Like John said there really isn't one for the Zerg now, especially since the Sunken Colonies replacement Spine Crawlers are a fair bit weaker. The good news is that they are no longer entirely stationary as they can lift up and move around. So you can start building them immediately close to your hatchery, and once you're creep has expanded to the chokepoint can relovate them. Further more when you're ready to move to that expansion thats nearby with a new chokepoint you can move the same ones further out to that point. This way you only ever really need half a dozen or so to guard a chokepoint, backed up by regular units.razormint21 said:What is the "new" zerg's take on the chokepoint barricading tactic?
John Funk said:There really isn't one early-early-game, since the earliest you can start expanding the Creep is once you get a Queen out.razormint21 said:What is the "new" zerg's take on the chokepoint barricading tactic?
Instead, I just like to fill my ramp with Zerglings as I tech to Roaches. Spawn a Queen, lay a creep tumor - which can replicate itself - and once I have creep near the entrance, put two Spine Crawlers on either side of the ramp. Zerglings on the ramp itself, and roaches/Hydras behind it. Anything that wants to attack me needs to get through the zlings while being attacked by the spine crawlers/ranged units.
It's not perfect, but it's the closest thing I've found.
Ahhhhh, i see. Well, better than nothing right?RandV80 said:Like John said there really isn't one for the Zerg now, especially since the Sunken Colonies replacement Spine Crawlers are a fair bit weaker. The good news is that they are no longer entirely stationary as they can lift up and move around. So you can start building them immediately close to your hatchery, and once you're creep has expanded to the chokepoint can relovate them. Further more when you're ready to move to that expansion thats nearby with a new chokepoint you can move the same ones further out to that point. This way you only ever really need half a dozen or so to guard a chokepoint, backed up by regular units.razormint21 said:What is the "new" zerg's take on the chokepoint barricading tactic?
Where the Zerg improve on the other hand is with the Queen unit. You can get them out once you have a Spawning Pool, can lay these egg things that quickly spawn creep and can continuously reproduce once rapidly expanding the creep, and inject extra larva into the hatchery basically eliminating the need for a second one just for additional larva. They also attack ground and are good anti-air units. So overall the Zerg don't really lose anything they just become more fluid, unless you're really into static defense.
That's exactly what we do, we play sets of 5 matches and choose the most interesting match from the bunch. As for explaining the minerals, we wanted to be sure to show the map a little, something we didn't do in the first video.SinisterYoshi said:Do more video's where you guys have a close match. Don't fake it, just play together until you get a very close match and don't waste time explaining about the yellow minerals.Slycne said:Starcraft 2 101: Showdown #2
Team Escapist is back for Round 2 in a 2v2 Starcraft 2 match. The teams are Jordan Deam [http://www.escapistmagazine.com/profiles/view/Slycne].
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