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On January 14 2009 16:43 AttackZerg wrote:Show nested quote +On January 14 2009 15:12 motbob wrote:On January 14 2009 14:22 AttackZerg wrote: Anybody who needs replays at the C and C+ level against iccup korean mech and non-korean I have alot now. Opening hydra into double expo is fucking evil. I don't even have to move fast to win, less then 200 apm zvt wins..... I want all terran to go mech lol! Release a replaypack! Also, release a rep of you losing, so we can see how to counter Day's strategy. even with oystein and clanmates I have yet to lose since changing my fast lair ways. I did lose vs mech, but it was proxy 6 rax -> gas around 10 , proxy factory -> vulture->wraith->vulture drops -> fast gol/tank push. One of those games where the zerg never exists outside of the rape
post a replay, i'd like to see some timings! maybe we should practice some mech so we can post reps of you losing. Haha
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I will destroy you in 2009
Get.attackzerg on iccup, right now I'm ranking up but we should definately play.
I'll post some reps in this same post a little later.
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On January 14 2009 17:22 AttackZerg wrote:I will destroy you in 2009 Get.attackzerg on iccup, right now I'm ranking up but we should definately play. I'll post some reps in this same post a little later.
ok im REDKEN, A-MayBe and 404.Stylish ima eat some breakfast, lets play later. I find it really fun practicing mech, can do it all day. Usually practice with naugrim we get awesome games
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i'd just like to point that i feel that mech is a bit lame ^_^ requires lower apm than bio and makes all your T match ups use metal...
Day9's guide was really cool and useful tho.
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Hey another I'll be on iccup wanting to play in about 2 hours like 16 kst(teamliquid time)
Flashy I think mech is so much more fun at times then bio. Even the crap terrans in the C+ range can give me epic 20 minute ZvT wars with mech, the same guys that can't deal with 2 lurkers a defiler and 8 lings sneaking around the map can lay mines and push across the map with a Terran ball. I love it, now there are more terrans playing on iccup, before until you were like b- you couldn't even get zvt practice regularly.
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This guide is very nice day make more your strategic insight is rarely matched by those who share, anything you make i'm sure will benefit me and the zerg race magnanimously.
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stupendous! . makes me want to try my hand with Zerg. more audio..allows me to work and learn SC strats.
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On January 15 2009 09:49 TheFlashyOne wrote:i'd just like to point that i feel that mech is a bit lame ^_^ requires lower apm than bio and makes all your T match ups use metal... Day9's guide was really cool and useful tho.
I must write up your opinion in my little pink notebook asap!
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On January 07 2009 09:13 Zoler wrote:Awsome!! Too bad you just helped exactly every one of my opponents. Btw you talk just like Dr Cox in Scrubs.
Isn't that the asshole cop from The Animal as well? Hahaha. Great post, Day. Definitely will help my ZvT now, I think mech's my biggest problem.
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Oh, and I haven't got the chance to look through the posts to see if this was addressed yet, but what would everyone suggest in regards to Plague? Worth it to try, since there are no medics and it's a pain in the ass to repair?
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I think shine[kal] implemented Day9's strategy against Notice in this video link and it worked very well for shine[Kal]
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On January 21 2009 01:55 DShepherd wrote:I think shine[kal] implemented Day9's strategy against Notice in this video link and it worked very well for shine[Kal]
i just wanted to link the same game ^^
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Really interesting thread indeed and thank you for the audio Day[9]! The initial success with the mech build is in my view at least partially because zergs havent really learned to counter it proberly. With threads such as this one the frustration is slowly fading.
Some thoughts from me:
*Consider burrow. What often happens is that the terran player will ignore your 2 or so sunkens at your expansion and rush in with 8 vultures picking off virtually all your workers. They usually get quite late scan with this build and they will lose time and its hard to pick off burrowed workers even with scan in my opionion. This has saved me so much past games vs mech that I always feel the 100/100 is worth it, get it early of course. Generally just denying those vulture harass with hydra and sunken is one of the most critical things. This leads of course to the obvious conclusion that hydras are so much more useful in the early game than zerglings are.
*Consider lurkers. As mentioned above the scan is usually pretty late and the vessels come extremly late if at all. I dont use them for battles but as defence vs early timed pushes and for getting his scvs. Since you will always get ovie speed for mines the drop upgrade is easly worth it.This will keep him on his toes and give you the opportunity to turn the tide of the game with sneaky attacks.
*Mass hatcheries. What often happens is that the zerg player is used to spending his money fast with those expensive ultras and finds himself with thousands of minerals with this alternative build. When your massing drones and expansions as you should the amount of hydras and lings you can produce is just insane! Macro is just so important it cannot be stated enough.
*Time attacks. Pretty obvious and stated before but use those ovies and see his tanks unsieging. Attacking when he is unsieging and sieging is so much more powerful. Also dont forget to grap a control group of mutas, they draw insane amount of fire and just target those tanks. Also you get more units attacking at the same time since air units stack above the ground units.
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Did Day[9] talk about how to deal with Vulture harass? I heard him talk about sliding the overlords to the expos when you want to take them, but what about the really obnoxious vulture users who suicide them into 2 sunks at your expo or main but manage to take out several drones? Is putting 2 sunks at every mineral node the best way to negate their harass or should we actually have a handful of hydras at every expo?
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On January 12 2009 00:22 HeavOnEarth wrote: god damnit i scout a terran take gas BEFORE his rax then he goes 3rax+1 and guess what i did 3hatch hydra with 2nd gas -.lair TY ! EFF THAT back to 2HATCH MUTA > EARLY GAS T
I'm actually doing this vs Terran early gas and its working really well.
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For some reason I just can't imagine what he's saying being completley accurate. He talks about ultralisks taking full dmg from siege tanks under darkswarm, but tanks are immobile and have to unsiege to runa nd can't shoot closs up. Thus the ultra can tank the first few shots, run under DS, and obliterate the army.
Hydralisks are like goons, they are eaten alive by Tanks.. no? I dunno, I struggle immensely vs mech MIDGAME push. I find standard Terran mech atm does FE --> mech 6 fact mass goliath push with like 6 tanks. I haven't stopped it once.... vs the same skill level as me on ICCuP (C-).
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Any unit that isn't burrowed will still get damaged by sieged tanks regardless of darkswarm.
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Does drop play work in anyway vs mech?
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On January 26 2009 12:26 WindCalibur wrote: Does drop play work in anyway vs mech? i'd imagine it could be useful in the mid-late game when terran is set up in the middle to take a 3rd or fourth since mech isnt very mobile and it would be hard for them to get back. edit: but i wouldnt base your whole game plan around one huge drop
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um i just ground a mech player into dust. thanks for your advice. took advantage of his immobility. dropped on his main minners while i had a distracting attack on the front. he took a big hit to econ. then soon, i came with a good mix of units, lings, hydra and lurkers, and just burried him.
your ideas really work. helped my game tremendously.
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