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Hey,
I don't know how the hell your supposed to stop this and now that it was used with such good effectiveness vs Stephano I'm sure I will see it more and more on the ladder It's to the point I just want to quit SC2 as I'm so sick of all the bs that ZvT has to offer and I refuse to switch to T,
Anyhow getting on with it, I don't understand how to stop this, attached are 4 replays but the drops essentially start at around 8:30-8:45 and even if he doesn't do any damage you are FORCED to pull your drones as even if you have a spine / spore tower the amount of drones lost if you don't isn't acceptable. Further more you can't deal with drops and the frontal push when it comes at around 9:30 to kill your 3rd or out right win the game.
Aside from an early all in i can't seem to stop this. In most normal cases you wont' know he is going hellbats for sure till the first one pops out in which case then you can switch to roach if you didn't have your den down yet, or make some roaches if you did, but even still I tried lings, bane, roach ling bane, infestors, Sh, and hydra and nothing seems to stop this.
Any help would be greatly appreciated
I know your supposed to put down what you think you did wrong but since the drops prevent so much mining time i'm not even sure. other then possibly a little better injects or creep spread I can't see it and I don't think either of those would matter
http://drop.sc/338033 http://drop.sc/338034 http://drop.sc/338035 http://drop.sc/338036
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Hi im a masters zerg player that has a good idea on defending that sort of push. The unit composition i gois ling bane muta. First off if the terran doesnt have lots of marines you can completely shut down the push with just your mutas but usually that isnt thr case. You need to set your army into a position to attack from multiple angles using flanking manuevers snd such. You use your lings to wrap around the whole army and then use thE banelings to clean up the hellbats and marines and such. The lings shoukd be able to take care of the marauders. Then you use the mutas for cleaning up everythng leftover. If you stop this push with good 2-3 base saturation you should be ahead of your opponent and win the game.
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On May 27 2013 10:41 Kyuhyuck wrote: Hi im a masters zerg player that has a good idea on defending that sort of push. The unit composition i gois ling bane muta. First off if the terran doesnt have lots of marines you can completely shut down the push with just your mutas but usually that isnt thr case. You need to set your army into a position to attack from multiple angles using flanking manuevers snd such. You use your lings to wrap around the whole army and then use thE banelings to clean up the hellbats and marines and such. The lings shoukd be able to take care of the marauders. Then you use the mutas for cleaning up everythng leftover. If you stop this push with good 2-3 base saturation you should be ahead of your opponent and win the game.
I can't see how you would have muta out in time unless you stayed on 2 base as the attacks start at 8:30-8:45, if you 3 base muta is usally out around 9 min if your lucky and the flock isn't very large at that point usally. Be it this is good advice I can't see how you would get the timing out fast enough. Or do you mean once you see the first hell bat get 2 base saturation up and b-line to muta even if you dropped a 3rd at the normal time of 6-7 min
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Russian Federation101 Posts
Mutas won't work as you'll die before they will appear. The best choice is ling roaches, since roaches can tank more damage from hellbat that any other unit from T1. I would've made at least as twice more roaches than opponent has marauders. And basically micro is the same as it was before( you would like to focus down hellbats with roaches and make surrounds with lings). As soon as lings die you back off with roaches waiting for a new wave of lings to come. Banelings are highly ineffective unless you have speed for them. Static defense can be good vs hellbats but it'll be a waste in early game as you can defend with roaches and queens and making spines won't help much to defend this push as marauders will kill them in a flash. Most annoying part would be his increasing number of medvacks so if possible keep 1-2 queens to focus them down.
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This looks all in to me. The way MvP played it. It seems to hit around 11 to 12 minutes. Before that it's just drop harrass.
I guess the best way to handle it would be to put down a fourth hatchery and start making queens + ling/bane. You should try to get baneling speed quickly. Send the banelings after the hellbats and target the medivacs with the queens. Don't send your zerglings in until your banelings explode. Some forward positioned spine crawlers that you can transfuse would help a lot too.
I just don't think that roaches are very good against this. They do low dps and don't survive to well against marauder/hellbat. So the medivacs are just out healing the roaches. With Queen/ling/bane you'll be trading your army for his but he's got no upgrades coming no third and no mines so you're going to be ahead if you defend well.
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Russian Federation101 Posts
On May 27 2013 12:29 ManiacTheZealot wrote: This looks all in to me. The way MvP played it. It seems to hit around 11 to 12 minutes. Before that it's just drop harrass.
I guess the best way to handle it would be to put down a fourth hatchery and start making queens + ling/bane. You should try to get baneling speed quickly. Send the banelings after the hellbats and target the medivacs with the queens. Don't send your zerglings in until your banelings explode. Some forward positioned spine crawlers that you can transfuse would help a lot too.
I just don't think that roaches are very good against this. They do low dps and don't survive to well against marauder/hellbat. So the medivacs are just out healing the roaches. With Queen/ling/bane you'll be trading your army for his but he's got no upgrades coming no third and no mines so you're going to be ahead if you defend well.
It's true that roaches are low dps but in high number with ling support they're damage is sufficient to kill of units. Ling banes do very poorly if your opponent microes well. You need 4-5 banelings to kill hellbat and 6-7 to kill marauder, so does it mean you'll make 25+ banelings to kill him off and you won't be sure that he'll be dead? And yes, it's an all-in as terran falls back in upgrades from you too far.
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On May 27 2013 12:54 TRpredator wrote:Show nested quote +On May 27 2013 12:29 ManiacTheZealot wrote: This looks all in to me. The way MvP played it. It seems to hit around 11 to 12 minutes. Before that it's just drop harrass.
I guess the best way to handle it would be to put down a fourth hatchery and start making queens + ling/bane. You should try to get baneling speed quickly. Send the banelings after the hellbats and target the medivacs with the queens. Don't send your zerglings in until your banelings explode. Some forward positioned spine crawlers that you can transfuse would help a lot too.
I just don't think that roaches are very good against this. They do low dps and don't survive to well against marauder/hellbat. So the medivacs are just out healing the roaches. With Queen/ling/bane you'll be trading your army for his but he's got no upgrades coming no third and no mines so you're going to be ahead if you defend well. It's true that roaches are low dps but in high number with ling support they're damage is sufficient to kill of units. Ling banes do very poorly if your opponent microes well. You need 4-5 banelings to kill hellbat and 6-7 to kill marauder, so does it mean you'll make 25+ banelings to kill him off and you won't be sure that he'll be dead? And yes, it's an all-in as terran falls back in upgrades from you too far.
Tell that to stephano. He was unable to get enough roaches to defend. 25+ banelings? Banelings do aoe and spreading out hellbats is bad because they only have 2 range and move super slow. You can potentially kill them all with 4 to 5 although that's unlikely you certainly won't need 25. And you don't have to get the whole pack the queens and lings can clean up whats left. If he does try to spread out zerglings become much more effective.
Also keep in mind that his reinforcements are going to be so slow to arrive that you will easily out produce him if you manage to stabilize. It takes like an hour for a hellbat to walk across the map.
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Russian Federation101 Posts
On May 27 2013 13:19 ManiacTheZealot wrote:Show nested quote +On May 27 2013 12:54 TRpredator wrote:On May 27 2013 12:29 ManiacTheZealot wrote: This looks all in to me. The way MvP played it. It seems to hit around 11 to 12 minutes. Before that it's just drop harrass.
I guess the best way to handle it would be to put down a fourth hatchery and start making queens + ling/bane. You should try to get baneling speed quickly. Send the banelings after the hellbats and target the medivacs with the queens. Don't send your zerglings in until your banelings explode. Some forward positioned spine crawlers that you can transfuse would help a lot too.
I just don't think that roaches are very good against this. They do low dps and don't survive to well against marauder/hellbat. So the medivacs are just out healing the roaches. With Queen/ling/bane you'll be trading your army for his but he's got no upgrades coming no third and no mines so you're going to be ahead if you defend well. It's true that roaches are low dps but in high number with ling support they're damage is sufficient to kill of units. Ling banes do very poorly if your opponent microes well. You need 4-5 banelings to kill hellbat and 6-7 to kill marauder, so does it mean you'll make 25+ banelings to kill him off and you won't be sure that he'll be dead? And yes, it's an all-in as terran falls back in upgrades from you too far. Tell that to stephano. He was unable to get enough roaches to defend. 25+ banelings? Banelings do aoe and spreading out hellbats is bad because they only have 2 range and move super slow. You can potentially kill them all with 4 to 5 although that's unlikely you certainly won't need 25. And you don't have to get the whole pack the queens and lings can clean up whats left. If he does try to spread out zerglings become much more effective. Also keep in mind that his reinforcements are going to be so slow to arrive that you will easily out produce him if you manage to stabilize. It takes like an hour for a hellbat to walk across the map.
Stephano actually deflected initial attack(though with ling bane roach composition) but lost because he moved out too far and killed his banelings by suiciding into marauders and hellbats.(starstation) Well if we assume that terran is bad than sure banelings will get good connections, however it's stupid to expect your opponent to be bad(which means he'll probably pre-split units and have some micro to draw his marines back). Yes, zerglings will be more effective, however terran doesn't realy care, since he has medvacks and hellbats to demolish them in few seconds.
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in a way, it's similar to marauder hellion all in for WoL except now it comes with hellbat drops and then follow up with a strong timing attack and less all in. the power of this build is to abuse that insanely cost efficient of marauder medivac and hellbats. the problem of being behind on upgrades are kinda solved by having units that don't relies too heavily on upgrades, such as mauarders supported by hellbats and the widow mines follow up while the zerg will have less gas for lair tech units when he is defending with banelings and roaches and not able to drone. so the best way is really just to use roach ling baneling to deal with the inital push as best as possible and then react to whatever the terran decides to do next
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On May 27 2013 14:10 TRpredator wrote:Show nested quote +On May 27 2013 13:19 ManiacTheZealot wrote:On May 27 2013 12:54 TRpredator wrote:On May 27 2013 12:29 ManiacTheZealot wrote: This looks all in to me. The way MvP played it. It seems to hit around 11 to 12 minutes. Before that it's just drop harrass.
I guess the best way to handle it would be to put down a fourth hatchery and start making queens + ling/bane. You should try to get baneling speed quickly. Send the banelings after the hellbats and target the medivacs with the queens. Don't send your zerglings in until your banelings explode. Some forward positioned spine crawlers that you can transfuse would help a lot too.
I just don't think that roaches are very good against this. They do low dps and don't survive to well against marauder/hellbat. So the medivacs are just out healing the roaches. With Queen/ling/bane you'll be trading your army for his but he's got no upgrades coming no third and no mines so you're going to be ahead if you defend well. It's true that roaches are low dps but in high number with ling support they're damage is sufficient to kill of units. Ling banes do very poorly if your opponent microes well. You need 4-5 banelings to kill hellbat and 6-7 to kill marauder, so does it mean you'll make 25+ banelings to kill him off and you won't be sure that he'll be dead? And yes, it's an all-in as terran falls back in upgrades from you too far. Tell that to stephano. He was unable to get enough roaches to defend. 25+ banelings? Banelings do aoe and spreading out hellbats is bad because they only have 2 range and move super slow. You can potentially kill them all with 4 to 5 although that's unlikely you certainly won't need 25. And you don't have to get the whole pack the queens and lings can clean up whats left. If he does try to spread out zerglings become much more effective. Also keep in mind that his reinforcements are going to be so slow to arrive that you will easily out produce him if you manage to stabilize. It takes like an hour for a hellbat to walk across the map. Stephano actually deflected initial attack(though with ling bane roach composition) but lost because he moved out too far and killed his banelings by suiciding into marauders and hellbats.(starstation) Well if we assume that terran is bad than sure banelings will get good connections, however it's stupid to expect your opponent to be bad(which means he'll probably pre-split units and have some micro to draw his marines back). Yes, zerglings will be more effective, however terran doesn't realy care, since he has medvacks and hellbats to demolish them in few seconds.
You're not taking into account the fact that those roaches cost a lot and didn't do much.
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I don't think Zerg can reach the mid-game thru' an economic opening like 4 Queen so it's better to 8 Roach Rush with Zergling speed and go all-in with a Baneling follow up off of two bases until Blizzard patches Hellbats, otherwise 3 Hatch before Pool, non-stop Queen production and Lair with your first 100 gas might work as Queens are pretty much the only units that can match Hellbats and Marauders in cost efficiency on th ground and they can take out Medivac support.
I think MVP pretty much proved Terran is IMBA at this point and they'll have to do something about Medivac speed and Hellbats, they can't delude themselves that a free speed updgrade for drop ships and a 100 mineral unit that hard counters every other races mineral unit is fair for long.
User was warned for this post
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just go roach-bane-queen of your 3 hatch vs this, stephano actually won the game where mvp (perfectly executed all-in) did this on star station but started to drone and take fights of creep.
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I think zerg should go roach/hydra if he scouts this build.
Roach/hydra is always strong vs hellbat/bio composition with delayed upgrades anyway.
Hydras will destroy medivac, which will stop this all-in even if the terran has mules.
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Russian Federation101 Posts
On May 27 2013 14:51 ManiacTheZealot wrote:Show nested quote +On May 27 2013 14:10 TRpredator wrote:On May 27 2013 13:19 ManiacTheZealot wrote:On May 27 2013 12:54 TRpredator wrote:On May 27 2013 12:29 ManiacTheZealot wrote: This looks all in to me. The way MvP played it. It seems to hit around 11 to 12 minutes. Before that it's just drop harrass.
I guess the best way to handle it would be to put down a fourth hatchery and start making queens + ling/bane. You should try to get baneling speed quickly. Send the banelings after the hellbats and target the medivacs with the queens. Don't send your zerglings in until your banelings explode. Some forward positioned spine crawlers that you can transfuse would help a lot too.
I just don't think that roaches are very good against this. They do low dps and don't survive to well against marauder/hellbat. So the medivacs are just out healing the roaches. With Queen/ling/bane you'll be trading your army for his but he's got no upgrades coming no third and no mines so you're going to be ahead if you defend well. It's true that roaches are low dps but in high number with ling support they're damage is sufficient to kill of units. Ling banes do very poorly if your opponent microes well. You need 4-5 banelings to kill hellbat and 6-7 to kill marauder, so does it mean you'll make 25+ banelings to kill him off and you won't be sure that he'll be dead? And yes, it's an all-in as terran falls back in upgrades from you too far. Tell that to stephano. He was unable to get enough roaches to defend. 25+ banelings? Banelings do aoe and spreading out hellbats is bad because they only have 2 range and move super slow. You can potentially kill them all with 4 to 5 although that's unlikely you certainly won't need 25. And you don't have to get the whole pack the queens and lings can clean up whats left. If he does try to spread out zerglings become much more effective. Also keep in mind that his reinforcements are going to be so slow to arrive that you will easily out produce him if you manage to stabilize. It takes like an hour for a hellbat to walk across the map. Stephano actually deflected initial attack(though with ling bane roach composition) but lost because he moved out too far and killed his banelings by suiciding into marauders and hellbats.(starstation) Well if we assume that terran is bad than sure banelings will get good connections, however it's stupid to expect your opponent to be bad(which means he'll probably pre-split units and have some micro to draw his marines back). Yes, zerglings will be more effective, however terran doesn't realy care, since he has medvacks and hellbats to demolish them in few seconds. You're not taking into account the fact that those roaches cost a lot and didn't do much. Hmm baneling=50 min and 25 gas roach=75 min and 25 gas (not much of a difference if you ask me) Plus roaches don't do much in small numbers and he had like 5-6 of them but they survived through most of the battles, so not sure what you're talking about.
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Ive been also trying to find solutions to these midgame hellbat / bio pushes with or without a terran 3rd.
Zerglings are real weak against it
A idea im having ZvT is that midgame bio+hellbat attacks are really hard to stop with ling bling muta
Then I started to have a thought. Roaches deal 16 damage hydras deal 12 damage unupgraded so even if terran hits with a 3-3 timing at 16minutes it still only reduces hydra damage by 25% and roach damage by less, so I dont think the money is "wasted" even if the terran skips a midgame attack once he sees the roaches and hydras because their DPS output is still high even when the terran has 3-3 or 2-2 timings planned.
Roaches/Hydras have a problem of reaching their max effectiveness at around 10 of each. many Zergs will make the mistake of massing the two units and If you make any more than that ideal amount then the roaches become dead supply because only the FRONT 10 roaches are actualy attacking while the rest are bumbling around doing nothing. Same for hydras. But I thought about it and I think if you just get a few of each but stop before you get too much then you will still get the power the units provide (their decent DPS output at 4/5 range) and as long as you just dont make too many of them to the point where they start to get useless you can keep upgrading lings and go ling/bling muta with just a few roaches/hydras sprinkled in for midgame security
(pretty much late mutas, but faster roach/hydra)
In the end the cost is 350/100 for the warren / den, then 800/400 for 8 hydras and 750/250 for 10 roaches. I think the cost comes out to being pretty strong for what it provides you in terms of midgame power vs terran midgame pushes.
And if you are only being defensive, the fights are always on creep so you dont need to actually get upgrades for the roaches/hydras for them to be useful as a defensive force. So no money needs to be spent on actually upgrading the units.
The plan is, be purely defensive and never aggressive. Force the terran to attack you, otherwise you will have 3/3 ultras and lings at 20 minutes with mutas and your in a good position.
So the few roaches / hydras provide some midgame power allowing you to get to dem 3/3 ultras and muta/ling/bane more securely. Then lategame those few roaches and hydras still compliment your max army nicely by providing some ranged DPS, and then when they die you just dont replace them
Heres a replay where im trying out the concept and terran does a midgame bio+hellbat attack. I think it works well a few fights the terran has more supply than me but i still crush the army.
http://www.gamereplays.org/starcraft2/replays.php?game=33&show=details&id=283153
BIG THING TO REMEMBER, in the first fight the terran attacks me with hellbats / bio and I am in trouble. His army is bigger compared to mine and I win the fight because I engage with my army letting the roaches and hydras deal their DPS and I pull back most of my lings letting only a few lings engage. If you let all your lings go in they will all die to a few hellbat shots, but if you only send in some lings and pull back the rest your roach/hydra can deal their ranged DPS and then you pull back and reinforce with more lings when you need more lings to tank more shots.. So send in groups of lings at a time while hydra/roach does dps
Also, I realized since your only getting a few banelings and most of the fights are on creep you dont really need to upgrade baneling speed ive found the army compliments eachother nicely even with slow banelings
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On May 27 2013 14:57 MoonCricket wrote: I think MVP pretty much proved Terran is IMBA at this point and they'll have to do something about Medivac speed and Hellbats, they can't delude themselves that a free speed updgrade for drop ships and a 100 mineral unit that hard counters every other races mineral unit is fair for long. 3 out of 5 players who proceeded to global WCS were zerg: Zerg complains it is imbalanced -_-.
Anyway from bit related terran PoV, my main strat vs zerg is an early marauder, marine, hellbat push. Medivacs come a bit later, so my push hits a bit earlier and has marines, but lacks healing:
Speedling defenses: Woohoo, free win. Especially funny when they think a two spines + two queens for transfusions are going to delay it.
Banelings: Still win the majority, but alot harder. Especially important to have good creep spread. The terran has no chance to clear out creep, so he will be fighting on creep. And flank him from behind preferably.
Mutas: If fast mutas they can be out roughly in time. Yes you will take horrible damage, but at the same time the terran has little muta defense.
Roaches: My largest problem, simply from 3 base mass roaches. To this I lose the majority of the time. And yeah I try to add more marauders when I scout that.
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On May 27 2013 16:35 shreddedtheticz wrote:Ive been also trying to find solutions to these midgame hellbat / bio pushes with or without a terran 3rd. Zerglings are real weak against it A idea im having ZvT is that midgame bio+hellbat attacks are really hard to stop with ling bling muta Then I started to have a thought. Roaches deal 16 damage hydras deal 12 damage unupgraded so even if terran hits with a 3-3 timing at 16minutes it still only reduces hydra damage by 25% and roach damage by less, so I dont think the money is "wasted" even if the terran skips a midgame attack once he sees the roaches and hydras because their DPS output is still high even when the terran has 3-3 or 2-2 timings planned. Roaches/Hydras have a problem of reaching their max effectiveness at around 10 of each. many Zergs will make the mistake of massing the two units and If you make any more than that ideal amount then the roaches become dead supply because only the FRONT 10 roaches are actualy attacking while the rest are bumbling around doing nothing. Same for hydras. But I thought about it and I think if you just get a few of each but stop before you get too much then you will still get the power the units provide (their decent DPS output at 4/5 range) and as long as you just dont make too many of them to the point where they start to get useless you can keep upgrading lings and go ling/bling muta with just a few roaches/hydras sprinkled in for midgame security (pretty much late mutas, but faster roach/hydra) In the end the cost is 350/100 for the warren / den, then 800/400 for 8 hydras and 750/250 for 10 roaches. I think the cost comes out to being pretty strong for what it provides you in terms of midgame power vs terran midgame pushes. And if you are only being defensive, the fights are always on creep so you dont need to actually get upgrades for the roaches/hydras for them to be useful as a defensive force. So no money needs to be spent on actually upgrading the units. The plan is, be purely defensive and never aggressive. Force the terran to attack you, otherwise you will have 3/3 ultras and lings at 20 minutes with mutas and your in a good position. So the few roaches / hydras provide some midgame power allowing you to get to dem 3/3 ultras and muta/ling/bane more securely. Then lategame those few roaches and hydras still compliment your max army nicely by providing some ranged DPS, and then when they die you just dont replace them Heres a replay where im trying out the concept and terran does a midgame bio+hellbat attack. I think it works well a few fights the terran has more supply than me but i still crush the army. http://www.gamereplays.org/starcraft2/replays.php?game=33&show=details&id=283153BIG THING TO REMEMBER, in the first fight the terran attacks me with hellbats / bio and I am in trouble. His army is bigger compared to mine and I win the fight because I engage with my army letting the roaches and hydras deal their DPS and I pull back most of my lings letting only a few lings engage. If you let all your lings go in they will all die to a few hellbat shots, but if you only send in some lings and pull back the rest your roach/hydra can deal their ranged DPS and then you pull back and reinforce with more lings when you need more lings to tank more shots.. So send in groups of lings at a time while hydra/roach does dps Also, I realized since your only getting a few banelings and most of the fights are on creep you dont really need to upgrade baneling speed ive found the army compliments eachother nicely even with slow banelings
I will have to watch the replay when I get home, however your saying you will have enough hydra out to make a difference at 8:45min off 3 base?
The only way I can think to stop this is the second you scout it stop drone production once 2 base saturation is complete and just build mass roach baneling, as I can't see any other tech getting out in time otherwise otherwise.
The biggest problem tho is the fact that your economy is getting disrupted constantly prior to the drop and even with 1-2 spores and a spine its still not enough, as 2 hellbats can clear a drone line in seconds even with static defence, so how do you defend the drops and the front line push at the same time. Its really stupid that 2 units can do that much damage in a drop as the terran can have 96% of his army at your front door while 4 units dropping from the sides at the same time killing all your drones??? is there any better way of stopping this? I even tried parking more queens around the mineral line / endges of the map but it didn't work
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On May 27 2013 21:49 rustypipe wrote: The biggest problem tho is the fact that your economy is getting disrupted constantly prior to the drop and even with 1-2 spores and a spine its still not enough, as 2 hellbats can clear a drone line in seconds even with static defence, so how do you defend the drops and the front line push at the same time. Its really stupid that 2 units can do that much damage in a drop as the terran can have 96% of his army at your front door while 4 units dropping from the sides at the same time killing all your drones??? is there any better way of stopping this? I even tried parking more queens around the mineral line / endges of the map but it didn't work
You have to see the drop coming into your base. The T, will use speed to drop into your mineral line.
You have to pull all your drones away, deal with the hellbat/medivac and get your drones back.
It doesn't matter how much static defense you have(unless its 3 spores), the T will do dmg when you don't pull your drones, but watch out, for his speed cooldown. He can drop with speed the hellbats in your retreating drones. So micro is necessary.
If you give him a timer to retreat(queens attack medivac/spores), you shouldn't lose any drones as long as you keep watching ur minimap/bases, pull drones when it comes, and use good micro.
If 2 100minerals units are supposed to force so much, is another topic :D
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On May 27 2013 22:22 KuKKi wrote:Show nested quote +On May 27 2013 21:49 rustypipe wrote: The biggest problem tho is the fact that your economy is getting disrupted constantly prior to the drop and even with 1-2 spores and a spine its still not enough, as 2 hellbats can clear a drone line in seconds even with static defence, so how do you defend the drops and the front line push at the same time. Its really stupid that 2 units can do that much damage in a drop as the terran can have 96% of his army at your front door while 4 units dropping from the sides at the same time killing all your drones??? is there any better way of stopping this? I even tried parking more queens around the mineral line / endges of the map but it didn't work
You have to see the drop coming into your base. The T, will use speed to drop into your mineral line. You have to pull all your drones away, deal with the hellbat/medivac and get your drones back. It doesn't matter how much static defense you have(unless its 3 spores), the T will do dmg when you don't pull your drones, but watch out, for his speed cooldown. He can drop with speed the hellbats in your retreating drones. So micro is necessary. If you give him a timer to retreat(queens attack medivac/spores), you shouldn't lose any drones as long as you keep watching ur minimap/bases, pull drones when it comes, and use good micro. If 2 100minerals units are supposed to force so much, is another topic :D
Even if you don't loose many drones the mining time lost off 2 bases having no drones mining for that time period is very damaging that early in the game especially when the 9min timing hit is coming at your front door, was just wondering if there was a better response to this, but I guess there isn't.
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On May 27 2013 21:49 rustypipe wrote:Show nested quote +On May 27 2013 16:35 shreddedtheticz wrote:Ive been also trying to find solutions to these midgame hellbat / bio pushes with or without a terran 3rd. Zerglings are real weak against it A idea im having ZvT is that midgame bio+hellbat attacks are really hard to stop with ling bling muta Then I started to have a thought. Roaches deal 16 damage hydras deal 12 damage unupgraded so even if terran hits with a 3-3 timing at 16minutes it still only reduces hydra damage by 25% and roach damage by less, so I dont think the money is "wasted" even if the terran skips a midgame attack once he sees the roaches and hydras because their DPS output is still high even when the terran has 3-3 or 2-2 timings planned. Roaches/Hydras have a problem of reaching their max effectiveness at around 10 of each. many Zergs will make the mistake of massing the two units and If you make any more than that ideal amount then the roaches become dead supply because only the FRONT 10 roaches are actualy attacking while the rest are bumbling around doing nothing. Same for hydras. But I thought about it and I think if you just get a few of each but stop before you get too much then you will still get the power the units provide (their decent DPS output at 4/5 range) and as long as you just dont make too many of them to the point where they start to get useless you can keep upgrading lings and go ling/bling muta with just a few roaches/hydras sprinkled in for midgame security (pretty much late mutas, but faster roach/hydra) In the end the cost is 350/100 for the warren / den, then 800/400 for 8 hydras and 750/250 for 10 roaches. I think the cost comes out to being pretty strong for what it provides you in terms of midgame power vs terran midgame pushes. And if you are only being defensive, the fights are always on creep so you dont need to actually get upgrades for the roaches/hydras for them to be useful as a defensive force. So no money needs to be spent on actually upgrading the units. The plan is, be purely defensive and never aggressive. Force the terran to attack you, otherwise you will have 3/3 ultras and lings at 20 minutes with mutas and your in a good position. So the few roaches / hydras provide some midgame power allowing you to get to dem 3/3 ultras and muta/ling/bane more securely. Then lategame those few roaches and hydras still compliment your max army nicely by providing some ranged DPS, and then when they die you just dont replace them Heres a replay where im trying out the concept and terran does a midgame bio+hellbat attack. I think it works well a few fights the terran has more supply than me but i still crush the army. http://www.gamereplays.org/starcraft2/replays.php?game=33&show=details&id=283153BIG THING TO REMEMBER, in the first fight the terran attacks me with hellbats / bio and I am in trouble. His army is bigger compared to mine and I win the fight because I engage with my army letting the roaches and hydras deal their DPS and I pull back most of my lings letting only a few lings engage. If you let all your lings go in they will all die to a few hellbat shots, but if you only send in some lings and pull back the rest your roach/hydra can deal their ranged DPS and then you pull back and reinforce with more lings when you need more lings to tank more shots.. So send in groups of lings at a time while hydra/roach does dps Also, I realized since your only getting a few banelings and most of the fights are on creep you dont really need to upgrade baneling speed ive found the army compliments eachother nicely even with slow banelings I will have to watch the replay when I get home, however your saying you will have enough hydra out to make a difference at 8:45min off 3 base? The only way I can think to stop this is the second you scout it stop drone production once 2 base saturation is complete and just build mass roach baneling, as I can't see any other tech getting out in time otherwise otherwise. The biggest problem tho is the fact that your economy is getting disrupted constantly prior to the drop and even with 1-2 spores and a spine its still not enough, as 2 hellbats can clear a drone line in seconds even with static defence, so how do you defend the drops and the front line push at the same time. Its really stupid that 2 units can do that much damage in a drop as the terran can have 96% of his army at your front door while 4 units dropping from the sides at the same time killing all your drones??? is there any better way of stopping this? I even tried parking more queens around the mineral line / endges of the map but it didn't work If the terran can micro 2 drops + his main army, then you should be able to defend 2 drops + micro your main army. And just to prevent misunderstandings, hellbat drops which simply consist of a medivac queued to unload in a mineral line don't do damage. Even if you don't defend against them they won't do any significant damage besides killing maybe 2 stray drones. The problem is drones have low attack priority, queens/static defenses have higher priority, so unmicro'd the hellbats will ignore drones. And believe me that is a larger issue than it sounds like.
And as zerg you should pretty much always see the drop coming with ovi scouts.
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