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On March 20 2012 07:19 thurst0n wrote: Don't forget about hallucination, it's toss's early game scout option instead of scan or overlord...
I'm not sure why you wouldn't want the robo at some point anyway, if you open with templar then you are obviously taking a risk to cloaked banshee, well placed cannons can mostly keep you ok but a smart terran will always do some damage, and cannons are a pretty big investment if it's just to stop 1 or 2 cloaked banshees and you're trying to defend all of your production and your mineral line.
Robo also opens up collosus, immortals, observers which you'll obviously want for banshees and for watching army position mid/late game. Dont forget about WARP PRISMS, which are just so good vs terran :-)
hallucination comes to late, it was fine before the warpgate nerf. (due to the research time buff) currently especially after an FFE or 3 Gateway expand it just comes those 40s to late (due to the longer resarch time of warpgate, putting it in the exact state it was before hallu was buffed at all).
Those missing 40s is the difference scouting and preparing for the roach ling all-in or not. Also robo/obs comes faster, but weakens your overall army strengh of course. Hallu research time needs to be fixed again, because of this imho.
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On February 03 2012 01:48 Olsson wrote: Problem:
Zerg doesn't have a response to storm nor EMP.
Solution Give zerg a new unit in HOTS or give a unit a new ability to drain energy.
Side Effects: I can't really think of any. It forces micro from both sides and the races will become more equally balanced. While people might argue that zerg shouldn't get this because the races needs to be different and zerg can just mass against this, the races have some fundamental equalities and I believe this should be one of them and zerg dont trade effectively in the late game.
Yes they do, it's called micro.
In response to the warp gates thing, I've said the mechanic was awful since my first game against Protoss. It just makes zero sense in general. Having warp gates for Protoss is essentially the same as if Terran could directly spawn units out of proxy supply depots. How silly does that sound?
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On March 20 2012 07:29 FuRRyChoBo wrote:Show nested quote +On February 03 2012 01:48 Olsson wrote: Problem:
Zerg doesn't have a response to storm nor EMP.
Solution Give zerg a new unit in HOTS or give a unit a new ability to drain energy.
Side Effects: I can't really think of any. It forces micro from both sides and the races will become more equally balanced. While people might argue that zerg shouldn't get this because the races needs to be different and zerg can just mass against this, the races have some fundamental equalities and I believe this should be one of them and zerg dont trade effectively in the late game. Yes they do, it's called micro. In response to the warp gates thing, I've said the mechanic was awful since my first game against Protoss. It just makes zero sense in general. Having warp gates for Protoss is essentially the same as if Terran could directly spawn units out of proxy supply depots. How silly does that sound?
it wouldn't sound so silly if those marines you spawn, did cost 4 times as much while doign the same dps.  and prior to the warpgate research builded only 35s each instead of 25s
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On March 20 2012 07:25 freetgy wrote:Show nested quote +On March 20 2012 07:19 thurst0n wrote: Don't forget about hallucination, it's toss's early game scout option instead of scan or overlord...
I'm not sure why you wouldn't want the robo at some point anyway, if you open with templar then you are obviously taking a risk to cloaked banshee, well placed cannons can mostly keep you ok but a smart terran will always do some damage, and cannons are a pretty big investment if it's just to stop 1 or 2 cloaked banshees and you're trying to defend all of your production and your mineral line.
Robo also opens up collosus, immortals, observers which you'll obviously want for banshees and for watching army position mid/late game. Dont forget about WARP PRISMS, which are just so good vs terran :-)
hallucination comes to late, it was fine before the warpgate nerf. (due to the research time buff) currently especially after an FFE or 3 Gateway expand it just comes those 40s to late (due to the longer resarch time of warpgate, putting it in the exact state it was before hallu was buffed at all). Those missing 40s is the difference scouting and preparing for the roach ling all-in or not. Also robo/obs comes faster, but weakens your overall army strengh of course. Hallu research time needs to be fixed again, because of this imho. Wait I thought we were talking PvT.. and FFE in PvT? 3gate expo doesn't need scout because I assume you're pressuring...
however in PvZ if you're literally not scouting until gateway is done with FFE then that seems like it's own issue, a probe should do a double take for gas after you see natural hatch and no quick 3rd. you can assume it's up and that all in is possible, probe outside of base or at towers can get an idea, but sending first 1-2 zealots can get the scout you need.
Yes robo/obs will have you with a weak army, but again i thought we were talking PvT, in which case I do the standard 1gate expo into 3 gates with robo, into whatever I feel like.. but i'm saying if you want to go fast HTs, then getting hallucination is good. Hallucination is just good and underused in general, i'm going to start getting it every game now I think..
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Anyone else feel that BL infestor is quite strong now since the ghost nerf? As a zerg I must say the composition feels very strong (mid masters level) and even watching pro games, the composition seems very strong. Even when lots of vikings are made, the ultra transition can roll them.
Or do you think that it is just a matter of playing the game a different way (aka more harass)? For example I experience a lot of terran QQ at the brood lord infestor composition. However in those games I hardly see any harass what so ever. For example this one game on cloud kingdom, I had 3 completely undefended expansions on the other side of the map, and not one attempt at harass was made. If it was I would have lost 3 expansions right there, plus I would have had to been drawn back to defend and lose position. Then the terran QQ'd about how BL infestor is so OP.
What is your opinion on this?
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On March 22 2012 06:20 Chinesewonder wrote: Anyone else feel that BL infestor is quite strong now since the ghost nerf? As a zerg I must say the composition feels very strong (mid masters level) and even watching pro games, the composition seems very strong. Even when lots of vikings are made, the ultra transition can roll them.
Or do you think that it is just a matter of playing the game a different way (aka more harass)? For example I experience a lot of terran QQ at the brood lord infestor composition. However in those games I hardly see any harass what so ever. For example this one game on cloud kingdom, I had 3 completely undefended expansions on the other side of the map, and not one attempt at harass was made. If it was I would have lost 3 expansions right there, plus I would have had to been drawn back to defend and lose position. Then the terran QQ'd about how BL infestor is so OP.
What is your opinion on this? as terran you cant let Z or P get to many bases or their super army gets out of control, so you have to constantly be limiting bases
idk if you watched lone star, but Polt has a very nice way of dealing with BL infestor armies. he just abuses BL mobility attacking multiple expansions and then at one point sets up a huge flank and crushes the BL army with mostly marines. As a terran is was pretty amazing to watch him set up these flanks/concaves and only have 4 or 6 viking.
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Yeah, dealing with BL nowadays is just about multi-pronged drops all over the place, making efficient trades and limiting the bank of the Zerg so that a tech switch is harder.
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On March 22 2012 06:20 Chinesewonder wrote: Anyone else feel that BL infestor is quite strong now since the ghost nerf? As a zerg I must say the composition feels very strong (mid masters level) and even watching pro games, the composition seems very strong. Even when lots of vikings are made, the ultra transition can roll them.
Or do you think that it is just a matter of playing the game a different way (aka more harass)? For example I experience a lot of terran QQ at the brood lord infestor composition. However in those games I hardly see any harass what so ever. For example this one game on cloud kingdom, I had 3 completely undefended expansions on the other side of the map, and not one attempt at harass was made. If it was I would have lost 3 expansions right there, plus I would have had to been drawn back to defend and lose position. Then the terran QQ'd about how BL infestor is so OP.
What is your opinion on this?
I think the solution is still Ghosts. BL/Infestor isn't as scary if the Infestors don't have energy.
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Problem: 1-1-1
Solution Bashee armored.
Side Effects: Unknown.
Problem: Late TvP
Solution Increase viking ground DPS
Side Effects: Unknown.
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On March 22 2012 06:47 StarscreamG1 wrote: Problem: 1-1-1
Solution Bashee armored.
Side Effects: Unknown.
Problem: Late TvP
Solution Increase viking ground DPS
Side Effects: Unknown.
Or Stalkers could do a bonus damage against air light units. It would help against muta balls too.
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On March 22 2012 06:47 StarscreamG1 wrote: Problem: Late TvP
Solution Increase viking ground DPS
Side Effects: Unknown. The problem with increasing viking ground DPS is that they can then kill workers really quickly - you can just land them in a mineral line, wipe it out, and run away. They used to do 14 damage instead of 12, which 3 shots workers, and they were nerfed because of this.
A slight decrease in the attack cooldown wouldn't be too bad I guess.
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On March 22 2012 06:47 StarscreamG1 wrote: Problem: 1-1-1
Solution Bashee armored.
Side Effects: Unknown.
Problem: Late TvP
Solution Increase viking ground DPS
Side Effects: Unknown. 1-1-1 is not a problem first off. Second, I don't see what increasing viking ground DPS will solve. The problem with late game PVZ is the amount of AOE toss has ( eg. Colossus, Templar, archon) with the ability to mass super upgraded chargelots off 20+ warpgates which makes terran bio shit late game.
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On March 22 2012 06:20 Chinesewonder wrote: Anyone else feel that BL infestor is quite strong now since the ghost nerf? As a zerg I must say the composition feels very strong (mid masters level) and even watching pro games, the composition seems very strong. Even when lots of vikings are made, the ultra transition can roll them.
Or do you think that it is just a matter of playing the game a different way (aka more harass)? For example I experience a lot of terran QQ at the brood lord infestor composition. However in those games I hardly see any harass what so ever. For example this one game on cloud kingdom, I had 3 completely undefended expansions on the other side of the map, and not one attempt at harass was made. If it was I would have lost 3 expansions right there, plus I would have had to been drawn back to defend and lose position. Then the terran QQ'd about how BL infestor is so OP.
What is your opinion on this? I saw Kas play a TvZ today, it was close positions on Antiga. His opponent took the usual 3 bases and then took the gold expansion on his side. Kas tried to drop but it was no used as his opponent wasn't stretched out at all and his lings could reach every base in mere seconds. Eventually his 200/200 marine/tank/thor/viking lost the engagement despite having a huge concave, he killed plenty of lings and corruptors but only 1-2 broodlords and infestors. gg.
I certainly think the unit composition is problematic. I don't think zerg is significantly overpowered or anything, but I think that every unit composition should have its counter - assuming your opponent has a good enough economy, you should be able to build an army that can take your opponents army head on. Currently its not the case with BL infestor, as no terran army can fight BL/infestor in a cost efficient manner. I guess its also worth noting that a BL infestor army is so much easier to control than its supposed counter army.
Ghosts? EMP radius is too small to effectively counter infestors. Its great against high templar because of the unit size, not so much against infestor. You could try cloak + snipe, but that really relies on your opponent messing up with his detection. Ghosts were great against broodlords because they could take them head on with snipes, now they have to find a way around them to get where the infestors are hiding. A good zerg won't let that happen, just ask Stephano.
Oh, and I haven't even touched the issue where you manage to kill the BL army but the zerg remaxes on ultra/ling. Good times.
I think Blizzard should take a look at the raven and find ways to make it the proper counter for this composition. It seems like a natural extension to the viking style, but its just bad in its current state since it takes too long to gather energy and you seeker missile might never land because you get caught in a fungal. I don't think buffing ravens would become an issue to protoss as long as you only adjust seeker missile (PDD buff would help 1-1-1) and keep the spell ranges somewhat short. That way feedback will always provide a solid counter to any raven shenanigans.
Ultimately I consider BL/infestor a kinda broken unit comp since protoss cannot engage it without abusing a bug (archon toilet) and terran cannot engage it at all. However, fundamentally changing it would have too many implications and I feel its best left for HOTS.
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On March 22 2012 07:57 Bagi wrote:Show nested quote +On March 22 2012 06:20 Chinesewonder wrote: Anyone else feel that BL infestor is quite strong now since the ghost nerf? As a zerg I must say the composition feels very strong (mid masters level) and even watching pro games, the composition seems very strong. Even when lots of vikings are made, the ultra transition can roll them.
Or do you think that it is just a matter of playing the game a different way (aka more harass)? For example I experience a lot of terran QQ at the brood lord infestor composition. However in those games I hardly see any harass what so ever. For example this one game on cloud kingdom, I had 3 completely undefended expansions on the other side of the map, and not one attempt at harass was made. If it was I would have lost 3 expansions right there, plus I would have had to been drawn back to defend and lose position. Then the terran QQ'd about how BL infestor is so OP.
What is your opinion on this? I saw Kas play a TvZ today, it was close positions on Antiga. His opponent took the usual 3 bases and then took the gold expansion on his side. Kas tried to drop but it was no used as his opponent wasn't stretched out at all and his lings could reach every base in mere seconds. Eventually his 200/200 marine/tank/thor/viking lost the engagement despite having a huge concave, he killed plenty of lings and corruptors but only 1-2 broodlords and infestors. gg. I certainly think the unit composition is problematic. I don't think zerg is significantly overpowered or anything, but I think that every unit composition should have its counter - assuming your opponent has a good enough economy, you should be able to build an army that can take your opponents army head on. Currently its not the case with BL infestor, as no terran army can fight BL/infestor in a cost efficient manner. I guess its also worth noting that a BL infestor army is so much easier to control than its supposed counter army. Ghosts? EMP radius is too small to effectively counter infestors. Its great against high templar because of the unit size, not so much against infestor. You could try cloak + snipe, but that really relies on your opponent messing up with his detection. Ghosts were great against broodlords because they could take them head on with snipes, now they have to find a way around them to get where the infestors are hiding. A good zerg won't let that happen, just ask Stephano. Oh, and I haven't even touched the issue where you manage to kill the BL army but the zerg remaxes on ultra/ling. Good times. I think Blizzard should take a look at the raven and find ways to make it the proper counter for this composition. It seems like a natural extension to the viking style, but its just bad in its current state since it takes too long to gather energy and you seeker missile might never land because you get caught in a fungal. I don't think buffing ravens would become an issue to protoss as long as you only adjust seeker missile (PDD buff would help 1-1-1) and keep the spell ranges somewhat short. That way feedback will always provide a solid counter to any raven shenanigans. Ultimately I consider BL/infestor a kinda broken unit comp since protoss cannot engage it without abusing a bug (archon toilet) and terran cannot engage it at all. However, fundamentally changing it would have too many implications and I feel its best left for HOTS.
I guess it depends on the map. For example in cloud Kingdom, my entire main, and 3 expansions on the side were completely vulnerable. Obviously me being a pro gamer, I didn't really have the APM to set up the necessary defenses (like spores, spines, and replace the drones) while being pressured. But you have to admit, the ghost nerf was necessary, it was way too strong a counter to BL and ultralisk. I don't know if it is OP just yet, I think terrans just need to learn how to adapt.
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In smaller numbers ghosts made a nice dynamic, but it got out of hand once you had 20+ of them I agree.
Still, terrans lost one of their main sources of damage and what we have now just doesn't seem to cut it.
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On March 20 2012 07:25 freetgy wrote:Show nested quote +On March 20 2012 07:19 thurst0n wrote: Don't forget about hallucination, it's toss's early game scout option instead of scan or overlord...
I'm not sure why you wouldn't want the robo at some point anyway, if you open with templar then you are obviously taking a risk to cloaked banshee, well placed cannons can mostly keep you ok but a smart terran will always do some damage, and cannons are a pretty big investment if it's just to stop 1 or 2 cloaked banshees and you're trying to defend all of your production and your mineral line.
Robo also opens up collosus, immortals, observers which you'll obviously want for banshees and for watching army position mid/late game. Dont forget about WARP PRISMS, which are just so good vs terran :-)
hallucination comes to late, it was fine before the warpgate nerf. (due to the research time buff) currently especially after an FFE or 3 Gateway expand it just comes those 40s to late (due to the longer resarch time of warpgate, putting it in the exact state it was before hallu was buffed at all). Those missing 40s is the difference scouting and preparing for the roach ling all-in or not. Also robo/obs comes faster, but weakens your overall army strengh of course. Hallu research time needs to be fixed again, because of this imho.
WG research was only nerfed by 20s...
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Blizzard decided to nerf the ghost because it was necessary. I don't know how hard the nerf needed to be and I don't want to discuss it, as I want to talk about the situation right now. I think ghosts were only imbalanced when you had a high amount of them and in the hands of a very skilled player, yet they were imbalanced under that circumstances so it needed a nerf.
Now we have broodlord/infestor/corrupter which in itself is a very strong combo. I won't say its generally imbalanced, but once it reaches a critical mass and the Zerg is a good player and knows how to use it, you cannot beat the composition. Obviously you could say, that its a skill to babysit infestors and micro that unit composition, but the same could be said about mass ghosts so I really think it needs some sort of nerf.
No matter your economy, if you give Zerg such an army, Terran can usually never engage it properly. I won't say there is NO army to counter it, but there certainly is not a very effective way, just like against a lot of ghosts. You can avoid the army on big maps and keep dropping, but eventually if you didn't enter the lategame with an advantage but only on even ground you will find spines and spores to defend against drops or even a parked infestor.
I believe Blizzard will have a good look into that unit composition. I only win games against this composition if the Zerg gets caught very offguard and loses infestors without fungal or sorts of it.
I have brought a lot of games back to kind of even ground even with an disadvantage with dropping and killing all the mining bases, yet it costs ressources and I could never engage the main army and eventually still lost.. I am certain it won't take a lot of major tournaments before this issue will be reviewed by Blizzard.
The main problem I see is, that Terrans and especially korean Terrans are so amazingly good, that its hard for most Zergs to get to the point where they get that combo.
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On March 22 2012 09:31 Type|NarutO wrote: Blizzard decided to nerf the ghost because it was necessary. I don't know how hard the nerf needed to be and I don't want to discuss it, as I want to talk about the situation right now. I think ghosts were only imbalanced when you had a high amount of them and in the hands of a very skilled player, yet they were imbalanced under that circumstances so it needed a nerf.
Now we have broodlord/infestor/corrupter which in itself is a very strong combo. I won't say its generally imbalanced, but once it reaches a critical mass and the Zerg is a good player and knows how to use it, you cannot beat the composition. Obviously you could say, that its a skill to babysit infestors and micro that unit composition, but the same could be said about mass ghosts so I really think it needs some sort of nerf.
No matter your economy, if you give Zerg such an army, Terran can usually never engage it properly. I won't say there is NO army to counter it, but there certainly is not a very effective way, just like against a lot of ghosts. You can avoid the army on big maps and keep dropping, but eventually if you didn't enter the lategame with an advantage but only on even ground you will find spines and spores to defend against drops or even a parked infestor.
I believe Blizzard will have a good look into that unit composition. I only win games against this composition if the Zerg gets caught very offguard and loses infestors without fungal or sorts of it.
I have brought a lot of games back to kind of even ground even with an disadvantage with dropping and killing all the mining bases, yet it costs ressources and I could never engage the main army and eventually still lost.. I am certain it won't take a lot of major tournaments before this issue will be reviewed by Blizzard.
The main problem I see is, that Terrans and especially korean Terrans are so amazingly good, that its hard for most Zergs to get to the point where they get that combo.
I completely agree. Blizzard doesn't seem to find a happy medium when balancing. They just seem to take out an entire aspect all together and hope that solves the problem, when they might have just created another balance problem. I mean it's ridiculous. In some games I can get 12 BL and 20+ corruptors. It doesn't even matter how many vikings they get because I can just fungal the vikings. Not to mention I can reproduce corruptors a hell of a lot faster than vikings. Though I still believe time will tell whether or not terrans adapt to it. I would say more multi pronged drops and getting a good engage are key. As well as spreading vikings so they don't get fungaled.
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On March 22 2012 07:57 Bagi wrote:Show nested quote +On March 22 2012 06:20 Chinesewonder wrote: Anyone else feel that BL infestor is quite strong now since the ghost nerf? As a zerg I must say the composition feels very strong (mid masters level) and even watching pro games, the composition seems very strong. Even when lots of vikings are made, the ultra transition can roll them.
Or do you think that it is just a matter of playing the game a different way (aka more harass)? For example I experience a lot of terran QQ at the brood lord infestor composition. However in those games I hardly see any harass what so ever. For example this one game on cloud kingdom, I had 3 completely undefended expansions on the other side of the map, and not one attempt at harass was made. If it was I would have lost 3 expansions right there, plus I would have had to been drawn back to defend and lose position. Then the terran QQ'd about how BL infestor is so OP.
What is your opinion on this? I saw Kas play a TvZ today, it was close positions on Antiga. His opponent took the usual 3 bases and then took the gold expansion on his side. Kas tried to drop but it was no used as his opponent wasn't stretched out at all and his lings could reach every base in mere seconds. Eventually his 200/200 marine/tank/thor/viking lost the engagement despite having a huge concave, he killed plenty of lings and corruptors but only 1-2 broodlords and infestors. gg. I certainly think the unit composition is problematic. I don't think zerg is significantly overpowered or anything, but I think that every unit composition should have its counter - assuming your opponent has a good enough economy, you should be able to build an army that can take your opponents army head on. Currently its not the case with BL infestor, as no terran army can fight BL/infestor in a cost efficient manner. I guess its also worth noting that a BL infestor army is so much easier to control than its supposed counter army. Ghosts? EMP radius is too small to effectively counter infestors. Its great against high templar because of the unit size, not so much against infestor. You could try cloak + snipe, but that really relies on your opponent messing up with his detection. Ghosts were great against broodlords because they could take them head on with snipes, now they have to find a way around them to get where the infestors are hiding. A good zerg won't let that happen, just ask Stephano. Oh, and I haven't even touched the issue where you manage to kill the BL army but the zerg remaxes on ultra/ling. Good times. I think Blizzard should take a look at the raven and find ways to make it the proper counter for this composition. It seems like a natural extension to the viking style, but its just bad in its current state since it takes too long to gather energy and you seeker missile might never land because you get caught in a fungal. I don't think buffing ravens would become an issue to protoss as long as you only adjust seeker missile (PDD buff would help 1-1-1) and keep the spell ranges somewhat short. That way feedback will always provide a solid counter to any raven shenanigans. Ultimately I consider BL/infestor a kinda broken unit comp since protoss cannot engage it without abusing a bug (archon toilet) and terran cannot engage it at all. However, fundamentally changing it would have too many implications and I feel its best left for HOTS.
Broodlord / Infestor is Zerg's only cost-efficient composition. Zerg plays against stronger, more cost and supply-efficient armies all game long in ZvT and ZvP.
Getting near maxed with Broodlord / Infestor means that the Terran / Protoss was doing something wrong, he did not manage to kill, limit, or weaken the Zerg despite his significant advantage up until that point. The Zerg ouplayed him, got a much better economy, and used it to create a composition which could finally take the Terran / Protoss on.
Zerg cannot break entrenched Terrans without Broodlord / Infestor, that's why there's no cost-efficient counter. There are counters, and Zergs must be careful about control or they risk losing the huge advantage they gained all game long, but there is no hard counter because that wouldn't make any sense.
Broodlord / Infestor is the means by which a Zerg in a superior position ends the game. If he isn't in the lead he can't go infestor / broodlord and have enough to win.
The problem here is that Terrans see the Broodlord / Infestor composition, and think that the composition itself is the reason they lost. No, they lost because they got behind, and infestor / broodlord is just the Zergs only means of exploiting that advantage.
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