• Log InLog In
  • Register
Liquid`
Team Liquid Liquipedia
EDT 19:56
CEST 01:56
KST 08:56
  • Home
  • Forum
  • Calendar
  • Streams
  • Liquipedia
  • Features
  • Store
  • EPT
  • TL+
  • StarCraft 2
  • Brood War
  • Smash
  • Heroes
  • Counter-Strike
  • Overwatch
  • Liquibet
  • Fantasy StarCraft
  • TLPD
  • StarCraft 2
  • Brood War
  • Blogs
Forum Sidebar
Events/Features
News
Featured News
Code S Season 1 (2026) - RO4 & Finals Preview4[ASL21] Ro4 Preview: On Course12Code S Season 1 - RO8 Preview7[ASL21] Ro8 Preview Pt2: Progenitors8Code S Season 1 - RO12 Group A: Rogue, Percival, Solar, Zoun13
Community News
Code S Season 1 (2026) - RO8 Results2Weekly Cups (May 4-10): Clem, MaxPax, herO win1Maestros of The Game 2 announcement and schedule !11Weekly Cups (April 27-May 4): Clem takes triple0RSL Revival: Season 5 - Qualifiers and Main Event12
StarCraft 2
General
Team Liquid Map Contest #22 - The Finalists Code S Season 1 (2026) - RO4 & Finals Preview Code S Season 1 (2026) - RO8 Results Code S Season 1 (2026) - RO12 Results MaNa leaves Team Liquid
Tourneys
GSL Code S Season 1 (2026) Sparkling Tuna Cup - Weekly Open Tournament KSL Week 89 2026 GSL Season 2 Qualifiers Maestros of The Game 2 announcement and schedule !
Strategy
Custom Maps
[D]RTS in all its shapes and glory <3 [A] Nemrods 1/4 players
External Content
The PondCast: SC2 News & Results Mutation # 526 Rubber and Glue Mutation # 525 Wheel of Misfortune Mutation # 524 Death and Taxes
Brood War
General
vespene.gg — BW replays in browser Data needed BGH Auto Balance -> http://bghmmr.eu/ Pros React to: TvT Masterclass in FlaSh vs Light BW General Discussion
Tourneys
[ASL21] Semifinals B [BSL22] RO8 Bracket Stage + Another TieBreaker [ASL21] Ro8 Day 4 Escore Tournament StarCraft Season 2
Strategy
Muta micro map competition Fighting Spirit mining rates [G] Hydra ZvZ: An Introduction Simple Questions, Simple Answers
Other Games
General Games
Warcraft III: The Frozen Throne Nintendo Switch Thread Path of Exile Stormgate/Frost Giant Megathread Starcraft Tabletop Miniature Game
Dota 2
The Story of Wings Gaming
League of Legends
Heroes of the Storm
Simple Questions, Simple Answers Heroes of the Storm 2.0
Hearthstone
Deck construction bug Heroes of StarCraft mini-set
TL Mafia
Vanilla Mini Mafia Mafia Game Mode Feedback/Ideas TL Mafia Community Thread Five o'clock TL Mafia
Community
General
US Politics Mega-thread European Politico-economics QA Mega-thread YouTube Thread Russo-Ukrainian War Thread UK Politics Mega-thread
Fan Clubs
The herO Fan Club!
Media & Entertainment
[Manga] One Piece Anime Discussion Thread [Req][Books] Good Fantasy/SciFi books
Sports
2024 - 2026 Football Thread McBoner: A hockey love story Formula 1 Discussion
World Cup 2022
Tech Support
streaming software Strange computer issues (software) [G] How to Block Livestream Ads
TL Community
Travel Agencies vs Online Booking Platforms The Automated Ban List
Blogs
How EEG Data Can Predict Gam…
TrAiDoS
ramps on octagon
StaticNine
Funny Nicknames
LUCKY_NOOB
Customize Sidebar...

Website Feedback

Closed Threads



Active: 1210 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 4m
[ Submit Event ]
Live Streams
Refresh
StarCraft 2
PiGStarcraft352
SpeCial 150
CosmosSc2 93
Ketroc 56
JuggernautJason43
StarCraft: Brood War
GuemChi 3293
Artosis 779
Dota 2
monkeys_forever511
NeuroSwarm186
League of Legends
JimRising 508
Other Games
gofns21026
summit1g15589
tarik_tv14659
Liquid`RaSZi3612
FrodaN2271
Pyrionflax147
UpATreeSC35
fpsfer 1
Organizations
Other Games
gamesdonequick1378
BasetradeTV102
StarCraft 2
Blizzard YouTube
StarCraft: Brood War
BSLTrovo
[ Show 16 non-featured ]
StarCraft 2
• Hupsaiya 60
• musti20045 32
• davetesta20
• CranKy Ducklings SOOP2
• AfreecaTV YouTube
• intothetv
• Kozan
• IndyKCrew
• LaughNgamezSOOP
• Migwel
• sooper7s
StarCraft: Brood War
• BSLYoutube
• STPLYoutube
• ZZZeroYoutube
Other Games
• imaqtpie1324
• Scarra1010
Upcoming Events
OSC
4m
CranKy Ducklings12
Replay Cast
9h 4m
Monday Night Weeklies
16h 4m
Replay Cast
1d
The PondCast
1d 10h
Kung Fu Cup
1d 11h
GSL
2 days
Replay Cast
3 days
GSL
3 days
WardiTV Spring Champion…
3 days
[ Show More ]
Replay Cast
4 days
Sparkling Tuna Cup
4 days
WardiTV Spring Champion…
4 days
Replay Cast
5 days
RSL Revival
5 days
Classic vs SHIN
Rogue vs Bunny
BSL
5 days
Replay Cast
6 days
Afreeca Starleague
6 days
Flash vs Soma
RSL Revival
6 days
BSL
6 days
Liquipedia Results

Completed

Escore Tournament S2: W7
WardiTV TLMC #16
Nations Cup 2026

Ongoing

BSL Season 22
ASL Season 21
IPSL Spring 2026
KCM Race Survival 2026 Season 2
Acropolis #4
KK 2v2 League Season 1
BSL 22 Non-Korean Championship
SCTL 2026 Spring
RSL Revival: Season 5
Heroes Pulsing #1
Asian Champions League 2026
IEM Atlanta 2026
PGL Astana 2026
BLAST Rivals Spring 2026
IEM Rio 2026
PGL Bucharest 2026
Stake Ranked Episode 1
BLAST Open Spring 2026
ESL Pro League S23 Finals
ESL Pro League S23 Stage 1&2

Upcoming

YSL S3
Escore Tournament S2: W8
CSLAN 4
Kung Fu Cup 2026 Grand Finals
HSC XXIX
uThermal 2v2 2026 Main Event
Maestros of the Game 2
WardiTV Spring 2026
2026 GSL S2
BLAST Bounty Summer 2026
BLAST Bounty Summer Qual
Stake Ranked Episode 3
XSE Pro League 2026
IEM Cologne Major 2026
Stake Ranked Episode 2
CS Asia Championships 2026
TLPD

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

Advertising | Privacy Policy | Terms Of Use | Contact Us

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