• Log InLog In
  • Register
Liquid`
Team Liquid Liquipedia
EDT 20:11
CEST 02:11
KST 09:11
  • 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
[ASL19] Finals Recap: Standing Tall9HomeStory Cup 27 - Info & Preview18Classic wins Code S Season 2 (2025)16Code S RO4 & Finals Preview: herO, Rogue, Classic, GuMiho0TL Team Map Contest #5: Presented by Monster Energy6
Community News
Flash Announces Hiatus From ASL52Weekly Cups (June 23-29): Reynor in world title form?12FEL Cracov 2025 (July 27) - $8000 live event16Esports World Cup 2025 - Final Player Roster16Weekly Cups (June 16-22): Clem strikes back1
StarCraft 2
General
The SCII GOAT: A statistical Evaluation The GOAT ranking of GOAT rankings Statistics for vetoed/disliked maps How does the number of casters affect your enjoyment of esports? Esports World Cup 2025 - Final Player Roster
Tourneys
Korean Starcraft League Week 77 Master Swan Open (Global Bronze-Master 2) RSL: Revival, a new crowdfunded tournament series [GSL 2025] Code S: Season 2 - Semi Finals & Finals $5,100+ SEL Season 2 Championship (SC: Evo)
Strategy
How did i lose this ZvP, whats the proper response Simple Questions Simple Answers
Custom Maps
[UMS] Zillion Zerglings
External Content
Mutation # 480 Moths to the Flame Mutation # 479 Worn Out Welcome Mutation # 478 Instant Karma Mutation # 477 Slow and Steady
Brood War
General
Flash Announces Hiatus From ASL BGH Auto Balance -> http://bghmmr.eu/ Player “Jedi” cheat on CSL Unit and Spell Similarities Help: rep cant save
Tourneys
[Megathread] Daily Proleagues [BSL20] Grand Finals - Sunday 20:00 CET Small VOD Thread 2.0 [BSL20] GosuLeague RO16 - Tue & Wed 20:00+CET
Strategy
Simple Questions, Simple Answers I am doing this better than progamers do.
Other Games
General Games
Stormgate/Frost Giant Megathread Nintendo Switch Thread Path of Exile What do you want from future RTS games? Beyond All Reason
Dota 2
Official 'what is Dota anymore' discussion
League of Legends
Heroes of the Storm
Simple Questions, Simple Answers Heroes of the Storm 2.0
Hearthstone
Heroes of StarCraft mini-set
TL Mafia
TL Mafia Community Thread Vanilla Mini Mafia
Community
General
Things Aren’t Peaceful in Palestine US Politics Mega-thread Trading/Investing Thread Russo-Ukrainian War Thread The Games Industry And ATVI
Fan Clubs
SKT1 Classic Fan Club! Maru Fan Club
Media & Entertainment
Anime Discussion Thread [Manga] One Piece [\m/] Heavy Metal Thread
Sports
Formula 1 Discussion 2024 - 2025 Football Thread NBA General Discussion TeamLiquid Health and Fitness Initiative For 2023 NHL Playoffs 2024
World Cup 2022
Tech Support
Computer Build, Upgrade & Buying Resource Thread
TL Community
Blogs
Culture Clash in Video Games…
TrAiDoS
from making sc maps to makin…
Husyelt
Blog #2
tankgirl
StarCraft improvement
iopq
Trip to the Zoo
micronesia
Customize Sidebar...

Website Feedback

Closed Threads



Active: 591 users

Designated Balance Discussion Thread - Page 184

Forum Index > SC2 General
Post a Reply
Prev 1 182 183 184 185 186 1266 Next
Elyvilon
Profile Joined August 2008
United States13143 Posts
March 22 2012 02:34 GMT
#3661
On March 22 2012 06:42 Empirimancer 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 think the solution is still Ghosts. BL/Infestor isn't as scary if the Infestors don't have energy.



I dunno, Stephano specifically pointed at Polt's lack of ghosts as a strength in his play. Stephano is obviously not guaranteed to be right, but I'm pretty sure he will be correct far more often than not.
Liquipedia
EienShinwa
Profile Joined May 2010
United States655 Posts
March 22 2012 02:48 GMT
#3662
Problem:
Warp gates are a broken mechanic. Protoss got along fine in Broodwar without it, and can do the same here.

Result:
Metagame is changed, more unit balance (Making Protoss units stronger), and late game is not determined by 50 zealot warpins after both armies melt each other.

Side Effect:
Protoss must macro better.
I have a simple philosophy: Fill what's empty. Empty what's full. Scratch where it itches. Alice Roosevelt Longworth
GaiaCaT
Profile Joined June 2011
35 Posts
March 22 2012 03:05 GMT
#3663
Problem:
Ultralisk pathing with mass Zerglings.

Solution:
Make Ultralisks have 0 footprint with regards to (only) Zerglings, similar to the Colossus.
Completely solves the Ultralisk Dance Problem when trying to navigate through a swarm of Zerglings.
My logical reason behind it is Zerglings are small and fast enough to avoid Ultralisk feet.

Side Effects:
None that I can think of, other than improving the Zergling/Ultralisk composition.




Problem:
Warpgate technology potentially negates Defender's Advantage and map size considerations with relatively little effort.

Solution
Make Warp-ins possible from Warp Prism ONLY.
Make Warpgates only able to warp in at a Warp Prism.
With no Warp Prism in play, you'd have to switch your Warpgates back into Gateways to resume production.

Side Effects:
This change would seriously affect one of the core mechanics of the race negatively and would almost certainly unbalance PvZ and PvT in the current state of SC2.
With no similar mechanics on Terran and Zerg side, this would maybe put too much stress on Protoss play.

On the other hand, it would still be a desireable tech for harass play and reinforcements.
It could introduce potential micro and decision making, when to switch between gate states and how many to switch.
It brings the most useless ability back into the game.
And from a personal perspective, it feels like something that it should've been balanced around from the start.
Crow!
Profile Joined September 2011
United States150 Posts
Last Edited: 2012-03-22 03:18:12
March 22 2012 03:11 GMT
#3664
Problem:

In general I'm seeing a lot of Zerg late games, particularly on the latest string of super-huge maps, where the Zerg just simply turtles, and gets around the 200 supply cap by merely pouring all thier money into spine crawlers and spore crawlers. The result is a game where the Zerg is on one base versus 3 or 5 from the opponent, but the opponent is still at risk of losing if he ever tries to engage the entrenched position.

The other races can do this to some extent too, but they have the issue that money spent entrenching a position is wasted once that position is no longer relevant; such is the general idea of static defenses and the primary reason static defenses get to be stronger than other options for their cost. Spine and spore crawlers, on the other hand, can move forward for a slow offensive or simply migrate to a new base the opponent gets impatient and tries to attack before the 1 hour 15 minute mark and the armies trade enough to make that safe. Zerg also doesn't need much space for sufficient infrastructure to make units; this lets them be much more free with their defenses. Also, Brood Lords' main ability, more so than their damage, is the ability to block movement with their broodlings, which just reinforces the Zerg's incentive to be passive

This isn't really so much of a game balance issue so much as a game design issue. A game that is a contest to see who can resist the urge to do stuff 30 minutes longer than the opponent just isn't much fun to play or to watch.


Solution:

My gut reaction is to suggest spine and spore crawlers retain the 1 supply cost of the drone that made them, though on its own that would be pretty brutal for their use as early game defense. Maybe there could be some sort of hard static defense "supply" cap (for all races), like how the game hard caps mobile armies to 200 supply?


Side Effects:

Some form of capping an amount of static defenses could become a problem for maps which are sufficiently large as to legitimately require that large a quantity of static defenses to defend each of your bases, without an abusive pure turtling going on.
TomaZero
Profile Joined March 2012
United States5 Posts
Last Edited: 2012-03-22 03:22:02
March 22 2012 03:18 GMT
#3665
On March 22 2012 12:11 Crow! wrote:
Problem:

In general I'm seeing a lot of Zerg late games, particularly on the latest string of super-huge maps, where the Zerg just simply turtles, and gets around the 200 supply cap by merely pouring all thier money into spine crawlers and spore crawlers. The result is a game where the Zerg is on one base versus 3 or 5 from the opponent, but the opponent is still at risk of losing if he ever tries to engage the entrenched position.

The other races can do this to some extent too, but they have the issue that money spent entrenching a position is wasted once that position is no longer relevant; such is the general idea of static defenses and the primary reason static defenses get to be stronger than other options for their cost. Spine and spore crawlers, on the other hand, can move forward for a slow offensive or simply migrate to a new base the opponent gets impatient and tries to attack before the 1 hour 15 minute mark and the armies trade enough to make that safe. Zerg also doesn't need much space for sufficient infrastructure to make units; this lets them be much more free with their defenses. Also, Brood Lords' main ability, more so than their damage, is the ability to block movement with their broodlings, which just reinforces the Zerg's incentive to be passive


This isn't really so much of a game balance issue so much as a game design issue. A game that is a contest to see who can resist the urge to do stuff 30 minutes longer than the opponent just isn't much fun to play or to watch.


Solution:

My gut reaction is to suggest spine and spore crawlers retain the 1 supply cost of the drone that made them, though on its own that would be pretty brutal for their use as early game defense. Maybe there could be some sort of hard static defense "supply" cap (for all races), like how the game hard caps mobile armies to 200 supply?


instead of this solution you can just go kill him with Tanks/Ultralisk/Broodlords/Colossis.

edit: or you can simply starve him out by denying his every attempt to expand by parking your army outside of his base and killing everything.
Zerg!
Crow!
Profile Joined September 2011
United States150 Posts
Last Edited: 2012-03-22 03:40:18
March 22 2012 03:24 GMT
#3666
In case it wasn't clear, I was assuming a maxed brood lord / corruptor / infestor army over the crawlers, so that from P colossi aren't sufficient and a good vortex hit is required, and from T nothing works until the corrupters are dead (insert typical ghost nerf complaint here). Haven't seen a ZvZ go this long, but broodlings stop ultras dead in their tracks to an awfully embarassing degree so I'd be shocked if that were the answer.

The "starve him out" answer is apparently the correct answer, but that still doesn't actually kill him; the best choice becomes to continue starving him for the 20-45 minutes (depending on the map) to get as huge an infrastructure and bank as the map permits before moving in... which is the whole issue.
ZenithM
Profile Joined February 2011
France15952 Posts
March 22 2012 03:25 GMT
#3667
On March 22 2012 11:48 EienShinwa wrote:
Problem:
Warp gates are a broken mechanic. Protoss got along fine in Broodwar without it, and can do the same here.

Result:
Metagame is changed, more unit balance (Making Protoss units stronger), and late game is not determined by 50 zealot warpins after both armies melt each other.

Side Effect:
Protoss must macro better.

The side effect is just completely clueless.
WombaT
Profile Blog Joined May 2010
Northern Ireland25033 Posts
March 22 2012 03:27 GMT
#3668
On March 22 2012 11:48 EienShinwa wrote:
Problem:
Warp gates are a broken mechanic. Protoss got along fine in Broodwar without it, and can do the same here.

Result:
Metagame is changed, more unit balance (Making Protoss units stronger), and late game is not determined by 50 zealot warpins after both armies melt each other.

Side Effect:
Protoss must macro better.

I'm all for this, as a Protoss player. Blizzard may be loathe to make such a hardcore switch in the design of the race, but then they completely overhauled Warcraft three when the first expansion came out.
'You'll always be the cuddly marsupial of my heart, despite the inherent flaws of your ancestry' - Squat
ipwntbarney
Profile Joined September 2011
United States141 Posts
Last Edited: 2012-03-22 03:40:02
March 22 2012 03:39 GMT
#3669
On March 22 2012 11:48 EienShinwa wrote:
Problem:
Warp gates are a broken mechanic. Protoss got along fine in Broodwar without it, and can do the same here.

Result:
Metagame is changed, more unit balance (Making Protoss units stronger), and late game is not determined by 50 zealot warpins after both armies melt each other.

Side Effect:
Protoss must macro better.

Honestly, I don't know how I feel about this. On one hand, having Protoss reinforce with Zerg-like numbers of zealots can win the game easily, and leads to Terrans having even more of a "going against the clock" type situation. But if they took out warp-tech and buffed gateway units, then that would 2-base aggression (for example) vs. Zerg on small maps almost unbeatable (at least in a somewhat economic fashion). It would lead to a huge metagame shift and I don't know if it would really be balance-able with the current state of things.
Kharnage
Profile Joined September 2011
Australia920 Posts
March 22 2012 05:07 GMT
#3670
On March 22 2012 12:39 ipwntbarney wrote:
Show nested quote +
On March 22 2012 11:48 EienShinwa wrote:
Problem:
Warp gates are a broken mechanic. Protoss got along fine in Broodwar without it, and can do the same here.

Result:
Metagame is changed, more unit balance (Making Protoss units stronger), and late game is not determined by 50 zealot warpins after both armies melt each other.

Side Effect:
Protoss must macro better.

Honestly, I don't know how I feel about this. On one hand, having Protoss reinforce with Zerg-like numbers of zealots can win the game easily, and leads to Terrans having even more of a "going against the clock" type situation. But if they took out warp-tech and buffed gateway units, then that would 2-base aggression (for example) vs. Zerg on small maps almost unbeatable (at least in a somewhat economic fashion). It would lead to a huge metagame shift and I don't know if it would really be balance-able with the current state of things.


I dunno, most of the protoss push timings are based around getting a proxy pylon down and warping in as the protoss advances, making the attacking army bigger and bigger. If they had to walk across map then their timings would all be different giving zerg more time to prepare.
Mehukannu
Profile Joined October 2010
Finland421 Posts
March 22 2012 05:08 GMT
#3671
On March 22 2012 12:39 ipwntbarney wrote:
Show nested quote +
On March 22 2012 11:48 EienShinwa wrote:
Problem:
Warp gates are a broken mechanic. Protoss got along fine in Broodwar without it, and can do the same here.

Result:
Metagame is changed, more unit balance (Making Protoss units stronger), and late game is not determined by 50 zealot warpins after both armies melt each other.

Side Effect:
Protoss must macro better.

Honestly, I don't know how I feel about this. On one hand, having Protoss reinforce with Zerg-like numbers of zealots can win the game easily, and leads to Terrans having even more of a "going against the clock" type situation. But if they took out warp-tech and buffed gateway units, then that would 2-base aggression (for example) vs. Zerg on small maps almost unbeatable (at least in a somewhat economic fashion). It would lead to a huge metagame shift and I don't know if it would really be balance-able with the current state of things.

It doesn't necessarily mean that every gateway unit needs a buff like zealot for example. That unit already has good amount of health and damage. I also pretty sure most zergs can handle 2-base aggression's very well regardless of the buffs, maybe even easier since protoss wouldn't be able to reinforce his army at the front of your base that easily. That is of course me thinking that the warp gate upgrade would be put higher in the tech tree, since it is a non-brainer upgrade to get right now.
C=('. ' Q)
K3Nyy
Profile Joined February 2010
United States1961 Posts
March 22 2012 05:10 GMT
#3672
On March 22 2012 12:39 ipwntbarney wrote:
Show nested quote +
On March 22 2012 11:48 EienShinwa wrote:
Problem:
Warp gates are a broken mechanic. Protoss got along fine in Broodwar without it, and can do the same here.

Result:
Metagame is changed, more unit balance (Making Protoss units stronger), and late game is not determined by 50 zealot warpins after both armies melt each other.

Side Effect:
Protoss must macro better.

Honestly, I don't know how I feel about this. On one hand, having Protoss reinforce with Zerg-like numbers of zealots can win the game easily, and leads to Terrans having even more of a "going against the clock" type situation. But if they took out warp-tech and buffed gateway units, then that would 2-base aggression (for example) vs. Zerg on small maps almost unbeatable (at least in a somewhat economic fashion). It would lead to a huge metagame shift and I don't know if it would really be balance-able with the current state of things.


If warpgate was removed, then Protoss would never have the numbers to make a 2 base push unstoppable. Usually they just warp in 1-2 rounds of units after warpgate is finished and then push. Without it, Protoss would have to wait for the gateways to finish and then another 40 seconds for whatever units to finish.
ipwntbarney
Profile Joined September 2011
United States141 Posts
Last Edited: 2012-03-22 05:32:37
March 22 2012 05:31 GMT
#3673
On March 22 2012 14:07 Kharnage wrote:
Show nested quote +
On March 22 2012 12:39 ipwntbarney wrote:
On March 22 2012 11:48 EienShinwa wrote:
Problem:
Warp gates are a broken mechanic. Protoss got along fine in Broodwar without it, and can do the same here.

Result:
Metagame is changed, more unit balance (Making Protoss units stronger), and late game is not determined by 50 zealot warpins after both armies melt each other.

Side Effect:
Protoss must macro better.

Honestly, I don't know how I feel about this. On one hand, having Protoss reinforce with Zerg-like numbers of zealots can win the game easily, and leads to Terrans having even more of a "going against the clock" type situation. But if they took out warp-tech and buffed gateway units, then that would 2-base aggression (for example) vs. Zerg on small maps almost unbeatable (at least in a somewhat economic fashion). It would lead to a huge metagame shift and I don't know if it would really be balance-able with the current state of things.


I dunno, most of the protoss push timings are based around getting a proxy pylon down and warping in as the protoss advances, making the attacking army bigger and bigger. If they had to walk across map then their timings would all be different giving zerg more time to prepare.

I guess I was assuming that the buffs would be relatively large. Like making zealots start off with like 200 hp and 2-shotting lings. Because then, even small numbers of units would be so cost-efficient vs. Zerg's T1, that just the threat of a push would be enough to seriously mess with the Zerg's economy because of the larva cost of all the lings and needing gas for roaches. I guess it would depend on how big the buffs to the gateway units would be.
Kharnage
Profile Joined September 2011
Australia920 Posts
March 22 2012 05:43 GMT
#3674
On March 22 2012 14:31 ipwntbarney wrote:
Show nested quote +
On March 22 2012 14:07 Kharnage wrote:
On March 22 2012 12:39 ipwntbarney wrote:
On March 22 2012 11:48 EienShinwa wrote:
Problem:
Warp gates are a broken mechanic. Protoss got along fine in Broodwar without it, and can do the same here.

Result:
Metagame is changed, more unit balance (Making Protoss units stronger), and late game is not determined by 50 zealot warpins after both armies melt each other.

Side Effect:
Protoss must macro better.

Honestly, I don't know how I feel about this. On one hand, having Protoss reinforce with Zerg-like numbers of zealots can win the game easily, and leads to Terrans having even more of a "going against the clock" type situation. But if they took out warp-tech and buffed gateway units, then that would 2-base aggression (for example) vs. Zerg on small maps almost unbeatable (at least in a somewhat economic fashion). It would lead to a huge metagame shift and I don't know if it would really be balance-able with the current state of things.


I dunno, most of the protoss push timings are based around getting a proxy pylon down and warping in as the protoss advances, making the attacking army bigger and bigger. If they had to walk across map then their timings would all be different giving zerg more time to prepare.

I guess I was assuming that the buffs would be relatively large. Like making zealots start off with like 200 hp and 2-shotting lings. Because then, even small numbers of units would be so cost-efficient vs. Zerg's T1, that just the threat of a push would be enough to seriously mess with the Zerg's economy because of the larva cost of all the lings and needing gas for roaches. I guess it would depend on how big the buffs to the gateway units would be.


If they did nothing apart from change the build time for zealots from gateways to the same build time as zealots from warp gates 2 gate proxy would be super hard for zerg to deal with.
chadissilent
Profile Blog Joined September 2010
Canada1187 Posts
Last Edited: 2012-03-22 05:47:59
March 22 2012 05:47 GMT
#3675
Problem:
Warp gate remax is a broken mechanic.

Solution: Have warp gates sit with a full cooldown if the Protoss player is maxed. Cooldown on the gateways begin once supply is freed.

Result:
Metagame is changed, and late game is not determined by 50 zealot warpins after both armies melt each other.

Side Effect:
Protoss must macro better.
jumai
Profile Joined July 2011
Canada115 Posts
March 22 2012 05:52 GMT
#3676
On March 22 2012 07:29 -NegativeZero- wrote:
Show nested quote +
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.

Woah, woah, woah. Increase viking ground dps? Who to the what now?

Fun fact: an unupgraded viking in ground mode has more flat dps than a +3 stalker does against armoured. Like, already.
Rabiator
Profile Joined March 2010
Germany3948 Posts
March 22 2012 09:58 GMT
#3677
On March 22 2012 12:05 GaiaCaT wrote:
Problem:
Ultralisk pathing with mass Zerglings.

Solution:
Make Ultralisks have 0 footprint with regards to (only) Zerglings, similar to the Colossus.
Completely solves the Ultralisk Dance Problem when trying to navigate through a swarm of Zerglings.
My logical reason behind it is Zerglings are small and fast enough to avoid Ultralisk feet.

Side Effects:
None that I can think of, other than improving the Zergling/Ultralisk composition.

One side effect I can come up with is that Ultralisks cant block enemy Zerglings anymore and that might be desirable. Sure it will attack a whole bunch of them while they are running past it, but the attack isnt that fast and a few could get through. There would be an increased surface area due to this against Zerglings and that might not be a good thing despite the Ultralisks "AoE attack".

Coding such a thing would be a "special ability" since it would be given only to Zerglings and not other small and light units (Marines, Zealots, ...), which might be a good thing as well to get more "stompy stompy" on a mass of them (just drop one Ultralisk into a mass of Marines and you get a load of damage). Such unit-specific things havent been included into the game and usually abilities / immunities have been linked to a characteristic of the unit (massive, armored, ...), so I highly doubt it will make sense for Zerglings only.
If you cant say what you're meaning, you can never mean what you're saying.
Rabiator
Profile Joined March 2010
Germany3948 Posts
March 22 2012 10:03 GMT
#3678
On March 22 2012 14:47 chadissilent wrote:
Problem:
Warp gate remax is a broken mechanic.

Solution: Have warp gates sit with a full cooldown if the Protoss player is maxed. Cooldown on the gateways begin once supply is freed.

Result:
Metagame is changed, and late game is not determined by 50 zealot warpins after both armies melt each other.

Side Effect:
Protoss must macro better.

The solution to the Warp Gate mechanic is NOT to have it increase the prodution speed but rather have a longer cycle for Warp Gates. This would enable the players to choose between
- having Gateways with faster production OR
- producing through Warp Gates but anywhere you need.

That would add depth to the game and would remove the "totally necessary for every Protoss"-sticker from the Warp Gate research. Sure being able to produce anywhere is nice, but if the other building produces faster you have a choice to make ... and that is GOOD for a strategy game.
If you cant say what you're meaning, you can never mean what you're saying.
Bagi
Profile Joined August 2010
Germany6799 Posts
Last Edited: 2012-03-22 13:46:23
March 22 2012 13:37 GMT
#3679
On March 22 2012 11:27 ThomasHobbes wrote:
Show nested quote +
On March 22 2012 07:57 Bagi wrote:
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.

I've seen plenty of games where a zerg and terran remain on roughly equal bases, trade armies at equal effectiveness and then suddenly the terran loses every battle since the zerg got BL/infestor out. No real eco disadvantage for the terran player, he just didn't kill the zerg apparently fast enough. Zergs are getting better and better at playing defensive with pure ling/festor, which is extremely cost effective as long as you keep the infestors alive and transitions to broodlords very well.

Broodlord/infestor absolutely needs a harder counter. Zerg is not meant to be the deathball race in the first place, they rely on outproducing their opponent which they definitely have the tools for. Giving them by far the strongest army in the game too is just madness, a maxed terran or protoss army should have an edge over the zerg army if they built the proper units. Zerg armies in general are not very cost effective, but this is for a reason - their superior production and expanding capabilities.

Broodlord/infestor can be the counter to entrenched terrans even if terrans had better options at dealing with them. This would just mean that if the zerg was actually ahead, they could finish the game with the composition. Currently if all other things are equal and the zerg gets to that stage, the terran player just dies. You have to cripple the zerg in the early/midgame to have a chance against it, and its what all the terrans are complaining about - you are fighting against the clock in TvZ. It's just bad design when a macro game is out of the question for one race.
RavenLoud
Profile Joined March 2011
Canada1100 Posts
March 22 2012 15:52 GMT
#3680
I'd say it's about time to give a raven some sort of a buff. It's doesn't need to be major, just to tell players to start using it. I'm getting tired of seeing terran players floating thousands of gas past the midgame then complain that the other races's high tech army is too powerful.

An acceleration buff would be perfect (maybe even a speed buff but that won't be necessary.) It also increases manoeuvering potentials, the science vessel in BW was a fast and agile unit, of course ravens aren't the same, but they aren't as satisfying to use partly because of a lack of nimbleness.
Prev 1 182 183 184 185 186 1266 Next
Please log in or register to reply.
Live Events Refresh
Next event in 2h 49m
[ Submit Event ]
Live Streams
Refresh
StarCraft 2
Nina 317
Livibee 105
RuFF_SC2 20
StarCraft: Brood War
Jaeyun 54
HiyA 35
NaDa 28
Dota 2
420jenkins209
capcasts128
NeuroSwarm70
League of Legends
Grubby2641
JimRising 688
Counter-Strike
taco 1110
Other Games
summit1g9267
tarik_tv4720
fl0m606
ViBE206
PPMD48
Organizations
Other Games
BasetradeTV65
StarCraft 2
Blizzard YouTube
StarCraft: Brood War
BSLTrovo
sctven
[ Show 15 non-featured ]
StarCraft 2
• Berry_CruncH115
• Hupsaiya 95
• AfreecaTV YouTube
• intothetv
• Kozan
• IndyKCrew
• LaughNgamezSOOP
• Migwel
• sooper7s
StarCraft: Brood War
• BSLYoutube
• STPLYoutube
• ZZZeroYoutube
Dota 2
• masondota21351
League of Legends
• Doublelift5009
• Jankos1817
Upcoming Events
Korean StarCraft League
2h 49m
CranKy Ducklings
9h 49m
RSL Revival
9h 49m
ByuN vs Cham
herO vs Reynor
FEL
15h 49m
RSL Revival
1d 9h
Clem vs Classic
SHIN vs Cure
FEL
1d 11h
BSL: ProLeague
1d 17h
Dewalt vs Bonyth
Replay Cast
2 days
Sparkling Tuna Cup
3 days
The PondCast
4 days
[ Show More ]
Replay Cast
4 days
RSL Revival
5 days
Replay Cast
5 days
RSL Revival
6 days
Liquipedia Results

Completed

BSL 2v2 Season 3
HSC XXVII
Heroes 10 EU

Ongoing

JPL Season 2
BSL Season 20
Acropolis #3
KCM Race Survival 2025 Season 2
CSL 17: 2025 SUMMER
Copa Latinoamericana 4
Championship of Russia 2025
RSL Revival: Season 1
Murky Cup #2
BLAST.tv Austin Major 2025
ESL Impact League Season 7
IEM Dallas 2025
PGL Astana 2025
Asian Champions League '25
BLAST Rivals Spring 2025
MESA Nomadic Masters
CCT Season 2 Global Finals
IEM Melbourne 2025

Upcoming

2025 ACS Season 2: Qualifier
CSLPRO Last Chance 2025
2025 ACS Season 2
CSLPRO Chat StarLAN 3
K-Championship
uThermal 2v2 Main Event
SEL Season 2 Championship
FEL Cracov 2025
Esports World Cup 2025
StarSeries Fall 2025
FISSURE Playground #2
BLAST Open Fall 2025
BLAST Open Fall Qual
Esports World Cup 2025
BLAST Bounty Fall 2025
BLAST Bounty Fall Qual
IEM Cologne 2025
FISSURE Playground #1
TLPD

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

Advertising | Privacy Policy | Terms Of Use | Contact Us

Original banner artwork: Jim Warren
The contents of this webpage are copyright © 2025 TLnet. All Rights Reserved.