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Designated Balance Discussion Thread - Page 1200

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RaFox17
Profile Joined May 2013
Finland4581 Posts
November 06 2014 22:03 GMT
#23981
On November 07 2014 06:59 JCoto wrote:
Show nested quote +
On November 07 2014 06:54 Big J wrote:
So your idea is to make fungal even worse against the units that it is already bad against?


Well, it's a proposition, trying to add some logic to the game. It's not needed. IMAO, the only needed change (of this ones) in the game design is Abduct being slightly less effective against massive units.

In the case of fungal, IMAO I would trade a bit of its efficiency aaagainst massive (lategame) units for better projectile speed. I think that it already works pretty okay in lategame situations, as it is far more easy to land against slow units.

In what way abduct is a balance problem? I really don´t think there is a situation where it is imbalanced.
JCoto
Profile Joined October 2014
Spain574 Posts
Last Edited: 2014-11-06 22:21:51
November 06 2014 22:14 GMT
#23982
On November 07 2014 07:03 RaFox17 wrote:
Show nested quote +
On November 07 2014 06:59 JCoto wrote:
On November 07 2014 06:54 Big J wrote:
So your idea is to make fungal even worse against the units that it is already bad against?


Well, it's a proposition, trying to add some logic to the game. It's not needed. IMAO, the only needed change (of this ones) in the game design is Abduct being slightly less effective against massive units.

In the case of fungal, IMAO I would trade a bit of its efficiency aaagainst massive (lategame) units for better projectile speed. I think that it already works pretty okay in lategame situations, as it is far more easy to land against slow units.

In what way abduct is a balance problem? I really don´t think there is a situation where it is imbalanced.


I was editing a bit the post, sorry. Please read it. The ideas are about design. And I have to say that I agree with you completely, no need to nerf Zerg at all. It's not balance, it's design. Abduct hasn't the finest design, specially in PvZ lategame as the cost efficiency of the turtling style with SH viper its very evident. Also the pull against the Mothership is very efficient. In old ZvZ stalemate, before the frenzy passive added to the Broodlord, it was also problematic, but that is because of the turtling style with spore crawlers (Viper+Spore Crawlers). Swarm Hosts and Spore Crawler damage vs bio are balanced, but they don't represent the best designed parts of the game at all.

What I was thinking about is a possible reduction of 25%/33% the distance traveled by massive units and maybe more for the Mothership.
Enigmasc
Profile Joined February 2014
United Kingdom147 Posts
Last Edited: 2014-11-06 22:31:20
November 06 2014 22:28 GMT
#23983
On November 07 2014 06:59 JCoto wrote:
Show nested quote +
On November 07 2014 06:54 Big J wrote:
So your idea is to make fungal even worse against the units that it is already bad against?


Well, it's a proposition, trying to add some logic to the game. It's not needed. IMAO, the only needed change (of this ones) in the game design is Abduct being slightly less effective against massive units.

In the case of fungal, IMAO I would trade a bit of its efficiency aaagainst massive (lategame) units for better projectile speed. I think that it already works pretty okay in lategame situations, as it is far more easy to land against slow units.


However, it is true that at the moment there's no need to nerf Zerg at all. I agree completely. Some little buff regarding fungal could be even beneficial. I was thinking about design and logic, in the exceptional case that the game was more balanced. I also think that SH should be reworked to be a little bit faster and more dynamic to raid positions instead of being a turtle unit. Decreasing the mutation time of the Greater Spire and giving +1 armor to Broodlords are also good ideas, as they are not very viable and easy to kill.


its a game first and formost, when were talking about a game based around spellcasters 20 foot tall hulking monster and 30 foot tall robots spouting lazer logical kinda takes a back seatXD
the viper doesnt need nerfing in the slightlest, the abduct ability is only usefull vs massive units and 400-600 gase for ~3 vipers is hardley worth it just for blinding clouds alone
not to mention the unit already has a counterplay (ravens + vikings for t and ht for P)

fungal is fine as it is, literally the only decent spell the infestor has, and honeslty its only really used to pin units in place to force a figth :L

Edit: honestly i think your looking at the wrong unit when it comes to sh turtle, the problem is the swarmhost bieng poorly designed not the viper, the viper bieng able to pull out important units such a mothership wouldnt be game breaking if it wasnt being pulled into nigh unbrakeable static D :L
honeslty at this point id rather sh gets removed and zerg got some more options for zvp to compensate
DinoMight
Profile Blog Joined June 2012
United States3725 Posts
Last Edited: 2014-11-06 22:31:16
November 06 2014 22:29 GMT
#23984
Actually, in terms of e-sports, consistency is wonderful. I like it that abduct does the same exact thing to any unit. It makes the game consistent and easy to understand/watch.

The only time things are different is when there is a balance concern. Immortals are meant to counter armored units and that's why they do more damage to armored. But abduct.. you can use it on whatever you like It's just a tool in a toolbox and there's no need for it to function differently on massive units. Currently I think abduct works very well.

It can be used the same way that Spawn Broodling was in SC1 to take out important targets left unprotected from air.

I think Neural is interesting in the same way. It adds a little bit of complexity to the game where your opponent has to watch out and not get his key units neuraled. However, I've already said I think the range on it is too short. Currently the Infestor casts Neural and dies 2 seconds later.

It would be sick to see Neural used vs Thors in ZvT to protect Muta and prevent the Thor from tanking Baneling hits.

"Wtf I come back and find myself in camp DinoMight all of a sudden, feels weird man." -Wombat_NI
SC2Toastie
Profile Blog Joined October 2013
Netherlands5725 Posts
November 06 2014 22:39 GMT
#23985
On November 07 2014 07:29 DinoMight wrote:
Actually, in terms of e-sports, consistency is wonderful. I like it that abduct does the same exact thing to any unit. It makes the game consistent and easy to understand/watch.

The only time things are different is when there is a balance concern. Immortals are meant to counter armored units and that's why they do more damage to armored. But abduct.. you can use it on whatever you like It's just a tool in a toolbox and there's no need for it to function differently on massive units. Currently I think abduct works very well.

It can be used the same way that Spawn Broodling was in SC1 to take out important targets left unprotected from air.

I think Neural is interesting in the same way. It adds a little bit of complexity to the game where your opponent has to watch out and not get his key units neuraled. However, I've already said I think the range on it is too short. Currently the Infestor casts Neural and dies 2 seconds later.

It would be sick to see Neural used vs Thors in ZvT to protect Muta and prevent the Thor from tanking Baneling hits.


I think bio is too fast and mobile to allow that to happen. You'd have to buff Neural to imba levels for that, because a Marauder hitsquad 4-5 shots Infestors and if you cant have 2 Marauders reach the infestors there's something wrong
Mura Ma Man, Dark Da Dude, Super Shot Sos!
DinoMight
Profile Blog Joined June 2012
United States3725 Posts
Last Edited: 2014-11-06 22:42:27
November 06 2014 22:42 GMT
#23986
On November 07 2014 07:39 SC2Toastie wrote:
Show nested quote +
On November 07 2014 07:29 DinoMight wrote:
Actually, in terms of e-sports, consistency is wonderful. I like it that abduct does the same exact thing to any unit. It makes the game consistent and easy to understand/watch.

The only time things are different is when there is a balance concern. Immortals are meant to counter armored units and that's why they do more damage to armored. But abduct.. you can use it on whatever you like It's just a tool in a toolbox and there's no need for it to function differently on massive units. Currently I think abduct works very well.

It can be used the same way that Spawn Broodling was in SC1 to take out important targets left unprotected from air.

I think Neural is interesting in the same way. It adds a little bit of complexity to the game where your opponent has to watch out and not get his key units neuraled. However, I've already said I think the range on it is too short. Currently the Infestor casts Neural and dies 2 seconds later.

It would be sick to see Neural used vs Thors in ZvT to protect Muta and prevent the Thor from tanking Baneling hits.


I think bio is too fast and mobile to allow that to happen. You'd have to buff Neural to imba levels for that, because a Marauder hitsquad 4-5 shots Infestors and if you cant have 2 Marauders reach the infestors there's something wrong


So use Fungal to root them I just think Neural needs an extra 1-2 range and this could be doable. Right now it's not or someone would be doing it (or I'm a genius).
"Wtf I come back and find myself in camp DinoMight all of a sudden, feels weird man." -Wombat_NI
Big J
Profile Joined March 2011
Austria16289 Posts
November 06 2014 22:43 GMT
#23987
On November 07 2014 06:59 JCoto wrote:
Show nested quote +
On November 07 2014 06:54 Big J wrote:
So your idea is to make fungal even worse against the units that it is already bad against?


Well, it's a proposition, trying to add some logic to the game. It's not needed. IMAO, the only needed change (of this ones) in the game design is Abduct being slightly less effective against massive units.

In the case of fungal, IMAO I would trade a bit of its efficiency aaagainst massive (lategame) units for better projectile speed. I think that it already works pretty okay in lategame situations, as it is far more easy to land against slow units.


However, it is true that at the moment there's no need to nerf Zerg at all. I agree completely. Some little buff regarding fungal could be even beneficial. I was thinking about design and logic, in the exceptional case that the game was more balanced. I also think that SH should be reworked to be a little bit faster and more dynamic to raid positions instead of being a turtle unit. Decreasing the mutation time of the Greater Spire and giving +1 armor to Broodlords are also good ideas, as they are not very viable and easy to kill.

My point is that from a design perspective fungal is already bad vs all the massive units in the game, given that they are usually big (so splash isnt as effective) and slow (so limiting their movement isnt as big of a deal, their qualities lie in other traits anyways).
Fungals main usage is against small and clumping targets that rely on movement a lot. E.g. banelings, stalkers, marines, vikings, phoenixes, mutalisks.
It's not really good against Thors, Colossi, BCs... yeah, if you have spare mana on your infestors or you want to hinder the opponent from retreating after you won a combat you will see fungals on those units. But if you actually face a 4M+Thor army the last thing you want to waste your fungals on is the thors. Or against a protoss deathball you will use it against stalkers to prevent blinking, zealots to prevent engaging or sentries because they sre tiny and clump and the splash is amazing against them. The colossi and immortals are your lowest priority targets.
Morbidius
Profile Joined November 2010
Brazil3449 Posts
November 07 2014 01:28 GMT
#23988
I think its time for the dreaded infestor buff, neural is a very interesting skill and should be usable again.
Has foreign StarCraft hit rock bottom?
JCoto
Profile Joined October 2014
Spain574 Posts
November 07 2014 01:39 GMT
#23989
On November 07 2014 10:28 Morbidius wrote:
I think its time for the dreaded infestor buff, neural is a very interesting skill and should be usable again.


Maybe it's time to definetely redesign bio a bit, so it doesn't kill everything. Little nerfs, Reworked ghost to be available earlier, more usable mech.
Morbidius
Profile Joined November 2010
Brazil3449 Posts
November 07 2014 01:55 GMT
#23990
On November 07 2014 10:39 JCoto wrote:
Show nested quote +
On November 07 2014 10:28 Morbidius wrote:
I think its time for the dreaded infestor buff, neural is a very interesting skill and should be usable again.


Maybe it's time to definetely redesign bio a bit, so it doesn't kill everything. Little nerfs, Reworked ghost to be available earlier, more usable mech.

Ghosts need a use against zerg and terran, yes. But i don't want to see more mech in TvZ with the units we have, all it creates is an incredibly boring style with only turtling and timing attacks as options. Not to mention the blatant brokeness of ravens in lategame TvZ would be on the spotlight again.
Has foreign StarCraft hit rock bottom?
Enigmasc
Profile Joined February 2014
United Kingdom147 Posts
November 07 2014 10:00 GMT
#23991
On November 07 2014 10:55 Morbidius wrote:
Show nested quote +
On November 07 2014 10:39 JCoto wrote:
On November 07 2014 10:28 Morbidius wrote:
I think its time for the dreaded infestor buff, neural is a very interesting skill and should be usable again.


Maybe it's time to definetely redesign bio a bit, so it doesn't kill everything. Little nerfs, Reworked ghost to be available earlier, more usable mech.

Ghosts need a use against zerg and terran, yes. But i don't want to see more mech in TvZ with the units we have, all it creates is an incredibly boring style with only turtling and timing attacks as options. Not to mention the blatant brokeness of ravens in lategame TvZ would be on the spotlight again.

the problem with ghosts is that there either too strong vs massive units like in the past, or while they can be usefull ( vs infestors etc) realistically a bio player doesnt have the time to kite+ split+snipe infestors and ghosts are bloody expensive :L

prettymuch this tbh, mech in its current form is exceedingly boring and just forces SH games.
honeslty mech needs tweaking from the ground up in lotv to reward something other than turtle into mass raven
Meavis
Profile Blog Joined September 2011
Netherlands1300 Posts
November 07 2014 10:13 GMT
#23992
On November 07 2014 19:00 Enigmasc wrote:
Show nested quote +
On November 07 2014 10:55 Morbidius wrote:
On November 07 2014 10:39 JCoto wrote:
On November 07 2014 10:28 Morbidius wrote:
I think its time for the dreaded infestor buff, neural is a very interesting skill and should be usable again.


Maybe it's time to definetely redesign bio a bit, so it doesn't kill everything. Little nerfs, Reworked ghost to be available earlier, more usable mech.

Ghosts need a use against zerg and terran, yes. But i don't want to see more mech in TvZ with the units we have, all it creates is an incredibly boring style with only turtling and timing attacks as options. Not to mention the blatant brokeness of ravens in lategame TvZ would be on the spotlight again.

the problem with ghosts is that there either too strong vs massive units like in the past, or while they can be usefull ( vs infestors etc) realistically a bio player doesnt have the time to kite+ split+snipe infestors and ghosts are bloody expensive :L

prettymuch this tbh, mech in its current form is exceedingly boring and just forces SH games.
honeslty mech needs tweaking from the ground up in lotv to reward something other than turtle into mass raven


eh, from my experience mech is far from the problem but the counters to mech, who in their sane mind would run a mech army in to waves of free units.
"Not you."
RaFox17
Profile Joined May 2013
Finland4581 Posts
November 07 2014 10:33 GMT
#23993
On November 07 2014 19:13 Meavis wrote:
Show nested quote +
On November 07 2014 19:00 Enigmasc wrote:
On November 07 2014 10:55 Morbidius wrote:
On November 07 2014 10:39 JCoto wrote:
On November 07 2014 10:28 Morbidius wrote:
I think its time for the dreaded infestor buff, neural is a very interesting skill and should be usable again.


Maybe it's time to definetely redesign bio a bit, so it doesn't kill everything. Little nerfs, Reworked ghost to be available earlier, more usable mech.

Ghosts need a use against zerg and terran, yes. But i don't want to see more mech in TvZ with the units we have, all it creates is an incredibly boring style with only turtling and timing attacks as options. Not to mention the blatant brokeness of ravens in lategame TvZ would be on the spotlight again.

the problem with ghosts is that there either too strong vs massive units like in the past, or while they can be usefull ( vs infestors etc) realistically a bio player doesnt have the time to kite+ split+snipe infestors and ghosts are bloody expensive :L

prettymuch this tbh, mech in its current form is exceedingly boring and just forces SH games.
honeslty mech needs tweaking from the ground up in lotv to reward something other than turtle into mass raven


eh, from my experience mech is far from the problem but the counters to mech, who in their sane mind would run a mech army in to waves of free units.

Who in their right minds would run anything else than free units in the raven/viking/tank death zone?
Meavis
Profile Blog Joined September 2011
Netherlands1300 Posts
November 07 2014 10:39 GMT
#23994
I think you're heavily underestimating the cost of an army like that, roach/muta is very capable of harrasing mech, especialy when you include drop tech and roach burrow movement, and creates for far more interesting games than swarmhosts do.
"Not you."
Big J
Profile Joined March 2011
Austria16289 Posts
November 07 2014 10:41 GMT
#23995
On November 07 2014 19:13 Meavis wrote:
Show nested quote +
On November 07 2014 19:00 Enigmasc wrote:
On November 07 2014 10:55 Morbidius wrote:
On November 07 2014 10:39 JCoto wrote:
On November 07 2014 10:28 Morbidius wrote:
I think its time for the dreaded infestor buff, neural is a very interesting skill and should be usable again.


Maybe it's time to definetely redesign bio a bit, so it doesn't kill everything. Little nerfs, Reworked ghost to be available earlier, more usable mech.

Ghosts need a use against zerg and terran, yes. But i don't want to see more mech in TvZ with the units we have, all it creates is an incredibly boring style with only turtling and timing attacks as options. Not to mention the blatant brokeness of ravens in lategame TvZ would be on the spotlight again.

the problem with ghosts is that there either too strong vs massive units like in the past, or while they can be usefull ( vs infestors etc) realistically a bio player doesnt have the time to kite+ split+snipe infestors and ghosts are bloody expensive :L

prettymuch this tbh, mech in its current form is exceedingly boring and just forces SH games.
honeslty mech needs tweaking from the ground up in lotv to reward something other than turtle into mass raven


eh, from my experience mech is far from the problem but the counters to mech, who in their sane mind would run a mech army in to waves of free units.


Who in their sane mind would run zerg units that actually cost something and have
melee
melee
5range
4range
6range
3range
6range
melee

into

13range
10range
10range(spell)
9range
9range(spell),
7range
6-8range defenses and PDDs?

Of course people will use their own 9.5range artillery (which happens to produce units when attacking), their 9-10range spells and mainly their 5000range free unit spam. Else you take way too much free damage before even closing in - which is the same exact principle as with Locusts/SHs: you don't run the Mech army in, because you will take way too much free damage before reaching the damage source.

How does bio Terran deal with Mech? With 13range siege tanks that push forward after you cleaned up some enemy tanks. With 9range vikings that allow your tanks to siege forward and make way for BCs, bio drops and Ravens. Eventually even with 12range nukes. Even the basic bio units have 5-6range which makes them much better in particular against Thors.
RaFox17
Profile Joined May 2013
Finland4581 Posts
November 07 2014 10:44 GMT
#23996
On November 07 2014 19:39 Meavis wrote:
I think you're heavily underestimating the cost of an army like that, roach/muta is very capable of harrasing mech, especialy when you include drop tech and roach burrow movement, and creates for far more interesting games than swarmhosts do.

Roach/muta style can work but if terran max you will die to their push. Drop and burrow can work as a surprise but terran turtling terran is pretty difficult to surprise with slow drops or burrow roaches. After thor and WM buffs mutas are too easily countered by terran. Going roach means that you have attack before terran gets going and do crippling damage and even then you usually tradition to SH to kill the terran. I think you are overestimating the power of zerg.
Meavis
Profile Blog Joined September 2011
Netherlands1300 Posts
Last Edited: 2014-11-07 11:21:52
November 07 2014 10:48 GMT
#23997
On November 07 2014 19:41 Big J wrote:
Show nested quote +
On November 07 2014 19:13 Meavis wrote:
On November 07 2014 19:00 Enigmasc wrote:
On November 07 2014 10:55 Morbidius wrote:
On November 07 2014 10:39 JCoto wrote:
On November 07 2014 10:28 Morbidius wrote:
I think its time for the dreaded infestor buff, neural is a very interesting skill and should be usable again.


Maybe it's time to definetely redesign bio a bit, so it doesn't kill everything. Little nerfs, Reworked ghost to be available earlier, more usable mech.

Ghosts need a use against zerg and terran, yes. But i don't want to see more mech in TvZ with the units we have, all it creates is an incredibly boring style with only turtling and timing attacks as options. Not to mention the blatant brokeness of ravens in lategame TvZ would be on the spotlight again.

the problem with ghosts is that there either too strong vs massive units like in the past, or while they can be usefull ( vs infestors etc) realistically a bio player doesnt have the time to kite+ split+snipe infestors and ghosts are bloody expensive :L

prettymuch this tbh, mech in its current form is exceedingly boring and just forces SH games.
honeslty mech needs tweaking from the ground up in lotv to reward something other than turtle into mass raven


eh, from my experience mech is far from the problem but the counters to mech, who in their sane mind would run a mech army in to waves of free units.


Who in their sane mind would run zerg units that actually cost something and have
melee
melee
5range
4range
6range
3range
6range
melee

into

13range
10range
10range(spell)
9range
9range(spell),
7range
6-8range defenses and PDDs?

Of course people will use their own 9.5range artillery (which happens to produce units when attacking), their 9-10range spells and mainly their 5000range free unit spam. Else you take way too much free damage before even closing in - which is the same exact principle as with Locusts/SHs: you don't run the Mech army in, because you will take way too much free damage before reaching the damage source.

How does bio Terran deal with Mech? With 13range siege tanks that push forward after you cleaned up some enemy tanks. With 9range vikings that allow your tanks to siege forward and make way for BCs, bio drops and Ravens. Eventually even with 12range nukes. Even the basic bio units have 5-6range which makes them much better in particular against Thors.


as it is right now bio is very capable of dealing with mech without having to resort to their own tanks, as bio demolishes any tank army that is unsieged, and stim gets you on top of them fast, aside from that there's stimvacs forcing constant pressure, and the possibility of basetrades.

also, your comparison is a bit flawed, yes you take some hits but after that you're actually at the mech army, on the other end a mech army never reaches swarmhosts that constantly re position and spew wave after wave of locust.

On November 07 2014 19:44 RaFox17 wrote:
Show nested quote +
On November 07 2014 19:39 Meavis wrote:
I think you're heavily underestimating the cost of an army like that, roach/muta is very capable of harrasing mech, especialy when you include drop tech and roach burrow movement, and creates for far more interesting games than swarmhosts do.

Roach/muta style can work but if terran max you will die to their push. Drop and burrow can work as a surprise but terran turtling terran is pretty difficult to surprise with slow drops or burrow roaches. After thor and WM buffs mutas are too easily countered by terran. Going roach means that you have attack before terran gets going and do crippling damage and even then you usually tradition to SH to kill the terran. I think you are overestimating the power of zerg.

so would you agree that zerg lategame is the issue rather than resorting to swarmhosts? perhaps vipers could use a buff in HP so they don't immediately die to vikings before picking something of? or even cost so it would be more of a fair trade to run in vipers to grab stuff.
"Not you."
RaFox17
Profile Joined May 2013
Finland4581 Posts
November 07 2014 10:59 GMT
#23998
On November 07 2014 19:48 Meavis wrote:
Show nested quote +
On November 07 2014 19:41 Big J wrote:
On November 07 2014 19:13 Meavis wrote:
On November 07 2014 19:00 Enigmasc wrote:
On November 07 2014 10:55 Morbidius wrote:
On November 07 2014 10:39 JCoto wrote:
On November 07 2014 10:28 Morbidius wrote:
I think its time for the dreaded infestor buff, neural is a very interesting skill and should be usable again.


Maybe it's time to definetely redesign bio a bit, so it doesn't kill everything. Little nerfs, Reworked ghost to be available earlier, more usable mech.

Ghosts need a use against zerg and terran, yes. But i don't want to see more mech in TvZ with the units we have, all it creates is an incredibly boring style with only turtling and timing attacks as options. Not to mention the blatant brokeness of ravens in lategame TvZ would be on the spotlight again.

the problem with ghosts is that there either too strong vs massive units like in the past, or while they can be usefull ( vs infestors etc) realistically a bio player doesnt have the time to kite+ split+snipe infestors and ghosts are bloody expensive :L

prettymuch this tbh, mech in its current form is exceedingly boring and just forces SH games.
honeslty mech needs tweaking from the ground up in lotv to reward something other than turtle into mass raven


eh, from my experience mech is far from the problem but the counters to mech, who in their sane mind would run a mech army in to waves of free units.


Who in their sane mind would run zerg units that actually cost something and have
melee
melee
5range
4range
6range
3range
6range
melee

into

13range
10range
10range(spell)
9range
9range(spell),
7range
6-8range defenses and PDDs?

Of course people will use their own 9.5range artillery (which happens to produce units when attacking), their 9-10range spells and mainly their 5000range free unit spam. Else you take way too much free damage before even closing in - which is the same exact principle as with Locusts/SHs: you don't run the Mech army in, because you will take way too much free damage before reaching the damage source.

How does bio Terran deal with Mech? With 13range siege tanks that push forward after you cleaned up some enemy tanks. With 9range vikings that allow your tanks to siege forward and make way for BCs, bio drops and Ravens. Eventually even with 12range nukes. Even the basic bio units have 5-6range which makes them much better in particular against Thors.


as it is right now bio is very capable of dealing with mech without having to resort to their own tanks, as bio demolishes any tank army that is unsieged, and stim gets you on top of them fast, aside from that there's stimvacs forcing constant pressure, and the possibility of basetrades.

aside from that, your comparison is a bit flawed, yes you take some hits but after that you're actually at the mech army, on the other end a mech army never reaches swarmhosts that constantly re position and spew wave after wave of locust.

Show nested quote +
On November 07 2014 19:44 RaFox17 wrote:
On November 07 2014 19:39 Meavis wrote:
I think you're heavily underestimating the cost of an army like that, roach/muta is very capable of harrasing mech, especialy when you include drop tech and roach burrow movement, and creates for far more interesting games than swarmhosts do.

Roach/muta style can work but if terran max you will die to their push. Drop and burrow can work as a surprise but terran turtling terran is pretty difficult to surprise with slow drops or burrow roaches. After thor and WM buffs mutas are too easily countered by terran. Going roach means that you have attack before terran gets going and do crippling damage and even then you usually tradition to SH to kill the terran. I think you are overestimating the power of zerg.

so would you agree that zerg lategame is the issue rather than resorting to swarmhosts? perhaps vipers could use a buff in HP so they don't immediately die to vikings before picking something of? or even cost so it would be more of a fair trade to run in vipers to grab stuff.

I think the problem is that when terran gets to 4-5 bases and mass ravens the game is over. Without huge mistake terran will win as SH will do no damage and corruptors can´t kill raven/viking clouds because of PDD. I think that PDD is the biggest problem in ZvsMech.
sage_francis
Profile Joined December 2006
France1823 Posts
November 07 2014 11:08 GMT
#23999
Mech is NOT focring SH. Please stop spreading that nonsense.
As Meavis said, there is plenty of ways to deal with mech before terran reach 15+ ravens. SH is just the most easy/lazy/boring way to deal with it.
You are thinking in terms of running a 200 zerg army in a frontal assault. It can work sometimes if terran make mistakes but most of the time it will not. You have to play smartly, force terran to make mistakes, spread his army, make diversion tactics, etc... Zergs have the tools to achieve that goal (nydus, vipers, BL, burrow, drop tech, tech switching, etc), but the most important of all is your brain.

To the guy who talks about how bio is dealing with mech in TvT. Excuse me but you are wrong. You don't have to make tanks to beat mech (btw, if you make tanks its not bio anymore ....). Actually its even worse than pure bio, or bio + air. Stop thinking with numbers and stats and play the game more !

Your answsers show that you dont play the game enough and only relying on stats and what you see in tournaments. But it is not enough. You have to play the game a lot and gain experience from it to fully understand how the match ups are working.
RaFox17
Profile Joined May 2013
Finland4581 Posts
November 07 2014 11:11 GMT
#24000
On November 07 2014 20:08 sage_francis wrote:
Mech is NOT focring SH. Please stop spreading that nonsense.
As Meavis said, there is plenty of ways to deal with mech before terran reach 15+ ravens. SH is just the most easy/lazy/boring way to deal with it.
You are thinking in terms of running a 200 zerg army in a frontal assault. It can work sometimes if terran make mistakes but most of the time it will not. You have to play smartly, force terran to make mistakes, spread his army, make diversion tactics, etc... Zergs have the tools to achieve that goal (nydus, vipers, BL, burrow, drop tech, tech switching, etc), but the most important of all is your brain.

To the guy who talks about how bio is dealing with mech in TvT. Excuse me but you are wrong. You don't have to make tanks to beat mech (btw, if you make tanks its not bio anymore ....). Actually its even worse than pure bio, or bio + air. Stop thinking with numbers and stats and play the game more !

Your answsers show that you dont play the game enough and only relying on stats and what you see in tournaments. But it is not enough. You have to play the game a lot and gain experience from it to fully understand how the match ups are working.

Please provide vod´s of players dealing with mech by using those tactics.
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