|
Most zerg's spell casters are about as useful as a sentry who is only able to cast hallucination. Damn, right about now I'd take a sentry who can only cast hallucination for zerg.... 
But srsly, the presence of only 1 combat-centric specialist unit for Zerg is pretty damning. Infested Terrans are nice for getting tanks to splash friendlies, and maybe for cute mineral line harass, but beyond that it's not super useful given the time it takes for them to hatch. Fungal Growth is pretty awesome.
Neural Parasite used to be worth the research cost, but now I only get it if in very particular situations, like a tank line with no detection (rare), or mass thors. It's not very useful vs collosi as these are usually surrounded by stalkers, which devastate infestors. It's not even worth it against BCs or lolcarriers because corruptors work better and last time I checked, and MC'd carrier's interceptors remain hostile. WTF?
Compare that to Snipe, Cloak, Nuke, EMP, Hunter-Seeker Missle, PDD, Autoturrets, Psi Storm, Feedback, Forcefield, Guardian Shield, etc. Yikes.
|
On August 11 2010 03:32 muse5187 wrote:Show nested quote +On August 11 2010 03:30 shlomo wrote:On August 11 2010 03:25 sikyon wrote:Maybe if you built more than 1 queen to help fight off early agression or spawn those creep tumors or defeat air harass you'd know this is true. Queens are dirt cheap and outstanding at defense for their price. The only downside to making them is that you can't go offensive with them (not like you can be that offensive with roaches without speed, and if you're just making lings you have surplus minerals) and they delay the lair  Oh so the only downside is that they keep you in the stone age longer? Thanks for your fantastic insight, I really needed your bronze league tips to playing Zerg. I still think my suggestion slightly alleviates Zerg early game issues and makes the Queen a more interesting unit. But hey, you're just interesting in spamming "its fine l2p", so have fun with that, you are cool. There are plenty of downsides to making more queens. Namely, they don't help you when you need to fight outside of your base (woo for more defensive/reactionary play!), they delay your expo and/or lair, and 99% of the time more tumors is still better than "saving up" mana for transfusion (which makes it a rather uninteresting ability). Oh really? What brought you to that intelligent conclusion?
Creep tumor, 25 energy, gives all zerg ground units a movement speed bonus. Transfusion, 50 energy, gives ONE zerg unit/structure around 100 hp.
Meanwhile, the only zerg unit in the early game that has over 100 hp is the roach and the queen. The only time you need transfuse is in the early game because I can just remake that ultralisk in a whiff if I wanted to.
|
On August 11 2010 03:33 muse5187 wrote:Show nested quote +On August 11 2010 03:32 Chaosvuistje wrote:On August 11 2010 03:30 muse5187 wrote:On August 11 2010 03:29 Spawkuring wrote:On August 11 2010 03:16 muse5187 wrote:On August 11 2010 03:09 Ronald_McD wrote: Zerg is just utterly boring to me in SC2
Me and a few others I know who played Zerg in SC1 felt almost forced to switch to a new race. Zerg just didn't get any of the cool new unit ideas that Protoss and Terran did. I LOVE the sentry for example.
Zerg has 1 single spellcaster. Their gameplay is just so linear, and not the same harass orientated and sneaky gameplay style as it was in SC1. They have very few options for viable openings and transitions, and ZvZ is just such a mess ever since the roach nerf.
I could never be more happy switching over to Protoss (Something I never would have done in SC1) zerg has more than one spellcaster... Queens and Overseers barely count as spellcasters though. Queens are pretty much mobile buildings with one situational spell (transfusion) that is rarely used due to poor speed. The Overseer's Changelings are very lousy scouts compared to the other races, and while building corruption is a great ability, you need multiple Overseers to get any real use out of it, and 100 gas a pop is just way too expensive in SC2. The Infestor is the only real caster, but it lacks the synergy of the Defiler since it doesn't have Dark Swarm. Defilers had an amazing impact on the game due to their abilities making melee units viable, and the Infestor is not nearly as interesting. Neural Parasite is useful but boring, and Infested Terran is an dreadfully dull spell that only exists because Blizzard wanted to shoe-horn in lore about Infestors eating marines. Nothing you posted changes the fact that zerg has more than one spell caster. How does the number of spellcasters impact the game when none of them actually does anything significant? Where did I say it changes the game? I see that you read what you want to see. I simply stated zerg has more than one spell caster, and if you disagree you're obviously wrong.
So in other words all you care about is getting the semantic victory? How does that help this discussion or the quality of the game in any way?
|
On August 11 2010 03:35 muse5187 wrote:Show nested quote +On August 11 2010 03:33 shlomo wrote:On August 11 2010 03:32 muse5187 wrote:On August 11 2010 03:30 shlomo wrote:On August 11 2010 03:25 sikyon wrote:Maybe if you built more than 1 queen to help fight off early agression or spawn those creep tumors or defeat air harass you'd know this is true. Queens are dirt cheap and outstanding at defense for their price. The only downside to making them is that you can't go offensive with them (not like you can be that offensive with roaches without speed, and if you're just making lings you have surplus minerals) and they delay the lair  Oh so the only downside is that they keep you in the stone age longer? Thanks for your fantastic insight, I really needed your bronze league tips to playing Zerg. I still think my suggestion slightly alleviates Zerg early game issues and makes the Queen a more interesting unit. But hey, you're just interesting in spamming "its fine l2p", so have fun with that, you are cool. There are plenty of downsides to making more queens. Namely, they don't help you when you need to fight outside of your base (woo for more defensive/reactionary play!), they delay your expo and/or lair, and 99% of the time more tumors is still better than "saving up" mana for transfusion (which makes it a rather uninteresting ability). Oh really? What brought you to that intelligent conclusion? Actually playing the game above silver league. YES! Having a fraction of the larva you can have to get some creep is always the best choice, no wonder you are here crying about zerg! The fact is inject should most def. be prioritized above creep tumor...
? I said tumors were better than saving up for transfusion 99% of the time, not inject larva. Can you not read? Why are you even posting here?
But thanks for the protips really.
|
On August 11 2010 03:36 Spawkuring wrote:Show nested quote +On August 11 2010 03:33 muse5187 wrote:On August 11 2010 03:32 Chaosvuistje wrote:On August 11 2010 03:30 muse5187 wrote:On August 11 2010 03:29 Spawkuring wrote:On August 11 2010 03:16 muse5187 wrote:On August 11 2010 03:09 Ronald_McD wrote: Zerg is just utterly boring to me in SC2
Me and a few others I know who played Zerg in SC1 felt almost forced to switch to a new race. Zerg just didn't get any of the cool new unit ideas that Protoss and Terran did. I LOVE the sentry for example.
Zerg has 1 single spellcaster. Their gameplay is just so linear, and not the same harass orientated and sneaky gameplay style as it was in SC1. They have very few options for viable openings and transitions, and ZvZ is just such a mess ever since the roach nerf.
I could never be more happy switching over to Protoss (Something I never would have done in SC1) zerg has more than one spellcaster... Queens and Overseers barely count as spellcasters though. Queens are pretty much mobile buildings with one situational spell (transfusion) that is rarely used due to poor speed. The Overseer's Changelings are very lousy scouts compared to the other races, and while building corruption is a great ability, you need multiple Overseers to get any real use out of it, and 100 gas a pop is just way too expensive in SC2. The Infestor is the only real caster, but it lacks the synergy of the Defiler since it doesn't have Dark Swarm. Defilers had an amazing impact on the game due to their abilities making melee units viable, and the Infestor is not nearly as interesting. Neural Parasite is useful but boring, and Infested Terran is an dreadfully dull spell that only exists because Blizzard wanted to shoe-horn in lore about Infestors eating marines. Nothing you posted changes the fact that zerg has more than one spell caster. How does the number of spellcasters impact the game when none of them actually does anything significant? Where did I say it changes the game? I see that you read what you want to see. I simply stated zerg has more than one spell caster, and if you disagree you're obviously wrong. So in other words all you care about is getting the semantic victory? How does that help this discussion or the quality of the game in any way?
No all I care about is people not putting words in my mouth for no reason other than to "prove me wrong".
|
On August 11 2010 03:30 muse5187 wrote:Show nested quote +On August 11 2010 03:29 Spawkuring wrote:On August 11 2010 03:16 muse5187 wrote:On August 11 2010 03:09 Ronald_McD wrote: Zerg is just utterly boring to me in SC2
Me and a few others I know who played Zerg in SC1 felt almost forced to switch to a new race. Zerg just didn't get any of the cool new unit ideas that Protoss and Terran did. I LOVE the sentry for example.
Zerg has 1 single spellcaster. Their gameplay is just so linear, and not the same harass orientated and sneaky gameplay style as it was in SC1. They have very few options for viable openings and transitions, and ZvZ is just such a mess ever since the roach nerf.
I could never be more happy switching over to Protoss (Something I never would have done in SC1) zerg has more than one spellcaster... Queens and Overseers barely count as spellcasters though. Queens are pretty much mobile buildings with one situational spell (transfusion) that is rarely used due to poor speed. The Overseer's Changelings are very lousy scouts compared to the other races, and while building corruption is a great ability, you need multiple Overseers to get any real use out of it, and 100 gas a pop is just way too expensive in SC2. The Infestor is the only real caster, but it lacks the synergy of the Defiler since it doesn't have Dark Swarm. Defilers had an amazing impact on the game due to their abilities making melee units viable, and the Infestor is not nearly as interesting. Neural Parasite is useful but boring, and Infested Terran is an dreadfully dull spell that only exists because Blizzard wanted to shoe-horn in lore about Infestors eating marines. Nothing you posted changes the fact that zerg has more than one spell caster.
"Zerg needs to have more then one combat spell caster"
now stfu ok?
|
On August 11 2010 03:37 shlomo wrote:Show nested quote +On August 11 2010 03:35 muse5187 wrote:On August 11 2010 03:33 shlomo wrote:On August 11 2010 03:32 muse5187 wrote:On August 11 2010 03:30 shlomo wrote:On August 11 2010 03:25 sikyon wrote:Maybe if you built more than 1 queen to help fight off early agression or spawn those creep tumors or defeat air harass you'd know this is true. Queens are dirt cheap and outstanding at defense for their price. The only downside to making them is that you can't go offensive with them (not like you can be that offensive with roaches without speed, and if you're just making lings you have surplus minerals) and they delay the lair  Oh so the only downside is that they keep you in the stone age longer? Thanks for your fantastic insight, I really needed your bronze league tips to playing Zerg. I still think my suggestion slightly alleviates Zerg early game issues and makes the Queen a more interesting unit. But hey, you're just interesting in spamming "its fine l2p", so have fun with that, you are cool. There are plenty of downsides to making more queens. Namely, they don't help you when you need to fight outside of your base (woo for more defensive/reactionary play!), they delay your expo and/or lair, and 99% of the time more tumors is still better than "saving up" mana for transfusion (which makes it a rather uninteresting ability). Oh really? What brought you to that intelligent conclusion? Actually playing the game above silver league. YES! Having a fraction of the larva you can have to get some creep is always the best choice, no wonder you are here crying about zerg! The fact is inject should most def. be prioritized above creep tumor... ? I said tumors were better than saving up for transfusion 99% of the time, not inject larva. Can you not read? Why are you even posting here? But thanks for the protips really.
lol it says transfussion after you edited it...
|
On August 11 2010 03:37 muse5187 wrote:Show nested quote +On August 11 2010 03:36 Spawkuring wrote:On August 11 2010 03:33 muse5187 wrote:On August 11 2010 03:32 Chaosvuistje wrote:On August 11 2010 03:30 muse5187 wrote:On August 11 2010 03:29 Spawkuring wrote:On August 11 2010 03:16 muse5187 wrote:On August 11 2010 03:09 Ronald_McD wrote: Zerg is just utterly boring to me in SC2
Me and a few others I know who played Zerg in SC1 felt almost forced to switch to a new race. Zerg just didn't get any of the cool new unit ideas that Protoss and Terran did. I LOVE the sentry for example.
Zerg has 1 single spellcaster. Their gameplay is just so linear, and not the same harass orientated and sneaky gameplay style as it was in SC1. They have very few options for viable openings and transitions, and ZvZ is just such a mess ever since the roach nerf.
I could never be more happy switching over to Protoss (Something I never would have done in SC1) zerg has more than one spellcaster... Queens and Overseers barely count as spellcasters though. Queens are pretty much mobile buildings with one situational spell (transfusion) that is rarely used due to poor speed. The Overseer's Changelings are very lousy scouts compared to the other races, and while building corruption is a great ability, you need multiple Overseers to get any real use out of it, and 100 gas a pop is just way too expensive in SC2. The Infestor is the only real caster, but it lacks the synergy of the Defiler since it doesn't have Dark Swarm. Defilers had an amazing impact on the game due to their abilities making melee units viable, and the Infestor is not nearly as interesting. Neural Parasite is useful but boring, and Infested Terran is an dreadfully dull spell that only exists because Blizzard wanted to shoe-horn in lore about Infestors eating marines. Nothing you posted changes the fact that zerg has more than one spell caster. How does the number of spellcasters impact the game when none of them actually does anything significant? Where did I say it changes the game? I see that you read what you want to see. I simply stated zerg has more than one spell caster, and if you disagree you're obviously wrong. So in other words all you care about is getting the semantic victory? How does that help this discussion or the quality of the game in any way? No all I care about is people not putting words in my mouth for no reason other than to "prove me wrong".
I think everybody else understood what they really meant by "zerg has only one spellcaster" without you trying to nitpick it like Johnny Cochran.
|
To quote Day9:
"There is no value in being right in an argument on the internet."
Just wanted to throw that out there.
BTW, Day[9] is basically Jesus and you should hang on every word he says......and pray to him.
|
On August 11 2010 03:40 andrewlt wrote:Show nested quote +On August 11 2010 03:37 muse5187 wrote:On August 11 2010 03:36 Spawkuring wrote:On August 11 2010 03:33 muse5187 wrote:On August 11 2010 03:32 Chaosvuistje wrote:On August 11 2010 03:30 muse5187 wrote:On August 11 2010 03:29 Spawkuring wrote:On August 11 2010 03:16 muse5187 wrote:On August 11 2010 03:09 Ronald_McD wrote: Zerg is just utterly boring to me in SC2
Me and a few others I know who played Zerg in SC1 felt almost forced to switch to a new race. Zerg just didn't get any of the cool new unit ideas that Protoss and Terran did. I LOVE the sentry for example.
Zerg has 1 single spellcaster. Their gameplay is just so linear, and not the same harass orientated and sneaky gameplay style as it was in SC1. They have very few options for viable openings and transitions, and ZvZ is just such a mess ever since the roach nerf.
I could never be more happy switching over to Protoss (Something I never would have done in SC1) zerg has more than one spellcaster... Queens and Overseers barely count as spellcasters though. Queens are pretty much mobile buildings with one situational spell (transfusion) that is rarely used due to poor speed. The Overseer's Changelings are very lousy scouts compared to the other races, and while building corruption is a great ability, you need multiple Overseers to get any real use out of it, and 100 gas a pop is just way too expensive in SC2. The Infestor is the only real caster, but it lacks the synergy of the Defiler since it doesn't have Dark Swarm. Defilers had an amazing impact on the game due to their abilities making melee units viable, and the Infestor is not nearly as interesting. Neural Parasite is useful but boring, and Infested Terran is an dreadfully dull spell that only exists because Blizzard wanted to shoe-horn in lore about Infestors eating marines. Nothing you posted changes the fact that zerg has more than one spell caster. How does the number of spellcasters impact the game when none of them actually does anything significant? Where did I say it changes the game? I see that you read what you want to see. I simply stated zerg has more than one spell caster, and if you disagree you're obviously wrong. So in other words all you care about is getting the semantic victory? How does that help this discussion or the quality of the game in any way? No all I care about is people not putting words in my mouth for no reason other than to "prove me wrong". I think everybody else understood what they really meant by "zerg has only one spellcaster" without you trying to nitpick it like Johnny Cochran.
jeez the crybabies like to gangbang. You say one thing about zerg being fun and its like a swarm of zerglings.
|
Rofl muse actually went back to edit his posts to claim I was talking about inject (mods can check).
Pro troll..
|
On August 11 2010 03:37 shlomo wrote:Show nested quote +On August 11 2010 03:35 muse5187 wrote:On August 11 2010 03:33 shlomo wrote:On August 11 2010 03:32 muse5187 wrote:On August 11 2010 03:30 shlomo wrote:On August 11 2010 03:25 sikyon wrote:Maybe if you built more than 1 queen to help fight off early agression or spawn those creep tumors or defeat air harass you'd know this is true. Queens are dirt cheap and outstanding at defense for their price. The only downside to making them is that you can't go offensive with them (not like you can be that offensive with roaches without speed, and if you're just making lings you have surplus minerals) and they delay the lair  Oh so the only downside is that they keep you in the stone age longer? Thanks for your fantastic insight, I really needed your bronze league tips to playing Zerg. I still think my suggestion slightly alleviates Zerg early game issues and makes the Queen a more interesting unit. But hey, you're just interesting in spamming "its fine l2p", so have fun with that, you are cool. There are plenty of downsides to making more queens. Namely, they don't help you when you need to fight outside of your base (woo for more defensive/reactionary play!), they delay your expo and/or lair, and 99% of the time more tumors is still better than "saving up" mana for transfusion (which makes it a rather uninteresting ability). Oh really? What brought you to that intelligent conclusion? Actually playing the game above silver league. YES! Having a fraction of the larva you can have to get some creep is always the best choice, no wonder you are here crying about zerg! The fact is inject should most def. be prioritized above creep tumor... ? I said tumors were better than saving up for transfusion 99% of the time, not inject larva. Can you not read? Why are you even posting here? But thanks for the protips really. Okay I have no idea who is trolling who.
|
On August 11 2010 03:44 teamsolid wrote:Show nested quote +On August 11 2010 03:37 shlomo wrote:On August 11 2010 03:35 muse5187 wrote:On August 11 2010 03:33 shlomo wrote:On August 11 2010 03:32 muse5187 wrote:On August 11 2010 03:30 shlomo wrote:On August 11 2010 03:25 sikyon wrote:Maybe if you built more than 1 queen to help fight off early agression or spawn those creep tumors or defeat air harass you'd know this is true. Queens are dirt cheap and outstanding at defense for their price. The only downside to making them is that you can't go offensive with them (not like you can be that offensive with roaches without speed, and if you're just making lings you have surplus minerals) and they delay the lair  Oh so the only downside is that they keep you in the stone age longer? Thanks for your fantastic insight, I really needed your bronze league tips to playing Zerg. I still think my suggestion slightly alleviates Zerg early game issues and makes the Queen a more interesting unit. But hey, you're just interesting in spamming "its fine l2p", so have fun with that, you are cool. There are plenty of downsides to making more queens. Namely, they don't help you when you need to fight outside of your base (woo for more defensive/reactionary play!), they delay your expo and/or lair, and 99% of the time more tumors is still better than "saving up" mana for transfusion (which makes it a rather uninteresting ability). Oh really? What brought you to that intelligent conclusion? Actually playing the game above silver league. YES! Having a fraction of the larva you can have to get some creep is always the best choice, no wonder you are here crying about zerg! The fact is inject should most def. be prioritized above creep tumor... ? I said tumors were better than saving up for transfusion 99% of the time, not inject larva. Can you not read? Why are you even posting here? But thanks for the protips really. lolol, ninja edit and then being a smart ass about it
Yup cept he did the ninja edit. lol.
Edit: read Chaosvuistje's post a little above. You have the original version there, quoted by Muse himself. ROFL.
|
The same harass and sneak attack style is how Zerg wins games in SC2. The only idiots that complain about Z are the ones that try to trade armies and get smashed by Colossi or Tanks.
They aren't trying to "gangbang" you. You can't just throw shit out of your ass and expect to not have anyone disagree. Opinions, contrary to popular belief, are not sacred.
|
On August 11 2010 00:08 SpaceYeti wrote: So, the question is, why do less players prefer Zerg as their race, and why is this magnified in team games? Is Zerg harder to learn? less interesting to play? underpowered? Thoughts? How does this inform current Zerg players in terms of strategy?
My experience is as follows, it is a highly subjective point of view.
It is easy why it is magnified in team battles. Consider the problems a zerg has in a 200/200 battle in 1v1 prior to tier 3. They have to flank, they have to ambush and so on. Now in a 2v2 you have a twice as large ball, which means more fire when you are coming in and twice the detection of your flanking. You also have to guard any possible expansions against more variants of harass units.
This gets worse as you go up to 4v4, what unit does zerg have that can reach and fire upon a dual person siege line? Air units, which the other two counter since air to ground prior to tier 3 can be pretty cheaply countered. You now have no viable tier 2 units while you are getting pushed. Zerg also lacks the truly cheesy units that can turn a game (if you exclude mutalisks), things like reapers, void rays, dts, motherships (very good in larger games due to vortex, even if it dies almost directly) siege tanks. Things like banelings will most often not reach the balls due to the amount of firepower on the field.
I honestly don't see any viable strategy for zerg in a team game that doesn't involve a fast pool, fast baneling for a bust or mutalisks. The problems in a straight up fight they have just get worse as you increase the size of the balls and lines.
Terran is probably the best race in team games, provided you play on a fortress map, which most are. They can wall, they have a cheap anti air unit, they have built in detection, somebody should have energy when you have multiple people, the balls reach critical size easily, siege tanks are just not funny with their splash as amount of units go up. They can cheese with early reapers and bunkers, banshees and harass with hellions or medivac drops if they go mmm. They have BC if things go too far and it is hard to break a siege line on a fortress map since there is so much anti air from the team mates that one doing siege doesn't make it as weak against air as is normal.
Protoss has their colossus and storm for team battles along with some nice tech rushes they can do. Zerg doesn't even bring that, infestor has a nice aoe damage, but they lack the means to back that up prior to tier 3.
|
The trolling and finger pointing needs to end.
Another poster brought up a good point about Zerg having to deal with an additional resource: Larva. This makes it less noob friendly because it's not as readily apparent that it's something you need to manage and it does make or break a Zerg players' builds.
EDIT: Like the points in post above me. Hadn't considered the effects that more players in the game has on trying to flank, etc.
|
On August 11 2010 03:47 Klamity wrote: The same harass and sneak attack style is how Zerg wins games in SC2. The only idiots that complain about Z are the ones that try to trade armies and get smashed by Colossi or Tanks.
^^ has never played zerg.
|
Just sayin, the on thing that would go a long way towards fixing zerg right now is larger maps. Twilight council sized rush distances. Suddenly it goes from zerg being passive to terran playing find the nydus worm every time he tries to move out.
If larger maps were introduced to the map pool, I think z win percentages would raise drastically. Maybe P too with their warp prisms/gates.
|
I tried to play zerg. The reasons why I quit were:
The spawn larva ability on a 30 second cooldown was annoying. You can't save it up so you have to be right on time. Being late makes you feel all bad inside.
Spreading creep reminds me of vacuuming--it sure isn't fun to do.
So basically, you have two "chore-like" macro duties. Meanwhile, mules and chronoboost are fun--woot more minerals, woot faster fast stuff! Talk about immediate reinforcement. Not to mention scans and unsupply blocking yourself. Again immediate reward.
-- So you live with the tedium and what do you get? A race that has to be on the ball all of the time. If you don't scout properly you have the wrong units or the wrong amount at the wrong time. And because you can't wall--off a small mistake is very unforgiving. Like if your roaches don't block your ramp right and 2 hellions wheel on through. When you're learning you get a lot of bad loses. As a terran you can avoid a lot of these with a wall and more robust basic builds.
-- So why would I return to zerg? If you play them perfectly, they can control an opponent and give you the greatest sense of satisfaction. They are not a weak race they just require a higher degree of flawless play which is then rewarded.
Its too bad the two macro mechanics are so annoying, or I'd give it another go.
|
Im a low-mid zerg diamond player. Im gonna stick with the race regardless of the bad perception on zerg because im a 1 character/class/race type of guy for all games. Im not even gonna speak of imbalance since I dont play at a level that should be considered for balance. Maybe its because I was a SF4 player and I dont care that rufus is suppose to be a top tier character in high level play because majority of players online play him at a low level. SF4 doesnt cater to low level players.
However as a low-mid diamond player, I feel like zerg is not only lacking diversity which is a major turnoff. They lack the game changing units like collosus or thor/seige tanks that can completely change the tide of the battle if used correctly.
As a Zerg player, it can be extremely frustrating watching replays where you lose when you feel like you deserved to win. Zerg as a race feels like poker where the better player wins majority of the time but sometimes you just get a bad beat. Its like the other 2 races are bad players who go all in with 2-7 and your holding AA and you still lose. You'll scout your opponent, do impressive macroing, do everything right for the first 15 min. Then in the last 2 min of the game, he comes in with tier 2.5/3 units b4 you reach tier 3 and just destroys you. How easy is it to seige up or micro collosus? Its pretty damn easy. When looking at replays, yes I could of done many things that would of won me the game instead of losing. However looking at my opponent though, it looks like he was probably eating potato chips and scratching his ass too while making ton more mistakes than me yet still won.
Every moment as a zerg player Im at the edge, whether it be a 4 rax early mass marine to 2 gate into voidray or robo. Every push could end the game for me yet each time I defend I only get a slight advantage because I have no defender's advantage and had to sacrifice my own tech and econ to defend.
|
|
|
|
|
|