Oh and don't try to play lategame if you find it too hard you'll just tilt and play worse, kill them beforethat stage
1.4.3 How to kill lategame Zerg? - Page 8
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Poopi
France12886 Posts
Oh and don't try to play lategame if you find it too hard you'll just tilt and play worse, kill them beforethat stage | ||
Kryptonite
United States155 Posts
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CcCFlu
Switzerland68 Posts
Switch to toss, turtle on 3 base and push before broods are out Ez win ![]() | ||
Tenks
United States3104 Posts
On February 18 2012 01:10 Kryptonite wrote: Raven/Viking/Ghost, PDD for any Corruptors, Vikings for the Broodlords, Ghosts for the Infestors. Boom roasted. Is this theoretical Terran on like 8 base gas? | ||
XXXSmOke
United States1333 Posts
But. What do you do when the Z gets 8 spines at each base??? | ||
Tenks
United States3104 Posts
On February 18 2012 01:31 XXXSmOke wrote: Versus the BL/Infestor combo,your supposed to drop everywhere, limiting the gas intake of the Z so he cant remax the big T3 units, Everything else gets eaten by rines at this point, even a remax of lings is no match for PF's and sim citys with marines. But. What do you do when the Z gets 8 spines at each base??? I struggled with that as well but, honestly, by the time Infestor/Brood is out you should at least be +2 on your bio and instead of doing just marine drops I like to drop with 2 medivacs. One with 8 marines and the other with 4 Marauders. This actually works in a few ways. Firstly the +2 Marauders will shred the spine crawlers and next is the Zerg will generally use his ultra-mobile lings as drop defense. So if you drop your marines behind the minerals and the marauders in front to draw the ling attacks the marines can take pot shots and you can get a very cost efficient trade. | ||
KAmaKAsa
Finland210 Posts
Most zergs will make corrupters to counteract your vikings and to counteract this you have ravens for pdds and kite them with vikings so they clump up and thor gets splash damage and also you can HSM the corrupters if you like and then you have vikings to clean up the broodlords also adding in a banshee or two helps in the transition part. Dont blame blizzard for imbalance when you might not just understand the matchup completely and MMA is bad TvP | ||
Citherna
United States33 Posts
Worse still, you're equally as immobile as the Zerg late-game army, (so drops are very difficult to accomplish cost-effectively), AND in a straight-up fight you'll lose. I'd consider just going marine tank medivac, and then transition ghosts/ a few marauders. If you're stuck on going mech though, get ghosts as soon as possible. Sounds counterintuitive, but you have a barracks early anyway, and mech generally tends to float a lot of minerals, so expand as much as you can as well. Divide the map with siege tank positioning, try not to die, and stall out until you get your unbeatable army of ghost, viking, siege tank, thor. And I agree with the above poster about imbalances: don't complain about imbalances unless you're tip-top GM level. Of -course- Zerg late-game is going to kill you if you don't transition from Terran midgame; that's how it should be. Every race has some situation in which it's imbalanced, and it's up to the player to get into that position as often as possible. | ||
KAmaKAsa
Finland210 Posts
On February 18 2012 03:02 Citherna wrote: If you're going mech, generally you do a maxed doom push that kills the Zerg before BL/Infestors. Don't expect to win a mech game vs. Zerg very late in the game, (unless you're like MvP), because only Thors (and potentially Vikings) will be able to shoot up, and neither are very good at taking out Brood Lords. Worse still, you're equally as immobile as the Zerg late-game army, (so drops are very difficult to accomplish cost-effectively), AND in a straight-up fight you'll lose. I'd consider just going marine tank medivac, and then transition ghosts/ a few marauders. If you're stuck on going mech though, get ghosts as soon as possible. Sounds counterintuitive, but you have a barracks early anyway, and mech generally tends to float a lot of minerals, so expand as much as you can as well. Divide the map with siege tank positioning, try not to die, and stall out until you get your unbeatable army of ghost, viking, siege tank, thor. And I agree with the above poster about imbalances: don't complain about imbalances unless you're tip-top GM level. Of -course- Zerg late-game is going to kill you if you don't transition from Terran midgame; that's how it should be. Every race has some situation in which it's imbalanced, and it's up to the player to get into that position as often as possible. Ghosts are useless in TvZ against anything but infestors to kill a broodlord (225 hp) it would take 9 snipes, prepatch it would take 5 but now it takes 225 energy to kill a single broodlord and ghosts dont come out of the barracks with full energy | ||
peppilepew
93 Posts
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PrinceXizor
United States17713 Posts
On February 17 2012 18:31 Eligh wrote: Raven, pdd and seeker missle is strong against broodlord/ infestor but then it sucks against the ultra tech switch after trading the broodlord army... unless massively changes happened, raven will never be a likely composition for TvZ lategame... also the investment of infrastructure, time and ressources is too high... i will try to decide the game before the lategame, its getting harder an harder the longer the game takes against Z... and believe me guys, that will be not the last nerf to terran... you are going to complain that i'm suggesting this but i mean it seriously. seeker missile works vs ultras, you have have to seeker the larva at hatches before the ultra switch, limiting the number of ultras that can come out to 3 to 6 and all of a sudden ultas stop being a threat to your army period. | ||
boSeok
Canada177 Posts
hunter seeker missile wont work vs corrupters cause it doesnt do enough damage But pdd is good vs all zerg AA except fungal :D | ||
Naeroon
Canada166 Posts
On February 18 2012 03:35 PrinceXizor wrote: you are going to complain that i'm suggesting this but i mean it seriously. seeker missile works vs ultras, you have have to seeker the larva at hatches before the ultra switch, limiting the number of ultras that can come out to 3 to 6 and all of a sudden ultas stop being a threat to your army period. Just to clarify, are you suggesting all I need to do to win against ultras is fly a raven directly into my opponents base and HSM the larva? i... just.. . . dont even. . . . . .. . . . u____u; | ||
PeanutsNJam
United States175 Posts
Day9 also said a majority of ladder games end in the mid game, just sayin. | ||
D4V3Z02
Germany693 Posts
People are complaining too early. | ||
TheV
Brazil107 Posts
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D4V3Z02
Germany693 Posts
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Simberto
Germany11519 Posts
On February 18 2012 04:09 Naeroon wrote: Just to clarify, are you suggesting all I need to do to win against ultras is fly a raven directly into my opponents base and HSM the larva? i... just.. . . dont even. . . . . .. . . . u____u; No. You need to fly into EVERY base of your opponent, and HSM ALL the larvae at the same time you are killing his army. I am Zerg, and even i think that sounds stupid. Regarding ghosts, it does not really apply to me since my opponents are not good enough to use ghosts to a good effect at the moment, so i will let people who actually encounter them debate that. | ||
NostalgiaTag
Canada508 Posts
As a Zerg the things that kill me when I try go for this "op" unit mix is actully the transition. Catch a Zerg mid transition and you can do amazing amounts of damage. Check it out. To make like 12 bl takes supply invested into corrupters ahead of time and then the amount of money needed to be saved. Sheesh that's a huge opportunity to do significant damage, it's about a 1minute time frame, try focus your attacks and pressure during that time to force the zerg to blow his saved money on defending your Push rather than making bl's. | ||
PrinceXizor
United States17713 Posts
On February 18 2012 04:09 Naeroon wrote: Just to clarify, are you suggesting all I need to do to win against ultras is fly a raven directly into my opponents base and HSM the larva? i... just.. . . dont even. . . . . .. . . . u____u; no i'm not, but if you invested in a large group of ravens to fight BL infestor (which they kill extremely well) that a couple HSMs on the larva right before a big engagement cripples zergs reproduction rate. if you kill the larva at the macro hatch the natural and the main, which is only 3 HSM,s then zergs will often only be able to reinforce from the third and forth base, which are usually spread out from eachother. suddenly zerg at most can reproduce with 28 larva (if they stockpiled 14 larva a hatch) which they can use to make either only ultras or ultras with a pittance of zerglings. typical ultra ling would be 8 ultras and 40 lings from than which would be only 68 supply. surely a terran army can eliminate 68 supply of zerg. In late game scenerios marauder drops or HSMs to the larva can completely eliminate a zergs ability to reproduce after a fight. which is zergs ONLY advantage in the late game against terran realistically. you could also use ghosts with snipe and cloak, thors, marauders, unsieged tanks, upgraded banshees to do the same job but slower than ravens. protoss can use storm, collosus, archon, to do it quickly and immortals to do it slowly, zerg has fungal and banelings. if you look at larva like factories and barracks it makes alot of sense, eliminating production facilities right before a big engagement gives the player without crippled reproduction a huge advantage. | ||
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