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The Protoss deathball vs 2010 Zerg swarm - Page 17

Forum Index > SC2 General
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epoc
Profile Joined December 2010
Finland1190 Posts
April 25 2011 08:20 GMT
#321
All races are relatively easy to play. Zerg macro and droning decisions take some skill but the army micro is pretty nonexistant. Protoss has macro and forcefields. Terran imo takes the most skill. Especially in TvZ which is my favourite match up. Terran has to split marines, do drops and guard their tanks with marines.
Deleted User 47542
Profile Blog Joined May 2009
1484 Posts
April 25 2011 08:23 GMT
#322
On April 25 2011 16:57 Apolo wrote:
Protoss deathball right? Wrong. More like zerg deathball. Even with all his units clumped up, zerg wins by a good margin. Zerg need to get something other than roach hydra and just a-moving on all games for once.

Put on 20mins 10s to get to the ball vs ball.


10 collosus, very few support units, vs ultra/mindcontrol, and cracklings. Yeah I wonder why zerg won that battle.
epoc
Profile Joined December 2010
Finland1190 Posts
April 25 2011 08:26 GMT
#323
On April 25 2011 16:57 Apolo wrote:
Protoss deathball right? Wrong. More like zerg deathball. Even with all his units clumped up, zerg wins by a good margin. Zerg need to get something other than roach hydra and just a-moving on all games for once.

Put on 20mins 10s to get to the ball vs ball.

http://www.youtube.com/watch?v=kztSU7gDItA&t=20m10s


Three units counter ultras. Zealots, Immortals and Void rays. Colossus is not one of them.
Aelfric
Profile Blog Joined March 2010
Turkey1496 Posts
April 25 2011 08:38 GMT
#324
On April 25 2011 17:26 epoc wrote:
Show nested quote +
On April 25 2011 16:57 Apolo wrote:
Protoss deathball right? Wrong. More like zerg deathball. Even with all his units clumped up, zerg wins by a good margin. Zerg need to get something other than roach hydra and just a-moving on all games for once.

Put on 20mins 10s to get to the ball vs ball.

http://www.youtube.com/watch?v=kztSU7gDItA&t=20m10s


Three units counter ultras. Zealots, Immortals and Void rays. Colossus is not one of them.

Yet if you make many zealots with immortalls continious fungals will eat them alive. Thats why Cruncher decided to go collosi instead. It is a fact that zerg needs to use infestors way more than they do right now.
Tomorrow never comes until its too late...
navara
Profile Joined September 2010
France95 Posts
April 25 2011 08:38 GMT
#325
On April 25 2011 17:20 epoc wrote:
All races are relatively easy to play. Zerg macro and droning decisions take some skill but the army micro is pretty nonexistant.


:'(
anycolourfloyd
Profile Joined November 2010
Australia524 Posts
April 25 2011 09:00 GMT
#326
On April 25 2011 16:57 Apolo wrote:
Protoss deathball right? Wrong. More like zerg deathball. Even with all his units clumped up, zerg wins by a good margin. Zerg need to get something other than roach hydra and just a-moving on all games for once.

Put on 20mins 10s to get to the ball vs ball.

http://www.youtube.com/watch?v=kztSU7gDItA&t=20m10s


yeah you're right, we wouldn't want any sort of a contest for protoss being the lowest apm action requiring race.

the problem is that zerg can't always make it to t3 and that "ball" could more accurately be described as "mass collossi just chilling in the open"
DrBoo
Profile Joined April 2010
Canada1177 Posts
April 25 2011 09:15 GMT
#327
I personally am trying using banlings, lings, mutas, hydras (hand full of hydras if you're getting hit with early air or quick blink stalkers) I personally find it works quite well as the banlings crush through the clumped stalkers because they bunch up. If they have blink and they blink back to avoid banlings anything that can't blink (sentrys, colossi, zelots, etc) will get completely crushed by your other forces. If they to split their army up it easier for zerglings, hydras, mutas to demolish everything that doesn't blink. You can just put your banlings on move command to force the stalkers away from the rest of the units. (think ZvT with banlings moving marines away so mutas can snipe tanks)

Simply playing rather passive doing a bit of poking and harass with lings and mutas you can expand rather efficiently since you have much quicker units to get a decent map control. If you have a better economy then your opponent as zerg you can simply produce near endless amounts of zerglings and banlings. If you don't end up killing them before late game or if you notice they're amassing a large amount of colossi simply make some corruptors then morph them to broodlords and the banlings will keep the blink stalkers away.
If they don't go as colossi heavy you can get ultras to crush forcefields as they'll most likely have more sentrys.
"DrBoo is an elaborate troll" -Pufftrees
ket-
Profile Joined April 2010
97 Posts
April 25 2011 09:20 GMT
#328
I have to say I'm about the same opinion as Logo here, when was zerg ever dominant in the top sc2 scene? The first 2 GSL seasons were won by zergs against all odds and they outplayed their opponents big, big time to do that. Unless somehow my memory is completely failing me, I don't recall other zergs placing anywhere near high in those tourneys.

To be honest, the only reason why there were (and still are) so many "how do i stop zerg" posts in these forums is because there are so many bronze/silver/gold players who have very little clue about the game and simply let the zerg do whatever he pleases. I'm not saying these leagues don't matter as they are players too and need to enjoy the game, but I still believe the game should be balanced around top level players are they obviously are the "end" product in that respect. Any player below that level (such as me) can fix his game by getting better, even though when some balance is broken he will still lose games he shouldn't have.

Also, even though I'm zerg, I'm somehow not that worried about the deathball myself. Even when you watch top level players, you can still see quite a few mistakes in their game or details that aren't optimized. That doesn't really happen with BW anymore (well, not remotely as much) and - correct me if I'm wrong, I'm not the biggest BW expert out there - I've always been under the impression that players in BW have managed to find a perfect balance between "game" balance and "mechanics" (and/or micro) balance.

I'm confident with time zergs will come up with builds that are safer while allowing for economic play and especially that with years (and HotS) people will learn new timings etc. The more I discover BW/SC2, the more I realise it's all about timings. Can't wait for HotS either way
HiyA is bestest.
MattyClutch
Profile Blog Joined September 2010
United States711 Posts
Last Edited: 2011-04-25 09:25:16
April 25 2011 09:24 GMT
#329
On April 25 2011 17:13 TheButtonmen wrote:
Show nested quote +
On April 20 2011 19:31 andrewwiggin wrote:
lol it's useless arguing on the internet. I guess everyone's right then......

But I'd like to call out everyone complaining about zerg and say.. do you TRULY BELIEVE that you'll still be complaining a month, two months, even 6 months from now?

Answer me that one oh great and all knowing zerg theorists.

...


It's been how long since release?

Until there is a viable way to scout and some way to actually be cost effective when defending then yes I fully expect zergs to still be having problems with every none mirror match six months from now.



Why? There is zero detail there. Yes Obs and H phoenixes are effective, but Zerg can scout with workers and scout with Overlords. I just do not see Zerg as being the hugely weakened race in scouting or in defending.

I don't mean to disrespect, but this is coming from a very low level player (plat - diamond) who off races as Zerg and gets great benefit from overlords watching for drops. Sure you can do that with Observers, but those are robo time wasted whereas Overlords are a 'mobile pylon'. I am not saying you are wrong, but the post you made really dose not make the point you are going for to me.
Nihn'kas Neehn
epoc
Profile Joined December 2010
Finland1190 Posts
April 25 2011 09:31 GMT
#330
On April 25 2011 17:38 Aelfric wrote:
Show nested quote +
On April 25 2011 17:26 epoc wrote:
On April 25 2011 16:57 Apolo wrote:
Protoss deathball right? Wrong. More like zerg deathball. Even with all his units clumped up, zerg wins by a good margin. Zerg need to get something other than roach hydra and just a-moving on all games for once.

Put on 20mins 10s to get to the ball vs ball.

http://www.youtube.com/watch?v=kztSU7gDItA&t=20m10s


Three units counter ultras. Zealots, Immortals and Void rays. Colossus is not one of them.

Yet if you make many zealots with immortalls continious fungals will eat them alive. Thats why Cruncher decided to go collosi instead. It is a fact that zerg needs to use infestors way more than they do right now.


Except Infestors still have 90 health. One fungal doesn't make them worth their cost.
magha
Profile Joined March 2010
Netherlands427 Posts
April 25 2011 09:32 GMT
#331
On April 25 2011 16:57 Apolo wrote:
Protoss deathball right? Wrong. More like zerg deathball. Even with all his units clumped up, zerg wins by a good margin. Zerg need to get something other than roach hydra and just a-moving on all games for once.

Put on 20mins 10s to get to the ball vs ball.

http://www.youtube.com/watch?v=kztSU7gDItA&t=20m10s


This topic mostly discusses the Voidray/Colossus/Gateway ball. The video you showed didnt include Void Rays.

On April 25 2011 17:20 epoc wrote:
All races are relatively easy to play. Zerg macro and droning decisions take some skill but the army micro is pretty nonexistant.


Are you serious? Zerg require most micro of all races by far. Theyre the race which always loses when they attack move because of it.
ALPINA
Profile Joined May 2010
3791 Posts
April 25 2011 09:44 GMT
#332
On April 25 2011 16:57 Apolo wrote:
Protoss deathball right? Wrong. More like zerg deathball. Even with all his units clumped up, zerg wins by a good margin. Zerg need to get something other than roach hydra and just a-moving on all games for once.

Put on 20mins 10s to get to the ball vs ball.

http://www.youtube.com/watch?v=kztSU7gDItA&t=20m10s


Are you serious?

It's 10 collosus vs. infestors with neural and ultras. I mean it's the worst toss composition vs. absolute counter from zerg. Did you even saw a real toss deathball?
You should never underestimate the predictability of stupidity
Baeksucho
Profile Joined March 2011
France46 Posts
Last Edited: 2011-04-25 09:55:20
April 25 2011 09:49 GMT
#333
On April 25 2011 18:24 MattyClutch wrote:
Show nested quote +
On April 25 2011 17:13 TheButtonmen wrote:
On April 20 2011 19:31 andrewwiggin wrote:
lol it's useless arguing on the internet. I guess everyone's right then......

But I'd like to call out everyone complaining about zerg and say.. do you TRULY BELIEVE that you'll still be complaining a month, two months, even 6 months from now?

Answer me that one oh great and all knowing zerg theorists.

...


It's been how long since release?

Until there is a viable way to scout and some way to actually be cost effective when defending then yes I fully expect zergs to still be having problems with every none mirror match six months from now.



Why? There is zero detail there. Yes Obs and H phoenixes are effective, but Zerg can scout with workers and scout with Overlords. I just do not see Zerg as being the hugely weakened race in scouting or in defending.

I don't mean to disrespect, but this is coming from a very low level player (plat - diamond) who off races as Zerg and gets great benefit from overlords watching for drops. Sure you can do that with Observers, but those are robo time wasted whereas Overlords are a 'mobile pylon'. I am not saying you are wrong, but the post you made really dose not make the point you are going for to me.



he is talking about scouting early game, we don't have problem past t2 obviously, but in early game, as soon as the first marine comes out and kill your drone you are playing blind. (any decent player will kill your suicide overlord with 3 marines before you get any information)

every terran's BO requires a different reaction (banshee /hellion /heavy marine for instance)
same as protoss ( 4gate, forge FE ,stargate etc but it's easier since stalker doesn't come out too early )

to counter cost efficiently, you have to rely on them making mistakes ( like showing their factory, labo , starport etc near ramp )
TheButtonmen
Profile Joined December 2010
Canada1403 Posts
Last Edited: 2011-04-25 18:02:56
April 25 2011 18:02 GMT
#334
On April 25 2011 18:24 MattyClutch wrote:
Show nested quote +
On April 25 2011 17:13 TheButtonmen wrote:
On April 20 2011 19:31 andrewwiggin wrote:
lol it's useless arguing on the internet. I guess everyone's right then......

But I'd like to call out everyone complaining about zerg and say.. do you TRULY BELIEVE that you'll still be complaining a month, two months, even 6 months from now?

Answer me that one oh great and all knowing zerg theorists.

...


It's been how long since release?

Until there is a viable way to scout and some way to actually be cost effective when defending then yes I fully expect zergs to still be having problems with every none mirror match six months from now.



Why? There is zero detail there. Yes Obs and H phoenixes are effective, but Zerg can scout with workers and scout with Overlords. I just do not see Zerg as being the hugely weakened race in scouting or in defending.

I don't mean to disrespect, but this is coming from a very low level player (plat - diamond) who off races as Zerg and gets great benefit from overlords watching for drops. Sure you can do that with Observers, but those are robo time wasted whereas Overlords are a 'mobile pylon'. I am not saying you are wrong, but the post you made really dose not make the point you are going for to me.


Overlords are terrible scouts as there is no way to get them past marines/stalkers vs a decent opponent until overlord speed finishs which means they are completely useless early game unless you rush lair and rushing lair means you just straight up lose to a lot of BO's. It's the same with zerglings, no amount of skill will get them passed a wall-off and since zerg has to respond wildly differently to the various P/T BO's there is always a gamble which you have to take when playing as zerg about exactly what they are going.

Which leads to the second problem of the lack of cost effective defensive unit, zergs far more then the other races lack a strong defenders advantage and since you can't be sure what the opponent is going then you need to have defenses ready which means you need to put a fair bit of resources into producing potentially useless defences or accept the fact that even a much much worse players will just randomly take games off you by moving out at an odd time or right after you made a round of drones.
Apolo
Profile Joined May 2010
Portugal1259 Posts
Last Edited: 2011-04-25 19:45:02
April 25 2011 18:25 GMT
#335
There is also another point that many people seem to forget when comparing 200 supply clashes. The great majority of Protoss units cost more than Zerg's for their supply. How is it not fair that 200 supply Protoss should be able to beat 200 supply Zerg?

The Protoss invested much more money in that ball than the Zerg. If something, as soon as Zerg reach or are close to reaching 200 they should attack because that's the time when they have similar amounts of money invested in their army. Unless you see 130-140 supply toss demolishing 200 supply zerg i don't see the problem. If you let Protoss reach 200 supply it's your fault as it's Protoss fault if they let the Zerg tech to mutas without even making spines, or blindly double expo, etc.

Also, OP you might want to update the original post because the trend is actually shifting to terran domination again.
Alphasquad
Profile Joined August 2010
Austria505 Posts
April 25 2011 19:14 GMT
#336
On April 26 2011 03:25 Apolo wrote:
There is also another point that many people seem to forget when comparing 200 supply clashes. The great majority of Protoss units cost more than Zerg's for their supply. How is not fair that 200 supply Protoss should be able to beat 200 supply Zerg?

The Protoss invested much more money in that ball than the Zerg. If something, as soon as Zerg reach or are close to reaching 200 they should attack because that's the time when they have similar amounts of money invested in their army. Unless you see 130-140 supply toss demolishing 200 supply zerg i don't see the problem. If you let Protoss reach 200 supply it's your fault as it's Protoss fault if they let the Zerg tech to mutas without even making spines, or blindly double expo, etc.

Also, OP you might want to update the original post because the trend is actually shifting to terran domination again.


its true that the more resource heavy army wins but the margin is/was way too large as the zerg 200 supply army costs way more than the 40-50 supply that it kills - trading 120 supply for not even half of it is terrible

lets take taldarim for example - how could zerg ever stop protoss before they get 200 supply?ofc im talking about protoss who know what they do
archon256
Profile Joined August 2010
United States363 Posts
April 26 2011 01:11 GMT
#337
Oh yeah, Forge-Expo builds on Tal'Darim altar into two-Stargate play followed by Colossi/VR deathball give me some serious difficulties. What's a good response to that?
"The troupe is ready, the stage is set. I come to dance, the dance of death"
Aequos
Profile Joined October 2010
Canada606 Posts
April 26 2011 01:22 GMT
#338
On April 26 2011 04:14 Alphasquad wrote:
Show nested quote +
On April 26 2011 03:25 Apolo wrote:
There is also another point that many people seem to forget when comparing 200 supply clashes. The great majority of Protoss units cost more than Zerg's for their supply. How is not fair that 200 supply Protoss should be able to beat 200 supply Zerg?

The Protoss invested much more money in that ball than the Zerg. If something, as soon as Zerg reach or are close to reaching 200 they should attack because that's the time when they have similar amounts of money invested in their army. Unless you see 130-140 supply toss demolishing 200 supply zerg i don't see the problem. If you let Protoss reach 200 supply it's your fault as it's Protoss fault if they let the Zerg tech to mutas without even making spines, or blindly double expo, etc.

Also, OP you might want to update the original post because the trend is actually shifting to terran domination again.


its true that the more resource heavy army wins but the margin is/was way too large as the zerg 200 supply army costs way more than the 40-50 supply that it kills - trading 120 supply for not even half of it is terrible

lets take taldarim for example - how could zerg ever stop protoss before they get 200 supply?ofc im talking about protoss who know what they do

Notice, however, that sending 20 marines against a High Templar can result in the death of all 20 marines for no damage on the High Templar. Having 10 marines versus a deathball will inflict exactly 0 damage before they evaporate. Simply because Protoss outcosts (and hence "outnumbers") their Zerg opponents the damage inflicted by the deathball would increase drastically, making the outnumbering advantage accelerate.

Is it fair? I think so, if only because Zerg's ability to power economy would make them unfairly good endgame if they could destroy the expensive deathball for cost. Actually, it would probably make them unfairly good mid game too. This is my opinion though, so don't cite it as evidence either way.
I first realized Immortals were reincarnated Dragoons when I saw them dancing helplessly behind my Stalkers.
Dragar
Profile Joined October 2010
United Kingdom971 Posts
April 26 2011 01:25 GMT
#339
I think so, if only because Zerg's ability to power economy would make them unfairly good endgame if they could destroy the expensive deathball for cost.


Midgame certainly, but lategame it's just not true. Protoss has just as much income as Zerg, and once the infrastructure has been placed, just as much production.
Aequos
Profile Joined October 2010
Canada606 Posts
April 26 2011 01:35 GMT
#340
On April 26 2011 10:25 Dragar wrote:
Show nested quote +
I think so, if only because Zerg's ability to power economy would make them unfairly good endgame if they could destroy the expensive deathball for cost.


Midgame certainly, but lategame it's just not true. Protoss has just as much income as Zerg, and once the infrastructure has been placed, just as much production.

The reason it worries me endgame is that the Zerg has the equivalent of (up to) 19 concurrent gateways or robotics facilities or stargates per base (this does decrease once used). Imagine that, for example, 2 waves of Roach/Hydra could completely wipe out a deathball. (I believe the deathball is about 1.5-1.75x the cost of a Roach/Hydra army). This would leave a small residual for the Zerg, which must be dealt with by Protoss. So far it seems ok. However, Protoss only has the choice to remake an army with the production facilities he has. So if his first army was Colossus/VR/Stalker (a la Cruncher) his second army can really only be based on Colossus/Stargate/Gateway in the same proportions.

I realize thats a bit hard to follow, so I'll try and explain it here in a different way. Protoss flat-up dies if forced to tech switch to counter a push that is coming. With Zerg's ability to swap between various tech options, they could force a tech switch from Protoss that may be next to impossible to hold off. Why is this bad? Because Zerg has a slight edge over Protoss in the time before the supply cap hits (examine the efficiency of roaches versus the gateway as an example).

In this hypothetical, the Zerg must only spend as much as the Protoss to win - as the Protoss is stuck with his same unit composition or a very similar one after the army has been defeated, while Zerg has one that is far more variable.
I first realized Immortals were reincarnated Dragoons when I saw them dancing helplessly behind my Stalkers.
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