Zerg Really Easy to Kill?

Narks

Vastly intelligent whale-like being from the stars
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Win/Loss Ratio is only counter for Ranked games

i have a win ratio of 100%

carriers are the best unit in the game you should build millions of them and also make photon cannons everywhere to stop people from destroying your stargates

you should all take my advice
 

Viikuna

No Marlo no game.
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as zerg, your expected to have more minerals/gas then your enemies..

Thats what I thought too, but if your enemy doesnt just sit in his base, but also expands and takes advantage of terrans sick defense capabilities, its different. Terran with 2 bases instead of one, is damn scary, and its mostly because of mules.

Mules on high yeld mineral field give just so fucking fast&sick income that its not even funny.

And terran mech army can come out pretty damn fast. You dont neccesarily have time to spam mutas, if you gotta defend against helions and stuff.
 

Oninuva

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i've never really had trouble with a zerg, if i lose it's because of a unscounted banebust, while im pushing, etc but other than that, a terran mech push is pretty effective if timed right with your first thor coming out, two more after.
 

Viikuna

No Marlo no game.
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Aye.

Its damn easy to win some passive walling noob terran by beating him in economy, but if terran actually even tries to do a well timed push, it takes some really hard work to stop it.
 

2-P

I will work hard tomorrow
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He's got way more muta's than thors though, in mineral count as well as gas..
You should be able to build more. And Thors are build as counter against Mutas, that's why you have at least half a dozen of Mutas before the enemy has even a single Thor. And note the fact that almost no Muta died.
 

Oninuva

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eh most terran go mech against zerg, which is the way to go against zerg.. as most zerg go muta :p
 

BANANAMAN

Resident Star Battle Expert.
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True but then people who know how to play Zerg would only open with Mutalisks then transition into something designed to counter a thor reliant build at the most optimum time. ;)
 

Oninuva

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Thats true, but a lot about a thor push is the timing, you really can't get too many mutas by the first thor/3-4x hellion/marine push. It's just not enough time seeing how long it takes to get zerg tech.. If your playing a really defensive opponent then the game is yours but it's the early pushes that usually are really hard for zerg to defend. Take a look at the games IdrA loses and you'll see that he losses because of early game timing pushes, etc.
 

Monsterous

In the Shadows, Lurking.
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True but then people who know how to play Zerg would only open with Mutalisks then transition into something designed to counter a thor reliant build at the most optimum time. ;)

Alternatively, you Magic Box.
Thors have an incredibly small splash damage range, so thors alone wont counter muta.
With marines with those thors - then its a different story :p
 

Oninuva

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Thors/marine/ a couple turrets built with the scvs repairing thors lol

lay down them siege tanks :)
 

xxartanisxx

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Alternatively, you Magic Box.
Thors have an incredibly small splash damage range, so thors alone wont counter muta.
With marines with those thors - then its a different story :p

Incredibly wrong lol... Thors absolutely tear mutas apart... with 1 armor upgrade on the thors mutas third bounce will do no damage to them at all and the second bounce will barely do anything not to mention the first one is weakened. Thors do plenty of damage to tear up muta armies.
 

BANANAMAN

Resident Star Battle Expert.
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Thats true, but a lot about a thor push is the timing, you really can't get too many mutas by the first thor/3-4x hellion/marine push. It's just not enough time seeing how long it takes to get zerg tech.. If your playing a really defensive opponent then the game is yours but it's the early pushes that usually are really hard for zerg to defend. Take a look at the games IdrA loses and you'll see that he losses because of early game timing pushes, etc.

This is why Zerg should always and i put Very VERY strong emphasis on ALWAYS be moving,doing something,etc that would chip away at the terran bit by bit denying him of a solid victory.
 

Monsterous

In the Shadows, Lurking.
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Incredibly wrong lol... Thors absolutely tear mutas apart... with 1 armor upgrade on the thors mutas third bounce will do no damage to them at all and the second bounce will barely do anything not to mention the first one is weakened. Thors do plenty of damage to tear up muta armies.

Ah but you see, your wrong.
http://www.teamliquid.net/forum/viewmessage.php?topic_id=145719

Mutas get decimated by Thors... if they are bunched together.

A quote from the thread linked:
These are by no means proven, but I have found that at about 18 mutas, you’ve reached a critical mass where mutas are even with thors at a 3:1 ratio. So 18 mutas is about even with 6 thors.
 

Viikuna

No Marlo no game.
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Currently zerg need to adapt and adapt only.


You simply cant go mutas and force your enemy go thor because of it.

Its you who reacts to what terran builds. One reason to this is that you cant scout terran, but terran can always scout you.
 

Monsterous

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The problem isnt the scouting difficulties, but the amount of possibilities Terran can go.

Barracks and a Techlab.
Reapers?
Marauders?
Marines + Stim/Shield?

You dont know which one the Terran might go, as all you have is one building and an addon to go by. It gets even more complicated with more buildings, especially with the 1/1/1 build. Too few buildings, too many options. If the Terran sees one of the Zerg's buildings, he/she knows what the Zerg is getting.

Spire - Muta
Hydra Den - Hydralisks.
 

Bloodcount

Starcraft II Moderator
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quite true... and even when knowing the strategy of your opponent you will prepare for it, but what if he has transitioned and attackes with something esle as well ? For example you are preparing for an MMM counter (wich is banes and lings as far as I know) and suddenly that bastard shows up woth 6-8 hellions and one-shot one-killz a decent amount of your banes and lings... Runs away and repeats it 1 or 2 more times, by that time (15-25 seconds later) you won't have recovered and your attempts at stopping him with will be futile.


Zerg need some magic. The changelings is one of them, buut... ya know mid game is when you get em and they still aren't as good as the scanner sweep... (wich is pretty much free...
 

BANANAMAN

Resident Star Battle Expert.
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The problem isnt the scouting difficulties, but the amount of possibilities Terran can go.

Barracks and a Techlab.
Reapers?
Marauders?
Marines + Stim/Shield?

You dont know which one the Terran might go, as all you have is one building and an addon to go by. It gets even more complicated with more buildings, especially with the 1/1/1 build. Too few buildings, too many options. If the Terran sees one of the Zerg's buildings, he/she knows what the Zerg is getting.

Spire - Muta
Hydra Den - Hydralisks.

Actually there are tell tale signs on what you can guess the Terran going for.

One Geyser early tech,One Rax Tech lab can narrow your choices down to an early factory push with minimum skirmishes into your base or a early starport push,etc.

The key is to also take note of his economic infrastructure when ever possible. One geyser on one base would mean he's teching up early while 2 geysers one base would signal a stable eco that can support a versatile but still somewhat Tier 1 early Tier 2 army.Early expansion with one refinery would mean a marauder,Marine ball push while a two refinery FE would mean a smaller push but earlier tech up.

You just have to study the Terran,maybe play as it a bit to get a feel on how they work,analyze the race and apply what you've learned about the Terran against him when playing as Zerg.

It's all about Knowing thy Opponent. ;)
 

Monsterous

In the Shadows, Lurking.
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Whilst true, surely its MUCH easier when scouting the Zerg with the same principles in hand?
 

BANANAMAN

Resident Star Battle Expert.
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People will just have to get used to it. The Meta game is still relatively young anyways ;)
 
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