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Active: 1446 users

Zerg players, FRIGGING use sunks and spores!!!

Forum Index > SC2 General
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1 2 Next All
zergpower123
Profile Joined December 2009
United States197 Posts
February 21 2010 17:26 GMT
#1
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 .
Kot
Profile Joined January 2009
Australia148 Posts
Last Edited: 2010-02-21 17:28:42
February 21 2010 17:28 GMT
#2
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:
BeMannerDuPenner
Profile Blog Joined April 2004
Germany5638 Posts
Last Edited: 2010-02-21 17:32:55
February 21 2010 17:31 GMT
#3
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.
life of lively to live to life of full life thx to shield battery
abyss
Profile Joined September 2009
Czech Republic139 Posts
February 21 2010 17:35 GMT
#4
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.

Stupid is who stupid does
AskJoshy
Profile Blog Joined February 2010
United States1625 Posts
February 21 2010 17:46 GMT
#5
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.
Heroes, Hearthstone, and SC2 videos: http://www.youtube.com/AskJoshy
zergpower123
Profile Joined December 2009
United States197 Posts
February 21 2010 17:48 GMT
#6
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.
zergpower123
Profile Joined December 2009
United States197 Posts
February 21 2010 17:49 GMT
#7
joshsuth, your probably right as I've noticed buildings die fast nowadays.

So I guess no more sunk whoring as in broodwars?
Slayer91
Profile Joined February 2006
Ireland23335 Posts
Last Edited: 2010-02-21 17:58:19
February 21 2010 17:56 GMT
#8
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.
bioboyAT
Profile Joined July 2004
Austria1765 Posts
February 21 2010 20:55 GMT
#9
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
Milchmann | DeadVessel: Milchmann pwns. I fail.
FusionCutter
Profile Joined October 2004
Canada974 Posts
February 21 2010 20:59 GMT
#10
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?
semantics
Profile Blog Joined November 2009
10040 Posts
February 21 2010 20:59 GMT
#11
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.
Wr3k
Profile Blog Joined June 2009
Canada2533 Posts
February 21 2010 21:05 GMT
#12
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.
Wr3k
Profile Blog Joined June 2009
Canada2533 Posts
February 21 2010 21:05 GMT
#13
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.
Djzapz
Profile Blog Joined August 2009
Canada10681 Posts
February 21 2010 21:07 GMT
#14
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.
"My incompetence with power tools had been increasing exponentially over the course of 20 years spent inhaling experimental oven cleaners"
Zoler
Profile Blog Joined June 2008
Sweden6339 Posts
February 21 2010 21:08 GMT
#15
Because they are UGLLYYYYYY
Lim Yo Hwan forever!
checo
Profile Joined November 2008
Mexico1364 Posts
February 21 2010 21:33 GMT
#16
On February 22 2010 06:08 Zoler wrote:
Because they are UGLLYYYYYY

LOL?
El amor no mueve al mundo, ni hace brillar el sol, pero el amor hace latir este corazon....
dacthehork
Profile Blog Joined February 2008
United States2000 Posts
Last Edited: 2010-02-21 21:39:54
February 21 2010 21:37 GMT
#17
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.
Warturtle - DOTA 2 is KING
Orome
Profile Blog Joined June 2004
Switzerland11984 Posts
February 21 2010 21:43 GMT
#18
On February 22 2010 06:37 dacthehork wrote:
minimizing static defenses, especially when learning a game is the SMARTEST thing


Listen to this man.
On a purely personal note, I'd like to show Yellow the beauty of infinitely repeating Starcraft 2 bunkers. -Boxer
Ideas
Profile Blog Joined April 2008
United States8167 Posts
February 21 2010 21:47 GMT
#19
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).
Free Palestine
SWPIGWANG
Profile Joined June 2008
Canada482 Posts
February 22 2010 01:42 GMT
#20
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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