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

Although not tested out Corrupters new ability properly yet. Want to perfect Infesors first :)

Infestor replays would be good. What is this new corruptor ability? I just get 3 or 4 to make short work of muta groups that people like to send around raping my expansions...not any more
 
I'm finding playing as zerg this week harder than playing as zerg last week, Some of it is I'm playing badly but I find that against Toss, its very hard to expand, once they have got their gates up and apply pressure you are constantly on the back foot.

If they don't apply early pressure then the chances are they are going VR which gives them map control and costs you Overlords.

If you don't expand you cant keep up macro wise or army wise.

And Toss are easier to play against than terran.

Terran I find to be a nightmare, there is so little you can get from scouting, and each time you scout you have to sacrifice an overlord. This is not cost effective until you have a strong economy up. Their unit composition complements each other so well that you can be right under the cosh from the time they build the first techlab. You cant put any early pressure on because the wall off prevents that and every time you tech up enough to break down the wall their tech is still higher, so you can only send your units in to die. Contains hardly work either I contained a guy last night so he never had more than 2 mining bases, I had mined out all of the other bases, and muta harassed him a few times killing off 2-3 expos (he rebuit 3 times) yet I couldn't get a solid unit composition to deal with his mech army.
I recognise I made a bunch of mistakes in the game (I won't go into them) but I had map control sent in a reasonably strong 200/200 army and it was obliterated by the mech fire, I couldn't rebuild fast enough, I literally had 18k in the bank by the end of the game I just could not produce larva fast enough (He took out only one of my expo's before his main assault which rolled over me)grrr

I think I'm going to start building additional hatches in my main, it seems Blizzard want us to do that like in SC1.

The only matchup I look forward to is ZvZ (and that used to be my least favorite by a long way)

grrr [/starcraft 2 zerg rant]
 
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I think I'm going to start building additional hatches in my main, it seems Blizzard want us to do that like in SC1.
grrr [/starcraft 2 zerg rant]

I have started doing this. Upgraded Zerglings use up extra minerals nicely. 2 or 3 hatcheries can spawn 42 zerglings at once at cost of ~1000 minerals. Do this at 3 bases and you can soon rip through land units. Just keep your overlords safe!
 
I have started doing this. Upgraded Zerglings use up extra minerals nicely. 2 or 3 hatcheries can spawn 42 zerglings at once at cost of ~1000 minerals. Do this at 3 bases and you can soon rip through land units. Just keep your overlords safe!

They do very little to a solid wall of siege tanks with hellions in front and thors dotted about :( Oh and they do bugger all against Colossus too.

But at that point it was all I could do to spend the money, (I was plenty good at spending the gas)
 
With regards to the hanging on exit issue - i believe i've seen it posted that if you Log Out before exiting the game it shouldn't hang on exit. I've tried it myself and it does seem to work.
 
I alway mine gas as soon a possible now. Walls of siege tanks are annoying and hard to get by, I find ultras are quite good at smashing them up. In one game I did manage to get some burrowed roaches past the siege defence. I then went to the back of their base and destroyed a load of supply depots and scvs
 
I alway mine gas as soon a possible now. Walls of siege tanks are annoying and hard to get by, I find ultras are quite good at smashing them up. In one game I did manage to get some burrowed roaches past the siege defence. I then went to the back of their base and destroyed a load of supply depots and scvs

Ultras did nothing, (I really should have gone Broodlords). I wasnt thinking properly, he had a slow non-mobile land army, with a few AA units (vikings mostly) and a **** tonne of turrets, If I had massed 10+ broodlords + 10+ corruptors I'd probably have been in a much better position. Ultras were not the way to go.

But that was just one game. I had plenty of other games against Terran and Toss last night where I just thought, well excluding me getting way better, there just simply isn't anything I can do. Either my Army is strong and my Economy is weak or my Economy is strong and my army is weak or both. It just comes down to the fact that if you fast expand and its spotted, you can not protect the fast expansion. I've been saying for a while that the Zerg race is broken, I think its getting worse not better, my hope is that whilst I am struggling with what I have at the moment, if they do make the improvements then I will hopefully gain from the experience of playing at what I see as a disadvantage, and be a better player for it.

Although ultimately this could be a case of bad workman and his tools.
 
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Infestor replays would be good. What is this new corruptor ability? I just get 3 or 4 to make short work of muta groups that people like to send around raping my expansions...not any more


Some nice infestor play from a recent match from the HDH, mainly fungal growth use.
 
Infestor replays would be good. What is this new corruptor ability? I just get 3 or 4 to make short work of muta groups that people like to send around raping my expansions...not any more

If you have got me added (Luxotica.pork) then i'll send them to you tonight, will be on at around 7:30ish..

Manlove.. im having the exact same issues, and i consider myself to be quite a competent player. (top 20 platinum) both toss and especially terran, have unit compositions that compliment each other so well that theres not much you can do. For Zerg to compete, they NEED the fast expansion, and a high yield of gas/minerals for the hydra/roach/ling combo with Infestor Support.

where as Terran just need the minerals for their marines and gas for their medivacs with the left overs going on Marauders. which they can mass an army off one base, which counters any standard zerg ground AND air.

Protoss have the same with Zea/Stalker/Sentry.

Its not even that zerg can out-macro (to the extent that they could) most races anymore with Warp-Gates and Reactors.

But all this has only started happening since patch 11, havnt had any problems untill recently... Like i said, could just be i've hit a hard learning curve.
 
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If you have got me added (Luxotica.pork) then i'll send them to you tonight, will be on at around 7:30ish..

Manlove.. im having the exact same issues, and i consider myself to be quite a competent player. (top 20 platinum) both toss and especially terran, have unit compositions that compliment each other so well that theres not much you can do. For Zerg to compete, they NEED the fast expansion, and a high yield of gas/minerals for the hydra/roach/ling combo with Infestor Support.

where as Terran just need the minerals for their marines and gas for their medivacs with the left overs going on Marauders. which they can mass an army off one base, which counters any standard zerg ground AND air.

Protoss have the same with Zea/Stalker/Sentry.

Its not even that zerg can out-macro (to the extent that they could) most races anymore with Warp-Gates and Reactors.

But all this has only started happening since patch 11, havnt had any problems untill recently... Like i said, could just be i've hit a hard learning curve.

The other disadvantage Zerg have is walling off. Both Toss and Terran can wall off with ease, and have one or 2 units to defend against any early zerg pressure. Zerg on the other hand have an almost completely open base, once Toss or Terran start applying pressure it becomes an uphill battle to retain control, as you have to keep spamming units with all of your larva, just to keep in the game, whilst your opponent is teching, macroing and expanding at the same time. If he gets your queen or a few drones it just gets worse and worse.
 
Being able to build spine crawlers with a certain radius of creep would sort this. Then you could block a choke with crawlers

or have overlords able to spawn creep without lair upgrade, could also bring in some nice rushing and micro options when attacking
 
The other disadvantage Zerg have is walling off. Both Toss and Terran can wall off with ease, and have one or 2 units to defend against any early zerg pressure. Zerg on the other hand have an almost completely open base, once Toss or Terran start applying pressure it becomes an uphill battle to retain control, as you have to keep spamming units with all of your larva, just to keep in the game, whilst your opponent is teching, macroing and expanding at the same time. If he gets your queen or a few drones it just gets worse and worse.

Sounds like you want all races to be identical.
 
How does the energy resource work? Like that allows you to chrono boost, spawn creep tumor and watever terran use it for?

Is there a way of collecting it or does it just build up as you get further into the game?

I'm gonna have a guess that it relates to how many nexus, hatchery or command centres you have. I say this because with protoss when you select one nexus and use the boost up, you select another and the chrono boost is available again. Thats why I map 5,6,7,8 to nexus/hatchery/command centre
 
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They have purposely changed the game mechanics to prevent any proxy crawler rush tactics (slowing the queen down off creep & slowing down the crawler burrow time.)

Yeah i was thinking more about early lings/roaches on creep rather than crawlers/queens.

Sounds like you want all races to be identical.

I dont think thats what he's getting at, i think its more the compramise of what Zerg can do to counter early pressure. As all races seem to be as mobile as each other, where as that should be Zerg's advantage.

What does help is spreading your creep more with tumors. just slack off on the puke, which can actually be better for you in some cases :)

Could it be used to control a protoss mothership?

Don't see why not, latest patch allows for the control of air units
 
Thats why I map 5,6,7,8 to nexus/hatchery/command centre

What a waste. With all the hand holding auto-casting in SCII you don't need to do that. Just like with units like the queen and templar, hotkey them all to one key and it then stacks up their spells "intelligently".
 
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