Hi guys Im back again. But this time still with the same trouble against zerg. I've been at this for almost 3 months and gotten abit closer everytime I hope you can tell me whats wrong.
In the world of Bronze League it’s quite common to come up against turtlers. This is a game I won recently- any tips for making it shorter?
At 28:47 and 46:30 there is some appalling micro on my part. Should my corruptors have been able to beat the void rays and carriers, or did I need more? Also any other tips would be greatly appreciated!
Sadly, I doubt there is anything you can really do against turtlers except for mutaharass their workers and and out macro them. Even if they can destroy your army, you should be able to be able to make a new one instantly, because you'll have way more money than the opponent, and you should also have a large amount of idle larvae. Void rays counter corrupters, becuase corrupters are considered a heavy unit. Mass muta may have helped.
99% of the reason you lost can be tied directly to your build. You pyloned at 8, made 2 gates before gas or core but didn't make any units, and your first expansion was only online by 20 minutes. Almost every P opening follows this format:
9 Pylon (first chrono when pylon finishes and 11th probe begins)
12/13 Gate
14/15 Gas
16 Pylon
17/18 Core
and from there branches out.
As for your units themselves, you moved out several times only to lose all your units - generally, you shouldn't be playing aggressive vT unless you know due to your build that you should have a unit advantage. In all other circumstances, you need to be defending. You lost your army twice doing nothing but smashing into his nat and letting him freely counterattack.
Focus on refining your opening and general transitions, and you'll have a lot more units and economy to play with.
Quote:
Originally Posted by Meganex
Hi guys Im back again. But this time still with the same trouble against zerg. I've been at this for almost 3 months and gotten abit closer everytime I hope you can tell me whats wrong.
I'll cover a few things that you did wrong in terms of small errors, then go into the larger picture.
You did great to block his hatchery, but do not take your scouting probe away. You expanded on 1 gate with no units at 20 supply but never scouted the timing of his pool or how many units he was making - if Maltiso played aggressive you would have died right there. Absolutely be more thorough with scouting, because having that probe around there means you can also delay the hatch a lot longer (cancelling and remaking pylons, kiting around, etc). As it happens, your expo let you get ahead early, so, heh.
You got an early forge but didn't start upgrades on it - Maltiso was 2-0 and you didn't start +1 yet. Definitely put that into use, because you want to stay ahead of Z on upgrades as much as possible.
I like the Phoenix to scout at the start, I think it's a great style, but you had a good chance to check his unit count - you didn't need extra cannons that early because not only was he not massing up, he was teching hydra which aren't that mobile.
The real problems came down to your army composition and engagements. You did well to power your army size up, but the problem is that you went in with a colo heavy army vs roach/hydra/corruptor. While colossi are absolutely great, if Z has a bunch of corruptors and you lose your colossi, you pretty much instantly lose the game. You really need more stalkers in your ball (with weapon ups) so that after you FF, you have some sort of anti-air to provide cover or your ball just falls apart. Another great option is Voids, which you added, but only a few - you could keep making them all game long and add a lot of firepower. P takes ages to kill corruptors so basically you engaged, had to back off, and everything died.
Aside from that I think your macro was generally decent, you took a fast third vs his low unit count which I really liked. That engagement was simply in a poor place and with an iffy unit composition.
Quite simply, both of you went the same build, but he executed it better. Not trying to be mean, but give constructive criticism. Have you watched the replay yourself?
1. Keep up probe production! You stopped at 19 probes...that's not even enough for 2 at each patch and 3 in each geyser. Your opponent literally had double your probes, even if he stopped making them too, his economy was double yours (not to mention an expansion). Always keep making them!
This is especially true in the early game. You missed a probe when you were scouting, which is a harder thing to work on. At that point in the game he has nothing to kill your scout off with, so don't worry so much about him, and hit 5Q (assuming you put your nexus on 5 and use grid ).
2. Macro! When you attacked your opponent was 30 food higher than you. You're going to need some amazing positioning and micro to come out ahead in that battle. Work on keeping your money low by constant probe and unit production.
3. Extended Thermal Lance! He had it, you didn't. End of story.
Okay, maybe not quite the end . You knew you were researching it, I saw you chrono boost it once or twice. So why did you attack before it was finished? Honestly PvP comes down to whoever has the most colossus...or whoever doesn't have range yet.
4. Build Order. I don't play protoss, so I can't comment much here, but you did seem to have a definite plan in mind. It seemed like the other guys one got everything out faster though? Perhaps a protoss could comment on this bit.
Things I liked:
1. Your early game chrono boosting! Ignoring the fact you sometimes forgot to make a probe right away, for the first few minutes there was never excess energy on your nexus, and you kept chrono boosting out those probes. (yes I know 4gate builds save chrono for warpgate, but you clearly didn't need to do that).
2. You brought your scout home! You hung around and got some intel, then buggered off home and went straight back to mining when it wasn't safe anymore. Every worker is important, congratulations for not giving your opponent that little edge over you.
Alright thx Avele . Ill be sure to take those advise in my future games . Too bad though that nowadays PvP is 4gate vs 4gate , 3gate robo isnt as effective as before...
1: Overall build. Don't go 1 base colossus imo. Having 1 colossus out early is not enough to make up for the lack of overall units you'll end up with in almost every circumstance. Expanding off the robo build and then getting colossi is stronger overall just because you need the income to support both colossi and gateway units.
2: Probes. Stopping at 19 is too few for most all-ins, and you one-based for ten minutes. If you really want to sit at 1 you should aim to get 31 probes (full saturation plus scout), but better would be to expand in that sort of game. By 9 minutes it was 35 to 19, and Pinder opened 10gate.
There are circumstances where attacking without lances is a good idea, due to exploiting having the additional colossus or two out and going for a timing attack. Doesn't work if your opponent has +30 food ten minutes in, though.
Xeen:
Thanks for the feedback. Even before I read it, I have fixed some flaws in my game and won several v T.
I tend to still do a 8pylon, then 2 probes can be chrono'ed. I used to chrono at 9 and that wasted my chrono time, and decided to use the chrono energy earlier. After the 8pylon, i went to the standard build and usually go 2 gateways, robo, then 3rd gateway. I find that if i pump out a sentry ASAP, it helps because i can force field my ramp and wait for my immortals. I try to get warpgate technology as soon as possible, before my 2nd gate actually. I dont know if the other people are just making mistakes, but this variation of 3gate robo into 5gate2robo later game is winning me games and i'm moving up the ladder. Hopefully i'll get back into platinum soon . Switch race to protoss, make mistakes, drop 2 leagues LOL.
Hi, could someone please take a look at this and do give me some constructive criticism. I know its bad. but And offer some tips on how to improve macro as a zerg player ? Much appreciated. thanks.
Can someone please help with this every time i see terran use this push i die this is the closest i've been to overcoming it im thinking cutting production from robo and just teching to HT?
Just had this TvT game, was in the lead fairly well by mid game, but don't know how to deal with siege tanks placed near xel naga towers. Makes vikings useless and there's no way to do a slow push forward. Any help appreciated
1. You had an army advantage early on but you threw it away with the attack at the 7-8 min mark, instead u should of simply taken an expo. If u look at the units lost tab during that attack u will c why.
2. Quite simply I don't think gateway units with immortals can beat mmm especially when they add banshees. You should of gone colli instead of adding those extra 3 gates. Soon after u add colli get a tc and get zealot charge and then go for high templars. Of course if u go this tech path u will need to be way more defensive cause colli need lots of gateway units to back it up.
3. UPGRADES, u had no upgrades all game. i find throwing down 2 forges and getting a quick 11 followed by a quick 22 after the twighlight council goes down is super helpful.
And yes i do think u are being to aggresive instead imo u should just get your expo waaaaaaaay earlier and go down a higher tech path with units like colli, charge lots ht (all of which rip through mmm) and more upgrades.
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