**** Original Starcraft 2 Thread ****

nydus and MASSED zergling is a laugh against terran, especially right at the back of their base, get overlord in their and generate creep, deploy nydus and millions of zergling and laugh! :D

Why would you intentionally generate creep before deploying a Nydus? You may as well type "I'm about to drop a nydus at the back of your base"

Also once you hit the mid game your opponents base should be adequately built up so they should be able to see most of their base. And good players will have a unit or 2 patrolling their base "Just in Case". a single zealot can take out a nydus before more than a few units pop out.

In fact in a 2v2 last night Kreeeee and I had just pushed out and I heard a Nydus Scream. I shouted to Kreeeee to check his base as I checked mine. Low and behold he found the worm and a few roaches. He ran his army back to his base and defended the nydus attack with no sweat, and I mean no sweat (this was a diamond level zerg player no less). They are simply no use for drops above the lower leagues. The best thing I can think of using them for is in the same way Toss use pylons to speed up reinforcements (however nyduses are slow to deploy those forces and require you to constantly tell it to spit out more) or to link up your bases, but this requires a bit of "Extra Maco" on top of the Extra macro you have to do with creep, and larva injects. + the cost of doing this slowly mounts up.

I think you should only hear the nydus scream if the worm is within your vision or x tiles from your vision. Or the Nydus canal needs to be able to spit out units way faster. Because IMO Overlord drops are way better.
 
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Does anyone else use a Protoss 4 Gate strategy? I use it sometimes but I tend to struggle to tech up while attacking etc. I want to adapt my play so I can win in Platinum. Someone told me there are even more lame rushes the higher you get :(

Hmmm I used to four gate a lot lower in the ladder, but it's pretty difficult against competent zergs now, and it slows your transition to tier 2/3 (exposing you to a timing window in which hydras can punish you heavily).

Four gate works great though if you can delay their expo. 2 gate zealot pressure into 4 gate on one base will work well if there is a short rush distance. But if they get 3 spine crawlers down with speedlings, it's hard to crack em open and not expose yourself to a counter attack.

I personally like 2 gate pressure into expo, into 6 gate into 2 robo colossi. The 6 gate twist retains map control and even with spine crawlers you can crush the zerg if he thinks he has a macro window (which many do after they hold 2 gate pressure).

Against Protoss it's a pretty default build still though. I personally favour 3 gate robo in that match up now though as if you four gate you have to inflict enough damage early to stop them getting colossi out in critical numbers.

Still it's an easy build to get going and combined with +1 attack from the forge and blink if you're v roaches or protoss quite flexible.

Against Terran, I go 2 gate, twilight, 2 gate, templar archives off one base. I'll post some replays of these builds later tonight :)
 
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Oh I also forgot to mention in my QQ post above that Zerg have the absolute worst air units in the game. The corruptor is the only "Pure AA" flying unit and it basically gets **** on by everything unless you make a bagillion of them (and they aint fast to build or cheap). Which means if you build them to deal with an air threat you are exposed on the ground. Mutas also get heavily beaten by both Phoenix and Vikings as well as a many ground units. Broodlords whilst awesome take friggen ages to get and expose you massively whilst you are doing so. I mean how does it make sense to invest heavily in an AA unit to get a AG unit if that is what you need to fight the enemy and wait for both the AA unit to build and then morph into the AG unit? Would make more sense to allow Mutas to morph into BLs TBH (just like DTs and normal Templars can both morph into Archons) Infact I have stopped getting BLs unless I am trying to break a turtled player. Ultras are just a safer anti ground unit to go.

Oh and Zerg is the only race that does not have a Tier 3 unit air unit that can shoot air. (which wouldn't be an issue if the Tier 2 Air Units were better)
 
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Oh I also forgot to mention in my QQ post above that Zerg have the absolute worst air units in the game. The corruptor is the only "Pure AA" flying unit and it basically gets **** on by everything unless you make a bagillion of them (and they aint fast to build or cheap). Which means if you build them to deal with an air threat you are exposed on the ground. Mutas also get heavily beaten by both Phoenix and Vikings as well as a many ground units. Broodlords whilst awesome take friggen ages to get and expose you massively whilst you are doing so. I mean how does it make sense to invest heavily in an AA unit to get a AG unit if that is what you need to fight the enemy and wait for both the AA unit to build and then morph into the AG unit? Would make more sense to allow Mutas to morph into BLs TBH (just like DTs and normal Templars can both morph into Archons) Infact I have stopped getting BLs unless I am trying to break a turtled player. Ultras are just a safer anti ground unit to go.

Oh and Zerg is the only race that does not have a Tier 3 unit air unit that can shoot air. (which wouldn't be an issue if the Tier 2 Air Units were better)


Hydras own any air unit in this game. On-creep anyway 'cos they be slow off it ;)
 
Hydras own any air unit in this game. On-creep anyway 'cos they be slow off it ;)

I guess thats more or less my point. If you want to defend against Air go Hydra. There is a down side. Maps like scrap station (typically a Zerg favored map) can be hugely abused by Air units and you end up chasing them around from pillar to post. Any air unit that outrages hydras can take advantage of ledges or open space (as in no ground to stand on) to pick off the hydras. (or hold them in position whilst the ground force moves in for the pincer movement)

This can be done using high ground on most maps, and Gaps (i.e open space or water) in the map on maps like LT, Scrap Station, Steps, Desert Oasis to name a few.
 
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Didn't see anyone mention it, sorry if has been:

Blizzard said:
Free Character Name Change Coming Soon

We wanted to let everyone know that in the near future we'll be allowing everyone a chance to change their chosen StarCraft II character name for free.

In some cases, people chose character names that don't represent their usual multiplayer nicknames, as they were unaware of how the character names were being used. It's important to us that everyone is represented by a name of their choosing in their multiplayer games, ladders, and on the forums and community site.

In addition, beyond this initial free name change, we’ll be launching a service similar to the one we offer for World of Warcraft which will allow additional character name changes for a fee. We'll announce more details on how the free name change and additional paid character name changes will be implemented in the near future.

Sauce
 
managed to try the strat, i must be crap or something because i was pee'ing on the terran, stopped him from expanding like 3 times and he still rolled over me, he somehow managed to afford banshees + cloak and i had observers he manages to scan them, take them out with vikings, and then banshees just raped my expansion and 1/2 my army.. my micro must be ****e
 
So along with Dimaga dropping his bombshell, the general consensus is that the Zerg are a bit crap?

tbh i was beginning to think as much, having decided to make it my main race (im a fan of the Tyranids from Games workshop) i have a 3:1 loss to win ratio, and no way are these other guys so much better. Terran off one base can beat a zerg player with 4 bases with 10 apm's a minute!

Whats the solution? switch to protoss??
 
Interesting to see what the custom games community have come up with so far. Some of them are good crack, I'm liking the Risk style one :)
 
think the main advantage of zerg comes into its own when you match loads of hatcheries, since you can get six zergling in the same amount of time it takes protoss/terran to build a single marine/zealot, build three or four hatcheries and you soon start to see zerg are great at pumping out massed swarms of cheap units, i think the key is not to let your opponant establish an effective defencive line, especially against terran or you'll find it much harder to get through. also like infesting tons of the map with creep tumours, prevents enemies from building and gives zerg units movement boost. also those glowing zergling can be lethal if you sent absolute ton of 'lings with a load of them mixed in, causes chaos!

ultralisks are pretty lethal as well, they have ton of armour and hit points so chuck a bunch of them in with massed 'ling attacks and enemies will usually choose to waste time shooting the ultralisks rather than the hundred or so zergling. (make sure they have adrenal glands ASAP).

zerg defences as far as i have noticed are well...lets face it, useless. they don't regenerate health quickly enough to be any real danger against a rushing enemy, build couple of spine crawlers, enemy sends marines/mauraders, they all die but have horribly wounded defences, next attack kills them off. for defence with zerg, again zergling are useful, a small mass of zergling burrowed at the bottom of an entrance ramp, enemies attack defences, zergling unburrow, the **** hits the fan so to speak. so in my opinion the zerg are far from rubbish, like all three teams they have their unique strengths and weaknesses. :)
 
I see what your saying Gashman, but a lot of what manlove said still applies.

Harassing supply lines with zerg is a costly business. Muta's are very expensive and versus terran pretty pathetic. Any single missle turret will take them down, and grouped marines i.e. tech 1 ground troops murder them. So as zerg i have to get tech level 2 (i think) and produce gas heavy muta's for very little reward.

Ultralisks are normally the 'cherry on the top' units, e.g. you pump them out after you are in a winning position. I have yet to see a pro replay who has used them in a game where they have been pressurised.

*edit* this match vid is basically the text book example of the probs facing us Zerg'ers:

 
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I don't think zerg are underpowered but it seems you need to do a lot with them to just remain on a level playing field with other races. My macro isn't great so I'm staying away from zerg for a good while.
 
I see what your saying Gashman, but a lot of what manlove said still applies.

Harassing supply lines with zerg is a costly business. Muta's are very expensive and versus terran pretty pathetic. Any single missle turret will take them down, and grouped marines i.e. tech 1 ground troops murder them. So as zerg i have to get tech level 2 (i think) and produce gas heavy muta's for very little reward.

Ultralisks are normally the 'cherry on the top' units, e.g. you pump them out after you are in a winning position. I have yet to see a pro replay who has used them in a game where they have been pressurised.

*edit* this match vid is basically the text book example of the probs facing us Zerg'ers:


yeah i agree, mutalisks are flipping useless. though i do still value brood lords they are very expensive and time consuming, those other zerg air units (forget what they are called) are limited to say the least, they can deal with minor air engagements, but they suffer when they are one vs. one with most air units. ultralisks do indeed take a while to get, usually when your in a strong position (if not hydralisks/zergling are probably better option, and roaches of course).

for me the biggest problem with zerg (which i might tinker with) is how lacking their defencive structures are, you can build an absolute ton of spine crawlers just to see a bunch of immortals walk right through them without much hastle or worse still, siege tanks! zerg need higher regeneration rate IMO, their buildings would also be improved with some extra armour. get rid of the stupid nydus worm scream, since it makes sneak attacks using them pretty pointless unless you get your enemies full attention. the only option i think in competative games with zerg is rushing, and constantly, zergling get chewed up but you can get so many of them quickly, sometimes it works.

another useful addition to zerg would be to bring back the devourer (i think thats the name) from starcraft I, the anti-air unit with the splash damage that slows ROF for all units covered, the effect was also cumulative. wouldn't mind seeing the 'spawn broodling' ability brought back for the queen as well, would help deal with those pesky tanks, immortals without overpowering the queen too much.

but all in all i agree that zerg do suffer at the hands of protoss and terran (the latter especially in my experience), hope they add something to bring the zerg upto standard in 'heart of the swarm' whenever it comes out.
 
Why do much fewer people play the 2v2+ leagues, and rather just stick to 1v1?


What is the differences in terms of playstyle between the leagues, and what do the pro players generally play?
 
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