• Log InLog In
  • Register
Liquid`
Team Liquid Liquipedia
EST 05:02
CET 11:02
KST 19:02
  • Home
  • Forum
  • Calendar
  • Streams
  • Liquipedia
  • Features
  • Store
  • EPT
  • TL+
  • StarCraft 2
  • Brood War
  • Smash
  • Heroes
  • Counter-Strike
  • Overwatch
  • Liquibet
  • Fantasy StarCraft
  • TLPD
  • StarCraft 2
  • Brood War
  • Blogs
Forum Sidebar
Events/Features
News
Featured News
Intel X Team Liquid Seoul event: Showmatches and Meet the Pros10[ASL20] Finals Preview: Arrival13TL.net Map Contest #21: Voting12[ASL20] Ro4 Preview: Descent11Team TLMC #5: Winners Announced!3
Community News
Starcraft, SC2, HoTS, WC3, returning to Blizzcon!8$5,000+ WardiTV 2025 Championship4[BSL21] RO32 Group Stage3Weekly Cups (Oct 26-Nov 2): Liquid, Clem, Solar win; LAN in Philly2Weekly Cups (Oct 20-26): MaxPax, Clem, Creator win9
StarCraft 2
General
Starcraft, SC2, HoTS, WC3, returning to Blizzcon! RotterdaM "Serral is the GOAT, and it's not close" Weekly Cups (Oct 20-26): MaxPax, Clem, Creator win 5.0.15 Patch Balance Hotfix (2025-10-8) TL.net Map Contest #21: Voting
Tourneys
Constellation Cup - Main Event - Stellar Fest Merivale 8 Open - LAN - Stellar Fest $5,000+ WardiTV 2025 Championship Sea Duckling Open (Global, Bronze-Diamond) $3,500 WardiTV Korean Royale S4
Strategy
Custom Maps
Map Editor closed ?
External Content
Mutation # 498 Wheel of Misfortune|Cradle of Death Mutation # 497 Battle Haredened Mutation # 496 Endless Infection Mutation # 495 Rest In Peace
Brood War
General
BGH Auto Balance -> http://bghmmr.eu/ SnOw's ASL S20 Finals Review [BSL21] RO32 Group Stage Practice Partners (Official) [ASL20] Ask the mapmakers — Drop your questions
Tourneys
BSL21 Open Qualifiers Week & CONFIRM PARTICIPATION [ASL20] Grand Finals Small VOD Thread 2.0 The Casual Games of the Week Thread
Strategy
Current Meta How to stay on top of macro? PvZ map balance Soma's 9 hatch build from ASL Game 2
Other Games
General Games
Stormgate/Frost Giant Megathread Dawn of War IV Nintendo Switch Thread ZeroSpace Megathread General RTS Discussion Thread
Dota 2
Official 'what is Dota anymore' discussion
League of Legends
Heroes of the Storm
Simple Questions, Simple Answers Heroes of the Storm 2.0
Hearthstone
Deck construction bug Heroes of StarCraft mini-set
TL Mafia
TL Mafia Community Thread SPIRED by.ASL Mafia {211640}
Community
General
Russo-Ukrainian War Thread US Politics Mega-thread YouTube Thread Things Aren’t Peaceful in Palestine Dating: How's your luck?
Fan Clubs
White-Ra Fan Club The herO Fan Club!
Media & Entertainment
[Manga] One Piece Movie Discussion! Anime Discussion Thread Korean Music Discussion Series you have seen recently...
Sports
2024 - 2026 Football Thread NBA General Discussion MLB/Baseball 2023 TeamLiquid Health and Fitness Initiative For 2023 Formula 1 Discussion
World Cup 2022
Tech Support
SC2 Client Relocalization [Change SC2 Language] Linksys AE2500 USB WIFI keeps disconnecting Computer Build, Upgrade & Buying Resource Thread
TL Community
The Automated Ban List Recent Gifted Posts
Blogs
Why we need SC3
Hildegard
Career Paths and Skills for …
TrAiDoS
Reality "theory" prov…
perfectspheres
Our Last Hope in th…
KrillinFromwales
Customize Sidebar...

Website Feedback

Closed Threads



Active: 1609 users

[D] TvZ 1.3 - Page 9

Forum Index > StarCraft 2 Strategy
Post a Reply
Prev 1 7 8 9 10 11 13 Next All
I strongly suggest most, if not all participants in this thread reread the Starcraft 2 Strategy Forum Posting Guidelines at the top of the forum. Any further violations of said thread here and by these users elsewhere will result in moderation.
TibblesEvilCat
Profile Joined March 2010
United Kingdom766 Posts
Last Edited: 2011-03-24 16:56:42
March 24 2011 16:55 GMT
#161
from a zerg view,

i can either go infestors OR go muta's, both have a weakness and a streangth

mutas cant't deal with a direct attack, infestors can, mutas can deal with seig tanks, infestors can't, mutas grant a small ammount of map controle time, infestors don't.

yes i can get both but as zerg you need numbers for things to be effective.

i find its really up to you terrans what you do now, mid game now isn't so much of a zerg much react to ### of the terran.
Live Fast Die Young :D
canikizu
Profile Joined September 2010
4860 Posts
March 24 2011 17:20 GMT
#162
Has anyone got into this situation before? The infestor fungaled my marines, and then threw an inrfested terran into them. The tank blasted all the marines at once. I loled so hard.
Thrombozyt
Profile Blog Joined June 2010
Germany1269 Posts
Last Edited: 2011-03-24 17:34:09
March 24 2011 17:32 GMT
#163
I have been experimenting a long time with the 4OC bio pressure, ASM's marine/raven build and my own that hinged on heavy air play with hellions on the ground. From those experiment I have gained the following:

You must have siege tanks or a Zerg will just roll you with ling/bling. Besides siege tanks, there is no ground problem that a large enough number of banelings won't handle. I have experienced it often enough, that 40+ baneling rolled into my PF blowing it up, taking all the SCVs with them and then just continuing to the next expand rolling through the mineral line and possibly the next. Marauders take way too long to put a dent into the bling train if you have just splashed them in to soak banelings and marauders constitute the majority of your forces, you just get overrun by regular splings that deal with marauders with ease. Hellions just stand by and watch the bling train run you over and thors again are just horrible vs splings.

So any composition must either put constant pressure on the Zerg, trading each time efficiently to avoid a baneling buildup, or must contain tanks to defend key points sacrificing mobility. Tanks must be protected against air and the only thing that can do this properly is marines with - when the muta numbers grow larger - thor support. Which led me back to the standard composition.

I also observed, that you can challenge the air superiority with vikings, but you sacrifice so much ground control in the process, that zerg just stops making mutas, masses ground and runs you over with the banelings as you will lack tanks. Yes, you can have banshees killing off the ground forces, but they won't be fast enough to clean up the ground forces.

I think I will try heavy mech next with minerals going into hellions and turrets to support the thors against magic box mutas.

Edit:
I think the biggest problem with mech is that it is extremely gas heavy but lacks the mobility to defend multiple bases in order to gain the needed gas income. Zerg compositions are equally gas heavy, but their compositions are mobile enough to defend as many expansions as needed.
Cyrusis
Profile Joined December 2010
Canada2 Posts
Last Edited: 2011-03-24 18:07:01
March 24 2011 18:04 GMT
#164
Um guys, I completely agree that Zerg has slight advantage but I read through most of this thread and nobody said anything about cloak. Using cloak and sniping overseers then you'd have a nice window to go to town on the Infestors. And what about Ravens, does the PDD shoot down fungals? I'd imagine it's not as feasible because you'd have to protect the unit so much but just wondering.
Griffith`
Profile Joined September 2010
714 Posts
Last Edited: 2011-03-24 18:08:40
March 24 2011 18:08 GMT
#165
On March 25 2011 03:04 Cyrusis wrote:
Um guys, I completely agree that Zerg has slight advantage but I red through most of this thread and nobody said anything about cloak. Using cloak and sniping overseers then you'd have a nice window to go to town on the Infestors. And what about Ravens, does the PDD shoot down fungals? I'd imagine it's not as feasible because you'd have to protect the unit so much but just wondering.


FG reveals cloaked units. When they do get overseers, by the time you use cloak and get off 5 snipes +25 cloak energy (150 energy gone already) to kill an overseer you'll have no energy left anyways.
griffith.583 (NA)
REM.ca
Profile Joined July 2010
Canada354 Posts
March 24 2011 18:18 GMT
#166
Not to mention that even if you have cloak, the banelings can still splash you.
I have a palm permanently stuck to my face yo.
abominable
Profile Joined March 2011
101 Posts
Last Edited: 2011-03-24 18:33:54
March 24 2011 18:31 GMT
#167
terran can improve TvZ by using hellions more to shut down baneling/speedling. and using missile turret spam to defend tanks.

turret spam and legobase are very effective against muta harrass. 6-7 turret in close proximity can reduce a ball of 20 mutas down to 4-5 - and 4-5 mutas cant do anything.
osten
Profile Joined March 2008
Sweden316 Posts
March 24 2011 18:42 GMT
#168
Zerg player here, I agree that tanks own me when I go infestor.
Tracedragon
Profile Joined December 2010
United States948 Posts
March 24 2011 18:45 GMT
#169
The Infestor buff has FINALLY given Zerg something besides Banelings to counter the MMM ball.

Terran still has many options that kill Infestors. Tanks, Ghosts with Snipe, and even cloaked Banshees can ruin an Infestor's day.
Do the impossible, see the invisible. Row, row, fight the power!
FabledIntegral
Profile Blog Joined November 2008
United States9232 Posts
March 24 2011 18:48 GMT
#170
Don't be so reliant on Marines, and unit mix instead.
HowSoOnIsNow
Profile Joined December 2010
Canada480 Posts
March 24 2011 18:54 GMT
#171
I guess a Mech Terran can deal with Infestor with much more ease. Tanks, Marauder, marines , Ghosts could seal the deal. Maybe Ravens could be incorporated in the late stages of the game.
I'm starting to think that some builds are going to start to look quite Fantasy-esque now that Bio play isn't as potent as it once was.
Real mens play Zerg.. Startale fighting.
strength
Profile Blog Joined September 2010
United States493 Posts
March 24 2011 18:57 GMT
#172
To counter your statements:

1. Last patch it was 8 seconds.. 4 seconds would be better to pull away.
2. Zergs are starting to learn how to not rely on muta for drop play. Game is evolving.
3. What? Muta mid game then into muta+infestor+bane/ling? Nothing has changed in zvt in this part.
4. Terran will learn how to adapt. Every race has adapted to somewhat of an alternative.
5. Nothing has changed here. Last patch was the same thing. Like i said before, zergs are evolving and using infester play.

Over all, coming from a zerg player, I think terran will be fine. Infester play allows zerg not to only rely on muta, but we can also tech to ulta and not worry about drops because we have infesters in our bases. Good luck~
gREIFOCs
Profile Joined April 2010
Argentina208 Posts
March 24 2011 19:00 GMT
#173
Did anyone said: "Just spread your marines more?". I mean, as Zerg going infestors before 3 bases is really gas heavy.

One infestor could be replaced by 6 banelings. So cost-wise, just a well spread army of marines really makes fg not really cost effective.
Don't work hard. You die at the end anyway, dummy.
hugman
Profile Joined June 2009
Sweden4644 Posts
March 24 2011 19:01 GMT
#174
On March 25 2011 02:20 canikizu wrote:
Has anyone got into this situation before? The infestor fungaled my marines, and then threw an inrfested terran into them. The tank blasted all the marines at once. I loled so hard.

Clever
I want to try that
gREIFOCs
Profile Joined April 2010
Argentina208 Posts
March 24 2011 19:02 GMT
#175
On March 25 2011 02:20 canikizu wrote:
Has anyone got into this situation before? The infestor fungaled my marines, and then threw an inrfested terran into them. The tank blasted all the marines at once. I loled so hard.


Yes. That's elementary even before the 1.3. Infestors can very easily force an unsiege. All the zerg need to do is invest another 100 in burrow, and throw a infested terran once in a while to punish the leapfroggin'

But still, even more gas requirement of 2 bases is hard for z.
Don't work hard. You die at the end anyway, dummy.
Zarahtra
Profile Joined May 2010
Iceland4053 Posts
March 24 2011 19:15 GMT
#176
On March 24 2011 21:30 REM.ca wrote:
Clearly I think the solution remains in doing more of what we were already doing: lots and lots of constant early game drone killing to delay the infestors just like we would delay the mutas pre 1.3. Macro mechanics give terran the opportunity to take a lead early game. Let's make sure we do that and keep it.

I think I'll be more than happy if zerg are rushing to infestor if that means skimping out on some mutas. If my 2-3 turrets per base can *gasp!* ACTUALLY hold off mutas now because they'll be in reasonable numbers, I'll be a happy Terran. Wow, imagine a meta-game where it is reasonable for Terran to move out of his base now. Might not have to go all-in now if backstabs aren't a problem anymore.

I don't know. There is probably something us terrans can be doing better against infestor and we need to wait to see how that goes. What I wanted to say though is, I'd rather want those annoying mutas back rather than the infestor. I atleast know how to counter mutas, get a few turrets up, get thors if the flock becomes to big and keep tabs on them to prevent to much harassment.

Infestors... I felt they were pretty strong before patch, now I just don't know what to do. My experience: I try do some early dmg via rines, get maybe slightly ahead, force a few units. Zerg goes roaches to hold while teching. I can do very little direct dmg until stim is done. By this time, zerg is close to having(or has) infestors with 75 energy and all my engagements need to be done behind 2+ tanks. Then lategame... Blord+infestor+corruptor = I have no idea how to engage, just that I don't want to face that again. Before sure the zerg could immobilize your vikings, preventing kiting, but now it's just brutal :/

Ghosts: I suppose it will be worth it having 1 ghost in your army, just to hope you can get EMP off on a few infestors, but I've done a lot of testing and trying with it in TvZ and well 150 gas is just to expensive for a unit that does mediocre dps vs light and crap dmg else. Sure snipe is good.. in theory, but it both requires a lot of APM(ontop of the very high battle APM terran requires already) and you basically need each ghost to kill 4-6blings, 3-5 roaches, 1 infestor, 1.5 mutas or ton of zlings. That's a lot of kills(and energy), but not only are those the reason why ghosts are... hard to use, but the snipe ability is so stupidly gimped with shift that when your army gets big enough it's pretty much impossible to unload the energy in a timely fashion(if ghosts begins auto attacking, shift+snipe goes off after he's done attacking).

TL:DR It'll obviously take longer to let all the dust settle, but right now I think it will be the rise of the zerg. (again we'll see how this all develops, but I personally think the "FG only effects ground" would be a good nerf. I was against it in december but with the brutal dps of FG now and more importantly it's synergy with corruptor/muta+blords I think it might be in order. This all from TvZ perspective).
emidanRKO
Profile Joined December 2010
United States137 Posts
March 24 2011 19:19 GMT
#177
I feel its so easy for me on certain maps to stop zerg from taking thirds with this specific and tight build order I do for a very potent marine/tank army (in terms of numbers) at the 9-10 minute mark. Basically, that is the KEY to stopping infestor play. Infestors are really expensive in gas, and supporting enough infestors and banelings on 2 base is really damn hard. Your goal should always be to reduce the amount of bases he can mine gas from, trying your best to limiting him to 2 as much as possible around the midgame. If it gets to 3, you better have had your third before him for a while or have a super strong push with ghosts ready or else the infestor ling bling armies will destroy.

The best thing to do vs infestors now is have all your siege tanks at the front (spread out) with around 5-10 marines spread out completely, with a missile turret or some scans ready to take out any burrowed infestors looking to throw fungals or infested terran infestors. The rest of the marines should be behind the tanks or just spread around them. You basically DO NOT want marines are the front or all over your tanks like you would vs mutas. It's not like he'll have mutas and infestors at the same time until maybe like 4-5 bases mining for him. So, you need to abuse the fact that he has lost map control and the ability to easily pick off siege tanks by picking infestors and simply be much more careful and pick a good spot to control (usually somewhere near his third so you can stop him from taking it).

Basically, the best solution to the change is not a new composition...its just a different way of controlling your armies. The infestor pretty much makes the army of the zerg almost as strong as the terran army food-wise because of fungal growth. However, he gives up the superior map control and harassment he had with mutas. Sure, you can fungal scvs, but usually that will only come into play once you're on 3-4 bases, because before that you're obviously much less spread out, but in that case you need to be sending a unit or two around the bases on patrol or something the same way he made a decision to send a unit to your base.
son
jyLee
Profile Joined August 2009
United States350 Posts
Last Edited: 2011-03-24 19:30:39
March 24 2011 19:29 GMT
#178
Do terrans really think that zerg can just get infestors+bane+mutas as easily as they make it sound? Its infestor OR muta not both at the same time. Zerg may transition from one unit to another but really thats on you as the opponent to scout out. Actually scan a bit instead of mindlessly spamming mules and then change your unit comp accordingly. Add tanks for infestors and more marines/thors for mutas. I'll also add that I find it very hard to keep my infestors alive vs tanks (one misclick and you lose your entire group of infestors) if they take their time to push instead of just sprinting to my base. Drops are still just as viable if you scan BEFORE you drop and the player with better reaction speed/micro will win just like it should be and not auto rape for terran. Its way too early for terrans to be complaining about imbalance and theres also alot of crap being spewed by everyone including zerg players. Honestly for now I'm satisfied because I no longer have to face 3k master league terran players with 45 apm. Should cull the complete scrubs back down to diamond and the real master leaguers can remain and adapt. 1 month from now if infestor is deemed unbalanced and destroying pro terrans go ahead and nerf it but I just dont see it right now.
j3i
Profile Joined February 2011
United States357 Posts
Last Edited: 2011-03-24 19:31:39
March 24 2011 19:29 GMT
#179
On March 25 2011 04:00 gREIFOCs wrote:
Did anyone said: "Just spread your marines more?". I mean, as Zerg going infestors before 3 bases is really gas heavy.

One infestor could be replaced by 6 banelings. So cost-wise, just a well spread army of marines really makes fg not really cost effective.


I think this is a good solution, given enough space. A pre-split was already a good idea against banelings (not so much against lings.) Notably against players like Leenock who like to lay burrowed banelings around on large maps.

Drops will probably have to be bigger and more spread out (not just dropped in a clump) which requires much more attention.

What I like about the fungal change is that they made zerg much more dangerous in closed spaces (like the corridor behind the 3rd expansion in xel naga caverns)
I am an idiot who knows only about gaming, so there is nothing private to talk about to begin with. - Bisu
TurtlePerson2
Profile Joined October 2010
United States218 Posts
March 24 2011 19:33 GMT
#180
On March 25 2011 01:55 TibblesEvilCat wrote:
from a zerg view,

i can either go infestors OR go muta's, both have a weakness and a streangth

mutas cant't deal with a direct attack, infestors can, mutas can deal with seig tanks, infestors can't, mutas grant a small ammount of map controle time, infestors don't.

yes i can get both but as zerg you need numbers for things to be effective.

i find its really up to you terrans what you do now, mid game now isn't so much of a zerg much react to ### of the terran.


I've got the solution for you. Use the mutas for map control and keeping Terran in his base. Expand rapidly and then have so much gas that you can afford the infestors too.
torturis exuvias eunt
Prev 1 7 8 9 10 11 13 Next All
Please log in or register to reply.
Live Events Refresh
The PondCast
10:00
Episode 70
Liquipedia
[ Submit Event ]
Live Streams
Refresh
StarCraft 2
Livibee 256
SortOf 161
OGKoka 153
StarCraft: Brood War
Sea 2144
Flash 1206
GuemChi 1182
Jaedong 749
Leta 367
Soma 300
JulyZerg 293
Pusan 208
Sharp 118
ToSsGirL 75
[ Show more ]
Rush 69
Killer 62
Shine 58
hero 44
Hyun 38
Mong 33
Movie 25
zelot 24
Free 17
ZerO 16
Terrorterran 9
Dota 2
BananaSlamJamma155
XcaliburYe101
NeuroSwarm62
League of Legends
JimRising 332
Reynor100
Counter-Strike
edward48
Other Games
summit1g14917
XaKoH 133
Mew2King69
ZerO(Twitch)2
Organizations
Other Games
gamesdonequick544
Counter-Strike
PGL147
StarCraft 2
Blizzard YouTube
StarCraft: Brood War
BSLTrovo
sctven
[ Show 15 non-featured ]
StarCraft 2
• LUISG 24
• AfreecaTV YouTube
• intothetv
• Kozan
• IndyKCrew
• LaughNgamezSOOP
• Migwel
• sooper7s
StarCraft: Brood War
• iopq 14
• BSLYoutube
• STPLYoutube
• ZZZeroYoutube
Dota 2
• lizZardDota238
League of Legends
• Stunt1045
• Jankos178
Upcoming Events
LAN Event
4h 58m
OSC
11h 58m
Replay Cast
12h 58m
OSC
1d 1h
LAN Event
1d 4h
Korean StarCraft League
1d 16h
CranKy Ducklings
1d 23h
WardiTV Korean Royale
2 days
LAN Event
2 days
IPSL
2 days
dxtr13 vs OldBoy
Napoleon vs Doodle
[ Show More ]
BSL 21
2 days
Gosudark vs Kyrie
Gypsy vs Sterling
UltrA vs Radley
Dandy vs Ptak
Replay Cast
2 days
Sparkling Tuna Cup
2 days
WardiTV Korean Royale
3 days
LAN Event
3 days
IPSL
3 days
JDConan vs WIZARD
WolFix vs Cross
BSL 21
3 days
spx vs rasowy
HBO vs KameZerg
Cross vs Razz
dxtr13 vs ZZZero
Replay Cast
3 days
Wardi Open
4 days
WardiTV Korean Royale
5 days
Replay Cast
5 days
Kung Fu Cup
6 days
Classic vs Solar
herO vs Cure
Reynor vs GuMiho
ByuN vs ShoWTimE
Tenacious Turtle Tussle
6 days
The PondCast
6 days
RSL Revival
6 days
Solar vs Zoun
MaxPax vs Bunny
Liquipedia Results

Completed

BSL 21 Points
SC4ALL: StarCraft II
Eternal Conflict S1

Ongoing

C-Race Season 1
IPSL Winter 2025-26
KCM Race Survival 2025 Season 4
SOOP Univ League 2025
YSL S2
IEM Chengdu 2025
PGL Masters Bucharest 2025
Thunderpick World Champ.
CS Asia Championships 2025
ESL Pro League S22
StarSeries Fall 2025
FISSURE Playground #2
BLAST Open Fall 2025
BLAST Open Fall Qual
Esports World Cup 2025

Upcoming

BSL Season 21
SLON Tour Season 2
BSL 21 Non-Korean Championship
Acropolis #4
HSC XXVIII
RSL Offline Finals
WardiTV 2025
RSL Revival: Season 3
Stellar Fest
META Madness #9
BLAST Bounty Winter 2026: Closed Qualifier
eXTREMESLAND 2025
ESL Impact League Season 8
SL Budapest Major 2025
BLAST Rivals Fall 2025
TLPD

1. ByuN
2. TY
3. Dark
4. Solar
5. Stats
6. Nerchio
7. sOs
8. soO
9. INnoVation
10. Elazer
1. Rain
2. Flash
3. EffOrt
4. Last
5. Bisu
6. Soulkey
7. Mini
8. Sharp
Sidebar Settings...

Advertising | Privacy Policy | Terms Of Use | Contact Us

Original banner artwork: Jim Warren
The contents of this webpage are copyright © 2025 TLnet. All Rights Reserved.