I'm having trouble with DT rushes as Zerg. to prevent it I basically have to quickly tech to Lair for Overseers but that leaves me vulnerable to everything that isn't a DT rush.
and zerg so they can't hide their entire army underneath your feet.
we do not!
I like that Ultralisks can now burrow. I'm amazed that it works, but I guess if a gigantic raging evil clawed elephant decides it wants to try and hide from you, you just kind of let it. Who is going to tell the Ultralisk that it can't burrow?
I'm having trouble with DT rushes as Zerg. to prevent it I basically have to quickly tech to Lair for Overseers but that leaves me vulnerable to everything that isn't a DT rush.
Do Zerg air attack towers have detection? I only played them once and barely made zerglings before I died to a zealot rush. If they do just turtle a bit with roaches and tech to Mutas, raze his base and laugh at his pathetic anti-air. If not hit him early, Protoss early game starts slower than Zerg though it pumps units out faster once it gets up and going. Plus odds are if hes DT rushing he wont have any anti-air to kill an overlord scouting his base.
I'm actually fairly certain they do detect; I always forget to build Spore Crawlers partly because I've gotten into the habit of avoiding static defenses, but also because they're not immediately available so I just don't make them early game. Those tips should help, thanks.
I like the idea of throwing in a Corrupter with your Mutas (as long as you have the spare gas) just so you can stop your opponent from building more workers for 30 seconds after you've strafed their mineral line and the defense rolls in. Or throw it on a Factory that you suspect is pumping out a Thor, or bunker/turret/cannon that you'd rather disable than use your precious harassment time dealing with.
Yran on
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eeSanGI slice like a goddamn hammer.Registered Userregular
edited March 2010
You know what's a really good habit? Throwing down an Evolution Chamber or two for upgrades as soon as you start making Hydras. Also a good time to make a couple Spore Crawlers.
Upgrades are so important! Evo Chambers aren't useless!
eeSanG on
Slice like a god damn hammer. LoL: Rafflesia / BNet: Talonflame#11979
Yeah, around 50 or so food I drop two evo chambers and start pumping out those upgrades. I especially like that roaches and hydralisks benefit from the same upgrades.
Man I have had no time to play this game at all. The one game I did try to play got interrupted about 3 minutes in and I had to forfeit. Looking at the replay, I totally could have won.
AegisFear My DanceOvershot Toronto, Landed in OttawaRegistered Userregular
edited March 2010
I'm going to have to reevaluate my thoughts that Hellions were only really good against Zerg. Watching TeamEG play over on TL.net, he builds 2 hellions immediately against almost every matchup on Protoss and has managed to absolutely wreck probelines. Even when the protoss has tried to block his ramp, he can just support the hellions with a few marines, kill the block and rush the hellions past before the hole is filled.
blech. this is another compulsory post where I complain about not yet getting the the beta. :X though maybe it's a good thing considering all the hw I have to do
edit: that post was a waste of my 180 second post timer.
is micromanaging zealots to rotate wounded units to the rear of the force worth it?
In a big battle I'd focus more on positioning and getting the most out of your spell casters.
In a small battle for sure it's worthwhile.
Yeah, it's like 3v3 zealots then proper micro could win you the encounter. For bigger battles you're better off using your apm to macro and get positional advantage like dangerisk says.
God damn, playing 2v2 with one of my friends made me realize just how far I need to come with this game. I can't macro to save my life. He had like, a 115 food carrier army when I was like...at a 70 food banshee fleet.
So I'm going along with my siege tank + marines strategy, because it's fun, and I'm fighting against Zerg. Long story short, he basically destroys my main base with a whole bunch of Mutalisks (man those things are tough). He thinks he has the game in the bag when all of a sudden two complete control groups of marines with shields, stims, 1-1 upgrades, and a half dozen support medivacs pretty much rape his base.
Then my opponent, NuhG, proceeds to say, in chat:
'greats, your the gayest TvZ player iv ever gotten the great pleasure of playing'
I think the nature of the game is that if you're not frenetically clicking and developing hemorrhages for the span of the game then your opponent is probably not on par with you.
So guys, I really need some pointers. Basically I seem incapable of controlling an army while maintaing any sort of macro. The second I launch an attack my resources just pile up and up and up. Please help.
Or is this just a "keep at it till you stop sucking nuts" thing?
So guys, I really need some pointers. Basically I seem incapable of controlling an army while maintaing any sort of macro. The second I launch an attack my resources just pile up and up and up. Please help.
Or is this just a "keep at it till you stop sucking nuts" thing?
when i forced myself to learn better macro in order to start winning more i basically told myself to make sure i pan over to my base every few seconds like a spaz
it isn't a good strategy in the long run, because as you understand all of the different timings of things going on in your base there are times you can sink into heavy micro; there are also situations in where slipping on macro for valuable micro is really worth it (worker harass for one)
i guess what i would advise is in a battle, make sure to at least check and put on a new batch of units at your unit producing buildings, maybe expand, start upgrades, etc mid battle
i'm sure someone better than me can give you more specific tips and stuff, but i had this problem a while ago in sc1, and it was difficult for me to overcome for a while
I think the nature of the game is that if you're not frenetically clicking and developing hemorrhages for the span of the game then your opponent is probably not on par with you.
Yeah, just knocked a dude out of the top 8 of his plat ladder and for the last five or so minutes of our twenty minute game I could definitely feel the adrenaline pumping since it had been pretty back and forth. If I had lost I probably would have raged and gotten off the computer, but there's nothing like the feeling of victory after fighting an epic 20 min long macro war.
TheSuperWoot on
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eeSanGI slice like a goddamn hammer.Registered Userregular
edited March 2010
The biggest thing is hotkeying your buildings. This lets you macro without going back to your base. Hotkeys are so important: pressing 3shhhhhhhhh for Hydras is so much easier and faster than going back to your base and selecting all of your Hatcheries individually. Use rally points.
The next thing is learning when you don't have to be watching your fights. Engage and cast spells, watch for a couple seconds so positioning doesn't go horribly wrong, make units, check the fight to see if you lost, make units, check the fight to see if they ran or if you need to run, make units, etc.
eeSanG on
Slice like a god damn hammer. LoL: Rafflesia / BNet: Talonflame#11979
So guys, I really need some pointers. Basically I seem incapable of controlling an army while maintaing any sort of macro. The second I launch an attack my resources just pile up and up and up. Please help.
Or is this just a "keep at it till you stop sucking nuts" thing?
If you really just want to get your mechanics up I would focus more on macro than anything else while fighting. Just a-move then go back to your base and macro stuff up then come back to the fight. I'd only start worrying about microing well in fights after you've got your macro down. Since if you're not macroing it won't matter if you beat him in one battle due to superior micro, he'll just come back with his reinforcements and run over your survivors from the first engagement.
for my hotkeys i generally start at 5 for buildings and leave 1-4 for army
although in sc2 with mass selection you could probably have 1 or 2 for army (depending on movespeed/casters etc) and leave the rest for buildings and such
for my hotkeys i generally start at 5 for buildings and leave 1-4 for army
although in sc2 with mass selection you could probably have 1 or 2 for army (depending on movespeed/casters etc) and leave the rest for buildings and such
My usual army keys are 1 for my entire army for general movement, 2 for things I want to focus fire like Colossi and stalkers, and 3 for spellcasters like templar.
They should like, I don't know, where wrist sweat bands or something, good god.
I imagine they think it's cool like some of those retarded mma fan kids think cauliflower ear is cool.
Offer to punch them in the ear really hard. Urgh, I hate those people.
Though I like to watch MMA.
EDIT:
I have started to believe that Roaches are not as overpowered as I thought they once more. There are two things I would like to change though, at least in my experiences with ZvZ:
1. Their armor needs to be reduced from 2 to 1.
2. Their health reduced from 145 to 140.
What this does is make it take 35 hits instead of 48.3 hits from a Zergling to kill a roach. This is not including the roach's regeneration. I don't think this is a overly game breaking change, since the lack of survivability in the Roach was never an issue. A player could invest in Burrow, Carapace upgrades and eventually, Organic Carapace to make them extremely effective.
(For comparison, these two changes increase the number of hits needed by a Marine to kill a roach from 36.25 to 28)
Lurk on
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AegisFear My DanceOvershot Toronto, Landed in OttawaRegistered Userregular
edited March 2010
Only potential problem is that if you do either of those options, it means that a Marauder moves from taking 9 hits to kill a Roach to 8 hits, an 11% damage boost to Marauders indirectly. While they are the counter to Roaches for Terran, I'm not entirely sure they should become even more effective.
I like roaches being really hard to kill. I like having a solid defensive unit. Maybe scale back their damage some and give them some kind of interesting click-able ability to give their attack some kind of debuffs. Right now most zerg units seem kind of dull compared to the other races counterparts mechanics wise.
Posts
we do not!
I like that Ultralisks can now burrow. I'm amazed that it works, but I guess if a gigantic raging evil clawed elephant decides it wants to try and hide from you, you just kind of let it. Who is going to tell the Ultralisk that it can't burrow?
Do Zerg air attack towers have detection? I only played them once and barely made zerglings before I died to a zealot rush. If they do just turtle a bit with roaches and tech to Mutas, raze his base and laugh at his pathetic anti-air. If not hit him early, Protoss early game starts slower than Zerg though it pumps units out faster once it gets up and going. Plus odds are if hes DT rushing he wont have any anti-air to kill an overlord scouting his base.
Upgrades are so important! Evo Chambers aren't useless!
Slice like a god damn hammer. LoL: Rafflesia / BNet: Talonflame#11979
Currently DMing: None
Characters
[5e] Dural Melairkyn - AC 18 | HP 40 | Melee +5/1d8+3 | Spell +4/DC 12
Though I need to learn how to deal with Air a little bit better. I successful annhiliated this roach army only to be counter-attacked by mutas.
Feels good man.
(Trying new build orders and such is fun!)
edit: that post was a waste of my 180 second post timer.
is micromanaging zealots to rotate wounded units to the rear of the force worth it?
I like to pretend I won my last PvP of the day because I did this, but it was probably guaranteed anyway.
In a big battle I'd focus more on positioning and getting the most out of your spell casters.
In a small battle for sure it's worthwhile.
Yeah, it's like 3v3 zealots then proper micro could win you the encounter. For bigger battles you're better off using your apm to macro and get positional advantage like dangerisk says.
So I'm going along with my siege tank + marines strategy, because it's fun, and I'm fighting against Zerg. Long story short, he basically destroys my main base with a whole bunch of Mutalisks (man those things are tough). He thinks he has the game in the bag when all of a sudden two complete control groups of marines with shields, stims, 1-1 upgrades, and a half dozen support medivacs pretty much rape his base.
Then my opponent, NuhG, proceeds to say, in chat:
'greats, your the gayest TvZ player iv ever gotten the great pleasure of playing'
Spelled just like that.
Oh man, I love you Copper league.
People like Danger and others who have played way too much Starcraft, do you ever reach a point where this game is relaxing for you?
I think the nature of the game is that if you're not frenetically clicking and developing hemorrhages for the span of the game then your opponent is probably not on par with you.
Until you start developing the Starcraft wrists then you ain't a man.
Even Tossgirl has them. See that wrist callous?
I think simply out-macroing your opponent and A-moving into victory is pretty relaxing.
e: Man, Tossgirl is hot.
Slice like a god damn hammer. LoL: Rafflesia / BNet: Talonflame#11979
I imagine they think it's cool like some of those retarded mma fan kids think cauliflower ear is cool.
Or is this just a "keep at it till you stop sucking nuts" thing?
But yeah, I have the same problem as Inquisitor.
when i forced myself to learn better macro in order to start winning more i basically told myself to make sure i pan over to my base every few seconds like a spaz
it isn't a good strategy in the long run, because as you understand all of the different timings of things going on in your base there are times you can sink into heavy micro; there are also situations in where slipping on macro for valuable micro is really worth it (worker harass for one)
i guess what i would advise is in a battle, make sure to at least check and put on a new batch of units at your unit producing buildings, maybe expand, start upgrades, etc mid battle
i'm sure someone better than me can give you more specific tips and stuff, but i had this problem a while ago in sc1, and it was difficult for me to overcome for a while
Yeah, just knocked a dude out of the top 8 of his plat ladder and for the last five or so minutes of our twenty minute game I could definitely feel the adrenaline pumping since it had been pretty back and forth. If I had lost I probably would have raged and gotten off the computer, but there's nothing like the feeling of victory after fighting an epic 20 min long macro war.
The next thing is learning when you don't have to be watching your fights. Engage and cast spells, watch for a couple seconds so positioning doesn't go horribly wrong, make units, check the fight to see if you lost, make units, check the fight to see if they ran or if you need to run, make units, etc.
Slice like a god damn hammer. LoL: Rafflesia / BNet: Talonflame#11979
If you really just want to get your mechanics up I would focus more on macro than anything else while fighting. Just a-move then go back to your base and macro stuff up then come back to the fight. I'd only start worrying about microing well in fights after you've got your macro down. Since if you're not macroing it won't matter if you beat him in one battle due to superior micro, he'll just come back with his reinforcements and run over your survivors from the first engagement.
although in sc2 with mass selection you could probably have 1 or 2 for army (depending on movespeed/casters etc) and leave the rest for buildings and such
My usual army keys are 1 for my entire army for general movement, 2 for things I want to focus fire like Colossi and stalkers, and 3 for spellcasters like templar.
Offer to punch them in the ear really hard. Urgh, I hate those people.
Though I like to watch MMA.
EDIT:
I have started to believe that Roaches are not as overpowered as I thought they once more. There are two things I would like to change though, at least in my experiences with ZvZ:
1. Their armor needs to be reduced from 2 to 1.
2. Their health reduced from 145 to 140.
What this does is make it take 35 hits instead of 48.3 hits from a Zergling to kill a roach. This is not including the roach's regeneration. I don't think this is a overly game breaking change, since the lack of survivability in the Roach was never an issue. A player could invest in Burrow, Carapace upgrades and eventually, Organic Carapace to make them extremely effective.
(For comparison, these two changes increase the number of hits needed by a Marine to kill a roach from 36.25 to 28)
Currently DMing: None
Characters
[5e] Dural Melairkyn - AC 18 | HP 40 | Melee +5/1d8+3 | Spell +4/DC 12