• Log InLog In
  • Register
Liquid`
Team Liquid Liquipedia
EDT 02:21
CEST 08:21
KST 15:21
  • 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
Serral wins HomeStory Cup 2914Serral wins Maestros of the Game 243ByuL, and the Limitations of Standard Play3Team Liquid Map Contest #22: Results and Winners7Code S Season 2 (2026): RO4 and Finals Preview12
Community News
Balance hotfix patch 5.0.16b (July 16)56Reynor: GSL Loss Wasn't About Preparation Format16[IPSL] Spring 2026 Grand Finals - This Weekend!6Weekly Cups (July 6 - 12): Protoss strike back12BSL Season 22 Full Overview & Conclusion8
StarCraft 2
General
Balance hotfix patch 5.0.16b (July 16) [D] Wireframe Casting Removed Clem: "I don't have that much hope in Blizzard" Reynor: GSL Loss Wasn't About Preparation Format Is the larve respawn broken?
Tourneys
Master Swan Open (Global Bronze-Master 2) WardiTV Summer Cup 2026 GSL CK #5 Race War RSL Revival: Season 6 - Qualifiers and Main Event HomeStory Cup 29
Strategy
[G] Having the right mentality to improve
Custom Maps
New Map Maker - Looking for Advice - Love or Hate Work In Progress Melee Maps [D]RTS in all its shapes and glory <3
External Content
The PondCast: SC2 News & Results Mutation # 534 Burning Evacuation Mutation # 533 Die Together Mutation # 532 Nuclear Family
Brood War
General
BW General Discussion ASL22 General Discussion NaDa’s Body Followup Pros Debate: Zerg Unfairly Nerfed? (ASL S22 map) Etiquete rules in Asl?
Tourneys
[Megathread] Daily Proleagues [IPSL] Spring 2026 Grand Finals - This Weekend! Escore Tournament - Season 3 Small VOD Thread 2.0
Strategy
Fighting Spirit mining rates Simple Questions, Simple Answers Creating a full chart of Zerg builds Relatively freeroll strategies
Other Games
General Games
Path of Exile Stormgate/Frost Giant Megathread Nintendo Switch Thread General RTS Discussion Thread Beyond All Reason
Dota 2
Looking for a Dota Mentor Official 'what is Dota anymore' discussion
League of Legends
Heroes of the Storm
Simple Questions, Simple Answers Heroes of the Storm 2.0
Hearthstone
Deck construction bug
TL Mafia
TL Mafia Power Rank NeO.D_StephenKing vs This Guy From 1 Million Dance TL Mafia Community Thread Vanilla Mini Mafia
Community
General
US Politics Mega-thread Russo-Ukrainian War Thread The Games Industry And ATVI UK Politics Mega-thread YouTube Thread
Fan Clubs
The IdrA Fan Club The HerO Fan Club!
Media & Entertainment
Anime Discussion Thread Movie Discussion! [Req][Books] Good Fantasy/SciFi books Series you have seen recently...
Sports
2024 - 2026 Football Thread MLB/Baseball 2023 McBoner: A hockey love story Tennis[sport] Formula 1 Discussion
World Cup 2022
Tech Support
Simple Questions Simple Answers FPS when play League Of Legend on laptop How to clean a TTe Thermaltake keyboard?
TL Community
Northern Ireland Global Starcraft The Automated Ban List
Blogs
ASL S22 English Commentary…
namkraft
Poker (part 2)
Nebuchad
The Experiences We Want and …
TrAiDoS
An Exploration of th…
waywardstrategy
ramps on octagon
StaticNine
Funny Nicknames
LUCKY_NOOB
Evil Gacha Games and the…
ffswowsucks
Customize Sidebar...

Website Feedback

Closed Threads



Active: 8920 users

Z v T: Current situation and comparison to BW - Page 61

Forum Index > SC2 General
Post a Reply
Prev 1 59 60 61 62 63 65 Next
arnold(soTa)
Profile Joined March 2010
Sweden352 Posts
August 30 2010 13:52 GMT
#1201
hydralisk in sc2 is a JOKE, its totally useless of creep, cannot even micro out of storm and GL HF microing vs forcefiields with that movespeed..they are just a pain, and not like they are very strong to compensate, so many units Rip them to shreads

collosus tanks hightemplars etc..... but they counter themselfs the moment they step of creep.
"I like turtles"
dybydx
Profile Blog Joined December 2007
Canada1764 Posts
August 30 2010 14:08 GMT
#1202
i disagree with OP on alot of things. many things he claims are exaggerated or simply untrue.

1. Z DO have the ability to break siege or siege. we frequently observe forward siege positions broken by flanking Z. Z has poor sieging ability, yes, but they already have superior mobility to compensate.

2. he claim terran has like 10+ ez openings, including rare ones like banshee but meanwhile excludes muta as a viable opening for Z. not saying muta counter banshee/airport build but to say banshee is viable opening but muta is not is simply untrue.

3. he claims T mobility is too good and cites reaper/hellions as problems. This is like saying SC1 is imba cause Vultures are the fastest unit in game and easily counter lings. In reality, we observe that hellions, and especially reapers, are not very effective in large battles. they give some map control but do not improve T army mobility.

4. pt number 4 is flawed in that it only takes into consideration of 1v1 battle head on and fails to consider the mobility factor. ie the muta vs thor argument.

5. pt number 5 is demonstrably false. all Z units continue to be more effective in small numbers, as it were in BW. also the complaint on thor is only theorycraft. in fact thors are not very effective in large numbers.

6. the new AI also help Z with auto surround and the clumped Terran ball increase effectiveness of banelings, plaguuu and ultralisks. all of these have been observed and used effectively in high level play by Z players.

8. this pt is demonstrably false. majority of the high level ZvT games have shown Z macro > T macro and Z map control > T map control.

not trying to claim the OP is newb or saying i know better, but simply put his claims are not well supported.
...from the land of imba
Cajun2k1
Profile Joined May 2010
Netherlands399 Posts
Last Edited: 2010-08-30 14:18:58
August 30 2010 14:13 GMT
#1203
On August 30 2010 22:37 Shikyo wrote:
Some of Zerg's problems are that they're the only race without a unit that can attack while cloaked or a cliffwalking unit. Both other races have one. Oh right, but the real problem is Hydralisk, partially because they're light Light. It'd fit the Zerg a lot better if it was tier 1, 1 supply instead of 2, was slightly faster, had 60 hp, wasn't light, and only had 7-8 damage.


You forgot to mention ranged aoe damage compared to HT, Collossus and Siege Tanks.

On August 30 2010 23:08 dybydx wrote:
i disagree with OP on alot of things. many things he claims are exaggerated or simply untrue.

1. Z DO have the ability to break siege or siege. we frequently observe forward siege positions broken by flanking Z. Z has poor sieging ability, yes, but they already have superior mobility to compensate.

2. he claim terran has like 10+ ez openings, including rare ones like banshee but meanwhile excludes muta as a viable opening for Z. not saying muta counter banshee/airport build but to say banshee is viable opening but muta is not is simply untrue.

3. he claims T mobility is too good and cites reaper/hellions as problems. This is like saying SC1 is imba cause Vultures are the fastest unit in game and easily counter lings. In reality, we observe that hellions, and especially reapers, are not very effective in large battles. they give some map control but do not improve T army mobility.

4. pt number 4 is flawed in that it only takes into consideration of 1v1 battle head on and fails to consider the mobility factor. ie the muta vs thor argument.

5. pt number 5 is demonstrably false. all Z units continue to be more effective in small numbers, as it were in BW. also the complaint on thor is only theorycraft. in fact thors are not very effective in large numbers.

6. the new AI also help Z with auto surround and the clumped Terran ball increase effectiveness of banelings, plaguuu and ultralisks. all of these have been observed and used effectively in high level play by Z players.

8. this pt is demonstrably false. majority of the high level ZvT games have shown Z macro > T macro and Z map control > T map control.

not trying to claim the OP is newb or saying i know better, but simply put his claims are not well supported.


What the...I don't even...??? None of your counterarguments include any veriable truth, you keep saying that OP's arguments are false, while you don't give any arguments why.
How can you kill, that which has no life?
arnold(soTa)
Profile Joined March 2010
Sweden352 Posts
August 30 2010 14:41 GMT
#1204
On August 30 2010 23:08 dybydx wrote:
i disagree with OP on alot of things. many things he claims are exaggerated or simply untrue.

1. Z DO have the ability to break siege or siege. we frequently observe forward siege positions broken by flanking Z. Z has poor sieging ability, yes, but they already have superior mobility to compensate.

2. he claim terran has like 10+ ez openings, including rare ones like banshee but meanwhile excludes muta as a viable opening for Z. not saying muta counter banshee/airport build but to say banshee is viable opening but muta is not is simply untrue.

3. he claims T mobility is too good and cites reaper/hellions as problems. This is like saying SC1 is imba cause Vultures are the fastest unit in game and easily counter lings. In reality, we observe that hellions, and especially reapers, are not very effective in large battles. they give some map control but do not improve T army mobility.

4. pt number 4 is flawed in that it only takes into consideration of 1v1 battle head on and fails to consider the mobility factor. ie the muta vs thor argument.

5. pt number 5 is demonstrably false. all Z units continue to be more effective in small numbers, as it were in BW. also the complaint on thor is only theorycraft. in fact thors are not very effective in large numbers.

6. the new AI also help Z with auto surround and the clumped Terran ball increase effectiveness of banelings, plaguuu and ultralisks. all of these have been observed and used effectively in high level play by Z players.

8. this pt is demonstrably false. majority of the high level ZvT games have shown Z macro > T macro and Z map control > T map control.

not trying to claim the OP is newb or saying i know better, but simply put his claims are not well supported.



you couldnt be more wrong :/ i wont bother adding arguments as to why, because you couldnt be bothered to.
"I like turtles"
Quizzms
Profile Joined May 2008
United Kingdom5 Posts
August 30 2010 15:36 GMT
#1205
I play Zerg in diamond and I say just bring roach speed back to tier1. Problem solved.

Also maybe reduce the range of the reaper's attack on buildings. On some maps it seems really hard to get decent spinecrawler position where they can't be picked off individually or they can just focus your hatchery outside of crawler range.
Konsume
Profile Joined February 2010
Canada466 Posts
August 30 2010 15:51 GMT
#1206
On August 31 2010 00:36 Quizzms wrote:
I play Zerg in diamond and I say just bring roach speed back to tier1. Problem solved.

Also maybe reduce the range of the reaper's attack on buildings. On some maps it seems really hard to get decent spinecrawler position where they can't be picked off individually or they can just focus your hatchery outside of crawler range.


eh? Roache speed problem solved? do we play the same game? cause I could use more help than that
Only two things are infinite, the universe and human stupidity, and I'm not sure about the former.
Sleight
Profile Blog Joined May 2009
2471 Posts
August 30 2010 15:59 GMT
#1207
Why is this thread still going on?

Tanks now do 15 less damage to non-armored units. Congratulations Hydras and +1 Lings, you get to do stuff now. Roaches and Ultras are the only relevant units that receive the same damage and Tanks were only okay vs them anyways.

Reapers take longer to build. Every 6 reapers is 30 extra seconds. If you really are losing to 1-3 reapers, I don't think it is the reapers fault.

Bunkers take even longer, not that they were relevant anyways.

2 Gates are even slower now, so Zergs have no excuse to lose to them.

The Ultralist 'nerf' is a BUFF. The idiotic ram attack did less DPS if there were more than 1 target within it's AoE slice. Congrats. Everyone got nixed, you got the goods, what else could you want?
One Love
Ciddass
Profile Joined April 2010
Germany149 Posts
Last Edited: 2010-08-30 16:05:44
August 30 2010 16:04 GMT
#1208
On August 31 2010 00:59 Sleight wrote:
Why is this thread still going on?

Tanks now do 15 less damage to non-armored units. Congratulations Hydras and +1 Lings, you get to do stuff now. Roaches and Ultras are the only relevant units that receive the same damage and Tanks were only okay vs them anyways.

Reapers take longer to build. Every 6 reapers is 30 extra seconds. If you really are losing to 1-3 reapers, I don't think it is the reapers fault.

Bunkers take even longer, not that they were relevant anyways.

2 Gates are even slower now, so Zergs have no excuse to lose to them.

The Ultralist 'nerf' is a BUFF. The idiotic ram attack did less DPS if there were more than 1 target within it's AoE slice. Congrats. Everyone got nixed, you got the goods, what else could you want?


...........................

what has a tank nerf to do with the early game torment Z is facing against a good T ?

edit: bunkers not relevant ? "delay Z expo forat least 30 seconds" ... "not relevant"

...................

edit2: delay it 4 free ...
arnold(soTa)
Profile Joined March 2010
Sweden352 Posts
August 30 2010 16:06 GMT
#1209
On August 31 2010 00:59 Sleight wrote:
Why is this thread still going on?

Tanks now do 15 less damage to non-armored units. Congratulations Hydras and +1 Lings, you get to do stuff now. Roaches and Ultras are the only relevant units that receive the same damage and Tanks were only okay vs them anyways.

Reapers take longer to build. Every 6 reapers is 30 extra seconds. If you really are losing to 1-3 reapers, I don't think it is the reapers fault.

Bunkers take even longer, not that they were relevant anyways.

2 Gates are even slower now, so Zergs have no excuse to lose to them.

The Ultralist 'nerf' is a BUFF. The idiotic ram attack did less DPS if there were more than 1 target within it's AoE slice. Congrats. Everyone got nixed, you got the goods, what else could you want?



you think the ultra nerf was infact a buff? hillarious..

this patch adresses nothing really, but you would get that if you read the OP. its not about one unit or one strategy.. it goes deeper than that, the way terran can transition, scout and turtle without fear of any possible attack ..ever.
also lack of punishment from sloppy play with orbital, bunker salvage , plantary fortress scv autorepair any many more :/
"I like turtles"
eivind
Profile Joined July 2010
111 Posts
Last Edited: 2010-08-30 16:13:28
August 30 2010 16:13 GMT
#1210
On August 31 2010 00:59 Sleight wrote:Tanks now do 15 less damage to non-armored units. Congratulations Hydras and +1 Lings, you get to do stuff now. Roaches and Ultras are the only relevant units that receive the same damage and Tanks were only okay vs them anyways.


I am pretty sure the lower damanage on lings dont matter because they will die to the splash from 2-3 tanks/hellions anyway.

Hydras will survive more so we might see it more often than never. However hydras are still so slow that tanks completely own them.

The tank damage nerf will have most effect on pvt and tvt.
Snowbear
Profile Blog Joined July 2010
Korea (South)1925 Posts
August 30 2010 16:15 GMT
#1211
I think this zerg whine will remain untill some korean pro starts showing the world how extremely strong zerg is. If zerg can hold the early terran gayness without too much suffer then zerg will be ahead. You can not beat a zerg in a macro game and every single zerg actually knows this. Zergs even admit it when I ask them what to do. Their answers are always the same: "harass more early game and try to beat my early game, do not try to macro-war". Zerg timing is the hardest to figure out, but when its figured out I don't see how a toss / terran player can beat a zerg.

I also foresee a lot of "tvz problem-threads" in the future, especially after the september patch.
RaiderRob
Profile Joined March 2010
Netherlands377 Posts
August 30 2010 16:16 GMT
#1212
It has been mentioned a few times before in this thread but I'm gonna mention it again, the ability for Terrains to repair everything either with SCV's or medivacs. Now medivacs are fine although very good because they're fragile, are not too cheap and only affect bio.

SCV's however can repair everything a Terran has that doesn't come out of a barracks. Bunkers, their wall, Planetary Fortress, Thors, missile turrets, Battlecruisers and so on. Yes it costs resources but being able to keep your units and buildings at high health while your opponents army can't is huge.

Examples:

SCV's repairing a Planetary Fortess while under attack by Ultralisks. Yes, you can target the SCV's individually but that means you're killing supercheap replaceable units while your ultra's are taking damage and the Terran army comes to kill your army. Bye bye bunch of ultralisks while you killed 500-1000 minerals and whatever was spent on repairing the PF.

SCV's repairing missile turrets when you try mutalisk harass. Now you're not only fighting the missile turrets but also the 5 repairing SCV's.

SCV's repairing Battlecruisers. Now you're not only fighting the battlecruiser but half a dozen SCV's as well. If you decide to target fire the SCV's you have a Battlecruiser firing unhindered on your army which is not a good position to be in. It gets even worse when you realize your best Battlecruiser counter Corruptors can't attack the SCV's and will be almost useless if you get the Battlecruiser down.

And than there's the problem of having structures low on life after an attack. If a Terran has a structure damaged to low health in combat it will be 100% by the time you attack again. The very slow selfheal of Zerg structures means that if you have an important structure like a hatchery at 10% it only takes 1 medivac with MM to finish it off at almost no risk and even if you did lose them all it's still a clear victory if the hatchery dies.

Add something else to protect the SCV's when repairing and it gets worse for Zerg.

The ability of Terrans to use their workers to totally shut down harass and into army support is too strong.
People don't want freedom but fair leadership
lew
Profile Joined April 2009
Belgium205 Posts
Last Edited: 2010-08-30 16:23:46
August 30 2010 16:20 GMT
#1213
I think this zerg whine will remain untill some korean pro starts showing the world how extremely strong zerg is. If zerg can hold the early terran gayness without too much suffer then zerg will be ahead. You can not beat a zerg in a macro game and every single zerg actually knows this. Zergs even admit it when I ask them what to do. Their answers are always the same: "harass more early game and try to beat me early game, do not try to macro-war". Zerg timing is the hardest to figure out, but when its figured out I don't see how a toss / terran player can beat a zerg.

I also foresee a lot of "tvz problem-threads" in the future, especially after the september patch.

Another thing: you will never hear a zerg talking about units such as banelings, broodlords and ultralisks. Deep inside they all know that those units are way too strong. If a zerg wins: np, good zerg player. If a terran wins: imba terran!

A zerg 200/200 should always lose to a terran 200/200 army, but this is not the case in sc2. I even saw zerg winning those battles with more then 120 supply left. They remake the same deadly army in one minute and GG.

What zerg players want is:
- whatever unit they make, it has to stand the terran / protoss units 1 by one. A roach should beat a marauder and 2 mutas should beat a thor.
- easier larvae mechanic.
- a scan or something like that, so they can see everything the other races do and make a counter in a few clicks (while toss and terran players actually have to build several buildings to do this).
Amber[LighT]
Profile Blog Joined June 2005
United States5078 Posts
August 30 2010 16:23 GMT
#1214
On August 31 2010 00:59 Sleight wrote:

Tanks now do 15 less damage to non-armored units. Congratulations Hydras and +1 Lings, you get to do stuff now. Roaches and Ultras are the only relevant units that receive the same damage and Tanks were only okay vs them anyways.



I love when people make it seem like one tank is going against a 200/200 zerg army.
"We have unfinished business, I and he."
ch4ppi
Profile Joined July 2010
Germany802 Posts
August 30 2010 16:25 GMT
#1215

I am pretty sure the lower damanage on lings dont matter because they will die to the splash from 2-3 tanks/hellions anyway.

Hydras will survive more so we might see it more often than never. However hydras are still so slow that tanks completely own them.

I fear ure right.
Zerglings dont do anything, than beeing cannonfodder, the dmg is so slow that it doesnt matter if some more arrive. Perhaps u can get one or more baneling in, but banelings do most of the time not much against stim micro and tanks. The patch wont change that I believe, especially if the battles get bigger. But perhaps we can defend better against 1-2 Tank+Marine pushes. Hey thats sth.
Hydras are just to hefty bound to creep, u will see a significant change, but if it's enough, im not sure if Hydra will be worth to get as long as they get also wtf pwnd by stim MM balls. But thats not terrans fault, Hydra is on its own just mediocore, because its nearly a pure defending unit, like the queen.

this patch adresses nothing really, but you would get that if you read the OP. its not about one unit or one strategy.. it goes deeper than that, the way terran can transition, scout and turtle without fear of any possible attack ..ever.
also lack of punishment from sloppy play with orbital, bunker salvage , plantary fortress scv autorepair any many more :/

This sums all the problems brilliantly up! Thumbs up for this.
Darpa
Profile Blog Joined March 2010
Canada4413 Posts
August 30 2010 16:32 GMT
#1216
I think alot of zerg problems stem from the difficulty of the race, constant larva injections past 2-3 hatcheries is crazy difficult (including spreading creep) Its is extremely difficult (in my experience as a mid diamond player) to even play zerg. I can play terran, and I find protoss fairly easy to use as well. But zerg, my skill level is probably in the gold to silver range.

Have you considered muta ling/bling lately? thors are no longer good against mutas, and banelings murder marines. In my experience that comp has been trashing alot of terrans (since the magic box went mainstream).

I think zerg will be on the way up with both the lack of terrans ability to counter mutas anymore, the sheer cost effectiveness of baneling use, and the more experience people get playing zerg.

But thats my opinion, good OP tho well thought out. Although i have to disagree with some of your opening lists :D
"losers always whine about their best, Winners go home and fuck the prom queen"
Wintermute
Profile Joined March 2010
United States427 Posts
August 30 2010 16:33 GMT
#1217
Most of what the OP is talking about were problems that were apparent in beta, but which few players wanted to admit.

Lack of T1 hydras means T1 zerg play is extremely one dimensional. Lack of lurkers means no ability to play a true defensive or siege style (banelings are not a replacement for lurkers in any way, shape or form despite the devs contention). The nerf of roaches into slightly more expensive, slightly more effective zealots and the weakening of lings from BW to SC2 means zerg has little ability to dictate or force terrans especially to react.

Zerg are extremely bland, a fact which was masked for parts of beta by the poor anti air ability of stalkers and phoenixes early on, the powerhouse status of roaches, and the period of time when infestors became an OP counter to all mech. Now that there is great balance in these areas, Zerg are back to what they were always: bland melee specialists with no ability to counter or dictate the opponent's army.

In order to truly fix this would require radical changes like putting strong roaches back into the game as a T2 unit, and weak hydras (SC1 style) into T1.5, or introducing lurkers, etc. Obviously this stuff is not going to happen at this point in time, so what will happen instead is a bunch of statistical nerfs and buffs that don't change the fundamentally bland nature of zerg, but simply make them meatier at certain points in the game.
Don't let me say this, but you're no worse than me; it's crazy.
dybydx
Profile Blog Joined December 2007
Canada1764 Posts
August 30 2010 16:35 GMT
#1218
@RaiderRob,

Terran SCV always had the ability to repair building and mech since the days for SC1 Alpha. It was a bigger problem back then because SCV had 60 hp so they often lived long enuf to repair each other on a ramp while a marine at the back shoot away your lings.

Z actually got an easier time dealing with SCV now because...
1. SCV only got 45 HP
2. Roach, the new tier 1.5 unit deals full damage to SCV
3. Baneling, another 1.5 unit, also rapes SCV
4. Hydra, again dealing full dmg to SCV.

So SCV repair really isnt a problem. Defensively, they are still very good when repairing turret or thor, but offensively they are unwieldy compared to SC1.
...from the land of imba
SonicTitan
Profile Joined August 2010
United States249 Posts
August 30 2010 16:36 GMT
#1219
On August 31 2010 01:15 Dente wrote:
I think this zerg whine will remain untill some korean pro starts showing the world how extremely strong zerg is. If zerg can hold the early terran gayness without too much suffer then zerg will be ahead. You can not beat a zerg in a macro game and every single zerg actually knows this. Zergs even admit it when I ask them what to do. Their answers are always the same: "harass more early game and try to beat my early game, do not try to macro-war". Zerg timing is the hardest to figure out, but when its figured out I don't see how a toss / terran player can beat a zerg.

I also foresee a lot of "tvz problem-threads" in the future, especially after the september patch.


...wut. Alright, look. It was said above you, but I'll say it again: the patch addresses very few real problems that the OP mentioned. Notice I said "very few" and not "none." The change to reaper build time means we'll effectively see the end of that 5rax reaper garbage that terrans use to basically dominate the early-game-weak zerg. The change to seige tank damage means that our ground units (especially hydras being tanked with roaches) will generally be more effective. And yes, the Ultralisk has now been repurposed as a seige unit instead of just an anti-armor one (wasn't very effective at that anyway), giving us more base-breaking options.

But the true, underlying issues of the tvz matchup (and the one I could not agree more on is the mobility issue) still exist. I'm certainly not knocking blizzard for the 1.1 patch; it's a step in the right direction, and I can even appreciate the measured approach that they're taking to balance. I'd rather them balance the game slowly and correctly than see the kinds of whiplash changes we did it beta. But dude, we've still got a LONG way to go before we see any legitimate "tvz problem threads".

What if I'm in it for fighting?
Qw4z1
Profile Joined April 2008
Sweden55 Posts
August 30 2010 16:42 GMT
#1220

On August 31 2010 01:33 Wintermute wrote:
Most of what the OP is talking about were problems that were apparent in beta, but which few players wanted to admit.

Lack of T1 hydras means T1 zerg play is extremely one dimensional. Lack of lurkers means no ability to play a true defensive or siege style (banelings are not a replacement for lurkers in any way, shape or form despite the devs contention). The nerf of roaches into slightly more expensive, slightly more effective zealots and the weakening of lings from BW to SC2 means zerg has little ability to dictate or force terrans especially to react.

Zerg are extremely bland, a fact which was masked for parts of beta by the poor anti air ability of stalkers and phoenixes early on, the powerhouse status of roaches, and the period of time when infestors became an OP counter to all mech. Now that there is great balance in these areas, Zerg are back to what they were always: bland melee specialists with no ability to counter or dictate the opponent's army.

In order to truly fix this would require radical changes like putting strong roaches back into the game as a T2 unit, and weak hydras (SC1 style) into T1.5, or introducing lurkers, etc. Obviously this stuff is not going to happen at this point in time, so what will happen instead is a bunch of statistical nerfs and buffs that don't change the fundamentally bland nature of zerg, but simply make them meatier at certain points in the game.


My thoughts exactly. Also zerg zerg have got fewer unit types then both terran and protoss and that means fewer choices. Whats up with that? discrimination?
"All these new players are really thin skinned" - IdrA
Prev 1 59 60 61 62 63 65 Next
Please log in or register to reply.
Live Events Refresh
Next event in 2h 39m
[ Submit Event ]
Live Streams
Refresh
StarCraft 2
WinterStarcraft880
StarCraft: Brood War
NaDa 148
Hyuk 131
910 118
sorry 77
JulyZerg 34
GoRush 33
Dota 2
NeuroSwarm224
LuMiX1
League of Legends
JimRising 747
Counter-Strike
Sick113
Other Games
summit1g7744
XaKoH 167
Organizations
Other Games
gamesdonequick2348
StarCraft 2
Blizzard YouTube
StarCraft: Brood War
BSLTrovo
[ Show 14 non-featured ]
StarCraft 2
• Berry_CruncH573
• AfreecaTV YouTube
• intothetv
• Kozan
• IndyKCrew
• LaughNgamezSOOP
• Migwel
• sooper7s
StarCraft: Brood War
• Azhi_Dahaki17
• BSLYoutube
• STPLYoutube
• ZZZeroYoutube
Dota 2
• lizZardDota2113
League of Legends
• Stunt511
Upcoming Events
RSL Revival
2h 39m
Classic vs Trap
herO vs SHIN
Sparkling Tuna Cup
3h 39m
OSC
6h 39m
IPSL
9h 39m
Bonyth vs Ret
WardiTV Weekly
1d 4h
Monday Night Weeklies
1d 9h
OSC
1d 17h
PiGosaur Cup
2 days
The PondCast
3 days
Replay Cast
4 days
[ Show More ]
CrankTV Team League
4 days
Replay Cast
4 days
CrankTV Team League
5 days
Korean StarCraft League
5 days
RSL Revival
6 days
Online Event
6 days
Replay Cast
6 days
Liquipedia Results

Completed

YSL S3
HSC XXIX
Eternal Conflict S2 E2

Ongoing

IPSL Spring 2026
Acropolis #4
CSL 2026 Summer (S21)
KCM Race Survival 2026 Season 3
RSL Revival: Season 6
CranK Gathers Season 4: BW vs SC2 Team League
SCTL 2026 Spring
Eternal Conflict S2 E3
Stake Ranked Episode 3
XSE Pro League 2026
IEM Cologne Major 2026
Stake Ranked Episode 2
CS Asia Championships 2026
Asian Champions League 2026
IEM Atlanta 2026
PGL Astana 2026

Upcoming

Escore Tournament S3: W4
ASL S22 SEASON OPEN Day 2
Escore Tournament S3: W5
CSLAN 4
Blizzard Classic Cup 2026
HSC XXX
SC4ALL II: StarCraft II
Kung Fu Cup 2026 Grand Finals
Light Tournament 2026
Eternal Conflict S2 Finale
Stake Ranked Episode 4
Logitech G Connect 2026
StarSeries Fall 2026
FISSURE Playground #5
BLAST Open Fall 2026
Esports World Cup 2026
BLAST Bounty Summer 2026
BLAST Bounty Summer Qual
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.