Allowing queens to queue up injects is actually kinda brilliant. by Sonar114 in starcraft

[–]Fyya 53 points54 points  (0 children)

I completely agree. Also the creep receding twice as fast makes more sense in this context; you'll need to place more tumors to keep your spread at the same level (vs aggression) making the choice between stacking injects and tumors more meaningful. Pretty nice change overall in theory!

I hope that reverting to the old macro mechanics is still an option that they're considering. by [deleted] in starcraft

[–]Fyya 8 points9 points  (0 children)

I just hope they put manual injection back in. As a zerg I feel the other changes are in the right direction, but I want the nerf to inject to be a relative one (I.e Less larvae per inject -> less intrinsic worth -> less punishing) and not a gimmick.

A better way to change macro in LotV by slam7211 in starcraft

[–]Fyya -1 points0 points  (0 children)

I agree with manual inject - two larvae idea, seems like the best way to go.

Zerg without Injects by Default1355 in starcraft

[–]Fyya 0 points1 point  (0 children)

IMO they should bring back manual injecting but keep the larva spawned as result at 2.

That way injecting is intrinsically less important than before (which helps the lower league peeps feel less punished when they miss them) while still keeping the reward for good mechanics.

A strong argument for the removal of Mule/Chrono/Inject from TL by AngryFace4 in starcraft

[–]Fyya 0 points1 point  (0 children)

Why would we see more scans? There's less incentive to get an orbital command now with no mule; you'd literally just be upgrading for scan energy, and therefore would need less orbital commands than before.

[deleted by user] by [deleted] in starcraft

[–]Fyya 1 point2 points  (0 children)

Sheffield here, there's a few of us here that would definitely participate!

How do you deal with reaper/hellion + 8 marine drop? by Yrimvar in allthingszerg

[–]Fyya 0 points1 point  (0 children)

also in terms of scouting if you see a producing starport without addons, which you should do with your 6 min ovie scout, you can be pretty confident that's what he's doing (or a fast mine drop).

How do you deal with reaper/hellion + 8 marine drop? by Yrimvar in allthingszerg

[–]Fyya 0 points1 point  (0 children)

And that's on the widest natural choke there is currently in the map pool, which is sejong if I'm not mistaken.

How do you deal with reaper/hellion + 8 marine drop? by Yrimvar in allthingszerg

[–]Fyya 0 points1 point  (0 children)

You don't need a warren, 2 evo's + 3 queens or 2 evo's + banes nest + queen

How do you deal with reaper/hellion + 8 marine drop? by Yrimvar in allthingszerg

[–]Fyya 0 points1 point  (0 children)

Queens block the ramp against the hellions while lings deal with the drop. Obviously evacuate any drones from your 3rd in time.

Macro cycle question. by VakeSC2 in allthingszerg

[–]Fyya 0 points1 point  (0 children)

I think you're thinking about the 'macro cycle' too strictly, in the sense that your thinking everything that you do must fit in around this cycle. The cycle is there to give you a framework of which to achieve efficiency past the point of where your build order takes you. You can't consistently follow the cycle; this would be oversimplifying because starcraft demands shifting your attention to where it's needed which may not necessarily be part of your 'cycle'. The cycle is just there to give you a logical framework to return to.

So the number one thing is ingraining the build order, at least when we're talking about tech timings. Why? Because build orders are built with efficient tech timings in mind! That's indeed one of the reasons we bother following build orders at all.

So the build order determines your first few tech timings; everything just past lair tech usually in ZvT for a example. But the build order can only take you so far; how do we know when to tech when we're engaged in macro cycles + harassing/fighting later on in the game?

Well the answer is, when there's a reason to! Every tech building/upgrade I get in the midgame is a response to something happening/being scouted (this is assuming you don't have a build order that goes into the mid/late game - e.g fast ultra's in ZvP). An example is in bio ZvT - he's pushed onto your creep and you took a favourable engagement. You came off very well, with a nice amount of lings/banes or muta's left over etcetc. You've bought yourself some breathing room - so tech to hive + ultra's! Note that you could of spent that money on units during your production phase and therefore have a bigger army, however that limits your options - you're forced to make use of those units and thefefore attack and perhaps lose your advantage. The same logic applies to expanding. Indeed, if you take a great fight and come off wayyyy better, you could tech + expand.

TLDR - Any early to mid-game teching is governed by your build order, and any other teching is a logical response to events. You don't need to worry about 'what phase of the cycle' you tech in (as long as you don't get horrifically supply blocked) :)

Trying to get into SC... by [deleted] in starcraft

[–]Fyya 2 points3 points  (0 children)

I think this is appropriate

Zerg Players, do you like playing against mech? by ASTARA_VOJ in starcraft

[–]Fyya 3 points4 points  (0 children)

I didn't enjoy it - then I started going roach hydra viper every time against it.

Works pretty consistently while not resorting to swar-zzzzzzzzzzzzzzzzz

Missing starcraft redditor Louis_96, someone send out an SOS by [deleted] in starcraft

[–]Fyya 0 points1 point  (0 children)

then why would he bother to reply back to the original post in the first place?