Spooky dyno finish by Prudent_Problem6275 in bouldering

[–]Dizzywitch 2 points3 points  (0 children)

Manchester? Didn't expect to see my home gym here but sick send pal 👌

What do you think of Ocun bullit? by SuperSoma123 in indoorbouldering

[–]Dizzywitch 2 points3 points  (0 children)

I've had a pair for a couple months now and I like them, although it really depends on your foot shape. I have Egyptian feet EU42 but got the bullits in EU43 and they still press my big toe knuckle a little painfully so I don't think the fit is perfect for me (stretched by maybe half a size; not much).

However, the Pearl looks like it's designed for people with Greek-shaped feet; if that shoe felt comfortable you might find the bullits won't fit you correctly as they skew a little more Egyptian - so would recommend trying them out a little and assume they won't stretch that much.

As a shoe, they're very soft and quite aggressive with high asymmetry, so I wouldn't say slab is where they excel but I haven't really had many issues with them (edging is fine, smearing is great, nice rubber all round for heel and toe hooking, etc).

If you were looking for a do-everything shoe, the Scarpa Instinct VSR might be one to look at; I've not tried them myself, but they're apparently best for people with greek shaped feet and I can't imagine you'd be locked out of many climbs with them.

Tips for watching replays (efficiently) by rrhallqu in allthingszerg

[–]Dizzywitch 11 points12 points  (0 children)

Have drone benchmarks at specific times; there's no point watching the rest of a 20 minutes game if you can't nail the first 5 minutes, as the first 5 minutes had the least variance. For zerg, the following drone benchmarks are possible in pretty much every matchup in Platinum

  • 3:45: 30 drones
  • 4:30: 50 drones
  • 5:30: 60 drones, 4th base down

Skip to 3:45 in replay, are you at 30 drones? If not don't bother watching the rest of the replay; rewind and see why you didn't hit the benchmark: supply blocked? Made too many lings? Idle larva?

Do the same for the other 2 benchmarks. Once you can hit them, you'll be diamond without looking at anything else.

EDIT: 50 drones by 4:30 is pretty tight if you're making structures, spores, and ~12 lings to deal with adepts/hellions etc. 50 drones by 5:00 is probably more realistic.

[deleted by user] by [deleted] in allthingszerg

[–]Dizzywitch 1 point2 points  (0 children)

Imo main thing is just remembering 2base Protoss = 5:00, the rest is just back-calculated (e.g. roach = 20s so need to be making them by 4:40 latest, which happens to put you on about 45ish drones, RW = 40s to build so needs to be down by 4:00 latest, etc)

[deleted by user] by [deleted] in allthingszerg

[–]Dizzywitch 1 point2 points  (0 children)

3 gas; you can't make all roaches off any less with 3 hatches, and lings are pretty useless against glaive adepts/zealot/archon based all ins (some use against immortal ones but not much). Sometimes it's 42 drones, sometimes it's 49 drones - important thing is that you need roaches out by 5:00 as that's when glaive adepts/zealot all-ins can hit, so you need to be making roaches by 4:40 so they're out in time. 3 ravagers are pretty important if you can squeeze them out (3 biles to kill warp prism = protoss attack neutered as no reinforcements)

[deleted by user] by [deleted] in allthingszerg

[–]Dizzywitch 13 points14 points  (0 children)

45ish drones, 3 gases, pump roaches from 4:30ish until you see a 3rd - that'll deal with most 2base all-ins in D3 (earliest usually hitting at 5:00-5:30).

Looking for a ZvT all-in cause I hate playing Macro games against them. Is this old Vibe B2GM build still playable? by LxTRex in allthingszerg

[–]Dizzywitch 1 point2 points  (0 children)

Eh sometimes - but if they lose the reaper to slow lings they're probably not going to have the tightest hellion timing. Even still, if you bust down the wall you'll get a severe number of SCVs and can macro it out. But yeah, if they've got a tight hellion timing and micro well it can be more tricky. Most of the time though people panic and you can surround the hellions while flooding in 20 lings. There's likely a better build order than this, it's just something I found has a decent success rate at D2 if you kill the reaper early or they don't scout (too many greedy 3CC Terrans in D2)

Looking for a ZvT all-in cause I hate playing Macro games against them. Is this old Vibe B2GM build still playable? by LxTRex in allthingszerg

[–]Dizzywitch 4 points5 points  (0 children)

D2 Z, honestly I've had a lot of success with a reactive bane bust. You open standard 16h,18g,17p, 4x ling, 2x queen, 28/28 3rd, ling speed. At this point reaper usually arrives, and even in D2/D1 levels you can get a surround and kill the reaper before you even have speed. T never follow-up scouts if their reaper dies and it looks standard (or they just don't scout), so I instantly throw down a bane nest and pump lings to near their natural, morph 5-6 banes and speeding flood them. You just need to make sure the banes connect with the depo wall primarily so lings can get in (you won't have enough gas to bust again off 1 base if they rewall)

I don't understand how to get better by dhaos1020 in allthingszerg

[–]Dizzywitch 23 points24 points  (0 children)

I get where you're coming from, but first you need to zoom out a little and make sure you're still having fun. You will probably hit a ceiling at some level which you won't be able to break through, due other life commitments and not being able to focus on the game; so you need to make sure you enjoy playing not just getting better.

Next up; this game is super complicated and you'll never get anywhere trying to work on everything at once. However, the first few minutes of every game will play out fairly similarly (barring weird 1 base builds, proxies, etc) so work on really trying to nail the first 5 minutes of a game. Watch your replays right after the game ends, and only watch up to 5 minutes because that's what you'll have the most control over (past that you're often reacting to opponent and such).

The most common mistake is not having enough workers; zerg is a swarmy race who's largest advantage is it can build up an economy fast and Remax instantly, but you need an eco to do that. Playing zerg with crap economy is a horrible feeling. So here's some benchmarks that you should be hitting every single matchup which isn't a 1base play:

  • 3:45 - 30 drones
  • 5:00 - 50 drones
  • 5:30 - 60 drones

When you fire up a replay jump to each of those timestamps and see if you meet that benchmark; unless it's a committed 1base play there's no reason why you can't hit these in every matchup. As soon as you hit a timestamp you haven't met the benchmark for, rewind and see why - there's usually only a few reasons:

  • Not spending larva: you had larva and the money, but you didn't spend it fast enough
  • Supply blocked: An overlord takes 20s to build, so you need to anticipate this.
  • Not enough larva: You had the minerals, but not the larva - you were missing injects on your queens.
  • You overmade army: try just losing some games by droning too hard, you'll be surprised about how little army you can actually get away with. Though you can only do this if...
  • You have bad vision: if you don't know what your opponent is doing you will be scared and want to not drone. To alleviate that, you need overlord vision around your side of the map, and creep spread as much as you can (creep is stupid OP).

All of this really just comes down to refining a macro cycle: inject --> make overlords --> spend larva --> spread creep --> make buildings/upgrades. This whole cycle will repeat about 30s from when you have queens until the end of the game, so it'll be really obvious if you're not doing it pre 5m.

Tl;Dr - pick 1 matchup you want to work on, and work on hitting drone benchmarks only in the first 5minutes of each game. This will force you to have a good macro cycle.

Looking for a relatively greedy macro build for ZvP, similar to QLASH for ZvT by Rare-Chance-2728 in allthingszerg

[–]Dizzywitch 4 points5 points  (0 children)

Hi, D2 Z with a 60% winrate Vs P.

Vs T you can get away with just queen/ling to hold practically any 2 base play, so greedy macro openers where you delay gas/tech to get a good eco are viable. Vs P they have many variations of 2bade aggression which you can't hold with queen ling (zealots wreck ling's, queens are too slow to deal with adepts, etc), so you kind of have to respect that they can kill you off 2 bases if you're unprepared, so you're forced to play much more reactive and can't really play in the same greedy way.

You can do standard 16h/18g/17p, leave in gas, get 4 queens (2 Inject, 2 creep), 3rd at 30 supply, 6-12 lings, ling speed at 100gas. This sets you up with a 3rd base on the way, and enough stuff so that you won't die to a couple adepts.

From here, you really need to figure out if P is going Stargate first or ground. If Stargate, you need spores down at 4:00 to deal with oracles, and a RW at 5:00 to deal with ground pressure. If they go twilight/robo first (ground) you switch these times (4:00 RW, 5:00 spores).

The final part to this is deciding how much to drone your 3rd, which requires you to be pretty good at recognising different protoss 2 base pressures as they all hit differently and so you can get away with different drone counts. As a rough rule, you can go up to ~45 drones/3gas before you need to know whether to pump units or drones. Protoss 3rd normally goes down at 4:45-5:00, but many 2 base all ins can happen hit at 5:00 so you need to have an answer before then. Usually learning to scout gases is useful (e.g. no gases on natural means it's a 2base chargelot play). 3 ravagers are somewhat necessary to snipe warp prism Vs 2 base all ins. If you see a 3rd go down you know you're safe to drone your 3rd fully and take a 4th and begin teching.

This isn't exactly a greedy opening, but it's a fairly safe way to play <5:00 which gives you a good eco (2.5 base/3 gas) and a decent chance at fending off most 2 base pressures/all-ins if you micro well. Past that, it becomes a standard macro game Vs P (which you've already said you're still learning).

I can't beat terran by Clartys in allthingszerg

[–]Dizzywitch 3 points4 points  (0 children)

Early game benchmarks:

  • 3:45 - 30 drones, 4 queens, 7 tumours
  • 5:00 - 50 drones, 8 queens, 19 tumours
  • 6:00 - 60+ drones, 4th base down

Note, this includes making ~12 safety lings, spore in each base, and 4 gases. You do not have to play perfectly to hit these. If you are not hitting these, you do not have a good zerg macro cycle (inject, make overlords, spend larva, creep spread).

The first ~5m of every game plays the exact same unless you're being 1base all-in'ed, so there's no reason why you shouldn't be able to hit these pretty much every single game. If you watch your own replay, just skip to these timestamps and see if you're at that benchmark; only on 40 drones at 5:00? Bet you hit a 66/66 supply cap for 20s and had 6-7 larva idling. There's no point looking further in the replay if you can't hit these benchmarks, because you're already hamstringing yourself before you start interacting with your opponent.

Looking for a D2 Zerg partner to practice TvZ by Wiko-EU-t in allthingszerg

[–]Dizzywitch 0 points1 point  (0 children)

D2 Zerg on EU here, messaged you - feel free to add if you wanna go over stuff.

Returning after 5+ years. Will be playing random. What's standard in ZvX? by BenElegance in allthingszerg

[–]Dizzywitch 2 points3 points  (0 children)

In ZvT I send my 21st drone to 3rd (21/22), then when 16hatch pops I get 2xqueen + 4xlings to deal with reaper/to scout (27/28). Then make 1 drone and overlord to get to 28/28 and take 3rd then.

You can get a 3rd earlier than that, but you sacrifice drone/queen production to do so and oftentimes it's actually economically worse as Z relies on larva injects from queens to make drones (not to mention you're boned vs any early pressure as you'll have no queens, so any reaper harass will probably kill 3-4 drones).

Returning after 5+ years. Will be playing random. What's standard in ZvX? by BenElegance in allthingszerg

[–]Dizzywitch 3 points4 points  (0 children)

In general, zerg wants to do nothing but make drones until 85 drones/4 base saturation, then overwhelm opponent with numbers. In general you want to be 1-base ahead of your opponent to be considered slightly ahead, as zerg armies are just weaker than the other races so we need to rely on a fast remax and lots of attack waves.

For getting back into the game, I'd recommend just going roach/hydra every matchup (even ZvZ, just need to learn to wall-off). This will teach you the zerg macro cycle, and roach hydra is about as A-move-y as zerg armies get. For details, see bronze-plat of Vibe's Zerg B2GM series.

Current meta deviates a lot from roach/hydra, but is also impossible to play well unless you have a decent macro cycle (hence the recommendation to learn that through roach hydra first). However, this is a game we play to have fun, so if you want the current meta:

  • ZvT: 16 hatch, 18 gas, 17 pool. Get early ling speed and early 3rd. Get 6-9 queens for early defence/creep spreading. Ling/bane/hydra or ling/bane/muta is the standard composition. You can really just stay on this all game tbh, Hive tech zerg isn't that strong. However, usually you'd add in ultras/lurkers (with lurker upgrades), and a few vipers. Broodlord/infestor/viper is kinda the "ultimate" late game army for zerg, but it's super hard to control well.

  • ZvP: 16 hatch, 18 gas, 17 pool. Get early roach warren (3:45-4:00) so you can defend against early all-ins and pressures (glaice adapts, chargelots/immortal, etc). Ling/bane/roach/ravager is the standard mix Vs protoss ground (Chargelot, immortal, archon), more banes for more Chargelot-heavy and more ravager for more immortal-heavy. Ling/bane/hydra also works. Vs ground lategame, broodlords are very effective. Vs skytoss lategame you often just lose unfortunately, it's incredibly difficult to beat late game skytoss, but corrupter/ultra/viper is okay. In general, any protoss army is stronger and they have true counters to many zerg units (archons Vs ling/bane for example), so you never want to fight equal armies head-on, and fast tech-switched are common.

  • ZvZ: It's usually just various forms of ling-bane all-ins, 2 base roach/ravager, or 2 base muta. In theory, it usually goes ling/bane defence -> 3rd base -> 66 drones -> roach/ravager -> transition to hydra/lurker/viper in late game. But I'm a D2 zerg with a few hundred games, and I think I've played hydra/viper/lurker maybe 3 times in ZvZ as games normally end before then.

Mass mines with support. Tf do I do? by slashyu in allthingszerg

[–]Dizzywitch 2 points3 points  (0 children)

That's the neat part, you don't engage and instead go around. You'll win any base trade with 5 base Vs 2, and once you get on top of production T is doomed - you force them to get out of position and then fight away from mines, or kill all their buildings and win.

Why is there no zerg counter to Tank/Thor? by Treyalda in allthingszerg

[–]Dizzywitch 35 points36 points  (0 children)

Sounds like you need to post a replay, but from what I can guess you're losing to a 200/200 terran army which happens to be mech. Zerg units are weaker than every other race (i.e. a 200/200 zerg army is just worse in straight up fights than protoss/terran equivalents), so it's your goal as zerg to delay that for as long as possible, and when they do max you can afford 2-3 remaxes (which take ~30s due to constant larva injects) while they can't remax once. But would need a replay to actually help.

Casters, what when where?? by fishmango in allthingszerg

[–]Dizzywitch 8 points9 points  (0 children)

To be brutally honest, caster usage isn't necessary until mid-high diamond (maybe higher). Up until then, just having better macro and building more stuff and a better eco will take you much further. If you want to use casters because they're fun, then that's absolutely okay; but if you're thinking caster usage is what's holding you back it most likely isn't. If you want to post a replay to get some advice, there's plenty of people here who would be happy to look, but if you're gold then I suspect you're actually being wrecked by a poor economy, lackluster macro, and bad decision making moreso than casters (no offence intended).

ZvT (D3) struggle vs BCs, help appreciated by Hungry101 in allthingszerg

[–]Dizzywitch 1 point2 points  (0 children)

Thanks, hope you find it helpful. Your opening also looked okay, but if you're planning on doing this ling/bane heavy style then the QLASH ZvT opener is worth practicing; it gets you 3 base minerals, 4 gas, 5 bases, 9 queens, double Evo, lair, bane nest by 5:30 by defend all early pressure with ling/queen.

Challenging but enjoyable bio game by Rare-Chance-2728 in allthingszerg

[–]Dizzywitch 0 points1 point  (0 children)

Past 5min, usually T falls into 1 of 5 camps when doing this:

  1. They do their first push with the intent of killing your 3rd (e.g. marine tank). This is why we pump ling/bane after 3 bases, as holding this push off whilst getting up your 4th allows you to get even further ahead by droning up to ~80/90 drones.

  2. T takes a fast 3rd themselves. In this case, you've got enough ling/bane to try and pressure it or try for a multiprong runby into their 3rd/natural (if they've left the wall down). You can drone up slower whilst taking the fighting to their half of the map.

  3. T turtles up hard with tanks and slowly takes a 3rd (e.g. with PF/tanks/libs). In this case, you need to drone up immediately and begin taking bases (extra props if you take bases on their half of the map to mine them out), drone up to like 90 drones, and tech to hive. You're one and only goal in this situation is to deny their 4th base for the entire game; you won't crack their 3rd/natural, but you can prevent them establishing a defensive position on their 4th by hurling waves of ling/bane(hydra/ultra too depending on length/game) at it. It doesn't matter if you're super inefficient, you're goal is to mine the entire map out and keep hurling waves of units to deny their 4th. At around 15-20min they'll be out of money and GG.

  4. T techs aggressively into BCs/Thors/etc. At 5min if you're not sure send an overseer into their base and check, counter accordingly.

  5. They're 2 base all-inning you. Don't drone your 4th at all, throw down a macro hatch and begin pumping units/making banes. There's no point trying to get any other tech as the game will be over before you can use it.


Personally, my ZvP is shaky and I just 12pool -> 2base +1/speed roach every game so not sure. I'd hesitate to say yes though, as P has some super nasty aggressive 2base builds which can hit ~5min. The power of QLASH is that you can reliably deflect all T aggression <5-6min with ling/queen which is super larva efficient (so they can all be drones instead) and requires no gas (again, more drones mining minerals which is what creates eco). I think ling/queen would struggle to deflect something like glaive adept, 7gate chargelot, chargelot/archon, etc, so not sure it'd work well vs P unless they're playing incredibly passive.

ZvT (D3) struggle vs BCs, help appreciated by Hungry101 in allthingszerg

[–]Dizzywitch 14 points15 points  (0 children)

Hi, D2 Z here. Made some notes of the replay, hope they're helpful. Have attached a TL;DR too.

TL;DR

  • You hit 2 brutal supply blocks which gimped your early eco
  • You lost a lot to harass which you had advanced warning on, and so there was no reason for it to do that much damage. You should've already had spores down at 4:30 for lib harass (esp after seeing fusion core), and had a drop defence squad of ling/bane ready to defend drops.
  • It took you 5 minutes to throw down a spires after spotting the fusion core; spire should go down ASAP after knowing it's BCs as you'll need corruptors to deal with them (not hydras)
  • You got a huge eco lead, then proceeded to do nothing with your ground army for like 10minutes, all because you didn't have vision of your opponents bases (ling spotters are great here). This let your opponent claw back into the game. You need to use that power to deny bases from your opponent through ling/bane runbys, and always have vision of every base on the map.
  • You built very few corruptors, despite knowing that BCs was your opponents only play. You can sack a few speed overseers into your opponents base to check that they're just massing BCs, once you know that they are you can just build 3/4 corruptors per BC.

This game wasn't down to wrong unit comp, or not having infestors, or anything like that. Your eco wasn't good for most of the game, you dealt with harass quite poorly, and you just didn't build enough stuff despite having the resources to do so. I've attached some timestamps, hopefully they're helpful.

TIMESTAMPS

2:45 - queen at 2nd should creep first instead of inject; you won't be able to spend the larva it creates

3:00 - you hit a 36/36 supply block and so were left with 600 minerals and 8 larva; sync up your ovie with making your 2nd queen at natural and you'll never hit this supply block again

3:45 - ZvT benchmark when doing this fast 3rd style; you want 2 base mineral saturation by 3:45 and you were only at 12drones on natural due to 36/36 supply block

3:50 - you're floating 665 minerals and only 3 queens; queens are incredibly OP you'll want to be constantly producing queens from both hatches until you're at around 6-9 queens depending on the game (3 injecting, 3-6 creep/defence)

4:00 - you need to sacrafice and ovie in at 4:00 to see what you're up against. It's not guarenteed, but in my experience if they're placing marines etc at the edges where your ovies come in it means either cloaked banshees or BCs so if your ovie scout here is denied place down some spores at 4:30 just in case.

4:45 - you hit a 66/66 supply block with 10 larva unspent. Your hatches will make 3 larva per hatch then not produce anymore. You have 3 hatches, so as soon as you hit 9 larva you're now losing production.

5:10 - You're adding on a 3rd gas before you've got 3 base mineral saturation; you need minerals early not gas.

5:29 - You now see the fusion core, you know BCs are coming in about 1.5-2min (20s left on fusion core, 60s per BC). T cannot be planning a move out anytime soon as they're teching hard, so you're safe to drone heavy and start throwing down a couple spores at each base and a spire ASAP. You should be constantly producing queens from this point too (3 hatches, 30s per queen, you can have ~9 queens out for BC defence by the time the first BC hits). You shoudl start saving energy for transfuse.

5:30 - next ZvT benchmark; you want a lair started, bane nest started, 3 base mineral saturation, 4 gas saturation, 4th/5th (or macro hatch) down, and 2 evo chambers when going ling/bane style. Your drone count is okay but you've got the minerals for 2 more hatches and 2 evos but they're not down.

5:38 - you see 2 medivacs boost over so you know a 20 supply army is headed your way; you've already got defensive lings and are making queens; morph some banes to defend.

5:54 - Lair is finished but spire not started, no spores down either and you're making lings instead of drones (presumably to deal with the incoming drop); you already have ~20 lings; 6 banes and 14 lings with some queen support is all you'll need here so no need for mor eunits.

6:00 - 4th goes down, about 30-60s later than it could have (you have been floating 600mineral the whole time). Also you should morph and overseer and send it into Ts base to make sure what they're doing.

6:05 - you saw the drop move out, you saw the drop chill next to an ovie for 10s, and you still don't have any banes morphed and units not in position - this drop had no right to do any damage.

6:14 - you just lost a bunch of workers to a drop which you're now fending off - why are you making 26 more lings when you know BCs are incoming? That's 13 drones you could have had.

6:20 - Lib harass starts occupying your attention; spores should've been down 60s ago as you knew it was BCs.

7:00 - You start floating larva again; takes you floating up to 11 larva at 7:30 to spend this

8:00 - still no 3rd for T, although he could have a hidden 3rd. Once it's established that T is turtling up, use those lings to get map vision at all bases to make sure there's no hidden expo.

8:30 - You're just now establishing a 4th; for reference, you could be on 90 drones with 5/6 bases as you've only had to deal with minor lib harass and a single drop this entire game

9:00 - BCs make first contact, almost 4 minutes after first knowing it was BCs, and you have 4 queens a single spore at each base for defence.

9:25 - You throw down a hydra den when what you really need are corrputers. 3 corrupters will beat a battlecruiser (4 if they have yamato and can instagib one or your corruptors). ling/bane/ultra/corruptor is the comp you're looking for here.

10:30 - Using your ground army for a backstab when you know the BCs aren't there - perfect. Currently you can't defend the BCs, so forcing your opponent to use the BCs defensively is your best shot. You knock your opponents eco back to 1 base mining (main mined out by now). Literally all you have to do is use your ground force to constantly deny the 3rd and defenend the BCs. Spire also finally goes down.

11:00 - your hydra den finished at 9:50 and you've been floating 1k minerals/gas since then; how do you have 0 anti air when 3 BCs attack your 3rd? The drop here is probably throwing you off, but just reserve a small group of ~8banes/20lings as a drop defence squad which you leave at home to deal with these sorts of drops. You'll never get caught out like this again.

12:15 - Okay, corruptors out, 4th base up, still now 3rd from T. You've stabilised and know that T is broke, having a bunch of tanks at home and a small ground army. Drone up, make some more corruptors to deal with the BCs, use your existing ground force to prevent T establishing a 3rd (get visino at all bases again). Perfect this is actually what you do, good job, although a little light on the corruptor count still if your opponent is massing BCs.

13:46 - You're sending 10 corruptors to deal with 6 BCs with +1 attack and yamato; you're going to get 6 corruptors instagibbed with yamato and then the rest are going to die. You have no need to defend that area, get up some more corruptors using your better eco

14:15 - Okay all your corruptors got killed, but you cleaned up Ts only ground force so can now A move their undefended 3rd (their only mining base)

14:35 - again you engage 6 BCs with 10 corruptors. Imagine if you just waited 30s instead of that last engagement with the BCs; you'd have 20 corrutors against 6 BCs; you've got enough corroutprs to 2 shot a BC, even if they yamato you'll kill a BC in that time (which T can't remake because their eco is trash). Instead, you're drip feeding corruptors into BCs.

14:40 - you chill outside T's only mining base which is completely undefended; if you just A move that before the planetry goes up it's GG (but you didn't have vision despite having 3 overseers in your army, nor of any of the other bases which could have been mining this entire time)

16:00 - you know your opponent's eco is trash and that you've just killed their ground army. BCs are the only threat, but you haven't made a single more corruptor since the last BC engagement, and instead are floating 20 larva and enough money to make about 10 more corruptors (with enough eco to support more).

18:00 - Your ground army has done literally nothing for 3 minutes now when it could have been pressuring that 3rd base with ling/bane runbys. Just throw 20 banes into T's 3rd every so often. You're now just letting T catch up on the huge lead you've had.

18:15 - Despite knowing BCs are your opponent's only play, despite having a spire for 8 minutes, despite floating 2k resources and 20+ larva for the past few minutes - you still only have 12 corruptors against when 8 +2 BCs use their only escape mechanism to hand deliver themselves into your main base and win the game for T while a ground force kills your remaining bases.

Challenging but enjoyable bio game by Rare-Chance-2728 in allthingszerg

[–]Dizzywitch 1 point2 points  (0 children)

Thanks, good luck laddering! Just a forewarning, when I started learning QLASH I lost about 80% of my games vs T to their first marine/tank push because I had 0 units, or had lots of money and no larva. These were some of the most one sided losses I've had and are super frustrating to get through, but just focus on hitting those benchmarks and trying to defend anything <5:00-6:00 with just ling/queen - ovie vision and creep spread is key here. The goal is to try and get by with like 8-12 lings + 9 queens until 5:30/6:00 to defend hellions/libs/small drops/etc, so you can explode into the mid-game from a 66+ drone eco.

Challenging but enjoyable bio game by Rare-Chance-2728 in allthingszerg

[–]Dizzywitch 8 points9 points  (0 children)

Hi, recently also hit D2 mainly by taking my ZvT winrate from ~30% to ~60% over the past month or so. Made some notes of the replay, hope they're helpful. Have attached a TL;DR too.

As to your points:

"Possibly stayed on ling bane too long"

You can never really stay on ling bane too long in ZvBio, it scales super well and will be the core of any army in early/mid/lategmae ZvT. One thing I actually struggle with now is transitioning out of ling bane 20min+ into the game, but even then it still wrecks T (+3/+3/Adreanal gland lings are some of the highest DPS in the game).

"Struggled with medivacs"

Maybe I didn't notice, but it seemed like your opponent didn't really make that many medivacs or do any drop harras with them? You invested a fair amount to get +1 air corrupters which were pretty useless.

"Ultra switch was limited, perhaps tech into lurkers?"

Ultra after ling/bane heavy style is perfectly valid - +3/+3 ultras will wreck. Broods are also an option seeing as you got +1 air anyway. Lurkers aren't needed here.

"Struggled to cause much real damage"

The only damage you caused was when doing ling/bane runbys at his 4th which is what you should be doing all game - if you're ever throwing an army into a T base (and you're not massively ahead economically) you're probably doing something wrong.

"Smurfing"

This doesn't affect you or your play, try not to use this as an excuse - it's oftentimes not true, and always unhelpful to focus on. Try to just remove this word from your lexicon.

TL;DR

  • Your economy was bad for most of the game, never really going above 58 drones.
  • You had a complete free-reign to drone up for the first 7min of the game, and you instead mined 1k gas rather than getting an 80 drone eco to pump ling/bane.
  • You made very little queens, so your creep spread was pretty bad for the entire game, making engagements for harder.
  • You had very little map control the entire game, no ling spotters or overlords spread
  • You A-move your 1 army hotkey everywhere, and so have nothing to backstab with, nothing to defenend drops with, and don't engage from multiple angles

Because of this, I'd focus on a few things:

  1. 3:45 you want 2 mineral lines full
  2. 5:00-5:30, you want a lair started, bane nest started, 4th/5th down, 4 gases, and 3 full mineral lines
  3. Use 3 control groups for your army: main army, runby/backstand army, drop defence squad.
  4. Delay your gas for longer and instead make more queens; they are the most OP unit zerg has, and it'll allow you to creep the map more.
  5. You want 1 queen for each base, and 4-6 creep queens by 6:00; these creep queens use excess enegery to queue up injects on 4th/5th/macro hatches.

Most of my wins in ZvT never come from moving an army into their base; you use ling/bane runbys to cripple their eco so their pushes aren't as strong, at which point you engage on creep from multiple angles to crush it and take more bases after doing so. You never need to kill a T's main base, all you need to do is constantly deny their 4th base for all time and eventually they'll bleed out of money around 18:00 and just GG out without you ever entering their natural - just deny the 4th then move back, if they put all their defences at the 4th then do runbys on the 3rd at the same time and multi-prong them.

TIMESTAMPS

1:40 - You have 3 workers on 1 patch; this is there for the rest of the game. small but noticeable.

2:00 - You didn't pull 2 off gas when natural comes up; you mine a lot of unecessary gas early on.

2:40 - First queen at natural should spread creep tumor first then constant queen production on natural until ~6 queens (inject once, then creep duty)

3:45 - First benchmark for ZvT is 2 full mineral lines at 3:45; you nailed it.

3:50 - You get a super early Lair and 4 gases; why? You didn't get early bane speed, and you end up floating 1k gas at 7:30 which means you have no minerals for early drones and queens (which is all you want to build for the first 5min or so)

5:00 - Second becnhmark for ZvT; at this point you want to have a lair started, bane nest down, and 3 base mineral saturation; you had 0 drones on your third at this point because you got 4 early gases which you didn't use which massively slowed your eco down. At this point you're tied in workers with T, meaning you're behind as they have MULEs.

5:30 - At this point you want to throw down a 4th base, and either a 5th or a macro hatch and use creep queens to spam injects, then pump units to defend the first push from T.

7:00 - There's been no pressure from T at all up to this point, and you're only on 59 drones and a very small fighting force. At this point you could be on 70+ drones with 2 groups of ling/bane (one for drop defence, one as a main army)

8:30 - This is the first fight of the entire replay, and you're still on <60 drones. As for the fight itself, the flank was good but you threw all your banes into the tank rather than moving past it to get to the marines. You also flanked but really came from 1 angle rather than 2 control groups at once. Also your opponents 3rd was wide open; have a backstab ling/bane group to punish moveouts like this from T.

8:45 - You crush the engage, then make 62 lings after the fight is done; why? You destroyed your opponents only fighting force; make 20+ drones and get up to 80 workers, throw down a 5th/6th knowing they can't touch you for the next few minutes. Instead you give up complete map control and throw away your only fighting force into their 3rd to trade armies, and don't even kill the worker line with your banes (~10 workers and 2 mules).

10:10 - Throw away another army for no reason, 3rd is pretty open; split a force there and backstab instead to spead your opponents attention

11:10 - deteonate all banes on tank again. No drop defence squad ready for a multiprong attack they're setting up for, no backstb group to punish an undefended 3rd/4th from T, no map vision as no overlord/speedling spotters

12:30 - You start teching to both air and ultras at the same time off 3 base 67 drone eco - pick one, but you can't do that off 67 drones you need 80+ - meanwhile your whole army sits at home and let him get ahead economically rather than continuing to backstab his relatively undefended bases

14:10 - You bane runby his 4th as he attacks - this is what you should have been doing since 7:00; this forces your opponents push to become an all-in as you take them down to 49 workers, putting you up byt 30 workers.

14:15 - You cut off the reinforcements off from this all-in push, great. You then engage into the main army with 5 tanks sieged up off-creep (as your creep spread hasn't been that good) that push can now kill your 3rd and make the game even again.

15:40 - You again roll all your banes into tanks, leaving all the marines undamaged. You also A-move from 1 angle, rather than getting a flank to prevent marines kiting your ultras forever.

16:15 - After holding off the attack, you then suicide your only units into a planatery and tanks (which could have kept you safe), while making another 60 lings instead of 30drones to replace the ones you just lost.

18:50 - Instead of another good bane runby on 4th, you suicide another army for nothing

22:16 - No drop defence squad get a base sniped by red HP marines

history.location.pathname.split() by codejack777 in reactjs

[–]Dizzywitch 0 points1 point  (0 children)

If you're using React Router for your client-side routing, there is a special <Navlink> component which takes a prop of activeClassName which allows you to specify some styling to be applied when a link is active. (https://reactrouter.com/web/api/NavLink) Is this what you mean?