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Norway839 Posts
On May 24 2013 22:24 PhoenixA wrote: Lately throughout all match ups I have been trying to use upgrading ling styles, but often even after getting to hive and ultras im never getting maxed or it takes me a long time to get to max because im constantly trading units. Is this a good or a bad thing? and how do i fix it if its bad? Whether you are maxed out or not does not really matter in the situation you're describing. What's important is that you trade in a way that makes sense and is as cost efficient as possible.
Hitting 200/200 in itself isn't really a good thing because it limits you from making more units. Direct your attention to how your supply and advantages in the game play out relative to your opponent rather than relative to 200/200.
Being able to push supply up fast and efficiently is very important, but 200/200 isn't really a goal.
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I've been scouting with my drone in ZvT (on maps with 2 players) on 10 supply (I found that if you send it after, you have to stockpile ressources before beeing able to choose hatch/pool first), and I made myself a little flowchart, but I don't know if it's accurate.
The drone should hit the terran base at around 2:00. If you encounter : *depolt with no rax at the wall : -gas in the main, 8 scv = 8/8/8 -> pool first, hide your scouting drone and proxy hatch some roaches (or any other responses agaisnt 8/8/8) -no gas, 10 scv (I found it's not hard to count them exactly) = proxy 2 rax -> hatch first, pool immediatly after, prevently pool drones around 3:00) -no gas, more than 12 scv =CC first -> hatch first, do the greediest thing in your book *rax building : -regular (13) gas timing -> hatch first, take your gas -gas first -> idem. But be ready for hellions sooner than usual. If no hellions or reapers early, do spores because banshee or hellbats are coming. -no gas -> hatch first + greediest build possible ? *nothing at the wall : that's wierd, but essentially the same read as when the depolt is on the wall
Are my responses/read rights, or there are some things I can change ? I'm really not sure of what to do agaisnt 2 rax.
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Norway839 Posts
On May 19 2013 16:37 Incognoto wrote:I think this has been asked before but here goes anyway. How do pro players play Zerg in terms of mechanics? I've been thinking a bit as to how to get shiny, smooth macro and here are some of my thoughts. A good Zerg (probably true for other races) would want to have a sort of cycle in how they do different things. For example, early-mid game Zerg will do something like this in their "cycle". 1. Inject 2. Use larvae (drones or units depending on circumstance) 3. Spread Creep 5. Make 2 or 3 Overlords 6. Scout and think 7. Act accordingly to step 6 (expand/pressure/upgrade/tech w/e?) 8. Back to step 1 (step 2 depends on step 6). Something like a mid-game TvZ where drops can happen: + Show Spoiler +1. Inject 1.5. Watch map
2. Use larvae (drones or units depending on circumstance) 2.5. Watch map
3. Spread Creep 3.5. Watch map
4. Make 2 or 3 Overlords 4.5. Watch map
5. Spread overlords 5.5. Watch map
6. Scout and think 6.5. Watch map
7. Act accordingly to step 6 (expand/pressure/upgrade/tech w/e?) 7.5. Watch map
8. Back to step 1 (step 2 depends on step 6). 8.5. Watch map
Maybe insert another inject step or another spend larvae step in between steps 5 and 6 or something? Not sure if steps 1 to 8 can be done in less than 45s. I don't know anything. ._.
So, do pro players think like this or something else entirely? Mechanics wise, shiny smooth macro comes from injecting to the best of your ability and repeating SELECT HATCHERIES and SPAWN DRONES frequently and mixing in overlords when the time is right.
That's pretty much it.
+ Show Spoiler [detailed explanation] +A Droning zerg will spend a lot of attention on selecting hatcheries and spawning drones super duper often. If you want to scout or spread creep that's fine, but don't let it be at the expense of frequent droning. For every second you're not making drones, you're losing valuable mining time which will backfire severely on your economy later on.
My best tip for you is that you need different mindsets for the different states of Zerg.
When zerg is droning in peace, you want to: 1. Inject perfectly 2. Make drones repeatedly (bonus if you make drones optimally at the right hatcheries) 3. Never get supply blocked 4. Set proper drone rally points 5. Stack drones properly, 2 on every mineral patch instead of 1 or 3 on mineral patches. 6. Spread creep? Scout and Think? Spread overlords? Move units? Make buildings? The priority of these shift depending on the situation. Repeating step 2 super fast without severely messing up the other steps, especially 1 and 3, is the key to smooth droning.
During a non-droning phase without combat you can allow more attention to creep-spread, scouting and thinking, etc. 1. Inject perfectly - great! Now you've 'created units'. 2. Never get supply blocked (anticipate future units). 3. Make units or buildings? Spread creep? Scout and Think? Spread overlords? Position army? The priority of these shift depending on the situation.
During a non-droning phase WITH combat you need to treat it more like the droning phase: 1. Inject perfectly 2. Make units repeatedly 3. Never get supply blocked 4. Control army You'll have to spend attention carefully between these 4 points. If you master all the above points, you may proceed with other things such as: 5. Expand? Make buildings? Spread creep? Scout and Think? Spread overlords? Move units elsewhere?
Keep in mind, sometimes, making a decision like taking a proxy base (let's say in the middle of a baserace) can be far more important than controlling the army killing your opponent's buildings. Everything is relative, but the above should work as base guidelines for how to spend your attention during the different states of zerg.
Hope it helps.
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Norway839 Posts
On May 15 2013 21:48 ZedraC wrote: Hi, Thank you very much for helping us, I for one appreciate it.
HOTS, dealing with voids early to mid game.
The other day I lost horribly trying to engage a army with voids in them. I think I had more than enough hydras but must have done something wrong. I see they asked us not to post replays, thus the edit.
Anyway, I engaged a Protoss ball with about 10 voids in it. I had 27 hydras and 14 roaches, he killed every last unit before i managed to kill one void. I do not understand how that was even possible.
So the question: What is your advice in engaging a Protoss ball as Zerg that has got majority voids in it? If you don't have a solid amount of roaches covering your hydras, the problem might be that the charged void rays and gateway units take out your roaches too quickly and that gateway units plus void rays thereafter own the Hydralisks.
To make your fight as efficient as possible, try the following actions: - When using armored Roaches, force the Protoss to use Overcharge on his Void Rays and then back off with all your units for 20 seconds until the charge is on cooldown for 40 more seconds. - If it's possible without taking massive amounts of damage from zealots, you want to move closer to the protoss and 'hug' the protoss army for your hydras to be able to shoot at once, kind of like the way marines would stutter-step towards a flock of mutalisk. Void rays are stacking flying units so they will always be able to shoot you no matter how many there are, whereas hydras compete with roaches for ground space and will often be pushed out of the way. - Make more Queens and use them in battle. they cost about the same as a Hydralisk but have twice the HP. - Try not to underestimate void rays, they are very powerful so if you're not 100% sure you will win the fight then try to dodge it and fight another time.
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On May 24 2013 23:35 Liquid`Snute wrote:Show nested quote +On May 15 2013 21:48 ZedraC wrote: Hi, Thank you very much for helping us, I for one appreciate it.
HOTS, dealing with voids early to mid game.
The other day I lost horribly trying to engage a army with voids in them. I think I had more than enough hydras but must have done something wrong. I see they asked us not to post replays, thus the edit.
Anyway, I engaged a Protoss ball with about 10 voids in it. I had 27 hydras and 14 roaches, he killed every last unit before i managed to kill one void. I do not understand how that was even possible.
So the question: What is your advice in engaging a Protoss ball as Zerg that has got majority voids in it? If you don't have a solid amount of roaches covering your hydras, the problem might be that the charged void rays and gateway units take out your roaches too quickly and that gateway units plus void rays thereafter own the Hydralisks. To make your fight as efficient as possible, try the following actions: - When using armored Roaches, force the Protoss to use Overcharge on his Void Rays and then back off with all your units for 20 seconds until the charge is on cooldown for 40 more seconds. - If it's possible without taking massive amounts of damage from zealots, you want to move closer to the protoss and 'hug' the protoss army for your hydras to be able to shoot at once, kind of like the way marines would stutter-step towards a flock of mutalisk. Void rays are stacking flying units so they will always be able to shoot you no matter how many there are, whereas hydras compete with roaches for ground space and will often be pushed out of the way. - Make more Queens and use them in battle. they cost about the same as a Hydralisk but have twice the HP. - Try not to underestimate void rays, they are very powerful so if you're not 100% sure you will win the fight then try to dodge it and fight another time.
Sorry if its totally off now, but what about infestors? Or are am I missing a point here?
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Hi, im high masters. Im sorry if someone answeredd this already but how do you deal with the 10 minute bio mine timing because no matter what i throw at the terran they still seem to win.
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@Snute, that actually did help. At least I think it did. It gave me a sort of indicator as to what to work on when I attempt to improve Zerg mechanics. What I garnered from your post is that a zerg needs to prioritize smooth unit production above everything else. Not to the point of injecting while zerglings are getting killed by zealots en masse, obviously. This means droning smoothly until proper drone saturation (which depends on what you're facing), then making units to respond against whatever you're facing.
Thanks!
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On March 04 2013 23:18 GropheR wrote:Hello all! I'm high master, but i have some problems vs toss. Maybe you can help me! How to play safe vs 1 gate expand into gate pressure/stargate play?and How to react safely to a fast 3rd protoss ? I usually like to go mutas, but if he go blink or double stargate phoenix i can't do enought damages. Help me! :D Ty all!
1: Well, you should be scouting normally and 1 gate expos are very uncommon on 4 player maps as you can't scout for early early pools. If you scout the 1 gate expo you do a few different things.
i. If you scout first try and haven't put down a pool or hatch yet. Make 3 hatch before pool. you can keep your drone in his base for a very long time vs a zealot. You can get a pool up, and lings before 1 ling can kill a hatch. Your 3 bases vs his 1 gate expo will allow you to get an amazing economy up before anything like a 4gate (remember you still have a scouting drone) check his chrono usage and gas intake before the drone dies. If the chrono is high, usually means 4gate (doesn't hurt to prepare for it) if he has lots of gas and lots of chrono (2 gas) I would prepare for a blink all-in or DT rush. Very rarely will protoss 1 base an immortal all-in, and you should be making extra queens vs a gateway rush anyways (vs air). If he is regularly spending chrono on probes (more than two chronos) then he will most likely be expanding (or if his gateway is on the low ground that is also a good tell but not 100% accurate).
ii: If you scout on your 2nd try and haven't put down your hatch yet but have put down your pool (or put down your hatch and not your pool etc) make sure you can get into his base (either mineral walk past zealot if it is out) or you should be able to get there before a zealot is even out. You want to either take a fast 3rd before pool again, or grab your gas. You should never under any circumstance go Pool Hatch Hatch vs a gateway opener, your 3rd is way too late and a scouting protoss will just 4gate you and straight up win (they will rally MSC and zealot and stalker and deny your 3rd). Upon getting gas, you want very fast speedlings, aim for 32 drones (16 on each) and then just massing lings. The idea is to prevent him from expanding, the best idea is to pop 4-6 lings when your pool pops and rally them to his natural, either force a cancel or delay it. Take a third once you've established a strong ling count, make drones and lings and get gases. Scout at around 5:45-6:00 to see what he really is doing, respond from there.
iii: If you scout on your 3rd try and you've already went pool and hatch (safest is the way I assume you play) if you do open hatch first and you have a strong skill against cannon rushing protoss then by all mean go hatch first. You'll want to get into his base and scout the above (chrono, gas, pylon positioning and count, does he get aggressive with his stalker and zealot etc etc). Regardless if you've opened hatch or pool first, you still want to get early speed. You can't simply rally 4-6 lings anymore due to him having a stalker and zealot by time you get there. So you are going to do something different. You should always scout first with an ovie, and check what he is actually doing. Mass lings vs gateway, if he is going for a 2 base 8 gate all-in without +1, make roach/ling and just keep your lings active (again we are massing lings after 32 drones, but this time we are getting slightly less lings and more drones to fill up 4 gases). You'll want to engage as much as possible to bait forcefields. Don't hesitate to engage if you bait a forcefield and he doesn't throw it (a game of chicken) if you can get your lings on his units he will lose a lot of units. Think about how many lings you'll need to actually do that (so stay on top of your injects!).
If you see him open one stargate, simply make another queen at your natural and build a spore at each base. No need to over react. Sometimes a spore at the front will let you defend easier, but the extra queen should do the trick. Use this extra queen to spread creep with your other extra queen (that you should of made earlier unless you are greedy or don't like creep spread o.o) Take your third relatively earlier than your creep spread gets to it (if that makes sense...) that way you can get your queens to protect it.
If you see him open twilight before robo, that means he is aggressively getting tech, he will have zip for army which means you should go roach hydra and push before blink or charge hits.
If you see him open robo than he is most likely opening the same way every other protoss in the world opens right now. Your best bet is to spam lings and deny his third, while teching to hydra corruptor. The idea is to pure hydra corruptor and trade armies on your 3 base economy, except every time you push out you should take another base and stay only on 4-5 bases. Once you have more than 4-5 bases you just have 300 mineral free kills around the map that don't get you anything. Tech to broodlord swarm host viper hydra or tech to swarm host viper ultralisk hydra. The idea is that you want to siege him on 3 bases and deny his 4th.
If you see him open double stargate, just mass hydra and deny his 3rd, don't fight small packs of voidrays with small packs of hydras, due to charge up they will melt hydras.
Mass mutalisk is a terrible terrible call against a fast 3rd.
Here is exactly what 100% of protoss do when they open fast 3rd. They either are some sort of high GM smurf who just wants to win games with mass blink (never really see that) or they open stargates. If they open stargates you can be sure they are spending all their mineral income on cannons, it isn't uncommon to make 20-30 cannons per base while massing up air (the mass tempest style). This way the protoss can effectively trade armies to kill bases without you being able to counter attack properly (you could make swarm hosts, but swarm hosts don't shoot up and it isn't difficult for them to invest in an observer (which they need for tempest anyways). The best way to play against this, is to mass hydra and aggressively take every base on the map while spreading creep (wtfareyoutalkingaboutKornholi0). Quite simply, protoss air is actually slow and bad unless you are fighting small forces or have a critical mass.
So the idea for zerg is to constantly take too many expansions for the protoss to properly deal with (remember they want to trade armies for bases) well if you simply keep taking bases he won't be able to hit your 4th or 5th while he is still trying to kill your 6th and 7th base. You can now effectively trade armies with him, he'll run out of resources and won't be able to cannon up his 4th properly, now you can start trading armies for his bases and he'll go broke and lose. THIS IS A LOT HARDER IN PRACTICE THAN IT IS IN THEORY!
Hope this helps!
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So against voidrays/tempest what is effective against this?
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On May 26 2013 02:16 Foxxan wrote: So against voidrays/tempest what is effective against this?
Aggressively take bases, trade army for army. You can also throw down 30 spores per base to protect against air, put like 30 spores and then 5 or so spines in the middle of them to protect against zealots.
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Just fyi, void ray charge doesn't do anything vs hydras because hydras are light units.
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On May 26 2013 02:10 Kornholi0 wrote:Show nested quote +On March 04 2013 23:18 GropheR wrote:Hello all! I'm high master, but i have some problems vs toss. Maybe you can help me! How to play safe vs 1 gate expand into gate pressure/stargate play?and How to react safely to a fast 3rd protoss ? I usually like to go mutas, but if he go blink or double stargate phoenix i can't do enought damages. Help me! :D Ty all! 1: Well, you should be scouting normally and 1 gate expos are very uncommon on 4 player maps as you can't scout for early early pools. If you scout the 1 gate expo you do a few different things. i. If you scout first try and haven't put down a pool or hatch yet. Make 3 hatch before pool. you can keep your drone in his base for a very long time vs a zealot. You can get a pool up, and lings before 1 ling can kill a hatch. Your 3 bases vs his 1 gate expo will allow you to get an amazing economy up before anything like a 4gate (remember you still have a scouting drone) check his chrono usage and gas intake before the drone dies. If the chrono is high, usually means 4gate (doesn't hurt to prepare for it) if he has lots of gas and lots of chrono (2 gas) I would prepare for a blink all-in or DT rush. Very rarely will protoss 1 base an immortal all-in, and you should be making extra queens vs a gateway rush anyways (vs air). If he is regularly spending chrono on probes (more than two chronos) then he will most likely be expanding (or if his gateway is on the low ground that is also a good tell but not 100% accurate). ii: If you scout on your 2nd try and haven't put down your hatch yet but have put down your pool (or put down your hatch and not your pool etc) make sure you can get into his base (either mineral walk past zealot if it is out) or you should be able to get there before a zealot is even out. You want to either take a fast 3rd before pool again, or grab your gas. You should never under any circumstance go Pool Hatch Hatch vs a gateway opener, your 3rd is way too late and a scouting protoss will just 4gate you and straight up win (they will rally MSC and zealot and stalker and deny your 3rd). Upon getting gas, you want very fast speedlings, aim for 32 drones (16 on each) and then just massing lings. The idea is to prevent him from expanding, the best idea is to pop 4-6 lings when your pool pops and rally them to his natural, either force a cancel or delay it. Take a third once you've established a strong ling count, make drones and lings and get gases. Scout at around 5:45-6:00 to see what he really is doing, respond from there. iii: If you scout on your 3rd try and you've already went pool and hatch (safest is the way I assume you play) if you do open hatch first and you have a strong skill against cannon rushing protoss then by all mean go hatch first. You'll want to get into his base and scout the above (chrono, gas, pylon positioning and count, does he get aggressive with his stalker and zealot etc etc). Regardless if you've opened hatch or pool first, you still want to get early speed. You can't simply rally 4-6 lings anymore due to him having a stalker and zealot by time you get there. So you are going to do something different. You should always scout first with an ovie, and check what he is actually doing. Mass lings vs gateway, if he is going for a 2 base 8 gate all-in without +1, make roach/ling and just keep your lings active (again we are massing lings after 32 drones, but this time we are getting slightly less lings and more drones to fill up 4 gases). You'll want to engage as much as possible to bait forcefields. Don't hesitate to engage if you bait a forcefield and he doesn't throw it (a game of chicken) if you can get your lings on his units he will lose a lot of units. Think about how many lings you'll need to actually do that (so stay on top of your injects!). If you see him open one stargate, simply make another queen at your natural and build a spore at each base. No need to over react. Sometimes a spore at the front will let you defend easier, but the extra queen should do the trick. Use this extra queen to spread creep with your other extra queen (that you should of made earlier unless you are greedy or don't like creep spread o.o) Take your third relatively earlier than your creep spread gets to it (if that makes sense...) that way you can get your queens to protect it. If you see him open twilight before robo, that means he is aggressively getting tech, he will have zip for army which means you should go roach hydra and push before blink or charge hits. If you see him open robo than he is most likely opening the same way every other protoss in the world opens right now. Your best bet is to spam lings and deny his third, while teching to hydra corruptor. The idea is to pure hydra corruptor and trade armies on your 3 base economy, except every time you push out you should take another base and stay only on 4-5 bases. Once you have more than 4-5 bases you just have 300 mineral free kills around the map that don't get you anything. Tech to broodlord swarm host viper hydra or tech to swarm host viper ultralisk hydra. The idea is that you want to siege him on 3 bases and deny his 4th. If you see him open double stargate, just mass hydra and deny his 3rd, don't fight small packs of voidrays with small packs of hydras, due to charge up they will melt hydras. Mass mutalisk is a terrible terrible call against a fast 3rd. Here is exactly what 100% of protoss do when they open fast 3rd. They either are some sort of high GM smurf who just wants to win games with mass blink (never really see that) or they open stargates. If they open stargates you can be sure they are spending all their mineral income on cannons, it isn't uncommon to make 20-30 cannons per base while massing up air (the mass tempest style). This way the protoss can effectively trade armies to kill bases without you being able to counter attack properly (you could make swarm hosts, but swarm hosts don't shoot up and it isn't difficult for them to invest in an observer (which they need for tempest anyways). The best way to play against this, is to mass hydra and aggressively take every base on the map while spreading creep (wtfareyoutalkingaboutKornholi0). Quite simply, protoss air is actually slow and bad unless you are fighting small forces or have a critical mass. So the idea for zerg is to constantly take too many expansions for the protoss to properly deal with (remember they want to trade armies for bases) well if you simply keep taking bases he won't be able to hit your 4th or 5th while he is still trying to kill your 6th and 7th base. You can now effectively trade armies with him, he'll run out of resources and won't be able to cannon up his 4th properly, now you can start trading armies for his bases and he'll go broke and lose. THIS IS A LOT HARDER IN PRACTICE THAN IT IS IN THEORY! Hope this helps!
Hi,
Pretty sure the following still applies :
On March 05 2013 01:43 monk wrote:Show nested quote +On March 05 2013 00:43 puppylisk wrote: I'm wondering, is answering peoples questions exclusive to only those who volunteered that are listed? For now, please allow only the listed players to answer questions.
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Well Broesl
I've been with TL for a very long time, and what I've learned from it is simply this,
This is a community, built upon people helping other people... Not a monopoly of pros giving advice. They got those blue tags by making an impact on the community, but first they were simple posters.
I think that is why this forum has gone so dry, is because people are waiting for the pros to comment, and not letting the nobodies take a swing at it.
But that is just my two cents...
If a pro wants to come here and tell me I am wrong then go ahead.
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On May 26 2013 02:16 Foxxan wrote: So against voidrays/tempest what is effective against this?
There are a couple ways to beat this.
You can do the boring style of turtle + static defense + many swarmhosts + viper/corruptor (or viper/queen).
You can do ultra/hydra/swarmhost/viper which works just as well, isn't as boring and a lot more mobile.
It's really up to how you want to do it and which style you want to play but both of the ones I listed are legitimate ways to beat any mass tempest/voidray/templar/colossi composition.
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On May 26 2013 07:59 blade55555 wrote:Show nested quote +On May 26 2013 02:16 Foxxan wrote: So against voidrays/tempest what is effective against this?
There are a couple ways to beat this. You can do the boring style of turtle + static defense + many swarmhosts + viper/corruptor (or viper/queen). You can do ultra/hydra/swarmhost/viper which works just as well, isn't as boring and a lot more mobile. It's really up to how you want to do it and which style you want to play but both of the ones I listed are legitimate ways to beat any mass tempest/voidray/templar/colossi composition.
Hey. I tried the hydra/swarmhost/viper around 10-12swarmhosts if i rembmer correctly, around 3vipers and rest hydras and i got roflstomped. He had like 15 tempest and 6 voidrays
So the tactic is pull, then Nuke then back and repeat but i didnt stand a chance, i need more testing but it seems this is correct? Oh and yes i waited for locust to go first to tank some shots
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On May 26 2013 08:11 Foxxan wrote:Show nested quote +On May 26 2013 07:59 blade55555 wrote:On May 26 2013 02:16 Foxxan wrote: So against voidrays/tempest what is effective against this?
There are a couple ways to beat this. You can do the boring style of turtle + static defense + many swarmhosts + viper/corruptor (or viper/queen). You can do ultra/hydra/swarmhost/viper which works just as well, isn't as boring and a lot more mobile. It's really up to how you want to do it and which style you want to play but both of the ones I listed are legitimate ways to beat any mass tempest/voidray/templar/colossi composition. Hey. I tried the hydra/swarmhost/viper around 10-12swarmhosts if i rembmer correctly, around 3vipers and rest hydras and i got roflstomped. He had like 15 tempest and 6 voidrays So the tactic is pull, then Nuke then back and repeat but i didnt stand a chance, i need more testing but it seems this is correct? Oh and yes i waited for locust to go first to tank some shots
12-14 swarmhosts, 4 vipers, hydras and you want some ultras too. If he's going pure air (tempest/voidray no colossi no templar) then just vipers + hydra + 12-14 swarmhosts is all you need. You should smash it easily with this composition as no splash = even easier to kill.
Just abduct, kill, retreat and repeat. Although if you have a ton of hydra you should be able to just abduct and then kill them with hydra as mass tempests aren't that good tbh very low dps and any AA kinda smashes them.
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On May 26 2013 07:54 Kornholi0 wrote: Well Broesl
I've been with TL for a very long time, and what I've learned from it is simply this,
This is a community, built upon people helping other people... Not a monopoly of pros giving advice. They got those blue tags by making an impact on the community, but first they were simple posters.
I think that is why this forum has gone so dry, is because people are waiting for the pros to comment, and not letting the nobodies take a swing at it.
But that is just my two cents...
If a pro wants to come here and tell me I am wrong then go ahead.
well, this is called the pro thread...
Anyways, what I wanted to know is: What do you do against mass zealot/archon/voidray. I think I've read that infestor/baneling "absolutely smashes" this, but how?
Edit: Forgot about HTs in the mix with storm
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On May 26 2013 08:46 blarkh wrote:Show nested quote +On May 26 2013 07:54 Kornholi0 wrote: Well Broesl
I've been with TL for a very long time, and what I've learned from it is simply this,
This is a community, built upon people helping other people... Not a monopoly of pros giving advice. They got those blue tags by making an impact on the community, but first they were simple posters.
I think that is why this forum has gone so dry, is because people are waiting for the pros to comment, and not letting the nobodies take a swing at it.
But that is just my two cents...
If a pro wants to come here and tell me I am wrong then go ahead. well, this is called the pro thread... Anyways, what I wanted to know is: What do you do against mass zealot/archon/voidray. I think I've read that infestor/baneling "absolutely smashes" this, but how? Edit: Forgot about HTs in the mix with storm
Actually if you really want to smash zealot/archon/voidray swarmhost/hydra literally crushes this so hard. Archon/zealot/templar just melts to swarmhosts and hydra slaughter the voidrays.
Seriously if you go swarmhosts you are going to laugh at how easy it is to smash that composition.
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Hello! I'm a high masters zerg, and recently I've been struggling a lot vs Terran. I'm finding it very hard to hold some of the 2-2 bio mine pushes. When the push arrives, I have 2-2, a lot of zerglings and banelings, and sometimes I've even got mutas, and creep spread. But in the fight, I never come out effectively, as I lose a lot of banelings, and he usually fly away in his medivacs, then he starts dropping and attacking my front, until I die. I want to know how can I be more effective versus widow mines, and how to secure a fifth(or even a fourth sometimes).
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Well I dun goof'd...
Hey Blade was there anything wrong with my post? (aside from its intrusion to this thread)
If it is correct please claim it as your own. I would rather the information be seen then it be discarded.
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