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Hi generous people,
drop.sc <--- replay The game is a CC first --> 3 rax marine vs a 3 hatch ling bane Zerg Nothing much happens in the early game and I make to 1-1 with stim combat and medis to the midgame. Supply is still evenish with a slight advantage for zerg, but I have a double upgrade lead. And then I just get outplayed. Don't have my tanks in the right spots and take way too much damage from ling runbies, try to fight back for mapcontrol but don't manage to get any eco dmg done. We trade a bunch of armies, and eventually I can't keep up anymore. It was a struggle.
Things I plan to correct in my play here
- put a F**** tank in the 3rd base. - consistently rally units to the natural ramp to prevent the stupidest of runbies. - macro cleaner ... - use more drops to stretch the zerg out. - make it to the lategame and put myself in a position where I can afford to switch into ghosts or whatever
Any advice on what I should focus my efforts on would be appreciated 
edit: and another replaydrop.sc
Update
recent replays: (quite proud of last nights games, had 3 in a row) https://drop.sc/replay/22049690 (this one was pretty clean) https://drop.sc/replay/22049693 (i believe this was one of the games that featured the classic 6 lings to deny the CC) https://drop.sc/replay/22049694 (this one has a good amount of banter)
I'm getting somewhat more comfortable in the matchup again. And i changed my approach a bit in favour of focusing on doing the nastiest mid game bio pushes i can bring. lotz of zerg tears. Much fun was had.
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Zurich15317 Posts
Honestly I would recommend adopting a proper build, or at least optimizing the one you came up with.
You go CC first into 3 rax, but then you don't use the 3 rax, go shields before stim, (no scout), double bunker into double ebay into 3rd CC. This is all over the place. You could go standard 1 rax reaper into 3CC (or any other standard build) and have the same, or even better outcome with better eco.
Just look at 5 minutes: You have 10 marines, stim isn't even started yet, starport half finished, your natural has 10 SCV. With a standard 2-1-1 you could have 16 marines 2 medivacs with stim and a saturated natural.
The only reason you are not terribly behind after 6 minutes is because the Zerg doesn't spend their larvae. Had you gone a 2-1-1 with just somewhat clean execution, the Zerg would have straight up died to your 16 marines.
Even at 7min you could have just stimmed in and ended the game since the Z at this point had 3(!) roaches and 3 larvae against 31 marines. But you don't know that because of zero scouting. You haven't even seen the Z 3rd yet. After you missed that window the Zerg eco kicks in. Mind you you are still somewhat even with the Z - but you could be way ahead at this point or rather have won the game already.
All the things you pointed out are good improvements. But none of them will help you if you are behind from the start because of a poor early game. I suggest you adopt a proper build, for example 2-1-1. Aim for 16 marines 2 medivacs with stim at the Z 3rd by minute 5. Even if you are a little late, you will straight up kill Zergs like the ones you played against.
Once you have the early game down at least somewhat, work on things like rally points, drops, clearing creep, etc.
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sharp timings
steal a build from a pro, run it vs AI till you can hit w teh same scv count, units, upgrades, at the same time.
you will dominate zergs
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(diamond 2, near your MMR)
I prefer a 1/1/1 reaper scout, reactor hellions into BC/mech VS. Z, but that's just me. The reaper would allow you to get some scouting information earlier on and at least allow you to identify some of the things @zatic mentioned above.
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On July 29 2022 04:18 renaissanceMAN wrote: (diamond 2, near your MMR)
I prefer a 1/1/1 reaper scout, reactor hellions into BC/mech VS. Z, but that's just me. The reaper would allow you to get some scouting information earlier on and at least allow you to identify some of the things @zatic mentioned above.
I do reaper Fe a ton but have recently stopped doing it because of how often i get hit with early pools. Delayed gas + faster CC with 3 marines, classic WoL style seems to work really well for me for now. Getting to just kill overly eager overlords and having the Orbital energy of both my CCs line up, just makes the game a little easier. Scouting be damned.
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On August 03 2022 19:22 alpenrahm wrote:Show nested quote +On July 29 2022 04:18 renaissanceMAN wrote: (diamond 2, near your MMR)
I prefer a 1/1/1 reaper scout, reactor hellions into BC/mech VS. Z, but that's just me. The reaper would allow you to get some scouting information earlier on and at least allow you to identify some of the things @zatic mentioned above. I do reaper Fe a ton but have recently stopped doing it because of how often i get hit with early pools. Delayed gas + faster CC with 3 marines, classic WoL style seems to work really well for me for now. Getting to just kill overly eager overlords and having the Orbital energy of both my CCs line up, just makes the game a little easier. Scouting be damned.
the only thing I've been somewhat vulnerable to with this opening is a bane flood all-in, but you can scout for that and still get a bunker + 2 marines up if you're fast enough
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Copy a rly sharp 2 or 3 base MM/siege tank or wm parade push all inn and just do it every single game until perfection, you will have to execute a build while keeping up the pressure and multitasking, everything in this build will help you improve all parts of your gameplay. When you got this nailed down you can start going for long macro games until you nail that.
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