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Patch 1.4 PTR Notes (updated 9/8) - Page 332

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Since this whole topic degenerated into the usual balance flamefest where every topic ends up if unmoderated it's time for it to clean up. Locking this down for a while. Any posts made after my post [page 233] not addressing the changes in this patch directly and containting flames or general balance whine will get banned for at least a week. ~Nyovne

There is way too much flaming in this thread right now. Calm down before you post! (Page 271) ~iamke55
Swad1000
Profile Joined January 2011
United States366 Posts
Last Edited: 2011-09-09 17:32:08
September 09 2011 17:31 GMT
#6621
On September 10 2011 02:30 Bowzer wrote:
Show nested quote +
On September 10 2011 02:27 Fig wrote:
It's not like they are leaving zergs high and dry either. The buff to ultras, which are very good vs stalker/colo, and making overseers cheap so you don't need to use mass fungals to detect cloaked units anymore are there to balance this out.

Upgraded stalkers destroy ultras unless they are dumb enough to not blink.


You can not blink after the zerg uses fungal.

Ling/Ultra/Infestor destroys stalkers.
Bowzer
Profile Joined May 2010
Canada214 Posts
September 09 2011 17:31 GMT
#6622
On September 10 2011 02:30 BrassMonkey wrote:
Show nested quote +
On September 10 2011 02:30 Bowzer wrote:
On September 10 2011 02:27 Fig wrote:
It's not like they are leaving zergs high and dry either. The buff to ultras, which are very good vs stalker/colo, and making overseers cheap so you don't need to use mass fungals to detect cloaked units anymore are there to balance this out.

Upgraded stalkers destroy ultras unless they are dumb enough to not blink.



Um, what game are you playing?

Go try ultras against a stalker heavy army and tell me how it goes.
A drinking community with a gaming problem.
Blasterion
Profile Blog Joined October 2010
China10272 Posts
September 09 2011 17:31 GMT
#6623
On September 10 2011 02:28 Roblin wrote:
intereting infestor nerf, I have thought about it before and interestingly enough, mass queens suddenly become way more viable when coupled with broodlords.

it would be awesome if the Z lategame became broodlord/queen with a few infestors and ling support


IT HAS NO COUNTER! (other than cloaked units, doh! lets add one or two of these (now cheaper) overseers!)

Your Ling infestor Broodlord Queen against my Ghost Tank Thorlions + Vikings =P

It would be an epic battle, (I'll have to see if I can get the right EMPs in, and then attempt to snipe the Brood Lords)
[TLNY]Mahjong Club Thread
fraktoasters
Profile Joined January 2011
United States617 Posts
Last Edited: 2011-09-09 17:32:49
September 09 2011 17:31 GMT
#6624
On September 10 2011 02:28 NineteenSC2 wrote:
Show nested quote +
On September 10 2011 02:27 fraktoasters wrote:
On September 10 2011 02:22 NineteenSC2 wrote:
On September 10 2011 02:22 SafeAsCheese wrote:
On September 10 2011 02:21 NineteenSC2 wrote:
The infestor:

Good for attacking
Good for defending
Good for harrassing

Good against zealot, sentry, stalker, archons, immortals, carriers, voidrays, mothership, pheonix, observers, dts, collosi, probes and (debatable) high templars.

So good in every situation and against every unit.
The change is perfect.


HT/Ghost

- good for attacking
- good for defending
- good for harassing

Let's make storm and EMP not hit massive, 'kay?


Except they dont counter every single unit.

The infestor:

Good for attacking
Good for defending
Good for harrassing

Good against zealot, sentry, stalker, archons, immortals, carriers, voidrays, mothership, pheonix, observers, dts, collosi, probes and (debatable) high templars.

So good in every situation and against every unit.
The change is perfect. The infestor is a tier 2 unit, and blizzard is putting it where it belongs.


while we're on the stupid subject of grading units by "tiers", so when is the marine getting a nerf?


The marine alone can't counter every single unit.


Edit: And infestors don't counter ht or ghosts.

Yeah the "tier 1" unit only counters all but 1-2 units. With good enough micro and spreading marines counter quite a lot, as shown by gsl terrans.

Piledriver
Profile Blog Joined August 2010
United States1697 Posts
September 09 2011 17:32 GMT
#6625
I'm surprised no one suggested this yet, but the easier solution would have been to put Neural Parasite in Hive tech and slightly increase the gas cost by 50 (like adrenal glands for lings) , so that zergs are still vulnerable in mid game to chargelot/archon or colossus/stalker/sentry midgame timings, but they have a late game option of NP vs Colossus archon deathballs.
Envy fan since NTH.
Plansix
Profile Blog Joined April 2011
United States60190 Posts
September 09 2011 17:33 GMT
#6626
On September 10 2011 02:26 Shade_CsT wrote:
Show nested quote +
On September 10 2011 02:23 Plansix wrote:
On September 10 2011 02:17 Shade_CsT wrote:
On September 10 2011 02:15 iPAndi wrote:
On September 10 2011 02:14 Shade_CsT wrote:
On September 10 2011 02:12 Zuxo wrote:
AAAAAAAAAAAAAAAWWWWWWWWWWW YEAH. If this change go through it will be so awesome

To me, you look like

"LOOOOOOOL This nerf is stupid and I'm gonna freewin with Attack-move Colossi Deathballs or Heavy Mech army !!! "

You are not looking for game balance, you are looking for easy-win. It really shows how stupid this nerf is. It makes the game imbalanced (worst than the current state).

So you think neural is balanced as is?


I think players are starting to learn to play against Infestor, and I love to see that as a Zerg player.

Terran are experimenting a ton with the ghost. Protoss players make more templar, some of them are using phoenix to Graviton the Neural Parasite-Infestor to cover the rest of the army.

Yes, Neural is balanced as it is to me.


The counter agument would be that a lot of players have tried that and it hasn't worked very well. Still you will just say they were doing it wrong and the infestor is fine.

So the end of the story is:

You want your powerful unit to stay powerful.
We think it is to powerful and want it to be scaled back it some way.

No real starcraft player wants the easy win, I wish people would stopt throwing that around.


Before this change, how many whine did you read about Neural Parasite ? Not so many I would guess...

It's all about Meta games, and we start seeing very nice things from Protoss/Terran players to deal with Infestor....

I would also remind you that the Fungal Growth was buffed to deal with Protoss deathball (source : 1.3 situation report from David Kim), if the NP change goes live, the Protoss deathball will be unbeatable once again.

The change is stupid, it's like removing the spell; I'm sure there are so many changes that would work perfectly.


Or zerg is forced to be creative with it? Use it on immortals and target the colossi/stalkers?

Also, if fungal was buffed to deal with the death ball and after this patch, still kills protoss units just as fast, how is the deathball unbeatable? Did they remove fungal as well?
I have the Honor to be your Obedient Servant, P.6
TL+ Member
Fig
Profile Joined March 2010
United States1324 Posts
September 09 2011 17:34 GMT
#6627
On September 10 2011 02:29 Shade_CsT wrote:
Show nested quote +
On September 10 2011 02:27 Fig wrote:
No one is arguing that this isn't a nerf, that is quite obvious.

The point is that it was also quite obvious that infestors were much too versatile a unit. Unit diversity is important in SC2, and if a unit is so good that there is no reason to produce anything else, it hurts the game. Which is why they took away one aspect of it. Now there is more than one unit that it doesn't counter.


You may be right, but wouldn't be smart to buff Hydralisk (the other Tier 2 alternative unit) in addition to the infestor nerf ... ?

The change can't go live without compensation.

"At the same time, Blizzard is trying to get more people to use carriers and motherships, and this change will allow toss players more opportunities for unit diversity as well.

It's not like they are leaving zergs high and dry either. The buff to ultras, which are very good vs stalker/colo, and making overseers cheap so you don't need to use mass fungals to detect cloaked units anymore are there to balance this out."
this was the second part of my post, why would you quote only half of it and then ask a question that I answer in the other half?
Can't elope with my cantaloupe
Necro)Phagist(
Profile Blog Joined October 2010
Canada6660 Posts
September 09 2011 17:34 GMT
#6628
On September 10 2011 02:26 Shade_CsT wrote:
Show nested quote +
On September 10 2011 02:23 Plansix wrote:
On September 10 2011 02:17 Shade_CsT wrote:
On September 10 2011 02:15 iPAndi wrote:
On September 10 2011 02:14 Shade_CsT wrote:
On September 10 2011 02:12 Zuxo wrote:
AAAAAAAAAAAAAAAWWWWWWWWWWW YEAH. If this change go through it will be so awesome

To me, you look like

"LOOOOOOOL This nerf is stupid and I'm gonna freewin with Attack-move Colossi Deathballs or Heavy Mech army !!! "

You are not looking for game balance, you are looking for easy-win. It really shows how stupid this nerf is. It makes the game imbalanced (worst than the current state).

So you think neural is balanced as is?


I think players are starting to learn to play against Infestor, and I love to see that as a Zerg player.

Terran are experimenting a ton with the ghost. Protoss players make more templar, some of them are using phoenix to Graviton the Neural Parasite-Infestor to cover the rest of the army.

Yes, Neural is balanced as it is to me.


The counter agument would be that a lot of players have tried that and it hasn't worked very well. Still you will just say they were doing it wrong and the infestor is fine.

So the end of the story is:

You want your powerful unit to stay powerful.
We think it is to powerful and want it to be scaled back it some way.

No real starcraft player wants the easy win, I wish people would stopt throwing that around.


Before this change, how many whine did you read about Neural Parasite ? Not so many I would guess...

It's all about Meta games, and we start seeing very nice things from Protoss/Terran players to deal with Infestor....

I would also remind you that the Fungal Growth was buffed to deal with Protoss deathball (source : 1.3 situation report from David Kim), if the NP change goes live, the Protoss deathball will be unbeatable once again.

The change is stupid, it's like removing the spell; I'm sure there are so many changes that would work perfectly.



how does this make the deathball unbeatable again? Fungal growth still destroys it! The change they made to stop the deathball is still in effect they nerfed a different skill... "It's like removing the spell" Sound a lot like when the amulet got nerfed on hts and toss cried out in rage, and yet look at the ht now used quite often! Give the change some time it can still be very effective, sniping immortals to destroy stalkers, you can still grab siege tanks in ZvT etc.
"Are you talking to me? Because your authority is not recognized in fort kick ass!"" ||Park Jung Suk|| |MC|HerO|HyuN|
-Archangel-
Profile Joined May 2010
Croatia7457 Posts
September 09 2011 17:35 GMT
#6629
On September 10 2011 02:27 Fig wrote:
No one is arguing that this isn't a nerf, that is quite obvious.

The point is that it was also quite obvious that infestors were much too versatile a unit. Unit diversity is important in SC2, and if a unit is so good that there is no reason to produce anything else, it hurts the game. Which is why they took away one aspect of it. Now there is more than one unit that it doesn't counter.

At the same time, Blizzard is trying to get more people to use carriers and motherships, and this change will allow toss players more opportunities for unit diversity as well.

It's not like they are leaving zergs high and dry either. The buff to ultras, which are very good vs stalker/colo, and making overseers cheap so you don't need to use mass fungals to detect cloaked units anymore are there to balance this out.

Yes they are. This nerf directly buffs Colossi which were pretty weak against mass infestor play. So zergs will need to go back to Corruptor usage to stop Colossi balls. At least they should give corrupters +1 range so they can do their duty better. But even with this corrupters are a very boring units compared to infestors. Personally I don't have any will to play Zerg if this goes through. I don't want to use corruptors ever. I would rather quit sc2 and come back when the expansion is out (and probably quit watching sc2 with GOMTvT bullshit).
Plansix
Profile Blog Joined April 2011
United States60190 Posts
September 09 2011 17:35 GMT
#6630
On September 10 2011 02:27 Bowzer wrote:
Show nested quote +
On September 10 2011 02:24 NineteenSC2 wrote:
Zergs should let the change at least be implemented and see how it is. For now it seems like their ez win unit is taking a nerf so they're upset -_-''

Alright, as soon as thermal lance gets removed, I'll stop.

Lets get rid of zergling speed and you have a deal!
I have the Honor to be your Obedient Servant, P.6
TL+ Member
Rinnegan5
Profile Joined March 2011
Netherlands319 Posts
September 09 2011 17:35 GMT
#6631
I think its time to switch to Terran. Since Terran is blizzard's lovechild and ghost will never get nerfed apparently.
Elefanto
Profile Joined May 2010
Switzerland3584 Posts
Last Edited: 2011-09-09 17:36:27
September 09 2011 17:35 GMT
#6632
Korean Zergs aren't using NP a lot against Protoss, yet they still absolutely dominate them.

Western Zergs just don't know how to play their race right, and abused the strongest to the max to overshadow their lack of understanding. The infestor is good against everything, if you have enough of them they murder everything basically on their own. You can't make anything wrong with massing them, they are always useful against everything in every situation.
If this patch goes live, i suspect some zerg players falling face forward on the ground.
wat
sm0b
Profile Blog Joined February 2010
United States157 Posts
September 09 2011 17:35 GMT
#6633
On September 10 2011 02:27 Noocta wrote:
Show nested quote +
On September 10 2011 02:09 sm0b wrote:
On September 10 2011 02:05 DFDream wrote:
Just a thought but how are zergs supposed to deal with mass thor now?
Fungel only does 40 damage to them so it would take 10(13?) consecutive fungels to kill just a thor. Roaches melt to 200/200 thors so do mutas and in all honesty so do lings :S


Zerg will have to get T3 units to help deal with T3 units instead of staying on T2 units. Broodlords do really well against Thors with ground units to support them as do +5 armored ultras. I think roach infestor will still be the mid-game answer to mech in ZvT until Greater Spire or Ultra Den is out. Plus, this Ultra change should help too


You can't do that. You can't get BLs as fast as terran and protoss can get their T3.
Your reasoning is wrong.



You're telling me that zerg can't get any T3 units out before Terran is 200/200 in thors? You must not have read the whole post. Of course Terran can get Thors out before Zergs can get T3 but not 200/200, my post actually addressed that.
fraktoasters
Profile Joined January 2011
United States617 Posts
September 09 2011 17:36 GMT
#6634
On September 10 2011 02:33 Plansix wrote:
Show nested quote +
On September 10 2011 02:26 Shade_CsT wrote:
On September 10 2011 02:23 Plansix wrote:
On September 10 2011 02:17 Shade_CsT wrote:
On September 10 2011 02:15 iPAndi wrote:
On September 10 2011 02:14 Shade_CsT wrote:
On September 10 2011 02:12 Zuxo wrote:
AAAAAAAAAAAAAAAWWWWWWWWWWW YEAH. If this change go through it will be so awesome

To me, you look like

"LOOOOOOOL This nerf is stupid and I'm gonna freewin with Attack-move Colossi Deathballs or Heavy Mech army !!! "

You are not looking for game balance, you are looking for easy-win. It really shows how stupid this nerf is. It makes the game imbalanced (worst than the current state).

So you think neural is balanced as is?


I think players are starting to learn to play against Infestor, and I love to see that as a Zerg player.

Terran are experimenting a ton with the ghost. Protoss players make more templar, some of them are using phoenix to Graviton the Neural Parasite-Infestor to cover the rest of the army.

Yes, Neural is balanced as it is to me.


The counter agument would be that a lot of players have tried that and it hasn't worked very well. Still you will just say they were doing it wrong and the infestor is fine.

So the end of the story is:

You want your powerful unit to stay powerful.
We think it is to powerful and want it to be scaled back it some way.

No real starcraft player wants the easy win, I wish people would stopt throwing that around.


Before this change, how many whine did you read about Neural Parasite ? Not so many I would guess...

It's all about Meta games, and we start seeing very nice things from Protoss/Terran players to deal with Infestor....

I would also remind you that the Fungal Growth was buffed to deal with Protoss deathball (source : 1.3 situation report from David Kim), if the NP change goes live, the Protoss deathball will be unbeatable once again.

The change is stupid, it's like removing the spell; I'm sure there are so many changes that would work perfectly.


Or zerg is forced to be creative with it? Use it on immortals and target the colossi/stalkers?

Also, if fungal was buffed to deal with the death ball and after this patch, still kills protoss units just as fast, how is the deathball unbeatable? Did they remove fungal as well?


Yeah hope that Protoss makes the unit that counters their army for you.

But anyway, the real problem with the deathball was that zergs didn't have a way to kill void rays until the fungal buff. Now it'll take more fungals to kill voids but the deathball should still be manageable.
happyness
Profile Joined June 2010
United States2400 Posts
September 09 2011 17:36 GMT
#6635
The good thing about neural was that it balanced out the fact that T and P could get these big super units and if they were too dependent on them then zerg could punish them for it.

The change at least needs to have a trade off. There needs to be a better way to deal with 6+ colossus because it really is such an anti-hype unit. Plus it will add more strategic depth for all levels of play.
Rowrin
Profile Joined September 2011
United States280 Posts
September 09 2011 17:37 GMT
#6636
The way I see it, bliz wants to encourge zerg to use their own massive units (ultralisk which is also being buffed this patch) instead of relying on infestors to ninja their opponents massives. The infestor is really well rounded at the moment. Not to say that they are a counter to everything, but they are always useful.
Shade_FR
Profile Joined June 2010
France378 Posts
Last Edited: 2011-09-09 17:39:14
September 09 2011 17:38 GMT
#6637
how does this make the deathball unbeatable again? Fungal growth still destroys it! The change they made to stop the deathball is still in effect they nerfed a different skill...


On September 10 2011 02:33 Plansix wrote:
Show nested quote +
On September 10 2011 02:26 Shade_CsT wrote:
On September 10 2011 02:23 Plansix wrote:
On September 10 2011 02:17 Shade_CsT wrote:
On September 10 2011 02:15 iPAndi wrote:
On September 10 2011 02:14 Shade_CsT wrote:
On September 10 2011 02:12 Zuxo wrote:
AAAAAAAAAAAAAAAWWWWWWWWWWW YEAH. If this change go through it will be so awesome

To me, you look like

"LOOOOOOOL This nerf is stupid and I'm gonna freewin with Attack-move Colossi Deathballs or Heavy Mech army !!! "

You are not looking for game balance, you are looking for easy-win. It really shows how stupid this nerf is. It makes the game imbalanced (worst than the current state).

So you think neural is balanced as is?


I think players are starting to learn to play against Infestor, and I love to see that as a Zerg player.

Terran are experimenting a ton with the ghost. Protoss players make more templar, some of them are using phoenix to Graviton the Neural Parasite-Infestor to cover the rest of the army.

Yes, Neural is balanced as it is to me.


The counter agument would be that a lot of players have tried that and it hasn't worked very well. Still you will just say they were doing it wrong and the infestor is fine.

So the end of the story is:

You want your powerful unit to stay powerful.
We think it is to powerful and want it to be scaled back it some way.

No real starcraft player wants the easy win, I wish people would stopt throwing that around.


Before this change, how many whine did you read about Neural Parasite ? Not so many I would guess...

It's all about Meta games, and we start seeing very nice things from Protoss/Terran players to deal with Infestor....

I would also remind you that the Fungal Growth was buffed to deal with Protoss deathball (source : 1.3 situation report from David Kim), if the NP change goes live, the Protoss deathball will be unbeatable once again.

The change is stupid, it's like removing the spell; I'm sure there are so many changes that would work perfectly.


Or zerg is forced to be creative with it? Use it on immortals and target the colossi/stalkers?

Also, if fungal was buffed to deal with the death ball and after this patch, still kills protoss units just as fast, how is the deathball unbeatable? Did they remove fungal as well?


Creative with it ? No :/.
There won't be any immortal on the field for you to Neural Parasite. Because in a Protoss deathball, Colossi deals with the roaches (which is a joke to me, Colossus is supposed to be anti-light)/ Hydra, and Blink Stalkers deals with the rest.

You may still kill some of the stalkers, but all the Colossi will destroy your entiere army.
EU Zerg player - Streaming @ http://twitch.tv/shade_cst
Treble557
Profile Joined August 2010
United States221 Posts
September 09 2011 17:38 GMT
#6638
http://sv.twitch.tv/colcatz/b/294620992

Put it to 1:16. You'll get to hear destiny and catz and kyle discuss the NP change
-Archangel-
Profile Joined May 2010
Croatia7457 Posts
September 09 2011 17:38 GMT
#6639
On September 10 2011 02:35 sm0b wrote:
Show nested quote +
On September 10 2011 02:27 Noocta wrote:
On September 10 2011 02:09 sm0b wrote:
On September 10 2011 02:05 DFDream wrote:
Just a thought but how are zergs supposed to deal with mass thor now?
Fungel only does 40 damage to them so it would take 10(13?) consecutive fungels to kill just a thor. Roaches melt to 200/200 thors so do mutas and in all honesty so do lings :S


Zerg will have to get T3 units to help deal with T3 units instead of staying on T2 units. Broodlords do really well against Thors with ground units to support them as do +5 armored ultras. I think roach infestor will still be the mid-game answer to mech in ZvT until Greater Spire or Ultra Den is out. Plus, this Ultra change should help too


You can't do that. You can't get BLs as fast as terran and protoss can get their T3.
Your reasoning is wrong.



You're telling me that zerg can't get any T3 units out before Terran is 200/200 in thors? You must not have read the whole post. Of course Terran can get Thors out before Zergs can get T3 but not 200/200, my post actually addressed that.

Terran does not need 200/200 of Thors to do a timing attack against Zergs. Actually they have been doing that for months before Zergs figured out Neural is the best respose to this bullshit tactic. And TvZ was better for that. Watching marine/tank micro vs ling/bling/muta is much better then what we had before.
freewareplayer
Profile Joined July 2011
Germany403 Posts
September 09 2011 17:39 GMT
#6640
On September 10 2011 02:07 iamke55 wrote:
Show nested quote +
On September 10 2011 02:04 freewareplayer wrote:
On September 10 2011 01:46 sOda~ wrote:
+ Show Spoiler +
On September 10 2011 01:44 freewareplayer wrote:
I honestly dont get how infestor can be a problem.
Scout Zerg going "mass infestor", make 1 Ht for each infestor ( which is already more than you would actually need to counter them, excessive example)
feedback all ( minimap targeting FTW, easy much?) you just already killed all infestors, and each templar has enough energy left for 2 ( 2?) storms, and you can warp archons after that.

Thats insanely cost effectice no? Why do protoss refuse to adapt after scouting?

Altho yes, right now fungal is a bit too strong.


+ Show Spoiler +
what do u use to scout? and where do u get all this gas for 10 hts

where does the zerg get the gas for infestors?

And i really dont feel like i need to tell you how to scout, i think u just dont want to.....

Unlike Protoss, Zerg can actually make no gas units other than infestors and get away with it. Not to mention Zerg gets gifted 3 bases for free in every game.

So the implied unit combination is infestor/ling here
Zealots do good vs lings, so whats the problem? Mineral sink vs Mineral sink

HT storm MELTS lings on top of that way more than fungal does to zealots, and what archons do to lings i dont even have to describe.
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