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They're both cheaper than you think . Tunneling Claws is 150/150 and Ventral Sacs is 200/200 .
Tunneling Claws are utterly useless without Burrow, a 100/100 upgrade. Ventral Sacs are virtually useless without Overlord speed, a 50/50 upgrade.
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You have the ridiculously strong pokers of doom as a good base defense that can easily hold zeal/sentry if you have some lings.
You've obviously never seen or executed an Immortal timing push.
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The number of times that you can actually cut an army in half are pretty small. It requires both the enemy to have poor unit positioning AND proper terrain.
FFs are pretty big. And the "proper terrain" is everywhere in these maps. Kulas Ravine may as well be called "choke points everywhere!"
And FFs are cheap too; 50 energy per shot. Even if you're not cutting an army in half, you're taking up valuable space that their army cannot fill. That means their ranged army is much weaker than your ranged army.
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Why do you keep bringing up lair tech? You mean to say the zerg has to actually upgrade to different tiers as the game progresses?! GASP, something is clearly wrong since zergling/roach cant win every game!
Because, unlike for Protoss, Lair tech requires both gas (Cores need no gas) and an extra building (Den, Pit, etc) before you can actually take advantage of it. The Lair's build time is far greater than that of the Core.
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This is why you keep your army and have an entry base defense at your expansion.
Oh, you mean the expansion that I:
1: Don't have, because fast-expanding against a Protoss is insta-lose vs. early Zealot pressure followed by an Immortal timing push?
2: Have taken for some reason, but I now have 300 minerals less to spend on either Drones or units.
Oh, and even if you do take your expo, there's no reinforcing from your main, thanks to FF blocking your ramp.
Also, there tend to be choke points at your natural. The places where FF is at its strongest.
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Well; out of range = 0 damage = useless waste of Supply and resources (as far as winning a battle is concerned).
Containing with infinite FFs isn't about wining a battle. It's about containing them.
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Use siege units (Brood Lords / Tanks / Colossi).
Oh yeah, Brood Lords. Those are totally accessible early-game. Colossi are low enough teir to break the contain before your enemy double-expos. And Siege Tanks with Siege mode: you can get dozens of those out early game :rolleyes:
God, do you even play the game?
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For T1 Zerg, Spine Crawlers help immensely (high ground + Range 7; 25 damage +5 v Stalkers; 300HP 2 Armor). Move/build 2-3 at your main base choke and you can easily fend off someone trying to abuse FF.
Then you're contained. You can't move out. You're stuck on one base while they're free to double expo. Your entire build timing is screwed up because you can't get out to expand.
This is called losing.
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Yes, (s)he gives you the High Ground and takes away his/her ability to walk up the ramp for easy sight. Without sight your Ranged units can easily pick the Protoss player's units off. That's really annoying.
You keep forgetting this: the purpose of this is not to attack right now! The purpose of this tactic is to force you to one-base. To give him map control and the freedom to expand wherever he wants.
IE: the purpose of this tactic is to allow them to win later by slowing you down. It's the equivalent of Mutalisk harass, but it requires only a few hundred gas, transitions into whatever you want, and cannot be countered except by several, out-of-the-way tactics.
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A zerg shouldnt have all his forces in one place. He should be expanding and attacking undefended targets while ambushing and flanking the enemy army. your wrath should be quick But all I see is zerg just mass units A and B and attack and thats just asking to have your forces cut in half.
Totally.
Wait. There are no "undefended targets". It's just them on two bases in their main. On many maps, you can even take a third and still have a single point of defense.
And there are no units suitable to ambush a Protoss army. Banelings don't do squat even to Zealots, let alone the armored Protoss units.
And the Zerg only have one unit fast enough to do flanking attacks: Zerglings. Small groups of Zerglings are quickly dispatched by their concentrated army. So it's really just throwing units away.
So in fact, this is a terrible idea.
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The notion that FF is OP is ridiculous to begin with!
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Without FF there is no Protoss in PvZ...
Just because something is imbalanced doesn't mean it should be removed. A simple tweak is all that is necessary. Give it, say, 200 health. Maybe 150.
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A good zerg player can make 14 zerglings at once from one SL.
Yeah. In the same time, a Protoss player can make 3 Zealots and a Probe.
The 3 Zealots will win the fight against 14 Zerglings, if they are in good position with decent micro. And the Protoss will be ahead economically, since the Zerg player didn't make a single Drone in that 40 second Spawn Larva cycle.
Totally fair :rolleyes: