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I don't think ZvP is imbalanced.
ZvT right now is iffy because of the maps, but I think ZvP is fine. I also disagree that you have to go roach/corruptor. You can open with lings and based on what you scout you can add mutas. Of course, if you see a stargate, it's probably not a good idea, but it's still possible to starve a Protoss using ling/muta because it's hard for Protoss players to take a third just like it's often hard for Zerg players to take a third on many maps.
Terran have planetary fortresses, bunkers, very cost effective marines (which are good vs air and ground), tanks, and repair, which make the transition to an eventual third fairly easy in comparison to Protoss. As Protoss, you're pigeonholed into getting a robo to eliminate creep spread, and it's exceptionally difficult to take a third if your opponent is insistent about preventing it from going up. This is especially true as Protoss if you open with stargate tech on maps like Scrap Station and Xel'Naga. On both of these maps, the third base is difficult to defend. On Xel'Naga, if you choose the gold, you end up being very close to the Zerg's creep line, and if you choose the lower recessed area you open yourself to being attacked or harassed very easily.
As a Random player, I've been excelling in ZvP recently, and my PvZ is still pretty good, but more and more Zergs are learning how to probe for a timing attack with hydras or roaches if I fast expand and go double stargate. It becomes very ugly if the Zerg just rushes to hydras and then timing attacks with the first batch (they hit before you get your third phoenix). If you go 6 gate timing, you can be held off by a hydra/roach push quite easily. If your opponent scouts in time, they can switch to a roach or even baneling all-in. So I disagree strongly with the sentiment that Zerg players have few options, particularly in PvZ.
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It doesn't matter anymore. Balance seems to correlate with people having ice cream and it seems like someone's father didn't take his son out for ice cream
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when time of war bread worth more than gold, water worth more than ice cream
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On January 26 2011 08:54 decaf wrote:Show nested quote +On January 26 2011 08:47 Chill wrote: Until you work at Blizzard, there's really no value in your opinion on how the game should be patched. Just as there's no value in how you would design an alternate universe (free ice cream for me). So I'll move it to Blogs. and until I work for the government there's really no value in my opinion on how the state should be ruled. I like how you're trying to be sarcastic or ironic, but you're right, your opinion does not matter, but you are entitled to it. So here on TL, you can Blog about your opinion, but it doesn't matter.
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Ultras are bad because of their pathing, they always get stuck in globs of units, they need to be shrunk and such.
Thors are also pretty OP, they do so much damage to ground that they're cost effective even against the best compo, and they outrange broods.
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On January 26 2011 09:08 decaf wrote: It doesn't matter anymore. Balance seems to correlate with people having ice cream and it seems like someone's father didn't take his son out for ice cream There really isnt a point man. Blizzard does there own shit. Its really discouraging to discuss somthing that will go unheard.
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I agree that a lot of Terran strategies are WAY easier to pull off than to defend, but there are definitely ways to know what's coming.
Zerglings at the ramp and a few overlords near their cliffs should be givens. Lings check composition on front door, see if marines, hellions, or command centers approach the natural and overlords by the cliff can see the front door and spot banshees and drops. A Terran turtling into an smaller area is just BEGGING to have scouts placed all around it!
Suicide overlords tell many great tales. Losing the overlord isn't too hard of a burden, and if you've ever played BW ZvP expecting to lose one or two in the early game is par for the course. The huge downside is the speed and the fact that a lot of good terrans will keep marines around to snipe ovies before they see the tech.
Overseers or speed ovies come a bit later, so it's not as valid a scouting option for opening strategies, but is a nice contingency option if you're in the dark and still not dead.
Triggers. Day9 talks about these a lot. Instead of using a supply number to dictate when you put down a building or make a certain unit instead use triggers (ie, pool finishes so make speed. Use next 100 gas on lair and immediately second gas). Reviewing old losses will give you the timing windows for expecting earlier rushes. Even if you're flying blind without any scout this will give you an idea of the possibilities and when to get worried.
Still, I don't think the advice will REALLY solve zerg issues. There's a good deal of balancing, better maps, etc. that could make zerg lives a lot better. However, I'm going to live in the "here and now" instead of "what could be". I'm still having fun, despite getting my ass kicked by people with far less overall skill than me, so I'll keep playing 
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On January 26 2011 12:53 Servius_Fulvius wrote:I agree that a lot of Terran strategies are WAY easier to pull off than to defend, but there are definitely ways to know what's coming. Zerglings at the ramp and a few overlords near their cliffs should be givens. Lings check composition on front door, see if marines, hellions, or command centers approach the natural and overlords by the cliff can see the front door and spot banshees and drops. A Terran turtling into an smaller area is just BEGGING to have scouts placed all around it! Suicide overlords tell many great tales. Losing the overlord isn't too hard of a burden, and if you've ever played BW ZvP expecting to lose one or two in the early game is par for the course. The huge downside is the speed and the fact that a lot of good terrans will keep marines around to snipe ovies before they see the tech. Overseers or speed ovies come a bit later, so it's not as valid a scouting option for opening strategies, but is a nice contingency option if you're in the dark and still not dead. Triggers. Day9 talks about these a lot. Instead of using a supply number to dictate when you put down a building or make a certain unit instead use triggers (ie, pool finishes so make speed. Use next 100 gas on lair and immediately second gas). Reviewing old losses will give you the timing windows for expecting earlier rushes. Even if you're flying blind without any scout this will give you an idea of the possibilities and when to get worried. Still, I don't think the advice will REALLY solve zerg issues. There's a good deal of balancing, better maps, etc. that could make zerg lives a lot better. However, I'm going to live in the "here and now" instead of "what could be". I'm still having fun, despite getting my ass kicked by people with far less overall skill than me, so I'll keep playing  You didn't even understand what I was talking about.
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You again, cheerio: I stopped reading at this point + Show Spoiler +Zerg got one option against Protoss, while toss got a ridiculous amount of builds he can do. As Zerg you will ALWAYS get forced into following situation in the long run: pool first, roach/corruptors for midgame with some broodlords for the late game. Every game you play will more or less look like that. Sure there can be some deviations, such as fast hydras with drops, but it again depends on what the toss is doing.
You're a moron. If you have only 1 thing you can do there would be no deviations. Thanks for playing. To the other idiot that said the thing about warpgates, ITS ANYWHERE YOU HAVE PYLON POWER!!! Not just "anywhere". I can't warp shit in if I don't have pylon power.
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