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The Zerg Help Me Thread - Page 277

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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.
 
 Otolia   France. June 06 2012 21:50. Posts 3062
Profile Blog # 
Anyone could explain me the basic timings from Symbol hatch first into fast muta that he did against ByuL on Muspelheim ?
Fantasy ProLeague Blogger -> http://www.teamliquid.net/blogs/viewblog.php?id=392231
Old Post

 
 Veriol   Czech Republic. June 06 2012 23:43. Posts 400
Profile # 
Hi, could anyone look at my replays and point out major flaws? Im 1100~ master; and I have no idea what do to in TvZ I only have the general idea what i want to do but i seem to fail each time.
I think my macro is acceptable and not the problem i feel .. but dont know. It always feels im ahead or dooing good, but i seem to loose momentum every second in the game.
Edit: What i see lacking is supply blocks and creep spread

Here are my two most recent tvz about hour old
http://drop.sc/192532
http://drop.sc/192531
Last edit: 2012-06-07 00:34:24
"When you play, you have to start off with a mind to turn the game into a rape." -iloveoov
Old Post

 
 dynwar7   June 07 2012 00:44. Posts 1945
Profile # 
Hi guys

Thinking about Zerg for a moment.

Is it true that for Zerg, generally, you mcaro up to have really strong economy, that is number 1 priority.

and then after that, you build whatever units counter the enemy's army composition right?

That is why most zergs are called "droning hard" that is because they like to drone up as much as possible and therefore have a strong economy, correct?
Regarding the imbalance, hilarious to see Zergs defending themselves....
Old Post

 
 Veriol   Czech Republic. June 07 2012 00:56. Posts 400
Profile # 

On June 07 2012 00:44 dynwar7 wrote:
Hi guys

Thinking about Zerg for a moment.

Is it true that for Zerg, generally, you mcaro up to have really strong economy, that is number 1 priority.

and then after that, you build whatever units counter the enemy's army composition right?

That is why most zergs are called "droning hard" that is because they like to drone up as much as possible and therefore have a strong economy, correct?


Droning hard is basically using all larvae for drones(= strong economy).
So, yes correct.
"When you play, you have to start off with a mind to turn the game into a rape." -iloveoov
Old Post

 
 FayZe   United States. June 07 2012 00:59. Posts 27
Profile # 

On June 07 2012 00:44 dynwar7 wrote:
Hi guys

Thinking about Zerg for a moment.

Is it true that for Zerg, generally, you mcaro up to have really strong economy, that is number 1 priority.

and then after that, you build whatever units counter the enemy's army composition right?

That is why most zergs are called "droning hard" that is because they like to drone up as much as possible and therefore have a strong economy, correct?


We have to drone hard because our units are so cost-inefficient. The upside of this is masses of them will be able to overrun any army.
"Rawr, I am a dinosaur. FEAR ME!"
Old Post

 
 Servius_Fulvius   United States. June 07 2012 01:05. Posts 947
Profile # 

On June 07 2012 00:44 dynwar7 wrote:
Hi guys


Hi


Thinking about Zerg for a moment.


Oh?


Is it true that for Zerg, generally, you mcaro up to have really strong economy, that is number 1 priority.


Yes, this is true. Zerg's biggest advantages (strength in numbers, quick army regeneration, efficient high tech units) all require a massive economy. Cost inefficiency is the biggest disadvantage and this is also remedied by a huge economy.


and then after that, you build whatever units counter the enemy's army composition right?


Yes and no. With zerg you want to have your "dream team". For ZvT and ZvP that's infestor/corruptor/BL and for ZvZ it's (arguably) roach/hydra/infestor. These compositions can handle pretty much everything a late-game opponent can muster.

However, almost no ladder game is a "no rush 20" where your opponent let's you get this great composition. In ZvT, for instance, the terran can make banshees. This requires a deviation where you make a couple spores and extra queens. Then it's right back to the macro track. Sometimes there's a 10:00ish marine/tank rush. This requires zerglings, banelings, and spines to defend. Let's say there zerg has three bases, but terran makes a ton of marine/tank to try and deny a fourth. This requires getting the infestors earlier with zerglings and banelings to hold off the pressure. At the same time, one could see a small army due to greedy terran play and make a bunch of lings to punish them.

Watching what the other player makes and countering will always leave you one step behind your opponent. The overall goal is to make as little as possible to defend and go right back to the late game plan.


That is why most zergs are called "droning hard" that is because they like to drone up as much as possible and therefore have a strong economy, correct?


In a perfect game zerg will expand to 4 bases, get a ton of drones, get a ton of tech, and only get the highest tech late game units. This, of course, never happens. I mentioned before that zerg needs to deviate and respond to, say, mid game pressure. The deviation takes away from droning and teching, so once it's done the zerg player simply returns to the path.

Oftentimes commentators will note how a zerg player "drones hard". Let's say you're playing a ZvP and scout protoss take gases at the natural. This implies tech-oriented play so the zerg does not have to deviate and can make a ton of drones and scout a little later if an army is massing. If the protoss does not have any natural gas (strongly indicates a 7gate/+1 all-in) then the zerg needs to stop droning and start building a lot of units to hold the all-in.

Now if a player all-ins and fails the zerg can either mass up a ton of units and try to win or go back to droning and teching. In ZvZ let's say a 2 banelings take out 5 drones in a mineral line. The player with the drone lead can mass a huge army knowing their economic advantage can overwhelm their opponent, or maintain an economic lead and try to win with a higher tech army. The latter gives the opponent time to come back, so most prefer to outright kill them.

Last edit: 2012-06-07 01:06:06
Old Post

 
 XXhkXX   June 07 2012 03:51. Posts 167
Profile # 
I keep getting 2 gate proxied and idk what to do :/ I scout it out always, but what do u do in response???? spines fail, if u lose any drones ur essentially behind, counterattacks fail bc lings cant beat probes and zealots --

how do u beat it?
Old Post

 
 Broesl   Austria. June 07 2012 04:34. Posts 70
Profile # 

On June 07 2012 03:51 XXhkXX wrote:
I keep getting 2 gate proxied and idk what to do :/ I scout it out always, but what do u do in response???? spines fail, if u lose any drones ur essentially behind, counterattacks fail bc lings cant beat probes and zealots --

how do u beat it?


What League are you in, when do u scout, and how does he have a zealot at home if he proxies ? A replay would be helpful, otherwise its just guessing, 2 spines in the mineral line is usually the instant response, then delay for them to build and then you should be fine, you could counter with lings at that point.
Old Post

 
 BoZiffer   United States. June 07 2012 05:16. Posts 557
Profile # 

On June 07 2012 01:05 Servius_Fulvius wrote:

Show nested quote +



Hi


Show nested quote +



Oh?


Show nested quote +



Yes, this is true. Zerg's biggest advantages (strength in numbers, quick army regeneration, efficient high tech units) all require a massive economy. Cost inefficiency is the biggest disadvantage and this is also remedied by a huge economy.


Show nested quote +



Yes and no. With zerg you want to have your "dream team". For ZvT and ZvP that's infestor/corruptor/BL and for ZvZ it's (arguably) roach/hydra/infestor. These compositions can handle pretty much everything a late-game opponent can muster.

However, almost no ladder game is a "no rush 20" where your opponent let's you get this great composition. In ZvT, for instance, the terran can make banshees. This requires a deviation where you make a couple spores and extra queens. Then it's right back to the macro track. Sometimes there's a 10:00ish marine/tank rush. This requires zerglings, banelings, and spines to defend. Let's say there zerg has three bases, but terran makes a ton of marine/tank to try and deny a fourth. This requires getting the infestors earlier with zerglings and banelings to hold off the pressure. At the same time, one could see a small army due to greedy terran play and make a bunch of lings to punish them.

Watching what the other player makes and countering will always leave you one step behind your opponent. The overall goal is to make as little as possible to defend and go right back to the late game plan.


Show nested quote +



In a perfect game zerg will expand to 4 bases, get a ton of drones, get a ton of tech, and only get the highest tech late game units. This, of course, never happens. I mentioned before that zerg needs to deviate and respond to, say, mid game pressure. The deviation takes away from droning and teching, so once it's done the zerg player simply returns to the path.

Oftentimes commentators will note how a zerg player "drones hard". Let's say you're playing a ZvP and scout protoss take gases at the natural. This implies tech-oriented play so the zerg does not have to deviate and can make a ton of drones and scout a little later if an army is massing. If the protoss does not have any natural gas (strongly indicates a 7gate/+1 all-in) then the zerg needs to stop droning and start building a lot of units to hold the all-in.

Now if a player all-ins and fails the zerg can either mass up a ton of units and try to win or go back to droning and teching. In ZvZ let's say a 2 banelings take out 5 drones in a mineral line. The player with the drone lead can mass a huge army knowing their economic advantage can overwhelm their opponent, or maintain an economic lead and try to win with a higher tech army. The latter gives the opponent time to come back, so most prefer to outright kill them.




I couldn't help myself from laughing after reading those first two lines. Well answered though.
Old Post

 
 phrenzy   United Kingdom. June 07 2012 06:33. Posts 330
Profile # 
Can someone tell me, because i dont understand.


ZvP :
I notice that he is going to try and go for an early +1 4 Gate attack, i shutdown all pylons.

He takes a 3rd a minute later.

I take a fourth and fifth. Add an extra evo and start melee and carapace upgrades take all my gas (was running on 3). And start teching to infestor/broodlord.

But all my games end at the 17-19 minute mark, when toss maxes out on collissi /staker/ sentry. I have 7+ Infestors, a bunch of roaches and a tons of spine crawlers. And i always die.

What should i have, more roaches? Im at 140/200 with a ton of larvae. whenever i make roaches they just get forcefeilded and die. Am i supposed to have broodlords already, i have done fast broodlords before but on only when flipping coins, no spines, no units.


Also throughout the game, as the toss is massing this army, they fish for a bit killing expansions literally for free, while im either waiting for infestor, or spire or hive because they have such a big army i just cant engage it. I simply dont know what i should have or should be making against something that seems so standard.
Old Post

 
 dynwar7   June 07 2012 09:03. Posts 1945
Profile # 

On June 07 2012 01:05 Servius_Fulvius wrote:

Show nested quote +



Hi


Show nested quote +



Oh?


Show nested quote +



Yes, this is true. Zerg's biggest advantages (strength in numbers, quick army regeneration, efficient high tech units) all require a massive economy. Cost inefficiency is the biggest disadvantage and this is also remedied by a huge economy.


Show nested quote +



Yes and no. With zerg you want to have your "dream team". For ZvT and ZvP that's infestor/corruptor/BL and for ZvZ it's (arguably) roach/hydra/infestor. These compositions can handle pretty much everything a late-game opponent can muster.

However, almost no ladder game is a "no rush 20" where your opponent let's you get this great composition. In ZvT, for instance, the terran can make banshees. This requires a deviation where you make a couple spores and extra queens. Then it's right back to the macro track. Sometimes there's a 10:00ish marine/tank rush. This requires zerglings, banelings, and spines to defend. Let's say there zerg has three bases, but terran makes a ton of marine/tank to try and deny a fourth. This requires getting the infestors earlier with zerglings and banelings to hold off the pressure. At the same time, one could see a small army due to greedy terran play and make a bunch of lings to punish them.

Watching what the other player makes and countering will always leave you one step behind your opponent. The overall goal is to make as little as possible to defend and go right back to the late game plan.


Show nested quote +



In a perfect game zerg will expand to 4 bases, get a ton of drones, get a ton of tech, and only get the highest tech late game units. This, of course, never happens. I mentioned before that zerg needs to deviate and respond to, say, mid game pressure. The deviation takes away from droning and teching, so once it's done the zerg player simply returns to the path.

Oftentimes commentators will note how a zerg player "drones hard". Let's say you're playing a ZvP and scout protoss take gases at the natural. This implies tech-oriented play so the zerg does not have to deviate and can make a ton of drones and scout a little later if an army is massing. If the protoss does not have any natural gas (strongly indicates a 7gate/+1 all-in) then the zerg needs to stop droning and start building a lot of units to hold the all-in.

Now if a player all-ins and fails the zerg can either mass up a ton of units and try to win or go back to droning and teching. In ZvZ let's say a 2 banelings take out 5 drones in a mineral line. The player with the drone lead can mass a huge army knowing their economic advantage can overwhelm their opponent, or maintain an economic lead and try to win with a higher tech army. The latter gives the opponent time to come back, so most prefer to outright kill them.




Lol funny first two answers But thanks for the helpful answer.

Yes, you mentioned my point. Basically the goal of all zergs, in general, is to go to late game, because in late game they will have many many bases, super strong economy, and therefore be able to build the units to counter the enemy's army composition, and then be able to remax on completely different tech, right? So for example, Terran makes mass tanks, you create tons of roaches. Then they all die, you immediately remax on zerglings/mutas,right?

If this is the case, then in theory nothing could beat zerg since they have superior economy (late game) and they can quickly tech switch to the enemy's army composition's weakness?
Regarding the imbalance, hilarious to see Zergs defending themselves....
Old Post

  Belial88   United States. June 07 2012 09:28. Posts 5217Profile Blog # 

On June 07 2012 06:33 phrenzy wrote:
Can someone tell me, because i dont understand.


ZvP :
I notice that he is going to try and go for an early +1 4 Gate attack, i shutdown all pylons.

He takes a 3rd a minute later.

I take a fourth and fifth. Add an extra evo and start melee and carapace upgrades take all my gas (was running on 3). And start teching to infestor/broodlord.

But all my games end at the 17-19 minute mark, when toss maxes out on collissi /staker/ sentry. I have 7+ Infestors, a bunch of roaches and a tons of spine crawlers. And i always die.

What should i have, more roaches? Im at 140/200 with a ton of larvae. whenever i make roaches they just get forcefeilded and die. Am i supposed to have broodlords already, i have done fast broodlords before but on only when flipping coins, no spines, no units.


Also throughout the game, as the toss is massing this army, they fish for a bit killing expansions literally for free, while im either waiting for infestor, or spire or hive because they have such a big army i just cant engage it. I simply dont know what i should have or should be making against something that seems so standard.


You should have your greater spire popping when he pushes out with 3+ colossi off 3 base, and it should be a very, very tense 30 seconds where he's busting and sieging your mass spines wall, and your corruptors are still morphing into broodlords.

If you don't even have hive when Toss has 2 colossi on 3 base, then you are in trouble.

As for 4 gate +1, that's a chance for you to get ahead or behind on. There's no reason for Toss to be able to take a third if you defended it adequately, so obviously you failed there. If you rely too much on spines, yea, toss can get a third. You should have roach/lings when he has too little production to even deal with slowling/roach. You should probably be getting hive quicker, standard hive timing in zvp is around 15 minute, even quicker if you are going infestors.

You definitely should not be making roaches still if toss is getting colossi. Roaches suck against immortals, let alone colossi.

If Toss has tier 3 colossi, then you need to have tier 3 broodlords. Check out my zvp guide...
How to build a $500 i7-3770K Ultimate Computer:http://www.teamliquid.net/blogs/viewblog.php?topic_id=392709 ******** 100% Safe Razorless Delid Method! http://www.overclock.net/t/1376206/how-to-delid-your-ivy-bridge-cpu-with-out-a-razor-blade/0_100
Old Post

 
 thegiantnome   United States. June 07 2012 09:53. Posts 125
Profile Blog # 
What is common three base timing in the current ling investor with mass upgrades metagame vs terran? Thanks!
Today is a great day to forget all your problems and create bigger new ones- Dane Cook
Old Post

  Belial88   United States. June 07 2012 09:55. Posts 5217Profile Blog # 
^ Here you go
How to build a $500 i7-3770K Ultimate Computer:http://www.teamliquid.net/blogs/viewblog.php?topic_id=392709 ******** 100% Safe Razorless Delid Method! http://www.overclock.net/t/1376206/how-to-delid-your-ivy-bridge-cpu-with-out-a-razor-blade/0_100
Old Post

 
 ThePiedPiper   Canada. June 07 2012 11:38. Posts 100
Profile # 
With the current max roach being countered by blind immortal +1 pushes, ive been trying to use mutas in the MU since i am good with the control, but I can't seem to get them out in time for their stupid push. When i try to defend until i get up to mutas with only ligns and some blings I just die to force fields. How the hell can i beat a toss if they can open how they want, hurt my eco bc of it, then amove in with 15sentires and 3 immortals and i cant do anything bc my only solution isnt out?
Old Post

  Belial88   United States. June 07 2012 12:37. Posts 5217Profile Blog # 
^ Using conventional play, you won't have mutas in time against immortal/sentry. Check out this thread for a discussion on mutas vs immortal/sentry though: http://www.teamliquid.net/forum/viewmessage.php?topic_id=339136

Otherwise, you really need to max out on roach/ling against immortal/sentry all-ins. Once you have roach burrow, you should be able to crush the push, until then, you need to defend defend defend with flanks and speedroach/speedling.

Check out my ZvP guide. A guy named Savior provided an awesome replay showing a very, very basic hold of immortal/sentry all-in. Just google belial zvp guide.

How to build a $500 i7-3770K Ultimate Computer:http://www.teamliquid.net/blogs/viewblog.php?topic_id=392709 ******** 100% Safe Razorless Delid Method! http://www.overclock.net/t/1376206/how-to-delid-your-ivy-bridge-cpu-with-out-a-razor-blade/0_100
Old Post

 
 iclimbnaked   United States. June 07 2012 14:46. Posts 2
Profile # 
I was hoping anyone could give me some tips about what exactly I did wrong. Here is the replay http://drop.sc/192830 I noticed I did end up with fewer workers than protoss which may have ultimately led to my loss. I seemed to be doing well able to pressure but then I slowly lost momentum and fell apart. Any tips would be awesome.
Old Post

 
 Otters   Singapore. June 07 2012 17:19. Posts 6
Profile # 

On June 06 2012 19:30 ncsix wrote:

Show nested quote +



Hey Otter,

Actually, I think you played really well, macro-wise, I think your judgement of your advantage is lacking and in general a few basic moves will really improve those games.

1) It cost nothing to send one ling to each mineral patch with your first few lings. Ok. In game 1, despite not doing this, you manage to clear protosses 3rd without much resistance. You had a few favorable encounters but you enjoy the macro game too much and need to press your advantage, especially after winning battles.

2) One encounter with the DTs really threw your large advantage out of the window. I think you probably knew there were DTs and thought it wouldn't matter and tried to ram your large force down his throat. Think you need to back up some time and realize its always a good thing to trade efficiently. This is for game 1 and 2.

3) Back to point 1, game 2. Having that ling or overlord at each mineral patch is a must. You had a great attack, even though he had 2 Colossi at his natural, but the point his each of his other expansions is giving him the gas to make more colossi, each sec you let him have it reduces your advantage.

4) Game 2, after you realize he had so many colossi, I think you lost your nerves, because you still had the economic advantage. You needed to regroup and be more defensive, instead you sent patches of corrupters and a few infestors to their doom.

5) I don't think i could have done better macro wise. Burrowed lings, creep overlords at minerals, Overseers to get rid of observers following your army around, the next simple steps to better play. I bet you if you did those, it would have been very different.








hey, thanks for the input (:
i'll remember to scout for hidden expos and also observe his army composition more. i didn't realise i sacrificed so many corruptors and infestors in game 2 as well, so i'll be sure to be more careful!
Old Post

 
 Servius_Fulvius   United States. June 07 2012 22:17. Posts 947
Profile # 

On June 07 2012 09:03 dynwar7 wrote:
Lol funny first two answers But thanks for the helpful answer.

Yes, you mentioned my point. Basically the goal of all zergs, in general, is to go to late game, because in late game they will have many many bases, super strong economy, and therefore be able to build the units to counter the enemy's army composition, and then be able to remax on completely different tech, right? So for example, Terran makes mass tanks, you create tons of roaches. Then they all die, you immediately remax on zerglings/mutas,right?

If this is the case, then in theory nothing could beat zerg since they have superior economy (late game) and they can quickly tech switch to the enemy's army composition's weakness?


I wouldn't say NOTHING can beat zerg. The economy must be maintained which means more vulnerable expansions must be taken. Late game compositions are also immobile, so things like multipronged drops keeps zerg busy. Positioning in battle is also everything so it's not unusual to straight-up lose after a bad engagement.

For the specific example of mass tanks, I guess it depends on the strategy. I certainly would try to get the late game composition instead of maxing on lings and mutas since it's a huge investment; I'd rather put the gas in corruptors and broodlords who also take out tanks easily. However, if I have 30 lings and they get fried by 10 hellions you bet your butt I'll be making a handful of roaches! A lot of units just aren't cost-effective, even if they seem like counters.

Also, other races have well-balanced late games as well. Marine/tank/medivac/viking and stalker/archon/colossus/mothership can roll through any zerg army, even the late game composition. Against protoss I'll probably lose all my broodlords, but they will lose the mothership, colossus, and most of the stalker/archon. If I remake all the broodlords (if I kept my infestors alive) then they will finish well before the protoss army is nearly as strong. Other races can tech to zerg weaknesses as well. Terran will usually go mass viking or a ton of marauders based on the zerg's choice of broodlord or ultra. Once the armies meet it's all about who can wage the better battle!
Old Post

 
 Guamshin   Netherlands. June 07 2012 22:19. Posts 293
Profile # 
http://drop.sc/193190

ZvP , i go 3 hatch before gas, i scout him going the immortal sentry expand after FFE build so i mass roach/ling, eventually i managed to take down his third and i do some economic damage while teching and taking bases myself but a little bit after i killed his third i did a tech switch to ling/infestor, and i feel like thats why i lost.

Can someone confirm this and give me some tips about tech switching? (im really afraid of collosus deathballs) I feel like i should have continued roaches and make a few infestors instead.
Weeeee
Old Post

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