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The HotS Zerg Help Me Thread - Page 63

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Valon
Profile Joined June 2011
United States329 Posts
June 06 2013 08:06 GMT
#1241
On June 06 2013 15:06 hearters wrote:
1. What's the point of getting infestors vs terran? Medivacs heal through the dps, so it doesn't seem effective if they have enough medivacs. Lings and fungal alone still can't kill stimmed marine/marauder so you still need banelings in the end.

Can someone who regularly gets infestors ZvT tell me why you get them and why they are good? For now I'm still using ling/bling/muta.

2. What's the ideal number of mutas to have in ZvT for defense/cleanup? Pros always seem to get 10-12 mutas, but I'd think that 20 is a better number(if focus fire, 20 one-shots a medivac), since you kill medivacs much faster and cleanup after banelings/lings better.


Fungal holds the units down so banes and lings can go in to finish them off. Fungal also damages the me medivacs. Fungal isn't as good as it was in WOL but it is till useful in HOTS.
magha
Profile Joined March 2010
Netherlands427 Posts
June 06 2013 08:21 GMT
#1242
In Meta they spoke of a ZvT build with speed roach and speedbanes which they say always beats Terran unless they have siege tanks, and even with siege tanks it can be so strong that it'll even out afterwards.

Whats the exact build (order) theyre talking about?
hearters
Profile Joined May 2013
Singapore224 Posts
June 06 2013 08:21 GMT
#1243
On June 06 2013 17:06 Valon wrote:
Show nested quote +
On June 06 2013 15:06 hearters wrote:
1. What's the point of getting infestors vs terran? Medivacs heal through the dps, so it doesn't seem effective if they have enough medivacs. Lings and fungal alone still can't kill stimmed marine/marauder so you still need banelings in the end.

Can someone who regularly gets infestors ZvT tell me why you get them and why they are good? For now I'm still using ling/bling/muta.

2. What's the ideal number of mutas to have in ZvT for defense/cleanup? Pros always seem to get 10-12 mutas, but I'd think that 20 is a better number(if focus fire, 20 one-shots a medivac), since you kill medivacs much faster and cleanup after banelings/lings better.


Fungal holds the units down so banes and lings can go in to finish them off. Fungal also damages the me medivacs. Fungal isn't as good as it was in WOL but it is till useful in HOTS.


But if the terran splits marines, fungal doesn't really hit much. What I think is, banelings will eventually hit anyway with the help of lings. Fungal damages medivacs but it's so difficult to kill medivacs with it in battles. Are they really worth it?
Research: 1. Creep Spread Trick 2. Patrol Splitting Zerglings 3. Multiple Queen Production 4. Organised Creep Spread 5. Select Larvae/Morph Unit Rapidfire
blade55555
Profile Blog Joined March 2009
United States17423 Posts
June 06 2013 08:33 GMT
#1244
On June 06 2013 17:21 magha wrote:
In Meta they spoke of a ZvT build with speed roach and speedbanes which they say always beats Terran unless they have siege tanks, and even with siege tanks it can be so strong that it'll even out afterwards.

Whats the exact build (order) theyre talking about?



If you watch the soulkey vs innovation (red city/game 5 iirc) he does a speed roach/ling/bane all in (speed for roaches + banelings) and with 1/1. It is very, very powerful versus terrans.

I don't know the exact timings but it literally looks text book zvt except he adds a roach warren and then starts pumping out mass roach/ling after getting 3 saturated bases. Then he turns all of his zerglings into baneligns (well most) and does the bust.
When I think of something else, something will go here
magha
Profile Joined March 2010
Netherlands427 Posts
June 06 2013 08:45 GMT
#1245
On June 06 2013 17:33 blade55555 wrote:
Show nested quote +
On June 06 2013 17:21 magha wrote:
In Meta they spoke of a ZvT build with speed roach and speedbanes which they say always beats Terran unless they have siege tanks, and even with siege tanks it can be so strong that it'll even out afterwards.

Whats the exact build (order) theyre talking about?



If you watch the soulkey vs innovation (red city/game 5 iirc) he does a speed roach/ling/bane all in (speed for roaches + banelings) and with 1/1. It is very, very powerful versus terrans.

I don't know the exact timings but it literally looks text book zvt except he adds a roach warren and then starts pumping out mass roach/ling after getting 3 saturated bases. Then he turns all of his zerglings into baneligns (well most) and does the bust.

I'm unable to watch the game. But he really got 3 fully saturated bases before pumping units? How many gas would you need for that? 4?
RaiZ
Profile Blog Joined April 2003
2813 Posts
June 06 2013 09:34 GMT
#1246
On June 06 2013 17:45 magha wrote:
Show nested quote +
On June 06 2013 17:33 blade55555 wrote:
On June 06 2013 17:21 magha wrote:
In Meta they spoke of a ZvT build with speed roach and speedbanes which they say always beats Terran unless they have siege tanks, and even with siege tanks it can be so strong that it'll even out afterwards.

Whats the exact build (order) theyre talking about?



If you watch the soulkey vs innovation (red city/game 5 iirc) he does a speed roach/ling/bane all in (speed for roaches + banelings) and with 1/1. It is very, very powerful versus terrans.

I don't know the exact timings but it literally looks text book zvt except he adds a roach warren and then starts pumping out mass roach/ling after getting 3 saturated bases. Then he turns all of his zerglings into baneligns (well most) and does the bust.

I'm unable to watch the game. But he really got 3 fully saturated bases before pumping units? How many gas would you need for that? 4?

3rd @ 6min, double evolution + 3rd gas @ 6:30, 4th gas @ ~7:15, roach warren + bane nest @ 8min.
He had 65 drones + 5th gas taken before pushing. So yeah, almost 3 fully saturated bases.
Man is least himself when he talks in his own person. Give him a mask, and he will tell you the truth. Oscar Wilde
jackdaleaper
Profile Joined September 2010
Philippines1216 Posts
June 06 2013 10:33 GMT
#1247
In PvZ, at what time does toss usually take his third if he's going for an expand build (after a 1 gate or ffe)? When should I be checking if it's an expand build or an all in?
willstertben
Profile Joined May 2013
427 Posts
Last Edited: 2013-06-06 12:11:31
June 06 2013 12:10 GMT
#1248
On June 06 2013 15:06 hearters wrote:
1. What's the point of getting infestors vs terran? Medivacs heal through the dps, so it doesn't seem effective if they have enough medivacs. Lings and fungal alone still can't kill stimmed marine/marauder so you still need banelings in the end.

Can someone who regularly gets infestors ZvT tell me why you get them and why they are good? For now I'm still using ling/bling/muta.

2. What's the ideal number of mutas to have in ZvT for defense/cleanup? Pros always seem to get 10-12 mutas, but I'd think that 20 is a better number(if focus fire, 20 one-shots a medivac), since you kill medivacs much faster and cleanup after banelings/lings better.


1.
-holding army in place
ultras and banelings (or melee units in general, so pretty much all of zergs units) are countered by kiting so the better the terran is the harder it gets to take battles without key fungals
-killing marines
fungal might be worse against armored but it still kills marines really nicely.

2. against standard widow mine bio aggressive play something like 14, max 16 is a good number i think. any more delays hive tech too much and lets you have too few blings. any less and you have literally 0 harassment potential and he won't even have to consider making turrets. also drops are a little hard to clean up with less than that amount.
and you should always upgrade air attack (at least +1) and replace lost mutas.
Vega62a
Profile Blog Joined December 2010
946 Posts
Last Edited: 2013-06-06 12:22:04
June 06 2013 12:20 GMT
#1249
On June 06 2013 17:21 hearters wrote:
Show nested quote +
On June 06 2013 17:06 Valon wrote:
On June 06 2013 15:06 hearters wrote:
1. What's the point of getting infestors vs terran? Medivacs heal through the dps, so it doesn't seem effective if they have enough medivacs. Lings and fungal alone still can't kill stimmed marine/marauder so you still need banelings in the end.

Can someone who regularly gets infestors ZvT tell me why you get them and why they are good? For now I'm still using ling/bling/muta.

2. What's the ideal number of mutas to have in ZvT for defense/cleanup? Pros always seem to get 10-12 mutas, but I'd think that 20 is a better number(if focus fire, 20 one-shots a medivac), since you kill medivacs much faster and cleanup after banelings/lings better.


Fungal holds the units down so banes and lings can go in to finish them off. Fungal also damages the me medivacs. Fungal isn't as good as it was in WOL but it is till useful in HOTS.


But if the terran splits marines, fungal doesn't really hit much. What I think is, banelings will eventually hit anyway with the help of lings. Fungal damages medivacs but it's so difficult to kill medivacs with it in battles. Are they really worth it?


It's prettymuch the same as with most engagements using Ling/bling/muta - a lot of it comes down to how the terran splits.

I tend to add infestors just before I put down an ultralisk cavern. I don't tend to find a lot of use for them in the midgame lair-tech battles, but they do help out quite a bit when you've got ultras and banelings as key damage dealers.

In addition, fungal reveals widow mines, which helps like mad. It's not why you should get infestors, but it's a nice perk.
Content of my posts reflects only my personal opinions, and not those of any employer or subsidiary
kubiks
Profile Blog Joined March 2011
France1328 Posts
June 06 2013 12:34 GMT
#1250
On June 06 2013 17:33 blade55555 wrote:
Show nested quote +
On June 06 2013 17:21 magha wrote:
In Meta they spoke of a ZvT build with speed roach and speedbanes which they say always beats Terran unless they have siege tanks, and even with siege tanks it can be so strong that it'll even out afterwards.

Whats the exact build (order) theyre talking about?



If you watch the soulkey vs innovation (red city/game 5 iirc) he does a speed roach/ling/bane all in (speed for roaches + banelings) and with 1/1. It is very, very powerful versus terrans.

I don't know the exact timings but it literally looks text book zvt except he adds a roach warren and then starts pumping out mass roach/ling after getting 3 saturated bases. Then he turns all of his zerglings into baneligns (well most) and does the bust.


I'm still wondering. Is this better than the ragnaork's version (with drops instead of baneling speed) ? Because with drops you kinda don't care about the tanks and you can attack with a better angle (you have 5 bunkers ? I drop the main).
Juanald you're my hero I miss you -> best troll ever on TL <3
schwza
Profile Joined September 2011
67 Posts
June 06 2013 13:17 GMT
#1251
If a protoss is doing a normal FFE and I 15 hatch, can he cannon rush my natural? Or does he need to do an early forge to pull off a cannon rush against 15 hatch?
Deleted User 261926
Profile Joined April 2012
960 Posts
June 06 2013 13:28 GMT
#1252
On June 06 2013 17:45 magha wrote:
Show nested quote +
On June 06 2013 17:33 blade55555 wrote:
On June 06 2013 17:21 magha wrote:
In Meta they spoke of a ZvT build with speed roach and speedbanes which they say always beats Terran unless they have siege tanks, and even with siege tanks it can be so strong that it'll even out afterwards.

Whats the exact build (order) theyre talking about?



If you watch the soulkey vs innovation (red city/game 5 iirc) he does a speed roach/ling/bane all in (speed for roaches + banelings) and with 1/1. It is very, very powerful versus terrans.

I don't know the exact timings but it literally looks text book zvt except he adds a roach warren and then starts pumping out mass roach/ling after getting 3 saturated bases. Then he turns all of his zerglings into baneligns (well most) and does the bust.

I'm unable to watch the game. But he really got 3 fully saturated bases before pumping units? How many gas would you need for that? 4?

You are lucky I took heavy notes on that game.

15H
16P
2xQueens
2xQueens
@5:10 2xG
@6:00 3rd H
@100g Speed
@6:25 2xEvos 1xG(3rd)
@7:10 1xG(4th)
@100%Evos +1/+1(melee)
@7:35 Lair
@8min RW,BN
@100%Lair SpeedR,SpeedB
@9:05 G(5th)
Stop Drone Production @saturation
9:40 4th H(M)
Overlords,Roaches,Banes
ManiacTheZealot
Profile Joined December 2009
United States490 Posts
June 06 2013 14:22 GMT
#1253
On June 06 2013 15:06 hearters wrote:
1. What's the point of getting infestors vs terran? Medivacs heal through the dps, so it doesn't seem effective if they have enough medivacs. Lings and fungal alone still can't kill stimmed marine/marauder so you still need banelings in the end.

Can someone who regularly gets infestors ZvT tell me why you get them and why they are good? For now I'm still using ling/bling/muta.

2. What's the ideal number of mutas to have in ZvT for defense/cleanup? Pros always seem to get 10-12 mutas, but I'd think that 20 is a better number(if focus fire, 20 one-shots a medivac), since you kill medivacs much faster and cleanup after banelings/lings better.


Infestor's come out before the terran has a critical amount of medivacs. At the point that he is reaching a critical amount you should be adding corruptors to kill them off.

You still do need banelings but not a massive amount of them. You don't need more than 4 to 6 infestors either. Infestors synergize best with ultra/baneling so your goal should be to get those out asap after building your infestors.

Prior to this the infestors will work to slow down his push. Putting 3 or 4 spines down and having your infestors behind them basically stops a mines push. Make sure your creep spread and scouting is good enough so you can move your spines to where he's attacking.

If he's massing mines or marauders or both you morph your corruptors into broods for the kill. If he doesn't do either then you'll just win with ultras. If you want to get fancy you can blinding cloud over the fungal. I usually just end up going broods though.

http://drop.sc/340627
http://drop.sc/340626
Durmaz21
Profile Joined September 2012
Sweden52 Posts
June 06 2013 14:42 GMT
#1254
Hello what's the proper response if I get 10 pooled (I 15 hatch) and lose my expansion (no cancel). Let's say opponent pulls back his lings. I guess macro game is out of the question at that point ?

Also just in general I'm not sure how to handle early pools, I either die or fall behind
RaiZ
Profile Blog Joined April 2003
2813 Posts
June 06 2013 15:47 GMT
#1255
On June 06 2013 23:42 Durmaz21 wrote:
Hello what's the proper response if I get 10 pooled (I 15 hatch) and lose my expansion (no cancel). Let's say opponent pulls back his lings. I guess macro game is out of the question at that point ?

Also just in general I'm not sure how to handle early pools, I either die or fall behind

Spending your first 50 gas on bane nest isn't a bad idea. I know I'd feel a little pressured if I actually had some banes in front of my lings.

But more importantly, in general you can already see if he's coming with his lings with your overlords and then you can cancel your expand and make a spine in your main.
Then get either speed or bane nest and try to kill some lings because you'll have a superior eco (more drones, eventually a faster queen but that depends if he's really aggressive or not, and a spine that can hold some runbies).
Just don't panic when cancelling the expand.
Man is least himself when he talks in his own person. Give him a mask, and he will tell you the truth. Oscar Wilde
Insoleet
Profile Joined May 2012
France1806 Posts
June 06 2013 17:07 GMT
#1256
How do you deal with 1 gate expand into 4 gate zealots MsC ?

I'd like to take a third against this build but even with a 5:30 RW, it's so hard..
Valon
Profile Joined June 2011
United States329 Posts
June 06 2013 22:08 GMT
#1257
On June 05 2013 12:30 Jinxeth wrote:
For a High Masters Zerg having a ton of issues dealing with the standard Bio/Mine/Medivac 2/2 timing at around 13:30, even when I am well aware that it is coming, what are the tips of engaging this army, and which composition plays out the best against this?

- I've attempted everything from Roach/Hydra to Ling/Infestor to Ling/Bling/Muta and while some of my plays have been decent holds, none have allowed me to capitalise enough to stop the fourth base going down, let alone have some free units to do a runby while he's moving out. Is it just my control against the mines, or are there a few tricks to engage this army that I am not seeing?


Focus on lings. If you watch stephano play he takes his gasses sparingly and focuses on lings. Then when he engages he move commands past the army to surround it, This will have the mines deal splash damage to their own army.
blade55555
Profile Blog Joined March 2009
United States17423 Posts
June 06 2013 22:16 GMT
#1258
On June 07 2013 02:07 Insoleet wrote:
How do you deal with 1 gate expand into 4 gate zealots MsC ?

I'd like to take a third against this build but even with a 5:30 RW, it's so hard..


Scouting with lings is VERY important when facing gate expand. You can shut down a 4 gate zealot MSC by just denying probes/pylons. You should make lings, control the watch towers and the rest should be scouting for proxy pylons or hidden probes. This is the best way to shut it down.

If not roach/ling can hold it you just need to make sure you see it coming at a good time and not be caught by surprise.
When I think of something else, something will go here
TheRabidDeer
Profile Blog Joined May 2003
United States3806 Posts
June 07 2013 05:17 GMT
#1259
What is a general response for late game ZvT? It feels like everything Zerg has right now is oriented towards winning in the midgame because once you get to late game you have 0 mobility with ultras or broods and just die to drop play, especially since the 4th/5th bases are usually exposed so that they can drop away from spores.
Mefaso
Profile Joined July 2012
Germany27 Posts
June 07 2013 18:53 GMT
#1260
On June 07 2013 14:17 TheRabidDeer wrote:
What is a general response for late game ZvT? It feels like everything Zerg has right now is oriented towards winning in the midgame because once you get to late game you have 0 mobility with ultras or broods and just die to drop play, especially since the 4th/5th bases are usually exposed so that they can drop away from spores.


Late game composition: Ling/bane/ultra/infestor
Drop play: static defense, in the really late game 1 spore 3 spine and position your army so that you can defend your bases, and put a thought into where you expand.
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