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Help! I'm in desperate need of help! ![](/mirror/smilies/puh2.gif)
I've reached about 950 now, and my wr against t has plummeted to about 10%. If it weren't for my excellent winrates against protoss and zerg, I would have dropped back to low 800s by now.
I've been having extreme difficulties with walling and balling. The terran puts a wall up at the front of his base, even often adds 1 bunker. He then techs to some scary composition (all of them are scary) and kills me in 1 push. I've tried basically everything I can think of.
1. If I mass expand, all the larvae spent on drones tends to bite me in the ass because then I simply can't kill his composition, I just don't have enough units. I died to a 1 basing terran on metalopolis when I had a gold expo and my natural. I waited for him to push out... and then I simply couldn't kill his ball with anything. It also leaves me wide open for harass. Banshees, ignitor hellions... these cost the terran player nothing, and yet they are raping me. Meanwhile he spends all his money on his ball, and I spent all my money just holding off his harass.
2. If I just sit and mass, he just throws scans out to check if his comp can beat mine and if it can't... he just stays in his base and builds more. Eventually, his ball is just invincible. Tanks, hellions, thors, marines, marauders... Whatever my comp has, he'll build the unit that WTFrapes it. And even if I scout his, I don't have any units that can do the same... I could have 20 banelings and 30 roaches and 20 mutas and I'll just disintegrate at his maxrange and then the game is over.
3. If I tech, forgo expanding and macroing... he just builds static d. "Oh, you spent the last 5 minutes teching to muta, adding geysers, etc? Allow me to place 3 turrets, and build 1 thor. gg." The only success ive had was by pure luck, and teching directly to ultra/broodlord before he pushed. If at any point he suspects I am weak, he can lower his depots and liftoff and then just come kill me.
4. Nydus and drops, I've had some decent success if I catch him out of base, but otherwise he just a-moves and squishes my force. Most terran bases are going to be simcity, and very bad position for a zerg force. He can siege up behind rows of buildings and I won't be able to get any good surrounds. The prevalence of anti-air and turrets means it's very hard to actually get overlords on top of him without losing a shit ton.
5. Burrow. Is there a purpose for burrow? I find burrowed roaches far too gimicky. If he scans when I am near his force I insta-lose the game. I also don't feel like I can spare the units for holding off a main push. If he takes a path 2 ft to the right of my baneling(s) or walks over it with a thor or something, I've really just wasted my money and reduced my baneling count at home. And units that can't move, like lings, hydras? Is burrow worth even using? When?
I mean, I've even had some problems with protoss doing the same thing. Turtling is so cheap in SC2 it feels like p and t can put 1 unit in a choke and a few support units, allowing them to safely tech and macro while I sit around with my dick in my hands. They then build the money mix, and go kill me. It's frustratingly simple, and yet I can't stop it. It feels like expos are so close to mains that all they have to do is force me to retreat once, and then their expo is up and part of their impenetrable wall.
So I either need help with a) killing their money mix or b) preventing them from getting it. Atm I can't do either.
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On September 22 2010 01:44 Xizorz wrote:Show nested quote +On September 21 2010 20:49 DarKFoRcE wrote:On September 21 2010 20:38 Xizorz wrote: How do I properly punish an early zerg 15 hatch > 15 pool build in zvz, assuming you went a more standard 14 pool?
1. Hit him early with a few zerglings. 2. Hit him a bit later with speedlings/banelings. 3. Fast tech to muta. 4. ? first off, i would go 15 hatch 14 pool in this situation (in the position of your opponent). On maps where the blocking off of the ramp with 2 queens is possible a bust with speedling/baneling pretty much does not work (unless the opponent makes a mistake). for this reason the 14 gas 14 pool build is a little risky on maps where the 15 hatch build is possible, as this build is pretty much automatically behind in that situation. on the other hand, the 15 hatch build of course loses to any kind of 6-9 (maybe 10?) pool (if you place the hatch before scouting your opponents main). going mutas is probably the best thing you can do, but as the 15 hatch player will have a stronger economy he can build a few queens to defend against the mutalisks, and then either go mutas himself or go for roach hydra and 1-2 infestors and do a timingattack before you are able to get a third up and running and catch up in roach/hydra count or tech to broodlords. another possibility would be to go banelings, but i feel this is very risky against infestors as fungal growth is very good against them. in the deciding battle it will come down to positioning/micro and whether the roach hydra infestor player can get off good fungals, but i feel the roach/hydra/infestor force is favorable in this situation. the player who is fast expanding might need a good bunch of experience to get a good feeling for when to push, but my intuition tells me that this is the superior strategy. Ah, yes, it is 15 hatch 14 pool. I played a guy who did it twice. I beat him on scrap station with my old 15 hatch > 14 pool > roach nydus (he put down like 7 spine crawlers at the choke in the front), I feel like there should be some way to use my early ling speed advantage to kill that expo before he really spine crawlers it up. What maps do you suggest 15 hatch in a zvz?
on LT and meta it works pretty well against 14 gas 14 pool. on blistering the backdoor is very problematic and also the reason why i stopped doing it. on steppes people play so many early pools and stuff and the rush distance is quite short that i find it a bit too risky, but i have not tested it thoroughly. on all other maps the choke is too far away from the natural so the queens blocking cannot be protected with spine crawlers (and the queens are too far away from the crawlers to heal them).
so yea, basically on LT and Meta are the only maps where it works.
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Currently I just lose to vastly inferior opponents left and right, and when I watch the replays they literally just sit in their base(s) and follow their recipe (aka BO) on how to win. Some of these idiots haven't even seen a single one of my units (except my scouting lords/lings) or buildings before they attack and they still move out and piss on my useless units. Protoss and terran armies are WAY too versatile, they don't even have to think about what they're making because every unit they have hard counter every zerg unit.
Either way, bad day today... Thoughts on opening 10 pool? Making 6 lings then droning like it ain't no thang, SCBW-style ZvP opening. Haven't tried it much myself but I imagine they'll have their wall complete anyways (and then you need 30+ lings to kill the first zealot).
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On September 22 2010 01:41 majloon wrote: Any of you got a good mass Muta build against toss? Saw Check (i think) doing this in GSL and am very intrested. Also, will this be reasonably safe vs 4gate?
Check went muta in response to Toss FE... IMO, that's the best time to go muta in that matchup. Generally, 4 gate pushes come before muta can be out, and muta numbers won't be high enough to combat the push.
So no. Not safe vs 4gate.
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On September 22 2010 02:10 MrBitter wrote:Show nested quote +On September 22 2010 01:41 majloon wrote: Any of you got a good mass Muta build against toss? Saw Check (i think) doing this in GSL and am very intrested. Also, will this be reasonably safe vs 4gate? Check went muta in response to Toss FE... IMO, that's the best time to go muta in that matchup. Generally, 4 gate pushes come before muta can be out, and muta numbers won't be high enough to combat the push. So no. Not safe vs 4gate.
Cool, this just helped me understand that game alot =)
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I would like to add a replay to the vs Thor push and general zergling upgrades discussion.
http://www.gamereplays.org/starcraft2/replays.php?game=33&show=details&id=150784
I think my opponent is one of the more decent Terran around 1100 Diamond. My reaction to hellion harass was terrible because I got greatly distracted by someone who wouldn't take "go away and leave me alone" for an answer.
Otherwise this is my standard ZvT opening. Note how I regularly check his natural. Due to lack of/incorrect scouting I put up spore crawlers (was worried about banshees). This is a lot easier when you get an early evo anyways.
I think the replay has a decently timed thor+bio push that causes a lot of people problems. You will see what a (cost wise) vastly inferior zerg army can do. I had the roach warren up by the way (if you are wondering about his composition which has a fair few marauders) and I think he was worried about getting hit by a bunch of those.
Another key point is always remembering to counter as you will see.
It's a shortish game, please comment/feedback.
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I very lost in ZvZ at the moment (900 diamond). I consistently want to try and play a more macro-oriented game but it seems like most of my openings are still vulnerable to banelings (infestor hydra, mutas, etc.). I've been thinking about going for a few early roaches and delaying the tech a little, but then I'm worried about early mutas.
What do you guys typically do in your average ZvZ? How would you suggest I approach a macro-oriented ZvZ and still be safe against early banelings?
Thanks so much for doing this!
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I struggle badly with mass thor/hellions as well. According to a buddy of mine in korea, roach baneling is the most popular set up against mass thor hellion, as banelings aren't light so they are actually quite good at inflicting a bunch of damage, and the roaches with some burrow micro are supposed to be able to clean up.
He also said the new patch might make a hydra/baneling combo more viable as well since tanks don't blow up hydras that well either.
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On September 22 2010 02:25 dave333 wrote: I struggle badly with mass thor/hellions as well. According to a buddy of mine in korea, roach baneling is the most popular set up against mass thor hellion, as banelings aren't light so they are actually quite good at inflicting a bunch of damage, and the roaches with some burrow micro are supposed to be able to clean up.
He also said the new patch might make a hydra/baneling combo more viable as well since tanks don't blow up hydras that well either.
I agree with the hydra statement. I have found lings do very nicely with just a little ranged support (because they tank like crazy but have issues with surface area). I currently use 8-10 roaches but having even just 6-7 hydras in there could be very nice (especially taking out medivacs or banshee support).
The big advantage of hydra tech is that in this case it is not a big commitment (fast build, not too much gas, unlike mutas) and protects vs air (means you don't need to worry about banshees.
If the opponent goes for fast tanks just mass enough lings (especially with armor upgrades post patch, not so much for the main target but to greatly diminish the already diminished splash).
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I'm having trouble with ZvZ's and ZvP's
In ZvZ's i've been trying strats that don't have banelings in them, I usually play in the defensive until I can make mutas. The problem is that I don't know how to defend to banelings, I can make many queens but zerglings kill them, I make Lings and they get melted by banelings, Roaches can be a good choice, but I think that since my objective is getting, mutas I don't want to spend any gas. So, Is there a different way to defend early? Is fast expanding recommended?
Now, ZvP's, I skip zerglings for early game and I go for fast roaches, I feel alot safer like this, but I would like to find a strat where I don't have to spend so many gas early on, If I can survive the first pushes, most of the time I'll get hydras, then I'll make a massive hydra/roach + overseer army (I hate DT's ). I mostly would like a good early game strat.
And now some general stuff^^
How do I properly use banelings? Most of the time I have them in the same control group as zerglings and when I attack it takes alot of time for them to explode, I loose almost all (if not all) my zerglings, this makes a counterattack almost impossible right after the attack.
Also, when would it be a good time to get upgrades? most of the time I get them without really thinking if it is a good idea or not, I could be spending those minerals/gas on something else.
And Finally, any general tips for zerg? I would like to know any little thing that can make my game alot more solid.
thanks!
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when dealing with people who like to do timing pushes , is it smart to get some drones and zerglings on each larvae round or drones on 1 round and the second round only zerglings?
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On September 22 2010 02:52 Ko1tz wrote:I'm having trouble with ZvZ's and ZvP's In ZvZ's i've been trying strats that don't have banelings in them, I usually play in the defensive until I can make mutas. The problem is that I don't know how to defend to banelings, I can make many queens but zerglings kill them, I make Lings and they get melted by banelings, Roaches can be a good choice, but I think that since my objective is getting, mutas I don't want to spend any gas. So, Is there a different way to defend early? Is fast expanding recommended? Now, ZvP's, I skip zerglings for early game and I go for fast roaches, I feel alot safer like this, but I would like to find a strat where I don't have to spend so many gas early on, If I can survive the first pushes, most of the time I'll get hydras, then I'll make a massive hydra/roach + overseer army (I hate DT's ![](/mirror/smilies/puh2.gif) ). I mostly would like a good early game strat. And now some general stuff^^ How do I properly use banelings? Most of the time I have them in the same control group as zerglings and when I attack it takes alot of time for them to explode, I loose almost all (if not all) my zerglings, this makes a counterattack almost impossible right after the attack. Also, when would it be a good time to get upgrades? most of the time I get them without really thinking if it is a good idea or not, I could be spending those minerals/gas on something else. And Finally, any general tips for zerg? I would like to know any little thing that can make my game alot more solid. thanks!
I'm only 1k diamond so you might want their answer more, but...
I always send in a few zerglings to kite around their army (and group them up) then follow with banelings. I either have my zerglings follow the last one in the line if I'm macroing, or I just manually keep them slightly behind the banelings.
Upgrades are amazing, they affect all current and future units. When you have 0 larva, no intent to expand, and the resources for it, go ahead and upgrade
Don't miss larva injects Macro > Micro for zerg imo
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What do you open with in a ZvR? Do you 10 pool on the possibility they MAY be an early pooling Zerg, extremely early scout, or are extremely early pools defendable from a 13 pool or 13 gas/13pool?
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On September 22 2010 03:34 Kibibit wrote: What do you open with in a ZvR? Do you 10 pool on the possibility they MAY be an early pooling Zerg, extremely early scout, or are extremely early pools defendable from a 13 pool or 13 gas/13pool?
Scout on 9 while planning to 14gas/14pool.
The odds of him being Z, you scouting him last, AND him doing something like a 6 pool are pretty astronomically low.
If you STILL don't feel safe, you can scout on 9 and 13 pool, effectively eliminating any chance of 6pool cheese succeeding.
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Some general advice for ZvZ: dont try to avoid baneling fights at any cost, start to learn it. once you have learned it you will also have much better knowledge about how to find strats that counter/avoid it.
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I feel like R players tend to cheese more when the get Z, so I typically open with 13 pool 13 gas against R, pretty standard build that is relatively strong against any opening. I used to do 14gas 14 pool, but after reapers started becoming more and more popular, I find I need those early lings and perhaps Roaches/Queen
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On September 22 2010 03:59 DarKFoRcE wrote: Some general advice for ZvZ: dont try to avoid baneling fights at any cost, start to learn it. once you have learned it you will also have much better knowledge about how to find strats that counter/avoid it.
I'm a HUGEEEE fan of banelings, but I've been rushing to Roaches (with the upgrade build I was talking about in the rushing zerg upgrades thread) and just skipping zerglings and banelings altogether. If they go zergling/baneling, rushing roach upgrades destroysssssss them. Obviously you have to scout to make sure they aren't cheesin you, but upgraded roaches literally eat banelings and zerglings
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When should one throw down an infestation pit and start producing Infestors in each MU?
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On September 22 2010 04:15 Mastadon6900 wrote: When should one throw down an infestation pit and start producing Infestors in each MU?
Don't mean to take over this thread, but I'm just reading the whole thing and answering as I see them come up. Feel free to ignore my advice and take theirs.
ZvT - When you know it's going to be a bio ball or you want to steal tanks for a bit ZvP - Collossi or if you need to steal a mothership or carrier or something, I don't use them often other than for collossi personally ZvZ - I don't think I've used them in ZvZ to be honest, but I could be making a huge mistake by not using them
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For the swarm! A terrible low-diamond zerg here. I have been in huge trouble against 4warpgate pushes lately. I scout the 1gate -> cybernetics, and I sac an OL later to confirm the build (at around 25 supply) What I try to do against this is to get +1 attack speedlings and my natural with 4-5 spines up. I try to position my lings so I can flank and get a good surround on the protossball. +1 Speedlings work wonders, but they still live with 4-6 units. Yes, I am producing more all the time, but they manage at least cripple my natural, if not destroy it, and with the proxypylon just outside my base they are very quick to finish me off and force me to tap out. What are your advices on this one? I've tried to get some roaches to soak damage, stay on 1 base and get more speedlings, but in some way I almost certainly end up losing. =( I usually go 14pool 13gas 15OL 16evo, and after speed and +1atk I leave only 1 drone on gas, teching to lair @100. Second gas goes up here and a roach warren so I can try to transition into roach/hydra.. Is this wrong? Should I produce more speedlings to last a bit longer? Sorry for the messy post.. TLDR; what to do against "decent" 4warpgate push?
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