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The Productive Zerg Thread - Page 3

Forum Index > SC2 General
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ShaperofDreams
Profile Blog Joined December 2008
Canada2492 Posts
August 05 2010 00:59 GMT
#41
hed just counter and rape you?
Bitches don't know about my overlord. FUCK OFF ALDARIS I HAVE ENOUGH PYLONS. My Balls are as smooth as Eggs.
luckySe7en
Profile Blog Joined July 2010
148 Posts
August 05 2010 01:00 GMT
#42
On August 05 2010 09:03 b4llz wrote:
Show nested quote +
On August 05 2010 07:37 Slayer91 wrote:
Funsies:
Step 1: Make banelings
Step 2: Upgrade overlord drop.
Step 3: Drop 4 in each mineral line boom boom bye bye scvs!
Step 4: Drop over his marines using the baneling carpet bomb trick from psyonic reaver's youtube and then SZZZZZZZZZZZZZZZZSSSSZ
OMGWTFBBQ!!

This actually is seriously good against terran.


You have a link to this vid? I'd like to see it.


as a terran, i second this. baneling dropping on marine balls is so very effective. biggest reason why i don't go MM.
FabledIntegral
Profile Blog Joined November 2008
United States9232 Posts
August 05 2010 01:02 GMT
#43
On August 05 2010 09:53 Logo wrote:
Show nested quote +
On August 05 2010 09:47 tacrats wrote:
On August 05 2010 08:05 GaussWaffle wrote:
Assuming Overseers have the same energy recharge rate as sentries, a Zerg player could potentially get 5-6 Overseres, park them outside the opponents base, and constantly corrupt upgrade buildings or key unit producing buildings (you could stop tank production...stop immoral/colossus production...)

It's purely theory craft and is very gas intensive in the early going, but I'll give it a shot and see if it has any merit

Also, if you corrupt assimilators, do they become unminable for the duration?


depending on mana regen time, you may only need 2-3 if he has one factory? I cant remember mana cost at the moment

Either way it's not really efficient.

Overseer: 50/100
2x Overseer: 100/200
Factory: 200/100

If I were playing terran and had the option to spend 200/100 to waste 100/200 of a zerg's money I'd do it hands down every single time.

That's the problem with overseers, unless they're delaying a critical unit or tech you cannot afford the gas.


If the two are killed it's also al oss of 300/200 instead of 100/200.
tetracycloide
Profile Joined July 2010
295 Posts
August 05 2010 01:16 GMT
#44
Honestly I think corruption is only there to punish a Protoss or Terran player for forcing a Zerg to get detection. Unfortunately in so many cases Zerg players, even pros, respond to banshees or DTs with detection, push it off, then just let their overseer set there maxed on energy the entire game only using them again when/if they need detection. As a straight up tactic? Not so much.
My vanity is justified
figq
Profile Blog Joined May 2010
12519 Posts
Last Edited: 2010-08-05 01:23:11
August 05 2010 01:20 GMT
#45
On August 05 2010 09:53 Logo wrote:
If I were playing terran and had the option to spend 200/100 to waste 100/200 of a zerg's money I'd do it hands down every single time.
Zerg could benefit from 1/2 vs 2/1 resource trade off in ZvT, if it means no (or less) tanks for the Terran, while also increasing the speed of zerg's food-supporting scouts, and ensuring detection. The trade is not just the factory, but also all the tanks that are being denied, and could have been built instead.
If you stand next to my head, you can hear the ocean. - Day[9]
imbored89
Profile Joined March 2010
United States57 Posts
August 05 2010 01:40 GMT
#46
There are some pretty interesting ideas here, and I liked the OP, so I'll throw a suggestion out there. I was playing a 2v2 on Twilight Fortress (or whatever its called, the really long map with strange lighting), and we had our forces outside the enemies' base. I hadn't spread creep all the way across the big map, so to reinforce with hydras would have taken a significant amount of time. Instead, I made a nydus network and popped a worm out near where our armies were camping outside of their base. I imagine this is not as useful on the smaller maps, but it was definitely worth it to give my hydras/roaches the extra mobility, as the opponents tried to break our contain. They nearly accomplished it, but we had just enough forces to hold em back. If I hadn't had the nydus, a lot of my hydras would have been en route, and we may have lost it.

Long story short, I think using nydus worms to help hold a position and grant hydras more mobility on large maps is an idea worth experimenting with.
Smurfz
Profile Joined May 2008
United States327 Posts
Last Edited: 2010-08-05 01:47:03
August 05 2010 01:43 GMT
#47
In PvZ, use the Nydus Canal as a ploy for him to move his army somewhere. I would imagine that a smart Protoss wouldn't move his entire army to kill it if you placed a Nydus in his main. However, he probably would use his stalkers to hunt it down, considering they are the most maneuverability and he would instinctively want to take the Nydus out quickly. This would lead to a very Mutalisk-harrass vulnerable natural.

I've actually done this one before: Do any type of drop on his mineral line. Doom Drop, Speedling Drop, whatever. The important thing is to bring 2-3 Infestors with you. When he responds to your attack by bringing his units up the ramp, Fungal Growth the units on the ramp, and keep them FGd. This gives you so much more time for your harass to do damage.
leeznon
Profile Joined April 2010
United States255 Posts
August 05 2010 01:59 GMT
#48
TvZ:

If T has Senor Towers, get all your overlords and make them fly into the tower radius. Terran will move his army to all those flashing lights thinking its your army. Then move your army from a different direction. T is outta position, gg.
Zerg=Skill
FabledIntegral
Profile Blog Joined November 2008
United States9232 Posts
August 05 2010 02:35 GMT
#49
On August 05 2010 10:59 leeznon wrote:
TvZ:

If T has Senor Towers, get all your overlords and make them fly into the tower radius. Terran will move his army to all those flashing lights thinking its your army. Then move your army from a different direction. T is outta position, gg.


I've done thisss. Doesn't work always but helps.
b4llz
Profile Joined April 2010
United States4 Posts
August 05 2010 03:40 GMT
#50
On August 05 2010 09:46 Slayer91 wrote:
Show nested quote +
On August 05 2010 09:03 b4llz wrote:
On August 05 2010 07:37 Slayer91 wrote:
Funsies:
Step 1: Make banelings
Step 2: Upgrade overlord drop.
Step 3: Drop 4 in each mineral line boom boom bye bye scvs!
Step 4: Drop over his marines using the baneling carpet bomb trick from psyonic reaver's youtube and then SZZZZZZZZZZZZZZZZSSSSZ
OMGWTFBBQ!!

This actually is seriously good against terran.


You have a link to this vid? I'd like to see it.





Outstanding. Thanks!
GhoSt[shield]
Profile Blog Joined April 2010
Canada2131 Posts
Last Edited: 2010-08-05 03:50:20
August 05 2010 03:49 GMT
#51
On August 05 2010 08:05 GaussWaffle wrote:
Assuming Overseers have the same energy recharge rate as sentries, a Zerg player could potentially get 5-6 Overseres, park them outside the opponents base, and constantly corrupt upgrade buildings or key unit producing buildings (you could stop tank production...stop immoral/colossus production...)

It's purely theory craft and is very gas intensive in the early going, but I'll give it a shot and see if it has any merit

Also, if you corrupt assimilators, do they become unminable for the duration?


And when you have no gas left for an army and the oppenent just 1a's into your natural, what good is corruption then? Or is a T gets vikings or a P gets Pheonixes...thats a huge investment for an otherwise unnessary harassment at the cost of any tech ground army. 600 gas could be better spent on spire+4 mutas OR 2 nydus worms in his base. At least you wouldn't look as silly when you get rolled by 5 hellions roasting your all ling army while your overseers do some detecting but nothing else. Play some games and understand that getting non-fighting units with ALL your early game gas is an easy way to die every game.

edit: must be getting trolled.
Slakter
Profile Joined January 2010
Sweden1947 Posts
August 05 2010 03:52 GMT
#52
Cheap Marauderrushes and the shere power of tanks just makes it so that ZvT isnt playable pretty much <.<
Protoss, can't live with em', can't kill em'.
Xiran
Profile Joined July 2010
United States50 Posts
August 05 2010 04:00 GMT
#53
Since zerg is all about getting the bigger army and being able to continue to flood units into the fight; baneling drops into the mineral lines in the mid game and HUGE. You can cripple the economy to the other player and force them to feel like they have to push now or fall further behind.
"My policy is to have no policy"- Abraham Lincoln
GaussWaffle
Profile Joined May 2010
United States211 Posts
Last Edited: 2010-08-05 04:04:40
August 05 2010 04:00 GMT
#54
On August 05 2010 08:08 Saracen wrote:
There's nothing stopping him from just building more production facilities, whereas you're wasted 600 gas to stall either 1 Thor (60 game second build time) or 1.5 tanks (40 game second build time), considering adding another factory takes like 60 game seconds to build.


Maybe, but you could then stall both the production facilities at least for a short time or on an intermittent basis (start at beginning of production and right before end). The longer he has to wait for his big folks to do a push the more prepared you (should) be. It also will provide scouting.

That's not to say it isn't counterable, because it obviously is (have 6 marines stand 4 stalkers stand around the important shit), but it forces a little more play form your opponent

Like I said, I'll give it a whirl (hopefully the opponents I do it with are decent) and if it works I'll show you the replay

This isn't a troll attempt, I'm just trying to be creative. I'm just as despondent as you guys are about current Zerg play.


Sieziggy
Profile Joined July 2010
United States53 Posts
August 05 2010 04:29 GMT
#55
The nydus is something I've wanted to play more with recently. Even if you're not using it as a "surprise cockbag!" in base deployment, it could provide awesome proxy control to keep the terran even more paranoid about leaving his base. For the most part I've been using doom drops to keep up the pressure but the tech leading to the speedy transporting overlords is more than building the network. It's something I'll have to try out.
OHtRUe
Profile Blog Joined March 2010
United States283 Posts
Last Edited: 2010-08-05 04:32:54
August 05 2010 04:31 GMT
#56
theres nothing you can theorycraft. TvZ is god awful and theres nothing you can do about it. Are you gonna learn cute overlord micro to learn about the 5 different lethal builds terran could be doing or are you gonna learn how to prepare for all 5 of them? Zerg is just a half assed race compared to the other 2.....
Sieziggy
Profile Joined July 2010
United States53 Posts
August 05 2010 04:38 GMT
#57
On August 05 2010 13:31 OHtRUe wrote:
theres nothing you can theorycraft. TvZ is god awful and theres nothing you can do about it. Are you gonna learn cute overlord micro to learn about the 5 different lethal builds terran could be doing or are you gonna learn how to prepare for all 5 of them? Zerg is just a half assed race compared to the other 2.....


If you're scouting you only have to prepare for whatever he's deploying at the time. Terran are definitely our hardest match, but it's not broken.
Saracen
Profile Blog Joined December 2007
United States5139 Posts
August 05 2010 04:47 GMT
#58
On August 05 2010 13:00 GaussWaffle wrote:
Show nested quote +
On August 05 2010 08:08 Saracen wrote:
There's nothing stopping him from just building more production facilities, whereas you're wasted 600 gas to stall either 1 Thor (60 game second build time) or 1.5 tanks (40 game second build time), considering adding another factory takes like 60 game seconds to build.


Maybe, but you could then stall both the production facilities at least for a short time or on an intermittent basis (start at beginning of production and right before end). The longer he has to wait for his big folks to do a push the more prepared you (should) be. It also will provide scouting.

That's not to say it isn't counterable, because it obviously is (have 6 marines stand 4 stalkers stand around the important shit), but it forces a little more play form your opponent

Like I said, I'll give it a whirl (hopefully the opponents I do it with are decent) and if it works I'll show you the replay

This isn't a troll attempt, I'm just trying to be creative. I'm just as despondent as you guys are about current Zerg play.



I would like to see this working on a higher level of course. I mean, I can totally see a silver player not building extra production facilities and just trying to wait it out. Plus, the gas investment is really off-putting
tfmdjeff
Profile Joined June 2010
United States170 Posts
August 05 2010 04:51 GMT
#59
On August 05 2010 13:31 OHtRUe wrote:
theres nothing you can theorycraft. TvZ is god awful and theres nothing you can do about it. Are you gonna learn cute overlord micro to learn about the 5 different lethal builds terran could be doing or are you gonna learn how to prepare for all 5 of them? Zerg is just a half assed race compared to the other 2.....


This is what we in the business of productivity call "not productive"

As for that baneling drop, that is really interesting. I had no idea overlords could drop on the move, which really discouraged me from using drops. That makes the idea of dropping ultralisks on a mech army seem much more appealing to me. Hell, I'll try it sometime should I be presented with the opportunity.
deadbutmoving
Profile Joined May 2010
United States66 Posts
August 05 2010 04:53 GMT
#60
From my experience, as your opponent's skill level goes up and your league gets tougher, these strategies become less useful.

When I was a platinum/gold player these strats were fun and useful. But when I got to Diamond, the opponent's game mechanics are fundamentally much too strong. You gotta have great game mechanics just to keep up, if you get caught doing something cute, THEY WILL take advantage of that information.

The best strategies I can agree with are strategies that don't cost alot, are easy to employ, and do not effect your army/tech growth by much. Double Nydus Worms are just too gas intensive.

I agree with these said strategies:

-Mass overlord movements when he puts up sensory towers.
-Overlord creep over opponents expo is a good one.
-Using overlord creep to hide tech is another good one.


Here is my own strategy against Terran that you may like:
Moving around the map with 2 queens and an overlord for scout/harassment. This is not very costly because most Zergs build multiple queens for air defense and after the early game the queens just sit there doing nothing. Secondly, Overlord speed upgrade is a mandatory upgrade, so this strategy doesn't really cost much gas, if any at all.

The idea behind this strategy is that with 2 queens you can put 1 creep tumor every 12.5 secs (25energy divided by 2 queens = 12.5sec per tumor). The Terran player will be forced to use more scans than he can afford. Which means if you put as many as your queens allows for, he will never have enough scans to destroy them all =)

Example: Harass miners and annoy him with queen attacks, burrow creep tumors everywhere around the map, burrow creep tumors on his expo, Burrow creep tumors in or near his base, Burrow Creep Tumors near his choke, Burrow 2 creep tumors on his expo far enough from each other so that he requires 2 scans to take them both out. Just burrow as many creep tumors, as close to him, as he allows you to. That will force him to ravens or waste scans. Best of all, you will get a lot of good intel from the creep vision and the movement of overlords. If he decides to go for vikings, support with hydras/mutas or just spread creep tumors somewhere else. Whatever you do, Keep Macroing and JUST SPREAD CREEP TUMORS AND NEVER STOP. You'll be surprised at how fast you can spread creep vision in the entire map with 2 puny queens.
"When in doubt, ATTACK!" George S. Patton
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