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There's a lot of good advice in this thread, though I'm curious as to why you go early lingspeed. I find speedlings to be incredibly inefficient and uneffective units in ZvP and gassing that early makes you significantly behind if you don't deal some sort of damage or force a reaction, even if you do pull off at 100 and drone heavily.
I do agree that 14 hatch is a super risky low gain build and should only be used in the same way that 1 rax FE (vs P) or 3 hatch before pool is used in BW - a slight eco cheese best saved for BOx matches.
My build of choice is 15 pool 16 hatch 15 drone 16 lord then zerglings or drones + queen depending on if you have to defend something. I like to double gas on 24 (right when my first queen pops out) unless I'm fending off some sort of rush in which case it will naturally be a little later.
Something I also do which I think every single zerg should do is throw down 1-2 crawlers as soon as your natural goes up (earlier if you suspect multiple reapers or 2 gate!). I also believe that vs protoss your best choice is 2 hatch hydra. I don't like muta openings since phoenix and archons are quite strong vs them so the only thing they're good vs is robo openings, and often robo openings can get an obs in your base before muta pop so toss can be ready.
A very important thing to do vs 1 base protoss: -make at least 4-5 crawlers. Do NOT make zerglings. Save energy with queens and don't use spawn larvas! You want to have tranfusions ready to keep your crawlers alive as long as possible while you wait for hydras.
-Wall with an evo chamber at your natural! This is great vs meching Terrans too since it mucks up hellions, and it makes zealots much weaker, just like in BW.
-Make sure not to overdrone before hydras are out! Very rarely will protosses stay on 1 base and then not do a massive push. You don't really want to be more than 40 food drones+queens vs a 1 basing protoss is what I found.
For me the scariest thing is fighting a gate/forge expand (very difficult to break) into a 3/4 gate 2 robo blink stalker/coli army. When Protoss plays aggressive with blink stalkers using them for harass until he gets 4-5 colossi it's very difficult make enough stuff to break that giant protoss ball. How do you go about dealing with this?
Currently I've found 3 acceptable solutions, but how viable they are is rather difficult to address.
-The first is going hydra/baneling/ling and using banelings to force protoss to spread out making hydra much stronger or lose their meatshield leaving the colossi vulnerable to ling/hydra (zerglings do fairly well vs colossi if they can reach them.) This is one of the few times I'd make speedlings vs protoss.
-The second is going for infestors and using fungal growth to keep zealots away, and coli from kiting, then using NP on the coli. The problem I forsee is that getting enough infestors while keeping a decent hydracount might prove impossible. It might be better open roach in this scenario and get a few extra queens for AA.
-The third is getting corruptors but honestly I find them ineffective and it's impossible to know what ratio of corruptor/ground you need.
edit: fungal doesn't stop stalkers from blinking sadly =[
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On July 02 2010 01:39 Floophead_III wrote: There's a lot of good advice in this thread, though I'm curious as to why you go early lingspeed. I find speedlings to be incredibly inefficient and uneffective units in ZvP and gassing that early makes you significantly behind if you don't deal some sort of damage or force a reaction, even if you do pull off at 100 and drone heavily.
I do agree that 14 hatch is a super risky low gain build and should only be used in the same way that 1 rax FE (vs P) or 3 hatch before pool is used in BW - a slight eco cheese best saved for BOx matches.
My build of choice is 15 pool 16 hatch 15 drone 16 lord then zerglings or drones + queen depending on if you have to defend something. I like to double gas on 24 (right when my first queen pops out) unless I'm fending off some sort of rush in which case it will naturally be a little later.
Something I also do which I think every single zerg should do is throw down 1-2 crawlers as soon as your natural goes up (earlier if you suspect multiple reapers or 2 gate!). I also believe that vs protoss your best choice is 2 hatch hydra. I don't like muta openings since phoenix and archons are quite strong vs them so the only thing they're good vs is robo openings, and often robo openings can get an obs in your base before muta pop so toss can be ready.
A very important thing to do vs 1 base protoss: -make at least 4-5 crawlers. Do NOT make zerglings. Save energy with queens and don't use spawn larvas! You want to have tranfusions ready to keep your crawlers alive as long as possible while you wait for hydras.
-Wall with an evo chamber at your natural! This is great vs meching Terrans too since it mucks up hellions, and it makes zealots much weaker, just like in BW.
-Make sure not to overdrone before hydras are out! Very rarely will protosses stay on 1 base and then not do a massive push. You don't really want to be more than 40 food drones+queens vs a 1 basing protoss is what I found.
For me the scariest thing is fighting a gate/forge expand (very difficult to break) into a 3/4 gate 2 robo blink stalker/coli army. When Protoss plays aggressive with blink stalkers using them for harass until he gets 4-5 colossi it's very difficult make enough stuff to break that giant protoss ball. How do you go about dealing with this?
Currently I've found 3 acceptable solutions, but how viable they are is rather difficult to address.
-The first is going hydra/baneling/ling and using banelings to force protoss to spread out making hydra much stronger or lose their meatshield leaving the colossi vulnerable to ling/hydra (zerglings do fairly well vs colossi if they can reach them.) This is one of the few times I'd make speedlings vs protoss.
-The second is going for infestors and using fungal growth to keep zealots away, stalkers from blinking, and coli from kiting, then using NP on the coli. The problem I forsee is that getting enough infestors while keeping a decent hydracount might prove impossible. It might be better open roach in this scenario and get a few extra queens for AA.
-The third is getting corruptors but honestly I find them ineffective and it's impossible to know what ratio of corruptor/ground you need.
I just read your post, good sir, clearly you do not play at high diamond levels, or low diamond levels for that matter. If I had to guess by your display of knowledge in this threat, you're a gold player at best (i hope no offense taken).
Sheth on the other hand is one of the best zergs in north america and perhaps the world currently, the fact that you Mr.Floophead The Third are trying to teach and tell a multiple high level tournament winner, Team USA 'Ace', 7 week ITL Championship holder what is right and wrong makes me a little bit sick, just a little bit... your "Guide", or reply or whatever you were trying to archieve is VERY VERY faulty IN MY OPINION, notice how I am not absolute when I talk even when I know for a fact that I am a far better player than you.
your guide as a matter of fact is SO faulty I could've just replied in 1 sentence and made you look bad instead of wasting time writing all this : fungal growth does NOT stop stalkers from blinking
If I were Sheth I probably wouldn't answer, if you want to make your own threat and guide by all means do, but a friendly warning to you sir: you clearly lack the knowledge to do so and you will look very very bad.
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thank you Sheth for this guide!! It's very educational especially for new players like myself. I love Zerg and I would definitely support the idea of making ZvT and ZvZ guides. THx!!
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If you want the thread to get lost.. why post? The thing about strategy is that past the early game you can't be specific. I don't get your gripes here, you say that he's narcissistic but you say it in a way that says that your opinion is better than everyone elses. In short stop being hypocritical.
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On July 02 2010 02:05 CatZ.root wrote:Show nested quote +On July 02 2010 01:39 Floophead_III wrote: There's a lot of good advice in this thread, though I'm curious as to why you go early lingspeed. I find speedlings to be incredibly inefficient and uneffective units in ZvP and gassing that early makes you significantly behind if you don't deal some sort of damage or force a reaction, even if you do pull off at 100 and drone heavily.
I do agree that 14 hatch is a super risky low gain build and should only be used in the same way that 1 rax FE (vs P) or 3 hatch before pool is used in BW - a slight eco cheese best saved for BOx matches.
My build of choice is 15 pool 16 hatch 15 drone 16 lord then zerglings or drones + queen depending on if you have to defend something. I like to double gas on 24 (right when my first queen pops out) unless I'm fending off some sort of rush in which case it will naturally be a little later.
Something I also do which I think every single zerg should do is throw down 1-2 crawlers as soon as your natural goes up (earlier if you suspect multiple reapers or 2 gate!). I also believe that vs protoss your best choice is 2 hatch hydra. I don't like muta openings since phoenix and archons are quite strong vs them so the only thing they're good vs is robo openings, and often robo openings can get an obs in your base before muta pop so toss can be ready.
A very important thing to do vs 1 base protoss: -make at least 4-5 crawlers. Do NOT make zerglings. Save energy with queens and don't use spawn larvas! You want to have tranfusions ready to keep your crawlers alive as long as possible while you wait for hydras.
-Wall with an evo chamber at your natural! This is great vs meching Terrans too since it mucks up hellions, and it makes zealots much weaker, just like in BW.
-Make sure not to overdrone before hydras are out! Very rarely will protosses stay on 1 base and then not do a massive push. You don't really want to be more than 40 food drones+queens vs a 1 basing protoss is what I found.
For me the scariest thing is fighting a gate/forge expand (very difficult to break) into a 3/4 gate 2 robo blink stalker/coli army. When Protoss plays aggressive with blink stalkers using them for harass until he gets 4-5 colossi it's very difficult make enough stuff to break that giant protoss ball. How do you go about dealing with this?
Currently I've found 3 acceptable solutions, but how viable they are is rather difficult to address.
-The first is going hydra/baneling/ling and using banelings to force protoss to spread out making hydra much stronger or lose their meatshield leaving the colossi vulnerable to ling/hydra (zerglings do fairly well vs colossi if they can reach them.) This is one of the few times I'd make speedlings vs protoss.
-The second is going for infestors and using fungal growth to keep zealots away, stalkers from blinking, and coli from kiting, then using NP on the coli. The problem I forsee is that getting enough infestors while keeping a decent hydracount might prove impossible. It might be better open roach in this scenario and get a few extra queens for AA.
-The third is getting corruptors but honestly I find them ineffective and it's impossible to know what ratio of corruptor/ground you need. I just read your post, good sir, clearly you do not play at high diamond levels, or low diamond levels for that matter. If I had to guess by your display of knowledge in this threat, you're a gold player at best (i hope no offense taken). Sheth on the other hand is one of the best zergs in north america and perhaps the world currently, the fact that you Mr.Floophead The Third are trying to teach and tell a multiple high level tournament winner, Team USA 'Ace', 7 week ITL Championship holder what is right and wrong makes me a little bit sick, just a little bit... your "Guide", or reply or whatever you were trying to archieve is VERY VERY faulty IN MY OPINION, notice how I am not absolute when I talk even when I know for a fact that I am a far better player than you. your guide as a matter of fact is SO faulty I could've just replied in 1 sentence and made you look bad instead of wasting time writing all this : fungal growth does NOT stop stalkers from blinking
If I were Sheth I probably wouldn't answer, if you want to make your own threat and guide by all means do, but a friendly warning to you sir: you clearly lack the knowledge to do so and you will look very very bad.
I'm a top diamond and I play with vTgaming. Perhaps you'd like to BO5 sometime? I know sheth is a good player, I just wonder what his reasoning behind some of his seemingly arbitrary choices are.
The conclusions I've reached are from months of testing and experience vs very skilled players. I don't like making zerglings because you're basically reliant on protoss not having good force fields and it sucks up a ton of larva, larva you could either save for high tech units, drones, or spend in the form of queen energy on transfusions and creep tumors. It's not that it's not viable to make zerglings to hold early aggression, moreso that it's a much greater investment.
I do agree that I'm not the best zerg player. My terran is the race I'm most comfortable with at this point and I would call it my "main" race. However, I don't think there's anything wrong with my advice. I prefer 2 hatch hydra openings. It's not necessarily the best opening, but I find it to be the safest and most versatile.
Perhaps you should tell me where my advice is incorrect instead of outright insulting me. I've always held respect for you and your team, don't make me lose it.
Lastly, I was told that fungal growth keeps stalkers in place. It is not something I've tested but I can do that right now to verify. It's very possible I'm incorrect on that count.
edit:
Yes you're right about that part with fungal. I have been misinformed. It's still useful for the other two mentioned reasons though. I think they should change that =/
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Yeah man anyone that bitches about Sheth is insane. The guy was the only guy that could roll with HuK at a certain point in the game when HuK was raping everyone, and is the only man to defend the ITL Championship, let alone defend it against people like HuK and Ace.......
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United States2095 Posts
Floop -- Heya floop. I appreciate you trying to post extra things to help out my guide. A lot of the stuff you said here was a bit off. Fungal doesn't stop stalkers from blinking. I feel corruptors are the best to deal with any sort of collosus build. I think zerglings are necessary in all zvp games. I havn't found hydra baneling to be a viable option. I will try not to post things on a Terran strategy page because I'm not 100% sure about all the little things. I have high respect for team vT. o o
CatZ -- <3
Azar -- Thanks, I'm working on ZvT now, dunno how soon I'll get it up tho!
DC Elite -- You were warned like 4 posts ago, so be careful about backing up what you say with a reason. Your argument is invalid because my hair is a bird, just doens't fly.
Raelcun -- Thanks I appreciate it! I will keep my guides from being hypocritcal :D
Diamond -- Thanks Diamond! Our plans will come to fruition... muahahha
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On July 02 2010 04:58 Floophead_III wrote:Show nested quote +On July 02 2010 02:05 CatZ.root wrote:On July 02 2010 01:39 Floophead_III wrote: There's a lot of good advice in this thread, though I'm curious as to why you go early lingspeed. I find speedlings to be incredibly inefficient and uneffective units in ZvP and gassing that early makes you significantly behind if you don't deal some sort of damage or force a reaction, even if you do pull off at 100 and drone heavily.
I do agree that 14 hatch is a super risky low gain build and should only be used in the same way that 1 rax FE (vs P) or 3 hatch before pool is used in BW - a slight eco cheese best saved for BOx matches.
My build of choice is 15 pool 16 hatch 15 drone 16 lord then zerglings or drones + queen depending on if you have to defend something. I like to double gas on 24 (right when my first queen pops out) unless I'm fending off some sort of rush in which case it will naturally be a little later.
Something I also do which I think every single zerg should do is throw down 1-2 crawlers as soon as your natural goes up (earlier if you suspect multiple reapers or 2 gate!). I also believe that vs protoss your best choice is 2 hatch hydra. I don't like muta openings since phoenix and archons are quite strong vs them so the only thing they're good vs is robo openings, and often robo openings can get an obs in your base before muta pop so toss can be ready.
A very important thing to do vs 1 base protoss: -make at least 4-5 crawlers. Do NOT make zerglings. Save energy with queens and don't use spawn larvas! You want to have tranfusions ready to keep your crawlers alive as long as possible while you wait for hydras.
-Wall with an evo chamber at your natural! This is great vs meching Terrans too since it mucks up hellions, and it makes zealots much weaker, just like in BW.
-Make sure not to overdrone before hydras are out! Very rarely will protosses stay on 1 base and then not do a massive push. You don't really want to be more than 40 food drones+queens vs a 1 basing protoss is what I found.
For me the scariest thing is fighting a gate/forge expand (very difficult to break) into a 3/4 gate 2 robo blink stalker/coli army. When Protoss plays aggressive with blink stalkers using them for harass until he gets 4-5 colossi it's very difficult make enough stuff to break that giant protoss ball. How do you go about dealing with this?
Currently I've found 3 acceptable solutions, but how viable they are is rather difficult to address.
-The first is going hydra/baneling/ling and using banelings to force protoss to spread out making hydra much stronger or lose their meatshield leaving the colossi vulnerable to ling/hydra (zerglings do fairly well vs colossi if they can reach them.) This is one of the few times I'd make speedlings vs protoss.
-The second is going for infestors and using fungal growth to keep zealots away, stalkers from blinking, and coli from kiting, then using NP on the coli. The problem I forsee is that getting enough infestors while keeping a decent hydracount might prove impossible. It might be better open roach in this scenario and get a few extra queens for AA.
-The third is getting corruptors but honestly I find them ineffective and it's impossible to know what ratio of corruptor/ground you need. I just read your post, good sir, clearly you do not play at high diamond levels, or low diamond levels for that matter. If I had to guess by your display of knowledge in this threat, you're a gold player at best (i hope no offense taken). Sheth on the other hand is one of the best zergs in north america and perhaps the world currently, the fact that you Mr.Floophead The Third are trying to teach and tell a multiple high level tournament winner, Team USA 'Ace', 7 week ITL Championship holder what is right and wrong makes me a little bit sick, just a little bit... your "Guide", or reply or whatever you were trying to archieve is VERY VERY faulty IN MY OPINION, notice how I am not absolute when I talk even when I know for a fact that I am a far better player than you. your guide as a matter of fact is SO faulty I could've just replied in 1 sentence and made you look bad instead of wasting time writing all this : fungal growth does NOT stop stalkers from blinking
If I were Sheth I probably wouldn't answer, if you want to make your own threat and guide by all means do, but a friendly warning to you sir: you clearly lack the knowledge to do so and you will look very very bad. I'm a top diamond and I play with vTgaming. Perhaps you'd like to BO5 sometime? I know sheth is a good player, I just wonder what his reasoning behind some of his seemingly arbitrary choices are. The conclusions I've reached are from months of testing and experience vs very skilled players. I don't like making zerglings because you're basically reliant on protoss not having good force fields and it sucks up a ton of larva, larva you could either save for high tech units, drones, or spend in the form of queen energy on transfusions and creep tumors. It's not that it's not viable to make zerglings to hold early aggression, moreso that it's a much greater investment. I do agree that I'm not the best zerg player. My terran is the race I'm most comfortable with at this point and I would call it my "main" race. However, I don't think there's anything wrong with my advice. I prefer 2 hatch hydra openings. It's not necessarily the best opening, but I find it to be the safest and most versatile. Perhaps you should tell me where my advice is incorrect instead of outright insulting me. I've always held respect for you and your team, don't make me lose it. Lastly, I was told that fungal growth keeps stalkers in place. It is not something I've tested but I can do that right now to verify. It's very possible I'm incorrect on that count.
I've drawn my conclusions from playing very VERY skilled players, and I wouldnt post a guide or argue with sheth or anyone at my level or above it for a simple reason: they might know more
okie:
"I'm a top diamond and I play with vTgaming. Perhaps you'd like to BO5 sometime?" :
you PLAY with vT gaming, so you're not in vTgaming... you're just making vT, a nice team, look bad. But im sure someone from vT will come and tell you that themselves I doubt they appreciate you saying you train with them.
on that note, i'll take your BO5 and raise you to a BO9 with my offrace of your choice.
I do agree that I'm not the best zerg player. My terran is the race I'm most comfortable with at this point and I would call it my "main" race
so you're arguing with one of the best players in north america, and its not even your main race? nice.
Perhaps you should tell me where my advice is incorrect instead of outright insulting me. I've always held respect for you and your team, don't make me lose it.
Please tell me where I insult you, I doubt I did, perhaps you should ask WHY isntead of writing your own guide, that's rather not just arrogant but also disrespectful from you, I believe most people would agree with me, again i'll say: if you think your methods are better than sheth as your post seems to indicate, post your own guide, just a fair warning it PROBABLY won't go that well, because many of the things you said are VERY inaccurate.
lets stop trolling sheth's guide, and lets play that BO9 whenever the beta's up, you pick my race, deal?
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Thanks for the guide. My play style is like yours already though, with a big mineral emphasis. I found I tend to get later and later gas as I played zerg. You can catch back up in gas anyway after you pump enough drones to get 4 geysers later on.
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On July 02 2010 05:16 CatZ.root wrote: on that note, i'll take your BO5 and raise you to a BO9 with my offrace of your choice.
so you're arguing with one of the best players in north america, and its not even your main race? nice.
lets stop trolling sheth's guide, and lets play that BO9 whenever the beta's up, you pick my race, deal?
lol CatZ for president! I would so watch that match. Make it happen
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Sheth: I think perhaps you and catz are reading my post incorrectly. Everything after I start talking about 2 base stalker/colossus ball is not hardcore advice. I'm more posing ideas I wanted you to comment on, which you did and I appreciate that.
I do think that vs 1 base protoss doing a 2 hatch hydra build those are pretty solid bits of advice. If you're doing a zergling/roach + queen based defense obviously things might not apply. Do you disagree with any of those points?
Catz: I'll play you BO9 or whatever you want when beta's up. I appreciate everything sheth has said but I think it's far from comprehensive so I wanted to post pretty straightforward points which he might want to add or consider, pose a different approach (which works just fine, it's just a different style) and ask questions about what I believe to be the most problematic situation for zergs right now.
What I don't want to do is sound like I'm overriding Sheth's guide with my own. I do apologize if my post came off that way, I was writing it at work hastily and just wanted to say things quickly.
And also you said I'm not even a low diamond player, probably gold. I think that's quite an obvious insult for the record.
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I agree with Xapti on page 1, that 14 pool 15 hatch should be the standard play for most zerg'ers against P which does coincide with Sheth's philosophy that "As a zerg player your initial goal is to start ahead of your opponent in expoes".
It works out well because the P response to seeing this will almost always be a rush. With proper queen control (i'm talking like 3 queens), spines, creep, maybe drone help, and lings if you can hold this off and be well ahead of your opponent. Against a pro you might have trouble, but most plats and diamond players wont be able to break you if you concentrate on your micro.
I almost feel like as a zerg you should invite the rush against most races. Zergs strength is that they can produce units in the early game way easier than P, who need multiple production buildings to match you. If you keep the game in tier 1/1.5 you are in good shape! Stop the rush, spend a few minutes to drone up, then army up with roaches and push out as soon as you are able.
If they dont rush you are still in good shape as you now on two bases, just watch out for voids, but 3 or even 4 queens at this point should be just fine.
You HAVE to expand, INVITE the rush, BEAT the rush, ROACH him when able. The formula to success against P.
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Very Informative. I would love to see ZvZ and ZvT openings. In addition, i would also like to see mid-late game stratagies, and possibly counters to particular builds our opponents could get.
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On July 02 2010 05:34 Floophead_III wrote: Sheth: I think perhaps you and catz are reading my post incorrectly. Everything after I start talking about 2 base stalker/colossus ball is not hardcore advice. I'm more posing ideas I wanted you to comment on, which you did and I appreciate that.
I do think that vs 1 base protoss doing a 2 hatch hydra build those are pretty solid bits of advice. If you're doing a zergling/roach + queen based defense obviously things might not apply. Do you disagree with any of those points?
Catz: I'll play you BO9 or whatever you want when beta's up. I appreciate everything sheth has said but I think it's far from comprehensive so I wanted to post pretty straightforward points which he might want to add or consider, pose a different approach (which works just fine, it's just a different style) and ask questions about what I believe to be the most problematic situation for zergs right now.
What I don't want to do is sound like I'm overriding Sheth's guide with my own. I do apologize if my post came off that way, I was writing it at work hastily and just wanted to say things quickly.
And also you said I'm not even a low diamond player, probably gold. I think that's quite an obvious insult for the record.
See that's way different, and 100% understandable I guess we were reading your post wrong, perhaps you phrased it wrong, I as I am sure sheth does too (I am actually sure cause im on vent with him right now) appreciate your apologies, and on my behalf I apologize if I offended you, I won't say it wasn't my intention, it was, but I was trying to make a point and a case for my team member and friend. again appreciate your apologies.
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Great post i would like to see more top players posting their theory behind their strats/BOs or maybe they're waiting for live to unleash. I would love more on the other races as well as what you do to deal with race specific things such as Colossus do u use NP/corruptors/TunnClaw/ling flank or just better micro with your main army and likewise for siege tanks/MMM . . . etc etc :D
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I'd just like to say that while most of that advice is fine, its not really helpful because of the way its written. Its just far too wordy for such a small amount of advice that really won't help get you out of silver. The advice is far too narrow and quite frankly a bore to read through.
Take all your guys off gas after ling speed! Um. What if i want lair? Or a couple roach? Or +1/+1? What if i don't want ling speed?
You mention close positions being vastly important, then act like it only effects hatch or pool first. Who exactly does this information target? There is NO player that is FE'ing against a protoss because he knows he has to stay ahead on expansions but doesn't realize that a fast gateway will crush him. And even if that player did exist, don't you think he'd figure that out the very first time someone showed up with zealots before his pool finished?
I'd go on and on, but you get my point i'm sure.
I'm sure you're a fantastic player and all, but if you want to put out some information, why not just take some time and explain why its so important to get a hatch first against protoss when you CAN. Not just tell us its important and then tell us not to do it in the following situations. You aren't helping. At least not me. And believe me, i could use the help.
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I have a question for you Sheth. What if you just put your hatch at your expo in a non-optimal position? I have done this a few times before in order to place the hatch when there was a pylon in the way. The pylon will die from later lings (before warpgates get up or anything else) and you will have access to a 3rd gas and a non-optimal 4th gas and same for most of the minerals.
But it will get the hatch up without forcing you to get earlyer lings out, although giving some reduced mining later, but getting the hatch up earlyer is still going to net you more even if you need 10 more drones to saturate. (and you can always put another hatch down in the optimal spot)
My idea may be completely wrong, but it will at the very least still give access to an early 3rd and 4th gas, although need to put 4-5 drones on 4th gas in that case. (more gas if your going mutas perhaps)
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Sheth said: they have no idea if your rushing something early (roaches, banes) or if your macro'ing. You can sometimes switch into banes if your opponent isn't getting much defense. So yeah thats why I like That's a good point, and I would say that's has to be the main reason why the build might be effective - very useful for any player to be in a situation like that. Typically protoss aren't too afraid of zerg (very popular timing pushes of doom), but I guess what looks like a 1 base gasy build might change their opinion.
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United States2095 Posts
Heyo again, here to answer the questions and put some water on fires XD
P00RKID -- Awesome. Yeah that's definitely my thought too. About your later question I find that as never a viable option. It was a viable option in SC:BW because you were putting down a third hatch anyway. If you want a more detailed explanation read a page or so back where I talked about a 2nd hatchery being placed on a ramp instead of at the natural.
DC Elite -- Haha much nicer post! Yea I understand that as a good idea. Its all about give and take. P rushes, forces a z to defend with least possible units, z counters, p defends with least possible units. Then usually both macro. That's my recipe for success ZvP. :p
Shin -- Thanks. I gotta get to work! : D
Foodoo -- Thanks. Nice first post! Middle game is very complicated. I wish I could say simply go roach hydra vs. one type of army composition. Its not really like this though. You have to scout and continually build units for what you think your opponent will make. Its very much think ahead style play. Roachs > Zealots, Hydras > Stalkers Corrupters > Collosi Sentries > lings .. the list goes on. Its just wise to have enough of the > units that your side wins.
Roaming -- I'm sorry that I'm not being very helpful to ya. My whole point of writing this was to help. All I can say is that it made sense to a lot of other people. There are some situations where you can hatch first. Bet you didn't know that? Either way... I'll work on more guides that are simpler to understand. Also possibly shorter... I'll see :p
Xapti -- Finally someone who gets me! So happy right now lol =)
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