[PGR Trans] Tips for Zerg beginners - Page 2
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funkie
Venezuela9374 Posts
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akm4
Canada71 Posts
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InfeSteD
United States4658 Posts
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Hot_Bid
Braavos36362 Posts
On December 25 2008 01:46 AloneInDaBunker wrote: ... 4. Always try to build minimum sunkens When your opponent is one rax double, you can easily defend with zerglings and drones. Two sunkens equal one hatchery equals 6 drones. Two sunkens not built to produce drones instead will make it very hard to lose economic battle against Terran. The bravery in front of marines ~! This will brighten the future of Zerg. ... I 100% disagree with this, two sunkens = 20 drones. | ||
Tropics
United Kingdom1132 Posts
can anyone explain? | ||
Salv
Canada3083 Posts
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Plexa
Aotearoa39261 Posts
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Azrael1111
United States550 Posts
On December 25 2008 06:56 Salv wrote: I think the lurker part basically means, use your zerglings to cut off the retreat path of the M&M, this ensures that the lurker can do their part. When he says that July's zerglings is what made his ZvT good, he means he made sure that the M&M could never get away. Na, hes definitely saying something different here. | ||
Tadzio
3340 Posts
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Malongo
Chile3466 Posts
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Braintricks
137 Posts
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StylishVODs
Sweden5331 Posts
AloneInDaBunker please give us some translation of TvT strategies. It is so very complex would like to know some korean views of that matchup! <3 | ||
Cloud
Sexico5880 Posts
On December 25 2008 01:46 AloneInDaBunker wrote: 5. The focus of zergling+lurker control is zergling, not lurkers. Charging 1a2a lurker zergling accomplishes nothing but making marines retreat a small distance. It is better to divide zergling and lurkers to make lurkers run in front while zerglings surround marines from behind and move attack. This deals more damage. Remember the main part of July’s ling+lurk control was zergling, not lurkers. 6. Lurker control Tip Burrowing lurker group altogether as if sieging a group of tanks will make you lose. When charging with lurker group, it is important to shift click on each lurker to burrow those in appropriate position. If you got a slow hand, ctrl+lurker will select lurkers in screen. Pressing U after that will make lurkers that are not on screen to run forward. Press U again on these running lurkers. This will prevent lurkers to stand still when intense battle takes place. Place two lurkers in expos in starting points. I advise against stop lurkers for beginners since you will have to pay too much attention to it. I kinda disagree with these 2 points. With the first one, while the flanking with zerglings is indeed the most important part, that is usually done prior to battle. The toughest and most micro intensive part is actually the handling of the lurkers. Even the running past the marines and attacking them with zerglings requires about 2 mouse clicks for each group of zerglings you have and not even precise clicks. However for lurkers, burrowing/unburrowing to catch up with the running terran or burrowing only the front lurkers to place all of them in range of his stationary army is a whole different story. Defilers and scourges may also not as important as the zerglings but are harder. You need to focus more on these units. Also, while yes, the ideal way to attack with lurkerling is to have zerglings which completely surround the marines, you never want to leave your lurkers without any lings close to them or the marines will actually kill the lurkers and escape through there rather easily. With the second point, i dont even understand what youre trying to say with the shift click but using ctrl + left click on the lurker itself right from the start is a bad idea, youre better off just using the hotkey and pressing "u" since if you want the former way to work, you actually need to have your screen set up so that you cant see at least half of your lurkers, which also means you will not see half of the rest of your army which usually includes scourges and defilers. So im gonna try to explain as best as i can the way i think its best to handle lurkers. Your lurkers are coming close to the terran, you use your mouse to drag select (with a box) the front lurkers, you will most likely select some zerglings too, so to be able to burrow.those lurkers you have to ctrl-left click on any lurker drawing on the lower part of the screen, which i will call the "selected group box" for clarity. The rest of the lurkers will keep moving, and if you want to move them even farther, you can use the hotkey + your usual right click while the burrow animation is still going, however if you keep ordering your whole group to move (even the burrowed ones) you will actually prevent the burrowed ones from attacking, so then you may need to do some more of the action i described in the previous paragraph, especially if your lurkers start splitting in 2 groups and surrounding the terran, which sometimes happens. If you are fast, you can spam right click on a marine who is in a sweet spot while having the burrowing lurkers selected, if you click right when the animation finishes, the luker will actually fire a little fast than usual. Now, some of the lurkers are fully burrowed your ctrl+left clicks on a burrowed lurker will select only all the burrowed lurkers you can see, same goes for the unburrowed lurks if you click on one, so rinse and repeat those last steps with the still running lurkers. If the already burrowed lurkers are suddenly out of range then you will repeat the same technique i just described. You drag-select the lurkers you wanna unburrow or just ctrl-left click on one of them if you wanna unburrow all, ctrl+left click one of them in the "selected group box" to remove any other unwanted units unburrow and then you can start moving them asap since the animation to unburrow is like instantaneous. Thats basically it, takes a lot of practice and some speed, the scourges come somwhere between where most of your lurkers are burrowed and all of them are burrowed. The defilers and zerglings are used when the lurkers are still running. If you have trouble cloning scourges because you are slow, then just spread them somewhat before the fight, just not too much since you want them to keep their formation when they move, then you will move them past the vessels but they have to pass over them and when they are over them you can just attack move wherever. If you are fighting lots of tanks with few vessels, you want your lurkers to burrow as close to the tanks as possible, since they are the most dangerous, if you kill them, you usually nulify the terrans attack even if most of the marines are still alive. If you are fighting lots of vessels with few tanks(1-3), forget about the tanks since the terran will usually just use them to soak up damage if you burrow lurkers next to them (defensive matrix and all that), you want to kill marines with those lurkers, also if the terran retreats and leaves his tanks behind, they will die easily to your zerglings. A bit confusing i know, but i hope it helps. | ||
AttackZerg
United States7453 Posts
Please continue to do these. God, there are so many people that contribute so much on tl.net lately. I need to do something =(. | ||
Cloud
Sexico5880 Posts
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ramen247
United States1256 Posts
On December 25 2008 06:56 Salv wrote: I think the lurker part basically means, use your zerglings to cut off the retreat path of the M&M, this ensures that the lurker can do their part. When he says that July's zerglings is what made his ZvT good, he means he made sure that the M&M could never get away. no. he meant with a lurkling army, the lurks are meat sheilds while the lings are the ones that actually kill stuff. | ||
Cloud
Sexico5880 Posts
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NotSupporting
Sweden1998 Posts
On December 25 2008 05:06 Jyvblamo wrote: The Korean level of discourse of SC strategy seems so much higher than the foreign one, I hope to see more awesome translations in the future. ;D Agreed, can't wait for more! | ||
Julmust
Sweden4867 Posts
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AngelOfDeath
United States23 Posts
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