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[G] ZvT Roach/Ling All-In (Or is it?) - Page 12

Forum Index > StarCraft 2 Strategy
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agahamsorr0w
Profile Joined April 2011
Netherlands359 Posts
Last Edited: 2012-01-13 11:14:47
January 13 2012 11:13 GMT
#221
If you rush for mutalisk and don't do any sort of aggression then the amount of time he can abuse drops is shortened by a lot. That's one of the reasons I prefer going for mutas, they give a better map control than roach ling ever will do against terran. Plus, if you spread overlords before mutas come out, you can lose them to 1 random viking. I don't like losing stuff for free.
Tobberoth
Profile Joined August 2010
Sweden6375 Posts
January 13 2012 11:28 GMT
#222
On January 13 2012 20:13 agahamsorr0w wrote:
If you rush for mutalisk and don't do any sort of aggression then the amount of time he can abuse drops is shortened by a lot. That's one of the reasons I prefer going for mutas, they give a better map control than roach ling ever will do against terran. Plus, if you spread overlords before mutas come out, you can lose them to 1 random viking. I don't like losing stuff for free.

That's a stylistic choice you make, both Stephano and Destiny never go early mutas in ZvT and they deal with drops just fine. It's not anything negative with this build itself.
Asolmanx
Profile Joined April 2011
Italy141 Posts
January 13 2012 12:27 GMT
#223
On January 13 2012 20:13 agahamsorr0w wrote:
If you rush for mutalisk and don't do any sort of aggression then the amount of time he can abuse drops is shortened by a lot. That's one of the reasons I prefer going for mutas, they give a better map control than roach ling ever will do against terran. Plus, if you spread overlords before mutas come out, you can lose them to 1 random viking. I don't like losing stuff for free.


After pushing you CAN scout for tech and see if there might be dropships incoming. You can also not scout it. Same thing happens when you do any other build, you can send an overlord/overseer to get this info. You can also just spread the overlords and watch the minimap. Your post doesn't belong to this thread imo
TangSC
Profile Blog Joined July 2011
Canada1866 Posts
January 13 2012 13:22 GMT
#224
On January 13 2012 16:57 FireOfDarklight wrote:
Hi Tang,

i did read like 90% of the comments in this thread and didn't find anything about gas steal and i was curious...

Some time ago i read about gas steal discurages terran from going banshe.
(not to mention marines wich are not at the front anymore)
Is this still true and would it be viable for your strategy to implement?

Please tell me

It's not something I do very often, because I send a late scout (after hatchery) and typically they'll either have a full wall or 2 marines waiting. I prefer to keep the drone alive by scouting up the ramp, then using him to spot for marines/scvs coming to pressure (either out front of terran base or at xel naga in between our bases)
Coaching www.allin-academy.com | Team www.All-Inspiration.com
TangSC
Profile Blog Joined July 2011
Canada1866 Posts
January 13 2012 13:23 GMT
#225
On January 13 2012 20:13 agahamsorr0w wrote:
If you rush for mutalisk and don't do any sort of aggression then the amount of time he can abuse drops is shortened by a lot. That's one of the reasons I prefer going for mutas, they give a better map control than roach ling ever will do against terran. Plus, if you spread overlords before mutas come out, you can lose them to 1 random viking. I don't like losing stuff for free.

I usually get overlord speed at lair to deal with that. It is true that drops are possible but like others have mentioned, if you have a large enough roach/ling army and response well when you see medivacs in minimap, you can deal with drop pressure without mutas.
Coaching www.allin-academy.com | Team www.All-Inspiration.com
MstrJinbo
Profile Joined March 2011
United States1251 Posts
January 13 2012 13:31 GMT
#226
On January 13 2012 07:03 blinkblue wrote:
Show nested quote +
On January 13 2012 07:01 Tobberoth wrote:
On January 13 2012 06:55 RampancyTW wrote:
This build is aboslutely an all-in. It should be an auto-lose unless it does significant damage, it just cuts too many drones. You might be able to "take a third" with it, but you don't have the economy to support a third base for a long time. If a Terran player doesn't realize how much it actually puts you back in economy he may not punish you properly for doing it, which lets you get back into the game, but that doesn't make it a "solid" build.

A 4-gate rush is considered an all-in for similar reasons. The fact that it's technically possible to "transition" from it doesn't really change that. In fact, if you'd like to compare it to a 4-gate, you hit with the same number of workers as a 4-gate would a full minute and a half later than that rush hits.

This is NOT a "good build." It is a somewhat effective all-in if it doesn't get blind countered, but any good Terran should be able to punish you hard for it if they hold off the initial rush.

GL HF transitioning out of a failed 4 gate, you're on one base, your opponent is already way ahead in economy and you'll never ever get an expansion up. This tactic leaves you with 2 bases and a third on the way. It's comparable to a 3gate expand with a push as you expand, not a 4 gate.
How is it that different?

If you don't do any damage with this build, then GL HF transitioning out of it.

If you do some damage with either build, you break even.

If you do a lot of damage, you're ahead.


A four gate puts you behind because you are cutting a nexus as well as probes. If you only do some damage, you are really far behind. It's is in no way comparable to this build which is just cutting drones for an attack.
Jermstuddog
Profile Blog Joined June 2010
United States2231 Posts
January 13 2012 13:38 GMT
#227
Been playing with your style Tang. Getting my gas a bit earlier and adding lings to my attacks.

The punch is HARD, but as others have mentioned I miss the drones I've been making with my version

Also been throwing in Blings and just finishing games at the 8 minute mark npnp.


My goal is to master all 3 different builds (naked roach, roach ling, and roach ling bling) and throw them out at random.

So far, anything including lings is really bumpy for me, but still incredibly effective.
As it turns out, marines don't actually cost any money -Jinro
ApocAlypsE007
Profile Blog Joined January 2011
Israel1007 Posts
January 13 2012 13:55 GMT
#228
Iv'e tried this build with the 14 Hatch 14 Gas 14 Pool Tang suggested compared to Nestea's 15 Hatch 16 Pool 17 Gas opener, and I found out Nestea's version is smoother and it gets the Roaches about 10-15 seconds earlier and the gas is just enough for the Roaches in time. Maybe it's more vulnerable to 2rax but it seems alot smoother.
I'm playing the game, the one that will take me to my end, i'm waiting for the rain, TO WASH-- WHO I AM!!!
GornWood
Profile Joined June 2011
Germany121 Posts
January 13 2012 14:04 GMT
#229
I´m Terran and in my opinion this build isn´t viable because with a normal reactor hellion expand (4-6 Hellions) you can normally get a bunker before he arrives with the roaches.The only thing you force is a bunker and that´s it.Investing in Lings, when he did a reactor hellion expo is really useless because there is no way you can pressure defensive hellions with lings.
Against other builds than reactor hellion expo i don´t think it´ll do any damage either.When he does some other builds he will have a bunker, a banshee or enough units to defend the pressure anyways.
Jermstuddog
Profile Blog Joined June 2010
United States2231 Posts
January 13 2012 14:18 GMT
#230
On January 13 2012 23:04 GornWood wrote:
I´m Terran and in my opinion this build isn´t viable because with a normal reactor hellion expand (4-6 Hellions) you can normally get a bunker before he arrives with the roaches.The only thing you force is a bunker and that´s it.Investing in Lings, when he did a reactor hellion expo is really useless because there is no way you can pressure defensive hellions with lings.
Against other builds than reactor hellion expo i don´t think it´ll do any damage either.When he does some other builds he will have a bunker, a banshee or enough units to defend the pressure anyways.


That's nice.

See the last 12 pages of this thread. People better than you have said the same thing. They've been proven wrong.

Have a nice day.
As it turns out, marines don't actually cost any money -Jinro
TangSC
Profile Blog Joined July 2011
Canada1866 Posts
January 13 2012 14:33 GMT
#231
On January 13 2012 22:55 ApocAlypsE007 wrote:
Iv'e tried this build with the 14 Hatch 14 Gas 14 Pool Tang suggested compared to Nestea's 15 Hatch 16 Pool 17 Gas opener, and I found out Nestea's version is smoother and it gets the Roaches about 10-15 seconds earlier and the gas is just enough for the Roaches in time. Maybe it's more vulnerable to 2rax but it seems alot smoother.

It isn't as safe, that's why I recommend the 14/14/14. In ladder, I usually 16/16/16
Coaching www.allin-academy.com | Team www.All-Inspiration.com
Jermstuddog
Profile Blog Joined June 2010
United States2231 Posts
January 13 2012 14:48 GMT
#232
The first thing to move back would be the gas once you're comfortable enough.

I am doing a 14/15/17 opener, but I'm trying things a little differently.
As it turns out, marines don't actually cost any money -Jinro
agahamsorr0w
Profile Joined April 2011
Netherlands359 Posts
January 13 2012 14:50 GMT
#233
+ Show Spoiler +
On January 13 2012 21:27 Asolmanx wrote:
Show nested quote +
On January 13 2012 20:13 agahamsorr0w wrote:
If you rush for mutalisk and don't do any sort of aggression then the amount of time he can abuse drops is shortened by a lot. That's one of the reasons I prefer going for mutas, they give a better map control than roach ling ever will do against terran. Plus, if you spread overlords before mutas come out, you can lose them to 1 random viking. I don't like losing stuff for free.


After pushing you CAN scout for tech and see if there might be dropships incoming. You can also not scout it. Same thing happens when you do any other build, you can send an overlord/overseer to get this info. You can also just spread the overlords and watch the minimap. Your post doesn't belong to this thread imo



You mean you can scout the dropship during the push. Scouting after the push would be incredibly hard without lair tech. We are trying to discuss the long term viability of this build and yea, I do think my post is appropriate.
RampancyTW
Profile Joined August 2010
United States577 Posts
January 13 2012 14:57 GMT
#234
On January 13 2012 23:33 TangSC wrote:
Show nested quote +
On January 13 2012 22:55 ApocAlypsE007 wrote:
Iv'e tried this build with the 14 Hatch 14 Gas 14 Pool Tang suggested compared to Nestea's 15 Hatch 16 Pool 17 Gas opener, and I found out Nestea's version is smoother and it gets the Roaches about 10-15 seconds earlier and the gas is just enough for the Roaches in time. Maybe it's more vulnerable to 2rax but it seems alot smoother.

It isn't as safe, that's why I recommend the 14/14/14. In ladder, I usually 16/16/16
14/14/14 isn't particularly safe, either.

It's the equivalent of a 14h/15(delayed)pool, which due to the earlier hatch is actually slower than a normal 15h/15p would be in the first place. You don't make any use of your early gas, so there's no reason to be taking it so early. Something like the above-mentioned 15h/16p/17g (which gets the pool up BARELY slower than your 14/(late)15 equivalent) is smoother, and lowers the damage threshold needed to "break even" with this build because it establishes a somewhat stronger early game economy.
Jermstuddog
Profile Blog Joined June 2010
United States2231 Posts
Last Edited: 2012-01-13 16:29:18
January 13 2012 16:20 GMT
#235
I think arguing specifics on hatch/pool timings is outside the scope of this thread.

Hatch/pool timings are there to deal with potential 2 rax pressure.

Tangs build assumes 2 rax did not occur.

Its all related of course, but the difference between 14/14 and 15/16 are somewhat minimal on Tang's push.

Yes, there are seconds of difference, which can be huge in SC2, but moving hatch/pool timings is something that can not be definitively answered here IMO.
As it turns out, marines don't actually cost any money -Jinro
rustypipe
Profile Joined November 2010
Canada206 Posts
January 13 2012 16:24 GMT
#236
On January 13 2012 20:13 agahamsorr0w wrote:
If you rush for mutalisk and don't do any sort of aggression then the amount of time he can abuse drops is shortened by a lot. That's one of the reasons I prefer going for mutas, they give a better map control than roach ling ever will do against terran. Plus, if you spread overlords before mutas come out, you can lose them to 1 random viking. I don't like losing stuff for free.


2 base 9min fast muta will get you crushed if the terran does any LARGE number of early timing attacks. Such as

Fast medivac marine hellion drop
Hellion Maruader push
Mass marine marauder
8+ hellions into marine tank or into mech

among many others,

However if none of these things happen and the terran plays very standard with the typical marine tank timing attack 9min muta is very effective at map control, however to often i've been either damaged behond repair by early timing attacks or the game can even end there sometimes as your workin stupid hard on droneing to get the econ you need to ling muta bane by the 9 min mark.
The beatings will continue until moral improves!
ApocAlypsE007
Profile Blog Joined January 2011
Israel1007 Posts
January 13 2012 19:25 GMT
#237
Tang on your next stream please fix the blinking in the replays themselves as the blinking really hurting the eyes.
I'm playing the game, the one that will take me to my end, i'm waiting for the rain, TO WASH-- WHO I AM!!!
Schnullerbacke13
Profile Joined August 2010
Germany1199 Posts
January 13 2012 20:05 GMT
#238
I think an important aspect of Zerg agressive/timing push play is the fact, that for lower level players (AKA non-pros) it turns the odds of winning/losing into your favour compared to pure-macro-minimal-army play.
Even if you execute this "blind", there are a lot of popular builds you will straight out win or do significant damage against. You are not that dependent on map awareness and proper scouting (plus decision making).

Think of pure macro play risks:
* you fail to scout a timing push => lose
* you die to some fast tech => lose
* you overreact to a fake push => behind

So playing agressively will probably yield a overall better winrate on ladder (at least up to mid master). I am not sure if this also applies to pro level, however it seems to me that pros throwing in some all-ins/push builds are more successful.
21 is half the truth
GornWood
Profile Joined June 2011
Germany121 Posts
Last Edited: 2012-01-13 20:36:49
January 13 2012 20:24 GMT
#239
@Jermstuddog Who you think is better than me in the Pages before? I´m going to look up myself who posted here but pls say me...
Edit: Ok i saw Darkforce but he played Terran.I really like Darkforce but his Terran really sucks as he said too.So don´t tell me my Terran skills are below the one of Darkforce.That´s riduculous.I bet you are some "Masters" Zerg at NA Server.Give me some good Zerg at EU or KR Server so I´ll play him against your crap build ok? I´d like to play Darkforce just because we have the same point of view to this build...
secretary bird
Profile Joined September 2011
447 Posts
January 13 2012 20:40 GMT
#240
If this build wasnt viable it couldnt beat korean terrans and many zergs on EU wouldnt use something similar so it definitely is. Plus not that hard to execute and quick wins means its nice for lower level ladder play thats for sure.
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