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[D] How not to die in a mine field (ZvT) - Page 5

Forum Index > StarCraft 2 Strategy
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ManiacTheZealot
Profile Joined December 2009
United States490 Posts
April 29 2013 19:24 GMT
#81
http://drop.sc/329079 Another replay added. The late game ultra/corruptor/infestor into broodlord switch is very very strong. And the spines completely shut down his mines aggression.
vsportsguy
Profile Joined September 2010
United States118 Posts
April 30 2013 10:29 GMT
#82
I totally agree with the extra static defense. More spines, less lings. Don't overdo it though, find a good balance that will help to deal with drops. Drops are so much better in HOTS.

With that being said, I disagree with using corrupters instead of mutas. Speed and offensive harassment capability are the two HUGE HUGE advantages of the muta. Medivac afterburners and the speed of bio harassment mean that ZvT is even more fast paced than before. You need to be all over the map: mutas are better at this.

If you harass with your mutas, you force him to build turrets and leave mines back home. Once he shows that he's willing to leave mines at home, then you back off. But forcing him to build turrets/mines for defense is a good thing. Corrupters don't pose any offensive threat at all.

3rd thing zergs need to do: more creep spread, it's so important in ZvT.
ManiacTheZealot
Profile Joined December 2009
United States490 Posts
Last Edited: 2013-04-30 11:08:12
April 30 2013 11:05 GMT
#83
On April 30 2013 19:29 vsportsguy wrote:
I totally agree with the extra static defense. More spines, less lings. Don't overdo it though, find a good balance that will help to deal with drops. Drops are so much better in HOTS.

With that being said, I disagree with using corrupters instead of mutas. Speed and offensive harassment capability are the two HUGE HUGE advantages of the muta. Medivac afterburners and the speed of bio harassment mean that ZvT is even more fast paced than before. You need to be all over the map: mutas are better at this.

If you harass with your mutas, you force him to build turrets and leave mines back home. Once he shows that he's willing to leave mines at home, then you back off. But forcing him to build turrets/mines for defense is a good thing. Corrupters don't pose any offensive threat at all.

3rd thing zergs need to do: more creep spread, it's so important in ZvT.


I actually agree with you on this. There is a brief time in the match where mutas are better. But in my experience that time passes so quickly and without much (or any) opportunity to actually harrass the terran with your mutas. I still think that mutas may be worth building for that time alone but I prefer not to.

You are wrong about corruptors not posing an offensive threat though. They are really good at killing medivacs. Especially in combination with fungal. If the terran is losing medivacs every time he goes to engage your army and not actually killing your corruptors (which is most often the case) he's not being cost efficient. Mutas don't really fill this role because their range is to short and they are auto targetted by marines during the fight. Keep in mind this is later in the game. The real strength of corruptors is that once you get the terran pinned you can morph them into broodlords to finish him. Instead of trying to crack his defense with ultralisks which invariably get stuck between buildings and die. Sit your ultras on hold position under your broods and only let them run forward if he tries to snipe your broods with marines. This is very effective.

BlasiuS
Profile Blog Joined September 2007
United States2405 Posts
April 30 2013 23:05 GMT
#84
There's 2 ways that you encounter mines:

1. Terran is given enough time to set up a staggered mine field
2. Terran is moving his mines with his bio ball, and burrows them when Zerg engages

For #1, it's best to not even let Terran get this situation, by being aggressive enough that they can't just take the time to stagger all of their mines. But even if zerg gets into this situation, they can just run around the mine field, and then pull back and re-engage if/when Terran lifts all their mines

For #2, the best way I have seen to deal with it is to send out 8-10 overlords in front of your army to soak up all the mine damage. That way all of the mines are on cooldown and your army is still untouched. Then run in with your army and win the fight (don't forget 1-2 overseers to spot the mines).
next week on Everybody Loves HypnoToad:
ManiacTheZealot
Profile Joined December 2009
United States490 Posts
April 30 2013 23:23 GMT
#85
On May 01 2013 08:05 BlasiuS wrote:
There's 2 ways that you encounter mines:

1. Terran is given enough time to set up a staggered mine field
2. Terran is moving his mines with his bio ball, and burrows them when Zerg engages

For #1, it's best to not even let Terran get this situation, by being aggressive enough that they can't just take the time to stagger all of their mines. But even if zerg gets into this situation, they can just run around the mine field, and then pull back and re-engage if/when Terran lifts all their mines

For #2, the best way I have seen to deal with it is to send out 8-10 overlords in front of your army to soak up all the mine damage. That way all of the mines are on cooldown and your army is still untouched. Then run in with your army and win the fight (don't forget 1-2 overseers to spot the mines).


Counter attacking definitely works. Especially when you're using infestors since they are so incredibly cost efficient against bio/mine when defending behind spines. Countering with your zerglings can put the terran in some awkward situations.

The overlords thing definitely works be careful though you don't want to be supply capped during a fight. If you are already maxed making extra overlords for this purpose would probably work.
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