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[H] ZvP DTs when you're spread out

Forum Index > StarCraft 2 Strategy
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Cambam
Profile Blog Joined September 2010
United States360 Posts
December 30 2010 06:00 GMT
#1
2300 Diamond Zerg

How do you deal with DTs when you're on 3, 4 or 5+ bases? I usually miss the first 3-4 and they walk up and kill a hatchery, so I morph and overseer and kill them. Then there can be 1-2 at other bases killing drones. So now all of sudden I need an overseer for every base and 2 spine crawlers for every base and an overseer for my army. I usually get flustered when this happens and it takes me a while to get all of these DT defenses up and HUGE damage is done while I'm scrambling to do so.

What should I do? Is there an alternative to overseer + 2 spines at each base? I feel like it's difficult to scout DTs because they can come at any point in the game, the building looks like a pylon while warping and it's pretty easy to miss when the protoss is spread out of 2-3+ bases. This is why I usually get caught off guard by the first 3-4 and lose a hatchery. Also, it then becomes very difficult to expand any more because I have to park my army on the hatch while it's building to make sure a DT doesn't walk up and deny it.

I hate DTs , please help.
shabinka
Profile Joined October 2008
United States469 Posts
December 30 2010 06:09 GMT
#2
Probably just go fucking kill him. If he's investing so much into DT tech and you scout it you can do some damage if hes rushing DT's or even if hes slowly adding DT's (they're expensive!) so you should have a bigger army.
Also - a replay would be helpful.
ATCnayr
Profile Joined September 2010
United States3 Posts
December 30 2010 06:19 GMT
#3
If the zerg is on 3-5+ bases it can go without saying that the protoss did not "rush" to DTs. And depending on how the game has played out the zerg wont always have the larger army. Here is the most recent replay that Cambam is talking about. I was his opponent.

http://screplays.com/replays/atcnayr/14582
Ruecks
Profile Joined September 2010
Canada60 Posts
December 30 2010 06:26 GMT
#4
You need to be able to scout it.. Sac and overlord, use a changeling.. whatever you can do to get that scout.. you want to kno its coming before it does.. other-wise you are probably in huge trouble. And if you are really afraid of it you can always just get an overseer and some spines at every expo but I recommend trying to scout it first.. always your best bet.
www.livestream.com/ruecks
Darthturtle
Profile Joined May 2009
United States718 Posts
December 30 2010 06:44 GMT
#5
Count his gas and watch his tech. Twilight with high zealot, low stalker numbers means potential DTs. If you already have overseers, then changeling his base if possible.

Quite honestly, if you're on 3-4 bases, you probably couldn't go wrong with a bit of static D. The real goal of static defenses are to stall for time so your mobile army can get there and kill off harass. On 1-2 bases, you probably don't need it. On a higher number of bases, then you'll take more economic damage from not having enough static and getting harrassed decently.
thekibk
Profile Joined April 2010
United States116 Posts
December 30 2010 06:54 GMT
#6
if you connect all your bases with creep, your army is pretty mobile, and it's possible to make do with 1 spine to stall. as for the overseer, you could invest in a spore crawler, which are pretty cheap instead.
Corn is no place for a mighty warrior!
Blisse
Profile Blog Joined July 2010
Canada3710 Posts
Last Edited: 2010-12-30 06:58:20
December 30 2010 06:57 GMT
#7
I think as Protoss starts abusing Dark Templar tech in the late game and multiple hatcheries, Zerg is going to need Spine Crawlers for defense and also good hatchery walls, similar to Brood War. The problem would then be the Protoss throwing Pylons everywhere just to abuse Warp Gate.

On December 30 2010 15:54 thekibk wrote:
if you connect all your bases with creep, your army is pretty mobile, and it's possible to make do with 1 spine to stall. as for the overseer, you could invest in a spore crawler, which are pretty cheap instead.


Two Dark Templar can deserve a Spore Crawler in seconds, making it pointless to rely on it solely. Maybe to delay.
There is no one like you in the universe.
Parra
Profile Joined September 2010
United States152 Posts
December 30 2010 07:02 GMT
#8
You can either attempt to go for the kill (however very risky if he defends it properly your fucked) or use all that extra minerals you little Zergies forget to spend and just get spore/spine colonies.
dynamics`
Profile Joined August 2010
17 Posts
December 30 2010 07:15 GMT
#9
What I've been doing is make a spore in a place thats somewhat hard to surround and 3 spine crawlers around the mineral line. It's been working pretty well, even just to delay until your army gets there.
MrBitter
Profile Joined January 2008
United States2940 Posts
December 30 2010 07:16 GMT
#10
You really have to expect DTs in the late game.

It's smart, it's standard, and it's brutally effective for a toss player to make 4 DTs and send them to 4 different places.

A spore and a couple spines is exactly what you need to deal with this kind of thing. Sure, 4 DTs will wreck a spore before spines can get to work, but it buys you the valuable time you need to get some units over there to deal with it.
pwnasaurus
Profile Joined August 2010
Canada190 Posts
Last Edited: 2010-12-30 10:18:15
December 30 2010 10:16 GMT
#11
A spore + 2 spines is good in the mid game, since he is almost certainly not going to be sending more than 1-2 DTs to a base at a time, and you'll be on max 3. Once you get to 4+ bases, you have more than enough gas to morph an overseer for each base, and drop 3 spines. That should fend off 95% of DT attacks. If he sends enough DTs to take down all of that, your amy will be there, and if you can wipe 4-5+ DTs with minimal losses, you will likely be able to counter and rape him, unless he's already super far ahead, and which point you've probably already lost.

All that being said, DTs are fucking hard to deal with. I lost a game earlier today to DTs - I scouted, but I blundered a little bit with him opening my backdoor on blistering and me not noticing it somehow (complete facepalm), then him sneaking in DTs. If DTs manage to take down 5-7 drones, or a hatch, in most cases you just lost the game. You need to be prepared, because if you're not DTs will end you.
ProtossGirl
Profile Joined December 2010
England123 Posts
December 30 2010 11:16 GMT
#12
Just another Gimmick of the non Zerg races :D.

Fortunately the advice here is pretty solid, i'll just add in my own take to it here.

On 2base your army is usually in position so i prefer to not get much Static D, however on the 3rd 4th/5th i always get those 2/3 spines + 1 spore crawler vs P
It's a pretty small mineral only cost 300-400 mins to have a very effective stalling method.. and since i'm usually mutaling vs P i have a few spare minerals unless i'm dead on with my injects and have a macro hatch.. floating 1k mins isn't uncommon for me at the 15 minute mark.. and that just happens to cover the static D for 4 bases.

At this stage in the game it becomes too much of a gamble to not invest in a good defence
Phwar Gate
andrewwiggin
Profile Joined September 2010
Australia435 Posts
December 30 2010 11:49 GMT
#13
Scout it obviously is the first best thing to do.

The second is build two SPORES at your mineral lines. (Not spine crawlers lol). And then you see them, you react with whatever forces are stationed nearest the mineral lines.

That always pisses me off when I get DTs only to find out that they've been blind countered. =/
WolfMother
Profile Joined October 2009
United States61 Posts
December 30 2010 11:57 GMT
#14
I do this all the time to zergs counter it the same way as it is countered in Brood Wars spore at every expo an maybe a spine so you can commit your amy somewhere else
Ghad
Profile Blog Joined April 2010
Norway2551 Posts
December 30 2010 11:58 GMT
#15
If the game is getting to a frantic stage where you have four expos and DT's are roaming about while you are trying to macro and fight at the same time, i say just suck it up and build spines and spores on every mineral line. If you invest like 800 minerals and some larva you will mostly be in a much safer position.

The spores are good at messing up his observers that are bound to be flying around as well.
forgottendreams: One underage girl, two drunk guys, one gogo dancer and starcraft 2. Apparently just another day in Europe.
KWest
Profile Joined September 2010
United States59 Posts
December 30 2010 12:24 GMT
#16
When you are on 4-5 bases and ever see twilight council, and they have at least 3 bases (with all 6 geysers) you should build 1 spore and 1-2 spine crawlers at each base that is naked. If the protoss is on 2 bases, you should be able to handle it even if they catch you off guard and go kill them.
OPSavioR
Profile Joined March 2010
Sweden1465 Posts
Last Edited: 2010-12-30 12:37:34
December 30 2010 12:37 GMT
#17
get a spine crawler and 1 spore crawler at each hatch. bw style.
i dunno lol
whomybuddy
Profile Joined August 2010
United States620 Posts
Last Edited: 2010-12-30 15:53:35
December 30 2010 15:51 GMT
#18
The easiest way to counter DT in mid game. Make 1spore+spire crawler at your mineral line. 1 Spore should cover your entire mineral line while 1 spire destroy that 1 DT.
Roaches all the way way way.
Jcuervo
Profile Joined September 2010
United States52 Posts
December 30 2010 16:06 GMT
#19
When u dt harass I usually send them in pairs. 2 dts kill spine or spore fast. So its better to have overseers since dts can't hit them. Like someone above said try to move in for the kill. Usually when my dts are exposed I just warp them and make archons. This is what you should be scarred of. Archons deal big splash damage vs bio. And can be good tanks. So watch out for this
InZil
Profile Joined September 2010
Canada57 Posts
Last Edited: 2010-12-30 19:08:24
December 30 2010 19:04 GMT
#20
If multiple bases are connected by a single choke, having an overseer over top of your army will shut down harass on many of your bases.

The commitment to a few Overseers to eliminate DTs is cost effective, and takes up no time in your queues. Just camp an overseer over top of each base and put down a couple spines, it'll pay for itself.

Fungal reveals DTs for 6 seconds. You can keep a couple burrowed around your base. Throw some eggs, fungal the DTs so they are not in range of anything important, and have at them.

You have 3-5 bases! Leave a couple mutas there, build more spines, advance your creep so that you can put spines so they protect multiple entrances, etc.

Dark Shrines take forever to build. Push in, and either take it out or kill him.

I've been way ahead and lost to this type of play before, it is very annoying, but you should have the income to deny it.

Edit:

If you can catch the first waves he may just abandon DTs for awhile. If I don't see much army I will usually get two overseers and scout with one, the other guards my chokes. I've won a lot of games because a pile of DTs walk through my army and insta-pop when they get within range of my overseer.
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