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Posted: Sat Feb 12, 2011 1:28 am

1v1 Gold Biohazard vs Silver shinji
I scout much earlier than I normally would because my opponent chose Random so I needed to know his placement and race to choose my build. In the meantime I used my Roach build which turned out to be a good decision because he rolled Protoss. I lose all my Roaches in the rush but not before taking out a good amount of spent resources. From there I switch to macro mode and begin picking at him with Mutalisks and build a Roach/Hydra army. After a small skirmish in the center I move in with Mutalisks flanking behind his main and my ground army knocking on the front door.
Personal note: No idea why it paired me with a Plat one game and then a Silver the next.
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Posted: Tue Feb 15, 2011 7:35 pm
gonna be blunt with the compliments/criticism, so bear with me for a bit.
1. not sure if you knew, but on Shakuras Plateau, the positions are always far. they'll never be above/below you, only next to or across from. 2. busting walls with Roach rushes is only necessary if you have Zergling backup/reinforcements. the time spent killing the first pylon could've been otherwise spent killing units. walls are a problem for Zerglings because they're melee range and are more affected by simcity. Roaches bypass the majority of this problem since they are ranged. 3. good harass, but don't overcommit with Mutalisks. they're extremely heavy on econ so you can't afford to lose any in needless confrontations. the Forge in particular was not a high priority target worth overcomitting to. 4. decent creep spread for only having one Queen/tumor. if you think this is a problem for you, get an earlier 3rd Queen. 5. macro (3rd) Hatch was late. 6. Evo.Chambers were late. if you're doing Roach/Hydra try and build them at the same time your Hydraden goes up. the upgrades themselves don't cost much economy, but they do cost quite a bit of time. 7. get in the habit of taking a 3rd base any time you know you're at a clear advantage. it's particularly easy on this map, also. "when you're ahead, get more ahead."
gonna watch a few other replays here since I have time/I am bored. one moment.
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Primity Aurora Vice Captain
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Primity Aurora Vice Captain
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Posted: Tue Feb 15, 2011 8:17 pm
1. a good timed Roach rush. the impact of this event on the game is a lot larger than what's on the surface. 2. the fact that his expansion finished before yours did is a very bad thing as a Zerg player. economy is what defines and drives Zerg, so being behind on econ to a different race is like a kickboxer losing at kickboxing to a musician. the primary reason why it remained in your favor was because of the previous Roach rush: a lot of mineral and worker damage was inflicted, so his earlier expansion was not nearly as efficient. 3. much better creep spread this time around. 4. good Mutalisk harass, again. another primary reason why you were ahead the whole game on econ despite having a late natural: the worker count was mostly in your favor. also, emphasize on losing less Mutalisks, again. they're a tool of game-wide longetivity, so keeping as many of them alive as you can will help you more as you continue to use them. if you continue to use them, that is. 5. work on Maynarding (transferring) workers from your main mineral patches to your natural. your main base was oversaturated and you could harly fill your natural with new Drones because you had to work on droning geysers. when the natural finishes, take maybe 7 or 8 of your Drones from your existing mineral patch and transfer them. as another example, you did this en masse from your main to your 3rd, but only because your main ran out (ironically, because you oversaturated). 6. 3 Evo.Chamber is a luxury but I don't think you really need 3. in a situation like yours where you just mix and match all sorts of units, only one Evo.Chamber for armor honestly would've sufficed. double Evo.Chambers should be done with type-heavy unit compositions such as Ling/Ultra or Roach/Hydra. but I'll leave this to your preference, as my inputs are only suggestions. if you want to do 3 Evo.Chamber, that's fine and I'll let you. 7. try not to isolate your Broodlords. think of them like Siege Tanks, they need to be in the back of your army where they'll be able to effectively do the most damage. amidst the confusion of your backstab, your Broodlords died relatively quick, whereas keeping them behind your main army would've resulted in 0 losses at all.
i'll do one more.
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Posted: Tue Feb 15, 2011 8:53 pm
a very weird game. i was too baffled at this guy's strat that I forgot that I was supposed to be looking for things to help you improve.
1. macro Hatch was late again. by the time you actually got it up, you needed another one to help you spend resource. the amount of resource you had at certain points of the game was way too high. 2. with such an initiative-based playstyle you have (that is, Roach rush) I'm surprised you didn't start the engagement yourself and end this any sooner. with the amount of Overseers you made as a result of countering Ghosts, you should've at least used one to scout the opponent and properly gauge his fighting capability. remember that talk we had on scouting? 3. didn't bring this up before because I'm not totally sure of specific earlygame economy for Zerg, but I think that double Extractor 12OL 12pool build you do can be substituted with a 9OL 12pool instead. but as stated previously, I don't know specific revenue/deficits on any one build. completely off topic, but I do 10OL Extractor trick every game, hence my lack of specific knowledge. 4. Larva injection could've been better this game. i understand it's hard to manage everything as a Zerg player, but above everything that you need to be consistent in, Larva injection sits at the top. Larva is the 3rd Zerg resource, so try not to miss too many injections.
that's pretty much it, I think. you generally played better this game with expansions, Maynarding, and creep spreading, but just remember that you're going to need more than two Hatcheries to support two bases.
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Primity Aurora Vice Captain
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Posted: Tue Feb 15, 2011 9:13 pm
 Bi Dent(1): I did not know that. Now I don't need to waste time scouting that way. o.o The Forge was a priority target for me cuz I wanted to impact his ability to warp in Cannons so that I could come in behind his mineral line again with less resistance. I usually get my "third" Queen right after my first. This game was a few days ago so I don't remember why it was late. Third Hatch was late. I wasn't sure if he was about to push out so I didn't want to commit resources where they coulda been spent better elsewhere. Evo Chambers were late, yes. Again, wasn't sure if he was gonna push soon. My scouting sucks. >.<
Bi Dent(2): I knew I'd caused a lot of worker damage so I felt comfortable taking a later expo in favor of getting my main economy set up and securing the front. :3 Why is it called Maynarding? I usually go 3 Evo when I'm focusing on a mixed army of ranged and melee. I mostly use Zerglings as cannon fodder but I like them to be able to cause a good amount of damage before they're fried. When I focus on Roach/Hydra I only get 2. I shouldn't have gotten Brood Lords at all. They're more effective against Terran and I forgot to factor in Blink Stalkers. Ultras woulda been a better investment, I know.
Bi Dent(3): I know. emo I suck at scouting, I know! emo I might be able to change that, I just followed what the liquipedia strat said. I'm thinking I should change it cuz more often than not I find I'm slightly short for those last 1 or 2 Roaches. Yeah, I was way off on the injections, I know.
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Posted: Tue Feb 15, 2011 11:05 pm
 So apparently I'm the "******** scrub" because my opponent lost because he was tabbed out for the first five minutes of the game.
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Posted: Wed Feb 16, 2011 1:02 am
Immortal Nobody  So apparently I'm the "******** scrub" because my opponent lost because he was tabbed out for the first five minutes of the game.I hate sore losers.
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Posted: Wed Feb 16, 2011 6:36 pm
while it's true that Zerg are reactionary, it's only up to some point. anything macro-related, though, they need to have the initiative. that means expanding, hard droning, Larva injection and macro Hatches. the timing is meant so that by the time something is established, you will need it then. it's a matter of efficiency.
making an extra Hatchery because you have too much resource is an example of a bad macro reaction. if the macro Hatchery was built beforehand, then high resource shouldn't be a problem since the 3rd Hatch will be finished. therefore, it needs to be built in advance. to take a micro perspective in another example, if a Terran makes Vikings in reaction to Colossi, instead of in advance, then the Terran is already behind.
(1): in a long rush distance map like Shakuras Plateau you should just lay down the Hatch. with your superior map knowledge, by the time he moved out you would've had enough time to react to it by making units with your larva. if the situation looks really bad you can just cancel the Hatchery. your argument is more justified for short rush distance maps like Steppes of War, where it's more risky to do stuff like that in case you need resource on hand.
(2): Brood Lords are actually very effective vs Protoss because they lack a reliable anti-air. i think I told you before that the same reason is why Muta/Ling works so well vs Protoss. they even out range Colossi by 0.5. they're a less (although still) viable option vs Terran because Vikings can snipe Brood Lords out relatively quick. just keep them in your army the next time you decide to do it, because losing them is really costly. fun fact: Maynard was the ID of the player who originally invented the important technique of transferring workers from an existing base to another.
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Primity Aurora Vice Captain
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Posted: Wed Feb 16, 2011 11:28 pm
Bi Dent while it's true that Zerg are reactionary, it's only up to some point. anything macro-related, though, they need to have the initiative. that means expanding, hard droning, Larva injection and macro Hatches. the timing is meant so that by the time something is established, you will need it then. it's a matter of efficiency.
making an extra Hatchery because you have too much resource is an example of a bad macro reaction. if the macro Hatchery was built beforehand, then high resource shouldn't be a problem since the 3rd Hatch will be finished. therefore, it needs to be built in advance. to take a micro perspective in another example, if a Terran makes Vikings in reaction to Colossi, instead of in advance, then the Terran is already behind.
(1): in a long rush distance map like Shakuras Plateau you should just lay down the Hatch. with your superior map knowledge, by the time he moved out you would've had enough time to react to it by making units with your larva. if the situation looks really bad you can just cancel the Hatchery. your argument is more justified for short rush distance maps like Steppes of War, where it's more risky to do stuff like that in case you need resource on hand.
(2): Brood Lords are actually very effective vs Protoss because they lack a reliable anti-air. i think I told you before that the same reason is why Muta/Ling works so well vs Protoss. they even out range Colossi by 0.5. they're a less (although still) viable option vs Terran because Vikings can snipe Brood Lords out relatively quick. just keep them in your army the next time you decide to do it, because losing them is really costly. fun fact: Maynard was the ID of the player who originally invented the important technique of transferring workers from an existing base to another. Brood Lords vs protoss... you really have to have an army advantage to go them, or tech switch to them surprisingly fast because blink stalkers can do extremely well vs them.
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Posted: Thu Feb 17, 2011 6:39 am
 Sausage: I messed with it a bit and found I can't really do 7RR without going double Extractor trick. Either 9OL only messes with my timing or it really does do something to my income because it doesn't work out the same.
Sorry if that doesn't make sense. Can't think, just got up.
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Posted: Thu Feb 17, 2011 5:26 pm
amphetamine x love Bi Dent while it's true that Zerg are reactionary, it's only up to some point. anything macro-related, though, they need to have the initiative. that means expanding, hard droning, Larva injection and macro Hatches. the timing is meant so that by the time something is established, you will need it then. it's a matter of efficiency.
making an extra Hatchery because you have too much resource is an example of a bad macro reaction. if the macro Hatchery was built beforehand, then high resource shouldn't be a problem since the 3rd Hatch will be finished. therefore, it needs to be built in advance. to take a micro perspective in another example, if a Terran makes Vikings in reaction to Colossi, instead of in advance, then the Terran is already behind.
(1): in a long rush distance map like Shakuras Plateau you should just lay down the Hatch. with your superior map knowledge, by the time he moved out you would've had enough time to react to it by making units with your larva. if the situation looks really bad you can just cancel the Hatchery. your argument is more justified for short rush distance maps like Steppes of War, where it's more risky to do stuff like that in case you need resource on hand.
(2): Brood Lords are actually very effective vs Protoss because they lack a reliable anti-air. i think I told you before that the same reason is why Muta/Ling works so well vs Protoss. they even out range Colossi by 0.5. they're a less (although still) viable option vs Terran because Vikings can snipe Brood Lords out relatively quick. just keep them in your army the next time you decide to do it, because losing them is really costly. fun fact: Maynard was the ID of the player who originally invented the important technique of transferring workers from an existing base to another. Brood Lords vs protoss... you really have to have an army advantage to go them, or tech switch to them surprisingly fast because blink stalkers can do extremely well vs them.I actually think Broodlords are a MORE viable option against protoss than terrain, for the simple fact that you often get the corruptors anyways to deal with collosus. So you might as ell make use of your extra corruptors by turning them into broodlords.
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Posted: Thu Feb 17, 2011 10:46 pm
C4D amphetamine x love Bi Dent while it's true that Zerg are reactionary, it's only up to some point. anything macro-related, though, they need to have the initiative. that means expanding, hard droning, Larva injection and macro Hatches. the timing is meant so that by the time something is established, you will need it then. it's a matter of efficiency.
making an extra Hatchery because you have too much resource is an example of a bad macro reaction. if the macro Hatchery was built beforehand, then high resource shouldn't be a problem since the 3rd Hatch will be finished. therefore, it needs to be built in advance. to take a micro perspective in another example, if a Terran makes Vikings in reaction to Colossi, instead of in advance, then the Terran is already behind.
(1): in a long rush distance map like Shakuras Plateau you should just lay down the Hatch. with your superior map knowledge, by the time he moved out you would've had enough time to react to it by making units with your larva. if the situation looks really bad you can just cancel the Hatchery. your argument is more justified for short rush distance maps like Steppes of War, where it's more risky to do stuff like that in case you need resource on hand.
(2): Brood Lords are actually very effective vs Protoss because they lack a reliable anti-air. i think I told you before that the same reason is why Muta/Ling works so well vs Protoss. they even out range Colossi by 0.5. they're a less (although still) viable option vs Terran because Vikings can snipe Brood Lords out relatively quick. just keep them in your army the next time you decide to do it, because losing them is really costly. fun fact: Maynard was the ID of the player who originally invented the important technique of transferring workers from an existing base to another. Brood Lords vs protoss... you really have to have an army advantage to go them, or tech switch to them surprisingly fast because blink stalkers can do extremely well vs them.I actually think Broodlords are a MORE viable option against protoss than terrain, for the simple fact that you often get the corruptors anyways to deal with collosus. So you might as ell make use of your extra corruptors by turning them into broodlords. That and vikings are good counters to them with their long range and extra damage =/.
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Posted: Fri Feb 18, 2011 12:35 am
C4D amphetamine x love Bi Dent while it's true that Zerg are reactionary, it's only up to some point. anything macro-related, though, they need to have the initiative. that means expanding, hard droning, Larva injection and macro Hatches. the timing is meant so that by the time something is established, you will need it then. it's a matter of efficiency.
making an extra Hatchery because you have too much resource is an example of a bad macro reaction. if the macro Hatchery was built beforehand, then high resource shouldn't be a problem since the 3rd Hatch will be finished. therefore, it needs to be built in advance. to take a micro perspective in another example, if a Terran makes Vikings in reaction to Colossi, instead of in advance, then the Terran is already behind.
(1): in a long rush distance map like Shakuras Plateau you should just lay down the Hatch. with your superior map knowledge, by the time he moved out you would've had enough time to react to it by making units with your larva. if the situation looks really bad you can just cancel the Hatchery. your argument is more justified for short rush distance maps like Steppes of War, where it's more risky to do stuff like that in case you need resource on hand.
(2): Brood Lords are actually very effective vs Protoss because they lack a reliable anti-air. i think I told you before that the same reason is why Muta/Ling works so well vs Protoss. they even out range Colossi by 0.5. they're a less (although still) viable option vs Terran because Vikings can snipe Brood Lords out relatively quick. just keep them in your army the next time you decide to do it, because losing them is really costly. fun fact: Maynard was the ID of the player who originally invented the important technique of transferring workers from an existing base to another. Brood Lords vs protoss... you really have to have an army advantage to go them, or tech switch to them surprisingly fast because blink stalkers can do extremely well vs them.I actually think Broodlords are a MORE viable option against protoss than terrain, for the simple fact that you often get the corruptors anyways to deal with collosus. So you might as ell make use of your extra corruptors by turning them into broodlords. it's a good transition and i've definitely won games when i got them in a timely manner... but people are catching on the power of blink stalkers. there's a small window where you can make them effective if that's not their army comp tho.Onos That and vikings are good counters to them with their long range and extra damage =/. vikings are SO LAME =[ but with superior fungal micro you can counter them.
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Posted: Fri Feb 18, 2011 2:42 pm

1v1 Gold Biohazard vs Silver Flak
My opponent started as Random. I attempted to break down his wall early and expand and I just barely missed his Reaper as it glided past them. Luckily I had two Queens at my main to thwart the Reaper because my Roaches were held back at the front. Made some Zerglings and sent everything to knock on the back rocks while I Droned and teched up. Got Mutalisks out and applied constant pressure to take the gg.
Woot, took first place in my division. whee
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Posted: Fri Feb 18, 2011 2:47 pm

1v1 Gold Biohazard vs Gold Ryll
Another Random but this time he rolled Protoss. Went straight for the back door this time but he had placed a Pylon up to watch for that and was able to intercept my Roaches. I tried teching and expanding but he kept coming and I kept overspending on Zerglings until I had only one Drone and no money to spawn more.
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