ScottishMartialArts
Self-Ejected
If you watch the clip in question you'll see that the guy built nothing but ghosts for 90% of the game.
I don't know about that: once they have a handful of medivacs, fungal growth alone seems to become pretty ineffective for damage and mainly just a way to prevent marines from escaping your banelings. Edit: beyond FG to fix marines, it might be better to just chain FG on the medivacs for damage along with antiair support. Apparently FG does about 4.5 HP/s damage (and doesn't stack), while the medivac can effectively heal units at 13.5 HP/s for 4.5 energy/s (according to liquipedia). Forgetting the numbers, all I know is that with a manageable amount of medivacs they never seem to run out of energy in a big fight and marines recover out of red or orange health PDQ and you need something to do a large amount of immediate damage for zerglings to help much before they're melted away - or survive killing/driving away the medivacs. Not to mention there's no medivac healing micro necessary, so it's a no-brainer to support your bioball with.Overweight Manatee said:If you have the micro, get infestors and use fungal growth on the units. If you do that well then you hardly even need the banelings
Yeah, I find them pretty useful at keeping chargelots at bay, so my roaches can still outrange them (unless the zealots suicide in) or I don't have enough hydras yet.Overweight Manatee said:Banelings pretty much fail against everything but mass zealots.
Did you mean tier 1? While spore colonies seem practically useless against void rays managed with an ounce of micro, some extra queens could help buy you some time against their one or two void rays until you get some lair tech going.Overweight Manatee said:After you hopefully stop their initial attack, 95% of Protoss (this statistic is not made up, it is a cold hard fact) will go for void rays. Sadly, Void Rays literally have no counter at T2. Both Hydralisks and Muta, while they can take them down, are actually cost-inefficient doing so.
kingcomrade said:I do leave larvae sitting around. I really hate all the micro it takes from Zerg just to build units, especially against Terran where you've also got to second-stage zerglings to get banelings.
Once you get to lair, you can morph your overlords into overseers. If you get the speed upgrade at your lair (I think it's called ventral sacs. Not 100% sure), they move fast enough that you can dart in and out without dying unless he goes massively antiair. Overseers can also spawn changelings, which will appear as a normal terran marine ince they get close to terrans. If you set your changeling to move to an enemy marine, he'll follow him around. If your opponent doesn't spot this, the changeling can feed you a lot of intel.kingcomrade said:It's also really hard to scout Terran. I guess you just have to suicide a fast overlord into his base.
kingcomrade said:Does anyone think attackfighter is even more butthurt about video games than skyway?
DamnedRegistrations said:Also, hydras rape void rays, wtf are you talking about. Adjusting for food costs (1 food = ~12 minerals) a hydra is 125/50 cost vs a void at 287/150. You should easily have 2.5 hydras per void. They have the same base speed (Hydras being way faster on creep), same range after the no brainer upgrade, and hydras will roflstomp them in dps and build time is almost half.
Luan said:http://www.megaupload.com/?d=AWSMEXFW
Here are some replays from Codexia J-Land Branch, tentacle regiment. These are from my games earlier today and feature two 1v1, and a 2v2 for you to enjoy/critique/rage. I play random on the US server and generally have a game plan for each race yet still have a lot of cracks to fill in. Feel free to share any ideas how to up my game. Cheers.
Spoilarz:
Also in this pack, Toss has a pretty great game plan vs zerg imo. 2 gate pressure to put Z on the defensive. Good wall offs to safe tech to zerg obliteration army composition units. Zerg kinda has to choose between tier 2 techs, not enough resources to get both hydra and mutalisks in meaningful numbers. Game doesn't progress far enough to go into tier 3. With more expansions and gas on my part, I could probably fit in some infestor play. I was already put in a defensive mindset from the earlier rush despite not losing any drones, just kinda waiting for the 2nd wave that didn't come. I sacked an overlord to scout his main but it was too late. ITZ was coming. If you have any ideas (strategically) how to play that match better, i'm all ears.
TBH, protoss are so OP that even a perfect execution of Machiavellian strategy won't help you against a good player. But keep in mind that an extractor is a hard counter for a zealot.Alexandros said:I usually go for Mutas pretty early, and against protoss I get raped by stalkers and cannons in the enemy base. Any advice?