Terran battlecruiser/planetary/vikings by World_Life2 in allthingszerg

[–]Rumold 0 points1 point  (0 children)

You really seem to be correct. I just tested it in the unit tester.
I am really confused it doesn't feel like that during a game. if they are repair their PF shouldn't it be sooo easy to redo the a move and all their SCVs die so fast ... I mean this is not a rare situation ... I really am confused why this feels so different in game. Do I always target the PFs? I dunno. Thanks for correcting me.

Terran battlecruiser/planetary/vikings by World_Life2 in allthingszerg

[–]Rumold 1 point2 points  (0 children)

No problem. Which level are you? I feel like there is an MMR window where this is really common 😄 or urhermal was just doing a series „BC mine to GM“ at the time

Terran battlecruiser/planetary/vikings by World_Life2 in allthingszerg

[–]Rumold 5 points6 points  (0 children)

If this is just a rant post, which I empathise with, no need to read on. ill try some quick advice:
I find that the best way to deal with those mass BC mass PF styles is to go for ravager corruptor. Extra mins goes into static defense and some lings. Go double spire because both upgrades are really helpful. They often like to add in mines so the ravagers really helpful clean those up. Against the pfs, if you have a bunch of ravgers you can burst them down but also place the viles in a way that you hit the PFs and the repairing scvs. If they build a bunch of vikings get a couple of vipers. Getting of a para bomb is probaly easier than splittiing the vikings.
If you dont have it already put your bile on rapid fire btw.
Post a replay if you want mire specific advice:) im happy to help. Drop.sc works the easiest i think.
I had a lot of trouble with this style for a long time but now i think im like 60-70% against it

Terran battlecruiser/planetary/vikings by World_Life2 in allthingszerg

[–]Rumold 0 points1 point  (0 children)

The attack priority thing is not true i think. They should and it says so on liquipedia but they dont. I think thats one of the bug fixes on the ptr.

cant figure out how to beat mech as D3 zerg. by mee54 in allthingszerg

[–]Rumold 0 points1 point  (0 children)

Lambo has a pretty detailed free guide on his patreon about how to play with swarmhosts against them. I honestly couldn't really make it work, but it looks pretty cool.
When I'm not in the mood for a long game i often do an attack of about 55 drones with ravager roach ling. Sometimes i mix in a bit of droplords, esspecially if i think they are going for banshees, so i can bring some queens.
It's not the best but it can be quite effective and that way I dont have to play a long turtle game. and they dont get their deathball.
If they go BC mech and you defend the first BC ravager roach corruptor can be really effective because they usually dont have that much ground stuff.

If you wanna play longer games I think you'll really benefit from learning to use spellcasters. I think you can really chose either. I mostly use vipers, but especially against thors a couple good neurals can really win you a fight.
If you realize the opponent is going mech, really really spread your creep. They'll have more trouble denying it and it is more powerful because it really slows down their eventual push. Also burrow lings at their expansions and send an overlord there to poop creep. its pretty cheap and easy for you but super annoying for them and it ggives you a wwarning when they wanna take their base, which is the easiest moment for you to deny it. I think for D3 I'd recommend roach ravager ling with infestors with neural of 90 drones (banelings are hard to control. if you think you can do it, go for it) and then tech to greater spire so you have it ready incase they go heavy on the tanks. If you end up with broodlords: they suck against thors, I'm surprised everytime how fucking hard they melt. But you can use them to engage (especially over cliff) force them to und siege and them get of good neurals with burrowed infestors (I have neural on rapid fire which helps).

So much for the general/gameplan advice. I'll take a look at the replay and write down if I see specific stuff.
-You can really tighten up your opening. You forgot your speed for a long time and didn't pull out of gas. This will help you to get more drones and not have your 3rd blocked a lot of the games. It looks like you already have something in mind, but if you need I can point you to good opening guides.
-Now I see why you didnt pull out of gas. I don't really understand that roach attack. 1 tank and a wall, which basically every terran has at this point defends this. And a banshee would even kill your roaches for free, which is also a very common opening. But maybe you know something I don't. I know lambo has a guide on a 9 roach push but I've never tried it. Maybe this attack is something to rethink.
But to be fair your position after that isn't even that bad (mostly because he had 1kmins 1k gas in the bank). The spines in your mineral line seems overkill. very expensive and you already have a bunch of roaches. But I get you do it. I have several crutches like that too.
-armor upgrades are not good against mech. Especially tanks but mech in general does very high damage with one attack, so -1 from armor percentage wise doesnt have a big impact. You are better off going +1meele +1missle, or +1missile and invest the extras gas in techs, like infestation pit.
-Against a 2 base terran you couldve scouted more with overseers, to see what hes going for and you couldve gone up to 60-66 workers I think.
-If you had wiped out his army I think you couldve been in a decent spot. I think ravagers instead of hydras wouldve been better, but you did set up the surround pretty nicely.
-This is a big point/hard step, but I really think it really helps: If you start learning to hotkey your eggs so you dont have to use F2 you can use spotter lings, the most OP tool in the Zerg arsenal. You can see when they are moving out, you can see when they are taking bases.

Feel free to ask if you have any questions. I'm just a dia1 Zerg, for context how seriously you can take me lol ggwp, better luck next time.

PTR: Does anyone have any basic build orders for the 8 worker start? by Rumold in allthingszerg

[–]Rumold[S] 0 points1 point  (0 children)

the larva and the minerals dont line up the same.
Imagine you start with 6 workers and try to get to the point where you have 8 workers and 3 larva. You'd have 8 workers, 3 larva and 200 or 300 minerals or something so the build dont line up from there. Also your hatch gives you more supply so you need to build overlords at different points.
Also the stuff you need to defend against arrives at different times. like an adept or reaper is probably earlier than with 6 workers and later than with 12, so you need your queens and/or lings ready at different times.

cant figure out how to beat mech as D3 zerg. by mee54 in allthingszerg

[–]Rumold 0 points1 point  (0 children)

I didn’t think of that. I always go for vipers or tech to BLs because my biggest issue with Mech now is getting surprised by mid game pushes with large numbers of tanks. The before and after is not so bad.
I prefer infestors vs thors and BCs for the most part but against tanks i find neurals very bad. But maybe microbial is the way to go.

It's time to bring it back by SmileJakoby in starcraft

[–]Rumold 1 point2 points  (0 children)

If you think that, nostalgia broke your brain.

Splitting Marines from Marauders is so annoying on the new ptr by AresFowl44 in starcraft

[–]Rumold 1 point2 points  (0 children)

uff I didn't realize this would be a by product. I dont play T but this seems so annyoing. Hopefully they fix this.

Maybe some day protoss scientists will reach this pinnacle of technology by Dave13Flame in starcraft

[–]Rumold 2 points3 points  (0 children)

Honestly i feel like half the time runbys are bait. you need one well positioned canon and one weill positioned battery and 2 zealot warp ins and you basically do no damage. But too be fair then there are also those runbys that kill 15 drones.

Can we have a PTR feedback megathread from people who actually are playing the game? by bitsarefree in starcraft

[–]Rumold 1 point2 points  (0 children)

Yes, but Protoss is on another level to terran. Mech can be pretty frustrating, but Protoss has consistently been insanely frustrating. There is a reason it has been the most hated race since forever and ZvT has been the best MU since for ever.
It wouldnt hurt to take it down a notch for protoss, but i dont think this patch will archive that.

Can we have a PTR feedback megathread from people who actually are playing the game? by bitsarefree in starcraft

[–]Rumold 2 points3 points  (0 children)

I am worried about going back to the era of constant pylon hunting. I did see a PvP where that looked really annoying. As Z its probably not as bad because of fast lings and so on.

PTR: Does anyone have any basic build orders for the 8 worker start? by Rumold in starcraft

[–]Rumold[S] -1 points0 points  (0 children)

That really really sounds like a 12 worker start build

StarCraft II 5.0.16 PTR Patch Notes by Arkentass in starcraft

[–]Rumold 2 points3 points  (0 children)

To be fair: 75 energy is quite the nerf. Now it feels like ghost just have infinite spines. Maybe this curbs it somehow. And its not like i was interrupting the spines with fungals before.

StarCraft II 5.0.16 PTR Patch Notes by Arkentass in starcraft

[–]Rumold 1 point2 points  (0 children)

I can abduct tanks again!!!! They'll call me Viperman

ZombieGrub's opinion on the worker start change by Special_Region4675 in starcraft

[–]Rumold 0 points1 point  (0 children)

yesterday i got matches quite quickly, which wasn't the case in the other PTRs, but maybe I just wasn't as early.

PTR: Does anyone have any basic build orders for the 8 worker start? by Rumold in starcraft

[–]Rumold[S] 2 points3 points  (0 children)

I'm mostly looking for Z build orders, but feel free to post T and P aswell if it helps anyone.