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The HotS Zerg Help Me Thread - Page 80

Forum Index > StarCraft 2 Strategy
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Guileful
Profile Joined November 2012
Kazakhstan137 Posts
Last Edited: 2013-07-08 09:38:11
July 08 2013 09:37 GMT
#1581
I'm struggling with timings against T. My macro is on a decent level, I'd even say that I'm overmacroing(not ordering any army supply) and that's my problem. I've seen lots of game of Aggressive Zergs(Like Life or TLO) and just cant do as well as them with counter attacking(like banelings + lings). And my timings are really bad, esp if opponent plays aggressively. Can you give me some tips 'bout general(or better save builds) gameplay. I'm a Dia zerg, I don't have replays on this computer, but will upload 'em later on when I'll get home. Thanks
Destruktor
Profile Joined June 2013
Spain60 Posts
July 08 2013 12:08 GMT
#1582
Hi there! When I play vs 1 gate expand usually I take my third when I see hi's expanding but then I don't know when exactly sac my over to scout his main or what are the most usually Toss builds that I should to know. Is there any scout guide or similar for this situation? Thanks
hearters
Profile Joined May 2013
Singapore224 Posts
July 08 2013 13:54 GMT
#1583
On July 08 2013 21:08 Destruktor wrote:
Hi there! When I play vs 1 gate expand usually I take my third when I see hi's expanding but then I don't know when exactly sac my over to scout his main or what are the most usually Toss builds that I should to know. Is there any scout guide or similar for this situation? Thanks


1 minute earlier than usual -> 5.30 scout Unless it's actually inbase forge expand, then you scout at the regular 6.30.
Research: 1. Creep Spread Trick 2. Patrol Splitting Zerglings 3. Multiple Queen Production 4. Organised Creep Spread 5. Select Larvae/Morph Unit Rapidfire
darkphantom
Profile Joined November 2012
98 Posts
July 09 2013 19:40 GMT
#1584
i know zerg mainly relies on good economy and remaxing very quickly ( in the ideal pro world at least ), but what i always fail at is remaxing after a terran pushes with some armies and have a little portion of it left ( while u on ling bane infestor muta tech ) nothing i can make would make it out of the hatch if the terran manages to get to ur nat . lings will roast the second they pop out. infestors useless. banes u got no lings ..mutas are crap... and boom u got 0 larva :/


how should i remax and on what ?
From the darkness i come
b0ub0u
Profile Joined September 2009
Canada445 Posts
July 09 2013 19:59 GMT
#1585
On July 10 2013 04:40 darkphantom wrote:
i know zerg mainly relies on good economy and remaxing very quickly ( in the ideal pro world at least ), but what i always fail at is remaxing after a terran pushes with some armies and have a little portion of it left ( while u on ling bane infestor muta tech ) nothing i can make would make it out of the hatch if the terran manages to get to ur nat . lings will roast the second they pop out. infestors useless. banes u got no lings ..mutas are crap... and boom u got 0 larva :/


how should i remax and on what ?


About that remax. The idea is to have the engagement on his side of the map. That will leave you time to remax.

What units you make is entirely dependent on the matchup and the situation. This is too broad of a question.
In the swarm we trust
darkphantom
Profile Joined November 2012
98 Posts
July 09 2013 20:05 GMT
#1586
Mainly vs Terran Bio ( most mobile = worst case scenario )
From the darkness i come
loginn
Profile Blog Joined January 2011
France815 Posts
July 10 2013 03:01 GMT
#1587
If you lost most of your mutas, don't bother making them again yet, you'll lose everytime. Assuming you don't have any other tech than ling bling muta, make lings. There's no other solution.

The only way is, as said b0ub0u, to take your engagement on his side of the map so you can group your lings together before engaging/making a bunch of banes.
Stephano, Taking skill to the bank since IPL3. Also Lucifron and FBH
Crugio
Profile Blog Joined April 2011
Australia45 Posts
July 10 2013 04:47 GMT
#1588
Just trying to understand the latest update, particularly the buff to banshee.

If Terran needs 100 less gas for cloak, then it make sense that:
Some weird 1 gas play: cloak can start 60 seconds earlier; and
On a normal banshee rush, 2 gas play: cloak will start 30 seconds earlier.

This is based on roughly 100gas/minute from: Liquipedia Gas Mining

Previously Cloaked Banshee
» Cloak First • 1st banshee @6:40, cloak @7:07, 2nd banshee @7:40
» Banshee First • 1st banshee @6:16, 2nd banshee @7:16, cloak @7:29

This is from the old WoL timing guide

Normally these times are 2 gas, so we could potentially see cloak banshee as early as 6:40ish?

Has anyone had experience on the new timing of cloaked banshees?
I'm in a world of hurt!
stuchiu
Profile Blog Joined June 2010
Fiddler's Green42661 Posts
July 10 2013 05:15 GMT
#1589
I was messing around, seeing if there were any timings you could kill a gate expo with when I went 5-0 with Roach speedling busts. Anyone else ever try this?
Moderator
Tsubbi
Profile Joined September 2010
Germany7996 Posts
July 10 2013 06:52 GMT
#1590
On July 10 2013 14:15 stuchiu wrote:
I was messing around, seeing if there were any timings you could kill a gate expo with when I went 5-0 with Roach speedling busts. Anyone else ever try this?


what kind of timing are u taling about? basically variations of 28 drone roach speedling build like in wol dont work at all in my experience on high master/gm as the mothership core has enough energy for photon overcharge and a sentry is ready always

on the other hand 14 14 expand with speedlings off 15 drones is surprisingly good against mothership core expands, basically mess around with him with your first 6 lings (delay mining/mess with wall) then build another 10 lings with first inject then start droning
CivilAnarchy
Profile Joined October 2011
United States59 Posts
Last Edited: 2013-07-10 13:55:29
July 10 2013 13:46 GMT
#1591
I've been having trouble dealing with Gateway expands, as I'm not so familiar with the timings yet. If I scout an expansion off 1 Gateway, with additional gates being added, when is a safe time to take a third? I know you're supposed to get the roach warren at about 5:45, and scout around with lings, but with the mothership core flying around it's incredibly difficult to scout pylons and potential attacks on most maps.

I'm playing mid-low masters Protoss btw
Civilized Anarchism, at your service. @CivilSc2
b0ub0u
Profile Joined September 2009
Canada445 Posts
July 10 2013 14:14 GMT
#1592
On July 10 2013 22:46 CivilAnarchy wrote:
I've been having trouble dealing with Gateway expands, as I'm not so familiar with the timings yet. If I scout an expansion off 1 Gateway, with additional gates being added, when is a safe time to take a third? I know you're supposed to get the roach warren at about 5:45, and scout around with lings, but with the mothership core flying around it's incredibly difficult to scout pylons and potential attacks on most maps.

I'm playing mid-low masters Protoss btw


You take your third as he takes his natural. Earlier RW if you suspect Gateway pressure.

I am only diamond I am sure someone else can answer you better than I can. But I think this is mostly right.
In the swarm we trust
Decendos
Profile Joined August 2011
Germany1341 Posts
July 10 2013 14:23 GMT
#1593
On July 10 2013 23:14 b0ub0u wrote:
Show nested quote +
On July 10 2013 22:46 CivilAnarchy wrote:
I've been having trouble dealing with Gateway expands, as I'm not so familiar with the timings yet. If I scout an expansion off 1 Gateway, with additional gates being added, when is a safe time to take a third? I know you're supposed to get the roach warren at about 5:45, and scout around with lings, but with the mothership core flying around it's incredibly difficult to scout pylons and potential attacks on most maps.

I'm playing mid-low masters Protoss btw


You take your third as he takes his natural. Earlier RW if you suspect Gateway pressure.

I am only diamond I am sure someone else can answer you better than I can. But I think this is mostly right.


this as 3rd timing. and vs 4 gates (3 in wall off) i like to go burrow into roaches. its such a hardcounter imo AND you get to delay his 3rd + you can put on counterpressure if you want to or build minimal amount of roaches with burrow since he has no detection at that time.
stuchiu
Profile Blog Joined June 2010
Fiddler's Green42661 Posts
July 10 2013 17:31 GMT
#1594
On July 10 2013 15:52 Tsubbi wrote:
Show nested quote +
On July 10 2013 14:15 stuchiu wrote:
I was messing around, seeing if there were any timings you could kill a gate expo with when I went 5-0 with Roach speedling busts. Anyone else ever try this?


what kind of timing are u taling about? basically variations of 28 drone roach speedling build like in wol dont work at all in my experience on high master/gm as the mothership core has enough energy for photon overcharge and a sentry is ready always

on the other hand 14 14 expand with speedlings off 15 drones is surprisingly good against mothership core expands, basically mess around with him with your first 6 lings (delay mining/mess with wall) then build another 10 lings with first inject then start droning


I do something a bit between those two. I have about 20 drones after opening with either hatch gas pool or pool into hatch then gas. It just kills them as the timing seems to hit when they use up all of their gas.
Moderator
Tribuno
Profile Joined August 2011
Italy261 Posts
July 10 2013 18:56 GMT
#1595
ZvZ

i'm using (with a nice success) the snute build.. gasless opening into 1/1 roaches timing while taking a third and drone behind the attack. When i go lair, i immediately morph and overseer to scout the tech.. if i see muta (at this timing the spire is generally 1/2 or 3/4 done), i generally make 6 spores (2 for each base but i make 2 in the middle of the creep waiting for my third base to finish) and i plant an hydra den making like 4-5 hydras when it pops. I generally defend by the mutas quite easy doing this but i don't know if this is an overcommit..cause i have to rebuild the drones used for the spines and my economy is not in an optimal shape.. what do you think about it?
Kaleidos
Profile Joined October 2010
Italy172 Posts
Last Edited: 2013-07-10 19:09:34
July 10 2013 19:09 GMT
#1596
On July 11 2013 03:56 Tribuno wrote:
ZvZ

i'm using (with a nice success) the snute build.. gasless opening into 1/1 roaches timing while taking a third and drone behind the attack. When i go lair, i immediately morph and overseer to scout the tech.. if i see muta (at this timing the spire is generally 1/2 or 3/4 done), i generally make 6 spores (2 for each base but i make 2 in the middle of the creep waiting for my third base to finish) and i plant an hydra den making like 4-5 hydras when it pops. I generally defend by the mutas quite easy doing this but i don't know if this is an overcommit..cause i have to rebuild the drones used for the spines and my economy is not in an optimal shape.. what do you think about it?


Snute updated his roach play quite a bit. You can check this vod where he explains it in details : Snute Roach play

Basically he takes a faster 3rd and a quick lair while skipping the carapace upgrade.
Incognoto
Profile Blog Joined May 2010
France10239 Posts
Last Edited: 2013-07-10 19:17:25
July 10 2013 19:10 GMT
#1597
On July 11 2013 04:09 Kaleidos wrote:
Show nested quote +
On July 11 2013 03:56 Tribuno wrote:
ZvZ

i'm using (with a nice success) the snute build.. gasless opening into 1/1 roaches timing while taking a third and drone behind the attack. When i go lair, i immediately morph and overseer to scout the tech.. if i see muta (at this timing the spire is generally 1/2 or 3/4 done), i generally make 6 spores (2 for each base but i make 2 in the middle of the creep waiting for my third base to finish) and i plant an hydra den making like 4-5 hydras when it pops. I generally defend by the mutas quite easy doing this but i don't know if this is an overcommit..cause i have to rebuild the drones used for the spines and my economy is not in an optimal shape.. what do you think about it?


Snute updated his roach play quite a bit. You can check this vod where he explains it in details : Snute Roach play

Basically he takes a faster 3rd and a quick lair while skipping the carapace upgrade.


nice link right there

edit: so i'm watching

what happens if you get all-in'd? bane/ling or just pure mass speedling?
maru lover forever
Kaleidos
Profile Joined October 2010
Italy172 Posts
July 10 2013 19:31 GMT
#1598
On July 11 2013 04:10 Incognoto wrote:
Show nested quote +
On July 11 2013 04:09 Kaleidos wrote:
On July 11 2013 03:56 Tribuno wrote:
ZvZ

i'm using (with a nice success) the snute build.. gasless opening into 1/1 roaches timing while taking a third and drone behind the attack. When i go lair, i immediately morph and overseer to scout the tech.. if i see muta (at this timing the spire is generally 1/2 or 3/4 done), i generally make 6 spores (2 for each base but i make 2 in the middle of the creep waiting for my third base to finish) and i plant an hydra den making like 4-5 hydras when it pops. I generally defend by the mutas quite easy doing this but i don't know if this is an overcommit..cause i have to rebuild the drones used for the spines and my economy is not in an optimal shape.. what do you think about it?


Snute updated his roach play quite a bit. You can check this vod where he explains it in details : Snute Roach play

Basically he takes a faster 3rd and a quick lair while skipping the carapace upgrade.


nice link right there

edit: so i'm watching

what happens if you get all-in'd? bane/ling or just pure mass speedling?


As crazy as it may sound Snute is able to hold those too (sometimes he understimate the allin and fail to defend, guess he is still in the learning process).
He adds extra evos to fortify the wall and uses his 3 queens to defend, sometime 1 spine too. I think he waits the warren to complete and avoids making lings when possible.
It' hard to explain and even harder to execute, but if you check his other vods you will find a couple ones where he face those strategies
Buzerio
Profile Blog Joined January 2011
United Kingdom135 Posts
Last Edited: 2013-07-11 15:13:21
July 11 2013 15:12 GMT
#1599
I have a problem dealing with widow mines when I play Muta/Ling/Bling (or really anything) I just cant kill them cost effectively even if I know exactly where they are
Big J
Profile Joined March 2011
Austria16289 Posts
July 11 2013 15:45 GMT
#1600
On July 12 2013 00:12 Buzerio wrote:
I have a problem dealing with widow mines when I play Muta/Ling/Bling (or really anything) I just cant kill them cost effectively even if I know exactly where they are


The general consens seems to be to take some time to make the mines go off costinefficiently and afterwards trying to crush the enemy army in the 20-40second window before the mines recharge.

Here is a list of tricks how to do so (but they usually require some training and are not bulletproof!):
  • small amounts of zerglings running towards the mines to make them go off. This works best if the marine/marauder density is very low close to the mine you want to defuse.
  • small amounts of banelings running on top of the mines to make them go off and kill them in the splash. This can be a little better against protected mines, as the bio can't afford to stand close to the detonating banelings. Still, once mines are protected well this won't work too well.
  • Mutalisks (+at least one overseer) destroying mines. You need exactly 10 mutalisks to oneshot a mine before it triggers. Make sure to targetfire the widow mine when using this trick. If there are two mines close to each other, you need 16mutalisks and queue the attacks to make sure the mutalisks don't attack something else after killing the first mine. Also, if the widow mine has armor upgrades, you may need extra mutalisks, so better safe than sorry and use more than 10/16mutalisks+1overseer!
  • Overlord/overseer mine magnets. Just fly over the mines with the overseers and they will trigger costinefficiently. With speed overlords you can often clean up whole minefields for the cost of only a few overlords. Of course, if you just fly blindly into mass marine, you'll just donate overlords/overseers like this, so this is again a thing to consider against lonesome mines.


Generally speaking, protected mines are much harder to deal with than unprotected mines. However, if the Terran just sits on top of his mines he has two problems:
a) he is not moving forward, which gives you more time
b) his mines won't be efficient, as they won't kill the banelings before they hit the other units and will splash the marines. Use that to your advantage to move forward and then draw most of your army back the moment he starts to run backwards, while a small part of your units keeps on running forward and eats the mineshots.
This is probably one of the most important parts of dealing with mines: Never be shy to break off a charge and retreat your army if the alternative is to run into mines.
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