• Log InLog In
  • Register
Liquid`
Team Liquid Liquipedia
EDT 22:16
CEST 04:16
KST 11:16
  • 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
Code S Season 1 - RO12 Group A: Rogue, Percival, Solar, Zoun11[ASL21] Ro8 Preview Pt1: Inheritors16[ASL21] Ro16 Preview Pt2: All Star10Team Liquid Map Contest #22 - The Finalists21[ASL21] Ro16 Preview Pt1: Fresh Flow9
Community News
2026 GSL Season 1 Qualifiers25Maestros of the Game 2 announced92026 GSL Tour plans announced15Weekly Cups (April 6-12): herO doubles, "Villains" prevail1MaNa leaves Team Liquid25
StarCraft 2
General
Code S Season 1 - RO12 Group A: Rogue, Percival, Solar, Zoun Team Liquid Map Contest #22 - The Finalists Blizzard Classic Cup @ BlizzCon 2026 - $100k prize pool MaNa leaves Team Liquid Maestros of the Game 2 announced
Tourneys
GSL Code S Season 1 (2026) SC2 INu's Battles#15 <BO.9 2Matches> WardiTV Spring Cup RSL Revival: Season 5 - Qualifiers and Main Event SEL Masters #6 - Solar vs Classic (SC: Evo)
Strategy
Custom Maps
[D]RTS in all its shapes and glory <3 [A] Nemrods 1/4 players [M] (2) Frigid Storage
External Content
The PondCast: SC2 News & Results Mutation # 523 Firewall Mutation # 522 Flip My Base Mutation # 521 Memorable Boss
Brood War
General
Pros React To: Leta vs Tulbo (ASL S21, Ro.8) ASL21 General Discussion [TOOL] Starcraft Chat Translator JaeDong's ASL S21 Ro16 Post-Review Missed out on ASL tickets - what are my options?
Tourneys
[ASL21] Ro8 Day 2 [ASL21] Ro8 Day 1 ASL Season 21 LIVESTREAM with English Commentary [ASL21] Ro16 Group D
Strategy
Fighting Spirit mining rates Simple Questions, Simple Answers What's the deal with APM & what's its true value Any training maps people recommend?
Other Games
General Games
Daigo vs Menard Best of 10 Stormgate/Frost Giant Megathread Nintendo Switch Thread Dawn of War IV Diablo IV
Dota 2
The Story of Wings Gaming
League of Legends
G2 just beat GenG in First stand
Heroes of the Storm
Simple Questions, Simple Answers Heroes of the Storm 2.0
Hearthstone
Deck construction bug Heroes of StarCraft mini-set
TL Mafia
Vanilla Mini Mafia Mafia Game Mode Feedback/Ideas TL Mafia Community Thread Five o'clock TL Mafia
Community
General
US Politics Mega-thread European Politico-economics QA Mega-thread Russo-Ukrainian War Thread 3D technology/software discussion Canadian Politics Mega-thread
Fan Clubs
The IdrA Fan Club
Media & Entertainment
[Manga] One Piece Anime Discussion Thread [Req][Books] Good Fantasy/SciFi books Movie Discussion!
Sports
2024 - 2026 Football Thread Formula 1 Discussion McBoner: A hockey love story
World Cup 2022
Tech Support
streaming software Strange computer issues (software) [G] How to Block Livestream Ads
TL Community
The Automated Ban List
Blogs
Sexual Health Of Gamers
TrAiDoS
lurker extra damage testi…
StaticNine
Broowar part 2
qwaykee
Funny Nicknames
LUCKY_NOOB
Iranian anarchists: organize…
XenOsky
Customize Sidebar...

Website Feedback

Closed Threads



Active: 2336 users

Ultralisk bug/issue with patch 1.1.1 - Page 33

Forum Index > SC2 General
Post a Reply
Prev 1 31 32 33 34 35 38 Next All
Chroniel
Profile Joined July 2010
Germany46 Posts
Last Edited: 2010-10-02 01:51:42
October 02 2010 01:20 GMT
#641
This just in from this thread (blue posts): http://us.battle.net/sc2/en/forum/topic/791409599?page=19

Show nested quote +
Can we expect balance changes soon? By seen I don't mean by the end of the year, that is kind of far away. It's disheartening that Zerg is having such a hard time right now and the only thing introduced to us in the last minor balance patch was a significant nerf to one of our extremely hard to get units. Sure we got the OP race nerf but that was a generous, gentle, touch.

Even some positive patch notes would hold me over for awhile but this is getting quite frustrating. All my hero's are switching races which means no more instructional replays for me.



I don't want to give a time period, but yes, more will be coming "soon".



There are a few variations of soon I've used for the sake of variety.

I know everyone keeps bringing up that this was a nerf. I also understand that this is an understandable perception to have given that the bug fixed altered the way the damage was being done by changing the epicenter of the splash damage. Unfortunately, utilizing the word "nerf" does not change the fact that it was a bug that was fixed (whether it should have been discovered before or not) that by extension lead to many of you feeling as if it was a straight forward nerf. As I said before though, this is one unit among many in the zerg arsenal and we'll be providing more information on future balance changes as soon as we can. We absolutely want to make sure that we're giving you the best possible information that we can. Just please keep in mind, patches take time to create, test, and release, but we'll keep pushing to do what we can and keep you as informed as possible.


EDIT: Missed his earlier post on page 18:

Show nested quote +
Neth, when you say "we've spent a lot of disccusion time on just one unit," and "at some point we have to move on," who are you referring to? Are you referring to yourself and the forum community, or are you referring to the development/balance team?

If you're talking about the community, I'd completely understand, I doubt there's much more that needs to be said on the forums on this topic. I just really hope you're not referring to the development/balance team. It seems like no matter how many hours the development/balance team has spent working on the ultralisk, they really shouldn't stop working on it until they've specified what it's role is, and have balanced it for that role. I don't really think they should just leave it, "as is," if they're having a hard time figuring it out.



It was in reference to the current conversations within the community. We are currently working on some additional information to provide everyone to better explain what we are seeing as far as balance between the races as well as our next plans for ongoing balance tweaks. As I mentioned earlier though, and as much as people don't like it, we are being very careful not to make changes that tip the scales too far askew. We are still taking in feedback, listening, and looking at the ideas and perceptions that people have about the current balance state so that we can better address various concerns.

ch4ppi
Profile Joined July 2010
Germany802 Posts
October 02 2010 01:58 GMT
#642
So it is summed up with... go f-yo, dont build Ultras and wait for ages to get a patch thats like:
Neural Parasite now lasts 17 seconds, up from 15
Roaches now regnerate 6 instead of 5 HP while burrowd
GathFox
Profile Joined September 2010
United States58 Posts
October 03 2010 21:34 GMT
#643
I find it funny how people never try to find other ways to use the ultra other than conventional ideas like just building a ton and expecting to win the game.

Its just like with the infestor in some ways. For almost the entire time and as long as i can remember seeing in the beta, the infestor could spawn infested marines. Almost no one used it, not because it was a bad spell but apparently no one could think of a reason to. For a while they even got rid of the spell cause no one was using it and replaced it with a bland bloodlust clone. Since release i have been seeing tons of interesting ways to use it, from using the eggs to turn tank blasts onto ally ranks of marines to sneaky infiltrations into the mineral line in order to spawn a butload of I-Marines to decimate the workers and CC's.

Just cause Ultralisks are changed to be worse than before or even UP doesnt mean they are useless. Nor does it mean you should just stop using them altogether. If they are no longer usefull for the old style of play find a new one. Be inovative.

Dont get into the midset of Y counters X on this game as the primary dogma. Prime examples are zerglings, marines and hellions.

A lot of people say that marines and hellions counter zerglings. While its true that marines and hellions are great combatants against the speedy menace, In conflicts solely between the 2, you can see that its largely a toss up who actually wins out more in the engagement. In other words just having the unit does not automatically mean you will win if the foe uses something it *counters*. Ill explain the details of hellion and marine against ling interactions.

Lings can easily surround a hellion and devour it with only minimal losses if the hellions are not microed right and the same goes for the hellion if they can intellegently line up the lings tomaximse their AOE damage. Between zerglings and marines, on a low unit count, cost per cost fight 1 marine is easily killed by 2 zerglings. But zerglings seem to be less effective against equivalent costs of rines at times dont they? This ussualy happens due to changes in marine troop formation as they increase in number and against certain foes. Being in a ball rather than a thinner line thus reduces the attackable surface area while the marine range preserves the potential damage output until a certain diameter is acheived. These balls of marines also kite in order to help reduce the effectiveness of a zerg tactic, the surround, which can be deadly to marine balls. The surround if completed on a terran infantry ball immobalizes it however and can be a terrans downfall and the cost of using the ball formation since the reduced area exposed to enemy attacks also means a reduced amount of bodies needed to block your foe from escaping.

This just shows the begginning of the complexities between just a few of the low tier units and most importantly the falacy of thinking of the game only in terms of counters. Think of how hard it is to really balance a game when small changes CAN and often times do make major differences in the way the game is played. Think of all the other wierd anomalies that can play a part in games that most players overlook and dont ponder about. Rather than moping over patches that do weird things to prior gameplay or destroy old ways of doing things find out how to use what you have to makethe best of the situation.
wise men win before they fight while the ignorant fight to win
Antalisk
Profile Joined October 2010
1 Post
October 03 2010 22:00 GMT
#644
Hey first time poster here, i wanted to know if you guys had a similar problem to this?


Aro_X
Profile Joined February 2009
United States106 Posts
October 03 2010 22:01 GMT
#645
that is weird
You're slow, even when falling.
Lucius2
Profile Joined June 2010
Germany548 Posts
October 03 2010 22:07 GMT
#646
the problem exists since beta day 1 and still isnt fixed, pretty pathetic

as i mentioned the word fixed: phx fix still coming this year? yes/no?
Grond
Profile Blog Joined June 2010
599 Posts
October 03 2010 22:08 GMT
#647
On October 02 2010 10:20 Chroniel wrote:
This just in from this thread (blue posts): http://us.battle.net/sc2/en/forum/topic/791409599?page=19

Show nested quote +
Can we expect balance changes soon? By seen I don't mean by the end of the year, that is kind of far away. It's disheartening that Zerg is having such a hard time right now and the only thing introduced to us in the last minor balance patch was a significant nerf to one of our extremely hard to get units. Sure we got the OP race nerf but that was a generous, gentle, touch.

Even some positive patch notes would hold me over for awhile but this is getting quite frustrating. All my hero's are switching races which means no more instructional replays for me.



I don't want to give a time period, but yes, more will be coming "soon".



Show nested quote +
There are a few variations of soon I've used for the sake of variety.

I know everyone keeps bringing up that this was a nerf. I also understand that this is an understandable perception to have given that the bug fixed altered the way the damage was being done by changing the epicenter of the splash damage. Unfortunately, utilizing the word "nerf" does not change the fact that it was a bug that was fixed (whether it should have been discovered before or not) that by extension lead to many of you feeling as if it was a straight forward nerf. As I said before though, this is one unit among many in the zerg arsenal and we'll be providing more information on future balance changes as soon as we can. We absolutely want to make sure that we're giving you the best possible information that we can. Just please keep in mind, patches take time to create, test, and release, but we'll keep pushing to do what we can and keep you as informed as possible.


EDIT: Missed his earlier post on page 18:

Show nested quote +
Neth, when you say "we've spent a lot of disccusion time on just one unit," and "at some point we have to move on," who are you referring to? Are you referring to yourself and the forum community, or are you referring to the development/balance team?

If you're talking about the community, I'd completely understand, I doubt there's much more that needs to be said on the forums on this topic. I just really hope you're not referring to the development/balance team. It seems like no matter how many hours the development/balance team has spent working on the ultralisk, they really shouldn't stop working on it until they've specified what it's role is, and have balanced it for that role. I don't really think they should just leave it, "as is," if they're having a hard time figuring it out.



It was in reference to the current conversations within the community. We are currently working on some additional information to provide everyone to better explain what we are seeing as far as balance between the races as well as our next plans for ongoing balance tweaks. As I mentioned earlier though, and as much as people don't like it, we are being very careful not to make changes that tip the scales too far askew. We are still taking in feedback, listening, and looking at the ideas and perceptions that people have about the current balance state so that we can better address various concerns.



A couple counterpoints that were made to the blue posts in that thread:

According to the situation report Ultras were supposed to do considerably more damage after removing the Ram attack, after the nerf this is no longer true.

If it was a "bug" then the Ultra was balanced around that bug. Since the bug was removed shouldn't the Ultra be rebalanced.


Lucius2
Profile Joined June 2010
Germany548 Posts
October 03 2010 22:16 GMT
#648
imo the best part in the blue post is this:

Just please keep in mind, patches take time to create, test, and release, but we'll keep pushing to do what we can and keep you as informed as possible.



ye ofc, they must be testing a lot, if players discover 15 mins after the patch is up that phx is totally broken, basically unusable and ultra got hit by the stealthed nerfhammer once again...
fdsdfg
Profile Blog Joined February 2010
United States1251 Posts
October 03 2010 22:26 GMT
#649
On October 04 2010 07:16 Lucius2 wrote:
imo the best part in the blue post is this:

Show nested quote +
Just please keep in mind, patches take time to create, test, and release, but we'll keep pushing to do what we can and keep you as informed as possible.



ye ofc, they must be testing a lot, if players discover 15 mins after the patch is up that phx is totally broken, basically unusable and ultra got hit by the stealthed nerfhammer once again...


Yeah, that's one huge disappointment of mine. Basically that's what all the zerg players were happy about. "Now we can hurt SCVs while hitting a PF!".

But apparently Blizzard never tried that since it was totally bugged.
aka Siyko
GathFox
Profile Joined September 2010
United States58 Posts
October 03 2010 22:35 GMT
#650
What i dont get is why zerg are even in the mentality of attacking a PF in the first place when the target should be the SCV's all along. Sure the ai makes an attack move target the closest aggressive thing as top priority rather than the squishy SCV, but the micro needed to specifically target the SCV is worth it since attacking a PF normally does not end well and should not end well and if you dont want to attack the SCV's themselves you shoudnt attack the PF at all.
wise men win before they fight while the ignorant fight to win
Lucius2
Profile Joined June 2010
Germany548 Posts
October 03 2010 23:35 GMT
#651
On October 04 2010 07:35 GathFox wrote:
What i dont get is why zerg are even in the mentality of attacking a PF in the first place when the target should be the SCV's all along. Sure the ai makes an attack move target the closest aggressive thing as top priority rather than the squishy SCV, but the micro needed to specifically target the SCV is worth it since attacking a PF normally does not end well and should not end well and if you dont want to attack the SCV's themselves you shoudnt attack the PF at all.



ye right, only terran should be previlged to right click a hatch/nex and kill it with t1 units faster than others with t3 units. i understand your point...
GathFox
Profile Joined September 2010
United States58 Posts
October 04 2010 01:35 GMT
#652
On October 04 2010 08:35 Lucius2 wrote:
Show nested quote +
On October 04 2010 07:35 GathFox wrote:
What i dont get is why zerg are even in the mentality of attacking a PF in the first place when the target should be the SCV's all along. Sure the ai makes an attack move target the closest aggressive thing as top priority rather than the squishy SCV, but the micro needed to specifically target the SCV is worth it since attacking a PF normally does not end well and should not end well and if you dont want to attack the SCV's themselves you shoudnt attack the PF at all.



ye right, only terran should be previlged to right click a hatch/nex and kill it with t1 units faster than others with t3 units. i understand your point...


ya right like terrans and protoss should be forced to snipe the CC hard to kill equivalent because if one tries to target all the drones at later game a zerg can just macro about 35 more off of 5 bases in a very short amount of time, the same amount of time compared to a terran with five bases being able to make at most 5 for the same amount of time or toss being able to chrono boost a slight bit mroe out than terran.

If anything this shows how privileged zerg is that a hit to their drones isnt nearly as devastating as what that to a terran or toss can be. The only time killing drones really is significant is early game when your resources and larvae are more stressed. also your hatcheries are cheaper than a command center and at the same time increase the production capacity of every unit for your army(cept morphs directly lol) that you have teched to.

So try to see this from a rational standpoint for a moment. Killing drones with harrass gives you little advantage in resources or time. killing an expansion while being more risky than picking off drones has a lot more reward mainly in time since those are cheap as heck to throwdown in comparison to 2 rax and a CC. Its a fricken wonder building for the zerg so of course we have to resort to killing it to do anything significant to a zergs economy.

Also you dont seem to see how foolish the idea of trying to take down a terran CC is in most cases. If you go for that rather than SCV's in late game, we can just float in an older one at a just mined out base to replace it as well as simply fly it off. SCV's take a longer time to rebuild for a terran than a zerg so if we lose a lot we cant just explode much more than five per worker build time. So what the heck would possess you to even want to attack the CC in the first place? Just cause its there? So if you see a bunch of photon cannons powered by only one pylon do you attack the cannons and complain taht you lose units or do you attack the pylon powering them all, thus rendering them null in a much faster amount of time? The mentality that you should be rewarded for making foolish tactical decisions is apalling.

Also last time i checked zerglings can eat up buildings *and workers* pretty dam fast so your tier one arguement is invalid especialy since marines and marauders dont have the speed to just run into a relatively ungaurded natural kill as they will and then speed out before anything too brutal comes along. Heck, losing zerglings late game seems to mean little to you in terms of resources, only larvae. a drop of *TIER 1 UNITS* is awfully costly if you must use 2 dropships, which clearly are not TIER 1 and if they are not using a dropship, heck why didnt you see the hatchery snipe coming due to overlords and creep tumors? Not only that but zerglings are largely the reason for the wallin itself, not jsut cause it protects your units but cause if it was not there zerglings could just do a *run-by*. The only problem agaisnt terrans is that their SCV's if given room to access something big like a CC can repair it well. But as i said before, why are you even attacking the CC?

You dont even want to get me started about PF's but ill give you a quick summary. They are built from a command center, obviously meant to serve a command centers purpose somehow. Ah i got it! They are supposed to protect it. That means they are supposed to provide a greater deterance form marauding zerg while serving the role of a command center that has no lift off ability but the same durability. Ill let you figure out the rest if you can.
wise men win before they fight while the ignorant fight to win
heishe
Profile Blog Joined June 2009
Germany2284 Posts
Last Edited: 2010-10-04 01:51:46
October 04 2010 01:49 GMT
#653
On October 04 2010 10:35 GathFox wrote:
Show nested quote +
On October 04 2010 08:35 Lucius2 wrote:
On October 04 2010 07:35 GathFox wrote:
What i dont get is why zerg are even in the mentality of attacking a PF in the first place when the target should be the SCV's all along. Sure the ai makes an attack move target the closest aggressive thing as top priority rather than the squishy SCV, but the micro needed to specifically target the SCV is worth it since attacking a PF normally does not end well and should not end well and if you dont want to attack the SCV's themselves you shoudnt attack the PF at all.



ye right, only terran should be previlged to right click a hatch/nex and kill it with t1 units faster than others with t3 units. i understand your point...


ya right like terrans and protoss should be forced to snipe the CC hard to kill equivalent because if one tries to target all the drones at later game a zerg can just macro about 35 more off of 5 bases in a very short amount of time, the same amount of time compared to a terran with five bases being able to make at most 5 for the same amount of time or toss being able to chrono boost a slight bit mroe out than terran.

If anything this shows how privileged zerg is that a hit to their drones isnt nearly as devastating as what that to a terran or toss can be. The only time killing drones really is significant is early game when your resources and larvae are more stressed. also your hatcheries are cheaper than a command center and at the same time increase the production capacity of every unit for your army(cept morphs directly lol) that you have teched to.

So try to see this from a rational standpoint for a moment. Killing drones with harrass gives you little advantage in resources or time. killing an expansion while being more risky than picking off drones has a lot more reward mainly in time since those are cheap as heck to throwdown in comparison to 2 rax and a CC. Its a fricken wonder building for the zerg so of course we have to resort to killing it to do anything significant to a zergs economy.

Also you dont seem to see how foolish the idea of trying to take down a terran CC is in most cases. If you go for that rather than SCV's in late game, we can just float in an older one at a just mined out base to replace it as well as simply fly it off. SCV's take a longer time to rebuild for a terran than a zerg so if we lose a lot we cant just explode much more than five per worker build time. So what the heck would possess you to even want to attack the CC in the first place? Just cause its there? So if you see a bunch of photon cannons powered by only one pylon do you attack the cannons and complain taht you lose units or do you attack the pylon powering them all, thus rendering them null in a much faster amount of time? The mentality that you should be rewarded for making foolish tactical decisions is apalling.

Also last time i checked zerglings can eat up buildings *and workers* pretty dam fast so your tier one arguement is invalid especialy since marines and marauders dont have the speed to just run into a relatively ungaurded natural kill as they will and then speed out before anything too brutal comes along. Heck, losing zerglings late game seems to mean little to you in terms of resources, only larvae. a drop of *TIER 1 UNITS* is awfully costly if you must use 2 dropships, which clearly are not TIER 1 and if they are not using a dropship, heck why didnt you see the hatchery snipe coming due to overlords and creep tumors? Not only that but zerglings are largely the reason for the wallin itself, not jsut cause it protects your units but cause if it was not there zerglings could just do a *run-by*. The only problem agaisnt terrans is that their SCV's if given room to access something big like a CC can repair it well. But as i said before, why are you even attacking the CC?

You dont even want to get me started about PF's but ill give you a quick summary. They are built from a command center, obviously meant to serve a command centers purpose somehow. Ah i got it! They are supposed to protect it. That means they are supposed to provide a greater deterance form marauding zerg while serving the role of a command center that has no lift off ability but the same durability. Ill let you figure out the rest if you can.


there's so much completely wrong and idiotic in this post, I won't even begin to bother replying to every one of your copper league anecdotes.

It's very hard not to rage after reading that much bullshit mixed with that much arrogance, lol.

Killing drones is not worth it lategame. Hatch is cheaper than CC or Nexus. comparing lings to marauders when attacking buildings.

give me a break.

If you value your soul, never look into the eye of a horse. Your soul will forever be lost in the void of the horse.
TyrantPotato
Profile Blog Joined August 2010
Australia1541 Posts
October 04 2010 01:55 GMT
#654
On October 04 2010 10:49 heishe wrote:
Show nested quote +
On October 04 2010 10:35 GathFox wrote:
On October 04 2010 08:35 Lucius2 wrote:
On October 04 2010 07:35 GathFox wrote:
What i dont get is why zerg are even in the mentality of attacking a PF in the first place when the target should be the SCV's all along. Sure the ai makes an attack move target the closest aggressive thing as top priority rather than the squishy SCV, but the micro needed to specifically target the SCV is worth it since attacking a PF normally does not end well and should not end well and if you dont want to attack the SCV's themselves you shoudnt attack the PF at all.



ye right, only terran should be previlged to right click a hatch/nex and kill it with t1 units faster than others with t3 units. i understand your point...


ya right like terrans and protoss should be forced to snipe the CC hard to kill equivalent because if one tries to target all the drones at later game a zerg can just macro about 35 more off of 5 bases in a very short amount of time, the same amount of time compared to a terran with five bases being able to make at most 5 for the same amount of time or toss being able to chrono boost a slight bit mroe out than terran.

If anything this shows how privileged zerg is that a hit to their drones isnt nearly as devastating as what that to a terran or toss can be. The only time killing drones really is significant is early game when your resources and larvae are more stressed. also your hatcheries are cheaper than a command center and at the same time increase the production capacity of every unit for your army(cept morphs directly lol) that you have teched to.

So try to see this from a rational standpoint for a moment. Killing drones with harrass gives you little advantage in resources or time. killing an expansion while being more risky than picking off drones has a lot more reward mainly in time since those are cheap as heck to throwdown in comparison to 2 rax and a CC. Its a fricken wonder building for the zerg so of course we have to resort to killing it to do anything significant to a zergs economy.

Also you dont seem to see how foolish the idea of trying to take down a terran CC is in most cases. If you go for that rather than SCV's in late game, we can just float in an older one at a just mined out base to replace it as well as simply fly it off. SCV's take a longer time to rebuild for a terran than a zerg so if we lose a lot we cant just explode much more than five per worker build time. So what the heck would possess you to even want to attack the CC in the first place? Just cause its there? So if you see a bunch of photon cannons powered by only one pylon do you attack the cannons and complain taht you lose units or do you attack the pylon powering them all, thus rendering them null in a much faster amount of time? The mentality that you should be rewarded for making foolish tactical decisions is apalling.

Also last time i checked zerglings can eat up buildings *and workers* pretty dam fast so your tier one arguement is invalid especialy since marines and marauders dont have the speed to just run into a relatively ungaurded natural kill as they will and then speed out before anything too brutal comes along. Heck, losing zerglings late game seems to mean little to you in terms of resources, only larvae. a drop of *TIER 1 UNITS* is awfully costly if you must use 2 dropships, which clearly are not TIER 1 and if they are not using a dropship, heck why didnt you see the hatchery snipe coming due to overlords and creep tumors? Not only that but zerglings are largely the reason for the wallin itself, not jsut cause it protects your units but cause if it was not there zerglings could just do a *run-by*. The only problem agaisnt terrans is that their SCV's if given room to access something big like a CC can repair it well. But as i said before, why are you even attacking the CC?

You dont even want to get me started about PF's but ill give you a quick summary. They are built from a command center, obviously meant to serve a command centers purpose somehow. Ah i got it! They are supposed to protect it. That means they are supposed to provide a greater deterance form marauding zerg while serving the role of a command center that has no lift off ability but the same durability. Ill let you figure out the rest if you can.


there's so much completely wrong and idiotic in this post, I won't even begin to bother replying to every one of your copper league anecdotes.

It's very hard not to rage after reading that much bullshit mixed with that much arrogance, lol.

Killing drones is not worth it lategame. Hatch is cheaper than CC or Nexus. comparing lings to marauders when attacking buildings.

give me a break.



i was about to comment on his post also with some epic words of hate.

but i thought to my self. do i want to get banned again.

it still amazing people can have such scewed views on the game.
Forever ZeNEX.
hazz
Profile Blog Joined January 2009
United Kingdom570 Posts
October 04 2010 01:57 GMT
#655
On October 04 2010 10:35 GathFox wrote:
Show nested quote +
On October 04 2010 08:35 Lucius2 wrote:
On October 04 2010 07:35 GathFox wrote:
What i dont get is why zerg are even in the mentality of attacking a PF in the first place when the target should be the SCV's all along. Sure the ai makes an attack move target the closest aggressive thing as top priority rather than the squishy SCV, but the micro needed to specifically target the SCV is worth it since attacking a PF normally does not end well and should not end well and if you dont want to attack the SCV's themselves you shoudnt attack the PF at all.



ye right, only terran should be previlged to right click a hatch/nex and kill it with t1 units faster than others with t3 units. i understand your point...


ya right like terrans and protoss should be forced to snipe the CC hard to kill equivalent because if one tries to target all the drones at later game a zerg can just macro about 35 more off of 5 bases in a very short amount of time, the same amount of time compared to a terran with five bases being able to make at most 5 for the same amount of time or toss being able to chrono boost a slight bit mroe out than terran.

If anything this shows how privileged zerg is that a hit to their drones isnt nearly as devastating as what that to a terran or toss can be. The only time killing drones really is significant is early game when your resources and larvae are more stressed. also your hatcheries are cheaper than a command center and at the same time increase the production capacity of every unit for your army(cept morphs directly lol) that you have teched to.

So try to see this from a rational standpoint for a moment. Killing drones with harrass gives you little advantage in resources or time. killing an expansion while being more risky than picking off drones has a lot more reward mainly in time since those are cheap as heck to throwdown in comparison to 2 rax and a CC. Its a fricken wonder building for the zerg so of course we have to resort to killing it to do anything significant to a zergs economy.

Also you dont seem to see how foolish the idea of trying to take down a terran CC is in most cases. If you go for that rather than SCV's in late game, we can just float in an older one at a just mined out base to replace it as well as simply fly it off. SCV's take a longer time to rebuild for a terran than a zerg so if we lose a lot we cant just explode much more than five per worker build time. So what the heck would possess you to even want to attack the CC in the first place? Just cause its there? So if you see a bunch of photon cannons powered by only one pylon do you attack the cannons and complain taht you lose units or do you attack the pylon powering them all, thus rendering them null in a much faster amount of time? The mentality that you should be rewarded for making foolish tactical decisions is apalling.

Also last time i checked zerglings can eat up buildings *and workers* pretty dam fast so your tier one arguement is invalid especialy since marines and marauders dont have the speed to just run into a relatively ungaurded natural kill as they will and then speed out before anything too brutal comes along. Heck, losing zerglings late game seems to mean little to you in terms of resources, only larvae. a drop of *TIER 1 UNITS* is awfully costly if you must use 2 dropships, which clearly are not TIER 1 and if they are not using a dropship, heck why didnt you see the hatchery snipe coming due to overlords and creep tumors? Not only that but zerglings are largely the reason for the wallin itself, not jsut cause it protects your units but cause if it was not there zerglings could just do a *run-by*. The only problem agaisnt terrans is that their SCV's if given room to access something big like a CC can repair it well. But as i said before, why are you even attacking the CC?

You dont even want to get me started about PF's but ill give you a quick summary. They are built from a command center, obviously meant to serve a command centers purpose somehow. Ah i got it! They are supposed to protect it. That means they are supposed to provide a greater deterance form marauding zerg while serving the role of a command center that has no lift off ability but the same durability. Ill let you figure out the rest if you can.

wow. How bad are you? Tip for you: don't give advice when you're bronze
theqat
Profile Blog Joined March 2008
United States2856 Posts
Last Edited: 2010-10-04 02:10:00
October 04 2010 02:01 GMT
#656
you can't possibly tell zerg/protoss to "just kill the SCVs." Killing a Terran's SCVs is borderline meaningless thanks to MULEs.

That said I think Cool demonstrated that Ultras are far from useless or neutered, plus he brought a couple Infestors for keeping SCVs from repairing PFs. Seems reasonable to me as you should be building Infestors in almost any game vs. T
Moa
Profile Blog Joined July 2010
United States790 Posts
October 04 2010 02:09 GMT
#657
On October 04 2010 11:01 theqat wrote:
you can't possibly tell zerg/protoss to "just kill the SCVs." Killing a Terran's SCVs is borderline meaningless thanks to MULEs.


I am inclined to agree with you but instead of calling killing SCVs meaningless I would say that it is as meaningless (or meaningful) as killing drones.

Gathfox: On the subject of killing larvae the re-saturation of a mineral line not only costs a ton of minerals it also costs a production cycle or two which means that zerg will be able to make less units. Each egg could be an ultralisk but it has to be a drone.

Comparing the production cycles of each race is a fruitless task because of the differences between them. That is not the issue at hand. The thread is discussing the changes to the ultralisk, a unit which is an anti-ground anti-armor unit which has now lost the ability to be cost effective against a unit that is both armored and ground, the thor.
^O^
GathFox
Profile Joined September 2010
United States58 Posts
October 04 2010 02:12 GMT
#658
Ya and your words of wisdom are so enlightening. Just shows you dont have a good answere. Obviously you havnt thought this through very hard to be so intellectually owned by me. Really, Id expect if you had any deep grasp to the game mechanics you could support your arguement.

You forget most of all... a hatchery is cheaper than a CC AND barracks, it fills the role of resource gathering point, worker producer and military producer all in one. (i wont even go through the fact that it boost production of EVERY unit in your repetoir since you do have to invest a bit mroe in individual technologies and that counters some of the advantage that zerg have due to the lack in production capacity is countered in some ways by terran tech versatility) really id expect if you had any grasp to the game mechanics you could support your arguement.

The simple and hillarious fact is about the predicament with PF's is, if your not gonna succeed in killing it why have you been trying to attack it at all? Its so easily avoidable if you just need to get past it if you are not interested in harming your foes economy (its not gonna chase ya). It COULD be used as a Giant road block though lol so that is the only time you really need to fight it directly and may not have an actual choice. But common zerg rarely mention that scenario so clearly it must not be the case.

Next time have the balls to come up with a logical arguement.
wise men win before they fight while the ignorant fight to win
NewDeal
Profile Joined April 2010
Sweden26 Posts
October 04 2010 02:23 GMT
#659
On October 04 2010 11:09 Moa wrote:
The thread is discussing the changes to the ultralisk, a unit which is an anti-ground anti-armor unit which has now lost the ability to be cost effective against a unit that is both armored and ground, the thor.


I find it most annoying that when the opposing units are armored and also anti-armored, the Ultras get raped. That shows the ineffectiveness of the Ultra to me. Marauders and Immortals are armored and anti-armored and they make Ultras wish they were still in the larva stage. Of course Immortals aren't that good against, uh, lings I guess, and Marauders don't have counters as we all know. But Ultras have great counters, including units they're supposed to be good against (Marauders/Immortals/Thors/Blink Stalkers) and units like Marines, Zealots, Archons, and of course flying units.

Why does it have to be this way? Why do zerg units always have half the unit pool as counters, while units like Marauders, Thors, Tanks, Stalkers, Colossi, Immortals all can be massed and have at most one (ground) unit that are good against them, and have to be dealt with using spells and good micro? Zerg units can be countered just building a different attacking unit and you're ok.

NewDeal
Profile Joined April 2010
Sweden26 Posts
October 04 2010 02:26 GMT
#660
On October 04 2010 11:12 GathFox wrote:

The simple and hillarious fact is about the predicament with PF's is, if your not gonna succeed in killing it why have you been trying to attack it at all? Its so easily avoidable if you just need to get past it if you are not interested in harming your foes economy (its not gonna chase ya). It COULD be used as a Giant road block though lol so that is the only time you really need to fight it directly and may not have an actual choice. But common zerg rarely mention that scenario so clearly it must not be the case.


You're a troll, right?

If not, let me tell you that PF's are usually built next to those blue shiny things we call minerals, and leaving the PF alone (since it can't chase you!) lets the Terran expand freely and mine his heart out.

Do you understand?
Prev 1 31 32 33 34 35 38 Next All
Please log in or register to reply.
Live Events Refresh
Next event in 6h 44m
[ Submit Event ]
Live Streams
Refresh
StarCraft 2
PiGStarcraft407
RuFF_SC2 143
ProTech123
StarCraft: Brood War
910 105
NaDa 25
Dota 2
monkeys_forever999
NeuroSwarm77
League of Legends
Doublelift3716
Counter-Strike
tarik_tv5319
taco 753
Other Games
summit1g6765
C9.Mang0551
Artosis399
JimRising 394
Maynarde135
ViBE115
minikerr10
Organizations
Other Games
gamesdonequick713
BasetradeTV199
Dota 2
PGL Dota 2 - Main Stream84
StarCraft 2
Blizzard YouTube
StarCraft: Brood War
BSLTrovo
[ Show 13 non-featured ]
StarCraft 2
• Hupsaiya 82
• AfreecaTV YouTube
• intothetv
• Kozan
• IndyKCrew
• LaughNgamezSOOP
• Migwel
• sooper7s
StarCraft: Brood War
• RayReign 32
• Azhi_Dahaki6
• BSLYoutube
• STPLYoutube
• ZZZeroYoutube
Upcoming Events
Replay Cast
6h 44m
Escore
7h 44m
INu's Battles
8h 44m
Classic vs ByuN
SHIN vs ByuN
OSC
10h 44m
Big Brain Bouts
13h 44m
Replay Cast
21h 44m
Replay Cast
1d 6h
RSL Revival
1d 7h
Classic vs GgMaChine
Rogue vs Maru
WardiTV Invitational
1d 8h
IPSL
1d 13h
Ret vs Art_Of_Turtle
Radley vs TBD
[ Show More ]
BSL
1d 16h
Replay Cast
1d 21h
RSL Revival
2 days
herO vs TriGGeR
NightMare vs Solar
uThermal 2v2 Circuit
2 days
BSL
2 days
IPSL
2 days
eOnzErG vs TBD
G5 vs Nesh
Patches Events
2 days
Replay Cast
3 days
Wardi Open
3 days
Afreeca Starleague
3 days
Jaedong vs Light
Monday Night Weeklies
3 days
Replay Cast
3 days
Sparkling Tuna Cup
4 days
Afreeca Starleague
4 days
Snow vs Flash
WardiTV Invitational
4 days
GSL
5 days
Classic vs Cure
Maru vs Rogue
GSL
6 days
SHIN vs Zoun
ByuN vs herO
Replay Cast
6 days
Liquipedia Results

Completed

Proleague 2026-04-29
WardiTV TLMC #16
Nations Cup 2026

Ongoing

BSL Season 22
ASL Season 21
CSL 2026 SPRING (S20)
IPSL Spring 2026
KCM Race Survival 2026 Season 2
Escore Tournament S2: W5
KK 2v2 League Season 1
StarCraft2 Community Team League 2026 Spring
2026 GSL S1
BLAST Rivals Spring 2026
IEM Rio 2026
PGL Bucharest 2026
Stake Ranked Episode 1
BLAST Open Spring 2026
ESL Pro League S23 Finals
ESL Pro League S23 Stage 1&2
PGL Cluj-Napoca 2026

Upcoming

Acropolis #4
BSL 22 Non-Korean Championship
CSLAN 4
Kung Fu Cup 2026 Grand Finals
HSC XXIX
uThermal 2v2 2026 Main Event
Maestros of the Game 2
2026 GSL S2
RSL Revival: Season 5
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
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.