On April 09 2010 01:27 Wintermute wrote:
You said it yourself: you don't play zerg. Most of your suggestions are nonsensical gimmicks, or require an effort far out of proportion to their possible payoff. I mean, you're suggesting for example teching to spire, making corruptors, and having them alternate locking down a key tech building?
Does that REALLY make sense inside of your mind? I'm going to invest 200/200 in a spire, then 300/200 in a couple of corruptors, all so that I can lock down a single building that might at most cost 200/200 or something. And I'm going to pray that at NO POINT my opponent bothers to send over a marine or a stalker to drive away my corruptors, or builds a cannon or turret, or a thor, etc etc.
And all of this so that I can deny him what exactly? The only upgrade that's remotely worth that much trouble would be Stim, and he's going to have that long before you can even DREAM of getting a spire.
A much more likely scenario is that you just build some mutas, then go in and destroy that building. Not exactly finesse, but it's more efficient and direct.
Of the things you suggested, the only one(s) that are practical are drops. You don't see zerg do a lot of drops. Partially this is because they don't really have a good harassment unit, though in theory infestors could be dropped on a mineral line for hilarious effect. Baneling drops? Eh, maybe. Banelings are pretty expensive one shot units, so even if you succeed with your drop, it's possible to end up not ahead in eco.
One thing to keep in mind when it comes to zerg drops is that you can't even attempt them until you first get to Lair, and then invest 250/250 into speed and carrying ability for overlords. On top of that of course you're risking your supply cap in order to do a drop, so you will need to over produce overlords. It's an expensive strategy, and zerg lack a siege or harassment unit like lurkers, reavers, colossi, siege tanks, reapers, hellions, etc to make the effort efficient. You either drop a super low damage unit like roaches, or a fragile unit like lings, or a one time unit like banelings. Infestors might be good, but then you've got to wait for 75 energy each time you want to drop, which means waiting longer into the game.
P.S.-- I'm not ready to say that zerg are weak or helpless, only that to suggest that zerg have a multitude of finesse options like protoss or to a lesser extent terran is a joke.
You said it yourself: you don't play zerg. Most of your suggestions are nonsensical gimmicks, or require an effort far out of proportion to their possible payoff. I mean, you're suggesting for example teching to spire, making corruptors, and having them alternate locking down a key tech building?
Does that REALLY make sense inside of your mind? I'm going to invest 200/200 in a spire, then 300/200 in a couple of corruptors, all so that I can lock down a single building that might at most cost 200/200 or something. And I'm going to pray that at NO POINT my opponent bothers to send over a marine or a stalker to drive away my corruptors, or builds a cannon or turret, or a thor, etc etc.
And all of this so that I can deny him what exactly? The only upgrade that's remotely worth that much trouble would be Stim, and he's going to have that long before you can even DREAM of getting a spire.
A much more likely scenario is that you just build some mutas, then go in and destroy that building. Not exactly finesse, but it's more efficient and direct.
Of the things you suggested, the only one(s) that are practical are drops. You don't see zerg do a lot of drops. Partially this is because they don't really have a good harassment unit, though in theory infestors could be dropped on a mineral line for hilarious effect. Baneling drops? Eh, maybe. Banelings are pretty expensive one shot units, so even if you succeed with your drop, it's possible to end up not ahead in eco.
One thing to keep in mind when it comes to zerg drops is that you can't even attempt them until you first get to Lair, and then invest 250/250 into speed and carrying ability for overlords. On top of that of course you're risking your supply cap in order to do a drop, so you will need to over produce overlords. It's an expensive strategy, and zerg lack a siege or harassment unit like lurkers, reavers, colossi, siege tanks, reapers, hellions, etc to make the effort efficient. You either drop a super low damage unit like roaches, or a fragile unit like lings, or a one time unit like banelings. Infestors might be good, but then you've got to wait for 75 energy each time you want to drop, which means waiting longer into the game.
P.S.-- I'm not ready to say that zerg are weak or helpless, only that to suggest that zerg have a multitude of finesse options like protoss or to a lesser extent terran is a joke.
obviously the corrupter idea is only if you're opening mutas >.> you have a brain use it plz.
plus i'm pretty sure a good player just used baneling drops in eco lings and showed how good it is.(spell vs kolll or whatev) maybe you'll try shit now instead of insisting it never works. these are all just examples, not to be taken at face value.
Also, im not saying that they have as many as the toss or terran, I'm just saying they have SOME. most zergs on this forum are making it out as if zerg has NO options other than mass units and A-move.