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On March 17 2012 03:33 TheGreenMachine wrote:Show nested quote +On March 17 2012 02:56 Muggs wrote: Has anyone experimented with the minimum amounts of units required to deal with a medivac drop of 8 marines?
I've noticed I can get away with ~8 lings and 4 banes or some (8-10) lings with an infestor.
I'm curious if 3 hydras and maybe one spine at each base could be better.
The theory craft behind this is that 3 hydras can kill a dropship in 4s. If you keep them patrolling on the ridge of a base you should be able to kill it before a) any marines get out, or b) all marines get out.
Cost-wise 8 lings and 4 banes is cheaper for one encounter, but you have to actively manage it and ensure that they are always alive. If you're dealing with several drops you might not have to replace hydras as frequently, making it a better cost alternative. In addition, you don't necessarily have to get the range upgrade right away so it's just a 100 gas investment to get some drop protection out.
It's just an idea. I am busy atm the moment but I will probably play around with this over the weekend. I'm just checking if the idea is a complete waste of time to test. 2 spines and 1 spore at the typical drop location and a small control group of like 10-15 lings as your drop defenders. you'd be surprised how often a spore kills the medivac haha. Also 1 spore and 1 fungal = dead medivac if he gets hit like 4 times. A big part of defending drops imo is catching them before they unload, so keep ur response on standby if you arnt postured to attack your opponent.
The spore is a good call. I think I might try that first.
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On March 17 2012 03:41 Muggs wrote:Show nested quote +On March 17 2012 03:33 TheGreenMachine wrote:On March 17 2012 02:56 Muggs wrote: Has anyone experimented with the minimum amounts of units required to deal with a medivac drop of 8 marines?
I've noticed I can get away with ~8 lings and 4 banes or some (8-10) lings with an infestor.
I'm curious if 3 hydras and maybe one spine at each base could be better.
The theory craft behind this is that 3 hydras can kill a dropship in 4s. If you keep them patrolling on the ridge of a base you should be able to kill it before a) any marines get out, or b) all marines get out.
Cost-wise 8 lings and 4 banes is cheaper for one encounter, but you have to actively manage it and ensure that they are always alive. If you're dealing with several drops you might not have to replace hydras as frequently, making it a better cost alternative. In addition, you don't necessarily have to get the range upgrade right away so it's just a 100 gas investment to get some drop protection out.
It's just an idea. I am busy atm the moment but I will probably play around with this over the weekend. I'm just checking if the idea is a complete waste of time to test. 2 spines and 1 spore at the typical drop location and a small control group of like 10-15 lings as your drop defenders. you'd be surprised how often a spore kills the medivac haha. Also 1 spore and 1 fungal = dead medivac if he gets hit like 4 times. A big part of defending drops imo is catching them before they unload, so keep ur response on standby if you arnt postured to attack your opponent. The spore is a good call. I think I might try that first. Kinda funny this guy opened up 2 banshees early on in a zvt i played, they were deflected but i made 1 spore per mineral line and throughout the game i ended up killing 2 medivacs with the spores lol. High masters terran too, cant cover everything all at once.
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Ok guys, I've asked this before but didn't get a any answer. I'm gonna keep it short, so basically if you could link a vod or explain a general macro oriented BO for ZvZ and ZvP, that would be so helpful. I know that Zerg is a macro oriented race, but if you would just explain a BO and if everything goes my way, what I should be aiming for in the midgame. I feel like I'm at a loss there, and it would really help me out. Silver btw Thanks!
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I'm a plat zerg and have been for a while, but I really want to start making progress. I do fairly well early and mid-game. I really struggle with the hive transitions though. It seems that broodlords are just so slow and easily countered. I feel like as soon as I get a few and attempt to push, they have enough phoenix or vikings to be a hassle. I guess that means I don't have enough infestors, but I am pretty bad with them as well. So I guess my questions is this: how does one get better at trasitioning into hive? I know practice of course. But I want to practice it the proper way.
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On March 17 2012 23:08 Phlegmatic wrote: I'm a plat zerg and have been for a while, but I really want to start making progress. I do fairly well early and mid-game. I really struggle with the hive transitions though. It seems that broodlords are just so slow and easily countered. I feel like as soon as I get a few and attempt to push, they have enough phoenix or vikings to be a hassle. I guess that means I don't have enough infestors, but I am pretty bad with them as well. So I guess my questions is this: how does one get better at trasitioning into hive? I know practice of course. But I want to practice it the proper way. I am diamond and although I still suck I found that getting better with your infestors and handling late game semi-adequately was the best way for promotion. With BL's your infestors become their guardians, vikings and pheonix need fungal and some IT's. Put some corruptors on follow on your BL's so they're ready to help. When I transition to hive I try to pop out 6 BL's+ at once to make a smoother transition. Play around with your infestors and get used to them, if you don't have enough fungal then don't risk pushing out too much. So erm I hope this was some help...
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On March 17 2012 03:41 Muggs wrote:Show nested quote +On March 17 2012 03:33 TheGreenMachine wrote:On March 17 2012 02:56 Muggs wrote: Has anyone experimented with the minimum amounts of units required to deal with a medivac drop of 8 marines?
I've noticed I can get away with ~8 lings and 4 banes or some (8-10) lings with an infestor.
I'm curious if 3 hydras and maybe one spine at each base could be better.
The theory craft behind this is that 3 hydras can kill a dropship in 4s. If you keep them patrolling on the ridge of a base you should be able to kill it before a) any marines get out, or b) all marines get out.
Cost-wise 8 lings and 4 banes is cheaper for one encounter, but you have to actively manage it and ensure that they are always alive. If you're dealing with several drops you might not have to replace hydras as frequently, making it a better cost alternative. In addition, you don't necessarily have to get the range upgrade right away so it's just a 100 gas investment to get some drop protection out.
It's just an idea. I am busy atm the moment but I will probably play around with this over the weekend. I'm just checking if the idea is a complete waste of time to test. 2 spines and 1 spore at the typical drop location and a small control group of like 10-15 lings as your drop defenders. you'd be surprised how often a spore kills the medivac haha. Also 1 spore and 1 fungal = dead medivac if he gets hit like 4 times. A big part of defending drops imo is catching them before they unload, so keep ur response on standby if you arnt postured to attack your opponent. The spore is a good call. I think I might try that first.
http://www.teamliquid.net/forum/viewmessage.php?topic_id=321364
Method #5, with Idra's face for extra street cred.
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as experienced and high in ladder I am this questions is dumb but yeah... when you fungal does it prevent units from dropping outta transports?
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On March 18 2012 06:16 Mvrio wrote: as experienced and high in ladder I am this questions is dumb but yeah... when you fungal does it prevent units from dropping outta transports?
No, but if they had a drop queue'd up the command is lost and nothing will fall out. So if a drop is fungal'd, a new command needs to be issued at that moment to drop units in its stationary position.
Ideally, if you do it, you wanna hit a fungal above dead air space so they can't drop at all.
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What should i do to not die vs twobase all-ins in ZvP when doing 2base muta on Tal'darim Altar and Metalopolis? Is there any specific buildorder to follow to be safe?
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I'm having trouble transitioning to the mid-game for ZvZ. I never know when to get my lair, how to react to what I see (especially mutas), and when to make units.
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whats the build order stephano uses in zvp? 14 pool , 16 hatch at his nat (or third if the P pylon blocks), then wat? does he make a drone(or 2)? or just makes 4 lings and a queen when his spawning pool finishes? at what supply does he take his third base?
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Almost every game i see stephano play its 15 pool send drone to try to 16 hatch at his natural, if he suspects probe will block with a pylon he will 16 overlord then try to 16 hatch after.
If blocked I believe he prefers to get his 3rd base before 2nd queen (as you cant inject if u get your natural's hatch blocked too long). Not entirely sure about that.
I know he only makes 2 lings with that timing of pool/hatch, getting 4 if his opponent builds a pylon in his natural and lets it finish.
Most of the time if not blocked (he manages that surprisingly often) he gets his 3rd hatch at 24/26, then builds overlord, then 6:00 double gas (earlier vs earlier gate/cyber, later vs later ect) 7:00 roach warren+evo (same earlier or later as gas timing). 3rd gas around when you start roach warren/evo.
Lair first 100 gas, then ling speed or roaches vs early +1 4 gate pressure, +1 ranged attack then roach speed as lair finishes.
So yea thats most of what I took from stephano's build, may or may not be perfect.
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On March 19 2012 00:25 Iridium wrote: What should i do to not die vs twobase all-ins in ZvP when doing 2base muta on Tal'darim Altar and Metalopolis? Is there any specific buildorder to follow to be safe?
You're best bet is to try and 3 base no gas and then defend from there by not going mutas. I believe 2 base mutas will only hold certain all ins, as seen in the Korean winter arena qualifiers (nstea vs parting); he defended with a ton of spines and speedlings
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http://drop.sc/136119 So on this game i kind of dominate the terran with a 2 base roach pressure. I think all my timings fine and everything but can someone make sure for me? I dropped a baneling nest, was that necessary? or should i have made more roaches
Also is there a build order for Stephanos roach build? I heard its very strong against toss and thats probably my weakest match up right now.
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On March 19 2012 14:35 HansenKuo13 wrote:http://drop.sc/136119So on this game i kind of dominate the terran with a 2 base roach pressure. I think all my timings fine and everything but can someone make sure for me? I dropped a baneling nest, was that necessary? or should i have made more roaches Also is there a build order for Stephanos roach build? I heard its very strong against toss and thats probably my weakest match up right now. Stephano's build order goes a little like this: 14p 16h 24 3rd 2 Gas 6 min 7 min roach warren/evo 8:30-> make units
Thats a general outline, there are a lot more nuances for what to do if your hatch gets blocked, when to build queens etc. but that build order will give you very solid results against an FFE. The key thing with this build is scouting, and there are various guides around that will tell you what to 'read' from certain things you'll see. I think the best is Belials, which you should be able to find a couple of pages back on the strat forum.
He outlines pretty much exactly what to do, and reading it was very helpful for me, even as a GM player.
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On March 19 2012 08:31 sputnic wrote:Show nested quote +On March 19 2012 00:25 Iridium wrote: What should i do to not die vs twobase all-ins in ZvP when doing 2base muta on Tal'darim Altar and Metalopolis? Is there any specific buildorder to follow to be safe? You're best bet is to try and 3 base no gas and then defend from there by not going mutas. I believe 2 base mutas will only hold certain all ins, as seen in the Korean winter arena qualifiers (nstea vs parting); he defended with a ton of spines and speedlings I don't do 2 base muta ever, BUT the follow up should is similiar to that of a 3 base muta play. Expand, deny expansions, and harrass. Build up a massive muta/ling force, don't skimp on upgrades, and try and trade as well as possible.
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Hey man. my friend is a T player and ive seen him do a very weird reactor hellion marauder stim all in. how do you counter that?
mass spines? but they take a heck of a long time if he's moving out when the OL goes in... so any suggestions>?
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On March 19 2012 15:16 Soliloquist wrote: Hey man. my friend is a T player and ive seen him do a very weird reactor hellion marauder stim all in. how do you counter that?
mass spines? but they take a heck of a long time if he's moving out when the OL goes in... so any suggestions>? Marauder Hellion all ins are a bit wierd, and the way I open ZvT is also a bit odd, but general outline. Step 1: You should have a ling at their nat and if there is no expo by say 7-8 mins, prepare for an all in. Step 2: An overlord should always be positioned around the Terrans base, sack it. Step 3: Make anything and everything. Spines and Queens are what you want to defend this. Step 4: ???? Step 5: Acquire ladder points.
These sorts of pushes can hit at many different points in the early game, as with all all ins, scouting is key. Try poking a ling up their ramp. If you see a Tech lab on the rax, or even more so, 2+ marauders, you should be suspicious of this sort of an all in coming. The first 2-4 lings you make need to be out on the map so that you can identify these sorts of things.
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Hey, I'm a new player and have decided to play Zerg. For the last week or so I have been bouncing from 3rd to 8th in Bronze. Usually only losing to people way out my my league [high silver/gold] and have started to become frustrated with myself for not being able to break the Bronze barrier. I feel like a decent player for barely having the game near a month, and was wondering if any higher level Zergs would be willing to look at my gameplay or even just run some practice games with me.
Thanks in advance, Phreak
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quit now before you start really liking the game.
you might end up stuck in platinum tearing your hair out for the passed 5 months because you don't know what is wrong.
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