Quote (itam @ Nov 8 2013 08:57am)
liiike? macro, micro, and depriving your opponent of resources
????????????????? go on
zerg is more difficult to use for a beginner because of a few designs
the main issue is larva. this is different from the other 2 races and from RTS games in general because the thing that makes your economy units is also the thing that makes your army. It would be like your town centre making archers in age of empires or your construction yard making tanks in red alert.
this means that if you're not under threat, you can have a better economy than the other two races easily. But if you're under threat and you make economy, you won't have any larva to make army.
terran and protoss can always crank SCV/probe even when threatened -- their barracks and gateway can still make stuff as long as they have minerals/gas.
this mechanic makes zerg the most reactionary race, you have to react to what your opponent is doing. This is always easier for skilled players because experience is the most important factor for converting raw scouting into meaningful information.
a plat level player imo should have sufficient knowledge to exploit the larva mechanic at a basic level. being able to tell what the opponent is planning, and exploiting the opponent's passiveness by building up econ.
then there's also creep and injects, which are less user-friendly than chrono boost and MULE.
zerg army is also more complicated for beginners. They either trade extremely cost-inefficiently or they annihilate the opponent. Unlike terran or protoss armies, which will always deal a good amount of damage even if they lose and get killed. Take for example a ling/bane/muta army that just lost a battle, the terran army on the opponent's side is probably barely scratched. On the other hand, a terran bio army that died to a protoss deathball would still inflict a decent amount of damage before expiring.