
Originally Posted by
protoswarrior
Under normal game circumstances, Zerg will be on way more bases... likely 6-7. Your wonky assumptions that are NOT based on the real metagame currently being used on bnet ignore facts like Zerg has other tools to use to control the map like speed hydras, Ultra/cracklings, drops, nydus worms on 3-4 bases, Swarm Host map control, and sometimes, Mutalisks.
There are so many midgame transitions Zerg can use to force Protoss to split his army and have a cost-inefficient engagement, and take damage to his production, tech or economy as a result.
The thing you fail to realize is that Protoss is limited by his tech's cost, while Zerg is not limited by cost as much, but is limited by strength of his tech, until he has 6-7 bases, is maxed out and has Hive and all his tech structures, from where he can choose to complement his army with whatever counters the Protoss army the best.
If Protoss goes VR/Tempest/Archon/HT, Zerg can exploit that by going mass drop and Ultra/ling counter attacking with infestor/hydra or infestor/queen + late Vipers as support for Blinding Cloud and Abducts.
If Protoss went phoenix/VR/Archon, then mass hydra/infestor/queen + Viper works better.
If Protoss went Col/VR/Archon, then Zerg can go Ultra/ling/Infestor/Queen + Swarm hosts, and a late viper/hydra transition.
If Protoss went Col/stalker/VR, then Roach/Hydra/Viper works best.
Lategame Tempest transitions are easily dealt with using Corruptors in the mix while dealing a ton of midgame damage to Protoss' economy mostly to slow his progress to that transition, until Zerg has overwhelming production.