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The HotS Zerg Help Me Thread - Page 88

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Darkexp3rt
Profile Joined July 2011
44 Posts
July 27 2013 23:15 GMT
#1741
Thanks for the advice guys. I'm now top of my division with 100 point lead. I have to go get ready to take finals but I'll be back with some replays so we can scrub a lot of the noob off of my play.
Carbonyl
Profile Blog Joined August 2012
United States334 Posts
July 27 2013 23:19 GMT
#1742
Can someone point me in a direction to help against widow mine + bio terrans? I am having a lot of trouble with them right now. I'm high platinum.
It takes quite a long time of playing and watching a video game before you realize how bad at it you really are.
willstertben
Profile Joined May 2013
427 Posts
Last Edited: 2013-07-27 23:28:30
July 27 2013 23:25 GMT
#1743
On July 28 2013 05:02 Marioff wrote:
How to fight against mech ?
Add some replays if u can.


dont lose drones early
dont get behind
dont let him expand everywhere
be careful of midgame hellbat based attacks

it's all about these things really. mech wins really easily when it gets ahead somehow, but should always lose to zerg if it doesn't. if he manages to kill too many drones in early game or a base though it's smooth sailing 3 base max out, push and win for him, so don't let it happen.

your core army should be SH viper, with a hand full of roach hydra corruptor for some mobility and support. value blinding cloud over abducts. spread creep for locusts. spread a couple of lings on the map to have vision and deny weird expansions.
get 4-5 BL late game to punish high tank count.
when you start having a bank get on a low drone count to have more army.
if he is going for skyterran kill him before he gets it out or contain him to 2 bases, no other way to beat that.


On July 28 2013 08:19 Carbonyl wrote:
Can someone point me in a direction to help against widow mine + bio terrans? I am having a lot of trouble with them right now. I'm high platinum.


everyone does on all levels and everyone is complaining about that style.
nobody really knows how to play against it right now, might even need some patching.
mass ultra + queen for transfuses 4-5 infestors mass bling easily crushes it in an engagement so that's probably what you should aim for in platinum.

CivilAnarchy
Profile Joined October 2011
United States59 Posts
Last Edited: 2013-07-27 23:26:55
July 27 2013 23:25 GMT
#1744
On July 27 2013 20:03 Gr33n wrote:
Show nested quote +
On July 24 2013 06:43 CivilAnarchy wrote:
On July 24 2013 06:04 Gr33n wrote:
On July 23 2013 21:30 willstertben wrote:
the best response to a pylon block on your nat imo is making a hatch on his nat, getting a queen, 2 lings and spam drones. keep one drone attacking the pylon. just expand when pylon dies. let hatch at his nat finish if his cannon isn't very close to it, otherwise cancel and maybe make an evo. when hatch finishes make a queen and lings and time it out so both pop at the same time. make a creep tumor behind his nat minerals and defend tumor with lings + queen. it is possible for protoss to surround queen with probes as it pops out because it will always spawn at the same spot but most protosses don't know about that. especially not those who still pylon block. from that point you pretty much win automatically if you react properly.


also it helps that most protosses instantly fall apart and are pretty easy to beat when they can't follow a simple step by step build order with a simple allin attack anymore.



so true this is pretty commonly done by tilea if anyone doubts the legitimacy of this claim. its actually VERY VERY good if done properly

the correct response to a hatch block is 4 gate lol? u mean that thing that needs gas (which he has not taken yet) and a gateway cyber (which he has not completed yet) and you can spine up and just drone? no hatch block works well if done right there are many options not everything is just "take the 3rd" and macro. not all hatch blocks are even a FFE he might just be gateway expanding

here is the math 100 for pylon, 100 for pylon at home, 150 for forge, 150 for a cannon if he wants to kill the hatch and we are at 450 for the hatch but 350 for the zerg. you can also kill a probe sometimes with the broodlings bringing the total to 500 for the toss. lets say you are able to get off a creep tumor behind the hatch (the ideal location) he cant expand without A a robo, now you know its a robo 1 base or B a cannon (another 150 justifying the cost of a queen) but more important then all of this, a delayed base and zerg on 2 base is MILES ahead of protoss on 1 compared to a zerg on 3 base vs a protoss on 2 which is FAR more even

now lets factor in that you know the correct "response" to take while most protoss even high masters and many GM are very "build order" "timing" centric in play who now have a monkey wrench thrown into his BO. you a zerg who has thrived on scouting constantly and playing reactive macro are at an adv


Tilea plays random, firstly, and doesn't actually do the Hatch block in competitive play;




So I don't know what you're talking about as for this hatch block stuff. And even if she has done it in a few games, Catz has also gone 4 hatchery before pool against Protoss. This doesn't mean it's a good idea, or a good standard strategy, it just means one player has decided to do it.
The reality is we can take 99 Zerg players in ZvP, and see that they actively decide not to do this strategy, because it is bad.

And yes, a four gate is the correct response to this strategy. I don't know if you've heard of it, but 4gate pressure off a FFE is actually a highly common opener, and builds well into a 6gate allin or teching builds. You, as the Zerg, need to make sure that you're going to protect your third base against that attack. Considering 1 base Protoss economy is more than enough to support 4gate production, setting their expansion back actually achieves nothing as to delaying or dealing with the attack itself. However, you now have less queens, a lower gas count, and likely a delayed roach warren.

This is the point that you miss entirely, that protoss tech can advance even with a delayed expansion, but the tech zerg requires to deal with this sort of play is reliant on the timing of that natural hatchery. Sure a delayed natural for the protoss can delay any sort of Robo or Stargate tech, but not any form of gateway pressure. Without that creep spread, and without the roach count, a 4gate pressure attack will kill your third, putting you in a horrible position.

Your math is entirely incorrect, because all of the things you mention, besides the pylon to block your hatchery, are things that the protoss doesn't actually lose. In most situations, they were already going to get a forge, cannon, and pylon (definitely a pylon, come on) at their ramp to take the expansion anyway. So you're not actually hurting them when they put down a forge. In addition to that, they will always be able to kill your hatchery before a queen can get out to lay down a tumor, or, even better, they'll be smart enough to not let it happen. There is no world where you will finish an entire hatchery, and queen, before the protoss player gets at least one zealot. This means that your chance of getting a creep tumor down, if the hatchery even survives that long, is next to nothing.

The reality is, if you do this build, you're either going to be contained on two bases while the Protoss is able to get his up significantly faster than if you had just taken the third anyway, or you're just going to die to some Gateway timing that you're going to be entirely ill prepared for. People have tried these builds, and there's a reason they're not used by 99/100 pro players.



can you eat your words now that DRG hatch blocked at a TOURNY. i gota be honest low rated players posting "facts" really bother me

and just because a pro does something or doesnt is not why anything is good or bad


Like I said in the text that you quoted, just because one player does something doesn't say anything for the validity of that strategy. Hence the Catz example, that you have yet to actually respond to, wherein Catz regularly goes 4 Hatcheries before pool. Sure, he does it, but it's not advisable in 99/100 situations. It's more than likely that in this DRG situation, he only did it because of the person he was up against, and entirely relied on his opponent misreading to the strategy itself.

Like I also said in this paragraph, and you have also yet to respond to, we also shouldn't generally be recommending strategies that rely on people misreacting to what you're doing. In a 'Help Me' thread, we shouldn't just be telling people what wins, we should be telling them what will make them a better player. And no matter how you put it, utilizing a primary strategy that minimizes your reactive decisions in your play, and requires you to simply hope that your opponent doesn't know what to do is something that will stunt players, and hurt their skills in the long run.

We want people to grow, not just win.

As for the low ranked Ad Hominem, I'm a top 8 Masters Zerg Player. Kindly keep the personal attacks to a minimum, as it doesn't allow for any form of constructive discussion.
http://us.battle.net/sc2/en/profile/2091382/1/CivilAnarchy/
Civilized Anarchism, at your service. @CivilSc2
CivilAnarchy
Profile Joined October 2011
United States59 Posts
July 27 2013 23:52 GMT
#1745
On July 27 2013 16:21 A_Scarecrow wrote:
My zvt atm is scrappy, In kr im plat and hav 60%winrate. US diamond and 68% used to be 80% for us and went down. i do win more than i lose but its always so tense and messy. i like roach/ling/bling into muta>ultra infester. but wm seem to still hurt. just need to know if there is a way to split bit better against wm i try and sometimes works sometimes its worse.
Also is ling roach corruptor still viable for zvp?



Widow mines can be rendered almost useless by small groups of lings sent in ahead of your main army, preferably to set off the mines into the Terran army, but as long as they absorb the shots, you should be okay. Leading with the roaches can also achieve this effect, considering Roaches can tank a bit of WM damage fairly well.

Another key thing for engagements is to ensure you actually kill the WMs after engagements. There are plenty of players, pros included, who leave widow mines alive after engagements, simply because they don't have detection. Killing these mines is critical, and in most situations, you can get an overseer out in time to kill them off. The better solution is to simply have 3-4 overseers in a Ling/Bling/Muta army, to allow you to harass with the mutas, and contaminate factories in the midgame.

And no, not really. There are a few timings where Roach/Ling/Corrupter can work out, but they're honestly just inferior to most Viper compositions. The closest thing to it I've seen was Phog doing this -

But honestly, he was pretty ahead in the game, so he could've done almost anything and still won.
Civilized Anarchism, at your service. @CivilSc2
schwza
Profile Joined September 2011
67 Posts
July 28 2013 01:47 GMT
#1746
On July 27 2013 22:15 learning88 wrote:
Well schwza, Lowko made a video like yesterday talking about this build so your in luck



Haha, awesome, thanks. So is this build not viable on a map with a wide ramp at the natural like akilon or newkirk?
learning88
Profile Joined April 2005
United States160 Posts
July 28 2013 03:05 GMT
#1747
Probably not especially in Akilon because you NEED creep spread to even wall off because the ramp is so far away.
Misanthrope
Profile Blog Joined May 2010
United States924 Posts
July 28 2013 08:03 GMT
#1748
I just played a terran who went mass fact mass widow mine. Like one tank, a bunker, then lots and lots and lots and lots of widow mines. A ridiculous amount of widow mines. My roach/ling couldn't actually clear them all fast enough to stop them from sneaking into all my bases and hanging out at my ramps. Like...who even does that?

I got trolled, hard. Wtf do I do against it so I don't get trolled again?
Resolve to perform what you ought. Perform without fail what you resolve. - Benjamin Franklin
Gr33n
Profile Blog Joined July 2013
Bahamas113 Posts
Last Edited: 2013-07-28 08:33:57
July 28 2013 08:32 GMT
#1749
wrong quote lol! o god

you had less drones because you didnt macro properly.

zvp is pretty simple. if he goes forge first and doesnt take the 2 gas expect an attack 7-8mins but check forge to be sure. if he is also chronoboosting forge or gateway this increases the likelyhood of an earlier attack try getting burrow or at the very least a few queen/roaches. any attack sub 9mins is usually easy to hold unless its all in which would require him to chronoboost warp gates and is rather obvious in conjunction with no gas taken as well

anythinng past 9mins you SHOULD have 3 fully saturated bases (if hes playing greedy he will have taken a 3rd already in which case its more obvious for you to drone up a tad more maybe take a 4th) and now hes taking his 3rd + you should know what tech he is taking due to overseers and overlord sacs.

at this point its about knowing you need x unit to fight x tech and making it. after that its about using the unit. the most important thing zvp to know is 1-9mins. at that point he is going all in, timing attack , specific macro types like pheonix expo or immortal or maybe immortal all in?

gota scout gota learn how to drone and time gas
bo1b
Profile Blog Joined August 2012
Australia12814 Posts
July 28 2013 09:09 GMT
#1750
Hey I've started playing zerg again and I'm really struggling vs air toss. Is the only way to beat it to spread creep around the map and build spores and eventually asphyxiate him?
TheGreenMachine
Profile Joined March 2010
United States730 Posts
Last Edited: 2013-07-28 09:25:46
July 28 2013 09:24 GMT
#1751
On July 28 2013 18:09 bo1b wrote:
Hey I've started playing zerg again and I'm really struggling vs air toss. Is the only way to beat it to spread creep around the map and build spores and eventually asphyxiate him?

Lots of creep, into a bunch of queens into 4 base ultra is what i do. The queens are very cost efficient vs voidrays. If hes going hardcore voidray u can get hydra too. Queen, ultra, hydra to deal with the mass voidray+ht. Oh and once you're max try to trade asap, cuz imo a maxed skytoss is stronger than any maxed zerg army.
Don't forget to get everyone you know to play HOTS so this game we love called Starcraft will live on. Every little bit helps. ^^
bo1b
Profile Blog Joined August 2012
Australia12814 Posts
July 28 2013 09:40 GMT
#1752
On July 28 2013 18:24 TheGreenMachine wrote:
Show nested quote +
On July 28 2013 18:09 bo1b wrote:
Hey I've started playing zerg again and I'm really struggling vs air toss. Is the only way to beat it to spread creep around the map and build spores and eventually asphyxiate him?

Lots of creep, into a bunch of queens into 4 base ultra is what i do. The queens are very cost efficient vs voidrays. If hes going hardcore voidray u can get hydra too. Queen, ultra, hydra to deal with the mass voidray+ht. Oh and once you're max try to trade asap, cuz imo a maxed skytoss is stronger than any maxed zerg army.

I was maxing out on pure hydra which was probably a mistake, just didn't really know what I was supposed to do lol. His army composition was basically mass phoenix and voidray with a few hts. He'd just lift up my hydras and they'd melt to storm.
willstertben
Profile Joined May 2013
427 Posts
Last Edited: 2013-07-28 09:51:14
July 28 2013 09:48 GMT
#1753
On July 28 2013 18:09 bo1b wrote:
Hey I've started playing zerg again and I'm really struggling vs air toss. Is the only way to beat it to spread creep around the map and build spores and eventually asphyxiate him?


pretty much. that is if you don't kill him before he gets out enough army.
personally i do ling + double upgrade hydra timings with a couple roaches against air toss and get 4 base + hive behind it so i'm not allin. this usually just kinda kills him or gets me really far ahead. but you'll have to watch out for force fields and get a good engagement.

viper + hydra works really well against low air count with not too many HT. against high numbers of air units + HT you need mass spore viper infestor SH.

or try doing what blade555 does: viper ultra hydra SH. he says it's really good vs air toss especially.




On July 28 2013 18:40 bo1b wrote:
Show nested quote +
On July 28 2013 18:24 TheGreenMachine wrote:
On July 28 2013 18:09 bo1b wrote:
Hey I've started playing zerg again and I'm really struggling vs air toss. Is the only way to beat it to spread creep around the map and build spores and eventually asphyxiate him?

Lots of creep, into a bunch of queens into 4 base ultra is what i do. The queens are very cost efficient vs voidrays. If hes going hardcore voidray u can get hydra too. Queen, ultra, hydra to deal with the mass voidray+ht. Oh and once you're max try to trade asap, cuz imo a maxed skytoss is stronger than any maxed zerg army.

I was maxing out on pure hydra which was probably a mistake, just didn't really know what I was supposed to do lol. His army composition was basically mass phoenix and voidray with a few hts. He'd just lift up my hydras and they'd melt to storm.


hydras are kind of a shit unit outside of timing attacks that abuse an economic advantage imo. it's usually a mistake to make hydras if you don't absolutely need them. just keep in mind they're the same unit as in wings, just faster off creep.
bo1b
Profile Blog Joined August 2012
Australia12814 Posts
July 28 2013 09:56 GMT
#1754
On July 28 2013 18:48 willstertben wrote:
Show nested quote +
On July 28 2013 18:09 bo1b wrote:
Hey I've started playing zerg again and I'm really struggling vs air toss. Is the only way to beat it to spread creep around the map and build spores and eventually asphyxiate him?


pretty much. that is if you don't kill him before he gets out enough army.
personally i do ling + double upgrade hydra timings with a couple roaches against air toss and get 4 base + hive behind it so i'm not allin. this usually just kinda kills him or gets me really far ahead. but you'll have to watch out for force fields and get a good engagement.

viper + hydra works really well against low air count with not too many HT. against high numbers of air units + HT you need mass spore viper infestor SH.

or try doing what blade555 does: viper ultra hydra SH. he says it's really good vs air toss especially.




Show nested quote +
On July 28 2013 18:40 bo1b wrote:
On July 28 2013 18:24 TheGreenMachine wrote:
On July 28 2013 18:09 bo1b wrote:
Hey I've started playing zerg again and I'm really struggling vs air toss. Is the only way to beat it to spread creep around the map and build spores and eventually asphyxiate him?

Lots of creep, into a bunch of queens into 4 base ultra is what i do. The queens are very cost efficient vs voidrays. If hes going hardcore voidray u can get hydra too. Queen, ultra, hydra to deal with the mass voidray+ht. Oh and once you're max try to trade asap, cuz imo a maxed skytoss is stronger than any maxed zerg army.

I was maxing out on pure hydra which was probably a mistake, just didn't really know what I was supposed to do lol. His army composition was basically mass phoenix and voidray with a few hts. He'd just lift up my hydras and they'd melt to storm.


hydras are kind of a shit unit outside of timing attacks that abuse an economic advantage imo. it's usually a mistake to make hydras if you don't absolutely need them. just keep in mind they're the same unit as in wings, just faster off creep.

I thought they were garbage, I just didn't really know what to make lol. It's been a couple of months since I last played zerg so I didn't really know what to do. Just didn't want to make corrupters cause of how shitty they are vs voidrays.
Darkexp3rt
Profile Joined July 2011
44 Posts
July 28 2013 10:27 GMT
#1755
9-15 void rays just straight up wreak face in HOTS.

Curenntly my train of thought is

Probes<Lings<Zealots<Roaches<Void rays<Hydra<Colossi/HT<???

???= I usually go for 4 to 5 ultra but voidrays melt them
???= Maybe its because I suck with swarmhosts but toss just a moves on them

I think my main problem is protoss has way to many viable units in this matchup. So I can't effectively make a strat and stick with it.

ZvZ makes sense even though I hate it.
ZvT makes a lot of sense also.
ZvP no meta knowledge at all 39% win rate.

if anyone wants to help me out hit me up.
SkullZ9
Profile Joined April 2011
Belgium2048 Posts
July 28 2013 13:06 GMT
#1756
Hi everyone, I am going back to sc2 after 18 months of no-playing, and I would like to know if the "standard strategies per match-up?" recommended in the first post of this thread are still the standards builds and if those are the best to improve my play ?

Thank you !
DilemaH
Profile Blog Joined September 2012
Canada402 Posts
July 28 2013 14:37 GMT
#1757
On July 28 2013 19:27 Darkexp3rt wrote:
9-15 void rays just straight up wreak face in HOTS.

Curenntly my train of thought is

Probes<Lings<Zealots<Roaches<Void rays<Hydra<Colossi/HT<???

???= I usually go for 4 to 5 ultra but voidrays melt them
???= Maybe its because I suck with swarmhosts but toss just a moves on them

I think my main problem is protoss has way to many viable units in this matchup. So I can't effectively make a strat and stick with it.

ZvZ makes sense even though I hate it.
ZvT makes a lot of sense also.
ZvP no meta knowledge at all 39% win rate.

if anyone wants to help me out hit me up.


Vs a Void ray opener, go infestor roach with some hydras. You chain fungal the void rays, win the ground battle with roaches and hydras and hydras clean up the voids. Get quite a few hydras, a bit more tha your roach count. Don't let the toss get his 4th, because if he does it becomes very tricky.
Vs a colossus opener I play roach/hydra/viper, then transition into ultra/hydra/viper or the late game swam host style.
If the Protoss gets void rays and colossus, it can be tricky to stop, but if he jumps too soon to that composition without any ground beef, really, a muta flood should mess him over, then add in corrupters for his phoenixs.
Correct my logic if there is a flaw.
They don't want you to construct additional pylons
Gr33n
Profile Blog Joined July 2013
Bahamas113 Posts
Last Edited: 2013-07-28 14:46:02
July 28 2013 14:40 GMT
#1758
On July 28 2013 22:06 SkullZ9 wrote:
Hi everyone, I am going back to sc2 after 18 months of no-playing, and I would like to know if the "standard strategies per match-up?" recommended in the first post of this thread are still the standards builds and if those are the best to improve my play ?

Thank you !



yeh i took a 2 year break and got masters in 3 days following those strats (played 30 games a day i rather... crazy...)

i would not recommend the roach bane all in once you are fighting mid-high masters as its imo pretty easily held with any form of scouting but the muta ling style can be VERY frustrating to learn atm

ZvP is an odd change from old zvp with the MSC.. the thing i learned late was, mass queen swarmhost can be aggressive early but your ideal comp is more of a turtle comp and on certain maps very frustrating and if you want to deal with MSC or 7 gates learn to start burrow early so you can hold off potential all ins with very minimal units. learn to turtle with swarm hosts and attack with ling ultra comps on more open maps. ALWAYS consider the map and standard "trade as much as possible" applys
KingofGods
Profile Joined July 2010
Canada1218 Posts
July 28 2013 14:57 GMT
#1759
When going roach / hydra what is the ideal ratio for each? Are roaches only good to tank damage in this composition?

loginn
Profile Blog Joined January 2011
France815 Posts
July 28 2013 15:31 GMT
#1760
On July 28 2013 23:57 KingofGods wrote:
When going roach / hydra what is the ideal ratio for each? Are roaches only good to tank damage in this composition?


It depends vs which race you are playing roach hydra. Overall you want more hydras than roaches, but if you're playing vs T you'll want something like 80% hydralisk, whereas if you're playing vs P, you'll want more roaches so your army doesn't melt down to colossi. Same in ZvZ where you want to tank baneling hits with your roaches.
Stephano, Taking skill to the bank since IPL3. Also Lucifron and FBH
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