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Call to Action: Balance Testing (live custom map) - Page 101

Forum Index > SC2 General
2110 CommentsPost a Reply
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Topdoller
Profile Joined March 2011
United Kingdom3860 Posts
May 06 2012 11:15 GMT
#2001
On May 06 2012 19:33 mostevil wrote:
Show nested quote +
On May 06 2012 17:01 naastyOne wrote:
about overlord speed increase:

haha, brilliant!
Nerf raxes!



Epic video, you have to laugh at Blizzard sometimes hehe
Big J
Profile Joined March 2011
Austria16289 Posts
May 06 2012 11:15 GMT
#2002
On May 06 2012 19:57 memcpy wrote:
Show nested quote +
On May 06 2012 16:14 iAmJeffReY wrote:
This kind of thread is why I feel everyone should have a sc2 profile linked to their name. Like after posts, it would say bronze/silver/gold/plat/diamond/masters/gmasters. It really helps when talking about balance and other issues when you know you're not talking to an extremely low level player that is a I watch every tournament theorycraft pro...that bases everything off one series in one tournament to show why something is so imbalanced.


Please. I understand that TL wants an open forum for discussion which is perfectly reasonable, but having a requirement of linking your b.net profile to be shown in strategy section posts would be a nice addition. However I know some people would argue that they either don't have time, don't feel inclined to play ladder games or feel that their understanding is higher than their actual playing ability so there's no way this would ever happen.


and it absolutly doesn't make any sense at all, because 99% of the people - even in Masters - are still stuck with copying strategies and afterwards justifying them with arbitrary "this is necessary because of..." arguements, instead of repeatedly testing stuff up to the point where they have a solid understanding of what they are doing.
I even think, that on prolevel most people don't have the time to figure out a lot of those things and won't ever have it. That's why this game will never become as static as "if he does X, I should do Y".

TLDR: League is a very very rough estimation of one's experience with certain situations.
naastyOne
Profile Joined April 2012
491 Posts
May 06 2012 11:42 GMT
#2003
On May 06 2012 19:57 memcpy wrote:
Show nested quote +
On May 06 2012 16:14 iAmJeffReY wrote:
This kind of thread is why I feel everyone should have a sc2 profile linked to their name. Like after posts, it would say bronze/silver/gold/plat/diamond/masters/gmasters. It really helps when talking about balance and other issues when you know you're not talking to an extremely low level player that is a I watch every tournament theorycraft pro...that bases everything off one series in one tournament to show why something is so imbalanced.


Please. I understand that TL wants an open forum for discussion which is perfectly reasonable, but having a requirement of linking your b.net profile to be shown in strategy section posts would be a nice addition. However I know some people would argue that they either don't have time, don't feel inclined to play ladder games or feel that their understanding is higher than their actual playing ability so there's no way this would ever happen.

Or alternatively, that argument itself is way more important than authority, Which kinda sucks for the usual "my e-penis is longer, your argument is invalid" folks,..
On May 06 2012 19:44 mostevil wrote:
Show nested quote +
On May 06 2012 19:30 naastyOne wrote:
On May 06 2012 18:41 DooMDash wrote:
I would love to see both vikings corruptors, and void rays receive damage nerfs, as well as the colossus receiving a health reduction. The main reason those units have such high damage is for the colossus, but if the colossus had less HP those air units wouldn't need the high damage, and capitol ships in return would become more viable.

Bul, oh er wrong.
The issues with capital ships, are that they are freaking slow, You just need to get a large pack of them, which takes time, and then you lose to multi-prone attacks, oh and Battlecruiser attack sucks, who was the genius to make a slow unit with short range attack.

And Void Ray needs buff, not nerf, when did you see Void Rays in tournaments last time?

Didn't Genuis kill a bunch of codeS terrans 3 gate prox voidraying them on the way to the last GSL finals (I definitely remeber at least one good one)... Anyway, they're fine as they are and they don't do that well vs carrier/BC anyway, despite that being the original stated design intention. The general idea seems sound though but its a bit big to mess with all those numbers at once. Carriers just need that interceptor twin attack making a single so it scales better with/against ups, throw in better range/interceptor recall for some BW style overrated carrier micro and everyNony will be happy.

Well that is kinda very very small appearance compared to say Viking or medivack, right?

Oh and buffing voids(via stronger upgrade impact or fleet-beacon upgrade) would kinda help protoss to deal with Broodlord-Infester AND provide alternative to robotics-warpgate protoss, which is kinda cool in itself, right?
Shade_FR
Profile Joined June 2010
France378 Posts
May 06 2012 12:53 GMT
#2004
On May 06 2012 17:01 naastyOne wrote:
about overlord speed increase:
http://www.youtube.com/watch?feature=player_embedded&v=w1rfRwIuXTg


Why are you posting fake videos ? An overseer (even without the OV upgrade) is faster than a Barrack.
EU Zerg player - Streaming @ http://twitch.tv/shade_cst
mostevil
Profile Joined February 2011
United Kingdom611 Posts
May 06 2012 12:57 GMT
#2005
On May 06 2012 16:43 zmansman17 wrote:
Show nested quote +
On May 06 2012 16:28 IMoperator wrote:
On May 06 2012 16:14 iAmJeffReY wrote:
This kind of thread is why I feel everyone should have a sc2 profile linked to their name. Like after posts, it would say bronze/silver/gold/plat/diamond/masters/gmasters. It really helps when talking about balance and other issues when you know you're not talking to an extremely low level player that is a I watch every tournament theorycraft pro...that bases everything off one series in one tournament to show why something is so imbalanced.

I'm willing to do this lol.


Yeah +1 for this. I think it would really go through a lot of the BS

Would possibly help, then again it might just lead to more rude comments from those obnoxious guys who cheesed or one builded their way to masters... Should show the server too though.. I have a friend that plays a the "same" league messing around drunk on US to his sober serious EU account (he calls it wood league). Another advantage is It'd encourage me to ladder some too, my 10 games/season 1 league promotion pattern needs breaking.
我的媽和她的瘋狂的外甥都
Tabbris
Profile Blog Joined June 2010
Bangladesh2839 Posts
May 06 2012 12:57 GMT
#2006
On May 06 2012 21:53 Shade_CsT wrote:
Show nested quote +
On May 06 2012 17:01 naastyOne wrote:
about overlord speed increase:
http://www.youtube.com/watch?feature=player_embedded&v=w1rfRwIuXTg


Why are you posting fake videos ? An overseer (even without the OV upgrade) is faster than a Barrack.

... The overseer represents the overload with the speed buff. Think alittle before you accuse ppl of shit
SmileZerg
Profile Joined March 2012
United States543 Posts
May 06 2012 12:58 GMT
#2007
On May 06 2012 21:53 Shade_CsT wrote:
Show nested quote +
On May 06 2012 17:01 naastyOne wrote:
about overlord speed increase:
http://www.youtube.com/watch?feature=player_embedded&v=w1rfRwIuXTg


Why are you posting fake videos ? An overseer (even without the OV upgrade) is faster than a Barrack.


The overseer is just the model he used to differentiate the post-patch overlord from the current one. Pay attention.
"Show me your teeth."
zezamer
Profile Joined March 2011
Finland5701 Posts
May 06 2012 12:58 GMT
#2008
On May 06 2012 21:53 Shade_CsT wrote:
Show nested quote +
On May 06 2012 17:01 naastyOne wrote:
about overlord speed increase:
http://www.youtube.com/watch?feature=player_embedded&v=w1rfRwIuXTg


Why are you posting fake videos ? An overseer (even without the OV upgrade) is faster than a Barrack.


The overseer is the buffed OL, OL is OL on live.
Noocta
Profile Joined June 2010
France12578 Posts
May 06 2012 13:15 GMT
#2009
On May 06 2012 15:10 TheCasualGamer wrote:
Why are there so many disagrees with the observer change? I'm not saying anyone is right or wrong, just wondering about opinions.


I don't think it's necessary. Protoss are doing fine and them having to sacrifice less time of robo production for observers might backfire a bit.
But we'll see, it's not that huge.
" I'm not gonna fight you. I'm gonna kick your ass ! "
mrGRAPE
Profile Joined November 2011
Singapore293 Posts
May 06 2012 13:40 GMT
#2010
On May 06 2012 21:53 Shade_CsT wrote:
Show nested quote +
On May 06 2012 17:01 naastyOne wrote:
about overlord speed increase:
http://www.youtube.com/watch?feature=player_embedded&v=w1rfRwIuXTg


Why are you posting fake videos ? An overseer (even without the OV upgrade) is faster than a Barrack.



Reading the lower left corner of the video might help.
Starcraft 2 and eSports enthusiast. https://twitter.com/#!/mrGRAPETV | http://mrgrapetv.wordpress.com/
ZeromuS
Profile Blog Joined October 2010
Canada13389 Posts
May 06 2012 13:45 GMT
#2011
On May 06 2012 22:15 Noocta wrote:
Show nested quote +
On May 06 2012 15:10 TheCasualGamer wrote:
Why are there so many disagrees with the observer change? I'm not saying anyone is right or wrong, just wondering about opinions.


I don't think it's necessary. Protoss are doing fine and them having to sacrifice less time of robo production for observers might backfire a bit.
But we'll see, it's not that huge.


It might be for PvP, it could also encourage more immortals before observer defensively in PvZ.

Also, the difference between those 10 seconds is huge for a banshee killing probes in a mineral line when a Terran is doing 1-1-1.

It helps to address scouting in the early game just enough that it gives protoss a slightly sooner way of getting information.

Because with good control info is almsot guaranteed in some way it comes later but it comes just a bit sooner this way and will provide better defensive use of the observer.

If you need to make 2 observers, you save 20 seconds which is quite a lot of time when it comes to building immortals against things like 1-1-1. It won't make late game protoss any stronger but it will help against one base all ins and in providing the option of earlier immortals more safely in PvZ (from a defensive standpoint).
StrategyRTS forever | @ZeromuS_plays | www.twitch.tv/Zeromus_
naastyOne
Profile Joined April 2012
491 Posts
Last Edited: 2012-05-06 14:03:06
May 06 2012 14:00 GMT
#2012
On May 06 2012 21:53 Shade_CsT wrote:
Show nested quote +
On May 06 2012 17:01 naastyOne wrote:
about overlord speed increase:
http://www.youtube.com/watch?feature=player_embedded&v=w1rfRwIuXTg


Why are you posting fake videos ? An overseer (even without the OV upgrade) is faster than a Barrack.

Not mine, just reposted because i find the video hilarious, but ofcourse you`r opinion, based on lack of attention to details, is very important for us, verry, very important.

Move along citizen.
Gackt_
Profile Joined March 2010
335 Posts
May 06 2012 14:43 GMT
#2013
On May 06 2012 21:53 Shade_CsT wrote:
Show nested quote +
On May 06 2012 17:01 naastyOne wrote:
about overlord speed increase:
http://www.youtube.com/watch?feature=player_embedded&v=w1rfRwIuXTg


Why are you posting fake videos ? An overseer (even without the OV upgrade) is faster than a Barrack.


Hahah is this guy trolling or what?!
MikouZonata
Profile Joined May 2012
Netherlands3 Posts
May 06 2012 14:55 GMT
#2014
So, back to queens.

When I first read the change from 25 to 50 starting energy I was very excited. No no, not for that 1 creep tumour extra I get at 3 minutes (which I won't throw down) or for the chance of running my queen down my ramp from my main to my natural because it can now inject both of the hatcheries (which I think it can do anyway since it generated close to 25 energy on the way there). I was thrilled because of the amazing ability called Transfuse.

Why is that? We will now have less trouble with terran all-ins, perhaps this is true. A well timed transfuse can keep the trusty spinecrawler alive long enough to poke down an extra marine and maybe that extra creep tumour will benefit my mobility enough to get a better surround with lings. Awesome.
Protoss pressure is rather annoying. Various strategies like the 4gate, 3gate robo or stargate, 7gate robo, double stargate or 8gate all-ins (blink, charge or +1 if deemed necessary) can be a big pain to hold. And I'm pretty sure I haven't even named them all yet. The extra transfuse can again aid in the keeping alive of anti-air, static defences or maybe roaches or hatcheries. The extra mobility from the creep tumour can aid in being in the right place at the right time, very nice.

So is this why I am sad that the buff has been withdrawn? No.

ZvZ. Every zerg's favourite match-up. ZvZ can be, as most of you know, a coin-flip situation. The loading screen comes up before your match, you think of what strategy you're going to perform and once the game begins you start executing chosen build. You have chosen to do the 15 hatch build, very nice. An economicaly wise decision. With your scouting drone (if you sent one) you however soon find out that your opponent has an odd lack of drones yet a rather large pile of larvae. The ling (bling) all-in. Everyone's favourite strategy. If it doesn't come out of a 9pool it's likely to develop out of the much more lethal 15 15 17 build in which the stream of little hungry critters will simply never cease to stream. Your 15 hatchery strategy suddenly feels very risky. You desperately try to build up spinecrawlers and lings but alas, your opponent is already chewing away the front door. What front door is that? The queens.

The queens play a vital role in any ZvZ. If it is not for spreading creep or vomiting on hatcheries it is for their ability to tank damage and keep your ramp from being overrun by creatures with a craving for drones. Any ZvZ can easily turn into a base-trade scenario if you decide to push out at the wrong moment, which can be any moment. This happens because zergs, unlike their terran an protoss friends, don't have the ability to build a wall with simple buildings without going through the trouble of spreading creep in odd places and making far more buildings than they actually need. Building this wall can be expensive and often, even when complete, not tight enough to stop runby's from occurring. Placing 2 queens on said ramp is therefore a safe and clean solution. So what happens if the queens die?

With the queen dethroned her soldiers fall soon after and this can very possibly result in a total wiping of the base. Good game? Perhaps. You can of course argue that the build you are performing is simply unsafe. Build more defences, more units and more queens. Sounds fun, no?

The queen buff would pose a simple solution to this problem. The queen spawns with a transfuse, ready to keep her sister on the ramp healthy and keep the lings out of her base. Very nice. The forums however, were concerned. [sarcasm] Creep spread would get absolutely out of control because zerg would be able to place an extra tumour with every queen and a queen that would be able to inject the same hatchery twice upon spawn is just out of this world [/sarcasm]. Buffing the queen however was still a good idea. Since she is so slow off her precious creep they pose no big threat in a push and they are an easy fix for early pressure because they are always around the base. So they gave her 2 extra range, from 3 to 5. Happy now, zerg? Not really.

The queen will have 2 extra range on her ground attack, which does a whopping 8 damage, spread over 2 separate attacks. This means she now has equal the range of a marine or helion. It however does not take away that she requires 6 attacks to kill 1 marine, or just 12 attacks to kill 1 helion. Kiting a zealot will become less micro-intensive and other than that... Well I can't think of any other use than that in ZvP. Of course she also becomes more adapt at killing intruding harvesters placing bunkers and canons, but that aside.

In the ZvZ match-up her 2 extra range will mean that she will die just as easy as before. If she is anywhere near the battle however she will be able to attack from further away, which will allow her to snipe an extra baneling or 2 and maybe stay out of harm's way. Besides that this buff however will not likely stop lings from invading your private territory, and the old counter-attack and ling all-in issues continue to exist.

Ok, Mikou, get to your point already.
I am not 100% sure what the reason behind the queens changes were in a ZvT or ZvP perspective, since these match-ups don't need much tweaking as far as I'm concerned. From a ZvZ perspective however, I felt like the spawning energy increase was a step in the right direction. The range increase is nice to have, but won't have a mayor impact on how ZvZ plays out. Because of this I would like to request to community to rethink this change. Will increasing the range by 2 really solve the issues we're trying to solve and what other options are there available?

A suggestion I have come up with would be to give the queen additional armour. Maybe increase the base armour from 1 to 2, or if it's to severe from 1 to 1,5. Perhaps give the spawning pool or hatchery the ability to research additional armour for queens. This would make her more durable on the ramp against lings and in a straight up fight against marines or zealots. Maybe it's possible to tune her hitpoints or build time to increase her durability or allow the zerg to get a third and fourth queen up in time.

It's a tricky business, balance is very sensitive. But I at least ask you to reconsider the changes with ZvZ in mind. Terran and protoss have never been fond of the cute ways of the swarm but, our worst enemy is still our own kind.

My apologies if I let myself go on for too long. Writing this was also quite fun.
- Mikou
iAmJeffReY
Profile Joined August 2010
United States4262 Posts
May 06 2012 15:02 GMT
#2015
On May 06 2012 21:57 mostevil wrote:
Show nested quote +
On May 06 2012 16:43 zmansman17 wrote:
On May 06 2012 16:28 IMoperator wrote:
On May 06 2012 16:14 iAmJeffReY wrote:
This kind of thread is why I feel everyone should have a sc2 profile linked to their name. Like after posts, it would say bronze/silver/gold/plat/diamond/masters/gmasters. It really helps when talking about balance and other issues when you know you're not talking to an extremely low level player that is a I watch every tournament theorycraft pro...that bases everything off one series in one tournament to show why something is so imbalanced.

I'm willing to do this lol.


Yeah +1 for this. I think it would really go through a lot of the BS

Would possibly help, then again it might just lead to more rude comments from those obnoxious guys who cheesed or one builded their way to masters... Should show the server too though.. I have a friend that plays a the "same" league messing around drunk on US to his sober serious EU account (he calls it wood league). Another advantage is It'd encourage me to ladder some too, my 10 games/season 1 league promotion pattern needs breaking.

Funny since I have a better record on EU than I do on NA/KR.
Unbiased biased terran abuser Jeffrey. Sorry for the rage, friend!
Big J
Profile Joined March 2011
Austria16289 Posts
May 06 2012 15:16 GMT
#2016
On May 06 2012 23:55 MikouZonata wrote:
So, back to queens.

When I first read the change from 25 to 50 starting energy I was very excited. No no, not for that 1 creep tumour extra I get at 3 minutes (which I won't throw down) or for the chance of running my queen down my ramp from my main to my natural because it can now inject both of the hatcheries (which I think it can do anyway since it generated close to 25 energy on the way there). I was thrilled because of the amazing ability called Transfuse.

Why is that? We will now have less trouble with terran all-ins, perhaps this is true. A well timed transfuse can keep the trusty spinecrawler alive long enough to poke down an extra marine and maybe that extra creep tumour will benefit my mobility enough to get a better surround with lings. Awesome.
Protoss pressure is rather annoying. Various strategies like the 4gate, 3gate robo or stargate, 7gate robo, double stargate or 8gate all-ins (blink, charge or +1 if deemed necessary) can be a big pain to hold. And I'm pretty sure I haven't even named them all yet. The extra transfuse can again aid in the keeping alive of anti-air, static defences or maybe roaches or hatcheries. The extra mobility from the creep tumour can aid in being in the right place at the right time, very nice.

So is this why I am sad that the buff has been withdrawn? No.

ZvZ. Every zerg's favourite match-up. ZvZ can be, as most of you know, a coin-flip situation. The loading screen comes up before your match, you think of what strategy you're going to perform and once the game begins you start executing chosen build. You have chosen to do the 15 hatch build, very nice. An economicaly wise decision. With your scouting drone (if you sent one) you however soon find out that your opponent has an odd lack of drones yet a rather large pile of larvae. The ling (bling) all-in. Everyone's favourite strategy. If it doesn't come out of a 9pool it's likely to develop out of the much more lethal 15 15 17 build in which the stream of little hungry critters will simply never cease to stream. Your 15 hatchery strategy suddenly feels very risky. You desperately try to build up spinecrawlers and lings but alas, your opponent is already chewing away the front door. What front door is that? The queens.

The queens play a vital role in any ZvZ. If it is not for spreading creep or vomiting on hatcheries it is for their ability to tank damage and keep your ramp from being overrun by creatures with a craving for drones. Any ZvZ can easily turn into a base-trade scenario if you decide to push out at the wrong moment, which can be any moment. This happens because zergs, unlike their terran an protoss friends, don't have the ability to build a wall with simple buildings without going through the trouble of spreading creep in odd places and making far more buildings than they actually need. Building this wall can be expensive and often, even when complete, not tight enough to stop runby's from occurring. Placing 2 queens on said ramp is therefore a safe and clean solution. So what happens if the queens die?

With the queen dethroned her soldiers fall soon after and this can very possibly result in a total wiping of the base. Good game? Perhaps. You can of course argue that the build you are performing is simply unsafe. Build more defences, more units and more queens. Sounds fun, no?

The queen buff would pose a simple solution to this problem. The queen spawns with a transfuse, ready to keep her sister on the ramp healthy and keep the lings out of her base. Very nice. The forums however, were concerned. [sarcasm] Creep spread would get absolutely out of control because zerg would be able to place an extra tumour with every queen and a queen that would be able to inject the same hatchery twice upon spawn is just out of this world [/sarcasm]. Buffing the queen however was still a good idea. Since she is so slow off her precious creep they pose no big threat in a push and they are an easy fix for early pressure because they are always around the base. So they gave her 2 extra range, from 3 to 5. Happy now, zerg? Not really.

The queen will have 2 extra range on her ground attack, which does a whopping 8 damage, spread over 2 separate attacks. This means she now has equal the range of a marine or helion. It however does not take away that she requires 6 attacks to kill 1 marine, or just 12 attacks to kill 1 helion. Kiting a zealot will become less micro-intensive and other than that... Well I can't think of any other use than that in ZvP. Of course she also becomes more adapt at killing intruding harvesters placing bunkers and canons, but that aside.

In the ZvZ match-up her 2 extra range will mean that she will die just as easy as before. If she is anywhere near the battle however she will be able to attack from further away, which will allow her to snipe an extra baneling or 2 and maybe stay out of harm's way. Besides that this buff however will not likely stop lings from invading your private territory, and the old counter-attack and ling all-in issues continue to exist.

Ok, Mikou, get to your point already.
I am not 100% sure what the reason behind the queens changes were in a ZvT or ZvP perspective, since these match-ups don't need much tweaking as far as I'm concerned. From a ZvZ perspective however, I felt like the spawning energy increase was a step in the right direction. The range increase is nice to have, but won't have a mayor impact on how ZvZ plays out. Because of this I would like to request to community to rethink this change. Will increasing the range by 2 really solve the issues we're trying to solve and what other options are there available?

A suggestion I have come up with would be to give the queen additional armour. Maybe increase the base armour from 1 to 2, or if it's to severe from 1 to 1,5. Perhaps give the spawning pool or hatchery the ability to research additional armour for queens. This would make her more durable on the ramp against lings and in a straight up fight against marines or zealots. Maybe it's possible to tune her hitpoints or build time to increase her durability or allow the zerg to get a third and fourth queen up in time.

It's a tricky business, balance is very sensitive. But I at least ask you to reconsider the changes with ZvZ in mind. Terran and protoss have never been fond of the cute ways of the swarm but, our worst enemy is still our own kind.

My apologies if I let myself go on for too long. Writing this was also quite fun.
- Mikou


Read Belial's guides on ZvZ. The matchup is far from being a coinflip, it's rather one of the matchups, in which both:
your strategical decisions and your micro matter a lot.
I do see your point in early transfusions (or more queen armor) giving bigger early defenders advantages in ZvZ, but I don't really see, why this would be needed. After all, a MUs quality is not determined by number of bases a player can take fast.

That aside, I want to mention that I think 50 energy queens' ability to double transfuse both hatches early on, might have made it possible to go to lair faster in every Matchup (queing 2queens in one hatchery instead of 2queens in 2 hatches early on), which might have given interesting options for 2base tech rushes. But yeah, I have to agree with most people here: creep would probably get out of control, banshees, void rays and phoenix might become somewhat too inefficient against zerg early on.

Just as a suggestion, instead of any of those other queen changes:
I think blizzard should change transfuse to a 2 health per energy "WC2 paladin" like one, so that transfusing small units like banelings, drones and zerglings becomes viable and transfusions of queens, roaches and hydralisks can be treated more as a "spam" ability, instead of the current "wait until the unit is nearly dead and then transfuse and hope it gets off before the unit is dead, if you do otherwise you waste a ton of queen energy to heal 50HP for 50energy".
Lokerek
Profile Joined December 2011
United States441 Posts
May 06 2012 17:08 GMT
#2017
+ Show Spoiler +
On May 06 2012 13:50 K3Nyy wrote:
Show nested quote +
On May 06 2012 12:26 Lokerek wrote:
On May 06 2012 11:44 zmansman17 wrote:
On May 06 2012 11:31 Lokerek wrote:
On May 06 2012 10:45 Kingy604 wrote:
On May 06 2012 10:01 Lokerek wrote:
On May 06 2012 08:52 scypio wrote:
On May 06 2012 05:05 Creem wrote:
Problem is that for zerg there's not much to gain for holding off the hellion-harass as terran is able to enter mid-game barely dented economically, again due to how cheap helions are to produce. If anything, the zerg is probably behind due to either being forced to make roaches (which are now all but useless) or due to the economical damage the helions inflicted.


Nerchio makes a lot of roaches in games vs terrans and he can somehow find them useful. Today in the Ironsquid third-place match Nestea also won his game with roach-ling-bling. So I guess they are not that bad after all...


They are terrible because they do not transfer into late game in ZvP and ZvT. If a terran makes marines or protoss makes stalkers which they can do faster than zerg usually gets roach warren, the units are still used as a powerful 3/3 late game unit. However if zerg player decides to keep roaches in late them then they get wrecked by 3/3 marines , upgraded tanks, shredded by colossus and archons, easily split with forcefields.

As you said roach ling bling game from Nestea - That is not your late game unit and I haven't seen the game but I can guaranteed that was not a late game, macro game.


Stalkers are an awful unit for cost, especially against roaches. And how many protoss players keep enough sentries around for efficient FF versus roaches in the late game.

Stalkers advantages lie in their mobility and ability to shoot both air and ground, not in their ability to win a straight-up fight. This is why Stephano style is so strong, because they can annihilate anything a 2 base protoss throws at them aside from mass immortal (which gimps versus anything apart from roaches) and with roach speed you can force the protoss to engage in a place he doesn't want to, not mentioning that roaches are about half the cost of a stalker and about equal in 1v fights, especially where the toss has to engage straight up (such as defending your (insert expletive of choice here) natural from 125 supply of roaches)


You certainly sir have inability to read. Blink stalkers are very good vs roaches but that was not my point. I'm talking about transitioning to late game when roach wont kill archons,motherships, colossi. Stalkers however are used to blink under broodlords and cause severe dmg, sniping them at a good rate.

Stephano build - This is how you can't read before responding to someone's argument. I'm talking about late game with late game units. Not a 12 min around 3 base maxing on roaches with 60~ drones but rather a macro oriented game.


He did not mention Blink Stalkers, only stalkers so it would appear that before you accuse him of an ability to read, you may want to read more closely yourself.

Furthermore, your point earlier was completely wrong when you said roaches "were a terrible and useless unit". If that's not QQ, I'm not sure what is. I offrace Protoss at rank 2 Master and all zergs will do is Mass roach all game, and maybe add some infestors and hive tech. I'm not quite certain how you could claim that a unit as beefy as a roach that costs 75/25 is possibly, as you said, "terrible and useless unit."

You also generalized the roach to be poor against Terran as well, which once again, is completely wrong. Before making such outlandish statements, it may be best to improve your own play and move passed your clear biases and inadequacies in your own play.



It clearly seems you are the one who can't read too.
My whole point was :
"They are terrible because they do not transfer into late game in ZvP and ZvT"
- At late game, stalkers always have blink in PROS game - they are balancing game for the pros.
- Roaches are terrible vs colossi,archon, stalker, mothership deathballs - Late game composition in ZvP
- If you happen to watch ZvT, late game is broodlords, infestors, crack lings - roaches are not present in late game
- Even vs terran mech roaches were only utilized to drops in production bases
- If you are going to claim roach counters mech - then you are talking about MID GAME which is true not LATE GAME

- They mass roaches in ZvP ? How cute ... But in those games you do not get late game unit compositions. The game is decided before that whether protoss defends or zerg wins. AND WE ARE TALKING ABOUT LATE GAME WITH LATE GAME UNIT COMPOSITIONS.

- You offrace as rank 2 Master on NA - Congratulations. I'm pretty sure you are the next big thing and going to win all the tournaments and show us all how to play the game. I want to see the mass roaches you meet on ladder to beat korean protosses. This balance talk is about games played by pro, not some scrubs on NA server.
- One guy already proved he can get to GM on EU/NA by 6 pool opening every game. His games are as much of a value to balance as your 2nd rank offracing master.


Roaches are not an endgame unit, they are a midgame unit. If you're still on Roach tech vs P/T when you're both maxed, then you were really far behind all game or you just decided to make a bad late game unit composition.

They're certain not "bad". They are ridiculously cost effective in the midgame and as long as you keep the game in a midgame stage, they'll always be good.



I did not say they are bad in the midgame. I was always talking about late-game. You can keep stalkers for your lategame while the roaches you made to defend protoss pushes throughout the midgame have to be eventually sent to die (you don't recover cost) while the stalkers you made remain and are useful for sniping broodlords.
Kingy604
Profile Joined December 2011
United Kingdom54 Posts
May 06 2012 18:35 GMT
#2018
On May 06 2012 12:26 Lokerek wrote:
Show nested quote +
On May 06 2012 11:44 zmansman17 wrote:
On May 06 2012 11:31 Lokerek wrote:
On May 06 2012 10:45 Kingy604 wrote:
On May 06 2012 10:01 Lokerek wrote:
On May 06 2012 08:52 scypio wrote:
On May 06 2012 05:05 Creem wrote:
Problem is that for zerg there's not much to gain for holding off the hellion-harass as terran is able to enter mid-game barely dented economically, again due to how cheap helions are to produce. If anything, the zerg is probably behind due to either being forced to make roaches (which are now all but useless) or due to the economical damage the helions inflicted.


Nerchio makes a lot of roaches in games vs terrans and he can somehow find them useful. Today in the Ironsquid third-place match Nestea also won his game with roach-ling-bling. So I guess they are not that bad after all...


They are terrible because they do not transfer into late game in ZvP and ZvT. If a terran makes marines or protoss makes stalkers which they can do faster than zerg usually gets roach warren, the units are still used as a powerful 3/3 late game unit. However if zerg player decides to keep roaches in late them then they get wrecked by 3/3 marines , upgraded tanks, shredded by colossus and archons, easily split with forcefields.

As you said roach ling bling game from Nestea - That is not your late game unit and I haven't seen the game but I can guaranteed that was not a late game, macro game.


Stalkers are an awful unit for cost, especially against roaches. And how many protoss players keep enough sentries around for efficient FF versus roaches in the late game.

Stalkers advantages lie in their mobility and ability to shoot both air and ground, not in their ability to win a straight-up fight. This is why Stephano style is so strong, because they can annihilate anything a 2 base protoss throws at them aside from mass immortal (which gimps versus anything apart from roaches) and with roach speed you can force the protoss to engage in a place he doesn't want to, not mentioning that roaches are about half the cost of a stalker and about equal in 1v fights, especially where the toss has to engage straight up (such as defending your (insert expletive of choice here) natural from 125 supply of roaches)


You certainly sir have inability to read. Blink stalkers are very good vs roaches but that was not my point. I'm talking about transitioning to late game when roach wont kill archons,motherships, colossi. Stalkers however are used to blink under broodlords and cause severe dmg, sniping them at a good rate.

Stephano build - This is how you can't read before responding to someone's argument. I'm talking about late game with late game units. Not a 12 min around 3 base maxing on roaches with 60~ drones but rather a macro oriented game.


He did not mention Blink Stalkers, only stalkers so it would appear that before you accuse him of an ability to read, you may want to read more closely yourself.

Furthermore, your point earlier was completely wrong when you said roaches "were a terrible and useless unit". If that's not QQ, I'm not sure what is. I offrace Protoss at rank 2 Master and all zergs will do is Mass roach all game, and maybe add some infestors and hive tech. I'm not quite certain how you could claim that a unit as beefy as a roach that costs 75/25 is possibly, as you said, "terrible and useless unit."

You also generalized the roach to be poor against Terran as well, which once again, is completely wrong. Before making such outlandish statements, it may be best to improve your own play and move passed your clear biases and inadequacies in your own play.



It clearly seems you are the one who can't read too.
My whole point was :
"They are terrible because they do not transfer into late game in ZvP and ZvT"
- At late game, stalkers always have blink in PROS game - they are balancing game for the pros.
- Roaches are terrible vs colossi,archon, stalker, mothership deathballs - Late game composition in ZvP
- If you happen to watch ZvT, late game is broodlords, infestors, crack lings - roaches are not present in late game
- Even vs terran mech roaches were only utilized to drops in production bases
- If you are going to claim roach counters mech - then you are talking about MID GAME which is true not LATE GAME

- They mass roaches in ZvP ? How cute ... But in those games you do not get late game unit compositions. The game is decided before that whether protoss defends or zerg wins. AND WE ARE TALKING ABOUT LATE GAME WITH LATE GAME UNIT COMPOSITIONS.

- You offrace as rank 2 Master on NA - Congratulations. I'm pretty sure you are the next big thing and going to win all the tournaments and show us all how to play the game. I want to see the mass roaches you meet on ladder to beat korean protosses. This balance talk is about games played by pro, not some scrubs on NA server.
- One guy already proved he can get to GM on EU/NA by 6 pool opening every game. His games are as much of a value to balance as your 2nd rank offracing master.


Since when have you seen a pro player have more then 10-15 blinkstalkers in lategame versus terran or zerg, that supply is beter spent on archons/collo/mommaship/ almost any other unit. You would want a few to blink under vikings or Broodlords, but a large blinkstalter army wouldn't stand any chance against any zerg or terran late game mix.

My reference to the stephano build was purely an example of how stalkers (or blinkstalkers) have to have room to maenouver in order to fend off roaches, when you cant retreat any further blink isnt much use.

i also think that it is partly a difference in how zerg and protoss armies are formed, you wouldnt be surprised to see a lategame army consist of purely corrupter BL infestor, but what about carrier VR HT as a late-game composition, never in a million years. The protoss has to have those meat-shield units to protect the higher tech damage dealing units.

I also apologise as my first post was a bit QQ and unclear, but the roach is definitely not a terrible and useless unit.
"Its all fun and games, until someone looses an eye... Then it is fun and games you can't see anymore."
alonth
Profile Joined February 2011
Israel36 Posts
May 06 2012 18:43 GMT
#2019
as a zerg i feel that the 50 energy was too much how ever the 5 range for the queen is amazing, now i can deal with helions alot better, bunker rush that blocks my ramp and more, definatly keep that change, as for the over lordspeed i think every one can agree that the new speed is fair and very helpfull to zergs, i think it will allow me to get 2 overlords early to the edges of the terran base easily before he will send his marine to hunt for the second one, blizzard you have done a great job, keep it up
muta-T-REX WITH LAIR TECH
zmansman17
Profile Joined March 2011
United States2567 Posts
Last Edited: 2012-05-06 18:53:03
May 06 2012 18:51 GMT
#2020
On May 06 2012 19:33 Markwerf wrote:
Show nested quote +
On May 06 2012 18:41 DooMDash wrote:
I would love to see both vikings corruptors, and void rays receive damage nerfs, as well as the colossus receiving a health reduction. The main reason those units have such high damage is for the colossus, but if the colossus had less HP those air units wouldn't need the high damage, and capitol ships in return would become more viable.


Or just buff the capital ships slightly which I would like to see.
For example buff the battlecruiser air to ground damage a bit so BCs become viable in TvP like they once were. Give terrans an option if they don't like MMM lategame. It might not be fantastic in higher levels but lower level terrans might not get as frustated by being rolled by chargelots lategame.
Carrier slight buff in damage couldn't be bad, it's so far from good now anyways.


Actually, carriers have the highest dps of any unit in the game. They actually are good units if used correctly. I've played puCK a few times where he indeed went carrier/void ray/mothership. It's just not something you see frequently since so many players have dismissed the carrier. It's similar to the idea of the speed warp prism, where protoss players fail to use the WP to drop Templar. They have also dismissed the speed WP as a bad idea that can "just be sniped by vikings".
♞ - His EKG is flattening get me a defib stat! Prepped and Ready! - ♞
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