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On June 19 2012 02:33 sieksdekciw wrote:Show nested quote +On June 18 2012 23:34 eu.exodus wrote: terran doesn't HAVE TO make hellions to see an all in coming. terran probably has the easiest time scouting of any race. That made me laugh. Unfortunately, my friend, terran is not zerg and we don't have 60 workers by the 7-th minute mark, so when we are scanning, we are actually sacrificing economy because being 20 workers behind AND scanning is not fun at all You aren't sacrificing anything by having creep spread all over the map, or by having overlords at the angles of the map. And I wish to see a terran that will consistently make vikings to clean up overlords vs a zerg that has muta, or actually, since infestors counter everything, one fungal and three infested terran, and no viking. Consider that you deny scouting with BOTH your tech paths (both muta and infestor provide crazy map control and are direct counters to what terran has to do to deny you scouting - raven, small groups of marines, viking) So you just deny scouting for free and get scouting for free (overlords are flying scout and supply depots, creep spread costs only energy and you make queens anyway for production). That is it. You get scouting for free and deny scouting for free. Yet terran has the easiest time scouting of any race. I am still laughing. Zerg lunacy has no ends.
Just go early 3CC mech and 1 scan is nothing. If you don't like mech GET 3CC'S ANYWAYS!!!! If your going to sit back and do nothing (like most terranes do) you might as well have the third cc. Those 400 minerals pay for themselves quickly and easily (allowing you to get 60 workers far more rapidly I might add)
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We will have to wait for the TvZ winrate for June to determine anything and its still too early to tell.
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I agree wholeheartedly. Especially about the 6 pool comment; I'm still astonished this horseshit coinflip hasn't been patched out of the game already. Just make it require 2 overlords on the field. I kinda don't mind zerg being a lot more resilient early game than before, but this is combined with insanely strong lategame making things totally broken. Infestors and hive tech units are straight up too damn good.
They should definitely revert snipe nerf for starters.
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overlord: 1 larva, 100 minerals. Scan: 240 minerals or 8 supply
idunno, overlords seem better for scouting to me. but I play protoss so what would i know?
I think the Zerg buffs may be affecting PvZ a bit too, the creep spread makes proxy pylons for early aggression a bit harder, and those 10-15 seconds that the extra creep site buys the Zerg for making units throws off quite a few early timing attacks as well.
Queens are way too good now. They have the same range as a marine, and actually MORE dps. I shit you not. Before, you could exploit Zerg either with their lack of mobility or squishiness/larva cost. However, queens have neither of those problems. Moreover, they were essentially recyclable because you could always use them for something afterwards.
Zergs had basically three options to defend against earlygame aggression: 1. Zerglings. A significant larva cost, plus they're melee-only and quite squishy. 2. Spines. Losing a few drones, 150 minerals total for each one, can't be repositioned fast. 3. Queens.
Now its basically: 1. Zerglings. Make one or two pairs for scouting I guess. But why bother when you can make queens? 2. Spines. Make one at your nat or third I guess. But why bother when you can make queens? 3. Queens.
I'm beginning to agree with the snipe change to a degree, though I still feel its a little too good against Protoss. Perhaps making it so snipe does 1/2 damage to shields would help with that. (Don't complain, you still have EMP). Still, I'd like to see Ravens used more-- Terrans have the extra gas anyways.
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Making a ton of bunkers as terran and playing absolutely defensive with no map presence and making a bunch of queens that hold off everything and contribute to insanely fast creep spread are completely different. Also the OP also wants to find a way to open with a macro style the doesn't straight up to die to a allin, which zerg is now totally safe from if he is competent at all. You seem to be missing the main points of the blog, I suggest you re-read it again. [/QUOTE] really? you read this as a strategy request blog?
queens, slow lings, slow banes and even infestors are all essentially defensive units, do you really think that there is no way for terran to take a fast 3rd against that? If it's a PF - or even an orbital defended by a few tanks and bunkers - zerg can't engage it before ultras.
i see your a zerg so let me tell this to u, do u REALLY think its ok for terran to take PF as 3rd CC ? =free win to zerg here yo i would RLY like to see zerg nerfed,after all my games and from what i seen,it seems hopeless for terran to win any tourneys or win against zerg overall, it requires ALOT of skill,macro,micro,structures from terran side to keep up,while zerg can have fast 3rd, build 4,5 queens and defend it ez against hellion harrass or something like that,like ppl say, zerg just needs to A-move into terran army, drop some EZPZ fungals and win every engagement, also dont forget that zerg's tech switching is million times faster than terran's,like...zerg starts with ling/bane,infestor, terran answers with marine/tank, and that zerg comp does alot of damage,and while that zerg is making a ultra cavern,and when his ling/bane dies (IF it dies) he just spams like 10-15 ultras that pop at once,and ofc terran has to switch to mass marauders and good zergs always know that,and when terran has like equal numbers of marines and marauders, by that time zerg has prob spamed shit lots of corrupters that are gona turn into shit lots of broodlords after his ultra army dies (IF it dies,again), and good terrans should know that,but when they have lots of medivacs,marines,tanks,marauders,theres just not that many supply left to take down the corrupters AND the broodlords,and terran also has to make air upgrades but most terrans would start em AFTER the broodlords are poped, and ofc most times vikings get fungaled aswell and die,so i pretty much want zerg to get nerfed so terran still has a chance of winning
User was warned for this post
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On June 19 2012 03:05 ticklishmusic wrote: I'm beginning to agree with the snipe change to a degree, though I still feel its a little too good against Protoss. Perhaps making it so snipe does 1/2 damage to shields would help with that. (Don't complain, you still have EMP). Still, I'd like to see Ravens used more-- Terrans have the extra gas anyways.
Errm, where is Snipe really relevant in TvP except against HT's (which receive 50 dmg instead of 40 pre-patch anyway)? Against Zealots? But I agree on the main topic, though, Zergs playing insanely greedy nowadays by just going Queens seems to be way too riskless for me, if it doesn't cut into the Zerg's economy...
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On June 19 2012 03:05 ticklishmusic wrote: I'm beginning to agree with the snipe change to a degree, though I still feel its a little too good against Protoss. Perhaps making it so snipe does 1/2 damage to shields would help with that. (Don't complain, you still have EMP).
Wait WHAT? How would that possibly be balanced when 50 energy on 1 ht completely negates 1 ghost for the next minute while it makes snipe incapable of killing anything? why would you ever choose snipe over emp if they both deal shield damage and only 2 units have more than 200 shield?
No offense but I haven't heard a balance idea so terrible since someone suggested that hellions should be able to attack while moving.
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On June 19 2012 03:33 SDQKRambo wrote:Show nested quote +
Making a ton of bunkers as terran and playing absolutely defensive with no map presence and making a bunch of queens that hold off everything and contribute to insanely fast creep spread are completely different. Also the OP also wants to find a way to open with a macro style the doesn't straight up to die to a allin, which zerg is now totally safe from if he is competent at all. You seem to be missing the main points of the blog, I suggest you re-read it again.
really? you read this as a strategy request blog? queens, slow lings, slow banes and even infestors are all essentially defensive units, do you really think that there is no way for terran to take a fast 3rd against that? If it's a PF - or even an orbital defended by a few tanks and bunkers - zerg can't engage it before ultras. i see your a zerg so let me tell this to u, do u REALLY think its ok for terran to take PF as 3rd CC ? =free win to zerg here yo i would RLY like to see zerg nerfed,after all my games and from what i seen,it seems hopeless for terran to win any tourneys or win against zerg overall, it requires ALOT of skill,macro,micro,structures from terran side to keep up,while zerg can have fast 3rd, build 4,5 queens and defend it ez against hellion harrass or something like that,like ppl say, zerg just needs to A-move into terran army, drop some EZPZ fungals and win every engagement, also dont forget that zerg's tech switching is million times faster than terran's,like...zerg starts with ling/bane,infestor, terran answers with marine/tank, and that zerg comp does alot of damage,and while that zerg is making a ultra cavern,and when his ling/bane dies (IF it dies) he just spams like 10-15 ultras that pop at once,and ofc terran has to switch to mass marauders and good zergs always know that,and when terran has like equal numbers of marines and marauders, by that time zerg has prob spamed shit lots of corrupters that are gona turn into shit lots of broodlords after his ultra army dies (IF it dies,again), and good terrans should know that,but when they have lots of medivacs,marines,tanks,marauders,theres just not that many supply left to take down the corrupters AND the broodlords,and terran also has to make air upgrades but most terrans would start em AFTER the broodlords are poped, and ofc most times vikings get fungaled aswell and die,so i pretty much want zerg to get nerfed so terran still has a chance of winning Again, what is wrong with using ghosts against infestors?
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I rarely agree with luckyfool, but today is that day. TvZ as we know it is no longer balanced, zerg gets a free third base and that alone is enough to tip the scales for me. I'm not so sure yet about the scouting of the overlords being too powerful, as it can be denied with marines if you're really on top of your game (but it's still going to see something).
Playing mech however, is still roughly the same if you open really greedy ad focus on denying intel as opposed to denying their third. If terran were given ghosts back, I'd say that yes, we still have options and possiblities to win (especially if they fixed snipe so that it wouldn't bug up every 2 seconds).
TvZ is currently in this state: If zerg doesn't make a big mistake (or 2 or 3), they win, no matter how good the terran player is playing.
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WOW what a terran rage. U make mass bio and try and do insane micro/macro and wonder why you can't keep up. Terran players need to start abusing mass queen strats and getting those timings.
Hint:queens aren't free, if I make 4 or 5 queens off the start i'm not all inning you. So don't rant as if Zerg can all in whenever on a whim, because it doesn't work like that.
Also 1 base thor + repair beats mass queen spine.
Here are a few more tips for u noob terrans out there who complain about their race. 1. HUNT FOR OVIES, most zerg have bad pathing for ovies and if u snipe them early it denies scouting and puts the zerg behind. 2. make a few marines always, and leave one in a bunker at ur expo and bring the rest to ur main to DENY scouting, brilliant i know. 3. always make hellions and be active, or go some type of 2 rax, both of these will minimize all ins and allow u a lot of control in the early game
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On June 19 2012 03:59 beetlelisk wrote:Show nested quote +On June 19 2012 03:33 SDQKRambo wrote:
Making a ton of bunkers as terran and playing absolutely defensive with no map presence and making a bunch of queens that hold off everything and contribute to insanely fast creep spread are completely different. Also the OP also wants to find a way to open with a macro style the doesn't straight up to die to a allin, which zerg is now totally safe from if he is competent at all. You seem to be missing the main points of the blog, I suggest you re-read it again.
really? you read this as a strategy request blog? queens, slow lings, slow banes and even infestors are all essentially defensive units, do you really think that there is no way for terran to take a fast 3rd against that? If it's a PF - or even an orbital defended by a few tanks and bunkers - zerg can't engage it before ultras. i see your a zerg so let me tell this to u, do u REALLY think its ok for terran to take PF as 3rd CC ? =free win to zerg here yo i would RLY like to see zerg nerfed,after all my games and from what i seen,it seems hopeless for terran to win any tourneys or win against zerg overall, it requires ALOT of skill,macro,micro,structures from terran side to keep up,while zerg can have fast 3rd, build 4,5 queens and defend it ez against hellion harrass or something like that,like ppl say, zerg just needs to A-move into terran army, drop some EZPZ fungals and win every engagement, also dont forget that zerg's tech switching is million times faster than terran's,like...zerg starts with ling/bane,infestor, terran answers with marine/tank, and that zerg comp does alot of damage,and while that zerg is making a ultra cavern,and when his ling/bane dies (IF it dies) he just spams like 10-15 ultras that pop at once,and ofc terran has to switch to mass marauders and good zergs always know that,and when terran has like equal numbers of marines and marauders, by that time zerg has prob spamed shit lots of corrupters that are gona turn into shit lots of broodlords after his ultra army dies (IF it dies,again), and good terrans should know that,but when they have lots of medivacs,marines,tanks,marauders,theres just not that many supply left to take down the corrupters AND the broodlords,and terran also has to make air upgrades but most terrans would start em AFTER the broodlords are poped, and ofc most times vikings get fungaled aswell and die,so i pretty much want zerg to get nerfed so terran still has a chance of winning Again, what is wrong with using ghosts against infestors?
the fact that the infestors are bulky and do not take as much AoE from EMP is one thing.
i think it was also mentioned previously how useless ghosts become against crackling army even after you take care of the infestors
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i sadly have to agree, tvz sucks to watch now seems so onesided and used to be such an amazing matchup to watch, however its only the queen buff i disagree with i think it was completly retarded and blizz clearly didnt test it at all, however i think the overlord buff was great and was needed for sure, i miss the constant back and forth of tvz
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I've been having trouble both TvP and TvZ lately, too, but this is a little heavy in QQ for my taste. All the same I have been getting frustrated in both matchups to the point of giving up and playing with random gimmicks. 1 rax reaper expand into 2 rax double reaper production holds up the Zerg's third base pretty well.
I think next I'm going to rush ghosts on two base, build 8-9 ghost academies, and start nuke pushing into his natural with a fresh nuke every 7 or 8 seconds so he doesn't have time to rush his army out and kill the ghost. If I start stockpiling gas early I can maybe keep up that push for a minute and kill his natural's hatchery before I run out of gas (figuratively and literally). The ghosts will also be convenient for sniping queens (they're psionic, remember?).
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On June 19 2012 02:41 thegiantnome wrote:
Just go early 3CC mech and 1 scan is nothing. If you don't like mech GET 3CC'S ANYWAYS!!!! If your going to sit back and do nothing (like most terranes do) you might as well have the third cc. Those 400 minerals pay for themselves quickly and easily (allowing you to get 60 workers far more rapidly I might add) I am a masters terran player in EU and I guarantee you with 3CC opening vs 3 hatch opening, zerg can reach 60 workers before terran has reached 39 AND have a creep spread, AND have a map presence.
As for sitting back as a terran, unfortunately, this is a luxury that only zergs and tosses can afford. I don't know if you are in par with recent Blizzard announcements, but actually it is evident that if terran sits and does nothing, he is getting behind compared to a zerg/toss that does nothing . So I severely doubt that sitting back is what terrans do. Maybe at your league it is the case but then this league is below gold.
Thank you for also enlightening me that a 3cc opening might be good. However:
1. Terran gives map control for basically 6-7 minutes. For that time zerg can be either 6-exping or prepping for bane roach bust. There is NO WAY, I guarantee you, NO WAY, terran can guess what zerg is doing without wasting at least 3 scans.
2. If scouted which is basically super easy and equivalent to one overlord, 3cc gives zerg two options - droning like crazy, which actually will put terran's opening behind, or prepping for a high eco roach bane ling bust which, as we see in every match in recent months, is devastating and can't be stopped without tanks. Hence the 23% win rate of terran in GSL and GSTL
3. Before giving advice to a masters terran player, please provide information about your league and some sample replays where you play terran with the said opening and also provide minute marks at which we can check economy of terran compared to zerg.
Thank you for your reply. I am looking forward to the replays.
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On June 19 2012 04:05 stew_ wrote:Show nested quote +On June 19 2012 03:59 beetlelisk wrote:On June 19 2012 03:33 SDQKRambo wrote:
Making a ton of bunkers as terran and playing absolutely defensive with no map presence and making a bunch of queens that hold off everything and contribute to insanely fast creep spread are completely different. Also the OP also wants to find a way to open with a macro style the doesn't straight up to die to a allin, which zerg is now totally safe from if he is competent at all. You seem to be missing the main points of the blog, I suggest you re-read it again.
really? you read this as a strategy request blog? queens, slow lings, slow banes and even infestors are all essentially defensive units, do you really think that there is no way for terran to take a fast 3rd against that? If it's a PF - or even an orbital defended by a few tanks and bunkers - zerg can't engage it before ultras. i see your a zerg so let me tell this to u, do u REALLY think its ok for terran to take PF as 3rd CC ? =free win to zerg here yo i would RLY like to see zerg nerfed,after all my games and from what i seen,it seems hopeless for terran to win any tourneys or win against zerg overall, it requires ALOT of skill,macro,micro,structures from terran side to keep up,while zerg can have fast 3rd, build 4,5 queens and defend it ez against hellion harrass or something like that,like ppl say, zerg just needs to A-move into terran army, drop some EZPZ fungals and win every engagement, also dont forget that zerg's tech switching is million times faster than terran's,like...zerg starts with ling/bane,infestor, terran answers with marine/tank, and that zerg comp does alot of damage,and while that zerg is making a ultra cavern,and when his ling/bane dies (IF it dies) he just spams like 10-15 ultras that pop at once,and ofc terran has to switch to mass marauders and good zergs always know that,and when terran has like equal numbers of marines and marauders, by that time zerg has prob spamed shit lots of corrupters that are gona turn into shit lots of broodlords after his ultra army dies (IF it dies,again), and good terrans should know that,but when they have lots of medivacs,marines,tanks,marauders,theres just not that many supply left to take down the corrupters AND the broodlords,and terran also has to make air upgrades but most terrans would start em AFTER the broodlords are poped, and ofc most times vikings get fungaled aswell and die,so i pretty much want zerg to get nerfed so terran still has a chance of winning Again, what is wrong with using ghosts against infestors? the fact that the infestors are bulky and do not take as much AoE from EMP is one thing. i think it was also mentioned previously how useless ghosts become against crackling army even after you take care of the infestors So how many Infestors can be hit, 4-6? That's still enough, we are talking 200/100 for a ghost making 400/600 to 600/900 resources of units useless, how it's not a good trade? And what's more it's pretty easy calculation - would you rather have a dozen of marines in red after a fungal which means 600 minerals nearly lost for nothing or make a Ghost for 200/100 to prevent that? Multiply that by amount of Infestors that can be hit by an EMP and it suddenly becomes 50-60 marines getting their hps down to red or using a single ghost. People keep whining about Infestor's and Fungals so I keep asking what is wrong with Ghosts that they aren't mentioned at all.
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Why can't you make just one reaper to suicide into their main to scout a possible all-in? Or make one raven in midgame to help clear creep?
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On June 19 2012 04:04 Fog-of-War wrote: WOW what a terran rage. U make mass bio and try and do insane micro/macro and wonder why you can't keep up. Terran players need to start abusing mass queen strats and getting those timings.
Hint:queens aren't free, if I make 4 or 5 queens off the start i'm not all inning you. So don't rant as if Zerg can all in whenever on a whim, because it doesn't work like that.
Also 1 base thor + repair beats mass queen spine.
Here are a few more tips for u noob terrans out there who complain about their race. 1. HUNT FOR OVIES, most zerg have bad pathing for ovies and if u snipe them early it denies scouting and puts the zerg behind. 2. make a few marines always, and leave one in a bunker at ur expo and bring the rest to ur main to DENY scouting, brilliant i know. 3. always make hellions and be active, or go some type of 2 rax, both of these will minimize all ins and allow u a lot of control in the early game I see your region and I am already sceptical. But of course, everybody is due respect, regardless of region. Therefore I would kindly ask you to provide replays where you successfully execute 1, 2 and 3 and also information about your current league.
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On June 19 2012 03:05 ticklishmusic wrote: overlord: 1 larva, 100 minerals. Scan: 240 minerals or 8 supply
idunno, overlords seem better for scouting to me. but I play protoss so what would i know?
Scan is free. Also it's instant. And it won't die to a single marine. You trade energy for information or energy for money. AND YOU CAN COMPLAIN ABOUT IT BEING BAD
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On June 19 2012 04:41 beetlelisk wrote:Show nested quote +On June 19 2012 04:05 stew_ wrote:On June 19 2012 03:59 beetlelisk wrote:On June 19 2012 03:33 SDQKRambo wrote:
Making a ton of bunkers as terran and playing absolutely defensive with no map presence and making a bunch of queens that hold off everything and contribute to insanely fast creep spread are completely different. Also the OP also wants to find a way to open with a macro style the doesn't straight up to die to a allin, which zerg is now totally safe from if he is competent at all. You seem to be missing the main points of the blog, I suggest you re-read it again.
really? you read this as a strategy request blog? queens, slow lings, slow banes and even infestors are all essentially defensive units, do you really think that there is no way for terran to take a fast 3rd against that? If it's a PF - or even an orbital defended by a few tanks and bunkers - zerg can't engage it before ultras. i see your a zerg so let me tell this to u, do u REALLY think its ok for terran to take PF as 3rd CC ? =free win to zerg here yo i would RLY like to see zerg nerfed,after all my games and from what i seen,it seems hopeless for terran to win any tourneys or win against zerg overall, it requires ALOT of skill,macro,micro,structures from terran side to keep up,while zerg can have fast 3rd, build 4,5 queens and defend it ez against hellion harrass or something like that,like ppl say, zerg just needs to A-move into terran army, drop some EZPZ fungals and win every engagement, also dont forget that zerg's tech switching is million times faster than terran's,like...zerg starts with ling/bane,infestor, terran answers with marine/tank, and that zerg comp does alot of damage,and while that zerg is making a ultra cavern,and when his ling/bane dies (IF it dies) he just spams like 10-15 ultras that pop at once,and ofc terran has to switch to mass marauders and good zergs always know that,and when terran has like equal numbers of marines and marauders, by that time zerg has prob spamed shit lots of corrupters that are gona turn into shit lots of broodlords after his ultra army dies (IF it dies,again), and good terrans should know that,but when they have lots of medivacs,marines,tanks,marauders,theres just not that many supply left to take down the corrupters AND the broodlords,and terran also has to make air upgrades but most terrans would start em AFTER the broodlords are poped, and ofc most times vikings get fungaled aswell and die,so i pretty much want zerg to get nerfed so terran still has a chance of winning Again, what is wrong with using ghosts against infestors? the fact that the infestors are bulky and do not take as much AoE from EMP is one thing. i think it was also mentioned previously how useless ghosts become against crackling army even after you take care of the infestors So how many Infestors can be hit, 4-6? That's still enough, we are talking 200/100 for a ghost making 400/600 to 600/900 resources of units useless, how it's not a good trade? And what's more it's pretty easy calculation - would you rather have a dozen of marines in red after a fungal which means 600 minerals nearly lost for nothing or make a Ghost for 200/100 to prevent that? Multiply that by amount of Infestors that can be hit by an EMP and it suddenly becomes 50-60 marines getting their hps down to red or using a single ghost. People keep whining about Infestor's and Fungals so I keep asking what is wrong with Ghosts that they aren't mentioned at all.
oh, also forgot to mention. cloaked ghosts die pretty fast to fungals and speedlings
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+ Show Spoiler +On June 19 2012 00:50 mbr2321 wrote:Your argument seems to be that TvZ isn't as fun to play or watch because it's harder and riskier for Terran to all in. That claim in and of itself is ridiculous and counter-intuitive. All-ins are supposed to be do-or-die, extremely risky plays. And in what twisted world is it more fun to watch successful all-ins over sick, edge-of-seat macro games? Next you talk a lot about greed. You talk about how much greed zergs can 'get away with' simply by making a few extra spines and queens. You assert that Terran can't get away without any greed because of the myriad of zerg all-ins that are so potent against Terran. You neglect to mention, however any kinds of Terran aggression that can hit a Zerg off of two bases. Look at Polt's bio/hellion aggression that killed so many zergs in Anaheim, which transitions perfectly easily into a standard marine/tank play. You assert that Terran's can't play greedily but Zergs can, but that's crap. In particular: Show nested quote +On June 18 2012 07:14 LuckyFool wrote: Some of the best terran players are playing 15cc builds quite often these days, Taeja and MKP come to mind, but these builds automatically lose to some zerg builds if they choose to coin flip, MKP lost to back to back 6pools the other day in TSL4 KR qualifier. When I was complaining about this one of my friends on skype said "well everyone knows MKP is one of the greediest mofos around." Why can zerg exploit the greediest terran mofo around but terran cant do the same to zerg anymore? A 15 hatch isn't as greedy as a 15 cc. Not by a longshot. Opening 15 CC against a 15 hatch, all else equal, puts the Terran way ahead. A 15 CC is closer to a 3-base before pool in terms of greed. That a Terran can punish a 3-hatch before pool play is without question. I don't understand why you think this matchup is broken. The only people hurt by these nerfs are people who play extremely gimmicky and abusively. These patches didn't hurt macro terrans in the slightest, nor did it hurt aggressive terrans who don't all-in. Just because Banshees don't automatically get 5+ drones regardless of how the Zerg prepares doesn't mean that Banshees lose all of their utility.Just because Zerg can be aggressive doesn't mean Terran can't take economic risks and get away with it. Your argument essentially defeats itself in this: Show nested quote +On June 18 2012 07:14 LuckyFool wrote: Honestly Terran cant make a single mistake at any point in a TvZ or they're basically going to autolose all the while hoping their zerg opponent makes massive mistakes (sometimes takes 3-4 huge mistakes in 1 game for T to win) This is the mentality of someone who's bad at a matchup and doesn't want to admit it. It's a feeling of helplessness that leads one to redirect one's own failures on a cosmic, beyond-one's-control source. I feel the exact same way about TvP. But asserting that zerg necessarily has to make massive mistakes in order to lose is such a defeatist notion. StarCraft II is getting to the point wherein the better player wins. Patches aren't changing which race is inherently better than the others, but rather they are eliminating the ways in which worse players can beat better players by abusing a certain mechanic that's way easier to execute than to defend.
This is my favorite post from this whole thread.
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