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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 28 2012 06:59 [F_]aths wrote:Show nested quote +On February 28 2012 06:40 Clarity_nl wrote:On February 28 2012 06:23 yoona2012 wrote:On February 28 2012 06:15 [F_]aths wrote: How can I punish a 15 hatch in ZvZ when I open 14H14P? Uhm. if you went 14 hatch, 14 pool and scout he goes 15 hatch and then 14/15/16 pool, you´re basically on even footing and theres nothing to punish xD Yeah I think it's safe to say he meant 14G14P. In which case the theoretical answer is: you can't. Try to put on fake pressure since you have speed first and hope he overreacts. 15hatch should beat 14/14 every time. But you can always baneling all in or fast muta, as stated above. 1-base bane without speed? Not really, the 1 base baneling stuff is kind of bad against hatchery first (especially without ling speed, that's one of the huge advantages that you have from going gas-pool.
It's not very good with speed either, if the person going hatchery has half decent baneling micro.
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On February 28 2012 09:12 Flonomenalz wrote:Show nested quote +On February 28 2012 09:01 archonOOid wrote: i'v lost a a game vs a 1 baseing protoss. he opened up with warp prism trying drop in main but did zero damage and after that pushed with 4 immortals + sentries and crushed me. my strategy when i saw 1base + immoral drop was to build 3 (gas) + 16 (main) + 8 (natural) drones and then pump out roaches and zerglings but i failed.
so i want to know was my drone count good and what should i do when i see a 1baseing toss trying to make a push with sentries + immortals? oh yeah, the immortal drop into one base sentry Immortal thing. Uh you need Roach/Ling/Queen and engage at your spines. You can also go Ling Hydra, but again engage only with spines. You should not take any damage from the WP harass (OL spread and 3 queens + a few lings, and should be able to get 2 bases fully saturated and ling hydra out in time for the 11 min attack. I think you can even rush to Infestors, that seems like a sick counter. Fungal on the sentries and lings clean up everything else.
I lost to it the first time I encountered it as well, spines and queens are the key. They allow you to tank so that your hydras deal the damage; Getting infestors in time is too risky and you'll only have a few and not many fungals. Roach ling doesn't work well because you'll get pushed out by forcefields.
Don't spread too much creep (that's the only time I would say that ^^) beyond connecting your main to nat and a bit of the nat so that you have transfuses and go for hydras.
Also start pumping units soon if you don't see an expansion from toss after the wp harass (which should always fail like Flonomenalz said) because on most maps you're sure the toss will land a forcefield on your ramp. Another reason while being too ling roach heavy will kill you.
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On February 28 2012 06:55 Amaterasu1234 wrote:http://drop.sc/122323T goes Mech. I get drop tech. T does absolutely nothing literally most of the game...then attacks. I absolutely crush his first army. T continues to attempt to take bases, I deny them to some extent but mech's firepower is absurd so I have to let him have them. I tech to broods. He gets vikings. I get corrupters to kill off vikings (which went surprisingly well, even though he did kill all my broods). I still lose. So, two things: First off, T's are starting to sit around and do nothing for most the game and go for a big ol' end game push. How am I supposed to respond to this passive play? The usual "don't let them do wtfever they want" doesn't seem to work whenever they can immediately respond to it by simply moving a tiny portion of their army to deal with...wtfever I do. Secondly, in the above replay, after I had gged and was kinda upset with how ridiculously strong mech is, I thought, with all those vikings, an ultra tech switch may have worked. But, idk now :/
Basically, you lost because you allowed the T to take a third and fourth. A 200/200 3/3 Mech army is so incredibly cost efficient its almost impossible to defeat when they have a macro backbone. But since it is a very gas-heavy composition the matchup revolves around the amount of gasses the Terran can get. If you keep him on 4 gassess he will either have crappy upgrades with a maxed army or it will take him an eternity go reach maxed with no bank to remax.
When he tried to take his third you had plently roaches to instasnipe the command center the moment it landed. You even had vision of it. Sacking 25 roaches to do so it absolutely worth it. With the bottom expansion you blocked it for a second and then decided he could have it??? Giving a Mech T 8 gasses is almost the same as giving the match away. The only chance you had left was going 20 BL, use you entire bank and KILL those expo's. You didn't and he just slowcrawled you to death with a superior army.
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I just hate this whole attitude of "you can't let p/t get to 200/200 or you just lose" like what the fuck is that? You never heard anyone in brood war saying "if terran hits max its gg," people thought up smart ways to play conservative macro games in all situations, and I'm of the belief that there exists a way to play macro games vs toss and terran, I just have no idea what the fuck it is. 200/200 toss is almost unkillable and maxed terran on mech can be even worse, it's not like stalkers have 9 range against broods like thors do. People need to start talking about HOW to beat those late game compositions rather than saying "oh if he gets there it's over," and moving on to the next game.
I've been trying to do mad harass to keep protoss down on food and probes, but toss just makes 8 cannons at each base and your mutas/infestors/bane drops don't do shit all. I just do not get how you can actually play a legitimate game against a good toss right now, especially considering the only macro map has one of the most protoss slanted spawn setups every (TDA - no good third for zerg that isn't easy to 6 gate and kill). Stuff like cloud kingdom is decent in the early and midgame, but it almost seems to me like the map makers don't think over the actual setup of the map past 15 minutes (sometimes for blizzard not past 5 minutes). Antigua is the best example of this - the layout of the first 3 bases is pretty good but where is your fourth? Either take another main which has a shorter path to attack from the centre than defend, or take a side fourth that also has a shorter path to attack it. Playing vs t on that map is just absurd when they siege in the middle and go to town on 3 of your bases at once with no risk of losing the middle. Entombed is just "i heard toss has this thing called forcefield lets put the smallest ramps for them to defend", TDA is meh as before.... If you can get past the first 15 minutes it becomes by far the best map.
Can we please just take these shit shit blizzard maps out of the rotation and transplant all the GSL maps in? Daybreak is a fantastic example of a well thought out map imo. They have a good layout for the first 3 bases, some destructible terrain in the middle that you can open up to attack late game, and fourth/fifth bases that aren't fucking impossible to defend, and are closer to your enemy's base than yours, and no rocks blocking your expansions. Even dual sight (i'm not a fan of it compared to the gsl version of TDA and daybreak and metropolis) is better than every single blizzard sc2 map.
question with regards to lategame infestor/brood vs protoss: If I ever get there (protoss at my level is so allin I rarely do), I find that I can only get like 2-5 broods to actually fit in the 200 food cap, since I need to keep some corruptors to attempt to kill collosus before 6 of them instagib 50 food of roaches in 2 seconds. Since I'm not ending up with a huge huge brood force, they're relatively weak because of blink/voidrays/etc. How do you manage to get a reasonable number of broods out without dying because you're artificially keepng yourself on 160/200?
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@Hyperion
You can certainly play long macro games against terran and protoss on most maps (I agree Antique is total crap), but instead on focusing on doing harass to keep their food count low, I believe it is more important to restrict their choices for the late game maxed army composition.
In the case of Protoss, in an ideal scenario he will have a momaship, 8 max energy sentry's, 5 Collosi, 5 templar with maxed energy, 2 immortals, 3 archons and some gateway stuff sprinkled on top. As zerg it is Freaking impossible to win when Toss has his perfect BBQ Death Ball. So I feel you should be attacking consistently and trading mineral units for gas units in order to limit the toss which units he can make. The Ret VOD covered by Day9 is a good example.
In the case of Terran, with Bio its all about limiting the tank count and not dying to harass. With Mech its limiting the amount of gas the Terran can have.
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On February 28 2012 20:56 HyperionDreamer wrote: I just hate this whole attitude of "you can't let p/t get to 200/200 or you just lose" like what the fuck is that? You never heard anyone in brood war saying "if terran hits max its gg," people thought up smart ways to play conservative macro games in all situations, and I'm of the belief that there exists a way to play macro games vs toss and terran, I just have no idea what the fuck it is. 200/200 toss is almost unkillable and maxed terran on mech can be even worse, it's not like stalkers have 9 range against broods like thors do. People need to start talking about HOW to beat those late game compositions rather than saying "oh if he gets there it's over," and moving on to the next game.
I've been trying to do mad harass to keep protoss down on food and probes, but toss just makes 8 cannons at each base and your mutas/infestors/bane drops don't do shit all. I just do not get how you can actually play a legitimate game against a good toss right now, especially considering the only macro map has one of the most protoss slanted spawn setups every (TDA - no good third for zerg that isn't easy to 6 gate and kill). Stuff like cloud kingdom is decent in the early and midgame, but it almost seems to me like the map makers don't think over the actual setup of the map past 15 minutes (sometimes for blizzard not past 5 minutes). Antigua is the best example of this - the layout of the first 3 bases is pretty good but where is your fourth? Either take another main which has a shorter path to attack from the centre than defend, or take a side fourth that also has a shorter path to attack it. Playing vs t on that map is just absurd when they siege in the middle and go to town on 3 of your bases at once with no risk of losing the middle. Entombed is just "i heard toss has this thing called forcefield lets put the smallest ramps for them to defend", TDA is meh as before.... If you can get past the first 15 minutes it becomes by far the best map.
Can we please just take these shit shit blizzard maps out of the rotation and transplant all the GSL maps in? Daybreak is a fantastic example of a well thought out map imo. They have a good layout for the first 3 bases, some destructible terrain in the middle that you can open up to attack late game, and fourth/fifth bases that aren't fucking impossible to defend, and are closer to your enemy's base than yours, and no rocks blocking your expansions. Even dual sight (i'm not a fan of it compared to the gsl version of TDA and daybreak and metropolis) is better than every single blizzard sc2 map.
question with regards to lategame infestor/brood vs protoss: If I ever get there (protoss at my level is so allin I rarely do), I find that I can only get like 2-5 broods to actually fit in the 200 food cap, since I need to keep some corruptors to attempt to kill collosus before 6 of them instagib 50 food of roaches in 2 seconds. Since I'm not ending up with a huge huge brood force, they're relatively weak because of blink/voidrays/etc. How do you manage to get a reasonable number of broods out without dying because you're artificially keepng yourself on 160/200?
I'm having trouble against turtling terrans atm, but against toss muta zvp is now my standard, since I can contain them well, and even if they can get up to three bases I force them to throw down excessive static d and remake probes constantly. Imo roaches/hydras, and to an extent infestors, are absolutely worthless in zvp as long as protoss is smart about engaging and playing defensively. I've seen that zerg deathballs of pure brood/corrupter/infestor with spines can actually fight head to head with protoss deathballs, but getting to that kind of composition is really hard.
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My biggest problems right now are something I would call "abusive all-ins". I don't have this problem vs Protoss because Im going 14 pool so cannon rush won't do anything ...
But in ZvZ I have no answer to 6/7 pool with pulled drones. I know you can do the mineral stacking trick but I actually think this doesn't really work as I'm losing still too many drones.
In TvZ it's even worse. So the terran 2-raxes but this isn't the problem. The problem is that he builds 2 bunkers at your ramp. How should I break this with marines behind it and SCV's repairing it?
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On February 29 2012 04:53 Kraelog wrote: @Hyperion
You can certainly play long macro games against terran and protoss on most maps (I agree Antique is total crap), but instead on focusing on doing harass to keep their food count low, I believe it is more important to restrict their choices for the late game maxed army composition.
In the case of Protoss, in an ideal scenario he will have a momaship, 8 max energy sentry's, 5 Collosi, 5 templar with maxed energy, 2 immortals, 3 archons and some gateway stuff sprinkled on top. As zerg it is Freaking impossible to win when Toss has his perfect BBQ Death Ball. So I feel you should be attacking consistently and trading mineral units for gas units in order to limit the toss which units he can make. The Ret VOD covered by Day9 is a good example.
In the case of Terran, with Bio its all about limiting the tank count and not dying to harass. With Mech its limiting the amount of gas the Terran can have.
That sounds pretty good, can you link me to that daily? Cause those protoss armies give me nightmares about archon toilets
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http://day9.tv/d9d422/
Here ya go. And yeah I feel you about the ****** ****** ****** mamaship Archon R****d toilet. I would love to have an "I win" button for Zerg
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On February 29 2012 05:19 Vandrad wrote: My biggest problems right now are something I would call "abusive all-ins". I don't have this problem vs Protoss because Im going 14 pool so cannon rush won't do anything ...
But in ZvZ I have no answer to 6/7 pool with pulled drones. I know you can do the mineral stacking trick but I actually think this doesn't really work as I'm losing still too many drones.
In TvZ it's even worse. So the terran 2-raxes but this isn't the problem. The problem is that he builds 2 bunkers at your ramp. How should I break this with marines behind it and SCV's repairing it?
Never ever let him build bunkers at your ramp. The moment you see its 2rax patrol a drone at your ramp. Once u are walled in your expo is dead and it's gg.
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On February 29 2012 07:17 Kraelog wrote:Show nested quote +On February 29 2012 05:19 Vandrad wrote: My biggest problems right now are something I would call "abusive all-ins". I don't have this problem vs Protoss because Im going 14 pool so cannon rush won't do anything ...
But in ZvZ I have no answer to 6/7 pool with pulled drones. I know you can do the mineral stacking trick but I actually think this doesn't really work as I'm losing still too many drones.
In TvZ it's even worse. So the terran 2-raxes but this isn't the problem. The problem is that he builds 2 bunkers at your ramp. How should I break this with marines behind it and SCV's repairing it?
Never ever let him build bunkers at your ramp. The moment you see its 2rax patrol a drone at your ramp. Once u are walled in your expo is dead and it's gg. Yeah if he gets the wallin done then you lose. Patrol your ramp against 2rax, and you have to know the maps that Terran can actually try to triple bunker wall you. On those maps, you have to pull lots of drones and never really let him get into that position, otherwise he's going to block out your lings and you'll die.
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On February 28 2012 20:56 HyperionDreamer wrote: I just hate this whole attitude of "you can't let p/t get to 200/200 or you just lose" like what the fuck is that? You never heard anyone in brood war saying "if terran hits max its gg," people thought up smart ways to play conservative macro games in all situations, and I'm of the belief that there exists a way to play macro games vs toss and terran, I just have no idea what the fuck it is. 200/200 toss is almost unkillable and maxed terran on mech can be even worse, it's not like stalkers have 9 range against broods like thors do. People need to start talking about HOW to beat those late game compositions rather than saying "oh if he gets there it's over," and moving on to the next game.
I've been trying to do mad harass to keep protoss down on food and probes, but toss just makes 8 cannons at each base and your mutas/infestors/bane drops don't do shit all. I just do not get how you can actually play a legitimate game against a good toss right now, especially considering the only macro map has one of the most protoss slanted spawn setups every (TDA - no good third for zerg that isn't easy to 6 gate and kill). Stuff like cloud kingdom is decent in the early and midgame, but it almost seems to me like the map makers don't think over the actual setup of the map past 15 minutes (sometimes for blizzard not past 5 minutes). Antigua is the best example of this - the layout of the first 3 bases is pretty good but where is your fourth? Either take another main which has a shorter path to attack from the centre than defend, or take a side fourth that also has a shorter path to attack it. Playing vs t on that map is just absurd when they siege in the middle and go to town on 3 of your bases at once with no risk of losing the middle. Entombed is just "i heard toss has this thing called forcefield lets put the smallest ramps for them to defend", TDA is meh as before.... If you can get past the first 15 minutes it becomes by far the best map.
Can we please just take these shit shit blizzard maps out of the rotation and transplant all the GSL maps in? Daybreak is a fantastic example of a well thought out map imo. They have a good layout for the first 3 bases, some destructible terrain in the middle that you can open up to attack late game, and fourth/fifth bases that aren't fucking impossible to defend, and are closer to your enemy's base than yours, and no rocks blocking your expansions. Even dual sight (i'm not a fan of it compared to the gsl version of TDA and daybreak and metropolis) is better than every single blizzard sc2 map.
question with regards to lategame infestor/brood vs protoss: If I ever get there (protoss at my level is so allin I rarely do), I find that I can only get like 2-5 broods to actually fit in the 200 food cap, since I need to keep some corruptors to attempt to kill collosus before 6 of them instagib 50 food of roaches in 2 seconds. Since I'm not ending up with a huge huge brood force, they're relatively weak because of blink/voidrays/etc. How do you manage to get a reasonable number of broods out without dying because you're artificially keepng yourself on 160/200? Pretty much how I feel about late game ZvP.
I don't have this problem with mech, I feel that BL/Corruptor/Infestor with full upgrades, NP, and burrow harass with solo infestors to use ITs to force tank friendly fire (a la Stephano/Destiny etc) can fight perfectly evenly with upgraded mech. Mech with ghosts on the other hand... well nobody uses that ;p.
Late game ZvP on most ladder maps, I usually just GG out once the Protoss enters turtle mode. I'm literally wasting my time. 30 gateways, 5 robos, 3 SGs, fleet beacon? 3/3/3 ups? No thanks. You just die. I've played ZvPs when I kill the entire deathball twice and it doesn't even matter. The horrible map locations of your extra bases and the horrible mobility of BLs means Toss just sends out groups of units to snipe all your expos and you just lose. Spines do not do anything, anything against 3/3/3 zealots. You'd need like 14 per base (lol?) and speed prisms don't die when microd so the harass never ends.
Not to mention how hard it is just to engage the army. Splitting BLs and Corruptors furiously, fungaling and casting IT compared to casting vortex and maybe tossing in a few storms? Then a-move and laugh. I don't know how you beat a Protoss that maxes out comfortably on 4+ bases. I've dropped, killed nexuses over and over, killed tech, doesn't even matter to them after a while because you're trading units for tech but they're army is still absurdly strong. The only way I think is possible is to actually relentlessly attack (but attacking into mothership is so hard) with your T3 army, and do this and remax until the map is mined out, then win the final fight. Every Zerg stream I watch I look just for ZvP late games. I see losses over and over and over.
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Question: Against Hellion openings, when do you take back map control? I don't die to Hellions straight up, don't let them inside my mineral line with Queens, a spine and some zerglings. But I can't really scout untill I have an overwhelming force of Zerglings (enough to surround them, with speed) making me weak to allins, etc. and having difficulty getting my third up.
Do you make enough lings to fight Hellions in the open before saturating both your bases? Do you do it after and immediatly expand to your third? I am too passive, I think. Though I am having fun with bad Terrans that suicide their initial hellions, kill too few zerglings and drones, and then die to a ling counter into their natural.
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On February 29 2012 11:36 theMarkovian wrote: Question: Against Hellion openings, when do you take back map control? I don't die to Hellions straight up, don't let them inside my mineral line with Queens, a spine and some zerglings. But I can't really scout untill I have an overwhelming force of Zerglings (enough to surround them, with speed) making me weak to allins, etc. and having difficulty getting my third up.
Do you make enough lings to fight Hellions in the open before saturating both your bases? Do you do it after and immediatly expand to your third? I am too passive, I think. Though I am having fun with bad Terrans that suicide their initial hellions, kill too few zerglings and drones, and then die to a ling counter into their natural. Well if you're going 2 base Muta, you get map control back when Mutas are out. But there are some really scary Hellion/Marine timings that can hit at your initial 9 muta pop...
I've been doing a 2 roach, 4 queen opener with VERY delayed speed (I don't start it till Lair is half done) so I can take a third earlier, and I hold off early aggression with Roach Ling or Roach Ling Bane. The hellion marine timing hits just as speed finishes, so I don't have much problems with that, and with 2 queens spreading creep, I'm able to get creep out pretty far so that they're push is either delayed by the amount of tumors they try to kill or they engage on creep. I start with 2 roaches, but make 2 more if they go up to 8 hellions, any more hellions than that and it's mech so moar roaches.
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On February 29 2012 11:36 theMarkovian wrote: Question: Against Hellion openings, when do you take back map control? I don't die to Hellions straight up, don't let them inside my mineral line with Queens, a spine and some zerglings. But I can't really scout untill I have an overwhelming force of Zerglings (enough to surround them, with speed) making me weak to allins, etc. and having difficulty getting my third up.
Do you make enough lings to fight Hellions in the open before saturating both your bases? Do you do it after and immediatly expand to your third? I am too passive, I think. Though I am having fun with bad Terrans that suicide their initial hellions, kill too few zerglings and drones, and then die to a ling counter into their natural. Best option imho: Get a few roaches!
I like to do morrows spine less approach (on maps with non-open naturals and available 3rds). He gets 4 queens for creep spread and then roaches with skipping ling speed. This is the most economic opening zvt so far imho.
blade55555 has written a great guide for a build with a similar concept, but with spine crawler(s) instead of extra queens. It's a bit safer vs early ground pressure and doesn't rely as much on queen micro, but it sacrifices some creep spread and is not as safe against drop/banshee.
http://www.teamliquid.net/forum/viewmessage.php?topic_id=306582
If he just went 2-4 hellion expand you can chase them away with 10+ speedlings. Most terrans don't have apm to constantly watch the hellions and be ready to micro them against lings.
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On February 29 2012 05:19 Vandrad wrote: My biggest problems right now are something I would call "abusive all-ins". I don't have this problem vs Protoss because Im going 14 pool so cannon rush won't do anything ...
But in ZvZ I have no answer to 6/7 pool with pulled drones. I know you can do the mineral stacking trick but I actually think this doesn't really work as I'm losing still too many drones.
In TvZ it's even worse. So the terran 2-raxes but this isn't the problem. The problem is that he builds 2 bunkers at your ramp. How should I break this with marines behind it and SCV's repairing it?
How to beat 6/7 pool zvz: http://www.teamliquid.net/forum/viewmessage.php?topic_id=295586
Zvt vs 2 rax bunker is hard vs a skilled terran. Pros sometimes lose to it even when scouting it. 14 scout on 2 player maps to see if a 2 rax is coming. If it is, place a spine and use 7-10 drones to keep the marines from getting into the bunker while waiting for the spine to finish. Don't let him stutter step kite all your drones to death.
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1-2 Ultras are not going to do anything for you against Muta/Infestor/BL. I cannot see how you can engage efficiently even with just 2-4 BLs out. The BL player does not have to attack ever because if he hits a critical mass of BLs he just wins vs Ultras, so Ultra player has to take the initiative. How do you engage? Mutas have to come forward to hit Broods, which lets them eat fungal. Ultras have to come forward to hit Infestors, which gets murdered by ITs and Broodlings. Plus you still have your own Mutas. I cannot, simply cannot see how Ultra/Muta/Infestor beats BL/Muta/Infestor unless you catch the other player not microing and kill all his infestors before he casts a bunch of IT.
I mean, you know just how badly ITs destroy Ultras, right?
If you want to play later tonight, we can run it in unit tester or something. You go Muta Infestor with 2 Ultras, I'll go Muta Infestor with... 2-4 Broods?
You aren't going to be able to FG my mutas if my ultras are attacking your infestors, even under BL fire. The issue is that mass lings really tear up infestors.
So the game is ling/muta/infestor vs ling/muta/infestor. And yea, muta/infestor does okay against lings, and so generally such scenarios turn into stalemates (until ultra tech comes out) OR someone rolls over the other. Actually, probably 99.99% of the time someone dies. But if it progresses further, it's an issue of do you want 1-2 Ultras, or 1-2 broodlords. And 200/200 of ~25 mutas, 5 infestors, ~4 ultras, and the rest lings, will tear through ling/muta/infestor. BL/Muta/Ling really isn't that great muta/ling, and yea broodlords are okay against infestors, ultras are even better.
I mean, if you watch any pro ZvZ, muta vs muta games always go towards ultra tech, not broodlord. No one is going to get a critical mass of either unit, it's more like 5 ultras to support the push so infestors don't rape your mutas, which are the core of your army.
I used to think I knew this.....but what do I upgrade for stronger brood lords?
Go for carapace. Broodlords have a lot of health, 225, but their attack only adds +2 damage. +1 armor over 225 health will help a lot (well, only about +1 hit survived for vikings, so maybe not that great, but very good against marines or stalkers). The main damage dealer of broodlords is not their attack, but the broodlings, so really, you want to go for melee ground upgrades over air upgrades.
What do you do on TDA against ffe these days? I find myself losing a third hatchery for free so many times cause of those goddamned rocks at the natural third base. Those need to be removed.
The map is broken for ZvP-FFE for the reasons you specified. I just veto the map.
An interesting side note, TDA used to have the rocks removed at the GSL, but then they decided to add them. Weird huh? Maybe we just bitch too much, but it does awfully feel like we're restricted in the choices we can make on that map.
2 base muta is okay on that map, though. The choke means any mass gateway push can be held off with spines, and there's just so much air space that your mutas really become more effective than any other map. It really becomes a very good opening that isn't so cheesy as it usually is.
If the opponent opens stargate, just add corruptors. It's really not a big deal.
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What is the "perfect" zerg army, well not really the perfect just the one that everyone should work towards. It was like broodlord infestor..... and something else?
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On February 29 2012 22:37 Digitalis wrote: What is the "perfect" zerg army, well not really the perfect just the one that everyone should work towards. It was like broodlord infestor..... and something else?
In ZvP and ZvT, Broodlord/infestor/corruptor with the option to flood 3/3 cracklings as reinforcements works best for me. It really depends on your playstyle, though.
On February 29 2012 05:08 KimJongChill wrote: I'm having trouble against turtling terrans atm, but against toss muta zvp is now my standard, since I can contain them well, and even if they can get up to three bases I force them to throw down excessive static d and remake probes constantly. Imo roaches/hydras, and to an extent infestors, are absolutely worthless in zvp as long as protoss is smart about engaging and playing defensively. I've seen that zerg deathballs of pure brood/corrupter/infestor with spines can actually fight head to head with protoss deathballs, but getting to that kind of composition is really hard.
Out of curiosity, for you specifically, how do you deal with it using a ZvP ling/muta gameplan if he hits you with a +1, +2, or +1/+1 7 gate allin? (Basically 3/4 of the ZvP I lose are because of this absurdly easymode protoss allin.) In the games I've played, I don't have mutas out before it hits, so he comes in with a wave of 14-ish zealots and then reinforces with stalkers when he sees muta. The only thing I could even consider working is to have a big round of banelings ready. Do you typically have muta out before it hits? (I could be late.)
As a followup, for everybody, is there something specific that you scout to indicate it's coming, and switch to a meatier composition early? This question could probably be folded out to ask, if you don't explicitly see 7 gateways, what are some tells that a 7gate +upgrades allin is coming?
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Edit: Double post, sorry.
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