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New HotS Units/Abilities in Blizzcon - Page 377

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NicolBolas
Profile Blog Joined March 2009
United States1388 Posts
November 20 2011 04:53 GMT
#7521
No race should be able to disable entire enemy army for 2 clicks and 350g.


Well good. Because it can't.

Unless your army is tiny, a single FG cannot hit all of it. And what we've seen of BC shows that it's smaller than a fungal. So if "2 clicks" can "disable entire enemy army", that would only be because the "entire enemy army" is ridiculously small.

Now let's step into the real world, out of the land of ludicrously overblown hyperbole (I know hyperbole is the Internet's stock and trade, but this is TeamLiquid).

"2 clicks" can certainly take out part of an army. But then, 1 click did most of the work: the fungal growth. BC only "disables" the units that are under it's effects, and it only does so while they remain under it. Therefore, they will remain "disabled" for... 4 seconds, when the FG wears off.

In any TvZ match, the Terran will have Siege Tanks. So unless you get some BC on those Tanks, your Marines are still going to be well defended. So now, we have to BC+FG the Marine ball, which will require multiple BC+FGs for any Terran worth his salt, and we have to BC the Siege Tanks.

You can't hit the STs first, because that would put your Vipers in range of the Marines (who are standing between the Zerg army and the Tanks). Your Vipers will die quick and bloody. So you have to FG+BC the Marines first. Then, you have to fly over and hit the STs. That's a lot of spellcasting. And a lot of Vipers.

Oh, and by the time you have all this set up, your FG on the Marines will be starting to wear off. So the damaged Marines (which were protected by STs most of the time) can simply withdraw to be healed by Medivacs.

If you're talking ZvP, then it's rather worse. Colossi don't care about FG; it will take them only a second to get out of the BC. Everything else the Protoss has is more or less just a meatshield for the Colossi. Zealots are immune to BC. So the only thing this did really was... stop Stalkers from attacking. Again, for 4 seconds. If you happen to have some Corruptors right there to attack the Colossi at the moment you hit the FG+BC, then maybe you can take advantage. Otherwise, no.

Also remember: units under BC are not disabled; their range is reduced to melee. Stalkers can still shoot targets over them. So your Corruptors cannot fly over the field of Stalkers without taking damage.

Also, see below.

Excellent example of no-risk low-skill tactic with huge chance of winning match instantly against even better-skilled enemy (because using it require infinitely lower skills and cost then countering it)...


Then I suggest you make it riskier. Vipers fly, right? I seem to recall that Terrans have a pretty potent anti-flying weapon that has ridiculous range. And unless the Zerg is going Mutas or Hydra/Roach, they don't actually have very much anti-air with their army. So just use a Reactor'd StarPort to pump out some Vikings for air support. You can even send them after the Zerg army to go kill some Vikings. It's not like you don't have a StarPort already for Medivacs or something.

I also seem to recall that Protoss have some pretty fast air units. Throw down a few Phoenixes, and you can go snipe Vipers before they become a problem.

Also, if they're going Hydra/Roach or Mutalisks, where are they getting the gas for those units plus the Infestors and Vipers? Vipers cost 200 gas; that stuff doesn't exactly grow on trees, you know. Every 3 Vipers is 4 Infestors they don't have. Every Viper is 4 Hydralisks they don't have. Every Viper is 2 Mutalisks they don't have.

I think people are letting the potential power of this tactic cloud the fact that it requires two gas-heavy units. The only army composition where you could reasonably use BC+FG is pure-Zergling or Zerglings with a few Banelings. Any other gas units will basically make it impossible to get a sizable army.

So even if they manage to disable your entire army for 4 or even 8 seconds, what are they going to attack it with? Zerglings?
So you know, cats are interesting. They are kind of like girls. If they come up and talk to you, it's great. But if you try to talk to them, it doesn't always go so well. - Shigeru Miyamoto
K9GM3
Profile Joined January 2011
Netherlands116 Posts
November 20 2011 07:53 GMT
#7522
On November 20 2011 13:53 NicolBolas wrote:
I think people are letting the potential power of this tactic cloud the fact that it requires two gas-heavy units. The only army composition where you could reasonably use BC+FG is pure-Zergling or Zerglings with a few Banelings. Any other gas units will basically make it impossible to get a sizable army.

So even if they manage to disable your entire army for 4 or even 8 seconds, what are they going to attack it with? Zerglings?

Why not Zerglings? Blinding Cloud means that a unit can only attack your Zergling when the Zergling is attacking that unit. So any Marines behind the first one aren't attacking, and none of them are attacking while the Zerglings rush in.

Viper/Infestor/Zergling, with proper micro, should absolutely tear up Marine/Tank.
No, I don't want your number.
PermaScrub
Profile Joined July 2011
32 Posts
November 20 2011 08:18 GMT
#7523
If they're going Viper/Infestor/Zergling, just get battle hellions and own them. Hellion splash still works under blinding cloud. Not to mention tanks have melee range, which should also hurt lings pretty bad. Good emps can hit all of the vipers on the field since vipers are flying units and can stack. A slow push with shredders also beats it. Terran has plenty of options for dealing with Viper/Infestor/Zergling.

If a zerg player can blanket your entire army with FG and BC, maybe you deserve to lose.
Eps
Profile Joined April 2011
Canada240 Posts
Last Edited: 2011-11-20 08:42:39
November 20 2011 08:29 GMT
#7524
On November 19 2011 07:54 Rucky wrote:
I don't see the difference either.

Another thing to think about: FG + BC means that you're giving up doing FG + FG. In zvt FG + FG on marines = instant death. FG + BC = marines still tanking damage while being healed by medivacs.

I can see in some situations FG + BC > FG + FG, but not all. It's actually a good thing to have more resource tension in spell casters.


Not sure if someone didn't mention it already.
FG+BC = No abilities at all.
From the video, they have enough energy to cast 2 BC's from 1 Viper.

Medivac Heal is an ability. Means no heals, no EMPs, hell I'm not even sure Bio can Stim. Depending on whether or not it counts energy based or all abilities.

It means that Ghosts have to be constantly EMP-ing everything and has to make sure Zerg doesn't cast anything. With TvP, you can at least dodge storms and FF-Storm is more micro-intensive than a Fungal that locks everything in the AOE + BC.

Previously when Ghosts had to deal with only Templars/Infestors, they were at least land based units. Vipers will be in the sky, Viper clouds locks down units offensively, and FG can just finish the job.

It's poor design. Zerg's always getting their all-in-one answer units in one neat package.
Exarian
Profile Joined October 2011
Poland58 Posts
Last Edited: 2011-11-21 08:38:15
November 21 2011 08:11 GMT
#7525
For everyone who think BC+FG is too gas expensive:

Toss Army:
10 Stalkers - 500 gas
2 Colossi - 400 gas
2 High Templar - 300 gas
/1200 gas total (+1950m)

Zerg Army:
1 Infestor - 150 gas
1 Viper - 200 gas
10 Hydras - 500 gas
/850 gas total (+ 1200m)

What happen next?
Zerg use BC+FG on Toss deathball. Because both FG and BC cost 75e only, Zerg have no problem with casting each spell twice (if enemy split forces) or channel them (if toss keep army in one ball). Only Toss chance is casting Feedback, and he need to predict attack to use this spell (spell has shorter range then both FG and BC, and countering casters by caster is much more difficult then just using spells). If Toss fail, his entire army is immobilized, cannot fire, cannot use abilities for 4 seconds (+take 30-40 damage from Fungal) - so even if Toss player has 9000 APS, he can do nothing because his entire army is lockdowned.
Hydras DPS is over 15. 4 seconds is enough time for 10 Hydras to kill both colossi, both HT and also damage some stalkers. Because all these units also take damage from Fungal, killing them is faster. After spells "very short" timer of 4 seconds expires, everything Toss have on battlefield are 8-10 damaged Stalkers. And he is still facing already positioned 10 full-health Hydras.

So even if Zerg have less gas then toss, and use gas-expensive units as support to gas-expensive Infestor/Viper combo, he still have significant Advanatage. In real in-game situation Zerg has gas advantage over T/P (because of more bases), so situation is even worse for T/P. BC+FG is completely gamechanging, easy-to-do-hard-to-counter, supercosteffective strategy giving Zerg huge unjustified advantage in every single ground engagement, no matter of opponent skills and his ground army composition (only counter is not letting it happen...). "I Win" Button? Probably yes...


Against Terran situation is even worse, since BC is making entire bukering/siege tanks completely useless in every combat situation - you don't even need to use FG. Yes, even if BC is active FG-ed Battle Hellions are still effective against lings. But what if Zerg use Roaches/Hydras/Mutas? [gas in not a problem in this matchup too, because even at lower gas BC+FG are giving huge advanatage over more gas-expensive Terran armies]. Zerg will snipe critical units then use Banelings to blow marineballs. Before single Zerg unit get killed by terran, over half of Terran army, including Tanks, will be already dead, while other half will be heavy damaged - and this crippled force will engage already positioned full-health Zerg forces (including banelings at close range...). Also,
imagine Muta Harassement supported by some Vipers... Terran new toy - Warhound - will be disabled by BC and killed by mutas. Marineballs will be forced to reposition under Mutas fire. Turrets will be disabled. Seriously, HotS is going to be muta-geddon - as resoult of giving Zerg air unit allowing Zerg to disable all Terran ground-based Mutas counters. Because Terran has no viable aerial muta counter before speed-boosted BCs, mathup will be completely unfair. On top of that Terran anti-caster ability do not do any damage to Infestors/Vipers. It mean Zerg player using BC+FG combo against T is risking nearly nothing - while Terran still can lose entire army in matter of seconds, doing no damage in return.

BC+FG combined with ranged attackers is simply too effective, even BC alone is too effective in multiple combat situations. Existance of this combo force T/P players to tech rush to high-tier air units, because entire ground forces are in huge danger just because of Infestor/Viper presence. It mean Zerg will gain mid-game map control, just because Toss/Terran will be busy fast-making air units and spamming anti-casters. Another huge unjustified advantage of FG+BC.

Giving Zerg such powerfull spell (as addition to another already too powerful spell...) is huge mistake, so I hope it will be fixed before beta.
Whitewing
Profile Joined October 2010
United States7483 Posts
November 21 2011 08:50 GMT
#7526
On November 20 2011 13:53 NicolBolas wrote:
Show nested quote +
No race should be able to disable entire enemy army for 2 clicks and 350g.


Well good. Because it can't.

Unless your army is tiny, a single FG cannot hit all of it. And what we've seen of BC shows that it's smaller than a fungal. So if "2 clicks" can "disable entire enemy army", that would only be because the "entire enemy army" is ridiculously small.

Now let's step into the real world, out of the land of ludicrously overblown hyperbole (I know hyperbole is the Internet's stock and trade, but this is TeamLiquid).

"2 clicks" can certainly take out part of an army. But then, 1 click did most of the work: the fungal growth. BC only "disables" the units that are under it's effects, and it only does so while they remain under it. Therefore, they will remain "disabled" for... 4 seconds, when the FG wears off.

In any TvZ match, the Terran will have Siege Tanks. So unless you get some BC on those Tanks, your Marines are still going to be well defended. So now, we have to BC+FG the Marine ball, which will require multiple BC+FGs for any Terran worth his salt, and we have to BC the Siege Tanks.

You can't hit the STs first, because that would put your Vipers in range of the Marines (who are standing between the Zerg army and the Tanks). Your Vipers will die quick and bloody. So you have to FG+BC the Marines first. Then, you have to fly over and hit the STs. That's a lot of spellcasting. And a lot of Vipers.

Oh, and by the time you have all this set up, your FG on the Marines will be starting to wear off. So the damaged Marines (which were protected by STs most of the time) can simply withdraw to be healed by Medivacs.

If you're talking ZvP, then it's rather worse. Colossi don't care about FG; it will take them only a second to get out of the BC. Everything else the Protoss has is more or less just a meatshield for the Colossi. Zealots are immune to BC. So the only thing this did really was... stop Stalkers from attacking. Again, for 4 seconds. If you happen to have some Corruptors right there to attack the Colossi at the moment you hit the FG+BC, then maybe you can take advantage. Otherwise, no.

Also remember: units under BC are not disabled; their range is reduced to melee. Stalkers can still shoot targets over them. So your Corruptors cannot fly over the field of Stalkers without taking damage.

Also, see below.

Show nested quote +
Excellent example of no-risk low-skill tactic with huge chance of winning match instantly against even better-skilled enemy (because using it require infinitely lower skills and cost then countering it)...


Then I suggest you make it riskier. Vipers fly, right? I seem to recall that Terrans have a pretty potent anti-flying weapon that has ridiculous range. And unless the Zerg is going Mutas or Hydra/Roach, they don't actually have very much anti-air with their army. So just use a Reactor'd StarPort to pump out some Vikings for air support. You can even send them after the Zerg army to go kill some Vikings. It's not like you don't have a StarPort already for Medivacs or something.

I also seem to recall that Protoss have some pretty fast air units. Throw down a few Phoenixes, and you can go snipe Vipers before they become a problem.

Also, if they're going Hydra/Roach or Mutalisks, where are they getting the gas for those units plus the Infestors and Vipers? Vipers cost 200 gas; that stuff doesn't exactly grow on trees, you know. Every 3 Vipers is 4 Infestors they don't have. Every Viper is 4 Hydralisks they don't have. Every Viper is 2 Mutalisks they don't have.

I think people are letting the potential power of this tactic cloud the fact that it requires two gas-heavy units. The only army composition where you could reasonably use BC+FG is pure-Zergling or Zerglings with a few Banelings. Any other gas units will basically make it impossible to get a sizable army.

So even if they manage to disable your entire army for 4 or even 8 seconds, what are they going to attack it with? Zerglings?


For the record, fungal growth roots colossi just as well as any other unit. The only unit in the game that doesn't get rooted by fungal is the Ultralisk.
Strategy"You know I fucking hate the way you play, right?" ~SC2John
Salteador Neo
Profile Blog Joined August 2009
Andorra5591 Posts
November 21 2011 08:55 GMT
#7527
Doesn't Nexus recall work on an army that's fungaled and under BCloud? Because it should.
Revolutionist fan
NicolBolas
Profile Blog Joined March 2009
United States1388 Posts
November 21 2011 09:19 GMT
#7528
What happen next?


Well, let's see what you say happens next.

Zerg use BC+FG on Toss deathball. Because both FG and BC cost 75e only, Zerg have no problem with casting each spell twice (if enemy split forces) or channel them (if toss keep army in one ball).


And then what? You've got 4 seconds, at best 8, in which to do... what exactly? Try to snipe the Colossi? Try to snipe the HTs? Because one the FG wears off, either the HTs or the Colossi are just going to walk out of the cloud and kill everything.

Thanks for trying though.

Alternatively, the Protoss isn't a complete moron and gets a decent unit composition. When you come in with your one Infestor or Viper, they just blink on to it, kill it, and go about their business. Or they add in some Phoenixes instead of HTs, and they can go sniping Vipers all day. Or God forbid, they bring in a Replicator or two and use your own weapons against you.

Stop thinking that Protoss/Terrans are morons. Rather than simply crying IMBALANCE, try to imagine how the opponent can use the tools they have to actually deal with the problem.

Yes, if the Zerg manages to hit your army with lots of BC and FG, then you're in trouble. But allowing them to do so is stupid and you rightly should be punished for it.

But what if Zerg use Roaches/Hydras/Mutas? [gas in not a problem in this matchup too, because even at lower gas BC+FG are giving huge advanatage over more gas-expensive Terran armies]


You're suggesting Roach/Hydra/Muta and Infestor/Vipers? That's a serious suggestion. That is somehow less gas heavy that Marine+Tank.

Are you kidding? Zergs can't go for Roach/Hydra/Muta by themselves; they just don't have enough gas to make the units. Adding two more gas heavy units on top of that will dilute the gas so much that it just will not work. Even if it were just one Infestor and one Viper, that's not going to do anything nearly enough, considering how many units you will have given up for even one Infestor/Viper (150 gas for the Infestor, 100 for the Infestation Pit, and 200 for the Viper).

Or, look at it this way. Picture a modern Muta-Ling+Infestor build. Now, take half the Infestors away and make 3 out of 4 of them Vipers. That's the absolute most the Zerg can do as far as gas is concerned. Piling Roach/Hydra on top of that is simply not happening.

One Infestor/Viper will do squat against a good sized Marine-Tank ball. You can only FG half of it. The most you could do is disable the Tanks for a brief window.

Worst-case, they build a couple of Vikings and kill your Viper. Or they build a Ghost or two and snipe your Viper as it approaches. Now you're really up the creek.

Also,
imagine Muta Harassement supported by some Vipers... Terran new toy - Warhound - will be disabled by BC and killed by mutas.


Unless the Warhound walks five steps to the left. The Cloud doesn't make units immobile; it just stops them from attacking at range. Or maybe the Terrans build some Vikings. Call me crazy, but if a Zerg is investing 400-600 Gas in Vipers, their Muta-count is going to be rather low.

Existance of this combo force T/P players to tech rush to high-tier air units


By "high-tier air units", you in fact are referring to... Vikings and Phoenixes. Which are the cheapest and lowest-tech air units that both of those races have. Also, Terrans can easily beat a Zerg to Banshees, which are higher tech than Vikings. Banshees often come out before Hydras, unless the Zerg is really rushing for them. So there's no reason why a Terran or Protoss can't get air units out without an explicit rush build.
So you know, cats are interesting. They are kind of like girls. If they come up and talk to you, it's great. But if you try to talk to them, it doesn't always go so well. - Shigeru Miyamoto
Ksyper
Profile Blog Joined May 2010
Bulgaria665 Posts
Last Edited: 2011-11-21 09:40:51
November 21 2011 09:38 GMT
#7529
On November 21 2011 17:11 Exarian wrote:
For everyone who think BC+FG is too gas expensive:

Toss Army:
10 Stalkers - 500 gas
2 Colossi - 400 gas
2 High Templar - 300 gas
/1200 gas total (+1950m)

Zerg Army:
1 Infestor - 150 gas
1 Viper - 200 gas
10 Hydras - 500 gas
/850 gas total (+ 1200m)


Zerg uses FG and that cloud thing, toss waits for fungal to end, casts 2 storms, blinks out of cloud and doesn't lose more than 2-3 stalkers.
I think you don't really play all that much if you think 10 hydras can survive 2 storms and 2 collossi yet alone 10 stalkers.
Go play the game a bit, then come back.
Also, if we're talking about advantage in ground engagements try using cutting armies in half 5 times in a single fight.
Exarian
Profile Joined October 2011
Poland58 Posts
Last Edited: 2011-11-21 09:51:26
November 21 2011 09:49 GMT
#7530


Zerg uses FG and that cloud thing, toss waits for fungal to end, casts 2 storms, blinks out of cloud and doesn't lose more than 2-3 stalkers.
I think you don't really play all that much if you think 10 hydras can survive 2 storms and 2 collossi yet alone 10 stalkers.
Go play the game a bit, then come back.
Also, if we're talking about advantage in ground engagements try using cutting armies in half 5 times in a single fight


Before cloud and FG ends, both colossi and HTs will be dead to Hydras. Toss will end with 10 crippled stalkers max, and will face already positioned full-health hydras. Why Zerg should wait until FG/BC end? He will attack immediately after he makes sure "I Win" button triggers. Because FG+BC blocks movement, attacking and abilities (on top of DoT), Toss will be forced to wait these 4 seconds under heavy fire not being able do do anything - then remains of his crippled army will be forced to either retreat - and kill nothing, or die - but kill 2-3 hydras.
SolidZeal
Profile Joined October 2010
United States393 Posts
November 21 2011 09:54 GMT
#7531
On November 21 2011 17:11 Exarian wrote:
+ Show Spoiler +

On November 21 2011 17:11 Exarian wrote:
For everyone who think BC+FG is too gas expensive:

Toss Army:
10 Stalkers - 500 gas
2 Colossi - 400 gas
2 High Templar - 300 gas
/1200 gas total (+1950m)

Zerg Army:
1 Infestor - 150 gas
1 Viper - 200 gas
10 Hydras - 500 gas
/850 gas total (+ 1200m)

What happen next?
Zerg use BC+FG on Toss deathball. Because both FG and BC cost 75e only, Zerg have no problem with casting each spell twice (if enemy split forces) or channel them (if toss keep army in one ball). Only Toss chance is casting Feedback, and he need to predict attack to use this spell (spell has shorter range then both FG and BC, and countering casters by caster is much more difficult then just using spells). If Toss fail, his entire army is immobilized, cannot fire, cannot use abilities for 4 seconds (+take 30-40 damage from Fungal) - so even if Toss player has 9000 APS, he can do nothing because his entire army is lockdowned.
Hydras DPS is over 15. 4 seconds is enough time for 10 Hydras to kill both colossi, both HT and also damage some stalkers. Because all these units also take damage from Fungal, killing them is faster. After spells "very short" timer of 4 seconds expires, everything Toss have on battlefield are 8-10 damaged Stalkers. And he is still facing already positioned 10 full-health Hydras.

So even if Zerg have less gas then toss, and use gas-expensive units as support to gas-expensive Infestor/Viper combo, he still have significant Advanatage. In real in-game situation Zerg has gas advantage over T/P (because of more bases), so situation is even worse for T/P. BC+FG is completely gamechanging, easy-to-do-hard-to-counter, supercosteffective strategy giving Zerg huge unjustified advantage in every single ground engagement, no matter of opponent skills and his ground army composition (only counter is not letting it happen...). "I Win" Button? Probably yes...


Against Terran situation is even worse, since BC is making entire bukering/siege tanks completely useless in every combat situation - you don't even need to use FG. Yes, even if BC is active FG-ed Battle Hellions are still effective against lings. But what if Zerg use Roaches/Hydras/Mutas? [gas in not a problem in this matchup too, because even at lower gas BC+FG are giving huge advanatage over more gas-expensive Terran armies]. Zerg will snipe critical units then use Banelings to blow marineballs. Before single Zerg unit get killed by terran, over half of Terran army, including Tanks, will be already dead, while other half will be heavy damaged - and this crippled force will engage already positioned full-health Zerg forces (including banelings at close range...). Also,
imagine Muta Harassement supported by some Vipers... Terran new toy - Warhound - will be disabled by BC and killed by mutas. Marineballs will be forced to reposition under Mutas fire. Turrets will be disabled. Seriously, HotS is going to be muta-geddon - as resoult of giving Zerg air unit allowing Zerg to disable all Terran ground-based Mutas counters. Because Terran has no viable aerial muta counter before speed-boosted BCs, mathup will be completely unfair. On top of that Terran anti-caster ability do not do any damage to Infestors/Vipers. It mean Zerg player using BC+FG combo against T is risking nearly nothing - while Terran still can lose entire army in matter of seconds, doing no damage in return.

BC+FG combined with ranged attackers is simply too effective, even BC alone is too effective in multiple combat situations. Existance of this combo force T/P players to tech rush to high-tier air units, because entire ground forces are in huge danger just because of Infestor/Viper presence. It mean Zerg will gain mid-game map control, just because Toss/Terran will be busy fast-making air units and spamming anti-casters. Another huge unjustified advantage of FG+BC.

Giving Zerg such powerfull spell (as addition to another already too powerful spell...) is huge mistake, so I hope it will be fixed before beta.



Dude you are theory crafting waaaay to much, and you're heavily biasing what you are talking about. Your provided engagement for example, you say that is a losing situation for protoss, but if the a protoss loses that engagement (which he could) he then wasn't playing well and the zerg deserves the win. If someone put that encounter in a unit tester, the protoss would virtually always win, as they should with the bigger army. I'd bet money on that.

You make presumptions about the future nature of the match up, not taking in account of how much easier protoss will be able to stop ling counters because of arc shield and therefore will be able to take more bases and pressure more confidently. Same holds true for terran because of the shredder. About terran v.s. mutas i think you are stretching theorycraft a bit far. You think that zerg will be flying around with a flock of mass mutas and vipers (some of the most gas expensive units in the game) clouding everything that shoots up? What will stop stimmed marines from just running out the cloud in seconds? infestors don't exactly fly, yes that can be dropped from overlords, but microing mutas, infestor drops, and vipers all at the same time won't exactly be easy, especially because all 3 units are fragile and if you make a mistake you will pay heavily. A heavy ghost count will wreck the strat and warhounds are good anti-air, I like them better than thors for fighting mutas.

If BC/FG has been letting you dominate on the HotS custom or something, then good for you. Play the style a lot and players will either figure out a counter or it will be evident that it's too powerful and blizzard is likely to change it. But please come with replay backup or something other than "I have a strong feeling this ability will be too powerful because of these hypothetical situations"

It will definitely will be potent, but that's the point of SC units, they are supposed to kick ass and take names.

In the clearing stands a boxer and a figher by his trade
Valon
Profile Joined June 2011
United States329 Posts
November 23 2011 04:59 GMT
#7532
I like the Zerg units and changes, think that the Zerg should have gotten 3 units as they have the least. The Terran ones are interesting. I think Blizzard is trying too hard to keep the super units. The Thor should be maskable and be like the Odin without the AA attack. The battle Hellions are interesting, but they way they showcased them in the video was stupid. Any unit could have done that with siege and ramps on their side. I like the idea behind the war hound as I did like the Goliath in brood war, but I hate the art. The Protoss units are good except i think they should but the replicant. That Arc shield ability should go to the Zerg as i think it will help a lot in defending your base early on against air units.
H_SEAR
Profile Joined November 2011
Germany1 Post
November 23 2011 15:35 GMT
#7533
Some questions bout Swarmhosts.
Anyone have an idea how to use Swarmhosts effective? Some Theorycraft, i cant imagine how to work with them fine.
When u can build them for timingattacks, do you need burrow first before u can use it?
I love my internet clickin
Existor
Profile Joined July 2010
Russian Federation4295 Posts
Last Edited: 2011-11-23 15:38:25
November 23 2011 15:38 GMT
#7534
On November 24 2011 00:35 H_SEAR wrote:
Some questions bout Swarmhosts.
Anyone have an idea how to use Swarmhosts effective? Some Theorycraft, i cant imagine how to work with them fine.
When u can build them for timingattacks, do you need burrow first before u can use it?

You can practiceCraft in HotS custom.
Powerslave
Profile Joined June 2011
Poland7 Posts
December 02 2011 09:28 GMT
#7535
Where are carriers?
For Aiur!
SolidZeal
Profile Joined October 2010
United States393 Posts
Last Edited: 2011-12-09 02:46:45
December 09 2011 02:45 GMT
#7536
On November 24 2011 00:35 H_SEAR wrote:
Some questions bout Swarmhosts.
Anyone have an idea how to use Swarmhosts effective? Some Theorycraft, i cant imagine how to work with them fine.
When u can build them for timingattacks, do you need burrow first before u can use it?


In the HotS custom you can burrow swarmhosts before burrow research and that is based on the blizzon version of the unit. The best use I've gotten out of the swarm host has been to pressure T expansions and set up for a massive flank when the terran moves out to kill them. Make sure you have a large spread on your hosts, the terran shouldn't be able to see them all with 1 scan. Remember, the host effectively has the largest range in the game. Abuse this and enjoy.


On December 02 2011 18:28 Powerslave wrote:
Where are carriers?


Waiting to make their glorious comeback in LotV with sick new abilities.

In the clearing stands a boxer and a figher by his trade
Vul
Profile Blog Joined April 2011
United States685 Posts
Last Edited: 2011-12-09 03:39:23
December 09 2011 03:37 GMT
#7537
At first I thought the swarm host was not that great of a unit but then I realized that I'll probably make one every game that gets past the early stages.

If it does constantly spawning units every 15 seconds, that will give me so much map vision. I'll also be able to keep a constant eye on expansions and my opponent's front door without having to sac lings or overlords. It'll be the ultimate scouting/game awareness unit. Once the mid game hits, I'll only have to make an effort to overlord scout the opponent's base for tech. In addition to overlord spread, everything else will be covered by one swarm host rallying free units to wherever I need to see, or to my opponents front door.

I'm honestly excited for that more than anything else.

edit: I like that this gives zerg more scouting options that are not apm intensive/costly
L_Mactans
Profile Joined February 2011
United Kingdom2 Posts
Last Edited: 2011-12-09 12:51:43
December 09 2011 12:12 GMT
#7538
I thought that bc stops abilities: stim, blink, siege, burrow and not spells: storm, feedback, fungal, emp, snipe. Can someone confirm pls.
Edit: ok checked myself , according to liquipedia bc stops energy based abilities, maybe it should overlap with fg, stoping stim, blink, burrow so it wont work with fg soo well. Idk

OT: I love replicant, but blizz should keep carriers and add "suicide interceptor" a targetable, manual, splash ata only ability researched at fb.
Save the carrier? YES WE CAN!
"Looks like you mashed some poor feller's dog, Sarge"
Reggiegigas
Profile Joined August 2010
234 Posts
December 09 2011 12:20 GMT
#7539
On November 23 2011 13:59 jaknize wrote:
I like the Zerg units and changes, think that the Zerg should have gotten 3 units as they have the least. The Terran ones are interesting. I think Blizzard is trying too hard to keep the super units. The Thor should be maskable and be like the Odin without the AA attack. The battle Hellions are interesting, but they way they showcased them in the video was stupid. Any unit could have done that with siege and ramps on their side. I like the idea behind the war hound as I did like the Goliath in brood war, but I hate the art. The Protoss units are good except i think they should but the replicant. That Arc shield ability should go to the Zerg as i think it will help a lot in defending your base early on against air units.

Yeah. The Goliath is my favorite unit in BW and I think the Warhound is a travesty. It looks like an ugly transformer, and the lazer gun certainly doesn't help in that respect either. It just doesn't seem Terran, at all. It should have a grenade launcher or machine gun for anti ground instead, and the design should be redone. I just don't understand what they were thinking when they designed it. It makes no sense.
nihoh
Profile Blog Joined May 2010
Australia978 Posts
December 09 2011 12:34 GMT
#7540
The Warhound's actually really grown on me since Blizzcon.
Dont look at the finger or you will miss all that heavenly glory.
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