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 The Zerg Strategy v1.0, Cheer for the overmind!

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narf03
post Sep 28 2010, 06:52 PM

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QUOTE(Quazacolt @ Sep 28 2010, 06:01 PM)
6 POOL IN TOP 8 WON THE FIRST GAME
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can you defend against a 6pool if you scout with the 10th worker ?
narf03
post Sep 30 2010, 01:36 AM

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infestor very good against large group of marines and marauders, saw them marching far from their base to my base, just sent out 1 infestor, and uses fungal growth and all their marines hp left like 19, basically 2 shots from my hydras to kill 1 just having some hard time with those leftover marauders, i think without that infestor i should be dead already.
narf03
post Sep 30 2010, 02:19 AM

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QUOTE(hazairi @ Sep 30 2010, 02:02 AM)
i haven't used infestor in any of my 1v1 matches. Should really learn using it.. sigh..
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ya you should, i was kinda worry about my opponent, his marines are 19hp, do you willing to spend more than 50% of the left over hp by pressing the stim pack button for 50% more damage for the next few seconds or not =P basically made them 1 hit kill for me =P
narf03
post Sep 30 2010, 02:32 AM

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QUOTE(evofantasy @ Sep 30 2010, 02:19 AM)
i used to avoid using HTs back then as well but in the end to be good in a race u need to use every unit available as they are good for certain situations...
gonna try using more ghosts and ravens as well now when i get terran off random...
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ghost dont do much damage to zerg, good for taking out shield on protoss, but ravens, seriously they are really good if you know how to use them well, the PD drones are awesome, extremely good when enemy shoot projectiles that can be intercepted by them, making your enemy useless(it can take 20 bullets each, and it do recharge slowly, a full energy raven can deploy 4 drones, so they can take 80 bullets, thats alot of damage)
narf03
post Sep 30 2010, 01:15 PM

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QUOTE(Quazacolt @ Sep 30 2010, 09:41 AM)
are you f***ing serious? everything zerg has are biological. and that means sniping galore.

also hydras/mutas/zerglings are light. more dps from ghosts too.
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yes, serious, ghost dont do as much damage to zerg compare to protoss(comparing), even they can snipe, with max mana, they can kill like 4 hydras, thats about 320 damage, but emp to a group of protoss unit, i think that should be alot more, anti high templar 2.
narf03
post Sep 30 2010, 05:11 PM

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QUOTE(Quazacolt @ Sep 30 2010, 01:17 PM)
if you compare like that sure. however, 2 snipers is pretty much a hydra and 1 less hydra to deal with by ur bio ball, or your mech, is always a plus. and ghosts do force a zerg to overseer too, like it or not. and, force positions via nuke.
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an overseer is cheap to make and even without overseer, a nuke cant deal too much damage to zerg, they dont have much static "things", their overlord move like snail but still manage to move out of the nuke area, and a nuke cant kill a hatchery, plus if you pay attention, u can see where the ghost is(even its hidden, kind of transparent), there are ways to deal with it, like a fungal growth, bane killing each other near the ghost, etc.


Added on September 30, 2010, 5:25 pm
QUOTE(ericpires @ Sep 30 2010, 05:02 PM)
Played 90 games so far... in the few games i build roaches, i will end up losing... so i never go roaches anymore smile.gif
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every unit in the game got their advantages and disadvantages, roaches got theirs, they are pretty cheap, high hp, upgradeable speed, upgradeable skill for moving/healing while burrow, pretty useful in the correct hand, their disadvantages should be short attacking range, 2 food count, cant attack air, and its "heavy armor"(so marauder, siege tank, immortal, ultralisk can deal alot more damage on them.

unless its a short game, else u should not just using them, you need to mix unit, they are good at taking damage, should mix with hydra who do alot more damage, lesser hp and more expensive, defend your hydra with them.

This post has been edited by narf03: Sep 30 2010, 05:25 PM
narf03
post Oct 6 2010, 11:41 AM

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QUOTE(goldfries @ Oct 6 2010, 10:46 AM)
i've lost to zerg hydra / roach spam. sad.gif i donno why that game i suddenly so conservative have 2 barracks only. LOL.

anyway for zerg, i find mutalisk + speedling combo being very good. throw along some roaches would be good too.
i like it when Terran's wall up. biggrin.gif even better if they wall up without siege tanks (yes, some of them just spam MM).

during such scenario, my thought of a good move would be to expand quickly and focus on getting more gas. 2 hatcheries with 4 gas and 3 drones assigned to each is good.

by that time should have 25 - 35 drones on mineral patches already. with queen continue to spawn larvae, keep spamming mutalisks and left over M for speedlings.


Added on October 6, 2010, 10:47 am

you make LYN forum look like Facebook / Twitter. at least share la what shit happen to you. tongue.gif
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Terran always wall up, it doesnt mean they wont attack you early on, their SD makes a perfect door, so they can in and out easy without destroying em, preventing early rush(zealot/ling), prevent easy scouting and they dont cost any extra to wall up. So I would say wall up have no disadvantages for Terran. After they wall up, they can spam units like crazy without you knowing it, and if you expand without defense since you feel safe cause they wall up, that might be a GG once they comes out.

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