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Forum Index > StarCraft 2 Strategy
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Chutoro
Profile Joined January 2011
New Zealand95 Posts
December 28 2011 03:24 GMT
#10141
On December 28 2011 06:53 Tobias wrote:
And another question: In bronze, it's quite rare that zerg players actually have any presence on the map, which makes it a bit difficult to move around picking things off in order to force units. Are there any more ways to take advantage of this other than building pylons everywhere?


Just take your army and attack them.

Zerg players can't drone up heavily and delay army production without having good scouting info and map vision to give them as much advance warning as possible of any attack (so that they can make units and/or spines in time to deal with it). Any Zerg player that drones up blindly risks losing the game outright if attacked, as they won't have enough time to make units for defense.

Kambing
Profile Joined May 2010
United States1176 Posts
December 28 2011 04:33 GMT
#10142
On December 28 2011 11:52 Mozdk wrote:
This might be a stupid question, but I am in doubt:

If I have upgraded shields, will fungal do less damage to me?


No. In general spell damage is not mitigated by armor or shields.
Womb
Profile Joined May 2011
68 Posts
December 28 2011 05:14 GMT
#10143
Zerg Saturation for ONE base. How many drones? I (T)Always thought it was three rows, but reading ONE of (Z)Destiny'(T)S blogs, he says two rows + 4 drones. (P)Which is right?
Salivanth
Profile Blog Joined October 2010
Australia1071 Posts
December 28 2011 07:33 GMT
#10144
I believe saturation, for any race, is 24 workers per base.

My question: As Protoss, how should I counter a Marine-Thor composition in the mid-game? I had no idea how to really fight it and just died when he got to the 4+ Thor point. I might have been able to just win if I hadn't screwed up earlier in the game, but I might fight that comp again someday without the same window of opportunity.
<@Wikt> so you are one of those nega-fans <@Wikt> that hates the company that makes a game and everything they stand for <@Wikt> but still plays the game <@Wikt> (like roughly 30% of blizzard's player base, maybe much more...)
neoghaleon55
Profile Blog Joined August 2010
United States7435 Posts
December 28 2011 07:55 GMT
#10145
ZvP: What's the correct unit composition to deal with Archon, Zealot, Immortal 2 base push?

Would roach hydra be better?
Or roach infestor?
moo...for DRG
Ravomat
Profile Joined September 2010
Germany422 Posts
December 28 2011 08:01 GMT
#10146
On December 28 2011 16:33 Salivanth wrote:
I believe saturation, for any race, is 24 workers per base.

My question: As Protoss, how should I counter a Marine-Thor composition in the mid-game? I had no idea how to really fight it and just died when he got to the 4+ Thor point. I might have been able to just win if I hadn't screwed up earlier in the game, but I might fight that comp again someday without the same window of opportunity.


Saturation also depends on how far the minerals are away from your nexus/hatch/cc. Generally you'll want 2 workers on the patches closest to your main/expo and 3 on the ones that are farther away. I prefer 20 workers, too. It feels like the extra 4 workers (for a total of 24) aren't worth it.


Against marine/thor you want to have 1-2 colossus, a ton of zealots, 1 or 2 guardian shields and 2-4 immortals. What you don't want is stalkers and a lot of sentries (stop at 2-4 if you know he rushes thors). Of course a +1 armor is never wrong against a lot of marines.
That's my personal preference, I'm sure others would tell you something slightly different.
TheManInBlack
Profile Blog Joined December 2011
Nigeria266 Posts
December 28 2011 08:11 GMT
#10147
I want to play 1 base Zerg and then expand after I do an attack/push. I think it is a safer more micro orientated build. I'm a WC3 player so I really don't give a shit about expanding unless I have to.

I tried this for the first time yesterday, bear in mind I only just got this game and I'm learning.

I did a 15 hatch 15 pool 15 gas. The hatch was a macro, 2 queens and then I pumped out roaches. I was vs terran on metalopolis, some diamond player in obs. By the time I got to his base he already had a CC up but no workers there. Still, he had enough MM to fend off my attack. So this was when I expanded. I then droned up and got killed. I friggin hate 'droning up'.

At what drone supply can I keep pumping out roaches to make a good push? Because I started making them at around 18 supply of drones. When do I upgrade my hatchery?

And don't tell me to play like every other zerg does because that's not why I bought this game, thank you.
Arolis
Profile Joined October 2010
United States496 Posts
December 28 2011 08:11 GMT
#10148
On December 28 2011 14:14 Womb wrote:
Zerg Saturation for ONE base. How many drones? I Always thought it was three rows, but reading ONE of Destiny'S blogs, he says two rows + 4 drones. Which is right?

Max saturation for any race is 3 workers per mineral patch and 3 on each gas. Maximum mining efficiency for any race is 2 workers per mineral patch and 3 on each gas. Zerg should rarely have max saturation on a base before taking another base. I haven't read the blog, but I'm assuming Destiny's idea is to have maximum efficiency in mining plus a couple extra to build tech, build emergency defense or have a couple extra drones for a drone transfer to a new base.
mixXanber
Profile Joined November 2010
United States96 Posts
December 28 2011 08:21 GMT
#10149
How do I place my buildings when I FFE on entombed
Kaitlin
Profile Joined December 2010
United States2958 Posts
December 28 2011 08:25 GMT
#10150
On December 28 2011 14:14 Womb wrote:
Zerg Saturation for ONE base. How many drones? I (T)Always thought it was three rows, but reading ONE of (Z)Destiny'(T)S blogs, he says two rows + 4 drones. (P)Which is right?


In addition to the explanation above, remember the two rows, plus 4 is actually plus 6, since 2 are always in gas, therefore it's 16 on minerals and 6 in gas. Income will increase with the addition of a couple more drones, but not as much as they will generate at an additional base having less than 16 on minerals.
RedHaZard
Profile Blog Joined April 2011
Australia56 Posts
December 28 2011 09:24 GMT
#10151
Does anyone know if the free name change,
given out by blizzard applys to both the NA
and SEA server or just one?

Hope this isnt the wrong forum
It's time to kick ass and chew bubble gum and I'm all outa gum, Sincerely (IdraX)
Nate.F
Profile Joined April 2011
918 Posts
December 28 2011 10:18 GMT
#10152
On December 28 2011 18:24 RedHaZard wrote:
Does anyone know if the free name change,
given out by blizzard applys to both the NA
and SEA server or just one?

Hope this isnt the wrong forum

applies to both servers. i've used them once on each server
kyllinghest
Profile Joined December 2011
Norway1607 Posts
December 28 2011 10:42 GMT
#10153
On December 28 2011 17:11 Sacred Reich wrote:
I want to play 1 base Zerg and then expand after I do an attack/push. I think it is a safer more micro orientated build. I'm a WC3 player so I really don't give a shit about expanding unless I have to.

And don't tell me to play like every other zerg does because that's not why I bought this game, thank you.

Well, this game is very economy based, so 1-base play will only keep you "safer" for a very short time. I guess the builds you can do are baneling busts and 7rr (loads of threads about them, just use the search function). This will only take you so far though, because when scouted these builds are sooo easily countered! I guess you could reach gold or plat this way, a friend of mine only seven roach rushed his way to plat. Then he realised he had learned nothing, and dumped down to silver trying to play normal. Also slow roaches arn't excactly the best unit to micro. If you wanna one base you should consider protoss or terran, they can do some nasty shit of one base.
"NO" -Has
Dani4tw
Profile Joined November 2011
Germany15 Posts
December 28 2011 10:47 GMT
#10154
On December 28 2011 17:11 Sacred Reich wrote:
I want to play 1 base Zerg and then expand after I do an attack/push. I think it is a safer more micro orientated build. I'm a WC3 player so I really don't give a shit about expanding unless I have to.

I tried this for the first time yesterday, bear in mind I only just got this game and I'm learning.

I did a 15 hatch 15 pool 15 gas. The hatch was a macro, 2 queens and then I pumped out roaches. I was vs terran on metalopolis, some diamond player in obs. By the time I got to his base he already had a CC up but no workers there. Still, he had enough MM to fend off my attack. So this was when I expanded. I then droned up and got killed. I friggin hate 'droning up'.

At what drone supply can I keep pumping out roaches to make a good push? Because I started making them at around 18 supply of drones. When do I upgrade my hatchery?

And don't tell me to play like every other zerg does because that's not why I bought this game, thank you.



Then enjoy grinding out hundrets of games until you find that out for yourself, and still end up with roughly the same conclusion. And this is SC not WC, like it or not here macro >>>>>>> micro.
FlaminGinjaNinja
Profile Blog Joined January 2011
United Kingdom879 Posts
December 28 2011 10:57 GMT
#10155
On December 28 2011 16:55 neoghaleon55 wrote:
ZvP: What's the correct unit composition to deal with Archon, Zealot, Immortal 2 base push?

Would roach hydra be better?
Or roach infestor?


Either can work.

Roach Hydra you want to kite the Zealots (im assuming chargelots) and then get in close and target fire with around 6 units to each Archon/ Immortal. Also Pure Hydra will beat this on creep with kiting

Roach Infestor, Fungal the Zeals and kite, target fire again. NP the Immortals if you have it since they do insane damage to your roaches (doubt you'll have NP in time if it's a 2 base push)

Also Burrow will help although they will likely have an observer since they went Robo
GinjaNinja.661 EU I'd like to thank my sh*t keyyboard for always messing up my 'Y's
FlaminGinjaNinja
Profile Blog Joined January 2011
United Kingdom879 Posts
December 28 2011 11:01 GMT
#10156
On December 28 2011 16:33 Salivanth wrote:
I believe saturation, for any race, is 24 workers per base.

My question: As Protoss, how should I counter a Marine-Thor composition in the mid-game? I had no idea how to really fight it and just died when he got to the 4+ Thor point. I might have been able to just win if I hadn't screwed up earlier in the game, but I might fight that comp again someday without the same window of opportunity.


High templar, Storm on the Marines feedback on the Thors. Morph the HT to Archons once they run out of energy, Archon spash + bonus damage to Marines.

Your other option would be to go Robo, Immortals for the thors and gateway units for Marines. Could then transition into Colossus.

I'd prefer to go HT simply because that allows for fast +2
GinjaNinja.661 EU I'd like to thank my sh*t keyyboard for always messing up my 'Y's
Tobias
Profile Joined October 2010
Sweden187 Posts
December 28 2011 11:10 GMT
#10157
On December 28 2011 20:01 FlaminGinjaNinja wrote:
Show nested quote +
On December 28 2011 16:33 Salivanth wrote:
I believe saturation, for any race, is 24 workers per base.

My question: As Protoss, how should I counter a Marine-Thor composition in the mid-game? I had no idea how to really fight it and just died when he got to the 4+ Thor point. I might have been able to just win if I hadn't screwed up earlier in the game, but I might fight that comp again someday without the same window of opportunity.


High templar, Storm on the Marines feedback on the Thors. Morph the HT to Archons once they run out of energy, Archon spash + bonus damage to Marines.

Your other option would be to go Robo, Immortals for the thors and gateway units for Marines. Could then transition into Colossus.

I'd prefer to go HT simply because that allows for fast +2


+1. The reason I prefer to go HT is that it allows for blink, charge and +2/+3, plus they can't be killed by vikings (i hate vikings). I usually get a colossus or two as well, but mainly to give the terran a chance to overproduce vikings.
TheManInBlack
Profile Blog Joined December 2011
Nigeria266 Posts
December 28 2011 12:06 GMT
#10158
On December 28 2011 19:47 Dani4tw wrote:
Show nested quote +
On December 28 2011 17:11 Sacred Reich wrote:
I want to play 1 base Zerg and then expand after I do an attack/push. I think it is a safer more micro orientated build. I'm a WC3 player so I really don't give a shit about expanding unless I have to.

I tried this for the first time yesterday, bear in mind I only just got this game and I'm learning.

I did a 15 hatch 15 pool 15 gas. The hatch was a macro, 2 queens and then I pumped out roaches. I was vs terran on metalopolis, some diamond player in obs. By the time I got to his base he already had a CC up but no workers there. Still, he had enough MM to fend off my attack. So this was when I expanded. I then droned up and got killed. I friggin hate 'droning up'.

At what drone supply can I keep pumping out roaches to make a good push? Because I started making them at around 18 supply of drones. When do I upgrade my hatchery?

And don't tell me to play like every other zerg does because that's not why I bought this game, thank you.



Then enjoy grinding out hundrets of games until you find that out for yourself, and still end up with roughly the same conclusion. And this is SC not WC, like it or not here macro >>>>>>> micro.



You misunderstand me. I will expand eventually, but I want to attack FIRST. This involves abit of 1 base shenanigans until I expand like a normal Zerg.

I wasn't saying that I was going to 1 base and hope to win. I just wanted to make the first move, get some 'control' before I expand.

So I can do a baneling bust or 7 roach push? But does this mean I will be far behind? Is there anything more economical?
FlyingLigerz
Profile Joined May 2010
United States163 Posts
December 28 2011 12:13 GMT
#10159
does armor completely counteract attack upgrades? will 1 armor on a zergling block 1 or 5 damage from a seige tank?
Tobias
Profile Joined October 2010
Sweden187 Posts
December 28 2011 12:20 GMT
#10160
On December 28 2011 21:06 Sacred Reich wrote:
Show nested quote +
On December 28 2011 19:47 Dani4tw wrote:
On December 28 2011 17:11 Sacred Reich wrote:
I want to play 1 base Zerg and then expand after I do an attack/push. I think it is a safer more micro orientated build. I'm a WC3 player so I really don't give a shit about expanding unless I have to.

I tried this for the first time yesterday, bear in mind I only just got this game and I'm learning.

I did a 15 hatch 15 pool 15 gas. The hatch was a macro, 2 queens and then I pumped out roaches. I was vs terran on metalopolis, some diamond player in obs. By the time I got to his base he already had a CC up but no workers there. Still, he had enough MM to fend off my attack. So this was when I expanded. I then droned up and got killed. I friggin hate 'droning up'.

At what drone supply can I keep pumping out roaches to make a good push? Because I started making them at around 18 supply of drones. When do I upgrade my hatchery?

And don't tell me to play like every other zerg does because that's not why I bought this game, thank you.



Then enjoy grinding out hundrets of games until you find that out for yourself, and still end up with roughly the same conclusion. And this is SC not WC, like it or not here macro >>>>>>> micro.



You misunderstand me. I will expand eventually, but I want to attack FIRST. This involves abit of 1 base shenanigans until I expand like a normal Zerg.

I wasn't saying that I was going to 1 base and hope to win. I just wanted to make the first move, get some 'control' before I expand.

So I can do a baneling bust or 7 roach push? But does this mean I will be far behind? Is there anything more economical?


You cant really play that way as zerg. You need larvae to make drones and units and you don't have enough for both on one base. Especially in the early game you really need to drone as much as possible or you'll be WAY behind in econ if your opponent holds your early attack. That's the reason I love zerg cheeses.
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