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Been watching many many streams lately, one thing I have noticed is the lack of zerg players using sunkens or spores...........AND in many of the games, I notice that terran, protoss, or zerg will just run right in and overwhelm the zerg army or harass. FRIGGING put a sunken colony or spore colony if its air units.
SO frustrating to watch. In broodwar, you would not see a player not build sunks, in this game everyone is not even building one! I mean these are mobile sunks and spores, much more useful than the ones in SC1.
All too often, the zerg player has an expo, has his army near the opposing groups base and is destroyed in a fight, well if he had some sunks already at his expo, it would be safe .
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It kinda sucks cause you have to prebuild them, if you start building as they leave their base they aren't ever finished in time from what i've played so far the maps seem smallish D:
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actually zerg can outpump pretty much evryone early on. 2hatch+queen is just sick larva. you dont need sunken walls anymore.
pretty much evry single rep ive seen of a decent zerg he could easily fend off any pressure and take mapcontrol till the enemys tech kicks in the mid game starts.
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On February 22 2010 02:28 Kot wrote: It kinda sucks cause you have to prebuild them, if you start building as they leave their base they aren't ever finished in time from what i've played so far the maps seem smallish D:
In brood war too on small maps
I think he is right, but it needs time to evolve zerg play. It needs some genius player who´s gonna come up with some smart builds. Not just 1 hatch roach massing.
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They're not as effective because of every class's mobility, speed, and the fact that the colonies die in seconds. The same goes for Photon Cannons.
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Its just frustrating to see so many zergs forego sunks and spores and constantly run from one base to another to fend off a harass or attack. If zerg can out pump other races, then building some sunks or spores wouldn't be a big deal. Heck since they are mobile, move them from base to base!
I know that this game is different in some ways from SC1, but you have to have defense!
I'm seeing guys do early expo and no sunks to even defend it or if they are going roaches, hydras, etc I still don't see any sunks to protect them when they move out.
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joshsuth, your probably right as I've noticed buildings die fast nowadays.
So I guess no more sunk whoring as in broodwars?
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You make sunks --> have less of an army
In sc1, you make sunks when you are teching to something. Occasionally when you're ahead and you want to defend from drops in zvt but that's it.
Examples: ZvZ: Going muta faster than him but can't pump the lings for defense. Add 1 sunk ZvT: Going lair tech and can't compete with a mnm+f group without them. Add sunks ZvP: Turtling off 4gas to ultra, Add sunk/spore/lurker to turtle to ultra.
If zerg army is overwhelmed, what makes you think making sunkens and an even weaker army will help? Either the zerg has to have an eco advantage to be able to comfortably turtle or he has to rely on his army to take new expos in order to do so.
These people are probably very good and smart RTS players, I'm sure they're aware of the benefits of static D. Maybe when people get a better feel for the game they'll know when they need sunkens to defend timing pushes when teching to hive or something.
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sunkens aren't as powerfull anymore in sc2, often you are better of building units, though spore colonies own vs mutas or other air units
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On February 22 2010 05:55 bioboyAT wrote: sunkens aren't as powerfull anymore in sc2, often you are better of building units, though spore colonies own vs mutas or other air units
Then what do you supposed is the function of the sunken then?
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A spine crawler can help fend off a 2 gate zealot push earily on if you take a fast expo like i do you just have to do things like you would do in sc1 you need atleast a good clunk of lings to defend the crawler else it's just a waste of money.
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The only time they are useful is fending off early game rushes/harass. They are too weak in the midgame against mauraders/stalkers,/roaches/hydra.
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On February 22 2010 05:55 bioboyAT wrote: sunkens aren't as powerfull anymore in sc2, often you are better of building units, though spore colonies own vs mutas or other air units
Pretty much, except spore colony range kinda sux now.
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On February 22 2010 05:59 Liquid_Turbo wrote:Show nested quote +On February 22 2010 05:55 bioboyAT wrote: sunkens aren't as powerfull anymore in sc2, often you are better of building units, though spore colonies own vs mutas or other air units Then what do you supposed is the function of the sunken then? What's intended really doesn't matter all that much in the end.
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Because they are UGLLYYYYYY
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On February 22 2010 06:08 Zoler wrote: Because they are UGLLYYYYYY LOL?
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Oh god it begins
I remember all the youtube comments on korean pro games (if he only made 5 cannons in that base he would have lived),
Listen, minimizing static defenses, especially when learning a game is the SMARTEST thing, unless you're terran and can refund bunkers for full value. You want to minimize static defenses.
Seriously, the worst noob mistake in SC, is making too many static defenses, it's just an open invitation for the enemy to take bases and macro unharassed. Also SC2 static defenses seem to die pretty darn fast anyway. Okay you over make sunken colonies, they can't move, cost drones. So your opponent just says "lol" expands freely and gains a huge edge. Especially with zerg minimizing sunkens/spores is huge.
I think Patton has a word about static defenses or digging in. Even hardcore turtlers like Flash minimize turrets early.
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On February 22 2010 06:37 dacthehork wrote: minimizing static defenses, especially when learning a game is the SMARTEST thing
Listen to this man.
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On February 22 2010 02:31 BeMannerDuPenner wrote: actually zerg can outpump pretty much evryone early on. 2hatch+queen is just sick larva. you dont need sunken walls anymore.
pretty much evry single rep ive seen of a decent zerg he could easily fend off any pressure and take mapcontrol till the enemys tech kicks in the mid game starts.
yea I've noticed this. early game ZvT has changed so unbelievably drastically in SC2. Zerg no longer need a big sunk wall early game since there are no medics, and then speed lings and banelings seem to really own early game Marine/Marauder forces, so the equivelent of 3hatch (which I think is 2 hatch queen?) seems to have complete map control vs standard T openings that are happening right now.
what's really new is how map design must (or well, CAN) change to reflect this. Zerg no longer need a choke in front of nat where 1 small sunken line can happily defend vs early MnM pushes. Now that zerg have ways of spread creep everywhere and sunkens can move, Zerg have much more flexibility in defending chokes with static D than before (even though it seems like they can just make lings/banelings instead and be fine too).
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Zerg no longer need a big sunk wall early game since there are no medics, and then speed lings and banelings seem to really own early game Marine/Marauder forces, so the equivelent of 3hatch (which I think is 2 hatch queen?) seems to have complete map control vs standard T openings that are happening right now. Some part of me wonders if it is a good idea to forgo map control and just fast tech to ultra since the terran can't really kill you early....
Or, why the hell build an army unless you have to fight with it? Build it later if the fighting comes later.
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