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[D] ZvT Ultra Crackling - Page 2

Forum Index > StarCraft 2 Strategy
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Alphasquad
Profile Joined August 2010
Austria505 Posts
April 15 2011 20:23 GMT
#21
On April 16 2011 01:04 denzelz wrote:
How do you put any pressure on the Terran without Mutalisks?


you dont need to put any pressure when you have the superior tech - im assuming that this thread is about the standard marine/tank play

with ling/bling and mutas you have to kill the marines first while running through tank fire to enable mutas killing tanks - with ling/bling and ultras your ultralisks soak up the tank fire and they take a lot of hits with the result that your ling/bling casualties from tanks will be almost zero

ultras dont even cost as much as 3 mutas but have the hp of 4, far more armor and their damage against armor is similar to about 8 mutas plus area damage instead of the little bouncing damage

i see mutas more of a drop defence unit that is good to kill reinforcements but every half decent terran masses turrets and there is no pressure at all you can do at least not on important structures

the most awesome thing is how good ultras are against planetary fortresses - you kill them so fast with zero casualties instead of sacrificing 20 banes

the hardest problem is that even due to a fast tech to ultras their production time is huge and surviving with ling/bling and infestors can be very hard but overall if you get the ultras out you will not only kill rine/tank but also give you a huge supply advantage and you can finish games in 2 battles instead of having 4-5 with mutas where you have to micro perfectly in every engagement
Duban
Profile Joined July 2009
United States548 Posts
Last Edited: 2011-04-15 21:17:17
April 15 2011 20:54 GMT
#22
On April 16 2011 00:26 Gaspa wrote:
Also, if someone prone to rushing (like myself) scouts a Zerg trying to push 22 drones before getting anything else, he's pretty much dead.

No. Actually early marine punishment only works if the other player doesn't have metabolic boost. The moment metabolic completes the marine push is over, and we're talking about 18 metabolic BEFORE hatchery. The things an early metabolic & queen do to marine pressure is amazing.

On April 16 2011 01:34 Dawski wrote:
...you will die to any push before ultras come out...

Actually not really. The fact that he went hellions so early made me invest a lot into stopping them. Any more direct army and I would have a lot more zerglings and you'd be amazed what zerglings can do if you upgrade like crazy. In a small map or if they don't do a really fast expand you can stand on their natural and keep them on 1 base all game. On a large map you have enough time to react to their movements.


On April 16 2011 01:42 tmzu wrote:
A large ball of marines can literally hold off an unlimited number zerglings with decent micro especially with tanks.

It's amazing what upgraded zerglings can do. Look at the replay. When he drops in my base even a few zerglings stop it. Even when he caught my men out of position at 18:00 I still managed to do tons of damage, and i messed up bad.

The interesting, yet annoying, thing about this build is it actually did better on small maps because you could contain your opponent to 1 base.
An ignorant person makes a mistake. A stupid person makes it again.
RimJaynor
Profile Joined February 2011
Canada145 Posts
April 16 2011 03:33 GMT
#23
On April 16 2011 00:05 Duban wrote:
Ok, I'm going to open by saying i started this season in masters, and am currently 15:6 for wins:losses. So please don't dismiss me as a newb.

Lately, in ZvT, I've been doing a build that focuses on mass speedlings until hive tech with a heavy emphasis on upgrades. The great thing about mass speedling is you have tons of gas for upgrades and tech. The entire build revolves around geting 3:3 cracklings with ultralisk support, and upgraded speedlings are amazing against everything but mass hellions.

Start off with a heavily structured build to time your metabolic and carapace I upgrades. I like to mass drones to 22, build my natural, and then mass speedlings until the hatch completes for defense/expansion denial. Watch for mass hellion and build roaches/spines in response to any hellions. If you suspect banshees drop spore crawlers in each mineral line.

As long as don't neglect your upgrades/tech and maintain a good zergling/drone balance you should be able to hold until the unstoppable crackling/ultras pop up. Lead with the ultras to deflect seige tank & marine fire and then sweep what's left with cracklings to win. Discuss.

Replay:
http://www.sc2replayed.com/replays/164454-1v1-terran-zerg-taldarim-altar-le


i do this build all the time. My zvp used to be my strongest but now my zvt is by far the strongest for me. I usually only lose to good timing pushes...where he has tanks before i have +1 carapace and bane speed. I only build like 6 ultras, just to break the initial wall. if hes on 4 base or something, i'll obviously make more. I find this build very very strong against terran, i have beat mass helions with this, and really have only had a problem against mass thor/helion.

http://www.youtube.com/user/RimJaynorSCII?feature=mhum Check out my channel. Masters Zerg Player
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