And it doesn't even work against Thor drops.
So that leaves... hydralisks. Which get massacred by Siege Tanks.
04-23-2010, 09:41 PM
#21
And it doesn't even work against Thor drops.
So that leaves... hydralisks. Which get massacred by Siege Tanks.
The Mother of all Queens!
Thanks to Dynamik- for the signature!
04-24-2010, 11:00 AM
#22
I"m not a zerg player by no means, but with that aside, I'm still against the rock paper scissors thing. It's more about scouting, and getting the proper counters in place at the right time. Zerg fortunatley has the ability to switch techs much easier than the other races as well, so scouting past terrans choke may be tougher, but sometimes it may be worth waste of an OL to actually see what's going on.
As for infestor use vs Thors, one of the huge benefits to this - especially vs 2+ thors, even if you get one MC'd then the best thing to do is use 250 mm canon on another Thor as you'll end up immobilizing two of them (The MC'd one, AND the one hit with the 250mm canon)
Just by two sense.
Gritten
04-24-2010, 11:15 AM
#23
No we don't. We can tech-switch and MASS easier than the other two races. But tech-switching takes just as long and in some cases longer than it does for T and P. (The spire takes about twice as long to build as the Starport/Stargate) And we can only mass if we save up larvae. Which hurts our economy or leaves us vulnerable for a while.Zerg fortunatley has the ability to switch techs much easier than the other races as well
But then once that tech building is constructed we get like 14 mutalisks immediately if we do pull it off.
Fairly true, but once the Infestor is dead we lose control of the unit. Infestors are also fairly expensive and super-vulnerable while casting that spell.As for infestor use vs Thors, one of the huge benefits to this - especially vs 2+ thors, even if you get one MC'd then the best thing to do is use 250 mm canon on another Thor as you'll end up immobilizing two of them (The MC'd one, AND the one hit with the 250mm canon)
The Mother of all Queens!
Thanks to Dynamik- for the signature!
04-24-2010, 11:50 AM
#24
I haven't seen it in action yet, but apparently, Neural Parasite casts faster now.
Also, getting back 9 cast range for Neural Parasite will make it much better against Thors. In their last incarnation, it was 6 range, and Thors have 7 ground attack range.
Oh, and about Brood Lords vs Thors, Thors' Ground-to-air attack range is actually 9 - the same as a Brood Lord's attack range. However, Brood Lords will still beat Thors reasonably well.
04-24-2010, 02:20 PM
#25
Nah, it was 7 range. But yes, the 9 range will help a bit.
Still fragile as an eggshell, though. And about as fast...
Yeah, Thor doesn't do a whole lot of damage to Brood Lords.Oh, and about Brood Lords vs Thors, Thors' Ground-to-air attack range is actually 9 - the same as a Brood Lord's attack range. However, Brood Lords will still beat Thors reasonably well.
The Mother of all Queens!
Thanks to Dynamik- for the signature!
04-26-2010, 02:33 PM
#26
I'm with horror on this one. Having good size groups of zerglings burrowed in the middle of the map might help with you catching them off guard. But remember take out the siege tanks and then move onto the Thors.
05-04-2010, 10:59 AM
#27
I'm a Terran player and only copper level at that, but I fair very well against most Zerg opponents in my division. Even ones who are more favored than me to win matches.
What I'm seeing mostly are baneling+roach rushes and backdoor nydus drops. This usually leads into either muta+broodlord combos or Ultralisks.
Zerg are very effective at denying expansions, fast attacks, unit stealing with Infestors and tech switching. When I'm playing, I'm wondering why my opponents aren't doing some of these things. I guess it's mostly the level of expertise I'm playing at.
I'm sure in the upper leagues, the imbalances are far more apparent.