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The Zerg Help Me Thread - Page 456

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.
JackRipper
Profile Joined August 2010
79 Posts
January 04 2013 05:10 GMT
#9101
Question: For late game ZvP, what's the best way to deal with warp prism harass? Is there a timing to build spore/spines at every base against a 3 base toss? How many is enough and where should I put them?
ZiarDS
Profile Blog Joined October 2011
United States67 Posts
January 04 2013 05:33 GMT
#9102
Unless your opponent goes air you should be able to place overlords around you're base and catch any of them other then that scout it if you can if you can't might be a good idea just to build them anyway. For timing look at when your opponent warp prism finishes from a replay and plan to have spores to defend.
Discarder
Profile Joined July 2012
Philippines411 Posts
January 04 2013 07:28 GMT
#9103
On January 04 2013 14:10 JackRipper wrote:
Question: For late game ZvP, what's the best way to deal with warp prism harass? Is there a timing to build spore/spines at every base against a 3 base toss? How many is enough and where should I put them?


6 roaches you leftover on seperate hotkey near your base, I prefer to get spores rather than spines to limit where the warp prism can fly. I'm not sure about a timing but a good toss will do the harass whenever he is pushing if its late game already so be sure to have vision on the paths to your 4th base so your army won't be spread too thin.




You can take the lion out of the jungle, but you can't take the jungle out of the lion
blade55555
Profile Blog Joined March 2009
United States17423 Posts
January 04 2013 07:30 GMT
#9104
On January 04 2013 14:10 JackRipper wrote:
Question: For late game ZvP, what's the best way to deal with warp prism harass? Is there a timing to build spore/spines at every base against a 3 base toss? How many is enough and where should I put them?


Once you stop having a mobile army and are transitioning into bl/corr/infestor as well as having a bank of minerals, that is when you want to start putting static defense everywhere.

Also keeping some roaches back at your main isn't a bad idea either.
When I think of something else, something will go here
Tal0n
Profile Joined April 2010
United States175 Posts
January 04 2013 12:23 GMT
#9105
hey guys,
im working out a baneling build vs protoss and just wanna refine it some more. at what time does a +1 zealot timing (after forge expand) usually hit? im thinking 6:30 but that might be a bit early
Kraelog
Profile Joined April 2010
Belgium194 Posts
January 04 2013 12:24 GMT
#9106
On January 04 2013 08:10 Mavvie wrote:
No problem! Let me know when you see it and feel free to ask any questions.

I've got one:
Here is a standard ZvP of mine. Pretty much most of my games look like this (balance whine included!).
- I macro up and defend any early pressure
- I take a lead in the midgame because my opponents are bad
- I can't actually win the game because of defenders' advantage; I know this so I macro up and hope my broodlord push wins the game
- DTs ,warp prisms, a million zealots, and hidden bases fuck me over and I lose/it's a really close game where it should be a free win position

In these games where I defend a 3 base push, should I counterpush and try to kill my opponent with roach/ling/infestor?

Do I really need 5+ spines and overseers at every base? I tried keeping a roach hitsquad at home, but that didn't work. Un-micro'd DTs killed them all before overseers arrived

Is it worth chasing down warp prisms with corruptors, or should I use them in a push?

And I think I need to improve my chain fungals on stalkers, but that's an easy fix.

I know it's bad to upload replays where I win, but holy shit if this guy didn't do the weakest/dumbest 3 base all in I've ever seen, I think I would've been destroyed.

Thanks in advance!



Ok let me try to add some meaningful points.


1. at 14.42 he has 8 zealots, 1 immortals & two archons with low shields vs 31 Roaches & 10 Infestors. Just bloody kill him Protoss has a strong defenders advantage but in this case pulling back was mistake I feel. At the very least you can kill his third.

2. Map awareness. You never have any lings/ols scouting his 4th locations. When he's 90 supply behind & no tech units he takes an incredibly risky expand at 14.42 and you just let him. When you go kill his fourth with BLs he just reexpands on the other side, which again, who have no knowledge off. If you had denied those bases, the game would have been a straight up victory, but you let him come back.


3. Concerning DT harass, why would you Not spine your bases? You have a good minerals overflow and 100 drones so a spore & 5 spines in every mineral line would have stopped the harass completely. Instead you lose base after base chasing DT's with a maxed army while the Protoss gets back on his feet.


So overall, you won the game at 14.42 with the retard all-in from the protoss, then you gave him 6 mins to let him recover. If he had any brains and gotten a mothership for the F****A*****toilet :p, you could easily have lost.
Henk
Profile Joined March 2012
Netherlands578 Posts
January 04 2013 19:08 GMT
#9107
I'm pretty lost in lategame vs Mech. This is just a general question (so I didn't post a replay): How do you engage an army of sieged tanks/some thors and a few hellions with vikings above them with BL corruptor infestor? Vikings can just kite my units, and infestors can't get close enough or they'll get shredded by the tanks.. Help!
Natalya
Profile Joined December 2011
Belgium287 Posts
Last Edited: 2013-01-04 20:06:29
January 04 2013 19:32 GMT
#9108
On January 05 2013 04:08 Henk wrote:
I'm pretty lost in lategame vs Mech. This is just a general question (so I didn't post a replay): How do you engage an army of sieged tanks/some thors and a few hellions with vikings above them with BL corruptor infestor? Vikings can just kite my units, and infestors can't get close enough or they'll get shredded by the tanks.. Help!


Have broodlords and corru in one control group. Spread them then a-move them. Have infestors in another group, fungal vikings (not thors/tanks/helions) when you can, that is if he unsiege his tanks. Have queens (few player use them, but they're uncredibly powerfull) in an other control group and transfuse corru/broods. If the vikings kite you corruptors, you're fine, as long as they play cat and mouse with your corruptors, they are not killing broodlords, so this little game is at your advantage. When viking kite, just pull your corruptors back to your broodlords and hit a couple transfuse on them. This will make vikings clump and come closer to your infestors, for easier fungals. Also, they'll be hit by queens. If the terran keeps tanks sieged, you can not fungal vikings/hardly can transfuse corruptors unless you're ok to lose some infestors/queens (it's ok to lose them if u're even or ahead).

A few more tricks : If the terran does not unsiege his tanks, it probably means you dont have enough broodlords to force him to. 5 broodlords in your army is the minimum. 8 is better, more is luxury and you should invest in corruptors more than broodlords at that point (unless ofcourse the terran goes full thors with only few vikings).

Depending on your league, your opponent will usually not focus fire your infestors. I think it wont happen unless you face good master players. What that means is that you can fungal as long as tanks have anything else than infestor to fire at. It can be infested terrans or broodlings. So make more broodlords or spam like 10 eggs and wait for them to become infested terrans before moving for the fungal, then keep spamming terrans and fungal or retreat if you're out of energy. Obviously you want to spread your eggs so they dont get one shoted. If you're low on gas, use a lot of queens (up to 8 maximum) and walk into tank fire while spamming transfuse each other while fungaling :D

If you have any lings, runby into an expo or look to defend drops. They dont add that much in the fight since you already have broodlings and therefore they are more usefull elsewhere.

Hope it helped
kuebk
Profile Joined September 2010
Poland15 Posts
January 04 2013 19:51 GMT
#9109
On January 04 2013 06:17 Kraelog wrote:
Show nested quote +
On January 04 2013 05:54 kuebk wrote:
Hello,

I'm rated as platinum (but I don't really fell like a platinum player), my problem is terran going hard into mech.
I've used to make mutas to contain terran in his base, but that no longer works because in most of my games terrans are going for turrets.
If I see him going mech I'm immediately going for bloodlords and some corruptors, but that doesn't work well too. After his first attack he is going more heavy on vikings, switching to ground army doesn't help me much.

I've attached 2 replays from today (they are not as good as I would want them to be - some mistakes made ), if you can please let me know what you think about my gameplay and how could I improve it - thank you.

http://drop.sc/290618
http://drop.sc/290619


I just watched both replays.

Why on earth are you using a ZvZ BO in ZvT? That's like hammering a nail through your foot right before you start a marathon. There is no need whatsoever for an early gas or a baneling nest. you need all the minerals to drone drone DRONE

A normal ZvT BO is:

15Hatch
17Pool
(drone scout if you're scared of 2rax)
Double Queen when Pool is ready.
Drone drone drone
Double Queen when the first two are ready.
Drone drone drone
Don't get supply blocked!

After that you can get 2evo chambers to simcity your natural.
If the T is going Bio place a baneling nest & expand.
If the T is going Mech place a roach warren & expand.
If you're not sure kick urself for not sending an OL or two in his base & place a baneling nest & Roach Warren & expand.

IF T is going Mech:

ZvT with Mech is in my opinion a battle on the one hand to not get your drones roasted and on the other hand to LIMIT the Terrans GAS!. All Mech units are very gas heavy so the T really need 6 or 8 gasses. Your goal should be to delay/deny that from happening as long as humanly possible. Whenever the T has 8-10 gasses like in the replays you posted, you should die.

So if you scouted Mech: Roach Tsunami

Basically start making Roaches (with upgrades) and don't ever stop. Use them to deny hellion harass, expand like mad (in both replays the T had more bases then you, then its almost impossible to win...) and use the waves of Roaches to deny his third and reset over and over his Tank/Thor count. If he's veeeery well defended with pure tank, research drop or go nydus and just pillage his main. Let the roaches in the main die & send another wave to his natural/third. Rinse/repeat.

In my opinion ZvTmech is decided in the midgame where you can either contain the T on 2 bases, 3bases with awesome trades, or see your drones get roasted & die to a 4base Mech army.

In the replay I posted above is a good picture of what i'm describing (although i feel i'm kinda just outplaying my opponent, happens with a new season).


Thanks, I'll try it.
Natalya
Profile Joined December 2011
Belgium287 Posts
Last Edited: 2013-01-04 20:04:41
January 04 2013 20:03 GMT
#9110
sry double post
Mavvie
Profile Blog Joined May 2012
Canada923 Posts
January 04 2013 23:16 GMT
#9111
On January 04 2013 21:24 Kraelog wrote:
Show nested quote +
On January 04 2013 08:10 Mavvie wrote:
No problem! Let me know when you see it and feel free to ask any questions.

I've got one:
Here is a standard ZvP of mine. Pretty much most of my games look like this (balance whine included!).
- I macro up and defend any early pressure
- I take a lead in the midgame because my opponents are bad
- I can't actually win the game because of defenders' advantage; I know this so I macro up and hope my broodlord push wins the game
- DTs ,warp prisms, a million zealots, and hidden bases fuck me over and I lose/it's a really close game where it should be a free win position

In these games where I defend a 3 base push, should I counterpush and try to kill my opponent with roach/ling/infestor?

Do I really need 5+ spines and overseers at every base? I tried keeping a roach hitsquad at home, but that didn't work. Un-micro'd DTs killed them all before overseers arrived

Is it worth chasing down warp prisms with corruptors, or should I use them in a push?

And I think I need to improve my chain fungals on stalkers, but that's an easy fix.

I know it's bad to upload replays where I win, but holy shit if this guy didn't do the weakest/dumbest 3 base all in I've ever seen, I think I would've been destroyed.

Thanks in advance!



Ok let me try to add some meaningful points.


1. at 14.42 he has 8 zealots, 1 immortals & two archons with low shields vs 31 Roaches & 10 Infestors. Just bloody kill him Protoss has a strong defenders advantage but in this case pulling back was mistake I feel. At the very least you can kill his third.

2. Map awareness. You never have any lings/ols scouting his 4th locations. When he's 90 supply behind & no tech units he takes an incredibly risky expand at 14.42 and you just let him. When you go kill his fourth with BLs he just reexpands on the other side, which again, who have no knowledge off. If you had denied those bases, the game would have been a straight up victory, but you let him come back.


3. Concerning DT harass, why would you Not spine your bases? You have a good minerals overflow and 100 drones so a spore & 5 spines in every mineral line would have stopped the harass completely. Instead you lose base after base chasing DT's with a maxed army while the Protoss gets back on his feet.


So overall, you won the game at 14.42 with the retard all-in from the protoss, then you gave him 6 mins to let him recover. If he had any brains and gotten a mothership for the F****A*****toilet :p, you could easily have lost.

Thanks, that was very helpful!

I am so stubborn with spore/spine...I guess I naturally play greedy and feel I can be fine without it. In the future I'll force myself to build at least 3 spines + overseer at each base, more at the outer ones.

I lost another game today to double warp prism DT-everywhere style, so annoying to play against. More spines I guess.
Getting back into sc2 O_o
Natalya
Profile Joined December 2011
Belgium287 Posts
Last Edited: 2013-01-04 23:58:11
January 04 2013 23:53 GMT
#9112
On January 05 2013 08:16 Mavvie wrote:


I am so stubborn with spore/spine...I guess I naturally play greedy and feel I can be fine without it. In the future I'll force myself to build at least 3 spines + overseer at each base, more at the outer ones.

I lost another game today to double warp prism DT-everywhere style, so annoying to play against. More spines I guess.


Make it between 6 and 10 spines and at least 3 spores in your main base, and minimum 5 spines every other base The thing is, the protoss is not supposed to kill you straight up, so you should not hesitate to spine up, especially when you reach max and start floating over 1k minerals. That way, he cant harass anymore and has to attack straight up, where he's supposed to lose.

Before you start your wall of spine, it's not exagerated to go to 100 drones on 5 base while building infestor, spire and hive with your gas then spining up your 4rth, 5th with at least 5 spines and like 15 spines for your spine wall, so that you should get down to about 80 drones. The easiest way to do that is to overdrone your 4rth like a madman (like 40 drones on it) before taking gas and spining and to drone your 5th enough to have both gas + 5 spines. The thing with the overdroning is that you go on too much supply of drones so they can pay for themselves (they pay for the spine they'll become) and when u're maxed with a reasonable infestor ball and hive on the way, you go down on supply to get a bigger army and to sac those drones on spines. The result is that you can afford 3-4k minerals worth of static defense without being mineral starved and without going too low on drones. Good job, you're now turtled like a boss

If your wall of spine finish before the protoss push and you didnt forget your corruptors, he cant break you. You should have around 10 infestors and as many corruptors as needed in case he has collossus.

To achieve all of that in time, though, you cant waste time trying to kick the protoss 3rd and trading armies. You need to double expand and drone to death as soon as you see a 3rd nexus.

Some players will try to kick the protoss 3rd (doable if he went stargate + robo before expand and you decided to go lings double upgrades). It's another style, lower on drones and higher on agression. With this style, you usually dont take an early 5th because you'll not be able to drone it in time
Henk
Profile Joined March 2012
Netherlands578 Posts
January 05 2013 00:13 GMT
#9113
On January 05 2013 04:32 Natalya wrote:
Show nested quote +
On January 05 2013 04:08 Henk wrote:
I'm pretty lost in lategame vs Mech. This is just a general question (so I didn't post a replay): How do you engage an army of sieged tanks/some thors and a few hellions with vikings above them with BL corruptor infestor? Vikings can just kite my units, and infestors can't get close enough or they'll get shredded by the tanks.. Help!


Have broodlords and corru in one control group. Spread them then a-move them. Have infestors in another group, fungal vikings (not thors/tanks/helions) when you can, that is if he unsiege his tanks. Have queens (few player use them, but they're uncredibly powerfull) in an other control group and transfuse corru/broods. If the vikings kite you corruptors, you're fine, as long as they play cat and mouse with your corruptors, they are not killing broodlords, so this little game is at your advantage. When viking kite, just pull your corruptors back to your broodlords and hit a couple transfuse on them. This will make vikings clump and come closer to your infestors, for easier fungals. Also, they'll be hit by queens. If the terran keeps tanks sieged, you can not fungal vikings/hardly can transfuse corruptors unless you're ok to lose some infestors/queens (it's ok to lose them if u're even or ahead).

A few more tricks : If the terran does not unsiege his tanks, it probably means you dont have enough broodlords to force him to. 5 broodlords in your army is the minimum. 8 is better, more is luxury and you should invest in corruptors more than broodlords at that point (unless ofcourse the terran goes full thors with only few vikings).

Depending on your league, your opponent will usually not focus fire your infestors. I think it wont happen unless you face good master players. What that means is that you can fungal as long as tanks have anything else than infestor to fire at. It can be infested terrans or broodlings. So make more broodlords or spam like 10 eggs and wait for them to become infested terrans before moving for the fungal, then keep spamming terrans and fungal or retreat if you're out of energy. Obviously you want to spread your eggs so they dont get one shoted. If you're low on gas, use a lot of queens (up to 8 maximum) and walk into tank fire while spamming transfuse each other while fungaling :D

If you have any lings, runby into an expo or look to defend drops. They dont add that much in the fight since you already have broodlings and therefore they are more usefull elsewhere.

Hope it helped


Thanks a lot for the tips. I am facing masters terrans however, so they'll probably target fire my infestors. Bringing queens might help a lot though; it's something I've never done, but it might really help me to get to that next level of gaming. Howmany infestors would you say I need for a lategame vs mech terran/vikings at 200/200? I usually have around 10-15. I think I need to make more corruptors; I usually have something like a 1:1 ratio of corruptor to his vikings, sometimes even a bit less. Thing is though, I used to think fungals would nullify this, but if I have to 'chase' his vikings away with corruptors to get my broodlords to unsiege his tanks, I will need way more than I have right now. So basically with the queens; I have all my queens on hotkey 5 all game long. When I am going to engage, should I just put all '5' queens on 3, and make new queens at each hatchery I took them from?
HighLach
Profile Joined December 2011
United States132 Posts
January 05 2013 00:23 GMT
#9114
@Henk, in the midgame of ZvT against mech you can use roaches to great effect especially with some infestor support. Spamming infested terrans over a mech army is awesome. You can cause the tanks to shoot on eachother, mech can't run away because it's slow, and then the roaches come in to deal even more damage; another bonus is that if you research missile attacks, the infested terrans benefit from it.

Another side note, only get +1 armor against mech while using roaches, anything past that only really protects the roaches from hellions whereas the +1 helps a lot against tanks and thors.

Goodluck!
Mahtasooma
Profile Joined November 2010
Germany475 Posts
January 05 2013 00:29 GMT
#9115
Imagine the following scenario: I opened with a midly fast pool, in any case, I get like 4-5 lings past his wall before he can wall off, the instant his cannon is going up. The cannon is protecting the ramp.

Is it better to go straight to the main, losing 2 lings in the process to the cannon? or is it better to have the lings sitting in his nat blocking his expo till he has 2 zealots out?
http://twitch.tv/mahtasooma
Mavvie
Profile Blog Joined May 2012
Canada923 Posts
January 05 2013 00:38 GMT
#9116
On January 05 2013 08:53 Natalya wrote:
Show nested quote +
On January 05 2013 08:16 Mavvie wrote:


I am so stubborn with spore/spine...I guess I naturally play greedy and feel I can be fine without it. In the future I'll force myself to build at least 3 spines + overseer at each base, more at the outer ones.

I lost another game today to double warp prism DT-everywhere style, so annoying to play against. More spines I guess.


Make it between 6 and 10 spines and at least 3 spores in your main base, and minimum 5 spines every other base The thing is, the protoss is not supposed to kill you straight up, so you should not hesitate to spine up, especially when you reach max and start floating over 1k minerals. That way, he cant harass anymore and has to attack straight up, where he's supposed to lose.

Before you start your wall of spine, it's not exagerated to go to 100 drones on 5 base while building infestor, spire and hive with your gas then spining up your 4rth, 5th with at least 5 spines and like 15 spines for your spine wall, so that you should get down to about 80 drones. The easiest way to do that is to overdrone your 4rth like a madman (like 40 drones on it) before taking gas and spining and to drone your 5th enough to have both gas + 5 spines. The thing with the overdroning is that you go on too much supply of drones so they can pay for themselves (they pay for the spine they'll become) and when u're maxed with a reasonable infestor ball and hive on the way, you go down on supply to get a bigger army and to sac those drones on spines. The result is that you can afford 3-4k minerals worth of static defense without being mineral starved and without going too low on drones. Good job, you're now turtled like a boss

If your wall of spine finish before the protoss push and you didnt forget your corruptors, he cant break you. You should have around 10 infestors and as many corruptors as needed in case he has collossus.

To achieve all of that in time, though, you cant waste time trying to kick the protoss 3rd and trading armies. You need to double expand and drone to death as soon as you see a 3rd nexus.

Some players will try to kick the protoss 3rd (doable if he went stargate + robo before expand and you decided to go lings double upgrades). It's another style, lower on drones and higher on agression. With this style, you usually dont take an early 5th because you'll not be able to drone it in time

In the lategame I'd buy that, but I always fuck up the timing to get them.

Basically I have 2 options:
1) Spine up the front to defend a push, or
2) Spine up my bases to not die to drops

Protoss has 2 options:
A) Push my front with a colossus/stalker or similar all in
B) Use mass drop play with multiple warp prisms to secure bases and kill my economy/tech

1>A and 2>B, but
1<B and 2<A

I feel like it's a coinflip...how do you scout the difference between a frontal all in push and mass drop macro play? Both get lots of colossi and stalkers and push your front (At least feign a push), but they both require opposite responses >_>
Getting back into sc2 O_o
sCCrooked
Profile Blog Joined April 2010
Korea (South)1306 Posts
January 05 2013 01:01 GMT
#9117
On January 05 2013 09:38 Mavvie wrote:
Show nested quote +
On January 05 2013 08:53 Natalya wrote:
On January 05 2013 08:16 Mavvie wrote:


I am so stubborn with spore/spine...I guess I naturally play greedy and feel I can be fine without it. In the future I'll force myself to build at least 3 spines + overseer at each base, more at the outer ones.

I lost another game today to double warp prism DT-everywhere style, so annoying to play against. More spines I guess.


Make it between 6 and 10 spines and at least 3 spores in your main base, and minimum 5 spines every other base The thing is, the protoss is not supposed to kill you straight up, so you should not hesitate to spine up, especially when you reach max and start floating over 1k minerals. That way, he cant harass anymore and has to attack straight up, where he's supposed to lose.

Before you start your wall of spine, it's not exagerated to go to 100 drones on 5 base while building infestor, spire and hive with your gas then spining up your 4rth, 5th with at least 5 spines and like 15 spines for your spine wall, so that you should get down to about 80 drones. The easiest way to do that is to overdrone your 4rth like a madman (like 40 drones on it) before taking gas and spining and to drone your 5th enough to have both gas + 5 spines. The thing with the overdroning is that you go on too much supply of drones so they can pay for themselves (they pay for the spine they'll become) and when u're maxed with a reasonable infestor ball and hive on the way, you go down on supply to get a bigger army and to sac those drones on spines. The result is that you can afford 3-4k minerals worth of static defense without being mineral starved and without going too low on drones. Good job, you're now turtled like a boss

If your wall of spine finish before the protoss push and you didnt forget your corruptors, he cant break you. You should have around 10 infestors and as many corruptors as needed in case he has collossus.

To achieve all of that in time, though, you cant waste time trying to kick the protoss 3rd and trading armies. You need to double expand and drone to death as soon as you see a 3rd nexus.

Some players will try to kick the protoss 3rd (doable if he went stargate + robo before expand and you decided to go lings double upgrades). It's another style, lower on drones and higher on agression. With this style, you usually dont take an early 5th because you'll not be able to drone it in time

In the lategame I'd buy that, but I always fuck up the timing to get them.

Basically I have 2 options:
1) Spine up the front to defend a push, or
2) Spine up my bases to not die to drops

Protoss has 2 options:
A) Push my front with a colossus/stalker or similar all in
B) Use mass drop play with multiple warp prisms to secure bases and kill my economy/tech

1>A and 2>B, but
1<B and 2<A

I feel like it's a coinflip...how do you scout the difference between a frontal all in push and mass drop macro play? Both get lots of colossi and stalkers and push your front (At least feign a push), but they both require opposite responses >_>


I find that its easier to get the ones defending your bases up first and then start trading some of them up to the very front. Some maps its possible to get away with spining less bases. For instance, Daybreak you can get defenses up in your main and then take that front-position base and with good creep spread, you should be able to really spine that front up which stops them from being able to pass undamaged to your third or 5th off to the side. So really you only need to spine up 2 locations.

If you can afford to do the defenses in all your bases, go ahead but somehow I just don't have enough minerals (I know supposedly they're "free", I don't think so). I usually try to figure out where they'll most likely attack based on map paths. You can sometimes get away with just a few spores to defend against a prism or something except in your main and maybe an outlying expansion, but its better to take a forward position in the lategame (after a 3 base timing for example) so you can get a better spine formation that's more economical and allows you to get a nice bank and then transform like 14 spines at once around your bases.

All this is done while you're constantly making BLs. You should be starving for gas even if you're on 10 gas mining just because of the sheer cost of BL/Festor, but spine/fungal and a good flank with some corruptors and your army can hold pretty much any 3 base push and then you can morph 8-10 BLs right away after defending it and start re-arranging spines.

After that, its just hope to whatever spiritual beliefs you have that he doesn't manage to vortex you too badly. I still haven't really figured out how to deal with mothership armies effectively myself yet once they get a decent amount of carriers in the composition, so I can't help beyond this point.
Enlightened in an age of anti-intellectualism and quotidian repetitiveness of asinine assumptive thinking. Best lycan guide evar --> "Fixing solo queue all pick one game at a time." ~KwarK-
chivs688
Profile Joined December 2011
25 Posts
January 05 2013 01:22 GMT
#9118
Quick question, I'm using Glon's Zerg Guide to base my play on, and in the Protoss section when following the FFE reaction build, I'm slightly unsure on the 3rd timing.

"The Build
If your opponent goes for a forge fast expand:
-14 spawning pool
-15 hatchery*
-14 drone
-15 queen
-17 overlord
-17 zergling
-Hatchery @ third after second queen in main*"

Does this mean taking the 3rd with the next 300 minerals after starting building the second queen? Or once the second queen pops?

Thanks.
chivs688
Profile Joined December 2011
25 Posts
January 05 2013 01:30 GMT
#9119
In ZvT, I follow Glon's build which is:

The Basic Build
-15 hatchery
-16 spawning pool
-2 queens when pool finishes
-2 more queens (queen 3/4). Move initial 2 queens after inject to front of natural to begin creep spread (Queen 3/4 will be injecting)
-Take third immediately when minerals available (should be ~ when Queen 3/4 are at 50-75% complete)
-Take 2 gasses at same time as taking third (do not delay)
-Generally, players gas progression is: Ling Speed, 1/1, start lair (2 more gasses), lair finishes (last 2 gasses)

Basically what I'm finding hard is deciding when and which way to tech early on: roaches or banelings.

a) What am I looking for early on to tell whether he's going mech or bio early on?

b) What time should I be looking to put either one down?

I try to scout as often as possible and obviously once I see his units heading into the midgame I can tell, but it feels like I'm late then and should have known and reacted based on his gas/buildings/... , but at the moment I don't know what I'm really looking for.

Thanks.
Defenestrator
Profile Joined October 2011
400 Posts
January 05 2013 01:40 GMT
#9120
On January 05 2013 09:29 Mahtasooma wrote:
Imagine the following scenario: I opened with a midly fast pool, in any case, I get like 4-5 lings past his wall before he can wall off, the instant his cannon is going up. The cannon is protecting the ramp.

Is it better to go straight to the main, losing 2 lings in the process to the cannon? or is it better to have the lings sitting in his nat blocking his expo till he has 2 zealots out?

I don't understand this scenario; if you bypass his wall/cannon, you should be able to run into the main. Just move straight into his main.

If for some reason you end up in the situation you describe, just block the nat for as long as possible. 2 lings don't do much.
Ultras and banelings go together like peas and carrots
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