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So there's two things I never understood when it comes to Zerg macro.
1. Why do they need to be up one base? I understand production comes from the Hatchery/Lair/Hive but there this generalization that same bases as opponent = auto loss? Unless you're going for some sort of all in like a baneling bust or something, then there's a chance you can win.
2. Why do Zerg need like 100 drones over 4 bases? Terrans and Protss can get by with approximately 60 to 70 harvesters no problem.... Plus pretty much every game, Zerg would be down a significant amount of army units, yet still hold off their opponent's push relatively fine.
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...I wouldn't say you HAVE to play that way but...you realize zerg is an insectoid race that operates much like a massing virus right? Thats the design behind the race..
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zergs make buildings with drones.. so they need more drones... zerg units die faster than other races units, so they need the economy to replenish their units.. they need hatcheries (larvae) to do so.
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1. Since Zerg needs Hatcheries for production so you may want to build them next to minerals (expand) and you get a bit more of income.
2. They build 100 Drones but then they make a wall of Spine Crawlers so they end up with ~70 Drones.
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Calgary25998 Posts
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1. Zerg units have less overall combat effectiveness per unit based on supply (particularly in the duration of their life) compared the other two races, so they usually need more production so they can send multiple waves of fairly ineffective enemies at a stronger army in order to win battles.
2. Zerg doesn't need 100 drones unless they plan on making about 20-25 spinecrawlers while they transition into Hive (this is mostly true against Protoss... I'm not sure I've ever seen somebody intentionally make 100 drones in ZvZ or ZvT).
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