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Zerg is the hardest race. Goto Page: [] [<] 1 2 3 [>] [»|]

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Gharbad

PostPosted: Mon Mar 26, 2007 8:46 pm


Did you know that Arbiters cost 25 / 500 in 1.0?
That was funny...
PostPosted: Wed Mar 28, 2007 5:10 pm


I think zerg are a lot different than the other two races, which is why it might be difficult to use them for some people. I think if any race is the hardest it would be terran. They generally need more micro than zerg and toss, don't they?

Synonymous


EfHiro

PostPosted: Sat Apr 07, 2007 4:30 pm


I disagree that any race is harder to use than another race. If it were then the whole game would not be balanced as it is. The reason that some people think that some races are harder than other races is that in my opinion, people have different skills and abilitys than other people.
PostPosted: Sun Apr 08, 2007 9:45 am


It's just harder to get into the Zerg mindset after using the other races first.

Corsair17


ninjaf00d

PostPosted: Mon Apr 09, 2007 7:14 am


zerg are definitely different but not hard to use. to start off and protect against those rushes all you need are some sunkens. They also get the fairly versatile hydralisk really quickly. When you get a swarm of guardians, devourers, and scourges up it's almost unbeatable. Of course a lot of skill was taken out of the game when people started making fastest maps... So it's basically just turtle and mass now.
PostPosted: Mon Apr 09, 2007 5:49 pm


~ninjafood~
zerg are definitely different but not hard to use. to start off and protect against those rushes all you need are some sunkens. They also get the fairly versatile hydralisk really quickly. When you get a swarm of guardians, devourers, and scourges up it's almost unbeatable. Of course a lot of skill was taken out of the game when people started making fastest maps... So it's basically just turtle and mass now.


Too bad sunkens are destroyed fast by zealots. Also, swarm of guardians, devourers, and scourges ARE beatable with combination of cloaked wraiths and valks or scouts and corsairs. And yeah, a lot of the players kinda dumbed down after money maps like Fastest Possible Map and 3v3 Zero Clutters...

Penguinone


Gharbad

PostPosted: Mon Apr 09, 2007 8:43 pm


I guess my key point here is that I feel Zerg is the hardest to manage while in a huge battle, simply because you have more units and they're weaker. Lurkers also add the whole burrowing issue.

Yeah, there's situations when it's not that bad, but somehow on average it just feels that way.
PostPosted: Wed Jun 20, 2007 5:32 pm


r the zergs gona loss??!!!!!!!!!!!

james113355


EfHiro

PostPosted: Thu Jun 21, 2007 8:56 am


That's why I think in Starcraft, you try not to get into the big battles. if they're massing your base then you probably have an expo somewhere else so instead of trying to defend your base, attack your opponent's if they come with all their units you can leave and attack another expo. If they don't then cripple their tech tree. Zerg are very good for this. If they mass lots of units to defend their base then you can use the resources to make lots of expos to eventually mass and destroy their one and only well defended base. Which though well defended, won't stand against a huge army of 100 supply. BTW although I think that I'm a good strategist, I suck at actually playing Starcraft. Please don't stone me.
PostPosted: Sun Jun 24, 2007 12:03 am


Er...if they mass you like that and you can't destroy their mass, you're probably screwed anyways. Unless their macro sucks really horribly. On the other hand, if their macro was that bad, they wouldn't have a mass in the first place, so yea. That's what I call new school SC.

DoomGaze


EfHiro

PostPosted: Tue Jun 26, 2007 12:26 pm


Annoy like crazy like making cheap buildings everywhere and hide your own army for hit and run attacks.
PostPosted: Tue Jun 26, 2007 7:58 pm


I don't play zerg much. Maybe because I don't like how SC ended.

Then again, I play Protoss with a Zerg attitude xd

Sunkens are only good until the Terrans pull Siege Tanks. Then you need Lurkers.

Lurkers are only good when you have backup units, because one ComSat, and the tanks pop your lurkers too.

The Zerg seem like they need more balance than anything. I mean, 12 Carriers/BCs can romp arpund the map killing all save that army of scourge you'll never get to use, but you'd need A LOT more Mutas, Devourers, and Guardians to wreck just as much damage.

Plus, Zerg defenses suck. Sunkens and Spore each cost, what 125 a piece, plus they need creep? AND they only attack either ground or air. Photons have much longer range, attack both, and have better defenses, and they stack better.

And a fully teched Ultralisk IS powerful. +5 Def and +3 attack makes it stronger even than an Archon, although the latter attacks just a tiny bit faster. Plus, the Ultralisk is a straight gain, while the Archon costs the investment of two Templars.

And I almost always reach my limit in games. I never really attack until I have 3 or 4 bases and 150 in my army, then I just mow down.

ElladanKenet


Evil Tuxedo

PostPosted: Sun Jul 01, 2007 6:17 pm


Gharbad
I guess my key point here is that I feel Zerg is the hardest to manage while in a huge battle, simply because you have more units and they're weaker. Lurkers also add the whole burrowing issue.

Yeah, there's situations when it's not that bad, but somehow on average it just feels that way.


Actually a good Zerg player should have at least 5-10 hatcheries about mid game. Early game just keep sending out zerglings. If the enemy is smart enough to get firebats get hydras/lurkers.

In a big battle, the zerg usually lose if you get no casters.

All you have an army that can stall/damage the other army enough for you to rebuild a new one.

Then throw that army at them.

To defeat a terran defense. If they have tanks, send in big units, Ultralisks, Unborrowed lurkers to draw away the fire, then send in zerglings. Or just drop zerglings upon the tanks.

If they have air, take a balanced force of Devourers/mutas to take out the air. If they have Goliaths, take guardians. The airforce should be about 1/8 Devs 1/4 Guards 5/8 Mutas.

If they take a group of Carriers on you, your screwed unless you were smart enough to get spore colonies/defilers.

Ultralisks are tanks, and thats what you should use them as. or use them to stop your friend whose decided to mass marines late game.

Zerg ground defenses are only meant to stall ground units while you go on an all out strike.

If you want to tech early game, make a group of zerglings and scatter them burrowed around your base. Make a small group of hydras, and use guerrilla tactics. Ambush and flank your foes.

Lurkers should be used as a distraction, to mow down infantry, or to take down buildings. always use them with hydras/zerglings. They provide easy support, and mid game use mutas with them. Have offensive units soak the damage while your lurkers get into position. or let them attack the lurkers while your other units get into position.

Zerg is all about mobility and massing. Each hatchery can spawn three or units simultaneously.
PostPosted: Mon Jul 02, 2007 11:10 am


what useful info.

EfHiro


Doomsspawn

PostPosted: Sat Jul 14, 2007 9:18 am


no thats not true tarren is the hardest race to manage online because the zerg can rush with zerglings.
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The United Earth Directorate: A StarCraft Guild

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