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Ensnare ZvT (Jaedong vs Fantasy Spoiler)

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d_so
Profile Blog Joined December 2007
Korea (South)3262 Posts
Last Edited: 2008-12-26 23:39:46
December 26 2008 16:49 GMT
#1
In this post I want to emphasize Ensnare's effect on movespeed in ZvT, using jaedong vs fantasy as a case study.

One thing us dota nubs seem to understand better than starcraft players is the importance of slow/stun. Starcraft has two stuns (lockdown and maelstrom) and one slow (ensnare). In DotA, these abilities would be used endlessly for their disable power. But Starcraft hardly uses any of them... for reasons that are at best irrational.

In ZvT, there are several things to consider:

1.) Lurkers are one of two AoE units you have, and by far the most effective: however, their attack is slow and therefore easily dodged.

2.) Darkswarm is powerful but dodgeable. Keeping the enemy contained near the darkswarm makes it far more effective.

3.) Because Terran AoE is imba (tank splash, mines, firebats, valkyries) you HAVE to flank.

4.) Terran MnM have the ability to increase movespeed and attackspeed for 2 mana (the cost of a medic to heal the 10 hp loss). But the most relevant in ZvT is the movespeed, since it allows Terrans to dodge the lurkers and retreat from the darkswarm.

Ensnare solves all this by...

1.) increasing the ability of Lurkers to strike hits.

2.) keeping the opposing forces from running away from darkswarm.

3.) clumping Terran forces so they are easier to flank.

4.) And it does this by eliminating the movespeed bonus from stimpack, something you HAVE to do given how costeffective stimpack is for Terran and that they still get the attack speed bonus from it.

Compare the following two clips:

Flash vs GGplay, MST, December 6 2008

In this clip, Flash's marine split allows him to avoid the flank and incur minimal losses. Flash goes on to crush GGplay

Jaedong vs Fantasy

Fantasy tries to do the same thing from the incoming flank, but ensnare stops him.

notes on the clip:

1.) The initial darkswarm forces terran to reposition its troops.

2.) Ensnare slows down the repositioning process. This is quickly followed by Zerg's flank.

3.) The slowed retreat away from the darkswarm gives lurkers time to be well positioned. Terran's MnM have no chance to avoid the lurker spikes.

4.) Important ancillary effect: Medics, also being slowed, cannot heal effectively because they cannot catch up to the units that are damaged.

5.) Science vessels cannot avoid the scourge, tanks have trouble repositioning.

maybe this was a best case scenario usage of ensnare... but it still demonstrates the awesome power of slowing your opponent in zvt. in short: Zergs, use ensnare!
manner
d_so
Profile Blog Joined December 2007
Korea (South)3262 Posts
December 26 2008 16:49 GMT
#2
if this thread is redundant please let me know and close.
manner
Saracen
Profile Blog Joined December 2007
United States5139 Posts
December 26 2008 17:02 GMT
#3
disable: stasis
i think the reason lockdown doesn't often see use is pretty rational

on topic: i think ensnare is good, it's just annoying waiting for the mana when you're so used to consuming
also, it's gonna be used to attack a retreating terran army, not to engage a (sieged) terran ball, which usually happens after you get defilers (JD kinda rushed hive to get the queen/defiler out in time to stop the push)

plus, i have no more hotkeys to put my queens! >_<
qaswedfr25
Profile Blog Joined July 2008
United States212 Posts
December 26 2008 17:07 GMT
#4
http://www.teamliquid.net/forum/viewmessage.php?topic_id=41799#15
List of attack rate changes from ensnare. It basically says it's viable against mm but not against metal like JD said in an interview.
Jack117
Profile Joined December 2008
Canada3 Posts
December 26 2008 17:09 GMT
#5
ensnare negates stim for rines
and it DOES reduce attack speed for certain units

I woud have been your daddy, but a dog beat me over the fence
Archaic
Profile Blog Joined March 2008
United States4024 Posts
Last Edited: 2008-12-26 17:19:56
December 26 2008 17:19 GMT
#6
This has been known for such a long time. The reason why most people don't use it, or even shouldn't, was explained by Lee Jae Dong himself.
Q: Will you keep using this queen/defiler combo in the future?
It's hard to say, because there are already units like defiles that take a lot of attention and micro, and adding a queen to the equation, you might have too much on your plate and could lose focus and throw the game. However, if the timing is good, the use of a queen could tip the balance to your side.

Personally, I will continue to use it a lot in the future. I practiced really hard, and still it was tough. It's hard to get used to having another unit to pay attention to, but if you get used to it, it might let [zerg] evolve one step further. Of course it takes a lot of micro, but if other zergs try hard enough, I think they can use it too. They should stop trying to go the safe/comfortable way, and instead try this at least once.


If it is complicated for JaeDong, what makes you think standard class players can use it? Obviously, some can, but the majority of them can barely handle it, if at all.
village_idiot
Profile Blog Joined July 2008
2436 Posts
Last Edited: 2008-12-26 17:33:25
December 26 2008 17:25 GMT
#7
On December 27 2008 01:49 d_so wrote:
from what i see, ensnare only affects movespeed, not attack speed.

I shall clear this up right now. With reps. http://www.mediafire.com/download.php?wzzht21ymtm


1.
A marine not under ensnare, not under stim, attacks a tank.

29 - 9 = 20


2.
A marine under ensnare, not using stim, attacks a tank.

35 - 12 = 23


3.
A marine not under ensnare, using stim, attacks a tank.

18 - 7 = 11


4.
A marine under ensnare, using stim, attacking a tank.

29 - 10 = 19
Durak
Profile Blog Joined January 2008
Canada3684 Posts
December 26 2008 17:25 GMT
#8
On December 27 2008 02:19 Archaic wrote:If it is complicated for JaeDong, what makes you think standard class players can use it? Obviously, some can, but the majority of them can barely handle it, if at all.


That's exactly what I think. Until I get perfect macro, I have a much better use for my APM than a queen. However, I'm still going to give it a shot.
d_so
Profile Blog Joined December 2007
Korea (South)3262 Posts
December 26 2008 18:28 GMT
#9
my point is that even if it doesnt affect the attackspeed, the movespeed effect is more than enough to warrant the use. and i think the "it's too complicated to use" argument will slowly go away as queen use is incorporated into practice schemes. right now, it's more complicated for its newness than anything else.

manner
Cloud
Profile Blog Joined November 2004
Sexico5880 Posts
Last Edited: 2008-12-26 19:32:55
December 26 2008 18:28 GMT
#10
There are some problems when implementing queens in a standard game. I will disregard the extra management and micro they require since that only needs practice.

1) You either need a good BO which already implements queens or you get it lategame when your econ is settled and you have an income from preferably 4 or more vespene geysers.

If you try to make them in the mid game after an standard build, say, 3 hatch muta into queen/lurker, its really gonna hurt your lurker count, which you dont want, (it would hurt you the same as rushing for defilers).

2) By the time lategame kicks in, defilers come into play, and they are actually better spellcasters than queens, plague is a much better spell than ensnare (on most units at least), not to mention dark swarm or consume which really means you gotta have at least 3 queens with you at all times so you dont have mana issues with them.

3) Another minor setback with queens are that unlike defilers their spells are not "instantaneous" if the queen gets killed while the little "bug" they throw to cast any of their spells is still in the air, the spell is cancelled. Which kinda hinders their usefulness vs long range units such as goliaths, dragoons, etc. When you wanna broodling the tanks or hts in between them.

4) If you want queens to come into combat asap, you need the +50 energy boost.

Im not saying its bad to make queens, On the contrary, im trying to encourage players to make new BOs and/or incorporate queens in lategame. Just take into consideration the previous points.
BlueLaguna on West, msg for game.
Cloud
Profile Blog Joined November 2004
Sexico5880 Posts
December 26 2008 18:29 GMT
#11
Oh and another thing, queens are not hard to use, dont think that just because jaedong has problems getting used to them (after playing without them for 10 years), it will be impossible for you to handle them. Im sorry but thats being stupid.
BlueLaguna on West, msg for game.
d_so
Profile Blog Joined December 2007
Korea (South)3262 Posts
December 26 2008 18:32 GMT
#12
On December 27 2008 03:28 Cloud wrote:
There are some problems when implementing queens in a standard game. I will disregard the extra management and micro they require since that only needs practice.

1) You either need a good BO which already implements queens or you get it lategame when your econ is settled and you have an income from preferably 4 or more vespene geysers.

If you try to make them in the mid game after an standard build, say, 3 hatch muta into queen/lurker, its really gonna hurt your lurker count, which you dont want, (it would hurt you the same as rushing for defilers).

2) By the time lategame kicks in, defilers come into play, and they are actually better spellcasters than queens, plague is a much better spell than ensnare (on most units at least), not to mention dark swarm or consume which really means you gotta have at least 3 queens with you at all times so you dont have mana issues with them.

3) Another minor setback with queens are that unlike defilers their spells are not "instantaneous" if the queen gets killed while the little "bug" they throw to cast any of their spells is still in the air, the spell is cancelled. Which kinda hinders their usefulness vs long range units such as goliaths, dragoons, etc. When you wanna broodling the tanks or hts in between them.

Im not saying its bad to make queens, On the contrary, im trying to encourage players to make new BOs and/or incorporate queens in lategame. Just take into consideration the previous points.


1.) in the replay, jaedong sacrifices mutas and goes lurkerlings.

2.) point being is to use defilers in conjunctions with queens. defilers create the favorable fighting zone for zerg with dark swarm. queens keep them there with ensnare.

3.) valid points
manner
heyitsme
Profile Joined June 2008
153 Posts
December 26 2008 18:44 GMT
#13
I totally agree with the build order issue.
Stimpacked
Profile Joined June 2008
Philippines368 Posts
December 26 2008 19:01 GMT
#14
Your going to have to tech to hive after getting your 3rd so why not make use of queens nest and pop 2-3 queens, you can make scourges all time and waste some of them why not on queens, only slight gas difference. Maybe in controlling them you mix them with the defilers so its easy to ensnare swarm. Wow TvZ would be much harder if every zerg tries this every game, another zerg revolution would be coming. lol
live and let live...
village_idiot
Profile Blog Joined July 2008
2436 Posts
December 26 2008 19:11 GMT
#15
On December 27 2008 03:28 Cloud wrote:
There are some problems when implementing queens in a standard game. I will disregard the extra management and micro they require since that only needs practice.

1) You either need a good BO which already implements queens or you get it lategame when your econ is settled and you have an income from preferably 4 or more vespene geysers.

If you try to make them in the mid game after an standard build, say, 3 hatch muta into queen/lurker, its really gonna hurt your lurker count, which you dont want, (it would hurt you the same as rushing for defilers).

2) By the time lategame kicks in, defilers come into play, and they are actually better spellcasters than queens, plague is a much better spell than ensnare (on most units at least), not to mention dark swarm or consume which really means you gotta have at least 3 queens with you at all times so you dont have mana issues with them.

3) Another minor setback with queens are that unlike defilers their spells are not "instantaneous" if the queen gets killed while the little "bug" they throw to cast any of their spells is still in the air, the spell is cancelled. Which kinda hinders their usefulness vs long range units such as goliaths, dragoons, etc. When you wanna broodling the tanks or hts in between them.

Im not saying its bad to make queens, On the contrary, im trying to encourage players to make new BOs and/or incorporate queens in lategame. Just take into consideration the previous points.

Queen is not a lategame unit. I see it as a unit aiding lurkerling and early lurkling defiler play, allowing the player to execute "perfect" attacks thus giving the Zerg user an advantage. However, after the macro phase starts you must switch to standard play and not make any more queens. There is just too much going on, using queens lategame is just a waste of APM and will cause you to lose.

Also, I don't believe you should ever build more than 3 or 4 queens per game. They take too much valuable gas and you only need 2 of them for the desired effect in battle. If you see an opening during lurkerling play use your queens and be done with them, if you see an opening during defiler play use the queens and be done with them. They are only going to be less and less useful as the game goes on.

Regarding the queen casting bug. I have noticed parasite and broodling suffer from this bug. However Ensnare should not be affected. I think the game makes a check if the queen is alive when the pod hits the target with Parasite or Broodling, but not with Ensnare. I think with Ensnare the check is not made when the pod hits, but when the pod appears. It might have something to do with Ensnare being an AOE spell and the others being single target. Correct me if I'm wrong. If the Queen dies before the pod is out then obviously the spell will not work. Anyway, the queen should not die when casting against marimedi. Ensnare has a range of 9 and parasite 11.
Ilikestarcraft
Profile Blog Joined November 2004
Korea (South)17727 Posts
December 26 2008 19:15 GMT
#16
On December 27 2008 02:09 Jack117 wrote:
ensnare negates stim for rines
and it DOES reduce attack speed for certain units
http://www.youtube.com/watch?v=LoqKR7vOlQI

Wow do sairs really take that long to kill a carrier?
"Nana is a goddess. Or at very least, Nana is my goddess." - KazeHydra
Cloud
Profile Blog Joined November 2004
Sexico5880 Posts
December 26 2008 19:29 GMT
#17
On December 27 2008 04:11 village_idiot wrote:
Show nested quote +
On December 27 2008 03:28 Cloud wrote:
There are some problems when implementing queens in a standard game. I will disregard the extra management and micro they require since that only needs practice.

1) You either need a good BO which already implements queens or you get it lategame when your econ is settled and you have an income from preferably 4 or more vespene geysers.

If you try to make them in the mid game after an standard build, say, 3 hatch muta into queen/lurker, its really gonna hurt your lurker count, which you dont want, (it would hurt you the same as rushing for defilers).

2) By the time lategame kicks in, defilers come into play, and they are actually better spellcasters than queens, plague is a much better spell than ensnare (on most units at least), not to mention dark swarm or consume which really means you gotta have at least 3 queens with you at all times so you dont have mana issues with them.

3) Another minor setback with queens are that unlike defilers their spells are not "instantaneous" if the queen gets killed while the little "bug" they throw to cast any of their spells is still in the air, the spell is cancelled. Which kinda hinders their usefulness vs long range units such as goliaths, dragoons, etc. When you wanna broodling the tanks or hts in between them.

Im not saying its bad to make queens, On the contrary, im trying to encourage players to make new BOs and/or incorporate queens in lategame. Just take into consideration the previous points.

Queen is not a lategame unit. I see it as a unit aiding lurkerling and early lurkling defiler play, allowing the player to execute "perfect" attacks thus giving the Zerg user an advantage. However, after the macro phase starts you must switch to standard play and not make any more queens. There is just too much going on, using queens lategame is just a waste of APM and will cause you to lose.

Also, I don't believe you should ever build more than 3 or 4 queens per game. They take too much valuable gas and you only need 2 of them for the desired effect in battle. If you see an opening during lurkerling play use your queens and be done with them, if you see an opening during defiler play use the queens and be done with them. They are only going to be less and less useful as the game goes on.

Regarding the queen casting bug. I have noticed parasite and broodling suffer from this bug. However Ensnare should not be affected. I think the game makes a check if the queen is alive when the pod hits the target with Parasite or Broodling, but not with Ensnare. I think with Ensnare the check is not made when the pod hits, but when the pod appears. It might have something to do with Ensnare being an AOE spell and the others being single target. Correct me if I'm wrong. If the Queen dies before the pod is out then obviously the spell will not work. Anyway, the queen should not die when casting against marimedi. Ensnare has a range of 9 and parasite 11.



Its either a lategame unit or you need a good BO to incorporate them into your midgame.

Making them for a one time use is a waste of money. And yeah, you dont need more than 3, unless you want them to broodling tanks, which is actually a cheaper counter to mass tanks than guardians. But having less than 3? 1 ensnare isnt going to do much even if its almost perfect.
BlueLaguna on West, msg for game.
Cloud
Profile Blog Joined November 2004
Sexico5880 Posts
December 26 2008 19:31 GMT
#18
On December 27 2008 04:01 Stimpacked wrote:
Your going to have to tech to hive after getting your 3rd so why not make use of queens nest and pop 2-3 queens, you can make scourges all time and waste some of them why not on queens, only slight gas difference. Maybe in controlling them you mix them with the defilers so its easy to ensnare swarm. Wow TvZ would be much harder if every zerg tries this every game, another zerg revolution would be coming. lol


You cant go hive and queens at the same time from just 3 gasses.
BlueLaguna on West, msg for game.
.risingdragoon
Profile Joined January 2008
United States3021 Posts
Last Edited: 2008-12-26 19:38:58
December 26 2008 19:34 GMT
#19
On December 27 2008 03:28 Cloud wrote:

2) By the time lategame kicks in, defilers come into play, and they are actually better spellcasters than queens, plague is a much better spell than ensnare (on most units at least), not to mention dark swarm or consume which really means you gotta have at least 3 queens with you at all times so you dont have mana issues with them.


Nope.

On low hp stuff like MnM ensnare does even better than plague. It comes earlier, costs half the mana, locks down stim instantly, and drops the attack damage instantly. This massively increases the zergling's effectiveness. With queen zerg essentially have swarm and plague separately from 2 units instead of just one.

However zerg units still aren't effective independently. Queen just adds another burden on the setup that only works when all the zerg units are used together. That's why it needs to be a part of an overall strategy.

......::::........::::........::::........::::........::::.......::::.......::::... Up☆MaGiC ...::::.......::::.......::::........::::........::::........::::........
d_so
Profile Blog Joined December 2007
Korea (South)3262 Posts
Last Edited: 2008-12-26 21:23:15
December 26 2008 21:21 GMT
#20
On December 27 2008 04:31 Cloud wrote:
Show nested quote +
On December 27 2008 04:01 Stimpacked wrote:
Your going to have to tech to hive after getting your 3rd so why not make use of queens nest and pop 2-3 queens, you can make scourges all time and waste some of them why not on queens, only slight gas difference. Maybe in controlling them you mix them with the defilers so its easy to ensnare swarm. Wow TvZ would be much harder if every zerg tries this every game, another zerg revolution would be coming. lol


You cant go hive and queens at the same time from just 3 gasses.


you can if you don't go mutas

you should watch the clip
manner
Hans-Titan
Profile Blog Joined March 2005
Denmark1711 Posts
December 26 2008 21:26 GMT
#21
On December 27 2008 04:15 Ilikestarcraft wrote:
Show nested quote +
On December 27 2008 02:09 Jack117 wrote:
ensnare negates stim for rines
and it DOES reduce attack speed for certain units
http://www.youtube.com/watch?v=LoqKR7vOlQI

Wow do sairs really take that long to kill a carrier?


Carriers got 4 base armor
Trying is the first step towards failure, and hope is the first step towards disappointment!
Avidkeystamper
Profile Blog Joined June 2008
United States8552 Posts
December 26 2008 21:28 GMT
#22
Nice title, I'm sure it doesn't spoil anything at all .
Jaedong
Piy
Profile Blog Joined January 2008
Scotland3152 Posts
December 26 2008 21:31 GMT
#23
I think people are reading too much into that one play - which would have owned fantasy with or without plague. Ensnare can work, but one cute play by Jaedong isnt a revolution.
My. Copy. Is. Here.
d_so
Profile Blog Joined December 2007
Korea (South)3262 Posts
December 26 2008 21:35 GMT
#24
On December 27 2008 06:31 Piy wrote:
I think people are reading too much into that one play - which would have owned fantasy with or without plague. Ensnare can work, but one cute play by Jaedong isnt a revolution.


i don't think you can say it would have easily swung in Jaedong's favor without ensnare. there's also another fight a few minutes later where fantasy's marines can't run from the lurkers due to ensnare and then get owned
manner
sqwert
Profile Blog Joined May 2008
United States781 Posts
December 26 2008 22:38 GMT
#25
queens are too expensive to use
if everythings coming your way, youre in the wrong lane. sAviOr 4evar!
Ethelis
Profile Blog Joined September 2008
United States2396 Posts
December 26 2008 22:55 GMT
#26
imo it'd be nice to have a variety of BOs without mutas and incorporate queen usage instead, but the big problem is to find a suitable timing for the spire for scourge, other than no mutas and possibly a slightly bigger terran ball i dont see much of a problem since Z should have more units than if he would've gone mutas as well.

i honestly dont see why people hate using queens other than the lame excuse of they're too hard to use. practice first like with everything THEN if its too hard use accordingly or not at all depending on ones play style
Disabled gamer - Diamond 3 (LoL) D+ Rank scrublord on BW. Bisu doesnt need DTs, He uses probes. just ask Flash.
Underwhelmed
Profile Blog Joined January 2008
United States207 Posts
December 26 2008 23:13 GMT
#27
On December 27 2008 07:38 sqwert wrote:
queens are too expensive to use

You'll be getting a Queen's Nest for Hive sometime anyways, which makes them perhaps a little less expensive than Defilers.
rushz0rz
Profile Blog Joined February 2006
Canada5300 Posts
December 26 2008 23:20 GMT
#28
On December 27 2008 01:49 d_so wrote:
One thing us dota nubs seem to understand better than starcraft players is the importance of slow/stun. Starcraft has two stuns (lockdown and maelstrom) and one slow (ensnare). In DotA, these abilities would be used endlessly for their disable power. But Starcraft hardly uses any of them... for reasons that are at best irrational.


In DotA, you control 1 guy. In StarCraft, you control your economy and micro huge armies all over the screen. It's actually counter-productive to waste apm on ensnare, maelstrom, and lockdown unless you're a pro gamer with 400apm.
IntoTheRainBOw fan~
Dazed.
Profile Blog Joined March 2008
Canada3301 Posts
December 26 2008 23:28 GMT
#29
Not really. Queen is one unit, how hard is it to micro effectively one really fast unit? Answer: It isn't. Maybe when your multitasking at an insane level like Jaedong, but at a Foreigner level, its actually pretty fuckin easy. Beyond that, ensare is AOE, and its AOE is so absolutely destructive to the terran army, that its well worth the little attention you must give it.
Never say Die! ||| Fight you? No, I want to kill you.
JMave
Profile Blog Joined December 2007
Singapore1803 Posts
December 26 2008 23:30 GMT
#30
Oooooh boy.. looks like I'll be facing these in ICCUP for a while...
火心 Jealous. I always loved that feeling when I was young. Embrace it.
sixghost
Profile Blog Joined November 2007
United States2096 Posts
Last Edited: 2008-12-27 00:39:26
December 27 2008 00:38 GMT
#31
On December 27 2008 06:21 d_so wrote:
Show nested quote +
On December 27 2008 04:31 Cloud wrote:
On December 27 2008 04:01 Stimpacked wrote:
Your going to have to tech to hive after getting your 3rd so why not make use of queens nest and pop 2-3 queens, you can make scourges all time and waste some of them why not on queens, only slight gas difference. Maybe in controlling them you mix them with the defilers so its easy to ensnare swarm. Wow TvZ would be much harder if every zerg tries this every game, another zerg revolution would be coming. lol


You cant go hive and queens at the same time from just 3 gasses.


you can if you don't go mutas

you should watch the clip

You should watch the clip yourself. One of the reasons this worked so well was because jaedong completely tricked Fantasy with the fake mutas. Fantasy had 0 pressure at JD's nat because he was expecting the mutas to arrive, which is what murders lurker openings. Had jaedong just gone for a regular lurker build, he never would have been able to take that highground outside his base, and take his 3rd at the same time without being run over. He had 4 lurkers at the time his 3rd was morphing and Fantasy could have ran over the few units jd had protecting it. He was able to tech so fast while getting queens because he used so little gas on lurkers.

If he ever tries this again he's going to have a much much harder time taking that 3rd as quickly as he did here, or he will be forced to tech much slower.
mG.sixghost @ iCCup || One ling, two ling, three ling, four... Camp four gas, then ultra-whore . -Saracen
closed
Profile Blog Joined July 2008
Vatican City State491 Posts
Last Edited: 2008-12-27 01:51:22
December 27 2008 01:49 GMT
#32
On December 27 2008 01:49 d_so wrote:
Flash vs GGplay, MST, December 6 2008
http://www.youtube.com/watch?v=NzgNP7RMftA&feature=channel_page#t=12m29

Jaedong vs Fantasy
http://www.youtube.com/watch?v=Kzvv__4fuio&feature=channel_page#t=11m55


When I look at this video I have this feeling that Jaedong would still win without the ensnare! There are just so many zerglings... less lurkers actually. And better flank.

Personally I believe that zergs should try to use queens more, but Im not really sure if they are viable in such situations. I think that a dark swarm would be better in the first replay.
I consider queens a ZvP unit, used to combat corsairs - it helps the zerg to slow them down in order to capture them with scourge. Queens simply cost too much in ZvT - the player needs both a queen and the ensnare upgrade (I think it was 150/150). Blizzard will not balance the game, nor give queens the ensnare, because this way ZvP would be affected.
Id rather see queens used as a tool to kill the command centers, but Im not really sure if they can be implement on maps without chokes. I still think that the terran would run away in that first replay - because the map was open (and zerg had no lings).

On December 27 2008 02:25 village_idiot wrote:
1.
A marine not under ensnare, not under stim, attacks a tank.

29 - 9 = 20


What are these numbers?
Cloud
Profile Blog Joined November 2004
Sexico5880 Posts
Last Edited: 2008-12-27 02:06:19
December 27 2008 01:57 GMT
#33
On December 27 2008 04:34 .risingdragoon wrote:
Show nested quote +
On December 27 2008 03:28 Cloud wrote:

2) By the time lategame kicks in, defilers come into play, and they are actually better spellcasters than queens, plague is a much better spell than ensnare (on most units at least), not to mention dark swarm or consume which really means you gotta have at least 3 queens with you at all times so you dont have mana issues with them.


Nope.

On low hp stuff like MnM ensnare does even better than plague. It comes earlier, costs half the mana, locks down stim instantly, and drops the attack damage instantly. This massively increases the zergling's effectiveness. With queen zerg essentially have swarm and plague separately from 2 units instead of just one.

However zerg units still aren't effective independently. Queen just adds another burden on the setup that only works when all the zerg units are used together. That's why it needs to be a part of an overall strategy.



10 zerglings can kill 12 plagued marines, 10 zerglings cannot kill 12 ensnared marines. 1 lurker will kill many more plagued marines than ensnared.
Ensnare may cost half the energy but defilers can very easily recharge theirs.
Plague is instantaneous, ensnare takes a little time to hit its target and as such is less effective on moving units.
Plague effectively renders medics useless and it is impossible for marines to stim again.
Oh and how could i forget? the effects of plague outlast the spell.
BlueLaguna on West, msg for game.
Vasoline73
Profile Blog Joined February 2008
United States7801 Posts
December 27 2008 01:57 GMT
#34
Considering Flash had more marines and tanks AND didn't have to dodge a swarm, I would say the videos aren't really comparable. I think Fantasy was going to lose those units ensnare or not. However, Jaedong definitely did have less loses. That's a benefit.
Cloud
Profile Blog Joined November 2004
Sexico5880 Posts
December 27 2008 01:59 GMT
#35
On December 27 2008 10:49 closed wrote:
Show nested quote +
On December 27 2008 01:49 d_so wrote:
Flash vs GGplay, MST, December 6 2008
http://www.youtube.com/watch?v=NzgNP7RMftA&feature=channel_page#t=12m29

Jaedong vs Fantasy
http://www.youtube.com/watch?v=Kzvv__4fuio&feature=channel_page#t=11m55


When I look at this video I have this feeling that Jaedong would still win without the ensnare! There are just so many zerglings... less lurkers actually. And better flank.

Personally I believe that zergs should try to use queens more, but Im not really sure if they are viable in such situations. I think that a dark swarm would be better in the first replay.
I consider queens a ZvP unit, used to combat corsairs - it helps the zerg to slow them down in order to capture them with scourge. Queens simply cost too much in ZvT - the player needs both a queen and the ensnare upgrade (I think it was 150/150). Blizzard will not balance the game, nor give queens the ensnare, because this way ZvP would be affected.
Id rather see queens used as a tool to kill the command centers, but Im not really sure if they can be implement on maps without chokes. I still think that the terran would run away in that first replay - because the map was open (and zerg had no lings).

Show nested quote +
On December 27 2008 02:25 village_idiot wrote:
1.
A marine not under ensnare, not under stim, attacks a tank.

29 - 9 = 20


What are these numbers?


Probably the seconds they take to die, but i really have no idea. However im sure that in the recommended threads there is at least one that discusses ensnare on attack rates/movements, if you have any doubts, it basically nulifies stim for marines. And makes non-stimmed marines even slower, their attack rate as well, though it doesnt decrease as much as if they were stimmed.
BlueLaguna on West, msg for game.
d_so
Profile Blog Joined December 2007
Korea (South)3262 Posts
December 27 2008 02:47 GMT
#36
On December 27 2008 09:38 lgdDante wrote:
Show nested quote +
On December 27 2008 06:21 d_so wrote:
On December 27 2008 04:31 Cloud wrote:
On December 27 2008 04:01 Stimpacked wrote:
Your going to have to tech to hive after getting your 3rd so why not make use of queens nest and pop 2-3 queens, you can make scourges all time and waste some of them why not on queens, only slight gas difference. Maybe in controlling them you mix them with the defilers so its easy to ensnare swarm. Wow TvZ would be much harder if every zerg tries this every game, another zerg revolution would be coming. lol


You cant go hive and queens at the same time from just 3 gasses.


you can if you don't go mutas

you should watch the clip

You should watch the clip yourself. One of the reasons this worked so well was because jaedong completely tricked Fantasy with the fake mutas. Fantasy had 0 pressure at JD's nat because he was expecting the mutas to arrive, which is what murders lurker openings. Had jaedong just gone for a regular lurker build, he never would have been able to take that highground outside his base, and take his 3rd at the same time without being run over. He had 4 lurkers at the time his 3rd was morphing and Fantasy could have ran over the few units jd had protecting it. He was able to tech so fast while getting queens because he used so little gas on lurkers.

If he ever tries this again he's going to have a much much harder time taking that 3rd as quickly as he did here, or he will be forced to tech much slower.


what constitutes this "fake" mutas? The building of the spire? Sending two zerglings to attack a turret? jaedong did have his den before spire, as well as building the queens nest right after it. In that aspect, that was just fantasy's bad for not scouting well and being overly cautious. but yeah, fantasy's lack of pressure early game was a big part of why he got owned.

still, it looks more like he saved gas not from skimping on lurkers but by not going muta or scourges. and at that point when you say he had 4, he actually had 6; 4 near the main, 2 at the right path.

also, he got his third super slow, maybe not til the 11minute mark
manner
sixghost
Profile Blog Joined November 2007
United States2096 Posts
Last Edited: 2008-12-27 03:01:00
December 27 2008 02:55 GMT
#37
On December 27 2008 11:47 d_so wrote:
Show nested quote +
On December 27 2008 09:38 lgdDante wrote:
On December 27 2008 06:21 d_so wrote:
On December 27 2008 04:31 Cloud wrote:
On December 27 2008 04:01 Stimpacked wrote:
Your going to have to tech to hive after getting your 3rd so why not make use of queens nest and pop 2-3 queens, you can make scourges all time and waste some of them why not on queens, only slight gas difference. Maybe in controlling them you mix them with the defilers so its easy to ensnare swarm. Wow TvZ would be much harder if every zerg tries this every game, another zerg revolution would be coming. lol


You cant go hive and queens at the same time from just 3 gasses.


you can if you don't go mutas

you should watch the clip

You should watch the clip yourself. One of the reasons this worked so well was because jaedong completely tricked Fantasy with the fake mutas. Fantasy had 0 pressure at JD's nat because he was expecting the mutas to arrive, which is what murders lurker openings. Had jaedong just gone for a regular lurker build, he never would have been able to take that highground outside his base, and take his 3rd at the same time without being run over. He had 4 lurkers at the time his 3rd was morphing and Fantasy could have ran over the few units jd had protecting it. He was able to tech so fast while getting queens because he used so little gas on lurkers.

If he ever tries this again he's going to have a much much harder time taking that 3rd as quickly as he did here, or he will be forced to tech much slower.


what constitutes this "fake" mutas? The building of the spire? Sending two zerglings to attack a turret? jaedong did have his den before spire, as well as building the queens nest right after it. In that aspect, that was just fantasy's bad for not scouting well and being overly cautious. but yeah, fantasy's lack of pressure early game was a big part of why he got owned.

still, it looks more like he saved gas not from skimping on lurkers but by not going muta or scourges. and at that point when you say he had 4, he actually had 6; 4 near the main, 2 at the right path.

also, he got his third super slow, maybe not til the 11minute mark

I think the fact that he had 9 larvae saved when his spire finished, his spire in an obvious spot, his hydras and den hidden, all constitue fake mutas.

I don't understand your second point. He had lurkers up at the regular time for a lurker opening, but very very few. He made 4 lurkers at first and took had his 3rd morphing while only 4 lurkers were out. He also used 200 gas on the spire, and skipped early +1 carapace which is pretty standard with lurk openings these days.

My whole point was that JD got away with this build so well because of the extent that he tricked fantasy. If Fantasy had any idea at all JD was opening lurkers, and JD tries to take his 3rd that quick with so few lurkers, he would have got rolled save for some amazing stop lurkers.

Also, he took his 3rd 9:24 into the video, and the game starts 1:25 into the video. He took a 3rd at 8 minutes with no muta and 4 lurkers. Not to mention he had a defiler mound down less than 9 minutes into the game. JD did a great job killing scouting scvs before they got to his lurkers in some spots which hid his low lurker count. Honestly watching again it's unbelievable that 3rd didn't just get raped.
mG.sixghost @ iCCup || One ling, two ling, three ling, four... Camp four gas, then ultra-whore . -Saracen
Elvin_vn
Profile Blog Joined March 2004
Vietnam2038 Posts
December 27 2008 03:18 GMT
#38
The main use of ensnare is to prevent the enemy units from retreating:
- Ensnare the back of the enemy group so that they can't retreat from lurker spines, combine with lurkers and flanking (mnm, zealots, etc)
- Ensnare enemy air units so that they can't fly back (fast shuttles, corsairs, vessels, etc)

Ensnare should just be used as an add-value to the battle. If two forces are almost equal, a good ensnare would tip the favor to the zerg. The problem with queen is that they can be countered easily if zerg invested too much on queens.
do not agrue with idiots, they will pull you down to their level and beat you with their experiences
snapcrackle
Profile Joined December 2008
United States568 Posts
December 27 2008 03:36 GMT
#39
To those who say queens are viable here is my 2 cents.

1. As everyone has said defilers are that much better.
- Spells aren't as effective (unless you wanna go kill corsairs/carriers). As someone previously stated, the benefits of plague are far more numerous. If a bunched MnM's are plagued they can be taken out with less micro and on a whole faster than ensnared MnM's.

2. For those saying that they can be used as a midway tech to defilers... it would just delay lurker count or hive tech by that much. Maybe 1 or 2 queens in the transition to defiler tech wouldn't hurt as much and may become popular, but in no ways will it become a norm spell caster as defilers/arbiters/science vessels/templars are.

3. To those who say pro's aren't using it because they aren't used to it... BLEH!!!! I'm sure every pro has tried to see more use to them but failed due to the suckiness of queens.

My critique of Jaedong vs Fantasy.
As amazing and effective as the queen use was, it was mostly jaedong's win due to fantasy's mistakes (if i can even call them that.. that probably isnt the best word choice). I'm a huge jaedong fan so don't get me wrong but the whole time fantasy played it way too safe. Had he attacked sooner he could have broken jaedongs contain. Also you could tell the build order by jaedong was so well planned out that it could have only worked in that game. Had fantasy delayed his push, jaedong would have been low on the expo count. Had fantasy pushed earlier he would have hurt jaedongs ground forces (and maybe taken out the first expansion) since no defiler was out (and yes the only reason that initial attack was as effective was due to the defiler).

Scenario 1:
Lets say Fantasy pushed earlier knowing the mutas were just a trick.

Due to the fast hive tech being almost a failure nowadays (with 1 natural only), my assumption is jaedong would have gotten his natural taken out. If we are to assume Jaedong's micro was superb enough to handle that early push then it would not be due to queens as they wouldn't be out.

Scenario 2:
Fantasy decided not to attack the main but play the contain game.

Jaedong having just starting his expo is behind econ wise. Fantasy could have taken 5 o'clock as it was just being built. Queens would have been less effective as Fantasy's forces would still be huge. It would have been a repeat similar to the hyvaa game (yes i know ultras were used there but sooner or later jaedong would've abandoned queens and stuck with defilers).

All in all it was an interesting game that was well thought out by jaedong. It would be nice to see queens used but i am sorry to say we will not see them being the norm caster unit for zerg EVER (unless a change is made). But as stated everything fell into jaedong's grasp. Fantasy was playing a typical mnm build not expecting that from jaedong. To best compare it, it would be like saying proxy reaver's worked soooo well in this game so therefore it will be used a lot more often which is not the case. Jaedong's build had many holes that could be easily exploited
Avidkeystamper
Profile Blog Joined June 2008
United States8552 Posts
December 27 2008 03:55 GMT
#40
I'll only good enough to respond to 3) but the reason the pros aren't using it is because they AREN'T used to it and because it's hard to micro all that stuff. 1 Control group of lurkers, 2 groups of lings, a defiler and a queen while flanking is HARD. Realistically though, 1-2 queens+ensnare would make a great support unit when you're on lurkerling but before consume.
Jaedong
village_idiot
Profile Blog Joined July 2008
2436 Posts
Last Edited: 2008-12-27 05:45:51
December 27 2008 05:02 GMT
#41
On December 27 2008 10:49 closed wrote:

Show nested quote +
On December 27 2008 02:25 village_idiot wrote:
1.
A marine not under ensnare, not under stim, attacks a tank.

29 - 9 = 20


What are these numbers?

DUUUDE watch the reps. 9 is when the rine starts shooting 29 is when the tank dies. The 20 is how long it takes for the tank to die. In seconds.

On December 27 2008 04:29 Cloud wrote:
Show nested quote +
On December 27 2008 04:11 village_idiot wrote:
On December 27 2008 03:28 Cloud wrote:
There are some problems when implementing queens in a standard game. I will disregard the extra management and micro they require since that only needs practice.

1) You either need a good BO which already implements queens or you get it lategame when your econ is settled and you have an income from preferably 4 or more vespene geysers.

If you try to make them in the mid game after an standard build, say, 3 hatch muta into queen/lurker, its really gonna hurt your lurker count, which you dont want, (it would hurt you the same as rushing for defilers).

2) By the time lategame kicks in, defilers come into play, and they are actually better spellcasters than queens, plague is a much better spell than ensnare (on most units at least), not to mention dark swarm or consume which really means you gotta have at least 3 queens with you at all times so you dont have mana issues with them.

3) Another minor setback with queens are that unlike defilers their spells are not "instantaneous" if the queen gets killed while the little "bug" they throw to cast any of their spells is still in the air, the spell is cancelled. Which kinda hinders their usefulness vs long range units such as goliaths, dragoons, etc. When you wanna broodling the tanks or hts in between them.

Im not saying its bad to make queens, On the contrary, im trying to encourage players to make new BOs and/or incorporate queens in lategame. Just take into consideration the previous points.

Queen is not a lategame unit. I see it as a unit aiding lurkerling and early lurkling defiler play, allowing the player to execute "perfect" attacks thus giving the Zerg user an advantage. However, after the macro phase starts you must switch to standard play and not make any more queens. There is just too much going on, using queens lategame is just a waste of APM and will cause you to lose.

Also, I don't believe you should ever build more than 3 or 4 queens per game. They take too much valuable gas and you only need 2 of them for the desired effect in battle. If you see an opening during lurkerling play use your queens and be done with them, if you see an opening during defiler play use the queens and be done with them. They are only going to be less and less useful as the game goes on.

Regarding the queen casting bug. I have noticed parasite and broodling suffer from this bug. However Ensnare should not be affected. I think the game makes a check if the queen is alive when the pod hits the target with Parasite or Broodling, but not with Ensnare. I think with Ensnare the check is not made when the pod hits, but when the pod appears. It might have something to do with Ensnare being an AOE spell and the others being single target. Correct me if I'm wrong. If the Queen dies before the pod is out then obviously the spell will not work. Anyway, the queen should not die when casting against marimedi. Ensnare has a range of 9 and parasite 11.



Its either a lategame unit or you need a good BO to incorporate them into your midgame.

Making them for a one time use is a waste of money. And yeah, you dont need more than 3, unless you want them to broodling tanks, which is actually a cheaper counter to mass tanks than guardians. But having less than 3? 1 ensnare isnt going to do much even if its almost perfect.

Yes, what I mean is you need the BO. To put it simply you need to time it so that the queen is present during lurkerling and early defiler. They reach their peak efficiency when your first defiler is out, but can also work when there is just lurkerling.

From the time you put down the queen's nest it takes 100 seconds to get a queen with 1 ensnare charge. Queen's nest takes 31 seconds to make, a queen is made in 31 seconds and it takes 33 seconds to get energy for ensnare (without the energy upgrade). It takes 100 seconds for a queen with 0 energy to get to 75 energy.

And about the amount of queens I'd say 3 or 4 is the right amount. If you attack during lurkerling you need to get as much marimedi ensnared as possible. If all the marines are ensnared then your ling life doubles, however that's not gonna happen. I'd say a well orchestrated double ensnare hits 75% of marines decreasing the overall damage output by around 40%. A good ensnare also catches the vessels.

And about the one time use part. I worded this badly in my post. What I really wanted to say is that if all the queens get irradiated, run out of energy or accidentally get themselves killed there is no reason to get more. Just prepare for the defiler phase with more lurkers. Like I said before, queens are there to compliment your army, if you don't have an army there isn't much they can do.

And I wouldn't touch broodling.
Dazed.
Profile Blog Joined March 2008
Canada3301 Posts
December 27 2008 05:02 GMT
#42
I wonder if it would be possible to rush queens, similar to CJ's zerg line up attempt at rushing hive and getting defiler. It actually worked out pretty well when Savior didn't completely butcher it. I don't know, just a thought. I'm sure a build can be created where a timing for a queen is viable, even if infrequently and on special occasions.

But really, lets be honest, protoss/terran are taking the game to such heights, pushing the limit of macro, timing, and multitasking- I really do think if Zergs want to keep up, they must push the limit as well, and I think that is queen/defiler.
Never say Die! ||| Fight you? No, I want to kill you.
Stimpacked
Profile Joined June 2008
Philippines368 Posts
December 27 2008 05:32 GMT
#43
the reason fantasy took time to move out is his scared that JD would shift to mutas right away and counter his base, he had only very few turrets defending his base. 2-3 queens plus ensnare research is like 400 gas, if you skipped muta and lessen scourges it wont really affect your lurker count. JD's advice is for zergs users to try it more often don't know why people just hate it.
live and let live...
Forgottenfrog
Profile Blog Joined September 2004
United States1268 Posts
Last Edited: 2008-12-27 05:33:51
December 27 2008 05:32 GMT
#44
Jaedong uses defiler's darkswarm while GGplay didn't have any so the video comparison is very bias for "ensnare."

-edit- ensnare
Piste
Profile Blog Joined July 2006
6177 Posts
December 27 2008 07:35 GMT
#45
On December 27 2008 04:34 .risingdragoon wrote:
Show nested quote +
On December 27 2008 03:28 Cloud wrote:

2) By the time lategame kicks in, defilers come into play, and they are actually better spellcasters than queens, plague is a much better spell than ensnare (on most units at least), not to mention dark swarm or consume which really means you gotta have at least 3 queens with you at all times so you dont have mana issues with them.


Nope.

On low hp stuff like MnM ensnare does even better than plague.

wtf? plague makes mnm go 1hp. DID you know that or wtf are you talking about?
Grobyc
Profile Blog Joined June 2008
Canada18410 Posts
Last Edited: 2008-12-27 07:44:07
December 27 2008 07:39 GMT
#46
- Every 1 energy used by the medic heals 2hp, so it takes 5 energy to heal a marines 10hp loss from stim, not 2.
- The videos are incomparable, Jaedong has dark swarm in the second one, his lurkers are positioned better, and his army is stronger(in a way, no muta, more lurkerling, less mnm) against Fantasy then GGplays army is against Flash. ffs GGplay had like 2(?) zerglings in his game??? wtf?? Jaedong had like 20+ and he scourged Fantasys vessel.
- For when Jaedong flanks at the top in the 2nd example he has a high cliff terrain advantage for a bit, unlike GGplay had.

I would have just made a VOD of yourself doing the testing with equal numbers of units, equal terrain, etc, controlled variables on a UMS map with one scene that has a queen(s) and one that does not.

Don't get me wrong, I know what the outcome of the testing would be, the test with the queen would obviously be better but it would be more effective in showing so this way imo.
If you watch Godzilla backwards it's about a benevolent lizard who helps rebuild a city and then moonwalks into the ocean.
Jovan
Profile Joined August 2006
Canada65 Posts
December 27 2008 07:44 GMT
#47
There's lots of bias in the comparison, d_so. And while I am not a great Terran player, there's some things to be said:

First off, something that no one seems to have said yet (the first attack): Fantasy fucked up his split.

Flash split horizontally while the zerg moved in units vertically, sandwiching the lurkers and at the same time avoiding the needles for massive marine loss. He also clustered his tanks in a tight group, which basically became a 1-hit-kill lurker machine.

Fantasy, on the other hand, charged vertically into the lurkers while they were already burrowed. He moved vertically right into the needles. I don't think I have to spell out what happens when you do that. Also his tanks were spread out, making them less effective against lurkers.

Fantasy messed up his micro, and as we all know Flash dominates with his tactics.

Up until now I've avoided the fact that this is overanalyzed to death. This small clip is not worth showing to encourage, promote, or even create a BO centered around queens because the trade off simply isn't there.

Here's a few sensible reasons:

I'm not sure if anyone recalls an older game where a Terran runs into the dark swarm and blocks out lurkers and lings with marines and medics, essentially killing everything around the dark swarm. By using ensnare, you'll just encourage terrans to inch towards the dark swarm and seal it off, because if you place the DS too far away, the Terran can run off -- even under ensnare.

Yes, there are penalties when using ensnare to marines and medics. Except for one thing: A lot of the games I've seen of pros and newbs alike, everyone shares one thing in common: Aim for the lurkers. Tanks aim for the lurkers, marines aim for the lurkers, ensnare or not they will die first which eliminates most of the issues. My own experience, as little as it may be in face of progamers, has been thus far: When lurkers are running up at you, take out as many of the near ones as you can. This has led me to win plenty. Ensnare won't change a lot of marines aiming for a single creature. It might slow them down, but the sheer numbers are there.

Someone forgot to mention the vessels and how every time a queen dies from a vessel you need another one, and you have to wait for it to replenish energy.

Hydras, Lurkers, and Defilers already cost enough gas. To allow yourself the benefit of actually being able to sustain a queen or two at all times, you'll need to spend more gas. Which means expanding. If you can do that, I don't think you should have too much trouble actually winning the match with or without queens.

Now lets settle this hysteria.

Conclusion:
Fantasy fucked up the split.

Baddieko
Profile Joined October 2008
Singapore855 Posts
December 27 2008 10:57 GMT
#48
Fantasy can't micro MnM well. He is prolly one of the worst top 30 players in kespa with it. Without ensnare and plague, JD still can win the match easily. Fantasy MnM control can't lurker break anyway. This game is biased to the fact that queen's play is back. When he takes on better TvZ player with 2 gas hive and no mutas, he will be crushed immediately with nat break. JD is able to show this strat on the fact that both of them know fantasy's weakness. JD bought a lot of time due to fantasy's hesitation.
Kyuki
Profile Joined February 2008
Sweden1867 Posts
December 27 2008 11:24 GMT
#49
Rofl *tickle* on the above poster.
Mada Mada Dane
Shikyo
Profile Blog Joined June 2008
Finland33997 Posts
Last Edited: 2008-12-27 13:09:19
December 27 2008 12:33 GMT
#50
You say that you lose them quickly to Irradiate. Now, which of these 3 would you rather have Irradiated? 1. 150 gas defilers 2. 125 gas Lurkers 3. 100 gas Queens? Queens have already done their job if they get irradiated.
League of Legends EU West, Platinum III | Yousei Teikoku is the best thing that has ever happened to music.
Faronel
Profile Blog Joined July 2008
United States658 Posts
December 27 2008 15:37 GMT
#51
I remember some guy did a lot of research on this topic. I saved the stats to a word document, but I don't have the original poster:


Zerg Units
-Lings 15% decrease
-Hydras 15% decrease
-Mutes 15% decrease (quite boring huh?)
-Ultras UNCHAGED!!!! Yes u read right. Ensnaire does not affect ultras.
-Cracklings 25% decrease

Terran Units
-Marines 17% decrease
-Stimmed Marines 23% decrease
-Golies UNCHANGED BOTH AIR AND GROUND. So next time dont be surprised if your lings get raped of ensnaired gollies
-Wraith 16% decrease
-BCs air 16%....BCs ground 4%. Pretty strange but i did this many times and the results were the same. Ensnaire has different effect on air and ground BCs attack!!!!
-Valks 18-20% decrease.

-I left firebats for the end because they are so hard to calculate. The trick is to have the tanks that take the damage at exactly the same angle towards firebats fire. If tanks are at 45 angle towards firebat fire they take more damage for some reason compared to 90 or 0 angle. Anyway, all things considered equal ensnaire decreases firebat rate by 29%. That's the largest decrease of all!!!

Toss Units
-Zealots 16% decrease
-Goons air 14%, Goons ground 11% decrease. Pretty strange again but that's what i found, period.
-Archon air 20%, Archon ground 3% decrease. What can i say people, hope u correct me.
-Dts 22% decrease
-Carriers UNCHANGED. When ensnairing carriers directly, fire rate doesn't decrease. Then i tried to ensnaire some interceptors. I didn't notice any change either. That gave me much grieve!!!!!
-Sairs 12% decrease
-Scout air 16% decrease. Forgot to test ground.

I'd like to add that guradian's decrease is about 11% while (to my great dissapointment) siege tanks and reavers are not affected.
C'est la vie...
village_idiot
Profile Blog Joined July 2008
2436 Posts
December 27 2008 15:42 GMT
#52
Yeah, about the research that guy made... I have no idea how he got 23% decrease for stimmed marines. That is completely wrong.

Just check my reps. I made the testing so that misunderstandings like that would be corrected.
Cloud
Profile Blog Joined November 2004
Sexico5880 Posts
December 27 2008 16:12 GMT
#53
On December 27 2008 21:33 Shikyo wrote:
You say that you lose them quickly to Irradiate. Now, which of these 3 would you rather have Irradiated? 1. 150 gas defilers 2. 125 gas Lurkers 3. 100 gas Queens? Queens have already done their job if they get irradiated.


A queen is a better target than a lurker, despite being cheaper.
BlueLaguna on West, msg for game.
Liquid`Drone
Profile Joined September 2002
Norway28667 Posts
December 27 2008 17:08 GMT
#54
its obviously better to plague units than to ensnare units
but its ridiculously much easier to ensnare units than to plague units. if the queen was a ground unit it would be completely useless, if the defiler was an air unit it would be way beyond overpowered. you can't compare air-spellcasters to groundspellcasters, being airborne is such a big advantage in the first place..
Moderator
village_idiot
Profile Blog Joined July 2008
2436 Posts
Last Edited: 2008-12-27 17:22:12
December 27 2008 17:20 GMT
#55
On December 28 2008 02:08 Liquid`Drone wrote:
its obviously better to plague units than to ensnare units
but its ridiculously much easier to ensnare units than to plague units. if the queen was a ground unit it would be completely useless, if the defiler was an air unit it would be way beyond overpowered. you can't compare air-spellcasters to groundspellcasters, being airborne is such a big advantage in the first place..

Very true.

I think queens have a big advantage on clogged maps like SCR. You can cast ensnare when you want and where you want since queens can fly anywhere. On the other hand, on open maps like Andromeda marimedi has many different routes of escape when ensnared.
SlickR12345
Profile Blog Joined April 2008
Macedonia408 Posts
December 27 2008 19:33 GMT
#56
Yeah I've watched that game, it was amazing.

I always thought queens are a bit under-rated, but how Jaedong used the queens, that was amazing, never thought queens can be so good.

And the look on fantasy face:
progamer T-shirt = $50
progamer mouse = $100
Gaming PC = $1000
The look on fantasy's face when geting ensared = Priceless
Durak
Profile Blog Joined January 2008
Canada3684 Posts
December 27 2008 20:03 GMT
#57
On December 28 2008 04:33 SlickR12345 wrote:
Yeah I've watched that game, it was amazing.

I always thought queens are a bit under-rated, but how Jaedong used the queens, that was amazing, never thought queens can be so good.

And the look on fantasy face:
progamer T-shirt = $50
progamer mouse = $100
Gaming PC = $1000
The look on fantasy's face when geting ensared = Priceless


They're probably using $50 PCs. It's not like you need anything better to run SC.
naventus
Profile Blog Joined February 2004
United States1337 Posts
December 27 2008 20:11 GMT
#58
Who the fuck are these new theorycrafting posters that shitty klazart VODS and SC2 brought onto our boards?

Do you not realize that to use queens you have to change the entire flow and timing of your game? The opportunity cost of queens, or anything at all, is all the holes you have to plug in your metagame. Or maybe you've never played SC and just jerk off to shitty english vods.
hmm.
nK)Duke
Profile Blog Joined October 2008
Germany936 Posts
December 27 2008 21:17 GMT
#59
On December 28 2008 05:03 Durak wrote:
Show nested quote +
On December 28 2008 04:33 SlickR12345 wrote:
Yeah I've watched that game, it was amazing.

I always thought queens are a bit under-rated, but how Jaedong used the queens, that was amazing, never thought queens can be so good.

And the look on fantasy face:
progamer T-shirt = $50
progamer mouse = $100
Gaming PC = $1000
The look on fantasy's face when geting ensared = Priceless


They're probably using $50 PCs. It's not like you need anything better to run SC.


They use Quadcores for maximum stability or so
d_so
Profile Blog Joined December 2007
Korea (South)3262 Posts
December 28 2008 01:19 GMT
#60
On December 28 2008 05:11 naventus wrote:
Who the fuck are these new theorycrafting posters that shitty klazart VODS and SC2 brought onto our boards?

Do you not realize that to use queens you have to change the entire flow and timing of your game? The opportunity cost of queens, or anything at all, is all the holes you have to plug in your metagame. Or maybe you've never played SC and just jerk off to shitty english vods.


hi, cunt.

I'm only theorycrafting based what I saw in an actual pro game. So it's not really theorycrafting anymore then, right? I assume you don't have the credibility to say you're better than a Korean progamer, right?

and I speak and understand Korean, so I don't need shitty ENglish VODs or brag about having KOrean friends.

manner
Shikyo
Profile Blog Joined June 2008
Finland33997 Posts
December 28 2008 01:35 GMT
#61
On December 28 2008 01:12 Cloud wrote:
Show nested quote +
On December 27 2008 21:33 Shikyo wrote:
You say that you lose them quickly to Irradiate. Now, which of these 3 would you rather have Irradiated? 1. 150 gas defilers 2. 125 gas Lurkers 3. 100 gas Queens? Queens have already done their job if they get irradiated.


A queen is a better target than a lurker, despite being cheaper.

Of course, but you save 25 gas by getting the Queen irradiated =)
League of Legends EU West, Platinum III | Yousei Teikoku is the best thing that has ever happened to music.
naventus
Profile Blog Joined February 2004
United States1337 Posts
Last Edited: 2008-12-28 04:02:36
December 28 2008 04:01 GMT
#62
On December 28 2008 10:19 d_so wrote:
hi, cunt.

I'm only theorycrafting based what I saw in an actual pro game. So it's not really theorycrafting anymore then, right? I assume you don't have the credibility to say you're better than a Korean progamer, right?

and I speak and understand Korean, so I don't need shitty ENglish VODs or brag about having KOrean friends.



Here's what you said your shitass post: Queen's ensnare can be used to help kill armies. This is also what 100% of these topics are basically like - they say nothing.

How do I get to queens from a 9 pool or 3 hatch? Do I delay evos for Queen nest? Is this for 3 hatch lurk, 2 hatch lurk, 3 hatch muta? What positions can this be used in? Will I be weak to 3rax rines, FE 4 rax etc. How does it stack against standard terran FE play? What sort of damage/play style do I need to do? When and where do I get my fourth hatch?

Oh wait, you don't say anything or know anything. Instead you make a thread that has 0 useful discussion except some links to VODs and tell us what we already know if the zerg somehow has queens on the field.
hmm.
d_so
Profile Blog Joined December 2007
Korea (South)3262 Posts
December 28 2008 04:56 GMT
#63
On December 28 2008 13:01 naventus wrote:
Show nested quote +
On December 28 2008 10:19 d_so wrote:
hi, cunt.

I'm only theorycrafting based what I saw in an actual pro game. So it's not really theorycrafting anymore then, right? I assume you don't have the credibility to say you're better than a Korean progamer, right?

and I speak and understand Korean, so I don't need shitty ENglish VODs or brag about having KOrean friends.



Here's what you said your shitass post: Queen's ensnare can be used to help kill armies. This is also what 100% of these topics are basically like - they say nothing.

How do I get to queens from a 9 pool or 3 hatch? Do I delay evos for Queen nest? Is this for 3 hatch lurk, 2 hatch lurk, 3 hatch muta? What positions can this be used in? Will I be weak to 3rax rines, FE 4 rax etc. How does it stack against standard terran FE play? What sort of damage/play style do I need to do? When and where do I get my fourth hatch?

Oh wait, you don't say anything or know anything. Instead you make a thread that has 0 useful discussion except some links to VODs and tell us what we already know if the zerg somehow has queens on the field.


rofl k close this
manner
Manifesto7
Profile Blog Joined November 2002
Osaka27149 Posts
December 28 2008 06:41 GMT
#64
If you cant discuss StarCraft with manner, go somewhere else. This is your only warning.
ModeratorGodfather
selboN
Profile Blog Joined January 2008
United States2523 Posts
December 28 2008 08:40 GMT
#65
On December 27 2008 04:15 Ilikestarcraft wrote:
Show nested quote +
On December 27 2008 02:09 Jack117 wrote:
ensnare negates stim for rines
and it DOES reduce attack speed for certain units
http://www.youtube.com/watch?v=LoqKR7vOlQI

Wow do sairs really take that long to kill a carrier?

Exactly what I was thinking. I was like "damn, note to self: never make a corsair to kill a carrier"
"That's what happens when you're using a mouse made out of glass!" -Tasteless (Referring to ZergBong)
Manifesto7
Profile Blog Joined November 2002
Osaka27149 Posts
December 28 2008 13:46 GMT
#66
you kill the interceptors, not the carriers
ModeratorGodfather
boredcouch
Profile Joined May 2008
United States110 Posts
January 27 2009 07:05 GMT
#67
Hey, did you guys notice that Jaedong parasited one of the sci vessels? Does anyone know if Fantasy realized this? It did seem like Jaedong knew exactly when/where to attack/cast esnare at the final moments there. Maybe the scouting info of parasite could be another factor to use queens. If a pro like Jaedong knows exactly where you are and what you're doing his micro will tear you apart.
starcraft is the greatest game ever
x89titan
Profile Blog Joined April 2007
Philippines1130 Posts
January 27 2009 07:17 GMT
#68
On January 27 2009 16:05 boredcouch wrote:
Hey, did you guys notice that Jaedong parasited one of the sci vessels? Does anyone know if Fantasy realized this? It did seem like Jaedong knew exactly when/where to attack/cast esnare at the final moments there. Maybe the scouting info of parasite could be another factor to use queens. If a pro like Jaedong knows exactly where you are and what you're doing his micro will tear you apart.

how long have u been playing sc? its really easy to catch a parasited a unit cuz itll show up as a green box in the group. maybe he dint wana kill it.
Heaven came down and glory filled my soul, when at the cross the Savior made me whole
Typho0n
Profile Blog Joined November 2008
Canada276 Posts
January 27 2009 07:26 GMT
#69
On January 27 2009 16:05 boredcouch wrote:
Hey, did you guys notice that Jaedong parasited one of the sci vessels? Does anyone know if Fantasy realized this? It did seem like Jaedong knew exactly when/where to attack/cast esnare at the final moments there. Maybe the scouting info of parasite could be another factor to use queens. If a pro like Jaedong knows exactly where you are and what you're doing his micro will tear you apart.


Im pretty sure fantasy knew about the parasited science vessels, if you have them hot keyed its almost impossible not to notice that green border around them. I think it was a matter of him not wanting to kill the vessels or research restore to get rid of the parasites.

Another thing I was just wondering about queens and late game and their effecitveness... if your queens are still alive from mid game and you already have moved into late games (defilers) couldnt you leave your queen in your main base or expos and use them to prevent drops? I would imagine a queen at your main would work wonders against a late game dropship. Obviously scourge are really effective for taking care of drop ships but Im just trying to find late game uses for queen where APM deprived people like me can't handle swarming, burrowing lurkers properly, proper ling micro and on top of that queen ensnares. I also realize that this is all theory craft and I have yet to try it... I'll get back to you guys on that one.
blabber
Profile Blog Joined June 2007
United States4448 Posts
Last Edited: 2009-01-27 07:30:24
January 27 2009 07:29 GMT
#70
obviously the solution is to get Restoration (for the parasite) ^^
blabberrrrr
neobowman
Profile Blog Joined March 2008
Canada3324 Posts
January 27 2009 07:42 GMT
#71
From what I've seen though, Jaedong only uses the parasite so he can target the ensnare and time it well.
Not_Computer
Profile Blog Joined January 2007
Canada2277 Posts
January 27 2009 07:49 GMT
#72
I just love ensnare. I really wish zerg progamers would learn to use queens and create micro techniques and build orders incorporating queens. It's such a shame that such a great unit has gone unused because progamers aren't willing to take the time and effort to learn to use it. And we won't use it unless a successful progamer uses it consistently.

As a player who uses queens quite often, the biggest drawback of the queen is its starting energy.
Or if the starting energy is unchanged, if broodling costed 125-135 mana instead it would dominate like irradiate does. 150 is just an insane wait.
"Jaedong hyung better be ready. I'm going to order the most expensive dinner in Korea."
BanZu
Profile Blog Joined June 2008
United States3329 Posts
January 27 2009 08:21 GMT
#73
On January 27 2009 16:49 Not_Computer wrote:
I just love ensnare. I really wish zerg progamers would learn to use queens and create micro techniques and build orders incorporating queens. It's such a shame that such a great unit has gone unused because progamers aren't willing to take the time and effort to learn to use it. And we won't use it unless a successful progamer uses it consistently.

As a player who uses queens quite often, the biggest drawback of the queen is its starting energy.
Or if the starting energy is unchanged, if broodling costed 125-135 mana instead it would dominate like irradiate does. 150 is just an insane wait.

Is there any chance of a patch changing this? IIRC the last patch for balance was WAY back in the day
Sun Tzu once said, "Defiler becomes useless at the presences of a vessel."
FakeSteve[TPR]
Profile Blog Joined July 2003
Valhalla18444 Posts
January 27 2009 10:01 GMT
#74
i'm considering closing this

this is the strategy forum, a thread that is basically 'queens have ensnare' with a hint of 'terran is unfair' doesn't really have a place here

if you had something useful to talk about, like how queens can/should be incorporated into zerg play, that'd be a good thread. telling people 'ensnare slows things down' doesn't help anyone
Moderatormy tatsu loops r fuckin nice
FakeSteve[TPR]
Profile Blog Joined July 2003
Valhalla18444 Posts
January 27 2009 11:34 GMT
#75
yeah, gonna close it

d_so, you kinda have to provide some meat for discussion in strategy forum threads, unless you're writing a guide or something. starcraft is very complex and people at TL tend to be more knowledgable; you need more than 'ensnare makes things slow = use ensnare' to make a thread in this section
Moderatormy tatsu loops r fuckin nice
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