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The HotS Zerg Help Me Thread - Page 7

Forum Index > StarCraft 2 Strategy
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c0ldfusion
Profile Joined October 2010
United States8293 Posts
March 19 2013 13:11 GMT
#121
On March 19 2013 13:09 Reithan wrote:
Having problems vs terran, seems like every game, if I get ahead, when I move out speed medivac counters and kills like 80% of my drones and maybe a tech structure or two, and I can't kill enough to equalize before speed medvacs can scoop army and get back to fight me. Like, they can get across the map, hamstring me, and get back before I can really do any real damage...

That and continuously sniping my hatches. How do you deal with this? I've tried mutas, static defense, etc. The medivacs just outrun my mutas and drop enough to overwhelm my static defenses unless I can catch them basically right as they're leaving their base...


ling, bane and mutas guys. Fastest zerg army.

Spread out your ovies so you get more time to react.
Ancamdrew
Profile Joined June 2012
United States14 Posts
March 19 2013 13:33 GMT
#122
On March 19 2013 16:21 HelloSon wrote:
How do I beat vr/HT/chargelot? Tried roach/hydra/infestor but got decimated by storms and the VRs cleaning EVERYTHING up. Roach/hydra/sh be better?


I've been having luck, surprisingly, with pure hydra. Make sure you attack from atleast 2 angles and put yourself in the mind of the protoss and dodge storms and split. It's easier than you might think to split hydras.
Tactical
Profile Joined January 2011
United States77 Posts
March 19 2013 15:53 GMT
#123
On March 14 2013 09:03 IceSpider wrote:
Is burrow and overlord speed on hatch tech essentially useless or are there new openings that can use these? Both Terran and Protoss have several new early game options for harass (reapers, faster medivacs, widow mines, oracles, cheaper DT, better voids) that don't disrupt their economy too much. Can Zerg use their new tools in any way or was it a misguided attempt by blizz?


Yo, I'm a high diamond terran player just browsing the zerg thread to see what zergs are having trouble with so i can do it ^^
But saw this post and wanted to say that a 2 base ~10 roach/burrow rush is really hard to deal with, against a FE Terran because no Terran will have a raven or turrets up that early, and wasting scans in multiple locations sets us behind in multiple ways, less scans to see your base/tech transition, and our income due to having less mules. On top of losing scv's to the roach harrass. You can just burrow past the bunker and completely deny mining at the natural, and the terran cant easily send reinforcements down because you can just go up the ramp, and then the terran is pretty much fucked over. If you scout the terran being greedy or not going for a hyper aggro play you can do quite a bit of damage.

Had some people use that against me and i lose most of the time lol, because while im dealing with the roaches, you're fully saturating your third, and have plenty of times to make more units/transition to deny a counter attack.
Aelendis
Profile Joined February 2011
Belgium892 Posts
March 19 2013 16:26 GMT
#124
Hi!

Where do zergs take their third on Neo Planet S, in the 3 match-ups?

Also, I'm having trouble against a certain strat in ZvP: Basically, the protoss opens stargate, makes some Stargate units, so I make hydras and prepare to transition to swarm hosts. But instead of taking his third, the protoss tecks to collossus and then makes a push with ~3 colossi, a bunch of void rays and stalkers.
How can I scout that he's not going B3? What unit composition should I make to defend? I realise that the protoss is all-in with that move, but I just can't beat it.

Thanks!
Mementoss
Profile Blog Joined February 2011
Canada2595 Posts
March 19 2013 16:28 GMT
#125
Is abduct and neural together worth it or is it better to just kill the unit right away? Anyways I hope we see it in a pro game cause it would be really cool to see pulled off.
http://www.youtube.com/watch?v=uu96xMwFVXw
Requizen
Profile Blog Joined March 2011
United States33802 Posts
March 19 2013 16:55 GMT
#126
On March 20 2013 01:28 Mementoss wrote:
Is abduct and neural together worth it or is it better to just kill the unit right away? Anyways I hope we see it in a pro game cause it would be really cool to see pulled off.

It would be pretty cool, but it's unlikely you're going to see a composition focusing on both Vipers and upgraded Infestors, as that's a lot of gas and somewhat diverging playstyles.
It's your boy Guzma!
Glon
Profile Joined December 2010
United States569 Posts
March 19 2013 17:04 GMT
#127
On March 20 2013 01:55 Requizen wrote:
Show nested quote +
On March 20 2013 01:28 Mementoss wrote:
Is abduct and neural together worth it or is it better to just kill the unit right away? Anyways I hope we see it in a pro game cause it would be really cool to see pulled off.

It would be pretty cool, but it's unlikely you're going to see a composition focusing on both Vipers and upgraded Infestors, as that's a lot of gas and somewhat diverging playstyles.


I think that, in the late game especially, this is all too possible. Most players will open with 4-6 infestors in the mid game anyways, then add vipers later (which almost every zerg does).

However, to answer his question, it seems like a cool idea to use both abduct/neural. But I wonder that the energy investment is a little much...? I guess depends how many infestors/vipers you have.
@QuanticGlon https://twitter.com/QuanticGlon
SirPsychoMantis
Profile Joined December 2011
United States180 Posts
March 19 2013 17:07 GMT
#128
On March 19 2013 03:26 Requizen wrote:
Watching some Life v Flash replays, it doesn't seem that Life transfers Drones to expansions, opting rather to just rally all his hatcheries to the new base and fill it that way. Is this standard now? I always thought transferring was important.


I never really transferred drones, the main reason for transferring is if you are over the 16 drone on minerals count, but Zerg typically expands fast enough that you can just rally. I would guess if you ever get over 20 mineral drones at a base you might not be expanding fast enough.
Zerg #1
RaiZ
Profile Blog Joined April 2003
2813 Posts
March 19 2013 17:10 GMT
#129
On March 20 2013 02:04 Glon wrote:
Show nested quote +
On March 20 2013 01:55 Requizen wrote:
On March 20 2013 01:28 Mementoss wrote:
Is abduct and neural together worth it or is it better to just kill the unit right away? Anyways I hope we see it in a pro game cause it would be really cool to see pulled off.

It would be pretty cool, but it's unlikely you're going to see a composition focusing on both Vipers and upgraded Infestors, as that's a lot of gas and somewhat diverging playstyles.


I think that, in the late game especially, this is all too possible. Most players will open with 4-6 infestors in the mid game anyways, then add vipers later (which almost every zerg does).

However, to answer his question, it seems like a cool idea to use both abduct/neural. But I wonder that the energy investment is a little much...? I guess depends how many infestors/vipers you have.

Aren't the units going to kill that colossus before being able to neural anything ? Sound like you need to move and don't attack move your army when you have viper near them. Too much pain I think :D
Man is least himself when he talks in his own person. Give him a mask, and he will tell you the truth. Oscar Wilde
_fool
Profile Joined February 2011
Netherlands676 Posts
March 19 2013 17:17 GMT
#130
hi,

I've been playing ZvT's against a friend. We're both gold level in WoL, still finding our footing in HotS.

My friend (T) plays essentially the same build every game:
- builds ~2marauder, 5 marines, 2 widow mines, then expands
- turtles until ~10 marines, 10 marauders, 10 hellbats, 4 thors, 4 medivacs, and pushes for my main.

I lost every single game so far, even though I have the resources. I tried mass upgraded roach, bling muta, swarm host roach infestor, bling infestor to ultra, but no luck. Early pressure is thwarted by mines, marauders and hellbats, and the eventual push is very hard to hold off. It's silly because the lack of tanks should make this push holdable. The unit tester shows blinding cloud to be a solution, but it feels like a vulnerable move.

I'm sure part of it is me lacking execution and proper macro. But the right composition helps So: how would you counter 2base bio-bat-thor?
"News is to the mind what sugar is to the body"
pigsdofly
Profile Joined March 2011
United Kingdom5 Posts
March 19 2013 17:45 GMT
#131
When should I be taking my second gas in ZvZ? I always seem to take mine way too late, allowing the other zerg to just build up an unbeatable muta flock, even if I'd been far more effective in harassment.
Thesper
Profile Joined August 2010
United Kingdom37 Posts
March 19 2013 18:02 GMT
#132
On March 20 2013 02:17 _fool wrote:
hi,

I've been playing ZvT's against a friend. We're both gold level in WoL, still finding our footing in HotS.

My friend (T) plays essentially the same build every game:
- builds ~2marauder, 5 marines, 2 widow mines, then expands
- turtles until ~10 marines, 10 marauders, 10 hellbats, 4 thors, 4 medivacs, and pushes for my main.

I lost every single game so far, even though I have the resources. I tried mass upgraded roach, bling muta, swarm host roach infestor, bling infestor to ultra, but no luck. Early pressure is thwarted by mines, marauders and hellbats, and the eventual push is very hard to hold off. It's silly because the lack of tanks should make this push holdable. The unit tester shows blinding cloud to be a solution, but it feels like a vulnerable move.

I'm sure part of it is me lacking execution and proper macro. But the right composition helps So: how would you counter 2base bio-bat-thor?


Ling/bling or ling/bling/roach should do fine against those units this with a good engagement. He has 2 mines as his only anti-bling AOE. My guess is either you're engaging badly (e.g. getting caught in a choke), or you're not pumping your econ hard enough early on (how many bases/what drone count are you on when he pushes). This is a 2-base push, so you shouldn't be looking to Hive tech as an answer, you should be looking at just out muscling him with a ling/bling core supported by a good 3-base economy.

So basically, get ling/bling with upgrades and bling speed, try to go for a good surround (on creep) and you should be fine unless you get your banelings caught on his thors and marauders. You could also go ling/bling/muta or ling/bling/swarm host and be fine. A replay would make things clearer, but my guess is you simply don't have enough stuff and/or you're not engaging right. His composition is basically a random mix of units and doesn't need any special composition to counter it.
kernel_mode
Profile Joined March 2013
Russian Federation5 Posts
March 19 2013 18:25 GMT
#133
On March 19 2013 18:58 kernel_mode wrote:
Show nested quote +
On March 19 2013 18:04 kernel_mode wrote:
Hi! I am a beginner at SC2 HTOS and I have a BIG problems when playing Zerg against AI (not playing with real people for the time being). I am obliterating things with Protoss, but I can't do a thing with Zerg. What am I doing wrong? Thanks in advance for your answers.

Zerg replay link


Managed to do this in 45 min (brood lord spam)... Still too long.
Zerg win replay

No one helps me
c0ldfusion
Profile Joined October 2010
United States8293 Posts
March 19 2013 18:35 GMT
#134
On March 20 2013 02:04 Glon wrote:
Show nested quote +
On March 20 2013 01:55 Requizen wrote:
On March 20 2013 01:28 Mementoss wrote:
Is abduct and neural together worth it or is it better to just kill the unit right away? Anyways I hope we see it in a pro game cause it would be really cool to see pulled off.

It would be pretty cool, but it's unlikely you're going to see a composition focusing on both Vipers and upgraded Infestors, as that's a lot of gas and somewhat diverging playstyles.


I think that, in the late game especially, this is all too possible. Most players will open with 4-6 infestors in the mid game anyways, then add vipers later (which almost every zerg does).

However, to answer his question, it seems like a cool idea to use both abduct/neural. But I wonder that the energy investment is a little much...? I guess depends how many infestors/vipers you have.


Hmm seems like one of those, you've already won but now want to humiliate your opponent kind of play. Would be cool to see in tournament play though.
Requizen
Profile Blog Joined March 2011
United States33802 Posts
March 19 2013 18:44 GMT
#135
On March 20 2013 02:04 Glon wrote:
Show nested quote +
On March 20 2013 01:55 Requizen wrote:
On March 20 2013 01:28 Mementoss wrote:
Is abduct and neural together worth it or is it better to just kill the unit right away? Anyways I hope we see it in a pro game cause it would be really cool to see pulled off.

It would be pretty cool, but it's unlikely you're going to see a composition focusing on both Vipers and upgraded Infestors, as that's a lot of gas and somewhat diverging playstyles.


I think that, in the late game especially, this is all too possible. Most players will open with 4-6 infestors in the mid game anyways, then add vipers later (which almost every zerg does).

However, to answer his question, it seems like a cool idea to use both abduct/neural. But I wonder that the energy investment is a little much...? I guess depends how many infestors/vipers you have.

Well sure you can later, but what does it do? Both spells are designed to give you an edge in the fight by either a) removing one unit instantly by pulling it into your army, or b) remove one unit from their army and add it to yours (though removing your ability to fungal or lay down ITs with that Infestor).

Using both seems redundant, except in super specific situations where you pull a Mothership and instantly Neural -> cloak your army, or grab tanks and immediately have them deployed in your forces and can fire. Even then, it seems like it'd be better to use both on separate units for maximum effect.
It's your boy Guzma!
c0ldfusion
Profile Joined October 2010
United States8293 Posts
March 19 2013 18:46 GMT
#136
On March 20 2013 02:45 pigsdofly wrote:
When should I be taking my second gas in ZvZ? I always seem to take mine way too late, allowing the other zerg to just build up an unbeatable muta flock, even if I'd been far more effective in harassment.


It sounds like you answered your own question. Look at when your opponent takes his gasses in your replay. That will be the best benchmark since normally exogenous factors like relative skill level, map specific timing, etc., are all baked into the replay.
c0ldfusion
Profile Joined October 2010
United States8293 Posts
March 19 2013 18:49 GMT
#137
On March 20 2013 03:44 Requizen wrote:
Show nested quote +
On March 20 2013 02:04 Glon wrote:
On March 20 2013 01:55 Requizen wrote:
On March 20 2013 01:28 Mementoss wrote:
Is abduct and neural together worth it or is it better to just kill the unit right away? Anyways I hope we see it in a pro game cause it would be really cool to see pulled off.

It would be pretty cool, but it's unlikely you're going to see a composition focusing on both Vipers and upgraded Infestors, as that's a lot of gas and somewhat diverging playstyles.


I think that, in the late game especially, this is all too possible. Most players will open with 4-6 infestors in the mid game anyways, then add vipers later (which almost every zerg does).

However, to answer his question, it seems like a cool idea to use both abduct/neural. But I wonder that the energy investment is a little much...? I guess depends how many infestors/vipers you have.

Well sure you can later, but what does it do? Both spells are designed to give you an edge in the fight by either a) removing one unit instantly by pulling it into your army, or b) remove one unit from their army and add it to yours (though removing your ability to fungal or lay down ITs with that Infestor).

Using both seems redundant, except in super specific situations where you pull a Mothership and instantly Neural -> cloak your army, or grab tanks and immediately have them deployed in your forces and can fire. Even then, it seems like it'd be better to use both on separate units for maximum effect.


Man, that's so sick. Imagine super late ZvP, at the start of the final engagement, the zerg is just stealing the mothership and colossi across half a screen. Now that's quality entertainment.
Mementoss
Profile Blog Joined February 2011
Canada2595 Posts
March 19 2013 19:48 GMT
#138
On March 20 2013 03:49 c0ldfusion wrote:
Show nested quote +
On March 20 2013 03:44 Requizen wrote:
On March 20 2013 02:04 Glon wrote:
On March 20 2013 01:55 Requizen wrote:
On March 20 2013 01:28 Mementoss wrote:
Is abduct and neural together worth it or is it better to just kill the unit right away? Anyways I hope we see it in a pro game cause it would be really cool to see pulled off.

It would be pretty cool, but it's unlikely you're going to see a composition focusing on both Vipers and upgraded Infestors, as that's a lot of gas and somewhat diverging playstyles.


I think that, in the late game especially, this is all too possible. Most players will open with 4-6 infestors in the mid game anyways, then add vipers later (which almost every zerg does).

However, to answer his question, it seems like a cool idea to use both abduct/neural. But I wonder that the energy investment is a little much...? I guess depends how many infestors/vipers you have.

Well sure you can later, but what does it do? Both spells are designed to give you an edge in the fight by either a) removing one unit instantly by pulling it into your army, or b) remove one unit from their army and add it to yours (though removing your ability to fungal or lay down ITs with that Infestor).

Using both seems redundant, except in super specific situations where you pull a Mothership and instantly Neural -> cloak your army, or grab tanks and immediately have them deployed in your forces and can fire. Even then, it seems like it'd be better to use both on separate units for maximum effect.


Man, that's so sick. Imagine super late ZvP, at the start of the final engagement, the zerg is just stealing the mothership and colossi across half a screen. Now that's quality entertainment.


Well I just mention is because Neural on tanks and colossi got negated a bit due to the range nerf. And abduct make it so you really don't need any positioning, just really good spell queueing. I think it would be fantastic to watch in a pro game though. Not sure its worth the energy, but if you landing all those spells right anyways it would probably just be overkill.
http://www.youtube.com/watch?v=uu96xMwFVXw
BeTek
Profile Joined January 2013
United States5 Posts
March 19 2013 21:54 GMT
#139
Hello I am a top platinum player in Wol and only a gold player in hots so far. I am pretty bad at comparing and evaluating strengths and weaknesses on maps ._. As a general question, what maps for 1v1 in hots are generally the weakest for zergs?( and what things to look for in maps) I would like to have idea about which maps to check so I play on them less often.
For the Swarm
blade55555
Profile Blog Joined March 2009
United States17423 Posts
March 19 2013 21:57 GMT
#140
On March 20 2013 06:54 BeTek wrote:
Hello I am a top platinum player in Wol and only a gold player in hots so far. I am pretty bad at comparing and evaluating strengths and weaknesses on maps ._. As a general question, what maps for 1v1 in hots are generally the weakest for zergs?( and what things to look for in maps) I would like to have idea about which maps to check so I play on them less often.


Uh it goes by preference. For me I hate newkirk and korhal compound so I veto'd them. I play all the rest of the maps and like them.
When I think of something else, something will go here
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