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Messages - piedriver

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If its really bad, just get the construction yard on the low ground, and if possible the first gas. Ctrl+S & Ctrl+M, and play some tunes while you grow your economy and accumulate energy.

Then, I think, the best option is to look as unimportant as possible. Spawning an italis or firing the ion cannon does not assist in this regard, so stick with basic tech lab stuff to help the better terran push in for the win.


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Balance Discussion / Re: Infestor Transfuse
« on: February 06, 2021, 07:44:48 am »
They have a "hold position" option :D

It's almost as if issuing a single transfuse overrides that and resets them to "stop"

And then a single "h" will put them on hold again. It appears you guys literally want to eliminate the last bit of difficulty in zerg gameplay lol. I've lost infestors, too, be it by them not being on hold position and getting pushed in by my own units / trying to attack the marines attacking my buildings or simply hitting 1 instead of ^ (my F2 hotkey, it's next to 1 on my keyboard) and a-clicking them in. Sure, it sucks, but literally all of that is my mistake, not the game's mistake, if I didn't make a mistake it wouldn't have happened. You realize a hold fire button would have to be pressed, too? Maybe less often than a hold fire button, but you still have to press it at least once. And about pushing priority, I'm not so sure if infestors wouldn't be pushed into the terrans by your units if they had push priority, I feel like when they are on "stop" they might still be moved by smaller units so if you are not paying attention they might still die. If you hold position them they will not be moved even without push priority, at least not by the small stuff like lings and strikes and I'm not so sure if you really want infestors to potentially get your brutalisk / other big units stuck.

Wow youve successfully convinced me that blizzard should remove the hold fire ability from ghosts. The question isn't whether it's necessary but whether it makes sense. The transition from SC1 to SC2 didnt really require auto-mining straight out of rally, but it was added. Stupid blizzard removing difficulty from SC2; oh wait, it's still a complex game.

Perhaps a compromise could be for infestors to donate transfuse charges to the big spine ahead of time, which then autocasts on itself as needed.

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New Ideas / zerg creep unit
« on: February 04, 2021, 07:48:21 am »
Zerg move more quickly across creep than grass, so;

What about a unit that can produce temporary zerg creep when it dies? Like, a small spot of it that lasts 20seconds.

Might just be helpful to freshen up the game a bit.

(finer details like tech level, costs, and so forth idk)

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Builds & Guides / Re: Easy zerg strategy
« on: January 27, 2021, 05:17:34 am »
I see your thoughts but you need to think more openly. Easiest is to give it a try and you will see. (6/6 now)

The broad strategy is to deny Terran their return on investments on the low ground when their economy is least established. If they spend early gas on income generation and protection (2 gas walls, con yard), every bit lost is a big hurt when they return to the high ground.

Re spawners: The traditional route of more spawners via a supply upgrade, some drones, construction, units spawning, is all time given to the opponent to strengthen their position and get that ROI. So upgrading existing spawners is by far the better choice to hasten attack pressure.

Re: tanklings are hardy and require more energy to kill. They become enhanced with the +1 armor upgrade. We're not building a lot of their structures because it ties up too much minerals and supply and I haven't found it beneficial to build more tankling spawners either.

Small aside, I have noticed that the strikling and tankling combo is good for dealing with reapers. By chance, they auto attack the tankling while the strikling closes.

Re infestors: You can happily drop the artillery at the rear and transfuse the baby spine, because while he's dodging shots and shooting zerglings you can pepper the walls to regain energy. You can build more infestors too.
There is a lot of time in this moment for Zerg. You can move the creep up for the hydralisks, drop a spine crawler, and wack their tech lab. Whatever you like.They simply cannot field a strong defense to protect every wall of their base. In fact the greatest help comes from the other side of the map by tech lab power ups or troops.

Re mineral tower: All three players are never again a threat to those mineral towers so its a non-issue.

Sentiments: Yes I share them. If you know you can win by doing a particular strategy it feels wrong to ruin the fun for 3 others .. but the better player C is the more enjoyable the toing and froing becomes

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Builds & Guides / Easy zerg strategy
« on: January 26, 2021, 07:06:57 am »
Hi,

I am not the best player at this game but I am sharing my easy win Zerg strategy.

Begin by ranking your adversaries strongest to weakest; A,B, and C.

1)
Against A, build in a wave effect 4 tankling spawners, the remainder of supply as striklings.

Upgrade each spawner as it caps out, with priority given to the tankling spawners.

Watch player A retreat

re-evaluate B>C. i.e. false starts

2)
Upgrade Supply #1

Against player B, build spawners for slowlings and some striklings, and 1or2 tankling spawners.

Make an f2 ball, f2 attack.
Tip:
From rear to front, drag-click and stop a few blobs to create multiple smaller blobs (for safety from shock troops).
F2 attack again (make all stopped blobs start moving again).

Upgrade the starting spawners at player C
& Then
Upgrade spawners nearest player B

Watch player B retreat.

3)
Against player A (yes, poor soul)

Get 2 infestors and be a pestilence. Bring up another 4 infestors and become aggressive (target units not structures).

4)
interim
Upgrade Supply #2 and upgrade Mineral tower at player A.
(maybe do twice or thrice )

Save for Armor 2


5)
Against player C,
Get another supply,
Build spawners for slowlings and some striklings, and 1or2 creepers/tanklings.
Tip:
Build theses ones back a bit, not at the edge of the creep.

Use those 6 infestors to build Zerg artillery against their armory

F2 Ball in the fog.
Launch barrage of artillery and F2 attack.
Use infestors for targeting troops.
This takes a bit but they will yield.
Kill everything but defer killing the construction yard if player C succeeds in retreating to the high ground.

keeping the construction yard alive keeps its aurora being anywhere it could be useful
the artillery barrage requires that the troops stop shooting or that they get hit by artillery, enabling your zerglings to get closer destroy walls

Fin)
You are now in a comfortable position to finish the match as you see fit.
And swap out and save high energy infestors for banelings.
Kill any sneaky gas expansions or farms.

Some warnings:
Player C would be wise to try and stop your artillery spam. Therefore, save a little bit of energy for transfusing the baby spine nearest their attack.
As they nearly run out of energy, drop the gooey ball behind them so when they retreat its slow and becomes their disaster.

If you see 1 firebat, immediately get 2 hydralisks (1:2 ratio, max 4) and keep them in range of the baby spine.

Final thoughts:
I've tested this strategy 5 times and only better players lasted longer. The result was always the same.
Saying that,
If your Zerg teammate is doing fun things its possible to loose. You do not need them for upgrades, but hopefully they gift you movement 1.

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