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On October 28 2010 14:35 Kyobi wrote: I'm having a lot of issues with ZvP. There is one strat that I can never beat. The toss that does a 2 base play and camps in it until they get a huge stalker/collosus ball and he always keeps enough cannons and stalkers around to stop any muta harass and he sets up his wall at the natural to stop any roach/ling push and always keeps 4 sentries around to protect the wall while it's being built. So I'm on 4 base and he's on 2 but he bring out 5-6 collosus and pumps massive amounts of stalkers and at least 6 sentries. Even if I get 3 corrupters for each collossi I lose all the corrupters before I do any real dmg vs the sea of stalkers. If I use any ground, it just gets melted by collossi. And if I try to attack with a balanced composition between ground and corruptors, they just put up forcefields and take out the corruptors. I haven't tried ultra/infestors yet, but by the time I get them up, I very much doubt that they would do much against a sea of stalkers. Oh and broodlords will just get killed by the blink stalkers. I normally open with a 14 hatch or 14 pool 16 hatch depending on starting positions and I adapt from that point on. I have no problems vs 4 gates or 2 gates. It's just the ones that decide to camp on 2 base and wait for a mass stalker/collosi army that I have no idea how to deal with.
You're making it sound like Toss is somehow able to be everywhere at once. This isn't how the matchup works. If you're going muta-ling, there are going to be holes in his defenses. He can't possibly defend everything and still keep himself in the game.
You don't have to kill probes. You can take out tech structures. Force his army to move. Focus his main nexus, and when the stalkers come, poke into his nat with lings. Spread him out. Exploit his lack of mobility.
The concept behind muta/ling isn't "build mutas >> win". It's build mutas, establish map control, deny a third, expo everywhere, and ride your economic advantage to a macro win.
This usually involves transitioning out of muta at some point... But from what you've said in your post, my feeling is that you're not understanding how to get any mileage out of the mutas once you get them into play.
On October 28 2010 10:55 El_Draque wrote: Hello, I played a mix of Terran and Protoss all the way up to Platinum before decideing finally on Zerg as my race choice..then I got owned by a placement match player and am in Gold..ive been practicing alot among my friends until i felt comfortable and after two weeks of no 1v1 league games i tried some tonight..i got owned 4 games in a row..this is unnerving. I have been watching alot of pros on gomtv.net and hdstarcraft and the way they all play is just keep expanding until you out resource your opponent..well here are my questions
1. When im playing ZvZ or any mirror matchup i can scout and know what they are going but i never know what to make. i played a ZvZ tonight..the whole game i was one expansion ahead of him yet he had more troops the whole time. i scouted early and knew he was going roach/hydra and not mutas..so after a while of contemplating i went roach hydra too and then made a few ultras..with 4 saturated bases i hit my supply cap and decided to attack he steamrolled my army and before i could re make he destroyed my base. so i guess i made too many drones. anyways my question is this.. when you expand and are droneing up ur opponent is making only troops therefore he has more troops than you. how do you stop your opponent from killing you at that point when you are expanding and he isnt but he has more troops and just comes in and kills your army?
2. another question..i was playing ZvP and i went 14 hatch 14 pool slings and then he 2 gate attacks me with zealots so i go roaches. 2 minutes later at around the 10-11 minute point in the game i have about 15 roaches and am harassing his expansion and zealot ball when i realize there are 5 void rays in my base..even if i had scouted how do i stop 5+ void rays at the 13 min mark? since the patch marines are an easy enough counter but i had no hydra den was too late to get spores and my 3 queens got obliterated by his rays.
lol. Sounds like you're trying out the flavor of the month, and not too wild about the taste. ; )
The answer to both your questions is to scout better. Unlike Toss and Terran, Zerg doesn't have a whole lot of units that can be safely massed that will blindly counter anything.
A Terran player is always going to make marines. Incidentally, marines are all a Terran player needs to react to void rays or banshees.
A Toss player is always going to make Stalkers. Likewise, Stalkers will keep Toss players safe from most cheesey openings, or sneaky tech switches.
Zerg doesn't quite work that way. Roaches are much better now with 1.1.2 being live, but they still don't shoot up. And while Hydras are excellent units, they take a little bit longer to get into play, and they're countered really hard by some of the more common units in the game: Colossus, High Templar, Siege Tanks, Marines, etc.
So when these situations arise where you're like "omg how could I have possibly stopped this from happening!?". The answer is universally going to be scout better. If you're going to play Zerg, you're going to have to learn how to establish map vision, and map control. You have to scout aggressively... constantly... like your life depends on it. Because it does.
Had you properly scouted the stargate tech, you could have prepared extra queens. 1:1 ratios are really all you need, especially with transfuse. Or you could have had time to drop a hydra den or a spire. Both reasonable means to dealing with void rays.
Regardless, you have to know what's happening constantly.
Getting surprised by proxied voids very early in the game is one thing. It happens to the best of us. Getting killed by 5 voids 15 minutes into the game is just terribad scouting.
This same thing applies to your ZvZ problems. You have to keep constant tabs on your opponent's army. If he's droning, you need to know about it. If he's massing an army, you need to know about it. If he's moving out to attack, you need to know about it.
This is true for Zerg in every single matchup. Scouting is paramount.
And a little 2cent pointer: In end game ZvZ, Broodlords are literally unstoppable. Don't go ultras. They're kinda shitty.
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On October 28 2010 17:04 MrBitter wrote:Show nested quote +On October 28 2010 14:35 Kyobi wrote: I'm having a lot of issues with ZvP. There is one strat that I can never beat. The toss that does a 2 base play and camps in it until they get a huge stalker/collosus ball and he always keeps enough cannons and stalkers around to stop any muta harass and he sets up his wall at the natural to stop any roach/ling push and always keeps 4 sentries around to protect the wall while it's being built. So I'm on 4 base and he's on 2 but he bring out 5-6 collosus and pumps massive amounts of stalkers and at least 6 sentries. Even if I get 3 corrupters for each collossi I lose all the corrupters before I do any real dmg vs the sea of stalkers. If I use any ground, it just gets melted by collossi. And if I try to attack with a balanced composition between ground and corruptors, they just put up forcefields and take out the corruptors. I haven't tried ultra/infestors yet, but by the time I get them up, I very much doubt that they would do much against a sea of stalkers. Oh and broodlords will just get killed by the blink stalkers. I normally open with a 14 hatch or 14 pool 16 hatch depending on starting positions and I adapt from that point on. I have no problems vs 4 gates or 2 gates. It's just the ones that decide to camp on 2 base and wait for a mass stalker/collosi army that I have no idea how to deal with. You're making it sound like Toss is somehow able to be everywhere at once. This isn't how the matchup works. If you're going muta-ling, there are going to be holes in his defenses. He can't possibly defend everything and still keep himself in the game. You don't have to kill probes. You can take out tech structures. Force his army to move. Focus his main nexus, and when the stalkers come, poke into his nat with lings. Spread him out. Exploit his lack of mobility. The concept behind muta/ling isn't "build mutas >> win". It's build mutas, establish map control, deny a third, expo everywhere, and ride your economic advantage to a macro win. This usually involves transitioning out of muta at some point... But from what you've said in your post, my feeling is that you're not understanding how to get any mileage out of the mutas once you get them into play.
Basically, he makes it really hard to do any real damage against his base because he just puts cannons in key locations and spreads out his stalkers with zeal/sentries in the front so I can't just harass his natural and he never pulls all of his troops away. I am usually one or 2 bases ahead but that sea of stalkers + colossus combo rolls over every thing that I have.
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How do you manage controlling an endgame army? I usually have a few groups, 1 for lings/ultras, 2 for roaches/hydras, 3 for infestors, 4 for mutas/corruptors, and 5 for overseers - but I sometimes wnat to move the lings manually to get a surround with the ultras, or the ultras get caught behind the roaches... and if I select it all and attack move, then the infestors run to the front lines and die.
I'm thinking of changing it so 1 contains my main army and 2 is my flanking force, usually zerglings - 3 staying infestors, but I'm wary of having so many unit types on 1. In the middle of a fight I have a hard time doing things like selecting mutalisks or zerglings, so I like to keep each unit type on a different hotkey so I can control them well.
What do you recommend for controlling your army late game? Especially infestors and ultralisks. Thanks
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I find myself losing to 2 base massed carriers sometimes. (Like 5 or 6 carrier) Even with a lot of econ and hydras I don't seem able to take them all out. Especially on Xel-Naga Caverns.
I have been losing to Terran also from marine/thor pushes. What is a good mix to take them out?
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On October 28 2010 23:28 Kyobi wrote:Show nested quote +On October 28 2010 17:04 MrBitter wrote:On October 28 2010 14:35 Kyobi wrote: I'm having a lot of issues with ZvP. There is one strat that I can never beat. The toss that does a 2 base play and camps in it until they get a huge stalker/collosus ball and he always keeps enough cannons and stalkers around to stop any muta harass and he sets up his wall at the natural to stop any roach/ling push and always keeps 4 sentries around to protect the wall while it's being built. So I'm on 4 base and he's on 2 but he bring out 5-6 collosus and pumps massive amounts of stalkers and at least 6 sentries. Even if I get 3 corrupters for each collossi I lose all the corrupters before I do any real dmg vs the sea of stalkers. If I use any ground, it just gets melted by collossi. And if I try to attack with a balanced composition between ground and corruptors, they just put up forcefields and take out the corruptors. I haven't tried ultra/infestors yet, but by the time I get them up, I very much doubt that they would do much against a sea of stalkers. Oh and broodlords will just get killed by the blink stalkers. I normally open with a 14 hatch or 14 pool 16 hatch depending on starting positions and I adapt from that point on. I have no problems vs 4 gates or 2 gates. It's just the ones that decide to camp on 2 base and wait for a mass stalker/collosi army that I have no idea how to deal with. You're making it sound like Toss is somehow able to be everywhere at once. This isn't how the matchup works. If you're going muta-ling, there are going to be holes in his defenses. He can't possibly defend everything and still keep himself in the game. You don't have to kill probes. You can take out tech structures. Force his army to move. Focus his main nexus, and when the stalkers come, poke into his nat with lings. Spread him out. Exploit his lack of mobility. The concept behind muta/ling isn't "build mutas >> win". It's build mutas, establish map control, deny a third, expo everywhere, and ride your economic advantage to a macro win. This usually involves transitioning out of muta at some point... But from what you've said in your post, my feeling is that you're not understanding how to get any mileage out of the mutas once you get them into play. Basically, he makes it really hard to do any real damage against his base because he just puts cannons in key locations and spreads out his stalkers with zeal/sentries in the front so I can't just harass his natural and he never pulls all of his troops away. I am usually one or 2 bases ahead but that sea of stalkers + colossus combo rolls over every thing that I have.
If he's that spread out, then engage his units individually. Force him to clump up.
On October 29 2010 00:55 fdsdfg wrote: How do you manage controlling an endgame army? I usually have a few groups, 1 for lings/ultras, 2 for roaches/hydras, 3 for infestors, 4 for mutas/corruptors, and 5 for overseers - but I sometimes wnat to move the lings manually to get a surround with the ultras, or the ultras get caught behind the roaches... and if I select it all and attack move, then the infestors run to the front lines and die.
I'm thinking of changing it so 1 contains my main army and 2 is my flanking force, usually zerglings - 3 staying infestors, but I'm wary of having so many unit types on 1. In the middle of a fight I have a hard time doing things like selecting mutalisks or zerglings, so I like to keep each unit type on a different hotkey so I can control them well.
What do you recommend for controlling your army late game? Especially infestors and ultralisks. Thanks
Everybody has their own unique little tricks that they use when controlling units.
My personal preference is to put my "a-move" units on 1 hotkey, and then have separate hotkeys for units that require special attention.
So for example: I'll have ultras and lings on one hotkey. Banelings on their own hotkey. Infestors on their own hotkey. And if I wanted to set up a flank with additional units, I'd also hotkey them separately.
Again, everyone does this differently, so I don't think there's any singular correct answer to your question.
On October 29 2010 00:58 Zorkmid wrote: I find myself losing to 2 base massed carriers sometimes. (Like 5 or 6 carrier) Even with a lot of econ and hydras I don't seem able to take them all out. Especially on Xel-Naga Caverns.
I have been losing to Terran also from marine/thor pushes. What is a good mix to take them out?
Carriers are one of those things that you have to scout. If you leave toss alone for long enough to get 5 or 6 carriers without you knowing about, then you're more or less playing completely blind for waaay too much time.
Scout better. If you see him going carriers, just go kill him. If you're not comfortable attacking, you're going to need corruptors and/or hydra, but be warned - carriers are fucking hard to kill for a Zerg player.
For maine/thor - you want muta/sling/bling.
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Thanks for this thread,
What is the correct unit composition to counter thors?
Whats the correct response to a Terran FE when i have 14 hatched myself.
When teching to 2 base muta, which seems like the standard, how do i scout and defend against a MMM push? What about cloaked banshees?
And in general, what is the standard approach in ZvT?
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And a little 2cent pointer: In end game ZvZ, Broodlords are literally unstoppable. Don't go ultras. They're kinda shitty.
What really? I don't even know what stops ultralisks because infestors are completely useless against them, and infestors are awesome in midgame ZvZ. Clearly ling/bling/muta also don't work properly. Do roaches work? Do hydras work?
Not that I ever get that far in ZvZ, but I am curious as why you think ultras are shitty. Is it just because the broodlords are that much better?
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On October 29 2010 05:46 DoubleReed wrote:Show nested quote +And a little 2cent pointer: In end game ZvZ, Broodlords are literally unstoppable. Don't go ultras. They're kinda shitty. What really? I don't even know what stops ultralisks because infestors are completely useless against them, and infestors are awesome in midgame ZvZ. Clearly ling/bling/muta also don't work properly. Do roaches work? Do hydras work? Not that I ever get that far in ZvZ, but I am curious as why you think ultras are shitty. Is it just because the broodlords are that much better?
With the recent nerfs to ultra splash, they really die to just about everything. Roach/Hydra does particularly well against ultras, though.
And yes, broods really are that much better.
On October 29 2010 05:39 wiztek wrote: Thanks for this thread,
What is the correct unit composition to counter thors?
Whats the correct response to a Terran FE when i have 14 hatched myself.
When teching to 2 base muta, which seems like the standard, how do i scout and defend against a MMM push? What about cloaked banshees?
And in general, what is the standard approach in ZvT?
Just thors? Roaches are your best bet. It changes based on what he supports it with. If its marine/thor, you want slings and banes with a few mutas sprinkled in.
If its pure mech, muta/roach is really good.
Against a FE Terran, just stay a base ahead. Scout diligently, though. If you expand too aggressively T will try to bust you with a timing push.
When teching to muta, if you see 3 or more rax, you need to get ready for bio pressure. Just because you want to go muta, don't feel that you can't build anything else. Remember, the first rule of Starcraft is to build enough units to not die. If you see T gearing up for a push and your lair's not done yet, throw down that baneling nest and start cranking out zerglings.
For cloaked banshees - you should always have a 3rd queen in ZvT. As long as you do that, and hit your lair timing, banshees shouldn't give you too much trouble. If you sniff out banshees and you don't think your lair will be up in time, don't be afraid to drop an evo chamber and some spores. Spores have something like 10 sight range, so one in each mineral line is really all you need to provide enough detection for your queens to keep everything nice and safe.
My general approach to ZvT is something like this: 14 Hatch Roach Warren before zergling speed 3-4 roaches to handle hellion harass, and start my 3rd queen as soon as the first 2 finish Lair Spire Baneling nest + speed after my first 6-8 mutas Establish map control with the mutas while using sling/bling to stifle any big bio plays
Transition to roach for big mech plays Add infestors for drop play, or prolonged bio play
And ultimately, hive tech >> Ultras >> Broods in that order.
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95% of the time, if you are below mid-diamond, or possibly low diamond, the problem is not that you had a poor strategy/unit composition, its that you macro'd poorly. I've watch reps of several players asking for help against X or Y, wanting to know "how do I beat X?", when the real problem is that they simply didn't make enough drones at the right times, enough army at the right times, expand at the right time, attack at the right time, or scout at the right time, and had a billion minerals in the bank. Unit compositions and most strategies assume decent macro, and it is the macro decisions that are most important. Once you get macro down, then you can start working on the more complicated strategic decisions, but until then, the right unit composition or strategy will do very little to help you win.
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On October 29 2010 05:46 DoubleReed wrote:Show nested quote +And a little 2cent pointer: In end game ZvZ, Broodlords are literally unstoppable. Don't go ultras. They're kinda shitty. What really? I don't even know what stops ultralisks because infestors are completely useless against them, and infestors are awesome in midgame ZvZ. Clearly ling/bling/muta also don't work properly. Do roaches work? Do hydras work? Not that I ever get that far in ZvZ, but I am curious as why you think ultras are shitty. Is it just because the broodlords are that much better? They're just too expensive. Roaches actually do OK vs them ever since the splash nerf, and hydras straight up destroy ultras. MrBitter is right, broods are the absolute king of ZvZ if you are able to get them out.
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On October 28 2010 14:35 Kyobi wrote: I'm having a lot of issues with ZvP. There is one strat that I can never beat. The toss that does a 2 base play and camps in it until they get a huge stalker/collosus ball and he always keeps enough cannons and stalkers around to stop any muta harass and he sets up his wall at the natural to stop any roach/ling push and always keeps 4 sentries around to protect the wall while it's being built. So I'm on 4 base and he's on 2 but he bring out 5-6 collosus and pumps massive amounts of stalkers and at least 6 sentries. Even if I get 3 corrupters for each collossi I lose all the corrupters before I do any real dmg vs the sea of stalkers. If I use any ground, it just gets melted by collossi. And if I try to attack with a balanced composition between ground and corruptors, they just put up forcefields and take out the corruptors. I haven't tried ultra/infestors yet, but by the time I get them up, I very much doubt that they would do much against a sea of stalkers. Oh and broodlords will just get killed by the blink stalkers. I normally open with a 14 hatch or 14 pool 16 hatch depending on starting positions and I adapt from that point on. I have no problems vs 4 gates or 2 gates. It's just the ones that decide to camp on 2 base and wait for a mass stalker/collosi army that I have no idea how to deal with. If you could post a replay that could help. That strategy isn't unstoppable, but it's definitely a bitch. The obvious counter, if you know this specific build is coming that is, is just a 3base fast tech to ultra with some lings or roaches making up the rest of the army. I'm surprised mutaling is having so much trouble with this build though, because colo heavy builds are really what mutaling is designed to crush. One thing you might want to try is expanding one less time. It's tempting to over expand when someone is playing a turtle style like this, but just remember, all the time you are expanding and drones, he is just powering units off 2base, and it doesn't matter how many expos you have if your first army gets wiped.
Also, some random advice for roach/hydra vs this build. Flanks and the area in which the fight occurs are the biggest factors in fighting this off. Really take some time in setting up your flank, and make sure to micro the group of units that are coming in directly behind the army, as those are the units you need to use to target his colos.
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Shameless bump of a great thread ^^,
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Does anybody have any good ways of calculating how many corruptors you need per colossi, some kind of rule of thumb? (This is when going roach/hydra) Also, what upgrades should i be getting for the colossi, if any?
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I haven't played 1v1 since mid-august. I have 600 pts(pros had 800pts around that time) in diamond. What are the new viable builds that have been discovered since this time? I haven't played for two patches :O
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As a new zerg player, i have trouble with ZvZ because I get lessons from Machine, ie. All i can really do is drone and play passively.
1: How do i stop/scout for a bling allin? Normal pool timing except they just stop building drones and grabbing double gas + lings. I try and block my ramp with queens after spreading creep but its hard to get more than few roaches before they come.
2: After openings like this players i play will exploit my mobility by going zergling muta but rather than attack with mutas they just mass them and deny my expo with bling/mutas. Hard to get enough hydras in time, usually his blings will clean up.
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Hi, i'm a ~400 diamond zerg player and i have huge problems keeping up with my macro in mid-late game like the enemy gets about 20 stalker (after some battles and him having 2 bases, me having 3/4) and some colossi and i would have the ressources but i just forget to spawn larvae etc so i can't use my ressources up for units when i need to (me not having any viable strategy vs mass stalker is another problem. Other than 1 base +1 speedling with inbase hatch i never win vs protoss.) i saw pro player using queen+hatch on numbers 6,7,8 etc and all hatches together on 5 however i am really slow spawning larvae using this strategy, i have a lot of misclicks where i send my queen over the map and after like 8 minutes into the game (or as soon as there is a battle or a tense situation anywhere) i forget queen macro at all and then lack larvae on the other hand i started playing this game using all queens on 4, all hatches on 5 and with 44+spawn and then manually scroll to my other hatcheries/sometimes via minimap i feel like i use spawn larvae more constant but less effective How would you advise me to use spawn larvae? How do you do it? And how do you stop mass stalker (with colossi if i have hydra/ling, with few immortals vs roach/hydra) mid-late game? (But i'm not sure on this point since it really might be down to me not macroing good at all, if i had double my stuff in each of those games i would have won easily)
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On October 31 2010 22:33 Cirqueenflex wrote: Hi, i'm a ~400 diamond zerg player and i have huge problems keeping up with my macro in mid-late game like the enemy gets about 20 stalker (after some battles and him having 2 bases, me having 3/4) and some colossi and i would have the ressources but i just forget to spawn larvae etc so i can't use my ressources up for units when i need to (me not having any viable strategy vs mass stalker is another problem. Other than 1 base +1 speedling with inbase hatch i never win vs protoss.) i saw pro player using queen+hatch on numbers 6,7,8 etc and all hatches together on 5 however i am really slow spawning larvae using this strategy, i have a lot of misclicks where i send my queen over the map and after like 8 minutes into the game (or as soon as there is a battle or a tense situation anywhere) i forget queen macro at all and then lack larvae on the other hand i started playing this game using all queens on 4, all hatches on 5 and with 44+spawn and then manually scroll to my other hatcheries/sometimes via minimap i feel like i use spawn larvae more constant but less effective How would you advise me to use spawn larvae? How do you do it? And how do you stop mass stalker (with colossi if i have hydra/ling, with few immortals vs roach/hydra) mid-late game? (But i'm not sure on this point since it really might be down to me not macroing good at all, if i had double my stuff in each of those games i would have won easily)
http://www.livestream.com/mrbitter/video?clipId=pla_cbc6e062-d0a2-40a4-a012-f53cf2fe1dcd
That's a video of me playing while iNcontroL coaches me on ZvP. I think its an excellent example of how to approach the ZvP matchup with the added benefit of commentary from an SC2 pro.
You'll want to fast forward to 25:08, as the first few minutes are just me setting up the stream and playing a couple practice games.
Since its all from my point of view, you'll also get to see how I do injects:
The method I use is to hotkey all my queens together and to use shift+backspace to quickly cycle through all my bases.
On October 31 2010 20:34 majloon wrote: Does anybody have any good ways of calculating how many corruptors you need per colossi, some kind of rule of thumb? (This is when going roach/hydra) Also, what upgrades should i be getting for the colossi, if any?
I'm not really sure how to approach this question...
4-5 corruptors kill a colossus pretty handily, but its the stalkers you have to worry about. To be completely honest, I really prefer going muta/ling because of how badly hydras do against like... everything.
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On October 31 2010 22:09 Mecha_cl wrote: As a new zerg player, i have trouble with ZvZ because I get lessons from Machine, ie. All i can really do is drone and play passively.
1: How do i stop/scout for a bling allin? Normal pool timing except they just stop building drones and grabbing double gas + lings. I try and block my ramp with queens after spreading creep but its hard to get more than few roaches before they come.
2: After openings like this players i play will exploit my mobility by going zergling muta but rather than attack with mutas they just mass them and deny my expo with bling/mutas. Hard to get enough hydras in time, usually his blings will clean up.
Gas before pool is a pretty good indicator that banelings are coming.
Double gas even more so.
From there, you can stop his banes with banes of your own, or you can try to block your ramp with roaches. Queens on a ramp are also pretty great at stopping any busts, but don't count on having 2 queens out before the banelings roll in.
From there, if he wants to go muta, all you really need is 1-2 infestors and 4-5 hydras. One good fungal with hydras present will destroy his whole army, letting you just walk across the map and win.
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Question: is Zerg for me?
There is the whole Zerg thing about knowing when to drone and when to make units. I played Toss in the first half of the beta and while I dont really like the playstyle I never had issues with getting outmacroed. I felt like then I would lose because I didnt scout well or I was being hurdy durdy.
I feel like Im not "getting" it. Thinking about switching.
I dont think Zerg is weak, nor do I dislike the playstyle, it just may not be for me.
Also, if I go Muta and my ling/bling army cant stop a timing attack and my Mutas are in their base, should I base race? Come back?
I feel like that since I have just gotten the game again and am playing people who arent super amazing, that they are like 10 times more likely to try and base trade and I feel like I lose every time.
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Heyo, ever since the recent patch (1.1.2), there has been a HUGE influx of zergs on ladder.
As of right now, I am playing more ZvZ's then than ZvT's and ZvP's. What do you think about people mindlessly switching races and "jumping on the bandwagon?" My record is starting to suffer merely because of how finicky the ZvZ MU is. The one good thing i've found is that I am being more exposed to the more stupid tactics, and even though I say stupid, it makes me realize just how unprepared I am.
One game, cross spawns on shakerus plataue, i get 5 roach rushed and somehow even with 3 spines and slings I got caught out of position, the eco damage was so frustrating because he quickly swooped in with mutas as I was droning up hard. Q1) When I open hatch first and build two queens at each hatch, which queen should poop a creep tumor and when? If you just have them constantly spewing larvae you won't have enough minerals to spend those larvae within the first few minutes of the game. In this instance, how should I time the creep connection of my bases?
Q2) Is scouting the fast spire and building emergency spores the best reaction to onebase muta when I open hatch first and am hardcore droning? Q3) What are your thoughts on everyone changing races? Due to the amount of ZVZ's i've been playing, and facing people's heavy stubbornness so much, I honestly have been thinking of switching to terran! Q4) How do you stay motivated as zerg when you are on a losing streak of matches where you should be winning?
All this aside, I have been fortunate to play in some ZvZ's I never thought possible. The TL thread on "16 hatch 15 pool" says it is reasonable to do in ZvZ (map reliant of course.) So here is a replay of a macro geared ZvZ, during which I came to a point where I was miles and miles ahead. I think the biggest thing was that I skipped out on roaches and even with that in mind I didn't mass blings like I should have. Its platinum, but I think you'll find it very enjoyable none the less. http://www.starcraft-replay.com/replays/zxflip-vs-pgrun-1288545712.php
Thanks
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