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200/200 is way too expensive for Ventral Sacs. Logic dictates that is a AMAZING DEAL because Terrans and Protoss have to pay 100/100 and 200/0, respectively to build only one of their transports. For the low, low price of 200/200, all of your overlords become transports.
That is wrong. So wrong.
First of all, for the cost of building the individual transport for Terran and Protoss, they actually get awesome units in addition to gaining the ability to do drops. Most Terran players will get Medivacs just for the healing and Warp Prism can warp-in units directly into battle, or an opponent's base. Overlords are Overlords doing Overlord things.
The most important thing though, is that Zerg have no really good unit to drop. There is no Zerg unit that is extremely effective at sniping structures. We don't have Marauders on stim or DTs that melt buildings in an instant and be able to quickly retreat. We have to dedicate a decent sized force to a drop to do any real amount of damage. Which requires a good amount of Overlords. Though I will admit that banelings are useful to carpet bomb marine blobs, but that's a limited application.
Get an overseer literally as soon as your Lair finishes
focus on how medivacs are bullshit in order to make your argument stronger
I'm pretty bad at chess?
I dunno, it's up to you. But if they're killing you with lots of DTs, getting faster overseers seems like a good idea. DTs should not be that hard to deal with, really. Overseers are impressively fast with that speed upgrade.
Also, lots of Zerg will suicide a speedy overlord into the Protoss or Terran base to try and figure out what tech they're going. But honestly, if they're turtling with fifty cannons you should expect something slow and devastating. Maybe a bunch of colossi, or perhaps void rays, or in this guy's case, DTs. Having THE COUNTER to that unit is far less important than just countering the immobility of his turtle by expanding everywhere and having highly mobile map control.
I like how you get a whole bunch of his zerglings with just one baneling.
Baneling drops on expansions/poorly defended mineral lines. Roach/infestor drops behind a wall. Infestors up on cliffs. Small numbers of banelings burrowed on *your* cliffs to auto-manhandle incoming tank drops.
Overlord transport fits right in with the general Zerg philosophy: Always Be Harassing.
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literally the only cool portrait is bangin newscaster lady
you have misspelt Corruptor
ZvZ, opponent 8 pools me. I get out some lings just after his lings get to my hatchery, and I lose some drones as my drones NOBLY DEFEND. I'm like "uuuurk that hurt, I hope his economy is shit because my poor drones!"
He later sends some roaches that are met by an equal number of roaches and a bunch of lings on top. My economy is still in a rough place, so I keep my force there and expand. Eventually with my expansion up I get to send a big attack force.
He has, in the meantime, teched to infestors and built nothing but infestors. He then uses those infestors to create nothing but infested marines. Never unburrows them, just creates a ton of infested marines for my zerglings to kill.
I can't learn from this!
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also i need to play this game more
but
Infeted Marines are also on a timer, so you can feint in, cause him to use all his energy, and retreat for 30 seconds or whatever it is.
Haha, mine must then, cause the only ones I like are Moustache McJowls and the Firebat. I've been using Firebat since I got it and don't see myself changing any time soon (I'll switch to Admiral Hearing-Aid when I get him.)
Learn to send zerlings into his base.
Just, whenever. And I'm not kidding. Just send them over there. Do not expect to get them back. Just send in zerglings when:
And I promise everyone here and now.
I will never use another portrait.
other than against zerg and the occasional (bad) protoss, how do you do this? do your zerglings walk through wall(in)s?
they're so friggin slow w/o upgrade, and can only carry 4 zealots.
Joe's Stream.
While I agree on most points, the Hellion will always make up for any lack of mobility for Terran.
I have no sympathy for the psi-human race.
The key is to poke a bit, find weaknesses, and leave if need be. It just keeps your opponent on their toes and forces them to reveal their hand to you.
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does anyone thing that there is more I can do to hurt a Terran player while in his base?
nydus doesn't work in the main unless your opponent is pants on head dumb... and drops, i don't know, they seem very risky since your regular army is often BARELY enough to hold a push, regardless of whether you are at 200/200 because so many armies just melt in the face of a terran army
mutas do work, but I've been using them less lately because when T pushes with tank/marine/marauder your mutas will evaporate so fast,and then you have no defense at all
well, again, how do you "poke", if by poke you mean run your zergling to his wall and die... I guess you can do that, if you need to free up some food
not really. alternatively, how so?
Also damn Jimmy, guess I got a new portrait.
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A host of zealot nerfs has changed that.
And hellion will NOT make up for lack of mobility for terran. 2 of any static defense for the other races basically makes them useless in harassing expands.
Towards the endgame where more than 1 expansion comes into play... both Zerg and Protoss have a host of mobility and army replenishment advantages that Terran lacks. Terran really has to micro his units well in the big confrontations endgame in order to survive and push to victory. Zerg can just laugh with critical mass mutas around the map.
Man, what game you been playing? It sure as hell ain't got nothing to do with crafting stars that's for sure.
Fixed for you, although the message is pretty similar.
Sorry, but if you lose to reapers and are below 1300 elo diamond, it wasn't because they were overpowered.
Reapers are actually a very large risk, and are a fucking nightmare to control while macroing.
Now our air superiority against toss is just silly and muta deathballs means your opponent isn't expanding any time soon. :P
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watching the IEM finals with Morrow vs Idra, it really seemed like reapers were crazy overpowered. I've since learned that morrow is just really fucking good
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Heh. Keep him on one base and if he moves out that's your opportunity to kill his really shitty tanks?
I mean, yeah, if you're suiciding into seiged tanks you're going to lose. That's a no brainer.
But tanks aren't going to touch Muta, and Muta are what completely fucks a terran as soon as he moves out, because 12 will take out 3 of his shitty turrets by his mineral line.