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Zerglings vs Zealots - Page 2

Forum Index > SC2 General
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Luca
Profile Joined July 2009
United Kingdom47 Posts
March 01 2010 14:36 GMT
#21
I was wondering, rather than making a concave/convex (cant remember which is which) wall, how about making a box of zealots on hold position, then when the lings try to surround you would only be getting 1-3 lings attacking each zealot, with two zealots attacking 1 ling at a time. With the new pathing, lings can swarm around the side zealots and gradually work their way in, so this may help. I dont have beta yet tho so cannot test.
Asta
Profile Joined October 2002
Germany3491 Posts
Last Edited: 2010-03-01 14:47:40
March 01 2010 14:38 GMT
#22
On March 01 2010 22:39 WhyDontYouTry. wrote:
A little experiment with Zerlings and Zealots:
http://starcraft2.ingame.de/content.php?c=99577&s=958
(It's german, but most Pictures. Fight with Attack-Move without Micro.)


He says because Zealots have 1 armor it now takes more hits to take them down. (Tbh I wouldn't have known if bw zealots had armor or not).
12 for shields (also 12 in bw) and 25 for hp (20 in bw).
edit: apparently that's a mistake because zealots in bw also had 1 armor.

Btw my initial explanation would be that zealots stand tighter together in SC2. This means they deal more dmg/surface and there will be less zerglings/surface so less dmg-taken/surface for the protoss.

Now that I think about it, this also tells us how to position zealots optimally. You want them to stand next to each other in shape that's as concave as possible from your point of view (so with the ends of the shape pointing towards the enemy and the middle towards you) however only as long as there aren't enough zergling to surround the zealots at the ends. If that happens, you should change the form from concave->straight->convex (all the while increasing fight surface) and if the zerglings are numerous enough you will have to go to a circle (let the ends touch), obviously as big as possible (so no zealots trapped inside) but without holes.
Practically this is all pretty pointless, because you can't achieve it, but at least you should try not get leave holes in the middle or get surrounded as a straight line.
wut_wut3
Profile Joined December 2009
United States221 Posts
March 01 2010 14:40 GMT
#23
4lings = 1 zealot imo but you can keep all your lings alive by selecting the one getting hit and moving it away
yes, yes i am a noob
SubtleArt
Profile Blog Joined January 2010
2710 Posts
March 01 2010 14:42 GMT
#24
Again, I don't think shields take full damage anymore. This is probably why
Morrow on ZvP: "I'm not very confident in general vs Protoss because of the imbalance (Yes its imbalanced, get over it)."
DefMatrixUltra
Profile Blog Joined June 2009
Canada1992 Posts
March 01 2010 14:51 GMT
#25
On March 01 2010 23:42 SubtleArt wrote:
Again, I don't think shields take full damage anymore. This is probably why


Ok, man. What you're saying is almost nonsensical. There is no 'full' or 'half' or '.25x' damage in this game. Shields take the damage that is done to them. If a unit does X damage (no bonuses or anything), shields will take X damage. The only exception to this is the Immortal.

If people are nice enough to ignore such a glaring mistake, you shouldn't push your luck by posting it a second time in the same thread.
Drunken.Jedi
Profile Joined June 2009
Germany446 Posts
March 01 2010 14:51 GMT
#26
On March 01 2010 23:42 SubtleArt wrote:
Again, I don't think shields take full damage anymore. This is probably why

That makes no sense whatsoever. Zerlings deal normal damage in broodwar, which does full damage against everything anyway. So in both games, neither unit gets any attack extra damage or reduced damage against the other.
BlasiuS
Profile Blog Joined September 2007
United States2405 Posts
Last Edited: 2010-03-01 17:52:04
March 01 2010 16:44 GMT
#27
On March 01 2010 22:39 WhyDontYouTry. wrote:
A little experiment with Zerlings and Zealots:
http://starcraft2.ingame.de/content.php?c=99577&s=958
(It's german, but most Pictures. Fight with Attack-Move without Micro.)


Hm VERY interesting test results. In every test where the zergling : zealot ratio was 4:1, the zerglings won. If every test where it was less, the zerglings lost. This makes sense, since zealots are 2 supply each, and zerglings are .5 supply each.

So just make sure you engage zealots with equal supply of zerglings and you should be ok.
next week on Everybody Loves HypnoToad:
Zelniq
Profile Blog Joined August 2005
United States7166 Posts
Last Edited: 2010-03-01 16:52:19
March 01 2010 16:48 GMT
#28
I did some tests with a friend, in equal cost zerglings beat zealots every time, anywhere from small to large numbers of armies, regardless of micro.

however in-games it often doesnt seem to work this way probably because the zealot count is often higher than zerglings (costwise)
and if you have even just a few zerglings less to turn the battle from a win to a loss, the margin of zealots left over is large.. they just dont die and win with such a huge margin when they win. this is w/o microing thoguh
ModeratorBlame yourself or God
spinesheath
Profile Blog Joined June 2009
Germany8679 Posts
March 01 2010 16:50 GMT
#29
Does anyone have precise data on the cooldowns of the zealot's/zergling's attack in SC2? I haven't seen any information about that yet.
If you have a good reason to disagree with the above, please tell me. Thank you.
onmach
Profile Blog Joined March 2009
United States1241 Posts
Last Edited: 2010-03-01 17:04:36
March 01 2010 17:04 GMT
#30
Are those tests done with or without speed on the zerglings? Because in my experience speedlings move into position so amazingly fast after a zealot dies and on the initial engagement that it totally throws zealots out of favor. They can't micro against that. All for 100/100, which is a bargain.
Mystlord *
Profile Blog Joined July 2008
United States10264 Posts
March 01 2010 17:33 GMT
#31
On March 02 2010 01:50 spinesheath wrote:
Does anyone have precise data on the cooldowns of the zealot's/zergling's attack in SC2? I haven't seen any information about that yet.

You got to the core of the issue before I did:
On the surface, the unit's stats appear to be the same, but looking at the hidden cooldown values:

On Normal speed (scales up percentage wise), Zergling cooldown without adrenal is .696. Zealot cooldown is 1.2. For comparison, in SC1, the cooldown for the Zealot was 22 (whatever that means) and for the Zergling it was 8. In other words, while the Zergling/Zeaot attack ratio was ~3:1 in SC1, it's dropped to ~2:1 in SC2. That's why Zealots require 4 Zerglings to properly kill.

In other words, 2 Gate rushes against early Hatches are that much more dangerous
It is impossible to be a citizen if you don't make an effort to understand the most basic activities of your government. It is very difficult to thrive in an increasingly competitive world if you're a nation of doods.
Asta
Profile Joined October 2002
Germany3491 Posts
March 01 2010 18:00 GMT
#32
On March 02 2010 01:48 Zelniq wrote:
and if you have even just a few zerglings less to turn the battle from a win to a loss, the margin of zealots left over is large.. they just dont die and win with such a huge margin when they win. this is w/o microing thoguh


This is very easy to explain: when melee units form curve in a fight, the more the ends of the curve point towards your own side, the more you are at a disadvantage. And if both players position their units right - the new ai helps a lot here - in the way I outlined in the other post (without getting surrounded), the player with a larger group of units will tend to have the curve bend away from him (at the ends). If there is an equilibrium between zerglings and zealots, at which they are breaking equal, this also corresponds to a certain curvature. And if one side has a larger number than the equilibrium, in addition to the normal advantage of outnumbering (more dps -> enemies die quicker -> enemies deal less dps quicker -> more own units survive -> etc) which even ranged units experience, melee units also gain an advantage by having a better curvature. So in melee fights, being at an advantage pays off twice!
Oh and generally, when you have a bigger number of units, you might also profit from the mistake of the opponent to let you surround him. Protoss players beware! ^^;;
z]Benny
Profile Joined April 2006
Romania253 Posts
March 01 2010 18:04 GMT
#33
On March 02 2010 02:33 Mystlord wrote:
Show nested quote +
On March 02 2010 01:50 spinesheath wrote:
Does anyone have precise data on the cooldowns of the zealot's/zergling's attack in SC2? I haven't seen any information about that yet.

You got to the core of the issue before I did:
On the surface, the unit's stats appear to be the same, but looking at the hidden cooldown values:

On Normal speed (scales up percentage wise), Zergling cooldown without adrenal is .696. Zealot cooldown is 1.2. For comparison, in SC1, the cooldown for the Zealot was 22 (whatever that means) and for the Zergling it was 8. In other words, while the Zergling/Zeaot attack ratio was ~3:1 in SC1, it's dropped to ~2:1 in SC2. That's why Zealots require 4 Zerglings to properly kill.

In other words, 2 Gate rushes against early Hatches are that much more dangerous


Wow... Math wins.
ed21x
Profile Joined January 2010
United States103 Posts
March 01 2010 19:41 GMT
#34
its harder to micro zerglings now because auto surround works well when there is one lone zealot, but when there is a group of zealots, it is near impossible to manually auto surround a single zealot because the AI will have the zerglings engage other zealots rather than the one you are targeting. Once they fan out, the lings get destroyed in a 1v1 fight against zealots. Its all part of the automatic A-move pathing that is present in sc2, and I'm sure will get corrected at some point.
a little dab will do ya
semantics
Profile Blog Joined November 2009
10040 Posts
March 01 2010 21:28 GMT
#35
I find this a bit concerning that it has a sort of snow ball effect to battle which is why people must gravitate to just always massing up because if you're close it's not gonna cut down their forces too well.
RPGabe
Profile Joined January 2010
United States192 Posts
March 01 2010 22:17 GMT
#36
On March 01 2010 23:42 SubtleArt wrote:
Again, I don't think shields take full damage anymore. This is probably why

This doesn't influence Zergling vs. Zealot, but it's kinda true.

Shields used to take full damage regardless of what damage type was being thrown at them (concussive, normal or explosive). A dragoon being hit by a vulture grenade would still lose 20 shields, even though it was large.

In SC2, units that do extra against "Light" or "Armored" types only do that extra damage to Protoss shields if the Protoss unit is "Light" or "Armored". An Immortal firing on a Zealot does not get the benefit of the +damage vs armored against the Zelaots shields. A Helion firing on a Zealot does get the benefit of +damage vs the zealot's shields.

This is a little different than BW, if you think of "Concussive" damage as being "+ damage vs. small/light" and explosive damage being "+ damage vs armored/large"
Korn
Profile Joined October 2005
United Kingdom10 Posts
March 01 2010 22:22 GMT
#37
Hi wintergt,

I wasn't saying this was a problem, I think it's just important to know that it's the case. I think it's impossible to expand as zerg and aim to defend with lings only if toss does 2-3 gates. However, now Zerg has roaches.

Anyways, it's important to know that lings suck early on, vs zealots but also vs marines, at least compared to SC1
semantics
Profile Blog Joined November 2009
10040 Posts
March 01 2010 22:26 GMT
#38
Yeah it's why i adopted a quick expo build but i still mass lings fast enough to deal with a 2 3 gater
Korn
Profile Joined October 2005
United Kingdom10 Posts
March 01 2010 22:47 GMT
#39
@Virtue: not possible if toss knows what he's doing in my opinion.
semantics
Profile Blog Joined November 2009
10040 Posts
March 01 2010 22:51 GMT
#40
Eh i don't like what it says about how strong zealots are if i feed them 1 by 1 into zealots i bet zealots would eat a ton of lings if force into a line which then why aren't fe opening more powerful pvz get some cannons! must be the maps
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