• Log InLog In
  • Register
Liquid`
Team Liquid Liquipedia
EDT 23:29
CEST 05:29
KST 12:29
  • 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
BGE Stara Zagora 2025: Info & Preview27Code S RO12 Preview: GuMiho, Bunny, SHIN, ByuN3The Memories We Share - Facing the Final(?) GSL47Code S RO12 Preview: Cure, Zoun, Solar, Creator4[ASL19] Finals Preview: Daunting Task30
Community News
Weekly Cups (June 2-8): herO doubles down1[BSL20] ProLeague: Bracket Stage & Dates9GSL Ro4 and Finals moved to Sunday June 15th13Weekly Cups (May 27-June 1): ByuN goes back-to-back0EWC 2025 Regional Qualifier Results26
StarCraft 2
General
The SCII GOAT: A statistical Evaluation Jim claims he and Firefly were involved in match-fixing CN community: Firefly accused of suspicious activities How does the number of casters affect your enjoyment of esports? Serious Question: Mech
Tourneys
Bellum Gens Elite: Stara Zagora 2025 $3,500 WardiTV European League 2025 Sparkling Tuna Cup - Weekly Open Tournament SOOPer7s Showmatches 2025 Master Swan Open (Global Bronze-Master 2)
Strategy
[G] Darkgrid Layout Simple Questions Simple Answers [G] PvT Cheese: 13 Gate Proxy Robo
Custom Maps
[UMS] Zillion Zerglings
External Content
Mutation # 477 Slow and Steady Mutation # 476 Charnel House Mutation # 475 Hard Target Mutation # 474 Futile Resistance
Brood War
General
BW General Discussion StarCraft & BroodWar Campaign Speedrun Quest BGH auto balance -> http://bghmmr.eu/ Will foreigners ever be able to challenge Koreans? Mihu vs Korea Players Statistics
Tourneys
[ASL19] Grand Finals NA Team League 6/8/2025 [Megathread] Daily Proleagues [BSL20] ProLeague Bracket Stage - Day 2
Strategy
I am doing this better than progamers do. [G] How to get started on ladder as a new Z player
Other Games
General Games
Stormgate/Frost Giant Megathread What do you want from future RTS games? Armies of Exigo - YesYes? Nintendo Switch Thread Path of Exile
Dota 2
Official 'what is Dota anymore' discussion
League of Legends
LiquidLegends to reintegrate into TL.net
Heroes of the Storm
Simple Questions, Simple Answers Heroes of the Storm 2.0
Hearthstone
Heroes of StarCraft mini-set
TL Mafia
TL Mafia Community Thread Vanilla Mini Mafia
Community
General
US Politics Mega-thread Things Aren’t Peaceful in Palestine Russo-Ukrainian War Thread Vape Nation Thread European Politico-economics QA Mega-thread
Fan Clubs
Maru Fan Club Serral Fan Club
Media & Entertainment
Korean Music Discussion [Manga] One Piece
Sports
2024 - 2025 Football Thread Formula 1 Discussion NHL Playoffs 2024
World Cup 2022
Tech Support
Computer Build, Upgrade & Buying Resource Thread
TL Community
The Automated Ban List
Blogs
Cognitive styles x game perf…
TrAiDoS
StarCraft improvement
iopq
Heero Yuy & the Tax…
KrillinFromwales
I was completely wrong ab…
jameswatts
Need Your Help/Advice
Glider
Trip to the Zoo
micronesia
Poker
Nebuchad
Customize Sidebar...

Website Feedback

Closed Threads



Active: 22143 users

Contributing Factors: Why Zerg is the weakest race - Page 3

Forum Index > SC2 General
Post a Reply
Prev 1 2 3 4 5 8 9 10 Next All
TheYango
Profile Joined September 2008
United States47024 Posts
Last Edited: 2010-08-10 10:21:12
August 10 2010 10:20 GMT
#41
On August 10 2010 18:57 ghettohobbit2 wrote:
I may be crying over spilt milk here, but I honestly think that just making spawn larvae autocast would remove about 93% of Zerg tears over things like unstoppable unit compositions, 2 supply roaches, few ways to deal with early pressure, and just about everything else we complain about.

Even if this were a satisfactory solution, it would be much better to give MULE and Chrono Boost cooldowns, and make them punish Terran/Protoss just as hard for missing them.

It's much better if every race is hard than if every race is easy.
Moderator
Jameser
Profile Joined July 2010
Sweden951 Posts
Last Edited: 2010-08-10 10:28:41
August 10 2010 10:26 GMT
#42
imo the one thing that would help zerg feel more dynamic is reduce the HUGE viability difference of hydras on/off creep, like seriously that shit is stupid

would help zerg ground army feel less contained to the base and toss and terran (in particular terran perhaps) would feel a lot less secure being able to throw reckless attacks against hydra armies with little(or no) fear of being outmaneuvered or counterattacked before being able to rebuild siege D

edit: maybe make it a hydra den upgrade to have hydras move like un-upgraded roaches off creep or something
Osmoses
Profile Blog Joined October 2008
Sweden5302 Posts
August 10 2010 10:31 GMT
#43
On August 10 2010 19:26 Jameser wrote:
imo the one thing that would help zerg feel more dynamic is reduce the HUGE viability difference of hydras on/off creep, like seriously that shit is stupid

would help zerg ground army feel less contained to the base and toss and terran (in particular terran perhaps) would feel a lot less secure being able to throw reckless attacks against hydra armies with little(or no) fear of being outmaneuvered or counterattacked before being able to rebuild siege D

edit: maybe make it a hydra den upgrade to have hydras move like un-upgraded roaches off creep or something

Spread yer creep! Expanding your creep is just as much a part of a well played zerg as anything else, and the opponent should have to spend time pushing it back.
Excuse me hun, but what is your name? Vivian? I woke up next to you naked and, uh, did we, um?
Jameser
Profile Joined July 2010
Sweden951 Posts
Last Edited: 2010-08-10 10:41:28
August 10 2010 10:36 GMT
#44
On August 10 2010 19:31 Osmoses wrote:
Show nested quote +
On August 10 2010 19:26 Jameser wrote:
imo the one thing that would help zerg feel more dynamic is reduce the HUGE viability difference of hydras on/off creep, like seriously that shit is stupid

would help zerg ground army feel less contained to the base and toss and terran (in particular terran perhaps) would feel a lot less secure being able to throw reckless attacks against hydra armies with little(or no) fear of being outmaneuvered or counterattacked before being able to rebuild siege D

edit: maybe make it a hydra den upgrade to have hydras move like un-upgraded roaches off creep or something

Spread yer creep! Expanding your creep is just as much a part of a well played zerg as anything else, and the opponent should have to spend time pushing it back.

lol obviously you spread the creep but there's no way you can spread it all the way to their base unless you're playing a bronze-league wow-playing 13-year-old

edit: also spreading creep is a slow process no matter how many tumors you use, which makes for a slow (and boring) game rythm (IF you COULD spread it past half the map) another possible fix is increase the range that tumors can jump per turn so you could blitzkrieg out using 2 overlords instead of having to make a HUGE investment (in both risk and time) into littering the whole way with overlords
Yuka
Profile Joined June 2010
United States133 Posts
August 10 2010 10:42 GMT
#45
Isn't the more obvious reason that zerg 'seems weak' simply tied to the fact that its player base is currently small? In SC2's current state, zerg is the only race which the player never gets to play in campaign so it should be no surprise that the vast majority of SC2 multiplayer attempts are with/against terran and protoss players.

As SC2 matures, more players will try zerg out and the player base will expand ~ THEN we can consider using "the number of zerg players at the top/lower divisions" and other such nonsense stats.
Race? No, I'm equally bad with all of them.
Numy
Profile Blog Joined June 2010
South Africa35471 Posts
Last Edited: 2010-08-10 10:43:54
August 10 2010 10:42 GMT
#46
On August 10 2010 19:31 Osmoses wrote:
Show nested quote +
On August 10 2010 19:26 Jameser wrote:
imo the one thing that would help zerg feel more dynamic is reduce the HUGE viability difference of hydras on/off creep, like seriously that shit is stupid

would help zerg ground army feel less contained to the base and toss and terran (in particular terran perhaps) would feel a lot less secure being able to throw reckless attacks against hydra armies with little(or no) fear of being outmaneuvered or counterattacked before being able to rebuild siege D

edit: maybe make it a hydra den upgrade to have hydras move like un-upgraded roaches off creep or something

Spread yer creep! Expanding your creep is just as much a part of a well played zerg as anything else, and the opponent should have to spend time pushing it back.


He means that it's basically impossible to push early with hydra or pressure unless you on a small map. Expanding creep is only a solution in mid-late game. It's also really hard to pressure if you go roaches since they suck off creep pre speed. Thus the only viable early game pressure is speedlings. Kinda strange.
Jameser
Profile Joined July 2010
Sweden951 Posts
August 10 2010 10:45 GMT
#47
On August 10 2010 19:42 Yuka wrote:
Isn't the more obvious reason that zerg 'seems weak' simply tied to the fact that its player base is currently small? In SC2's current state, zerg is the only race which the player never gets to play in campaign so it should be no surprise that the vast majority of SC2 multiplayer attempts are with/against terran and protoss players.

As SC2 matures, more players will try zerg out and the player base will expand ~ THEN we can consider using "the number of zerg players at the top/lower divisions" and other such nonsense stats.

I think you have it backwards, zerg playerbase is small because it's a weak race to play (unattractive),zerg's not weak because it has a small playerbase...
TheYango
Profile Joined September 2008
United States47024 Posts
August 10 2010 10:46 GMT
#48
On August 10 2010 16:51 Havenomind wrote:
comparing capabilities of both races, terran mule allows for between 5-7 more marines per usage with no decrease in build time while spawn larva allows for 8 more zerglings with a decrease in build time by way of simultaneous build. looking at it this way you would think it is roughly balanced only if macro is utilized near perfectly.

This is overvaluing the MULE. For one, the MULE takes 2 SCV build cycles to make, and has the mining of 3 SCVs (meaning that it's only a net gain of 1 SCV's mining).

If you MULE every time, the MULE amounts to the value having built 1 SCV with no build time. Comparatively, the Queen gives you the larva production of another hatchery, without having to spend a Drone to make it. They both net you 1 worker's worth of mining, but the Queen also saves you 150 minerals, since a Hatchery costs 300 minerals in comparison to the 150 for a Queen.

The obvious problem of course, is that the MULE outvalues the hatchery the moment you miss one Spawn Larva cycle. Again, putting MULE on a cooldown fixes this issue.
Moderator
HubertFelix
Profile Joined April 2010
France631 Posts
Last Edited: 2010-08-10 11:06:38
August 10 2010 11:05 GMT
#49
Why do people keep comparing the power of mule/larva/chronoboost? Those ability are not equivalent.
The only way you could compare them is their utilization, because those ability add macro management.

Seriously, it's like posting about creep vs supply depot.
Everlong
Profile Joined April 2010
Czech Republic1973 Posts
Last Edited: 2010-08-10 11:11:39
August 10 2010 11:08 GMT
#50
On August 10 2010 19:45 Jameser wrote:
Show nested quote +
On August 10 2010 19:42 Yuka wrote:
Isn't the more obvious reason that zerg 'seems weak' simply tied to the fact that its player base is currently small? In SC2's current state, zerg is the only race which the player never gets to play in campaign so it should be no surprise that the vast majority of SC2 multiplayer attempts are with/against terran and protoss players.

As SC2 matures, more players will try zerg out and the player base will expand ~ THEN we can consider using "the number of zerg players at the top/lower divisions" and other such nonsense stats.

I think you have it backwards, zerg playerbase is small because it's a weak race to play (unattractive),zerg's not weak because it has a small playerbase...


No, sorry, you have it wrong.. The game is too young. Hell, there will be two more expansions, its impossible to compare player base so fast after release, seriously, think about it..

Also, not only BW players are switching to SC2, so for a lot of people it takes time to understeand Zerg race, all that Larva management, etc.. You cant just make statements like this without any backing..
Pablols
Profile Joined August 2009
Chile517 Posts
August 10 2010 11:11 GMT
#51
Im in a 11 win streak, im a P player and 10 of the games were Z, i really think thy need to buff zerg
HubertFelix
Profile Joined April 2010
France631 Posts
August 10 2010 11:11 GMT
#52
On August 10 2010 20:08 Everlong wrote:
No, sorry, you have it wrong.. The game is too young. Hell, there will be two more expansions, its impossible to compare player base so fast after release, seriously, think about it..


I agree with the fact that the game is too young.
But i'm not sure the other guy will agree with "hey your race is not weak because of the future expansions"
Everlong
Profile Joined April 2010
Czech Republic1973 Posts
August 10 2010 11:12 GMT
#53
On August 10 2010 20:11 HubertFelix wrote:
Show nested quote +
On August 10 2010 20:08 Everlong wrote:
No, sorry, you have it wrong.. The game is too young. Hell, there will be two more expansions, its impossible to compare player base so fast after release, seriously, think about it..


I agree with the fact that the game is too young.
But i'm not sure the other guy will agree with "hey your race is not weak because of the future expansions"


This is just to document, how young it is, not to adress race balance based on how many expansion a game has.
Kvz
Profile Joined March 2010
United States463 Posts
August 10 2010 11:25 GMT
#54
to put this straight up -

the game was not complete upon its release. Terran was worked on and worked on very well. Protoss was also developed with a goal in mind. However for Zerg, the race is definitely incomplete. There are glaring unsynergistic aspects that really need to be addressed. No zerg units really 'meld' well together. Thats why the race is weak. We really have 'muddy' counters to all units where as the other races have really clear cut counters. The race is also VERY reactionary. You must scout at all times and playing in the dark is not an option. The Terran will usually set the pace of the match with their opener and all zerg can do is prepare and fend it off.
NrG.Kvz
GoDannY
Profile Joined August 2006
Germany442 Posts
August 10 2010 11:25 GMT
#55
On August 10 2010 15:16 IndecisivePenguin wrote:
Slight differences like these do not significantly contribute to a weakness in the Zerg race. It's actually a very characteristic quality of the Zerg race. StarCraft was never designed to be three races that play exactly the same with different skins. Each race has its own cons; it is up to the player to overcome these cons and to take advantage of those of the enemy.

Zerg is a more difficult race to play at lower levels, I think most can agree with that. Larva management plays a huge role, and Zerg is possibly the most mechanically demanding race out of the three. However, Zerg is a race with plenty of options and significantly greater mobility than that of the other races. StarCraft 2 is still in a very young state. Although we have discovered what we believe to be very solid, universal strategies, this may not even be the case a few months from now. The game will evolve, and the dominance will shift.


This pretty much sums up all I wanted to say.

The more the game evolves - which it did a lot during beta in a comparable short period of time - the more demanding it gets to crisp out larva timings when Protoss/Terran base well timed builds on MULE/Chrone actions. Zerg is not "out of the box" so it takes a while to get the whole point.

I lately observed a lot of new players coming from completely other games and during laddering they never got to the point where the "swarm-effect" kicks in. Once the eye-opener occured that in fact Zerg is macro-heavy (larva and expo wise) and they can chew out a 200/200 army within seconds while being all over the map - they became way better players. Tough I doubt you dont get to this point while only laddering and this is the point the "privacy" of b.net 2.0 kicks in. I highly recommend to seek the community to all the zerg players by for instance joining tl.net ventrilo or another team.

just my 2 cents
Team LifeStyle - it's more than a game
tarsier
Profile Joined May 2010
United Kingdom223 Posts
Last Edited: 2010-08-10 11:30:57
August 10 2010 11:26 GMT
#56
the "supply cap hurts zerg" argument is redundant for two reasons.

1. larva stacking. to match that as a terran you'd need about 40 factory/barrack/starports.

2. the balance is very nearly right at this time. don't you think it would be just a little bit of overkill if zerg can suddenly get double the number of roaches etc?


the real reason why zerg players feel weak is because you need to be dynamic. most zerg players stick to the tried and tested WEAK strategies. for example automatically going speedling even if the opponent has opened with mass hellion or another build which would be extremely vulnerable to fast roach/baneling.
Gryffes
Profile Blog Joined March 2010
United Kingdom763 Posts
August 10 2010 11:29 GMT
#57
On August 10 2010 19:46 TheYango wrote:
Show nested quote +
On August 10 2010 16:51 Havenomind wrote:
comparing capabilities of both races, terran mule allows for between 5-7 more marines per usage with no decrease in build time while spawn larva allows for 8 more zerglings with a decrease in build time by way of simultaneous build. looking at it this way you would think it is roughly balanced only if macro is utilized near perfectly.

This is overvaluing the MULE. For one, the MULE takes 2 SCV build cycles to make, and has the mining of 3 SCVs (meaning that it's only a net gain of 1 SCV's mining).

If you MULE every time, the MULE amounts to the value having built 1 SCV with no build time. Comparatively, the Queen gives you the larva production of another hatchery, without having to spend a Drone to make it. They both net you 1 worker's worth of mining, but the Queen also saves you 150 minerals, since a Hatchery costs 300 minerals in comparison to the 150 for a Queen.

The obvious problem of course, is that the MULE outvalues the hatchery the moment you miss one Spawn Larva cycle. Again, putting MULE on a cooldown fixes this issue.


Except you can also mine off an extra hatch and every hatch you put down needs a queen.

Set Max energy on command centers/nexus to 75 and problem is solved.
www.youtube.com/gryffes - Random Gaming Videos.
tarsier
Profile Joined May 2010
United Kingdom223 Posts
August 10 2010 11:34 GMT
#58
On August 10 2010 20:29 Luckbox wrote:
Show nested quote +
On August 10 2010 19:46 TheYango wrote:
On August 10 2010 16:51 Havenomind wrote:
comparing capabilities of both races, terran mule allows for between 5-7 more marines per usage with no decrease in build time while spawn larva allows for 8 more zerglings with a decrease in build time by way of simultaneous build. looking at it this way you would think it is roughly balanced only if macro is utilized near perfectly.

This is overvaluing the MULE. For one, the MULE takes 2 SCV build cycles to make, and has the mining of 3 SCVs (meaning that it's only a net gain of 1 SCV's mining).

If you MULE every time, the MULE amounts to the value having built 1 SCV with no build time. Comparatively, the Queen gives you the larva production of another hatchery, without having to spend a Drone to make it. They both net you 1 worker's worth of mining, but the Queen also saves you 150 minerals, since a Hatchery costs 300 minerals in comparison to the 150 for a Queen.

The obvious problem of course, is that the MULE outvalues the hatchery the moment you miss one Spawn Larva cycle. Again, putting MULE on a cooldown fixes this issue.


Except you can also mine off an extra hatch and every hatch you put down needs a queen.

Set Max energy on command centers/nexus to 75 and problem is solved.


use burrow and he can't mule because he needs scan, problem solved.
Everlong
Profile Joined April 2010
Czech Republic1973 Posts
August 10 2010 11:35 GMT
#59
On August 10 2010 20:34 tarsier wrote:
Show nested quote +
On August 10 2010 20:29 Luckbox wrote:
On August 10 2010 19:46 TheYango wrote:
On August 10 2010 16:51 Havenomind wrote:
comparing capabilities of both races, terran mule allows for between 5-7 more marines per usage with no decrease in build time while spawn larva allows for 8 more zerglings with a decrease in build time by way of simultaneous build. looking at it this way you would think it is roughly balanced only if macro is utilized near perfectly.

This is overvaluing the MULE. For one, the MULE takes 2 SCV build cycles to make, and has the mining of 3 SCVs (meaning that it's only a net gain of 1 SCV's mining).

If you MULE every time, the MULE amounts to the value having built 1 SCV with no build time. Comparatively, the Queen gives you the larva production of another hatchery, without having to spend a Drone to make it. They both net you 1 worker's worth of mining, but the Queen also saves you 150 minerals, since a Hatchery costs 300 minerals in comparison to the 150 for a Queen.

The obvious problem of course, is that the MULE outvalues the hatchery the moment you miss one Spawn Larva cycle. Again, putting MULE on a cooldown fixes this issue.


Except you can also mine off an extra hatch and every hatch you put down needs a queen.

Set Max energy on command centers/nexus to 75 and problem is solved.


use burrow and he can't mule because he needs scan, problem solved.


Make Raven and you can Mule, problem solved.
Kvz
Profile Joined March 2010
United States463 Posts
August 10 2010 11:43 GMT
#60
1 mule returns 7 times the minerals, how is that the value of 3 scvs?
NrG.Kvz
Prev 1 2 3 4 5 8 9 10 Next All
Please log in or register to reply.
Live Events Refresh
Replay Cast
00:00
2025 KFC #10: SC Evolution
CranKy Ducklings132
Liquipedia
[ Submit Event ]
Live Streams
Refresh
StarCraft 2
PiGStarcraft447
Nina 134
RuFF_SC2 115
Ketroc 36
StarCraft: Brood War
Horang2 1610
Sea 1039
Sharp 98
Noble 31
Icarus 9
Dota 2
monkeys_forever649
LuMiX1
League of Legends
JimRising 674
Super Smash Bros
hungrybox626
Mew2King60
Other Games
shahzam1181
Maynarde121
Livibee69
NeuroSwarm53
Organizations
Other Games
gamesdonequick985
BasetradeTV69
StarCraft 2
Blizzard YouTube
StarCraft: Brood War
BSLTrovo
sctven
[ Show 17 non-featured ]
StarCraft 2
• Berry_CruncH258
• Mapu7
• Kozan
• sooper7s
• AfreecaTV YouTube
• intothetv
• Migwel
• IndyKCrew
• LaughNgamezSOOP
StarCraft: Brood War
• RayReign 31
• STPLYoutube
• ZZZeroYoutube
• BSLYoutube
League of Legends
• Doublelift6285
• Shiphtur474
• Stunt235
Other Games
• Scarra1674
Upcoming Events
Replay Cast
6h 31m
WardiTV Invitational
7h 31m
WardiTV Invitational
7h 31m
PiGosaur Monday
20h 31m
GSL Code S
1d 6h
Rogue vs GuMiho
Maru vs Solar
Online Event
1d 20h
Replay Cast
1d 22h
GSL Code S
2 days
herO vs Zoun
Classic vs Bunny
The PondCast
2 days
Replay Cast
2 days
[ Show More ]
WardiTV Invitational
3 days
OSC
3 days
Korean StarCraft League
3 days
CranKy Ducklings
4 days
WardiTV Invitational
4 days
Cheesadelphia
4 days
GSL Code S
5 days
Sparkling Tuna Cup
5 days
Replay Cast
5 days
Replay Cast
6 days
Liquipedia Results

Completed

CSL Season 17: Qualifier 2
BGE Stara Zagora 2025
Heroes 10 EU

Ongoing

JPL Season 2
BSL 2v2 Season 3
BSL Season 20
KCM Race Survival 2025 Season 2
NPSL S3
Rose Open S1
CSL 17: 2025 SUMMER
2025 GSL S2
BLAST.tv Austin Major 2025
ESL Impact League Season 7
IEM Dallas 2025
PGL Astana 2025
Asian Champions League '25
BLAST Rivals Spring 2025
MESA Nomadic Masters
CCT Season 2 Global Finals
IEM Melbourne 2025
YaLLa Compass Qatar 2025
PGL Bucharest 2025
BLAST Open Spring 2025

Upcoming

Copa Latinoamericana 4
CSLPRO Last Chance 2025
CSLPRO Chat StarLAN 3
K-Championship
SEL Season 2 Championship
Esports World Cup 2025
HSC XXVII
Championship of Russia 2025
Murky Cup #2
Esports World Cup 2025
BLAST Bounty Fall 2025
BLAST Bounty Fall Qual
IEM Cologne 2025
FISSURE Playground #1
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 © 2025 TLnet. All Rights Reserved.