• Log InLog In
  • Register
Liquid`
Team Liquid Liquipedia
EDT 21:37
CEST 03:37
KST 10:37
  • 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
Serral wins HomeStory Cup 2914Serral wins Maestros of the Game 243ByuL, and the Limitations of Standard Play3Team Liquid Map Contest #22: Results and Winners7Code S Season 2 (2026): RO4 and Finals Preview12
Community News
Balance hotfix patch 5.0.16b (July 16)55Reynor: GSL Loss Wasn't About Preparation Format16[IPSL] Spring 2026 Grand Finals - This Weekend!6Weekly Cups (July 6 - 12): Protoss strike back12BSL Season 22 Full Overview & Conclusion8
StarCraft 2
General
Balance hotfix patch 5.0.16b (July 16) [D] Wireframe Casting Removed Clem: "I don't have that much hope in Blizzard" Reynor: GSL Loss Wasn't About Preparation Format Is the larve respawn broken?
Tourneys
Master Swan Open (Global Bronze-Master 2) WardiTV Summer Cup 2026 GSL CK #5 Race War RSL Revival: Season 6 - Qualifiers and Main Event HomeStory Cup 29
Strategy
[G] Having the right mentality to improve
Custom Maps
New Map Maker - Looking for Advice - Love or Hate Work In Progress Melee Maps [D]RTS in all its shapes and glory <3
External Content
The PondCast: SC2 News & Results Mutation # 534 Burning Evacuation Mutation # 533 Die Together Mutation # 532 Nuclear Family
Brood War
General
BW General Discussion ASL22 General Discussion NaDa’s Body Followup Pros Debate: Zerg Unfairly Nerfed? (ASL S22 map) Etiquete rules in Asl?
Tourneys
[Megathread] Daily Proleagues [IPSL] Spring 2026 Grand Finals - This Weekend! Escore Tournament - Season 3 Small VOD Thread 2.0
Strategy
Fighting Spirit mining rates Simple Questions, Simple Answers Creating a full chart of Zerg builds Relatively freeroll strategies
Other Games
General Games
Path of Exile Stormgate/Frost Giant Megathread Nintendo Switch Thread General RTS Discussion Thread Beyond All Reason
Dota 2
Looking for a Dota Mentor 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
TL Mafia
TL Mafia Power Rank NeO.D_StephenKing vs This Guy From 1 Million Dance TL Mafia Community Thread Vanilla Mini Mafia
Community
General
US Politics Mega-thread Russo-Ukrainian War Thread The Games Industry And ATVI UK Politics Mega-thread YouTube Thread
Fan Clubs
The IdrA Fan Club The HerO Fan Club!
Media & Entertainment
Anime Discussion Thread Movie Discussion! [Req][Books] Good Fantasy/SciFi books Series you have seen recently...
Sports
2024 - 2026 Football Thread MLB/Baseball 2023 McBoner: A hockey love story Tennis[sport] Formula 1 Discussion
World Cup 2022
Tech Support
Simple Questions Simple Answers FPS when play League Of Legend on laptop How to clean a TTe Thermaltake keyboard?
TL Community
Northern Ireland Global Starcraft The Automated Ban List
Blogs
ASL S22 English Commentary…
namkraft
Poker (part 2)
Nebuchad
The Experiences We Want and …
TrAiDoS
An Exploration of th…
waywardstrategy
ramps on octagon
StaticNine
Funny Nicknames
LUCKY_NOOB
Evil Gacha Games and the…
ffswowsucks
Customize Sidebar...

Website Feedback

Closed Threads



Active: 10094 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 States25562 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 States16125 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 States25562 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
Canada13410 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 States25562 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 States10380 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 States25562 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
Epic.LAN
13:00
Epic.LAN 48 Playoff Stage
Liquipedia
[ Submit Event ]
Live Streams
Refresh
StarCraft 2
PiGStarcraft512
ViBE222
SpeCial 130
RuFF_SC2 61
Ketroc 24
StarCraft: Brood War
NaDa 83
Dota 2
NeuroSwarm172
Counter-Strike
summit1g8206
minikerr30
Super Smash Bros
hungrybox1333
Mew2King481
Other Games
gofns9132
tarik_tv7888
C9.Mang0264
ToD233
XaKoH 116
JimRising 37
Organizations
Other Games
gamesdonequick2323
StarCraft 2
Blizzard YouTube
StarCraft: Brood War
BSLTrovo
[ Show 12 non-featured ]
StarCraft 2
• Hupsaiya 112
• AfreecaTV YouTube
• intothetv
• Kozan
• IndyKCrew
• LaughNgamezSOOP
• Migwel
• sooper7s
StarCraft: Brood War
• BSLYoutube
• STPLYoutube
• ZZZeroYoutube
Other Games
• Scarra516
Upcoming Events
RSL Revival
7h 23m
Classic vs Trap
herO vs SHIN
Sparkling Tuna Cup
8h 23m
OSC
11h 23m
IPSL
14h 23m
Bonyth vs Ret
WardiTV Weekly
1d 9h
Monday Night Weeklies
1d 14h
OSC
1d 22h
PiGosaur Cup
2 days
The PondCast
3 days
Replay Cast
4 days
[ Show More ]
CrankTV Team League
4 days
Replay Cast
4 days
CrankTV Team League
5 days
Korean StarCraft League
6 days
RSL Revival
6 days
Online Event
6 days
Replay Cast
6 days
Liquipedia Results

Completed

YSL S3
HSC XXIX
Eternal Conflict S2 E2

Ongoing

IPSL Spring 2026
Acropolis #4
CSL 2026 Summer (S21)
KCM Race Survival 2026 Season 3
RSL Revival: Season 6
CranK Gathers Season 4: BW vs SC2 Team League
SCTL 2026 Spring
Eternal Conflict S2 E3
Stake Ranked Episode 3
XSE Pro League 2026
IEM Cologne Major 2026
Stake Ranked Episode 2
CS Asia Championships 2026
Asian Champions League 2026
IEM Atlanta 2026
PGL Astana 2026

Upcoming

Escore Tournament S3: W4
ASL S22 SEASON OPEN Day 2
Escore Tournament S3: W5
CSLAN 4
Blizzard Classic Cup 2026
HSC XXX
SC4ALL II: StarCraft II
Kung Fu Cup 2026 Grand Finals
Light Tournament 2026
Eternal Conflict S2 Finale
Stake Ranked Episode 4
Logitech G Connect 2026
StarSeries Fall 2026
FISSURE Playground #5
BLAST Open Fall 2026
Esports World Cup 2026
BLAST Bounty Summer 2026
BLAST Bounty Summer Qual
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.