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I play as zerg and I have a hideous time with terran. I cannot beat them. I have not won a game against a silver or higher terran.
/cry
Are there any safe opening build orders you lot can recommend? Or competent replays? How do you effectively scout a terran as zerg to find out what they're doing?
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sacrifice an overlord to get scouting information. Get ovy speed as soon as you get lair as well for extra scouting...
Tbh, zerg has some of the cheapest and easiest scouting of all 3 races, it should be your last problem in any matchup ><
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Since it seems like you are a lower level zerg, I would say the most important thing would be to work on your macro. I am a terran user myself, and have a hard time against zergs that fast expand and then use proper use of their queen. If you don't miss an inject larva, a terran player will have a hard time catching up to you. Additionally, at your level, it is probably easy to win by using a "baneling bust". I don't know the exact build order of it, but I'm sure you can look it up somewhere.
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It would be very helpful if you could post a replay or something so we can adequately judge your level.
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switch to protoss
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On April 19 2010 14:27 Luddite wrote:switch to protoss And so it begins for SC2.
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-_- dont switch, just out-macro the terran, then all you have to do is build an army of roaches, hydras, banelings and infestors, while safely taking more and more expansions and teching toward broodlords.
Check out the tvz games in the SC2 replay threadhere
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I find mutalisks and hydralisks are quite strong ZvT, but not just early and mid game like in SC:BW. Out of my TvZs, I have the most trouble with lair tech units.
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You probably just have really bad mechanics because from what I can tell, all zerg has to do is make a lot of shit and A-move. So if you are losing to silver terrans then more likely it's your mechanics.
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I wish I had starcraft 2 beta. Stop your crying D:
/end thread
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open with 2 hatchery mutas. 15 pool, 16 hatch, 15 gas, 16 queen. get ling speed with your first 100 gas (getting spire THAT fast doesn't really help since you're not gonna have the money to make that many mutas off the bat), then lair with the next 100 gas, and then take the second gas after you start lair. you can get baneling nest at this point if you feel uncomfortable or if he has a ton of marines. get spire once lair is done and take one of your natural gasses.
keep in mind that you should probably have around 20 speedlings and 5 banelings as insurance while your mutas are morphing. you should have enough gas to make about 5-6 (about 4 at the same time) mutas. just send the first four to his base, the other two can catch up. the point of these mutas are NOT to kill him, but to buy time. just fly around his base, make his marines chase you, but make sure you don't lose any mutas!! if you can pick off two marines that just spawned from rax, or an scv in the middle of building, great, but don't sacrifice your mutas just to try and take a really small advantage like that.
while he's making thors and missile turrets, you're making a shit ton of drones to recoup your economy. once your main and natural are saturated and you've got both your double gasses running, you should start adding infestors.
your goal is to continue delaying him while you mass up ling/baneling/infestor/muta. growth his helions and infantry, and mind control any thors with any left over infestors. i prefer to expand and keep adding more infestors and mutas: you force him to keep making more and more anti air to not lose an expansion to your mutalisks. if it's marines, those are easy, easy fodder for growth + banelings. if it's thors, don't even bother engaging them with your mutas, just mind control while you engage the rest of his army with mass baneling/speedlings.
but, you could easily also tech to hive for broodlords. here's an example custom game between me and my friend (we share both accounts and are about 1400 rating plat), the micro is not so great and he probably moves out too early, but it should give you a rough idea of how i approach zvt
http://www.sc2rc.com/index.php/replay/show/1914
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On April 19 2010 14:36 Grobyc wrote: I find mutalisks and hydralisks are quite strong ZvT, but not just early and mid game like in SC:BW. Out of my TvZs, I have the most trouble with lair tech units.
muta/hydra is completely 100% countered by a couple thors, and just regular bio. it is really terrible.
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On April 19 2010 14:33 dethrawr wrote:Check out the tvz games in the SC2 replay thread here
thx. a lot more replay sites in that thread than i realized. i have the general strategy down in my head. i do agree my macro needs work. though at times it feels like whatever i do just isn't enough.
thx, will def try that. is that fast enough to help stop banshee cheese?
On April 19 2010 14:47 dethrawr wrote:
muta/hydra is completely 100% countered by a couple thors, and just regular bio. it is really terrible.
i did exactly this and and yes, they die fast. only possible benefit is drawing fire from thors but such a waste of resources in the end ...
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my solution to ZvT relies on very safe, macro-oriented, heavy upgrade roach/hydra play. my macro is typically better than most random mid-level platinum players thanks to SC1, so as long as i can stave off reaper/hellion/air openings, I'll have an advantage going into the midgame with a 14pool expo build.
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On April 19 2010 15:13 a176 wrote:thx. a lot more replay sites in that thread than i realized. i have the general strategy down in my head. i do agree my macro needs work. though at times it feels like whatever i do just isn't enough. thx, will def try that. is that fast enough to help stop banshee cheese?
it is not fast enough to be like "lol u die" for the 11 port variation, but it definitely is for a supply depot first banshee rush. for 11port, as soon as you scout no supply depot and fast factory (unlikely that it would be a super fast helion rush) you need to make a second queen asap. KEEP YOUR QUEENS TOGETHER. then it's up to your micro. it's possible that i've just played people with shitty banshee micro, so you could (and probably should) make some spore crawlers as insurance.
for helions, get a second queen, block your ramp, and make speedlings + 1 spine crawler. pretty much the same thing minus the spine vs 9rax reaper.
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i have dont really have much issue with ground harass, mostly banshee. my micro is good enough to fend off initial banshee or two with one queen with second queen on the way but when the terran continues to spam them out i just lose out on the sheer number of incoming units, which is why i'm looking for a faster anti-air solution... but i guess my macro just needs to speed up. thx so much.
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On April 19 2010 16:13 a176 wrote: i have dont really have much issue with ground harass, mostly banshee. my micro is good enough to fend off initial banshee or two with one queen with second queen on the way but when the terran continues to spam them out i just lose out on the sheer number of incoming units, which is why i'm looking for a faster anti-air solution... but i guess my macro just needs to speed up. thx so much.
you're probably just not making the second queen fast enough, because 1 queen will lose to 1 banshee. skip ling speed, make sure you scout on your 10th drone; a rax with no addon is very suspicious, and no supply depots with a rax/fac wallin is a dead giveaway to some sort of gay shit that is easily blockable with 2 queens.
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On April 19 2010 14:27 Luddite wrote:switch to protoss why would he switch from an easy race to a more difficult one
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:D
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