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Feb 21 2014 04:44am
Quote (Tommyvv @ Feb 21 2014 10:23am)
its not fair, how collosie+tank shits on roach/roaches-hydra
its not fair how tier1 marine craps shits on muta that try to take out tanks
its not fair how muta gets taken out bye phoenix, and corruptor can not do shit against da void-rays, when support roache/hydra vs collosie


so to answer your question,
there is no urly game, or else there its a end-game-rouche push instead of mid-game-rouche-rush.
and in da endgame, tank+collosie are waiting for your hydra


get expansion, then you have swarmhosts, good for shitting on other units


Yeah I fucking hate collosi/tank compositions. So OP.
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Feb 21 2014 06:34am
Quote (brt2 @ Feb 21 2014 10:44am)
Yeah I fucking hate collosi/tank compositions. So OP.


you know what I mean, collosi or tank!

when enemy have 6-10 tank or collosie+good attack posiotion
200 food of roaches/hydra can be trade vs 2-4tanks/collosie

+/-800minirals of marines(16marines)=byebye 10 times as match minirals on muta

when void rays/phoenix/toss-air is there to protect collosie vs zerg-air
zerg can be happy to get 50%tradeoffs when build hydra/muta/corruptors vs a air-toss, whitout collosi
this 50%trade-off gets reduced to 10%, if a few simple zealots join da fight, and make hydra be killed ezz, makes you need rouches vs air-toss lol

so a toss counter a zerg, when build phoenix/voidrays/collosie
collosi> zerg ground units
phoenix>muta
void ray>corruptors

only shit toss needs to do is micro collosi range to zerg ground units a little, witch make hydra less cost effective, witch make toss-air>zerg-air

when a zeg chances to win have to come from:
split push/fast unit-rebuild
tech-rush-attack like muta's just before anti-air defend is up
economical advantage, extra hatchery's
economical advantage, forcing da enemy to defend vs shit like zergling rush.
chaos creation, forcing da enemie to make mistakes
map-control
cheese attacks

luckily da expension have swarmhosts, that balance da shit a little!

but that's just my point of view!
I am not a pro, just a low APM player who plays for fun.
when I see stream, mothership core attacking zerg army for longer then 4+min, and warpinship picking up immortal again and again and again
and zerg using rouches only, and economical advantage to undo this toss-air-effect,
I realise I not wana play zerg like that, even is da steamer is winning at the end.

I play zerg like that toss is playing his immortal pick ups
release da locusts
protect da urly swarmhosts
counter da swarmhost counters

a standard zerg fighting vs standard immortals/stalker/sentry/zealots, having a hard time to kill a immortal, and mostly cleans up 10-20warpin units for every immortal cleaned
now da swarmhost makes hydra be like that immortal,
hydra standing near its spore/spine/swarmhost , saying goodbye to all da locusts that start attacks
seeing enemies coming from 1screan away, kiting a little when locust attack
coming in for da void-ray-kill whenever da void ray gets isolated from collosi
meanwhile you have another group of corruptors that snipes collosi
only shit toss can do is kill a few spores/spines when trading his own units for them,
toss can attack whit all units a-click, and trade collosi+void rays vs corputors/spines/spores/locusts/hydra, whitout benefitting from shit like zealots undoing da hydra effect
witch makes zerg win trades in chaotic a-click fights
in order to make a a-click fight be benefitial for toss, they need to focus more on warpin units instead of special counter units like collosi/void rays
this opens up benefits for da swarmhost-zerg, since as long as da a-click battles stays delayed, da toss is loosing game, when build warpin-units vs swarmhosts
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Feb 21 2014 06:48am
Quote (Tommyvv @ Feb 21 2014 01:34pm)
you know what I mean, collosi or tank!

when enemy have 6-10 tank or collosie+good attack posiotion
200 food of roaches/hydra can be trade vs 2-4tanks/collosie

+/-800minirals of marines(16marines)=byebye 10 times as match minirals on muta

when void rays/phoenix/toss-air is there to protect collosie vs zerg-air
zerg can be happy to get 50%tradeoffs when build hydra/muta/corruptors vs a air-toss, whitout collosi
this 50%trade-off gets reduced to 10%, if a few simple zealots join da fight, and make hydra be killed ezz, makes you need rouches vs air-toss lol

so a toss counter a zerg, when build phoenix/voidrays/collosie
collosi> zerg ground units
phoenix>muta
void ray>corruptors

only shit toss needs to do is micro collosi range to zerg ground units a little, witch make hydra less cost effective, witch make toss-air>zerg-air

when a zeg chances to win have to come from:
split push/fast unit-rebuild
tech-rush-attack like muta's just before anti-air defend is up
economical advantage, extra hatchery's
economical advantage, forcing da enemy to defend vs shit like zergling rush.
chaos creation, forcing da enemie to make mistakes
map-control
cheese attacks

luckily da expension have swarmhosts, that balance da shit a little!

but that's just my point of view!
I am not a pro, just a low APM player who plays for fun.
when I see stream, mothership core attacking zerg army for longer then 4+min, and warpinship picking up immortal again and again and again
and zerg using rouches only, and economical advantage to undo this toss-air-effect,
I realise I not wana play zerg like that, even is da steamer is winning at the end.

I play zerg like that toss is playing his immortal pick ups
release da locusts
protect da urly swarmhosts
counter da swarmhost counters

a standard zerg fighting vs standard immortals/stalker/sentry/zealots, having a hard time to kill a immortal, and mostly cleans up 10-20warpin units for every immortal cleaned
now da swarmhost makes hydra be like that immortal,
hydra standing near its spore/spine/swarmhost , saying goodbye to all da locusts that start attacks
seeing enemies coming from 1screan away, kiting a little when locust attack
coming in for da void-ray-kill whenever da void ray gets isolated from collosi
meanwhile you have another group of corruptors that snipes collosi
only shit toss can do is kill a few spores/spines when trading his own units for them,
toss can attack whit all units a-click, and trade collosi+void rays vs corputors/spines/spores/locusts/hydra, whitout benefitting from shit like zealots undoing da hydra effect
witch makes zerg win trades in chaotic a-click fights
in order to make a a-click fight be benefitial for toss, they need to focus more on warpin units instead of special counter units like collosi/void rays
this opens up benefits for da swarmhost-zerg, since as long as da a-click battles stays delayed, da toss is loosing game, when build warpin-units vs swarmhosts


jesus christ
Member
Posts: 3,271
Joined: Oct 31 2008
Gold: 4,313.00
Feb 21 2014 06:56am
I'm sorry guys
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