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Community Feedback Update - August 28 - Page 21

Forum Index > Legacy of the Void
445 CommentsPost a Reply
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Big J
Profile Joined March 2011
Austria16289 Posts
August 31 2015 14:27 GMT
#401
On August 31 2015 23:15 TimeSpiral wrote:
Show nested quote +
On August 31 2015 09:08 Big J wrote:
On August 31 2015 08:47 Little-Chimp wrote:
On August 31 2015 08:27 TimeSpiral wrote:
On August 31 2015 08:18 Big J wrote:
On August 31 2015 07:55 BluemoonSC wrote:
On August 31 2015 07:50 Lexender wrote:
On August 31 2015 07:27 BluemoonSC wrote:
On August 31 2015 01:30 Captain Peabody wrote:
After playing this patch as a bad player, I have to say that the idea that this makes the game easier and less frustrating for casuals is total crap. For me, it's been the exact opposite. Chrono boost made the game way more forgiving for me--if I lost probes, I could chrono them out, if I didn't have enough gateways, I could chrono gateways, if I was behind on upgrades, I could chrono upgrades. Now, I feel like every tiny loss and every mistake is game-ending...even more than before. If I lose probes to harass, I'm put drastically behind, with little or no way to catch up. If I don't have enough gateways during an attack, I'm screwed. If I haven't been getting upgrades, I'm screwed.

This is just my perspective, but so far, I'm really not seeing in what possible world this change makes the game easier for bad players like me.


the thing about that perception is that as a new player playing zerg, unlike chrono which can be banked, you cannot get larva back much like you can drop multiple mules at a time or chrono several buildings with banked energy. the system was always inequitable to an extent but more pronounced in lotv because of the numerous harassment and micro options against and for zerg players.

On August 31 2015 03:15 ROOTFayth wrote:
On August 30 2015 23:43 BluemoonSC wrote:
the problem for me is that zergs have to put up with a greedy opening without taking a huge hit to mid-late game economy, but the other races have tools to punish a greedy opening without a huge hit to mid-late game economy.

like i don't want to have to use a ravager roach push off 2 base in order to deal some form of dmg to the other player. dunno.

lol you can't be serious, there's almost no way to punish a quick 3 base zerg at least as protoss, and you can't even open gate nexus on some maps now because of the threat of the quick drop speed lings, so realistically I think protoss is at quite a disadvantage against zerg, remove or nerf the adept and Protoss would probably lose 90% of their pvz or something stupid like that, Terran is pretty much in the same spot except replace adept with liberators


gate nexus is a greedy opening. to drop 8 speedlings in a timely manner, it costs like 8+ drones worth of resources (not to mention the time that it takes to research speed), you can't say that the zerg player isn't making a sacrifice to do the ling drop to try to punish a greedy opening. i honestly don't feel too bad that you couldn't sit behind a wall with nothing to defend because you know the zerg is unable to do anything to harm you until later.

dunno, warp prisms are pretty good vs a greedy zerg. i think one of the most important things with legacy of the void is keeping your openings flexible so that you can potentially punish another player's opening or match greed with greed. /shrug


You keep talking about walls and being greedy for toss and terran, having walls is not being greedy, they cost you resources (quite a lot in some cases) and are a necesity, dou you remember daedalus point? that was a good example of what happened when you couldn't wall of, so stop talking about "being greedy behind a wall" like we terran protoss actually chose to make walls, or try to play games as terran or protoss without walling off an see how it goes.
I'm not talking about overlord drops being OP or not, I'm just saying that if you are going to argue at least make arguments that make sense and stop saying that having walls is being greedy (also gate/rax expand are not greedy builds, they are not as safe as gas first or gate/core builds but they are definitively safe builds)


the wall itself is not greedy, its what you do behind the wall because it acts as a safety net from early zerg aggression.

if you're going gate nexus vs a zerg that has gas, you're probably playing greedy.

On August 31 2015 07:54 Big J wrote:
Just watching Red Bull Archon mode. God this patch is the best thing to happen to Starcraft in the last 4years. Please just give it a major balance patch before going 1step back. So fucking awesome seeing all the new meta-details. Just buff Terran, do whatever you want with drops and these balance/design changes, but leave it at 2larva and no chrono/mules for a bit longer.


its a lot of fun, but i do think that its more difficult for protoss and terran to come back in any matchup right now


Terran is just behind in all their non-mirrors right from the start. They just don't get off the ground and then any worker damage in an already imbalanced situation is gameending. I'm pretty sure Terran could function without mules if they just tweaked the costs/build times of things, in particular the infrastructure of Terran is really expensive and hard to get going if you don't have that extra mining.

For Protoss, yeah they lost a bit of a comeback mechanic. And an interesting mechanic on top of that. I would still rather stay with 2larva inject and no mules at all for the cost of chronoboost at the moment. Watching those highlevel games just shows how much new stuff can evolve if we don't just return to the old build orders in which everyone gets a OC after barracks and a ling flood in ZvZ and everything is instantly built-up and saturated. The pace of the game is just much, much better with the currently nerfed/removed macro mechanics. Units have much more time to shine instead of going over to the opponent, shooting once and getting deflected by 99999 freshly produced units.


Right. This new patch will be hugely good. Terran gets a little bit of their economy back, Protoss get an awesome new way to use CB, but frankly, I'm concerned about 3 larva. Hopefully the improved economy for T and P helps--a lot--but, I mean ... we're all watching Red Bull right now, right? Zerg is a total lol-fest and everyone knows it.

Their mics were hot after that match versus QXC, and I think I heard something like, "it's so easy." Did anyone else hear that?


My god bro you're literally the ZerglingShepard of Terran.


You summoned him!


Really, guys? So much hate ...


I was talking about DeepBurrow (=ZerglingShepard1's alter ego) who commented right after Little-Chimp posted the thing I responded to.
But quite honestly, I do believe too your comment was quite over the top. The PvZ's before your comment were very close (2-1 in favor for the zergs) and the PvZs afterwards were two stomps from the Protoss' over the Zergs. It's really not that "Zerg is a total lol-fest and everyone knows it." but Terran being too weak in both matchups as I said. PvZ seems to be quite winable for both sides at that moment in time.
Even in Archon mode it looks like both zerg's are heavily busy managing all their shit and still making big mistakes so I find those comments about "easy race" quite laughable. Just balance the TvX matchups and you will see how zerg will have to play very well against equally skilled opponents on all levels if they want to win.
TimeSpiral
Profile Joined January 2011
United States1010 Posts
August 31 2015 15:50 GMT
#402
On August 31 2015 23:27 Big J wrote:
Show nested quote +
On August 31 2015 23:15 TimeSpiral wrote:
On August 31 2015 09:08 Big J wrote:
On August 31 2015 08:47 Little-Chimp wrote:
On August 31 2015 08:27 TimeSpiral wrote:
On August 31 2015 08:18 Big J wrote:
On August 31 2015 07:55 BluemoonSC wrote:
On August 31 2015 07:50 Lexender wrote:
On August 31 2015 07:27 BluemoonSC wrote:
On August 31 2015 01:30 Captain Peabody wrote:
After playing this patch as a bad player, I have to say that the idea that this makes the game easier and less frustrating for casuals is total crap. For me, it's been the exact opposite. Chrono boost made the game way more forgiving for me--if I lost probes, I could chrono them out, if I didn't have enough gateways, I could chrono gateways, if I was behind on upgrades, I could chrono upgrades. Now, I feel like every tiny loss and every mistake is game-ending...even more than before. If I lose probes to harass, I'm put drastically behind, with little or no way to catch up. If I don't have enough gateways during an attack, I'm screwed. If I haven't been getting upgrades, I'm screwed.

This is just my perspective, but so far, I'm really not seeing in what possible world this change makes the game easier for bad players like me.


the thing about that perception is that as a new player playing zerg, unlike chrono which can be banked, you cannot get larva back much like you can drop multiple mules at a time or chrono several buildings with banked energy. the system was always inequitable to an extent but more pronounced in lotv because of the numerous harassment and micro options against and for zerg players.

On August 31 2015 03:15 ROOTFayth wrote:
[quote]
lol you can't be serious, there's almost no way to punish a quick 3 base zerg at least as protoss, and you can't even open gate nexus on some maps now because of the threat of the quick drop speed lings, so realistically I think protoss is at quite a disadvantage against zerg, remove or nerf the adept and Protoss would probably lose 90% of their pvz or something stupid like that, Terran is pretty much in the same spot except replace adept with liberators


gate nexus is a greedy opening. to drop 8 speedlings in a timely manner, it costs like 8+ drones worth of resources (not to mention the time that it takes to research speed), you can't say that the zerg player isn't making a sacrifice to do the ling drop to try to punish a greedy opening. i honestly don't feel too bad that you couldn't sit behind a wall with nothing to defend because you know the zerg is unable to do anything to harm you until later.

dunno, warp prisms are pretty good vs a greedy zerg. i think one of the most important things with legacy of the void is keeping your openings flexible so that you can potentially punish another player's opening or match greed with greed. /shrug


You keep talking about walls and being greedy for toss and terran, having walls is not being greedy, they cost you resources (quite a lot in some cases) and are a necesity, dou you remember daedalus point? that was a good example of what happened when you couldn't wall of, so stop talking about "being greedy behind a wall" like we terran protoss actually chose to make walls, or try to play games as terran or protoss without walling off an see how it goes.
I'm not talking about overlord drops being OP or not, I'm just saying that if you are going to argue at least make arguments that make sense and stop saying that having walls is being greedy (also gate/rax expand are not greedy builds, they are not as safe as gas first or gate/core builds but they are definitively safe builds)


the wall itself is not greedy, its what you do behind the wall because it acts as a safety net from early zerg aggression.

if you're going gate nexus vs a zerg that has gas, you're probably playing greedy.

On August 31 2015 07:54 Big J wrote:
Just watching Red Bull Archon mode. God this patch is the best thing to happen to Starcraft in the last 4years. Please just give it a major balance patch before going 1step back. So fucking awesome seeing all the new meta-details. Just buff Terran, do whatever you want with drops and these balance/design changes, but leave it at 2larva and no chrono/mules for a bit longer.


its a lot of fun, but i do think that its more difficult for protoss and terran to come back in any matchup right now


Terran is just behind in all their non-mirrors right from the start. They just don't get off the ground and then any worker damage in an already imbalanced situation is gameending. I'm pretty sure Terran could function without mules if they just tweaked the costs/build times of things, in particular the infrastructure of Terran is really expensive and hard to get going if you don't have that extra mining.

For Protoss, yeah they lost a bit of a comeback mechanic. And an interesting mechanic on top of that. I would still rather stay with 2larva inject and no mules at all for the cost of chronoboost at the moment. Watching those highlevel games just shows how much new stuff can evolve if we don't just return to the old build orders in which everyone gets a OC after barracks and a ling flood in ZvZ and everything is instantly built-up and saturated. The pace of the game is just much, much better with the currently nerfed/removed macro mechanics. Units have much more time to shine instead of going over to the opponent, shooting once and getting deflected by 99999 freshly produced units.


Right. This new patch will be hugely good. Terran gets a little bit of their economy back, Protoss get an awesome new way to use CB, but frankly, I'm concerned about 3 larva. Hopefully the improved economy for T and P helps--a lot--but, I mean ... we're all watching Red Bull right now, right? Zerg is a total lol-fest and everyone knows it.

Their mics were hot after that match versus QXC, and I think I heard something like, "it's so easy." Did anyone else hear that?


My god bro you're literally the ZerglingShepard of Terran.


You summoned him!


Really, guys? So much hate ...


I was talking about DeepBurrow (=ZerglingShepard1's alter ego) who commented right after Little-Chimp posted the thing I responded to.
But quite honestly, I do believe too your comment was quite over the top. The PvZ's before your comment were very close (2-1 in favor for the zergs) and the PvZs afterwards were two stomps from the Protoss' over the Zergs. It's really not that "Zerg is a total lol-fest and everyone knows it." but Terran being too weak in both matchups as I said. PvZ seems to be quite winable for both sides at that moment in time.
Even in Archon mode it looks like both zerg's are heavily busy managing all their shit and still making big mistakes so I find those comments about "easy race" quite laughable. Just balance the TvX matchups and you will see how zerg will have to play very well against equally skilled opponents on all levels if they want to win.


Ahh, gotcha.

And I pretty much agree with all of this.
[G] Positioning, Formations, and Tactics: http://www.teamliquid.net/forum/viewmessage.php?topic_id=187892
Vanadiel
Profile Joined April 2012
France961 Posts
August 31 2015 16:07 GMT
#403
On August 31 2015 23:27 Big J wrote:
Show nested quote +
On August 31 2015 23:15 TimeSpiral wrote:
On August 31 2015 09:08 Big J wrote:
On August 31 2015 08:47 Little-Chimp wrote:
On August 31 2015 08:27 TimeSpiral wrote:
On August 31 2015 08:18 Big J wrote:
On August 31 2015 07:55 BluemoonSC wrote:
On August 31 2015 07:50 Lexender wrote:
On August 31 2015 07:27 BluemoonSC wrote:
On August 31 2015 01:30 Captain Peabody wrote:
After playing this patch as a bad player, I have to say that the idea that this makes the game easier and less frustrating for casuals is total crap. For me, it's been the exact opposite. Chrono boost made the game way more forgiving for me--if I lost probes, I could chrono them out, if I didn't have enough gateways, I could chrono gateways, if I was behind on upgrades, I could chrono upgrades. Now, I feel like every tiny loss and every mistake is game-ending...even more than before. If I lose probes to harass, I'm put drastically behind, with little or no way to catch up. If I don't have enough gateways during an attack, I'm screwed. If I haven't been getting upgrades, I'm screwed.

This is just my perspective, but so far, I'm really not seeing in what possible world this change makes the game easier for bad players like me.


the thing about that perception is that as a new player playing zerg, unlike chrono which can be banked, you cannot get larva back much like you can drop multiple mules at a time or chrono several buildings with banked energy. the system was always inequitable to an extent but more pronounced in lotv because of the numerous harassment and micro options against and for zerg players.

On August 31 2015 03:15 ROOTFayth wrote:
[quote]
lol you can't be serious, there's almost no way to punish a quick 3 base zerg at least as protoss, and you can't even open gate nexus on some maps now because of the threat of the quick drop speed lings, so realistically I think protoss is at quite a disadvantage against zerg, remove or nerf the adept and Protoss would probably lose 90% of their pvz or something stupid like that, Terran is pretty much in the same spot except replace adept with liberators


gate nexus is a greedy opening. to drop 8 speedlings in a timely manner, it costs like 8+ drones worth of resources (not to mention the time that it takes to research speed), you can't say that the zerg player isn't making a sacrifice to do the ling drop to try to punish a greedy opening. i honestly don't feel too bad that you couldn't sit behind a wall with nothing to defend because you know the zerg is unable to do anything to harm you until later.

dunno, warp prisms are pretty good vs a greedy zerg. i think one of the most important things with legacy of the void is keeping your openings flexible so that you can potentially punish another player's opening or match greed with greed. /shrug


You keep talking about walls and being greedy for toss and terran, having walls is not being greedy, they cost you resources (quite a lot in some cases) and are a necesity, dou you remember daedalus point? that was a good example of what happened when you couldn't wall of, so stop talking about "being greedy behind a wall" like we terran protoss actually chose to make walls, or try to play games as terran or protoss without walling off an see how it goes.
I'm not talking about overlord drops being OP or not, I'm just saying that if you are going to argue at least make arguments that make sense and stop saying that having walls is being greedy (also gate/rax expand are not greedy builds, they are not as safe as gas first or gate/core builds but they are definitively safe builds)


the wall itself is not greedy, its what you do behind the wall because it acts as a safety net from early zerg aggression.

if you're going gate nexus vs a zerg that has gas, you're probably playing greedy.

On August 31 2015 07:54 Big J wrote:
Just watching Red Bull Archon mode. God this patch is the best thing to happen to Starcraft in the last 4years. Please just give it a major balance patch before going 1step back. So fucking awesome seeing all the new meta-details. Just buff Terran, do whatever you want with drops and these balance/design changes, but leave it at 2larva and no chrono/mules for a bit longer.


its a lot of fun, but i do think that its more difficult for protoss and terran to come back in any matchup right now


Terran is just behind in all their non-mirrors right from the start. They just don't get off the ground and then any worker damage in an already imbalanced situation is gameending. I'm pretty sure Terran could function without mules if they just tweaked the costs/build times of things, in particular the infrastructure of Terran is really expensive and hard to get going if you don't have that extra mining.

For Protoss, yeah they lost a bit of a comeback mechanic. And an interesting mechanic on top of that. I would still rather stay with 2larva inject and no mules at all for the cost of chronoboost at the moment. Watching those highlevel games just shows how much new stuff can evolve if we don't just return to the old build orders in which everyone gets a OC after barracks and a ling flood in ZvZ and everything is instantly built-up and saturated. The pace of the game is just much, much better with the currently nerfed/removed macro mechanics. Units have much more time to shine instead of going over to the opponent, shooting once and getting deflected by 99999 freshly produced units.


Right. This new patch will be hugely good. Terran gets a little bit of their economy back, Protoss get an awesome new way to use CB, but frankly, I'm concerned about 3 larva. Hopefully the improved economy for T and P helps--a lot--but, I mean ... we're all watching Red Bull right now, right? Zerg is a total lol-fest and everyone knows it.

Their mics were hot after that match versus QXC, and I think I heard something like, "it's so easy." Did anyone else hear that?


My god bro you're literally the ZerglingShepard of Terran.


You summoned him!


Really, guys? So much hate ...


I was talking about DeepBurrow (=ZerglingShepard1's alter ego) who commented right after Little-Chimp posted the thing I responded to.
But quite honestly, I do believe too your comment was quite over the top. The PvZ's before your comment were very close (2-1 in favor for the zergs) and the PvZs afterwards were two stomps from the Protoss' over the Zergs. It's really not that "Zerg is a total lol-fest and everyone knows it." but Terran being too weak in both matchups as I said. PvZ seems to be quite winable for both sides at that moment in time.
Even in Archon mode it looks like both zerg's are heavily busy managing all their shit and still making big mistakes so I find those comments about "easy race" quite laughable. Just balance the TvX matchups and you will see how zerg will have to play very well against equally skilled opponents on all levels if they want to win.


I find your statement quite delusional, the game will be balanced in the end so winrate at the moment does not matter at all, but I find unbelievable that you deny how much easier Zerg has been made comparatively to the two other races. Injects was the only difficult part about macroing as Zerg (with creep spread), except when you want to produce building (and that is much less frequent than the other races) you never have to go manage your base, all the productions of units, supply is achievable in three clic, then you can automatically define a rally point and you can directly add them to your control group.

The difficulty of injects was the only point that makes Zerg macro equally difficult to terrans and protoss, and since injecting was much more difficult than managing your Mules/chronoboost which also have been "auto-casted", it is quite logical that Zerg is now the easiest race when it comes to macro management.
-Archangel-
Profile Joined May 2010
Croatia7457 Posts
Last Edited: 2015-08-31 16:39:11
August 31 2015 16:37 GMT
#404
On September 01 2015 01:07 Vanadiel wrote:
Show nested quote +
On August 31 2015 23:27 Big J wrote:
On August 31 2015 23:15 TimeSpiral wrote:
On August 31 2015 09:08 Big J wrote:
On August 31 2015 08:47 Little-Chimp wrote:
On August 31 2015 08:27 TimeSpiral wrote:
On August 31 2015 08:18 Big J wrote:
On August 31 2015 07:55 BluemoonSC wrote:
On August 31 2015 07:50 Lexender wrote:
On August 31 2015 07:27 BluemoonSC wrote:
[quote]

the thing about that perception is that as a new player playing zerg, unlike chrono which can be banked, you cannot get larva back much like you can drop multiple mules at a time or chrono several buildings with banked energy. the system was always inequitable to an extent but more pronounced in lotv because of the numerous harassment and micro options against and for zerg players.

[quote]

gate nexus is a greedy opening. to drop 8 speedlings in a timely manner, it costs like 8+ drones worth of resources (not to mention the time that it takes to research speed), you can't say that the zerg player isn't making a sacrifice to do the ling drop to try to punish a greedy opening. i honestly don't feel too bad that you couldn't sit behind a wall with nothing to defend because you know the zerg is unable to do anything to harm you until later.

dunno, warp prisms are pretty good vs a greedy zerg. i think one of the most important things with legacy of the void is keeping your openings flexible so that you can potentially punish another player's opening or match greed with greed. /shrug


You keep talking about walls and being greedy for toss and terran, having walls is not being greedy, they cost you resources (quite a lot in some cases) and are a necesity, dou you remember daedalus point? that was a good example of what happened when you couldn't wall of, so stop talking about "being greedy behind a wall" like we terran protoss actually chose to make walls, or try to play games as terran or protoss without walling off an see how it goes.
I'm not talking about overlord drops being OP or not, I'm just saying that if you are going to argue at least make arguments that make sense and stop saying that having walls is being greedy (also gate/rax expand are not greedy builds, they are not as safe as gas first or gate/core builds but they are definitively safe builds)


the wall itself is not greedy, its what you do behind the wall because it acts as a safety net from early zerg aggression.

if you're going gate nexus vs a zerg that has gas, you're probably playing greedy.

On August 31 2015 07:54 Big J wrote:
Just watching Red Bull Archon mode. God this patch is the best thing to happen to Starcraft in the last 4years. Please just give it a major balance patch before going 1step back. So fucking awesome seeing all the new meta-details. Just buff Terran, do whatever you want with drops and these balance/design changes, but leave it at 2larva and no chrono/mules for a bit longer.


its a lot of fun, but i do think that its more difficult for protoss and terran to come back in any matchup right now


Terran is just behind in all their non-mirrors right from the start. They just don't get off the ground and then any worker damage in an already imbalanced situation is gameending. I'm pretty sure Terran could function without mules if they just tweaked the costs/build times of things, in particular the infrastructure of Terran is really expensive and hard to get going if you don't have that extra mining.

For Protoss, yeah they lost a bit of a comeback mechanic. And an interesting mechanic on top of that. I would still rather stay with 2larva inject and no mules at all for the cost of chronoboost at the moment. Watching those highlevel games just shows how much new stuff can evolve if we don't just return to the old build orders in which everyone gets a OC after barracks and a ling flood in ZvZ and everything is instantly built-up and saturated. The pace of the game is just much, much better with the currently nerfed/removed macro mechanics. Units have much more time to shine instead of going over to the opponent, shooting once and getting deflected by 99999 freshly produced units.


Right. This new patch will be hugely good. Terran gets a little bit of their economy back, Protoss get an awesome new way to use CB, but frankly, I'm concerned about 3 larva. Hopefully the improved economy for T and P helps--a lot--but, I mean ... we're all watching Red Bull right now, right? Zerg is a total lol-fest and everyone knows it.

Their mics were hot after that match versus QXC, and I think I heard something like, "it's so easy." Did anyone else hear that?


My god bro you're literally the ZerglingShepard of Terran.


You summoned him!


Really, guys? So much hate ...


I was talking about DeepBurrow (=ZerglingShepard1's alter ego) who commented right after Little-Chimp posted the thing I responded to.
But quite honestly, I do believe too your comment was quite over the top. The PvZ's before your comment were very close (2-1 in favor for the zergs) and the PvZs afterwards were two stomps from the Protoss' over the Zergs. It's really not that "Zerg is a total lol-fest and everyone knows it." but Terran being too weak in both matchups as I said. PvZ seems to be quite winable for both sides at that moment in time.
Even in Archon mode it looks like both zerg's are heavily busy managing all their shit and still making big mistakes so I find those comments about "easy race" quite laughable. Just balance the TvX matchups and you will see how zerg will have to play very well against equally skilled opponents on all levels if they want to win.


I find your statement quite delusional, the game will be balanced in the end so winrate at the moment does not matter at all, but I find unbelievable that you deny how much easier Zerg has been made comparatively to the two other races. Injects was the only difficult part about macroing as Zerg (with creep spread), except when you want to produce building (and that is much less frequent than the other races) you never have to go manage your base, all the productions of units, supply is achievable in three clic, then you can automatically define a rally point and you can directly add them to your control group.

The difficulty of injects was the only point that makes Zerg macro equally difficult to terrans and protoss, and since injecting was much more difficult than managing your Mules/chronoboost which also have been "auto-casted", it is quite logical that Zerg is now the easiest race when it comes to macro management.

While building units was easier for zerg adding directly to group took additional clicking and pressing buttons, also needing to balance drones and military from same supply of larva was not easy and creep spread is still part of zerg macro.

Then you forget some zerg units have two steps of being built (Banelings, Guardians, Lurkers, new roach morph unit) which other races don't have.

And of course you cannot waypoint multiple buildings with zergs but use one drone for one building.

With inject zerg macro was hardest, on average zerg players had more APM. Now the whole business is back to about equal.
TimeSpiral
Profile Joined January 2011
United States1010 Posts
August 31 2015 17:13 GMT
#405
On September 01 2015 01:37 -Archangel- wrote:
*snip*

With inject zerg macro was hardest, on average zerg players had more APM. Now the whole business is back to about equal.


If you compare Spawn Larva to dropping MULE or assigning Chronoboost, then it's incredibly obvious that Spawn Larva was the "hardest" of the three, but that's a silly comparison. Spawn Larva--imho--is more accurately compared to the scaling of production capabilities for Terran and Protoss. In this context, Zerg is the simplest to understand: if you want more units--doesn't matter which ones, you can choose that later--continuously Spawn Larva with Queens on Hatches. Terran and Protoss is, of course, different. Investments must be made in production infrastructures, and this constitutes a tangible premeditated commitment. Certainly builds or comps require scaling your production with your economy properly, and this is much less straight forward than "don't miss Spawn Larvas if you want to build lots of units."

All three races are difficult to play well. Starcraft 2 is a hard game. They each have their focuses, and will appeal to players of different dispositions.
[G] Positioning, Formations, and Tactics: http://www.teamliquid.net/forum/viewmessage.php?topic_id=187892
BluemoonSC
Profile Blog Joined November 2010
SoCal8910 Posts
August 31 2015 17:54 GMT
#406
On September 01 2015 02:13 TimeSpiral wrote:
Show nested quote +
On September 01 2015 01:37 -Archangel- wrote:
*snip*

With inject zerg macro was hardest, on average zerg players had more APM. Now the whole business is back to about equal.


If you compare Spawn Larva to dropping MULE or assigning Chronoboost, then it's incredibly obvious that Spawn Larva was the "hardest" of the three, but that's a silly comparison. Spawn Larva--imho--is more accurately compared to the scaling of production capabilities for Terran and Protoss. In this context, Zerg is the simplest to understand: if you want more units--doesn't matter which ones, you can choose that later--continuously Spawn Larva with Queens on Hatches. Terran and Protoss is, of course, different. Investments must be made in production infrastructures, and this constitutes a tangible premeditated commitment. Certainly builds or comps require scaling your production with your economy properly, and this is much less straight forward than "don't miss Spawn Larvas if you want to build lots of units."

All three races are difficult to play well. Starcraft 2 is a hard game. They each have their focuses, and will appeal to players of different dispositions.


the thing about that comparison is that terran and protoss players don't have to make the decision to create workers at certain times in the game, so in that regard, its not as simple as "spawn larva, make more units."

it's "ok, if i get one more wave of drones out, i can spit and make a round of units before my opponent moves out."

the decision of what units to make, how many, and when (especially when you're waiting for an important tech building to finish) is all a part of zerg macro where as a terran or protoss player, its much more straight forward with what you can build and when. to say that zerg macro can be summed up by not missing injects is a fallacy that non-zerg players live in.
LiquidDota Staff@BluemoonGG_
Footler
Profile Joined January 2010
United States560 Posts
Last Edited: 2015-08-31 18:11:47
August 31 2015 18:10 GMT
#407
On August 29 2015 03:17 [UoN]Sentinel wrote:
Is that a Rotti shoutout?

Not a fan of the autocasted macro boosters. I'd rather they just take them all out and balance the game around regular old macro.


Came here to basically say this. It seems like a slightly clunky way to maintain the current balance in an effort to avoid rebalancing everything (which is an incredible amount of work). I think the effort would be worth it though.

Also is the new chrono actually less clicking? Does it have a cooldown or can you freely switch it around?

Mule change isn't too bad I guess. You can still kill mules so there's that harass option.

Larva inject should just be removed and maybe just increase larva count and spawn speed at the hatchery. Or lair/hive could provide some bonus. More macro hatches seems cooler to me.
I am The-Sink! Parting bandwagoner before it became a soul train.
BluemoonSC
Profile Blog Joined November 2010
SoCal8910 Posts
August 31 2015 18:32 GMT
#408
On September 01 2015 03:10 Footler wrote:
Show nested quote +
On August 29 2015 03:17 [UoN]Sentinel wrote:
Is that a Rotti shoutout?

Not a fan of the autocasted macro boosters. I'd rather they just take them all out and balance the game around regular old macro.


Came here to basically say this. It seems like a slightly clunky way to maintain the current balance in an effort to avoid rebalancing everything (which is an incredible amount of work). I think the effort would be worth it though.

Also is the new chrono actually less clicking? Does it have a cooldown or can you freely switch it around?

Mule change isn't too bad I guess. You can still kill mules so there's that harass option.

Larva inject should just be removed and maybe just increase larva count and spawn speed at the hatchery. Or lair/hive could provide some bonus. More macro hatches seems cooler to me.


i would imagine the ability is cast on a building, and during the duration of chronoboost, you can switch the building you want it cast on, and when it is done on the original structure, it will be then be cast on the new structure.

as for larva inject being removed and more larva coming from queens, i said this in another thread or maybe earlier in this one but there are a couple problems that will arise

1) queens can be more dedicated to defense and attacks. losing a queen is no longer a big deal and can be used aggressively. on the other hand, early attacks won't find the queens split up at different bases, waddling to get to the attack.

2) a side effect of problem 1 is the speed at which creep will take over the map.

3) more larva early on can create volatile situations where you see a zerg player banking like 5-6 larva to instantly spawn 10-12 zerglings on one base while getting speed because, again, queens aren't necessary. zvz would become a nightmare and P/T players would never be able to quickly expand because of the threat of a huge ling flood early.
LiquidDota Staff@BluemoonGG_
Big J
Profile Joined March 2011
Austria16289 Posts
Last Edited: 2015-08-31 18:36:51
August 31 2015 18:34 GMT
#409
On September 01 2015 01:07 Vanadiel wrote:
Show nested quote +
On August 31 2015 23:27 Big J wrote:
On August 31 2015 23:15 TimeSpiral wrote:
On August 31 2015 09:08 Big J wrote:
On August 31 2015 08:47 Little-Chimp wrote:
On August 31 2015 08:27 TimeSpiral wrote:
On August 31 2015 08:18 Big J wrote:
On August 31 2015 07:55 BluemoonSC wrote:
On August 31 2015 07:50 Lexender wrote:
On August 31 2015 07:27 BluemoonSC wrote:
[quote]

the thing about that perception is that as a new player playing zerg, unlike chrono which can be banked, you cannot get larva back much like you can drop multiple mules at a time or chrono several buildings with banked energy. the system was always inequitable to an extent but more pronounced in lotv because of the numerous harassment and micro options against and for zerg players.

[quote]

gate nexus is a greedy opening. to drop 8 speedlings in a timely manner, it costs like 8+ drones worth of resources (not to mention the time that it takes to research speed), you can't say that the zerg player isn't making a sacrifice to do the ling drop to try to punish a greedy opening. i honestly don't feel too bad that you couldn't sit behind a wall with nothing to defend because you know the zerg is unable to do anything to harm you until later.

dunno, warp prisms are pretty good vs a greedy zerg. i think one of the most important things with legacy of the void is keeping your openings flexible so that you can potentially punish another player's opening or match greed with greed. /shrug


You keep talking about walls and being greedy for toss and terran, having walls is not being greedy, they cost you resources (quite a lot in some cases) and are a necesity, dou you remember daedalus point? that was a good example of what happened when you couldn't wall of, so stop talking about "being greedy behind a wall" like we terran protoss actually chose to make walls, or try to play games as terran or protoss without walling off an see how it goes.
I'm not talking about overlord drops being OP or not, I'm just saying that if you are going to argue at least make arguments that make sense and stop saying that having walls is being greedy (also gate/rax expand are not greedy builds, they are not as safe as gas first or gate/core builds but they are definitively safe builds)


the wall itself is not greedy, its what you do behind the wall because it acts as a safety net from early zerg aggression.

if you're going gate nexus vs a zerg that has gas, you're probably playing greedy.

On August 31 2015 07:54 Big J wrote:
Just watching Red Bull Archon mode. God this patch is the best thing to happen to Starcraft in the last 4years. Please just give it a major balance patch before going 1step back. So fucking awesome seeing all the new meta-details. Just buff Terran, do whatever you want with drops and these balance/design changes, but leave it at 2larva and no chrono/mules for a bit longer.


its a lot of fun, but i do think that its more difficult for protoss and terran to come back in any matchup right now


Terran is just behind in all their non-mirrors right from the start. They just don't get off the ground and then any worker damage in an already imbalanced situation is gameending. I'm pretty sure Terran could function without mules if they just tweaked the costs/build times of things, in particular the infrastructure of Terran is really expensive and hard to get going if you don't have that extra mining.

For Protoss, yeah they lost a bit of a comeback mechanic. And an interesting mechanic on top of that. I would still rather stay with 2larva inject and no mules at all for the cost of chronoboost at the moment. Watching those highlevel games just shows how much new stuff can evolve if we don't just return to the old build orders in which everyone gets a OC after barracks and a ling flood in ZvZ and everything is instantly built-up and saturated. The pace of the game is just much, much better with the currently nerfed/removed macro mechanics. Units have much more time to shine instead of going over to the opponent, shooting once and getting deflected by 99999 freshly produced units.


Right. This new patch will be hugely good. Terran gets a little bit of their economy back, Protoss get an awesome new way to use CB, but frankly, I'm concerned about 3 larva. Hopefully the improved economy for T and P helps--a lot--but, I mean ... we're all watching Red Bull right now, right? Zerg is a total lol-fest and everyone knows it.

Their mics were hot after that match versus QXC, and I think I heard something like, "it's so easy." Did anyone else hear that?


My god bro you're literally the ZerglingShepard of Terran.


You summoned him!


Really, guys? So much hate ...


I was talking about DeepBurrow (=ZerglingShepard1's alter ego) who commented right after Little-Chimp posted the thing I responded to.
But quite honestly, I do believe too your comment was quite over the top. The PvZ's before your comment were very close (2-1 in favor for the zergs) and the PvZs afterwards were two stomps from the Protoss' over the Zergs. It's really not that "Zerg is a total lol-fest and everyone knows it." but Terran being too weak in both matchups as I said. PvZ seems to be quite winable for both sides at that moment in time.
Even in Archon mode it looks like both zerg's are heavily busy managing all their shit and still making big mistakes so I find those comments about "easy race" quite laughable. Just balance the TvX matchups and you will see how zerg will have to play very well against equally skilled opponents on all levels if they want to win.


I find your statement quite delusional, the game will be balanced in the end so winrate at the moment does not matter at all, but I find unbelievable that you deny how much easier Zerg has been made comparatively to the two other races. Injects was the only difficult part about macroing as Zerg (with creep spread), except when you want to produce building (and that is much less frequent than the other races) you never have to go manage your base, all the productions of units, supply is achievable in three clic, then you can automatically define a rally point and you can directly add them to your control group.

The difficulty of injects was the only point that makes Zerg macro equally difficult to terrans and protoss, and since injecting was much more difficult than managing your Mules/chronoboost which also have been "auto-casted", it is quite logical that Zerg is now the easiest race when it comes to macro management.


Sorry, but I find this sort of argument completely blue eyed.
There are a thousand and one assymetries in the game. Macro is not "equally hard" at the moment, it's probably heavily skewed and also completely different every game and matchup you play. You know why? Because blizzard never gave a fuck about making it equally hard. They made it hard, whether that means that after 5years of evolving metagame it turned out 50% harder for Zerg or 50% harder for Terran doesn't matter. What matters is that while the one side has to do "necessary" macro, the other race has to take other "necessary" actions.
And that's going to be the case in a hard enough, balanced game. "Making macro easier" for zerg will just mean that the game gets balanced around different "necessary" actions.
Also it doesn't imply that zerg "has become easiest in macro" to begin with, which is a very subjective perception anyways.
TimeSpiral
Profile Joined January 2011
United States1010 Posts
August 31 2015 18:47 GMT
#410
On September 01 2015 02:54 BluemoonSC wrote:
Show nested quote +
On September 01 2015 02:13 TimeSpiral wrote:
On September 01 2015 01:37 -Archangel- wrote:
*snip*

With inject zerg macro was hardest, on average zerg players had more APM. Now the whole business is back to about equal.


If you compare Spawn Larva to dropping MULE or assigning Chronoboost, then it's incredibly obvious that Spawn Larva was the "hardest" of the three, but that's a silly comparison. Spawn Larva--imho--is more accurately compared to the scaling of production capabilities for Terran and Protoss. In this context, Zerg is the simplest to understand: if you want more units--doesn't matter which ones, you can choose that later--continuously Spawn Larva with Queens on Hatches. Terran and Protoss is, of course, different. Investments must be made in production infrastructures, and this constitutes a tangible premeditated commitment. Certainly builds or comps require scaling your production with your economy properly, and this is much less straight forward than "don't miss Spawn Larvas if you want to build lots of units."

All three races are difficult to play well. Starcraft 2 is a hard game. They each have their focuses, and will appeal to players of different dispositions.


the thing about that comparison is that terran and protoss players don't have to make the decision to create workers at certain times in the game, so in that regard, its not as simple as "spawn larva, make more units."

it's "ok, if i get one more wave of drones out, i can spit and make a round of units before my opponent moves out."

the decision of what units to make, how many, and when (especially when you're waiting for an important tech building to finish) is all a part of zerg macro where as a terran or protoss player, its much more straight forward with what you can build and when. to say that zerg macro can be summed up by not missing injects is a fallacy that non-zerg players live in.


You're right, Terran and Protoss think about those choices differently. But that is not the point I was making. Look again.

On September 01 2015 02:13 TimeSpiral wrote:

[...] Zerg is the simplest to understand: if you want more units--doesn't matter which ones, you can choose that later--continuously Spawn Larva with Queens on Hatches.


The choice of "when to drone" or "when to build units" is completely separate from, "if you want to build more units, continuously Spawn Larva on Hatcheries".

Sorry if I was being unclear. I can tend toward the verbose side of things.
[G] Positioning, Formations, and Tactics: http://www.teamliquid.net/forum/viewmessage.php?topic_id=187892
BluemoonSC
Profile Blog Joined November 2010
SoCal8910 Posts
Last Edited: 2015-08-31 19:05:33
August 31 2015 19:05 GMT
#411
On September 01 2015 03:47 TimeSpiral wrote:
Show nested quote +
On September 01 2015 02:54 BluemoonSC wrote:
On September 01 2015 02:13 TimeSpiral wrote:
On September 01 2015 01:37 -Archangel- wrote:
*snip*

With inject zerg macro was hardest, on average zerg players had more APM. Now the whole business is back to about equal.


If you compare Spawn Larva to dropping MULE or assigning Chronoboost, then it's incredibly obvious that Spawn Larva was the "hardest" of the three, but that's a silly comparison. Spawn Larva--imho--is more accurately compared to the scaling of production capabilities for Terran and Protoss. In this context, Zerg is the simplest to understand: if you want more units--doesn't matter which ones, you can choose that later--continuously Spawn Larva with Queens on Hatches. Terran and Protoss is, of course, different. Investments must be made in production infrastructures, and this constitutes a tangible premeditated commitment. Certainly builds or comps require scaling your production with your economy properly, and this is much less straight forward than "don't miss Spawn Larvas if you want to build lots of units."

All three races are difficult to play well. Starcraft 2 is a hard game. They each have their focuses, and will appeal to players of different dispositions.


the thing about that comparison is that terran and protoss players don't have to make the decision to create workers at certain times in the game, so in that regard, its not as simple as "spawn larva, make more units."

it's "ok, if i get one more wave of drones out, i can spit and make a round of units before my opponent moves out."

the decision of what units to make, how many, and when (especially when you're waiting for an important tech building to finish) is all a part of zerg macro where as a terran or protoss player, its much more straight forward with what you can build and when. to say that zerg macro can be summed up by not missing injects is a fallacy that non-zerg players live in.


You're right, Terran and Protoss think about those choices differently. But that is not the point I was making. Look again.

Show nested quote +
On September 01 2015 02:13 TimeSpiral wrote:

[...] Zerg is the simplest to understand: if you want more units--doesn't matter which ones, you can choose that later--continuously Spawn Larva with Queens on Hatches.


The choice of "when to drone" or "when to build units" is completely separate from, "if you want to build more units, continuously Spawn Larva on Hatcheries".

Sorry if I was being unclear. I can tend toward the verbose side of things.


i understand what you're trying to say. let me rephrase what i meant. unlike the other two races, zerg have 3 resources: minerals, gas, and larva. terran and protoss macro is based purely off of how much money they have at a given point in a game. if you have too much money floating, you can make structures that spend that money. if you are creating workers without overlap, this money can be easily defined and spent accordingly. you have money, you have production structures, you make the stuff you want out of them. it's is much more straight forward than zerg macro.

zerg, on the other hand, have to take into account their income just like protoss and terran, but the undefined is how they spend their 3rd resource, the larva. yes, in the beginning of the game you have a set plan..get your hatch at this time, drop your spawning pool at this time. but after about 30 supply when your first inject happens, a lot of that is out the window due to the nature of the game and the adjustments required for success.. "did a bunch of adepts move out on the map? i need to make speedlings. ok, i made a couple too many and my economy is hurting, so i need to spend the rest of my larva on drones. alright, i'm floating too many minerals and I don't have enough larva, better get a macro hatch." etc. the process that is zerg macro has many deviations and shortcuts.

tl;dr zerg macro doesn't happen linearly like protoss or terran and to say "just spit if you want to make units" is oversimplifying that
LiquidDota Staff@BluemoonGG_
Footler
Profile Joined January 2010
United States560 Posts
August 31 2015 19:14 GMT
#412
On September 01 2015 03:32 BluemoonSC wrote:
Show nested quote +
On September 01 2015 03:10 Footler wrote:
On August 29 2015 03:17 [UoN]Sentinel wrote:
Is that a Rotti shoutout?

Not a fan of the autocasted macro boosters. I'd rather they just take them all out and balance the game around regular old macro.


Came here to basically say this. It seems like a slightly clunky way to maintain the current balance in an effort to avoid rebalancing everything (which is an incredible amount of work). I think the effort would be worth it though.

Also is the new chrono actually less clicking? Does it have a cooldown or can you freely switch it around?

Mule change isn't too bad I guess. You can still kill mules so there's that harass option.

Larva inject should just be removed and maybe just increase larva count and spawn speed at the hatchery. Or lair/hive could provide some bonus. More macro hatches seems cooler to me.


i would imagine the ability is cast on a building, and during the duration of chronoboost, you can switch the building you want it cast on, and when it is done on the original structure, it will be then be cast on the new structure.

as for larva inject being removed and more larva coming from queens, i said this in another thread or maybe earlier in this one but there are a couple problems that will arise

1) queens can be more dedicated to defense and attacks. losing a queen is no longer a big deal and can be used aggressively. on the other hand, early attacks won't find the queens split up at different bases, waddling to get to the attack.

2) a side effect of problem 1 is the speed at which creep will take over the map.

3) more larva early on can create volatile situations where you see a zerg player banking like 5-6 larva to instantly spawn 10-12 zerglings on one base while getting speed because, again, queens aren't necessary. zvz would become a nightmare and P/T players would never be able to quickly expand because of the threat of a huge ling flood early.


It kind of seems like the new chronoboost doesn't really accomplish the less clicking thing (at least not to a significant amount) but just makes it more friendly to lower level players. I would imagine better players would want to frequently change the chronoboosted building. But I guess I don't know exactly how it works yet so I can't really comment further.

No larva inject and more larva on hatcheries could still work. It would just require some rebalancing which all of these macro changes are going to require anyways. It could be hatchery/lair/hive equals 4/5/6 larva or something similar.
I am The-Sink! Parting bandwagoner before it became a soul train.
TimeSpiral
Profile Joined January 2011
United States1010 Posts
August 31 2015 19:42 GMT
#413
On September 01 2015 04:05 BluemoonSC wrote:
Show nested quote +
On September 01 2015 03:47 TimeSpiral wrote:
On September 01 2015 02:54 BluemoonSC wrote:
On September 01 2015 02:13 TimeSpiral wrote:
On September 01 2015 01:37 -Archangel- wrote:
*snip*

With inject zerg macro was hardest, on average zerg players had more APM. Now the whole business is back to about equal.


If you compare Spawn Larva to dropping MULE or assigning Chronoboost, then it's incredibly obvious that Spawn Larva was the "hardest" of the three, but that's a silly comparison. Spawn Larva--imho--is more accurately compared to the scaling of production capabilities for Terran and Protoss. In this context, Zerg is the simplest to understand: if you want more units--doesn't matter which ones, you can choose that later--continuously Spawn Larva with Queens on Hatches. Terran and Protoss is, of course, different. Investments must be made in production infrastructures, and this constitutes a tangible premeditated commitment. Certainly builds or comps require scaling your production with your economy properly, and this is much less straight forward than "don't miss Spawn Larvas if you want to build lots of units."

All three races are difficult to play well. Starcraft 2 is a hard game. They each have their focuses, and will appeal to players of different dispositions.


the thing about that comparison is that terran and protoss players don't have to make the decision to create workers at certain times in the game, so in that regard, its not as simple as "spawn larva, make more units."

it's "ok, if i get one more wave of drones out, i can spit and make a round of units before my opponent moves out."

the decision of what units to make, how many, and when (especially when you're waiting for an important tech building to finish) is all a part of zerg macro where as a terran or protoss player, its much more straight forward with what you can build and when. to say that zerg macro can be summed up by not missing injects is a fallacy that non-zerg players live in.


You're right, Terran and Protoss think about those choices differently. But that is not the point I was making. Look again.

On September 01 2015 02:13 TimeSpiral wrote:

[...] Zerg is the simplest to understand: if you want more units--doesn't matter which ones, you can choose that later--continuously Spawn Larva with Queens on Hatches.


The choice of "when to drone" or "when to build units" is completely separate from, "if you want to build more units, continuously Spawn Larva on Hatcheries".

Sorry if I was being unclear. I can tend toward the verbose side of things.


i understand what you're trying to say. let me rephrase what i meant. unlike the other two races, zerg have 3 resources: minerals, gas, and larva. terran and protoss macro is based purely off of how much money they have at a given point in a game. if you have too much money floating, you can make structures that spend that money. if you are creating workers without overlap, this money can be easily defined and spent accordingly. you have money, you have production structures, you make the stuff you want out of them. it's is much more straight forward than zerg macro.

zerg, on the other hand, have to take into account their income just like protoss and terran, but the undefined is how they spend their 3rd resource, the larva. yes, in the beginning of the game you have a set plan..get your hatch at this time, drop your spawning pool at this time. but after about 30 supply when your first inject happens, a lot of that is out the window due to the nature of the game and the adjustments required for success.. "did a bunch of adepts move out on the map? i need to make speedlings. ok, i made a couple too many and my economy is hurting, so i need to spend the rest of my larva on drones. alright, i'm floating too many minerals and I don't have enough larva, better get a macro hatch." etc. the process that is zerg macro has many deviations and shortcuts.

tl;dr zerg macro doesn't happen linearly like protoss or terran and to say "just spit if you want to make units" is oversimplifying that


Sure, I've heard that before. That larva is a resource. I guess if we're going to give that, we have to also say that production facilities are the equivalent resource for Terran and Protoss. To simplify, I will speak as a Terran (so I don't have to say T and P every time).

But when you say, "terran and protoss macro is based purely off of how much money they have at a given point in a game. if you have too much money floating, you can make structures that spend that money." I would say, "but production facilities can't shoot stuff." See, the problem is the same. If Zerg needs units, and they just built drones, or missed a bunch of Spawn Larvas, they're fucked. If Terran needs units, and sees they are still on they only have three production facilities, they're fucked. It's the same, just different (if that makes sense).

I contend that Spawn Larva is a simpler mechanic to understand because it really is as simple as "Spawn Larva on your hatches and you should have enough larva when you need it." --Please, before everyone freaks. I'm not saying it's easy to play SC2 as Zerg. It's not.-- Of course you have other infrastructure, like tech buildings, but you never have to iterate those buildings. If you want to go mass roach on three base, you take three bases, spawn larva, have a roach warren, and build a bunch of roaches. If you want to plan for a tech switch you build the new tech building, maybe get some upgrades, but iterating production is literally the same exact process for every unit composition: Spawn Larva on Hatches.

Terran's mechanic is also simple to understand: certain production facilities can produce certain units at set intervals. Some production facilities require add-on structures to unlock the ability to train certain units and upgrades. It is less simple to know how many barracks one needs on a saturated two-base economy, what add-on configuration is best, and at what times in your economic scaling to build those facilities. Similarly, if Terran is planning a tech switch, they have to know how to use the other production facilities, and how they scale with economy, and what add-ons are best, and each composition is slightly different given your economy as it grows. Sure, once you have memorized all of these configurations, then you have it, and it comes down to execution. But this can be said for all three.

I can't imagine this response not getting brutally attacked by the butt-hurt police, but I think you will get what I'm saying. I'm not being pejorative. I want to be very clear: I don't think any race is easy to play, or easier than the other (in the grand scheme of things) but the unit production mechanic for Zerg is the simplest of the three.
[G] Positioning, Formations, and Tactics: http://www.teamliquid.net/forum/viewmessage.php?topic_id=187892
HomeWorld
Profile Joined December 2011
Romania903 Posts
August 31 2015 19:53 GMT
#414
Why do I have the impression that the dudes "at blizzard, can't even call them devs or balance team" modus operandi is to randomly change stuff and hope it sticks. I've been following/playing this game since 2011 and that's my honest opinion in retrospective. As it is , the current SC2 (LotV and even HotS) stopped being the SC2 that we knew and loved.
I still have some hope , maybe, maybe, they will get it right, tho, that might be wishful thinking ...
Footler
Profile Joined January 2010
United States560 Posts
August 31 2015 20:22 GMT
#415
On September 01 2015 04:53 HomeWorld wrote:
Why do I have the impression that the dudes "at blizzard, can't even call them devs or balance team" modus operandi is to randomly change stuff and hope it sticks. I've been following/playing this game since 2011 and that's my honest opinion in retrospective. As it is , the current SC2 (LotV and even HotS) stopped being the SC2 that we knew and loved.
I still have some hope , maybe, maybe, they will get it right, tho, that might be wishful thinking ...


Blizzard's approach to LotV might come off a bit reckless in the sense that it is upsetting the balance but the bigger picture that they have in mind and will hopefully achieve could be huge for the game on all fronts. I would be lying if I said I wasn't nervous though.
I am The-Sink! Parting bandwagoner before it became a soul train.
Little-Chimp
Profile Joined February 2008
Canada948 Posts
August 31 2015 20:53 GMT
#416
I'm not sure why creep spread gets ignored so much in these "jerg ez" discussions about looking at their base lol. Spreading creep well takes up way more actions than popping supply depots, but I guess it doesn't count because it's not in the base and it's not as "mandatory".

Like I suppose you wouldnt creep spread in an important battle, but honestly no terran is going to be building supply depots while splitting marines vs banelings. It's pretty much equal footing.

That being said, lol at autoinject with 3 larva. gg everyone else
Big J
Profile Joined March 2011
Austria16289 Posts
Last Edited: 2015-08-31 21:08:46
August 31 2015 21:05 GMT
#417
On September 01 2015 05:53 Little-Chimp wrote:
I'm not sure why creep spread gets ignored so much in these "jerg ez" discussions about looking at their base lol. Spreading creep well takes up way more actions than popping supply depots, but I guess it doesn't count because it's not in the base and it's not as "mandatory".

Like I suppose you wouldnt creep spread in an important battle, but honestly no terran is going to be building supply depots while splitting marines vs banelings. It's pretty much equal footing.

That being said, lol at autoinject with 3 larva. gg everyone else


Well, creepspread isn't even really important in a lot of ZvZs (I guess that doesn't matter) and PvZs. Just read through the crap and have a nice laugh. People trying to sell making 7barracks a factory and a starport as the pinnacle of macro and then only have to look back every 5mins to queue 5more depots are just hilarious. I could also say: "At that point in the game I haven't even placed my spire, started my baneling speed, made an infestation pit, a hive an ultralisk cavern or a greater spire", but whatever. Some people just won't understand it ever, it's assymetric and NOT THE SAME. They just see what they want to see.

3larva will be crazy in the mid and lategame though, especially if the mule and chrono return in nerfed versions. 75% inject rate is probably more than a lot of professional players get in a 20min game right now...
Big J
Profile Joined March 2011
Austria16289 Posts
Last Edited: 2015-08-31 21:07:25
August 31 2015 21:06 GMT
#418
fuck, quote instead of edit...
-Archangel-
Profile Joined May 2010
Croatia7457 Posts
August 31 2015 22:11 GMT
#419
On September 01 2015 02:13 TimeSpiral wrote:
Show nested quote +
On September 01 2015 01:37 -Archangel- wrote:
*snip*

With inject zerg macro was hardest, on average zerg players had more APM. Now the whole business is back to about equal.


If you compare Spawn Larva to dropping MULE or assigning Chronoboost, then it's incredibly obvious that Spawn Larva was the "hardest" of the three, but that's a silly comparison. Spawn Larva--imho--is more accurately compared to the scaling of production capabilities for Terran and Protoss. In this context, Zerg is the simplest to understand: if you want more units--doesn't matter which ones, you can choose that later--continuously Spawn Larva with Queens on Hatches. Terran and Protoss is, of course, different. Investments must be made in production infrastructures, and this constitutes a tangible premeditated commitment. Certainly builds or comps require scaling your production with your economy properly, and this is much less straight forward than "don't miss Spawn Larvas if you want to build lots of units."

All three races are difficult to play well. Starcraft 2 is a hard game. They each have their focuses, and will appeal to players of different dispositions.

I was comparing whole macro of 3 races. I didn't mention upgrades part of macro because all 3 factions have it same difficulty here (click on building and put some upgrade to work).

I agree that automating inject has more effect on Zerg that automating chrono or mules, but that is OK because total Zerg macro was hardest of the 3 factions so now it will be more equal.
AdrianHealeyy
Profile Joined June 2015
114 Posts
August 31 2015 22:16 GMT
#420
There is no bigger pointless discussion than X is an easy race.
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