As anyone who went to NRG knows, I'm a zerg who prefers to whine about map imbalance and spawn distance rather then improve my play!
But honestly, map distance COMPLETELY shifts the way Zerg should be played. The ability to absorb attacks with units popping just in time aswell as creep-spread and hard droning is hugely diminished in close spawn locations. However there is also the increased strength of all-ins that rely on slow roaches or banelings and the ability of those seemingly endless lines of reinforcements to overwhelm your opponent even more suddenly.
Firstly lets assume close positions will be around for a while. Tournaments have taken a while to unanimously remove close spots via custom modifications but all the major tourneys have finally made the move. Blizzard however hasn't made any indication that they are going to remove the close spots so lets learn to deal with it!
What I want to hear from everyone is what do you think when you get close-spots?
Do you just try to play out a normal game vs a terran, (who's walking tanks through the back path on shattered building a PF above your natural)?
Or do you try to end the game early with a powerful and well-timed all-in? Are there certain signs that tip you off into saying for instance: "zomg lol this guys going reactor helions, lets build 10 roaches and win" ??
So what greedy things should zerg never let their opponents get away with in close-spots?
For lazier players, what brainless cheeses can work in almost any situation?
What as a protoss player do you HATE about roaches only having to walk for 10 seconds to reach your base?
What thing are you stupid enough to do as a terran player to ever lose? :P
Let me start off the conversation by saying I like to go 14/14 vs terran, and if i scout a 2rax use 3 drones to stop him bunkering my ramp while i wait for my lings. I then like to get a 21 hatch but always have the option of bane busting and by poking ovies on various sides deciding whether i want to commit to this or not. If they're going banshee's i might even smash down a 3rax walloff if i think its worth the 13 banelings!
Against Toss I like to make use of lots of spines and econ a bit greedily, but whenever I play Nirvana he just sneaks a unit up and warps-in/blinks on the high ground while keeping my ramp FF and I rage and then go and write a thread to try and get options on what I can do to not rage so hard next time.
Note: This Isn't a balance thread. This is simply trying to start a discussion where Zergs can share ideas on how to read the plays differently and be more careful or which all-ins they prefer. Also so players of other races can share their thoughts on how close positions actually can favour certain zerg builds.
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