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The HotS Zerg Help Me Thread - Page 223

Forum Index > StarCraft 2 Strategy
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Ej_
Profile Blog Joined January 2013
47656 Posts
November 22 2014 17:58 GMT
#4441
On November 23 2014 02:23 ReMinD_ wrote:
What are general strategies to use on Xel'Naga caverns vs T and P?

i 14/14 vs P because they are guaranteed to do something vs dirty and they usually do something dirty that dies to 14/14
"Technically the dictionary has zero authority on the meaning or words" - Rodya
General_Winter
Profile Joined February 2011
United States719 Posts
November 22 2014 22:11 GMT
#4442
He cannon rushes me but doesn’t get a hatch and settles for a massive contain. I eventually break out and am behind in units lost but ahead in econ. I gear up for a hydra roach counter but he has turtled behind so many cannons I can’t get anything done.

I try to push in a few times but get nothing done (so many cannons, you need to watch to understand this). Eventually he maxes out on air from three bases and vaporizes several maxed armies in a row and kills me.

I’m not sure what I could have done. I don’t think I ever had a chance to make profitable attacks and when he attacked me no amount of units had any traction against his army.

What could I have done?

replay is here:
http://drop.sc/389344
11B
Profile Joined March 2010
United States188 Posts
November 22 2014 23:18 GMT
#4443
What could I have done?
Don't go 3 Hatch/Pool on 2 player maps w/out scouting. And, be sure to scout, scout, scout.......even dead space in your own base (mandatory for any 2p map imo). Let's be honest man, the guy you played is really really bad . Past 7:00 in the game he has no expo and like 10+ cannons in your bases??! Just weird.
LoL....Pogue
General_Winter
Profile Joined February 2011
United States719 Posts
November 23 2014 00:58 GMT
#4444
Haha. Granted the first 10 minutes of that game were a bit of a cluster fork. but I could see a normal game moving into a midgame where the toss turtles and let's me take the map. In that case I would like to know how to fight the late game air.
11B
Profile Joined March 2010
United States188 Posts
Last Edited: 2014-11-23 01:44:44
November 23 2014 01:40 GMT
#4445
but I could see a normal game moving into a midgame where the toss turtles and let's me take the map. In that case I would like to know how to fight the late game air.
My preference is to eventually reach an end game composition of SH, Corruptor (A LOT of them), Static-D, Viper and Infestors. SH take take care of Templars storm/feedback potential (at least make it manageable) while Vipers pull into static D/Corruptors and Infestors lock down and assist in taking out clumped units. If you're unit control is better than the Protoss you'll eventually win because you trade much more efficiently.

If you're in a real mid game struggle to secure expansions and resources are a problem, ie. not enough resources/gas to tech and accumulate the needed units to defend then Queen/SH should buy you enough time. Alternatively you can always start out Muta/Corruptor and try to contain them early enough where you can over-run them mid-late game. However, sometimes it's still necessary to tech to the above.
LoL....Pogue
General_Winter
Profile Joined February 2011
United States719 Posts
November 23 2014 21:03 GMT
#4446
Thanks
capcomist
Profile Joined November 2014
14 Posts
November 24 2014 20:49 GMT
#4447
Firstly, big thanks to the people that help out here. Secondly, what is a good way to deal with a Terran that transitions into an extremely marauder-heavy composition (in addition to other typical later-game bio units)? This seems quite successful against most Zerg compositions to me (to be honest I rarely seem to face this, but it's always been a concern. Thanks.
Enigmasc
Profile Joined February 2014
United Kingdom147 Posts
November 25 2014 01:32 GMT
#4448
On November 25 2014 05:49 capcomist wrote:
Firstly, big thanks to the people that help out here. Secondly, what is a good way to deal with a Terran that transitions into an extremely marauder-heavy composition (in addition to other typical later-game bio units)? This seems quite successful against most Zerg compositions to me (to be honest I rarely seem to face this, but it's always been a concern. Thanks.


well if hes going really marauder heavy i usually start switching back into more mutas /speedling since banes arnt that great vs marauders, if you can get rid of the medivacs speedling destroy marauder heavy terrans
frazzle
Profile Joined June 2012
United States468 Posts
November 25 2014 03:05 GMT
#4449
On November 23 2014 07:11 General_Winter wrote:
He cannon rushes me but doesn’t get a hatch and settles for a massive contain. I eventually break out and am behind in units lost but ahead in econ. I gear up for a hydra roach counter but he has turtled behind so many cannons I can’t get anything done.

I try to push in a few times but get nothing done (so many cannons, you need to watch to understand this). Eventually he maxes out on air from three bases and vaporizes several maxed armies in a row and kills me.

I’m not sure what I could have done. I don’t think I ever had a chance to make profitable attacks and when he attacked me no amount of units had any traction against his army.

What could I have done?

replay is here:
http://drop.sc/389344


You floated a ton of minerals. Multiple thousands. I'm gold too, and get thrown off in these situations as well, but you gotta spend your money. Drop a couple macro-hatches w queens (or take more bases) and laugh as his cannons and voids try to stop your nonstop ling flood.
EndOfLineTv
Profile Joined February 2011
United States741 Posts
November 25 2014 11:50 GMT
#4450
On November 25 2014 05:49 capcomist wrote:
Firstly, big thanks to the people that help out here. Secondly, what is a good way to deal with a Terran that transitions into an extremely marauder-heavy composition (in addition to other typical later-game bio units)? This seems quite successful against most Zerg compositions to me (to be honest I rarely seem to face this, but it's always been a concern. Thanks.


Ling muta bane. Right before your armies collide, double click-select all your banes (or have them on a hot key) to run them past the muraders (or around them in circles) Your goal is to kill anything that shoots up, and each time a bane dies, it will deal some damage to the muraders. What you don't want is 20 banes killing 3 muraders.
General_Winter
Profile Joined February 2011
United States719 Posts
November 25 2014 13:30 GMT
#4451
Thanks everyone for the help so far. I've got another ZvP question

I start hatch first with a 10 scout and the plan of going 15 hatch 17 hatch 16 pool if I see a gate and 16 hatch 16 pool 16 gas if I see a forge.

Instead I see nothing, no pylons in base so I assume that its going to be a proxy.

If I have already started a hatch in my natural should I 1) immediately cancel the hatch and throw down a pool or 2) wait till I have money to build a pool and then throw down a pool. or should I do something else entirely?

Also should I pull a drone off mining to go look for the proxy or keep everyone at home?
EndOfLineTv
Profile Joined February 2011
United States741 Posts
November 25 2014 16:20 GMT
#4452
On November 25 2014 22:30 General_Winter wrote:
Thanks everyone for the help so far. I've got another ZvP question

I start hatch first with a 10 scout and the plan of going 15 hatch 17 hatch 16 pool if I see a gate and 16 hatch 16 pool 16 gas if I see a forge.

Instead I see nothing, no pylons in base so I assume that its going to be a proxy.

If I have already started a hatch in my natural should I 1) immediately cancel the hatch and throw down a pool or 2) wait till I have money to build a pool and then throw down a pool. or should I do something else entirely?

Also should I pull a drone off mining to go look for the proxy or keep everyone at home?


if you see a forge, why do you hatch? there is no good way to defend the cannon rush. Unless you are going to sac the nat and make roaches?

If you see the lack of anything at the toss's base. What most do is Throw down the pool asap. If the gates are in your base, you will have a hard timing fending it off if you hatch first. IF the proxy is far away. you can defend with lings, and make spines.

also, what I like to do if I see a proxy with my scouting drone, is proxy hatch their natural, then make a pool.. When the zealots attack you. I send all of my drones across the map to the proxy hatch, and make 3-4 spines, a RW, queen, and a gas.
SorrowSCII
Profile Joined December 2013
United States4 Posts
November 25 2014 22:36 GMT
#4453
In ZvZ, I've been struggling to find any style that feels consistent without putting me at a disadvantage. I've seen a lot of players favor gasless, but that seems to have been phased out recently as a player with gas obtains a lot of map control and an earlier third. I've been quite close to GM for a while, but my ZvZ is nowhere near a positive winrate and it's seriously holding me back.

First, does anyone have any recommendations for pros with extremely consistent ZvZ? I've been trying to study SoO, as he's always a safe bet, but I can't seem to find all that many replays from him.

Secondly, is there any particular style that's fairly consistent from game to game? I think my biggest struggle in ZvZ is that I can't seem to replicate the same situation over and over, due to the nonlinear nature of the larva mechanic.

Thanks to anyone who can help me out!
Just because you can never reach something doesn't mean it's not worth trying.
nunnner
Profile Joined March 2013
Canada26 Posts
November 28 2014 13:53 GMT
#4454
How are y'all taking 3rds on the maps that have destructible rocks between the natural and 3rd? Xel 'Naga and Ohana being the main ones. Some light pokes from protoss, or the 2 base 4-gate zealot pressure which has made a bit of a comeback, seem tough to defend. Note that I'm only plat.
SorrowSCII
Profile Joined December 2013
United States4 Posts
November 28 2014 17:51 GMT
#4455
On November 28 2014 22:53 nunnner wrote:
How are y'all taking 3rds on the maps that have destructible rocks between the natural and 3rd? Xel 'Naga and Ohana being the main ones. Some light pokes from protoss, or the 2 base 4-gate zealot pressure which has made a bit of a comeback, seem tough to defend. Note that I'm only plat.


I've vetoed Xel'Naga Caverns altogether, because I don't think the third is very practical to take there and everyone expect 2-base all-ins now. However, Ohana is definitely reasonable. In ZvP specifically, it's important to carefully scout what's going on to keep the third.

If his Nexus isn't down by 4:00, it's going to be light pressure, probably MSC/Stalker/Zealot. Assuming that you normally make 4 lings for safety in your build, just add on 4 more and transfer a Queen to the third. I like to make an extra Queen for creep spread anyway, so I move my extra one to the third and hold the pressure.

If he's doing 4-Gate pressure into 7-Gate Robo (very popular at the moment), you should be working on the rocks until about 5:50 or so. It'll be close enough that you can leave one or two lings behind to finish them off. About 6:00, make 10-12 more lings to deny proxy Pylons and get map control. It'll slow his pressure down a little. This build is very, very tricky to hold though, so it takes a lot of practice. Just remember that it'll usually hit about 6:30, or 6:15 if it's the Sangate version.
Just because you can never reach something doesn't mean it's not worth trying.
zerge
Profile Joined December 2012
Germany162 Posts
Last Edited: 2014-11-28 23:30:07
November 28 2014 23:29 GMT
#4456
On November 29 2014 02:51 SorrowSCII wrote:

If he's doing 4-Gate pressure into 7-Gate Robo (very popular at the moment), you should be working on the rocks until about 5:50 or so. It'll be close enough that you can leave one or two lings behind to finish them off. About 6:00, make 10-12 more lings to deny proxy Pylons and get map control. It'll slow his pressure down a little. This build is very, very tricky to hold though, so it takes a lot of practice. Just remember that it'll usually hit about 6:30, or 6:15 if it's the Sangate version.


Making lings at 6 minutes seems a bit late when you want to deny the Pylon, the 12 gate Version can warp in zealots as early as 5:50. I think 5:30 after you put down your 3rd would be a more reasonable timing if you want to stop the push straight away.
SorrowSCII
Profile Joined December 2013
United States4 Posts
November 29 2014 03:47 GMT
#4457
On November 29 2014 08:29 zerge wrote:
Show nested quote +
On November 29 2014 02:51 SorrowSCII wrote:

If he's doing 4-Gate pressure into 7-Gate Robo (very popular at the moment), you should be working on the rocks until about 5:50 or so. It'll be close enough that you can leave one or two lings behind to finish them off. About 6:00, make 10-12 more lings to deny proxy Pylons and get map control. It'll slow his pressure down a little. This build is very, very tricky to hold though, so it takes a lot of practice. Just remember that it'll usually hit about 6:30, or 6:15 if it's the Sangate version.


Making lings at 6 minutes seems a bit late when you want to deny the Pylon, the 12 gate Version can warp in zealots as early as 5:50. I think 5:30 after you put down your 3rd would be a more reasonable timing if you want to stop the push straight away.


It really depends on the timing variation. The really early ones, as you say, can hit even earlier, but it depends a lot. The ones that aren't as all-in will hit a bit later generally. Scouting is quite important regardless so you can tell when you need to prepare. Perhaps I shouldn't have given quite so much of a generalization, though.

Nobody has any ZvZ help? Sniff?
Just because you can never reach something doesn't mean it's not worth trying.
brickrd
Profile Blog Joined March 2014
United States4894 Posts
Last Edited: 2014-11-29 11:42:27
November 29 2014 11:37 GMT
#4458
you're a bit higher level than i, but for me i find zvz is like pvp in terms of openers - i think any of the standard openers can be pretty stable depending on how you execute them with the exception of certain throwaways like gasless early pool vs 14/14 or DT vs no detection. i'm a lot more comfortable opening speed (i mean hatch into gas, not gas first, although i do gas first occasionally) and getting on the map with lings because i feel confident that at bare minimum i can stay even by canceling any attempt at a greedy third, threatening runbys, etc. a more defensive player with godlike macro might be more comfortable opening gasless and jamming queens into the wall. i think it's stylistic. if i had to play a bo5 i would never use the same opener twice in a row, i would rather mix it up like speed, 9pool, speed, gasless, speed

like you said, larvae are tricky, and if you don't know what your opponent is spawning in the early game sometimes you can just die. i think it's all map awareness and mechanics, poking in to see what's coming out of his hatch and then doing the best you can with what you have, whether it's speedling runbys, setting up your roach concave perfectly, making emergency spines, etc.
TL+ Member
EndOfLineTv
Profile Joined February 2011
United States741 Posts
November 30 2014 18:23 GMT
#4459
On November 29 2014 12:47 SorrowSCII wrote:
Show nested quote +
On November 29 2014 08:29 zerge wrote:
On November 29 2014 02:51 SorrowSCII wrote:

If he's doing 4-Gate pressure into 7-Gate Robo (very popular at the moment), you should be working on the rocks until about 5:50 or so. It'll be close enough that you can leave one or two lings behind to finish them off. About 6:00, make 10-12 more lings to deny proxy Pylons and get map control. It'll slow his pressure down a little. This build is very, very tricky to hold though, so it takes a lot of practice. Just remember that it'll usually hit about 6:30, or 6:15 if it's the Sangate version.


Making lings at 6 minutes seems a bit late when you want to deny the Pylon, the 12 gate Version can warp in zealots as early as 5:50. I think 5:30 after you put down your 3rd would be a more reasonable timing if you want to stop the push straight away.


It really depends on the timing variation. The really early ones, as you say, can hit even earlier, but it depends a lot. The ones that aren't as all-in will hit a bit later generally. Scouting is quite important regardless so you can tell when you need to prepare. Perhaps I shouldn't have given quite so much of a generalization, though.

Nobody has any ZvZ help? Sniff?


I ended last season at rank 84 gm.
For my play style I choose gasless. It is the most consistant for me.
This is the build order when you face gas players

15pool
15hatch
14ov
2 queen
scouting lings (2-4)
24ov
28 2 Queens
34ov

(if you see fast speed all in, (gas, pool, hatch) one spine, bring all 4 queens together by bottom of ramp, and make slow lings)

42 RW + 3 gas + ov(most important)

(If you see speed ling all in now (hatch gas pool), pull all 4 queens at bottom of ramp, make slow lings, and then roaches with rw is done)

If you see ling bane timing (6:30 - 7 min)
Full wall off with evos, pull all 4 queens, make roaches and slow lings)

52 ov, evo, lair,

55 ov, +1 range, and 4th gas.

Third when you can take it.

Arkivana
Profile Joined October 2013
Switzerland2 Posts
December 01 2014 16:16 GMT
#4460
Hey guys!

I'm having a lot of troubles in ZvZ recently, especially against zergs that play muta into swarmhost compositions. How do you counter that going into roaches?

I feel like defending against the mutas is quite easy but it forces you to turtle on 3 bases until you get roach/hydra/infestors maxout, but by the time they already have like 15 swarmhosts and you can't push anymore. Do you need to transition into swarmhost too or is there a way to kill them before?
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