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Why protoss always underperforms on pro level? - Page 5

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RJBTVYOUTUBE
Profile Joined December 2023
Netherlands1151 Posts
December 16 2024 17:38 GMT
#81
mined out late late game is so rare the game turns into pure improvisation with energy based units.
JDON MY SOUL!
FlaShFTW
Profile Blog Joined February 2010
United States10332 Posts
December 16 2024 17:55 GMT
#82
On December 15 2024 23:40 HolySmokes wrote:
Show nested quote +
On December 14 2024 23:35 TMNT wrote:
On December 14 2024 18:12 HolySmokes wrote:
On December 13 2024 10:46 RowdierBob wrote:
I don’t get why Protosses haven’t tried much to evolve PvZ since basically the cair first Bisu build was created so long ago.

In particular I’ve never really seen Ps even experiment with DAs outside of trying to catch a muta switch.

Mind control in theory is the most OP spell in the game. I get it’s hard to use but if you can snag a worker from another race it’s near impossible for the other player to win. And you could even use it to snag some lurkers from a Zerg to shred lings in the late game and mitigate the power of lings and swarm.

There’s still a lot of untapped potential I reckon in Protoss but the players seems pretty stuck in their ways.

I mean I get I’m a spud who can’t understand the game on their level but it seems crazy to me that a spell casting unit with so much potential has been sidelined forever by protosses.


It's cool to see that even after 20 years, this is a topic still worth talking about. I see Best do DA from time to time; funny enough, I rarely see Bisu do it. Protoss seems to do it when they are already ahead as a safeguard against mutas sniping your HT as you push with your deathball. I've always wondered if there was some synergy with Corsairs, I think there must be, since Bisu established that corsairs are essential in the matchup. I've always thought DT and detection abuse was something underrated in the early game. Zerg has to commit a lot to keep steady detection around Corsairs, perhaps DA mind control could be used to turn a key unit at a particular moment (like an overlord that would reveal your DT), and maelstrom to stop fleets of muta/scourge from killing your Corsairs. The contrast between biological and mech in maelstrom was always an interesting mechanic I never saw abused. Or freezing Hydra in certain moments. Maelstrom could be used in defense against Zerg if they ever tried to attack your cannons. It would be even more effective than storm, as the hydras would not dodge and be shredded up by your cannons.

It seems like you don't play the game or watch it much. Mind control is a no-go at any competitive level. It's a meme spell you only use to toy with opponents much worse than you. Maelstrom is useful for sure, but you can only afford it later in the game, most likely when Protoss is at 130+ supply, so no it's not for catching Scourge or stopping Hydra bust. Its most useful function is to catch a group of Mutas when Zerg tries to Muta switch to snipe HTs in the mid game. Pros know that and will build DA if they can afford, like Bisu vs Hero on Deja Vu in the last ASL. When you see they don't use maelstrom, most of the times it's just because they can't afford it in that moment.


Damn man, feel like you totally missed the point of my post. I have played the game, was pretty competent I dare say, beat a lot of people I'd meet. You talk about the pros a lot, obviously the meta is important and I do like to keep up with the scene. The pros validate theory, but theory makes pros, it goes both ways. Pros show if something is viable, but viability in BW also depends on execution, which depends on the players. This is self-evident in the fact how players come along with new strats and change the game. Boxer, Oov, Savior, Bisu, for example. And honestly I think DA has a lot of potential in that regard. I talk about the DA a lot because I've had a lot of success in PvZ doing FE DA into Sair / DT play. If you tech quickly to maelstrom, skipping sair for the moment, and turtle a bit behind cannons with 2 DA, you are safe and have options vs muta and hydra. Then you can get Sair to continue scouting and develop air supremacy and add DT to the mix to make plays, and there's all kinds of stuff you can do. But obviously I wasn't a pro or anything, and if you could show me games where pros have tried this and failed, I'd love to see them.

Would love for you to submit some replays and for all of us to take a look and see what sort of strategies you've come up with! I think the pros would also be interested, maybe they'll get a spark of inspiration for your unique style of play.
Writer#1 KT and FlaSh Fanboy || Woo Jung Ho Never Forget || Teamliquid Political Decision Desk
TL+ Member
Sybris
Profile Joined February 2011
30 Posts
Last Edited: 2024-12-16 18:17:40
December 16 2024 18:15 GMT
#83
Imo protoss basic army is weak, you cannot really do much without leaning heavy on spellcasters or harass. So it has to rely on flair tactics which look great when they work but is probably failing more often than not
Nirli
Profile Joined February 2023
Bulgaria380 Posts
December 16 2024 19:09 GMT
#84
On December 15 2024 23:40 HolySmokes wrote:
Show nested quote +
On December 14 2024 23:35 TMNT wrote:
On December 14 2024 18:12 HolySmokes wrote:
On December 13 2024 10:46 RowdierBob wrote:
I don’t get why Protosses haven’t tried much to evolve PvZ since basically the cair first Bisu build was created so long ago.

In particular I’ve never really seen Ps even experiment with DAs outside of trying to catch a muta switch.

Mind control in theory is the most OP spell in the game. I get it’s hard to use but if you can snag a worker from another race it’s near impossible for the other player to win. And you could even use it to snag some lurkers from a Zerg to shred lings in the late game and mitigate the power of lings and swarm.

There’s still a lot of untapped potential I reckon in Protoss but the players seems pretty stuck in their ways.

I mean I get I’m a spud who can’t understand the game on their level but it seems crazy to me that a spell casting unit with so much potential has been sidelined forever by protosses.


It's cool to see that even after 20 years, this is a topic still worth talking about. I see Best do DA from time to time; funny enough, I rarely see Bisu do it. Protoss seems to do it when they are already ahead as a safeguard against mutas sniping your HT as you push with your deathball. I've always wondered if there was some synergy with Corsairs, I think there must be, since Bisu established that corsairs are essential in the matchup. I've always thought DT and detection abuse was something underrated in the early game. Zerg has to commit a lot to keep steady detection around Corsairs, perhaps DA mind control could be used to turn a key unit at a particular moment (like an overlord that would reveal your DT), and maelstrom to stop fleets of muta/scourge from killing your Corsairs. The contrast between biological and mech in maelstrom was always an interesting mechanic I never saw abused. Or freezing Hydra in certain moments. Maelstrom could be used in defense against Zerg if they ever tried to attack your cannons. It would be even more effective than storm, as the hydras would not dodge and be shredded up by your cannons.

It seems like you don't play the game or watch it much. Mind control is a no-go at any competitive level. It's a meme spell you only use to toy with opponents much worse than you. Maelstrom is useful for sure, but you can only afford it later in the game, most likely when Protoss is at 130+ supply, so no it's not for catching Scourge or stopping Hydra bust. Its most useful function is to catch a group of Mutas when Zerg tries to Muta switch to snipe HTs in the mid game. Pros know that and will build DA if they can afford, like Bisu vs Hero on Deja Vu in the last ASL. When you see they don't use maelstrom, most of the times it's just because they can't afford it in that moment.


Damn man, feel like you totally missed the point of my post. I have played the game, was pretty competent I dare say, beat a lot of people I'd meet. You talk about the pros a lot, obviously the meta is important and I do like to keep up with the scene. The pros validate theory, but theory makes pros, it goes both ways. Pros show if something is viable, but viability in BW also depends on execution, which depends on the players. This is self-evident in the fact how players come along with new strats and change the game. Boxer, Oov, Savior, Bisu, for example. And honestly I think DA has a lot of potential in that regard. I talk about the DA a lot because I've had a lot of success in PvZ doing FE DA into Sair / DT play. If you tech quickly to maelstrom, skipping sair for the moment, and turtle a bit behind cannons with 2 DA, you are safe and have options vs muta and hydra. Then you can get Sair to continue scouting and develop air supremacy and add DT to the mix to make plays, and there's all kinds of stuff you can do. But obviously I wasn't a pro or anything, and if you could show me games where pros have tried this and failed, I'd love to see them.


Found Snow's English account, wow.
RJBTVYOUTUBE
Profile Joined December 2023
Netherlands1151 Posts
Last Edited: 2024-12-17 04:12:40
December 17 2024 04:08 GMT
#85
If you sair skip vs muta to get straight DA maelstrom you will be forced to overspend on main and nat cans or risk just losing the game to mutas harass on probe or main. You will have nothing that can fight back vs the muta or draw them away like a good zealot ball sent at an expo. Mutas are common in pro play and delaying sair and +1 is just going to screw you over. Vs hydra you are just giving zerg time to build without proper harass to slow or will be behind on info from not scouting with the sair.

zerg can also just not do any harass and macro up because you got nothing to threaten and then go for lurker hydra contain and expand behind that.
JDON MY SOUL!
HolySmokes
Profile Joined December 2024
56 Posts
December 18 2024 11:44 GMT
#86
Timings, you guys are right about timings. I had to get the game after God knows how long (don't ask me how and try things again to see if I was remembering it correctly. And you guys are right, it's not a good idea to delay sair, or even something that needs to happen. A fast second gas ensures that the second tech will not be slow much. With FE 2 star, you can get mael up by 7:30, in more than enough time to deal with Zerg once he's done dealing with all your sairs.
Soulforged
Profile Blog Joined February 2007
Latvia936 Posts
Last Edited: 2024-12-18 15:02:44
December 18 2024 12:30 GMT
#87
I'll give you one hypothetical scenario with some branches.

A zerg can hit you at 08:00 with good 24 hydras with speed+range+overlord speed, off of a standard 3 hatch lair -> spire -> 5h hydra off of 35 drone(1 per mineral patch + gas mining)
If you're going both sair and mael, you'll have to make something like 6 cannons vs it to win time to get to storm, because just mael and a few cannons are not going to deal with it.

If you open speedlot/sair into 4 HT off of forge FE, for example, and rush 2nd gas right after core, you can have 4 HTs and storm, if you cut sairs after 3.
This lets you put up some zealot pressure, and survive that kind of break attempt with just 3 cannons. Zerg might not even be able to snipe gate/forge.

Alternative approach is to delay HTs, get more zealots and more cannons, and use zealots to threaten counter attacks.
Both are viable, and both limit Zerg economy from greeding too much, while being able to hold well if Zerg decides to mass units.

A different alternative would be to open sair/DT, and pressure with DT + some few slow zealots + sairs, while getting faster HTs. This is likely what you could be doing when going mael, since some sort of pressure is almost always necessary. But doing this does require making 5-6 sairs, otherwise there's no real way to pressure with dt.

The problem with going mael is that it isn't as good as storm defensively. You can't get it reactively vs zerg pumping hydras - they may get only 12 hydras and drone after, they may get 24+, they usually approach that situation with larva saved anyway, 5-6 hatcheries make it very easy to randomly have extra 12 hydras.
So you need to get storm (or mael in your case) in advance. You cannot go sair/speedlots into mael - storm is barely in time for 8:00, extra 25 energy on mael is enough to be game ending.

So something has to be cut. Getting less than 3 sairs is quite risky if Z made a spire.
The only reasonable way to try to approach this situation is to go for sair/DT pressure and transition into mael, then you may have it on time. The problem is that you'll need more than 3 cannons, because mael is not as good as storm. Need something to do actual damage.
And the final problem is that it'd be risky to try to get natural cannons up reactively.
Speed hydra hatch(as in, from starting the egg) and cross the map faster than cannons build, and you're not guaranteed to instantly notice and count all the hydras with your sair.
Usually the extra time for reactionary cannons is won by threatening speedlot counterattacks, the gate/forge wall, and probe pulls.
If you go for sair/dt slow zealot pressure, you can't threaten much of a counter-attack, at least nothing that will divert significant part of their force. They're bringing the majority of the overlords with the hydra force, a DT/sair counter certainly can deal damage but it won't pull entire Z army. Slow zealots by that point likely either traded or went home already.

A sair/dt/slow zealot pressure opener generally gets storm well in advance(not trying to barely get it by 8 min like speedlot/sair does), so that doesn't have this problem. Having 3 cannons and 4 storms is enough to win a lot of time.
Having 3 cannons and 2 mael is not.
Making blind 6 cannons is not an option, Z could just get minimal hydra and drone.
Even making 6 blind cannons and having Z go for heavy hydra, would be a problem if instead of committing, zerg transitions into lurker contain. Mael doesn't break contains much. Banked energy HTs do(or reavers).

This build also wouldn't have speedlot map pressure to threaten backstabs vs attempted lurker contain.
Correct reaction vs 35 drone shshsh into no jump on cannons and lurker contain, is to have a counter-attack threatening zealot force to divert some unit, and bust attempt as hydras are morphing into eggs. No banked double storm per HT yet, but at least you have 4 storms, usually can break out before it is set up. If it is setup already, need banked storm or reavers, maybe with some hail mary drop in parallel.

P options are pretty constrained. There's some variety and tactics - this post covers some viable alternatives of dealing with the same kind of challenge, that also do not auto die to other possibilities - but radical deviations are hard to pull off.
Something reaver based is more likely than DA.

DA and additional(more than 1-2) sair production skip is commonplace vs 973 hydra pressure that transitions into macro, but that is a pretty specific branch.
As a lategame addition, of course, they're underused.
HolySmokes
Profile Joined December 2024
56 Posts
December 18 2024 13:30 GMT
#88
Bro there's no way Zerg has all that at just 8:00. What you describe kicks in more around 10:30.
Soulforged
Profile Blog Joined February 2007
Latvia936 Posts
Last Edited: 2024-12-18 17:34:29
December 18 2024 14:25 GMT
#89
This is in P going forge FE context, e.g. if P opens gate FE, the specifics change(for both parties).
Any A zerg could hit the described timing.

The only unusual thing is that you need den between 4th and 5th hatch, in order to have both upgrades finish by 8 min(starting with speed, range finishes right as you hit, overlord speed you want to finish as you start to move)

It is pretty trivial to pull off with a build like this:
- overpool 2-4 ling open
- 3rd hatch before gas, ~2:55-ish gas
- first 100 gas goes to lair
- next 100 gas go to ling speed
- need to have 6 lings out by 4:20 to deal with first zealot moveout possibility(assume P went nex/cannon/gate/pylon/gas, and got core & 2 probes, delaying first zealot a few seconds)
- need to have ling speed and 10-12 lings by 5:20 - this can deal with a 3 zealot attack, and can also threaten backstab if P moves out with more zealots later. Hard for them to have more slow zealot attack later + 2nd cannon to deal with counter thread + not suffer a delay on tech, so generally you see 1 and 3 zealot attempts off of forge FE, before zealot speed.
- spire as lair finishes, 4th hatch should be around that time as well
- 2 pairs of scourge as spire finishes, to push sairs back and scout
- den before 5th hatch(something like 5:20 is good enough), 2nd gas at the same time
- 5th hatch as you have money, something like 5:40-50 is good enough
- hydra speed first, overlord speed as you have money
- start pumping hydra after you have drone per mineral patch and 3+3 on 2 gas. This will usually be around 30 drone. Can go up to 35 drones, this should allow to have money to have 6th hatch later, but may delay your attack by 13 seconds.

You should be able to get around 20-24 hydras and overlord speed done by 7:40, that can go from natural to natural in 20 seconds easily. Range hits as you hit P
Probably can fit a ranged +1 somewhere(not finish, but start at least - I'm not a Z, not sure where exactly that would fit.


This is not greedy and handles the standard early game pressure from forge FE open.
By standard I mean P isn't opening 2 gate before core, and doesn't go citadel zealot legs before stargate or mass goon...those would be seen by overlord and have different counters.
If P goes core -> sair ASAP this is basically it, if P goes something silly like 2 gate zealot after sair before citadel, zerg still has ling speed and capacity to make more lings, that holds everything before +1/speed.

The +1/zealot speed openers that are started after stargate - that cannot pressure such a zerg opener at all, speedlots basically arrive to meet a large hydra force and need to turn around.

Even if you do this poorly or get thrown off early game, well, you'd be hitting at 8:30 instead of 8.
Give it a try, if you are on point with worker transfer and keeping a drone per patch, it should not be difficult.

10:30 is...zerg can have 6 hatch 50+ drones, 4th started @ 7th hatch, that kind of army, with either muta or lurker switch incoming
RJBTVYOUTUBE
Profile Joined December 2023
Netherlands1151 Posts
December 18 2024 16:46 GMT
#90
On December 18 2024 21:30 Soulforged wrote:
I'll give you one hypothetical scenario with some branches.

A zerg can hit you at 08:00 with good 24 hydras with speed+range+overlord speed, off of a standard 3 hatch lair -> spire -> 5h hydra off of 35 drone(1 per mineral patch + gas mining)
If you're going both sair and mael, you'll have to make something like 6 cannons vs it to win time to get to storm, because just mael and a few cannons are not going to deal with it.

If you open speedlot/sair into 4 HT off of forge FE, for example, and rush 2nd gas right after core, you can have 4 HTs and storm, if you cut sairs after 3.
This lets you put up some zealot pressure, and survive that kind of break attempt with just 3 cannons. Zerg might not even be able to snipe gate/forge.

Alternative approach is to delay HTs, get more zealots and more cannons, and use zealots to threaten counter attacks.
Both are viable, and both limit Zerg economy from greeding too much, while being able to hold well if Zerg decides to mass units.

A different alternative would be to open sair/DT, and pressure with DT + some few slow zealots + sairs, while getting faster HTs. This is likely what you could be doing when going mael, since some sort of pressure is almost always necessary. But doing this does require making 5-6 sairs, otherwise there's no real way to pressure with dt.

The problem with going mael is that it isn't as good as storm defensively. You can't get it reactively vs zerg pumping hydras - they may get only 12 hydras and drone after, they may get 24+, they usually approach that situation with larva saved anyway, 5-6 hatcheries make it very easy to randomly have extra 12 hydras.
So you need to get storm (or mael in your case) in advance. You cannot go sair/speedlots into mael - storm is barely in time for 8:00, extra 25 energy on mael is enough to be game ending.

So something has to be cut. Getting less than 3 sairs is quite risky if Z made a spire.
The only reasonable way to try to approach this situation is to go for sair/DT pressure and transition into mael, then you may have it on time. The problem is that you'll need more than 3 cannons, because mael is not as good as storm. Need something to do actual damage.
And the final problem is that it'd be risky to try to get natural cannons up reactively.
Speed hydra hatch(as in, from starting the egg) and cross the map faster than cannons build, and you're not guaranteed to instantly notice and count all the hydras with your sair.
Usually the extra time for reactionary cannons is won by threatening speedlot counterattacks, the gate/forge wall, and probe pulls.
If you go for sair/dt slow zealot pressure, you can't threaten much of a counter-attack, at least nothing that will divert significant part of their force. They're bringing the majority of the overlords with the hydra force, a DT/sair counter certainly can deal damage but it won't pull entire Z army. Slow zealots by that point likely either traded or went home already.

A sair/dt/slow zealot pressure opener generally gets storm well in advance(not trying to barely get it by 8 min like speedlot/sair does), so that doesn't have this problem. Having 3 cannons and 4 storms is enough to win a lot of time.
Having 3 cannons and 2 mael is not.
Making blind 6 cannons is not an option, Z could just get minimal hydra and drone.
Even making 6 blind cannons and having Z go for heavy hydra, would be a problem if instead of committing, zerg transitions into lurker contain. Mael doesn't break contains much. Banked energy HTs do(or reavers).

This build also wouldn't have speedlot map pressure to threaten backstabs vs attempted lurker contain.
Correct reaction vs 35 drone shshsh into no jump on cannons and lurker contain, is to have a counter-attack threatening zealot force to divert some unit, and bust attempt as hydras are morphing into eggs. No banked double storm per HT yet, but at least you have 4 storms, usually can break out before it is set up. If it is setup already, need banked storm or reavers, maybe with some hail mary drop in parallel.

P options are pretty constrained. There's some variety and tactics - this post covers some viable alternatives of dealing with the same kind of challenge, that also do not auto die to other possibilities - but radical deviations are hard to pull off.
Something reaver based is more likely than DA.

DA and additional(more than 1-2) sair production skip is commonplace vs 973 hydra pressure that transitions into macro, but that is a pretty specific branch.
As a lategame addition, of course, they're underused.


Spot on. glad you tool the time and effort to do what I was to lazy to do. this details it well.
JDON MY SOUL!
EndingLife
Profile Blog Joined December 2002
United States1599 Posts
December 18 2024 17:31 GMT
#91
On December 18 2024 23:25 Soulforged wrote:
This is in P going forge FE context, e.g. if P opens gate FE, the specifics change(for both parties).
Any A zerg could hit the described timing.

The only unusual thing is that you need den between 4th and 5th hatch, in order to have both upgrades finish by 8 min(starting with speed, range finishes right as you hit, overlord speed you want to finish as you start to move)

It is pretty trivial to pull off with a build like this:
- overpool 2-4 ling open
- 3rd hatch before gas, ~2:55-ish gas
- first 100 gas goes to lair
- next 100 gas go to ling speed
- need to have 6 lings out by 4:20 to deal with first zealot moveout possibility(assume P went nex/cannon/gate/pylon/gas, and got core & 2 probes, delaying first zealot a few seconds)
- need to have ling speed and 10-12 lings by 5:20 - this can deal with a 3 zealot attack, and can also threaten backstab if P moves out with more lings
- spire as lair finishes, 4th hatch should be around that time as well
- 2 pairs of scourge as spire finishes, to push sairs back and scout
- den before 5th hatch(something like 5:20 is good enough), 2nd gas at the same time
- 5th hatch as you have money, something like 5:40-50 is good enough
- hydra speed first, overlord speed as you have money
- start pumping hydra after you have drone per mineral patch and 3+3 on 2 gas. This will usually be around 30 drone. Can go up to 35 drones, this should allow to have money to have 6th hatch later, but may delay your attack by 13 seconds.

You should be able to get around 20-24 hydras and overlord speed done by 7:40, that can go from natural to natural in 20 seconds easily. Range hits as you hit P
Probably can fit a ranged +1 somewhere(not finish, but start at least - I'm not a Z, not sure where exactly that would fit.


This is not greedy and handles the standard early game pressure from forge FE open.
By standard I mean P isn't opening 2 gate before core, and doesn't go citadel zealot legs before stargate or mass goon...those would be seen by overlord and have different counters.
If P goes core -> sair ASAP this is basically it, if P goes something silly like 2 gate zealot after sair before citadel, zerg still has ling speed and capacity to make more lings, that holds everything before +1/speed.

The +1/zealot speed openers that are started after stargate - that cannot pressure such a zerg opener at all, speedlots basically arrive to meet a large hydra force and need to turn around.

Even if you do this poorly or get thrown off early game, well, you'd be hitting at 8:30 instead of 8.
Give it a try, if you are on point with worker transfer and keeping a drone per patch, it should not be difficult.

10:30 is...zerg can have 6 hatch 50+ drones, 4th started @ 7th hatch, that kind of army, with either muta or lurker switch incoming

Perfect breakdown. This guy knows his timings!!
mtcn77
Profile Joined September 2013
Turkey660 Posts
Last Edited: 2024-12-22 12:53:50
December 22 2024 12:53 GMT
#92
On December 13 2024 18:43 iloveav wrote:
Show nested quote +
On December 13 2024 03:53 TMNT wrote:
On December 13 2024 00:16 iloveav wrote:
Id say you would have to be at the top of the protoss players to have an answer that would be close to accurate.
Hard to do math with not knowing variables or equations.


Here's what a Protoss at the very very top has to say about it:



"as soon as Hydra Den is built, it's already 7:3 for Zerg"


I dont know man.

They are laughing a lot about it.

I personally always thought that the Dragoon might be an issue. It is the first ranged unit that You can make from protoss and it is not particularly good at anything while having issues vs a lot of things.

In tvz marines are the first ranged unit and it is common to play it. In zvp hydra is the first ranged unit and it is common to play it.
In zvt, terrans are the ones that get the ranged unit faster (and cheaper) so it seems like zergs need a different approach than hydra.
In tvp, marines are not the common way to play, but it is not the dragoon that actually kills them (thou it buys the time), it is tech units.

I know this is not even remotely well thought out or researched, it is just what I always felt (feelings are not nesesarly logical).

In summary, I always thought that the equation was:

unit tech > unit numbers.
BUT
Unit numbers early > unit tech.

Thats why I got issues with the goon boi.

I just wanted to say, in 1.03 zerg hatcheries hatched larvae %33 faster than protoss nexuses and terran command centers that caused wild protests among terrans since they couldn't counter 2 dozen hydralisks with 10 marines and 2 siege tanks. That is what got the zerg larvae nerf. It is not that zerg needed a different approach.
Turrican
mtcn77
Profile Joined September 2013
Turkey660 Posts
Last Edited: 2024-12-22 13:43:50
December 22 2024 13:24 GMT
#93
On December 14 2024 04:19 kidcrash wrote:
It makes me sad that the community is so anti-patch and insists on waiting till the end of time for map makers to figure it out. Something as simple as making cannons and pylons into behaving like medium units while they warp in, so that explosive damage from hydras is blunted could be enough. You would still have units that have normal damage to defend versus a cannon rush. But the reality is this will never be fixed and protoss will underperform until the end of time unless we normalize maps like sparkle I suppose.

I play zerg(though not in 20 years) and I think you and people that defend that patch idea is wrong. The most one sided games against zerg recently have been JyJ vs Soulkey in 76 and Mini vs Queen (preasl17 I think) whichever map that was.
I think you miss the point where game mechanics will further imbalance the zerg race. Remember, the zerg was never meant to be played in fear of losing a failed swarm attempt. Units were expendible. What you guys don't recognise is zerg has already reached its targets and met its goals of victory once it comes to making the units to swarm the enemy. Starcraft is a logistics simulation game and zerg runs on "just in time production". Once it has the production capacity, it can only be a player error that throws the game - you are supposed to lose against a weak race that survived into late game.
Going back to the previous TvZ and PvZ examples, what you fail at explaining is where the zerg advantage, or the disadvantage of opponent races lie. Zerg, runs a combined production whereas Protoss and Terrans have them separately and - most importantly - simultaneously running. You might be tempted to consider an earlier fast expand ought to benefit Protosses and Terrans against Zerg, but that is the wrong idea! You have 1+1 production lines whenever you add another production building. Zerg has 1(1) it can make worker units, or fighting units - the distinction is huge!
The way you force the zerg into a corner is not through breaking the game any further, but by putting constant pressure early game to stop the zerg from making any hatcheries - it has already been done before and I show you how: I just gave you the example Mini vs Queen game, make two zealots, you will just have to find more examples. It is game breakingly simple, you just don't want to compromise your lofty(and lazy) mindset trying to macro against an already superior macroing race. Changing the macro balance on the other hand will leave the game unrecognisable like sc2.
PS: I get that protoss and terran players also want to replicate the innate zerg advantage that comes from a fast expansion - the big boost to mineral harvesting - however zerg cannot run two lines simultaneously while you can. The penalty of making 3x workers in order to match the mineral harvesting rate of two bases with 2x workers in total does not hurt the terran and protoss economies since you have separate buildings to make fighting units from. Two barracks and 1 cc, or two gateways and 1 nexus can easily match a fast expand zerg with 2 hatcheries if you give the zerg no break while the zerg has to delay development in order to make defensive units.
Turrican
kidcrash
Profile Joined September 2009
United States623 Posts
Last Edited: 2024-12-23 23:15:38
December 23 2024 23:14 GMT
#94
On December 22 2024 22:24 mtcn77 wrote:
Show nested quote +
On December 14 2024 04:19 kidcrash wrote:
It makes me sad that the community is so anti-patch and insists on waiting till the end of time for map makers to figure it out. Something as simple as making cannons and pylons into behaving like medium units while they warp in, so that explosive damage from hydras is blunted could be enough. You would still have units that have normal damage to defend versus a cannon rush. But the reality is this will never be fixed and protoss will underperform until the end of time unless we normalize maps like sparkle I suppose.

I play zerg(though not in 20 years) and I think you and people that defend that patch idea is wrong. The most one sided games against zerg recently have been JyJ vs Soulkey in 76 and Mini vs Queen (preasl17 I think) whichever map that was.
I think you miss the point where game mechanics will further imbalance the zerg race. Remember, the zerg was never meant to be played in fear of losing a failed swarm attempt. Units were expendible. What you guys don't recognise is zerg has already reached its targets and met its goals of victory once it comes to making the units to swarm the enemy. Starcraft is a logistics simulation game and zerg runs on "just in time production". Once it has the production capacity, it can only be a player error that throws the game - you are supposed to lose against a weak race that survived into late game.
Going back to the previous TvZ and PvZ examples, what you fail at explaining is where the zerg advantage, or the disadvantage of opponent races lie. Zerg, runs a combined production whereas Protoss and Terrans have them separately and - most importantly - simultaneously running. You might be tempted to consider an earlier fast expand ought to benefit Protosses and Terrans against Zerg, but that is the wrong idea! You have 1+1 production lines whenever you add another production building. Zerg has 1(1) it can make worker units, or fighting units - the distinction is huge!
The way you force the zerg into a corner is not through breaking the game any further, but by putting constant pressure early game to stop the zerg from making any hatcheries - it has already been done before and I show you how: I just gave you the example Mini vs Queen game, make two zealots, you will just have to find more examples. It is game breakingly simple, you just don't want to compromise your lofty(and lazy) mindset trying to macro against an already superior macroing race. Changing the macro balance on the other hand will leave the game unrecognisable like sc2.
PS: I get that protoss and terran players also want to replicate the innate zerg advantage that comes from a fast expansion - the big boost to mineral harvesting - however zerg cannot run two lines simultaneously while you can. The penalty of making 3x workers in order to match the mineral harvesting rate of two bases with 2x workers in total does not hurt the terran and protoss economies since you have separate buildings to make fighting units from. Two barracks and 1 cc, or two gateways and 1 nexus can easily match a fast expand zerg with 2 hatcheries if you give the zerg no break while the zerg has to delay development in order to make defensive units.


A lot to parse through here but it's not so much economy/production and more to do with scouting. The dark period between losing your scouting probe and your corsair getting intel is just wayyyy too unforgiving.

A very subtle tweak like changing how cannons take damage vs explosive units (hydras) while they are warping in would probably be enough make the smallest of differences at the highest level. All of the units you use to defend against a cannon rush deal normal damage anyways so that aspect would remain the same. Is it an elegant solution? That's debatable but it's tailored to the problem in a way that has few ramifications beyond hydra busts.
Giovanni8
Profile Joined March 2022
57 Posts
Last Edited: 2024-12-24 11:27:40
December 24 2024 10:14 GMT
#95
Start from the point that this race has a totally broken match up, which Is PvZ. There are 20 years of statistic to prove that, and anyone who has played SC at a decent level know that, so i won't go deeper in that. The mu can barely be balanced with a P favouring map. That said, there Is nothing wrong with P players and i keep seeing unbeliavable stuff from P players very often....i don't even get the reason of this post to be honest.
mtcn77
Profile Joined September 2013
Turkey660 Posts
December 24 2024 14:28 GMT
#96
I couldn't find (P)Mini vs (Z)Queen. (P)Here is (P)Mini vs (Z)Soulkey.
m.youtube.com
The same early game zerg pressure that I was talking about not knowing it was indeed a two gate rush.
The math checks out. Don't attribute your losses to the game, or we won't have the same game to speak of. It all goes downhill once losers make the rules which is contrary to the rule the spoils go to the victor.
Turrican
SiarX
Profile Joined December 2021
132 Posts
Last Edited: 2024-12-24 16:04:42
December 24 2024 14:54 GMT
#97
On December 24 2024 23:28 mtcn77 wrote:
I couldn't find (P)Mini vs (Z)Queen. (P)Here is (P)Mini vs (Z)Soulkey.
m.youtube.com
The same early game zerg pressure that I was talking about not knowing it was indeed a two gate rush.
The math checks out. Don't attribute your losses to the game, or we won't have the same game to speak of. It all goes downhill once losers make the rules which is contrary to the rule the spoils go to the victor.


A single game cannot be representative of game balance, because its outcome is influenced by a lot of factors (players comparative skill, players mistakes, lucky/unlucky build, being in poor shape or unwilling to go all-out, etc). However statistics showing that protoss is always dominated by terran and zerg, is representative. It cannot be that all protoss players for decades have been that bad/not smart enough to figure the right way to play...
Xeln4g4
Profile Joined January 2005
Italy1209 Posts
Last Edited: 2024-12-24 15:21:33
December 24 2024 15:14 GMT
#98
Considering that this post has of course become a balance thread there was a fabolous article here on TL of some years ago (i think it was written by G5 but i am not sure about the author) which was about what players (not at pro level) "consider to be balanced" with a lot of statistic in it (all stats were map related), and it was clear that if a map was getting P to be close to 50% win ratio or maybe even 51% ratio, people considered that map HEAVY P favoured. P win ratio of 46-48% vs Z was perceived as being balanced/normal because this has been the rule over the year....

This article was extremely good because the writer presented the data without giving a "strong" personal opinion on that.

Maybe someone younger than me can find that article and link....
mtcn77
Profile Joined September 2013
Turkey660 Posts
Last Edited: 2024-12-24 19:05:39
December 24 2024 19:00 GMT
#99
On December 24 2024 23:54 SiarX wrote:
Show nested quote +
On December 24 2024 23:28 mtcn77 wrote:
I couldn't find (P)Mini vs (Z)Queen. (P)Here is (P)Mini vs (Z)Soulkey.
M.youtube.com/watch?v=STH64g9ui5s" target="_blank">m.youtube.com
The same early game zerg (P)pressure that I was talking about not knowing it was indeed a two gate rush.
The math checks out. Don't attribute your losses to the game, or we won't have the same game to speak of. It all goes downhill once losers make the rules (P)Which is contrary to the rule the spoils go to the victor.


A single game cannot be representative of game balance, because its outcome is influenced by a lot of factors (players comparative skill, players mistakes, (P)Lucky/unlucky build, being in poor shape or unwilling to go all-out, etc). However statistics showing that (T)Protoss is always dominated by terran and zerg, is representative. It cannot be that all (T)Protoss players for decades have been that (Z)Bad/not smart enough to figure the right (T)Way to play...

m.youtube.com
I found another(P)Mini vs (Z)Queen game, although the one I remember was a space installation near spawn top left top right PvZ map eventhough the game plays out the same. Fortunately, Tasteless says this is second in the series, so hopefully I can find it.
Btw, you are totally wrong. You play greedy, you lose. End of story. This isn't sc2 where economy doesn't matter. If it takes (P)Mini to play 2 gateway rush, that is what it takes to win. That is starcraft. That is the beauty of it. It looks simple until you try it.
PS: actually this game is even better than the one I remember. (P)Mini wins at cross spawns.
Turrican
Forrelet
Profile Joined December 2024
3 Posts
Last Edited: 2024-12-25 17:41:30
December 25 2024 08:52 GMT
#100
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