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The Zerg Help Me Thread - Page 67

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.
AustinCM
Profile Joined May 2011
Canada275 Posts
August 02 2011 21:48 GMT
#1321
why did you guys skip my question?! :O
"Somewhere, Something incredible is waiting to be known." -Carl Sagan
kushm4sta
Profile Blog Joined July 2011
United States8878 Posts
August 02 2011 21:48 GMT
#1322
On August 03 2011 06:48 AustinCM wrote:
why did you guys skip my question?! :O


They skipped my question too and it was better than yours
OMGUS.net, kush sex blogs every friday night
Soluhwin
Profile Joined October 2010
United States1287 Posts
Last Edited: 2011-08-02 21:51:37
August 02 2011 21:49 GMT
#1323
On August 03 2011 05:00 AustinCM wrote:
what is the proper response to reactor hellion openings? I usually just get my 3rd queen to block my ramp and 2 spines in my nat but it's impossible to scout if they are getting blue flame and if they are dropping not only that but sometimes I will think im safe to continue on my ling tech and drone but they role in with like 12-14 hellions and just straight up burn my queen.

Anyways do I have to get roaches against hellion openers now? and if they don't follow through with hellions and i overreact (cuz i can't scout, lair tech scouting ftw...) they just do a 2 base rine tank push it's bleh...

If they made 12-14 hellions, then that's probably all they have and nothing else. This means that if you went for a standard 2 base mutalisk timing, then as long as you survive then your mutalisks will probably do even more damage. I mean, you can lose half your drones and be fine, because the terran just doesn't have anything behind it, and won't have a solid army to push with for a long time.
I always build a blind roach warren against terran because of this threat, even if more than half the time I don't ever make roaches that game. If you scout a hellion opener you should think about building placement to restrict territory, use an evo chamber (you'll need this to prepare for a banshee follow up anyway) spine crawlers, and the roach warran in a way the diminishes the number of angles the hellions can come in from. Building more queens is also rarely ever a bad idea, I've actually set it as a rule for myself that I must have 4 queens out before lair unless my opponent went 2rax into expand.

If you went for a fast third sitting on tier one, then you already have roaches out so a counter attack should just kill your opponent.

edit:
On August 03 2011 06:48 AustinCM wrote:
why did you guys skip my question?! :O

haha! I was answering your question, got distracted with something else then I saw the wall of text I had already typed up was still open, so I managed to finish it like half an hour after I started. Sorry!
I put the sexy in dyslexia.
AustinCM
Profile Joined May 2011
Canada275 Posts
August 02 2011 21:53 GMT
#1324
so are roaches neccessary vs hellion builds?
"Somewhere, Something incredible is waiting to be known." -Carl Sagan
Soluhwin
Profile Joined October 2010
United States1287 Posts
August 02 2011 21:58 GMT
#1325
On August 03 2011 03:21 kushm4sta wrote:
There is a lot of talk about how to stop 4 gates, but what I find particularly difficult is the 4 gate blink. Even if I know it's coming for me it is totally impossible to stop. (this is at high diamond low masters level).
If i build spines, which I guess is viable on maps with a natural choke, he kills 1 spine at a time then retreats. By the time all my spines are gone his stalker ball is so big that it easily owns my roach/ling or all ling force.
If i go mass ling protoss waits until the stalker number is big enough so the surface area is no longer favorable for lings and they die. For the mass ling to work I feel like I need to get lucky and catch the stalkers in a bad position before they reach a mass.
If I go roach ling with no spines it seems like I just cant get enough in time. Maybe my problem is balancing army with drones? I try to get like 30 drones.
So my question in summary is what is the easiest way to deal with 4 gate blink stalker? Ling or roach ling? Spine or no spine? How many drones? Upgrades yes or no?

Optimally against a 4 gate you should only have about 22 drones, so I think scouting is a big issue here. As for what units to use, pumping mass speedling should be fine, just don't let the numbers get big enough to matter. You should always know where the proxy is, and because you should be in a dominating position as soon as the warp-ins start because of how the melee vs ranged dynamic works, you should be able to either kill the protoss army outright or force the stalkers to retreat and snipe the pylon.

Of course, for more specific advice I'd need to see a replay to look for thing like:
supply blocks
not being active enough with the initial speedlings
not keeping the scouting drone alive long enough
lack of efficiency with spending larva (I.e. letting larva build up before spending it all at once, this lowers the amount of larva you have in the long run because the hatchery will stop producing if 3 or more are already on the hatch)
missing injects, etc.
I put the sexy in dyslexia.
Soluhwin
Profile Joined October 2010
United States1287 Posts
August 02 2011 21:59 GMT
#1326
On August 03 2011 06:53 AustinCM wrote:
so are roaches neccessary vs hellion builds?

It depends how much the terran commits to it really, if your opponent went for some kind of mass hellion opener like what you have been having trouble with, then yes, roaches are necessary. If it was a light hellion pressure with anything else as a follow up, then roaches would just delay your lair tech.
I put the sexy in dyslexia.
Rylaji
Profile Joined January 2011
Sweden580 Posts
August 02 2011 22:58 GMT
#1327
I am switching to Z for this season most prolly and could someone give me 1 safe opening vs each race for a Silver lvl player?
Official Fan of; Obama oGs.MC // God of War ST.JulyZerg // d.Naniwa // ST.Squirtle // SlayerS_Alicia // Emperor SlayerS_BoxeR // EG.HuK // White-Ra // MarineKing.Prime.WE // oGs.NaDa's Body // SlayerS.MMA // MvP.DongRaeGu
TheLast
Profile Joined August 2010
Germany59 Posts
August 03 2011 00:55 GMT
#1328
I´m by no means a good player (plat), but if you want a solid, cheese proof build, I would suggest you looking into 11pool/18hatch. Its my standard build vs. Protoss on big maps like Tal´Darim Altar, but I could see it work on every map. Gives you early lings and an early queen.
15 Hatch/14 Pool is another option, but be prepared to face 2Rax, Baneling Allins. Versus Protoss I wouldnt recommend it, better 11/18 or 14 gas/14 pool.
If you want a macro game and can read your opponent pretty good Id recommend 15 hatch/ 14 pool. Safer but less economical would be 11 pool/ 18 hatch.
AustinCM
Profile Joined May 2011
Canada275 Posts
August 03 2011 01:48 GMT
#1329
On August 03 2011 06:59 Soluhwin wrote:
Show nested quote +
On August 03 2011 06:53 AustinCM wrote:
so are roaches neccessary vs hellion builds?

It depends how much the terran commits to it really, if your opponent went for some kind of mass hellion opener like what you have been having trouble with, then yes, roaches are necessary. If it was a light hellion pressure with anything else as a follow up, then roaches would just delay your lair tech.

But this is my problem, whoever answered me must of misunderstood my question. You can't tell whether they are committing to hellions or not or whether they are going to drop your main. so I never know when to tech roaches.
"Somewhere, Something incredible is waiting to be known." -Carl Sagan
dave333
Profile Joined August 2010
United States915 Posts
August 03 2011 04:00 GMT
#1330
On August 03 2011 06:53 AustinCM wrote:
so are roaches neccessary vs hellion builds?


I would plan on getting roaches every game if you see hellions, as it's incredibly easy to just mess your defense up a little and then basically lose the game. If your scouting gets denied and you miss a mass hellion attack, or you accidentally let lings get fried or hellions to get past queens, etc. you can easily lose the game.

Roaches can give you peace of mind; not to mention along with banelings/speedlings they are good against a lot of rine/tank pushes that hit around 10 minutes.
jackdaleaper
Profile Joined September 2010
Philippines1216 Posts
August 03 2011 09:13 GMT
#1331
On August 03 2011 13:00 dave333 wrote:
Show nested quote +
On August 03 2011 06:53 AustinCM wrote:
so are roaches neccessary vs hellion builds?


I would plan on getting roaches every game if you see hellions, as it's incredibly easy to just mess your defense up a little and then basically lose the game. If your scouting gets denied and you miss a mass hellion attack, or you accidentally let lings get fried or hellions to get past queens, etc. you can easily lose the game.

Roaches can give you peace of mind; not to mention along with banelings/speedlings they are good against a lot of rine/tank pushes that hit around 10 minutes.


This is what I've started doing lately after seeing Sheth do it in some of his ZvT's. I always 15 hatch vs Terran and when I scout a refinery in the T's base (or sometimes even if I just don't see 2 rax on the ramp if I got there late) I open up with roaches and get 4-5 roaches before ling speed and rally them to my opponent's ramp. Then get another 100 gas, take drones of extractor while getting ling speed and drone like crazy while pressuring with roaches. It usually catches the other guy off guard especially if they went for banshees or some sort of hellion expand. I snipe off a few SCV's and marines while delaying their expo and usually forcing them to get some tech they didn't plan on getting early. If I see that he has enough marauders/banshees out I back off and go home.

The only thing that causes me problems when I do this is if he rushed siege tech but I usually get my drone in since I scout at 9 and if I see a refinery I almost always gas steal which delays siege tech enough for me to prepare against it.
Let it Raine
Profile Joined August 2010
Canada1245 Posts
August 03 2011 09:38 GMT
#1332
hey guys, two quick questions on responses to certain early game builds.

1. how to stop 11 rax 11 rax. what's -actually- safe vs this? In my games when the korean terran scouts me going 14 gas 14 pool he will pull 90% of his scvs and completely crush me anyways. Alternatively he will pull 5-6 and when combined with the marines he's mad, will be enough to make it so i cant engage him, delaying my expo and allowing him to bunker my ramp if he doesn't waste any time. When I hatch first nothing really works out well at all, you have to pull drones and you can't really do any damage with them unless he mismicros.

2. 1 base blink stalker on xel naga caverns specifically. I lose to this very often and find it incredibly silly to stop. Lots of entrances to your natural + blink = spines aren't as effective as they need to be, and access to a low ground that they can blink back to = stalkers should never ever die while your units do.

i'm a zerg player.

thanks for any tips/tricks

ps. didnt see this thread when i posted in the simple questions topic, this thread seems to be more appropriate.
Grandmaster Zerg x14. Diamond 1 LoL. MLG 50, Halo 3. Raine.
M1cha84
Profile Joined October 2010
Germany64 Posts
August 03 2011 10:30 GMT
#1333
1. There was a thread about this from a terran player who posted this strat i think. He had replays attached how he lost with this, and the zerg did a ultra fast baneling nest!
I once saw that in ladder against me and i just build 3 spines in my main, while i let my natural die and build only lings and started baneling nest. I could defend the push and was pretty much ahead because of a full base eco against, like what 6 SCVs?
Mikah
Profile Joined June 2011
Finland230 Posts
August 03 2011 11:34 GMT
#1334
Is there a faster way to use larva than holding down "r" for example if making roaches?
-Dustin-
Profile Blog Joined July 2011
United States718 Posts
August 03 2011 12:20 GMT
#1335
On August 03 2011 07:58 Rylaji wrote:
I am switching to Z for this season most prolly and could someone give me 1 safe opening vs each race for a Silver lvl player?

In ZvP I like to go 14/14 get early speed and Lings to deny cannons and get my expo about 18ish, As someone else said 11/18 is also very safe.

ZvT I'm not sure if 14/14 is safer than 15 Hatch but if you do not FE be sure to patrol a Drone on the bottom of your ramp so you don't get bunker walled in but I preffer 15 Hatch/14 Pool or 14 Hatch/14 Pool.
But also 11/18 is pretty much safest for all matchups.

ZvZ 14/14 is pretty standard and safe 14 at about 80ish minerals get 1 gas make a drone and 14 pool 1 more drone till 15 make a Ovie and wait for Pool to finish you get Lings a Queen and speed as soon as pool pops, Then you either Expand at 21 or throw down a Baneling nest.
ETisME
Profile Blog Joined April 2011
12478 Posts
August 03 2011 13:42 GMT
#1336
On August 03 2011 07:58 Rylaji wrote:
I am switching to Z for this season most prolly and could someone give me 1 safe opening vs each race for a Silver lvl player?

versus T: 15 pool 15 hatch 14 gas
versus P: 11over pool 18 hatch
versus Z: 11 overpool with one spine in mineral line (be reactive after this)
其疾如风,其徐如林,侵掠如火,不动如山,难知如阴,动如雷震。
thane
Profile Blog Joined August 2010
United States407 Posts
Last Edited: 2011-08-03 14:50:04
August 03 2011 14:45 GMT
#1337
On August 03 2011 18:38 Let it Raine wrote:
hey guys, two quick questions on responses to certain early game builds.

1. how to stop 11 rax 11 rax. what's -actually- safe vs this? In my games when the korean terran scouts me going 14 gas 14 pool he will pull 90% of his scvs and completely crush me anyways. Alternatively he will pull 5-6 and when combined with the marines he's mad, will be enough to make it so i cant engage him, delaying my expo and allowing him to bunker my ramp if he doesn't waste any time. When I hatch first nothing really works out well at all, you have to pull drones and you can't really do any damage with them unless he mismicros.

2. 1 base blink stalker on xel naga caverns specifically. I lose to this very often and find it incredibly silly to stop. Lots of entrances to your natural + blink = spines aren't as effective as they need to be, and access to a low ground that they can blink back to = stalkers should never ever die while your units do.

i'm a zerg player.

thanks for any tips/tricks

ps. didnt see this thread when i posted in the simple questions topic, this thread seems to be more appropriate.



The first question I dont have an answer to other than I always fast expand ZvT and get a spine up once the expo finishes. I honestly have never looked at games to see if they were 11/11 or 14/14 but I understand its a big difference. But I go 14 expand 14 hatch 14 gas, get speed, pull off gas, then go for 16/16 saturation at both bases.

The second question Xel Naga is very close to being on my veto list. Its next to impossible to get a third base and there is lots of space for people to do blink harass and things like that. Depending on his make up you could go for the surround and get banelings if its pure blink stalkers. You could get fast roach speed and go speedling roach. You could also try faster infestors. If it were me I would be going speedling roach and surrounding. Unit comp means alot here because this may be one of the few comps where you can get away with a few hydras simply because of the range. Lastly if you know its blink dont put any tech close to the edge make him come in to get the harass he wants so you can get a good surround and hopefully get a few kills.
sirnaber
Profile Joined August 2011
Turkey4 Posts
August 03 2011 17:21 GMT
#1338
this might seem like a vague question, but I'm having some macro problems and I'm looking for the optimal amount of supply at a given time-mark. supposing it is a standard macro game, what should be the average supply count at 5-10-15 minutes for a zerg? if I had the timing worked out I believe I can focus on trying to improve my macro.
you just got zerged
ZasZ.
Profile Joined May 2010
United States2911 Posts
August 03 2011 17:29 GMT
#1339
On August 04 2011 02:21 sirnaber wrote:
this might seem like a vague question, but I'm having some macro problems and I'm looking for the optimal amount of supply at a given time-mark. supposing it is a standard macro game, what should be the average supply count at 5-10-15 minutes for a zerg? if I had the timing worked out I believe I can focus on trying to improve my macro.


It is a vague question. Unfortunately what you're asking is a specific answer to a very general question and I'm afraid it doesn't exist.

The timestamps you're looking for would change based on a number of in-game scenarios like what race you are playing against, what unit composition you are going for, and how much pressure you and your opponent are trying to exert on one another.

The games where there is no interaction between players for the first 15 minutes are few and far between, and honestly you shouldn't practice with them in mind. Any Gold level player can macro off of 3-4 bases and max out if their opponent lets them. Doing it while being pressured, actively scouting, denying expansions, and maneuvering around his army is something else entirely.

I would suggest looking through your own replays of games you lost and felt like you were outmacro'd. Keep the units or income tab open the whole game and look for key moments where you didn't Drone and ask yourself why. If your opponent had cut workers and was prepping to push you, it was probably a good idea. If he continued to produce workers and there was no threat to you, it was probably a bad idea. Look for trends and see if there is a point in the game where you always felt unsafe even though you were fine. Improving your scouting will help here as well.

If that's not the issue and you're flat out getting outmacro'd even though you're trying your best at injects/not getting supply blocked/etc., it's probably a handspeed thing. That just takes practice and experience.
sirnaber
Profile Joined August 2011
Turkey4 Posts
August 03 2011 17:43 GMT
#1340
thank you very much for the answer, I guess I'm looking for a simple indicator that I'm on the right track, but that doesn't really exist =) still, after watching some replays I see that I'm at 50 supply at the 10 minute mark which seems plain wrong. anyway, thanks again for the advice.
you just got zerged
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