Micro for zerg - Page 2
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StatixEx
United Kingdom779 Posts
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Fairchild
133 Posts
On October 24 2011 01:36 StatixEx wrote: ok heres a question then, larva inject, at the minute i put all hatches on one key and each queen on a different key then ill go 66xRClick, 77xRClick 88xRClick 99xRClick as you can see this does take some considereable time to do . . . are there any other easier ways. This is what I do and it works VERY well. The control groups may be different for you. Remap back space (home camera) to space bar (by default: last recent event) All hatcheries on 4 All queens on 5 When it's time to inject do this: 1) Press 5 2) Hold Shift 3) Press V 4) Press Space 5) Left click on hatchery that is now in center of screen Repeat steps 4) and 5) for each hatchery. Without interruption you can inject 6 bases in literally 1 or 2 seconds once you're fast enough. Also you should be holding shift while repeating steps 4) and 5). Keep in mind doing this while you have any hatcheries w/o queens that you inject on will cause a queen to walk to that hatchery. This is a NO-NO so once you realize you just injected on an "unoccupied hatchery", with all your queens selected press S so they stop what they are doing and continue the inject cycle on the next hatchery. Just be aware of what hatcheries have queens and you'll find this to be a very fast and very easy way to inject. | ||
PresenceSc2
Australia4032 Posts
On October 23 2011 18:41 Skwid1g wrote: What? Late game you should be target firing colossus with corruptors, keeping your bls away from stalkers, fungaling stalkers, target firing stalkers with roaches, etc. Most Zergs just neglect doing any of that and lost units for no reason. This type of thing. But try having your units on 3 different hotkeys. I use roach/ling/hydra on 1 infestor on 2 and broods on 3 | ||
PresenceSc2
Australia4032 Posts
On October 24 2011 01:52 Fairchild wrote: This is what I do and it works VERY well. The control groups may be different for you. Remap back space (home camera) to space bar (by default: last recent event) All hatcheries on 4 All queens on 5 When it's time to inject do this: 1) Press 5 2) Hold Shift 3) Press V 4) Press Space 5) Left click on hatchery that is now in center of screen Repeat steps 4) and 5) for each hatchery. Without interruption you can inject 6 bases in literally 1 or 2 seconds once you're fast enough. Also you should be holding shift while repeating steps 4) and 5). Keep in mind doing this while you have any hatcheries w/o queens that you inject on will cause a queen to walk to that hatchery. This is a NO-NO so once you realize you just injected on an "unoccupied hatchery", with all your queens selected press S so they stop what they are doing and continue the inject cycle on the next hatchery. Just be aware of what hatcheries have queens and you'll find this to be a very fast and very easy way to inject. You would need to add alternate hotkey to base camera because backspace is the default | ||
StatixEx
United Kingdom779 Posts
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KarboZ
United States37 Posts
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Mr Showtime
United States1353 Posts
1. Infestor control 2. Baneling control vs. Bio/mech build (ZvT in particular) 3. Muta flock control Suggestions: 1. Use them as much as possible to learn. Infestor tech is a massive waste of time if you can't properly send them in to drop fungals on the enemy, and retreat them before they all get sniped. Only time and practice will help. 2. Ling/bling/muta is great against marine tank pushes, but only if microed properly. First try to make sure you engage on creep or as close to the edge of the creep as possible (the only exception being if you can flank the enemy and catch his tank unsieged). I recommend keeping the baneling on a separate hotkey from the lings. This allow you to individually control them much easier and largely reduces the chances you run them into tanks. 3. The muta flock can be deadly, but they become flying hamburger when staring in the face of a bunch of stimmed marines or a few thors while they are piled up. Always keep close watch on the mutas. If you catch a few marines off guard, go in and finish them off, but when the entire army comes, get out once you've forced the stim. Mutas also rip through thors if you magic box them, but make sure that you do it properly, and the marines don't come in to clean up. Individual micro is not that important with zerg. The biggest thing to help you win battle is positioning. A mass roach army can defeat a collosi/stalker ball, but if you engage in a very tiny choke, you won't stand a chance, and will likely get rolled and lose the game right there. Flank the enemy when you can, and create as much surface area as possible for your army to attack. | ||
Sakagami
United States56 Posts
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Macpo
453 Posts
![]() which map would you recommend for micro training a zerg? Cause I have seen there are manys... | ||
StatixEx
United Kingdom779 Posts
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Carras
Argentina860 Posts
you shouldnt try to have some gosu micro , its much better to rely on injects and macro.. just my advice, high msaters zerg | ||
Yorke
England881 Posts
I think im getting better at this game, but need to get the edge now and i believe its all in the micro. You came to the wrong conclusion, practice your macro a hell of a lot more if you're newer as it's likely what's holding you back. | ||
Xapti
Canada2473 Posts
On October 23 2011 22:21 HaXXspetten wrote: saying that they have no micro potential is just simply wrong. Progamer's aren't A-clicking only if that's what you think. Flanking, arching, baneling splitting and targeting, muta micro, roach burrow micro, etc etc. You need to think outside the box, seriously... I didn't say they had none, I said virtually none, and by that I meant have very little. You mentioned roach micro, but I mentioned roach micro — I had already conceded that that was one of zergs options. The rest of the stuff that you are talking about for zerg is not really micro at least from my viewpoint, it's just basic unit control. Keeping mutas out of harm isn't micro, it's just normal harass tactics — there isn't muta micro like there was in Starcraft 1. Flanking isn't micro either... it's just flanking — it's not something to practice, at least with custom maps. On October 23 2011 19:20 jjhchsc2 wrote: There's a difference between not a-moving and microing. I don't consider everything that's not a-move to be micro, because otherwise everything would be considered micro. The guy was asking about practice maps for real zerg micro techniques — there's hardly anything there aside from roach burrowing. Many zerg player like stephano and nestea do not split up banelings much or at all vs siege tanks sometimes — it's inhuman to split them up enough for it to be effective to reduce the splash. Even the splitting itself is not something significantly micro-y it's pretty much having units in two control groups, or having them pre-positioned separated (although I will say that in some situations baneling splitting can be useful, but generally marines stay in 1 or 2 clumps and stutter-step (or are pre-positiond spread out) making it unnecessarysplitting lings blings to avoid tank fire .... you think nestea and stephano just move and a move into other armies???? geeeez On October 24 2011 00:12 BeeNu wrote: And if you think high level Zerg doesn't require a lot of Micro you need to actually try playing the race for yourself and learn a thing or two about what's actually involved before making asinine statements. I'm a masters zerg and I play only zerg. Try asking a person what race they play and at what level before making asinine statements. Like so many people are saying — It's really important to have proper unit positioning and basic control, as well as solid macro. Actual micro is insignificant for zerg — especially with regards to stuff like practice maps, cause there's nothing to practice against CPUs (or even players) other than roach micro or general control. | ||
Genome852
United States979 Posts
On October 23 2011 17:56 Xapti wrote: Blizzard made zerg trash in SC2 by giving them virtually no micro potential. Yeah, there's really not many cute micro tricks you can do as zerg, compared to as terran or protoss. Positioning is far more important in most zerg engagements. | ||
PresenceSc2
Australia4032 Posts
On October 24 2011 10:47 Xapti wrote: I didn't say they had none, I said virtually none, and by that I meant have very little. You mentioned roach micro, but I mentioned roach micro — I had already conceded that that was one of zergs options. The rest of the stuff that you are talking about for zerg is not really micro at least from my viewpoint, it's just basic unit control. Keeping mutas out of harm isn't micro, it's just normal harass tactics — there isn't muta micro like there was in Starcraft 1. Flanking isn't micro either... it's just flanking — it's not something to practice, at least with custom maps. There's a difference between not a-moving and microing. I don't consider everything that's not a-move to be micro, because otherwise everything would be considered micro. The guy was asking about practice maps for real zerg micro techniques — there's hardly anything there aside from roach burrowing. Many zerg player like stephano and nestea do not split up banelings much or at all vs siege tanks sometimes — it's inhuman to split them up enough for it to be effective to reduce the splash. Even the splitting itself is not something significantly micro-y it's pretty much having units in two control groups, or having them pre-positioned separated (although I will say that in some situations baneling splitting can be useful, but generally marines stay in 1 or 2 clumps and stutter-step (or are pre-positiond spread out) making it unnecessary I'm a masters zerg and I play only zerg. Try asking a person what race they play and at what level before making asinine statements. Like so many people are saying — It's really important to have proper unit positioning and basic control, as well as solid macro. Actual micro is insignificant for zerg — especially with regards to stuff like practice maps, cause there's nothing to practice against CPUs (or even players) other than roach micro or general control. For lower level players there is no difference between micro and unit control. Micro = controlling units.... Oh and you never play zvz? Little bit of micro involved there. | ||
Macpo
453 Posts
But if we consider micro more generally as the art of using your army in the most efficient way during a battle, then I think there is a ton of micro in zerg play. It's pretty hard to engage big T and P deathballs with zerg units. It requires to have different groups with different hotkeys, that you send them almost simultaneously on the field, but at the same time, in the right order so that tanking units tank, spell casters casts, etc. spell casters should not be too close nor to far, melee units be in the front... Then during the fight, you have to cast spells, move back and forth different groups depending on the situation, target fire some units, individually managing hurt units, plus possibly some tricks like burrowing banelings during the fight... Not that obvious! | ||
StatixEx
United Kingdom779 Posts
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Fairchild
133 Posts
glglglgl | ||
StatixEx
United Kingdom779 Posts
fairchild . . . THANK YOU!!!!!!!!!!!! seriously mad i was doing a different key per queen, if i had 3-4 bases by time id gone to them all it was time to inject again . . .YES THE WANDERING QUEEN IS ANNOYING but man its a small price to pay . . if this does happen its like . . .spread the creep man . . .man im so terrible at that! WAW | ||
FinalDeviL
Canada16 Posts
On October 24 2011 01:36 StatixEx wrote: ok heres a question then, larva inject, at the minute i put all hatches on one key and each queen on a different key then ill go 66xRClick, 77xRClick 88xRClick 99xRClick as you can see this does take some considereable time to do . . . are there any other easier ways. What I do is I use the minimap. So I have all my queens on a single hotkey (3). I press and hold V (either that or press and just click on where my hatcheries would be on the minimap. Because I have a queen at each, the closest one will inject. | ||
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