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Call to Action: Balance Testing (live custom map) - Page 99

Forum Index > SC2 General
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memcpy
Profile Blog Joined April 2010
United States459 Posts
Last Edited: 2012-05-06 04:59:49
May 06 2012 04:59 GMT
#1961
Tested out the queen range. It's a more subtle buff than previous energy change, which is good. Zerg doesn't need a huge buff early game but this seems like a nice little bonus against early marine and hellion pressure/containment.
Reborn8u
Profile Blog Joined January 2010
United States1761 Posts
May 06 2012 05:00 GMT
#1962
On May 06 2012 13:48 RaiZ wrote:
No, protoss are placed higer in the ladder, thus you don't see a gold or lower protoss because of how easy this race is.


I'm so tired of people talking down to protoss, as being easy. I see better caster control out of gold protoss players than some top zerg players. MOST games I see of high level zerg play, they loose infestors (lots of them) due strictly to carelessness. They have every chance to escape after they are out of energy, or burrow move away and they JUST DON'T BOTHER TO!

If you compare the macro of the races they are pretty equal. Zerg has to spread creep and inject, protoss has to crono specific buildings and move his screen to produce units (just like inject) and protoss has to place every unit he warps. There are also ways to simply push button combos and inject everything without even having to pay attention to the screen.

As a protoss player I will be the first to say that most protoss players I come across (even when I off race and on various streams) are pretty damn cheesy. Lots of all ins and dt/cannon nonsense. But the myth that protoss is just easier to play than the other races is just not true. It's just easy to spend your money as protoss because the units and tech are very expensive. So I guess in that sense it is a little easier. But just saying the race itself is "easy" is a total myth and needs to die.
:)
corpuscle
Profile Blog Joined April 2011
United States1967 Posts
Last Edited: 2012-05-06 05:05:47
May 06 2012 05:02 GMT
#1963
On May 06 2012 12:57 Jehct wrote:
See how he said something stupid to respond to your stupid analogy? Yeah, don't say stupid things.

Queen range change seems like a nice fix IMO. Should tone down build order wins (proxy 2rax vs hatch first) by making the standard a little stronger against dedicated rushes, and more solid against pressures (assuming 4queen openers become standard). It also means the things that were possibilities don't change (ie. creep spread is just as fast), it's just harder to respond to it (which forces adaption - good thing!).

The reaper should really be ignored for the purposes of balancing the game - it's already been made 99.99% irrelevant intentionally. The unit just needs a redesign at this point. They can balance around the HotS variant (with health regen and such) later.

The most interesting thing about the new fix is that it doesn't really remove real strategies. You can still micro around 5 range queens so 2rax shouldn't completely die, getting bunkers up will just be harder, as maybe it should be. Ling/baneling attacks will still be super effective, queens will just be better at focusing down banelings. Mass hellion builds will still kill players that don't scout it or sim (or make many queens). Build order wins should go down and scouting ability should go up, giving good players more room to be good.

Seems solid.


First off, proxy 2rax vs hatch first is not a "build order win." The only time it's a "build order win" is when Zerg is greedy and delays their pool until 17 or 18. You can hold 11/11 proxy just fine with hatch first. Is it hard? Yes. Is it something that Zergs lose to? Yes. Is it something that Zergs lose to most of the time Terran does it (which is what would make it imbalanced)? Absolutely not, it's barely even used anymore because Zergs are so good at holding it.

Second, creep spread will arguably be faster ZvT now. It will no longer be possible to kill creep tumors without taking damage (a queen can just sit on top of the tumor), which makes it a really hard decision whether you dart in and try to pick it off or not. Especially if there's 2-3 queens at the edge of the ramp (which a lot of Zergs do), it may become downright impossible to deny creep tumors consistently, since Terrans rely on being able to micro against the queen to kill tumors. It's a pretty big change in the matchup dynamic if Zergs can spread creep better, or Terrans are forced to sac hellions to deny.

I agree that reapers weren't great to begin with, but it just sucks to see them get nerfed more, that's all. I think the only viable reaper build is going to be bunker cheese now, though.

I just think Zerg doesn't particularly need help with queens, they're already a great defensive unit. The early aggression that they've supposedly been struggling with will be a lot easier to deal with because of the new overlord speed. I just don't think Zerg needs two buffs to their early defense abilities at the same time, it'd be better to just be more patient and see how the overlord change affects things.

I'm so tired of people talking down to protoss, as being easy. I see better caster control out of gold protoss players than some top zerg players. MOST games I see of high level zerg play, they loose infestors (lots of them) due strictly to carelessness. They have every chance to escape after they are out of energy, or burrow move away and they JUST DON'T BOTHER TO!


I think people call Protoss easy because they feel like Protoss don't have to micro/multitask as intensely as Terran and don't require as much "busywork APM" as Zerg (creep spread, constantly having to macro rather than having it work in neat cycles, etc.)

edit: for the record, I disagree with them, that's just what I think people generally say.
From the void I am born into wave and particle
IMoperator
Profile Joined October 2011
4476 Posts
May 06 2012 05:10 GMT
#1964
I do not understand the queen change at all. Zergs weren't really having a problem with hellion harass, were they? Doesn't this just completely trash the reactor hellion opener? Queens were pretty good defense vs. hellions in the first place, why would blizz make them even better?

Also, they still do nothing about brood/infestor or TvP lategame. Really sad.
corpuscle
Profile Blog Joined April 2011
United States1967 Posts
May 06 2012 05:14 GMT
#1965
On May 06 2012 14:10 IMoperator wrote:
I do not understand the queen change at all. Zergs weren't really having a problem with hellion harass, were they? Doesn't this just completely trash the reactor hellion opener? Queens were pretty good defense vs. hellions in the first place, why would blizz make them even better?

Also, they still do nothing about brood/infestor or TvP lategame. Really sad.


I honestly can't shake the feeling that the queen change is a bit of a nod to the lower leagues. I rarely do it unless their defense is really thin, but if I decide to run in and sac hellions, I can nearly always kill 10-15 drones, and I'm in Diamond league. Hellion defense is way harder than pro players make it look, I've ended games with my initial 4 hellions plenty of times, which you never see in pro play.

That said, if they are buffing queens because of lower leagues... come on, Blizzard.
From the void I am born into wave and particle
imanoobcs
Profile Joined January 2012
184 Posts
May 06 2012 05:18 GMT
#1966
On May 06 2012 13:59 memcpy wrote:
Tested out the queen range. It's a more subtle buff than previous energy change, which is good. Zerg doesn't need a huge buff early game but this seems like a nice little bonus against early marine and hellion pressure/containment.


I disagree and feel that zerg does need an early game buff. They are very vulnerable to all in unless they spend money thats not needed to defend. A toss or terran can wall in with buildings they need anyways. Zerg has to make extra queens that arent very useful after they stop the push. Sure they can spread creep, but after they are out of energy, they just sit there until you expo again. And the fact that they cost 150 minerals, is a big hit in the early game to defend early pressure that the other race is going to build regardless. Something needs to be done, Im not an expert so I dont know what needs to be done. I would feel ok with either the queen range buff or the energy buff. I have a feeling zerg will not be getting either. The speed upgrade is a joke. Terran can build a barracks and fly it across the map before zerg initial overlord can make it across. Speed should have been upped to .75 or better. Or see how long it take for terran to get 2 marines out, and that time should be the time it takes for an overlord to get to the terran base. That way terran can still shoot it down in their base, but they wont have the power to run 1 marine out to the middle of the map and hunt overlords as they scramble to get around.
IMoperator
Profile Joined October 2011
4476 Posts
Last Edited: 2012-05-06 05:21:15
May 06 2012 05:20 GMT
#1967
On May 06 2012 14:14 corpuscle wrote:
Show nested quote +
On May 06 2012 14:10 IMoperator wrote:
I do not understand the queen change at all. Zergs weren't really having a problem with hellion harass, were they? Doesn't this just completely trash the reactor hellion opener? Queens were pretty good defense vs. hellions in the first place, why would blizz make them even better?

Also, they still do nothing about brood/infestor or TvP lategame. Really sad.


I honestly can't shake the feeling that the queen change is a bit of a nod to the lower leagues. I rarely do it unless their defense is really thin, but if I decide to run in and sac hellions, I can nearly always kill 10-15 drones, and I'm in Diamond league. Hellion defense is way harder than pro players make it look, I've ended games with my initial 4 hellions plenty of times, which you never see in pro play.

That said, if they are buffing queens because of lower leagues... come on, Blizzard.

Well, I was still winning games with reactor hellion up until diamond, but around the mid/high diamond range players figure out how to stop them pretty easily. I'm a masters player and I know that many other terrans at my level struggle lategame vs. both races, but they refuse to fix that for some reason but then they turn around and help out lower level zerg/toss players? Really inconsistent by blizzard.
corpuscle
Profile Blog Joined April 2011
United States1967 Posts
Last Edited: 2012-05-06 05:38:41
May 06 2012 05:34 GMT
#1968
On May 06 2012 14:18 imanoobcs wrote:
Show nested quote +
On May 06 2012 13:59 memcpy wrote:
Tested out the queen range. It's a more subtle buff than previous energy change, which is good. Zerg doesn't need a huge buff early game but this seems like a nice little bonus against early marine and hellion pressure/containment.


I disagree and feel that zerg does need an early game buff. They are very vulnerable to all in unless they spend money thats not needed to defend. A toss or terran can wall in with buildings they need anyways. Zerg has to make extra queens that arent very useful after they stop the push. Sure they can spread creep, but after they are out of energy, they just sit there until you expo again. And the fact that they cost 150 minerals, is a big hit in the early game to defend early pressure that the other race is going to build regardless. Something needs to be done, Im not an expert so I dont know what needs to be done. I would feel ok with either the queen range buff or the energy buff. I have a feeling zerg will not be getting either. The speed upgrade is a joke. Terran can build a barracks and fly it across the map before zerg initial overlord can make it across. Speed should have been upped to .75 or better. Or see how long it take for terran to get 2 marines out, and that time should be the time it takes for an overlord to get to the terran base. That way terran can still shoot it down in their base, but they wont have the power to run 1 marine out to the middle of the map and hunt overlords as they scramble to get around.


Zerg is vulnerable to early aggression because of how the race is designed. Your entire goal as Zerg is to figure out what your opponent's doing and make just the right amount of stuff to survive unscathed. If they're too strong defensively early game, they can just drone like mad and would be overpowered as shit.

I also don't understand why you think queens are useless; they spread creep, which is an absolutely huge deal, they don't cost larva, and they're incredibly strong for their cost as a defensive unit against nearly everything Terran and Protosses have. Yeah, 150 minerals is a lot of money, but they're cost-effective against literally every Terran and Protoss unit on creep, even pre-buff.

Also, you're showing your utter lack of knowledge with the "terran can build a barracks and float it across the map before the initial overlord can make it across." On close air Metalopolis, an overlord gets to the Terran base at 1:15 if it's close-air. On Antiga, it's about 1:45. On Shakuras, it's something like 2:15. TDA is ~2:45, I think. You can get to the sweet spot over the natural on Cloud Kingdom before the initial marines can kill the overlord unless the terran proxies and lifts the barracks a la Mvp. A barracks finishes at around 3 minutes into the game if you go 12rax, iirc, so 2 marines are out at 4 minutes.

Basically, you're full of shit.

Well, I was still winning games with reactor hellion up until diamond, but around the mid/high diamond range players figure out how to stop them pretty easily. I'm a masters player and I know that many other terrans at my level struggle lategame vs. both races, but they refuse to fix that for some reason but then they turn around and help out lower level zerg/toss players? Really inconsistent by blizzard.


They've essentially acknowledged that they intended for Terran to be worse late-game if they don't exit the midgame with an advantage. It's shitty design, not imbalance.
From the void I am born into wave and particle
Ziggitz
Profile Joined September 2010
United States340 Posts
May 06 2012 05:39 GMT
#1969
On May 06 2012 14:20 IMoperator wrote:
Show nested quote +
On May 06 2012 14:14 corpuscle wrote:
On May 06 2012 14:10 IMoperator wrote:
I do not understand the queen change at all. Zergs weren't really having a problem with hellion harass, were they? Doesn't this just completely trash the reactor hellion opener? Queens were pretty good defense vs. hellions in the first place, why would blizz make them even better?

Also, they still do nothing about brood/infestor or TvP lategame. Really sad.


I honestly can't shake the feeling that the queen change is a bit of a nod to the lower leagues. I rarely do it unless their defense is really thin, but if I decide to run in and sac hellions, I can nearly always kill 10-15 drones, and I'm in Diamond league. Hellion defense is way harder than pro players make it look, I've ended games with my initial 4 hellions plenty of times, which you never see in pro play.

That said, if they are buffing queens because of lower leagues... come on, Blizzard.

Well, I was still winning games with reactor hellion up until diamond, but around the mid/high diamond range players figure out how to stop them pretty easily. I'm a masters player and I know that many other terrans at my level struggle lategame vs. both races, but they refuse to fix that for some reason but then they turn around and help out lower level zerg/toss players? Really inconsistent by blizzard.


Have you considered the incredibly obvious proposition that if you are having trouble in both non mirror match ups you might be hitting your skill ceiling and be well matched against your opponents?
corpuscle
Profile Blog Joined April 2011
United States1967 Posts
May 06 2012 05:44 GMT
#1970
On May 06 2012 14:39 Ziggitz wrote:
Show nested quote +
On May 06 2012 14:20 IMoperator wrote:
On May 06 2012 14:14 corpuscle wrote:
On May 06 2012 14:10 IMoperator wrote:
I do not understand the queen change at all. Zergs weren't really having a problem with hellion harass, were they? Doesn't this just completely trash the reactor hellion opener? Queens were pretty good defense vs. hellions in the first place, why would blizz make them even better?

Also, they still do nothing about brood/infestor or TvP lategame. Really sad.


I honestly can't shake the feeling that the queen change is a bit of a nod to the lower leagues. I rarely do it unless their defense is really thin, but if I decide to run in and sac hellions, I can nearly always kill 10-15 drones, and I'm in Diamond league. Hellion defense is way harder than pro players make it look, I've ended games with my initial 4 hellions plenty of times, which you never see in pro play.

That said, if they are buffing queens because of lower leagues... come on, Blizzard.

Well, I was still winning games with reactor hellion up until diamond, but around the mid/high diamond range players figure out how to stop them pretty easily. I'm a masters player and I know that many other terrans at my level struggle lategame vs. both races, but they refuse to fix that for some reason but then they turn around and help out lower level zerg/toss players? Really inconsistent by blizzard.


Have you considered the incredibly obvious proposition that if you are having trouble in both non mirror match ups you might be hitting your skill ceiling and be well matched against your opponents?


Most Terrans have a lot of trouble lategame if they aren't already ahead, it's not just him. Unless you're going mech, you pretty much have to secure a midgame advantage. TvZ you obviously have to do damage or the Zerg just makes a million drones and ten bases and overwhelms you, and TvP an unmolested protoss just has too much tech/upgrades/scary AoE/better reinforcement. Blizzard has acknowledged outright acknowledged that Terrans are worse lategame TvP if they go in without an advantage, and it should be obvious from the way Zerg works that the same applies.
From the void I am born into wave and particle
TheCasualGamer
Profile Joined March 2012
New Zealand15 Posts
May 06 2012 06:10 GMT
#1971
Why are there so many disagrees with the observer change? I'm not saying anyone is right or wrong, just wondering about opinions.
"My name is Jang JaeHo, I play Jerg"
Charon1979
Profile Joined October 2010
Austria317 Posts
May 06 2012 06:12 GMT
#1972

They've essentially acknowledged that they intended for Terran to be worse late-game if they don't exit the midgame with an advantage. It's shitty design, not imbalance.


There is a huge difference between "exit the midgame with an advantage" and "win in the earlygame using 4 units"

No one is saying you should win against all-ins and cheese every time. Its "ok" to lose against an all-in. But zergies lose to the first units of a "pressure build".
Its ok to be forced to build units. Its not ok to be "overprepared" (3 queens, 2 spines, 2 evo and roachwarren against 4 hellions) and nonetheless lose 20+ drones because your queen blocking the ramp was a little bit to far left.
Its not ok that Zerg has to oracle what terra is gonna do after his hellions.
Initial overlord gets shot, scouting the ramp is prevented by hellions in front of your base, xel naga towers are denied by hellions in front of your base, a 3rd is denied by hellions in front of your base, creep is denied by hellions in front of your base. And now you guess if terra double expanded, marauder, hellion scv all-ins you, tank push is coming, more hellions on the way, cloaked banshees are coming,...

Thats like "Hey I got 4 banelings in front of your base! You are not allowed to scan and expand until you build at least 3 marauders"
corpuscle
Profile Blog Joined April 2011
United States1967 Posts
May 06 2012 06:21 GMT
#1973
On May 06 2012 15:12 Charon1979 wrote:
Show nested quote +

They've essentially acknowledged that they intended for Terran to be worse late-game if they don't exit the midgame with an advantage. It's shitty design, not imbalance.


There is a huge difference between "exit the midgame with an advantage" and "win in the earlygame using 4 units"

No one is saying you should win against all-ins and cheese every time. Its "ok" to lose against an all-in. But zergies lose to the first units of a "pressure build".


They shouldn't lose outright to reactor hellion. It can happen, but it shouldn't. I can lose the game if I fuck up and don't see a roach/ling allin coming because I only saw one roach before pulling back with my hellions; there's always going to be some degree of volatility, which nobody likes, but it would take a huge overhaul to reduce the volatility in SC2, and I'm not sure it's even possible with the game engine (BW was less volatile but arguably a lot of that had to do with the way units moved and such... not a conversation for this thread, though).

Its ok to be forced to build units. Its not ok to be "overprepared" (3 queens, 2 spines, 2 evo and roachwarren against 4 hellions) and nonetheless lose 20+ drones because your queen blocking the ramp was a little bit to far left.


If you lose 20 drones to 4 hellions when you have 3 queens, 2 spines, and 2 evo chambers, you fucked up. If you also have a roach warren and you still lost, you're outright bad. It's not the Terran player's fault that 95% of Zergs try to run away with their drones and line them all up, you need to split your drones and let a couple die while your roaches/queens clean up, you'll never outrun them. Blizzard shouldn't balance the game around people who can't split their drones and be in proper position with their queens.

Its not ok that Zerg has to oracle what terra is gonna do after his hellions.


Overlord speed helps tremendously with that. I agree that Terran has too good scouting denial until lair tech is out, which is why I support the OL speed change. You can get much more info by saccing your OL now, and if you do a scout at around ~6 minutes, you're going to see whether they're going banshees, expand into bio followup, marauder/hellion allin, etc. without marines being able to deny the scout as easily. 90% of maps have places you can safely hide an overlord to suicide later, and if the map doesn't allow that, I'd say that's an issue with map design, not game design.

Thats like "Hey I got 4 banelings in front of your base! You are not allowed to scan and expand until you build at least 3 marauders"


If supply depots could fly, this would be a valid argument. Sadly, they cannot. Overlords are pretty good, and they're getting buffed.
From the void I am born into wave and particle
Archeon
Profile Joined May 2011
3253 Posts
Last Edited: 2012-05-06 06:39:28
May 06 2012 06:25 GMT
#1974
On May 06 2012 14:02 corpuscle wrote:

First off, proxy 2rax vs hatch first is not a "build order win." The only time it's a "build order win" is when Zerg is greedy and delays their pool until 17 or 18. You can hold 11/11 proxy just fine with hatch first. Is it hard? Yes. Is it something that Zergs lose to? Yes. Is it something that Zergs lose to most of the time Terran does it (which is what would make it imbalanced)? Absolutely not, it's barely even used anymore because Zergs are so good at holding it.

Second, creep spread will arguably be faster ZvT now. It will no longer be possible to kill creep tumors without taking damage (a queen can just sit on top of the tumor), which makes it a really hard decision whether you dart in and try to pick it off or not. Especially if there's 2-3 queens at the edge of the ramp (which a lot of Zergs do), it may become downright impossible to deny creep tumors consistently, since Terrans rely on being able to micro against the queen to kill tumors. It's a pretty big change in the matchup dynamic if Zergs can spread creep better, or Terrans are forced to sac hellions to deny.

I agree that reapers weren't great to begin with, but it just sucks to see them get nerfed more, that's all. I think the only viable reaper build is going to be bunker cheese now, though.

I just think Zerg doesn't particularly need help with queens, they're already a great defensive unit. The early aggression that they've supposedly been struggling with will be a lot easier to deal with because of the new overlord speed. I just don't think Zerg needs two buffs to their early defense abilities at the same time, it'd be better to just be more patient and see how the overlord change affects things.
....


early-rax-bunker rushes cost 150-250 minerals, are hard to scout and can end the game immediately. it's not half as all-in as roach-bane, which will weaken the zergs economy significantly.

i agree with the reaper problem though. it's not really useful anymore (except maybe for early scouting), but that is also due the fact that the marine outclasses him.

zergs currently arent doing well in big tournaments, and the fact that t has a stronger mid-game-eco due to complete map-control might be a part of that problem. i doubt that blizz originally intended that z and t play from the same number of bases and currently in the early-mid t has even more.

ovi-speed probably wont change the dynamic of early tvz. overlords arent used as scouts for two-rax, they are just to slow for that and i doubt that the change will be enough to change that. the first thing that comes to mind that might be decided with that is dual-reactor-hellions or banshee-all-ins.

On May 06 2012 12:33 InoyouS2 wrote:
It'd be nice to see Terran get a few small buffs to fix the imbalance (however big or small) in TvP atm. It's sad to see even the most macro-oriented player in the game (IMMvp) have to resort to cheesing a foreign Protoss player in the GSL quarter finals, those are not games I want to watch as a spectator.

Nerf bio, buff another couple of units (maybe add +damage to mechanical to thor or tank?) so that we don't see just pure bio versus a much wider range of units for the Protoss.

The zerg changes are good, zergs are struggling recently.

to be honest, i cant see marines anymore, it's the sole reason why i dont enjoy t's mus. i like t's makro-mechanics, i like their aggressive, micro oriented game, i like their soundtrack, i like mech, but marine medivac builds like 70-90% of terrans army in all three mu throughout the game, wins like 90% of their wins and it goes more or less that way since starcraft 2 was released. t has a special counter to every type of unit, but they dont build it because the marine pretty much gets the job done and every other job too. please blizz buff the tank's range or the hellion's hp or speed, but nerf the marine medivac combo, it's getting boring.

apart from that i think mvp cheesed because naniwa plays so greedy. mvp is not coinflipping, but reacting to his opponent's playstyle, which imo is a sign of good play and is supposed to be that way. if your enemy plays greedy, then that's not a sign of unbalance, but of something that has to be punished with an all-in.

@tvp lategame: currently t is clearly weaker, but that's what i thought of tvz until i saw morrow crushing 3x an infestor-bl-army from leenok without many losses. so maybe t will find out that some underused unit of them actually is pretty cool and get lategame going. or feedback is just to strong against their high-tier and therefore p will need a debuff on their late-game.
low gravity, yes-yes!
zmansman17
Profile Joined March 2011
United States2567 Posts
May 06 2012 06:28 GMT
#1975
On May 06 2012 12:33 InoyouS2 wrote:
It'd be nice to see Terran get a few small buffs to fix the imbalance (however big or small) in TvP atm. It's sad to see even the most macro-oriented player in the game (IMMvp) have to resort to cheesing a foreign Protoss player in the GSL quarter finals, those are not games I want to watch as a spectator.

Nerf bio, buff another couple of units (maybe add +damage to mechanical to thor or tank?) so that we don't see just pure bio versus a much wider range of units for the Protoss.

The zerg changes are good, zergs are struggling recently.


It would not only be nice, but also it may be needed. I guess we will have to wait for May's win % of the Terrans at the KR level after they dipped so much in April. But IMMVP, A rank 20 GM Random player knows as well as anyone that Terran's best chance versus Protoss is to all-in and garner an advantage in the early game or win outright. Clearly, he feels this way as he went for cheesy builds the whole series.
♞ - His EKG is flattening get me a defib stat! Prepped and Ready! - ♞
FataLe
Profile Joined November 2010
New Zealand4495 Posts
May 06 2012 06:33 GMT
#1976
On May 06 2012 11:01 coL.drewbie wrote:
lol still buffing p / z

Gives you an idea of T's strength since beta now doesn't it?
hi. big fan.
Charon1979
Profile Joined October 2010
Austria317 Posts
May 06 2012 06:39 GMT
#1977
You can get much more info by saccing your OL now, and if you do a scout at around ~6 minutes, you're going to see whether they're going banshees, expand into bio followup, marauder/hellion allin, etc. without marines being able to deny the scout as easily. 90% of maps have places you can safely hide an overlord to suicide later, and if the map doesn't allow that, I'd say that's an issue with map design, not game design.


Interesting. So my opponent is a complete retard who doesnt know about the highground? In nearly every game I play there is one single marine next to the highground waiting for my overlord to leave for scouting. On most maps there is ONE way to send an overlord in. And guess what, a marine is already there waiting while the tech is in the opposite corner of the base.

If you lose 20 drones to 4 hellions when you have 3 queens, 2 spines, and 2 evo chambers, you fucked up. If you also have a roach warren and you still lost, you're outright bad. It's not the Terran player's fault that 95% of Zergs try to run away with their drones and line them all up, you need to split your drones and let a couple die while your roaches/queens clean up, you'll never outrun them. Blizzard shouldn't balance the game around people who can't split their drones and be in proper position with their queens.


So, you think spending 100 gas and losing tons of mining time is a good trade of to 400 minerals? Not even considering that your assumtion "hellions cant outrun queens" is horribly wrong. There is no way a range 3 unit with 2,53 speed on creep will ever catch up to range 5 ,speed 4,25 unit. Even the roach on creep is just at 2,93.
Thats like saying "You can easily kite a stalker using a marine"
corpuscle
Profile Blog Joined April 2011
United States1967 Posts
Last Edited: 2012-05-06 06:46:58
May 06 2012 06:42 GMT
#1978
2-rax or even 1-rax bunker rush costs 150-250 minerals, meaning that if you delay your cc a slight bid, you can possibly win the game instantaneously. the use/cost is way to high and it's been around for ages, it's not like 4-gate, which is nowadays really weak and completely all-in, it's still pretty dangerous and was constantly part of the mu since gsl2, while at the same time being way less damaging for t's economy. on some maps we still see top zerg loosing to it. roach-bane is a complete all-in, if t scouts it and defends it properly z is essentially dead. yes, it's as dangerous, but it's way newer and really hurts the economy.


Proxy 11/11 requires a major SCV cut (4-5 SCVs less than normal), as well as mining time lost from throwing down proxies, and having to pull additional SCVs along with the push itself. Besides your "150-250 minerals" being off (90% of the time your 11/11 will fail if you only build one bunker), there's additional costs that aren't being considered. Even if you 12/14, you don't have minerals for an expansion until about a minute or two later than a gasless FE or reactor hellion, and that's assuming you don't even build bunkers, which obviously delay the expansion more. The idea that Terran can just 2rax and laugh their way to the bank is flat-out wrong and silly, non-Terran players seem to have this idea that bunker rushes are free because you can salvage, and that's ridiculous.

Yes, Zergs die to it, but that's not really a problem. Again, it's not like it's a build that works with overwhelming success rates, it's a huge risk and is very much possible to hold. I understand that it sucks to lose to cheesy stuff like 2rax (I used to play Zerg, I know!), but that doesn't mean it's something that needs to be fixed.

i agree with the reaper problem though. however, the main problem of the reaper imo is that it's outclassed by the marine. in theory reaper-drops could be incredibly damaging, sadly marine-drops are almost as strong while being more versatile and part of the army anyways.


They're basically just useful as scouts, and Zerg is pretty easy to scout early-game anyway with hellions and SCV's. I think they're just a poorly designed unit.

to be honest zergs currently arent doing well in big tournaments, and the fact that t has a stronger mid-game-eco might be a part of that problem. i doubt that blizz originally intended that z and t play from the same number of bases, but currently in the early-mid t has even more.


I agree that it's a little weird/problematic that Terrans can expand so easily, but I think a lot of that has to do with the map pool rather than the actual game balance. You'll note that Terrans can't really pull off the ridiculously fast 3-CC builds on maps like Daybreak, whereas it's ezpz on Antiga. Having a fast 3rd CC just for macro purposes is different, but I don't think it's necessarily imbalanced; the 550-mineral investment + the additional SCV's you're building don't really help in the midgame at all, so if the zerg scouts or sniffs it out, you can just drone extra to compensate.

i doubt that ovi-speed will change the dynamic of early tvz. overlords arent used as scouts for two-rax, they are just to slow for that and i doubt that the change will be enough to change that. the first thing that comes to mind that might be decided with that is dual-reactor-hellions, meaning that it actually weakens early mech a lot. the ovi-speed will also counter 5-6-gate blinkstalker to some extend, which is what they made it for.


I don't think OL speed is intended to counter 2-rax either (though it might help a little on maps like Metalopolis, not sure). It'll have a huge effect on builds like reactor hellion into cloaked banshee off one base, though, since you have almost no chance of killing off the OL with your paltry marine count (you're only gonna have 3-4 marines at the 6 minute mark, an OL can and will scout your whole base)

to be honest, i cant see marines anymore, it's the sole reason why i dont enjoy t's mus. i like t's makro-mechanics, i like their aggressive, micro oriented game, i like their soundtrack, i love mech, but marine medivac builds like 70-90% of terrans army in all three mu throughout the game and wins like 90% of their games and it goes more or less that way since starcraft 2 was released. t has a special counter to every type of unit, but they dont build it because the marine pretty much gets the job done and every other job too. please blizz buff the tank's range or the hellion's hp or speed, but nerf the marine medivac combo, it's getting boring.


Yeah marines are too good, but it'd take a lot of re-balancing to fix it, unfortunately. I think it was just a huge mistake from the get-go to buff them as hard as Blizzard did (I'm comparing BW marines to SC2 marines, here). I think nearly all the flaws with Terran design can be traced back to marines being so ridiculously good, they sort of have to be weak lategame because they can make the best unit in the game 4 minutes in. :/

apart from that i think mvp cheesed because naniwa plays so greedy. mvp is not coinflipping, but reacting to his opponent's playstyle, which imo is a sign of good play and is supposed to be that way.


This is tangential but yeah if you study Naniwa hard 90% of pros will be like "k I'm gonna cheese him," Mvp might not have planned to continue cheesing the whole series but it was working so well that why would you stop.

edit:

Interesting. So my opponent is a complete retard who doesnt know about the highground? In nearly every game I play there is one single marine next to the highground waiting for my overlord to leave for scouting. On most maps there is ONE way to send an overlord in. And guess what, a marine is already there waiting while the tech is in the opposite corner of the base.


The speed buff means that overlords see more before the marine kills them. Most Terran openings are really light on marines, and it takes a pretty long time for 2 marines to kill an overlord, more than enough time to scout out the whole main.

So, you think spending 100 gas and losing tons of mining time is a good trade of to 400 minerals? Not even considering that your assumtion "hellions cant outrun queens" is horribly wrong. There is no way a range 3 unit with 2,53 speed on creep will ever catch up to range 5 ,speed 4,25 unit. Even the roach on creep is just at 2,93.
Thats like saying "You can easily kite a stalker using a marine"


I don't know what part of my post made you think that I was saying queens can outrun hellions. The only time I even used the word "outrun" was to say that drones can't outrun hellions. o__O
From the void I am born into wave and particle
DooMDash
Profile Joined May 2010
United States1015 Posts
Last Edited: 2012-05-06 06:46:08
May 06 2012 06:45 GMT
#1979
Played with the new changes, just as I thought the queen range is a complete joke. This was just not needed at all. I haven't seen that many Zergs lose to any sort of real fast rushes recently, even at pro level. Even if they do the faster overlord speed alone has the potential to at least help with that. Maybe we shouldn't reward the people who are bad at scouting with such buffs. Even if this buff doesn't end up broken the mere fact that it was changed is almost insulting.

If they did change it, why 5 range instead of 4? Why such a huge leap? It seems like 4 would have been a nicer place to test the waters.
S1 3500+ Master T. S2 1600+ Master T.
sCCrooked
Profile Blog Joined April 2010
Korea (South)1306 Posts
May 06 2012 07:03 GMT
#1980
They shouldn't lose outright to reactor hellion. It can happen, but it shouldn't. I can lose the game if I fuck up and don't see a roach/ling allin coming because I only saw one roach before pulling back with my hellions


This is not a good comparison. The roach/ling or ling/bling all-ins are not what are the issue here. Its the basic first step in a macro build that's able to kill Zerg off so easily all the way up through master. A better comparison is not the first roaches, but if Zerg were somehow able to pull a reliable win % off of their first 4-6 lings.

If you lose 20 drones to 4 hellions when you have 3 queens, 2 spines, and 2 evo chambers, you fucked up. If you also have a roach warren and you still lost, you're outright bad. It's not the Terran player's fault that 95% of Zergs try to run away with their drones and line them all up, you need to split your drones and let a couple die while your roaches/queens clean up, you'll never outrun them. Blizzard shouldn't balance the game around people who can't split their drones and be in proper position with their queens.


Now this, I agree with. Losing that many drones with proper defenses being made is a little silly. If you really have that much stuff, hellions shouldn't be able to touch you unless they made a shit-ton of them or something and you didn't scout it. The thing is that hellions are so cost-effective and can often outright win games if the Z makes a single critical mistake. Z simply does not have anything that early without using an all-in type of build in which case everyone just cries "omgZsocheezy". If you prepare for hellions properly, you end up spending a lot more than T since making that reactor and factory is just preparation for later. Z do not use roaches so much vs late-game, so the trade is not even. If there were something we could upgrade in the queens or lings or anything that we actually use elsewhere in the game flow, I'm sure the complaints would just about vanish.
Enlightened in an age of anti-intellectualism and quotidian repetitiveness of asinine assumptive thinking. Best lycan guide evar --> "Fixing solo queue all pick one game at a time." ~KwarK-
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