[D] Are Zerg played the right way? - Page 5
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baKstaB
3 Posts
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FlayedOne
Poland47 Posts
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
United States4839 Posts
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. | ||
Let it Raine
Canada1245 Posts
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. | ||
JQL
United States214 Posts
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. | ||
Alphasquad
Austria505 Posts
they also cannot tech as there is nothing that is strong in low numbers like banshees or voidrays - zerg needs mass | ||
Severedevil
United States4839 Posts
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. | ||
takingbackoj
United States684 Posts
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charlie420247
United States692 Posts
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. | ||
charlie420247
United States692 Posts
On January 12 2011 09:27 FlayedOne wrote: 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. 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???? | ||
Severedevil
United States4839 Posts
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Lobotomist
United States1541 Posts
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. | ||
ipwnN00bz
United States42 Posts
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
Sweden880 Posts
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
United States692 Posts
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. | ||
Adeeler
United Kingdom764 Posts
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
United States163 Posts
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. | ||
dotZero
United States66 Posts
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
Norway104 Posts
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
304 Posts
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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