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Call to Action: Balance Testing (2012/11/20) - Page 71

Forum Index > SC2 General
1876 CommentsPost a Reply
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Naphal
Profile Joined December 2010
Germany2099 Posts
November 23 2012 15:40 GMT
#1401
the nerf is by no means big enough to warrant immediate compensation, at least in ZvT, i agree that ZvP may be a different story (because "psionic" protoss units are not exactly rare)

so keep that in mind before terran also loses all hope between early and lategame if you give Z a stronger midgame.
ShamW0W
Profile Joined March 2010
160 Posts
November 23 2012 16:04 GMT
#1402
On November 24 2012 00:40 Naphal wrote:
the nerf is by no means big enough to warrant immediate compensation, at least in ZvT, i agree that ZvP may be a different story (because "psionic" protoss units are not exactly rare)

so keep that in mind before terran also loses all hope between early and lategame if you give Z a stronger midgame.


That was actually the logic I applied when proposing what is, imo, a more logical nerf to the Infestor. The problem isn't "Infestors are too good against Psionic units" it's "The Infestor is too good as a general purpose unit and makes the Zerg late-game composition too powerful in its current form".

Blizzard's proposed changes address both of these issues in some form but have other consequences that are not made up for in the current balance iteration.
Half-Man Half-Amazing
Charon1979
Profile Joined October 2010
Austria317 Posts
November 23 2012 16:05 GMT
#1403
Problem: Infestor too stronk, Zerg Deathball the same every Match and thus boring

Solution: Play Terran where you can go Marine/Tank/Medivac at all game stages since beta, which never will be boring because its Marines + Support

-or

Solution: Play Protoss where you can go Zealot/Stalker/Colossus since beta, wich never will be boring because its colossi + Meatshield
Survivor61316
Profile Joined July 2012
United States470 Posts
November 23 2012 18:52 GMT
#1404
On November 24 2012 00:29 Ramiz1989 wrote:
Show nested quote +
On November 24 2012 00:14 Purple Haze wrote:
On November 23 2012 23:59 Whitewing wrote:
On November 23 2012 22:12 FakeDeath wrote:
On November 23 2012 21:31 Sapphire.lux wrote:
On November 23 2012 21:05 Big J wrote:
On November 23 2012 20:32 Sapphire.lux wrote:
On November 23 2012 18:57 Big J wrote:
On November 23 2012 18:31 Sapphire.lux wrote:
[quote]

Yes, but that doesn't mean that you can have a sidekick of mutalisks flying around at 15min. You still need a bunch of Broodlords and Infestors first to stand a chance against a maxed deathball attack.
Actual gameplay will show how/if things work out, but I really cannot stand arguements like that, to "just go way out of your standard play and it will be fine". Yes, every race is capable of dealing with everything on paper, the question is how it actually plays out in a game.

Taking roles away from the Infestor is a very good thing for the game. If it turns out that Zerg can't compete without the Infestor being the answer to everything, then Blizzard should buff other Zerg units. This however, we will only see in a few months, after Zergs have had the time to adapt and make new strategies.

IMO right now it is far more important to make Zerg MUs watchable again, then if balance problems arise, make necessary changes.


TvZ and ZvZ are some of the most watchable matchups by far...
ZvP problems are buried deeply in the basic unit/robo/air - interaction, resulting from the stupidity that is a costefficient unit with the only drawback that is extremly supplyinefficient and the inability for Protoss to deal with or build air units.

No, taking away roles is not the right way to go about the infestorproblem. That's the whole idea behind midgame infestorusage - it deals with stuff that the other units (like roach, zergling, baneling) you need/want can't deal with.
Taking away lategame power, is what should be done. The infestorballs throwing beachballs are the problem, not the infestors that are being built as damage support with antiair and anticloak utility.

And this patch does actually affect the Infestorballs by greatly nerfing the dps of fungal against Protossballs (a good part of the units take no damage) and making them more killable (HTs, Ghosts, maybe 1-2 extra seeker missiles).
Also the unfungalable warp prism is kind of cool, because it gives Protoss the mid-lategame harass/scouting tools they lack and might do a fuckton for the watchability of the matchup.
It's the "I see what you have and can warp in accordingly" - factor that makes me a little sceptical. I mean, I can totally see someone like Hero flying a warp prism with 3DTs and 1HT around (all of them psionic) and just feedbacking every overseer, sniping (undefended) sporecrawlers and then proceed to kill a base without even losing the drop anymore. And if there is some defense, 10zealots help out killing the initial defense, then the spore falls and still everything falls for the cost of 1000minerals.
Maybe I'm completly overthinking, but progame balance is really thin. You simply cannot have double the amount of defense everywhere at all possible timings and still play the same standard build.

I think TvZ is a lot worse since the queen change. While indirect, that change allows Zerg to mass infestors and show the true power of the unit. Do you like having Infestors be the answer to almost everything? It remainds me of Ghosts being the answer to all T3 Zerg, but a lot worse.

Right now they can delay attacks, harras, kill all forms of harras, kill low HP units, kill air units, punish clumps of units, even kill some max out mech and Protoss armies with IT. All of this on an energy based unit with great survivability. Is this the only way that Zerg can compete? If so, then that should be fixed, but having one unit to do it all is rubbish mate, i'm sorry. Balance aside, it's just ugly.

As far as the templar warp prism attack, well, it's supposed to be powerful... the fact that you can kill all that using the same unit that's going to win you the big fight (and makes you favorite in that fight) is not fair, IMO. How many times have we seen a bunch of infestors taking out Terran expansions or killing 20+ workers in 4 FGs?

Like is said, taking roles away from the Infestor is the correct way of balancing it, instead of just nerfing the spells. I mean, the unit should be GREAT at SOME things, not great or even good at ALL things. Casters are support units no?


I think we are on the same boat. However, those are the things that I think about:
Zerg has multiple midgame techs, and usually goes for either mutas or infestors. Why? Because they fill roles that the units zerg can already build (zerglings, roaches, banelings) cannot fulfill. If you completly take away roles, you open up more possibilities for BO-losses.
For example: Why is Terran early/mid game really interesting too watch? Because marines+scans have the potential to beat everything. There is no choice to be made that might just lose you the game. However, clever DT/banshee usage, good mutalisk play and many other things still work and can do damage to the Terran. This is what makes games good, if people have the capabilities to deal with everything, but it depends on their execution, who comes out ahead.

If Infestors are good at those things it's fine, we still see a lot of harass against Infestorplayers, zerg still needs many other things like spines and spores. That is not the problem. The problem is that on top of that, Infestors are amongst the top3 combat units in the game per supply vs ground and air and therefore they are not just there to fill roles, they also just beat most armies straight up.

I agree with you, and from "can handle most things" and "it's very strong in some situations" i wish the Infestor would be "just" the latter, like Ghosts, HT, Raves. I guess the solution is, or could be, the Hidra as an all round unit for the mid game.


Agreed.

Problem is how can they buff the Hydra?


They already did, it's called the viper. It's a support unit that makes hydra compositions MUCH more viable through abduction and blinding cloud. Not everything exists in a vacuum where the only way to make unit A more useful is to buff unit A. Sometimes you can buff unit B to make unit A better as long as A and B synergize well with one another.


So the viper is going to be introduced for the next four months of WoL?

Except the Infestors and Ravens, they probably won't change anything in WoL buddy.

I think he was being sarcastic..lol
Liquid Fighting
Solarist
Profile Joined September 2011
291 Posts
November 23 2012 19:09 GMT
#1405
On November 24 2012 01:05 Charon1979 wrote:
Problem: Infestor too stronk, Zerg Deathball the same every Match and thus boring

Solution: Play Terran where you can go Marine/Tank/Medivac at all game stages since beta, which never will be boring because its Marines + Support

-or

Solution: Play Protoss where you can go Zealot/Stalker/Colossus since beta, wich never will be boring because its colossi + Meatshield


And get raped by Zerg deathball
PhReNeTik
Profile Joined June 2011
Spain9 Posts
Last Edited: 2012-11-23 19:30:45
November 23 2012 19:29 GMT
#1406
BL+infestor is the consecuence of a bad metagame: 3CC and 3rd nexus first. That's all.

U can't stop them.... then attack before 10 minutes mark and u'll never see BL.
i am the heart of the swarm
Shiori
Profile Blog Joined July 2011
3815 Posts
November 23 2012 19:34 GMT
#1407
On November 24 2012 04:29 PhReNeTik wrote:
BL+infestor is the consecuence of a bad metagame: 3CC and 3rd nexus first. That's all.

U can't stop them.... then attack before 10 minutes mark and u'll never see BL.

We like to call this "all-in every game."
Noocta
Profile Joined June 2010
France12578 Posts
November 23 2012 19:36 GMT
#1408
On November 24 2012 04:29 PhReNeTik wrote:
BL+infestor is the consecuence of a bad metagame: 3CC and 3rd nexus first. That's all.

U can't stop them.... then attack before 10 minutes mark and u'll never see BL.



People started doing very greedy opening azgainst zerg because blizzard basicly nerfed or buffed a lot of thing to prevent T/P from killing Z early

3 OC TvZ is MAINLY because of Queen buff making any 2 base timing sucking.
" I'm not gonna fight you. I'm gonna kick your ass ! "
Belha
Profile Joined December 2010
Italy2850 Posts
November 23 2012 19:39 GMT
#1409
I'm a P and I'm aganist the Infestor changes.

If like the 95% of the Sc2 players want the root removed, then why is Blizzards not removing it???

Why not take the chance to improve the unit design quality?

Chicken gank op
Belha
Profile Joined December 2010
Italy2850 Posts
November 23 2012 19:41 GMT
#1410
On November 24 2012 04:29 PhReNeTik wrote:
BL+infestor is the consecuence of a bad metagame: 3CC and 3rd nexus first. That's all.

U can't stop them.... then attack before 10 minutes mark and u'll never see BL.


This is just so much metagame progress ignorance in just one post.
Chicken gank op
MisterTea
Profile Joined September 2010
United Kingdom1047 Posts
November 23 2012 19:42 GMT
#1411
On November 24 2012 04:34 Shiori wrote:
Show nested quote +
On November 24 2012 04:29 PhReNeTik wrote:
BL+infestor is the consecuence of a bad metagame: 3CC and 3rd nexus first. That's all.

U can't stop them.... then attack before 10 minutes mark and u'll never see BL.

We like to call this "all-in every game."

is attacking before every base is mined out considered an all in aswell?
Shiori
Profile Blog Joined July 2011
3815 Posts
November 23 2012 19:44 GMT
#1412
On November 24 2012 04:42 MisterTea wrote:
Show nested quote +
On November 24 2012 04:34 Shiori wrote:
On November 24 2012 04:29 PhReNeTik wrote:
BL+infestor is the consecuence of a bad metagame: 3CC and 3rd nexus first. That's all.

U can't stop them.... then attack before 10 minutes mark and u'll never see BL.

We like to call this "all-in every game."

is attacking before every base is mined out considered an all in aswell?

Nope. Protoss attacks before 10 minutes definitely are, though. At least the kinds that would do damage.
c0sm0naut
Profile Joined April 2011
United States1229 Posts
November 23 2012 19:47 GMT
#1413
Ive played around 20 games as every race option so far in the test map, (vs master / gm and sometimes random if i didnt have players to play with), i am master and random in NA

so far these are my conclusions:

tvz: exactly the same pretty much

tvp: i want to say it's the same but, i think this change has potential. theorcrafting, if you already make ghosts on 3 -4 base vs protoss why not make ravens earlier. if you can EMP all of the templar, HSM kills everything. marines cost only minerals and instead of making double medivacs all game from 9:30 until we die why not try raven? so far it has been unsuccessful but i am chobo

tvt: exactly the same, i got to use HSM at like 9 or 10 min game clock on a drop though which was weird and awkward for both of us

zvt: feels pretty much the same.. i dont feel more scared of raven or ghost, i like mutalisks in the midgame too anyways, so by the time he has enough of these units out he has taken so much damage trying to go for them that it is often faceroll + rally time. there doesn't seem to be a good time to build ghosts in tvz right now, from 1:00-10:00 you are getting up your 3 bases and harassing with hellion banshee, from 10:00 - 14:00 you are bunkering up and waiting for a bigger tank count + 2/2 so you can go push him, from 14:00-18:00 you are defending a hive tech counter and taking a 4th, when do you start ghosts? it seems like if you cut units from any point in here zerg will know and kill your or you will be unable to punish zerg taking a lot of bases.

zvp: not the same, warp prisms are way stronger if the user has high APM. queens are so fucking slow i cannot explain how frustrating this change is. this change need sot be reverted or thought out in a better way, because currently i am still fungaling the shit out of protoss armies and getting like 8 stalkers at a time and meanwhile cannot defend against warp prisms.. all of the stupid crap about fungal still is here but now warp prism is a bit better and zerg can no longer make miraculous comebacks by landing chain fungals on the sentryball. warp prism + DT harass is extremely strong now in the lategame although when i really think about it, i should have just made to kill it. even after all of this, i still am winning if i sit there over my 4th base, suck all the resources out of it and then slowly take more and more bases with broodlord support, adding to my deathball. you still can take zero risks with a BL/INF/Corruptor army and just harvest one base at a time, maybe doing some ling harass and stuff, but ultimately infestors are still serving pretty much all roles you need them to in this MU. archons, templar and sentries aren't going to be blinking in and sniping my broods any time soon, but stalkers, voids and carriers might try and fungal + IT still manhandles all of these things

zvz: still retarded, it was weird tnot being able to fungal my opponent's infestors if they clump them, but i rarely get that opportunity vs decent players anyways so i wont miss it too much

conclusion: FG change is big in pvz for harass, but deathballing is still viable and pretty much still the best way to play against protoss. fungal still locks stalkers, zealot clumps, air units, and IT are still extremely durable in shell form and have broken DPS, warp prisms are potentially "broken" now but to be honest if they want to even out the brokenness of infestor broodlord with this it's not a bad choice.

Terran HSM change is stupid, lol. i dont understand this change, it seems more aimed at casual players rather than GM or professional players because HSM range is very low.. HSM still waste of money unless you are on like 3 more bases than your opponent and dont want to even have a chance of losing. even then, more tanks marines and marauders are generally better. zerg still has many opportunities to get extremely far ahead in early ZvT with speedling builds or with just defending a marine poke out or timing well and droning behind it. late game, ghosts still dont seem like a viable option and neither I nor my opponents felt that we had the time to make them in our games because we would die if we did. Fungal continues to affect groups of marines, vikings and tanks and serves the role it did in the past.
AnomalySC2
Profile Joined August 2012
United States2073 Posts
November 23 2012 19:49 GMT
#1414
On November 24 2012 01:05 Charon1979 wrote:
Problem: Infestor too stronk, Zerg Deathball the same every Match and thus boring

Solution: Play Terran where you can go Marine/Tank/Medivac at all game stages since beta, which never will be boring because its Marines + Support

-or

Solution: Play Protoss where you can go Zealot/Stalker/Colossus since beta, wich never will be boring because its colossi + Meatshield


xD

User was warned for this post
The_Darkness
Profile Joined December 2011
United States910 Posts
November 23 2012 19:58 GMT
#1415
I generally like these changes. A few thoughts:

- The fact you can't fungal warp prisms feels weird although I'm not sure it's a problem. I can't imagine the best zerg players in the world really struggling against DT drops; with lots of spores and spines at each expansion (which is already the norm) quite often what happens is that even if a hatchery gets sniped it's not cost effective in terms of what's destoryed and the zerg player can just rebuild the hatchery; all that a hatchery snipe accomplishes is a marginal reduction in the size of the zerg's bank.

- I would have like to have seen infested terrans nerfed. Perhaps the HP of the eggs should be as it is in HoTS (50 instead of 100). Buffing ghosts and HT though indirectly combats this problems since T and P will have a way to actually lower infestors' energy.

- I think lowering the cost of HSM to 100 might have been a bigger buff and really changed the entire dynamic of tvz late game. I like the change, which will make transititioning to ravens easier. It will be really cool, if these changes are implemented, to see ghosts and ravens actually used in TVZ. The TvZ late game seems boring and feels unfair to Terran. These changes definitely will help.

To be is to be the value of a bound variable.
c0sm0naut
Profile Joined April 2011
United States1229 Posts
November 23 2012 20:03 GMT
#1416
On November 24 2012 04:58 The_Darkness wrote:
I generally like these changes. A few thoughts:

- The fact you can't fungal warp prisms feels weird although I'm not sure it's a problem. I can't imagine the best zerg players in the world really struggling against DT drops; with lots of spores and spines at each expansion (which is already the norm) quite often what happens is that even if a hatchery gets sniped it's not cost effective in terms of what's destoryed and the zerg player can just rebuild the hatchery; all that a hatchery snipe accomplishes is a marginal reduction in the size of the zerg's bank.

- I would have like to have seen infested terrans nerfed. Perhaps the HP of the eggs should be as it is in HoTS (50 instead of 100). Buffing ghosts and HT though indirectly combats this problems since T and P will have a way to actually lower infestors' energy.

- I think lowering the cost of HSM to 100 might have been a bigger buff and really changed the entire dynamic of tvz late game. I like the change, which will make transititioning to ravens easier. It will be really cool, if these changes are implemented, to see ghosts and ravens actually used in TVZ. The TvZ late game seems boring and feels unfair to Terran. These changes definitely will help.



i agree with all of your points here except the first point. think about it this way. what if the prism stays in phase mode and units try to come kill the DTS? i lift them all off and now he has to kill a prism with gravity(I dont know the word for it) boosters without fungal. thats pretty hard with queens, and you can just come back, unload directly on a queen and gank it with the DTS, then lift and get away quickly

its adding a whole new dimension to warp prism play now that you cannot stun the prisms
The_Darkness
Profile Joined December 2011
United States910 Posts
November 23 2012 20:09 GMT
#1417
On November 24 2012 04:47 c0sm0naut wrote:
Ive played around 20 games as every race option so far in the test map, (vs master / gm and sometimes random if i didnt have players to play with), i am master and random in NA

so far these are my conclusions:

tvz: exactly the same pretty much

tvp: i want to say it's the same but, i think this change has potential. theorcrafting, if you already make ghosts on 3 -4 base vs protoss why not make ravens earlier. if you can EMP all of the templar, HSM kills everything. marines cost only minerals and instead of making double medivacs all game from 9:30 until we die why not try raven? so far it has been unsuccessful but i am chobo

tvt: exactly the same, i got to use HSM at like 9 or 10 min game clock on a drop though which was weird and awkward for both of us

zvt: feels pretty much the same.. i dont feel more scared of raven or ghost, i like mutalisks in the midgame too anyways, so by the time he has enough of these units out he has taken so much damage trying to go for them that it is often faceroll + rally time. there doesn't seem to be a good time to build ghosts in tvz right now, from 1:00-10:00 you are getting up your 3 bases and harassing with hellion banshee, from 10:00 - 14:00 you are bunkering up and waiting for a bigger tank count + 2/2 so you can go push him, from 14:00-18:00 you are defending a hive tech counter and taking a 4th, when do you start ghosts? it seems like if you cut units from any point in here zerg will know and kill your or you will be unable to punish zerg taking a lot of bases.

zvp: not the same, warp prisms are way stronger if the user has high APM. queens are so fucking slow i cannot explain how frustrating this change is. this change need sot be reverted or thought out in a better way, because currently i am still fungaling the shit out of protoss armies and getting like 8 stalkers at a time and meanwhile cannot defend against warp prisms.. all of the stupid crap about fungal still is here but now warp prism is a bit better and zerg can no longer make miraculous comebacks by landing chain fungals on the sentryball. warp prism + DT harass is extremely strong now in the lategame although when i really think about it, i should have just made to kill it. even after all of this, i still am winning if i sit there over my 4th base, suck all the resources out of it and then slowly take more and more bases with broodlord support, adding to my deathball. you still can take zero risks with a BL/INF/Corruptor army and just harvest one base at a time, maybe doing some ling harass and stuff, but ultimately infestors are still serving pretty much all roles you need them to in this MU. archons, templar and sentries aren't going to be blinking in and sniping my broods any time soon, but stalkers, voids and carriers might try and fungal + IT still manhandles all of these things

zvz: still retarded, it was weird tnot being able to fungal my opponent's infestors if they clump them, but i rarely get that opportunity vs decent players anyways so i wont miss it too much

conclusion: FG change is big in pvz for harass, but deathballing is still viable and pretty much still the best way to play against protoss. fungal still locks stalkers, zealot clumps, air units, and IT are still extremely durable in shell form and have broken DPS, warp prisms are potentially "broken" now but to be honest if they want to even out the brokenness of infestor broodlord with this it's not a bad choice.

Terran HSM change is stupid, lol. i dont understand this change, it seems more aimed at casual players rather than GM or professional players because HSM range is very low.. HSM still waste of money unless you are on like 3 more bases than your opponent and dont want to even have a chance of losing. even then, more tanks marines and marauders are generally better. zerg still has many opportunities to get extremely far ahead in early ZvT with speedling builds or with just defending a marine poke out or timing well and droning behind it. late game, ghosts still dont seem like a viable option and neither I nor my opponents felt that we had the time to make them in our games because we would die if we did. Fungal continues to affect groups of marines, vikings and tanks and serves the role it did in the past.


Interesting, although obviously we'll have to wait for pros to try it out to see how it goes. Hopefully they're inviting the best in the world to try it out. It's nice that Blizzard lets everyone try out the changes and solicits their feedback but I hope for the sake of the game at a high level that players like Life, Creator, Leenock, Innovation, MKP, etc. are trying these changes out to see whether it's balanced, and that their input and results will count 1000x more than the input and results from other sources.
To be is to be the value of a bound variable.
mishimaBeef
Profile Blog Joined January 2010
Canada2259 Posts
Last Edited: 2012-11-23 20:14:39
November 23 2012 20:13 GMT
#1418
i am hoping this change will make terrans carry at least 1-2 raven with their army. now they can spot baneling mines and other burrowed units as well as add some DPS to a battle when PDD is worth nothing

On November 24 2012 04:47 c0sm0naut wrote:
conclusion: FG change is big in pvz for harass, but deathballing is still viable and pretty much still the best way to play against protoss. fungal still locks stalkers, zealot clumps, air units, and IT are still extremely durable in shell form and have broken DPS, warp prisms are potentially "broken" now but to be honest if they want to even out the brokenness of infestor broodlord with this it's not a bad choice.


well said sir. i am looking forward to this newly-strengthened harass play opportunity if it stays.
Dare to live the life you have dreamed for yourself. Go forward and make your dreams come true. - Ralph Waldo Emerson
shockaslim
Profile Joined December 2010
United States1105 Posts
November 23 2012 20:15 GMT
#1419
Why don't zergs just invest in spore crawlers if they want to stop warp prism harrass in the late game? The bank in the late game is massive.....its not going to kill you.
Dirty Deeds...DONE DIRT CHEAP!!!
Garoodah
Profile Joined January 2012
United States56 Posts
November 23 2012 20:25 GMT
#1420
Im a masters random player and I have no issues with late game zerg. No its not because I cheese and never get to the lategame either. I dont see why everyone hates on zerg when zergs have finally figured out how to play the game with a mechanic advantage. The difference in what I need to do as a zerg and a protoss is staggering. My apm often differs by 60-80 depending on the strategy to do. Even with this decrease in apm, I still run into protoss who forget to do simple things in a fight like chronoboosting gateways or warping in, yet as a zerg I can inject mid fight and still position my army and get off solid fungals while making units. Another important thing, Protoss literally brought this increase in mechanics on themselves by going ffe. Terrans rarely put on early pressure either because of this shift in the metagame. Even 5-7 marines can ruin a zergs day in the early game. Whenever I play as zerg and see 2 zealots in my base, Ill end up overbuilding lings and be behind for potentially losing drones and making lings. So many zergs got better at injecting and learned how to play mechanically better than terran/protoss at their respective levels.

Terran has literally done the same thing since the beginning of sc2 in the lategame, marine medivac tank. Zergs have changed their lategame composition serveral times, and all of the strategies work in a individual ways. The problem is not lategame, its letting zergs get to lategame unharmed. All-ins and 2 base strategies aside, every terran/protoss that I play sits in there base until 9-11 minutes and just lets me do whatever I want to. I can rush to lair tech easily and be starting hive before most protoss get to my base when this happens. Turtle terrans do not win games against good players! Neither does a 3 base protoss when you let me get to 5 base as a zerg. Protoss have at least semi figured out that pushing into a zerg as they are morphing greater spire can win games. Terrans have learned to split their armies and drop during big engagements, as well as some incredibly positioning with tanks. Players dont need to have direct engagements to win against zergs, unless people have forgotten to base race? It happens fairly often in zvp with mutas. Zergs have always been the a-move and win race. This was incredibly easy to exploit 6 months ago when ling infestor was only starting to gain popularity.

The one main point Id like anyone to take away from this. If you let a zerg just sit back and drone, he will always get ahead. Do more pressure in the early game and you will find yourself in a much better position for the mid and late game. If a zerg is unable to saturate bases and defend against aggression then the zerg will always end up behind in the mid game, and then its the T/P's job to get farther ahead before the late game. Warp prisms and drops are one of these ways. Suicide some marines or zealots while pushing a zergs base on the other side of its bases. Youll do damage in one or even both places.
"Oh man we've got GG-lords"
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