View Full Version : [Zerg] End-Game
hydroPWNic
07-16-2006, 07:47 PM
Okay, I just started playing Brood Wars, and havent taken my play online yet because i cant seem to destroy a one player computer opponent.
Now dont get me wrong, I can waste 7 player FFA with a Ling Rush, or Mutaling Rush, but that gets old knowing you'll win each time. :(
And so i always play Terran and I'm always Zerg. Towards the end of the game they completely destroy me. It just frustrates me, it seems i never have enough Units, and when i make a new outpost - BAM they attack it and either destroy, or Cripple it severly. Its extremly annoying to lose to the damn computer so much, so i was wondering what are some tips for mid-end game with ZvT?
Tekken
07-16-2006, 08:49 PM
what units do u use? do u know how to fast expand? do u allways out expand t cause u have to.
hydroPWNic
07-16-2006, 10:07 PM
I usually use few lurkers (3-6 at most) Mass Zerglings, and Hydralisks. I dont really ever have time to upgrade Carpace, or Melee attacks via the Evo Chamber because of how fast paced and tight the games feel. Every once in awhile i'll go Ultralisk, and i use defilers to help break there choke (i suck at it though). I usually play Paranoid Android (WCG Vers.)
And i expand probably once or twice at the most before they destroy my newest expansion. They seem to always have a counter to the unit that i'm mass producing. It is very frustrating. :(
*EDIT* I dont believe i know what Fast Expanding is...
Kassad
07-16-2006, 10:57 PM
Lurkers own Terran computers early on. After that, I build up a Guardian/Hydra combo and always own.
*EDIT* I dont believe i know what Fast Expanding is...
It just means to make an hatchery near a mineral/geyser patch. It should be before a pool like when your at 10/(17?).
SuperKiller
07-16-2006, 11:15 PM
the only hard part of a terran comp as zerg is beating the initial rush that they do. after that it should be pretty easy. expand (build hatchery at another mineral field), and start with zerglings and lurkers as your army. once you get more vespene gas, you replace zerglings with hydralisks, but early on use that gas for lurkers and the lair and lurker upgrades.
fast expanding means building a second hatchery at another mineral field before you build a spawning pool. on some maps, there is another mineral field along the path towards your main base, so you can build a hatchery there, and use it for defense instead of your main base.
i can show you if you want.. you know how to savie and view replays?
TwoTimer
07-17-2006, 12:35 AM
i doubt he ever heard of a replay if he never played online.
at least someone is right to at least be able to beat a comp 1v1 before going online.
Mystlord
07-17-2006, 01:33 AM
A good idea is to research burrow, and burrow a group of units near key choke points as either recon or to spring a trap when the terran units pass over.
I always find defilers a great asset in the end game. The only terran unit that can actually hit through swarm for full damage is the firebat. The siege tank only has it's splash that can hit through.
As a late game harass, you can drop a defiler and some zerglings in the worker chain of an expansion, swarm it, and own the workers. I doubt he'll have firebats up in a big production late game, and you'll be able to do a reasonable amount of damage there.
As a good push, bring in hydras, guardians, and defilers. Since the terran comp tends to be retarded, cast swarm, and place hydras underneath. The terran comp will attack the hydras, even though they can't hit them, then pound on their forces with the guardians. And if you can, bring in a queen or two. Their broodlings work well on the siege tanks.
TwoTimer
07-17-2006, 02:05 AM
NOT against comps. remember, they maphack.
hydroPWNic
07-17-2006, 02:03 PM
Lol, i usually go with the 3 hatch opening because you can pump lings to fight off the initial rush. I do Fast Expand... (I just didnt know i was)
And i've watched alot of Replays, and still do, mainly YelloW, and WCG Replays.
I also usually go all ground units during the game because of those damn Valkeyries, and the enormous cost altogether to build up a decent army of Mutalisks, and there variants. Perhaps thats where i'm going wrong?
Twobitmage
07-17-2006, 02:07 PM
NOT against comps. remember, they maphack.
that's true O_o
comps never scout...
Kassad
07-17-2006, 02:39 PM
Computers do the exact same shit over and over, unless there's a huge gap between the players.
NaAani
07-17-2006, 03:22 PM
Computers do the exact same shit over and over, unless there's a huge gap between the players.
Nah they don't, they have a few builds =P
For example zerg computers occationaly 4 pool ;)
SuperKiller
07-17-2006, 04:56 PM
protoss comps either zeal rush, dt rush, or fast expo with cannons(that strat wasn't invented by the pros).
terran comps do the same thing in the beginning though.
PraetorKoronis
07-21-2006, 10:23 PM
Basic ZvT Build Order [early game]
10 Expo
10 Spawning pool
11 Gas
15 lair
16 den
[mine at least. it works]
# = drone count//populatoin count
hydroPWNic
07-21-2006, 10:25 PM
Thanks, i was always 3 hatching against Terran, i'll try that build order out... thanks so far to everyones tips. :)
PraetorKoronis
07-23-2006, 09:52 PM
I'm not saying that's the best build order though. You've got to remember that build orders need to vary depending on the map; and even on the same map, your starting location could change everything!
But typically, you fast multi (expand) vs terran, and make a sunken or two for good measure.
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