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The Zerg Strategy v1.0, Cheer for the overmind!
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evofantasy
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Sep 17 2010, 09:51 AM
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the last 2 day9 dailies are about ZvT so those having trouble should really have a look... the solution depends on knowing the timing of the terran's various build (especially reapers) and how to react accordingly from replay analysis...
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evofantasy
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Sep 18 2010, 03:41 PM
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QUOTE(narf03 @ Sep 18 2010, 03:22 PM) i noticed that AI queen do routine create larvae, and thus their mana usually very low in the entire game, as for player, they had to manually doing it, or you wont have enough larvae, lets say if you have like 3 bases, how do you easily create larvae, assuming that each bases is quite far away and how often you do the routine job. 1. hotkey all ur queen 2. press v 3. click on ur hatch (or near it) on the minimap 4. repeat step 2 and 3 till u does it for all ur base
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evofantasy
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Sep 20 2010, 03:26 PM
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QUOTE(Quazacolt @ Sep 20 2010, 12:15 PM) thats why i said, i need to l2sentries, which i hate lol. zealots blocking = wasting resources as they could be better off on the offensive. the solution is sentries, which i did not utilize. and the first 2 games i couldnt even get VR, got set back too far behind due to the desperate attempts on the FE. 3rd game i did, but he was ahead of me on the gold expand in kulas ravine  try the korean style FE with heavy sentry...
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evofantasy
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Sep 20 2010, 03:47 PM
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QUOTE(Sichiri @ Sep 20 2010, 03:42 PM) Oh God not the Forge FE build! D: not the bisu build... its gate -> core -> 1 zelaot 2-3 sentry then expand with pylon + forge + gate + nexus as a semi wall-in at the natural... that would hold most t1 zerg pushes if the toss player can FF in time...
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evofantasy
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Sep 21 2010, 03:52 PM
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QUOTE(hazairi @ Sep 21 2010, 03:20 PM) Zerg can switch tech easily.. If u scout and ur opponent is doing mass zealots or mass helions.. u can just do 1 building of spire, and ur 2 or 3 hatcheries can mass produce mutas.. Thats y it is so damn advantage if u hv the scouting skills.. which i'm not good at it..  try to spread ur overlord (get the speed upgrade)... and suicide 1 zergling from time to time...
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evofantasy
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Sep 21 2010, 03:58 PM
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QUOTE(HellZoker @ Sep 21 2010, 03:54 PM) most of the time suicide zergling is not really useful, most of the opponent i met will walled off thier entrance...  its useful actually... depending on wut ur ling die to, u can kinda predict ur opponent's unit compo and builds/ timing... besides u can see is there a bunker etc to know is he turtling... and constant creep spreading is needed as well when u reach midgame...
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evofantasy
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Sep 21 2010, 04:04 PM
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QUOTE(HellZoker @ Sep 21 2010, 04:03 PM) note taken...  try watching day9's 3 episode bout handling reapers with zerg... it shows how to scout, react accordingly and knowing the timings etc... good watch
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evofantasy
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Sep 21 2010, 04:18 PM
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QUOTE(hazairi @ Sep 21 2010, 04:16 PM) by the time i get the overlord speed upgrade, they already rushing with banshees..  i always advise to get 2 queens in ur main... queen have high air DPS with superior range... the 2nd queen can spread the creep well...
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evofantasy
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Sep 21 2010, 04:23 PM
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QUOTE(Sky.Live @ Sep 21 2010, 04:20 PM) That's a good watch, sadly if it's a proxied one there's hardly anything u can do.. I am still figuring out the timing when to get anti air.. It's so defenseless when 3 pheonix arrive while you only have 1 or 2 queens Sometimes I spread creep like crazy.. but few observer make me feel so sad again.. it took a lot of effort to spread them off again 2 queens, 2nd queen would be able to heal while the other dps...
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evofantasy
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Sep 21 2010, 04:26 PM
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QUOTE(hazairi @ Sep 21 2010, 04:24 PM) yeah, but the anooying part, the banshees will harass my expansion MOAR queens... TLO lost to dimaga's mass queen when he go air...
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evofantasy
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Sep 21 2010, 04:52 PM
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QUOTE(hazairi @ Sep 21 2010, 04:30 PM) but the benefit comes when speed upgrade completed. if no speed upgrade, OL will die half way by the marines.. and u wont be able to see their starport..  try position ur OL to have a nice angle to go in... artosis is really good wit this aka 'the clamp' technique
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evofantasy
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Sep 22 2010, 07:51 AM
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QUOTE(choyster @ Sep 22 2010, 03:34 AM) how is it even possible to win with zerg? i ran in with roaches and speedlings took down his entire economy and he still manage to come back wtf 1. u didnt deal the final nail to his coffin 2. u suffer heavy heavy losses just to cripple ONLY his economy (his army would then WTFBBQOMGPWNed u) 3. u didnt deal as heavy of a damage as u thot u did (happens often and even to me at times) 4. too laid back after the damage is done
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evofantasy
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Sep 22 2010, 09:54 AM
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QUOTE(Sky.Live @ Sep 22 2010, 09:48 AM) power drone vs power army.. always have this dilemma, since I am not a good macro player I think would need a 3rd hatch between 2 base, sometimes even 4... i follow the korean style of 1 extra hatch every 2 bases... especially if u are going mutalings...
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evofantasy
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Sep 22 2010, 11:01 AM
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QUOTE(Sky.Live @ Sep 22 2010, 10:44 AM) Most commentary on the western side (note* English) would say you only need extra hatch cause you have bad macro, makes me feel bad building a third or fourth. nah koreans do it all the time lol... and i kinda like korean zerg builds though dimaga is a beast on EU...
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evofantasy
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Sep 22 2010, 01:19 PM
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QUOTE(noob4life @ Sep 22 2010, 01:13 PM) I just got owned by mass Thors... how the heck do you deal with mass thors. x_x He just conveniently walls himself in with barracks + bunkers... and starts pumping thors. And by the time i realize it im screwed. How do you fight thors on even ground ( or superior ) with zerg ? I don't want the " kill him before he gets them " strategy though.  1. muta magic box... i use it a lot (mutaling lover) and its superbly good 2. infestor's neural parasite and /lol at them =p
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evofantasy
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Sep 22 2010, 02:42 PM
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QUOTE(choyster @ Sep 22 2010, 01:34 PM) the problem is i always find my zerg army very hard to defeat toss or terran army its like the zerg army is always at a disadvantage no offense but its just u... zerg army are not meant for straight on encounters... they are mobile for a reason...
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evofantasy
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Sep 22 2010, 03:50 PM
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QUOTE(Quazacolt @ Sep 22 2010, 03:46 PM) for zerglings/ultralisks ur better off letting the AI auto boxing, while the rest focus firing i usually let them run-by -> atk move/ stop This post has been edited by evofantasy: Sep 22 2010, 03:50 PM
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evofantasy
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Sep 22 2010, 04:44 PM
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QUOTE(Quazacolt @ Sep 22 2010, 04:41 PM) that works too. whichever it is it'd be better than focus firing with melees for 3v3s and 4v4s i kinda like massing speedlings for runby surround so my partners can pew pew pew even when i sacrifice all my lings... same thing where i spam sentry+FFs lol...
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evofantasy
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Sep 22 2010, 08:52 PM
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QUOTE(Quazacolt @ Sep 22 2010, 06:00 PM) id much prefer my partners sacrifice themselves while i run by and om nom nom workers wwwwww all my partners are terrans (except my 4s where aaron and chee are toss <3) so ya they go MMM/ marine tank/ marine banshee while i'll ensure their bio ball stays alive
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evofantasy
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Sep 22 2010, 09:41 PM
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QUOTE(Quazacolt @ Sep 22 2010, 09:38 PM) last i heard MM bio ball are OP and they survive with or without your zherk covering them wwwwwwwww hmm nt really the case for a early timing push... better for me to loose some units while they get to a crazy mass and jz T melt everything >.<
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