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Meet the New ZERG BALL OF DEATH: THE ULTRA QUEENS! - Page 4

Forum Index > StarCraft 2 Strategy
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Sm3agol
Profile Blog Joined September 2010
United States2055 Posts
February 04 2011 18:32 GMT
#61
On February 05 2011 03:05 fishinguy wrote:
Oh well us terran players have quite simple solution : EMP. I suppose toss players can get HTs as well for feedback.

The thing is, ghosts don't KILL queens, and an emp won't take out more than 4 or 5, not to mention how worthless they are vs Ultralisks.
HT are good in that they kill queens, but they do more harm than good vs ultras, and gateway armies get rofl stomped by ultra/ling. Well, everything but mass blink stalkers, that is. I've destroyed many an ultra army with blink.
Mimic
Profile Joined June 2010
Russian Federation76 Posts
February 04 2011 18:37 GMT
#62
sounds like its gona be an easy ghost emp counter or a raven flying around killing the creep so the queens cant go anywhere. it would definatly take a person by surprise but if he sees it im sure i could be hard counterd
Only The Dead See The End Of War
Coriolis
Profile Blog Joined September 2010
United States1152 Posts
February 04 2011 18:43 GMT
#63
On February 05 2011 03:32 Sm3agol wrote:
Show nested quote +
On February 05 2011 03:05 fishinguy wrote:
Oh well us terran players have quite simple solution : EMP. I suppose toss players can get HTs as well for feedback.

The thing is, ghosts don't KILL queens, and an emp won't take out more than 4 or 5, not to mention how worthless they are vs Ultralisks.
HT are good in that they kill queens, but they do more harm than good vs ultras, and gateway armies get rofl stomped by ultra/ling. Well, everything but mass blink stalkers, that is. I've destroyed many an ultra army with blink.


How are ghosts worthless against ultralisks? Sure they aren't the best but snipe ignores armor and with enough energy can do quite a bit of damage.
Descolada in everything not TL/Starcraft
innoby
Profile Joined April 2010
Ireland42 Posts
February 04 2011 18:55 GMT
#64
Again, already used and fallen out of favor on the Korean servers, esp after queen move speed got nerfed.

Also Zealots + Sentry (assuming that toss is maxed out in armor and +1 shield) Ultras do 9damage (no attack upgrades) for the first 6 attacks, then only 6 damage for every attack after that, making zealots VERY tanky against ultras, since rushlots inevitably end up out front, this allows the protoss line to be held long enough for all those really nasty toss units to dish out a fucktonne of damage, in relative safety. I think you underestimate the damage output potential of a toss that has kept up with a zerg's macro long enough to make ultras a viable tech choice. Then there is this:

http://www.teamliquid.net/forum/viewmessage.php?topic_id=187434
Zerg macro is not OP its Zerg Macro.
Sm3agol
Profile Blog Joined September 2010
United States2055 Posts
February 04 2011 18:57 GMT
#65
On February 05 2011 03:43 Fargoth wrote:
Show nested quote +
On February 05 2011 03:32 Sm3agol wrote:
On February 05 2011 03:05 fishinguy wrote:
Oh well us terran players have quite simple solution : EMP. I suppose toss players can get HTs as well for feedback.

The thing is, ghosts don't KILL queens, and an emp won't take out more than 4 or 5, not to mention how worthless they are vs Ultralisks.
HT are good in that they kill queens, but they do more harm than good vs ultras, and gateway armies get rofl stomped by ultra/ling. Well, everything but mass blink stalkers, that is. I've destroyed many an ultra army with blink.


How are ghosts worthless against ultralisks? Sure they aren't the best but snipe ignores armor and with enough energy can do quite a bit of damage.

You'd need a crap load of ghosts to make that viable. 11 snipes to take down a single Ultralisk? And that's a full ghost, which you won't have if you're throwing emps all over their queens. You'd be way better off with tanks, which are cheaper and have AOE.
Mafs
Profile Joined January 2011
Canada458 Posts
February 04 2011 21:24 GMT
#66
Non-noob protoss can just go, oh my stalker/collosus got owned, time to make mass zealot/immortal. This build only works vs players that dont know how to deal with ultras. Also the protoss(first game) didnt even harass. He pushed out with 3 collosus hoping to kill you in the first place.
Eschaton
Profile Joined May 2010
United States1245 Posts
February 04 2011 21:32 GMT
#67
On February 04 2011 10:23 FinestHour wrote:
Queens are so good for their cost, in due time people will recognize how good they are for fighting and I'm sure we will see more of them on the frontline soon.


Have you ever been the guy who rolls Queens in a monobattle? Doesn't sound like you have.

Although I usually do get at leas 2 queens per hatch and have seen a lot of zergs doing the same. Its the healing power, the creep, the long range AA (goodbye medivacs) that really add some strength to the zerg ball.
EddyBee
Profile Joined April 2010
Netherlands46 Posts
February 04 2011 21:35 GMT
#68
Looked at the replay and it looks really fun. Lately my games vs Terran were terrible, so I feel it is time to try something new
“We are not retreating. We are advancing in another direction.” Douglas MacArthur
Whirlwindfox
Profile Joined January 2011
19 Posts
February 04 2011 22:35 GMT
#69
That was so cool! I wish I were zerg, so i could do that myself...
CommandrCool
Profile Joined January 2011
United States3 Posts
February 04 2011 22:41 GMT
#70
Sounds like a good strategy to try for Day9's next Funday Monday.
$499/hour
Minastir
Profile Joined February 2011
Finland62 Posts
February 04 2011 23:35 GMT
#71
It's funny how the current trend in ZvP topics has been "I outmacro and outplay my toss opponent, but I can't beat Colo + VR compsition", now when somebody posts an armycomposition that stomps Colo + VR, all the zergs dismiss it as impossibility.
Non-noob protoss can just go, oh my stalker/collosus got owned, time to make mass zealot/immortal. This build only works vs players that dont know how to deal with ultras. Also the protoss(first game) didnt even harass. He pushed out with 3 collosus hoping to kill you in the first place.

Isn't forcing protoss to transition from his most generally effective armycomposition a very good thing for zerg, as with all solid strategies, you can transition out of this one too. Harrassing a zerg who goes for multiple queens is also extremely difficult, you got better creep spread, transfuse for crawlers/queens.
FBH_Kreator
Profile Joined January 2011
Canada30 Posts
February 04 2011 23:40 GMT
#72
since your sprea creep like crazy, adding in some spine crawlers could be a viable choice, no?
You must place that on CREEP!
iChau
Profile Joined December 2010
United States1210 Posts
February 04 2011 23:46 GMT
#73
On February 05 2011 06:32 Eschaton wrote:
Show nested quote +
On February 04 2011 10:23 FinestHour wrote:
Queens are so good for their cost, in due time people will recognize how good they are for fighting and I'm sure we will see more of them on the frontline soon.


Have you ever been the guy who rolls Queens in a monobattle? Doesn't sound like you have.

Although I usually do get at leas 2 queens per hatch and have seen a lot of zergs doing the same. Its the healing power, the creep, the long range AA (goodbye medivacs) that really add some strength to the zerg ball.


Queens have low DPS, but their abilities are invaluable. The thing is, they're very cost-effective.

http://broodlings.com/dps.php

Queens don't cost gas nor larvae, so their DPS is quite decent for the cost.
Stalker have like 6.94 DPS compared to the queens 8 DPS, and the stalker costs 25 minerals less, but 50 more gas.
us.battle.net/sc2/en/profile/1688911/1/SaniShahin/ | http://teamenvy.net/
Minastir
Profile Joined February 2011
Finland62 Posts
February 04 2011 23:52 GMT
#74
On February 05 2011 08:46 iChau wrote:
Show nested quote +
On February 05 2011 06:32 Eschaton wrote:
On February 04 2011 10:23 FinestHour wrote:
Queens are so good for their cost, in due time people will recognize how good they are for fighting and I'm sure we will see more of them on the frontline soon.


Have you ever been the guy who rolls Queens in a monobattle? Doesn't sound like you have.

Although I usually do get at leas 2 queens per hatch and have seen a lot of zergs doing the same. Its the healing power, the creep, the long range AA (goodbye medivacs) that really add some strength to the zerg ball.


Queens have low DPS, but their abilities are invaluable. The thing is, they're very cost-effective.

http://broodlings.com/dps.php

Queens don't cost gas nor larvae, so their DPS is quite decent for the cost.
Stalker have like 6.94 DPS compared to the queens 8 DPS, and the stalker costs 25 minerals less, but 50 more gas.

The really promising thing about making multiple queens early game is that it doesn't interrupt your drone production, like every other zerg defensive unit. making defending 4gate with multiple queens and spines a breeze on good static defense maps like LT
Evilruler
Profile Joined May 2010
Brazil116 Posts
February 04 2011 23:52 GMT
#75
It's a strategy and, like any other, works against some things and fail to others. The point is - it seems to work against our worst toss/terran nightmare aka deathballs. And it seems so damn fun.
In the replay lots of resources are unspent and I think that overall the match could had gone many other ways, in examples if the toss went for stargate instead of straight colossi, there was no scout at all. I mean, to try this out I must first figure out how this will work in other situations, but it is a very good sensation to finally have a solution for the deathball problems. And to choke points. Until blizzard nerf queens cuz "this isn't what they're supposed to do in first place". :p
Let's make it work, shall we? ^~

PS: And hell, why not punish those protoss who straight up build that colossi ball. Cuz now we can.
fuzzy_panda
Profile Blog Joined November 2010
New Zealand1681 Posts
February 05 2011 00:08 GMT
#76
lolol this is awesome
tehemperorer
Profile Blog Joined June 2010
United States2183 Posts
February 05 2011 00:09 GMT
#77
I just want to note that the classic Protoss deathball is falling out of favor and being replaced with a new kind of deathball that this Zerg deathball cannot deal with. This Zerg deathball is a little late to the party. New P deathball: http://www.teamliquid.net/forum/viewmessage.php?topic_id=190094
Knowing is half the battle... the other half is lasers.
iChau
Profile Joined December 2010
United States1210 Posts
February 05 2011 03:03 GMT
#78
On February 05 2011 09:09 tehemperorer wrote:
I just want to note that the classic Protoss deathball is falling out of favor and being replaced with a new kind of deathball that this Zerg deathball cannot deal with. This Zerg deathball is a little late to the party. New P deathball: http://www.teamliquid.net/forum/viewmessage.php?topic_id=190094


That's for mostly late-game against the zerg deathball imo.

It's because void rays are great against ultras as well as immortals, and high templars can storm and quickly form power units: archons.
us.battle.net/sc2/en/profile/1688911/1/SaniShahin/ | http://teamenvy.net/
tuestresfat
Profile Joined December 2010
2555 Posts
February 05 2011 04:02 GMT
#79
I'm a huge advocate for any unorthodox strategy that makes use of previously thought to be unviable (or just really bad) units.

This is possibly one of them. Maybe not "tech straight to pure ultras and mass queens in that exact ratio", but it's the general idea that I like.

Keep it up OP.
DuncanIdaho
Profile Blog Joined April 2010
United States465 Posts
Last Edited: 2011-02-05 05:17:53
February 05 2011 05:13 GMT
#80
Nice post Diran! Lots of things to think about, and I hope you send a rep of this to Day9 for this upcoming funday monday. I'm always interested in new, fun and quirky builds that hold promise.

And to all you haters that are all, oh, well all he has to do is make the counter unit of mass ghost/maurader or mass immortal/templar...

Well, who the %&$^ goes ghost/maurader or immortal/templar vs zerg? No, we usually get either bio ball of marine/maruder/medivac, biomech of marine/tank, or pure mech of hellion thor tank viking or some other gas heavy crap. I hardly ever see ghosts, or mass mauraders.

immortal/templar?! Okay, so when his stalker ball toss players ALWAYS makes comes out at 175/200 with a few 5-6 collosi, sure, he'll have the supply to add in a few immortals and templar to hold it off...

You know, Hive teching with a spire and maybe muta harrass is another possibility, rather than infestors, might be viable in transition too, with queens to heal your harrassing mutas, and hive tech being assumed to be going for air. What's toss gonna do? Make stalkers. (I highly dout he'll go, ah mutas, better make immortals to prevent the inevitable ultras coming). What's terran gonna do? Make rines or thors, and several turrets (Again, I doubt he'll make ghosts/mauraders). Once you're ready, suicide some supply, make some spine crawlers, etc., and then make a round of 5-8 ultras, all coming out at the same time. Good luck to him responding to your ultras soon enough.


I like the idea, but I think the key is to stay alive with low tech harrass, while hard teching and macroing, and then suicide supply in some form or fashion and replace to 200 cap with ultras, all the while making queens, maybe burrowing them or putting them into a nydus(with a few exits to avoid a nydus-snipe crap-their-went-my-army-I'm-such-a-noob moment) to hide their presence if you're paranoid of templar/ghost counters, lol.

pfft, maurader/ghost and immortal/templar... who the &^%$ says, I know, I'm gonna hard tech the robo and templar archives and just mass those units if I see queens, or I'm so making ghosts and mauraders, all-in, he'll never give up his queen ultras and just transition to mass-muta to rape me... lololololol

In any case, gj Diran, just cheese all them haters man.
:D
The spice must flow... Grammar lesson: "than" is used for quantity comparisons, "then" is used for chronological statements. The next forum user who says, "I'd do such and such, THAN I'd do such and such else," is gonna make me cry...
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