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I'd like to nominate chaosvuistje, first of all for his excellent ZvX guides:
ZvZ The Speedling Expand: + Show Spoiler + Zerg versus Zerg: The Alpha and the Omega + Show Spoiler +
ZvT Zerg versus Terran: Survival of the Patient + Show Spoiler +
ZvP Zerg versus Protoss: Aiurs Armageddon + Show Spoiler +
And secondly, because his comments in the strategy forum are always thought-out and well written: + Show Spoiler +On September 16 2011 19:11 Chaosvuistje wrote:Show nested quote +On September 16 2011 19:00 Pugnae wrote:On September 16 2011 18:55 Silentness wrote: I agree about the NP usage against colossi, but man I feel like an idiot when I play random and get Protoss vs Zerg. I've had times where my colossi were out of position and the Zerg player easily gets their infestors within range of my colossi and my stalkers/zealots are out of place to kill the NPing infestor in time. I guess it's my fault for having my colossi out of position, but damn I think 9 range is a little ridiculous for infestors and this is coming from a random player that gets Zerg occasionally.
Just watching the NPing 9 range animation makes my head want to explode at how far it reaches units. I'd say give the infestors NP a range of 8 instead of 7 or 9. Sad Losing because you are not managing your units... Wait... That often happens with broodlords. Why should a protoss be able to make errors without getting punished? I'd have to agree with Pugnae, if we miss position our zerglings they will all get chopped off by forcefields or blasted by storm, losing tons of supply in the blink of an eye. Mispositioning should always be unfavourable, with good positioning you can kill the Infestors well, with bad positioning you'll get your collosi snatched away from you. And this can actually be stopped quite easily unlike a forcefield spell or a storm by sniping the infestor with X ( fill X in yourself, blink stalkers, DT's, feedback, phoenix spreaded out ) even at 9 range. Having that said, with 7 range neurals I won't be researching neural parasite unless the protoss goes for an immortal composition. Against collosi they will get fried again and against archons the Protoss will probably have HT out anyway. He even has his fair share of Protoss wisdom: + Show Spoiler +On September 08 2011 21:58 Chaosvuistje wrote: I have known this major flaw in protoss design since the end of beta where I really started playing Protoss and Zerg off and on.
It is sad for the protoss players around us. The truly mechanical players get punished for the race while the weak players ride on the strengths of timing pushes. I've always imagined Protoss as a broken race, not balance wise but design wise. And it breaks my heart that they can't do multi pronged attacks or small pokes at an enemy without getting swamped. The biggest appearance of the design flaw is PvP, where it still hasn't breached past the one base phase.
I thank you for this post. And as a Master zerg player I can see that I fully agree with it. Protoss just can't be balanced well if offense and defence is so much intwined. Because nerfing one will nerf the other and vice versa. It is sad, but I truly hope that Blizzard revamps the warp gate mechanic with gateways. And give warp gates a trade off when compared to gateways. I don't think this is feasable in a patch however, only in HotS could such an enormous feat be implemented since the metagame then will be slightly in shambles allowing protoss to relearn timings more easily.
Other responses: + Show Spoiler +On September 08 2011 15:18 Chaosvuistje wrote: +1 melee zerglings become 20% cooler when compared to a normal zergling which does 5 damage. Not only that, but the +1 melee upgrade opens up the path for a quicker +2 melee upgrade which is an upgrade with infinite possibilities.
Meanwhile, the +1 range only benefit your roaches, which attack slower than your zergligns and are in fewer numbers than zerglings. Not only that, the +2 range does not give the Zerg the ability to oneshot probes.
+ Show Spoiler +On September 04 2011 04:57 Chaosvuistje wrote: Ummm...
No.
Let me explain why this won't work. First off, Broodlord tech takes an enormous amount of time to get up. And if you want to have them out reasonably quickly, you need to get your third up. This third will make you extremely vulnerable to Roach attacks where your spine crawlers are not, because +1 roaches will swamp your Zerglings utterly.
Mutalisks are great, but you need to have quite a tight build going to get them out safely when you are playing against a good zerg. Otherwise you will just get swamped by upgraded Roaches. Muta's can be used to deny the third of the opponent, AKA give you an advantage later. But they don't do anything to defend you unless you want to get out a lot of Mutalisks in which case you will have to abandon the Broodlord plan altogether.
My advice is to get good at Zergling Baneling and Roach timing attacks to get you into an advantage rather than going straight for Infestor Roach. This will give you a better feel for the match up.
Etc., etc.
No reason not to highlight him! + Show Spoiler +P.S.: chaosvuistje, if you read this, thanks a lot for your guides!
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I'll support 4kmonk, Geiko, and Chaos. I can't really add anything that hasn't been said, their worth is very self-evident.
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Italy12246 Posts
I would like to support Geiko and 4kmonk too, they always have great advice.
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+1 for 4kMonk great advice for Protoss.
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I vote Geiko, but only because he threatened my family, my babies, my dog, my cat, my neighboors and the mayor.
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Canada13388 Posts
On September 28 2011 00:08 monx wrote: +1 for 4kMonk great advice for Protoss.
4kmonk def deserves a blue post.
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On August 10 2011 07:08 Anihc wrote: I second Geiko, and I nominate 4kmonk. Anyone who's even glanced at the strat forums recently should agree :p
I support this.
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On September 29 2011 09:54 ZeromuS wrote:Show nested quote +On September 28 2011 00:08 monx wrote: +1 for 4kMonk great advice for Protoss. 4kmonk def deserves a blue post.
I agree. 4kmonk has contributed as much to Protoss strats as anyone on this website.
On that note, big thanks to all of the great toss strat contributors.
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On September 30 2011 06:36 JonnyLaw wrote:Show nested quote +On September 29 2011 09:54 ZeromuS wrote:On September 28 2011 00:08 monx wrote: +1 for 4kMonk great advice for Protoss. 4kmonk def deserves a blue post. I agree. 4kmonk has contributed as much to Protoss strats as anyone on this website. On that note, big thanks to all of the great toss strat contributors. Agreed, reading his guide has improved my understanding of all the match ups a lot better. Really appreciate what he has contributed.
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Another nomination for 4kmonk (now NrGmonk). Huge props to him for continuously posting Guides and helping people and not being phased by the angry clueless responses. As a P player his posts here have greatly improved my play. We need to cherish such high level posters!
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Added to highlighted posters: NrGmonk
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Hey, I'd like to nominate decaf, because I feel he conributes a lot of quality stuff to the strat section and helped me a lot with my zerg since I started playing random. Here are the guides he wrote:
+ Show Spoiler +
And some of his quotes: + Show Spoiler + + Show Spoiler +On November 06 2011 09:08 decaf wrote:This is a great little guide. A suggestion, when it's hatch first vs hatch first you should get gas before pool, this will give you earlier speed and that may decide the game in some situations. I usually do 15 hatch 16 gas 16 pool 17 overlord in ZvZ if both players went for hatch first. Also you didn't cover the scenario if both players went for mutas, this is quite different from only one player opting for mutalisks. I covered it in my muta zvz guide I wrote way back ( http://www.teamliquid.net/forum/viewmessage.php?topic_id=198622 ), but I consider it kinda outdated, although it still might be a great build. Something I also find very useful when going mutas is baneling landmines to kill of huge packs of hydras/infestors when they're moving towards your ramp. You can just clean up his army after that, because all the AA will be gone. + Show Spoiler +On October 30 2011 18:26 decaf wrote: Alright, I watched the replay. First off I'd l ike to mention that I don't think you're able to hold any all ins with this build. In this case you got lucky because your macro was much better than your opponents, but this is not going to be the case once you get higher. Secondly I don't think it's wise going for a hatch first in a ZvP, even if you plant it at 13. I recommend doing a pool first build or you will lose to any cannon rush. I mean going for ling infestor is your style I guess, but I don't think it's viable at higher levels of play. Infestors really aren't that great anymore and you won't be able to hold off all ins when you spent so much gas on the infestors already.
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On September 17 2011 03:51 Linz wrote: I'd like to nominate chaosvuistje, first of all for his excellent ZvX guides
I totally agree with this. His guides really helped me te become a better zerg player. They are well written and a very nice read. Also he always answers deeply to criticisms and questions about his guides, which is very nice.
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i also nomiate decaf. i love his guides!
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Geiko got a "<3" from incontrol, says enough about the quality of his guides 
Even though he's french, you should make him blue ^^
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I want to nominate Belial88. I have a lot of respect for him as he helps newbie zergs out with a ton of advice, watching replays and generally being a nice guy. He discusses strategy well as well, whenever I see his name I know it has to have some quality within.
So I think that qualifies for him being a blue poster, in my eyes.
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I second the motion to add Chaosvuistje; his most recent guide on ZvZ is of particular use to me, and it's always a treat to read through his posts. Of all the races, I feel Zerg is the most counter-intuitive one to play, and posters like Kevin really help to "demystify" the play dynamics behind Zerg. His posts and threads are always well presented, polished and excogitative.
The latest ZvZ guide by Chaosvuistje: http://www.teamliquid.net/forum/viewmessage.php?topic_id=297791
And a good example of one of his posts: + Show Spoiler +On December 25 2011 17:33 Chaosvuistje wrote:Show nested quote +On December 25 2011 07:49 NrGmonk wrote: There was a very recent game in the GSL where two zergs mirrored each other for the first 6-7 minutes, camping on 2 base each with 2 spines and a few banelings for a super fast lair. They diverged when one player put up an infestation pit and the other put up a spire. Now, I know 2 base fast lair infestors isn't standard by any means, but the infestor play seemed to do pretty well against this 2 base muta, taking a third by relying on creep spread with queens plus his infestors. This doesn't mean I think standard 2 base infestor against muta is any good, because you usually get your lair much later than your opponent with infestors vs muta. But anyways, I think the game was yugioh vs july on belshir beach, group E of up/down, if you're interested in checking that out. I think I have seen that game actually, although I didn't take notes on it and I don't have a GSL pass so I'm unable to watch the VODs ( yes, even the up and down ones, sadly ). Show nested quote +On December 25 2011 09:58 Natalya wrote: That being said, you can agree or not with them but I remember during the gsl this week one of the casters quoted Day9 saying that fast infestors bo are the hard counters to muta bo and that we start to see more infestors rush on the ladder. And as someone else said, yes infestor rush is vulnerable to a fat roach all in pre-lair. But I see it as the only counter, personnaly.
Also, about mutalisk transition: I used to transition out of muta after 5 (not 12) of them. It's enough to kill ov, to force spores, to, most of the time, make your opponent overreact and make a ton of hydras. Then you come with mass roaches and eat his hydra for free :D
Don't believe anything casters say simply because they are famous. Artosis says Mech is the way to go in TvP, and I can't say many terrans bar the fanboys of artosis believe it is. I mean ask Goody, the actual mech god, and HE will tell you that mech doesn't work in TvP. Also I wouldn't believe D9 to say the word 'hard counter' in any way shape or form unless he is joking due to him believing it is a bad word. As for the Mutalisk transition, maybe against a fast Infestor player you have to transition out of them faster, like at 5 or 7. But it certainly doesn't impede the Mutalisking player from getting map control and an uncontested third and maybe even a fourth. While the Infestoring player will have to fight for his third to get up while staying at home. I mean think of the things I can do to annoy your Infestors for a minute: - Send a small pack of Zerglings to intercept them and do damage to them. You have to protect them using your own lings or even waste a fungal.
- Send random Mutalisks out to attack your Infestors, which you have to back up with Queens or be forced to retreat back.
- Send Zerglings and Banelings to attack the third, have you fungal them or attack them with Zerglings and Banelings of your own, and later come in with Mutalisks once you expended some energy.
And I could go on and combine all of these just for the heck of it. I'm saying that while it might be possible to hold your third against a good Mutalisk player, it takes far, far more skill to pull it off than the Mutalisk player has to pull off. You need to have good fungals, you need to not have your Queens sniped, you can get your Infestors intercepted, you need to worry about counter attacks while I harass the third, you need to spread creep for your queens and protect it otherwise they will be slow as hell... It is far, far easier to mess with the Infestoring player as a Mutalisk player than it is the other way around where you fungal some of my Mutalisks and kill them. Plus the thing you can lose as the Infestor player can be Infestors, your third and stray Queens. These are far more important and gamechanging than a couple of Mutalisks could ever be. Fast Infestor styles do have these troubles, because any aggressive opponent, either with a lot of Roaches, Zerglings or Mutalisks, will get the third up faster. It takes a lot of fungals to kill off Roaches, and you can't really be certain that they will clump up. The only advantage I see from a fast Infestor player is that he can have a large Infestor ball up faster for sniping bases and the like. It doesn't give economic safety that Roach based or Mutalisk based styles do provide, while still hinging everything on the control of the Infestor player. It's not forgiving in the least. I use this midgame Spire style simply because I want to get a third up safely and without much unit making beforehand. Mutalisks are the perfect unit for that as they are amazing against pretty much everything Zerg uses in the early game, aside from mass Queens. Getting the third up and saturated fast is the only reason I even left my old timingattack based Roach style behind in favour of this. Mutalisks simply allow you to freely saturate your base within reason without having to worry about balancing unit vs drone all that much. I'm not a firm believer that there is such a thing as a hard counter for someone that goes Spire in the midgame of ZvZ where people have droned up almost equally. That includes Infestors, if played correctly and transitioned fast enough. Perhaps if I go for 12 Mutalisks as my style against Infestors, I will lose painfully to a push coming later. But I refuse to believe that if a Spire player is smart and transitions well, that he would still lose because the other player went 2 base Infestor. And even then I feel that the 2 base Infestor player relies more on the opponent going for Mutalisks than the Mutalisk player relying on the opponent to do anything. Show nested quote +On December 25 2011 09:58 Promethium wrote:On December 25 2011 04:30 Skwid1g wrote:On December 25 2011 01:37 Promethium wrote:On December 25 2011 01:26 Lebzetu wrote: Wow, so it really does seem like Mutalisks are the way to go in ZvZ. ...which is a real shame because Roach/Hydra/Infestor had so much more of a dynamic to it than Muta/Ling/Bling. The unfortunate side-effect of Mutas being so powerful now is that either the metagame has to shift somehow to make Roach/Hydra/Infestor more viable... or everyone and their mother does the 1-a-ez-train of ling/bling/muta until HotS where Hydra's get the speed upgrade.  This is sarcasm, right? Roach/hydra was REALLY 1a, and infestor usage isn't hard in the slightest. If you 1a muta ling bling you'll lose against a decent player that targets the banelings with tanks in TvZ, and in ZvZ it's 10x as bad. You have to make sure that you get his hydras with your banelings, that you split your mutas/banes vs. fungal, etc. And if it ends up being muta/ling/bling vs. muta/ling/bling its about as micro intensive as Zerg gets, so I don't see how you could say it's 1a. With that being said, I'm glad you mentioned getting carapace/melee upgrades and then transitioning into ultras, it's honestly the reason I feel the ling/muta/bling style is so strong. They want to get roaches to absorb the blings for the hydras and infestors for fungal, but both units are awful against ultras. It's like you didn't even read my post, or read it in a way that makes you seem like you know what you're talking about. Roach/Hydra/Infestor is much more micro intensive in an actual battle than Muta/Ling/Bling. Yes, you 1a the roaches. Then you micro your hydras either back away from banes or to attack the incoming mutas. You have to fungal the banes with your infestors, you have to fungal the Mutas with your infestors. What does the Muta/Ling/Bling player have to do? 1a your lings. 1a the mutas and spread them a bit. Move command your banes. The Roach/Hydra/Infestor player is the Terran microing his marines away from the banes and target firing with his tanks if you want a comparison. As for Muta vs Muta. It's a bunch of clicking and making sure you can get potshots. That's nothing very micro intensive about that because the ling/bling never actually comes into play. One player tries to attack a hatch or a flank and gets instantly dissolved by the defensive banes. Once one player gets too many mutas, he wins. Hardly a very big micro heavy play. With that being said, I never mentioned Ultralisks. You should really proofread your posts. Roach/Hydra/Infestor might be more micro intensive if it is pitted against Muta/Ling/Bling, but there really isn't any micro aside from pre-battle positioning and fungalling against one another. It is boring in the way that there is almost no harassment, counter attacks or in-battle micro going on at all. It's just unit trading and postiioning and large army clashes until one player succumbs from economic disadvantage. Boring for spectators that don't understand ZvZ and slow for players that want to micro a lot. Now imagine Mutalisk versus Mutalisk, now there is nothing but harassment, counter attacks and defences going on. Once Infestors are transitioned into, Mutalisks can't roam the map uncontrolled or they face getting fungalled hard. So now you can just go on double Muta harass to evade the large muta flock of your opponent while still being safe with Queens and Infestors at home. There are so many bases being taken and so many being taken out by counter attacks that there really shouldn't be a time in the midgame where there isn't any action going on. It relies far far less on deathball versus deathball than Roach/Hydra does which is why I prefer to watch and to play it.
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I noticed Vile_Illusion doesn't have the blue background when he posts in the strategy section. So, I wanted to request/suggest that he gets it.
The strategy forum is littered with bad advice and off topic/unrelated replies. I feel that when someone with Illusion's skill and expertise takes the time to post strategy advice his words deserve to be highlighted so they stand out.
Thanks for your time and consideration <3!!
Link to his latest strat forum post
Edit: Thank you Shockk for finding and posting the link to this thread. I tried all the key words I could think of T.T;;;
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