High Gold Zerg Player facing a wall

Discussion in 'StarCraft 2 Strategy Discussion' started by psp219, Sep 26, 2010.

High Gold Zerg Player facing a wall

Discussion in 'StarCraft 2 Strategy Discussion' started by psp219, Sep 26, 2010.

  1. psp219

    psp219 New Member

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    Hey guys,
    Against Terran and Protoss I keep losing to early rushes like this even when I scout and I don't really see anything dangerous. Anything I can improve here?
     

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  2. lites

    lites New Member

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    Morning, before i give my views on the replay you've kindly posted, id just like to state that currently Zerg vs Terran/Protoss at the moment is favoured towards the opposing side, although winning isn't impossible.

    In that game, i don't really see any issues just leaping out, but as Day9 quotes in his current string of new guide videos; small issues, increasinly become the issues that are holding players back. For example, there was no reason to lose your orignal push with roachs; as there was no way you were getting through that wall and also killing those units, you left him with a +mineral advantage.
    As many Zerg's are currently doing, the quick Speedling upgrade was bought; this is a great move to make, but i find Gas on 15, pool on 14 makes it alot easier to get it out as soon as your pools up, Id also like to see you using that upgrade to its full potiental, when used properly, speedlings are basic moving force fields. The expand could of been better timed, as you had just lost to a growing force, you could simply not protect 2 hatcherys from.

    In conclusion;

    1. More active scouting with Overlords; get the upgrade!
    2. You had time for a quick tech-up to Hyrda's or Muta's; they would of greatly helped push him back.
    3. Map control; don't waste units like your orignal push
    4. You waited a while until you went heavy on the Drone macro; a steady drone build all game would avoid that and let you macro down on units much more efficently.


    I hope this helped, but do remember; zerg's have got a hard time at the moment.
     
  3. TastyTreat

    TastyTreat New Member

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    After watching the replay, my general thoughts on the match are as followed.

    1)gas steal, usually i send my 9th drone to scout vs terran, harrassing the building scv is great because he will either lose it or have to pull another scv off the line. However dont lose that drone. A little trick to get rid of agro is to do a gas steal, Workers will automatically ignore you once you cancel the building. This allows you to keep that drone alive longer and waste his scv's time. + more time alive in his base = more intel.

    2) roaches!? I hate roaches and find them useless vs terran most of the time. People like to think that roaches are a safe choice incase of a reaper push, but you know what your better off with speedlings and teching faster to lair then wasting **** on roaches. Yes its a pain to hold off reapers with speedlings but at gold+ the micro shouldnt be to hard.

    3) roaches vs wallin!? only way you taking down that wall is banelings. lots of terran players still fall for it, just do a 10 pool with gas then drop a 2nd hatch at your main when your queen is done. Important thing is your follow up after the bust.

    4) Spine crawlers. Vs terran if i choose to get crawlers ill always position them near the extrators and middle of the mineral line. Terrans love to do drops and they pretty much always drop in the back.

    5)Lings all around. Make a batch of 12 lings for the soul purpose of map control and vision. Put them at expansions at corners, take towers. Being able to see an attack coming at times will either detour them or give you just enough time to get into position.

    6)Speedlings to muta. I hate to admit it but yea thats pretty much the most common and effective build vs terran. Skip roaches skip early banes unless your going for bust. Grab your natural tech lair and stock gas. If done right by the time your spire finishes you should have stocked enough gas for 6-7 mutas. Which is enough to do some major harrassment. One thing i like to do since with 2 base you will be getting quite a bit of minerals is to keep your mineral and gas even. If you have 100 gas spend minerals untill you have 100 minerals. 600 gas have 600 minerals. That way when that spire finishes you can get those mutas out.




    Against protoss, you must keep your initial done scout alive long enough to see the 2nd gate or 1gate/1cyber.
    If i see 1 gate/1cyber ill do a standard speedlings to muta. A couple spines in a good position and 20+ speedlings should be fast and easy to get and keep you safe from a normal push from protoss. Beware of proxy pylons. If a probe is in your base kill it or chase it out. If you scout a 1gate/forge usually they will turtle and go for air.

    My post turned into a TLDR. Hope it helps and good luck.
     
  4. psp219

    psp219 New Member

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    Thanks to all those that replied but this roach thing I'm using is just something I learned from the teamliquid site and I didn't know it would be so ineffective against terran. Also, if the protoss goes 2 gate, wouldn't this fast roach work?
     
  5. TastyTreat

    TastyTreat New Member

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    roaches are okay vs zealots, but pretty much get owned by stalkers since they do extra dmg to armor i think 17 dmg to armored. In the long run like i said before i find it better to pump out more lings which cost no gas and tech fast to mutas/ hydras. Lings with speed and armor upgrade do just fine against zealots, and are a semi hard counter to stalkers long as they arent to many in the group. Spine crawlers +lings+ queens will take care of a hard 2 gate push.
     
  6. psp219

    psp219 New Member

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    Eh lets say if I don't open with 5RR then like what is a good build to open with if I don't see reapers or 2 gate?
    Would a 15 hatch 14 pool be good or a 14 pool 15 hatch