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The Zerg Help Me Thread - Page 65

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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.
Emporio
Profile Blog Joined December 2010
United States3069 Posts
July 29 2011 06:33 GMT
#1281
Once a terran has a 200 army with good tank spread and marine numbers and maybe some thors, is zerg able to fight against that head on at any point? Or is it impossible and the best you can do is either a base trade or constant harassment and small nibbles at the edge of his army? I suppose broodlords/infestor is the only way to attack head on into this?
How does it feel knowing you wasted another 3 seconds of your life reading this again?
DarKFoRcE
Profile Blog Joined April 2010
Germany1215 Posts
Last Edited: 2011-07-29 07:16:10
July 29 2011 07:15 GMT
#1282
4 drones is not enough to pull imo (6 is better, more if more scvs). build a spinecrawler behind your hatchery (so he doesnt see it immidiately and if he wants to attack it he has to step on the creep). if he builds in a marine with the bunker, just run around the bunker with 6/8 lings and catch reinforcements (this part is really important), keep buildings lings and once your spine is done you can go kill the bunker. i personally like going 15h14p13g vs 2 rax, so i also have early speed, which helps alot. of course you have to delay your queens quite a bit and just build lings at first.

dont be too afraid of your hatch dying quickly, you have quite some time to clear his units if you catch the reinforcing marines, as he then only has like 3-4 mariners shooting the hatch.

On July 29 2011 15:33 Emporio wrote:
Once a terran has a 200 army with good tank spread and marine numbers and maybe some thors, is zerg able to fight against that head on at any point? Or is it impossible and the best you can do is either a base trade or constant harassment and small nibbles at the edge of his army? I suppose broodlords/infestor is the only way to attack head on into this?



broodlord infestor is easy win vs marine tank thor.
Follow me on Twitter: https://twitter.com/#!/PinDarKFoRcE
KimJongChill
Profile Joined January 2011
United States6429 Posts
July 29 2011 07:39 GMT
#1283
I just don't understand late game ZvZ, when both players are maxed roach/infestor and behind a bunch of spines, and neither is particularly avid to engage.

I like to do cute things like Destiny's four infestor drop to snipe some tech, but I still am at a loss for how to just finish off my opponent. Whenever I go for broodlords, they either abuse my immobility and attack everything with non-stop roaches, or just get corrupters; when I go ultras, I lose. Should I even be aiming for Hive tech, or is the answer just more infestors?

Also, I've seen some players gradually adding in hydras as the game drags along. Is this a good idea?

Thanks in advance.
MMA: U realise MMA: Most of my army EgIdra: fuck off MMA: Killed my orbital MMA: LOL MMA: just saying MMA: u werent loss
uLysSeS1
Profile Joined March 2010
Germany210 Posts
July 29 2011 08:53 GMT
#1284
ZvP: p goes for ffe or 3 gate expo followed by a safe 3rd into turtling till the 200 deathball (gateway stuff plus colossi) arrives.
Assuming i as zerg have 3 saturated bases and started with the usual +1 lings with roaches...what unit mix should i aim for?
I see most pros just go roach hydra ling corruptor... but wasnt the conclusion some months ago that this mix loses to deathballs? (Without lings though)
But somehow the pro tosses (haha...) never turtle that long, so i guess i'm not seeing something here.

derp.
blackkiwi
Profile Joined November 2010
Germany6 Posts
July 29 2011 09:37 GMT
#1285
Hi, low dia zerg here.
I just got owned by a Terran Push that is Marauder/Tank/Hellion Push. The Terran did first the Push and after it started the expansion. I scouted early gas so I was aiming for fast Roaches to hold the early Hellion aggression. I hold it with success but some minutes Later the Terran did the strong Push. My Unit composition was Speedlings Roaches and after the push Infestor Ling. Both died and I just dont know what to do

I thought of Mutalisk but they are way to weak to defeat this push...

I wanted to upload the replay on sc2rep but for some reason it didnt work
Hoping that you can help me anyway
Harpoon_5
Profile Joined July 2011
25 Posts
July 29 2011 09:40 GMT
#1286
just went zvz and lost... we had similar resources in the end (his 30k vs my 27k)

i went 3/3 roaches he had 2/1 when he beat me
i had infestors he just had roaches

maybe people are overestimating upgrades and infestation? looks like pure numbers beats the crap out of everything..
bmn
Profile Joined August 2010
886 Posts
July 29 2011 09:47 GMT
#1287
On July 29 2011 18:40 Harpoon_5 wrote:
just went zvz and lost... we had similar resources in the end (his 30k vs my 27k)

i went 3/3 roaches he had 2/1 when he beat me
i had infestors he just had roaches

maybe people are overestimating upgrades and infestation? looks like pure numbers beats the crap out of everything..


No, upgrades and FG are *huge*.

What matters is not total resources, but how much army supply was fighting at any given point in time, how good a concave either player got, how good your FGs were. You can't answer these things from the score alone.

If he beat you with such a large resource advantage *despite* being behind upgrades and tech, he would have beat you in any other situation (equal tech, or him ahead in tech) too, so I don't see how this has anything to do with upgrades/infestation being overrated.
It's impossible to tell what exactly you mean without seeing the game, though.
blade55555
Profile Blog Joined March 2009
United States17423 Posts
July 29 2011 09:53 GMT
#1288
On July 29 2011 18:40 Harpoon_5 wrote:
just went zvz and lost... we had similar resources in the end (his 30k vs my 27k)

i went 3/3 roaches he had 2/1 when he beat me
i had infestors he just had roaches

maybe people are overestimating upgrades and infestation? looks like pure numbers beats the crap out of everything..


no, odds are you engaged in a poor concave, didn't get good fungels off. I mean pure roaches gets destroyed by roach/infestor or roach/hydra. With roach/infestor requires a not terrible arch and good fungels which you must not have had.
When I think of something else, something will go here
Acidictadpole
Profile Joined January 2009
Canada29 Posts
July 29 2011 16:53 GMT
#1289
On July 29 2011 16:39 KimJongChill wrote:
I just don't understand late game ZvZ, when both players are maxed roach/infestor and behind a bunch of spines, and neither is particularly avid to engage.

I like to do cute things like Destiny's four infestor drop to snipe some tech, but I still am at a loss for how to just finish off my opponent. Whenever I go for broodlords, they either abuse my immobility and attack everything with non-stop roaches, or just get corrupters; when I go ultras, I lose. Should I even be aiming for Hive tech, or is the answer just more infestors?

Also, I've seen some players gradually adding in hydras as the game drags along. Is this a good idea?

Thanks in advance.


I'm a new zerg player, but I think you have a decent idea building here.

Zerg's 200 army is probably one of the weakest in the game. The strength comes from being able to resupply back to 200 almost instantly from losing a fight, and then overwhelming before the other players reinforcements are done building.

In ZvZ you have this issue where your ability to remax is presumably mirrored by your opponent, so winning the 200 - 200 fight is important (since you'll use less resources to create another 200 army). That said, the destruction of tech is an interesting idea. If both of you had roach infestor, sneaking in 2-3 infestors to his main (or where the tech is), and as you engage your armies in battle, take out his tech.

He'd need to completely rebuild before beginning the hatching process, and this gives you a lot of extra time where you are creating reinforcements and he isn't.

KimJongChill
Profile Joined January 2011
United States6429 Posts
July 30 2011 05:12 GMT
#1290
On July 30 2011 01:53 Acidictadpole wrote:
Show nested quote +
On July 29 2011 16:39 KimJongChill wrote:
I just don't understand late game ZvZ, when both players are maxed roach/infestor and behind a bunch of spines, and neither is particularly avid to engage.

I like to do cute things like Destiny's four infestor drop to snipe some tech, but I still am at a loss for how to just finish off my opponent. Whenever I go for broodlords, they either abuse my immobility and attack everything with non-stop roaches, or just get corrupters; when I go ultras, I lose. Should I even be aiming for Hive tech, or is the answer just more infestors?

Also, I've seen some players gradually adding in hydras as the game drags along. Is this a good idea?

Thanks in advance.


I'm a new zerg player, but I think you have a decent idea building here.

Zerg's 200 army is probably one of the weakest in the game. The strength comes from being able to resupply back to 200 almost instantly from losing a fight, and then overwhelming before the other players reinforcements are done building.

In ZvZ you have this issue where your ability to remax is presumably mirrored by your opponent, so winning the 200 - 200 fight is important (since you'll use less resources to create another 200 army). That said, the destruction of tech is an interesting idea. If both of you had roach infestor, sneaking in 2-3 infestors to his main (or where the tech is), and as you engage your armies in battle, take out his tech.

He'd need to completely rebuild before beginning the hatching process, and this gives you a lot of extra time where you are creating reinforcements and he isn't.



Oh, like sniping the roach warren! I didn't think of that really, I usually just aim for the hive or greater spire, but that's actually a nifty idea, kind of like how MMA snipes spawning pools in TvZ. Will try this out heh heh.
MMA: U realise MMA: Most of my army EgIdra: fuck off MMA: Killed my orbital MMA: LOL MMA: just saying MMA: u werent loss
dementrio
Profile Joined November 2010
678 Posts
July 30 2011 15:04 GMT
#1291
assuming I'm going ling/muta zvt, without banelings, is it better to get air attack or carapace first? ground attack or carapace?

If i got it right, the idea behind the attack upgrades is that you sort of accept that all your lings will vaporize instantly but you are just hoping to get a few good (upgraded) baneling hits. So I'm getting ground carapace because i guess it works better for pure ling. without banelings you are also using mutas vs marines more often but I can't decide if this would make carapace better.
halcy1
Profile Joined July 2011
4 Posts
July 30 2011 15:53 GMT
#1292

Hi guys,

I'm a low level player on EU who recently got promoted to silver. I'm now having problems with ZvP which wasn't apparent in bronze. I do very well in the ZvZ matchup and pretty good in ZvT. In ZvZ it's because I feel quite confident, because I know my own race well and can out-macro and out-micro other zergs at my level.

ZvT feels tricky at times if they do early timing attacks, although by no means do I give free wins, I can usually win if I survive past a certain point.

Now ZvP is where I come up really short. Any kind of 4 gate pressure will make me lose; they always build a proxy pylon and are able to reinforce right at my natural exp. Usually pure stalker or mixed stalker zealot sentry with forcefields to split my roaches off. I can't even give chase without lair plus roach speed which means it's nearly impossible to obliterate their broken forces when they retreat.

Even still I can usually break off the 4gate siege and kill their army and proxy. But by then they've been on 2 bases for awhile and I only then am able to expand myself. This means that within 5 minutes there's a huge deathball army with colossus and possibly even immortals. At that point I've been droning hard to have any chance of catching up, and have only a small army of much lower value.

I'm not sure how I can progress when winning ZvP feels such a formidable task. I'd say at least 75% protoss will 4-gate me and sentries nullify any early roach aggression from me. Any advice that could help me back on track to my goal of becoming gold? I've currently resorted to 6 pooling every single protoss I meet because I cannot win legitimately. It's almost 100% win, but I know it won't be viable at higher levels and I'm only further delaying my progress this way. I guess this is a common problem for zergs in silver, and that's why protoss always 4gate..
Zeon0
Profile Joined September 2010
Austria2995 Posts
July 30 2011 17:33 GMT
#1293
Sheth like to build early roaches in ZvT (like 5) to defend vs Hellions or attack if T rushes a CC and doesnt have a proper defense.

Can someone tell me the BO for this? I dont know when to take gas or build the roach warren
Hater of MKP since GSL Open Season 2 | Fanboy of: NesTea Stephano IdrA DIMAGA MorroW ret DongRaeGu Snute SaSe Mvp ThorZaIN DeMusliM
dementrio
Profile Joined November 2010
678 Posts
Last Edited: 2011-07-30 17:49:09
July 30 2011 17:47 GMT
#1294
On July 31 2011 02:33 Zeon0 wrote:
Sheth like to build early roaches in ZvT (like 5) to defend vs Hellions or attack if T rushes a CC and doesnt have a proper defense.

Can someone tell me the BO for this? I dont know when to take gas or build the roach warren


its hatch first, drone till 18, then overlord then extractor. 2 queens and 2-4 lings, roach warren at 26, drone till 28/28, then 2 overlords and wait far warren to finish
fierywinds
Profile Joined October 2010
22 Posts
July 31 2011 02:10 GMT
#1295
Hi, i have a question. Imo sc2 is a game of information and scouting is very important but I never know what to make of terran gas. Overlord sacking, the only thing guranteed to see is gas, the rest is based on luck, so i think its important. What is the second gas timing for the common terran builds like reactor hellions into expand into tank marines, or one base tank marine timing pushes or hellion into banshee opening or 2 port banshee opening? How do i tell if terran has expanded with cc in base or not based just on seeing his gas timings? I think its possible but i do not know how


Or perhaps its a lot, my question is basically, what can I make out by seeing terran gas? For protoss its easy, 1 gas = 4 gate, 2 gas = sentry expand if no sentries either blink stalkers or dt cheese coming. Easy peasy. But for terran its a lot more complex, so please help
XXhkXX
Profile Joined June 2011
170 Posts
August 01 2011 13:41 GMT
#1296
On July 31 2011 11:10 fierywinds wrote:
Hi, i have a question. Imo sc2 is a game of information and scouting is very important but I never know what to make of terran gas. Overlord sacking, the only thing guranteed to see is gas, the rest is based on luck, so i think its important. What is the second gas timing for the common terran builds like reactor hellions into expand into tank marines, or one base tank marine timing pushes or hellion into banshee opening or 2 port banshee opening? How do i tell if terran has expanded with cc in base or not based just on seeing his gas timings? I think its possible but i do not know how


Or perhaps its a lot, my question is basically, what can I make out by seeing terran gas? For protoss its easy, 1 gas = 4 gate, 2 gas = sentry expand if no sentries either blink stalkers or dt cheese coming. Easy peasy. But for terran its a lot more complex, so please help


So in order i think this is how i think:

For the first two, it can be hard to judge just based on gas, as with double gas there's so many things a terran can do. You should really be able to spot other things with the sacked overlord if u can. For example a factory with a tech lab and a factory with a reactor = bf hellions. Just a tech lab factory prolly means seige tanks. Also, it is important to note that you can always run up the ramp at the front and gain vision of some of the base. Especially early game this is useful, as if he's rushing hellions, then you should see the reactor add on building on the barracks (obviously you want to check back later to check whether it was exhchanged or not, as there are other things the terran could do, but hellions are the most likely option)

If a terran is FEing or 2 raxing you'll see no gases (actually i think this is the easiest thing to scout, as with 2 gases there are so many viable possibilities but without them there's pretty much only 2: a marine all in or an expo)

2 port cloaked banshees will typically mean that the terran has to take a quick double gas.

Since there are so many options for a terran going off of double gas, you really should make sure to be vigilant in your scouting (running up the ramp with a zergling, sacing overlords, etc). This thread has some typical timings of builds, but I would be careful using them, as timings can differ from person to person: http://www.teamliquid.net/forum/viewmessage.php?topic_id=202400
BlasiuS
Profile Blog Joined September 2007
United States2405 Posts
August 01 2011 16:10 GMT
#1297
On July 31 2011 02:33 Zeon0 wrote:
Sheth like to build early roaches in ZvT (like 5) to defend vs Hellions or attack if T rushes a CC and doesnt have a proper defense.

Can someone tell me the BO for this? I dont know when to take gas or build the roach warren


(Wiki)Expand Roach (vs. Terran) - this lets you build anywhere from 1 to 7 roaches. If you're going for less than 7 (like 5), you can delay gas a bit and get more drones/2nd queen earlier.
next week on Everybody Loves HypnoToad:
Humfluxx
Profile Joined May 2011
Sweden47 Posts
August 01 2011 16:13 GMT
#1298
Spread your creep and inject larvae and you will be all good.
btw.... infestors are quite pööwn I heard.
MMM
galtdunn
Profile Joined March 2011
United States977 Posts
August 01 2011 16:50 GMT
#1299
On July 31 2011 00:53 halcy1 wrote:

Hi guys,

I'm a low level player on EU who recently got promoted to silver. I'm now having problems with ZvP which wasn't apparent in bronze. I do very well in the ZvZ matchup and pretty good in ZvT. In ZvZ it's because I feel quite confident, because I know my own race well and can out-macro and out-micro other zergs at my level.

ZvT feels tricky at times if they do early timing attacks, although by no means do I give free wins, I can usually win if I survive past a certain point.

Now ZvP is where I come up really short. Any kind of 4 gate pressure will make me lose; they always build a proxy pylon and are able to reinforce right at my natural exp. Usually pure stalker or mixed stalker zealot sentry with forcefields to split my roaches off. I can't even give chase without lair plus roach speed which means it's nearly impossible to obliterate their broken forces when they retreat.

Even still I can usually break off the 4gate siege and kill their army and proxy. But by then they've been on 2 bases for awhile and I only then am able to expand myself. This means that within 5 minutes there's a huge deathball army with colossus and possibly even immortals. At that point I've been droning hard to have any chance of catching up, and have only a small army of much lower value.

I'm not sure how I can progress when winning ZvP feels such a formidable task. I'd say at least 75% protoss will 4-gate me and sentries nullify any early roach aggression from me. Any advice that could help me back on track to my goal of becoming gold? I've currently resorted to 6 pooling every single protoss I meet because I cannot win legitimately. It's almost 100% win, but I know it won't be viable at higher levels and I'm only further delaying my progress this way. I guess this is a common problem for zergs in silver, and that's why protoss always 4gate..


Well if you hold off a 4 gate they should not have an expansion running. If they 4 gate correctly they will be broke, whether you hold it off or not. If you scout it (overlord~6 mins should do it), throw down 2-3 spines and make roaches and lings. your roach warren should go down around 27 food. Once they start attacking, make all the lings, roaches that you can afford, because if you beat it without losing your expansion, it's your game to lose.

The key to defending is to not overextend, let the protoss attack into your spine crawlers and pick him off then, go for a surround if you have enough lings. Also, queens are great damage absorbers.
Currently editing items in the DotA 2 wiki. PM for questions/suggestions.
galtdunn
Profile Joined March 2011
United States977 Posts
August 01 2011 16:59 GMT
#1300
On July 31 2011 00:04 dementrio wrote:
assuming I'm going ling/muta zvt, without banelings, is it better to get air attack or carapace first? ground attack or carapace?

If i got it right, the idea behind the attack upgrades is that you sort of accept that all your lings will vaporize instantly but you are just hoping to get a few good (upgraded) baneling hits. So I'm getting ground carapace because i guess it works better for pure ling. without banelings you are also using mutas vs marines more often but I can't decide if this would make carapace better.


Nonsense, +1 ling attack is amazing, +2 is even better. Only thing you need carapace for is to match Terran's ground mech +attack ups, cause if he has +1 on you your lings will die 1 shot. Obviously it isn't a bad thing to have, but prioritize +1 melee over carapace.
Currently editing items in the DotA 2 wiki. PM for questions/suggestions.
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