Help ZvT ..
Posted 19 September 2012 - 01:03 PM
Posted 29 September 2012 - 03:51 PM
So I have seven key points, most are "little" things that added up to hurt you.
1, Do not lose your first overlord. This screws up your timing. This is obvious.
2, Need 1 spine crawler at your natural sooner.
3, Top zergs are doing a "Terran Broodward" style block as zerg, using evolution chambers. Sometimes they do this even at extra bases, depends on where you need it.
4, You were too hyper aggressive at the 9,00 mark. When you have an army advantage like that, but the defender has a position advantage, you should hold off on the main. Cancel expands and track them with a ling or two if he moves them, while you buld up a bigger army and economy. This mistake was huge and probably the number 1 reason you lost, even though the game went much longer after this.
5, Fungal Growth. You simply were not using your infestors most of the time. YOu need to be able to spam this just like Psionic Storm. Select your Infestors, click on fungal growth or use hotkey, then hold down shift and spam the hell out of it. You need a lot of "Spiking" or "Burst" damage to take down MM, and the way to do that is spam fungal growth. Not just on small groups either, but unload 5 to 10 casts on his entire army simultaneously. I'm not picking on you, but at times you weren't even using the infestors, and some of them had 200 energy the entire time.
If I can spam storm and fungal growth with my pathetic low APM, you should be able too as well. Yes, it's easier said than done, but your peak APM is FAR more than enough that you should be able to work in those actions.
6, Overbanking for your finishers, which was supposed to be the Broodlords. YOu can't finish if you don't have enough midgame units. YOu need to be making somethng to counter his vikings ahead of time, because you know he's going to mass vikings anyway.
7, Banking way, way, way too much from the 17 minute mark all the way to 20 minutes. Suggest double hatchery at your main or natural somewhere betwenn the 12 and 15 minute mark.
Some of this may be nit-pickng, but in Starcraft 2 it's very often that a single unit or single action determines the entire game.
Posted 29 September 2012 - 04:10 PM
Scout more. For a Zerg, I noticed you didn't scout his fourth in middle game till it was too late. YOu should pretty much keep 1 zergling at each possible base, or patroling 2 at a time anyway.
Mutalisks would have been a lot better throughout the middle game rather than banking for Broodlords, because they can flank much faster and stuff, and they can finish off lifted command centers, which your other units weren't able to do..
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