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On November 11 2012 10:37 whatevername wrote: Why are roach/baneling drop builds not used in ZVP anymore? Strengths, weaknesses? From what I've seen, at least on the NA ladder I'm basically the only one that does baneling drops at GM level anymore
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On November 11 2012 13:24 zasg wrote:Show nested quote +On November 11 2012 10:37 whatevername wrote: Why are roach/baneling drop builds not used in ZVP anymore? Strengths, weaknesses? One of the main reasons baneling drops became less used against the Protoss ball was that baneling drops used to explode on what they dropped on, however, blizzard changed that so now they drop to the outside of the ball, often missing the sentries etc. Roach drops are still used, not often, especially on maps like entombed valley. I have seen TLO on his stream doing roach baneling drops on a base, however he uses about 8 banes just to drop on the mineral line while dropping roaches on the army, it is quite effective!
Is this change recent, Vortix was using Baneling drops in his ZvP extremely often a few months ago,
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Na it was quite a long time ago
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Then I imagine it's still viable, because Vortix's general strategy in PvZ is prolonged mid-game aggression with Mutalisks and Banelings drops.
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On November 11 2012 14:48 Moosegills wrote:Show nested quote +On November 11 2012 10:37 whatevername wrote: Why are roach/baneling drop builds not used in ZVP anymore? Strengths, weaknesses? From what I've seen, at least on the NA ladder I'm basically the only one that does baneling drops at GM level anymore  I really love baneling drops and use them whenever possible, but what is your reaction if they open stargate? Do you have to abandon it completely? cause phoenix shooting my OL's is really annoying ._.
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On November 11 2012 10:37 whatevername wrote: Why are roach/baneling drop builds not used in ZVP anymore? Strengths, weaknesses?
Mostly because you wont have your upgrades and tech done in time to deal with a master lvl immortel cent all in if you open up Pool hatch hatch.
If you open up 2 base tech expand, you will have the tech in time, But if they just take a third instead of attacking, you will be be very behind, or only slightly behind if you didn't make units.
The style also requires a lot of micro.
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On November 12 2012 01:09 BuiBui wrote:Show nested quote +On November 11 2012 10:37 whatevername wrote: Why are roach/baneling drop builds not used in ZVP anymore? Strengths, weaknesses? Mostly because you wont have your upgrades and tech done in time to deal with a master lvl immortel cent all in if you open up Pool hatch hatch. If you open up 2 base tech expand, you will have the tech in time, But if they just take a third instead of attacking, you will be be very behind, or only slightly behind if you didn't make units. The style also requires a lot of micro.
Exactly, baneling drops is kind of allin, because you are on a timer to do damage. The sheer amount of gas you need for drops and banelings means infestors and hive is delayed by a lot.
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On November 11 2012 14:48 Moosegills wrote:Show nested quote +On November 11 2012 10:37 whatevername wrote: Why are roach/baneling drop builds not used in ZVP anymore? Strengths, weaknesses? From what I've seen, at least on the NA ladder I'm basically the only one that does baneling drops at GM level anymore 
Well when Dimaga(sorry if i spelled his name wrong) streams NA once in a while, he does Bane Rain almost ever time vs protoss
If you do it the way he does, and hit the timing window for it, it can outright kill the toss or put him behind and allow you to tech up to broods.
Dimaga goes for double evo and pumps out melee upgrades/armor pretty quickly and hits where the protoss has mabey only 2 colosi @ the most, it does require a great deal of micro since the way banes drop out of OL now but still a great strat to throw at someone once in a while and a lot of fun.
I could not find the guide about Dimaga's build on here, but found his build on google
http://zergology.tumblr.com/post/25774092947/dimaga-banerain (Guide made by ViperSC2) (=
nice guide for those interested in his build order
edit found the one on team liquid to http://www.teamliquid.net/forum/viewmessage.php?topic_id=346148
The Tumblr Guide is more detailed and explained better, but the TL one offers a vod of the style.
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Hey guys, I'm so lost in ZvP. It seems like all the midgame options suck dick if your opponent scouts properly, and plays a safe macro game with simcity. I'll go through the options and the problems I have:
1) Roach/ling max: It's not 2011; this is super all-in, and won't work unless my opponent sucks (and at mid-high masters they don't). Obviously not a viable option.
2) Mutas: It's okay, but if scouted IMO it's not worth it. A few cannons around their base, fast blink, and then they hit a storm timing before your broodlords are out and you lose. I've had decent success with muta/ling/bane all ins (off 5 bases, but I call it "all in" because there's no transition) where I either kill him or I remax and either kill him or lose. I've never had success with only making ~12 mutas and then transitioning, they don't do enough damage and then die too quickly. Am I missing something here about how to execute this effectively?
3) Infestor/roach/ling aggression: I've actually lost every game I do this, except when Protoss is stupid and either skips simcity or pushes out before 14:00. Not sure what to say about this...I drone up really quick, get infestors quick, and attack when I near max with roach/ling/infestor. Here's a standard game: http://drop.sc/274607 it's against HwangSin so I didn't stand a chance, but this is what most games look like anyway (except the 12:00 mothership). What am I missing here? It's obviously an effective style, but I'm clearly not doing it right.
4) Infestor/spine turtle: I can never defend 4 bases with spines, only 3 (at least not without having huge holes). I'm kind of lost on how to play this style, it seems pretty lame. 3 base infestor/blord can't afford 3/3 or double spire, so I would die to a followup stalker/colo/archon push...I don't have a replay of this, sorry, but I can explain what usually happens. I go up to 80 drones, get 6 infestors, and have broodlords ready at 14:00. His push hits as broodlords morph, the spine/infestor keeps me alive. Then, I push his army back, but he has me contained on 3 bases (he's on 3 himself, and he can expand). When I move out to take a fourth, he blinks under me and has 1000 archons and colossi so the broodlords and lings do no damage, and fungal doesn't kill stalkers quickly enough. If I try to prevent a blink, the colossi eat my infestors, and it's just not a good time. Do I have to spine push to take my fourth? Do I need to set up a big runby to delay him more, so my broodlords are up in time to defend my fourth (fifth?)?
Thanks for any advice, I hate feeling lost in a matchup :S
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On November 11 2012 17:39 MoonCricket wrote:Show nested quote +On November 11 2012 13:24 zasg wrote:On November 11 2012 10:37 whatevername wrote: Why are roach/baneling drop builds not used in ZVP anymore? Strengths, weaknesses? One of the main reasons baneling drops became less used against the Protoss ball was that baneling drops used to explode on what they dropped on, however, blizzard changed that so now they drop to the outside of the ball, often missing the sentries etc. Roach drops are still used, not often, especially on maps like entombed valley. I have seen TLO on his stream doing roach baneling drops on a base, however he uses about 8 banes just to drop on the mineral line while dropping roaches on the army, it is quite effective! Is this change recent, Vortix was using Baneling drops in his ZvP extremely often a few months ago,
No, this was in a super old patch (1.33 or something?) and it actually had negligible effect on how baneling drops work in a real in-game situation. Those who dismiss it because of the patch didn't use baneling drops before or after. Baneling drops are still absolutely devastating if they hit, I'm not entirely sure why they were "forgotten".
I still use them occasionally for crushing a pre-hive timing before broodlords finish. drop is an invaluable upgrade to have anyway.
I think the main reason they don't get used as much is because you can accomplish some of the same things with infestors. Less burst damage, but with much greater consistency.
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On November 12 2012 13:49 Mavvie wrote:Hey guys, I'm so lost in ZvP. It seems like all the midgame options suck dick if your opponent scouts properly, and plays a safe macro game with simcity. I'll go through the options and the problems I have: 1) Roach/ling max: It's not 2011; this is super all-in, and won't work unless my opponent sucks (and at mid-high masters they don't). Obviously not a viable option. 2) Mutas: It's okay, but if scouted IMO it's not worth it. A few cannons around their base, fast blink, and then they hit a storm timing before your broodlords are out and you lose. I've had decent success with muta/ling/bane all ins (off 5 bases, but I call it "all in" because there's no transition) where I either kill him or I remax and either kill him or lose. I've never had success with only making ~12 mutas and then transitioning, they don't do enough damage and then die too quickly. Am I missing something here about how to execute this effectively? 3) Infestor/roach/ling aggression: I've actually lost every game I do this, except when Protoss is stupid and either skips simcity or pushes out before 14:00. Not sure what to say about this...I drone up really quick, get infestors quick, and attack when I near max with roach/ling/infestor. Here's a standard game: http://drop.sc/274607 it's against HwangSin so I didn't stand a chance, but this is what most games look like anyway (except the 12:00 mothership). What am I missing here? It's obviously an effective style, but I'm clearly not doing it right. 4) Infestor/spine turtle: I can never defend 4 bases with spines, only 3 (at least not without having huge holes). I'm kind of lost on how to play this style, it seems pretty lame. 3 base infestor/blord can't afford 3/3 or double spire, so I would die to a followup stalker/colo/archon push...I don't have a replay of this, sorry, but I can explain what usually happens. I go up to 80 drones, get 6 infestors, and have broodlords ready at 14:00. His push hits as broodlords morph, the spine/infestor keeps me alive. Then, I push his army back, but he has me contained on 3 bases (he's on 3 himself, and he can expand). When I move out to take a fourth, he blinks under me and has 1000 archons and colossi so the broodlords and lings do no damage, and fungal doesn't kill stalkers quickly enough. If I try to prevent a blink, the colossi eat my infestors, and it's just not a good time. Do I have to spine push to take my fourth? Do I need to set up a big runby to delay him more, so my broodlords are up in time to defend my fourth (fifth?)? Thanks for any advice, I hate feeling lost in a matchup :S
Any kind of ground agression vs toss relies on toss making a mistake in defense (bad wall or ffs), thats why I dont like it at all. If you really want to be agressive then muta is an option but agree that if scouted and toss is good at multitasking he will be able to hold it without big loses. This leaves you with option 4) whih is infestor spine turtle and thats what almost every good zergs plays atm. I dont understand why you are not able to defend 4 bases. As soon as you see toss taking his third you should secure your 4th. There is no way of him being aggresive at that time so you can safely saturate your 4 bases and tech hard. The only problem you might face is holding a toss all in from 3 base that hits before you get your broodlords most of the time. It is essential to scout toss composition before he moves out (use either some lings or overseer for that). Against a non colossus push you need as many infestors as possible and no resoures wasted in corruptors that will be useless (obviously if its ht/archon push then rest of the supply should be mostly roaches) if its immo/sentry then lings>roaches). Versus a colossus timing I would not morph broods unless you are sure you can have them before he comes to you, after sniping colossus with corruptors you should easily hold the push and morph the broods after. After you defend his 3 base timing you've basically won the game, just max on bl/infestor/rest and kill him. If toss decides to play hard macro mode without any pushes then just max on the best possible composition you can get, make spines everywhere before leaving as wp drops can be insanely annying, neutral parasite his mothership and you should win easy :D.
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Hi guys,
I am teaching sc2 to a friend of mine, I myself am only a gold zerg and it's my offrace but I am doing my best! I wonder if anyone has a nice and basic build to suggest which I can teach him to use pretty much every game untill he gets the hang of it? For example I learned the game with the 4gate build, and then with some 2base all-in timings from MC as protoss. I learned terran using MKP his fast expand into double factory with which he had so much success pre queen patch, and as for bio I learned from Bomber TvP builds ^^
As for a zerg example: I used to like the DRG build where u fast expand and get 6 roaches around the 6 minute mark for example. I understand roaches aren't as popular as in early 2012 so I come here and seek advice!
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1) Roach/ling max: It's not 2011; this is super all-in, and won't work unless my opponent sucks (and at mid-high masters they don't). Obviously not a viable option.
I'm a Diamond zerg on my way into Masters (I hope - the MMR Stats plug-in may be lying) and I've been doing the Roach/Ling Max since Bronze. Obviously a big part of the reason it's been working so far is because the Protoss at my level all suck just as much as I do, and either do a 2 base timing that just fails or simcity poorly and die.
However, I realize that at a certain point Protoss will either learn to simcity, learn to FF, or learn to all-in and I'll be awfully dead.
So, in the interest of still winning games, are there any styles that are similar to this, but more viable?
I've been experimenting with researching drops, and then hitting nat/3rd with little drops while doom dropping their main at ~160 supply/12 minutes, but I'm bad and it's bad.
Please help!
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New kid in block, Chargelot, archon, immortal - any ideas what to do against it ? My army of ling roach infestor literally evaporates in 2 seconds. Hits like at 13-14 minutes (off 3 bases).
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On November 14 2012 07:50 Hing wrote: New kid in block, Chargelot, archon, immortal - any ideas what to do against it ? My army of ling roach infestor literally evaporates in 2 seconds. Hits like at 13-14 minutes (off 3 bases).
nueral parasite would work great because he has no splash to stop it. If not that then mass infested terrans behind some roaches should own it. i feel like its either a macro problem or an engagment problem on your part.
edit: to clarify i mean he has no range to stop the nuerals because he wont have collosi. also you should nueral the immortals > archons. But i think mass infested terrans with a few fungals is all you need.
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On November 14 2012 08:06 Turbogangsta wrote:Show nested quote +On November 14 2012 07:50 Hing wrote: New kid in block, Chargelot, archon, immortal - any ideas what to do against it ? My army of ling roach infestor literally evaporates in 2 seconds. Hits like at 13-14 minutes (off 3 bases). nueral parasite would work great because he has no splash to stop it. If not that then mass infested terrans behind some roaches should own it. i feel like its either a macro problem or an engagment problem on your part. edit: to clarify i mean he has no range to stop the nuerals because he wont have collosi. also you should nueral the immortals > archons. But i think mass infested terrans with a few fungals is all you need.
Need some help with this timing as well, owned my 200/200 roach ling 10infestors ( spammed its with all energy) very hard :D Neutral would be good I guess but its hard to get it this early + thats a lot of energy.
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On November 14 2012 07:50 Hing wrote: New kid in block, Chargelot, archon, immortal - any ideas what to do against it ? My army of ling roach infestor literally evaporates in 2 seconds. Hits like at 13-14 minutes (off 3 bases).
So basically, no colossus? Roach/hydra. Go to 2/2 ASAP.
As long as there are no colossi/temp, properly macro'd roach/hydra wins vs any toss ground. Just don't overbuild hydra, put more emphasis on roaches and reinforce with roach (hydras are slow anyway). Kite his zeal/archon as much as possible since your army outranges those units.
Also, you should max or near-max on this before he hits, so you should try to attack him before he hits a big critical mass. Also this enables you to remax at your base if everything dies for the second engagement.
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On November 14 2012 04:54 foutre wrote:Show nested quote +1) Roach/ling max: It's not 2011; this is super all-in, and won't work unless my opponent sucks (and at mid-high masters they don't). Obviously not a viable option. I'm a Diamond zerg on my way into Masters (I hope - the MMR Stats plug-in may be lying) and I've been doing the Roach/Ling Max since Bronze. Obviously a big part of the reason it's been working so far is because the Protoss at my level all suck just as much as I do, and either do a 2 base timing that just fails or simcity poorly and die. However, I realize that at a certain point Protoss will either learn to simcity, learn to FF, or learn to all-in and I'll be awfully dead. So, in the interest of still winning games, are there any styles that are similar to this, but more viable? I've been experimenting with researching drops, and then hitting nat/3rd with little drops while doom dropping their main at ~160 supply/12 minutes, but I'm bad and it's bad. Please help!
"At some point" is pretty high (mid-masters+), especially if you engage well with your roach/ling.
However, if you want to be constantly aggressive, adding infestors for IT's to spam over their FF's or hydras (same purpose) helps a lot in breaking the toss when they take a 3rd. In low masters I use roach/hydra aggression (adding corruptors for colossi if needbe) and it works fine; just be wise about your engagements and have a good eco/expansion plan behind it. HyuN does this kind of aggression while getting a 4th and maxing off of ling/roach/festor with some solid success; so do many other players (Leenock did it to Rain at MLG, for example).
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On November 14 2012 08:16 syriuszonito wrote:Show nested quote +On November 14 2012 08:06 Turbogangsta wrote:On November 14 2012 07:50 Hing wrote: New kid in block, Chargelot, archon, immortal - any ideas what to do against it ? My army of ling roach infestor literally evaporates in 2 seconds. Hits like at 13-14 minutes (off 3 bases). nueral parasite would work great because he has no splash to stop it. If not that then mass infested terrans behind some roaches should own it. i feel like its either a macro problem or an engagment problem on your part. edit: to clarify i mean he has no range to stop the nuerals because he wont have collosi. also you should nueral the immortals > archons. But i think mass infested terrans with a few fungals is all you need. Need some help with this timing as well, owned my 200/200 roach ling 10infestors ( spammed its with all energy) very hard :D Neutral would be good I guess but its hard to get it this early + thats a lot of energy.
you can also fungle the zealots and engage from range with roaches and leave your lings out of the fight or swoop in behind. Your comp should always win with a proper engagement. the engagement is on your terms since you have the infestors (which can fungle and spawn units where ever they want). try out a unit tester and A moving the protoss army towards yours and then you try your best to engage it properly.
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On November 13 2012 01:42 syriuszonito wrote:Show nested quote +On November 12 2012 13:49 Mavvie wrote:Hey guys, I'm so lost in ZvP. It seems like all the midgame options suck dick if your opponent scouts properly, and plays a safe macro game with simcity. I'll go through the options and the problems I have: 1) Roach/ling max: It's not 2011; this is super all-in, and won't work unless my opponent sucks (and at mid-high masters they don't). Obviously not a viable option. 2) Mutas: It's okay, but if scouted IMO it's not worth it. A few cannons around their base, fast blink, and then they hit a storm timing before your broodlords are out and you lose. I've had decent success with muta/ling/bane all ins (off 5 bases, but I call it "all in" because there's no transition) where I either kill him or I remax and either kill him or lose. I've never had success with only making ~12 mutas and then transitioning, they don't do enough damage and then die too quickly. Am I missing something here about how to execute this effectively? 3) Infestor/roach/ling aggression: I've actually lost every game I do this, except when Protoss is stupid and either skips simcity or pushes out before 14:00. Not sure what to say about this...I drone up really quick, get infestors quick, and attack when I near max with roach/ling/infestor. Here's a standard game: http://drop.sc/274607 it's against HwangSin so I didn't stand a chance, but this is what most games look like anyway (except the 12:00 mothership). What am I missing here? It's obviously an effective style, but I'm clearly not doing it right. 4) Infestor/spine turtle: I can never defend 4 bases with spines, only 3 (at least not without having huge holes). I'm kind of lost on how to play this style, it seems pretty lame. 3 base infestor/blord can't afford 3/3 or double spire, so I would die to a followup stalker/colo/archon push...I don't have a replay of this, sorry, but I can explain what usually happens. I go up to 80 drones, get 6 infestors, and have broodlords ready at 14:00. His push hits as broodlords morph, the spine/infestor keeps me alive. Then, I push his army back, but he has me contained on 3 bases (he's on 3 himself, and he can expand). When I move out to take a fourth, he blinks under me and has 1000 archons and colossi so the broodlords and lings do no damage, and fungal doesn't kill stalkers quickly enough. If I try to prevent a blink, the colossi eat my infestors, and it's just not a good time. Do I have to spine push to take my fourth? Do I need to set up a big runby to delay him more, so my broodlords are up in time to defend my fourth (fifth?)? Thanks for any advice, I hate feeling lost in a matchup :S Any kind of ground agression vs toss relies on toss making a mistake in defense (bad wall or ffs), thats why I dont like it at all. If you really want to be agressive then muta is an option but agree that if scouted and toss is good at multitasking he will be able to hold it without big loses. This leaves you with option 4) whih is infestor spine turtle and thats what almost every good zergs plays atm. I dont understand why you are not able to defend 4 bases. As soon as you see toss taking his third you should secure your 4th. There is no way of him being aggresive at that time so you can safely saturate your 4 bases and tech hard. The only problem you might face is holding a toss all in from 3 base that hits before you get your broodlords most of the time. It is essential to scout toss composition before he moves out (use either some lings or overseer for that). Against a non colossus push you need as many infestors as possible and no resoures wasted in corruptors that will be useless (obviously if its ht/archon push then rest of the supply should be mostly roaches) if its immo/sentry then lings>roaches). Versus a colossus timing I would not morph broods unless you are sure you can have them before he comes to you, after sniping colossus with corruptors you should easily hold the push and morph the broods after. After you defend his 3 base timing you've basically won the game, just max on bl/infestor/rest and kill him. If toss decides to play hard macro mode without any pushes then just max on the best possible composition you can get, make spines everywhere before leaving as wp drops can be insanely annying, neutral parasite his mothership and you should win easy :D. Thanks for the reply!
I don't know, I watched Hyun vs Parting and basically every game he maxes on roach/ling/infestor, getting hive after 8 infestors. This is what I do. The difference is that he actually never attacked, he just threatened counters/runbys to buy time for broodlords (which didn't work on Ohana).
What do you think about getting drops? It's a 300/300 investment...but he can't move out, and it's straight minerals after that 300/300. Seems like a good way to be aggressive.
I guess I'll try infestor/spine turtle more. What I meant by losing my fourth was I'll secure it, drone hard, spine/infestor up while teching, but I can't afford to spine up everywhere. For example, Ohana. It takes about 15 spines to secure my first 3 bases, and I have a great concave. Unfortunately, the fourth is in the middle of fucking nowhere. Do I need an additional 10 spines JUST at my fourth? Seems like it's not worth it. I generally skip them and lose my fourth to his colossus timing.
Thanks for the other advice, seems relevant and useful I'll try to remember.
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