Common misconceptions

  1. Zerg doesn’t build up faster than any other race.

  2. Zerg buildings are not less expensive than other races.

  3. Zerg buildings are almost always more expensive than other races.

  4. Zerg technology is not available sooner than other races

  5. zerg units are not less expensive than other races.

  6. zerg cannot indefinitely replenish its units.

    A Hatchery may only cost 300 minerals, but it also requires you to sacrifice a Drone. the drone itself had cost 50 minerals, and unless you aren’t planning to make drones, you are going to want to replace the worker - costing another 50 minerals.

    Zerg spawning pool (equal to a gateway or barracks) costs 200 minerals. plus the drone you sacrificed was 50 minerals, and you likely want to replace the worker costing another 50 minerals.

The zerg Spire costs 200 minerals and 200 gas plus drones, compared to the starport or stargate which only cost 150/150

Lurker is not available until - Spawning pool → lair → hydra den → lurker den
they require upgrades to enhance range, which additionally require → infestation pit → Hive

  • comparing lurkers directly to siege tanks which only require → supply depot → barracks → factory → tech lab

Brood lords require spawning pool-> lair → spire & infestation pit-> hive → greater spire → gain the ability to morph corruptor into broodlord.

  • the corruptor costs 150/100 and an additional 150/150 to become a broodlord = 300 minerals and 250 gas

ultralisks require → spawning pool → lair → infestation pit → hive → ultralisk Den then costs 300/200 per ultralisk.

compared directly to thors which require → supply depot → barracks → factory → techlab & armory and costs 300/200 per thor

Compared directly to battle cruisers which require → supply depot → barracks → factory → starport → techlab & fusion core and cost 400/300 per cruiser

  • brood lords cannot attack air units, so use corruptors vs cruisers
  • it takes at least 3-4 corrupter to kill a battle cruiser (450/300+)
  • despite costing more resources than the battlecruiser corruptors are unable to do anything else besides attack air units or puke on buildings. they are specifically designed to fight armored air units.
  • zerg can heal with a queen
  • terran can repair with SCV & mule

How many barracks do you need to make an army?
How many spawning pools do I need?

What aren’t the terran workers doing while they are building?

3 Likes

what are Drones doing when they are sacrificed to build something?
how many Hatchery do I need to make an army ***** its not about # of spawning pools it is about # of hatchery.

As zerg you cannot just Pop 3-4-5 hatchery openers.
As terran you can pop 3-4-5 barracks openers.

Wait a minute, I make the same amount of Hatcheries as you do Command Centres, so THAT isn’t an argument lmao

1 Like

yes, it is. you seem to be confused and thinking zerg produces units from a spawning pool - they don’t.

  • zerg spawns units from the hatchery
  • we are comparing hatchery to barracks not barracks to spawn pool

as terran you can just pop a 3-4-5 barracks opener.
as zeg you cannot just pop a 3-4-5 hatchery opener.

Yeah, big deal. It is incredibly dishonest to say Terran makes the same amount of structures, you need multiple command centres and multiple barracks to play an average game. Zerg makes one spawning pool and 3 hatcheries.

2 Likes

guyzamiester, you have asked how many spawning pools it requires to make an army, and thought to compare that to the number of barracks.
we are comparing the cost of a barracks to the cost of a spawning pool (spawning pool is more expensive)

but we are not capable of producing any units from the spawning pool. so the answer to your question, it is not the number of pools required to create the army compared to barracks.

  • it is the number of hatchery compared to barracks.

and again the hatchery costs 300. plus the drone costs. the barracks only cost 150, and you were able to keep your SCV alive, and it was able to go back to work after or build another building.

Yeah alright, enjoy seeing how far you can go with 1 base against zergs 3

1 Like

it is incredibly dishonest to say zerg is capable of playing with only 3 hatcheries, because it isn’t in the current balance.

3 hatchery does not produce enough to keep up with a 5 barracks opener.

vs a 5 barracks opener, you need to have a 4th or even a 5th hatch to be able to produce enough drones, overlords & units to keep up with what is a 2 base 5 barracks terran.

I never said “terran makes the same amount of structures” it is incredibly dishonest to dishonestly quote something I didn’t say, then try to construct a greater point around it.

Have you heard of the Queen? It has an ability called Spawn Larva, which absolutely means a Zerg can keep up with 5 barracks vs 3 hatch

1 Like

it is incredibly dishonest to suggest drones are capable of doing something after being sacrficed to build a building.
it is incredibly dishonest to be insinuating all other races are capable of building while simultaneously gathering resources.

  • only protoss is capable of warping in structures and using the probe
  • terran scvs are required to stop, and build a structure.
  • terran scvs can then go back to gathering resources
  • Drones are SACRIFICED when building a structure.
  • SACRIFICED drones cannot go back to gathering resources

You obviously haven’t watched many pro zerg games, where 5 minutes in, a terran gets a dream Hellion attack, kills 20 drones, and then 2 minutes later they are even again

1 Like

it is incredibly dishonest to insinuate zerg is indefinitely capable of keeping up with the marines

  • 5 barracks produces 5 marines every 50 seconds
  • 2 command centers adds 2 scv every 13 seconds
  • thats roughly 6 scv every 40 seconds & 4 marines
  • roughly 10 units every 40 seconds.
  • terran can & will add a factory and starport adding 2 more units
  • terran can & will add on reactors adding 4 more units

this means terran is producing about 16 units every 40 seconds

  • 3 hatchery produce 3 larva every 11 seconds
  • 3 queen add 9 larva every 40 seconds

thats roughly 20 larva every 40 seconds

  • each overlord consumes a larva per
  • each drone consumes a larva
  • each unit consumes a larva
  • each building consumes a drone

this is assuming zerg managed to hit every queen inject on time, in order to produce 4 extra larva compared to terran unit production

  • not considering the larva cost of sacrficing drones for structures
  • not considering the larva required for overlords

you can see straight away how those 4 extra larva are immediately spent into, spore crawlers, tech buildings or overlords.

  • this means zerg is ONLY capable of keeping up with terran production IF he did have 3 hatchery AND managed to hit every queen injection

Well considering 3 hatch has been a standard zerg build since the game came out, it’s not exactly difficult. So now your argument is that 2 command centres and 5 barracks is about even to 3 hatches and one spawning pool

the zerg player doesn’t really have a feasible way to add on more hatch without defending them with unit supply.

  • the terran player is able to safely add more barracks, factory or starport
  • a queen and 16 drones is not able defend a zerg expansion vs marines
  • zerg requires units to defend his expansions
  • the terran player is able to safely defend his planetary with just 16 SCVs to repair vs entire army supplies of zerg units, zerglings roaches, hydras.
  • this does not require terran to devote any units into defending himself.
  • adding a tank makes this even more dramatic
  • defending the planetary with units makes it close to unbreakable

Wait a minute, you said a PLANETARY?? Aren’t you the same dude complaining about mules and scans? What dream build are you imagining here??

1 Like

aren’t you the guy who has replied to almost every one of my posts, and every time made a baseless statement in support of terran. forcing me to reply, rebuttle and explain why you are not seeing the entire picture?

No dude, YOU came in here, with these fantasy builds with no grounding in reality, I’m sorry.

1 Like

its very real that zerg ground forces are incapable of getting past siege tanks. indefinitely.

  • zerg is required to use some form of spell caster, ability or air unit in order to get past siege tanks
  • zerg will lose entire supplies vs planetary fortress being repaired
  • zerg will lose entire supplies to misclicking into siege tanks
  • siege tanks are firing from offscreen, killing things in 1 hit, AND dealing splash damage

if siege tanks had even one of those abilities, they would be very effective units. they have all 3.

marines are capable of dealing with their own counter units (banelings & ultralisks)

  • have a range advantage unlike other basic units (zealots & zerglings)
  • are healed by other units within the army (medivacs)
  • are capable of attacking air units unlike other basic units.

if marines had one of these abilities they would be a very good unit. they have all 3.