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On April 06 2017 20:30 SC2Toastie wrote:Good stuff bro, thanks !!!
I have some builds here too: http://allthingszerg.com
The scouting info isn't 100% up to date, because it seems like the common builds are changing every week right now ;
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If a terran takes a 3rd base, what time does a push with marine medivac mine come?
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On April 16 2017 22:59 NUKS wrote: If a terran takes a 3rd base, what time does a push with marine medivac mine come?
when did they take a third base? Is it a 3cc build?
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Which upgrades are important and why in all 3 match ups for zerg?
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On April 30 2017 16:39 SorrowShine wrote: Which upgrades are important and why in all 3 match ups for zerg?
ZvT: ling/bane/muta/ultra:
Ground armor most important as marines fire very quickly Ground melee - lings attack quickly - Banes 1-shot workers at +2 Air armor & attack if you are making a big muta commitment. Under very high muta numbers (20+) adding another muta is better than armor
ZvT you can also play Roach/Ravager with maybe Hydra/lurker/ Swarmhosts vs mech. Same as ling/bane but swap melee to ranged. Air armor nice for Blords but usually games will not go late enough for it to matter
ZvZ:
+1 ranged means roaches can 2-shot lings (all other upgrades being 0) +1 carapace means lings survive a baneling hit (all other upgrades being 0)
For roach/ravager mid-game get standard +ranged and +armor
ZvP: Armor does not have a huge effect on how many shots Protoss units take to kill Zerg units. Exceptions are fast attackers like Zealots and Carriers.
vs Skytoss: ground ranged attack and armor, and air attack and armor. vs Groundtoss: Usual comp is some mix of roach,lings, banes, hydras. Get +melee damage and + ranged damage as priority over armor. Armor is still nice to get, if you can afford it.
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They do not one-shot SCVs, even with +2. (sadly)
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Be careful Zrana1, the most usual mid game composition vs Protoss are ling bane based. Either ravager ling bane or hydra ling bane. Ravager ling bane means only melee upgrades. Hydra ling bane means you can go both, but if you transition into lurkers later you better skip the melee upgrade as you should save the resources for more lurkers and the lurker den. Another, old style, way to go vs protoss is pure ling bane into quick BLs, which again mean melee upgrades.
And going double upgrades in ZvZ for your roaches is quite risky as you can be hit by a heavy all-in before the upgrades finish and there will be way more units there. ZvZ is usually one evo for upgrades (may be another one for a wall) unless you go for upgraded lings style (and even then, getting both upgrades simultaneously cuts quite a lot into your production and banes).
+2 banes 1 shoot drones and probes, but not SCVs. +3 banes 1 shoot SCVs as long as the SCVs don't have +3 armor.
In general the upgrades you go for depends heavily upon your gameplan. As an example. you can play defensive roach ravager infestor vs Terran but the end goal is Ultras (or BLs), so you can get +1 ranged and stop there so that you can prioritize melee upgrades as your end game composition will be a melee one (ultra ling with ravager for bile, and corruptors). Or another example, you can play aggressively in ZvZ with upgraded lings which can transfer into mutas with upgraded banes that counter those hydras which are one of the muta counters. Eventually you'll get very upgraded Ultras this way for the late game.
The upgrades are usually depends on your gameplan and what you scout. For example, vs terran carapace is very importanat, but if its mech then its not important at all (the only unit it has impact on is cyclones which expire in the mid game).
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Also try to remember that units with high damage per attack have higher increase in damage per upgrade (i.e. Roaches get +2 damage per ranged attack upgrade)
So in ZvZ, in roach vs roach getting + 2 range is more effective than getting +1 / +1 since each upgrade will lower the number of shots needed to kill a roach by one, but defense upgrades won't have such an effect unless you have a 2 upgrade advantage over your opponent. (this does not take in account HP regen but you get the idea)
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How does one scout and defend the 4:30 push with 6 hellbats, 3 marines and a medivac? I had this done to me yesterday and lost because I didn't have bane or roach tech. I watched the replay and I'm still not sure how I can recognize this build in time to throw down appropriate tech. There's marines to deny overlord scouting and once the armory finishes the hellbats are already in your natural. Do you throw down a bane nest if they build a marine instead of an add-on after giving reactor to the factory?
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On May 01 2017 22:59 Saechiis wrote: How does one scout and defend the 4:30 push with 6 hellbats, 3 marines and a medivac? I had this done to me yesterday and lost because I didn't have bane or roach tech. I watched the replay and I'm still not sure how I can recognize this build in time to throw down appropriate tech. There's marines to deny overlord scouting and once the armory finishes the hellbats are already in your natural. Do you throw down a bane nest if they build a marine instead of an add-on after giving reactor to the factory? Make a RW when you scout a (reactor) factory after 1st rax. You should be able to see if it's a reactor fact with your 1st ovie /speedlings
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To be honest, I am pretty sure that making a 4:00 RW/baneling nest (I prefer the roach warren) blindly is good.
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On May 01 2017 23:19 Karpfen wrote: To be honest, I am pretty sure that making a 4:00 RW/baneling nest (I prefer the roach warren) blindly is good.
except in this case the push comes at 4.30 not 5 minutes.
I personally use overlord speed to scout it but even sending the first ovi without speed at 3.30 will give you enough info. I hold with queens (bring inject queens too) and lings, just make sure to focus the medivac.
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On May 01 2017 23:19 Karpfen wrote: To be honest, I am pretty sure that making a 4:00 RW/baneling nest (I prefer the roach warren) blindly is good. You need to create it around 3:35-3:45 to get the units out in time Atleast the Roach Warren.
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On May 02 2017 00:24 ArtyK wrote:Show nested quote +On May 01 2017 23:19 Karpfen wrote: To be honest, I am pretty sure that making a 4:00 RW/baneling nest (I prefer the roach warren) blindly is good. except in this case the push comes at 4.30 not 5 minutes. I personally use overlord speed to scout it but even sending the first ovi without speed at 3.30 will give you enough info. I hold with queens (bring inject queens too) and lings, just make sure to focus the medivac.
How many queens do you have at this point? Focusing the medivac is a good idea but I'm not sure how many queens you'd need to fight this with only zerglings, 5 at least?
On May 02 2017 01:03 Railgan wrote:Show nested quote +On May 01 2017 23:19 Karpfen wrote: To be honest, I am pretty sure that making a 4:00 RW/baneling nest (I prefer the roach warren) blindly is good. You need to create it around 3:35-3:45 to get the units out in time Atleast the Roach Warren.
This is my problem. You'd have to throw down your tech at the same time the armory goes down. The Terran will patrol marines on the edge of his base and hide the armory, it's not realistic to rely on seeing the armory to defend this push.
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5 queens and a bunch of zerglings will allow you to hold consistently. If you can scout the armory as it starts just put a bane nest down but it's usually pretty hard to find
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On May 02 2017 01:15 Saechiis wrote:Show nested quote +On May 02 2017 00:24 ArtyK wrote:On May 01 2017 23:19 Karpfen wrote: To be honest, I am pretty sure that making a 4:00 RW/baneling nest (I prefer the roach warren) blindly is good. except in this case the push comes at 4.30 not 5 minutes. I personally use overlord speed to scout it but even sending the first ovi without speed at 3.30 will give you enough info. I hold with queens (bring inject queens too) and lings, just make sure to focus the medivac. How many queens do you have at this point? Focusing the medivac is a good idea but I'm not sure how many queens you'd need to fight this with only zerglings, 5 at least?
If you make ovi speed you have less queens (4-5 instead of 6) but a better idea of whats coming.
Definitely tough to hold with 4 though. You want to start massing lings at 4.00, and put the queens spread out at the front to tank damage without taking too much splash, then surround the army as soon as the queen take the first hits. Make sure the queens don't start following the medivac if the terran pulls it back, because that and lings taking the first hits won't end well. Hit & run + focus fire the remaining hellbats while waiting for reinforcements.
Tbh it's hard not to take damage so making a spine at your natural at 3.50 should help a lot, i might start doing that as well :p
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On May 02 2017 01:15 Saechiis wrote:Show nested quote +On May 02 2017 00:24 ArtyK wrote:On May 01 2017 23:19 Karpfen wrote: To be honest, I am pretty sure that making a 4:00 RW/baneling nest (I prefer the roach warren) blindly is good. except in this case the push comes at 4.30 not 5 minutes. I personally use overlord speed to scout it but even sending the first ovi without speed at 3.30 will give you enough info. I hold with queens (bring inject queens too) and lings, just make sure to focus the medivac. How many queens do you have at this point? Focusing the medivac is a good idea but I'm not sure how many queens you'd need to fight this with only zerglings, 5 at least? Show nested quote +On May 02 2017 01:03 Railgan wrote:On May 01 2017 23:19 Karpfen wrote: To be honest, I am pretty sure that making a 4:00 RW/baneling nest (I prefer the roach warren) blindly is good. You need to create it around 3:35-3:45 to get the units out in time Atleast the Roach Warren. This is my problem. You'd have to throw down your tech at the same time the armory goes down. The Terran will patrol marines on the edge of his base and hide the armory, it's not realistic to rely on seeing the armory to defend this push. You should be able to see him building some hellions. If he goes early hellions with a lot of marines you can deduce your need for a Roach Warren / Bane Nest. If he has 6 Hellions and is using them very passivly then that too tells you "hellbat!!!"
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I'm coming back from a 1 year break and need help with the new meta. What are some standard builds for zerg these days?
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Hey guys,
looking for some aggression builds for ZvT and ZvP that allow you to transition afterwards.
Thanks!
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