I really like the quick upgrades into ultra, makes so much sense
[G/D] Skipping Mutas for Infestors in ZvT - Page 6
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0mgVitaminE
United States1278 Posts
I really like the quick upgrades into ultra, makes so much sense | ||
PD
Norway66 Posts
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DrDoom
United States107 Posts
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b3serker
Canada11 Posts
Early tank pushes the Terran will have mostly bio with a couple tanks. As scary as that is, sling/infestor can basically overrun that imo especially if Terran doesn't have decent medivac support (and the more medivacs he has, the less tanks will be there). Late game, I find that Ultra/ling/bling actually does a damn good job of breaking tank lines. Sure, the ultras will probably take a ton of damage but then the ling/bling hits and stuff just vanishes. Its beaaaautiful to watch ![]() | ||
dc302
Australia576 Posts
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Dromar
United States2145 Posts
Thanks again. | ||
ch33psh33p
7650 Posts
Thanks so much MrBitter. | ||
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zergrushkekeke
Australia241 Posts
I have got the hang of the muta harass but always felt like if i had too many mutas there it was effectively splitting my army, and if i had to few he could just leave a few marines and turrets and just stomp on in to my base. Map control isn't much if you can't get an army that beats his by the time he gets to your base. | ||
Asecret05
32 Posts
Not only that, but wouldn't a decent amount of blue flame hellions incinerate all your lings in 1 second? Also, exactly what type of players are u playing against? Tanks are precisely why infestors aren't as popular against terran, the second they pop up from ground they die instantly against because 2 tank shot kills it and it has the highest threat; yet you claim to parasite half their tanks? | ||
Sajuuk7
134 Posts
I still think this build is going to have trouble with Marine+Tank though, because Infestor's evaporate in just two tank blasts. Neural Parasiting Sieged Tanks is incredibly dangerous and nearly impossible. I'll have to watch the replays you posted and see if that is actually possible, but until then I remain skeptical on how the Siege Tanks are going to die without Mutalisk/Ultralisk. | ||
nanoscorp
United States1237 Posts
Overseers... so good. Contaminate on the armory can help preserve an armor advantage for your lings, and changeling + infestor FG just feels mean ![]() | ||
ProtossGirl
England123 Posts
In my opinion fungal growth stops harass flat. by the midgame you can afford to have an infestor hold back in your main at the obvious drop point, which of course you have scouted by multiple Overlords as far as the air around your base allows. it ALL comes down to scouting. | ||
Stil
United Kingdom206 Posts
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FabledIntegral
United States9232 Posts
You have to stop producing marine tank vs this and instead transition to more MMM with a relatively heavy emphasis on Marauders, or go a more mech oriented build. I mostly have trouble recognizing that the player isn't going muta and is going infestor until I actually SEE the infestor, wherein by the time I try to alter my unit composition Broodlords are close to knocking on my door. | ||
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Whitewing
United States7483 Posts
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vojnik
Macedonia923 Posts
![]() A thing i really want to ask after watching the replays is your larvae spit, do you use some macro? because u have this fast base switch spit mechanic i dont think i can emulate with normal taping and clicking. Can you please enlighten me how you do it? Thanks a lot in advance ![]() | ||
Antisocialmunky
United States5912 Posts
With this style, you should consider getting overlord drops and dropping lings in the Terran base since otherwise Terran can doom push you before you can do anything about it. Even if you have a silly amount of infestors, the mass tank army will crush most types of mass ground. | ||
thesideshow
930 Posts
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zeroISM
Japan161 Posts
I'll be trying this out and implement it into my playstyle. | ||
Super_bricklayer
France104 Posts
Maybe it's the fast third that could be a macro hatch instead ( you are in need of larvae at that moment ), but did you test maybe one upgrade before lair ? It could be armour i guess, not too sure. But won't it make your army more solid against those 10 min push ? Again i don't know if it's the build that should be refine to have some fungal sooner, or maybe have them a little after and put more gaz on your zergling. Dimaga played a lot with some fast +1 and it works pretty well ( in ZvP, don't know about ZvT ). The upgrades on your replay are not so fast, you catch them after with double evo, but won't it open a windows where you need some more solid defences ? Baneling is an option you seems to choose, but i don't like it so much, it's pretty gaz heavy, the speed upgrade is needed and the gaz in your army will be gone once the bane die. I would even prefer roaches actually ( pure theory craft i have to say ) for having a little more solid defence early game if needed and most of all, the option of stop putting gas in the army ( cause baneling will take some regularly ). I feel it's kind of a trap to produce baneling if your goal is the fungal. The all point is how big the marines ball is. Zergling are good against them if the number you are facing isn't too big. Fungal is our response to that, but it feels pretty late...Not sure i'm clear here, my English sucks pretty hard and it's more of a feeling, which is pretty hard to talk about. I d like too have your thought about that timing ( is it just me ? Maybe infestors come right in time ? ), and how you scout it/answer too it. I'm pretty sure that map distance enter into consideration here too. And now i even feel my question don't have any answer and is pure theory bullshit. ^^ Edit : I have practice it a little with a terran partner, high diamond so i'm not to confident about that, still i'm pretty much convince for the fast +1 armour before lair with that build. It helped me like a lot, as said here Marines take 1 more hit on Ling, [...] Zerglings survive sieged tank shots. It's a gas investment that hit way before lair where you need the pit and 30% of the upgrade before even start producing some infestors. | ||
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