• Log InLog In
  • Register
Liquid`
Team Liquid Liquipedia
EDT 13:54
CEST 19:54
KST 02:54
  • 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
Classic Games #3: Rogue vs Serral at BlizzCon1[ASL20] Ro16 Preview Pt1: Ascent9Maestros of the Game: Week 1/Play-in Preview12[ASL20] Ro24 Preview Pt2: Take-Off7[ASL20] Ro24 Preview Pt1: Runway13
Community News
Weekly Cups (Sept 1-7): MaxPax rebounds & Clem saga continues22LiuLi Cup - September 2025 Tournaments3Weekly Cups (August 25-31): Clem's Last Straw?39Weekly Cups (Aug 18-24): herO dethrones MaxPax6Maestros of The Game—$20k event w/ live finals in Paris76
StarCraft 2
General
[G] How to watch Korean progamer Streams. #1: Maru - Greatest Players of All Time Classic Games #3: Rogue vs Serral at BlizzCon Team Liquid Map Contest #21 - Presented by Monster Energy Weekly Cups (Sept 1-7): MaxPax rebounds & Clem saga continues
Tourneys
LiuLi Cup - September 2025 Tournaments Maestros of The Game—$20k event w/ live finals in Paris WardiTV Mondays Sparkling Tuna Cup - Weekly Open Tournament RSL: Revival, a new crowdfunded tournament series
Strategy
Custom Maps
External Content
Mutation # 490 Masters of Midnight Mutation # 489 Bannable Offense Mutation # 488 What Goes Around Mutation # 487 Think Fast
Brood War
General
The Korean Terminology Thread Recommended FPV games (post-KeSPA) [ASL20] Ro16 Preview Pt1: Ascent FlaSh on ACS Winners being in ASL ASL20 General Discussion
Tourneys
[ASL20] Ro16 Group B [ASL20] Ro16 Group A Is there English video for group selection for ASL BWCL Season 63 Announcement
Strategy
Simple Questions, Simple Answers Muta micro map competition Fighting Spirit mining rates [G] Mineral Boosting
Other Games
General Games
General RTS Discussion Thread Iron Harvest: 1920+ Nintendo Switch Thread Stormgate/Frost Giant Megathread Diablo IV S10 Infernal Tides Guide
Dota 2
Official 'what is Dota anymore' discussion
League of Legends
Heroes of the Storm
Simple Questions, Simple Answers Heroes of the Storm 2.0
Hearthstone
Heroes of StarCraft mini-set
TL Mafia
TL Mafia Community Thread
Community
General
US Politics Mega-thread Things Aren’t Peaceful in Palestine Russo-Ukrainian War Thread The Games Industry And ATVI UK Politics Mega-thread
Fan Clubs
The Happy Fan Club!
Media & Entertainment
[Manga] One Piece Anime Discussion Thread Movie Discussion! [\m/] Heavy Metal Thread
Sports
2024 - 2026 Football Thread Formula 1 Discussion MLB/Baseball 2023 TeamLiquid Health and Fitness Initiative For 2023
World Cup 2022
Tech Support
Linksys AE2500 USB WIFI keeps disconnecting Computer Build, Upgrade & Buying Resource Thread High temperatures on bridge(s)
TL Community
BarCraft in Tokyo Japan for ASL Season5 Final The Automated Ban List
Blogs
Collective Intelligence: Tea…
TrAiDoS
A very expensive lesson on ma…
Garnet
hello world
radishsoup
Lemme tell you a thing o…
JoinTheRain
RTS Design in Hypercoven
a11
Evil Gacha Games and the…
ffswowsucks
INDEPENDIENTE LA CTM
XenOsky
Customize Sidebar...

Website Feedback

Closed Threads



Active: 1556 users

VoidRay/Colossus in PvZ - IMBALANCED! - Page 55

Forum Index > SC2 General
Post a Reply
Prev 1 53 54 55 56 57 65 Next
Warning. Useless comments that are deemed to be flame/troll bait = ban. If you have criticism, thats fine but you better have amazing support to back up your opinion. Otherwise ban.
Ribbon
Profile Blog Joined April 2010
United States5278 Posts
February 24 2011 15:07 GMT
#1081
On February 24 2011 21:59 WhiteDog wrote:
GSL is irrelevant. If you only have zealot void ray and colossi, then it's your loss for not making sentries or stalker


But that's the build we're talking about.

Idra declared 2-gate Voids and 1-robo colo w/Zealots imba. This is the discussion. You can not add stalkers into this build because the voids and colos take all your gas once you start producing them.

but if you see 8 muta (you know the cost of 14 mutas ? it does not come easily) you can easily pop out 4-5 stalker with gatelolzway almost instantly, with the sentries you already have, it will be enough to kill the muta.


4-5 stalkers means less VR and colo (and zealots, because you're using the gates), and a muta-ing player with have a bajillion lings. The protoss can't move out because he only has a small gateway force, and one or two Colo and VR at this point. That means a.) Zerg has map control and b.) The big imba imba imba push is delayed, allowing Zerg more time to expand and have more money to throw at the ball.

Mutas are good, but it's not a solution meta game wise. It's situationnal, you will see it sometime, once in a while in a BO3, but it will never be basic play because you know what, it suck in fair fight if the opponent prepare just a bit for it.


A big-ass Muta ball is actually ludicrously powerful, to the point that it was considered imba for a while before toss discovered the 6-gate (This sound familiar...). Besides, if you force a lot of stalkers, no rule saying you have to stick to Mutas beyond the first few.

Show nested quote +
Nothing is an all-all in else Catz's standard was 7 pool against toss on steppes of war. He doesn't even call it cheese because its not. He knew it as long as he does more damage to the toss with the 7 pool than he lost by going 7 pool he is ahead in the end. Nothing is an absolute all in. Very aggressive builds trades a lot of econ to hope to kill opponent but guess what if you go 7 pool and killed all but 2 scvs are you still all in? I mean 7 pool is about as all in as it gets.

It's not all in ok, but it's poker play: if you don't do damage, you loose instantly.
I'm not sure that's the kind of play that is good in high level, CatZ I think would say the same.


On February 22 2011 23:58 CatZ.root wrote:I can tell 7 pool on steppes into gold expansion is perfectly viable, and very economical, and in most cases unless hard countered, safe.
Sm3agol
Profile Blog Joined September 2010
United States2055 Posts
February 24 2011 15:27 GMT
#1082

Baneling bust, roach, it's all all in timing attack. You are not answering for my real point here. We, as zerg, have one less possibilities : harass, and that makes a lot of problem in a game where mass expand is not as rewarding as BW.
You've lost to muta harass and muta ball ? Then you've made big mistake in the game. Muta harass is good, but come late, you can definitly defend it easily without even preventing it or scouting it, unlike banshee. And if the guy go for a muta ball... then seriously if you don't have templar / mother ship / archon to kill it then it's your fault, you got overplayed. Sure, I can kill you with pure zergling, but that's hard
Mutas shit on void ray ? Try it 20 muta vs 5 void ray and 10 stalker. Sure 200/200 muta, or a big muta, kill a bunch of stalker and void rays.



20 muta. 2000/2000

5 void rays, 10 stalker. 2750/1250.

Maybe now you see why its a pretty even fight? Not even counting the fact that mutas are an amazing harassment unit due to their speed, unlike stalker/void ray.
kcdc
Profile Blog Joined April 2010
United States2311 Posts
Last Edited: 2011-02-24 16:40:58
February 24 2011 16:39 GMT
#1083
Idra and Artosis were driving me crazy with this notion that P can scout (because they have tech for observers and phoenix!) and that they can therefore react with their composition, while Zerg cannot scout and will inevitably over-build corruptors. What happened to the mutalisk? Did they take away the speed upgrade for overseers? And most importantly, if you're building corruptors, scout with your damn corruptors! It's not like it's hard to discover a robo support bay and 2 stargates with an early overseer or speed overlord scout. It takes forever to build 200/200 the 20 voids P wants in your deathball. What's stopping Z from taking a quick third, making 30 corruptors, attacking with the corruptors to clean out the voids and collosi, and maxing out on hydra roach to finish the game? They say they've tested everything, but they really only discussed defending 200/200 collo+void with 200/200 roach+corruptor. There's more options in this game.....
Elean
Profile Joined October 2010
689 Posts
Last Edited: 2011-02-24 17:10:03
February 24 2011 17:05 GMT
#1084
On February 25 2011 01:39 kcdc wrote:
Idra and Artosis were driving me crazy with this notion that P can scout (because they have tech for observers and phoenix!) and that they can therefore react with their composition, while Zerg cannot scout and will inevitably over-build corruptors.

Even if both Z and P can scout everything for free, the Z is still in a tough spot.

Zerg can either make mass muta to kill every anti-air units, and then clear the rest of protoss units with more muta, or they can make mass corruptors to kill all the colossus and clear the rest with roach/hydra.

However, if Z makes a mix of muta/corruptors, it does not work, because there will be both anti-air and colossus left.

After making muta, or corruptors, zerg can no longer adapt, while protoss still can.


Z may have other solution than muta or corruptors. But the situation will probably be always the same.



It takes forever to build 200/200 the 20 voids P wants in your deathball. What's stopping Z from taking a quick third, making 30 corruptors, attacking with the corruptors to clean out the voids and collosi, and maxing out on hydra roach to finish the game?

The fact that 20 voids will tear apart 30 corruptors, and the colossus will remain unharmed ?


JustinMartin
Profile Joined November 2010
159 Posts
Last Edited: 2011-02-24 17:48:41
February 24 2011 17:07 GMT
#1085
i think mass mutas will crush it,but perhaps give the corrupters extra dmg to armored units? or slighty increase range of corrupters to 7 or 8 so they can snipe some units bevore the battle actually beginns

WhiteDog
Profile Blog Joined November 2010
France8650 Posts
Last Edited: 2011-02-24 18:25:06
February 24 2011 18:16 GMT
#1086
On February 25 2011 00:07 Ribbon wrote:
Show nested quote +
On February 24 2011 21:59 WhiteDog wrote:
GSL is irrelevant. If you only have zealot void ray and colossi, then it's your loss for not making sentries or stalker


But that's the build we're talking about.

Idra declared 2-gate Voids and 1-robo colo w/Zealots imba. This is the discussion. You can not add stalkers into this build because the voids and colos take all your gas once you start producing them.

Show nested quote +
but if you see 8 muta (you know the cost of 14 mutas ? it does not come easily) you can easily pop out 4-5 stalker with gatelolzway almost instantly, with the sentries you already have, it will be enough to kill the muta.


4-5 stalkers means less VR and colo (and zealots, because you're using the gates), and a muta-ing player with have a bajillion lings. The protoss can't move out because he only has a small gateway force, and one or two Colo and VR at this point. That means a.) Zerg has map control and b.) The big imba imba imba push is delayed, allowing Zerg more time to expand and have more money to throw at the ball.

Show nested quote +
Mutas are good, but it's not a solution meta game wise. It's situationnal, you will see it sometime, once in a while in a BO3, but it will never be basic play because you know what, it suck in fair fight if the opponent prepare just a bit for it.


A big-ass Muta ball is actually ludicrously powerful, to the point that it was considered imba for a while before toss discovered the 6-gate (This sound familiar...). Besides, if you force a lot of stalkers, no rule saying you have to stick to Mutas beyond the first few.

Show nested quote +
Nothing is an all-all in else Catz's standard was 7 pool against toss on steppes of war. He doesn't even call it cheese because its not. He knew it as long as he does more damage to the toss with the 7 pool than he lost by going 7 pool he is ahead in the end. Nothing is an absolute all in. Very aggressive builds trades a lot of econ to hope to kill opponent but guess what if you go 7 pool and killed all but 2 scvs are you still all in? I mean 7 pool is about as all in as it gets.

It's not all in ok, but it's poker play: if you don't do damage, you loose instantly.
I'm not sure that's the kind of play that is good in high level, CatZ I think would say the same.


Show nested quote +
On February 22 2011 23:58 CatZ.root wrote:I can tell 7 pool on steppes into gold expansion is perfectly viable, and very economical, and in most cases unless hard countered, safe.

1) You are wrong, he never said only void ray colossi & zealot, he pointed zealot as a mineral sink for an heavy void ray & colossi build, but I'm pretty sure he is talking about a 3 gate expand that require a fair amount of sentries (4 to 6) that you build before hand. That's the popular build, or are you talking about a MASS void ray MASS colossi that only works on lost temple were you make so many tower that you are safe ? That's not what they were talking about cauz that build is easily counterable if you scout it in time. Actually, they talk about the size of the gateway army at one point.
2) The big ass muta ball is not valid unless the toss don't see it, that doesn't change my point a bit. Muta in a little number are not fighting units, they get melted in a fair fight even against a composition such as void ray stalker. Now try hiding that you go for a big ass muta ball for 10 minute, because that's the time you need to gather the gaz. And one colo less is nothing really since you basically need fixe to negate any ground force the zerg throw at you, except ultras lol. Delay the muta push for one colo, which is aprox 1 minute, you think that will help the zerg in any way ? The zerg already got all the time he need supposed the protoss go for a 200/200 hundred push, that's the whole point, the unit combo is so good that no matter what you throw at it, you loose. You already have map control in the first place, since the protoss is turtling up. One zergling in patrol is enough.
3) Hahaha, yeah sure, CatZ will soon explain us that a 7 pool into gold expansion is the next basic build order for zerg... The point is, if you know it's coming, you prepare for it, you counter. That's a poker play that you do once in a best of three, not the solution against void ray colossus build... He is just saying that economically it's viable, meaning you have to deal little damage and you are not necessarily at a disadvantage unlike other 6 pool or 7 pool were you absolutly need to make damage or you instantly loose the game. I think he is also pointing out that when you go for a 7 pool, the protoss usually respond by turtling himself, sometimes bringing some cannons up, so you are safe to expand whereever you want.
"every time WhiteDog overuses the word "seriously" in a comment I can make an observation on his fragile emotional state." MoltkeWarding
kcdc
Profile Blog Joined April 2010
United States2311 Posts
February 24 2011 18:31 GMT
#1087
On February 25 2011 02:05 Elean wrote:
Show nested quote +
On February 25 2011 01:39 kcdc wrote:
Idra and Artosis were driving me crazy with this notion that P can scout (because they have tech for observers and phoenix!) and that they can therefore react with their composition, while Zerg cannot scout and will inevitably over-build corruptors.

Even if both Z and P can scout everything for free, the Z is still in a tough spot.

Zerg can either make mass muta to kill every anti-air units, and then clear the rest of protoss units with more muta, or they can make mass corruptors to kill all the colossus and clear the rest with roach/hydra.

However, if Z makes a mix of muta/corruptors, it does not work, because there will be both anti-air and colossus left.

After making muta, or corruptors, zerg can no longer adapt, while protoss still can.


Z may have other solution than muta or corruptors. But the situation will probably be always the same.


Show nested quote +

It takes forever to build 200/200 the 20 voids P wants in your deathball. What's stopping Z from taking a quick third, making 30 corruptors, attacking with the corruptors to clean out the voids and collosi, and maxing out on hydra roach to finish the game?

The fact that 20 voids will tear apart 30 corruptors, and the colossus will remain unharmed ?




My point is that there's about 10 minutes between when Z can scout support bay + 2 stargates (indicating collo + void) and when P has the 5 collosi and 20 voids he wants for his deathball. Idra and Artosis act like it's a given that P can sit and mass 20 voids untouched during this time, but there's nothing stopping Z from over-producing corruptors early and attacking with the corruptors when P has 8 voids and 2 collosi. People need to understand that this deathball strategy leaves P with crap for army until you've got the magic mix at 200/200 that is double the cost of Z's 200/200 army. Instead of focusing on how to beat the 200/200 mix, Zerg players need to find a way to start killing the void rays before they reach critical mass.
rd
Profile Blog Joined July 2010
United States2586 Posts
February 24 2011 19:34 GMT
#1088
The fact that 20 voids will tear apart 30 corruptors, and the colossus will remain unharmed ?


Colossus remain unharmed when you focus...down the voids...?

branflakes14
Profile Joined July 2010
2082 Posts
February 24 2011 19:37 GMT
#1089
http://day9tv.blip.tv/file/4737515/

Probably already been posted, but skip to 36 minutes.
SeaSwift
Profile Blog Joined February 2011
Scotland4486 Posts
February 24 2011 21:16 GMT
#1090
On February 25 2011 03:31 kcdc wrote:

My point is that there's about 10 minutes between when Z can scout support bay + 2 stargates (indicating collo + void) and when P has the 5 collosi and 20 voids he wants for his deathball. Idra and Artosis act like it's a given that P can sit and mass 20 voids untouched during this time, but there's nothing stopping Z from over-producing corruptors early and attacking with the corruptors when P has 8 voids and 2 collosi. People need to understand that this deathball strategy leaves P with crap for army until you've got the magic mix at 200/200 that is double the cost of Z's 200/200 army. Instead of focusing on how to beat the 200/200 mix, Zerg players need to find a way to start killing the void rays before they reach critical mass.


I agree with this so much. The advantage of map control that Zerg has while Protoss is macro-ing up is massive, and this means you can take many bases while Protoss doesn't have the army to threaten you (of course, you should scout his army to make sure that he isn't just playing standard Gateway + Colossus). Then, while he is trying to pump out his first Void Rays you can just spam Corruptors and Roaches and roll him over.

Just like Muta/ling, this build has a vulnerable spot before the deathball is out, and Z players should exploit that just like P players exploit the Muta/ling build.

What really scared me was the most recent Day[9] Daily - the viability of mass Marine throughout the whole game really seems like a design flaw to me. Sure, the game shown wasn't of MvP/MC level skill on either side, but they were pros and it shocked me just how effective spamming Marines was. I think the Protoss play to respond to mass Marines still needs to be explored and refined, but I don't believe that was how Blizzard intended the match-up to be played, in any case.
Azarkon
Profile Joined January 2010
United States21060 Posts
Last Edited: 2011-02-24 22:08:27
February 24 2011 22:07 GMT
#1091
Mutas do not evaporate to stalkers like they do to stimmed marines. Stalkers have low DPS, high retention. Mutas do evaporate against HTs, however, so they're not a game-round tech choice. They're a mid-game unit that is especially strong against void ray or void ray/colossi play. The 6-gate was designed to prevent a muta ling timing from rolling over toss.
1Eris1
Profile Joined September 2010
United States5797 Posts
February 24 2011 22:36 GMT
#1092
On February 25 2011 00:27 Sm3agol wrote:
Show nested quote +

Baneling bust, roach, it's all all in timing attack. You are not answering for my real point here. We, as zerg, have one less possibilities : harass, and that makes a lot of problem in a game where mass expand is not as rewarding as BW.
You've lost to muta harass and muta ball ? Then you've made big mistake in the game. Muta harass is good, but come late, you can definitly defend it easily without even preventing it or scouting it, unlike banshee. And if the guy go for a muta ball... then seriously if you don't have templar / mother ship / archon to kill it then it's your fault, you got overplayed. Sure, I can kill you with pure zergling, but that's hard
Mutas shit on void ray ? Try it 20 muta vs 5 void ray and 10 stalker. Sure 200/200 muta, or a big muta, kill a bunch of stalker and void rays.



20 muta. 2000/2000

5 void rays, 10 stalker. 2750/1250.

Maybe now you see why its a pretty even fight? Not even counting the fact that mutas are an amazing harassment unit due to their speed, unlike stalker/void ray.



Uhm sorry dude. 2000/2000 is way more expensive than 2750/1250. Gas is easily worth 2x as much as minerals, if not 3x or 4x depending on the situation.
Known Aliases: Tyragon, Valeric ~MSL Forever, SKT is truly the Superior KT!
Whitewing
Profile Joined October 2010
United States7483 Posts
February 24 2011 22:45 GMT
#1093
On February 25 2011 07:36 1Eris1 wrote:
Show nested quote +
On February 25 2011 00:27 Sm3agol wrote:

Baneling bust, roach, it's all all in timing attack. You are not answering for my real point here. We, as zerg, have one less possibilities : harass, and that makes a lot of problem in a game where mass expand is not as rewarding as BW.
You've lost to muta harass and muta ball ? Then you've made big mistake in the game. Muta harass is good, but come late, you can definitly defend it easily without even preventing it or scouting it, unlike banshee. And if the guy go for a muta ball... then seriously if you don't have templar / mother ship / archon to kill it then it's your fault, you got overplayed. Sure, I can kill you with pure zergling, but that's hard
Mutas shit on void ray ? Try it 20 muta vs 5 void ray and 10 stalker. Sure 200/200 muta, or a big muta, kill a bunch of stalker and void rays.



20 muta. 2000/2000

5 void rays, 10 stalker. 2750/1250.

Maybe now you see why its a pretty even fight? Not even counting the fact that mutas are an amazing harassment unit due to their speed, unlike stalker/void ray.



Uhm sorry dude. 2000/2000 is way more expensive than 2750/1250. Gas is easily worth 2x as much as minerals, if not 3x or 4x depending on the situation.


Good thing you can take a 3rd base with no trouble and get those extra geysers, huh?
Strategy"You know I fucking hate the way you play, right?" ~SC2John
Cloudshade
Profile Joined October 2010
91 Posts
February 24 2011 22:53 GMT
#1094
On February 25 2011 03:31 kcdc wrote:
Show nested quote +
On February 25 2011 02:05 Elean wrote:
On February 25 2011 01:39 kcdc wrote:
Idra and Artosis were driving me crazy with this notion that P can scout (because they have tech for observers and phoenix!) and that they can therefore react with their composition, while Zerg cannot scout and will inevitably over-build corruptors.

Even if both Z and P can scout everything for free, the Z is still in a tough spot.

Zerg can either make mass muta to kill every anti-air units, and then clear the rest of protoss units with more muta, or they can make mass corruptors to kill all the colossus and clear the rest with roach/hydra.

However, if Z makes a mix of muta/corruptors, it does not work, because there will be both anti-air and colossus left.

After making muta, or corruptors, zerg can no longer adapt, while protoss still can.


Z may have other solution than muta or corruptors. But the situation will probably be always the same.



It takes forever to build 200/200 the 20 voids P wants in your deathball. What's stopping Z from taking a quick third, making 30 corruptors, attacking with the corruptors to clean out the voids and collosi, and maxing out on hydra roach to finish the game?

The fact that 20 voids will tear apart 30 corruptors, and the colossus will remain unharmed ?




My point is that there's about 10 minutes between when Z can scout support bay + 2 stargates (indicating collo + void) and when P has the 5 collosi and 20 voids he wants for his deathball. Idra and Artosis act like it's a given that P can sit and mass 20 voids untouched during this time, but there's nothing stopping Z from over-producing corruptors early and attacking with the corruptors when P has 8 voids and 2 collosi. People need to understand that this deathball strategy leaves P with crap for army until you've got the magic mix at 200/200 that is double the cost of Z's 200/200 army. Instead of focusing on how to beat the 200/200 mix, Zerg players need to find a way to start killing the void rays before they reach critical mass.


Wow lol this is the first intelligent comment I've seen in this whole post XD hahah props man props....I was thinkin bout the same thing but I wanted to see how long it would take before anyone figured it out XD
Cloudshade
Profile Joined October 2010
91 Posts
February 24 2011 23:03 GMT
#1095
On February 25 2011 04:37 branflakes14 wrote:
http://day9tv.blip.tv/file/4737515/

Probably already been posted, but skip to 36 minutes.


Yea...sure this can be done...but not all zergs are at this calibur of play haha....Catz is just nuts is all..but also, I keep saying....zerg just don't know how to use their variety of units to the max yet....lots of units are still underused...while terran and protoss make full use of all their units now...
ibreakurface
Profile Joined June 2010
United States664 Posts
Last Edited: 2011-02-24 23:07:49
February 24 2011 23:04 GMT
#1096
On February 25 2011 03:31 kcdc wrote:
Show nested quote +
On February 25 2011 02:05 Elean wrote:
On February 25 2011 01:39 kcdc wrote:
Idra and Artosis were driving me crazy with this notion that P can scout (because they have tech for observers and phoenix!) and that they can therefore react with their composition, while Zerg cannot scout and will inevitably over-build corruptors.

Even if both Z and P can scout everything for free, the Z is still in a tough spot.

Zerg can either make mass muta to kill every anti-air units, and then clear the rest of protoss units with more muta, or they can make mass corruptors to kill all the colossus and clear the rest with roach/hydra.

However, if Z makes a mix of muta/corruptors, it does not work, because there will be both anti-air and colossus left.

After making muta, or corruptors, zerg can no longer adapt, while protoss still can.


Z may have other solution than muta or corruptors. But the situation will probably be always the same.



It takes forever to build 200/200 the 20 voids P wants in your deathball. What's stopping Z from taking a quick third, making 30 corruptors, attacking with the corruptors to clean out the voids and collosi, and maxing out on hydra roach to finish the game?

The fact that 20 voids will tear apart 30 corruptors, and the colossus will remain unharmed ?




My point is that there's about 10 minutes between when Z can scout support bay + 2 stargates (indicating collo + void) and when P has the 5 collosi and 20 voids he wants for his deathball. Idra and Artosis act like it's a given that P can sit and mass 20 voids untouched during this time, but there's nothing stopping Z from over-producing corruptors early and attacking with the corruptors when P has 8 voids and 2 collosi. People need to understand that this deathball strategy leaves P with crap for army until you've got the magic mix at 200/200 that is double the cost of Z's 200/200 army. Instead of focusing on how to beat the 200/200 mix, Zerg players need to find a way to start killing the void rays before they reach critical mass.

Don't you see a problem when your suggestion is "win sooner so the game doesn't get to this point" as a solution?

It's like saying Jungle basin isn't imbalanced TvZ because zerg can 6 pool.
:) I play zerg. FOX AND KT ROLSTER COASTER FAN! Because I love everyone. Except bisu.
Whitewing
Profile Joined October 2010
United States7483 Posts
February 24 2011 23:18 GMT
#1097
On February 25 2011 08:04 ibreakurface wrote:
Show nested quote +
On February 25 2011 03:31 kcdc wrote:
On February 25 2011 02:05 Elean wrote:
On February 25 2011 01:39 kcdc wrote:
Idra and Artosis were driving me crazy with this notion that P can scout (because they have tech for observers and phoenix!) and that they can therefore react with their composition, while Zerg cannot scout and will inevitably over-build corruptors.

Even if both Z and P can scout everything for free, the Z is still in a tough spot.

Zerg can either make mass muta to kill every anti-air units, and then clear the rest of protoss units with more muta, or they can make mass corruptors to kill all the colossus and clear the rest with roach/hydra.

However, if Z makes a mix of muta/corruptors, it does not work, because there will be both anti-air and colossus left.

After making muta, or corruptors, zerg can no longer adapt, while protoss still can.


Z may have other solution than muta or corruptors. But the situation will probably be always the same.



It takes forever to build 200/200 the 20 voids P wants in your deathball. What's stopping Z from taking a quick third, making 30 corruptors, attacking with the corruptors to clean out the voids and collosi, and maxing out on hydra roach to finish the game?

The fact that 20 voids will tear apart 30 corruptors, and the colossus will remain unharmed ?




My point is that there's about 10 minutes between when Z can scout support bay + 2 stargates (indicating collo + void) and when P has the 5 collosi and 20 voids he wants for his deathball. Idra and Artosis act like it's a given that P can sit and mass 20 voids untouched during this time, but there's nothing stopping Z from over-producing corruptors early and attacking with the corruptors when P has 8 voids and 2 collosi. People need to understand that this deathball strategy leaves P with crap for army until you've got the magic mix at 200/200 that is double the cost of Z's 200/200 army. Instead of focusing on how to beat the 200/200 mix, Zerg players need to find a way to start killing the void rays before they reach critical mass.

Don't you see a problem when your suggestion is "win sooner so the game doesn't get to this point" as a solution?

It's like saying Jungle basin isn't imbalanced TvZ because zerg can 6 pool.


If your opponent's strategy is to build up the awesome force of ultimate doom, built of some absurdly strong, expensive units that are hard to kill when grouped, then the obvious strategy to beat him is to kill him before he's done.

That's like crying that being maxxed on nothing but carriers or battlecruisers or something equally ridiculous is IMBA because they're so freaking strong in numbers that large that you can't stop them. Well, duh. Just kill him before he's anywhere near done.
Strategy"You know I fucking hate the way you play, right?" ~SC2John
kcdc
Profile Blog Joined April 2010
United States2311 Posts
February 24 2011 23:19 GMT
#1098
On February 25 2011 08:04 ibreakurface wrote:
Show nested quote +
On February 25 2011 03:31 kcdc wrote:
On February 25 2011 02:05 Elean wrote:
On February 25 2011 01:39 kcdc wrote:
Idra and Artosis were driving me crazy with this notion that P can scout (because they have tech for observers and phoenix!) and that they can therefore react with their composition, while Zerg cannot scout and will inevitably over-build corruptors.

Even if both Z and P can scout everything for free, the Z is still in a tough spot.

Zerg can either make mass muta to kill every anti-air units, and then clear the rest of protoss units with more muta, or they can make mass corruptors to kill all the colossus and clear the rest with roach/hydra.

However, if Z makes a mix of muta/corruptors, it does not work, because there will be both anti-air and colossus left.

After making muta, or corruptors, zerg can no longer adapt, while protoss still can.


Z may have other solution than muta or corruptors. But the situation will probably be always the same.



It takes forever to build 200/200 the 20 voids P wants in your deathball. What's stopping Z from taking a quick third, making 30 corruptors, attacking with the corruptors to clean out the voids and collosi, and maxing out on hydra roach to finish the game?

The fact that 20 voids will tear apart 30 corruptors, and the colossus will remain unharmed ?




My point is that there's about 10 minutes between when Z can scout support bay + 2 stargates (indicating collo + void) and when P has the 5 collosi and 20 voids he wants for his deathball. Idra and Artosis act like it's a given that P can sit and mass 20 voids untouched during this time, but there's nothing stopping Z from over-producing corruptors early and attacking with the corruptors when P has 8 voids and 2 collosi. People need to understand that this deathball strategy leaves P with crap for army until you've got the magic mix at 200/200 that is double the cost of Z's 200/200 army. Instead of focusing on how to beat the 200/200 mix, Zerg players need to find a way to start killing the void rays before they reach critical mass.

Don't you see a problem when your suggestion is "win sooner so the game doesn't get to this point" as a solution?

It's like saying Jungle basin isn't imbalanced TvZ because zerg can 6 pool.


It's not "win sooner"--it's "trade units sooner". Let's pretend that there's a critical mass when P has 14 void rays and 4 collosi with some gateway support after which point Z just doesn't have a good way to trade units on equal footing. Well, in order to get 14 void rays and 4 collosi, P will need to have 5 void rays and 1 collosus at some point along the way, and given the tech costs of a robo support bay, extended thermal lance and 2 stargates (700 gas in infrastructure alone), I suspect that Zerg could design a timing that would AT LEAST be able to thin out the void ray numbers. Hell, Zerg gets a third base for free against this strategy, so it doesn't even need to be cost-effective. Z just needs to focus on preventing P from getting that perfect composition.

Collo+void isn't even the perfect PvZ deathball. Mothership+archon is better.
Noli
Profile Joined January 2011
United Kingdom179 Posts
February 25 2011 01:26 GMT
#1099
Idra loves his Mutas surely he should know how fast they destroy void rays leaving collosi and zealots which aren't the best anti air units.. :D

Also Mutas are cheaper than corruptors and have the 3 bounce damage. They're weaker so toss can't charge their void rays. I don't see how this build hasn't been mentioned. But agreed corrupters need a buff right now all they're good for is broodlords.

Bronze coming in clutch?
ChefStarCraft
Profile Blog Joined November 2010
Canada350 Posts
February 25 2011 03:34 GMT
#1100
I feel that zerg dosent need a buff vs cols

I gave it allot of thought and came to the conclusion that if cols could damage there own units with there aoe, it would kind of restrict the number of cols they would want to make for fear of surrounds, drops (anything to get the splash to damage his units as well) ect.

burrowed roaches, infested terrans, would both be a reasonable approach

I believe it would fix allot of issues in pvsp and zvsp

And force toss to work on another source of tech strategy with or without there cols, once players find ways to explore this change. I don't feel its really a nerf
Why don't we see who is the wizard and play some one on one, I think you'll find me sympathetic to ya when I've won, It seems you've got the brawn to beat me if this was all it takes, But I've got skills to pay the bills and punish each of your mistakes.
Prev 1 53 54 55 56 57 65 Next
Please log in or register to reply.
Live Events Refresh
OSC
16:00
Mid Season Playoffs
Nice vs INexorable
sebesdes vs Iba
Nicoract vs TBD
NightMare vs TBD
SteadfastSC307
Liquipedia
[ Submit Event ]
Live Streams
Refresh
StarCraft 2
mouzHeroMarine 541
SteadfastSC 307
UpATreeSC 71
BRAT_OK 71
MindelVK 26
Codebar 21
JuggernautJason2
StarCraft: Brood War
Britney 50058
Calm 2666
Rain 1725
Bisu 1554
Mini 461
Light 269
firebathero 228
hero 145
sSak 77
Rush 76
[ Show more ]
Mind 43
Mong 40
Rock 19
soO 17
scan(afreeca) 14
Terrorterran 12
Shine 5
Dota 2
Gorgc8836
qojqva3842
Dendi1780
LuMiX0
Counter-Strike
fl0m1352
flusha78
Heroes of the Storm
Khaldor147
Other Games
ceh9596
B2W.Neo553
Beastyqt528
Hui .348
KnowMe210
ArmadaUGS161
SortOf159
C9.Mang0131
ToD86
QueenE62
SC2_NightMare1
Organizations
Other Games
gamesdonequick1574
StarCraft 2
Blizzard YouTube
StarCraft: Brood War
BSLTrovo
sctven
[ Show 17 non-featured ]
StarCraft 2
• 3DClanTV 61
• Reevou 2
• LaughNgamezSOOP
• sooper7s
• AfreecaTV YouTube
• intothetv
• Migwel
• Kozan
• IndyKCrew
StarCraft: Brood War
• FirePhoenix18
• STPLYoutube
• ZZZeroYoutube
• BSLYoutube
League of Legends
• Nemesis3428
• TFBlade801
Other Games
• imaqtpie843
• Shiphtur725
Upcoming Events
OSC
6h 6m
ReBellioN vs PAPI
Spirit vs TBD
Percival vs TBD
TriGGeR vs TBD
Shameless vs UedSoldier
Cham vs TBD
Harstem vs TBD
RSL Revival
16h 6m
Cure vs SHIN
Reynor vs Zoun
Kung Fu Cup
18h 6m
TaeJa vs SHIN
ByuN vs Creator
The PondCast
19h 6m
RSL Revival
1d 16h
Classic vs TriGGeR
ByuN vs Maru
Online Event
1d 18h
Kung Fu Cup
1d 18h
BSL Team Wars
2 days
Team Bonyth vs Team Dewalt
BSL Team Wars
2 days
RSL Revival
2 days
[ Show More ]
Maestros of the Game
2 days
ShoWTimE vs Classic
Clem vs herO
Serral vs Bunny
Reynor vs Zoun
Cosmonarchy
2 days
Bonyth vs Dewalt
[BSL 2025] Weekly
3 days
RSL Revival
3 days
Maestros of the Game
3 days
BSL Team Wars
4 days
Afreeca Starleague
4 days
Snow vs Sharp
Jaedong vs Mini
Sparkling Tuna Cup
5 days
Afreeca Starleague
5 days
Light vs Speed
Larva vs Soma
LiuLi Cup
6 days
Liquipedia Results

Completed

Copa Latinoamericana 4
SEL Season 2 Championship
HCC Europe

Ongoing

BSL 20 Team Wars
KCM Race Survival 2025 Season 3
BSL 21 Points
ASL Season 20
CSL 2025 AUTUMN (S18)
LASL Season 20
RSL Revival: Season 2
Maestros of the Game
Chzzk MurlocKing SC1 vs SC2 Cup #2
BLAST Open Fall 2025
BLAST Open Fall Qual
Esports World Cup 2025
BLAST Bounty Fall 2025
BLAST Bounty Fall Qual
IEM Cologne 2025
FISSURE Playground #1

Upcoming

2025 Chongqing Offline CUP
BSL Polish World Championship 2025
BSL Season 21
BSL 21 Team A
EC S1
BLAST Rivals Fall 2025
IEM Chengdu 2025
PGL Masters Bucharest 2025
Thunderpick World Champ.
MESA Nomadic Masters Fall
CS Asia Championships 2025
ESL Pro League S22
StarSeries Fall 2025
FISSURE Playground #2
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 © 2025 TLnet. All Rights Reserved.