• Log InLog In
  • Register
Liquid`
Team Liquid Liquipedia
EST 12:23
CET 18:23
KST 02:23
  • 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
ByuL: The Forgotten Master of ZvT29Behind the Blue - Team Liquid History Book19Clem wins HomeStory Cup 289HomeStory Cup 28 - Info & Preview13Rongyi Cup S3 - Preview & Info8
Community News
Team Liquid Map Contest - Preparation Notice6Weekly Cups (Feb 23-Mar 1): herO doubles, 2v2 bonanza1Weekly Cups (Feb 16-22): MaxPax doubles0Weekly Cups (Feb 9-15): herO doubles up2ACS replaced by "ASL Season Open" - Starts 21/0258
StarCraft 2
General
Team Liquid Map Contest - Preparation Notice How do you think the 5.0.15 balance patch (Oct 2025) for StarCraft II has affected the game? ByuL: The Forgotten Master of ZvT Nexon's StarCraft game could be FPS, led by UMS maker Weekly Cups (Feb 23-Mar 1): herO doubles, 2v2 bonanza
Tourneys
Sparkling Tuna Cup - Weekly Open Tournament $5,000 WardiTV Winter Championship 2026 RSL Season 4 announced for March-April Sea Duckling Open (Global, Bronze-Diamond) PIG STY FESTIVAL 7.0! (19 Feb - 1 Mar)
Strategy
Custom Maps
Publishing has been re-enabled! [Feb 24th 2026] Map Editor closed ?
External Content
The PondCast: SC2 News & Results Mutation # 515 Together Forever Mutation # 514 Ulnar New Year Mutation # 513 Attrition Warfare
Brood War
General
Gypsy to Korea BW General Discussion BSL 22 Map Contest — Submissions OPEN to March 10 BGH Auto Balance -> http://bghmmr.eu/ It's March 3rd
Tourneys
Small VOD Thread 2.0 [BSL22] Open Qualifier #1 - Sunday 21:00 CET [Megathread] Daily Proleagues BWCL Season 64 Announcement
Strategy
Soma's 9 hatch build from ASL Game 2 Fighting Spirit mining rates Simple Questions, Simple Answers Zealot bombing is no longer popular?
Other Games
General Games
Nintendo Switch Thread Stormgate/Frost Giant Megathread Battle Aces/David Kim RTS Megathread Diablo 2 thread Path of Exile
Dota 2
Official 'what is Dota anymore' discussion The Story of Wings Gaming
League of Legends
Heroes of the Storm
Simple Questions, Simple Answers Heroes of the Storm 2.0
Hearthstone
Deck construction bug Heroes of StarCraft mini-set
TL Mafia
Mafia Game Mode Feedback/Ideas Vanilla Mini Mafia TL Mafia Community Thread
Community
General
US Politics Mega-thread Russo-Ukrainian War Thread YouTube Thread Things Aren’t Peaceful in Palestine UK Politics Mega-thread
Fan Clubs
The IdrA Fan Club
Media & Entertainment
[Req][Books] Good Fantasy/SciFi books [Manga] One Piece Anime Discussion Thread
Sports
2024 - 2026 Football Thread Formula 1 Discussion TL MMA Pick'em Pool 2013
World Cup 2022
Tech Support
Laptop capable of using Photoshop Lightroom?
TL Community
The Automated Ban List
Blogs
Gaming-Related Deaths
TrAiDoS
ONE GREAT AMERICAN MARINE…
XenOsky
Unintentional protectionism…
Uldridge
ASL S21 English Commentary…
namkraft
Customize Sidebar...

Website Feedback

Closed Threads



Active: 1639 users

Situation report Patch 1.3.3 - Page 13

Forum Index > SC2 General
Post a Reply
Prev 1 11 12 13 14 15 27 Next All
butter
Profile Blog Joined July 2009
United States785 Posts
May 13 2011 17:29 GMT
#241
Archons have generally been a slightly weak unit for their cost. This was a conscious design decision that we made since we wanted Morph to Archon to be a "recycle" ability

As game designers, they can choose between two scenarios:

1. The archon is a unit you might want to make, so you as the player have to decide whether you want to merge one now or keep your templar around for later.

2. The archon is kinda bad, so you really don't want to make them until there's nothing left to do with your templar.

Blizzard consciously chose scenario #2 . . .

the relationship between the zealot- and archon-based strategies vs. the more standard robo-tech builds were proving to be fun

But giving the player a meaningful choice turned out to make the game fun.

We feel ghost EMP is a vital tool at the highest skill levels, and we didn’t like how players had to choose between ghosts or something else

If EMP is so vital, why does anyone choose anything else :o
TL should have a minigame where you have to destroy some rocks before you can make a new post – DentalFloss
ShotoElite
Profile Joined March 2011
United States79 Posts
Last Edited: 2011-05-13 17:39:36
May 13 2011 17:38 GMT
#242
I'm a protoss player and I played some games against a terran that went mass thors frequently and when i say mass, i mean MASS!...It is quite strong. Like 20+ thors and and maybe a couple of marines and vikings. He would just sit on 2 base and deny scouting by putting up turrets around his base, then just roll out with this unstoppable army, just stomping everything in its way. It was quite funny haha.

The only thing that i found to work quite effectively was zealot/dark templar, but you have to have a ton of zealots and dts to stop this army, thors with strike cannon just absolutely destroy immortals/colossi and even own phoenix and void rays with repair support. Even with zealot dark templar compositions, you also have to have a ton of gateways to reinforce your army en masse because thors just have insane dps and dont die easily.

IMO the thor change was necessary and very welcome.
watsup
FeyFey
Profile Joined September 2010
Germany10114 Posts
May 13 2011 17:39 GMT
#243
a terran can die to one banshee that will simply kill all the marines that are being build lol. Atleast a queen can deal damage to a banshee without a 100/100 upgrade from a tech lab .
And if you die to 4 phoenix as a zerg you probably only got 1 queen, which is like a terran that only got 2 marines XD.

Well zerg doesn't seem to aprreciate what they can do, i guess its okay to tell Blizzard that they should allow terran and toss to be able to produce workers from raks and gates, and remove that for the zerg, so they can produce 1 worker per hatch and can use the larva for fighting units only. So they never have to decide if they want to build workers or not. I would like that as a terran . Though i would probably die alot to the super production of the zerg XD
DoubleReed
Profile Blog Joined September 2010
United States4130 Posts
Last Edited: 2011-05-13 17:48:37
May 13 2011 17:44 GMT
#244
On May 14 2011 01:50 TimeSpiral wrote:
Show nested quote +
On May 14 2011 01:39 Effay wrote:
On May 14 2011 01:37 TimeSpiral wrote:
On May 14 2011 01:34 TheGreenBee wrote:
If a zerg player is totally unprepared, we don't mind them just outright losing the game.

I find something terribly wrong with this statement..


Why? That's a pretty obvious and fundamental principal.

It's a good principle except it's basically impossible for zerg to be properly prepared without sacrificing significant amounts of economy.


Another myth ...

If your opponent launches a potentially killing-blow attack, and you are "totally unprepared" then you losing the game outright is an acceptable and probable outcome. This principle is fundamental in that it affects everyone who plays the game, regardless of race.

I remember IdrA during a recent SotG asking "what is the all-purpose Zerg defense for early game?" and when he got his response, from Day9, he rejected it. To put it simply, hatchery tech. To put it even more simply, and to specifically address anti-air, Queens & Spores. Zerg essentially starts the game with the ability to produce a larva and gas independent all-purpose attack macro caster unit. Stop complaining.

People think that Terran and Protoss just haphazardly build marines and stalkers in early game. Give your opponents a little bit of credit, and respect. Each unit is built for a reason. If you surprise Terran or Protoss with a beefy air attack you can cause major damage or outright win the game. A random, or paltry number of Marines and Stalkers will not cut it.


Except air attacks are not the only things that kill zergs outright though. There are several builds in ZvT that will kill the zerg outright if unprepared, all requiring extremely different defenses. Air builds are just one of several all-in possibilities that terrans can do. Without scouting, there is really no way to play safe without falling economically behind dramatically.

Yes Queens are great, but there if I make a bunch of queens as a zerg player, are you really scared of any kind of attack anytime soon? No, they completely give up map control and any threat of attack

Your statements do not address the issue IdrA was talking about.
mango_destroyer
Profile Joined August 2010
Canada3914 Posts
May 13 2011 17:44 GMT
#245
I wish they stop trying to eliminate strategies and forcing certain compositions in strategies. Just let the players come up with strategies and counter strategies.
MonsieurGrimm
Profile Joined August 2010
Canada2441 Posts
May 13 2011 17:48 GMT
#246
On May 13 2011 22:24 XenoX101 wrote:
Guys this isn't supreme commander, mass thor shouldn't be as viable a strat as it was before. Besides, you can still go mass thor, it's just an appropriately risky strat now rather than a braindead "lets mass tier 3" with an insta hard counter to its hard counter immortals.

if it was supreme commander all matchups would involve only marines, marauders, reapers, zerglings, banelings, roaches, zealots, sentries and stalkers unless the game went on past 20 minutes.

(ex-supcom player here )
"60% of the time, it works - every time" - Brian Fantana on Double Reactors All The Way // "Great minds discuss ideas; Average minds discuss events; Small minds discuss people." - Eleanor Roosevelt
Ohdamn
Profile Joined June 2010
Germany765 Posts
May 13 2011 17:53 GMT
#247
As a side note, we don't feel the same way about spine crawlers, as there are being plenty of other anti-ground units zerg players can use along with the spine crawlers from the beginning of the game.

hahaha omg that just made me laugh sooo hard ..........
"If you can chill....chill!"
KazeHydra
Profile Blog Joined August 2010
Japan2788 Posts
May 13 2011 17:58 GMT
#248
On May 14 2011 02:29 butter wrote:
If EMP is so vital, why does anyone choose anything else :o


Because ghosts are very gas intensive. If a Terran wanted a ghost, they would not be able to afford say, a raven or a tank. This makes it very difficult to determine how you want your unit composition to look like because of the limited resources. While EMP is vital, at least in TvP, it's not something you want to over produce because then you can't finish the army due to lacking in your main army but at the same time you want enough to be able to do maximum damage. Comparing this to archons, it's more of a matter of deciding to make the archon or not after you've already spent the resources on templar.
"Because I know this promise that won’t disappear will turn even a cause of tears into strength. You taught me that if I can believe, there is nothing that cannot come true." - Nana Mizuki (Yakusoku) 17:36 ils kaze got me into nana 17:36 ils by his blog
randplaty
Profile Joined September 2010
205 Posts
May 13 2011 18:02 GMT
#249
On May 14 2011 02:44 DoubleReed wrote:
Show nested quote +
On May 14 2011 01:50 TimeSpiral wrote:
On May 14 2011 01:39 Effay wrote:
On May 14 2011 01:37 TimeSpiral wrote:
On May 14 2011 01:34 TheGreenBee wrote:
If a zerg player is totally unprepared, we don't mind them just outright losing the game.

I find something terribly wrong with this statement..


Why? That's a pretty obvious and fundamental principal.

It's a good principle except it's basically impossible for zerg to be properly prepared without sacrificing significant amounts of economy.


Another myth ...

If your opponent launches a potentially killing-blow attack, and you are "totally unprepared" then you losing the game outright is an acceptable and probable outcome. This principle is fundamental in that it affects everyone who plays the game, regardless of race.

I remember IdrA during a recent SotG asking "what is the all-purpose Zerg defense for early game?" and when he got his response, from Day9, he rejected it. To put it simply, hatchery tech. To put it even more simply, and to specifically address anti-air, Queens & Spores. Zerg essentially starts the game with the ability to produce a larva and gas independent all-purpose attack macro caster unit. Stop complaining.

People think that Terran and Protoss just haphazardly build marines and stalkers in early game. Give your opponents a little bit of credit, and respect. Each unit is built for a reason. If you surprise Terran or Protoss with a beefy air attack you can cause major damage or outright win the game. A random, or paltry number of Marines and Stalkers will not cut it.


Except air attacks are not the only things that kill zergs outright though. There are several builds in ZvT that will kill the zerg outright if unprepared, all requiring extremely different defenses. Air builds are just one of several all-in possibilities that terrans can do. Without scouting, there is really no way to play safe without falling economically behind dramatically.

Yes Queens are great, but there if I make a bunch of queens as a zerg player, are you really scared of any kind of attack anytime soon? No, they completely give up map control and any threat of attack

Your statements do not address the issue IdrA was talking about.


You can't be greedy... you can't have it all. You can't be aggressive AND be safe AND have the econ advantage at the same time. You have to give up at least one of those things. Zerg players want all three. Build queens and you get safety and economy. Two out of the three is pretty good.
GinDo
Profile Blog Joined September 2010
3327 Posts
May 13 2011 18:07 GMT
#250
On May 14 2011 02:44 DoubleReed wrote:
Show nested quote +
On May 14 2011 01:50 TimeSpiral wrote:
On May 14 2011 01:39 Effay wrote:
On May 14 2011 01:37 TimeSpiral wrote:
On May 14 2011 01:34 TheGreenBee wrote:
If a zerg player is totally unprepared, we don't mind them just outright losing the game.

I find something terribly wrong with this statement..


Why? That's a pretty obvious and fundamental principal.

It's a good principle except it's basically impossible for zerg to be properly prepared without sacrificing significant amounts of economy.


Another myth ...

If your opponent launches a potentially killing-blow attack, and you are "totally unprepared" then you losing the game outright is an acceptable and probable outcome. This principle is fundamental in that it affects everyone who plays the game, regardless of race.

I remember IdrA during a recent SotG asking "what is the all-purpose Zerg defense for early game?" and when he got his response, from Day9, he rejected it. To put it simply, hatchery tech. To put it even more simply, and to specifically address anti-air, Queens & Spores. Zerg essentially starts the game with the ability to produce a larva and gas independent all-purpose attack macro caster unit. Stop complaining.

People think that Terran and Protoss just haphazardly build marines and stalkers in early game. Give your opponents a little bit of credit, and respect. Each unit is built for a reason. If you surprise Terran or Protoss with a beefy air attack you can cause major damage or outright win the game. A random, or paltry number of Marines and Stalkers will not cut it.


Except air attacks are not the only things that kill zergs outright though. There are several builds in ZvT that will kill the zerg outright if unprepared, all requiring extremely different defenses. Air builds are just one of several all-in possibilities that terrans can do. Without scouting, there is really no way to play safe without falling economically behind dramatically.

Yes Queens are great, but there if I make a bunch of queens as a zerg player, are you really scared of any kind of attack anytime soon? No, they completely give up map control and any threat of attack

Your statements do not address the issue IdrA was talking about.


Exactly what are these buids though?

Hellion- Build Queens,Spread Creep
Air Atk- Build Queens,Spread Creep
Drop-Build Queens,Spread Creep
AnyType of Frontal attack- Roaches and Lings

And Zerg isn't the only race that has to deal with this crap. Every Race does. Its only that people don't want to Build Queens,Spread Creep. They get 1 queen per hatch and to them its the end of the line. I see so many Zergs scout an air attack and only stick to 1 queen. I remember a game with dimaga he scouted an air attack. And all he did was Build Queens and Drone, Queens and drones.

ⱩŦ ƑⱠẬ$Ħ / ƩǤ ɈƩẬƉØƝǤ [ɌȻ] / ȊṂ.ṂṼⱣ / ẬȻƩɌ.ȊƝƝØṼẬŦȊØƝ / ẬȻƩɌ.ϟȻẬɌⱠƩŦŦ ϟⱠẬɎƩɌϟ ȻⱠẬƝ
GinDo
Profile Blog Joined September 2010
3327 Posts
May 13 2011 18:08 GMT
#251
On May 14 2011 03:02 randplaty wrote:
Show nested quote +
On May 14 2011 02:44 DoubleReed wrote:
On May 14 2011 01:50 TimeSpiral wrote:
On May 14 2011 01:39 Effay wrote:
On May 14 2011 01:37 TimeSpiral wrote:
On May 14 2011 01:34 TheGreenBee wrote:
If a zerg player is totally unprepared, we don't mind them just outright losing the game.

I find something terribly wrong with this statement..


Why? That's a pretty obvious and fundamental principal.

It's a good principle except it's basically impossible for zerg to be properly prepared without sacrificing significant amounts of economy.


Another myth ...

If your opponent launches a potentially killing-blow attack, and you are "totally unprepared" then you losing the game outright is an acceptable and probable outcome. This principle is fundamental in that it affects everyone who plays the game, regardless of race.

I remember IdrA during a recent SotG asking "what is the all-purpose Zerg defense for early game?" and when he got his response, from Day9, he rejected it. To put it simply, hatchery tech. To put it even more simply, and to specifically address anti-air, Queens & Spores. Zerg essentially starts the game with the ability to produce a larva and gas independent all-purpose attack macro caster unit. Stop complaining.

People think that Terran and Protoss just haphazardly build marines and stalkers in early game. Give your opponents a little bit of credit, and respect. Each unit is built for a reason. If you surprise Terran or Protoss with a beefy air attack you can cause major damage or outright win the game. A random, or paltry number of Marines and Stalkers will not cut it.


Except air attacks are not the only things that kill zergs outright though. There are several builds in ZvT that will kill the zerg outright if unprepared, all requiring extremely different defenses. Air builds are just one of several all-in possibilities that terrans can do. Without scouting, there is really no way to play safe without falling economically behind dramatically.

Yes Queens are great, but there if I make a bunch of queens as a zerg player, are you really scared of any kind of attack anytime soon? No, they completely give up map control and any threat of attack

Your statements do not address the issue IdrA was talking about.


You can't be greedy... you can't have it all. You can't be aggressive AND be safe AND have the econ advantage at the same time. You have to give up at least one of those things. Zerg players want all three. Build queens and you get safety and economy. Two out of the three is pretty good.



You read my mind. This exactly. Zergs want all three. Sadly you can only have 2.
ⱩŦ ƑⱠẬ$Ħ / ƩǤ ɈƩẬƉØƝǤ [ɌȻ] / ȊṂ.ṂṼⱣ / ẬȻƩɌ.ȊƝƝØṼẬŦȊØƝ / ẬȻƩɌ.ϟȻẬɌⱠƩŦŦ ϟⱠẬɎƩɌϟ ȻⱠẬƝ
Ownos
Profile Joined July 2010
United States2147 Posts
May 13 2011 18:18 GMT
#252
On May 14 2011 03:02 randplaty wrote:
Show nested quote +
On May 14 2011 02:44 DoubleReed wrote:
On May 14 2011 01:50 TimeSpiral wrote:
On May 14 2011 01:39 Effay wrote:
On May 14 2011 01:37 TimeSpiral wrote:
On May 14 2011 01:34 TheGreenBee wrote:
If a zerg player is totally unprepared, we don't mind them just outright losing the game.

I find something terribly wrong with this statement..


Why? That's a pretty obvious and fundamental principal.

It's a good principle except it's basically impossible for zerg to be properly prepared without sacrificing significant amounts of economy.


Another myth ...

If your opponent launches a potentially killing-blow attack, and you are "totally unprepared" then you losing the game outright is an acceptable and probable outcome. This principle is fundamental in that it affects everyone who plays the game, regardless of race.

I remember IdrA during a recent SotG asking "what is the all-purpose Zerg defense for early game?" and when he got his response, from Day9, he rejected it. To put it simply, hatchery tech. To put it even more simply, and to specifically address anti-air, Queens & Spores. Zerg essentially starts the game with the ability to produce a larva and gas independent all-purpose attack macro caster unit. Stop complaining.

People think that Terran and Protoss just haphazardly build marines and stalkers in early game. Give your opponents a little bit of credit, and respect. Each unit is built for a reason. If you surprise Terran or Protoss with a beefy air attack you can cause major damage or outright win the game. A random, or paltry number of Marines and Stalkers will not cut it.


Except air attacks are not the only things that kill zergs outright though. There are several builds in ZvT that will kill the zerg outright if unprepared, all requiring extremely different defenses. Air builds are just one of several all-in possibilities that terrans can do. Without scouting, there is really no way to play safe without falling economically behind dramatically.

Yes Queens are great, but there if I make a bunch of queens as a zerg player, are you really scared of any kind of attack anytime soon? No, they completely give up map control and any threat of attack

Your statements do not address the issue IdrA was talking about.


You can't be greedy... you can't have it all. You can't be aggressive AND be safe AND have the econ advantage at the same time. You have to give up at least one of those things. Zerg players want all three. Build queens and you get safety and economy. Two out of the three is pretty good.


The zerg responses in this thread are pretty hilarious.

WHAT!? WE'RE NOT SUPPOSED TO LOSE NO MATTER WHAT! YOU ARE RIDICULOUS BLIZZARD LOLOLOLOLOL.

I'm not sure if it's the Idra-ness rubbing off on them or worse.

...deeper and deeper into the bowels of El Diablo
MonsieurGrimm
Profile Joined August 2010
Canada2441 Posts
Last Edited: 2011-05-13 18:23:35
May 13 2011 18:20 GMT
#253
On May 14 2011 03:02 randplaty wrote:
Show nested quote +
On May 14 2011 02:44 DoubleReed wrote:
On May 14 2011 01:50 TimeSpiral wrote:
On May 14 2011 01:39 Effay wrote:
On May 14 2011 01:37 TimeSpiral wrote:
On May 14 2011 01:34 TheGreenBee wrote:
If a zerg player is totally unprepared, we don't mind them just outright losing the game.

I find something terribly wrong with this statement..


Why? That's a pretty obvious and fundamental principal.

It's a good principle except it's basically impossible for zerg to be properly prepared without sacrificing significant amounts of economy.


Another myth ...

If your opponent launches a potentially killing-blow attack, and you are "totally unprepared" then you losing the game outright is an acceptable and probable outcome. This principle is fundamental in that it affects everyone who plays the game, regardless of race.

I remember IdrA during a recent SotG asking "what is the all-purpose Zerg defense for early game?" and when he got his response, from Day9, he rejected it. To put it simply, hatchery tech. To put it even more simply, and to specifically address anti-air, Queens & Spores. Zerg essentially starts the game with the ability to produce a larva and gas independent all-purpose attack macro caster unit. Stop complaining.

People think that Terran and Protoss just haphazardly build marines and stalkers in early game. Give your opponents a little bit of credit, and respect. Each unit is built for a reason. If you surprise Terran or Protoss with a beefy air attack you can cause major damage or outright win the game. A random, or paltry number of Marines and Stalkers will not cut it.


Except air attacks are not the only things that kill zergs outright though. There are several builds in ZvT that will kill the zerg outright if unprepared, all requiring extremely different defenses. Air builds are just one of several all-in possibilities that terrans can do. Without scouting, there is really no way to play safe without falling economically behind dramatically.

Yes Queens are great, but there if I make a bunch of queens as a zerg player, are you really scared of any kind of attack anytime soon? No, they completely give up map control and any threat of attack

Your statements do not address the issue IdrA was talking about.


You can't be greedy... you can't have it all. You can't be aggressive AND be safe AND have the econ advantage at the same time. You have to give up at least one of those things. Zerg players want all three. Build queens and you get safety and economy. Two out of the three is pretty good.

but right now, if we choose safety (spine crawlers, queens) and possibility of aggression (zergling speed), we end up with an econ disadvantage... if we choose safety and econ (spanishiwa style) then we get out-econ'd by greedy players, and if we choose econ and possibility of aggression (no spines, less queens, no blind units, zergling speed) then we have no safety and die to allins. and since no race has good scouting atm we can't even choose in an educated manner, we have to blind guess which two we need.

zergs dont want a "gimme an advantage in everything build" we want a "allow me to stay even with my opponent without taking huge risks" build and that build currently doesn't exist.
"60% of the time, it works - every time" - Brian Fantana on Double Reactors All The Way // "Great minds discuss ideas; Average minds discuss events; Small minds discuss people." - Eleanor Roosevelt
DoubleReed
Profile Blog Joined September 2010
United States4130 Posts
Last Edited: 2011-05-13 18:25:27
May 13 2011 18:20 GMT
#254
On May 14 2011 03:02 randplaty wrote:
Show nested quote +
On May 14 2011 02:44 DoubleReed wrote:
On May 14 2011 01:50 TimeSpiral wrote:
On May 14 2011 01:39 Effay wrote:
On May 14 2011 01:37 TimeSpiral wrote:
On May 14 2011 01:34 TheGreenBee wrote:
If a zerg player is totally unprepared, we don't mind them just outright losing the game.

I find something terribly wrong with this statement..


Why? That's a pretty obvious and fundamental principal.

It's a good principle except it's basically impossible for zerg to be properly prepared without sacrificing significant amounts of economy.


Another myth ...

If your opponent launches a potentially killing-blow attack, and you are "totally unprepared" then you losing the game outright is an acceptable and probable outcome. This principle is fundamental in that it affects everyone who plays the game, regardless of race.

I remember IdrA during a recent SotG asking "what is the all-purpose Zerg defense for early game?" and when he got his response, from Day9, he rejected it. To put it simply, hatchery tech. To put it even more simply, and to specifically address anti-air, Queens & Spores. Zerg essentially starts the game with the ability to produce a larva and gas independent all-purpose attack macro caster unit. Stop complaining.

People think that Terran and Protoss just haphazardly build marines and stalkers in early game. Give your opponents a little bit of credit, and respect. Each unit is built for a reason. If you surprise Terran or Protoss with a beefy air attack you can cause major damage or outright win the game. A random, or paltry number of Marines and Stalkers will not cut it.


Except air attacks are not the only things that kill zergs outright though. There are several builds in ZvT that will kill the zerg outright if unprepared, all requiring extremely different defenses. Air builds are just one of several all-in possibilities that terrans can do. Without scouting, there is really no way to play safe without falling economically behind dramatically.

Yes Queens are great, but there if I make a bunch of queens as a zerg player, are you really scared of any kind of attack anytime soon? No, they completely give up map control and any threat of attack

Your statements do not address the issue IdrA was talking about.


You can't be greedy... you can't have it all. You can't be aggressive AND be safe AND have the econ advantage at the same time. You have to give up at least one of those things. Zerg players want all three. Build queens and you get safety and economy. Two out of the three is pretty good.


You do not get economy from building lots of Queens. Spanishiwa is weak to economic play. You're building lots of all-purpose defense. It sounds to me like you have to give up both economy and aggression for safety...

On May 14 2011 03:07 GinDo wrote:
Show nested quote +
On May 14 2011 02:44 DoubleReed wrote:
On May 14 2011 01:50 TimeSpiral wrote:
On May 14 2011 01:39 Effay wrote:
On May 14 2011 01:37 TimeSpiral wrote:
On May 14 2011 01:34 TheGreenBee wrote:
If a zerg player is totally unprepared, we don't mind them just outright losing the game.

I find something terribly wrong with this statement..


Why? That's a pretty obvious and fundamental principal.

It's a good principle except it's basically impossible for zerg to be properly prepared without sacrificing significant amounts of economy.


Another myth ...

If your opponent launches a potentially killing-blow attack, and you are "totally unprepared" then you losing the game outright is an acceptable and probable outcome. This principle is fundamental in that it affects everyone who plays the game, regardless of race.

I remember IdrA during a recent SotG asking "what is the all-purpose Zerg defense for early game?" and when he got his response, from Day9, he rejected it. To put it simply, hatchery tech. To put it even more simply, and to specifically address anti-air, Queens & Spores. Zerg essentially starts the game with the ability to produce a larva and gas independent all-purpose attack macro caster unit. Stop complaining.

People think that Terran and Protoss just haphazardly build marines and stalkers in early game. Give your opponents a little bit of credit, and respect. Each unit is built for a reason. If you surprise Terran or Protoss with a beefy air attack you can cause major damage or outright win the game. A random, or paltry number of Marines and Stalkers will not cut it.


Except air attacks are not the only things that kill zergs outright though. There are several builds in ZvT that will kill the zerg outright if unprepared, all requiring extremely different defenses. Air builds are just one of several all-in possibilities that terrans can do. Without scouting, there is really no way to play safe without falling economically behind dramatically.

Yes Queens are great, but there if I make a bunch of queens as a zerg player, are you really scared of any kind of attack anytime soon? No, they completely give up map control and any threat of attack

Your statements do not address the issue IdrA was talking about.


Exactly what are these buids though?

Hellion- Build Queens,Spread Creep
Air Atk- Build Queens,Spread Creep
Drop-Build Queens,Spread Creep
AnyType of Frontal attack- Roaches and Lings

And Zerg isn't the only race that has to deal with this crap. Every Race does. Its only that people don't want to Build Queens,Spread Creep. They get 1 queen per hatch and to them its the end of the line. I see so many Zergs scout an air attack and only stick to 1 queen. I remember a game with dimaga he scouted an air attack. And all he did was Build Queens and Drone, Queens and drones.


Bio all-ins: Banelings, Zerglings, and Spinecrawler support
Air/Cloak: Queens, Sporecrawlers
Hellions and Marine/Hellions: Queens, Roaches, Spinecrawlers
Marauder/Hellion: Roach/Ling/Bling, Spinecrawler support
Fast Medivac: Queens, Roaches, Zerglings
Economy: Drones

Why would zergs have an issue with building queens and spreading creep? Where did you get that idea? Just because there are bad zerg players doesn't mean anything.
Chaosvuistje
Profile Joined April 2010
Netherlands2581 Posts
May 13 2011 18:24 GMT
#255
On May 14 2011 03:07 GinDo wrote:
Show nested quote +
On May 14 2011 02:44 DoubleReed wrote:
On May 14 2011 01:50 TimeSpiral wrote:
On May 14 2011 01:39 Effay wrote:
On May 14 2011 01:37 TimeSpiral wrote:
On May 14 2011 01:34 TheGreenBee wrote:
If a zerg player is totally unprepared, we don't mind them just outright losing the game.

I find something terribly wrong with this statement..


Why? That's a pretty obvious and fundamental principal.

It's a good principle except it's basically impossible for zerg to be properly prepared without sacrificing significant amounts of economy.


Another myth ...

If your opponent launches a potentially killing-blow attack, and you are "totally unprepared" then you losing the game outright is an acceptable and probable outcome. This principle is fundamental in that it affects everyone who plays the game, regardless of race.

I remember IdrA during a recent SotG asking "what is the all-purpose Zerg defense for early game?" and when he got his response, from Day9, he rejected it. To put it simply, hatchery tech. To put it even more simply, and to specifically address anti-air, Queens & Spores. Zerg essentially starts the game with the ability to produce a larva and gas independent all-purpose attack macro caster unit. Stop complaining.

People think that Terran and Protoss just haphazardly build marines and stalkers in early game. Give your opponents a little bit of credit, and respect. Each unit is built for a reason. If you surprise Terran or Protoss with a beefy air attack you can cause major damage or outright win the game. A random, or paltry number of Marines and Stalkers will not cut it.


Except air attacks are not the only things that kill zergs outright though. There are several builds in ZvT that will kill the zerg outright if unprepared, all requiring extremely different defenses. Air builds are just one of several all-in possibilities that terrans can do. Without scouting, there is really no way to play safe without falling economically behind dramatically.

Yes Queens are great, but there if I make a bunch of queens as a zerg player, are you really scared of any kind of attack anytime soon? No, they completely give up map control and any threat of attack

Your statements do not address the issue IdrA was talking about.


Exactly what are these buids though?

Hellion- Build Queens,Spread Creep
Air Atk- Build Queens,Spread Creep
Drop-Build Queens,Spread Creep
AnyType of Frontal attack- Roaches and Lings

And Zerg isn't the only race that has to deal with this crap. Every Race does. Its only that people don't want to Build Queens,Spread Creep. They get 1 queen per hatch and to them its the end of the line. I see so many Zergs scout an air attack and only stick to 1 queen. I remember a game with dimaga he scouted an air attack. And all he did was Build Queens and Drone, Queens and drones.



1rax expand
2rax bunker rush
2rax bitbybit
6rax allin
blueflame hellion-marauder allin
2port banshee
1port cloak banshee
mass blueflame hellion
bfhellion drop
marauder marine stim allin
marine hellion allin

And thats just terran.
Granted, if I scout gas , I just build queens and banelings. Because banelings deal well with marines and queens + spinecrawlers deal well with banshees and hellions. So thats kind of a 'general' safe opening.

I do not mind blizzard saying that I should outright lose if I am completely caught with my pants down. Its been that way since broodwar. Its just that as zerg you encounter those a lot more than terran or protoss, which makes the race frustrating to play.

There is no big problem earlygame in ZvT ( if you don't count close positions and bunkered ramps ). Its ZvP thats hard to adjust to even as a masters zerg.
TimeSpiral
Profile Joined January 2011
United States1010 Posts
May 13 2011 18:28 GMT
#256
On May 14 2011 02:44 DoubleReed wrote:
Show nested quote +
On May 14 2011 01:50 TimeSpiral wrote:
On May 14 2011 01:39 Effay wrote:
On May 14 2011 01:37 TimeSpiral wrote:
On May 14 2011 01:34 TheGreenBee wrote:
If a zerg player is totally unprepared, we don't mind them just outright losing the game.

I find something terribly wrong with this statement..


Why? That's a pretty obvious and fundamental principal.

It's a good principle except it's basically impossible for zerg to be properly prepared without sacrificing significant amounts of economy.


Another myth ...

If your opponent launches a potentially killing-blow attack, and you are "totally unprepared" then you losing the game outright is an acceptable and probable outcome. This principle is fundamental in that it affects everyone who plays the game, regardless of race.

I remember IdrA during a recent SotG asking "what is the all-purpose Zerg defense for early game?" and when he got his response, from Day9, he rejected it. To put it simply, hatchery tech. To put it even more simply, and to specifically address anti-air, Queens & Spores. Zerg essentially starts the game with the ability to produce a larva and gas independent all-purpose attack macro caster unit. Stop complaining.

People think that Terran and Protoss just haphazardly build marines and stalkers in early game. Give your opponents a little bit of credit, and respect. Each unit is built for a reason. If you surprise Terran or Protoss with a beefy air attack you can cause major damage or outright win the game. A random, or paltry number of Marines and Stalkers will not cut it.


Except air attacks are not the only things that kill zergs outright though. There are several builds in ZvT that will kill the zerg outright if unprepared, all requiring extremely different defenses. Air builds are just one of several all-in possibilities that terrans can do. Without scouting, there is really no way to play safe without falling economically behind dramatically.

Yes Queens are great, but there if I make a bunch of queens as a zerg player, are you really scared of any kind of attack anytime soon? No, they completely give up map control and any threat of attack

Your statements do not address the issue IdrA was talking about.


Well, I was originally responding to Blizzards statement about Zerg's early game anti-air defense. Their statement made a lot of Zergs react strongly. Here it is because it is buried in nested quotes.

On May 14 2011 01:34 TheGreenBee wrote:
Show nested quote +
If a zerg player is totally unprepared, we don't mind them just outright losing the game.

I find something terribly wrong with this statement..


I was not trying to pick up where Day9 left off and argue against a Phantom IdrA who is not present to respond. Plus, seriously doubt I could argue with IdrA anyway. He has a professional understanding of the game at a level that would most likely dismiss any points I could possibly make.

But, I've no problem arguing with the random Internet troll/scrub (don't get all butthurt, I'm not excluding myself from this category).

This early game argument about Zerg does drive me nuts though ;P Zerg's ability to mass produce, tech switch, and power their economy scale at incredible rates and become ever more frightening every 44 game seconds. Zerg player's fly in overlords, scout the front, and leave a ling at the ramp so when they see or sense something they can react and be in decent shape by the time the one base play hits them.

But what I hear is that they also want an near-absolute scout like Scan or Observer? I think there is a very specific reason why this does not exist. Maybe it is for the good, maybe it's not. But if Zerg also got a near-absolute scout then they would actually be impossible to punish, and possibly impossible to truly defeat in an even match.

Zerg builds a Spawning Pool, and can tech to a Baneling Nest or a Roach Warren, or both. This is in addition to the Queen/Ling/drone defense. They can invest in a roach warren or a bling nest but do not have to spend five minutes building up those numbers. They spot something that requires roaches? Bam. They can have mas roach very quickly. Problem solved.

The Terran cannot just have "mass tank" if they invested in a Factory. Protoss cannot just have mass immortal if they have a Robo Fac.

A scout on the same level of efficacy as the Scan or Observer/Hallucinate would be too good for Zerg, in my opinion. I could be wrong, of course, but I think that is the reason in early game Zerg is left "guessing."

Did any of that come through? I'm not sure if I'm articulating this well.
[G] Positioning, Formations, and Tactics: http://www.teamliquid.net/forum/viewmessage.php?topic_id=187892
HypernovA
Profile Joined October 2010
Canada556 Posts
May 13 2011 18:33 GMT
#257
Seriously, what is up with the Zerg whining that they can't get everything (econ, aggressive, safe, tech) with one build? The game wasn't built that way, otherwise, it would get very stale. Why would anyone play any other race when one race can do everything and be safe?

Think about, if Protoss or Terran fast expands, they are obviously vulnerable at the beginning of the game. Yes, building cannons/bunkers/defense obviously helps but this means that their tech will slow down OR they might have less units or even less workers due to building defense. If the other two races have to sacrifice something, why can't Zerg players understand this as well?

Every time I hear a Zerg whine about being safe, its frustrating. You can't simply have everything otherwise, there would be no point in playing this game at all. The game is all about choices, you have to take your pick.
DoubleReed
Profile Blog Joined September 2010
United States4130 Posts
Last Edited: 2011-05-13 18:35:25
May 13 2011 18:34 GMT
#258
Zerg builds a Spawning Pool, and can tech to a Baneling Nest or a Roach Warren, or both. This is in addition to the Queen/Ling/drone defense. They can invest in a roach warren or a bling nest but do not have to spend five minutes building up those numbers. They spot something that requires roaches? Bam. They can have mas roach very quickly. Problem solved.

The Terran cannot just have "mass tank" if they invested in a Factory. Protoss cannot just have mass immortal if they have a Robo Fac.

A scout on the same level of efficacy as the Scan or Observer/Hallucinate would be too good for Zerg, in my opinion. I could be wrong, of course, but I think that is the reason in early game Zerg is left "guessing."

Did any of that come through? I'm not sure if I'm articulating this well.


No, that doesn't make sense. Why would that be fair that we have to guess? That's the reason why our tech takes way longer and we have to invest more in it.

And we DO have good scouting. Overseers and Overlord Speed stuff is fine. It's the time at which we get these which is the issue. Delaying Lair, like a lot of people are suggesting, makes this guessing period much longer and makes your play much more risky.
randplaty
Profile Joined September 2010
205 Posts
May 13 2011 18:35 GMT
#259
On May 14 2011 03:20 MonsieurGrimm wrote:

but right now, if we choose safety (spine crawlers, queens) and possibility of aggression (zergling speed), we end up with an econ disadvantage... if we choose safety and econ (spanishiwa style) then we get out-econ'd by greedy players, and if we choose econ and possibility of aggression (no spines, less queens, no blind units, zergling speed) then we have no safety and die to allins. and since no race has good scouting atm we can't even choose in an educated manner, we have to blind guess which two we need.

zergs dont want a "gimme an advantage in everything build" we want a "allow me to stay even with my opponent without taking huge risks" build and that build currently doesn't exist.


So do you think the problem is largely with Terran and not with Protoss?
Cloak
Profile Joined October 2009
United States816 Posts
May 13 2011 18:38 GMT
#260
On May 14 2011 03:24 Chaosvuistje wrote:
Show nested quote +
On May 14 2011 03:07 GinDo wrote:
On May 14 2011 02:44 DoubleReed wrote:
On May 14 2011 01:50 TimeSpiral wrote:
On May 14 2011 01:39 Effay wrote:
On May 14 2011 01:37 TimeSpiral wrote:
On May 14 2011 01:34 TheGreenBee wrote:
If a zerg player is totally unprepared, we don't mind them just outright losing the game.

I find something terribly wrong with this statement..


Why? That's a pretty obvious and fundamental principal.

It's a good principle except it's basically impossible for zerg to be properly prepared without sacrificing significant amounts of economy.


Another myth ...

If your opponent launches a potentially killing-blow attack, and you are "totally unprepared" then you losing the game outright is an acceptable and probable outcome. This principle is fundamental in that it affects everyone who plays the game, regardless of race.

I remember IdrA during a recent SotG asking "what is the all-purpose Zerg defense for early game?" and when he got his response, from Day9, he rejected it. To put it simply, hatchery tech. To put it even more simply, and to specifically address anti-air, Queens & Spores. Zerg essentially starts the game with the ability to produce a larva and gas independent all-purpose attack macro caster unit. Stop complaining.

People think that Terran and Protoss just haphazardly build marines and stalkers in early game. Give your opponents a little bit of credit, and respect. Each unit is built for a reason. If you surprise Terran or Protoss with a beefy air attack you can cause major damage or outright win the game. A random, or paltry number of Marines and Stalkers will not cut it.


Except air attacks are not the only things that kill zergs outright though. There are several builds in ZvT that will kill the zerg outright if unprepared, all requiring extremely different defenses. Air builds are just one of several all-in possibilities that terrans can do. Without scouting, there is really no way to play safe without falling economically behind dramatically.

Yes Queens are great, but there if I make a bunch of queens as a zerg player, are you really scared of any kind of attack anytime soon? No, they completely give up map control and any threat of attack

Your statements do not address the issue IdrA was talking about.


Exactly what are these buids though?

Hellion- Build Queens,Spread Creep
Air Atk- Build Queens,Spread Creep
Drop-Build Queens,Spread Creep
AnyType of Frontal attack- Roaches and Lings

And Zerg isn't the only race that has to deal with this crap. Every Race does. Its only that people don't want to Build Queens,Spread Creep. They get 1 queen per hatch and to them its the end of the line. I see so many Zergs scout an air attack and only stick to 1 queen. I remember a game with dimaga he scouted an air attack. And all he did was Build Queens and Drone, Queens and drones.



1rax expand
2rax bunker rush
2rax bitbybit
6rax allin
blueflame hellion-marauder allin
2port banshee
1port cloak banshee
mass blueflame hellion
bfhellion drop
marauder marine stim allin
marine hellion allin

And thats just terran.
Granted, if I scout gas , I just build queens and banelings. Because banelings deal well with marines and queens + spinecrawlers deal well with banshees and hellions. So thats kind of a 'general' safe opening.

I do not mind blizzard saying that I should outright lose if I am completely caught with my pants down. Its been that way since broodwar. Its just that as zerg you encounter those a lot more than terran or protoss, which makes the race frustrating to play.

There is no big problem earlygame in ZvT ( if you don't count close positions and bunkered ramps ). Its ZvP thats hard to adjust to even as a masters zerg.


What aspect of ZvP early game is problematic? It always seem that early game, the ball is in the Zerg's court. You have access to when the Protoss is expanding, what first 2 units they make, and how much Chrono is being spent on the Gateway/Cyber. Conversely, Protoss is blind until he aggresses or grabs an Obs. 4 Gate isn't that problematic any more and Tech all-ins are handled by noticing the lack of Gateway units, making a couple more Queens, and getting Lair. I'm not really seeing these crushing early game strategies. Protoss wins by going 2 base deathball these days.
The more you know, the less you understand.
Prev 1 11 12 13 14 15 27 Next All
Please log in or register to reply.
Live Events Refresh
Next event in 6h 38m
[ Submit Event ]
Live Streams
Refresh
StarCraft 2
UpATreeSC 78
MindelVK 34
DenverSC2 5
StarCraft: Brood War
Sea 36848
Shuttle 1622
Jaedong 1466
Larva 907
Mini 437
EffOrt 396
Soma 370
Stork 364
Soulkey 300
firebathero 257
[ Show more ]
Rush 241
ggaemo 186
Dewaltoss 157
Hyuk 144
Mong 104
Sharp 90
Mind 60
PianO 50
Aegong 39
sorry 28
sSak 24
Rock 19
HiyA 15
IntoTheRainbow 13
Terrorterran 12
soO 10
NaDa 9
ajuk12(nOOB) 9
GoRush 8
ivOry 3
Dota 2
qojqva2311
Counter-Strike
fl0m3483
Super Smash Bros
Mew2King121
Heroes of the Storm
Khaldor98
Other Games
Gorgc2077
singsing1969
Fnx 1576
Grubby1382
FrodaN939
B2W.Neo762
Beastyqt559
ceh9380
C9.Mang0146
QueenE109
ArmadaUGS107
Hui .100
KnowMe93
Trikslyr47
Organizations
Other Games
BasetradeTV124
StarCraft 2
Blizzard YouTube
StarCraft: Brood War
BSLTrovo
sctven
[ Show 14 non-featured ]
StarCraft 2
• poizon28 44
• AfreecaTV YouTube
• intothetv
• Kozan
• IndyKCrew
• LaughNgamezSOOP
• Migwel
• sooper7s
StarCraft: Brood War
• BSLYoutube
• STPLYoutube
• ZZZeroYoutube
League of Legends
• Nemesis10773
• TFBlade1085
• Shiphtur374
Upcoming Events
Replay Cast
6h 38m
Ultimate Battle
18h 38m
Light vs ZerO
WardiTV Winter Champion…
18h 38m
MaxPax vs Spirit
Rogue vs Bunny
Cure vs SHIN
Solar vs Zoun
OSC
1d
Replay Cast
1d 6h
CranKy Ducklings
1d 16h
WardiTV Winter Champion…
1d 18h
Replay Cast
2 days
Sparkling Tuna Cup
2 days
WardiTV Winter Champion…
2 days
[ Show More ]
Replay Cast
3 days
Replay Cast
3 days
Monday Night Weeklies
3 days
OSC
4 days
Replay Cast
6 days
The PondCast
6 days
Liquipedia Results

Completed

Proleague 2026-03-04
PiG Sty Festival 7.0
Underdog Cup #3

Ongoing

KCM Race Survival 2026 Season 1
Jeongseon Sooper Cup
Spring Cup 2026
WardiTV Winter 2026
Nations Cup 2026
ESL Pro League S23 Stage 1&2
PGL Cluj-Napoca 2026
IEM Kraków 2026
BLAST Bounty Winter 2026
BLAST Bounty Winter Qual
eXTREMESLAND 2025

Upcoming

ASL Season 21: Qualifier #1
ASL Season 21: Qualifier #2
ASL Season 21
Acropolis #4 - TS6
Acropolis #4
IPSL Spring 2026
CSLAN 4
HSC XXIX
uThermal 2v2 2026 Main Event
Bellum Gens Elite Stara Zagora 2026
RSL Revival: Season 4
NationLESS Cup
Asian Champions League 2026
IEM Atlanta 2026
PGL Astana 2026
BLAST Rivals Spring 2026
CCT Season 3 Global Finals
IEM Rio 2026
PGL Bucharest 2026
Stake Ranked Episode 1
BLAST Open Spring 2026
ESL Pro League S23 Finals
TLPD

1. ByuN
2. TY
3. Dark
4. Solar
5. Stats
6. Nerchio
7. sOs
8. soO
9. INnoVation
10. Elazer
1. Rain
2. Flash
3. EffOrt
4. Last
5. Bisu
6. Soulkey
7. Mini
8. Sharp
Sidebar Settings...

Advertising | Privacy Policy | Terms Of Use | Contact Us

Original banner artwork: Jim Warren
The contents of this webpage are copyright © 2026 TLnet. All Rights Reserved.