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[Official] Starcraft 2 Strategy & Discussion Thread - Page 339

post #3381 of 25319
Just hope they don't get to Ultras. :/
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post #3382 of 25319
Quick note about zerg vs blink stalkers.

Slings are all you need. Roaches are ok but don't go hydra or baneling. Too slow. I perfected my blink stalker rush for a while, and I /facepalmed every time I saw a zerg send a wall of lings at my front lines hoping to score kills there. You need to micro your lings way past the stalkers and wrap around the army. The protoss is microing the stalkers, so you need to micro as well.

I found it harder and harder to win with this strat, eventually switching back to the control/expand style.

Speaking of ultras, they were my worst fear up until I learned how to counter them properly. Late game, you need 2 robotics facilities, and an observer in the zerg's base. Keep an eye out for that ultra cave, you need ~6 immortals to focus down ultra effectively. If you get caught with your pants down, it's GG. Since making this change, I've steadily risen from 1500 to 1600, and expect 1700 tonight.
    
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post #3383 of 25319
Archons do quite well against ultras too. And, unlike immortals, also against lings, mutas and hydras.
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post #3384 of 25319
Quote:
Originally Posted by DoomDash View Post
Thoughts on Lurkers vs Banelings

A) Banelings are dirty cheap compared to lurkers, making them less risky / less drastic when losing some.

B) Lurkers required far more impressive / cool defensive micro compared to just kiting micro

C) Lurkers were important defense units as well as offensive units. Roaches probably wouldn't need a range 4 if you could just get a lurker or two at a ramp to defend a lot of harass or early game pressure

D) Banelings are just easier to get, cheaper, and far more efficient when used propely.

E) All the micro in the world won't save you from a proper composition of banelings and other units with MMM. In BW Lurkers were amazing when in sick hands, but crappy when in bad ones. Banelings are just on average pretty easy to use.

F) Lurkers would give you a even better reason to put money into hydra tech

G) Lurkers would give Terran more reason to think about the energy at their CC ( baneling mines too but not to the same extent )

I would just rather see lurkers back instead of banelings ( not both plz, jesus ). They are far more creative.
lol, actually if we had both, it be fantastic, advance and burrow lurkers, make slings+bling, run at enemy, they chase you within range of lurkers, lurkers+slings+blings= WIN! lol, of course, this doesn't include scanning, etc....

Quote:
Originally Posted by Nevaziah View Post
OH yeah, I know. I dont mean its the patch that did it. Its the game experience. THe older the game gets, the more confortable and more experienced zerg players will get and they will see more and more zerg coverage and replays in big events and see how easy it is to control the map early on.

I am starting to go A LOT more mech vs zerg. I mean A LOT more than usual. I dont even make that many medivacs anymore, i just send 2 or 3 scvs with my units and MAN, thors can dish out a beating with 1 or 2 scvs repairing them after each battle...
ok, I see your point That repair thing is crazy though, I mean you can get an unlimited # of SCVs repairing a structure/unit(unlimited as in how many fit around said structure/unit)

Quote:
Originally Posted by poroboszcz View Post
Archons do quite well against ultras too. And, unlike immortals, also against lings, mutas and hydras.
It's kind surprising that archons aren't seen anymore considering that they were fantastic in BW
    
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post #3385 of 25319
Quote:
Originally Posted by Lazorbeam View Post
Quick note about zerg vs blink stalkers.

Slings are all you need. Roaches are ok but don't go hydra or baneling. Too slow. I perfected my blink stalker rush for a while, and I /facepalmed every time I saw a zerg send a wall of lings at my front lines hoping to score kills there. You need to micro your lings way past the stalkers and wrap around the army. The protoss is microing the stalkers, so you need to micro as well.

I found it harder and harder to win with this strat, eventually switching back to the control/expand style.

Speaking of ultras, they were my worst fear up until I learned how to counter them properly. Late game, you need 2 robotics facilities, and an observer in the zerg's base. Keep an eye out for that ultra cave, you need ~6 immortals to focus down ultra effectively. If you get caught with your pants down, it's GG. Since making this change, I've steadily risen from 1500 to 1600, and expect 1700 tonight.
speedlings only work well if you're on creep. If you're off creep, you can still kite pretty well even wtihout blink
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post #3386 of 25319
Quote:
Originally Posted by Oktoberfest View Post
speedlings only work well if you're on creep. If you're off creep, you can still kite pretty well even wtihout blink
True, they are great in numbers, seperately they are weak
    
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post #3387 of 25319
lurkers were good due to being long distance ground siege, that could hold a choke. Right now, only broodlords can really do that and even then they don't really "block" a choke. Ultras are melee so they're more hindered by chokes. A combination of both might be best but that's retardedly expensive.

Lurkers were what, 7-8+ range on ground? that would be awesome.
post #3388 of 25319
They were range 6... same as upgraded dragoon.
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post #3389 of 25319
Just played 5 games and 4 of them were PvZ. What's interesting in each of them my opponent went hatch before pool (one even did it on steppes), so I got 4 free wins.
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post #3390 of 25319
Yeah, Z seem to think they get a free hatch since the supply/racks change, and even think the same vs toss. I've learned not to fast expand so quickly against toss
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