Why does zerg need
Once again is not greedy for zerg. I mean i guess that can happen in a macro game but not too often. Btw they sometimes actually put their workers out of gas after ling speed because as a zerg you dont need that much gas.
Which means tho zerg is more or less on equal ground in collection rate, they mine more minerals. If you want to hold adept rushes many pros either go for an insane amount of zerglings because they are simply faster and can chase the adepts better or you need roaches. Thats the whole point of zerg: you actually dont need much gas in the beginning and can drone up. One of the main complaints about pvz from blizzards side is actually that they think lategame pvz is now fine but midgame is insanely z favored.
RR, or mostly Ravager ling bane. Until ofc the protoss force is just too powerful-they obviously scale better in the long run. Also, why do you think the community hates queens so much? No hate on queens right now. Quote me again on it, for all I care. Ask Question. Asked 10 years, 9 months ago. Active 10 years, 6 months ago. Viewed 2k times. Improve this question. Add a comment. Active Oldest Votes. Summary: Zerg's 1 base cannot support as much production as 1 base terran or protoss due to having to choose between workers and army larvae.
Improve this answer. Aardvark Aardvark If you are contained heavily two hatcheries will allow you to continue to pump drones just like your opponent is doing while building the army you need to break out.
The longer you are contained on one base the more your production off one base will hurt you — Aardvark. I would say that is absolutely correct — Budda. Budda Budda 8, 7 7 gold badges 53 53 silver badges 97 97 bronze badges. The benefit of building an in base hatchery is to spend more resources. The inability to spend resources is a direct symptom of being capped by larva production.
The benefit of an in-base hatchery when under heavy pressure is to safely provide more larva production which can be used for drones or army without the risk of trying to secure an expansion — Aardvark.
That is what I told. A protoss on 2 fully saturated bases with 6 gate 2 robo will crush a 2 hatch 2 queen zerg. I agree! My point is that there is a window leading up to full saturation in which 2 hatch 2 queen is equal with 2 base protoss. Say both players are at 40 workers and toss only has 6 gates and no robo yet. Zerg does not need to be "up a base" yet. Ideally, zerg's 3rd hatch should be finishing as protoss's 2 robo finishes.
It's not a matter of production capabilities. It's a matter of cost effectiveness. The main principle, though, is that if a Z player is going to build a new hatch Zerg units are pretty quick to move across the map, it helps take the pressure off your natural, and gains you extra income once it gets up and running. I guess a key thing to take home is that expansions should be considered production first, income-generation second!
I have a replay to support the OPs argument I will post when I get home. I really disagree with this. Zerg relies on a strong economy because their army is much weaker than a Protoss army. They need to rely on reinforcing and remaking their army quickly.
Other than banelings, Zerg has almost no real hard counter i. You try putting an equal cost zerg army vs an equal cost Terran or Protoss army, then tell me Zerg doesn't need to be ahead in bases and resource income.
The majority of zerg units, particularly lategame units, are gas-intensive. Since gas is limited at each base, the zerg needs more bases to gather enough gas to produce units. However, zerg does have cheap gas units like roaches and zerglings as well. That is why it is not always necessary for zerg to have more bases. But in these cases, most would call the zerg play "all-in" or very aggressive because the player does not stockpile enough gas for lategame production.
In these cases, the zerg must do some damage to stay even. Production facilities don't have much to do with bases because in-base hatches remain viable, though not as popular as they were in BW.
Yup agreed. HollowLord said it well, you don't need to be, but because of Zerg's reactionary style, going 1 base ahead helps a lot. But reactionary isn't the only way to play Zerg, of course.
Downside to reactionary zerg play is that usually you have more expansions and a bigger economy and therefore you eat your resources map, so if the game goes into the late late game you usually run out of resources first on your side of the map at least I don't think you mean what you say here, OP: First of all, anyone who thinks that zerg needs to be ahead in bases to have a stronger economy is seriously misguided.
Please don't try and sound so arrogant in your post next time, it makes you sound really stupid. It's not really about having 2 bases it's about production capability. If a Zerg, Terran, and Protoss all have 2 bases and produce armies, the Zerg army will be inferior. I should note that even if you add a 3rd in-base hatchery you will still be unable to produce efficiently from all 3 Hatcheries for a very long period. The hatchery will begin to drastically absorb your resources, making your expansion capability decrease, slightly.
On November 17 Ksi wrote: Other than banelings, Zerg has almost no real hard counter i. I think there are certain equal-base builds that are temporarily viable with an extra in base hatch, but i still think the statement is generally true. Zerg really needs op. I think having a fully saturated extra base puts the zerg at a definite lead, a slightly saturated one making it reasonably even and an in-base hatch putting them a touch behind but only if the op has two saturated bases up and running It's less cost efficiency, and more production.
Most people don't make in base hatches, they'll just take an expansion and not bother to saturate it. Thank you for emphasizing the difference between economy and production.
Zerg used to actually have to be ahead in bases because many of their units were not optimally cost-effective, but this is no longer the case with 4-range Roach. I hope players start taking this advice and investing the relatively low cost of building a Hatchery in-base to keep pumping out units instead of risking everything on an expansion that they then have to defend feverishly against a million and a half pushes and harassments.
That's generally what the zerg wants. Taking a third too early isn't all that useful, because you may lose it to a 2 base timing that a protoss could be doing. Against 1 base timings like 4 gate or blink stalkers, obviously you don't just keep spamming drones, you have to get stuff to defend. If the protoss went for 2 bases but isn't doing a timing push, he will be behind on probes, but if he's teching accordingly he may not necessarily be behind but difficult for protoss mid-game awaits.
The zerg will have enough money off 2 bases to both pump units off 2 hatches and get an extra hatch. He should generally put that hatch down at his expo, however, it is probably the toughest to face a zerg when he's still on 2 bases and playing very aggressively.
Since it seems like it's not possible to do damage to zerg mid-game before he's droned without either tricking him or being forced to fully commit to an-allinish attack, the most dangerous period of PvZ for me seems while the Zerg is still on 2 bases with many drones, building a large army.
Then once he's on 3 bases he will either starve you out, or if you get an expansion up he will be forced to play more passively and you will be transition smoothly into late-game. I think, if anything, the OP is misguided here.
Z's power lies in rebuilding their army in moments; are we doing that off one or two bases? The reason Zerg needs to be ahead in bases is because they have more gas intensive units which means ya need moar bases. So yes zergs should be ahead in bases so they can evenly spread drones and units. MasterReY Liquipedia Discussion. Shine Hyuk sas. Sziky 34 Barracks 30 Bale 28 zelot FalleN fl0m pimpcsgo Foxcn BasetradeTV
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