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The Zerg Help Me Thread - Page 256

Forum Index > StarCraft 2 Strategy
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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.
Ballistixz
Profile Joined January 2010
United States1269 Posts
Last Edited: 2012-05-13 04:31:54
May 13 2012 04:19 GMT
#5101
On May 13 2012 02:18 Lokerek wrote:
Hello Fellow Zergs,
Does anyone have efficient way to deal with 6-7gate 2-3 immortal +1 push at 11 min.
http://www.teamliquid.net/forum/viewmessage.php?topic_id=325014
It is so retardadly strong.

I do however get like 75-78 drones vs his 45. This might be a reason for my losing.
Would you please tell how to deal with it when it comes.
All of a sudden you see 24+ stalkers with many sentries and immortals.
On maps like daybreak when they come they ff and the army evaporates so fast and if i try to wait for more units they go in.



to stop that kind of push u really need to scout his gates going down, it is critical. if u see 5-6 gates going down all at the same time then stop droning and start pumping units. a few spines wont hurt either. thats how i deal with it. a clear sign that he is going for some kind of timing atk is to look and see if he is chrono boosting his forge. that usually always means he is going for some kind of +1 timing push. scouting his gas is also a good indicator.

if u have good scouting and just pump enough units at the right time u should be able to hold it. make sure u have a macro hatch because that helps quite a bit. if you defend it then u should be very far ahead. so in those cases that i KNOW he is all inning me i personally dont mind putting down a few bit of spines (not alot, just enough) to help defend. u will be ahead in drone count the entire time, so cutting drones at say 60 when u know he has around 45 probes isnt a big deal, especially if u have ur 3rd up.

if u hold it then drone up, take a 4th, and deny his 3rd forever. i personally love doing that since it makes the toss rage hard if he cant ever take his 3rd to the point that u win purely by starving him to death. thats how far behind he will be.
sgtjimmy
Profile Joined April 2011
Canada107 Posts
May 13 2012 16:57 GMT
#5102
I always hear about day9 talking about the next step in builds, and to always have a follow up, I don't have on in ZvP. My game plan is usually to get up to 4 bases and 80 drones as fast and safe as possible, then hitting him with big roach/ling/muta aggression, and this works great. Except for the fact that I don't know how and when to transition out of this, and even what to transition to.
TLDR: How do you transition out of muta/ling/roach agression into teir3 and how do you know when to transition?
You only get what you deserve, give 100%
luuk
Profile Joined May 2010
Austria386 Posts
May 13 2012 17:45 GMT
#5103
On May 14 2012 01:57 sgtjimmy wrote:
I always hear about day9 talking about the next step in builds, and to always have a follow up, I don't have on in ZvP. My game plan is usually to get up to 4 bases and 80 drones as fast and safe as possible, then hitting him with big roach/ling/muta aggression, and this works great. Except for the fact that I don't know how and when to transition out of this, and even what to transition to.
TLDR: How do you transition out of muta/ling/roach agression into teir3 and how do you know when to transition?

BL/infestor/(corruptor)/(ling) is the very last composition you want to get.
Lucoda
Profile Blog Joined February 2012
Ireland183 Posts
May 13 2012 18:01 GMT
#5104
ZvT, can anyone link me a good Ling Bling Muta build or an aggressive Ling Infestor build? Im struggling so much in this matchup because when I go Ling Infestor i feel too turtley please help me
https://twitter.com/LucodaSC2
Decendos
Profile Joined August 2011
Germany1341 Posts
Last Edited: 2012-05-13 19:17:03
May 13 2012 19:01 GMT
#5105
how to beat a meching T that turtles really hard and just harrasses with BF and cloaked banshee and transitions into 15 thors, 10 tanks + 10 vikins + mass repair? BL infestor queen made him lose like 20 supply ^^. i honestly have no idea how to fight that army.

just tried some compositions in the unit test map. best thing seems to go 10 BL + 5 queens, 10 infestors, 5 ultras and MASS baneling. attack with BLs and transfuse + fungal vikings, as soon as T unsieges move your 5 ultras + mass blings in. that way you are able to at least kill two third of his army ^^
KingLumps
Profile Joined January 2012
74 Posts
Last Edited: 2012-05-13 19:07:05
May 13 2012 19:04 GMT
#5106
Okay, I feel real dumb for having to ask this but in a Zerg BO if it says for instance 14 pool, do you get the pool when you have 14 drones or 15. So is it before or after you 'lose' the drone. Right now if it says 14 pool I get 15 drones and the throw down the pool so after I lose the drone I have 14 supply. Is this correct?

Also when is a good time to take a third in TvZ I usually wait til I see the Terran is not doing 1 base play and when I see his expo grab my third. Is there any proper third timing?

Noob questions I'm sure, I'm a toss main so idk about Zerg yet.

Oh also how do you beat mech? I try either infestor roach and try to neural thors or go for that bl infestor army. Is there any better comps for tackling mech?
iSuck
HyperionDreamer
Profile Blog Joined June 2011
Canada1528 Posts
May 13 2012 21:47 GMT
#5107
On May 13 2012 13:19 Ballistixz wrote:
Show nested quote +
On May 13 2012 02:18 Lokerek wrote:
Hello Fellow Zergs,
Does anyone have efficient way to deal with 6-7gate 2-3 immortal +1 push at 11 min.
http://www.teamliquid.net/forum/viewmessage.php?topic_id=325014
It is so retardadly strong.

I do however get like 75-78 drones vs his 45. This might be a reason for my losing.
Would you please tell how to deal with it when it comes.
All of a sudden you see 24+ stalkers with many sentries and immortals.
On maps like daybreak when they come they ff and the army evaporates so fast and if i try to wait for more units they go in.



to stop that kind of push u really need to scout his gates going down, it is critical. if u see 5-6 gates going down all at the same time then stop droning and start pumping units. a few spines wont hurt either. thats how i deal with it. a clear sign that he is going for some kind of timing atk is to look and see if he is chrono boosting his forge. that usually always means he is going for some kind of +1 timing push. scouting his gas is also a good indicator.

if u have good scouting and just pump enough units at the right time u should be able to hold it. make sure u have a macro hatch because that helps quite a bit. if you defend it then u should be very far ahead. so in those cases that i KNOW he is all inning me i personally dont mind putting down a few bit of spines (not alot, just enough) to help defend. u will be ahead in drone count the entire time, so cutting drones at say 60 when u know he has around 45 probes isnt a big deal, especially if u have ur 3rd up.

if u hold it then drone up, take a 4th, and deny his 3rd forever. i personally love doing that since it makes the toss rage hard if he cant ever take his 3rd to the point that u win purely by starving him to death. thats how far behind he will be.

K so first of all, I strongly urge you to read through Belial's ZvP thread - all the gas timings and scout timings are contained within, really useful stuff to internalize and really get the "feel" of, because then you can adjust it based on the early game.

To actually "know" that he's doing this specific timing, you really need to see the robo facility making those immortals. Otherwise it could simply be a 4 gate robo with observers into making a third nexus, and you don't want to commit to a ton of units if he's just going to expand. The new speed of overlords should really help you in double scouting at the 7:30 mark and trying to see exactly his timings.

Basically you NEED hydras to defend this push, and I like to rely much more on lings than roaches in fending off toss allins, since you can engage him in the middle of the map to bait out forcefields - plus it take many more ff's to completely shut out lings than it does to shut out roaches. Since the forcefields are the real power behind his army, if you can force him to waste a few in the middle of the map then you're sitting pretty with a few hydras behind spines.

You'll need likely 65 drones max to hold this push off, any more and you probably won't have enough units. It's also imperative that you don't miss injects or get overlord blocked, since you are going to need EVERY single unit you can possibly get to hold it off. The maps you're the most likely to see it on are Cloud Kingdom, Ohana, Korhal, basically anything with a really nice choke for him to wall off your units with. I have a lot of trouble holding it off since it's such a strong attack, but I generally try to threaten a lot of ling backstabs and such to delay his attack so I can get more roaches/hydras.

For like 2 weeks I saw this push like every second ZvP, but lately it's lost a lot of popularity in favor of stargate plays, I think it's because if you hold the immortal attack then you basically just win the game by a-move across the map with roach/ling. I'd say it's a nice build to throw into a BoX series from the toss perspective, but on an actual fundamental level I don't really think it's toooooooo solid of a build.
BW4life! Jaedong ~ Savior ~ Shine ; "drowning sorrows in late night infomercials" - bnYsooch
Ballistixz
Profile Joined January 2010
United States1269 Posts
Last Edited: 2012-05-13 21:58:51
May 13 2012 21:53 GMT
#5108
On May 14 2012 06:47 HyperionDreamer wrote:
Show nested quote +
On May 13 2012 13:19 Ballistixz wrote:
On May 13 2012 02:18 Lokerek wrote:
Hello Fellow Zergs,
Does anyone have efficient way to deal with 6-7gate 2-3 immortal +1 push at 11 min.
http://www.teamliquid.net/forum/viewmessage.php?topic_id=325014
It is so retardadly strong.

I do however get like 75-78 drones vs his 45. This might be a reason for my losing.
Would you please tell how to deal with it when it comes.
All of a sudden you see 24+ stalkers with many sentries and immortals.
On maps like daybreak when they come they ff and the army evaporates so fast and if i try to wait for more units they go in.



to stop that kind of push u really need to scout his gates going down, it is critical. if u see 5-6 gates going down all at the same time then stop droning and start pumping units. a few spines wont hurt either. thats how i deal with it. a clear sign that he is going for some kind of timing atk is to look and see if he is chrono boosting his forge. that usually always means he is going for some kind of +1 timing push. scouting his gas is also a good indicator.

if u have good scouting and just pump enough units at the right time u should be able to hold it. make sure u have a macro hatch because that helps quite a bit. if you defend it then u should be very far ahead. so in those cases that i KNOW he is all inning me i personally dont mind putting down a few bit of spines (not alot, just enough) to help defend. u will be ahead in drone count the entire time, so cutting drones at say 60 when u know he has around 45 probes isnt a big deal, especially if u have ur 3rd up.

if u hold it then drone up, take a 4th, and deny his 3rd forever. i personally love doing that since it makes the toss rage hard if he cant ever take his 3rd to the point that u win purely by starving him to death. thats how far behind he will be.

K so first of all, I strongly urge you to read through Belial's ZvP thread - all the gas timings and scout timings are contained within, really useful stuff to internalize and really get the "feel" of, because then you can adjust it based on the early game.

To actually "know" that he's doing this specific timing, you really need to see the robo facility making those immortals. Otherwise it could simply be a 4 gate robo with observers into making a third nexus, and you don't want to commit to a ton of units if he's just going to expand. The new speed of overlords should really help you in double scouting at the 7:30 mark and trying to see exactly his timings.

Basically you NEED hydras to defend this push, and I like to rely much more on lings than roaches in fending off toss allins, since you can engage him in the middle of the map to bait out forcefields - plus it take many more ff's to completely shut out lings than it does to shut out roaches. Since the forcefields are the real power behind his army, if you can force him to waste a few in the middle of the map then you're sitting pretty with a few hydras behind spines.

You'll need likely 65 drones max to hold this push off, any more and you probably won't have enough units. It's also imperative that you don't miss injects or get overlord blocked, since you are going to need EVERY single unit you can possibly get to hold it off. The maps you're the most likely to see it on are Cloud Kingdom, Ohana, Korhal, basically anything with a really nice choke for him to wall off your units with. I have a lot of trouble holding it off since it's such a strong attack, but I generally try to threaten a lot of ling backstabs and such to delay his attack so I can get more roaches/hydras.

For like 2 weeks I saw this push like every second ZvP, but lately it's lost a lot of popularity in favor of stargate plays, I think it's because if you hold the immortal attack then you basically just win the game by a-move across the map with roach/ling. I'd say it's a nice build to throw into a BoX series from the toss perspective, but on an actual fundamental level I don't really think it's toooooooo solid of a build.



you do not "need" hydras to hold that off... all you "need" to do is stop droning at 60 and start pumping units. if he tries to expand then just deny the expansion by pumping roach lings stephano style. infact stephanos build deals with these kinds of pushes quite nicely.

its not really as hard or unstoppable as ur making it out to be bro. its a strong push yes, but it can be held off with proper scouting and preperation.


also, you need to be careful with hydras. if a toss sees any amount of hydras he will simply back off and tech to colo and now u will have a useless unit in ur army. making hydras can be good, but also risky.
Lokerek
Profile Joined December 2011
United States441 Posts
May 14 2012 00:08 GMT
#5109
Thanks to all of you for help. I will try seeing the different variations. Yes, as you all agreed on, I overdroned. I will see what I can do and try your different strategies. Also the guide should be helpful too. Thanks guys.
TheRabidDeer
Profile Blog Joined May 2003
United States3806 Posts
May 14 2012 00:17 GMT
#5110
This question is about defending your third in ZvT on korhal... how do you defend your third when going infestorling against standard tank/marine? Do you pretty much completely abandon the side of the map that has your main base and have your entire army between the 3rd and 4th? The high ground advantage on this map is absurd... and the little chokes built into the 3rd base make it insanely hard to repel any attacks at any kind of cost efficiency if he gets there and can siege.
+ Show Spoiler +
[image loading]

This kind of position is brutal to try and defend with infestorling
-KarakStarcraft-
Profile Joined September 2010
United States258 Posts
Last Edited: 2012-05-14 00:24:04
May 14 2012 00:23 GMT
#5111
On May 14 2012 06:47 HyperionDreamer wrote:
Show nested quote +
On May 13 2012 13:19 Ballistixz wrote:
On May 13 2012 02:18 Lokerek wrote:
Hello Fellow Zergs,
Does anyone have efficient way to deal with 6-7gate 2-3 immortal +1 push at 11 min.
http://www.teamliquid.net/forum/viewmessage.php?topic_id=325014
It is so retardadly strong.

I do however get like 75-78 drones vs his 45. This might be a reason for my losing.
Would you please tell how to deal with it when it comes.
All of a sudden you see 24+ stalkers with many sentries and immortals.
On maps like daybreak when they come they ff and the army evaporates so fast and if i try to wait for more units they go in.



to stop that kind of push u really need to scout his gates going down, it is critical. if u see 5-6 gates going down all at the same time then stop droning and start pumping units. a few spines wont hurt either. thats how i deal with it. a clear sign that he is going for some kind of timing atk is to look and see if he is chrono boosting his forge. that usually always means he is going for some kind of +1 timing push. scouting his gas is also a good indicator.

if u have good scouting and just pump enough units at the right time u should be able to hold it. make sure u have a macro hatch because that helps quite a bit. if you defend it then u should be very far ahead. so in those cases that i KNOW he is all inning me i personally dont mind putting down a few bit of spines (not alot, just enough) to help defend. u will be ahead in drone count the entire time, so cutting drones at say 60 when u know he has around 45 probes isnt a big deal, especially if u have ur 3rd up.

if u hold it then drone up, take a 4th, and deny his 3rd forever. i personally love doing that since it makes the toss rage hard if he cant ever take his 3rd to the point that u win purely by starving him to death. thats how far behind he will be.

K so first of all, I strongly urge you to read through Belial's ZvP thread - all the gas timings and scout timings are contained within, really useful stuff to internalize and really get the "feel" of, because then you can adjust it based on the early game.

To actually "know" that he's doing this specific timing, you really need to see the robo facility making those immortals. Otherwise it could simply be a 4 gate robo with observers into making a third nexus, and you don't want to commit to a ton of units if he's just going to expand. The new speed of overlords should really help you in double scouting at the 7:30 mark and trying to see exactly his timings.

Basically you NEED hydras to defend this push, and I like to rely much more on lings than roaches in fending off toss allins, since you can engage him in the middle of the map to bait out forcefields - plus it take many more ff's to completely shut out lings than it does to shut out roaches. Since the forcefields are the real power behind his army, if you can force him to waste a few in the middle of the map then you're sitting pretty with a few hydras behind spines.

You'll need likely 65 drones max to hold this push off, any more and you probably won't have enough units. It's also imperative that you don't miss injects or get overlord blocked, since you are going to need EVERY single unit you can possibly get to hold it off. The maps you're the most likely to see it on are Cloud Kingdom, Ohana, Korhal, basically anything with a really nice choke for him to wall off your units with. I have a lot of trouble holding it off since it's such a strong attack, but I generally try to threaten a lot of ling backstabs and such to delay his attack so I can get more roaches/hydras.

For like 2 weeks I saw this push like every second ZvP, but lately it's lost a lot of popularity in favor of stargate plays, I think it's because if you hold the immortal attack then you basically just win the game by a-move across the map with roach/ling. I'd say it's a nice build to throw into a BoX series from the toss perspective, but on an actual fundamental level I don't really think it's toooooooo solid of a build.


You absolutely do NOT need hydras to hold off this push. It can be done with proper macro and micro. IT relies primarily on cutting drones at the right amount (usually around 65) and beginning to build units at the right time. This all derives from scouting. Gas timings + sentry count + sacing ols + the absence of a stargate ar all huge tells.

In fact, vs someone who FFs well, I've found hydras to be detrimental to holding off this push because they get caught out of position so easily and the toss will be clearing creep with his obs.
VoirDire
Profile Joined February 2009
Sweden1923 Posts
May 14 2012 01:28 GMT
#5112
On May 14 2012 09:17 TheRabidDeer wrote:
This question is about defending your third in ZvT on korhal... how do you defend your third when going infestorling against standard tank/marine? Do you pretty much completely abandon the side of the map that has your main base and have your entire army between the 3rd and 4th? The high ground advantage on this map is absurd... and the little chokes built into the 3rd base make it insanely hard to repel any attacks at any kind of cost efficiency if he gets there and can siege.
+ Show Spoiler +
[image loading]

This kind of position is brutal to try and defend with infestorling

By not letting him get to that position. If terran manages to get 5 sieged tanks shooting at your third it's dead, high ground or not.

A great spot to engage him is just when he gets out of the low ground in the middle.
logic13
Profile Blog Joined August 2009
Sweden128 Posts
May 14 2012 01:29 GMT
#5113
On May 14 2012 09:17 TheRabidDeer wrote:
This question is about defending your third in ZvT on korhal... how do you defend your third when going infestorling against standard tank/marine? Do you pretty much completely abandon the side of the map that has your main base and have your entire army between the 3rd and 4th? The high ground advantage on this map is absurd... and the little chokes built into the 3rd base make it insanely hard to repel any attacks at any kind of cost efficiency if he gets there and can siege.
+ Show Spoiler +
[image loading]

This kind of position is brutal to try and defend with infestorling


Whenever you know these kinds of things are a possibilty, you can't let yourself end up in that position. Start experimenting. Can you get creep spread there fast enough? Can you keep him scared with some roach/bane/ling agression? Take your third south of your main instead?

Find something that works for you!
TheRabidDeer
Profile Blog Joined May 2003
United States3806 Posts
May 14 2012 01:41 GMT
#5114
By not letting him get to that position. If terran manages to get 5 sieged tanks shooting at your third it's dead, high ground or not.

A great spot to engage him is just when he gets out of the low ground in the middle.

Posts like this arent helpful. How do you prevent him from getting into that position? I havent ever seen any terran push through the middle when the left high ground is so much better and easier to push through, especially with marine/tank (also middle is soooooo open and can be more easily spotted from the watchtower). They can siege the high ground up there really easily and have tanks protect marines and other leapfrogging tanks towards the ramp. Then beyond that, if he does siege the high ground your entire army is so far away from your main base that it is really open to drop play (which requires creep spread inside your base to get spores/spines to a good position).
On May 14 2012 10:29 Cry4Me wrote:
Show nested quote +
On May 14 2012 09:17 TheRabidDeer wrote:
This question is about defending your third in ZvT on korhal... how do you defend your third when going infestorling against standard tank/marine? Do you pretty much completely abandon the side of the map that has your main base and have your entire army between the 3rd and 4th? The high ground advantage on this map is absurd... and the little chokes built into the 3rd base make it insanely hard to repel any attacks at any kind of cost efficiency if he gets there and can siege.
+ Show Spoiler +
[image loading]

This kind of position is brutal to try and defend with infestorling


Whenever you know these kinds of things are a possibilty, you can't let yourself end up in that position. Start experimenting. Can you get creep spread there fast enough? Can you keep him scared with some roach/bane/ling agression? Take your third south of your main instead?

Find something that works for you!

Well, I havent played the map much so I didnt know it was a possibility

I couldnt spread creep there fast enough because I took a quick 3rd since he went CC first (I couldve probably punished this, but I want to practice macro games against terran), and a quick 3rd for me means I dont have energy to really spread creep

Maybe the 3rd in the south would be better... just feels so scary because of how far away it is and how much closer it feels to the terrans base.
i3ubbles
Profile Joined October 2011
United States41 Posts
May 14 2012 02:43 GMT
#5115
Can anyone help me with this zvz replay? I'm high diamond zerg and I thought I was even on macro with my opponent but he just outmassed me. I really don't know how I lost this game even though I watched the replay twice on my own
http://drop.sc/179370
HyperionDreamer
Profile Blog Joined June 2011
Canada1528 Posts
Last Edited: 2012-05-14 04:30:25
May 14 2012 02:54 GMT
#5116
On May 14 2012 06:53 Ballistixz wrote:
+ Show Spoiler +
On May 14 2012 06:47 HyperionDreamer wrote:
Show nested quote +
On May 13 2012 13:19 Ballistixz wrote:
On May 13 2012 02:18 Lokerek wrote:
Hello Fellow Zergs,
Does anyone have efficient way to deal with 6-7gate 2-3 immortal +1 push at 11 min.
http://www.teamliquid.net/forum/viewmessage.php?topic_id=325014
It is so retardadly strong.

I do however get like 75-78 drones vs his 45. This might be a reason for my losing.
Would you please tell how to deal with it when it comes.
All of a sudden you see 24+ stalkers with many sentries and immortals.
On maps like daybreak when they come they ff and the army evaporates so fast and if i try to wait for more units they go in.



to stop that kind of push u really need to scout his gates going down, it is critical. if u see 5-6 gates going down all at the same time then stop droning and start pumping units. a few spines wont hurt either. thats how i deal with it. a clear sign that he is going for some kind of timing atk is to look and see if he is chrono boosting his forge. that usually always means he is going for some kind of +1 timing push. scouting his gas is also a good indicator.

if u have good scouting and just pump enough units at the right time u should be able to hold it. make sure u have a macro hatch because that helps quite a bit. if you defend it then u should be very far ahead. so in those cases that i KNOW he is all inning me i personally dont mind putting down a few bit of spines (not alot, just enough) to help defend. u will be ahead in drone count the entire time, so cutting drones at say 60 when u know he has around 45 probes isnt a big deal, especially if u have ur 3rd up.

if u hold it then drone up, take a 4th, and deny his 3rd forever. i personally love doing that since it makes the toss rage hard if he cant ever take his 3rd to the point that u win purely by starving him to death. thats how far behind he will be.

K so first of all, I strongly urge you to read through Belial's ZvP thread - all the gas timings and scout timings are contained within, really useful stuff to internalize and really get the "feel" of, because then you can adjust it based on the early game.

To actually "know" that he's doing this specific timing, you really need to see the robo facility making those immortals. Otherwise it could simply be a 4 gate robo with observers into making a third nexus, and you don't want to commit to a ton of units if he's just going to expand. The new speed of overlords should really help you in double scouting at the 7:30 mark and trying to see exactly his timings.

Basically you NEED hydras to defend this push, and I like to rely much more on lings than roaches in fending off toss allins, since you can engage him in the middle of the map to bait out forcefields - plus it take many more ff's to completely shut out lings than it does to shut out roaches. Since the forcefields are the real power behind his army, if you can force him to waste a few in the middle of the map then you're sitting pretty with a few hydras behind spines.

You'll need likely 65 drones max to hold this push off, any more and you probably won't have enough units. It's also imperative that you don't miss injects or get overlord blocked, since you are going to need EVERY single unit you can possibly get to hold it off. The maps you're the most likely to see it on are Cloud Kingdom, Ohana, Korhal, basically anything with a really nice choke for him to wall off your units with. I have a lot of trouble holding it off since it's such a strong attack, but I generally try to threaten a lot of ling backstabs and such to delay his attack so I can get more roaches/hydras.

For like 2 weeks I saw this push like every second ZvP, but lately it's lost a lot of popularity in favor of stargate plays, I think it's because if you hold the immortal attack then you basically just win the game by a-move across the map with roach/ling. I'd say it's a nice build to throw into a BoX series from the toss perspective, but on an actual fundamental level I don't really think it's toooooooo solid of a build.



you do not "need" hydras to hold that off... all you "need" to do is stop droning at 60 and start pumping units. if he tries to expand then just deny the expansion by pumping roach lings stephano style. infact stephanos build deals with these kinds of pushes quite nicely.

its not really as hard or unstoppable as ur making it out to be bro. its a strong push yes, but it can be held off with proper scouting and preperation.


also, you need to be careful with hydras. if a toss sees any amount of hydras he will simply back off and tech to colo and now u will have a useless unit in ur army. making hydras can be good, but also risky.

I'm sorry but I don't agree with you in any way here. I've lost games on Cloud Kingdom to this push when I've been maxed on roach ling at 11:30 and he's been at 130 food, he kills the 200/200 and then two waves of units after that too. I could see you holding it with pure roach ling if you get a really sick surround for whatever reason, but I've had a top masters practice partner of mine do this build to me over and over for practice, and the only way that I've been able to hold it consistently is by scouting it and having 10+ hydras when he arrives.

I didn't mean to make it sound unstoppable, but it's the protoss build that scares me the most BY FAR. A lot of the attacks don't have much potency anymore (blink stalker +2, 4 gate pure zealot, voidray, etc) and are more suited to pressuring Zerg and then expanding, but this immortal attack has the potential to just kill you straight up ezpz if you don't respond to it absolutely perfectly.

Edit: I just played against the same toss 3x on ladder who did this build, and you can punish toss really hard for moving out too early by making some lings instead of pure roach. Often protosses will move out with like 5 sentries, 3 immortals from their main, and then try to warp in zealots from a proxy pylon to meet up with the army. If you see this, just attack move the sentries and immortals with lings and you autowin.
BW4life! Jaedong ~ Savior ~ Shine ; "drowning sorrows in late night infomercials" - bnYsooch
BoxingKangaroo
Profile Blog Joined December 2011
Japan955 Posts
May 14 2012 02:56 GMT
#5117
On May 14 2012 04:04 KingLumps wrote:
Okay, I feel real dumb for having to ask this but in a Zerg BO if it says for instance 14 pool, do you get the pool when you have 14 drones or 15. So is it before or after you 'lose' the drone. Right now if it says 14 pool I get 15 drones and the throw down the pool so after I lose the drone I have 14 supply. Is this correct?

Also when is a good time to take a third in TvZ I usually wait til I see the Terran is not doing 1 base play and when I see his expo grab my third. Is there any proper third timing?

Noob questions I'm sure, I'm a toss main so idk about Zerg yet.

Oh also how do you beat mech? I try either infestor roach and try to neural thors or go for that bl infestor army. Is there any better comps for tackling mech?


14 pool means build your pool when you have 14 drones. You'll drop down to 13 when the pool begins.

So a 14/14 (gas/pool) opening means, get 14 drones, gas, build a drone, pool.


Mass mech is my weakness. If they're light on thors you can go muta. Otherwise mass upgraded roach can work. I try to get burrow and movement and catch the army unseiged in the field.
ncsix
Profile Joined February 2012
1370 Posts
May 14 2012 03:02 GMT
#5118
On May 14 2012 09:17 TheRabidDeer wrote:
This question is about defending your third in ZvT on korhal... how do you defend your third when going infestorling against standard tank/marine? Do you pretty much completely abandon the side of the map that has your main base and have your entire army between the 3rd and 4th? The high ground advantage on this map is absurd... and the little chokes built into the 3rd base make it insanely hard to repel any attacks at any kind of cost efficiency if he gets there and can siege.
+ Show Spoiler +
This kind of position is brutal to try and defend with infestorling


Of course, the key line is "if he gets there and can siege". You'll need to flank better. Also, some micro with burrowed infestors pooping infested terrans around their sieged tanks and then IMMEDIATELY swarming all around with lings can help the situation.

Its also good to spot this kinds of advance and manage your army composition accordingly. You'll see that Nestea uses a lot of Mutalisk to delay any Terran pushes by killing off Tanks, so sticking with infestor/ling is good, but it pays to vary your strategies.


w1zard
Profile Joined March 2011
10 Posts
May 14 2012 05:47 GMT
#5119
Whats the best option ZvT when the terran metagames and build a engi bay at your natural? I feel that it really messes up my build.Also whats the best response ZvT if the Terran goes 3 fast CC and then zones off with helions?
PhoenixDown312
Profile Joined June 2011
Canada3 Posts
May 14 2012 07:05 GMT
#5120
For ZvP, what does my 200/200 composition look like? I've got about 80 drones, 4 base (but main is probably mined out). Now what should I be aiming to get for a 200/200 confrontation army-wise and upgrade-wise?

Protoss usually looks like:
1 Mothership
5-6 Collosus
7-8 HTs
3-4 Immortals
The rest is Stalkers and Zealots
--around 3-2-3 upgrades or maybe 3-1-2

How does my comp change depending on Protoss changes?
- if Protoss has void rays...
- if Protoss has archons...
- if Protoss does not have HT yet...
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