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Forum Index > StarCraft 2 Strategy |
CooDu
Australia899 Posts
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rust.oxide
United States94 Posts
Nothing makes a lead go to a loss better than DTs or cloaked banshees killing everything you have. If I ever get in a substantial lead as zerg I always make an overseer at each base and 1 for my army (if I don't have that already), and then if I think I can afford it, make 1-2 purely for contaminate. not only good for detectors, but I can also contaminate his buildings to get even MORE ahead. | ||
dehdar
170 Posts
On March 01 2011 05:36 Anihc wrote: My personal preferences when you're playing behind as P: PvP: All-in. Your 4 gate attack fails, you should just fall back to your base and play catch up right? No - don't make any more probes, just rebuild your army and attack again. Usually at this point your opponent is chronoing probes and teching up thinking that they just held off your attack, but it's actually possible for you to build an even bigger army and overpower him on the 2nd or 3rd attempt. Turtling works too sometimes - sit in your base, tech up to colossus, and hope that he expands and doesn't tech as fast as you. Regardless, what doesn't work in this match up is expanding. It's hard enough to expand when you're even - expanding when you're behind is instant loss. PvZ: Expand. Your 6 gate fails miserably, the Zerg is now comfortably ahead of you in both bases and army size. Should you try to to claw your way back with aggression and warp prism harass? No, protoss harass sucks and you want to avoid creep at all cost and save every unit you can. Just defend and try to expand with many cannons/sentries, and aim for the 200/200 deathball. It doesn't matter if the Zerg has 6 bases, they don't have anything that can kill protoss deathball. PvT: Aggression. You can't turtle against a terran, and expansions get shut down way too easily by drops. Your solution is to put the pressure on the Terran so that you force him to defend instead of attacking. If he attacks, counter into his nat/main. Use warp prisms. Do anything to keep the pressure off of you while you rebuild, tech up, and/or expand. As a 2.8k master zerg, I find deathballs impossible to deal with. So I don't. That's why map control is so important in ZvsP. From watching pro ZvsP, I've made it a habbit to avoid deathballs and instead enter my Protoss opponent's base/expansions with the aim of doing enough damage for my opponent to return. If my opponent returns, I pull back and if not, I get to end the game. As you mention creep must be avoided at all cost, simply because it gives the Zerg player the mobility of being 10 places at once and move with lightning speed. | ||
TimeSpiral
United States1010 Posts
====================== Compiling some replays where a player made an extraordinary comeback, or where players made excellent decisions while they were ahead would be awesome. In fact, I watch a lot of games, I will keep my eyes open for candidate VOD or Reps and submit them here for you. One thing that goes hand in hand with this guide is the concept of "advantage." You simplified the view of being ahead or behind down to the level of Army/Econ, which is awesome, and the same can be done for an 'advantage.' For instance, in Chess, an often SC-referenced strategy game, there are two fundamental types of advantageous that both players are constantly fluxing and vying for: (1) Material Advantage (2) Positional Advantage An excellent thing to do when you are at a material disadvantage (your opponent has a bigger army, or a tech you cannot directly deal with, like early Siege Tech) is to create a positional advantage. Sometimes when your opponent has the material advantage, and they know it, they march across the map to attack. So, for instance, you could ... • Split up your army, and set up a pincer. By catching your opponent off-guard with this tactic, you create a temporary positional advantage that can really even the odds. Sometimes you're not really "ahead" or "behind", really, but you may have or being to create an advantage. I think the concept of "advantage" could easily work its way into your guide. | ||
bbulzibar
United States80 Posts
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Zeweig
Sweden189 Posts
When you are behind, dont do something really stupid, try to use anything he doesn´t have! Like if he has a big marine/marauder ball, get cloaked banshees and kill his scvs before he can retaliate! If he is teching up, like to banshees, get cloak detect and boost your economy and thank god that he just threw his advantage. If he is boosting his economy, stop producing workers and go for an all-in timing with as much as you can when he is as weakest. You dont have to kill him, but if you get 1 or 2 expos, and a big chunk of his army and/or his scvs, you will be back ing the game! Scouting is key! Btw, a protoss deathball when your ahead is ridiculous... First of all, scout it, get a good countermeasure. You will probably not be able to kill his whole army, but since you have better echo, you should be able to produce a 2nd army to take his down. Voila! you are in an even stronger lead! And if you scout this, then you are too passive if you let his max out! Harass, harass, play aggressive, expand, upgrade(!), tech and start getting ultralisks and/or broodlords! | ||
Sp4cem4nSpiff
United States46 Posts
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