|
Terran cannot afford to scan too early because it delays their game. Economic baneling busts are almost always unscouted and even at the top levels, pros get blind turrets. Roach busts are also impossible to scout when the lings are on the field. If the terran is investing in banshees or tech, it is most likely possible to sac an ovie to see what is going on since tech = less marines. Also, going tech like banshees makes terran play a guessing game as they are weak to roach all ins or baneling busts.
And after all the trouble that other races have, like protoss having to sometimes use sentry energy and hallucinate to scout, which of course relays tech, the zergs still complains about their inability to scout.
Sometimes I really wonder how people can be so ignorant.
|
On June 08 2011 05:02 jHERO wrote:Show nested quote +On June 08 2011 04:55 JustPlay wrote:On June 08 2011 04:48 rysecake wrote: Zergs still complaining they suck? Hate to break it to you but zerg is fine. Zerg still has a disproportionately difficult time in the early game, and even top players can be killed by ridiculous all-ins because there's simply no way to tell. When people are complaining about zerg scouting or zerg getting cheesed it has everything to do with the early game. You can't use 4 overlords to scout. You can use 1-2 depending on the map due to their speed and the terran being able to score free kills if you attempt to send your second or third in to a pre-scouting position. SC2 has a lot of problems for all races, and even if the races were at 50% those problems won't magically go away. lol ridiculous argument, theres only two early game pressure from terran 1, 2 rax + bunker 2. reactored helion on small maps like xel-naga caverns, you can assume a 2 rax, the safe build would be lings first, or good overlord placement to spot bunker and pull ~4 drones to kill scv building bunker reactored helion can be easily stopped on any map, (except for taldarine (sp) ) where there is no ramp to block with queens, but otherwise 2 queens, or a couple of roaches completely shuts it down
This just isn't true.
At 6 minutes or before terran can have: 2 rax rines into expo 2 rax rines into heavy pressure with scvs 2 rax rines all in with scvs 3 rax rines all in with scvs hellion with 5 rines 2 hellions
at 6 minutes, assuming hatch first zerg has: speed, (if not spanishwa build) 2-4 queens maybe a spine
Personally, I find that extra queens (3 - 4 at around 6 minutes) will solve all of these rushes, but some people refuse to build extra queens for economic reasons. I think these are the people who complain about the variety of terran early pushes. Each of these pressures/all-ins from terran require a different response if you are only going 2 queens until 2nd expo
|
On June 08 2011 05:07 bramapanzer wrote:Show nested quote +On June 08 2011 05:02 jHERO wrote:On June 08 2011 04:55 JustPlay wrote:On June 08 2011 04:48 rysecake wrote: Zergs still complaining they suck? Hate to break it to you but zerg is fine. Zerg still has a disproportionately difficult time in the early game, and even top players can be killed by ridiculous all-ins because there's simply no way to tell. When people are complaining about zerg scouting or zerg getting cheesed it has everything to do with the early game. You can't use 4 overlords to scout. You can use 1-2 depending on the map due to their speed and the terran being able to score free kills if you attempt to send your second or third in to a pre-scouting position. SC2 has a lot of problems for all races, and even if the races were at 50% those problems won't magically go away. lol ridiculous argument, theres only two early game pressure from terran 1, 2 rax + bunker 2. reactored helion on small maps like xel-naga caverns, you can assume a 2 rax, the safe build would be lings first, or good overlord placement to spot bunker and pull ~4 drones to kill scv building bunker reactored helion can be easily stopped on any map, (except for taldarine (sp) ) where there is no ramp to block with queens, but otherwise 2 queens, or a couple of roaches completely shuts it down This just isn't true. At 6 minutes or before terran can have: 2 rax rines into expo 2 rax rines into heavy pressure with scvs 2 rax rines all in with scvs 3 rax rines all in with scvs hellion with 5 rines 2 hellions at 6 minutes, assuming hatch first zerg has: speed, (if not spanishwa build) 2-4 queens maybe a spine Personally, I find that extra queens (3 - 4 at around 6 minutes) will solve all of these rushes, but some people refuse to build extra queens for economic reasons. I think these are the people who complain about the variety of terran early pushes. Each of these pressures/all-ins from terran require a different response if you are only going 2 queens until 2nd expo
So you are saying zerg cannot cheese but terran can? Shows pure ignorance.
|
On June 07 2011 23:11 Yaotzin wrote:Show nested quote +On June 07 2011 23:09 Mailing wrote: Not really. Korean protoss are falling apart, to the point where only Alicia, MC, Ace, Squirtle, and maybe Huk are having any form of consistent results, namely because they are actually really good players who belong in Code S >>
I would suspect the rest, like inca/anypro/tester/hongun/sangho to fall out of code S soon. Uh yes? That's the trend: Korean Protosses are doing horribly. Not sure why you're disagreeing.
4% difference and you say "doing horribly" .... should i say it? Yea... I'm going to say it... I'm not sure why you're disagreeing with the statistics.
|
On June 08 2011 05:01 Konsume wrote:Show nested quote +On June 07 2011 23:25 dani` wrote: Good job. Every time a Zerg whines again after I defeat him about how "stupidly imbalanced" Protoss is I will point him to this so he can see it's all roughly equal so he can conclude he just played horribly =) or that zerg has an horrible learning curve and that everytime you're fighting someone of your level he always seems to have the easiest way around?  it seems to me that some players are confusing "balanced" and "how hard is one race compared to another".... but that's just me 
Yes and you are confusing how hard zerg is to play with how hard it is to play other races. Seriously stfu. I play Protoss 1v1, by choice (EN TARO ADUN TASSADAR!). That being said playing zerg at my level of play is honestly not harder. You are in denial sir. I can pretty much guarantee you that I would play better with zerg (as I feel I have a natural affinity to play them) at least at the level I'm currently at. Does it mean I will switch to get promoted, hell fucking no. I play for fun, some people are better than others at different things, and there are many things that can make you a good sc player. Zerg requires a different skill set (I would argue less skill, more tactical thinking, and positioning). Seriously, you have 1 fucking building to macro with, and can instantly tech switch if you want. Most zerg players don't use their units in every situation that they can or should because they are afraid of needlessly losing them (thats a skill issue). The ability to gain map control and build +10 drones at once, may not come naturally to all players, but its something zerg can and should do. Having some kind of RTS mind I can understand this concept, and can try and use my units to their full potential to meet this need. Seriously I'm soo fucking sick of players whining and saying cheese this or cheese that, when they just want to A move 40 roaches or Marauders into my base for an easy win.
Protoss and Terran are not easier to play, get over yourself bud.
|
Its very easy to predict a zerg cheese with terran. You just scan once his natural at the specific time and the drone saturation will tell you the truth. You have a wall-in, which you can make very hard to bust and/or can get marauders precautionary if you have doubts of benelings busts .... or just scan again if you have real doubts or send a reaper. That race has the least scouting problems.
|
I would argue that more early scouting options would massively favour zerg, as they can shift between economic build-up and army production much more rapidly than any other race. This makes the scouting information much more valuable to them.
Morrow admits in a recent interview that zerg is pretty balanced now.
|
On June 08 2011 05:09 WindCalibur wrote:Show nested quote +On June 08 2011 05:07 bramapanzer wrote:On June 08 2011 05:02 jHERO wrote:On June 08 2011 04:55 JustPlay wrote:On June 08 2011 04:48 rysecake wrote: Zergs still complaining they suck? Hate to break it to you but zerg is fine. Zerg still has a disproportionately difficult time in the early game, and even top players can be killed by ridiculous all-ins because there's simply no way to tell. When people are complaining about zerg scouting or zerg getting cheesed it has everything to do with the early game. You can't use 4 overlords to scout. You can use 1-2 depending on the map due to their speed and the terran being able to score free kills if you attempt to send your second or third in to a pre-scouting position. SC2 has a lot of problems for all races, and even if the races were at 50% those problems won't magically go away. lol ridiculous argument, theres only two early game pressure from terran 1, 2 rax + bunker 2. reactored helion on small maps like xel-naga caverns, you can assume a 2 rax, the safe build would be lings first, or good overlord placement to spot bunker and pull ~4 drones to kill scv building bunker reactored helion can be easily stopped on any map, (except for taldarine (sp) ) where there is no ramp to block with queens, but otherwise 2 queens, or a couple of roaches completely shuts it down This just isn't true. At 6 minutes or before terran can have: 2 rax rines into expo 2 rax rines into heavy pressure with scvs 2 rax rines all in with scvs 3 rax rines all in with scvs hellion with 5 rines 2 hellions at 6 minutes, assuming hatch first zerg has: speed, (if not spanishwa build) 2-4 queens maybe a spine Personally, I find that extra queens (3 - 4 at around 6 minutes) will solve all of these rushes, but some people refuse to build extra queens for economic reasons. I think these are the people who complain about the variety of terran early pushes. Each of these pressures/all-ins from terran require a different response if you are only going 2 queens until 2nd expo So you are saying zerg cannot cheese but terran can? Shows pure ignorance. I'm not saying that at all.... Did you not read my post? I even said I think the argument from a zerg point of view is bunk.... Quit trolling
|
On June 08 2011 05:02 jHERO wrote:+ Show Spoiler +On June 08 2011 04:55 JustPlay wrote:Show nested quote +On June 08 2011 04:48 rysecake wrote: Zergs still complaining they suck? Hate to break it to you but zerg is fine. Zerg still has a disproportionately difficult time in the early game, and even top players can be killed by ridiculous all-ins because there's simply no way to tell. When people are complaining about zerg scouting or zerg getting cheesed it has everything to do with the early game. You can't use 4 overlords to scout. You can use 1-2 depending on the map due to their speed and the terran being able to score free kills if you attempt to send your second or third in to a pre-scouting position. SC2 has a lot of problems for all races, and even if the races were at 50% those problems won't magically go away. lol ridiculous argument, theres only two early game pressure from terran 1, 2 rax + bunker 2. reactored helion on small maps like xel-naga caverns, you can assume a 2 rax, the safe build would be lings first, or good overlord placement to spot bunker and pull ~4 drones to kill scv building bunker reactored helion can be easily stopped on any map, (except for taldarine (sp) ) where there is no ramp to block with queens, but otherwise 2 queens, or a couple of roaches completely shuts it down
eh what?
vs terran - 2 to 6 rax pressure early game - 2 rax all-in + scv with supply trick (which is deadly on 2 player map or 4 player close position - Fast 2 reapers which is easily stoppable but you lose all your timing on queen injects AND might lose a couple drones - Hellions blue flame like 4mins in the game? (might be exagerating on this one) - Than cloacked banshees - 1-2 Vicking harass on O.V. (like we saw this week-end) - Finaly ends with 2-3 Medivac+marine+stim simultanious drop on every expos (which are comming a couple mins before mutas
vs toss - 4 gates - 2 gates + voidray - 2 gates + 5 phoenix and voidrays - 3 gates + DTs - Coupled with the fact that they can fast expand safly in most maps vs a zerg.... you only need 2-3 canons
But I see a trend here... its how... uneasy it is to scout a terran/protoss early game with ultra slow OVs and also how zerg has no "fast" anti-air units. Queens gets killed 1v1 vs banshee and vs voidrays and coupled with the fact that it takes 45s (or near) to make.... and that it slows your lair and that you don't need many of em to be honest = Zergs early game = urhhh! 
To be honest I find middle and late game to be pretty balanced.... I just hate the 1st 10 mins of all my games to the point where I almost rerolled terran but.... I man'up and I got promoted to master a couple days ago!
|
On June 08 2011 05:14 Hristiyan wrote: Its very easy to predict a zerg cheese with terran. You just scan once his natural at the specific time and the drone saturation will tell you the truth. You have a wall-in, which you can make very hard to bust and/or can get marauders precautionary if you have doubts of benelings busts .... or just scan again if you have real doubts or send a reaper. That race has the least scouting problems.
But you now that Scan-Scouting costs you as much as sending 2 Overlords?
|
- Coupled with the fact that they can fast expand safly in most maps vs a zerg.... you only need 2-3 canons
What
|
To be honest I find middle and late game to be pretty balanced Totally agree with that. ZvT is the most balanced match-up late game in my opinion ( after the mirrors ), but early game is just a joke if the terran decides to abuse you.
|
T and Z OP, nerf naow!!!!!!!!!!!!!!!!!!111ONEONEONE
|
On June 08 2011 05:14 bramapanzer wrote:Show nested quote +On June 08 2011 05:09 WindCalibur wrote:On June 08 2011 05:07 bramapanzer wrote:On June 08 2011 05:02 jHERO wrote:On June 08 2011 04:55 JustPlay wrote:On June 08 2011 04:48 rysecake wrote: Zergs still complaining they suck? Hate to break it to you but zerg is fine. Zerg still has a disproportionately difficult time in the early game, and even top players can be killed by ridiculous all-ins because there's simply no way to tell. When people are complaining about zerg scouting or zerg getting cheesed it has everything to do with the early game. You can't use 4 overlords to scout. You can use 1-2 depending on the map due to their speed and the terran being able to score free kills if you attempt to send your second or third in to a pre-scouting position. SC2 has a lot of problems for all races, and even if the races were at 50% those problems won't magically go away. lol ridiculous argument, theres only two early game pressure from terran 1, 2 rax + bunker 2. reactored helion on small maps like xel-naga caverns, you can assume a 2 rax, the safe build would be lings first, or good overlord placement to spot bunker and pull ~4 drones to kill scv building bunker reactored helion can be easily stopped on any map, (except for taldarine (sp) ) where there is no ramp to block with queens, but otherwise 2 queens, or a couple of roaches completely shuts it down This just isn't true. At 6 minutes or before terran can have: 2 rax rines into expo 2 rax rines into heavy pressure with scvs 2 rax rines all in with scvs 3 rax rines all in with scvs hellion with 5 rines 2 hellions at 6 minutes, assuming hatch first zerg has: speed, (if not spanishwa build) 2-4 queens maybe a spine Personally, I find that extra queens (3 - 4 at around 6 minutes) will solve all of these rushes, but some people refuse to build extra queens for economic reasons. I think these are the people who complain about the variety of terran early pushes. Each of these pressures/all-ins from terran require a different response if you are only going 2 queens until 2nd expo So you are saying zerg cannot cheese but terran can? Shows pure ignorance. I'm not saying that at all.... Did you not read my post? I even said I think the argument from a zerg point of view is bunk.... Quit trolling
Zerg can cheese even if they go hatch first. You listed out options that assumes the zerg does not cheese.
|
On June 08 2011 05:18 Binabik wrote:Show nested quote +On June 08 2011 05:14 Hristiyan wrote: Its very easy to predict a zerg cheese with terran. You just scan once his natural at the specific time and the drone saturation will tell you the truth. You have a wall-in, which you can make very hard to bust and/or can get marauders precautionary if you have doubts of benelings busts .... or just scan again if you have real doubts or send a reaper. That race has the least scouting problems. But you now that Scan-Scouting costs you as much as sending 2 Overlords?
IF you lose 2 ovies thats 200 minerals and (you start with one too) 2 larvae.
IF you scan thats a potential 400 minerals your not getting
IF you build observers your using your robo to not make colossus or immortals
There is no such thing as a free lunch.
|
I'm fine with the stats btw, Brotoss players will make a comeback when the pros have learned to micro like MC does. It's sad to see really strong players like Tyler losing a Colossus to Vikings because they don't have perfect army control.
|
On June 08 2011 05:12 starcraft911 wrote:Show nested quote +On June 07 2011 23:11 Yaotzin wrote:On June 07 2011 23:09 Mailing wrote: Not really. Korean protoss are falling apart, to the point where only Alicia, MC, Ace, Squirtle, and maybe Huk are having any form of consistent results, namely because they are actually really good players who belong in Code S >>
I would suspect the rest, like inca/anypro/tester/hongun/sangho to fall out of code S soon. Uh yes? That's the trend: Korean Protosses are doing horribly. Not sure why you're disagreeing. 4% difference and you say "doing horribly" .... should i say it? Yea... I'm going to say it... I'm not sure why you're disagreeing with the statistics. Learn to read. I wrote Korean Protosses. Mailing and I were both talking purely about Korean Protoss players and how well they are doing.
|
On June 08 2011 05:18 Binabik wrote:Show nested quote +On June 08 2011 05:14 Hristiyan wrote: Its very easy to predict a zerg cheese with terran. You just scan once his natural at the specific time and the drone saturation will tell you the truth. You have a wall-in, which you can make very hard to bust and/or can get marauders precautionary if you have doubts of benelings busts .... or just scan again if you have real doubts or send a reaper. That race has the least scouting problems. But you now that Scan-Scouting costs you as much as sending 2 Overlords? Scans don't cost anything ! If it costs 2 overlords, you would have to collect N minerals and then spent it on the scan! Thats why people build macro orbital commands. They cost X minerals, you use it as a part of a very strong wall-in, you produce extra SCVs from it, you can always float it to ur 3rd and you can constantly scan on the full price of the cost of the orbital command ! Stop saying that Scans cost X minerals, THEY DONT !
|
On June 08 2011 04:32 Frozenserpent wrote:Show nested quote +On June 08 2011 04:26 Chaosvuistje wrote:On June 08 2011 04:20 Havefa1th wrote:On June 08 2011 04:19 DevanT wrote:On June 08 2011 04:10 Hristiyan wrote:On June 08 2011 04:02 Havefa1th wrote:On June 08 2011 03:54 Thrombozyt wrote:On June 08 2011 02:25 Hristiyan wrote:On June 08 2011 02:01 Thrombozyt wrote:On June 08 2011 01:37 Hristiyan wrote: [quote]
It doesn't work that way dude. There are situations in which, the chances to get any intel inside of a terran's base are entirely based on the skill level of the terran.
Playing a blind guessing game will not make your game play skill based and there will be many,many, many situations vs macro terrans in which you'll be like "Why did i loose ? I did everything right". And the answer is "Because you lost the macro game, while trying to win the guessing one".
I personally as a Master league zerg in EU server HIGHLY disagree win Day[9] and his "assumptions" but thats just me.
As i said, in that ZvT graphics, the blue and red lines will never cross paths, untill the guessing game is over and the result of the match up, actually becomes skill based. Dude, there are situations where the chances to get any intel inside of a zerg base are entirely based on the skill level of the Zerg. Namely all situations after lings are out and where you cannot expend 3+ scans to check the Zerg tech.. Bulls**t! Even though i'm sure a terran player can determine the zerg tech route only with 2 scans ( one early game on the natural , to see the drone saturation and determine if he is all-ining or not and another to see if he is going mutas or infestors ), even if you needed more, many people are building macro orbitals nowadays just to scan, produce extra SCVs and drop mules. You are having reapers too, which are very hard to deny without leaving them with any intel , if the terran player is good. Terran's scout is undeniable and your problems ( if there is any chance that you have any with that race ) comes from the fact that you are greedy. However it doesn't matter if i decide to sack overlords or not, since the amount of intel that i'm gonna be able to gain by sacking those overlords is entirely based on the skill level of the terran. So to determine if Zerg goes muta or infestor, I cannot use scans, if the Zergs actually use their creep spread and put their tech not next to the main base. With the map awareness of Zerg coupled with the fact that speedlings are faster than any scout you cannot tell for sure until you are hit by one, and then it's too late. Also roach aggression can be done with quite a high drone count, so scanning the nat won't always help. Zerg saying that Terran should expend 2 scans is like Terrans suggesting that Zerg should sack 4 overlords. Both is expensive and not guaranteed to net results. Later in the game, scouting gets better and better for Zerg (speed ovies plus the space requirements for Terran structures) while worse for Terran (as there is more of the map where Zerg could hide his tech). Selective whining about Zerg scouting is just this - whining. It's just popularized by a certain Zerg figurehead. Your math is not sound at all. 2 scans =! 4 overlords. You can't compare apples and oranges. Regardless, the point remains that Zerg CANNOT prevent a Terran from scanning. When you scan, you get information. There's nothing a Zerg can do about it except move buildings, and if you don't get information from your scan, that's YOUR fault. Zerg has to sacrifice overlords, and if you stick marines around the edge of your base, that overlord isn't guaranteed to get information. It's a hope and pray situation for Zerg. Apples and oranges, you can't compare them. Also, if you don't know what tech he's going before 10 minutes into the game, you're playing Terran wrong. Turtle less, drop more, be more aggressive. Ok, Kim admits that there are scouting issues with the 3 races, but the other two races are not that much vulnerable az zerg is early game, cuz they can wall-in and force fields to protect them, and have scans and hallucinations to scout. In what rightful mind, do you know such an issue and say "well if players don't solve that till HotS, we're gonna address those issues then". Am i supposed to switch races till then, or just continue to rage when i get cheesed by terrans like hell ? Jeasus Christ, is that balance team retarded or what ..... ? build 1 spine crawler...terran "cheese" destroyed. collect free win. 6 rax makes one spine crawler look like a tooth pick on a spring. Just sayin. Please stop. 6rax allins are really easy to stop. If you scout no gas for the terran, he is either 2 raxing( in which case he would have already been there ) 1rax FE or a mass rax allin. In any case, teching to banelings after the initial bunker rush timing is over without action when you're still in the dark will keep you safe from any non-gas terran push. A spinecrawler deals well with 2rax pushes and scarying off hellions unless they go mass hellion. Infact, most terran allins can be dealt with correct control between queens, banelings, zerglings and spinecrawlers. That doesn't seem to agree with pro players say. For example, Mym Cloud says differently, that is difficult to stop an all-in terran as zerg, and that you have to all-in on defense to defend. Personally I think Cloud knows what he's talking about a lot more than you do.
That is your opinion. Blindly believing what pros say will make that sentiment a truth. Personally, if I can get inside a terran base and scout if they take their gas or not with my scouting drone, I can be safe against any terran all in that isnt close position metal/shattered. Be it 6rax, 2rax, 2port banshee or hellion marauder.
If people aren't using a scouting drone versus a terran, then thats completely their decision to miss out on crucial scouting information in favour of a couple of minerals.
Here's the thing, even if you have to counter all in to defeat the all in. You can drone up much faster than his scv's can, giving you a good midgame. Im not saying it is not difficult, but its certainly not impossible to stop most allins on balanced positions.
|
I shall miss you, September 2010 
October clearly reflected the major patch right? With the reaper nerf etc.
|
|
|
|