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Call to Action: Balance Testing (live custom map) - Page 96

Forum Index > SC2 General
2110 CommentsPost a Reply
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c0sm0naut
Profile Joined April 2011
United States1229 Posts
May 05 2012 17:17 GMT
#1901
On May 06 2012 02:16 Shiori wrote:
Show nested quote +
On May 06 2012 02:15 convention wrote:
What does everyone think will be the impact of the queen range buff on stargate openings in PvZ? I'm not sure how much of a change it will add. While the queens will more easily be able to stay under spores, I think that the mobiltity of air units will still allow protoss to cycle their air units (they just might have to cycle a little bit sooner to get out of the range of the queen a little bit sooner).

It's ground attack only.



No worries, because Queens anti air attack is already large correct? I don't think blizzard would intend to change queen air range as well, that is something i cannot actually see blizzard being dumb enough to do.
Debian
Profile Blog Joined December 2011
Canada95 Posts
May 05 2012 17:19 GMT
#1902
On May 06 2012 02:14 FakeDeath wrote:
Show nested quote +
On May 06 2012 02:10 Debian wrote:
If anything this will force more Terrans to do 12-14 2 rax expand and FORCE lings so they can be even. I am learning that right now and it's definitely not the easily build to do, it is extremely fragile. If you do 1 think wrong a ling/bane counter can straight up kill you.


You are wrong.1 Rax FE will be more popular if this change goes through.
12/14 rax is easily denied if zergs pull couple of drones and build the magic number of 8 lings to stop 2 rax.
Then you are behind.

But hellions opening will still be viable since they are needed to control creep spread,grant map control, scout,
deny third base.


The thing with that build is that you're forcing lings and trying to do as much damage as you can and expanding behind it. You aren't trying to kill them.

I can still see why people might like 1 rax fe better though. IDK if that'd always work though. You need to get some sort of damage done, if you don't then the zerg will run you over. How would you accomplish that?
FakeDeath
Profile Joined January 2011
Malaysia6060 Posts
May 05 2012 17:20 GMT
#1903
On May 06 2012 02:15 convention wrote:
What does everyone think will be the impact of the queen range buff on stargate openings in PvZ? I'm not sure how much of a change it will add. While the queens will more easily be able to stay under spores, I think that the mobiltity of air units will still allow protoss to cycle their air units (they just might have to cycle a little bit sooner to get out of the range of the queen a little bit sooner).


This change will not affect stargate opening unless you are 1stargate into 4 gate pressure.
But then that is pretty all-in. Queen can stay further back and poke better on zealots maybe??
But queens are used to focus down on the air units and let roaches deal with units.
So yeah this change won't affect stargate play but if it was the 50 energy queen THEN that will affect stargate play by a lot.
But since 50 energy queen has cut, no point talking about it anymore.
Play your best
c0sm0naut
Profile Joined April 2011
United States1229 Posts
May 05 2012 17:22 GMT
#1904
On May 06 2012 02:19 Debian wrote:
Show nested quote +
On May 06 2012 02:14 FakeDeath wrote:
On May 06 2012 02:10 Debian wrote:
If anything this will force more Terrans to do 12-14 2 rax expand and FORCE lings so they can be even. I am learning that right now and it's definitely not the easily build to do, it is extremely fragile. If you do 1 think wrong a ling/bane counter can straight up kill you.


You are wrong.1 Rax FE will be more popular if this change goes through.
12/14 rax is easily denied if zergs pull couple of drones and build the magic number of 8 lings to stop 2 rax.
Then you are behind.

But hellions opening will still be viable since they are needed to control creep spread,grant map control, scout,
deny third base.


The thing with that build is that you're forcing lings and trying to do as much damage as you can and expanding behind it. You aren't trying to kill them.

I can still see why people might like 1 rax fe better though. IDK if that'd always work though. You need to get some sort of damage done, if you don't then the zerg will run you over. How would you accomplish that?


1 rax fe gives zerg free creep spread, it's a good opening but you need to be extremely quick in your hellion follow up (many terran players get caught with their greedy pants down, only building 1 marine before capping both their refs and making their bunker) or else the map is a covered in jelly by 10 min
FakeDeath
Profile Joined January 2011
Malaysia6060 Posts
May 05 2012 17:27 GMT
#1905
On May 06 2012 02:19 Debian wrote:
Show nested quote +
On May 06 2012 02:14 FakeDeath wrote:
On May 06 2012 02:10 Debian wrote:
If anything this will force more Terrans to do 12-14 2 rax expand and FORCE lings so they can be even. I am learning that right now and it's definitely not the easily build to do, it is extremely fragile. If you do 1 think wrong a ling/bane counter can straight up kill you.


You are wrong.1 Rax FE will be more popular if this change goes through.
12/14 rax is easily denied if zergs pull couple of drones and build the magic number of 8 lings to stop 2 rax.
Then you are behind.

But hellions opening will still be viable since they are needed to control creep spread,grant map control, scout,
deny third base.


The thing with that build is that you're forcing lings and trying to do as much damage as you can and expanding behind it. You aren't trying to kill them.

I can still see why people might like 1 rax fe better though. IDK if that'd always work though. You need to get some sort of damage done, if you don't then the zerg will run you over. How would you accomplish that?


12/14 rax really depends on location(proxy,forward rax) and how the greedy the zerg is(late pool taking gas before pool 15/17gas/16pool) and how commited you are(pulling SCVs).

Like what you said 12/14 rax must do damage to be even in economy.
But most zergs know how to handle 2 rax pretty well already and if they can immediately denied your 2 rax push with lings + drones. You will be behind.

But its good on certain maps like Entombed Valley and Shakuras Plateau(triple bunker block).
Play your best
FabledIntegral
Profile Blog Joined November 2008
United States9232 Posts
Last Edited: 2012-05-05 17:32:49
May 05 2012 17:29 GMT
#1906
On May 06 2012 00:16 teamhozac wrote:
Show nested quote +
On May 06 2012 00:11 mrGRAPE wrote:
Well someone's REALLY angry about Zerg buffs. lol


Im more angry at the retards actually advocating these buffs, and speaking of pros, fabledintegral and jinro are both in this thread saying how ridiculous these buffs are.... yep.. oh, and... IM GOING TO TIE YOU TO THE RADIATOR AND GRAPE YOU IN THE MOUTH


Haha I'm no pro. . Jinro is far better than me.


On May 06 2012 02:27 FakeDeath wrote:
Show nested quote +
On May 06 2012 02:19 Debian wrote:
On May 06 2012 02:14 FakeDeath wrote:
On May 06 2012 02:10 Debian wrote:
If anything this will force more Terrans to do 12-14 2 rax expand and FORCE lings so they can be even. I am learning that right now and it's definitely not the easily build to do, it is extremely fragile. If you do 1 think wrong a ling/bane counter can straight up kill you.


You are wrong.1 Rax FE will be more popular if this change goes through.
12/14 rax is easily denied if zergs pull couple of drones and build the magic number of 8 lings to stop 2 rax.
Then you are behind.

But hellions opening will still be viable since they are needed to control creep spread,grant map control, scout,
deny third base.


The thing with that build is that you're forcing lings and trying to do as much damage as you can and expanding behind it. You aren't trying to kill them.

I can still see why people might like 1 rax fe better though. IDK if that'd always work though. You need to get some sort of damage done, if you don't then the zerg will run you over. How would you accomplish that?


12/14 rax really depends on location(proxy,forward rax) and how the greedy the zerg is(late pool taking gas before pool 15/17gas/16pool) and how commited you are(pulling SCVs).

Like what you said 12/14 rax must do damage to be even in economy.
But most zergs know how to handle 2 rax pretty well already and if they can immediately denied your 2 rax push with lings + drones. You will be behind.

But its good on certain maps like Entombed Valley and Shakuras Plateau(triple bunker block).



Depends how you view it. I don't think you require to do damage with 12/14 rax. In fact, the Zerg can drone less as a result when compared to a reactor hellion opening, and the expansion comes out around the same time. Why do you think you have to do damage? I use 2rax all the time.

The main reason I believe it's not used as much is that if the Zerg opted for a speedling build, you lose map control with a 2rax, meaning that the Zerg can spread creep easier. Economy is the same, the transition is different. You have a very odd image of always having to do damage. I'd say a Zerg is significantly more ahead in economy vs a reaper opening than anything, vs that you can build 2 lings and go pure drones and just defend with queens.
Bellazuk
Profile Joined December 2011
Canada146 Posts
May 05 2012 17:40 GMT
#1907
It's funny how much a Terran master can be master without any knowledge of end game .... seems 15minutes games are long enough for them to reach masters. Terran who think you need to do early damage to zerg are just bad players.You can easily go CC 1st as Terran and be safe, Helion are there to deny scout, deny creep, queen is so slow off creep so your helions will be able to get away quite easily and deny 3rd for quite long time while you terran players are pretty safe at home and while you can prepare any timing push that most likely the zerg wont be able to scout. It's sad people don't see the balance changes as change to affect high level of play. Terran race is still dominating the scene over and over, and all i read evrywhere is Terran crying over small buffs other races would get why ? People they still wanna put less effort in playing the game and be able to beat better opponents by doing lame stuff. I've seen many players dealing quite easily vs t3 units , how come ? Because they started playing macro and once their games lasted more than 15minutes, they were able to adapt to t3, all qqers never got a game over 20minute to get to the league theya re atm, quite sad because zerg player to even get out of diamond, they need to face thru million of cheeses and even if they survive an all-in they cant finish the game b4 20-25min mark because if they overextend they may get throw the game away. Got I miss BW
“The only thing standing between you and your goal is the bullshit story you keep telling yourself as to why you can't achieve it.”
FakeDeath
Profile Joined January 2011
Malaysia6060 Posts
May 05 2012 17:40 GMT
#1908
On May 06 2012 02:29 FabledIntegral wrote:
Show nested quote +
On May 06 2012 00:16 teamhozac wrote:
On May 06 2012 00:11 mrGRAPE wrote:
Well someone's REALLY angry about Zerg buffs. lol


Im more angry at the retards actually advocating these buffs, and speaking of pros, fabledintegral and jinro are both in this thread saying how ridiculous these buffs are.... yep.. oh, and... IM GOING TO TIE YOU TO THE RADIATOR AND GRAPE YOU IN THE MOUTH


Haha I'm no pro. . Jinro is far better than me.


Show nested quote +
On May 06 2012 02:27 FakeDeath wrote:
On May 06 2012 02:19 Debian wrote:
On May 06 2012 02:14 FakeDeath wrote:
On May 06 2012 02:10 Debian wrote:
If anything this will force more Terrans to do 12-14 2 rax expand and FORCE lings so they can be even. I am learning that right now and it's definitely not the easily build to do, it is extremely fragile. If you do 1 think wrong a ling/bane counter can straight up kill you.


You are wrong.1 Rax FE will be more popular if this change goes through.
12/14 rax is easily denied if zergs pull couple of drones and build the magic number of 8 lings to stop 2 rax.
Then you are behind.

But hellions opening will still be viable since they are needed to control creep spread,grant map control, scout,
deny third base.


The thing with that build is that you're forcing lings and trying to do as much damage as you can and expanding behind it. You aren't trying to kill them.

I can still see why people might like 1 rax fe better though. IDK if that'd always work though. You need to get some sort of damage done, if you don't then the zerg will run you over. How would you accomplish that?


12/14 rax really depends on location(proxy,forward rax) and how the greedy the zerg is(late pool taking gas before pool 15/17gas/16pool) and how commited you are(pulling SCVs).

Like what you said 12/14 rax must do damage to be even in economy.
But most zergs know how to handle 2 rax pretty well already and if they can immediately denied your 2 rax push with lings + drones. You will be behind.

But its good on certain maps like Entombed Valley and Shakuras Plateau(triple bunker block).



Depends how you view it. I don't think you require to do damage with 12/14 rax. In fact, the Zerg can drone less as a result when compared to a reactor hellion opening, and the expansion comes out around the same time. Why do you think you have to do damage? I use 2rax all the time.

The main reason I believe it's not used as much is that if the Zerg opted for a speedling build, you lose map control with a 2rax, meaning that the Zerg can spread creep easier. Economy is the same, the transition is different. You have a very odd image of always having to do damage. I'd say a Zerg is significantly more ahead in economy vs a reaper opening than anything, vs that you can build 2 lings and go pure drones and just defend with queens.


Well i view in it the sense because everybody that so far go for 2 rax must do damage or at least put on some pressure.
I will be happy that if you can show me some replay where 2 rax dun have to do damage.
I prefer 1 Rax FE over 2 rax because i feel that going 2 rax will put me behind in terms of economy if i dun apply enough pressure or damage.
Play your best
FabledIntegral
Profile Blog Joined November 2008
United States9232 Posts
May 05 2012 18:09 GMT
#1909
On May 06 2012 02:40 FakeDeath wrote:
Show nested quote +
On May 06 2012 02:29 FabledIntegral wrote:
On May 06 2012 00:16 teamhozac wrote:
On May 06 2012 00:11 mrGRAPE wrote:
Well someone's REALLY angry about Zerg buffs. lol


Im more angry at the retards actually advocating these buffs, and speaking of pros, fabledintegral and jinro are both in this thread saying how ridiculous these buffs are.... yep.. oh, and... IM GOING TO TIE YOU TO THE RADIATOR AND GRAPE YOU IN THE MOUTH


Haha I'm no pro. . Jinro is far better than me.


On May 06 2012 02:27 FakeDeath wrote:
On May 06 2012 02:19 Debian wrote:
On May 06 2012 02:14 FakeDeath wrote:
On May 06 2012 02:10 Debian wrote:
If anything this will force more Terrans to do 12-14 2 rax expand and FORCE lings so they can be even. I am learning that right now and it's definitely not the easily build to do, it is extremely fragile. If you do 1 think wrong a ling/bane counter can straight up kill you.


You are wrong.1 Rax FE will be more popular if this change goes through.
12/14 rax is easily denied if zergs pull couple of drones and build the magic number of 8 lings to stop 2 rax.
Then you are behind.

But hellions opening will still be viable since they are needed to control creep spread,grant map control, scout,
deny third base.


The thing with that build is that you're forcing lings and trying to do as much damage as you can and expanding behind it. You aren't trying to kill them.

I can still see why people might like 1 rax fe better though. IDK if that'd always work though. You need to get some sort of damage done, if you don't then the zerg will run you over. How would you accomplish that?


12/14 rax really depends on location(proxy,forward rax) and how the greedy the zerg is(late pool taking gas before pool 15/17gas/16pool) and how commited you are(pulling SCVs).

Like what you said 12/14 rax must do damage to be even in economy.
But most zergs know how to handle 2 rax pretty well already and if they can immediately denied your 2 rax push with lings + drones. You will be behind.

But its good on certain maps like Entombed Valley and Shakuras Plateau(triple bunker block).



Depends how you view it. I don't think you require to do damage with 12/14 rax. In fact, the Zerg can drone less as a result when compared to a reactor hellion opening, and the expansion comes out around the same time. Why do you think you have to do damage? I use 2rax all the time.

The main reason I believe it's not used as much is that if the Zerg opted for a speedling build, you lose map control with a 2rax, meaning that the Zerg can spread creep easier. Economy is the same, the transition is different. You have a very odd image of always having to do damage. I'd say a Zerg is significantly more ahead in economy vs a reaper opening than anything, vs that you can build 2 lings and go pure drones and just defend with queens.


Well i view in it the sense because everybody that so far go for 2 rax must do damage or at least put on some pressure.
I will be happy that if you can show me some replay where 2 rax dun have to do damage.
I prefer 1 Rax FE over 2 rax because i feel that going 2 rax will put me behind in terms of economy if i dun apply enough pressure or damage.


Well yes, you have to apply enough pressure. As in forcing lings. But no, you don't actually have to kill the drones. Just make them get pulled maybe vs the bunkers, and have lings stream out. If anything, if they know it's 1rax FE, 1rax FE puts you behind economically relative to 2rax because the Zerg can pop out a ton of drones sooner without worrying about having to build lings. Usually you only see 1 rax expo if you're going to follow it up with reactor hellions and then possibly take a quick third (that's how you get ahead economically). And I say that VERY loosely, as there's a billion followups of course and I'm not even suggesting that is the best, that's just what I've seen.
archonOOid
Profile Blog Joined March 2011
1983 Posts
May 05 2012 18:56 GMT
#1910
Just saw MMA do an maruader/hellion/scv allin in the iron squid tournament, the increased ranged attack will help zergs to keep the queens alive longer in those kind of battles.
I'm Quotable (IQ)
FabledIntegral
Profile Blog Joined November 2008
United States9232 Posts
May 05 2012 18:58 GMT
#1911
On May 06 2012 03:56 archonOOid wrote:
Just saw MMA do an maruader/hellion/scv allin in the iron squid tournament, the increased ranged attack will help zergs to keep the queens alive longer in those kind of battles.


It's an allin that's held nearly 50% of the time, and will be held if Zerg scouts it usually. I don't see an issue with that build TOO much, tbh.
DrPhilOfdOOm
Profile Joined July 2011
Sweden353 Posts
May 05 2012 19:00 GMT
#1912
The 5queen range wont make any diffrence at all with allins like MMA just did. Only the 50energy queen would.
drbrown
Profile Joined March 2012
Sweden442 Posts
May 05 2012 19:01 GMT
#1913
Queen change is nice, now they cant be kited by hellions and marines
I'm probably being ironic
Big J
Profile Joined March 2011
Austria16289 Posts
May 05 2012 19:11 GMT
#1914
On May 06 2012 03:58 FabledIntegral wrote:
Show nested quote +
On May 06 2012 03:56 archonOOid wrote:
Just saw MMA do an maruader/hellion/scv allin in the iron squid tournament, the increased ranged attack will help zergs to keep the queens alive longer in those kind of battles.


It's an allin that's held nearly 50% of the time, and will be held if Zerg scouts it usually. I don't see an issue with that build TOO much, tbh.


well, if it was really 50% winrate, I would have a huge problem with it. If a single build has 50% winrate, then there is no reason to not ever play it, unless you have a build that is better.
But I don't think this particular build is that strong
FabledIntegral
Profile Blog Joined November 2008
United States9232 Posts
Last Edited: 2012-05-05 19:28:34
May 05 2012 19:27 GMT
#1915
On May 06 2012 04:01 drbrown wrote:
Queen change is nice, now they cant be kited by hellions and marines


Which is massive change in the wrong direction T_T.


On May 06 2012 04:11 Big J wrote:
Show nested quote +
On May 06 2012 03:58 FabledIntegral wrote:
On May 06 2012 03:56 archonOOid wrote:
Just saw MMA do an maruader/hellion/scv allin in the iron squid tournament, the increased ranged attack will help zergs to keep the queens alive longer in those kind of battles.


It's an allin that's held nearly 50% of the time, and will be held if Zerg scouts it usually. I don't see an issue with that build TOO much, tbh.


well, if it was really 50% winrate, I would have a huge problem with it. If a single build has 50% winrate, then there is no reason to not ever play it, unless you have a build that is better.
But I don't think this particular build is that strong


That makes no sense, and obviously 50% was an estimate, I could be very off. Could you care to elaborate? The build relies on not being scouted to work, unless you're on a map like Metalopolis with a wide open nat, where it's strong regardless.
DooMDash
Profile Joined May 2010
United States1015 Posts
Last Edited: 2012-05-05 19:31:44
May 05 2012 19:31 GMT
#1916
The queen range buff must be an april fools joke, just really late.

I think this is the worst purposed changed Blizzard has ever done ( that I recall ).
S1 3500+ Master T. S2 1600+ Master T.
FabledIntegral
Profile Blog Joined November 2008
United States9232 Posts
May 05 2012 19:32 GMT
#1917
If Blizz really wants to make Zerg better vs allins, then just lower the build time of spine crawlers, pfft.
convention
Profile Joined October 2011
United States622 Posts
May 05 2012 19:33 GMT
#1918
On May 06 2012 04:27 FabledIntegral wrote:
Show nested quote +
On May 06 2012 04:01 drbrown wrote:
Queen change is nice, now they cant be kited by hellions and marines


Which is massive change in the wrong direction T_T.


Show nested quote +
On May 06 2012 04:11 Big J wrote:
On May 06 2012 03:58 FabledIntegral wrote:
On May 06 2012 03:56 archonOOid wrote:
Just saw MMA do an maruader/hellion/scv allin in the iron squid tournament, the increased ranged attack will help zergs to keep the queens alive longer in those kind of battles.


It's an allin that's held nearly 50% of the time, and will be held if Zerg scouts it usually. I don't see an issue with that build TOO much, tbh.


well, if it was really 50% winrate, I would have a huge problem with it. If a single build has 50% winrate, then there is no reason to not ever play it, unless you have a build that is better.
But I don't think this particular build is that strong


That makes no sense, and obviously 50% was an estimate, I could be very off. Could you care to elaborate? The build relies on not being scouted to work, unless you're on a map like Metalopolis with a wide open nat, where it's strong regardless.


If an all-in has only a 50% win rate when it is unscouted, then no one would ever do it.
Xapti
Profile Joined April 2010
Canada2473 Posts
Last Edited: 2012-05-05 19:39:10
May 05 2012 19:34 GMT
#1919
On May 06 2012 04:33 convention wrote:
If an all-in has only a 50% win rate when it is unscouted, then no one would ever do it.

No. All-in builds are useful because they give lower skill level players a higher chance of winning. Their chances of winning could be down around 10-40% without doing an all-in tactic.
That said, it is probably somewhat higher than 50% though. Thing is, there are so many variables when dealing with percentages — the map, the specific all-in, when it's noticed, how good the player is at the all-in, how good the players are in general, etc.. It's pretty much impossible to just take the "average" of all of those values

On May 04 2012 20:42 teamhozac wrote:
Show nested quote +
On May 04 2012 15:52 Wes-Palladini wrote:
On May 03 2012 09:01 Jumbled wrote:
On May 03 2012 08:57 Toppp wrote:
Pretty sad that they arent in touch with terrans current place.. I feel like they just took those complaints straight from the Battle.net forums.. 50 energy starting queen isn't taking into account late game creep spread which will be godlike and all queens will have a massive useless pileup of energy that will be spent mostly on pure creep tumors, which in return will have everyones creeps pread looking like seals..

In most games, creep spread actually tends to peak around the late midgame. Beyond that, P and T have enough detection and damage wandering around that it becomes hard for Zergs to push the creep out further unless they're really dominating.


Agree, adding more starting energy to get an earlier creep tumor is going to do very little for zerg in ZvT. The first 2 hellions will just kill it like usual.

Increasing overlord speed is a good idea or please just fix Korhal Compound. As it is right now Terran can get 2 marines out to kill the first overlord before it makes it safely behind the enemies natural.

I still think Thors are OP. Too easy for Terran to pump them off of 2 bases, A attack into any zerg composition and just stomp. Please reduce contaminate cost on overseers so at least zerg has a chance to delay thors from coming out. I cant remember the last time I even saw a pro use contaminate.


Thor OP? lol youve got to be kidding right?
I would actually agree that they are overpowered. You just need to understand what overpowered is, or at least the definition of the person saying it. Thors can be countered at high level play in a fashion that makes them nothing special, but that dosen't instantly mean that they aren't overpowered. Thors can be very hard to counter at lower levels if the opponent just masses them, generally with some hellion support or even tank support, and gets 2-2 or 3-3 upgrades. I've seen this strategy used effectively at masters level, or even professional play. I'm not saying it can't be countered, but it's not simple (unless they clump all the thors into a little ball).
"Then he told me to tell you that he wouldn't piss on you if you were on fire" — "Well, you tell him that I said that I wouldn't piss on him if he was on Jeopardy!"
blade55555
Profile Blog Joined March 2009
United States17423 Posts
May 05 2012 19:34 GMT
#1920
On May 06 2012 04:32 FabledIntegral wrote:
If Blizz really wants to make Zerg better vs allins, then just lower the build time of spine crawlers, pfft.


Yeah I would rather faster spine crawler build time then the queen range increase .
When I think of something else, something will go here
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