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Patch 8 Discussion - Page 50

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Kaboo
Profile Blog Joined September 2009
Sweden125 Posts
April 08 2010 13:51 GMT
#981
Stalkers are fun to use now Thanks mr Patch
Simplicity is the ultimate sophistication -Leonardo da Vinci
Gigaudas
Profile Blog Joined December 2008
Sweden1213 Posts
April 08 2010 13:56 GMT
#982
On April 08 2010 22:51 Kaboo wrote:
Stalkers are fun to use now Thanks mr Patch


I love how you can now push with for example stalkers and scout for Terran FE without the fear of losing most of your units if he went for a more aggressiv ebuild.
I
eNoq
Profile Joined June 2009
Netherlands502 Posts
April 08 2010 13:57 GMT
#983
On April 08 2010 22:51 Zoltan wrote:
Show nested quote +
On April 08 2010 22:28 eNoq wrote:
ZvT needs to end earlygame, else it's game over.


I dont really agree with that... they had thier tier 1.5 and tier 2.0 units nerfed... not their tier 3s.... any lategame action is jut slightly less powerful, just like the rest of their game. TBH- the last game i played before the patch i lost to a zerg EVEN AFTER i killed his FE (before he had a single harvester on it) with reapers, and harassed his main's mineral line, and then killed his next expo while taking a 2nd and a 3rd. You know how he beat me? Mass hydras, nothing else, vs my hellions, thors, marauders, marines, and medivacs. (at about = supply for each battle too!). Just saying that MAYBE< just maybe, the hydra nerf was needed.

Since the patch ive only played 4 games, and they were all TVT. Have to admit im liking that mu better now- 4 games 4 wins all mech baby! (single rax no addon making marines into factory into fast starport to feign banshees, then armory and +2 more facs for thors and sieges. Was beautiful).


I don't see how Z is going to stop T midgame push which probably will include a thor or 2, so muta is not an option, and i can't even imagine how fast hydra's and roaches are going to melt vs siege tanks, as they melted hard before this patch.
Proburu
kickinhead
Profile Joined December 2008
Switzerland2069 Posts
April 08 2010 13:59 GMT
#984
On April 08 2010 22:51 Zoltan wrote:
Show nested quote +
On April 08 2010 22:28 eNoq wrote:
ZvT needs to end earlygame, else it's game over.


I dont really agree with that... they had thier tier 1.5 and tier 2.0 units nerfed... not their tier 3s.... any lategame action is jut slightly less powerful, just like the rest of their game. TBH- the last game i played before the patch i lost to a zerg EVEN AFTER i killed his FE (before he had a single harvester on it) with reapers, and harassed his main's mineral line, and then killed his next expo while taking a 2nd and a 3rd. You know how he beat me? Mass hydras, nothing else, vs my hellions, thors, marauders, marines, and medivacs. (at about = supply for each battle too!). Just saying that MAYBE< just maybe, the hydra nerf was needed.

Since the patch ive only played 4 games, and they were all TVT. Have to admit im liking that mu better now- 4 games 4 wins all mech baby! (single rax no addon making marines into factory into fast starport to feign banshees, then armory and +2 more facs for thors and sieges. Was beautiful).


I rly don't get why Zerg think that Z-lategame is down the drain now because the Units got nerfed. Z still has by far the best Macro, they can expand all over the place, defend much easier than any other race and the only thing they have to do is not get raped by a timing-attack.

have you guys ever played Zerg in SC1? Z would get raped hardcore by timing-attacks, if they didn't react appropriately soon enough by stopping Drone-production and pumping out Units, but Z could get extremely far ahead economically if they knew the timing to expand and drone up and win by sheer masses.

That's just how you're supposed to play Z now. I've watched tons of replays of Z and Z is always ahead economically in the mid and lategame and even if every single Unit had 10-15% HP less, if Zerg macroed and defended right, Zerg would've won the game. It's all about knowing when to expand and produce drones (which they can abuse even harder than in SC1 thanks to the Queen, an extremely powerful eco-machine) and when to start massing up Units.

I get that it's hard atm to know the timing-attacks and stuff, but that is a hard thing for basically everyone playing the beta right now, so if players loose to timing-attacks, just look at the drone-count and compare it to the army-count, if the income is ridiculously high and you have much more Drones than the enemy has workers, you should've just massed up Units to defend the attack.
https://soundcloud.com/thesamplethief
PanzerDragoon
Profile Joined March 2010
United States822 Posts
April 08 2010 14:04 GMT
#985
On April 08 2010 07:46 TerranUp16 wrote:
Show nested quote +
On April 08 2010 05:52 go4it wrote:
I fully disagree. Terran could switch to rines + tanks against roaches, you wanna say that this will not rape Roaches? Maybe, if youre micro is really bad..


Checking the effectiveness of Marines v Roaches is ofc the first thing I'm going to be doing but Marines melted to Roaches previously and I don't see these changes altering that much at all- and that's not at all a matter of micro.

Show nested quote +
On April 08 2010 05:52 PanzerDragoon wrote:Jesus christ, the BETA has been out like a month, and we're back to "will never be a true e-sport".

If the game is skillful and interesting to watch, it will be an e-sport. I think TheLittleOne games proved that given the right players, both are true.


TheLittleOne's games interested me certainly, but I've also seen his strategies crushed as easily as they have dominated. They're very interesting diversions, much like the kinds of really interesting TvZ builds that Fantasy regularly hauls out, but I don't see them being anywhere near the kind of standard play that would define the game and its status as a spectator sport.

As for it being beta, that means absolutely nothing if Blizzard doesn't leverage that fact to make serious changes to push the game in the direction it needs/they want it to go to reach the kind of success they want, then it being in "beta" means absolutely nothing.

It's notable to mention Dawn of War 2 here, a game which came into beta interestingly until much of what made the game unique was nerfed into boredom by release. The game comes out and gets some applause for its different approach to singleplayer but gets hammered for its lackluster MP. About five months pass (and I think Ebbert had been dished off to Blizzard by this time) and Relic comes out with a beta patch, 1.5 "There is Only War" and it's like a complete re-imagining of the game and its balance and the utility of its units. It completely brings back what gave the game potential and more importantly makes it incredibly fun.

Fast-forward to today and the recently-released Chaos Rising, while it introduced a few balance issues that will hopefully be addressed in 2.2, largely improved the game significantly yet again, making it yet more fun and plenty deeper. Problem is, the game is still fighting against demons it incurred on vanilla launch day. Because the design and balance of the units and the meta-game were at the time quite less than desirable, players and critics alike dismissed it quickly and because there was no apparent potential induced that the issue was likely the "lack of base-building and macro". Looking at the game now, those are not issues at all and actually are very nice design components that grant the game a ton of micro depth and which have it require plenty of micro-oriented multi-tasking compared to SC/SC2's focus of a more even split between macro and micro multi-tasking, and despite there only being one true base structure, DoW 2 has quite sufficient macro components to grant it plenty of depth and a proper meta-game (many of those macro-components have just been streamlined and relocated from what traditional RTS players are used to). However, despite that the game's MP has more or less been fixed, anyone who hasn't bothered with the game in a bit won't even realize that even if given a precise breakdown of what was fixed because they're still of the opinion that it's the lack of base-building that was the primary issue.

Applying the above two paragraphs to StarCraft 2, the current specific issue seems to be that the Roach, Marauder, and Immortal are harming SC2's meta-game and unit balance while more specifically the massing of Roaches and/or Marauders currently makes the game quite un-fun and not very entertaining to watch. These are the real issues, but the larger, perceived issues that stem from these are that there is no/little micro depth in SC2, that it's all about blob versus blob, that it's a game of hard counters (even though the relationships between MOST units is that of soft counters), etc... And those are things that SC2 could carry to its grave if those issues are not addressed.

However, SC2 is helped a bit by in large terms staying nearer to SC1 in terms of core gameplay mechanics whereas Dawn of War 2 was a major departure from Dawn of War 1 and from just about all other RTS games (it even featured many significant departures from Company of Heroes, its most immediate predecessor), so I think SC2 has a better shot as a "second chance" if it does manage to fix its underlying issues. Nonetheless, I don't think it's a situation Blizzard or anyone else really wants SC2 to have to be in at any point...

Standard play doesn't define the "spectator" sport. Standard play is pretty vanilla. The most exciting games are the unorthodox ones, which is what made Boxer so popular.
ZenDeX
Profile Blog Joined May 2008
Philippines2916 Posts
April 08 2010 14:25 GMT
#986
On April 08 2010 23:04 PanzerDragoon wrote:
Show nested quote +
On April 08 2010 07:46 TerranUp16 wrote:
On April 08 2010 05:52 go4it wrote:
I fully disagree. Terran could switch to rines + tanks against roaches, you wanna say that this will not rape Roaches? Maybe, if youre micro is really bad..


Checking the effectiveness of Marines v Roaches is ofc the first thing I'm going to be doing but Marines melted to Roaches previously and I don't see these changes altering that much at all- and that's not at all a matter of micro.

On April 08 2010 05:52 PanzerDragoon wrote:Jesus christ, the BETA has been out like a month, and we're back to "will never be a true e-sport".

If the game is skillful and interesting to watch, it will be an e-sport. I think TheLittleOne games proved that given the right players, both are true.


TheLittleOne's games interested me certainly, but I've also seen his strategies crushed as easily as they have dominated. They're very interesting diversions, much like the kinds of really interesting TvZ builds that Fantasy regularly hauls out, but I don't see them being anywhere near the kind of standard play that would define the game and its status as a spectator sport.

As for it being beta, that means absolutely nothing if Blizzard doesn't leverage that fact to make serious changes to push the game in the direction it needs/they want it to go to reach the kind of success they want, then it being in "beta" means absolutely nothing.

It's notable to mention Dawn of War 2 here, a game which came into beta interestingly until much of what made the game unique was nerfed into boredom by release. The game comes out and gets some applause for its different approach to singleplayer but gets hammered for its lackluster MP. About five months pass (and I think Ebbert had been dished off to Blizzard by this time) and Relic comes out with a beta patch, 1.5 "There is Only War" and it's like a complete re-imagining of the game and its balance and the utility of its units. It completely brings back what gave the game potential and more importantly makes it incredibly fun.

Fast-forward to today and the recently-released Chaos Rising, while it introduced a few balance issues that will hopefully be addressed in 2.2, largely improved the game significantly yet again, making it yet more fun and plenty deeper. Problem is, the game is still fighting against demons it incurred on vanilla launch day. Because the design and balance of the units and the meta-game were at the time quite less than desirable, players and critics alike dismissed it quickly and because there was no apparent potential induced that the issue was likely the "lack of base-building and macro". Looking at the game now, those are not issues at all and actually are very nice design components that grant the game a ton of micro depth and which have it require plenty of micro-oriented multi-tasking compared to SC/SC2's focus of a more even split between macro and micro multi-tasking, and despite there only being one true base structure, DoW 2 has quite sufficient macro components to grant it plenty of depth and a proper meta-game (many of those macro-components have just been streamlined and relocated from what traditional RTS players are used to). However, despite that the game's MP has more or less been fixed, anyone who hasn't bothered with the game in a bit won't even realize that even if given a precise breakdown of what was fixed because they're still of the opinion that it's the lack of base-building that was the primary issue.

Applying the above two paragraphs to StarCraft 2, the current specific issue seems to be that the Roach, Marauder, and Immortal are harming SC2's meta-game and unit balance while more specifically the massing of Roaches and/or Marauders currently makes the game quite un-fun and not very entertaining to watch. These are the real issues, but the larger, perceived issues that stem from these are that there is no/little micro depth in SC2, that it's all about blob versus blob, that it's a game of hard counters (even though the relationships between MOST units is that of soft counters), etc... And those are things that SC2 could carry to its grave if those issues are not addressed.

However, SC2 is helped a bit by in large terms staying nearer to SC1 in terms of core gameplay mechanics whereas Dawn of War 2 was a major departure from Dawn of War 1 and from just about all other RTS games (it even featured many significant departures from Company of Heroes, its most immediate predecessor), so I think SC2 has a better shot as a "second chance" if it does manage to fix its underlying issues. Nonetheless, I don't think it's a situation Blizzard or anyone else really wants SC2 to have to be in at any point...

Standard play doesn't define the "spectator" sport. Standard play is pretty vanilla. The most exciting games are the unorthodox ones, which is what made Boxer so popular.

Good thing we have TLO for this. LOL
kickinhead
Profile Joined December 2008
Switzerland2069 Posts
April 08 2010 14:29 GMT
#987
On April 08 2010 23:25 lolaloc wrote:
Show nested quote +
On April 08 2010 23:04 PanzerDragoon wrote:
On April 08 2010 07:46 TerranUp16 wrote:
On April 08 2010 05:52 go4it wrote:
I fully disagree. Terran could switch to rines + tanks against roaches, you wanna say that this will not rape Roaches? Maybe, if youre micro is really bad..


Checking the effectiveness of Marines v Roaches is ofc the first thing I'm going to be doing but Marines melted to Roaches previously and I don't see these changes altering that much at all- and that's not at all a matter of micro.

On April 08 2010 05:52 PanzerDragoon wrote:Jesus christ, the BETA has been out like a month, and we're back to "will never be a true e-sport".

If the game is skillful and interesting to watch, it will be an e-sport. I think TheLittleOne games proved that given the right players, both are true.


TheLittleOne's games interested me certainly, but I've also seen his strategies crushed as easily as they have dominated. They're very interesting diversions, much like the kinds of really interesting TvZ builds that Fantasy regularly hauls out, but I don't see them being anywhere near the kind of standard play that would define the game and its status as a spectator sport.

As for it being beta, that means absolutely nothing if Blizzard doesn't leverage that fact to make serious changes to push the game in the direction it needs/they want it to go to reach the kind of success they want, then it being in "beta" means absolutely nothing.

It's notable to mention Dawn of War 2 here, a game which came into beta interestingly until much of what made the game unique was nerfed into boredom by release. The game comes out and gets some applause for its different approach to singleplayer but gets hammered for its lackluster MP. About five months pass (and I think Ebbert had been dished off to Blizzard by this time) and Relic comes out with a beta patch, 1.5 "There is Only War" and it's like a complete re-imagining of the game and its balance and the utility of its units. It completely brings back what gave the game potential and more importantly makes it incredibly fun.

Fast-forward to today and the recently-released Chaos Rising, while it introduced a few balance issues that will hopefully be addressed in 2.2, largely improved the game significantly yet again, making it yet more fun and plenty deeper. Problem is, the game is still fighting against demons it incurred on vanilla launch day. Because the design and balance of the units and the meta-game were at the time quite less than desirable, players and critics alike dismissed it quickly and because there was no apparent potential induced that the issue was likely the "lack of base-building and macro". Looking at the game now, those are not issues at all and actually are very nice design components that grant the game a ton of micro depth and which have it require plenty of micro-oriented multi-tasking compared to SC/SC2's focus of a more even split between macro and micro multi-tasking, and despite there only being one true base structure, DoW 2 has quite sufficient macro components to grant it plenty of depth and a proper meta-game (many of those macro-components have just been streamlined and relocated from what traditional RTS players are used to). However, despite that the game's MP has more or less been fixed, anyone who hasn't bothered with the game in a bit won't even realize that even if given a precise breakdown of what was fixed because they're still of the opinion that it's the lack of base-building that was the primary issue.

Applying the above two paragraphs to StarCraft 2, the current specific issue seems to be that the Roach, Marauder, and Immortal are harming SC2's meta-game and unit balance while more specifically the massing of Roaches and/or Marauders currently makes the game quite un-fun and not very entertaining to watch. These are the real issues, but the larger, perceived issues that stem from these are that there is no/little micro depth in SC2, that it's all about blob versus blob, that it's a game of hard counters (even though the relationships between MOST units is that of soft counters), etc... And those are things that SC2 could carry to its grave if those issues are not addressed.

However, SC2 is helped a bit by in large terms staying nearer to SC1 in terms of core gameplay mechanics whereas Dawn of War 2 was a major departure from Dawn of War 1 and from just about all other RTS games (it even featured many significant departures from Company of Heroes, its most immediate predecessor), so I think SC2 has a better shot as a "second chance" if it does manage to fix its underlying issues. Nonetheless, I don't think it's a situation Blizzard or anyone else really wants SC2 to have to be in at any point...

Standard play doesn't define the "spectator" sport. Standard play is pretty vanilla. The most exciting games are the unorthodox ones, which is what made Boxer so popular.

Good thing we have TLO for this. LOL


But I guess if a RTS-Game doesn't allow standard-play to be good and encourages cheesey stuff and all-ins too much, it's just not that fun to play as a player. It's the standard builds that really show how well balance a game is IMHO. If you can't win by playing a standard macro-game without cheese and all-in's, theres sth wrong with the game.

But to say sth like that about SC2 is too soon IMHO.
https://soundcloud.com/thesamplethief
Taimou
Profile Joined April 2010
Finland5 Posts
April 08 2010 14:31 GMT
#988
The latest patch notes can always be found on the StarCraft II Beta General Discussion forum.

General

Korea
Added support to display the game rating information on the login screen.


Balance Changes

TERRAN
Thor
Build time decreased from 75 seconds to 60 seconds.
Siege Tank
Build time decreased from 50 seconds to 45 seconds.
Marauder
Concussive Shells now require an upgrade.
Barracks Tech Lab
Concussive Shells upgrade added.
Concussive Shells upgrade costs 100/100 and takes 80 seconds to complete.


PROTOSS
Void Ray
Changed to only have 2 damage levels instead of 3. Still takes the same amount of time to fully charge.
Base damage changed from 2 (+4 armored) to 5.
Powered-up damage changed from 8 (+16 armored) to 10 (+15 armored).
Armor value decreased from 1 to 0.
Cost increased from 200/150 to 250/150.


ZERG
Roach
Burrowed move speed decreased from 2 to 1.4.
Armor value decreased from 2 to 1.
Hydralisk
Life decreased from 90 to 80.

I know that!!!!
veni vidi vici
tubs
Profile Joined March 2010
764 Posts
April 08 2010 14:45 GMT
#989
Taimou, what was the point of your copy paste post of the patch notes?
"Roach dies to immortal and rockit black guy" - Tierdal.thex
TheAntZ
Profile Blog Joined January 2009
Israel6248 Posts
Last Edited: 2010-04-08 15:09:57
April 08 2010 15:09 GMT
#990
On April 08 2010 22:59 kickinhead wrote:
Show nested quote +
On April 08 2010 22:51 Zoltan wrote:
On April 08 2010 22:28 eNoq wrote:
ZvT needs to end earlygame, else it's game over.


I dont really agree with that... they had thier tier 1.5 and tier 2.0 units nerfed... not their tier 3s.... any lategame action is jut slightly less powerful, just like the rest of their game. TBH- the last game i played before the patch i lost to a zerg EVEN AFTER i killed his FE (before he had a single harvester on it) with reapers, and harassed his main's mineral line, and then killed his next expo while taking a 2nd and a 3rd. You know how he beat me? Mass hydras, nothing else, vs my hellions, thors, marauders, marines, and medivacs. (at about = supply for each battle too!). Just saying that MAYBE< just maybe, the hydra nerf was needed.

Since the patch ive only played 4 games, and they were all TVT. Have to admit im liking that mu better now- 4 games 4 wins all mech baby! (single rax no addon making marines into factory into fast starport to feign banshees, then armory and +2 more facs for thors and sieges. Was beautiful).


I rly don't get why Zerg think that Z-lategame is down the drain now because the Units got nerfed. Z still has by far the best Macro, they can expand all over the place, defend much easier than any other race and the only thing they have to do is not get raped by a timing-attack.

have you guys ever played Zerg in SC1? Z would get raped hardcore by timing-attacks, if they didn't react appropriately soon enough by stopping Drone-production and pumping out Units, but Z could get extremely far ahead economically if they knew the timing to expand and drone up and win by sheer masses.

That's just how you're supposed to play Z now. I've watched tons of replays of Z and Z is always ahead economically in the mid and lategame and even if every single Unit had 10-15% HP less, if Zerg macroed and defended right, Zerg would've won the game. It's all about knowing when to expand and produce drones (which they can abuse even harder than in SC1 thanks to the Queen, an extremely powerful eco-machine) and when to start massing up Units.

I get that it's hard atm to know the timing-attacks and stuff, but that is a hard thing for basically everyone playing the beta right now, so if players loose to timing-attacks, just look at the drone-count and compare it to the army-count, if the income is ridiculously high and you have much more Drones than the enemy has workers, you should've just massed up Units to defend the attack.


No i dont want to think. why the fuck would i pick zerg if i had to put effort into understanding how to react to the opponent or if i wanted to be on even footing with other races what the FUCK is wrong with you??/?!
43084 | Honeybadger: "So july, you're in the GSL finals. How do you feel?!" ~ July: "HUNGRY."
Tristan
Profile Blog Joined December 2009
Canada566 Posts
April 08 2010 15:18 GMT
#991
so ZvZ has evolved from who can mass more roaches to who can mass more hydras *facepalm*
http://Zangano431.tumblr.com/
ZenDeX
Profile Blog Joined May 2008
Philippines2916 Posts
April 08 2010 15:22 GMT
#992
On April 09 2010 00:18 TheElitists wrote:
so ZvZ has evolved from who can mass more roaches to who can mass more hydras *facepalm*

I am curious on why did you arrive into this conclusion seeing as roaches are nerfed.
Tristan
Profile Blog Joined December 2009
Canada566 Posts
April 08 2010 15:25 GMT
#993
On April 09 2010 00:22 lolaloc wrote:
Show nested quote +
On April 09 2010 00:18 TheElitists wrote:
so ZvZ has evolved from who can mass more roaches to who can mass more hydras *facepalm*

I am curious on why did you arrive into this conclusion seeing as roaches are nerfed.


been getting a lot of ZvZs today and every game I play they're tries to use a mixed army or a ling army or a muta army or a roach army all fell to mass hydras. Maybe Hydra Baneling might be the new way to go not sure.
http://Zangano431.tumblr.com/
ZenDeX
Profile Blog Joined May 2008
Philippines2916 Posts
April 08 2010 15:27 GMT
#994
On April 09 2010 00:25 TheElitists wrote:
Show nested quote +
On April 09 2010 00:22 lolaloc wrote:
On April 09 2010 00:18 TheElitists wrote:
so ZvZ has evolved from who can mass more roaches to who can mass more hydras *facepalm*

I am curious on why did you arrive into this conclusion seeing as roaches are nerfed.


been getting a lot of ZvZs today and every game I play they're tries to use a mixed army or a ling army or a muta army or a roach army all fell to mass hydras. Maybe Hydra Baneling might be the new way to go not sure.

Doesn't Hydra tech come very late compared to +1 attack Speedlings?
OminouS
Profile Joined February 2010
Sweden1343 Posts
April 08 2010 15:29 GMT
#995
One of the biggest changes is that Immortals now kill Roaches in 3 hits instead of 4! I know that it wont always make a big difference cuz often those last HP gets removed by a Zealot or a Sentry, but it's still something to think about.
On the 6th day JF made Reavers and on the 7th day JF put his opponent to rest
Muhweli
Profile Joined September 2002
Finland5328 Posts
April 08 2010 15:34 GMT
#996
It would seem that roaches are undersized castrated hydras the way they keep nerfing them :D
"yeah, we have this cool unit that doesn't have that many hp but regens really fast" -> "well we have this cool unit that doesn't have that many hp" -> "so yea we decide to take the armor off too"
River me timbers.
Skyze
Profile Blog Joined November 2008
Canada2324 Posts
April 08 2010 15:37 GMT
#997
yep, I think the regen should be added back to roachs. That is what made them so usable in the start of the beta. they were fine IMO.

Still needing another marauder stat nerf, plz.
Canada Gaming ~~ The-Feared
ethos
Profile Joined March 2010
Korea (South)26 Posts
April 08 2010 15:50 GMT
#998
Heh, take that back, Zerg still represent'n in Korea.

6 of 8 Zergs now in the finals of the Korean tourny (~$700 on the line I believe, so good players abound).

Korean Zerg are still winning nearly 50% of the games in spite of the massive nerfs.

http://www.pgr21.com/zboard4/zboard.php?id=starcraft2&no=475
lolnoty
Profile Joined December 2005
United States7166 Posts
April 08 2010 15:56 GMT
#999
Most Korean zergs actually rely much less on roaches even before this patch - in the qualifier replay pack, most of the ZvP was relying instead on massive Static D + mass expands and using swarms of zerglings/muta to contain and wear down.
"PPD is a very angry guy. He controls us." - Arteezy
Wintermute
Profile Joined March 2010
United States427 Posts
Last Edited: 2010-04-08 16:41:40
April 08 2010 16:27 GMT
#1000
On April 08 2010 17:08 Chen wrote:

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.


You said it yourself: you don't play zerg. Most of your suggestions are nonsensical gimmicks, or require an effort far out of proportion to their possible payoff. I mean, you're suggesting for example teching to spire, making corruptors, and having them alternate locking down a key tech building?

Does that REALLY make sense inside of your mind? I'm going to invest 200/200 in a spire, then 300/200 in a couple of corruptors, all so that I can lock down a single building that might at most cost 200/200 or something. And I'm going to pray that at NO POINT my opponent bothers to send over a marine or a stalker to drive away my corruptors, or builds a cannon or turret, or a thor, etc etc.

And all of this so that I can deny him what exactly? The only upgrade that's remotely worth that much trouble would be Stim, and he's going to have that long before you can even DREAM of getting a spire.

A much more likely scenario is that you just build some mutas, then go in and destroy that building. Not exactly finesse, but it's more efficient and direct.

Of the things you suggested, the only one(s) that are practical are drops. You don't see zerg do a lot of drops. Partially this is because they don't really have a good harassment unit, though in theory infestors could be dropped on a mineral line for hilarious effect. Baneling drops? Eh, maybe. Banelings are pretty expensive one shot units, so even if you succeed with your drop, it's possible to end up not ahead in eco.

One thing to keep in mind when it comes to zerg drops is that you can't even attempt them until you first get to Lair, and then invest 250/250 into speed and carrying ability for overlords. On top of that of course you're risking your supply cap in order to do a drop, so you will need to over produce overlords. It's an expensive strategy, and zerg lack a siege or harassment unit like lurkers, reavers, colossi, siege tanks, reapers, hellions, etc to make the effort efficient. You either drop a super low damage unit like roaches, or a fragile unit like lings, or a one time unit like banelings. Infestors might be good, but then you've got to wait for 75 energy each time you want to drop, which means waiting longer into the game.

P.S.-- I'm not ready to say that zerg are weak or helpless, only that to suggest that zerg have a multitude of finesse options like protoss or to a lesser extent terran is a joke.
Don't let me say this, but you're no worse than me; it's crazy.
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