05-13-2010 10:21 AM
05-13-2010 01:09 PM
If you're not making a queen early, thats probably it. You generally want to make one as soon as your pool is finished. I usually make one each per hatchery.
Then make sure your queens are busy at all times. Make larva as often as possible to maximize larva (every 40 seconds), even if you cant use them all (the max is 18 per hatcher). At some point you might find yourself with surplus resources after a big battle, your army will be back up instantly while the other guy is limited to his production buildings.
Also make a creep tumor early and start spreading the creep, you can use the tumor to spawn another tumor so you only have to use it once from your queen to creep a path from point A to point B. Zerg units move faster on creep so the more creep u can run around on, the better mobility you have to defend or micro your units.
Also on your overlords turn on the spread creep ability and move them with your army. theres no reason not to, abd you have instant creep to battle on.
Other than that, zerg relies mostly on having a superior economy and then superior numbers since they can pump drones faster than the other races.
05-13-2010 01:52 PM
also, learn burrow. thats their equivalent of stealth. all ground units can learn this, even your Drones. it makes hiding them easy when they get attacked - you don't need to pull them off the line. Burrow then unburrow when danger passes.
i also see people make extra hatcherys just far away from the original one. it costs only 300 Minerals and since they are the main producers of units, they set the main ones (near the resources) for Drones, while the extra Hatcherys are used for units.
another help would be to familarize yourself w/ which units are strong vs your opponent's units.
I also noticed people use Nydus Network to hide their units. you can load up a BUNCH in there. Then use it to port units over a far distance, once you know what it looks like.
Overlords creep spewing can disrupt their expansion too. they cannot build on top of your creep.
teching up your units isn't simple like Terran or Protoss. for example, spawning pool has speed upgrades for zerglings but another building has upgrades for armor and melee attack.
i find myself w/ ridiculus amounts of minerals. i think as zerg, you can expand faster and sooner.
05-13-2010 02:06 PM
05-14-2010 09:24 AM - last edited on 05-14-2010 09:25 AM
Rhox wrote:
teching up your units isn't simple like Terran or Protoss. for example, spawning pool has speed upgrades for zerglings but another building has upgrades for armor and melee attack.
i'm not sure what u mean here, it's kinda the same for every race....
you upgrade your zealot's attack/armor/sield at forge and charge at twilight council
you upgrade your marine's attack / armor at engineering bay (i think that's what it's called) and stimpack / combat shield at tech lab
on topic, i think it's really important to expand early as zerg, because if you think about it, that 350 mineral spent on your hatchery is both an expansion AND your barracks.
05-14-2010 10:58 AM
brandonuno wrote:i'm not sure what u mean here, it's kinda the same for every race....
you upgrade your zealot's attack/armor/sield at forge and charge at twilight council
you upgrade your marine's attack / armor at engineering bay (i think that's what it's called) and stimpack / combat shield at tech lab
on topic, i think it's really important to expand early as zerg, because if you think about it, that 350 mineral spent on your hatchery is both an expansion AND your barracks.
UR SMRT
05-14-2010 02:20 PM - last edited on 05-14-2010 02:20 PM
choi i was gonna play more games last night but i took a nap and woke up in the morning
05-14-2010 03:00 PM
05-18-2010 11:23 AM
05-18-2010 06:47 PM
colossus clear hydras pretty quickly from my experience, HT works pretty well also although i like colo more
i remember some game i played with p where we were both protoss, he went colossus and i went HT and we just rolled through massive hydra + mmm
05-19-2010 04:25 PM