The most usefull tip is about adding the morphing eggs straight to control group.
[G] ZvX: Small things that will benefit you - Page 2
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SorrowShine
698 Posts
The most usefull tip is about adding the morphing eggs straight to control group. | ||
OpTiKcoyote
United States60 Posts
On June 20 2012 20:54 SorrowShine wrote: Very nice. However as mentioned above it's usefull mostly for the low league players. The most usefull tip is about adding the morphing eggs straight to control group. I have to disagree. This is not just for low level players but for everyone. While these mechanics are not easy to master quickly, it seems to me that announcing these mechanics are for lower level players is a way of saying that you execute this stuff perfectly every game as necessary. While this may be true, I'm thinking it to be unlikely as even the best players in the world right now aren't doing all of these things consistently. Too many times you will see top level players not executing these mechanics themselves. Just the other day in the GSL violet took far too long to discover maru.prime had hidden an expansion at the 4 base early in the game on Daybreak. Something that simple Overlord even just behind the base, not creeping it, could have kept Violet in the know. Though Violet being a far stronger player was still able to beat his opponent, the fact remains that an expansion in the control of a more equally skilled opponent could have cost him the series and put him in danger of losing in code S so early in the season. Please look through tons of pro replays yourself and see how much of this stuff they are not doing in their games. These mechanics are for players of every skill level and should not be underestimated. Having said all this I want to make sure I am not coming off as stuck up or anything negative of the sort, some of this stuff may come off to you as common sense or nothing new, but that does not diminish the importance of the tips. Lots of ♥ : ) | ||
ETisME
12259 Posts
The ling patrol trick is really useful, I should totally do that more often | ||
Clarity_nl
Netherlands6826 Posts
It doesn't happen often but sometimes I think I made an overlord when I didn't, or I think I didn't and I overproduce them. This will stop that immediately! I also really like dropping creep from every overlord the moment your lair finishes, there is really no reason not to do it! Thanks OP! Very helpful. | ||
Nooborghini
Canada136 Posts
On June 20 2012 12:30 Belial88 wrote: 2nd protip - endgame, any place with fog of war in it, put an overlord there. Every zerg at 15+ minutes should vision of the entire map outside the opponent's base. I would not say this is a pro tip, just a pointer but it is very generalized and ignorant to say that "Every zerg at 15+ minutes should vision of the entire map outside the opponent's base." 1) You cannot always have vision of the entire map outside your opponent's base after 15 Minutes. If they at LEAST one air unit such as 1 Viking, Phoenix, etc. Overlords won't really have a chance to be in those positions granted if the opponent is active with his units, which should be the case at high levels. Granted you can snipe off the Overlord Harassment unit however, no one will make only ONE phoenix so they'll always have more Phoenix to support their harassment. 2) Depending on how large the map is and how active your opponent is to "REVOKE" your map vision also has to come into effect. All the TvZ and PvZ guides will always mention that revoking map control from the Zerg is huge and everyone should do it. If you are saying that you should have total map control past 15+ mins, that is saying that your opponent isn't being active with his part of trying to take back map control away from the Zerg which isn't a fair consensus or a subject to say as a tip. These are just my 2 cents. On the other hand, great guide here! Very helpful for everyone for either a quick reminder for your future games, to learn Zerg from ground up or just to research on the things that the little things that Zerg does to help tip the game into their favour. Again, thank you to OpTiK`Coyote for writing such a guide for the community members of TL! Hope there is more to come ^^ Mooch Loovz <3 | ||
zasta
United Kingdom99 Posts
Some suggestions/additions. ZvT: have a small number of banelings (3-5) morphed before you see any push out. I cannot over-emphasise the difference this made to my win ratio. They can be used to deal with drops and just allow you to defend a push without the marines being on top of you before your finish morphing. Similar to (9) Have a separate control group of a few units to deal with drops. Eg 2 banes 6-10 lings, this way you don't end up sending your whole army back like a pillock to defend against those pesky marines ![]() Thanks again! | ||
Antimatterz
United States1010 Posts
On June 20 2012 12:30 Belial88 wrote: I also kind of think an overseer at each base is overkill, but there are certain situations to warrant it, and certain not to (especially stargate play). You can't afford that gas at all... but if they are clearly using mass DT, or using lots of warp prism, or extreme lategame, of course go overseer. You should also start an overseer if you ever see a twilight or aren't 100% sure what the opponent is opening, when your lair is done. Patrolling an overseer against robo openings to kill observers is a good idea too. From my experience you will pretty much always need an overseer at each base in both ZvZ and ZvP. In ZvZ there are a ton of people who use burrow infestors/roaches and you need to be ready to deal with them at all times, and in ZvP you need the overseers to stop any kind of DT harass (you will also need them later on when the toss gets motherships. | ||
OpTiKcoyote
United States60 Posts
On June 22 2012 04:11 Nooborghini wrote: 1) You cannot always have vision of the entire map outside your opponent's base after 15 Minutes. If they at LEAST one air unit such as 1 Viking, Phoenix, etc. Overlords won't really have a chance to be in those positions granted if the opponent is active with his units, which should be the case at high levels. On the other hand, great guide here! Very helpful for everyone for either a quick reminder for your future games, to learn Zerg from ground up or just to research on the things that the little things that Zerg does to help tip the game into their favour. Again, thank you to OpTiK`Coyote for writing such a guide for the community members of TL! Hope there is more to come ^^ Mooch Loovz <3 That is one reason why Overlord speed is important. You can recall, with the control group, every Overlord or just maneuver and relocate the Overlord(s) being attacked until you get some support there for them. Thank you for your thank you and your mooch loovz : D | ||
vgfanatic2
United States1 Post
Also, did nobody else notice the heart in the minimap for #5? | ||
TheBigCohooNah
United States9 Posts
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Clarity_nl
Netherlands6826 Posts
On June 27 2012 01:59 TheBigCohooNah wrote: very good post. I will start using these overlord suggestions! Man I've been telling myself to do this but no luck so far. I feel like the more I play the harder it is to break habits. It's weird because I add every unit I make to hotkeys except for overlords and drones. Then again I should really either hotkey or screen hotkey my creep tumors. | ||
Belial88
United States5217 Posts
From my experience you will pretty much always need an overseer at each base in both ZvZ and ZvP. In ZvZ there are a ton of people who use burrow infestors/roaches and you need to be ready to deal with them at all times, and in ZvP you need the overseers to stop any kind of DT harass (you will also need them later on when the toss gets motherships. Spores have always worked for me, as long as you place them in a way to reduce surface area, and put down enough spines. Obviously if Toss is on 4+ bases, 2 spines and 1 spore will not be enough anymore. And in ZvZ, you just need to proactively place spore+spines, so that burrowed infestors don't get by. ie, at the chokes, entrance points, et cetera. Overseer at each base is way too much gas. would not say this is a pro tip, just a pointer but it is very generalized and ignorant to say that "Every zerg at 15+ minutes should vision of the entire map outside the opponent's base." Zerg tends to get map control around then. Even if you dont go mutas, if he's picking off overlords with a viking, you can get overlord speed, or just go shut it down with your ground based AA like infestors, since you have map control anyways. Toss tends to cut air production after initial stargate opening due to infestor/spire/hydra being out and the need to get colossus or storm out asap, and terran aren't just going to be making vikings when they similarlyl need to focus production on siege units. | ||
SadCheese
11 Posts
It sounds simple but it's somewhat incredible watching pro games where the army is killed off and all of a sudden six naked infestors are eaten up. One additional caveat is that one should always send in a changeling and see if there is any detection, and if you aren't expecting a ton of roaches or marines to hit you in the face (ie, you need them now) then you should always send two burrowed infestors to at least one base, wait for 150 energy on both and then double fungal the whole mineral line. It's such a quick and dirty way to score a huge economic win. Plus, you can usually get out safely the first time around and depending on how much harass you are doing you can sometimes repeat the offense (if he sucks). If you are super boss then you can do it at multiple bases, but you gotta hope he doesn't just run over your main force since you are out four high energy infestors... | ||
zmansman17
United States2567 Posts
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SamuraiSEA
Japan89 Posts
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warblob004
United States198 Posts
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