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Patch 8 Discussion - Page 45

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BG1
Profile Blog Joined January 2005
Canada1550 Posts
April 08 2010 07:37 GMT
#881
A zerg army can still be rebuilt in 1 sec. What are you guys whining about? Learn to macro.
There was once a dream that was Esports. You could only whisper it. Anything more than a whisper and it would vanish... Now is the time to make that dream a reality!
guitarizt
Profile Blog Joined March 2009
United States1492 Posts
April 08 2010 07:39 GMT
#882
Toss needs better anti air. Zerg is still broke. I'm not saying it was good before but it's horrible now for zerg. I'm sure the stat analysis will show that zerg is pretty f'ed up right now too.
“There is nothing noble in being superior to your fellow man; true nobility is being superior to your former self.” - Hemingway
Wintermute
Profile Joined March 2010
United States427 Posts
April 08 2010 07:40 GMT
#883
On April 08 2010 16:27 avilo wrote:
this thread makes me lol in delight at whiney Zerg players that are frustrated they can no longer play CnC3: Tiberium Wars Scorpion Spam Starcraft 2 the way they were.


Yea, those idiots should have been using their skillful Sentry/Stalker equivalents... that they don't have.

Zerg don't have the tools for finesse. Even their caster unit is largely a delivery system for fungal growth, whose primary purpose is to make their over run tactics easier.

Don't let me say this, but you're no worse than me; it's crazy.
Chen
Profile Joined June 2009
United States6344 Posts
April 08 2010 07:41 GMT
#884
On April 08 2010 15:57 Pekkz wrote:
Show nested quote +
On April 08 2010 14:22 Chen wrote:
On April 08 2010 14:14 Pekkz wrote:
On April 08 2010 12:56 Skyze wrote:
On April 08 2010 12:47 2SCV1cup wrote:
On April 08 2010 12:42 WorkersOfTheWorld wrote:
Each thor can completely shut down an immortal, the rest can be handled easily by stim rauders (which out-damage them through the shield cost for cost).

do u even have beta key?


do you? Stimmed marauders OBLITERATE immortals.. and Thors take out any air unit within seconds.

I think marauders need more nerf, this "upgrade" bullshit isnt enough. Its just like 1 less marauder in their army, thats it. Marauders need a serious stat reduction. So do thors, esp how they get cheaper and faster to get with each patch.

Its clear Blizzard loves terran. CowGoMoo is a employee, any coincidence?


Try throw in a warp prism and pick up your hurt immortals. Also marauder isnt a counter to immortals, they are pretty balanced against eachother, specially after patch where you wont get slow and stim as fast.

Sigh when I read your last sentence I wonder why I even bother to reply. Obviously you are clueless.

how would warp prisms help at all? you might get to reuse them later but you really cant afford to have some immortals not in a fight shooting. doesnt even help them live longer since a good player will just 1-shot them the minute you drop it. I can see this working with colossi and their longer range, but unless you are extremely good at being able to pick up units before the shot reaches them and after its fired, i see no point. I find it slightly irking that 12 marauders can win vs 3-4 immortals since they then 2-shot the unit that "counters" them.


If you dont want marauders to work vs immortal, then only mass marine would counter them. Protoss would add one collossus and terran would have to go Air vs toss every game. Yeah that would make everything alot better....?

I want it so that you need EMP for marauders to beat Immortals cost-for-cost. although a mix of marines+marauders does and should beat immortals, which im totally cool with. I just hate that the basic spam/meat unit for any army can beat its counter cost-effectively, especially when that "counter" is higher in tech.
Fizban140
Profile Joined March 2010
Korea (South)129 Posts
April 08 2010 07:42 GMT
#885
I don't play toss and I don't build air, but does toss really need better anti air? Aren't stalkers and guardians pretty good?
nodule
Profile Joined February 2008
Canada931 Posts
April 08 2010 07:45 GMT
#886
for all zergs who are having trouble with the slightly lowered survivability of roach/hydra: perhaps try incorporating an earlier evo for +1 armor into your builds.

get it early enough, and you get back the old status quo, just like the marauder situation
cHaNg-sTa
Profile Blog Joined March 2008
United States1058 Posts
April 08 2010 07:46 GMT
#887
Why only lol at whiny zerg players when toss players were whining about early patch nerfs and terran players whining about being crappy before any patches. Let's just lol at everyone!
Jaedong <3 HOOK'EM HORNS!
ZenDeX
Profile Blog Joined May 2008
Philippines2916 Posts
April 08 2010 07:48 GMT
#888
On April 08 2010 16:45 nodule wrote:
for all zergs who are having trouble with the slightly lowered survivability of roach/hydra: perhaps try incorporating an earlier evo for +1 armor into your builds.

get it early enough, and you get back the old status quo, just like the marauder situation

It seems that zergs just need to find that perfect timing for upgrades so that a timing push from terran wouldn't screw everything.
Radiomouse
Profile Joined November 2009
Netherlands209 Posts
Last Edited: 2010-04-08 07:57:40
April 08 2010 07:57 GMT
#889
On April 08 2010 16:23 GoDannY wrote:


THIS (including the quotations) +1

Seriously, Protoss got nerfed all day and now all Zergs are crying since there beloved a-move-macro style didn't work out that easy anymore.

Honestly - I have never ever seen a Zerg dropping me, doing harass (except muta-ling but thats another topic) and RARELY flanking me. It seems like most zerg tend to just group all their units on one hotkey and a-move in. OF COURSE the whole protoss army is build up to do the most damage on a frontal attack (meatwall of zeals, long ranged collossi in the back), same for metal-terran (hellions, tank and thors in the back). So what about using a little micro and map control to fight in a spot where you can flank, throw an arc around the opposing army and do some drop harass (speedlings are insane in a probeline)? I'm talking about the average ladder game - not the ones we sometimes see on streams. I'm glad they fixed the issue that a decent macro zerg simply can overrun and survive a frontal attack.

Besides, how about using the burrow ability as suggested? This is a HUGE advantage but rarely used by Zerg - so seriously - try to start discovering the abilities of your race... there are lots of options still unused.

With that patch, we've come one HUGE step closer to overall balance IMHO.


Not to be rude, but how do you envision zerg harassing with a unit that is not muta/ling?

Also, zerg drops are horrible, you spend 200/200 for limited space in an overlord even though you could spend 300/200 for unlimited space in a nydus worm.

Flanking would work, were it not for proper sentry forcefield spam.

How is burrow usefull against toss again? All proper protoss actually get an observer out before they start massing them immortals/colloxon.
arew
Profile Blog Joined September 2006
Lithuania1861 Posts
April 08 2010 07:57 GMT
#890
That's good. Now wipe all the accounts and let's play xDD
750/750 emotions fully stacked
Chen
Profile Joined June 2009
United States6344 Posts
Last Edited: 2010-04-08 08:18:05
April 08 2010 08:08 GMT
#891
On April 08 2010 16:57 Radiomouse wrote:
Show nested quote +
On April 08 2010 16:23 GoDannY wrote:


THIS (including the quotations) +1

Seriously, Protoss got nerfed all day and now all Zergs are crying since there beloved a-move-macro style didn't work out that easy anymore.

Honestly - I have never ever seen a Zerg dropping me, doing harass (except muta-ling but thats another topic) and RARELY flanking me. It seems like most zerg tend to just group all their units on one hotkey and a-move in. OF COURSE the whole protoss army is build up to do the most damage on a frontal attack (meatwall of zeals, long ranged collossi in the back), same for metal-terran (hellions, tank and thors in the back). So what about using a little micro and map control to fight in a spot where you can flank, throw an arc around the opposing army and do some drop harass (speedlings are insane in a probeline)? I'm talking about the average ladder game - not the ones we sometimes see on streams. I'm glad they fixed the issue that a decent macro zerg simply can overrun and survive a frontal attack.

Besides, how about using the burrow ability as suggested? This is a HUGE advantage but rarely used by Zerg - so seriously - try to start discovering the abilities of your race... there are lots of options still unused.

With that patch, we've come one HUGE step closer to overall balance IMHO.


Not to be rude, but how do you envision zerg harassing with a unit that is not muta/ling?

Also, zerg drops are horrible, you spend 200/200 for limited space in an overlord even though you could spend 300/200 for unlimited space in a nydus worm.

Flanking would work, were it not for proper sentry forcefield spam.

How is burrow usefull against toss again? All proper protoss actually get an observer out before they start massing them immortals/colloxon
.

if you read my original post, i suggested using them vs terran not toss, since ravens are much higher tech/rarer than obs. But you just proved your lack of thought by presenting a situation in which burrow-move would be helpful. Burrowed roaches are not stopped by force-field, thus use burrow to flank their army, utilizing that huge regeneration bonus to shrug off damage while you get into position. try that rather than having your units stuck behind the FF wall and just complaining while 1/2 your army can a-move and the other 1/2 cant.

On April 08 2010 16:40 Wintermute wrote:
Show nested quote +
On April 08 2010 16:27 avilo wrote:
this thread makes me lol in delight at whiney Zerg players that are frustrated they can no longer play CnC3: Tiberium Wars Scorpion Spam Starcraft 2 the way they were.


Yea, those idiots should have been using their skillful Sentry/Stalker equivalents... that they don't have.

Zerg don't have the tools for finesse. Even their caster unit is largely a delivery system for fungal growth, whose primary purpose is to make their over run tactics easier.


thoughts on what zerg could be doing instead of A-moving:

drops: you have overlords, you basically get free speed upgrade so all you need is the drop upgrade, why not utilize that advantage vs a slower ball-oriented army? nothing's changed from BW to SC2 to make this less effective. People seem to forget that overlords are transports with the advent of the nydus worm. seriously just learn to abuse your mobility advantage, use a nydus on his third base with no units to draw his army there then drop his main.

Baneling-bomb the army: marauders cant attack air and terrans generally have few marines, either way your overlords can easily drop banelings onto 5-6 units in their blob for 20-35 damage at relatively little cost. might not work against toss tho.

Baneling the depots/pylons, 5 banelings kill 4 depots or pylons. 250-125 for 400 minerals and major supply blockage

Baneling the mineral line, most terrans/toss dont have any AA at base unless you open mutas, drop 2-4 banelings in their nat and kill all the workers

Using roaches to harass: burrow-move into their base and kill off key structures/workers, you should be able to find a hole in the cannon/turrets, assuming they even build them, plus obs wont stay at base and ravens are high up the tech tree. Hell just leave a roach in his base and you have your very own observer that you always whine about for 75/25 instead of 50/100

Fungal growth workers: poor mans storm drop, takes 2 casts to kill, but also stops them from mining at a base for the duration and if you have the 150 energy needed its unlikely he'll be able to get back in time to save the workers. Plus you might not even lose the infestor, just burrow-move it away for pick it up and run with overlord.

Corrupt key tech buildings: i'm pretty sure 2 corrupters can keep a building non-functional indefinitely, there are obvious repercussions to significantly delaying your opponent from getting collosi/+1 atk/ravens/HSM/whatever you dont want him to get. in order to stop it they have to stay in their base or invest significantly in defense (killing a 200 hp air unit before it can cast something is pretty hard, even killing it before it casts/runs takes alot of investment)

I dont play zerg and can think of 1/2 a dozen of "finesse" techniques that can do alot of damage/help you with without massing and A-moving. your turn to think instead of whining and claiming its not possible/wont work.
shinosai
Profile Blog Joined April 2010
United States1577 Posts
April 08 2010 08:09 GMT
#892

ROFLLLLLLLLLLLLLLLLLLLLLLLLLL.

Thor is the biggest counter to mutalisks ever. It's not even fair. 3 thors can kill infinite mutalisks. 1 thor can defend your base vs early muta no problem. Combine a few turrets in your minlines and muta are completely worthless.


Sounds like the voice of theory instead of actual practice. Thors aren't a good counter to mutas for the reasons I already outlined.
Be versatile, know when to retreat, and carry a big gun.
NicolBolas
Profile Blog Joined March 2009
United States1388 Posts
Last Edited: 2010-04-08 08:18:13
April 08 2010 08:14 GMT
#893
Besides, how about using the burrow ability as suggested? This is a HUGE advantage but rarely used by Zerg - so seriously - try to start discovering the abilities of your race... there are lots of options still unused.


I used to do it all the time early on in the beta. But it was hard enough to make it work before the move speed and burrowed regen got nerfed. Now it's almost impossible.

It should also be pointed out that the burrowed-movement requires two separate upgrades totaling 250/250. And since Roaches don't regenerate very much while burrowed, there's not much to gain from burrow alone.

If the previous nerfs could be rolled back (50/50 burrow cost, more regen while burrowed, more burrow movement speed), the -1 armor nerf wouldn't be so bad. As it stands now, it's simply not worth the effort.

thoughts on what zerg could be doing instead of A-moving:


It's funny how each and every suggestion you make would be immediately shut down with Turrets. For a scant 100 minerals, all of these options disappear.
So you know, cats are interesting. They are kind of like girls. If they come up and talk to you, it's great. But if you try to talk to them, it doesn't always go so well. - Shigeru Miyamoto
Disastorm
Profile Joined January 2008
United States922 Posts
April 08 2010 08:15 GMT
#894
On April 08 2010 17:08 Chen wrote:
Show nested quote +
On April 08 2010 16:40 Wintermute wrote:
On April 08 2010 16:27 avilo wrote:
this thread makes me lol in delight at whiney Zerg players that are frustrated they can no longer play CnC3: Tiberium Wars Scorpion Spam Starcraft 2 the way they were.


Yea, those idiots should have been using their skillful Sentry/Stalker equivalents... that they don't have.

Zerg don't have the tools for finesse. Even their caster unit is largely a delivery system for fungal growth, whose primary purpose is to make their over run tactics easier.


thoughts on what zerg could be doing instead of A-moving:

drops: you have overlords, you basically get free speed upgrade so all you need is the drop upgrade, why not utilize that advantage vs a slower ball-oriented army? nothing's changed from BW to SC2 to make this less effective. People seem to forget that overlords are transports with the advent of the nydus worm. seriously just learn to abuse your mobility advantage, use a nydus on his third base with no units to draw his army there then drop his main.

Baneling-bomb the army: marauders cant attack air and terrans generally have few marines, either way your overlords can easily drop banelings onto 5-6 units in their blob for 20-35 damage at relatively little cost. might not work against toss tho.

Baneling the depots/pylons, 5 banelings kill 4 depots or pylons. 250-125 for 400 minerals and major supply blockage

Baneling the mineral line, most terrans/toss dont have any AA at base unless you open mutas, drop 2-4 banelings in their nat and kill all the workers

Using roaches to harass: burrow-move into their base and kill off key structures/workers, you should be able to find a hole in the cannon/turrets, assuming they even build them, plus obs wont stay at base and ravens are high up the tech tree. Hell just leave a roach in his base and you have your very own observer that you always whine about for 75/25 instead of 50/100

Fungal growth workers: poor mans storm drop, takes 2 casts to kill, but also stops them from mining at a base for the duration and if you have the 150 energy needed its unlikely he'll be able to get back in time to save the workers. Plus you might not even lose the infestor, just burrow-move it away for pick it up and run with overlord.

Corrupt key tech buildings: i'm pretty sure 2 corrupters can keep a building non-functional indefinitely, there are obvious repercussions to significantly delaying your opponent from getting collosi/+1 atk/ravens/HSM/whatever you dont want him to get. in order to stop it they have to stay in their base or invest significantly in defense (killing a 200 hp air unit before it can cast something is pretty hard, even killing it before it casts/runs takes alot of investment)

I dont play zerg and can think of 1/2 a dozen of "finesse" techniques that can do alot of damage/help you with without massing and A-moving. your turn to think instead of whining and claiming its not possible/wont work.

Quite honestly the hardest part is just getting to a point in the game where u can do any of that.
"Don't worry so much man. There won't be any more zergs left to QQ. Lots of QQ about TvT is incoming though I bet." - Vrok 9/21/10
guitarizt
Profile Blog Joined March 2009
United States1492 Posts
April 08 2010 08:15 GMT
#895
On April 08 2010 17:09 shinosai wrote:
Show nested quote +

ROFLLLLLLLLLLLLLLLLLLLLLLLLLL.

Thor is the biggest counter to mutalisks ever. It's not even fair. 3 thors can kill infinite mutalisks. 1 thor can defend your base vs early muta no problem. Combine a few turrets in your minlines and muta are completely worthless.


Sounds like the voice of theory instead of actual practice. Thors aren't a good counter to mutas for the reasons I already outlined.


I'm guessing you said because thors are so slow but really you only need def from zerg until you have enough to pushout and the mutas are close to useless at that point.
“There is nothing noble in being superior to your fellow man; true nobility is being superior to your former self.” - Hemingway
Rabiator
Profile Joined March 2010
Germany3948 Posts
Last Edited: 2010-04-08 08:18:32
April 08 2010 08:17 GMT
#896
On April 08 2010 16:40 Wintermute wrote:
Show nested quote +
On April 08 2010 16:27 avilo wrote:
this thread makes me lol in delight at whiney Zerg players that are frustrated they can no longer play CnC3: Tiberium Wars Scorpion Spam Starcraft 2 the way they were.


Yea, those idiots should have been using their skillful Sentry/Stalker equivalents... that they don't have.

Zerg don't have the tools for finesse. Even their caster unit is largely a delivery system for fungal growth, whose primary purpose is to make their over run tactics easier.

O Rly?
On April 08 2010 16:57 Radiomouse wrote:
Not to be rude, but how do you envision zerg harassing with a unit that is not muta/ling?

Also, zerg drops are horrible, you spend 200/200 for limited space in an overlord even though you could spend 300/200 for unlimited space in a nydus worm.

Flanking would work, were it not for proper sentry forcefield spam.

How is burrow usefull against toss again? All proper protoss actually get an observer out before they start massing them immortals/colloxon.

  • I have not seen any Zerg player bait his opponent into a bunch of burrowed Banelings which he then explodes when they are right above them. Burrow is an "uncool upgrade", because it doesnt do damage, right?
  • Infestors are RARELY seen and if they do show up they are simply used to deal damage instead of using Neural Parasite on the Thor to have it shot by its own buddies. The Infestor can move while burrowed too. You dont need to have mass units to harrass and Neural Parasite allows you to pick the closest enemy unit and have it shot by its buddies.
  • Burrowed Roach movement is almost never used nowadays (although you only need 3-4 to reach a mineral line to wreak havoc. Most Protoss dont build cannons at their bases and they certainly dont leave an observer there either. Most Protoss only build 1 Observer too.
  • Nydus canal is a global sound warning, but no one ever suspects a Zerg to do drops. Simply drop a few Roaches in the back of a base (who makes it invulnerable with turrets on all sides? No one.) and have them creep up to the Mineral line. Perfect and easy harrass, which needs to be countered by lots of detection and static defenses / troops to defend ...
  • Zerg have PERFECT scouting of the map already ... Creep Tumor. All you need to do is spam them all over to be too many to kill. Yeah and build an extra queen for this which follows your roaches to act as a Medic after you covered every expansion / base with creep. That is total harrass for any non-Zerg, because you can not build expos without having to devote time and resources to it ... perfect time to attack the base.

So just because you dont want to be creative and sit in your "I am Zerg, so I MUST MASS UNITS AND ATTACK AS A HORDE"-mindset dont blame us for asking for a Nerf to that kind of boring junk.
If you cant say what you're meaning, you can never mean what you're saying.
iRRelevance
Profile Joined June 2009
Romania725 Posts
Last Edited: 2010-04-08 08:19:32
April 08 2010 08:18 GMT
#897
I'm a terran player and I think all changes are great, but the hydra nerf is the best.

"Korea
Added support to display the game rating information on the login screen." - korean buff IMBAAA
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GoDannY
Profile Joined August 2006
Germany442 Posts
Last Edited: 2010-04-08 08:29:26
April 08 2010 08:22 GMT
#898
On April 08 2010 16:57 Radiomouse wrote:
Show nested quote +
On April 08 2010 16:23 GoDannY wrote:


THIS (including the quotations) +1

Seriously, Protoss got nerfed all day and now all Zergs are crying since there beloved a-move-macro style didn't work out that easy anymore.

Honestly - I have never ever seen a Zerg dropping me, doing harass (except muta-ling but thats another topic) and RARELY flanking me. It seems like most zerg tend to just group all their units on one hotkey and a-move in. OF COURSE the whole protoss army is build up to do the most damage on a frontal attack (meatwall of zeals, long ranged collossi in the back), same for metal-terran (hellions, tank and thors in the back). So what about using a little micro and map control to fight in a spot where you can flank, throw an arc around the opposing army and do some drop harass (speedlings are insane in a probeline)? I'm talking about the average ladder game - not the ones we sometimes see on streams. I'm glad they fixed the issue that a decent macro zerg simply can overrun and survive a frontal attack.

Besides, how about using the burrow ability as suggested? This is a HUGE advantage but rarely used by Zerg - so seriously - try to start discovering the abilities of your race... there are lots of options still unused.

With that patch, we've come one HUGE step closer to overall balance IMHO.


Not to be rude, but how do you envision zerg harassing with a unit that is not muta/ling?

Also, zerg drops are horrible, you spend 200/200 for limited space in an overlord even though you could spend 300/200 for unlimited space in a nydus worm.

Flanking would work, were it not for proper sentry forcefield spam.

How is burrow usefull against toss again? All proper protoss actually get an observer out before they start massing them immortals/colloxon.



Well, you already named two good options yourself.

Other rathes have to pay also for having the unit cargo ability (warp prism 200mins for instance. Zergs upgrade is more expensive, thats true, but by that time you have plenty of "dropships" available, don't you? If you dont desire a suicide you won't even loose one of these. Next question: what to drop? Speedlings kill probes and SCVs faster than someone might react (and one or two loaded overlords will do) - and can easily kick off some pylons or key structures. Furthermore you can scout his tech and keep some probes of mining. Big deal for a few lings and one upgrade if you ask me.

Nydus worm is also nice and pretty hard to outmicro too, as you can see plenty of replays how to use it efficient.

Proper FF use is pretty much a micro related discussion - and chopping of half of your army is only possible on tiny spots - so we are back to positioning. To actually trap in units are a lot of sentries needed which are weak in a stand-up fight and cost tons of gas - so if you dont offer the Protoss an opportunity to demolish your army - he's screwed most of the times. I personally dont think they are imbalanced, just the new key supporter of Protoss since they lost Reaver, Archons (basicly) and corsairs. (I played both, Zerg and Toss so I know FF can be quite annoying). Tough many Zerg players underestimate the use of creep and faster movement which is HUGE and needs to be named in the FF discussion.

Yeah most Protoss have observers available but usually just use one or two to scout for tech and expos and dont have them with theit main army. Burrowed roaches can move under forcefields to escape the trap (never cared about it, but dont they move faster burrowed when under creep as well?). Besides, arent banelings a good trap - never seen someone trying it so far.

Furthermore I havent seen many Zerg using good ol' Ultralisks when they took the gold expo and one more (so clearly ready for a late game), just Hydra/Roach and MAY BE broodlords if they are in mood for that.

Zerg isn't all about diversity, it never was and hopefully stay like that. Zerg is huge in map control (creep!!) and macro and that's they way they are supposed to be played.

EDIT: Rabiator outlined it better :>
Team LifeStyle - it's more than a game
wintergt
Profile Joined February 2010
Belgium1335 Posts
April 08 2010 08:27 GMT
#899
Look like good changes.. marauders toned down a bit + mech buffed.. just don't get the zerg nerfs to their core units, I didn't think zerg was all that strong anymore but NOW they decide to nerf em. Curious to see new patch games either way, T games should be more diverse now
here i am
arnold(soTa)
Profile Joined March 2010
Sweden352 Posts
April 08 2010 08:36 GMT
#900
zergs have to be the least imaginative bunch out there, just attackmoving from the front in every single game, combining roaches hydra and lings, thinking that they are pro for mixing three units, two of which share the exact same upgrades and one which shares the same armor.

drops, banelings, nydus, roachburrow, burrow in general. brood lords creeptumors and overlords pooping creep etc etcetcetetetetc.......zerg is fakking awsome and you piss about not being able to A-move from the front...cmon, if zergs did tht in scbw they would been laughed off the server, it was about proper unit controll, surrounding and swarming using spells and microing at the same time. Fuck so many wc3 players here >.<

need to clean up beta.
"I like turtles"
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