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Nov 9 2012 01:23am
Quote (Death_killaxx @ Nov 9 2012 06:07pm)
Dgaf anymore. You guys' do not matter, you can bicker and rage all you want, but the decision is up to the blizzard reps.  If you really cared, go post on the battle.net forums.


they dont read bnet forums, only private forums.
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Nov 9 2012 01:36am
Quote (ZachFreeman @ Nov 9 2012 12:23am)
they dont read bnet forums, only private forums.


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Nov 9 2012 01:37am
Quote (Death_killaxx @ Nov 9 2012 03:36am)
http://i2.kym-cdn.com/entries/icons/original/000/007/666/_57c8a1a431a592af806925e57258202f.png


Again. we are being dicks and trolls right now?
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Nov 9 2012 01:41am
Quote (eXpLegend @ Nov 9 2012 12:37am)
Again. we are being dicks and trolls right now?


He was being sarcastic... herpderpison.
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Nov 9 2012 01:47am
Quote (820 @ Nov 8 2012 11:19pm)
Generally actions = advantage, it's much easier to press 4aaaaaaaaaaaa and queue up a ton of marines than having to look away from a battle to warp in, the advantage is I get units in a battle.

The problem is that Terran's units are way more cost effective, if I lose my HT's/Archons/Colossus , warping in Zealots at that point is kind of useless.


why do you have to look away to warp in? if you're engaging without a forward pylon, there's something wrong

also, it's not just marines, you need to rally marines/marauders, hellions/tanks/thors, vikings/medivacs, so terran has to rally/box units from 3 different production structures, with different move speeds, and different spawn rates

if anything, pressing 5rrrrrrrrrrrrrrrrrrrrrrrrr is the zerg macro style.

and BECAUSE all my units have two states (larva -> egg) it's much easier to preset control groups for my different units (5fff, ctrl+click eggs, keybind) and when engagements are active and i'm trying to macro, i can always fall back on my rallies and boxing to assist, terran doesn't have that luxury.

e: not only that, but zerg macro has access to sloppy macro mechanic luxuries (backspace injecting) that allow you to just cycle through and hit all your injects in half a second. granted, like i mentioned, it's sloppy, but it gets the job done.

This post was edited by nerobellum on Nov 9 2012 01:48am
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Nov 9 2012 01:50am
Quote (nerobellum @ Nov 9 2012 12:47am)
why do you have to look away to warp in? if you're engaging without a forward pylon, there's something wrong

also, it's not just marines, you need to rally marines/marauders, hellions/tanks/thors, vikings/medivacs, so terran has to rally/box units from 3 different production structures, with different move speeds, and different spawn rates

if anything, pressing 5rrrrrrrrrrrrrrrrrrrrrrrrr is the zerg macro style.

and BECAUSE all my units have two states (larva -> egg) it's much easier to preset control groups for my different units (5fff, ctrl+click eggs, keybind) and when engagements are active and i'm trying to macro, i can always fall back on my rallies and boxing to assist, terran doesn't have that luxury.


But also you have to designate and make sure you don't get supply blocked.... :/ Supply blocks blow for zerg...
That and injects, but also zerg has to decide what is units, scout a lot, creep spread. If other races scouted more, they wouldn't complain...
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Nov 9 2012 01:51am
Quote (Death_killaxx @ Nov 9 2012 03:50am)
But also you have to designate and make sure you don't get supply blocked.... :/ Supply blocks blow for zerg...
That and injects, but also zerg has to decide what is units, scout a lot, creep spread.  If other races scouted more, they wouldn't complain...


The hell? Supply block affects all races, what kind of statement is that.

Scouting? All races need to scout wtf.
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Nov 9 2012 01:54am
Quote (Death_killaxx @ Nov 8 2012 11:50pm)
But also you have to designate and make sure you don't get supply blocked.... :/ Supply blocks blow for zerg...
That and injects, but also zerg has to decide what is units, scout a lot, creep spread.  If other races scouted more, they wouldn't complain...


but they're all game assistance mechanics that apm can be allocated on in down time, which is the only learning curve zerg has beyond learning to drone cycle.

and getting supply blocked as terran as WAY worse than getting supply blocked as zerg, because we can just drop a hatchery and que up 6 overlords, and the supply block pays for itself once that hatchery is up and running.

furthermore, toss/terran are the aggressor in most standard zvx games, because zerg units just aren't good at up-front positive engagements until hive tech, because of that, scouting is much more important for zerg than it is for terran/toss. the worst zerg can do is blind counter a cheese, anything beyond that and you're just managing the correct unit composition to hold aggression until hive. there's no burden of game completion on zerg because as long as you maintain your macro and make smart defensive engagements, you can overwhelm with hive units which is when zerg is strongest -- the severe late game with 20+ infestors and enough gas to sustain.

e: when was the last time you saw a terran/toss get a build-order loss to a zerg? meanwhile, low level zergs get shit on by build orders all the time because they don't have the knowledge to scout/react correctly, and if they do react, they often overreact and overproduce units out of fear.

e2: a good example of overreaction is when a zerg scouts that toss has a stargate and makes 6 spore crawlers at each base, or scouting a toss 2-base allin and cutting drones in favor of early unit production. and my personal favorite, when zerg sees a 2 rax pressure opening and immediately drops 3 spines

This post was edited by nerobellum on Nov 9 2012 01:58am
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Nov 9 2012 02:02am
we've really gotten off-topic here, but the zerg learning curve is like this:

unit composition > injects > overlord cycling > drone cycling > expansion timings > scouting > transitioning into late game > creep spread > engagements

where zerg players typically understand unit composition first, and engagements last

and terran is something like:

openers > hellion control > marine control > understand macro > when to engage > splitting > scv/mule cycling > when to expand > late game zvt > GOOD macro

which ties into the idea that zerg is the hardest race to pick up, because terran/toss players can go on TL and look up some easy to execute cheese builds and get into diamond without having a real understanding of the game, and while zerg can steal games with aggressive roach openings and cheese pools, it's much easier to defend than a 2 base allin or a 1/1/1 or a toss-tech rush

This post was edited by nerobellum on Nov 9 2012 02:03am
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Nov 9 2012 02:04am
Quote (820 @ 9 Nov 2012 09:19)
Generally actions = advantage, it's much easier to press 4aaaaaaaaaaaa and queue up a ton of marines than having to look away from a battle to warp in, the advantage is I get units in a battle.

The problem is that Terran's units are way more cost effective, if I lose my HT's/Archons/Colossus , warping in Zealots at that point is kind of useless.


Protosss units are the way more cost effective. That is why their units are costy. Toss explained terran macro well once back then i have to QUE up the right compositipn of units and the ampunt of each unit type needed is alwaxs changing while protoss can just warp un the right unit composition and have it deployed to the battlefield instantly.
Again this is not a balance whine discussion i just want to get rid of that misbelief of micro being the n itself micro is easy. Every race has its difficulties hard part cuz i
ok the text kinda fucked up will write down the rest once i get home thos from pgone isnt too good lewl
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