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The Zerg Help Me Thread - Page 43

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.
Laiquelleion
Profile Joined December 2010
Sweden1 Post
December 11 2010 15:24 GMT
#841
I feel I have been improving my gameplay quite a bit by now, but there is one issue which keeps plagueing me througout most games where I don't try to rush. The issue is bad unitproduction. I try to expand as much as possible to ensure minerals/gas. In the end I tend to end up with too few units and hence fail in the long run. The replay below is an example of what tends to happen. I win that time but that's because I harrassed enough to keep him in base. I should however have been able to win earlier.

Do anyone of you have any advice as to what I should do to fix this issue of mine ? Or is it as simple as just building more hatcheries to pump out units ?


http://www.sc2replayed.com/replays/114871-1v1-terran-zerg-xelnaga-caverns
For The Queen Of Blades
Hann1bal
Profile Joined June 2010
United States46 Posts
December 11 2010 16:30 GMT
#842
Terran Mech still really throws me off my game. I will always have a huge macro advantage because they turtle up, but they just liquify my army and slowly roll through all my expos. When Terran moves out, he typically has 4 Thors, 8 or so blue flame hellions, and either 8 tanks or 4 tanks with 4 banshees and a couple vikings.

Typically, I have have muta/speedling/baneling. I might just be making too many mutas, but they really help me to slow them down and secure that macro advantage. I would think ultras are perfect for this scenario, but I made about 14 after losing my army at his door and they were absolutely crushed. I've had some success with corrupter/brood lord, but the Terran will often pull back to make a ton of marines. I try to take advantage of Terrain, but once brood lords are out of position, they are just too slow to recover. I have also had success going around the Terran to hit his buildings, but he takes out any AA I have and just floats a building or two while he slowly finishes killing me.

Sorry about the lack of replays. I don't see this often and it's not in any of my recent ones. I will try to save some. I'm only a plat player, so mechanics definitely plays a huge role here, but typically myself and my opponent are equally inefficient at spending our resources.
Aut viam inveniam aut faciam.
BleaK_
Profile Joined November 2010
Norway593 Posts
December 11 2010 17:15 GMT
#843
Just wanna say thank you mrbitter for the vods of you getting coached! It has helped me immensely much in my play! Really liked that you put them up on blip! :D <3
TSM
Profile Blog Joined June 2010
Great Britain584 Posts
December 11 2010 17:18 GMT
#844
how and were do i expand on xel naga caverns and deal with collosi?

THX
The person to smile when everything goes wrong has found someone to blame it on - arthur bloch **** tl:dr *user was banned for this post*
Mephs
Profile Joined October 2010
139 Posts
December 11 2010 17:43 GMT
#845
what do you do against a power turtling terran who takes all game to mass up 10 thors some outlandish 200/200 amount of siege tanks + marines. Only thing I can think of is roach + brood lord (corrupters or mutas to handle alternative air (vikings?) ...I haven't come up against mech massers much though so I haven't really had much experience testing it.
Pale
Profile Joined November 2010
United Kingdom12 Posts
December 12 2010 00:48 GMT
#846
On December 12 2010 02:18 thespitfire wrote:
how and were do i expand on xel naga caverns and deal with collosi?

THX


If your playing aggressively you'll want to take the gold, if your play more defensively break the rocks next to your natural and take that. Another option is the two on the left and the right you can double expand to them both and its likely your opponent wont be able to kill both much like taking a 3rd on jungle basin. But me personally I prefer the one next to the natural or the gold and the ones on the left and the right as a 4th and 5th.

There are many ways to deal with collosi, rather than think of unit counters think of what his army is successful at and what yours isnt. So practically a collosi army is slow and immobile so muta ling is a very good composition as you can wreak havoc when they try to leave there base and pose all sorts of counter attacks relying on your greater mobility. A great strength of the collosi is its splash damage and range so if your going a heavy ground comp e.g. roach hydra (corrupter) you wanna keep your units spread and dont attack into a positional disadvantage even if you have the army advantage. Hopefully this post answers your questions.
Igaryu85
Profile Joined November 2010
Germany195 Posts
December 17 2010 09:49 GMT
#847
On December 12 2010 02:15 BleaK_ wrote:
Just wanna say thank you mrbitter for the vods of you getting coached! It has helped me immensely much in my play! Really liked that you put them up on blip! :D <3


Hundred percent agree! Thank you mrbitter!

Mimik
Profile Joined December 2010
United States21 Posts
December 19 2010 18:31 GMT
#848
dno if anyone asked this but im having trouble with 3 gate expand. obviously i need to timing attack i would think but how and when should i do this. if i try to macro he beats me everytime. Its like a 5-6gate contain against my roaches if i go hydra i almost feel weaker with my army.
Replay
http://www.sc2replayed.com/replays/118170-1v1-protoss-zerg-lost-temple
thx ahead of time
DarKFoRcE
Profile Blog Joined April 2010
Germany1215 Posts
December 19 2010 18:47 GMT
#849
Against the sentry heavy 3 gate expand you pretty much cannot do a time attack. be greedy with eco and then mass roaches. check whether he takes gas at his natural. if he does, get a third and upgrade overlord speed to scout what he does. build a spire, against robo get mutas, against stargate, get corruptors.

if he doesnt take gas at his natural just mass roaches and upgrade burrow to prepare against a 6 gate push.
Follow me on Twitter: https://twitter.com/#!/PinDarKFoRcE
Mimik
Profile Joined December 2010
United States21 Posts
December 19 2010 20:32 GMT
#850
ah so instead of going hydra like i have been doing go spire? And how do i get a 3rd or protect a 3rd if he contains me?
DarKFoRcE
Profile Blog Joined April 2010
Germany1215 Posts
Last Edited: 2010-12-19 20:44:25
December 19 2010 20:40 GMT
#851
Dont let him contain you obviously? Just macro better... im sure you have plenty of room to improve in that department.
Follow me on Twitter: https://twitter.com/#!/PinDarKFoRcE
Mimik
Profile Joined December 2010
United States21 Posts
December 19 2010 21:26 GMT
#852
lol i think ive just been suiciding too many units to the FF's. And ofc i can improve on macro =D
Mimik
Profile Joined December 2010
United States21 Posts
Last Edited: 2010-12-19 23:26:05
December 19 2010 23:25 GMT
#853
ok tried wat you said darkforce any tips from this replay? i made mutas and ofc he just a moves into my natural.
http://www.sc2replayed.com/replays/118291-1v1-protoss-zerg-lost-temple
fabioisonfire
Profile Joined August 2010
United States81 Posts
December 20 2010 03:11 GMT
#854
Hey, 2k point Zerg here with a pretty simple question- I have a more micro-oriented, aggressive playstyle. What are some ways I can adapt Zerg to suit my playstyles? Thanks.
The things you own, end up owning you.
ThaneKrios
Profile Joined December 2010
46 Posts
December 20 2010 15:43 GMT
#855
If I suddenly see Collosi mixed in a toss army when I'm going roach/hydra, am I dead?
pantaray
Profile Joined November 2009
Germany33 Posts
Last Edited: 2010-12-20 17:13:43
December 20 2010 17:12 GMT
#856
Please help with my question.

I have a huge problem facing protoss-players which go stargate. I am playing silver/gold-protossplayers and 70% of them open with phoenix/voidrays. some of them are slow but some of them are realy quik and suprising. my overlord-scout at 4:45 often gives me no time to react properly, usually I cannot get more than 2 queens out until the first stargate-units start to push.

2 queens are problematicly, because when i inject larva one of them gets lifted/voidrayed and if the other queen is low on energy both queens will get lost soon. spore-crawler (2-4 possible after scouting) is also difficult, because you cannot have them everywhere and the toss finds a spot where he is able to hit a building without gettin hurt. if i replace the spores, he just focusfires it. after that defence-fail the voidray is charged up and nothing can stop it.

do you know a good opener against toss to deal with it pretty good? should I get 3 queens every match against toss? I start to raging, its not fun anymore. because I lose to lowlevel-players which take zero skill to pull a voidrush but i need fast and precise micro to counter it.
Sauron, Lord of the Rings, had amazing macro & micro but he realy sucked at multitasking
DarKFoRcE
Profile Blog Joined April 2010
Germany1215 Posts
December 20 2010 17:24 GMT
#857
On December 21 2010 02:12 pantaray wrote:
Please help with my question.

I have a huge problem facing protoss-players which go stargate. I am playing silver/gold-protossplayers and 70% of them open with phoenix/voidrays. some of them are slow but some of them are realy quik and suprising. my overlord-scout at 4:45 often gives me no time to react properly, usually I cannot get more than 2 queens out until the first stargate-units start to push.

2 queens are problematicly, because when i inject larva one of them gets lifted/voidrayed and if the other queen is low on energy both queens will get lost soon. spore-crawler (2-4 possible after scouting) is also difficult, because you cannot have them everywhere and the toss finds a spot where he is able to hit a building without gettin hurt. if i replace the spores, he just focusfires it. after that defence-fail the voidray is charged up and nothing can stop it.

do you know a good opener against toss to deal with it pretty good? should I get 3 queens every match against toss? I start to raging, its not fun anymore. because I lose to lowlevel-players which take zero skill to pull a voidrush but i need fast and precise micro to counter it.


I think there are enough suggestions in this thread as how to open vs protoss. But then again, in silver/gold, everything can be solved by better macro and generally getting things done faster.
Follow me on Twitter: https://twitter.com/#!/PinDarKFoRcE
DarKFoRcE
Profile Blog Joined April 2010
Germany1215 Posts
December 20 2010 17:26 GMT
#858
On December 21 2010 00:43 ThaneKrios wrote:
If I suddenly see Collosi mixed in a toss army when I'm going roach/hydra, am I dead?


If you are far away from corruptors or ultralisks the general answer is: yes. But it always depends on how far ahead you were before, how you engage, how well he places his forcefields etc.
Follow me on Twitter: https://twitter.com/#!/PinDarKFoRcE
pantaray
Profile Joined November 2009
Germany33 Posts
December 20 2010 17:54 GMT
#859
On December 21 2010 02:24 DarKFoRcE wrote:
Show nested quote +
On December 21 2010 02:12 pantaray wrote:
Please help with my question.

I have a huge problem facing protoss-players which go stargate. I am playing silver/gold-protossplayers and 70% of them open with phoenix/voidrays. some of them are slow but some of them are realy quik and suprising. my overlord-scout at 4:45 often gives me no time to react properly, usually I cannot get more than 2 queens out until the first stargate-units start to push.

2 queens are problematicly, because when i inject larva one of them gets lifted/voidrayed and if the other queen is low on energy both queens will get lost soon. spore-crawler (2-4 possible after scouting) is also difficult, because you cannot have them everywhere and the toss finds a spot where he is able to hit a building without gettin hurt. if i replace the spores, he just focusfires it. after that defence-fail the voidray is charged up and nothing can stop it.

do you know a good opener against toss to deal with it pretty good? should I get 3 queens every match against toss? I start to raging, its not fun anymore. because I lose to lowlevel-players which take zero skill to pull a voidrush but i need fast and precise micro to counter it.


I think there are enough suggestions in this thread as how to open vs protoss. But then again, in silver/gold, everything can be solved by better macro and generally getting things done faster.


I honestly think that this is an urban legend widely spread around sc2. It is a possibly correct answer in 75% of the cases but its not as simply as that in my deepest opinion. I play together with diamond-players from time to time and what seperates them are from me are opening-bo/scouting-knowledge, micro details, gameplan, timing and a more stable mindset.
Sauron, Lord of the Rings, had amazing macro & micro but he realy sucked at multitasking
DarKFoRcE
Profile Blog Joined April 2010
Germany1215 Posts
Last Edited: 2010-12-20 18:42:24
December 20 2010 18:40 GMT
#860
In general its nicer to look for the problems in the strategy, because something like finding the right counter for unit xzy is something others can tell you, so its little work for you. working on speed and mechanics is something that you have to work for yourself, thats why you dont like to look for the problems there.

i see this same pattern again and again spread over forums and i doubt youre an exception.

Follow me on Twitter: https://twitter.com/#!/PinDarKFoRcE
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