On April 13 2011 18:15 oGsTheStD wrote:
great guide! congrats on grandmaster!
great guide! congrats on grandmaster!
Forum Index > StarCraft 2 Strategy |
SteamySashimi
10 Posts
On April 13 2011 18:15 oGsTheStD wrote: great guide! congrats on grandmaster! | ||
SteamySashimi
10 Posts
great guide! congrats on grandmaster![/QUOTEoo]oo oomooomoommomlo | ||
SteamySashimi
10 Posts
On April 14 2011 03:39 blade55555 wrote: Thanks! Ok so I just uploaded 4 more replays: http://www.mediafire.com/?ghgvaa54q7t6ijv Has me vsing ONElinko, NRGYuY (really good game really recommend watching this one), Viledominon, and Trimaster. All the games showcase some flanking maneuvers, and how many muta's I normally get about. I would also like too say I will add an infestor build to this zvt guide at some point once I feel comfortable with the build and all that. Just good too have multiple good zvt strategies that work then just one so expect that sometime in the future! | ||
blade55555
United States17423 Posts
On June 01 2011 01:23 blackkiwi wrote: Hi Blade! I tryed your TvZ BO about 20 games and its really great! But I get in some situations in which I everytime loose I got owned by a Terran which done a 1rax gas Bunker Rush. I engaged it with Zerglings but I'm not sure if it was the right decision, after I watched the replay I saw that he built it with only 2 scvs with 2 marines guarding it. I watched 12Weeks with the Pros Incontrol said that if there is a Bunker rush you should engage in the last possible moment. I thought it is right to engage when I got my spine crawler done and my hatch is nearly dieing.I done that but was behind in the economy. Now my question: is it right to defend with drones with knowing that they are dieing before the bunker gets built up? And my second question: Do you offer coaching ? and sorry for my english Glad you like it! For the 1 rax bunker rush what you should do is wait for your lings to pop from the eggs and try to kill the marines. If you kill the marines (especially if its just off of 1 rax) his bunker rush is over and your in fine shape. It sounds like your just kind of letting the bunker get up and are to scared to engage. Don't be just bring a few drones and your lings and kill the marines. If he starts running away send 1 zergling to kill the scv making the bunker so it doesn't finish. For 2 rax bunker rush its the same thing (but you bring more then like 2-3 drones ). If you can kill the marines before the bunker finishes his rush is over. You just need to make sure again to kill that scv and try to surround the marines. Try not to send your drones before your lings pop as otherwise your guaranteed to lose drones and that always sucks. Hope this answers that first question! As for the second yes I do just pm me if your interested ^^. | ||
jjllama
United States72 Posts
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elitesniper420
Canada135 Posts
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Asza
Denmark45 Posts
ZvT is my worst matchup atm. Will try your build out. Thank you! | ||
blade55555
United States17423 Posts
On June 01 2011 04:52 elitesniper420 wrote: I disagree with the roach/ling opening because roaches delay mutalisks which are vital against banshees getting used for map control. Also, you can deal with marauder/hellion with baneling/ling. Banelings are extremely effective against hellions that can't micro them away if you get the lings to surround on creep. Well I don't mind delaying muta's later. Honestly unless the terran your playing is just praying your not going muta's, he's going to be defended and your going to do no damage with muta's whether you get them fast or 1 minute later. Its personal preference and this is what I prefer but I really don't see it as a big deal delaying the muta's a little bit. Yes you can counter marauder/hellion with ling/bane but your also praying you get a surround with lings which alot of terrans that do this make 6 or so hellions which will roast zerglings bad. While it delays muta's I would still rather fight it with ling/roach then ling/bane especially sense the banes are slow ^^ | ||
MERLIN.
Canada546 Posts
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.Mthex-
United States168 Posts
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blade55555
United States17423 Posts
On June 01 2011 12:26 .Mthex- wrote: Do you believe that given the recent patch buffing infestors that maybe infestors should play a larger role in ZvT midgame than before? Possibly taking the place of mutas? No I don't really think so. I feel going straight to infestors is very prone to mass drop play. I believe terrans that see a zerg going infestors and not muta's should be abusing drop play to the max as without muta's you can't control it and imo can fuck you up big . I do feel infestors are good where most zergs are using them where they start getting them after a certain amount of muta's or when they start hive and get some infestors. Just my opinion on it but I do not think they can take the place of muta's. | ||
Achaia
United States643 Posts
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Zedders
Canada450 Posts
I hate to be that guy though but what is with you and 'to and 'too'. It's not hard. Use 'to' for everything. Only use 'too' if it can be replace with 'as well' Please, it was so hard to read this I'm sure I wasn't the only one. But I really do appreciate it!! Amazing write up! I do have a question. When should the evo(s) go down for upgrades, providing you didnt see a starport. Do you recommend one evo to start for emergency spore, or put 2 down after lair for melee/carapace upgrades? | ||
blade55555
United States17423 Posts
On June 28 2011 17:41 Zedders wrote: great guide man it has everything for a solid standard ZvT play. I really appreciate it! I hate to be that guy though but what is with you and 'to and 'too'. It's not hard. Use 'to' for everything. Only use 'too' if it can be replace with 'as well' Please, it was so hard to read this I'm sure I wasn't the only one. But I really do appreciate it!! Amazing write up! I do have a question. When should the evo(s) go down for upgrades, providing you didnt see a starport. Do you recommend one evo to start for emergency spore, or put 2 down after lair for melee/carapace upgrades? I start getting upgrades once I get my third base with gases going. Imo that is the perfect time to get upgrades. I would throw down the evo's while the third base is going then start the upgrades melee/carapace once you start gathering gas on there ^^. As for the too, to thing I swore I fixed that but I guess this is the one guide I forgot to fix that :D. done now. | ||
Trakky
95 Posts
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blade55555
United States17423 Posts
On June 29 2011 06:33 Trakky wrote: What I'm trying to experiment with is using your opening and get to about 10 mutas with no +1, try to NOT let them die at all and just poke here and there to scout and force a few turrets but not actually go try to kill anything that might get my mutas dead, and then go quick infestor into fast ultras because ultras+couple of infestors > marine tank. The 10ish mutas are made to just handle drops in the future and the relatively quick infestors into ultras are really good against standard marine tank. I'm still not sure though if I should get hive as soon as infestor pit finishes, or wait until the gland upgrade is done THEN get hive, which delays ultras by quite a bit. Well you could get the gland upgrade and go hive . Thats fine for you to do it that way but i would recommend getting upgrades though. Ultra's I feel minimum should be 4-2 before being made. Any less and they get rolled over even easier. I personally prefer a huge flock of muta's but there is nothing wrong with only making 10 to secure drop ships and getting faster infestors and what not ^^. I would say that is fine and definitely a lot better then going straight infestor :D | ||
dynwar7
1983 Posts
Very decent guide though blade, well done. | ||
blade55555
United States17423 Posts
On June 29 2011 18:23 DontLoseSightOfIt wrote: I have seen strategies that you mentioned vs mech, but what about vs ghost if I may ask? They are decent vs muta, and zerg in general thanks to snipe. Very decent guide though blade, well done. I have not ever really faced ghosts when I am going muta. The only time I have ever seen ghosts was when I was getting infestors. so I don't really know to much but I can't imagine ghosts being an amazing counter to muta's that early as that would lower their siege tank count by quiet a bit considering the money a ghost cost. | ||
Angueo
Korea (South)53 Posts
I have not ever really faced ghosts when I am going muta. The only time I have ever seen ghosts was when I was getting infestors. so I don't really know to much but I can't imagine ghosts being an amazing counter to muta's that early as that would lower their siege tank count by quiet a bit considering the money a ghost cost. Well, Ghosts wouldn't be cost-efficient in contrast to Marines versus a Baneling, and Ghosts only do 10 damage to Banelings (since they're not Light) so it wouldn't be worth that either. With Baneling regeneration it's 4 shots, so again, not worth using compared to Siege Tanks to cover the Marines and the Marines to cover the Siege Tanks. Just my $0.02. | ||
Trakky
95 Posts
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