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Patch 1.4.3.2 - Page 77

Forum Index > SC2 General
2059 CommentsPost a Reply
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Jermstuddog
Profile Blog Joined June 2010
United States2231 Posts
Last Edited: 2012-05-13 15:47:42
May 13 2012 15:46 GMT
#1521
Affluenza touches on an important point with the mention of living on a knife edge. There is an important part here that I think deserves much discussion, this knife edge has always been Zerg risking losing the game outright, and the only benefit he stands to gain is the game going on, its not like Zerg gains some sort of massive edge, he simply has to take massive risks, like going hatch first vs 2 rax so that he can maintain equal economy against the Terran. He still has to fight an uphill battle vs the cost-effectiveness or Terran units.

Anything that makes the early game portions of TvZ more of a balanced risk/reward is good IMO. Zerg risking everything for the right to play standard is idiotic, and its laughable that some people feel entitled to having this scenario.
As it turns out, marines don't actually cost any money -Jinro
Blizzaze
Profile Joined May 2012
9 Posts
May 13 2012 15:58 GMT
#1522
On May 14 2012 00:37 s3rp wrote:
If there was a reliable way to remove creep without sacrificing big chunks of your economy in the eary/midgame ( scanning ) or building a unit that serves no other purpose against Zerg if you don't Mech ( Raven ) i doubt alot of Terran would complain. Do creeptumors really need to be invisible ? I say make them visible at all time but don't limit the charges they can spread ( still remain with a CD though ) .

If you ever allow a Zerg for too long ( and its hard to limit him now ) you can a big chunk of the Map good bye. And especially with Bio attacking on creep is just suicide.


First off, if you see a pair of mules as a "big chunk of your economy", you're lacking general understanding of the game.
Mules are an option that the CC gives you, just like scans and supply are. I don't get why Terrans thinks they have this big unique economy where mules are necessary to keep up with your opponent. That's just not true. Mules have just turned out to be used as the most efficient way to spend CC energy and boost your economy and not compensate for your lack of constant SCV production.
Also, why is decent creep spread generally regarded as the apocalypse by terrans? Creep is necessary for zerg to even be able to get good engagements that are not infront of their base. It's something Zerg has to spend macro time on , while such things don't even exist for any other race.
That's like saying "Nerfing mutalisks makes killing dropships impossible, this messes up my whole midgame as zerg!"
It's not like 1 scan to kill of the end of a creep vein sets you back irreparably.
Shiori
Profile Blog Joined July 2011
3815 Posts
May 13 2012 15:59 GMT
#1523
On May 14 2012 00:46 Jermstuddog wrote:
Affluenza touches on an important point with the mention of living on a knife edge. There is an important part here that I think deserves much discussion, this knife edge has always been Zerg risking losing the game outright, and the only benefit he stands to gain is the game going on, its not like Zerg gains some sort of massive edge, he simply has to take massive risks, like going hatch first vs 2 rax so that he can maintain equal economy against the Terran. He still has to fight an uphill battle vs the cost-effectiveness or Terran units.

Anything that makes the early game portions of TvZ more of a balanced risk/reward is good IMO. Zerg risking everything for the right to play standard is idiotic, and its laughable that some people feel entitled to having this scenario.

Fast thirds are not "standard." Terran can no more take them than Protoss or Zerg without sacrificing something or playing risky. Roach busts, for example, are build order wins against 3 OC builds. If a Protoss wants to take a fast third against a Zerg, he needs to overmake Sentries. This idea that Zerg is constantly vulnerable is, IMO, a myth propagated by exclusively Zerg players and believed by no one else.
cOoLiD
Profile Blog Joined February 2011
Canada168 Posts
May 13 2012 16:06 GMT
#1524
If any other early game unit in the game got a 2 range buff we would be freaking out about how imbalanced it is, yes? Think about 8 range stalkers, 7 range marines, 8 range marauders, 6 range roaches, or 5 range queens. If you gave to +2 range to any early game unit other than the queen it is obviously imbalanced so why is the queen exempt from that?

All of the units I listed would destroy many early game opportunities for the other races. For example, how would toss deal with a 7 range marine? Or 8 range marauder? Its the same thing for Terran right now with 5 range queens. We simply do not have any versatility. With 5 range queens I can make 4 queens a spine and hold an unscouted proxy 3 rax with all scvs pulled. How ridiculous is that? With 5 range queens I can hold pretty much all current early game aggression and Terran has to do damage at the moment to deal with Zerg's insane lategame.

I don't understand what Blizzard was thinking when they add two range to the queen. One range would have been okay. Terrans with good micro could still kite queens and stop creep spread. But I think the 5 range queen is too much and we will see Zerg players start to abuse it more and more in future tournaments.
Blizzaze
Profile Joined May 2012
9 Posts
May 13 2012 16:13 GMT
#1525
On May 14 2012 01:06 cOoLiD wrote:
I don't understand what Blizzard was thinking when they add two range to the queen. One range would have been okay. Terrans with good micro could still kite queens and stop creep spread. But I think the 5 range queen is too much and we will see Zerg players start to abuse it more and more in future tournaments.


Please enlighten me and tell me how to abuse the 5 range on units that have 8 DPS and are generally produced in one-digit numbers! I'm sure that will be unbeatable.
s3rp
Profile Joined May 2011
Germany3192 Posts
Last Edited: 2012-05-13 16:26:13
May 13 2012 16:13 GMT
#1526
On May 14 2012 00:58 Blizzaze wrote:
Show nested quote +
On May 14 2012 00:37 s3rp wrote:
If there was a reliable way to remove creep without sacrificing big chunks of your economy in the eary/midgame ( scanning ) or building a unit that serves no other purpose against Zerg if you don't Mech ( Raven ) i doubt alot of Terran would complain. Do creeptumors really need to be invisible ? I say make them visible at all time but don't limit the charges they can spread ( still remain with a CD though ) .

If you ever allow a Zerg for too long ( and its hard to limit him now ) you can a big chunk of the Map good bye. And especially with Bio attacking on creep is just suicide.


First off, if you see a pair of mules as a "big chunk of your economy", you're lacking general understanding of the game.
Mules are an option that the CC gives you, just like scans and supply are. I don't get why Terrans thinks they have this big unique economy where mules are necessary to keep up with your opponent. That's just not true. Mules have just turned out to be used as the most efficient way to spend CC energy and boost your economy and not compensate for your lack of constant SCV production.

Also, why is decent creep spread generally regarded as the apocalypse by terrans? Creep is necessary for zerg to even be able to get good engagements that are not infront of their base. It's something Zerg has to spend macro time on , while such things don't even exist for any other race.
That's like saying "Nerfing mutalisks makes killing dropships impossible, this messes up my whole midgame as zerg!"
It's not like 1 scan to kill of the end of a creep vein sets you back irreparably.



So how do you keep up in income early/midgame without Mules without falling behind against Toss and Zerg significantly ? Before Terran is saturated ( and Terran is saturated by far the slowest ) scanning really hurts and is not an option. We can't just build a Scan OC or two to get rid of your creep it kinda of costs 550 minerals not just 150 ....

Btw ever fought on creep with Bio/tank against speedling / bane ? There's no way to avoid Baneling hit and spread fast enough. This is why a big creepspread is bad. If the creepspread ever gets out of hand you can never engage anywhere with Bio anymore.
teamhozac
Profile Joined April 2012
404 Posts
Last Edited: 2012-05-13 16:16:32
May 13 2012 16:15 GMT
#1527
On May 14 2012 00:58 Blizzaze wrote:
Show nested quote +
On May 14 2012 00:37 s3rp wrote:
If there was a reliable way to remove creep without sacrificing big chunks of your economy in the eary/midgame ( scanning ) or building a unit that serves no other purpose against Zerg if you don't Mech ( Raven ) i doubt alot of Terran would complain. Do creeptumors really need to be invisible ? I say make them visible at all time but don't limit the charges they can spread ( still remain with a CD though ) .

If you ever allow a Zerg for too long ( and its hard to limit him now ) you can a big chunk of the Map good bye. And especially with Bio attacking on creep is just suicide.


First off, if you see a pair of mules as a "big chunk of your economy", you're lacking general understanding of the game.
Mules are an option that the CC gives you, just like scans and supply are. I don't get why Terrans thinks they have this big unique economy where mules are necessary to keep up with your opponent. That's just not true. Mules have just turned out to be used as the most efficient way to spend CC energy and boost your economy and not compensate for your lack of constant SCV production.
Also, why is decent creep spread generally regarded as the apocalypse by terrans? Creep is necessary for zerg to even be able to get good engagements that are not infront of their base. It's something Zerg has to spend macro time on , while such things don't even exist for any other race.
That's like saying "Nerfing mutalisks makes killing dropships impossible, this messes up my whole midgame as zerg!"
It's not like 1 scan to kill of the end of a creep vein sets you back irreparably.


Uhm yes, MULES are a necessary part of our economy in order to keep up. Even with them, protoss and zerg income is always better in the first 7 minutes of the game. Ever notice how zerg is like 20 supply ahead around the 5 minute mark? Yeah thats because you can produce workers sooo much faster. Any MULE lost is even more econ edge we are giving our opponent. The reason creep is so bad is because really, unless playing mech, you should never engage on it because banelings will just ruin your marines. Engaging on creep is pretty much a no no unless you cant avoid it.
cOoLiD
Profile Blog Joined February 2011
Canada168 Posts
May 13 2012 16:15 GMT
#1528
On May 14 2012 01:13 Blizzaze wrote:
Show nested quote +
On May 14 2012 01:06 cOoLiD wrote:
I don't understand what Blizzard was thinking when they add two range to the queen. One range would have been okay. Terrans with good micro could still kite queens and stop creep spread. But I think the 5 range queen is too much and we will see Zerg players start to abuse it more and more in future tournaments.


Please enlighten me and tell me how to abuse the 5 range on units that have 8 DPS and are generally produced in one-digit numbers! I'm sure that will be unbeatable.


By making so many of them that all early aggression is defendable with a single unit.
CakeSauc3
Profile Joined February 2011
United States1437 Posts
May 13 2012 16:15 GMT
#1529
On May 14 2012 00:46 Jermstuddog wrote:
Affluenza touches on an important point with the mention of living on a knife edge. There is an important part here that I think deserves much discussion, this knife edge has always been Zerg risking losing the game outright, and the only benefit he stands to gain is the game going on, its not like Zerg gains some sort of massive edge, he simply has to take massive risks, like going hatch first vs 2 rax so that he can maintain equal economy against the Terran. He still has to fight an uphill battle vs the cost-effectiveness or Terran units.

Anything that makes the early game portions of TvZ more of a balanced risk/reward is good IMO. Zerg risking everything for the right to play standard is idiotic, and its laughable that some people feel entitled to having this scenario.


Both races have always been living on a knife's edge in that matchup, because up until now it's been perfectly balanced. In the early game, Terran had a great chance to pressure and cause damage to keep Zerg from completely out-macroing them in the mid/late game. Otherwise, Zerg just smashes Terran without any contest later on. The pressure was on Terran to do damage, or suffer an extra ten minutes of being behind before watching Zerg units swarm their base. It was hard enough as a Terran player then.

What scares me about this Queen buff now has nothing to do with how the game has been played in the past - it's how Zerg is going to adapt. Up until now, Zerg has been forced to tech to roaches whenever it's apparent that a large group of hellions are heading their way. Terran relied on this tech-switch to slow Zerg down. Now, are roaches even needed? Honestly, unless Zerg plans on going on the offensive, all they need to do is build a few more queens, and there's nothing that Terran can do. 2-rax, reaper, hellion, and banshee all have one thing in common - they die to the new super-queens.

Zerg's preferred tech-path, then (whether it be muta or infestor or super-fast upgraded ling) will not be slowed down by Terran pressure.If Zerg just decides to use the new super-queens to their advantage, Terran remains with a very small timing window in which they must attack and do permanent damage, or else Zerg will be overly powerful around the 12 minute mark and on, once ideal saturation is reached on 3 base Zerg.

And everyone should know what that means. Unless the Terran has Code-S control, they will be forced to all-in before Zerg gets to their maximum economy. We can't slow down Zerg anymore and draw it out into a macro game. Now, we have to just go for the kill. I can't control my tank-marine army on the fly to keep up with an endless wave of 2:2 ling/baneling + infestor. I'm not Korean. If I go mech but can't do damage with hellions early on, my thor/hellion army will just be massacred the second I leave my base. Mid/late game TvZ is now a suicide mission - kill or die.

I guess it's time to dust off the ol' vods and analyze BitByBitPrime... turns out he was a TvZ prophet.

Existor
Profile Joined July 2010
Russian Federation4295 Posts
May 13 2012 16:26 GMT
#1530
Please, rename topic title. Delete " - soonish " finally. Thank you
cHaNg-sTa
Profile Blog Joined March 2008
United States1058 Posts
May 13 2012 16:28 GMT
#1531
On May 14 2012 01:06 cOoLiD wrote:
If any other early game unit in the game got a 2 range buff we would be freaking out about how imbalanced it is, yes? Think about 8 range stalkers, 7 range marines, 8 range marauders, 6 range roaches, or 5 range queens. If you gave to +2 range to any early game unit other than the queen it is obviously imbalanced so why is the queen exempt from that?

All of the units I listed would destroy many early game opportunities for the other races. For example, how would toss deal with a 7 range marine? Or 8 range marauder? Its the same thing for Terran right now with 5 range queens. We simply do not have any versatility. With 5 range queens I can make 4 queens a spine and hold an unscouted proxy 3 rax with all scvs pulled. How ridiculous is that? With 5 range queens I can hold pretty much all current early game aggression and Terran has to do damage at the moment to deal with Zerg's insane lategame.

I don't understand what Blizzard was thinking when they add two range to the queen. One range would have been okay. Terrans with good micro could still kite queens and stop creep spread. But I think the 5 range queen is too much and we will see Zerg players start to abuse it more and more in future tournaments.

The fact that you're trying to make proxy 3rax + all scvs pulled a viable strategy is where your argument just fails. The game should thrive away from such a scenario. The fact that such a strategy could even work when Zerg invests in 8 supply worth of queens and a spine crawler (and zerglings I'm sure) and still fail to a proxy scv-all in, I think there's something inherently wrong with the game then.
Jaedong <3 HOOK'EM HORNS!
Huitzi
Profile Joined November 2011
United States33 Posts
May 13 2012 16:30 GMT
#1532
The big problem is how Blizzard designed Terran, if you don't do damage with Terran then you are behind. That's terrible, because you can't play a defensive game and expect to come out on top, the problem is that Zerg can simply hit mass extremely fast and they can just pump out drone after drone without much consequence now. It's like Blizzard talks that they want long / macro games, yet designed Zerg and Protoss for that and not Terran. Just look at the problems Terran has at the moment, late game TvP(Tech switches/dealing with HTs/Collosus/Chargelots) / TvZ(Dealing with infestor/BL/Ultra tech switch). Now that they have in fact made the early game of Zerg better and the queens provide formidable defense, then we will see more losses on the Terran side. I just think that either it's badly designed or they'll add things in 1.5 or HoTS that'll give a small edge in lategame to Terran or in the economy of Terran so that they can keep up with Zerg in macro mode.
Jermstuddog
Profile Blog Joined June 2010
United States2231 Posts
Last Edited: 2012-05-13 16:32:51
May 13 2012 16:31 GMT
#1533
On May 14 2012 01:15 CakeSauc3 wrote:
Show nested quote +
On May 14 2012 00:46 Jermstuddog wrote:
Affluenza touches on an important point with the mention of living on a knife edge. There is an important part here that I think deserves much discussion, this knife edge has always been Zerg risking losing the game outright, and the only benefit he stands to gain is the game going on, its not like Zerg gains some sort of massive edge, he simply has to take massive risks, like going hatch first vs 2 rax so that he can maintain equal economy against the Terran. He still has to fight an uphill battle vs the cost-effectiveness or Terran units.

Anything that makes the early game portions of TvZ more of a balanced risk/reward is good IMO. Zerg risking everything for the right to play standard is idiotic, and its laughable that some people feel entitled to having this scenario.


Both races have always been living on a knife's edge in that matchup, because up until now it's been perfectly balanced. In the early game, Terran had a great chance to pressure and cause damage to keep Zerg from completely out-macroing them in the mid/late game. Otherwise, Zerg just smashes Terran without any contest later on. The pressure was on Terran to do damage, or suffer an extra ten minutes of being behind before watching Zerg units swarm their base. It was hard enough as a Terran player then.

What scares me about this Queen buff now has nothing to do with how the game has been played in the past - it's how Zerg is going to adapt. Up until now, Zerg has been forced to tech to roaches whenever it's apparent that a large group of hellions are heading their way. Terran relied on this tech-switch to slow Zerg down. Now, are roaches even needed? Honestly, unless Zerg plans on going on the offensive, all they need to do is build a few more queens, and there's nothing that Terran can do. 2-rax, reaper, hellion, and banshee all have one thing in common - they die to the new super-queens.

Zerg's preferred tech-path, then (whether it be muta or infestor or super-fast upgraded ling) will not be slowed down by Terran pressure.If Zerg just decides to use the new super-queens to their advantage, Terran remains with a very small timing window in which they must attack and do permanent damage, or else Zerg will be overly powerful around the 12 minute mark and on, once ideal saturation is reached on 3 base Zerg.

And everyone should know what that means. Unless the Terran has Code-S control, they will be forced to all-in before Zerg gets to their maximum economy. We can't slow down Zerg anymore and draw it out into a macro game. Now, we have to just go for the kill. I can't control my tank-marine army on the fly to keep up with an endless wave of 2:2 ling/baneling + infestor. I'm not Korean. If I go mech but can't do damage with hellions early on, my thor/hellion army will just be massacred the second I leave my base. Mid/late game TvZ is now a suicide mission - kill or die.

I guess it's time to dust off the ol' vods and analyze BitByBitPrime... turns out he was a TvZ prophet.



Exactly the post I was waiting for, because we haven't been seeing Zerg crush Terran every time once you get past X minutes in the game, we've been seeing a fight for map control, drops from the terran while contesting map control, and mass expanding by the Zerg while he pushes his creep forward.

Nothing there shows that Zergs somehow become unstoppable once they secure their 3rd base or something. Rather, we see exactly what we should see, a game that can easily go either way.

I'm sorry that you feel Zerg should have to risk the whole game to get there while Terran comfortably goes for whatever the hell they want. It's 2 years past due that Terran has to finally think of the possible negative consequences of each build they do.

Welcome to the club.
As it turns out, marines don't actually cost any money -Jinro
Blizzaze
Profile Joined May 2012
9 Posts
Last Edited: 2012-05-13 16:36:42
May 13 2012 16:34 GMT
#1534
On May 14 2012 01:15 CakeSauc3 wrote:
What scares me about this Queen buff now has nothing to do with how the game has been played in the past - it's how Zerg is going to adapt. Up until now, Zerg has been forced to tech to roaches whenever it's apparent that a large group of hellions are heading their way. Terran relied on this tech-switch to slow Zerg down. Now, are roaches even needed? Honestly, unless Zerg plans on going on the offensive, all they need to do is build a few more queens, and there's nothing that Terran can do. 2-rax, reaper, hellion, and banshee all have one thing in common - they die to the new super-queens.


Again, please tell me how an additional 2 range ruins engagements for the units you mentioned because we now have a "Super-Queen" (lol)...
Banshee's: Aren't even effected since the buff was only to ground attack.
Repears: Nobody used them before the buff anyways.
Bioball: A typical bio engagement takes place in numbers where 1 or 2 queens have close to zero influence, regardless of range 3 or 5.
Hellions: Defending Hellions now has gotten easier. I admit that. But other than that, how did the Hellion-Queen "matchup" change at all? It's not like Queens can suddely kite hellions or something.
cOoLiD
Profile Blog Joined February 2011
Canada168 Posts
May 13 2012 16:35 GMT
#1535
On May 14 2012 01:28 cHaNg-sTa wrote:
Show nested quote +
On May 14 2012 01:06 cOoLiD wrote:
If any other early game unit in the game got a 2 range buff we would be freaking out about how imbalanced it is, yes? Think about 8 range stalkers, 7 range marines, 8 range marauders, 6 range roaches, or 5 range queens. If you gave to +2 range to any early game unit other than the queen it is obviously imbalanced so why is the queen exempt from that?

All of the units I listed would destroy many early game opportunities for the other races. For example, how would toss deal with a 7 range marine? Or 8 range marauder? Its the same thing for Terran right now with 5 range queens. We simply do not have any versatility. With 5 range queens I can make 4 queens a spine and hold an unscouted proxy 3 rax with all scvs pulled. How ridiculous is that? With 5 range queens I can hold pretty much all current early game aggression and Terran has to do damage at the moment to deal with Zerg's insane lategame.

I don't understand what Blizzard was thinking when they add two range to the queen. One range would have been okay. Terrans with good micro could still kite queens and stop creep spread. But I think the 5 range queen is too much and we will see Zerg players start to abuse it more and more in future tournaments.

The fact that you're trying to make proxy 3rax + all scvs pulled a viable strategy is where your argument just fails. The game should thrive away from such a scenario. The fact that such a strategy could even work when Zerg invests in 8 supply worth of queens and a spine crawler (and zerglings I'm sure) and still fail to a proxy scv-all in, I think there's something inherently wrong with the game then.


I was playing Zerg when this happened.
Shiori
Profile Blog Joined July 2011
3815 Posts
Last Edited: 2012-05-13 16:37:44
May 13 2012 16:37 GMT
#1536
On May 14 2012 01:31 Jermstuddog wrote:
Show nested quote +
On May 14 2012 01:15 CakeSauc3 wrote:
On May 14 2012 00:46 Jermstuddog wrote:
Affluenza touches on an important point with the mention of living on a knife edge. There is an important part here that I think deserves much discussion, this knife edge has always been Zerg risking losing the game outright, and the only benefit he stands to gain is the game going on, its not like Zerg gains some sort of massive edge, he simply has to take massive risks, like going hatch first vs 2 rax so that he can maintain equal economy against the Terran. He still has to fight an uphill battle vs the cost-effectiveness or Terran units.

Anything that makes the early game portions of TvZ more of a balanced risk/reward is good IMO. Zerg risking everything for the right to play standard is idiotic, and its laughable that some people feel entitled to having this scenario.


Both races have always been living on a knife's edge in that matchup, because up until now it's been perfectly balanced. In the early game, Terran had a great chance to pressure and cause damage to keep Zerg from completely out-macroing them in the mid/late game. Otherwise, Zerg just smashes Terran without any contest later on. The pressure was on Terran to do damage, or suffer an extra ten minutes of being behind before watching Zerg units swarm their base. It was hard enough as a Terran player then.

What scares me about this Queen buff now has nothing to do with how the game has been played in the past - it's how Zerg is going to adapt. Up until now, Zerg has been forced to tech to roaches whenever it's apparent that a large group of hellions are heading their way. Terran relied on this tech-switch to slow Zerg down. Now, are roaches even needed? Honestly, unless Zerg plans on going on the offensive, all they need to do is build a few more queens, and there's nothing that Terran can do. 2-rax, reaper, hellion, and banshee all have one thing in common - they die to the new super-queens.

Zerg's preferred tech-path, then (whether it be muta or infestor or super-fast upgraded ling) will not be slowed down by Terran pressure.If Zerg just decides to use the new super-queens to their advantage, Terran remains with a very small timing window in which they must attack and do permanent damage, or else Zerg will be overly powerful around the 12 minute mark and on, once ideal saturation is reached on 3 base Zerg.

And everyone should know what that means. Unless the Terran has Code-S control, they will be forced to all-in before Zerg gets to their maximum economy. We can't slow down Zerg anymore and draw it out into a macro game. Now, we have to just go for the kill. I can't control my tank-marine army on the fly to keep up with an endless wave of 2:2 ling/baneling + infestor. I'm not Korean. If I go mech but can't do damage with hellions early on, my thor/hellion army will just be massacred the second I leave my base. Mid/late game TvZ is now a suicide mission - kill or die.

I guess it's time to dust off the ol' vods and analyze BitByBitPrime... turns out he was a TvZ prophet.



Exactly the post I was waiting for, because we haven't been seeing Zerg crush Terran every time once you get past X minutes in the game, we've been seeing a fight for map control, drops from the terran while contesting map control, and mass expanding by the Zerg while he pushes his creep forward.

Nothing there shows that Zergs somehow become unstoppable once they secure their 3rd base or something. Rather, we see exactly what we should see, a game that can easily go either way.

I'm sorry that you feel Zerg should have to risk the whole game to get there while Terran comfortably goes for whatever the hell they want. It's 2 years past due that Terran has to finally think of the possible negative consequences of each build they do.

Welcome to the club.

Lol? This is just biased garbage. Hellion openings were never overpowered or guaranteed to succeed. All they do is delay the third base. No, a Zerg who takes a third base isn't unbeatable, but a Zerg who takes a really early third is going to have a huge capacity for production pretty early in the game. You're fallaciously ignoring the context of the third base. Being on 3base at 20 minutes is bad. Being at 3base at 7 minutes is pretty damn good. That's what Terrans are trying to prevent by opening Hellions, because earlier third means earlier hive which means earlier Broods.

This "Zerg is so vulnerable" shit is so tired and unfounded that I'm sick of hearing it. Besides, basically nobody would argue that TvZ wasn't the most balanced matchup. No idea why more changes needed to be factored in.
SayGen
Profile Joined May 2010
United States1209 Posts
Last Edited: 2012-05-13 16:46:58
May 13 2012 16:46 GMT
#1537
I think the OL speed is a little excessive. Perhaps they should of gone with 15% and if that wasn't enough 20, then 25%.
Seems like it's just a little too much to fast.

Same thing with observer. 10 secs is a big deal on a 40 sec build time.

Gonna be hard to capitalize on toss who go immortal/coll 1st.
Can't punish them for their greedy anymore.

that's just my 2 cents

EDIT: spelling
We Live to Die
Affluenza
Profile Joined April 2010
United Kingdom214 Posts
May 13 2012 16:46 GMT
#1538
On May 14 2012 00:46 teamhozac wrote:
Show nested quote +
On May 14 2012 00:21 Affluenza wrote:
On May 13 2012 23:55 s3rp wrote:
On May 13 2012 23:39 Affluenza wrote:
On May 13 2012 23:29 teamhozac wrote:
On May 13 2012 22:54 Affluenza wrote:
On May 13 2012 22:15 teamhozac wrote:
On May 13 2012 21:19 Blizzaze wrote:
I love how every T in this thread acts like a 0.12 speed bonus for units that are only good for basic scouting and supply and a 2 range bonus for units that are produced in numbers of 6-8 max. a game have completely ruined the matchup for them, rendering every possible opening invalid.


It doesnt render them invalid, but it definitely makes them harder to pull off, and it makes it MUCH easier for zerg to defend, which is totally unnecessary as due to the metagame, zerg has basically figured out how to deal with all T openings. Way better scouting, plus two range on queens, I mean what more do you want? A free baneling with every spine crawler?


Classic QQ...absolutely classic! Haha!

"totally unnecessary as due to the metagame"...what does this even mean...lol


Zerg scouting was a problem probably like a year ago? It isnt anymore... Hellions were never a problem... guess what, people actually figured out how to deal with Terran openings, can you believe it? Aside from the constant nerfs, Zerg and protoss learned to deal with Terran early game pressure, shocking right? Thats called the metagame, okay? That is why these buffs are just insulting to Terrans, if you can't see that you need to get your head out of the sand.


Zerg scouting? Good? What? Sacrificing lings and Overlords is not good especially in the early game where we need to maximise and be very efficient with larvae...

What you are describing is Zerg adapting...we resigned ourselves to the fact/fate that we needed to sacrifice OL and lings...that is all.

Zerg has had issues scouting since beta...it's taken Blizzard 2 years to help zerg scout.

It's time Terrans started to also adapt...you cant expect Blizzard to just nerf/buff things till things go right for you, you have to figure things out without relying on Blizzard.


Yeah Terran will adapt untill everyone does the same exact shit every time in every MU exept for TvT since this is how Blizzard has patched. The went way overboard with nerf and buffs and basically try to narrow down Terran to very few strats/opening .. If you want to argue well other races would have that too . Maybe but that doesn't mean its a good thing and shouldn't be changed.


Most Zergs when it comes to these buffs are of the opinion that the OL speed is very nice and welcomed and has been asked for since the beta.

The Queen range is out of leftfield...no Zerg asked for this change.

I think reapers need buffing...but then I cant but feel that they are anything but a gimmick for early game. I agree Terran should probably have 2 maybe 3 varied openings. Hellions are still viable btw...just takes more control on your part.

There is a misconception here to be addressed though...Terrans shouldn't feel entitled to comfortable/almost automatic map-control just because in the past you had it with such ease. Playing ZvT as Zerg in the early game we are very vulnerable and survival with certain Terran openings has always been a close cut...ala 5 rax reaper, 2 rax-bunker rush, reactor hellion. Nerfs dropped on these because it's a bit too strong...maybe Blizzard went tad overboard on reapers though.

We've lived on the knife edge for a while...whether that is correct I don't know but it feels slightly weird that as Zerg we should to be so defensive but if we want to be aggressive like Terrans our builds are borderline all-in but Terran can transition very well off of almost all their aggressive openings. I guess it comes down to how diverse the Terran unts are.

Now I resigned myself to the fact that playing Zerg I have to do my utmost to survive Terran pressure so I can get into the mid/late game...I don't desire for Blizzard to buff early game Zerg I'm quite happy with the mind set that I have to survive early game and then it's my turn later in the mid-to-late game to use Zerg strats to my advantage.


Its not supposed to be an EASY game. You think Terran inst vulnerable to roach/baneling busts? We are, we take risks as well, our scouting isnt great either, especially if it means sacrificing a MULE early game, which REALLY hurts us. And you saying I shouldnt wait for buffs/nerfs and should adapt is hilarious considering how many nerfs we have received specifically with early game TvZ pressure, bunker nerf, reaper nerf, rax nerf, hellion nerf, bunker nerf round 2... now you guys have better scouting, better defensive queens... "yea just adapt" I could have said that to you 2 years ago right?


Terran are the most well designed and well rounded race in the game. They have oustanding versatility. Now not even Blizzard can figure out what new Terran units to introduce as if they try it steps on another units toes. That's how much depth and versatility Terran has.

Protoss and Zerg suffered during SC2 development and post release Blizzard have had to make balance changes to compensate to allow the two races to catch up. You can see this with the HotS unit introduction and what's been cut.

Play Protoss and Zerg and you will realise pretty soon they lack certain things in particular situations. You cannot fault Blizzard for trying to fix their game up.

Zergs were told exactly that actually during and after WoL was released. I.e we're playing Zerg wrong etc etc and we need to adapt which actually meant "react" not act. Through this we soon learned we can't be aggressive. If we could be aggressive July would be a GSL winner by now...the best Zergs are the ones who react and are on the ball when opponents make mistakes so they can punish those mistakes.

The queen and overlord buffs are not the end of early game TvZ pressure for Terran. It's the start of where Terrans learn better unit control and rid themselves of sloppy play. 1 marine to snipe an OL? Try 2 marines. Better marine placement too. Wanna snipe a tumour/drones/lings start practicing that micro.

I watched a few Korean streams yesterday and the changes I don't think have had an adverse effect on games.

My children, the hour of our victory is at hand. For upon this world of Aiur shall we incorporate the strongest known species into our fold. Then shall we be the greatest of creation's children. We shall be... Perfect.
Atrimex
Profile Joined July 2011
193 Posts
May 13 2012 17:02 GMT
#1539
I think Blizzard should think to include "Queens can move only on creep" in there next patch. That would be a fair compensation.

The queen and overlord buffs are not the end of early game TvZ pressure for Terran. It's the start of where Terrans learn better unit control and rid themselves of sloppy play.


LOL. Lets patch the game until only MVP can play terran and all others have to quit or change the race.
Torra
Profile Joined October 2011
Norway469 Posts
May 13 2012 17:11 GMT
#1540
IMO they coulda done it with 50% of what the changes actually were. 5 sec faster obs, 10-15% faster ovls and 4 range queens. It's not a big deal, but at least that's my opinion.
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