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IMBALANCED! - Introduction - Page 39

Forum Index > SC2 General
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If you have criticism, you need to address the content, not the hosts. Idra and Artosis are 2 (1.5) Zerg players, but you can't point that out and then blanket them as biased. Respond to the content.

You can't tell them to "get 2 Terran and Protoss players". That's fucking obtuse advice. "Yo just get 4 more high level players to record with you." Yes, I think everyone sees the value in getting it, but it's not practical.

Respond to the content and use evidence / logic to back up your claims.
TheRabidDeer
Profile Blog Joined May 2003
United States3806 Posts
February 04 2011 06:14 GMT
#761
I think giving corruptors a range of 7 or 8 would be just fine. I dont think it would negatively effect any other matchups and it would make them a lot more viable against colossus since you could do a poke and run away if they dont have blink stalkers, it would also increase the positional requirements of the colossus.

Honestly, I think most of the PvZ colossus problems will be resolved with a bit more infestors used (maybe something like a corruptor/ling/roach army, with a few infestors for after the fight where you fungal to stall and/or kill remaining units) and larger maps.
Kurr
Profile Blog Joined April 2010
Canada2338 Posts
February 04 2011 06:26 GMT
#762
On February 04 2011 15:14 TheRabidDeer wrote:
I think giving corruptors a range of 7 or 8 would be just fine. I dont think it would negatively effect any other matchups and it would make them a lot more viable against colossus since you could do a poke and run away if they dont have blink stalkers, it would also increase the positional requirements of the colossus.

Honestly, I think most of the PvZ colossus problems will be resolved with a bit more infestors used (maybe something like a corruptor/ling/roach army, with a few infestors for after the fight where you fungal to stall and/or kill remaining units) and larger maps.


I don't like the idea of giving corruptors higher range because it makes them too similar to vikings (in the air at least). I think the success of any RTS is highly dependent on variety beyond simple balance. We could all go back and play Warcraft 1 if we wanted a perfectly balanced game (OK, a bit extreme but you get the point, clone armies) but really who wants to do that. I think it would be a cop out to go this route. Also, for the P, it becomes simple to learn how to play against T and Z in the same fashion (since their main anti-colossus unit would then be quite similar).

I think a movement speed upgrade that someone suggested earlier, from the greater spire could do wonders for them. It would give Zergs another incentive to get Hive earlier and open up the possibility of brood lords earlier in the match while not being a massive investment (Hive + Greater Spire + relatively cheap upgrade). I'm not asking to make them FAST, just a little quicker so it's easier to dodge blink stalkers from destroying your entire corruptor force in one go. It always opens up the possibility of a few infestors since you would have to get it up for Hive (which I said earlier I feel could be the solution themselves for protoss that like to poke and retreat).

At the same time, it doesn't alter the match drastically (which I feel range upgrades do) because it's a late upgrade that's only there to help against a gigantic colossus-based army, and I think that is really the only time this match-up and unit ever becomes problematic.
(╯°□°)╯︵ ┻━┻ | ┻━┻ ︵╰(°□°)╯︵ ┻━┻
terranghost
Profile Joined May 2010
United States980 Posts
February 04 2011 06:35 GMT
#763
On February 04 2011 11:49 Mataza wrote:
At least not every post in this topic is a personal attack on idra, artosis or someone who posted in this thread..

I, as a random, think that colossus are this prevalent because they are the fastest and therefore only viable first tech. If one were to simply compare protoss' options it becomes very obvious, as going colossus rewards the player much faster than stargate or Templar builds.
HTs, DTs and carriers, which are the respective end of the tech tree, come into play way later than colossi.
Though this has nothing to do with the strength of colossusbuilds, it amplifies the problem in my opinion at least in PvP, which is in my eyes the worst matchup.
Until you have a 3rd base you have no real alternative, because everything else is rightfully considered cheese on less than 3 bases.


Its not that these other toss builds don't work. You can get templar at about the same time you can get collosus. After your core goes down instead of a robotics facility/collosus den /collosus range get a twilight council/templar archives/storm. Both take about the same amount of time to get while templar are almost useless without that storm upgrade collosus really aren't used until they get the range. By the time storm is done every templar you made at the moment that archives went down will have 2 storms (or close to it).
Why don't toss do builds like that? Because its too easy to lose to zerg player that researched burrow for his roaches you have no mobile detection. Terran if they decide to go for a non starport build have mobile detection in the form of scans (although it is costly) and zerg once they hit lair no matter what tech route they go mutas/hydras/infestors/roach+burrow/mass eco they can get a mobile detection in the form of an overseer. Toss on the other hand have cannons or observers so if you go templar early no observers for you and you are giving map control to a player who has cloacked units.
"It is amazing that people who think we cannot afford to pay for doctors, hospitals, and medication somehow think that we can afford to pay for doctors, hospitals, medication and a government bureaucracy to administer it." - Thomas Sowell
rS.Sinatra
Profile Joined May 2010
Canada785 Posts
February 04 2011 06:44 GMT
#764
On February 04 2011 12:30 Jibba wrote:
Show nested quote +
On February 04 2011 10:36 jalstar wrote:
On February 04 2011 10:33 SubtleArt wrote:
On February 04 2011 10:21 jalstar wrote:
I really don't like their definition of imbalance, it seems like with the definition they use BW is more imbalanced than SC2 because there's more possible unit compositions to use in SC2. By Artosis and Idra's definition:

BW Siege Tanks are imbalanced, they're necessary in TvP and TvT and it's hard but not impossible to play TvZ without them.
Scouts, Queens, Dark Archons, Devourers, Disruption Web, and Ghosts are all imbalanced, since it's almost always optimal to make some other unit instead.
BW ZvZ is the most imbalanced matchup ever, since muta-ling crushes any sort of hydra or tech focused play.
BW Marine-Medic is underpowered since it's impossible to use in any matchup besides Zerg.

Not every unit combination has to be viable in a balanced game. In fact, it's easier to balance a game if there's a good deal of units that are pretty much useless in high-level multiplayer. The only SC2 one I can think of is the Reaper, which Artosis claims is "balanced" even though it pretty much meets his definition of imbalance.

Basically the title seems like a way to rope people into watching a show about unit diversity, which I don't believe is something the game really needs.

Edit: My post seemed a bit unproductive, so here's what I'd rather see. I'd like to see a show about how to beat things that are considered imbalanced, even if it is just theorycrafting. I want to see them play a few PvP and PvZ games and try to take down colossus play instead of just talking about it. (obviously without going colossus in the PvP)

Example: Day[9] trying to figure out how to beat mech play before the siege tank nerf. http://day9tv.blip.tv/file/3732380/ and http://day9tv.blip.tv/file/3716106/


1) I think you completely misinterpreted their definitions.

2) Idra's a pro gamer whos been practicng day in day out ever since beta was released, and whos played in all gsls so far. You don't think he's "played a few PvP and PvZ games" to see how to deal with collosus? Really? Did you even watch the video? They spent like 5 minutes talking about how Idra Artosis Ret and Haypro spent days practicing early brood lords as a new style to ZvP


Did you read my post? Obviously he's played those games, so why not show us the reps and explain thought processes instead of just saying "it's imbalanced according to my completely made-up definition of imbalanced"

I agree with this. More than anything else, the production of the show needs to be changed. IdrA and Artosis sitting on a couch is kind of weird, and doesn't help them illustrate their points at all. Game footage would go a long way to making it a much better show.


LOL... this post totally made my day... seems like everybody notices the "two guys sitting on a couch" ... its like a tagline for a bad porn movie
www.rsgaming.com
Dance.
Profile Blog Joined July 2010
United States389 Posts
February 04 2011 06:49 GMT
#765
Sounded like more of a map pool imbalance video rather than colossus, but still very entertaining and thoughtful. Thanks!
It is what it is...
Blacklizard
Profile Joined May 2007
United States1194 Posts
Last Edited: 2011-02-04 06:54:12
February 04 2011 06:51 GMT
#766
Excuse formatting... i gotta sleep.

I seriously doubt colossus are truly an OP problem in ZvP. I spent a good hour testing stuff and will share results below.

Logically, P have to beat Z with a gateway timing or colossus 95% of the time... so since all most people lose to is colossus, it would be a target for criticism. Can't criticize high templar b/c P never beats Z with it in a typical match.

Besides nothing in tournaments really showing an imbalance problem with colossus, there are several unit compositions that do fine against colossus + stalker. If Zergs can find a way to tech switch to heavy banelings, a few lings, + medium to light roach late game, that'd be the way to go IMO. Why?

1. Against a splash ranged army, you want unit variety so that splash doesn't kill much. In other words, first volley hit some lings miss others, next volley might hit some banes miss others, next might hit roaches, miss others, etc.

2. Banelings strangely are possibly the best answer vs colossus stalker. Especially with baneling drops, + corruptors or empty OLs to draw fire, during


the fight. With the unit tester stuff... about 100 food worth of army vs about 100 food... zerg trades armies pretty well if heavy baneling (40 to 55 banelings I think). The way banelings and lings go almost single file around roaches helps them avoid splash A LOT. FF is the only scary thing... OL drops and/or a couple of Ultras to break FF help a ton. If they don't have any FF (or if your ultra break most of them) it's gg.

Overlord drops seem pretty great in the fight b/c stalkers have medicore dps. And if they try to focus fire the lings/banes coming single file get on them pretty quick. If stalkers try to blink micro away, the colossus are left vulnerable due to their bad speed.

Another option is heavy heavy corruptor + mixed ground, mostly roach. This is probably the most practical and the most seen. Again I also recommend 2-4 ultras (I dont ever see this enough though) to break FFs and screw up colossus splash. You won't have gas to go heavy ultra and have leftover for broodlords anyway... plus Ultras wont dps this army well anyway unless you get a crazy surround or want to risk Ultras in OL drops.
You lose your Zerg ground army, but you can pretty much kill all colossus and get away with nearly all of your corruptors. Then you just have to rebuild

roaches and maybe make a few broodlords. Colossus take too long to rebuild and the Protoss is now under the gun.

One more way to deal with this army might be killing observers and burrow. Popping unburrowed in a non-line pattern is bad for splash. Engage with rest of army a second before unburrow and stalkers cant focus fire. I didn't test this, but it theorycraftily makes sense.

Finally, infestors have to have some serious potential. Out of time to test them.



Some of the WORST zerg compositions against colossus+stalker in the tests were

All roach. They just line up perfectly for splash. You want VARIETY in your army to make splash target on tiny sections of your army!!!!
8 to 10 ultras + roach. Ultras just spaz out too much in big numbers. (Sometimes Ultras in numbers above 12 did OK when I micro'd the shit out of Zerg though. Wasn't convincing though and had a strange tipping point. Would require more testing)
Heavy hydra. Obvious.


Disclaimer: Real tournament matches mean more than unit testing, obviously, because getting into the situation needs to be possible. However I stacked the fight slightly in the Protoss favor on purpose to make sure it was winnable by Zerg.

Obviously you often lost most of your ground as Z, but if you take out all colossus and half the stalkers I consider it a Z "win" since you can rebuild roaches and possibly roll P. The more banelings you have though, the easier it is to kill the whole P army. All Test battles were done in no choke + no flank options (5 and a half colossuses could fit across). This seemed neutral enough that players would engage on either side without huge disadvantages. So in real games with similar battles more choke is better for P and more flank options better for Z. No creep was used in all tests.

I did not test sentry heavy builds!!! But if they go heavy sentry, I'd recommend more reliance on banes in overlords or ultras in overlords to drop on FFs, burrow ultras (their own control grp), let the banelings and lings in.

Most tests were done with a little above or below 100 food armies (80 to 130 food per army). Protoss ratio was usually 6-10 colossus, the rest mostly stalkers (2 to 6 sentries mixed in with full energy). Tried putting in a couple of immortals here and there... only seemed to help against heavy heavy roach or ultra armies... surprise. Zerg ratios differed, see above.

Did attack moves and also did micro on one or both sides. Results were not heavily reliant on micro. Micro helped Ultra + roach + corruptor the most I think. Heavy Banelings pretty much required no Z micro except OL drops. Sometimes I would burrown move roaches closer or further from fight or to allow Ultras to get better positions. Corruption seemed to help if you went corruptor heavy... get the kills and get out quicker with your air.

Played on slowest speed so I could micro both sides at the same time when I wanted.

Upgrades:
All units had their special abilities upgraded (bane speed, blink, colo range, etc.). I did more tests with + 2 range (ground) attack + 1 (ground) armor and +1 air attack on both sides than anything else. More armor would favor Zerg a little bit I believe. Here again banelings have the luxury of being just as effective even with lots of upgrades on both sides.

Finally, imbalance can sometimes be caught in the unit tester. Remember siege tanks before the damage nerf? No army could stand up to them... even mass immortals. Unit tests have their place to find a composition you want. It's up to the players to make it possible.
Tachyon
Profile Joined July 2010
Denmark146 Posts
February 04 2011 06:59 GMT
#767
I appreciate some high level players like IdrA and Artosis doing this, and it doesn't matter if they are both (1½) zerg players. Personally I think it's difficult to discuss these things with the current map pool, am hoping that the new korean maps (if they're introduced in GSL) will give a clearer picture of what the imbalances in the game actually are!
[image loading]
I shall be telling this with a sigh somewhere ages and ages hence: Two roads diverged in a wood, and I— I took the one less traveled by, and that has made all the difference.
Versita
Profile Joined February 2010
Canada1032 Posts
February 04 2011 07:02 GMT
#768
This is the first time treading in SC2 forums in quite a while, and on the first page I see 4 warnings and 1 temp ban. Regardless, I'm looking forward to more of these.
NEOtheONE
Profile Joined September 2010
United States2233 Posts
February 04 2011 07:11 GMT
#769
On February 04 2011 13:43 BalanceFx wrote:
I liked the show. Since I started playing random i havent come up against the unbeatable collosi ball as zerg lately... But i have experienced it... I have seen attempts at the unbeatable ball... Its not that havent died to it though...

My current thoughts are if I come upon it I would rush to ultras... (Against all instinct)

Mainly because I watched this:


What do you think? The options presented were broods or a suicidal attack into a remax of units that counter whatever is left assuming the suicidal attack bought enough time to remax and worked in eliminating the critical mass of collosi... This seems like a third option. (And I almost never build ultras in fact it may actually be like weeks since I fielded them and take that with I play almost everyday but usually only for an hour or so).

But Are ultras a bad idea?


See the problem with ultras is by the time you get ultras as Zerg, you are probably already dead from the stalker/colossus death ball. Hive tech takes forever to even get, and then ultras take forever to build (and we don't have chrono boost to speed them up).
Abstracts, the too long didn't read of the educated world.
BasilPesto
Profile Blog Joined October 2010
Australia624 Posts
February 04 2011 07:14 GMT
#770
On February 04 2011 12:30 Jibba wrote:
I agree with this. More than anything else, the production of the show needs to be changed. IdrA and Artosis sitting on a couch is kind of weird, and doesn't help them illustrate their points at all. Game footage would go a long way to making it a much better show.


Did Artosis and Idra never attend high school? Get onto Powerpoint and create some sexy slides with dot points!

Or just use Windows Live movie maker, haha.
"I before E...*sunglasses*... except after C." - Jim Carrey
TheRabidDeer
Profile Blog Joined May 2003
United States3806 Posts
February 04 2011 07:19 GMT
#771
On February 04 2011 15:51 Blacklizard wrote:
Excuse formatting... i gotta sleep.

I seriously doubt colossus are truly an OP problem in ZvP. I spent a good hour testing stuff and will share results below.

Logically, P have to beat Z with a gateway timing or colossus 95% of the time... so since all most people lose to is colossus, it would be a target for criticism. Can't criticize high templar b/c P never beats Z with it in a typical match.

Besides nothing in tournaments really showing an imbalance problem with colossus, there are several unit compositions that do fine against colossus + stalker. If Zergs can find a way to tech switch to heavy banelings, a few lings, + medium to light roach late game, that'd be the way to go IMO. Why?

1. Against a splash ranged army, you want unit variety so that splash doesn't kill much. In other words, first volley hit some lings miss others, next volley might hit some banes miss others, next might hit roaches, miss others, etc.

2. Banelings strangely are possibly the best answer vs colossus stalker. Especially with baneling drops, + corruptors or empty OLs to draw fire, during


the fight. With the unit tester stuff... about 100 food worth of army vs about 100 food... zerg trades armies pretty well if heavy baneling (40 to 55 banelings I think). The way banelings and lings go almost single file around roaches helps them avoid splash A LOT. FF is the only scary thing... OL drops and/or a couple of Ultras to break FF help a ton. If they don't have any FF (or if your ultra break most of them) it's gg.

Overlord drops seem pretty great in the fight b/c stalkers have medicore dps. And if they try to focus fire the lings/banes coming single file get on them pretty quick. If stalkers try to blink micro away, the colossus are left vulnerable due to their bad speed. *snip*

Really? Heavy baneling? I just find that odd considering banelings cost a lot if you are using it against a non-light army (takes 8 banelings, or 400/100 to kill off 1-3 stalkers), just doesnt seem like a cost effective way to handle the situation. Did you analyze cost of each army or did you just make a bunch of different units and throw them at eachother?
Jumbled
Profile Joined September 2010
1543 Posts
February 04 2011 07:20 GMT
#772
Spoilered for length.
On February 04 2011 15:51 Blacklizard wrote:+ Show Spoiler +

Excuse formatting... i gotta sleep.

I seriously doubt colossus are truly an OP problem in ZvP. I spent a good hour testing stuff and will share results below.

Logically, P have to beat Z with a gateway timing or colossus 95% of the time... so since all most people lose to is colossus, it would be a target for criticism. Can't criticize high templar b/c P never beats Z with it in a typical match.

Besides nothing in tournaments really showing an imbalance problem with colossus, there are several unit compositions that do fine against colossus + stalker. If Zergs can find a way to tech switch to heavy banelings, a few lings, + medium to light roach late game, that'd be the way to go IMO. Why?

1. Against a splash ranged army, you want unit variety so that splash doesn't kill much. In other words, first volley hit some lings miss others, next volley might hit some banes miss others, next might hit roaches, miss others, etc.

2. Banelings strangely are possibly the best answer vs colossus stalker. Especially with baneling drops, + corruptors or empty OLs to draw fire, during


the fight. With the unit tester stuff... about 100 food worth of army vs about 100 food... zerg trades armies pretty well if heavy baneling (40 to 55 banelings I think). The way banelings and lings go almost single file around roaches helps them avoid splash A LOT. FF is the only scary thing... OL drops and/or a couple of Ultras to break FF help a ton. If they don't have any FF (or if your ultra break most of them) it's gg.

Overlord drops seem pretty great in the fight b/c stalkers have medicore dps. And if they try to focus fire the lings/banes coming single file get on them pretty quick. If stalkers try to blink micro away, the colossus are left vulnerable due to their bad speed.

Another option is heavy heavy corruptor + mixed ground, mostly roach. This is probably the most practical and the most seen. Again I also recommend 2-4 ultras (I dont ever see this enough though) to break FFs and screw up colossus splash. You won't have gas to go heavy ultra and have leftover for broodlords anyway... plus Ultras wont dps this army well anyway unless you get a crazy surround or want to risk Ultras in OL drops.
You lose your Zerg ground army, but you can pretty much kill all colossus and get away with nearly all of your corruptors. Then you just have to rebuild

roaches and maybe make a few broodlords. Colossus take too long to rebuild and the Protoss is now under the gun.

One more way to deal with this army might be killing observers and burrow. Popping unburrowed in a non-line pattern is bad for splash. Engage with rest of army a second before unburrow and stalkers cant focus fire. I didn't test this, but it theorycraftily makes sense.

Finally, infestors have to have some serious potential. Out of time to test them.



Some of the WORST zerg compositions against colossus+stalker in the tests were

All roach. They just line up perfectly for splash. You want VARIETY in your army to make splash target on tiny sections of your army!!!!
8 to 10 ultras + roach. Ultras just spaz out too much in big numbers. (Sometimes Ultras in numbers above 12 did OK when I micro'd the shit out of Zerg though. Wasn't convincing though and had a strange tipping point. Would require more testing)
Heavy hydra. Obvious.


Disclaimer: Real tournament matches mean more than unit testing, obviously, because getting into the situation needs to be possible. However I stacked the fight slightly in the Protoss favor on purpose to make sure it was winnable by Zerg.

Obviously you often lost most of your ground as Z, but if you take out all colossus and half the stalkers I consider it a Z "win" since you can rebuild roaches and possibly roll P. The more banelings you have though, the easier it is to kill the whole P army. All Test battles were done in no choke + no flank options (5 and a half colossuses could fit across). This seemed neutral enough that players would engage on either side without huge disadvantages. So in real games with similar battles more choke is better for P and more flank options better for Z. No creep was used in all tests.

I did not test sentry heavy builds!!! But if they go heavy sentry, I'd recommend more reliance on banes in overlords or ultras in overlords to drop on FFs, burrow ultras (their own control grp), let the banelings and lings in.

Most tests were done with a little above or below 100 food armies (80 to 130 food per army). Protoss ratio was usually 6-10 colossus, the rest mostly stalkers (2 to 6 sentries mixed in with full energy). Tried putting in a couple of immortals here and there... only seemed to help against heavy heavy roach or ultra armies... surprise. Zerg ratios differed, see above.

Did attack moves and also did micro on one or both sides. Results were not heavily reliant on micro. Micro helped Ultra + roach + corruptor the most I think. Heavy Banelings pretty much required no Z micro except OL drops. Sometimes I would burrown move roaches closer or further from fight or to allow Ultras to get better positions. Corruption seemed to help if you went corruptor heavy... get the kills and get out quicker with your air.

Played on slowest speed so I could micro both sides at the same time when I wanted.

Upgrades:
All units had their special abilities upgraded (bane speed, blink, colo range, etc.). I did more tests with + 2 range (ground) attack + 1 (ground) armor and +1 air attack on both sides than anything else. More armor would favor Zerg a little bit I believe. Here again banelings have the luxury of being just as effective even with lots of upgrades on both sides.

Finally, imbalance can sometimes be caught in the unit tester. Remember siege tanks before the damage nerf? No army could stand up to them... even mass immortals. Unit tests have their place to find a composition you want. It's up to the players to make it possible.

Nice work Blacklizard. May just be the only truly excellent post in the thread. I'm curious about a couple of the things you tested though: 1. When doing your corruptor+ground compositions, what organisation did you use for the zerg attack? Did you send certain units in ahead of others, or just throw everything at the protoss ball at once. 2. What made you decide to mix roaches into your ultra attacks, as opposed to other units? Wouldn't roaches exacerbate the crowding problem ultras face?
Angelbelow
Profile Joined September 2010
United States3728 Posts
February 04 2011 07:21 GMT
#773
Should be fun, always nice to hear pros point of view on certain topics. I think as long as you remain objective heading into the discussion and be open minded about the conclusions Artosis and IdrA draw, it'll be a fun show to watch.
You may delay, but time will not. Current Music obsession: Opeth
TheRabidDeer
Profile Blog Joined May 2003
United States3806 Posts
February 04 2011 07:28 GMT
#774
I dont play zerg at all, but what effect would this have on balance:
Lair build time reduced from 80 sec to 70 sec
Hive build time reduced from 100 sec to 80 sec
Greater spire build time reduced from 100 sec to 90 sec

This would enable broodlords 40 seconds earlier and ultralisks 30 seconds earlier, as well as allow zerg to get several key upgrades out a bit earlier as well. This may make it a bit easier to delay protoss and allow a few ultralisks to get in on the fight.

Would this have any effect on ZvT? Would this have any crazy effect on ZvP?
Yeld
Profile Joined April 2010
Austria106 Posts
February 04 2011 07:34 GMT
#775
So to beat an evenly matched protoss army, Z needs to OT drop banelings onto them, hoping P will not focus fire the right OL adn kill all the banes before they reach their army. Alternatively, P could just spread his army out to minimize the splash and render the banes very inefficient.
To prevent the colossus splash from killing too much too qickly, th Z is advised to get a diverse army featuring every single unit in his arsenal. Z's proper "counter" unit to collosus (Corruptor) has to 100% commit to an attack because of their slow speed and low range and isn't all that effective even under perfect circumstances, while Protoss can back away while shooting (longer range) and abuse terrain to their advantage (blink, cliffclimbing collosus). The only thing left to try for the Zerg is to Nydus or Muta the enemie's base and hope to god it is not fortified with a few cannons, as P can P can just warp in 5+ stalkers to defend even if he did not spot your attack until it was "too late". And even IF this attack would work out, the P army at your gate could just march in, because there would be no force to even contest them (spinecrawlers are ignored by collosi) and happily basetrade with much higher dps.

I apologize for ranting like that (and I dislike whiny people as much as the next guy), but why is Z supposed to pull out all the stops to maybe defend a stalker/collosus/sentry attack, while P just A-moves and throws down FF as he sees fit?

Fa1nT
Profile Joined September 2010
United States3423 Posts
February 04 2011 07:34 GMT
#776
On February 04 2011 16:28 TheRabidDeer wrote:
I dont play zerg at all, but what effect would this have on balance:
Lair build time reduced from 80 sec to 70 sec
Hive build time reduced from 100 sec to 80 sec
Greater spire build time reduced from 100 sec to 90 sec

This would enable broodlords 40 seconds earlier and ultralisks 30 seconds earlier, as well as allow zerg to get several key upgrades out a bit earlier as well. This may make it a bit easier to delay protoss and allow a few ultralisks to get in on the fight.

Would this have any effect on ZvT? Would this have any crazy effect on ZvP?


The lair time would help a very little bit, but the rest would not matter that much.

Zerg don't take 15-20 mins to get hive because it takes so long to research, but because it takes 3-4 bases to fund ultra/brood lord (just like a terran cannot fund 3 factory siege tank off 2 base)

Lair 10 seconds sooner would be nice, though, but not too game changing.
TheRabidDeer
Profile Blog Joined May 2003
United States3806 Posts
February 04 2011 07:38 GMT
#777
On February 04 2011 16:34 Fa1nT wrote:
Show nested quote +
On February 04 2011 16:28 TheRabidDeer wrote:
I dont play zerg at all, but what effect would this have on balance:
Lair build time reduced from 80 sec to 70 sec
Hive build time reduced from 100 sec to 80 sec
Greater spire build time reduced from 100 sec to 90 sec

This would enable broodlords 40 seconds earlier and ultralisks 30 seconds earlier, as well as allow zerg to get several key upgrades out a bit earlier as well. This may make it a bit easier to delay protoss and allow a few ultralisks to get in on the fight.

Would this have any effect on ZvT? Would this have any crazy effect on ZvP?


The lair time would help a very little bit, but the rest would not matter that much.

Zerg don't take 15-20 mins to get hive because it takes so long to research, but because it takes 3-4 bases to fund ultra/brood lord (just like a terran cannot fund 3 factory siege tank off 2 base)

Lair 10 seconds sooner would be nice, though, but not too game changing.

Yea, thats kinda what I was figuring. From what I see with zergs its like huge amounts of lair tech, then stockpile resources when you want to start T3.
Lobotomist
Profile Joined May 2010
United States1541 Posts
February 04 2011 07:43 GMT
#778
You know, this turned out a lot better than I expected. Idra, whatever you think about him, he's always got intelligent commentary.
Teching to hive too quickly isn't just a risk: it's an ultrarisk
yawnoC
Profile Joined December 2010
United States3704 Posts
February 04 2011 07:57 GMT
#779
Interesting idea from artosis.

It will be interesting to listen to them since they are both so experienced at the game and intelligent.
GG - UNiVeRsE is the best player in the WORLD
me_viet
Profile Blog Joined April 2010
Australia1350 Posts
February 04 2011 08:05 GMT
#780
On February 04 2011 16:34 Yeld wrote:
So to beat an evenly matched protoss army, Z needs to OT drop banelings onto them, hoping P will not focus fire the right OL adn kill all the banes before they reach their army. Alternatively, P could just spread his army out to minimize the splash and render the banes very inefficient.
To prevent the colossus splash from killing too much too qickly, th Z is advised to get a diverse army featuring every single unit in his arsenal. Z's proper "counter" unit to collosus (Corruptor) has to 100% commit to an attack because of their slow speed and low range and isn't all that effective even under perfect circumstances, while Protoss can back away while shooting (longer range) and abuse terrain to their advantage (blink, cliffclimbing collosus). The only thing left to try for the Zerg is to Nydus or Muta the enemie's base and hope to god it is not fortified with a few cannons, as P can P can just warp in 5+ stalkers to defend even if he did not spot your attack until it was "too late". And even IF this attack would work out, the P army at your gate could just march in, because there would be no force to even contest them (spinecrawlers are ignored by collosi) and happily basetrade with much higher dps.

I apologize for ranting like that (and I dislike whiny people as much as the next guy), but why is Z supposed to pull out all the stops to maybe defend a stalker/collosus/sentry attack, while P just A-moves and throws down FF as he sees fit?



Because once we Zerg break the Toss army once or kill it, the game's in the bag. Break the Toss army in the late game means we're allowed to quickly take the rest of the map.

I've found that if I ever manage to kill all their Collosus and have maybe 6-7 mutars left, it shuts down the Collosus tech path. They won't be able to pump out enough Collosus if I constantly fly over their Robo. Only way to stop that is to position their stalker army there. But that still means you can accurately gauge their collosus count. AS well as keep their army in base.

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