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Designated Balance Discussion Thread - Page 534

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willstertben
Profile Joined May 2013
427 Posts
Last Edited: 2013-06-29 13:17:07
June 29 2013 13:15 GMT
#10661
On June 29 2013 15:40 kyllinghest wrote:
3-3 marines in a dropship is the one serious threat terran can provide in the lategame. Terrans don't have broodlords or ultras, those 3-3 marines are the ultimate units. I don't think their mobility should be nerfed at all, they are the one thing to fear from the terran late game arsenal (besides Hellbats, but thats another story).


ravens dude. zerg doesn't have a single counter to ravens.
they are the true ultimate tvz unit.
think of them like invincible hts or infestors. they get their damage off and can't die cause zerg has nothing that can kill em while pdd is up.
most cost efficient thing in the game by far. only way to beat ravens is to kill terran while transitioning. if ravens are out the game is over no matter what the economic situation is.

keglu
Profile Joined June 2011
Poland485 Posts
June 29 2013 13:18 GMT
#10662
On June 29 2013 22:15 willstertben wrote:
Show nested quote +
On June 29 2013 15:40 kyllinghest wrote:
3-3 marines in a dropship is the one serious threat terran can provide in the lategame. Terrans don't have broodlords or ultras, those 3-3 marines are the ultimate units. I don't think their mobility should be nerfed at all, they are the one thing to fear from the terran late game arsenal (besides Hellbats, but thats another story).


ravens dude. zerg doesn't have a single counter to ravens.
they are the true ultimate tvz unit.
think of them like immortal hts or infestors. they get their damage off and can't die.
most cost efficient thing in the game by far. only way to beat ravens is to kill terran while transitioning. if ravens are out the game is over no matter what the economic situation is.



Do you have some games to prove that theory or its just speculation?
TheDwf
Profile Joined November 2011
France19747 Posts
June 29 2013 13:20 GMT
#10663
On June 29 2013 22:15 willstertben wrote:
they are the true ultimate tvz unit.
think of them like invincible hts or infestors. they get their damage off and can't die cause zerg has nothing that can kill em while pdd is up.

? (Wiki)Fungal Growth still exists, and fleets of 15+ Ravens don't magically appear out of thin air.
willstertben
Profile Joined May 2013
427 Posts
Last Edited: 2013-06-29 13:35:03
June 29 2013 13:28 GMT
#10664
On June 29 2013 22:20 TheDwf wrote:
Show nested quote +
On June 29 2013 22:15 willstertben wrote:
they are the true ultimate tvz unit.
think of them like invincible hts or infestors. they get their damage off and can't die cause zerg has nothing that can kill em while pdd is up.

? (Wiki)Fungal Growth still exists, and fleets of 15+ Ravens don't magically appear out of thin air.


thankfully they don't so you can kill terrans before ravens are out, which is like i said a counter. unfortunately it is the only counter zerg has.
WOL fungal was great counter to ravens, but doesn't really work in hots.


in my opinion infested terrans should get their upgrades back just for ravens and void rays because zerg really doesn't have any counter currently. egg damage isn't negated when they pop anymore and fungal is shit now so i really don't see a reason why infested terrans shouldn't be reverted to their once useful state.

would also give zerg some much needed lategame low commitment harassment potential.
TheDwf
Profile Joined November 2011
France19747 Posts
June 29 2013 13:31 GMT
#10665
On June 29 2013 22:28 willstertben wrote:
Show nested quote +
On June 29 2013 22:20 TheDwf wrote:
On June 29 2013 22:15 willstertben wrote:
they are the true ultimate tvz unit.
think of them like invincible hts or infestors. they get their damage off and can't die cause zerg has nothing that can kill em while pdd is up.

? (Wiki)Fungal Growth still exists, and fleets of 15+ Ravens don't magically appear out of thin air.


thankfully they don't so you can kill terrans before ravens are out.
WOL fungal was great counter to ravens, but doesn't really work in hots.

You need to aim more carefully but nothing changed regarding damage.
willstertben
Profile Joined May 2013
427 Posts
Last Edited: 2013-06-29 13:33:36
June 29 2013 13:33 GMT
#10666
On June 29 2013 22:31 TheDwf wrote:
Show nested quote +
On June 29 2013 22:28 willstertben wrote:
On June 29 2013 22:20 TheDwf wrote:
On June 29 2013 22:15 willstertben wrote:
they are the true ultimate tvz unit.
think of them like invincible hts or infestors. they get their damage off and can't die cause zerg has nothing that can kill em while pdd is up.

? (Wiki)Fungal Growth still exists, and fleets of 15+ Ravens don't magically appear out of thin air.


thankfully they don't so you can kill terrans before ravens are out.
WOL fungal was great counter to ravens, but doesn't really work in hots.

You need to aim more carefully but nothing changed regarding damage.


nono, it's not about how zerg aims, it's about how terran dodges.
WOL fungal was about how zerg aims.

same thing with mutas, infestors hard countered mutalisks in WOL, now they don't even work.
TheDwf
Profile Joined November 2011
France19747 Posts
June 29 2013 13:35 GMT
#10667
On June 29 2013 22:33 willstertben wrote:
Show nested quote +
On June 29 2013 22:31 TheDwf wrote:
On June 29 2013 22:28 willstertben wrote:
On June 29 2013 22:20 TheDwf wrote:
On June 29 2013 22:15 willstertben wrote:
they are the true ultimate tvz unit.
think of them like invincible hts or infestors. they get their damage off and can't die cause zerg has nothing that can kill em while pdd is up.

? (Wiki)Fungal Growth still exists, and fleets of 15+ Ravens don't magically appear out of thin air.


thankfully they don't so you can kill terrans before ravens are out.
WOL fungal was great counter to ravens, but doesn't really work in hots.

You need to aim more carefully but nothing changed regarding damage.


nono, it's not about how zerg aims, it's about how terran dodges.
WOL fungal was about how zerg aims.

same thing with mutas, infestors hard countered mutalisks in WOL, now they don't even work.

Dodging with a 2.5 movespeed unit ≠ dodging with a 4 movespeed unit.
SsDrKosS
Profile Joined March 2013
330 Posts
June 29 2013 13:36 GMT
#10668
On June 29 2013 22:28 willstertben wrote:
Show nested quote +
On June 29 2013 22:20 TheDwf wrote:
On June 29 2013 22:15 willstertben wrote:
they are the true ultimate tvz unit.
think of them like invincible hts or infestors. they get their damage off and can't die cause zerg has nothing that can kill em while pdd is up.

? (Wiki)Fungal Growth still exists, and fleets of 15+ Ravens don't magically appear out of thin air.


thankfully they don't so you can kill terrans before ravens are out, which is like i said a counter. unfortunately it is the only counter zerg has.
WOL fungal was great counter to ravens, but doesn't really work in hots.


I guess you can pull them with your vipers? + Show Spoiler +
bring my high-pitched-screaming-scourages back! :D
Bagi
Profile Joined August 2010
Germany6799 Posts
June 29 2013 13:37 GMT
#10669
On June 29 2013 22:15 willstertben wrote:
Show nested quote +
On June 29 2013 15:40 kyllinghest wrote:
3-3 marines in a dropship is the one serious threat terran can provide in the lategame. Terrans don't have broodlords or ultras, those 3-3 marines are the ultimate units. I don't think their mobility should be nerfed at all, they are the one thing to fear from the terran late game arsenal (besides Hellbats, but thats another story).


ravens dude. zerg doesn't have a single counter to ravens.
they are the true ultimate tvz unit.
think of them like invincible hts or infestors. they get their damage off and can't die cause zerg has nothing that can kill em while pdd is up.
most cost efficient thing in the game by far. only way to beat ravens is to kill terran while transitioning. if ravens are out the game is over no matter what the economic situation is.


As much as I love ravens I think you are overestimating their power in a regular game. They are fairly worthless against ultras which means you still need a big ground army as terran, else the zerg will just a-move over you as the ravens can only watch.

Basically the only time ravens become "unbeatable" is when the terran has a flock of 15+ ravens and has replaced his mining SCVs with macro orbitals, resulting in a 150+ supply army. It can occasionally happen in a really passive game but on most maps its easy for zerg to prevent the terran from getting there.
keglu
Profile Joined June 2011
Poland485 Posts
June 29 2013 13:37 GMT
#10670
On June 29 2013 22:33 willstertben wrote:
Show nested quote +
On June 29 2013 22:31 TheDwf wrote:
On June 29 2013 22:28 willstertben wrote:
On June 29 2013 22:20 TheDwf wrote:
On June 29 2013 22:15 willstertben wrote:
they are the true ultimate tvz unit.
think of them like invincible hts or infestors. they get their damage off and can't die cause zerg has nothing that can kill em while pdd is up.

? (Wiki)Fungal Growth still exists, and fleets of 15+ Ravens don't magically appear out of thin air.


thankfully they don't so you can kill terrans before ravens are out.
WOL fungal was great counter to ravens, but doesn't really work in hots.

You need to aim more carefully but nothing changed regarding damage.


nono, it's not about how zerg aims, it's about how terran dodges.
WOL fungal was about how zerg aims.

same thing with mutas, infestors hard countered mutalisks in WOL, now they don't even work.


Im pretty sure there is significant difference between mobility of mutas and ravens
Also how about these examples of games where ravens dominate Zerg?
SsDrKosS
Profile Joined March 2013
330 Posts
Last Edited: 2013-06-29 13:41:55
June 29 2013 13:40 GMT
#10671
On June 29 2013 22:35 TheDwf wrote:
Show nested quote +
On June 29 2013 22:33 willstertben wrote:
On June 29 2013 22:31 TheDwf wrote:
On June 29 2013 22:28 willstertben wrote:
On June 29 2013 22:20 TheDwf wrote:
On June 29 2013 22:15 willstertben wrote:
they are the true ultimate tvz unit.
think of them like invincible hts or infestors. they get their damage off and can't die cause zerg has nothing that can kill em while pdd is up.

? (Wiki)Fungal Growth still exists, and fleets of 15+ Ravens don't magically appear out of thin air.


thankfully they don't so you can kill terrans before ravens are out.
WOL fungal was great counter to ravens, but doesn't really work in hots.

You need to aim more carefully but nothing changed regarding damage.


nono, it's not about how zerg aims, it's about how terran dodges.
WOL fungal was about how zerg aims.

same thing with mutas, infestors hard countered mutalisks in WOL, now they don't even work.

Dodging with a 2.5 movespeed unit ≠ dodging with a 4 movespeed unit.


Dodging with a 2.5 movespeed unit ≠ stimmed Marines (3.375)
or did you mean 2.25 movement speed (raven)?
TheDwf
Profile Joined November 2011
France19747 Posts
June 29 2013 13:41 GMT
#10672
On June 29 2013 22:40 SsDrKosS wrote:
Show nested quote +
On June 29 2013 22:35 TheDwf wrote:
On June 29 2013 22:33 willstertben wrote:
On June 29 2013 22:31 TheDwf wrote:
On June 29 2013 22:28 willstertben wrote:
On June 29 2013 22:20 TheDwf wrote:
On June 29 2013 22:15 willstertben wrote:
they are the true ultimate tvz unit.
think of them like invincible hts or infestors. they get their damage off and can't die cause zerg has nothing that can kill em while pdd is up.

? (Wiki)Fungal Growth still exists, and fleets of 15+ Ravens don't magically appear out of thin air.


thankfully they don't so you can kill terrans before ravens are out.
WOL fungal was great counter to ravens, but doesn't really work in hots.

You need to aim more carefully but nothing changed regarding damage.


nono, it's not about how zerg aims, it's about how terran dodges.
WOL fungal was about how zerg aims.

same thing with mutas, infestors hard countered mutalisks in WOL, now they don't even work.

Dodging with a 2.5 movespeed unit ≠ dodging with a 4 movespeed unit.


Dodging with a 2.5 movespeed unit ≠ stimmed Marines (3.375)

We're discussing Ravens vs Infestors, why do you introduce Marines?
SsDrKosS
Profile Joined March 2013
330 Posts
June 29 2013 13:42 GMT
#10673
On June 29 2013 22:41 TheDwf wrote:
Show nested quote +
On June 29 2013 22:40 SsDrKosS wrote:
On June 29 2013 22:35 TheDwf wrote:
On June 29 2013 22:33 willstertben wrote:
On June 29 2013 22:31 TheDwf wrote:
On June 29 2013 22:28 willstertben wrote:
On June 29 2013 22:20 TheDwf wrote:
On June 29 2013 22:15 willstertben wrote:
they are the true ultimate tvz unit.
think of them like invincible hts or infestors. they get their damage off and can't die cause zerg has nothing that can kill em while pdd is up.

? (Wiki)Fungal Growth still exists, and fleets of 15+ Ravens don't magically appear out of thin air.


thankfully they don't so you can kill terrans before ravens are out.
WOL fungal was great counter to ravens, but doesn't really work in hots.

You need to aim more carefully but nothing changed regarding damage.


nono, it's not about how zerg aims, it's about how terran dodges.
WOL fungal was about how zerg aims.

same thing with mutas, infestors hard countered mutalisks in WOL, now they don't even work.

Dodging with a 2.5 movespeed unit ≠ dodging with a 4 movespeed unit.


Dodging with a 2.5 movespeed unit ≠ stimmed Marines (3.375)

We're discussing Ravens vs Infestors, why do you introduce Marines?

read my edited post please
TheDwf
Profile Joined November 2011
France19747 Posts
June 29 2013 13:43 GMT
#10674
On June 29 2013 22:42 SsDrKosS wrote:
Show nested quote +
On June 29 2013 22:41 TheDwf wrote:
On June 29 2013 22:40 SsDrKosS wrote:
On June 29 2013 22:35 TheDwf wrote:
On June 29 2013 22:33 willstertben wrote:
On June 29 2013 22:31 TheDwf wrote:
On June 29 2013 22:28 willstertben wrote:
On June 29 2013 22:20 TheDwf wrote:
On June 29 2013 22:15 willstertben wrote:
they are the true ultimate tvz unit.
think of them like invincible hts or infestors. they get their damage off and can't die cause zerg has nothing that can kill em while pdd is up.

? (Wiki)Fungal Growth still exists, and fleets of 15+ Ravens don't magically appear out of thin air.


thankfully they don't so you can kill terrans before ravens are out.
WOL fungal was great counter to ravens, but doesn't really work in hots.

You need to aim more carefully but nothing changed regarding damage.


nono, it's not about how zerg aims, it's about how terran dodges.
WOL fungal was about how zerg aims.

same thing with mutas, infestors hard countered mutalisks in WOL, now they don't even work.

Dodging with a 2.5 movespeed unit ≠ dodging with a 4 movespeed unit.


Dodging with a 2.5 movespeed unit ≠ stimmed Marines (3.375)

We're discussing Ravens vs Infestors, why do you introduce Marines?

read my edited post please

Yes, I meant Ravens.
willstertben
Profile Joined May 2013
427 Posts
Last Edited: 2013-06-29 13:50:05
June 29 2013 13:45 GMT
#10675
On June 29 2013 15:12 S7EFEN wrote:
+ Show Spoiler +
I posted this on Battle.net but I feel like the community here actually knows what they're talking about. I want to hear your guys thoughts on this.

Watching MLG and many of the most recent tournaments I feel that medivacs with the boost upgrade are too difficult for Zerg to deal with in a late game situation. Bio continues to be effective vs infestor/ultra/broodlord simply because these units, while they wreck bio in a straight up fight simply can't deal with small packs of units split across the map, nor can they force a fight without having multiple undefended counter attacks.
Even if the Z has a superior army and economy, he has a very difficult time push and kill the T without risking drops at every single expansion. The Z must either mass static or trade ineffectively with defensive lings and mutas vs marines, or push, leaving nothing on defense that can kill medivacs.

Specifically the only anti air that Zerg has in the late game that is good vs a single medivac harassing is Hydras and Mutas. In TvZ late game the Zerg is constantly forced to chase back and forth vs non-committal aggression even when his army is vastly superior he can never force a fight because his muta pack cannot be split up (without losing multiple mutas to small numbers of marines) nor can hydras and or queens effectively catch medivacs.
Spores are a good solution but because zerg static is split, without multiple spines per spore the spore can easily be picked off - a base completely safe from a single medivac needs multiple spines and spores and is still very weak vs marauder heavy drops.



I feel this is either a defensive problem from the Zerg:
The inability to have units that shoot up to punish a failed drop, that can be split apart while also being cost effective vs small numbers of well positioned marines and medivacs or that can force a direct engagement while dealing with multi-prong counter drops.

Or this is a too-difficult-to-deal-with harass style from the T:
Drop play requires little commitment - the ability to lift and retreat exists in nearly every case. Drop play is nearly always cost effective for the T, even if no workers are killed because mutas, lings and static are the only real way that multi-prong drops can be dealt with.


Lets look at the defensive capabilities of the TvX matchup as a method to compare how each race is equipped to deal with drop play:


Protoss
[ul]
Mothership Core (Photon Overchange, Recall, Timewarp (Catches units retreating))
Cannons (Denies both the medivac and the units in it)
Simcity and centralized tech/production, increases the effectiveness of static (Limits the weak spots vs drop play)
Warpins (Instantly creating units where defense is needed)
Templars (HT to feedback, DT to force scans and deal with less than quick opponents)
Blink (To catch medivacs)
Phoenix (Not consistently viable at pro level so irrelevant)
[/ul]


Terran
[ul]
Stimmed Marines (Quick enough to catch medivacs)
Turrets (And the ability to upgrade the range)
Vikings (Readily available A2A built out of already available production)
Sensor Tower (Detects air and ground drops in a huge radius)
SimCity (Prevents runbys or small squads from directly running into the mineral line / sniping the expansion)
Planetary Fortress (Allows T to spread out his expansions without mass static)
Floatable CCs (Allows the lift and redrop of the CC without having to rebuy the expansion - makes sniping expansions extremely difficult)
Bunkers (Salvageable, allows simcity)
[/ul]

Zerg
[ul]
Fastest Melee unit in the game (Sling)
Queens (Transfuse, minimal DPS)
Creep Spread (Ground vision, unit speed)
Overlords (Cheap Air vision)
Strong static (Expensive, requires drones, requires 2 static to deny both the dropship and the units in it)
Decentralized production (Queens, each expansion represents a portion of the production)
Mutas (Fast enough to catch medivacs when not boosted, decent DPS but weak to the marines in the dropship)
Corruptors (Medicore air to air, not great vs medivac / drop play)
[/ul]

My thoughts from watching pro games and looking at the tools at a Zergs disposal to deal with drops is this - take it with a grain of salt:


While Zerg is perfectly equipped to deal with drop play
through creep, overlords and strong static zerg suffers
from extremely decentralized and vulnerable production
and having NOT A SINGLE UNIT that can cost effectively
deal with bio + medivac supported harass. Zerg units
are either countered bybio and able to deny or punish
an attempted medivacs drop either through speed
or the ability to DPS down an air unit or able to
counter bio but lacking the mobility to
respond fast enough to drop play or punish the medivac
drop attempt when the Z responds properly.


What this means is that while lings, static and spines
can stop drops but do so at a substantial cost -
If the dropship is killed by Mutalisks or Corruptors it
is done so at the cost of position - by sending all your
mutas to deny the drop the T is free to drop in multiple
other locations undeterred while clearing creep -
even if the drop is shut down you lose creep or are
forced to respond with units that don't effectively deal
with drops. If ground units clean up the drop they
either do so cost ineffectively (with ling bane) or do
so with very poor mobility (roach/hydra).




My Conclusion

Zerg lacks a way to quickly respond to mass drop play effectively while also having units that can fight bio head on. Units that are strong vs bio play such as ultralisks, banelings, infestors and roaches to an extent are TERRIBLE at defending multi prong medivac supported aggression EVEN WITH STATIC AND PROPER SPLITTING OF THE ARMY DEFENSIVELY because these units can't punish a failed drop - the medivac simply escapes at the cost of nothing to the T and continues until a mistake is made by the zerg defensively.


Note: This isn't a balance complaint - I feel like the medivac is a unit that makes SC:II fun to play and fun to watch. My issue specifically is with the inability of Zerg to punish a failed drop attempt or the outright lack of zerg T3 that can deal with medivacs.

I created a brainstorm of potential slight changes to the game that COULD address the medivac vs Zerg perceived issue.

Theoretical Medivac Boost Changes
[ul]

[li] A significant energy requirement or cost for boost - depending on the energy cost a increase in duration or decrease in duration and an adjusted cooldown[/li]

[li] Units take longer to load back into a medivac (Don't load instantly) [/li]

[li] Medivacs take more damage from spores or queens in the late game [/li]


[li] Medivacs can't both heal and be in 'drop mode'. Time based delay between switching between the 2. [/li]
[/ul]

Theoretical Zerg Defense Changes
[ul]

[li]Creep is more difficult to remove (Either receeds slower, tumors have much more health or spread faster/greater amount of space per tumor)[/li]

[li] Zerg static late game Spine buff vs bio or Spore buff vs medivacs [/li]

[li] Zerg expansion change - Able to secure expansions easier - mass static isn't comparable to the defensive capabilities of HT and cannons or PFs with bunker/turrets yet the cost is much greater. [/li]

[li] Nydus Buff - Nydus use allows Zerg to quickly travel between expansions to deal with multi pronged aggression. This would include a cost change, health change or the like. [/li]

[li] Sling Buff - Superior numbers of cracklings should be able to easily deal with 8 marines and a medivac or the like while being cost effective for the Z. [/li]
[/ul]





i agree with your premise of zerg being weak against terran harassment lategame but i don't think strengthening the defense or nerfing said harassment is a good answer to that problem. rather give zerg some harassment capability themselves.
zerg's only viable form of harassment is mutas. they cost WAY WAY WAY too much for a true harasser, which are supposed to be low commitment but big damage potential if enemy doesn't react.

speedling runbys work early and mid game but lategame they get useless because of PF and wall offs. nydus as a form of harassment gets hard countered by everything, including workers (hilariously bad design).

zerg drop is too costly and takes too long to research.

infested terrans don't get any upgrades anymore so their damage output is pretty shit now.


i've said this numerous times: the only reason why zerg is so bad against terran in lategame and why innovation is virtually unbeatable is because zerg can't harass back.
zerg has similar problems in zvp but protoss upgrades don't exponentially buff their units vs spines like terran upgrades do so the harassment game is less game deciding.



On June 29 2013 22:37 Bagi wrote:
Show nested quote +
On June 29 2013 22:15 willstertben wrote:
On June 29 2013 15:40 kyllinghest wrote:
3-3 marines in a dropship is the one serious threat terran can provide in the lategame. Terrans don't have broodlords or ultras, those 3-3 marines are the ultimate units. I don't think their mobility should be nerfed at all, they are the one thing to fear from the terran late game arsenal (besides Hellbats, but thats another story).


ravens dude. zerg doesn't have a single counter to ravens.
they are the true ultimate tvz unit.
think of them like invincible hts or infestors. they get their damage off and can't die cause zerg has nothing that can kill em while pdd is up.
most cost efficient thing in the game by far. only way to beat ravens is to kill terran while transitioning. if ravens are out the game is over no matter what the economic situation is.


As much as I love ravens I think you are overestimating their power in a regular game. They are fairly worthless against ultras which means you still need a big ground army as terran, else the zerg will just a-move over you as the ravens can only watch.

Basically the only time ravens become "unbeatable" is when the terran has a flock of 15+ ravens and has replaced his mining SCVs with macro orbitals, resulting in a 150+ supply army. It can occasionally happen in a really passive game but on most maps its easy for zerg to prevent the terran from getting there.


this is exactly what i am saying. but: zerg a moving over terran ground is irrelevant in end game situations when most bases are mined out etc, as long as ravens survive terran will win.


SsDrKosS
Profile Joined March 2013
330 Posts
June 29 2013 13:50 GMT
#10676
I guess Raven does not have 'intended' hard counter from zerg if I'm looking the statistic correctly (no +light AA dmg from Zerg. some dude ramdomly put corruptor as the counter. oh well...).
plogamer
Profile Blog Joined January 2012
Canada3132 Posts
June 29 2013 13:53 GMT
#10677
On June 29 2013 22:50 SsDrKosS wrote:
I guess Raven does not have 'intended' hard counter from zerg if I'm looking the statistic correctly (no +light AA dmg from Zerg. some dude ramdomly put corruptor as the counter. oh well...).


Yeah man, I'm sick of seeing mass ravens dominate top-level TvZs. oh well...
SsDrKosS
Profile Joined March 2013
330 Posts
Last Edited: 2013-06-29 13:56:39
June 29 2013 13:55 GMT
#10678
wait. Zerg actually have no bonus dmg to anything from anything? (apart from stupid spore and corruptor???) what happened to this race? give hydra +light air!!!
willstertben
Profile Joined May 2013
427 Posts
Last Edited: 2013-06-29 14:01:43
June 29 2013 14:00 GMT
#10679
On June 29 2013 22:55 SsDrKosS wrote:
wait. Zerg actually have no bonus dmg to anything from anything? (apart from stupid spore and corruptor???) what happened to this race? give hydra +light air!!!


baneling +light

hydras aren't going to get buffed, they've been........... like that....... since beta.
they synergize pretty well with vipers and swarm hosts though, so that's an indirect buff maybe?

(don't even mention speed upgrade please, that doesn't change a thing for hydras in battle)
SsDrKosS
Profile Joined March 2013
330 Posts
Last Edited: 2013-06-29 14:18:01
June 29 2013 14:08 GMT
#10680
On June 29 2013 23:00 willstertben wrote:
Show nested quote +
On June 29 2013 22:55 SsDrKosS wrote:
wait. Zerg actually have no bonus dmg to anything from anything? (apart from stupid spore and corruptor???) what happened to this race? give hydra +light air!!!



baneling +light

hydras aren't going to get buffed, they've been........... like that....... since beta.
they synergize pretty well with vipers and swarm hosts though, so that's an indirect buff maybe?

(don't even mention speed upgrade please, that doesn't change a thing for hydras in battle)


oops my bad. totally forgot about deadly green land mine! (only if you can research burrow xp)

yup... I had bad feeling since it moved from hatchery to lair and require more resource/supply and still 80 hp
I actually wanted to swap roach tech with hydra tech (so roach is lair but hydra is hatchery with some nerfs and reduced cost) but that would be something like another expansion thing... (i.e. too big change)

maybe buff the 'upgrades'? like giving it 1 more range or + light dmg if research range upgrade or movement upgrade makes it faster on creep? more hp? I don't know. I just want to help this poorly loved unit...
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