and stop this getting lucky with the coin flip and try and learn decent builds. In this ZvZ I do a 14/14 and think well If i put enough enough pressure on them whilst expanding behind it I will be ahead,
It seems like I did and well I'm scared of getting Tier 3 units, I won the game and I didn't have a recent reply where I've lost to a zerg where I have learn't to use 14/14 effectively.
I come to you fellow zergs for some advice and hopefully some guidence on my basic game play and my strat against ZvZ also if any of you have some advice about getting onto Tier 3 units that would be great !!
Here's the reply Thanks for your time <3
http://drop.sc/118152
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in roach vs roach zvz when is it safe to get your third? how do you deal with Zergs in ZvZ mass spines with infestors?
mid masters
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On February 23 2012 09:12 mooseman1710 wrote: in roach vs roach zvz when is it safe to get your third? how do you deal with Zergs in ZvZ mass spines with infestors?
mid masters
Well the answer to the second question is obviously to outexpand him, get drops and nydus. Three spines = one lost expo. And spines can't be used offensively so you're free to drone. He can't possibly spine all the places so going drops or nydus is good to do some damage. Watch out for his tech switches.
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