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A guide to ZvP by LYGF Lucoda. - Page 3

Forum Index > StarCraft 2 Strategy
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Lucoda
Profile Blog Joined February 2012
Ireland183 Posts
April 05 2014 09:04 GMT
#41
On April 03 2014 17:39 DjayEl wrote:
Hi Lucoda, I've got some questions for you if you don't mind.

I've great success with your style of play when it comes to standard late game situations, but I must confess I still get some troubles defending most basic 2-base all-ins.

- vs Immortal Sentry : in your video you showcase a game on Yeonsu (same as one of your replays) where you defend this using Roach and Hydra. I see you stick on 5 gases for a moment. I lose a lot to this all-in (regardless of the map), but I go 4 gases roach/ling as I thought it was the "standard" way to defend this and never could get my hydras on time anyway or in ridiculously low numbers. I noticed to save your minerals by not making any zergling and using them on hydras instead, while still getting some roaches, and only add a few lings later when you start floating minerals. Is it a gambit you make or is it the best way to hold this all-in in your experience? Is it map dependant?
I can see the benefit of going hydras in the long run though... Often, my P opponent sees all my ling roach and backs off, takes a 3rd and continue to threaten me with his mass units while I'm stuck on roach/ling and I can't punish him directly, whereas I could do a strong roach hydra push before he gets colossi if I went directly for them. I'm just afraid of the first moments of this push that I would not have enough units.

More generally, I wonder why this all-in is not considered as strong as it was in WoL and not used too often. In WoL it was considered nearly OP, but nothing has changed in HOTS, it only got worse with the MC. SH can't be out on time and Hydra speed does not really matter, so what changed exactly?


- Blink All-in. These, I feel, come in various shapes and forms and at different timings (with DT or not, etc.). I never get enough units against these, at how many drones should I stop to counter the most standard blink timing? Do I have to get hydras ASAP or should I stay on Roach/Ling?

Thank you!


Great question! I'll deal with the Immortal Sentry all in first because you made a few good points. Roach ling is a really solid way, probably the best way, to deal with the 8:45 Immortal Sentry timing. However, you'll notice that his push was about a minute or so later. This gives him an extra Immortal and more Sentries. The reason I go for Hydras in this situation is because, with the grooved spines upgrade, Hydralisks can shoot over the forcefields and trade very efficiently.

Roach Ling is fantastic on a large map such as Frost/Alterzim/Daedalus because you can get massive flanks off with the speed of the units and because of how many units you have. However on Yeonsu it's hard to get those flanks off so I prefer risking the Hydralisks so I can transition better. If you manage to just get 4-5 out it's so worth it. You could even just make 8ish and then pump out roach lings and try and go for the big flanks. That would probably be the best way to go about it. MAKE SURE YOU HAVE A MACRO HATCH!!!!!! That is so important to have enough units out.

Now, you asked what has changed. Hydralisks are so much more viable these days which really helps out vs Immo Sentry. They can snipe the Warp Prism (which is a massive deal) and can snipe the MSC. The Hydra speed sort of indirectly helps because now Hydras are viable in the mid game (with the speed) so having them in the early game is fine!

Blink all in is probably the easiest 2 base all in to defend once scouted at a good time. There are two responses and both depend on how much time you have. If you scout it in good time, Hydra Ling is the way to go. This DESTROYS the blink composition. Skip roaches completely in this case. The second method is when you scout it too late to get hydras and a fifth gas out in time. Stay 3-4 gas and get burrow+roach/lings. You will be aiming to do with JD did vs Dear at Blizzcon and burrow on top of the tosses stalker ball. Drone count should be at least 55ish drones.

Hope this helps!
https://twitter.com/LucodaSC2
DjayEl
Profile Joined August 2010
France252 Posts
Last Edited: 2014-04-11 11:12:14
April 10 2014 07:27 GMT
#42
Thank you Lucoda, everything makes much more sense to me now.

I've got another question and I'd love to hear your input on this. It's about SwarmHosts.

I know your goal is to play "SwarmHostless", but you agree yourself you need them into some situation. Like you said, you get about 10 of them in various situation involving air and templars/archons. This is one of the situation that scares me most, since when you go RHV you can grab units and run all over the place while expanding, you don't have to commit to a big attack too soon or at the very least you will deal enough damage to the Protoss to retreat, thus letting you bank enough gas for the big Muta switch.

Whereas vs Void Ray/Chargelot/Templar openings, I feel like I must deal damage with a big hydra ling timing, and sometimes I'll run into Chargelots/Voids that repel my push so easily they just counterattack and I die. I've never been in a situation where 10 SH help me contain them really, and if I've not banked enough gas my last chance is just to do the turtle SH style that so many people hate

What is your opinion aout this: is there some situation where you thing switching to turtling SH is a necessity not to lose? Like, in some games when you can't expand as much as you wish you could or don't have time to bank enough gas, or just fell behind after a bad engagement from which you need to recover from?

I'm not only asking that because I try to avoid the SH playstyle (it is not so boring to me and I like long games), it is just that I feel their immobility is too much abusable on too many maps (open ones like Polar Night or big ones like Frost). That's why I feel that when P opens with mass Voids/Templar I'm automatically at a disadvantage on these maps, cause Viper is useless and I'm forced into making very immobile unit that do shit without securing solid map control first. I wonder if this style has been somewhat figured out (ie Protoss mass air fast templars), for many of korean P pros I see playing tend to build Phoenix/Colossi/ground now much more than they used to.

Actually, if you can provide me with a few more replay of yours playing against this style it would help a lot!

Thank you


EDIT: I'll provide you with a typical replay where I have some trouble vs P opening SG and void ray
https://dl.dropboxusercontent.com/u/45931329/Frost LE (130).SC2Replay
He goes onto templar and colossus into that, and he is really being super greedy early game. Often I play vs super greedy toss with 3 fast bases and go VR/colo with almost no ground and I don't know how to punish it without SH. I tried them here, but I feel the map just doesnt suit them

EDIT2, 12 hours later: I started to think this out by myself as I got really obsessed with it and I've thought of something, I would like to have your input on this as well:

Let's say I am on a big map (that mitigates the efficiency of SH) and my opponent goes double stargate, I would assume he is going to expand fast. In this situation, a rule of thumb could bo to go queens for air defense, double upgrades for lings into infestors. From there, I can go fast T3 and make ultras if he goes colossus, or BL/Corruptor if he is very archon/templar heavy, then try my best to trade armies and eventually go for the muta switch. Does this sound good to you?

Another possibility can be mutas to stop VR production in favor of Phoenix, then add corruptors and play from there. It always looked like a big gamble to me to go mutas vs air when I see pros do it, do you think it is a legit strategy or more of a risky all-in?

EDIT3, here's a typical game vs templar/archon on an open map (Polar Night) and I found it just impossible to play:

https://dl.dropboxusercontent.com/u/45931329/ZvP v templar.SC2Replay
Lucoda
Profile Blog Joined February 2012
Ireland183 Posts
April 14 2014 18:37 GMT
#43
On April 10 2014 16:27 DjayEl wrote:
Thank you Lucoda, everything makes much more sense to me now.

I've got another question and I'd love to hear your input on this. It's about SwarmHosts.

I know your goal is to play "SwarmHostless", but you agree yourself you need them into some situation. Like you said, you get about 10 of them in various situation involving air and templars/archons. This is one of the situation that scares me most, since when you go RHV you can grab units and run all over the place while expanding, you don't have to commit to a big attack too soon or at the very least you will deal enough damage to the Protoss to retreat, thus letting you bank enough gas for the big Muta switch.

Whereas vs Void Ray/Chargelot/Templar openings, I feel like I must deal damage with a big hydra ling timing, and sometimes I'll run into Chargelots/Voids that repel my push so easily they just counterattack and I die. I've never been in a situation where 10 SH help me contain them really, and if I've not banked enough gas my last chance is just to do the turtle SH style that so many people hate

What is your opinion aout this: is there some situation where you thing switching to turtling SH is a necessity not to lose? Like, in some games when you can't expand as much as you wish you could or don't have time to bank enough gas, or just fell behind after a bad engagement from which you need to recover from?

I'm not only asking that because I try to avoid the SH playstyle (it is not so boring to me and I like long games), it is just that I feel their immobility is too much abusable on too many maps (open ones like Polar Night or big ones like Frost). That's why I feel that when P opens with mass Voids/Templar I'm automatically at a disadvantage on these maps, cause Viper is useless and I'm forced into making very immobile unit that do shit without securing solid map control first. I wonder if this style has been somewhat figured out (ie Protoss mass air fast templars), for many of korean P pros I see playing tend to build Phoenix/Colossi/ground now much more than they used to.

Actually, if you can provide me with a few more replay of yours playing against this style it would help a lot!

Thank you


EDIT: I'll provide you with a typical replay where I have some trouble vs P opening SG and void ray
https://dl.dropboxusercontent.com/u/45931329/Frost LE (130).SC2Replay
He goes onto templar and colossus into that, and he is really being super greedy early game. Often I play vs super greedy toss with 3 fast bases and go VR/colo with almost no ground and I don't know how to punish it without SH. I tried them here, but I feel the map just doesnt suit them

EDIT2, 12 hours later: I started to think this out by myself as I got really obsessed with it and I've thought of something, I would like to have your input on this as well:

Let's say I am on a big map (that mitigates the efficiency of SH) and my opponent goes double stargate, I would assume he is going to expand fast. In this situation, a rule of thumb could bo to go queens for air defense, double upgrades for lings into infestors. From there, I can go fast T3 and make ultras if he goes colossus, or BL/Corruptor if he is very archon/templar heavy, then try my best to trade armies and eventually go for the muta switch. Does this sound good to you?

Another possibility can be mutas to stop VR production in favor of Phoenix, then add corruptors and play from there. It always looked like a big gamble to me to go mutas vs air when I see pros do it, do you think it is a legit strategy or more of a risky all-in?

EDIT3, here's a typical game vs templar/archon on an open map (Polar Night) and I found it just impossible to play:

https://dl.dropboxusercontent.com/u/45931329/ZvP v templar.SC2Replay


It is definitely not a "necessity" to switch into SH turtle style if you fall behind. It is of course viable to go for it if you feel the need to, but I have never had to go down that road in my games. I can either carry on with the style, or I am so far behind that it's GG anyway.

Regarding your second edit, both are very common ways to play vs protoss and are viable. However, I don't have much experience going down that road with the build. Generally RHV works well enough for me to stay on!
https://twitter.com/LucodaSC2
HSaoe
Profile Joined February 2014
1 Post
April 17 2014 13:36 GMT
#44
Hey Lucoda!

What do you do if the protoss is going heavy voidray/collosi? Do you still go for a roach hydra viper push or do you transition into something else? I feel like the hydras are not enough to take out all the voidrays. You mention that swarm hosts are good against voidray but if they also have 5~ collosi they won't do much.
DjayEl
Profile Joined August 2010
France252 Posts
April 18 2014 07:17 GMT
#45
Tell us Lucoda, would you make a ZvZ guide anytime soon? I would be looking forward to it!
CanadianSC
Profile Joined October 2009
Canada53 Posts
April 19 2014 22:49 GMT
#46
sucks that LYGF dipped - finally back to TL and I find all these sweet guides
Zerg is a hard race. -DRG
Lucoda
Profile Blog Joined February 2012
Ireland183 Posts
April 23 2014 23:30 GMT
#47
On April 17 2014 22:36 HSaoe wrote:
Hey Lucoda!

What do you do if the protoss is going heavy voidray/collosi? Do you still go for a roach hydra viper push or do you transition into something else? I feel like the hydras are not enough to take out all the voidrays. You mention that swarm hosts are good against voidray but if they also have 5~ collosi they won't do much.



Yes, I'd stick with roach hydra viper. I'd also add in a few corrupters or more hydralisks cause the voids would be a problem. Maybe infestors? Solid macro with roach hydra viper infestor should do the job!
https://twitter.com/LucodaSC2
Lucoda
Profile Blog Joined February 2012
Ireland183 Posts
April 23 2014 23:31 GMT
#48
On April 18 2014 16:17 DjayEl wrote:
Tell us Lucoda, would you make a ZvZ guide anytime soon? I would be looking forward to it!




You're in luck!
https://twitter.com/LucodaSC2
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