• Log InLog In
  • Register
Liquid`
Team Liquid Liquipedia
EDT 00:49
CEST 06:49
KST 13:49
  • 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
[ASL21] Ro24 Preview Pt1: New Chaos0Team Liquid Map Contest #22 - Presented by Monster Energy8ByuL: The Forgotten Master of ZvT30Behind the Blue - Team Liquid History Book20Clem wins HomeStory Cup 289
Community News
Weekly Cups (March 16-22): herO doubles, Cure surprises3Blizzard Classic Cup @ BlizzCon 2026 - $100k prize pool48Weekly Cups (March 9-15): herO, Clem, ByuN win42026 KungFu Cup Announcement6BGE Stara Zagora 2026 cancelled12
StarCraft 2
General
Team Liquid Map Contest #22 - Presented by Monster Energy What mix of new & old maps do you want in the next ladder pool? (SC2) Potential Updates Coming to the SC2 CN Server Behind the Blue - Team Liquid History Book herO wins SC2 All-Star Invitational
Tourneys
RSL Season 4 announced for March-April Sparkling Tuna Cup - Weekly Open Tournament StarCraft Evolution League (SC Evo Biweekly) WardiTV Mondays World University TeamLeague (500$+) | Signups Open
Strategy
Custom Maps
[M] (2) Frigid Storage Publishing has been re-enabled! [Feb 24th 2026]
External Content
The PondCast: SC2 News & Results Mutation # 518 Radiation Zone Mutation # 517 Distant Threat Mutation # 516 Specter of Death
Brood War
General
Pros React To: SoulKey vs Ample ASL21 General Discussion RepMastered™: replay sharing and analyzer site KK Platform will provide 1 million CNY Recent recommended BW games
Tourneys
[Megathread] Daily Proleagues [ASL21] Ro24 Group C [ASL21] Ro24 Group B [ASL21] Ro24 Group A
Strategy
What's the deal with APM & what's its true value Fighting Spirit mining rates Simple Questions, Simple Answers
Other Games
General Games
General RTS Discussion Thread Nintendo Switch Thread Stormgate/Frost Giant Megathread Darkest Dungeon Path of Exile
Dota 2
The Story of Wings Gaming Official 'what is Dota anymore' discussion
League of Legends
G2 just beat GenG in First stand
Heroes of the Storm
Simple Questions, Simple Answers Heroes of the Storm 2.0
Hearthstone
Deck construction bug Heroes of StarCraft mini-set
TL Mafia
TL Mafia Community Thread Five o'clock TL Mafia Mafia Game Mode Feedback/Ideas Vanilla Mini Mafia
Community
General
US Politics Mega-thread The Games Industry And ATVI European Politico-economics QA Mega-thread Canadian Politics Mega-thread Russo-Ukrainian War Thread
Fan Clubs
The IdrA Fan Club
Media & Entertainment
[Manga] One Piece [Req][Books] Good Fantasy/SciFi books Movie Discussion!
Sports
Formula 1 Discussion 2024 - 2026 Football Thread Cricket [SPORT] Tokyo Olympics 2021 Thread General nutrition recommendations
World Cup 2022
Tech Support
[G] How to Block Livestream Ads
TL Community
The Automated Ban List
Blogs
Funny Nicknames
LUCKY_NOOB
Money Laundering In Video Ga…
TrAiDoS
Iranian anarchists: organize…
XenOsky
FS++
Kraekkling
Shocked by a laser…
Spydermine0240
ASL S21 English Commentary…
namkraft
Customize Sidebar...

Website Feedback

Closed Threads



Active: 9576 users

Developers Update : Heart of the Swarm - Page 93

Forum Index > SC2 General
1844 CommentsPost a Reply
Prev 1 91 92 93
razy
Profile Joined February 2010
Russian Federation899 Posts
April 23 2012 23:50 GMT
#1841
On April 23 2012 09:12 Antimatterz wrote:
Show nested quote +
On April 23 2012 09:08 razy wrote:
On April 23 2012 08:54 dragonsuper wrote:
On April 20 2012 00:13 hugman wrote:
Oh god, SC2 without Roaches, Colossi and Marauders.
That would be something to behold.



Lol so true.

Thay basically introduced 3 horrible units


imho top5 actually consists of marauders, thors, broodlords, roaches, collosi.


Why broodlords? They are actually one of the better units imo, they create a more intense dynamic in the late game. The zerg has to constantly keep them spread out while preventing the other race from getting under them, while the other race has to backstab and snipe the zerg.


Because they make late game tank usage extremely limited encouraging thors and making mech look too much like a bio.

What is more important they turn zerg into extremely campy race. It used to be so that zergs would play extremely defensively but once the desired economy was reached they would explode with tons of different kinds of units and start breaching their opponents expansions putting immense pressure while expanding more and more (yes, i'm talking about BW and i suggest you watch some good 40-50 min TvZ to actually feel what i'm talking about, i can link it if you want).

What happens now is zergs transition from infestor\ling campiness into even more defensive playstyle featuring infestors, broodlords, spines, spore and etc using slow 1 control (not literally) group death balls over things that should really be zergs strong points in late stages of the game: incredible speed, huge waves of reinforcements and extreme flexibility in terms of what units they need right now (i know that late game tech switches from BLs into ultras against terran are pretty common but thats pretty much it, in BW u could see all kinds of units from super lategame zerg including basic hydras, lings and variety of high tech stuff like queens, defilers, lurkers, ultras).

In current metagame we see zerg race playing very similar to toss blob army style in the late stages with tons of unused larvae and slow, boring style throughout the entire game, which is not their fault actually. BLs are just straight up better (more like, much easier to use) option than ultras, while roaches are supply inefficient (again, this is very crucial factor for stage of the game that we are talking about) and hydras are just bad overall leaving only lings as the only basic unit u can really add to ur hightech units.

Part of this has to do with terrans not being able to find the straight up answer to zerg BL\infestor and dealing with them by constantly being super aggressive (they are basically playing the aggressors role through all the game stages unless zerg is allining or going for mutas), which is the main reason why TvZ is not suffering from SC2 late game 1a curse that much.

But yeah, i'd rather watch infestor\ling\spine\nydus camping backed up by extremely greedy play transitioning into an extremely aggressive hive tech play style featuring swarms of zerg units (with ultras leading the charge, of course *_*) that overwhelm their opponents rather than what we have now. And broodlords are one of the reasons this is not present.

I tried to make this as compact as possible but it's really hard for me to explain this idea in foreign language so be gentle please If you want to clarify anything feel free to ask.
windsupernova
Profile Joined October 2010
Mexico5280 Posts
April 24 2012 00:07 GMT
#1842
On April 24 2012 08:50 razy wrote:
Show nested quote +
On April 23 2012 09:12 Antimatterz wrote:
On April 23 2012 09:08 razy wrote:
On April 23 2012 08:54 dragonsuper wrote:
On April 20 2012 00:13 hugman wrote:
Oh god, SC2 without Roaches, Colossi and Marauders.
That would be something to behold.



Lol so true.

Thay basically introduced 3 horrible units


imho top5 actually consists of marauders, thors, broodlords, roaches, collosi.


Why broodlords? They are actually one of the better units imo, they create a more intense dynamic in the late game. The zerg has to constantly keep them spread out while preventing the other race from getting under them, while the other race has to backstab and snipe the zerg.


Because they make late game tank usage extremely limited encouraging thors and making mech look too much like a bio.

What is more important they turn zerg into extremely campy race. It used to be so that zergs would play extremely defensively but once the desired economy was reached they would explode with tons of different kinds of units and start breaching their opponents expansions putting immense pressure while expanding more and more (yes, i'm talking about BW and i suggest you watch some good 40-50 min TvZ to actually feel what i'm talking about, i can link it if you want).

What happens now is zergs transition from infestor\ling campiness into even more defensive playstyle featuring infestors, broodlords, spines, spore and etc using slow 1 control (not literally) group death balls over things that should really be zergs strong points in late stages of the game: incredible speed, huge waves of reinforcements and extreme flexibility in terms of what units they need right now (i know that late game tech switches from BLs into ultras against terran are pretty common but thats pretty much it, in BW u could see all kinds of units from super lategame zerg including basic hydras, lings and variety of high tech stuff like queens, defilers, lurkers, ultras).

In current metagame we see zerg race playing very similar to toss blob army style in the late stages with tons of unused larvae and slow, boring style throughout the entire game, which is not their fault actually. BLs are just straight up better (more like, much easier to use) option than ultras, while roaches are supply inefficient (again, this is very crucial factor for stage of the game that we are talking about) and hydras are just bad overall leaving only lings as the only basic unit u can really add to ur hightech units.

Part of this has to do with terrans not being able to find the straight up answer to zerg BL\infestor and dealing with them by constantly being super aggressive (they are basically playing the aggressors role through all the game stages unless zerg is allining or going for mutas), which is the main reason why TvZ is not suffering from SC2 late game 1a curse that much.

But yeah, i'd rather watch infestor\ling\spine\nydus camping backed up by extremely greedy play transitioning into an extremely aggressive hive tech play style featuring swarms of zerg units (with ultras leading the charge, of course *_*) that overwhelm their opponents rather than what we have now. And broodlords are one of the reasons this is not present.

I tried to make this as compact as possible but it's really hard for me to explain this idea in foreign language so be gentle please If you want to clarify anything feel free to ask.


Well, to be honest I think the reason for the Zerg turtliness in SC2 is more due to Fungal than due to Broodlords. As you said in BW Zergs were kinda turtley until Hive\The economy they wanted but once they got defilers they broke out and started overruning positions.

While I don't dislike Fungal by itself I do feel the removal of Dark Swarm impeded the Zerg from being the overrun race.Yeah sure they can make a craptopn of units still but Dark Swarm was Vital to break positions for a Zerg.

Which I hope they make the Viper spell more similar to Dark Swarm.With Dark swarm they can make turtle zerg and overrun Zerg viable.
"Its easy, just trust your CPU".-Boxer on being good at games
Xiphos
Profile Blog Joined July 2009
Canada7507 Posts
April 24 2012 00:20 GMT
#1843
On April 24 2012 09:07 windsupernova wrote:
Show nested quote +
On April 24 2012 08:50 razy wrote:
On April 23 2012 09:12 Antimatterz wrote:
On April 23 2012 09:08 razy wrote:
On April 23 2012 08:54 dragonsuper wrote:
On April 20 2012 00:13 hugman wrote:
Oh god, SC2 without Roaches, Colossi and Marauders.
That would be something to behold.



Lol so true.

Thay basically introduced 3 horrible units


imho top5 actually consists of marauders, thors, broodlords, roaches, collosi.


Why broodlords? They are actually one of the better units imo, they create a more intense dynamic in the late game. The zerg has to constantly keep them spread out while preventing the other race from getting under them, while the other race has to backstab and snipe the zerg.


Because they make late game tank usage extremely limited encouraging thors and making mech look too much like a bio.

What is more important they turn zerg into extremely campy race. It used to be so that zergs would play extremely defensively but once the desired economy was reached they would explode with tons of different kinds of units and start breaching their opponents expansions putting immense pressure while expanding more and more (yes, i'm talking about BW and i suggest you watch some good 40-50 min TvZ to actually feel what i'm talking about, i can link it if you want).

What happens now is zergs transition from infestor\ling campiness into even more defensive playstyle featuring infestors, broodlords, spines, spore and etc using slow 1 control (not literally) group death balls over things that should really be zergs strong points in late stages of the game: incredible speed, huge waves of reinforcements and extreme flexibility in terms of what units they need right now (i know that late game tech switches from BLs into ultras against terran are pretty common but thats pretty much it, in BW u could see all kinds of units from super lategame zerg including basic hydras, lings and variety of high tech stuff like queens, defilers, lurkers, ultras).

In current metagame we see zerg race playing very similar to toss blob army style in the late stages with tons of unused larvae and slow, boring style throughout the entire game, which is not their fault actually. BLs are just straight up better (more like, much easier to use) option than ultras, while roaches are supply inefficient (again, this is very crucial factor for stage of the game that we are talking about) and hydras are just bad overall leaving only lings as the only basic unit u can really add to ur hightech units.

Part of this has to do with terrans not being able to find the straight up answer to zerg BL\infestor and dealing with them by constantly being super aggressive (they are basically playing the aggressors role through all the game stages unless zerg is allining or going for mutas), which is the main reason why TvZ is not suffering from SC2 late game 1a curse that much.

But yeah, i'd rather watch infestor\ling\spine\nydus camping backed up by extremely greedy play transitioning into an extremely aggressive hive tech play style featuring swarms of zerg units (with ultras leading the charge, of course *_*) that overwhelm their opponents rather than what we have now. And broodlords are one of the reasons this is not present.

I tried to make this as compact as possible but it's really hard for me to explain this idea in foreign language so be gentle please If you want to clarify anything feel free to ask.


Well, to be honest I think the reason for the Zerg turtliness in SC2 is more due to Fungal than due to Broodlords. As you said in BW Zergs were kinda turtley until Hive\The economy they wanted but once they got defilers they broke out and started overruning positions.


While I don't dislike Fungal by itself I do feel the removal of Dark Swarm impeded the Zerg from being the overrun race.Yeah sure they can make a craptopn of units still but Dark Swarm was Vital to break positions for a Zerg.

Which I hope they make the Viper spell more similar to Dark Swarm.With Dark swarm they can make turtle zerg and overrun Zerg viable.


In Zerg vs Protoss of BW, it is all about Protoss surviving the initial onslaught send out by the Zerg player of either the Hydralisk Burst or Mutalisk harassment and then try to find a good timing of opportunity to strike at a point where it is the weakest in the Zerg's defence. The whole perception of the Zerg's turtleness in BW is just Zerg vs Terran where the Zerg will struggle for gas until the third base is online. But even then, the Zerg player will have the upper in aggression with Mutalisks.

Beside you don't really have to rush for Hive in order to maintain Map Control, you can simply add two more evo chambers for that mighty Defiler-less 2/2 Lurker-Ling composition.
2014 - ᕙ( •̀ل͜•́) ϡ Raise your bows brood warriors! ᕙ( •̀ل͜•́) ϡ
razy
Profile Joined February 2010
Russian Federation899 Posts
April 24 2012 00:41 GMT
#1844
On April 24 2012 09:07 windsupernova wrote:
Show nested quote +
On April 24 2012 08:50 razy wrote:
On April 23 2012 09:12 Antimatterz wrote:
On April 23 2012 09:08 razy wrote:
On April 23 2012 08:54 dragonsuper wrote:
On April 20 2012 00:13 hugman wrote:
Oh god, SC2 without Roaches, Colossi and Marauders.
That would be something to behold.



Lol so true.

Thay basically introduced 3 horrible units


imho top5 actually consists of marauders, thors, broodlords, roaches, collosi.


Why broodlords? They are actually one of the better units imo, they create a more intense dynamic in the late game. The zerg has to constantly keep them spread out while preventing the other race from getting under them, while the other race has to backstab and snipe the zerg.


Because they make late game tank usage extremely limited encouraging thors and making mech look too much like a bio.

What is more important they turn zerg into extremely campy race. It used to be so that zergs would play extremely defensively but once the desired economy was reached they would explode with tons of different kinds of units and start breaching their opponents expansions putting immense pressure while expanding more and more (yes, i'm talking about BW and i suggest you watch some good 40-50 min TvZ to actually feel what i'm talking about, i can link it if you want).

What happens now is zergs transition from infestor\ling campiness into even more defensive playstyle featuring infestors, broodlords, spines, spore and etc using slow 1 control (not literally) group death balls over things that should really be zergs strong points in late stages of the game: incredible speed, huge waves of reinforcements and extreme flexibility in terms of what units they need right now (i know that late game tech switches from BLs into ultras against terran are pretty common but thats pretty much it, in BW u could see all kinds of units from super lategame zerg including basic hydras, lings and variety of high tech stuff like queens, defilers, lurkers, ultras).

In current metagame we see zerg race playing very similar to toss blob army style in the late stages with tons of unused larvae and slow, boring style throughout the entire game, which is not their fault actually. BLs are just straight up better (more like, much easier to use) option than ultras, while roaches are supply inefficient (again, this is very crucial factor for stage of the game that we are talking about) and hydras are just bad overall leaving only lings as the only basic unit u can really add to ur hightech units.

Part of this has to do with terrans not being able to find the straight up answer to zerg BL\infestor and dealing with them by constantly being super aggressive (they are basically playing the aggressors role through all the game stages unless zerg is allining or going for mutas), which is the main reason why TvZ is not suffering from SC2 late game 1a curse that much.

But yeah, i'd rather watch infestor\ling\spine\nydus camping backed up by extremely greedy play transitioning into an extremely aggressive hive tech play style featuring swarms of zerg units (with ultras leading the charge, of course *_*) that overwhelm their opponents rather than what we have now. And broodlords are one of the reasons this is not present.

I tried to make this as compact as possible but it's really hard for me to explain this idea in foreign language so be gentle please If you want to clarify anything feel free to ask.


Well, to be honest I think the reason for the Zerg turtliness in SC2 is more due to Fungal than due to Broodlords. As you said in BW Zergs were kinda turtley until Hive\The economy they wanted but once they got defilers they broke out and started overruning positions.

While I don't dislike Fungal by itself I do feel the removal of Dark Swarm impeded the Zerg from being the overrun race.Yeah sure they can make a craptopn of units still but Dark Swarm was Vital to break positions for a Zerg.

Which I hope they make the Viper spell more similar to Dark Swarm.With Dark swarm they can make turtle zerg and overrun Zerg viable.



I actually can't agree on that one: fungal is an extremely versatile spell that can be used both defensively and offensively. There is pretty basic example is using them in combination with ultras: they boost cows in a pretty decent way and make them fearsome even for marauders.

Also believe me or not but defilers are EXTREMELY defensive unit, much MUCH more campy than infestors.


On April 24 2012 09:20 Xiphos wrote:
Show nested quote +
On April 24 2012 09:07 windsupernova wrote:
On April 24 2012 08:50 razy wrote:
On April 23 2012 09:12 Antimatterz wrote:
On April 23 2012 09:08 razy wrote:
On April 23 2012 08:54 dragonsuper wrote:
On April 20 2012 00:13 hugman wrote:
Oh god, SC2 without Roaches, Colossi and Marauders.
That would be something to behold.



Lol so true.

Thay basically introduced 3 horrible units


imho top5 actually consists of marauders, thors, broodlords, roaches, collosi.


Why broodlords? They are actually one of the better units imo, they create a more intense dynamic in the late game. The zerg has to constantly keep them spread out while preventing the other race from getting under them, while the other race has to backstab and snipe the zerg.


Because they make late game tank usage extremely limited encouraging thors and making mech look too much like a bio.

What is more important they turn zerg into extremely campy race. It used to be so that zergs would play extremely defensively but once the desired economy was reached they would explode with tons of different kinds of units and start breaching their opponents expansions putting immense pressure while expanding more and more (yes, i'm talking about BW and i suggest you watch some good 40-50 min TvZ to actually feel what i'm talking about, i can link it if you want).

What happens now is zergs transition from infestor\ling campiness into even more defensive playstyle featuring infestors, broodlords, spines, spore and etc using slow 1 control (not literally) group death balls over things that should really be zergs strong points in late stages of the game: incredible speed, huge waves of reinforcements and extreme flexibility in terms of what units they need right now (i know that late game tech switches from BLs into ultras against terran are pretty common but thats pretty much it, in BW u could see all kinds of units from super lategame zerg including basic hydras, lings and variety of high tech stuff like queens, defilers, lurkers, ultras).

In current metagame we see zerg race playing very similar to toss blob army style in the late stages with tons of unused larvae and slow, boring style throughout the entire game, which is not their fault actually. BLs are just straight up better (more like, much easier to use) option than ultras, while roaches are supply inefficient (again, this is very crucial factor for stage of the game that we are talking about) and hydras are just bad overall leaving only lings as the only basic unit u can really add to ur hightech units.

Part of this has to do with terrans not being able to find the straight up answer to zerg BL\infestor and dealing with them by constantly being super aggressive (they are basically playing the aggressors role through all the game stages unless zerg is allining or going for mutas), which is the main reason why TvZ is not suffering from SC2 late game 1a curse that much.

But yeah, i'd rather watch infestor\ling\spine\nydus camping backed up by extremely greedy play transitioning into an extremely aggressive hive tech play style featuring swarms of zerg units (with ultras leading the charge, of course *_*) that overwhelm their opponents rather than what we have now. And broodlords are one of the reasons this is not present.

I tried to make this as compact as possible but it's really hard for me to explain this idea in foreign language so be gentle please If you want to clarify anything feel free to ask.


Well, to be honest I think the reason for the Zerg turtliness in SC2 is more due to Fungal than due to Broodlords. As you said in BW Zergs were kinda turtley until Hive\The economy they wanted but once they got defilers they broke out and started overruning positions.


While I don't dislike Fungal by itself I do feel the removal of Dark Swarm impeded the Zerg from being the overrun race.Yeah sure they can make a craptopn of units still but Dark Swarm was Vital to break positions for a Zerg.

Which I hope they make the Viper spell more similar to Dark Swarm.With Dark swarm they can make turtle zerg and overrun Zerg viable.


In Zerg vs Protoss of BW, it is all about Protoss surviving the initial onslaught send out by the Zerg player of either the Hydralisk Burst or Mutalisk harassment and then try to find a good timing of opportunity to strike at a point where it is the weakest in the Zerg's defence. The whole perception of the Zerg's turtleness in BW is just Zerg vs Terran where the Zerg will struggle for gas until the third base is online. But even then, the Zerg player will have the upper in aggression with Mutalisks.

Beside you don't really have to rush for Hive in order to maintain Map Control, you can simply add two more evo chambers for that mighty Defiler-less 2/2 Lurker-Ling composition.


Nowadays BW zergs tend to play extremely greedy getting 4th base and trying to tech to hive before tosses are even thinking of securing their 3rd and only rarely mixing it up with some hydra allins.
Xiphos
Profile Blog Joined July 2009
Canada7507 Posts
April 24 2012 00:44 GMT
#1845
On April 24 2012 09:41 razy wrote:
Show nested quote +
On April 24 2012 09:07 windsupernova wrote:
On April 24 2012 08:50 razy wrote:
On April 23 2012 09:12 Antimatterz wrote:
On April 23 2012 09:08 razy wrote:
On April 23 2012 08:54 dragonsuper wrote:
On April 20 2012 00:13 hugman wrote:
Oh god, SC2 without Roaches, Colossi and Marauders.
That would be something to behold.



Lol so true.

Thay basically introduced 3 horrible units


imho top5 actually consists of marauders, thors, broodlords, roaches, collosi.


Why broodlords? They are actually one of the better units imo, they create a more intense dynamic in the late game. The zerg has to constantly keep them spread out while preventing the other race from getting under them, while the other race has to backstab and snipe the zerg.


Because they make late game tank usage extremely limited encouraging thors and making mech look too much like a bio.

What is more important they turn zerg into extremely campy race. It used to be so that zergs would play extremely defensively but once the desired economy was reached they would explode with tons of different kinds of units and start breaching their opponents expansions putting immense pressure while expanding more and more (yes, i'm talking about BW and i suggest you watch some good 40-50 min TvZ to actually feel what i'm talking about, i can link it if you want).

What happens now is zergs transition from infestor\ling campiness into even more defensive playstyle featuring infestors, broodlords, spines, spore and etc using slow 1 control (not literally) group death balls over things that should really be zergs strong points in late stages of the game: incredible speed, huge waves of reinforcements and extreme flexibility in terms of what units they need right now (i know that late game tech switches from BLs into ultras against terran are pretty common but thats pretty much it, in BW u could see all kinds of units from super lategame zerg including basic hydras, lings and variety of high tech stuff like queens, defilers, lurkers, ultras).

In current metagame we see zerg race playing very similar to toss blob army style in the late stages with tons of unused larvae and slow, boring style throughout the entire game, which is not their fault actually. BLs are just straight up better (more like, much easier to use) option than ultras, while roaches are supply inefficient (again, this is very crucial factor for stage of the game that we are talking about) and hydras are just bad overall leaving only lings as the only basic unit u can really add to ur hightech units.

Part of this has to do with terrans not being able to find the straight up answer to zerg BL\infestor and dealing with them by constantly being super aggressive (they are basically playing the aggressors role through all the game stages unless zerg is allining or going for mutas), which is the main reason why TvZ is not suffering from SC2 late game 1a curse that much.

But yeah, i'd rather watch infestor\ling\spine\nydus camping backed up by extremely greedy play transitioning into an extremely aggressive hive tech play style featuring swarms of zerg units (with ultras leading the charge, of course *_*) that overwhelm their opponents rather than what we have now. And broodlords are one of the reasons this is not present.

I tried to make this as compact as possible but it's really hard for me to explain this idea in foreign language so be gentle please If you want to clarify anything feel free to ask.


Well, to be honest I think the reason for the Zerg turtliness in SC2 is more due to Fungal than due to Broodlords. As you said in BW Zergs were kinda turtley until Hive\The economy they wanted but once they got defilers they broke out and started overruning positions.

While I don't dislike Fungal by itself I do feel the removal of Dark Swarm impeded the Zerg from being the overrun race.Yeah sure they can make a craptopn of units still but Dark Swarm was Vital to break positions for a Zerg.

Which I hope they make the Viper spell more similar to Dark Swarm.With Dark swarm they can make turtle zerg and overrun Zerg viable.



I actually can't agree on that one: fungal is an extremely versatile spell that can be used both defensively and offensively. There is pretty basic example is using them in combination with ultras: they boost cows in a pretty decent way and make them fearsome even for marauders.

Also believe me or not but defilers are EXTREMELY defensive unit, much MUCH more campy than infestors.


Show nested quote +
On April 24 2012 09:20 Xiphos wrote:
On April 24 2012 09:07 windsupernova wrote:
On April 24 2012 08:50 razy wrote:
On April 23 2012 09:12 Antimatterz wrote:
On April 23 2012 09:08 razy wrote:
On April 23 2012 08:54 dragonsuper wrote:
On April 20 2012 00:13 hugman wrote:
Oh god, SC2 without Roaches, Colossi and Marauders.
That would be something to behold.



Lol so true.

Thay basically introduced 3 horrible units


imho top5 actually consists of marauders, thors, broodlords, roaches, collosi.


Why broodlords? They are actually one of the better units imo, they create a more intense dynamic in the late game. The zerg has to constantly keep them spread out while preventing the other race from getting under them, while the other race has to backstab and snipe the zerg.


Because they make late game tank usage extremely limited encouraging thors and making mech look too much like a bio.

What is more important they turn zerg into extremely campy race. It used to be so that zergs would play extremely defensively but once the desired economy was reached they would explode with tons of different kinds of units and start breaching their opponents expansions putting immense pressure while expanding more and more (yes, i'm talking about BW and i suggest you watch some good 40-50 min TvZ to actually feel what i'm talking about, i can link it if you want).

What happens now is zergs transition from infestor\ling campiness into even more defensive playstyle featuring infestors, broodlords, spines, spore and etc using slow 1 control (not literally) group death balls over things that should really be zergs strong points in late stages of the game: incredible speed, huge waves of reinforcements and extreme flexibility in terms of what units they need right now (i know that late game tech switches from BLs into ultras against terran are pretty common but thats pretty much it, in BW u could see all kinds of units from super lategame zerg including basic hydras, lings and variety of high tech stuff like queens, defilers, lurkers, ultras).

In current metagame we see zerg race playing very similar to toss blob army style in the late stages with tons of unused larvae and slow, boring style throughout the entire game, which is not their fault actually. BLs are just straight up better (more like, much easier to use) option than ultras, while roaches are supply inefficient (again, this is very crucial factor for stage of the game that we are talking about) and hydras are just bad overall leaving only lings as the only basic unit u can really add to ur hightech units.

Part of this has to do with terrans not being able to find the straight up answer to zerg BL\infestor and dealing with them by constantly being super aggressive (they are basically playing the aggressors role through all the game stages unless zerg is allining or going for mutas), which is the main reason why TvZ is not suffering from SC2 late game 1a curse that much.

But yeah, i'd rather watch infestor\ling\spine\nydus camping backed up by extremely greedy play transitioning into an extremely aggressive hive tech play style featuring swarms of zerg units (with ultras leading the charge, of course *_*) that overwhelm their opponents rather than what we have now. And broodlords are one of the reasons this is not present.

I tried to make this as compact as possible but it's really hard for me to explain this idea in foreign language so be gentle please If you want to clarify anything feel free to ask.


Well, to be honest I think the reason for the Zerg turtliness in SC2 is more due to Fungal than due to Broodlords. As you said in BW Zergs were kinda turtley until Hive\The economy they wanted but once they got defilers they broke out and started overruning positions.


While I don't dislike Fungal by itself I do feel the removal of Dark Swarm impeded the Zerg from being the overrun race.Yeah sure they can make a craptopn of units still but Dark Swarm was Vital to break positions for a Zerg.

Which I hope they make the Viper spell more similar to Dark Swarm.With Dark swarm they can make turtle zerg and overrun Zerg viable.


In Zerg vs Protoss of BW, it is all about Protoss surviving the initial onslaught send out by the Zerg player of either the Hydralisk Burst or Mutalisk harassment and then try to find a good timing of opportunity to strike at a point where it is the weakest in the Zerg's defence. The whole perception of the Zerg's turtleness in BW is just Zerg vs Terran where the Zerg will struggle for gas until the third base is online. But even then, the Zerg player will have the upper in aggression with Mutalisks.

Beside you don't really have to rush for Hive in order to maintain Map Control, you can simply add two more evo chambers for that mighty Defiler-less 2/2 Lurker-Ling composition.


Nowadays BW zergs tend to play extremely greedy getting 4th base and trying to tech to hive before tosses are even thinking of securing their 3rd and only rarely mixing it up with some hydra allins.


Woah, back off. The recent PL season is FILLED with Hydralisks allins. You must be thinking of the season before that one where Zergs all got complacent and couldn't find a solution to deal with the neo Bisu build (Corsair/+1 Zealots timing push).
2014 - ᕙ( •̀ل͜•́) ϡ Raise your bows brood warriors! ᕙ( •̀ل͜•́) ϡ
Prev 1 91 92 93
Please log in or register to reply.
Live Events Refresh
Next event in 5h 11m
[ Submit Event ]
Live Streams
Refresh
StarCraft 2
RuFF_SC2 237
ProTech142
StarCraft: Brood War
Shuttle 800
ggaemo 213
ToSsGirL 80
Bale 26
sSak 14
Icarus 11
Dota 2
NeuroSwarm222
League of Legends
JimRising 649
Super Smash Bros
C9.Mang0480
Mew2King54
Other Games
summit1g11174
WinterStarcraft510
crisheroes262
ArmadaUGS108
Moletrap6
Organizations
StarCraft 2
Blizzard YouTube
StarCraft: Brood War
BSLTrovo
sctven
[ Show 11 non-featured ]
StarCraft 2
• Hupsaiya 93
• AfreecaTV YouTube
• intothetv
• Kozan
• IndyKCrew
• LaughNgamezSOOP
• Migwel
• sooper7s
StarCraft: Brood War
• BSLYoutube
• STPLYoutube
• ZZZeroYoutube
Upcoming Events
RSL Revival
5h 11m
ByuN vs Maru
MaxPax vs TriGGeR
WardiTV Team League
7h 11m
BSL
14h 11m
Replay Cast
19h 11m
Replay Cast
1d 4h
Afreeca Starleague
1d 5h
Light vs Calm
Royal vs Mind
Wardi Open
1d 6h
Monday Night Weeklies
1d 11h
OSC
1d 19h
Sparkling Tuna Cup
2 days
[ Show More ]
Afreeca Starleague
2 days
Rush vs PianO
Flash vs Speed
Replay Cast
3 days
Afreeca Starleague
3 days
BeSt vs Leta
Queen vs Jaedong
Replay Cast
3 days
The PondCast
4 days
Replay Cast
4 days
RSL Revival
5 days
Replay Cast
5 days
RSL Revival
6 days
BSL
6 days
Liquipedia Results

Completed

Proleague 2026-03-27
WardiTV Winter 2026
Underdog Cup #3

Ongoing

BSL Season 22
CSL Elite League 2026
CSL Season 20: Qualifier 1
ASL Season 21
Acropolis #4 - TS6
2026 Changsha Offline CUP
StarCraft2 Community Team League 2026 Spring
RSL Revival: Season 4
Nations Cup 2026
NationLESS Cup
BLAST Open Spring 2026
ESL Pro League S23 Finals
ESL Pro League S23 Stage 1&2
PGL Cluj-Napoca 2026
IEM Kraków 2026
BLAST Bounty Winter 2026
BLAST Bounty Winter Qual

Upcoming

CSL Season 20: Qualifier 2
Escore Tournament S2: W1
CSL 2026 SPRING (S20)
Acropolis #4
IPSL Spring 2026
BSL 22 Non-Korean Championship
CSLAN 4
Kung Fu Cup 2026 Grand Finals
HSC XXIX
uThermal 2v2 2026 Main Event
IEM Cologne Major 2026
Stake Ranked Episode 2
CS Asia Championships 2026
IEM Atlanta 2026
Asian Champions League 2026
PGL Astana 2026
BLAST Rivals Spring 2026
CCT Season 3 Global Finals
IEM Rio 2026
PGL Bucharest 2026
Stake Ranked Episode 1
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.