• Log InLog In
  • Register
Liquid`
Team Liquid Liquipedia
EDT 10:59
CEST 16:59
KST 23:59
  • Home
  • Forum
  • Calendar
  • Streams
  • Liquipedia
  • Features
  • Store
  • EPT
  • TL+
  • StarCraft 2
  • Brood War
  • Smash
  • Heroes
  • Counter-Strike
  • Overwatch
  • Liquibet
  • Fantasy StarCraft
  • TLPD
  • StarCraft 2
  • Brood War
  • Blogs
Forum Sidebar
Events/Features
News
Featured News
Code S Season 2 (2026) - RO8 Preview4[ASL21] Finals Preview: Two Legacies21Code S Season 2 (2026) - RO12 Preview2herO wins GSL Code S Season 1 (2026)5Code S Season 1 (2026) - RO4 & Finals Preview5
Community News
Weekly Cups (May 18-25): MaxPax wins doubles0Crank Gathers Season 4: BW vs SC2 Team League4Weekly Cups (May 11-17): Classic wins double0Code S Season 1 (2026) - RO8 Results2Weekly Cups (May 4-10): Clem, MaxPax, herO win1
StarCraft 2
General
Code S Season 2 (2026) - RO8 Preview Weekly Cups (May 18-25): MaxPax wins doubles herO wins GSL Code S Season 1 (2026) Code S Season 2 (2026) - RO12 Preview Weekly Cups (May 11-17): Classic wins double
Tourneys
GSL Code S Season 2 (2026) Crank Gathers Season 4: BW vs SC2 Team League GSL Code S Season 1 (2026) Sparkling Tuna Cup - Weekly Open Tournament Maestros of The Game 2 announcement and schedule !
Strategy
Custom Maps
[D]RTS in all its shapes and glory <3 [A] Nemrods 1/4 players
External Content
Mutation # 527 Hell Train The PondCast: SC2 News & Results Mutation # 526 Rubber and Glue Mutation # 525 Wheel of Misfortune
Brood War
General
Pros React To: ASL S21 Finals BW General Discussion Very long shot - StarCraft x A7X video Pros React to: TvT Masterclass in FlaSh vs Light vespene.gg — BW replays in browser
Tourneys
[ASL21] Grand Finals Escore Tournament StarCraft Season 2 [Megathread] Daily Proleagues Small VOD Thread 2.0
Strategy
Any training maps people recommend? Muta micro map competition [G] Hydra ZvZ: An Introduction Fighting Spirit mining rates
Other Games
General Games
Nintendo Switch Thread Stormgate/Frost Giant Megathread Path of Exile Dawn of War IV ZeroSpace Megathread
Dota 2
Official 'what is Dota anymore' discussion
League of Legends
Heroes of the Storm
Simple Questions, Simple Answers Heroes of the Storm 2.0
Hearthstone
Deck construction bug Heroes of StarCraft mini-set
TL Mafia
Vanilla Mini Mafia Mafia Game Mode Feedback/Ideas TL Mafia Community Thread Five o'clock TL Mafia
Community
General
US Politics Mega-thread Russo-Ukrainian War Thread Trading/Investing Thread Dating: How's your luck? European Politico-economics QA Mega-thread
Fan Clubs
The herO Fan Club!
Media & Entertainment
[Manga] One Piece Anime Discussion Thread [Req][Books] Good Fantasy/SciFi books
Sports
2024 - 2026 Football Thread McBoner: A hockey love story TeamLiquid Health and Fitness Initiative For 2023 Formula 1 Discussion
World Cup 2022
Tech Support
Facing Challenges in Mobile App Development streaming software
TL Community
The Automated Ban List
Blogs
Customization Drives Loyalty…
TrAiDoS
Why RTS gamers make better f…
gosubay
ramps on octagon
StaticNine
ASL S21 English Commentary…
namkraft
Customize Sidebar...

Website Feedback

Closed Threads



Active: 2410 users

a really specific Ninja ZvP nerf (1.4.0 PTR) - Page 15

Forum Index > SC2 General
Post a Reply
Prev 1 13 14 15 16 17 20 Next All
Blazinghand *
Profile Blog Joined December 2010
United States25560 Posts
September 12 2011 19:51 GMT
#281
On September 13 2011 04:19 ZeromuS wrote:
Show nested quote +
On September 13 2011 04:16 Zelniq wrote:
the reason why people are having mixed results is because it does matter how clumped the ball is/what type of units are clumped. some clumps allow for drops on top of them, others force to the side..depends if there are little tiny gaps (not gaps that look big enough for a bane to fit, even smaller ones will do)


Yeah took some attempts but i replicated that earlier today. Thought the FOW made a difference but in the end it didnt.


Weird. I wonder if there's a way to standard how spaced-out your units are to get some better testing in? From the sounds of it, though, this will be a non-issue.
When you stare into the iCCup, the iCCup stares back.
TL+ Member
eksert
Profile Joined August 2010
France656 Posts
September 12 2011 19:52 GMT
#282
now we zergs are truely dead
Vindicare605
Profile Blog Joined August 2011
United States16121 Posts
September 12 2011 19:53 GMT
#283
It's probably a bug. Just report is as such. It isn't official until it's in the patch notes.
aka: KTVindicare the Geeky Bartender
IPA
Profile Joined August 2010
United States3206 Posts
September 12 2011 19:53 GMT
#284
Thank you Zelniq for vanquishing my fears. Move along folks, nothing to see here.
Time held me green and dying though I sang in my chains like the sea.
CatNzHat
Profile Blog Joined February 2011
United States1599 Posts
September 12 2011 20:05 GMT
#285
Basically strategies that once were just queue and forget will actually require attention and micro, like the terran (and toss to some extent) counterparts.
rale
Profile Joined December 2010
United States40 Posts
Last Edited: 2011-09-12 20:17:01
September 12 2011 20:06 GMT
#286
A close look at the 1.3 video is very revealing. The 2nd baneling dropped gets deflected to the edge just like all of the ones in the 1.4 video. The 3rd and 4th manage to find a hole in the center, and the zealots dying makes enough room to allow all others to drop.

In other words, the deflection isn't a change on the PTR. The zealots in the 1.3 video just weren't in perfect enough formation to prevent dropping entirely.

[image loading]
ilbh
Profile Blog Joined May 2007
Brazil1606 Posts
September 12 2011 20:11 GMT
#287
this is retarded, no one have any idea on why Blizzard decided to do these nerfs to zerg. I can't even think of one single reason...
Part of the inhumanity of the computer is that, once it is competently programmed and working smoothly, it is completely honest.
Chronald
Profile Joined December 2009
United States619 Posts
Last Edited: 2011-09-12 20:14:42
September 12 2011 20:14 GMT
#288
Please read the whole post :
"if the original order was issued on a fogged location."

This means you can't just shift-move drop onto a probe line and leave it. THAT IS ALL. If you actually watch your OL and don't just shift-move drop over the fog of war, you are fine.

I have tested this for about an hour in PTR and non-PTR unit testers.
Got that.
LoLAdriankat
Profile Blog Joined August 2010
United States4307 Posts
Last Edited: 2011-09-12 20:18:35
September 12 2011 20:17 GMT
#289
This is lame. The "fix" is about as bad as taking out hold position lurkers or muta stacking. :| In other words, Blizzard shouldn't simply nerf vital aspects of Zerg play for the sake of having a "bug-free" game.

At least it'll still be a little viable, but come on, ovies are already pretty easy to snipe, are they not?
Blazinghand *
Profile Blog Joined December 2010
United States25560 Posts
September 12 2011 20:19 GMT
#290
On September 13 2011 05:06 rale wrote:
A close look at the 1.3 video is very revealing. The 2nd baneling dropped gets deflected to the edge just like all of the ones in the 1.4 video. The 3rd and 4th manage to find a hole in the center, and the zealots dying makes enough room to allow all others to drop.

In other words, the deflection isn't a change on the PTR. The zealots in the 1.3 video just weren't in perfect enough formation to prevent dropping entirely.

[image loading]


Ooh, that's very revealing. So here's a thought: we could try running the same test, but BEFORE dropping the enemy banelings onto the zealots, dropp some banelings that are allied with the zealots in there and fill all the baneling-sized holes! Then, there's no chance of failure.
When you stare into the iCCup, the iCCup stares back.
TL+ Member
MangoTango
Profile Blog Joined June 2010
United States3670 Posts
September 12 2011 20:22 GMT
#291
On September 13 2011 05:19 Blazinghand wrote:
So here's a thought: we could try running the same test, but BEFORE dropping the enemy banelings onto the zealots, dropp some banelings that are allied with the zealots in there and fill all the baneling-sized holes! Then, there's no chance of failure.


Not quite right, dropping allied banes will make new holes. The key here is the footprint of units, such as Zealots and Stalkers. If you have a bunch of Stalkers right-clicked on a Colossus, are there holes to drop on?
"One fish, two fish, red fish, BLUE TANK!" - Artosis
ZeromuS
Profile Blog Joined October 2010
Canada13407 Posts
September 12 2011 20:23 GMT
#292
On September 13 2011 05:19 Blazinghand wrote:
Show nested quote +
On September 13 2011 05:06 rale wrote:
A close look at the 1.3 video is very revealing. The 2nd baneling dropped gets deflected to the edge just like all of the ones in the 1.4 video. The 3rd and 4th manage to find a hole in the center, and the zealots dying makes enough room to allow all others to drop.

In other words, the deflection isn't a change on the PTR. The zealots in the 1.3 video just weren't in perfect enough formation to prevent dropping entirely.

[image loading]


Ooh, that's very revealing. So here's a thought: we could try running the same test, but BEFORE dropping the enemy banelings onto the zealots, dropp some banelings that are allied with the zealots in there and fill all the baneling-sized holes! Then, there's no chance of failure.


Very smart. I would do this if i was at home but unfortunately am not atm.

Another thing to note is would someone try in a custom game with someone else to do a shift queue baneling drop into a mineral line? Doesnt really matter which match up - just to see if this effects automated through shift commands baneling drops in the mineral line.
StrategyRTS forever | @ZeromuS_plays | www.twitch.tv/Zeromus_
Angelbelow
Profile Joined September 2010
United States3728 Posts
September 12 2011 20:23 GMT
#293
If true, that really blows. Zergs went from being extremely one dimensional against protoss (and losing) to coming up with some fun and cool ways to play against them. Bane drops were one of the coolest strategies to watch from a spectators point of view and it sucks that it may be less effective.
You may delay, but time will not. Current Music obsession: Opeth
CeriseCherries
Profile Blog Joined May 2011
6170 Posts
September 12 2011 20:24 GMT
#294
o.O this makes no sense as to why they would do it. I mean it wasn't a broken mechanic or anything and frankly Protoss is fairly good against non-dropped banelings
Remember, no matter where you go, there you are.
Blazinghand *
Profile Blog Joined December 2010
United States25560 Posts
Last Edited: 2011-09-12 20:26:14
September 12 2011 20:24 GMT
#295
On September 13 2011 05:23 ZeromuS wrote:
Show nested quote +
On September 13 2011 05:19 Blazinghand wrote:
On September 13 2011 05:06 rale wrote:
A close look at the 1.3 video is very revealing. The 2nd baneling dropped gets deflected to the edge just like all of the ones in the 1.4 video. The 3rd and 4th manage to find a hole in the center, and the zealots dying makes enough room to allow all others to drop.

In other words, the deflection isn't a change on the PTR. The zealots in the 1.3 video just weren't in perfect enough formation to prevent dropping entirely.

[image loading]


Ooh, that's very revealing. So here's a thought: we could try running the same test, but BEFORE dropping the enemy banelings onto the zealots, dropp some banelings that are allied with the zealots in there and fill all the baneling-sized holes! Then, there's no chance of failure.


Very smart. I would do this if i was at home but unfortunately am not atm.

Another thing to note is would someone try in a custom game with someone else to do a shift queue baneling drop into a mineral line? Doesnt really matter which match up - just to see if this effects automated through shift commands baneling drops in the mineral line.


I'm not sure this would have any impact though, right? I thought mining works take up 0 pathing space while mining, so the mineral line drops should be unaffected-- the banelings will be able to jump out like normal unless there's a bunch of tightly-packed units already in the mineral line.

EDIt

On September 13 2011 05:22 MangoTango wrote:
Show nested quote +
On September 13 2011 05:19 Blazinghand wrote:
So here's a thought: we could try running the same test, but BEFORE dropping the enemy banelings onto the zealots, dropp some banelings that are allied with the zealots in there and fill all the baneling-sized holes! Then, there's no chance of failure.


Not quite right, dropping allied banes will make new holes. The key here is the footprint of units, such as Zealots and Stalkers. If you have a bunch of Stalkers right-clicked on a Colossus, are there holes to drop on?



Well you could put the Zealots on "Hold Position" first and then drop the allied banelings; this way the zealots won't move. Then, once all the holes are filled, use enemy baneling drops to test.
When you stare into the iCCup, the iCCup stares back.
TL+ Member
Blacklizard
Profile Joined May 2007
United States1194 Posts
Last Edited: 2011-09-13 21:28:38
September 12 2011 21:03 GMT
#296
From my tests:

Non PTR, 24 zealots packed together cause banelings to drop on the outside of them. So no change there. Adding in stalkers or other fat units to the mix usually causes gaps to form (even when you try to blink into the gaps). So the change will not affect many normal games that I've ever seen. Like no affect after the bug fix.

Soooo.... baneling drops act about the same unless you have about 40-75 zealots (80-150 supply worth) packed tightly together on hold position. And one gap (a sentry that died from fungal for instance) in the ball will allow banelings to land there anyway. Colossi count as air units for this packing rule (i.e. they don't fill in gaps).

The only time this will have a noticeable affect is when:

a. Protoss is only using one ground unit type (or same sized units, like all stalkers + sentries maybe?). EDIT: Sentries aren't the same size as Stalkers, scratch that.
b. He packs them all togther.
c. He holds position (or something causes this affect to be simulated).
d. He doesn't have enough anti-air to kill the overlords anyway.

I'm struggling to find the actual measurable nerf. What is all the complaining about?
Yoshi Kirishima
Profile Blog Joined July 2009
United States10366 Posts
September 12 2011 21:10 GMT
#297
Wait, it might actually be a mistake.

Back then, like the bug fix note says, you could unload banelings onto a deathball directly when you issue it in the fog (better than when you do it without the fog trick). But it seems now, when you have vision and unload, it is also changed/affected. I'm wondering if this is a separate change (that is not noted, aka Ninja fix) or if this is an error from Blizzard trying to fix the fog bug.
Mid-master streaming MECH ONLY + commentary www.twitch.tv/yoshikirishima +++ "If all-in fails, all-in again."
Silent331
Profile Joined June 2010
United States356 Posts
September 12 2011 21:16 GMT
#298
unrealsitic scenario produces skewed results

This is like saying zerglings are cost effective vs marines, they are in super small number but 10+marines zerglings of any number melt.

The protoss ball will ALWAYS have gaps because of the motion of units, stalkers make large gaps as it is in real games because they are moving to get to the front.

Please try this during a fight on the PTR instead of a theoretical scenario on super packed zealots.
They cant beat you, They only hope you beat yourself.
PPTouch
Profile Joined January 2011
99 Posts
September 12 2011 21:19 GMT
#299
why are htey doing all these zerg nerfs and not touching terran?
zvp is relatively balanced as is
Blazinghand *
Profile Blog Joined December 2010
United States25560 Posts
September 12 2011 21:20 GMT
#300
On September 13 2011 06:03 Blacklizard wrote:
From my tests:

Non PTR, 24 zealots packed together cause banelings to drop on the outside of them. So no change there. Adding in stalkers or other fat units to the mix usually causes gaps to form (even when you try to blink into the gaps). So the change will not affect many normal games that I've ever seen. Like no affect after the bug fix.

Soooo.... baneling drops act about the same unless you have about 40-75 zealots (80-150 supply worth) packed tightly together on hold position. And one gap (a sentry that died from fungal for instance) in the ball will allow banelings to land there anyway. Colossi count as air units for this packing rule (i.e. they don't fill in gaps).

The only time this will have a noticeable affect is when:

a. Protoss is only using one ground unit type.
b. He packs them all togther.
c. He holds position (or something causes this affect to be simulated).
d. He doesn't have enough anti-air to kill the overlords anyway.

I'm struggling to find the actual measurable nerf. What is all the complaining about?


Having reviewed Blacklizard's statements and the information others have provided, I'm inclined to agree. I retract any statements I made which implied that this would actually be a nerf... it sounds like realistically this won't have an impact on protoss deathball.
When you stare into the iCCup, the iCCup stares back.
TL+ Member
Prev 1 13 14 15 16 17 20 Next All
Please log in or register to reply.
Live Events Refresh
Next event in 1m
[ Submit Event ]
Live Streams
Refresh
StarCraft 2
Ryung 307
uThermal 174
ProTech70
trigger 57
mouzHeroMarine 7
StarCraft: Brood War
Britney 40656
Calm 4621
Mini 950
Jaedong 853
EffOrt 747
actioN 271
ggaemo 219
Soulkey 152
Rush 116
Hyun 94
[ Show more ]
Pusan 50
Free 44
Sacsri 28
910 25
Barracks 24
Sexy 22
Hm[arnc] 21
Terrorterran 19
soO 15
IntoTheRainbow 15
Rock 15
ajuk12(nOOB) 9
Movie 8
Shinee 6
Dota 2
Gorgc8938
qojqva1332
canceldota30
Counter-Strike
allub186
adren_tv60
Heroes of the Storm
Khaldor35
Other Games
singsing2293
B2W.Neo811
hiko749
Dendi693
Lowko544
Beastyqt342
Liquid`RaSZi286
DeMusliM240
Mew2King93
Liquid`VortiX82
QueenE67
KnowMe5
Trikslyr1
Organizations
Counter-Strike
PGL405
StarCraft 2
Blizzard YouTube
StarCraft: Brood War
BSLTrovo
[ Show 19 non-featured ]
StarCraft 2
• StrangeGG 95
• poizon28 22
• iHatsuTV 7
• Kozan
• LaughNgamezSOOP
• AfreecaTV YouTube
• sooper7s
• intothetv
• Migwel
• IndyKCrew
StarCraft: Brood War
• HerbMon 33
• STPLYoutube
• ZZZeroYoutube
• BSLYoutube
Dota 2
• C_a_k_e 1208
• lizZardDota249
League of Legends
• Nemesis4558
• TFBlade1076
Other Games
• WagamamaTV302
Upcoming Events
uThermal 2v2 Circuit
1m
Replay Cast
9h 1m
GSL
18h 31m
Maru vs SHIN
Zoun vs Rogue
WardiTV Spring Champion…
21h 1m
SKillous vs Strange
Lambo vs Strange
Ryung vs Strange
Lambo vs Ryung
Ryung vs SKillous
Lambo vs SKillous
OSC
1d 4h
Replay Cast
1d 9h
Maestros of the Game
1d 22h
Replay Cast
2 days
RSL Revival
2 days
Lambo vs SHIN
Solar vs Rogue
herO vs Clem
Maestros of the Game
2 days
[ Show More ]
IPSL
3 days
ZZZero vs WorsT
Julia vs eOnzErG
Replay Cast
3 days
RSL Revival
3 days
Maestros of the Game
3 days
IPSL
4 days
Dragon vs Artosis
dxtr13 vs Hawk
BSL
4 days
Wardi Open
4 days
Monday Night Weeklies
5 days
Replay Cast
5 days
Sparkling Tuna Cup
5 days
WardiTV Spring Champion…
5 days
Maestros of the Game
6 days
The PondCast
6 days
Liquipedia Results

Completed

ASL Season 21
2026 GSL S1
Heroes Pulsing #1

Ongoing

2026 KK StarCraft Pro League
BSL Season 22
IPSL Spring 2026
KCM Race Survival 2026 Season 2
KK 2v2 League Season 1
Acropolis #4
CSCL: Masked Kings S4
SCTL 2026 Spring
WardiTV Spring 2026
2026 GSL S2
RSL Revival: Season 5
Stake Ranked Episode 2
CS Asia Championships 2026
Asian Champions League 2026
IEM Atlanta 2026
PGL Astana 2026
BLAST Rivals Spring 2026
IEM Rio 2026
PGL Bucharest 2026
Stake Ranked Episode 1
BLAST Open Spring 2026
ESL Pro League S23 Finals

Upcoming

Escore Tournament S2: King of Kings
YSL S3
BSL 22 Non-Korean Championship
CSLAN 4
Blizzard Classic Cup 2026
Kung Fu Cup 2026 Grand Finals
CranK Gathers Season 4: BW vs SC2 Team League
HSC XXIX
uThermal 2v2 2026 Main Event
Maestros of the Game 2
Bounty Cup 2026
BLAST Bounty Summer 2026
BLAST Bounty Summer Qual
Stake Ranked Episode 3
XSE Pro League 2026
IEM Cologne Major 2026
TLPD

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

Advertising | Privacy Policy | Terms Of Use | Contact Us

Original banner artwork: Jim Warren
The contents of this webpage are copyright © 2026 TLnet. All Rights Reserved.