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Hey blade55555, this one's mostly for you.
High master zerg. How do I hold control over my games in zvp when going swarmhost-hydra into viper -> ultra?
I feel like my swarmhosts are so immobile, protoss can just circumvent them and pick off a base left and right. I constantly feel 'scared' because I don't know what's coming - my creep is easily killed because I'm too immobile to keep him under pressure. This in turn makes me hesitate to keep moving my swarmhosts because being caught 'unsieged' means I lose the game - and blink stalkers can easily catch up if I run backwards.
On maps such as star station - do you still go hydra-SH? The map is huge with tons of open space, so my SH kinda suck at keeping area control.
Thanks!
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hi guys plat zerg here ! i have a problem with zvt ! they do a push with helbats marauders medivac and a few marines i have hard time dealing wiht it .i scout the armory but i donot know if it gona be drops or the push or both , i keep losing to it. any suggestion how should i defend it?
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On June 01 2013 20:00 Henk wrote: Hey blade55555, this one's mostly for you.
High master zerg. How do I hold control over my games in zvp when going swarmhost-hydra into viper -> ultra?
I feel like my swarmhosts are so immobile, protoss can just circumvent them and pick off a base left and right. I constantly feel 'scared' because I don't know what's coming - my creep is easily killed because I'm too immobile to keep him under pressure. This in turn makes me hesitate to keep moving my swarmhosts because being caught 'unsieged' means I lose the game - and blink stalkers can easily catch up if I run backwards.
On maps such as star station - do you still go hydra-SH? The map is huge with tons of open space, so my SH kinda suck at keeping area control.
Thanks!
I don't go SH much, but nydus should be effective, as long as overlord/creep spread for vision. From my protoss friend, of you get right outside his base with a spine spore viper SH comp, along with some static D and mobile D, you should be able to secure a game. Naturally this is a guess, as I never go SH, so I want to see what the true masters say.
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So this post is mostly about ZvZ, when I'm playing ZvZ, whether I open hatch first or pool first, I'm having trouble with several things which leads my ZvZ to be kind of bad.
You see, the way I see it, there are two different scenarios. Either I am being aggressive against my opponent or he is to me. Now, this usually means Ling/Bling mirrors pretty early on.
When I'm being aggressive, how can I punish droning without hitting a spine/ling/queen/bling defense? My goal is to force units and perhaps get a few drone kills. Is it even possible to be cost efficient as the aggressive zerg against a good spine/queen defense?
Now, let's say I'm being defensive and the other guy is pretty all-in. Let's say I can fend off his attacks, but he makes a mistake and loses say 20 lings to a bane. How do I punish that mistake? If he's intent on still being aggressive, he can still sort of do so, so I'm forced to make units. Should I drone when I see him lose a lot of lings? Counter attack? tech?
This leads to another, very similar question. How do you drone when you're being all-in'd? Do you make a couple drones here and there and hope to out-macro from a small but steady drone trickle?
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What should u follow up with after u hold a 4 Gate with just liings and speed ?
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gateway expand into 2 base allin (any) how the fuck is zerg supposed to get a better economy in time to be able to hold? can you post a bo or something? am i suppsoed to make 50 spines and turtle on 2 base tech?? i haven't even once come close to holding off a 2 base allin after a gateway expand yet...... (high master eu)
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On June 01 2013 20:00 Henk wrote: Hey blade55555, this one's mostly for you.
High master zerg. How do I hold control over my games in zvp when going swarmhost-hydra into viper -> ultra?
I feel like my swarmhosts are so immobile, protoss can just circumvent them and pick off a base left and right. I constantly feel 'scared' because I don't know what's coming - my creep is easily killed because I'm too immobile to keep him under pressure. This in turn makes me hesitate to keep moving my swarmhosts because being caught 'unsieged' means I lose the game - and blink stalkers can easily catch up if I run backwards.
On maps such as star station - do you still go hydra-SH? The map is huge with tons of open space, so my SH kinda suck at keeping area control.
Thanks!
When doing my style of swarmhosts you need to have control of watch towers, send a ling or a locust wave and then move when you know where the toss army is.
Should always have some way to know where the protoss army is so you don't get swarmhosts out of position.
On star nation I do still go swarmhosts and I will use nydus so I can be more mobile so that the protoss army can't just keep counter attacking and what not. In general once I secure 3-4 bases I am starting to add nydus as it is really good to be mobile with your army in general. I would start my nydus after I get 3-4 vipers out as those are more important at first.
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How does one know when is good time to stop being agressive? Lets assume ZvP you go for ling pressure, they do okay-ish nothing great but still you do even trades. Now how does one decide if to drone or make more lings? Same analogy could be used for roach bane pressure ZvT or ling bane pressure ZvZ.
I often times find myself watching the replay and telling to myself "if only I made one more round of lings it could have been over" but in game I couldn't see that. And sometimes it's other way round "if only I made drones one round earlier"...
Are there any "rules of thumb" you use in these kind of situations - I've seen Destiny in past just make half drones half units - but that doesn't seem really smart. Or is that you just have to play basically hundreds of games where you are faced with this decision.
FYI - Im talking highish(1400pts) master level (I should have basic game sense)
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What should u do vs double stargate opener ?
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Hello pros.
Do any of you guys use cues of any sort to cycle through your series' of checking mini map/moving units/injecting/scouting/upgrading, and the like? Mostly checking mini map, that is a big problem of mine.
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(Masters ZvT Bio, and hellbats I guess)
At what time do you start putting down your spore/spines if you're going roach to play defensively while you go to fast 3/3 ultra?
Is the time determined by the map? I've had a lot of trouble predicting when to do this & I hate doing it too early. I also hate doing it & turns out he doesn't drop at all. I'm not sure if I'm bad at scouting or there isn't a way to really tell the time. =/
Thx for help
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Separate question so I'm making a 2nd post in case someone else wants to reply to this.
Why the heck do I see so many Pro Zergs defending hellbat drops with just zerglings? I put down a warren at 6:25 every game & I'm able to get 3-4 roaches out by the time 4+ show up every single time. Is it not cost efficient? I've found I have much better luck doing this defending than dealing with the hellbats with lings.
Might be because I have low APM though, but if you have a suggestion for something more effective or an explanation as to why I see replays of GM Zergs losing tons of lings to hellbats defending it, I'd like to know. It's rather confusing to me
Thanks for help
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On June 05 2013 00:01 Veriol wrote: How does one know when is good time to stop being agressive? Lets assume ZvP you go for ling pressure, they do okay-ish nothing great but still you do even trades. Now how does one decide if to drone or make more lings? Same analogy could be used for roach bane pressure ZvT or ling bane pressure ZvZ.
I often times find myself watching the replay and telling to myself "if only I made one more round of lings it could have been over" but in game I couldn't see that. And sometimes it's other way round "if only I made drones one round earlier"...
Are there any "rules of thumb" you use in these kind of situations - I've seen Destiny in past just make half drones half units - but that doesn't seem really smart. Or is that you just have to play basically hundreds of games where you are faced with this decision.
FYI - Im talking highish(1400pts) master level (I should have basic game sense)
Well the general rule of thumb is really how is your engagement going. Are you fighting to where most if not all his units are dying? Or are you fighting to where he loses units, but it's not a super close fight.
If you are fighting cost efficient battles then it's fine to remain being aggressive, if the fights are favoring the other player then you need to back off. It's a tough call to make as normally when you do these aggressive attacks if it doesn't do a lot of damage you are going to be behind as you are committing a lot to those kind of attacks and they need to do significant damage before you can drone and not be in a bad position.
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Just a small question to structure Hotkeys: I'm using the standard hotkey setup with a few changes on the camera setup but no changes within the unit and structure hotkeys. I hate it when i need to press "H" (Hive), "I" (infestation pit), "U" (Ultra cavern) or "L" (lair) for structures and get really shortly distracted because its not in my natural flaw with my left hand. So i want to know which hotkeys you use for these structures if you are a standard hotkey user
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Russian Federation4295 Posts
On June 10 2013 18:47 Brainyac wrote:Just a small question to structure Hotkeys: I'm using the standard hotkey setup with a few changes on the camera setup but no changes within the unit and structure hotkeys. I hate it when i need to press "H" (Hive), "I" (infestation pit), "U" (Ultra cavern) or "L" (lair) for structures and get really shortly distracted because its not in my natural flaw with my left hand. So i want to know which hotkeys you use for these structures if you are a standard hotkey user  I am a Grid user and I think it's the best hotkey scheme over all these with separate hotkeys for each building
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ZvZ question,
Is there a stable roach-based build that can get me into the mid-game? I've been watching WCS and Pro-league closely and every build I've seen that relies on Roaches has a gap around the 4:30-5:30 mark that can be easily exploited by ling aggression.
With that said am I better off doing the standard 6 min lair into muta w/ling bane if I scout my opponent getting the normal 2:50-3:00 gas timing?
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1. how do you deal with MMM + hellbats? i am so tired of completely outplaying my opponents in literally every single way just to die to this stupid comp that attacks right as i would like to build mutas. so no i cant and have to go for roach ling bane while trading horribly thx to mines and hellbats and there it begins...the slow death. always have to rebuild roach ling bane while never being able to get mutas out, counterattack or kill medivacs which ultimately leaves to him killing me with 3 3 and medivacs or even before. i feel so insanely lost and think Z cant win in a macro game ZvT which is so stupid. 
any help for someone with a 75% winrate in zvz and 35% in zvt...
2. how do you open in a safe way ZvT. vs 888 reaper you lose with hatch first, vs 11 11 rax you lose with pool first + pool first means you sac economy. if you go superearly dronescout to scout and do reactive hatch first/pool first you lost so much mining time that it will be even harder to defend 11 11 rax. is it impossible to get a good safe opener in ZvT and T just gets free wins or eco lead?
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best way to hold muta speedbane allins if i 3 base roach hydra? only make a couple hydras and get more spores roaches + quick infestors maybe?
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On June 13 2013 10:32 BatesCsC wrote: ZvZ question,
Is there a stable roach-based build that can get me into the mid-game? I've been watching WCS and Pro-league closely and every build I've seen that relies on Roaches has a gap around the 4:30-5:30 mark that can be easily exploited by ling aggression.
With that said am I better off doing the standard 6 min lair into muta w/ling bane if I scout my opponent getting the normal 2:50-3:00 gas timing?
That window can be stopped if you use an early spine, 4 queens, and when facing the possiblity of a pool-gas-hatch drop a 2nd spine at 4:50, if you don't see any move-out with your overlords outside their base, cancel the spine just before it finishes.
The key is don't rush your roach warren, rely on queens + spines and slowlings (reactionary) to defend. For later lingbane timings where they leave their base 6:15 or later, you can wall your natural with evo chambers and hold with just a wall, spine and a few queens.
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On June 14 2013 06:00 willstertben wrote: best way to hold muta speedbane allins if i 3 base roach hydra? only make a couple hydras and get more spores roaches + quick infestors maybe?
Quick infestors will probably be too late, with precise and slightly greedy roach build (can use the ZvT roach-hydra build Soulkey used vs Innovation on belshir vestige in GSL finals) you can hit a 1-1 20 roach timing at 10:00 and do a lot of damage to their eco. If you can crippled a muta player then these sort of muta-ling-bane attacks are a breeze.
However assuming it's relatively even I think a few more spores would be great, but also consider two techniques for dealing with speedbanes.
1) Spread your hydras as much as possible so the banelings can't possibly be cost-efficient, this works well vs MASS speedbane and not such a high muta count.
2) The other method is to use your roaches to form a complete airtight obstacle in front of your hydras and simply aim to block the banelings from getting past. This takes a bit more finesse to execute but is useful vs high muta counts with low speedbanes. If you use method 1 vs high muta counts the mutas can engage your hydras a few at a time and do very well, despite the speedbanes not being cost-efficient. So this method 2 is recommended vs these high muta, low speedbane count attacks
gl hf!
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