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I've been working on a new guide for Zerg versus Terran for about 2 weeks now, and it is finally done. There unfortunately are some maaaaajor image problems that I can't figure out ( imgur is acting up for me for some reason ) never the less I have posted it up on my blog.
Now this is an outer link once again, but once the image problem is dealt with it should look much better to look at. Here is the link : http://raa-media.nl/blog/starcraft2/zvt-survival-of-patient
And here is a quick excerpt out of the guide.
Infestor-Ling This is the style I am most comfortable with because it does really well when you have good positioning. On top of that, it hinges on upgrades and a faster hive which is exactly what I like to have. And the upgrades that you are getting really improve the Ultralisk/Baneling style that I use in the lategame. This Infestor-ling style excels at defending pushes, where Mutalisk-Baneling will have a lot harder time at defending such as the Marine-Tank push. But it cannot delay or put aggression on the Terran well because the Infestor is so pivotal in defending. Aggressive Terrans or Terrans which play revolves around the big midgame push will have a lot more difficulty dealing with this style, but macro Terrans that take a quicker but safe third base will have a slightly easier time. Fortunately, not a lot of Terrans take a third quickly AND safely that they aren't punishable. This style also has a relatively short midgame, because you are relying on the stronger beefier hivetech units to put back pressure on the Terran rather than your Infestors and Zerglings. RequirementsYou need quick upgrades with this style, because you are heavily reliant on Zerglings. Which both benefit heavily on the upgrades but also need to outupgrade the Terran units to be cost-effective in engagements. Personally, I start my +1 melee before I start my Lair. When the Lair finishes I get another evolution chamber and get +2 melee and +1 carapace with them. These upgrades are crucial, because they will augment your Hive tech on both fronts and as you tech to hive fast you need the upgrades fast. On top of that, the Zerglings you are relying on in the midgame will be more cost-effective against pushes and drops. You can also not take a third before your macro hatchery. You need to be able to make a snap reinforcement of a lot of Zerglings in case there is a random push coming up, and a third will often be near the Terran forces and can be more easily harassed than an inbase macro hatchery. On top of that, if you havexcess energy on your main queen, you can tap that to use it on both hatcheries before you have to build another queen to spawn larvae. You should also get your Infestor tech up as fast as possible. This means getting the Infestation pit the second your Lair finishes , and building the Infestors once the pathogen gland upgrade moves past the 30 second mark while its being researched. After your pathogen glands finish, you should aim for the neural parasite upgrade right after. This combination will make dealing with Marine-Tank midgame pushes a lot easier. DelayingThe whole point of this style is that you can get a Hive out slightly before the 15 minute mark. Because of that, you obviously want something that can delay or dismantle a variety of pushes. Both of this fits the Infestors glove perfectly. Your Zerglings should always be out on the map, in the least outside of your natural with some scouting Zerglings on key scouting positions in the line of attack. These Zerglings can be used to force a siege on the tanks simply by feigning a big attack on the Marine-Tank ball. The best way of doing this is by moving in from two sides at once. This gives the Terran a feeling that you are committing to a huge flanking manoeuvre and thus incentive to siege up. If the Terran has to leap frog their tanks all the way over the map, the push will be delayed by a ton. If Marines are leading the push, a single fungal growth will deal so much damage that the Terran will have to turn around or lose a lot of them that are supposed to tank the Zerglings. And a fungal on a little group of Siege tanks and Marines will snap them into place for a little while, giving you little amounts of time that will give your reinforcing army more time to safely spawn. Positioning and punishing bad positionsInfestors with their range are one of the few Zerg units that rely on good positioning other than spreading them out or attacking in a concave. If there are Infestors out on the map, the Terran cannot move their Marines forward very far at all. They have to stay by the Siege tanks and preferably behind them. Sieged up tanks have a range of 13 and the fungal growth spell has 9 range, 10 range if you count the radius too. This gives the Infestor a 3 range lee-way of moving around and casting their spell. If you catch a Marine ball with your fungal growth, you should time the next fungal growth out to be slightly less than 4 ingame seconds. This way you won't give the Terran time to retreat the Marines out of the grip. If you have killed a large amount of Marines with a couple of fungals, move in with all of your Zerglings and wait until you are atleast near the last Siege tank before you Attack move. This will make it so your surround will be much better and will make the Zerglings not focus on the 'meatshield' in the form of Marines. In the engagement, grab the first couple Siege tanks with neural parasite while keeping the other Infestors ready for a clutch fungal growth. This should give you a cost-effective engagement if you did it correctly. If you can't catch a large amount of Marines before the engagement, there is another way to start to engage your Terran opponent. Move a couple of spreaded out Zerglings towards the entrenchment while keeping your Infestors on stand-by. As soon as the Tanks show up into view, cast a couple of neural parasites on the frontal ones. As your Infestors waggle forward, move your huge Zergling force in before the Tanks can shell at the Infestors to draw fire away from them. Then as the Infestors latch onto the Tanks, move the rest of the Infestors in and start blanket fungalling the Marines while your Zerglings attack them. The Marines should die a very quick horrible death due to the massive splash damage all around, which gives your Zerglings all the room to surround the Tanks and easily take them out. A great position to have your Infestors before an engagement is on the high ground. In case the force wanders along this ledge, this will give you the perfect place to start neural parasiting and fungalling the units without the Terran knowing. If there is a medivac around, this plan will obviously not be as effective. But you can easily retreat down to the lowground once you spot a Medivac. Also don't just do one single neural parasite, the Terran will notice and instantly scan the high ground where the Infestors will quickly die to tank fire of the other tanks the Terran has with his push.
I hope there is something new for you guys in there.
Thank you for reading, and please let me know if the images work for you T_T
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Really well done, very nice work. Images are working fine
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the images work (for me) guide looks nice ( first impression)
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I've never been a fan of infestor ling. I remember trying it ever since I [hipster] read MrBitter's guide on it back before the infestor change happened [/hipster] and I never could get over the lack of map control. I suppose personal preference is just personal preference, though.
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Imgur bugging for me aswell, maybe some dutch thing.^^ Just watched stephano use this style, looked really sick. Thanks for the guide
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very nice. you did another matchup guide too? link maybe
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When it comes to dealing with siege tanks and your infestors dying, you need burrow. Then you can bombard them with infested terrans, and just a-move 40+ lings in if they all unsiege. Obviously, you only want 1-2 infestors in range at a time, not all 6-12 grouped up together, so when they scan (and lets assume they will) - you don't lose more than 2, and you've used all their energy. You absolutely need to do damage to the terran with infestors to keep even.
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nice pictures.
I have a question, how do you deal with super early bunker+siege tanks contain? It comes at around the time when your infestors can pop
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dispize = despise *
looks good though, going to read it now
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Yeah the images are also bugging up for me, definitely must be something to do with something in the netherlands.
Great guide though, it covers a lot of terranstyles and responses and it never hurts to check if I'm doing the right thing as a reaction to their style.
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Damn two weeks on a guide and 1.4 will shoot to shit the details Thank you for the guide though I'm enjoying reading it so far.
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On September 04 2011 23:26 isleyofthenorth wrote: very nice. you did another matchup guide too? link maybe
Sure, here it is: http://raa-media.nl/blog/starcraft2/zvz-alpha-omega That one is about ZvZ.
On September 04 2011 23:33 ETisME wrote: nice pictures.
I have a question, how do you deal with super early bunker+siege tanks contain? It comes at around the time when your infestors can pop
Well, when he moves out I should be able to see the small marine-tank force and I can respond by making a million upgraded Zerglings. If you can move around the contain like on Tal darim, do so and set up a flank while you wait for your infestors. If he unsieges and moves his tanks forward uncomfortably close, just engage with all your zerglings. If he engages before he has a certain volume of marines, Zerglings will just stomp all over it if they are in big enough numbers.
Oh and for anyone else reading, there is a big portion about Mutalisk/Baneling too. And my personal favourite, Ultralisk Baneling, which happens to be an excellent transition from Infestor Zergling.
You should transition into Ultralisks fairly quickly when you get your infestors up. If he delayed his push for too long, Ultralisks will be out to tank the damage coming from the tanks. If he attacks too soon, mass zergling should be able to overwhelm him. But note that you need to get a macro hatchery up before you get your third just to be safe.
On September 05 2011 00:48 Probe1 wrote:Damn two weeks on a guide and 1.4 will shoot to shit the details Thank you for the guide though I'm enjoying reading it so far.
Nah, I have put up some details in 1.4 format ( in brackets mostly, such as the 11-11 rax timing ) and the fine details aren't really what I want to lean on. I prefer to get the general idea across, the details are only really meant as an eye catcher to keep the reader reading.
Really, lets say hypothetically that a Mutalisk can kill a Marine in 8 shots, but in 1.4 it takes 9 shots. It's still roughly the same and you really won't get in the situation where you think "if only I counted better, now ALL my mutalisks are dead". You should be able to make better judgements with the right figures, but the exact figures do not actually matter to get the idea across.
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This guys ZvZ guide was the best Ive seen written anywhere. I have been eagerly awaiting his ZvT and ZvP guides. Thank you a thousand times!! <3<3
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This infestor thing will be countered soon enough when terran players start getting 2 - 3 stray banshees to snipe infestors. In fact, i don't even understand why pro terran players don't do this now. Think of it like a mech t v t, the hero banshee wins the day.
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On September 05 2011 00:53 poorcloud wrote: This infestor thing will be countered soon enough when terran players start getting 2 - 3 stray banshees to snipe infestors. In fact, i don't even understand why pro terran players don't do this now. Think of it like a mech t v t, the hero banshee wins the day.
I do agree with this statement. However we will just have to burrow our infestors when we move them around. In the worst case scenario, we have to get some mutalisks. If they spend so much gas on Banshees, they are bound to have less tanks, which makes their Marine Tank contain easier to hold.
And really, we said that about infestor-broodlord and ghosts too. The only Terran so far I have seen correctly getting ghosts is DeMuslim and Bomber, it takes a long time before a particular race is accomodated to a metagame shift or a different style.
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thanks a lot for this guide (and z v z also!). They are really helpful, definitely my standard reference right now (like the small encyclopedia for zerg play: you got a question, it's in there).
Just one question: I find the moment on how to defend one base marauder helion push not so clear. is the ideal unit composition baneling, queen, zergling? in what proportions? and how do u actually engage?
thanks again, waiting for z v p
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i've read the zvz guide as well, how much time do you spend on these? amazing effort
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On September 05 2011 00:58 Macpo wrote:thanks a lot for this guide (and z v z also!). They are really helpful, definitely my standard reference right now (like the small encyclopedia for zerg play: you got a question, it's in there). Just one question: I find the moment on how to defend one base marauder helion push not so clear . is the ideal unit composition baneling, queen, zergling? in what proportions? and how do u actually engage? thanks again, waiting for z v p
Well the best way of defending a marauder-hellion push is to try to herd the units together and get a Baneling detonated on the Hellions. If you have killed the hellions, the marauders will be easy to deal with with a surge of Zerglings. Queens can be used to tank the damage from both the Hellion and the Marauder while the other units do the rest. Really, the best way of defending this is to try to get the units onto creep so your Banelings are faster and micro your heart out to get the Hellions down. Marauders really won't be a big problem in the early game.
ZvP will have to wait for a loooooooong time. That match up is so intense and filled with timings, plus I have to really focus on my education for some time.
On September 05 2011 01:06 Twelve12 wrote:i've read the zvz guide as well, how much time do you spend on these? amazing effort
Give or take most of your free time. Roughly a day to get the idea and get inspired. A day to get the structure up and after that it is just a loooot of writing whenever you're relaxing and watching a stream in the background. It took roughly two weeks of my time to plan, map out, write, make the images and try to get some replays ( I will put those up some time in the future, my ZvZ guide will get them first ).
The first one took longer, because I actually made the whole blogging platform myself including theming, prettier URLs, RSS Feed, database classes, blog and comment classes ( still has some bugs, will fix them whenever ) which took like 4 weeks to do, thats without writing the ZvZ guide, that took roughly 2 weeks also including the writing and the styling.
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How do you deal with heavy drop play? After a certain point terrans who turtle on 2-3 bases and start dropping double medivacs everywhere while taking the the watchtowers so they can walk squads of marines into your bases are impossible to deal with because you need mutas to stop the drops.
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Reading through your guide now, and there're a couple spelling/grammar mistakes that bug me. >:
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Big fan of the ZvZ guide, will def read on this soon.
Now get started on a ZvP guide so that I will be UNSTOPPABLE
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Absolutely amazing write-up of my favorite match-up!
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On September 05 2011 01:30 Asday wrote: Reading through your guide now, and there're a couple spelling/grammar mistakes that bug me. >:
Last time, TheCrazyOne gave me a full list of typo's. The guide is so vast that I don't really go through it just to fix a couple of lingual mistakes. But if you would be so kind to read the thousands of words to get the typo's, I would be very grateful <3
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On September 05 2011 01:30 Asday wrote: Reading through your guide now, and there're a couple spelling/grammar mistakes that bug me. >:
English is his second language, his grammar and spelling is phenomenal when taken in context.
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On September 05 2011 04:25 AtlasJQ wrote:Show nested quote +On September 05 2011 01:30 Asday wrote: Reading through your guide now, and there're a couple spelling/grammar mistakes that bug me. >: English is his second language, his grammar and spelling is phenomenal when taken in context. I deeply apologise, I have nothing but respect for those dedicated and intelligent enough to learn a second language.
On September 05 2011 02:02 Chaosvuistje wrote:Show nested quote +On September 05 2011 01:30 Asday wrote: Reading through your guide now, and there're a couple spelling/grammar mistakes that bug me. >: Last time, TheCrazyOne gave me a full list of typo's. The guide is so vast that I don't really go through it just to fix a couple of lingual mistakes. But if you would be so kind to read the thousands of words to get the typo's, I would be very grateful <3 I shall do so over the next few hours, I apologise for any offense caused.
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On September 05 2011 04:30 Asday wrote:Show nested quote +On September 05 2011 04:25 AtlasJQ wrote:On September 05 2011 01:30 Asday wrote: Reading through your guide now, and there're a couple spelling/grammar mistakes that bug me. >: English is his second language, his grammar and spelling is phenomenal when taken in context. I deeply apologise, I have nothing but respect for those dedicated and intelligent enough to learn a second language. Show nested quote +On September 05 2011 02:02 Chaosvuistje wrote:On September 05 2011 01:30 Asday wrote: Reading through your guide now, and there're a couple spelling/grammar mistakes that bug me. >: Last time, TheCrazyOne gave me a full list of typo's. The guide is so vast that I don't really go through it just to fix a couple of lingual mistakes. But if you would be so kind to read the thousands of words to get the typo's, I would be very grateful <3 I shall do so over the next few hours, I apologise for any offense caused.
No worries, only 6 puppies were injured and just one passed away. All in all a good day, the pile would have been a lot bigger if I had laddered today and got a lot of vP's .
All jokes aside, no offense was taken. I don't mind people telling me that there are spelling mistakes. Besides, English is hardly a second language for me like any other language would be for a native english speaker. There's tons of english content on the internet and on TV to learn it at an early age. Nevertheless, it never hurts to learn some more. The last 'spellcheck sheet' I was handed taught me a lot
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Lets get back to how awesome these guides are and begging him for a ZvP one!! Highest quality zerg strat content on the web.
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Great guide.
I'd like to renforce that when going zergling infestor, it's not all about the infestors, zerglings are actually amazing. It's important to use multiple control groups for flanking, defending drops, and harassing, and when you have a ton of lings there is no excuse not to have them burrowed all over the map for scouting.
Pretty much any 2 base terran push that hits before the 11 minute mark can be held by pure zerglings, as long as you flank and don't overdrone (44 drone 2 base saturation is perfectly safe, you can get away with more). There are a few heavy BFH pushes where you want other units (often ling + queens are enough), but in general, lings have got you covered. Any push that comes after the 11 minute mark you have your infestors, so it's a lot less scary.
I consider it to be basically a free win if the terran does a big timing attack, because they cannot hold onto their third after losing their whole army, and I can double expand. Terran players who keep their army alive and continue expanding turn it into a real game.
Drops aren't too scary when you have your lings in multiple groups and a well-positioned spore crawler at the most vulnerable expansions. Probably the most annoying thing a terran can do against ling infestor is make a viking or two and kill overlords, but you can still spot for drops with lings sometimes, until you regain air control.
Zergling drops are a great tool against a terran who expands passively without throwing away his army.
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Tsunami of sc2 <3 <3 <3
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On September 05 2011 00:53 poorcloud wrote: This infestor thing will be countered soon enough when terran players start getting 2 - 3 stray banshees to snipe infestors. In fact, i don't even understand why pro terran players don't do this now. Think of it like a mech t v t, the hero banshee wins the day.
Infestors will fungal and or throw infested marines at the banshees, as well as, burrow and such to avoid them. Ghosts, on the other hand, are a pretty nasty counter to infestors.
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Superb.
I have a hard time remembering even the popular 1 base timings for Terran, so this is super useful.
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Your zerg guide is a great resource, and this seems to be just as high quality. Thanks so much for the time you've put into this.
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Great guide! Currently languishing in the Gold league and ZVT is my worst matchup by far. I kind of knew bits and pieces but your guide brings it all together very clearly. Thanks!
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Guys, I have just found a real use for /dance other than a cheap humiliation.
Thors that are neural parasited can be /danced, but that is not all. If they are /danced right at the end of the neural parasite, they will dance until the animation is finished regardless of whether or not the Thor is in terrans hands again. Which means the Thor is out of action for a good 4 more seconds for free.
In other news, my ZvP guide is finished up being written. I am collecting images during the next week and I hope it will be up by the end of it. It took up all of my free time this week T_T .
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Excellent guide, helps me loads. Thanks!
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On September 12 2011 14:10 Chaosvuistje wrote: Guys, I have just found a real use for /dance other than a cheap humiliation.
Thors that are neural parasited can be /danced, but that is not all. If they are /danced right at the end of the neural parasite, they will dance until the animation is finished regardless of whether or not the Thor is in terrans hands again. Which means the Thor is out of action for a good 4 more seconds for free.
That's a really awesome finding! I'll have to do that as much as I can before Patch 1.4 comes out, making it impossible to NP Thors. T.T
Screw balance, let's have a /dance party before it's too late.
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Here's a replay pack of my ZvT style in Season 3, I promised to give it out sooner but stuff came up. Anyway, here it is.
http://www.mediafire.com/?ekr118y6h22rv7a
It features replays with titles about the game itself. Most of them include my Ultralisk-Speedbaneling lategame that I can suggest anyone to give a try. Got 99 problems but a ghost aint one with this kind of lategame army.
Enjoy!
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any news on the zvp? recently having a lot of trouble dealing with protoss, especially the FFE style, I don't know whether he will commit to an all-in (7 gate or stargate 5 gate etc) or just get a third. Sometimes even if I see them chrono-ing the upgrades and once I am prepared for his push, he just retreat and expand after that, making me way behind in economy
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Could you make it a pdf file that is easy printable?
If not, no biggy. But that would really help me out.
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On October 31 2011 00:39 ETisME wrote: any news on the zvp? recently having a lot of trouble dealing with protoss, especially the FFE style, I don't know whether he will commit to an all-in (7 gate or stargate 5 gate etc) or just get a third. Sometimes even if I see them chrono-ing the upgrades and once I am prepared for his push, he just retreat and expand after that, making me way behind in economy
I do have a ZvP guide on my site, check it out! It's in the blog section and you just scroll down from there. Although I have recenty been having a lot of trouble versus protoss as well, so take that guide with a grain of salt. I've recently started getting hatch first with speed for zerglings later, then decide on +1 range if the protoss goes gateway expand and +1 carapace if he opens forge and starts upgrading. I get a quick third and macro hatch and most importantly another queen. So I can produce roaches first to hold of any major assault and then just go into wtftoomany ling production, and since you can rack up quite a bit of larvae with 4 queens and 4 hatches... After that I get up a spire and you collect gas while you make zerglings. This is great because it allows me to be aggressive on his third while also allowing me to crush any midgame timing attack hard. If he just turtles I basically instantly saturate my third because of the overload of larvae. And mutalisk + major frontal attacks can cripple a protoss quite effectively.
On October 31 2011 00:45 AdrianHealey wrote:Could you make it a pdf file that is easy printable? If not, no biggy. But that would really help me out.
A fine gentlemen on reddit posted such a PDF file in the reddit thread: http://www.reddit.com/r/starcraft/comments/k4fql/zerg_versus_terran_guide_from_the_guy_that/ Just scroll down or search for pdf, you should see the link almost instantaniously.
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If you can't even win with such a huge advantage, you're actually killing eSports
lmao!
But seriously now. Your guides are fantastic! Great detail, and easy to read! Keep up the amazing work sir!
Chaosvuistje Fighting!
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Oh and question: When you do your BO opening: 14h 15p, 17g, ect. With only 2 drones, instead of 3, are you hitting some sort of macro gas/min timing with that to be more larve efficient to yield a bit more min at first?
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So comprehensive, nice work man!
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On October 31 2011 04:03 EndOfLine wrote: Oh and question: When you do your BO opening: 14h 15p, 17g, ect. With only 2 drones, instead of 3, are you hitting some sort of macro gas/min timing with that to be more larve efficient to yield a bit more min at first?
There's no real science behind it, it's just that having one drone in gas will get me too little gas and a delayed speed so I can't really be aggressive with it should I want to. Three drones gets me speed too fast, hence the two drones. Besides, I don't really need 3 drones for quite some time since I tend to go for a +1 melee before starting my lair. If you prefer another hatch first opening, that's the style you should stick to. I just stuck to this one because it is safe for me.
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On October 31 2011 05:20 Chaosvuistje wrote:Show nested quote +On October 31 2011 04:03 EndOfLine wrote: Oh and question: When you do your BO opening: 14h 15p, 17g, ect. With only 2 drones, instead of 3, are you hitting some sort of macro gas/min timing with that to be more larve efficient to yield a bit more min at first? There's no real science behind it, it's just that having one drone in gas will get me too little gas and a delayed speed so I can't really be aggressive with it should I want to. Three drones gets me speed too fast, hence the two drones. Besides, I don't really need 3 drones for quite some time since I tend to go for a +1 melee before starting my lair. If you prefer another hatch first opening, that's the style you should stick to. I just stuck to this one because it is safe for me.
I was just looking for your scientific rationale, which you gave me :D. Awesome.
Looking at your build, I was just theory crafting what could be better/adaptable for my B/O. (I have not tested it yet, but will) early gas but 2 drones at 17 compared to gas with 3 drones after 18 lord. I personally like to macro behind an aggressive roach scouting party (and to counter helion expand) So I think im going to see if 14 hatch 15 pool can give the same amount of min/gas faster for such a build compared to 15/16 18.
Sorry, just typing/thinking "outloud." But regardless. well thoughtout guide. :D
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What I want to know is why no one ever uses this tactic I thought up and use all the time?
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Why do none of these threads have many replies? Your guides are fucking amazing. As a protoss switching to zerg I truly have to commend you
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On December 08 2011 09:04 Easytouch1500 wrote: Why do none of these threads have many replies? Your guides are fucking amazing. As a protoss switching to zerg I truly have to commend you
[G] threads don't tend to create a lot of discussion unless the content can be questioned or is false. For example the Grandmaster to 6 pool thread gets a lot of replies just because people disagree with it.
That and from my own research my ZvT guide is the least popular ( because I assume its the match up people have the easiest time in ) while ZvZ is way up there, ZvP close behind.
Oh, and Hodges, I've done that tactic a bit after the Leenock games, very fun and awesome :D!
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These are all pretty amazing, great job man!
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On October 31 2011 06:42 Hodges wrote:What I want to know is why no one ever uses this tactic I thought up and use all the time?
I use it a hell of alot, So funny to see a full saturation of works coming and to Press X and see how long it takes the Terran to realize what you've actually done Very effective and easy to pull off
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On October 31 2011 06:42 Hodges wrote:What I want to know is why no one ever uses this tactic I thought up and use all the time? Now this is just me overestimating my opponents, but it feels to me like any good terran would scan every expansion they build, especially if they have seen baneling tech.
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On December 08 2011 18:44 Tobberoth wrote:Show nested quote +On October 31 2011 06:42 Hodges wrote:What I want to know is why no one ever uses this tactic I thought up and use all the time? Now this is just me overestimating my opponents, but it feels to me like any good terran would scan every expansion they build, especially if they have seen baneling tech.
Not really, some Terrans build a Turret or so but it is good to do in the rare case where the terran transfers like 30 SCV's over to that expansion . It's only slightly risky since you're only risking 100 gas to have a chance at ruining the Terran's economy.
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Hey dude I don't know who the hell you are but you wrote quite insanely good guides man lol. Speaking as a Dutch zerg myself I am proud to popularize your guides in any way possible. It looks to me like the depth of your guides reach well into high master leagues level, therefore in theory could prove useful for more than 95% of all SC2 zerg players lol. I agree with some other people too, saying why aren't your guides getting more (deserved) attention. Cause not only are people writing 'guides' 24/7 with bad information, they don't look flashy either. Your guides do, I thought it wouldn't be possible for a person to write (1) a good guide and (2) make it look good as well. But you've done it and I must say in the 2 years I've played sc2 and read so many bs I must say this has to be in the top 3 of all guides I saw. Good job and keep it up!
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