Alright so if it's not EMP Terran use to kill everything, It's Siege Mode.
I find early game they can have 1-2 which will stop any gateway units breaking in which brings me to mid game. Immortals have barely any range, and get chopped by Marines. Colossi cost more minerals/gas and supply. Are a higher tier and are more vulnerable to air units yet they have under half the range of a Siege Tank until upgraded which still has 4 less range. As the game goes on the tanks can slowly progress forward and use Medivacs for vision. Before I even get close to their units, they're already taking out at least half (if not more of my HP). This replay isn't the best example as I didn't get Immortals, but apart from that... well I'll just let you decide on how "balanced" tanks are... http://www.sc2sea.com/downloads.php?do=file&id=95
IMO, the reason you lost this match was macro.
There were several points in this game where your minerals were sitting at 1200 while his were sitting at 200, with harvester counts fairly even.
Spending his money more efficiently allowed your opponent to have larger armies than you, given fairly even harvester counts. I would suggest starting a vs AI game with no opponent, and just practice keeping your money low.
Tanks provide area denial, like you said. Because Steppes of War is such a small map, area denial is that much more of an advantage. IMO, finding a way around that area denial would probably give you the advantage. Warp Prism harass would force your opponent to either move his mobile units, leaving his Tanks exposed, or pick up his entire army and move it - because Tanks are slow, you would have the opportunity to do a ton of damage.
Your opponent did a lot of damage with those Medivac drops. That damage would have been done regardless of whether you were pinned to your base by Tanks, and I think contributed to the loss in a big way. As a Zerg player, I don't usually have too much trouble with drops because of Overlord vision and Zergling mobility, so perhaps some of the Protoss and Terran players could chip in on how to deal with drops.
___________________________________ Apth.767 SEA | NA | KR
Last edited by Apth; Mon, 22nd-Nov-2010 at 2:53 PM.
Reason: second replay
Yea I thought about a warp prism drop etc, but then the though came to my head of If he see's a few units, he's gonna say "**** it!" and charge in gg'ing my whole base/army.
Yea I thought about a warp prism drop etc, but then the though came to my head of If he see's a few units, he's gonna say "**** it!" and charge in gg'ing my whole base/army.
try dropping 2 immortals + warping units in and he'll think twice about it.
Yea I thought about a warp prism drop etc, but then the though came to my head of If he see's a few units, he's gonna say "**** it!" and charge in gg'ing my whole base/army.
That'd be a pretty good result, Siege Tanks suck when they aren't sieged. Catching a Terran army with unsieged Tanks is like Christmas for Zerg. Zergmas, if you will.
___________________________________ Apth.767 SEA | NA | KR
well i have tried the immortal drops, however medivacs that are well placed can see when warp prisms are coming and move marines over. i remember trying this when i seen nexgenius do it at blizzcon ... however it was when there was only 2 tanks and small armies...
Im currently a 1700ish diamond (56% win rate), recently played 12 games. 2 win 10 loss. Most of them are terrans using thors/marines/mara(some used seige tanks). What is a good counter to thors. Is hydralisk useful? Cause i have never used them against terran.
Tried to play aggressive 2 base baneling bust, but when T spot my zerglings, they go hellion and baneshees. When I transit into mutalisk, they transit to thor.
Changed the thread title to (hopefully) encourage some higher-level players to post replays.
Even if there is only a small part of your game you want to improve, the rest of us can learn a lot from these small improvements.
Feel free to post replays for purely discussion purposes - whether or not something you did was the best response even if you didn't lose, etc.
Thanks guys
___________________________________ Apth.767 SEA | NA | KR
i included a bonus game in the nirvana scopen#1 rep pack here
i was using zerg (my zvp has gotten quite good) had a super huge advatantage at the start vs tendersteak, but late game i cannot find any thing that can beat his army unit composition.
woud love some good zerg players to check out that replay. i mean i died with 6k minerals, i just coudlnt think of anything to make that would beat his composition!
i included a bonus game in the nirvana scopen#1 rep pack here
i was using zerg (my zvp has gotten quite good) had a super huge advatantage at the start vs tendersteak, but late game i cannot find any thing that can beat his army unit composition.
When Zerg gets to 200/200, usually the idea is to throw down some macro hatches, store up as many larva and resources as possible, and then trade armies. You remax in under a minute, and in that time your opponent builds almost nothing. Not so much about unit composition.
That said, in your situation I probably would have gone Crackling/Mutalisk. Cracklings in first to draw the storms, Mutas snipe the HTs, reinforce with dirt cheap Cracklings. Voids and Archons not so great against Cracklings. Just my opinion though.
___________________________________ Apth.767 SEA | NA | KR
Last edited by Apth; Tue, 7th-Dec-2010 at 3:31 PM.
Looking for some comment/feedback on this.
Got owned badly, even after denying zerg's expo. :/
Wondering if I should have gone for a base trade.
Thanks!
During the game you traded armies numerous times.
The last time, he took out your economy in the process; he was able to rebuild and you wern't.
There wern't any glaring holes in your gameplay. There are two suggestions I'll make:
1) Scouting. Your opponent was able to walk right up to your expo and take out half your total SCVs before you could react. He was also able to take out a substantial amount of your main with Brood Lords you didn't see coming.
2) Harassment. Trading armies isn't a good thing to do with Zerg; your opponent can rebuild his forces a lot faster than you can. If your frontal attacks aren't doing your opponent any economical damage (taking out a hatchery doesn't count if he has three more) you need to start considering other attack vectors. You *NEED* to do damage to your opponents economy with your attacks against a Zerg opponent.
___________________________________ Apth.767 SEA | NA | KR
Last edited by Apth; Mon, 13th-Dec-2010 at 3:10 PM.
Reason: Spelling
Thanks Apth >.< Both are your points are very correct. Guess I'll have to practice more drops for economy damage. >.> Initially I was wanting to go blue flame hellions but idk what happened. Lol.
Thanks Apth >.< Both are your points are very correct. Guess I'll have to practice more drops for economy damage. >.> Initially I was wanting to go blue flame hellions but idk what happened. Lol.
If you want a starting point, try this:
Every time you attack with your main force, grab a Medivac, fill it with Marauders, stim and take down an expo hatch. Even if you're forced to withdraw - withdrawing is preferable to losing your entire army - you've done economic damage. Win!
Quote:
Originally Posted by FatHuntresS
Apth add me in game i will try beat glades roach prohuntress.117
Not sure a lowly Platinum player will show the build in it's best light, you'd be better off playing Glade :P I'm not going to turn down an opportunity for a match though, I'll add you when I get home from work.
___________________________________ Apth.767 SEA | NA | KR
Stim is an increase in DPS and a decrease in health. The decrease in health is offset by Medivacs. Medivacs were something you were seriously lacking in, so when you stimmed, your units were only doing increased DPS for the very short time they were alive.
The last big engagement was also in a choke - not such a good idea against Collossi and ForceFields. In that situation I would have let him walk up the ramp a bit so you could get a concave going, and he would have also been in range of the PF.
Hope that helps.
___________________________________ Apth.767 SEA | NA | KR
Even the smallest donations help keep sc2sea running! All donations go towards helping our site run including our monthly server hosting fees and sc2sea sponsored community tournaments we host. Find out more here.