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 Patch 1.1, Rejoice Poor Zerg

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evofantasy
post Aug 28 2010, 10:22 AM

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QUOTE(LostWanderer @ Aug 28 2010, 08:19 AM)
now i think holding off 6 pools by protoss is so much more difficult...and last time was already difficult...>.<"
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u need to go for forge and wall off now giving the zerg free map control lol...
seriously, no nerf to marauders while warpgate nerf?
as if MMG is nt rolling every toss around...
evofantasy
post Aug 28 2010, 10:36 AM

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QUOTE(ahtiven @ Aug 28 2010, 10:25 AM)
patch 1.1 introduces aggressive zerg back to the old days of BW 1.07. maybe.
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at the current moment, if u spwan at the near possition for LT, and u go 12gate vs a 6pool zerg u are kinda screwed LOL...
with the extra 5sec to zealots, its a must to go 10gate now...
evofantasy
post Aug 28 2010, 10:38 AM

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QUOTE(LostWanderer @ Aug 28 2010, 10:38 AM)
getting early forge also somewhat reduce the probability of a muta harass...but yeah...one of the ways to bulk up your defense in base...and ready to amass vr's...lol
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going too defensive vs zerg = giving them total map control which is pretty bad...
evofantasy
post Aug 28 2010, 11:06 AM

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QUOTE(ahtiven @ Aug 28 2010, 11:03 AM)
gotta utilize Force Field more now. however 5 secs wouldnt matter much for mid range players, aye?

5 secs more also mean you will have extra minerals for 5 secs and just warp in more gateways it should be fine in mid range game.

also, chrono boosting zealot will hasten the warping process as well, but you wont be able to chronoboost your probes production.

it's either rush or economy. choose one. evil evil blizzard.
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if u played against a 6pooled diamond zerg, that 5 secs make or break u...
back in beta phase 2, blizz ninja did the same changes and toss around the world were rolled by 6pool...
blizz undo the changes as toss cant defend against 6pool rushes on near spawn locations and they went and suggest this again...

and no, u wont even have a core start warping in yet wut more a sentry sleep.gif"

@ lost wonderer
a 6 pool zergling rush is usually at ur front door when ur gateway is just completed (12gate)

This post has been edited by evofantasy: Aug 28 2010, 11:07 AM
evofantasy
post Aug 28 2010, 11:21 AM

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QUOTE(LostWanderer @ Aug 28 2010, 11:12 AM)
that is why 2 player maps are pretty deadly for 6 pools vs toss

i didn't mean that i will have the time to tech into stargates while zergs are 6 pooling me...XD

but you can kinda sit in the base while having decent defense against ling rush and carry out harassment via air
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even when u go for phoenix play, u still need a decent ground army and expansion...
being contained in ur base vs a zerg is really really bad...
he'll outmacro you and out reinforce u (especially with the +5sec to warpgate now)...

i was dropped all the way to silver (and then up to gold within the same weak) due to 6pools during phase 2...
tried wut u suggested before and no it is not working cry.gif
evofantasy
post Aug 28 2010, 11:37 AM

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QUOTE(Moonflown @ Aug 28 2010, 11:34 AM)
Now noob Zerg players like me will have less painin the ass from timing pushes and mech turtle >"<
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hydras are much better than roaches now with the changes to tanks...
agree? O.o
evofantasy
post Aug 28 2010, 02:26 PM

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QUOTE(Sky.Live @ Aug 28 2010, 02:22 PM)
Is zealot overpowered? why they nerf it? I dont really understand
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cause cheesers like to proxy gate zealot rush
evofantasy
post Aug 28 2010, 02:30 PM

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QUOTE(LostWanderer @ Aug 28 2010, 02:27 PM)
when your wall gets destroyed from a lot rush...it's gged from there unless you were teching into air and manage to get a VR out...

then it's gg for lot rushes
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i dun think walling as a toss is a good idea >.<
evofantasy
post Aug 28 2010, 02:37 PM

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QUOTE(LostWanderer @ Aug 28 2010, 02:33 PM)
if pvp, due to zealot rushes...you could either wall off...or make a sentry...but early game sentry ain't cheap

but since gateway rush has been changed...most likely one doesn't need to wall off during a pvp

i most likely don't wall off against a terran early game...wall off when a zvp is found...and pvp...due to lots rushes is so favorable...i'll wall off...risked being proxied by gateways are too high in placements
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for pvp i dun wall off...
i build my buildings near my nexus, get a strong economy and drop a 2nd gate...
the economy advantage allows u to pump zealots while getting a forge which imho better...
besides u can protect ur mineral line better...
evofantasy
post Aug 28 2010, 02:45 PM

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QUOTE(LostWanderer @ Aug 28 2010, 02:40 PM)
perhaps that's true as well...but getting lots rushed into my base feels so screwed...especially if they target my pylon...=(...and with the proxied gateways...more will be coming in sooner or later
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well dun panic...
i've experienced this so much that i can calmly hold off 2 gate (even diamond toss proxy 2 gated me)...

wut i do is usually 2 gate defend with a cannon or 2 near my mineral line...
then tech to stalkers...
usually this would give u the momentum...
go for his 2 proxy gate to cut his protection then contain him before pushing in/ expand...

dun be afraid to pull probes off mining as he is having low probe due to his cheese...
evofantasy
post Aug 29 2010, 10:19 AM

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QUOTE(narf03 @ Aug 29 2010, 05:42 AM)
so far, i've never seen any1 MMM with siege tanks, they are way to slow, and most of the time they will do damage to your own units if enemy do melee, the purpose of siege tank should be for terran to fortify a certain area, it takes quite alot of resource to build a tank, and it need to be researched, plus it takes time to siege/unsiege, so i think it would be fair to have more benefits in siege mode compare to unsiege. I think increase the time to siege/unsiege ie 5 secs, would be better than reduce the damage by that amount.

as for zerg, ya i think they are pretty weak especially about defending, i think blizzard knew about it and that is why there are some bugs after you destroyed a zerg building. but that doesnt help much, in game ie 3v3, protoss and terran can easily fortify and seal their entrance, but zerg cant do anything about it unless they tech to lair quick and use overlords to create creep(queen also work, but if the distance is far, overlord better), then make buildings or spires the entrance, that needs alot of resource and speed. And another weakness of zerg is their overlords, unlike terran/protoss their supplies based on building, and those buildings have quite alot of hp, so you might need some time to destroy those building, but overlords are very easy to kill, and usually they are all pack together, and if enemy found that, most likely you will lost all of them, and you are basically in very very big problem. ya overlord got advantage too, they can move, but the speed is way too slow unless researched speed. and 1 feature i really hope they can add in, which is allow us to have auto-cast create larvae, so we dont look at the base every minute. the tip says "you can create units without looking at your base", that is partially wrong for zerg that uses queen.
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hmm MMM with siege tanks are so often...
most high lvl pros use it especially koreans...
evofantasy
post Aug 29 2010, 01:44 PM

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QUOTE(Sky.Live @ Aug 29 2010, 12:00 PM)
marauder can slow which buy them distance.. it's for melee unit to get so near actually..
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it allow them, to perma kite with some stop move...
HuK vs CauthonLuck game 1 of the winner bracket semis in MLG Raleigh last nite, cauthon's MMM kite HuK's entire army including chargelot and colossi...
watching that makes me cry as a toss =(

 

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