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Designated Balance Discussion Thread - Page 244

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OneBaseKing
Profile Blog Joined April 2012
Afghanistan412 Posts
July 01 2012 22:38 GMT
#4861
wow that was a good read, mind if i share that?
larse
Profile Blog Joined March 2012
1611 Posts
July 01 2012 22:44 GMT
#4862
Sure, of course
sibs
Profile Joined July 2012
635 Posts
July 01 2012 23:09 GMT
#4863
These direct unit comparisons are silly, you conveniently left out the Thor has a pretty large range and shoots up and down, this generally translates into a unit that is a lot more cost efficient and supply efficient than the ultra, if zergs could make Thors instead of ultras this game would indeed be very imbalanced.

Yes corruptors are slightly more supply efficient than vikings, but vikings are more cost efficient, there is also some intangible benefit to the 9 range, you can take potshots and back off.
Doomblaze
Profile Blog Joined October 2010
United States1292 Posts
July 01 2012 23:13 GMT
#4864
On July 02 2012 07:30 larse wrote:
People are now familiar with the common argument that the queen range buff made Zerg OP because Terran can't no longer do damage to Zerg economy early-game and Zerg can just be greedy and drone up to more than 70 and it's very difficult to beat Zerg after that. Before the 1.4.3.2 patch, Terran can do early and serious economic damage to Zerg, so Terran can beat Zerg in the mid-to-late game.

But why is that Terran has to do early economic damage to Zerg to win?
Because zerg can have 70 drones before terran has 40 scvs
In fact, this is implicitly saying that there are some inherent problems in TvZ late-game. This is saying that if both sides are peaceful before mid-game, and then both sides start battling, Terran will have difficulty beating Zerg.
Terran has an awful remaxing mechanic, so if both sides have a bank the zerg can be remaxed on any unit composition they want to, while the terran needs 5-6 reactor ports, 5-6 tech lab ports, 3-4 factories and 20+ rax to cope, and even then, if they guess wrong terran loses.
Is there truly some inherent problems in TvZ late-game? Let's do some analyses.
There is because there is no good answer to broodlord ultra switches
There are two main late-game Zerg composition these days:
1, ultra + zergling + bane + roach + infestor;
2, broodlord + corruptor + infestor + zergling + bane + roach.
The ratio of different units is different in different situations but the essence is in the above composition.

There are also two main late-game Terran composition in response to the above Zerg composition:
1, marine + marauder + tank + medivac + ghost + thor
2, marine + marauder + tank + medivac + ghost + thor + viking + raven
Ravens are awful units unless you get lucky and the zerg clumps up his whole army into 1 or 2 balls. Ghosts can EMP infestors only if zerg runs them ahead of his broodlords, which good ones will not. If vikings manage to take out the corruptor broodlord army, you have 30+ supply that is completely useless when he overruns you with ling ultra
You may already see the problems in the above compositions. That is you can hardly see the full composition of "marine + marauder + tank + medivac + ghost + thor + viking + raven", though there have been some rare situation that such composition is developed in TvZ.
Its not hard to get to, its just not very good

But it’s much easier to see the full composition of “ultra + zergling + bane + roach + infestor” and “broodlord + corruptor + infestor + zergling + bane + roach”.

Terran mostly is using their tier 1 and tier 2 units to fight the “full-tiers” composition of Zerg. So why doesn’t Terran build higher-tier units?

Many people have said things like “marine counters everything” or “Terran should explore more compositions behind MMM balls” or “Many Terrans overlook that ghost is so good” or “Terran should use raven late-game; they are powerful than most people think”.

But the truth is not that Terran doesn’t want to build higher-tier units or Terran players are too stupid to come up with new late-game compositions but that their higher-tier units are either not worth building or too expensive for the crippled late-game economy.
Because they're really bad compared to zerg and protoss equivalent
Let’s do some comparison.
1. Viking vs Corruptor
Viking is widely used in TvZ but it’s not so good compare to corruptor which is considered the most powerful air-to-air unit in the game.

Corruptor:
Cost: 150 / 100
Build time: 40
Life: 200

Viking:
Cost: 150 / 75
Build time: 42
Life: 125

Viking can’t win corruptor with the same supply. Some one may said you can kite Corruptor because Viking’s range is 9. But no you can’t, because corruptor is much faster than Viking. It’s like saying you can use tank to kite roach.

So, you have to use PDD to win an air battle against Corruptor. But your Viking will face the danger of fungal growth.

2. Ultra vs Thor
Normally Terran doesn’t use Thor to fight ultra, but actually Thor wins in one on one against ultra by one shot. But still people normally use marauder to counter ultra. Why? One important reason is that ultra has a build time buff in 1.4.0 where its build time decreased from 75 to 55.

Ultra:
Cost: 300 / 200
Build time: 55
Speed: 2.9531. Speed Multiplier on Creep: 1.3

Thor:
Cost: 300/ 200
Build time: 60
Speed: 1,875

You would just wonder with larvae Zerg can build multiple units much faster than other races, why their late-game units have shorter build time than other races? They just do. When Zerg normally build 3-5 ultra at a time, you never saw a Terran build more than 2 thors at one time. And did you see the mobility of ultra?

3. Ghost / Raven vs Infestor

Infestor
Cost: 100 / 150
Build time: 50

Ghost
Cost: 200 / 100
Build time: 40

Raven
Cost: 100 / 200
Build time: 60

First fungal growth outranges EMP and sniper. The range of fungal is 9 + 2 = 11. EMP is 10 + 1.5 = 11.5 But EMP requires an animation while fungal is instant cast, so fungal can always hit ghost before ghost can shoot EMP. Snipe’s range is 10 and it requires an animation too, so fungal easily outranges snipe too.

Also, the ghost cost change from 150 / 150 to 200 / 100 is definitely a nerf, according to QXC and Bomber. Late-game Terran has excessive gas but lacks mineral, the cost change increased the mineral cost but reduced the gas cost.

This is not my point. It's the words from QXC and Bomber. In SOTG EP72, QXC talks about why ghost's cost will damage the production of other Terran units in the mid-to-late game. Bomber in the GSL interview this season laid out the reason that he built raven late-game is that Terran has excessive gas the late-game but enough mineral. (Raven cost is 100 / 200).

But when do you see auto-turret? Infested terran is now used in almost every TvZ matchup to shot down dropships, to attract enemy fire, and even to mass infested terrans like in Freaky’s play. Infested terran is 25 energy cost but has a range fo 9. Auto-turret is 50 energy cost but has a range of 3. And the DPS of one auto-turret is much lower than two infested terrans.

The infestors pit costs 100 / 100 and a build time of 50. The starport and tech lab combine cost 200 / 125 and a build time of 75. And three raven researches cost 600 / 600 and research time of 330. But the infestor researches cost 300 / 300 and research time of 190.

Several raven is easily shut down by chain fungal + infested terran. But you can’t even use seeker missile to kill infestors before they use fungal and infested terran, because the range of seeker missile is 6 but the fungal growth’s range is 11 and the infested Terran’s range is 9 + 5 = 14.

Creep and Burrowed Unit

Beside all the above comparisons of late-game units, Zerg has several advantages late-game. First, one hatchery’s max larvae number is 19. When Zerg has more than 5 bases, they may have more than 100 larvae at maximum.

Also, Terran’s expansion to the fourth base is easily blocked by creep. Killing the creep and wait for the creep to go away will cost another 2 minutes. In addition, a single burrowed Zergling can deny your further expansion and force you to bring several marines back and use a scan to clean up the burrowed Zerglings.

The suggestion for further patches:
1. Don’t revert the queen buff, but change the range to 4 should be the best solution. Anyone remember of the pre-patch days when BFH just kill all the drones right away will not support reverting the queen buff.

2. Zerg’s burrowed Light units can no longer prevent Terran flying build from landing. The burrowed Light unit will instantly die when building lands. (Terran flying building still cannot land with unburrowed Light units or other non-Light burrowed units underneath.)

3. Revert ghost cost to 150 / 150 or 125 / 150. Snipe changed to 45 (30 vs Massive)

4. Some minor Raven buff:
----Auto-turret's hit point increased to 200, up from 150 and damage increased to 12, up from 10.
----Seeker Missile's casting range increased to 7, up from 6.
----Durable Materials research removed. Auto-Turrets and Point Defense Drones's duration are now 240 seconds. Seeker Missile's duration is now 20 seconds.
I like your changes a lot, except maybe #2, as nice as it would be. Good post

In Mushi we trust
Prplppleatr
Profile Joined May 2011
United States1518 Posts
Last Edited: 2012-07-01 23:39:00
July 01 2012 23:36 GMT
#4865
+ Show Spoiler +
On July 02 2012 07:30 larse wrote:
People are now familiar with the common argument that the queen range buff made Zerg OP because Terran can't no longer do damage to Zerg economy early-game and Zerg can just be greedy and drone up to more than 70 and it's very difficult to beat Zerg after that. Before the 1.4.3.2 patch, Terran can do early and serious economic damage to Zerg, so Terran can beat Zerg in the mid-to-late game.

But why is that Terran has to do early economic damage to Zerg to win?

In fact, this is implicitly saying that there are some inherent problems in TvZ late-game. This is saying that if both sides are peaceful before mid-game, and then both sides start battling, Terran will have difficulty beating Zerg.

Is there truly some inherent problems in TvZ late-game? Let's do some analyses.

There are two main late-game Zerg composition these days:
1, ultra + zergling + bane + roach + infestor;
2, broodlord + corruptor + infestor + zergling + bane + roach.
The ratio of different units is different in different situations but the essence is in the above composition.

There are also two main late-game Terran composition in response to the above Zerg composition:
1, marine + marauder + tank + medivac + ghost + thor
2, marine + marauder + tank + medivac + ghost + thor + viking + raven

You may already see the problems in the above compositions. That is you can hardly see the full composition of "marine + marauder + tank + medivac + ghost + thor + viking + raven", though there have been some rare situation that such composition is developed in TvZ.

But it’s much easier to see the full composition of “ultra + zergling + bane + roach + infestor” and “broodlord + corruptor + infestor + zergling + bane + roach”.

Terran mostly is using their tier 1 and tier 2 units to fight the “full-tiers” composition of Zerg. So why doesn’t Terran build higher-tier units?

Many people have said things like “marine counters everything” or “Terran should explore more compositions behind MMM balls” or “Many Terrans overlook that ghost is so good” or “Terran should use raven late-game; they are powerful than most people think”.

But the truth is not that Terran doesn’t want to build higher-tier units or Terran players are too stupid to come up with new late-game compositions but that their higher-tier units are either not worth building or too expensive for the crippled late-game economy.

Let’s do some comparison.
1. Viking vs Corruptor
Viking is widely used in TvZ but it’s not so good compare to corruptor which is considered the most powerful air-to-air unit in the game.

Corruptor:
Cost: 150 / 100
Build time: 40
Life: 200

Viking:
Cost: 150 / 75
Build time: 42
Life: 125

Viking can’t win corruptor with the same supply. Some one may said you can kite Corruptor because Viking’s range is 9. But no you can’t, because corruptor is much faster than Viking. It’s like saying you can use tank to kite roach.

So, you have to use PDD to win an air battle against Corruptor. But your Viking will face the danger of fungal growth.

2. Ultra vs Thor
Normally Terran doesn’t use Thor to fight ultra, but actually Thor wins in one on one against ultra by one shot. But still people normally use marauder to counter ultra. Why? One important reason is that ultra has a build time buff in 1.4.0 where its build time decreased from 75 to 55.

Ultra:
Cost: 300 / 200
Build time: 55
Speed: 2.9531. Speed Multiplier on Creep: 1.3

Thor:
Cost: 300/ 200
Build time: 60
Speed: 1,875

You would just wonder with larvae Zerg can build multiple units much faster than other races, why their late-game units have shorter build time than other races? They just do. When Zerg normally build 3-5 ultra at a time, you never saw a Terran build more than 2 thors at one time. And did you see the mobility of ultra?

3. Ghost / Raven vs Infestor

Infestor
Cost: 100 / 150
Build time: 50

Ghost
Cost: 200 / 100
Build time: 40

Raven
Cost: 100 / 200
Build time: 60

First fungal growth outranges EMP and sniper. The range of fungal is 9 + 2 = 11. EMP is 10 + 1.5 = 11.5 But EMP requires an animation while fungal is instant cast, so fungal can always hit ghost before ghost can shoot EMP. Snipe’s range is 10 and it requires an animation too, so fungal easily outranges snipe too.

Also, the ghost cost change from 150 / 150 to 200 / 100 is definitely a nerf, according to QXC and Bomber. Late-game Terran has excessive gas but lacks mineral, the cost change increased the mineral cost but reduced the gas cost.

This is not my point. It's the words from QXC and Bomber. In SOTG EP72, QXC talks about why ghost's cost will damage the production of other Terran units in the mid-to-late game. Bomber in the GSL interview this season laid out the reason that he built raven late-game is that Terran has excessive gas the late-game but enough mineral. (Raven cost is 100 / 200).

But when do you see auto-turret? Infested terran is now used in almost every TvZ matchup to shot down dropships, to attract enemy fire, and even to mass infested terrans like in Freaky’s play. Infested terran is 25 energy cost but has a range fo 9. Auto-turret is 50 energy cost but has a range of 3. And the DPS of one auto-turret is much lower than two infested terrans.

The infestors pit costs 100 / 100 and a build time of 50. The starport and tech lab combine cost 200 / 125 and a build time of 75. And three raven researches cost 600 / 600 and research time of 330. But the infestor researches cost 300 / 300 and research time of 190.

Several raven is easily shut down by chain fungal + infested terran. But you can’t even use seeker missile to kill infestors before they use fungal and infested terran, because the range of seeker missile is 6 but the fungal growth’s range is 11 and the infested Terran’s range is 9 + 5 = 14.

Creep and Burrowed Unit

Beside all the above comparisons of late-game units, Zerg has several advantages late-game. First, one hatchery’s max larvae number is 19. When Zerg has more than 5 bases, they may have more than 100 larvae at maximum.

Also, Terran’s expansion to the fourth base is easily blocked by creep. Killing the creep and wait for the creep to go away will cost another 2 minutes. In addition, a single burrowed Zergling can deny your further expansion and force you to bring several marines back and use a scan to clean up the burrowed Zerglings.

The suggestion for further patches:
1. Don’t revert the queen buff, but change the range to 4 should be the best solution. Anyone remember of the pre-patch days when BFH just kill all the drones right away will not support reverting the queen buff.

2. Zerg’s burrowed Light units can no longer prevent Terran flying build from landing. The burrowed Light unit will instantly die when building lands. (Terran flying building still cannot land with unburrowed Light units or other non-Light burrowed units underneath.)

3. Revert ghost cost to 150 / 150 or 125 / 150. Snipe changed to 45 (30 vs Massive)

4. Some minor Raven buff:
----Auto-turret's hit point increased to 200, up from 150 and damage increased to 12, up from 10.
----Seeker Missile's casting range increased to 7, up from 6.
----Durable Materials research removed. Auto-Turrets and Point Defense Drones's duration are now 240 seconds. Seeker Missile's duration is now 20 seconds.


I'm not sure what you're trying to say with this post ("Is there truly some inherent problems in TvZ late-game?" you don't give an answer but seem to give the view terran is a lil gimped, maybe not though, i am confused)

BUT, I do want to point out some wrong information you have.

Spread > Fungal. Fungal is only useful on clumps of units (if a zerg is using fungal on 1-3 units, then they are wasting energy, for the most part).

So:
1. Vikings do have the same speed as corrupters and are strong vs corrupters (according to blizz site) and, as stated, fungals are useless if units are spread.

2. Ultras are melee, thors are ranged, and both are huge. So ultras inherently are less useful in less than very wide open places.

3. Again, spread > fungal. And ghosts can use EMP while cloaked, so that is also a factor (and terrans have scan so they can pick off burrowed units at ease or with out losing a raven or other unit, unlike zerg).

Again, not sure what you were trying to say (not trying to argue with you), but I just wanted to point these things out because they make a difference in your examples and should not be ignored.
🥇 Prediction Contest - Mess with the best, die like the rest.
larse
Profile Blog Joined March 2012
1611 Posts
Last Edited: 2012-07-01 23:41:59
July 01 2012 23:41 GMT
#4866
@Prplppleatr:

The Blizzard website only has "acceleration rate" (2.625) which is different from "movement speed".

Viking:
Speed: 2.75 (Air)
http://wiki.teamliquid.net/starcraft2/Viking

Corruptor
Speed: 2.9531
http://wiki.teamliquid.net/starcraft2/Corruptor
Assirra
Profile Joined August 2010
Belgium4169 Posts
July 02 2012 00:17 GMT
#4867
A lot of those comparisons focus more on the zerg advantages rather then both of it.

corrupter vs viking: range doesn't matter? park those vikings above your marines, use the range to your advantage.

ultra vs thor: 1 is range and the other is meelee. if you have a small space like lets say a ramp you have 1 ultra fighting but if you do the same as thors suddenly every thor with the range is shooting at the enemy.
Or how about the fact that a thor can actually shoot up? 1 banshee can destroy your whole ultra party if you aren't prepared for it.

The ghost vs infestor i sorta have to give you that except that some of your costs are silly.
Really adding the costs for a startport? why not the lair for zerg while you are at it?

and when will people learn to split their stuff against fungal? a fungal on a couple units is a waste of energy.

Btw zergs advantage is also their disadvantage larva wise. If you take out bases you not only take out mining but also production.
To do the same with a terran you have to be in their base to get to the production.

Like i said before, you focus to much on zerg advantage rather then Terrans.
plogamer
Profile Blog Joined January 2012
Canada3132 Posts
July 02 2012 01:04 GMT
#4868
On July 02 2012 09:17 Assirra wrote:
A lot of those comparisons focus more on the zerg advantages rather then both of it.

corrupter vs viking: range doesn't matter? park those vikings above your marines, use the range to your advantage.

ultra vs thor: 1 is range and the other is meelee. if you have a small space like lets say a ramp you have 1 ultra fighting but if you do the same as thors suddenly every thor with the range is shooting at the enemy.
Or how about the fact that a thor can actually shoot up? 1 banshee can destroy your whole ultra party if you aren't prepared for it.

The ghost vs infestor i sorta have to give you that except that some of your costs are silly.
Really adding the costs for a startport? why not the lair for zerg while you are at it?

and when will people learn to split their stuff against fungal? a fungal on a couple units is a waste of energy.

Btw zergs advantage is also their disadvantage larva wise. If you take out bases you not only take out mining but also production.
To do the same with a terran you have to be in their base to get to the production.

Like i said before, you focus to much on zerg advantage rather then Terrans.


Yes, park vikings above marines so they all get fungaled together.

1 banshee destroy ultras? Are you kidding me? Do you know how long that would take?

Adding cost of lair is like adding the cost of factory that has to be built before starports can be made.

Macro hatches solve a lot of production problems for the zerg.
Assirra
Profile Joined August 2010
Belgium4169 Posts
July 02 2012 01:13 GMT
#4869
On July 02 2012 10:04 plogamer wrote:
Show nested quote +
On July 02 2012 09:17 Assirra wrote:
A lot of those comparisons focus more on the zerg advantages rather then both of it.

corrupter vs viking: range doesn't matter? park those vikings above your marines, use the range to your advantage.

ultra vs thor: 1 is range and the other is meelee. if you have a small space like lets say a ramp you have 1 ultra fighting but if you do the same as thors suddenly every thor with the range is shooting at the enemy.
Or how about the fact that a thor can actually shoot up? 1 banshee can destroy your whole ultra party if you aren't prepared for it.

The ghost vs infestor i sorta have to give you that except that some of your costs are silly.
Really adding the costs for a startport? why not the lair for zerg while you are at it?

and when will people learn to split their stuff against fungal? a fungal on a couple units is a waste of energy.

Btw zergs advantage is also their disadvantage larva wise. If you take out bases you not only take out mining but also production.
To do the same with a terran you have to be in their base to get to the production.

Like i said before, you focus to much on zerg advantage rather then Terrans.


Yes, park vikings above marines so they all get fungaled together.

1 banshee destroy ultras? Are you kidding me? Do you know how long that would take?

Adding cost of lair is like adding the cost of factory that has to be built before starports can be made.

Macro hatches solve a lot of production problems for the zerg.

spread your stuff? Nobody said you need to make a nice clump of all your units.

Yea it will take ages but that is not the point, the point is that ultra's can't shoot up. How bout using a couple banshees? spread out so you can only have 1 fungal/banshee.

Adding starport to the cost is silly as well. Unless you go pure mech without ever going marines you will have a starport for just medivacs.

Unless i am missing something zerg doesn't have more then 1 macro hatch usually so the moment you kill 2bases with drops you hurt their production, a lot.
gengka
Profile Joined September 2010
Malaysia461 Posts
July 02 2012 01:41 GMT
#4870
On July 02 2012 10:13 Assirra wrote:
Show nested quote +
On July 02 2012 10:04 plogamer wrote:
On July 02 2012 09:17 Assirra wrote:
A lot of those comparisons focus more on the zerg advantages rather then both of it.

corrupter vs viking: range doesn't matter? park those vikings above your marines, use the range to your advantage.

ultra vs thor: 1 is range and the other is meelee. if you have a small space like lets say a ramp you have 1 ultra fighting but if you do the same as thors suddenly every thor with the range is shooting at the enemy.
Or how about the fact that a thor can actually shoot up? 1 banshee can destroy your whole ultra party if you aren't prepared for it.

The ghost vs infestor i sorta have to give you that except that some of your costs are silly.
Really adding the costs for a startport? why not the lair for zerg while you are at it?

and when will people learn to split their stuff against fungal? a fungal on a couple units is a waste of energy.

Btw zergs advantage is also their disadvantage larva wise. If you take out bases you not only take out mining but also production.
To do the same with a terran you have to be in their base to get to the production.

Like i said before, you focus to much on zerg advantage rather then Terrans.


Yes, park vikings above marines so they all get fungaled together.

1 banshee destroy ultras? Are you kidding me? Do you know how long that would take?

Adding cost of lair is like adding the cost of factory that has to be built before starports can be made.

Macro hatches solve a lot of production problems for the zerg.

spread your stuff? Nobody said you need to make a nice clump of all your units.

Yea it will take ages but that is not the point, the point is that ultra's can't shoot up. How bout using a couple banshees? spread out so you can only have 1 fungal/banshee.

Adding starport to the cost is silly as well. Unless you go pure mech without ever going marines you will have a starport for just medivacs.

Unless i am missing something zerg doesn't have more then 1 macro hatch usually so the moment you kill 2bases with drops you hurt their production, a lot.


I thought this is a direct 1 unit to 1 unit comparison, but since you added marine into the mix...

Corruptors always come with broodlords (see i purposely left out infestors), marine+viking is never a good solution to corruptors+broodlords deathball because marines will be busy shooting the broodlings rather than the corruptors. and if you try to focus fire down the corruptors by marines your yellow life steamed marines will be slaughtered by swarms of broodlings
Make Love Not War
snowfox330
Profile Joined February 2012
Canada61 Posts
July 02 2012 04:59 GMT
#4871
I don't get the big problem with TVZ late game. When T is set up defensively with marine medivac viking marauder and maybe a few ghost, its very very tough for the zerg broodlord infestor army to attack into. If zerg does not attack, then terran can drop all over the place and zerg can't stop it because the broodlord army is incredibly slow. This will usually cause the map the be split, and on even bases, terran is always more cost efficient than zerg, thus zerg will get starved out.
Naphal
Profile Joined December 2010
Germany2099 Posts
July 02 2012 06:42 GMT
#4872
On July 02 2012 13:59 snowfox330 wrote:
I don't get the big problem with TVZ late game. When T is set up defensively with marine medivac viking marauder and maybe a few ghost, its very very tough for the zerg broodlord infestor army to attack into. If zerg does not attack, then terran can drop all over the place and zerg can't stop it because the broodlord army is incredibly slow. This will usually cause the map the be split, and on even bases, terran is always more cost efficient than zerg, thus zerg will get starved out.


terran can only split the map on shakuras and metropolis, everywhere else turtling usually means 3 bases, zerg can occupy the rest and play defensively until all expos have been fortified with spines and connected with creep, and it just so happens that broodlord infestor is the most cost efficient combo in the game, so unless terran really splits the map the zerg has all advantages and just beats the terran down...

also the unit comparisons are silly, sure thor is ranged, ultra has splash etc... you will not find answers by comparing single units.
Prplppleatr
Profile Joined May 2011
United States1518 Posts
July 02 2012 18:51 GMT
#4873
On July 02 2012 08:41 larse wrote:
@Prplppleatr:

The Blizzard website only has "acceleration rate" (2.625) which is different from "movement speed".

Viking:
Speed: 2.75 (Air)
http://wiki.teamliquid.net/starcraft2/Viking

Corruptor
Speed: 2.9531
http://wiki.teamliquid.net/starcraft2/Corruptor


Ah, figured they were different, but since it wasn't listed on blizz's own site I made a wrong assumption, thx for the correction.
🥇 Prediction Contest - Mess with the best, die like the rest.
s3rp
Profile Joined May 2011
Germany3192 Posts
Last Edited: 2012-07-02 19:50:37
July 02 2012 19:48 GMT
#4874
On July 02 2012 15:42 Naphal wrote:
Show nested quote +
On July 02 2012 13:59 snowfox330 wrote:
I don't get the big problem with TVZ late game. When T is set up defensively with marine medivac viking marauder and maybe a few ghost, its very very tough for the zerg broodlord infestor army to attack into. If zerg does not attack, then terran can drop all over the place and zerg can't stop it because the broodlord army is incredibly slow. This will usually cause the map the be split, and on even bases, terran is always more cost efficient than zerg, thus zerg will get starved out.


terran can only split the map on shakuras and metropolis, everywhere else turtling usually means 3 bases, zerg can occupy the rest and play defensively until all expos have been fortified with spines and connected with creep, and it just so happens that broodlord infestor is the most cost efficient combo in the game, so unless terran really splits the map the zerg has all advantages and just beats the terran down...

also the unit comparisons are silly, sure thor is ranged, ultra has splash etc... you will not find answers by comparing single units.


THIS , on a big portion of the Mappool you have 3 at best later 4 Bases while the rest is full of creep/occupied and too far away to safely take. ( PF's may deter smaller drops und runbys bigger attacks not really and if you defend the PF your open in your main )

Even a runby of 30 Lings is big enough to cause serious trouble while only 15 supply and basically for free.
Dephy
Profile Joined January 2011
Lithuania163 Posts
July 02 2012 20:48 GMT
#4875
On July 02 2012 08:09 sibs wrote:
These direct unit comparisons are silly, you conveniently left out the Thor has a pretty large range and shoots up and down, this generally translates into a unit that is a lot more cost efficient and supply efficient than the ultra, if zergs could make Thors instead of ultras this game would indeed be very imbalanced.

Yes corruptors are slightly more supply efficient than vikings, but vikings are more cost efficient, there is also some intangible benefit to the 9 range, you can take potshots and back off.

if zerg could make thors they would whine how bad they are, and would make ultras instead, cuz they are really bad, pretty much every basic ground unit rapes them. Not only that they are painfully slow.
Rassy
Profile Joined August 2010
Netherlands2308 Posts
Last Edited: 2012-07-03 18:11:52
July 03 2012 18:11 GMT
#4876
On July 02 2012 01:11 h0oTiS wrote:
Show nested quote +
On July 01 2012 20:26 Rassy wrote:
Problem:Cannon rush in all forms,is to strong.

Evidence:A player can reach grandmaster by only doing the cannonrush, (gaulzi), this prooves that even at the highest level defending a cannonrush without falling significantly behind is extremely difficult.
At lower level the problem only increases, since the execution of the rush is way easier then the defence, a lower lvl player can still do a verry good and efficient cannonrush, while a lower lvl player can not reasonably defend this.
This is not only a problem with solo games, also with teamgames.
Manny monobattles end prematurely because one side decides to cannonrush wich is insta win, (monobattle are mostly verry low lvl players like bronze and silver) wich spoils manny manny games and takes the fun out of playing for manny players.
To sum it up:Cannonrush is spoiling the game for manny players while it adds verry little interesting strategic or tactical options for pro players.

Solution:
A-Remove the cannon from the game and replace it with the mothership core to give protoss the option of early defences while expanding
B-Make cannons require a robo bay besides or instead of a forge

Side Effects:None.

Cannon rushes are only a problem in pvz, if your cannon rushing in pvp or pvt your going to lose 99 times out of a 100 if your diamond or above. Even cannon rushing in pvz isn't that much of a big deal, with proper defence it can put the hurt on protoss big time. I don't see any problem with this. Side effects, protoss will most definently lose against zerg completely because the FFE is basically their only opener for pvz and would have far reaching impacts that would be very sever to fix.



Just now i saw feast getting cannonrushed as toss.
The first cannon started far away from the mineral line, and he just slowly moved forward his cannons.
A desperate attempt to kill the 1 pylon powering all, just before the nexus was about to die, failed.
It was realy sad to see, and for me confirmation that the cannonrush is overpowerd.
I honestly think quiet a few higher level players agree with this.
hzflank
Profile Joined August 2011
United Kingdom2991 Posts
July 03 2012 18:42 GMT
#4877
I do not think Zerg is too strong, but I do not think people who think as I do should tell Terran to spread their vikings vs Infestors. Vikings naturally clump and you need to basically make a full 360 spread to stop it. For protoss it is the same with Void Rays.

You can spread ground units vs fungal, but spreading vikings is not always possible.
Shiori
Profile Blog Joined July 2011
3815 Posts
July 03 2012 19:24 GMT
#4878
On July 04 2012 03:11 Rassy wrote:
Show nested quote +
On July 02 2012 01:11 h0oTiS wrote:
On July 01 2012 20:26 Rassy wrote:
Problem:Cannon rush in all forms,is to strong.

Evidence:A player can reach grandmaster by only doing the cannonrush, (gaulzi), this prooves that even at the highest level defending a cannonrush without falling significantly behind is extremely difficult.
At lower level the problem only increases, since the execution of the rush is way easier then the defence, a lower lvl player can still do a verry good and efficient cannonrush, while a lower lvl player can not reasonably defend this.
This is not only a problem with solo games, also with teamgames.
Manny monobattles end prematurely because one side decides to cannonrush wich is insta win, (monobattle are mostly verry low lvl players like bronze and silver) wich spoils manny manny games and takes the fun out of playing for manny players.
To sum it up:Cannonrush is spoiling the game for manny players while it adds verry little interesting strategic or tactical options for pro players.

Solution:
A-Remove the cannon from the game and replace it with the mothership core to give protoss the option of early defences while expanding
B-Make cannons require a robo bay besides or instead of a forge

Side Effects:None.

Cannon rushes are only a problem in pvz, if your cannon rushing in pvp or pvt your going to lose 99 times out of a 100 if your diamond or above. Even cannon rushing in pvz isn't that much of a big deal, with proper defence it can put the hurt on protoss big time. I don't see any problem with this. Side effects, protoss will most definently lose against zerg completely because the FFE is basically their only opener for pvz and would have far reaching impacts that would be very sever to fix.



Just now i saw feast getting cannonrushed as toss.
The first cannon started far away from the mineral line, and he just slowly moved forward his cannons.
A desperate attempt to kill the 1 pylon powering all, just before the nexus was about to die, failed.
It was realy sad to see, and for me confirmation that the cannonrush is overpowerd.
I honestly think quiet a few higher level players agree with this.

Cannon rushing isn't overpowered. Barely anyone does it in tournaments. It's about as effective as any other cheese, lol. You lose if you don't see it or don't react properly.
Swords
Profile Blog Joined May 2012
6038 Posts
July 03 2012 19:47 GMT
#4879
I don't play Terran, so this may be an incredibly stupid idea, but have any pros been experimenting with using mass nukes + cloaked ghosts as a lategame defensive tactic? Defensive nukes vs. Broodlord/infestor should make it hard for Zergs to advance into defended positions because they're so slow. Meanwhile the Terran can drop and pick off Zerg bases while holding his front line (sniping overseers, etc.) As the ghosts are being used to delay the Zerg army, the Terran can really build to his final push - if he's worried about an ultra-switch he can build marauders. If he's worried about more broodlords he has the time to build up a really powerful starport infrastructure.

Obviously there are huge problems with this and it's complete armchair theory crafting (like me watching an american football game and asking why the coaches don't try using different formations that I came up with). I'm just curious if anyone out there's been experimenting with mass nukes as a delay tactic in order to harass the Zerg and build up infrastructure for a final push. Similar to how a Protoss will force a Zerg into a slow push while using warp prisms, dts, and blink stalkers to cripple the Zerg so he can't push again.
s3rp
Profile Joined May 2011
Germany3192 Posts
July 03 2012 19:53 GMT
#4880
On July 04 2012 03:42 hzflank wrote:
I do not think Zerg is too strong, but I do not think people who think as I do should tell Terran to spread their vikings vs Infestors. Vikings naturally clump and you need to basically make a full 360 spread to stop it. For protoss it is the same with Void Rays.

You can spread ground units vs fungal, but spreading vikings is not always possible.


You can't spread too much with Corruptors roaming around focussing isolated Vikings. You need to be able to focus fire with Vikings else they become pretty mediocre at best.
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