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[D] [G] Zerg FAQ - Page 8

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Lavitage
Profile Joined September 2010
United States71 Posts
December 02 2010 05:03 GMT
#141
Re-asking since you missed it the first time:

How do you guys actually get slowverlords into a terran's base to scout? Every time I try it he gets shot down by 3-4 marines before he can see anything worth seeing. Even if the terran is going light on barracks units and doing some fast tech, he can still put his buildings away from cliffs and such, and shoot down the overlord with the handful of marines he has.
Scrimpton
Profile Joined August 2010
United Kingdom465 Posts
December 02 2010 05:13 GMT
#142
This is what i love about the Zerg race. Just playing Zerg makes you feel like part of a good community, theres always a lot of Zerg related discussion going on. Thanks for this sheth.
Protoss is the only race with "pro" in it
my0s
Profile Joined March 2010
United States193 Posts
December 02 2010 06:44 GMT
#143
On December 02 2010 14:03 Lavitage wrote:
Re-asking since you missed it the first time:

How do you guys actually get slowverlords into a terran's base to scout? Every time I try it he gets shot down by 3-4 marines before he can see anything worth seeing. Even if the terran is going light on barracks units and doing some fast tech, he can still put his buildings away from cliffs and such, and shoot down the overlord with the handful of marines he has.


Ive actually been struggling with this a lot too. Basically makes ovy speed a MUST immediately unless you happen to know his tech based on unit counting due to harass.

One thing ive seen IdrA do a few times is do a multi-pronged scout with a slow overlord coming in from a north/south or east/west position. Which has a much better chance at one of them scouting tech.

Although if its a highly skilled player who is very set on you not scouting him it almost seems impossible. Which really feeds into my concern that right now its VERY VERRRRRY difficult to both be able to have enough army to hold off a all-in timing from a terran, AND also have enough econ going that you can keep up with him if he decides to not all-in

Maybe Sheth or someone can expound or comment on this, but it seems to be a real concern imo at the moment. And it seems to almost come down to coin flipping, which makes me sad. But I also could be very wrong and just not fully comprehend the state of the matchup right now.
ChevyBlazer
Profile Joined December 2010
1 Post
December 02 2010 20:15 GMT
#144
How can I make a group of zerglings mutate into banelings all at once instead of individually mutating each one? I imagine it would be the same sort of method that would allow me to have multiple infestors throw infested terrans all at once too. I have tried highlighting all of the units and pressing the corresponding hotkey, but that never seems to work.

I combed several topics/posts looking for the solution to no avail, so I apologize if the answer to this simple question can easily be found elsewhere.
lettuce shred
BleaK_
Profile Joined November 2010
Norway593 Posts
December 02 2010 20:45 GMT
#145
On December 03 2010 05:15 ChevyBlazer wrote:
How can I make a group of zerglings mutate into banelings all at once instead of individually mutating each one? I imagine it would be the same sort of method that would allow me to have multiple infestors throw infested terrans all at once too. I have tried highlighting all of the units and pressing the corresponding hotkey, but that never seems to work.

I combed several topics/posts looking for the solution to no avail, so I apologize if the answer to this simple question can easily be found elsewhere.


Ctrl + press zergling - then hold/press E

Just make sure there are no other units selected in the group.
houseurmusic
Profile Blog Joined September 2006
United States544 Posts
Last Edited: 2010-12-03 02:25:00
December 03 2010 00:37 GMT
#146
On November 24 2010 06:30 Zelniq wrote:
Show nested quote +
On November 24 2010 03:32 me_viet wrote:
1. What is the best response to a FE Protoss going double stargate;
1a. only seeing it after spire is halfway complete by an overseer morphed immediately after lair finished.
1b. scouting it with your first batch of mutas (6-7)


2. When is a good time to sac an overlord against T assuming you only see a naked rax and 3-4 marines at ramp?

3. Opening FE 2 base Mutas on close spawns (9-12 or 3-6) leaves you vulnerable to some sort of strong ground push but if you don't, you risk getting dropped on ledge with thors/marines/scvs, soooooo what are some things you need to do in order to force the game into a mid game that doesn't put you massively behind?

1. The thing to remember whenever protoss invests into a large number of phoenixes is the heavy investment it is, greatly reducing the strength of their ground army. Really what their goal is and what they're capable of is gaining air control, harassing, playing defensive usually while teching up to colossus. This means you should feel relatively safe from any big push coming for a length of time, of course you can't be TOO greedy as his phoenixes will notice if you have only a tiny amount of ground defense and he can take his army (really this depended on how fast he went for phoenix) and go kill you, especially with the graviton beam support.
+ Show Spoiler +

      1a. In this specific circumstance, I would cancel the spire immediately. This would leave you around 400-500ish gas depending on your build's timings. Build a hydra den and infestation pit right away, leaving you 200-300 gas, so by the time your den finishes you leaving you about 500-600 gas (depending on your 4th gas timing). Make an infestor and some hydras, but avoid getting hydra range for now as you can't afford it, and you only want like 1 infestor so don't get energy upgrade. Drone up and add a few more hydras so you have enough to defend your main + natural, and be very careful to keep your infestor protected as it can be easily picked off by his phoenixes. It goes without saying your main and natural must be connected with creep, and after you have a decent amount of hydras gathered and are ready to fungal his phoenixes, lead with fungal and send hydras on them, just be careful not to run your infestor in attack move as well or it'll be graviton'd even while theyre fungal'd. You should be able to pick off several phoenixes, especially if you micro, even if you dont have hydra range yet. You should be going for a roach/hydra combination with upgrades, and taking a 3rd base. If he's going 2 stargate phoenix he is somewhat concerned about a hydra attack, depending on the map, and it would be ideal to do what you can to threaten, forcing cannons/extra defense. On delta quadrant it's very easy for them to just hold their ramp with force field if they only took their back expo, so this threat doesnt exist and you should focus on taking a 3rd quickly. You should eventually be going towards corruptor if they went heavy colossi. Scouting their tech is tough but necessary, use changelings and send overseers/overlords when you know phoenixes are not nearby to pick them off.

as for the concern about canceling, well canceling spire returns you 150/150, a net loss of 50/50, but the return of resources is too important right now, even if you ended up losing some resources for 'nothing.' Another thing to note is as your spire is only half done it has 50 seconds still to finish building. A hydra den takes 40 seconds to build so it's still going to finish faster, and hydras build faster than corruptors. if you went corruptor/infestor instead that's easier to defend the phoenix harass but much useless vs ground army and requires you to build more ground defense than you woudl have with hydras, and also leaves him completely unconcerned about an attack, and can more freely move around the map with his ground army.

       1b. I would not like being put in this situation to be honest, so I'd make sure 1a happens instead. But if it did happen for whatever reason. I would go for an infestation pit right away, start +1 air attack if I haven't yet, and play defensive while trying to sneak expos. Once again keep infestor protected as it gains energy, and you wait till you have a large enough enough mutalisk force compared to his phoenix where you can decidedly win the straight air to air battle (for some reference, 16-17 mutas with a good fungal will win vs 10 phoenixes), and fungal them to make sure they dont flee. It seems very key to try and fungal as many phoenixes as possible, ideally right before they engage your mutas, so the phoenixes in the back that are fungaled cannot attack back. If however they saw the infestor/infestor pit they may know this and avoid flying phoenixes into danger. But that gives you map control, and you can continue with your original plan of ling/muta/spine, trying to outexpand him.

Perhaps a better response however would be to switch to hydras right away, it does feel safer and more stable, as trying to outmuscle phoenixes with mutas is dangerous/tough. Perhaps someone with more muta opening experience can enlighten us

2. This is a hard question to answer as it really really depends on what build you opened and the map as well, but if your build leaves you concerned about banshees, then around the I think around 6:30 ish mark is when you want to spot for banshees, someone please correct me if I'm wrong. If you went for the most normal speedling into lair build, it's around halfway or a little past halfway of the lair build time. If you're concerned about some kind of crazy marine allin and he doesn't have marines on the edge of his base, I'd send it in around 4:00 or so to check for extra barracks, if you see even one extra hidden one I'd just instantly make a baneling nest to be safe.

3. This is only applicable to Lost Temple. I actually think tank/thor drop is really easy to stop, easier than many other openers to deal with, but that came with lots of experience dealing with it. Part of the reason why I think so many zergs even pro zergs struggle is cus they don't abandon their plan of going early spire. You can pretty much always tell if they're going for this based on what you see at the ramp + if they took 2 gas or not. Send an overlord in about halfway while lair is building if you weren't sure, and you should have had an overlord above their main mineral ledge as well for additional scouting (focus on getting it there very early in the game). Put up 3 spines hugging your natural cliff, with 1-2 overlords placed carefully to spot for them but not too far onto the ledge. Go for roaches and drop, avoid taking the gas closest to the cliff, and if you have minerals to spare take another base at a far away main base. Use spines unburrow/burrow to stall for drop, every time the tank is sieging out of range of your spines, unburrow and move. as soon as it moves up to attack hatch, root them below the cliff, repeat this to stall time. If they went thor instead, spines do fairly well vs thor and has the same range, and anytime the thor wants to attack the hatchery it will be well in range for many of your roaches. Get roach speed and roach burrow upgrades and just go counterattack as soon as you built a huge enough army and feel safe enough to defend your expo hatch (dont worry too much about this, you can always sac the natural and transfer all workers to your far away 3rd base.) Also their natural is extremely delayed and put your ovelrord dropping creep to block their natural even more, and make sure its on hold position! (the creep will start receding much later as it will continue to goop until it dies rather than when its first attacked). Usually they cannot defend the roach counterattack and they jsut die, or you gain a significant lead, depends how they followed up. Regardless you can always retreat and you shouold be significantly ahead in economy.

As for the mutalisk vs weak to a ground attack close spawns, you should be safe if you went for a baneling nest sometime while lair was building, and I'd do this whenever I feel threatened by this and also on close spawns.

-----
I actually came up with the answers to all parts of 1. just now (yes even did some math/analysis with gas/timings) as I haven't really been opening spire vs protoss since the first few weeks of beta heh, I just don't like the spire opener that much vs protoss.

just tested 1b. some, 16 mutas loses to 10 phoenixes with this, but 17 vs 10, mutas win slightly


This was a very insightful response to a question that I'm sure a lot of 2200+ zergs have right now thank you. As you stated, you do not like opening spire vs toss, however, vs a FE non-stargate toss this can be quite effective as July zerg has shown us in his round of 64 GSL match on shakurus. My question is, since both a spire and a den can be effective, instead of blindly building a spire as viets question implies would you suggest waiting for an overseer's scout intel before deciding what tech path to choose, or, maybe even waiting for ovie speed upgrade and use that to scout?
Thanks and please keep up the good work!
dementrio
Profile Joined November 2010
678 Posts
December 03 2010 00:40 GMT
#147
if I scout a terran getting early double gas on lost temple. is it ok to get mutas off 1 base before expanding?
Nerski
Profile Blog Joined November 2010
United States1095 Posts
December 03 2010 01:03 GMT
#148
I don't really have a question for you guys as I do coaching sessions with (Z)FireZerg, but I did want to just say this is an awesome thread. Especially for people who are not part of teams or do not know a lot of other zerg players.

So kudos to you guys!
Twitter: @GoForNerski /// Youtube: Youtube.com/nerskisc
trew
Profile Joined May 2010
Sweden93 Posts
December 03 2010 01:11 GMT
#149
On December 03 2010 05:15 ChevyBlazer wrote:
How can I make a group of zerglings mutate into banelings all at once instead of individually mutating each one? I imagine it would be the same sort of method that would allow me to have multiple infestors throw infested terrans all at once too. I have tried highlighting all of the units and pressing the corresponding hotkey, but that never seems to work.

I combed several topics/posts looking for the solution to no avail, so I apologize if the answer to this simple question can easily be found elsewhere.


you cant have the many infestors throw infested terrans with just one click. However, if you have multiple infestors selected you can just hold T and spam leftclick everywhere. it's pretty much the same thing.
Bellygareth
Profile Joined October 2010
France512 Posts
Last Edited: 2010-12-03 10:14:51
December 03 2010 10:11 GMT
#150
It feels I'm approaching the matchups badly recently. I think I have most the timings for scouting, expanding and droning, thus I can manage around 52% win rate when I'm not playing horribly bad. However something seems wrong about every match I play win or lose.

Almost every match I open standard (14g/14 pool, hatch first on cross positions) I dislike roach rushes and baneling busts because I feel they don't do enough damage to justify the bad economy it gives you.
I scout at the front with my first lings, and can't generally identify if they are teching or building low tier units to kill me. My problems are the following:
- it seems that I can't really identify when to put down efficiently a tech structure. For instance I lost yesterday to a (now more common) guinea pig style void rays +phoenix opening (badly executed at that shame on me). I had lair tech, and scouted the starport early, put down a hydra den and still lost convincingly (I had 4 hydras out due to delaying gas on the early game to drone).
I also lost to a 4gate zealot rush because I threw down a roach warren too late and lings only didn't cut it.

The questions are the following I guess: when and how do you decide what tech path you'll take with zerg? I see some zergs throwing down tech structures without building the units is that an investment I need to make (especially on small maps?)?
Can I have a working game plan as zerg and force the opponent to make some tech choices as I am forced to?
s[O]rry
Profile Blog Joined November 2009
Canada398 Posts
December 03 2010 11:09 GMT
#151
Hey champ! Stop me if you have heard this... There is a little trend I am seeing about zergs going for the 11overpool build (Extractor trick > Overlord > Pool) which has been tested in another thread, how do you see this build relative to other openers in terms of Econ/safety/aggression?
Sunshine.
iWoNsHoTT
Profile Joined November 2010
33 Posts
December 03 2010 16:06 GMT
#152
Very helpful. Thanks a bunch. I actually plan on getting lessons from Gosu in the near future.
I play for fun
Antithesis
Profile Joined August 2010
Germany1213 Posts
December 03 2010 17:53 GMT
#153
Hi again,

i got another question: ZvT, midgame. T plays marines + siege tanks and slowly moves towards your 3rd. T never unsieges more than 2 tanks at one time and spreads his rines so that there's not one big ball but several smaller groups.

a. What's your favorite composition against mass rines + tanks? Muta/bling/ling? Roach/bling/ling? Infestors/bling/ling?

b. How do you engange/micro this? Let's say, there are about 6 sieged tanks and 40 marines, which are spread and do not clump at one place. I usually fail if a T is solid at spreading, since a good amount of my army is dead before it even arrives the first tank. T microes his rines away from my blings some seconds until tanks have cleaned the first wave of my ground force. I can try muta sniping tanks but if blings do not kill enough rines mutas just melt away. And the longer blings try to get to some running rines the more of them die to tanks. Do you suggest bling drops? Or just microing blings better? Any tip?

Thanks a lot.
Mutation complete.
Liquid`Sheth
Profile Blog Joined March 2010
United States2095 Posts
December 04 2010 01:52 GMT
#154
On December 02 2010 14:03 Lavitage wrote:
Re-asking since you missed it the first time:

How do you guys actually get slowverlords into a terran's base to scout? Every time I try it he gets shot down by 3-4 marines before he can see anything worth seeing. Even if the terran is going light on barracks units and doing some fast tech, he can still put his buildings away from cliffs and such, and shoot down the overlord with the handful of marines he has.



Their are alot of tricks you can do with this. At first you want both of your Overlords to run around the edges at out reach of the marines. If he has 3-4 marines on both sides so he can stop overlords, you know hes doing something with marines. You can also attack his front with a few zerglings to just make him pull his marines their. Try and distract him and sent in your overlords from unexpected places! Poke in at his front, then send in the overlord!
Team LiquidUnderneath it all they were really quite nice. They just got screwed up. Mostly by stuff that wasn't entirely their fault.
phnix
Profile Joined September 2010
United States45 Posts
December 16 2010 19:50 GMT
#155
This may be dead forum, but i'll still ask.

Sheeth, I wanted your review on this replay
http://www.sc2replayed.com/replays/116814-1v1-protoss-zerg-delta-quadrant

or i can just sum it up. I scouted a quick robo, so i droned and teched up. I got muta's, quite a bit of them, with roaches and lings to defend. i was on two base, when he went for his second, i went for my third. But mainly, i just kept pumping muta's. even when i saw phoenix's, i kept pumping them, cause i figured that a mass amount of muta's can handle phoenix's.

Is this the correct path to go down? and was my thinking alright. I am a high platinum, and this player was a diamon
xVigilante
Profile Joined November 2010
46 Posts
December 16 2010 23:17 GMT
#156
Hey i was wondering if i should always get hatch in the first 20 supply against non cheesers.

Thanks
krayotek
Profile Joined August 2011
Honduras11 Posts
August 22 2011 15:02 GMT
#157
so I am reading this post trying to accomplished my goal of "not suck", so in a ZvP (plat league) I get a lot of stalkers, 2~4 colossus some zealots.

What´s the best way to use your infestors to stop this and what is best to use the lings or the roaches.

Twish
Profile Joined November 2010
Norway92 Posts
Last Edited: 2011-08-22 15:13:03
August 22 2011 15:12 GMT
#158
Neural Parasite the heavy-hitters: Archons, Immortals, Colossi, Carriers, Motherships and in some cases the voidrays ( to just remove them from the game for 15 sec).

During that you want to fungal EVERY unit, and with the rest of the energy just spawn some infested terrans.

The trick with using infestors is having "food" between the infestors and the enemy, like lings, roaches and ultralisks

Protip: Before you start to spam abilities with your Infestors, put them on hold position so they won't just run into the fight and die!
Master Zerg | Season 1: 3200 | Season 2:1700 |
StarMine
Profile Joined January 2011
United States5 Posts
August 22 2011 15:29 GMT
#159
Lately I've been running into a bunch of dt rushes. Naturally I scout it so I put down 2 spines and a spore at the beggining of my base. After they scout my defense they mix the dt's into their army and morph in a many dt's as possible and then stalkers and the zealots they had before. Then they attack.

Here come the problem with the dt's. Naturally I had an overseer so my protoss opponent calmly selected 4 stalkers and target fired my overseer. That is 4 stalkers worth of dps used on my overseer instead of my army but that dps is made up for by the dt's not dying.

Then if they get into my base somehow so I morph an overseer into my base from my natural where my army was rallied. By the time my overeer finishes morphing and getting there my mineral i almost if not dead by then. I pull my drones away but there are still severe casualties for the swarm.

I have tried changing my hotkeys around so when they target the overseer I can move it back a little but then I get out of range to the dt; and it has the same effect.

Now here is my question: Should I have more than one overseer in my army and 1 at each base? I usually put spores but those are easily sniped if dt numbers are saved up.

-Zergs are Zergs, not orcs. Overmind is devourer of life, not a freedom fighter. Kerrigan is Queen Bitch of the Universe, not a good girl.
kushm4sta
Profile Blog Joined July 2011
United States8878 Posts
August 22 2011 16:59 GMT
#160
Why would you necro this thread? It's essentially the same thing as the zerg help me thread which is active, so post your question there.
OMGUS.net, kush sex blogs every friday night
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