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On December 23 2011 19:27 VoirDire wrote:Show nested quote +On December 23 2011 18:43 Sacred Reich wrote: Hey I just recently acquired SC2 and picked Zerg as my race. I quickly completed the campaign and did the Zerg challenge missions. I don't really care about the rest.
I have an account given to me that is Diamond. So I obviously cannot search games because I will just lose. So I'm playing vs a.i. and a masters zerg whenever he is on.
+ Why is it that when I 15 hatch vs medium ai, I always lose my hatchery? They come with such a large force and most of the time I have nothing. Even if I do fend it off, it's only because I made a tonne of lings anticipating the attack to make the 15 hatch not that economical.
+ Why are roaches so bad? Anytime I go roach vs medium a.i. solo or co-operative vs Hard a.i, it's a swift rape. I go mutaling now, it's not that great but I have a better chance of winning.
+ How do I get better? Should I lose a tonne of games on the account that I have, keep trying to play obs games or play solo vs hard ai?
+ Can Zerg 1 base and expand on a push? Or must we always fe? Don't play vs AI if you want to improve. Play ladder and view those first games as an opportunity to learn what you need to work on the most. Try to copy some solid builds for each match up.
Basically this. You won't learn sc2 by playing to the ai's builds, because they're all incredibly specific or overly strong rushes (and the ai is dumb). Watch replays, pro games, and look up threads marked with [G] here on TL, copy those builds, and execute them against actual people, and analyze your replays.
Start playing against people in customs if you're not confident in laddering at diamond right away, and/or find a practice partner via the stickied practice partner thread.
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What is the better base taking pattern as Zerg in the different matchups? taking a fast third, and waiting with the 4rth and 5th untill your main an nat are almost mined out, or delaying the third in favour of doubleexpanding, so you get the third and fourth at around the same time (following up with an even later 5th and 6th)?
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On December 23 2011 20:29 immanentblue wrote: What is the better base taking pattern as Zerg in the different matchups? taking a fast third, and waiting with the 4rth and 5th untill your main an nat are almost mined out, or delaying the third in favour of doubleexpanding, so you get the third and fourth at around the same time (following up with an even later 5th and 6th)? Generally you should just expand as fast as possible while staying safe. If you don't have enough drones to saturate all bases, then just use the expansions as macro hatches, or spread out your drones very thinly (So you won't end up mining out any base soon)
Remember hatcheries aren't just there for income, they also produce your units, so if money and safety allows, theres no reason not to expand I'd say.
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*)Is there a good agressive answer as Zerg to a Toss FFE build on maps like Shakuras? *)Is there a way to break Ghost/Tank as Zerg if I failed to stop the oponent from getting there?
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zvp TDA
protoss builds 3 pylons + cannon inbetween main and hatch, what the fuck are you supposed to do? what kind of joke is this?
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On December 23 2011 21:13 Vei wrote: zvp TDA
protoss builds 3 pylons + cannon inbetween main and hatch, what the fuck are you supposed to do? what kind of joke is this? Just don't let them do it. Put a Drone in the gap where the Pylons go and put it on hold position while the Probe is in your base.
If you do get Pylon blocked, there are a lot of possible responses. The one that works best in my experience is to build a spine crawler, knock down the Pylons, and then expand and play more or less normally from there. The Protoss has invested 450 mins in delaying your expansion, so you don't end up as far behind from this as you feel. You do end up behind, though, so it's better to just not let your opponent do it.
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On December 23 2011 21:12 FoxSpirit wrote: *)Is there a good agressive answer as Zerg to a Toss FFE build on maps like Shakuras? I would say no. Any really aggressive response off of two bases is going to rely on the Protoss messing up his defense, because FFE is pretty well timed out these days and the natural on Shakuras is so easy to defend. I think this is a map where responding to an FFE with a fast third or Mutalisks is your best bet.
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On December 23 2011 21:13 Vei wrote: zvp TDA
protoss builds 3 pylons + cannon inbetween main and hatch, what the fuck are you supposed to do? what kind of joke is this?
Did you hatch first? You should have an overlord overlooking the natural and a drone patrolling the entrance or on the probe, immediately. If he got up the 3 pylons you've already lost/are severely disadvantaged.
If you really want to play it out, just spread creep and bust out with a spinecrawler.
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How do you scout the blue flame hellion + marines allin Mvp did to Stephano in the Blizzard invitational? I encountered it 3 times already yesterday and it's really hard to scout. I tried sacrificing an overlord but they have marines to deny it, you can't get out of your natural to scout because of hellions, and it looks like a standard hellion expand until they show up with 10 marines and as much hellions.
edit : spelling
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On December 23 2011 21:40 NeonFox wrote: How do you scout the blue flame hellion + marines allin Mvp did to Stephano in the Blizzard invitational? I encountered it 3 times already yesterday and it's really hard to scout. I tried sacrificing an overlord but they have marines to deny it, you can't get out of your natural to scout because of hellions, and it looks like a standard hellion expand until they show up with 10 marines and as much hellions.
edit : spelling
You probably want to ask about this in a [H] thread with a replay and everything, because there's no specific advice for this besides: make a sim city if you scout hellions, build some spines to cover your chokes. This is just basic hellion defence and is going to help you against blueflame as well. Oh, and build some extra queens.
But really, you need to get specific advice on this via a different thread.
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On December 23 2011 21:50 Vod.kaholic wrote:Show nested quote +On December 23 2011 21:40 NeonFox wrote: How do you scout the blue flame hellion + marines allin Mvp did to Stephano in the Blizzard invitational? I encountered it 3 times already yesterday and it's really hard to scout. I tried sacrificing an overlord but they have marines to deny it, you can't get out of your natural to scout because of hellions, and it looks like a standard hellion expand until they show up with 10 marines and as much hellions.
edit : spelling You probably want to ask about this in a [H] thread with a replay and everything, because there's no specific advice for this besides: make a sim city if you scout hellions, build some spines to cover your chokes. This is just basic hellion defence and is going to help you against blueflame as well. Oh, and build some extra queens. But really, you need to get specific advice on this via a different thread.
Hmm I already cover chokes with spines and wall with an evo. I need to tinker on the third queen timing though, I'll make a thread if I still have trouble thank you for your advice.
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TheSituation http://www.gamereplays.org/starcraft2/replays.php?game=33&show=details&id=247244
Drives me mad - I CANNOT beat a protoss my all in 1:1:1 succeeds - this game it didnt, so i started to macro, but i just cannot beat storms, i was 3:3 upgraded - he was 3 / 2 yet my troops just get massacred in the storms - its so unbelivably OP. I am not good enough with ghosts to ensure emps hit, so dont tend to use them. The game shouldnt be decided upon the 5 second micro ability of a player at macro level, which it is if the answer is simply emp the high templars.
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On December 23 2011 22:52 renegadeandy wrote:TheSituation http://www.gamereplays.org/starcraft2/replays.php?game=33&show=details&id=247244Drives me mad - I CANNOT beat a protoss my all in 1:1:1 succeeds - this game it didnt, so i started to macro, but i just cannot beat storms, i was 3:3 upgraded - he was 3 / 2 yet my troops just get massacred in the storms - its so unbelivably OP. I am not good enough with ghosts to ensure emps hit, so dont tend to use them. The game shouldnt be decided upon the 5 second micro ability of a player at macro level, which it is if the answer is simply emp the high templars. Do you have a simple question? Or you just wanted to complain that it's hard to beat HTs if you refuse to make Ghosts?
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hello guys, I looked at the last 2 pages of strategy and couldnt find what i wanted and figured going back more would be possibly irrelevant due to patches and new strategies/meta. My question is about what unit composition I should aim for in ZvP when P has 1 and 2:
1- 6 collos, 6 sentries (lets say with 1 set of force fields as in I can pull back and possibly lose some stuff once),20 stalkers, 8 HT,10 zlots
2- 8 archons, 25 stalkers, 8 HT, 15 zlots
and in both cases, he can wrap in 8-10 stalkers close to battle as armies are trading.
thx
edit: oh ya, and what are some of the ways to free up food (most dmg to P).
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In PvT, after I get my initial 2 immortals/3 colossi out of my robo, should I keep making immortals or let it sit idle? This is assuming 3base vs 3base.
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On December 23 2011 23:14 Mzh wrote: In PvT, after I get my initial 2 immortals/3 colossi out of my robo, should I keep making immortals or let it sit idle? This is assuming 3base vs 3base.
it would depend on his unit composition id say.
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On December 23 2011 22:52 renegadeandy wrote:TheSituation http://www.gamereplays.org/starcraft2/replays.php?game=33&show=details&id=247244Drives me mad - I CANNOT beat a protoss my all in 1:1:1 succeeds - this game it didnt, so i started to macro, but i just cannot beat storms, i was 3:3 upgraded - he was 3 / 2 yet my troops just get massacred in the storms - its so unbelivably OP. I am not good enough with ghosts to ensure emps hit, so dont tend to use them. The game shouldnt be decided upon the 5 second micro ability of a player at macro level, which it is if the answer is simply emp the high templars.
I'm on my phone atm so I can't check the replay, but this seems to be the regular T complaint; you can't beat my 200/200 T3 army with your 200/200 T1 army. Stop trying, tech up, get ghosts, thors and BCs.
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On December 23 2011 23:11 Ata wrote: hello guys, I looked at the last 2 pages of strategy and couldnt find what i wanted and figured going back more would be possibly irrelevant due to patches and new strategies/meta. My question is about what unit composition I should aim for in ZvP when P has 1 and 2:
1- 6 collos, 6 sentries (lets say with 1 set of force fields as in I can pull back and possibly lose some stuff once),20 stalkers, 8 HT,10 zlots
2- 8 archons, 25 stalkers, 8 HT, 15 zlots
and in both cases, he can wrap in 8-10 stalkers close to battle as armies are trading.
thx
edit: oh ya, and what are some of the ways to free up food (most dmg to P).
I'd say you want Broodlords and Infestors in both of those situations.
As for your final question, if your floating money and your on 3 bases 200 food, double expand and make a bunch of spines. You can try for things like Infestor harass, small drops and run-bys to force them to go all-in into your spine broodlord fungal wall
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Are all spawns possible on Entombed Valley?
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On December 23 2011 21:13 Vei wrote: zvp TDA
protoss builds 3 pylons + cannon inbetween main and hatch, what the fuck are you supposed to do? what kind of joke is this?
Do as CatZ does - take your scouting probe and proxy hatch in their main, and once the pylons complete and he starts building cannons cancel the hatch at your natural and build a 2nd proxy outside their cannon wall. Lair tech asap, lings at the inside proxy (if possible), hydras (w/range) at the outside proxy.
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