Trying to get back into Diamond after taking a break. This video might be the simplest and best explanation of how to macro I've seen. It's already been a huge help! Neuro thanks for posting.
So I randomly found your videos on youtube and I was hesitant at first as I am a new SC2 player and I really appreciate your content. Very informative even though I don't play Zerg.
Hey Neuro! Long time fan! Pleasantly surprised to find that you're now comfortable taking 16 hatch in every matchup. So, I'm working on some SC2 catered music for fun, and I'm wondering if you also take speed around the same time every game? It looks like it finishes around 3:40 here. I've got a track that sounds a little like the classic Terran theme that I think will have a nice zergy tempo change around the time ling speed finishes. Thanks!
Hey Neuro, At the end of "A Beautiful Story of Mysterious Improvement with Avilo" there is some music from NieR:Automata playing, have you played the game or do you simply like to music. If you've played the game what do you think of it? If not why do you like the music from the game, is it just something you like or do you have a more specific reason for it?
Why didn't you take a 3rd base at 30 supply? Is it normal to get 4queens off of 2 bases and delay your third now? I get that it's a more defensive posture but is this something you should do every game or only when they go for heavy harass?
Most of the time I do get a third base at 30 supply but say for example your terran opponent successfully blocks your third hatch with the reaper or a building scv . What neuro just demonstrated here by going up to four queens instead of the usual three would be the correct response. Shoo the reaper away in the meantime when its safe to do so with your queen backing up your lings and by the time that's done you should have enough money to put down your third by 3mins thirty at the latest. So your third might be delayed but your opponent forced you to invest in another queen which isn't a terrible tradeoff because queens are almost always a good investment. That extra queen makes it easier to defend run-by's and you have more creep spreading power.
Oh lord Neuro, It's like you heard my prayers... I have 20% winrate in ZvT in Diamond. I just don't understand how to end the game and kill terran. I wonder what the follow-up to this macro would be
TL:DR: Stay up on bases, max out, surround them and win. If they turtle, deny bases, and siege. Terran is hard to break in the midgame because they have great defensive tools like Siege Tanks. However, Siege Tanks aren't cheap and can't push into your bases all that quickly while also becoming susceptible to Zergling flanks, which are much harder to pull off if they're sieged behind Terran walls. If a Terran player is investing enough money to make their bases airtight against harassment, the easiest way to win is through macro: Stay two bases ahead of the Terran player, max out and a-move your army into them after setting up a surround. If they don't move out, tech into Siege units. Swarmhosts to whittle them down, Vipers if they go heavy on tanks. Vipers cost 100/200 while Thors cost 300/200, so trading one for one is still good. Mech terrans can be outmaneuvered, so whenever they move out, you send in the Zerglings, the Nydus Worms, the Dropalords, the works. They usually lose the trade unless they can end the game with the push. If they go back to defend, congratulations, you just managed to slow down their economy and maintain map presence with a few units, even though you'd lose any frontal engagement during this stage of the game. Against Bio players, Banelings. Always have Banelings ready. Don't send them in all at once and they also greatly benefit from setting up surrounds, because the Terran player has a harder time kiting and splitting up their units. Something to threaten the Medivacs is important for pushing them away from your bases. If nothing shoots up, Medivacs can style around your bases and kite your ground units endlessly. Usually, the deterrent for Medivacs are Queens. Once the number Bio units grows, you'll want Hydras, Mutas or Vipers, because they can actually kill the Medivacs if the Terran player is negligent for a second.
It depends on what you play against, secure your outer bases with spines and spores, get all the tech (especially broods and lurkers) and adapt your army composition to what the Terran is doing. Either you need a very mobile army or a death ball. LBH ultra is quite mobile, I think it’s good to replace hydra in late game with corruptors which you can transform into broodlords when you’re about to siege. Keep the banes under the broods when he thinks about stim on the broods. Depending on the tank or Thor count either broods or lurkers are the better choice.
You should explain everythinh in life my dude, so clear and useful
The guy is literally every god reborn in this semi swedish 30 yo body...guy knows more than anyone alive or dead
Yo i remember this I asked you this question on stream
So cool to stumble upon it on TH-cam :)
Trying to get back into Diamond after taking a break. This video might be the simplest and best explanation of how to macro I've seen. It's already been a huge help! Neuro thanks for posting.
So I randomly found your videos on youtube and I was hesitant at first as I am a new SC2 player and I really appreciate your content. Very informative even though I don't play Zerg.
Thanks a lot for all if your vidéos neuro
Every Time very clear and simple too understand
Massive support from France ! :)
Keep it simple.
That was actually very helpful for me.
Thanks so much. You make my zerg game easy
Hey Neuro! Long time fan! Pleasantly surprised to find that you're now comfortable taking 16 hatch in every matchup. So, I'm working on some SC2 catered music for fun, and I'm wondering if you also take speed around the same time every game? It looks like it finishes around 3:40 here. I've got a track that sounds a little like the classic Terran theme that I think will have a nice zergy tempo change around the time ling speed finishes. Thanks!
Hey Neuro,
At the end of "A Beautiful Story of Mysterious Improvement with Avilo" there is some music from NieR:Automata playing, have you played the game or do you simply like to music.
If you've played the game what do you think of it?
If not why do you like the music from the game, is it just something you like or do you have a more specific reason for it?
16 Hatch HACKER11!!!!!1!11!1!! xD
how long should you wait until you scout the terran base to see what they are going for?
3:40 send your overlord at their natural into their main, 6:00-6:30 send lings into their base to see mech vs bio
Would you ever do that ego wall off versus Terran? Or would you destroy the rocks instead?
Why didn't you take a 3rd base at 30 supply? Is it normal to get 4queens off of 2 bases and delay your third now? I get that it's a more defensive posture but is this something you should do every game or only when they go for heavy harass?
Most of the time I do get a third base at 30 supply but say for example your terran opponent successfully blocks your third hatch with the reaper or a building scv . What neuro just demonstrated here by going up to four queens instead of the usual three would be the correct response. Shoo the reaper away in the meantime when its safe to do so with your queen backing up your lings and by the time that's done you should have enough money to put down your third by 3mins thirty at the latest. So your third might be delayed but your opponent forced you to invest in another queen which isn't a terrible tradeoff because queens are almost always a good investment. That extra queen makes it easier to defend run-by's and you have more creep spreading power.
my main problem is ZvP airtoss army, I find it hard to control my army with the vipers. any trick anyone have to make that easier?
When to build army and when to build workers? Safe to the early attack and can also earn the most money
Get up to 16 lings at 4:00. Make army again at 6:00 after you put down your 4th base + macro hatch. Get maxed at 200/200! Tech to Hive. Swarm!
@@NeuroZerg I need a guide to zvt
Terran compo: tank, marauders, marines, widow mine, medivac, vikings
Anyone know what announcer Neuro uses? I went through all the ones in my account and coudn't find it!
It's Abathur with the in game voices set to Korean
@@NeuroZerg Thanks, I think it suits zerg well. I guess after a while you start to learn what it's actually saying too haha.
Amazing content. Clear and concise. Please subscribe to this man.
Will Well
Ena Forge
thank you!
Beulah Walk
THANK
YOU
Oh lord Neuro, It's like you heard my prayers... I have 20% winrate in ZvT in Diamond. I just don't understand how to end the game and kill terran. I wonder what the follow-up to this macro would be
TL:DR: Stay up on bases, max out, surround them and win. If they turtle, deny bases, and siege.
Terran is hard to break in the midgame because they have great defensive tools like Siege Tanks. However, Siege Tanks aren't cheap and can't push into your bases all that quickly while also becoming susceptible to Zergling flanks, which are much harder to pull off if they're sieged behind Terran walls.
If a Terran player is investing enough money to make their bases airtight against harassment, the easiest way to win is through macro: Stay two bases ahead of the Terran player, max out and a-move your army into them after setting up a surround. If they don't move out, tech into Siege units. Swarmhosts to whittle them down, Vipers if they go heavy on tanks. Vipers cost 100/200 while Thors cost 300/200, so trading one for one is still good.
Mech terrans can be outmaneuvered, so whenever they move out, you send in the Zerglings, the Nydus Worms, the Dropalords, the works. They usually lose the trade unless they can end the game with the push. If they go back to defend, congratulations, you just managed to slow down their economy and maintain map presence with a few units, even though you'd lose any frontal engagement during this stage of the game.
Against Bio players, Banelings. Always have Banelings ready. Don't send them in all at once and they also greatly benefit from setting up surrounds, because the Terran player has a harder time kiting and splitting up their units. Something to threaten the Medivacs is important for pushing them away from your bases. If nothing shoots up, Medivacs can style around your bases and kite your ground units endlessly. Usually, the deterrent for Medivacs are Queens. Once the number Bio units grows, you'll want Hydras, Mutas or Vipers, because they can actually kill the Medivacs if the Terran player is negligent for a second.
It depends on what you play against, secure your outer bases with spines and spores, get all the tech (especially broods and lurkers) and adapt your army composition to what the Terran is doing. Either you need a very mobile army or a death ball. LBH ultra is quite mobile, I think it’s good to replace hydra in late game with corruptors which you can transform into broodlords when you’re about to siege. Keep the banes under the broods when he thinks about stim on the broods. Depending on the tank or Thor count either broods or lurkers are the better choice.
Thanks
Florencio Dam
Howell Ford
Jamison Village
Isac Island
Buckridge Brooks
Autumn Plaza
Marie Stravenue
Trace Route
Corwin Spring
Barton Drive
Jillian Street
Murphy Spring
Magdalena Plaza
Hermina Crossroad
Rowland Ford
Pietro Extensions
Arthur Causeway
Magdalena Brooks
Boyd Heights
Watsica Park
Breanne Haven
Funk Freeway
Naomie Curve
Hilpert Canyon
Stuart Branch
Frami Shoals
Madison Islands
Giovanni Ports
Lockman Rue
Matilda Canyon
Muller Key
Weimann Ramp
Mafalda Meadows
Jamar Curve
Cronin Union
Osinski Roads
Timmy Locks
Adam Haven
Wunsch Island
Kyler Dale
Flavio Loaf
Moore Nancy Johnson Helen White Maria
And this all goes to hell if you get pushed before 8 minutes
Works till you got maru or me pounding at your door all game from minute 3 on. That's my test anyway.