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[Rant] Zerg need to be ahead in bases - Page 5

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Elevenst
Profile Joined April 2010
Canada249 Posts
November 17 2010 03:36 GMT
#81
ok i agree there is a misconception you don't have to be ahead in bases to win it's just the easiest way to do the thing you need because zerg units are weaker 1 on 1 then other races it requires that you mass them. In an attempt to reproduce what idra once said zerg needs to be ahead in ability to produce units which ofcourse helps if you have the econ however there are other ways of doing this which are more complex for most people to deal with ie. skipping hydra range vs a huge all in so you can get more hydras this is a very real case or skipping ling speed in favour of roaches but that's more vs harass and less vs all ins which would actually result in you losing from 1 mistake rather then just being at a disadvantage. this is atleast what i think and i also think that in the future the zerg will need to be ahead in long macro games because if you stay 3 base vs 3 base against a toss you will get crushed unless the toss is awful or hasn't dealt with the certain thing you are throwing at them.
Heat-on
Profile Joined November 2010
United States5 Posts
November 17 2010 03:38 GMT
#82
Normally when I play I try to stay 1 ahead in my number of bases but then one extra i have normally is just used for gas until another mineral field runs dry. Zerg units require more gas than other races and staying "1 base ahead" gets more gas to even your army out compared to the others.
Hydralisks are the worst unit ever. Never make them! - Kugar
Cambam
Profile Blog Joined September 2010
United States360 Posts
November 17 2010 03:39 GMT
#83
On November 17 2010 12:29 SichuanPanda wrote:
I think the point the OP is trying to make is don't feel like you 100% must always expand to a third base sometime close to when Terran or Protoss take their second. Essentially one should expand to a third for the right reasons based on many factors. Is the opponent teching up fast or massing infantry units, is the map big or small, are you in position for a timing attack any time soon or not, are you going to need gas intensive units or mineral intensive units to survive? The list really does go on and on, so simply take heed of the addage from BW of 'you must be up one base', in SC2 it is not necessarily the case, oftentimes it still holds true. I have however seen at every skill level Zerg replays where taking the third, or fourth base too soon purely to 'stay +1 bases' actually was a detriment to the Zerg not a benefit.


Beautifully put. Again, I'm mainly trying to say it's very situational and not set in stone that you must be up one base. Most of the time it's a good idea to take an extra base, but there are times when it's detrimental and this mindset is hurting zerg players in those situations. It's also ruining a lot of criticism given to zerg help threads.
terr13
Profile Joined April 2007
United States298 Posts
November 17 2010 03:41 GMT
#84
I think Zerg does need to be ahead in economy to really be able to fight fairly. However, it's not necessarily 1 full base ahead. If a protoss goes early expo, I'm content with just saturating and then trying to harass them, rather than just expanding to a hard to defend third.
Eknoid4
Profile Joined October 2010
United States902 Posts
November 17 2010 03:42 GMT
#85
Zerg should have more bases than they have now if 1) they can get away with establishing those bases and 2) Can't get a win right now.

Satisfy those 2 conditions, and zerg should expand. There is never a reason not to expand if protoss is going to be dumb enough to let you unless you are just so ahead of him already that you can win right now and an extra hatch would just slow that down
If you're mad that someone else is brazenly trumpeting their beliefs with ignorance, perhaps you should be mad that you are doing it too.
Moa
Profile Blog Joined July 2010
United States790 Posts
November 17 2010 03:43 GMT
#86
On November 17 2010 12:39 Cambam wrote:
Show nested quote +
On November 17 2010 12:29 SichuanPanda wrote:
I think the point the OP is trying to make is don't feel like you 100% must always expand to a third base sometime close to when Terran or Protoss take their second. Essentially one should expand to a third for the right reasons based on many factors. Is the opponent teching up fast or massing infantry units, is the map big or small, are you in position for a timing attack any time soon or not, are you going to need gas intensive units or mineral intensive units to survive? The list really does go on and on, so simply take heed of the addage from BW of 'you must be up one base', in SC2 it is not necessarily the case, oftentimes it still holds true. I have however seen at every skill level Zerg replays where taking the third, or fourth base too soon purely to 'stay +1 bases' actually was a detriment to the Zerg not a benefit.


Beautifully put. Again, I'm mainly trying to say it's very situational and not set in stone that you must be up one base. Most of the time it's a good idea to take an extra base, but there are times when it's detrimental and this mindset is hurting zerg players in those situations. It's also ruining a lot of criticism given to zerg help threads.


I get the feeling that either I am misunderstanding what it is to be "1 base ahead" or most people claiming you don't need to be are.

I believe that being 1 base ahead means that you have one more established base than your opponent has. This means that your second base should be up and running meaning with a good degree of saturation as your opponents second is going down. When your opponent has achieved saturation in their second base it is a good time to have your third going up.

Is my definition of what it is to be "1 base ahead" correct? Would your opinion on the subject change if you look at this issue in terms of this definition?
^O^
Silidons
Profile Blog Joined September 2010
United States2813 Posts
Last Edited: 2010-11-17 03:46:41
November 17 2010 03:44 GMT
#87
On November 17 2010 10:42 Amber[LighT] wrote:
Show nested quote +
On November 17 2010 10:41 Cambam wrote:
On November 17 2010 10:32 Ksi wrote:
Other than banelings, Zerg has almost no real hard counter (i.e. situationally cost-effective) units. You try putting an equal cost zerg army vs an equal cost Terran or Protoss army, then tell me Zerg doesn't need to be ahead in bases and resource income.


So you're telling me an equal cost roach/ling army can't beat a gateway army? Or an equal cost roach/hydra army can't beat a gateway army? I agree that once protoss gets to the later tech, it's start getting hard, but what about these early armies?


Equal cost RH or RZ armies will not beat an equal cost gateway unit army (with no upgrades).

Yes they will.

You're saying 12 (300) lings and 5 roaches (375/125) won't beat 3 zealots (300) and 3 stalkers (375/150)?
"God fights on the side with the best artillery." - Napoleon Bonaparte
GinDo
Profile Blog Joined September 2010
3327 Posts
Last Edited: 2010-11-17 03:48:00
November 17 2010 03:45 GMT
#88
Zerg units are weaker and thus they require more. Terran can rely on key compositions and Protoss on key units. Zerg relys on having alot of Crap.

Plus Zerg can expand and defend more easily. Hatches are their production facility(Don't have to build multiple barracks and Gateways). And thier mobile so they can quickly defend.

If you want to work on minimal bases play Protoss or Terran.

Instead of getting mad and ranting, keep practicing on ladder. Dons't matter if you lose. Who cares. Whats a rank? its not like your a proffesional and trying to qualify for Blizzard Tournaments. Be a man and take risks. You'll soon realize you can expand more then you realize.
ⱩŦ ƑⱠẬ$Ħ / ƩǤ ɈƩẬƉØƝǤ [ɌȻ] / ȊṂ.ṂṼⱣ / ẬȻƩɌ.ȊƝƝØṼẬŦȊØƝ / ẬȻƩɌ.ϟȻẬɌⱠƩŦŦ ϟⱠẬɎƩɌϟ ȻⱠẬƝ
Ksi
Profile Joined May 2010
357 Posts
Last Edited: 2010-11-17 03:50:51
November 17 2010 03:46 GMT
#89
On November 17 2010 12:44 Silidons wrote:
Show nested quote +
On November 17 2010 10:42 Amber[LighT] wrote:
On November 17 2010 10:41 Cambam wrote:
On November 17 2010 10:32 Ksi wrote:
Other than banelings, Zerg has almost no real hard counter (i.e. situationally cost-effective) units. You try putting an equal cost zerg army vs an equal cost Terran or Protoss army, then tell me Zerg doesn't need to be ahead in bases and resource income.


So you're telling me an equal cost roach/ling army can't beat a gateway army? Or an equal cost roach/hydra army can't beat a gateway army? I agree that once protoss gets to the later tech, it's start getting hard, but what about these early armies?


Equal cost RH or RZ armies will not beat an equal cost gateway unit army (with no upgrades).

Yes they will.


Even if I disregard the fact that Hydralisks are higher tech than gateway units, yes, Hydra Roach or Roach Ling, or hell, even roach ling hydra WILL lose to pure gateway units cost for cost, even without micro from the Protoss player. The better the Protoss is at using forcefields and guardian shields or abusing terrain, the more it'll tip in the Protoss' favor.
vojnik
Profile Joined October 2010
Macedonia923 Posts
November 17 2010 03:47 GMT
#90
Look at some pro games man seriously and tell me not all zerg that win are ahaid of bases, not hatcheries, of course in-base hatch is good and helps production but the resources needed is really important, you don't have the gas to support for example benelings infestors and mutas on just 2 base gas against an equally skilled terran player and be on par, mutalisks alone are the main reason many players take the 3rd expansion for the extra 2 geysers, and not to mention fast tech switches.
For the swarm!
blade55555
Profile Blog Joined March 2009
United States17423 Posts
November 17 2010 03:49 GMT
#91
Huh I wonder why then at top level play that when 2 good players play and unless zerg is all inning will always lose lol. If you watch high level play tell me in a macro game where the zerg was 2 base (and didn't do some all in timing attack) and win vs a terran/toss with the same amount of bases. You will find none because zerg is soo gas heavy that you need a 3rd base faster then terran/toss.

When I think of something else, something will go here
1Eris1
Profile Joined September 2010
United States5797 Posts
November 17 2010 03:57 GMT
#92
Yes but shouldn't the argument also include that your average protoss/terran unit> zerg unit. In most equal food battles, zerg is going to lose, so they would need slightly more production to keep up.

Sorry if this has already been posted
Known Aliases: Tyragon, Valeric ~MSL Forever, SKT is truly the Superior KT!
Eknoid4
Profile Joined October 2010
United States902 Posts
November 17 2010 04:05 GMT
#93
On November 17 2010 12:46 Ksi wrote:
Show nested quote +
On November 17 2010 12:44 Silidons wrote:
On November 17 2010 10:42 Amber[LighT] wrote:
On November 17 2010 10:41 Cambam wrote:
On November 17 2010 10:32 Ksi wrote:
Other than banelings, Zerg has almost no real hard counter (i.e. situationally cost-effective) units. You try putting an equal cost zerg army vs an equal cost Terran or Protoss army, then tell me Zerg doesn't need to be ahead in bases and resource income.


So you're telling me an equal cost roach/ling army can't beat a gateway army? Or an equal cost roach/hydra army can't beat a gateway army? I agree that once protoss gets to the later tech, it's start getting hard, but what about these early armies?


Equal cost RH or RZ armies will not beat an equal cost gateway unit army (with no upgrades).

Yes they will.


Even if I disregard the fact that Hydralisks are higher tech than gateway units, yes, Hydra Roach or Roach Ling, or hell, even roach ling hydra WILL lose to pure gateway units cost for cost, even without micro from the Protoss player. The better the Protoss is at using forcefields and guardian shields or abusing terrain, the more it'll tip in the Protoss' favor.

Hydra roach completely annihilates gateway tech in every way possible unless you are trying to kite stalkers with roaches and kite zealots with hydras off creep or something.

If you have hydra/roach and you lose to equal resources tier 1 gateway units (we're not talking OH BUT THEY HAD A PROXY WARPGATE AND REINFORCED), it is always your fault for either falling behind in macro or being on move command or something. There is no exception.

One thing that will do well is gateway tech with blink stalker mixed in, but his micro has to be better than yours.
If you're mad that someone else is brazenly trumpeting their beliefs with ignorance, perhaps you should be mad that you are doing it too.
FrostOtter
Profile Joined September 2010
United States537 Posts
November 17 2010 04:06 GMT
#94
On November 17 2010 12:44 Silidons wrote:
Show nested quote +
On November 17 2010 10:42 Amber[LighT] wrote:
On November 17 2010 10:41 Cambam wrote:
On November 17 2010 10:32 Ksi wrote:
Other than banelings, Zerg has almost no real hard counter (i.e. situationally cost-effective) units. You try putting an equal cost zerg army vs an equal cost Terran or Protoss army, then tell me Zerg doesn't need to be ahead in bases and resource income.


So you're telling me an equal cost roach/ling army can't beat a gateway army? Or an equal cost roach/hydra army can't beat a gateway army? I agree that once protoss gets to the later tech, it's start getting hard, but what about these early armies?


Equal cost RH or RZ armies will not beat an equal cost gateway unit army (with no upgrades).

Yes they will.

You're saying 12 (300) lings and 5 roaches (375/125) won't beat 3 zealots (300) and 3 stalkers (375/150)?

In the unit tester the toss only managed to kill the lings off before dying. All 5 roaches lived. No micro, of course.
Shikyo
Profile Blog Joined June 2008
Finland33997 Posts
Last Edited: 2010-11-17 04:17:53
November 17 2010 04:09 GMT
#95
Many times I find myself starved for gas, and feel much more comfortable with 4 bases with like 8-10 drones on each minerals than with 3 bases with full saturation. Zerg requires a lot of gas because Zerglings are quite terrible and can't really be properly massed. Anything Zerg really wants requires a ton of gas, so you should have more bases than your opponents, even if you had less workers in total.

On November 17 2010 13:06 FrostOtter wrote:
Show nested quote +
On November 17 2010 12:44 Silidons wrote:
On November 17 2010 10:42 Amber[LighT] wrote:
On November 17 2010 10:41 Cambam wrote:
On November 17 2010 10:32 Ksi wrote:
Other than banelings, Zerg has almost no real hard counter (i.e. situationally cost-effective) units. You try putting an equal cost zerg army vs an equal cost Terran or Protoss army, then tell me Zerg doesn't need to be ahead in bases and resource income.


So you're telling me an equal cost roach/ling army can't beat a gateway army? Or an equal cost roach/hydra army can't beat a gateway army? I agree that once protoss gets to the later tech, it's start getting hard, but what about these early armies?


Equal cost RH or RZ armies will not beat an equal cost gateway unit army (with no upgrades).

Yes they will.

You're saying 12 (300) lings and 5 roaches (375/125) won't beat 3 zealots (300) and 3 stalkers (375/150)?

In the unit tester the toss only managed to kill the lings off before dying. All 5 roaches lived. No micro, of course.

Think you should include 100/100 for ling speed.
League of Legends EU West, Platinum III | Yousei Teikoku is the best thing that has ever happened to music.
Toxiferous
Profile Joined June 2009
United States388 Posts
Last Edited: 2010-11-17 04:13:09
November 17 2010 04:09 GMT
#96
Uh, zergs macro mechanic is revolved around having more bases, we have the weakest units in the game so we need more of then, aka more econ, aka more bases which we saturate quickly with our ability to power drone

Of course that doesn't mean the instant your opponent matches your base that you need to instantly take another, but the longer the wait the further you are going to be behind without some timing attack/all-in in mind

also: Zerg works well in early skirmishes simply because our swarm aspect is advantageous in small battles, we can get full surrounds quickly without worrying about units not attacking because we have too many low range/melee fighters and there simply is not enough surface area to engage later armies which usually have some sort of siege/aoe, doesn't really take away the fact we should be aiming to be a base up on the opponent, this is really only very early game and very early mid game, after that it's a pretty obvious switch in favor of other races, assuming army compositions were comprised correctly
mOnion
Profile Blog Joined August 2009
United States5657 Posts
Last Edited: 2010-11-17 04:15:23
November 17 2010 04:12 GMT
#97
hahaha

i'm not gonna lie, i just had a couple really shitty days and that OP made me smile REAL big. its adorable n_n

everything worth noting has been mentioned. try not to make op's about something you have a VERY small amount of experience with clearly.

to address what i feel is the root problem you're having, when people say "you lost because you had fewer hatcheries" its not to say that all of a sudden if you have a 3rd YOU WIN! It's everything that leads up to taking a 3rd and securing those gases.
☆★☆ 7486!!! Join the Ban mOnion Anti-Trolling Initiative! - Caller | "on a scale of machine to 10, how bad is that Zerg?" - LZgamer | you are the new tl.net bonjwa monion, congrats - Rekrul | "Cheeseburgers dynamite lilacs" - Chill
GQz
Profile Joined September 2010
Australia168 Posts
November 17 2010 04:16 GMT
#98
I like this. I hate how terrans and protosses keep saying 'oh zerg op' and expecting to be on even terms with a zerg on 2 base when they themselves work off 1."By that time, you probably have an expo up". You bet your face I do. Because I'm zerg, and that's how I win. For the record, zerg is generally just as strong as any other race off 1 base. maybe SLIGHTLY weaker due to zerg's gas intensiveness, but in general, don't expect to be on even terms with a zerg on more bases than you. Ever.
ckw
Profile Blog Joined February 2010
United States1018 Posts
November 17 2010 04:19 GMT
#99
At least if you're going to rant and say so many people are wrong or misguided be correct. Zergs are gass heavy and need the extra hatcheries and minerals to keep replenishing their armies because Zerg units are so weak.
Being weak is a choice.
FrostOtter
Profile Joined September 2010
United States537 Posts
November 17 2010 04:19 GMT
#100
On November 17 2010 13:09 Shikyo wrote:
Many times I find myself starved for gas, and feel much more comfortable with 4 bases with like 8-10 drones on each minerals than with 3 bases with full saturation. Zerg requires a lot of gas because Zerglings are quite terrible and can't really be properly massed. Anything Zerg really wants requires a ton of gas, so you should have more bases than your opponents, even if you had less workers in total.

Show nested quote +
On November 17 2010 13:06 FrostOtter wrote:
On November 17 2010 12:44 Silidons wrote:
On November 17 2010 10:42 Amber[LighT] wrote:
On November 17 2010 10:41 Cambam wrote:
On November 17 2010 10:32 Ksi wrote:
Other than banelings, Zerg has almost no real hard counter (i.e. situationally cost-effective) units. You try putting an equal cost zerg army vs an equal cost Terran or Protoss army, then tell me Zerg doesn't need to be ahead in bases and resource income.


So you're telling me an equal cost roach/ling army can't beat a gateway army? Or an equal cost roach/hydra army can't beat a gateway army? I agree that once protoss gets to the later tech, it's start getting hard, but what about these early armies?


Equal cost RH or RZ armies will not beat an equal cost gateway unit army (with no upgrades).

Yes they will.

You're saying 12 (300) lings and 5 roaches (375/125) won't beat 3 zealots (300) and 3 stalkers (375/150)?

In the unit tester the toss only managed to kill the lings off before dying. All 5 roaches lived. No micro, of course.

Think you should include 100/100 for ling speed.

That was without speed.
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