Topic
Zerg designed to bend over Protoss (QQ)
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Is it just me finding this??
Zealots are useless. (By the time you get enough to overthrow the masses of Zerglings they have roaches.) Stalkers Get swarmed by Zerglings. Immortals are meant to beat Roaches but because it takes so long to get them, by the time you have them, they have Muta rendering them useless. Hydralisk wipe out gateway units. HT and Arcons are effective how ever by the time you have them you are locked into 2 bases, The Zerg player is free to take the remainder of the map while you frantcally build your death ball. Collosi... May as well be a big flag saying GET CORRUPTERS. Zerg have all out map visibility and awesome scouting options, Protoss do not. Well they do but its like they get punished for wanting to scout for zerg its part of there existance. The only way you can stop zerg is by trying to do drops to stop them expanding but there units are so mobile its really ineffective AND in comparision to a nidus cannal its just crap. I can beat Zerg I just find it really hard in comparision to what they have to do to beat me. Is the game deliberatley designed like this?? or am I just not seeing something. I mean I build up a complete death ball and take out the whole Zerg Army and half his main but after that I have nothing to back it up and the opponent has so much cash he can literally just keep pumping me with zerglings and beat me. |
Is it just me finding this?? This is why you don't think of sc2 in terms of unit counters. It's not rock paper scissors. For example, if your opponent has roach/ling you can devastate it with zealot/stalker/sentry and a fast +1 upgrade. +1 zealots 2-shot lings instead of 3-shot, so they slice through like a knife through butter. If you forcefield behind roaches they cant kite zealots, and 1v1 zealots beat roaches if they cant run. Stalkers are just there for the extra DPS. Strategy-wise: it's really important to shut down his 3rd, or get your own 3rd running. The "infinite unit" feeling against Zerg only happens when they have more bases than you. I tend to go for a 4-gate +1 zealot push after I expand, it hits in time to kill off a 3rd base and leaves enough econ for any tech path (colossi or void rays/phoenix). As you get into late-game, get some DTs (I find 4 works nicely) and have them constantly scout for expansions. If they find one with no detection, then that's a free kill. If not, they remain useful for further scouting, and once your opponent has detection you can just make them into Archons. |
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Well, your whole post is theorycraft. I could rewrite it to show Z has no hope because zealots beat lings, immortals beat roaches, phoenixes beat mutas, ahhh how to play~
Post a replay and summarize what you think you did wrong, then we can actually address the flaws in your play. |
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@nGenXeen, I agree...
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I don't know what Truth does, but I go for a medium sized gateway push to pressure his 3rd, then start getting colossi and voids/phoenixes, as well as blink stalkers. If I can kill or at least delay his 3rd then I'm in a much better place to defend my own. |
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You know how irritating it is when the zerg leaves a zergling to kill off your ninja probe trying to expand?
Do the same thing against the zerg with dts, except that this time the drone will always get 1 shot killed and because they are cloaked, they would think that your units are gone and will try to send a few more before they realise that its a dt :D And it tends to be very irritating for zerg players. Combine them with some pheonixes to snipe any overseers. |
No, because I always send a couple of zealots with it. |
Or when the zergling burrows :) |
Yeah, that's annoying as hell. The main issue if it's a ninja expand is that he now knows I'm going for another expo. I might just warp in a proxy pylon there so he thinks that was all i was planning. |
You know how irritating it is when the zerg leaves a zergling to kill off your ninja probe trying to expand? Haha you really do that? That's awesome! |









