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The HotS Zerg Help Me Thread - Page 97

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11B
Profile Joined March 2010
United States188 Posts
August 09 2013 06:29 GMT
#1921
What should I be aiming for in terms of saturation? I'm watching Suppy and he's going 16-17 on minerals on each base. Is that enough?
That's perfectly fine. Some approximate averages: 16 drones on 8 blue minerals nets in the range of 670-680 minerals per minute. 18 drones on 8 averages in the 700-710 mpm, while 20 drones on 8 averages in the 745-755 mpm.

So 18 drones only nets you +25 mpm over 16 which means it takes you 4 in game minutes to get back your investment in 2xtra drones (50*2=100). Likewise, 20 drones nets you around 70 mpm more than 16 which takes you 3 in game minutes to get back your investment -> 4xtra drones (50*4=200).

So yea, 16 drones per mineral patch is fine. People with more than 16 are more than likely keep a few extra around for evo's, hydra dens, etc. Some people like to over saturate in preparation for an expansion but tbh, I'm not a fan of that. We can already see the extra drones don't add that much so I'd prefer to bank that money into a quicker Hatchery, then drone it up.
LoL....Pogue
Swisslink
Profile Joined March 2011
2954 Posts
Last Edited: 2013-08-10 11:49:57
August 10 2013 11:48 GMT
#1922
So... I don't really need help, but is it possible Derelict Watcher is bugged as fuck?

http://www.imagebanana.com/view/746ztspm/DerelictWatcher.png

He needs 2 Pylons, to completely prevent me from attacking his probe or his cannon, how is this even possible? >_>
Zheryn
Profile Joined December 2010
Sweden3653 Posts
August 10 2013 19:51 GMT
#1923
On August 10 2013 20:48 Swisslink wrote:
So... I don't really need help, but is it possible Derelict Watcher is bugged as fuck?

http://www.imagebanana.com/view/746ztspm/DerelictWatcher.png

He needs 2 Pylons, to completely prevent me from attacking his probe or his cannon, how is this even possible? >_>


Yeah, that map is beautiful...
hundred thousand krouner
Dice17
Profile Blog Joined May 2010
United States520 Posts
August 10 2013 23:31 GMT
#1924
Hello I am just wondering if the basic openings for each match up are still up to date? Trying to relearn the game again.
GamaBear #1 Fan! Sen fighting~
DilemaH
Profile Blog Joined September 2012
Canada402 Posts
Last Edited: 2013-08-11 00:31:37
August 11 2013 00:15 GMT
#1925
On August 11 2013 08:31 Dice17 wrote:
Hello I am just wondering if the basic openings for each match up are still up to date? Trying to relearn the game again.


ZvP: If they go for GE, You can go for a hatch first or pool first, with a gas shortly after and pull drones off gas when you can afford zergling speed. Take your third when they take their natural. Vs FFE, a pool first into fast 3 base with 6:00 double gas. 15 pool 16 hatch 21 hatch is what I do

ZvT if they open with reaper, I go gas into 3 queen, pull drones after speed from gas and get an expo (3rd) from 6-7 minutes. Otherwise I go 4 queens with a 5-6 3rd.

ZvZ: anything goes. early pools , being 10 pool baneling, 7 pool or double spine rushes. You can also go for 15pool 16 hatch 16 gas (which is what I do), or some hatch first action.

If you face a random and cant scout right away, a hatch first actualy works. Really you can even go 7-10 pool as many randoms cheese and not scout even if they macro. Really anything works.

On August 10 2013 20:48 Swisslink wrote:
So... I don't really need help, but is it possible Derelict Watcher is bugged as fuck?

http://www.imagebanana.com/view/746ztspm/DerelictWatcher.png

He needs 2 Pylons, to completely prevent me from attacking his probe or his cannon, how is this even possible? >_>

Really if he does that he has no follow up unless if he brings another probe for a cannon on the low ground. Just build a spine on your creep away from the cannon, then push forward with a spine + queen. place a tumor close to his pylons so you can move that spine up to get the inevitable spines on the low ground.
They don't want you to construct additional pylons
11B
Profile Joined March 2010
United States188 Posts
Last Edited: 2013-08-11 05:37:12
August 11 2013 05:36 GMT
#1926
Hello I am just wondering if the basic openings for each match up are still up to date? Trying to relearn the game again.


They are still pretty similar and or viable, even if they've changed a bit. DilemaH gave, at least Imo, most of the current standards. The only slight variation I can think of is in Z vs T. More recently lot's of Pro's seem to be going some form of Hatch > Pool > 2x gas at 5:30 > 4-5 total Queens > 3rd Hatch at 6:00.

1st 100g speed > 2x Evo at 7:00 for 1/1 ups at 7:35-7:40 > Lair at 8:00 > Bling nest when Lair half done > Bling speed > mass Lings/Bling with next transition into Muta. Some pro's get up 3rd/4th gases quicker while others opt for a delayed 7:45ish 3rd/4th gas which lets them get a 4/5 Hatch finished nlt 9:30 mark. Delayed Muta but extreme Ling/Bling flood. The old standard seemed more geared towards 17/18 gas > speed > leave 1 drone mining > transition from there.

And yea, Z vs Z is always a crap shoot so to speak. Anything goes. A popular choice I've been seeing lately is delaying gas for quite some time while getting 4 Queens up early which help with early creep, injects, and defending an expansion with 2 evo's, 1/2 sunk and 2 Queens blocking. Lay 2 creeps then save energy for Transfuse. This set up pretty much owns all early speedling/bling rushes. Well, maybe not extreme 8,9,10,11 pool versions, but even then,you can still hold.

And to throw in my 2 cents, I'm not a fan of the current Z vs P standard just because I think Roaches pretty much suck in the MU. I've got my own modified builds but I won't list those because they are not "standard" ^^.
LoL....Pogue
DilemaH
Profile Blog Joined September 2012
Canada402 Posts
August 11 2013 16:12 GMT
#1927
In response to common openers, how does a 10 pool work vs a toss' GE or FFE? I havent tried it out much but I like doing it, mainly when it goes into a macro game. I feel like I mess up protoss timings and cant get all ined as much.
They don't want you to construct additional pylons
blade55555
Profile Blog Joined March 2009
United States17423 Posts
August 11 2013 16:17 GMT
#1928
On August 12 2013 01:12 DilemaH wrote:
In response to common openers, how does a 10 pool work vs a toss' GE or FFE? I havent tried it out much but I like doing it, mainly when it goes into a macro game. I feel like I mess up protoss timings and cant get all ined as much.


Vs a gate expand I feel it should do no damage unless the protoss skips zealot and not scout.

I think it's good vs FFE as it normally delays their expo and forces a cannon in their mineral line in the main. Some maps though the protoss can just wall off and the cannon will finish and not force this though.
When I think of something else, something will go here
MarlieChurphy
Profile Blog Joined January 2013
United States2063 Posts
Last Edited: 2013-08-12 03:14:18
August 12 2013 03:12 GMT
#1929
I don't know the rules on making threads about balance anymore, so I figure I would post this here instead.
Is it a common agreement amongst zerg and terran players, more specifically pros, that widow mines are imbalanced?
In theory and in practice they seem very, very, very difficult to deal with.

Essentially, they are a short ranged cloaked tank that also hit air and cost 1/4 of the resources. To add to this, they take up less space in dropships and can be built much more quickly because of their shorter build time and reactors.


Does zerg need better mobile detection? Do mines need much lower hp (could trade hp for increased firing rate)?
Is their range too ambiguous and too much of an issue for the zerg race? The only things that can battle them effectively are hydra with range upgrade, or broodlords (or arguably barrel rolling ultras through them). The way units clump up in the game they push each other around a bit too, so even if you have units with more range-they get nudged into mine range and still go off.

Saccing overlords with speed and lings doesn't seem to cut it.

Is there a more efficient less micro/multitasking way to deal with mines?
+ Show Spoiler [wcs america] +

JD just got 4-0'd by Polt in the WCS Finals. Even one game where he was 170 supply to 90 for the last 10 minutes of it.
RIP SPOR 11/24/11 NEVAR FORGET
KingofGods
Profile Joined July 2010
Canada1218 Posts
Last Edited: 2013-08-12 03:35:18
August 12 2013 03:25 GMT
#1930
Roach / Hydra compositions laugh at mines. But that composition is hard to make work against the other terran stuff.

Jaedong's biggest (possibly only) mistake in those games was no transition into infestors and or ultras.
hearters
Profile Joined May 2013
Singapore224 Posts
August 12 2013 05:36 GMT
#1931
On August 12 2013 12:25 KingofGods wrote:
Roach / Hydra compositions laugh at mines. But that composition is hard to make work against the other terran stuff.

Jaedong's biggest (possibly only) mistake in those games was no transition into infestors and or ultras.


i'm not of the opinion that going into infestors or ultras helps zerg's cause against the terran 4m
Research: 1. Creep Spread Trick 2. Patrol Splitting Zerglings 3. Multiple Queen Production 4. Organised Creep Spread 5. Select Larvae/Morph Unit Rapidfire
Insoleet
Profile Joined May 2012
France1806 Posts
Last Edited: 2013-08-12 06:48:52
August 12 2013 06:40 GMT
#1932
On August 12 2013 14:36 hearters wrote:
Show nested quote +
On August 12 2013 12:25 KingofGods wrote:
Roach / Hydra compositions laugh at mines. But that composition is hard to make work against the other terran stuff.

Jaedong's biggest (possibly only) mistake in those games was no transition into infestors and or ultras.


i'm not of the opinion that going into infestors or ultras helps zerg's cause against the terran 4m


I'm in the opinion that transitionning into muta/ling/bane/infestor/ultra once you get 20 mutas is the best game plan in macro ZvT biomine. But you cant lose any muta. Every muta loss is a later hive...

Well, as I said on the 3/3 marines topic, maybe zerg should have a different gameplan.

Like, ling/infestor defense for a fast 3/3 + ultra, and then add in mutalisks to get the perfect composition of ling/bane/muta/infestors/ultra ?
The good thing is, terran players will always add marauders early on if you are rushing to hive, and muta are needed against medivac/marauders. So that'd be cool.
MstrJinbo
Profile Joined March 2011
United States1251 Posts
August 12 2013 06:47 GMT
#1933
On August 12 2013 12:12 MarlieChurphy wrote:
I don't know the rules on making threads about balance anymore, so I figure I would post this here instead.
Is it a common agreement amongst zerg and terran players, more specifically pros, that widow mines are imbalanced?
In theory and in practice they seem very, very, very difficult to deal with.

Essentially, they are a short ranged cloaked tank that also hit air and cost 1/4 of the resources. To add to this, they take up less space in dropships and can be built much more quickly because of their shorter build time and reactors.


Does zerg need better mobile detection? Do mines need much lower hp (could trade hp for increased firing rate)?
Is their range too ambiguous and too much of an issue for the zerg race? The only things that can battle them effectively are hydra with range upgrade, or broodlords (or arguably barrel rolling ultras through them). The way units clump up in the game they push each other around a bit too, so even if you have units with more range-they get nudged into mine range and still go off.

Saccing overlords with speed and lings doesn't seem to cut it.

Is there a more efficient less micro/multitasking way to deal with mines?
+ Show Spoiler [wcs america] +

JD just got 4-0'd by Polt in the WCS Finals. Even one game where he was 170 supply to 90 for the last 10 minutes of it.


I wouldnt post them here. Go to the designated balance thread in general. Keep this thread for the game as it is now, as opposed to how we want it to be.
ManiacTheZealot
Profile Joined December 2009
United States490 Posts
Last Edited: 2013-08-12 06:53:25
August 12 2013 06:47 GMT
#1934
On August 12 2013 14:36 hearters wrote:
Show nested quote +
On August 12 2013 12:25 KingofGods wrote:
Roach / Hydra compositions laugh at mines. But that composition is hard to make work against the other terran stuff.

Jaedong's biggest (possibly only) mistake in those games was no transition into infestors and or ultras.


i'm not of the opinion that going into infestors or ultras helps zerg's cause against the terran 4m


I think infestors and ultras can work but the transition time is so thin it might not even exist in a high level game. And even if you make the transition you're not out of the woods against marauder mine. However I do think it's slightly better than staying on 2/2 ling/bane/muta if you can make the transition.

3 cc into 4m is economy cheese. I think it's essential for the zerg to roach/bane allin at least once in a series to make sure the terran isn't greedy. If he doesn't at least think you could allin him you're probably going to lose. If you're not going to do it at least fake it. Trying to out macro the terran just seems futile. But if roach/bane allin isn't working anymore against these high level terrans then I think we're screwed.
KingofGods
Profile Joined July 2010
Canada1218 Posts
August 12 2013 07:08 GMT
#1935
The counter to roach / ling / bane all in is actually 3 CCs to reproduce lost scvs. A couple extra raxes aren't going to do anything against that all in. if you go cloak banshee on the other hand...........
11B
Profile Joined March 2010
United States188 Posts
August 12 2013 10:52 GMT
#1936
3 cc into 4m is economy cheese. I think it's essential for the zerg to roach/bane allin at least once in a series to make sure the terran isn't greedy. If he doesn't at least think you could allin him you're probably going to lose.


Slight disagreement here. I've been noticing some Pro's making an effort to really concentrate on a more macro oriented Ling/Bling set up. By macro oriented I'm talking 5H/5Q non stop Ling/Bling flood before a 3 cc Terran even hits the 12m mark -> or when the 1st big push starts. Here's a good replay and analysis from Day[9]:
LoL....Pogue
SweKenZo
Profile Joined December 2011
Sweden82 Posts
August 12 2013 20:02 GMT
#1937
What about getting like 4 Swarmhosts to trigger mines? to big of an investment?
Bronze->Silver->Gold->Platinum->Diamond-> ?
Henk
Profile Joined March 2012
Netherlands578 Posts
August 12 2013 20:12 GMT
#1938
On August 13 2013 05:02 SweKenZo wrote:
What about getting like 4 Swarmhosts to trigger mines? to big of an investment?


Too slow to keep up with ling bling muta.
ReMinD_
Profile Joined May 2013
Croatia846 Posts
August 13 2013 10:38 GMT
#1939
What do you guys think about getting 3 Hatcheries before pool against Terran's CC first opening?
Parting: Well, even I can make better maps than these.
DilemaH
Profile Blog Joined September 2012
Canada402 Posts
August 13 2013 13:55 GMT
#1940
On August 13 2013 19:38 ReMinD_ wrote:
What do you guys think about getting 3 Hatcheries before pool against Terran's CC first opening?

Viable, but watch for hellions. I would not recommend early gas, and just use queens and drones and lings.
They don't want you to construct additional pylons
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