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The Zerg Help Me Thread - Page 60

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.
theBlues
Profile Blog Joined April 2010
El Salvador638 Posts
July 21 2011 20:45 GMT
#1181
Pleaase I need to know, what zerg early-mid game unit is supposed to beat the archon? I've been gettin owned by these even after having really large advantages simply because I cannor pour out a unit that can kill it effectively...

Roaches die, lings die, banes suck especial, hydras die...


The game manual says ultras...but its impossible to put them out in time...

Change a vote, and change the world
blade55555
Profile Blog Joined March 2009
United States17423 Posts
July 21 2011 20:47 GMT
#1182
On July 22 2011 05:45 TheBlueMeaner wrote:
Pleaase I need to know, what zerg early-mid game unit is supposed to beat the archon? I've been gettin owned by these even after having really large advantages simply because I cannor pour out a unit that can kill it effectively...

Roaches die, lings die, banes suck especial, hydras die...


The game manual says ultras...but its impossible to put them out in time...



roaches are good vs archons. Thats what I use and it works great, if you only have 10 roaches and he has 2-3 archons its not as effective but if you can get more roaches its not to bad at all.
When I think of something else, something will go here
sagefreke
Profile Joined August 2010
United States241 Posts
July 21 2011 20:58 GMT
#1183

I'm having trouble beating Protoss in the late game. Once the Protoss player manages to tech up to templar and collossi, I feel like there's nothing I can do except just try to tank his storms and then remax as soon as possible. However, even though I'm trying to macro and remax as fast as I can, he still ends up having too much of an army left and I just end up getting rolled.

Below are two replays where I try to use different late game compositions in hopes of winning. The first one is utilizing baneling drops and the second replay is basically a standard broodlord/Infestor/Roach composition.

In the first replay, the Protoss sees my late game army and as a result decides to abuse how slow Broodlords are and attack my other expansions...

In the second replay, the Protoss attempts to cannon my natural so I expand to the third and play a macro game from there while he turtles up (and by turtle up I mean cannons fucking everywhere).

Some things I noticed was that my broodlord control was rather lacking although I don't see much of what else I can do. I feel like the moment Stalkers blink in to attack my broodlords, it's pointless to try and move them back. Anyways if I can get some feedback I would appreciate it.

Excuse my BM. ZvP has been driving me nuts since January.

http://sc2rep.com/replays/(P)Vinche_vs_(Z)Regressor__sc2rep_com_20110721/11489

http://sc2rep.com/replays/(P)Zairair_vs_(Z)Regressor_metalopolis_sc2rep_com_20110721/11497
yo yo yo
Catgroove
Profile Joined June 2011
Sweden67 Posts
Last Edited: 2011-07-22 01:40:26
July 22 2011 01:36 GMT
#1184
On July 22 2011 05:58 sagefreke wrote:

I'm having trouble beating Protoss in the late game. Once the Protoss player manages to tech up to templar and collossi, I feel like there's nothing I can do except just try to tank his storms and then remax as soon as possible. However, even though I'm trying to macro and remax as fast as I can, he still ends up having too much of an army left and I just end up getting rolled.

Below are two replays where I try to use different late game compositions in hopes of winning. The first one is utilizing baneling drops and the second replay is basically a standard broodlord/Infestor/Roach composition.

In the first replay, the Protoss sees my late game army and as a result decides to abuse how slow Broodlords are and attack my other expansions...

In the second replay, the Protoss attempts to cannon my natural so I expand to the third and play a macro game from there while he turtles up (and by turtle up I mean cannons fucking everywhere).

Some things I noticed was that my broodlord control was rather lacking although I don't see much of what else I can do. I feel like the moment Stalkers blink in to attack my broodlords, it's pointless to try and move them back. Anyways if I can get some feedback I would appreciate it.

Excuse my BM. ZvP has been driving me nuts since January.

http://sc2rep.com/replays/(P)Vinche_vs_(Z)Regressor__sc2rep_com_20110721/11489

http://sc2rep.com/replays/(P)Zairair_vs_(Z)Regressor_metalopolis_sc2rep_com_20110721/11497


First game:
You saw that he was expanding at around 10:22, at least that's when he killed your ling. You could have made units here trying to deny it but instead you went for more drones, another base, overlord speed and drop. In my opinion (being a very aggresive zerg) I think you should've denied that third, at least for a little bit, then take another base and teched up to drop and banelings and whatnot and simply try to outproduce him. You attacked when you both were max'd and you know how weak a max'd zerg army is, but you still did okay the first fight. I still think you were too passive early on.

Second game:
At around 13 minutes he had only one cannon in his natural. One attack at the third and one attack at the natural at the same time here would've been very very good. Roaches to the third to distract him while you run in with lings and destroy his natural. He had very little units for a very long time, and that's something you should've exploited. At 14:50 when you got blocked by force fields you should've poked at his natural to see if you could do some damage there while you built lings for a double attack. I also feel like your infestors was a tad late. Three(?) infestors was all you needed to kill those damn sentries and I think you should've won right there.

That's just my take (very aggresive as I said) on your two games. I think the best way to deal with Protoss deathballs is not to let them get them. Study your replays hard and find spots to attack. I saw several ones in both of your replays. If you don't feel confident in your late game units, why even go to hive so early? Try to work on your lair play instead.
BlackBlood
Profile Joined November 2010
Australia22 Posts
July 22 2011 02:00 GMT
#1185
How do you deal with mutli prong attacks in the early mid game. I am aware of the minimap that a drop is incoming and a small force is coming my natural, around 8 marines 2 hellions. how will i split my slings? is 10 sling enough to handle the drop? and the rest defend my natural? Please advice on proper slitting of forces.
blade55555
Profile Blog Joined March 2009
United States17423 Posts
July 22 2011 02:07 GMT
#1186
On July 22 2011 11:00 BlackBlood wrote:
How do you deal with mutli prong attacks in the early mid game. I am aware of the minimap that a drop is incoming and a small force is coming my natural, around 8 marines 2 hellions. how will i split my slings? is 10 sling enough to handle the drop? and the rest defend my natural? Please advice on proper slitting of forces.


Well I personally always have my ground army on 2 different hotkeys. I have half on one, the other on another. That makes dealing with th ose kind of attacks alot easier to defend.

Or you can just A move towards the drop and shift click units out of the control group to what you think will deal with it. vs 8 marines and 2 hellions though you need 15-20 speedlings, 10 is to few due to marines being good vs them and hellions.
When I think of something else, something will go here
Ninja_Bread
Profile Blog Joined August 2010
United States113 Posts
July 22 2011 02:31 GMT
#1187
You should also consider your econonic standpoint compared to his. If you believe that you are ahead economically you can afford to place sone static defense, meaning spines and a spore. The advice to split your army seems good, but I do believe that just being prepared would be best, maybe even burying a baneling or two behind the line would benefit you. Your biggest concern should be stopping his main push as it is aiming at your production. Depending on your composition just running drones and a-moving mutas/slings to it before the hatch is killed. Although you are giving up your ability to counter at that moment by doing so. It truly depends mostly on the economical standpoint/unit comp/size of forces.

I hope that helps.
Mang
BlackBlood
Profile Joined November 2010
Australia22 Posts
July 22 2011 03:48 GMT
#1188
Thanks guys. i appreciate it. I normally dont split my units that early in the game. I guess i have to since my opponent is doing the same thing. just have to get used to it i guess. Thanks again!
izuul
Profile Joined December 2010
United States3 Posts
July 23 2011 14:55 GMT
#1189
im a total noob whos goal is to get to raoches in the start of the game, what do? i dont really know when to expand or what to build after the pool etc. plz help me
luck is only skill that you did not know you had
MandoRelease
Profile Joined October 2010
France374 Posts
July 23 2011 15:16 GMT
#1190
Hey guys.
I'm always confused in a ZvP match-up on a map where there's rocks.
Let's say Shattered Temple.
Let's also say our Protoss friend is doing a 3 gate expand with sentries.
My question is : when should I make units to destroy the rocks in order to expand ? In my games, my timing to produce units (often zerglings) is always random. I never know when i'm supposed to try to destroy rocks and with how many units, so that I can take a third not too late, but not too early, and without cutting my drone production too early nor too much.
Any help ? I'm lost.
When you play the game of drones, you win or you die. There is no middle ground. Huge IMLosirA fan.
MucK
Profile Joined July 2010
Germany59 Posts
July 23 2011 15:30 GMT
#1191
On July 22 2011 05:45 TheBlueMeaner wrote:
Pleaase I need to know, what zerg early-mid game unit is supposed to beat the archon? I've been gettin owned by these even after having really large advantages simply because I cannor pour out a unit that can kill it effectively...

Roaches die, lings die, banes suck especial, hydras die...


The game manual says ultras...but its impossible to put them out in time...


ok thats a joke isnt it?
i mean 1 ultra can win against a thor or a colloss but they do 15 dmg against archons Oo
i never understood why they are so bad against archons AND zealots
www.prototype-gaming.de
They_
Profile Joined January 2011
Japan62 Posts
July 23 2011 15:40 GMT
#1192
Can you and how would you hold off an overpool ling/bling with a hatch first build?

Is there a BO win against overpool banelings?
Diamond Zerg | Diamond ADC/MID | 音ゲー | Legendary Eagle
KimJongChill
Profile Joined January 2011
United States6429 Posts
July 23 2011 16:15 GMT
#1193
Ok...now I have three questions. What is a good unit composition against an archon, templar, stalker, chargelot army? This is more of a late game scenario, where the toss will have like eight archons. I know roaches are supposed to be good, tanking the storms too, and all that, but I wonder whether I should be throwing infestors into the mix, or maybe hive tech?

My second question is how to respond to a two base blink stalker pressure, which usually has a bunch of sentries in the mix as well? I've been looking at my replays, and it seems like a lot of protoss like to push off of six gates, when their blink is around half way, and try to kill my third while putting up their own.

My last question is how to use infestors against blink stalkers. I like to play ling/infestor, but the protoss will always blink into my infestors, and manage to kill a bunch before I can get enough fungals off. Maybe it's a hotkey issue, since I like to have my entire army on 1, and my infestors on 2.
MMA: U realise MMA: Most of my army EgIdra: fuck off MMA: Killed my orbital MMA: LOL MMA: just saying MMA: u werent loss
Dubo
Profile Joined June 2010
United States161 Posts
Last Edited: 2011-07-23 16:32:31
July 23 2011 16:30 GMT
#1194
On July 24 2011 00:30 MucK wrote:
Show nested quote +
On July 22 2011 05:45 TheBlueMeaner wrote:
Pleaase I need to know, what zerg early-mid game unit is supposed to beat the archon? I've been gettin owned by these even after having really large advantages simply because I cannor pour out a unit that can kill it effectively...

Roaches die, lings die, banes suck especial, hydras die...


The game manual says ultras...but its impossible to put them out in time...


ok thats a joke isnt it?
i mean 1 ultra can win against a thor or a colloss but they do 15 dmg against archons Oo
i never understood why they are so bad against archons AND zealots

1 thor beats 1 ultralisk, sadly.
"It's balanced because ultralisks do splash damage" -blizzard
:/
the scv is a spy!
shtdisturbance
Profile Joined February 2010
Canada613 Posts
July 24 2011 15:39 GMT
#1195
Can someone help me find some really high level zvp replays, not vods but replays. As recent as the replays can be would be great, thanks.
SCvanTango
Profile Joined August 2010
Switzerland64 Posts
July 24 2011 18:19 GMT
#1196
On July 21 2011 05:28 DarKFoRcE wrote:

Show nested quote +
On July 20 2011 15:00 Flavalanche wrote:
MrBitter, what do you think of destiny's extractor trick 11pool 17hatch build?

Supposedly it's barely less economic than 15hatch, and obviously safer because of the fast pool.


i dont think its a very good opening, but if you play on US it probably doesnt matter much because there is probably almost noone who will exploit it properly


erm, could u please tell me, how they could exploit that, or what the big issue with this opener is in general? Cause I dont rly understand what the problem with it is supposed to be or how a toss could be exploiting that.

Thanks
uLysSeS1
Profile Joined March 2010
Germany210 Posts
Last Edited: 2011-07-24 19:17:06
July 24 2011 19:16 GMT
#1197
After analyzing all the recent ZvP replays/vods i could get hold of, i'm really confused as to how this matchup has developed. what i'm seeing nearly every game is:

speedling expand
(+third base vs fe)
evo chamber with +1 melee
roach warren
=> a roach/ling mix with +1 on the lings
(+third base vs later toss expansion variants)
hydra den, spire, 2nd evo
=> a roach/hydra/ling/corruptor mix (with melee, ranged and air attack upgrades going on at the same time)

so i'm wondering... how is this not worse than pure roach/hydra/corruptor? and wasn't it concluded some months ago that roach/hydra/corruptor loses vs deathballs?

i guess ling/banelingdrops/infestor has been dismissed because it loses vs zealot/archon?
derp.
NasKe_
Profile Joined October 2010
Brazil570 Posts
July 24 2011 21:00 GMT
#1198
hey guys, how are you?

So, i'm having a hard time playing zvp
I used to go Roach/Hydra/Corruptor, but man, hydra is a rly slow units and roach is pretty bad. So I trying the Morrow zvp style. So, my man goal is to build a lot of ultra and win the game with alot of upgrades and banedrop harass.

But, i realized that the ling/infestor/bling style is great agaisnt Colossus but terrible agaisnt Archon + HT. Destiny change to Roach every time some one goes for HT and Archon. My question is: what should i do if my opo. go HT in first place? Roach/Infestor/Blig? That's ALOT of gás! Should I do more Bane and drop into his army?

Thanks and sry for my bad english,
thane
Profile Blog Joined August 2010
United States407 Posts
July 24 2011 22:18 GMT
#1199
On July 25 2011 06:00 Renaxe wrote:
hey guys, how are you?

So, i'm having a hard time playing zvp
I used to go Roach/Hydra/Corruptor, but man, hydra is a rly slow units and roach is pretty bad. So I trying the Morrow zvp style. So, my man goal is to build a lot of ultra and win the game with alot of upgrades and banedrop harass.

But, i realized that the ling/infestor/bling style is great agaisnt Colossus but terrible agaisnt Archon + HT. Destiny change to Roach every time some one goes for HT and Archon. My question is: what should i do if my opo. go HT in first place? Roach/Infestor/Blig? That's ALOT of gás! Should I do more Bane and drop into his army?

Thanks and sry for my bad english,



First your english was great! Next if they go HT you should be able to exploit his slow movement with drops and nydus. We need to know the over all unit comp that goes with the HT though. Baneling drops are also a really good option. Please post the unit comp though for more specific answers.
Marsupian
Profile Joined April 2011
Netherlands455 Posts
July 24 2011 23:32 GMT
#1200
On July 25 2011 06:00 Renaxe wrote:
hey guys, how are you?

So, i'm having a hard time playing zvp
I used to go Roach/Hydra/Corruptor, but man, hydra is a rly slow units and roach is pretty bad. So I trying the Morrow zvp style. So, my man goal is to build a lot of ultra and win the game with alot of upgrades and banedrop harass.

But, i realized that the ling/infestor/bling style is great agaisnt Colossus but terrible agaisnt Archon + HT. Destiny change to Roach every time some one goes for HT and Archon. My question is: what should i do if my opo. go HT in first place? Roach/Infestor/Blig? That's ALOT of gás! Should I do more Bane and drop into his army?

Thanks and sry for my bad english,


Archons and storms kill lings super super fast so that is why Destiny goes roaches. I would personally stay on raoch infestor and use the infestors to deal damage instead of the banelings. You can also use NP to grab some archons or a high templar to feedback his own HT's.

Alternatively you can go roach baneling but I don't think it's as reliable as the roach/infestor composition.

Another option is to stay on lings and try to use your mobility to do damage whenever he leaves his base or spreads himself to thin. Ling/muta or ling/roach/muta would suit that style well but it's really volatile. A few storms and your army is dead and if you don't add roaches you have nothing to deal with archons.
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