when I get to 3 base i feel really safe, or if i see more than a couple hydras.

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Varpulis
United States2517 Posts
when I get to 3 base i feel really safe, or if i see more than a couple hydras. ![]() | ||
iAmJeffReY
United States4262 Posts
What I hate facing are the Z who sling -> 2 base roach. Or a quick lair tech, 2 base roach dropper. Roaches in general are so dirty strong yet so few zergs use them well. If someone is doing banshee nonsense. just queen up, get to lair make a spire + a few mutas and heavy tech switch to dual evo roach sling infestor 2/3 base play. Played a guy, tqdrone I think, who wrecked me BADLY with a 2 base roach defense -> roach drop on my main on taldar. Don't fall into sling bling muta if you don't have the control to. Mutas should NEVER be stagnant. Creep should be everywhere. You should have JUST enough units first two or so engagements. A few things that always scare me. Take an early 3rd. Mass queens (5-6 on 3 base). Dual evo roaches + infestors. Proper sling bling muta play where mutas get upgrades + a flock. Upgrades in general do so well for zerg. Proper flanking and creep spread make zerg too aggressive and you get put into a defensive mode. We all know you HAVE to be in the zergs face, or just be plain studly to beat many zergs. Counter attacks, Sling run bys. Mutas that pick off any fucking thing. A zerg that takes a third and then 4th by the time I got a saturated 2nd. random crap. | ||
Agnosthar
631 Posts
Basically any zerg that abuses their units mobility and terran's immobility defensively. | ||
Iamyournoob
Germany595 Posts
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1st_Panzer_Div.
United States621 Posts
-Zerglings - be it some unexpected huge number early game, a mid game chunk denying my 3rd or a hidden nydus, I can not abide zerglings, I swear I've lost to zerglings more than than anything else in the game, and yet they continue to beat me. -Roaches - massed up for some huge timing push, my forcefields tend not to be up to MC's level, plus they do insane damage and are hard to take out and are often quickly reinforced, I hate seeing 10 more roaches roll in as I';ve just barely survived a push. -Broods - They're sticky to counter at best and it's really hard to survive the tech switch. -Tech Switch - I know it's not a unit... but zerg can switch like no other, and it by far is the worst thing about playing a late game zerg. | ||
MattyClutch
United States711 Posts
Crazy econ, drops, and map vision via creep are certainly on there too but the other races have ways of doing more or less those same thing so I left them off. | ||
Staboteur
Canada1873 Posts
If your opponent is kind enough to play a gentleman's game and not interact with you beyond scouting for 12-14 minutes, you get the joy of smashing his face with a maxed army, 3-5 expansions, and 60-70 drones... meaning that your maxed army should stay maxed until he's good and dead. This is why you'll often hear protoss referring to IncontroL's "Shark mode", where they do prods that aren't meant to do damage, but are meant to stop you from droning, and make units instead. Any protoss player should fear your drone count. Zerg can also threaten all areas of the map at once. Nydus worms, dropverlords, mutalisks and speedlings are huuge mobility tools that absolutely can punish your opponent for trying to keep up with your economy. Protoss or Terran should HAVE to have every area of their base covered, pylons covering every shady corner, and at least one separate hitman squad hotkeyed, so as to avoid getting decoy dropped in their main with 6 roaches, sending their whole army and then having their front hit with a bunch of nomnoming insects. We, as zerg players, should make our opponents feel like they're stuck in a horror movie with something always lurking wherever they're not looking. If we're not achieving that, I think we're doing it wrong. | ||
.Enigma
United Kingdom116 Posts
- Mutas - Zergling runbys (probably worse than mutas in some cases) and lings in general. I find it hard to judge just how much supply a group of lings is worth and how much damage it will do to my army - The sheer amount of map control a zerg is able to gain in the early/mid game #1 scariest thing: - A zerg who doesn't over-drone and actually gets aggressive off 2 bases (or 3) with roach/hydra balls, drops or even just ling harass. The efficiency of roach/hydra vs gateway units in a favourable engagement makes a midgame zerg very difficult to break for me. | ||
Snaphoo
United States614 Posts
On April 01 2011 06:45 Grapefruit wrote: + Show Spoiler + Hey TL, I'll try to keep it short. I'm a Zerg and whenever I play a Terran or a Protoss, I get really scared, there are so many potentially dangerous things which I need to watch out for 4/6Gate/Blueflame/Void Ray/Banshee (just to mention a few) all of these can potentially end the game if I'm not prepared for it without really setting back my opponent. Not scouting or not being able to do so makes me feel like I'm on the verge of dying. I want to know what the Zergs equivalent of that? When you're playing against Zerg, what are you scared of? Where do you get killed if you don't watch out? Hey Grapefruit: (1) Mutalisks. If you make them and the timing for a 5/6 gate rush has passed, I'm pretty boned. (2) Mass expanding. If Z gets two bases ahead or is making mass drones (3) Mass speedlings waiting to ambush/surround me when I take a Xel'Naga tower with my ball of sentries/stalkers. Early game P is so fragile that more than 3 lost sentries leans the "gg" meter decidedly in Zerg's favor. | ||
TiBe
Mexico200 Posts
- Mutas - 2 base push while I'm expanding (roaches + speedlings) - Early aggression (mean 6 pool, baneling bust, roach + speedling) | ||
alepov
Netherlands1132 Posts
Scariest while playing against Z are obv muta's or, as artosis would say, SO MANY BANELINGS | ||
CookieMaker
Canada880 Posts
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rysecake
United States2632 Posts
On April 01 2011 06:50 flodeskum wrote: Mutas. Always the damn mutas. Rofl this. | ||
Ironsights
United States196 Posts
For me as a terran, every move has to be planned just so since all of my units have specific roles: Against a Toss: see what they are building, gather up a counter force and hammer it home. IE Spot early robo, expect collosus and go marauder viking with a smattering of marines and medivacs. Against another terran: find out if there is a bio push coming, if there is get a bunker and a tank...if you since drop play, get towers...etc Against a Zerg, this works too...once. After you "hammer it home" you find the nail was re-maxed into a screw...and it just screwed you. | ||
freetgy
1720 Posts
on 2 base -> mass roaches after either of those, a hard techswitch to pure hydralisks. | ||
Khanz
France214 Posts
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Bagi
Germany6799 Posts
Having to move across creep. Hate that. | ||
FinestHour
United States18466 Posts
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casualman
United States1198 Posts
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Darclite
United States1021 Posts
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