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Hold on, what the hell. This whole thread is such a lie.
It's not a zerg only problem. Nobody can break walls with t1. None of the races can do crap against a proper wall off.
1. Protoss/Terran armies can still be split by forcefield 2. Marauders/tanks/bunkers kill any race trying to break the wall
= Death if you attack his wall
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On September 09 2010 10:25 kickinhead wrote: I blame 4 Factors for Zerg being the "passive" or "reactive" Race in SC2, at least earlier on in the game.
Creep Mechanic/Units too slow off-creep Well, pretty self-explanatory I guess: Roaches, Hydras etc. are just too slow off-creep, which makes the creep-mechanic more of a defensive ability, at least earlier in the game.
Wall-in's/Force-Fields Zerg just is not able to take advantage of one of their few fast Units, the Speedling, because runby's, backstabs etc. are a thing of the past thanks to IMBA force-fields on the ramp or wall-in's. Because of that, early pressure by the other races often cannot be punished, which effectively turns attacks that should be all-in's (and are as powerful as all-in's), into pretty solid BO's (4 warpgate-push is the best example IMHO), because Zerg can't counterattack nor backstab the opponent when his army moves out.
Bad T1/T1.5 ranged Units With roaches being the only ranged T1-Unit, that is extremely slow off-creep and only has 3 range, you simply can't punish the opponent for walling in. You should be able to attack a wall-in if you choose to go for an aggressive strategy, like Hydras could in SC:BW. This way the wall-in would hinder the opponents own Units from attacking down the ramp and would therefore at least have 1 disadvantage. Against all the other races, I just would not recommend walling in, cuz as soon as stuff like Marauders, Stalkers, immortals etc. have vision up the cliff, your wall-in get's torn down. This especially makes counterattacks abolutely bad. Even at T2 with the Hydra, the slow movement-speed of 'em will make a counterattack up the ramp futile.
Zerglings being too weak With Zerglings doing very low DPS compared to other T1/T1.5-Units, having no range, no Armor, very few health etc, Zerg is just always on the back-foot early on. The other Races have very strong Units and different builds early on against which Zerglings almost always loose (forward 2-gate Zealots, Reapers, Hellions). Because of that, you pretty much have to rely on the "defenders-advantage" (faster reinforcement, faster on creep, having queens to help out or even the drones etc.) to have any chance of surviving the early-game. Zerglings can't even backstab anymore to force the opponent to retreat when attacking early, as described above. If that's not enough: Zerglings are just sooo bad at destroying destructable rocks, so even on Maps like Blistering/Kulas, Counterattacking/Backstabbing with Zerglings is extremely hard to do.
I agree with everything this man said. Heed the wisdom.
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On September 10 2010 03:45 ToxNub wrote: Hold on, what the hell. This whole thread is such a lie.
It's not a zerg only problem. Nobody can break walls with t1. None of the races can do crap against a proper wall off.
1. Protoss/Terran armies can still be split by forcefield 2. Marauders/tanks/bunkers kill any race trying to break the wall
= Death if you attack his wall
I'm pretty sure the idea of the thread is that the zerg can't wall off, or forcefield, or park bunkers, which makes them unable to turtle in the same regard - but that they're also not able to do any damage early-game and are forced to be on the defensive until the mid-game or later.
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I am curious, if the creep mechanic never existed. Would you guys still complain about the speed of Zerg?
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On September 10 2010 04:00 ThePowerHour wrote:Show nested quote +On September 10 2010 03:45 ToxNub wrote: Hold on, what the hell. This whole thread is such a lie.
It's not a zerg only problem. Nobody can break walls with t1. None of the races can do crap against a proper wall off.
1. Protoss/Terran armies can still be split by forcefield 2. Marauders/tanks/bunkers kill any race trying to break the wall
= Death if you attack his wall
I'm pretty sure the idea of the thread is that the zerg can't wall off, or forcefield, or park bunkers, which makes them unable to turtle in the same regard - but that they're also not able to do any damage early-game and are forced to be on the defensive until the mid-game or later.
No, I'm pretty sure he was talking about being able to be aggressive against wall offs. That's why he mentioned stalkers and marauders. My point is that nobody can be very aggressive against wall offs, not even with those units.
As for the argument that zerg doesn't have the same option, that's not really true. Spine crawlers make awesome static d if he wants to turtle/tech/drone. Not to mention that these can all be rearranged later on as he sees fit. It's pretty common to see a FE + 3-4 spines.
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If you can't break it, then you don't need to. The game is meant balanced at the highest level of play, and it should stay that way. The pros have better understanding of what to do when the opponent walls off, have better sense of scouting, predicting using the slightest clues, and how to react and predict timing attacks, then how to properly counter them.
The ability to break a wall and flood units through is simply an advantage, or an edge to exploit, but it is not a disadvantage.
Now the question is how do the lesser skilled players should react to unbreakable walls? There are many answers, the most common one would be to build a better macro, and demolish the eventual timing attack. Others will tell you to use gimmicks like fast mutas, nydus worm, drops, etc. But imo, what it really comes down is to practice, experiment, and find one solution that you feel comfortable doing, and be good at it. Then you can move on and try other things.
I'm only a 600-700 diamond zerg (which is somewhat relevant since we're talking about lower level plays in this thread) and I have a specific BO for both Terran and Protoss if I find them walling off.
ZvP, I almost always 5 roach rush expand. It wins me the game if opponent isn't prepared, and if I can't flood units in, I simply back off and go on with droning, and wait for the protoss aggression. as soon as they leave their base and kill my ling that i've promptly placed near nat, or mid map, I flood in my speedlings, forcing my opponent (most of the time) to pull back and defend their probes. This buys me time to macro up units to properly deal with the push
In ZvT, research burrow and place baneling mines near the ramp/nat. add an unburrowed ling near by, for warning, and if performed well, you'll demolish their push, and Terran will retreat back and turtle more. I do some variations of this (sometimes just plain old baneling bust if situation is looking favorable), but this is the basic idea.
Zerg aggression isn't limited breaking walls and flood units in. If you can't pressure by breaking walls, try another form aggression, such as wait and counter attack.
What I believe zerg is lacking is the ability to properly scout in tier1 (which consist of most my losses), but that's another topic to discuss about.
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On September 09 2010 17:22 David Dark wrote: wait... wait... wait a minute...
so being able to force terran to wall in with all his units and keep him in his base so you can do whatever you want all over the map just because you have 6 zerglings is not considered as being aggressive?
No. It's not. Because it doesn't hurt the Terran in any way to do this.
He doesn't lose map control, because Reapers/Banshees can easily go wherever they want. If the Terran wants to move onto the map and harass, they can. And there's not much the Zerg can do about it.
On September 09 2010 17:38 Rabiator wrote:
Well maybe you might want to try to be VERY DEFENSIVE instead of trying the impossible?
Fine: Give Zerg the tools necessary to play defensively. They don't have that right now. They have expensive defensive buildings. And their enemies have building-wreckers like Reapers that can slaughter them. They have a few melee units, which suck at defense.
If you're going to have a race be defensive, you have to give them stuff to be defensive with.
On September 10 2010 02:47 Cheerio wrote: 1) Zerg agression early game is limited. 2) It is not the problem that there is no 5-range unit in t1 for zerg. In tvz the terran will just bunker behind the wall and all ranged unit threat is nulified. In pvz protoss has forcefield threat so you cant bust his ramp so easily even with ranged units. The problem is that zergs cannot wall in themselves which leads early game agression very much one sided.
Zergs can wall themselves in. Just use a Hatchery+Spine Crawler.
No, the problem is that wall-in doesn't matter. Because Reapers don't care about walls.
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burrow needs to be buffed. to be able to go under buildings that can lift off and made to be available at T1. they nerfed burrow down to a "cloak" except burrowed units cannot attack and are very much at risk of counter attack if detected. it would really slow down these powerful "openers" that are available because the terran would have to worry about what they cant see, and with the 5rax or even 3rax build your only detection is a scan which you would rather be using for mules.
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^ Burrow needs to be USED... I often let games vs. zerg go into mid game on purpose, and I rarely see diversity in a zerg army(usually just piles of roaches or piles of hydras). Zerg need to remember that rushing to utlralisk or brood lords is not an auto win and that having a balanced army with a few casters can be quite powerful. All of this is quite expected though as zerg do not seem to make it to mid game very often.... and when they do I am sure they have to manually click the fungal growth spell on the screen with the cursor. 1a click won't cut if for the race anymore. Some day they will get there.
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On September 10 2010 06:44 Rabbet wrote: ^ Burrow needs to be USED... I often let games vs. zerg go into mid game on purpose, and I rarely see diversity in a zerg army(usually just piles of roaches or piles of hydras). Zerg need to remember that rushing to utlralisk or brood lords is not an auto win and that having a balanced army with a few casters can be quite powerful. All of this is quite expected though as zerg do not seem to make it to mid game very often.... and when they do I am sure they have to manually click the fungal growth spell on the screen with the cursor. 1a click won't cut if for the race anymore. Some day they will get there.
Yep, all those shitty, clueless Zerg players who have reached the same level as you using a race that is almost universally considered to be both weaker and harder to play...
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On September 10 2010 07:02 cuppatea wrote:Show nested quote +On September 10 2010 06:44 Rabbet wrote: ^ Burrow needs to be USED... I often let games vs. zerg go into mid game on purpose, and I rarely see diversity in a zerg army(usually just piles of roaches or piles of hydras). Zerg need to remember that rushing to utlralisk or brood lords is not an auto win and that having a balanced army with a few casters can be quite powerful. All of this is quite expected though as zerg do not seem to make it to mid game very often.... and when they do I am sure they have to manually click the fungal growth spell on the screen with the cursor. 1a click won't cut if for the race anymore. Some day they will get there.
Yep, all those shitty, clueless Zerg players who have reached the same level as you using a race that is almost universally considered to be both weaker and harder to play...
By the zerg players themselves 
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Well written. As a Zerg player, I entirely agree.
You know, unless the Terran player techs up to Siege Tanks or scans me (which happens quite frequently, actually now that I think about it) the Baneling Bust can be quite effective- but if I get scouted (which Terran can easily do, instantly), it's all over.
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United States22154 Posts
Everyone keeps complaining about reapers, if only zerg had some kind of flying unit that they had to get anyway and that could be placed around the base to spot for the reapers and some small cheap unit that is fast on creep and could move to the position where the reapers are going to jump to surround them when they arrive and slaughter them...
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On September 10 2010 08:50 GMarshal wrote: Everyone keeps complaining about reapers, if only zerg had some kind of flying unit that they had to get anyway and that could be placed around the base to spot for the reapers and some small cheap unit that is fast on creep and could move to the position where the reapers are going to jump to surround them when they arrive and slaughter them...
You don't need to jump to attack, Reapers can just fly along the ground to the natural and attack the hatchery making the Zerg player send all his Zerglings there, then they dart back off the creep and kite the lings, forcing the Zerg to invest in Roaches, which then get countered by the transition into M&M.
The true power of 5 Rax Reapers isn't that the Reapers can win the game by themselves, it's how they can damage the Zerg's economy without killing a single Drone, while leaving the Terran economy untouched (and giving him enough minerals to expand safely!) and setting up for a powerful mid-game push without having to build any additional structures.
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walling in is fine and all, it definately should give you an defensive bonus and a feel of security. at the same time you should have a feeling of "damn i have no expo im behind damn hes preparing to get his 3rd, DAMN im behind". but as a T you won`t have this fear cause youre prepairing 1 of 10 BRUTAL timing pushes that either A) kill the zerg or B) cripple the zerg so much that you will be able to get your 1st expansion and be AT LEAST even with the zerg that had 13 minutes COMPLETE CONTROL over the map. there is no logical reason to fast expand as terran, of course its nice and youll get more stuff but its in comparison to an invincible 1 base "ok lets see what we got ... " type of play not viable. T has scan has 4free bunkers. there is nothing a T needs to fear. just nothing until muta. now imagine a zerg 1baseing with some spine crawlers "walling in" in order to tech to i dont know ... something. then you have already lost. that`s fine its the nature of zerg but it cant be the nature of zerg to be harrassed by highspeed hellions coming out of a depot wall or by reapers jumping down a cliff or by banshees flying over the depot and the cliff at the same time with the knowlegde that you can`t punish that terran cost effectively / at all for his funny 1base everythinging. and then you finally reach mutas and fly around. you`ll be able to hurt him no doubt. but if you wanna kill him you need T3. for T3 you need 4 bases+. hes still on 2 bases thinking of getting his 3rd. ... give terrans the need to expand, the need to care about map control. and im not speaking of after 20minutes+.
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United States22154 Posts
On September 10 2010 08:56 archon256 wrote:Show nested quote +On September 10 2010 08:50 GMarshal wrote: Everyone keeps complaining about reapers, if only zerg had some kind of flying unit that they had to get anyway and that could be placed around the base to spot for the reapers and some small cheap unit that is fast on creep and could move to the position where the reapers are going to jump to surround them when they arrive and slaughter them...
You don't need to jump to attack, Reapers can just fly along the ground to the natural and attack the hatchery making the Zerg player send all his Zerglings there, then they dart back off the creep and kite the lings, forcing the Zerg to invest in Roaches, which then get countered by the transition into M&M. The true power of 5 Rax Reapers isn't that the Reapers can win the game by themselves, it's how they can damage the Zerg's economy without killing a single Drone, while leaving the Terran economy untouched (and giving him enough minerals to expand safely!) and setting up for a powerful mid-game push without having to build any additional structures.
I concede the point of this, when I posted I wasn't actually thinking of 5 rax reaper, I was considering smaller numbers, although I would still contest that 4-5 spines and a queen or two with transfuse at the choke to your nat along with the speedlings to counter the cliff jumping should be workable, although as I don't play zerg and generally avoid reapers in my builds I cannot confirm this.
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Its a bit more complicated than just that. Actually, it's a lot more complicated. Walls are not the problem, any BW player can attest to that. The problem for the early game is the ability to wall without sacrificing early aggression. This is the result of maps allowing ridiculously easy walls, and relative weakness of zerglings to the terran reaper/bio, and the protoss zealot.
To wall in in BW as toss you had to open forge (or on some maps with long rush, gateway forge), so zerg could safely just do econ builds (12 hatch standard, even double hatch before pool). Now, toss can wall effectively with dual gates and however any zealots are needed to clog the choke, or a couple of sentries. They can, without issue, do a two gate zealot push and still reap the economic benefits of a fast expand. However, many maps do not accommodate an expo wall off so it's not that big of an issue (defending an expo as toss is reallllly difficult).
Terran can wall off and deny any zerg FE build with reapers. Then they can safely expo in their main and float it off when they feel safe, which can be achieved with a free bunker or PF and autorepair SVCs combined with retarded zergling AI. Turrets with insane DPS, 8 range, 3 armor and repairing SCVs can kill an inordinate amount of mutalisks and protect against drops and burrow-bys. Terran expos are essentially free from all harassment.
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On September 10 2010 09:36 GMarshal wrote:Show nested quote +On September 10 2010 08:56 archon256 wrote:On September 10 2010 08:50 GMarshal wrote: Everyone keeps complaining about reapers, if only zerg had some kind of flying unit that they had to get anyway and that could be placed around the base to spot for the reapers and some small cheap unit that is fast on creep and could move to the position where the reapers are going to jump to surround them when they arrive and slaughter them...
You don't need to jump to attack, Reapers can just fly along the ground to the natural and attack the hatchery making the Zerg player send all his Zerglings there, then they dart back off the creep and kite the lings, forcing the Zerg to invest in Roaches, which then get countered by the transition into M&M. The true power of 5 Rax Reapers isn't that the Reapers can win the game by themselves, it's how they can damage the Zerg's economy without killing a single Drone, while leaving the Terran economy untouched (and giving him enough minerals to expand safely!) and setting up for a powerful mid-game push without having to build any additional structures. I concede the point of this, when I posted I wasn't actually thinking of 5 rax reaper, I was considering smaller numbers, although I would still contest that 4-5 spines and a queen or two with transfuse at the choke to your nat along with the speedlings to counter the cliff jumping should be workable, although as I don't play zerg and generally avoid reapers in my builds I cannot confirm this.
Spine Crawlers are just not good enough. They take too long to build, and when reapers get a critical mass of reapers, they take down spine crawlers so fast. It's not even funny.
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