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1 Month later... Is Queen Range still too strong [TvZ]? -…

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This thread is going nowhere and I'm tired of dealing with it. Either drop the personal attacks and whining and replace it with actual discussion or it'll be closed.

12:09 KST Page 98
iky43210
Profile Blog Joined May 2011
United States2099 Posts
Last Edited: 2012-06-27 14:53:08
June 27 2012 14:51 GMT
#2581
the problem with seeker missles is the drastic decrease dmg as splash happens. Only the one at the center would take full dmg, while most would take 25%-50% dmg. Not enough to kill even drones

and the energy cost is ridiculous, 125 energy? who thought this was a good idea
scypio
Profile Joined December 2011
Poland2127 Posts
June 27 2012 14:54 GMT
#2582
On June 27 2012 23:24 BeeNu wrote:
See, I really just think you [along with many other players] simply have a flawed mentality about how to approach using your units in the first place.

-Ghosts are still a great unit and the latest patch to them buffed them vs Infestors, but just nerfed them against Brood/Ultra...what does this mean? Well it means that Ghosts should simply be a spell caster that you add into your army for support, not add in as the backbone of your entire army. Infestors are a bit different, they can sometimes act as the backbone of a Zerg army simply because they are one of the only cost-effective units Zerg has if they can keep them alive, resulting in them being massed up, High Templar on the other hand are more similar to Ghosts in the sense of just playing a support role, not a backbone role. Previously, Ghosts could melt every single late-game unit that Zerg had, why would Terran ever build Vikings or Marauders when Ghosts could fill the same role in the endgame? Well I guess Blizzard didn't approve and honestly, it makes sense. Nukes act as amazing late-game harass to pick Zerg apart and Snipe on Infestors is better than it ever was, so really I fail to see the problem with Ghosts.

Yeah, Blizzard did not approve ghosts deciding the end-game but somehow approves infestors doing just the same. And a number of ghost weaknesses were listed before in this thread:

- cloak ability gets negated by infestor's fungal ability
- fungal + lings / infested terrans kill ghosts at range 11 (9 fg range + 2 radius) vs snipe range 10.
- you need one fungal to fetch yourself a number of ghosts while it takes two snipes to kill a single infestor
- you can't count on landing an EMP on many festors since they are so big

It all comes down to this: ghosts suck vs infestors. They are supposed to counter infestors, but in fact infestors do a better job at countering ghosts themselves. That's why ghosts went extinct in TvZ and I can't see them coming back (apart from nuke harass, but it's just as important as getting 5 reapers at 30 minutes into the game to do the same).
I play random | I like Hots | INnoVation | sOs | Tefel TOP1!
RancidTurnip
Profile Joined August 2010
United States105 Posts
June 27 2012 14:56 GMT
#2583
On June 27 2012 23:40 avc wrote:
One of the key things that is actually affecting Terran players is their lack of ability to scout potential all ins if they are being greedy. Or well, it's not their lack of ability, it's their lack of willingness. You used to use the early game domination of Hellions as your early warning system, now that's not always a guaranteed thing why not change it up a little?

I wonder if a well timed scan could become part of a normal greedy economical build to ensure the Terran knows whether an all in is coming or not. Such knowledge would really assist their ability to hold the all in and if they have that, then they can more frequently 'get away' with such a greedy build.

Although this post isn't directly concerning Queens, it's not like most other peoples posts are either.

I don't expect such a suggestion to have any effect on the kind of Terran players lurking in this thread though

I don't know how you could start out making a bad post, and then edit it to make it just plain mean.
parkin
Profile Blog Joined July 2007
1090 Posts
June 27 2012 15:02 GMT
#2584
I really like the mass queen defense for zergs. Its a nice part of the game imo. But maybe creep tumour cooldown could be longer or something.
mostly harmless
themell
Profile Joined February 2011
43 Posts
June 27 2012 15:03 GMT
#2585
On June 27 2012 23:40 avc wrote:
One of the key things that is actually affecting Terran players is their lack of ability to scout potential all ins if they are being greedy. Or well, it's not their lack of ability, it's their lack of willingness. You used to use the early game domination of Hellions as your early warning system, now that's not always a guaranteed thing why not change it up a little?

I wonder if a well timed scan could become part of a normal greedy economical build to ensure the Terran knows whether an all in is coming or not. Such knowledge would really assist their ability to hold the all in and if they have that, then they can more frequently 'get away' with such a greedy build.

Although this post isn't directly concerning Queens, it's not like most other peoples posts are either.

I don't expect such a suggestion to have any effect on the kind of Terran players lurking in this thread though


And just when is this "well timed scan" supposed to be? Scans are precious in the early game. You can't just randomly scan because that's a lot of precious minerals wasted. Why your "suggestions" don't work is because you don't have enough knowledge as a Terran player to see that it's not realistic or cost effective.
Douillos
Profile Joined May 2010
France3195 Posts
Last Edited: 2012-06-27 15:05:30
June 27 2012 15:05 GMT
#2586
On June 27 2012 23:50 themell wrote:



Ravens are expensive. And PDD? are you serious? What early game unit will PDD work against for a timing attack?


Queens, maybe *captain obvious*
Look a giraffe! Look a fist!!
Douillos
Profile Joined May 2010
France3195 Posts
June 27 2012 15:06 GMT
#2587
On June 28 2012 00:03 themell wrote:
Show nested quote +
On June 27 2012 23:40 avc wrote:
One of the key things that is actually affecting Terran players is their lack of ability to scout potential all ins if they are being greedy. Or well, it's not their lack of ability, it's their lack of willingness. You used to use the early game domination of Hellions as your early warning system, now that's not always a guaranteed thing why not change it up a little?

I wonder if a well timed scan could become part of a normal greedy economical build to ensure the Terran knows whether an all in is coming or not. Such knowledge would really assist their ability to hold the all in and if they have that, then they can more frequently 'get away' with such a greedy build.

Although this post isn't directly concerning Queens, it's not like most other peoples posts are either.

I don't expect such a suggestion to have any effect on the kind of Terran players lurking in this thread though


And just when is this "well timed scan" supposed to be? Scans are precious in the early game. You can't just randomly scan because that's a lot of precious minerals wasted. Why your "suggestions" don't work is because you don't have enough knowledge as a Terran player to see that it's not realistic or cost effective.



7:00 is a good time to scan.
Look a giraffe! Look a fist!!
Sovern
Profile Joined March 2011
United States312 Posts
June 27 2012 15:09 GMT
#2588
The biggest problem with queens is their cost. 150 minerals gets you a unit that can heal, spread creep, spawn larva, can attack ground & air at a long range, has high hp, and is t1 tech. Queens are the only psionic unit that doesn't cost gas. Blizzard should make queens cost gas so that zergs cant just rush to hive tech off of 3 bases without delaying their tech if they decide to make queens.
RaiZ
Profile Blog Joined April 2003
2813 Posts
Last Edited: 2012-06-27 15:11:19
June 27 2012 15:10 GMT
#2589
On June 27 2012 23:54 scypio wrote:
Show nested quote +
On June 27 2012 23:24 BeeNu wrote:
See, I really just think you [along with many other players] simply have a flawed mentality about how to approach using your units in the first place.

-Ghosts are still a great unit and the latest patch to them buffed them vs Infestors, but just nerfed them against Brood/Ultra...what does this mean? Well it means that Ghosts should simply be a spell caster that you add into your army for support, not add in as the backbone of your entire army. Infestors are a bit different, they can sometimes act as the backbone of a Zerg army simply because they are one of the only cost-effective units Zerg has if they can keep them alive, resulting in them being massed up, High Templar on the other hand are more similar to Ghosts in the sense of just playing a support role, not a backbone role. Previously, Ghosts could melt every single late-game unit that Zerg had, why would Terran ever build Vikings or Marauders when Ghosts could fill the same role in the endgame? Well I guess Blizzard didn't approve and honestly, it makes sense. Nukes act as amazing late-game harass to pick Zerg apart and Snipe on Infestors is better than it ever was, so really I fail to see the problem with Ghosts.

Yeah, Blizzard did not approve ghosts deciding the end-game but somehow approves infestors doing just the same. And a number of ghost weaknesses were listed before in this thread:

- cloak ability gets negated by infestor's fungal ability
- fungal + lings / infested terrans kill ghosts at range 11 (9 fg range + 2 radius) vs snipe range 10.
- you need one fungal to fetch yourself a number of ghosts while it takes two snipes to kill a single infestor
- you can't count on landing an EMP on many festors since they are so big

It all comes down to this: ghosts suck vs infestors. They are supposed to counter infestors, but in fact infestors do a better job at countering ghosts themselves. That's why ghosts went extinct in TvZ and I can't see them coming back (apart from nuke harass, but it's just as important as getting 5 reapers at 30 minutes into the game to do the same).

Ghost sux vs infestors... Wait what ? Are you serious ? They always been the dark nemesis for infestors. But you're right, we have overseer everywhere, we all know where all your ghost are, it's easy to FG them before they even snipe us, according our perfect knowledge of the range in game and the perfect timing to hit FG.

Fine, i won't bother reading this thread anymore. I guess it's useless to argue, but I do feel that ghost are still underused though. You should stop thinking yourself as making them for your end-all-game, they're not but still a very strong unit against infestors and to a lesser extent against banes in very few numbers. You just don't use them for your average game, much like us with hydras.
Man is least himself when he talks in his own person. Give him a mask, and he will tell you the truth. Oscar Wilde
Reaps
Profile Joined June 2012
United Kingdom1280 Posts
June 27 2012 15:10 GMT
#2590
On June 28 2012 00:09 Sovern wrote:
The biggest problem with queens is their cost. 150 minerals gets you a unit that can heal, spread creep, spawn larva, can attack ground & air at a long range, has high hp, and is t1 tech. Queens are the only psionic unit that doesn't cost gas. Blizzard should make queens cost gas so that zergs cant just rush to hive tech off of 3 bases without delaying their tech if they decide to make queens.


queens costing gas? LOL there is some stupid suggestions in this thread but this has to be the best one.
avc
Profile Joined December 2011
121 Posts
June 27 2012 15:10 GMT
#2591
On June 28 2012 00:03 themell wrote:
Show nested quote +
On June 27 2012 23:40 avc wrote:
One of the key things that is actually affecting Terran players is their lack of ability to scout potential all ins if they are being greedy. Or well, it's not their lack of ability, it's their lack of willingness. You used to use the early game domination of Hellions as your early warning system, now that's not always a guaranteed thing why not change it up a little?

I wonder if a well timed scan could become part of a normal greedy economical build to ensure the Terran knows whether an all in is coming or not. Such knowledge would really assist their ability to hold the all in and if they have that, then they can more frequently 'get away' with such a greedy build.

Although this post isn't directly concerning Queens, it's not like most other peoples posts are either.

I don't expect such a suggestion to have any effect on the kind of Terran players lurking in this thread though


And just when is this "well timed scan" supposed to be? Scans are precious in the early game. You can't just randomly scan because that's a lot of precious minerals wasted. Why your "suggestions" don't work is because you don't have enough knowledge as a Terran player to see that it's not realistic or cost effective.


What's better, losing a mule or losing a game?

Do a bit of research, find the timing window for the popular Roach/Ling/Bane all in that is killing greedy Terran players and use a Scan prior to that. You will probably find out whether an all in is coming or not and will have time to prepare defences or you may just deter the Zerg from going through with it after all.

Zerg players have been sacrificing Overlords for a long time in the process of trying to see what their opponent is doing or whether a scary attack is being prepared, this costs supply, minerals and a single larva. It's not exactly something Zerg always wants to toss away, but the potential pay off is high, it is very often the difference between winning and losing.

Scan is there for a reason, the obsession Terran players have with it 'costing minerals' is way over the top. It costs energy and if you are going for a greedy fast expand build you shouldn't miss the mules mining income that much.

I think every single person playing this game would happily pay a mules income to find out information that could stop them losing.
BeeNu
Profile Joined June 2011
615 Posts
Last Edited: 2012-06-27 15:12:22
June 27 2012 15:11 GMT
#2592
On June 27 2012 23:50 themell wrote:
Show nested quote +
On June 27 2012 23:24 BeeNu wrote:
On June 27 2012 23:07 Xingke wrote:
On June 27 2012 22:46 phrenzy wrote:
Is it me or is the reason why everyone is complaining is that reactor hellion became such a standard that it cant do damage anymore? (and by that i mean, free tumor snipes and the off chance of 4 hellions roasting a mineral line)

I feel terran is the most versatile race in the game and yet im only seeing a few change their style. Queens have many weaknesses. Even with creep, they are slow, even though they are stronger than marines, they dont scale as well as them. Queens are such a defensive unit and one of the rules i stick to is, if someone is gearing for an attack.. defend. If someone is being defensive... expand.

If a zerg doesnt stop making queens, you are free to expand and tech. I know most terran like marines, medivacs and tanks but you cant stick to it forever. Zergs mix their unit comp with lings, infestors, ultras/broods. almost each their in there.

A single raven is good for creep. 5 Ravens late game is amazing for defense. And since the nerf to ghosts, they cant rape ultras anymore, i dont know why terrans still dont make them. EMP is ridiculous, on both infestors and late game queens for transfusing ultras.

You thought drops were good, try nukes.

Terrans have the mentality that they need to do damage early and offtend to win, thats one way to look at it, but successful players will realize, zerg can make too many units so soon. Just like in ZvP. Faster thirds are becoming the norm. And terran i feel have some of the best zoning units in the game. why not use tanks/ hellions and marines to take a faster third rather than to try and cripple a zerg economy?

But i guess if marine/medivac/tank is all you want to do, then knock yourself out. Or what will happen is a new style is adopted that zergs have said is the counter, just like Mothership in ZvP herp derp.

Even if im wrong, talk about something constructive and explore ideas.

In the end, their will be a buff to the raven, just so terran might make them. I dont think it will be nice to have one in your army, it will be essential. And early game harrassment will be far easier with autoturrets getting drones to scatter.



People want to do other things. People want to use the Raven, as it has so much potential.

The problem is everything other than MMM and Tanks are total crap, and ravens are total crap in their current state.

You have to do damage vs zerg because you can't win in an equal late game vs an opponent you don't completely outskill. Not to mention if you try to actually go for macro based play zerg has the ability to just change and all in you and score a nice win.

Queens now cover the map in creep which severely cripples all form of aggression with the movement bonus and vision, and queens themselves can actually just straight out fight off most early game forms aggression since zergs make so many. Not to mention drop play becomes significantly weaker because you have more queens to dps the medivacs meaning you can't stay as long without leaving, or you will get flat out denied. Massive early creep spread helps deflect this too because they get more vision quicker.

The ghost nerf was the only real viable late game transition Terran had to fight vs Zerg T3 units, and actually benefited from sharing the same upgrades. I can agree that people could probably do some more experimenting with nukes though.

Raven's cost too much, need too many upgrades, and their range sucks. Infestors can just outrange them and there goes your entire investment. You have to catch a zerg just completely not paying attention to get off good Seeker missiles.

Since Blizzard decides to nerf any viable strategy Terran finds(i mean viable, not exploitable like the reaper bs) it is becoming harder and harder to enjoy this game as a Terran player. I don't claim to have a perfect balance proposal in mind but they have to address the issue of our late game for any legitimate balance to ever be obtained. One race being outright weaker in the late game is not something that should happen. Being forced to do damage in the earliest stages to stand a chance in the late game is not a "balanced" or fun game. If they want to keep that damn mentality then give another race a boost in the mid game to compensate but making it a lost cause if you pass X minutes without doing sufficient damage is a bogus balance model.


See, I really just think you [along with many other players] simply have a flawed mentality about how to approach using your units in the first place.

-Ghosts are still a great unit and the latest patch to them buffed them vs Infestors, but just nerfed them against Brood/Ultra...what does this mean? Well it means that Ghosts should simply be a spell caster that you add into your army for support, not add in as the backbone of your entire army. Infestors are a bit different, they can sometimes act as the backbone of a Zerg army simply because they are one of the only cost-effective units Zerg has if they can keep them alive, resulting in them being massed up, High Templar on the other hand are more similar to Ghosts in the sense of just playing a support role, not a backbone role. Previously, Ghosts could melt every single late-game unit that Zerg had, why would Terran ever build Vikings or Marauders when Ghosts could fill the same role in the endgame? Well I guess Blizzard didn't approve and honestly, it makes sense. Nukes act as amazing late-game harass to pick Zerg apart and Snipe on Infestors is better than it ever was, so really I fail to see the problem with Ghosts.

-Ravens!!! Yeah I get it, they are expensive and most of their spells are hella expensive... but so what? The way I see it, Ravens still have a few discovered roles in the game that make them very useful. One common use would be with timing attacks such as 1-1-1 which relies on using a PDD or two with your attack, great. The other use would be simply having a form of mobile detection. Lately since 4+ Queen openings are popular in the mid-late game Creep just gets spread across the entire map and Terrans have to throw down heaps and hordes of Scans to deal with it...does that really make any sense to anyone when Terrans could just buy 1 Raven to keep safe with their army and go around clearing up Tumors? I really don't get it...is the cost of 1 Raven really too much to swallow that Terrans would rather drop 20+ scans for tumors? Can anyone explain this to me? And another thing, using Ravens in battle doesn't make a whole lot of sense to me either since most of their abilities don't seem geared for that sort of situation. PDD is used for battle, sure, it has a ton of range and it doesn't require your Raven being put in a vulnerable position...but what about Turrets and Seeker? Well Turrets seem more like a form of zone control or harassment, not that big of a use for adding to your army. Seeker missile also seems like something that should be used in Mineral lines, not against an army which requires you completely risking losing your Raven and can be easily dodged even if you get to cast it off...I really don't think I can ever recall playing a single game where a Terran tried to drop a Seeker Missile into one of my mineral lines, but whatever I'm sure you guys don't do it because it's "impossible" or something, right?

In the end, sure Terran is weaker in the early game in the sense that it's a LOT harder for Terran to just roflstomp Zerg with early pressure, but on the flip side of that I think Terrans are really, really lacking in late-game tactics and unit use.


Also as a side-note, even before Ghosts got nerfed I seem to recall most Terrans used Ghosts to Snipe everything, EMP was rarely used anyways..even when there was a massive clump of Infestors sitting there most Terrans seemed to opt for sniping as many as possible over using EMP since Snipe actually kills them and EMP only slows them down a tad....idk seems like pointless crying to me but what do I know.


not sure if your post is serious or just a troll or just a lack of knowledge.

ghosts don't emp infestors well because infestors are fat. Also, a missed emp will mean a fungal on your clump of ghosts, and fungalled ghosts are easy kills. Snipe is apm intensive and ghosts are near worthless against every other zerg unit. Trying to snipe while a hoard of banelings rolls towards your infantry line is suicide. Nukes? lol, ok man, whatever ...

Ravens are expensive. And PDD? are you serious? What early game unit will PDD work against for a timing attack? Unless a zerg is making hydras, you can't make ravens for a PDD timing attackl. Auto turrets are bad, real bad. Upgraded lings will chew through them. If the zerg doesn't upgrade, turrets may be viable. Mainly, turrets are better used as a "blocker" to soak damage. And seeker in mineral lines? lol, maybe if you want to kill like 3 drones. The only use for seeker is to kill infestors since one seeker can one-shot an infestor. But again, this is risky. One fungal and your ravens are dead.

You should at least try playing Terran before offering advice. I am seriously questioning how much knowledge you have about this ....


Rofl, your examples are hilariously cute. Yeah, if you go to spend all your AMP on snipe while a major battle is going on you might lose, big surprise. Try sending your Ghosts out to snipe shit not the exact moment the Zerg is flanking you from 4 different directions, rofl. How about like, oh gee I dunno, while Zerg is building up his army you go out and snipe shit? Really ingenious idea I know! It's not like every single terran who has ever used Ghosts doesn't already do that or something...rofl.

And really...you have never used Raven and PDD in a 1-1-1 timing attack? Christ, do you even play Terran?

Someone previously said Seeker only kills like 3 workers in a mineral line? If that's true that sucks, I wouldn't really know though cuz I've never seen it attempted in the first place.






Anyways, now for something entirely unrelated. In TvZ I expect the next metagame shift will be Hellion/Ghost openings. There, you got some Zerg innovation here to help all you lil' Terrans out, go experiment with that for a bit. Get some hellions to roast Lings, get a bunker or two for your Ghosts to fall back on if they need it, and use Ghosts to pick off Queens, then you have Ghost tech already unlocked for when Infestors come out later. C'mon guys, this shit isn't rocket science.
HeroMystic
Profile Joined March 2011
United States1217 Posts
June 27 2012 15:11 GMT
#2593
On June 28 2012 00:03 themell wrote:
Show nested quote +
On June 27 2012 23:40 avc wrote:
One of the key things that is actually affecting Terran players is their lack of ability to scout potential all ins if they are being greedy. Or well, it's not their lack of ability, it's their lack of willingness. You used to use the early game domination of Hellions as your early warning system, now that's not always a guaranteed thing why not change it up a little?

I wonder if a well timed scan could become part of a normal greedy economical build to ensure the Terran knows whether an all in is coming or not. Such knowledge would really assist their ability to hold the all in and if they have that, then they can more frequently 'get away' with such a greedy build.

Although this post isn't directly concerning Queens, it's not like most other peoples posts are either.

I don't expect such a suggestion to have any effect on the kind of Terran players lurking in this thread though


And just when is this "well timed scan" supposed to be? Scans are precious in the early game. You can't just randomly scan because that's a lot of precious minerals wasted. Why your "suggestions" don't work is because you don't have enough knowledge as a Terran player to see that it's not realistic or cost effective.


In TvP at least, the majority of MMM builds have a built in 6:30 scan that you're supposed to place between the main and the natural. That's not to say we can throw out scans willy nilly, but it's possible.
Thylacine
Profile Joined August 2011
Sweden882 Posts
June 27 2012 15:12 GMT
#2594
On June 28 2012 00:09 Sovern wrote:
The biggest problem with queens is their cost. 150 minerals gets you a unit that can heal, spread creep, spawn larva, can attack ground & air at a long range, has high hp, and is t1 tech. Queens are the only psionic unit that doesn't cost gas. Blizzard should make queens cost gas so that zergs cant just rush to hive tech off of 3 bases without delaying their tech if they decide to make queens.


Making queens cost gas, ahahahahah. So zerg must take gas in order to make their first queen and second queen? This would demolish the zerg race for good.
What you're looking at could be the end of a particularly terrifying nightmare. It isn't. It's the beginning. Introducing Mr. John Valentine, air traveler. His destination: the Twilight Zone...
Tryagain4free
Profile Joined March 2012
81 Posts
June 27 2012 15:12 GMT
#2595
On June 27 2012 23:50 Shiori wrote:
Am I the only person who sees a direct parallel between Zergs telling Terrans to use Ravens/Ghosts to solve every problem and the old "use Nydus Worms" response that Protoss players used to give Zerg before Infestor/BL was discovered/viable/popular? I'd imagine that this sort of rhetoric will go the same way. Nydus Worms weren't viable, and neither is an early Raven for Creep duty.



Hi Shiori

By now it feels safe to say that "get ghosts/ravens" is the new "get nydus". The flaws concerning ghosts versus infestors were very well elaborated in various posts. While beeing able to fullfill it's "anti-caster-caster-role" in tvp, ghosts fail to counter infestors for the reasons given in a couple of articles.
And ravens, well, not much to say. I guess if you insist on calling it a "insanly strong unit", ignoring all the disadvantages it brings with it, no one can cure you.

Funny thing is, how all of us are failing to see the real solution to tvz lategame: "Build carriers"! Oh wait...
themell
Profile Joined February 2011
43 Posts
June 27 2012 15:16 GMT
#2596
On June 28 2012 00:10 RaiZ wrote:
Show nested quote +
On June 27 2012 23:54 scypio wrote:
On June 27 2012 23:24 BeeNu wrote:
See, I really just think you [along with many other players] simply have a flawed mentality about how to approach using your units in the first place.

-Ghosts are still a great unit and the latest patch to them buffed them vs Infestors, but just nerfed them against Brood/Ultra...what does this mean? Well it means that Ghosts should simply be a spell caster that you add into your army for support, not add in as the backbone of your entire army. Infestors are a bit different, they can sometimes act as the backbone of a Zerg army simply because they are one of the only cost-effective units Zerg has if they can keep them alive, resulting in them being massed up, High Templar on the other hand are more similar to Ghosts in the sense of just playing a support role, not a backbone role. Previously, Ghosts could melt every single late-game unit that Zerg had, why would Terran ever build Vikings or Marauders when Ghosts could fill the same role in the endgame? Well I guess Blizzard didn't approve and honestly, it makes sense. Nukes act as amazing late-game harass to pick Zerg apart and Snipe on Infestors is better than it ever was, so really I fail to see the problem with Ghosts.

Yeah, Blizzard did not approve ghosts deciding the end-game but somehow approves infestors doing just the same. And a number of ghost weaknesses were listed before in this thread:

- cloak ability gets negated by infestor's fungal ability
- fungal + lings / infested terrans kill ghosts at range 11 (9 fg range + 2 radius) vs snipe range 10.
- you need one fungal to fetch yourself a number of ghosts while it takes two snipes to kill a single infestor
- you can't count on landing an EMP on many festors since they are so big

It all comes down to this: ghosts suck vs infestors. They are supposed to counter infestors, but in fact infestors do a better job at countering ghosts themselves. That's why ghosts went extinct in TvZ and I can't see them coming back (apart from nuke harass, but it's just as important as getting 5 reapers at 30 minutes into the game to do the same).

Ghost sux vs infestors... Wait what ? Are you serious ? They always been the dark nemesis for infestors. But you're right, we have overseer everywhere, we all know where all your ghost are, it's easy to FG them before they even snipe us, according our perfect knowledge of the range in game and the perfect timing to hit FG.

Fine, i won't bother reading this thread anymore. I guess it's useless to argue, but I do feel that ghost are still underused though. You should stop thinking yourself as making them for your end-all-game, they're not but still a very strong unit against infestors and to a lesser extent against banes in very few numbers. You just don't use them for your average game, much like us with hydras.


no and no. Ghosts are underused because they suck. They used to be used ALLLLLLLLLLLLL THE TIME before they got nerfed.

Ravens are better against infestors because it takes 300+ energy to fungal a raven to death, while one seeker will one-hit an infestor. Ghosts are made to be against Protoss units, NOT zerg units. It takes two snipes to kill an infestor, but you need to send in a good amount of ghosts to kill their infestors. But one fungal will kill the entire clump of ghosts.


Meff
Profile Joined June 2010
Italy287 Posts
June 27 2012 15:16 GMT
#2597
Actually, if scouting such a build at the 7 minutes timing is the problem then a floating barracks will probably work better than a scan. It costs a little less and sees a wider area/lasts longer. The only way for Z to kill it quickly would be to have a very high number of queens, and in that case T can rule out a strong all-in.
HeroMystic
Profile Joined March 2011
United States1217 Posts
June 27 2012 15:17 GMT
#2598
On June 28 2012 00:11 BeeNu wrote:
Anyways, now for something entirely unrelated. In TvZ I expect the next metagame shift will be Hellion/Ghost openings. There, you got some Zerg innovation here to help all you lil' Terrans out, go experiment with that for a bit. Get some hellions to roast Lings, get a bunker or two for your Ghosts to fall back on if they need it, and use Ghosts to pick off Queens, then you have Ghost tech already unlocked for when Infestors come out later. C'mon guys, this shit isn't rocket science.

This has already been experimented with extensively. You die too easily to counteraggression and one spine crawler stops your entire push. The only thing you do is kill Queens and slow down creep spread, but you'll usually die almost immediately after.
Theovide
Profile Joined September 2010
Sweden914 Posts
June 27 2012 15:17 GMT
#2599
On June 28 2012 00:10 avc wrote:
Show nested quote +
On June 28 2012 00:03 themell wrote:
On June 27 2012 23:40 avc wrote:
One of the key things that is actually affecting Terran players is their lack of ability to scout potential all ins if they are being greedy. Or well, it's not their lack of ability, it's their lack of willingness. You used to use the early game domination of Hellions as your early warning system, now that's not always a guaranteed thing why not change it up a little?

I wonder if a well timed scan could become part of a normal greedy economical build to ensure the Terran knows whether an all in is coming or not. Such knowledge would really assist their ability to hold the all in and if they have that, then they can more frequently 'get away' with such a greedy build.

Although this post isn't directly concerning Queens, it's not like most other peoples posts are either.

I don't expect such a suggestion to have any effect on the kind of Terran players lurking in this thread though


And just when is this "well timed scan" supposed to be? Scans are precious in the early game. You can't just randomly scan because that's a lot of precious minerals wasted. Why your "suggestions" don't work is because you don't have enough knowledge as a Terran player to see that it's not realistic or cost effective.


What's better, losing a mule or losing a game?

Do a bit of research, find the timing window for the popular Roach/Ling/Bane all in that is killing greedy Terran players and use a Scan prior to that. You will probably find out whether an all in is coming or not and will have time to prepare defences or you may just deter the Zerg from going through with it after all.

Zerg players have been sacrificing Overlords for a long time in the process of trying to see what their opponent is doing or whether a scary attack is being prepared, this costs supply, minerals and a single larva. It's not exactly something Zerg always wants to toss away, but the potential pay off is high, it is very often the difference between winning and losing.

Scan is there for a reason, the obsession Terran players have with it 'costing minerals' is way over the top. It costs energy and if you are going for a greedy fast expand build you shouldn't miss the mules mining income that much.

I think every single person playing this game would happily pay a mules income to find out information that could stop them losing.

Saccing an overlord doesn't cost supply minerals and one larva, it costs supply or minerals and one larva. If you spend minerals and one larva you end up on the same supply.
Tryagain4free
Profile Joined March 2012
81 Posts
June 27 2012 15:18 GMT
#2600
On June 28 2012 00:16 Meff wrote:
Actually, if scouting such a build at the 7 minutes timing is the problem then a floating barracks will probably work better than a scan. It costs a little less and sees a wider area/lasts longer. The only way for Z to kill it quickly would be to have a very high number of queens, and in that case T can rule out a strong all-in.



A strong all-in at 7-8 minutes with one rax, hanging out? Hm...
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