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[Rant] Zerg need to be ahead in bases - Page 9

Forum Index > SC2 General
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NotSupporting
Profile Joined February 2008
Sweden1998 Posts
Last Edited: 2010-11-17 16:53:37
November 17 2010 16:52 GMT
#161
Omg, this thread is like the perfect example why I do no longer read threads in the strategy forum (where this thread belongs). Too often it starts out with some poor argument that is totally undermined and not at all investigated. Then a few hours later the thread it completely filled page after page with people who think they all know whats up and 95% have next to no clue what they are talking about. So you end up looking through 10+ pages to find any decent post at all.
hiyo_bye
Profile Blog Joined September 2010
United States737 Posts
November 17 2010 16:55 GMT
#162
On November 17 2010 13:42 mOnion wrote:
Show nested quote +
On November 17 2010 13:33 hiyo_bye wrote:
I don't know if anyone mentioned this, but I think Z expansions actually cost more than T and P.

300 minerals + 50 for drone + less supply from hatch (2 instead of.. 8?)

So yeah it seems like it would cost 400+ (if you get an overlord to make up for the food) for an expansion. It does make some sense then to use one base for a good period of time


yes lets only look at one variable. that's how the whole world does real economics, it should work for SC2 cuz its just a game!


Can you elaborate? I dont see what's wrong with looking at the price for expansions to analyze this a bit. I also don't see why this should be related to real world economics. Frankly your post is pretty useless and I guess I should just ignore it but I'm interested.

Also, that extra drone has an opportunity cost in mining time, but Zerg does spawn workers faster than the other races so it mitigates that, though overall the hatch price seems at least as expensive as nexus and cc
Random
TheGreatHegemon
Profile Joined September 2010
61 Posts
November 17 2010 17:08 GMT
#163
On November 18 2010 01:55 hiyo_bye wrote:
Show nested quote +
On November 17 2010 13:42 mOnion wrote:
On November 17 2010 13:33 hiyo_bye wrote:
I don't know if anyone mentioned this, but I think Z expansions actually cost more than T and P.

300 minerals + 50 for drone + less supply from hatch (2 instead of.. 8?)

So yeah it seems like it would cost 400+ (if you get an overlord to make up for the food) for an expansion. It does make some sense then to use one base for a good period of time


yes lets only look at one variable. that's how the whole world does real economics, it should work for SC2 cuz its just a game!


Can you elaborate? I dont see what's wrong with looking at the price for expansions to analyze this a bit. I also don't see why this should be related to real world economics. Frankly your post is pretty useless and I guess I should just ignore it but I'm interested.

Also, that extra drone has an opportunity cost in mining time, but Zerg does spawn workers faster than the other races so it mitigates that, though overall the hatch price seems at least as expensive as nexus and cc


Because it's incorrect. When a Zerg expands, it ups their military production as well.

For a Terran/Protoss, if you expand you must also factor in additional Rax/Gateways/factories/etcetera. If anything, Zerg's expos are the cheapest because of this by a large margin. Consider, as well, that ramping up Zerg production ability (NOT the actual tech structures, though), requires no gas. Whereas if Protoss go anything other than gate/Terran go anything other than rax, our expansion requires gas to increase production to utilize the additional income.
Invictus
Profile Blog Joined September 2009
Singapore2697 Posts
Last Edited: 2010-11-17 17:11:57
November 17 2010 17:11 GMT
#164
OP is shooting the fact that everyone is trying to say that people are ALL wrong when it is definitely correct for zerg to be one base up from their protoss and terran counterparts, which is partially correct and wrong.

The thing is, zergs have inefficient units.The only way zergs can win is to flank with an overwhelming amount of units so any sort of stutter shot can be eliminated. I feel that the flaw is that people have already accepted that zerg needs to have one base up from their counterparts as a hard proven fact, which is PARTIALLY correct. 90% of the time, you NEED to have that extra expo up and running so that you can have enough gas to try and continue production. However, what people are intepreting is that its ABSOLUTELY a MUST to get a 3rd expo up and running without any heed.

The problem to this is so plain. Zerg players are just playing rigidly and are thinking they have to be one base up. So even if their opponent is doing a timing push from 2 base, they try to stupidly take an expo and let it get sniped. It is PARAMOUNT that zerg tries to stay on equal footing with their counterparts, but it is the way that they do it that is actually causing the confusion here. 2 base zerg to 2 base toss would slowly but surely shift the advantage over to the toss, who have much more efficient units(thanks to the sentry and colossus) and trying some sort of weird timing push would leave you in a disastrous position if your push fails.

Hence, the "staying up one base" rule is something like the lesser evil compared to playing on even bases. I wouldn't bank on playing risky if I were zerg, after all, zerg expos are so much easily sniped by the other races compared to the much easier-to-defend expos of T and P due to their unit efficiency(siege tanks, bunkers, cannons, force fields, warp in yeah you get the gist.)

All in all just play ADAPTIVELY. thats the main keyword of my argument. If i actually spouted something weird or contradicted myself thats probably cause I'm tired like crap and its 1am over here
Lee Jaedong Fighting!
mOnion
Profile Blog Joined August 2009
United States5657 Posts
November 17 2010 17:12 GMT
#165
On November 18 2010 01:55 hiyo_bye wrote:
Show nested quote +
On November 17 2010 13:42 mOnion wrote:
On November 17 2010 13:33 hiyo_bye wrote:
I don't know if anyone mentioned this, but I think Z expansions actually cost more than T and P.

300 minerals + 50 for drone + less supply from hatch (2 instead of.. 8?)

So yeah it seems like it would cost 400+ (if you get an overlord to make up for the food) for an expansion. It does make some sense then to use one base for a good period of time


yes lets only look at one variable. that's how the whole world does real economics, it should work for SC2 cuz its just a game!


Can you elaborate? I dont see what's wrong with looking at the price for expansions to analyze this a bit. I also don't see why this should be related to real world economics. Frankly your post is pretty useless and I guess I should just ignore it but I'm interested.

Also, that extra drone has an opportunity cost in mining time, but Zerg does spawn workers faster than the other races so it mitigates that, though overall the hatch price seems at least as expensive as nexus and cc


Only looking at the cost of the hatchery as the only variable for expanding is ignorant. there are a million other things to consider

larvae production is upped.
you'll get an additional queen for inject and creep
creep spread for above reason
zerg units are cheaper and weaker and need to be produced quickly
zerg units are gas heavy so you need the additional gas

and other things I cant think of right now. the economics analogy was merely pointing out that your initial post had lurking variables that you weren't addressing.
☆★☆ 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
NJO
Profile Joined May 2010
27 Posts
November 17 2010 17:32 GMT
#166
I would agree that its not 100% necessary to drop a hatch instantly or a 3rd right when your opponent does, but it is in most cases the best course of action. The OP doesnt really seem to understand timing and then importance of creep early on. Its much easier for a Z to defend a nat with a hatch that has already finished then one that isnt, Also doesnt it seem pointless to 1 base an army (having to cut drones) then put down a hatch? what if u dont get attacked ? also dropping a 3rd when your opponent takes his second is just good game sense. Think of it like this: Your opponent just invested 400 into a nexus / cc, thats 400 min not invested into his/her army, now would it make sense for your opponent to commit to some kind of allin ? or try to swap armies ? no... in most cases they will try to buy themselves some time by threating to attack / poking at your army, and maybe scouting for your third. This leaves you with a window to start a hatch build units to defend it, so when he/she pulls his army back you begin to saturate your third. Its not a hard concept and its one most good zergs have adopted

Ballistixz
Profile Joined January 2010
United States1269 Posts
Last Edited: 2010-11-17 17:55:55
November 17 2010 17:46 GMT
#167
whats the impression u guys get that being on equal bases is a good thing? making a 3rd hatch inside your main or at your natural is a stupid idea imo. if you are going to make a 3rd hatch then make that 3rd hatch at an expansion and get a economic advantage.

doesnt matter how you look at it. the MORE bases you have over your opponent>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>equal bases.

this just so happens to work out in favor of zerg more because zerg expansions double as an increase in economy AND army production.
Attiicus
Profile Joined November 2010
United States84 Posts
November 17 2010 17:52 GMT
#168
unless you are looking for a timing attack.... If you can be ahead by a base, why wouldn't you want to?
kataa
Profile Blog Joined August 2010
United Kingdom384 Posts
November 17 2010 17:56 GMT
#169
On November 18 2010 01:52 NotSupporting wrote:
Omg, this thread is like the perfect example why I do no longer read threads in the strategy forum (where this thread belongs). Too often it starts out with some poor argument that is totally undermined and not at all investigated. Then a few hours later the thread it completely filled page after page with people who think they all know whats up and 95% have next to no clue what they are talking about. So you end up looking through 10+ pages to find any decent post at all.


It really is annoying when someone makes a thread on a topic that goes ten pages on a topic which was pretty much answered in something like the day9 daily. You can't think of Zerg units as just their mins/gas cost, but also how much larva you spend on them. All this "OMFG ROACH LING IS COST EFFECTIVE" stuff is annoying. Totally ignoring the fact the zerg dumped insane amounts of larva into a unit that dies in a few hits.
Eknoid4
Profile Joined October 2010
United States902 Posts
Last Edited: 2010-11-17 18:10:39
November 17 2010 18:08 GMT
#170
On November 17 2010 14:59 trNimitz wrote:
Show nested quote +
On November 17 2010 10:27 Subversion wrote:
I really disagree with this.

Zerg relies on a strong economy because their army is much weaker than a Protoss army. They need to rely on reinforcing and remaking their army quickly.

Weak? LOL.

Let's just ignore the fact speedlings beat any Toss unit cost for cost and roaches do the same (except when facing immos).


Zealots, colossi carriers, void rays, dark templar, motherships, and not being an idiot would like to speak to you.

Not to mention you are talking in a vacuum which is just obnoxious. a single wall of zealots nullifies a equal resources of lings with ridiculous efficiency. Same with colossus and to an extent blink stalkers. And if you are only making one unit type every game, your problem isn't game balance.
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.
Ballistixz
Profile Joined January 2010
United States1269 Posts
November 17 2010 18:12 GMT
#171
On November 18 2010 02:56 kataa wrote:
Show nested quote +
On November 18 2010 01:52 NotSupporting wrote:
Omg, this thread is like the perfect example why I do no longer read threads in the strategy forum (where this thread belongs). Too often it starts out with some poor argument that is totally undermined and not at all investigated. Then a few hours later the thread it completely filled page after page with people who think they all know whats up and 95% have next to no clue what they are talking about. So you end up looking through 10+ pages to find any decent post at all.


It really is annoying when someone makes a thread on a topic that goes ten pages on a topic which was pretty much answered in something like the day9 daily. You can't think of Zerg units as just their mins/gas cost, but also how much larva you spend on them. All this "OMFG ROACH LING IS COST EFFECTIVE" stuff is annoying. Totally ignoring the fact the zerg dumped insane amounts of larva into a unit that dies in a few hits.



^ this

i want to emphasize something again that ive been saying for the last 2 pages now.

2 base protoss/terran vs 3 base+3 queen zerg>>>>>>>>>>>>>>>>>>>>>>> 2 base protoss/terran vs 2 base +2 queen zerg.

that ONE extra base is more production AND more economy. that is the advantage of a zerg. ALL of there units including peons come from ONE building, and that ONE building just so happens to be a building that collects minerals/gas.

a zerg on equal bases will find themselves struggling mainly because a equaled base zerg will heavily be reliant on queens. if a toss/terran snipes off a queen and you are on equal bases then you can kiss whatever equality you had good bye. by loosing that one queen while on equal bases will put your army production significantly behind. a toss will just be able to warp in even more units/chrono boost and terrans mule it up. they do not have to fear having there macro machanics sniped off because it all comes from a building.

zerg however comes from a unit that has 150 HP and can easily be sniped off. and once that happens it is very unforgiving if you a re on equal bases. but i guess you have to play as a zerg a good number of times to understand that. the OP of this thread clearly does not understand this.
lindn
Profile Joined July 2010
Sweden833 Posts
November 17 2010 18:17 GMT
#172
it's insane how many games i've won on lower economy than my enemy, simply because i could outproduce my enemy by having more hatches and cheaper units to throw away to tear him down piece by piece.
pwadoc
Profile Joined August 2010
271 Posts
November 17 2010 18:18 GMT
#173
No one in this thread has managed to prove that zerg units are not cost effective.
Ballistixz
Profile Joined January 2010
United States1269 Posts
November 17 2010 18:35 GMT
#174
On November 18 2010 03:18 pwadoc wrote:
No one in this thread has managed to prove that zerg units are not cost effective.



and the vice versa can be said.
Allscorpion
Profile Joined April 2010
United Kingdom319 Posts
November 17 2010 18:37 GMT
#175
This is a completly crap thread, I dont mean to be harsh but constantly expanded is one of the core elements of Starcraft and not many people seem to know it. So why wouldn't you want to expand, without resources how are you going to build your army? Also with more bases you can rebuild your army faster, tec faster and generally win a hell of lot more games.
Day[9] Made me do it
pwadoc
Profile Joined August 2010
271 Posts
November 17 2010 18:39 GMT
#176
On November 18 2010 03:35 Ballistixz wrote:
Show nested quote +
On November 18 2010 03:18 pwadoc wrote:
No one in this thread has managed to prove that zerg units are not cost effective.



and the vice versa can be said.


The burden of proof is on the person making the claim.
Eknoid4
Profile Joined October 2010
United States902 Posts
November 17 2010 18:39 GMT
#177
On November 18 2010 03:35 Ballistixz wrote:
Show nested quote +
On November 18 2010 03:18 pwadoc wrote:
No one in this thread has managed to prove that zerg units are not cost effective.



and the vice versa can be said.

in 9 pages if nobody has proven anything i think it's evidence that the thread shouldn't even have been made.
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.
Cambam
Profile Blog Joined September 2010
United States360 Posts
Last Edited: 2010-11-17 18:52:14
November 17 2010 18:51 GMT
#178
On November 18 2010 03:35 Ballistixz wrote:
Show nested quote +
On November 18 2010 03:18 pwadoc wrote:
No one in this thread has managed to prove that zerg units are not cost effective.



and the vice versa can be said.

I know it's not the best way, but it's a start; several people have run unit tester comparisons and posted in this thread about the early zerg army winning without micro. If you want micro and real game situations, me and other zergs and protoss have spoken from experience that equal cost roach/ling, roach only, ling/hydra, roach/hydra or ling/roach/hydra armies can easily go toe to toe with zealot/stalker/sentry armies. I don't know why anyone would claim otherwise. If mass gateway (without templar tech) is so strong, why does toss even bother with colossi? Why isn't every toss just going 2 base 9 gate every game? How is the 4 gate stoppable? I have about 50 replays of me holding off 4 gates with a smaller cost ling/hydra spine crawler army (yes, including the cost of spine crawlers). Some people will say that hydra is higher tech, but other people in this thread are arguing that ling/hydra or roach/hydra armies can't beat zealot/stalker/sentry. Seriously, wtf? 4 gate should never lose by that logic.
windsupernova
Profile Joined October 2010
Mexico5280 Posts
Last Edited: 2010-11-17 22:06:31
November 17 2010 18:55 GMT
#179
I don't get why everybody got so angry at this. Flawed as the OPs argument is, he is right.

Zerg mainly need the extra Hatcheries to keep up with the production as their economy kicks in.(Like a Terran needs to add more production facilities when he is reaching a higher saturation).

The thing about this is that if you are getting an extra hatch you might as well think in the longer term and put it into an expansion. This has the Bonus that Zerg can't really defend a ramp, they fare better in open ground so taking your natural earlier(which ids normally more open) makes it easier to defend for Zerg.

OP's argument is that, we shouldn't spread the thing about Zerg being disadvantaged at equal bases, its about the Zerg being mostly outproduced at 2 hatcheries. IE: If a Terran posted a replay where he only built 1 Barrack during all the game, but still used mules, didn't get supply blocked etc etc people should tell him that he needed to step up his production capabilities.

Same with a Zerg, Hatcheries are great, but they are your only production Buildings, by the time you have 2 saturated bases chances are that you will need more hatcheries(not bases, but as many mentioned there are many perks to taking an expo)

This is of course the opinion of a terrible player like me. But his point is that we shouldn't just automatically assume that Zerg need higher income to survive. Higher income is a key to winning but that is the case for all 3 Races.
"Its easy, just trust your CPU".-Boxer on being good at games
Piy
Profile Blog Joined January 2008
Scotland3152 Posts
November 17 2010 19:00 GMT
#180
You will never beat Protoss as zerg if you play 2 base vs 2 base unless you all in. There is no further need for discussion. It's just mathematically impossible.
My. Copy. Is. Here.
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