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[G] ZvX No Gas FE Opening - S1CK - Page 4

Forum Index > StarCraft 2 Strategy
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TheRealzz
Profile Joined November 2010
150 Posts
February 25 2011 03:25 GMT
#61
I dun like your build ...
I have only seen Dimaga make a late gas transition and he knew his opponent would play passively ... Your builds too risky.
One-base play is aggression ?
obsid
Profile Joined November 2008
United States389 Posts
Last Edited: 2011-02-25 07:25:59
February 25 2011 07:11 GMT
#62
After watching TLO do a similar build (with a delyed gas), and trying it out myself, I like the idea.

I think your going a bit too extreeme, with it though. First, never use this build on xelnaga, or other maps where you cant cover your mineral line with spines (marines just go behind the minerals and sit there, if you place the spines to block that, he just goes up your ramp). And only get 2 spine crawlers (this will do till he gets quite a few marines, by then you should have speed). (oh and while I was doing the 15 expand, which was the recomendation by TLO, I also think a 14 pool 16 expand would work well, placing the spines on your main creep, then uprooting and moving them once the hatch is up).

Idealy this build should be the counter to the double rax build, defending with a few slow lings and drones till the spines are up. Then you can drone fairly hard and not care about the marines all that much (slow lings, 2-3 queens, and spines can kill a ton of marines). You want to time your zergling speed so that you have it, if he tries a quick stim push. So something like 30 ish gas timing works well if he is going rax heavy. Against fast hellions, just block your ramp with queens, and use lings if he gets close to the spines, hellions suck vr spines. If he goes fast cloaked banshees, just drone up hard, and drop 2 spores one at each base, and laugh as he doesnt do anything while you get muta (4-5 queens and a spore at each base kills banshees quite badly).

His best best is some kind of early tank/marine push, where you dont have muta yet to stop the siege tanks(as you delayed your lair). Good scouting can help slow this down (forcing him to siege and unsiege as he moves across the map). Also a fast drop can bypass your spines, and kill you if you droned too hard (again scouting is critical to stop this!). And I would suggest going a quick double gas (at 35-40), so you can pick up +1 melee attack after you start your lair (after all your going ling heavy to start). +1 melee attack should be finished in time for a good siege tank/marine push. Banelings are probably a bad choice (late baneling speed).

But once he exapands, and you got speed (maybe +1), you should have a crazy good econ compared to him, which means you can get enough lings to defend a double expand. Then I like to drop all 8 gas, and do a crazy powerful muta switch.

obsid
Profile Joined November 2008
United States389 Posts
Last Edited: 2011-02-25 07:11:46
February 25 2011 07:11 GMT
#63
Opps double post
Roblin
Profile Joined April 2010
Sweden948 Posts
Last Edited: 2011-02-25 09:40:51
February 25 2011 09:40 GMT
#64
I have been playing around with the concept for some time now, I'm actively working on a two-base max upgraded ultralisk rush defended by spinecrawlers, an army made up of 3 max ultras and a bunch of (like, 7-10) queens are almost literally unkillable (even by 150+ supply armies) in a straight up fight where 90% of the opponents army is not immortals

there are units that easily shuts down queen transfusion, namely HT and ghost, good usage of such units will turn the tide extremely quickly

I play in low level and its such a unique style of zerg play (staying on twobase, conceding map-control, getting invincible deathball, as zerg!) that most people just cant handle the ultras since they, as I like to say, WON'T FUCKING DIE! and that makes most people just roll over and succumb to their fate

this can obviously not be used in higher levels of play, see below however

source for the following:
http://www.teamliquid.net/forum/viewmessage.php?topic_id=190226

if it is gonna be used in higher levels of play only queens and ultras will be insufficient, infestors is a very good addition to make the ultras unkiteable, and cracklings should be thrown in due to their cheap cost, high dps, versatility and larvae inefficiency, you will have a lot more larvae than you need since ultras (1 larvae), infestors (1 larvae) and queens (0 larvae) is extremely larvae efficient, also, zerglings benefit from the ultras upgrades (or vice versa, if you will)
also, notice that your typical army will look something like this:
X zerglings : 0 gas
X queens : 0 gas
bunch of ultras : lets say 1000 gas (5 ultras)
bunch of infestors : lets say 750 gas (5 infestors)
total gas ≈ 1750 gas (ignoring tech cost and upgrades)

lets face it, 1750 gas is nothing compared to the typical deathball cost, in other words, this strategy is actually executable on two bases! (but it's cutting it close)

edit: I get the gas on 21
I'm better today than I was yesterday!
bmn
Profile Joined August 2010
886 Posts
February 25 2011 10:42 GMT
#65
On February 25 2011 08:01 jdseemoreglass wrote:
Show nested quote +
On February 25 2011 05:04 DarKFoRcE wrote:
This is just completely worthless. You absolutely need Zerglingspeed for Mapcontrol and to have the option to pressure when the opponent expands etc. You will also have alot of trouble defending against any kind of early push without Lingspeed.
Also, taking Gas at 40 means that you will get super late t2.

Overall, a horrible trainwreck of a build.


This blue background is helpful in seeing the pattern of your posts on TL. I'm just glad to see you make a habit of insulting people, and it wasn't personal when you bashed my previous thread. Perhaps you could attempt to offer him constructive advice without resorting to calling it a "completely worthless, horrible trainwreck of a build."


1. There was no insult here.
He was very specifically
1) outlining why skipping gas is a bad idea
2) not making ANY statement about the OP or inferred traits of OP

It was harsh criticism, but this post did in no way resort to name-calling, let alone actual insults. He's criticizing the suggested opening, and he's clear about why

2. Darkforce gave a more elaborate reply later in the thread, with constructive advice, and if you actually bothered to read the thread before replying you'd see that.

It's also quite telling that you're trying to turn this into a personal matter whereas the OP was happy to take the criticism into account and engage in a meaningful discussion with darkforce.
ALPINA
Profile Joined May 2010
3791 Posts
February 25 2011 10:56 GMT
#66
This build is super bad, you die pretty much vs. everything and you have no idea what is going on opponents base. Terran makes 2 hellions and you are pinned in your base and you can't even know if he is expanding.. And on ZvZ you are going to die vs. absolutely everything possible lol..
You should never underestimate the predictability of stupidity
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