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On February 26 2011 01:11 MucK wrote:ok i watche dit and good things: builded a spire just for case builded about 6 hydra as the hydra den was ready (6gate air) macro late game was ok builded a round of lings when you saw the stalker (in case of 4 gate) quick 3rd  bad things: somehow you had not that many drones at the beginn of the game (maybe because of pylon kill dont know) relative slow ultras stoped building banes after your big atack and made roaches instead think you could have killed him after you destryed his gold but you won so its ok^^ overall quite good consididering its new for you  gona try to play a bit today so i can post some more replays of 4/6gate and early atacks
Thanks for the feedback, Muck.
I've never actually been in a situation where the Probe layed the pylon and then was killed by my drones. The thinking was that I was going to be safe from cannons (and figured he was cross-positions based on the scout arrival timing) and he couldn't lay another pylon anyway, so I may as well cut some corners and lay down the hatch earlier. Idk, spur of the moment kind of thing.
But yes, drone-count was a little low in the early stages. Need to work on that.
I'm constantly aware that my ultras are late, but I want to be safe. Need to iron out that timing. When do you think I should have teched to ultras instead?
I don't know if switching to roaches was such a bad idea. Here I am, making lings/blings all game, and he is kind of stuck trying to prepare for that, especially after I put him on the backfoot. He made a ton of zealots, and a lot of collosi. I thought it was a good switch, but that's just me.
Also, I can't recall, but do you bother getting Infestor energy upgrade right away?
Thx Muck.
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forgot to add the energy upgrade to good things  the roaches werent bad afterall but you should have build some banes as well cause he made many zealots and you had so many lings left but didnt morphed them thast what i wanted to say but the game was over anyway
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Wow this build is awesome. I watched all the replays and I was shocked. It seems like the real damage dealer in this build is the banelings. Once they hit the tightly packed death ball, they are doing insane splash damage. And the ultras sole purpose is really to break the forcefields for the banelings, while the fungal growth prevents the army from retreating. Very very nice build. I am for sure going to try this.
The only thing that bothered me was that you kept your entire army on one hotkey! D: At the very least give infestors their own control group. There is no need for them to run headfirst into the deathball. Seems like the ideal hotkey setup would be 1 - ling/bling/ultra, 2 - hydra, 3 - infestor.
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Hmm this is interesting. I've recently started to hate roach/hydra/corrupter and getting amoved over by colo/vr/etc.
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Hi. Pretty nice build but what are you gonna to do if toss scouts it? He will quickly transition into dt to harrass you and to make a ton of archons to counter your mass lings. I am not attacking you, just wanna know a respond to dt/archon and maybe MS if late game.
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mhm never had problems with archons i mean why should they be better than colloses? about same hp about same dmg vs lings and yeah.. dont know the costs if he scouts it he should go for hts but i dont know if he would had them in time cause normaly ff and colloses are enough for masslings so he will keep producing them before switching to hts and when he sees the ultra cavern its normaly to late for a ht switch
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On February 26 2011 04:29 MucK wrote: mhm never had problems with archons i mean why should they be better than colloses? about same hp about same dmg vs lings and yeah.. dont know the costs if he scouts it he should go for hts but i dont know if he would had them in time cause normaly ff and colloses are enough for masslings so he will keep producing them before switching to hts and when he sees the ultra cavern its normaly to late for a ht switch
Archons can tank Blings like champions and deal a boatload of damage to any biological unit (i.e. Ultras).
The combination of Storm/Archon is what really hurts Z.
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This actually works surprisingly well against Protoss Some key points though: You have to *rush* ultralisks or else there will be a timing where they can kill you with a gateway ball + colossus. You want to minimize this timing window. What I generally do with my gas is lair after +1 melee and zergling speed, then hive as fast as possible.
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On February 26 2011 05:10 superstartran wrote:
Archons can tank Blings like champions and deal a boatload of damage to any biological unit (i.e. Ultras).
just like colloses do and immortals tank them even better i think hts and immos would be the better choice
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On maps where forcefields can completey shut down early to midgame harass (e.g. LT), I'm resorting to researching drop tech and overlord speed now, as soon as I see his expansion going up. The telltale sign in the early game is: he has lots of sentries on maps where he can secure a fast expand with forcefields. I get speedling upgrade, tech to lair and then immediately start the ol drop upgrade and a hydra den, followed by ol speed as soon as i have the gas for it. The early OL speed is also extremely helpful for scouting.
My entire army (mainly zerglings + a couple hydras) will be inside his base at the 9-10 minute mark, way before his first colossus is out. It's all about the timing, the drop NEEDS to happen before he has a colossus out.
I kill his robo bay/star port first, then his nexus then any other tech buildings he might have. Once you drop into his base, build speedlings and rally them into his natural, he will not be able to defend both his base + his natural.
The build is somewhat gas heavy (300/300 for ol speed and ol drops), so you need to get your second gas early + stick to zerglings/crawlers in the early game.
Works like a charm for me so far. An early drop can be extremely powerful if his army consists of lots of sentries + zealots. If the protoss decides to attack you while drop tech + ol speed are building, you can just cancel it and mass units instead.
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heres a REPLAY vs my clanmate he played 3 gate into 6 gate (some people wanted to see replays with earlyer pressure)
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I think this build is awesome the only problem which Saracen mentioned was that push with a few collosus and gateway units that comes before your ultras are out. I think infestors are key to slowing down the army and if patch 1.3 comes out with the buffs to infestors I think the extra 30% to armored plus extra health would make infestors even more powerful. I think if after a 3 gate expand they go to 6 gate you just throw on extra hydras and if they do robo bay then you need infestors to slow them down maybe even using contaminate to slow down collossus production. What do you guys think?
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i ve played a lot with this style, and it is powerfull, unless the P attacks you at good times. Which basicly every good P does, so actually it is useless, sadly, it s a cool way to play
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just had a nice 30 min game vs Nelfi (3700) i lost but watch yourself REPLAY think i coud have won with my first atack i just hade to send the infestors first cast a fungal and atack him straith on (atacked his 3rd and lost half my army and all hydras ...) should have taken my 3rd earlyer and i also forgot my upgrades after 1 0 should have realyed on corupters as aa from the beginning and i should never stop building banes ..^^
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Have Zerg players tried using lots of Contaminates on the Robo Facility to deny Colossus production?
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On February 27 2011 05:45 branflakes14 wrote: Have Zerg players tried using lots of Contaminates on the Robo Facility to deny Colossus production? yes, after the first contaminate Protoss will have most of his stalkers stationed there unless he's moving out
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uploaded another few games
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I've had a lot of success against toss with this build, only one time after i got ultras out have i lost a game with this composition in platinum/diamond league (that happened when my hydras were infront of my ultras and my speedlings/banelings ran in by themselves ..
I've tended to adapt it abit by delaying the gas as much as i can. so i usually go 14 pool, 16 OL then 16 gas. still gets speed out at a decent time and you can start your second queen right after the first one finishes.
Thanks alot for this build muck, I've had alot of fun playing like this compared to the "omg omg omg im gonna die cause i dont have corruptors yet" feel of vP that I've had before.
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This build sounds very interesting. This might seem like a silly question but I'm wondering; with so much of your resources going to such larva efficient units early on (ultras) are you able to occationally skip injects in order to get fast creep spread without extra queens? Or are you still able to spend all your larva with this build?
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mhm i normaly make creep with my 3rd queen cause you do need the larva (you only make ling/blings early on but after you get your ultras you can skip them for sure ) recently i take my gas after my second queen is half finished to get a better eco/larvacount early on and im normaly able to get 44 drones and still able to defend a 5/6 gate replay
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