Anyone got any Zerg tips?
Ive just started playing multiplayer after completing the campaign, finding it hard. Bronze league at the moment.
I play a zergling/baneling/mutalisk combo which I find enjoyable, but I find it hard against players who "wall-in" well a tough game, even when I have map control.
Often Ill have 4 bases to my opponents 2 (which I cant break into), and they will just then waltz across the map with a massive army which my army dies to. I try to rebuild quick using built up larvae but it almost never works out and everything dies, even if I build the correct "counter" units.
I hate the "turtling" playstyle, so I really like zerg and banelings in particular - so much fun blowing stuff up. Id like to get good at this race.
I see Broodlords could be a way of busting into an opponents base but they are slow and take ages to get....are there any other options?
Any help appreciated.
Few tips: (for ZvT. Can't help with ZvP)
- mutalisks should never be idle. If your opponents army is in his natural, go harass his main, if it's in his main go harass his natural etc. If he's really turtled up with turrets, then just patrol your mutas around the map, keeping map control and preventing any drops from reaching your base. In my experience as a terran, I feel very vulnerable if there is a large ball of mutas constantly poking in and out and will likely be very late taking a 3rd base. This is your opportunity to get a better economy than me.
- however, don't over invest in mutas. If he's got lots of turrets, then stop building once you get about 10, as that's all you need to pick off tanks etc when he moves out. Never under any circumstances get more than about 20. When I see a ball of ~30 mutas I just move out with my army and 99% of the time I'll win, because they don't have enough of a ground army to kill my marines, which then massacre the mutas.
- most of the time, the first big engagement when the terran moves out will result in all your army dying. This doesn't really matter as you should have enough larvae to max out again instantly, assuming he's doing a 2-base 200/200 push. If you don't, then you either don't have enough hatcheries, or your injects aren't very good. Most Zerg players throw down a macro hatch in their main after taking a 3rd base.
- brood lords are definitely the way to go once you get your 3rd base up. Below gold, most terrans won't see them coming and won't have any vikings, just marines. So you siege his army or base with the brood lords and make sure you have loads of lings and banelings below them in case he stims his marines forward to try and kill them. If there are any cliffs or chokes, try to abuse these to keep his marines back. This should be gg and a win for you most of the time.
- keep your overlords spread out around the map in places which intercept any drops he might send. Many terrans rely on damaging the zergs economy with drops in the mid game and if they don't succeed then you will outmacro them.
- don't write off ultras. They aren't great at dishing out damage but they are amazing at soaking it up. Send a few ultras in, followed closely by a huge ball of lings and banelings, and the latter will most likely clean up his army since they have been protected from siege tank fire by the ultras. Also, these three units have a nice synergy since they all take the same upgrades from the evo chamber. Don't forget chitinous plating and adrenal glands.
- nydus worms can be devastating if the opponent has left a small area of his base outside of his vision.
- try burrowing some infestors and seeing if you can infiltrate the enemys base while his depot is down. In bronze league I doubt many terrans will get detection against zerg. Spam infested terrans in his mineral lines to destroy his economy, or place one or two next to isolated siege tanks, and the friendly fire from his other tanks will kill them.
- fungal growth on marines + nicely timed banelings = crying terran.