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Patch 1.4.3 - Preview Blog - Page 116

Forum Index > SC2 General
4449 CommentsPost a Reply
Prev 1 114 115 116 117 118 223 Next
Please DISCUSS the changes and the impact they will have on gameplay.

Straight up whining and bitching will get you a ban, no exceptions.
Bippzy
Profile Blog Joined March 2011
United States1466 Posts
Last Edited: 2012-02-11 03:51:31
February 11 2012 03:44 GMT
#2301
On February 11 2012 12:14 Jormundr wrote:
+ Show Spoiler +
[image loading]

From : http://www.teamliquid.net/forum/viewmessage.php?topic_id=309042
This is taken from a sample size of 102 TvZ matchups
Since this was taken from MLG Providence, I will assume that this sample is almost entirely representative of the top 2% of players (masters and grandmasters).
This graph provides evidence that ghosts do not 'counter' tier 3 zerg. Considering the whole broodlord infestor vs ghost marine tank viking dance usually starts at or after 20 minutes, why were terrans not winning here? I am pretty sure that snipe efficiency was figured out pretty well this summer (when we first started to see MVP using it profusely, especially against ultralisk comps).

So;
Question: If ghosts are so strong, why didn't terrans have a positive win-rate after the 20 minute mark?
Answer: Ghosts are incredibly expensive, and require tech lab rax instead of reactor rax (important in a marine dominated matchup)

Ghosts actually happen to be the most expensive unit per supply in the terran arsenal (I would argue that 2 supply makes them too easy to mass in TvZ, but 3 supply would have too massive of an effect on TvP)
For example, to build the scary ball of ghosts that "counters zerg t3" (as I have read over and over again in this thread)
I will assume that they mean a ball of:
15 Ghosts 25 ghosts
3000 minerals 5000 minerals
1500 gas 2500 gas
30 supply 50 supply
120 to 200 seconds* 200 to 330 seconds*



* note that the first value corresponds to the mad terran player who just happens to have 5 tech lab rax on hand. Second number is for a terran who has 3. 5 tech lab rax would be slightly unusual in a matchup that is marine dominated

So without the ghost, what do you suggest to counter broodlord corruptor infestor?
m̶a̶r̶i̶n̶e̶s̶ 1 full energy infestor can kill 35 marines, with enough energy left for two infested terrans. OVERPOWERED, I DON'T LIKE IT, COUNTERS TERRAN T1, NEEDS A NERF (etcetera)
̶t̶h̶o̶r̶s̶ 4 broodlords kill 4 micro'd thors with 2 full health broods left
v̶i̶k̶i̶n̶g̶s̶ - 8 corruptors kill 8 vikings with 1 corruptor left (no micro, no corruption)
b̶a̶t̶t̶l̶e̶c̶r̶u̶i̶s̶e̶r̶ - I tested 4 cruisers (24 supply, 1 arm, 1 leg,) vs 8 corruptors - 1 battlecruiser lives with 57/550 hp. SAVED
r̶a̶v̶e̶n̶ - 13 ravens with HSM kill 8 broodlords (if you use 125 energy each)
all of these were done with equal upgrades

The problem is that broodlord + corruptor + infestor has a ridiculous advantage in the air battle already. corruptor broodlord is better than terran anti air in a straight up fight. Corruptors are also easier to produce en masse (see larvae) which gives them the ability to take momentum in the air battle much more quickly than a terran with 2-3 reactor ports. Also note that zerg air will generally have both armor and attack upgrades, whereas terran air will at best have attack upgrades, because there is no terran air endgame ball that is effective in tvz.


TL;DR
Without ghosts, terrans have no answer to zerg air superiority because - wait for it - ZERG AIR IS SUPERIOR





The game, is supposed, to theoretically last to late game unless if Blah harassment greed all in Blah happens. At late game, it becomes maintaining expos, and army vs army. If the terran army with ghosts rapes zerg eventually, and it can eventually only need scvs for gas, and it can build bases that defend themselves.......

If you try to argue just ling bane vs ghosts wellll....PFs and siege tanks don't just walk out of the picture. The answer eventually becomes nothing for a zerg in a situation like MVP vs Nestea blizzcon finals, except maybe don't attack.

It's a good change. The TvZ matchup is one of the best in Sc2 and this should make the lategame more dynamic. And if you think about it, if this patch was live then DRG won Blizzard Cup :D:D

Edit: If you think about it, Terran actually just dies slower in a game they are losing. Therefore, the graph is invalid....and mass ravens is superior to all air:D:D:D:D:DD:
LEENOCK LEENOCK LEENOCK LEENOCK LEENOCK LEENOCK LEENOCK LEENOCK LEENOCK LEENOCK LEENOCK LEENOCK
ChriseC
Profile Joined December 2010
Germany440 Posts
Last Edited: 2012-02-11 03:47:12
February 11 2012 03:46 GMT
#2302
On February 11 2012 12:24 ChaosTerran wrote:
Show nested quote +
On February 11 2012 12:21 ChriseC wrote:
guys can u please stop with the lategame terran stuff? those graphs dont show anything at all just read the comments and you know why.

u cant put the moment a game is "lost" and the gamelength itself into one pot since its different stats. man i bet sc2 community has 20 less IQ average than BW, its hard to read the comments in here and not to pm people and tell them how wrong they are.

seems like 75% of the people in here dont want to have a balanced game. even when its abit harsh next patch something different will be changed(maybe infestor/viking/broodlord or whatever) and thats what pushes the game in a (hopefully) better direction. so much ignorance in here


What are you talking about? So terran having a 35% lategame win rate is not a sign that terran lategame is weak? What else could it possibly show?



games are "lost" or "won" at a certain point ingame, but they dont end at this point nessecarily, so the stats are highly distorts

lemme give an example:
terran doing a 111, the time it wins and crushes protoss its a immediate gg -> +1 win for terran earlygame
but often (and believe me its very often and i watch a shitload of streams) the fights are very close but mostly when toss hold its basicly over but the game goes on much longer (i doubt over 20mins though)
but it shows u the nature of terran overall that its a race that has strong allins but is hard to allin (cuz of its good defence) or to finish off

i watched ret playing quite alot on NA server doing his 20win streak run, he was like 200% of his opponents skill, some amateur NA highmaster or grandmaster players but the games were going on mostly for more than 20mins cuz ret needed to wait for broodlords and since hes more a mutaplayer his mutas come at around 18-20mins what means gg often comes after 20mins, does that mean terran has lower winrate lategame? no! but mostly when terran loses its much later into the game than the other races.
Yoshi Kirishima
Profile Blog Joined July 2009
United States10366 Posts
Last Edited: 2012-02-11 03:48:29
February 11 2012 03:48 GMT
#2303
On February 11 2012 12:14 Jormundr wrote:
+ Show Spoiler +
[image loading]

From : http://www.teamliquid.net/forum/viewmessage.php?topic_id=309042
This is taken from a sample size of 102 TvZ matchups
Since this was taken from MLG Providence, I will assume that this sample is almost entirely representative of the top 2% of players (masters and grandmasters).
This graph provides evidence that ghosts do not 'counter' tier 3 zerg. Considering the whole broodlord infestor vs ghost marine tank viking dance usually starts at or after 20 minutes, why were terrans not winning here? I am pretty sure that snipe efficiency was figured out pretty well this summer (when we first started to see MVP using it profusely, especially against ultralisk comps).

So;
Question: If ghosts are so strong, why didn't terrans have a positive win-rate after the 20 minute mark?
Answer: Ghosts are incredibly expensive, and require tech lab rax instead of reactor rax (important in a marine dominated matchup)

Ghosts actually happen to be the most expensive unit per supply in the terran arsenal (I would argue that 2 supply makes them too easy to mass in TvZ, but 3 supply would have too massive of an effect on TvP)
For example, to build the scary ball of ghosts that "counters zerg t3" (as I have read over and over again in this thread)
I will assume that they mean a ball of:
15 Ghosts 25 ghosts
3000 minerals 5000 minerals
1500 gas 2500 gas
30 supply 50 supply
120 to 200 seconds* 200 to 330 seconds*



* note that the first value corresponds to the mad terran player who just happens to have 5 tech lab rax on hand. Second number is for a terran who has 3. 5 tech lab rax would be slightly unusual in a matchup that is marine dominated

So without the ghost, what do you suggest to counter broodlord corruptor infestor?
m̶a̶r̶i̶n̶e̶s̶ 1 full energy infestor can kill 35 marines, with enough energy left for two infested terrans. OVERPOWERED, I DON'T LIKE IT, COUNTERS TERRAN T1, NEEDS A NERF (etcetera)
̶t̶h̶o̶r̶s̶ 4 broodlords kill 4 micro'd thors with 2 full health broods left
v̶i̶k̶i̶n̶g̶s̶ - 8 corruptors kill 8 vikings with 1 corruptor left (no micro, no corruption)
b̶a̶t̶t̶l̶e̶c̶r̶u̶i̶s̶e̶r̶ - I tested 4 cruisers (24 supply, 1 arm, 1 leg,) vs 8 corruptors - 1 battlecruiser lives with 57/550 hp. SAVED
r̶a̶v̶e̶n̶ - 13 ravens with HSM kill 8 broodlords (if you use 125 energy each)
all of these were done with equal upgrades

The problem is that broodlord + corruptor + infestor has a ridiculous advantage in the air battle already. corruptor broodlord is better than terran anti air in a straight up fight. Corruptors are also easier to produce en masse (see larvae) which gives them the ability to take momentum in the air battle much more quickly than a terran with 2-3 reactor ports. Also note that zerg air will generally have both armor and attack upgrades, whereas terran air will at best have attack upgrades, because there is no terran air endgame ball that is effective in tvz.


TL;DR
Without ghosts, terrans have no answer to zerg air superiority because - wait for it - ZERG AIR IS SUPERIOR





Um no sorry vikings own everything in the air o.o

Also keep in mind other factors will effect such a graph. For example, games where a terran does an all-in and fails but stays in the game past 20 minutes will make the graph look like what it is now. It could just be that a like event happens more than the opposite (a macro terran getting past 20 minutes)
Mid-master streaming MECH ONLY + commentary www.twitch.tv/yoshikirishima +++ "If all-in fails, all-in again."
Bippzy
Profile Blog Joined March 2011
United States1466 Posts
February 11 2012 03:49 GMT
#2304
On February 11 2012 12:25 Chriscras wrote:
DAVID KIM OWES LEENOCK AN APPOLOGY FOR STEALING HIS GSL CHAMPIONSHIP!~
yes, yes he does.
But seriously, lol, has anyone considered what this means for Heart of the Swarm?
Blizzard is probably delaying it more, especially with it's blizzard tournies for WOL in 2012. They're fixing the matchups to be more dynamic, which means why redo all the matchups so soon?
Why does Protoss need the carrier replacing Muta-killing flyer when Phoenixes are getting a big buff?
Bad logic. The phoenixes are getting the buff because the carrier replacing unit isn't coming till after WOL is over. And Blizzard thinks 40 mutas and infinity spine crawlers should not be lategame pvz.
I hope they just fix carrier micro to make it like BW, that would be sweetastic!
I dunno, I just think them finding a niche for the carrier would be sweetastic.

LEENOCK LEENOCK LEENOCK LEENOCK LEENOCK LEENOCK LEENOCK LEENOCK LEENOCK LEENOCK LEENOCK LEENOCK
Demnogonis
Profile Joined December 2011
Finland80 Posts
February 11 2012 03:50 GMT
#2305
Mule change seems reasonable, even though I'd still prefer gold bases just go. Planetary Fortress, Siege Tanks, Mules still helping you to mine them out faster...

Phoenix upgrade really should be in Cybercore but it's a good idea, I really don't like how the answer to Phoenix is making even more Mutalisks.

Snipe change I really didn't see coming, Ghost wasn't some super-effective counter to everything and Sniping was pretty fun. No matter though, if there's no reason to aim for the late game, that's fine by me. BIT BY BIT!

APM, CPM, who cares, I just want the ability to permanently shut down chat, while Zerg crying is the most beautiful sound in the world it's getting really old.
This, I command!
ValhallaDude
Profile Joined June 2011
United States24 Posts
February 11 2012 03:51 GMT
#2306
On February 11 2012 12:48 Yoshi Kirishima wrote:
Show nested quote +
On February 11 2012 12:14 Jormundr wrote:
+ Show Spoiler +
[image loading]

From : http://www.teamliquid.net/forum/viewmessage.php?topic_id=309042
This is taken from a sample size of 102 TvZ matchups
Since this was taken from MLG Providence, I will assume that this sample is almost entirely representative of the top 2% of players (masters and grandmasters).
This graph provides evidence that ghosts do not 'counter' tier 3 zerg. Considering the whole broodlord infestor vs ghost marine tank viking dance usually starts at or after 20 minutes, why were terrans not winning here? I am pretty sure that snipe efficiency was figured out pretty well this summer (when we first started to see MVP using it profusely, especially against ultralisk comps).

So;
Question: If ghosts are so strong, why didn't terrans have a positive win-rate after the 20 minute mark?
Answer: Ghosts are incredibly expensive, and require tech lab rax instead of reactor rax (important in a marine dominated matchup)

Ghosts actually happen to be the most expensive unit per supply in the terran arsenal (I would argue that 2 supply makes them too easy to mass in TvZ, but 3 supply would have too massive of an effect on TvP)
For example, to build the scary ball of ghosts that "counters zerg t3" (as I have read over and over again in this thread)
I will assume that they mean a ball of:
15 Ghosts 25 ghosts
3000 minerals 5000 minerals
1500 gas 2500 gas
30 supply 50 supply
120 to 200 seconds* 200 to 330 seconds*



* note that the first value corresponds to the mad terran player who just happens to have 5 tech lab rax on hand. Second number is for a terran who has 3. 5 tech lab rax would be slightly unusual in a matchup that is marine dominated

So without the ghost, what do you suggest to counter broodlord corruptor infestor?
m̶a̶r̶i̶n̶e̶s̶ 1 full energy infestor can kill 35 marines, with enough energy left for two infested terrans. OVERPOWERED, I DON'T LIKE IT, COUNTERS TERRAN T1, NEEDS A NERF (etcetera)
̶t̶h̶o̶r̶s̶ 4 broodlords kill 4 micro'd thors with 2 full health broods left
v̶i̶k̶i̶n̶g̶s̶ - 8 corruptors kill 8 vikings with 1 corruptor left (no micro, no corruption)
b̶a̶t̶t̶l̶e̶c̶r̶u̶i̶s̶e̶r̶ - I tested 4 cruisers (24 supply, 1 arm, 1 leg,) vs 8 corruptors - 1 battlecruiser lives with 57/550 hp. SAVED
r̶a̶v̶e̶n̶ - 13 ravens with HSM kill 8 broodlords (if you use 125 energy each)
all of these were done with equal upgrades

The problem is that broodlord + corruptor + infestor has a ridiculous advantage in the air battle already. corruptor broodlord is better than terran anti air in a straight up fight. Corruptors are also easier to produce en masse (see larvae) which gives them the ability to take momentum in the air battle much more quickly than a terran with 2-3 reactor ports. Also note that zerg air will generally have both armor and attack upgrades, whereas terran air will at best have attack upgrades, because there is no terran air endgame ball that is effective in tvz.


TL;DR
Without ghosts, terrans have no answer to zerg air superiority because - wait for it - ZERG AIR IS SUPERIOR





Um no sorry vikings own everything in the air o.o

Also keep in mind other factors will effect such a graph. For example, games where a terran does an all-in and fails but stays in the game past 20 minutes will make the graph look like what it is now. It could just be that a like event happens more than the opposite (a macro terran getting past 20 minutes)


Um no sorry corruptors beat vikings in a fight

Please get the facts established before you start claiming wrong things as facts.
shimbal
Plansix
Profile Blog Joined April 2011
United States60190 Posts
February 11 2012 03:52 GMT
#2307
On February 11 2012 12:46 ChriseC wrote:
Show nested quote +
On February 11 2012 12:24 ChaosTerran wrote:
On February 11 2012 12:21 ChriseC wrote:
guys can u please stop with the lategame terran stuff? those graphs dont show anything at all just read the comments and you know why.

u cant put the moment a game is "lost" and the gamelength itself into one pot since its different stats. man i bet sc2 community has 20 less IQ average than BW, its hard to read the comments in here and not to pm people and tell them how wrong they are.

seems like 75% of the people in here dont want to have a balanced game. even when its abit harsh next patch something different will be changed(maybe infestor/viking/broodlord or whatever) and thats what pushes the game in a (hopefully) better direction. so much ignorance in here


What are you talking about? So terran having a 35% lategame win rate is not a sign that terran lategame is weak? What else could it possibly show?



games are "lost" or "won" at a certain point ingame, but they dont end at this point nessecarily, so the stats are highly distorts

lemme give an example:
terran doing a 111, the time it wins and crushes protoss its a immediate gg -> +1 win for terran earlygame
but often (and believe me its very often and i watch a shitload of streams) the fights are very close but mostly when toss hold its basicly over but the game goes on much longer (i doubt over 20mins though)
but it shows u the nature of terran overall that its a race that has strong allins but is hard to allin (cuz of its good defence) or to finish off

i watched ret playing quite alot on NA server doing his 20win streak run, he was like 200% of his opponents skill, some amateur NA highmaster or grandmaster players but the games were going on mostly for more than 20mins cuz ret needed to wait for broodlords and since hes more a mutaplayer his mutas come at around 18-20mins what means gg often comes after 20mins, does that mean terran has lower winrate lategame? no! but mostly when terran loses its much later into the game than the other races.


It takes a least 15 minutes to take out a 1/1/1 when a player refuses to leave. When was the last time you saw a 1/1/1 beaten with a counter attack? Any other game takes much longer vs terran. Protoss and zerg get punished hard for attacking into a turtling terran and its better to get up a kicking economy, max and get a solid bank before going for the kill. I will never attack into a 2 base terran until they after the 18 minute mark, because I can be sure they mined out their main and their income sucks.

If your race takes longer to kill, you will have more late game losses.
I have the Honor to be your Obedient Servant, P.6
TL+ Member
SolidMoose
Profile Joined June 2011
United States1240 Posts
February 11 2012 03:53 GMT
#2308
On February 11 2012 12:48 Yoshi Kirishima wrote:
Show nested quote +
On February 11 2012 12:14 Jormundr wrote:
+ Show Spoiler +
[image loading]

From : http://www.teamliquid.net/forum/viewmessage.php?topic_id=309042
This is taken from a sample size of 102 TvZ matchups
Since this was taken from MLG Providence, I will assume that this sample is almost entirely representative of the top 2% of players (masters and grandmasters).
This graph provides evidence that ghosts do not 'counter' tier 3 zerg. Considering the whole broodlord infestor vs ghost marine tank viking dance usually starts at or after 20 minutes, why were terrans not winning here? I am pretty sure that snipe efficiency was figured out pretty well this summer (when we first started to see MVP using it profusely, especially against ultralisk comps).

So;
Question: If ghosts are so strong, why didn't terrans have a positive win-rate after the 20 minute mark?
Answer: Ghosts are incredibly expensive, and require tech lab rax instead of reactor rax (important in a marine dominated matchup)

Ghosts actually happen to be the most expensive unit per supply in the terran arsenal (I would argue that 2 supply makes them too easy to mass in TvZ, but 3 supply would have too massive of an effect on TvP)
For example, to build the scary ball of ghosts that "counters zerg t3" (as I have read over and over again in this thread)
I will assume that they mean a ball of:
15 Ghosts 25 ghosts
3000 minerals 5000 minerals
1500 gas 2500 gas
30 supply 50 supply
120 to 200 seconds* 200 to 330 seconds*



* note that the first value corresponds to the mad terran player who just happens to have 5 tech lab rax on hand. Second number is for a terran who has 3. 5 tech lab rax would be slightly unusual in a matchup that is marine dominated

So without the ghost, what do you suggest to counter broodlord corruptor infestor?
m̶a̶r̶i̶n̶e̶s̶ 1 full energy infestor can kill 35 marines, with enough energy left for two infested terrans. OVERPOWERED, I DON'T LIKE IT, COUNTERS TERRAN T1, NEEDS A NERF (etcetera)
̶t̶h̶o̶r̶s̶ 4 broodlords kill 4 micro'd thors with 2 full health broods left
v̶i̶k̶i̶n̶g̶s̶ - 8 corruptors kill 8 vikings with 1 corruptor left (no micro, no corruption)
b̶a̶t̶t̶l̶e̶c̶r̶u̶i̶s̶e̶r̶ - I tested 4 cruisers (24 supply, 1 arm, 1 leg,) vs 8 corruptors - 1 battlecruiser lives with 57/550 hp. SAVED
r̶a̶v̶e̶n̶ - 13 ravens with HSM kill 8 broodlords (if you use 125 energy each)
all of these were done with equal upgrades

The problem is that broodlord + corruptor + infestor has a ridiculous advantage in the air battle already. corruptor broodlord is better than terran anti air in a straight up fight. Corruptors are also easier to produce en masse (see larvae) which gives them the ability to take momentum in the air battle much more quickly than a terran with 2-3 reactor ports. Also note that zerg air will generally have both armor and attack upgrades, whereas terran air will at best have attack upgrades, because there is no terran air endgame ball that is effective in tvz.


TL;DR
Without ghosts, terrans have no answer to zerg air superiority because - wait for it - ZERG AIR IS SUPERIOR





Um no sorry vikings own everything in the air o.o

Also keep in mind other factors will effect such a graph. For example, games where a terran does an all-in and fails but stays in the game past 20 minutes will make the graph look like what it is now. It could just be that a like event happens more than the opposite (a macro terran getting past 20 minutes)


Um no sorry numbers speak the truth o.o. Vikings do not beat corruptor/muta. Zerg has better air to air 100%.
Bippzy
Profile Blog Joined March 2011
United States1466 Posts
Last Edited: 2012-02-11 03:56:08
February 11 2012 03:53 GMT
#2309
On February 11 2012 12:51 ValhallaDude wrote:
Show nested quote +
On February 11 2012 12:48 Yoshi Kirishima wrote:
On February 11 2012 12:14 Jormundr wrote:
+ Show Spoiler +
[image loading]

From : http://www.teamliquid.net/forum/viewmessage.php?topic_id=309042
This is taken from a sample size of 102 TvZ matchups
Since this was taken from MLG Providence, I will assume that this sample is almost entirely representative of the top 2% of players (masters and grandmasters).
This graph provides evidence that ghosts do not 'counter' tier 3 zerg. Considering the whole broodlord infestor vs ghost marine tank viking dance usually starts at or after 20 minutes, why were terrans not winning here? I am pretty sure that snipe efficiency was figured out pretty well this summer (when we first started to see MVP using it profusely, especially against ultralisk comps).

So;
Question: If ghosts are so strong, why didn't terrans have a positive win-rate after the 20 minute mark?
Answer: Ghosts are incredibly expensive, and require tech lab rax instead of reactor rax (important in a marine dominated matchup)

Ghosts actually happen to be the most expensive unit per supply in the terran arsenal (I would argue that 2 supply makes them too easy to mass in TvZ, but 3 supply would have too massive of an effect on TvP)
For example, to build the scary ball of ghosts that "counters zerg t3" (as I have read over and over again in this thread)
I will assume that they mean a ball of:
15 Ghosts 25 ghosts
3000 minerals 5000 minerals
1500 gas 2500 gas
30 supply 50 supply
120 to 200 seconds* 200 to 330 seconds*



* note that the first value corresponds to the mad terran player who just happens to have 5 tech lab rax on hand. Second number is for a terran who has 3. 5 tech lab rax would be slightly unusual in a matchup that is marine dominated

So without the ghost, what do you suggest to counter broodlord corruptor infestor?
m̶a̶r̶i̶n̶e̶s̶ 1 full energy infestor can kill 35 marines, with enough energy left for two infested terrans. OVERPOWERED, I DON'T LIKE IT, COUNTERS TERRAN T1, NEEDS A NERF (etcetera)
̶t̶h̶o̶r̶s̶ 4 broodlords kill 4 micro'd thors with 2 full health broods left
v̶i̶k̶i̶n̶g̶s̶ - 8 corruptors kill 8 vikings with 1 corruptor left (no micro, no corruption)
b̶a̶t̶t̶l̶e̶c̶r̶u̶i̶s̶e̶r̶ - I tested 4 cruisers (24 supply, 1 arm, 1 leg,) vs 8 corruptors - 1 battlecruiser lives with 57/550 hp. SAVED
r̶a̶v̶e̶n̶ - 13 ravens with HSM kill 8 broodlords (if you use 125 energy each)
all of these were done with equal upgrades

The problem is that broodlord + corruptor + infestor has a ridiculous advantage in the air battle already. corruptor broodlord is better than terran anti air in a straight up fight. Corruptors are also easier to produce en masse (see larvae) which gives them the ability to take momentum in the air battle much more quickly than a terran with 2-3 reactor ports. Also note that zerg air will generally have both armor and attack upgrades, whereas terran air will at best have attack upgrades, because there is no terran air endgame ball that is effective in tvz.


TL;DR
Without ghosts, terrans have no answer to zerg air superiority because - wait for it - ZERG AIR IS SUPERIOR





Um no sorry vikings own everything in the air o.o

Also keep in mind other factors will effect such a graph. For example, games where a terran does an all-in and fails but stays in the game past 20 minutes will make the graph look like what it is now. It could just be that a like event happens more than the opposite (a macro terran getting past 20 minutes)


Um no sorry corruptors beat vikings in a fight

Please get the facts established before you start claiming wrong things as facts.


With or without micro? Besides, a terran is guranteed to have marines and possibly thors at the times when corrupters are roaming about. Basically, due to their range, vikings can stay alive and be nicely cost effective vs nearly every other air unit, including corrupters.

Edit:

On February 11 2012 12:53 SolidMoose wrote:
Show nested quote +
On February 11 2012 12:48 Yoshi Kirishima wrote:
On February 11 2012 12:14 Jormundr wrote:
+ Show Spoiler +
[image loading]

From : http://www.teamliquid.net/forum/viewmessage.php?topic_id=309042
This is taken from a sample size of 102 TvZ matchups
Since this was taken from MLG Providence, I will assume that this sample is almost entirely representative of the top 2% of players (masters and grandmasters).
This graph provides evidence that ghosts do not 'counter' tier 3 zerg. Considering the whole broodlord infestor vs ghost marine tank viking dance usually starts at or after 20 minutes, why were terrans not winning here? I am pretty sure that snipe efficiency was figured out pretty well this summer (when we first started to see MVP using it profusely, especially against ultralisk comps).

So;
Question: If ghosts are so strong, why didn't terrans have a positive win-rate after the 20 minute mark?
Answer: Ghosts are incredibly expensive, and require tech lab rax instead of reactor rax (important in a marine dominated matchup)

Ghosts actually happen to be the most expensive unit per supply in the terran arsenal (I would argue that 2 supply makes them too easy to mass in TvZ, but 3 supply would have too massive of an effect on TvP)
For example, to build the scary ball of ghosts that "counters zerg t3" (as I have read over and over again in this thread)
I will assume that they mean a ball of:
15 Ghosts 25 ghosts
3000 minerals 5000 minerals
1500 gas 2500 gas
30 supply 50 supply
120 to 200 seconds* 200 to 330 seconds*



* note that the first value corresponds to the mad terran player who just happens to have 5 tech lab rax on hand. Second number is for a terran who has 3. 5 tech lab rax would be slightly unusual in a matchup that is marine dominated

So without the ghost, what do you suggest to counter broodlord corruptor infestor?
m̶a̶r̶i̶n̶e̶s̶ 1 full energy infestor can kill 35 marines, with enough energy left for two infested terrans. OVERPOWERED, I DON'T LIKE IT, COUNTERS TERRAN T1, NEEDS A NERF (etcetera)
̶t̶h̶o̶r̶s̶ 4 broodlords kill 4 micro'd thors with 2 full health broods left
v̶i̶k̶i̶n̶g̶s̶ - 8 corruptors kill 8 vikings with 1 corruptor left (no micro, no corruption)
b̶a̶t̶t̶l̶e̶c̶r̶u̶i̶s̶e̶r̶ - I tested 4 cruisers (24 supply, 1 arm, 1 leg,) vs 8 corruptors - 1 battlecruiser lives with 57/550 hp. SAVED
r̶a̶v̶e̶n̶ - 13 ravens with HSM kill 8 broodlords (if you use 125 energy each)
all of these were done with equal upgrades

The problem is that broodlord + corruptor + infestor has a ridiculous advantage in the air battle already. corruptor broodlord is better than terran anti air in a straight up fight. Corruptors are also easier to produce en masse (see larvae) which gives them the ability to take momentum in the air battle much more quickly than a terran with 2-3 reactor ports. Also note that zerg air will generally have both armor and attack upgrades, whereas terran air will at best have attack upgrades, because there is no terran air endgame ball that is effective in tvz.


TL;DR
Without ghosts, terrans have no answer to zerg air superiority because - wait for it - ZERG AIR IS SUPERIOR





Um no sorry vikings own everything in the air o.o

Also keep in mind other factors will effect such a graph. For example, games where a terran does an all-in and fails but stays in the game past 20 minutes will make the graph look like what it is now. It could just be that a like event happens more than the opposite (a macro terran getting past 20 minutes)


Um no sorry numbers speak the truth o.o. Vikings do not beat corruptor/muta. Zerg has better air to air 100%.

Vikings with ghosts beat corruptor muta. Hell, I would argue throw in 4 ravens and the vikings are guranteed to win.

Zerg has better air to air 40%
LEENOCK LEENOCK LEENOCK LEENOCK LEENOCK LEENOCK LEENOCK LEENOCK LEENOCK LEENOCK LEENOCK LEENOCK
Plansix
Profile Blog Joined April 2011
United States60190 Posts
February 11 2012 03:55 GMT
#2310
On February 11 2012 12:53 SolidMoose wrote:
Show nested quote +
On February 11 2012 12:48 Yoshi Kirishima wrote:
On February 11 2012 12:14 Jormundr wrote:
+ Show Spoiler +
[image loading]

From : http://www.teamliquid.net/forum/viewmessage.php?topic_id=309042
This is taken from a sample size of 102 TvZ matchups
Since this was taken from MLG Providence, I will assume that this sample is almost entirely representative of the top 2% of players (masters and grandmasters).
This graph provides evidence that ghosts do not 'counter' tier 3 zerg. Considering the whole broodlord infestor vs ghost marine tank viking dance usually starts at or after 20 minutes, why were terrans not winning here? I am pretty sure that snipe efficiency was figured out pretty well this summer (when we first started to see MVP using it profusely, especially against ultralisk comps).

So;
Question: If ghosts are so strong, why didn't terrans have a positive win-rate after the 20 minute mark?
Answer: Ghosts are incredibly expensive, and require tech lab rax instead of reactor rax (important in a marine dominated matchup)

Ghosts actually happen to be the most expensive unit per supply in the terran arsenal (I would argue that 2 supply makes them too easy to mass in TvZ, but 3 supply would have too massive of an effect on TvP)
For example, to build the scary ball of ghosts that "counters zerg t3" (as I have read over and over again in this thread)
I will assume that they mean a ball of:
15 Ghosts 25 ghosts
3000 minerals 5000 minerals
1500 gas 2500 gas
30 supply 50 supply
120 to 200 seconds* 200 to 330 seconds*



* note that the first value corresponds to the mad terran player who just happens to have 5 tech lab rax on hand. Second number is for a terran who has 3. 5 tech lab rax would be slightly unusual in a matchup that is marine dominated

So without the ghost, what do you suggest to counter broodlord corruptor infestor?
m̶a̶r̶i̶n̶e̶s̶ 1 full energy infestor can kill 35 marines, with enough energy left for two infested terrans. OVERPOWERED, I DON'T LIKE IT, COUNTERS TERRAN T1, NEEDS A NERF (etcetera)
̶t̶h̶o̶r̶s̶ 4 broodlords kill 4 micro'd thors with 2 full health broods left
v̶i̶k̶i̶n̶g̶s̶ - 8 corruptors kill 8 vikings with 1 corruptor left (no micro, no corruption)
b̶a̶t̶t̶l̶e̶c̶r̶u̶i̶s̶e̶r̶ - I tested 4 cruisers (24 supply, 1 arm, 1 leg,) vs 8 corruptors - 1 battlecruiser lives with 57/550 hp. SAVED
r̶a̶v̶e̶n̶ - 13 ravens with HSM kill 8 broodlords (if you use 125 energy each)
all of these were done with equal upgrades

The problem is that broodlord + corruptor + infestor has a ridiculous advantage in the air battle already. corruptor broodlord is better than terran anti air in a straight up fight. Corruptors are also easier to produce en masse (see larvae) which gives them the ability to take momentum in the air battle much more quickly than a terran with 2-3 reactor ports. Also note that zerg air will generally have both armor and attack upgrades, whereas terran air will at best have attack upgrades, because there is no terran air endgame ball that is effective in tvz.


TL;DR
Without ghosts, terrans have no answer to zerg air superiority because - wait for it - ZERG AIR IS SUPERIOR





Um no sorry vikings own everything in the air o.o

Also keep in mind other factors will effect such a graph. For example, games where a terran does an all-in and fails but stays in the game past 20 minutes will make the graph look like what it is now. It could just be that a like event happens more than the opposite (a macro terran getting past 20 minutes)


Um no sorry numbers speak the truth o.o. Vikings do not beat corruptor/muta. Zerg has better air to air 100%.


Man, if only you had a cheap unit that did high DPS that also shot air. It would be awesome if it had an ability to do more damage for a limited time and move faster too!!!
I have the Honor to be your Obedient Servant, P.6
TL+ Member
DemigodcelpH
Profile Joined August 2011
1138 Posts
Last Edited: 2012-02-11 03:59:55
February 11 2012 03:58 GMT
#2311
On February 11 2012 12:40 Xorphene wrote:
Show nested quote +
On February 11 2012 03:11 xTrim wrote:

overmake vikings = lose to f**king ultra switch... god i hate this, why do i keep playing?


Stop feeling so nerfed, zerg's have suffered this forever.

Overmake corruptors in ZvP and lose to gateway remax.

Stop feeling so special, Terrans moaning about infestors vs vikings need to realise they simply need to split their marines.

This is a fantastic patch if you play Zerg.


Your bias is showing. Enjoy your free 70-80% ZvT late game winrate as evidenced by the solid statistics in Jormundr's chart.
Zanno
Profile Blog Joined February 2007
United States1484 Posts
February 11 2012 03:58 GMT
#2312
On February 11 2012 12:30 Resistentialism wrote:
Ghosts are expensive, not fragile. 100 hp with barely any armour types and able to be healed by medivacs.

umm, armor types only work against you

making ghosts either light or armored would be a drastic, drastic nerf
aaaaa
s3rp
Profile Joined May 2011
Germany3192 Posts
Last Edited: 2012-02-11 04:01:59
February 11 2012 04:01 GMT
#2313
On February 11 2012 12:55 Plansix wrote:
Show nested quote +
On February 11 2012 12:53 SolidMoose wrote:
On February 11 2012 12:48 Yoshi Kirishima wrote:
On February 11 2012 12:14 Jormundr wrote:
+ Show Spoiler +
[image loading]

From : http://www.teamliquid.net/forum/viewmessage.php?topic_id=309042
This is taken from a sample size of 102 TvZ matchups
Since this was taken from MLG Providence, I will assume that this sample is almost entirely representative of the top 2% of players (masters and grandmasters).
This graph provides evidence that ghosts do not 'counter' tier 3 zerg. Considering the whole broodlord infestor vs ghost marine tank viking dance usually starts at or after 20 minutes, why were terrans not winning here? I am pretty sure that snipe efficiency was figured out pretty well this summer (when we first started to see MVP using it profusely, especially against ultralisk comps).

So;
Question: If ghosts are so strong, why didn't terrans have a positive win-rate after the 20 minute mark?
Answer: Ghosts are incredibly expensive, and require tech lab rax instead of reactor rax (important in a marine dominated matchup)

Ghosts actually happen to be the most expensive unit per supply in the terran arsenal (I would argue that 2 supply makes them too easy to mass in TvZ, but 3 supply would have too massive of an effect on TvP)
For example, to build the scary ball of ghosts that "counters zerg t3" (as I have read over and over again in this thread)
I will assume that they mean a ball of:
15 Ghosts 25 ghosts
3000 minerals 5000 minerals
1500 gas 2500 gas
30 supply 50 supply
120 to 200 seconds* 200 to 330 seconds*



* note that the first value corresponds to the mad terran player who just happens to have 5 tech lab rax on hand. Second number is for a terran who has 3. 5 tech lab rax would be slightly unusual in a matchup that is marine dominated

So without the ghost, what do you suggest to counter broodlord corruptor infestor?
m̶a̶r̶i̶n̶e̶s̶ 1 full energy infestor can kill 35 marines, with enough energy left for two infested terrans. OVERPOWERED, I DON'T LIKE IT, COUNTERS TERRAN T1, NEEDS A NERF (etcetera)
̶t̶h̶o̶r̶s̶ 4 broodlords kill 4 micro'd thors with 2 full health broods left
v̶i̶k̶i̶n̶g̶s̶ - 8 corruptors kill 8 vikings with 1 corruptor left (no micro, no corruption)
b̶a̶t̶t̶l̶e̶c̶r̶u̶i̶s̶e̶r̶ - I tested 4 cruisers (24 supply, 1 arm, 1 leg,) vs 8 corruptors - 1 battlecruiser lives with 57/550 hp. SAVED
r̶a̶v̶e̶n̶ - 13 ravens with HSM kill 8 broodlords (if you use 125 energy each)
all of these were done with equal upgrades

The problem is that broodlord + corruptor + infestor has a ridiculous advantage in the air battle already. corruptor broodlord is better than terran anti air in a straight up fight. Corruptors are also easier to produce en masse (see larvae) which gives them the ability to take momentum in the air battle much more quickly than a terran with 2-3 reactor ports. Also note that zerg air will generally have both armor and attack upgrades, whereas terran air will at best have attack upgrades, because there is no terran air endgame ball that is effective in tvz.


TL;DR
Without ghosts, terrans have no answer to zerg air superiority because - wait for it - ZERG AIR IS SUPERIOR





Um no sorry vikings own everything in the air o.o

Also keep in mind other factors will effect such a graph. For example, games where a terran does an all-in and fails but stays in the game past 20 minutes will make the graph look like what it is now. It could just be that a like event happens more than the opposite (a macro terran getting past 20 minutes)


Um no sorry numbers speak the truth o.o. Vikings do not beat corruptor/muta. Zerg has better air to air 100%.


Man, if only you had a cheap unit that did high DPS that also shot air. It would be awesome if it had an ability to do more damage for a limited time and move faster too!!!


With Broodlords and Infestors around Marines will not really get into the range of for Corrupters / Broodlords to hit unless the Zerg fucks up. Just the Broodlings alone take away enough space to tank.
Host-
Profile Joined December 2010
New Zealand459 Posts
February 11 2012 04:03 GMT
#2314
Even as a zerg player I think the snipe nerf may be a bit extreme. Even as much as I like it, I think that just nerfing them against massive units would be better overall, and allow them to be viable in at any part of the game.
plogamer
Profile Blog Joined January 2012
Canada3132 Posts
February 11 2012 04:03 GMT
#2315
On February 11 2012 12:48 Yoshi Kirishima wrote:
Show nested quote +
On February 11 2012 12:14 Jormundr wrote:
+ Show Spoiler +
[image loading]

From : http://www.teamliquid.net/forum/viewmessage.php?topic_id=309042
This is taken from a sample size of 102 TvZ matchups
Since this was taken from MLG Providence, I will assume that this sample is almost entirely representative of the top 2% of players (masters and grandmasters).
This graph provides evidence that ghosts do not 'counter' tier 3 zerg. Considering the whole broodlord infestor vs ghost marine tank viking dance usually starts at or after 20 minutes, why were terrans not winning here? I am pretty sure that snipe efficiency was figured out pretty well this summer (when we first started to see MVP using it profusely, especially against ultralisk comps).

So;
Question: If ghosts are so strong, why didn't terrans have a positive win-rate after the 20 minute mark?
Answer: Ghosts are incredibly expensive, and require tech lab rax instead of reactor rax (important in a marine dominated matchup)

Ghosts actually happen to be the most expensive unit per supply in the terran arsenal (I would argue that 2 supply makes them too easy to mass in TvZ, but 3 supply would have too massive of an effect on TvP)
For example, to build the scary ball of ghosts that "counters zerg t3" (as I have read over and over again in this thread)
I will assume that they mean a ball of:
15 Ghosts 25 ghosts
3000 minerals 5000 minerals
1500 gas 2500 gas
30 supply 50 supply
120 to 200 seconds* 200 to 330 seconds*



* note that the first value corresponds to the mad terran player who just happens to have 5 tech lab rax on hand. Second number is for a terran who has 3. 5 tech lab rax would be slightly unusual in a matchup that is marine dominated

So without the ghost, what do you suggest to counter broodlord corruptor infestor?
m̶a̶r̶i̶n̶e̶s̶ 1 full energy infestor can kill 35 marines, with enough energy left for two infested terrans. OVERPOWERED, I DON'T LIKE IT, COUNTERS TERRAN T1, NEEDS A NERF (etcetera)
̶t̶h̶o̶r̶s̶ 4 broodlords kill 4 micro'd thors with 2 full health broods left
v̶i̶k̶i̶n̶g̶s̶ - 8 corruptors kill 8 vikings with 1 corruptor left (no micro, no corruption)
b̶a̶t̶t̶l̶e̶c̶r̶u̶i̶s̶e̶r̶ - I tested 4 cruisers (24 supply, 1 arm, 1 leg,) vs 8 corruptors - 1 battlecruiser lives with 57/550 hp. SAVED
r̶a̶v̶e̶n̶ - 13 ravens with HSM kill 8 broodlords (if you use 125 energy each)
all of these were done with equal upgrades

The problem is that broodlord + corruptor + infestor has a ridiculous advantage in the air battle already. corruptor broodlord is better than terran anti air in a straight up fight. Corruptors are also easier to produce en masse (see larvae) which gives them the ability to take momentum in the air battle much more quickly than a terran with 2-3 reactor ports. Also note that zerg air will generally have both armor and attack upgrades, whereas terran air will at best have attack upgrades, because there is no terran air endgame ball that is effective in tvz.


TL;DR
Without ghosts, terrans have no answer to zerg air superiority because - wait for it - ZERG AIR IS SUPERIOR





Um no sorry vikings own everything in the air o.o

Also keep in mind other factors will effect such a graph. For example, games where a terran does an all-in and fails but stays in the game past 20 minutes will make the graph look like what it is now. It could just be that a like event happens more than the opposite (a macro terran getting past 20 minutes)


The poster said that 8 corruptors can kill 8 vikings (with 1 corruptor left) - without the use of corruption ability. And your response is "Um no sorry vikings own everything in the air o.o"? Atleast provide some proof/reasoning for your claim.
eviltomahawk
Profile Blog Joined August 2010
United States11135 Posts
February 11 2012 04:04 GMT
#2316
Ah, these patch note threads grow so quickly. I remember when you were only less than 20 pages long. These threads grow up so fast

I'm actually very interested to see how the MULE nerf will turn out in TvX matches. I actually think that high-yield minerals can stay in the game, especially if they are placed in risky positions that do not provide any positional benefit from being reinforced by a PF.
ㅇㅅㅌㅅ
rqPlan
Profile Joined December 2011
Nicaragua42 Posts
Last Edited: 2012-02-11 04:06:44
February 11 2012 04:05 GMT
#2317
So now terran will not only have to constantly spread/stutter step marines in almost every single engagement, but also, at the same time, the vikings in late game, when the zerg a-moves his broodlords/corruptors/infestors/blings and spamm fungal. Also, mass viking will affect medivac support, which is also great for... the infestors!

So fun! :D
1. Remove unlimed unit selection - 2. Remove macro boosters - 3. Six workers
Mr. Black
Profile Blog Joined May 2011
United States470 Posts
Last Edited: 2012-02-11 04:08:27
February 11 2012 04:05 GMT
#2318
On first read I liked this patch, but I have some concerns (I'm terran btw--used to be zerg). I agree that snipe makes it hard to finish up a game as zerg -- you can have a giant economic advantage, and if I have enough ghosts, there is not a lot the zerg can do -- fungal + baneling is probably the best, but if you have enough ghosts you can snipe a ridiculous amount of banes.

However, I don't really understand 25 + 25 psionic. Does that just mean 25 base damage with 25 bonus to psionic units? If that is so, then snipe doesn't one shot unupgraded marines anymore. Nor banes. 6 snipes for a zealot?

So, what do we use them for now? EMPs against protoss and infestors. Sniping infestors and templar. And, I guess cloaking and harassing mineral lines.

I think instead of 25 + 25 psionic, I like what has already been proposed, a nerf to the damage against massive. Otherwise, the ghost loses all early game use, and it is already underused early on.

Anyway, I'm not going to rush to judgment -- we can only know how it will integrate into the game once we try it.

EDIT: I think the mule nerf makes perfect sense and is better than removing gold bases. The phoenix thing is also cool.
Make more anything.
bovineblitz
Profile Joined September 2010
United States314 Posts
February 11 2012 04:05 GMT
#2319
On February 11 2012 05:00 Ashes wrote:
RIP mutalisks..and this sounds fair in PvZ because, base racing should not be considered as the ultimate strategy ...anyways, I guess it could have been worse if they added a splash damage upgrade on phoenix .. But now I think they should not remove carriers in HOTS ..


A phoenix upgrade that comes from a post-stargate 300/200 building is RIP mutalisks? Not a chance.
ETisME
Profile Blog Joined April 2011
12686 Posts
Last Edited: 2012-02-11 04:26:31
February 11 2012 04:10 GMT
#2320
nerfing snipe is honestly a good idea. It felt really awkward how energy based attacks could just take out lots of expensive T3 units that are required to take down PF and siege tanks.
would snipes still be useful in TvZ late game, probably yes. But now the end result won't be cost imbalanced

and the phenoix upgrade looks sick, it can completely shut down mutas now even with poor micro.
The zerg will have to use muta to gain as much advantage as possible before that upgrade hit and I wonder how much time it requires to be researched.
Also now that the fleet beacon is required for the upgrade, does that mean we will see mothership very often and what can we do against a mothership archon toilet, seems zerg still lacks a good answer to it. The other day I saw dimaga losing twice to it in a row even if he spread the broodlords
其疾如风,其徐如林,侵掠如火,不动如山,难知如阴,动如雷震。
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