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The Zerg Help Me Thread - Page 14

Forum Index > StarCraft 2 Strategy 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 100 200 300 400 479 480 481 482 483 484 485 486 487 488 489
Make sure you read the OP before asking a question. Asking a question already addressed in the OP will result in moderation action. Also, please put some effort into your questions.
  Sfydjklm   United States. September 24 2010 07:23. Posts 9207Profile Blog # 

On September 24 2010 02:54 skindzer wrote:

Show nested quote +



Im not saying to power drones as a way to replace having a natural, im just saying that it gives you a "free round" of drones and also i didnt say the purpose of that "strategy" was to have cannons up in the main, just that this prevents it.

But yeah, i probably havent played against this particulary, maybe what he/you mean is that they place cannons far from the pylons? Care to share a rep? Cause ive never played against what i believe you are saying.

Or add me and we can try it :D


yea its the fairly standard 3 line build consisting from pylon wall, cannon, more pylons and more cannons.
twitter.com/therealdhalism | "Trying out Z = lots of losses vs inferior players until you figure out how to do it well (if it even works)."- Liquid'Tyler
Old Post

  Sfydjklm   United States. September 24 2010 07:24. Posts 9207Profile Blog # 

On September 24 2010 04:25 Sheth wrote:
I'd like to ask, how do you counter reapers on maps with cliff advantages. IE Kulas, That one newer map Delta Quadrant. Whats your standard build order there?
Thanks. Sheth


other then straight up dying, try the check build with skipping ling speed in favor of roaches. It works well-ish.
twitter.com/therealdhalism | "Trying out Z = lots of losses vs inferior players until you figure out how to do it well (if it even works)."- Liquid'Tyler
Old Post

 
 Recidivist   United Kingdom. September 24 2010 07:40. Posts 62
Profile # 
I think I have read the entire thread, but what is this Check build? I have heard it mentioned a couple of times. Is it just skipping ling speed and getting roaches? Sorry if it's been covered.
The more advertising I see, the less I want to buy.
Old Post

 
 Saracen   United States. September 24 2010 09:29. Posts 5127
Profile Blog # 

On September 24 2010 04:25 Sheth wrote:
I'd like to ask, how do you counter reapers on maps with cliff advantages. IE Kulas, That one newer map Delta Quadrant. Whats your standard build order there?
Thanks. Sheth


I thumbs down those maps
Old Post

 
 crms   United States. September 24 2010 09:32. Posts 5345
Profile # 

On September 24 2010 09:29 Saracen wrote:

Show nested quote +


I thumbs down those maps



As silly as it sounds thats the best advice for every non-professional. The only zergs that really should be practicing such maps are tournament players. If you aren't worried about a specific map pool due to tournament reasons you're better off saving yourself the headache and thumbsing said maps.

edit: just read it was Sheth who asked, doh! He would actually enjoy hearing a legitimate response to reaper play on kulas as he's one of the few zerg heros.
Last edit: 2010-09-24 09:33:30
Streaming Dota 2, PoE Hardcore and HoTS Ladder at http://www.twitch.tv/crms1 "get real bitch" -NonY
Old Post

 
 ilbh   Brazil. September 24 2010 09:47. Posts 1563
Profile Blog # 
I have way more success going mutas against banshees than going hydras, but I find it weird...

can I really have mutas in time to fight banshees? is it the proper answer? I'm talking about 2 base mutas, when I open with 14 hatch 13 pool against someone rushing for banshees from 1 base.

I do also make some extra queens. usually 1 or 2.
Part of the inhumanity of the computer is that, once it is competently programmed and working smoothly, it is completely honest.
Old Post

 
 IamZieK   Canada. September 24 2010 09:54. Posts 156
Profile # 
I was wondering if one of you could help me tweak this build a bit for ZvP and offer any advice you can think of.
http://www.gamereplays.org/starcraft2/replays.php?game=33&show=details&id=151207

I like to avoid going roach hydra since I find it hurts the economy a lot so am working on a build that would be solid against anything a toss can throw and give you a solid transition into muta
Old Post

 
 KiaL.Kiwi   Germany. September 24 2010 10:04. Posts 210
Profile # 

On September 24 2010 04:25 Sheth wrote:
I'd like to ask, how do you counter reapers on maps with cliff advantages. IE Kulas, That one newer map Delta Quadrant. Whats your standard build order there?
Thanks. Sheth


Don't play Kulas. Whoever designed this map made sure that it is designatedly bad for zerg.

The main answer for Delta Quadrant would be "spread your overlords to gain tons of vision". I think that's the main difference between it and other maps - I usually put one directly on the Choke between Main/Nat, one at the Destroying Rocks and one in the general direction of his base.
Other then the careful placement I really don't see anything different from most other maps if fighting Reapers.

(extensive version of my gerneral approach in the spoiler, not sure if you wan't to hear all this ^^)
+ Show Spoiler +
Old Post

  Sfydjklm   United States. September 24 2010 10:09. Posts 9207Profile Blog # 

On September 24 2010 09:47 ilbh wrote:
I have way more success going mutas against banshees than going hydras, but I find it weird...

can I really have mutas in time to fight banshees? is it the proper answer? I'm talking about 2 base mutas, when I open with 14 hatch 13 pool against someone rushing for banshees from 1 base.

I do also make some extra queens. usually 1 or 2.

no u wont have mutas in time but neither will u have hydras. Queens is the only answer to banshees pretty much.
twitter.com/therealdhalism | "Trying out Z = lots of losses vs inferior players until you figure out how to do it well (if it even works)."- Liquid'Tyler
Old Post

 
 KiaL.Kiwi   Germany. September 24 2010 10:10. Posts 210
Profile # 

On September 24 2010 09:47 ilbh wrote:
an I really have mutas in time to fight banshees? is it the proper answer? I'm talking about 2 base mutas, when I open with 14 hatch 13 pool against someone rushing for banshees from 1 base.


Short answer: No you can't.

Long answer: if he's really rushing to banshees, he needs exactly 170 seconds after his factory has startet till the first one is on the field. Lair+Spire+Muta need 213 seconds. You could argue that the flighttime cuts into this difference, but this would ignore the fact that he will usually start his factory a lot earlier than you your Lairtech.
I completly agree with you, it's a lot better to fight Banshees with Mutas instead of Hydras because Hydras are utterly useless for anything else, but against a rushed Banshee non of these two is a possible answer (barring the possibility to skip Lingspeed, but that's just suicidial).
Last edit: 2010-09-24 10:11:59
Old Post

 
 skindzer   Chile. September 24 2010 10:19. Posts 4306
Profile Blog # 

On September 24 2010 09:29 Saracen wrote:

Show nested quote +


I thumbs down those maps


You havent updated the op =(
Read motherfucker http://vulvadeperra.tumblr.com/
Old Post

 
 ShadowReaver   Canada. September 24 2010 10:23. Posts 252
Profile # 

On September 21 2010 11:34 Saracen wrote:

Show nested quote +


I'm glad you're switching to Z
So what I do is:
14 gas
13 pool
15 overlord
15 queen, take drones off of gas, research speed
1 pair of zerglings
21 expand
22 overlord
all drones with the first spawn larva
26 queen, put drones back on gas
get lair once the queen finishes



Hey Saracen, just wanted to thank you for this small little tip "all drones with the first spawn larva". I've changed my game because of this tip. I used to cut drones way to soon and it was costing me games. Now I find that my econ is in much better shape.
<3 viOLet | MC <3
Old Post

 
 goswser   United States. September 24 2010 11:06. Posts 3423
Profile Blog # 
How, in ZvP, do you deal with the build where protoss gets an expansion, techs to a temlar + mass gateway army, and then takes a third while continuing to upgrade, pressure a bit but not commit, and then just crush you with a gateway/templar army with lots of storms, charge, blink, and upgrades. I've tried lots of stuff against it, but can't find a way to beat a good protoss player who does this, even if I gain the advantage. Hydra/roach seems to melt to mass storms and the huge number of units, and even if I secure 2 expos and the gold and get hive tech, when he mixes immortals in the mix, ultras just evaporate. Broodlords do ok, but they're really expensive, and the corrupters are useless against a protoss whose not getting colossus. What do I do against this?
say you were born into a jungle indian tribe where food was scarce...would you run around from teepee to teepee stealing meat scraps after a day lazying around doing nothing except warming urself by a fire that you didn't even make yourself? -rekrul
Old Post

  Sfydjklm   United States. September 24 2010 11:23. Posts 9207Profile Blog # 
waddup zergies i was pretty tilted about this whole patch thing so i'm playing alienware tournament today vs Select and im like here's my big fuck you to all the terrans out there yo.

[image loading]

repping zergies for lyfe yall!
twitter.com/therealdhalism | "Trying out Z = lots of losses vs inferior players until you figure out how to do it well (if it even works)."- Liquid'Tyler
Old Post

 
 stiknork   United States. September 24 2010 11:48. Posts 127
Profile # 
Hey, I really need help on my lategame ZvT. What should you do against a dude who just masses thor/hellion midgame and then transitions to thor/marauder lategame? I would've gotten something other than 200/200 roaches (which suck) if I hadn't been worried about a thor/hellion midgame push at any point before ultras, which is only defendable by mass roach as far as I can tell. Anyway, if you better zerg players see anything I should've done here (expanded earlier?)

http://dl.dropbox.com/u/7108203/Met...10%29.SC2Replay


(~1200-1300 point zerg for reference)
Old Post

 
 Sixes   Canada. September 24 2010 12:49. Posts 1123
Profile # 

On September 24 2010 11:06 Newguy wrote:
How, in ZvP, do you deal with the build where protoss gets an expansion, techs to a temlar + mass gateway army, and then takes a third while continuing to upgrade, pressure a bit but not commit, and then just crush you with a gateway/templar army with lots of storms, charge, blink, and upgrades. I've tried lots of stuff against it, but can't find a way to beat a good protoss player who does this, even if I gain the advantage. Hydra/roach seems to melt to mass storms and the huge number of units, and even if I secure 2 expos and the gold and get hive tech, when he mixes immortals in the mix, ultras just evaporate. Broodlords do ok, but they're really expensive, and the corrupters are useless against a protoss whose not getting colossus. What do I do against this?


The best answer I have found is to use roaches. If at all possible try to use speedlings and maybe a few mutas to harass and slow down the 3rd. Make sure you macro up (the toss player completely forsakes map control on this build).

By the time the attack you are describing comes you should be able to have ultras or broodlords ... generally ultras+roaches do well versus that kind of toss (use roach burrow to let the ultras get in there then the roaches add damage). Roaches don't take too much damage if you burrow them as a reaction to storm and move them out of it a little. I have won games with just mass roach versus this composition but it requires good upgrades and burrow use to regen (the key point being that there is a window where the toss has templars but no observers).

If observers do show up I guess it's ultra or broodlord (depending on stalker numbers). I go ultra myself because they are more mobile and punish the lack of mobility on zealot templar (keep scouts around and if he is rushing to defend, send 10 lings in the back to pick of a few HTs, the high energy ones are worth a lot to him).

Mainly don't use hydras or mass lings as they melt to storm and mutas can be good in small numbers but become very vulnerable to storm in large numbers (carpet storm will kill a lot).

This protoss composition tends to be very easy to harass as he won't have too many stalkers early (needs gas for templar) and he needs a ton of production buildings and pylons (so more area and more targets).
Old Post

 
 Sixes   Canada. September 24 2010 12:51. Posts 1123
Profile # 

On September 24 2010 07:21 Sfydjklm wrote:

Show nested quote +


i dunno what to say to that because this is not what happens at all.



Please describe how you let a toss get 3 cannons and 3 pylons between your main and nat but out of spine crawler range before you got roaches, roaches do just fine against cannons that aren't up a ramp.
Old Post

 
 Half   United States. September 24 2010 15:52. Posts 2554
Profile # 
Another question on why pros don't do something.....

Why don't pros ever open 3 queens, only 2? This is something I find myself doing a lot. A queen is 150 minerals, the cost of a spine crawler. In return, you get

a)Free Creep tumor
b)Decent DPS
c)Meatsheild
d)Heal.

To me, I often see progamers lay down 2 or 3 spine crawlers anticipating a timing push. I don't see why they don't add a queen in there BO, as it adds protection against air, basically seems a more rounded defense option then another spine crawler. They can be used to block the ramp against hellion harrass, kite zealots, heal roaches/spine crawlers, and make your 3rd expo come up faster.
Last edit: 2010-09-24 15:52:36
Too Busy to Troll!
Old Post

 
 Treeplant   United States. September 24 2010 16:21. Posts 207
Profile Blog # 

On September 24 2010 15:52 Half wrote:
Another question on why pros don't do something.....

Why don't pros ever open 3 queens, only 2? This is something I find myself doing a lot. A queen is 150 minerals, the cost of a spine crawler. In return, you get

a)Free Creep tumor
b)Decent DPS
c)Meatsheild
d)Heal.

To me, I often see progamers lay down 2 or 3 spine crawlers anticipating a timing push. I don't see why they don't add a queen in there BO, as it adds protection against air, basically seems a more rounded defense option then another spine crawler. They can be used to block the ramp against hellion harrass, kite zealots, heal roaches/spine crawlers, and make your 3rd expo come up faster.


I wonder the same, but mostly for ZvP as it would almost completely nullify any void ray cheese. There are so many times when I watch pro replays where the zerg is so vulernable to quick void rays due to 2 queens and unreliable scouting. It blows my mind!
Old Post

 
 Mikkerthebhu   Denmark. September 24 2010 17:08. Posts 154
Profile # 
I have been thinking about doing a new build, and I want to hear your thoughts about it.
The idea is mostly thought to cripple a 2-base terran and protoss.

Standard: 14 pool - 14 gas -16 hatch.
Get metabolic boost (is a must have). Keep 2 drones in gas, and tech for lair just as soon as possible. The other hatch keeps pumping queens (in case of banshee or phoenixes). While you tech, get a baneling nest, get second or third gas geyser. Once you hit lair research overlord speed and overlord drop immediatly. While researching you get some banelings. Once done, you make a 2-pronged banelingdrop in your opponents mineral line. If you have success then you can more or less destroy 70% of his harvesters.

I know the idea isn't new, but I would just want to hear some higher level players if they have some ideas on how to make it work better, or if it is even viable and what pro/cons there is. Is the timing drop too late and too risky and so forth.

Edit: I tested the build, and I was done with the upgrades and banelings at 9 min mark. That was with 2 queens and minimal defenses. Since it takes forever to research drop, you can easily delay the speed upgrade and thus only getting 2 geysers instead of 3.
Last edit: 2010-09-24 17:22:53
Carpe Diem
Old Post

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