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Domus
Profile Joined March 2011
510 Posts
Last Edited: 2012-07-10 09:35:49
July 10 2012 09:25 GMT
#5101
On July 10 2012 18:21 monkybone wrote:
Show nested quote +
On July 10 2012 18:20 Domus wrote:
On July 10 2012 17:56 fenrysk wrote:
On July 10 2012 17:16 Domus wrote:
On July 10 2012 13:38 fenrysk wrote:
On July 10 2012 12:46 vthree wrote:
On July 10 2012 12:24 fenrysk wrote:
let me try and do this according to the templates from the first page:

Metagame observation:
a lot of the recent pro matches i've seen with Terran in non-mirror matchup, Terran make too late of a heavy starport transition. I mean, after they get their one reactor starport for medivacs. In TvZ, they'll wait for after scouting the greater spire or when it's already too late to drop the extra starports, and sometimes they will have already sac'd their factory from scouting so that they'd need to rebuild that before being able to throw down extra starports. Likewise in TvP where Colossus comes out and sometimes before Terran has the ideal medivac cloud, they are forced to stop medivac production for vikings.

proposed Metagame evolution:
what if once Terran secures his third, he throws down two extra starports (or just builds two to begin with, or on 2base and throws down a 3rd or 4th) even if not to directly produce out of, but to have the infrastructure ready to produce in case a switch vikings or other air unit is needed? one reactor starport for early-midgame medivacs, and then add techlabs to other starports once Terran feels he has the economy and game stability to transition to something like lategame BCs or other tech units such as lategame raven play. This type of infrastructure preempt would be analogous to Zerg stockpiling larva and having tech structures ready, not to always produce with right away but when the situation calls for (either army is maxed or you're waiting for tech to transition). Having the infrastructure ready for Terran means that Terran too can be ready to switch sooner than before, as the game flow dictates.


disadvantages of such a move:
+ Show Spoiler +
1) immediate resource cost: 150m 100gas x 3 (or 4) and then [50m/50gas + 50m/25gas (x2 or x3)] for add-ons can be redistributed so many different ways through existing production facilities for Terran, and sometimes depending on the flow of battle (especially aggressive style terran) the resources are needed to replenish an army right away.

2) space in the base: was your sim-city good enough to have space left for these buildings and their add-ons?

3)resource cost over time: starport units are pretty gas heavy, so this is self-explanatory. i think it is ideal on 3base minimum, but depending on how well you're trading your fighting force, gas and (to a relatively lesser extent) mineral starvation can be a problem. make sure to keep on expanding. also, if you need to be pumping out those vikings as priority over other units, i think cutting production elsewhere is an option.

these are all that i can think of right away, please feel free to add more in the discussions, but i think number 1 is the greatest disadvantage. maybe those resources could be the difference between ending the game after a significant engagement or dragging the game on 5-25 minutes longer

advantages:
+ Show Spoiler +
1. infrastructure is ready to produce soon as enemy army/tech is scouted. scout a greater spire morphing with your scan from your macro orbital? start pumping the vikings and take command of the skies! they switch back to ultras? well if you got the techlabs i prescribed, you can just make some BCs or Banshees to add extra dps against the ground units. same principle applies in TvP for colossus techswaps

2. sets up for later transitions into BCs/Ravens depending on the flow the game. this is pretty much the same as advantage #1, but for ultra lategame. If you planned on doing BCs before the start of the game or by the mid-game, you can preempt the transition further with getting air upgrades from your armory, or with Ravens, you can plan ahead with taking the building armor and hi-sec auto-tracking upgrades from the engineering bays (usually though it'd probably better to do that after your 3/3 infantry is done unless you meched/sky-terran'd to begin with)

3. you can get Caduceus Reactors. i'm half joking and half serious, and this could be it's own metagame evolution i suppose: a lot of lategame TvP and TvZ end up with lots of medivacs running out of energy at some point from healing storm/stim/fungal damage, so why not get this once you're on 4 or more bases? the only risk is when high templar try to feedback, but that means they aren't storming you (yet), and with 4 starports you can remake your medivac cloud without killing your viking production if you expect a colossus/voidray/carrier transition.

4. opponent overreacts and does something he wouldn't have done, sometimes to your advantage. maybe he sees this and thinks "okay time to kill him" but runs in to your well fortified siege line. maybe he dumps a ton of resources into cannons because he thinks you will banshee his expos (which you might want to do at some point)


last words:
the whole "throw down more starports" hinges on the idea that you don't need to be constantly producing from these structures, but by having the infrastructure ready, you can save yourself critical time when you need the production to respond to what the enemy is doing. there was an old joke about making one of every unit, but i always thought that at some point there is a modicum of truth in it. getting earlier infrastructure for sky terran will help you stay prepared for anything


The main problem with this is that terran infrastructure are so much more expensive. For zerg, they make 1 extra tech building and save up larvae (which can be used for other units). 2-3 starports with add ons is a much bigger investment. Zergs scouts this and just goes Ultras/bane (unless the map is horrible for Ultras). I feel that add-ons gives terrans a lot of flexibility early/mid game but actually hampers them in the late game. And since Blizzard seems to want to move games to late game more (Queen buff nullifies most early/mid game pushes), the terran disadvantage becomes more apparent.


your points i've already accounted for in my disadvantages and advantages sections. 2-3 starports with addons is a much bigger investment indeed, but i feel the investment is worth it going into the lategame (and probably would've made a lot of the pro-matches i've seen go a lot differently in favor of Terran).
them going ultra-bane means you can turtle harder (thicker building walloffs, forward PFs) and make all their attacks against you very inefficient (ultra/bling is pretty gas heavy, no?), and/or you can make use of the starports and crank enough banshees to wipe his ultras and then snipe an expansion or two (enough to kill sporecrawlers and queens at that!).

i'm not as worried about my structures being more expensive when i can mule hammer all day long (as long as i'm taking expansions and building macro orbitals) and mine more than the zerg can with less SCVs than he has drones, than i am of being caught off guard by a tech transition that i scout too late.


I don't think you play terran...You seem to be underestimating the costs of orbitals. Are you aware that considering build time, an orbital costs 400 + 150 + 100 minerals mining time lost (moving SCV in position, 2 minutes build time). So an orbital costs roughly 650 minerals.

Now consider that the terran army is very heavy on the mineral cost(needs a strong backbone of either marines or hellions, and bunkers if you start turtlling) and you see that mass orbitals will mean that the army backbone will be severely weakened. So it is not like a terran can just build 8 orbitals and expect to survive, and I am glad for it because this would make the game incredibly boring like the zerg MU is now .


i checked the replays of my last handful of TvZs and the solution i used was to simply cut workers early on (or in one case of TvZ, lose 40 workers to banelings, but i still came back to win that game because of the MULE hammer, and quad/quint scv production off of all my orbitals, including the 2 macro orbitals). currently most terran and toss will go up to ~70-80 workers and then sac em once they hit 200/200 to get more army supply. if you cut at around 45-50, and spend the extra minerals you would spend on workers on orbitals, you can at least get one or two extra OCs. (20 scvs is 1000 minerals, so if you cut that, and then cut a cycle of marines, you can afford 2 orbitals).

8 orbitals would be overkill for sure, at least when you're not in a commanding lead, but 1-2 macro orbitals when you're on 3 base works, and maybe you'd add one more for every expansion thereafter. yes, the army will be weaker a bit, but it's risk vs reward. i'll risk having a few less marines and a lot less scvs for some more long term advantage.

having extra mules and scans, and even supply drops really comes in handy. "but supply drops are for noobs you say", yet even artosis confirmed that in long games, supply drops mean you mine out slower. but you're muling so you're still mining pretty fast. but it's more minerals devoted to army and tech and less to supply. energy for supply? what other race can do that? the concept as a whole is underused by terran, yet it is one of terran's unique advantages. most don't use it because they'd rather spend the energy for mules and scans, but having extra orbitals allows you to supply drop comfortably without sacrificing mules and scans.


A mule equals roughly 3 scvs, so if you stop at 50 workers + 2 orbitals you have about 56 workers of income. And you say terran should actually cut workers to get there. The macro gap with zerg will be huge, considering a zerg goes to 70 workers+, and will go uncontested because the terran army is weaker and the terran is pumping minerals into orbital production.

Considering that these are macro orbitals, the cost of the orbital is 650(see earlier post for explanation0, takes 155 seconds to get up (120 build time +35 orbital), and then a mule mines about 270/minute, it will take another 144 seconds before the orbital breaks even. So 155 + 144...lets say 300 seconds. So 5 minutes before a single orbital breaks even. Only after 5 minutes the macro orbital starts making money and even then it only brings in 270 minerals/minute (so about 5.5 marines).

As for the supply depot drops. You need to look at it as a mule vs a depot. A depot drop, considering build time + depot saves you about 150 minerals. A mule gives you 270 minerals. I think a depot drop only ever made sense in some very early pressure builds where you would rather save the 150 minerals now compared to getting the 270 minerals over the course of a minute.


An OC with constant muling equals 180 minerals per minute. That's the equivalent of 4 SCV's. The mule mines 270 minerals / 90 seconds, so 180/minute.


yeah, sorry, just corrected the math . Anyway, just a tl dr then. From the moment the building of the macro orbital starts it takes 6 minutes + to earn it back, and then it earns 160-180 minerals a minute.

Personally I don't think it is enough. mules are great when combined with scv's, but just macro orbitals to me sound like something only done in the ultra late game on a maxed out army if you need a mineral sink...Even then I would personally use my money to scale up the army production...
BlindKill
Profile Blog Joined July 2011
Australia1508 Posts
Last Edited: 2012-07-10 09:43:53
July 10 2012 09:40 GMT
#5102
Terran nerfs are an added feature in SC 2 : WoL trolololol.
But yeah a good Terran nerf would be to lower the attack speed of the marine, from 0.86 to like 1 or 1.05 or whatever. The thing is that you can't risk a change in the marine's damage up/down 1 cause it will screw up the MUs really badly ( taking into account armor) . I think marauders are fine as it is since its DPS vs non-armored is pretty trash even with stim on. Another Terran nerf would be to reduce the medivac heal rate? Currently it heals 9 hp per second and that is as much dps as roach DPS.
Vikings aren't overpowered.... the stuff they counter are.
Most of the Terran units have already been nerfed to borderline obsolete ( ghosts,thor) that if there is anything op left in the Terran arsenal it would be the MMM compo.



Edit: how dare you not nerf broodlords Orek....
“Life is a grindstone, and whether it grinds a man down or polishes him up depends on the stuff he's made of.”
yeint
Profile Joined May 2011
Estonia2329 Posts
July 10 2012 09:46 GMT
#5103
So, follow me, NERF YOUR OWN RACE guys.


I'm sure you can google 2 years of patch history yourself.

I honestly can't think of anything in TvZ that's unfair to the Zerg.

I would possibly remove shield damage from EMP in TvP while making nukes land in 10 seconds instead of 20. EMP is necessary in the current metagame but it's almost as bad as fungal as an AOE ability. Plus having an ability that deals damage to only one race is idiotic.
Not supporting teams who take robber baron money.
forsooth
Profile Joined February 2011
United States3648 Posts
July 10 2012 09:59 GMT
#5104
On July 10 2012 18:22 Orek wrote:
So, follow me, NERF YOUR OWN RACE guys.
Nothing to nerf from your race? What an excuse… That’s what OTHER 2 races feel about their race as well. If no one else has courage to bring out ideas to nerf their own race, whatever. Then, I will keep defending Zerg or make another thread for only nerfing own race. I would like to see Terran/Protoss players bringing out some ideas on the table. After all, you know about your race the best.

Blizzard has long since beaten me to the punch when it comes to nerfing Terran, so I've got nothing left to suggest.

If mech units were appropriately powerful, I'd happily suggest toning down the DPS on infantry by nerfing the attack speed boost you get from stim or some such. But right now, MMM is the only thing holding Terran together.
Evangelist
Profile Blog Joined June 2011
1246 Posts
Last Edited: 2012-07-10 10:11:09
July 10 2012 10:09 GMT
#5105
There was plenty I could have suggested, but there isn't actually much left to nerf for Terran. Maybe nerf banshee range to 5 or something stupid? Could nerf EMP some more too if you wanted. Maybe remove concussive shells?
Orek
Profile Joined February 2012
1665 Posts
Last Edited: 2012-07-10 10:10:49
July 10 2012 10:09 GMT
#5106
On July 10 2012 18:40 BlindKill wrote:

Edit: how dare you not nerf broodlords Orek....


Yeah, I was thinking of nerfing notorious GGlord. I just lacked ideas and thoguht it is probably not the Broodlord itself that is OP, but infestor support that prevents anything to approach Broodlord. Now that you mentioned, I nerf Broodlord as well.

Broodlord: supply cost increased from 4 to 6. (+4 when morphing from corruptor instead of +2)

##While 1 or 2 Broodlords don't achieve much, 15 Broodlords with infestor support is nearly unstoppable. BL deathball becomes too powerful once it reaches critical mass. Incerasing the supply cost prevents maximum BL number unless Zerg decides to sacrifice supply in other units.
LavaLava
Profile Joined January 2012
United States235 Posts
July 10 2012 10:19 GMT
#5107
On July 10 2012 18:40 BlindKill wrote:
Terran nerfs are an added feature in SC 2 : WoL trolololol.
But yeah a good Terran nerf would be to lower the attack speed of the marine, from 0.86 to like 1 or 1.05 or whatever. The thing is that you can't risk a change in the marine's damage up/down 1 cause it will screw up the MUs really badly ( taking into account armor) . I think marauders are fine as it is since its DPS vs non-armored is pretty trash even with stim on. Another Terran nerf would be to reduce the medivac heal rate? Currently it heals 9 hp per second and that is as much dps as roach DPS.
Vikings aren't overpowered.... the stuff they counter are.
Most of the Terran units have already been nerfed to borderline obsolete ( ghosts,thor) that if there is anything op left in the Terran arsenal it would be the MMM compo.



Edit: how dare you not nerf broodlords Orek....



Medivac heal rate is fine. Seriously. It's single target. Don't worry about it.
submarine
Profile Joined March 2012
Germany290 Posts
July 10 2012 10:34 GMT
#5108
On July 10 2012 17:52 Big J wrote:
Show nested quote +
On July 10 2012 17:30 larse wrote:
On July 10 2012 17:08 Bagi wrote:
I don't think the problem with zerg is their macro mechanics.

Hive tech zerg is just too cost effective, especially BL/infestor. Its pretty much the strongest army composition in the game right now, and especially terran does not have anything that can trade with it cost effectively unless the zerg makes a big mistake. You cannot give one race an automatic economic advantage, map control, fastest unit production and the strongest army as well. It doesn't make a shred of sense.

Nerf hive tech zerg (or rather the core of the problem, the infestor) and you'll see things balance themselves out much better.


I agree. Before 13 minute mark, Terran can in fact keep and even surpass zerg in supply. The reason is the zerg army strength is OP. The reason that Terran has to do economic damage to win is the best indication of it.

And remember, 90% of things that Zerg got in HOTS are Hive tech. Swarm host is tier 2 but ultra burrow charge, hydra speed upgrade, the powerful viper, and the new Nydus network are all Hive tech !!! All new and powerful things Zerg will get are Hive tech !!! So, if there isn't a complete rework of Zerg in HOTS, Zerg will continue to dominate the late-game in HOTS.

This HOTS design is as good as Diablo 3's game design.


no Terran cant right now. They cannot keep up or surpass Zerg supply right now in the midgame. The only reason why they are even close to Zergs supply right now is, that at 13min every Zerg is already spending his money on mass infestor (which costs 50/75 per supply and is among the most expensive units in the game), banelings (100/50 per supply - the most expensive unit in the game among others) and meanwhile bunkering money to get Broodlords or Ultras (among the most expensive units in the game) up, while the Terran is building mostly marines and marauders (50 and 50/12.5, two of the cheapes units in the game) and only sprinkling in some expensive medivacs and tanks (50/50 and 75/62.5).

So no, right now Terrans can't keep up at all and therefore get rolled by amounts of units that they can't deal with, even though their composition is fine.


Tanks are 3 supply ;-) !
And terran just can't keep up with the supply of a greedy zerg. A fast 3 base zerg that opens greedy and takes a little bit of risks and does not get punished for them will be maxed at 13 with serious amounts of either mutalisks or infestors already on the field. If zergs get away with greedy 3 base play they often can end the game right there with big ling bling busts.
And a huge part of the even supply has to do with zergs realizing that static defence is worth it on many maps. The new queens, the creep and better scouting gives zerg a little bit more leeway to cement their bases with static d and still be able to build the army to crush the straight up push. Zerg can take less risks and still be ahead now. That leads to just a little bit bigger mid game and earlier late game armys. In SC2 a small difference in army size can make a huge difference in the outcome of any battle.

If a zerg chooses to not sprint ahead in supply it is because he plays it very save.
Crying
Profile Joined February 2011
Bulgaria778 Posts
July 10 2012 14:25 GMT
#5109
David Kim was talking about BL/Infestor being too cost-effective and it really is,when BL's get to insane 10+ its impossible to deal without trading your whole army,or even needing reinforcements.
For instance a protoss if it has 10colossus,it means it can be countered pretty easy with 15vikings,and its fine.However protoss can't deal with Air vs Z cos of infestor,i think they need to bring back the Non Air Fungal Growth cos it was fine back then.....
Determination~ Hard Work Surpass NATURAL GENIUS!
Monochromatic
Profile Blog Joined March 2012
United States997 Posts
July 10 2012 14:40 GMT
#5110
On July 10 2012 23:25 Crying wrote:
David Kim was talking about BL/Infestor being too cost-effective and it really is,when BL's get to insane 10+ its impossible to deal without trading your whole army,or even needing reinforcements.
For instance a protoss if it has 10colossus,it means it can be countered pretty easy with 15vikings,and its fine.However protoss can't deal with Air vs Z cos of infestor,i think they need to bring back the Non Air Fungal Growth cos it was fine back then.....


Fungal needs to hit air. Zerg has 4 types of AA as it is: Fungal, Queens, Hydras, and Spores.

Why not just completely remove the stun effect? Unavoidable DoT instead.
MC: "Guys I need your support! iam poor make me nerd baller" __________________________________________RIP Violet
Crying
Profile Joined February 2011
Bulgaria778 Posts
July 10 2012 14:57 GMT
#5111
On July 10 2012 23:40 Monochromatic wrote:
Show nested quote +
On July 10 2012 23:25 Crying wrote:
David Kim was talking about BL/Infestor being too cost-effective and it really is,when BL's get to insane 10+ its impossible to deal without trading your whole army,or even needing reinforcements.
For instance a protoss if it has 10colossus,it means it can be countered pretty easy with 15vikings,and its fine.However protoss can't deal with Air vs Z cos of infestor,i think they need to bring back the Non Air Fungal Growth cos it was fine back then.....


Fungal needs to hit air. Zerg has 4 types of AA as it is: Fungal, Queens, Hydras, and Spores.

Why not just completely remove the stun effect? Unavoidable DoT instead.


Mutalisk can hit air too..Corruptor....and For instance fungal is too much forgiving,for instance there is NO BAD fungal,it will always hit something,how many times we've seen fungal miss?I can't recall..
However Storm/EMP can miss pretty easy,and are simply walking meatbags,while the infestor can burrow,or infested terran and run,and is still faster than HT/Ghost if not mistaken..Infestor is just too strong,i literally,have zero clue how u can beat BL/Infestor AS P and T,For T Its even Harder to even face it..oon even grounds
Determination~ Hard Work Surpass NATURAL GENIUS!
convention
Profile Joined October 2011
United States622 Posts
Last Edited: 2012-07-10 15:06:12
July 10 2012 15:02 GMT
#5112
On July 10 2012 23:40 Monochromatic wrote:
Show nested quote +
On July 10 2012 23:25 Crying wrote:
David Kim was talking about BL/Infestor being too cost-effective and it really is,when BL's get to insane 10+ its impossible to deal without trading your whole army,or even needing reinforcements.
For instance a protoss if it has 10colossus,it means it can be countered pretty easy with 15vikings,and its fine.However protoss can't deal with Air vs Z cos of infestor,i think they need to bring back the Non Air Fungal Growth cos it was fine back then.....


Fungal needs to hit air. Zerg has 4 types of AA as it is: Fungal, Queens, Hydras, and Spores.

Why not just completely remove the stun effect? Unavoidable DoT instead.

And Corruptors and Mutas, both of which you have the tech unlocked by going BLs, and the other of which you already have on the field because of BLs!

On July 10 2012 23:57 Crying wrote:
Show nested quote +
On July 10 2012 23:40 Monochromatic wrote:
On July 10 2012 23:25 Crying wrote:
David Kim was talking about BL/Infestor being too cost-effective and it really is,when BL's get to insane 10+ its impossible to deal without trading your whole army,or even needing reinforcements.
For instance a protoss if it has 10colossus,it means it can be countered pretty easy with 15vikings,and its fine.However protoss can't deal with Air vs Z cos of infestor,i think they need to bring back the Non Air Fungal Growth cos it was fine back then.....


Fungal needs to hit air. Zerg has 4 types of AA as it is: Fungal, Queens, Hydras, and Spores.

Why not just completely remove the stun effect? Unavoidable DoT instead.


Mutalisk can hit air too..Corruptor....and For instance fungal is too much forgiving,for instance there is NO BAD fungal,it will always hit something,how many times we've seen fungal miss?I can't recall..
However Storm/EMP can miss pretty easy,and are simply walking meatbags,while the infestor can burrow,or infested terran and run,and is still faster than HT/Ghost if not mistaken..Infestor is just too strong,i literally,have zero clue how u can beat BL/Infestor AS P and T,For T Its even Harder to even face it..oon even grounds

I actually don't think that fungal is too forgiving, I think it is more than every other race becomes too unforgiving because of fungal. I have seen so many games where the zerg is constantly attacking the terran Viking/Raven/BC/Rine army. And they can fight so well throughout the game, but one move command issued without seeing the infestors and you lose 50 super gas-intensive and long-build-time supply.
Mentalizor
Profile Joined January 2011
Denmark1596 Posts
July 10 2012 15:11 GMT
#5113
The topic: PvZ
+ Show Spoiler +
Lately, I've felt that PvZ changed (in the last 2-3 months). The winrate might not be terrible. But I feel the protoss player either has to do a 2base all in, something gimmicky (dt openings, prism or phoenix) to buy time to get a third. Or they will just be overrun.


The new metagame:
+ Show Spoiler +
If you see any tournaments lately all the best protoss players will go 2base all in - or very few will take a 3rd after getting a bunch of immortals and sentries. Given, protoss DOES have a huge variety of 2base all ins, making it hard for the zerg to prepare for all of them. But I feel that it wasn't the intention of the matchup... to be purely about P trying to overrun the Z before he gets out of control.


So what caused this?:
+ Show Spoiler +
Both of the latest zerg buffs seem to twist this matchup in a way I think was not intended.

- The queen range was given to being able to defend creepspread - mostly against hellions. However, the new queen range makes it impossible to scout a zerg with probes after a queen is made. You can't even run along the edges of the creep anymore since it can easilly still gun you down. So while the protoss has to make up his mind on a 2base all in, he will not have a good way to tell if he's already being countered. Hallucinations are simply too expensive early on - and going Robo and observer, you've already invested too much to suddenly go for another tech.

- The ferrarilords. While the queen is doing a good job denying intel, the ferrarilord will easilly give it now. Stalkers and sentries simply haven't got enough dps to stop a good zerg (flying in at the right time from the right angles). Even if the protoss tris to hide/proxy the tech, it will still be worth the 100mins to know that something is up.


How could we solve this?
+ Show Spoiler +
Please Bring some ideas - I'm clueless
(yಠ,ಠ)y - Y U NO ALL IN? - rtsAlaran: " I somehow sit inside the bus.Hot_Bit giving me a massage"
Mentalizor
Profile Joined January 2011
Denmark1596 Posts
July 10 2012 15:15 GMT
#5114
On July 11 2012 00:02 convention wrote:
Show nested quote +
On July 10 2012 23:40 Monochromatic wrote:
On July 10 2012 23:25 Crying wrote:
David Kim was talking about BL/Infestor being too cost-effective and it really is,when BL's get to insane 10+ its impossible to deal without trading your whole army,or even needing reinforcements.
For instance a protoss if it has 10colossus,it means it can be countered pretty easy with 15vikings,and its fine.However protoss can't deal with Air vs Z cos of infestor,i think they need to bring back the Non Air Fungal Growth cos it was fine back then.....


Fungal needs to hit air. Zerg has 4 types of AA as it is: Fungal, Queens, Hydras, and Spores.

Why not just completely remove the stun effect? Unavoidable DoT instead.

And Corruptors and Mutas, both of which you have the tech unlocked by going BLs, and the other of which you already have on the field because of BLs!

Show nested quote +
On July 10 2012 23:57 Crying wrote:
On July 10 2012 23:40 Monochromatic wrote:
On July 10 2012 23:25 Crying wrote:
David Kim was talking about BL/Infestor being too cost-effective and it really is,when BL's get to insane 10+ its impossible to deal without trading your whole army,or even needing reinforcements.
For instance a protoss if it has 10colossus,it means it can be countered pretty easy with 15vikings,and its fine.However protoss can't deal with Air vs Z cos of infestor,i think they need to bring back the Non Air Fungal Growth cos it was fine back then.....


Fungal needs to hit air. Zerg has 4 types of AA as it is: Fungal, Queens, Hydras, and Spores.

Why not just completely remove the stun effect? Unavoidable DoT instead.


Mutalisk can hit air too..Corruptor....and For instance fungal is too much forgiving,for instance there is NO BAD fungal,it will always hit something,how many times we've seen fungal miss?I can't recall..
However Storm/EMP can miss pretty easy,and are simply walking meatbags,while the infestor can burrow,or infested terran and run,and is still faster than HT/Ghost if not mistaken..Infestor is just too strong,i literally,have zero clue how u can beat BL/Infestor AS P and T,For T Its even Harder to even face it..oon even grounds

I actually don't think that fungal is too forgiving, I think it is more than every other race becomes too unforgiving because of fungal. I have seen so many games where the zerg is constantly attacking the terran Viking/Raven/BC/Rine army. And they can fight so well throughout the game, but one move command issued without seeing the infestors and you lose 50 super gas-intensive and long-build-time supply.


You're kidding right? Any move command with 50 of your most expensive units can cause you to lose. It's not like high templars are free, you know. You honestly can't have a balance discussion where mistakes and poor control are taken into calculations.
(yಠ,ಠ)y - Y U NO ALL IN? - rtsAlaran: " I somehow sit inside the bus.Hot_Bit giving me a massage"
Shiori
Profile Blog Joined July 2011
3815 Posts
July 10 2012 15:16 GMT
#5115
On July 11 2012 00:11 Mentalizor wrote:
The topic: PvZ
+ Show Spoiler +
Lately, I've felt that PvZ changed (in the last 2-3 months). The winrate might not be terrible. But I feel the protoss player either has to do a 2base all in, something gimmicky (dt openings, prism or phoenix) to buy time to get a third. Or they will just be overrun.


The new metagame:
+ Show Spoiler +
If you see any tournaments lately all the best protoss players will go 2base all in - or very few will take a 3rd after getting a bunch of immortals and sentries. Given, protoss DOES have a huge variety of 2base all ins, making it hard for the zerg to prepare for all of them. But I feel that it wasn't the intention of the matchup... to be purely about P trying to overrun the Z before he gets out of control.


So what caused this?:
+ Show Spoiler +
Both of the latest zerg buffs seem to twist this matchup in a way I think was not intended.

- The queen range was given to being able to defend creepspread - mostly against hellions. However, the new queen range makes it impossible to scout a zerg with probes after a queen is made. You can't even run along the edges of the creep anymore since it can easilly still gun you down. So while the protoss has to make up his mind on a 2base all in, he will not have a good way to tell if he's already being countered. Hallucinations are simply too expensive early on - and going Robo and observer, you've already invested too much to suddenly go for another tech.

- The ferrarilords. While the queen is doing a good job denying intel, the ferrarilord will easilly give it now. Stalkers and sentries simply haven't got enough dps to stop a good zerg (flying in at the right time from the right angles). Even if the protoss tris to hide/proxy the tech, it will still be worth the 100mins to know that something is up.


How could we solve this?
+ Show Spoiler +
Please Bring some ideas - I'm clueless


Basically Protoss needs a reliable answer to Infestor/BL/Corruptor/Spine, because then we can afford to play passive without setting ourselves up to get dominated in the lategame. Either nerf Infestor/BL or give us a good way of dealing with it. And no, Carriers are not the answer.
flanksteak
Profile Joined September 2010
Canada246 Posts
July 10 2012 15:27 GMT
#5116
I actually feel like a lot of early patches/changes were unnecessary once the maps got bigger. A lot could be reverted at this point, and could work/make units feel a lot better.
tomatriedes
Profile Blog Joined January 2007
New Zealand5356 Posts
July 10 2012 15:27 GMT
#5117
Now that zerg got the early game buff they wanted (needed?) it's time to start looking at their late game, particularly the brood lord. I'm not talking anything too drastic just enough to make them more manageable (maybe a bit less Hp?). Because, toss having to pray they can get their mothership close enough to drop a decent vortex is pretty crappy game design.
Pinna
Profile Joined April 2011
Finland152 Posts
July 10 2012 15:31 GMT
#5118
On July 11 2012 00:16 Shiori wrote:
Show nested quote +
On July 11 2012 00:11 Mentalizor wrote:
The topic: PvZ
+ Show Spoiler +
Lately, I've felt that PvZ changed (in the last 2-3 months). The winrate might not be terrible. But I feel the protoss player either has to do a 2base all in, something gimmicky (dt openings, prism or phoenix) to buy time to get a third. Or they will just be overrun.


The new metagame:
+ Show Spoiler +
If you see any tournaments lately all the best protoss players will go 2base all in - or very few will take a 3rd after getting a bunch of immortals and sentries. Given, protoss DOES have a huge variety of 2base all ins, making it hard for the zerg to prepare for all of them. But I feel that it wasn't the intention of the matchup... to be purely about P trying to overrun the Z before he gets out of control.


So what caused this?:
+ Show Spoiler +
Both of the latest zerg buffs seem to twist this matchup in a way I think was not intended.

- The queen range was given to being able to defend creepspread - mostly against hellions. However, the new queen range makes it impossible to scout a zerg with probes after a queen is made. You can't even run along the edges of the creep anymore since it can easilly still gun you down. So while the protoss has to make up his mind on a 2base all in, he will not have a good way to tell if he's already being countered. Hallucinations are simply too expensive early on - and going Robo and observer, you've already invested too much to suddenly go for another tech.

- The ferrarilords. While the queen is doing a good job denying intel, the ferrarilord will easilly give it now. Stalkers and sentries simply haven't got enough dps to stop a good zerg (flying in at the right time from the right angles). Even if the protoss tris to hide/proxy the tech, it will still be worth the 100mins to know that something is up.


How could we solve this?
+ Show Spoiler +
Please Bring some ideas - I'm clueless


Basically Protoss needs a reliable answer to Infestor/BL/Corruptor/Spine, because then we can afford to play passive without setting ourselves up to get dominated in the lategame. Either nerf Infestor/BL or give us a good way of dealing with it. And no, Carriers are not the answer.

Why aren't Carriers the answer? Because of the long buildtime, even with chronoboost? If you started going carriers as soon as he starts going broodlord, and you wouldn't reveal the carrier-tech, you could easily get mass carriers by the time the infestor broodlord hits.

Because of the supply-cost? You don't need to build 2-5 carriers at the same time, one is enough, if you scout the broodlord-transition early enough. You can always throw in small pockets of blinkstalkers or warpzealots into the Zergs base, doing almost guaranteed damage, and doing guaranteed damage after the point of Zerg having only broodlord/infestor/spine in his army. This way you can throw away, let's say 12 supply at a time, and make 2 carriers at the same time.

Because you need so many to be cost-effektive? True, but Zerg also needs a shitton of broodlord to be "super-imbalanced". We are talking 10+ broodlors, which against you should be able to get 5 carriers, mothership, and stalkers. Also, photoncannons are sick good against any Zerg ground units, you need to make those at your isolated expansions to prevent ling/roach runbys.

Zerg really has no effektive anti-air against carrier/mothership army when the army hits a certain point. You should always aim at making carriers in late lategame PvZ imo, because they actually are good, once you start getting upgrades to them. 3/3 carriers shred corruptors while themselves taking no damage, and let's not even talk about hydralisk..

Also, in lategame, if you do not go carrier, you need to vortex the infestors. In the current metagame they are almost always clumped together, one good vortex and everyone is gone. This would mean free reign for stalkers upon the broodlords, which aren't really that good against mass blinkstalker without the fungal.
School..
Warpath
Profile Joined April 2010
Canada1242 Posts
July 10 2012 15:32 GMT
#5119
On July 11 2012 00:15 Mentalizor wrote:
Show nested quote +
On July 11 2012 00:02 convention wrote:
On July 10 2012 23:40 Monochromatic wrote:
On July 10 2012 23:25 Crying wrote:
David Kim was talking about BL/Infestor being too cost-effective and it really is,when BL's get to insane 10+ its impossible to deal without trading your whole army,or even needing reinforcements.
For instance a protoss if it has 10colossus,it means it can be countered pretty easy with 15vikings,and its fine.However protoss can't deal with Air vs Z cos of infestor,i think they need to bring back the Non Air Fungal Growth cos it was fine back then.....


Fungal needs to hit air. Zerg has 4 types of AA as it is: Fungal, Queens, Hydras, and Spores.

Why not just completely remove the stun effect? Unavoidable DoT instead.

And Corruptors and Mutas, both of which you have the tech unlocked by going BLs, and the other of which you already have on the field because of BLs!

On July 10 2012 23:57 Crying wrote:
On July 10 2012 23:40 Monochromatic wrote:
On July 10 2012 23:25 Crying wrote:
David Kim was talking about BL/Infestor being too cost-effective and it really is,when BL's get to insane 10+ its impossible to deal without trading your whole army,or even needing reinforcements.
For instance a protoss if it has 10colossus,it means it can be countered pretty easy with 15vikings,and its fine.However protoss can't deal with Air vs Z cos of infestor,i think they need to bring back the Non Air Fungal Growth cos it was fine back then.....


Fungal needs to hit air. Zerg has 4 types of AA as it is: Fungal, Queens, Hydras, and Spores.

Why not just completely remove the stun effect? Unavoidable DoT instead.


Mutalisk can hit air too..Corruptor....and For instance fungal is too much forgiving,for instance there is NO BAD fungal,it will always hit something,how many times we've seen fungal miss?I can't recall..
However Storm/EMP can miss pretty easy,and are simply walking meatbags,while the infestor can burrow,or infested terran and run,and is still faster than HT/Ghost if not mistaken..Infestor is just too strong,i literally,have zero clue how u can beat BL/Infestor AS P and T,For T Its even Harder to even face it..oon even grounds

I actually don't think that fungal is too forgiving, I think it is more than every other race becomes too unforgiving because of fungal. I have seen so many games where the zerg is constantly attacking the terran Viking/Raven/BC/Rine army. And they can fight so well throughout the game, but one move command issued without seeing the infestors and you lose 50 super gas-intensive and long-build-time supply.


You're kidding right? Any move command with 50 of your most expensive units can cause you to lose. It's not like high templars are free, you know. You honestly can't have a balance discussion where mistakes and poor control are taken into calculations.


control should definately be considered. Its hard to engage a zerg army with a heavy viking/raven count with their tendency to clump, is this considered poor control or the pathing of the units themselves.
otherwise we would be considering that the terrans control is either perfect, and fungal only ever hits 1 unit at a time, or miserable, and it hits them every flying unit the terran has.

Its not a variable we can discard.
Toastie.NL
Profile Joined July 2012
Netherlands232 Posts
July 10 2012 15:39 GMT
#5120
My problem with Fungal is how the Zerg gets to abuse the Pathing AI while the other player fights against the AI, any move command you give forces you to make at least 20 more commands just so your army isn't all balled up, while for the zerg, backing off (and thus forcing the opponent to clump) and sieging from 9,5 range, makes the opponent fight the AI while Zerg is in an (in theory) superstrong position:

If he attacks, move back, force a clump, fungal.
If he defends, use superior range to force a response

That is why I dislike Fungal.
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