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The HotS Zerg Help Me Thread - Page 153

Forum Index > StarCraft 2 Strategy
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Malhavoc
Profile Joined October 2010
Italy308 Posts
Last Edited: 2014-02-28 17:24:21
February 28 2014 17:23 GMT
#3041
I play random, and in a recent PvZ I was destoyed, despite doing well in macro, by pure ling bling and overlord drops. No muta. I remember this style being used in the past. Why did it go out of style? Is it worth learning in my ZvP, instead of other builds like roach hydra or ling muta?
zerge
Profile Joined December 2012
Germany162 Posts
Last Edited: 2014-03-01 07:35:22
March 01 2014 07:34 GMT
#3042
On February 28 2014 22:39 MstrJinbo wrote:
Show nested quote +
On February 28 2014 03:51 Marcinko wrote:
On February 28 2014 03:39 MstrJinbo wrote:
On February 27 2014 02:09 Marcinko wrote:
Hey Zerg's.

I play Gold level and really want to improve but I don't have a solid plan on what to do. Now my question is: Is there a single build order I can use in all 3 match ups? Maybe something with early harassment to improve micro. Any help would be greatly appreciated.



If you want to work on mechanics on the ladder. You basically do whatever you have been doing but focus on the mechanic you are trying to practice rather than trying to win the game. If also want to win, then I suggest using custom games against no opponent or a very easy AI instead to practice mechanics. For good builds you need good mechanics but it to practice mechanics you don't need a good build order.


Thanks for the tip/help.

The reason I want a build order is when watching the reply I'll be able to see my times improve and generally start to improve because I know what to do next. Am I right in thinking like this?


Yeah. When I say you don't need a good build order I don't mean you don't have one at all. I'm just saying that you shouldn't overthink the build part, you don't need to be clever with timing or micro or even scouting for that matter. Slice the game up and take benchmarks. At 8 min I have x drones x amount of army. At 10 min I have Y drones and Y army. At 12 min and so forth. If you have lower than you expect, ask yourself why and see if it is a problem you need to fix. If during your benchmarking you find that you are failing because you are distracted by trying to win the game at the expense of practice, it's time to take your practice games off the ladder where you can focus better.



I disagree, having a well thought out build and executing it almost perfectly in the first 5-15 minutes goes a long way. It can put you at the same level as a player with much better mechanics. For me it helped a lot to use this tool: sc2planner and polishing my builds over and over again. It will help you understand when to build things and how little things at the start have a large impact on the game later.
Flonomenalz
Profile Joined May 2011
Nigeria3519 Posts
March 01 2014 12:10 GMT
#3043
Hi, High Diamond Zerg here.

I'm having a bit of trouble knowing exactly what to build these two comps.

- Zealot/Immortal push that hits around 7-7:30 or so, off two bases (do I need banelings to hold this? Or heavy roach/ling/spines?)

- Mass Air comps (like heavy VR, 3-4 Colossi, phoenixes)

I feel like Corruptors are just... terrible in late game vs P, too little and they're useless, too many and the switch to a ground army just seems to murder me.

Lastly, are Vipers necessary against Colossi in the late game?

I love crazymoving
Haku
Profile Joined August 2013
Germany550 Posts
March 02 2014 19:59 GMT
#3044
Hey guys! In ZvZ i am playing a Muta Style. If i see my opponent going for roaches i switch into 1/1 Range upgrades and roaches by myself after building arround 10-14 Mutas?
The problem is, normaly my opponents take their upgrades arround 6-7min and my are way to late to compete with their army. How do i match this upgrade disadvantage?

In this replay i played my style vs a Roach Player. The only way i caught up was the sniping of his 2/2 what delayed it a lot.
@11.30 http://drop.sc/375576
What can i normaly do against that? Its not always possible to snipe the upgrades.
I am a Diamond player and maybe someone can give me some ZvZ advice.
Jaedong | Life | MKP | PartinG | LosirA | ByuN | TaeJa | TY | TLO | Bomber | HerO | Rotti | Dark | Stephano | Maru | Ragnarok | MC | IdrA | Serral | Creator | Bunny | INnoVation | Liquid | Prime | JinAir
Waise
Profile Joined June 2013
3165 Posts
Last Edited: 2014-03-03 02:19:41
March 03 2014 02:14 GMT
#3045
On March 03 2014 04:59 EXRNaRa wrote:
Hey guys! In ZvZ i am playing a Muta Style. If i see my opponent going for roaches i switch into 1/1 Range upgrades and roaches by myself after building arround 10-14 Mutas?
The problem is, normaly my opponents take their upgrades arround 6-7min and my are way to late to compete with their army. How do i match this upgrade disadvantage?

In this replay i played my style vs a Roach Player. The only way i caught up was the sniping of his 2/2 what delayed it a lot.
@11.30 http://drop.sc/375576
What can i normaly do against that? Its not always possible to snipe the upgrades.
I am a Diamond player and maybe someone can give me some ZvZ advice.

if you have mutas on the map and he's on roach, it's impossible for him to move out unless he's just going 100% all in, in which case you just sit back, macro, add spines if necessary and defend the attack. otherwise he will need to fully tech into hydra or infestor before he can attack you. use this map control to take your third and get a better economy while using lings and mutas to try to pressure his third and prevent it from going up. as long as you position your army well, you have all the time you need to get your upgrades and tech. try to stay ahead by taking your 4th base, 5th etc ahead of his as well, keeping the pressure on him to make something happen, and just use superior positioning and production to defend once he gets aggressive

also keep in mind that even if your upgrades are behind his, you can still hit a timing where you'll be even. for example, if he starts his 1/1 at 6:00 and you start yours at 7:00, that means that from 9:40 (when your 1/1 finishes) to 11:50 (when his 2/2 finishes) you'll be on even upgrades. that's a pretty long time! click his roaches to track his upgrades and look for engagements when you're even. also, consider using overseers to contaminate evolution chambers, it's a lot easier than sniping them

finally, if you feel you're behind in the long game, burrowed roach play with a few into his third and a few into his main can at least draw him back and often get some drone kills too. obviously this won't work every time, but it's something that can really put pressure on a player who might otherwise be getting ready to move out on the map
Moosegills
Profile Joined March 2011
United States558 Posts
March 03 2014 03:22 GMT
#3046
On March 01 2014 21:10 Flonomenalz wrote:
Hi, High Diamond Zerg here.

I'm having a bit of trouble knowing exactly what to build these two comps.

- Zealot/Immortal push that hits around 7-7:30 or so, off two bases (do I need banelings to hold this? Or heavy roach/ling/spines?)

- Mass Air comps (like heavy VR, 3-4 Colossi, phoenixes)

I feel like Corruptors are just... terrible in late game vs P, too little and they're useless, too many and the switch to a ground army just seems to murder me.

Lastly, are Vipers necessary against Colossi in the late game?



For the zealot immortal push
- First part is scouting the build, should be pretty easy to scout as many times the robo is put down before there are any units that can shot up
- I would recommend just using roach ling to fend off this push.
- You will have to micro a lot more than you are probably used to, but as long as you avoid clumping all your roaches while the mothership core has a time warp or two available you should be fine. Just kite roaches as best you can making sure you do best to go between minerals and such for sim city

Your other questions are far too vague to answer w/o any supplemental replays
#1 HuK fan, zerg player playing for http://www.complexitygaming.com - @coL_Moosegills
mooseman1710
Profile Blog Joined July 2011
United States153 Posts
March 03 2014 05:52 GMT
#3047
what is the best response to a double stargate quick third w lots of cannons? should i be hitting a ling hydra timing?
Zorkmid
Profile Joined November 2008
4410 Posts
March 03 2014 08:35 GMT
#3048
On March 03 2014 14:52 mooseman1710 wrote:
what is the best response to a double stargate quick third w lots of cannons? should i be hitting a ling hydra timing?


You should be able to deny the third easily with speedlings only. You can pretty much go anywhere but muta from there.
Aelendis
Profile Joined February 2011
Belgium892 Posts
March 03 2014 10:15 GMT
#3049
On March 03 2014 12:22 Moosegills wrote:
Show nested quote +
On March 01 2014 21:10 Flonomenalz wrote:
Hi, High Diamond Zerg here.

I'm having a bit of trouble knowing exactly what to build these two comps.

- Zealot/Immortal push that hits around 7-7:30 or so, off two bases (do I need banelings to hold this? Or heavy roach/ling/spines?)

- Mass Air comps (like heavy VR, 3-4 Colossi, phoenixes)

I feel like Corruptors are just... terrible in late game vs P, too little and they're useless, too many and the switch to a ground army just seems to murder me.

Lastly, are Vipers necessary against Colossi in the late game?



For the zealot immortal push
- First part is scouting the build, should be pretty easy to scout as many times the robo is put down before there are any units that can shot up
- I would recommend just using roach ling to fend off this push.
- You will have to micro a lot more than you are probably used to, but as long as you avoid clumping all your roaches while the mothership core has a time warp or two available you should be fine. Just kite roaches as best you can making sure you do best to go between minerals and such for sim city

Your other questions are far too vague to answer w/o any supplemental replays



I feel that against zealot-imo push, you cand fend it with ling-bane. You can scout it will be zealot only (ie no sentries), if the protoss doesn't take gas at his natural. Be careful to have your lings attack their imos and bannelings on the zealots (obviously ^^ ).
b0ub0u
Profile Joined September 2009
Canada445 Posts
March 03 2014 14:46 GMT
#3050
Yesterday I played against a Protoss who went triple Stargate on two bases and just making Phoenixes . I thought it was only 2 Stargate so I still went for Hydras but got melted midway. I was trying to deny his third. He had like 12-15 Phoenixes.

Should I have gone mass speedlings only and kill him?
In the swarm we trust
Moosegills
Profile Joined March 2011
United States558 Posts
March 03 2014 14:56 GMT
#3051
On March 03 2014 19:15 Aelendis wrote:
Show nested quote +
On March 03 2014 12:22 Moosegills wrote:
On March 01 2014 21:10 Flonomenalz wrote:
Hi, High Diamond Zerg here.

I'm having a bit of trouble knowing exactly what to build these two comps.

- Zealot/Immortal push that hits around 7-7:30 or so, off two bases (do I need banelings to hold this? Or heavy roach/ling/spines?)

- Mass Air comps (like heavy VR, 3-4 Colossi, phoenixes)

I feel like Corruptors are just... terrible in late game vs P, too little and they're useless, too many and the switch to a ground army just seems to murder me.

Lastly, are Vipers necessary against Colossi in the late game?



For the zealot immortal push
- First part is scouting the build, should be pretty easy to scout as many times the robo is put down before there are any units that can shot up
- I would recommend just using roach ling to fend off this push.
- You will have to micro a lot more than you are probably used to, but as long as you avoid clumping all your roaches while the mothership core has a time warp or two available you should be fine. Just kite roaches as best you can making sure you do best to go between minerals and such for sim city

Your other questions are far too vague to answer w/o any supplemental replays



I feel that against zealot-imo push, you cand fend it with ling-bane. You can scout it will be zealot only (ie no sentries), if the protoss doesn't take gas at his natural. Be careful to have your lings attack their imos and bannelings on the zealots (obviously ^^ ).


I'm not saying you can't use ling bane, I'm just saying I wouldn't recommend it - for a couple of reasons
- The better protoss opponent you play, using ling bane to hold of this push will get exponentially worse as you play opponents who are capable of splitting zealots properly
- Secondly, if you make one mistake using this style you are going to lose. If you make any micro mistake with your banelings, you will lose. If you don't have enough banelings morphed or any at all when they are at a crucial part of your base, often times there's no way to stall for 20 seconds w/o taking game losing damage whether it being in losing most of your army or drones etc..
#1 HuK fan, zerg player playing for http://www.complexitygaming.com - @coL_Moosegills
weikor
Profile Blog Joined March 2011
Austria580 Posts
March 03 2014 15:43 GMT
#3052
its really dependant on the build. zerglings are Much much better than roaches vs stalkers and immortals and sentry. however wwith ealot support zerglings just die.

in smaller fights and at the beginning just speedlings work well to bait ff and keep him back. then gradually add roaches and zerglings.

the ultimate unit is the hydra。the hydra just shuts this down while he can trade pretty long vs roach ling
Lobotomist
Profile Joined May 2010
United States1541 Posts
March 03 2014 23:23 GMT
#3053
On March 01 2014 02:23 Malhavoc wrote:
I play random, and in a recent PvZ I was destoyed, despite doing well in macro, by pure ling bling and overlord drops. No muta. I remember this style being used in the past. Why did it go out of style? Is it worth learning in my ZvP, instead of other builds like roach hydra or ling muta?

I'm gonna say no. I played this style (with infestors) back in WoL at diamond level, and learned that it's not so much a style as it is a "build" . It can work very well against gateway all-ins and against colossus builds, but simply dies hard against archons and air, both of which are very common now. In the game you played against it, what happened?
Teching to hive too quickly isn't just a risk: it's an ultrarisk
Whitley
Profile Blog Joined May 2010
United States238 Posts
Last Edited: 2014-03-03 23:40:50
March 03 2014 23:39 GMT
#3054
Since coming back to the 1v1 ladder at the start of this season I've used this thread a TON. My journey started grim.. I was placed in bronze.. From reading this and a little hard work(almost 300 games this season) I was able to climb back into platinum! But it doesn't stop here, Diamond next!

Just wanna say thanks to everyone who's been involved this thread!
Lobotomist
Profile Joined May 2010
United States1541 Posts
March 04 2014 00:13 GMT
#3055
On February 19 2014 03:36 ThePastor wrote:
Show nested quote +
On February 19 2014 02:22 DjayEl wrote:
Top Dia Zerg here,

Since the mine nerf in ZvT, I see a lot more Terrans open reaper->hellion into banshee (usually cloaked), and I have some trouble establishing my 3rd sometimes, if I'm too late I feel like it puts me behind (no matter if T goes mech or bio after that).

What is the best way to deal with it ? I use to spend my first 100 gas to ling speed, then my 250 gas on ups before getting lair, and taking my 3rd between 6:00-6:30. I feel like the ling upgrades are not needed as fast as before, so is it better to tech lair very fast ? Should I go 2 base muta, then expand, or is there a safe way to get a very fast 3rd ? Maybe with multiple queens and spam creep like a mad man to get a spore there ? Or make a super fast 3rd so I can spore it in time ?

What do you do in the current meta and what works best ?
(would like a safe build, nothing coinflippy)

Thanks guys!


I have been having fairly good success with Soulkey's opening. He goes for lair before +1/+1 ups. Sometimes delaying them substantially depending on what happens. Check out his matches from proleague racewars.




I know this was a couple pages ago, but that defense and counter by Soulkey in game 1 was so sick. SO SICK. Whenthe reaper/hellion attack hit i thought he was boned.
Teching to hive too quickly isn't just a risk: it's an ultrarisk
mooseman1710
Profile Blog Joined July 2011
United States153 Posts
March 04 2014 08:46 GMT
#3056
How do you respond to the cannon rush on Frost where they put two pylons and wall their cannon in on that little peninsula? Then they proceed to cannon the bottom hitting the natural? its so annoying
Deleted User 261926
Profile Joined April 2012
960 Posts
March 04 2014 15:26 GMT
#3057
On March 01 2014 21:10 Flonomenalz wrote:
Hi, High Diamond Zerg here.

I'm having a bit of trouble knowing exactly what to build these two comps.

- Zealot/Immortal push that hits around 7-7:30 or so, off two bases (do I need banelings to hold this? Or heavy roach/ling/spines?)

- Mass Air comps (like heavy VR, 3-4 Colossi, phoenixes)

I feel like Corruptors are just... terrible in late game vs P, too little and they're useless, too many and the switch to a ground army just seems to murder me.

Lastly, are Vipers necessary against Colossi in the late game?


When I scout the protoss having only a single gas in the main I know naniwa's zealot immortal all-in is coming. At that point I just keep massing queens while getting a roach warren. It's pretty easy to hold and queens do well against the immortal sentry follow up he might go for.
RaiZ
Profile Blog Joined April 2003
2813 Posts
March 05 2014 14:01 GMT
#3058
I just fail to understand the ZvP. I'm lost since the stone's age. What is the proper build order to get a clear lead ? I don't care about SH or mutas, because the real problem is way before those timing pushes. Wtf am I supposed to do when I see say, a gate first ? Should I get speed and eventually a roach warren before I even get my third ? Or should I scout, and react accordingly (walling with 2/3 gates and the likes) ? When should I take my gases ? What about Lair ?

I just can't understand those timings, or maybe I just don't want to understand them because they have so many fucking powerful allin it's ridiculous.
Man is least himself when he talks in his own person. Give him a mask, and he will tell you the truth. Oscar Wilde
Thalandros
Profile Blog Joined July 2012
Netherlands1151 Posts
March 05 2014 14:22 GMT
#3059
Alright, so I'm high diamond and I've completely lost it vs proxy 2 gate. Half the protoss players are doing it and it's actually doing my head in.

I go 15hatch but I scout every zvp. So I know what he's doing right as i place ym hatch down (allowing me to cancel/wait before building). Obviously my pool is going to be on 15 supply then with about 300 minerals in bank. Is that still winnable? If so, how? His zealots are in my base before I can spawn a spine, queen or lings so I'm really clueless at the moment.
|| ''I think we have all experienced passion that is not in any sense reasonable.'' ||
DjayEl
Profile Joined August 2010
France252 Posts
March 05 2014 15:25 GMT
#3060
On March 05 2014 23:22 Thalandros wrote:
Alright, so I'm high diamond and I've completely lost it vs proxy 2 gate. Half the protoss players are doing it and it's actually doing my head in.

I go 15hatch but I scout every zvp. So I know what he's doing right as i place ym hatch down (allowing me to cancel/wait before building). Obviously my pool is going to be on 15 supply then with about 300 minerals in bank. Is that still winnable? If so, how? His zealots are in my base before I can spawn a spine, queen or lings so I'm really clueless at the moment.


If the Protoss plays it well, he will kill you no matter what with his proxy 2 gate if you hatch first. Hatching first is a metagame call and now Protosses are responding by proxy gates (at least on the ladder), but it's a build older loss if you open pool first.

If you scout with your drone anyways (at 10), then you should know he is doing this proxy thing at about 15 supply just before hitting 200 minerals, so you can always put your pool, then defend it easily.
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