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On March 27 2014 12:43 Zorkmid wrote: What in the fuck are you supposed to do vs mass ravens? I made Swarm hosts, static D, broods, corruptors, infestors, vipers was on 12 gas all game, spread my broods, and infestors. He sim cities around PFs that he gets by dropping like 40 auto turrets, even baneling busted one of his expos.
Here's a replay of a similar game I just played. This makes me not want to play SC2 anymore.
http://drop.sc/378276
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Is Roach/Hydra/Corruptor push into broodlords any good? I forget broodlords exist so I've never tried this particular transition (Masters lvl btw)
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On April 07 2014 14:41 RPR_Tempest wrote: Is Roach/Hydra/Corruptor push into broodlords any good? I forget broodlords exist so I've never tried this particular transition (Masters lvl btw) I think if you are going Brood Lords you need melee upgrades to be effective lategame, and since you need ranged weapons I don't think it's too viable after the initial push.
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On April 07 2014 14:41 RPR_Tempest wrote: Is Roach/Hydra/Corruptor push into broodlords any good? I forget broodlords exist so I've never tried this particular transition (Masters lvl btw)
jaedong vs mana iem colgne on heavy rain
jaedong does a roach hydra corruptor push on a protoss third base.
as hes moving out he has flyer attacks on the way as well as a fourth finished and an infestation pit well on the way
after killing collossi with roach hydra corruptor (i think he has +2 ranged, 12 hydras and 10 corruptors rest roaches till maxed)
he makes 16 swarm host. and more corruptors and hive greater swarm and then morphs brood lords.
still has to kill him with muta switch lol. but if u wanna try roach hydra corruptor into broodlord unfortunately its much safer with swarm host switch. you cant really siege up protoss bases with only broods and not swarm host because fungal is not super easy to use anymore. i think the vods are on youtube.
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What are some timings that I should be aware of to defend against? It seems like in a lot of games that I play, I am droning when an attack is coming and making units when I should be droning.
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On April 07 2014 23:23 SkeenPow wrote: What are some timings that I should be aware of to defend against? It seems like in a lot of games that I play, I am droning when an attack is coming and making units when I should be droning.
The problem with timings is that there is a vast amount of them, especially if you play against protoss. Terran also has a couple, rather than preparing for timings that will put your economy behind, you should actively scout your opponent to see what he is up to. When you see a push is incoming start making units. To better understand the other races timing option I would recommend learning a couple of their timing builds to know what they are aiming for. You can read the Protoss and Terran help me threads for that.
I know this isn't the answer you where looking for but the key will always be scouting. Just look at the the-great-book-of-protoss-bullshit to see how many there are.
gl hf on ladder
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Hi, what do you do versus mass reapers in the opening? I failed to scout the second barracks/gas but even then I don't think I know what to do against it.
Here is the replay. http://ggtracker.com/matches/4906187
Basically, he went mass reapers and even though I got quick ling speed, I couldn't touch him that much. By the time I pushed him back, he's already had enough.
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what the fuck am i supposed to do vs terran? they just open 3 reapers, poke constantly your queens then they follow up with 6 hellions and a banshee end everything dies. Makes me want to quit this game.
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Get 4 or 6 queens, or 20-24 speedlings. Evo wall, maybe a spine. Block you ramp with queens, you can always send your drones into your main.
This attack isn't meant to kill you, just to slow down your third.
Making 3-4 roaches also would completely deflect this.
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United States4883 Posts
On April 07 2014 23:40 Marcinko wrote:Show nested quote +On April 07 2014 23:23 SkeenPow wrote: What are some timings that I should be aware of to defend against? It seems like in a lot of games that I play, I am droning when an attack is coming and making units when I should be droning. The problem with timings is that there is a vast amount of them, especially if you play against protoss. Terran also has a couple, rather than preparing for timings that will put your economy behind, you should actively scout your opponent to see what he is up to. When you see a push is incoming start making units. To better understand the other races timing option I would recommend learning a couple of their timing builds to know what they are aiming for. You can read the Protoss and Terran help me threads for that. I know this isn't the answer you where looking for but the key will always be scouting. Just look at the the-great-book-of-protoss-bullshit to see how many there are. gl hf on ladder
Bad advice.
The key timings in each matchup generally revolve around major upgrades (stim, warpgate, zergling speed) or attack/defense upgrades (+1/+1 timings, +3/+0 timings, etc.) as well as saturation (i.e. 2-base saturation -> allin). To really look for these timings in your replays, just make mental notes of when your opponent finishes a major upgrade or gets additional tech (i.e. 3 reaper/6hellion timing/banshee timing) and adjust your build to prepare accordingly at that time.
Major ZvP time periods are: 1) ~4:00-5:00, if you're opponent hasn't taken an expansion, you can expect some early aggression and you'll need to use lings/queens to defend. 2) ~6:30-8:30, prime time for warp gate attacks. This is generally the earliest time warp gate. 3) ~9:30-11:30, this is generally when 2-base timing attacks hit (correlates with the Protoss player reaching two-base saturation and getting specific tech up such as blink or immortals or colossi). 4) ~15:00-17:00, typical time for maxed out attacks. If you don't have hive or didn't do any early damage, you can die to this. **All timings for FFE are about a minute later than gate expands, so don't feel like you have to play completely differently vs. one or the other.**
Major ZvT time periods (vs. bio) are: 1) ~3:30-5:30, you have to deal with reapers usually. 2) ~7:00-8:00, reaper/hellion/banshee pressure, you need to scout for each thing. 3) ~9:00-11:00, possible early attacks and "2-base allins"; again, this correlates with 2-base saturation and usually with something like an early stim or Combat shield. Also, the first two medivacs hit the field in a "standard" game. 4) ~14:00-15:00, usually a 2/2 timing with ~150-160 food, can be very scary. **Vs. mech, you have more control over the pace of the game. Generally the mech player won't move out at all unless they hit a pre-hive attack at ~12:00-14:00 or if they reach maxed on 4 bases with little to no interference.**
As you can see, there's a lot of similarities in the timings. Mostly, it can be divided up into 1) early pressure, 2) 2-base or 2.5-base attacks, and 3) maxed out timings. If things come later than expected, then, in the words of Day9: "They're just bad and you should be able to hold them anyway." Hope this helps.
On April 08 2014 03:28 AFSpeeDy wrote: what the fuck am i supposed to do vs terran? they just open 3 reapers, poke constantly your queens then they follow up with 6 hellions and a banshee end everything dies. Makes me want to quit this game.
Zorkmid is right. Versus 3 reapers, just deflect them until you can get either zergling speed or roaches to help secure your 3rd base. It's also really important to scout the Terran's ramp ~7:00 for the banshee and build a spore in your main and one at your 3rd. I know it's frustrating to play against reapers sometimes, but just focus on intelligent queen placement and controlling ledges with your lings.
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On April 08 2014 03:35 SC2John wrote:Show nested quote +On April 07 2014 23:40 Marcinko wrote:On April 07 2014 23:23 SkeenPow wrote: What are some timings that I should be aware of to defend against? It seems like in a lot of games that I play, I am droning when an attack is coming and making units when I should be droning. The problem with timings is that there is a vast amount of them, especially if you play against protoss. Terran also has a couple, rather than preparing for timings that will put your economy behind, you should actively scout your opponent to see what he is up to. When you see a push is incoming start making units. To better understand the other races timing option I would recommend learning a couple of their timing builds to know what they are aiming for. You can read the Protoss and Terran help me threads for that. I know this isn't the answer you where looking for but the key will always be scouting. Just look at the the-great-book-of-protoss-bullshit to see how many there are. gl hf on ladder Bad advice. The key timings in each matchup generally revolve around major upgrades (stim, warpgate, zergling speed) or attack/defense upgrades (+1/+1 timings, +3/+0 timings, etc.) as well as saturation (i.e. 2-base saturation -> allin). To really look for these timings in your replays, just make mental notes of when your opponent finishes a major upgrade or gets additional tech (i.e. 3 reaper/6hellion timing/banshee timing) and adjust your build to prepare accordingly at that time. Major ZvP time periods are: 1) ~4:00-5:00, if you're opponent hasn't taken an expansion, you can expect some early aggression and you'll need to use lings/queens to defend. 2) ~6:30-8:30, prime time for warp gate attacks. This is generally the earliest time warp gate. 3) ~9:30-11:30, this is generally when 2-base timing attacks hit (correlates with the Protoss player reaching two-base saturation and getting specific tech up such as blink or immortals or colossi). 4) ~15:00-17:00, typical time for maxed out attacks. If you don't have hive or didn't do any early damage, you can die to this. **All timings for FFE are about a minute later than gate expands, so don't feel like you have to play completely differently vs. one or the other.** Major ZvT time periods (vs. bio) are: 1) ~3:30-5:30, you have to deal with reapers usually. 2) ~7:00-8:00, reaper/hellion/banshee pressure, you need to scout for each thing. 3) ~9:00-11:00, possible early attacks and "2-base allins"; again, this correlates with 2-base saturation and usually with something like an early stim or Combat shield. Also, the first two medivacs hit the field in a "standard" game. 4) ~14:00-15:00, usually a 2/2 timing with ~150-160 food, can be very scary. **Vs. mech, you have more control over the pace of the game. Generally the mech player won't move out at all unless they hit a pre-hive attack at ~12:00-14:00 or if they reach maxed on 4 bases with little to no interference.** As you can see, there's a lot of similarities in the timings. Mostly, it can be divided up into 1) early pressure, 2) 2-base or 2.5-base attacks, and 3) maxed out timings. If things come later than expected, then, in the words of Day9: "They're just bad and you should be able to hold them anyway." Hope this helps. Show nested quote +On April 08 2014 03:28 AFSpeeDy wrote: what the fuck am i supposed to do vs terran? they just open 3 reapers, poke constantly your queens then they follow up with 6 hellions and a banshee end everything dies. Makes me want to quit this game. Zorkmid is right. Versus 3 reapers, just deflect them until you can get either zergling speed or roaches to help secure your 3rd base. It's also really important to scout the Terran's ramp ~7:00 for the banshee and build a spore in your main and one at your 3rd. I know it's frustrating to play against reapers sometimes, but just focus on intelligent queen placement and controlling ledges with your lings.
Ah thanks for showing out my mistake. Thank you SC2John for helping out. Was hoping that would also answer his question.
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United States4883 Posts
On April 08 2014 04:18 Marcinko wrote:Show nested quote +On April 08 2014 03:35 SC2John wrote:On April 07 2014 23:40 Marcinko wrote:On April 07 2014 23:23 SkeenPow wrote: What are some timings that I should be aware of to defend against? It seems like in a lot of games that I play, I am droning when an attack is coming and making units when I should be droning. The problem with timings is that there is a vast amount of them, especially if you play against protoss. Terran also has a couple, rather than preparing for timings that will put your economy behind, you should actively scout your opponent to see what he is up to. When you see a push is incoming start making units. To better understand the other races timing option I would recommend learning a couple of their timing builds to know what they are aiming for. You can read the Protoss and Terran help me threads for that. I know this isn't the answer you where looking for but the key will always be scouting. Just look at the the-great-book-of-protoss-bullshit to see how many there are. gl hf on ladder Bad advice. The key timings in each matchup generally revolve around major upgrades (stim, warpgate, zergling speed) or attack/defense upgrades (+1/+1 timings, +3/+0 timings, etc.) as well as saturation (i.e. 2-base saturation -> allin). To really look for these timings in your replays, just make mental notes of when your opponent finishes a major upgrade or gets additional tech (i.e. 3 reaper/6hellion timing/banshee timing) and adjust your build to prepare accordingly at that time. Major ZvP time periods are: 1) ~4:00-5:00, if you're opponent hasn't taken an expansion, you can expect some early aggression and you'll need to use lings/queens to defend. 2) ~6:30-8:30, prime time for warp gate attacks. This is generally the earliest time warp gate. 3) ~9:30-11:30, this is generally when 2-base timing attacks hit (correlates with the Protoss player reaching two-base saturation and getting specific tech up such as blink or immortals or colossi). 4) ~15:00-17:00, typical time for maxed out attacks. If you don't have hive or didn't do any early damage, you can die to this. **All timings for FFE are about a minute later than gate expands, so don't feel like you have to play completely differently vs. one or the other.** Major ZvT time periods (vs. bio) are: 1) ~3:30-5:30, you have to deal with reapers usually. 2) ~7:00-8:00, reaper/hellion/banshee pressure, you need to scout for each thing. 3) ~9:00-11:00, possible early attacks and "2-base allins"; again, this correlates with 2-base saturation and usually with something like an early stim or Combat shield. Also, the first two medivacs hit the field in a "standard" game. 4) ~14:00-15:00, usually a 2/2 timing with ~150-160 food, can be very scary. **Vs. mech, you have more control over the pace of the game. Generally the mech player won't move out at all unless they hit a pre-hive attack at ~12:00-14:00 or if they reach maxed on 4 bases with little to no interference.** As you can see, there's a lot of similarities in the timings. Mostly, it can be divided up into 1) early pressure, 2) 2-base or 2.5-base attacks, and 3) maxed out timings. If things come later than expected, then, in the words of Day9: "They're just bad and you should be able to hold them anyway." Hope this helps. On April 08 2014 03:28 AFSpeeDy wrote: what the fuck am i supposed to do vs terran? they just open 3 reapers, poke constantly your queens then they follow up with 6 hellions and a banshee end everything dies. Makes me want to quit this game. Zorkmid is right. Versus 3 reapers, just deflect them until you can get either zergling speed or roaches to help secure your 3rd base. It's also really important to scout the Terran's ramp ~7:00 for the banshee and build a spore in your main and one at your 3rd. I know it's frustrating to play against reapers sometimes, but just focus on intelligent queen placement and controlling ledges with your lings. Ah thanks for showing out my mistake. Thank you SC2John for helping out. Was hoping that would also answer his question.
It's fine, I hope I didn't make you feel bad. In general, I stay away from answering stuff unless I have pretty decent, solid advice to give to someone; otherwise, I just defer it to someone who knows how to answer it better. To me, your answer was very vague and just like "oh, just scout more". While this is true, yes, it really helps to be guided along with more specific advice. Also, the Book of Bullshit probably shouldn't ever be referenced in relation to strategy lol.
But yeah, I also think attack timings are a fascinating subject. If you really look at a ton of different builds and different attacks, you'll find that they all fall within certain timing widows based on economy and tech. With enough study and knowledge, you can tell exactly when your opponent is going to attack based on a single scouting clue (for instance, if Protoss has only one gas on two bases, you know you're facing either a very early zealot pressure or a very early immortal pressure; either way, you need an emergency roach warren and to skip lair because it hits at about the same time). To be honest, I think time is almost a better indicator of how to act than composition.
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On April 08 2014 04:28 SC2John wrote:Show nested quote +On April 08 2014 04:18 Marcinko wrote:On April 08 2014 03:35 SC2John wrote:On April 07 2014 23:40 Marcinko wrote:On April 07 2014 23:23 SkeenPow wrote: What are some timings that I should be aware of to defend against? It seems like in a lot of games that I play, I am droning when an attack is coming and making units when I should be droning. The problem with timings is that there is a vast amount of them, especially if you play against protoss. Terran also has a couple, rather than preparing for timings that will put your economy behind, you should actively scout your opponent to see what he is up to. When you see a push is incoming start making units. To better understand the other races timing option I would recommend learning a couple of their timing builds to know what they are aiming for. You can read the Protoss and Terran help me threads for that. I know this isn't the answer you where looking for but the key will always be scouting. Just look at the the-great-book-of-protoss-bullshit to see how many there are. gl hf on ladder Bad advice. The key timings in each matchup generally revolve around major upgrades (stim, warpgate, zergling speed) or attack/defense upgrades (+1/+1 timings, +3/+0 timings, etc.) as well as saturation (i.e. 2-base saturation -> allin). To really look for these timings in your replays, just make mental notes of when your opponent finishes a major upgrade or gets additional tech (i.e. 3 reaper/6hellion timing/banshee timing) and adjust your build to prepare accordingly at that time. Major ZvP time periods are: 1) ~4:00-5:00, if you're opponent hasn't taken an expansion, you can expect some early aggression and you'll need to use lings/queens to defend. 2) ~6:30-8:30, prime time for warp gate attacks. This is generally the earliest time warp gate. 3) ~9:30-11:30, this is generally when 2-base timing attacks hit (correlates with the Protoss player reaching two-base saturation and getting specific tech up such as blink or immortals or colossi). 4) ~15:00-17:00, typical time for maxed out attacks. If you don't have hive or didn't do any early damage, you can die to this. **All timings for FFE are about a minute later than gate expands, so don't feel like you have to play completely differently vs. one or the other.** Major ZvT time periods (vs. bio) are: 1) ~3:30-5:30, you have to deal with reapers usually. 2) ~7:00-8:00, reaper/hellion/banshee pressure, you need to scout for each thing. 3) ~9:00-11:00, possible early attacks and "2-base allins"; again, this correlates with 2-base saturation and usually with something like an early stim or Combat shield. Also, the first two medivacs hit the field in a "standard" game. 4) ~14:00-15:00, usually a 2/2 timing with ~150-160 food, can be very scary. **Vs. mech, you have more control over the pace of the game. Generally the mech player won't move out at all unless they hit a pre-hive attack at ~12:00-14:00 or if they reach maxed on 4 bases with little to no interference.** As you can see, there's a lot of similarities in the timings. Mostly, it can be divided up into 1) early pressure, 2) 2-base or 2.5-base attacks, and 3) maxed out timings. If things come later than expected, then, in the words of Day9: "They're just bad and you should be able to hold them anyway." Hope this helps. On April 08 2014 03:28 AFSpeeDy wrote: what the fuck am i supposed to do vs terran? they just open 3 reapers, poke constantly your queens then they follow up with 6 hellions and a banshee end everything dies. Makes me want to quit this game. Zorkmid is right. Versus 3 reapers, just deflect them until you can get either zergling speed or roaches to help secure your 3rd base. It's also really important to scout the Terran's ramp ~7:00 for the banshee and build a spore in your main and one at your 3rd. I know it's frustrating to play against reapers sometimes, but just focus on intelligent queen placement and controlling ledges with your lings. Ah thanks for showing out my mistake. Thank you SC2John for helping out. Was hoping that would also answer his question. It's fine, I hope I didn't make you feel bad. In general, I stay away from answering stuff unless I have pretty decent, solid advice to give to someone; otherwise, I just defer it to someone who knows how to answer it better. To me, your answer was very vague and just like "oh, just scout more". While this is true, yes, it really helps to be guided along with more specific advice. Also, the Book of Bullshit probably shouldn't ever be referenced in relation to strategy lol. But yeah, I also think attack timings are a fascinating subject. If you really look at a ton of different builds and different attacks, you'll find that they all fall within certain timing widows based on economy and tech. With enough study and knowledge, you can tell exactly when your opponent is going to attack based on a single scouting clue (for instance, if Protoss has only one gas on two bases, you know you're facing either a very early zealot pressure or a very early immortal pressure; either way, you need an emergency roach warren and to skip lair because it hits at about the same time). To be honest, I think time is almost a better indicator of how to act than composition.
You're going have to do more than say I gave bad advice to make me feel bad.
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Hi. Goldzerg here. What is to do when Terran go fast 3 Expansions. I really dont know what to do. Early aggressions fails and then im way behind. And if i take a fast 4th then my army is to weak to hold the marine waves. Cannot show replay in the moment cause iam not on my Pc right now.
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On April 09 2014 06:35 doomcore wrote: Hi. Goldzerg here. What is to do when Terran go fast 3 Expansions. I really dont know what to do. Early aggressions fails and then im way behind. And if i take a fast 4th then my army is to weak to hold the marine waves. Cannot show replay in the moment cause iam not on my Pc right now.
depends on your opening and what you do mean with fast 3 expansions. if you are talking about reaper into 3cc or rax/factory into 3cc and you opened with gas you can take away a lot of ladderpoints by going for a roach/ling/baneling all in. if you opened gasless 4 or 5 queens for example, the best way is to play greedy yourself. that means a lot of drones, upgrades before lair and a relative fast 4th.
but since you say you are in gold and talking about your army is too weak i think the main problem is your mechanics. focus on injects and not being supply blocked should work wonders here.
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On April 09 2014 06:35 doomcore wrote: Hi. Goldzerg here. What is to do when Terran go fast 3 Expansions. I really dont know what to do. Early aggressions fails and then im way behind. And if i take a fast 4th then my army is to weak to hold the marine waves. Cannot show replay in the moment cause iam not on my Pc right now. tvz is 95% mechanics. your build order shouldn't be the problem. even if you don't take a fast 4th, you need a macro hatch around the same time anyway. very likely your problem could be larva/macro related
here are some common problems a gold zerg could be having against this terran style: --taking damage from hellion/reaper. this is basic stuff and shouldn't really happen, but it happens. this probably isn't your issue against 3cc in gold league --lack of larva/bad injects. zerglings are cheap but every pair takes a larva. you need lots of larvae. make a macro hatch if you don't take a fast 4th and focus on injects --rallying lings into his army/not morphing banelings. this is a really common problem for mid level zergs. if your army can't engage his, don't. pull back as far as you can without losing your third and morph banes. if your banes are late, you can easily just autolose because a big marine ball isn't going to die to a stream of zerglings coming from 3 bases and then you're just throwing away more money for nothing --baneling speed timing. your first 100 gas after 1/1 upgrades goes to lair and next 50 after that go to baneling nest. always start baneling speed immediately when lair finishes, which should be almost the same time the nest finishes --fighting off creep/bad creep spread. don't fight off creep against terran's initial push unless you're going for some kind of sick flank, because time favors you. unless you trade badly or screw up your injects, you should be building an army that can push his away easily and take you fully into the macro game. for creep spread, you should be continually producing queens from your natural until you have 4-5 (i always go for 5 because i love queens) and spending extra energy on creep tumors. focus on spreading creep between your 2nd/3rd and then between your 3rd and terran's attack lane. i also like to get creep going in my main base to defend drops better --bad drop defense. good terrans who play MMM/biomine will always at least TRY to drop. if terran seems super passive, keep some lings in your main/4th if you take a fast 4th. you also always want to identify when he starts moving out on the map. put lings in your main at this time too because they always have the option of sending 1-2 vacs to your main while pushing and clearing creep. i usually hotkey drop defense lings to 2 so i can have them rejoin my main army if i need everything to defend the push. overlord spread helps too. if terran goes for a fast viking to clear overlords, always expect drops.
once you have a stable ling/bling army and your mutas start to pop, if he isn't dropping, you can choose what to do with the mutas: harass mineral lines/his base, try to cut off small groups of reinforcements, or try to snipe medivacs (requires good muta control). this puts pressure on a terran who ideally wants to be sitting in the middle of the map, dropping, clearing creep and waiting for you to run into his army. when you've finally pushed back his army, you can start rallying more drones to your mineral lines and saturating your 4th/5th and then adding spines/spores to make you safer against drops.
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Hi guys,
What can I do against a Terran who make 10+ Ravens ?
It would be kind of you to look at my replay and provide me with some advice about specific stuff that I could have done better in this situation:
https://dl.dropboxusercontent.com/u/45931329/ZvT mass ravens.SC2Replay
I pretty much managed to kill everything of this never-attacking meching Terran, but altough I got infinite ressources and a 200 pop of continuously rebuild SH+Muta, he was finally able to base trade before me because I never could engage his Raven force no matter what.
Someone told me infestors are worth trying, but last time I did they just got a volley of seeker missiles and were not able to retreat (same with anything involving roach or hydra).
I had the game, I'm sure there is something I could do, but what?
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On April 10 2014 23:38 DjayEl wrote:Hi guys, What can I do against a Terran who make 10+ Ravens ? It would be kind of you to look at my replay and provide me with some advice about specific stuff that I could have done better in this situation: https://dl.dropboxusercontent.com/u/45931329/ZvT mass ravens.SC2ReplayI pretty much managed to kill everything of this never-attacking meching Terran, but altough I got infinite ressources and a 200 pop of continuously rebuild SH+Muta, he was finally able to base trade before me because I never could engage his Raven force no matter what. Someone told me infestors are worth trying, but last time I did they just got a volley of seeker missiles and were not able to retreat (same with anything involving roach or hydra). I had the game, I'm sure there is something I could do, but what?
I would be interested in the answer as well. Any ZvT game that I was against more than 5-6 ravens I lost! These things are SO cost efficient it is disgusting.
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Not sure if this is going to be helpful, since it's to a large part just a refinement of what you did, but here we go: Some general remarks: @15mins, you waste your roaches way too freely to hellbats. They were still good and could have done a lot more damage at the natural. Seeker missiles killed way to many SHs. You overdroned. Lost your mutas once to Seekers and you were in general not active enough with mutas.
So despite having a massive advantage in bases/eco, you didn't quite start building the bank you usually want if a Terran is that passive.
To your composition choice: SH/Mutaliskis a very strong style, but your main focus should be on mutalisks with it. Your SH count of ~15SHs was good, and then you need a mutacloud that can take down turrets and bases anytime they are unprotected. So I'd recommend going up to a count of 30 or more. His 4th base should have never been able to keep on mining, with as little protection as it had! You simply made that mutalisk cloud too late, because you wasted too many resources. If you are not sure if you can take on the Terran with mutalisks (very defensive Terran) or just not comfortable with having the multitasking to keep the Terran low with mutalisks, I'd recommend SH/Corruptor/Viper with lots of static defenses. You basically just "ride on the locust wave" with your Corruptor/Viper(/Overseer) control group and pull anything you can grab into the locusts/corruptors(/spores if he is close). And repeat.
In general, you should build way more spores in that scenario. Having like 20spores around your SHs makes it extremely hard for the Ravens to get anything done, and forces the Terran to slow push with siege tanks. In which case you slowly fall back with the statics and SHs. In that game you lost your statics way too easily to tanks.
Infestors are indeed very important to fight ravens. Even a small a count of 4-5 sitting in between your spores can be game winning, for punishing the ravens if they try to attack. But yes, if a Terran ever gets a high Raven count >10 with a supporting Mech army and a solid economy, your chances of winning the game do indeed sink drastically. I gotta say, I'm not sure to which degree you can actually expect to win in such a scenario, since on the prolevel Terrans just seem to win in those scenarios. Your best friends are probably: chain fungals and said SH/Corruptor/Viper strategies with large spore fields, aiming towards starving the Terran and preventing him from taking a 5th (or 6th, depening on the map or situation) ever.
Another sometimes useful trick is to fly (with a part of your units, including the seeker'd ones) into the Ravens and abuse the friendly splash of the seeker missiles. But of course be careful with that, you don't just want to donate all your mutas/corruptors for damaging a few ravens.
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BigJ, it is actually very helpful and now I can see all these mistakes.
But, this T style is indeed a lot harder to face than regular bio
I like using Muta/SH a lot, in fact it is the only way I found to be able to defeat mech on a regular basis. This includes a mandatory mass roach push (either early on or later) so the muta/SH comp has room to set up and I can delay everything. I think I'm able to pull it of mechanically speaking, I'm not 100% sure though vs good players. It's just that after some time, I feel helpless vs all these ravens no matter what I do. Viper/corruptor/spore/SH is interesting, I tried to practice it once but never had much success with it. The static defense was just not slowing all the mech units enough like it was in ZvP (thors are not "flying" like colossi, thus being immune to both spores AND corruptors) and the SH alone just pinned down the army without being able to kill anything (even a few), and eventually all my static D gets destroyed as he leapfrogs and my corruptors dont do shit.
Maybe I'm doing it wrong. I don't know. Next time I'll try some infestors and see how it goes.
Thank your for your time and useful analysis.
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