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Master Zerg VS GM Toss, Help: My GM Brotoss practice partner has developed a really effective strat. that is very frustrating to play against. I need some pro imput please! ^_^
I need to paint the the whole picture. Protoss opens: Gateway ---> nex. Forge. Or, Gate Core ---> nex. Forge. Depending on if he scouts any zerg gas before 4 min. or 3 gate expand if I open speedling expand.
Then his mid game is stargate into HT/Robo. Or Rob/HT, depending if I open Roach hydra, or ling infester, or Ling muta. Basically His play forces me to open up roach hydra, But then his Void rays and HT own my hydra army.
Usually what happens is I trade all of his ground army away with my roach hydra. But the Voids and HT kill all my anti air. and the planitary nex. plus the left over voids, or morphing Archons clean up the rest.
After a few cycles the massive archon, ht, and voids ray army just trades to well.
What unit comp. would I go? Roach infester? Do I need to have a more greedy build?
Right now I am feeling forced to play a bit conservative.
15 hatch, 15gas, 15pool Speed, leave one drone in gas for later lair. get 3 gases going. 4 gas up, but not drones in it until my min floats ups. expand aroudn 7-8min. Speed roach + Hydra den + range upgrade
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Hi I have a few ZvP questions (based on gasless fast 3rd)
1) do you get your first (second) ovie before you attempt your natural hatch, or immediately afterwards before queen, or after queen but before lings?
2) do you get your third before second queen, or after?
3) do you sacrifice your ovie in the main or is this redundant as long as you have been spotting gas at natural before 0630 and third base with ling or ovie?
4) do you get a roach warren at 0700 or later and make a bunch of lings at 0800 instead of waiting for roaches to defend? Also, if you go lings do you want +1 carapace instead of +1 ranged to mitigate zealot +1 on your lings?
Thanks for any help Stardroid Space
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On March 21 2013 00:34 BuiBui wrote: Master Zerg VS GM Toss, Help: My GM Brotoss practice partner has developed a really effective strat. that is very frustrating to play against. I need some pro imput please! ^_^
I need to paint the the whole picture. Protoss opens: Gateway ---> nex. Forge. Or, Gate Core ---> nex. Forge. Depending on if he scouts any zerg gas before 4 min. or 3 gate expand if I open speedling expand.
Then his mid game is stargate into HT/Robo. Or Rob/HT, depending if I open Roach hydra, or ling infester, or Ling muta. Basically His play forces me to open up roach hydra, But then his Void rays and HT own my hydra army.
Usually what happens is I trade all of his ground army away with my roach hydra. But the Voids and HT kill all my anti air. and the planitary nex. plus the left over voids, or morphing Archons clean up the rest.
After a few cycles the massive archon, ht, and voids ray army just trades to well.
What unit comp. would I go? Roach infester? Do I need to have a more greedy build?
Right now I am feeling forced to play a bit conservative.
15 hatch, 15gas, 15pool Speed, leave one drone in gas for later lair. get 3 gases going. 4 gas up, but not drones in it until my min floats ups. expand aroudn 7-8min. Speed roach + Hydra den + range upgrade
I answered this in the other thread: Uh swarmhosts. Roach/hydra/swarmhost will pwn that so hard
Seriously swarmhost play will decimate HT/immortal and with hydra/ling or roach/hydra with the swarmhost you will obliterate him.
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On March 21 2013 00:34 BuiBui wrote: Master Zerg VS GM Toss, Help: My GM Brotoss practice partner has developed a really effective strat. that is very frustrating to play against. I need some pro imput please! ^_^
I need to paint the the whole picture. Protoss opens: Gateway ---> nex. Forge. Or, Gate Core ---> nex. Forge. Depending on if he scouts any zerg gas before 4 min. or 3 gate expand if I open speedling expand.
Then his mid game is stargate into HT/Robo. Or Rob/HT, depending if I open Roach hydra, or ling infester, or Ling muta. Basically His play forces me to open up roach hydra, But then his Void rays and HT own my hydra army.
Usually what happens is I trade all of his ground army away with my roach hydra. But the Voids and HT kill all my anti air. and the planitary nex. plus the left over voids, or morphing Archons clean up the rest.
After a few cycles the massive archon, ht, and voids ray army just trades to well.
What unit comp. would I go? Roach infester? Do I need to have a more greedy build?
Right now I am feeling forced to play a bit conservative.
15 hatch, 15gas, 15pool Speed, leave one drone in gas for later lair. get 3 gases going. 4 gas up, but not drones in it until my min floats ups. expand aroudn 7-8min. Speed roach + Hydra den + range upgrade
You should read this guide; http://www.teamliquid.net/forum/viewmessage.php?topic_id=402758#3.3
Like blade said (and guess who wrote the guide I linked), swarmhosts.
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I just wanted to know what the general opinion about Hydras in ZvT is?
I personally think they are super strong, if you combine them with infestors and lings. I start with 1/1 ling upgrades and I am getting a 3rd evo chamber for range upgrades the moment I reach lair. So I have a nice ling/hydra composition with upgrades. I aim to get infestors out very early and play it out like Stephano did in most of his WoL games. I also get a very early hive for a few ultras. 3/3 hydras + 3/5 ultras are super strong, if you combine them with infestors and a few vipers. It feels pretty much like ling/infestor but with less infestors and more hydras. I saw similar compositions, but only with roaches instead of lings. I am not so sure if you really need roaches. They are necessary vs mech, but not really against the usual terran bio mix. Why would you spend so much gas for roaches, instead of hydras/infestors or tech? But well, those are just my thoughts.
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On March 24 2013 04:20 Henk wrote:Show nested quote +On March 21 2013 00:34 BuiBui wrote: Master Zerg VS GM Toss, Help: My GM Brotoss practice partner has developed a really effective strat. that is very frustrating to play against. I need some pro imput please! ^_^
I need to paint the the whole picture. Protoss opens: Gateway ---> nex. Forge. Or, Gate Core ---> nex. Forge. Depending on if he scouts any zerg gas before 4 min. or 3 gate expand if I open speedling expand.
Then his mid game is stargate into HT/Robo. Or Rob/HT, depending if I open Roach hydra, or ling infester, or Ling muta. Basically His play forces me to open up roach hydra, But then his Void rays and HT own my hydra army.
Usually what happens is I trade all of his ground army away with my roach hydra. But the Voids and HT kill all my anti air. and the planitary nex. plus the left over voids, or morphing Archons clean up the rest.
After a few cycles the massive archon, ht, and voids ray army just trades to well.
What unit comp. would I go? Roach infester? Do I need to have a more greedy build?
Right now I am feeling forced to play a bit conservative.
15 hatch, 15gas, 15pool Speed, leave one drone in gas for later lair. get 3 gases going. 4 gas up, but not drones in it until my min floats ups. expand aroudn 7-8min. Speed roach + Hydra den + range upgrade You should read this guide; http://www.teamliquid.net/forum/viewmessage.php?topic_id=402758#3.3Like belial said (and guess who wrote the guide I linked), swarmhosts.
You mean blade right? 
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On March 24 2013 05:58 blade55555 wrote:Show nested quote +On March 24 2013 04:20 Henk wrote:On March 21 2013 00:34 BuiBui wrote: Master Zerg VS GM Toss, Help: My GM Brotoss practice partner has developed a really effective strat. that is very frustrating to play against. I need some pro imput please! ^_^
I need to paint the the whole picture. Protoss opens: Gateway ---> nex. Forge. Or, Gate Core ---> nex. Forge. Depending on if he scouts any zerg gas before 4 min. or 3 gate expand if I open speedling expand.
Then his mid game is stargate into HT/Robo. Or Rob/HT, depending if I open Roach hydra, or ling infester, or Ling muta. Basically His play forces me to open up roach hydra, But then his Void rays and HT own my hydra army.
Usually what happens is I trade all of his ground army away with my roach hydra. But the Voids and HT kill all my anti air. and the planitary nex. plus the left over voids, or morphing Archons clean up the rest.
After a few cycles the massive archon, ht, and voids ray army just trades to well.
What unit comp. would I go? Roach infester? Do I need to have a more greedy build?
Right now I am feeling forced to play a bit conservative.
15 hatch, 15gas, 15pool Speed, leave one drone in gas for later lair. get 3 gases going. 4 gas up, but not drones in it until my min floats ups. expand aroudn 7-8min. Speed roach + Hydra den + range upgrade You should read this guide; http://www.teamliquid.net/forum/viewmessage.php?topic_id=402758#3.3Like belial said (and guess who wrote the guide I linked), swarmhosts. You mean blade right? 
Very sorry blade! T_T edited right away. Guess I was a little sleepy, still!
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Hey, I am a mid/high diamond player and I have had a decent amount of difficulty dealing with protoss pushes that are basically all-in. At the rate I'm at I lose 80% of the time one of these comes. An example of the type of push I am referring to is the 8ish minute push where the toss sends a few units as well as a "pylon chain" where they are able to almost entirely reinforce their initial army while taking out my 3rd/2nd base(s). I usually park 1 ling and an overlord outside their base so I am usually aware of when this push comes however even though I spine up and mass units I still manage to lose.
The main question is how should I go about engaging this? Should I try to take out the pylons/probe with some of my army and use the rest plus the spines to engage his army? Should I turtle and allow his army to get in spine range and not worry about his warp ins until they arrive? I am having extreme difficulty with this and any and all feedback would be nice. Thanks!
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In ZvP i seem to get pressure on me in my main if i go 3 base to an ffe, They bring a warp prism with 3+ sentries to block out any supporting units and kill my main pulling me drastically below in the meta / lat game. Is 3 base zerg out dated in ZvP? If it is what build should i learn?
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Hello!
I've been seeing lately that many zergs use the so-called 10-roach pressure versus Terran. Most recently a half an hour ago when LiquidSnute did this versus WW.Sting in the ESET finals. As of always, this was very successful, even though the Terran player opened BIO which must be the worst-case scenario versus this opening. The 10 roaches would very possibly do game-ending damage versus, say, a reaper->hellion opening that is somewhat popular in the current HOTS meta game.
Do you open with this blindly, or is there a trigger for this? The 15/16/16 is for what I've been seeing the foundation. I am also interested in a exact build order for this in the very early stage. Roachwarren timing, gastiming (second gas?) etc. I also would like to know when to take the 3rd behind and how you should transition based upon the tech path chosen by the Terran.
Thanks!
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On March 24 2013 10:20 thechasemenna wrote: Hey, I am a mid/high diamond player and I have had a decent amount of difficulty dealing with protoss pushes that are basically all-in. At the rate I'm at I lose 80% of the time one of these comes. An example of the type of push I am referring to is the 8ish minute push where the toss sends a few units as well as a "pylon chain" where they are able to almost entirely reinforce their initial army while taking out my 3rd/2nd base(s). I usually park 1 ling and an overlord outside their base so I am usually aware of when this push comes however even though I spine up and mass units I still manage to lose.
The main question is how should I go about engaging this? Should I try to take out the pylons/probe with some of my army and use the rest plus the spines to engage his army? Should I turtle and allow his army to get in spine range and not worry about his warp ins until they arrive? I am having extreme difficulty with this and any and all feedback would be nice. Thanks!
Hi thechasemenna,
From the sounds of it your issue is not how you're engaging your opponents forces, but a failure to recognise these pushes before they move out, as you need plenty of time to prepare.
Scouting
There are a few scouting points which will tip you off that this is coming: 1) The most important one --> no gas at natural by 6:45
Other hints: 2) Forge upgrading by 6:00 3) Chronoboosts on cyber-core 4) extra gateways started by 7:00
The most important is just checking the gas. If they have no gas at their natural they HAVE to be either taking a fast 3rd or making use of a lot of zealots in early aggression (only things they can spend minerals on).
Reaction:
You should react by dropping a roach warren immediately at 6:45 and cutting drones and building overlords from around 7:15. Roaches can engage from the front and use stutter micro to focus down zealots easily. If you can afford ling-speed then lings are great for cleaning up their retreating stalkers.
Notes + how to engage:
a) remember to delay lair a little so you have enough gas for your first roaches b) use a small pack of lings to push back any initial stalker-zealot pressure and check for pylons to see if they are committing to the pressure. Try to kill unattended pylon to slow/distract their push if you need. c) You can hold this pressure just with speedling-baneling and hydra later but you need very good control and a fast ling speed that kicks in by 8:00
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On March 24 2013 04:13 Stardroid wrote: Hi I have a few ZvP questions (based on gasless fast 3rd)
1) do you get your first (second) ovie before you attempt your natural hatch, or immediately afterwards before queen, or after queen but before lings?
2) do you get your third before second queen, or after?
3) do you sacrifice your ovie in the main or is this redundant as long as you have been spotting gas at natural before 0630 and third base with ling or ovie?
4) do you get a roach warren at 0700 or later and make a bunch of lings at 0800 instead of waiting for roaches to defend? Also, if you go lings do you want +1 carapace instead of +1 ranged to mitigate zealot +1 on your lings?
Thanks for any help Stardroid Space
Hey Stardroid, thanks for ordering your post neatly and concisely, makes it easier to answer!
1) If there is a probe abouts, able to block, get the overlord before the hatchery so you have supply to get queen + lings out to clear the pylon. Otherwise 14/15p -16h-15ovie-15queen is the standard order of things
2) Totally up to you, most pros prefer 3rd hatch first but it is a matter of a few seconds delay on one or the other and is overall unimportant.
3) Always sac the ovie unless there is a stalker right on the edge waiting for it. Especially if they are pressuring with a stalker you will get to scout the whole base and often get out the other side. Personally I like to bring my natural gas-spotting overlord in a little bit and check for tech at the natural at the same time
4) Personally I think roaches are getting out-dated at the higher levels of play in HotS ZvP (in most situations). But that is a whole other topic.
Roach warren timing can be dependant on scouting, fast natural gases (before 6:30) and not spotting gateways in the main and you can delay it to 7:30-8:00. Slow-lings can defend a light zealot-stalker mofoship pressure, but are near useful vs dedicated 4-8 gate attacks. So only invest enough lings to push back the initial pressure, or more if you have ling speed up in a timely fashion.
I think either upgrade is fine, if you prefer to focus on lings definitely get melee or carapace over ranged!
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Hello, mid GM EU player here. I'm having some problems in securing third base in muta vs muta plays and in general this phase between 8:00 and 10:00 minute mark. I usually end up in situation where I either underproduce banelings and i get my 3rd killed by remaining zerglings or I overproduce banelings and I'm behind in muta count. Or if I have enough of everything, my drone count suffers. If it's some generic pressure I might hold, If it's more serious pressure like Ret likes to do, I almost always end up dead or behind. So my questions are: 1. When to start to produce lings to secure 3rd? I've been doing full saturation 16+6 per base and then ling production, is this correct? Would it be possible to sneak few more drones? 2. How do I know the number of banelings i should morph if I play defensively? should I put overlords around the third base? Should I slightly overproduce banelings in case he hides them somewhere? What's the general number of initial banes morphed? 3. When is it time to stop morhping banes, just when the mutas pop or can I stop it a bit earlier? 4. When do you go back to droning? I tend to feel safe once mutas are out with spine and spore 5. Is it better to be aggressive with pure ling and then save gas for mutas or morphing few banes doesnt hurt? 6. Is it better to delay mutas slightly in order to get faster 3rd or vice versa? I realize it might be also my micro, but I guess those informations would be useful as well, thanks!
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I've talked about this a bit in another thread or two...But I still don't feel like I have a solid answer. The Sentry Immortal all-in from protoss (the "Soul Train") is still a problem in HotS, I feel like. I do, however, recognize that Zerg has some new responses to this particular build. I'm wondering what people have been having success with. Apparently it's beatable with Roach/Ling (I've read, but not seen, that Life beat Parting with Roach/Ling?). I am usually unable to hold it with Roach/Ling, and I think you need to be extra greedy in the early stages of the game to make it happen anyway.
However, some other options are fast lair tech, either Swam Hosts or Hydras. Now, I'm able to get 3-4 swarm hosts out with lings and about 5 spines by around 10:15. That means if I can delay the protoss push by around 30 seconds with my first couple sets of zerglings, I'll be able to hold out for those few swarm hosts. I'm wondering, though, if that is enough to hold the push. I feel like it may be better to go the hydra route, as I can get a similar number of zerglings and spines, but have around 10 hydras by 10:20. I think this is a much stronger response when you suspect/know the all-in is coming.
I'm just wondering what people have been doing to stop this push from Protoss, if it is still "unbeatable," and what my best chance is at crushing it every time I face it.
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On March 24 2013 04:18 blade55555 wrote:Show nested quote +On March 21 2013 00:34 BuiBui wrote: Master Zerg VS GM Toss, Help: My GM Brotoss practice partner has developed a really effective strat. that is very frustrating to play against. I need some pro imput please! ^_^
I need to paint the the whole picture. Protoss opens: Gateway ---> nex. Forge. Or, Gate Core ---> nex. Forge. Depending on if he scouts any zerg gas before 4 min. or 3 gate expand if I open speedling expand.
Then his mid game is stargate into HT/Robo. Or Rob/HT, depending if I open Roach hydra, or ling infester, or Ling muta. Basically His play forces me to open up roach hydra, But then his Void rays and HT own my hydra army.
Usually what happens is I trade all of his ground army away with my roach hydra. But the Voids and HT kill all my anti air. and the planitary nex. plus the left over voids, or morphing Archons clean up the rest.
After a few cycles the massive archon, ht, and voids ray army just trades to well.
What unit comp. would I go? Roach infester? Do I need to have a more greedy build?
Right now I am feeling forced to play a bit conservative.
15 hatch, 15gas, 15pool Speed, leave one drone in gas for later lair. get 3 gases going. 4 gas up, but not drones in it until my min floats ups. expand aroudn 7-8min. Speed roach + Hydra den + range upgrade I answered this in the other thread: Uh swarmhosts. Roach/hydra/swarmhost will pwn that so hard Seriously swarmhost play will decimate HT/immortal and with hydra/ling or roach/hydra with the swarmhost you will obliterate him.
Thanks ^_^ I Im finding that I need to clear those voids asap. They do silly amounts of dps
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On March 30 2013 05:20 TFS wrote: I've talked about this a bit in another thread or two...But I still don't feel like I have a solid answer. The Sentry Immortal all-in from protoss (the "Soul Train") is still a problem in HotS, I feel like. I do, however, recognize that Zerg has some new responses to this particular build. I'm wondering what people have been having success with. Apparently it's beatable with Roach/Ling (I've read, but not seen, that Life beat Parting with Roach/Ling?). I am usually unable to hold it with Roach/Ling, and I think you need to be extra greedy in the early stages of the game to make it happen anyway.
However, some other options are fast lair tech, either Swam Hosts or Hydras. Now, I'm able to get 3-4 swarm hosts out with lings and about 5 spines by around 10:15. That means if I can delay the protoss push by around 30 seconds with my first couple sets of zerglings, I'll be able to hold out for those few swarm hosts. I'm wondering, though, if that is enough to hold the push. I feel like it may be better to go the hydra route, as I can get a similar number of zerglings and spines, but have around 10 hydras by 10:20. I think this is a much stronger response when you suspect/know the all-in is coming.
I'm just wondering what people have been doing to stop this push from Protoss, if it is still "unbeatable," and what my best chance is at crushing it every time I face it.
Even in WoL, I found immortal/sentry all-ins were free wins for me once I learned how to execute a 3-base muta/spine build and base race . I'm only low diamond, but I beat masters Protoss reliably with mutas when they try the immo/sentry. Between 8-9 minutes I start making a spine wall outside my natural. Once the Protoss pushes out, pull all drones from your third base behind your spines and sac your third. (You might want to use some of these drones to make proxy hatches for the base race that is to come. By the time your third is down, you have a flock of mutas and a bunch of lings wrecking their main and natural. You will win the base race every time. Usually the Protoss leaves once he gets to your spine wall.
This thread discusses the strategy better than I can:
http://www.teamliquid.net/forum/viewmessage.php?topic_id=394271
Since instarted following it, I celebrate now when I see a Protoss building a robo around 7:00. It's stargate openings that are difficult...
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hi guys
Im a high diamond zerg, in WOL and in HOTS. Ive always tried to take macro advantages vs players and play really greedy. im wondering how often Pros do this or if its Viable in Masters/GM. Do you ever go into a game knowing you are planning to take too many expansions, or overmake drones? or do you only play greedy in response to what you have scouted? Some examples: in zvt when i scout a gassless terran, a cc first (and sometimes even a 1 rax into fast cc) i just go hatch, hatch, pool and defend with drones/lings if i have to taking kinda late gass in zvp if i scout stargate, i just throw down a 4th hatch and drone like a mad man making queens and a few spores/spines. is this bad practice?
P.S. Its great to see threads like this, i personally like to take little breaks and read through threads and try to help out low level players, it helps me with ladder anxiety and i dont get burnt out when grinding. hope this is fun for the pros as well! thanks in advance for taking the time to read
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On March 30 2013 07:31 Frankie Teardrop wrote:Show nested quote +On March 30 2013 05:20 TFS wrote: I've talked about this a bit in another thread or two...But I still don't feel like I have a solid answer. The Sentry Immortal all-in from protoss (the "Soul Train") is still a problem in HotS, I feel like. I do, however, recognize that Zerg has some new responses to this particular build. I'm wondering what people have been having success with. Apparently it's beatable with Roach/Ling (I've read, but not seen, that Life beat Parting with Roach/Ling?). I am usually unable to hold it with Roach/Ling, and I think you need to be extra greedy in the early stages of the game to make it happen anyway.
However, some other options are fast lair tech, either Swam Hosts or Hydras. Now, I'm able to get 3-4 swarm hosts out with lings and about 5 spines by around 10:15. That means if I can delay the protoss push by around 30 seconds with my first couple sets of zerglings, I'll be able to hold out for those few swarm hosts. I'm wondering, though, if that is enough to hold the push. I feel like it may be better to go the hydra route, as I can get a similar number of zerglings and spines, but have around 10 hydras by 10:20. I think this is a much stronger response when you suspect/know the all-in is coming.
I'm just wondering what people have been doing to stop this push from Protoss, if it is still "unbeatable," and what my best chance is at crushing it every time I face it. Even in WoL, I found immortal/sentry all-ins were free wins for me once I learned how to execute a 3-base muta/spine build and base race . I'm only low diamond, but I beat masters Protoss reliably with mutas when they try the immo/sentry. Between 8-9 minutes I start making a spine wall outside my natural. Once the Protoss pushes out, pull all drones from your third base behind your spines and sac your third. (You might want to use some of these drones to make proxy hatches for the base race that is to come. By the time your third is down, you have a flock of mutas and a bunch of lings wrecking their main and natural. You will win the base race every time. Usually the Protoss leaves once he gets to your spine wall. This thread discusses the strategy better than I can: http://www.teamliquid.net/forum/viewmessage.php?topic_id=394271Since instarted following it, I celebrate now when I see a Protoss building a robo around 7:00. It's stargate openings that are difficult...
That guide is awful as far as holding a sentry immortal all-in is concerned. Both example replays that are listed in the guide have a protoss that moves out almost 2 minutes late with a bunch of freshly warped in sentries with no energy. No offense, but I posted this here in hopes of getting the perspective of one or some of the people listed in the OP of this thread.
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When one is going for a standard pool , hatch, hatch opening in zvp. Vs the gate core opening. What should we do once we learn that its gate core instead of FFE?
Clearly once needs an adaptive build that can respond to cheese or a macro game. What are some pro builds that you all use?
Stay on 2 base, grab 3 gas at 44 supply + roach warren? Cut drones at 25 and get lings speed?
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On March 30 2013 04:39 Matiz_pl wrote: Hello, mid GM EU player here. I'm having some problems in securing third base in muta vs muta plays and in general this phase between 8:00 and 10:00 minute mark. I usually end up in situation where I either underproduce banelings and i get my 3rd killed by remaining zerglings or I overproduce banelings and I'm behind in muta count. Or if I have enough of everything, my drone count suffers. If it's some generic pressure I might hold, If it's more serious pressure like Ret likes to do, I almost always end up dead or behind. So my questions are: 1. When to start to produce lings to secure 3rd? I've been doing full saturation 16+6 per base and then ling production, is this correct? Would it be possible to sneak few more drones? 2. How do I know the number of banelings i should morph if I play defensively? should I put overlords around the third base? Should I slightly overproduce banelings in case he hides them somewhere? What's the general number of initial banes morphed? 3. When is it time to stop morhping banes, just when the mutas pop or can I stop it a bit earlier? 4. When do you go back to droning? I tend to feel safe once mutas are out with spine and spore 5. Is it better to be aggressive with pure ling and then save gas for mutas or morphing few banes doesnt hurt? 6. Is it better to delay mutas slightly in order to get faster 3rd or vice versa? I realize it might be also my micro, but I guess those informations would be useful as well, thanks!
Since I'm probably one of the Zergs you played the most on EU ladder in that specific scenario, I'll give my opinion on that:
1) Assuming a standard opening with no particular early game investments (spending to perform or defend a timing) you'll end up about even with the other guy, both having 16+6 on two bases. At that point i personally prefer to add 3-4 more drones and start ling production. You'll easly get away with a few more drones whereas you'll mostly likely lose with a too early third, if you're on the defensive side.
2) Yes, having at least one overlord outside your third will help most of the times, and you'll be able to move it away before mutas catch it. As for banelings, you really want to morph as few as possible, ideally no more than 2-4. You want to use your lings to deny his morphing too close to your third, at least until mutas are out. It's a difficult balance but in the games we've played I've noticed you generally play too greedy and/or too passive/defensive where I play very aggressive especially if you take a too early third.
3) Banelings will turn useless more often than not when mutas hit the field, so ye avoid making them at all if you can. Four banelings are one mutalisk and in the early stages of the muta vs muta that can be game ending.
4) I personally don't really go back to droning untill I've done severe damage or denied his third. I only saturate the 16+6 main and natural plus the 6 drones on the third's gasses. I never slip in more than 3-4 drones on the third's minerals and only produce units. That's because I prefer to play the aggressive side of things I suppose, but still you don't want to make drones unless you really feel you can attack. Spines and Spores don't really cut it unless you have many, 4-5+ each base. That's a huge investment.
5) Ideally you want to be aggressive with pure lings forcing your opponent to make banelings whereas you save gas for mutas. If you really have to morph banelings, you want to make no more than 2-4 really, they're a huge investment and they'll cut on your muta count.
6) I strongly believe it's better to delay third to get out mutas faster and delay his third if he's too greedy, instead. Losing an early placed third will be game ending in most cases. On top of that, it does take a good while before the 5th and 6th gasses kick in, If you took your lair gasses between 6 and 6.15 you'll be able to sustain the muta production even if you're a little bit behind on the third.
As you said, most of this is micro, but since you don't really lack that, the games you played versus me on ladder ended up with you being too defensive and too greedy, losing your third or getting too far behind gas wise to defend it. I personally don't think playing a defensive Ling/Muta is viable, these units are way too fast to defend em properly even if you have Ling/Mutas yourself.
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