On December 31 2011 01:05 Lebzetu wrote:
Bojas, just make 3 corruptors for each Colossus and go roach/hydra
Bojas, just make 3 corruptors for each Colossus and go roach/hydra
So you abandon the whole gameplan of the infestor roachling push?
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Bojas
Netherlands2397 Posts
On December 31 2011 01:05 Lebzetu wrote: Bojas, just make 3 corruptors for each Colossus and go roach/hydra So you abandon the whole gameplan of the infestor roachling push? | ||
Steel
Japan2283 Posts
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MrBitter
United States2940 Posts
Great guide, bro. Can't wait to see how good you get when you can focus on SC2 100%. | ||
terran_op
Germany3 Posts
What a pity that there wont be any guides like this for ZvT, because no human will live long enough to list all possibilities how terran can play efficiently against zerg.... | ||
Amaterasu1234
United States317 Posts
On December 31 2011 01:34 MrBitter wrote: Gerbil has been one of the most underrated North American Zerg players for a long time. Great guide, bro. Can't wait to see how good you get when you can focus on SC2 100%. QFT! I've been struggling with zvp lately, particularly stargate builds, so this guide helps immensely! | ||
ambrosiaa
Singapore333 Posts
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Markwerf
Netherlands3728 Posts
I have long been thinking 12 pool is the best opening for zerg against protoss because the fast access to lings and queen more then makes up for fast pool. Fast lings 'earn' money by not having to drone scout / patrol and forcing P into slightly less ideal FFE builds. 12 pool for example can force P into a faster cannon or faster building block while 14 pool might not. By the way if you're not being probeblocked on your hatchery (2nd overlord can tell for example) you can stop drones at 16 and get a quicker hatch, then make queen and 1 pair of lings before 3rd ov. You have slightly better economy and can use the fact P is not blocking, a good move on larger maps for example. | ||
Arcanefrost
Belgium1257 Posts
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CrueltY
Guernsey37 Posts
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llKenZyll
United States853 Posts
On December 31 2011 01:07 Bojas wrote: Show nested quote + On December 31 2011 01:05 Lebzetu wrote: Bojas, just make 3 corruptors for each Colossus and go roach/hydra So you abandon the whole gameplan of the infestor roachling push? Oh no dont get me wrong you want to have about 3-4 infestors, maybe 15 lings just for map control. But yeah, for the most part its Roach/Hydra/Corruptor. It works really well as long as the protoss doesnt go above 160 supply. | ||
SiN]
United States540 Posts
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Kvz
United States463 Posts
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ShinyGerbil
Canada519 Posts
Here's some Q&A from this thread On December 31 2011 00:10 cLunAsTyY wrote: This is a very well made guide with alot of good information. THOUGH I want to say that the fact that you emphasize on making this one big midgame attack should not work against a ''pro'' toss player. Extremely good forcefields should make protoss be really cost efficient in this trade. Lets say you push him before he has collosus and he trades really cost efficient then he expands and fake pushes you back and then just pulls back suddenly youve made alot of army you didnt really want to make he didnt lose alot of resources and has a base he can cover coming up he transitions into collosus you have alot of army supply that isnt strong vs collosus and he can just push you before you get to broodlords. I think you should give a better alternative than attacking the protoss between 150 and 200 supply. You have the right idea, and yes this will be less effective vs excellent Protoss players but so will every strategy. Also you are overestimating the cost efficiency of a non-colossus army vs roach ling infestor. Forcefield has 7 range, and fungal growth can hit from 9 (7 casting range + 2 radius), so sentries are much more likely to die than infestors, which gives you more standing power in the later stages. Also, it's not necessary to lose your entire army when engaging at this time. If you lose a section of your army but get off some good fungals and kill critical units, feel free to retreat with the rest to prepare for later. This theoretically shouldn't put you behind more than a bit, even if he out controls you. On December 31 2011 00:42 Chaosvuistje wrote: A lot of great tips in this one ![]() You're right, my stargate section is directed towards gateway openers from Protoss, as I mentioned that I'm not as familiar with FFE based timings. On December 31 2011 00:47 Lebzetu wrote: The stargate section was good, but I feel like you should have explained how to deal with Mothership/Carrier/Void Ray. It sounds stupid to you but I am a high masters Zerg and I think it's the one thing in this game that is imbalanced. They open up with two stargates and just pump out voids, maybe a few Phoenix, then they go two base Mothership and take a third. I'm not joking, I think it's imbalanced. How do I counter it? Against void rays instead of phoenixes, I like transitioning into corruptors, and a lot of them. An ideal composition for me at this time would be some hydra/roach/ling, and many many queens and corruptors. As soon as you see the fleet beacon or no aggression you can get up to 70 drones and 4 base, and deny his 3rd for quite a while unless he sits over it with his entire army (which obviously gives you the upper hand of not taking any harass damage). On December 31 2011 01:05 Bojas wrote: Having just switched to zerg I am very happy about this guide it saves me watching a ton of replays :D :D ![]() I have noticed that there is no section on 2 base collosus allins. I figure it would be doable to beat them by using corrupters me as a clueless and beyond horrible zerg wonders if I could deal with it with infestor ling roach. I think the timing is at like 14-15:00 with 4 collosus and a gateway army. I don't have specific replays sadly but maybe you know the kind of push I mean. How would you deal with that using this style? It's probably my macro since I reckon I should be maxed at that timing, from seeing Ret's stream. Thanks in advance It's a very good question. I dealt with stargate into colossus all ins, but perhaps 2 base colossus has it's place as well. contrary to what lebzetu wrote, I don't think you can manage roach/hydra/infestor/corruptor by the 15 minute mark, it's too much gas and your tech is spread out much too far. Instead, you should be opening roach infestor and adding corruptor as soon as you see fast colossus. if you find yourself needing to buy time for the corruptors to come out (you want around 8 before you engage this), try threatening counter attacks with large sections of roach ling. Your end composition should be around 4 infestors, 8 corruptors and the rest mass roach. Also feel free to add extra queens and/or spines if you have extra money. | ||
redds212
4 Posts
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templar rage
United States2509 Posts
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Yoshi Kirishima
United States10325 Posts
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nanoscorp
United States1237 Posts
What's your favorite or most reliable way of cracking a protoss 3rd or later base with a solid wall up front and a decent amount of static D? Say you scout something like 3 gateways with a couple cannons behind them, covering a wide choke like on TDA or Shattered temple. What kind of force would you take to counterattack that, or would you even consider it? What's your overall plan in terms of army movement when you get broodlords on the field? Their lack of mobility can make it frustrating to play against a P opponent with good multitasking. Force an engagement? Try to pick off units with fungal and efficient trades? Why no mention of NP? I've seen NP'd motherships turn battles around. It seems like a good fit for your lategame infestor/brood composition. Voidrays, Archons and Immortals make good targets too, if you can set up a buffer zone of broodlings, ITs or roaches. Thanks again! | ||
Moosegills
United States558 Posts
I definitely have a different style that i play in the mid game but the late game discussion is something every zerg should read | ||
Sporadic44
United States533 Posts
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Ursadon-n-Pals
United States928 Posts
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