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Pacifying the Zerg - Page 5

Forum Index > SC2 General
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Nu11
Profile Joined August 2010
Canada167 Posts
Last Edited: 2010-09-09 04:19:17
September 09 2010 04:17 GMT
#81
Hey bro I have these 100 mineral 0 gas hellions that do crazy high damage to everything in a line and are really fast with no speed upgrade and are laughably easy to micro and can kill like, a crap load of workers and zerglings, you cant do this though, but that's okay. You dont need to hurt my economy. It's not like I can out produce you on one base when you have two right?

Can pump them out laughably fast and if you don't get roaches you're gonna be in trouble.

While you're making roaches to deal with these hellions I'm making some Marauders, yeah, they pretty much rip your roaches apart. I'll add a dash of marines too, so you're forced to make banelings. Yeah, that's nice. So now you've got two gas units being produced that require very gas heavy lair upgrades just to compete with my un-upgraded incredibly cheap gas marauders with laughably cheap upgrades that I can do at the same time out of two tech labs. You're forced to train baneling hooks and roach speed to have any hope whatsoever and use up all that gas you've been saving for some lair tech. Oh hey, I'm pushing now. Goodbye expansion to 5 marauders in 7 seconds with Stim. You didn't need that gas anyway right? I'll back off now to my base and get behind my wall. I don't need an expansion. All I need to do is build a few more marauders and balance off my Marines and I am 100% safe from absolutely anything you can build. If I don't want to, I can build a bunch of these here mechanical things. Oh I can build some flyers too! they can cloak and do crazy high damage to ground units.

What's that? You have to build exactly the same thing every game in order to have any hope of staying alive past my early "harass" with my cheap unfair units? well, that's okay. If you outplay me, out expand me, out produce me, and get ahead by two bases you _might_ beat me. But that's the way the game's supposed to be! I'm supposed to have 100% control of what you do, I'm supposed to have all the freedom to attack whenever I want, whenever I feel like it. I'm supposed to have a mass-able, cheap unit that can jump up and down cliffs, is stupid fast and gets a bonus to light AND rips buildings apart like they're paper.

Zerg is SUPPOSED to have throw away units! Why do you keep saying you need more! just keep throwing things at the problem. Let's not pretend that I can out produce you or anything like that! You get so many larvae. you can produce the same as like, 3 barracks on one hatchery! don't you have starhatcherys or Fatchery's or something? where do you get your other tech you silly zerg. Did I kill your queen in 2 seconds? Sorry! Better make another one. Darn that takes a long time to train... and it takes up supply as well? that kinda sucks.. but oh well, it can attack! mules can't attack you know.


Did you know there were 5 scvs inside my mech ball that just 1a'd your entire army and base in seconds? I didn't.. I was watching a movie. They were on auto-repair.

Jayme
Profile Blog Joined February 2009
United States5866 Posts
September 09 2010 04:21 GMT
#82
On September 09 2010 13:17 Nu11 wrote:
Hey bro I have these 100 mineral 0 gas hellions that do crazy high damage to everything in a line and are really fast with no speed upgrade and are laughably easy to micro and can kill like, a crap load of workers and zerglings, you cant do this though, but that's okay. You dont need to hurt my economy. It's not like I can out produce you on one base when you have two right?

Can pump them out laughably fast and if you don't get roaches you're gonna be in trouble.

While you're making roaches to deal with these hellions I'm making some Marauders, yeah, they pretty much rip your roaches apart. I'll add a dash of marines too, so you're forced to make banelings. Yeah, that's nice. So now you've got two gas units being produced that require very gas heavy lair upgrades just to compete with my un-upgraded incredibly cheap gas marauders with laughably cheap upgrades that I can do at the same time out of two tech labs. You're forced to train baneling hooks and roach speed to have any hope whatsoever and use up all that gas you've been saving for some lair tech. Oh hey, I'm pushing now. Goodbye expansion to 5 marauders in 7 seconds with Stim. You didn't need that gas anyway right? I'll back off now to my base and get behind my wall. I don't need an expansion. All I need to do is build a few more marauders and balance off my Marines and I am 100% safe from absolutely anything you can build. If I don't want to, I can build a bunch of these here mechanical things. Oh I can build some flyers too! they can cloak and do crazy high damage to ground units.

What's that? You have to build exactly the same thing every game in order to have any hope of staying alive past my early "harass" with my cheap unfair units? well, that's okay. If you outplay me, out expand me, out produce me, and get ahead by two bases you _might_ beat me. But that's the way the game's supposed to be! I'm supposed to have 100% control of what you do, I'm supposed to have all the freedom to attack whenever I want, whenever I feel like it. I'm supposed to have a mass-able, cheap unit that can jump up and down cliffs, is stupid fast and gets a bonus to light AND rips buildings apart like they're paper.

Zerg is SUPPOSED to have throw away units! Why do you keep saying you need more! just keep throwing things at the problem. Let's not pretend that I can out produce you or anything like that! You get so many larvae. you can produce the same as like, 3 barracks on one hatchery! don't you have starhatcherys or Fatchery's or something? where do you get your other tech you silly zerg. Did I kill your queen in 2 seconds? Sorry! Better make another one. Darn that takes a long time to train... and it takes up supply as well? that kinda sucks.. but oh well, it can attack! mules can't attack you know.


Did you know there were 5 scvs inside my mech ball that just 1a'd your entire army and base in seconds? I didn't.. I was watching a movie. They were on auto-repair.



As over the top as this was I giggled.
Python is garbage, number 1 advocate of getting rid of it.
kingcomrade
Profile Joined August 2007
United States115 Posts
September 09 2010 04:22 GMT
#83
I know the suggestion of moving the Hydralisk to tier 1 is a total cliche, and I don't support that suggestion

Why? You don't support it just because it is cliché or for another reason? Opposing the idea just because a lot of people think it's a good one is just being contrary.
N/A
Rokk
Profile Joined March 2010
United States425 Posts
September 09 2010 04:23 GMT
#84
I don't get this talk of BW. TvZ walls are relatively commonplace and the point of a forge FE is to create a wall that zerglings cannot pass while you set up a really fast expo.
Jayme
Profile Blog Joined February 2009
United States5866 Posts
September 09 2010 04:25 GMT
#85
On September 09 2010 13:22 kingcomrade wrote:
Show nested quote +
I know the suggestion of moving the Hydralisk to tier 1 is a total cliche, and I don't support that suggestion

Why? You don't support it just because it is cliché or for another reason? Opposing the idea just because a lot of people think it's a good one is just being contrary.


Heres why I don't support it myself... it's an unrealistic expectation.

Hydralisks are powerful units, moving them pre-lair would pretty much require a total revamp of the unit as a whole. I personally wouldn't mind this but Blizzard would never have it. Zerg is designed like crap but Blizzard is pretty dead set on them being relatively "ok"
Python is garbage, number 1 advocate of getting rid of it.
Fen
Profile Blog Joined June 2006
Australia1848 Posts
September 09 2010 04:26 GMT
#86
I think the problem is due to the weakness of the zergs defensive structures.

Sunken colonies in Bw where very important for zerg to defend. The ability to go from creep to sunken meant that you didnt have to spend all the money building them early, but you could have them up to defend if you scouted a push early enough. Sunkens also worked as walls, allowing the zerg to create their own sort of wall that needed to be busted down before the enemy could wreck his base.

In SC2, the spine crawlers are comparitively much weaker, they have to be paid for in full up front, they take FOREVER to build and reposition (meaning you have to build them in advance) and dont block units like helions from just driving straight on past. The maps also have farr to open expansions, so the enemy can usually just walk around the spine crawlers and attack from the other side.

This makes it very tough for zerg to hold that first expansion like they could in broodwar. A standard build in BW was hatch first, however in SC2 Hatch first is considered to be very risky. Units like the reaper and sentry make defending 2 locations with units extremely tough.

In broodwar, zerg could be agressive with units or agressive with his economy. If a terran or protoss wanted to wall off, that was fine, but they were going to have to accept that the zerg was going to have that free natural expansion. In Sc2, zerg have soo much trouble defending that natural that they are forced to 1-base against a walled in opponent, meaning they cannot be agressive with either economy or units.
kickinhead
Profile Joined December 2008
Switzerland2069 Posts
September 09 2010 04:27 GMT
#87
On September 09 2010 13:21 Jayme wrote:
Show nested quote +
On September 09 2010 13:17 Nu11 wrote:
Hey bro I have these 100 mineral 0 gas hellions that do crazy high damage to everything in a line and are really fast with no speed upgrade and are laughably easy to micro and can kill like, a crap load of workers and zerglings, you cant do this though, but that's okay. You dont need to hurt my economy. It's not like I can out produce you on one base when you have two right?

Can pump them out laughably fast and if you don't get roaches you're gonna be in trouble.

While you're making roaches to deal with these hellions I'm making some Marauders, yeah, they pretty much rip your roaches apart. I'll add a dash of marines too, so you're forced to make banelings. Yeah, that's nice. So now you've got two gas units being produced that require very gas heavy lair upgrades just to compete with my un-upgraded incredibly cheap gas marauders with laughably cheap upgrades that I can do at the same time out of two tech labs. You're forced to train baneling hooks and roach speed to have any hope whatsoever and use up all that gas you've been saving for some lair tech. Oh hey, I'm pushing now. Goodbye expansion to 5 marauders in 7 seconds with Stim. You didn't need that gas anyway right? I'll back off now to my base and get behind my wall. I don't need an expansion. All I need to do is build a few more marauders and balance off my Marines and I am 100% safe from absolutely anything you can build. If I don't want to, I can build a bunch of these here mechanical things. Oh I can build some flyers too! they can cloak and do crazy high damage to ground units.

What's that? You have to build exactly the same thing every game in order to have any hope of staying alive past my early "harass" with my cheap unfair units? well, that's okay. If you outplay me, out expand me, out produce me, and get ahead by two bases you _might_ beat me. But that's the way the game's supposed to be! I'm supposed to have 100% control of what you do, I'm supposed to have all the freedom to attack whenever I want, whenever I feel like it. I'm supposed to have a mass-able, cheap unit that can jump up and down cliffs, is stupid fast and gets a bonus to light AND rips buildings apart like they're paper.

Zerg is SUPPOSED to have throw away units! Why do you keep saying you need more! just keep throwing things at the problem. Let's not pretend that I can out produce you or anything like that! You get so many larvae. you can produce the same as like, 3 barracks on one hatchery! don't you have starhatcherys or Fatchery's or something? where do you get your other tech you silly zerg. Did I kill your queen in 2 seconds? Sorry! Better make another one. Darn that takes a long time to train... and it takes up supply as well? that kinda sucks.. but oh well, it can attack! mules can't attack you know.


Did you know there were 5 scvs inside my mech ball that just 1a'd your entire army and base in seconds? I didn't.. I was watching a movie. They were on auto-repair.



As over the top as this was I giggled.


THAT'S BRILLIANT - ROOOOFL!

sad thing is, everything he wrote is true! -.-°
https://soundcloud.com/thesamplethief
mierin
Profile Joined August 2010
United States4943 Posts
September 09 2010 04:30 GMT
#88
On September 09 2010 09:36 RavenNevermore wrote:

I admit, I wasn't much of a Starcraft 1 player back in my time, however, as the buildup for Starcraft 2 was imminent, I watched many MANY replays thanks to Husky and HDstarcraft,


Instantaneously your opinion became invalidated.
JD, Stork, Calm, Hyuk Fighting!
Yokoblue
Profile Joined March 2010
Canada594 Posts
Last Edited: 2010-09-09 04:31:13
September 09 2010 04:30 GMT
#89
Get over it... The turtling race is now Zerg and the agressive race is now terran... Get over it

If zerg was as poor and unbalanced vs terran...it wouldnt be.... what is it... what 49% win/rate vs terran ?

If there is balance changes to be made... There will be... Until then find new solution that will make you OP post-patch
Master League playing Protoss and Zerg
Nu11
Profile Joined August 2010
Canada167 Posts
September 09 2010 04:33 GMT
#90
On September 09 2010 13:30 Yokoblue wrote:
Get over it... The turtling race is now Zerg and the agressive race is now terran... Get over it

If zerg was as poor and unbalanced vs terran...it wouldnt be.... what is it... what 49% win/rate vs terran ?

If there is balance changes to be made... There will be... Until then find new solution that will make you OP post-patch


Sorry I can't hear you from behind my wall, my factory is pretty loud.

You're so wrong. The turtling and the aggressive race is Terran. The struggling for their life race is zerg.

Win percentages mean nothing. The majority of players, especially Terran, do not deserve the ratings they get because of how horrible they are.

(I'm not saying all terran are bad, they most certainly are not. I'm just saying there's a lot of players rated a lot higher because of how terran is and have low win percentages because they belong in silver or gold while playing mid-high diamond)
kickinhead
Profile Joined December 2008
Switzerland2069 Posts
Last Edited: 2010-09-09 04:35:23
September 09 2010 04:34 GMT
#91
On September 09 2010 13:30 Yokoblue wrote:
Get over it... The turtling race is now Zerg and the agressive race is now terran... Get over it

If zerg was as poor and unbalanced vs terran...it wouldnt be.... what is it... what 49% win/rate vs terran ?

If there is balance changes to be made... There will be... Until then find new solution that will make you OP post-patch


I don't mind playing a defensive race, but it's something else to be constantly defending against absolutey imbalanced Units.

And T is IMBA vs Z, don't be such an oblivious noob and try to say sth else.

I know ppl don't like to hear that their race is IMBA, because they just have way much more fun thinking stuff like: "WOOOOW, I beat another Zerg - I'm fkn AWESOME!"

Guess what: Playing Protoss or Terran is easy, playing Zerg isn't. Get over it or die - ur choice bronzey straight from the bronze-league!

FKN NOOBS!

MAAAAAKE MEEE RAAAAAAAAAAAAAAAAAAAGE!
https://soundcloud.com/thesamplethief
Jayme
Profile Blog Joined February 2009
United States5866 Posts
September 09 2010 04:38 GMT
#92
On September 09 2010 13:30 Yokoblue wrote:
Get over it... The turtling race is now Zerg and the agressive race is now terran... Get over it

If zerg was as poor and unbalanced vs terran...it wouldnt be.... what is it... what 49% win/rate vs terran ?

If there is balance changes to be made... There will be... Until then find new solution that will make you OP post-patch


There needs to be a new rule made, that before posting in the SC2 FORUM you must spend a week reading posts.

This point has come up and it's been dealt with. The 49% win ratio means that the matchmaking system is working and nothing else.

Even the turtling race in BW had aggressive options, this is not the case now. "getting over it" never gets anything done..EVER.

So you need to know what you're talking about before spouting nonsense again.
Python is garbage, number 1 advocate of getting rid of it.
Rabbet
Profile Joined December 2009
Canada404 Posts
September 09 2010 04:39 GMT
#93
On September 09 2010 12:26 Stratos_speAr wrote:
Show nested quote +
On September 09 2010 12:16 Rabbet wrote:
When I first started playing Brood War, I could never understand why my marines sucked against zerglings so bad(and zeolots). I couldn't even get a decent number of marines to be aggressive with because I had to bunker my ramp or my minerals to stop zerg(protoss) from destroying me in the first 5 minutes of the game. One day I observed another terran playing and learned how to wall off my choke. It made the game instantly better and made the terran race actually playable with low apm. After that the problem of harassment by air was the next major obstacle and I had to basically expect mutalisks and build a bunch of turrets(we did have ONE scan to figure the tech out). So after making mutas useless on a backstab, I could finally begin to think about moving out of my base...but not until I had a tank or 2 and a science vessel. So after researching 3 upgrades(irradiate, stim and range for marines), building several barracks, several turrets, all the depots to match the army, an engineering bay, academy, a factory with machine shop and a starport I could finally think about later in the game and plan for a command center for the extra economy. I must say that playing Terran in Brood War was a learning curve, but I toughed it out and eventually people(and maps) started doing 1 rax expansions and mech play etc.

Does this uphill battle sound familiar?

My point? Zergs just have to tough it out and learn how to combat the early crap Terran and Protoss can throw at them. I didn't like fighting uphill in Brood War, but I did it and didn't think it was unfair because eventually the evolution of the game will occur. If I didn't see Boxer kicking ass with Terran I wouldn't be playing the game anymore either, meaning that if most of you zergs suck that doesn't mean that zerg sucks you just are not capable of playing them.


TvZ is in no way an uphill battle for T in BW. You just didn't know how to play properly.

Suggesting that every Zerg player (including players like IdrA and DIMAGA) just hasn't figured out how to play is pathetic and a poorly thought out excuse by non-Zerg players. Not only that, it's a problem either way - isn't it a problem if it's significantly harder for Zerg to figure out/execute anything compared to P and T?


TvZ was an uphill battle in BW, for me and alot of other players until builds were created and tricks were used to cut certain corners. Suggesting that the players and maps don't evolve and that players can "figure out" this game so quickly is poorly thought out, as we are still seeing both BW and SC2 evolve every day. Games played in the pro BW leagues in the last 3 months have even changed quite a bit...why? Map pool, better mechanics and new strategies.

It is the same problem that "just put mines in your base and use alot of missile turrets...and try to emp the arbiters..." answers. It just takes time to work out the solution and time to practice using the solution to stop certain types of attacks. Nobody ever thought Protoss were overpowered even though they made up a large percentage of the c-b+ iccup population. I lost alot of games to recall, but I adapted and used different strategies to stop it and eventually learned the arbiter timings pretty well.


ROOTFayth
Profile Joined January 2004
Canada3351 Posts
September 09 2010 04:40 GMT
#94
On September 09 2010 13:33 Nu11 wrote:
Show nested quote +
On September 09 2010 13:30 Yokoblue wrote:
Get over it... The turtling race is now Zerg and the agressive race is now terran... Get over it

If zerg was as poor and unbalanced vs terran...it wouldnt be.... what is it... what 49% win/rate vs terran ?

If there is balance changes to be made... There will be... Until then find new solution that will make you OP post-patch


Sorry I can't hear you from behind my wall, my factory is pretty loud.

You're so wrong. The turtling and the aggressive race is Terran. The struggling for their life race is zerg.

Win percentages mean nothing. The majority of players, especially Terran, do not deserve the ratings they get because of how horrible they are.

(I'm not saying all terran are bad, they most certainly are not. I'm just saying there's a lot of players rated a lot higher because of how terran is and have low win percentages because they belong in silver or gold while playing mid-high diamond)

they're not going to balance the game according to the horrible players making it high cuz one race is easier to use at mid level, it was the same in broodwar where Protoss was much easier to use at a low level than terran or zerg

tweaks will soon be made to make it more balanced at a high level, but don't expect some major change that will make zerg as easy to use as terran, it is simply impossible, people are asking for way too much
MegaBUD
Profile Joined September 2010
Canada179 Posts
September 09 2010 04:40 GMT
#95
On September 09 2010 13:34 kickinhead wrote:
Show nested quote +
On September 09 2010 13:30 Yokoblue wrote:
Get over it... The turtling race is now Zerg and the agressive race is now terran... Get over it

If zerg was as poor and unbalanced vs terran...it wouldnt be.... what is it... what 49% win/rate vs terran ?

If there is balance changes to be made... There will be... Until then find new solution that will make you OP post-patch


I don't mind playing a defensive race, but it's something else to be constantly defending against absolutey imbalanced Units.

And T is IMBA vs Z, don't be such an oblivious noob and try to say sth else.

I know ppl don't like to hear that their race is IMBA, because they just have way much more fun thinking stuff like: "WOOOOW, I beat another Zerg - I'm fkn AWESOME!"

Guess what: Playing Protoss or Terran is easy, playing Zerg isn't. Get over it or die - ur choice bronzey straight from the bronze-league!

FKN NOOBS!

MAAAAAKE MEEE RAAAAAAAAAAAAAAAAAAAGE!

Seriously?

Anyway, every race are great... just that zerg have a difficult mechanic, they gonna fix it next expension... in 1.5 year.
Grond
Profile Blog Joined June 2010
599 Posts
September 09 2010 04:41 GMT
#96
On September 09 2010 13:17 Nu11 wrote:
Hey bro I have these 100 mineral 0 gas hellions that do crazy high damage to everything in a line and are really fast with no speed upgrade and are laughably easy to micro and can kill like, a crap load of workers and zerglings, you cant do this though, but that's okay. You dont need to hurt my economy. It's not like I can out produce you on one base when you have two right?

Can pump them out laughably fast and if you don't get roaches you're gonna be in trouble.

While you're making roaches to deal with these hellions I'm making some Marauders, yeah, they pretty much rip your roaches apart. I'll add a dash of marines too, so you're forced to make banelings. Yeah, that's nice. So now you've got two gas units being produced that require very gas heavy lair upgrades just to compete with my un-upgraded incredibly cheap gas marauders with laughably cheap upgrades that I can do at the same time out of two tech labs. You're forced to train baneling hooks and roach speed to have any hope whatsoever and use up all that gas you've been saving for some lair tech. Oh hey, I'm pushing now. Goodbye expansion to 5 marauders in 7 seconds with Stim. You didn't need that gas anyway right? I'll back off now to my base and get behind my wall. I don't need an expansion. All I need to do is build a few more marauders and balance off my Marines and I am 100% safe from absolutely anything you can build. If I don't want to, I can build a bunch of these here mechanical things. Oh I can build some flyers too! they can cloak and do crazy high damage to ground units.

What's that? You have to build exactly the same thing every game in order to have any hope of staying alive past my early "harass" with my cheap unfair units? well, that's okay. If you outplay me, out expand me, out produce me, and get ahead by two bases you _might_ beat me. But that's the way the game's supposed to be! I'm supposed to have 100% control of what you do, I'm supposed to have all the freedom to attack whenever I want, whenever I feel like it. I'm supposed to have a mass-able, cheap unit that can jump up and down cliffs, is stupid fast and gets a bonus to light AND rips buildings apart like they're paper.

Zerg is SUPPOSED to have throw away units! Why do you keep saying you need more! just keep throwing things at the problem. Let's not pretend that I can out produce you or anything like that! You get so many larvae. you can produce the same as like, 3 barracks on one hatchery! don't you have starhatcherys or Fatchery's or something? where do you get your other tech you silly zerg. Did I kill your queen in 2 seconds? Sorry! Better make another one. Darn that takes a long time to train... and it takes up supply as well? that kinda sucks.. but oh well, it can attack! mules can't attack you know.


Did you know there were 5 scvs inside my mech ball that just 1a'd your entire army and base in seconds? I didn't.. I was watching a movie. They were on auto-repair.



Hilarious and fairly accurate rant.
TyrantPotato
Profile Blog Joined August 2010
Australia1541 Posts
September 09 2010 04:42 GMT
#97
On September 09 2010 13:30 Yokoblue wrote:
Get over it... The turtling race is now Zerg and the agressive race is now terran... Get over it

If zerg was as poor and unbalanced vs terran...it wouldnt be.... what is it... what 49% win/rate vs terran ?

If there is balance changes to be made... There will be... Until then find new solution that will make you OP post-patch


i can accept my zergies as a turtling race, and i can accept Terran as the aggresive race.

but why would they give the aggresive race the best turtling methods, and the turtling race the least amount of turtling methods.

im not crying imbalanced. but giving a race who can wall in perfectly, with 4 turrets deter any sort of air harass, with 2 siege tanks prevent any sort of frontal assualt. then giving that race THE best harassing unit's in the reaper and hellion.

Zerg is not the turtling race anyway. they are the macro oriented race. blizzard has based zerg on being able to have 1-2 more bases then their opponents. yet, they have given the other 2 races extremely effiecint ways of preventing zerg getting that extra base, and haven't given zerg any way to deter the early pressure and take their expo. here lies the problem. if a race is based on having more bases then their opponent, yet is unable to have an more bases. one would presume zerg would be at a huge disadvantage. 1 base zerg cannot compete with 1 base T or P. yet due to current reaper strats, 2 gates holding our ramp. we cannot get that extra base. and in fact during the time we cant get our expansion, our opponent takes their expansion. meaning we now need 3 bases to compete, yet we havent even taken our second.

larger maps will allow hatch first builds to flourish. before you say that will be OP for zerg. that also allows T and P to have FE builds. meaning T and P now fight to prevent zerg getting a third, trying to keep a 2 base vs 2 base game for as long as they can.

those who dont believe that larger maps will help. play on some of the ICCUP maps, they are brilliant, 5x better then blizzards bullshit map pool
Forever ZeNEX.
berzerger
Profile Joined September 2010
Turkey95 Posts
Last Edited: 2010-09-09 04:44:38
September 09 2010 04:43 GMT
#98
"the turtling race is now zerg" hmmm

brb quick, let me get my infested siege tank , infested bunker and infested turret. I wouldnt mind if you let me neural parasite your thors. don't worry my hatcheries have ibiki cannons on the top now.
Zerksys
Profile Blog Joined August 2009
United States569 Posts
September 09 2010 04:54 GMT
#99
On September 09 2010 13:30 Yokoblue wrote:
Get over it... The turtling race is now Zerg and the agressive race is now terran... Get over it

If zerg was as poor and unbalanced vs terran...it wouldnt be.... what is it... what 49% win/rate vs terran ?

If there is balance changes to be made... There will be... Until then find new solution that will make you OP post-patch


The problem isn't that zerg is now the turtling race. The problem is that terran is still the turtling race and now has become the aggressive race as well. Basically the only thing that a zerg can do after successfully winning a battle is sit back and expand. There's no possibility of counterattack unless the opponent has no macro and doesn't know how to defend. I played a game against a terran player today. The only way that I won was I double expanded after I killed his army. Then eventually I was able to starve him out. Zergs don't have any way to just end a game or counter attack because terrans just have such an advantage on the defensive.

Again I have to remind you that winrates mean nothing because the system balances it so that you are faced with players your own level. Therefore if a terran has less skill than I he could still be put up against me and the winrate would still be 50 percent even though I'm playing players less skilled.

My problem with the zerg isn't so much the wall in. It's the fact that terrans have so many ways to end the game. Ending the game is the fun part of the match up. It's the satisfaction of having overcome your opponent through superior strategy. Terrans have reapers, hellions, banshees, maurader drops (do you have any idea how much loosing a spawning pool/spire actually hurts), and thor drops to successfully end the game very quickly if the zerg player doesn't defend well enough. With zerg each victory feels hollow because you had to macro up like a fiend in order to win. It's very frustrating to have to kill an army again and again and again just to keep macroing and absorbing damage being afraid all the while that you will die because you had 1 bad battle where your army gets destroyed.

Note: No one here is complaining about balance. The only thing I'm complaining about is that the match up of tvz is not fun for the zerg player. It's not fun to keep taking it up the *** and hope that it doesn't go too deep.
What's that probe doing there? It's a scout. You mean one of those flying planes? No....
TyrantPotato
Profile Blog Joined August 2010
Australia1541 Posts
September 09 2010 05:01 GMT
#100
On September 09 2010 13:54 Zerksys wrote:
Show nested quote +
On September 09 2010 13:30 Yokoblue wrote:
Get over it... The turtling race is now Zerg and the agressive race is now terran... Get over it

If zerg was as poor and unbalanced vs terran...it wouldnt be.... what is it... what 49% win/rate vs terran ?

If there is balance changes to be made... There will be... Until then find new solution that will make you OP post-patch


The problem isn't that zerg is now the turtling race. The problem is that terran is still the turtling race and now has become the aggressive race as well. Basically the only thing that a zerg can do after successfully winning a battle is sit back and expand. There's no possibility of counterattack unless the opponent has no macro and doesn't know how to defend. I played a game against a terran player today. The only way that I won was I double expanded after I killed his army. Then eventually I was able to starve him out. Zergs don't have any way to just end a game or counter attack because terrans just have such an advantage on the defensive.

Again I have to remind you that winrates mean nothing because the system balances it so that you are faced with players your own level. Therefore if a terran has less skill than I he could still be put up against me and the winrate would still be 50 percent even though I'm playing players less skilled.

My problem with the zerg isn't so much the wall in. It's the fact that terrans have so many ways to end the game. Ending the game is the fun part of the match up. It's the satisfaction of having overcome your opponent through superior strategy. Terrans have reapers, hellions, banshees, maurader drops (do you have any idea how much loosing a spawning pool/spire actually hurts), and thor drops to successfully end the game very quickly if the zerg player doesn't defend well enough. With zerg each victory feels hollow because you had to macro up like a fiend in order to win. It's very frustrating to have to kill an army again and again and again just to keep macroing and absorbing damage being afraid all the while that you will die because you had 1 bad battle where your army gets destroyed.

Note: No one here is complaining about balance. The only thing I'm complaining about is that the match up of tvz is not fun for the zerg player. It's not fun to keep taking it up the *** and hope that it doesn't go too deep.


your a lier, we have nydus wurm!

jokes. i know what you mean, when a game ends it seems for the other races it happens because of some epic micro in a drop, or a lovely timing push. but when zerg wins, its because we out macroed and outplayed someone for 20+ minutes finally winning the game after throwing horde after horde just to take out the last few units they have. but theres one good thing about that. personally i feel at an advantage in anygame that lasts 20+ minutes, i played AoE2 at high level so im used to long games. and considering most T and P players are used to winning with all in pushs or timing pushs during the mid game, when that fails they usually dont have much experiance in long games. leading to them suffering a long death. simply because they dont know what to do. then you'll actually see them crying imbalance because they cant beat a 5+ base zerg throwing armies that them, when they are only on 2 maybe 3 bases. and two of those bases are mined out.
Forever ZeNEX.
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