Starcraft 2: Lobbying like damn!

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  • VariableVariable Mouth Congress Stroke Me Lady FameRegistered User regular
    edited October 2010
    I use grid hotkeys so my hands don't reach past 5 or 6 too comfortably.

    I should work on it but it's been fine for me so far...

    Variable on
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  • iowaiowa Registered User regular
    edited October 2010
    why is zerg so hard guys

    - a coordinated post by duldonkulus and iowa

    iowa on
  • BlurblBlurbl -_- Registered User regular
    edited October 2010
    Ugh, using tab never occured to me. Thanks.

    Blurbl on
  • HonkHonk Honk is this poster. Registered User, __BANNED USERS regular
    edited October 2010
    The day9 archive-player is acting up and I can't skip in the timeline of yesterdays episode. This makes it incredibly frustrating because I missed a part in the middle and now I will have to restart the whole thing from the beginning.

    Frustration.

    Honk on
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  • LilnoobsLilnoobs Alpha Queue Registered User regular
    edited October 2010
    I'm pretty sure the only time Zerg needs to fear going 14 hatch against Toss is if Toss went Forge first. Double gates are pretty laughable now with the Roach and Zealot changes. See 2 gates? Thrown down a warren, you are safe until the mid-game, enjoy.

    Lilnoobs on
  • JarsJars Registered User regular
    edited October 2010
    there will be multiple zealots in your base by the time you get a roach warren down if you go 14 hatch.

    Jars on
  • TheBogTheBog Registered User regular
    edited October 2010
    Not to mention a probe in your base.. What's that? It sees that you don't have a pool down? It sees a drone heading to your expo? Blocked. gg. You're extremely behind.

    TheBog on
  • kedinikkedinik Captain of Industry Registered User regular
    edited October 2010
    Yeah, roaches arrive way too late. By the time you get them out you're either dead or have pushed back the rush.

    kedinik on
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  • MNC DoverMNC Dover Full-time Voice Actor Kirkland, WARegistered User regular
    edited October 2010
    Theorycraft time:

    In TvZ, when I scout the Zerg going FE, can I FE myself or would it be a little too dangerous? Typically I scout at 12 or so. I'd assume the BO would be depot/rax/CC then build a bunker or two at expo. That would also involve delaying gas in order to get the minerals high enough.

    Is it worth it? Too dangerous? Anyone here pulled it off before? Also, what hp #'s should I be looking for as signs to tip off their BO? Like 14 Hatch/14 Pool, etc?

    Thanks!

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  • GuekGuek Registered User regular
    edited October 2010
    i'm not a terran player but i'd say no. i can do it with toss but it can be a crapshoot if i'm attacked at the wrong time. plus i have chronoboost to help me out. 1base terran is pretty strong already, so i don't think you even need 2 bases right away. if you really want the resource boost though, consider just making an extra CC and getting double the mules. then when you can reasonably defend, expoing will be quick and easy.

    Guek on
  • SatsumomoSatsumomo Rated PG! Registered User regular
    edited October 2010
    I die way easily to Toss if I don't go fast Roaches.

    Satsumomo on
  • mEEksamEEksa Registered User regular
    edited October 2010
    MNC Dover wrote: »
    Theorycraft time:

    In TvZ, when I scout the Zerg going FE, can I FE myself or would it be a little too dangerous? Typically I scout at 12 or so. I'd assume the BO would be depot/rax/CC then build a bunker or two at expo. That would also involve delaying gas in order to get the minerals high enough.

    Is it worth it? Too dangerous? Anyone here pulled it off before? Also, what hp #'s should I be looking for as signs to tip off their BO? Like 14 Hatch/14 Pool, etc?

    Thanks!

    1rax FE is becoming quite standard now actually. I think it is one of the few viable builds against 14hatch at the moment. It starts off with the standard opening:

    10 depot
    12 rax
    13 gas
    15 OC

    Get a tech lab right away on the barracks and build a reaper. Harass with the reaper, potentially try throwing up a bunker near their natural, anything to delay them. Throw up a CC as soon as you get 400 minerals (in your base). At this point the build can differ depending on what you want to do. A common transition I've seen is throwing down three more barracks (see Loner vs Terious Game 3). As soon as the CC finishes float it down into the natural and build 1-2~ bunkers. Scout carefully to make sure you're ready if they try some sort of all-in attack. I'm not sure about health #s exactly, that is just something that comes with experience.

    mEEksa on
  • 3cl1ps33cl1ps3 I will build a labyrinth to house the cheese Registered User regular
    edited October 2010
    The zerg thing is like Day[9] said.

    They were never UP, people were just playing them wrong.

    3cl1ps3 on
  • CrovaxanCrovaxan Registered User regular
    edited October 2010
    how are they supposed to be played? expand and defend till you can mass? and tech switch?

    Crovaxan on
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  • valiancevaliance Registered User regular
    edited October 2010
    mastman wrote: »
    I think everyone just isn't used to playing zerg yet. Zerg players are just starting to get good at zerg and toss and terran suddenly realize they have to play better than ball up your (stalkers/colossus/zealots/templar) or (MMM/thor/helions) and a-move to win.

    Zerg has to make sure they have good unit comps, get good surrounds, make sure they fight in the open so they aren't choked, and harass and contain with mutalisks all while macro'ing up to many expansions. The other races will start to have to prepare to fight in a similar fashion using their tools instead of just contently turtling on 2-bases and waiting til they have thors or colossus to a-move.

    :^:

    my how the tables have turned. zerg have gone from UP to waaah waah waah so OP. is it just roach range? bulding hp buff? the reaper zealot build time nerfs? or just people learning to play zerg and P and T not adapting?

    valiance on
  • tuxkamentuxkamen really took this picture. Registered User regular
    edited October 2010
    Honk wrote: »
    The day9 archive-player is acting up and I can't skip in the timeline of yesterdays episode. This makes it incredibly frustrating because I missed a part in the middle and now I will have to restart the whole thing from the beginning.

    Frustration.

    This happens all the time.

    EDIT: ....to me. :/ I think blip just chokes and dies up until a certain point in the day.

    tuxkamen on

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  • SceptreSceptre Registered User regular
    edited October 2010
    God damn I love State of the Game. Even when Day[9] isn't there.

    Sceptre on
  • CrovaxanCrovaxan Registered User regular
    edited October 2010
    lol that so true i just mass hellions/thors and a-move to victory.

    Crovaxan on
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  • ChenChen Registered User regular
    edited October 2010
    Crovaxan wrote: »
    how are they supposed to be played? expand and defend till you can mass? and tech switch?
    roaches, then bling maybe muta, then blords, finally ultras and laugh maniacally while they mass vikings.

    Chen on
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  • mEEksamEEksa Registered User regular
    edited October 2010
    valiance wrote: »
    mastman wrote: »
    I think everyone just isn't used to playing zerg yet. Zerg players are just starting to get good at zerg and toss and terran suddenly realize they have to play better than ball up your (stalkers/colossus/zealots/templar) or (MMM/thor/helions) and a-move to win.

    Zerg has to make sure they have good unit comps, get good surrounds, make sure they fight in the open so they aren't choked, and harass and contain with mutalisks all while macro'ing up to many expansions. The other races will start to have to prepare to fight in a similar fashion using their tools instead of just contently turtling on 2-bases and waiting til they have thors or colossus to a-move.

    :^:

    my how the tables have turned. zerg have gone from UP to waaah waah waah so OP. is it just roach range? bulding hp buff? the reaper zealot build time nerfs? or just people learning to play zerg and P and T not adapting?

    For Terran at least it is the combination of the early game nerf, the roach buff and Zerg learning how to play better. Zerg can now early expand with no danger, and that coupled with all T harass except banshees being nerfed means that Zerg can go into the mid-game without being at a disadvantage like was common before. At this point the Zerg macro can start kicking in and Terran has an uphill battle trying to do significant damage before late game (at which point Zerg is considered to have a pretty large advantage). This is all just based on my own experiences and what I've read from some of the pros.

    mEEksa on
  • ElementalorElementalor Registered User regular
    edited October 2010
    Does anyone have a link to the fruitdealer/boxer first person videos?

    Elementalor on
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  • HonkHonk Honk is this poster. Registered User, __BANNED USERS regular
    edited October 2010
    Okay so watching the first game of the Funday Monday double episode, I just realised that I can never have met a protoss player who played a dark color. Because the collossi in this game are shaded completely different than they usually are - I hardly even recognize them as a unit, because the color is so different (this player is dark purple or something).

    Honk on
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  • QuetzatcoatlQuetzatcoatl Registered User regular
    edited October 2010
    I play random, so I hope I can sound a bit impartial here. To me the main big advantage of zerg right now is that neither terran or protoss can stop them from taking multiple expansions and gaining full map control. Once I'm up 2+ bases as zerg it's GG because I can continuously produce troops way faster than terran or protoss can.

    Pretty much once 4-5 mutas are on the field every option for terran or protoss harass is shut down and zerg gets full map control. Drops can be chased down, hellions are easy to stop, and the moment you step out of your base you lose your whole mineral line.

    Maybe it's just because I haven't learned how to deal with it as terran or protoss, but I definitely abuse it as zerg.

    Quetzatcoatl on
  • Salvation122Salvation122 Registered User regular
    edited October 2010
    Crovaxan wrote: »
    how are they supposed to be played? expand and defend till you can mass? and tech switch?

    Muta harass until you get broodlords

    Roach/Bling to knock out bioballs

    Salvation122 on
  • TannerMSTannerMS "I'm confidence cause I'm zerg!" Registered User regular
    edited October 2010
    Honk wrote: »
    Okay so watching the first game of the Funday Monday double episode, I just realised that I can never have met a protoss player who played a dark color. Because the collossi in this game are shaded completely different than they usually are - I hardly even recognize them as a unit, because the color is so different (this player is dark purple or something).

    They're hallucinations, not real Collossi :)

    TannerMS on
  • JarsJars Registered User regular
    edited October 2010
    Crovaxan wrote: »
    how are they supposed to be played? expand and defend till you can mass? and tech switch?

    Muta harass until you get broodlords

    Roach/Bling to knock out bioballs

    that would work better if broodlords morphed from mutas, but no

    blue flame hellions have not been nerfed at all. terran mech is still really, really good against zerg.

    Jars on
  • kedinikkedinik Captain of Industry Registered User regular
    edited October 2010
    I wonder how viable it would be for terran to 1rax -> FE -> take map control from zerg with blue flame hellions.

    Kind of a TLO build, but slower and more economical.

    kedinik on
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  • TheBogTheBog Registered User regular
    edited October 2010
    mEEksa wrote: »
    ...and that coupled with all T harass except banshees being nerfed means that Zerg can go into the mid-game without being at a disadvantage like was common before.

    Uh.. What T harass was nerfed other than reapers again?
    Pretty much once 4-5 mutas are on the field every option for terran or protoss harass is shut down and zerg gets full map control.

    Meh. Disagree. Throw down a few turrets. You're golden. And I find it even less useful against toss since they can warp in like 4 stalkers anywhere anytime in the blink of an eye. They don't have to pull their army back or anything.

    TheBog on
  • ChenChen Registered User regular
    edited October 2010
    Jars wrote: »
    Crovaxan wrote: »
    how are they supposed to be played? expand and defend till you can mass? and tech switch?

    Muta harass until you get broodlords

    Roach/Bling to knock out bioballs

    that would work better if broodlords morphed from mutas, but no

    blue flame hellions have not been nerfed at all. terran mech is still really, really good against zerg.
    watch the matches of oGsZenio and oGsTheWinD

    blords own mech

    Chen on
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  • EggPuppetEggPuppet Registered User regular
    edited October 2010
    yeah Zerg lategame has never really been weak, a lot of their loss rate was just coming from having their FEs taken down. I wouldn't be surprised if they had a >50% winrate in games that ran over 15 minutes even in 1.1.1

    EggPuppet on
  • JarsJars Registered User regular
    edited October 2010
    I'd rather have ultras vs terran. vikings are such a ludicrously hard counter to broodlords and easily mass produced, so you need mutas to kill them off which can't morph into broodlords and have to deal with thors.

    Jars on
  • mEEksamEEksa Registered User regular
    edited October 2010
    TheBog wrote: »
    mEEksa wrote: »
    ...and that coupled with all T harass except banshees being nerfed means that Zerg can go into the mid-game without being at a disadvantage like was common before.

    Uh.. What T harass was nerfed other than reapers again?

    Hellion harass indirectly through the roach buff. You may argue that it doesn't make a big difference but I've yet to see hellion harass do any damage since the patch (apart from maybe 1-2 drone kills). On the other hand I've seen Terran lose outright with Hellion openings if the Zerg counters with roaches.
    Pretty much once 4-5 mutas are on the field every option for terran or protoss harass is shut down and zerg gets full map control.

    Meh. Disagree. Throw down a few turrets. You're golden. And I find it even less useful against toss since they can warp in like 4 stalkers anywhere anytime in the blink of an eye. They don't have to pull their army back or anything.

    4-5 turrets are fine until the Zerg gets critical mass of mutas. At that point turrets go down like butter. And the same situation holds true for warping in a few stalkers. Watch any ZvT or ZvP recently where the Zerg goes mutaling to see this in action.

    mEEksa on
  • EggPuppetEggPuppet Registered User regular
    edited October 2010
    Watching the Terious-Loner game, it occurs to me, a nice asshole trick would be to burrow banelings one at a time in front of an approaching Terran bioball. On narrow maps, until they get a raven, the Terran's choices are either to walk into it and die or waste 300 minerals to scan it out

    EggPuppet on
  • TrusTrus Registered User regular
    edited October 2010
    I have been getting constantly beat by terrans that go heavy mech (blue flame hellions, Thors) with some mauraders to murder my roaches. I think I need to improve my muta harass so they stay in their base for longer but I dunno, even when I harass well they still just move out and murder me :(

    Trus on
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  • SceptreSceptre Registered User regular
    edited October 2010
    Trus wrote: »
    I have been getting constantly beat by terrans that go heavy mech (blue flame hellions, Thors) with some mauraders to murder my roaches. I think I need to improve my muta harass so they stay in their base for longer but I dunno, even when I harass well they still just move out and murder me :(

    Serves you right.

    Insect scum.

    Sceptre on
  • ChenChen Registered User regular
    edited October 2010
    Jars wrote: »
    I'd rather have ultras vs terran. vikings are such a ludicrously hard counter to broodlords and easily mass produced, so you need mutas to kill them off which can't morph into broodlords and have to deal with thors.
    Make 4-7 blords, destroy their expo, then mass ultras while they're stuck with vikings. It doesn't matter your blords are killed after that. They're down an expo and wasted resources to build useless units.

    Chen on
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  • TrusTrus Registered User regular
    edited October 2010
    :(

    See if i ever randomly join your games again!

    Trus on
    qFN53.png
  • SceptreSceptre Registered User regular
    edited October 2010
    Your inability to perform basic math in Nexus Word Wars was of no use to us anyways!

    Sceptre on
  • Dropping LoadsDropping Loads Registered User regular
    edited October 2010
    So I've never played a game against Zerg that lasted long enough for Broodlords or Ultras to show up, and I play Protoss.

    What is it about the examples given that keeps the Terran from building Battlecruisers when you're talking about the Zerg player alternating between 2 different Tier 3 units? Are we just assuming that the Zerg has the expected late game econ advantage, or that the Terran has no reason to go anything but Viking?

    Dropping Loads on
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  • HonkHonk Honk is this poster. Registered User, __BANNED USERS regular
    edited October 2010
    TannerMS wrote: »
    Honk wrote: »
    Okay so watching the first game of the Funday Monday double episode, I just realised that I can never have met a protoss player who played a dark color. Because the collossi in this game are shaded completely different than they usually are - I hardly even recognize them as a unit, because the color is so different (this player is dark purple or something).

    They're hallucinations, not real Collossi :)

    Oh man do I feel stupid now. 8-)

    Honk on
    PSN: Honkalot
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