collosus tanks hightemplars etc..... but they counter themselfs the moment they step of creep.
Z v T: Current situation and comparison to BW - Page 61
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arnold(soTa)
Sweden352 Posts
collosus tanks hightemplars etc..... but they counter themselfs the moment they step of creep. | ||
dybydx
Canada1764 Posts
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. | ||
Cajun2k1
Netherlands399 Posts
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. | ||
arnold(soTa)
Sweden352 Posts
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. | ||
Quizzms
United Kingdom5 Posts
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
Canada466 Posts
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 ![]() | ||
Sleight
2471 Posts
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? | ||
Ciddass
Germany149 Posts
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)
Sweden352 Posts
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 :/ | ||
eivind
111 Posts
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
Korea (South)1925 Posts
I also foresee a lot of "tvz problem-threads" in the future, especially after the september patch. | ||
RaiderRob
Netherlands377 Posts
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. | ||
lew
Belgium205 Posts
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]
United States5078 Posts
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. | ||
ch4ppi
Germany802 Posts
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
Canada4413 Posts
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 | ||
Wintermute
United States427 Posts
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. | ||
dybydx
Canada1764 Posts
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. | ||
SonicTitan
United States249 Posts
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". | ||
Qw4z1
Sweden55 Posts
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? | ||
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