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What is the Metagame after the new patch ?
Lately, there is talk of Zerg being OP. + Show Spoiler + MMA interview Q: The balance talks of Starcraft 2 is hot these days, as a TvZ master, what do you think about Terran nowadays and the TvZ/P matchup? A: (laughs) Do you want "official talks" or real stuff? (Interviewer: anything you want.) Then I have to say the latest changes are really balance breaking. Q: So from a Terran perspective, what Terran changes are you expecting? A: Nah Zerg is really being buffed a lot, I don't really expect a Terran buff, just don't nerf us too much (laughs). http://www.teamliquid.net/forum/viewmessage.php?topic_id=345917
The current problem and solution + Show Spoiler +1. The new queen range makes zerg very safe again any early terran pressure. It allows greedy play for the zerg and macro/drones advantage. + Show Spoiler + Terran should make more allin again the zerg ! Zerg players are too overconfident about early game and If more terrans start playing allin strategy then the zergs will have to play less greedy. Blizzard thinks terran allins are too good so they buff queens. You advise to all in more... metagame ownage :D other exemple of allin/ way to punish greedy zerg, 4rax+1factoryhellion : http://drop.sc/200724 (with my allin, I win 90% of my tvz because all the zerg make only drone and queen) (In this game at 8min the zerg has 5 queens, 4zerglings, 43 drones and 3 bases, seriouly if you don't allin this you are already behind)(master level) 2. Zerg can build a ton of queen, still be safe, and spread creep like mad. Zerg gain vision, speed, and block the 4 of the terran. + Show Spoiler +In the midgame more terrans should make one raven. Also, if you have a techlab on your starport you can have a banshee. 1 banshee+1raven can be very good for removing the creep and with PDD you are protected from the queens. ![[image loading]](http://2.bp.blogspot.com/_AM7oNp7PU5g/TNErYjiBEPI/AAAAAAAAAM8/Wmvp2vWKYBg/s1600/sc2-starcraft2-raven.png) It is possible to get a fast banshee and/or fast raven using variations on ForGG's build or MMA's Hellion/Banshee opening. The raven is a huge investment?? + Show Spoiler +Its not like one single raven (you dont have to suicide it) will delay your tech more than banshee + cloak when you only use one. And its not half of a coinflip to make good use of the raven. Also the raven saves up "anti-creep scans" making more room for mules and thus MINERAL income
3. With the overlord speed, its more easy for the zerg to see what is coming (like drop and push) and keep his overlords alive from the marines. + Show Spoiler + Build 1 viking and remove all the overlords hiding on high ground. ![[image loading]](http://images.ctrustnetwork.com/static_pages/gaming/starcraft/unit_images_white/starcraft.2.viking.png)
Other solutions ? I'll update this section when people got new ideas + Show Spoiler +-Ghosts do 50 damage to queens now (snipe change) so maybe someone can come up with an early to midgame ghost push to repel creep and lower queen numbers. -Just make more and more medivacs so that your marines and marauders are very cost efficient. Like 12 or 14 medivacs. -MMM all the way + Show Spoiler +-In my opinion, most players can't because they're going for 3 OCs which is kinda like the in between between greed and safe play. It dies to a lot of stuff but it doesn't let you outmacro Zerg greed. 4 OCs is greedy and with quadruple scv production and 4 mules you'll either die to a bust or win :D... or die to extreme zerg greed. + Show Spoiler +-QxC bunker, creep contain, http://www.team-dignitas.net/articles/blogs/Starcraft-II/1516/The-QXC-Bunker-A-New-Way-to-Contain-Creep-in-TvZ/+ Show Spoiler +-fast three base with hellion banshee pressure + Show Spoiler +http://www.teamliquid.net/forum/viewmessage.php?topic_id=251694¤tpage=274#5463 -PF expand vs hatch first zerg. + Show Spoiler +http://www.teamliquid.net/forum/viewmessage.php?topic_id=347238 -lategame BC(YAMATO)+raven (HSM)+ghost transition(EMP) , with nuke harass. + Show Spoiler +-MECH http://www.teamliquid.net/forum/viewmessage.php?topic_id=308972-fast third, banshee harass and ultra fast BC (around 12-14min) -6 rax allin + Show Spoiler +6rax all in is a good way to abuse greedy zerg players if you just proxy the 5 raxes. If he scouts with a drone (which is rare these days), you can fake 1 gas to make him think you're going hellions (most zergs defend hellions with only queens so they won't get any speedlings) or you can either fake 2 gas but that's a bit more obvious and some zergs react to 2port banshee by doing a timing push with roaches and that's not what you want. You want to arrive at his base with 20'ish marines and a few scv's at 7:00 and find 4 queens + 1 spine and a shit ton of drones. Zergs play so greedy these days that they think they can deny any all in with just 4+ queens. -Attitude Terran needs now: + Show Spoiler +OK, this new game called Starcraft 2 just came out on May 10th 2012. This is a game on Super Nintendo. Hence, there is no patch, no balance change, no nothing in future. Let's play this game, and demolish nasty aliens called Zerg and Protoss. Glad to see OP and some posts go this way.
Another way to look at it: OK, this game is Blizzard dictatorship. There is no republican nor democrat to choose from by means of voting. I have no say. Play by the rule imposed on me, or I get executed.
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One thing that I've noticed, just as a meching Diamond Terran, is that Zerg players tend to go up to 4/5 queens, then stay on that until after they put down their third. This opens up interesting timings for hellion harass into the natural or main, as the majority of the queens will be spreading creep/on their way to inject the third. It's probably more of a subjective choice rather than a strategic one, but I've been able to punish fast tech/fast expanding zerg with 6-8 hellions roasting 15-20 drones (a small sample size, but possibly significant, I haven't done the stats analysis). I'll upload replays later, as I'm currently at work.
However, my feeling is that as more terrans begin to utilize pure mech or pure bio in tvz, more interesting timing gaps will come to light. If you think about it, pure modern mech (as in hellions/banshees/viking before the maxed out doom push) and pure bio are really mobile compositions. Utilizing this mobility is key. All in all, it should be interesting to see Terran players adapt away from offensive tank pushes (tanks definitely still have a place in holding the roach/bling/ling all-in) towards pure mech or pure bio.
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I don't think there is enough time to get a banshee and raven in the mid game. Zergs are hitting with faster and faster hive timings now and can you really afford to halt viking and medivac production for a banshee and a raven? I'm not so sure.
I think this queen change might have been designed for helping against the HotS battle hellion but has been placed in WoL for some reason.
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terran needs a late game and then the problem should be fixed. every race should be relatively balanced at all stages of the game. i dont buy this asymetric balance crap.
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I don't think there is enough time to get a banshee and raven in the mid game. Zergs are hitting with faster and faster hive timings now and can you really afford to halt viking and medivac production for a banshee and a raven? I'm not so sure.
It is possible to get a fast banshee and/or fast raven using variations on ForGG's build or MMA's Hellion/Banshee opening. Further, you don't absolutely need medivacs for mech in the same way you do for bio...
Edit: Changed "spoiler" to "quote."
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I've seen people mess around with ravens, but they are still a huge investment, may slow bio/mech upgrades.
I've been experimenting with opening 1 rax FE into 4 rax marine pressure with fast combat shield. Offers a bit more muscle than opening hellions, however I'm not sure of every possible opening the zerg will opt for and what zerg can do in response to 4 rax pressure(ling/bane would definitely be a problem). Against 3base delayed lair it does fairly well. After you pressure with fast combat shields you can follow up with fast medivacs or double upgrades. Delays your 3rd CC severely though cause you have to keep up production on 4 rax.
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On June 20 2012 04:40 ProfSc wrote:It is possible to get a fast banshee and/or fast raven using variations on ForGG's build or MMA's Hellion/Banshee opening. Further, you don't absolutely need medivacs for mech in the same way you do for bio... Edit: Changed "spoiler" to "quote."
So mech is definitely the answer then? I agree that medivacs aren't required for a mech play unless you fancy dropping hellions so in that sense you could be building ravens much earlier than normal. I've had varying degrees of success with mech in the past but I don't like being too passive against a Zerg that realizes he can power drones for a while because my army won't be built anytime soon.
Ghosts do 50 damage to queens now (snipe change) so maybe someone can come up with an early to midgame ghost push to repel creep and lower queen numbers.
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As a mech player for probably around 3 months or so, I haven't really noticed too huge of a difference in my game flow. As most people acknowledge, the queen problem isn't the late game per say, it's that the early and midgame defense is so strong that it makes the terran late game weaker. When you play mech, you're sorta aiming for the late game anyhow, and creep isn't that big of a problem, so the effects aren't nearly as profound. It should go without saying that mech builds are not nearly as discovered as marine tank builds are.
If nothing is changed, we may start to see traditional marine tank start to fade away as a core strategy just as muta ling bling did. They're both great strategies and can work, but often feel like they rely on your opponent making a mistake, or by outplaying them really bad.
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On June 20 2012 04:52 Cure2 wrote:So mech is definitely the answer then? I agree that medivacs aren't required for a mech play unless you fancy dropping hellions so in that sense you could be building ravens much earlier than normal. I've had varying degrees of success with mech in the past but I don't like being too passive against a Zerg that realizes he can power drones for a while because my army won't be built anytime soon. Ghosts do 50 damage to queens now (snipe change) so maybe someone can come up with an early to midgame ghost push to repel creep and lower queen numbers.
I've been thinking about a Ghost push, but the problem is Ghosts are a big investment and you can easily kill Queens/Creep with a hitsquad of Marines.
The Ghosts need to be able to do more than take out Queens to be worth the opportunity cost.
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I'm only a diamond terran, but my win ratio has been about 95% in TvZ latellyand I've actually beaten people way above my league even High masters and the only adjustment I've made is having 12 OR MORE medivacs. I was seriously supprised how tough marines are if you have this many medivacs. It just destroys everything that doesn't include Brood lords and if he techs for that you obviously gotta go raven.
In my eyes Ultralisks are unviable.
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I saw david kim also suggesting that terrans should use a raven in the mid game. There is 1 thing he and the others who give this advice, forget: a raven is 200 gas. Every terran knows that gas is a problem in the midgame. You need to push out before broodlords are out, and by getting a simple raven, you delay: - medivacs - tanks - upgrades - extra factories
Terrans need a ton of gas early-mid game: - stim - combat shield - tanks - siegetech - factory - startport - medivacs - bio upgrades - tank +1 upgrade - armory - reactors
By cutting into these, your push before hive will be weaker + a raven isn't really helping in fights vs ling bling infestor.
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Getting a raven... just make it cheaper and then maybe we'll think about it.
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I kinda like your advice.
1. Blizzard thinks terran allins are too good so they buff queens. You advise to all in more... 3. Ovi speed is buffed. You advise to make 1 viking to kill stationary ovies on the high ground...
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1 viking is a huge investment in the early game. That's 175 gas total, that could have gone into almost 2 factories or 2 bio upgrades.
1 viking screams to Zerg: "Hi, I went 1/1/1." So much for hiding the builds.
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Marine all-ins are weaker than ever thanks to the ease of overlord scouting. Zerg could hold most all-ins before the Queen buff if they scouted it coming, and now it's even harder because Queens are extremely strong against un-upgraded marines.
I was a big fan of the banshee+raven for a while, but as Zergs started going 6 queens it just started becoming completely useless. If you get 2 banshees before the raven your raven will appear just as infestors or mutalisks are out.
Making 1 Viking is a decent move but by the point the Viking is out killing overlords, Zerg will be transitioning to speedlings for scouting anyway.
All in all, I don't think your solutions are any good at all.
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Don't agree with the solutions: resources are all tied up. I don't think it's wise to advise a terran who happens to have a starport/reactor to lift, switch to tech lab, build a raven, then lift and switch back.
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Just make more and more medivacs so that your marines and marauders are very cost efficient. Like 12 or 14 medivacs.
Thats what did MKP against Stephano, and he outplayed him. Against DRG he built only 4-6 medivacs... DRG raped him.
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On June 20 2012 05:27 Snowbear wrote: I saw david kim also suggesting that terrans should use a raven in the mid game. There is 1 thing he and the others who give this advice, forget: a raven is 200 gas. Every terran knows that gas is a problem in the midgame. You need to push out before broodlords are out, and by getting a simple raven, you delay: - medivacs - tanks - upgrades - extra factories
Terrans need a ton of gas early-mid game: - stim - combat shield - tanks - siegetech - factory - startport - medivacs - bio upgrades - tank +1 upgrade - armory - reactors
By cutting into these, your push before hive will be weaker + a raven isn't really helping in fights vs ling bling infestor.
Interesting... I see even high level Terran players floating 800 gas at the 12 minute mark. Do they all have macro issues or is it more like "Marine, marine, marine, marine, a few tanks, upgrades for marines, marines marines,... is not that gasheavy as you want to pretend here? Its not like one single raven (you dont have to suicide it) will delay your tech more than banshee + cloak when you only use one. And its not half of a coinflip to make good use of the raven. Also the raven saves up "anti-creep scans" making more room for mules and thus MINERAL income
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@Above:
Source or bullshit. If you float gas at 12 mins, then a high level terran WOULDNT GET THE 3RD OR FOURTH REFINERY.
So, whether terran is starved for gas midgame or not, I think you're still talking shit since not floating gas is as easy as not mining too much gas.
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MMM all the way. Ride the broken train until the wheels fall off and Blizzard finally gives us decent units outside of MMM.
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@Above:
Yep, I'm playing MMM in TvZ now too...best way to try and outplay your opponent.
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You know I haven't really thought of this but because Ravens aren't really used much, I don't think adjusting their cost would be much of a problem. But maybe they absolutely don't want to see any kind of mass raven style, or even several ravens using seeker missile. They're so expensive though, 1 seeker missile is very strong yes but it's so expensive and it'll be like another 2 minutes for the seeker missile to be ready again...
in any case hopefully the balance will be fixed or maybe the metagame will adapt and fix the balance
btw ghosts still snipe queens in 4 hits
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On June 20 2012 06:55 EnE wrote: @Above:
Source or bullshit. If you float gas at 12 mins, then a high level terran WOULDNT GET THE 3RD OR FOURTH REFINERY.
So, whether terran is starved for gas midgame or not, I think you're still talking shit since not floating gas is as easy as not mining too much gas.
Yeah this only happens when the terran gets a refinery he didn't need in the first place - that's just 75+3 workers' worth of time that could be in minerals.
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On June 20 2012 04:52 Cure2 wrote:So mech is definitely the answer then? I agree that medivacs aren't required for a mech play unless you fancy dropping hellions so in that sense you could be building ravens much earlier than normal. I've had varying degrees of success with mech in the past but I don't like being too passive against a Zerg that realizes he can power drones for a while because my army won't be built anytime soon. Ghosts do 50 damage to queens now (snipe change) so maybe someone can come up with an early to midgame ghost push to repel creep and lower queen numbers.
Mech is generally defensive but doesn't mean you have to play passively. There are ways to apply pressure, it's just different than bio.
Edit: Hey I wonder if such a thing could work involving ghost harass, cloak and/or just medivac drop, snipe and/or EMP the queens, possibly even snipe the larvae if there are no more queens/energy.
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The 6 rax all in doesn't work. It is easily defended by queens with spines and any non retard zerg will scout it with overlords. Unless you do a very good fake it is almost impossible to be effective with it and even if he falls into your fake, he can easily defend it with 4 queens and 2 spines and wait till enough lings spawn.
Is there any all in that is effective in TvZ these days or did the queen buff make them 100% safe? I'm tired of having to outplay zergs by a 200% these days so I'm just gonna all in or wait till the queen buff is reverted or a terran buff comes out.
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1 Rax FE into fast Starport (using the factory's techlab to make 1 Raven and then start double Medivac from making a reactor on the aforementioned fact?) Surely a raven could be used for a small bit of harass with the auto turret getting 1 or 2 worker kills at least, (ala fast cloak banshee) plus helping with the creep-spread for the rest of the game.
The rest I don't have much of a solution about, TvZ seems pretty hard at the moment!
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Double reactored fac's pumping out hellions off of 1 rax fe or reactor hellion expand seems like a good answer to me. Queens use their energy to create tumors and by having so many hellions out on the field you completely deny queens creep spread ability's and you are safe against ling/baneling all ins a long with roach pokes and you can deny early thirds. I'm not sure what the proper timing would be for going 2 fac asap would be but I'm certain that it would reverse the meta game back to where it was before the queen patch.
Two fac is also very, very good as double tank production is amazingly good vs infestor play styles and you can even opt for marine/hellion/thor which is a great mid game unit composition. Early game mass hellion play allows you to do a lot of damage and put you in control of the game so I'd like to see more terrans utilize fast double reactored factory hellion play vs zerg.
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If they are actually considering Terran using Ravens, Blzzard needs to reduce gas cost and either buff armor or add range to their spells. The Raven spells range are too short that spells aren't that viable without losing the raven <-due to the low armor + short spell range.
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On June 20 2012 08:00 Sovern wrote: Double reactored fac's pumping out hellions off of 1 rax fe or reactor hellion expand seems like a good answer to me. Queens use their energy to create tumors and by having so many hellions out on the field you completely deny queens creep spread ability's and you are safe against ling/baneling all ins a long with roach pokes and you can deny early thirds. I'm not sure what the proper timing would be for going 2 fac asap would be but I'm certain that it would reverse the meta game back to where it was before the queen patch.
Two fac is also very, very good as double tank production is amazingly good vs infestor play styles and you can even opt for marine/hellion/thor which is a great mid game unit composition. Early game mass hellion play allows you to do a lot of damage and put you in control of the game so I'd like to see more terrans utilize fast double reactored factory hellion play vs zerg.
Hm good point. With the recent popularization of biomech, a 2nd factory won't be "wasted". Perhaps someone has already done this in a pro game?
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On June 20 2012 08:03 `dunedain wrote: If they are actually considering Terran using Ravens, Blzzard needs to reduce gas cost and either buff armor or add range to their spells. The Raven spells range are too short that spells aren't that viable without losing the raven <-due to the low armor + short spell range.
Ravens will NEVER be used seriously until they make HSM a rival spell to Fungal and Storm. It needs far larger range and far faster movement speed to be useful.
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Obviously building 3 OCs just isn't greedy enough.
Lets all opt to build 4 OCs go up to 8 rax and rally marines into the zerg's base :D
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Hellion openings dont do shit now. This is annoying
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On June 20 2012 08:41 Yuna wrote: Obviously building 3 OCs just isn't greedy enough.
Lets all opt to build 4 OCs go up to 8 rax and rally marines into the zerg's base :D
I'll actually consider this... something has to be done. I mean, 3cc makes you lost to an all in anyway, so whats the real harm in 4cc?
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On June 20 2012 09:14 Dontkillme wrote: Hellion openings dont do shit now. This is annoying
Considering all Terran needed to do was mass blue flame hellions, absolutely destroy the zerg economy, and win, this change is welcome, as far as I'm concerned. I forget what tournament it was, but every Terran from a certain team did this strategy and won the vast majority of their TvZ's.
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Different all-ins to punish queen-only defence. Hellion-marauder still works.
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On June 20 2012 09:30 Falcon-sw wrote:Show nested quote +On June 20 2012 09:14 Dontkillme wrote: Hellion openings dont do shit now. This is annoying Considering all Terran needed to do was mass blue flame hellions, absolutely destroy the zerg economy, and win, this change is welcome, as far as I'm concerned. I forget what tournament it was, but every Terran from a certain team did this strategy and won the vast majority of their TvZ's.
That tournament caused blue flame hellions to be nerfed. I'm pretty sure "hellion openings don't do shit now" means the standard bread-and-butter reactor hellions, which makes use of 4-6 red flame hellions, is being denied by queens nowadays.
I have a question to ask: is it actually feasible to keep up with Zerg in a straight up macro game? MKP can macro with the best, but he has to constantly pressure the Zerg with pure bio (his waves of units never stop). In my opinion, trying to macro without pressuring against Zerg is a certain death (mech just doesn't cut it...) while Zerg macroing without pressuring leaves Zerg in a very favorable position. Thoughts?
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I think you can't, and it's very hard to put pressure in the early game. With my allin(marine-hellion-scv) I win almost 90% of my game because all the zerg are greedy and make only drone and queens.
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I have been going mkp style mmm and been winning 7 zergs out of 8 :D I dont know....mech is viable, but not many many people use it I think...which leaves terrans using MMM as always..
But its good though, as using MMM, you need lots of skills/micro to win, because we use no Tier 3 units, whereas Z and P can use them and still lose to your MMM, so I guess it gives a great feeling.
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On June 20 2012 10:27 Gyro_SC2 wrote: I think you can't, and it's very hard to put pressure in the early game. With my allin(marine-hellion-scv) I win almost 90% of my game because all the zerg are greedy and make only drone and queens.
In my opinion, most players can't because they're going for 3 OCs which is kinda like the in between between greed and safe play. It dies to a lot of stuff but it doesn't let you outmacro Zerg greed.
4 OCs is greedy and with quadruple scv production and 4 mules you'll either die to a bust or win :D... or die to extreme zerg greed.
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On June 20 2012 07:13 Yoshi Kirishima wrote: Edit: Hey I wonder if such a thing could work involving ghost harass, cloak and/or just medivac drop, snipe and/or EMP the queens, possibly even snipe the larvae if there are no more queens/energy. Again, opportunity cost.
Would you make 1 Ghost to snipe a Queen, or would you make 8 marines to kill a Queen, a few drones, and maybe even snipe a tech building?
The Ghost has give something that a Marine or Hellion or any other unit cannot to be worth using.
On June 20 2012 10:12 Entirety wrote:Show nested quote +On June 20 2012 09:30 Falcon-sw wrote:On June 20 2012 09:14 Dontkillme wrote: Hellion openings dont do shit now. This is annoying Considering all Terran needed to do was mass blue flame hellions, absolutely destroy the zerg economy, and win, this change is welcome, as far as I'm concerned. I forget what tournament it was, but every Terran from a certain team did this strategy and won the vast majority of their TvZ's. That tournament caused blue flame hellions to be nerfed. I'm pretty sure "hellion openings don't do shit now" means the standard bread-and-butter reactor hellions, which makes use of 4-6 red flame hellions, is being denied by queens nowadays. I have a question to ask: is it actually feasible to keep up with Zerg in a straight up macro game? MKP can macro with the best, but he has to constantly pressure the Zerg with pure bio (his waves of units never stop). In my opinion, trying to macro without pressuring against Zerg is a certain death (mech just doesn't cut it...) while Zerg macroing without pressuring leaves Zerg in a very favorable position. Thoughts?
It is impossible to take on Zerg in a straight macro game without some sort of aggression. Due to way Spawn Larva works, Zerg can get drones way faster than Terran (or Protoss for that matter) can. Once they hit optimal drone count, all they need to do is constantly expand and constantly spread creep and get to their Hive tech, and Terran sucks vs Hive.
EDIT: Also, I'm 95% sure that Hellions were nerfed because of TvT, not any other match-up.
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On June 20 2012 10:56 HeroMystic wrote:
It is impossible to take on Zerg in a straight macro game without some sort of aggression. Due to way Spawn Larva works, Zerg can get drones way faster than Terran (or Protoss for that matter) can. Once they hit optimal drone count, all they need to do is constantly expand and constantly spread creep and get to their Hive tech, and Terran sucks vs Hive.
Even if Terrans go CC first + 4OC + expand everywhere with no pressure from the Zerg, it's impossible for the Terran to keep up no matter what? I'm starting to feel like this is the case because of the lack of strong Terran lategame. Zergs can sit back and they have something to aim for - Infestor/Brood Lord comp + mass spines, throw in cracklings/blings if you want to, save up a bank for an Ultra switch, etc.
What will Terran do if they can sit back and macro? Let's see, we can build up an army of tanks... and get destroyed by brood lords (or in truth, we can destroyed by almost anything depending on the positioning, tanks aren't that good anymore...), we can build up marauders/hellions and get destroyed by brood lords again, ghosts aren't really too viable after the snipe nerf, we could build mech but that can also be crushed by brood lords, ultras, or roaches, we could build bio but that gets demolished by fungals + blings + ultras, etc.
The point is, Zerg can build up a super lategame death army while Terran can't quite build something which can compete. It's like Zerg and Terran are filling up their buckets, but Zerg can fill up their bucket faster (Spawn Larvae mechanic, Zerg is pretty much the best macro race) and Zerg has a larger bucket (better lategame army). The only thing Terran can do is constantly disrupt the Zerg from filling their bucket, but the queen buff made that quite difficult.
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On June 20 2012 06:24 Insoleet wrote: Just make more and more medivacs so that your marines and marauders are very cost efficient. Like 12 or 14 medivacs.
Thats what did MKP against Stephano, and he outplayed him. Against DRG he built only 4-6 medivacs... DRG raped him.
stephano didnt make mutas, DRG does. every battle the medivacs just floated away. of course their gonna be cost effective if you have medivacs from 6 battles saved up. its better to know what your talking about first.
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Don't overanalyse comments of pros...
A terran player can't analyze this stuff objectively. Since MMA earns his money playing this game he would be thankful for freewins due to imbalance...
The queen buff is worth *****. Srsly... Z arent using spines+Buildingwalls anymore.
Do a Reactor Helion expand. Throw your ***** 6 Helions into their base with 100% commitment and you will win the game up to high Master. 4 Queens will not protect 1hitted Drones from 6 Toasters on wheels!!!
right now Z's are winning because T is scared. Queens have a higher range, not a higher dmg.
There is absolute no sense to make this Queen buff guilty for a 76% winrate.
Z is overall better since they have new build+ T is super scared without any reason
User was warned for this post
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On June 20 2012 10:12 Entirety wrote:Show nested quote +On June 20 2012 09:30 Falcon-sw wrote:On June 20 2012 09:14 Dontkillme wrote: Hellion openings dont do shit now. This is annoying Considering all Terran needed to do was mass blue flame hellions, absolutely destroy the zerg economy, and win, this change is welcome, as far as I'm concerned. I forget what tournament it was, but every Terran from a certain team did this strategy and won the vast majority of their TvZ's. That tournament caused blue flame hellions to be nerfed. I'm pretty sure "hellion openings don't do shit now" means the standard bread-and-butter reactor hellions, which makes use of 4-6 red flame hellions, is being denied by queens nowadays. I have a question to ask: is it actually feasible to keep up with Zerg in a straight up macro game? MKP can macro with the best, but he has to constantly pressure the Zerg with pure bio (his waves of units never stop). In my opinion, trying to macro without pressuring against Zerg is a certain death (mech just doesn't cut it...) while Zerg macroing without pressuring leaves Zerg in a very favorable position. Thoughts? which then caused terran to skip blue flame and just mass red flame hellions lol
my fd had been using a new kind of unit composition while practising against me: marine marauder a lot hellion (red flame) on 2 base while grabbing a third and it works quite well because it is extremely mobile and easy to mass up.
he is around master level and so either I am just not good enough to defend against it or it really is quite strong
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Asymetric design Bro's... Where would the sense if all races macro on the same way?
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On June 20 2012 11:23 frezMki wrote: Don't overanalyse comments of pros...
A terran player can't analyze this stuff objectively. Since MMA earns his money playing this game he would be thankful for freewins due to imbalance...
The queen buff is worth *****. Srsly... Z arent using spines+Buildingwalls anymore.
Do a Reactor Helion expand. Throw your ***** 6 Helions into their base with 100% commitment and you will win the game up to high Master. 4 Queens will not protect 1hitted Drones from 6 Toasters on wheels!!!
right now Z's are winning because T is scared. Queens have a higher range, not a higher dmg.
There is absolute no sense to make this Queen buff guilty for a 76% winrate.
Z is overall better since they have new build+ T is super scared without any reason
if anything you're under analyzing it
what do you think the other purpose of hellions were supposed to be, and how strong bio actually is without cs/stim? (which to get both you'll have to push when the creep can be potentially in the middle of the map already, and the zerg been already been pure droning since there's not efficient _normal_ timing you can do to in the early stages of the game to harass the zerg (other than gimmicky ones that you can't rely on anyways)
I haven't even touched some other aspects of it either.
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All the queen buff means it that the game is going to be played how it's supposed to be played. Reactor hellion into quick third where Terran could both take a quick third while actively denying Zerg's third was ridiculous.
Now, if lategame TvZ is imbalanced, that is an entirely separate issue. But this queen buff was necessary to fix the early game problem where Terran could dictate Zerg economy while at the same time being greedy. Taking an expansion should mean that you can't deny the opponent from expanding, and Zerg should always expand before Terran in a natural gameflow. If Terran wants to be the greedy one and expand to his third first, that's fine, but he shouldn't be able to deny Zerg from getting his third at the same time.
I think the queen buff solved a lot of problems in early game ZvT - Terran could do a ton of strong pressure even while playing greedy, particularly with hellions. Now, Terran has to actually invest to do strong pressure - a later third, delayed tech, et cetera. Pressure should not be free.
Again, I'm not saying that Terran is balanced with Zerg or anything here. But don't confuse lategame imbalance with early game imbalance.
That said, Terran should and will probably transition into playing a 'better' game, as in take their natural consistently, and take their third consistently (sometimes before Zerg, but will always at least take their third reasonable soon after Zerg has), and play out a macro game. This makes 2 base all-ins from Terran much more punishing if Terran fails to do damage, since Zerg can actually take a third now, OR it will make it so Terran has to actually invest into an all-in to actually kill a third, which Zerg can at least possibly take now. Pre-patch was like Toss being able to deny Zerg from taking a third despite going FFE.
Just go some sort of FE into fast third. There are plenty of Terrans who are doing just fine in mid and early game with builds like polt's 1 rax FE into reactor hellion, banshee, third, or the even greedier variations of 1 rax FE into reactor hellion, third, then starport, banshee, and all sorts of FE into pre-40 supply third that doesnt involve banshees or hellions. Playing like it is still pre-patch is absolutely absurd, so people complaining about balance when they are still doing reactor hellion into fast third or even reactor hellion 50+ third (which was outdated long before the queen buff btw) is a bit silly.
And to say again - I'm not saying the match-up is balanced at all for Terran (or imbalanced, i dont care to get into balance arguments). I'm simply saying that the queen buff addressed a balance issue in the early game. Lategame balance is an entirely different monster, and yes, early game affects what happens lategame, but up until lategame, ZvT is now very well rounded and balanced, and flows very naturally (terran expands, zerg takes third, terran takes third or pressures and zerg can still take that third but will now have to defend that third, but unlike before, he's ahead now whereas before, terran could just back off and take his third and wasn't even really that all-in because its not like zerg was up a base, nor can terran can just own Z in a macro game by taking a quick third while denying' zergs at the same time which was ridiculous).
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On June 20 2012 13:56 zhurai wrote:Show nested quote +On June 20 2012 11:23 frezMki wrote: Don't overanalyse comments of pros...
A terran player can't analyze this stuff objectively. Since MMA earns his money playing this game he would be thankful for freewins due to imbalance...
The queen buff is worth *****. Srsly... Z arent using spines+Buildingwalls anymore.
Do a Reactor Helion expand. Throw your ***** 6 Helions into their base with 100% commitment and you will win the game up to high Master. 4 Queens will not protect 1hitted Drones from 6 Toasters on wheels!!!
right now Z's are winning because T is scared. Queens have a higher range, not a higher dmg.
There is absolute no sense to make this Queen buff guilty for a 76% winrate.
Z is overall better since they have new build+ T is super scared without any reason
if anything you're under analyzing it what do you think the other purpose of hellions were supposed to be, and how strong bio actually is without cs/stim? (which to get both you'll have to push when the creep can be potentially in the middle of the map already, and the zerg been already been pure droning since there's not efficient _normal_ timing you can do to in the early stages of the game to harass the zerg (other than gimmicky ones that you can't rely on anyways) I haven't even touched some other aspects of it either.
Ever microed Marines vs Lings dude?
It works. He must spend larva on units which he doesn't wanna build at this point. (Scan creep denie btw). Im playing MMM in TvZ because it fits my micro best and i dont get your problem.There is absolutely no problem todo some early pushes. Those pushes are quite essential with MMM play tbh.because you are absuing the Z macro weakness (eco or army) while you effectively trade armys. Without those pushes MMM is kinda useless. I don't get your compare between Bio and helions. They dont need each other but they can exist simultaniously.
If you think Helions were made to close the gap of "low bio till cs/stim bio" - I must say you are wrong Or atleast your pov doesn't fit to mine.
Anyway i don't think this Queen buff was a huge deal.Its more a scare factor at the moment and Z's become better in general
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On June 20 2012 11:23 frezMki wrote: Don't overanalyse comments of pros...
A terran player can't analyze this stuff objectively. Since MMA earns his money playing this game he would be thankful for freewins due to imbalance...
The queen buff is worth *****. Srsly... Z arent using spines+Buildingwalls anymore.
Do a Reactor Helion expand. Throw your ***** 6 Helions into their base with 100% commitment and you will win the game up to high Master. 4 Queens will not protect 1hitted Drones from 6 Toasters on wheels!!!
right now Z's are winning because T is scared. Queens have a higher range, not a higher dmg.
There is absolute no sense to make this Queen buff guilty for a 76% winrate.
Z is overall better since they have new build+ T is super scared without any reason
You are making a hell lot of assumptions here. "The queen buff is worth *****. Srsly... Z arent using spines+Buildingwalls anymore." - You are getting confused here. Wouldnt a switch from spines + buildingwalls to 6 ish queens for defence indicate queens have gotten stronger?
"Do a Reactor Helion expand. Throw your ***** 6 Helions into their base with 100% commitment and you will win the game up to high Master. 4 Queens will not protect 1hitted Drones from 6 Toasters on wheels!!!" - The zerg meta game has shifted to get lots of queens for early defence.
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On June 20 2012 14:09 frezMki wrote:Show nested quote +On June 20 2012 13:56 zhurai wrote:On June 20 2012 11:23 frezMki wrote: Don't overanalyse comments of pros...
A terran player can't analyze this stuff objectively. Since MMA earns his money playing this game he would be thankful for freewins due to imbalance...
The queen buff is worth *****. Srsly... Z arent using spines+Buildingwalls anymore.
Do a Reactor Helion expand. Throw your ***** 6 Helions into their base with 100% commitment and you will win the game up to high Master. 4 Queens will not protect 1hitted Drones from 6 Toasters on wheels!!!
right now Z's are winning because T is scared. Queens have a higher range, not a higher dmg.
There is absolute no sense to make this Queen buff guilty for a 76% winrate.
Z is overall better since they have new build+ T is super scared without any reason
if anything you're under analyzing it what do you think the other purpose of hellions were supposed to be, and how strong bio actually is without cs/stim? (which to get both you'll have to push when the creep can be potentially in the middle of the map already, and the zerg been already been pure droning since there's not efficient _normal_ timing you can do to in the early stages of the game to harass the zerg (other than gimmicky ones that you can't rely on anyways) I haven't even touched some other aspects of it either. Ever microed Marines vs Lings dude? It works. He must spend larva on units which he doesn't wanna build at this point. (Scan creep denie btw). Im playing MMM in TvZ because it fits my micro best and i dont get your problem.There is absolutely no problem todo some early pushes. Those pushes are quite essential with MMM play tbh.because you are absuing the Z macro weakness (eco or army) while you effectively trade armys. Without those pushes MMM is kinda useless. I don't get your compare between Bio and helions. They dont need each other but they can exist simultaniously. If you think Helions were made to close the gap of "low bio till cs/stim bio" - I must say you are wrong  Or atleast your pov doesn't fit to mine. Anyway i don't think this Queen buff was a huge deal.Its more a scare factor at the moment and Z's become better in general uhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhh yes I have honestly I prefer mmm+bf hellions+thors, they work much much better
and I'm not talking about 9 min + timing pushes, I'm talking about early pressure, vs 4-6 queens + good scouting by the zerg (lings)
zzz when was I referring to marine marauder _medivac_ in my post?
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Belial88,
Are you saying that every stage of the game must be balanced (early game, midgame, lategame)? If so, then I point to TvP as an example of how that isn't necessarily true. Terran seems to have an advantage in the super ridiculous lategame (throw away all SCVs in favor of MULEs), Protoss have an advantage in the lategame (storm + Archons + Collosi), and Terran have an advantage in the early to midgame. The advantage can shift throughout the game, but TvZ is nothing like that at all.
Zerg has the advantage in the lategame right now, I don't think anyone can deny that. Until someone revolutionizes lategame TvZ again (c'mon Mvp, do some strategy such as mass nukes and show us how it is done!), Terran's lategame options are distinctly weaker than Zerg's. If so, then Terran has to have an advantage in the early/midgame, no?
Well, the Queen buff changed that. It's not that Zerg is too powerful in the midgame, but they are definitely on equal footing. If Zerg is on equal footing in the early/midgame and has an advantage in the lategame, that's not exactly balanced.
Even when Terrans were able to deny the Zerg's 3rd while taking a quick third (Bomber's quick 3rd OC comes to mind), Terrans RARELY outmacroed the Zerg. I agree that the Queen buff helped Zergs deal with Terran pressure such as excessive 2rax bunker play, but the ramifications are just too great.
If a Terran and Zerg play the game you described, Zerg can easily defend his 3rd (unless it's a 2-base all-in from the Terran, in which case the Zerg can probably crush it and win anyway). The Terran takes his 3rd and the Zerg takes his 4th, and suddenly Infestor/Blords come knocking at the Terran's door. Perhaps the Terran manages to fend it off... then he dies to the instant Ultralisk remax.
Terran simply cannot hope to outmacro Zerg because Zerg has been overdroning heavily due to his new protection, the Queen. Whatever pressures the Terran may throw at the Zerg, the Zerg will repel them and drone heavily. This translates into an economic advantage, a macro advantage, and later, an army advantage. There is a reason why Terrans opt to pressure and disrupt the Zerg's macro - they need to do so in order to keep up. Most Terran build orders had this general plan:
- Fast expand - Put on light/decent amounts of pressure, forcing the Zerg to make lings or blings to deal with it - The Zerg used some of his larva on units, and the worker count is more or less equal - A slugfest occurs with mech/marine tank/bio vs. the Zerg composition
Now, take away step 2 of the game plan. That's why Terrans are trying to find new, innovative ways to pressure (hellion/marauder, hellion/banshee, ghost rush to kill queens?), new ways to all-in (Zergs aren't dumb, they know how to counter all-ins and they will learn), or new ways to outmacro the Zerg, or at least macro on par with the Zerg (ridiculously greedy 4OC builds are suggested, but even then, I'm skeptical about Terran's ability to macro with the Zerg without pressure)
Honestly, I think the best option left for Terrans is pure bio with crazy multitasking. Straight up assaults vs. muta and insane amounts of drops + pre-splitting vs. infestor/blings/lings/t3.
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On June 20 2012 14:14 ThaSlayer wrote:Show nested quote +On June 20 2012 11:23 frezMki wrote: Don't overanalyse comments of pros...
A terran player can't analyze this stuff objectively. Since MMA earns his money playing this game he would be thankful for freewins due to imbalance...
The queen buff is worth *****. Srsly... Z arent using spines+Buildingwalls anymore.
Do a Reactor Helion expand. Throw your ***** 6 Helions into their base with 100% commitment and you will win the game up to high Master. 4 Queens will not protect 1hitted Drones from 6 Toasters on wheels!!!
right now Z's are winning because T is scared. Queens have a higher range, not a higher dmg.
There is absolute no sense to make this Queen buff guilty for a 76% winrate.
Z is overall better since they have new build+ T is super scared without any reason
You are making a hell lot of assumptions here. "The queen buff is worth *****. Srsly... Z arent using spines+Buildingwalls anymore." - You are getting confused here. Wouldnt a switch from spines + buildingwalls to 6 ish queens for defence indicate queens have gotten stronger? "Do a Reactor Helion expand. Throw your ***** 6 Helions into their base with 100% commitment and you will win the game up to high Master. 4 Queens will not protect 1hitted Drones from 6 Toasters on wheels!!!" - The zerg meta game has shifted to get lots of queens for early defence.
But thats the point.Queens aren't defending Helion commitments properly. They aren't blocking chokes like they did before.They aren't using a simcity anymore. If i build 6 helion and wanna see some toasted drones i'll get them 100%. Creep denie is still possible with Helions but now we can also do free Drone dmg. Thats what im talking about. Pre-Patch there were also 3+ Queens and we didn't care. We were able to denie the creep. Post-Patch we have free entrance to their bases and thats the point.
During our fear of this long range mummys we aren't abusing their defence lack.
If they start using a simcity again then i do agree with you that this Buff is ridicilous. But atm they aren't and we can exploit that.
This simcity will slow them down so its kinda fine.(Evo+Spine) + 1 queen to block the Choke.
-> Less queens which fight like lions for their creeps
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On June 20 2012 10:01 Gyro_SC2 wrote:other exemple of allin/ way to punish greedy zerg, 4rax+1factoryhellion : http://drop.sc/200715
What the fuck did I just watch? Mined gas for no reason, and dropped rax without timing. If you're gonna drop 3 extra raxes save up till 450 and drop 3.
Marauder hellion is ten times better.
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It's all just a matter of information disparity. Overlord speed allows nearly perfect scouting for the Zerg, and Queens' defensive ability can deny most attempts for Terran players to get sufficient early information to choose between greed and safety. This effectively gives Zerg control of the game from 0:00. Given that Terran's late-game composition is pitifully weaker than the other two races, removing their ability to influence the match in the early/mid game (without going all-in) seems to have baffled even the best Terrans in the world.
People's suggested solutions are, in my opinion, very gimmicky and unreliable. Ghosts and Ravens, while offering strong spells are insanely difficult to handle. The hallmark of the Terran race is it's high micro ceiling and thus requirement for success. Even MKP, the best micro-player in the world, is incapable of perfectly handling large groups of bio and tanks simultaneously. Asking Terrans of all skill-levels to "simply split, drop-micro, or cloak ghosts/ravens" on top of the massive amount of essential Marine/Tank control is a ridiculous suggestion. The Terran slow-push is already working against the clock as soon as it leaves the base and adding more steps to the process limits its chance of success significantly. Furthermore, massing ghosts and ravens is unreasonable, and EMP/HSM are not guaranteed to actually do damage like fungal.
Terrans will need to learn new Zerg timings and scan at more appropriate times to determine which strategy they are facing and react appropriately. The strength of Queens is likely something that needs to be addressed, as it is poor game design to make one strategy so strong that it's not even a choice to pursue it; there is no drawback to going 6 queens. People will figure out what to do, it will just take time.
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Senseless to save your mins up to 450? Why would you do that? Drop one with each 150Mins and you get like 2-3moreMarines.
Bomer is blastin TvP with it. Hes even getting 10more Units with simple Adjustments
This 450Save up is like you wanna play this 1rax cc , 3rax next cc tosave up 850 mins to dropeverything at once...Wasted time
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Ouch ouch ouch
Faulty Logic @Alacast
Terran Deathball seems to be weaker because its like 1/4 of the Z's Gas.
We are fighting with like 1-1,5k Gas against 4-5k (not exactly but you know what i mean)
So if we win a Fight its gg,if we lose we keep reinforcing cheaper.
Build up an army which is worth the same and T willnot be considered as a weaker Lategame-Race in TvZ
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So Terrans have to go Battlecruiser/Raven/Thor/Viking/Banshee/Tank/Ghost?
Great, we would love to! Too bad it's not viable. Tanks aren't doing much for Terrans, Ghosts have been nerfed to the point where they are just used for EMPs and harassment, they are not a core unit. Ravens are promising but mass Ravens just gets fungaled. Ravens need support... Battlecruisers take too long to mass up and they get demolished by Corrupters. Thors are truly weak vs. Brood Lords and Roaches. Vikings and Banshees are good and everything, but Banshees can't hit the Brood Lords and air in general is countered by the Infestor.
tldr: What can we actually do with the gas? Ravens are the most promising option right now but mass Ravens just doesn't work and a sprinkle of Ravens doesn't tip the battle enough. Remember that Zerg is entering the lategame with an advantage - Terran won't have time to build up a fleet of Ravens.
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Has anyone tried doing a Non-FE build against Zerg these days? I feel the biggest thing we can innovate is our openers, but going Hellion FE is falling out of style and Hellion/Banshee just seems silly to me.
Seems like 2-rax MM pressure into an expansion would at least defeat the four/six queen build, but then there's that factor of them not doing that build...
Meh, just an idea. Seems like we're too focused on the FE part of the opener.
On June 20 2012 14:52 Entirety wrote: So Terrans have to go Battlecruiser/Raven/Thor/Viking/Banshee/Tank/Ghost?
Great, we would love to! Too bad it's not viable. Tanks aren't doing much for Terrans, Ghosts have been nerfed to the point where they are just used for EMPs and harassment, they are not a core unit. Ravens are promising but mass Ravens just gets fungaled. Ravens need support... Battlecruisers take too long to mass up and they get demolished by Corrupters. Thors are truly weak vs. Brood Lords and Roaches. Vikings and Banshees are good and everything, but Banshees can't hit the Brood Lords and air in general is countered by the Infestor.
tldr: What can we actually do with the gas? Ravens are the most promising option right now but mass Ravens just doesn't work and a sprinkle of Ravens doesn't tip the battle enough. Remember that Zerg is entering the lategame with an advantage - Terran won't have time to build up a fleet of Ravens.
Ravens are actually very mediocre. HSM is good, but only if Zerg doesn't split their units (which happens to be A LOT of zergs for some reason). PDD is the only spell worth using.
With that in mind, I think going BC/Raven/Viking with Tank and/or Ghost support would be an interesting mix vs Infestor/Broodlord, but BCs suck without 3/3 and that'll take forever to build up.
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On June 20 2012 14:43 frezMki wrote: Ouch ouch ouch
Faulty Logic @Alacast
Terran Deathball seems to be weaker because its like 1/4 of the Z's Gas.
We are fighting with like 1-1,5k Gas against 4-5k (not exactly but you know what i mean)
So if we win a Fight its gg,if we lose we keep reinforcing cheaper.
Build up an army which is worth the same and T willnot be considered as a weaker Lategame-Race in TvZ
This of course assumes that Terran has a late-game, high-gas composition that isn't absolute garbage? One could make a strong argument that the modular-nature of the Terran race indicates that gas units are meant to be supplemental to the multi-purpose Marine, rather than the backbone of their army.
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Well lemme give you a possible comp.
Marine Medivac (Standard) Thor Viking Raven (maybe) some Marauders Ghosts (maybe) Banshees but probably not viable since Raven/Viking/Thor/ghost eats upall the gas
And here is the explination:
Thor is just a great unit.If his Corrupter/BL stacks during an a-move they will never do that again. Viking simple AA-Unit (with upgrades really nice) Raven (pdd + seeker missle) Rauders for the Infestors not sure about that yet Ghost - i rarely see Zergs spamming out the Overseers in their deathball. Yes Snipe is nerfed but what if you EMP all festors? You raven/Viking mix willhave the most awesome party in their lifetime.
You guys phrased some nice points that this Unit-Mix is viable but extremely hard to execute properly. No doubt about that i completly agree with you. BUT this shit is contering the BL/Festor thing pretty nice. If we want to have similiar armys which are also similiar easy to execute we don't need 3 races do we? T has a super easy early/mid army ,so an a-move army in the Late would be ridicilous. Z has a hardtime in early/mid - If you don't hit good fungals you will die to random MMM-Pushes
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PS: i should write more on TL :D Bnet i would get flamed so hard for any ofmy posts and here are some really nice discussions going on :D TL 4 NewBlizz
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That Terran comp could take on the Zerg if played perfectly. Keyword: perfectly, like inhuman MKP style. Stim, split your bio, put your marauders in the front to tank, snipe overseers, emp/snipe infestors/queens, focus down brood lords with your vikings, focus fire corrupters whenever possible with the thors, split your vikings, lay down pdd/seeker missle the Zerg air, snipe brood lords with left over energy. I can't even get past the "split your bio" part (then again, I'm not that good).
How do you address the idea that Zerg will always go into the lategame with an advantage? (Queen buff = mass droning = eco advantage) Not only is brood lord/infestor/queen deadly (I mean, look at the micro the Terran needs to combat this), Zergs are getting smarter about timings which means faster Hives, making use of their eco advantage. There isn't enough time to pump out Thors (long build time), Ravens (we need Starport time for medivacs, medivacs are absolutely crucial. Once brood lords are out, you need to devote a reactored starport for vikings. Squeezing out a raven, let alone a decent amount of them, takes lots of time.) Ghosts, bio, etc. Zerg Hive hits us before we can get to our ideal, lategame micro-like-you're-not-human composition.
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On June 20 2012 06:48 Charon1979 wrote:Show nested quote +On June 20 2012 05:27 Snowbear wrote: I saw david kim also suggesting that terrans should use a raven in the mid game. There is 1 thing he and the others who give this advice, forget: a raven is 200 gas. Every terran knows that gas is a problem in the midgame. You need to push out before broodlords are out, and by getting a simple raven, you delay: - medivacs - tanks - upgrades - extra factories
Terrans need a ton of gas early-mid game: - stim - combat shield - tanks - siegetech - factory - startport - medivacs - bio upgrades - tank +1 upgrade - armory - reactors
By cutting into these, your push before hive will be weaker + a raven isn't really helping in fights vs ling bling infestor. Interesting... I see even high level Terran players floating 800 gas at the 12 minute mark. Do they all have macro issues or is it more like "Marine, marine, marine, marine, a few tanks, upgrades for marines, marines marines,... is not that gasheavy as you want to pretend here? Its not like one single raven (you dont have to suicide it) will delay your tech more than banshee + cloak when you only use one. And its not half of a coinflip to make good use of the raven. Also the raven saves up "anti-creep scans" making more room for mules and thus MINERAL income
That's weird. When I go for a 3 CC build into double grades into tanks into medivacs, I am so gas starved. When I take my 5th and 6th gas it gets better, but I still have a low gas count. Maybe this is because I add 2 extra factories around 13:00 + I make a ton of medivacs + I add 2-3 starports around 14-15:00?
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Since you talked about the raven, just want to point out that we've seen some nice play with it recently, I think we've seen MVP does it this week against Line, and also theSTC against Nestea last week. Basically it was just the classic build with banshee after hellion but instead of going for clock you go for a raven, that way banshee can actually kill Queen thanks to the PDD. The funny part is that, even though he had a raven, he still died hallf of his army to burrow banneling. ^^
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Well im playing with this Comp if the game lasts long enough. Most of the times the Z's just die to my MMM pushes because my splits are (probably better) than some high master ones and im just a Dia-Cunt with shitloads of theoryknowledge.
Well:
Lemme head over to your points:
The MMM Army is your midgame Army. So you have 3 Units of our comp early on. With the Ghosts Academy you unlock already the 4th one. Since you rarely need billions of marauders you can mix them in pretty "early"too. Mixing in 1 raven shouldn't be the problem then because my MMM Build gives me 4Medivacs in 10:30.
When we talk about this lategame army were Z is using BL/festor only and a few meatshield Lings itslike 16Minutes+ and since we play MMM in midgame there is no 12-13Minute Hive rush possible. This is enough time to build up a reasonable Army of this micro-like-you're-not-human-comp.
The execution is really difficult but just because we aren't practising it. Since BL's are slow they can't retreat from your pdd o i would start of like that:
1)EMP on the infestors (-> no Bio split needed) 2) Close the gap with your army ->PDD 3) ShiftQue your Vikings
Due to stim your Bio will be in the front to soak up some DMG.
You listed some points which fallout after succesfull emps
Why do you wanna split Bio/Vikings if infestors are EMP'd and you have PDD/PDD's in your army. As soon as you emp'd and pdd'd you are nearly done. We just need to get used to this order and Unitcomp.
WHining that our current comp doesn't work well is no option to become good. If this Army is beating the most scary thing Z can do,it's worth to work on it. If we start to use such an intense Army Z will need to change as well.
Like mix in Ultras, use Neural, Ling flanks bla bla and suddenly they have also a super micro intensive army
Thats how the game develops:
Players get new challenges and response to them which will cause new challenges for the opponent.
Its to narrow-minded to say "Yea its tohard to execute"- Conters are always harder to execute.
Just look back how sc2 began and how it is played now
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Are you saying that every stage of the game must be balanced (early game, midgame, lategame)? If so, then I point to TvP as an example of how that isn't necessarily true. Terran seems to have an advantage in the super ridiculous lategame (throw away all SCVs in favor of MULEs), Protoss have an advantage in the lategame (storm + Archons + Collosi), and Terran have an advantage in the early to midgame. The advantage can shift throughout the game, but TvZ is nothing like that at all.
Of course every stage of the game should be balanced.
What blizzard said about TvP is different for a few reasons:
1. It's not that lategame TvP is imbalanced (according to blizz) per se, it's that Terran must do some sort of damage in the early and midgame to come out 'even' with toss in lategame. That doesnt mean you have to attack or all-in either, you can do damage many ways, like threatening drops and forcing Toss not to move out or expand, doing an opening that Toss thinks is another and so reacts sub-optimally (111 vs 2 rax for example), being super greedy when toss thinks you aren't, forcing weird tech, and the period of army and map domination terran has from 10-15 minutes that is nearly impossible for toss to react perfectly against.
2. i never said i think tvp is balanced
3. just because another match-up is imbalanced doesnt mean every match-up should be imbalanced.
4. if lategame tvp is broken, fine. but if they made it so toss build time of like stalkers was crazy high, that wouldn't be a good idea would it? im going to speak out of my ass here, but early and midgame tvp is balanced right (lets pretend it is)? So it would not be a good idea to break early pvt just for the sake of lategame tvp.
5. advantage is not the same as balance. its an advantage when one race has map control or army domination in certain periods of the game - for example, in early game, toss has advantage over zerg, even with ffe, while zerg has it after ffe but before toss takes third, and then toss has it after securing third, et cetera. i wouldnt say toss is imbalanced, thats why they cant secure their third against fast third zerg, i would say zerg has the advantage generally, thats why toss cant take a third.
In TvZ, terran has the advantage after securing third base, but zerg has it when terran is taking third and before securing it. The problem pre-queen buff, was that terran had an advantage both before taking third, and after it, when doing something like reactor hellion fast third.
A race should not have an 'advantage' when it expands - it should be momentarily vulnerable. With reactor hellion fast third, terran could dictate what zerg did while expanding, which made no sense at all. Now, terran must either press an advantage against zerg expanding, OR expand (to third) and not have the advantage. Not both at the same time.
But please. I never said I think TvP is balanced, nor that I know a clue about TvP. If it's broken go start a thread about it elsewhere, we're talking about TvZ here. We're fixing one match-up at a time with our QQ here.
Zerg has the advantage in the lategame right now, I don't think anyone can deny that. Until someone revolutionizes lategame TvZ again (c'mon Mvp, do some strategy such as mass nukes and show us how it is done!), Terran's lategame options are distinctly weaker than Zerg's. If so, then Terran has to have an advantage in the early/midgame, no?
i dont disagree. but it would not be a good idea to, say, bring back rax before depot, to fix lategame ZvT. I am not here denying that lategame TvZ may have problems. I am simply saying early game TvZ had problems, and the patch fixed that.
Secondly, is there really a problem? And I don't think it's as plain as you say it is. Yes, I do think ZvT lategame has flaws. But, it's not like terran can't ever win lategame. There is a HUGE, granted, HUGE problem when zerg has 5 bases vs terran's 3-4. But once terrans is secured on 4 bases, or taking his 5th, he should be past the BL army with a ton of vikings and siege tanks or thors (maybe and/or ghosts too).
We see the metagame evolving right now a lot, so I also think it's too early to make a judgement call. When terran has a straight, standard build order, and is losing after a month of it, then maybe we can say something. But right now terrans are doing all sorts of builds as they figure things out, so who knows. Cant exactly say queen buff was too much when terran keep doing the build that was nerfed, reactor hellion (even 1 rax fe reactor hellion).
We are seeing a lot of terrans go into that really, really strong 3 base push when playing a 1 rax FE into fast third vs zerg fast third w/queen, and it's still uncomfortable for zerg, like it was pre-patch. I'm not saying that after that stage zerg just dominates with imbalance with bl/infestor, but that means bl/infestor is the problem, not queens.
Even when Terrans were able to deny the Zerg's 3rd while taking a quick third (Bomber's quick 3rd OC comes to mind), Terrans RARELY outmacroed the Zerg. I agree that the Queen buff helped Zergs deal with Terran pressure such as excessive 2rax bunker play, but the ramifications are just too great.
Queen buff isn't about 2 rax, and most zergs dont get a queen to deal with 2 rax... you need a spine + 8-12 lings, before which you need drone micro.
Can you post the rep or something of what you are talking about though? im not exactly sure what you mean. How did bomber deny the third of the zergs?
Queen buff was made to address one build - reactor hellion into fast third while denying zerg's third. That was a big problem. That was a stupid build - terran having an advantage while expanding. You are supposed to be weak while expanding, or disadvantaged, as in passive, not active.
If a Terran and Zerg play the game you described, Zerg can easily defend his 3rd (unless it's a 2-base all-in from the Terran, in which case the Zerg can probably crush it and win anyway). The Terran takes his 3rd and the Zerg takes his 4th, and suddenly Infestor/Blords come knocking at the Terran's door. Perhaps the Terran manages to fend it off... then he dies to the instant Ultralisk remax.
As artosis said casting in the GSL recently, yes, if a zerg knows a 2 base all-in is coming (or any race for that matter, except maybe toss but that is questionable since they generally expand the slowest, but same point), and he took his third, he should hold it. It's only when he doesnt know its coming, or gets outplayed, that he should lose.
Thats why a lot of zergs a couple months ago complained about immortal/sentry - even when they knew it was coming, you couldn't beat it. But, now, the metagame has shifted and zergs can beat it if they know it's coming. Thus, it was balanced all along, but it took 3 fucking months before zergs figured it out. In fact, toss still mostly do immortal/sentry all-in and win with it (quite frankly I dont ever see toss lose with it, except once, with a huge mistake by the toss after he already killed the third by esssentially losing his army for free by being overaggressive and just beign dumb).
The queen buff was also to help zergs against this. Zergs just died to 2 base all-ins when goingf fast third, even when they knew it was coming, so the queen buff helps with that. The bigger problem was moreso scouting, which was the point of the overlord buff, since scouting terran with that slow overlord was impossible and so random.
Zerg is SUPPOSED to hold his third against all-ins he knows it's coming. That was the whole problem - zergs didnt know it was coming because of UP overlord, but even if they did, they died, or if they held it, it didnt matter, terran just took his third the same time zerg did and just ended up even when he should be very behind for failing with his all-in.
That would be like saying toss should be able to deny a 1 rax FE even with a 1 gate FE, or that terran who expand SHOULD die to 4 gate if they know it's coming and react properly, or that terran who expand should die to a 2 base toss all-in.
Terran simply cannot hope to outmacro Zerg because Zerg has been overdroning heavily due to his new protection, the Queen. Whatever pressures the Terran may throw at the Zerg, the Zerg will repel them and drone heavily. This translates into an economic advantage, a macro advantage, and later, an army advantage. There is a reason why Terrans opt to pressure and disrupt the Zerg's macro - they need to do so in order to keep up. Most Terran build orders had this general plan:
You aren't supposed to out-macro the opponent. You are supposed to be even on macro if you both play the standard game. That's the whole point. Terran is not supposed to outmacro Zerg when doing a 2 base aggression build that if it fails he can just take an equally timed third, or Terran outmacro zerg when Terran does a build that denies Zerg from taking a third (terran can all-in a zerg on 2 base, but they shouldn't out-macro them at the same time).
Pressure is supposed to be held if you know it's coming... that was the problem. Maybe you should play a macro game, instead of trying to do timing attacks that now leave you behind due to the new, good, balancing changes. Play a macro game, and outplay the opponent.
Yes, maybe lategame ZvT is imbalanced, that should be fixed on it's own. In the meantime, play a macro game and just lose 5% more than normal. whatever. These arent imbalances so huge you can't handle it below GM level.
Fast expand - Put on light/decent amounts of pressure, forcing the Zerg to make lings or blings to deal with it - The Zerg used some of his larva on units, and the worker count is more or less equal - A slugfest occurs with mech/marine tank/bio vs. the Zerg composition
Now, take away step 2 of the game plan. That's why Terrans are trying to find new, innovative ways to pressure (hellion/marauder, hellion/banshee, ghost rush to kill queens?), new ways to all-in (Zergs aren't dumb, they know how to counter all-ins and they will learn), or new ways to outmacro the Zerg, or at least macro on par with the Zerg (ridiculously greedy 4OC builds are suggested, but even then, I'm skeptical about Terran's ability to macro with the Zerg without pressure)
Honestly, I think the best option left for Terrans is pure bio with crazy multitasking. Straight up assaults vs. muta and insane amounts of drops + pre-splitting vs. infestor/blings/lings/t3
Yes, and we see lots of effective pressure, like 1 rax fe reactor hellion starport - you take a third and dont deny zergs third, but can do a lot of damage if zerg doesnt react. Even if it's a passive game, terran is still equal with the zerg as he pushes before zerg can have hive tech out. broodlords will never be out before terrans 3 base 150+ suppyl push, even if he rushes hive. And dont tell me ultras are op, that would be a joke.
It seems like most pros say muta is not really viable at high level play exactly because of fast third play (going 20+ mutas vs standard fast third play that was popular pre-patch even, like the imba reactor hellion fast third is just autolose vs the 3 base push since ling/bane/muta will get owned by it). Terran has the 'advantage' if zerg techs to hive, although he is risking behind severely unprepared if zerg holds the drop/bio pressure if terran decides to do that. nothing is stopping terran from going viking/ghost/thor right away if he sees infestor opening.
I'm not saying TvZ lategame is without it's problems. But early game TvZ was OP, and it's now fixed. Hopefully, blizz will fix any issues, if there are any, in lategame TvZ, but it is still way, way too early to tell. Even Vr/Colossus was OP for a long time, and after it was 'balanced' with the infestor buff, we started to see zergs just beat such play by going mutas, making the infestor buff unnecessary (turned out infestor buff was necessary to make zergs beat robo-macro play, but no one did that back then).
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Sure, let's micro like we're not human. We may have Zerg on the back foot...
...and then Zergs learn to split their Infestors and burrow them. Then they throw in Banelings so we're forced to split our bio, even after EMPs.
Honestly, mixing in one Raven IS a problem. You need to pump out Medivacs as soon as possible then switch to Viking production to combat the Brood Lords. Once you have your 4-6 Medivacs, you have to play super safe with them because they are crucial - you need the Starport time. After that, your Starport should be solely dedicated to Vikings.
You mention that we have a midgame MMM army... but that requires LOTS and LOTS of Medivacs to be cost-effective. MKP and Flash taught us that. The key to MMM is to constantly produce MMM and trade with the Zerg, but retain the Medivacs until you have 10-14. That's the point when MMM starts to overpower the Zerg.
Your Starport will be quite busy with constant Medivac production and then oh-crap-Brood-Lord-panic-Vikings. To squeeze a Raven in there, I seriously think you need two Starports. Two Starports are really costly to maintain, especially since you need CONSTANT MMM production in order to trade with the Zerg.
Basically, I think that a "midgame MMM force" is just not possible. Either go full bio (meaning bio all game long, don't even let your Zerg opponent get to Hive by forcing trades everywhere and retaining Medivacs) or prepare for the lategame (do not use MMM or be aggressive with it, double Starports for Vikings/Brood Lords/Ravens, add in Tanks to be safe and extra Factories to start Thor production, build up Ghosts, etc.)
Either way, be ready to micro your heart out in order to let your units be cost-effective against the superior Zerg army with better economy.
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Well if they split infestors scan + snipe 
This is an endless discussion, and having a high skill gap is good.Otherwhise it would be senseless to play competitive if everything would be so easy to be mastered within a week 
MMM is cheap and you can easily power 2starports of 3 base
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Hello TL,
I've recently read this article about QXC's bunker contain, and i think it's a very good idea that could be incorporated into standard play with enough refinements. All credits to QXC, I wonder why he hasn't posted that here since there has been so much complains in TvZ XD
http://www.team-dignitas.net/articles/blogs/Starcraft-II/1516/The-QXC-Bunker-A-New-Way-to-Contain-Creep-in-TvZ/
The game(NASL Season3 Sheth vs QXC) : + Show Spoiler +http://www.youtube.com/watch?v=v2hg2HDEa6U&feature=BFa&list=PLFB1F2E461D8A0438
I'm not a really high level player, and my understanding of the game isn't that really great,
What do you guys think?
Is it viable? Is the investement worth it?
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On June 20 2012 07:39 Rockafella wrote: 1 Rax FE into fast Starport (using the factory's techlab to make 1 Raven and then start double Medivac from making a reactor on the aforementioned fact?) Surely a raven could be used for a small bit of harass with the auto turret getting 1 or 2 worker kills at least, (ala fast cloak banshee) plus helping with the creep-spread for the rest of the game.
The rest I don't have much of a solution about, TvZ seems pretty hard at the moment!
I agree that the Raven is comparable to the Banshee in terms of gas/time investment. However, Ive found that its worse than the cloakshee in almost every aspect.
The Banshee will, in ideal circumstances: 1. Snipe a queen at the main. The extra queens are usually by the natural and if youre lucky you can chase the main queen down. 2. Force a spore or two to be made, thus "killing" 1-2 drones right there. 3. Get a few drone kills. 4. Ideally (map dependant) you can deny/delay the 3rd with your 2nd banshee should you choose to make one.
In comparison, the Raven wont be able to do 1 and 2, perhaps 3 but definitely not 4. Maybe it can delay mining a bit longer since the autoturrets will take longer to kill than to chase away the banshee.
But, I might be completely off here or not doing it right.
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1raven 2 banshee is insane
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On June 20 2012 18:15 frezMki wrote: 1raven 2 banshee is insane
You mean, 2 banshees 1 raven.
.... ....
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On June 20 2012 18:15 frezMki wrote: 1raven 2 banshee is insane
against what?
comes too late to deny 6 min 3rd base. if u make raven first u can't harrass 3rd with banshees early enough. if u make banshee first pdd (which works vs queens) is not rdy.
u basically left with trying to deny creep. try that vs 4 queens - queens win ofc. support with hellions can work if there is no roach. what if zerg gets fast spire? bam! banshee ands raven instantly useless.
it's better too get cloak and hope for a few dronekills. i tried it. trust me.
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Ehm..broski
pdd denies queens+spores ^^ since the additional queens aren't in the bases you get free queens + free drones and dont even must HOPE
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So stupid that it is even effective. But just for a shortperiod of time
Smart Z'swill spread around the Bunker or just wait for a few lings. With 2-3 queens to spread creep this "strategy" isn't really viable in a long term game. Maybe it makes some early agressions / all-ins stronger. Like MarauderHelion-Allin
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I tend to go Marine/Medivac with Raven support (High Platinum/ low Diamond). I'd say I win about 70-80% of my TvZ (but usually due to outmacroing my opponent). The problem I see with Ravens, is that for their heavy gas price and infastructur investment they are simply a bit too weak in various aspects.
- too slow to keep up with pure Bio: so I can't utilize the mobility of Bio to its fullest. - very high energy coast for Seeker Missile: which is the main spell to deal with mass banelings/ infestors. - only range 6 on Seeker Missile: so a good Infestor player can just fungal (range 9) the Ravens and I never get of a Seeker Missile
For the early game I used to do some Marine pressure into early expand but with the Queens range buff it gets a lot harder. I have experimented with simply letting the Zerg build drones while I get the fastest 16 Marine drop with Stim, Combat Shield and +1/+1 to do damage. If the Zerg was greedy he loses a lot (or outright) and if he build enough defenses I am usually about even.
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Can any of you tell me some replays/vod of that "modern mech" style in tvz? I missed most of the recent tournaments, because of Diablo 3 :/ So im really not up to date, but the style sounds very interesting.
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On June 20 2012 14:32 Entirety wrote: I point to TvP as an example of how that isn't necessarily true ... Terran have an advantage in the early to midgame.
Uh, no... no no no. Maybe that was true in 2010 when people did 2 rax openings and 3 rax all ins and protoss had no idea how to react. Protoss has the big advantage in the early game... both players can expand at around the same time and terran is forced to bunker up and try to not take eco damage vs the protoss's first units while being scared of an all in, while protoss has FULL map control until midgame.... and even then, they keep map control if they dont rush tech or they do heavy gateways/all in.
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On June 20 2012 16:29 frezMki wrote:
Players get new challenges and response to them which will cause new challenges for the opponent.
Its to narrow-minded to say "Yea its tohard to execute"- Conters are always harder to execute.
Just look back how sc2 began and how it is played now
I agree with this 100% Like terrans are so used to just sticking with the same units all game, they they finally have a challenge. But sadly all terrans are nay sayers are don't want the challenge, they just want to stick with the same 3 units all game.
Go play with it, that's what the other races did in the start when SC2 came out. DO SOMETHING NEW
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On June 20 2012 16:43 Belial88 wrote: I'm not saying TvZ lategame is without it's problems. But early game TvZ was OP, and it's now fixed. Hopefully, blizz will fix any issues, if there are any, in lategame TvZ, but it is still way, way too early to tell. Even Vr/Colossus was OP for a long time, and after it was 'balanced' with the infestor buff, we started to see zergs just beat such play by going mutas, making the infestor buff unnecessary (turned out infestor buff was necessary to make zergs beat robo-macro play, but no one did that back then).
Bellial, arent you forgetting the roach ling baneling all in? That destroyed any kind of 3rd while hellion shit. Early game T was in no way OP.
Comparing this to infestor buff is non sense, Vr/colossus was really really hard to beat (Ex Z here), massing up those corruptors and them switching back into hydras it was crazy.
Fast 3rd CC is in no way comparable. So we could delay the third a bit? with all the roach xpand coming out? Blizz definitily took an initiative that was uncalled for.
***************************************** Ovie speed was enough to give Z the weapons to punish fast CC's because of better scouting. *****************************************
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On June 20 2012 23:00 Viter wrote:Show nested quote +On June 20 2012 16:29 frezMki wrote:
Players get new challenges and response to them which will cause new challenges for the opponent.
Its to narrow-minded to say "Yea its tohard to execute"- Conters are always harder to execute.
Just look back how sc2 began and how it is played now I agree with this 100% Like terrans are so used to just sticking with the same units all game, they they finally have a challenge. But sadly all terrans are nay sayers are don't want the challenge, they just want to stick with the same 3 units all game. Go play with it, that's what the other races did in the start when SC2 came out. DO SOMETHING NEW
Are you dumb? Do you know how terran upgrades work?
User was temp banned for this post.
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All I have to say about the "too hard to do" whining is: Don't play terran! Toss and Zerg are a lot less nerve wrecking, and a lot less micro intensive. So switch!
I switched from Z to T looking for a challenge, and man am I served
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As a terran player what I really like about the zerg queen buff is that we now get to see how many bad terran players just massed blue flames and suiciding them into minerals lines. That whas basicly their entire strategy hoping to get a 50% win on ladder and on the forums sometimes they try to disguise that by using words as denying creep spread or map control (which you stilll have!). But now zergs choose to get 6 queens and their strategy stopped working and they have to rely on better macro and better understanding of timings to defeat zerg. So they do what all bad players do... they switch to protoss.
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On June 20 2012 16:44 Entirety wrote: ...and then Zergs learn to split their Infestors and burrow them. Then they throw in Banelings so we're forced to split our bio, even after EMPs.
If they can throw in enough banelings to not just instantly die to mmm dps then you let them quadrouple expand before pool while you sat on 2 base for 30 minutes. You complain about not affording gas, and then ignore the zerg gas needs, or in other words you spout hypocritical nonsense.
I don't enjoy seeing people ask for a more micro intensive game (many people saying that in other threads), and then complain when the game is more micro intensive (many people in recent threads about balance).
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On June 20 2012 23:21 derpinator wrote: As a terran player what I really like about the zerg queen buff is that we now get to see how many bad terran players just massed blue flames and suiciding them into minerals lines. That whas basicly their entire strategy hoping to get a 50% win on ladder and on the forums sometimes they try to disguise that by using words as denying creep spread or map control (which you stilll have!). But now zergs choose to get 6 queens and their strategy stopped working and they have to rely on better macro and better understanding of timings to defeat zerg. So they do what all bad players do... they switch to protoss. Yea you still have map control. But you cant deny creep or expansion. So helions now are expensive "tourists" that you can use as roache-scout. Cool!
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On June 20 2012 23:00 Viter wrote:Show nested quote +On June 20 2012 16:29 frezMki wrote:
Players get new challenges and response to them which will cause new challenges for the opponent.
Its to narrow-minded to say "Yea its tohard to execute"- Conters are always harder to execute.
Just look back how sc2 began and how it is played now I agree with this 100% Like terrans are so used to just sticking with the same units all game, they they finally have a challenge. But sadly all terrans are nay sayers are don't want the challenge, they just want to stick with the same 3 units all game. Go play with it, that's what the other races did in the start when SC2 came out. DO SOMETHING NEW
Do some research on how Terran upgrades work please.
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Which upgrades are you talking about?
Hes talking about unit comps. why are you talking about upgrades?!:D
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Bellial, arent you forgetting the roach ling baneling all in? That destroyed any kind of 3rd while hellion shit. Early game T was in no way OP.
You can scout for it. If you watch pro level TvZ, you will notice 100% of Terrans who go fast third (from fast 19 supply third to much more standard 'fast' third) will send an SCV to the third of zerg, then toward the main, at 40-45 supply.
No third base, then you need to start asking questions. You don't need to panic, but with the SCV going into the main, you might get additional clues (although maybe not due to spine, speed, or queens) - so if you still dont see anything (as you probably shouldnt by a smart zerg), scan the main. If he does not have both gas taken with a ton of workers bouncing around, if not with lair started, then you should question what is going on. If he has both gas taken but not a ton of workers, as in only 2 workers per mineral patch with no bouncing going on, then he's probably all-inning.
Roach/bane all-in and baneling busts cannot be not scouted - no third base means make siege tanks, bunkers, etc until you can positively confirm otherwise (your fast third mooore than makes up for making a few bunkers vs a zerg who is still on 2 base). Scan the natural for units, gas or drone saturation, or scan the main for lair timing, whatever, but no third, suspect something.
Also, there are many other clues. If Zerg has more than 1 spine or 1 queen (like 1 spine 1 queen, or 2 extra queens), then he's not doing a roach/bane all-in. If zerg has creep spread, he is not doing a roach bane all-in. You should also have some units poking - your initial 2 hellions, for example, off a 1 rax fe reactor hellion build should send the first 2 hellions immediately towards zerg's natural to make sure he made extra queens rather than not made queens to save up for an all-in. Every zerg makes at least 3 queens, so no extra queen for creep should be seriously alarming (plus, you should be much more effective with initial hellions as well).
That's the way the game should work - fast third terrans can hold roach/bane all-in if they know it's coming and respond and act appropriately (it isnt easy, nor should it, but they will come out wayyy ahead if they hold). But roach/bane all-in wasn't really that great back pre-queen buff when you have to spend at least 400 mineral to make the exact counter to 400-600 minerals worth of units and so your all-in would be way too late (not to mention impossible to really hit at the right timing if forced to make so much static defense). And Zerg can't both expand and do roach/bane aggression to deny Terran's third, zerg can only do one or the other.
Fast 3rd CC is in no way comparable. So we could delay the third a bit? with all the roach xpand coming out? Blizz definitily took an initiative that was uncalled for.
***************************************** Ovie speed was enough to give Z the weapons to punish fast CC's because of better scouting.
A bit? Reactor hellion into fast third forces zerg to spend at least 400 minerals in order to counter (and with static defense too) exactly the same cost of what they knew was coming, 400 minerals of hellions (you needed 2 queens and 4 lings at the very minimum, but most people got something like 3 extra queens, a spine + 2 queens, or 2 spines and a queen, but everyone spent at least 400 minerals). On top of that, Terran takes a way faster third than zerg.
This would be okay in like a mirror match-up or something, but has huge consequences for Zerg. Zerg NEEDS to take an earlier third than Terran in order to play a macro game. If terran wants to deny zerg's third, that's fine, but they shouldn't be allowed to take their third at the same time. That's just ridiculous. That's like Toss denying' Terran from fast expanding with like 1 rax FE when Toss is going 1 gate FE. It's stupid. You can't tell me "its okay if toss could delay terran from expanding to their natural for just a bit while expanding at the same time".
Roach expand has huge costs, and pigeonholes zergs into playing turtle style, 3 base infestor into quick hive. Personally, i still go macro hatch instead of third against reactor hellion, but I'm a muta player in ZvT (and my win rate in 1.2k points masters is very solid zvt, enough that i question the balance of zvt actually, but i never said i think the match-up overall is balanced). If you went 3-5 roaches into third, believe me, Terran is way ahead with reactor hellion fast third. That's like saying "oh terran should just make marauders before they can take their third" or really it would probably be more accurate to say something like medivacs, siege tanks, since Z is supposed to expand quicker.
There is no way to punish a fast third from zerg's end, unless you see the fast third of terran's building BEFORE your queens pop. This is because if you make 2 extra queens so you can take your third, your all-in will just be too late. And yea, overlord speed helps to see dumb terrans who do things like make the third part of the wall-off, but no zerg will want to sacrifice their overlord at 25 supply to see if you took a third, and even if they do, there are costs with that - terran will know zerg knows they took a quick third and oddly sac'ced it super early, as if to see if they should reactively roach/bane all-in, and is now unaware if they go for a macro game what terran is following up with after his expo.
Zerg still can't really see you took a fast third until it's too late for zerg to decide to roach/bane all-in, which requires you to grab your 2 gas around 35 supply. Even as fast as overlords are now, you won't see half the base if you sent it in at 30.
Roach/bane is definitely strong, but if you watch the GSL, you will see how every Terran scouts for it, and is not a big deal anymore. There's a reason why fast third is the standard in high level TvZ.
As for lategame zvt, like i said, i dont think it's balanced. but that didnt mean early game tvz was balanced either.
Yea you still have map control. But you cant deny creep or expansion. So helions now are expensive "tourists" that you can use as roache-scout. Cool!
No, just running hellions into zerg's base was never supposed to happen. The zerg buff made it so you aren't forced to both make 2 extra queens who can't do anything but stay on hold position at the ramp until the spine finishes while making a handful of extra lings, against what may just be 2-4 hellions instead of 4+, and even knowing hellions were coming, be forced to spend at minimum 400 minerals just to make sure hellions werent ran in, all the while denied a third until 60+ while terran can take his third before 35.
Hellions are still just as useful as before for macro play - denying creep (you now just have to spend more than 400 minerals to deny 300 minerals worth of zerg's counter to hellions), scouting, and minor harass. Just running into zerg's base which was sooo stupid is now not as strong. It seems recent play shows that 2-4 hellions at first is important for scouting, helps hold with baneling busts when going fast third, and hellion/banshee is strong as shit too.
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On June 21 2012 00:17 frezMki wrote: Which upgrades are you talking about?
Hes talking about unit comps. why are you talking about upgrades?!:D Because, unlike both protoss and zerg, terran upgrades don't affect both low tier units and high tier units so mixing them is.... not the best idea,
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I've been thinking about going some crazy all ins against mass queen zergs but then i though it would also get nerfed to ground so i better wait for HotS for a savior unit or roll a different race
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On June 21 2012 00:30 ArchAngelSC wrote:Show nested quote +On June 21 2012 00:17 frezMki wrote: Which upgrades are you talking about?
Hes talking about unit comps. why are you talking about upgrades?!:D Because, unlike both protoss and zerg, terran upgrades don't affect both low tier units and high tier units so mixing them is.... not the best idea,
And keep whining that we can't beat a 5k gas army with out 1k is the best idea?
All this excuses are useless. Barely any Z is upgrading his air -> Thor is fighting with 0-0 vs 0-0
Viking Upgrades are standard even with MMM
So blame the Upgrademechanic isn't the best idea either
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On June 21 2012 01:09 frezMki wrote:Show nested quote +On June 21 2012 00:30 ArchAngelSC wrote:On June 21 2012 00:17 frezMki wrote: Which upgrades are you talking about?
Hes talking about unit comps. why are you talking about upgrades?!:D Because, unlike both protoss and zerg, terran upgrades don't affect both low tier units and high tier units so mixing them is.... not the best idea, And keep whining that we can't beat a 5k gas army with out 1k is the best idea? All this excuses are useless. Barely any Z is upgrading his air -> Thor is fighting with 0-0 vs 0-0 Viking Upgrades are standard even with MMM So blame the Upgrademechanic isn't the best idea either
You don't seem to understand what he is saying.
All 3 Races have the same upgrade mechanic for Air units, so that part is equal (maybe Toss has a slight advantage due to Shield Upgrades). However, when a Zerg (or a Protoss) upgrades something like Ground Attack/Armor for their low tier units like Zerglings, Zealots, Stalkers, etc., those upgrades ALSO affect their high tier units like Ultralisks and Colossus. A Terran on the other hand, who upgrades his Ground Attack/Armor for his low-tier units like Marines doesn't get ANY boost at all to his higher tier units like Tanks and Thors.
This severely restricts the viable unit compositions in the mid-game. Terran MUST choose one core unit composition (Bio or Mech) and usually one other supporting unit (Medivacs, Ravens, Ghosts?) and devote all of his upgrade time/money into maxing those out. This way he is always fighting at roughly equal footing in terms of upgrades. If Terran tries to deviate too far from this in the mid-game, then he will fall behind in upgrades by spreading himself too thin and will easily get A-moved by the superior upgraded army.
Now, if the game goes very very long, then both sides will presumably have upgraded everything so by then upgrades are no longer the deciding factor. It's the mid-game that is the problem. Protoss and Zerg at this time are unlocking and massing up higher tier units that come ready with inherited upgrades. Any higher tier Terran units made to counter start off at 0/0. The only way to fight on equal upgrades is to use your lower tier units... which are inherently a bit weaker anyway. Thus, either way you are fighting an uphill battle in the mid-game. If your opponent doesn't press his advantage or makes mistakes then Terran can catch up and win. But most good players will more often than not put Terran in a big enough hole mid-game that they cannot catch up.
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No you didn't understand my post.
In my Unitcomp Thors (mech) are dealing with the Air of the Z (BL/Corrupter) They aren't upgraded aswell!!!!!!! Its 0-0 vs 0-0 in 90% of the games.
Your Bio is upgraded because this is your core in midgame, Air is upgraded aswell if you are good. Thors don't need them though since Z Air just rarely upgraded. Even without upgrades Thors are insane against stacking BL/Corrupters
Just a faulty logic to say that you are fighting against a whole 3-3 army and there is no reason to get a mixarmy thats not true. In the end the Z is most likely bader upgraded than you because just 1 attackof the BL profits from his upgrades. Yes this army needs time but during the nonstop Biotrades the Z will need ages to get his deathball too. Don't be so narrow-minded
But i don't care tbh. im using this comp.,im winning with this comp. If you want to explain your horrible winrate in TvZ keep doing it with faulty logic based excuses  If you don't try it don't blame it!
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On June 21 2012 02:45 frezMki wrote:No you didn't understand my post. In my Unitcomp Thors (mech) are dealing with the Air of the Z (BL/Corrupter) They aren't upgraded aswell!!!!!!! Its 0-0 vs 0-0 in 90% of the games. Your Bio is upgraded because this is your core in midgame, Air is upgraded aswell if you are good. Thors don't need them though since Z Air just rarely upgraded. Even without upgrades Thors are insane against stacking BL/Corrupters Just a faulty logic to say that you are fighting against a whole 3-3 army and there is no reason to get a mixarmy thats not true. In the end the Z is most likely bader upgraded than you because just 1 attackof the BL profits from his upgrades. Yes this army needs time but during the nonstop Biotrades the Z will need ages to get his deathball too. Don't be so narrow-minded But i don't care tbh. im using this comp.,im winning with this comp. If you want to explain your horrible winrate in TvZ keep doing it with faulty logic based excuses  If you don't try it don't blame it!
You should at least be getting +1 Mech Weapons for tanks to oneshot lings.
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On June 21 2012 00:17 frezMki wrote: Which upgrades are you talking about?
Hes talking about unit comps. why are you talking about upgrades?!:D bio upgrades, mech upgrades, sky upgrades
going from bio -> mech, or mech -> bio, or bio->sky, etc makes you have a bunch of units that are 1) weaker 2) you don't have much production of those units 3) probably worse for long awhile (3/3 bio vs 3/3 lings/ultras/bl's/etc vs 1/1 or so sky/mech units vs 3/3 lings/ultras/bl's) or whatever
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On June 21 2012 02:53 HeroMystic wrote:Show nested quote +On June 21 2012 02:45 frezMki wrote:No you didn't understand my post. In my Unitcomp Thors (mech) are dealing with the Air of the Z (BL/Corrupter) They aren't upgraded aswell!!!!!!! Its 0-0 vs 0-0 in 90% of the games. Your Bio is upgraded because this is your core in midgame, Air is upgraded aswell if you are good. Thors don't need them though since Z Air just rarely upgraded. Even without upgrades Thors are insane against stacking BL/Corrupters Just a faulty logic to say that you are fighting against a whole 3-3 army and there is no reason to get a mixarmy thats not true. In the end the Z is most likely bader upgraded than you because just 1 attackof the BL profits from his upgrades. Yes this army needs time but during the nonstop Biotrades the Z will need ages to get his deathball too. Don't be so narrow-minded But i don't care tbh. im using this comp.,im winning with this comp. If you want to explain your horrible winrate in TvZ keep doing it with faulty logic based excuses  If you don't try it don't blame it! You should at least be getting +1 Mech Weapons for tanks to oneshot lings.
Im playing MMM dude,i dont need Tanks ^^
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On June 21 2012 02:45 frezMki wrote:No you didn't understand my post. In my Unitcomp Thors (mech) are dealing with the Air of the Z (BL/Corrupter) They aren't upgraded aswell!!!!!!! Its 0-0 vs 0-0 in 90% of the games. Your Bio is upgraded because this is your core in midgame, Air is upgraded aswell if you are good. Thors don't need them though since Z Air just rarely upgraded. Even without upgrades Thors are insane against stacking BL/Corrupters Just a faulty logic to say that you are fighting against a whole 3-3 army and there is no reason to get a mixarmy thats not true. In the end the Z is most likely bader upgraded than you because just 1 attackof the BL profits from his upgrades. Yes this army needs time but during the nonstop Biotrades the Z will need ages to get his deathball too. Don't be so narrow-minded But i don't care tbh. im using this comp.,im winning with this comp. If you want to explain your horrible winrate in TvZ keep doing it with faulty logic based excuses  If you don't try it don't blame it! He has a point. Zerg rarely gets more than 1/1 for air before late game, so broodlords/corruptors shouldn't be too far ahead of thors/vikings in upgrades. And you deal with ultralisks with marauders primarily anyway, so upgrades shouldn't be a *huge* deal going into late game. Zerg does have a slight advantage since lings/blings/ultras share upgrades, but not many Terrans complain about ultras anyway (except as a surprise tech switch), so that's kind of a null point.
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On June 21 2012 03:06 zhurai wrote:Show nested quote +On June 21 2012 00:17 frezMki wrote: Which upgrades are you talking about?
Hes talking about unit comps. why are you talking about upgrades?!:D bio upgrades, mech upgrades, sky upgrades going from bio -> mech, or mech -> bio, or bio->sky, etc makes you have a bunch of units that are 1) weaker 2) you don't have much production of those units 3) probably worse for long awhile (3/3 bio vs 3/3 lings/ultras/bl's/etc vs 1/1 or so sky/mech units vs 3/3 lings/ultras/bl's) or whatever
They point is that you dont go for a hardcore transition. You keep adding stuff to develop your game. To get a stronger army as the game goes on. You start with your bio (+ upgrades / including ghosts), than you start adding your Thors (so you have alonger medivac production) and finally you add vikings and mix in a raven in between.
There is nothing "weak" because you keep upgrading your stuff.
If you just have Bio when the Z has 3-3ling ultra BL you should probably just stop playing the game No point to compare Bio only with a billion gas army. The only thing which is critical where we must find a timing is Viking/Raven. You have your factory super early since you need it for your starport. Adding a Thor here and there will give you enough in a reasonable time where you need to be "scared"of BL Festor
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@ the mod who warned me for very first post. Hopeyou keep following
You want an evidence for my "unproofed" assumptions? Watch the latest episode of State of the Game.They were discussing about this like 10 Minutes. Guess what? A Zerg-Player Greg "IdrA" Fields even said that Z just profit from the scare-factor so he agrees with my pov. As soon as the VoD is online i will post it.
Honestly? After which patch weren't all nerfed races-player claiming like "Oh my god i can't win anymore" and 1 week later the T get a 60+% winrate again? This buff is just overrated. It changed the game sure. But not as dramatic as MMA (for example says). Because suprisingly all Terrans which didn't scored ANYTHING in the last few months are complaining. While Mvp/MKP keep winning 24/7 on their streams. Big mysteries going on
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On June 20 2012 17:24 Moka wrote:Hello TL, I've recently read this article about QXC's bunker contain, and i think it's a very good idea that could be incorporated into standard play with enough refinements. All credits to QXC, I wonder why he hasn't posted that here since there has been so much complains in TvZ XD http://www.team-dignitas.net/articles/blogs/Starcraft-II/1516/The-QXC-Bunker-A-New-Way-to-Contain-Creep-in-TvZ/The game(NASL Season3 Sheth vs QXC) : + Show Spoiler +http://www.youtube.com/watch?v=v2hg2HDEa6U&feature=BFa&list=PLFB1F2E461D8A0438 I'm not a really high level player, and my understanding of the game isn't that really great, What do you guys think? Is it viable? Is the investement worth it? Nobody is talking about this but it seems to be a great idea. And especially like maps on ohana, you can just keep a hellion or another bunker on the side of their base so they can't spread creep out that way too.
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On June 21 2012 02:45 frezMki wrote:No you didn't understand my post. In my Unitcomp Thors (mech) are dealing with the Air of the Z (BL/Corrupter) They aren't upgraded aswell!!!!!!! Its 0-0 vs 0-0 in 90% of the games. Your Bio is upgraded because this is your core in midgame, Air is upgraded aswell if you are good. Thors don't need them though since Z Air just rarely upgraded. Even without upgrades Thors are insane against stacking BL/Corrupters Just a faulty logic to say that you are fighting against a whole 3-3 army and there is no reason to get a mixarmy thats not true. In the end the Z is most likely bader upgraded than you because just 1 attackof the BL profits from his upgrades. Yes this army needs time but during the nonstop Biotrades the Z will need ages to get his deathball too. Don't be so narrow-minded But i don't care tbh. im using this comp.,im winning with this comp. If you want to explain your horrible winrate in TvZ keep doing it with faulty logic based excuses  If you don't try it don't blame it!
Buddy we really don't care about your unit comp. You are basically saying that it works because Zergs you face supposedly don't upgrade their air "in 90% of the games.". Cool story bro. Once you get out of Gold, EVERY Zerg worth his salt will upgrade his air (sometimes with double Spire) if he makes Air units. Their air is usually just 1 level behind their ground upgrades. We don't really care if you can beat Zergs that don't upgrade their air (and apparently they stack all their air together also) because any halfway decent Zerg WILL upgrade their Air, WILL spread out their BL/Corr, and WILL smash you with little effort.
Second, if you do decide to get an full mixed army from all 3 Tech Paths as Terran , you WILL end up facing a full 3/3 army while your own army is only 2/1 or so and you will get demolished. It's just the way Terran upgrades work. You have to upgrade 6 things at a time if you want to keep up in upgrades with a full mixed army. The only time this changes is in the situation I pointed out earlier: in the very very late game when both sides have had time to upgrade everything. This is not even taking into account the fact that you would have to invest an enormous amount into production facilities to produce (and reproduce) a full mixed army. A Zerg would easily have his deathball with 3/3 ready across the board before you even got close to being able to stop him with your "mixed-army".
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Yep for sure
1 Game from GSL CodeS where Z has 3-3 Air / 3-3 Ground and T doesnt have 3-3Ground 2-0 Air and i will stop laughing ^^ So its not in my "Gold" league - its in KR GML the same ^^
I can give you a whole websites where the corrupters/BL stacks and isntwell upgraded. Which one do you want to have?
sc2rep.com gosugamers.net TakeTV archive MLG ReplayPack??
I have everything for you from players which probably snack all of us while playing drunken
And like i said 10posts ago:
If you want to explain your "horrible"winrates because you cant beat a 4-5k gas army with barely 1,5k keep enjoying it. But dont be so narrow-minded and judge things before testing them If everybody would think so narrow-minded while using faulty logic we shouldn't even play a competitive game or just remove 2 races so we don't face new challenges.
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On June 21 2012 03:56 frezMki wrote: Yep for sure
1 Game from GSL CodeS where Z has 3-3 Air / 3-3 Ground and T doesnt have 3-3Ground 2-0 Air and i will stop laughing ^^ So its not in my "Gold" league - its in KR GML the same ^^
I can give you a whole websites where the corrupters/BL stacks and isntwell upgraded. Which one do you want to have?
sc2rep.com gosugamers.net TakeTV archive MLG ReplayPack??
I have everything for you from players which probably snack all of us while playing drunken
Once again, you are talking nonsense.
Terran 3/3 "Ground" consists of both Bio AND Mech units. That means Terran would have to upgrade 3/3 Bio + 3/3 Mech + 2/0 Air which is absurd except in super late game situations. Not to mention that even if Terran did manage this absurd case, you basically just admitted they are still behind in upgrades. Otherwise it would be 3/3 Air+Ground vs. 3/3 Air+Ground. Case closed there.
But go ahead and try to find a pro game where the Terran gets 3/3 across the board at the same time the Zerg does. It simply doesn't exist because as many people have tried to tell you, Terran is restricted by their upgrade paths. It is locked in the second you decide on Bio or Mech and locked in even more when you decide on your support units. You can't just decide one moment to stop building Bio and switch to Mech because all of your Mech is going to be at lower upgrades.
What you probably meant to say was that Terran would have his CORE ground units, either Bio or Mech (but not both), at 3/3 and either Mech Attack and/or Air Weapons at 2/0 depending on what they chose as their core/support units. This is the more plausible scenario against Zergs when they hit 3/3.
You also don't seem to understand what you are saying when you say a "mixed comp". That DOES NOT mean a Bio core supported by a few Mech units like Tanks/Thors and a few air units like Medivacs/Ravens. That is STANDARD. Everyone knows how to play that and how to upgrade for that. That is also the standard play that is continuously being beaten by the top-end Zergs. When you advocate a "mixed comp" it's trying to go for all three tech trees simultaneously and keeping up in upgrades which is outright suicide.
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-.-
Ok you are right ^^ Keep whining and let me play my build which is working<3 Keep living in your narrow-mind world because your production line (bio mech switch) showed me that you didn't even understand 1 sentence :D
Over & Out
User was warned for this post
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Wow... I make this thread months ago and it got locked because it was deemed "useless" or something. Same thread exists and now it's left open....
Anyways I've been macroing hard in all my games lately and I'm losing all of my games against Toss. All they gotta do is macro just as hard and then storm their way through to a win, along with having 3 Colossi in their army.
As for my games against Zerg, I gave up using Hellions today and going for 2 Rax expand like the good ol days. It actually works fairly well in the early game to mid game, as I get much more marines earlier, making it possible to pressure them into making zerglings instead drones and relying on just having 4 queens for defence.
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On June 20 2012 23:48 LucidityDark wrote:Show nested quote +On June 20 2012 16:44 Entirety wrote: ...and then Zergs learn to split their Infestors and burrow them. Then they throw in Banelings so we're forced to split our bio, even after EMPs.
If they can throw in enough banelings to not just instantly die to mmm dps then you let them quadrouple expand before pool while you sat on 2 base for 30 minutes. You complain about not affording gas, and then ignore the zerg gas needs, or in other words you spout hypocritical nonsense. I don't enjoy seeing people ask for a more micro intensive game (many people saying that in other threads), and then complain when the game is more micro intensive (many people in recent threads about balance).
Let me clear up some things. I was referring to a potential mixed Terran composition with Thors, Vikings, Ravens, Ghosts, etc. In this case, the MMM ball will not be huge, it will be a "support" army. You don't need a million Banelings to kill this, you will need in the order of 10 Banelings. If the Terran splits well, it will require 20 Banelings.
Well, 20 Banelings + your standard Brood Lord/Infestor/Queen/Corrupter/support army isn't going to require more than 4 bases. Either way, the Zerg can afford this because the Zerg arrives into the lategame after droning heavily while extremely safe with his 6 Queens.
So the Terran supposedly sits on 2 base for 30 minutes. In my personal opinion, if the Terran decides to take a 4th and 5th and 6th, etc., the Terran is playing into the Zerg's hands. The Zerg wants this to happen, the Zerg wants a lategame scenario where the Terran has ridiculous micro demands.
Yes, micro is a good aspect of the game. It is not good, however, when the Terran's micro demands are absurdly high in comparison to the Zerg's. The Zerg lategame army is simply better, so Terrans have to micro better to combat this. This is an example of "you have to severely outplay the Zerg in order to win", which isn't what this game is about. You shouldn't have to be a league above your opponent in order to win.
What if we play TvZ like we play TvP? Take a mass-upgraded bio ball with Medivac support and do constant dropping, poking, doom drops, etc. The goal is to stretch the Zerg's multitasking ability and eventually, the Zerg will fail to send the correct amount of units to one front. 4 Marauders and 8 Marines at the front, poking at the natural, while there is a 16 Marine drop in the main and a 4 Marauder + 4 Marine poke at the 3rd, all with Medivac support. Then, when the Zerg sends over Zerglings to deal with one area, pick up in the Medivac and leave.
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On June 21 2012 07:00 Entirety wrote:Show nested quote +On June 20 2012 23:48 LucidityDark wrote:On June 20 2012 16:44 Entirety wrote: ...and then Zergs learn to split their Infestors and burrow them. Then they throw in Banelings so we're forced to split our bio, even after EMPs.
If they can throw in enough banelings to not just instantly die to mmm dps then you let them quadrouple expand before pool while you sat on 2 base for 30 minutes. You complain about not affording gas, and then ignore the zerg gas needs, or in other words you spout hypocritical nonsense. I don't enjoy seeing people ask for a more micro intensive game (many people saying that in other threads), and then complain when the game is more micro intensive (many people in recent threads about balance). Let me clear up some things. I was referring to a potential mixed Terran composition with Thors, Vikings, Ravens, Ghosts, etc. In this case, the MMM ball will not be huge, it will be a "support" army. You don't need a million Banelings to kill this, you will need in the order of 10 Banelings. If the Terran splits well, it will require 20 Banelings. Well, 20 Banelings + your standard Brood Lord/Infestor/Queen/Corrupter/support army isn't going to require more than 4 bases. Either way, the Zerg can afford this because the Zerg arrives into the lategame after droning heavily while extremely safe with his 6 Queens. So the Terran supposedly sits on 2 base for 30 minutes. In my personal opinion, if the Terran decides to take a 4th and 5th and 6th, etc., the Terran is playing into the Zerg's hands. The Zerg wants this to happen, the Zerg wants a lategame scenario where the Terran has ridiculous micro demands. Yes, micro is a good aspect of the game. It is not good, however, when the Terran's micro demands are absurdly high in comparison to the Zerg's. The Zerg lategame army is simply better, so Terrans have to micro better to combat this. This is an example of "you have to severely outplay the Zerg in order to win", which isn't what this game is about. You shouldn't have to be a league above your opponent in order to win. What if we play TvZ like we play TvP? Take a mass-upgraded bio ball with Medivac support and do constant dropping, poking, doom drops, etc. The goal is to stretch the Zerg's multitasking ability and eventually, the Zerg will fail to send the correct amount of units to one front. 4 Marauders and 8 Marines at the front, poking at the natural, while there is a 16 Marine drop in the main and a 4 Marauder + 4 Marine poke at the 3rd, all with Medivac support. Then, when the Zerg sends over Zerglings to deal with one area, pick up in the Medivac and leave. You're still counting on the zerg messing up with that strategy so it's not really a good idea imo
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fast three base with hellion banshee pressure seems to be the best solution right now. Demuslim has been making it work really well.
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fast three base without tanks is autoloss vs roach/baneling/quick mutas, not cool
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I cant get my fast 3rd cc to work. It feels like even if use it as a macro cc its not worth it cos zerg economy will still be far ahead and it just delays my tech and my push too much. Even if i rush for a 3rd cc after my first set of hellions, It cant even be used cos I cant take my 3rd until tanks or alot of bunkers.
I have been watching alot of winning tvz games from players like kas and he plays a brilliant tvz but they rely on a more aggressive 2 base attack and are really tempo based.
Anyways im prolly just gonna go back to 2rax expand into tanks and some really brutal 2base tank marine.
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fast three base without tanks is autoloss vs roach/baneling/quick mutas, not cool
which is not true at all - if you scout the roach/bane all-in, which every terran player does these days by simply having an SCV check for a third at 40-45 Terran supply (which will be 50-55 Zerg supply, which is the latest they put down the third). No third base taken, build bunkers and start up siege tanks and scan to make sure Zerg has at least full saturation in his main and 2 gases taken instead of anything less than 30 drones, 2 gas, and things like evo, lair, etc.
I cant get my fast 3rd cc to work. It feels like even if use it as a macro cc its not worth it cos zerg economy will still be far ahead and it just delays my tech and my push too much. Even if i rush for a 3rd cc after my first set of hellions, It cant even be used cos I cant take my 3rd until tanks or alot of bunkers.
Zerg should be able to crush your push anyways. I am telling you, better players these days use fast third instead of pushing before third. Zergs just crush such pushes too easily. Even pushing off 3 base is a bit outdated, you might want to go for viking/thor/ghost production instead of more rine/tank to push off 3 base.
Your first set of hellions are important to check for the third. No third = all-in coming, one way or another. Scan to confirm what Zerg is doing, as well as send hellions into natural.
fast three base with hellion banshee pressure seems to be the best solution right now. Demuslim has been making it work really well.
yea this is ridiculously strong, but your tank count is kind of low. I think it's best followed up with just taking a fourth rather than pushing with a rine/tank deathball push.
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Is it me or almost 50% is the ladder is zerg? I played 10 games today, 7 zerg, 2 protoss, 1 terran. Went 1-6 against zerg. Sigh, fuck this patch. Never hated the game more.
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I wish Zergs would be less greedy right now. I want to experiment what works well against the new Zerg right now. But the sad thing is everything works, except harassing the zerg in the early game. But well that isn't really true. Every harass that doesn't has to go through the land way works as well. Especially simply sniping the pool. Gas first seems to be pretty good against the techless zerg right now. Or putting down upgraded pfs everywhere that isn't protected by a wall of barracks. Just remember the queens can't protect the tumors and the bases at the same time. And a raven really helps cleaning up those 100 tumors instead of scanning and a +2 auto turret on creep drives queens away quiet effective. 3 armor is something nice to have. A bunker also works, can't go on creep though.
For me right now TvZ is a bit boring. But I hope terrans will soon catch up and zerg will play safer again or Blizzard might enhance the terran defense abilities, which are terrible strong already, but underused. It would fix this issue where terran tries to be as greedy as the zerg or toss and then gets overrun, but in the end sc2 would become a 10 minutes no rush game. But right now it looks really grim for terrans. Queens soon light armor maybe ? (kidding)
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United States473 Posts
The real problem is Terran has so many abilities that are incredibly overpowered in the early game, such as:
- Marines in general. - The ability to allin with all your SCVs which can tank for your ranged, mass repair stuff, and bunker your opponent in if you win even one battle. - Can 100% completely deny ALL scouting by the opponent until Lair/Robotics tech is out. You can't scout what units they have, how much gas is being mined, you can't even scout if they're making an expansion or not.
That the entire race suffers for it in the mid and late games. Marauders are 100/25 units that take 30 seconds to build from a 200/25/90 structure. (more like 250/25/90 when you count lost mining time) For comparison, Stalkers, a 125/50 unit, build out of a 150 mineral structure in 32 seconds. Marines take 25 seconds to make a 50 mineral unit, Zealots build in 28.
The problem is if Terran production wasn't crippled like this, they could autowin every game with proxied rax, pulling all their workers, and/or scouting denial. Thors got nerfed over and over to make up for the fact that you can proxy the factory then bring 16 SCVs to repair it. Vikings lose to literally any unit that can shoot back. Ravens are 200 gas because if they cost a sane amount of gas Protoss could never beat 1/1/1 ever. Banshees take 60 seconds to build, meanwhile Phoenix and Mutalisks build in half the time because if Banshees built in 30 seconds you could just put a bunker at your natural ramp and then make 4 of them before your opponent could even figure out whether or not you're expanding.
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> Use the metagame for you. Z want 3 bases ? Get you too 3 bases, for example use a MMA build (1 rax FE into reac hellion double banshee cloack fast third) and at 11:00 you are ready to give him a hell of mid-game with retentless attack on 3 bases
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On June 22 2012 06:32 Xequecal wrote: The real problem is Terran has so many abilities that are incredibly overpowered in the early game, such as:
- Marines in general. - The ability to allin with all your SCVs which can tank for your ranged, mass repair stuff, and bunker your opponent in if you win even one battle. - Can 100% completely deny ALL scouting by the opponent until Lair/Robotics tech is out. You can't scout what units they have, how much gas is being mined, you can't even scout if they're making an expansion or not.
That the entire race suffers for it in the mid and late games. Marauders are 100/25 units that take 30 seconds to build from a 200/25/90 structure. (more like 250/25/90 when you count lost mining time) For comparison, Stalkers, a 125/50 unit, build out of a 150 mineral structure in 32 seconds. Marines take 25 seconds to make a 50 mineral unit, Zealots build in 28.
The problem is if Terran production wasn't crippled like this, they could autowin every game with proxied rax, pulling all their workers, and/or scouting denial. Thors got nerfed over and over to make up for the fact that you can proxy the factory then bring 16 SCVs to repair it. Vikings lose to literally any unit that can shoot back. Ravens are 200 gas because if they cost a sane amount of gas Protoss could never beat 1/1/1 ever. Banshees take 60 seconds to build, meanwhile Phoenix and Mutalisks build in half the time because if Banshees built in 30 seconds you could just put a bunker at your natural ramp and then make 4 of them before your opponent could even figure out whether or not you're expanding.
That's the mindset of the hivemind one year ago. Back when MKP was winning with marines only and 1/1/1 was all over the place. It got figured it out and the metagame evolved. To say that marines and scvs are overpowered is the same as saying that the Earth is the center of the world. Outdated as fuck. Welcome to 2012. Marines are fine, so are scv's, and so is the entire early game of Terran.
The problem here is Terran's lategame blows compared to the other two races and now that lategame (in the case of TvZ) can be rushed and easily reached in 15 minutes without suffering any pressure at all.
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On June 20 2012 14:43 frezMki wrote: Ouch ouch ouch
Faulty Logic @Alacast
Terran Deathball seems to be weaker because its like 1/4 of the Z's Gas.
We are fighting with like 1-1,5k Gas against 4-5k (not exactly but you know what i mean)
So if we win a Fight its gg,if we lose we keep reinforcing cheaper.
Build up an army which is worth the same and T willnot be considered as a weaker Lategame-Race in TvZ So Terran can remax faster than Zerg now?
Even if T does manage to remax faster somehow, Zerg can be soooo much more efficient with fungal and BLs. Why throw lings at an army when you can throw free broodlings and spells with regenerating energy at them?
And even then if Terran miraculously survives all that, what's the answer to the Zerg's own remax?
Faulty logic right back at you.
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On June 22 2012 14:51 goFLiP wrote:Show nested quote +On June 22 2012 06:32 Xequecal wrote: The real problem is Terran has so many abilities that are incredibly overpowered in the early game, such as:
- Marines in general. - The ability to allin with all your SCVs which can tank for your ranged, mass repair stuff, and bunker your opponent in if you win even one battle. - Can 100% completely deny ALL scouting by the opponent until Lair/Robotics tech is out. You can't scout what units they have, how much gas is being mined, you can't even scout if they're making an expansion or not.
That the entire race suffers for it in the mid and late games. Marauders are 100/25 units that take 30 seconds to build from a 200/25/90 structure. (more like 250/25/90 when you count lost mining time) For comparison, Stalkers, a 125/50 unit, build out of a 150 mineral structure in 32 seconds. Marines take 25 seconds to make a 50 mineral unit, Zealots build in 28.
The problem is if Terran production wasn't crippled like this, they could autowin every game with proxied rax, pulling all their workers, and/or scouting denial. Thors got nerfed over and over to make up for the fact that you can proxy the factory then bring 16 SCVs to repair it. Vikings lose to literally any unit that can shoot back. Ravens are 200 gas because if they cost a sane amount of gas Protoss could never beat 1/1/1 ever. Banshees take 60 seconds to build, meanwhile Phoenix and Mutalisks build in half the time because if Banshees built in 30 seconds you could just put a bunker at your natural ramp and then make 4 of them before your opponent could even figure out whether or not you're expanding. That's the mindset of the hivemind one year ago. Back when MKP was winning with marines only and 1/1/1 was all over the place. It got figured it out and the metagame evolved. To say that marines and scvs are overpowered is the same as saying that the Earth is the center of the world. Outdated as fuck. Welcome to 2012. Marines are fine, so are scv's, and so is the entire early game of Terran. The problem here is Terran's lategame blows compared to the other two races and now that lategame (in the case of TvZ) can be rushed and easily reached in 15 minutes without suffering any pressure at all.
What he's saying is that our lategame blows because otherwise our lategame units could be used to perfom some retardedly powerful all-ins, a bit like protoss gateway units suck because of warpgate tech.
That said sure Terran lategame sucks, but is buffing it really a solution? Yeah, it would balance out blizz's TvZ stats, but if it just creates a passive "turtle to deathball" style on both sides, similar to what we see in ZvP i'm not sure it's a good solution. TvZ before the queen buff was interesting because of this race against the clock that forced terran to be agressive, the patch essentially allowed Zerg to be a lot more greedy and therefore shortened the time given to the terran to do damage, forcing us to either allin/cheese or die lategame.
The problem is more that it should not be possible for zerg to just rush lategame+3bases in 15mn without using any larva on units, that's just not interesting and pretty bad design imo. Changes should focus on increasing the length of midgame, giving the terran time to actually do something before Zerg hits its critical mass of BL/infestor, forcing Zerg to have a midgame step instead of just skipping from early game (queens/spines/drones) directly to lategame (bl/infestor).
Buffing terran lategame would create quite a lot of problems: It would makes our early allins retardedly powerful (buff tanks and 1/1/1 is going to become unstoppable TvP once again etc...) Also, there has to be still some incentive to have some early and midgame action. If both races have a strong lategame and strong defense it's going to create some retarded 3/4base passive turtle games like we currently see in ZvP. Lastly there's still the problem of the transition, there's no point having a strong lategame if you can't get to it, and our upgrade and production system forces us to commit and stick to either bio/mech/air, since any transition from one to another is extremely expensive, slow and dangerous.
So yeah our lategame could use a small buff (possibly to mechanics that aren't used much so it doesnt break other parts of the game *hsm wink wink*), but there has to be other changes aswell to make it so the matchup doesnt stay boring to watch. Giving Zerg better scouting while nerfing their early and midgame defensive capabilities could be a good thing, that way they could see agression coming but they would have to actually commit ressources and time to defend it.
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5+ queens seems like an invitation to skip harassment and take a fast third, particularly on modern highly-defensible maps, or to open with some kind of extra-greedy two base tech build, since the Zerg is choosing to rely upon units that can't attack you. Yeah, staying home and letting creep spread is a little awkward, but if you can bust out with a strong timing that includes a Raven, you can probably clean it up.
...
If information is a problem, floating buildings are pretty amazing. You don't have to rely upon hiding a scout from buildings or sneaking around if you simply have 1000 hit points of Barracks parked over the Zerg's potential third. (Barracks move faster than slow overlords, too.)
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The thing is with Terran is that our timing pushes can't hope to beat the burst production of a zerg with a really good economy. It's the cost-efficiency of the Terran army vs the macro monster Zerg. It's just not going to work. All zerg has to do is get rid of our army once, and they have the advantage for the rest of the game. Our production cannot recover if the army dies. Zerg doesn't even care if they lose 10 lings for 1 marine; as long as our army dies, the Zerg gets free bases. The only hope was to bring their economy down to our level. If Blizz seriously wants Terrans to reach a Zerg level of economy and compete in the late game with an untouched zerg, I don't know what to say.
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I saw kawaiirice beat tgun with a lategame BC+raven+ghost transition , with nuke harass.
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On June 28 2012 03:13 Gyro_SC2 wrote: I saw kawaiirice beat tgun with a lategame BC+raven+ghost transition , with nuke harass.
It was on Metropolis though, which is heavily favored for turtling. Morrow did the same thing (just without the BCs) vs I believe Stephano at Dreamhack.
This needs to be proven to be viable on other maps.
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he used it on ohama and metropolis this morning
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-Ghosts do 50 damage to queens now (snipe change) so maybe someone can come up with an early to midgame ghost push to repel creep and lower queen numbers.
This right here. The potentials of this running through my head, as a zerg player, scares me
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On June 28 2012 04:05 Alabast wrote:Show nested quote +-Ghosts do 50 damage to queens now (snipe change) so maybe someone can come up with an early to midgame ghost push to repel creep and lower queen numbers. This right here. The potentials of this running through my head, as a zerg player, scares me but a ghost is 200-100 comapred to a 150 mineral queen, will never ever work. As you'll have nothing to defend the counter attack as well as this coming out so late.
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Ravens are expensive, it's not convienent to have a Starport with techLab, and the die really fast, require their own micro. As if Terrans didn't have enough things to micro.
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can you just shut up? you seem so biased of your opinions. the queen nerf can barely make it damage one hellion as it roasts up all of zerg's drone way cost effectively.
btw i play toss
User was warned for this post
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On June 28 2012 06:15 chaosftw wrote: can you just shut up? you seem so biased of your opinions. the queen nerf can barely make it damage one hellion as it roasts up all of zerg's drone way cost effectively.
btw i play toss
6 Queens+wall can stop 12 hellion. Welcome in the new tvz.
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On June 28 2012 04:05 Alabast wrote:Show nested quote +-Ghosts do 50 damage to queens now (snipe change) so maybe someone can come up with an early to midgame ghost push to repel creep and lower queen numbers. This right here. The potentials of this running through my head, as a zerg player, scares me By the time the Terran gets Ghosts out, the game will be at around ~8-9 minutes on 2 bases. Zerg will have a decent drone lead, making this push quite a commitment (with no follow-up). Also, Ghosts don't do so well at defending the oh-so popular roach-ling-bane "all-ins".
Ghosts are a significant investment if its main purpose is to kill Queens. All the Zerg really has to do is mass up a decent number of zerglings, mix in a couple of banes and the push can be crushed.
Not to mention that it will be nearly impossible to retreat. If the push doesn't do significant damage, the Ghosts will all end up dying. And for what? To kill Queens? :/
On June 28 2012 06:15 chaosftw wrote: can you just shut up? you seem so biased of your opinions. the queen nerf can barely make it damage one hellion as it roasts up all of zerg's drone way cost effectively.
btw i play toss lol
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On June 28 2012 06:28 Gyro_SC2 wrote:Show nested quote +On June 28 2012 06:15 chaosftw wrote: can you just shut up? you seem so biased of your opinions. the queen nerf can barely make it damage one hellion as it roasts up all of zerg's drone way cost effectively.
btw i play toss 6 Queens+wall can stop 12 hellion. Welcome in the new tvz.
? lol...and 6 Queens+wall could not do that pre-patch? It could and it did.
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On June 28 2012 04:05 Alabast wrote:Show nested quote +-Ghosts do 50 damage to queens now (snipe change) so maybe someone can come up with an early to midgame ghost push to repel creep and lower queen numbers. This right here. The potentials of this running through my head, as a zerg player, scares me
You are scared of a terran pushing with ghosts in early-midgame? And you play Zerg?
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On June 28 2012 07:01 ][Primarch][ wrote:Show nested quote +On June 28 2012 06:28 Gyro_SC2 wrote:On June 28 2012 06:15 chaosftw wrote: can you just shut up? you seem so biased of your opinions. the queen nerf can barely make it damage one hellion as it roasts up all of zerg's drone way cost effectively.
btw i play toss 6 Queens+wall can stop 12 hellion. Welcome in the new tvz. ? lol...and 6 Queens+wall could not do that pre-patch? It could and it did. thanks primarch
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On June 28 2012 07:01 ][Primarch][ wrote:Show nested quote +On June 28 2012 06:28 Gyro_SC2 wrote:On June 28 2012 06:15 chaosftw wrote: can you just shut up? you seem so biased of your opinions. the queen nerf can barely make it damage one hellion as it roasts up all of zerg's drone way cost effectively.
btw i play toss 6 Queens+wall can stop 12 hellion. Welcome in the new tvz. ? lol...and 6 Queens+wall could not do that pre-patch? It could and it did.
because of the patch the Queen become very good to stop any early aggression. Them all the zerg makes mass queen in the early game and it was not the case before the patch.
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Turkey98 Posts
From my last 23 games:
TvT : 4-1 TvP: 7-2 TvZ: 1-9
I am totally lost in this match up, it's so depressive. I just want to quit after loading screen when I see zerg. I am trying many things, Blueflame Bio, Bio Tank, Mech but it seems I need to nuke rush or something 
I just don't know what to do, just want to crawl up to corner and hug myself in fetal position.
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On June 28 2012 07:03 ][Primarch][ wrote:Show nested quote +On June 28 2012 04:05 Alabast wrote:-Ghosts do 50 damage to queens now (snipe change) so maybe someone can come up with an early to midgame ghost push to repel creep and lower queen numbers. This right here. The potentials of this running through my head, as a zerg player, scares me You are scared of a terran pushing with ghosts in early-midgame? And you play Zerg?
my thoughts exactly.. snipe doesn't even 1shot banelings and zerglings so an early ghost push is only good vs a dumb zerg who doesnt use the new overlord speed to scout and makes only queens with few lings for defence
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United Kingdom20287 Posts
On June 20 2012 05:27 Snowbear wrote: I saw david kim also suggesting that terrans should use a raven in the mid game. There is 1 thing he and the others who give this advice, forget: a raven is 200 gas. Every terran knows that gas is a problem in the midgame. You need to push out before broodlords are out, and by getting a simple raven, you delay: - medivacs - tanks - upgrades - extra factories
Terrans need a ton of gas early-mid game: - stim - combat shield - tanks - siegetech - factory - startport - medivacs - bio upgrades - tank +1 upgrade - armory - reactors
By cutting into these, your push before hive will be weaker + a raven isn't really helping in fights vs ling bling infestor.
Are you kidding me? MVP had about 3.3k gas in the midgame (he died to hive transition) in GSL yesterday.
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On June 28 2012 07:01 ][Primarch][ wrote:Show nested quote +On June 28 2012 06:28 Gyro_SC2 wrote:On June 28 2012 06:15 chaosftw wrote: can you just shut up? you seem so biased of your opinions. the queen nerf can barely make it damage one hellion as it roasts up all of zerg's drone way cost effectively.
btw i play toss 6 Queens+wall can stop 12 hellion. Welcome in the new tvz. ? lol...and 6 Queens+wall could not do that pre-patch? It could and it did.
that's true, the only reason its a problem now is because zergs are actually willing to make more than 3 queens in new meta
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ok, whether or not incorporating a raven into your early-mid game is a good thing is debateable and in most cases up to situational decisions. But, why would you not build a couple of ravens late game? they solve a big problem of the current metagame;
1. ravens can be used to keep infestors at bay (1 seekermissile launched = 1+x dead infestor(s) ) 2. 2 or 3 pdds render any sensible amount of corruptors useless 3. a raven costs 2 food, that is 2, i repeat TWO marines 4. if you are playing a traditional TvZ style, then, when you enter the end of the midgame, you have a lot of overgas anyway so building up 5 ravens (any less seem pointless since you want to be getting some upgrades for them too) is not a stretch 5. zergs are quite responsible about their scouting. So what usually happens when you are going for an early cloaked banshee play, is that they scout your techlab researching and build a couple of sporecrawlers. Yet there is no guarantee that we are researching cloak right? could be corvidreactors or caedeus- or even seekermissile.
personally, I have seen too many terrans get demolished by zergs, because their vikings got overrun by fungals and corruptors, letting the broodlords reign supreme, to not build ravens.
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For the lower leaguers who dont seem to understand the ability to micro hellions vs queens makes a huge difference in higher levels of play. It rewards skill and multitasking. It makes it much harder to deny creep, runby, and even if u do runby queens demolish the hellions because u cannot micro them away from the queen range. Its funny because my tvp has changed to marinetankmedivac whilst my tvz has changed to bio. Tvz for me is a fast expand into bio upgrades a quick third and then a timing push with medivacs as i powerup and take a third. Then i just mass out the bio as i expo and work on upgrades. A constant stream to the zerg.
One thing id like to add is the constant nerfs to terran has put me off watching and playing sc2. My opinion is that terran is greatly underpowered and its just sad that they arent allowed to macro. I find blizzards reasoning highly irritating considering that a) the zerg buffs were barely tested on ptr, b) they are trying too hard to create an esport c) zergs were not having trouble in tvz compared to terrans in tvp and d) blizzard censors its balance discussions when imo they should be having public balance talks with the high level pros and keeping things in the open. Censoring is very disrespectful to us the customers and assumes that we are idiots. Personally from the interviews ive seen i find david kim to be ok but i find dustin bowder to be very pretentious and very corporate and fake. I wish that interviewers would be more confrontational to bowder during interviews because he has made some very questionable decisions. Imo it would be best if blizzard started thinking about replacing this man.
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I think that a lot of the problem resulting from the patch has more to do with creep spread than actual defense.
The thing is, Zerg, by its nature, is able to pump out a whole bunch of units at once. Zerg has never had a problem defending terran pushes when they knew they were coming at any point in the game's history because they are able to mass up the appropriate units fairly quickly. Before the late game Terran armies must be in a good position when engaging because zerg will almost always have an advantage in the open field even with equal supply armies. When creep is spread across half the map at a very early stage is becomes nearly impossibly to get into a good position anywhere near the zerg base without allowing the zerg a whole lot of advance notice to prepare the proper defense. The zerg can delay you here and there and has the luxury of choosing just the right moment to engage since he sees exactly what your army is doing any any given moment.
Thus my proposal and contribution to this thread is that any new build or style should focus on preventing creep spread. I've seen pros that still go hellions but go up to 8 or 10 of them. Maybe that could work. I have to say that finding a place to mix in a single raven seems worthwhile to me. Maybe the hellions + banshee build except with a raven instead of a banshee. I haven't played with any of these, but to me I really feel like getting rid of creep should be high priority.
EDIT: Just saw that QXC post. I'm definitely going to try that on for size.
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Turkey98 Posts
On June 28 2012 10:02 Plethora wrote: I think that a lot of the problem resulting from the patch has more to do with creep spread than actual defense.
EDIT: Just saw that QXC post. I'm definitely going to try that on for size. Hello, where is the qxc post you are talking about?
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Yes, that is the post I was referring to.
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I have a question about openings. IT seems that if you open with hellions, you are investing a fair amount to JUST get map control, as we cannot really harass creep tumors any more. We can still try to run by, but this is fairly risky, and not a good gameplan. If we do not make those hellions, it it becomes pretty hard to see all ins coming, unless we get a lucky scan(right when units pop, if we just see a roach warren it will be tough to know if zerg is making 3 roaches or 10). So if we do a greedy 3 OC off 1 rax we are running a pretty big risk of getting all-inned, but if we make hellions we are setting ourself back just to get a bit of map control, without being able to deny creep. So we can either be safe on 2 bases(and try to do a timing to kill the zergs third, proboably havign to walk across a fair amount of creep) or we go to 3 OC with some risk, but it is also going to be hard to out greed the zerg if the zerg plays real greedy.
Is this an accurate read? or am i overstating the investment of the hellions, the risk of the 3 OC?
Or should we just always be very aggressive/or always super greedy?
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I think it would be so sick, encourage micro, diversity, and not be imbalanced if Ravens could cloak. '
Imagine how fun that would be to use(harrasing mineral lines with seeker missiles, trying to snipe overseers ).
And ravens would be a more useful asset, and you would have to micro them well.
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On June 29 2012 14:07 Pandain wrote: I think it would be so sick, encourage micro, diversity, and not be imbalanced if Ravens could cloak. '
Imagine how fun that would be to use(harrasing mineral lines with seeker missiles, trying to snipe overseers ).
And ravens would be a more useful asset, and you would have to micro them well.
Cute but dont forget that HSM cost 125 energy and cloaking generally cost 25 and decay over time. That mean you need <150 energy just to be able to pull it off. Most raven dont even live long enough to have the energy to HSM. So as awesome as it would be to cloak, raven wont have the energy to ever do so.
I personally think 125 energy is outrageous amount of energy for a spell that has a potential to miss, small AOE, has to research and only doing decent damage from a really expensive unit. Of course I understand that they dont want 1 raven to spam to HSM but I think 105-110 energy would be good amount.
On June 29 2012 14:02 sdecker32 wrote: I have a question about openings. IT seems that if you open with hellions, you are investing a fair amount to JUST get map control, as we cannot really harass creep tumors any more. We can still try to run by, but this is fairly risky, and not a good gameplan. If we do not make those hellions, it it becomes pretty hard to see all ins coming, unless we get a lucky scan(right when units pop, if we just see a roach warren it will be tough to know if zerg is making 3 roaches or 10). So if we do a greedy 3 OC off 1 rax we are running a pretty big risk of getting all-inned, but if we make hellions we are setting ourself back just to get a bit of map control, without being able to deny creep. So we can either be safe on 2 bases(and try to do a timing to kill the zergs third, proboably havign to walk across a fair amount of creep) or we go to 3 OC with some risk, but it is also going to be hard to out greed the zerg if the zerg plays real greedy.
Is this an accurate read? or am i overstating the investment of the hellions, the risk of the 3 OC?
Or should we just always be very aggressive/or always super greedy?
Yup, I think your pretty spot on. Dont forget, the new overlord buff also allows zerg to scout us better and if they see the triple CC, they can choose to all-in or not. I personally dont think it good to play greedy with this fast triple CC or going for a risky run by with the hellion. So I am rather lost as well :/. I was glad to hear Idra said that HSM was bad though lol and I agree with him that PDD + viking can work but I think fungal still rapes it.
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IM CALLING IT RIGHT NOW, RESEARCH BUILDING ARMOR INTO MASS RAVEN (FUCKING AUTO TURRETS WITH 3 ARMOR MOTHER FUCKERS), IM DOING IT NOW)
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On June 29 2012 16:25 cydial wrote: IM CALLING IT RIGHT NOW, RESEARCH BUILDING ARMOR INTO MASS RAVEN (FUCKING AUTO TURRETS WITH 3 ARMOR MOTHER FUCKERS), IM DOING IT NOW)
I was also pretty excited about mass raven lategame (Daily # 472 Bomber TvZ) but in the last SotG both QxC and Idra stated that the raven was a bad unit I'M SO CONFUSED!
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On June 29 2012 16:25 cydial wrote: IM CALLING IT RIGHT NOW, RESEARCH BUILDING ARMOR INTO MASS RAVEN (FUCKING AUTO TURRETS WITH 3 ARMOR MOTHER FUCKERS), IM DOING IT NOW) One of my bnet friend used kind of this strategy but he's only Diamond Terran i have no idea how it is viable in higher leagues ( Master and GM )
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In my opinion the problem doesn't lie within the timing window. The timing window to punish a Zerg is still the same as before as it wasn't changed by a range-buff. The problem lies within creating that opportunity. Usually Terrans could slow down creepspread. Against a good zerg, you could never shut it down completely, as he had the option to either invest in another queen and spread it nonetheless or move his spinecrawler foward.
The alternative to that would be a few roaches. Nowadays the Zerg doesn't need to invest in anything but queens. Queens can block the ramp, fight effectively against hellions and if the terran wants to invest into more than 4-6 hellions, queens will probably have enough energy to use a transfuse as well. Given all that, taking an early 3rd base is possible and I'd dare to say not even risky for Zerg. With an early third, Terran is forced to play a more aggressive game, because taking your own 3rd base will put Terran behind.
Zerg can effectively drone up and he'll be capable of having a very cheap yet cost efficient army with well upgraded lings earlier than a Terran with a fast 3rd, because our economy producing structure isn't our army producing structure. So the situation you will find yourself in is either
a) be agressive and potentially set back Zerg or put him on even ground if he reacts properly, or overcommit and find yourself in a nearly unwinnable situation since you can't pressure zerg at all.
b) stay defensive and macro up - you will have to build up infrastracture before you can actually take your 3rd, unless you want to take it with a planetary or really fortify it. Even so in the macro case you will find 50-60% of the map covered in creep, denying basically all timings you can potentially do with marine'/tank play.
Also Zergs nowadays learned a lot. They learned to use fast transitions and the real potential of their race. They now know they can crush timings with the more cost-inefficient muta/ling/bane because they will have the economy advantage early on and switch back into a more cost efficient army later on (infestor, ling + x) .
As a Terran, pushing when you see muta/ling/bane is unwise, because even though its not very cost-efficient, its very strong and hard to push in midgame. Earlier in Starcraft 2 Zergs sticked with that combo very long and it gets worse the higher the supply count gets, nowadays they know the switch timing and you can decide if you want to push and risk losing, or if you want to wait and potentially have to deal with an army nearly unbeatable without having 4 base and all given essential upgrades.
I'm not imbalance whining here, but right now it feels horrible to play against Zerg. An opportunity you see might be none or even come back at you. If you decide to macro up, you'll find yourself in a situation with a timing window that is probably less than a minute. You could play very well against Zerg and had options before that patch, but with the fact Zerg now has a good opportunity to
a) scout allins (faster overlords) b) have better defence
you completely lose your ability to pressure Zerg midgame or create a threat with it even. Before the patch you could push and drop and Zerg either had to deal with it in a sequence OR at the same time.
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Just how cute the queen buff is was clearly demonstrated to me yesterday on TLO:s stream. Antiga close pos.
Played out like this: 4 Queens denied hellions. One overlord used to spread creep in forward pos allowing a slow queen-roach push with creep spread denying the terran 3rd (spread up through the rocks from a low ground tumor). Terran was unable to move out and establish a proper defensive tank line since the queen/roach army + massive creep spread created a situation where Z could spot every movement and effectively counter every T attempt to break out. Much like a TvT really where one Terran manages to set up a tank contain, only this contain was with queen/roach/overlord.
The new queen range makes a 10-15 roach + 6-8 queen army quite powerful, something like a roach/hydra combo with less DPS, more HP but also a lot cheaper on gas and larva. Once a decent amount of tumors are planted, transfuse makes this army a b*tch to kill since its quite mobile.
I remember reading somewhere that Blizz disliked mass Queen builds, but I suspect that is what we will see on some maps/spawn positions.
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After playing around with 2 typical TVZ late game armys in the unit tester the best way to fight of ravens is to fungle and then NP them. If you catch a nice ball of them you can simply kill them all with a hsm or spam a few pdds. If the terran is fast enough he can use up most of the energy first. It's kind of stupid that once again the infestor is the counter.
I would really like to see a hold fire command for tanks. That way tanks could still be used to zone infestors even with broodlords on the field. It would also make Tanks better in TvP.
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On June 29 2012 17:13 Type|NarutO wrote: In my opinion the problem doesn't lie within the timing window. The timing window to punish a Zerg is still the same as before as it wasn't changed by a range-buff. The problem lies within creating that opportunity. Usually Terrans could slow down creepspread. Against a good zerg, you could never shut it down completely, as he had the option to either invest in another queen and spread it nonetheless or move his spinecrawler foward.
The alternative to that would be a few roaches. Nowadays the Zerg doesn't need to invest in anything but queens. Queens can block the ramp, fight effectively against hellions and if the terran wants to invest into more than 4-6 hellions, queens will probably have enough energy to use a transfuse as well. Given all that, taking an early 3rd base is possible and I'd dare to say not even risky for Zerg. With an early third, Terran is forced to play a more aggressive game, because taking your own 3rd base will put Terran behind.
Zerg can effectively drone up and he'll be capable of having a very cheap yet cost efficient army with well upgraded lings earlier than a Terran with a fast 3rd, because our economy producing structure isn't our army producing structure. So the situation you will find yourself in is either
a) be agressive and potentially set back Zerg or put him on even ground if he reacts properly, or overcommit and find yourself in a nearly unwinnable situation since you can't pressure zerg at all.
b) stay defensive and macro up - you will have to build up infrastracture before you can actually take your 3rd, unless you want to take it with a planetary or really fortify it. Even so in the macro case you will find 50-60% of the map covered in creep, denying basically all timings you can potentially do with marine'/tank play.
Also Zergs nowadays learned a lot. They learned to use fast transitions and the real potential of their race. They now know they can crush timings with the more cost-inefficient muta/ling/bane because they will have the economy advantage early on and switch back into a more cost efficient army later on (infestor, ling + x) .
As a Terran, pushing when you see muta/ling/bane is unwise, because even though its not very cost-efficient, its very strong and hard to push in midgame. Earlier in Starcraft 2 Zergs sticked with that combo very long and it gets worse the higher the supply count gets, nowadays they know the switch timing and you can decide if you want to push and risk losing, or if you want to wait and potentially have to deal with an army nearly unbeatable without having 4 base and all given essential upgrades.
I'm not imbalance whining here, but right now it feels horrible to play against Zerg. An opportunity you see might be none or even come back at you. If you decide to macro up, you'll find yourself in a situation with a timing window that is probably less than a minute. You could play very well against Zerg and had options before that patch, but with the fact Zerg now has a good opportunity to
a) scout allins (faster overlords) b) have better defence
you completely lose your ability to pressure Zerg midgame or create a threat with it even. Before the patch you could push and drop and Zerg either had to deal with it in a sequence OR at the same time.
Case b) is pretty much what happened yesterday to Avilo vs Moonglade on Daybreak (game 2). Avilo on 2 base attempted to hit the zerg third and get some drone kills, got completely denied by about 4-5 queens. Then, using his infrastructure, he got his own third but by that time zerg had creep half-way across the map, was on optimum drones and was putting on pressure constantly. In the end, the slower economy of the Terran was the death of him. But the thing is, queens completely stopped any pressure so the Zerg went into macro-overdrive with almost no risks to him.
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About Ravens, I think it could be an awesome unit if the energy costs were reduced. Every energy unit in the game that has an energy upgrade gets a direct benefit from it when it pops (fungals ready for infestors, EMP for ghosts). Not ravens. Even PDD is 100 energy, and ravens start at 50, + 25 from upgrade. So if you make ravens to use seeker missile, You have to spend the money on starports + techlabs, buy 2 upgrades at 150/150, build units that themselves cost 100/200, and then wait for the energy to build up. Even then you have only one SM per raven, and if they are not easily dodgeable in all situations, their damage can still be lowered a lot by just splitting a bit. I don't really get what was the idea behind this unit. You don't use it for detection, because it's way too expensive and matchups currently force you to be super greedy. You can use it for PDD in certain situations. And if you want to use it for AOE, it's like a super cost inneficient high templar, HSM doing only a little more than storm while being easily dodgeable and requiring way more energy. But the three functions are very different, and you generally don't have use for all of them when you make ravens, and even if you have the opportunity (like vs bl/corruptor), energy cost prevents you to throw either enough PDDs or enough HSM.
Another thing that bugs me about Terran, is the build time on Barracks' reactors. It takes 200/50 and nearly 2 minutes to build a reactor rax. It allows you to build marines 2 at a time, and while I know marines are good units, it's still only 2 supply at a time. So you basically pay for every rax the cost of warpgate and double the initial build time, to only make your building equal? I'm okay with it on factories and starport as it makes them produce 4 supply at a time which is good, but on rax? So bio must be agressive through the mid game they say. But when you add production, it takes so long to kick in that hitting timing windows is hard, and being safe while making addons is problematic too. I think it's also part of the current TvZ problem, as zerg will ramp up a crazy production once on 3 saturated bases, which they can now get easily, while if you go on a greedy 3cc build on your end, you'll be unsafe unless you make lots of bunkers, and your production will also be delayed a lot compared to his.
TL;DR : energy costs of raven spells prevents it from being used at his full potential; Reactors on barracks makes production too long to kick in for too little benefit, while making addons-less rax is of course not cost efficient.
I have nothing to back up what i'm saying about addons, that's just a feeling, I only play random at a diamond level and I did no maths or whatever to compare productions of the 3 races, but comparing for exemple the way gateway all ins work and their terran equivalents is quite shocking imo.
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im personally thinking mauder, hellion at the moment. Need to see how it works and though. I guess it would be alot to sink minerals into. so might feel a bit allin
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It might be because I'm a lowely mid diamond, but my troubles with z are only vs compitent zergs. I normally dothis b o and it works amazing because of it's strong macro and it's strong pressure options.
10 depot 16 cc AT RAMP (where barrax is normally placed) 17 rax (at ramp, next to cc, complete the wall off) 18 depot marine double orbital THIRD CC at ~21 supply, when double orbital is mprphing lift off cc, land in natural, wall off again withanother rax, so your wall looks like depot/rax/rax make a bunker at natramp make only four marines after that, wall in COMPLETELY in your nat with 4 barracks, total of six make marine, andat around 8 minutes, push out with 20ish marines, rally your rax take the center, clear creep, kill queens, and normally they wouldn't have speed yet (in diamond) you CAN kill the third with this even if you don't you get alot of drones, 3+ queens , and potential creep not here's te thing: doup all four gas, double evo, get double upgrades, and ADD MORE RAX, for every 4 naked rax, you want 2 tech lab transition into bio get medivacs and PUSH OUT every other minute with a seasonable force if you keep your money low and your macro high, and if you have decent micro (pull mariens back, split) then this build would work well.
when you are pushing out, you can drop with reinforcements
this is just my take the wall makes it so the zerg wont all in as much (4 1.5k health buildings and a full wall off) when the zerg sees cc first they will double expand into their third and mass drones, not expecting pressure 7-8 minutes is when you push, andthat time they are still droning with thispush, you have to have your multitasking ON POINT, landing your cc, getting upgrades/addons/medivacs all wghile microing your push
the wall off in your main, you lose around 3~seconds mining time from second cc but you guarentee no lngs coming in and mesing you up, or a four drone pull, etc
when i talk to other people about this build, they just say its stupid and they zerg wil make 20 lings and a mvoe me thats why i get the wall up asap
critisism and discussion is desired
thank you slur.918
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On June 30 2012 04:09 ColonelSlur wrote: It might be because I'm a lowely mid diamond, but my troubles with z are only vs compitent zergs. I normally dothis b o and it works amazing because of it's strong macro and it's strong pressure options.
10 depot 16 cc AT RAMP (where barrax is normally placed) 17 rax (at ramp, next to cc, complete the wall off) 18 depot marine double orbital THIRD CC at ~21 supply, when double orbital is mprphing lift off cc, land in natural, wall off again withanother rax, so your wall looks like depot/rax/rax make a bunker at natramp make only four marines after that, wall in COMPLETELY in your nat with 4 barracks, total of six make marine, andat around 8 minutes, push out with 20ish marines, rally your rax take the center, clear creep, kill queens, and normally they wouldn't have speed yet (in diamond) you CAN kill the third with this even if you don't you get alot of drones, 3+ queens , and potential creep not here's te thing: doup all four gas, double evo, get double upgrades, and ADD MORE RAX, for every 4 naked rax, you want 2 tech lab transition into bio get medivacs and PUSH OUT every other minute with a seasonable force if you keep your money low and your macro high, and if you have decent micro (pull mariens back, split) then this build would work well.
when you are pushing out, you can drop with reinforcements
this is just my take the wall makes it so the zerg wont all in as much (4 1.5k health buildings and a full wall off) when the zerg sees cc first they will double expand into their third and mass drones, not expecting pressure 7-8 minutes is when you push, andthat time they are still droning with thispush, you have to have your multitasking ON POINT, landing your cc, getting upgrades/addons/medivacs all wghile microing your push
the wall off in your main, you lose around 3~seconds mining time from second cc but you guarentee no lngs coming in and mesing you up, or a four drone pull, etc
when i talk to other people about this build, they just say its stupid and they zerg wil make 20 lings and a mvoe me thats why i get the wall up asap
critisism and discussion is desired
thank you slur.918
Since you're pushing at 8 minutes, what do you do if the zerg players goes for a roach/ling/bling all-in with a heavier roach composition, aiming to outrange your bunkers and break down your wall? What if your opponent goes roach/ling defensively because they see so many raxes? What if your opponent just scouts you with overlords, sees you're going pure naked marine, 3 OC?
I, for one, would like to see a replay of this working because while you go through some possible Zerg replies with your analysis at the end of the post, I think there are more nodes that you may not be taking into account.
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On June 30 2012 04:27 ProfSc wrote:+ Show Spoiler +On June 30 2012 04:09 ColonelSlur wrote: It might be because I'm a lowely mid diamond, but my troubles with z are only vs compitent zergs. I normally dothis b o and it works amazing because of it's strong macro and it's strong pressure options.
10 depot 16 cc AT RAMP (where barrax is normally placed) 17 rax (at ramp, next to cc, complete the wall off) 18 depot marine double orbital THIRD CC at ~21 supply, when double orbital is mprphing lift off cc, land in natural, wall off again withanother rax, so your wall looks like depot/rax/rax make a bunker at natramp make only four marines after that, wall in COMPLETELY in your nat with 4 barracks, total of six make marine, andat around 8 minutes, push out with 20ish marines, rally your rax take the center, clear creep, kill queens, and normally they wouldn't have speed yet (in diamond) you CAN kill the third with this even if you don't you get alot of drones, 3+ queens , and potential creep not here's te thing: doup all four gas, double evo, get double upgrades, and ADD MORE RAX, for every 4 naked rax, you want 2 tech lab transition into bio get medivacs and PUSH OUT every other minute with a seasonable force if you keep your money low and your macro high, and if you have decent micro (pull mariens back, split) then this build would work well. when you are pushing out, you can drop with reinforcements this is just my take the wall makes it so the zerg wont all in as much (4 1.5k health buildings and a full wall off) when the zerg sees cc first they will double expand into their third and mass drones, not expecting pressure 7-8 minutes is when you push, andthat time they are still droning with thispush, you have to have your multitasking ON POINT, landing your cc, getting upgrades/addons/medivacs all wghile microing your push the wall off in your main, you lose around 3~seconds mining time from second cc but you guarentee no lngs coming in and mesing you up, or a four drone pull, etc when i talk to other people about this build, they just say its stupid and they zerg wil make 20 lings and a mvoe me thats why i get the wall up asap critisism and discussion is desired thank you slur.918 Since you're pushing at 8 minutes, what do you do if the zerg players goes for a roach/ling/bling all-in with a heavier roach composition, aiming to outrange your bunkers and break down your wall? What if your opponent goes roach/ling defensively because they see so many raxes? What if your opponent just scouts you with overlords, sees you're going pure naked marine, 3 OC? I, for one, would like to see a replay of this working because while you go through some possible Zerg replies with your analysis at the end of the post, I think there are more nodes that you may not be taking into account.
If he does all in, that might be a build's weakness. Again, this is a personally made build that I do, and refined by me, even though I'm only diamond. If the opponent scouts with the overlord, what does he care? He sees mass marines, and tech rushes to banelings. The point of this push is NOT to kill the zerg, it's to force units and trade cost effectively. If he mades 10 banelings to kill your 20 marines, and you split well and take care of all of them, you are ahead because you forced 10 larva (20lings) and10banelings. And again, a zerg will see 3OC, they will macro their ass up because they feel they are safe, and be greedy themselves, or they will all in. if they all in, the first four marines from the bunker which i take the watch tower with, I will see lings. With that 7-8 minute push, if he has many roach/ling/bane, I will just retreat and build 4-5 bunkers with a secondary wall, and not take my third.
And again, I have only done this build on ladder, vs mid-low diamonds. I have never faced anything you have said, because the wall scares them off.
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Let's have some perspective here. Terrans went something like 20 months relying on one successful unit composition because they didn't have any reason to think more broadly. Now, they've had 2 months of difficulty and the sky is falling and the game is broken. Raven/thor(+tank) is your infestor/broodlord. Late game is about: 1) gas heavy high hp units 2) siege units and 3) splash damage. If you don't have all 3 you are not going to win. MMM is not going to cut it. If you can take advantage of some early/mid game timings, great. But it's not a long term solution. The better people get at defending and reading timings, the more games are going late.
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I'm whit you guys! I'm kinda lost in this MU as well. Because i feel like reactor hellion is not viable anymore i go either really fast 3-4 cc or basic two base timing push (which i feel is significally weaker as you cant pretty much do damage or have full mapcontrol in the early game if you do not all in).
Even when i go heavy macro i cant do nothing to deny zergs 3rd and propably even 4th base. Only thing that decides is the first engagement. If i lose its over. If he loses its still not over.
Dunno what should i do.
I'v been wathcing some streams lately (illusion, MKP), and one thing is two factory mass marine push. After 1 rax expo or hellion opening you go to hellion production to fully implement them to your army and push out normally as you would do whit marine tank. I still feel that its very risky way as its kinda do or die, if they dont work at the first push u dont do shit whit hellions anymore (if he transitions to infestor/roach/ultra or tanky roach), so i havent tried it and i dont think that I would even want to.
I'm just diamond, but still this MU is almost impossible to overcome in big maps to me now. But still i
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On June 30 2012 05:02 jdsowa wrote: Let's have some perspective here. Terrans went something like 20 months relying on one successful unit composition because they didn't have any reason to think more broadly. Now, they've had 2 months of difficulty and the sky is falling and the game is broken. Raven/thor(+tank) is your infestor/broodlord. Late game is about: 1) gas heavy high hp units 2) siege units and 3) splash damage. If you don't have all 3 you are not going to win. MMM is not going to cut it. If you can take advantage of some early/mid game timings, great. But it's not a long term solution. The better people get at defending and reading timings, the more games are going late.
#1 We get Battle Cruisers (that lose to corrupters) thors (that lose to zerglings/roaches/infestors/broodlords etc) and ghosts (nerfed) for our high gas units. Ravens are okay, but certainly not on mass.
#2 Our siege unit isn't very good lategame, Tanks do more damage to our own stuff than zergs against lategame ling spam/broodlord attack.
#3 See #2 and replace siege unit with splash unit
Zergs have used two styles of play, ling/bling/muta and ling/infestor into broodlord for basically the entire starcraft 2 timeframe.
Terrans have used reaper openers (nerfed) bunker rush openers (nerfed) marine/tank plays (nerfed) mass ghost play against lategame (nerfed) hellion openers (nerfed) banshee openers (nerfed) so don't say we haven't used different build orders or play, there's a giant pile of terran stuff that has been nerfed after a major tourney or metagame shift.
At this point TvZ is extremely frustrating to play, and as somebody that has played Terran for 2 years and Zerg for about 2 months my Zerg is miles better than my Terran despite the fact I don't understand a lot of the unit interactions and fine details of the Zerg race and matchups.
Terran uses bio because bio is extremely predictable in how it will play out, and at no point in the game really can you just straight up lose because you have bio units. The same can not be said for mechanical or air stuff.
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The only way i kinda win right now is pure Bio with pressuring into 4-5 Starports BC/Raven/Vikings . IF and thats a big if i actually reach 4-5 Bases for Gas this can work.
Of couse i'm totally open to big baneling pushes before i get there and this doesn't work on alot of maps . But its something,
Mech units i fell unless of course full mech that can work as a big push are totally obsolete later on. Way too vulnerable to cheap units like Lings and tanks later on do too much friendly fire to be effective with Bio.
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On June 30 2012 05:23 Filter wrote:Show nested quote +On June 30 2012 05:02 jdsowa wrote: Let's have some perspective here. Terrans went something like 20 months relying on one successful unit composition because they didn't have any reason to think more broadly. Now, they've had 2 months of difficulty and the sky is falling and the game is broken. Raven/thor(+tank) is your infestor/broodlord. Late game is about: 1) gas heavy high hp units 2) siege units and 3) splash damage. If you don't have all 3 you are not going to win. MMM is not going to cut it. If you can take advantage of some early/mid game timings, great. But it's not a long term solution. The better people get at defending and reading timings, the more games are going late. #1 We get Battle Cruisers (that lose to corrupters) thors (that lose to zerglings/roaches/infestors/broodlords etc) and ghosts (nerfed) for our high gas units. Ravens are okay, but certainly not on mass. #2 Our siege unit isn't very good lategame, Tanks do more damage to our own stuff than zergs against lategame ling spam/broodlord attack. #3 See #2 and replace siege unit with splash unit Zergs have used two styles of play, ling/bling/muta and ling/infestor into broodlord for basically the entire starcraft 2 timeframe. Terrans have used reaper openers (nerfed) bunker rush openers (nerfed) marine/tank plays (nerfed) mass ghost play against lategame (nerfed) hellion openers (nerfed) banshee openers (nerfed) so don't say we haven't used different build orders or play, there's a giant pile of terran stuff that has been nerfed after a major tourney or metagame shift. At this point TvZ is extremely frustrating to play, and as somebody that has played Terran for 2 years and Zerg for about 2 months my Zerg is miles better than my Terran despite the fact I don't understand a lot of the unit interactions and fine details of the Zerg race and matchups. Terran uses bio because bio is extremely predictable in how it will play out, and at no point in the game really can you just straight up lose because you have bio units. The same can not be said for mechanical or air stuff.
That's just not true when it comes to builds. Zergs have experimented just as much as Terrans, you basically compared overall mid-game compositions (aka bio and marine tank) versus openers (aka 4 queen/6 queen no gas, 15/15/17, etc.) which just isn't right.
Corruptors are trash against BCs if you have Thor/raven support. When they clump up to target fire a BC you just maul them, and if they don't they're pretty inefficient. 3/3 bcs with 3/3 thors and some ravens is ridiculously strong, the problem is that reaching that is basically impossible unless you're playing NR30. Not only is that SO much gas, SO many production facilities you need to add, and SO much build time... but getting 3/3 on bio, then mech, THEN air (assuming you opened bio or biomech) is just not feasible. Let's not mention the fact that HSM is 125 energy and requires 2 expensive upgrades in hsm upgrade and raven energy upgrade. Oh yeah, and you basically have to win with that army, because it takes so long to build + is so expensive that if Zerg kills it once they'll almost always win.
Honestly, air and mech upgrades should at least be the same thing, the fact that you need 6 upgrades for your army to reach 3/3 is ridiculous when Zerg needs 4 (and their t3 units both scale off of melee/carapace which they get anyway) and Protoss needing fewer AND having chrono. This would help both with marine+tank+viking in the mid-game and late-game for terran, and it just makes sense imo. That + a reduction in BC/thor build time (maybe?) would be nice; it's something Blizzard should experiment with at least.
I'd rather them buff Terran late game than gib the queens, but we'll see how Blizzard handles it.
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It's about time for the ghost nerf to be reverted completely.
Terran needs some "beat everything" units like zerg has. We just simply cannot play this matchup anymore with all our combinations of units being beaten by infestors. You can't out-macro, you can't out-greed and you just simply cannot harass them anymore without taking a big loss or being extremely succeptable to an all-in.
This is unbearable, TvZ used to be the best matchup in this game and now it's just broken.
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The infestor is just a bandage on Z mid game.
The ghost needs to be the bandage on T late game.
Hopefully the expansion will fix both. Viper and mines look to do a passable job.
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Terran should make more allin again the zerg ! Zerg players are too overconfident about early game and If more terrans start playing allin strategy then the zergs will have to play less greedy.
Everything except this part makes sense. The counter to zerg opening 4+ queens and mass droning is to macro up hard yourself. Investing that many minerals into purely defensive units (queens) means that zerg won't be able to put pressure on you for a very long time. Keep in mind that ling speed will be heavily delayed, so pressure with marines if they try taking a very fast 3rd can be really good as well. Terran can play greedy, too! Just make sure to scout any aggressive followup from the zerg, like an econ roach/bane attack, and you can easily be on equal footing or ahead of zerg economically. Your suggestion is literally the exact opposite of how you should play against this zerg style. Your dumb all-in worked because zerg was lazy and/or stupid and never scouted that you didn't take your natural. He didn't even make scouting lings. Any competent player with eyes on the map will crush your attack and then collect their free win.
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United States473 Posts
On June 30 2012 08:46 Talack wrote: It's about time for the ghost nerf to be reverted completely.
Terran needs some "beat everything" units like zerg has. We just simply cannot play this matchup anymore with all our combinations of units being beaten by infestors. You can't out-macro, you can't out-greed and you just simply cannot harass them anymore without taking a big loss or being extremely succeptable to an all-in.
This is unbearable, TvZ used to be the best matchup in this game and now it's just broken.
They could just make Broodlords psionic. Having Ghosts counter Ultralisks is pretty stupid, as against those your tanks are actually useful.
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Perhaps getting Raven energy upgrade very early (even before you need Raven) along with Seekers will be of help. If you have a mobile, effective flying counter to Mutas (and then later for BroodLords) it will allow Terran to free up to do more. Also seekers are the best Baneling buster in the game (besides, say, a Nuke).
This at least matches two powerful Zerg forces.
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I just play as greedy and gimmicky and cheesy as possible while waiting for a patch.
There's not much of a point to attempt macro games when the matchup is as broken as it is.
Everyone screaming "ravens!" need to get informed. Fungal outranges missiles, so in theory ravens will never work. And even if you DO get missiles off you are guaranteed to lose every single raven in the process, and you can't really afford to lose a ton of 200 gas units like that.
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I feel like a lot of terrans just completely have the wrong attitude. For a long time terrans felt you MUST do damage to zerg, and with this patch, a lot of terrans feel they should all-in more, when the 2 buffs, ovie speed and queen range, were meant to make all-inning less effective or more costly.
There are plenty of terrans still winning the GSL with macro play, and that also really doesn't matter - you aren't code A level yet, so until you get to at least code a, just play a macro game and outplay your opponent, as you should, to win.
The whole spanishiwa build was outdated because of macro terran. In general in this game, if the opponent masses static defense, you respond by building more econ (or tech) against it, not attack. Now terrans know how to scout for all-ins too - sac an SCV at 30+ to spot for a third or extra queens/defense. Take a quick third as standard now, and stop going for a 3 base deathball push but instead prepare better for the lategame. Terran's ability to drop also just totally puts a spin on 'balance' in this game, and moreso than other races, can win by outplaying the opponent.
I also rarely see terrans make enough vikings against broodlords. You make 4+ vikings per colossus in tvp, i believe you should make a similar number against each broodlord.
Everyone screaming "ravens!" need to get informed. Fungal outranges missiles, so in theory ravens will never work. And even if you DO get missiles off you are guaranteed to lose every single raven in the process, and you can't really afford to lose a ton of 200 gas units like that.
mass ravens, especially paired with BC's, own the shit out of infestors, or anything zerg has. I'm not suggesting ravens or bc's at all here, I kind of feel they are near impossible to get to, at least in the current metagame, all I'm saying here is I disagree with your opinion that ravens, if somehow gotten out (which is a big if), are strong as fuck. I don't think ravens are the answer, personally, but if you could get them out, they are definitely stronger than some FG.
I think terrans just need to identify if zerg is going ultras are broodlords first (seeing 2 evo since the start instead of 1, quick hive vs later hive, not many infestors/mutas vs just a few infestors/mutas, are a few hints), and either add marauders or vikings much earlier on then they are now, as in setting up production facilities as soon as taking third.
Anyways i'm not saying i agree or disagree with a lot of people saying tvz is imbalanced, but the metagame is still wildly changing. Just a few days ago we are starting to see zergs reat to cc first by 3 hatch before pool. You can't be making balance claims when there aren't even stable builds yet.
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On June 30 2012 13:14 Xequecal wrote:Show nested quote +On June 30 2012 08:46 Talack wrote: It's about time for the ghost nerf to be reverted completely.
Terran needs some "beat everything" units like zerg has. We just simply cannot play this matchup anymore with all our combinations of units being beaten by infestors. You can't out-macro, you can't out-greed and you just simply cannot harass them anymore without taking a big loss or being extremely succeptable to an all-in.
This is unbearable, TvZ used to be the best matchup in this game and now it's just broken. They could just make Broodlords psionic. Having Ghosts counter Ultralisks is pretty stupid, as against those your tanks are actually useful.
Or make it so that infestors no longer counter vikings...
That would do wonders for terran's late game. In addition to a large raven buff.
mass ravens, especially paired with BC's, own the shit out of infestors, or anything zerg has. I'm not suggesting ravens or bc's at all here, I kind of feel they are near impossible to get to, at least in the current metagame, all I'm saying here is I disagree with your opinion that ravens, if somehow gotten out (which is a big if), are strong as fuck. I don't think ravens are the answer, personally, but if you could get them out, they are definitely stronger than some FG.
i believe there has beena few games recently where infestors beat mass ravens without breaking a sweat. even mass bcs paired with ravens....
So where are your theories comming from? And where is exactly is this mass raven/bc army comming from?
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^ What games exactly?
I speak from my own experiences I suppose, but I assumed that most people felt that mass ravens are pretty damn strong against zerg (it's just about impossible to get there safely though).
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I just play ultra passive 40-60 mins turtle mech plus air 3/3 and rape zerg cus my army becomes ultra efficient and i got only few scv on the map
Ps. Rank 1master
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On June 30 2012 15:30 Talack wrote:Show nested quote +On June 30 2012 13:14 Xequecal wrote:On June 30 2012 08:46 Talack wrote: It's about time for the ghost nerf to be reverted completely.
Terran needs some "beat everything" units like zerg has. We just simply cannot play this matchup anymore with all our combinations of units being beaten by infestors. You can't out-macro, you can't out-greed and you just simply cannot harass them anymore without taking a big loss or being extremely succeptable to an all-in.
This is unbearable, TvZ used to be the best matchup in this game and now it's just broken. They could just make Broodlords psionic. Having Ghosts counter Ultralisks is pretty stupid, as against those your tanks are actually useful. Or make it so that infestors no longer counter vikings... That would do wonders for terran's late game. In addition to a large raven buff. Show nested quote + mass ravens, especially paired with BC's, own the shit out of infestors, or anything zerg has. I'm not suggesting ravens or bc's at all here, I kind of feel they are near impossible to get to, at least in the current metagame, all I'm saying here is I disagree with your opinion that ravens, if somehow gotten out (which is a big if), are strong as fuck. I don't think ravens are the answer, personally, but if you could get them out, they are definitely stronger than some FG.
i believe there has beena few games recently where infestors beat mass ravens without breaking a sweat. even mass bcs paired with ravens.... So where are your theories comming from? And where is exactly is this mass raven/bc army comming from?
Bomber used mass raven pretty effectively against Ostojiy
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I think Marine-Tank doesn't work anymore, so we'll either have to go full on MMM with Raven support or Mech, again, with Raven support. Raven's are what we need, but it's hard to get them on medium-sized maps without risking our asses.
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On July 01 2012 03:04 LagT_T wrote:Show nested quote +On June 30 2012 15:30 Talack wrote:On June 30 2012 13:14 Xequecal wrote:On June 30 2012 08:46 Talack wrote: It's about time for the ghost nerf to be reverted completely.
Terran needs some "beat everything" units like zerg has. We just simply cannot play this matchup anymore with all our combinations of units being beaten by infestors. You can't out-macro, you can't out-greed and you just simply cannot harass them anymore without taking a big loss or being extremely succeptable to an all-in.
This is unbearable, TvZ used to be the best matchup in this game and now it's just broken. They could just make Broodlords psionic. Having Ghosts counter Ultralisks is pretty stupid, as against those your tanks are actually useful. Or make it so that infestors no longer counter vikings... That would do wonders for terran's late game. In addition to a large raven buff. mass ravens, especially paired with BC's, own the shit out of infestors, or anything zerg has. I'm not suggesting ravens or bc's at all here, I kind of feel they are near impossible to get to, at least in the current metagame, all I'm saying here is I disagree with your opinion that ravens, if somehow gotten out (which is a big if), are strong as fuck. I don't think ravens are the answer, personally, but if you could get them out, they are definitely stronger than some FG.
i believe there has beena few games recently where infestors beat mass ravens without breaking a sweat. even mass bcs paired with ravens.... So where are your theories comming from? And where is exactly is this mass raven/bc army comming from? Bomber used mass raven pretty effectively against Ostojiy
Bomber can beat Ostojiy with his hands tied...
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problem with all your suggestion is they are very mid/late mid game. I just can't let zerg run free reign for that long.
faced a zerg that made 5 queens yesterday, I just can't crack his defense since he transfuse and actually KITE my marines all day.
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Those people saying T needs Raven vs Broodlords, do you know how many gas & time you need to make enough HSM? Its ridiculous. A Raven can only fire one HSM and then best case scenario has to wait 100 seconds to fire the next one, or more typically, 200 seconds.
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the thing about ravens that people don't seem to understand is yes they are great, yes they do a lot of damage, but only to zergs that can't split broodlords/corruptors/anything. If you're facing a 1A zerg, you can do a lot of damage. If not, then you better hope you have a LOT of Ravens
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I've been doing the DeMusliM's marine hellion timing push and transitioning into pure bio during the mid game, just continually attacking multiple locations and trying to force trades (If I can snipe infestors, waste banelings, and preserve my medivacs, l think I'm in good shape). So far it's been working kinda well, just need to remember to be aggressive in this particular playstyle and keep zerg on their toes, as well as remembering to macro hard. If I do it right, he simply can't afford that critical mass of Broodlord/Corruptor/Infestors because he'll have been losing infestors from my attacks. It's pretty difficult, but it's also a really fun style.
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On June 20 2012 04:36 RedMosquito wrote: terran needs a late game and then the problem should be fixed. every race should be relatively balanced at all stages of the game. i dont buy this asymetric balance crap.
Well, this is not possible. It didn't happen in BW and won't happen in SC2 too. I still think the current late game terran is too weak though.
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On July 01 2012 10:17 Wildmoon wrote:Show nested quote +On June 20 2012 04:36 RedMosquito wrote: terran needs a late game and then the problem should be fixed. every race should be relatively balanced at all stages of the game. i dont buy this asymetric balance crap.
Well, this is not possible. It didn't happen in BW and won't happen in SC2 too. I still think the current late game terran is too weak though.
I'm pretty sure every matchup had a late game in BW. TvZ i remember terrans would have science vessels, i remember seeing players use battlecruisers, tanks for ultras, i even recall spider mines being used. More recently players have been using valkeryies for mutalisk balls when using mech i believe.
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Has anyone checked out Polt's TvZ against NSHFreaky in the IPL Korean regionals replays? It's a style of 1 rax fe into reactor hellions, getting 2 tech labs and 1 reactor to produce marauders and marines then he does a timing attack. It seems to be a very aggressive and strong build.
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I think the raven costing less gas would seriously help for the creep problem. Maybe 100 gas same mins?
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Lately, there is talk of Zerg being OP.
last month it was "Protoss OP" and now it's zerg
do you terrans ever stop? just move on to the next flavor-of-the-month thing to complain about?
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Terrans have been saying that using macro builds and all ins is currently the only viable option vZ. I don't think that light pressure is no longer viable. Marines are very effective against zerg units that require no gas. I think combat shield timings and other pressure off of 1 rax fes are very effective in the current metagame. I have also had some success with 8 minute medivac builds. Marines are my suggestion to our current troubles.
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People suggesting ravens are dumb as a rock. Ravens don't work. You need to wait 2 minutes for a raven to become useful and then you gotta hope the zerg just a-moved so that they have them all clustered up and they're stupid enough to get hit by HSM. Ravens blow. In every damn sense. Period. Stop trying to find something that doesn't work just to prove that terran's lategame is stronger that what people say. There's a reason why terrans goes back to MMM every time. Because it's the only real composition that we have while the other races have 2 or more.
And also, 3OC doesn't work at all unless the zerg doesn't know what he's doing. Once you went 3OC, you're forced to play greedy. You pick greedy and you're stuck with it. Zerg can react. If they see you going 2 base they'll just play greedy as they can defend any pressure, and if they see you going for a 3OC they'll just all in you as it's extremely hard to defend, and even if you lift the OC back, he's gonna delay it forever as zerg all ins aren't really all ins as most of them just drone behind them.
Nobody will come with a solution to this problem. People are just figuring ways around it to shift the metagame to a different style, which still doesn't fix the issue. The issue will be fixed if either ghost nerf gets revered, queen buff gets reverted, or raven gets buffed.
And, please, stay from that bullshit thing that "terrans cry so much, last month it was protoss now zerg bla bla bla". Stick that stuff to the battle.net forums where you will find many idiots like you.
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2x GM terran here ( 2 accounts in ) The problem is that there is almost no timing for terran outside of the 2-2 push... and that is pretty shit against the creep spread.. with hellion before we could at least deter the creep spread a'lot and now we can't... So I'm trying to work on some heavy bio builds atm in the early game stop apply pressure, pull back creep and getting upgrades so I don't fall behind.. making it easier to have a proper set-up in the mid-game... I think i'm on too something... I'm Ender and Cursed in GM and i'll post up some reps soon when I feel I have it right.
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Hey, I find a good build!!!!
(I try to abuse the fact that the zerg is super greedy and mass drone.) So I do a fast third, with hellion and cloak banshee harass. Similar to the mma build. I try to make the less combatunit keep all my money on my scv/macro. at 10-12 minute I start battlecruiser and I crush his face.
if he does fast infestor (around 10min) I kill them with cloack banshee. Later (around 20minute) I kill the infestor/corruptor mix with HSM, ghost,marine, maybe it could be good to have some thors.
If he comes with queens for healing, I kill them in one shot with yamato ! Boom
The key is to be very fast with the BC transition.
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On July 01 2012 11:11 xOny wrote:last month it was "Protoss OP" and now it's zerg do you terrans ever stop? just move on to the next flavor-of-the-month thing to complain about?
Hey, a patch came out incase you didn't notice.
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On June 30 2012 05:02 jdsowa wrote: Let's have some perspective here. Terrans went something like 20 months relying on one successful unit composition because they didn't have any reason to think more broadly. Now, they've had 2 months of difficulty and the sky is falling and the game is broken. Raven/thor(+tank) is your infestor/broodlord. Late game is about: 1) gas heavy high hp units 2) siege units and 3) splash damage. If you don't have all 3 you are not going to win. MMM is not going to cut it. If you can take advantage of some early/mid game timings, great. But it's not a long term solution. The better people get at defending and reading timings, the more games are going late.
 Let's have some perspective here. One unit composition. Really? Well there is something called MECH and something called BIO, both which are used in TvZ. That's two unit compositions right there. So I'm afraid your statement is wrong. There is also SKYTERRAN which isn't utilised much at all in TvZ. I count 3, not 1 (I won't count in BIO MECH which is the current metagame in TvZ). In case you didnt realise, there is a patch change which changed the TvZ matchup completely. This thread is to help Terrans evolve and find better BO's in TvZ aside from bio openings and helion openings and NOT to whine that Terrans are complaining about the matchup. No, the sky isn't falling down in any way. In fact if I thought like that I wouldn't be searching forums looking for solutions to the current metagame. Your 3 points. 1) gas heavy hp units 2)siege units and 3) splash damage. Hm, well no. 2 and no. 3 are kinda the same. The siege tank IS splash damage. It's the only heavy HP AoE dmg. HSM is also there as AoE dmg, and I assume that is what you are suggesting? So you're suggesting tanks, ravens and some heavy HP units? (sounds like mech to me). Well ye I think that sounds great in a utopian terran world ....But the way you present your "solution" to TvZ, doesn't really help me much. I already know that I need splash dmg or heavy HP gas units. I, in fact need an OPENING that is good against current TvZ metagame AND a transition that secures me the ultimate unit composition (the composition that you talk about in ur 3 points).
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On July 01 2012 13:18 Gyro_SC2 wrote: Hey, I find a good build!!!!
(I try to abuse the fact that the zerg is super greedy and mass drone.) So I do a fast third, with hellion and cloak banshee harass. Similar to the mma build. I try to make the less combatunit keep all my money on my scv/macro. at 10-12 minute I start battlecruiser and I crush his face.
if he does fast infestor (around 10min) I kill them with cloack banshee. Later (around 20minute) I kill the infestor/corruptor mix with HSM, ghost,marine, maybe it could be good to have some thors.
If he comes with queens for healing, I kill them in one shot with yamato ! Boom
The key is to be very fast with the BC transition.
You want to include a replay, and some information about your build. What maps, what league are you in etc.
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On July 01 2012 12:54 VPCursed wrote: 2x GM terran here ( 2 accounts in ) The problem is that there is almost no timing for terran outside of the 2-2 push... and that is pretty shit against the creep spread.. with hellion before we could at least deter the creep spread a'lot and now we can't... So I'm trying to work on some heavy bio builds atm in the early game stop apply pressure, pull back creep and getting upgrades so I don't fall behind.. making it easier to have a proper set-up in the mid-game... I think i'm on too something... I'm Ender and Cursed in GM and i'll post up some reps soon when I feel I have it right. Heavy bio builds, like 3 CC marine only timing? I'm playing around with Raven/Tank/Bio and it has some potential against greedy ground based army zerg. Esp. the late game Ravens shine with harass and excellent defensive capabilty. HSM is very coin flippy in regards to dmg it does...Getting RAvens in mid game is kinda hard tho...I can only get it rdy for end mid game or late game...
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It took more than 1 year for Zerg players to abandon Mutalisk in favor of infestor in ZvT. Ling/Bling/Muta used to be THE way to go. Today, we don't see this style nearly as often.
It took several months for Terran players to realize that 1rax FE double gas reactor hellion is better than 13gas reactor hellion opening. Most games started with reactor hellion in 2011, but more players started to use 1rax FE version in 2012.
Likewise, It will take several months to figure out what the best way to play against mass queen early game style is. Just like Zerg players basically abandoned Mutalisk, Terran might have to abandon hellion openings all together. Or, just like reactor hellion evolved into more economic style, only slight adjustments might be necessary.
It has been only 2 months since the patch, too early for the conclusion. In transition, many Zerg players were reluctant to switch from ling/bling/mutalisk, a style which had even won GSL. Right now, many Terran players are reluctant to switch from reactor hellion, a style which has been working for a long time.
You CANNOT contain creep with 4-6 hellions any more. Terran needs to admit this first, then find out the solution. Mutalisk COULD NOT do enough economic damage. Zerg admitted this fact and moved on to infestor. We will see...
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The problem is that Terrans aren't willing to rely on their strengths and are skimping out on all of the possibility's of early game aggression besides using the old builds that rely on weak units such as banshees and hellions. If a terran decides to go 1 rax 3CC and win in a straight up macro game than hes throwing away his early to mid game advantage and letting the zerg tech up. Furhtermore, going 1 rax fe into hellion/banshee is weak and still leaves the pacing of the game in the zergs hands as hellions and banshees are not robust units and are fragile, they're support units. However, Maruaders paired with hellions are cost efficient vs all of zergs T1 units including queens and spine crawlers as Marauders are extremely good and hellions deal with speedlings and even banelings quite well while marauders deal with roachs, banelings, and queens cost efficiently.
Personally, I'm almost 100% sure that a solid bunker at the third or front of the ramp to deny scouting zerglings and very fast thirds into a 2 base hellion/marauder in case the zerg gets their third by breaking the bunker with roachs, speedlings, or queens would be the answer to what the zergs are currently doing with the fast thirds and fast teching. Hellion/marauder is very cost efficient vs all of zergs pre lair units and is also excellent vs queens and defending against all ins while delaying the hell out of any early thirds.
Furthermore, terran can slow down zergs teching with a 2 base marauder/hellion build while grabbing a third and transitioning into marauder/hellion/thor/medivac for a very aggressive mid game into late game, or into marine/marauder/tank/medivac for a less aggressive but still robust unit composition. Grabbing a third faster than the zerg while denying their third also allows you to be able to afford ghosts in time to emp infestors and multiple starports to fend of broodlord infestor putting the terran ahead when the game starts to transition into the late game.
Terrans just need to experiment more and focus on their strengths which are their very cost efficient early game units and their ability to deny greedy expansions with these units.
TLDR, Hellions by themselves are weak vs anything but speedlings, MM is weak against anything besides zergs playing economically that don't make banelings, marauder/hellion deals with all of zergs all ins and is very aggressive and cost efficient vs zergs t1. Terrans can get ahead by relying on a strong & cost efficient early game unit composition such as marauder/hellion, which extends the early game, afterwards grabbing a third faster than the zergs and building up a strong unit composition consisting of marauder/hellion/thor/medivac and late game relying on ghosts/vikings a long with the aforementioned units.
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On July 01 2012 14:02 Orek wrote: It took more than 1 year for Zerg players to abandon Mutalisk in favor of infestor in ZvT. Ling/Bling/Muta used to be THE way to go. Today, we don't see this style nearly as often.
It took several months for Terran players to realize that 1rax FE double gas reactor hellion is better than 13gas reactor hellion opening. Most games started with reactor hellion in 2011, but more players started to use 1rax FE version in 2012.
Likewise, It will take several months to figure out what the best way to play against mass queen early game style is. Just like Zerg players basically abandoned Mutalisk, Terran might have to abandon hellion openings all together. Or, just like reactor hellion evolved into more economic style, only slight adjustments might be necessary.
It has been only 2 months since the patch, too early for the conclusion. In transition, many Zerg players were reluctant to switch from ling/bling/mutalisk, a style which had even won GSL. Right now, many Terran players are reluctant to switch from reactor hellion, a style which has been working for a long time.
You CANNOT contain creep with 4-6 hellions any more. Terran needs to admit this first, then find out the solution. Mutalisk COULD NOT do enough economic damage. Zerg admitted this fact and moved on to infestor. We will see...
On July 01 2012 14:22 Sovern wrote: The problem is that Terrans aren't willing to rely on their strengths and are skimping out on all of the possibility's of early game aggression besides using the old builds that rely on weak units such as banshees and hellions. If a terran decides to go 1 rax 3CC and win in a straight up macro game than hes throwing away his early to mid game advantage and letting the zerg tech up. Furhtermore, going 1 rax fe into hellion/banshee is weak and still leaves the pacing of the game in the zergs hands as hellions and banshees are not robust units and are fragile, they're support units. However, Maruaders paired with hellions are cost efficient vs all of zergs T1 units including queens and spine crawlers as Marauders are extremely good and hellions deal with speedlings and even banelings quite well while marauders deal with roachs, banelings, and queens cost efficiently.
Personally, I'm almost 100% sure that a solid bunker at the third or front of the ramp to deny scouting zerglings and very fast thirds into a 2 base hellion/marauder in case the zerg gets their third by breaking the bunker with roachs, speedlings, or queens would be the answer to what the zergs are currently doing with the fast thirds and fast teching. Hellion/marauder is very cost efficient vs all of zergs pre lair units and is also excellent vs queens and defending against all ins while delaying the hell out of any early thirds.
Furthermore, terran can slow down zergs teching with a 2 base marauder/hellion build while grabbing a third and transitioning into marauder/hellion/thor/medivac for a very aggressive mid game into late game, or into marine/marauder/tank/medivac for a less aggressive but still robust unit composition. Grabbing a third faster than the zerg while denying their third also allows you to be able to afford ghosts in time to emp infestors and multiple starports to fend of broodlord infestor putting the terran ahead when the game starts to transition into the late game.
Terrans just need to experiment more and focus on their strengths which are their very cost efficient early game units and their ability to deny greedy expansions with these units.
TLDR, Hellions by themselves are weak vs anything but speedlings, MM is weak against anything besides zergs playing economically that don't make banelings, marauder/hellion deals with all of zergs all ins and is very aggressive and cost efficient vs zergs t1. Terrans can get ahead by relying on a strong & cost efficient early game unit composition such as marauder/hellion, which extends the early game, afterwards grabbing a third faster than the zergs and building up a strong unit composition consisting of marauder/hellion/thor/medivac and late game relying on ghosts/vikings a long with the aforementioned units.
That's because of how the metagame shifts, not because suddenly a guy called Albert Infestorstein discovered through mathematical calculations that infestors were better than mutalisks in ZvT. Mutalisks started to get shifted out because terrans got used to defend mutas and started using more bio oriented builds (more marines) and made infestors way more useful than 20 mutalisks getting slaughtered by 8 stimmed marines and 1 medivac.
Same with 13 gas and 1rax FE. Back in that time, every once in a while, you saw a zerg who would do 1base cheese/all in or timing pushes and you had to rely on the hellions to be safe. Now, as the metagame shifted (more scouting and bigger maps), there's no need to have hellions as you can safely expand and get hellions by the time any agression kicks in. There was no George Onebarrack Fexpand who suddenly found out the equation that proves that it's better to go 1rax FE than 13 reactor hellion.
Stop it with the "players need time to discover new builds". There's no CTPP (Council of Terran Professional Players) that meet up every month to find out and practice new ideas to beat Zerg. Most of the builds in the game are already known.
It's how the metagame shifts that brings out different builds to life. Currently, the queen buff took the metagame into this situation where terran is literally fucked unless Blizzard does something or magically the metagame shifts back into the old TvZ where only one queen was made per base. Because 3OC and some other gimmicky timing pushes are different ways to avoid the fact that Terran's lategame is just pathetic, and the current metagame for TvZ is "hey, lets play late game".
The same thing happened in BW for 10 years and patches were really spaced between each other, so it let the metagame shift through every possible way. Right now, the patches are too close so it doesn't really let the metagame mature enough to develop the matchup to its fullest.
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On July 01 2012 14:22 Sovern wrote: The problem is that Terrans aren't willing to rely on their strengths and are skimping out on all of the possibility's of early game aggression besides using the old builds that rely on weak units such as banshees and hellions. If a terran decides to go 1 rax 3CC and win in a straight up macro game than hes throwing away his early to mid game advantage and letting the zerg tech up. Furhtermore, going 1 rax fe into hellion/banshee is weak and still leaves the pacing of the game in the zergs hands as hellions and banshees are not robust units and are fragile, they're support units. However, Maruaders paired with hellions are cost efficient vs all of zergs T1 units including queens and spine crawlers as Marauders are extremely good and hellions deal with speedlings and even banelings quite well while marauders deal with roachs, banelings, and queens cost efficiently.
Personally, I'm almost 100% sure that a solid bunker at the third or front of the ramp to deny scouting zerglings and very fast thirds into a 2 base hellion/marauder in case the zerg gets their third by breaking the bunker with roachs, speedlings, or queens would be the answer to what the zergs are currently doing with the fast thirds and fast teching. Hellion/marauder is very cost efficient vs all of zergs pre lair units and is also excellent vs queens and defending against all ins while delaying the hell out of any early thirds.
Furthermore, terran can slow down zergs teching with a 2 base marauder/hellion build while grabbing a third and transitioning into marauder/hellion/thor/medivac for a very aggressive mid game into late game, or into marine/marauder/tank/medivac for a less aggressive but still robust unit composition. Grabbing a third faster than the zerg while denying their third also allows you to be able to afford ghosts in time to emp infestors and multiple starports to fend of broodlord infestor putting the terran ahead when the game starts to transition into the late game.
Terrans just need to experiment more and focus on their strengths which are their very cost efficient early game units and their ability to deny greedy expansions with these units.
TLDR, Hellions by themselves are weak vs anything but speedlings, MM is weak against anything besides zergs playing economically that don't make banelings, marauder/hellion deals with all of zergs all ins and is very aggressive and cost efficient vs zergs t1. Terrans can get ahead by relying on a strong & cost efficient early game unit composition such as marauder/hellion, which extends the early game, afterwards grabbing a third faster than the zergs and building up a strong unit composition consisting of marauder/hellion/thor/medivac and late game relying on ghosts/vikings a long with the aforementioned units.
marauder hellion isnt that great. It sounds great on paper but when you do it, it not that great. It because you have no anti air so you have to attack before 10 min (mutalisk timing). Marauder hellion is weak vs mass lings. Since marauder suck vs lings and hellion suck vs lings (unless they do hit and run or have tons and tons) in straight up fight. If you are going marauder hellion and you failed your first push, you will be stuck in your base for a long long time due to not having any anti air and zerg will take map and you will lose. All zerg need to do is defend with lings and mineral unit and invest gas into mutas. Which is why generally all marauder hellion build lead to all-in.
There were people playing around with marauder hellion thor about 7 month back? but it quickly fall out of style after zerg found out that infestor were really good combine with banelings rapes this composition or magic box mutas. Watch 8 month out replays of TvZ and you can find out why that style of play fall out of style. Dont say Terran not exploring when it has already been done before.
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6rax all in is a good way to abuse greedy zerg players if you just proxy the 5 raxes. If he scouts with a drone (which is rare these days), you can fake 1 gas to make him think you're going hellions (most zergs defend hellions with only queens so they won't get any speedlings) or you can either fake 2 gas but that's a bit more obvious and some zergs react to 2port banshee by doing a timing push with roaches and that's not what you want. You want to arrive at his base with 20'ish marines and a few scv's at 7:00 and find 4 queens + 1 spine and a shit ton of drones. Zergs play so greedy these days that they think they can deny any all in with just 4+ queens.
P.S: This won't work in maps where overlords can see if you expanded or not (Cloud Kingdom comes to mind) as if they see you didn't expand by 6:30'ish they would probably drop a few spines or a bling nest, depends on the zerg.
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Ok, I can't speak about the tvz match up from a professional player's perspective, but I think that if we all just look at the how the game is played, we could come to some important conclusions.
First, people continue to say that zerg can continue to just drone behind a bunch of queens and then force a late game to come really, really, early on. In SOTG, idra has continually defended the fact that good terran players who aren't shitty will be able to keep up the pressure while maintaining a strong economy, thus, delaying or even preventing zerg from being able to drone freely behind queens.
Now from my perspective, what idra is saying is completely true. The problem is, it's so much harder for the terran player to do all of this now with the queen range buff, while it's so much easier on the zerg player to defend pressures while advancing into a late game economy. Does that make queen range OP? Is it really impossible to win against zerg unless you "outplay" the player? Just because it's harder on a player, it doesn't mean that his opposing player's race is OP.
Let's take a look at some SC2 history, the very little history it even has. There was a time when zergs had a much harder time versus both terran and protoss, but was it because some units were OP? Or was it just because it was easier for toss and terran to execute builds and strategies and harder for the zerg to defend them? It was very possible, it was just harder on the zerg player.
So yes, zerg players are having an easier time right now, but it doesn't mean tvz is fucked. People, stop complaining about the buff. It's not instawin. 2 players of similar skill will still have a balanced game. All this nonsense about terrans having to be significantly better than zergs is nonsense. Terrans just have to do even more work now in order to keep up economically. And that means if they have to dedicate resource heavy attacks in order to prevent zergs from getting such a strong economy, then so be it.
Second, back on topic, I want to point out that some people are confused about the current metagame. Some terran players are expecting to play like they have played, and that it's now impossible because you cant pressure against 6 queens and you cant 3occ either because you get all inned.
Let's look at this 6 queen 3 hatch free drone phase that is being talked about so much. I would argue that this in itself is very "all in". It's an economic all in that obviously if terran doesn't commit much to to stop it, they'll eventually lose. But what if you just 2 base all in? Don't start with this bullshit "but I don't wanna all in every tvz game".
If zerg 2 base all inned you, what would you do? Defend it, probably by putting down several bunkers and producing out a stronger army than you normally would. You react to it. If zerg is greedy, then react to it. Again, idra has argued that terran doesn't have to play an economy catchup game. Terrans are free to keep up the pressure with stronger forces or even go all in. It's like zerg playing 3 base and seeing terran go 3occ, and then adding another base to keep up. WTF is the point when you could all in there instead. You see a greedy economic all in, all in yourself and win.
Don't tell me terran all in's won't kill a greedy 6 queen drone pumping zerg. At the least, you've forced zerg to react, and thus, altering the so called "very fast late game", allowing you to transition into midgame and safer late game. And yes, assuming you are of equal skill to your zerg opponent, you will do a substantial amount of damage enough to pay out your costly all inish attack. Come on, it's just drones and queens. You will hurt his economy, and his tech will have already been delayed due to going gasless early game.
But of course, I am nowhere near pro level so my input is considered shit. Maybe I convinced some terrans to start all-inning like hell at least.
On July 01 2012 14:37 goFLiP wrote:
It's how the metagame shifts that brings out different builds to life. Currently, the queen buff took the metagame into this situation where terran is literally fucked unless Blizzard does something or magically the metagame shifts back into the old TvZ where only one queen was made per base. Because 3OC and some other gimmicky timing pushes are different ways to avoid the fact that Terran's lategame is just pathetic, and the current metagame for TvZ is "hey, lets play late game".
The same thing happened in BW for 10 years and patches were really spaced between each other, so it let the metagame shift through every possible way. Right now, the patches are too close so it doesn't really let the metagame mature enough to develop the matchup to its fullest.
wtf? You say blizzard needs to do something, but then you continue saying they need to stop patching so fast. I think you meant to say the queen change should be reverted, so that we can all see every zerg get a few roaches to deny helion runbys or wall up with evos and spines?
And it's been a long time since people only built one queen per base. Even before the change people were already producing extra queens.
And terran isn't fucked even with the queen change. I don't get why people keep saying one race is fucked just because of one unit change.
*Also forgot to note that it makes no sense that the queen change was meant to deter all ins against zerg. I highly doubt queens will prevent any sort of dedicated all in in the first place. It deters powerful early harassment, not all ins.
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On July 01 2012 15:00 scph wrote: Let's look at this 6 queen 3 hatch free drone phase that is being talked about so much. I would argue that this in itself is very "all in". It's an economic all in that obviously if terran doesn't commit much to to stop it, they'll eventually lose. But what if you just 2 base all in? Don't start with this bullshit "but I don't wanna all in every tvz game".
If zerg 2 base all inned you, what would you do? Defend it, probably by putting down several bunkers and producing out a stronger army than you normally would. You react to it. If zerg is greedy, then react to it. Again, idra has argued that terran doesn't have to play an economy catchup game. Terrans are free to keep up the pressure with stronger forces or even go all in. It's like zerg playing 3 base and seeing terran go 3occ, and then adding another base to keep up. WTF is the point when you could all in there instead. You see a greedy economic all in, all in yourself and win.
The reason why Zerg's roach/bane/ling all-in is so powerful is because they have this little thing called Larvae Inject. This allows them to rapidly produce units or drones in a very short amount of time. This allows them to hit at certain timings before Terran tech (meant to deter all-in) kicks in.
Terrans have to lay down plenty of production facilities and tech labs or reactors before making units. It doesn't work the same way Zerg does where they plop down one building and then make units from that tech tree. After laying down the production facilities, Terrans are committed to creating the units from that tech tree.
Also, an all-in will be scouted by overlords flying inside the Terran base. Once they see what tech labs / reactors are attached to production facilities, they can adequately prepare themselves.
If you suggested a specific 2 base all-in that was somewhat decent enough to cripple the Zerg, I'm sure many of us would start doing it. However, by the time any kind of decent Terran 2 base all-in hits the Zerg, they've already droned enough to support an army that will easily crush the Terran's attack.
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Attitude Terran needs now: OK, this new game called Starcraft 2 just came out on May 10th 2012. This is a game on Super Nintendo. Hence, there is no patch, no balance change, no nothing in future. Let's play this game, and demolish nasty aliens called Zerg and Protoss. Glad to see OP and some posts go this way.
Another way to look at it: OK, this game is Blizzard dictatorship. There is no republican nor democrat to choose from by means of voting. I have no say. Play by the rule imposed on me, or I get executed.
Imagine you are playing a game 15 years ago in a relatively totalitarian country. That's what it is like. Unfortunately, majority of players are spoiled, or so they look to my eye. Most of us are young and from free countries. Forget the idea your voice will be heard, forget the idea something will change. Try to come up with the solution under constraint. No matter what race you play, you need this attitude.
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Hi,
I dont know if this is viable in higher levels of play but I have made my focus in TvZ to turtle. Using the benefits of terran defence with supply walls, planetary, bunkers, building upgrades. Using mainly marines & medivacs for multi point drop play aggression with Tanks as defense. Meanwhile slowly teching to BC. Upgrades that I go for are armour upgrade for buildings 3/3 marines and 3 attack mech 3 armour for Air. I have not run into heavy infestor play since going for this so I dont know how it would go.
Idea is I just try to be cost effective until I get my tech. When I see Broodlords I just pump out vikings from the starports that I am trying to build up for BC.
I am only platinum and stating what is working for myself. Maybe people can better this play or show it bombs? But last 4 or so TvZ I have not lost - they are long games though.
Here are some replays:
http://www.sc2sea.com/replays.php?do=viewreplay&id=1394
http://www.sc2sea.com/replays.php?do=viewreplay&id=1393
http://www.sc2sea.com/replays.php?do=viewreplay&id=1392
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just learn to play mech correct like me with air and ull be ok /just s hint u dont need more than 2 tanks late game, no more than 40 scv, u need to build ravens earlier. Gl
Rank 1 master
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Why the fuck is this massive whine thread still on the side board? Its like the Terran Help Me Thread is leaking out.
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Terran late game. That is all. And don't talk to me about ravens or BC. Corruptor is the almighty anti-air unit. Any air unit will be totally useless against Corruptor/Infestor. IMO, the infestor is the problem because it has no hard counter, Ghosts are useless against them because Overseers dont require any food and zerglings are (too) fast and will punish bad ghost positioning way harder than terran can punish bad infestor positioning.
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On July 02 2012 15:28 Powerstrike wrote: just learn to play mech correct like me with air and ull be ok /just s hint u dont need more than 2 tanks late game, no more than 40 scv, u need to build ravens earlier. Gl
Rank 1 master
so you all-in every game. cool
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6 rax all in is kindve relying on them not to build 3 spines / scout it. Instead, you can try a 1rax fe -> 4rax -> combat shield timing and that punishes a zerg very hard if they take a quick third (6 mins ect.). If he doesnt take a quick third then you know theres a possibility of an all in coming. You can also do say a 2rax pressure -> double cc and then add 3 more barracks and do the same thing, if hes playing greedy and taking a quick third then do a timing push with like 20-30 marines.
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On July 02 2012 16:34 iky43210 wrote:Show nested quote +On July 02 2012 15:28 Powerstrike wrote: just learn to play mech correct like me with air and ull be ok /just s hint u dont need more than 2 tanks late game, no more than 40 scv, u need to build ravens earlier. Gl
Rank 1 master so you all-in every game. cool Gosh are u gold? U sac ur scv late game, u have like 6-7 orbitals. When playing turtle mech u have floating 6k minerals, 0 gas., ofc u macro normally at start.
User was warned for this post
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On July 02 2012 16:38 Picklebread wrote: 6 rax all in is kindve relying on them not to build 3 spines / scout it. Instead, you can try a 1rax fe -> 4rax -> combat shield timing and that punishes a zerg very hard if they take a quick third (6 mins ect.). If he doesnt take a quick third then you know theres a possibility of an all in coming. You can also do say a 2rax pressure -> double cc and then add 3 more barracks and do the same thing, if hes playing greedy and taking a quick third then do a timing push with like 20-30 marines.
It punishes especially the zergs doing the 6 queens build. Zergs playing non-greedy, taking their third and getting an army to protect it are not punished. But they do not over-drone, so its not really a problem. Terran should just take a third CC at 7 minute when they attack the third of the zerg. And if they punish the zerg, maybe be prepared for an all in.
I'm a low-diamond zerg player, and i'm describing what is working against me when i do the 6 queens build (and thats why i stopped to do this shit)
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On July 02 2012 20:18 Insoleet wrote:Show nested quote +On July 02 2012 16:38 Picklebread wrote: 6 rax all in is kindve relying on them not to build 3 spines / scout it. Instead, you can try a 1rax fe -> 4rax -> combat shield timing and that punishes a zerg very hard if they take a quick third (6 mins ect.). If he doesnt take a quick third then you know theres a possibility of an all in coming. You can also do say a 2rax pressure -> double cc and then add 3 more barracks and do the same thing, if hes playing greedy and taking a quick third then do a timing push with like 20-30 marines. It punishes especially the zergs doing the 6 queens build. Zergs playing non-greedy, taking their third and getting an army to protect it are not punished. But they do not over-drone, so its not really a problem. Terran should just take a third CC at 7 minute when they attack the third of the zerg. And if they punish the zerg, maybe be prepared for an all in. I'm a low-diamond zerg player, and i'm describing what is working against me when i do the 6 queens build (and thats why i stopped to do this shit) Yes, against 6 queen / gasless these builds work very well. I offered these builds because i really disagree with doing a 1base 6rax all in thats just gimicky and tbh any zerg in masters should scout this coming and just build 3 spines and it doesnt affect what a zerg does AFTER scouting a 1rax fe or a cc first or what have you it doesnt target greed at zergs for droning straight to 60-70 which is what if you wanna play a macro game against zerg you need to do to find timings.
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On July 01 2012 15:00 scph wrote:
Don't tell me terran all in's won't kill a greedy 6 queen drone pumping zerg. At the least, you've forced zerg to react, and thus, altering the so called "very fast late game", allowing you to transition into midgame and safer late game. And yes, assuming you are of equal skill to your zerg opponent, you will do a substantial amount of damage enough to pay out your costly all inish attack. Come on, it's just drones and queens. You will hurt his economy, and his tech will have already been delayed due to going gasless early game.
You don't understand what an all in is.
An all in means that if it doesn't work, you lose. Yes you can force the zerg to "react" for 1-2 minutes, but after deflecting the all-in, the zerg goes back to teching or droning.
If you don't lose when your all-in doesn't work, it's not all in.
And atm, most terran all-ins don't work.
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Let me make a clear statement on this topic...
if you look at the graph and charts made for the most of starcraft 2 and it's existence, it has always favoured terran significantly. Now considering that fact, and how many zerg players have had to work harder to stay in the pro scene, and that terran was arguably had the upper hand at those times, this means that zerg players were just working harder.
With that in mind, now that it can be said that, not because of the minor buffs zerg recieved and the new play styles zerg has adapted to, terran players will need to either a) discover new play styles, timings b) they need to work and practice more in the zvt match up.
Now you can't just split marines and win. you actually have to play this so called RTS game.
thank you
EDIT: Current JUNE 2012 Win rates.
http://minus.com/mLvjZlHez/1g
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On July 03 2012 04:36 chaosftw wrote: Let me make a clear statement on this topic...
if you look at the graph and charts made for the most of starcraft 2 and it's existence, it has always favoured terran significantly. Now considering that fact, and how many zerg players have had to work harder to stay in the pro scene, and that terran was arguably had the upper hand at those times, this means that zerg players were just working harder.
With that in mind, now that it can be said that, not because of the minor buffs zerg recieved and the new play styles zerg has adapted to, terran players will need to either a) discover new play styles, timings b) they need to work and practice more in the zvt match up.
Now you can't just split marines and win. you actually have to play this so called RTS game.
thank you
or c) get better lategame units then they currently have.
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On July 02 2012 16:29 Phye wrote: Terran late game. That is all. And don't talk to me about ravens or BC. Corruptor is the almighty anti-air unit. Any air unit will be totally useless against Corruptor/Infestor. IMO, the infestor is the problem because it has no hard counter, Ghosts are useless against them because Overseers dont require any food and zerglings are (too) fast and will punish bad ghost positioning way harder than terran can punish bad infestor positioning.
That's not true. PDD probably messes up corruptors more than any other unit. In a very lategame scenario TvZ, Infestors can be zoned out by Marauders, Tanks, Raven Auto Turrets, or some other units, and split Ravens can support Vikings very effectively versus corruptors, using PDD or even missiles to let Vikings burn through Corruptors. It's definitely no simple brainless move, but can be quite effective against corruptor/infestor.
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ravens are not usually made for a number of reasons besides just being a tech investment. Its very fragile and for the most part is very overrated as a spellcaster.
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On July 03 2012 04:36 chaosftw wrote: Let me make a clear statement on this topic...
if you look at the graph and charts made for the most of starcraft 2 and it's existence, it has always favoured terran significantly. Now considering that fact, and how many zerg players have had to work harder to stay in the pro scene, and that terran was arguably had the upper hand at those times, this means that zerg players were just working harder.
With that in mind, now that it can be said that, not because of the minor buffs zerg recieved and the new play styles zerg has adapted to, terran players will need to either a) discover new play styles, timings b) they need to work and practice more in the zvt match up.
Now you can't just split marines and win. you actually have to play this so called RTS game.
thank you
EDIT: Current JUNE 2012 Win rates.
http://minus.com/mLvjZlHez/1g
Terran has maintained win rates after every nerf.
P and Z only improve when a significant buff or change to the matchup occurs
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I just think its funny that your solution is just to all in.
12rines off 1 rax CC +couple more rax into bio is actually pretty good pressure vs 4-6 queens build.
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On July 03 2012 10:06 Blyadischa wrote:Show nested quote +On July 03 2012 04:36 chaosftw wrote: Let me make a clear statement on this topic...
if you look at the graph and charts made for the most of starcraft 2 and it's existence, it has always favoured terran significantly. Now considering that fact, and how many zerg players have had to work harder to stay in the pro scene, and that terran was arguably had the upper hand at those times, this means that zerg players were just working harder.
With that in mind, now that it can be said that, not because of the minor buffs zerg recieved and the new play styles zerg has adapted to, terran players will need to either a) discover new play styles, timings b) they need to work and practice more in the zvt match up.
Now you can't just split marines and win. you actually have to play this so called RTS game.
thank you
EDIT: Current JUNE 2012 Win rates.
http://minus.com/mLvjZlHez/1g Terran has maintained win rates after every nerf. P and Z only improve when a significant buff or change to the matchup occurs
yes, because those nerfs were not enough. The balance team, if they were to make more changes, would try and balance the game, not make it favourable to one race. Still, over time the nerfs caught up as you can see its results. Even now you can say it still favours terran looking at the graph and balance rates.
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On July 03 2012 09:19 LavaLava wrote:Show nested quote +On July 02 2012 16:29 Phye wrote: Terran late game. That is all. And don't talk to me about ravens or BC. Corruptor is the almighty anti-air unit. Any air unit will be totally useless against Corruptor/Infestor. IMO, the infestor is the problem because it has no hard counter, Ghosts are useless against them because Overseers dont require any food and zerglings are (too) fast and will punish bad ghost positioning way harder than terran can punish bad infestor positioning. That's not true. PDD probably messes up corruptors more than any other unit. In a very lategame scenario TvZ, Infestors can be zoned out by Marauders, Tanks, Raven Auto Turrets, or some other units, and split Ravens can support Vikings very effectively versus corruptors, using PDD or even missiles to let Vikings burn through Corruptors. It's definitely no simple brainless move, but can be quite effective against corruptor/infestor.
The second you overmake Air or Anti Air Units against Zerg pure Lings will overwhelm and clean up everything and then just counterattack with them .
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I'm sorry to ask if it was repeated but what exactly is the build that is best for the current situation? Is it the 1 rax into 2 more orbitals? Because everytime I go for this greedy build, I end up getting all ins and dying to them. If anyone can help me out with the current builds right now, I'll really appreciate it.
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^ If you watch pro terrans, you'll see they send an SCV out at 30+ to check for the third. By 40 supply, there should be a third definitely being set up (you can try to block or whatever), and then they send the SCV into the natural to make sure Zerg made more than 1 extra queen (ie a spine and queen, 2 extra queens, et cetera). No third and no extra 'stuff' like queens, especially in the presence of roaches being made, larva pooled, a roach warren, are all signs of a roach/bane all-in. If you don't see a third and aren't sure, spend a scan into the main as your SCV should have checked out all of the natural. Creep tumors being placed down are also a sign he is playing macro rather than all-inning.
From there you just bunker up, maybe even lift off the natural, make marauder and start up siege tank production, maybe banshees if you already were making them. You should be able to hold if you know it's coming.
Terrans no longer play blind back when they just did 2 base play, now you have to make sure no all-in is coming. Much like the other races have done for a long time. Also your initial hellions, if you go 1 rax FE, double gas, into reactor hellion, can give you vital scouting if you aren't sure what's going on (ie go into main if you see no third or extra queens or creep spread or continuing drones popping).
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Could anyone point me to the exact build order for 3 fast cc vs zerg that demuslim did during UK WCS tournament?
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Is the Zerg increased win rate against Terran really due to this patch? Because tbh in GSL this season very few of the pro Zergs are taking advantage of the queen range, I've seen the 6 queen build a few times, but most of the time the Zergs are still just getting 1 queen for each hatchery. In the RO16 neither Violet nor Symbol got high queen counts in any of their games.
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3 queens is still pretty standard for the initial 2 zerg bases. The main problem is that the freaking range nearly doubled so any kind of hellion agression is basically useless now. I'm guessing you dont play as a terran, otherwise the difficulty increase here would be fairly obvious to you.
6 queen build has always been overkill unless your opponent goes pure air or pure hellion, thats the reason you havent seen it in GSL. Even a huge range buff doesnt make a build as stupid as that good enough for the GSL.
Until now, many argued that TvZ was the most balanced matchup in the game. This new change shatters the matchup IMO. Zergs were supposed to be greedy and find way to defend, which they had ample, when they took an early expansion. And I dont just mean the early 2nd, I mean any early expansion. This change now combined with small chokes to the natural on nearly all maps forces a terran to either all-in, or do a very early orbital themselves and hope that they have the micro and APM to defeat a 3-base zerg on only 2 bases.
I think the only reason that the June winrates arent more skewed is becuase of how many terrans are doing 1-base all-ins now.
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On July 01 2012 12:00 goFLiP wrote: People suggesting ravens are dumb as a rock. Ravens don't work. You need to wait 2 minutes for a raven to become useful and then you gotta hope the zerg just a-moved so that they have them all clustered up and they're stupid enough to get hit by HSM. Ravens blow. In every damn sense. Period. Stop trying to find something that doesn't work just to prove that terran's lategame is stronger that what people say. There's a reason why terrans goes back to MMM every time. Because it's the only real composition that we have while the other races have 2 or more.
And also, 3OC doesn't work at all unless the zerg doesn't know what he's doing. Once you went 3OC, you're forced to play greedy. You pick greedy and you're stuck with it. Zerg can react. If they see you going 2 base they'll just play greedy as they can defend any pressure, and if they see you going for a 3OC they'll just all in you as it's extremely hard to defend, and even if you lift the OC back, he's gonna delay it forever as zerg all ins aren't really all ins as most of them just drone behind them.
Nobody will come with a solution to this problem. People are just figuring ways around it to shift the metagame to a different style, which still doesn't fix the issue. The issue will be fixed if either ghost nerf gets revered, queen buff gets reverted, or raven gets buffed.
And, please, stay from that bullshit thing that "terrans cry so much, last month it was protoss now zerg bla bla bla". Stick that stuff to the battle.net forums where you will find many idiots like you. + Show Spoiler +I don't see how revering the ghost nerf will help ;p Ravens are used for PDD, not HSM lol. Of course, we have all seen even HSM be very effective at all levels of play, including the GSL. But it's the PDD that's the point of the raven. For 2 supply you get 2 PDDs (with maxed energy); surely you cannot think this is bad?
You are correct that mass raven is not the answer to anything, but to say that to even suggest ravens late-game is stupid, is truly stupid. You won't convince many that 0.5-1 PDD per supply is useless.
Personally, I've been having a lot more trouble with ultras than with BLs; especially when I play mech. Thors just get devastated by ultras (and let's not even mention tanks), so it seems like you need to do a sudden transition to either BCs or marauders after taking your 3rd/4th. Really, I think what makes terran late-game so hard is that implementing a new type of unit into our composition takes so much time. This is, I feel, mainly due to us having separate upgrades for bio/factory/air, whereas protoss can field an army of zealot/stalker/sentry/ht/dt/archon/colo that all share upgrades (and all except colo share production building). Fortunately zerg cannot go for well-upgraded ultra/bl, but ling/bane/festor/ultra is still terrifying, and zerg has an easier time transitioning anyway (due to the nature of zerg production).
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On July 01 2012 16:07 Orek wrote: Attitude Terran needs now: OK, this new game called Starcraft 2 just came out on May 10th 2012. This is a game on Super Nintendo. Hence, there is no patch, no balance change, no nothing in future. Let's play this game, and demolish nasty aliens called Zerg and Protoss. Glad to see OP and some posts go this way.
Another way to look at it: OK, this game is Blizzard dictatorship. There is no republican nor democrat to choose from by means of voting. I have no say. Play by the rule imposed on me, or I get executed.
Imagine you are playing a game 15 years ago in a relatively totalitarian country. That's what it is like. Unfortunately, majority of players are spoiled, or so they look to my eye. Most of us are young and from free countries. Forget the idea your voice will be heard, forget the idea something will change. Try to come up with the solution under constraint. No matter what race you play, you need this attitude.
I have that attitude with a lot of games. I stop playing them if they're messed up.
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On July 04 2012 23:18 LavaLava wrote:Show nested quote +On July 01 2012 16:07 Orek wrote: Attitude Terran needs now: OK, this new game called Starcraft 2 just came out on May 10th 2012. This is a game on Super Nintendo. Hence, there is no patch, no balance change, no nothing in future. Let's play this game, and demolish nasty aliens called Zerg and Protoss. Glad to see OP and some posts go this way.
Another way to look at it: OK, this game is Blizzard dictatorship. There is no republican nor democrat to choose from by means of voting. I have no say. Play by the rule imposed on me, or I get executed.
Imagine you are playing a game 15 years ago in a relatively totalitarian country. That's what it is like. Unfortunately, majority of players are spoiled, or so they look to my eye. Most of us are young and from free countries. Forget the idea your voice will be heard, forget the idea something will change. Try to come up with the solution under constraint. No matter what race you play, you need this attitude. I have that attitude with a lot of games. I stop playing them if they're messed up.
Yes, that's what we can do as players to protest against Blizzard. With this logic, I am pretty sure many Zerg players left the game when tanks were shooting down from Lost Temple high ground. We need more Terran players leaving the game so that Blizzard finally realize something is so messed up. Otherwise, it is not messed up enough.
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I just feel that terran is kinda anti-casual race right now. You need to know timings, be agrressive (this is very controversial statement after the patch), and usually have better micro than your Z or P opponent. Its no problem if you play it like 2-3h lets say 5 days per week, but play here and there you can be very lost.
I play diamond, and prepatch i had never really problems in TvZ i always get matched up whit equal skilled players even top diamonds. Now i cant do anything. I lose even sometimes to platinum players. I have gotten much spoonier, and even though i usually manage to fight off the first t3 engagements or sometimes win pretty nicely i still cant come out too ahead, because zerg has established too much mapcontrol and can remacro very fast (lets say like my 4 bases against his 5 in daybreak).
This has changed the whole game for me and im very frustrated.
I have ladder experience in team games as Z and i bet i could do all the same that my every Z opponent does (sit and macro to T3, and defend drops). Im no pro but i feel like i have to play much better than them sometimes.
This patch has given me WR about 25% when i had whit reactor hellion into FE opening like 60%-70%. 2 base timing pushes became pretty useless, because maps are so big and it gives zerg so much time to prepare for them. Yeah lets do it all in style like they do in KR? Nope, i have never got any joy out of that.
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Why don't Terrans just STOP BUILDING HELLIONS. They don't work anymore. If you're very, very lucky you might get in and kill like 5 drones, but that isn't enough for the investment of 4-6 hellions that don't stop creep anymore. There are other ways to pressure a Zerg without hellions...
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On July 05 2012 04:01 Larkin wrote: Why don't Terrans just STOP BUILDING HELLIONS. They don't work anymore. If you're very, very lucky you might get in and kill like 5 drones, but that isn't enough for the investment of 4-6 hellions that don't stop creep anymore. There are other ways to pressure a Zerg without hellions...
They pretty much have? I assume that wer not talking hellion MMM combo here? Fast 3rd is kinda more commong than reactor h expand these days. Even i do it. But when you say there are other ways to pressure Z, indeed there is. But if you go like starport cloak banshee (after expand offc, otherwise so "all-innish") you invest so much gas that your tech is going to be so late. And it arrives pretty late anyway. Its also highly likely that they are spotted pretty fast when Z has mapcontrol and overlords in good positioning.
So tell me these "another ways" to pressure in the early game now? If you go for fast expand (fe. 1rax expand) whitout hellions, there simply is no way to deny zergs 3rd. Maps like cloud kingdom, condemned ridge, daybreak, TDA and another big maps you simly cannot pressure whitout leaning too much on it doing damage. Drops are also a way, but if he plays passive to wait his tier 3 units its almost quaranteed that you cannot make much damage whit drops. So greedy play is one way.
I still think that maps like ohana, antiga are easily winnable by Terrans, but big maps not so much.
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On July 05 2012 04:01 Larkin wrote: Why don't Terrans just STOP BUILDING HELLIONS. They don't work anymore. If you're very, very lucky you might get in and kill like 5 drones, but that isn't enough for the investment of 4-6 hellions that don't stop creep anymore. There are other ways to pressure a Zerg without hellions...
Yeah this must be why Terrans are having so much trouble in TvZ...
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On July 05 2012 01:48 Orek wrote:Show nested quote +On July 04 2012 23:18 LavaLava wrote:On July 01 2012 16:07 Orek wrote: Attitude Terran needs now: OK, this new game called Starcraft 2 just came out on May 10th 2012. This is a game on Super Nintendo. Hence, there is no patch, no balance change, no nothing in future. Let's play this game, and demolish nasty aliens called Zerg and Protoss. Glad to see OP and some posts go this way.
Another way to look at it: OK, this game is Blizzard dictatorship. There is no republican nor democrat to choose from by means of voting. I have no say. Play by the rule imposed on me, or I get executed.
Imagine you are playing a game 15 years ago in a relatively totalitarian country. That's what it is like. Unfortunately, majority of players are spoiled, or so they look to my eye. Most of us are young and from free countries. Forget the idea your voice will be heard, forget the idea something will change. Try to come up with the solution under constraint. No matter what race you play, you need this attitude. I have that attitude with a lot of games. I stop playing them if they're messed up. Yes, that's what we can do as players to protest against Blizzard. With this logic, I am pretty sure many Zerg players left the game when tanks were shooting down from Lost Temple high ground. We need more Terran players leaving the game so that Blizzard finally realize something is so messed up. Otherwise, it is not messed up enough.
I'm not sure that leaving the game will be enough impetus for Blizzard to make a change. The % of Terran players on GM and Master league have dropped significantly on every server, especially Europe. Perhaps if Terran dips below 15% representation, then maybe Blizzard would start to worry. (After all, what is this game without TvZ). However, I think it's more likely Blizzard will make a change if Terran win rates stay low.
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On July 05 2012 04:31 zmansman17 wrote:Show nested quote +On July 05 2012 01:48 Orek wrote:On July 04 2012 23:18 LavaLava wrote:On July 01 2012 16:07 Orek wrote: Attitude Terran needs now: OK, this new game called Starcraft 2 just came out on May 10th 2012. This is a game on Super Nintendo. Hence, there is no patch, no balance change, no nothing in future. Let's play this game, and demolish nasty aliens called Zerg and Protoss. Glad to see OP and some posts go this way.
Another way to look at it: OK, this game is Blizzard dictatorship. There is no republican nor democrat to choose from by means of voting. I have no say. Play by the rule imposed on me, or I get executed.
Imagine you are playing a game 15 years ago in a relatively totalitarian country. That's what it is like. Unfortunately, majority of players are spoiled, or so they look to my eye. Most of us are young and from free countries. Forget the idea your voice will be heard, forget the idea something will change. Try to come up with the solution under constraint. No matter what race you play, you need this attitude. I have that attitude with a lot of games. I stop playing them if they're messed up. Yes, that's what we can do as players to protest against Blizzard. With this logic, I am pretty sure many Zerg players left the game when tanks were shooting down from Lost Temple high ground. We need more Terran players leaving the game so that Blizzard finally realize something is so messed up. Otherwise, it is not messed up enough. I'm not sure that leaving the game will be enough impetus for Blizzard to make a change. The % of Terran players on GM and Master league have dropped significantly on every server, especially Europe. Perhaps if Terran dips below 15% representation, then maybe Blizzard would start to worry. (After all, what is this game without TvZ). However, I think it's more likely Blizzard will make a change if Terran win rates stay low.
http://eu.battle.net/sc2/en/forum/topic/4848906173?page=6#106
Trollbnet forums, but look at the blizzard posts.
Im very suprised that they are granted to give a comment about this situation, as they usually do not have rights to comment any situation whats going on in their forums. I think something is going on in behind the scenes.
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On July 05 2012 04:01 Larkin wrote: Why don't Terrans just STOP BUILDING HELLIONS. They don't work anymore. If you're very, very lucky you might get in and kill like 5 drones, but that isn't enough for the investment of 4-6 hellions that don't stop creep anymore. There are other ways to pressure a Zerg without hellions...
And what would that be ? Helions and Banshees are the only 2 things that don't get cleaned up by a round of pure Lings especially once speed is done. And if you want to tell me you made him build Lings job well done you don't know what you're talking about. After that he'll just purely Drone , Spead Creep and then i cannot pressure anymore because i lost all my early units and my production is not nearly as good as the Zergs. Not to mention your totally open to a bust afterwards.
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Right now i play a completely tankless mechless style that totally relies on my opponent making big mistakes. If he goes heavy Ling/Bling Muta i'm fucked he'll trade with me until i'm dead since i have no tanks and will not add those uses pieces of shit to make the game longer but die later on against lategame where the tanks are useless anyway.
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I will use this tread here to let some steam of:
I am really lost since the patch. Right now I can't win macro games with classic bio mech, because without pressure zerg just has too much of everything. Classic hellion openings seem to slow me down more then the zerg, and marine timings seem to be completely random. If the zerg sees them coming they are just wasted minerals. And i have no idea how to deny that scouting on maps like daybreak or cloud kingdom with those imba overlord spots.Before the patch Hellions were able to do their job even if they were scouted. All the pressure openings i can think of right now depend on being a surprise. Especially banshees seem to be very hit or miss.
If i don't do any pressure before the first real push with tanks at ~11 it kind of never works, because of creep, and just too much stuff on the zerg side. The only way I win ladder games right now is some kind of hidden 2 base hellion marauder marine all in around 9 min. I really start to lose interest in playing this game right now. TvZ was the MU i had the most fun in. Constant trading all over the map was very fun. Since the patch, i just cant get my foot in the door. Early harass does nothing and later attacks just get killed by huge zerg armys and lots and lots of creep. Its just so sad.
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Ive been having a lot of fun with hellion drops. 1/1/1 hellion drop with no blue flame. Usually the zerg has nothing but 2 queens and a few slow lings if he is lucky. DAT METAGAME.
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On July 05 2012 05:38 s3rp wrote:Show nested quote +On July 05 2012 04:01 Larkin wrote: Why don't Terrans just STOP BUILDING HELLIONS. They don't work anymore. If you're very, very lucky you might get in and kill like 5 drones, but that isn't enough for the investment of 4-6 hellions that don't stop creep anymore. There are other ways to pressure a Zerg without hellions... And what would that be ? Helions and Banshees are the only 2 things that don't get cleaned up by a round of pure Lings especially once speed is done. And if you want to tell me you made him build Lings job well done you don't know what you're talking about. After that he'll just purely Drone , Spead Creep and then i cannot pressure anymore because i lost all my early units and my production is not nearly as good as the Zergs. Not to mention your totally open to a bust afterwards.
Well I would suggest looking at how sC is playing.
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On July 05 2012 08:50 Larkin wrote:Show nested quote +On July 05 2012 05:38 s3rp wrote:On July 05 2012 04:01 Larkin wrote: Why don't Terrans just STOP BUILDING HELLIONS. They don't work anymore. If you're very, very lucky you might get in and kill like 5 drones, but that isn't enough for the investment of 4-6 hellions that don't stop creep anymore. There are other ways to pressure a Zerg without hellions... And what would that be ? Helions and Banshees are the only 2 things that don't get cleaned up by a round of pure Lings especially once speed is done. And if you want to tell me you made him build Lings job well done you don't know what you're talking about. After that he'll just purely Drone , Spead Creep and then i cannot pressure anymore because i lost all my early units and my production is not nearly as good as the Zergs. Not to mention your totally open to a bust afterwards. Well I would suggest looking at how sC is playing.
If you suggest that will not work if the opponent goes speed. You can only get aggressive then by the time you get Stim and thats way too late to archive anything.
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I think marine/marauder/helion/medivac is now the mid to lategame army for terran in TVZ. When zerg goes for mutas get a thor and when you scout broodlords get vikings. All other zerg army combinations can be handled with MMMH.
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HOTS will be out soon so there's no reason to be all panicked about the ballance.
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On July 05 2012 10:08 mlspmatt wrote: HOTS will be out soon so there's no reason to be all panicked about the ballance.
Soon ? You have a strange conception of soon , there's not even a real Beta out there. At least half a year i personally expect it'll still take at least 1 year before its relased.
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On July 05 2012 10:08 mlspmatt wrote: HOTS will be out soon so there's no reason to be all panicked about the ballance. blizzard soon?
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Hi guys, I'm just a Silver league but want to share some thoughts, take it easy on me What about old-classic 3 tanks push to pressure the Zerg while macroing up? I know it can be completely crush but this will force Zerg to build units rather than drones.
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On July 05 2012 11:04 skyafterrain wrote: Hi guys, I'm just a Silver league but want to share some thoughts, take it easy on me What about old-classic 3 tanks push to pressure the Zerg while macroing up? I know it can be completely crush but this will force Zerg to build units rather than drones. The Push wasn't very good against speedlings to begin with but now with all the creep its even worse. I mean yeah the Zerg builds units but that doesn't help you if you lose an early army before your capeable of replacing it fast enough.
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I have no problem with the Queen Range. This is what I do in order to combat it. 1. 1-rax FE with CC built in main. 2. Build 3 more rax in main. 3. Float out OC to natural, float out 2 barracks to natural, build 2 more rax at natural in order to completely wall of natural with barracks only. 4. Increase the rax count until he takes his 3rd while producing marines and SCV nonstop. 5. As soon as he takes his 3rd move out with all your marines. Make 3rd CC inbase, take 3 gases and tech up. 6. The marines will either wipe out his 3rd or force lots of units. 7. Float out CC to your 3rd, make it a PF and secure it with your army. 8. Proceed as normal.
By delaying tech and massing up marines early you gain the ability to keep his economy in check. If he overdrones he dies, if not economies are somewhat equal. By using pure rax as a wall for your natural it will be very easy to hold busts and counter attacks since you rally your army to your wall.
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On July 05 2012 15:48 MockHamill wrote: I have no problem with the Queen Range. This is what I do in order to combat it. 1. 1-rax FE with CC built in main. 2. Build 3 more rax in main. 3. Float out OC to natural, float out 2 barracks to natural, build 2 more rax at natural in order to completely wall of natural with barracks only. 4. Increase the rax count until he takes his 3rd while producing marines and SCV nonstop. 5. As soon as he takes his 3rd move out with all your marines. Make 3rd CC inbase, take 3 gases and tech up. 6. The marines will either wipe out his 3rd or force lots of units. 7. Float out CC to your 3rd, make it a PF and secure it with your army. 8. Proceed as normal.
By delaying tech and massing up marines early you gain the ability to keep his economy in check. If he overdrones he dies, if not economies are somewhat equal. By using pure rax as a wall for your natural it will be very easy to hold busts and counter attacks since you rally your army to your wall.
Can you post replays of this?
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I have a friend whos been mind fucking with me nowadays. He goes roaches and makes me think he'll all in me, forcing me to turtle + get bunkers, all the while hes rushing a 3rd base (he gets 10 roaches, so its not like I saw 3 roaches and over reacted), then he goes ling bling muta, when mutas are out he gets 4th and 5th, which also fucks the marine marauder hellion build a bit (its not that great), then he immediately transitions into infestors and broodlords.
Then I made a 14cc 6rax rush and that was the end of all zergs on KR.
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every build order that i went with fast tanks result in auto lose so far. too many builds mass speedlings and have 0 banelings making tank worthless and reduce your medivacs + marines output
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On July 05 2012 16:28 iky43210 wrote: every build order that i went with fast tanks result in auto lose so far. too many builds mass speedlings and have 0 banelings making tank worthless and reduce your medivacs + marines output
If you can confirm that he doesn't have banelings, you should be able to ball up and hug the corners to lower his efficiency. I don't know exactly what you're doing though, so it may or may not be enough.
I mean, basically, if he has pure ling, bring SCVs!
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On July 05 2012 15:48 MockHamill wrote: I have no problem with the Queen Range. This is what I do in order to combat it. 1. 1-rax FE with CC built in main. 2. Build 3 more rax in main. 3. Float out OC to natural, float out 2 barracks to natural, build 2 more rax at natural in order to completely wall of natural with barracks only. 4. Increase the rax count until he takes his 3rd while producing marines and SCV nonstop. 5. As soon as he takes his 3rd move out with all your marines. Make 3rd CC inbase, take 3 gases and tech up. 6. The marines will either wipe out his 3rd or force lots of units. 7. Float out CC to your 3rd, make it a PF and secure it with your army. 8. Proceed as normal.
By delaying tech and massing up marines early you gain the ability to keep his economy in check. If he overdrones he dies, if not economies are somewhat equal. By using pure rax as a wall for your natural it will be very easy to hold busts and counter attacks since you rally your army to your wall.
I do this too. I tried explaining but nobody listened >.>
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On July 05 2012 15:48 MockHamill wrote: I have no problem with the Queen Range. This is what I do in order to combat it. 1. 1-rax FE with CC built in main. 2. Build 3 more rax in main. 3. Float out OC to natural, float out 2 barracks to natural, build 2 more rax at natural in order to completely wall of natural with barracks only. 4. Increase the rax count until he takes his 3rd while producing marines and SCV nonstop. 5. As soon as he takes his 3rd move out with all your marines. Make 3rd CC inbase, take 3 gases and tech up. 6. The marines will either wipe out his 3rd or force lots of units. 7. Float out CC to your 3rd, make it a PF and secure it with your army. 8. Proceed as normal.
By delaying tech and massing up marines early you gain the ability to keep his economy in check. If he overdrones he dies, if not economies are somewhat equal. By using pure rax as a wall for your natural it will be very easy to hold busts and counter attacks since you rally your army to your wall.
pretty standard play, but it is totally possible to defend it with just queens. Zerg takes 3rd as early as 5:30, and with this build you would have about 6-8 marines at this timing, and he would have 2-4 queens
I've been using this build since patch hits, but the only time you'll force units is if zerg went with fast gas and got speed with a delay 3rd. If zerg went with usual slow gas and take fast 3rd, this won't stop it, you won't even force any units and is forced to retreat
and even if you did force units, there's a good chance you won't get your army away and will allow the zerg to double expand or tech up hard
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On July 06 2012 17:19 iky43210 wrote:Show nested quote +On July 05 2012 15:48 MockHamill wrote: I have no problem with the Queen Range. This is what I do in order to combat it. 1. 1-rax FE with CC built in main. 2. Build 3 more rax in main. 3. Float out OC to natural, float out 2 barracks to natural, build 2 more rax at natural in order to completely wall of natural with barracks only. 4. Increase the rax count until he takes his 3rd while producing marines and SCV nonstop. 5. As soon as he takes his 3rd move out with all your marines. Make 3rd CC inbase, take 3 gases and tech up. 6. The marines will either wipe out his 3rd or force lots of units. 7. Float out CC to your 3rd, make it a PF and secure it with your army. 8. Proceed as normal.
By delaying tech and massing up marines early you gain the ability to keep his economy in check. If he overdrones he dies, if not economies are somewhat equal. By using pure rax as a wall for your natural it will be very easy to hold busts and counter attacks since you rally your army to your wall.
pretty standard play, but it is totally possible to defend it with just queens. Zerg takes 3rd as early as 5:30, and with this build you would have about 6-8 marines at this timing, and he would have 2-4 queens I've been using this build since patch hits, but the only time you'll force units is if zerg went with fast gas and got speed with a delay 3rd. If zerg went with usual slow gas and take fast 3rd, this won't stop it, you won't even force any units and is forced to retreat and even if you did force units, there's a good chance you won't get your army away and will allow the zerg to double expand or tech up hard If he took his 3rd at 5:30 i would move out at like 6:30 when i have like 20 marines and force a cancel O.o. Moving out at 5:30 with like no marines yes that wont do much thats why gotta wait for at least like 10 + cause that gets stuff DONE
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Anybody tried to just match greed with greed? I'm not a Terran player, but I have been having a lot of success in custom games against players up to Master level with 1rax 4CC (so 3 additional) into 6+ rax mass marine, into double ups+stim+shields more rax(and reactors), third with PF around 11min and then transitioning into 4starport BCs at 15min(+double upgrades) + 4th base.
I mean, right now most Zergs won't attack you very early, even more, 4CC can scout (scan) and hold roach/bling attacks (on maps where you can emergency fully wall with mass ebay, through mass mules). Also the build is really easy to execute imo and I would like to see a "real" Terran do this. Someone who doesn't trade 5times badly with marines, before the ten "surprise" 2/2 BCs yamato through his "unbeatable" army. (though I have quite a bit of trouble against the earlier ultralisk attacks - I guess I should really add some marauders)
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Well, what about TvZ metagame ? I would say that it is rather hard for terran to win in master league. If you want to pressure zergs and kill drones, you can't mess up. You really can't, or you have no army because it's really hard to micro units and build a terran production at the same time.
Best scenario is when you manage to kill stuff without losing units ( pretty hard, since queens can't be outranged ), because then you can defend lings/roach bust ( zerg response when they lose too many drones to hellions/banshee combo ). But if in some way you sacrifice hellion/banshee to kill drones... you are in a really bad spot, because not a lot of terrans can macro and put efficient pressure at the same time ( i think it's one of the hardest multitasking there is with terran ). Well that's in master league, i guess if a platinum zerg lose 30 drones he isn't in a really good spot but master zergs don't really give a fuck about it.
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On July 07 2012 05:41 Big J wrote: Anybody tried to just match greed with greed? I'm not a Terran player, but I have been having a lot of success in custom games against players up to Master level with 1rax 4CC (so 3 additional) into 6+ rax mass marine, into double ups+stim+shields more rax(and reactors), third with PF around 11min and then transitioning into 4starport BCs at 15min(+double upgrades) + 4th base.
I mean, right now most Zergs won't attack you very early, even more, 4CC can scout (scan) and hold roach/bling attacks (on maps where you can emergency fully wall with mass ebay, through mass mules). Also the build is really easy to execute imo and I would like to see a "real" Terran do this. Someone who doesn't trade 5times badly with marines, before the ten "surprise" 2/2 BCs yamato through his "unbeatable" army. (though I have quite a bit of trouble against the earlier ultralisk attacks - I guess I should really add some marauders) If you do 4cc, you like WILL DIE to a roach/ling/bane all in.
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On July 07 2012 05:41 Big J wrote: Anybody tried to just match greed with greed? I'm not a Terran player, but I have been having a lot of success in custom games against players up to Master level with 1rax 4CC (so 3 additional) into 6+ rax mass marine, into double ups+stim+shields more rax(and reactors), third with PF around 11min and then transitioning into 4starport BCs at 15min(+double upgrades) + 4th base.
I mean, right now most Zergs won't attack you very early, even more, 4CC can scout (scan) and hold roach/bling attacks (on maps where you can emergency fully wall with mass ebay, through mass mules). Also the build is really easy to execute imo and I would like to see a "real" Terran do this. Someone who doesn't trade 5times badly with marines, before the ten "surprise" 2/2 BCs yamato through his "unbeatable" army. (though I have quite a bit of trouble against the earlier ultralisk attacks - I guess I should really add some marauders)
If you put on pressure marine you can still expand to your third around 11 min or before. But denying fast 4th is prety much impossible, and hes 5th would be pretty easy to take too (FE. daybreak) whit 3-4cc and transitioning to this kind of build. And how are you going to get the gas off anyway to build up the infrastructure and air ups whit possible tanks (if heavy bling/inf), and medvacs. One thing is MMMH, you will save a lot of gas, but we all know that its very fragile (suprisingly) to fungals.
I was just coming to ultraliks, so anyone whit brain will scout your build eventually, and whit mass air there is so much risk and lesser reward (Speaking of bad fungals/neural/Infested t/ mass corruptor). You just dont have the time to mass up your "unbeatable" army against good Z and prevent him getting his full macro gear on and then countering your army.
Banshees could be implemented to put pressure, but when you have the numbers that you ACTUALLY could make damage, he should have his fungals and other AA ready.
So i do not see this working. In maps where you can be very defensive like ohana it is a choice, but still i would say that its way too risky and hard to pull off against GOOD zerg.
[Edit]
Also bling/roach allins are so hard to hold, possible, but so hard.
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On July 07 2012 06:19 Sepi wrote:Show nested quote +On July 07 2012 05:41 Big J wrote: Anybody tried to just match greed with greed? I'm not a Terran player, but I have been having a lot of success in custom games against players up to Master level with 1rax 4CC (so 3 additional) into 6+ rax mass marine, into double ups+stim+shields more rax(and reactors), third with PF around 11min and then transitioning into 4starport BCs at 15min(+double upgrades) + 4th base.
I mean, right now most Zergs won't attack you very early, even more, 4CC can scout (scan) and hold roach/bling attacks (on maps where you can emergency fully wall with mass ebay, through mass mules). Also the build is really easy to execute imo and I would like to see a "real" Terran do this. Someone who doesn't trade 5times badly with marines, before the ten "surprise" 2/2 BCs yamato through his "unbeatable" army. (though I have quite a bit of trouble against the earlier ultralisk attacks - I guess I should really add some marauders) If you put on pressure marine you can still expand to your third around 11 min or before. But denying fast 4th is prety much impossible, and hes 5th would be pretty easy to take too (FE. daybreak) whit 3-4cc and transitioning to this kind of build. And how are you going to get the gas off anyway to build up the infrastructure and air ups whit possible tanks (if heavy bling/inf), and medvacs. One thing is MMMH, you will save a lot of gas, but we all know that its very fragile (suprisingly) to fungals. I was just coming to ultraliks, so anyone whit brain will scout your build eventually, and whit mass air there is so much risk and lesser reward (Speaking of bad fungals/neural/Infested t/ mass corruptor). You just dont have the time to mass up your "unbeatable" army against good Z and prevent him getting his full macro gear on and then countering your army. Banshees could be implemented to put pressure, but when you have the numbers that you ACTUALLY could make damage, he should have his fungals and other AA ready. So i do not see this working. In maps where you can be very defensive like ohana it is a choice, but still i would say that its way too risky and hard to pull off against GOOD zerg. [Edit] Also bling/roach allins are so hard to hold, possible, but so hard.
Well, the whole idea is to NOT put any pressure on early, but instead build as many SCVs as he builds drones in the first 9-10mins and have a better saturation at that time. I mean, you can play it however you want from the 4CC opening on, I have done it with turtlemech, with MMM and with classic MarineTank, but right now I prefer to just go BC, because Zergs dont go spire or agressive these days.
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On July 07 2012 09:47 Big J wrote:Show nested quote +On July 07 2012 06:19 Sepi wrote:On July 07 2012 05:41 Big J wrote: Anybody tried to just match greed with greed? I'm not a Terran player, but I have been having a lot of success in custom games against players up to Master level with 1rax 4CC (so 3 additional) into 6+ rax mass marine, into double ups+stim+shields more rax(and reactors), third with PF around 11min and then transitioning into 4starport BCs at 15min(+double upgrades) + 4th base.
I mean, right now most Zergs won't attack you very early, even more, 4CC can scout (scan) and hold roach/bling attacks (on maps where you can emergency fully wall with mass ebay, through mass mules). Also the build is really easy to execute imo and I would like to see a "real" Terran do this. Someone who doesn't trade 5times badly with marines, before the ten "surprise" 2/2 BCs yamato through his "unbeatable" army. (though I have quite a bit of trouble against the earlier ultralisk attacks - I guess I should really add some marauders) If you put on pressure marine you can still expand to your third around 11 min or before. But denying fast 4th is prety much impossible, and hes 5th would be pretty easy to take too (FE. daybreak) whit 3-4cc and transitioning to this kind of build. And how are you going to get the gas off anyway to build up the infrastructure and air ups whit possible tanks (if heavy bling/inf), and medvacs. One thing is MMMH, you will save a lot of gas, but we all know that its very fragile (suprisingly) to fungals. I was just coming to ultraliks, so anyone whit brain will scout your build eventually, and whit mass air there is so much risk and lesser reward (Speaking of bad fungals/neural/Infested t/ mass corruptor). You just dont have the time to mass up your "unbeatable" army against good Z and prevent him getting his full macro gear on and then countering your army. Banshees could be implemented to put pressure, but when you have the numbers that you ACTUALLY could make damage, he should have his fungals and other AA ready. So i do not see this working. In maps where you can be very defensive like ohana it is a choice, but still i would say that its way too risky and hard to pull off against GOOD zerg. [Edit] Also bling/roach allins are so hard to hold, possible, but so hard. Well, the whole idea is to NOT put any pressure on early, but instead build as many SCVs as he builds drones in the first 9-10mins and have a better saturation at that time. I mean, you can play it however you want from the 4CC opening on, I have done it with turtlemech, with MMM and with classic MarineTank, but right now I prefer to just go BC, because Zergs dont go spire or agressive these days.
Can you hold 8:45 roach ling bling timing with 4cc? it isn't easy with 3cc
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everyday i check the forums to see "developers agree, zerg too strong! patches incomming"
and everyday i'm disapointed. this matchup is f'ing hopeless. you cannot harass, you cannot match the late game and even if you do you'll be behind because of them getting their econ up 10+minutes ahead of yours. and all the zerg needs to do to hold off any sort of aggression at all, is to actually make some units. and the only time your aggression works is when they decide to play as greedy as possible and make nothing and you're like "surprise".
User was warned for this post
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Dude, quit with the balance whining. The queen range was increased just a little bit so that the early game wouldn't be a coinflip, and Zerg would get owned by reactor hellion into fast third in a macro game or all-ins that they can't see and need a ton of preparation against even minor pressure. Maybe Zerg is OP, but it's definitely not OP at diamond or low masters. And how many of the games you play, does the Zerg even go 6 queen? 6 queen is only done as a reaction against 1 rax FE as well - so many Terrans on ladder still do 'bad' (as in not used by pro players) openings and then complain about balance, or do 1 rax FE and the zerg does not make 6 queens and then they lose and QQ.
It shouldn't be a surprise that Terrans are struggling lategame against Zerg when they were so used to opening all sorts of pressures that would kill zerg, or reactor hellion denying zerg's third while they get a faster third up. It will take time, just like Toss got owned in lategame after months of gateway all-ins. Give it some time.
Personally, my win rate went down from 70% to only around 50% after the patch (mid-masters zerg), so chill. If you aren't GM, don't worry about it, improve your play, post your rep on TL.
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I see a lot of complaining about the Raven, but the raven costs one refinery and 3 SCVs mining gas for a little while, which is roughly equivelant to a scan. So if you've ever scanned to detect (eg: kill off creep tumours) you are an idiot for not building a raven.
P.S. I still think with things as they are Zerg is stronger, but I'm hopeful that the problems can be solved with strategey instead of a patch.
P.P.S. I hate broodlords so much, except when I'm Zerg.
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On July 07 2012 16:23 Belial88 wrote: Dude, quit with the balance whining. The queen range was increased just a little bit so that the early game wouldn't be a coinflip, and Zerg would get owned by reactor hellion into fast third in a macro game or all-ins that they can't see and need a ton of preparation against even minor pressure. Maybe Zerg is OP, but it's definitely not OP at diamond or low masters. And how many of the games you play, does the Zerg even go 6 queen? 6 queen is only done as a reaction against 1 rax FE as well - so many Terrans on ladder still do 'bad' (as in not used by pro players) openings and then complain about balance, or do 1 rax FE and the zerg does not make 6 queens and then they lose and QQ.
It shouldn't be a surprise that Terrans are struggling lategame against Zerg when they were so used to opening all sorts of pressures that would kill zerg, or reactor hellion denying zerg's third while they get a faster third up. It will take time, just like Toss got owned in lategame after months of gateway all-ins. Give it some time.
Personally, my win rate went down from 70% to only around 50% after the patch (mid-masters zerg), so chill. If you aren't GM, don't worry about it, improve your play, post your rep on TL.
Hey Belial why do you hang out in Terran whine threads and tell people not to whine? I agree with you somewhat, but I think your missing the picture of why people at lower levels are un happy (for the same reason Terrans at lower levels are unhappy vs Toss): it seems so much easier for the Zerg now to get monster eco and creep spread if your not WAY better than them.
So really, dont come in these threads without having the slightest idea of what your talking about. Play terran for a few days, and you ll see what i mean. I switched from Z 1 month and a half ago and trust me, this change is a real pain in the ass. The whole early game coin flip that your talking about is because YOU DIDNT KNOW HOW TO SCOUT. The match up was WAY MORE balanced before.
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^ This isn't supposed to be a terran whine thread, and there are legitimate posts in here trying to develop terran (ie ravens, bcs, mmm, etc).
I find the recent mmm play kind of weird, it doesn't seem particularly strong when I play against it but maybe because it's geared against 6 queen fast third infestors fast hive into ultras, and i go 5 queen fast third standard mutas into late hive, bl, basically like people did a year ago.
I have played Terran, and I'm not denying that Terran is UP or Zerg isn't OP or that Terran is harder. But balance whines are a huge turn-off. And I wasn't talking about there being a problem with all-ins, which was a coin flip to scout with Zerg because of overlord speed on many maps, especially like cloud Kingdom where you simply can't get an overlord by their main to sac, safely, but with reactor hellion into fast third. And the match-up was not balanced before, Terran dominated zerg for a long time.
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On June 20 2012 06:55 EnE wrote: @Above:
Source or bullshit. If you float gas at 12 mins, then a high level terran WOULDNT GET THE 3RD OR FOURTH REFINERY.
So, whether terran is starved for gas midgame or not, I think you're still talking shit since not floating gas is as easy as not mining too much gas.
to be fair I too tend to see a lot of top terrans in various matches floating a LOT of gas, more than enough for a raven.
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On July 07 2012 19:48 NEEDZMOAR wrote:Show nested quote +On June 20 2012 06:55 EnE wrote: @Above:
Source or bullshit. If you float gas at 12 mins, then a high level terran WOULDNT GET THE 3RD OR FOURTH REFINERY.
So, whether terran is starved for gas midgame or not, I think you're still talking shit since not floating gas is as easy as not mining too much gas. to be fair I too tend to see a lot of top terrans in various matches floating a LOT of gas, more than enough for a raven.
But thats at points where Ravens would do shit. Ravens are not good units to fight back creep because at the point where they become useful the creep is so far advanced that this would be hopeless . You need to stop the Zerg from starting to get 10-20 active tumors ( and advancing across the whole damn map in a few minutes ) there's no way of stopping it without or with a Raven once he gets there.
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This thread just refuses to fucking die.
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I'm not convinced that 3cc or 4cc straight up macro games are the answer here. The zerg has its strengths in the late game at tier3 and 3+ bases, while terran has an advantage earlier on, especially in the midgame.
So why throw away your advantage and fight the zerg where he wants to fight you ? I'm not saying that you shouldn't play macro games as terran i'm just saying you should take advantage of the strong midgame and to enter the lategame with a slight edge (maybe by denying a forth, sniping a few drones here and there, ...). Opening 3cc or 4cc is just asking the zerg to drone hard, get 4 bases and hive tech without even so much as make a ling. And your own tech is far too slow to take any advantage of the midgame, since there will literally be no midgame. And apart from that, the zerg can even try to punish your greedy opening with a roach/ling/bling timing that isn't even allin at this point.
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On July 07 2012 23:05 Lurk wrote: I'm not convinced that 3cc or 4cc straight up macro games are the answer here. The zerg has its strengths in the late game at tier3 and 3+ bases, while terran has an advantage earlier on, especially in the midgame.
So why throw away your advantage and fight the zerg where he wants to fight you ? I'm not saying that you shouldn't play macro games as terran i'm just saying you should take advantage of the strong midgame and to enter the lategame with a slight edge (maybe by denying a forth, sniping a few drones here and there, ...). Opening 3cc or 4cc is just asking the zerg to drone hard, get 4 bases and hive tech without even so much as make a ling. And your own tech is far too slow to take any advantage of the midgame, since there will literally be no midgame. And apart from that, the zerg can even try to punish your greedy opening with a roach/ling/bling timing that isn't even allin at this point. Thats exactly what i think, but to achieve that you need a LOT of gas. As spoken above this bc tactics, u cant do that that while having very strong midgame army whit able to push.
And if you lose that lategame fight its over for you. Its not over for z who has stacked up larva ups, and a big bank. U take 10000 hours to make that army again, as he can just press larvae and spam. So no that will not work terran isnt designed for that. U cannot let ur opponent to get his dream lategame and army comp freely, and u should try to avoid it at all cost.
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On July 07 2012 16:23 Belial88 wrote: Dude, quit with the balance whining. The queen range was increased just a little bit so that the early game wouldn't be a coinflip, and Zerg would get owned by reactor hellion into fast third in a macro game or all-ins that they can't see and need a ton of preparation against even minor pressure. Maybe Zerg is OP, but it's definitely not OP at diamond or low masters. And how many of the games you play, does the Zerg even go 6 queen? 6 queen is only done as a reaction against 1 rax FE as well - so many Terrans on ladder still do 'bad' (as in not used by pro players) openings and then complain about balance, or do 1 rax FE and the zerg does not make 6 queens and then they lose and QQ.
It shouldn't be a surprise that Terrans are struggling lategame against Zerg when they were so used to opening all sorts of pressures that would kill zerg, or reactor hellion denying zerg's third while they get a faster third up. It will take time, just like Toss got owned in lategame after months of gateway all-ins. Give it some time.
Personally, my win rate went down from 70% to only around 50% after the patch (mid-masters zerg), so chill. If you aren't GM, don't worry about it, improve your play, post your rep on TL.
Only foreigners were dying to non-allin hellion runbys. The real issue now is no way to deny the 3rd from going up or denying creep. Both of which Hellions could do excellently because they could kite queens before they can reach the 3rd base on most maps to defend it.
Ignoring the balance aspect of the patch, TvZ is now much, much more boring to watch. Both players macro for 15 minutes before anything actually happens unless there is a heavy all in from either side. Before there was a lot more action, and TvZ was still at 50%. The queen change was ridiculous from a viewer perspective.
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United States4883 Posts
I will add my own experience:
To any zerg that goes for a fast 3rd, I've found that an early mass marine attack (7:00-8:30) will completely reverse the situation and cause the zerg to either lose the hatchery or make a TON of zerglings to hold it off. Using 3CC followup, I always reach saturation at about the same time as the zerg player.
That being said, I think if terran just opts for more early pressure, the mid- to late-game becomes infinitely easier. Like in PvZ where protoss can feign a fast 4-gate into expanding to a 3rd to DELAY full drone saturation, terran can attack progressively earlier and earlier to delay that quick drone saturation.
It's a little bit of a different story with an aggressive zerg, something I haven't really fully mapped out yet. But for sure, macro zerg can be denied very easily with just an earlier push + 3rd CC and constant macro.
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On July 08 2012 01:14 Figgy wrote:Show nested quote +On July 07 2012 16:23 Belial88 wrote: Dude, quit with the balance whining. The queen range was increased just a little bit so that the early game wouldn't be a coinflip, and Zerg would get owned by reactor hellion into fast third in a macro game or all-ins that they can't see and need a ton of preparation against even minor pressure. Maybe Zerg is OP, but it's definitely not OP at diamond or low masters. And how many of the games you play, does the Zerg even go 6 queen? 6 queen is only done as a reaction against 1 rax FE as well - so many Terrans on ladder still do 'bad' (as in not used by pro players) openings and then complain about balance, or do 1 rax FE and the zerg does not make 6 queens and then they lose and QQ.
It shouldn't be a surprise that Terrans are struggling lategame against Zerg when they were so used to opening all sorts of pressures that would kill zerg, or reactor hellion denying zerg's third while they get a faster third up. It will take time, just like Toss got owned in lategame after months of gateway all-ins. Give it some time.
Personally, my win rate went down from 70% to only around 50% after the patch (mid-masters zerg), so chill. If you aren't GM, don't worry about it, improve your play, post your rep on TL. Only foreigners were dying to non-allin hellion runbys. The real issue now is no way to deny the 3rd from going up or denying creep. Both of which Hellions could do excellently because they could kite queens before they can reach the 3rd base on most maps to defend it. Ignoring the balance aspect of the patch, TvZ is now much, much more boring to watch. Both players macro for 15 minutes before anything actually happens unless there is a heavy all in from either side. Before there was a lot more action, and TvZ was still at 50%. The queen change was ridiculous from a viewer perspective.
From Blizzard Patch Note •Zerg at the pro-level are slightly too susceptible to all-in rushes. •We want to make creep spread a little bit easier to counter hellions in ZvT. •We want to make the general zerg defense slightly stronger in the early game.
Blizzard achieved the goals with the patch. In fact, patch worked so well that "slightly" in patch note means nothing today. It is still better than not working even slightly. Step Blizzard took was Step1. 60-40 Step 2. 40-60 (We are here now) Step 3. 50-50
instead of, Step 1. 60-40 Step 2. 55-45 Step 3. 50-50
Don't take numbers literally, but you get what I mean. People say it was balanced before patch, but to Blizzard's eye and statistics, it was "slightly" favored for Terran early game. We will see how Blizzard goes about this after several months. It is only 2 months since patch. It took 15 months for Blizzard to remove close position on The Shatterd Temple despite Zerg was obviously struggling on that position. They work faster today, but not that fast.
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Has anyone fooled around with Nathanias' "asshole build"? See it here, and Nathanias talks about it in this reddit thread. It's basically just 4 port banshee. It looks like a a FE into mech, until you throw down 4 starports. If unscouted, it pretty much autowins vs the 4-6 queen style. It gets ugly against 2 base baneling all-ins, but you can still turn it into a bace race, where they have no anti-air and you have floating buildings. I feel like if this becomes a popular build, we'll see zergs slow down the economy in favour of more defence.
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On July 08 2012 02:21 mosfet wrote:Has anyone fooled around with Nathanias' "asshole build"? See it here, and Nathanias talks about it in this reddit thread. It's basically just 4 port banshee. It looks like a a FE into mech, until you throw down 4 starports. If unscouted, it pretty much autowins vs the 4-6 queen style. It gets ugly against 2 base baneling all-ins, but you can still turn it into a bace race, where they have no anti-air and you have floating buildings. I feel like if this becomes a popular build, we'll see zergs slow down the economy in favour of more defence.
With the new Ovie Speed this will probably only work on Maps with bigger mains.
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On July 08 2012 01:27 Orek wrote:Show nested quote +On July 08 2012 01:14 Figgy wrote:On July 07 2012 16:23 Belial88 wrote: Dude, quit with the balance whining. The queen range was increased just a little bit so that the early game wouldn't be a coinflip, and Zerg would get owned by reactor hellion into fast third in a macro game or all-ins that they can't see and need a ton of preparation against even minor pressure. Maybe Zerg is OP, but it's definitely not OP at diamond or low masters. And how many of the games you play, does the Zerg even go 6 queen? 6 queen is only done as a reaction against 1 rax FE as well - so many Terrans on ladder still do 'bad' (as in not used by pro players) openings and then complain about balance, or do 1 rax FE and the zerg does not make 6 queens and then they lose and QQ.
It shouldn't be a surprise that Terrans are struggling lategame against Zerg when they were so used to opening all sorts of pressures that would kill zerg, or reactor hellion denying zerg's third while they get a faster third up. It will take time, just like Toss got owned in lategame after months of gateway all-ins. Give it some time.
Personally, my win rate went down from 70% to only around 50% after the patch (mid-masters zerg), so chill. If you aren't GM, don't worry about it, improve your play, post your rep on TL. Only foreigners were dying to non-allin hellion runbys. The real issue now is no way to deny the 3rd from going up or denying creep. Both of which Hellions could do excellently because they could kite queens before they can reach the 3rd base on most maps to defend it. Ignoring the balance aspect of the patch, TvZ is now much, much more boring to watch. Both players macro for 15 minutes before anything actually happens unless there is a heavy all in from either side. Before there was a lot more action, and TvZ was still at 50%. The queen change was ridiculous from a viewer perspective. From Blizzard Patch Note •Zerg at the pro-level are slightly too susceptible to all-in rushes. •We want to make creep spread a little bit easier to counter hellions in ZvT. •We want to make the general zerg defense slightly stronger in the early game. Blizzard achieved the goals with the patch. In fact, patch worked so well that "slightly" in patch note means nothing today. It is still better than not working even slightly. Step Blizzard took was Step1. 60-40 Step 2. 40-60 (We are here now) Step 3. 50-50 instead of, Step 1. 60-40 Step 2. 55-45 Step 3. 50-50 Don't take numbers literally, but you get what I mean. People say it was balanced before patch, but to Blizzard's eye and statistics, it was "slightly" favored for Terran early game. We will see how Blizzard goes about this after several months. It is only 2 months since patch. It took 15 months for Blizzard to remove close position on The Shatterd Temple despite Zerg was obviously struggling on that position. They work faster today, but not that fast.
Because of the exponential nature of SC's economy, patches affecting the early game may lead to huge differences in the late game. Terrans success against Z seems to rely on early game damage. Basing balance on early game is pretty much impossible, since even minor changes have huge effects (nerfing queens range again, would make early game TvZ coinflippy again - not very enjoyable for the Zerg player). A solution to this can only be a buff to (a) terrans economy/production or (b) buff some Terran late game tec. Because Terran has not the explosive production of Zerg, Terran cannot macro like a Zerg. A Terran macroing hard can be all-inned pretty easy, because a Terran cannot produce an army on demand that quick. One major problem in current TvZ late game seems the power of broodfestor, because the only viable counter - vikings - can be countered by infestors pretty good.
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On July 08 2012 05:36 Schnullerbacke13 wrote:Show nested quote +On July 08 2012 01:27 Orek wrote:On July 08 2012 01:14 Figgy wrote:On July 07 2012 16:23 Belial88 wrote: Dude, quit with the balance whining. The queen range was increased just a little bit so that the early game wouldn't be a coinflip, and Zerg would get owned by reactor hellion into fast third in a macro game or all-ins that they can't see and need a ton of preparation against even minor pressure. Maybe Zerg is OP, but it's definitely not OP at diamond or low masters. And how many of the games you play, does the Zerg even go 6 queen? 6 queen is only done as a reaction against 1 rax FE as well - so many Terrans on ladder still do 'bad' (as in not used by pro players) openings and then complain about balance, or do 1 rax FE and the zerg does not make 6 queens and then they lose and QQ.
It shouldn't be a surprise that Terrans are struggling lategame against Zerg when they were so used to opening all sorts of pressures that would kill zerg, or reactor hellion denying zerg's third while they get a faster third up. It will take time, just like Toss got owned in lategame after months of gateway all-ins. Give it some time.
Personally, my win rate went down from 70% to only around 50% after the patch (mid-masters zerg), so chill. If you aren't GM, don't worry about it, improve your play, post your rep on TL. Only foreigners were dying to non-allin hellion runbys. The real issue now is no way to deny the 3rd from going up or denying creep. Both of which Hellions could do excellently because they could kite queens before they can reach the 3rd base on most maps to defend it. Ignoring the balance aspect of the patch, TvZ is now much, much more boring to watch. Both players macro for 15 minutes before anything actually happens unless there is a heavy all in from either side. Before there was a lot more action, and TvZ was still at 50%. The queen change was ridiculous from a viewer perspective. From Blizzard Patch Note •Zerg at the pro-level are slightly too susceptible to all-in rushes. •We want to make creep spread a little bit easier to counter hellions in ZvT. •We want to make the general zerg defense slightly stronger in the early game. Blizzard achieved the goals with the patch. In fact, patch worked so well that "slightly" in patch note means nothing today. It is still better than not working even slightly. Step Blizzard took was Step1. 60-40 Step 2. 40-60 (We are here now) Step 3. 50-50 instead of, Step 1. 60-40 Step 2. 55-45 Step 3. 50-50 Don't take numbers literally, but you get what I mean. People say it was balanced before patch, but to Blizzard's eye and statistics, it was "slightly" favored for Terran early game. We will see how Blizzard goes about this after several months. It is only 2 months since patch. It took 15 months for Blizzard to remove close position on The Shatterd Temple despite Zerg was obviously struggling on that position. They work faster today, but not that fast. Because of the exponential nature of SC's economy, patches affecting the early game may lead to huge differences in the late game. Terrans success against Z seems to rely on early game damage. Basing balance on early game is pretty much impossible, since even minor changes have huge effects (nerfing queens range again, would make early game TvZ coinflippy again - not very enjoyable for the Zerg player). A solution to this can only be a buff to (a) terrans economy/production or (b) buff some Terran late game tec. Because Terran has not the explosive production of Zerg, Terran cannot macro like a Zerg. A Terran macroing hard can be all-inned pretty easy, because a Terran cannot produce an army on demand that quick. One major problem in current TvZ late game seems the power of broodfestor, because the only viable counter - vikings - can be countered by infestors pretty good.
TvZ was never "coinflippy" before the patch, in fact it was by far the most balanced (and most fun to watch IMO) match-up, now, even from a Zerg perspective, it seems as if Terran is always behind, from the beginning to the end of the match.
EDIT: Oh and trying to nerf/buff zerg/terran late-game units just to justify this terrible balance change is a bad idea, because it'll just throw everything in the air again, and nobody wants that. I wish Blizzard just left things as they were...
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On July 08 2012 07:19 InoyouS2 wrote:Show nested quote +On July 08 2012 05:36 Schnullerbacke13 wrote:On July 08 2012 01:27 Orek wrote:On July 08 2012 01:14 Figgy wrote:On July 07 2012 16:23 Belial88 wrote: Dude, quit with the balance whining. The queen range was increased just a little bit so that the early game wouldn't be a coinflip, and Zerg would get owned by reactor hellion into fast third in a macro game or all-ins that they can't see and need a ton of preparation against even minor pressure. Maybe Zerg is OP, but it's definitely not OP at diamond or low masters. And how many of the games you play, does the Zerg even go 6 queen? 6 queen is only done as a reaction against 1 rax FE as well - so many Terrans on ladder still do 'bad' (as in not used by pro players) openings and then complain about balance, or do 1 rax FE and the zerg does not make 6 queens and then they lose and QQ.
It shouldn't be a surprise that Terrans are struggling lategame against Zerg when they were so used to opening all sorts of pressures that would kill zerg, or reactor hellion denying zerg's third while they get a faster third up. It will take time, just like Toss got owned in lategame after months of gateway all-ins. Give it some time.
Personally, my win rate went down from 70% to only around 50% after the patch (mid-masters zerg), so chill. If you aren't GM, don't worry about it, improve your play, post your rep on TL. Only foreigners were dying to non-allin hellion runbys. The real issue now is no way to deny the 3rd from going up or denying creep. Both of which Hellions could do excellently because they could kite queens before they can reach the 3rd base on most maps to defend it. Ignoring the balance aspect of the patch, TvZ is now much, much more boring to watch. Both players macro for 15 minutes before anything actually happens unless there is a heavy all in from either side. Before there was a lot more action, and TvZ was still at 50%. The queen change was ridiculous from a viewer perspective. From Blizzard Patch Note •Zerg at the pro-level are slightly too susceptible to all-in rushes. •We want to make creep spread a little bit easier to counter hellions in ZvT. •We want to make the general zerg defense slightly stronger in the early game. Blizzard achieved the goals with the patch. In fact, patch worked so well that "slightly" in patch note means nothing today. It is still better than not working even slightly. Step Blizzard took was Step1. 60-40 Step 2. 40-60 (We are here now) Step 3. 50-50 instead of, Step 1. 60-40 Step 2. 55-45 Step 3. 50-50 Don't take numbers literally, but you get what I mean. People say it was balanced before patch, but to Blizzard's eye and statistics, it was "slightly" favored for Terran early game. We will see how Blizzard goes about this after several months. It is only 2 months since patch. It took 15 months for Blizzard to remove close position on The Shatterd Temple despite Zerg was obviously struggling on that position. They work faster today, but not that fast. Because of the exponential nature of SC's economy, patches affecting the early game may lead to huge differences in the late game. Terrans success against Z seems to rely on early game damage. Basing balance on early game is pretty much impossible, since even minor changes have huge effects (nerfing queens range again, would make early game TvZ coinflippy again - not very enjoyable for the Zerg player). A solution to this can only be a buff to (a) terrans economy/production or (b) buff some Terran late game tec. Because Terran has not the explosive production of Zerg, Terran cannot macro like a Zerg. A Terran macroing hard can be all-inned pretty easy, because a Terran cannot produce an army on demand that quick. One major problem in current TvZ late game seems the power of broodfestor, because the only viable counter - vikings - can be countered by infestors pretty good. TvZ was never "coinflippy" before the patch, in fact it was by far the most balanced (and most fun to watch IMO) match-up, now, even from a Zerg perspective, it seems as if Terran is always behind, from the beginning to the end of the match. EDIT: Oh and trying to nerf/buff zerg/terran late-game units just to justify this terrible balance change is a bad idea, because it'll just throw everything in the air again, and nobody wants that. I wish Blizzard just left things as they were...
I disagree. The burden of guessing and scouting was 90% on Zerg's side. Does he 2 rax, does he commit to hellions (need roaches) or not ? Does he build banshees ? etc. If you guessed/scouted wrong, you lose or you get behind (preparing for a push/tec that did not come). Ofc you get some kind of "balance" because you guessed like 60-70% correct (which does not necessarily win you the game, just let you survive), but from a Zerg perspective, early game was pretty coinflippy. Blizz adressed exactly this by buffing scouting and early defense (not *that* much, queens are a terrible fighting unit). You should avoid to only see the perspective of your race . And again: one hardly can balance by tweaking the early game because of the snowball effects, so better buff/nerf the mid/late game units.
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On July 08 2012 07:42 Schnullerbacke13 wrote:Show nested quote +On July 08 2012 07:19 InoyouS2 wrote:On July 08 2012 05:36 Schnullerbacke13 wrote:On July 08 2012 01:27 Orek wrote:On July 08 2012 01:14 Figgy wrote:On July 07 2012 16:23 Belial88 wrote: Dude, quit with the balance whining. The queen range was increased just a little bit so that the early game wouldn't be a coinflip, and Zerg would get owned by reactor hellion into fast third in a macro game or all-ins that they can't see and need a ton of preparation against even minor pressure. Maybe Zerg is OP, but it's definitely not OP at diamond or low masters. And how many of the games you play, does the Zerg even go 6 queen? 6 queen is only done as a reaction against 1 rax FE as well - so many Terrans on ladder still do 'bad' (as in not used by pro players) openings and then complain about balance, or do 1 rax FE and the zerg does not make 6 queens and then they lose and QQ.
It shouldn't be a surprise that Terrans are struggling lategame against Zerg when they were so used to opening all sorts of pressures that would kill zerg, or reactor hellion denying zerg's third while they get a faster third up. It will take time, just like Toss got owned in lategame after months of gateway all-ins. Give it some time.
Personally, my win rate went down from 70% to only around 50% after the patch (mid-masters zerg), so chill. If you aren't GM, don't worry about it, improve your play, post your rep on TL. Only foreigners were dying to non-allin hellion runbys. The real issue now is no way to deny the 3rd from going up or denying creep. Both of which Hellions could do excellently because they could kite queens before they can reach the 3rd base on most maps to defend it. Ignoring the balance aspect of the patch, TvZ is now much, much more boring to watch. Both players macro for 15 minutes before anything actually happens unless there is a heavy all in from either side. Before there was a lot more action, and TvZ was still at 50%. The queen change was ridiculous from a viewer perspective. From Blizzard Patch Note •Zerg at the pro-level are slightly too susceptible to all-in rushes. •We want to make creep spread a little bit easier to counter hellions in ZvT. •We want to make the general zerg defense slightly stronger in the early game. Blizzard achieved the goals with the patch. In fact, patch worked so well that "slightly" in patch note means nothing today. It is still better than not working even slightly. Step Blizzard took was Step1. 60-40 Step 2. 40-60 (We are here now) Step 3. 50-50 instead of, Step 1. 60-40 Step 2. 55-45 Step 3. 50-50 Don't take numbers literally, but you get what I mean. People say it was balanced before patch, but to Blizzard's eye and statistics, it was "slightly" favored for Terran early game. We will see how Blizzard goes about this after several months. It is only 2 months since patch. It took 15 months for Blizzard to remove close position on The Shatterd Temple despite Zerg was obviously struggling on that position. They work faster today, but not that fast. Because of the exponential nature of SC's economy, patches affecting the early game may lead to huge differences in the late game. Terrans success against Z seems to rely on early game damage. Basing balance on early game is pretty much impossible, since even minor changes have huge effects (nerfing queens range again, would make early game TvZ coinflippy again - not very enjoyable for the Zerg player). A solution to this can only be a buff to (a) terrans economy/production or (b) buff some Terran late game tec. Because Terran has not the explosive production of Zerg, Terran cannot macro like a Zerg. A Terran macroing hard can be all-inned pretty easy, because a Terran cannot produce an army on demand that quick. One major problem in current TvZ late game seems the power of broodfestor, because the only viable counter - vikings - can be countered by infestors pretty good. TvZ was never "coinflippy" before the patch, in fact it was by far the most balanced (and most fun to watch IMO) match-up, now, even from a Zerg perspective, it seems as if Terran is always behind, from the beginning to the end of the match. EDIT: Oh and trying to nerf/buff zerg/terran late-game units just to justify this terrible balance change is a bad idea, because it'll just throw everything in the air again, and nobody wants that. I wish Blizzard just left things as they were... I disagree. The burden of guessing and scouting was 90% on Zerg's side. Does he 2 rax, does he commit to hellions (need roaches) or not ? Does he build banshees ? etc. If you guessed/scouted wrong, you lose or you get behind (preparing for a push/tec that did not come). Ofc you get some kind of "balance" because you guessed like 60-70% correct (which does not necessarily win you the game, just let you survive), but from a Zerg perspective, early game was pretty coinflippy. Blizz adressed exactly this by buffing scouting and early defense (not *that* much, queens are a terrible fighting unit). You should avoid to only see the perspective of your race . And again: you hardly can balance by tweaking the early game because of the snowball effects, so better buff/nerf the mid/late game units. you don't buff something that can help with scouting (i.e. to make better decisions) and THEN also buff something that helps you hold off all-ins (that you need anyways)
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On July 08 2012 07:43 zhurai wrote:Show nested quote +On July 08 2012 07:42 Schnullerbacke13 wrote:On July 08 2012 07:19 InoyouS2 wrote:On July 08 2012 05:36 Schnullerbacke13 wrote:On July 08 2012 01:27 Orek wrote:On July 08 2012 01:14 Figgy wrote:On July 07 2012 16:23 Belial88 wrote: Dude, quit with the balance whining. The queen range was increased just a little bit so that the early game wouldn't be a coinflip, and Zerg would get owned by reactor hellion into fast third in a macro game or all-ins that they can't see and need a ton of preparation against even minor pressure. Maybe Zerg is OP, but it's definitely not OP at diamond or low masters. And how many of the games you play, does the Zerg even go 6 queen? 6 queen is only done as a reaction against 1 rax FE as well - so many Terrans on ladder still do 'bad' (as in not used by pro players) openings and then complain about balance, or do 1 rax FE and the zerg does not make 6 queens and then they lose and QQ.
It shouldn't be a surprise that Terrans are struggling lategame against Zerg when they were so used to opening all sorts of pressures that would kill zerg, or reactor hellion denying zerg's third while they get a faster third up. It will take time, just like Toss got owned in lategame after months of gateway all-ins. Give it some time.
Personally, my win rate went down from 70% to only around 50% after the patch (mid-masters zerg), so chill. If you aren't GM, don't worry about it, improve your play, post your rep on TL. Only foreigners were dying to non-allin hellion runbys. The real issue now is no way to deny the 3rd from going up or denying creep. Both of which Hellions could do excellently because they could kite queens before they can reach the 3rd base on most maps to defend it. Ignoring the balance aspect of the patch, TvZ is now much, much more boring to watch. Both players macro for 15 minutes before anything actually happens unless there is a heavy all in from either side. Before there was a lot more action, and TvZ was still at 50%. The queen change was ridiculous from a viewer perspective. From Blizzard Patch Note •Zerg at the pro-level are slightly too susceptible to all-in rushes. •We want to make creep spread a little bit easier to counter hellions in ZvT. •We want to make the general zerg defense slightly stronger in the early game. Blizzard achieved the goals with the patch. In fact, patch worked so well that "slightly" in patch note means nothing today. It is still better than not working even slightly. Step Blizzard took was Step1. 60-40 Step 2. 40-60 (We are here now) Step 3. 50-50 instead of, Step 1. 60-40 Step 2. 55-45 Step 3. 50-50 Don't take numbers literally, but you get what I mean. People say it was balanced before patch, but to Blizzard's eye and statistics, it was "slightly" favored for Terran early game. We will see how Blizzard goes about this after several months. It is only 2 months since patch. It took 15 months for Blizzard to remove close position on The Shatterd Temple despite Zerg was obviously struggling on that position. They work faster today, but not that fast. Because of the exponential nature of SC's economy, patches affecting the early game may lead to huge differences in the late game. Terrans success against Z seems to rely on early game damage. Basing balance on early game is pretty much impossible, since even minor changes have huge effects (nerfing queens range again, would make early game TvZ coinflippy again - not very enjoyable for the Zerg player). A solution to this can only be a buff to (a) terrans economy/production or (b) buff some Terran late game tec. Because Terran has not the explosive production of Zerg, Terran cannot macro like a Zerg. A Terran macroing hard can be all-inned pretty easy, because a Terran cannot produce an army on demand that quick. One major problem in current TvZ late game seems the power of broodfestor, because the only viable counter - vikings - can be countered by infestors pretty good. TvZ was never "coinflippy" before the patch, in fact it was by far the most balanced (and most fun to watch IMO) match-up, now, even from a Zerg perspective, it seems as if Terran is always behind, from the beginning to the end of the match. EDIT: Oh and trying to nerf/buff zerg/terran late-game units just to justify this terrible balance change is a bad idea, because it'll just throw everything in the air again, and nobody wants that. I wish Blizzard just left things as they were... I disagree. The burden of guessing and scouting was 90% on Zerg's side. Does he 2 rax, does he commit to hellions (need roaches) or not ? Does he build banshees ? etc. If you guessed/scouted wrong, you lose or you get behind (preparing for a push/tec that did not come). Ofc you get some kind of "balance" because you guessed like 60-70% correct (which does not necessarily win you the game, just let you survive), but from a Zerg perspective, early game was pretty coinflippy. Blizz adressed exactly this by buffing scouting and early defense (not *that* much, queens are a terrible fighting unit). You should avoid to only see the perspective of your race . And again: you hardly can balance by tweaking the early game because of the snowball effects, so better buff/nerf the mid/late game units. you don't buff something that can help with scouting (i.e. to make better decisions) and THEN also buff something that helps you hold off all-ins (that you need anyways)
Well, it is still pretty easy to hide tec and sac'ing overlords hurts early game because they cost 100 minerals +1 larvae. Its not like Zergs have full information. In the beginning of SC2 maps were much smaller, with todays larger maps, a slight increase of Ovie speed just adjusts for the growth of map size.
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On July 08 2012 07:19 InoyouS2 wrote:Show nested quote +On July 08 2012 05:36 Schnullerbacke13 wrote:On July 08 2012 01:27 Orek wrote:On July 08 2012 01:14 Figgy wrote:On July 07 2012 16:23 Belial88 wrote: Dude, quit with the balance whining. The queen range was increased just a little bit so that the early game wouldn't be a coinflip, and Zerg would get owned by reactor hellion into fast third in a macro game or all-ins that they can't see and need a ton of preparation against even minor pressure. Maybe Zerg is OP, but it's definitely not OP at diamond or low masters. And how many of the games you play, does the Zerg even go 6 queen? 6 queen is only done as a reaction against 1 rax FE as well - so many Terrans on ladder still do 'bad' (as in not used by pro players) openings and then complain about balance, or do 1 rax FE and the zerg does not make 6 queens and then they lose and QQ.
It shouldn't be a surprise that Terrans are struggling lategame against Zerg when they were so used to opening all sorts of pressures that would kill zerg, or reactor hellion denying zerg's third while they get a faster third up. It will take time, just like Toss got owned in lategame after months of gateway all-ins. Give it some time.
Personally, my win rate went down from 70% to only around 50% after the patch (mid-masters zerg), so chill. If you aren't GM, don't worry about it, improve your play, post your rep on TL. Only foreigners were dying to non-allin hellion runbys. The real issue now is no way to deny the 3rd from going up or denying creep. Both of which Hellions could do excellently because they could kite queens before they can reach the 3rd base on most maps to defend it. Ignoring the balance aspect of the patch, TvZ is now much, much more boring to watch. Both players macro for 15 minutes before anything actually happens unless there is a heavy all in from either side. Before there was a lot more action, and TvZ was still at 50%. The queen change was ridiculous from a viewer perspective. From Blizzard Patch Note •Zerg at the pro-level are slightly too susceptible to all-in rushes. •We want to make creep spread a little bit easier to counter hellions in ZvT. •We want to make the general zerg defense slightly stronger in the early game. Blizzard achieved the goals with the patch. In fact, patch worked so well that "slightly" in patch note means nothing today. It is still better than not working even slightly. Step Blizzard took was Step1. 60-40 Step 2. 40-60 (We are here now) Step 3. 50-50 instead of, Step 1. 60-40 Step 2. 55-45 Step 3. 50-50 Don't take numbers literally, but you get what I mean. People say it was balanced before patch, but to Blizzard's eye and statistics, it was "slightly" favored for Terran early game. We will see how Blizzard goes about this after several months. It is only 2 months since patch. It took 15 months for Blizzard to remove close position on The Shatterd Temple despite Zerg was obviously struggling on that position. They work faster today, but not that fast. Because of the exponential nature of SC's economy, patches affecting the early game may lead to huge differences in the late game. Terrans success against Z seems to rely on early game damage. Basing balance on early game is pretty much impossible, since even minor changes have huge effects (nerfing queens range again, would make early game TvZ coinflippy again - not very enjoyable for the Zerg player). A solution to this can only be a buff to (a) terrans economy/production or (b) buff some Terran late game tec. Because Terran has not the explosive production of Zerg, Terran cannot macro like a Zerg. A Terran macroing hard can be all-inned pretty easy, because a Terran cannot produce an army on demand that quick. One major problem in current TvZ late game seems the power of broodfestor, because the only viable counter - vikings - can be countered by infestors pretty good. TvZ was never "coinflippy" before the patch, in fact it was by far the most balanced (and most fun to watch IMO) match-up, now, even from a Zerg perspective, it seems as if Terran is always behind, from the beginning to the end of the match.
It was very coinflippy, mostly because of being unable to scout a Terran while not having a "hold it all" build. This patch kind of gave both to Zerg. Why do you think, so many Terrans just did some 2base cheeses, allins or "just putting on some pressure, because in this MU it doesn't matter what I do it works as long as I can hide it for 2mins"? Because Zerg couldn't hold "double fac hellion", "hellion/marauder", "hellion/marine", "marine/tank", "2port banshee with or without cloak", "double drop", "MM(M)", "hellion drop" if he didn't know whats coming, while playing against a standard "I take my third before you because you are contained up to 10min" - 3CC build.
The problem before the patch was, that the first 10-15minutes of the game, a Zerg could hardly actively win, because Terran just had a trillion options and the zerg neither the economy nor the production to attack if Terran didn't waste a ton of units. The situation right now is, that a Zerg still can't attack very well, but the Terran can neither and suddenly 80% of the Terran strategies have become somewhat obsolete. Basically what the MU is missing, is to give both sides options to do damage without hardcore commiting, so that building units is actually not a bad option. Sadly this won't happen, because it would require some big change to Zerg T1-T2 (apart from reverting the queen change), which would just screw balance too much (and apart from some T1 burrow roach and baneling action, I can't really see anything like this)
I'm not saying the the MU wasn't or isn't balanced, but it was and is lacking options.
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My personal solution is seriously nerfing Creep and especially creepspread in some sort. If the Creep wouldn't be so far out so early the 5 Range Queens wouldn't matter. But Creep spreads so fucking far so stupidly fast that Zerg gets mobility on normally not so mobile Units extremely early and can defend places at times in the game where they really shouldn't.
Creeptumors either are no longer invisible OR creep receeds way way way faster after killing tumors ( maybe also ovies ) OR tumors no longer stack meaning you don't get fast creepspread by planting more tumors at next to each other. Its too good right now. Once Creepspead has begone theres no stopping it anymore right now. Even if you specicially build a Raven for it once the Zerg has units on the field he will spread creep almost to your base in just a few minutes . You kill a few tumors and the Zerg will just respread them in second before the Creep has gone back far enough. You can't just wait that long till its gone far enough with the way Terran reeinforce . You'll lose everything if you overstay .
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No zergs play that greedy if you don't 1 rax fe, lol.
On July 08 2012 07:42 Schnullerbacke13 wrote:Show nested quote +On July 08 2012 07:19 InoyouS2 wrote:On July 08 2012 05:36 Schnullerbacke13 wrote:On July 08 2012 01:27 Orek wrote:On July 08 2012 01:14 Figgy wrote:On July 07 2012 16:23 Belial88 wrote: Dude, quit with the balance whining. The queen range was increased just a little bit so that the early game wouldn't be a coinflip, and Zerg would get owned by reactor hellion into fast third in a macro game or all-ins that they can't see and need a ton of preparation against even minor pressure. Maybe Zerg is OP, but it's definitely not OP at diamond or low masters. And how many of the games you play, does the Zerg even go 6 queen? 6 queen is only done as a reaction against 1 rax FE as well - so many Terrans on ladder still do 'bad' (as in not used by pro players) openings and then complain about balance, or do 1 rax FE and the zerg does not make 6 queens and then they lose and QQ.
It shouldn't be a surprise that Terrans are struggling lategame against Zerg when they were so used to opening all sorts of pressures that would kill zerg, or reactor hellion denying zerg's third while they get a faster third up. It will take time, just like Toss got owned in lategame after months of gateway all-ins. Give it some time.
Personally, my win rate went down from 70% to only around 50% after the patch (mid-masters zerg), so chill. If you aren't GM, don't worry about it, improve your play, post your rep on TL. Only foreigners were dying to non-allin hellion runbys. The real issue now is no way to deny the 3rd from going up or denying creep. Both of which Hellions could do excellently because they could kite queens before they can reach the 3rd base on most maps to defend it. Ignoring the balance aspect of the patch, TvZ is now much, much more boring to watch. Both players macro for 15 minutes before anything actually happens unless there is a heavy all in from either side. Before there was a lot more action, and TvZ was still at 50%. The queen change was ridiculous from a viewer perspective. From Blizzard Patch Note •Zerg at the pro-level are slightly too susceptible to all-in rushes. •We want to make creep spread a little bit easier to counter hellions in ZvT. •We want to make the general zerg defense slightly stronger in the early game. Blizzard achieved the goals with the patch. In fact, patch worked so well that "slightly" in patch note means nothing today. It is still better than not working even slightly. Step Blizzard took was Step1. 60-40 Step 2. 40-60 (We are here now) Step 3. 50-50 instead of, Step 1. 60-40 Step 2. 55-45 Step 3. 50-50 Don't take numbers literally, but you get what I mean. People say it was balanced before patch, but to Blizzard's eye and statistics, it was "slightly" favored for Terran early game. We will see how Blizzard goes about this after several months. It is only 2 months since patch. It took 15 months for Blizzard to remove close position on The Shatterd Temple despite Zerg was obviously struggling on that position. They work faster today, but not that fast. Because of the exponential nature of SC's economy, patches affecting the early game may lead to huge differences in the late game. Terrans success against Z seems to rely on early game damage. Basing balance on early game is pretty much impossible, since even minor changes have huge effects (nerfing queens range again, would make early game TvZ coinflippy again - not very enjoyable for the Zerg player). A solution to this can only be a buff to (a) terrans economy/production or (b) buff some Terran late game tec. Because Terran has not the explosive production of Zerg, Terran cannot macro like a Zerg. A Terran macroing hard can be all-inned pretty easy, because a Terran cannot produce an army on demand that quick. One major problem in current TvZ late game seems the power of broodfestor, because the only viable counter - vikings - can be countered by infestors pretty good. TvZ was never "coinflippy" before the patch, in fact it was by far the most balanced (and most fun to watch IMO) match-up, now, even from a Zerg perspective, it seems as if Terran is always behind, from the beginning to the end of the match. EDIT: Oh and trying to nerf/buff zerg/terran late-game units just to justify this terrible balance change is a bad idea, because it'll just throw everything in the air again, and nobody wants that. I wish Blizzard just left things as they were... I disagree. The burden of guessing and scouting was 90% on Zerg's side. Does he 2 rax, does he commit to hellions (need roaches) or not ? Does he build banshees ? etc. If you guessed/scouted wrong, you lose or you get behind (preparing for a push/tec that did not come). Ofc you get some kind of "balance" because you guessed like 60-70% correct (which does not necessarily win you the game, just let you survive), but from a Zerg perspective, early game was pretty coinflippy. Blizz adressed exactly this by buffing scouting and early defense (not *that* much, queens are a terrible fighting unit). You should avoid to only see the perspective of your race . And again: one hardly can balance by tweaking the early game because of the snowball effects, so better buff/nerf the mid/late game units.
Since when was any of that an issue? lol. 2 rax was hardly an issue, and has little to do with the scouting anyways. Fast banshee was, for the vast majority of the part, beaten by Zergs quite easily, rarely did you see Zergs lose to it. There was no "burden of guessing." You could see if Terran FE'd via your overlord. If they didn't, you just massed speedling/queen with some spines, and then would throw down spores around the banshee timing.
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On July 08 2012 08:12 FabledIntegral wrote:No zergs play that greedy if you don't 1 rax fe, lol.Show nested quote +On July 08 2012 07:42 Schnullerbacke13 wrote:On July 08 2012 07:19 InoyouS2 wrote:On July 08 2012 05:36 Schnullerbacke13 wrote:On July 08 2012 01:27 Orek wrote:On July 08 2012 01:14 Figgy wrote:On July 07 2012 16:23 Belial88 wrote: Dude, quit with the balance whining. The queen range was increased just a little bit so that the early game wouldn't be a coinflip, and Zerg would get owned by reactor hellion into fast third in a macro game or all-ins that they can't see and need a ton of preparation against even minor pressure. Maybe Zerg is OP, but it's definitely not OP at diamond or low masters. And how many of the games you play, does the Zerg even go 6 queen? 6 queen is only done as a reaction against 1 rax FE as well - so many Terrans on ladder still do 'bad' (as in not used by pro players) openings and then complain about balance, or do 1 rax FE and the zerg does not make 6 queens and then they lose and QQ.
It shouldn't be a surprise that Terrans are struggling lategame against Zerg when they were so used to opening all sorts of pressures that would kill zerg, or reactor hellion denying zerg's third while they get a faster third up. It will take time, just like Toss got owned in lategame after months of gateway all-ins. Give it some time.
Personally, my win rate went down from 70% to only around 50% after the patch (mid-masters zerg), so chill. If you aren't GM, don't worry about it, improve your play, post your rep on TL. Only foreigners were dying to non-allin hellion runbys. The real issue now is no way to deny the 3rd from going up or denying creep. Both of which Hellions could do excellently because they could kite queens before they can reach the 3rd base on most maps to defend it. Ignoring the balance aspect of the patch, TvZ is now much, much more boring to watch. Both players macro for 15 minutes before anything actually happens unless there is a heavy all in from either side. Before there was a lot more action, and TvZ was still at 50%. The queen change was ridiculous from a viewer perspective. From Blizzard Patch Note •Zerg at the pro-level are slightly too susceptible to all-in rushes. •We want to make creep spread a little bit easier to counter hellions in ZvT. •We want to make the general zerg defense slightly stronger in the early game. Blizzard achieved the goals with the patch. In fact, patch worked so well that "slightly" in patch note means nothing today. It is still better than not working even slightly. Step Blizzard took was Step1. 60-40 Step 2. 40-60 (We are here now) Step 3. 50-50 instead of, Step 1. 60-40 Step 2. 55-45 Step 3. 50-50 Don't take numbers literally, but you get what I mean. People say it was balanced before patch, but to Blizzard's eye and statistics, it was "slightly" favored for Terran early game. We will see how Blizzard goes about this after several months. It is only 2 months since patch. It took 15 months for Blizzard to remove close position on The Shatterd Temple despite Zerg was obviously struggling on that position. They work faster today, but not that fast. Because of the exponential nature of SC's economy, patches affecting the early game may lead to huge differences in the late game. Terrans success against Z seems to rely on early game damage. Basing balance on early game is pretty much impossible, since even minor changes have huge effects (nerfing queens range again, would make early game TvZ coinflippy again - not very enjoyable for the Zerg player). A solution to this can only be a buff to (a) terrans economy/production or (b) buff some Terran late game tec. Because Terran has not the explosive production of Zerg, Terran cannot macro like a Zerg. A Terran macroing hard can be all-inned pretty easy, because a Terran cannot produce an army on demand that quick. One major problem in current TvZ late game seems the power of broodfestor, because the only viable counter - vikings - can be countered by infestors pretty good. TvZ was never "coinflippy" before the patch, in fact it was by far the most balanced (and most fun to watch IMO) match-up, now, even from a Zerg perspective, it seems as if Terran is always behind, from the beginning to the end of the match. EDIT: Oh and trying to nerf/buff zerg/terran late-game units just to justify this terrible balance change is a bad idea, because it'll just throw everything in the air again, and nobody wants that. I wish Blizzard just left things as they were... I disagree. The burden of guessing and scouting was 90% on Zerg's side. Does he 2 rax, does he commit to hellions (need roaches) or not ? Does he build banshees ? etc. If you guessed/scouted wrong, you lose or you get behind (preparing for a push/tec that did not come). Ofc you get some kind of "balance" because you guessed like 60-70% correct (which does not necessarily win you the game, just let you survive), but from a Zerg perspective, early game was pretty coinflippy. Blizz adressed exactly this by buffing scouting and early defense (not *that* much, queens are a terrible fighting unit). You should avoid to only see the perspective of your race . And again: one hardly can balance by tweaking the early game because of the snowball effects, so better buff/nerf the mid/late game units. Since when was any of that an issue? lol. 2 rax was hardly an issue, and has little to do with the scouting anyways. Fast banshee was, for the vast majority of the part, beaten by Zergs quite easily, rarely did you see Zergs lose to it. There was no "burden of guessing." You could see if Terran FE'd via your overlord. If they didn't, you just massed speedling/queen with some spines, and then would throw down spores around the banshee timing.
Unless you're 2 Raxing what else is there ? Gas openers put you behind these days .....
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On July 08 2012 08:36 s3rp wrote:Show nested quote +On July 08 2012 08:12 FabledIntegral wrote:No zergs play that greedy if you don't 1 rax fe, lol.On July 08 2012 07:42 Schnullerbacke13 wrote:On July 08 2012 07:19 InoyouS2 wrote:On July 08 2012 05:36 Schnullerbacke13 wrote:On July 08 2012 01:27 Orek wrote:On July 08 2012 01:14 Figgy wrote:On July 07 2012 16:23 Belial88 wrote: Dude, quit with the balance whining. The queen range was increased just a little bit so that the early game wouldn't be a coinflip, and Zerg would get owned by reactor hellion into fast third in a macro game or all-ins that they can't see and need a ton of preparation against even minor pressure. Maybe Zerg is OP, but it's definitely not OP at diamond or low masters. And how many of the games you play, does the Zerg even go 6 queen? 6 queen is only done as a reaction against 1 rax FE as well - so many Terrans on ladder still do 'bad' (as in not used by pro players) openings and then complain about balance, or do 1 rax FE and the zerg does not make 6 queens and then they lose and QQ.
It shouldn't be a surprise that Terrans are struggling lategame against Zerg when they were so used to opening all sorts of pressures that would kill zerg, or reactor hellion denying zerg's third while they get a faster third up. It will take time, just like Toss got owned in lategame after months of gateway all-ins. Give it some time.
Personally, my win rate went down from 70% to only around 50% after the patch (mid-masters zerg), so chill. If you aren't GM, don't worry about it, improve your play, post your rep on TL. Only foreigners were dying to non-allin hellion runbys. The real issue now is no way to deny the 3rd from going up or denying creep. Both of which Hellions could do excellently because they could kite queens before they can reach the 3rd base on most maps to defend it. Ignoring the balance aspect of the patch, TvZ is now much, much more boring to watch. Both players macro for 15 minutes before anything actually happens unless there is a heavy all in from either side. Before there was a lot more action, and TvZ was still at 50%. The queen change was ridiculous from a viewer perspective. From Blizzard Patch Note •Zerg at the pro-level are slightly too susceptible to all-in rushes. •We want to make creep spread a little bit easier to counter hellions in ZvT. •We want to make the general zerg defense slightly stronger in the early game. Blizzard achieved the goals with the patch. In fact, patch worked so well that "slightly" in patch note means nothing today. It is still better than not working even slightly. Step Blizzard took was Step1. 60-40 Step 2. 40-60 (We are here now) Step 3. 50-50 instead of, Step 1. 60-40 Step 2. 55-45 Step 3. 50-50 Don't take numbers literally, but you get what I mean. People say it was balanced before patch, but to Blizzard's eye and statistics, it was "slightly" favored for Terran early game. We will see how Blizzard goes about this after several months. It is only 2 months since patch. It took 15 months for Blizzard to remove close position on The Shatterd Temple despite Zerg was obviously struggling on that position. They work faster today, but not that fast. Because of the exponential nature of SC's economy, patches affecting the early game may lead to huge differences in the late game. Terrans success against Z seems to rely on early game damage. Basing balance on early game is pretty much impossible, since even minor changes have huge effects (nerfing queens range again, would make early game TvZ coinflippy again - not very enjoyable for the Zerg player). A solution to this can only be a buff to (a) terrans economy/production or (b) buff some Terran late game tec. Because Terran has not the explosive production of Zerg, Terran cannot macro like a Zerg. A Terran macroing hard can be all-inned pretty easy, because a Terran cannot produce an army on demand that quick. One major problem in current TvZ late game seems the power of broodfestor, because the only viable counter - vikings - can be countered by infestors pretty good. TvZ was never "coinflippy" before the patch, in fact it was by far the most balanced (and most fun to watch IMO) match-up, now, even from a Zerg perspective, it seems as if Terran is always behind, from the beginning to the end of the match. EDIT: Oh and trying to nerf/buff zerg/terran late-game units just to justify this terrible balance change is a bad idea, because it'll just throw everything in the air again, and nobody wants that. I wish Blizzard just left things as they were... I disagree. The burden of guessing and scouting was 90% on Zerg's side. Does he 2 rax, does he commit to hellions (need roaches) or not ? Does he build banshees ? etc. If you guessed/scouted wrong, you lose or you get behind (preparing for a push/tec that did not come). Ofc you get some kind of "balance" because you guessed like 60-70% correct (which does not necessarily win you the game, just let you survive), but from a Zerg perspective, early game was pretty coinflippy. Blizz adressed exactly this by buffing scouting and early defense (not *that* much, queens are a terrible fighting unit). You should avoid to only see the perspective of your race . And again: one hardly can balance by tweaking the early game because of the snowball effects, so better buff/nerf the mid/late game units. Since when was any of that an issue? lol. 2 rax was hardly an issue, and has little to do with the scouting anyways. Fast banshee was, for the vast majority of the part, beaten by Zergs quite easily, rarely did you see Zergs lose to it. There was no "burden of guessing." You could see if Terran FE'd via your overlord. If they didn't, you just massed speedling/queen with some spines, and then would throw down spores around the banshee timing. Unless you're 2 Raxing what else is there ? Gas openers put you behind these days .....
It was responding to the OP.
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Only foreigners were dying to non-allin hellion runbys. The real issue now is no way to deny the 3rd from going up or denying creep. Both of which Hellions could do excellently because they could kite queens before they can reach the 3rd base on most maps to defend it. '
It's not about hellion runbys.... I was saying terrans could out-macro Zerg and deny creep too well by going Reactor Hellion into Fast third. Zerg can't spread creep against it, and Zerg's third is forever denied, and Zerg has to spend about 400 minerals just to counter directly what he knows is coming, 400 minerals worth of hellions. You shouldn't be able to both expand AND deny the opponent from expanding, which is what reactor hellion into fast third did.
There are plenty of ways to deny Zerg's third from going up - 1 base all-in. Zerg can never take a third against a 1 base all-in. Similarly, Zerg can't take a third against a Toss 1 base all-in either.
If Terran expands, there should be no way Zerg can be denied their third, at most Terran can just punish Zerg from droning it too hard, but not from taking it.
That's the fundamental problem with the way a lot of Terran's view the match-up. Zerg is supposed to expand first, to take a base ahead, but meanwhile many Terran's seem to think it's a problem that Zerg can take a third against a Terran who expanded. You don't hear Toss complain that Zerg can't be denied a third after they go FFE, or anyone complain about Zerg taking their natural against a 1 base T/P.
If you want to deny the third, there are plenty of 1 base all-ins that will work. Of course, if Zerg just doesnt take his third, you are screwed, just as you should be, but you are still denying Zerg's third. If you want to punish a Zerg for droning too hard, go right ahead, there are plenty FE into stim timings which if all you do is kill the third you are just even because your third is still too late, but dont think that you have a right to deny zerg's third after you've expanded.
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On July 08 2012 09:29 Belial88 wrote:Show nested quote +Only foreigners were dying to non-allin hellion runbys. The real issue now is no way to deny the 3rd from going up or denying creep. Both of which Hellions could do excellently because they could kite queens before they can reach the 3rd base on most maps to defend it. ' It's not about hellion runbys.... I was saying terrans could out-macro Zerg and deny creep too well by going Reactor Hellion into Fast third. Zerg can't spread creep against it, and Zerg's third is forever denied, and Zerg has to spend about 400 minerals just to counter directly what he knows is coming, 400 minerals worth of hellions. You shouldn't be able to both expand AND deny the opponent from expanding, which is what reactor hellion into fast third did. There are plenty of ways to deny Zerg's third from going up - 1 base all-in. Zerg can never take a third against a 1 base all-in. Similarly, Zerg can't take a third against a Toss 1 base all-in either. If Terran expands, there should be no way Zerg can be denied their third, at most Terran can just punish Zerg from droning it too hard, but not from taking it. That's the fundamental problem with the way a lot of Terran's view the match-up. Zerg is supposed to expand first, to take a base ahead, but meanwhile many Terran's seem to think it's a problem that Zerg can take a third against a Terran who expanded. You don't hear Toss complain that Zerg can't be denied a third after they go FFE, or anyone complain about Zerg taking their natural against a 1 base T/P. If you want to deny the third, there are plenty of 1 base all-ins that will work. Of course, if Zerg just doesnt take his third, you are screwed, just as you should be, but you are still denying Zerg's third. If you want to punish a Zerg for droning too hard, go right ahead, there are plenty FE into stim timings which if all you do is kill the third you are just even because your third is still too late, but dont think that you have a right to deny zerg's third after you've expanded.
Zergs could spread creep fine. You just had to use the ridges. Maps like Antiga, Cloud Kingdom, and pretty much every other map I could think of, Zergs realized they could simply spread creep via ridges.
Zergs can take a third vs both Terran and Protoss 1 base allins. You just don't drone it up. I just killed a 4gate today where I did quick three base, immediate speed after I realized what he was doing, and pumped pure lings. I even had an evo chamber I didn't utilize in case DT came, but it was 4gate.
You also haven't followed SC2. The main complained from toss is that Zerg can drone up insanely if Toss goes Forge FE. There is no "supposed to" happen. It's whatever is balanced. Zerg is clearly not.
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I was of the opinion that terrans should hold off on their critisizm until more time passed. But after watching a lot of games this weekend, I've changed my opinion. Zerg is far to safe now in the early game, can spread creep to easily, and can macro up too safely. Terran seems behind the entire game.
A lot of TvZ's aren't even that close. Just pushing onto the map is risky with all the creep. And with all the queens in play I don't see Terran having many options early to slow it down. The reactored hellion opening was standard for a reason, it slowed down creep, it gave terran a presence on the map, and allowed some pressure. Without it the MU seems very one sided.
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On July 08 2012 07:48 Schnullerbacke13 wrote:Show nested quote +On July 08 2012 07:43 zhurai wrote:On July 08 2012 07:42 Schnullerbacke13 wrote:On July 08 2012 07:19 InoyouS2 wrote:On July 08 2012 05:36 Schnullerbacke13 wrote:On July 08 2012 01:27 Orek wrote:On July 08 2012 01:14 Figgy wrote:On July 07 2012 16:23 Belial88 wrote: Dude, quit with the balance whining. The queen range was increased just a little bit so that the early game wouldn't be a coinflip, and Zerg would get owned by reactor hellion into fast third in a macro game or all-ins that they can't see and need a ton of preparation against even minor pressure. Maybe Zerg is OP, but it's definitely not OP at diamond or low masters. And how many of the games you play, does the Zerg even go 6 queen? 6 queen is only done as a reaction against 1 rax FE as well - so many Terrans on ladder still do 'bad' (as in not used by pro players) openings and then complain about balance, or do 1 rax FE and the zerg does not make 6 queens and then they lose and QQ.
It shouldn't be a surprise that Terrans are struggling lategame against Zerg when they were so used to opening all sorts of pressures that would kill zerg, or reactor hellion denying zerg's third while they get a faster third up. It will take time, just like Toss got owned in lategame after months of gateway all-ins. Give it some time.
Personally, my win rate went down from 70% to only around 50% after the patch (mid-masters zerg), so chill. If you aren't GM, don't worry about it, improve your play, post your rep on TL. Only foreigners were dying to non-allin hellion runbys. The real issue now is no way to deny the 3rd from going up or denying creep. Both of which Hellions could do excellently because they could kite queens before they can reach the 3rd base on most maps to defend it. Ignoring the balance aspect of the patch, TvZ is now much, much more boring to watch. Both players macro for 15 minutes before anything actually happens unless there is a heavy all in from either side. Before there was a lot more action, and TvZ was still at 50%. The queen change was ridiculous from a viewer perspective. From Blizzard Patch Note •Zerg at the pro-level are slightly too susceptible to all-in rushes. •We want to make creep spread a little bit easier to counter hellions in ZvT. •We want to make the general zerg defense slightly stronger in the early game. Blizzard achieved the goals with the patch. In fact, patch worked so well that "slightly" in patch note means nothing today. It is still better than not working even slightly. Step Blizzard took was Step1. 60-40 Step 2. 40-60 (We are here now) Step 3. 50-50 instead of, Step 1. 60-40 Step 2. 55-45 Step 3. 50-50 Don't take numbers literally, but you get what I mean. People say it was balanced before patch, but to Blizzard's eye and statistics, it was "slightly" favored for Terran early game. We will see how Blizzard goes about this after several months. It is only 2 months since patch. It took 15 months for Blizzard to remove close position on The Shatterd Temple despite Zerg was obviously struggling on that position. They work faster today, but not that fast. Because of the exponential nature of SC's economy, patches affecting the early game may lead to huge differences in the late game. Terrans success against Z seems to rely on early game damage. Basing balance on early game is pretty much impossible, since even minor changes have huge effects (nerfing queens range again, would make early game TvZ coinflippy again - not very enjoyable for the Zerg player). A solution to this can only be a buff to (a) terrans economy/production or (b) buff some Terran late game tec. Because Terran has not the explosive production of Zerg, Terran cannot macro like a Zerg. A Terran macroing hard can be all-inned pretty easy, because a Terran cannot produce an army on demand that quick. One major problem in current TvZ late game seems the power of broodfestor, because the only viable counter - vikings - can be countered by infestors pretty good. TvZ was never "coinflippy" before the patch, in fact it was by far the most balanced (and most fun to watch IMO) match-up, now, even from a Zerg perspective, it seems as if Terran is always behind, from the beginning to the end of the match. EDIT: Oh and trying to nerf/buff zerg/terran late-game units just to justify this terrible balance change is a bad idea, because it'll just throw everything in the air again, and nobody wants that. I wish Blizzard just left things as they were... I disagree. The burden of guessing and scouting was 90% on Zerg's side. Does he 2 rax, does he commit to hellions (need roaches) or not ? Does he build banshees ? etc. If you guessed/scouted wrong, you lose or you get behind (preparing for a push/tec that did not come). Ofc you get some kind of "balance" because you guessed like 60-70% correct (which does not necessarily win you the game, just let you survive), but from a Zerg perspective, early game was pretty coinflippy. Blizz adressed exactly this by buffing scouting and early defense (not *that* much, queens are a terrible fighting unit). You should avoid to only see the perspective of your race . And again: you hardly can balance by tweaking the early game because of the snowball effects, so better buff/nerf the mid/late game units. you don't buff something that can help with scouting (i.e. to make better decisions) and THEN also buff something that helps you hold off all-ins (that you need anyways) Well, it is still pretty easy to hide tec and sac'ing overlords hurts early game because they cost 100 minerals +1 larvae. Its not like Zergs have full information. In the beginning of SC2 maps were much smaller, with todays larger maps, a slight increase of Ovie speed just adjusts for the growth of map size. I never said that I disagreed with the overlord speed change. I don't agree with the change with the queen change.
On July 08 2012 08:05 s3rp wrote: My personal solution is seriously nerfing Creep and especially creepspread in some sort. If the Creep wouldn't be so far out so early the 5 Range Queens wouldn't matter. But Creep spreads so fucking far so stupidly fast that Zerg gets mobility on normally not so mobile Units extremely early and can defend places at times in the game where they really shouldn't.
Creeptumors either are no longer invisible OR creep receeds way way way faster after killing tumors ( maybe also ovies ) OR tumors no longer stack meaning you don't get fast creepspread by planting more tumors at next to each other. Its too good right now. Once Creepspead has begone theres no stopping it anymore right now. Even if you specicially build a Raven for it once the Zerg has units on the field he will spread creep almost to your base in just a few minutes . You kill a few tumors and the Zerg will just respread them in second before the Creep has gone back far enough. You can't just wait that long till its gone far enough with the way Terran reeinforce . You'll lose everything if you overstay . agree, also the zerg can just bring queens after the terran army is gone to replant the creep tumors anyways (so it's not like they really lost that much creep either)
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On July 08 2012 09:55 zhurai wrote:Show nested quote +On July 08 2012 07:48 Schnullerbacke13 wrote:On July 08 2012 07:43 zhurai wrote:On July 08 2012 07:42 Schnullerbacke13 wrote:On July 08 2012 07:19 InoyouS2 wrote:On July 08 2012 05:36 Schnullerbacke13 wrote:On July 08 2012 01:27 Orek wrote:On July 08 2012 01:14 Figgy wrote:On July 07 2012 16:23 Belial88 wrote: Dude, quit with the balance whining. The queen range was increased just a little bit so that the early game wouldn't be a coinflip, and Zerg would get owned by reactor hellion into fast third in a macro game or all-ins that they can't see and need a ton of preparation against even minor pressure. Maybe Zerg is OP, but it's definitely not OP at diamond or low masters. And how many of the games you play, does the Zerg even go 6 queen? 6 queen is only done as a reaction against 1 rax FE as well - so many Terrans on ladder still do 'bad' (as in not used by pro players) openings and then complain about balance, or do 1 rax FE and the zerg does not make 6 queens and then they lose and QQ.
It shouldn't be a surprise that Terrans are struggling lategame against Zerg when they were so used to opening all sorts of pressures that would kill zerg, or reactor hellion denying zerg's third while they get a faster third up. It will take time, just like Toss got owned in lategame after months of gateway all-ins. Give it some time.
Personally, my win rate went down from 70% to only around 50% after the patch (mid-masters zerg), so chill. If you aren't GM, don't worry about it, improve your play, post your rep on TL. Only foreigners were dying to non-allin hellion runbys. The real issue now is no way to deny the 3rd from going up or denying creep. Both of which Hellions could do excellently because they could kite queens before they can reach the 3rd base on most maps to defend it. Ignoring the balance aspect of the patch, TvZ is now much, much more boring to watch. Both players macro for 15 minutes before anything actually happens unless there is a heavy all in from either side. Before there was a lot more action, and TvZ was still at 50%. The queen change was ridiculous from a viewer perspective. From Blizzard Patch Note •Zerg at the pro-level are slightly too susceptible to all-in rushes. •We want to make creep spread a little bit easier to counter hellions in ZvT. •We want to make the general zerg defense slightly stronger in the early game. Blizzard achieved the goals with the patch. In fact, patch worked so well that "slightly" in patch note means nothing today. It is still better than not working even slightly. Step Blizzard took was Step1. 60-40 Step 2. 40-60 (We are here now) Step 3. 50-50 instead of, Step 1. 60-40 Step 2. 55-45 Step 3. 50-50 Don't take numbers literally, but you get what I mean. People say it was balanced before patch, but to Blizzard's eye and statistics, it was "slightly" favored for Terran early game. We will see how Blizzard goes about this after several months. It is only 2 months since patch. It took 15 months for Blizzard to remove close position on The Shatterd Temple despite Zerg was obviously struggling on that position. They work faster today, but not that fast. Because of the exponential nature of SC's economy, patches affecting the early game may lead to huge differences in the late game. Terrans success against Z seems to rely on early game damage. Basing balance on early game is pretty much impossible, since even minor changes have huge effects (nerfing queens range again, would make early game TvZ coinflippy again - not very enjoyable for the Zerg player). A solution to this can only be a buff to (a) terrans economy/production or (b) buff some Terran late game tec. Because Terran has not the explosive production of Zerg, Terran cannot macro like a Zerg. A Terran macroing hard can be all-inned pretty easy, because a Terran cannot produce an army on demand that quick. One major problem in current TvZ late game seems the power of broodfestor, because the only viable counter - vikings - can be countered by infestors pretty good. TvZ was never "coinflippy" before the patch, in fact it was by far the most balanced (and most fun to watch IMO) match-up, now, even from a Zerg perspective, it seems as if Terran is always behind, from the beginning to the end of the match. EDIT: Oh and trying to nerf/buff zerg/terran late-game units just to justify this terrible balance change is a bad idea, because it'll just throw everything in the air again, and nobody wants that. I wish Blizzard just left things as they were... I disagree. The burden of guessing and scouting was 90% on Zerg's side. Does he 2 rax, does he commit to hellions (need roaches) or not ? Does he build banshees ? etc. If you guessed/scouted wrong, you lose or you get behind (preparing for a push/tec that did not come). Ofc you get some kind of "balance" because you guessed like 60-70% correct (which does not necessarily win you the game, just let you survive), but from a Zerg perspective, early game was pretty coinflippy. Blizz adressed exactly this by buffing scouting and early defense (not *that* much, queens are a terrible fighting unit). You should avoid to only see the perspective of your race . And again: you hardly can balance by tweaking the early game because of the snowball effects, so better buff/nerf the mid/late game units. you don't buff something that can help with scouting (i.e. to make better decisions) and THEN also buff something that helps you hold off all-ins (that you need anyways) Well, it is still pretty easy to hide tec and sac'ing overlords hurts early game because they cost 100 minerals +1 larvae. Its not like Zergs have full information. In the beginning of SC2 maps were much smaller, with todays larger maps, a slight increase of Ovie speed just adjusts for the growth of map size. I never said that I disagreed with the overlord speed change. I don't agree with the change with the queen change. Show nested quote +On July 08 2012 08:05 s3rp wrote: My personal solution is seriously nerfing Creep and especially creepspread in some sort. If the Creep wouldn't be so far out so early the 5 Range Queens wouldn't matter. But Creep spreads so fucking far so stupidly fast that Zerg gets mobility on normally not so mobile Units extremely early and can defend places at times in the game where they really shouldn't.
Creeptumors either are no longer invisible OR creep receeds way way way faster after killing tumors ( maybe also ovies ) OR tumors no longer stack meaning you don't get fast creepspread by planting more tumors at next to each other. Its too good right now. Once Creepspead has begone theres no stopping it anymore right now. Even if you specicially build a Raven for it once the Zerg has units on the field he will spread creep almost to your base in just a few minutes . You kill a few tumors and the Zerg will just respread them in second before the Creep has gone back far enough. You can't just wait that long till its gone far enough with the way Terran reeinforce . You'll lose everything if you overstay . agree, also the zerg can just bring queens after the terran army is gone to replant the creep tumors anyways (so it's not like they really lost that much creep either)
nerfing creep spread seems like a good idea, as this would mostly hit the higher level (mechanics) play. I suspect my terran opponents do not suffer that much from my 100'ish apm creep spread ;-). Maybe lower the energy cost of a tumor, but remove the tumor spread ability, so a zerg always needs a queen in place to plant tumors. So the further away from the zergs base creep is spread, the more risk of losing queens is taken
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Zergs can take a third vs both Terran and Protoss 1 base allins. You just don't drone it up. I just killed a 4gate today where I did quick three base, immediate speed after I realized what he was doing, and pumped pure lings. I even had an evo chamber I didn't utilize in case DT came, but it was 4gate.
I'm sorry, I don't believe you. I don't believe you can hold a 4 gate if you took a quick third... please, submit the rep, because that is ridiculous. And speed takes a long time, i can't imagine you took your third, then realized what toss was up to, and got gas reactively...
I seriously doubt a Zerg can take a third and survive any sort of 1 base terran all-in as well either - 2 rax scv all-in, 4-7 rax all-in, 3 rax marine/marauder stim back from like the beta, double fact, double starport...
I think you are just making stuff up and complaining about zerg. I can't even take a third against reactor hellion without a few lings and later than 50 (standard is 40-50), so how is zerg going to take a third against 7 rax. Bullshit.
If you want to say something like "Oh, zerg can hold certain 1 base all-ins with a quick third" or "If Terran executes the all-in like a scrub, zerg can hold" but making a blanket comment saying "Zerg can hold a quick third against 1 base all-ins" is buillshit.
You also haven't followed SC2. The main complained from toss is that Zerg can drone up insanely if Toss goes Forge FE. There is no "supposed to" happen. It's whatever is balanced. Zerg is clearly not.
Not really... i don't think so. Good luck droning to 75 against 6/7/8 gate all-ins, blink all-ins. I would question if you could drone that hard against immortal/sentry. Maybe only DRG can with his 80+ supply by 8:00.
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On July 09 2012 09:05 Belial88 wrote:Show nested quote +Zergs can take a third vs both Terran and Protoss 1 base allins. You just don't drone it up. I just killed a 4gate today where I did quick three base, immediate speed after I realized what he was doing, and pumped pure lings. I even had an evo chamber I didn't utilize in case DT came, but it was 4gate. I'm sorry, I don't believe you. I don't believe you can hold a 4 gate if you took a quick third... please, submit the rep, because that is ridiculous. And speed takes a long time, i can't imagine you took your third, then realized what toss was up to, and got gas reactively... I seriously doubt a Zerg can take a third and survive any sort of 1 base terran all-in as well either - 2 rax scv all-in, 4-7 rax all-in, 3 rax marine/marauder stim back from like the beta, double fact, double starport... I think you are just making stuff up and complaining about zerg. I can't even take a third against reactor hellion without a few lings and later than 50 (standard is 40-50), so how is zerg going to take a third against 7 rax. Bullshit. If you want to say something like "Oh, zerg can hold certain 1 base all-ins with a quick third" or "If Terran executes the all-in like a scrub, zerg can hold" but making a blanket comment saying "Zerg can hold a quick third against 1 base all-ins" is buillshit. Show nested quote +You also haven't followed SC2. The main complained from toss is that Zerg can drone up insanely if Toss goes Forge FE. There is no "supposed to" happen. It's whatever is balanced. Zerg is clearly not. Not really... i don't think so. Good luck droning to 75 against 6/7/8 gate all-ins, blink all-ins. I would question if you could drone that hard against immortal/sentry. Maybe only DRG can with his 80+ supply by 8:00.
1 Base All-inning against a Zerg will not work. The second he scouts you don't have any kind of faster expansion with the Ovie behind your Base/Natural he will have take Gases have a Baneling-Nest ( and if you wait for Stim also Speed ) for an eventuell all-in off 1 Base. No decent Zerg will just go 3 Base without any kind of scouting . And the second Banes are up anything with SCV's and without stim is instantly held.
Zerg does not need 3 Bases to be ahead if i don't expand myself.
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On July 09 2012 09:05 Belial88 wrote:Show nested quote +Zergs can take a third vs both Terran and Protoss 1 base allins. You just don't drone it up. I just killed a 4gate today where I did quick three base, immediate speed after I realized what he was doing, and pumped pure lings. I even had an evo chamber I didn't utilize in case DT came, but it was 4gate. I'm sorry, I don't believe you. I don't believe you can hold a 4 gate if you took a quick third... please, submit the rep, because that is ridiculous. And speed takes a long time, i can't imagine you took your third, then realized what toss was up to, and got gas reactively... I seriously doubt a Zerg can take a third and survive any sort of 1 base terran all-in as well either - 2 rax scv all-in, 4-7 rax all-in, 3 rax marine/marauder stim back from like the beta, double fact, double starport... I think you are just making stuff up and complaining about zerg. I can't even take a third against reactor hellion without a few lings and later than 50 (standard is 40-50), so how is zerg going to take a third against 7 rax. Bullshit. If you want to say something like "Oh, zerg can hold certain 1 base all-ins with a quick third" or "If Terran executes the all-in like a scrub, zerg can hold" but making a blanket comment saying "Zerg can hold a quick third against 1 base all-ins" is buillshit. Show nested quote +You also haven't followed SC2. The main complained from toss is that Zerg can drone up insanely if Toss goes Forge FE. There is no "supposed to" happen. It's whatever is balanced. Zerg is clearly not. Not really... i don't think so. Good luck droning to 75 against 6/7/8 gate all-ins, blink all-ins. I would question if you could drone that hard against immortal/sentry. Maybe only DRG can with his 80+ supply by 8:00.
Well, you can indeed hold a 4gate with 3hatch, but you basically have to either do it with a speed opening, or realize it really fast and you have to stay on ~15drones. It's doable, but you are basically holding it with 3hatches but only 1mining base.
And yeah, droning to 75 at 8min blindly is just giving away free wins against the 8-9min 6,7,8gateway zealot allins and should already lose a lot against 4gate+1 and stuff like that, not to mention superfast double SG variants or stuff like that. People always claim bullshit like that because it happens when the zerg can make sure that nothing like that hits ("stephano style roaches"), but don't get that those are macro builds to "macro right back".
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1 Base All-inning against a Zerg will not work. The second he scouts you don't have any kind of faster expansion with the Ovie behind your Base/Natural he will have take Gases have a Baneling-Nest ( and if you wait for Stim also Speed ) for an eventuell all-in off 1 Base. No decent Zerg will just go 3 Base without any kind of scouting . And the second Banes are up anything with SCV's and without stim is instantly held.
Zerg does not need 3 Bases to be ahead if i don't expand myself.
Well of course, but he still won't be taking a third against it. And that's how it should be - in order to deny an opponent's base, should require a significant investment. Otherwise, T/P expands, while Z takes a third, and drones up/defends T/P pressure, then T/P expand to third while defending Z pressure, then Z takes a fourth and techs up while defending T/P pressure, etc.
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On July 09 2012 10:13 Belial88 wrote:Show nested quote +1 Base All-inning against a Zerg will not work. The second he scouts you don't have any kind of faster expansion with the Ovie behind your Base/Natural he will have take Gases have a Baneling-Nest ( and if you wait for Stim also Speed ) for an eventuell all-in off 1 Base. No decent Zerg will just go 3 Base without any kind of scouting . And the second Banes are up anything with SCV's and without stim is instantly held.
Zerg does not need 3 Bases to be ahead if i don't expand myself.
Well of course, but he still won't be taking a third against it. And that's how it should be - in order to deny an opponent's base, should require a significant investment. Otherwise, T/P expands, while Z takes a third, and drones up/defends T/P pressure, then T/P expand to third while defending Z pressure, then Z takes a fourth and techs up while defending T/P pressure, etc.
But then i'm behind just as much as i would be in a 2 Base vs 3 Base scenario if i open 1 Base. Zerg doesn't need to be up a saturated base to be even . They need to have an extra Hatch for production. An extra mining base in fact will allways put the Zerg ahead against Terran. Shortterm Mules can kinda compensate for a little while but Terran cannot be behind Zerg in terms of mining bases for too long . You mine out so much faster then Zerg and need just as much if not more mineral then the Zerg.
Terran isn't Toss with the cost effcient high HP units that can with good control steamroll any early/midgame zerg army and reeinforces across the whole damn map thanks to warpgate.
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On July 09 2012 10:13 Belial88 wrote:Show nested quote +1 Base All-inning against a Zerg will not work. The second he scouts you don't have any kind of faster expansion with the Ovie behind your Base/Natural he will have take Gases have a Baneling-Nest ( and if you wait for Stim also Speed ) for an eventuell all-in off 1 Base. No decent Zerg will just go 3 Base without any kind of scouting . And the second Banes are up anything with SCV's and without stim is instantly held.
Zerg does not need 3 Bases to be ahead if i don't expand myself.
Well of course, but he still won't be taking a third against it. And that's how it should be - in order to deny an opponent's base, should require a significant investment. Otherwise, T/P expands, while Z takes a third, and drones up/defends T/P pressure, then T/P expand to third while defending Z pressure, then Z takes a fourth and techs up while defending T/P pressure, etc.
So let me get this straight. Instead of playing a long and macro game for Terrans, you want all of us to all in the Zergs yea? Because almost 90% of my games Zerg gets a third and is able to drone up like a moron because hellions are laughed at and this so called "pressure" does nothing.
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On July 09 2012 10:17 s3rp wrote:Show nested quote +On July 09 2012 10:13 Belial88 wrote:1 Base All-inning against a Zerg will not work. The second he scouts you don't have any kind of faster expansion with the Ovie behind your Base/Natural he will have take Gases have a Baneling-Nest ( and if you wait for Stim also Speed ) for an eventuell all-in off 1 Base. No decent Zerg will just go 3 Base without any kind of scouting . And the second Banes are up anything with SCV's and without stim is instantly held.
Zerg does not need 3 Bases to be ahead if i don't expand myself.
Well of course, but he still won't be taking a third against it. And that's how it should be - in order to deny an opponent's base, should require a significant investment. Otherwise, T/P expands, while Z takes a third, and drones up/defends T/P pressure, then T/P expand to third while defending Z pressure, then Z takes a fourth and techs up while defending T/P pressure, etc. But then i'm behind just as much as i would be in a 2 Base vs 3 Base scenario if i open 1 Base. Zerg doesn't need to be up a saturated base to be even . They need to have an extra Hatch for production. An extra mining base in fact will allways put the Zerg ahead against Terran. Shortterm Mules can kinda compensate for a little while but Terran cannot be behind Zerg in terms of mining bases for too long . You mine out so much faster then Zerg and need just as much if not more mineral then the Zerg. Terran isn't Toss with the cost effcient high HP units that can with good control steamroll any early/midgame zerg army and reeinforces across the whole damn map thanks to warpgate.
ive been considering something against zerg lol.... 8rax all-in sorta like the 8gate blink toss all-in
6 techlabs 2reactor marauder/reaper/marine
no blink for terran, but marauder/marine/reaper actually beats roaches/banes/lings without blink being needed
oh and theres stim however id suggest only stimming maybe 20% of your army per fight since theres no medivacs
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delete this double post. Im sorry
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firstly, kudos to all T players trying to innovate, there's no doubt that T players are experiencing a challenge v Z since the patch.
maybe the solution really requires some out of the box thinking, and the suggestions here (Marauder/Hellion / Ravens / 3OCs) are too obvious.
Just for example. How about some kind of early creep contain with bunkers and rines, while getting hellions (stopping ling runbys and having the bunkers being totally overwhelmed), and using gas mainly for starport tech, maybe a critical upgrade timing with building armour / hi-sec can reduce baneling busts etc..
vs P - A T Bio Army is much more mobile, but isn't really the same with TvZ, its a fact that T is known for its defensive abilities so maybe it should be used beyond the turtling. (p.s. don't flame me, I'm just suggesting possibilities - I'm a Mid Zerg player)
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^ everytime someone's tried the 'qxc bunker contain' against me, which has been around for a while btw, it doesn't work well. it's too much of an investment, and 5 queens, 1 spine, and a couple lings smashes it pretty hard. It may delay the third by about 10 supply, but not much more. It's not like you have 5 rax, you took a quick expo and a quick third, so you'll have enough for maybe 1 bunker full.
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^ Fair enough, but specifically, if you need 5 queens, 1 spine to take out a bunker with rines - I think a good trade for the T would be to kill off all the lings, have the marines escape and salvage the bunker , maybe he can also take advantage of your over extended queens to get a hellion run-by, at the very least, he's stopped creep for sometime and slowed your 3rd down.
There's probably more to the building armor upgrade and hi-sec then meets the eye. T players might want to try defensive builds that allows 3 base. These upgrades also sync well with say.. MMM+ Raven support.
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http://sc2ranks.com/stats/league/am/1/all
Actually, if you want to easily get to Platinum, Diamond, Masters (and a few exceptions), GM league you just stop playing Terran and play as Zerg.
The metagame right now, you can have one hand on the keyboard and the other eating chips while playing as Zerg because they attack, defend, and win games by hitting the 'a' key and left clicking.
User was warned for this post
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^ Lol please try to stay on topic,There are many people who are successful at TvZ.
That said, how is the volatility of biomech? could you constantly sink minerals into a reactored factory, and then quickly transition back into MMM as the game progresses? Feign a Mech composition, I know many Z over-react to seeing more then 6 (well really 4) helions.
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I've had a lot of success with engi blocking the third. It allows me to follow up with some good agression and forcing lings while denieing the third. But they can denie the engi block with 2 lings chasing the scv...
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On July 09 2012 12:29 DeathScythe wrote: ^ Lol please try to stay on topic,There are many people who are successful at TvZ.
That said, how is the volatility of biomech? could you constantly sink minerals into a reactored factory, and then quickly transition back into MMM as the game progresses? Feign a Mech composition, I know many Z over-react to seeing more then 6 (well really 4) helions. You can actually just keep making Blue Flame Hellions and get armor upgrades for them, as they always 100% 2-shot Zerglings when they have Blue-Flame. They do however take 3 shots to kill a Drone unless you're at +1 attack to +0 armor, or +2 vs less than +3. You always 2-shot Drones with +3 attack.
So, it's either Hellions living longer or killing more Drones. The second option rewards multitasking, and the first is a 'safe' option that is better in direct engagements.
The reason I think MMMH can work is because Hellions are mobile, Hellions do loads of damage to the main tank for the Zerg army,(before/besides Ultralisks) letting the MM DPS the Banelings and split more effectively against Infestors,, and can harass Drones extremely effectively and deploy twice as quickly compared to Marines, and Marauders take 5 shots to kill a Drone on equal upgrades.
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On July 09 2012 12:29 DeathScythe wrote: ^ Lol please try to stay on topic,There are many people who are successful at TvZ.
That said, how is the volatility of biomech? could you constantly sink minerals into a reactored factory, and then quickly transition back into MMM as the game progresses? Feign a Mech composition, I know many Z over-react to seeing more then 6 (well really 4) helions. I do this a lot, but win me probably a game out of 10 because the zerg thought i was meching and took the rest of the map. (opened hellion banshee in to mass bio). But it's hard to sink money into bio mech because the upgrades don't sink together. Maybe if they did, it would help terran a lot in tvz. As yes, hellion+marine+mardauder medivac would be very lethal. But transitioning constantly is not worth it as you loose so much production time. How tvz works right now is denieing the zerg scouting and forcing him to fuck up. It's kinda of like you have to hide in a corner and wait for him to walk by and say BOO! Basically how I've won my games. I would be really interested to see an a terran ai with perfect micro vs a zerg ai with perfect macro and scouting. Be interesting to see who comes out on top.
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On July 09 2012 12:41 Fencar wrote:Show nested quote +On July 09 2012 12:29 DeathScythe wrote: ^ Lol please try to stay on topic,There are many people who are successful at TvZ.
That said, how is the volatility of biomech? could you constantly sink minerals into a reactored factory, and then quickly transition back into MMM as the game progresses? Feign a Mech composition, I know many Z over-react to seeing more then 6 (well really 4) helions. You can actually just keep making Blue Flame Hellions and get armor upgrades for them, as they always 100% 2-shot Zerglings when they have Blue-Flame. They do however take 3 shots to kill a Drone unless you're at +1 attack to +0 armor, or +2 vs less than +3. You always 2-shot Drones with +3 attack. So, it's either Hellions living longer or killing more Drones. The second option rewards multitasking, and the first is a 'safe' option that is better in direct engagements. The reason I think MMMH can work is because Hellions are mobile, Hellions do loads of damage to the main tank for the Zerg army,(before/besides Ultralisks) letting the MM DPS the Banelings and split more effectively against Infestors,, and can harass Drones extremely effectively and deploy twice as quickly compared to Marines, and Marauders take 5 shots to kill a Drone on equal upgrades. Never knew that 0-0 hellions could 2 shot 3-3 lings. I'll try that out, thanks. Maybe replacing 2 of the 8 rax with a reactored factory would work well.
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Also I've been taking 1 gas and then canceling and going for a delayed expansion, leaving 1 scv on gas or none on gas and playing like i never took the gas at all. Yes, I waste 75 minerals but i can almost guarantee that upon seeing the Gas the Z will play a little too "Safe" and spine/ling up spending much more then 75 min.
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this is just a bad thread all together....supporting a all in mentality and then showing a TLO stream game from like 4 seasons ago...? HAHA!! nice one!....
A raven?...200 gas nuff said....
Viking to deny ovie scouting speed? A viking is simply not enough due to the fact that it shoots slow as hell and ovie will most likely get there in time (early game which most players dont even have a viking by then or port). And most of the time if u do go for a port ure vulnerable to more all ins.
As far as im concerned none of this is useful and i dont feel more confident in tvz
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On July 09 2012 12:16 PauseBreak wrote:http://sc2ranks.com/stats/league/am/1/allActually, if you want to easily get to Platinum, Diamond, Masters (and a few exceptions), GM league you just stop playing Terran and play as Zerg. The metagame right now, you can have one hand on the keyboard and the other eating chips while playing as Zerg because they attack, defend, and win games by hitting the 'a' key and left clicking. User was warned for this post
I've recently switched to zerg, i agree haha. Thats hilarious
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On July 09 2012 12:43 WaKai wrote:Show nested quote +On July 09 2012 12:41 Fencar wrote:On July 09 2012 12:29 DeathScythe wrote: ^ Lol please try to stay on topic,There are many people who are successful at TvZ.
That said, how is the volatility of biomech? could you constantly sink minerals into a reactored factory, and then quickly transition back into MMM as the game progresses? Feign a Mech composition, I know many Z over-react to seeing more then 6 (well really 4) helions. You can actually just keep making Blue Flame Hellions and get armor upgrades for them, as they always 100% 2-shot Zerglings when they have Blue-Flame. They do however take 3 shots to kill a Drone unless you're at +1 attack to +0 armor, or +2 vs less than +3. You always 2-shot Drones with +3 attack. So, it's either Hellions living longer or killing more Drones. The second option rewards multitasking, and the first is a 'safe' option that is better in direct engagements. The reason I think MMMH can work is because Hellions are mobile, Hellions do loads of damage to the main tank for the Zerg army,(before/besides Ultralisks) letting the MM DPS the Banelings and split more effectively against Infestors,, and can harass Drones extremely effectively and deploy twice as quickly compared to Marines, and Marauders take 5 shots to kill a Drone on equal upgrades. Never knew that 0-0 hellions could 2 shot 3-3 lings. I'll try that out, thanks. Maybe replacing 2 of the 8 rax with a reactored factory would work well. Oops, I just read that and realized I'm wrong on the math. You actually need +1 attack to be effective against +3 armor Zerglings, as +1 gives +2 damage, and you're 3 damage short on killing the Zergling if you're at +0 and he's at +3. I think after +1 armor you should probably get +1 weapons in this case, then resume armor upgrades.
Anyway, it's nice for mineral-heavy builds if you get a Reactored Factorie for production instead of 2 Reactored Barracks as it costs 150 Minerals less and only 50 Gas more to build said Reactored Factory instead of two Reactored Barracks, letting you build stuff earlier, as well as reduced production time building the Reactor and mining time lost since it's only one Factory and only one Reactor you're building!
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On July 09 2012 13:01 Fencar wrote:Show nested quote +On July 09 2012 12:43 WaKai wrote:On July 09 2012 12:41 Fencar wrote:On July 09 2012 12:29 DeathScythe wrote: ^ Lol please try to stay on topic,There are many people who are successful at TvZ.
That said, how is the volatility of biomech? could you constantly sink minerals into a reactored factory, and then quickly transition back into MMM as the game progresses? Feign a Mech composition, I know many Z over-react to seeing more then 6 (well really 4) helions. You can actually just keep making Blue Flame Hellions and get armor upgrades for them, as they always 100% 2-shot Zerglings when they have Blue-Flame. They do however take 3 shots to kill a Drone unless you're at +1 attack to +0 armor, or +2 vs less than +3. You always 2-shot Drones with +3 attack. So, it's either Hellions living longer or killing more Drones. The second option rewards multitasking, and the first is a 'safe' option that is better in direct engagements. The reason I think MMMH can work is because Hellions are mobile, Hellions do loads of damage to the main tank for the Zerg army,(before/besides Ultralisks) letting the MM DPS the Banelings and split more effectively against Infestors,, and can harass Drones extremely effectively and deploy twice as quickly compared to Marines, and Marauders take 5 shots to kill a Drone on equal upgrades. Never knew that 0-0 hellions could 2 shot 3-3 lings. I'll try that out, thanks. Maybe replacing 2 of the 8 rax with a reactored factory would work well. Oops, I just read that and realized I'm wrong on the math. You actually need +1 attack to be effective against +3 armor Zerglings, as +1 gives +2 damage, and you're 3 damage short on killing the Zergling if you're at +0 and he's at +3. I think after +1 armor you should probably get +1 weapons in this case, then resume armor upgrades. Anyway, it's nice for mineral-heavy builds if you get a Reactored Factorie for production instead of 2 Reactored Barracks as it costs 150 Minerals less and only 50 Gas more to build said Reactored Factory instead of two Reactored Barracks, letting you build stuff earlier, as well as reduced production time building the Reactor and mining time lost since it's only one Factory and only one Reactor you're building! 
indeed! The math seemed wrong, that's why i was questioning it, but +1 for hellions is not that bad, for sure the extra roughly 250 can be spent on a extra cc+orbital (stop 2 rax from producing 1 round of units) This could work very well.
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I'm going Bio + Hellion on 2 bases, starting Banshee/Raven production with double air ups off 3 base.
I'll end up with 3/3 Bio, 1/0 Mech, 3/3 Air very fast and have a easier transition to skyterran!
My infrastructure consists off 1 techrax, 4 reactorrax, 1 reactorfact, 1 techfact grabbing blueflame and a reactorport. After the third, I switch the reactor and tech so I have 3 techports, 2 reactorfacts and some additional barracks eventually!
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[theorycrafting] Due to the way zerg race works, the best strategy in theory would be the one that constantly forces them to build units AND allows you trade cost efficiently with said units. Bonus points if they need multiple tech paths as well.
The forcing units part is easy, you just need to be aggressive or threaten aggression.
Cost efficient trading is the tricky part. When defending terrans have it covered. Walls, siege tanks, bunkers and PF all help you trade with huge efficiently. But, as noted at start, defending is not enough, you need to be aggressive. The problem with that is that a zerg who expects it and dedicates enough can always get superior numbers and wipe your attack with minimal losses. This allows him the opportunity for counter attack or gets him a huge army lead that prevents further aggression / contain.
Now to avoid this situation, you have to options:
First option is to have a really good gamesense / scouting / maphack so you know exactly when it's safe to be aggressive. If he made enough units to crush your attack, you don't have to attack at all, the damage to his economy is already done. A strategy with perfect scouting would be... well perfect. Probably not possible though. First you would need map control somehow, otherwise their units could be anywhere on the map. After that the options I see are floating buildings, air units and scans. Maybe these can be enough if timed correctly, or maybe not, theorycrafting can only go so far.
The second option is to use units with an escape mechanism. Speed (reapers, hellions), flight (medivac viking, banshee, raven), cloak (ghost, banshee). Any kind of free damage is obviously good, but the goal is to have efficient trading so not everything has to be one of the above. Anyway, the speed approach is basically only viable before midgame so this leaves us flight and cloak for most of the game (still, some early attack with hellion marine can potentially be good). Later, If they go infestor the flight option is very viable. If they go muta it may be worth it to battle for air control? (raven, viking owns muta corrupter) It would shut down broodlord transition too and helps against creep spread. Cloak is also underrated, spores can be avoided/killed, overseers are slow and can't be everywhere. Ghosts and banshees can do some serious damage if left unchecked. It should also be noted that zergs most scary units are gas intensive, if you can trade minerals for gas it can still be cost efficient even if it isn't efficient in supply sense.
I feel like terran is the most strategic race, you need to be one step ahead all the time or you will simply be stuck in a powerless position. Every terran strategy should be designed with a "what after" mentality. This is also why I find them most fun, it feels really good when your contingency plan works . [/theorycrafting]
Eh, maybe this can at least inspire someone.
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