• Log InLog In
  • Register
Liquid`
Team Liquid Liquipedia
EDT 04:39
CET 09:39
KST 17:39
  • Home
  • Forum
  • Calendar
  • Streams
  • Liquipedia
  • Features
  • Store
  • EPT
  • TL+
  • StarCraft 2
  • Brood War
  • Smash
  • Heroes
  • Counter-Strike
  • Overwatch
  • Liquibet
  • Fantasy StarCraft
  • TLPD
  • StarCraft 2
  • Brood War
  • Blogs
Forum Sidebar
Events/Features
News
Featured News
ByuL: The Forgotten Master of ZvT29Behind the Blue - Team Liquid History Book19Clem wins HomeStory Cup 289HomeStory Cup 28 - Info & Preview13Rongyi Cup S3 - Preview & Info8
Community News
Blizzard Classic Cup - Tastosis announced as captains3Weekly Cups (March 2-8): ByuN overcomes PvT block2GSL CK - New online series13BSL Season 224Vitality ends partnership with ONSYDE20
StarCraft 2
General
Blizzard Classic Cup - Tastosis announced as captains Weekly Cups (March 2-8): ByuN overcomes PvT block GSL CK - New online series Weekly Cups (Feb 23-Mar 1): herO doubles, 2v2 bonanza Vitality ends partnership with ONSYDE
Tourneys
Master Swan Open (Global Bronze-Master 2) RSL Season 4 announced for March-April Sparkling Tuna Cup - Weekly Open Tournament PIG STY FESTIVAL 7.0! (19 Feb - 1 Mar) $5,000 WardiTV Winter Championship 2026
Strategy
Custom Maps
Publishing has been re-enabled! [Feb 24th 2026] Map Editor closed ?
External Content
The PondCast: SC2 News & Results Mutation # 516 Specter of Death Mutation # 515 Together Forever Mutation # 514 Ulnar New Year
Brood War
General
Recent recommended BW games ASL21 General Discussion BSL 22 Map Contest — Submissions OPEN to March 10 BGH Auto Balance -> http://bghmmr.eu/ BSL Season 22
Tourneys
ASL Season 21 Qualifiers March 7-8 [Megathread] Daily Proleagues BWCL Season 64 Announcement [BSL22] Open Qualifier #1 - Sunday 21:00 CET
Strategy
Soma's 9 hatch build from ASL Game 2 Fighting Spirit mining rates Simple Questions, Simple Answers Zealot bombing is no longer popular?
Other Games
General Games
Nintendo Switch Thread PC Games Sales Thread Path of Exile No Man's Sky (PS4 and PC) Stormgate/Frost Giant Megathread
Dota 2
Official 'what is Dota anymore' discussion The Story of Wings Gaming
League of Legends
Heroes of the Storm
Simple Questions, Simple Answers Heroes of the Storm 2.0
Hearthstone
Deck construction bug Heroes of StarCraft mini-set
TL Mafia
Mafia Game Mode Feedback/Ideas Vanilla Mini Mafia TL Mafia Community Thread
Community
General
US Politics Mega-thread Mexico's Drug War Things Aren’t Peaceful in Palestine Russo-Ukrainian War Thread YouTube Thread
Fan Clubs
The IdrA Fan Club
Media & Entertainment
[Req][Books] Good Fantasy/SciFi books [Manga] One Piece
Sports
2024 - 2026 Football Thread Formula 1 Discussion General nutrition recommendations Cricket [SPORT] TL MMA Pick'em Pool 2013
World Cup 2022
Tech Support
Laptop capable of using Photoshop Lightroom?
TL Community
The Automated Ban List
Blogs
Iranian anarchists: organize…
XenOsky
FS++
Kraekkling
Shocked by a laser…
Spydermine0240
Gaming-Related Deaths
TrAiDoS
Unintentional protectionism…
Uldridge
ASL S21 English Commentary…
namkraft
Customize Sidebar...

Website Feedback

Closed Threads



Active: 2694 users

Next Balance Patch: Reinstating Transform Up.4 HB

Forum Index > StarCraft 2 HotS
Post a Reply
Normal
c0sm0naut
Profile Joined April 2011
United States1229 Posts
Last Edited: 2013-02-21 18:35:29
February 21 2013 18:18 GMT
#1
http://us.battle.net/sc2/en/forum/topic/7923874068

"Now that the highest skilled pro players have been playing the beta for a few weeks, we've been gathering pro level ladder data, pro feedback, as well as watching all the HotS tournaments/show matches that have been going on.

Out of everything we're seeing and hearing from pro players, we think the most important issue we need to deal with rather quickly is early game ZvT.

The biggest issue in the ZvT early game at the highest pro level seems to be the mass Hellion contain leading into the various potential mass Hellbat combinations right when the Armory comes into play. The time between Terran gaining full map control and then converting all their map control units into straight up power units looks to be too narrow.

Even without this threat, Terran has plenty of early game strategies to utilize vs. Zerg. We're most likely going to add the Hellion to Hellbat transformation upgrade back to the Factory Tech lab with an Armory requirement. This will give Zerg more time to scout and prep against possible Hellbat based attacks when they see lots of Hellions in play."

I agree with this change although I am a terran player. i play zerg as well, and feel that the battle hellions were coming out too early for their base strength. It's not in effect yet, but what are your thoughtS?

FOR REFERENCE:


think its this: SCUpgrade/Transformation Servos

in which case it would be 100/100 and 110 second research

110 seconds is the same length as Combat Shields
Tsubbi
Profile Joined September 2010
Germany7996 Posts
February 21 2013 18:22 GMT
#2
as someone whos been f5'ing reddit and tl for a week to finally get a balance update i must say this is a reasonable change, dont think its enough though yet
Plansix
Profile Blog Joined April 2011
United States60190 Posts
Last Edited: 2013-02-21 18:24:39
February 21 2013 18:22 GMT
#3
Seems very reasonable if the upgrade doesn't take forever or cost a mint. I am glad they are keeping the unit powerful, since it is a back bone unit and should be viable.

Also - this is clearly a quick fix to solve one specific, early game issue, rather than a full patch for all three races. I am sure they are looking at other stuff.
I have the Honor to be your Obedient Servant, P.6
TL+ Member
c0sm0naut
Profile Joined April 2011
United States1229 Posts
February 21 2013 18:25 GMT
#4
On February 22 2013 03:22 Plansix wrote:
Seems very reasonable if the upgrade doesn't take forever or cost a mint. I am glad they are keeping the unit powerful, since it is a back bone unit and should be viable.

Also - this is clearly a quick fix to solve one specific, early game issue, rather than a full patch for all three races. I am sure they are looking at other stuff.

The wording seems to me to imply it will return at the same time/cost
sage_francis
Profile Joined December 2006
France1823 Posts
February 21 2013 18:26 GMT
#5
here we go
Plansix
Profile Blog Joined April 2011
United States60190 Posts
February 21 2013 18:27 GMT
#6
On February 22 2013 03:25 c0sm0naut wrote:
Show nested quote +
On February 22 2013 03:22 Plansix wrote:
Seems very reasonable if the upgrade doesn't take forever or cost a mint. I am glad they are keeping the unit powerful, since it is a back bone unit and should be viable.

Also - this is clearly a quick fix to solve one specific, early game issue, rather than a full patch for all three races. I am sure they are looking at other stuff.

The wording seems to me to imply it will return at the same time/cost


You should include that in the OP for people to reference, since I don't even remember what it was. Still sounds like a good fix to a rising problem.
I have the Honor to be your Obedient Servant, P.6
TL+ Member
archonOOid
Profile Blog Joined March 2011
1983 Posts
February 21 2013 18:28 GMT
#7
how about those afterburners! The hellbats nerf are ok but the medivac speedboost time cut by 50%.
I'm Quotable (IQ)
c0sm0naut
Profile Joined April 2011
United States1229 Posts
Last Edited: 2013-02-21 18:32:46
February 21 2013 18:29 GMT
#8
On February 22 2013 03:27 Plansix wrote:
Show nested quote +
On February 22 2013 03:25 c0sm0naut wrote:
On February 22 2013 03:22 Plansix wrote:
Seems very reasonable if the upgrade doesn't take forever or cost a mint. I am glad they are keeping the unit powerful, since it is a back bone unit and should be viable.

Also - this is clearly a quick fix to solve one specific, early game issue, rather than a full patch for all three races. I am sure they are looking at other stuff.

The wording seems to me to imply it will return at the same time/cost


You should include that in the OP for people to reference, since I don't even remember what it was. Still sounds like a good fix to a rising problem.

I don't remember either, haha. Will be happy to if some shows me the numbers

Edit: and yes I agree. I think tvt will benefit the most however
ant-1
Profile Blog Joined November 2010
Canada149 Posts
February 21 2013 18:32 GMT
#9
But T will still be able to produce hellbats with an armory, right? Well they'll just rush to armory faster.
The Days Run Away Like Wild Horses Over the Hills
Tsubbi
Profile Joined September 2010
Germany7996 Posts
February 21 2013 18:32 GMT
#10
think its this: http://wiki.teamliquid.net/starcraft2/SCUpgrade/Transformation_Servos

in which case it would be 100/100 and 110 second research
mYiKane
Profile Blog Joined March 2011
Canada1772 Posts
February 21 2013 18:33 GMT
#11
next fix widow mines.
Prime Directive
Profile Joined December 2011
United States186 Posts
February 21 2013 18:34 GMT
#12
Sounds reasonable to me. I like that getting the upgrade is a semi-commitment to mech play. At least for the early game, since it requires a factory to be attached to a tech lab for that period of time.
Plansix
Profile Blog Joined April 2011
United States60190 Posts
February 21 2013 18:35 GMT
#13
On February 22 2013 03:29 c0sm0naut wrote:
Show nested quote +
On February 22 2013 03:27 Plansix wrote:
On February 22 2013 03:25 c0sm0naut wrote:
On February 22 2013 03:22 Plansix wrote:
Seems very reasonable if the upgrade doesn't take forever or cost a mint. I am glad they are keeping the unit powerful, since it is a back bone unit and should be viable.

Also - this is clearly a quick fix to solve one specific, early game issue, rather than a full patch for all three races. I am sure they are looking at other stuff.

The wording seems to me to imply it will return at the same time/cost


You should include that in the OP for people to reference, since I don't even remember what it was. Still sounds like a good fix to a rising problem.

I don't remember either, haha. Will be happy to if some shows me the numbers

Edit: and yes I agree. I think tvt will benefit the most however


It was called Transformation Servos and the cost was 100/100 with an easy to remember 110 build time. I am sure someone will have a problem with it, but Hellbats are pretty awesome.
I have the Honor to be your Obedient Servant, P.6
TL+ Member
MstrJinbo
Profile Joined March 2011
United States1251 Posts
February 21 2013 18:37 GMT
#14
On February 22 2013 03:32 Tsubbi wrote:
think its this: http://wiki.teamliquid.net/starcraft2/SCUpgrade/Transformation_Servos

in which case it would be 100/100 and 110 second research


For reference metabolic boost is also 110 seconds I think.
Plansix
Profile Blog Joined April 2011
United States60190 Posts
February 21 2013 18:40 GMT
#15
On February 22 2013 03:37 MstrJinbo wrote:
Show nested quote +
On February 22 2013 03:32 Tsubbi wrote:
think its this: http://wiki.teamliquid.net/starcraft2/SCUpgrade/Transformation_Servos

in which case it would be 100/100 and 110 second research


For reference metabolic boost is also 110 seconds I think.


You are correct sir, the speedy zergling agrees. FYI, combat shield, also 110 Blizseconds to become real.
I have the Honor to be your Obedient Servant, P.6
TL+ Member
Whitewing
Profile Joined October 2010
United States7483 Posts
February 21 2013 18:41 GMT
#16
This feel like a good change, Hellbats are such a ridiculously powerful modification to hellions to not require an actual upgrade, and this is a good way to weaken early timings without nerfing them at all in the mid game or end game.
Strategy"You know I fucking hate the way you play, right?" ~SC2John
ShamW0W
Profile Joined March 2010
160 Posts
February 21 2013 18:42 GMT
#17
Definitely a good start.

I worry, as the metagame continues to evolve, that both Hellbats and Widow Mines, when incorporated with a bio ball, become too efficient against all Zerg early and mid-game options. Roach/Hydra seems to be the most effective answer so hopefully a lesser threat of Hellbat all-ins can allow Zerg players to set up an economy to properly support Roach/Hydra.

Still hoping for a Hydra boost at some point, +1 range ftw.
Half-Man Half-Amazing
shindigs
Profile Blog Joined May 2009
United States4795 Posts
February 21 2013 18:43 GMT
#18
Hellbat transformation requiring upgrade.

Siege tech does not require upgrade.

WHAT IS MY WORLD
Photographer@shindags || twitch.tv/shindigs
Rokevo
Profile Joined September 2009
Finland1033 Posts
February 21 2013 18:45 GMT
#19
Good to see they are making reasonable adjustments, instead of nuking the unit into oblivion in a single patch.
Tsubbi
Profile Joined September 2010
Germany7996 Posts
Last Edited: 2013-02-21 18:45:28
February 21 2013 18:45 GMT
#20
On February 22 2013 03:43 shindigs wrote:
Hellbat transformation requiring upgrade.

Siege tech does not require upgrade.

WHAT IS MY WORLD


i hope they reintroduce siege tech as well, it creates so many tense timing situations in tvz as well as tvt and it never achieved what it was supposed to, which was make mech more viable in tvp
serpan
Profile Joined September 2011
Sweden35 Posts
February 21 2013 18:45 GMT
#21
From what I've heard from Pro-streams is that PvZ lategame is pretty imbalanced due to Voidrays/Tempest being op or whatever.

Hope Blizzard will do something about it soon enough! The game will be so much funnier to watch if it's well balanced.
Sthlm
Topin
Profile Blog Joined December 2010
Peru10105 Posts
February 21 2013 18:46 GMT
#22
still 2 hellbats per medivac?
i would define my style between a mix of ByuN, Maru and MKP
Hadley88
Profile Joined February 2013
Germany267 Posts
February 21 2013 18:47 GMT
#23
NOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOwwwwwwwwwwwwwwwwoooooooowwowowowo! ...at least no dmg nerf.
Snowbear
Profile Blog Joined July 2010
Korea (South)1925 Posts
Last Edited: 2013-02-21 18:51:24
February 21 2013 18:48 GMT
#24
On February 22 2013 03:42 ShamW0W wrote:
Definitely a good start.

I worry, as the metagame continues to evolve, that both Hellbats and Widow Mines, when incorporated with a bio ball, become too efficient against all Zerg early and mid-game options. Roach/Hydra seems to be the most effective answer so hopefully a lesser threat of Hellbat all-ins can allow Zerg players to set up an economy to properly support Roach/Hydra.

Still hoping for a Hydra boost at some point, +1 range ftw.


But is that a problem? I don't think so. I mean, let's take a look at broodlord infestor in wol: it seems to be very efficiënt against all terran lategame options. Isn't it all fine in wol?

Let's also take a look at the early game in wol:
- terran allins: not viable, even when zergs play greedy
- zerg allins: viable when terrans play greedy

The midgame in wol where it's even, tough terran requires much more micro.

But that's all fine isn't it? So why isn't it fine in hots?
Moony
Profile Joined April 2010
United States533 Posts
February 21 2013 18:48 GMT
#25
should just go back to siege tanks requiring an upgrade and leaving hell bats... not sure though.
facebook.com/macromicrogaming
Elite_
Profile Joined June 2012
United States4259 Posts
February 21 2013 18:52 GMT
#26
And not a word was said about this...

http://wiki.teamliquid.net/starcraft2/IGN_ProLeague_Season_6/HotS_Invitational/Korean_Online_Qualifier
Novacute
Profile Joined September 2011
Australia313 Posts
Last Edited: 2013-02-21 18:55:38
February 21 2013 18:53 GMT
#27
On February 22 2013 03:48 Snowbear wrote:
Show nested quote +
On February 22 2013 03:42 ShamW0W wrote:
Definitely a good start.

I worry, as the metagame continues to evolve, that both Hellbats and Widow Mines, when incorporated with a bio ball, become too efficient against all Zerg early and mid-game options. Roach/Hydra seems to be the most effective answer so hopefully a lesser threat of Hellbat all-ins can allow Zerg players to set up an economy to properly support Roach/Hydra.

Still hoping for a Hydra boost at some point, +1 range ftw.


But is that a problem? I don't think so. I mean, let's take a look at broodlord infestor in wol: it seems to be very efficiënt against all terran lategame options. Isn't it all fine in wol?


Let's also look at Protoss. The last leg of WoL was almost all about immortal or phoenix/zealot all ins because P had no cost efficient answer to infestor brood lord outside of vortex, which was dictated by luck more than anything else.

Also, i'm not sure why there's still no mention of sky protoss at it's current state. Are they still collecting data?
Afterstar
Profile Joined November 2010
67 Posts
February 21 2013 18:57 GMT
#28
So now you will need on top of the armory a second factory with a tech lab,spend 100m/100g and wait another 110seconds before you can use hellbats...
Good luck holding zerg allins with smart zergs using speedlords to detonate the mines or preventing zergs going 3base 80drones at 8-9min.

They keep adding more and more special rules and conditions for helions and hellbats, they may as well seperate the unit and be done with it.
Don't cry because it's over,smile because it happened.
Lukeeze[zR]
Profile Joined February 2006
Switzerland6838 Posts
February 21 2013 18:58 GMT
#29
Good, but what about skytoss ? What about reverting the useless space cargo nerf ?
Terran & Potato Salad.
neoghaleon55
Profile Blog Joined August 2010
United States7435 Posts
February 21 2013 18:59 GMT
#30
Thank god!!!!!!!!
moo...for DRG
Protosnake
Profile Joined September 2011
France295 Posts
February 21 2013 18:59 GMT
#31
Ton of problem left but they are doing reasonable step, I can deal with it
Jonas :)
Profile Blog Joined September 2010
United States511 Posts
February 21 2013 18:59 GMT
#32
The biggest issue in the ZvT early game at the highest pro level seems to be the mass Hellion contain leading into the various potential mass Hellbat combinations right when the Armory comes into play. The time between Terran gaining full map control and then converting all their map control units into straight up power units looks to be too narrow.


...well what did you think would happen when you designed that unit, blizzard?

Like..... I don't understand the logic behind blizzard's balance decisions at all. They realize that the free unit mechanic in general sucks (as evident by the tons of Infested Terran nerfs towards the end of WoL's life in an attempt to bring them into late-game balance), so what do they do in HotS? They add another zerg free unit generator. Awesome.

They realize that single-target disables (i.e. neutral parasite) are too powerful on a spellcaster that also has good crowd control (fungal growth). So what do they do in HotS? They add a viper with two of the same abilities, Abduct and blinding cloud. They make no sense at all.

Terran's in WoL have been enjoying their map control in TvZ with their hellion openings for over a year now, but since those openings have the ability to almost completely leave zerg in the dark, Queen range was buffed to compensate and give zergs more of an ability to play greedier early game and respond to harass more easily. Blizzard, in seeing this, decides to give hellions an upgraded form, so that terrans can capitalize even more on zerg's lack of scouting. What's next, giving queens siege mode?

It's like they have a complete inability to learn from their mistakes. I really want HotS to be a good game. I really do, it has such potential. But blizzard's level of incompetence is just remarkably depressing
MoonCricket
Profile Joined September 2011
222 Posts
February 21 2013 19:00 GMT
#33
Called it, http://www.teamliquid.net/forum/viewmessage.php?topic_id=398560

At a guess, Blizzard can replace the Infernal Pre-Igniter upgrade with Transformation Servos, remove the Armory requirement from Transformation Servos and revert the Hellbat supply nerf in order to find a balance between the resources invested into the tech structure, the production capacity of the Factory and the timing attack. As is, requiring an Armory for the Transformation Servos upgrade probably removes Hellbats from TvP altogether, so now it's a Reactory/Factory, 4xWidow Mine and 1xMedivac Drop at 10 minutes at worst.

It's onto Mass Widow Mine strategy with a Hellbat transition as it stands, I'd bet money Widow Mines will end up with having Burrow removed in favor of a Siege Tank esq transformation and be given +1 Range before the expansion ships.

Anyway, huge sigh of relief that Blizzard pulled the trigger on Hellbats, I was really worried they'd think that awful supply nerf would've actually solved the "problem."
Adashra
Profile Joined November 2012
France7 Posts
February 21 2013 19:01 GMT
#34
And blue flame??

Reverse cargo space!
The gift of words is the gift of deception and illusion.
HTOMario
Profile Blog Joined March 2012
United States439 Posts
February 21 2013 19:07 GMT
#35
On February 22 2013 03:45 Tsubbi wrote:
Show nested quote +
On February 22 2013 03:43 shindigs wrote:
Hellbat transformation requiring upgrade.

Siege tech does not require upgrade.

WHAT IS MY WORLD


i hope they reintroduce siege tech as well, it creates so many tense timing situations in tvz as well as tvt and it never achieved what it was supposed to, which was make mech more viable in tvp


It did exactly that.
GM Mech T
SolidMoose
Profile Joined June 2011
United States1240 Posts
Last Edited: 2013-02-21 19:12:18
February 21 2013 19:07 GMT
#36
On February 22 2013 03:52 Elite_ wrote:
And not a word was said about this...

http://wiki.teamliquid.net/starcraft2/IGN_ProLeague_Season_6/HotS_Invitational/Korean_Online_Qualifier


That basically sums up HotS

I think this change is fair, although I'm wondering if the medivac cargo space should be looked at again. If this is meant to delay hellbats entirely, getting 4 back in a medivac seems fair (and frankly less awkward).

Also for the record, they are putting this patch out way too soon. They should at least wait for the GSTL pre season to finish. Their new philosophy seems to be to give no time for players to find solutions.
T.O.P
Profile Joined December 2012
469 Posts
February 21 2013 19:08 GMT
#37
ghost snipe or the nuke time shoud be buff. Ghost is not a really good 3 tier units compare to the others.The hellbat change, i don't really like but i'll try to get over it haha.
I'm not the real T.O.P just a fan!
Lukeeze[zR]
Profile Joined February 2006
Switzerland6838 Posts
Last Edited: 2013-02-21 19:13:45
February 21 2013 19:11 GMT
#38
When the game will be more figured out and matches will get longer, we will see if terrans can hold their ground in late game against the new toys Z/P received.
Terran & Potato Salad.
Grumbels
Profile Blog Joined May 2009
Netherlands7031 Posts
Last Edited: 2013-02-21 19:13:42
February 21 2013 19:12 GMT
#39
This is exactly why I was against the cargo change. The unit is so broken that they were going to have to change it anyway, and now the cargo change is a weird artifact of that. But of course Blizzard never reverts any change they make.
Well, now I tell you, I never seen good come o' goodness yet. Him as strikes first is my fancy; dead men don't bite; them's my views--amen, so be it.
Zorgaz
Profile Joined June 2010
Sweden2951 Posts
February 21 2013 19:12 GMT
#40
I'm okay with it but i feel they should revert the cargo change if they add this upgrade.
Furthermore, I think the Collosi should be removed! (Zorgaz -Terran/AbrA-Random/Zorg-Dota2) Guineapigs <3
Foxyshazam
Profile Joined December 2012
United States38 Posts
February 21 2013 19:14 GMT
#41
This would be acceptable if they reverted the cargo space change.
Unripe
Profile Joined April 2011
3 Posts
February 21 2013 19:14 GMT
#42
Are there any Terran all-ins left in TvZ?
MaxViktory
Profile Joined June 2012
Sweden136 Posts
February 21 2013 19:15 GMT
#43
Good change. I also think that reapers are kind of a problem early game, but maybe that can be dealt with with many queens?
I just want to say that I love ZvP atm. The multitude of strategies that are viable for both sides make for very exciting and different games. Such a change from WoL! Z seems a bit too strong through out the game up to the point when P has enough bases to turtle to an unbeatable air army. But fun to play!!! And even more fun to watch!!!!!!
Topdoller
Profile Joined March 2011
United Kingdom3860 Posts
February 21 2013 19:16 GMT
#44
Well that didnt last long, Why don't they just buff Hydras to counter Hellbats instead? Looks like Terran will be going tech lab first now.

HoTs will end up just like WoL at this rate, 2 players not attacking until 15 mins into the game and playing sim city <sigh>
FeyFey
Profile Joined September 2010
Germany10114 Posts
February 21 2013 19:18 GMT
#45
After having seen this Hellion contain get crushed by a few proZergs everytime, I conclude they have watched the wrong Zerg Pros. But the Zerg players looked like expecting this build only.
Bringing back the upgrade was only a matter of time though, as the transformation without a warning felt always strange. Felt a bit like Banelings that would be there as soon as the Nest finishes without the morph time.

It is only a matter of time until everyone is used to dealing with the early aggression stuff Protoss and Terran can pull of. Then the Zerg lategame power will be back, with the now added midgame power, included with new toy upgrades they have in the early game. The good point is that Toss and Terran can go into their late game compositions easier that is pretty strong against lategame Zerg.
The question is what will Blizzard/Mapmakers do to this evolution, that looks exactly like Wings. In Wings everyone messed up together. But Blizzard got better, so one can only hope that they will find the right solution.
But it seems to be either Zerg or Terran that will see a 20% rate above Bronze for the first Year.

They plan on bringing in Neo Planet S to the HotS Ladder though. That will bring winrates for Zerg up. So they are planning ahead for worst case !
ShamW0W
Profile Joined March 2010
160 Posts
February 21 2013 19:22 GMT
#46
On February 22 2013 03:48 Snowbear wrote:
Show nested quote +
On February 22 2013 03:42 ShamW0W wrote:
Definitely a good start.

I worry, as the metagame continues to evolve, that both Hellbats and Widow Mines, when incorporated with a bio ball, become too efficient against all Zerg early and mid-game options. Roach/Hydra seems to be the most effective answer so hopefully a lesser threat of Hellbat all-ins can allow Zerg players to set up an economy to properly support Roach/Hydra.

Still hoping for a Hydra boost at some point, +1 range ftw.


But is that a problem? I don't think so. I mean, let's take a look at broodlord infestor in wol: it seems to be very efficiënt against all terran lategame options. Isn't it all fine in wol?

Let's also take a look at the early game in wol:
- terran allins: not viable, even when zergs play greedy
- zerg allins: viable when terrans play greedy

The midgame in wol where it's even, tough terran requires much more micro.

But that's all fine isn't it? So why isn't it fine in hots?


Nothing you posted makes any sense. Anyone who tries to argue that Broodlord/Corruptor/Infestor was fine in WoL was either ignorant or completely biased.
Half-Man Half-Amazing
llIH
Profile Joined June 2011
Norway2147 Posts
February 21 2013 19:22 GMT
#47
I agree with the hellbat coming too early. I have seen several Zerg GM and pro players lose to this early push.
allyourbase3
Profile Joined April 2011
United States14 Posts
February 21 2013 19:26 GMT
#48
this game is such a mess
ZenithM
Profile Joined February 2011
France15952 Posts
Last Edited: 2013-02-21 19:29:43
February 21 2013 19:27 GMT
#49
That's awful :'(
I hope it's 100/100, and not 150/150 or more, that shit is expensive...
It was really cool to be able to just give a reactor to your factory and add hellbats to your bio comp. A tech lab upgrade destroys that.
ShamW0W
Profile Joined March 2010
160 Posts
February 21 2013 19:27 GMT
#50
Losing to a push is fine though, new strategies can catch people by surprise. The larger problems are typically ones that, even if scouted and properly reacted to, still come out on top.

I haven't seen any matches from the Korean qualifiers but I suspect that Protoss late game being clearly the best right now is a problem. (same issue with Zerg in WoL) I'd love to see Blizzard open to a game where it's not possible to sustain 200/200 armies on 3-bases but that's another discussion.
Half-Man Half-Amazing
FancyCaTSC2
Profile Joined February 2013
56 Posts
February 21 2013 19:32 GMT
#51
Maybe blueflame should increase the hellbat damage to it's full porential.
Right now damage is 18 + 12 vs light. Maybe the starting damage should just be something like 10 + 12 or 12 + 12 and blueflame increases this base damage by 8 / 6. So it would be a bit more of an investment to go into hellbat play and also some more time would be required for them to reach their full potential.
MooLen
Profile Joined May 2011
Germany501 Posts
February 21 2013 19:37 GMT
#52
and what´s up with proxy rax reaper ???????? O.O
never_Nal
Profile Blog Joined March 2008
Costa Rica676 Posts
February 21 2013 19:37 GMT
#53
Soon to be anounced Hellbat removed :D, oh Blizz you so silly
Be kind whenever possible. It is always possible.
ALPINA
Profile Joined May 2010
3791 Posts
February 21 2013 19:38 GMT
#54
Why can't they just increase price and/or decrease damage for hellbats? I mean it's quite obvious it's far too strong unit for such a little price.
You should never underestimate the predictability of stupidity
aksfjh
Profile Joined November 2010
United States4853 Posts
February 21 2013 19:38 GMT
#55
But oracles are the same? I swear to god I hate the ridiculous amount of bias in this damn community and the balance team at Blizzard. Fucking stupid.
farseerdk
Profile Joined May 2010
Canada504 Posts
Last Edited: 2013-02-21 19:43:03
February 21 2013 19:42 GMT
#56
Now bring back seige-tech and make hardened shields an upgrade...
Perspective is merely an angle.
Lukeeze[zR]
Profile Joined February 2006
Switzerland6838 Posts
February 21 2013 19:42 GMT
#57
On February 22 2013 04:38 aksfjh wrote:
But oracles are the same? I swear to god I hate the ridiculous amount of bias in this damn community and the balance team at Blizzard. Fucking stupid.


Oracle feels protossy, it's fine.
Terran & Potato Salad.
Bagi
Profile Joined August 2010
Germany6799 Posts
February 21 2013 19:43 GMT
#58
On February 22 2013 04:38 ALPINA wrote:
Why can't they just increase price and/or decrease damage for hellbats? I mean it's quite obvious it's far too strong unit for such a little price.

How is it obvious? They are slow, clumsy and easily outmicroed by any ranged unit, they should pack a punch for them even to be worth building. Every nerf to hellbats is a nerf to mech and more mass drop bio play in every MU. The unit needs to be good for mech to remain viable.
nomyx
Profile Joined June 2012
United States2205 Posts
February 21 2013 19:43 GMT
#59
On February 22 2013 04:27 ZenithM wrote:
That's awful :'(
I hope it's 100/100, and not 150/150 or more, that shit is expensive...
It was really cool to be able to just give a reactor to your factory and add hellbats to your bio comp. A tech lab upgrade destroys that.


You can still make hellbats from the factory once you have an armory. All this does is delay the ability to transform between forms for both the hellion and hellbat.
Empirimancer
Profile Joined July 2011
Canada1024 Posts
February 21 2013 19:45 GMT
#60
Yes, let's bring ZvT back to WOL status where Zergs can macro freely off three bases for 15 minutes with practically no fear of dying.

vNmMasterT
Profile Joined September 2012
68 Posts
February 21 2013 19:45 GMT
#61
Slowly but surely every terran unit will be nerfed to shitbits except the marine, marauder, and mule. A widow mine nerf is probably coming up next.
Qikz
Profile Blog Joined November 2009
United Kingdom12025 Posts
Last Edited: 2013-02-21 19:45:40
February 21 2013 19:45 GMT
#62
On February 22 2013 03:45 Tsubbi wrote:
Show nested quote +
On February 22 2013 03:43 shindigs wrote:
Hellbat transformation requiring upgrade.

Siege tech does not require upgrade.

WHAT IS MY WORLD


i hope they reintroduce siege tech as well, it creates so many tense timing situations in tvz as well as tvt and it never achieved what it was supposed to, which was make mech more viable in tvp


Personally I'd say that it does make mech a ton more viable in TvP. You can actually get two tanks out in time to deal with gateway/blink all ins.

This is coming from my personal experience btw.
FanTaSy's #1 Fan | STPL Caster/Organiser | SKT BEST KT | https://twitch.tv/stpl
-Kyo-
Profile Blog Joined August 2010
Japan1926 Posts
Last Edited: 2013-02-21 19:55:33
February 21 2013 19:51 GMT
#63
I don't understand their approach one bit @_@ help me please~ They see a unit is quite strong at a certain timing so they change the timing at which it is incredibly strong at in the hopes that somehow your units, all of which suck versus that unit, magically gain some powers at a later timing.

We've seen this approach numerous times whether it be with blink, stim, warpgate or whatever else. They assume by shifting the production time of something it makes a specific timing "less powerful" which is silly otherwise it wouldn't be a timing attack in the first place >.>! Essentially, when they change the time this upgrade hits they expect the timing to fade away and the unit to somehow mesh into the game seamlessly without ever addressing the real issue... the unit itself!!! xD.... Just think back to how many times they patched warpgate timing and how it affected PvP if you're not understanding what I'm saying.

to the poster directly below me: probably because mech is broken ...
Anime is cuter than you. Legacy of the Void GM Protoss Gameplay: twitch.tv/kyo7763 youtube.com/user/KyoStarcraft/
TL+ Member
Nimix
Profile Joined October 2011
France1809 Posts
February 21 2013 19:51 GMT
#64
I don't know how they can focus that much on terran things with the current protoss state on the beta. But they're the bosses I guess.
A hellbat change would be good, you can get them too early for what they're worth. But even after the nerf, it'll still be a nonsense biomechologicanic unit.
blade55555
Profile Blog Joined March 2009
United States17423 Posts
February 21 2013 19:54 GMT
#65
On February 22 2013 04:43 Bagi wrote:
Show nested quote +
On February 22 2013 04:38 ALPINA wrote:
Why can't they just increase price and/or decrease damage for hellbats? I mean it's quite obvious it's far too strong unit for such a little price.

How is it obvious? They are slow, clumsy and easily outmicroed by any ranged unit, they should pack a punch for them even to be worth building. Every nerf to hellbats is a nerf to mech and more mass drop bio play in every MU. The unit needs to be good for mech to remain viable.


They are the strongest 100 mineral unit in the game. That's all they cost is minerals and when terran is going mech that is pretty much free. They are to strong for being only 100 minerals. If it cost gas then it would be different, but it doesn't and I don't see how they could make it cost gas either.
When I think of something else, something will go here
Bagi
Profile Joined August 2010
Germany6799 Posts
February 21 2013 20:01 GMT
#66
On February 22 2013 04:54 blade55555 wrote:
Show nested quote +
On February 22 2013 04:43 Bagi wrote:
On February 22 2013 04:38 ALPINA wrote:
Why can't they just increase price and/or decrease damage for hellbats? I mean it's quite obvious it's far too strong unit for such a little price.

How is it obvious? They are slow, clumsy and easily outmicroed by any ranged unit, they should pack a punch for them even to be worth building. Every nerf to hellbats is a nerf to mech and more mass drop bio play in every MU. The unit needs to be good for mech to remain viable.


They are the strongest 100 mineral unit in the game. That's all they cost is minerals and when terran is going mech that is pretty much free. They are to strong for being only 100 minerals. If it cost gas then it would be different, but it doesn't and I don't see how they could make it cost gas either.

Out of all the 100 mineral units, one has to be the strongest.

Is the problem that mech is OP and unbeatable? If that's the case, sure take a look at the hellbat. But I don't think a unit being cheap yet very effective is a problem unless it creates actual imbalanced situations.
Prime Directive
Profile Joined December 2011
United States186 Posts
February 21 2013 20:05 GMT
#67
On February 22 2013 03:59 Jonas wrote:


Terran's in WoL have been enjoying their map control in TvZ with their hellion openings for over a year now, but since those openings have the ability to almost completely leave zerg in the dark, Queen range was buffed to compensate and give zergs more of an ability to play greedier early game and respond to harass more easily. Blizzard, in seeing this, decides to give hellions an upgraded form, so that terrans can capitalize even more on zerg's lack of scouting. What's next, giving queens siege mode?




Why do you think blizzard added hellbats to capitalize on zerg's lack of scouting? Hellbats were added to protect tanks from lings and zealots.
Everlong
Profile Joined April 2010
Czech Republic1973 Posts
February 21 2013 20:06 GMT
#68
Man, Terran upgrades are going to be such a mess.. :-( I hope they at least merge it with blue-flame or reintroduce air merged upgrades (though more expensive) or something like that. It really seems very off to have Hellbat upgrade at tech lab requiring armory and free siege mode, what are they doing.. :/
ZenithM
Profile Joined February 2011
France15952 Posts
February 21 2013 20:08 GMT
#69
On February 22 2013 04:43 nomyx wrote:
Show nested quote +
On February 22 2013 04:27 ZenithM wrote:
That's awful :'(
I hope it's 100/100, and not 150/150 or more, that shit is expensive...
It was really cool to be able to just give a reactor to your factory and add hellbats to your bio comp. A tech lab upgrade destroys that.


You can still make hellbats from the factory once you have an armory. All this does is delay the ability to transform between forms for both the hellion and hellbat.

Oh right, didn't pay enough attention :D
I'm cool with it then, that's absolutely fine.
Alryk
Profile Blog Joined November 2011
United States2718 Posts
February 21 2013 20:10 GMT
#70
In the current situation, this really shouldn't affect macro games at all, which makes it a good change imo. You'll be getting a tech lab for tank production anyways, and at least currently, you don't need to get siege mode, which means you don't have to worry about splitting research time.

Do hellbats benefit from blueflame? I don't believe so, right?
Team Liquid, IM, ViOlet!
Baum
Profile Blog Joined April 2010
Germany1010 Posts
February 21 2013 20:11 GMT
#71
On February 22 2013 03:45 Tsubbi wrote:
Show nested quote +
On February 22 2013 03:43 shindigs wrote:
Hellbat transformation requiring upgrade.

Siege tech does not require upgrade.

WHAT IS MY WORLD


i hope they reintroduce siege tech as well, it creates so many tense timing situations in tvz as well as tvt and it never achieved what it was supposed to, which was make mech more viable in tvp


I think that cutting the siege upgrade was a very good change. It's now way more viable to get some tanks out for early defense in TvP. I don't think it causes problems in TvZ and TvT at all.
I want to be with those who share secret things or else alone.
Phoobie
Profile Joined December 2010
Canada120 Posts
Last Edited: 2013-02-21 20:13:06
February 21 2013 20:11 GMT
#72
I would also look at the Medivac speed boost ability. The drop play coming out of skilled players with this almost spamable ability makes their early drops REALLY powerful. I think the fairest adjustment would be to give the ability an energy cost, nothing obcene, maybe 25 energy per use. This way there is a tradeoff, more mobility/faster medivacs all over the place or more healing for the units involved in the drop or something in between.
"Immortal Roach is pretty good against stalkers" ¯\_(ツ)_/¯
aksfjh
Profile Joined November 2010
United States4853 Posts
February 21 2013 20:15 GMT
#73
On February 22 2013 05:10 Alryk wrote:
In the current situation, this really shouldn't affect macro games at all, which makes it a good change imo. You'll be getting a tech lab for tank production anyways, and at least currently, you don't need to get siege mode, which means you don't have to worry about splitting research time.

Do hellbats benefit from blueflame? I don't believe so, right?

Wrong. The inability for Terran to put adequate pressure on Zerg makes EVERY game a "macro game." However, it's not a real macro game, it's more of a sit around and wait game, which is awful for everybody.
FancyCaTSC2
Profile Joined February 2013
56 Posts
February 21 2013 20:16 GMT
#74
On February 22 2013 05:11 Phoobie wrote:
I would also look at the Medivac speed boost ability. The drop play coming out of skilled players with this almost spamable ability makes their early drops REALLY powerful. I think the fairest adjustment would be to give the ability an energy cost, nothing obcene, maybe 25 energy per use. This way there is a tradeoff, more mobility/faster medivacs all over the place or more healing for the units involved in the drop or something in between.


Sorry but isn't incredibly skilled players abusing the shit out of units to achieve magical stuff exactly what people expect to see?
aksfjh
Profile Joined November 2010
United States4853 Posts
February 21 2013 20:19 GMT
#75
On February 22 2013 05:16 FancyCaTSC2 wrote:
Show nested quote +
On February 22 2013 05:11 Phoobie wrote:
I would also look at the Medivac speed boost ability. The drop play coming out of skilled players with this almost spamable ability makes their early drops REALLY powerful. I think the fairest adjustment would be to give the ability an energy cost, nothing obcene, maybe 25 energy per use. This way there is a tradeoff, more mobility/faster medivacs all over the place or more healing for the units involved in the drop or something in between.


Sorry but isn't incredibly skilled players abusing the shit out of units to achieve magical stuff exactly what people expect to see?

Only if it's Zerg or Protoss. When Terran does it, it's broken. Haven't you been watching WoL for 3 years?
captainwaffles
Profile Blog Joined February 2009
United States1050 Posts
February 21 2013 20:22 GMT
#76
Good shit, I hate losing my armory and not being able to transform, upgrade makes perfect sense.
https://x.com/CaptainWaffless
Tuczniak
Profile Joined September 2010
1561 Posts
Last Edited: 2013-02-21 20:23:45
February 21 2013 20:23 GMT
#77
It's good that they don't do random changes anymore and actually started to balance the game.

Hell. It's about time.
Jumonji
Profile Joined May 2011
France60 Posts
February 21 2013 20:25 GMT
#78
Well experiencing a lot of early push i think the game is more interesting this way (with early push), even if i'm loosing a lot cause i try new things, and i have to be more confident about new mechanic and map pool.The problem here isn't the hellbat free upgrade, it's the fact terran can combine units with free upgrade for insane early push. Free Siege tank + Free hellbat is too much, but i think it's more interesting for the game to let the freeupgrade to hellbat and revert the siege mode upgrade
MoonCricket
Profile Joined September 2011
222 Posts
February 21 2013 20:30 GMT
#79
On February 22 2013 04:51 Nimix wrote:
I don't know how they can focus that much on terran things with the current protoss state on the beta. But they're the bosses I guess.
A hellbat change would be good, you can get them too early for what they're worth. But even after the nerf, it'll still be a nonsense biomechologicanic unit.


Because even tho' Airtoss is really, really good at the moment, it's no where near as over powered and meta warping as the Hellbat was for TvZ and TvT. I think balancing PvZ Airtoss may be as simple as re-adding Scourge to chase down Mass Tempests.
aksfjh
Profile Joined November 2010
United States4853 Posts
February 21 2013 20:32 GMT
#80
On February 22 2013 05:30 MoonCricket wrote:
Show nested quote +
On February 22 2013 04:51 Nimix wrote:
I don't know how they can focus that much on terran things with the current protoss state on the beta. But they're the bosses I guess.
A hellbat change would be good, you can get them too early for what they're worth. But even after the nerf, it'll still be a nonsense biomechologicanic unit.


Because even tho' Airtoss is really, really good at the moment, it's no where near as over powered and meta warping as the Hellbat was for TvZ and TvT. I think balancing PvZ Airtoss may be as simple as re-adding Scourge to chase down Mass Tempests.

The last drop nerf actually did a lot to mitigate the hellbat issues. Nothing has been said or done about airtoss, despite the very, very obvious issues it's causing in EVERY Protoss matchup.
BigAsia
Profile Joined November 2012
Canada451 Posts
February 21 2013 20:32 GMT
#81
Honestly this change seriously sucks. Every strong early game push is virtually nerfed, now people are also calling for reaper nerfs and speed boost nerfs. So basically u want to be able to turtle up for 30 minutes and have 1 deathball clash and the game is over. Fun game
YOLO
Jumonji
Profile Joined May 2011
France60 Posts
February 21 2013 20:35 GMT
#82
Yeah experienced like mass hydra 3/3 + 10 infestor full energy vs air toss >>>>two or three units killeds, IT are insta depop it's just brain dead stupid and i was thinking of scourge return: stupid a+click vs stupid a+click, cause as it is now, i feel there is no good answer to air toss and i tried everything
ALPINA
Profile Joined May 2010
3791 Posts
February 21 2013 20:38 GMT
#83
On February 22 2013 04:43 Bagi wrote:
Show nested quote +
On February 22 2013 04:38 ALPINA wrote:
Why can't they just increase price and/or decrease damage for hellbats? I mean it's quite obvious it's far too strong unit for such a little price.

How is it obvious? They are slow, clumsy and easily outmicroed by any ranged unit, they should pack a punch for them even to be worth building. Every nerf to hellbats is a nerf to mech and more mass drop bio play in every MU. The unit needs to be good for mech to remain viable.


Their speed is normal, just like tanks, you can't expect them to be as fast as hellions lol. And yeah they seem too good for their price - 30 Aoe damage vs. light is quite insane for 100 mineral unit.
You should never underestimate the predictability of stupidity
Bagi
Profile Joined August 2010
Germany6799 Posts
February 21 2013 20:38 GMT
#84
On February 22 2013 05:30 MoonCricket wrote:
Show nested quote +
On February 22 2013 04:51 Nimix wrote:
I don't know how they can focus that much on terran things with the current protoss state on the beta. But they're the bosses I guess.
A hellbat change would be good, you can get them too early for what they're worth. But even after the nerf, it'll still be a nonsense biomechologicanic unit.


Because even tho' Airtoss is really, really good at the moment, it's no where near as over powered and meta warping as the Hellbat was for TvZ and TvT. I think balancing PvZ Airtoss may be as simple as re-adding Scourge to chase down Mass Tempests.

Adding a unit when there's 10 days of beta left. A very simple process.
Jumonji
Profile Joined May 2011
France60 Posts
February 21 2013 20:41 GMT
#85
On February 22 2013 05:32 BigAsia wrote:
Honestly this change seriously sucks. Every strong early game push is virtually nerfed, now people are also calling for reaper nerfs and speed boost nerfs. So basically u want to be able to turtle up for 30 minutes and have 1 deathball clash and the game is over. Fun game


I agree with you, i feel the reaper timing is interesting now, not oo overpowered nor bad, a good player can take a few drones and disturb the zerg concentration wich is a good thing
Phoobie
Profile Joined December 2010
Canada120 Posts
Last Edited: 2013-02-21 21:01:20
February 21 2013 20:42 GMT
#86
On February 22 2013 05:16 FancyCaTSC2 wrote:
Show nested quote +
On February 22 2013 05:11 Phoobie wrote:
I would also look at the Medivac speed boost ability. The drop play coming out of skilled players with this almost spamable ability makes their early drops REALLY powerful. I think the fairest adjustment would be to give the ability an energy cost, nothing obcene, maybe 25 energy per use. This way there is a tradeoff, more mobility/faster medivacs all over the place or more healing for the units involved in the drop or something in between.


Sorry but isn't incredibly skilled players abusing the shit out of units to achieve magical stuff exactly what people expect to see?


What exactly can a defending player do against a skilled player using the speed boost to the utmost, These medivacs zoom across the map, zoom past static defense and then can pick up and zoom out without any loss then repeat. The defending player can negate most of the damage from a single drop but the fact that it happens over and over and over with minimal loss will wear down the defender and give the aggressor total map control with a large advantage in resources and tech.

the reason I proposed an energy cost to the booster is so that, with energy, the medivacs can continue to do what they do and let good players do awsome drops but they'll eventually run out of gas which gives the defender oppertunity to ward off as much as possible and then exploit the vulnerability when they are out of energy to create more dynamic, back and forth gameplay where BOTH players can wow us with their skill.
"Immortal Roach is pretty good against stalkers" ¯\_(ツ)_/¯
Zelniq
Profile Blog Joined August 2005
United States7166 Posts
Last Edited: 2013-02-21 20:46:03
February 21 2013 20:44 GMT
#87
Fixing the early game ZvT is definitely the important issue, and this will help a lot for sure. But one of my main issues with the matchup won't be effected..

From a design perspective and not a balance one, I really wish there was a way to beat end-game mech army without massing air. You would think that vipers would be the way to support your ground army to beat mech, but so far that does not seem to be the case. For one, they're extremely vulnerable to vikings and widow mines, and the other major issue is just the lack of any reasonable ground army compositions. Roaches, zerglings, banelings, hydras, swarm hosts, ultras, infestors, all these units are simply way too ineffective vs a proper maxed mech army. Zerg's only option is mass brood/corruptor which is so boring for everyone involved (both players, and any spectators). I hope I'm wrong, and that zergs just haven't figured out how to use vipers/support them correctly yet or something. But it doesn't seem to be the case
ModeratorBlame yourself or God
Tppz!
Profile Joined October 2010
Germany1449 Posts
Last Edited: 2013-02-21 20:48:25
February 21 2013 20:44 GMT
#88
Couldnt they revert the changes of the previous patch now? I mean the issue of a early Hellbatdrop wont be there since it comes 2 minutes later.

@Zelniq: Zerg units (or units in general) arent supposed to be effective vs Mech. I dont see an issue since a good mixture and cleverly used units still beat mech. Vipers are more than awesome and revert this so much that mech seems to be very bad vs a good viper+X composition.
aksfjh
Profile Joined November 2010
United States4853 Posts
February 21 2013 20:46 GMT
#89
On February 22 2013 05:38 ALPINA wrote:
Show nested quote +
On February 22 2013 04:43 Bagi wrote:
On February 22 2013 04:38 ALPINA wrote:
Why can't they just increase price and/or decrease damage for hellbats? I mean it's quite obvious it's far too strong unit for such a little price.

How is it obvious? They are slow, clumsy and easily outmicroed by any ranged unit, they should pack a punch for them even to be worth building. Every nerf to hellbats is a nerf to mech and more mass drop bio play in every MU. The unit needs to be good for mech to remain viable.


Their speed is normal, just like tanks, you can't expect them to be as fast as hellions lol. And yeah they seem too good for their price - 30 Aoe damage vs. light is quite insane for 100 mineral unit.

At one point, you could consider 2.25 movement speed normal, back when maps were tiny and whatnot. Now, if the speed isn't 2.75 or above, it's a really slow unit. Think about how much Zergs complained about hydras being 2.25 off creep. Hellbats are slow, bottom line.
aksfjh
Profile Joined November 2010
United States4853 Posts
February 21 2013 20:47 GMT
#90
On February 22 2013 05:44 Zelniq wrote:
Fixing the early game ZvT is definitely the important issue, and this will help a lot for sure. But one of my main issues with the matchup won't be effected..

From a design perspective and not a balance one, I really wish there was a way to beat end-game mech army without massing air. You would think that vipers would be the way to support your ground army to beat mech, but so far that does not seem to be the case. For one, they're extremely vulnerable to vikings and widow mines, and the other major issue is just the lack of any reasonable ground army compositions. Roaches, zerglings, banelings, hydras, swarm hosts, ultras, infestors, all these units are simply way too ineffective vs a proper maxed mech army. Zerg's only option is mass brood/corruptor which is so boring for everyone involved (both players, and any spectators). I hope I'm wrong, and that zergs just haven't figured out how to use vipers/support them correctly yet or something. But it doesn't seem to be the case

Classic Zelniq. Early game TvZ was being fixed. They just now committed to breaking it again.
Ramiz1989
Profile Joined July 2012
12124 Posts
February 21 2013 20:50 GMT
#91
On February 22 2013 04:45 Empirimancer wrote:
Yes, let's bring ZvT back to WOL status where Zergs can macro freely off three bases for 15 minutes with practically no fear of dying.

No, let's get back to the early WOL status where every Zerg lose the game in the first 10 minutes?

On February 22 2013 04:08 T.O.P wrote:
ghost snipe or the nuke time shoud be buff. Ghost is not a really good 3 tier units compare to the others.The hellbat change, i don't really like but i'll try to get over it haha.

Maybe because Ghost isn't tier 3 unit at all?


And I love how Terran players are still whining about the Oracles, but when one Banshee come into my base and I don't have the Spore Crawler, it is all nice and dandy. You need one turret per base to shut down 1-2 Oracles, and Oracles are 150/150/3 units, or you need 1 Mine for 1 Oracle.
"I've been to hell and back, and back to hell…and back. This time, I've brought Hell back with me."
ant-1
Profile Blog Joined November 2010
Canada149 Posts
February 21 2013 20:50 GMT
#92
On February 22 2013 05:44 Tppz! wrote:
Couldnt they revert the changes of the previous patch now? I mean the issue of a early Hellbatdrop wont be there since it comes 2 minutes later.


It does not come two minutes later, you still can produce Hellbats once you fielded an armory, you just cannot transform them to hellion and back. This nerf needs to stay.
The Days Run Away Like Wild Horses Over the Hills
Everlong
Profile Joined April 2010
Czech Republic1973 Posts
February 21 2013 20:51 GMT
#93
On February 22 2013 05:44 Zelniq wrote:
Fixing the early game ZvT is definitely the important issue, and this will help a lot for sure. But one of my main issues with the matchup won't be effected..

From a design perspective and not a balance one, I really wish there was a way to beat end-game mech army without massing air. You would think that vipers would be the way to support your ground army to beat mech, but so far that does not seem to be the case. For one, they're extremely vulnerable to vikings and widow mines, and the other major issue is just the lack of any reasonable ground army compositions. Roaches, zerglings, banelings, hydras, swarm hosts, ultras, infestors, all these units are simply way too ineffective vs a proper maxed mech army. Zerg's only option is mass brood/corruptor which is so boring for everyone involved (both players, and any spectators). I hope I'm wrong, and that zergs just haven't figured out how to use vipers/support them correctly yet or something. But it doesn't seem to be the case


This is not my experience at all. I find Swarm Hosts, Ultralisk or Hydra/Roach supported by Vipers to be very effective vs Mech. I mean, sure, your Vipers are going to die eventually to Mines and Vikings, but not before they land their Clouds. And once they land them, basically whole Terran army gets overrun. It's absolutely ok for Zerg to sacrifice Vipers in exchange for gas heavy Tanks and Thors, which rebuild slowly. You need only 1 good engagement and then it snowballs from there. Also, Vipers can pull all Vikings into Hydras (you have to pull as many as possible at the same time, no one by one) and then you have free reign over mech army. I really find Vipers more then enough to support ground Zerg army. You don't have to go for Broodlords now (which sucks anyways in Hots).
emc
Profile Joined September 2010
United States3088 Posts
February 21 2013 20:56 GMT
#94
I don't understand, why don't they just nerf hellbat damage and make blue flame give back that damage to hellbats? This way you can still transform your hellbats but they aren't nearly as strong until you get BF, seems much more reasonable.
nomyx
Profile Joined June 2012
United States2205 Posts
February 21 2013 21:06 GMT
#95
On February 22 2013 05:30 MoonCricket wrote:
Show nested quote +
On February 22 2013 04:51 Nimix wrote:
I don't know how they can focus that much on terran things with the current protoss state on the beta. But they're the bosses I guess.
A hellbat change would be good, you can get them too early for what they're worth. But even after the nerf, it'll still be a nonsense biomechologicanic unit.


Because even tho' Airtoss is really, really good at the moment, it's no where near as over powered and meta warping as the Hellbat was for TvZ and TvT. I think balancing PvZ Airtoss may be as simple as re-adding Scourge to chase down Mass Tempests.


I would love it if they actually added scourge. Not only would it help out ZvP, but it would make watching ZvZ x100 times more exciting (considering the new muta).
ZenithM
Profile Joined February 2011
France15952 Posts
February 21 2013 21:06 GMT
#96
On February 22 2013 05:44 Zelniq wrote:
Fixing the early game ZvT is definitely the important issue, and this will help a lot for sure. But one of my main issues with the matchup won't be effected..

From a design perspective and not a balance one, I really wish there was a way to beat end-game mech army without massing air. You would think that vipers would be the way to support your ground army to beat mech, but so far that does not seem to be the case. For one, they're extremely vulnerable to vikings and widow mines, and the other major issue is just the lack of any reasonable ground army compositions. Roaches, zerglings, banelings, hydras, swarm hosts, ultras, infestors, all these units are simply way too ineffective vs a proper maxed mech army. Zerg's only option is mass brood/corruptor which is so boring for everyone involved (both players, and any spectators). I hope I'm wrong, and that zergs just haven't figured out how to use vipers/support them correctly yet or something. But it doesn't seem to be the case

It is a balance perspective. You're merely arguing that Zerg ground isn't strong enough to beat mech.
And that's perfectly fine to bring up. Haha TL and the "no balance whine" policy, making people take useless precautions since 2001.
Tppz!
Profile Joined October 2010
Germany1449 Posts
Last Edited: 2013-02-21 21:10:18
February 21 2013 21:07 GMT
#97
On February 22 2013 05:50 ant-1 wrote:
Show nested quote +
On February 22 2013 05:44 Tppz! wrote:
Couldnt they revert the changes of the previous patch now? I mean the issue of a early Hellbatdrop wont be there since it comes 2 minutes later.


It does not come two minutes later, you still can produce Hellbats once you fielded an armory, you just cannot transform them to hellion and back. This nerf needs to stay.



So it comes 1 minute + X later if you do it that way. You need to produce 4 Hellbats which takes 2*30 if you have a reactored factory. But since you dont have the hellbats at the other side of the map (like with the "old 4 hellbat drop") you need more time for picking up the hellbat and moving them over the map. So it would come like 80 seconds later than the old drop. That aint 2 minutes but still plenty of time.


On February 22 2013 05:56 emc wrote:
I don't understand, why don't they just nerf hellbat damage and make blue flame give back that damage to hellbats? This way you can still transform your hellbats but they aren't nearly as strong until you get BF, seems much more reasonable.


Because it needs those stats it has right now because of TvP Mech. If the Hellbat would be a transformed Hellion Mech would suck even more. It is needed so Mech TvP is at least playable.
ant-1
Profile Blog Joined November 2010
Canada149 Posts
February 21 2013 21:12 GMT
#98
On February 22 2013 06:07 Tppz! wrote:
Show nested quote +
On February 22 2013 05:50 ant-1 wrote:
On February 22 2013 05:44 Tppz! wrote:
Couldnt they revert the changes of the previous patch now? I mean the issue of a early Hellbatdrop wont be there since it comes 2 minutes later.


It does not come two minutes later, you still can produce Hellbats once you fielded an armory, you just cannot transform them to hellion and back. This nerf needs to stay.



So it comes 1 minute + X later if you do it that way. You need to produce 4 Hellbats which takes 2*30 if you have a reactored factory. But since you dont have the hellbats at the other side of the map (like with the "old 4 hellbat drop") you need more time for picking up the hellbat and moving them over the map. So it would come like 80 seconds later than the old drop. That aint 2 minutes but still plenty of time.


I see your point. Yes, it slows the OhMyGod4Hellions-NO-HELLBATS-AtMyFrontDoor! I guess it's doing what's intended then
The Days Run Away Like Wild Horses Over the Hills
n0ise
Profile Joined April 2010
3452 Posts
February 21 2013 21:14 GMT
#99
so basically, zerg had to make units. how dreadful. btw, can you still make hellbats straight from the factory? I suppose not.

also, about the lategame mech - it's a powerful composition, but in comparison to zerg, you can't durdle around with 2 base allins, muta play, random harasses, and still have that 'deathball' up at 18:00 mins like nothing happened.

it's a specific style with it's weaknesses.
zhurai
Profile Blog Joined September 2010
United States5660 Posts
February 21 2013 21:17 GMT
#100
On February 22 2013 05:56 emc wrote:
I don't understand, why don't they just nerf hellbat damage and make blue flame give back that damage to hellbats? This way you can still transform your hellbats but they aren't nearly as strong until you get BF, seems much more reasonable.

because you have to look at more matchups than just ZvT
Twitter: @zhurai | Site: http://zhurai.com
quebecman77
Profile Blog Joined February 2013
Canada133 Posts
February 21 2013 21:23 GMT
#101
you can pretty much expect blizzard to nerf terran into the ground just like they did in wol at this point

if protoss win that because
+ Show Spoiler +
they have all in or 200 supply attack , totaly fine


if zerg win that because
+ Show Spoiler +
they have played smart and amazing , SIM city style 50 drone before unit , totaly fine


if terran win that because
+ Show Spoiler +
IMBA NERF THEM . terran can never win
nomyx
Profile Joined June 2012
United States2205 Posts
Last Edited: 2013-02-21 21:29:04
February 21 2013 21:27 GMT
#102
On February 22 2013 06:14 n0ise wrote:
so basically, zerg had to make units. how dreadful. btw, can you still make hellbats straight from the factory? I suppose not.


Yes you can, but it requires an armory. You just can't reactor-hellion and then instant transform them into hellbats. You can however start pumping out reactored hellbats once you have an armory.
MaxViktory
Profile Joined June 2012
Sweden136 Posts
February 21 2013 21:30 GMT
#103
People complaining about "no early game aggressioin" and nothing happening for 15 minutes forget that reapers are sickeningly good and can be incorporated in a macro build during the first 5 minutes all the way until zergling speed comes out!
ZjiublingZ
Profile Joined September 2011
United Arab Emirates439 Posts
February 21 2013 21:33 GMT
#104
On February 22 2013 05:44 Zelniq wrote:
Fixing the early game ZvT is definitely the important issue, and this will help a lot for sure. But one of my main issues with the matchup won't be effected..

From a design perspective and not a balance one, I really wish there was a way to beat end-game mech army without massing air. You would think that vipers would be the way to support your ground army to beat mech, but so far that does not seem to be the case. For one, they're extremely vulnerable to vikings and widow mines, and the other major issue is just the lack of any reasonable ground army compositions. Roaches, zerglings, banelings, hydras, swarm hosts, ultras, infestors, all these units are simply way too ineffective vs a proper maxed mech army. Zerg's only option is mass brood/corruptor which is so boring for everyone involved (both players, and any spectators). I hope I'm wrong, and that zergs just haven't figured out how to use vipers/support them correctly yet or something. But it doesn't seem to be the case


Ragnarok just RAN over TheSTC's Mech play in a showmatch last night... And he never had to use an "air army" per se. He used Roach/Hydra with Drops and/or Vipers to run over his Mech army. Not saying Mech isn't viable or anything, but I don't see this idea that Zerg has to transition into a pure air army in order to beat Mech. In fact, most Pro Mech players on the Beta right now, at least the ones that stream, are either hitting ground timings before Vipers or turtling into an Air Army. They simply do not stay on a ground army.

Soular
Profile Joined October 2012
7 Posts
February 21 2013 21:33 GMT
#105
TL;DR
Can we revert the hellbat cargo size nerf or is the hellbat timing with "transformation servos" still make for too powerful of a drop too early?
A.Alm
Profile Joined September 2012
Sweden534 Posts
February 21 2013 21:33 GMT
#106
Reapers still rape zerg in the early game. I dough this is enough of a nerf.
ALPINA
Profile Joined May 2010
3791 Posts
February 21 2013 21:35 GMT
#107
On February 22 2013 06:23 quebecman77 wrote:
you can pretty much expect blizzard to nerf terran into the ground just like they did in wol at this point

if protoss win that because
+ Show Spoiler +
they have all in or 200 supply attack , totaly fine


if zerg win that because
+ Show Spoiler +
they have played smart and amazing , SIM city style 50 drone before unit , totaly fine


if terran win that because
+ Show Spoiler +
IMBA NERF THEM . terran can never win


Delaying tech a little bit for a ridiculously powerful and cheap unit is not what i call "nerf to the ground".
You should never underestimate the predictability of stupidity
InfCereal
Profile Joined December 2011
Canada1759 Posts
February 21 2013 21:37 GMT
#108
On February 22 2013 06:23 quebecman77 wrote:
you can pretty much expect blizzard to nerf terran into the ground just like they did in wol at this point

if protoss win that because
+ Show Spoiler +
they have all in or 200 supply attack , totaly fine


if zerg win that because
+ Show Spoiler +
they have played smart and amazing , SIM city style 50 drone before unit , totaly fine


if terran win that because
+ Show Spoiler +
IMBA NERF THEM . terran can never win


I fail to see how not being able to win with mineral only units is somehow a nerf to the ground.
Cereal
ZenithM
Profile Joined February 2011
France15952 Posts
February 21 2013 21:39 GMT
#109
On February 22 2013 06:37 InfCereal wrote:
Show nested quote +
On February 22 2013 06:23 quebecman77 wrote:
you can pretty much expect blizzard to nerf terran into the ground just like they did in wol at this point

if protoss win that because
+ Show Spoiler +
they have all in or 200 supply attack , totaly fine


if zerg win that because
+ Show Spoiler +
they have played smart and amazing , SIM city style 50 drone before unit , totaly fine


if terran win that because
+ Show Spoiler +
IMBA NERF THEM . terran can never win


I fail to see how not being able to win with mineral only units is somehow a nerf to the ground.

Well, tell that to every Life wannabe on ladder who just do speedlings all ins and claim imbalance when you *surprise* walled off.
Decendos
Profile Joined August 2011
Germany1341 Posts
February 21 2013 21:44 GMT
#110
like it. hellbat still hardcounters lings too much but its a start. now fix reaper and then finally start buffing hydras, SHs and let BLs not be countered by ravens and tempest so hard. i hate superhardcounters that take no skill to use ^^

Deleted User 137586
Profile Joined January 2011
7859 Posts
February 21 2013 21:47 GMT
#111
On February 22 2013 06:44 Decendos wrote:
like it. hellbat still hardcounters lings too much but its a start. now fix reaper and then finally start buffing hydras, SHs and let BLs not be countered by ravens and tempest so hard. i hate superhardcounters that take no skill to use ^^



Anything else you'd like to add to your shopping list? Range increase on vipers? More expensive DTs? Faster Fungal projectile, perhaps?
Cry 'havoc' and let slip the dogs of war
aka_star
Profile Blog Joined July 2007
United Kingdom1546 Posts
February 21 2013 21:48 GMT
#112
It really didn't take for the 'pros' to feed back that its broken, fix skytoss next please
FlashDave.999 aka Star
FakeDeath
Profile Joined January 2011
Malaysia6060 Posts
February 21 2013 21:53 GMT
#113
Great change.

Next up on the block for the nerf-hammer should be Medivac Boost and then Skytoss.
Play your best
Decendos
Profile Joined August 2011
Germany1341 Posts
February 21 2013 21:58 GMT
#114
On February 22 2013 06:47 Ghanburighan wrote:
Show nested quote +
On February 22 2013 06:44 Decendos wrote:
like it. hellbat still hardcounters lings too much but its a start. now fix reaper and then finally start buffing hydras, SHs and let BLs not be countered by ravens and tempest so hard. i hate superhardcounters that take no skill to use ^^



Anything else you'd like to add to your shopping list? Range increase on vipers? More expensive DTs? Faster Fungal projectile, perhaps?


oh you didnt know zerg and especially the mentioned units suck hardcore. np dude, now you know

and btw i also think tanks should be buffed. cant think of a P unit that needs a buff right now.
blade55555
Profile Blog Joined March 2009
United States17423 Posts
February 21 2013 22:00 GMT
#115
On February 22 2013 06:58 Decendos wrote:
Show nested quote +
On February 22 2013 06:47 Ghanburighan wrote:
On February 22 2013 06:44 Decendos wrote:
like it. hellbat still hardcounters lings too much but its a start. now fix reaper and then finally start buffing hydras, SHs and let BLs not be countered by ravens and tempest so hard. i hate superhardcounters that take no skill to use ^^



Anything else you'd like to add to your shopping list? Range increase on vipers? More expensive DTs? Faster Fungal projectile, perhaps?


oh you didnt know zerg and especially the mentioned units suck hardcore. np dude, now you know

and btw i also think tanks should be buffed. cant think of a P unit that needs a buff right now.


If tanks got a buff it would need to be only verse protoss as tanks are strong tvz so buffing them could make them overpowered tvz unless you buff them to only affect shields like the widow mine.
When I think of something else, something will go here
Sissors
Profile Joined March 2012
1395 Posts
Last Edited: 2013-02-21 22:06:37
February 21 2013 22:03 GMT
#116
On February 22 2013 06:53 FakeDeath wrote:
Great change.

Next up on the block for the nerf-hammer should be Medivac Boost and then Skytoss.

Problem is the huge boost protoss got in their drop defense in the form of the MsC. And the 4 speed mutas also arent exactly hurting zerg. I do agree that the spammability of the boost should be reduced, but imo not the boost itself.

And hopefully medivac cargo space for hellbats is changed back to two. Really not needed anymore if it takes so much longer and more expensive to get hellbats. (Not to mention this is also significant nerf for any attempt to mech against toss).

If tanks got a buff it would need to be only verse protoss as tanks are strong tvz so buffing them could make them overpowered tvz unless you buff them to only affect shields like the widow mine.

Tanks in TvZ are a joke compared to tanks in TvT, and already there they arent particulary scary. Zerg also got viper now. Only thing you need to watch out for is early-mid game tanks not becoming too powerful.
MstrJinbo
Profile Joined March 2011
United States1251 Posts
February 21 2013 22:07 GMT
#117
And hopefully medivac cargo space for hellbats is changed back to two. Really not needed anymore if it takes so much longer and more expensive to get hellbats. (Not to mention this is also significant nerf for any attempt to mech against toss).


I suspect it will be changed back.
Decendos
Profile Joined August 2011
Germany1341 Posts
February 21 2013 22:12 GMT
#118
On February 22 2013 07:00 blade55555 wrote:
Show nested quote +
On February 22 2013 06:58 Decendos wrote:
On February 22 2013 06:47 Ghanburighan wrote:
On February 22 2013 06:44 Decendos wrote:
like it. hellbat still hardcounters lings too much but its a start. now fix reaper and then finally start buffing hydras, SHs and let BLs not be countered by ravens and tempest so hard. i hate superhardcounters that take no skill to use ^^



Anything else you'd like to add to your shopping list? Range increase on vipers? More expensive DTs? Faster Fungal projectile, perhaps?


oh you didnt know zerg and especially the mentioned units suck hardcore. np dude, now you know

and btw i also think tanks should be buffed. cant think of a P unit that needs a buff right now.


If tanks got a buff it would need to be only verse protoss as tanks are strong tvz so buffing them could make them overpowered tvz unless you buff them to only affect shields like the widow mine.


i agree partly. i think tanks arent that great vs Z either now that ultras tear through the buffer units like marines or hellbats much faster. so a tankbuff could only be done with an upgrade that comes pretty late in the game.

tanks also are pretty bad in TvT imo. played a TvT 2 days ago were i had 10 tanks sieged up with some hellbats vs mass hellbat/thor that just a-moved in my siege line...it wasnt even close.

i would love to see a lategame upgrade: increases siege time by 2-4 seconds, increases damage by +20-30. something like that.
FakeDeath
Profile Joined January 2011
Malaysia6060 Posts
February 21 2013 22:13 GMT
#119
On February 22 2013 07:03 Sissors wrote:
Show nested quote +
On February 22 2013 06:53 FakeDeath wrote:
Great change.

Next up on the block for the nerf-hammer should be Medivac Boost and then Skytoss.

Problem is the huge boost protoss got in their drop defense in the form of the MsC. And the 4 speed mutas also arent exactly hurting zerg. I do agree that the spammability of the boost should be reduced, but imo not the boost itself.

And hopefully medivac cargo space for hellbats is changed back to two. Really not needed anymore if it takes so much longer and more expensive to get hellbats. (Not to mention this is also significant nerf for any attempt to mech against toss).

Show nested quote +
If tanks got a buff it would need to be only verse protoss as tanks are strong tvz so buffing them could make them overpowered tvz unless you buff them to only affect shields like the widow mine.

Tanks in TvZ are a joke compared to tanks in TvT, and already there they arent particulary scary. Zerg also got viper now. Only thing you need to watch out for is early-mid game tanks not becoming too powerful.


The boost i think won't be affected.
Just the cost of using Medivac Boost.
Maybe putting on a more significant cooldown or consume more energy?

Either way, it is definitely getting a nerf sooner or later.

As for Skytoss,it will be the new BLs/Infestor composition in the future.
Probably a small nerf to Tempest range and Voidray Prismatic.
Play your best
Beakyboo
Profile Joined May 2010
United States485 Posts
February 21 2013 22:13 GMT
#120
I feel like they're too quick to make these sorts of changes lately. Zerg has damn good scouting. Certainly they're capable of anticipating hellbats. If these hellbat pushes are too strong then that's probably an issue with hellbats being too strong. They're 100 mineral units that now require more tech than a thor to make. There's just something wrong with that.

Just release the game without nerfing every new aggressive build into the ground before people have had a chance to figure them out, please.
avilo
Profile Blog Joined November 2007
United States4100 Posts
Last Edited: 2013-02-21 22:20:17
February 21 2013 22:13 GMT
#121
So ZvT early game is an issue, but Zerg being able to drone to 60 with 6 queens defending all is not an issue

But...TvP early game all-ins apparently are not an issue because it's Terran - the other two races should have a myriad of all-in options available to them to outright win the game, but Terran is not allowed to do the same thing, they just need to play better.



On February 22 2013 06:23 quebecman77 wrote:
you can pretty much expect blizzard to nerf terran into the ground just like they did in wol at this point

if protoss win that because
+ Show Spoiler +
they have all in or 200 supply attack , totaly fine


if zerg win that because
+ Show Spoiler +
they have played smart and amazing , SIM city style 50 drone before unit , totaly fine


if terran win that because
+ Show Spoiler +
IMBA NERF THEM . terran can never win


Yep. A big reason is because in the past two weeks as Terran's started to use hellbats a lot more certain Zerg/Protoss "pros" and streamers started to complain WOL beta style about Terran being "OP."

You'll notice 99% of the Terrans say nothing because they are too afraid of being labelled as a whiner.

It's quite the shame. Have some balls Terrans. Otherwise have fun as everyone gets Terran nerfed into the ground because they're "winning past the 15 minute mark, they shouldn't be allowed to do that! It wasn't like this in WOL! Whenever i built my 6 queens and only drones i was able to defend EVERYTHING! And then when the timer hit 15 minutes and i had my brood/infestor i never lost! This is sooooooo fucking unfair, I won every time it hit lategame b4, now Terran has a chance so 'imba' blizzard nerf them"
Sup
xmungam
Profile Joined July 2012
United States1050 Posts
February 21 2013 22:16 GMT
#122
I think this is WAY WAY WAY TOO soon to say that we need to patch this.
youtube.com/xmungam ~~ twitch.tv/thenessman
Stow.Wif
Profile Joined April 2011
France67 Posts
February 21 2013 22:18 GMT
#123
I also think this is way too soon. Bu my bet is that blizzard freaked out before the release of hots. So we may also have an overnerf of reapers and airtoss
willoc
Profile Joined February 2011
Canada1530 Posts
February 21 2013 22:25 GMT
#124
"Now that the highest skilled pro players have been playing the beta for a few weeks"

Wow. David Kim deserves the hate.
Be bold and mighty forces will come to your aid!
TripleOSeven
Profile Blog Joined April 2011
United States106 Posts
February 21 2013 22:25 GMT
#125
Damn, 2 factory build that I used could defend roach burrow allins, but now it might be tricky without hellbats.
MVP. Nuff said.
aksfjh
Profile Joined November 2010
United States4853 Posts
February 21 2013 22:25 GMT
#126
On February 22 2013 07:13 avilo wrote:
So ZvT early game is an issue, but Zerg being able to drone to 60 with 6 queens defending all is not an issue

But...TvP early game all-ins apparently are not an issue because it's Terran - the other two races should have a myriad of all-in options available to them to outright win the game, but Terran is not allowed to do the same thing, they just need to play better.



Show nested quote +
On February 22 2013 06:23 quebecman77 wrote:
you can pretty much expect blizzard to nerf terran into the ground just like they did in wol at this point

if protoss win that because
+ Show Spoiler +
they have all in or 200 supply attack , totaly fine


if zerg win that because
+ Show Spoiler +
they have played smart and amazing , SIM city style 50 drone before unit , totaly fine


if terran win that because
+ Show Spoiler +
IMBA NERF THEM . terran can never win


Yep. A big reason is because in the past two weeks as Terran's started to use hellbats a lot more certain Zerg/Protoss "pros" and streamers started to complain WOL beta style about Terran being "OP."

You'll notice 99% of the Terrans say nothing because they are too afraid of being labelled as a whiner.

It's quite the shame. Have some balls Terrans. Otherwise have fun as everyone gets Terran nerfed into the ground because they're "winning past the 15 minute mark, they shouldn't be allowed to do that! It wasn't like this in WOL! Whenever i built my 6 queens and only drones i was able to defend EVERYTHING! And then when the timer hit 15 minutes and i had my brood/infestor i never lost! This is sooooooo fucking unfair, I won every time it hit lategame b4, now Terran has a chance so 'imba' blizzard nerf them"

I don't think it's so much that Terrans don't "whine," but 95% of the top tier Terrans are Korean and don't have a direct line to Blizzard Command. Even then, Blizzard has pretty much admitted they don't care about foreign Terrans anyways, since the "cultural differences" makes it impossible for anybody but Koreans to play the race correctly. We have 3 races but only 2 are allowed to lobby for change, and we all know that the community plays a huge role in the balance of the game.
Jimmy Raynor
Profile Blog Joined March 2010
902 Posts
Last Edited: 2013-02-21 22:27:14
February 21 2013 22:26 GMT
#127
at least the stats are not nerfed
Tomasy
Profile Joined October 2010
Poland80 Posts
February 21 2013 22:31 GMT
#128
In the early days of WoL terrans had so many agressive builds that after some time blizz started to nerf them one by one (reaper, blueflame hellion, stimpack etc). I wonder if they will proceed so consistently with protoss early-mid game agression variety.
I am totally against fast expo being only way to play this game after 1 year of total boredom including eco vs eco leading into 200 vs 200.
Also everyone is so used to economic startegy (greedy) as being standard that anything that threatens it is considered imba.
Having said that I understand this change to hellbats not that I agree with it. Previous nerf to medivac cargo will result in mech being more turtle into deathball startegy which we all are excited for ....
SolidMoose
Profile Joined June 2011
United States1240 Posts
February 21 2013 22:40 GMT
#129
I find it a bit funny they remove siege mode upgrade to make it easier to mech against toss, and then decide to add an upgrade to for hellbat transformation, almost undoing that previous buff.
n0ise
Profile Joined April 2010
3452 Posts
February 21 2013 22:40 GMT
#130
On February 22 2013 07:13 avilo wrote:
So ZvT early game is an issue, but Zerg being able to drone to 60 with 6 queens defending all is not an issue

But...TvP early game all-ins apparently are not an issue because it's Terran - the other two races should have a myriad of all-in options available to them to outright win the game, but Terran is not allowed to do the same thing, they just need to play better.



Show nested quote +
On February 22 2013 06:23 quebecman77 wrote:
you can pretty much expect blizzard to nerf terran into the ground just like they did in wol at this point

if protoss win that because
+ Show Spoiler +
they have all in or 200 supply attack , totaly fine


if zerg win that because
+ Show Spoiler +
they have played smart and amazing , SIM city style 50 drone before unit , totaly fine


if terran win that because
+ Show Spoiler +
IMBA NERF THEM . terran can never win


Yep. A big reason is because in the past two weeks as Terran's started to use hellbats a lot more certain Zerg/Protoss "pros" and streamers started to complain WOL beta style about Terran being "OP."

You'll notice 99% of the Terrans say nothing because they are too afraid of being labelled as a whiner.

It's quite the shame. Have some balls Terrans. Otherwise have fun as everyone gets Terran nerfed into the ground because they're "winning past the 15 minute mark, they shouldn't be allowed to do that! It wasn't like this in WOL! Whenever i built my 6 queens and only drones i was able to defend EVERYTHING! And then when the timer hit 15 minutes and i had my brood/infestor i never lost! This is sooooooo fucking unfair, I won every time it hit lategame b4, now Terran has a chance so 'imba' blizzard nerf them"


sad, but not far from truth. would love to trade imba hellbats and omfg reapers for zerg's perfect scouting, queens and super-speed
zhurai
Profile Blog Joined September 2010
United States5660 Posts
Last Edited: 2013-02-21 22:41:58
February 21 2013 22:41 GMT
#131
this beta patch hasn't even been played for 3 months...
Twitter: @zhurai | Site: http://zhurai.com
Beakyboo
Profile Joined May 2010
United States485 Posts
February 21 2013 22:44 GMT
#132
I feel like a lot of zerg complaints are inevitable moving into HotS when everyone's used to nigh invulnerable mass queen drone openings in WoL. It's hardly surprising that it'd be a little jarring suddenly realizing that terrans can attack you again. Maybe give people a little time for that to sink in before we go making zerg aggro immune again.
MstrJinbo
Profile Joined March 2011
United States1251 Posts
February 21 2013 22:46 GMT
#133
On February 22 2013 07:25 TripleOSeven wrote:
Damn, 2 factory build that I used could defend roach burrow allins, but now it might be tricky without hellbats.


And you need an upgrade for tanks to go into seige mode. Oh wait...
Solarist
Profile Joined September 2011
291 Posts
February 21 2013 22:52 GMT
#134
God i hope blizzard is carefull about nerfing Terran early game. I dont wanna see WoL again with 60 drones before more than 4 lings and queen, with 12 min hives and 16 min broodlords. If they make another "queen patch" then Hots is just as fucked as WoL is currently
spirates
Profile Joined August 2010
Sweden148 Posts
February 21 2013 22:55 GMT
#135
As a decently high master terran I dont see the problem, but then again iam no top player as the post keeps referring to. However the Z i meet just make roaches when i do helions and they are just fine, they are more then fine tbh, with roaches they can easly go and do early damage if i only have helions o:..

Or does Z excepet to hold off only with zerglins or what?
Unripe
Profile Joined April 2011
3 Posts
February 21 2013 22:58 GMT
#136
I think its funny everybody whining about a Unit that "costs only Minerals" win the game. Let us do the Math for the Build...i pick the version with one gas and skip over building Worker and Depots.

1 Gas = 75 Mins
1 CC = 150 Mins
1 Rax = 150 Mins
2 Factorys = 300 Mins, 200 Gas
2 Reactors = 100 Mins, 100 Gas
1 Armory = 150 Mins, 100 Gas.
Investment ==> 925 Mins, 400 Gas

If it doesnt work...you are Dead or at least heavily behind.

Ok...now...just for the Fun of it....Baneling-Bust.

1 Pool = 200 Mins
1 Hatch = 300 Mins
1 Extractor = 25 Mins
2 Queens = 300 Mins
1 Baneling-Nest = 100 Mins, 50 Gas
Investment ==> 925 Mins, 50 Gas...i dont put Metabolic Boost into this, but if you like...
Investment ==> 1025 Mins, 150 Gas

So...There are now 250 Gas left for the Zerg when he got Metabolic Boost, 350 without. That means 10 or 14 Banelings to break down ANY wall. The links do the rest.

If it doesnt outright kill the Terran...fall back and start droning, because you are in front most of the time.

If you dont scout, you DESERVE TO DIE. Blizzard lowered the Overlord-Speed to the hatch, so you can scout. And the Hellbat All-In is Pretty easy to scout. Oh no...that costs 100 Gas and works for all my overlords. Terrans need a Reaper for 50 Gas or a Scan around the 6 minute Mark to not die or fall behind to an potenzial NORMAL Oracle Play. Use the tools you got, learn to build something else then drones for the first 8 minutes and let us all...Zerg and Terran start whining about the IMBA OP DAMN PROTOSS :D.
Patate
Profile Joined January 2011
Canada441 Posts
February 21 2013 23:05 GMT
#137
A good change, there NEEDS to be upgrades in order for the player to actually invest in the tech path he chooses

However time is running out to actually make HoTS something better than WoL.. which it isn't that much. Anyone who has watched a stream will know that the game is more gimmicky than ever.
Dead game.
c0sm0naut
Profile Joined April 2011
United States1229 Posts
Last Edited: 2013-02-21 23:09:20
February 21 2013 23:07 GMT
#138
After thinking about this patch a little bit,

Prepatch: (gas first into 2 gas)
Rax finishes at 3:00 ~
Factory done at 4:00 ~
Armory done at 5:05 ~
Hell bats unlocked
6:05 Starport finishes

Postpatch (gas first into 2 gas)
Rax finishes at 3:00 ~
Fact finishes at 4:00 ~
Armory done at 5:05 ~
Techlab is already built for fact. fact is already on it
research transformation upgrade
6:15 ~ battle hellions unlocked + Starport impossible to be finished, is likely just starting or is halfway done

Prepatch (1rax fe > 2 gas)
Rax done at 2:40 ~
CC built
gasses taken
Factory done at 5:30 ~
Armory done at 6:40 ~
Batte hellions unlocked
Starport done at 7 - 7:30 ~

Post Patch (1 rax fe > 2 gas)
Rax done at 2:40 ~
CC built
gasses taken
Factory done at 5:30 ~
Armory done at 6:40 ~
Transformation reseached
Batte hellions unlocked at 7:50 at the earliest
Starport done at 8:30-9

edit: this is approximations, but shows quite a lot of idfference
WeRRa
Profile Joined December 2010
378 Posts
February 21 2013 23:07 GMT
#139
When does Terran finally get a lategame buff, so you don't have to play 3 times better to beat an a-move deathball of protoss or zerg?
InnoVation Fighting!!!
Snusmumriken
Profile Joined April 2012
Sweden1717 Posts
Last Edited: 2013-02-21 23:11:11
February 21 2013 23:09 GMT
#140
On February 22 2013 04:07 HTOMario wrote:
Show nested quote +
On February 22 2013 03:45 Tsubbi wrote:
On February 22 2013 03:43 shindigs wrote:
Hellbat transformation requiring upgrade.

Siege tech does not require upgrade.

WHAT IS MY WORLD


i hope they reintroduce siege tech as well, it creates so many tense timing situations in tvz as well as tvt and it never achieved what it was supposed to, which was make mech more viable in tvp


It did exactly that.


Pff what do you know about mech in tvp. (lulz)

When does Terran finally get a lategame buff, so you don't have to play 3 times better to beat an a-move deathball of protoss or zerg?


Skyterran with mass raven battlecruisers is extremely good vs zerg :o
Amove for Aiur
Decendos
Profile Joined August 2011
Germany1341 Posts
February 21 2013 23:13 GMT
#141
On February 22 2013 08:07 WeRRa wrote:
When does Terran finally get a lategame buff, so you don't have to play 3 times better to beat an a-move deathball of protoss or zerg?


ravens are now OP in lategame vs zerg. build them and dont forget to support them. raven got huge buffs so build them. if he goes BL infestor and you have a raven + support army you cant lose. if he goes ultras its harder but still doable. once you got your 150 supply army of BC raven viking you literally cant lost anymore.

so yeah ravens are key in lategame now and they rock.
Spyridon
Profile Joined April 2010
United States997 Posts
Last Edited: 2013-02-21 23:28:23
February 21 2013 23:18 GMT
#142
On February 22 2013 08:09 Snusmumriken wrote:
Show nested quote +
On February 22 2013 04:07 HTOMario wrote:
On February 22 2013 03:45 Tsubbi wrote:
On February 22 2013 03:43 shindigs wrote:
Hellbat transformation requiring upgrade.

Siege tech does not require upgrade.

WHAT IS MY WORLD


i hope they reintroduce siege tech as well, it creates so many tense timing situations in tvz as well as tvt and it never achieved what it was supposed to, which was make mech more viable in tvp


It did exactly that.


Pff what do you know about mech in tvp. (lulz)

Show nested quote +
When does Terran finally get a lategame buff, so you don't have to play 3 times better to beat an a-move deathball of protoss or zerg?


Skyterran with mass raven battlecruisers is extremely good vs zerg :o


Raven + anything is amazing vs Zerg nowdays.

Raven + Mech, Raven + Air, it all depends which composition the Zerg player is going.

Also Ravens are basically a necessity if they are going SH at all and microing their SH. Good to have a couple just in case of tech switch, even though they completely decimate the majority of Zerg armies anyway.

On February 22 2013 06:23 quebecman77 wrote:
you can pretty much expect blizzard to nerf terran into the ground just like they did in wol at this point


Seriously? Terran went in to WoL incredibly powerful, and most the Terran nerfs were post-release, and after months of nerfs that Terrans were saying would break the race, they were still in good shape.

On February 22 2013 07:13 Beakyboo wrote:
I feel like they're too quick to make these sorts of changes lately. Zerg has damn good scouting. Certainly they're capable of anticipating hellbats. If these hellbat pushes are too strong then that's probably an issue with hellbats being too strong. They're 100 mineral units that now require more tech than a thor to make. There's just something wrong with that.


I haven't had a problem facing hellbat drops since patch, but haven't faced too many pushes so I can't judge that too well.

But from my experience fighting Hellbats, the issue is most likely due to teching. Even though Roaches outrange the Hellbats slightly, if you try having some micro battles with them, due to the attack delay of Roaches being pretty large the Hellbats still trade with the Roaches.

Hydras are actually more successful defending Hellbats than Roaches. Even though they are light units and get torn up by the fire, you can actually have a micro battle. So you need to tech (which means sacrificing workers) and spend quite a bit of a gas investment to be able to fight them without huge casualties, even if you scout the hellbats coming.

Post-patch, the Terran composition will probably need to be more varied to counteract this.
WeRRa
Profile Joined December 2010
378 Posts
February 21 2013 23:28 GMT
#143
On February 22 2013 08:13 Decendos wrote:
Show nested quote +
On February 22 2013 08:07 WeRRa wrote:
When does Terran finally get a lategame buff, so you don't have to play 3 times better to beat an a-move deathball of protoss or zerg?


ravens are now OP in lategame vs zerg. build them and dont forget to support them. raven got huge buffs so build them. if he goes BL infestor and you have a raven + support army you cant lose. if he goes ultras its harder but still doable. once you got your 150 supply army of BC raven viking you literally cant lost anymore.

so yeah ravens are key in lategame now and they rock.

Problem is it takes ages to get to this point and it is useless vs toss i mean colossi, ht, tempest. Ghost buff would be welcome, ghosts are not worth there money. The only reason you get ghost ingame is to counter hts, if toss doesn't go ht you never go ghosts, cause the tech route is so expensive and it is not really worth it. Also techreactor upgrade at fusion core would be nice so tech switches don't pull terran out of the game.
InnoVation Fighting!!!
Spyridon
Profile Joined April 2010
United States997 Posts
Last Edited: 2013-02-21 23:35:41
February 21 2013 23:33 GMT
#144
On February 22 2013 08:28 WeRRa wrote:
Show nested quote +
On February 22 2013 08:13 Decendos wrote:
On February 22 2013 08:07 WeRRa wrote:
When does Terran finally get a lategame buff, so you don't have to play 3 times better to beat an a-move deathball of protoss or zerg?


ravens are now OP in lategame vs zerg. build them and dont forget to support them. raven got huge buffs so build them. if he goes BL infestor and you have a raven + support army you cant lose. if he goes ultras its harder but still doable. once you got your 150 supply army of BC raven viking you literally cant lost anymore.

so yeah ravens are key in lategame now and they rock.

Problem is it takes ages to get to this point and it is useless vs toss i mean colossi, ht, tempest. Ghost buff would be welcome, ghosts are not worth there money. The only reason you get ghost ingame is to counter hts, if toss doesn't go ht you never go ghosts, cause the tech route is so expensive and it is not really worth it. Also techreactor upgrade at fusion core would be nice so tech switches don't pull terran out of the game.


Serious question, wasn't the Terran problem in TvZ with late-game anyway? How long it takes to get there shouldn't be too much of an issue if that's the case.

Also Terran can usually tech quicker than the Zerg can, especially if they do an early push that needs to be defended, and especially if you are going with a fairly fast factory build such as this.

But I would like to see Ghosts get a buff honestly. As a Zerg player I rarely ever see them, and I don't feel their abilities have very much synergy with the rest of the Terran army.

BTW, Ravens are pretty amazing vs Toss as well. Toss is known for their deathballs, and their deathballs are realllly tight usually. And they love choke points! Seeker Missiles blow them the hell up!
Breach_hu
Profile Joined August 2009
Hungary2431 Posts
February 21 2013 23:39 GMT
#145
On February 22 2013 08:33 Spyridon wrote:
Show nested quote +
On February 22 2013 08:28 WeRRa wrote:
On February 22 2013 08:13 Decendos wrote:
On February 22 2013 08:07 WeRRa wrote:
When does Terran finally get a lategame buff, so you don't have to play 3 times better to beat an a-move deathball of protoss or zerg?


ravens are now OP in lategame vs zerg. build them and dont forget to support them. raven got huge buffs so build them. if he goes BL infestor and you have a raven + support army you cant lose. if he goes ultras its harder but still doable. once you got your 150 supply army of BC raven viking you literally cant lost anymore.

so yeah ravens are key in lategame now and they rock.

Problem is it takes ages to get to this point and it is useless vs toss i mean colossi, ht, tempest. Ghost buff would be welcome, ghosts are not worth there money. The only reason you get ghost ingame is to counter hts, if toss doesn't go ht you never go ghosts, cause the tech route is so expensive and it is not really worth it. Also techreactor upgrade at fusion core would be nice so tech switches don't pull terran out of the game.


Serious question, wasn't the Terran problem in TvZ with late-game anyway? How long it takes to get there shouldn't be too much of an issue if that's the case.

Also Terran can usually tech quicker than the Zerg can, especially if they do an early push that needs to be defended, and especially if you are going with a fairly fast factory build such as this.

But I would like to see Ghosts get a buff honestly. As a Zerg player I rarely ever see them, and I don't feel their abilities have very much synergy with the rest of the Terran army.

BTW, Ravens are pretty amazing vs Toss as well. Toss is known for their deathballs, and their deathballs are realllly tight usually. And they love choke points! Seeker Missiles blow them the hell up!


Raven is pretty amazing vs Toss, till he gets HTs. Then its just deadweight.
Give thanks and praise!
Lukeeze[zR]
Profile Joined February 2006
Switzerland6838 Posts
February 21 2013 23:45 GMT
#146
On February 22 2013 08:33 Spyridon wrote:
Show nested quote +
On February 22 2013 08:28 WeRRa wrote:
On February 22 2013 08:13 Decendos wrote:
On February 22 2013 08:07 WeRRa wrote:
When does Terran finally get a lategame buff, so you don't have to play 3 times better to beat an a-move deathball of protoss or zerg?


ravens are now OP in lategame vs zerg. build them and dont forget to support them. raven got huge buffs so build them. if he goes BL infestor and you have a raven + support army you cant lose. if he goes ultras its harder but still doable. once you got your 150 supply army of BC raven viking you literally cant lost anymore.

so yeah ravens are key in lategame now and they rock.

Problem is it takes ages to get to this point and it is useless vs toss i mean colossi, ht, tempest. Ghost buff would be welcome, ghosts are not worth there money. The only reason you get ghost ingame is to counter hts, if toss doesn't go ht you never go ghosts, cause the tech route is so expensive and it is not really worth it. Also techreactor upgrade at fusion core would be nice so tech switches don't pull terran out of the game.


Serious question, wasn't the Terran problem in TvZ with late-game anyway? How long it takes to get there shouldn't be too much of an issue if that's the case.

Also Terran can usually tech quicker than the Zerg can, especially if they do an early push that needs to be defended, and especially if you are going with a fairly fast factory build such as this.

But I would like to see Ghosts get a buff honestly. As a Zerg player I rarely ever see them, and I don't feel their abilities have very much synergy with the rest of the Terran army.

BTW, Ravens are pretty amazing vs Toss as well. Toss is known for their deathballs, and their deathballs are realllly tight usually. And they love choke points! Seeker Missiles blow them the hell up!


It's so easy to run away from SM's, especially when tempests can shoot from so far. And feedback alone kills ravens/bc's.
Terran & Potato Salad.
aksfjh
Profile Joined November 2010
United States4853 Posts
February 21 2013 23:45 GMT
#147
On February 22 2013 08:39 Breach_hu wrote:
Show nested quote +
On February 22 2013 08:33 Spyridon wrote:
On February 22 2013 08:28 WeRRa wrote:
On February 22 2013 08:13 Decendos wrote:
On February 22 2013 08:07 WeRRa wrote:
When does Terran finally get a lategame buff, so you don't have to play 3 times better to beat an a-move deathball of protoss or zerg?


ravens are now OP in lategame vs zerg. build them and dont forget to support them. raven got huge buffs so build them. if he goes BL infestor and you have a raven + support army you cant lose. if he goes ultras its harder but still doable. once you got your 150 supply army of BC raven viking you literally cant lost anymore.

so yeah ravens are key in lategame now and they rock.

Problem is it takes ages to get to this point and it is useless vs toss i mean colossi, ht, tempest. Ghost buff would be welcome, ghosts are not worth there money. The only reason you get ghost ingame is to counter hts, if toss doesn't go ht you never go ghosts, cause the tech route is so expensive and it is not really worth it. Also techreactor upgrade at fusion core would be nice so tech switches don't pull terran out of the game.


Serious question, wasn't the Terran problem in TvZ with late-game anyway? How long it takes to get there shouldn't be too much of an issue if that's the case.

Also Terran can usually tech quicker than the Zerg can, especially if they do an early push that needs to be defended, and especially if you are going with a fairly fast factory build such as this.

But I would like to see Ghosts get a buff honestly. As a Zerg player I rarely ever see them, and I don't feel their abilities have very much synergy with the rest of the Terran army.

BTW, Ravens are pretty amazing vs Toss as well. Toss is known for their deathballs, and their deathballs are realllly tight usually. And they love choke points! Seeker Missiles blow them the hell up!


Raven is pretty amazing vs Toss, till he gets HTs. Then its just deadweight.

What is that, like 10 minutes?
Qikz
Profile Blog Joined November 2009
United Kingdom12025 Posts
Last Edited: 2013-02-22 00:08:25
February 22 2013 00:07 GMT
#148
On February 22 2013 08:39 Breach_hu wrote:
Show nested quote +
On February 22 2013 08:33 Spyridon wrote:
On February 22 2013 08:28 WeRRa wrote:
On February 22 2013 08:13 Decendos wrote:
On February 22 2013 08:07 WeRRa wrote:
When does Terran finally get a lategame buff, so you don't have to play 3 times better to beat an a-move deathball of protoss or zerg?


ravens are now OP in lategame vs zerg. build them and dont forget to support them. raven got huge buffs so build them. if he goes BL infestor and you have a raven + support army you cant lose. if he goes ultras its harder but still doable. once you got your 150 supply army of BC raven viking you literally cant lost anymore.

so yeah ravens are key in lategame now and they rock.

Problem is it takes ages to get to this point and it is useless vs toss i mean colossi, ht, tempest. Ghost buff would be welcome, ghosts are not worth there money. The only reason you get ghost ingame is to counter hts, if toss doesn't go ht you never go ghosts, cause the tech route is so expensive and it is not really worth it. Also techreactor upgrade at fusion core would be nice so tech switches don't pull terran out of the game.


Serious question, wasn't the Terran problem in TvZ with late-game anyway? How long it takes to get there shouldn't be too much of an issue if that's the case.

Also Terran can usually tech quicker than the Zerg can, especially if they do an early push that needs to be defended, and especially if you are going with a fairly fast factory build such as this.

But I would like to see Ghosts get a buff honestly. As a Zerg player I rarely ever see them, and I don't feel their abilities have very much synergy with the rest of the Terran army.

BTW, Ravens are pretty amazing vs Toss as well. Toss is known for their deathballs, and their deathballs are realllly tight usually. And they love choke points! Seeker Missiles blow them the hell up!


Raven is pretty amazing vs Toss, till he gets HTs. Then its just deadweight.


As someone who has been mech (tank hellion ghost(if necessary)) ravening, that's entirely untrue. You should never really be flying ravens around alone and siege tanks and good positioning means you shouldn't get feedbacked.

You basically need ravens as mech vs toss with tempest/skytoss or you just lose instantly for example.
FanTaSy's #1 Fan | STPL Caster/Organiser | SKT BEST KT | https://twitch.tv/stpl
LastDance
Profile Blog Joined October 2010
New Zealand510 Posts
Last Edited: 2013-02-22 00:13:46
February 22 2013 00:12 GMT
#149
Blizzard just cant get things right with Terran and its pissing me off

All they had to do from the very beginning was add 1 new unit to help transition into late game but some how they managed to make a mess of the Terran tech structure. They dont know when something is broken ffs, this is the same shit we had with the reaper
Spyridon
Profile Joined April 2010
United States997 Posts
Last Edited: 2013-02-22 00:15:25
February 22 2013 00:13 GMT
#150
On February 22 2013 08:45 Lukeeze[zR] wrote:
Show nested quote +
On February 22 2013 08:33 Spyridon wrote:
On February 22 2013 08:28 WeRRa wrote:
On February 22 2013 08:13 Decendos wrote:
On February 22 2013 08:07 WeRRa wrote:
When does Terran finally get a lategame buff, so you don't have to play 3 times better to beat an a-move deathball of protoss or zerg?


ravens are now OP in lategame vs zerg. build them and dont forget to support them. raven got huge buffs so build them. if he goes BL infestor and you have a raven + support army you cant lose. if he goes ultras its harder but still doable. once you got your 150 supply army of BC raven viking you literally cant lost anymore.

so yeah ravens are key in lategame now and they rock.

Problem is it takes ages to get to this point and it is useless vs toss i mean colossi, ht, tempest. Ghost buff would be welcome, ghosts are not worth there money. The only reason you get ghost ingame is to counter hts, if toss doesn't go ht you never go ghosts, cause the tech route is so expensive and it is not really worth it. Also techreactor upgrade at fusion core would be nice so tech switches don't pull terran out of the game.


Serious question, wasn't the Terran problem in TvZ with late-game anyway? How long it takes to get there shouldn't be too much of an issue if that's the case.

Also Terran can usually tech quicker than the Zerg can, especially if they do an early push that needs to be defended, and especially if you are going with a fairly fast factory build such as this.

But I would like to see Ghosts get a buff honestly. As a Zerg player I rarely ever see them, and I don't feel their abilities have very much synergy with the rest of the Terran army.

BTW, Ravens are pretty amazing vs Toss as well. Toss is known for their deathballs, and their deathballs are realllly tight usually. And they love choke points! Seeker Missiles blow them the hell up!


It's so easy to run away from SM's, especially when tempests can shoot from so far. And feedback alone kills ravens/bc's.


It's easy to run from 1, maybe 2 SM's, but not a number of them.

And with proper placement you can get off some SM's before they are able to feedback you. As well as proper placement makes sure their slow movement speed won't be able to get out of range before the missile goes off.

You seem to be trapping yourself in to negative thinking. That's like me saying my Broodlords will be useless because you can counter them with Vikings. It's a RTS, every unit has strengths and weaknesses. Use the strengths to your advantage and use proper micro and compositions to avoid the weaknesses.

Even your Terran brethren above agree. Don't trap yourself with negative thinking and try it.
netherDrake
Profile Blog Joined September 2010
Singapore1831 Posts
February 22 2013 00:18 GMT
#151
now fix tvp early game thanks

too much of a coin-flip guessing what 2 gas 1 base build protoss is going to do
SC2 player for Flash eSports. twitch.tv/nether_drake, https://twitter.com/bryan_sum, http://www.facebook.com/pages/Bryan-Drake-Sum/468389706519567
Infernal_dream
Profile Joined September 2011
United States2359 Posts
February 22 2013 00:24 GMT
#152
On February 22 2013 08:28 WeRRa wrote:
Show nested quote +
On February 22 2013 08:13 Decendos wrote:
On February 22 2013 08:07 WeRRa wrote:
When does Terran finally get a lategame buff, so you don't have to play 3 times better to beat an a-move deathball of protoss or zerg?


ravens are now OP in lategame vs zerg. build them and dont forget to support them. raven got huge buffs so build them. if he goes BL infestor and you have a raven + support army you cant lose. if he goes ultras its harder but still doable. once you got your 150 supply army of BC raven viking you literally cant lost anymore.

so yeah ravens are key in lategame now and they rock.

Problem is it takes ages to get to this point and it is useless vs toss i mean colossi, ht, tempest. Ghost buff would be welcome, ghosts are not worth there money. The only reason you get ghost ingame is to counter hts, if toss doesn't go ht you never go ghosts, cause the tech route is so expensive and it is not really worth it. Also techreactor upgrade at fusion core would be nice so tech switches don't pull terran out of the game.


"If toss doesn't go ht you don't go ghost." There's half of your problem in TvP right there. Go ghost. It's amazing how much ghosts raped the toss army.
aksfjh
Profile Joined November 2010
United States4853 Posts
February 22 2013 00:28 GMT
#153
On February 22 2013 09:18 netherDrake wrote:
now fix tvp early game thanks

too much of a coin-flip guessing what 2 gas 1 base build protoss is going to do

Psh, don't you know? You're supposed to get better as Terran. Stop whining!
Qikz
Profile Blog Joined November 2009
United Kingdom12025 Posts
Last Edited: 2013-02-22 00:33:44
February 22 2013 00:32 GMT
#154
On February 22 2013 09:18 netherDrake wrote:
now fix tvp early game thanks

too much of a coin-flip guessing what 2 gas 1 base build protoss is going to do


It's actually pretty simple to work it out. If you scout 2 gas, no nexus and 2 pylons in his base when there should be 3, you know it's most likely a proxy stargate. They could proxy blink but that would make no sense. If you see a twilight council it's going to either be blink OR dt's so you can just get a turret at your front anyways and stay up your ramp if you haven't expanded yet. Gateway all ins are super easy to scout too.

You think it's bad now, try playing BW. Zealot openings from proxy 2 gates were much stronger and more common, then you had reaver drops that if you didn't defend perfectly your entire mineral line would die to a single scarab and then you had DTs which I'd argue were better in BW due to how much later you actually got the ability to scan. That's not even counting bulldog builds which dropped on top of your tanks defending your front.

EDIT: Also open siege expand and your safe from pretty much everything but stargate which is countered by a few turrets (as mech you can afford it). Sure you'll be slightly behind against any form of fast nexus, but better behind than dead. What the hell do you even need the minerals that quickly for anyway as mech?

I can't comment on bio since I don't play it.
FanTaSy's #1 Fan | STPL Caster/Organiser | SKT BEST KT | https://twitch.tv/stpl
Buff345
Profile Joined October 2010
United States323 Posts
February 22 2013 00:34 GMT
#155
On February 22 2013 09:13 Spyridon wrote:
Show nested quote +
On February 22 2013 08:45 Lukeeze[zR] wrote:
On February 22 2013 08:33 Spyridon wrote:
On February 22 2013 08:28 WeRRa wrote:
On February 22 2013 08:13 Decendos wrote:
On February 22 2013 08:07 WeRRa wrote:
When does Terran finally get a lategame buff, so you don't have to play 3 times better to beat an a-move deathball of protoss or zerg?


ravens are now OP in lategame vs zerg. build them and dont forget to support them. raven got huge buffs so build them. if he goes BL infestor and you have a raven + support army you cant lose. if he goes ultras its harder but still doable. once you got your 150 supply army of BC raven viking you literally cant lost anymore.

so yeah ravens are key in lategame now and they rock.

Problem is it takes ages to get to this point and it is useless vs toss i mean colossi, ht, tempest. Ghost buff would be welcome, ghosts are not worth there money. The only reason you get ghost ingame is to counter hts, if toss doesn't go ht you never go ghosts, cause the tech route is so expensive and it is not really worth it. Also techreactor upgrade at fusion core would be nice so tech switches don't pull terran out of the game.


Serious question, wasn't the Terran problem in TvZ with late-game anyway? How long it takes to get there shouldn't be too much of an issue if that's the case.

Also Terran can usually tech quicker than the Zerg can, especially if they do an early push that needs to be defended, and especially if you are going with a fairly fast factory build such as this.

But I would like to see Ghosts get a buff honestly. As a Zerg player I rarely ever see them, and I don't feel their abilities have very much synergy with the rest of the Terran army.

BTW, Ravens are pretty amazing vs Toss as well. Toss is known for their deathballs, and their deathballs are realllly tight usually. And they love choke points! Seeker Missiles blow them the hell up!


It's so easy to run away from SM's, especially when tempests can shoot from so far. And feedback alone kills ravens/bc's.


It's easy to run from 1, maybe 2 SM's, but not a number of them.

And with proper placement you can get off some SM's before they are able to feedback you. As well as proper placement makes sure their slow movement speed won't be able to get out of range before the missile goes off.

You seem to be trapping yourself in to negative thinking. That's like me saying my Broodlords will be useless because you can counter them with Vikings. It's a RTS, every unit has strengths and weaknesses. Use the strengths to your advantage and use proper micro and compositions to avoid the weaknesses.

Even your Terran brethren above agree. Don't trap yourself with negative thinking and try it.


In my experience against the rage inducing tempest, SM is the wrong ability to be using. If you use it against tempest you will damage one or two of them if they just let their tempest spread naturally. Against voids though, its so good unless the toss is really good at splitting. Id say ravens are the only reason voids arent used more in pvt but Im pretty bad so who knows. Zerg has fungals but collosus and zealots are pretty good at keeping the infestors back from what ive seen
Jerom
Profile Joined April 2011
Netherlands588 Posts
February 22 2013 00:38 GMT
#156
I thought Terran was going to be able to do mech vs protoss.....

Honestly, they never even tried making it viable, saying that terran mech would work vs protoss while it clearly wouldn't, gave some stupid siege tank buff that won't change anything, and then called mech viable. I am 100% positive that mech isn't going to be viable against protoss right now, but it seems like Blizzard is not willing to change anything to make it more viable. I'm extremely disappointed with HoTS tbh.
quebecman77
Profile Blog Joined February 2013
Canada133 Posts
February 22 2013 01:06 GMT
#157
On February 22 2013 06:33 A.Alm wrote:
Reapers still rape zerg in the early game. I dough this is enough of a nerf.


dont worry , they will nerf reaper soon , then mine

after all reaper ''can" kill some worker before the 15 min mark , and in some bad time , force the zerg to make some unit

clearly need to be nerfed no ?
Dvriel
Profile Joined November 2011
607 Posts
February 22 2013 01:07 GMT
#158
On February 22 2013 09:32 Qikz wrote:
Show nested quote +
On February 22 2013 09:18 netherDrake wrote:
now fix tvp early game thanks

too much of a coin-flip guessing what 2 gas 1 base build protoss is going to do


It's actually pretty simple to work it out. If you scout 2 gas, no nexus and 2 pylons in his base when there should be 3, you know it's most likely a proxy stargate. They could proxy blink but that would make no sense. If you see a twilight council it's going to either be blink OR dt's so you can just get a turret at your front anyways and stay up your ramp if you haven't expanded yet. Gateway all ins are super easy to scout too.

You think it's bad now, try playing BW. Zealot openings from proxy 2 gates were much stronger and more common, then you had reaver drops that if you didn't defend perfectly your entire mineral line would die to a single scarab and then you had DTs which I'd argue were better in BW due to how much later you actually got the ability to scan. That's not even counting bulldog builds which dropped on top of your tanks defending your front.

EDIT: Also open siege expand and your safe from pretty much everything but stargate which is countered by a few turrets (as mech you can afford it). Sure you'll be slightly behind against any form of fast nexus, but better behind than dead. What the hell do you even need the minerals that quickly for anyway as mech?

I can't comment on bio since I don't play it.


Please,post your replays.I want to see you "siege expand" and defending Oracles.Later want to see you fighting Tempest,Carrier,HTs.Thanks.
Arceus
Profile Blog Joined February 2008
Vietnam8333 Posts
February 22 2013 01:31 GMT
#159
in a few months both siege tech and merged upgrade will be reverted to the way it is. It's fine to adjust timing and stuffs but completely removing some tasks just lower the required skills and thus making the game less appealing
pmp10
Profile Joined April 2012
3389 Posts
February 22 2013 01:31 GMT
#160
On February 22 2013 09:38 Jerom wrote:
I thought Terran was going to be able to do mech vs protoss.....

Honestly, they never even tried making it viable, saying that terran mech would work vs protoss while it clearly wouldn't, gave some stupid siege tank buff that won't change anything, and then called mech viable. I am 100% positive that mech isn't going to be viable against protoss right now, but it seems like Blizzard is not willing to change anything to make it more viable. I'm extremely disappointed with HoTS tbh.

If anything the real problem is that they tried.
The whole hellbat/warhound mess is/was because Blizzard tried.
By now they did terrible damage to other match-ups and mech TvP is about as dead as in WoL.
And everyone should see that coming.
DeCoup
Profile Joined September 2006
Australia1933 Posts
February 22 2013 01:46 GMT
#161
On February 22 2013 10:31 pmp10 wrote:
Show nested quote +
On February 22 2013 09:38 Jerom wrote:
I thought Terran was going to be able to do mech vs protoss.....

Honestly, they never even tried making it viable, saying that terran mech would work vs protoss while it clearly wouldn't, gave some stupid siege tank buff that won't change anything, and then called mech viable. I am 100% positive that mech isn't going to be viable against protoss right now, but it seems like Blizzard is not willing to change anything to make it more viable. I'm extremely disappointed with HoTS tbh.

If anything the real problem is that they tried.
The whole hellbat/warhound mess is/was because Blizzard tried.
By now they did terrible damage to other match-ups and mech TvP is about as dead as in WoL.
And everyone should see that coming.
I dont classify the Warhound as trying at all. A super fast marauder with no stim as a mech unit is about as copy paste no clue 0 attempt of a try I have ever seen in my life.
"Poor guy. I really did not deserve that win. So this is what it's like to play Protoss..." - IdrA
PXEnTei
Profile Blog Joined April 2012
United States209 Posts
February 22 2013 02:13 GMT
#162
I am a terran player, and i have been saying this is what should be done. I think Blue flame needs a buff, to make it be used. I never even get it any more.
"Sue me, dickhead!" -Thor
blade55555
Profile Blog Joined March 2009
United States17423 Posts
Last Edited: 2013-02-22 02:19:16
February 22 2013 02:18 GMT
#163
On February 22 2013 10:06 quebecman77 wrote:
Show nested quote +
On February 22 2013 06:33 A.Alm wrote:
Reapers still rape zerg in the early game. I dough this is enough of a nerf.


dont worry , they will nerf reaper soon , then mine

after all reaper ''can" kill some worker before the 15 min mark , and in some bad time , force the zerg to make some unit

clearly need to be nerfed no ?


The problem with reaper is proxy reaper is so so so so so so so good. The reaper itself would be fine if it didn't come out insanely early and proxied which makes it come even faster.

When you see proxy reaper 9 out of 10 times you know it's to good.
When I think of something else, something will go here
BigRedDog
Profile Joined May 2012
461 Posts
February 22 2013 02:28 GMT
#164
I agree...reaper is just so so good.

Though I am learning to micro my units better!!
Big Red Dog!
aksfjh
Profile Joined November 2010
United States4853 Posts
February 22 2013 03:06 GMT
#165
The interesting part about this proposed change is that it's not even close to impossible to stop. It's not like Terrans are hitting a timing and Zerg just doesn't have the chance to make units to defend. The assertion is that the push is just "too hard" to stop.

It should be noted that this isn't like the blink stalker all-in either. This is an entirely new push/unit, and will take some time to adjust to. In contrast, the blink stalker all-in was already strong in WoL and still used competitively, and the addition of the MSC made it obviously more powerful.
iEchoic
Profile Blog Joined May 2010
United States1776 Posts
February 22 2013 04:24 GMT
#166
I wish they would have just nerfed hellbats, moving everything to an upgrade is really unfun design.
vileEchoic -- clanvile.com
GorGor
Profile Joined September 2012
78 Posts
February 22 2013 04:45 GMT
#167
On February 22 2013 12:06 aksfjh wrote:
The interesting part about this proposed change is that it's not even close to impossible to stop. It's not like Terrans are hitting a timing and Zerg just doesn't have the chance to make units to defend. The assertion is that the push is just "too hard" to stop.

It should be noted that this isn't like the blink stalker all-in either. This is an entirely new push/unit, and will take some time to adjust to. In contrast, the blink stalker all-in was already strong in WoL and still used competitively, and the addition of the MSC made it obviously more powerful.

The difference is that Protoss has a very powerful late game (arguably the most powerful) with a wide variety of compositions that their opponent has to react to so they have no reason to do anything other than turtle to the late game. Any blink stalker all in is just a Protoss having some fun with messing with their opponents, although any Protoss can do the build and it is very successful they don't HAVE to do the build and thus it feels more risky and surely less necessary because there is no reason why a Protoss would want to stray from where their most clear advantage is. Terran all ins on the other hand are out of necessity. The Terran race is bandaged together with a hodge podge of cheesey all ins, timing attacks with 30 second windows of viability, and catching the opponent with surprises or balls to the wall greed. Any new units or timings are obviously going to be exploited by Terran players because the last thing they want to do is play a straight up game into a late game composition from either Protoss or Zerg. Until this fundamental issue is fixed so that Terran can feel comfortable in a late game scenario on even footing with their opponents then cheesy play such as this is actually necessary and nerfs will not stop it.
BronzeKnee
Profile Joined March 2011
United States5219 Posts
Last Edited: 2013-02-22 04:49:34
February 22 2013 04:49 GMT
#168
On February 22 2013 03:18 Blizzard wrote:


The biggest issue in the ZvT early game at the highest pro level seems to be the mass Hellion contain leading into the various potential mass Hellbat combinations right when the Armory comes into play. The time between Terran gaining full map control and then converting all their map control units into straight up power units looks to be too narrow.





I've been saying that Hellbats are a bad idea from day one. A mineral only unit that is one of the best harassment units in the game being able to turn into a unit that is really strong in straight up engagements will end up being ridiculously overpowered.

It just makes no sense as a unit.
Novacute
Profile Joined September 2011
Australia313 Posts
February 22 2013 04:50 GMT
#169
On February 22 2013 04:38 aksfjh wrote:
But oracles are the same? I swear to god I hate the ridiculous amount of bias in this damn community and the balance team at Blizzard. Fucking stupid.


Yep, ever seen an oracle/3 gate all in? Pretty damned hard to stop if T doesn't open with reactored rax into 111 and build a couple of bunkers. The current state of hellbats is fine even with the tech lab upgrade nerf, however, any more changes to the hellbat for the worse will drastically reduce the viability of Mech in TvP. I sincerely hope the maintain the power of hellbats since they are the only decent units that hold reasonable well against a robo composition.
Infernal_dream
Profile Joined September 2011
United States2359 Posts
February 22 2013 04:58 GMT
#170
On February 22 2013 13:50 Novacute wrote:
Show nested quote +
On February 22 2013 04:38 aksfjh wrote:
But oracles are the same? I swear to god I hate the ridiculous amount of bias in this damn community and the balance team at Blizzard. Fucking stupid.


Yep, ever seen an oracle/3 gate all in? Pretty damned hard to stop if T doesn't open with reactored rax into 111 and build a couple of bunkers. The current state of hellbats is fine even with the tech lab upgrade nerf, however, any more changes to the hellbat for the worse will drastically reduce the viability of Mech in TvP. I sincerely hope the maintain the power of hellbats since they are the only decent units that hold reasonable well against a robo composition.


Hmm, as I've said in other threads, seems like the tides have turned against terran. Remember the oh so great 1/1/1 that annihilated toss? Have fun fighting it. Now you'll learn why having 100 different openings that all look the same is a bad thing. Every race has something that can destroy mineral lines in a half second. Banelings/hellbats/oracles. Difference is banelings and oracles have no hp. Hellbats are like me sending a warp in of zealots to your base that have 3/3 upgrades at the start of the game.
Hattori_Hanzo
Profile Joined October 2010
Singapore1229 Posts
February 22 2013 05:56 GMT
#171
Wow, nerf bat to the knee.

In addition to loading limit to 2 per medivac, hellbats will need research as well.
Ouch.
Cauterize the area
Hattori_Hanzo
Profile Joined October 2010
Singapore1229 Posts
February 22 2013 06:03 GMT
#172
On February 22 2013 06:30 MaxViktory wrote:
People complaining about "no early game aggressioin" and nothing happening for 15 minutes forget that reapers are sickeningly good and can be incorporated in a macro build during the first 5 minutes all the way until zergling speed comes out!


Yes, but that will mean that then they'll get nerfed.
I remember when ghost/marine was gaining in popularity then... nerf bat muthafu*ker

Honestly T should just follow Z player's lead and just MACRO EVARYGAEM.
Then whine when they lose to oracles.

Then Protoss will get nerfed.
Welcome to the wonderful world of POLITICS.
Cauterize the area
BoxingKangaroo
Profile Blog Joined December 2011
Japan955 Posts
February 22 2013 06:44 GMT
#173
Kinda wish they'd just buff Zerg early game to deal with this rather than nerf Terran. Would be nice to have an option that's not an all-in or boring 'drone for 15 minutes'.
Lobotomist
Profile Joined May 2010
United States1541 Posts
February 22 2013 07:02 GMT
#174
So wait, can you still produce hellbats out of the factory (with an armory ofc) without the upgrade?
Teching to hive too quickly isn't just a risk: it's an ultrarisk
DeCoup
Profile Joined September 2006
Australia1933 Posts
February 22 2013 07:12 GMT
#175
On February 22 2013 16:02 Lobotomist wrote:
So wait, can you still produce hellbats out of the factory (with an armory ofc) without the upgrade?

Yes but you cant transform the 2 units back and forth.
"Poor guy. I really did not deserve that win. So this is what it's like to play Protoss..." - IdrA
WolfintheSheep
Profile Joined June 2011
Canada14127 Posts
February 22 2013 07:42 GMT
#176
Wow, the Terran whiners in this thread are completely out of control...Let's get a count of what changed early game with Zerg and Terran from WoL to HotS:

Terran:
- Widow Mines
- No Siege upgrade
- Medivac Boost
- Reaper auto-heal
- Hellbats

Zerg:
- Tier 1 Overlord Speed
- Tier 1 Burrow

Yeah, clearly Blizzard is trying to destroy early game Terran.
Average means I'm better than half of you.
Insoleet
Profile Joined May 2012
France1806 Posts
February 22 2013 08:15 GMT
#177
Obviously it would have been better to have the same damages for the hellbat and the hellion. Thus, blue flame upgrade would be used again.
ALPINA
Profile Joined May 2010
3791 Posts
Last Edited: 2013-02-22 08:23:17
February 22 2013 08:22 GMT
#178
nvm ;p
You should never underestimate the predictability of stupidity
MilesTeg
Profile Joined September 2010
France1271 Posts
Last Edited: 2013-02-22 08:25:48
February 22 2013 08:22 GMT
#179
That's a good change. Now if they reverted that horribly stupid tank buff from patch 11 you might actually see aggression from Zerg in ZvT.
aksfjh
Profile Joined November 2010
United States4853 Posts
February 22 2013 08:26 GMT
#180
On February 22 2013 17:22 MilesTeg wrote:
That's a good change. Now if they reverted that horribly stupid tank buff from patch 11 you might actually see aggression from Zerg in ZvT.

Why would they do that when they feel still comfortable with their mid and late game armies?
T.O.P. *
Profile Blog Joined January 2009
Hong Kong4685 Posts
February 22 2013 08:39 GMT
#181
On February 22 2013 16:42 WolfintheSheep wrote:
Wow, the Terran whiners in this thread are completely out of control...Let's get a count of what changed early game with Zerg and Terran from WoL to HotS:

Terran:
- Widow Mines
- No Siege upgrade
- Medivac Boost
- Reaper auto-heal
- Hellbats

Zerg:
- Tier 1 Overlord Speed
- Tier 1 Burrow

Yeah, clearly Blizzard is trying to destroy early game Terran.

But limiting zerg's econ is more important than ever. Because zerg can make a few ultras and run you over.
Oracle comes in, Scvs go down, never a miscommunication.
Rider517
Profile Joined June 2011
70 Posts
February 22 2013 09:01 GMT
#182
Terran has plenty of early game strategies to utilize vs. Zerg.

can someone tell me which are these plenty strategies that have a real effect in early game?
Dvriel
Profile Joined November 2011
607 Posts
February 22 2013 10:20 GMT
#183
On February 22 2013 18:01 Rider517 wrote:
Terran has plenty of early game strategies to utilize vs. Zerg.

can someone tell me which are these plenty strategies that have a real effect in early game?


2 rax+bunker hehe
double starport banshee
mass BFH
bio drop
hellions drop
marine+siege tank push

Now,seriously,can someone tell me any early aggression that makes Zerg really suffer?
Everlong
Profile Joined April 2010
Czech Republic1973 Posts
Last Edited: 2013-02-22 10:22:16
February 22 2013 10:21 GMT
#184
On February 22 2013 19:20 Dvriel wrote:
Show nested quote +
On February 22 2013 18:01 Rider517 wrote:
Terran has plenty of early game strategies to utilize vs. Zerg.

can someone tell me which are these plenty strategies that have a real effect in early game?


2 rax+bunker hehe
double starport banshee
mass BFH
bio drop
hellions drop
marine+siege tank push

Now,seriously,can someone tell me any early aggression that makes Zerg really suffer?


Ask BitByBit.. Hes gonna come up with smtn.. :D
BigRedDog
Profile Joined May 2012
461 Posts
February 22 2013 10:31 GMT
#185
On February 22 2013 19:20 Dvriel wrote:
Now,seriously,can someone tell me any early aggression that makes Zerg really suffer?


Traditional bashee, hellion harassment
hellbat drop (probably not as effective now given that medivac carries two hellbats)
reapers
Combination of proxy rax/factories with widow mine, hellbats, and/or reapers
standard tank/marine push
tank/hellbats push

...maybe i should switch to playing terran instead
Big Red Dog!
Rider517
Profile Joined June 2011
70 Posts
February 22 2013 10:32 GMT
#186
On February 22 2013 19:21 Everlong wrote:
Show nested quote +
On February 22 2013 19:20 Dvriel wrote:
On February 22 2013 18:01 Rider517 wrote:
Terran has plenty of early game strategies to utilize vs. Zerg.

can someone tell me which are these plenty strategies that have a real effect in early game?


2 rax+bunker hehe
double starport banshee
mass BFH
bio drop
hellions drop
marine+siege tank push

Now,seriously,can someone tell me any early aggression that makes Zerg really suffer?


Ask BitByBit.. Hes gonna come up with smtn.. :D


spines, queens
spores, queens
wall off, queens
free spores
mono speed lings

maybe you are one of those that made the devs think that zerg need more early game scouting options if you die to those
ETisME
Profile Blog Joined April 2011
12686 Posts
February 22 2013 10:39 GMT
#187
On February 22 2013 19:32 Rider517 wrote:
Show nested quote +
On February 22 2013 19:21 Everlong wrote:
On February 22 2013 19:20 Dvriel wrote:
On February 22 2013 18:01 Rider517 wrote:
Terran has plenty of early game strategies to utilize vs. Zerg.

can someone tell me which are these plenty strategies that have a real effect in early game?


2 rax+bunker hehe
double starport banshee
mass BFH
bio drop
hellions drop
marine+siege tank push

Now,seriously,can someone tell me any early aggression that makes Zerg really suffer?


Ask BitByBit.. Hes gonna come up with smtn.. :D


spines, queens
spores, queens
wall off, queens
free spores
mono speed lings

maybe you are one of those that made the devs think that zerg need more early game scouting options if you die to those

um..this is a stupid comment.
That's like saying to defend oracle opening, you need missile turrets and marines.
except the game isn't so simple.
其疾如风,其徐如林,侵掠如火,不动如山,难知如阴,动如雷震。
Qikz
Profile Blog Joined November 2009
United Kingdom12025 Posts
February 22 2013 10:39 GMT
#188
On February 22 2013 19:21 Everlong wrote:
Show nested quote +
On February 22 2013 19:20 Dvriel wrote:
On February 22 2013 18:01 Rider517 wrote:
Terran has plenty of early game strategies to utilize vs. Zerg.

can someone tell me which are these plenty strategies that have a real effect in early game?


2 rax+bunker hehe
double starport banshee
mass BFH
bio drop
hellions drop
marine+siege tank push

Now,seriously,can someone tell me any early aggression that makes Zerg really suffer?


Ask BitByBit.. Hes gonna come up with smtn.. :D


Does BitByBit even still reside on a SC2 team anymore? I've not heard his name in so long
FanTaSy's #1 Fan | STPL Caster/Organiser | SKT BEST KT | https://twitch.tv/stpl
Everlong
Profile Joined April 2010
Czech Republic1973 Posts
Last Edited: 2013-02-22 10:46:32
February 22 2013 10:40 GMT
#189
On February 22 2013 19:39 ETisME wrote:
Show nested quote +
On February 22 2013 19:32 Rider517 wrote:
On February 22 2013 19:21 Everlong wrote:
On February 22 2013 19:20 Dvriel wrote:
On February 22 2013 18:01 Rider517 wrote:
Terran has plenty of early game strategies to utilize vs. Zerg.

can someone tell me which are these plenty strategies that have a real effect in early game?


2 rax+bunker hehe
double starport banshee
mass BFH
bio drop
hellions drop
marine+siege tank push

Now,seriously,can someone tell me any early aggression that makes Zerg really suffer?


Ask BitByBit.. Hes gonna come up with smtn.. :D


spines, queens
spores, queens
wall off, queens
free spores
mono speed lings

maybe you are one of those that made the devs think that zerg need more early game scouting options if you die to those

um..this is a stupid comment.
That's like saying to defend oracle opening, you need missile turrets and marines.
except the game isn't so simple.


What exactly is stupid about it? Also, what is wrong with missile turrets and marines defending oracle? I don't get your post at all..

edit: If you question you need both Missile Turrets and Marines, well.. Marines alone are not enough. You can't tell if he is only going for 1 oracle, or for 2-3 oracles. Missile Turret is of course safe and definitive answer to Oracles, but it's also huge investment just for the sake of the possibility he is going Oracles.. Compare this to Crawlers/Queens for Zerg and you have basic idea, how broken or not things are..
Rider517
Profile Joined June 2011
70 Posts
February 22 2013 11:10 GMT
#190
indeed

i am still waiting to see an early strategy that payback the investment unless the zerg is braindead of course, but against a normal player zerg already have all the tools to defend any harass making the investment more a damge for you

when zerg have problems with something it got nerfed and/or receive a gift
when t/p have problems with something let's wait and see if the player find a way to deal with it

nothing has changed
Hattori_Hanzo
Profile Joined October 2010
Singapore1229 Posts
Last Edited: 2013-02-22 11:34:14
February 22 2013 11:26 GMT
#191
On February 22 2013 19:40 Everlong wrote:
Show nested quote +
On February 22 2013 19:39 ETisME wrote:
On February 22 2013 19:32 Rider517 wrote:
On February 22 2013 19:21 Everlong wrote:
On February 22 2013 19:20 Dvriel wrote:
On February 22 2013 18:01 Rider517 wrote:
Terran has plenty of early game strategies to utilize vs. Zerg.

can someone tell me which are these plenty strategies that have a real effect in early game?


2 rax+bunker hehe
double starport banshee
mass BFH
bio drop
hellions drop
marine+siege tank push

Now,seriously,can someone tell me any early aggression that makes Zerg really suffer?


Ask BitByBit.. Hes gonna come up with smtn.. :D


spines, queens
spores, queens
wall off, queens
free spores
mono speed lings

maybe you are one of those that made the devs think that zerg need more early game scouting options if you die to those

um..this is a stupid comment.
That's like saying to defend oracle opening, you need missile turrets and marines.
except the game isn't so simple.


What exactly is stupid about it? Also, what is wrong with missile turrets and marines defending oracle? I don't get your post at all..

edit: If you question you need both Missile Turrets and Marines, well.. Marines alone are not enough. You can't tell if he is only going for 1 oracle, or for 2-3 oracles. Missile Turret is of course safe and definitive answer to Oracles, but it's also huge investment just for the sake of the possibility he is going Oracles.. Compare this to Crawlers/Queens for Zerg and you have basic idea, how broken or not things are..



Well said. Zerg players are NOT abusing the mobility and versatility of their race. As it stands, they are abusing Blizzard's balanced win ratio doctrine.

Current situation:
1. Go 3 base expand every pro-game,
2. Lose when they can't defend with small number of roaches/hydra/lings/etc, two queens and mass drones,
3. Whine about unit efficiency, lost mining time, because mid-game, APM requirements, etc etc consequently...
4. Blizzard nerfs the offending composition.
5. Complain that SC2 for Zerg is boring.

Edit: As it stands, why aren't Zerg abusing their scouting options and doing early game crawler/queen pushes, the same way Terrans do 3 marine/2 SCV bunker rushes? Queens can keep the crawlers alive with just transfuse, forcing the T to build marauders, instead of more production or tech (economic "damage") and expand behind it.

OH right, they don't need to do that since the only available openings for Terran can be dealt with a single cycle of roaches and a single queen.
Cauterize the area
MilesTeg
Profile Joined September 2010
France1271 Posts
February 22 2013 11:29 GMT
#192
On February 22 2013 17:26 aksfjh wrote:
Show nested quote +
On February 22 2013 17:22 MilesTeg wrote:
That's a good change. Now if they reverted that horribly stupid tank buff from patch 11 you might actually see aggression from Zerg in ZvT.

Why would they do that when they feel still comfortable with their mid and late game armies?


Because it's good RTS gameplay to be able to pressure or macro. And because if there's no way to punish greedy players the game will inevitably turn into late WoL ZVT turtle fest.
Kevoras
Profile Joined October 2011
United States105 Posts
February 22 2013 11:34 GMT
#193
this is reasonable. yes.
For the People!
PineapplePizza
Profile Joined June 2010
United States749 Posts
Last Edited: 2013-02-22 11:49:28
February 22 2013 11:47 GMT
#194
On February 22 2013 19:20 Dvriel wrote:
Show nested quote +
On February 22 2013 18:01 Rider517 wrote:
Terran has plenty of early game strategies to utilize vs. Zerg.

can someone tell me which are these plenty strategies that have a real effect in early game?


2 rax+bunker hehe
double starport banshee
mass BFH
bio drop
hellions drop
marine+siege tank push

Now,seriously,can someone tell me any early aggression that makes Zerg really suffer?


2 rax is map-dependent, and incredibly risky
double starport hasn't worked since...2011?
2 fact BFH is a coinflip, where you pray your opponent doesn't see your factories, and doesn't have his queens ready to block
"bio drop" sounds like you've never played terran. You don't get drops off of any viable build early enough to threaten the zerg.

hellion drops off of triple-orbital is risky, and requires that the zerg does not roachbane you, otherwise the lack of a banshee results in death

marine+siege tanks hasn't worked since 2011, pure ling destroys that, and an unprepared zerg can delay with a single spine + spare queens long enough to get those lings

banshee / hellion off of triple orbital has been proven to be viable enough to keep the terran in the game, but is still not capable of keeping good zergs from getting ungodly creep spread and super-fast 3rd saturation

reapers work when proxied at stupidly low food counts, but they can't do enough damage as part of a standard build to justify the cost + delaying your 2nd orbital, and become useless once speed finishes for lings

The pre-queen patch hellion contain was what kept the matchup balanced: the zerg had to spend resources to take a third and spread creep, which let the terran keep up economically. When that was patched out on a whim, TvZ died.

At least in HotS, our lategame units have become much better, in theory. The matchup has gone from pre-hive timing-or-die, to keeping up with the zerg and weathering enough ultralisk waves to build up a deathfleet. PvZ is actually like this, too, only a little bit easier. It's still stupid.
"There should be no tying a sharp, hard object to your cock like it has a mechanical arm and hitting it with the object or using your cockring to crack the egg. No cyborg penises allowed. 100% flesh only." - semioldguy
FancyCaTSC2
Profile Joined February 2013
56 Posts
February 22 2013 11:47 GMT
#195
I think it is time for Snipe damage being changed to 30 (+20) so we can snipe banelings and have fun!
Whalecore
Profile Joined March 2009
Norway1111 Posts
February 22 2013 11:52 GMT
#196
I think it's a very reasonable change. Hellion -> Firebat transition was so natural and there was no reason not to do it in TvZ.
Playgu
Dvriel
Profile Joined November 2011
607 Posts
February 22 2013 12:08 GMT
#197
On February 22 2013 20:47 Ooshmagoosh wrote:
Show nested quote +
On February 22 2013 19:20 Dvriel wrote:
On February 22 2013 18:01 Rider517 wrote:
Terran has plenty of early game strategies to utilize vs. Zerg.

can someone tell me which are these plenty strategies that have a real effect in early game?


2 rax+bunker hehe
double starport banshee
mass BFH
bio drop
hellions drop
marine+siege tank push

Now,seriously,can someone tell me any early aggression that makes Zerg really suffer?


2 rax is map-dependent, and incredibly risky
double starport hasn't worked since...2011?
2 fact BFH is a coinflip, where you pray your opponent doesn't see your factories, and doesn't have his queens ready to block
"bio drop" sounds like you've never played terran. You don't get drops off of any viable build early enough to threaten the zerg.

hellion drops off of triple-orbital is risky, and requires that the zerg does not roachbane you, otherwise the lack of a banshee results in death

marine+siege tanks hasn't worked since 2011, pure ling destroys that, and an unprepared zerg can delay with a single spine + spare queens long enough to get those lings

banshee / hellion off of triple orbital has been proven to be viable enough to keep the terran in the game, but is still not capable of keeping good zergs from getting ungodly creep spread and super-fast 3rd saturation

reapers work when proxied at stupidly low food counts, but they can't do enough damage as part of a standard build to justify the cost + delaying your 2nd orbital, and become useless once speed finishes for lings

The pre-queen patch hellion contain was what kept the matchup balanced: the zerg had to spend resources to take a third and spread creep, which let the terran keep up economically. When that was patched out on a whim, TvZ died.

At least in HotS, our lategame units have become much better, in theory. The matchup has gone from pre-hive timing-or-die, to keeping up with the zerg and weathering enough ultralisk waves to build up a deathfleet. PvZ is actually like this, too, only a little bit easier. It's still stupid.



LOL!! I am Terran man!! I suppose I forgot to add the "Ironic Mode".Just said some old allins working before all this patches.It was just a joke! Nowadays I cant find way to damage the Z early and feel so frustrated as you..
ETisME
Profile Blog Joined April 2011
12686 Posts
February 22 2013 12:11 GMT
#198
On February 22 2013 19:40 Everlong wrote:
Show nested quote +
On February 22 2013 19:39 ETisME wrote:
On February 22 2013 19:32 Rider517 wrote:
On February 22 2013 19:21 Everlong wrote:
On February 22 2013 19:20 Dvriel wrote:
On February 22 2013 18:01 Rider517 wrote:
Terran has plenty of early game strategies to utilize vs. Zerg.

can someone tell me which are these plenty strategies that have a real effect in early game?


2 rax+bunker hehe
double starport banshee
mass BFH
bio drop
hellions drop
marine+siege tank push

Now,seriously,can someone tell me any early aggression that makes Zerg really suffer?


Ask BitByBit.. Hes gonna come up with smtn.. :D


spines, queens
spores, queens
wall off, queens
free spores
mono speed lings

maybe you are one of those that made the devs think that zerg need more early game scouting options if you die to those

um..this is a stupid comment.
That's like saying to defend oracle opening, you need missile turrets and marines.
except the game isn't so simple.


What exactly is stupid about it? Also, what is wrong with missile turrets and marines defending oracle? I don't get your post at all..

edit: If you question you need both Missile Turrets and Marines, well.. Marines alone are not enough. You can't tell if he is only going for 1 oracle, or for 2-3 oracles. Missile Turret is of course safe and definitive answer to Oracles, but it's also huge investment just for the sake of the possibility he is going Oracles.. Compare this to Crawlers/Queens for Zerg and you have basic idea, how broken or not things are..

you don't get it, do you?
http://www.teamliquid.net/forum/viewmessage.php?topic_id=399311

Sure, the best possible solution is missile turrets at perfect solution, get a high marine number. but try read through the terran perspective, and don't forget you don't know what is coming exactly.
Or just read how protoss are complaining about the other builds terran can throw at them after the scout is denied by the 2nd depot.

People say 2 rax bunker rush is impossible and I have seen on stream, pro zerg still losing to bunker rush plain and simple.
Some toss still losing to 1/1/1 in SPL.
that GSL final, MVP beat life a few games with just blue flame hellions while opening looks exactly the same for almost all the games.

So am I right to say, to beat anything in Hots, you just need HT, tempest, void ray and archons because there aren't a counter to this deathball?
其疾如风,其徐如林,侵掠如火,不动如山,难知如阴,动如雷震。
Smittmeister
Profile Joined November 2011
11 Posts
February 22 2013 12:11 GMT
#199
I recognize a pattern! Zerg whines about terran. Terran gets nerfed. Zerg learn how to use inf/brood. Zerg dominates everything till the next expansion arrives.

This beta. Zerg whines about everything that stops them from greedy drones only gameplay. Nobody really figures out what vipers etc. can achieve. Fast-Forward like 1 year and zerg will pull some new inf/brood-esque comp (i guess ultra/viper-cloud-something-something) out of their a** to dominate till the Protoss-Expansion arrives.
Everlong
Profile Joined April 2010
Czech Republic1973 Posts
February 22 2013 12:17 GMT
#200
On February 22 2013 21:11 ETisME wrote:
Show nested quote +
On February 22 2013 19:40 Everlong wrote:
On February 22 2013 19:39 ETisME wrote:
On February 22 2013 19:32 Rider517 wrote:
On February 22 2013 19:21 Everlong wrote:
On February 22 2013 19:20 Dvriel wrote:
On February 22 2013 18:01 Rider517 wrote:
Terran has plenty of early game strategies to utilize vs. Zerg.

can someone tell me which are these plenty strategies that have a real effect in early game?


2 rax+bunker hehe
double starport banshee
mass BFH
bio drop
hellions drop
marine+siege tank push

Now,seriously,can someone tell me any early aggression that makes Zerg really suffer?


Ask BitByBit.. Hes gonna come up with smtn.. :D


spines, queens
spores, queens
wall off, queens
free spores
mono speed lings

maybe you are one of those that made the devs think that zerg need more early game scouting options if you die to those

um..this is a stupid comment.
That's like saying to defend oracle opening, you need missile turrets and marines.
except the game isn't so simple.


What exactly is stupid about it? Also, what is wrong with missile turrets and marines defending oracle? I don't get your post at all..

edit: If you question you need both Missile Turrets and Marines, well.. Marines alone are not enough. You can't tell if he is only going for 1 oracle, or for 2-3 oracles. Missile Turret is of course safe and definitive answer to Oracles, but it's also huge investment just for the sake of the possibility he is going Oracles.. Compare this to Crawlers/Queens for Zerg and you have basic idea, how broken or not things are..

you don't get it, do you?
http://www.teamliquid.net/forum/viewmessage.php?topic_id=399311

Sure, the best possible solution is missile turrets at perfect solution, get a high marine number. but try read through the terran perspective, and don't forget you don't know what is coming exactly.
Or just read how protoss are complaining about the other builds terran can throw at them after the scout is denied by the 2nd depot.

People say 2 rax bunker rush is impossible and I have seen on stream, pro zerg still losing to bunker rush plain and simple.
Some toss still losing to 1/1/1 in SPL.
that GSL final, MVP beat life a few games with just blue flame hellions while opening looks exactly the same for almost all the games.

So am I right to say, to beat anything in Hots, you just need HT, tempest, void ray and archons because there aren't a counter to this deathball?


You have to be more clear, I don't understeand your arguments at all.

Like, are we discussing what? Oracles being hard to hold or easy to hold? I can give you some feedback on TvP Oracle defense, because I've faced it like 100 times as Terran in beta.

People lose to random stuff here and there. That is no argument you can build on.

Of course you don't have to go HT/Tempest/Voidray to win in HotS. If you get there, great, you will most likely win in current beta build, but why are you even asking this in the first place? I'm confused...
ETisME
Profile Blog Joined April 2011
12686 Posts
February 22 2013 12:22 GMT
#201
On February 22 2013 21:17 Everlong wrote:
Show nested quote +
On February 22 2013 21:11 ETisME wrote:
On February 22 2013 19:40 Everlong wrote:
On February 22 2013 19:39 ETisME wrote:
On February 22 2013 19:32 Rider517 wrote:
On February 22 2013 19:21 Everlong wrote:
On February 22 2013 19:20 Dvriel wrote:
On February 22 2013 18:01 Rider517 wrote:
Terran has plenty of early game strategies to utilize vs. Zerg.

can someone tell me which are these plenty strategies that have a real effect in early game?


2 rax+bunker hehe
double starport banshee
mass BFH
bio drop
hellions drop
marine+siege tank push

Now,seriously,can someone tell me any early aggression that makes Zerg really suffer?


Ask BitByBit.. Hes gonna come up with smtn.. :D


spines, queens
spores, queens
wall off, queens
free spores
mono speed lings

maybe you are one of those that made the devs think that zerg need more early game scouting options if you die to those

um..this is a stupid comment.
That's like saying to defend oracle opening, you need missile turrets and marines.
except the game isn't so simple.


What exactly is stupid about it? Also, what is wrong with missile turrets and marines defending oracle? I don't get your post at all..

edit: If you question you need both Missile Turrets and Marines, well.. Marines alone are not enough. You can't tell if he is only going for 1 oracle, or for 2-3 oracles. Missile Turret is of course safe and definitive answer to Oracles, but it's also huge investment just for the sake of the possibility he is going Oracles.. Compare this to Crawlers/Queens for Zerg and you have basic idea, how broken or not things are..

you don't get it, do you?
http://www.teamliquid.net/forum/viewmessage.php?topic_id=399311

Sure, the best possible solution is missile turrets at perfect solution, get a high marine number. but try read through the terran perspective, and don't forget you don't know what is coming exactly.
Or just read how protoss are complaining about the other builds terran can throw at them after the scout is denied by the 2nd depot.

People say 2 rax bunker rush is impossible and I have seen on stream, pro zerg still losing to bunker rush plain and simple.
Some toss still losing to 1/1/1 in SPL.
that GSL final, MVP beat life a few games with just blue flame hellions while opening looks exactly the same for almost all the games.

So am I right to say, to beat anything in Hots, you just need HT, tempest, void ray and archons because there aren't a counter to this deathball?


You have to be more clear, I don't understeand your arguments at all.

Like, are we discussing what? Oracles being hard to hold or easy to hold? I can give you some feedback on TvP Oracle defense, because I've faced it like 100 times as Terran in beta.

People lose to random stuff here and there. That is no argument you can build on.

Of course you don't have to go HT/Tempest/Voidray to win in HotS. If you get there, great, you will most likely win in current beta build, but why are you even asking this in the first place? I'm confused...

OK
What I meant was:
listing nothing but the counter to those builds doesn't mean anything.

Just like saying Oracle just requires missile turrets and marines, when there are other things to consider such as what if it was a void ray all in. Was it a proxy'd stargate etc

Then assuming sky toss has no counter,
by that logic,
he cannot list counter
meaning
sky toss = sure win?
其疾如风,其徐如林,侵掠如火,不动如山,难知如阴,动如雷震。
Rider517
Profile Joined June 2011
70 Posts
February 22 2013 12:29 GMT
#202
the problem is that when terran have something that is really effective it get nerfed unitll it become not worthy
kinsky
Profile Joined November 2010
Germany368 Posts
February 22 2013 12:34 GMT
#203
On February 22 2013 20:26 Hattori_Hanzo wrote:
Show nested quote +
On February 22 2013 19:40 Everlong wrote:
On February 22 2013 19:39 ETisME wrote:
On February 22 2013 19:32 Rider517 wrote:
On February 22 2013 19:21 Everlong wrote:
On February 22 2013 19:20 Dvriel wrote:
On February 22 2013 18:01 Rider517 wrote:
Terran has plenty of early game strategies to utilize vs. Zerg.

can someone tell me which are these plenty strategies that have a real effect in early game?


2 rax+bunker hehe
double starport banshee
mass BFH
bio drop
hellions drop
marine+siege tank push

Now,seriously,can someone tell me any early aggression that makes Zerg really suffer?


Ask BitByBit.. Hes gonna come up with smtn.. :D


spines, queens
spores, queens
wall off, queens
free spores
mono speed lings

maybe you are one of those that made the devs think that zerg need more early game scouting options if you die to those

um..this is a stupid comment.
That's like saying to defend oracle opening, you need missile turrets and marines.
except the game isn't so simple.


What exactly is stupid about it? Also, what is wrong with missile turrets and marines defending oracle? I don't get your post at all..

edit: If you question you need both Missile Turrets and Marines, well.. Marines alone are not enough. You can't tell if he is only going for 1 oracle, or for 2-3 oracles. Missile Turret is of course safe and definitive answer to Oracles, but it's also huge investment just for the sake of the possibility he is going Oracles.. Compare this to Crawlers/Queens for Zerg and you have basic idea, how broken or not things are..



Well said. Zerg players are NOT abusing the mobility and versatility of their race. As it stands, they are abusing Blizzard's balanced win ratio doctrine.

Current situation:
1. Go 3 base expand every pro-game,
2. Lose when they can't defend with small number of roaches/hydra/lings/etc, two queens and mass drones,
3. Whine about unit efficiency, lost mining time, because mid-game, APM requirements, etc etc consequently...
4. Blizzard nerfs the offending composition.
5. Complain that SC2 for Zerg is boring.

Edit: As it stands, why aren't Zerg abusing their scouting options and doing early game crawler/queen pushes, the same way Terrans do 3 marine/2 SCV bunker rushes? Queens can keep the crawlers alive with just transfuse, forcing the T to build marauders, instead of more production or tech (economic "damage") and expand behind it.

OH right, they don't need to do that since the only available openings for Terran can be dealt with a single cycle of roaches and a single queen.


I second every single word of yours.
Everlong
Profile Joined April 2010
Czech Republic1973 Posts
February 22 2013 12:44 GMT
#204
On February 22 2013 21:22 ETisME wrote:
Show nested quote +
On February 22 2013 21:17 Everlong wrote:
On February 22 2013 21:11 ETisME wrote:
On February 22 2013 19:40 Everlong wrote:
On February 22 2013 19:39 ETisME wrote:
On February 22 2013 19:32 Rider517 wrote:
On February 22 2013 19:21 Everlong wrote:
On February 22 2013 19:20 Dvriel wrote:
On February 22 2013 18:01 Rider517 wrote:
Terran has plenty of early game strategies to utilize vs. Zerg.

can someone tell me which are these plenty strategies that have a real effect in early game?


2 rax+bunker hehe
double starport banshee
mass BFH
bio drop
hellions drop
marine+siege tank push

Now,seriously,can someone tell me any early aggression that makes Zerg really suffer?


Ask BitByBit.. Hes gonna come up with smtn.. :D


spines, queens
spores, queens
wall off, queens
free spores
mono speed lings

maybe you are one of those that made the devs think that zerg need more early game scouting options if you die to those

um..this is a stupid comment.
That's like saying to defend oracle opening, you need missile turrets and marines.
except the game isn't so simple.


What exactly is stupid about it? Also, what is wrong with missile turrets and marines defending oracle? I don't get your post at all..

edit: If you question you need both Missile Turrets and Marines, well.. Marines alone are not enough. You can't tell if he is only going for 1 oracle, or for 2-3 oracles. Missile Turret is of course safe and definitive answer to Oracles, but it's also huge investment just for the sake of the possibility he is going Oracles.. Compare this to Crawlers/Queens for Zerg and you have basic idea, how broken or not things are..

you don't get it, do you?
http://www.teamliquid.net/forum/viewmessage.php?topic_id=399311

Sure, the best possible solution is missile turrets at perfect solution, get a high marine number. but try read through the terran perspective, and don't forget you don't know what is coming exactly.
Or just read how protoss are complaining about the other builds terran can throw at them after the scout is denied by the 2nd depot.

People say 2 rax bunker rush is impossible and I have seen on stream, pro zerg still losing to bunker rush plain and simple.
Some toss still losing to 1/1/1 in SPL.
that GSL final, MVP beat life a few games with just blue flame hellions while opening looks exactly the same for almost all the games.

So am I right to say, to beat anything in Hots, you just need HT, tempest, void ray and archons because there aren't a counter to this deathball?


You have to be more clear, I don't understeand your arguments at all.

Like, are we discussing what? Oracles being hard to hold or easy to hold? I can give you some feedback on TvP Oracle defense, because I've faced it like 100 times as Terran in beta.

People lose to random stuff here and there. That is no argument you can build on.

Of course you don't have to go HT/Tempest/Voidray to win in HotS. If you get there, great, you will most likely win in current beta build, but why are you even asking this in the first place? I'm confused...

OK
What I meant was:
listing nothing but the counter to those builds doesn't mean anything.

Just like saying Oracle just requires missile turrets and marines, when there are other things to consider such as what if it was a void ray all in. Was it a proxy'd stargate etc

Then assuming sky toss has no counter,
by that logic,
he cannot list counter
meaning
sky toss = sure win?


I see..

I expect people here to have basic idea how the game flows and that context is always taken into account. So, by listing unit counters, surely I do expect people to know, what does it take to get them, when do they get them, and so on...

So by saying spine/spore + queen makes for free 3 base 80 drone eco freeway highway into late-geme I take into account everything Protoss and Terran can throw on Zerg to possibly deny it. As it seems right now, Hellbats are (along with Reaper shenenigans) the only way to force units from Zerg before they get their 60-80 drones up. You can do crazy 1-2base allins, sure. But it's been proven multiple times that those are relatively easy countered if you are prepared and you basically only lose if you overdrone, or just don't make units in the right time. See last 1 year of WoL...

At least this is my view on this issue.
ETisME
Profile Blog Joined April 2011
12686 Posts
February 22 2013 12:56 GMT
#205
On February 22 2013 21:44 Everlong wrote:
Show nested quote +
On February 22 2013 21:22 ETisME wrote:
On February 22 2013 21:17 Everlong wrote:
On February 22 2013 21:11 ETisME wrote:
On February 22 2013 19:40 Everlong wrote:
On February 22 2013 19:39 ETisME wrote:
On February 22 2013 19:32 Rider517 wrote:
On February 22 2013 19:21 Everlong wrote:
On February 22 2013 19:20 Dvriel wrote:
On February 22 2013 18:01 Rider517 wrote:
Terran has plenty of early game strategies to utilize vs. Zerg.

can someone tell me which are these plenty strategies that have a real effect in early game?


2 rax+bunker hehe
double starport banshee
mass BFH
bio drop
hellions drop
marine+siege tank push

Now,seriously,can someone tell me any early aggression that makes Zerg really suffer?


Ask BitByBit.. Hes gonna come up with smtn.. :D


spines, queens
spores, queens
wall off, queens
free spores
mono speed lings

maybe you are one of those that made the devs think that zerg need more early game scouting options if you die to those

um..this is a stupid comment.
That's like saying to defend oracle opening, you need missile turrets and marines.
except the game isn't so simple.


What exactly is stupid about it? Also, what is wrong with missile turrets and marines defending oracle? I don't get your post at all..

edit: If you question you need both Missile Turrets and Marines, well.. Marines alone are not enough. You can't tell if he is only going for 1 oracle, or for 2-3 oracles. Missile Turret is of course safe and definitive answer to Oracles, but it's also huge investment just for the sake of the possibility he is going Oracles.. Compare this to Crawlers/Queens for Zerg and you have basic idea, how broken or not things are..

you don't get it, do you?
http://www.teamliquid.net/forum/viewmessage.php?topic_id=399311

Sure, the best possible solution is missile turrets at perfect solution, get a high marine number. but try read through the terran perspective, and don't forget you don't know what is coming exactly.
Or just read how protoss are complaining about the other builds terran can throw at them after the scout is denied by the 2nd depot.

People say 2 rax bunker rush is impossible and I have seen on stream, pro zerg still losing to bunker rush plain and simple.
Some toss still losing to 1/1/1 in SPL.
that GSL final, MVP beat life a few games with just blue flame hellions while opening looks exactly the same for almost all the games.

So am I right to say, to beat anything in Hots, you just need HT, tempest, void ray and archons because there aren't a counter to this deathball?


You have to be more clear, I don't understeand your arguments at all.

Like, are we discussing what? Oracles being hard to hold or easy to hold? I can give you some feedback on TvP Oracle defense, because I've faced it like 100 times as Terran in beta.

People lose to random stuff here and there. That is no argument you can build on.

Of course you don't have to go HT/Tempest/Voidray to win in HotS. If you get there, great, you will most likely win in current beta build, but why are you even asking this in the first place? I'm confused...

OK
What I meant was:
listing nothing but the counter to those builds doesn't mean anything.

Just like saying Oracle just requires missile turrets and marines, when there are other things to consider such as what if it was a void ray all in. Was it a proxy'd stargate etc

Then assuming sky toss has no counter,
by that logic,
he cannot list counter
meaning
sky toss = sure win?


I see..

I expect people here to have basic idea how the game flows and that context is always taken into account. So, by listing unit counters, surely I do expect people to know, what does it take to get them, when do they get them, and so on...

So by saying spine/spore + queen makes for free 3 base 80 drone eco freeway highway into late-geme I take into account everything Protoss and Terran can throw on Zerg to possibly deny it. As it seems right now, Hellbats are (along with Reaper shenenigans) the only way to force units from Zerg before they get their 60-80 drones up. You can do crazy 1-2base allins, sure. But it's been proven multiple times that those are relatively easy countered if you are prepared and you basically only lose if you overdrone, or just don't make units in the right time. See last 1 year of WoL...

At least this is my view on this issue.

It's not that easy when you aren't sure what is coming.
Making spines and spores sure are easy way to stay alive in early game but when it comes to the competitive level, there is a reason why pro don't throw down random spines and spores until they have a good economy running.

What last 1 year of WoL showed us was the super powerful bl/infestor ball, not the 60-80 drones. They are related but not the cause of zerg winning so many games last year.
If there were no broodlords for example, I am pretty sure T and P would have a much easier time in matchup against Z simply because those 60-80 drones can only produce an army that T and P are able to beat easier.

and 2 base all ins are really not easy countered. Especially in PvZ where 2 base all in style is so dominate.
其疾如风,其徐如林,侵掠如火,不动如山,难知如阴,动如雷震。
drkcid
Profile Joined October 2012
Spain196 Posts
Last Edited: 2013-02-22 12:59:00
February 22 2013 12:58 GMT
#206
I like the idea of reinstating fransform for hellions, as I said in the previous patch thread I think its better to play with times rather than unit stats for balance.

But now that we are almost at the end of the beta I think that someting is wrong in HOTS:

T is a deffensive and positional race -> wrong -> T needs to be very agressive (drops, all -ins) because in late game P y Z have more advantage.
Z has the movility -> wrong -> grab 3 exp, defend and go to the late game, movility? well maybe a zerling counterattack.
P low numbers of powerfull units -> wrong -> besides some all-ins, its always a 200/200 deathball.

Im a bit dissapointed.
Just for fun
Rider517
Profile Joined June 2011
70 Posts
February 22 2013 13:09 GMT
#207
On February 22 2013 21:58 drkcid wrote:
I like the idea of reinstating fransform for hellions, as I said in the previous patch thread I think its better to play with times rather than unit stats for balance.

But now that we are almost at the end of the beta I think that someting is wrong in HOTS:

T is a deffensive and positional race -> wrong -> T needs to be very agressive (drops, all -ins) because in late game P y Z have more advantage.
Z has the movility -> wrong -> grab 3 exp, defend and go to the late game, movility? well maybe a zerling counterattack.
P low numbers of powerfull units -> wrong -> besides some all-ins, its always a 200/200 deathball.

Im a bit dissapointed.

that's why it's broken

races gameplay is paradoxical
Everlong
Profile Joined April 2010
Czech Republic1973 Posts
February 22 2013 13:12 GMT
#208
On February 22 2013 21:56 ETisME wrote:
Show nested quote +
On February 22 2013 21:44 Everlong wrote:
On February 22 2013 21:22 ETisME wrote:
On February 22 2013 21:17 Everlong wrote:
On February 22 2013 21:11 ETisME wrote:
On February 22 2013 19:40 Everlong wrote:
On February 22 2013 19:39 ETisME wrote:
On February 22 2013 19:32 Rider517 wrote:
On February 22 2013 19:21 Everlong wrote:
On February 22 2013 19:20 Dvriel wrote:
[quote]

2 rax+bunker hehe
double starport banshee
mass BFH
bio drop
hellions drop
marine+siege tank push

Now,seriously,can someone tell me any early aggression that makes Zerg really suffer?


Ask BitByBit.. Hes gonna come up with smtn.. :D


spines, queens
spores, queens
wall off, queens
free spores
mono speed lings

maybe you are one of those that made the devs think that zerg need more early game scouting options if you die to those

um..this is a stupid comment.
That's like saying to defend oracle opening, you need missile turrets and marines.
except the game isn't so simple.


What exactly is stupid about it? Also, what is wrong with missile turrets and marines defending oracle? I don't get your post at all..

edit: If you question you need both Missile Turrets and Marines, well.. Marines alone are not enough. You can't tell if he is only going for 1 oracle, or for 2-3 oracles. Missile Turret is of course safe and definitive answer to Oracles, but it's also huge investment just for the sake of the possibility he is going Oracles.. Compare this to Crawlers/Queens for Zerg and you have basic idea, how broken or not things are..

you don't get it, do you?
http://www.teamliquid.net/forum/viewmessage.php?topic_id=399311

Sure, the best possible solution is missile turrets at perfect solution, get a high marine number. but try read through the terran perspective, and don't forget you don't know what is coming exactly.
Or just read how protoss are complaining about the other builds terran can throw at them after the scout is denied by the 2nd depot.

People say 2 rax bunker rush is impossible and I have seen on stream, pro zerg still losing to bunker rush plain and simple.
Some toss still losing to 1/1/1 in SPL.
that GSL final, MVP beat life a few games with just blue flame hellions while opening looks exactly the same for almost all the games.

So am I right to say, to beat anything in Hots, you just need HT, tempest, void ray and archons because there aren't a counter to this deathball?


You have to be more clear, I don't understeand your arguments at all.

Like, are we discussing what? Oracles being hard to hold or easy to hold? I can give you some feedback on TvP Oracle defense, because I've faced it like 100 times as Terran in beta.

People lose to random stuff here and there. That is no argument you can build on.

Of course you don't have to go HT/Tempest/Voidray to win in HotS. If you get there, great, you will most likely win in current beta build, but why are you even asking this in the first place? I'm confused...

OK
What I meant was:
listing nothing but the counter to those builds doesn't mean anything.

Just like saying Oracle just requires missile turrets and marines, when there are other things to consider such as what if it was a void ray all in. Was it a proxy'd stargate etc

Then assuming sky toss has no counter,
by that logic,
he cannot list counter
meaning
sky toss = sure win?


I see..

I expect people here to have basic idea how the game flows and that context is always taken into account. So, by listing unit counters, surely I do expect people to know, what does it take to get them, when do they get them, and so on...

So by saying spine/spore + queen makes for free 3 base 80 drone eco freeway highway into late-geme I take into account everything Protoss and Terran can throw on Zerg to possibly deny it. As it seems right now, Hellbats are (along with Reaper shenenigans) the only way to force units from Zerg before they get their 60-80 drones up. You can do crazy 1-2base allins, sure. But it's been proven multiple times that those are relatively easy countered if you are prepared and you basically only lose if you overdrone, or just don't make units in the right time. See last 1 year of WoL...

At least this is my view on this issue.

It's not that easy when you aren't sure what is coming.
Making spines and spores sure are easy way to stay alive in early game but when it comes to the competitive level, there is a reason why pro don't throw down random spines and spores until they have a good economy running.

What last 1 year of WoL showed us was the super powerful bl/infestor ball, not the 60-80 drones. They are related but not the cause of zerg winning so many games last year.
If there were no broodlords for example, I am pretty sure T and P would have a much easier time in matchup against Z simply because those 60-80 drones can only produce an army that T and P are able to beat easier.

and 2 base all ins are really not easy countered. Especially in PvZ where 2 base all in style is so dominate.


I think Zerg players have currenty more then enough tools to scout, what is comming. But allright.

Also, as a Zerg, you starve on gas, not on minerals. So Crawlers should not slow down your economy really.

If there were no Broodlords, I'm pretty sure, no one would ever play this defensive playstyle. But guess what, there are Broodlords in the game. The problem is, there is the most ridiculous deathball in WoL you can imagine, Broodlord/Infestor/Corruptor + Queen and mass Crawlers. Nothing is going to beat that. Now, what race has this deathball to its disposal? Well, the race with best production capabilities, macro, mapcontrol and mobility. No wonder, every Zerg is going for this composition. The game is balanced in a way to make sure P and T have chance to kill Zerg before they "get there". Which, frankly, is terrible from design perspective..

I might be wrong, but this is really what I'm watching last year of Starcraft 2.
Everlong
Profile Joined April 2010
Czech Republic1973 Posts
February 22 2013 13:17 GMT
#209
On February 22 2013 21:58 drkcid wrote:
I like the idea of reinstating fransform for hellions, as I said in the previous patch thread I think its better to play with times rather than unit stats for balance.

But now that we are almost at the end of the beta I think that someting is wrong in HOTS:

T is a deffensive and positional race -> wrong -> T needs to be very agressive (drops, all -ins) because in late game P y Z have more advantage.
Z has the movility -> wrong -> grab 3 exp, defend and go to the late game, movility? well maybe a zerling counterattack.
P low numbers of powerfull units -> wrong -> besides some all-ins, its always a 200/200 deathball.

Im a bit dissapointed.


It's a bit better in HotS. You can actually play late-game as Terran in current beta build. I guess it can't be much worse from now on..

Protoss is going to be broken forever, because of warp-in mechanic. Skytoss is currently the new brood/inf.

Z is kinda trying to find ways how to play. Camping into brood/inf doesn't work anymore. Terran has new Thors, mines, powerfull HSM, etc.. Protoss has Tempests.

Viper is really powerful and it enables really strong mid-game for Zerg, we'll see...
ZenithM
Profile Joined February 2011
France15952 Posts
February 22 2013 13:40 GMT
#210
100/100 is really the max they can make a transform upgrade cost imo. Think siege tech, and it's not even in the game anymore.
Snusmumriken
Profile Joined April 2012
Sweden1717 Posts
February 22 2013 13:51 GMT
#211
Why couldnt they just make the hellbat weaker and have the blueflame upgrade to give it its full capacity????
Amove for Aiur
Rabiator
Profile Joined March 2010
Germany3948 Posts
February 22 2013 14:00 GMT
#212
Looks like yet another change which adjusts a TIMING instead of adjusting the abilities of units to fight each other.

"Dont let them get there" seems to be the only tactic to balance SC2 which Blizzard knows.
If you cant say what you're meaning, you can never mean what you're saying.
ETisME
Profile Blog Joined April 2011
12686 Posts
February 22 2013 14:02 GMT
#213
On February 22 2013 22:12 Everlong wrote:
Show nested quote +
On February 22 2013 21:56 ETisME wrote:
On February 22 2013 21:44 Everlong wrote:
On February 22 2013 21:22 ETisME wrote:
On February 22 2013 21:17 Everlong wrote:
On February 22 2013 21:11 ETisME wrote:
On February 22 2013 19:40 Everlong wrote:
On February 22 2013 19:39 ETisME wrote:
On February 22 2013 19:32 Rider517 wrote:
On February 22 2013 19:21 Everlong wrote:
[quote]

Ask BitByBit.. Hes gonna come up with smtn.. :D


spines, queens
spores, queens
wall off, queens
free spores
mono speed lings

maybe you are one of those that made the devs think that zerg need more early game scouting options if you die to those

um..this is a stupid comment.
That's like saying to defend oracle opening, you need missile turrets and marines.
except the game isn't so simple.


What exactly is stupid about it? Also, what is wrong with missile turrets and marines defending oracle? I don't get your post at all..

edit: If you question you need both Missile Turrets and Marines, well.. Marines alone are not enough. You can't tell if he is only going for 1 oracle, or for 2-3 oracles. Missile Turret is of course safe and definitive answer to Oracles, but it's also huge investment just for the sake of the possibility he is going Oracles.. Compare this to Crawlers/Queens for Zerg and you have basic idea, how broken or not things are..

you don't get it, do you?
http://www.teamliquid.net/forum/viewmessage.php?topic_id=399311

Sure, the best possible solution is missile turrets at perfect solution, get a high marine number. but try read through the terran perspective, and don't forget you don't know what is coming exactly.
Or just read how protoss are complaining about the other builds terran can throw at them after the scout is denied by the 2nd depot.

People say 2 rax bunker rush is impossible and I have seen on stream, pro zerg still losing to bunker rush plain and simple.
Some toss still losing to 1/1/1 in SPL.
that GSL final, MVP beat life a few games with just blue flame hellions while opening looks exactly the same for almost all the games.

So am I right to say, to beat anything in Hots, you just need HT, tempest, void ray and archons because there aren't a counter to this deathball?


You have to be more clear, I don't understeand your arguments at all.

Like, are we discussing what? Oracles being hard to hold or easy to hold? I can give you some feedback on TvP Oracle defense, because I've faced it like 100 times as Terran in beta.

People lose to random stuff here and there. That is no argument you can build on.

Of course you don't have to go HT/Tempest/Voidray to win in HotS. If you get there, great, you will most likely win in current beta build, but why are you even asking this in the first place? I'm confused...

OK
What I meant was:
listing nothing but the counter to those builds doesn't mean anything.

Just like saying Oracle just requires missile turrets and marines, when there are other things to consider such as what if it was a void ray all in. Was it a proxy'd stargate etc

Then assuming sky toss has no counter,
by that logic,
he cannot list counter
meaning
sky toss = sure win?


I see..

I expect people here to have basic idea how the game flows and that context is always taken into account. So, by listing unit counters, surely I do expect people to know, what does it take to get them, when do they get them, and so on...

So by saying spine/spore + queen makes for free 3 base 80 drone eco freeway highway into late-geme I take into account everything Protoss and Terran can throw on Zerg to possibly deny it. As it seems right now, Hellbats are (along with Reaper shenenigans) the only way to force units from Zerg before they get their 60-80 drones up. You can do crazy 1-2base allins, sure. But it's been proven multiple times that those are relatively easy countered if you are prepared and you basically only lose if you overdrone, or just don't make units in the right time. See last 1 year of WoL...

At least this is my view on this issue.

It's not that easy when you aren't sure what is coming.
Making spines and spores sure are easy way to stay alive in early game but when it comes to the competitive level, there is a reason why pro don't throw down random spines and spores until they have a good economy running.

What last 1 year of WoL showed us was the super powerful bl/infestor ball, not the 60-80 drones. They are related but not the cause of zerg winning so many games last year.
If there were no broodlords for example, I am pretty sure T and P would have a much easier time in matchup against Z simply because those 60-80 drones can only produce an army that T and P are able to beat easier.

and 2 base all ins are really not easy countered. Especially in PvZ where 2 base all in style is so dominate.


I think Zerg players have currenty more then enough tools to scout, what is comming. But allright.

Also, as a Zerg, you starve on gas, not on minerals. So Crawlers should not slow down your economy really.

If there were no Broodlords, I'm pretty sure, no one would ever play this defensive playstyle. But guess what, there are Broodlords in the game. The problem is, there is the most ridiculous deathball in WoL you can imagine, Broodlord/Infestor/Corruptor + Queen and mass Crawlers. Nothing is going to beat that. Now, what race has this deathball to its disposal? Well, the race with best production capabilities, macro, mapcontrol and mobility. No wonder, every Zerg is going for this composition. The game is balanced in a way to make sure P and T have chance to kill Zerg before they "get there". Which, frankly, is terrible from design perspective..

I might be wrong, but this is really what I'm watching last year of Starcraft 2.

you are wrong on some points imo.
First, spines and spores are always set up in mid game. Excessive spines and spores to help defending the weak timing for morphing broodlords, or to help stop drops etc. But I was talking about spines and spores being expensive in early game.

Broodlords/infestors/corruptor and queens is not the ultimate deathball in WoL.
Sky Terran imo, is the strongest.
the problem is how difficult it is to transition into this skydeathball.
for more details, I would direct you to read my thread:
http://www.teamliquid.net/forum/viewmessage.php?topic_id=39592

My opinion on what is design flaw is whether the game should have an unbeatable deathball. And whether sky deathball is too powerful because of the ability to ignore units that cannot shoot air.
其疾如风,其徐如林,侵掠如火,不动如山,难知如阴,动如雷震。
MiCroLiFe
Profile Joined March 2012
Norway275 Posts
Last Edited: 2013-02-22 14:14:31
February 22 2013 14:13 GMT
#214
WOW...

Ive tried Hellbats build, all in, 1 rak expand into hellbat, Roach counter them easy.. AND now it takes even longer to make them and more expencive to get them?

Im back too 2rak every single tvz.. cause you cant beat them in any other way if you have equal skill.

and now zerg cries cause they cant figure out how to stop pushes in 3-4 days? wow..

What about 4gate whit sentries when terran lose even whit 4 bunkers????? DO WE CRY?

What about Baneling bust? or roach timings when we try mech? WE have DIED AND DIED so many times. and stil they just NERF AND NERF AND NERF.. The skill between equal ranked terran/zerg/toss is So retarded. Im Much better than the same ranked toss /zerg in my league. I played toss for 2 days, and i won ALL my games.. LOL A move whit deathball.. super easy

WHat new do we get in hots? Mines taht is easely countered by observer/overseer? Hellbats that arent that good? the drop was kinda.. Half as good as baneling drop.. but now whit just 2, it sucks.. dropping marines is stil what i prefer and what do most damage. Im wondering if i should cancel my Hots i ordered... Its less than 22 % terran left in Master.. now it will be even less... GOod job patch zergs who A move to win.

guess ill get a warning for this. but its worth it
Im Terran. Yes i will balance whine somethimes. And thats how we terrans survive, Hoping for balance patches<3
p14c
Profile Joined May 2010
Vatican City State431 Posts
February 22 2013 14:13 GMT
#215
They want to force Terran players to reach late game against Protoss or Zergs but they forgot that Terran high tier units are crap. If Terran doesn't do damage early in the game they have very little chances in the late game vsP or vsZ.
Game Over, Man! Game Over!
Mehukannu
Profile Joined October 2010
Finland421 Posts
February 22 2013 14:25 GMT
#216
On February 22 2013 23:02 ETisME wrote:
Show nested quote +
On February 22 2013 22:12 Everlong wrote:
On February 22 2013 21:56 ETisME wrote:
On February 22 2013 21:44 Everlong wrote:
On February 22 2013 21:22 ETisME wrote:
On February 22 2013 21:17 Everlong wrote:
On February 22 2013 21:11 ETisME wrote:
On February 22 2013 19:40 Everlong wrote:
On February 22 2013 19:39 ETisME wrote:
On February 22 2013 19:32 Rider517 wrote:
[quote]

spines, queens
spores, queens
wall off, queens
free spores
mono speed lings

maybe you are one of those that made the devs think that zerg need more early game scouting options if you die to those

um..this is a stupid comment.
That's like saying to defend oracle opening, you need missile turrets and marines.
except the game isn't so simple.


What exactly is stupid about it? Also, what is wrong with missile turrets and marines defending oracle? I don't get your post at all..

edit: If you question you need both Missile Turrets and Marines, well.. Marines alone are not enough. You can't tell if he is only going for 1 oracle, or for 2-3 oracles. Missile Turret is of course safe and definitive answer to Oracles, but it's also huge investment just for the sake of the possibility he is going Oracles.. Compare this to Crawlers/Queens for Zerg and you have basic idea, how broken or not things are..

you don't get it, do you?
http://www.teamliquid.net/forum/viewmessage.php?topic_id=399311

Sure, the best possible solution is missile turrets at perfect solution, get a high marine number. but try read through the terran perspective, and don't forget you don't know what is coming exactly.
Or just read how protoss are complaining about the other builds terran can throw at them after the scout is denied by the 2nd depot.

People say 2 rax bunker rush is impossible and I have seen on stream, pro zerg still losing to bunker rush plain and simple.
Some toss still losing to 1/1/1 in SPL.
that GSL final, MVP beat life a few games with just blue flame hellions while opening looks exactly the same for almost all the games.

So am I right to say, to beat anything in Hots, you just need HT, tempest, void ray and archons because there aren't a counter to this deathball?


You have to be more clear, I don't understeand your arguments at all.

Like, are we discussing what? Oracles being hard to hold or easy to hold? I can give you some feedback on TvP Oracle defense, because I've faced it like 100 times as Terran in beta.

People lose to random stuff here and there. That is no argument you can build on.

Of course you don't have to go HT/Tempest/Voidray to win in HotS. If you get there, great, you will most likely win in current beta build, but why are you even asking this in the first place? I'm confused...

OK
What I meant was:
listing nothing but the counter to those builds doesn't mean anything.

Just like saying Oracle just requires missile turrets and marines, when there are other things to consider such as what if it was a void ray all in. Was it a proxy'd stargate etc

Then assuming sky toss has no counter,
by that logic,
he cannot list counter
meaning
sky toss = sure win?


I see..

I expect people here to have basic idea how the game flows and that context is always taken into account. So, by listing unit counters, surely I do expect people to know, what does it take to get them, when do they get them, and so on...

So by saying spine/spore + queen makes for free 3 base 80 drone eco freeway highway into late-geme I take into account everything Protoss and Terran can throw on Zerg to possibly deny it. As it seems right now, Hellbats are (along with Reaper shenenigans) the only way to force units from Zerg before they get their 60-80 drones up. You can do crazy 1-2base allins, sure. But it's been proven multiple times that those are relatively easy countered if you are prepared and you basically only lose if you overdrone, or just don't make units in the right time. See last 1 year of WoL...

At least this is my view on this issue.

It's not that easy when you aren't sure what is coming.
Making spines and spores sure are easy way to stay alive in early game but when it comes to the competitive level, there is a reason why pro don't throw down random spines and spores until they have a good economy running.

What last 1 year of WoL showed us was the super powerful bl/infestor ball, not the 60-80 drones. They are related but not the cause of zerg winning so many games last year.
If there were no broodlords for example, I am pretty sure T and P would have a much easier time in matchup against Z simply because those 60-80 drones can only produce an army that T and P are able to beat easier.

and 2 base all ins are really not easy countered. Especially in PvZ where 2 base all in style is so dominate.


I think Zerg players have currenty more then enough tools to scout, what is comming. But allright.

Also, as a Zerg, you starve on gas, not on minerals. So Crawlers should not slow down your economy really.

If there were no Broodlords, I'm pretty sure, no one would ever play this defensive playstyle. But guess what, there are Broodlords in the game. The problem is, there is the most ridiculous deathball in WoL you can imagine, Broodlord/Infestor/Corruptor + Queen and mass Crawlers. Nothing is going to beat that. Now, what race has this deathball to its disposal? Well, the race with best production capabilities, macro, mapcontrol and mobility. No wonder, every Zerg is going for this composition. The game is balanced in a way to make sure P and T have chance to kill Zerg before they "get there". Which, frankly, is terrible from design perspective..

I might be wrong, but this is really what I'm watching last year of Starcraft 2.

you are wrong on some points imo.
First, spines and spores are always set up in mid game. Excessive spines and spores to help defending the weak timing for morphing broodlords, or to help stop drops etc. But I was talking about spines and spores being expensive in early game.

Broodlords/infestors/corruptor and queens is not the ultimate deathball in WoL.
Sky Terran imo, is the strongest.
the problem is how difficult it is to transition into this skydeathball.
for more details, I would direct you to read my thread:
http://www.teamliquid.net/forum/viewmessage.php?topic_id=39592

My opinion on what is design flaw is whether the game should have an unbeatable deathball. And whether sky deathball is too powerful because of the ability to ignore units that cannot shoot air.

Lol, sky terran is so freaking rare that it is strong because almost no one has ever fought against it. That in it self would make it the worst death ball in the game, because it isn't reliable at all!
C=('. ' Q)
Rider517
Profile Joined June 2011
70 Posts
February 22 2013 14:31 GMT
#217
On February 22 2013 23:02 ETisME wrote:
Show nested quote +
On February 22 2013 22:12 Everlong wrote:
On February 22 2013 21:56 ETisME wrote:
On February 22 2013 21:44 Everlong wrote:
On February 22 2013 21:22 ETisME wrote:
On February 22 2013 21:17 Everlong wrote:
On February 22 2013 21:11 ETisME wrote:
On February 22 2013 19:40 Everlong wrote:
On February 22 2013 19:39 ETisME wrote:
On February 22 2013 19:32 Rider517 wrote:
[quote]

spines, queens
spores, queens
wall off, queens
free spores
mono speed lings

maybe you are one of those that made the devs think that zerg need more early game scouting options if you die to those

um..this is a stupid comment.
That's like saying to defend oracle opening, you need missile turrets and marines.
except the game isn't so simple.


What exactly is stupid about it? Also, what is wrong with missile turrets and marines defending oracle? I don't get your post at all..

edit: If you question you need both Missile Turrets and Marines, well.. Marines alone are not enough. You can't tell if he is only going for 1 oracle, or for 2-3 oracles. Missile Turret is of course safe and definitive answer to Oracles, but it's also huge investment just for the sake of the possibility he is going Oracles.. Compare this to Crawlers/Queens for Zerg and you have basic idea, how broken or not things are..

you don't get it, do you?
http://www.teamliquid.net/forum/viewmessage.php?topic_id=399311

Sure, the best possible solution is missile turrets at perfect solution, get a high marine number. but try read through the terran perspective, and don't forget you don't know what is coming exactly.
Or just read how protoss are complaining about the other builds terran can throw at them after the scout is denied by the 2nd depot.

People say 2 rax bunker rush is impossible and I have seen on stream, pro zerg still losing to bunker rush plain and simple.
Some toss still losing to 1/1/1 in SPL.
that GSL final, MVP beat life a few games with just blue flame hellions while opening looks exactly the same for almost all the games.

So am I right to say, to beat anything in Hots, you just need HT, tempest, void ray and archons because there aren't a counter to this deathball?


You have to be more clear, I don't understeand your arguments at all.

Like, are we discussing what? Oracles being hard to hold or easy to hold? I can give you some feedback on TvP Oracle defense, because I've faced it like 100 times as Terran in beta.

People lose to random stuff here and there. That is no argument you can build on.

Of course you don't have to go HT/Tempest/Voidray to win in HotS. If you get there, great, you will most likely win in current beta build, but why are you even asking this in the first place? I'm confused...

OK
What I meant was:
listing nothing but the counter to those builds doesn't mean anything.

Just like saying Oracle just requires missile turrets and marines, when there are other things to consider such as what if it was a void ray all in. Was it a proxy'd stargate etc

Then assuming sky toss has no counter,
by that logic,
he cannot list counter
meaning
sky toss = sure win?


I see..

I expect people here to have basic idea how the game flows and that context is always taken into account. So, by listing unit counters, surely I do expect people to know, what does it take to get them, when do they get them, and so on...

So by saying spine/spore + queen makes for free 3 base 80 drone eco freeway highway into late-geme I take into account everything Protoss and Terran can throw on Zerg to possibly deny it. As it seems right now, Hellbats are (along with Reaper shenenigans) the only way to force units from Zerg before they get their 60-80 drones up. You can do crazy 1-2base allins, sure. But it's been proven multiple times that those are relatively easy countered if you are prepared and you basically only lose if you overdrone, or just don't make units in the right time. See last 1 year of WoL...

At least this is my view on this issue.

It's not that easy when you aren't sure what is coming.
Making spines and spores sure are easy way to stay alive in early game but when it comes to the competitive level, there is a reason why pro don't throw down random spines and spores until they have a good economy running.

What last 1 year of WoL showed us was the super powerful bl/infestor ball, not the 60-80 drones. They are related but not the cause of zerg winning so many games last year.
If there were no broodlords for example, I am pretty sure T and P would have a much easier time in matchup against Z simply because those 60-80 drones can only produce an army that T and P are able to beat easier.

and 2 base all ins are really not easy countered. Especially in PvZ where 2 base all in style is so dominate.


I think Zerg players have currenty more then enough tools to scout, what is comming. But allright.

Also, as a Zerg, you starve on gas, not on minerals. So Crawlers should not slow down your economy really.

If there were no Broodlords, I'm pretty sure, no one would ever play this defensive playstyle. But guess what, there are Broodlords in the game. The problem is, there is the most ridiculous deathball in WoL you can imagine, Broodlord/Infestor/Corruptor + Queen and mass Crawlers. Nothing is going to beat that. Now, what race has this deathball to its disposal? Well, the race with best production capabilities, macro, mapcontrol and mobility. No wonder, every Zerg is going for this composition. The game is balanced in a way to make sure P and T have chance to kill Zerg before they "get there". Which, frankly, is terrible from design perspective..

I might be wrong, but this is really what I'm watching last year of Starcraft 2.

Broodlords/infestors/corruptor and queens is not the ultimate deathball in WoL.
Sky Terran imo, is the strongest.

what? lol, skyterran

races should not have a deathball, there should not be enough minerals to make a deathball, instead the economy is so explosive that you can maxout in the first 13-15 minutes with any race
Plansix
Profile Blog Joined April 2011
United States60190 Posts
February 22 2013 14:35 GMT
#218
On February 22 2013 23:25 Mehukannu wrote:
Show nested quote +
On February 22 2013 23:02 ETisME wrote:
On February 22 2013 22:12 Everlong wrote:
On February 22 2013 21:56 ETisME wrote:
On February 22 2013 21:44 Everlong wrote:
On February 22 2013 21:22 ETisME wrote:
On February 22 2013 21:17 Everlong wrote:
On February 22 2013 21:11 ETisME wrote:
On February 22 2013 19:40 Everlong wrote:
On February 22 2013 19:39 ETisME wrote:
[quote]
um..this is a stupid comment.
That's like saying to defend oracle opening, you need missile turrets and marines.
except the game isn't so simple.


What exactly is stupid about it? Also, what is wrong with missile turrets and marines defending oracle? I don't get your post at all..

edit: If you question you need both Missile Turrets and Marines, well.. Marines alone are not enough. You can't tell if he is only going for 1 oracle, or for 2-3 oracles. Missile Turret is of course safe and definitive answer to Oracles, but it's also huge investment just for the sake of the possibility he is going Oracles.. Compare this to Crawlers/Queens for Zerg and you have basic idea, how broken or not things are..

you don't get it, do you?
http://www.teamliquid.net/forum/viewmessage.php?topic_id=399311

Sure, the best possible solution is missile turrets at perfect solution, get a high marine number. but try read through the terran perspective, and don't forget you don't know what is coming exactly.
Or just read how protoss are complaining about the other builds terran can throw at them after the scout is denied by the 2nd depot.

People say 2 rax bunker rush is impossible and I have seen on stream, pro zerg still losing to bunker rush plain and simple.
Some toss still losing to 1/1/1 in SPL.
that GSL final, MVP beat life a few games with just blue flame hellions while opening looks exactly the same for almost all the games.

So am I right to say, to beat anything in Hots, you just need HT, tempest, void ray and archons because there aren't a counter to this deathball?


You have to be more clear, I don't understeand your arguments at all.

Like, are we discussing what? Oracles being hard to hold or easy to hold? I can give you some feedback on TvP Oracle defense, because I've faced it like 100 times as Terran in beta.

People lose to random stuff here and there. That is no argument you can build on.

Of course you don't have to go HT/Tempest/Voidray to win in HotS. If you get there, great, you will most likely win in current beta build, but why are you even asking this in the first place? I'm confused...

OK
What I meant was:
listing nothing but the counter to those builds doesn't mean anything.

Just like saying Oracle just requires missile turrets and marines, when there are other things to consider such as what if it was a void ray all in. Was it a proxy'd stargate etc

Then assuming sky toss has no counter,
by that logic,
he cannot list counter
meaning
sky toss = sure win?


I see..

I expect people here to have basic idea how the game flows and that context is always taken into account. So, by listing unit counters, surely I do expect people to know, what does it take to get them, when do they get them, and so on...

So by saying spine/spore + queen makes for free 3 base 80 drone eco freeway highway into late-geme I take into account everything Protoss and Terran can throw on Zerg to possibly deny it. As it seems right now, Hellbats are (along with Reaper shenenigans) the only way to force units from Zerg before they get their 60-80 drones up. You can do crazy 1-2base allins, sure. But it's been proven multiple times that those are relatively easy countered if you are prepared and you basically only lose if you overdrone, or just don't make units in the right time. See last 1 year of WoL...

At least this is my view on this issue.

It's not that easy when you aren't sure what is coming.
Making spines and spores sure are easy way to stay alive in early game but when it comes to the competitive level, there is a reason why pro don't throw down random spines and spores until they have a good economy running.

What last 1 year of WoL showed us was the super powerful bl/infestor ball, not the 60-80 drones. They are related but not the cause of zerg winning so many games last year.
If there were no broodlords for example, I am pretty sure T and P would have a much easier time in matchup against Z simply because those 60-80 drones can only produce an army that T and P are able to beat easier.

and 2 base all ins are really not easy countered. Especially in PvZ where 2 base all in style is so dominate.


I think Zerg players have currenty more then enough tools to scout, what is comming. But allright.

Also, as a Zerg, you starve on gas, not on minerals. So Crawlers should not slow down your economy really.

If there were no Broodlords, I'm pretty sure, no one would ever play this defensive playstyle. But guess what, there are Broodlords in the game. The problem is, there is the most ridiculous deathball in WoL you can imagine, Broodlord/Infestor/Corruptor + Queen and mass Crawlers. Nothing is going to beat that. Now, what race has this deathball to its disposal? Well, the race with best production capabilities, macro, mapcontrol and mobility. No wonder, every Zerg is going for this composition. The game is balanced in a way to make sure P and T have chance to kill Zerg before they "get there". Which, frankly, is terrible from design perspective..

I might be wrong, but this is really what I'm watching last year of Starcraft 2.

you are wrong on some points imo.
First, spines and spores are always set up in mid game. Excessive spines and spores to help defending the weak timing for morphing broodlords, or to help stop drops etc. But I was talking about spines and spores being expensive in early game.

Broodlords/infestors/corruptor and queens is not the ultimate deathball in WoL.
Sky Terran imo, is the strongest.
the problem is how difficult it is to transition into this skydeathball.
for more details, I would direct you to read my thread:
http://www.teamliquid.net/forum/viewmessage.php?topic_id=39592

My opinion on what is design flaw is whether the game should have an unbeatable deathball. And whether sky deathball is too powerful because of the ability to ignore units that cannot shoot air.

Lol, sky terran is so freaking rare that it is strong because almost no one has ever fought against it. That in it self would make it the worst death ball in the game, because it isn't reliable at all!


Every pro that has talked about end game sky terran has said it is bad ass, but getting there is impossible. I am interested to see if players can find a way once the metagame for HotS becomes more stable. Zerg and terran seem to be on even footing through most of the game right now, but that could change. Skytoss + storm looks pretty dumb, but a decrease in tempest HP or something along those lines might help out. Once the skytoss “death ball” has a weak link that can be exploited, the game might level out.

It is so hard to tell at this point, with few major events really cutting into the new metagame. It took protoss a really long time to learn to only build 3 colossi before investing in storm. Longer still for terrans to build ghost. Maps have not been adapted to the new units and the races new defensive abilities. Hopefully it opens up map design, which should free up some people try new styles.

No doubt, it is going to be fun to watch.
I have the Honor to be your Obedient Servant, P.6
TL+ Member
ETisME
Profile Blog Joined April 2011
12686 Posts
February 22 2013 14:35 GMT
#219
On February 22 2013 23:25 Mehukannu wrote:
Show nested quote +
On February 22 2013 23:02 ETisME wrote:
On February 22 2013 22:12 Everlong wrote:
On February 22 2013 21:56 ETisME wrote:
On February 22 2013 21:44 Everlong wrote:
On February 22 2013 21:22 ETisME wrote:
On February 22 2013 21:17 Everlong wrote:
On February 22 2013 21:11 ETisME wrote:
On February 22 2013 19:40 Everlong wrote:
On February 22 2013 19:39 ETisME wrote:
[quote]
um..this is a stupid comment.
That's like saying to defend oracle opening, you need missile turrets and marines.
except the game isn't so simple.


What exactly is stupid about it? Also, what is wrong with missile turrets and marines defending oracle? I don't get your post at all..

edit: If you question you need both Missile Turrets and Marines, well.. Marines alone are not enough. You can't tell if he is only going for 1 oracle, or for 2-3 oracles. Missile Turret is of course safe and definitive answer to Oracles, but it's also huge investment just for the sake of the possibility he is going Oracles.. Compare this to Crawlers/Queens for Zerg and you have basic idea, how broken or not things are..

you don't get it, do you?
http://www.teamliquid.net/forum/viewmessage.php?topic_id=399311

Sure, the best possible solution is missile turrets at perfect solution, get a high marine number. but try read through the terran perspective, and don't forget you don't know what is coming exactly.
Or just read how protoss are complaining about the other builds terran can throw at them after the scout is denied by the 2nd depot.

People say 2 rax bunker rush is impossible and I have seen on stream, pro zerg still losing to bunker rush plain and simple.
Some toss still losing to 1/1/1 in SPL.
that GSL final, MVP beat life a few games with just blue flame hellions while opening looks exactly the same for almost all the games.

So am I right to say, to beat anything in Hots, you just need HT, tempest, void ray and archons because there aren't a counter to this deathball?


You have to be more clear, I don't understeand your arguments at all.

Like, are we discussing what? Oracles being hard to hold or easy to hold? I can give you some feedback on TvP Oracle defense, because I've faced it like 100 times as Terran in beta.

People lose to random stuff here and there. That is no argument you can build on.

Of course you don't have to go HT/Tempest/Voidray to win in HotS. If you get there, great, you will most likely win in current beta build, but why are you even asking this in the first place? I'm confused...

OK
What I meant was:
listing nothing but the counter to those builds doesn't mean anything.

Just like saying Oracle just requires missile turrets and marines, when there are other things to consider such as what if it was a void ray all in. Was it a proxy'd stargate etc

Then assuming sky toss has no counter,
by that logic,
he cannot list counter
meaning
sky toss = sure win?


I see..

I expect people here to have basic idea how the game flows and that context is always taken into account. So, by listing unit counters, surely I do expect people to know, what does it take to get them, when do they get them, and so on...

So by saying spine/spore + queen makes for free 3 base 80 drone eco freeway highway into late-geme I take into account everything Protoss and Terran can throw on Zerg to possibly deny it. As it seems right now, Hellbats are (along with Reaper shenenigans) the only way to force units from Zerg before they get their 60-80 drones up. You can do crazy 1-2base allins, sure. But it's been proven multiple times that those are relatively easy countered if you are prepared and you basically only lose if you overdrone, or just don't make units in the right time. See last 1 year of WoL...

At least this is my view on this issue.

It's not that easy when you aren't sure what is coming.
Making spines and spores sure are easy way to stay alive in early game but when it comes to the competitive level, there is a reason why pro don't throw down random spines and spores until they have a good economy running.

What last 1 year of WoL showed us was the super powerful bl/infestor ball, not the 60-80 drones. They are related but not the cause of zerg winning so many games last year.
If there were no broodlords for example, I am pretty sure T and P would have a much easier time in matchup against Z simply because those 60-80 drones can only produce an army that T and P are able to beat easier.

and 2 base all ins are really not easy countered. Especially in PvZ where 2 base all in style is so dominate.


I think Zerg players have currenty more then enough tools to scout, what is comming. But allright.

Also, as a Zerg, you starve on gas, not on minerals. So Crawlers should not slow down your economy really.

If there were no Broodlords, I'm pretty sure, no one would ever play this defensive playstyle. But guess what, there are Broodlords in the game. The problem is, there is the most ridiculous deathball in WoL you can imagine, Broodlord/Infestor/Corruptor + Queen and mass Crawlers. Nothing is going to beat that. Now, what race has this deathball to its disposal? Well, the race with best production capabilities, macro, mapcontrol and mobility. No wonder, every Zerg is going for this composition. The game is balanced in a way to make sure P and T have chance to kill Zerg before they "get there". Which, frankly, is terrible from design perspective..

I might be wrong, but this is really what I'm watching last year of Starcraft 2.

you are wrong on some points imo.
First, spines and spores are always set up in mid game. Excessive spines and spores to help defending the weak timing for morphing broodlords, or to help stop drops etc. But I was talking about spines and spores being expensive in early game.

Broodlords/infestors/corruptor and queens is not the ultimate deathball in WoL.
Sky Terran imo, is the strongest.
the problem is how difficult it is to transition into this skydeathball.
for more details, I would direct you to read my thread:
http://www.teamliquid.net/forum/viewmessage.php?topic_id=39592

My opinion on what is design flaw is whether the game should have an unbeatable deathball. And whether sky deathball is too powerful because of the ability to ignore units that cannot shoot air.

Lol, sky terran is so freaking rare that it is strong because almost no one has ever fought against it. That in it self would make it the worst death ball in the game, because it isn't reliable at all!

Jesus......He said that zerg deathball is unbeatable and I told him skyterran is even stronger but it is hard to make that transition, for more details he could go and read in that thread
Why are you repeating my points???
其疾如风,其徐如林,侵掠如火,不动如山,难知如阴,动如雷震。
GGY0UMAKE
Profile Joined January 2013
United States24 Posts
February 22 2013 14:43 GMT
#220
LOVE IT! Now you need to also remove that medivac can heal them. also get rid of that OP tempest range wtf is that..
aksfjh
Profile Joined November 2010
United States4853 Posts
February 22 2013 15:18 GMT
#221
On February 22 2013 23:35 Plansix wrote:
Show nested quote +
On February 22 2013 23:25 Mehukannu wrote:
On February 22 2013 23:02 ETisME wrote:
On February 22 2013 22:12 Everlong wrote:
On February 22 2013 21:56 ETisME wrote:
On February 22 2013 21:44 Everlong wrote:
On February 22 2013 21:22 ETisME wrote:
On February 22 2013 21:17 Everlong wrote:
On February 22 2013 21:11 ETisME wrote:
On February 22 2013 19:40 Everlong wrote:
[quote]

What exactly is stupid about it? Also, what is wrong with missile turrets and marines defending oracle? I don't get your post at all..

edit: If you question you need both Missile Turrets and Marines, well.. Marines alone are not enough. You can't tell if he is only going for 1 oracle, or for 2-3 oracles. Missile Turret is of course safe and definitive answer to Oracles, but it's also huge investment just for the sake of the possibility he is going Oracles.. Compare this to Crawlers/Queens for Zerg and you have basic idea, how broken or not things are..

you don't get it, do you?
http://www.teamliquid.net/forum/viewmessage.php?topic_id=399311

Sure, the best possible solution is missile turrets at perfect solution, get a high marine number. but try read through the terran perspective, and don't forget you don't know what is coming exactly.
Or just read how protoss are complaining about the other builds terran can throw at them after the scout is denied by the 2nd depot.

People say 2 rax bunker rush is impossible and I have seen on stream, pro zerg still losing to bunker rush plain and simple.
Some toss still losing to 1/1/1 in SPL.
that GSL final, MVP beat life a few games with just blue flame hellions while opening looks exactly the same for almost all the games.

So am I right to say, to beat anything in Hots, you just need HT, tempest, void ray and archons because there aren't a counter to this deathball?


You have to be more clear, I don't understeand your arguments at all.

Like, are we discussing what? Oracles being hard to hold or easy to hold? I can give you some feedback on TvP Oracle defense, because I've faced it like 100 times as Terran in beta.

People lose to random stuff here and there. That is no argument you can build on.

Of course you don't have to go HT/Tempest/Voidray to win in HotS. If you get there, great, you will most likely win in current beta build, but why are you even asking this in the first place? I'm confused...

OK
What I meant was:
listing nothing but the counter to those builds doesn't mean anything.

Just like saying Oracle just requires missile turrets and marines, when there are other things to consider such as what if it was a void ray all in. Was it a proxy'd stargate etc

Then assuming sky toss has no counter,
by that logic,
he cannot list counter
meaning
sky toss = sure win?


I see..

I expect people here to have basic idea how the game flows and that context is always taken into account. So, by listing unit counters, surely I do expect people to know, what does it take to get them, when do they get them, and so on...

So by saying spine/spore + queen makes for free 3 base 80 drone eco freeway highway into late-geme I take into account everything Protoss and Terran can throw on Zerg to possibly deny it. As it seems right now, Hellbats are (along with Reaper shenenigans) the only way to force units from Zerg before they get their 60-80 drones up. You can do crazy 1-2base allins, sure. But it's been proven multiple times that those are relatively easy countered if you are prepared and you basically only lose if you overdrone, or just don't make units in the right time. See last 1 year of WoL...

At least this is my view on this issue.

It's not that easy when you aren't sure what is coming.
Making spines and spores sure are easy way to stay alive in early game but when it comes to the competitive level, there is a reason why pro don't throw down random spines and spores until they have a good economy running.

What last 1 year of WoL showed us was the super powerful bl/infestor ball, not the 60-80 drones. They are related but not the cause of zerg winning so many games last year.
If there were no broodlords for example, I am pretty sure T and P would have a much easier time in matchup against Z simply because those 60-80 drones can only produce an army that T and P are able to beat easier.

and 2 base all ins are really not easy countered. Especially in PvZ where 2 base all in style is so dominate.


I think Zerg players have currenty more then enough tools to scout, what is comming. But allright.

Also, as a Zerg, you starve on gas, not on minerals. So Crawlers should not slow down your economy really.

If there were no Broodlords, I'm pretty sure, no one would ever play this defensive playstyle. But guess what, there are Broodlords in the game. The problem is, there is the most ridiculous deathball in WoL you can imagine, Broodlord/Infestor/Corruptor + Queen and mass Crawlers. Nothing is going to beat that. Now, what race has this deathball to its disposal? Well, the race with best production capabilities, macro, mapcontrol and mobility. No wonder, every Zerg is going for this composition. The game is balanced in a way to make sure P and T have chance to kill Zerg before they "get there". Which, frankly, is terrible from design perspective..

I might be wrong, but this is really what I'm watching last year of Starcraft 2.

you are wrong on some points imo.
First, spines and spores are always set up in mid game. Excessive spines and spores to help defending the weak timing for morphing broodlords, or to help stop drops etc. But I was talking about spines and spores being expensive in early game.

Broodlords/infestors/corruptor and queens is not the ultimate deathball in WoL.
Sky Terran imo, is the strongest.
the problem is how difficult it is to transition into this skydeathball.
for more details, I would direct you to read my thread:
http://www.teamliquid.net/forum/viewmessage.php?topic_id=39592

My opinion on what is design flaw is whether the game should have an unbeatable deathball. And whether sky deathball is too powerful because of the ability to ignore units that cannot shoot air.

Lol, sky terran is so freaking rare that it is strong because almost no one has ever fought against it. That in it self would make it the worst death ball in the game, because it isn't reliable at all!


Every pro that has talked about end game sky terran has said it is bad ass, but getting there is impossible. I am interested to see if players can find a way once the metagame for HotS becomes more stable. Zerg and terran seem to be on even footing through most of the game right now, but that could change. Skytoss + storm looks pretty dumb, but a decrease in tempest HP or something along those lines might help out. Once the skytoss “death ball” has a weak link that can be exploited, the game might level out.

It is so hard to tell at this point, with few major events really cutting into the new metagame. It took protoss a really long time to learn to only build 3 colossi before investing in storm. Longer still for terrans to build ghost. Maps have not been adapted to the new units and the races new defensive abilities. Hopefully it opens up map design, which should free up some people try new styles.

No doubt, it is going to be fun to watch.

You mixed up "fun" with "frustrating."
Plansix
Profile Blog Joined April 2011
United States60190 Posts
February 22 2013 15:26 GMT
#222
On February 23 2013 00:18 aksfjh wrote:
Show nested quote +
On February 22 2013 23:35 Plansix wrote:
On February 22 2013 23:25 Mehukannu wrote:
On February 22 2013 23:02 ETisME wrote:
On February 22 2013 22:12 Everlong wrote:
On February 22 2013 21:56 ETisME wrote:
On February 22 2013 21:44 Everlong wrote:
On February 22 2013 21:22 ETisME wrote:
On February 22 2013 21:17 Everlong wrote:
On February 22 2013 21:11 ETisME wrote:
[quote]
you don't get it, do you?
http://www.teamliquid.net/forum/viewmessage.php?topic_id=399311

Sure, the best possible solution is missile turrets at perfect solution, get a high marine number. but try read through the terran perspective, and don't forget you don't know what is coming exactly.
Or just read how protoss are complaining about the other builds terran can throw at them after the scout is denied by the 2nd depot.

People say 2 rax bunker rush is impossible and I have seen on stream, pro zerg still losing to bunker rush plain and simple.
Some toss still losing to 1/1/1 in SPL.
that GSL final, MVP beat life a few games with just blue flame hellions while opening looks exactly the same for almost all the games.

So am I right to say, to beat anything in Hots, you just need HT, tempest, void ray and archons because there aren't a counter to this deathball?


You have to be more clear, I don't understeand your arguments at all.

Like, are we discussing what? Oracles being hard to hold or easy to hold? I can give you some feedback on TvP Oracle defense, because I've faced it like 100 times as Terran in beta.

People lose to random stuff here and there. That is no argument you can build on.

Of course you don't have to go HT/Tempest/Voidray to win in HotS. If you get there, great, you will most likely win in current beta build, but why are you even asking this in the first place? I'm confused...

OK
What I meant was:
listing nothing but the counter to those builds doesn't mean anything.

Just like saying Oracle just requires missile turrets and marines, when there are other things to consider such as what if it was a void ray all in. Was it a proxy'd stargate etc

Then assuming sky toss has no counter,
by that logic,
he cannot list counter
meaning
sky toss = sure win?


I see..

I expect people here to have basic idea how the game flows and that context is always taken into account. So, by listing unit counters, surely I do expect people to know, what does it take to get them, when do they get them, and so on...

So by saying spine/spore + queen makes for free 3 base 80 drone eco freeway highway into late-geme I take into account everything Protoss and Terran can throw on Zerg to possibly deny it. As it seems right now, Hellbats are (along with Reaper shenenigans) the only way to force units from Zerg before they get their 60-80 drones up. You can do crazy 1-2base allins, sure. But it's been proven multiple times that those are relatively easy countered if you are prepared and you basically only lose if you overdrone, or just don't make units in the right time. See last 1 year of WoL...

At least this is my view on this issue.

It's not that easy when you aren't sure what is coming.
Making spines and spores sure are easy way to stay alive in early game but when it comes to the competitive level, there is a reason why pro don't throw down random spines and spores until they have a good economy running.

What last 1 year of WoL showed us was the super powerful bl/infestor ball, not the 60-80 drones. They are related but not the cause of zerg winning so many games last year.
If there were no broodlords for example, I am pretty sure T and P would have a much easier time in matchup against Z simply because those 60-80 drones can only produce an army that T and P are able to beat easier.

and 2 base all ins are really not easy countered. Especially in PvZ where 2 base all in style is so dominate.


I think Zerg players have currenty more then enough tools to scout, what is comming. But allright.

Also, as a Zerg, you starve on gas, not on minerals. So Crawlers should not slow down your economy really.

If there were no Broodlords, I'm pretty sure, no one would ever play this defensive playstyle. But guess what, there are Broodlords in the game. The problem is, there is the most ridiculous deathball in WoL you can imagine, Broodlord/Infestor/Corruptor + Queen and mass Crawlers. Nothing is going to beat that. Now, what race has this deathball to its disposal? Well, the race with best production capabilities, macro, mapcontrol and mobility. No wonder, every Zerg is going for this composition. The game is balanced in a way to make sure P and T have chance to kill Zerg before they "get there". Which, frankly, is terrible from design perspective..

I might be wrong, but this is really what I'm watching last year of Starcraft 2.

you are wrong on some points imo.
First, spines and spores are always set up in mid game. Excessive spines and spores to help defending the weak timing for morphing broodlords, or to help stop drops etc. But I was talking about spines and spores being expensive in early game.

Broodlords/infestors/corruptor and queens is not the ultimate deathball in WoL.
Sky Terran imo, is the strongest.
the problem is how difficult it is to transition into this skydeathball.
for more details, I would direct you to read my thread:
http://www.teamliquid.net/forum/viewmessage.php?topic_id=39592

My opinion on what is design flaw is whether the game should have an unbeatable deathball. And whether sky deathball is too powerful because of the ability to ignore units that cannot shoot air.

Lol, sky terran is so freaking rare that it is strong because almost no one has ever fought against it. That in it self would make it the worst death ball in the game, because it isn't reliable at all!


Every pro that has talked about end game sky terran has said it is bad ass, but getting there is impossible. I am interested to see if players can find a way once the metagame for HotS becomes more stable. Zerg and terran seem to be on even footing through most of the game right now, but that could change. Skytoss + storm looks pretty dumb, but a decrease in tempest HP or something along those lines might help out. Once the skytoss “death ball” has a weak link that can be exploited, the game might level out.

It is so hard to tell at this point, with few major events really cutting into the new metagame. It took protoss a really long time to learn to only build 3 colossi before investing in storm. Longer still for terrans to build ghost. Maps have not been adapted to the new units and the races new defensive abilities. Hopefully it opens up map design, which should free up some people try new styles.

No doubt, it is going to be fun to watch.

You mixed up "fun" with "frustrating."


I had it right the first time.

The game was at its finest when we were trying to figure out new stuff, fighting new unit comps and figuring out safe builds. It was at it worst when every game was 1 rax FE into three bases into end game. Sentry immortal all ins racing to get their before infestors is no fun either.
I have the Honor to be your Obedient Servant, P.6
TL+ Member
Noocta
Profile Joined June 2010
France12578 Posts
February 22 2013 15:28 GMT
#223
On February 22 2013 23:31 Rider517 wrote:
Show nested quote +
On February 22 2013 23:02 ETisME wrote:
On February 22 2013 22:12 Everlong wrote:
On February 22 2013 21:56 ETisME wrote:
On February 22 2013 21:44 Everlong wrote:
On February 22 2013 21:22 ETisME wrote:
On February 22 2013 21:17 Everlong wrote:
On February 22 2013 21:11 ETisME wrote:
On February 22 2013 19:40 Everlong wrote:
On February 22 2013 19:39 ETisME wrote:
[quote]
um..this is a stupid comment.
That's like saying to defend oracle opening, you need missile turrets and marines.
except the game isn't so simple.


What exactly is stupid about it? Also, what is wrong with missile turrets and marines defending oracle? I don't get your post at all..

edit: If you question you need both Missile Turrets and Marines, well.. Marines alone are not enough. You can't tell if he is only going for 1 oracle, or for 2-3 oracles. Missile Turret is of course safe and definitive answer to Oracles, but it's also huge investment just for the sake of the possibility he is going Oracles.. Compare this to Crawlers/Queens for Zerg and you have basic idea, how broken or not things are..

you don't get it, do you?
http://www.teamliquid.net/forum/viewmessage.php?topic_id=399311

Sure, the best possible solution is missile turrets at perfect solution, get a high marine number. but try read through the terran perspective, and don't forget you don't know what is coming exactly.
Or just read how protoss are complaining about the other builds terran can throw at them after the scout is denied by the 2nd depot.

People say 2 rax bunker rush is impossible and I have seen on stream, pro zerg still losing to bunker rush plain and simple.
Some toss still losing to 1/1/1 in SPL.
that GSL final, MVP beat life a few games with just blue flame hellions while opening looks exactly the same for almost all the games.

So am I right to say, to beat anything in Hots, you just need HT, tempest, void ray and archons because there aren't a counter to this deathball?


You have to be more clear, I don't understeand your arguments at all.

Like, are we discussing what? Oracles being hard to hold or easy to hold? I can give you some feedback on TvP Oracle defense, because I've faced it like 100 times as Terran in beta.

People lose to random stuff here and there. That is no argument you can build on.

Of course you don't have to go HT/Tempest/Voidray to win in HotS. If you get there, great, you will most likely win in current beta build, but why are you even asking this in the first place? I'm confused...

OK
What I meant was:
listing nothing but the counter to those builds doesn't mean anything.

Just like saying Oracle just requires missile turrets and marines, when there are other things to consider such as what if it was a void ray all in. Was it a proxy'd stargate etc

Then assuming sky toss has no counter,
by that logic,
he cannot list counter
meaning
sky toss = sure win?


I see..

I expect people here to have basic idea how the game flows and that context is always taken into account. So, by listing unit counters, surely I do expect people to know, what does it take to get them, when do they get them, and so on...

So by saying spine/spore + queen makes for free 3 base 80 drone eco freeway highway into late-geme I take into account everything Protoss and Terran can throw on Zerg to possibly deny it. As it seems right now, Hellbats are (along with Reaper shenenigans) the only way to force units from Zerg before they get their 60-80 drones up. You can do crazy 1-2base allins, sure. But it's been proven multiple times that those are relatively easy countered if you are prepared and you basically only lose if you overdrone, or just don't make units in the right time. See last 1 year of WoL...

At least this is my view on this issue.

It's not that easy when you aren't sure what is coming.
Making spines and spores sure are easy way to stay alive in early game but when it comes to the competitive level, there is a reason why pro don't throw down random spines and spores until they have a good economy running.

What last 1 year of WoL showed us was the super powerful bl/infestor ball, not the 60-80 drones. They are related but not the cause of zerg winning so many games last year.
If there were no broodlords for example, I am pretty sure T and P would have a much easier time in matchup against Z simply because those 60-80 drones can only produce an army that T and P are able to beat easier.

and 2 base all ins are really not easy countered. Especially in PvZ where 2 base all in style is so dominate.


I think Zerg players have currenty more then enough tools to scout, what is comming. But allright.

Also, as a Zerg, you starve on gas, not on minerals. So Crawlers should not slow down your economy really.

If there were no Broodlords, I'm pretty sure, no one would ever play this defensive playstyle. But guess what, there are Broodlords in the game. The problem is, there is the most ridiculous deathball in WoL you can imagine, Broodlord/Infestor/Corruptor + Queen and mass Crawlers. Nothing is going to beat that. Now, what race has this deathball to its disposal? Well, the race with best production capabilities, macro, mapcontrol and mobility. No wonder, every Zerg is going for this composition. The game is balanced in a way to make sure P and T have chance to kill Zerg before they "get there". Which, frankly, is terrible from design perspective..

I might be wrong, but this is really what I'm watching last year of Starcraft 2.

Broodlords/infestors/corruptor and queens is not the ultimate deathball in WoL.
Sky Terran imo, is the strongest.

what? lol, skyterran

races should not have a deathball, there should not be enough minerals to make a deathball, instead the economy is so explosive that you can maxout in the first 13-15 minutes with any race


He's right.
BC + Ravens + Vikings in the correct numbers and correct upgrades is the best army you can have in WoL.
Better than broodlord infestor corruptors queens
Problem is you can't get it. It's almost impossible to reach it.
" I'm not gonna fight you. I'm gonna kick your ass ! "
Rider517
Profile Joined June 2011
70 Posts
February 22 2013 15:29 GMT
#224
On February 23 2013 00:26 Plansix wrote:
Show nested quote +
On February 23 2013 00:18 aksfjh wrote:
On February 22 2013 23:35 Plansix wrote:
On February 22 2013 23:25 Mehukannu wrote:
On February 22 2013 23:02 ETisME wrote:
On February 22 2013 22:12 Everlong wrote:
On February 22 2013 21:56 ETisME wrote:
On February 22 2013 21:44 Everlong wrote:
On February 22 2013 21:22 ETisME wrote:
On February 22 2013 21:17 Everlong wrote:
[quote]

You have to be more clear, I don't understeand your arguments at all.

Like, are we discussing what? Oracles being hard to hold or easy to hold? I can give you some feedback on TvP Oracle defense, because I've faced it like 100 times as Terran in beta.

People lose to random stuff here and there. That is no argument you can build on.

Of course you don't have to go HT/Tempest/Voidray to win in HotS. If you get there, great, you will most likely win in current beta build, but why are you even asking this in the first place? I'm confused...

OK
What I meant was:
listing nothing but the counter to those builds doesn't mean anything.

Just like saying Oracle just requires missile turrets and marines, when there are other things to consider such as what if it was a void ray all in. Was it a proxy'd stargate etc

Then assuming sky toss has no counter,
by that logic,
he cannot list counter
meaning
sky toss = sure win?


I see..

I expect people here to have basic idea how the game flows and that context is always taken into account. So, by listing unit counters, surely I do expect people to know, what does it take to get them, when do they get them, and so on...

So by saying spine/spore + queen makes for free 3 base 80 drone eco freeway highway into late-geme I take into account everything Protoss and Terran can throw on Zerg to possibly deny it. As it seems right now, Hellbats are (along with Reaper shenenigans) the only way to force units from Zerg before they get their 60-80 drones up. You can do crazy 1-2base allins, sure. But it's been proven multiple times that those are relatively easy countered if you are prepared and you basically only lose if you overdrone, or just don't make units in the right time. See last 1 year of WoL...

At least this is my view on this issue.

It's not that easy when you aren't sure what is coming.
Making spines and spores sure are easy way to stay alive in early game but when it comes to the competitive level, there is a reason why pro don't throw down random spines and spores until they have a good economy running.

What last 1 year of WoL showed us was the super powerful bl/infestor ball, not the 60-80 drones. They are related but not the cause of zerg winning so many games last year.
If there were no broodlords for example, I am pretty sure T and P would have a much easier time in matchup against Z simply because those 60-80 drones can only produce an army that T and P are able to beat easier.

and 2 base all ins are really not easy countered. Especially in PvZ where 2 base all in style is so dominate.


I think Zerg players have currenty more then enough tools to scout, what is comming. But allright.

Also, as a Zerg, you starve on gas, not on minerals. So Crawlers should not slow down your economy really.

If there were no Broodlords, I'm pretty sure, no one would ever play this defensive playstyle. But guess what, there are Broodlords in the game. The problem is, there is the most ridiculous deathball in WoL you can imagine, Broodlord/Infestor/Corruptor + Queen and mass Crawlers. Nothing is going to beat that. Now, what race has this deathball to its disposal? Well, the race with best production capabilities, macro, mapcontrol and mobility. No wonder, every Zerg is going for this composition. The game is balanced in a way to make sure P and T have chance to kill Zerg before they "get there". Which, frankly, is terrible from design perspective..

I might be wrong, but this is really what I'm watching last year of Starcraft 2.

you are wrong on some points imo.
First, spines and spores are always set up in mid game. Excessive spines and spores to help defending the weak timing for morphing broodlords, or to help stop drops etc. But I was talking about spines and spores being expensive in early game.

Broodlords/infestors/corruptor and queens is not the ultimate deathball in WoL.
Sky Terran imo, is the strongest.
the problem is how difficult it is to transition into this skydeathball.
for more details, I would direct you to read my thread:
http://www.teamliquid.net/forum/viewmessage.php?topic_id=39592

My opinion on what is design flaw is whether the game should have an unbeatable deathball. And whether sky deathball is too powerful because of the ability to ignore units that cannot shoot air.

Lol, sky terran is so freaking rare that it is strong because almost no one has ever fought against it. That in it self would make it the worst death ball in the game, because it isn't reliable at all!


Every pro that has talked about end game sky terran has said it is bad ass, but getting there is impossible. I am interested to see if players can find a way once the metagame for HotS becomes more stable. Zerg and terran seem to be on even footing through most of the game right now, but that could change. Skytoss + storm looks pretty dumb, but a decrease in tempest HP or something along those lines might help out. Once the skytoss “death ball” has a weak link that can be exploited, the game might level out.

It is so hard to tell at this point, with few major events really cutting into the new metagame. It took protoss a really long time to learn to only build 3 colossi before investing in storm. Longer still for terrans to build ghost. Maps have not been adapted to the new units and the races new defensive abilities. Hopefully it opens up map design, which should free up some people try new styles.

No doubt, it is going to be fun to watch.

You mixed up "fun" with "frustrating."


I had it right the first time.

The game was at its finest when we were trying to figure out new stuff, fighting new unit comps and figuring out safe builds. It was at it worst when every game was 1 rax FE into three bases into end game. Sentry immortal all ins racing to get their before infestors is no fun either.


agree, it was fun about a year ago, now it's a little bit meh and hots looks pretty weird
aksfjh
Profile Joined November 2010
United States4853 Posts
February 22 2013 15:34 GMT
#225
On February 23 2013 00:26 Plansix wrote:
Show nested quote +
On February 23 2013 00:18 aksfjh wrote:
On February 22 2013 23:35 Plansix wrote:
On February 22 2013 23:25 Mehukannu wrote:
On February 22 2013 23:02 ETisME wrote:
On February 22 2013 22:12 Everlong wrote:
On February 22 2013 21:56 ETisME wrote:
On February 22 2013 21:44 Everlong wrote:
On February 22 2013 21:22 ETisME wrote:
On February 22 2013 21:17 Everlong wrote:
[quote]

You have to be more clear, I don't understeand your arguments at all.

Like, are we discussing what? Oracles being hard to hold or easy to hold? I can give you some feedback on TvP Oracle defense, because I've faced it like 100 times as Terran in beta.

People lose to random stuff here and there. That is no argument you can build on.

Of course you don't have to go HT/Tempest/Voidray to win in HotS. If you get there, great, you will most likely win in current beta build, but why are you even asking this in the first place? I'm confused...

OK
What I meant was:
listing nothing but the counter to those builds doesn't mean anything.

Just like saying Oracle just requires missile turrets and marines, when there are other things to consider such as what if it was a void ray all in. Was it a proxy'd stargate etc

Then assuming sky toss has no counter,
by that logic,
he cannot list counter
meaning
sky toss = sure win?


I see..

I expect people here to have basic idea how the game flows and that context is always taken into account. So, by listing unit counters, surely I do expect people to know, what does it take to get them, when do they get them, and so on...

So by saying spine/spore + queen makes for free 3 base 80 drone eco freeway highway into late-geme I take into account everything Protoss and Terran can throw on Zerg to possibly deny it. As it seems right now, Hellbats are (along with Reaper shenenigans) the only way to force units from Zerg before they get their 60-80 drones up. You can do crazy 1-2base allins, sure. But it's been proven multiple times that those are relatively easy countered if you are prepared and you basically only lose if you overdrone, or just don't make units in the right time. See last 1 year of WoL...

At least this is my view on this issue.

It's not that easy when you aren't sure what is coming.
Making spines and spores sure are easy way to stay alive in early game but when it comes to the competitive level, there is a reason why pro don't throw down random spines and spores until they have a good economy running.

What last 1 year of WoL showed us was the super powerful bl/infestor ball, not the 60-80 drones. They are related but not the cause of zerg winning so many games last year.
If there were no broodlords for example, I am pretty sure T and P would have a much easier time in matchup against Z simply because those 60-80 drones can only produce an army that T and P are able to beat easier.

and 2 base all ins are really not easy countered. Especially in PvZ where 2 base all in style is so dominate.


I think Zerg players have currenty more then enough tools to scout, what is comming. But allright.

Also, as a Zerg, you starve on gas, not on minerals. So Crawlers should not slow down your economy really.

If there were no Broodlords, I'm pretty sure, no one would ever play this defensive playstyle. But guess what, there are Broodlords in the game. The problem is, there is the most ridiculous deathball in WoL you can imagine, Broodlord/Infestor/Corruptor + Queen and mass Crawlers. Nothing is going to beat that. Now, what race has this deathball to its disposal? Well, the race with best production capabilities, macro, mapcontrol and mobility. No wonder, every Zerg is going for this composition. The game is balanced in a way to make sure P and T have chance to kill Zerg before they "get there". Which, frankly, is terrible from design perspective..

I might be wrong, but this is really what I'm watching last year of Starcraft 2.

you are wrong on some points imo.
First, spines and spores are always set up in mid game. Excessive spines and spores to help defending the weak timing for morphing broodlords, or to help stop drops etc. But I was talking about spines and spores being expensive in early game.

Broodlords/infestors/corruptor and queens is not the ultimate deathball in WoL.
Sky Terran imo, is the strongest.
the problem is how difficult it is to transition into this skydeathball.
for more details, I would direct you to read my thread:
http://www.teamliquid.net/forum/viewmessage.php?topic_id=39592

My opinion on what is design flaw is whether the game should have an unbeatable deathball. And whether sky deathball is too powerful because of the ability to ignore units that cannot shoot air.

Lol, sky terran is so freaking rare that it is strong because almost no one has ever fought against it. That in it self would make it the worst death ball in the game, because it isn't reliable at all!


Every pro that has talked about end game sky terran has said it is bad ass, but getting there is impossible. I am interested to see if players can find a way once the metagame for HotS becomes more stable. Zerg and terran seem to be on even footing through most of the game right now, but that could change. Skytoss + storm looks pretty dumb, but a decrease in tempest HP or something along those lines might help out. Once the skytoss “death ball” has a weak link that can be exploited, the game might level out.

It is so hard to tell at this point, with few major events really cutting into the new metagame. It took protoss a really long time to learn to only build 3 colossi before investing in storm. Longer still for terrans to build ghost. Maps have not been adapted to the new units and the races new defensive abilities. Hopefully it opens up map design, which should free up some people try new styles.

No doubt, it is going to be fun to watch.

You mixed up "fun" with "frustrating."


I had it right the first time.

The game was at its finest when we were trying to figure out new stuff, fighting new unit comps and figuring out safe builds. It was at it worst when every game was 1 rax FE into three bases into end game. Sentry immortal all ins racing to get their before infestors is no fun either.

Indeed it was. I don't see that happening with this expansion though, especially in TvZ. With this inevitable hellbat nerf, the matchup is likely to once again devolve into 13 minute hives.

In TvP, I'm half expecting each game to be decided at 10 minutes with a correct coin flip (or money scan) of investing in enough air defense against oracles or too much air defense against the 5 other all-ins. I guess that will be "fun" to an extent though.
DidYuhim
Profile Joined September 2011
Ukraine1905 Posts
February 22 2013 17:20 GMT
#226
On February 23 2013 00:28 Noocta wrote:
Show nested quote +
On February 22 2013 23:31 Rider517 wrote:
On February 22 2013 23:02 ETisME wrote:
On February 22 2013 22:12 Everlong wrote:
On February 22 2013 21:56 ETisME wrote:
On February 22 2013 21:44 Everlong wrote:
On February 22 2013 21:22 ETisME wrote:
On February 22 2013 21:17 Everlong wrote:
On February 22 2013 21:11 ETisME wrote:
On February 22 2013 19:40 Everlong wrote:
[quote]

What exactly is stupid about it? Also, what is wrong with missile turrets and marines defending oracle? I don't get your post at all..

edit: If you question you need both Missile Turrets and Marines, well.. Marines alone are not enough. You can't tell if he is only going for 1 oracle, or for 2-3 oracles. Missile Turret is of course safe and definitive answer to Oracles, but it's also huge investment just for the sake of the possibility he is going Oracles.. Compare this to Crawlers/Queens for Zerg and you have basic idea, how broken or not things are..

you don't get it, do you?
http://www.teamliquid.net/forum/viewmessage.php?topic_id=399311

Sure, the best possible solution is missile turrets at perfect solution, get a high marine number. but try read through the terran perspective, and don't forget you don't know what is coming exactly.
Or just read how protoss are complaining about the other builds terran can throw at them after the scout is denied by the 2nd depot.

People say 2 rax bunker rush is impossible and I have seen on stream, pro zerg still losing to bunker rush plain and simple.
Some toss still losing to 1/1/1 in SPL.
that GSL final, MVP beat life a few games with just blue flame hellions while opening looks exactly the same for almost all the games.

So am I right to say, to beat anything in Hots, you just need HT, tempest, void ray and archons because there aren't a counter to this deathball?


You have to be more clear, I don't understeand your arguments at all.

Like, are we discussing what? Oracles being hard to hold or easy to hold? I can give you some feedback on TvP Oracle defense, because I've faced it like 100 times as Terran in beta.

People lose to random stuff here and there. That is no argument you can build on.

Of course you don't have to go HT/Tempest/Voidray to win in HotS. If you get there, great, you will most likely win in current beta build, but why are you even asking this in the first place? I'm confused...

OK
What I meant was:
listing nothing but the counter to those builds doesn't mean anything.

Just like saying Oracle just requires missile turrets and marines, when there are other things to consider such as what if it was a void ray all in. Was it a proxy'd stargate etc

Then assuming sky toss has no counter,
by that logic,
he cannot list counter
meaning
sky toss = sure win?


I see..

I expect people here to have basic idea how the game flows and that context is always taken into account. So, by listing unit counters, surely I do expect people to know, what does it take to get them, when do they get them, and so on...

So by saying spine/spore + queen makes for free 3 base 80 drone eco freeway highway into late-geme I take into account everything Protoss and Terran can throw on Zerg to possibly deny it. As it seems right now, Hellbats are (along with Reaper shenenigans) the only way to force units from Zerg before they get their 60-80 drones up. You can do crazy 1-2base allins, sure. But it's been proven multiple times that those are relatively easy countered if you are prepared and you basically only lose if you overdrone, or just don't make units in the right time. See last 1 year of WoL...

At least this is my view on this issue.

It's not that easy when you aren't sure what is coming.
Making spines and spores sure are easy way to stay alive in early game but when it comes to the competitive level, there is a reason why pro don't throw down random spines and spores until they have a good economy running.

What last 1 year of WoL showed us was the super powerful bl/infestor ball, not the 60-80 drones. They are related but not the cause of zerg winning so many games last year.
If there were no broodlords for example, I am pretty sure T and P would have a much easier time in matchup against Z simply because those 60-80 drones can only produce an army that T and P are able to beat easier.

and 2 base all ins are really not easy countered. Especially in PvZ where 2 base all in style is so dominate.


I think Zerg players have currenty more then enough tools to scout, what is comming. But allright.

Also, as a Zerg, you starve on gas, not on minerals. So Crawlers should not slow down your economy really.

If there were no Broodlords, I'm pretty sure, no one would ever play this defensive playstyle. But guess what, there are Broodlords in the game. The problem is, there is the most ridiculous deathball in WoL you can imagine, Broodlord/Infestor/Corruptor + Queen and mass Crawlers. Nothing is going to beat that. Now, what race has this deathball to its disposal? Well, the race with best production capabilities, macro, mapcontrol and mobility. No wonder, every Zerg is going for this composition. The game is balanced in a way to make sure P and T have chance to kill Zerg before they "get there". Which, frankly, is terrible from design perspective..

I might be wrong, but this is really what I'm watching last year of Starcraft 2.

Broodlords/infestors/corruptor and queens is not the ultimate deathball in WoL.
Sky Terran imo, is the strongest.

what? lol, skyterran

races should not have a deathball, there should not be enough minerals to make a deathball, instead the economy is so explosive that you can maxout in the first 13-15 minutes with any race


He's right.
BC + Ravens + Vikings in the correct numbers and correct upgrades is the best army you can have in WoL.
Better than broodlord infestor corruptors queens
Problem is you can't get it. It's almost impossible to reach it.

Go watch Metropolis game of Mvp vs Squirtle.
Evangelist
Profile Blog Joined June 2011
1246 Posts
February 22 2013 17:28 GMT
#227
On February 23 2013 00:28 Noocta wrote:
Show nested quote +
On February 22 2013 23:31 Rider517 wrote:
On February 22 2013 23:02 ETisME wrote:
On February 22 2013 22:12 Everlong wrote:
On February 22 2013 21:56 ETisME wrote:
On February 22 2013 21:44 Everlong wrote:
On February 22 2013 21:22 ETisME wrote:
On February 22 2013 21:17 Everlong wrote:
On February 22 2013 21:11 ETisME wrote:
On February 22 2013 19:40 Everlong wrote:
[quote]

What exactly is stupid about it? Also, what is wrong with missile turrets and marines defending oracle? I don't get your post at all..

edit: If you question you need both Missile Turrets and Marines, well.. Marines alone are not enough. You can't tell if he is only going for 1 oracle, or for 2-3 oracles. Missile Turret is of course safe and definitive answer to Oracles, but it's also huge investment just for the sake of the possibility he is going Oracles.. Compare this to Crawlers/Queens for Zerg and you have basic idea, how broken or not things are..

you don't get it, do you?
http://www.teamliquid.net/forum/viewmessage.php?topic_id=399311

Sure, the best possible solution is missile turrets at perfect solution, get a high marine number. but try read through the terran perspective, and don't forget you don't know what is coming exactly.
Or just read how protoss are complaining about the other builds terran can throw at them after the scout is denied by the 2nd depot.

People say 2 rax bunker rush is impossible and I have seen on stream, pro zerg still losing to bunker rush plain and simple.
Some toss still losing to 1/1/1 in SPL.
that GSL final, MVP beat life a few games with just blue flame hellions while opening looks exactly the same for almost all the games.

So am I right to say, to beat anything in Hots, you just need HT, tempest, void ray and archons because there aren't a counter to this deathball?


You have to be more clear, I don't understeand your arguments at all.

Like, are we discussing what? Oracles being hard to hold or easy to hold? I can give you some feedback on TvP Oracle defense, because I've faced it like 100 times as Terran in beta.

People lose to random stuff here and there. That is no argument you can build on.

Of course you don't have to go HT/Tempest/Voidray to win in HotS. If you get there, great, you will most likely win in current beta build, but why are you even asking this in the first place? I'm confused...

OK
What I meant was:
listing nothing but the counter to those builds doesn't mean anything.

Just like saying Oracle just requires missile turrets and marines, when there are other things to consider such as what if it was a void ray all in. Was it a proxy'd stargate etc

Then assuming sky toss has no counter,
by that logic,
he cannot list counter
meaning
sky toss = sure win?


I see..

I expect people here to have basic idea how the game flows and that context is always taken into account. So, by listing unit counters, surely I do expect people to know, what does it take to get them, when do they get them, and so on...

So by saying spine/spore + queen makes for free 3 base 80 drone eco freeway highway into late-geme I take into account everything Protoss and Terran can throw on Zerg to possibly deny it. As it seems right now, Hellbats are (along with Reaper shenenigans) the only way to force units from Zerg before they get their 60-80 drones up. You can do crazy 1-2base allins, sure. But it's been proven multiple times that those are relatively easy countered if you are prepared and you basically only lose if you overdrone, or just don't make units in the right time. See last 1 year of WoL...

At least this is my view on this issue.

It's not that easy when you aren't sure what is coming.
Making spines and spores sure are easy way to stay alive in early game but when it comes to the competitive level, there is a reason why pro don't throw down random spines and spores until they have a good economy running.

What last 1 year of WoL showed us was the super powerful bl/infestor ball, not the 60-80 drones. They are related but not the cause of zerg winning so many games last year.
If there were no broodlords for example, I am pretty sure T and P would have a much easier time in matchup against Z simply because those 60-80 drones can only produce an army that T and P are able to beat easier.

and 2 base all ins are really not easy countered. Especially in PvZ where 2 base all in style is so dominate.


I think Zerg players have currenty more then enough tools to scout, what is comming. But allright.

Also, as a Zerg, you starve on gas, not on minerals. So Crawlers should not slow down your economy really.

If there were no Broodlords, I'm pretty sure, no one would ever play this defensive playstyle. But guess what, there are Broodlords in the game. The problem is, there is the most ridiculous deathball in WoL you can imagine, Broodlord/Infestor/Corruptor + Queen and mass Crawlers. Nothing is going to beat that. Now, what race has this deathball to its disposal? Well, the race with best production capabilities, macro, mapcontrol and mobility. No wonder, every Zerg is going for this composition. The game is balanced in a way to make sure P and T have chance to kill Zerg before they "get there". Which, frankly, is terrible from design perspective..

I might be wrong, but this is really what I'm watching last year of Starcraft 2.

Broodlords/infestors/corruptor and queens is not the ultimate deathball in WoL.
Sky Terran imo, is the strongest.

what? lol, skyterran

races should not have a deathball, there should not be enough minerals to make a deathball, instead the economy is so explosive that you can maxout in the first 13-15 minutes with any race


He's right.
BC + Ravens + Vikings in the correct numbers and correct upgrades is the best army you can have in WoL.
Better than broodlord infestor corruptors queens
Problem is you can't get it. It's almost impossible to reach it.


BC, Raven, Viking, Thor is the best army in the game. Bar none. It is quite ridiculous just how hard it is to deal with. Even trades blow for blow with Skytoss if you toss in a ghost or two.
Evangelist
Profile Blog Joined June 2011
1246 Posts
February 22 2013 17:30 GMT
#228
On February 22 2013 23:00 Rabiator wrote:
Looks like yet another change which adjusts a TIMING instead of adjusting the abilities of units to fight each other.

"Dont let them get there" seems to be the only tactic to balance SC2 which Blizzard knows.


Well.. Yeah. That's kind of the point. The extra 110s is an eternity at that stage of the game, nevermind the tech lab requirement. They don't want mass hellbats to be easy to defend otherwise what is the point of the unit, exactly? They could probably use a small numbers nerf, but nothing gigantic.
GattAttack
Profile Blog Joined July 2012
Canada202 Posts
February 22 2013 17:33 GMT
#229
On February 23 2013 02:28 Evangelist wrote:
Show nested quote +
On February 23 2013 00:28 Noocta wrote:
On February 22 2013 23:31 Rider517 wrote:
On February 22 2013 23:02 ETisME wrote:
On February 22 2013 22:12 Everlong wrote:
On February 22 2013 21:56 ETisME wrote:
On February 22 2013 21:44 Everlong wrote:
On February 22 2013 21:22 ETisME wrote:
On February 22 2013 21:17 Everlong wrote:
On February 22 2013 21:11 ETisME wrote:
[quote]
you don't get it, do you?
http://www.teamliquid.net/forum/viewmessage.php?topic_id=399311

Sure, the best possible solution is missile turrets at perfect solution, get a high marine number. but try read through the terran perspective, and don't forget you don't know what is coming exactly.
Or just read how protoss are complaining about the other builds terran can throw at them after the scout is denied by the 2nd depot.

People say 2 rax bunker rush is impossible and I have seen on stream, pro zerg still losing to bunker rush plain and simple.
Some toss still losing to 1/1/1 in SPL.
that GSL final, MVP beat life a few games with just blue flame hellions while opening looks exactly the same for almost all the games.

So am I right to say, to beat anything in Hots, you just need HT, tempest, void ray and archons because there aren't a counter to this deathball?


You have to be more clear, I don't understeand your arguments at all.

Like, are we discussing what? Oracles being hard to hold or easy to hold? I can give you some feedback on TvP Oracle defense, because I've faced it like 100 times as Terran in beta.

People lose to random stuff here and there. That is no argument you can build on.

Of course you don't have to go HT/Tempest/Voidray to win in HotS. If you get there, great, you will most likely win in current beta build, but why are you even asking this in the first place? I'm confused...

OK
What I meant was:
listing nothing but the counter to those builds doesn't mean anything.

Just like saying Oracle just requires missile turrets and marines, when there are other things to consider such as what if it was a void ray all in. Was it a proxy'd stargate etc

Then assuming sky toss has no counter,
by that logic,
he cannot list counter
meaning
sky toss = sure win?


I see..

I expect people here to have basic idea how the game flows and that context is always taken into account. So, by listing unit counters, surely I do expect people to know, what does it take to get them, when do they get them, and so on...

So by saying spine/spore + queen makes for free 3 base 80 drone eco freeway highway into late-geme I take into account everything Protoss and Terran can throw on Zerg to possibly deny it. As it seems right now, Hellbats are (along with Reaper shenenigans) the only way to force units from Zerg before they get their 60-80 drones up. You can do crazy 1-2base allins, sure. But it's been proven multiple times that those are relatively easy countered if you are prepared and you basically only lose if you overdrone, or just don't make units in the right time. See last 1 year of WoL...

At least this is my view on this issue.

It's not that easy when you aren't sure what is coming.
Making spines and spores sure are easy way to stay alive in early game but when it comes to the competitive level, there is a reason why pro don't throw down random spines and spores until they have a good economy running.

What last 1 year of WoL showed us was the super powerful bl/infestor ball, not the 60-80 drones. They are related but not the cause of zerg winning so many games last year.
If there were no broodlords for example, I am pretty sure T and P would have a much easier time in matchup against Z simply because those 60-80 drones can only produce an army that T and P are able to beat easier.

and 2 base all ins are really not easy countered. Especially in PvZ where 2 base all in style is so dominate.


I think Zerg players have currenty more then enough tools to scout, what is comming. But allright.

Also, as a Zerg, you starve on gas, not on minerals. So Crawlers should not slow down your economy really.

If there were no Broodlords, I'm pretty sure, no one would ever play this defensive playstyle. But guess what, there are Broodlords in the game. The problem is, there is the most ridiculous deathball in WoL you can imagine, Broodlord/Infestor/Corruptor + Queen and mass Crawlers. Nothing is going to beat that. Now, what race has this deathball to its disposal? Well, the race with best production capabilities, macro, mapcontrol and mobility. No wonder, every Zerg is going for this composition. The game is balanced in a way to make sure P and T have chance to kill Zerg before they "get there". Which, frankly, is terrible from design perspective..

I might be wrong, but this is really what I'm watching last year of Starcraft 2.

Broodlords/infestors/corruptor and queens is not the ultimate deathball in WoL.
Sky Terran imo, is the strongest.

what? lol, skyterran

races should not have a deathball, there should not be enough minerals to make a deathball, instead the economy is so explosive that you can maxout in the first 13-15 minutes with any race


He's right.
BC + Ravens + Vikings in the correct numbers and correct upgrades is the best army you can have in WoL.
Better than broodlord infestor corruptors queens
Problem is you can't get it. It's almost impossible to reach it.


BC, Raven, Viking, Thor is the best army in the game. Bar none. It is quite ridiculous just how hard it is to deal with. Even trades blow for blow with Skytoss if you toss in a ghost or two.


I think that's pretty fair though, considering how hard it is to get up the production to support even one army with that composition.
vthree
Profile Joined November 2011
Hong Kong8039 Posts
Last Edited: 2013-02-22 18:01:04
February 22 2013 17:45 GMT
#230
Now that they have looked at the problems with early game TvZ. How about looking at the speed at which creep spread can be done by top pros. In my opinion, this is one of the things that is killing WoL TvZ right now. The Zerg simply has too much vision.

I know caster always comment about that awesome Zerg army surround on the bio/tank of Terran. But honestly, when you have full vision of an army that needs to be sieged up to be effective at all. Is it really hard to surround it with super fast units? And weren't Blizzard planning a creep spread nerf before Mvp won IEM?

And why 110 seconds? That seems to just remove the timings all together. Why not try something like 60 to see how it goes? 110 seconds is a long time. I mean terrans in WoL are dying a lot to early roach busts, should we add 110 seconds to the roach warren build time?

And will they now revert the cargo requirement? Or will hellbats get a double nerf?
vthree
Profile Joined November 2011
Hong Kong8039 Posts
February 22 2013 17:59 GMT
#231
On February 22 2013 16:42 WolfintheSheep wrote:
Wow, the Terran whiners in this thread are completely out of control...Let's get a count of what changed early game with Zerg and Terran from WoL to HotS:

Terran:
- Widow Mines
- No Siege upgrade
- Medivac Boost
- Reaper auto-heal
- Hellbats

Zerg:
- Tier 1 Overlord Speed
- Tier 1 Burrow

Yeah, clearly Blizzard is trying to destroy early game Terran.


Lol, if you are going to count tanks, medivacs, and the new hellbats as early game units, then you should add in hydras, mutas, and swamp hosts as well.
Hattori_Hanzo
Profile Joined October 2010
Singapore1229 Posts
February 22 2013 18:02 GMT
#232
On February 23 2013 02:59 vthree wrote:
Show nested quote +
On February 22 2013 16:42 WolfintheSheep wrote:
Wow, the Terran whiners in this thread are completely out of control...Let's get a count of what changed early game with Zerg and Terran from WoL to HotS:

Terran:
- Widow Mines
- No Siege upgrade
- Medivac Boost
- Reaper auto-heal
- Hellbats

Zerg:
- Tier 1 Overlord Speed
- Tier 1 Burrow

Yeah, clearly Blizzard is trying to destroy early game Terran.


Lol, if you are going to count tanks, medivacs, and the new hellbats as early game units, then you should add in hydras, mutas, and swamp hosts as well.


Yes, he should. The hydra movement buff alone gives them power to do stutter-step micro on creep.
Cauterize the area
-NegativeZero-
Profile Joined August 2011
United States2142 Posts
February 22 2013 18:13 GMT
#233
On February 23 2013 03:02 Hattori_Hanzo wrote:
Show nested quote +
On February 23 2013 02:59 vthree wrote:
On February 22 2013 16:42 WolfintheSheep wrote:
Wow, the Terran whiners in this thread are completely out of control...Let's get a count of what changed early game with Zerg and Terran from WoL to HotS:

Terran:
- Widow Mines
- No Siege upgrade
- Medivac Boost
- Reaper auto-heal
- Hellbats

Zerg:
- Tier 1 Overlord Speed
- Tier 1 Burrow

Yeah, clearly Blizzard is trying to destroy early game Terran.


Lol, if you are going to count tanks, medivacs, and the new hellbats as early game units, then you should add in hydras, mutas, and swamp hosts as well.


Yes, he should. The hydra movement buff alone gives them power to do stutter-step micro on creep.

Hydra movement speed on creep is actually unaffected - they only get the speed increase off creep.
vibeo gane,
vthree
Profile Joined November 2011
Hong Kong8039 Posts
Last Edited: 2013-02-22 18:18:13
February 22 2013 18:16 GMT
#234
Also, I think with this new change, zergs can get mutas out to defend vs hellbats and once again, zergs can now skip the roach warren for early game defense... Can we get 110 second build time to spire since these new faster mutas are now too good.
Lukeeze[zR]
Profile Joined February 2006
Switzerland6838 Posts
February 22 2013 18:25 GMT
#235
On February 23 2013 02:45 vthree wrote:
Now that they have looked at the problems with early game TvZ. How about looking at the speed at which creep spread can be done by top pros. In my opinion, this is one of the things that is killing WoL TvZ right now. The Zerg simply has too much vision.

I know caster always comment about that awesome Zerg army surround on the bio/tank of Terran. But honestly, when you have full vision of an army that needs to be sieged up to be effective at all. Is it really hard to surround it with super fast units? And weren't Blizzard planning a creep spread nerf before Mvp won IEM?


Creep spread is one of the best concept implemented in sc2, it takes great multitasking to spread it while executing your BO, so i'm fine with it. But I think the creep should grow and disappear at the same speed rate, it's kind of frustrating when an overlord decides to shit on your next expo and delays it for 60 seconds or so.
Terran & Potato Salad.
vthree
Profile Joined November 2011
Hong Kong8039 Posts
February 22 2013 18:33 GMT
#236
On February 23 2013 03:25 Lukeeze[zR] wrote:
Show nested quote +
On February 23 2013 02:45 vthree wrote:
Now that they have looked at the problems with early game TvZ. How about looking at the speed at which creep spread can be done by top pros. In my opinion, this is one of the things that is killing WoL TvZ right now. The Zerg simply has too much vision.

I know caster always comment about that awesome Zerg army surround on the bio/tank of Terran. But honestly, when you have full vision of an army that needs to be sieged up to be effective at all. Is it really hard to surround it with super fast units? And weren't Blizzard planning a creep spread nerf before Mvp won IEM?


Creep spread is one of the best concept implemented in sc2, it takes great multitasking to spread it while executing your BO, so i'm fine with it. But I think the creep should grow and disappear at the same speed rate, it's kind of frustrating when an overlord decides to shit on your next expo and delays it for 60 seconds or so.



I am not saying we should get rid of creep. But the top pros now are just too good. And the other 2 races don't have similar APM dumps which gives them similar advantages.

It also takes great multitask to use speed medivacs to drop and pickup hellbats to chase drones while executing your BO. Doesn't make it not 'OP'.
BronzeKnee
Profile Joined March 2011
United States5219 Posts
Last Edited: 2013-02-22 18:54:22
February 22 2013 18:44 GMT
#237
On February 23 2013 00:26 Plansix wrote:
The game was at its finest when we were trying to figure out new stuff, fighting new unit comps and figuring out safe builds. It was at it worst when every game was 1 rax FE into three bases into end game. Sentry immortal all ins racing to get their before infestors is no fun either.


On February 23 2013 00:29 Rider517 wrote:
agree, it was fun about a year ago, now it's a little bit meh and hots looks pretty weird


I wish Blizzard could see, and understand this. Things like the MSC with it's Nexus Cannon allows the Protoss to be a lot safer and greedier and reduces variety in the game, and make it boring. It really hurts the game when so many early game timings are simply shut down by one click. Certainly takes away a lot of the skill required to play SC2 too.

The map pool also plays a role, every map is so similar where it is so easy to take 3 bases because instead of fixing 200/200 Roach pushes in ZvP, they made every map the same... boring.

Blizzard needs to understand that variety makes the game fun, fresh and exciting, and that timings pushes are okay, so long as they can be reasonably stopped with skill (the Nexus Cannon doesn't take any skill) if well scouted (which was not the case at one point with 4 Gates, the 1-1-1, and Immortal Sentry all-in, and 200/200 Roach armies). I find it quite boring when every game is 20 minutes of macro and light harass leading up to one 30 second engagement with the same old late units in deathball combat. It is always the same, I can predict exactly what will happen when I play versus Terran. They will likely open 1 Rax FE, turtle while building MM, then get Medivacs and harass while taking a 3rd or all-in me. Occasionally they will try some one base garbage that fails miserably unless I make a mistake because my build (or I should say Sase's) is well thought out and safe.
Ramiz1989
Profile Joined July 2012
12124 Posts
Last Edited: 2013-02-22 19:14:25
February 22 2013 19:14 GMT
#238
On February 23 2013 02:20 DidYuhim wrote:
Go watch Metropolis game of Mvp vs Squirtle.

Everyone watched that game, and everyone, including the MVP himself, said that he just got bored and a-clicked without microing. And those were almost pure Battle Cruisers, if he added Ravens, and Vikings, and actually did the basic spreading, the game would be long over for Squirtle.
"I've been to hell and back, and back to hell…and back. This time, I've brought Hell back with me."
nomyx
Profile Joined June 2012
United States2205 Posts
February 22 2013 19:28 GMT
#239
Zerg would be much more fun to play if there was no queen / larvae worked like bw
WolfintheSheep
Profile Joined June 2011
Canada14127 Posts
February 22 2013 19:33 GMT
#240
On February 23 2013 02:59 vthree wrote:
Show nested quote +
On February 22 2013 16:42 WolfintheSheep wrote:
Wow, the Terran whiners in this thread are completely out of control...Let's get a count of what changed early game with Zerg and Terran from WoL to HotS:

Terran:
- Widow Mines
- No Siege upgrade
- Medivac Boost
- Reaper auto-heal
- Hellbats

Zerg:
- Tier 1 Overlord Speed
- Tier 1 Burrow

Yeah, clearly Blizzard is trying to destroy early game Terran.


Lol, if you are going to count tanks, medivacs, and the new hellbats as early game units, then you should add in hydras, mutas, and swamp hosts as well.

And please tell, why "should" I include those? If this is going to be a useless Tier discussion, please don't bother saying anything at all.
Average means I'm better than half of you.
Stardroid
Profile Joined May 2011
United Kingdom159 Posts
Last Edited: 2013-02-22 19:55:16
February 22 2013 19:40 GMT
#241

Edit: sorry wrong thread
True wisdom is as valuable as it is rare
Targe
Profile Blog Joined February 2012
United Kingdom14103 Posts
February 22 2013 19:55 GMT
#242
On February 22 2013 03:29 c0sm0naut wrote:
Show nested quote +
On February 22 2013 03:27 Plansix wrote:
On February 22 2013 03:25 c0sm0naut wrote:
On February 22 2013 03:22 Plansix wrote:
Seems very reasonable if the upgrade doesn't take forever or cost a mint. I am glad they are keeping the unit powerful, since it is a back bone unit and should be viable.

Also - this is clearly a quick fix to solve one specific, early game issue, rather than a full patch for all three races. I am sure they are looking at other stuff.

The wording seems to me to imply it will return at the same time/cost


You should include that in the OP for people to reference, since I don't even remember what it was. Still sounds like a good fix to a rising problem.

I don't remember either, haha. Will be happy to if some shows me the numbers

Edit: and yes I agree. I think tvt will benefit the most however


I'm going to miss easy wins where my opponents go for hellbat drop
11/5/14 CATACLYSM | The South West's worst Falco main
Normal
Please log in or register to reply.
Live Events Refresh
Next event in 1h 22m
[ Submit Event ]
Live Streams
Refresh
StarCraft 2
ProTech15
StarCraft: Brood War
actioN 780
BeSt 424
Shuttle 295
Leta 135
Dewaltoss 121
Hyuk 120
EffOrt 111
Soma 73
Nal_rA 63
ToSsGirL 51
[ Show more ]
sSak 35
Bale 24
Sharp 20
NaDa 19
NotJumperer 19
Dota 2
febbydoto12
Counter-Strike
Stewie2K1153
m0e_tv614
shoxiejesuss398
Super Smash Bros
Mew2King114
Other Games
ceh9455
Tasteless194
crisheroes89
Organizations
Dota 2
PGL Dota 2 - Main Stream8238
Other Games
gamesdonequick1043
StarCraft 2
Blizzard YouTube
StarCraft: Brood War
BSLTrovo
sctven
[ Show 15 non-featured ]
StarCraft 2
• Berry_CruncH263
• AfreecaTV YouTube
• intothetv
• Kozan
• IndyKCrew
• LaughNgamezSOOP
• Migwel
• sooper7s
StarCraft: Brood War
• iopq 2
• BSLYoutube
• STPLYoutube
• ZZZeroYoutube
League of Legends
• Lourlo1723
• Stunt576
• HappyZerGling151
Upcoming Events
GSL
1h 22m
WardiTV Team League
3h 22m
The PondCast
1d 1h
WardiTV Team League
1d 3h
Replay Cast
1d 15h
Replay Cast
2 days
CranKy Ducklings
3 days
RSL Revival
3 days
WardiTV Team League
3 days
uThermal 2v2 Circuit
3 days
[ Show More ]
BSL
3 days
Sparkling Tuna Cup
4 days
RSL Revival
4 days
WardiTV Team League
4 days
BSL
4 days
Replay Cast
4 days
Replay Cast
5 days
Wardi Open
5 days
Monday Night Weeklies
5 days
WardiTV Team League
6 days
Liquipedia Results

Completed

Spring Cup 2026
WardiTV Winter 2026
Underdog Cup #3

Ongoing

KCM Race Survival 2026 Season 1
Jeongseon Sooper Cup
BSL Season 22
RSL Revival: Season 4
Nations Cup 2026
ESL Pro League S23 Stage 1&2
PGL Cluj-Napoca 2026
IEM Kraków 2026
BLAST Bounty Winter 2026
BLAST Bounty Winter Qual

Upcoming

CSL Elite League 2026
ASL Season 21
Acropolis #4 - TS6
Acropolis #4
IPSL Spring 2026
CSLAN 4
HSC XXIX
uThermal 2v2 2026 Main Event
Bellum Gens Elite Stara Zagora 2026
NationLESS Cup
CS Asia Championships 2026
Asian Champions League 2026
IEM Atlanta 2026
PGL Astana 2026
BLAST Rivals Spring 2026
CCT Season 3 Global Finals
IEM Rio 2026
PGL Bucharest 2026
Stake Ranked Episode 1
BLAST Open Spring 2026
ESL Pro League S23 Finals
TLPD

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

Advertising | Privacy Policy | Terms Of Use | Contact Us

Original banner artwork: Jim Warren
The contents of this webpage are copyright © 2026 TLnet. All Rights Reserved.