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1.4.3 How to kill lategame Zerg? - Page 9

Forum Index > StarCraft 2 Strategy
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PeanutsNJam
Profile Joined April 2011
United States175 Posts
February 17 2012 19:48 GMT
#161
Saying "how do I beat TvZ late game brood lord infestor when he's maxed and I have thors and tanks and hellions" is like saying "How do I beat double starport banshee when there are 5 banshees in my base, I didn't scout it, and only have 2 queens?" The answer is you don't, you screwed up way before the current situation occurred.
Apaquin
Profile Joined June 2011
United States27 Posts
Last Edited: 2012-02-17 20:03:21
February 17 2012 20:00 GMT
#162
On February 18 2012 00:52 Elyvilon wrote:
Show nested quote +
On February 17 2012 17:09 Apaquin wrote:
On February 17 2012 15:36 Elyvilon wrote:
On February 17 2012 14:13 Apaquin wrote:
Anyone else think its pretty neat that terran players are starting to actually have to think about and discuss strategy? Its almost like a single type of unit won't cut it for TvZ late game anymore, crazy stuff isn't it? Perhaps terrans will have to use different types of units at the same time and perhaps even switch units throughout the game! It seems like leaving terran so strong for so long has left the lower level terrans in the dark ages when it comes to strategy and adapting. This is the same flavor
of whining that zergs and protoss were really into 6 months ago.

"X is really strong in the lategame, how do I beat X?" Someday people will realize that there are an infinite number of legitimate answers to that question.

Infinite? Cool. List 5 things zerg can do that beat mass ghost. After all, if there's infinite, it shouldn't be hard.


To name a few?

1. Do something different before mass ghosts come out.
2. Do something else different before mass ghosts come out
3. Do yet another thing different before mass ghosts come out
.
.
.



People don't like to remember the fact that a whole game has to take place before the late game unit combos come out. If you've set yourself up in a dominate position then there are 1000's of ways to beat mass ghost. Just as there are surely at least a 100 different ways to beat mass ghost if a zerg has reached that stage of the game with one of the infinite combinations of zerg unit compositions, base defenses, upgrades, etc, etc and is up against one of the infinite combinations of unit compositions, base defenses, upgrades the terran has when transitioning into mass ghost on map such and such. Maybe there are only 32 decent ways to beat mass ghost when a zerg is somewhat behind with whatever crap vs whatever crap a terran has. Its just that the question doesn't have any meaning without a huge backstory behind it, because there are literally an infinite number of ways a game could play out with a zerg beating mass ghosts.

So there's two options here: either there are a ton of options to beat it, in which case it doesn't need to be nerfed, or you're referring to the "don't let them get there" answer, which zergs have informed me is not a legitimate answer to mass ghosts(although some of those same players seem to think it is a legitimate answer to lategame zerg, oddly).

I didn't say that at all. I'm just telling you there are countless things you can do to beat mass ghosts before they come out. Just as there are surely many things that you can do as they come out. But if they've come out and you're down on bases and down on upgrades and down on expansions and down on supply? Then there aren't too many good ways to deal with mass ghost.

Its the whole reason why there are no replays in this thread, because then we would find a reason why whoever lost a game lost it and the people complaining would actually have to substantiate their complaints in the realm of reality.

Overall, the point is that low level players keep wanting a single solution to a problem that has infinite solutions that are each extremely dependent on a given situation. Its like asking how to put out a forest fire that has partially engulfed your house. Sure there are plenty of solutions to the forest fire at that moment, but most solutions would have to begin their implementation before half your house is gone. Same goes for mass ghosts, same goes for broodlord infestor, same goes for any late game unit combo precisely because its a LATEGAME unit combo. How you set yourself up in the lategame matters just as much as the unit combo in question.

Forest fires are really good when blazing around my house, how do I beat them?
Broodlord infestor is really good when massed around the map, how do I beat them?

Just like you aren't going to get too many good answers to the first question, you aren't going to get any complete or accurate answers to the second. Its like asking how to achieve world peace without ever once talking about the current situation in the world. You can't just ignore the present and past and then somehow still magically get the future you want.
ha
Naeroon
Profile Joined April 2011
Canada166 Posts
Last Edited: 2012-02-17 20:09:48
February 17 2012 20:01 GMT
#163
On February 18 2012 04:46 PrinceXizor wrote:
Show nested quote +
On February 18 2012 04:09 Naeroon wrote:
On February 18 2012 03:35 PrinceXizor wrote:
On February 17 2012 18:31 Eligh wrote:
Raven, pdd and seeker missle is strong against broodlord/ infestor but then it sucks against the ultra tech switch after trading the broodlord army... unless massively changes happened, raven will never be a likely composition for TvZ lategame... also the investment of infrastructure, time and ressources is too high... i will try to decide the game before the lategame, its getting harder an harder the longer the game takes against Z... and believe me guys, that will be not the last nerf to terran...

you are going to complain that i'm suggesting this but i mean it seriously.

seeker missile works vs ultras, you have have to seeker the larva at hatches before the ultra switch, limiting the number of ultras that can come out to 3 to 6 and all of a sudden ultas stop being a threat to your army period.


Just to clarify, are you suggesting all I need to do to win against ultras is fly a raven directly into my opponents base and HSM the larva?

i... just.. . . dont even. . . . . .. . . .

u____u;


no i'm not, but if you invested in a large group of ravens to fight BL infestor (which they kill extremely well) that a couple HSMs on the larva right before a big engagement cripples zergs reproduction rate.

if you kill the larva at the macro hatch the natural and the main, which is only 3 HSM,s then zergs will often only be able to reinforce from the third and forth base, which are usually spread out from eachother. suddenly zerg at most can reproduce with 28 larva (if they stockpiled 14 larva a hatch) which they can use to make either only ultras or ultras with a pittance of zerglings. typical ultra ling would be 8 ultras and 40 lings from than which would be only 68 supply. surely a terran army can eliminate 68 supply of zerg.

In late game scenerios marauder drops or HSMs to the larva can completely eliminate a zergs ability to reproduce after a fight. which is zergs ONLY advantage in the late game against terran realistically.

you could also use ghosts with snipe and cloak, thors, marauders, unsieged tanks, upgraded banshees to do the same job but slower than ravens. protoss can use storm, collosus, archon, to do it quickly and immortals to do it slowly, zerg has fungal and banelings.

if you look at larva like factories and barracks it makes alot of sense, eliminating production facilities right before a big engagement gives the player without crippled reproduction a huge advantage.


its not a question of it 'only being 3 HSMs' (as if that could ever be the case given the energy requirement[and thus time requirement] of HSM)... The real question is, especially if this is right before a big engagement, how in the fuck am I supposed to just fly in 3 ravens with full energy by themselves (and as if any backup would be helpful) and easily get off 3 HSMs right in the absolute heart of the zergs base, no biggie? Like, are you kidding me? You seem to ignore the fact that the zerg will obviously chase them all down and murder them before they can get anywhere CLOSE to the base... and then you just gave away 3 full energy ravens for absolutely nothing, you didn't even manage to see anything in his base cuz you never got near it because you made the fully retarded decision to just amove them into their base.

After that, T is completely fucked and essentially threw away the game.

EDIT: And just to add... for this to work, you're trying to limit larva so he can't build enough ultras, right? Ok, well if this is lategame (since he has that kind of unit comp), he more than likely has 6+ hatcheries (including macro hatcheries here). 3 HSMs are going to kill every larva? Yeah ok. And on that many hatcheries, there will be about 18 more larva in just a few seconds, not even including inject larva. I'm sorry but I'm really fucking confused as to how what you say is supposed to work at all

EDIT2: also apologies for derailing the shit out of this thread.
PrinceXizor
Profile Blog Joined April 2010
United States17713 Posts
February 17 2012 20:15 GMT
#164
On February 18 2012 05:01 Naeroon wrote:

its not a question of it 'only being 3 HSMs' (as if that could ever be the case given the energy requirement[and thus time requirement] of HSM)... The real question is, especially if this is right before a big engagement, how in the fuck am I supposed to just fly in 3 ravens with full energy by themselves (and as if any backup would be helpful) and easily get off 3 HSMs right in the absolute heart of the zergs base, no biggie? Like, are you kidding me? You seem to ignore the fact that the zerg will obviously chase them all down and murder them before they can get anywhere CLOSE to the base... and then you just gave away 3 full energy ravens for absolutely nothing, you didn't even manage to see anything in his base cuz you never got near it because you made the fully retarded decision to just amove them into their base with nothing backing them up.

After that, T is completely fucked and essentially threw away the game.

EDIT: And just to add... for this to work, you're trying to limit larva so he can't build enough ultras, right? Ok, well if this is lategame (since he has that kind of unit comp), he more than likely has 6+ hatcheries (including macro hatcheries here). 3 HSMs are going to kill every larva? Yeah ok. And on that many hatcheries, there will be about 18 more larva in just a few seconds, not even including inject larva. I'm sorry but I'm really fucking confused as to how what you say is supposed to work at all

Soo drops never work for you either? since they just get shot down before they even get there? maybe you should learn how to get flying units to an opponents base if you think all you do is "amove them". if a Z is playing vs mech and has BL infestor they often have few if any mutalisks left, leaving them open to drops and flying harrassment which means you can sneak ravens into an opponents base, ravens are tougher than they look, either the zerg moves his corruptors away from the front lines to intercept you, which gives you an opportunity to snipe broodlords with your vikings, or he doesn't and you get the HSMs off. it becomes impossible to do anything if you say "no that doesn't work because he will have X". you have to realize the limitations of your opponent in addition to yourself when answering strategy questions.

you are trying to limit larva so that when he reproduces he can no longer remax and you win by outnumbering the second attack as well.

if they have 6+ hatches, you can attack his 5th base and kill it easily, i don't see the problem. a zerg cannot be on 5 bases and be completely immune to attack. period. especially on ladder maps. if the zerg is on 5 bases and you are on a ladder map and you don't have an army to attack a base with, the game is already lost and you need to be eliminating zerg expansions more frequently. TvZ is a game of whack-a-mole zerg pops up in a few players terran eliminates some of them, this continues all game. the better the terran is at whacking zerg bases the worse zerg gets in the late game. if you don't even try to kill zerg bases you don't have a right to complain about not being able to beat zerg late game.

realistically in a game where terrans late game decision making MATTERS, zerg should have 5 hatches at most. and be mining off of two of them. the natural and main are likely mined out so 3 hatches are often sitting with little to defend them. the HSM's each eliminate a group of larva on the most larva dense hatches that zerg has, cutting his reproduction in half. so what if 20 seconds later a bunch of larva pop, that doesn't mean anything when you have just gotten 20 free seconds to push the 3rd and 4th base ( or 4th and 5th) and eliminate them. either zerg tries to defend the bases and loses his weak army to them and then is in an even WORSE spot, or he has to watch them go down and try to remass to attack your army as it moves back into a defensive position, but this time without brood lords.
PeanutsNJam
Profile Joined April 2011
United States175 Posts
February 17 2012 20:32 GMT
#165
This raven stuff sounds nice but it takes god-like multitasking micro as well as a big money investment. Drops better, killing ultra den > killing larva.
PrinceXizor
Profile Blog Joined April 2010
United States17713 Posts
Last Edited: 2012-02-17 20:43:04
February 17 2012 20:42 GMT
#166
On February 18 2012 05:32 PeanutsNJam wrote:
This raven stuff sounds nice but it takes god-like multitasking micro as well as a big money investment. Drops better, killing ultra den > killing larva.

yeah i'd agree that just straight up eliminating all the tech structures would help vs ultras, but ravens also help in the main fight too since brood lords and infestors just straight up get destroyed by HSM. drops work alot better with bio and ravens with mech.
HardCorey
Profile Blog Joined May 2010
United States709 Posts
February 17 2012 20:51 GMT
#167
I honestly want to try using Yamato cannon as a counter to broodlords. Has anyone tried this? Is this viable even in a theorycrafting sense?
Don't Worry, Be Happy.
PeanutsNJam
Profile Joined April 2011
United States175 Posts
February 17 2012 20:52 GMT
#168
BC are a good unit. Terran doesn't have bad units.
KAmaKAsa
Profile Joined July 2011
Finland210 Posts
February 17 2012 20:54 GMT
#169
On February 18 2012 04:02 Kakoon wrote:
@KAmaKAsa
hunter seeker missile wont work vs corrupters cause it doesnt do enough damage

But pdd is good vs all zerg AA except fungal :D


umm HSM does splash and it does like 100 dmg? and corrupters have like 200 so i think its pretty high damage and the idea is to kite with vikings and the corrupters follow and clump up and then you hsm
HardCorey
Profile Blog Joined May 2010
United States709 Posts
Last Edited: 2012-02-17 20:57:10
February 17 2012 20:55 GMT
#170
On February 18 2012 05:52 PeanutsNJam wrote:
BC are a good unit. Terran doesn't have bad units.


No race has bad units buddy. Every race however does have situational units. Now when a Zerg is on hive tech with corrupter broodlord is it viable to get viking + BC to compliment a marine tank army as a counter to broodlord/infestor/corrupter or is that a waste of money. I mean if I have BCs out a tech switch to Ultras wont be that great obviously.

EDIT: Of course assuming you haven't fallen behind incredibly in economy, which seems to be the main reason Terrans lose in the lategame realistically.
Don't Worry, Be Happy.
shizna
Profile Joined April 2011
United Kingdom803 Posts
February 17 2012 21:11 GMT
#171
On February 18 2012 05:54 KAmaKAsa wrote:
Show nested quote +
On February 18 2012 04:02 Kakoon wrote:
@KAmaKAsa
hunter seeker missile wont work vs corrupters cause it doesnt do enough damage

But pdd is good vs all zerg AA except fungal :D


umm HSM does splash and it does like 100 dmg? and corrupters have like 200 so i think its pretty high damage and the idea is to kite with vikings and the corrupters follow and clump up and then you hsm


but if the zerg player isn't awful he'll be wary of getting into 6 range of raven, and if HSM comes along he does a split which is like 234 times easier than marine split vs banelings and the HSM does 100 damage plus about ~30 splash damage to 3 other corruptors.
PrinceXizor
Profile Blog Joined April 2010
United States17713 Posts
February 17 2012 21:13 GMT
#172
On February 18 2012 06:11 shizna wrote:
Show nested quote +
On February 18 2012 05:54 KAmaKAsa wrote:
On February 18 2012 04:02 Kakoon wrote:
@KAmaKAsa
hunter seeker missile wont work vs corrupters cause it doesnt do enough damage

But pdd is good vs all zerg AA except fungal :D


umm HSM does splash and it does like 100 dmg? and corrupters have like 200 so i think its pretty high damage and the idea is to kite with vikings and the corrupters follow and clump up and then you hsm


but if the zerg player isn't awful he'll be wary of getting into 6 range of raven, and if HSM comes along he does a split which is like 234 times easier than marine split vs banelings and the HSM does 100 damage plus about ~30 splash damage to 3 other corruptors.

thats why you aim at the brood lord clump, they can't split in time. and they can't exactly reposition too quickly to avoid in the first place.
moregamethanSEGA
Profile Joined May 2011
United States76 Posts
February 17 2012 21:24 GMT
#173
On February 17 2012 04:49 jupiter6 wrote:
its funny because if it wasnt for broken vortex mechanic protoss also wouldnt have an answer to bl/infestor yet blizzard doesnt seem to care how stupid strong and easy to use it is



This is 1000% the TRUTH.

Just got done watching FXO and leenock (GSTL) getting owned by some random scrub with a mothership, 4 colosi, 2 archons and 35 stalkers... the ONLY reason he won was because of Archon toilet on Broods. Last time I check they 'nerfed' that... what a joke blizzard.

Seriously this is not Terran bm whinning, I am merely referencing the facts.
Heroes live forever... but legends never die.
moregamethanSEGA
Profile Joined May 2011
United States76 Posts
February 17 2012 21:29 GMT
#174
On February 18 2012 06:13 PrinceXizor wrote:
Show nested quote +
On February 18 2012 06:11 shizna wrote:
On February 18 2012 05:54 KAmaKAsa wrote:
On February 18 2012 04:02 Kakoon wrote:
@KAmaKAsa
hunter seeker missile wont work vs corrupters cause it doesnt do enough damage

But pdd is good vs all zerg AA except fungal :D


umm HSM does splash and it does like 100 dmg? and corrupters have like 200 so i think its pretty high damage and the idea is to kite with vikings and the corrupters follow and clump up and then you hsm


but if the zerg player isn't awful he'll be wary of getting into 6 range of raven, and if HSM comes along he does a split which is like 234 times easier than marine split vs banelings and the HSM does 100 damage plus about ~30 splash damage to 3 other corruptors.

thats why you aim at the brood lord clump, they can't split in time. and they can't exactly reposition too quickly to avoid in the first place.



i swear on everything that is holy... if ONE MORE PERSON says that 'Ravens are the answer' imma seriously FLIP OUT on ya'll.

Try WATCHING people play before theorizing impractical scenarios which will NEVER WORK. The investment into ravens is just too substantal - including the opportunity cost for not making medivacs tanks and vikings - not to mention the insane amount of time and gas required to get just one raven with a HSM... its sucha joke.

I beg you, please don't fill peoples' heads with such nonsense.
Heroes live forever... but legends never die.
moregamethanSEGA
Profile Joined May 2011
United States76 Posts
February 17 2012 21:43 GMT
#175
On February 18 2012 05:51 HardCorey wrote:
I honestly want to try using Yamato cannon as a counter to broodlords. Has anyone tried this? Is this viable even in a theorycrafting sense?


While possible, it is extremely impractical. So no.

Essentially, a zerg will make 9 corrupters at once, then 9 broods at once... you will never be able to produce the number of BC's necessary in that time (2-3 mins). You would need to at the very least be making 4 BC's/time to make the investment worthwhile, which means you are already dumping 400 gas into building production (not units). And, did I mention that if he catches wind of what are trying to do its pretty much gg, as he can just a-move and laugh while 20 of your supply is being produced and not actually out on map for like 4 minutes.

Then when you take into account that at that phase in the lategame the brood/corrupter will most likely be upgraded, while your bc's will not, it just seems silly to me that terran litterally has nothing to spend their gas lategame against zerg.

I fully emplore you to try bc rushing (2 bcs total) in close air positions with a marine tank all-in to follow. That is much better use of unit, esp when you force units such as queens and hydras which are terrible vs marine tank in the early-game.

I also feel like this ghost nerf will force some terrans to start readopting a sky-terran strat such that it MIGHT be possible to create enough BC's early enough to be able to handle lategame zerg shannanigans. You should ask TLO about that though, as he is the only terran I've ever seen do it successfully. The problem with sky terran is holding your third and fourth bases which leads me to believe it might only be possible on a map like entombed vally or antiga.

Hope that answers your question.
Heroes live forever... but legends never die.
PrinceXizor
Profile Blog Joined April 2010
United States17713 Posts
February 17 2012 21:48 GMT
#176
On February 18 2012 06:29 moregamethanSEGA wrote:
Show nested quote +
On February 18 2012 06:13 PrinceXizor wrote:
On February 18 2012 06:11 shizna wrote:
On February 18 2012 05:54 KAmaKAsa wrote:
On February 18 2012 04:02 Kakoon wrote:
@KAmaKAsa
hunter seeker missile wont work vs corrupters cause it doesnt do enough damage

But pdd is good vs all zerg AA except fungal :D


umm HSM does splash and it does like 100 dmg? and corrupters have like 200 so i think its pretty high damage and the idea is to kite with vikings and the corrupters follow and clump up and then you hsm


but if the zerg player isn't awful he'll be wary of getting into 6 range of raven, and if HSM comes along he does a split which is like 234 times easier than marine split vs banelings and the HSM does 100 damage plus about ~30 splash damage to 3 other corruptors.

thats why you aim at the brood lord clump, they can't split in time. and they can't exactly reposition too quickly to avoid in the first place.



i swear on everything that is holy... if ONE MORE PERSON says that 'Ravens are the answer' imma seriously FLIP OUT on ya'll.

Try WATCHING people play before theorizing impractical scenarios which will NEVER WORK. The investment into ravens is just too substantal - including the opportunity cost for not making medivacs tanks and vikings - not to mention the insane amount of time and gas required to get just one raven with a HSM... its sucha joke.

I beg you, please don't fill peoples' heads with such nonsense.

i've lost to terrans on the korean server using ravens late game in mech vs my Z. thats where i am getting ravens from, it's been done to me and it's very strong and forced me to try to play super safe once a small flock of ravens started coming. only a few players i've dealt with have gone raven, but a couple of them were associated with the prime clan (not team). i dunno ask prime i guess.
Zheryn
Profile Joined December 2010
Sweden3653 Posts
February 17 2012 21:51 GMT
#177
On February 17 2012 04:49 jupiter6 wrote:
its funny because if it wasnt for broken vortex mechanic protoss also wouldnt have an answer to bl/infestor yet blizzard doesnt seem to care how stupid strong and easy to use it is


Except that it's pretty damn useless unless you micro it very well. One miss-step and imba EMP disables the whole idea of your army.
hundred thousand krouner
jupiter6
Profile Joined December 2011
205 Posts
February 17 2012 22:19 GMT
#178
On February 18 2012 06:51 Zheryn wrote:
Show nested quote +
On February 17 2012 04:49 jupiter6 wrote:
its funny because if it wasnt for broken vortex mechanic protoss also wouldnt have an answer to bl/infestor yet blizzard doesnt seem to care how stupid strong and easy to use it is


Except that it's pretty damn useless unless you micro it very well. One miss-step and imba EMP disables the whole idea of your army.


yes in pvz emp is definately a huge problem .........
Powerstrike
Profile Joined July 2010
50 Posts
Last Edited: 2012-02-18 04:29:31
February 18 2012 04:28 GMT
#179
Well I play mech in tvz and it's just rl gimmicky match... roaches often times just kill you, if he chooses muta it's rly hard to deal, cause thors are slow ... Anyway asuming we've reached late game, you'd probably have 4-6 thors mass siege tank and hellions and vikings to counter broodlords.. While achieving this is hard, cause you need to micro ur vikings out of fungal range ( if infestor comes close tanks are supposed to kill it ) , so basically even if you manage to finally kill all broodlords, the problem is the ultralisk transition which you cannot deal with, since vikings become useless, and mech is actually really bad against ultra, unless you have huge amount of thors in a small choke ( and lets remember we don't have huge amount of thors, cause they are extremely bad against mass roach hug+focus fire)
Honeybadger
Profile Joined August 2010
United States821 Posts
Last Edited: 2012-02-18 07:07:03
February 18 2012 07:04 GMT
#180
I've tried heavy drop play, but the problem is zerg just winds up maxed with a spinecrawler farm at every base.

My thoughts are this:

Pro terrans will just figure out the "kill timing" of the hive transitions, where zerg is very vulnerable. And Terrans will be fine, win ratio wise. But none of the lower ranked players will be able to do this. Ergo, win ratios stay similar, blizzard changes little/nothing, and us low tier players get screwed yet again by nerfs to units that are mandatory in matchups, yet require great micro to use at all.

I'm tired of microing. I want to a-move every once in a while.

Personally, I've found mass brood to lose to pure thor/hellion with 3/3. Thors up front, hellions behind roasting the broodlings so the thors can get into range and pound the broodlords. But while that works in diamond/low masters for me, high masters zergs will just neural me to death.

The only thing that works WELL for me is pure starvation strategy. MASS planetaries, thors, tanks, turrets, vikings, a few ravens, and hellions. Take half the map and wall off chokes with upgraded planetaries, with tanks, vikings, etc. supporting them. I start out by basically bunker/tank/turret creeping from 2 to 3 bases, and then outwards to my fourth and start walling off with planetaries. I let him break army upon army on me, while hitting a couple places at a time with hellions or thor drops just to snipe tech and/or drones. I become an impenetrable rock, and he eventually ragequits. It's insanely effective, but games are NEVER shorter than 45 minutes to over an hour.

On February 18 2012 06:51 Zheryn wrote:
Except that it's pretty damn useless unless you micro it very well. One miss-step and imba EMP disables the whole idea of your army.



Try splitting your units. It's what we have to do in every matchup with every unit against anything.
"I like to tape my thumbs to my hands to see what it would be like to be a dinosaur."
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