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| Members \ PsychoBaBas | ||||||||||||||||||
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Created 30th March 2011 14:24
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Created 3rd October 2010 01:13
(Updated: 3rd October 2010 01:14)
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Created 8th September 2010 14:03
(Updated: 8th September 2010 17:11)
Alright, I have meant to make this blog for a few weeks, especially after the hordes gathering around the Zerg-is-underpowered statement. I am a Diamond #16-rank player with 58% winrate on 755 points at the moment, so take my opinion as you will. I am a former Zerg player in Starcraft 1 around the C+ iccup rank. I changed race in SC2 because I did not like the Queen mechanics and because I wanted to give Terran a try. I did not play the beta at all, even though I had a key as I wanted to play the final product :P and I suppose, wait for the right moment Xd As a Terran player I find TvZ excruciatingly easy. There, I said it. I believe that Zerg has some serious problems in this match up. I can't comment on ZvP at all or ZvZ for that matter as I am 99% a Terran player at the moment. So, what is wrong with Zerg AND Zerg players in my opinion? Please note the "Zerg players" because I believe there are players who give the Zerg the bad name they have. (I am not suggesting that the Zerg dont have problems to start with.) Alright lets begin: 1. The Queen mechanics. The Queen on paper sounds really powerful. A relatively cheap defence unit, with good hp, anti air and decent damage, providing good antiharrass for the Zerg. And of course it has the "Inject larvae" ability. This is a blessing that has turned into a curse for the Zerg. In my opinion, this presents severe problems with macroing. The management of the Queens mana + hatchery + larvae has to be spot on, or the Zerg is essentially semi-crippled until the player fixes that. It requires too much messing about in the base rather than focus on battles, scouting etc. A Terran or Protoss player can simply battle around, have all buildings on 2-3 hotkeys and macro as he is battling. How is this possible with Zerg? Am I missing something? The Zerg player has to stop everything he is doing and get those 2-3-4 or more Queens to work, BEFORE he has even started making units. And of course wait for the 40seconds for the larvae to pop out. This isnt a luxury like the mule or crono boost, this is ESSENTIAL for Zerg macro. If you dont inject larve you are left with your 2 hatcheries and their 6 or less larvae, and.. good luck with that. 2. Speed (lack of). Lets suppose you master the Queen macro. You would think that Zerg are supposed to be agile, low hp monstrosities who simply devastate opponents with their great numbers and ability to run up and down the map. The Zerg units, have low hit points in general but they are in theory supposed to make up for that for greater speed. So how do they do that? Creep, zerglings, mutalisks. Anything else...? Hmmm. not really. Roaches and oh god Hydralisks are slow as hell. Broodlords take forever (hello Guardians). Banelings can get completely avoided with stim + mech to shield them. So you are left with mutalisks, zerglings and the creep mechanic which is supposed to boost speed. Seriously, did Blizzard actually think that creep tumours and the whole concept of creep = speed is a good idea? Not only is Zerg struggling with Queens but he has to also start spreading creep to a. Boost the pitiful speed of roaches and hydralisks and b. Have any chance of surrounding and/or retreating his army. So the Zerg, which is a race based on flanking, is far far more effective on creep, which means he has to bring the battle to his own terms. Extremely situational in my opinion. A Terran brings a Raven and gg creep tumours. The other 2 options of speedy units are mutalisks and zerglings. Sorry but I feel that zerglings become totally useless after the 5-7 minute mark, where Terran has cancelled any all-in opportunity from the zerg, and hellions and stim come into play. Sure, they are amazing for flanking but they bunch up way too much, getting completely decimated by splash damage (hellions, siege tanks). They only become playable again when they mass some much need upgrades and get the "crack" upgrade, in the late game (if the Zerg ever bothers with them again of course...). Mutalisks are the only in my opinion decent choice of mobility and counter attack that the Zerg have. I cant really faulter them. They are very powerful and do a great job with keeping the Terran in his base (nothing like Brood War but still "OK"). They get fucked by turrets though but a smart Zerg can overcome that. 3. Weak spells. At least, definately no Dark Swarm and Plague! XD But this isnt Brood War... BUT! The Zerg's overall ZvT principle is quite unchanged from Brood War: Expand, Contain Terran, Expand, overwhelm, win. Am I not right? The only exception would be a baneling bust. This is how Zerg works, but they do not have spells to support this. Fungal growth is very good and finally allows for a surround, neural parasite is in my opinion a bad substitute to fungal growth. But I dont see enough Zerg players using fungal growth, which is extremely effective against mass marines. Terran has the Raven and have you seen what 2 Point Defense Drones from a couple of ravens does to an army of hydralisks and/or roaches? It's basically a mini dark-swarm. 4. Zerg are sooooo prone to drops. It's like they are screaming in the game, please drop my expansion, please drop my main. A 2 medivac drop with bio will annihilate an expansion in less than 10 seconds or can kill half the Zerg's tech buildings. The options of preventing this are limited. He would have to commit units to expansions rather than having them join the main army, spreading around too thinly. I have found this incredibly effective as a Terran. The principle of dropping Zerg is the same as in Brood War: You drop your bio army, you kill as much as possible and you micro your little army to its maximum potential. But the Scourge units of SC1 shut that down completely or it made it very risky for the Terran. Sigh... 5. Reapers. We all know this. There is nothing here to say that hasnt been said a million times. 6. Broodlords and Ultralisks. Finally Zerg can own shit with 2 very powerful units. But the path to these very expensive units is not easy. Not only is the tech build so freaking slow, but he has to invest on loads of upgrades (especially for the ultralisk) or they will melt like butter. But dear god, must the Zerg wait for late game to have a chance? I really really hope the coming patches boost the Zerg somehow because I would hate to wait until an expansion to see much needed changes (not necessary unit boosts). | ||||||||||||||||||
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Created 28th August 2010 13:53
(Updated: 28th August 2010 14:14)
Finaaaaallyyyyy after a lot of blood, sweat and tears (and nerdrage) I finally got into mid diamond league. ![]() Here's my view on how people play the races throughout the leagues. Keep in mind that I started in bronze and slowly and painfully clawed myself up. Zerg:Bronze/Silver leagues: Mainly 1 base play into all-ins. A bit of defence in the beginning and they simply cant keep up in macro. Gold/Platinum: Zerg start to pick up very sharply. Finally see the use of banelings. Still, very easy to beat with MMM + eco drops. Diamond: Holy shit, Zerg are monsters. Overlords all over the place. Creep is literally everywhere. Baneling/Muta combo is devastating (with a bit of hydra support). Forced to change strategy from pure Marine, Marauder, Medivac to Mech or Bio/Mech combo. Thors are a must. Protoss:My bane. I hate these bastards. Bronze/Silver: I admit. I lost A SHITLOAD to Protoss even on Bronze and Silver, when I just couldnt figure out the counter to Void Ray rush or 4 gate all-ins with Sentries or Immortals. My first 10 games were something like 2 wins 8 losses. Gold/Platinum: Finally realised that TvP Brood War style doesnt work (at least not like before :D). Marine, Marauder, Medivac and Ghost is the way to go. See a pattern here? Diamond: Hmmmm. Why are they cheesing so much? A third of my games seem to be some kind of proxy rush, especially on 2 player maps. Finally have managed to raise my win ratio to the 50% mark. Terran:Now this the only MU where I can say: yes, this relates to brood war. Bio opening are only slightly effective in the beginning. The obvious deal is mech as in bw. This is the only mu where i am confident with fast expanding quite quickly actually. Bronze/Silver: really no contest. Bio just doesnt cut it. Gold/Platinum: I must admit, it really wasnt a contest again. All I did was fast exp and just keep taking the map, barely attacking. After a few struggles they would normally starve and gg. Sometimes I see 2 port Banshee but its so easy to scout it or "see it coming". I just go Tank/Viking with Raven support with upgrades from 2 or 3 armories and keep taking expansions non stop. Diamond: Essentially a Viking war. Quite fun actually. Extremely strategic. | ||||||||||||||||||
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Created 18th August 2010 00:04
(Updated: 18th August 2010 00:13)
OK, so I was beating this Terran bigtime. Was about to finish him off and as I was clicking all over the place... My face: replay: http://www.sc2replayed.com/replays/58549-1v1-terran-steppes-of-war I just... cant believe .... that.... | ||||||||||||||||||
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:3. man, crazy tht ur still here PsychoBabas :D. hope you remember me from .cF- :D.
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