https://drop.sc/replay/6885330
https://drop.sc/replay/6885340
https://drop.sc/replay/6885343
Really struggling with everything.. Macro.. unit management.. composition. Some tips would be great..
Forum Index > StarCraft 2 Strategy |
Benfu989
2 Posts
https://drop.sc/replay/6885330 https://drop.sc/replay/6885340 https://drop.sc/replay/6885343 Really struggling with everything.. Macro.. unit management.. composition. Some tips would be great.. | ||
Kmatt
United States1019 Posts
Game two it looks like almost the same thing, you spot an early expand but wait around to drop that next hatch. Also, when scouting with overlords, your first priority is usually to look at their gas. Granted, your opponent plays super weird here, but that little bit of information can tell a lot. For example taking all four gases quickly means shenanigans like DTs. You don't ever really need three evo chambers. If you're going with a Hydralisk-based midgame army then Ranged/Carapace upgrades are fine. You can always get +1/+2 melee as you build into hive. Speaking of which, a nice rule of thumb is, unless you're being attacked and need to go hard on units, building an Infestation pit once the Hydralisk Den is done makes for a good timing to go Hive afterwords. The zergling pokes were good, which is half of how you have to exploit a slow-moving archon-carrier ball. Your main force of hydra-ling should be close enough to run into the opposite expansion whenever he reveals that he moved his whole force away. In general though, you'll never out-muscle a protoss ball once he has 6+ carriers. At that point you need to hold as many bases as possible to build a bank and be ready to base race with your faster ground army. It is possible to beat the ball with a well-controlled mix of queen/infestor/corruptor/viper/etc. but it's usually better to starve them out by denying bases and forcing their hand. Despite how big and scary the protoss ball is, it's not the greatest at killing buildings quickly. Game three. Holy crackers the spores. I get that you saw a void ray but who hurt you? In all seriousness though, between the sporegasm and the zergling waves you denied yourself a ton of drones. If you see an offensive stargate, one spore in each mineral line and extra queens is the way to go. Note that if it's double-stargate Oracles you want three spores because oracles are busted. You actually had really good vision this game, so as long as you're hitting injects and have a roach warren/baneling nest/hydra den built, you can drone to your heart's content and only start building once you're saturated or you see him move out. Your tech is also very slow here. Your unit upgrades and Hatch>Lair>Hive progression should be what you pace yourself on. Once one thing is done, you know to move on to the next. As for overall macro-management help, there's a classic drill for practicing Zerg economy. Create a lobby on your favorite map, put the weakest AI you can in the other slot (or play solo and close out of the victory window), and hit max supply off of Roaches as fast as you can. You do a standard opener of 17 hatch, ling speed, and a fast third with a queen on each hatch (a macro hatch is fine, of course). From there just pound out Roaches on 3-4 bases until you hit 200/200. Then keep doing it, shaving off time as best you can and avoiding supply blocks. Beyond that you just play like a regular game (which is to say you don't build all the overlords right away, do it like normal). Eventually the motions of injecting/build cycles/overlord timing will become more natural, and you can focus on what's on-screen without having your progress delayed. | ||
Benfu989
2 Posts
Chucking the infestation pit down after the hydra den is such a good idea.. for some reason in my head i always delay it, no idea why. So i really need to just focus on a macro cycle and drill it. Such a frustrating game when some wins seem too easy then all of a sudden next game Im struggling to get enough lings out lol. Thanks again | ||
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