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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
toiletCAT
Profile Blog Joined June 2012
Qatar284 Posts
June 24 2012 17:40 GMT
#1781
On June 25 2012 02:37 Sroobz wrote:
Show nested quote +
On June 25 2012 02:35 toiletCAT wrote:
On June 25 2012 02:30 Snowbear wrote:
I am watching mkp's stream. He is playing against a zerg, and his maxed army gets owned by ultra ling bling infestor, again and again and again. So sad


Yeah, Queen so strong.


You really don't make the connection there? :/


I was joking, lol
roymarthyup
Profile Joined April 2010
1442 Posts
Last Edited: 2012-06-24 17:42:11
June 24 2012 17:41 GMT
#1782
i dont think terran lategame is weak but it certainly would be boring having every game become "macro early, take map, make stuff, amove multiple times, someone wins"


give me any 140food zerg army and ill list a terran army that should crush it


problem is zerg as a race compared to terran as a race. zerg gets mass bl corrupter infestor, you counter with vikings, lol now i have 20 ultralisks vs your vikings and you cant get BC's in time


but army for army, terran "units" are not weak lategame


terran "race" is weak lategame because zerg gets their units in a way thats 20x more powerful
_PulSe_
Profile Joined August 2006
United States541 Posts
June 24 2012 17:42 GMT
#1783
I posted this on page 64 of this thread. As a lot of this discussion is going in a circle and new people are joining in i believe this will help you understand what the terran metagame is looking like at the moment. Will it change? Sure, its possible, but for now this is my outlook on the MU and what the queen buff did to it.

+ Show Spoiler +
On June 23 2012 06:51 _PulSe_ wrote:
Warning: wall of text incoming

The way I feel one should look at this is from the perspective of how Blizzard wants their game to play out. They have stated that they regard balance not only on a unit vs unit basis but also on a timing basis.

"In non-mirror matches we intentionally work to provide diverse strategies that make use of asymmetric design to produce varied, fun and interesting games, while maintaining excellent overall balance. That does mean that at different stages of the game, one race might have tools which represent an advantage against the others--though it’s important that those advantages can always be mitigated by good play." -Daxxarri

I understand that this quote was in relation to the TvP matchup, however, there are a lot of similarities recently in the late game play of TvP and TvZ. Terran trying to find a perfect engagement and trying to abuse lack of mobility. They've stated they'd like Terran to be very strong in the early and mid-game while trading off for a weaker end game. Their philosophy was that Terrans should push their early and mid-game advantage before the opponent achieves a superior unit composition which allows them to arrive in the late game in a favorable position with which they can continue to batter down the opposition and win.

If we can extrapolate anything from this it’s that Terran has to use the same general strategy in both matchups, that is, do damage early and do your best to ride that advantage into the late game for the win. We can also gather from this that they want certain races to be weaker in certain stages of the game. I do speak from speculation here; however, I believe Terran is balanced with zerg in the ultra-early game and in the mid game Terran needs to apply pressure before the swarm takes over in order to be able to secure a win against an even-skilled opponent.

How I believe the T is supposed to deal this damage is through superior cost effectiveness and through map control, slowly trading both of these aspects to the Z by the end game to Infestors and Broods. At this point, hopefully, T has efficiently traded armies and/or managed to affect the economy of the Z enough to put him at an advantage against the Z in the late-game and can, as is said a considerable amount in this community, “get more ahead” to secure the win.

This is where I feel Blizzard has acted completely contradictory to their balance philosophy. At the rate of the current metagame, in order for Terrans to keep themselves at an even remotely close pace with Zerg they have been forced to take extremely potentially vulnerable early fast expansions. This is where the queen buff shines as well. Early with a range 3 on queens it was considerable easier for T to take this early FE and not be paranoid about a possible all in from the Z because it was easily possible to keep your SCV alive around the base to hopefully scout if early gasses are going down. This isn’t even close to plausible any more as the range buff to the queen allows them to easily down initial scvs if they pool first and to keep scouting units out of their main. This isn’t the most important change however.

The current metagame with the queen buff has created a scenario that in order for a T to deal any sort of damage to a Z they have to trade an economic or timing advantage later. Creating scenarios in which the T has to deal a considerable amount of damage with their opening gambit in order to break even with the Z. With this buff Blizzard is essentially telling Ts that they aren’t supposed to safely pressure greedy Zs in the early game as queens can very easily repel bunkers now with ling support.

The Hellion opening was very good for as it allowed to T to safely pressure a FEing zerg(which is nearly every game) by forcing Z to create bit of army units and forcing spine crawlers. The hellions could deal with Queens as they had them out ranged and could stutter step them in and out to exploit holes in the Zerg’s defense. It wasn’t an over committal to Hellions and it allowed the T to establish an early Factory tech, All the while preventing the early spread of creep. This early prevention of creep also allowed a 1-1 timing or a tank timing later in the midgame to be more powerful as it allowed the T to move much closer to the Z base without having to slow down and begin killing tumors also saving more scans.
With the patch the Zerg metagame has adapted and Zs have been opening with the early 4-6 queen builds. Where Queens couldn’t leave the safety of Spine Crawlers previously they can now venture forth on the map and fight early hellion pressure.

Aside. The only adaptation from T I have seen is maybe possibly a 2 reactor hellion build that gets out 10 hellions super quick for an almost all-in attack. The problem with this is that now the choice to get out hellions isn’t so much of a transition as it is a commitment to hellions, which in turn forces the T to deal actual damage or the T will be considerably behind in tech and timing. Turning a solid light pressure build into a build committed to deal damage.

Aside. Marine openers can be dealt with 4+ queens plus a round of zerglings from the Z. Also if the T loses his early group of Marines he will be completely unable to keep up with the unit production of Zerg and he can overwhelm him early for the gg and at the least it will make his push later very susceptible to a Muta defense.

Aside. Banshee openers are also beeing thwarted rasther easily as well. If a T does it on 1 base it might as well be an all-in. If they execute it after taking an FE its delayed enough that now zerg is normally getting 2 fast evo chambers anyway. They will have the min nessecarry for spores easily and while starting with 6 queens anyway there isnt much of an issue.

Now with the Queens being able to deal with hellion builds and the fact that Zs are getting nearly 6 now it allows Queens to move out and spread creep earlier.

With the earlier creep spread we have what we have been seeing a considerably lot of lately. Which is by 10:-- mark over half the map is covered in creep. This creates another problem as the supposed strong mid game push from T has to slow down and clear creep before it can create a situation where the engagement is T favored with less creep around. Making T mid game pushes even weaker as they are arriving at the Zs natural or third even later giving the Z considerably more time to prepare and set up flanks.

Behind all this the Zerg is free to make rounds and rounds of drones almost unsusceptible to pressure. And this is where I believe we are now AT THE HIGHEST LEVEL OF PLAY which is key. What can T do? Well if I knew that I wouldn’t have been typing about the problems and would have been typing out the solutions.

Now back to Blizzard’s philosophy. They state they want asymmetric balance between the races. However, every nerf Terrans have been receiving is from Blizzard saying that these things are too strong early/mid game. The Z has problems defending T early to mid-game. Z has problems scouting in the early game. If T clearly doesn’t have an advantage late game, which no one really disputes, and Blizzard keeps nerfing ways for T to punish Z and do damage early to mid-game. T commiting in the early game is to economically unviable if it doesnt do enough damage. And now T is losing their mid-game timings as Zerg is achieving their Late-game composition earlier and earlier. Blizzard has consistantly been balancing this game to force almost all match-ups into the lategame where T, which they have admitted, doesnt have the strongest of armies.Where exactly is Terran supposed to be asymmetrically balanced with Zerg at this point?

T all-ins get nerfed and some deservedly so. But where have the nerfs been to the damage Banelings do to buildings to help Terran ability to mitigate those all-ins? Where has any nerfs to early roach all-ins been? These all-ins are very common on the ladder play and very commonly earn the Z a win on a consistent basis and also allow the Zerg to transition from them into follow-up pushes that also very consistently get the gg. But when Terran has any reliable all-ins to do damage to the Zerg or even put pressure on Zerg early it for some reason is a sign that Blizzard doesn’t agree with the metagame and they have to step in to stop it without allowing the metagame to reset itself

I will agree that nerfs and buffs are certainly nessesary for SC2, however sometimes I wish that Blizzard would mind their own business and/or incorporate pro players opinions into their beta testing for patches. The fighting Game community does this on a regular basis and it has certainly showed as of late with very balanced very fun games.

To the people saying it is too early to discuss whether or not this change has affected the state of the game. I ask why was this change made in the first place? What about the state of the game warranted a change of this magnitude to the matchup?

Ok.... and there we go for people who needed it broken down more for you. And people asking why T doesn’t just do this or that. I'm sure i missed several points as I'm certainly not a GSL champion, however this seems to be the ghist from my POV

Its not that Im lazy. Its that I just dont care.
Sroobz
Profile Joined December 2011
United States1377 Posts
June 24 2012 17:48 GMT
#1784
It's actually disgusting to watch Mkp's stream right now
Flash---Taeja---Mvp---Byun---DRG
Reaps
Profile Joined June 2012
United Kingdom1280 Posts
June 24 2012 18:06 GMT
#1785
On June 25 2012 02:48 Sroobz wrote:
It's actually disgusting to watch Mkp's stream right now


Poor guy, you will get over it. :p
Sroobz
Profile Joined December 2011
United States1377 Posts
June 24 2012 18:08 GMT
#1786
On June 25 2012 03:06 Reaps wrote:
Show nested quote +
On June 25 2012 02:48 Sroobz wrote:
It's actually disgusting to watch Mkp's stream right now


Poor guy, you will get over it. :p


You like watching this? What happened to the action packed TvZ marinetank v lingblingmuta battles that took place for 10 minutes. Watching Zerg go infestor broodlord and a move win every game is horrible. MKP micros so hard every battle and gets raped
Flash---Taeja---Mvp---Byun---DRG
BigBossX
Profile Joined September 2008
United Kingdom357 Posts
June 24 2012 18:13 GMT
#1787
On June 25 2012 02:41 roymarthyup wrote:
i dont think terran lategame is weak but it certainly would be boring having every game become "macro early, take map, make stuff, amove multiple times, someone wins"


give me any 140food zerg army and ill list a terran army that should crush it


problem is zerg as a race compared to terran as a race. zerg gets mass bl corrupter infestor, you counter with vikings, lol now i have 20 ultralisks vs your vikings and you cant get BC's in time


but army for army, terran "units" are not weak lategame


terran "race" is weak lategame because zerg gets their units in a way thats 20x more powerful


I love how you think that just vikings are the counter to mass bl corrupter infestor
Evangelist
Profile Blog Joined June 2011
1246 Posts
June 24 2012 18:13 GMT
#1788
Having viable T3 units for every single race (hint: fix BCs, remove energy from Thors and fix carriers) would change the metagame more towards the midgame again. When there's a T3 composition for a race that is significantly more powerful than another, you lose the midgame. When T3 compositions match blow for blow, there is much less impetus on rushing to the lategame - you have to get an advantage in the midgame first and the transition to a lategame becomes much more obvious and much weaker for both sides.

The reason we used to have the entertaining muta/marine TvZ is because of that - zergs hadn't figured out their ridiculously powerful lategame transitions yet and either wanted to win during the midgame or delayed their lategame as a coup de grace. Protoss deathballs have always been ridiculous, but even at its worst, the Protoss deathball can be handled. BL/infestor simply can't.
Snowbear
Profile Blog Joined July 2010
Korea (South)1925 Posts
Last Edited: 2012-06-24 18:15:26
June 24 2012 18:15 GMT
#1789
On June 25 2012 02:41 roymarthyup wrote:

give me any 140food zerg army and ill list a terran army that should crush it


Okay: 20 infestors, 15 broodlords, 19 corruptors and 1 overseer in the back.
Sroobz
Profile Joined December 2011
United States1377 Posts
June 24 2012 18:18 GMT
#1790
On June 25 2012 03:13 Evangelist wrote:
Having viable T3 units for every single race (hint: fix BCs, remove energy from Thors and fix carriers) would change the metagame more towards the midgame again. When there's a T3 composition for a race that is significantly more powerful than another, you lose the midgame. When T3 compositions match blow for blow, there is much less impetus on rushing to the lategame - you have to get an advantage in the midgame first and the transition to a lategame becomes much more obvious and much weaker for both sides.

The reason we used to have the entertaining muta/marine TvZ is because of that - zergs hadn't figured out their ridiculously powerful lategame transitions yet and either wanted to win during the midgame or delayed their lategame as a coup de grace. Protoss deathballs have always been ridiculous, but even at its worst, the Protoss deathball can be handled. BL/infestor simply can't.


Really love this post :D
Flash---Taeja---Mvp---Byun---DRG
roymarthyup
Profile Joined April 2010
1442 Posts
June 24 2012 18:19 GMT
#1791
On June 25 2012 03:13 BigBossX wrote:
Show nested quote +
On June 25 2012 02:41 roymarthyup wrote:
i dont think terran lategame is weak but it certainly would be boring having every game become "macro early, take map, make stuff, amove multiple times, someone wins"


give me any 140food zerg army and ill list a terran army that should crush it


problem is zerg as a race compared to terran as a race. zerg gets mass bl corrupter infestor, you counter with vikings, lol now i have 20 ultralisks vs your vikings and you cant get BC's in time


but army for army, terran "units" are not weak lategame


terran "race" is weak lategame because zerg gets their units in a way thats 20x more powerful


I love how you think that just vikings are the counter to mass bl corrupter infestor


they are. but terran as a race still loses because zerg as a race is stronger and can make their units in a stronger way


but army for army give me any zerg army and ill give you a terran army that demolishes it in the unit tester

but thats the problem unit tester and the real game are two different things


i suggest giving buffs to terran as a race in the way they make units, NOT buffs to their units themselves


very small buffs that fix stupid things i can agree with, like possibly give thors and bc's the option to shutdown their energy for free making them immune to feedback damage. but any buffs given to terran lategame units should be small

AND GIVEN the current state of TvZ, i garuntee no small buffs to terran lategame units will change the matchup at all

terran as a race needs to be buffed their endgame "units" are already strong buff it too much and its imba
BigBossX
Profile Joined September 2008
United Kingdom357 Posts
June 24 2012 18:22 GMT
#1792
On June 25 2012 03:19 roymarthyup wrote:
Show nested quote +
On June 25 2012 03:13 BigBossX wrote:
On June 25 2012 02:41 roymarthyup wrote:
i dont think terran lategame is weak but it certainly would be boring having every game become "macro early, take map, make stuff, amove multiple times, someone wins"


give me any 140food zerg army and ill list a terran army that should crush it


problem is zerg as a race compared to terran as a race. zerg gets mass bl corrupter infestor, you counter with vikings, lol now i have 20 ultralisks vs your vikings and you cant get BC's in time


but army for army, terran "units" are not weak lategame


terran "race" is weak lategame because zerg gets their units in a way thats 20x more powerful


I love how you think that just vikings are the counter to mass bl corrupter infestor


they are. but terran as a race still loses because zerg as a race is stronger and can make their units in a stronger way


but army for army give me any zerg army and ill give you a terran army that demolishes it in the unit tester

but thats the problem unit tester and the real game are two different things


i suggest giving buffs to terran as a race in the way they make units, NOT buffs to their units themselves


very small buffs that fix stupid things i can agree with, like possibly give thors and bc's the option to shutdown their energy for free making them immune to feedback damage. but any buffs given to terran lategame units should be small

AND GIVEN the current state of TvZ, i garuntee no small buffs to terran lategame units will change the matchup at all

terran as a race needs to be buffed their endgame "units" are already strong buff it too much and its imba


wtf lol, infestor corruptor shits all over vikings, hell even just infestors wreck vikings. corruptors pretty good vs vikings too
PauseBreak
Profile Blog Joined April 2011
United States270 Posts
Last Edited: 2012-06-24 18:26:09
June 24 2012 18:23 GMT
#1793
Here are my three cents:

The entire fact that Zerg is allowed to completely "drone up" for 6 to 7 mins is abusive.
Most, if not all, Terran early game harassments are now obsolete due to direct and indirect buffs and nerfs.

A. The Bunker Rush. Was not ever meant to be the end all all-in. Its just to delay and harass the droning up proceedure. Zergs now are knowledgable on how to stop this and mitigate all damage.

B. Reapers. A long and dreadful story of From Good to Bad to Worse. The Reaper just isn't viable anymore and most people know the reasons.

C. Hellions. Very powerful and very effective. In fact, it probably was too powerful. Fly in and roast-a-drone free for all! Zerg's started to wall off their area and this was effective.
Protoss has to wall off! Terran has to wall off! So why does Zerg get the exemption?

D. Banshees. Protoss really abused the SG against Zerg's lack of an anti-air early game. With those patches the Banshee was indirectly squeezed out of the mix.

There were, of course, a few other small early harassments that Terran did/tried out but just weren't that effective as the mentioned above.

Zerg is a very difficult race to balance. In fact, because all the races are so different each aspect cannot be perfectly balanced. However, Terran against Protoss late game is very difficult. Now Terran against Zerg late game is very difficult.
Seems that Terran is in the position that they must win mid-game. Early harass isn't viable, and late game units, (T3) Terran truely doesn't have except for BC's. [which are extremely difficult to start producing especially against a Zerg which has the absolute air dominance in the game because of Corrupters]

Zerg late game against Terran: Corruptors, Brood Lords, and Infestors. This is a VERY strong composition. If you are Zerg and struggling you really need to do this against Terran. Terran has no answer to it since the Ghost nerf. Zerg is the air race. And if Zerg wants to take the air, they will take it.

Right now, Terran has to All-In on a mid-game timing attack (Timing Attack Terran) to win their games.
roymarthyup
Profile Joined April 2010
1442 Posts
Last Edited: 2012-06-24 18:30:10
June 24 2012 18:26 GMT
#1794
On June 25 2012 03:15 Snowbear wrote:
Show nested quote +
On June 25 2012 02:41 roymarthyup wrote:

give me any 140food zerg army and ill list a terran army that should crush it


Okay: 20 infestors, 15 broodlords, 19 corruptors and 1 overseer in the back.


1 overseer is unfair. make it 5 overseers they cost no food and is generally good to get vs cloak emp


20 infestors 40 food
15 broodlords 60 food
20 corrupters 40 food
5 overseers 0 food

and i guess yeah probably in a real hyper lategame zergs army would be 60 drones + 3 queens injecting so that means a 134food zerg army vs 140food terran army but for points sake lets say its 140 vs 140



in the unit tester the army to kill that is 38 vikings, 6 ravens (for 12 PDD's), 14 hellions, 4thors
actually it might be smart to get -1 thor, -3 hellions for +4 tanks.
then after the corrupter/broods die you can siege up the tanks to clean up the infested terrans


this actually would be a cool thing to test since its hard to micro both sides if someone wants to hop in a unit tester with me we can make both armies and clash them im pretty sure with minimal micro the terran army wins

WaesumNinja
Profile Joined February 2012
210 Posts
June 24 2012 18:29 GMT
#1795
On June 25 2012 03:23 PauseBreak wrote:
Protoss has to wall off! Terran has to wall off! So why does Zerg get the exemption?

Zerg can't attack from behind their wall
Zerg can't forcefield to protect their wall
Zerg can't mass-repair their wall indefinitely
Turtle 1/2-base zerg is much weaker than the protoss/terran counterpart

There are probably more reasons.
ArchAngelSC
Profile Joined April 2012
England706 Posts
June 24 2012 18:30 GMT
#1796
On June 25 2012 03:26 roymarthyup wrote:
Show nested quote +
On June 25 2012 03:15 Snowbear wrote:
On June 25 2012 02:41 roymarthyup wrote:

give me any 140food zerg army and ill list a terran army that should crush it


Okay: 20 infestors, 15 broodlords, 19 corruptors and 1 overseer in the back.


1 overseer is unfair. make it 5 overseers they cost no food and is generally good to get vs cloak emp


20 infestors 40 food
15 broodlords 60 food
20 corrupters 40 food
5 overseers 0 food

and i guess yeah probably in a real hyper lategame zergs army would be 60 drones + 3 queens injecting so that means a 134food zerg army vs 140food terran army but for points sake lets say its 140 vs 140



in the unit tester the army to kill that is 38 vikings, 6 ravens (for 12 PDD's), 14 hellions, 4thors


this actually would be a cool thing to test since its hard to micro both sides if someone wants to hop in a unit tester with me we can make both armies and clash them im pretty sure with minimal micro the terran army wins



The difference between those two army comps is the zerg one is realistic whereas the terran is just a joke comp
Shiori
Profile Blog Joined July 2011
3815 Posts
June 24 2012 18:31 GMT
#1797
On June 25 2012 03:29 WaesumNinja wrote:
Show nested quote +
On June 25 2012 03:23 PauseBreak wrote:
Protoss has to wall off! Terran has to wall off! So why does Zerg get the exemption?

Zerg can't attack from behind their wall
Zerg can't forcefield to protect their wall
Zerg can't mass-repair their wall indefinitely
Turtle 1/2-base zerg is much weaker than the protoss/terran counterpart

There are probably more reasons.

Sure, but that doesn't change the fact that smart sim-city is entirely feasible against Terran, and lots of Zergs have shown themselves capable of doing it. So why not? No need to entirely wall off; just place Evo/Spine/Queen smartly and Hellion runbys aren't a problem.
etofok
Profile Blog Joined March 2012
138 Posts
Last Edited: 2012-06-24 18:55:03
June 24 2012 18:31 GMT
#1798
Let's get back into the times when ghosts were 'imba': More ghost means less tanks in composition.

In my opinion, only Leenok had figured it out and simply did transition into ling/baneling/ultra to kill ghosts army instead of keep making infestor/BL and die to 25 ghosts.

There were timing windows for zerg to push through until terran had enough ghosts like ~10. There was the composition to deal damage, and now infestor/bl is the composition to kill.
The king, the priest, the rich man—who lives and who dies? Who will the swordsman obey?
roymarthyup
Profile Joined April 2010
1442 Posts
June 24 2012 18:33 GMT
#1799
On June 25 2012 03:30 ArchAngelSC wrote:
Show nested quote +
On June 25 2012 03:26 roymarthyup wrote:
On June 25 2012 03:15 Snowbear wrote:
On June 25 2012 02:41 roymarthyup wrote:

give me any 140food zerg army and ill list a terran army that should crush it


Okay: 20 infestors, 15 broodlords, 19 corruptors and 1 overseer in the back.


1 overseer is unfair. make it 5 overseers they cost no food and is generally good to get vs cloak emp


20 infestors 40 food
15 broodlords 60 food
20 corrupters 40 food
5 overseers 0 food

and i guess yeah probably in a real hyper lategame zergs army would be 60 drones + 3 queens injecting so that means a 134food zerg army vs 140food terran army but for points sake lets say its 140 vs 140



in the unit tester the army to kill that is 38 vikings, 6 ravens (for 12 PDD's), 14 hellions, 4thors


this actually would be a cool thing to test since its hard to micro both sides if someone wants to hop in a unit tester with me we can make both armies and clash them im pretty sure with minimal micro the terran army wins



The difference between those two army comps is the zerg one is realistic whereas the terran is just a joke comp


which is why i said terran units dont need to be buffed, terran as a race needs to be buffed because zerg as a race makes their units in a way 500x more powerful than terran can make their units


if you buff terran units your going in the wrong direction. give any zerg 140food army and i can give you the 140food terran counter army

however the terran army is unrealistic, because terran is a broken race that should be fixed

fix terran as a race dont buff terran lategame units

(small buffs i can agree with like feedback vs thors/bc's needs to be fixed. but if you dont fix terran as a race, then small buffs to their lategame units wont change the matchup at all)
Incognoto
Profile Blog Joined May 2010
France10239 Posts
June 24 2012 18:34 GMT
#1800
On June 25 2012 03:29 WaesumNinja wrote:
Show nested quote +
On June 25 2012 03:23 PauseBreak wrote:
Protoss has to wall off! Terran has to wall off! So why does Zerg get the exemption?

Zerg can't attack from behind their wall
Zerg can't forcefield to protect their wall
Zerg can't mass-repair their wall indefinitely
Turtle 1/2-base zerg is much weaker than the protoss/terran counterpart

There are probably more reasons.


Ling run-by is the only reason I could think of, literally. I don't know about TvP, but do they wall? I think T might wall against Zealots. But walling is a bad in a match up where you want surface area for your ranged units vs other ranged units amirite? i'm just ignorant at this game
maru lover forever
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