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Your thoughts on new ZvT trend? (GSL 3 spoilers) - Page 22

Forum Index > SC2 General
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dakalro
Profile Joined September 2010
Romania525 Posts
November 24 2010 14:42 GMT
#421
But if the hatch isn't needed by the race to survive or win and is actually skipped to counter early aggression then why do zerg players whine so much about one certain type of aggression that they could easily counter since they're already doing it in PvZ?
noD
Profile Blog Joined August 2010
2230 Posts
November 24 2010 14:42 GMT
#422
zergs should learn with July ...
14 hatch is not a must, u can 20 and still smash
Jermstuddog
Profile Blog Joined June 2010
United States2231 Posts
Last Edited: 2010-11-24 15:03:22
November 24 2010 14:49 GMT
#423
On November 24 2010 23:42 noD wrote:
zergs should learn with July ...
14 hatch is not a must, u can 20 and still smash


Again with the ZvP.

2 words: bunker block.

20 hatch has been countered before it got off the ground.
As it turns out, marines don't actually cost any money -Jinro
ghostnuke1234
Profile Joined April 2010
164 Posts
November 24 2010 14:50 GMT
#424
On November 24 2010 16:44 fishinguy wrote:

Really? Zerg "learned" to survive or was everything patched for them?

Korean terran pros practise 10-12 hrs a day in a team. Do you think these people haven't explored the late game possibilities?



^^^

QFT. Zerg players didn't learn how to counter - they just asked Blizzard to patch it for them so they didnt have to learn.
Velr
Profile Blog Joined July 2008
Switzerland10960 Posts
November 24 2010 15:03 GMT
#425
I don't know whats worse.

The whining of the Z players...

Or the morons that bring up ZvP when this topic is about ZvT...
aka_star
Profile Blog Joined July 2007
United Kingdom1546 Posts
November 24 2010 15:20 GMT
#426
Marine SCV is pretty solid & bunkers blocking off ramps is the most annoying thing in hell, love how blizzard learnt how terran's like to wall off with buildings from SC1 and super sized it in SC2 to create these head ache situations for the zergs. Decrease collision width for bunkers and pylons so lings can atleast surround it and hopefully pick off the building scv and get out off the base to atleast stand a chance of cleaning up the early game abuse.
FlashDave.999 aka Star
DooMDash
Profile Joined May 2010
United States1015 Posts
November 24 2010 15:22 GMT
#427
Marine pressure was a little underrated by myself. I think that it's actually pretty good now... kinda needed to even out the match up.
S1 3500+ Master T. S2 1600+ Master T.
Shinkugami
Profile Joined November 2010
England74 Posts
November 24 2010 16:28 GMT
#428
On November 24 2010 11:48 positron. wrote:
They practice enough to decide that early aggression is their best bet at this stage so that is what they are using. I don't see anything wrong with that. It's funny how when Terran told Zerg to l2p they cried and whined until they got the patch and now it is their turn to say hohoho l2p.


Not true. The "l2p" retards are all the terrans who switched; Don't confuse them with us.
Rock on !
vnlegend
Profile Blog Joined December 2006
United States1389 Posts
November 24 2010 17:53 GMT
#429
Wanting a free expansion early in the game = economic cheese.

We all know Z is the macro race in SC2. In BW T was the macro race, and guess what, when they 14cc'ed they were punished by 9pool. 2rax = SC2's 9pool.
Marines > everything
Rakanishu2
Profile Joined May 2009
United States475 Posts
November 24 2010 18:17 GMT
#430
As said earlier in the thread, 3 spine crawlers target firing their marines while you pull drones and you can stop this actually quite easily, 4-6 zerglings, a queen, 2-3 crawlers, and 10 drones, if you crush it hard enough the terran is done. If you get a transfusion off, it's lights out.

Gotta target fire though, if the marines don't get touched you're boned.

I wanna see a replay where a zerg does this (especially target firing), and still loses.

10 G's in the packet and I'm ready to roll, on fire like a rocket and I'm ready to blow
oxxo
Profile Joined February 2010
988 Posts
November 24 2010 18:28 GMT
#431
It's a punishment to 14 hatch. Why do Zerg-only players think they need and deserve a 14 hatch?
Jermstuddog
Profile Blog Joined June 2010
United States2231 Posts
November 24 2010 19:26 GMT
#432
On November 25 2010 03:28 oxxo wrote:
It's a punishment to 14 hatch. Why do Zerg-only players think they need and deserve a 14 hatch?


Because its been proven over and over that zerg can't keep up in economy without it.
As it turns out, marines don't actually cost any money -Jinro
busdriver
Profile Joined November 2010
United States49 Posts
November 24 2010 19:39 GMT
#433
On November 25 2010 04:26 Jermstuddog wrote:
Show nested quote +
On November 25 2010 03:28 oxxo wrote:
It's a punishment to 14 hatch. Why do Zerg-only players think they need and deserve a 14 hatch?


Because its been proven over and over that zerg can't keep up in economy without it.


That doesn't make any sense. Zerg can make drones faster than terran or protoss. Yeah, Mules will favor the terran economy after saturation occurs for both races, but you don't see protoss expecting a free nexus at 14. To some extent zerg needs a 2nd hatch to keep up with unit production, though with larva inject it's not too uneven 1 base versus 1 base. And you can always make a 2nd hatch in your main. Terran and protoss has to make multiple production buildings in their main....
Jermstuddog
Profile Blog Joined June 2010
United States2231 Posts
November 24 2010 19:52 GMT
#434
On November 25 2010 04:39 busdriver wrote:
Show nested quote +
On November 25 2010 04:26 Jermstuddog wrote:
On November 25 2010 03:28 oxxo wrote:
It's a punishment to 14 hatch. Why do Zerg-only players think they need and deserve a 14 hatch?


Because its been proven over and over that zerg can't keep up in economy without it.


That doesn't make any sense. Zerg can make drones faster than terran or protoss. Yeah, Mules will favor the terran economy after saturation occurs for both races, but you don't see protoss expecting a free nexus at 14. To some extent zerg needs a 2nd hatch to keep up with unit production, though with larva inject it's not too uneven 1 base versus 1 base. And you can always make a 2nd hatch in your main. Terran and protoss has to make multiple production buildings in their main....


Link me a high-level replay where zerg is ahead in drone count before the 8 minute mark.

FE or otherwise doesn't matter, I have yet to see one.
As it turns out, marines don't actually cost any money -Jinro
ckw
Profile Blog Joined February 2010
United States1018 Posts
November 24 2010 19:57 GMT
#435
On November 25 2010 04:26 Jermstuddog wrote:
Show nested quote +
On November 25 2010 03:28 oxxo wrote:
It's a punishment to 14 hatch. Why do Zerg-only players think they need and deserve a 14 hatch?


Because its been proven over and over that zerg can't keep up in economy without it.


Thats why you have to secure you'r expo, it takes you forever to saturate it anyway, why not wait until a good timing and then expo like everyone else. It's not like you can't just drone up and make 30 drones for your expo in 1 minute... Thats why Zergs can catch up so fast, drone pumping.
Being weak is a choice.
Jermstuddog
Profile Blog Joined June 2010
United States2231 Posts
Last Edited: 2010-11-24 20:12:22
November 24 2010 20:11 GMT
#436
So Zerg should be expected to make 30 drones in 1 minute off 1 base with no income when they start behind in drones?

Stop pretending Zerg is magic and realize that inherent worker handicaps aren't overcome by wishing them away. They're overcome by making those workers stretch farther by taking an expo.

Zergs don't take a 14 hatch to get ahead. They take a 14 hatch so they can stay even.

Again, give me this magical "econ cheesing" replay where a zerg player has the better econ in the first 8 minutes.
As it turns out, marines don't actually cost any money -Jinro
Parasite01
Profile Joined November 2010
33 Posts
November 24 2010 22:34 GMT
#437
On November 23 2010 17:58 IdrA wrote:
Show nested quote +
On November 23 2010 17:56 Alay wrote:
On November 23 2010 17:42 IdrA wrote:
its not even an anti-fast expand build, its nearly as good vs pool first
they can have 7-9 marines at your choke before speed finishes even if you 14 gas 14 pool, means you have to make constant lings off of pool first to just barely defend the rush, and the thing is if they scout you making pure lings they just put down a command center and are way ahead. even if you completely stop the rush you have a bunch of useless zerglings and they have more workers than you, and you have a late hatch.

its a build that can punish anything thats not purely defensive, but it sacrifices like 1 scv of economy.


Do you think a fast baneling nest or a fast roach transition into reverse pressure with the roaches would be a viable response to this sort of pressure?

the problem with that is its so easy to nullify hatch tech aggression, they put the barracks at the choke anyway so they have a thick wallin ready for banelings and 1-2 bunkers makes offensive roaches useless. the whole point is that this build requires an overwhelming response from z and its really easy for t to just make that response a waste of money.

I saw you doing the 7RR in quite a few replays around the time of MLG Dallas. What do you think the korean's response to this would be if they openned 2rax rine pressure. Have you tried it at all? If yes, how were the results?
Tonyoh
Profile Blog Joined June 2009
France218 Posts
November 24 2010 22:43 GMT
#438
It's indeed a very good strat against zerg. =)
autowin. If anyone feel he can beat me (playing terran 4 rax) while fast expanding, feel free to private message me to test it. =)
http://www.facebook.com/pages/Liquid-Jinro/174837579208018?ref=ts
whomybuddy
Profile Joined August 2010
United States620 Posts
November 25 2010 00:31 GMT
#439
On November 24 2010 23:50 ghostnuke1234 wrote:
Show nested quote +
On November 24 2010 16:44 fishinguy wrote:

Really? Zerg "learned" to survive or was everything patched for them?

Korean terran pros practise 10-12 hrs a day in a team. Do you think these people haven't explored the late game possibilities?



^^^

QFT. Zerg players didn't learn how to counter - they just asked Blizzard to patch it for them so they didnt have to learn.

Funny I laugh a bit
Roaches all the way way way.
fdsdfg
Profile Blog Joined February 2010
United States1251 Posts
November 25 2010 00:38 GMT
#440
On November 24 2010 23:50 ghostnuke1234 wrote:
Show nested quote +
On November 24 2010 16:44 fishinguy wrote:

Really? Zerg "learned" to survive or was everything patched for them?

Korean terran pros practise 10-12 hrs a day in a team. Do you think these people haven't explored the late game possibilities?



^^^

QFT. Zerg players didn't learn how to counter - they just asked Blizzard to patch it for them so they didnt have to learn.


Yeah, every zerg player wasn't even trying to play the game. All the Terran players are hard-working, noble individuals and Z are lazy slobs who want wins for free. No exceptions of course, because if there were a single exception he would dominate the scene by making use of the OP zerg.

Also, please note this didn't apply in early beta when Terran got like 6 rounds of buffs. That was to fix a balance issue, nothing to do with T whining.
aka Siyko
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