Korean top 200 12/28/2010 - Page 4
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Pondo
Australia283 Posts
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Fa1nT
United States3423 Posts
On December 29 2010 17:44 crescendo111 wrote: Idra, As to the early game scouting comment, how could Blizzard make that better? I would love to be able to scout better, as I feel scouting is the weakest part of my game and consequently the part holding me back from gaining on the ladder. Even a SMALL increase to overlord starting speed, such as 0.4687 ->.70305 (50%) Or +1 armor for overlords, would make scouting DRASTICALLY easier early game. 2 marines patroling should not end all scouting for the next 6-7 minutes. | ||
Silentness
United States2821 Posts
On December 29 2010 15:03 IdrA wrote: its not ragequitting, community is just too ignorant to realize when a game is over. *EDIT* TSL joke isn't funny anymore _________________________ On a serious note: I think Blizzard will definitely be trying to focus on re-tweaking the zerg race very soon. | ||
Eschaton
United States1245 Posts
On December 29 2010 17:51 Pondo wrote: There are several options. Improve ms of overlords. Or don't make lair a requirement for overseer. ovie speed as tier one maybe? this might have the potential to change so much without really breaking anything. it wouldn't break very early game scouting as you'd still have to research it, but you would be able to get an idea of what to prepare for and not insta-lose for guessing their move incorrectly. also, more zergs would research this and be set up to research ovie drop at tier 2, lowering the cost of a tech that isn't often seen. I'd really love to see that as a test on PTR. | ||
IdrA
United States11541 Posts
On December 29 2010 17:49 Moja wrote: I can understand the protoss death ball (I've seen it in games you played vs HuK), but what's the terran death ball composed of? Marine tank viking? I agree that early game cheese/all-ins are far too prevalent against zerg... How can blizzard "make scouting easier" though? tank thor with enough marines to mess up magic box mutas and vikings if they go brood add in emp if they get to heavy air and are using infestors vs vikings. they should either up overlord base speed or make overlord speed upgrade hatch tech and cheaper they should also make observers equivalently better and scan/mule should be reduced to 25 mana and mules weakened proportionately | ||
Eschaton
United States1245 Posts
On December 29 2010 17:56 Silentness wrote: *remembers TSL* Idra Fast expand into CC cancel build TSL IdrA has left the game. Thank you for trolling. You are one of the reasons more pros won't actually engage in discussions on tl with the community. | ||
IdrA
United States11541 Posts
On December 29 2010 17:56 Silentness wrote: *remembers TSL* Idra Fast expand into CC cancel build TSL IdrA has left the game. case in point canceling a cc that early vs a protoss whos being aggressive is game over, i was supply capped and had just wasted 300 minerals with a factory that was 400 minerals slower than usual dont post if you're stupid please | ||
Goolpsy
Denmark301 Posts
The biggest problem however seems to be reaction time, which correlates to rush-distance between bases. Edit: I do not think making overlord speed a hatch tech breaks anything. - Good suggestion! | ||
Bliznako
Serbia165 Posts
Btw, changing Overseer to hatch tech is just silly... they'd have to remove the contaminate ability to avoid abuse. | ||
Rainmaker5
United States1027 Posts
On December 29 2010 17:58 IdrA wrote: case in point canceling a cc that early vs a protoss whos being aggressive is game over, i was supply capped and had just wasted 300 minerals with a factory that was 400 minerals slower than usual dont post if you're stupid please Off topic, but IdrA you were in [media] with ret right? | ||
cArn-
Korea (South)824 Posts
On December 29 2010 17:57 IdrA wrote: tank thor with enough marines to mess up magic box mutas and vikings if they go brood add in emp if they get to heavy air and are using infestors vs vikings. they should either up overlord base speed or make overlord speed upgrade hatch tech and cheaper they should also make observers equivalently better and scan/mule should be reduced to 25 mana and mules weakened proportionately Definetely agree with that, was exactly my thoughts on the subject | ||
.Aar
Korea (South)2177 Posts
FoxeR has the best name on this list ![]() #200 makes me sad. If that's not another FoxeR smurf, whoever's playing that ought to be shot. | ||
CopperLeague
154 Posts
Thanks for the replies. Nice to hear about the reasons why zerg isn't doing too hot lately. I suck ass, but in my recent switch to zerg, I realized just how shitty it must be to ladder as a zerg. There is maybe 10% of games that don't end within five minutes. Cannon cheese, bunker rush, marine rush... it is ridiculous. I really think zerg is a fun race to play. I love the creep spreading and a lot of the units seem pretty cool. There are just too many gimmicky bullshit strategies that make zerg not only hard to play, but almost a luck based race. That's in my own terrible experience, anyways. | ||
Snowbear
Korea (South)1925 Posts
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Eschaton
United States1245 Posts
On December 29 2010 18:24 Dente wrote: It's amazing to see zergs still complaining, while terrans just need to allin or 1baseplay. Go 21 CC as terran? Np, zerg will be at your nat around 8:00 with 10 banelings and 30 speedlings. Yesyes, 7 banelings die on 1 bunker, but gratz, there are 30 lings in your nat and more reïnforcements are coming very quickly. Don't put pressure on the zerg? Np, he will be 25+ drones ahead. Zergs are now always 10 or more drones ahead of the terran (same for protoss) and people are still suggesting to nerf mules? Let me explain it: mules are needed for terran to make up for those 10+ more drones / probes. I agree to nerf mules when terran can actually win a 200vs200 fight in tvp. What a complete joke is that. A race that can warp in an entire army in a few clicks wins in a 200vs200 fight against a race that has to wait for his units to come out. By the time they come out, protoss should have finnished the game. Maybe you shouldn't post while drunk, or in bronze league. Protoss production buildings still have cooldowns. | ||
dapierow
Serbia1316 Posts
On December 29 2010 18:24 Dente wrote: It's amazing to see zergs still complaining, while terrans just need to allin or 1baseplay. Go 21 CC as terran? Np, zerg will be at your nat around 8:00 with 10 banelings and 30 speedlings. Yesyes, 7 banelings die on 1 bunker, but gratz, there are 30 lings in your nat and more reïnforcements are coming very quickly. Don't put pressure on the zerg? Np, he will be 25+ drones ahead. Zergs are now always 10 or more drones ahead of the terran (same for protoss) and people are still suggesting to nerf mules? Let me explain it: mules are needed for terran to make up for those 10+ more drones / probes. I agree to nerf mules when terran can actually win a 200vs200 fight in tvp. What a complete joke is that. A race that can warp in an entire army in a few clicks wins in a 200vs200 fight against a race that has to wait for his units to come out. By the time they come out, protoss should have finnished the game. Ever try putting a tank on high ground in your base to protect your nat from those 30 speedlings and 10 banes? | ||
Snowbear
Korea (South)1925 Posts
On December 29 2010 18:32 Eschaton wrote: Maybe you shouldn't post while drunk, or in bronze league. Protoss production buildings still have cooldowns. You shouldn't post while not understanding. A 200vs200 fight --> protoss WINS the fight (= terran loses all his units) --> protoss adds more units to his champion army --> protoss attacks with his winning army + reinforcements --> terran dies. | ||
FLuE
United States1012 Posts
You shouldn't post while not understanding. A 200vs200 fight --> protoss WINS the fight (= terran loses all his units) --> protoss adds more units to his champion army --> protoss attacks with his winning army + reinforcements --> terran dies. Well your english isn't great(or you're drunk) which is why nobody is understanding your 2 posts, which basically say that Terran can't 21 CC vs. Zerg or they'll die to banelings, and mules shouldn't be nerfed until a 200 supply terran army can beat a 200 supply toss army because those mules are the only thing allowing terran to keep up with toss and zerg economies. Not sure what this really has to do with anything, but maybe that helps to clarify because I had to reread your posts 10 times to finally understand them. The other potential change if they don't want to make speed hatch tech for OL's could be to reduce queen build time, and make ol speed cost 50/50. Would allow for faster lair tech, and basically mean all zerg players could get the speed upgrade quicker. I see this similar to making hallucinate even cheaper/easier to get as a scouting tool for toss. Would potentially go one step further in maybe allowing lair tech to happen while a queen was building. I've never liked how lair tech was delayed by 1 building cycle of a queen. Would be like having to wait to build a cybor core till you had a zealot or needing a maurader to build a factory. | ||
Fa1nT
United States3423 Posts
Colossi are too hindered by 9rangekings | ||
Asha
United Kingdom38149 Posts
...woah Bomber has been super impressive lately, really looking forward to his YGosu finals vs MC tomorrow now. Boxer having such a good week too is kind of exciting as well I guess ^^ | ||
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