How do you win zvz
Most groups have designated shot-callers whose job is to direct the entire fight over voice chat. They make groupwide calls such as where to move when to engage when to disengage, and the overall positioning of their group in the fight. It is incredibly important to listen to the shot-caller, as 10 players united can be much stronger than man chaos.
One of the most important factors when working with large groups is their positioning. Because players typically bring AoE-heavy gear to these encounters, battles tend to be fought around choke points, higher ground, and other natural obstacles. It is important not to clump up and become susceptible to an enemy's AoE abilities. Different positions offer different advantages and different opportunities to engage your enemy. Groups must not only be aware of the position of their tanks and healers but also of the enemy.
It is important for the squishier players, namely the healers and DPS, to position themselves safely and avoid being jumped on by the opposing group. Healers, in particular, are a high priority target and their positioning is key to a successful fight, as healers not only must keep themselves safe but also must be in range to heal their team. Good positioning before a fight is incredibly important and will give a strong advantage over an opponent. Bridge Choke: Many dungeons and zones throughout Albion contain bridges.
These are prime locations to use as choke points with players coming from the south having an extra advantage with their viewing angle. As a result, you end up winning the fight.
If you can find these ways to gain little edges that will tip things in your favour, you should have an advantage over players who don't understand the timings. Tell someone you know to put a quarter in their hands without you seeing, tell them to open their left hand. If the quarter is in their right hand, that is ZvZ.
Such as rushing for roaches if your opponent goes mass ling because you thought he was going banelings. Or such as rushing for baneling because your opponent is going mass ling when in fact they go banelings themselves or roaches.
Or going drones because you wanted an econimcal game what were you thinking? Basically once you get through all the bull that is Pre ZvZ you can get to the much more exciting turtle-macro game that is worse than TvT. At least in TvT both players can take a decent amount of bases and it becomes a mexican standoff and that it is all about being 1-step ahead of your opponent, in ZvZ its just a brawl.
You hurl units at each other until the other person runs out of resources, if you wait too long one player gets broodlords before the other or ultralisks if they are bad and you lose, if you attack too often they get the defenders advantage and you lose, if you trade armies but they keep tech units you lose and if you don't tech and they tech you lose.
Again, the most fun match up ever period -. Although mutas might be gimmicky you still have to watch out for them. If you are playing passive he might be massing up mutas resulting in an instant GG. If you see your opponent putting down a LOT of spinecrawlers that's usually a sign he is going mutas or some other tech. I like to switch to mutas if I'm really far behind in a ZvZ. I just drop down a ton of spines and make a big ball of mutas and hope my opponent doesn't recognize it.
It usually doesn't work but it has gotten me a few wins from an unwinnable situation. On July 15 Kornholi0 wrote: Tell someone you know to put a quarter in their hands without you seeing, tell them to open their left hand. On July 15 Marsupian wrote: Although mutas might be gimmicky you still have to watch out for them. Pff don't listen to these muta haters, I go surprise muta like 8 outa 10 ZvZ's past the 10 minute mark and I win almost every time, unless I was already at a disadvantage ie took some bad bling hits.
Your opponent will always just try to base race, so as your muta's pop, throw up spines and start upping the roach numbers. You can even pick off infestors as they try to counterattack. Its a beautiful thing. Edit: also, you don't need a giant flock with your whole strat being based on muta's, about 8 is fine. If they don't get an opportunity to do the damage predicted drone kills , then run around popping overlords and killing extractors, you now have map control.
The idea of "coin-flip" comes from the fact that each of the first three kind of counter one other. Of course, it also comes down to control, micro, and defending, but those are the main ideas. Economic builds get punished by any of them, but if you can hold off attacks, you're way ahead in the early game. It works like that in any matchup, but ZvZ is so volatile because of how Larvae work. Mutas are used for surprise, then stop being very useful. Hydras can add into a Roach force for extra damage, but don't perform well vs Infestors.
If the game makes it to endgame unlikely , Ultras with upgrades do pretty well, I guess. I haven't seen too many ZvZs last. Without that wall i. ZvZ , early pressure builds from Zerg are crazy. It doesnt. Though I am by no means an accomplished player, I do have a great deal of success in zvz so let me share how I play. My normal compositional progression is as follows. This is mostly for the scouting power it offers you but it also allows you to build a bunch of units quickly to try to kill a greedy expansion.
From there, there are basic reactions I have. When I see banelings I throw down the roach warren and resume mining gas. If i see a mass ling play, I may delay my expansion and try to set a roach block on the ramp. Also remember to try to build drones whenever you feel safe based on scouting and your tech. For example, if he just ran in with banelings, saw your roaches, and fled, you're probably going to be quite safe for a while.
Don't get caught with too many lings when he attacks with a large roach ball. Dandy vs Dienmax. O Hyuk ZZZero. O Dewaltoss Deathfate Duel Series. ESL Pro Tour. The NA Apprentice. Grand Platypus Open. Chickenman Events. Online Event. King of Battles. BW Jeez Weekly. Liquipedia Results Completed. BW Jeez Weekly DH Masters Winter: Finals. X-Cup Fall - Quals. WePlay Academy League S2. At higher level gameplays, it is all about split second judgement. You need to be able to split your army where necessary and split enough so that you can deal damage, while still defending yourself.
This is where it comes down to experience to analyse and determine whether you will win the battle or not. This gives you vision to react and switch from a Drone wave to army wave in time to defend.
This is where burrowed roaches come into play. Having just Roaches slip past vision into mineral lines, and then unburrow just become you get into a big fight with the main army, will either do massive eco damage or pull his attention away from micro-ing in that battle. Think of it as a Ling run-by, but in the form of roaches.
Just at the cost of a few Roaches, it is extremely worth it in value. Furthermore, at Gold level, most people usually hotkey their entire army and usually move them together. It will take a lot of APM to pull enough of their army to deal with your Roaches. Do take note to stay away from detectors though. Take things one step at a time. Then branch off from there. Learn the standard build order. What links here. Related changes. Upload file. Special pages. Printable version.
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