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Useful Zerg Tips for the May 10th Balance Update - Page 4

Forum Index > StarCraft 2 Strategy
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Prev 1 2 3 4 5 6 Next All
Weird
Profile Blog Joined April 2010
United States832 Posts
May 10 2012 17:28 GMT
#61
Excellent post, thank you!
Zelniq
Profile Blog Joined August 2005
United States7166 Posts
May 10 2012 17:39 GMT
#62
On May 11 2012 02:05 Markwerf wrote:
Show nested quote +
On May 11 2012 01:59 HelloSon wrote:
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..

well while getting lair you can only make queens 1 at a time, unless you went 3 hatch, which takes a while and time is of the essence in a build like this. however costing only minerals is nice, except you do need a total of 550 gas mined for nydus, lair, speed. sounds iffy. maybe you can win some games vs weak opponents or if you catch them doing a stargate build, i dunno
ModeratorBlame yourself or God
mYiKane
Profile Blog Joined March 2011
Canada1772 Posts
May 10 2012 17:40 GMT
#63
great post, thanks! helps a lot : )
Venomsflame
Profile Joined February 2011
United States613 Posts
May 10 2012 17:47 GMT
#64
This is awesome. So much good information here... Thanks a lot Zelniq
unit
Profile Blog Joined March 2009
United States2621 Posts
Last Edited: 2012-05-10 17:54:27
May 10 2012 17:50 GMT
#65
woah i just realized where i had seen the id "zelniq" before, hit you on ladder the other day lol
good hatchblock on my core, nothing i could do to win that game from there on QQ

interesting writeup i'll keep this stuff in mind when i'm offracing

edit: ironically these changes just ruin my 3zealot pressure expand build QQ gonna have to figure something new out :/
R4iD
Profile Joined September 2009
Canada142 Posts
May 10 2012 17:52 GMT
#66
thanks for the great post op!
your either pro or your noob, and thats life
Markwerf
Profile Joined March 2010
Netherlands3728 Posts
May 10 2012 17:53 GMT
#67
On May 11 2012 02:39 Zelniq wrote:
Show nested quote +
On May 11 2012 02:05 Markwerf wrote:
On May 11 2012 01:59 HelloSon wrote:
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..

well while getting lair you can only make queens 1 at a time, unless you went 3 hatch, which takes a while and time is of the essence in a build like this. however costing only minerals is nice, except you do need a total of 550 gas mined for nydus, lair, speed. sounds iffy. maybe you can win some games vs weak opponents or if you catch them doing a stargate build, i dunno


Queen production shouldn't be a problem really. The second hatch can still make queens while you tech to lair and while the nydus cannel makes you can almost make 2 queens. Just 3 queens before going to lair, during lair make 2 at natural and then while nydus builds make 2 more. Send all 7 in while making the last two which continue injecting while you're attacking. I think it will be a good allin to throw in occasionally especially if you scout quick air.

I'm wondering if at some maps like korhal compound you can't just walk your queens over or possibly make some fast creep high way by going lair while you have your overlords placed in a line from your base to his. Poop creep with your overlords when you hit lair, walk your queens over while laying some tumors and attack with queens + lings, something like that. Queens as an offensive unit defintely merit some investigation as stats wise they are super efficient, only their speed holds them down.
ZergX
Profile Joined October 2010
France436 Posts
May 10 2012 18:50 GMT
#68
Thanks a lot. Great post!
Nestea fightingg ! DRG fightingggg !! Sen fightinggg ! July fighting ! SoO fighting !
Mystgun
Profile Joined September 2010
Hong Kong311 Posts
May 10 2012 18:53 GMT
#69
5 range seems kinda crazy...the off creep range should be 3 so the queen doesn't become an offensive unit
nkr
Profile Blog Joined November 2010
Sweden5451 Posts
May 10 2012 18:58 GMT
#70
On May 11 2012 03:53 Mystgun wrote:
5 range seems kinda crazy...the off creep range should be 3 so the queen doesn't become an offensive unit


Yeah beacuse walking queens off creep as an offensive unit will be viable as hell. Hopefully they'll arrive at your base before you got 200/200 carriers.

(if you want to nydus queens, it will be so late in the game that their +2 range will hardly matter, they're not useful at that point for anything but injects or chasing voidrays)
ESPORTS ILLUMINATI
leo23
Profile Blog Joined November 2010
United States3075 Posts
May 10 2012 19:57 GMT
#71
thanks bro really useful
banelings
Gamegene
Profile Blog Joined June 2011
United States8308 Posts
May 10 2012 20:03 GMT
#72
On May 10 2012 16:13 Zelniq wrote:
ZvT:
[*] Queens will be quite a bit better at pushing back a hellion 'contain' (so you can safely spread tumors). If you're worried this somehow makes hellions a bad opening, read this.


So queen vs. hellion I wanted to talk about and I think some people think hellion openings are ruined but they are far from it. Here is the thing, I watch so many pro ZvT's that they pretty much all play out the same. The best koreans are doing hellion expand into double CC double engi bay and are completely safe. If zerg counters with roach bane it's just not nearly effective as a hellion/marauder timing and with your rax you can make 2 marauders and be super safe or cut corners and hope the zerg doesn't all-in which they usually don't. The main reason why terran has an advantage is because of mule. If zerg all-ins, both races will be even on workers but terran will have double or even triple mule to allow them to overkill bunker production. So you have a super safe terran getting way ahead in economy and upgrades. If zerg wants to keep up with upgrades they can go double evo but the lings they are using still won't be effective for sometime because of the hellions. Now that I explained that, I want to discuss the outcome of all this.


This really has nothing to do with the hellion opening. It's stating that since this power build exists, there's no reason for anyone to complain as long as they do this build cause it's just so fucking good. It's filled with so much garbage bias such as "just not nearly effective as a hellion marauder timing"; (to paraphrase): "Mules and bunkers mean you can hold everything, and if you try to keep up in upgrades it doesn't work because hellions are really good against zerglings."

It doesn't talk about hellion openings in general, it's just an out of place explanation of why one follow up to the hellion opening is so fucking good and why Zerg can't do anything about it.

You will normally see in a game like 4 hellions vs 1-2 queens + spine crawler. Usually the hellions seeing this, will just hover out side the natural denying creep, this WON'T change. The biggest difference might be zergs cutting corners and getting 1 queen + spine or just 2 queens but queens are still slower than hellions on creep and run bys will still be incredibly powerful. Terrans might just go for 6-8 hellions as an opener instead of 4 to increase their chances of damage. Hellion run by's have the potential to roast all your drones at the cost of 4 hellions but it's worth it because you gain scouting information and the zerg WILL lose mining time even if no drones die and are pulled and split perfectly.

just my 2cents coming from a masters zerg perspective.


Then he gives an obvious statement about about how hellions aren't going to want to poke up the ramp or choke to get hit by the static defense, and then gives a nonsensical argument that the changes doesn't matter since Terran players can just run in and kill all the Drones, and that somehow it's okay even if you lose the hellions for no drone kills (which is complete bullshit).

Why are you putting this stupid post into a very informative thread?



Throw on your favorite jacket and you're good to roll. Stroll through the trees and let your miseries go.
Big J
Profile Joined March 2011
Austria16289 Posts
Last Edited: 2012-05-10 20:28:43
May 10 2012 20:27 GMT
#73
On May 11 2012 05:03 Gamegene wrote:
Show nested quote +
On May 10 2012 16:13 Zelniq wrote:
ZvT:
[*] Queens will be quite a bit better at pushing back a hellion 'contain' (so you can safely spread tumors). If you're worried this somehow makes hellions a bad opening, read this.


Show nested quote +
So queen vs. hellion I wanted to talk about and I think some people think hellion openings are ruined but they are far from it. Here is the thing, I watch so many pro ZvT's that they pretty much all play out the same. The best koreans are doing hellion expand into double CC double engi bay and are completely safe. If zerg counters with roach bane it's just not nearly effective as a hellion/marauder timing and with your rax you can make 2 marauders and be super safe or cut corners and hope the zerg doesn't all-in which they usually don't. The main reason why terran has an advantage is because of mule. If zerg all-ins, both races will be even on workers but terran will have double or even triple mule to allow them to overkill bunker production. So you have a super safe terran getting way ahead in economy and upgrades. If zerg wants to keep up with upgrades they can go double evo but the lings they are using still won't be effective for sometime because of the hellions. Now that I explained that, I want to discuss the outcome of all this.


This really has nothing to do with the hellion opening. It's stating that since this power build exists, there's no reason for anyone to complain as long as they do this build cause it's just so fucking good. It's filled with so much garbage bias such as "just not nearly effective as a hellion marauder timing"; (to paraphrase): "Mules and bunkers mean you can hold everything, and if you try to keep up in upgrades it doesn't work because hellions are really good against zerglings."

It doesn't talk about hellion openings in general, it's just an out of place explanation of why one follow up to the hellion opening is so fucking good and why Zerg can't do anything about it.

Show nested quote +
You will normally see in a game like 4 hellions vs 1-2 queens + spine crawler. Usually the hellions seeing this, will just hover out side the natural denying creep, this WON'T change. The biggest difference might be zergs cutting corners and getting 1 queen + spine or just 2 queens but queens are still slower than hellions on creep and run bys will still be incredibly powerful. Terrans might just go for 6-8 hellions as an opener instead of 4 to increase their chances of damage. Hellion run by's have the potential to roast all your drones at the cost of 4 hellions but it's worth it because you gain scouting information and the zerg WILL lose mining time even if no drones die and are pulled and split perfectly.

just my 2cents coming from a masters zerg perspective.


Then he gives an obvious statement about about how hellions aren't going to want to poke up the ramp or choke to get hit by the static defense, and then gives a nonsensical argument that the changes doesn't matter since Terran players can just run in and kill all the Drones, and that somehow it's okay even if you lose the hellions for no drone kills (which is complete bullshit).

Why are you putting this stupid post into a very informative thread?


He puts it in, because people would bring it up no matter what.

And what you say has nothing to do with hellions, has in fact a lot to do with hellions:
-) Hellions are what "forces" Zerg to go roach/bling instead of the earlier, more costefficient ling/bling for an allin.
-) Hellions are what give you most of the needed scouting information:
- fast 3base
- 2 base tech
- 2 base allin
-) Hellion runbys, mass hellion allins etc. are not affected by a lot, because they will still do nearly as much damage as now (it's going to be like 2 more queen hits when you runby - that's like 16 damage more), so zerg still has to be prepared for those
Gamegene
Profile Blog Joined June 2011
United States8308 Posts
May 10 2012 20:49 GMT
#74
On May 11 2012 05:27 Big J wrote:
He puts it in, because people would bring it up no matter what.

And what you say has nothing to do with hellions, has in fact a lot to do with hellions:
-) Hellions are what "forces" Zerg to go roach/bling instead of the earlier, more costefficient ling/bling for an allin.
-) Hellions are what give you most of the needed scouting information:
- fast 3base
- 2 base tech
- 2 base allin
-) Hellion runbys, mass hellion allins etc. are not affected by a lot, because they will still do nearly as much damage as now (it's going to be like 2 more queen hits when you runby - that's like 16 damage more), so zerg still has to be prepared for those


zzzzz.

Unfortunately most of emcsk's reddit post does not have anything to do with what you just said, even though what you said is true.
Throw on your favorite jacket and you're good to roll. Stroll through the trees and let your miseries go.
GenesisX
Profile Blog Joined February 2010
Canada4267 Posts
May 10 2012 20:52 GMT
#75
god this is probably one of my favorite patches, thanks for posting :D
133 221 333 123 111
Pazuzu
Profile Joined July 2011
United States632 Posts
May 10 2012 23:29 GMT
#76
Very useful! Thanks!
"It is because intuition is sometimes right, that we don't know what to do with it"
black_ICE
Profile Joined November 2011
United States59 Posts
May 10 2012 23:35 GMT
#77
Holy crap. When I first saw the "update" I didn't think much of it. Maybe due to the fact I don't play zerg. Somebody should do one on the impact of the 10sec reduction on the observer.
"We turn ourselves in now, they'll give us 20 years in the electric chair." - Darren Roskow
zmansman17
Profile Joined March 2011
United States2567 Posts
May 10 2012 23:36 GMT
#78
Great theorycrafting and so quick!
♞ - His EKG is flattening get me a defib stat! Prepped and Ready! - ♞
Flonomenalz
Profile Joined May 2011
Nigeria3519 Posts
May 10 2012 23:48 GMT
#79
Sicckkk threaddd
I love crazymoving
StarBrift
Profile Joined January 2008
Sweden1761 Posts
May 11 2012 00:19 GMT
#80
On May 11 2012 05:49 Gamegene wrote:
Show nested quote +
On May 11 2012 05:27 Big J wrote:
He puts it in, because people would bring it up no matter what.

And what you say has nothing to do with hellions, has in fact a lot to do with hellions:
-) Hellions are what "forces" Zerg to go roach/bling instead of the earlier, more costefficient ling/bling for an allin.
-) Hellions are what give you most of the needed scouting information:
- fast 3base
- 2 base tech
- 2 base allin
-) Hellion runbys, mass hellion allins etc. are not affected by a lot, because they will still do nearly as much damage as now (it's going to be like 2 more queen hits when you runby - that's like 16 damage more), so zerg still has to be prepared for those


zzzzz.

Unfortunately most of emcsk's reddit post does not have anything to do with what you just said, even though what you said is true.


It has everything to do with what he said. It's just that it's common knowledge and doesn't need to be explained to people that either play the game or watch pro gamers. He talks about scenarios that exist purely because of the presence of the helion contain.The helion openers are forcing zergs to do all in builds or not spread creep until much later. This will not change much in the patch. 2 queens still wont be able to chase away 4 helions without a spine crawler. Terran will however pay with hp on his helions any time he wants to dive in and rightclick some building tumors unlike before.
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