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Your thoughts on new ZvT trend? (GSL 3 spoilers) - Page 10

Forum Index > SC2 General
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Coolcatqt
Profile Joined November 2010
United Kingdom36 Posts
November 23 2010 16:42 GMT
#181
they should patch this imbalanced strat, so terran has to work for wins
Cute as a button :]
fAnTaCy
Profile Blog Joined February 2008
United States893 Posts
November 23 2010 16:42 GMT
#182
On November 24 2010 01:39 Madkipz wrote:
Show nested quote +
On November 24 2010 01:36 Pewt wrote:
On November 24 2010 01:22 Jermstuddog wrote:
On November 24 2010 01:11 VenerableSpace wrote:
On November 24 2010 01:06 Alexj wrote:
I think expanding on 14-15 supply without any tech structure should never be 100% safe for any race


Agree. And also agree that its not cheese.

Zerg has no innate right to go 14 hatch without any chance of penalty. T scouts the greedy build and punishes the Z, its a reactive opening.


How then doess Zerg punish the greedy 14 OC build?
There is no 14OC build, and 15OC is not greedy.


there should be a 14oc build.


There is a 14CC Build...I've played vs it a few times and only one once because terran made a mistake and let my speedlings and blings into his wall at his nat..lol
President of Doctor Helvetica Fan Club...PM to join. Members--4, Most recent: Archas
Asshat
Profile Joined September 2010
593 Posts
November 23 2010 16:43 GMT
#183
On November 24 2010 01:28 Noocta wrote:
Sigh....
I know Terran have lot of difficulty pass early game against zerg, but this kind of push are just depressing.
ZvT, in the ( small ) history of Starcraft 2, is all about terran trying to find a new timng push to win instantly again and again and again...


As long as T continues as a gain decisive advantage/win early or don't win at all race, that's how it's going to be unfortunately. I can't remember the last time a terran beat an accomplished zerg without doing either of those.

It's almost like playing terran is that kind of game where you have X time to complete all your objectives, you can do a few things here and there to increase the time you have, but when time runs out, game over. Protoss being the "rookie" difficulty level of that game, and Zerg being the "insanity" difficulty.
Alphasquad
Profile Joined August 2010
Austria505 Posts
November 23 2010 16:45 GMT
#184
On November 24 2010 01:18 rampaeg wrote:
Maybe blizzard should just make a better map pool with more maps like Shakuras...that would solve a lot of issues.


i honestly think that shakuras isnt longer a zerg favoured map considering terran and protoss semi-FEs that appeared lately
Penecks
Profile Joined August 2010
United States600 Posts
November 23 2010 16:46 GMT
#185
The scariest part of this build is that T can poke around the hatch a bit and force lings, meanwhile he is expanding at his base. By the time speed hits and you can reliably get rid of his marines, he's got an expo and bunkers while you are ridiculously behind.
straight poppin
Foreplay
Profile Joined May 2008
United States1154 Posts
November 23 2010 16:48 GMT
#186
this is perfectly beatable with 14 hatch i'm sick of people saying otherwise. People were losing to it because of poor scouting not because of 14 hatch. Remember when yellow got bunker rushed 3 times by boxer? If artosis had been commentating that he wouldve gone "blah blah blah you can't 12 hatch anymore because you can't beat this" yet 12 hatch is the most standard zvt opening ever.
Better than Pokebunny
Phrencys
Profile Joined August 2010
Canada270 Posts
November 23 2010 16:49 GMT
#187
Blizzard nerfed zealots, reapers and bunkers saying that it punished zerg FE too hard. I think they should've helped the zerg early game with a more direct approach instead but couldn't figure anything that wouldn't make them OP mid-late game.

IMO they should closely look at things such as decreasing the build time of hatchery(80 sec instead of 100?)/queen(35 sec like OC instead of 50?), their cost, or increasing base larvae generation even slightly.

Then if Terran is considered too weak in mid-game then just help them in this department instead of encouraging them to do these brainless cheeses.
LeafBlower
Profile Joined April 2010
United States115 Posts
November 23 2010 16:52 GMT
#188
On November 24 2010 01:46 Penecks wrote:
The scariest part of this build is that T can poke around the hatch a bit and force lings, meanwhile he is expanding at his base. By the time speed hits and you can reliably get rid of his marines, he's got an expo and bunkers while you are ridiculously behind.

That is the main thing I hate when going up against a build like this. Ok, we all realize that you can't 14 hatch now, but what are you supposed to do when you do a 14 pool/16 hatch and then you scout two barracks at the top of their ramp? It is impossible to tell if theyre building more raxs to do an all in, or if theyre just playing mindgames. It pretty much forces the zerg to get a blind baneling nest every single game vs terran which sucks, and you also have to blindly make 2 spine crawlers and enough lings that you think will hold it off. Then you do this and they end up not even attacking just fast expanding with only 2 rax.. I just feel like there are literally endless amount of options for terran to open with, but zerg is limited to a very few openings and then must scout 24/7 to know whats coming (which is hard to do until you get overseers/overlord speed..

btw im not blaming terrans, if i played their race i would do this every single game vs zerg, it isn't that hard to pull off and seriously messes up the zergs standard gameplan.. now we just need to figure out more viable ways to feel out when to drone vs make lings for the unpredictable scv marine all ins
Consolidate
Profile Joined February 2010
United States829 Posts
November 23 2010 16:52 GMT
#189
The problem is that Zerg one-base play simply isn't feasible and the same 2(3)-rax push that is such a threat to 14 hatch can be slightly delayed to threaten a 14 pool 15 hatch.

The ZvT dynamic at this point depends mostly on map distance. I look forward to the inclusion of larger maps which may offer more flexibility and diversity to this match-up.
Creature posessed the the spirit of inquiry and bloodlust - Adventure Time
Jermstuddog
Profile Blog Joined June 2010
United States2231 Posts
November 23 2010 16:54 GMT
#190
On November 24 2010 01:42 fAnTaCy wrote:
Show nested quote +
On November 24 2010 01:39 Madkipz wrote:
On November 24 2010 01:36 Pewt wrote:
On November 24 2010 01:22 Jermstuddog wrote:
On November 24 2010 01:11 VenerableSpace wrote:
On November 24 2010 01:06 Alexj wrote:
I think expanding on 14-15 supply without any tech structure should never be 100% safe for any race


Agree. And also agree that its not cheese.

Zerg has no innate right to go 14 hatch without any chance of penalty. T scouts the greedy build and punishes the Z, its a reactive opening.


How then doess Zerg punish the greedy 14 OC build?
There is no 14OC build, and 15OC is not greedy.


there should be a 14oc build.


There is a 14CC Build...I've played vs it a few times and only one once because terran made a mistake and let my speedlings and blings into his wall at his nat..lol


You are misunderstanding the 14 OC.

I'm not saying for Terran to expand. I'm saying for him to upgrade his CC to an OC.

If you do it on 14 or 15 it doesn't matter, what matters is that if the zerg player doesn't FE, he'll be extremely far behind economically.
As it turns out, marines don't actually cost any money -Jinro
Coolcatqt
Profile Joined November 2010
United Kingdom36 Posts
November 23 2010 16:56 GMT
#191
They should nerf terran early game and buff terran late game, atm a lot of no skiller terrans are using terran as a crutch because they cant macro at all so they just cheese and say they cant win in late game cuz of terran, not cuz they cant play
Cute as a button :]
Geo.Rion
Profile Blog Joined October 2008
7377 Posts
November 23 2010 16:58 GMT
#192
i havent met it yet on Europe server, for whatevr reason, looks fairly easy to pull. I've seen it on many korean reps though, fast banes should be the answer i guess, though with good marine spread maybe it's not enough
"Protoss is a joke" Liquid`Jinro Okt.1. 2011
Virtue
Profile Joined July 2010
United States318 Posts
November 23 2010 17:00 GMT
#193
I think it is a good strategy but really annoying in how all in it has to be. Terran have to prune Zergs additional bases down to stay in the game, so this seems like a great solution to the problem of Zergs being able to expand relatively safely against Terran. It just looks kind of stupid when you bring all of your SCVs along and just go for the win right there. I'd rather they figured out a number of SCVs to bring that would allow Terrans to kill off the expo and give the Terrans a chance to stay in the game long term.

Zerg's 2 base play is really strong and I think if Terran can't punish a fast expand they have a very poor chance of winning the game, even if they FE as well.
VenerableSpace
Profile Joined May 2010
United States463 Posts
November 23 2010 17:01 GMT
#194
On November 24 2010 01:54 Jermstuddog wrote:
If you do it on 14 or 15 it doesn't matter, what matters is that if the zerg player doesn't FE, he'll be extremely far behind economically.


Not true, only slightly behind until you get the 2nd hatch up safely.
MLG_Wiggin
Profile Blog Joined March 2010
United States767 Posts
November 23 2010 17:02 GMT
#195
I really don't like the way it's been going. It seems like most the Terran players are so afraid to enter a macro game against Zerg (perhaps rightfully so? I don't want to make it about balance) that they are willing to do these ridiculous aggressive pushes with their SCVs. It's not exciting when it happens every match. It just means short, one sided games.
@DBWiggin, SC2 ref
Velr
Profile Blog Joined July 2008
Switzerland10960 Posts
November 23 2010 17:02 GMT
#196
stupid question:

Why don't Roaches beat that? Are the Terrans just getting Marauders or what?
90ti
Profile Joined August 2010
United States100 Posts
November 23 2010 17:03 GMT
#197
On November 24 2010 01:28 Noocta wrote:
Sigh....
I know Terran have lot of difficulty pass early game against zerg, but this kind of push are just depressing.
ZvT, in the ( small ) history of Starcraft 2, is all about terran trying to find a new timng push to win instantly again and again and again...


but isn't that what SC2 is all about..catching your opponent with his pants down. I feel like most of T vZ/P is about timing pushes when detection (banshee) or colossus is not ready. Before that included reapers..now not so much. It seems like T in this thread expects insta-win, if not QQing ensues. The funny thing is that for Z and P this is rarely the case (outside of the baneling busts, which are far less popular now). P has no insta-win timing push..that I've seen anyways (VRs nerfed)
latan
Profile Joined July 2010
740 Posts
November 23 2010 17:05 GMT
#198
this complaining makes no sense, when zergs were going for extaractor first there were doing alrightish, until 7 rax reaper came out, so repears were nerfed, roaches were buffed and extarctor first was not necesary anymore, zerg felt safe to hatch first, turns out it's not safe, okay, just go back to the drawing board and come up with safe builds. maybe extractor first is not a dead idea yet.
Madkipz
Profile Blog Joined February 2010
Norway1643 Posts
November 23 2010 17:07 GMT
#199
On November 24 2010 02:02 Velr wrote:
stupid question:

Why don't Roaches beat that? Are the Terrans just getting Marauders or what?


once the terran has 4 marines per roach, the mighty roach begins to suck in direct confrontations.
"Mudkip"
AnAngryDingo
Profile Joined August 2010
United States223 Posts
November 23 2010 17:10 GMT
#200
i think this is how SC2 has evolved since release.

first terran had 5rax reaper, hellions that could kite all zerg T1 units, etc, to kill or indefinitely cripple the zerg before the 10 minute mark.

then the patch came out, nerfed the reaper, buffed the roach, made it so zerg had a fighting chance if not even became the favorite in the matchup

and now, either due to most terrans being unskilled/uncreative/simply lazy, or simply not feeling that they can win a macro game against zerg (which may honestly be the case, but this signals a much deeper balance problem in the game) they have come up with this, a new way to kill or cripple the zerg before the 10 minute mark.

this will go on until terran's feel that they can win a macro game against the zerg, or blizzard decides to make balance changes.
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