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US

#1 добавлено: 03 Jul 2009 @ 13:10 local
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  • видели: 22 Feb @ 20:21 local

Hello!

I was wondering if you guys could give me some advice on how to counter a turtling zerg. This match was played on Destination. This is my second 1v1 match in iccup :)

Initially, I thought that his spire going down was going to be a huge disadvantage for him. However, he proceeded by building up spores all around his main. Thus, I hovered around the main looking for ways to attack. I believe one of my mistakes was to over-extend myself and got too much mutas killed trying to get rid of his extractor. Also, his scourges proved to be a problem as well.

Any advice? Thanks!

Replay:

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US

#2 добавлено: 03 Jul 2009 @ 13:33 local
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  • видели: 30 Dec 2009 @ 06:59 local

get 2nd gas at natural

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DE

#3 добавлено: 03 Jul 2009 @ 13:56 local
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  • видели: 21 Dec 2009 @ 04:15 local

havent watched replay but yeah expand get 2nd gas, get armor upgrade 4 mutas, and learn how to micro against scourge (patrol !)
If you go in there despite the danger of losing mutas to spore colonies: attack drones, not the buildings

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US

#4 добавлено: 03 Jul 2009 @ 16:00 local
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  • видели: 15 Mar @ 08:12 local

Before I go into anything too critical, let me just say that your early game performance was awesome! Taking out the spire really put your opponent behind. Your muta micro wasn't bad either! Here are some of the advantages to think about:

*Static defense, especially in the early game, is an economic loss. The trade-off is powering drones safer to gain an economic edge. This is what your opponent did.

*Once you have an economic advantage you should make it even greater. Once the spire went down your opponent was out both the gas and mineral cost. To exploit this advantage you should have made 3-6 drones and better defended the expansion. At the end of the game the battle report showed your mining count at 7000 while your opponent was at 11000. This is part due to the expansion, and part due to having 10-12 mining drones while you only have 6-7. Creating the army is important, but the stable work force should be considered. In response to the spire's death a new spire was built and almost all your overlords were scourged. This delay tactic brought your opponent back on level ground and nullified your advantage.

*Ling/Muta is a great combination for a bunch of spore colonies. 12 lings and 6 mutas could have run to the back of the base and attacked the spores and drones simultaneously. Another tactic to consider is researching burrow to hide your ling army.

I hope that helps some. Maybe we'll zvz some day as well!

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US

#5 добавлено: 03 Jul 2009 @ 16:19 local
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  • видели: 22 Feb @ 20:21 local

Ah. That makes a lot of sense.

That also explains why I had too much gas versus too little minerals since I was pumping mutas and occasional lings. Thanks for the advice sf (too lil drones)! Very detailed and helpful (:

Hope to see you on the battlefield as well!

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CA

#6 добавлено: 04 Jul 2009 @ 01:06 local
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  • видели: yesterday @ 12:57 local

If you have superior muta count, that means you have total map control, with the partial exception of speedling runbys. That means you have the ability to prevent him from expanding and to expand yourself. So, get more gas, and increase your muta advantage. As long as your muta-vs-scourge micro is good enough to prevent his scourge from having maximum effectiveness, any engagement between your army and his army will result in you coming out ahead, since your army is larger.

So the main advice I can give is: don't panic. You're ahead because he spent 175 minerals and a larva for each spore/sunken colony, and as long as nothing weird happens, you will remain ahead.

The situation is different if he has superior econ to yours, but that wasn't the case in this game. Even in that situation, the same sort of approach works, but it's trickier and the turtler has a reasonable chance to win if played correctly.

One tip from watching the replay: the spire snipe was nice, but engaging his lings afterward was bad since he had more and you did it in range of the sunken. Losing even small amounts of lings for nothing loses zvzs. When he was countering you afterward, also notice that he had 11 lings, and you only built 6 to defend; clearly this is not enough, especially after you lost 2 of them while running to his base. At low levels of zvz like this (like what I play at ), it's okay to overreact a little by creating a couple extra lings, so it would have been fine to even make 14+ lings here. (If he weren't turtling, you could send any extras to his base to pressure and force him to match your ling count; since he's turtling, he wasted a lot of minerals anyway, so it doesn't matter.) Just keep them at your base until his lings reach your base, and set them up so that you have a superior formation (basically just prevent them from being clumped). Since he has a sunken colony, there's no point sending them towards his base, since you wouldn't be able to pressure with them.

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DE

#7 добавлено: 04 Jul 2009 @ 01:51 local
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  • видели: 14 Feb @ 00:42 local

you should make more spores and sunkens on your exp and main

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PL

#8 добавлено: 04 Jul 2009 @ 02:10 local
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  • видели: today @ 07:05 local

QUOTE(azumit ):
you should make more spores and sunkens on your exp and main


Hm... some comments are really sad. Making sunks/spores while having great eco advantage really doesn't make sense...

Apart from many minor mistakes you have done, the main reason of your loss was extremely poor economy. You forgot about making drones and at some point you had 1200 gas and no minerals for mutas. You could have turned that gas into 12 mutas which would allow you to ouverrun opponent with an ease (or at least keep him in his base while making another expansions).

The other thing - scourges. If your micro skill is not good enough to kill scourges without losing mutalisks, then make one spore and hide mutalists near it. Remeber that scourge = 75 gas, while mutalisk = 100 gas. Each mutalisk killed by 2 scourges is a gain for your opponent.

And above all - hydraliks>>mutalisks :)))

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US

#9 добавлено: 04 Jul 2009 @ 07:25 local
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  • видели: 15 Mar @ 08:12 local

QUOTE(Jarekexe ):


And above all - hydraliks>>mutalisks :)))


Are you sure? Hydras are cheaper than mutas and deal around the same amount of damage, but the maneuverability is quite limited. I've only seen hydras twice but it was an easy win both times. Unless you're suggesting massing hydras in the late game after the advantage is won to contain and seige the opponent, but drone sniping with mutas will keep them down even better despite losing a couple mutas to the spore colonies each time.

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CA

#10 добавлено: 04 Jul 2009 @ 15:11 local
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  • видели: yesterday @ 12:57 local

QUOTE(Jarekexe ):
And above all - hydraliks>>mutalisks :)))


No, because hydralisks cannot give the map control that mutas do. If your opponent goes hydras, he needs to out-econ you; but he can't stop your expos because he doesn't have map control. A well-practiced hydra build could probably win games still, but that's true of a lot of sub-optimal builds. Notice that pros never build hydras in zvz.

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