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Useful Zerg Tips for the May 10th Balance Update - Page 3

Forum Index > StarCraft 2 Strategy
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straycat
Profile Blog Joined May 2011
230 Posts
May 10 2012 11:03 GMT
#41
The queen change will probably make defending cheese slightly easier, but I don't think it will affect my play very much.

Overlord speed however - f*ck yeah! Omg that will be so great.
iKill
Profile Blog Joined May 2011
Denmark861 Posts
Last Edited: 2012-05-10 11:11:39
May 10 2012 11:11 GMT
#42
thepuppyassassin: "My god... the deathball's grown wings!"
oZe
Profile Joined January 2011
Sweden492 Posts
May 10 2012 11:20 GMT
#43
Putting in the work! I hope you win alot ^^

I never really thought overlords where UP. They and zerglings is the main reason I am so much better with zerg in 1v1. Find it hard to get good scouting with T&P. Mainly because I hate losing workers and splitting more than 25 mineral chunks from my army ;-)

Ps. Blizzard make me cry with all this downtime. Feels like server is down every 2 weeks. Nobody told them about failover??? They could easily make downtime equal to one restart of the game.
The worst kinds of organized crime are religion & government.
Qgelfich
Profile Joined November 2011
Germany90 Posts
May 10 2012 11:42 GMT
#44
Gj Zelniq, especially for the overlord timings and sweetspots, as most ppl would probably not realise what they can do (like flying through terran main on shakuras).
PsyChoRo
Profile Joined October 2010
Romania85 Posts
May 10 2012 12:27 GMT
#45
nice post !
ItchyLegs
Profile Joined November 2010
Canada369 Posts
May 10 2012 12:37 GMT
#46
great post
Osmoses
Profile Blog Joined October 2008
Sweden5302 Posts
May 10 2012 15:14 GMT
#47
The Overlord speed especially seems quite significant for Zerg early game. Looking forward to the new meta
Excuse me hun, but what is your name? Vivian? I woke up next to you naked and, uh, did we, um?
Shibbxyz
Profile Joined March 2011
United Kingdom94 Posts
May 10 2012 15:26 GMT
#48
The main thing for overlord speed is getting across the map at the start of the game without being killed by the first marine which in its current state happend too often, the slight increase has removed this finally and I can feel safe about sending first overlord across map which is perfect
The queen attack range wasn't needed but its the perfect anti scout unit now, and this is why I think they changed it to range 5 not 4, since before Terran and Protoss could just send scv or probe when ever they wanted to see what we zergs were doing and unless we had speed or a spine up it was pretty difficult to stop but now that first queen can stop that pesky probe or scv at the ramp.
Now I can have more fun doing early harass cause that damn scout can be denied
TangSC
Profile Blog Joined July 2011
Canada1866 Posts
May 10 2012 15:51 GMT
#49
Thanks a lot for posting this, very useful information :D
Coaching www.allin-academy.com | Team www.All-Inspiration.com
Sylfyre
Profile Joined January 2012
Australia222 Posts
May 10 2012 16:01 GMT
#50
Helpful for zergs, and the other races =D tyvm
dextrin303
Profile Joined May 2011
Sweden320 Posts
May 10 2012 16:06 GMT
#51
Thank you for making this post, cleared up some stuff for me.
spbelky
Profile Blog Joined October 2010
United States623 Posts
May 10 2012 16:10 GMT
#52
My hellions are very very sad indeed.
chestnutcc
Profile Joined July 2011
India429 Posts
Last Edited: 2012-05-10 16:30:17
May 10 2012 16:29 GMT
#53
4-5 queen openings going to hit the front of the ZvT meta imo. Stephano opens with roaches in the match up to deflect hellions and threaten the possibility of a bust. The 4 queen opening won't be able to pressure, but will be able to get up a much more economical 3rd base. My guess is a kind of gasless three hatch like in the ZvP matchup, except the third hatch is a macro, with 5-6 queens, banshees are also taken care of.

PS: Can't you stutter step queens vs hellions? Each time the hellions stutter, the queen can stutter with them, and never be out of range. Also her fat ass is great for blocking behind mineral lines.
phiinix
Profile Blog Joined February 2011
United States1169 Posts
May 10 2012 16:44 GMT
#54
I thought scouting with scvs was hard enough T_T, now they don't even need the spine or lings. Good write up though, a lot of zergs didn't know that 2 marines could snipe an ovie moving into the sweet spot on korhal.
Markwerf
Profile Joined March 2010
Netherlands3728 Posts
Last Edited: 2012-05-10 16:58:04
May 10 2012 16:55 GMT
#55
I think this might become important eventually:
ZvP queens can hit buildings without being hit by cannon. Walking over queens or nydusing in front of a FFE walloff looks to be viable now. Except their speed queens dominate hydra's as far as combat stats go now so mass queen + ling with nydus looks to be a really good thing if you ask me. For maps without a second ramp at the natural i can see this be quite a viable all-in, especially if toss opened air.

I really think at some point they should just give the queen a speed upgrade and get rid of the hydra completely, I think hydra's are now completely useless to build.

HelloSon
Profile Joined April 2010
United States456 Posts
May 10 2012 16:59 GMT
#56
On May 11 2012 01:55 Markwerf wrote:
I think this might become important eventually:
ZvP queens can hit buildings without being hit by cannon. Walking over queens or nydusing in front of a FFE walloff looks to be viable now. Except their speed queens dominate hydra's as far as combat stats go now so mass queen + ling with nydus looks to be a really good thing if you ask me. For maps without a second ramp at the natural i can see this be quite a viable all-in, especially if toss opened air.

I really think at some point they should just give the queen a speed upgrade and get rid of the hydra completely, I think hydra's are now completely useless to build.


if you lose to your FFE wall getting broken by mass queens, then you deserve to lose.
yo
Markwerf
Profile Joined March 2010
Netherlands3728 Posts
May 10 2012 17:05 GMT
#57
On May 11 2012 01:59 HelloSon wrote:
Show nested quote +
On May 11 2012 01:55 Markwerf wrote:
I think this might become important eventually:
ZvP queens can hit buildings without being hit by cannon. Walking over queens or nydusing in front of a FFE walloff looks to be viable now. Except their speed queens dominate hydra's as far as combat stats go now so mass queen + ling with nydus looks to be a really good thing if you ask me. For maps without a second ramp at the natural i can see this be quite a viable all-in, especially if toss opened air.

I really think at some point they should just give the queen a speed upgrade and get rid of the hydra completely, I think hydra's are now completely useless to build.


if you lose to your FFE wall getting broken by mass queens, then you deserve to lose.


and if you lose it to hydra's you don't? Queen bust can be really strong, just tech lair off 2 base make get around 7 queens and nydus just outside the wall while protecting it with speedling. Use the queens to take down wall and stream in lings. 7 queens take down a building only a bit slower then roaches and are much beefier, i can see it working well. It's just much faster then a hydra bust because you don't need a hydra den or lots of geysers plus you are using less larvae so you can stream more lings..
jarf1337
Profile Joined July 2010
United States146 Posts
May 10 2012 17:14 GMT
#58

this is an amazing post! just what I was hoping for.
wut kan i dew
TheRhox
Profile Joined March 2011
Canada868 Posts
May 10 2012 17:15 GMT
#59
Thank you Zelniq for this! Really saves me alot of time testing this for myself <3
GreyCone
Profile Joined April 2010
United States42 Posts
May 10 2012 17:22 GMT
#60
You should put screenshots with arrows on the map (showing where OL originated from) and then it will be an AMAZING post. I'm sure I can figure all the spots out following your directions but... pictures. Otherwise, really helpful, so thank you.
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