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[D] Are Zerg played the right way? - Page 5

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baKstaB
Profile Joined January 2011
3 Posts
January 12 2011 00:22 GMT
#81
The problem is the small maps in the map pool and the speed of zerg units off of creep. The fact that the expos are relatively close to the main means that even in the mid game an all in 2 base P or T is not vulnerable to an attack with mobility. So the only way you can live is to cut larve (=drones/economy) in order to survive this attack. Yes zerg can be aggressive late game but before that they will get crushed because their economy will fall behind due to lack of drones.
...Terran
FlayedOne
Profile Joined June 2009
Poland47 Posts
Last Edited: 2011-01-12 00:36:35
January 12 2011 00:27 GMT
#82
On January 12 2011 03:50 mathemagician1986 wrote:
I think you're not correct in your points either.

1) It's possible to harass with 6 lings, but they never ever manage to take a cyber core down. As soon as the protoss has 2 units (no matter which) he can scare them away. Sure, it might put him in a defensive mindset, but is that worth the huge economic loss you have by going a low economic build?

2) If you watch replays closely, you'll realise that even in hatch first builds a protoss will have an even (to start with higher) worker count as the zerg for a very long time. If a protoss does a fairly fast expand aswell, this trend reaches far into the mid game. A very early hatch is imperative for zerg, simply because they need the extra larvae to spend their money. And in most cases there is no reason not to take the hatch at the natural, so zergs just tend to FE whenever they can.

If you don't believe me, try comparing a 4 gating Protoss with a 1 basing zerg. The zerg will have no way the same production capabilities in eco/army as the protoss.

3) I agree with you here, speedlings are awesome with good positioning. I just think that banelings are very overrated, esp vs tanks/marines. A terran with good micro will target the advancing banelings and split his marines, so while the few banelings that actually make contact are indeed very cost effective, the loads that got sniped before they got there make banelings rather cost ineffective on average imo.


Okey, since we already broke it down:

1) Do I need to go "low economic build"? 11 pool is still more economic than Protoss not cutting probes constantly chronoing nexus... 2 zealots still cant leave the choke or they risk a runby. 2 Lots cost 200 to 150 cost of 6 lings = more minerals for drones - Zerg still comes out at the top.

2) When zerg goes hatch first he uses 300 minerals on a hatchery early on... it's pretty obsious why he's behind in drones compared to 1 basing protoss, right?

One basing zerg reaches saturation faster than 1 basing protoss, and once they both reach it, he gets equal unit production(income is the restricting factor). Since roaches > gateway units, one basing roach pumping zerg>4 gates. There is no contest. Tosses only can win, because zergs expand, or attack before saturation.

Try this.

3) Banelings are not overrated, people just tend to not use them in right amounts.a ball of banelings woth equall minerals+gas rolls over through everything without massed splash/FFs with some leftovers if the armies are big enough. People just tend to use them as an addition to mass lings. I rolled over 2x200 supply armies of standart compositions in 2v2s with 200 supply army of banelings that was worth less money than either of them more than once. Their effectivness kicks in when there is a lot of units though. In small amouns slings are great, so it evens out.

On January 12 2011 05:04 Zerokaiser wrote:
1. What good is that going to do? You get the cybercore's shield almost down and a second unit pops out. Harassment over.

2. Protoss is not significantly behind in workers for quite some time, and no, you can't match his unit production (especially if you make drones as well). There's not really any room for argument with the unit production thing...you just can't. I don't know what you're talking about.

3. Again, Speedlings are pretty cost effective against solitary units and units that suck against speedlings (Stalkers). As soon as there is a second zealot the cost-efficiency plummits (Speedlings are also terribly larvae-inefficient. I don't know why you would argue Zerg can maintain production against Protoss and then suggest speedlings.

If you think banelings are cost effective against Protoss...I don't know, you're just bad at math? It takes 5 banelings to kill a zealot, 250/125, and Zealots tend to spread decently in a Protoss army compared to a marine or something. Even if we say you avoided FF and the like and killed an awesome-case-scenario 4 Zealots, that's still 250/125 versus 400. It's 25 resources more, but it's 125 GAS. That is fucking important stuff for Zerg (and any race).
It's also pretty obvious you've never tried killing a Stalker with banelings.


1) You'd be surprised how quickly 6 lings can tear a cybercore down. Imagine 12 speedlings? Yes, zerg can get them and not be behind in drones compared to tosses probes. No, I don't know why they don't do it. Or maybe I do... Forge + Cannons renders those lings useless.

2) Ok, define 'unit production'. To me it's an ability to spend cash on army. To spend all of minerals of a saturated base on speedlings a zerg needs 2 hatches + 1 queen(550/100). That's fine. It's still less minerals spent on unit producing structures than a toss needs. A Toss goes 4 warpgates? Fine, he needs 800 mis+50 gas spent on gateways and cybercore + warpgate tech, while zerg needs to spend 500 on queen+roach warren+spawning pool. Throw in 100/100 for ling speed or 150/100 on lair and zerg is still ahead. Thanks to faster saturation zerg can also afford roach speed. Than a zerg can make 7 roaches every ~45 seconds which puts him equal or a bit better than 4 warpgating toss. Thanks to cost effectiveness of speed roaches against 4 warpgates, they're gonna own.

I honestly dont get the "matching unit production" bullshit. If you can spend resources with BETTER flexibility than your opponent(and zerg CAN! they can make all drones or all units for gods sake), and have a similar or better income(and zerg HAVE! they saturate faster!) Why would you supposedly be "unable to match others unit production"?

3) no, speedlings rape everything that doesn't have mass splash, or isn't in tight space. Zealots? They are NOT cost effecient against lings(another myth) unless you have upgrade advantage. Even big balls of lots lose to equall cost balls of lings. Speedlings may be larvae inefficient, but it's still only 1 hatch more needed(without queens) per saturated base. 4 hatches+queens is enough for 3x18 drones mining for pure speedling production, and when do you have more than 3 saturated bases? You'd lose because of lack of army supply(too much on drones). I wouldn't say "terribly". You can afford pure speedling + expand in a similar fashion to 3 warpgate expand. Do you call 3 warpgates inefficient because you can't spend all resources on units? Everything depends on what you're gonna do with the extras.

Banelings are great against all balls. It's not about "1 vs 1" math. It's about "try and attack one side of a protoss ball with speedlings, watch them use their FFs up, and then run from the other one with banes. Watch the ball evaporate. Rinse and repeat." Honestly. A Ball of stalkers loses to a ball of banes of equall cost by FAR. Same with marauders. The only things that can save them are long range splash and obstacles(natural and FFs).

You're right. I've never tried to kill 1 stalker with banelings - it's pointless. I did however run over a sentryless ball of stalkers, zealots and collosi with a ball of banelings many times.
Severedevil
Profile Blog Joined April 2009
United States4839 Posts
January 12 2011 01:39 GMT
#83
The Zerg early game (Queen, Speedling, Roaches, Banelings, Hatcheries that expand AND add production) is pretty amazing. I feel like it's actually Lair tech that lets them down, and I think that happens because most Zerg players aren't diligent enough with creep spreading (tumor AND overlord) or Contaminate. They're almost free to use (you'll need Overseers for detection, you really need Overlord Speed for scouting, and an extra Queen or two is great for combat) but take a lot of effort and discipline.

With proper creep, Queens are amazing combat units. Sick durability, ground attack similar to a roach (same DPS against armorless targets), 7 range air attack, 50-energy heal spell.
My strategy is to fork people.
Let it Raine
Profile Joined August 2010
Canada1245 Posts
January 12 2011 01:47 GMT
#84
you know whats fun about zerg

not being able to scout. You have to be playing clue and have a list of possibilities in which you cross off every time your opponent makes a mistake and allows you to gain any shred of intel. It's pretty fun having two overlords sitting just out of range of patrolling stalkers knowing that if you try to move in you wont see anything and will just be down 200 minerals and supply.

so since you can't actually scout and know things for sure, this makes playing defensive that much more ridiculous. The other two races can choose one of many 1 basing pushes.

and then any unit composition involving mech actually has no obvious answer... do you go roaches or do you go lings? armies of lings fall to every tank shot, but roaches end the same if you actually try to move forward and attack.

as a mediocre 2100 zerg my opinions are obviously incorrect at some level, but holy crap I just don't see how zerg is even with the other races at all. Most of my wins involve incredibly close, long games, where I have 15k more resources score. Mostly due to the part where zerg can't actually finish other races when they're massively ahead thanks to mass killers/ranged units and chokes.

Gotta wait for them to push out themselves and hope they quit/don't kill you with it.
Grandmaster Zerg x14. Diamond 1 LoL. MLG 50, Halo 3. Raine.
JQL
Profile Joined July 2010
United States214 Posts
Last Edited: 2011-01-12 02:08:29
January 12 2011 02:06 GMT
#85
On January 12 2011 10:47 Let it Raine wrote:
you know whats fun about zerg

not being able to scout. You have to be playing clue and have a list of possibilities in which you cross off every time your opponent makes a mistake and allows you to gain any shred of intel. It's pretty fun having two overlords sitting just out of range of patrolling stalkers knowing that if you try to move in you wont see anything and will just be down 200 minerals and supply.

so since you can't actually scout and know things for sure, this makes playing defensive that much more ridiculous. The other two races can choose one of many 1 basing pushes.

and then any unit composition involving mech actually has no obvious answer... do you go roaches or do you go lings? armies of lings fall to every tank shot, but roaches end the same if you actually try to move forward and attack.

as a mediocre 2100 zerg my opinions are obviously incorrect at some level, but holy crap I just don't see how zerg is even with the other races at all. Most of my wins involve incredibly close, long games, where I have 15k more resources score. Mostly due to the part where zerg can't actually finish other races when they're massively ahead thanks to mass killers/ranged units and chokes.

Gotta wait for them to push out themselves and hope they quit/don't kill you with it.


This. Too few aggressive options and too much stuff to defend.
no way
Alphasquad
Profile Joined August 2010
Austria505 Posts
January 12 2011 02:07 GMT
#86
zerg has to be played macro-based as you dont have anything for a good pressure early and the other civs strong defences and all your units besides speedlings are very slow off creep and you cannot spread creep fast enough

they also cannot tech as there is nothing that is strong in low numbers like banshees or voidrays - zerg needs mass
Severedevil
Profile Blog Joined April 2009
United States4839 Posts
Last Edited: 2011-01-12 02:19:48
January 12 2011 02:10 GMT
#87
On January 12 2011 10:47 Let it Raine wrote:
you know whats fun about zerg

not being able to scout.

What?

Zerg has Speedlings. Zerg has air faster than the other races. Zerg has creep tumors. Zerg has a 100/100 upgrade that allows Zerg ground units to watch an area invisibly. Zerg has a second 100/100 upgrade that turns ever Zerg farm into a legit flying scout, or a very fast 50/100 upgrade that turns just one into a flying detector. Zerg isn't hurting for scouts.

Yes, Terran gets to scout inside a base unpreventably at a much lower tech level, via floating buildings or comscan. But Protoss doesn't. And Terran makes up for it by having much slower air units than the Mutalisk or Phoenix.

Now, obviously if you're powering two base late Lair, you're relying on a large economy/military instead of tech, so you'll have less information. If you want more information, you'll have to accept a smaller economy or military to get your spotters out faster.

On January 12 2011 11:07 Alphasquad wrote:
they also cannot tech as there is nothing that is strong in low numbers like banshees or voidrays - zerg needs mass

Infestors.
My strategy is to fork people.
takingbackoj
Profile Joined December 2010
United States684 Posts
January 12 2011 02:25 GMT
#88
Interesting OP but I must say that with the wall off ability i really makes it difficult and somewhat all in to really commit to early pressure as zerg since you fall so far behind economically because of the fact that you can't make drones and units at the same time. Maybe Zerg players could start experimenting with commiting to heavier mid game pressure builds something a long the lines of attacking with a roach bane mix while getting your third or some type of fast ov drop play. Also it's kind of ridiculous that people are trying to make the case that as zerg its perfectly viable to drop an extra in base hatch prior to taking your natural. I bet you could'nt find 1 pro gamer who plays zerg or any race for that matter to agree with that statement. If you create one drone at a time and use the rest of your larva for units and ovies you would fall so far behind economically that any player decent at this game would crush whatever pressure you came with. Zerglings arent meant to walk over to your opponents base and win the game on their own and a 1 base roach build against anyone higher than silver should never work based on the fact that your opponent knows what scouting is. The game isn't terribly imbalanced but to say you can play zerg just like terran or protoss is the most ridiculous thing I have ever heard of. And if you think that one base zerg could beat a 1 base terran or toss then you obviously don't play or watch the game to often.
Get the hell outta here Der Beek, your'e ruining my moment.
charlie420247
Profile Joined November 2009
United States692 Posts
January 12 2011 03:10 GMT
#89
[/QUOTE]

2) Poor macro
Like i mentioned earlier, this assumes no lost larva due to bad macro. If P misses a chronoboost, their units are delayed- if Z misses a larva, their unit is lost. Most Zs probably require the extra hatch due to imperfections in macro.



[/QUOTE]

ok first to the guy who posted tihs crap. zerg players everywhere dont unanimously decide they are all gonna take early expansions because they have crap macro. if you truly believe this shit you posted your an idiot. zergs get the fast extra hatch because they NEEEEEED that larva. and they NEEEED that extra economy to hold off any 1 base timing attack such as 4 gate or an mmm timing push. the only time they DONT need that larva and eco is when they plan to end the game BEFOR that big one base timing attack. IE baneling bust.

god people are dense. OF COURSE you can be aggressive with zerg on one base. only thing is its nearly impossible to break a wall due to zealots pwning lings in a choke, forcefields, cannons tanks marines in bunkers and barracks walls.

however if the terran or toss expands super early you might be able to apply pressure if you catch on early enough and might even be able to win the game right there. however even in this situation your going pretty allin because if you dont do enough damage your gonna be on one base against 2 base and thus, you get fucked.
there are 10 types of people in this world, those who understand binary and those who dont.
charlie420247
Profile Joined November 2009
United States692 Posts
January 12 2011 03:16 GMT
#90
On January 12 2011 09:27 FlayedOne wrote:
Show nested quote +
On January 12 2011 03:50 mathemagician1986 wrote:
I think you're not correct in your points either.

1) It's possible to harass with 6 lings, but they never ever manage to take a cyber core down. As soon as the protoss has 2 units (no matter which) he can scare them away. Sure, it might put him in a defensive mindset, but is that worth the huge economic loss you have by going a low economic build?

2) If you watch replays closely, you'll realise that even in hatch first builds a protoss will have an even (to start with higher) worker count as the zerg for a very long time. If a protoss does a fairly fast expand aswell, this trend reaches far into the mid game. A very early hatch is imperative for zerg, simply because they need the extra larvae to spend their money. And in most cases there is no reason not to take the hatch at the natural, so zergs just tend to FE whenever they can.

If you don't believe me, try comparing a 4 gating Protoss with a 1 basing zerg. The zerg will have no way the same production capabilities in eco/army as the protoss.

3) I agree with you here, speedlings are awesome with good positioning. I just think that banelings are very overrated, esp vs tanks/marines. A terran with good micro will target the advancing banelings and split his marines, so while the few banelings that actually make contact are indeed very cost effective, the loads that got sniped before they got there make banelings rather cost ineffective on average imo.


Okey, since we already broke it down:

1) Do I need to go "low economic build"? 11 pool is still more economic than Protoss not cutting probes constantly chronoing nexus... 2 zealots still cant leave the choke or they risk a runby. 2 Lots cost 200 to 150 cost of 6 lings = more minerals for drones - Zerg still comes out at the top.

2) When zerg goes hatch first he uses 300 minerals on a hatchery early on... it's pretty obsious why he's behind in drones compared to 1 basing protoss, right?

One basing zerg reaches saturation faster than 1 basing protoss, and once they both reach it, he gets equal unit production(income is the restricting factor). Since roaches > gateway units, one basing roach pumping zerg>4 gates. There is no contest. Tosses only can win, because zergs expand, or attack before saturation.

Try this.

3) Banelings are not overrated, people just tend to not use them in right amounts.a ball of banelings woth equall minerals+gas rolls over through everything without massed splash/FFs with some leftovers if the armies are big enough. People just tend to use them as an addition to mass lings. I rolled over 2x200 supply armies of standart compositions in 2v2s with 200 supply army of banelings that was worth less money than either of them more than once. Their effectivness kicks in when there is a lot of units though. In small amouns slings are great, so it evens out.

Show nested quote +
On January 12 2011 05:04 Zerokaiser wrote:
1. What good is that going to do? You get the cybercore's shield almost down and a second unit pops out. Harassment over.

2. Protoss is not significantly behind in workers for quite some time, and no, you can't match his unit production (especially if you make drones as well). There's not really any room for argument with the unit production thing...you just can't. I don't know what you're talking about.

3. Again, Speedlings are pretty cost effective against solitary units and units that suck against speedlings (Stalkers). As soon as there is a second zealot the cost-efficiency plummits (Speedlings are also terribly larvae-inefficient. I don't know why you would argue Zerg can maintain production against Protoss and then suggest speedlings.

If you think banelings are cost effective against Protoss...I don't know, you're just bad at math? It takes 5 banelings to kill a zealot, 250/125, and Zealots tend to spread decently in a Protoss army compared to a marine or something. Even if we say you avoided FF and the like and killed an awesome-case-scenario 4 Zealots, that's still 250/125 versus 400. It's 25 resources more, but it's 125 GAS. That is fucking important stuff for Zerg (and any race).
It's also pretty obvious you've never tried killing a Stalker with banelings.


1) You'd be surprised how quickly 6 lings can tear a cybercore down. Imagine 12 speedlings? Yes, zerg can get them and not be behind in drones compared to tosses probes. No, I don't know why they don't do it. Or maybe I do... Forge + Cannons renders those lings useless.

2) Ok, define 'unit production'. To me it's an ability to spend cash on army. To spend all of minerals of a saturated base on speedlings a zerg needs 2 hatches + 1 queen(550/100). That's fine. It's still less minerals spent on unit producing structures than a toss needs. A Toss goes 4 warpgates? Fine, he needs 800 mis+50 gas spent on gateways and cybercore + warpgate tech, while zerg needs to spend 500 on queen+roach warren+spawning pool. Throw in 100/100 for ling speed or 150/100 on lair and zerg is still ahead. Thanks to faster saturation zerg can also afford roach speed. Than a zerg can make 7 roaches every ~45 seconds which puts him equal or a bit better than 4 warpgating toss. Thanks to cost effectiveness of speed roaches against 4 warpgates, they're gonna own.

I honestly dont get the "matching unit production" bullshit. If you can spend resources with BETTER flexibility than your opponent(and zerg CAN! they can make all drones or all units for gods sake), and have a similar or better income(and zerg HAVE! they saturate faster!) Why would you supposedly be "unable to match others unit production"?

3) no, speedlings rape everything that doesn't have mass splash, or isn't in tight space. Zealots? They are NOT cost effecient against lings(another myth) unless you have upgrade advantage. Even big balls of lots lose to equall cost balls of lings. Speedlings may be larvae inefficient, but it's still only 1 hatch more needed(without queens) per saturated base. 4 hatches+queens is enough for 3x18 drones mining for pure speedling production, and when do you have more than 3 saturated bases? You'd lose because of lack of army supply(too much on drones). I wouldn't say "terribly". You can afford pure speedling + expand in a similar fashion to 3 warpgate expand. Do you call 3 warpgates inefficient because you can't spend all resources on units? Everything depends on what you're gonna do with the extras.

Banelings are great against all balls. It's not about "1 vs 1" math. It's about "try and attack one side of a protoss ball with speedlings, watch them use their FFs up, and then run from the other one with banes. Watch the ball evaporate. Rinse and repeat." Honestly. A Ball of stalkers loses to a ball of banes of equall cost by FAR. Same with marauders. The only things that can save them are long range splash and obstacles(natural and FFs).

You're right. I've never tried to kill 1 stalker with banelings - it's pointless. I did however run over a sentryless ball of stalkers, zealots and collosi with a ball of banelings many times.


dude you are tripping balls and playing noobs if they let you take out thier 200/200 army of toss metal with pure banelings. ALSO how the fuck did you afford this. did they just let you expand 20 times befor they moved out with there 200 army. did they micro????
there are 10 types of people in this world, those who understand binary and those who dont.
Severedevil
Profile Blog Joined April 2009
United States4839 Posts
January 12 2011 03:26 GMT
#91
Banelings are actually the most expensive per Supply in SC2. For supply, they're insanely powerful.
My strategy is to fork people.
Lobotomist
Profile Joined May 2010
United States1541 Posts
January 12 2011 03:39 GMT
#92
Yes, zerg are being played the right way. In some matchups (mostly ZvT) zerg can't be that aggressive without being all-in. However, you can definitely aggress in ZvP, though generally the protoss player gets the first round of aggression. It often breaks down like this:

Protoss pressures with gateway units
Zerg pressures with speed roaches
Protoss pressures with gateway units + immortals
Zerg pressures with roaches + hydras
Protoss pressures with gateway units + immortals + collosi
Zerg pressures with roaches + hydras + corruptors

etc.
Teching to hive too quickly isn't just a risk: it's an ultrarisk
ipwnN00bz
Profile Joined October 2010
United States42 Posts
Last Edited: 2011-01-12 03:41:12
January 12 2011 03:40 GMT
#93
On January 12 2011 12:10 charlie420247 wrote:


2) Poor macro
Like i mentioned earlier, this assumes no lost larva due to bad macro. If P misses a chronoboost, their units are delayed- if Z misses a larva, their unit is lost. Most Zs probably require the extra hatch due to imperfections in macro.



[/QUOTE]

ok first to the guy who posted tihs crap. zerg players everywhere dont unanimously decide they are all gonna take early expansions because they have crap macro. if you truly believe this shit you posted your an idiot. zergs get the fast extra hatch because they NEEEEEED that larva. and they NEEEED that extra economy to hold off any 1 base timing attack such as 4 gate or an mmm timing push. the only time they DONT need that larva and eco is when they plan to end the game BEFOR that big one base timing attack. IE baneling bust.

god people are dense. OF COURSE you can be aggressive with zerg on one base. only thing is its nearly impossible to break a wall due to zealots pwning lings in a choke, forcefields, cannons tanks marines in bunkers and barracks walls.

however if the terran or toss expands super early you might be able to apply pressure if you catch on early enough and might even be able to win the game right there. however even in this situation your going pretty allin because if you dont do enough damage your gonna be on one base against 2 base and thus, you get fucked.
[/QUOTE]

You obviously didnt read the post - the point was 1 hatch with a queen can match 4 gateways (or 4 raxes for that matter) in terms of larva - so if you NNEEEEEEDD the larva in the early game then there are other issues at play - the most likely being you arent getting 100% of the potential larva because of macro.
Sablar
Profile Blog Joined December 2010
Sweden880 Posts
January 12 2011 04:04 GMT
#94
Zerg always defending the early game becomes boring I think. It seems like I either loose to some early pressure or I win because I held it.

I'm not really sure what else Z can do. 1 base zerg timing attack into expand? I don't know, maybe it can be done, but it does strike me as very all-in.
charlie420247
Profile Joined November 2009
United States692 Posts
Last Edited: 2011-01-12 05:22:38
January 12 2011 05:17 GMT
#95
On January 12 2011 13:04 Sablar wrote:
Zerg always defending the early game becomes boring I think. It seems like I either loose to some early pressure or I win because I held it.

I'm not really sure what else Z can do. 1 base zerg timing attack into expand? I don't know, maybe it can be done, but it does strike me as very all-in.


thats because typically that pressure is a one base all in or some sort of banshee rush cheese. if you hold it they are one base with crap production and eco while you are on two about to take a third. IE youve won.

also to ipwnnoobs, you may be able to match production of a 4 gate with one base as zerg but if they wait to attack or just expand and contain you, there units are more cost efficient than yours. its inanely hard to win in a strait up fight like that, also you need 2 bases to support tech that will keep you from dieing to void rays, tanks, and other big juicy units that lings and roaches simply cant tackle.

again ill repeat. the only reason you would ever wanna stay on one base as zerg is if you wanted to take advantage of some super weak point. this is called a timing attack, and you would definately need it to hit befor there army got to critical mass. lings can tackle stalkers in small numbers, in large numbers lings become completely inefective.
there are 10 types of people in this world, those who understand binary and those who dont.
Adeeler
Profile Blog Joined June 2009
United Kingdom764 Posts
Last Edited: 2011-01-12 05:42:38
January 12 2011 05:32 GMT
#96
More burrowed blings v Terran to force raven is the only glaring change that should be made imo. That and going drops.

Zergs are behind if they don't expand and t or p turtle that's just life; but don't try and say one base zerg can win on its own merits its nearly impossible without huge errors from your opponent
hizBALLIN
Profile Joined June 2010
United States163 Posts
January 12 2011 05:45 GMT
#97
On January 12 2011 10:47 Let it Raine wrote:
you know whats fun about zerg

not being able to scout. You have to be playing clue and have a list of possibilities in which you cross off every time your opponent makes a mistake and allows you to gain any shred of intel. It's pretty fun having two overlords sitting just out of range of patrolling stalkers knowing that if you try to move in you wont see anything and will just be down 200 minerals and supply.

so since you can't actually scout and know things for sure, this makes playing defensive that much more ridiculous. The other two races can choose one of many 1 basing pushes.

and then any unit composition involving mech actually has no obvious answer... do you go roaches or do you go lings? armies of lings fall to every tank shot, but roaches end the same if you actually try to move forward and attack.

as a mediocre 2100 zerg my opinions are obviously incorrect at some level, but holy crap I just don't see how zerg is even with the other races at all. Most of my wins involve incredibly close, long games, where I have 15k more resources score. Mostly due to the part where zerg can't actually finish other races when they're massively ahead thanks to mass killers/ranged units and chokes.

Gotta wait for them to push out themselves and hope they quit/don't kill you with it.



In my opinion, a lot of mid-to-low level Zerg don't have competent knowledge of Zerg's timings in certain matchups. In all matchups, Ling Speed is the first critical timing, and all players should be aware of that. In ZvP, the next critical timing should be burrow (for your roaches) followed by Hydra range and then your spire. Knowing all of those timings, if executed properly, are large windows for aggression, your oppurtunities for aggression become pretty apparent.

In ZvT, after ling speed, your baneling nest finishing is the next obvious timing, followed by either Baneling speed, Roach Warren/Speed or a Spire. After that, it should be your Pathogen glands finishing, followed by your Greater Spire completing. The obvious potential timings for aggression here are pretty obvious, try to frame your ZvT around those timings and you'll have a better idea of the weaknesses and transition timings of your builds are, and they should also help you know what to look for when you scout.

ZvZ is pretty grab bag, but any Zerg player wishing to be considered knowledgable should know the timings to +1 speedlings, Speed/Banelings, Speed Roach w/+1 (and potentially burrow), and fast Muta.

As far as Overseers, in ZvP I spend that on the next 100 gas I get after Burrow and Speed are purchased for my roaches, provided I'm not getting pressured immensely at my front. Diligence is making an overseer has one me many games from the Hydra+1 range timing of my build simply because I could delay collosus so effectively or keep his stalkers inside his base well enough that he didn't feel like expanding was an option.

What I'm saying is think critically of the timings in your build and everything else should seem obvious.
That which is overdesigned, too highly specific, anticipates outcomes; the anticipation of outcome guarantees, if not failure, the absence of grace.
dotZero
Profile Joined September 2010
United States66 Posts
January 12 2011 05:57 GMT
#98
I'm actually going to be super excited to see Zerg playstyles evolve over time.
It will actually be like Zerg has different broods. IICR, each brood in BW lore had it's own way of doing things, based on the cerebrate controlling it.

Although, I guess cerebrates don't really exist anymore.

But as of now, I think the way the majority of Zergs play (macro/defensive) is the right reaction to the current style of play from P and T.
khazgore
Profile Joined November 2010
Norway104 Posts
January 12 2011 09:46 GMT
#99
well as a medium-high diamond protoss player i decided to give zerg a little try some days ago and after like 5-6 matches i soon found out that i would not be able to play zerg at the same level as i did with Protoss, if i did 1 scouting mistake in the start failing to analyze what was coming i would lose. if i droned up a little to much i would lose.

1 gas 4 gate hitting around 5.50-6.00 are unbeatable without spinecrawlers. 3gate blinkstalkers are worse.

my apm almost doubled when playing zerg and still i couldnt get my creep spread-larva injecting-zergeling runaround and overlord scouting perfect.

i am not saying zerg is underpowered. but i just get so many undeserved victorys against zergs on the ladder when playing protoss. i think the main problem with zerg is their early game they have to expand. and you dont get alot of units to defend it with.

i would like to see Spinecrawler building time decreased and either giving queen a stronger anti air attack maybe letting them being able to beat a voidray-banshee 1v1 or making the spore crawler only require a spawning pool. well probably this is bad suggestions but it would help their early game without making their middle-late game better which is now fine.

sorry my bad english
Hurkyl
Profile Joined October 2010
304 Posts
January 12 2011 11:14 GMT
#100
On January 12 2011 13:04 Sablar wrote:
Zerg always defending the early game becomes boring I think. It seems like I either loose to some early pressure or I win because I held it.

I'm not really sure what else Z can do. 1 base zerg timing attack into expand? I don't know, maybe it can be done, but it does strike me as very all-in.

It would help not to fix on a specific plan at the start of the game.

Practice the timing attack a lot to be good at it and learn what it's good against -- and more importantly how to recognize early on what your attack is good against.

Then once you have that experience, choose a build that lets you transition into your timing attack when it would work, but lets you do other things against other builds.
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