17

For a player that is in the gold league, your initial build orders seems very solid, at least a lot better than other gold zergs that I have met before. One fundamental rule that you have to remember about ZvZ is this: Anything can happen at any point of the game. ZvZ is the most volatile matchup out of any other possible ones largely because of Zerg's ...


16

I have been playing StarCraft since the release of StarCraft 1. First off I will recommend that you play both campaigns, WOL and HOTS. After the release of HOTS, Blizzard implementad training missions and minor missions to learn about the mechanics of the game - you should do these. But Zerg is often a balance between making drones and making units. As you ...


15

In general, 'counters' in Brood War are much less definitive than they are in SC2, and there's no exception here. In StarCraft 1, Mutalisks are not very fast and have a smaller range. Stimmed Marines can nearly catch them, but they only have 40 health and start with 4 range instead of 5. In Brood War, Mutalisks can actually engage Marine groups and kill the ...


14

Zerg units and buildings regenerate at the flat rate of approximately 0.372 hp/s or 1 hp per 2.685 sec In comparison to SC2, the hp regen rate is the same, regardless of whether the unit is on plain terrain, on creep or burrowed. The Setup I made a custom game in Brood War 1.16.1 (bonus points if you can name the map by the screenshots). The game ...


14

There's no reason to scout because even with a hatch first build your drone scout won't get to the enemy in time for you to change anything about your build. You're not going to cancel the hatch, because your pool will already be started or just about to be. Yes, you can hold a 6 pool with hatch first- it's gotten easier as maps have gotten larger but it ...


13

The speed upgrade allows the zerglings to do what they do best - surround - faster. The more zerglings hitting your zerglings, the quicker they die, and the faster zerglings can surround other zerglings, the more zerglings are hitting your zerglings.


13

This is just to supplement Decency's answer (below) for readers who are unfamiliar with Brood War; please read it first https://gaming.stackexchange.com/a/74844/20893. I agree with him, you just can't do BW muta micro in SC2. But what exactly is it that you can't do? Mutalist Micro Sometimes it's not clear what BW players mean by "mutalisk micro". I think ...


12

There's a very popular way to break out of this wall in called the drone drill. Essentially you will be puling most/all of your drones and making them all focus a single pylon. It's very micro intensive, but you can break out of it very quickly. Psystarcraft has a tutorial on how to do this here: Edit: As tenfour noted, ...


11

Ice Fisher by Spanisihwa sounds like the right build for you, it's a worked out Macro/Macro+: It focuses you on building a strong two base economy, thus practicing your macro. Be more dependent on scout information, which is important in 1v1. Know your opponent... You need to be aware of this information, it allows you to know when to switch between ...


11

According to Team Liquid's Liquipedia 2 article, Infested Terran benefit from Zerg Ground Carapace and Zerg Missile Attacks. These attack upgrade benefits would be shared with the Roach, Hydralisk and Queen. While obviously the ground upgrades would benefit all zerg ground units.


10

It depends on what tier you've reached at this time: 2: roach + corruptors - classic 2: baneling drops are pretty good against stalker heavy army, muta will take care of collusus 3: broodlords + mass roach / infestors Some hint when you want to attack: harass opponent so it move this ball... and ball will become line or two smaller balls attack from ...


10

A stalemate is detected when no one does the following for 6 minutes (3 mins for a warning, then 3 mins for the stalemate). Generate income Produce a unit Construct a building Research an upgrade Destroy an enemy building (Source) It sounds like all of these condition were met above, so I would say it is not a "bug." As for the Zerg buildings dying, I ...


9

After reading online this is what I found. (Basically no, detection has no influence on a Changeling. "Once disguised, the Changeling takes on the enemy's own color and will no longer be automatically attacked by the enemy's units, allowing it to infiltrate enemy territory unsuspected. Changelings cannot be discerned as impostors by any form of detection,...


9

Brood War Burrow What it does do ✔ Make the unit invisible to opponents, unless they reveal the area with detection. ✔ Allow lurkers to attack. Lurkers can only attack when burrowed; but like other Zerg units, lurkers need to unburrow to move. It's nice to mention Stop Lurkers, because the technique is a direct result of lurkers not being able to move ...


9

There are two answers: Is the opponent good? I.e. does he know mutalisks are coming? If yes, your mutalisks won't do a lot of damage in his base since he will be prepared for them. By killing the overlords, you reduce his map vision, forcing him to play more defensive since he never knows where the next attack will come from. They give you complete map ...


9

Zerg's main advantage in StarCraft is that they can produce workers at absurd rates compared to Protoss or Terran players. While doing so prevents them from building other units, the goal of most Zerg players is to secure an economic advantage and then JUST BARELY hold off enemy attacks by producing last minute combat units. This allows them to hold a slight ...


9

Background info This is what time their spawning pool will finish based on their build order (in-game time): 6 Pool ~1:49 7 Pool ~1:57 8 Pool ~2:04 9 Pool ~2:10 10 Pool ~2:18 11 Pool ~2:26 Additionally, the build time for a pair of zerglings is 20 seconds, so their zerglings will be on the field at: 6 Pool ~2:09 7 Pool ~2:17 8 Pool ~2:24 9 Pool ...


8

Reactor Hellion Expand is the standard TvZ build right now. You open with a couple of quick Hellions and use them to harass, deny creep spread, force Zergling production, and gain map control. This allows you to quickly take your natural expansion and transition in whatever direction you'd like. It's not very aggressive but learning all-in builds without ...


8

I did some testing and found that about 5 is nearly optimal. You have to wait about 1 second for the creep to reach its maximum spread, which seems ok considering you have to macro other stuff. With 6 there is no waiting, but I think 6 is too much. Further information: TLO hotkeys his active creep tumors so he can hit the perfect timing consistently. He ...


8

The only reason you need creep between your natural and main is to move units back and forth more quickly. Drones don't get a speed boost, so with a typical build this is just a single queen as it rallies to your expansion. It's nice to have, and people usually do it eventually, but early on in the game your Queens are heavily energy-limited and that energy ...


8

The Heart of the Swarm expansion provides a Campaign with Zerg missions. Additionally, you can play as Zerg in a match with just AI, which can be set to a low difficulty to allow you to learn.


7

found this on TL Power Units Power units are something Day9 talked about in many of his dailies. What is a power unit? This is simply a unit that is cost efficient and can keep your opponent at bay, making him think twice before moving out to attack you. For Terrans these units are: Banshees and Tanks For Zergs these are: ...


7

This is indeed true in multiplayer as well; placing multiple tumors near each other makes the creep spread faster. I have seen this mentioned and demonstrated in videos, but the only reference I can find right now is via Liquipedia: Multiple Creep Tumors in the same space also have the compounding effects of spreading creep more quickly.


6

The best build in TvZ in my opinion is a build used by Polt. The goal is to be very aggressive once you get your medivacs and stim. Then you can expand once more and add tanks and ghosts to your army. The build : Open reactor hellion expand and add two more barracks Research stim and combat shields while producing marauders off one rax and marines one ...


6

If the Zerg build you are talking about is the Stephano build, or at least close like it, then this answer should help. What it is The stephano build as it is called involves the Zerg player fast expanding to 3 bases total when your opponent sees you with a FFE. The object is to get a clear economic advantage over the protoss because it is said that zerg ...


6

You should generally try to learn a variety of builds. While what you're doing is smart, it's also pretty easy to counter if scouted and as you go higher in the ranks you'll run into better scouting. You don't want to rely on one build for all of your wins because then when you stop doing that build you'll be completely outclassed. Marines will beat your ...


5

Larva is specific to Zerg. The power units in Zerg are Infestors, Mutalisks, Ultralisks and Broodlords. Why is this particularly important for Zerg? Because unlike Protoss and Terran, which have dedicated production buildings, each unit made for a Zerg army means one less drone. Take the scenario where a Zerg needs to kill 5 marines. Instead of making 12 ...


5

By going for an economic advantage, you are on the right path. As you mention in the question however, you're no utilizing that advantage correctly. First, a very basic piece of advice. Always build drones unless you have 30 per base. Never let your base sit idle, even for a few seconds, unless your minerals and gas are saturated. This alone can send a ...


5

It's very dependent on what the opponent has and what you have. If they have a huge Tank/Thor army you can't really have too many Brood Lords, but if they also have 15 Vikings then you need to have Infestor/Corruptor support or you're in trouble. "Too many" just implies that producing the Brood Lords used too many of the player's resources and thus the army ...


5

It's true and rather simple to explain: Don't consider creep tumors defining the area where creep might spread. Instead, consider them as generators: Every x seconds every creep tumor will spawn a new creep tile within its radius, if there's an unoccupied terrain tile left that is next to existing creep. Also for this it will pick closest possible ...


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