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The HotS Zerg Help Me Thread - Page 197

Forum Index > StarCraft 2 Strategy
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Maphack
Profile Joined November 2013
8 Posts
August 31 2014 09:08 GMT
#3921
Hey guys. I am Gold player and I don't know how to play ZvT. It looks really confusing to me, someone goes roach+hydra(bad vs full bio), someone goes SH(weird), someone goes classic ling/bane/muta(bad vs hellbats) and I can't seem to find anything suitable. What's the best way to play ZvT nowadays?
RaiZ
Profile Blog Joined April 2003
2813 Posts
August 31 2014 12:27 GMT
#3922
On August 31 2014 18:08 Maphack wrote:
Hey guys. I am Gold player and I don't know how to play ZvT. It looks really confusing to me, someone goes roach+hydra(bad vs full bio), someone goes SH(weird), someone goes classic ling/bane/muta(bad vs hellbats) and I can't seem to find anything suitable. What's the best way to play ZvT nowadays?

Pretty much depends on scouting. You obviously don't want to go hydras roach when there are too much of tanks or lings when there are hellbats. You can pretty much scout their army composition by counting their rax or factories really.
Since you're gold, we won't go into details, but if they're going like a lot of rax (say 3+) then your best bet would be going for lings banes mutas. Just be careful of mines.
If you see like 2+ factories then you shouldn't get too much lings otherwise they'd get roasted against hellions (and hellbats later on). Put down a roach warren as fast as you can and later on you can either go mutas or SH. Mutas are good if you can catch him offguard, otherwise SHs is you safest bet.
Going sh against bio isn't really common, and not accessible to every player, I'd even advice you to not go SH at all. You can always try, but i wouldn't try too hard with that style really.
Man is least himself when he talks in his own person. Give him a mask, and he will tell you the truth. Oscar Wilde
Maphack
Profile Joined November 2013
8 Posts
August 31 2014 13:18 GMT
#3923
On August 31 2014 21:27 RaiZ wrote:
...

So current meta is mostly bio+tanks or bio+hellbats, right?
Enigmasc
Profile Joined February 2014
United Kingdom147 Posts
August 31 2014 14:02 GMT
#3924
On August 26 2014 06:53 SC2John wrote:
Show nested quote +
On August 26 2014 06:21 Enigmasc wrote:
this might be a bit vague , but how the hell do you deal with mech? i fell that if he can get 4 bases or 5 its just gg regardless of anything i do
i hate playing vs mech so much its unreal, its gotten to the point where im considering just qutting the second i see more than 2 factories because the games gona be 40+ borefest that makes me question why i even play this game anymore

could anyone give some tips on how to kill mech quickly before swarmhosts are required, or just an allin that will end the game quickly either way so i dont have to deal with this playstyle


http://www.teamliquid.net/forum/sc2-strategy/402752-the-hots-zerg-help-me-thread?page=162#3221

There's a little bit of useful advice on this page. Generally, in the mid game, you want to be doing either

1) some kind big roach play or roach/hydra play
2) muta -> burrowed roach -> SH, or
3) muta -> SH

Muta/SH is the most consistent way to play against mech imo, but perhaps not the best way to "end it quickly". There's also a 2-base roach drop/nydus all-in against Terran that's pretty good, but you have to commit to it long before you actually know Terran is going mech. Good luck, I hope this helps some!


thanks for the advice with dealing with mech ( there were a few others who gave some tips but i only know how to qoute one message :L )
finally managed to start taking games off mech XD
iv been playing with the SH muta style and trying to keep the terran off 4 bases at all costs, quite doable especially on mpas like merry go round where you can backstab and ling runby etc
as long as i keep the terran on 3 bases max it doesnt take too long to pick him apart with the muta especially when your on 5 bases +
BonitiilloO
Profile Joined June 2013
Dominican Republic622 Posts
August 31 2014 14:43 GMT
#3925
i have a couple of question, i was Protoss back on WOL... yeah i know this is a zerg thread...

Back on Wol Zerg use to do Banneling drops on protoss gateway armys... isnt this effective anymore?

Like this


Also what happend to this guy Spanishiwa demonstrates his absolutely no gas forever style of zerg play! :D
this style desappeared. it was very good for big maps



another games from spanishiwa




and what happends that zerg doesnt do mass muta vs protoss anymore?

what are the counterrs to this builds from zerg? im asking because i dont know the meta game that much anymore.


How may help u?
Maphack
Profile Joined November 2013
8 Posts
Last Edited: 2014-08-31 15:26:05
August 31 2014 15:25 GMT
#3926
On August 31 2014 23:43 SC2BF3Love wrote:
...

Mutas are much more fragile in HotS;
Overlords are slower(though overseers w/ overlord speed are as fast as mutas);
Banelings are not very useful vs toss anymore(dunno why, did not play WoL). Few pro players still use them, but current zerg meta vs protoss is roach+hydra/swarmhost/ling+hydra, any of these complimented with infestors and vipers
RaiZ
Profile Blog Joined April 2003
2813 Posts
August 31 2014 16:16 GMT
#3927
On August 31 2014 22:18 Maphack wrote:
Show nested quote +
On August 31 2014 21:27 RaiZ wrote:
...

So current meta is mostly bio+tanks or bio+hellbats, right?

Then go lings banes mutas. You can add a few roach to help against hellbats if you're willing to micro the lings and don't let them go close to the hellbats, but that's easier said than done.
Man is least himself when he talks in his own person. Give him a mask, and he will tell you the truth. Oscar Wilde
Paljas
Profile Joined October 2011
Germany6926 Posts
August 31 2014 17:08 GMT
#3928
On August 31 2014 22:18 Maphack wrote:
Show nested quote +
On August 31 2014 21:27 RaiZ wrote:
...

So current meta is mostly bio+tanks or bio+hellbats, right?

bio widowmine is probably the most common
TL+ Member
Enigmasc
Profile Joined February 2014
United Kingdom147 Posts
August 31 2014 19:46 GMT
#3929
On August 31 2014 23:43 SC2BF3Love wrote:
i have a couple of question, i was Protoss back on WOL... yeah i know this is a zerg thread...

Back on Wol Zerg use to do Banneling drops on protoss gateway armys... isnt this effective anymore?

Like this
http://youtu.be/ItSK1YYF_yw?t=2m22s

Also what happend to this guy Spanishiwa demonstrates his absolutely no gas forever style of zerg play! :D
this style desappeared. it was very good for big maps

https://www.youtube.com/watch?v=sdnC8TZ1RZQ&list=UUaxar6TBM-94_ezoS00fLkA

another games from spanishiwa

https://www.youtube.com/watch?v=0RE3NJtJqZ0


and what happends that zerg doesnt do mass muta vs protoss anymore?

what are the counterrs to this builds from zerg? im asking because i dont know the meta game that much anymore.




honestly it could work but its a bit f a gimmicky strat :L that and if he opens phoenix your porbably screwed ( which is what every macro toss has to do because of muta)

the gassless build works still but its a lot less popular because protosses tend to go1 gate fe instead of forge and you need ling speed to hold off any gateway agression ( forge expands cant be aggressive as quick because slower tech and youll have roaches by they time they can push)
DERASTAT
Profile Joined May 2014
Germany99 Posts
August 31 2014 21:34 GMT
#3930
From the new IEM Replaypack anybody remember Games with:
ZvP Double Upgrade Ling style into Spire and or Infestation Pit?
ZvZ any Gaseless Openener into +1/1 Roaches?
ZvT any Geat Roch timing into roach hydra Replays

Kajiu, Troll der Zerstörung
Kestnuts
Profile Joined January 2012
United States29 Posts
September 01 2014 01:18 GMT
#3931
I'm having a little trouble getting my build tightened up in ZvT and ZvZ when i'm going for a macro game.

Most ZvTs, I'm opening 15h/15g/15p/36 roach warren into a big ling/roach timing at 8:30 or so. It's very successful, and I'm able to keep my build tight and execute very well, but if I decide to play for the long game I feel a little less confident as far as queen timings, gas and tech buildings. If I go macro, I usually open 15h/17g/16p, then pull 2 drones off my gas when I start speed, and put them back on at around 6:30, take a 2nd gas and drop my evos and a roach warren. I still find myself struggling against hellbat and hellion banshee timings, though, and I'm not sure what I need to adjust.

ZvZ I open standard 15p/16h/17g, but I'm still kinda just dropping my evos and roach warren, lair, and later techs at kinda random times. What are the safe, standard gas and tech timings in ZvZ?
KeksX
Profile Blog Joined November 2010
Germany3634 Posts
Last Edited: 2014-09-01 08:33:17
September 01 2014 08:32 GMT
#3932
@Kestnuts:

Take this with a grain of salt as I'm only recently getting back into the game, but for ZvT I find it best to go something like 15h/15p/15g (p/g can be switched as you see fit), stop gas production as soon as you reach 100, pump out 4 queens as soon as possible and add more depending on what you scout. I know this style is more EU-Server than NA(I heard that it's not popular for Zergs to get more queens in NA), but it gives you the opportunity to have sick creep spread which is very, very important in ZvT.

Anyway, I continue gas and get a second extractor at around 6ish minutes then 3rd/4th after lair/third. But it highly depends on my enemy, if I see early aggression that usually comes later, I get gas sooner to get banelings/roaches. If I can be safe for a little more, I try to squeeze in more drones to get an economic edge. Roach warren, to be safe, is placed at the same time I start extractors. Evo chambers I usually get at the same time as lair and I start 1/1 asap.

In ZvZ I pretty much follow the same style although I sometimes never stop gas production to get banelings up, that way I can drop a second gas when I go lair and at the others as lair is finished. But again, that highly depends on whether or not you scout that you're safe or not. Getting gas should only be done if you have a specific thing in mind. You get first gas for speed, then defensive banelings. You get more gas in case of a roach attack, baneling bust etc. Later you get it for upgrades, mutas, or roach/hydra produciton. You don't need it to build drones.


EsportsJohn
Profile Blog Joined June 2012
United States4883 Posts
Last Edited: 2014-09-02 01:57:56
September 02 2014 01:57 GMT
#3933
On September 01 2014 10:18 Kestnuts wrote:
I'm having a little trouble getting my build tightened up in ZvT and ZvZ when i'm going for a macro game.

Most ZvTs, I'm opening 15h/15g/15p/36 roach warren into a big ling/roach timing at 8:30 or so. It's very successful, and I'm able to keep my build tight and execute very well, but if I decide to play for the long game I feel a little less confident as far as queen timings, gas and tech buildings. If I go macro, I usually open 15h/17g/16p, then pull 2 drones off my gas when I start speed, and put them back on at around 6:30, take a 2nd gas and drop my evos and a roach warren. I still find myself struggling against hellbat and hellion banshee timings, though, and I'm not sure what I need to adjust.

ZvZ I open standard 15p/16h/17g, but I'm still kinda just dropping my evos and roach warren, lair, and later techs at kinda random times. What are the safe, standard gas and tech timings in ZvZ?


ZvT:

  • Remember that pool before gas is generally more optimal for macro games. It lines up better for you to get your lings out for reapers and makes sense because you really don't need a fast zergling speed. In general, I tend to only go gas before pool if I'm going to do heavy ling pressure (or feign heavy ling pressure; see Snute's Nimbus build in ZvT).
  • I question the viability of going roach warren at 6:30 every game. Generally, you want to scout around 6:00-6:30 with an overlord to check for 3CC vs anything else. Imo, you only really want the roach warren if you scout anything other than standard 3CC; otherwise, I would highly suggest either going straight double ups -> lair -> bane nest or drop a safety bane nest at 6:30.
  • A followup scout with an overlord or a stray ling at around 7:00 will generally help you confirm banshees or fast stim off of 3CC.
  • Queens. It sounds like you just need more queens. 4-6 queens with ~12 lings and a spine crawler is more than enough to push back hellions and keep them away from your mineral lines. Just make sure you're spotting with overlords around all the main paths around your base; this will help you keep track of the hellions and position your queens accordingly.
  • To deal with banshees, just make sure you build a spore in every mineral line and an extra one in between your natural and 3rd (~7:30). This fourth spore will save you SOOOOO much when it comes down to the hellion/banshee pokes that are so devestating. This is a little safe and unoptimal, but will help you a lot if you're not confident with the queen only defense.


ZvZ:

  • Gasless vs Gas Openings: gasless is much easier to pull off, so I highly suggest looking that up. Lowko made a nice video explaining how to do a gasless build into double upgrades. Gas openings are much more ambiguous as far as timings due to the nature of ling/bane wars.
  • Gasless builds usually get 4 queens then double gas at 5:30 with an evo/RW to wall off by 6:20 to defend against ling/bane pushes. From there, lair -> double ups -> 4-5 roaches (2-base saturation ~48 drones) -> 3rd base.
  • Gas builds are usually 15h16g15p or 15p16h15g. From here, you need zergling speed, a bane nest, and a 3rd queen, and the orders vary depending on the map, the build, and in response to what your opponent is doing. Build at least 4 safety banes unless you know your opponent went gasless, and start lair at the next 100 gas. If you go mutas, you can delay your 2nd gas until lair starts; if you go roaches at lair, you need a second gas at 5:30. Obviously, you're free to abort any of these timings if you need to defend ling/bane pressure.
  • Main things to scout for are: hatch first vs pool->hatch vs ANYTHING ELSE with first/second overlord; around 6:00 for gas timings + saturation with overlords/lings; around 8:30-9:30 for gas timings + saturation for pre-lair timings with overlords/lings; at lair (~10:00) with overseer to scout for tech.


Hope this gives some clarity!
StrategyAllyssa Grey <3<3
A3th3r
Profile Blog Joined September 2014
United States319 Posts
September 02 2014 17:05 GMT
#3934
For Zerg, it is best to expand early, like in the first ten minutes or so. really the first five minutes. Rushes from the opponent are a risk with doing this but not so much these days because the maps are just too big to feasibly do that. SC:BW era, or even SC:Original era, different story. There were many rushes. The current metagame generally is a macro metagame.
stale trite schlub
EsportsJohn
Profile Blog Joined June 2012
United States4883 Posts
September 02 2014 17:30 GMT
#3935
On September 03 2014 02:05 A3th3r wrote:
For Zerg, it is best to expand early, like in the first ten minutes or so. really the first five minutes. Rushes from the opponent are a risk with doing this but not so much these days because the maps are just too big to feasibly do that. SC:BW era, or even SC:Original era, different story. There were many rushes. The current metagame generally is a macro metagame.


I think this is question?

Anyhow, yes, Zerg can almost always get away with hatch first as long as the proper considerations are made. In general, most of SC2 Zerg is based around 3-base macro play, so you really want to get those first 3 bases up as quickly and safely as possible before really committing to a tech route or aggression.

Of course, there are a few 2-base pressures, but they are a bit of a coinflip, so I tend to steer players looking to improve away from those. 1-base pressures are fairly non-existent other than a few early pool builds and 14/14, which is quickly coming back into the meta.
StrategyAllyssa Grey <3<3
Kestnuts
Profile Joined January 2012
United States29 Posts
September 02 2014 22:26 GMT
#3936
On September 02 2014 10:57 SC2John wrote:
Show nested quote +
On September 01 2014 10:18 Kestnuts wrote:
I'm having a little trouble getting my build tightened up in ZvT and ZvZ when i'm going for a macro game.

Most ZvTs, I'm opening 15h/15g/15p/36 roach warren into a big ling/roach timing at 8:30 or so. It's very successful, and I'm able to keep my build tight and execute very well, but if I decide to play for the long game I feel a little less confident as far as queen timings, gas and tech buildings. If I go macro, I usually open 15h/17g/16p, then pull 2 drones off my gas when I start speed, and put them back on at around 6:30, take a 2nd gas and drop my evos and a roach warren. I still find myself struggling against hellbat and hellion banshee timings, though, and I'm not sure what I need to adjust.

ZvZ I open standard 15p/16h/17g, but I'm still kinda just dropping my evos and roach warren, lair, and later techs at kinda random times. What are the safe, standard gas and tech timings in ZvZ?


ZvT:

  • Remember that pool before gas is generally more optimal for macro games. It lines up better for you to get your lings out for reapers and makes sense because you really don't need a fast zergling speed. In general, I tend to only go gas before pool if I'm going to do heavy ling pressure (or feign heavy ling pressure; see Snute's Nimbus build in ZvT).
  • I question the viability of going roach warren at 6:30 every game. Generally, you want to scout around 6:00-6:30 with an overlord to check for 3CC vs anything else. Imo, you only really want the roach warren if you scout anything other than standard 3CC; otherwise, I would highly suggest either going straight double ups -> lair -> bane nest or drop a safety bane nest at 6:30.
  • A followup scout with an overlord or a stray ling at around 7:00 will generally help you confirm banshees or fast stim off of 3CC.
  • Queens. It sounds like you just need more queens. 4-6 queens with ~12 lings and a spine crawler is more than enough to push back hellions and keep them away from your mineral lines. Just make sure you're spotting with overlords around all the main paths around your base; this will help you keep track of the hellions and position your queens accordingly.
  • To deal with banshees, just make sure you build a spore in every mineral line and an extra one in between your natural and 3rd (~7:30). This fourth spore will save you SOOOOO much when it comes down to the hellion/banshee pokes that are so devestating. This is a little safe and unoptimal, but will help you a lot if you're not confident with the queen only defense.


ZvZ:

  • Gasless vs Gas Openings: gasless is much easier to pull off, so I highly suggest looking that up. Lowko made a nice video explaining how to do a gasless build into double upgrades. Gas openings are much more ambiguous as far as timings due to the nature of ling/bane wars.
  • Gasless builds usually get 4 queens then double gas at 5:30 with an evo/RW to wall off by 6:20 to defend against ling/bane pushes. From there, lair -> double ups -> 4-5 roaches (2-base saturation ~48 drones) -> 3rd base.
  • Gas builds are usually 15h16g15p or 15p16h15g. From here, you need zergling speed, a bane nest, and a 3rd queen, and the orders vary depending on the map, the build, and in response to what your opponent is doing. Build at least 4 safety banes unless you know your opponent went gasless, and start lair at the next 100 gas. If you go mutas, you can delay your 2nd gas until lair starts; if you go roaches at lair, you need a second gas at 5:30. Obviously, you're free to abort any of these timings if you need to defend ling/bane pressure.
  • Main things to scout for are: hatch first vs pool->hatch vs ANYTHING ELSE with first/second overlord; around 6:00 for gas timings + saturation with overlords/lings; around 8:30-9:30 for gas timings + saturation for pre-lair timings with overlords/lings; at lair (~10:00) with overseer to scout for tech.


Hope this gives some clarity!

Thanks for the reply. I don't always get the roach warren in ZvT, but 6:00-6:30 seems like a good time to drop if you do need it.

Re: Queens - I usually get my second pair of queens as soon as my first pair finish, (~32 supply) then produce the 5th and 6th one at a time from my natural. Most of the terrans at my level seem to be suicidally aggressive and persistent with their hellions, producing 8 or more instead of the usual 4-6 and being rdiculously persistent with them, to the point where they neglect their macro to control them. It works out fine for me once we get past that point in the game, because I'm ahead so long as I didn't take damage, but it's really annoying. That's part of the reason I usually get the safety roach warren, the other being that this level of hellion aggression is usually a tell for a followup hellbat pressure.
brickrd
Profile Blog Joined March 2014
United States4894 Posts
Last Edited: 2014-09-02 23:07:45
September 02 2014 23:07 GMT
#3937
unless youre opening gasless in zvt or snute's late gas i dont see how you can afford double queens on 32, youre cutting too many drones and you dont need to do that to deal with medium hellion pressure and for heavy pressure you can just get a spine and a wall
TL+ Member
EsportsJohn
Profile Blog Joined June 2012
United States4883 Posts
September 03 2014 01:11 GMT
#3938
On September 03 2014 08:07 brickrd wrote:
unless youre opening gasless in zvt or snute's late gas i dont see how you can afford double queens on 32, youre cutting too many drones and you dont need to do that to deal with medium hellion pressure and for heavy pressure you can just get a spine and a wall


+1. If you're opening hatch -> gas -> pool, you want to be producing queens one at a time out of your natural hatch until you get to 6 total. You'll have 3 queens to secure your 3rd at 6:30. That, combined with a well placed spine, a few lings, and an evo wall, you should be fine.

And in the words of KawwaiRice: "If the Terran is going for ANYTHING other than 6 hellions into bio, it's terrible because their production just starts too late." In other words, if you defend the suicidal hellions, you can just reactively baneling bust with 100% positive results. See: Snute.
StrategyAllyssa Grey <3<3
blarkh
Profile Joined December 2011
Austria72 Posts
Last Edited: 2014-09-03 12:39:35
September 03 2014 11:57 GMT
#3939
If I scout a protoss going for a 2-base Immortal all-in attack, how much saturation do I want on my bases and when do I start spamming lings/roaches?

Thanks for your help!

Edit: Actually it wasn't your usual Immortal all-in because it came rather late and with a ton of stalkers (in addition to 3 immortals and a ton of sentries), so I guess my question is actually 'For how much saturation do I go if my opponent doesn't get a third'.

And another zvp question, since I'm actually rather lost on what to do in that matchup: If I scout my opponent rushing colossi and taking a third at about 9 minutes, how do I react? Are mutas viable? A quick attack?
Frankie Teardrop
Profile Joined March 2013
United States74 Posts
September 03 2014 13:54 GMT
#3940
Quick, easy question:

What time do I drop safety spores in ZvP if my scouting overlord (6:00 for 1gate FE, 7:00 for FFE) is denied or doesn't spot any tech structures/mass gateways in the Protoss base?

I don't want to sacrifice 3 drones and 225 minerals too early, but I obviously don't want to get crippled or killed by oracle or DT.

Thanks!
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