On July 28 2016 20:18 xAdra wrote:
How do you fight sky terran?
How do you fight sky terran?
mass queen early game. transition to mid/late adding corruptors. adding 5 vipers is the nail in the coffin. mass spores also help.
Forum Index > StarCraft 2 Strategy |
insitelol
845 Posts
On July 28 2016 20:18 xAdra wrote: How do you fight sky terran? mass queen early game. transition to mid/late adding corruptors. adding 5 vipers is the nail in the coffin. mass spores also help. | ||
Ej_
47656 Posts
On July 30 2016 12:02 Erasme wrote: ling roach lurkers ultra broodlords the game is easy if you put pressure on him with early roaches why would you make lurkers versus any terran unit lol | ||
RaiZ
2813 Posts
On July 30 2016 18:02 Ej_ wrote: Show nested quote + On July 30 2016 12:02 Erasme wrote: ling roach lurkers ultra broodlords the game is easy if you put pressure on him with early roaches why would you make lurkers versus any terran unit lol Vs mech ? Maybe not a bad idea tbh. They do bonus damage against any mech terran unit. They're also very good at preventing hellions runbies. You need like what ? 2 hit and the tank is already mid life (kind of). | ||
Aocowns
Norway6070 Posts
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Avatar-
Germany9 Posts
The first lings are there to disrupt mining, do not fight with an equal or slightly lesser count of zerglings, you really want to wait for your banelings and then go for the kill. that being said I feel that people got really good at holding the early pool builds - I wouldn't recommend them. What I find interesting is the no gas 11 pool build to just cancel or kill the hatch - I lost a few times to that but didn't try it myself | ||
Aocowns
Norway6070 Posts
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IcemanAsi
Israel681 Posts
On July 31 2016 06:56 Aocowns wrote: yeah thats what i mean, gasless 12 or 13 pool with expo and extra queens behind it, lots of people are uncomfortable playing vs that so i figure thats gonna be my go to when im pissed off at zvz Basically 13 pool hard counters your build like any slightly later pool counters an early pool aggressive build, for example 14/14 against 13/12, 17 pool versus 14/14 and so on. Going 12 pool is a gamble build, as 13/12 or 14 pool counter you so hard, you see this build on tournaments because the players are banking on the other player going for an hatch first build. You can play this on ladder if you think you got a read on your opponent, for example if you played him before and you know he is an econ player, but I wouldn't recommend it. | ||
IcemanAsi
Israel681 Posts
On July 31 2016 01:11 RaiZ wrote: Show nested quote + On July 30 2016 18:02 Ej_ wrote: On July 30 2016 12:02 Erasme wrote: ling roach lurkers ultra broodlords the game is easy if you put pressure on him with early roaches why would you make lurkers versus any terran unit lol Vs mech ? Maybe not a bad idea tbh. They do bonus damage against any mech terran unit. They're also very good at preventing hellions runbies. You need like what ? 2 hit and the tank is already mid life (kind of). Just one question, how are your range 9 lurkers hitting his range 13 tanks exactly? | ||
BelialSC2
38 Posts
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Railgan
Switzerland1507 Posts
On July 31 2016 19:26 BelialSC2 wrote: I feel like I have less defense against early pool when I go pool first than if I go hatch first. I feel like I can maybe hold with hatch first, but with pool first I always die against it. I feel so starved for money and if you make the wrong decision on make a bunch of lings and spines then your screwed. The problem is the lack of larva. You have the pool earlier but unless you scout the allin and cut drones you won't have enough larva to produce lings. | ||
Railgan
Switzerland1507 Posts
On July 31 2016 17:37 IcemanAsi wrote: Show nested quote + On July 31 2016 01:11 RaiZ wrote: On July 30 2016 18:02 Ej_ wrote: On July 30 2016 12:02 Erasme wrote: ling roach lurkers ultra broodlords the game is easy if you put pressure on him with early roaches why would you make lurkers versus any terran unit lol Vs mech ? Maybe not a bad idea tbh. They do bonus damage against any mech terran unit. They're also very good at preventing hellions runbies. You need like what ? 2 hit and the tank is already mid life (kind of). Just one question, how are your range 9 lurkers hitting his range 13 tanks exactly? As somebody who plays a lot of Lurkers in ZvT... Lurkers can only hit tanks if A) The Terran moves ontop of them without realising B) You hide the Lurkers out side of his View e.g. on a Cliff C) You a move with your units and burrow them ontop of him ____________________ The Problem of both Hydralisks and Lurkers are the Liberators | ||
guccifer
1 Post
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BelialSC2
38 Posts
How do you hold proxy 3 gate? And can you hold 3 rax reaper with just speedlings? I always have but maybe my opponents didn't do it right, it seems mass ling/queen is the better way to hold it since you can then threaten a counterattack, and I've seen a few pro games where roaches lost too anyways. | ||
loginn
France815 Posts
If you are really afraid just go : 17 Hatch 16 Gas 15 Pool then drop a bane nest or a roach warren as soon as you scout the lings moving out. Otherwise, this plays out like a standard macro build, you just can't drone quite as early. The easiest way to counter 3 rax Reaper is mass queens, 20 lings and a few spines. If you can get like 6-7 queens, you can just fight near a spine and the terran will never be able to push into you. I like to go muta from there, since the Terran lacks a lot of tech, you can usually deny his 3rd for a very long time. | ||
Haighstrom
United Kingdom194 Posts
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ArtyK
France3143 Posts
On August 02 2016 21:01 Haighstrom wrote: Where should I put overlords on Galactic Process in ZvT? It seems I cannot safely scout his natural with an overlord (there is no airspace), and nor can I place an overlord to scout for drops on my natural which can't be killed by dropping marines? Until they have air units those spots are pretty good imo : + Show Spoiler + ![]() It's enough to scout the natural with the first or second overlord, as for your own natural if they kill it with a drop you at least see it coming | ||
Haighstrom
United Kingdom194 Posts
On August 02 2016 22:20 ArtyK wrote: Show nested quote + On August 02 2016 21:01 Haighstrom wrote: Where should I put overlords on Galactic Process in ZvT? It seems I cannot safely scout his natural with an overlord (there is no airspace), and nor can I place an overlord to scout for drops on my natural which can't be killed by dropping marines? Until they have air units those spots are pretty good imo : + Show Spoiler + ![]() It's enough to scout the natural with the first or second overlord, as for your own natural if they kill it with a drop you at least see it coming That is helpful, thanks, I didn't realise the spots either sides of the various energy barriers were all highgrounds. | ||
BelialSC2
38 Posts
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BelialSC2
38 Posts
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NiDoXiD
Germany28 Posts
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