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[D] The raven buff does not address TvZ issues - Page 41

Forum Index > SC2 General
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If this thread can't remain civil then we'll have to close it. Thread will be moderated harshly from pg.3 onwards.
mierin
Profile Joined August 2010
United States4943 Posts
August 23 2012 05:55 GMT
#801
You all have forgotten Jaedong, who will encounter whatever and determine practice is what is needed to overcome
JD, Stork, Calm, Hyuk Fighting!
superstartran
Profile Joined March 2010
United States4013 Posts
Last Edited: 2012-08-23 06:28:39
August 23 2012 06:13 GMT
#802
On August 23 2012 14:50 NeMeSiS3 wrote:
Show nested quote +
On August 23 2012 14:26 aksfjh wrote:
On August 23 2012 14:16 ChristianS wrote:
On August 23 2012 09:59 Masvidal wrote:
On August 19 2012 11:07 avilo wrote:
The queen buff (many dubb it the "queendralisk" nowadays)

Can anyone substantiate this in any way, shape, or form? I've never heard of this, not even once.

Thread: [TAC3] Beastyqt on the All-Kill
http://www.teamliquid.net/forum/viewmessage.php?topic_id=348101

Beasty:After the recent patch Blizzard introduced new unit called Queendralisks which kills anything that terran has up to 10 minutes into game allowing zerg to get on 3 base and get 70-80 drones with no problem, which then allows zerg to get tier 3 units at 13-14 minute into game and most of the time terran is simply not being able to deal with it unless you manage to deal damage to zerg economy through defences of queendralisks. It's obviously possible for terran to win vs both P and Z, its just..really hard at this point.

What I would change is maybe give terran tier 3 units, nerf warpgate and make it only defensive ability so that protoss wouldnt be able to warp 30 zealots in middle of fights while attacking you and I would agree with new unit queendralisk staying in game as long as GGlord/ infestor composition would be nerfed.



I personally find all these balance-related nicknames like queendralisks, GGlords, lolrines, etc. to be kind of unfortunate. They discourage reasoned discussion, and shift the tone of the conversation to more toward name-calling.

I think it's gotten to the point now where Terrans probably don't think their comments are being taken seriously anyways.


Probably because most of the comments are to grossly over exaggerated to take seriously.



Because all Z players ever say is "you're bad get better" or "the game is fine" ? Lol. They aren't even open to the idea that just possibly that taking a free third uncontested while droning straight to 70+ workers isn't entertaining, nor is it balanced at all. And no, I'm not exaggerating at all. A Z takes his 3rd almost uncontested really, and can drone extremely quickly to 70 drones without much threat of getting killed by a Terran player unless he royally fucks up his build somehow either through just not droning on a certain round of larvae, overreacting badly, or just plain out getting out controlled when facing Helion/Banshee.
FabledIntegral
Profile Blog Joined November 2008
United States9232 Posts
August 23 2012 06:14 GMT
#803
On August 23 2012 14:52 nkr wrote:
Show nested quote +
On August 23 2012 06:54 NeMeSiS3 wrote:
On August 23 2012 06:44 captainwaffles wrote:
1500 Masters T on NA, TvZ feels okay right now, I think maps matter more than anything at this point in time.

1200 NA Masters T, I completely agree.


1320 NA Master, 19 years old and 178 centimeters tall, and I agree


1600 NA Master, Random, 22 years old, 5'10'', Bachelors in Business Economics with a Minor in Accounting, 8:00-4:30 day job, and Ravens work well.
Qwerty85
Profile Joined June 2012
Croatia5536 Posts
August 23 2012 09:32 GMT
#804
People always have bias towards their own race. If a players of certain race claim game is balanced it is actually a good indicator that their race is currently on top.

It is equally bad if you have terran as a dominating race or if you have zerg. Some people see no problem in zerg being the strongest now just because terran had their strong period before. Other don't even think there are balance issues.

The problem lies in the fact that terran was the strongest race at the release of the game so people, immaturely, developed a dislike toward terran and have a revenge-like mentality. People also forget statistics, actual numbers, and remember how terran was "ridiculously op", "unbeatable" in 2011 and forget that statistics weren't actually that bad. In fact, strongest terran month vs. zerg in 2011 is very similar to how zerg looks now against terran in July 2012.

The other problem is that most influential people in sc2 community are zerg or protoss players, with the exception of some randoms. There really isn't a strong and influential terran voice in the community. If you speak about balance from terran perspective, even if you try your best to provide good arguments, it is often labeled as QQ.
Qwyn
Profile Blog Joined December 2010
United States2779 Posts
August 23 2012 10:04 GMT
#805
On August 23 2012 15:13 superstartran wrote:
Show nested quote +
On August 23 2012 14:50 NeMeSiS3 wrote:
On August 23 2012 14:26 aksfjh wrote:
On August 23 2012 14:16 ChristianS wrote:
On August 23 2012 09:59 Masvidal wrote:
On August 19 2012 11:07 avilo wrote:
The queen buff (many dubb it the "queendralisk" nowadays)

Can anyone substantiate this in any way, shape, or form? I've never heard of this, not even once.

Thread: [TAC3] Beastyqt on the All-Kill
http://www.teamliquid.net/forum/viewmessage.php?topic_id=348101

Beasty:After the recent patch Blizzard introduced new unit called Queendralisks which kills anything that terran has up to 10 minutes into game allowing zerg to get on 3 base and get 70-80 drones with no problem, which then allows zerg to get tier 3 units at 13-14 minute into game and most of the time terran is simply not being able to deal with it unless you manage to deal damage to zerg economy through defences of queendralisks. It's obviously possible for terran to win vs both P and Z, its just..really hard at this point.

What I would change is maybe give terran tier 3 units, nerf warpgate and make it only defensive ability so that protoss wouldnt be able to warp 30 zealots in middle of fights while attacking you and I would agree with new unit queendralisk staying in game as long as GGlord/ infestor composition would be nerfed.



I personally find all these balance-related nicknames like queendralisks, GGlords, lolrines, etc. to be kind of unfortunate. They discourage reasoned discussion, and shift the tone of the conversation to more toward name-calling.

I think it's gotten to the point now where Terrans probably don't think their comments are being taken seriously anyways.


Probably because most of the comments are to grossly over exaggerated to take seriously.



Because all Z players ever say is "you're bad get better" or "the game is fine" ? Lol. They aren't even open to the idea that just possibly that taking a free third uncontested while droning straight to 70+ workers isn't entertaining, nor is it balanced at all. And no, I'm not exaggerating at all. A Z takes his 3rd almost uncontested really, and can drone extremely quickly to 70 drones without much threat of getting killed by a Terran player unless he royally fucks up his build somehow either through just not droning on a certain round of larvae, overreacting badly, or just plain out getting out controlled when facing Helion/Banshee.


Because there's nothing much that the Zerg can do in the way of aggression? There's not too many timings that zerg can exploit. They're not a very aggressive race, and unfortunately, that's by design. The more and more I've been playing, the more I've come to realize and understand why Zerg is forced to drone to 4 base/5base gas and get infestor broodlord or infestor ultra. It's because the race is unable to be aggressive without being allin. There are no attacks you can perform. It's a shame.

This is due to a lot of things - the way armies work, the fact that you cannot split up forces, meaning that the terran army is always going to be close to home, preventing drops or backstabs. I'm sure they can be done, and well, but will they ever become a staple of play with the current game? I don't think so. Don't even talk about ZvP, lol. You have to go infestor broodlord.

I am open to the idea that a lack of aggression in the early game due to queens, and consequentially the early third droned to high heaven, isn't very entertaining. Personally, I hate infestor broodlord. I think that it is boring. I would love to play a very counterattack, backstab, drop heavy style. But you really can't. Not the way the current game plays. You have to work for that lategame army. Yes, the queen change allows Zerg players to reach that deathball even faster. But it really all stems from bad design.
"Think of the hysteria following the realization that they consciously consume babies and raise the dead people from their graves" - N0
Qwerty85
Profile Joined June 2012
Croatia5536 Posts
August 23 2012 11:14 GMT
#806
The current metagame forces terran to play very greedy so as a zerg you can in fact do damage early on, sometimes even win the game at that point, and it won't even be an all in.

Bomber vs. Moonglade game 1 comes to mind. Bomber fast expanded, made an early 3rd orbital. Moonglade went for an early third and then did a big ling bane push which actually killed Bomber immediately.

If both players fast expand, zerg can put pressure faster.
dreamseller
Profile Blog Joined August 2006
Australia914 Posts
August 23 2012 11:22 GMT
#807
On August 23 2012 14:55 mierin wrote:
You all have forgotten Jaedong, who will encounter whatever and determine practice is what is needed to overcome


in jaedong we trust
PGtour admin
Thrombozyt
Profile Blog Joined June 2010
Germany1269 Posts
August 23 2012 12:00 GMT
#808
On August 23 2012 19:04 Qwyn wrote:
Show nested quote +
On August 23 2012 15:13 superstartran wrote:
On August 23 2012 14:50 NeMeSiS3 wrote:
On August 23 2012 14:26 aksfjh wrote:
On August 23 2012 14:16 ChristianS wrote:
On August 23 2012 09:59 Masvidal wrote:
On August 19 2012 11:07 avilo wrote:
The queen buff (many dubb it the "queendralisk" nowadays)

Can anyone substantiate this in any way, shape, or form? I've never heard of this, not even once.

Thread: [TAC3] Beastyqt on the All-Kill
http://www.teamliquid.net/forum/viewmessage.php?topic_id=348101

Beasty:After the recent patch Blizzard introduced new unit called Queendralisks which kills anything that terran has up to 10 minutes into game allowing zerg to get on 3 base and get 70-80 drones with no problem, which then allows zerg to get tier 3 units at 13-14 minute into game and most of the time terran is simply not being able to deal with it unless you manage to deal damage to zerg economy through defences of queendralisks. It's obviously possible for terran to win vs both P and Z, its just..really hard at this point.

What I would change is maybe give terran tier 3 units, nerf warpgate and make it only defensive ability so that protoss wouldnt be able to warp 30 zealots in middle of fights while attacking you and I would agree with new unit queendralisk staying in game as long as GGlord/ infestor composition would be nerfed.



I personally find all these balance-related nicknames like queendralisks, GGlords, lolrines, etc. to be kind of unfortunate. They discourage reasoned discussion, and shift the tone of the conversation to more toward name-calling.

I think it's gotten to the point now where Terrans probably don't think their comments are being taken seriously anyways.


Probably because most of the comments are to grossly over exaggerated to take seriously.



Because all Z players ever say is "you're bad get better" or "the game is fine" ? Lol. They aren't even open to the idea that just possibly that taking a free third uncontested while droning straight to 70+ workers isn't entertaining, nor is it balanced at all. And no, I'm not exaggerating at all. A Z takes his 3rd almost uncontested really, and can drone extremely quickly to 70 drones without much threat of getting killed by a Terran player unless he royally fucks up his build somehow either through just not droning on a certain round of larvae, overreacting badly, or just plain out getting out controlled when facing Helion/Banshee.


Because there's nothing much that the Zerg can do in the way of aggression?
There's not too many timings that zerg can exploit. They're not a very aggressive race, and unfortunately, that's by design. The more and more I've been playing, the more I've come to realize and understand why Zerg is forced to drone to 4 base/5base gas and get infestor broodlord or infestor ultra. It's because the race is unable to be aggressive without being allin. There are no attacks you can perform. It's a shame.

This is due to a lot of things - the way armies work, the fact that you cannot split up forces, meaning that the terran army is always going to be close to home, preventing drops or backstabs. I'm sure they can be done, and well, but will they ever become a staple of play with the current game? I don't think so. Don't even talk about ZvP, lol. You have to go infestor broodlord.

I am open to the idea that a lack of aggression in the early game due to queens, and consequentially the early third droned to high heaven, isn't very entertaining. Personally, I hate infestor broodlord. I think that it is boring. I would love to play a very counterattack, backstab, drop heavy style. But you really can't. Not the way the current game plays. You have to work for that lategame army. Yes, the queen change allows Zerg players to reach that deathball even faster. But it really all stems from bad design.


Honestly, in ZvT early game Zerg aggression with either bling/ling, roach/ling or roach/bling/ling works very well in at least trading SCVs for units. It's really not that hard and while it is less economical than greedy droning, it is in no way all-in even if it doesn't cripple. It's as much an investment as hellion/banshee and it works more often from what I see.
Coffeeling
Profile Blog Joined November 2010
Finland250 Posts
August 23 2012 12:48 GMT
#809
On August 23 2012 19:04 Qwyn wrote:

Because there's nothing much that the Zerg can do in the way of aggression? There's not too many timings that zerg can exploit. They're not a very aggressive race, and unfortunately, that's by design. The more and more I've been playing, the more I've come to realize and understand why Zerg is forced to drone to 4 base/5base gas and get infestor broodlord or infestor ultra. It's because the race is unable to be aggressive without being allin. There are no attacks you can perform. It's a shame.

This is due to a lot of things - the way armies work, the fact that you cannot split up forces, meaning that the terran army is always going to be close to home, preventing drops or backstabs. I'm sure they can be done, and well, but will they ever become a staple of play with the current game? I don't think so. Don't even talk about ZvP, lol. You have to go infestor broodlord.

I am open to the idea that a lack of aggression in the early game due to queens, and consequentially the early third droned to high heaven, isn't very entertaining. Personally, I hate infestor broodlord. I think that it is boring. I would love to play a very counterattack, backstab, drop heavy style. But you really can't. Not the way the current game plays. You have to work for that lategame army. Yes, the queen change allows Zerg players to reach that deathball even faster. But it really all stems from bad design.


There wasn't much of a problem with the balance before, though. And early Z vs. Reactor Hellion was at least entertaining - not necessarily from a build perspective, but neither was forced to commit to anything heavily - some Hellions and Roaches were cheap, and the Spine-Queen-Hellion dances and trying to sneak creep tumors past the Hellions were pretty damn entertaining if you ask me. (Plus if you Roached the Hellions, T would necessarily be on the backfoot - Reactor Hellion establishes tech and economy, but basically no army.) Plus after the early game due diligence was done on both sides the game went on to a rather long and entertaining midgame because Z's economy wasn't in as brilliant of a shape so they had to make units and T had to likewise establish an army (perhaps also slowed by muta harass). All in all, much better than what we have now, more balanced too, even if the winrates aren't atrociously imbalanced anymore.

There was a problem with two Factory mass Hellion being hard to distinguish from standard light Hellion pressure, but Overlord speed should've been enough for that surely?

Speaking of drops, the main change I would've done to pre-patch Zerg was to speed up drop research so Zerg had stuff to do faster after getting Lair. Lair itself seemed more of a speedbump than an enabler of anything exciting, Burrow timings perhaps excepted. This way, Zerg might've gained some Terran-style builds where they tech quickly to drops, and I don't think I've ever seen people say drops are boring.
(And give Hydras a speed upgrade, even a small one)
Squee
Kleen-X
Profile Joined May 2011
Denmark48 Posts
August 23 2012 16:59 GMT
#810
On August 23 2012 08:50 Sevenofnines wrote:
SC2 TvZ: A Brief History
-Zergs can't beat mech. Tank damage nerfed.
-Zergs can't beat mass Reapers. Reapers nerfed.
-Zergs can't handle 2 rax pressure. Raxes now require depot and build time increased.
-Zergs can't handle 2 Rax + Bunkers. Bunkers nerfed.
-Zergs still can't handle 2 Rax + Bunkers. All map sizes increased, close spawns removed from tourneys.
-Zergs can't take third base easily. All maps now have very easy thirds.
-Zergs can't handle Cloak Banshees. Spore Crawler burrow time reduced.
-Zergs can't handle Blue Flame Hellions. Blue Flame nerfed.
-Zergs still can't handle Blue Flame Hellions/Other early pressure. Queens buffed.
-Zergs can't handle Ghosts sniping everything down. Snipe nerfed.
-Zergs can't take fourth base easily. All maps now have relatively easier fourths.

Essentially, Zerg whining has changed almost everything in the matchup in their favor and they are still finding ways to lose. It isn't too hard to guess the next line there:

-Zergs can't handle Ravens/HSM. *Insert nerf here*

It's pretty telling that we have seen widespread usage of virtually every single Terran unit in a variety of different strategies in this matchup at the top level. I believe the only unit that hasn't seen really widespread usage is the Battlecruiser, although even that is becoming more common in the super super late game. Terrans have tried to take all of these nerfs in stride by migrating to different units and strategies (or by simply executing the old ones better), most of which get subsequently nerfed. We've come to the point where there aren't many remaining options for Terrans to even try. It's no wonder that the matchup has gotten stale.

Part of the blame can rightly be laid on Blizzard. They threw in balance changes a bit too quickly without letting Zergs try and innovate and get over any perceived imbalances. They made certain units way too powerful relative to others in the race (Infestor) and other units way too crappy (Hydras). However, the other part of the blame also rightly belongs to the Zerg players that were trying harder to get all of Terrans strategies nerfed instead of asking for more options for their own race, particularly in regards to the early game. It is worth noting that most of the nerfs on that list up there pertain to the early game. Hence, if Zerg early game had simply been buffed so that they could put out aggression (without it being all-in), most of those nerfs probably would not have even been needed.

Ultimately, it is the lack of available strategies for both sides that needs fixing. The Raven changes might help slightly in making them more viable, but at this point IMO the damage is already done. Zerg has no early game options and not much late game option either. Terran early game options were all nerfed into oblivion. Thus even if Ravens become the go-to choice it still means that the matchup has defaulted into a bunch of false choices. Suffice to say, it is a good thing that HOTS beta is coming soon. The matchup sorely needs a reboot.


That post is really scary. That is exactly what it has been like. I loved the reaper and hellions until they got nerfed because you could get an early lead with really good micro. And Ghost vs. lategame zerg was some of the most interesting lategame play i have seen.

Though I am not sure how much the reboot will help on the matchup after looking at it, because what you describe is an early into midgame issue, where the changes from zergs side mainly are midgame into lategame changes.
sage_francis
Profile Joined December 2006
France1823 Posts
August 23 2012 17:29 GMT
#811
On August 23 2012 08:50 Sevenofnines wrote:
SC2 TvZ: A Brief History
-Zergs can't beat mech. Tank damage nerfed.
-Zergs can't beat mass Reapers. Reapers nerfed.
-Zergs can't handle 2 rax pressure. Raxes now require depot and build time increased.
-Zergs can't handle 2 Rax + Bunkers. Bunkers nerfed.
-Zergs still can't handle 2 Rax + Bunkers. All map sizes increased, close spawns removed from tourneys.
-Zergs can't take third base easily. All maps now have very easy thirds.
-Zergs can't handle Cloak Banshees. Spore Crawler burrow time reduced.
-Zergs can't handle Blue Flame Hellions. Blue Flame nerfed.
-Zergs still can't handle Blue Flame Hellions/Other early pressure. Queens buffed.
-Zergs can't handle Ghosts sniping everything down. Snipe nerfed.
-Zergs can't take fourth base easily. All maps now have relatively easier fourths.

Essentially, Zerg whining has changed almost everything in the matchup in their favor and they are still finding ways to lose. It isn't too hard to guess the next line there:

-Zergs can't handle Ravens/HSM. *Insert nerf here*

It's pretty telling that we have seen widespread usage of virtually every single Terran unit in a variety of different strategies in this matchup at the top level. I believe the only unit that hasn't seen really widespread usage is the Battlecruiser, although even that is becoming more common in the super super late game. Terrans have tried to take all of these nerfs in stride by migrating to different units and strategies (or by simply executing the old ones better), most of which get subsequently nerfed. We've come to the point where there aren't many remaining options for Terrans to even try. It's no wonder that the matchup has gotten stale.

Part of the blame can rightly be laid on Blizzard. They threw in balance changes a bit too quickly without letting Zergs try and innovate and get over any perceived imbalances. They made certain units way too powerful relative to others in the race (Infestor) and other units way too crappy (Hydras). However, the other part of the blame also rightly belongs to the Zerg players that were trying harder to get all of Terrans strategies nerfed instead of asking for more options for their own race, particularly in regards to the early game. It is worth noting that most of the nerfs on that list up there pertain to the early game. Hence, if Zerg early game had simply been buffed so that they could put out aggression (without it being all-in), most of those nerfs probably would not have even been needed.

Ultimately, it is the lack of available strategies for both sides that needs fixing. The Raven changes might help slightly in making them more viable, but at this point IMO the damage is already done. Zerg has no early game options and not much late game option either. Terran early game options were all nerfed into oblivion. Thus even if Ravens become the go-to choice it still means that the matchup has defaulted into a bunch of false choices. Suffice to say, it is a good thing that HOTS beta is coming soon. The matchup sorely needs a reboot.


Like said before u missed some nerfs but its pretty good summary. Also i think ultras buff was an important one, giving zergs the possibilty to switch easely between bl and ultras in late game. Terrans decided to make mass ghost late game because its pretty good vs both ultras ans BL, but still it was not that easy to play. Now ghosts are useless vs both units, and zergs still can switch easy.
Coffeeling
Profile Blog Joined November 2010
Finland250 Posts
August 23 2012 19:02 GMT
#812
Wasn't the Blueflame nerf more for TvT and Spore root time to help with Stargate allins in ZvP?
Squee
Empirimancer
Profile Joined July 2011
Canada1024 Posts
August 23 2012 19:05 GMT
#813
As a Protoss player watching pro Korean Terrans against Pro Korean Zergs, I have to say that balance isssues, aside, TvZ has become a lot more boring to watch for the first 15 minutes than it was before the queen buff.

Big J
Profile Joined March 2011
Austria16289 Posts
August 23 2012 19:39 GMT
#814
On August 23 2012 08:50 Sevenofnines wrote:
SC2 TvZ: A Brief History
-Zergs can't beat mech. Tank damage nerfed.
-Zergs can't beat mass Reapers. Reapers nerfed.
-Zergs can't handle 2 rax pressure. Raxes now require depot and build time increased.
-Zergs can't handle 2 Rax + Bunkers. Bunkers nerfed.
-Zergs still can't handle 2 Rax + Bunkers. All map sizes increased, close spawns removed from tourneys.
-Zergs can't take third base easily. All maps now have very easy thirds.
-Zergs can't handle Cloak Banshees. Spore Crawler burrow time reduced.
-Zergs can't handle Blue Flame Hellions. Blue Flame nerfed.
-Zergs still can't handle Blue Flame Hellions/Other early pressure. Queens buffed.
-Zergs can't handle Ghosts sniping everything down. Snipe nerfed.
-Zergs can't take fourth base easily. All maps now have relatively easier fourths.

Essentially, Zerg whining has changed almost everything in the matchup in their favor and they are still finding ways to lose. It isn't too hard to guess the next line there:

-Zergs can't handle Ravens/HSM. *Insert nerf here*


This is incomplete, you are missing the complete beta phase of the game, with TvZ specific changes like hydralisk damage and health nerf or the bunker and barracks build time buffs.
And then of course stuff like: the roach buff, the infestor buff, the infestor nerfs, the medivac nerf, the ultralisk nerf that was surely only because of mech, the ultralisk building damage nerf (essential nerf for lategame TvZ, because Ultralisks were specifically too good vs PFs)
trollololololololololololololol

But yeah, Zergs just wanted to have it easy and whined about balanced builds like 5rax reaper, that were completly fair and not the result of roach nerfs in the beta.
Cloak
Profile Joined October 2009
United States816 Posts
August 23 2012 19:44 GMT
#815
On August 24 2012 04:02 Coffee Zombie wrote:
Wasn't the Blueflame nerf more for TvT and Spore root time to help with Stargate allins in ZvP?


Protoss got a similar treatment, and I think the philosophy is the same. 4 gate used to work, let's make sure it never works again. 1 base Stargate used to work, let's make sure that never works again. So, if you all you ever do is patch the early timings into oblivion, you're stuck with nothing for a solid 12 minutes.
The more you know, the less you understand.
Coffeeling
Profile Blog Joined November 2010
Finland250 Posts
August 23 2012 19:48 GMT
#816
sssh, NR12 minus desperate allins is so fun to watch.
Squee
EndOfLineTv
Profile Joined February 2011
United States741 Posts
August 23 2012 20:04 GMT
#817
On August 23 2012 14:25 FabledIntegral wrote:
I have always found Ravens to be more effective than ghosts, ever since I started using them season 1 back when the game was first released. Reason being I thought ghosts were utter trash and snipe was useless vs Zerg (oh, was I ever wrong). Regardless, I had already become so accustomed to Ravens, it was fine.

The composition you need is Raven/Viking. Vikings can attack corrupters at range, and seeker is used simply as a deterrant for them to engage your vikings. You do not advance in with the Ravens if it can be helped. Sometimes it is necessary, but generally speaking. BL/Infestor is insanely immobile, and even if they have 4 spines per expansion, double drops that unload elsewhere then stim in can be a massive pain in the ass.

Fungal is only effective vs Ravens if you have something else to take them out. Otherwise, fungal is highly ineffective vs split Ravens, just as it is highly effective vs split Banshees (which not enough people use, almost all my wins vs Korean Zergs have come from a 3-4 port banshee switch when they're using Ling/Infestor/Ultra... split banshees, use cloak, infestors die, even if they hit perfect fungals and IT, it is almost never cost effective, and then you can use them to deny new expansions, while you most Zergs don't even have spire since you typically go infestor straight into hive into ultra).


Each time I play this guy zvt, I cry in the corning after I get owned. ^_^
Ravens work very well
BigJoe
Profile Joined January 2011
United States210 Posts
August 23 2012 21:42 GMT
#818
I agree with Avilo here guys. The queen buff has given zerg the ability to dedicate all their precious larva to drones while being able to defend (if not all the time) with soley queens. Most zergs then go directly into infestor and are able to secure additional expansions because terran just does not want to get close to that army with the risk of 1 fungal making them lose their entire army.

With the threat of losing that army zerg can take more bases and tech up to gglords/ultraop (joke guys im not crying imba or anything just trying to get a laugh here) pretty comfortably. Well, that's just my 2 cents. I want to reiterate I think the problem is with fungal and that the raven speed boost wont directly change balance in the matchup. I think if anything it's Blizzards attempt at getting terrans to use them more (but I don't think this change alone is enough)
MoonCricket
Profile Joined September 2011
222 Posts
August 25 2012 08:09 GMT
#819
I really can't believe you guys are crying over Queen buffs after MVP won IEM vs Vortix and Nerchio, if Zerg's entire build order has changed from 4 Queens before gas to a gas steal, 18 gas, 2 Queens and a Roach Warren for a timing push and taking Macro Hatches before 3rds at MLG that's a clear indication that Zergs are not comfortable defending 7:00 3rds with Hellion, Banshee and Marauder pressure with only 4 Queens and Slowlings.

Welcome back to 18 Gas and Roach aggression, Baneling aggression and Speedling expand, and I'm sure we'll see 4 Queen, 6:00 Macro Hatch for 2 base Mutalisk expand before MLG is finished as well. If Zerg has to adapt to 1/1/1 aggression by taking 18 Gas, then I can't see how you can say Range 5 Queens are OP and the only argument you've got left is vs 6 Queens as the greediest economic opening that let's you take a 3rd completely unapposed ...
coolcor
Profile Joined February 2011
520 Posts
Last Edited: 2012-08-25 08:49:51
August 25 2012 08:44 GMT
#820
On August 24 2012 04:39 Big J wrote:
Show nested quote +
On August 23 2012 08:50 Sevenofnines wrote:
SC2 TvZ: A Brief History
-Zergs can't beat mech. Tank damage nerfed.
-Zergs can't beat mass Reapers. Reapers nerfed.
-Zergs can't handle 2 rax pressure. Raxes now require depot and build time increased.
-Zergs can't handle 2 Rax + Bunkers. Bunkers nerfed.
-Zergs still can't handle 2 Rax + Bunkers. All map sizes increased, close spawns removed from tourneys.
-Zergs can't take third base easily. All maps now have very easy thirds.
-Zergs can't handle Cloak Banshees. Spore Crawler burrow time reduced.
-Zergs can't handle Blue Flame Hellions. Blue Flame nerfed.
-Zergs still can't handle Blue Flame Hellions/Other early pressure. Queens buffed.
-Zergs can't handle Ghosts sniping everything down. Snipe nerfed.
-Zergs can't take fourth base easily. All maps now have relatively easier fourths.

Essentially, Zerg whining has changed almost everything in the matchup in their favor and they are still finding ways to lose. It isn't too hard to guess the next line there:

-Zergs can't handle Ravens/HSM. *Insert nerf here*


This is incomplete, you are missing the complete beta phase of the game, with TvZ specific changes like hydralisk damage and health nerf or the bunker and barracks build time buffs.
And then of course stuff like: the roach buff, the infestor buff, the infestor nerfs, the medivac nerf, the ultralisk nerf that was surely only because of mech, the ultralisk building damage nerf (essential nerf for lategame TvZ, because Ultralisks were specifically too good vs PFs)
trollololololololololololololol

But yeah, Zergs just wanted to have it easy and whined about balanced builds like 5rax reaper, that were completly fair and not the result of roach nerfs in the beta.


ya zerg got hit really hard on the roach in beta making the range increase necessary later.

Patch 6 (version 0.8.0.14593)

Burrowed regeneration rate decreased from 10 to 5.
Upgraded burrowed regeneration bonus decreased from +20 to +10.

Patch 7 (version 0.9.0.14621B)

Organic Carapace no longer grants bonus regeneration to unburrowed roaches.

Patch 8 (version 0.9.0.14621B)

Burrowed move speed decreased from 2 to 1.4.
Armor value decreased from 2 to 1.

Patch 12 (version 0.14.0.15343)

Supply count increased from 1 to 2.

Patch 14 (version 0.16.0.15580)

Organic Carapace upgrade removed.
Tunneling Claws now also increases burrowed regeneration rate from 5 to 10.


I'd like to see what would happen if the burrowed movement speed and/or regeneration where buffed up a bit more those abilities aren't used enough I want cool burrow micro.

Some other big nerfs are
Spine Crawler

The root time has been increased from 6 to 12.

Spore Crawler

The root time has been increased from 6 to 12.



and this one turned a really cool ability into something barely used for the next 2 years just like the reaper. I'd like to see how progamers would handle it if this one was changed back.

Nydus Network

Nydus Worm build time increased from 10 seconds to 20 seconds.


Lastly here is something that people forget about that really helped a lot of terrans win a lot of games. Imagine if this change never happened the entire cloaked banshee opening wouldn't exist as an option!

Banshee

Cloak: This ability no longer requires Fusion Core to research.


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