• Log InLog In
  • Register
Liquid`
Team Liquid Liquipedia
EST 03:16
CET 09:16
KST 17:16
  • Home
  • Forum
  • Calendar
  • Streams
  • Liquipedia
  • Features
  • Store
  • EPT
  • TL+
  • StarCraft 2
  • Brood War
  • Smash
  • Heroes
  • Counter-Strike
  • Overwatch
  • Liquibet
  • Fantasy StarCraft
  • TLPD
  • StarCraft 2
  • Brood War
  • Blogs
Forum Sidebar
Events/Features
News
Featured News
RSL Season 3 - Playoffs Preview0RSL Season 3 - RO16 Groups C & D Preview0RSL Season 3 - RO16 Groups A & B Preview2TL.net Map Contest #21: Winners12Intel X Team Liquid Seoul event: Showmatches and Meet the Pros10
Community News
RSL Season 3: RO16 results & RO8 bracket13Weekly Cups (Nov 10-16): Reynor, Solar lead Zerg surge1[TLMC] Fall/Winter 2025 Ladder Map Rotation14Weekly Cups (Nov 3-9): Clem Conquers in Canada4SC: Evo Complete - Ranked Ladder OPEN ALPHA12
StarCraft 2
General
RSL Season 3: RO16 results & RO8 bracket SC: Evo Complete - Ranked Ladder OPEN ALPHA RSL Season 3 - Playoffs Preview Mech is the composition that needs teleportation t GM / Master map hacker and general hacking and cheating thread
Tourneys
RSL Revival: Season 3 $5,000+ WardiTV 2025 Championship StarCraft Evolution League (SC Evo Biweekly) Constellation Cup - Main Event - Stellar Fest 2025 RSL Offline Finals Dates + Ticket Sales!
Strategy
Custom Maps
Map Editor closed ?
External Content
Mutation # 500 Fright night Mutation # 499 Chilling Adaptation Mutation # 498 Wheel of Misfortune|Cradle of Death Mutation # 497 Battle Haredened
Brood War
General
Data analysis on 70 million replays A cwal.gg Extension - Easily keep track of anyone soO on: FanTaSy's Potential Return to StarCraft [ASL20] Ask the mapmakers — Drop your questions FlaSh on: Biggest Problem With SnOw's Playstyle
Tourneys
[Megathread] Daily Proleagues Small VOD Thread 2.0 [BSL21] GosuLeague T1 Ro16 - Tue & Thu 22:00 CET [BSL21] RO16 Tie Breaker - Group B - Sun 21:00 CET
Strategy
Current Meta Game Theory for Starcraft How to stay on top of macro? PvZ map balance
Other Games
General Games
Clair Obscur - Expedition 33 Stormgate/Frost Giant Megathread EVE Corporation Path of Exile [Game] Osu!
Dota 2
Official 'what is Dota anymore' discussion
League of Legends
Heroes of the Storm
Simple Questions, Simple Answers Heroes of the Storm 2.0
Hearthstone
Deck construction bug Heroes of StarCraft mini-set
TL Mafia
Mafia Game Mode Feedback/Ideas
Community
General
Russo-Ukrainian War Thread The Games Industry And ATVI US Politics Mega-thread Things Aren’t Peaceful in Palestine About SC2SEA.COM
Fan Clubs
White-Ra Fan Club The herO Fan Club!
Media & Entertainment
[Manga] One Piece Movie Discussion! Anime Discussion Thread Korean Music Discussion
Sports
2024 - 2026 Football Thread Formula 1 Discussion NBA General Discussion MLB/Baseball 2023 TeamLiquid Health and Fitness Initiative For 2023
World Cup 2022
Tech Support
TL Community
The Automated Ban List
Blogs
The Health Impact of Joining…
TrAiDoS
Dyadica Evangelium — Chapt…
Hildegard
Saturation point
Uldridge
DnB/metal remix FFO Mick Go…
ImbaTosS
Customize Sidebar...

Website Feedback

Closed Threads



Active: 2217 users

TvZ: A Summary of What's (Still) Broken - Page 12

Forum Index > SC2 General
Post a Reply
Prev 1 10 11 12 13 14 26 Next All
Zarahtra
Profile Joined May 2010
Iceland4053 Posts
Last Edited: 2012-12-24 02:00:50
December 24 2012 01:57 GMT
#221
nvm
Forikorder
Profile Joined August 2011
Canada8840 Posts
December 24 2012 01:58 GMT
#222
Terrans started to do it and the next thing you know, after less than 10 total broadcasted games of this NEW LATEGAME the ghost was nerfed. It was not unstoppable. You are just trying to SHOUT here.


I remember playing/watching quite a few games and replays where Zergs were starting to down-tech purposely back into mass ling/baneling to deal with the "mass ghosts" which worked really well because there were way too many targets to snipe.


wait there were less then 10 games where mass ghost was used but there was quite a few games were Zerg downteched?

i smell a contradiction

plus downteching doesnt work because they jsut stutterstep the lings and theres nothing you can do

Is this a joke post? Dropping auto turrets in enemies base is extremely high risk, low reward. Auto turrets do absolutely garbage damage and gets destroyed by just about any zerg unit. In late game, it takes 2-3 zerglings to kill an auto turret. Hows that for 50 energy spent? Besides sending Ravens into enemy base is a one way trip. One fungal and none of them will make it out alive.

im getting so sick of people who dont know about army compositions talking about them like there experts

10 auto turrets will kill a base very easily and are very hard to kill mass raven ahs been extremely strong for a very long time

ravens are much faster and much more mobile then infesters, if they get fungal your dumb, plus if infesters are near jsut HSM them and laugh
forsooth
Profile Joined February 2011
United States3648 Posts
December 24 2012 02:03 GMT
#223
On December 24 2012 10:58 Forikorder wrote:
ravens are much faster and much more mobile then infesters, if they get fungal your dumb, plus if infesters are near jsut HSM them and laugh

You realize that everything about this sentence is untrue, right?
laLAlA[uC]
Profile Blog Joined May 2009
Canada963 Posts
December 24 2012 02:04 GMT
#224
On December 24 2012 10:58 Forikorder wrote:
Show nested quote +
Terrans started to do it and the next thing you know, after less than 10 total broadcasted games of this NEW LATEGAME the ghost was nerfed. It was not unstoppable. You are just trying to SHOUT here.


Show nested quote +
I remember playing/watching quite a few games and replays where Zergs were starting to down-tech purposely back into mass ling/baneling to deal with the "mass ghosts" which worked really well because there were way too many targets to snipe.


wait there were less then 10 games where mass ghost was used but there was quite a few games were Zerg downteched?

i smell a contradiction

plus downteching doesnt work because they jsut stutterstep the lings and theres nothing you can do

Show nested quote +
Is this a joke post? Dropping auto turrets in enemies base is extremely high risk, low reward. Auto turrets do absolutely garbage damage and gets destroyed by just about any zerg unit. In late game, it takes 2-3 zerglings to kill an auto turret. Hows that for 50 energy spent? Besides sending Ravens into enemy base is a one way trip. One fungal and none of them will make it out alive.

im getting so sick of people who dont know about army compositions talking about them like there experts

10 auto turrets will kill a base very easily and are very hard to kill mass raven ahs been extremely strong for a very long time

ravens are much faster and much more mobile then infesters, if they get fungal your dumb, plus if infesters are near jsut HSM them and laugh


No self respecting zerg will let auto turrets kill a base :/
Also, the unforgiving nature of fungal growth is one of the main issues being discussed is it not? Ravens are not exactly a mobile unit by the way.
I'm an old man now
Greenei
Profile Joined November 2011
Germany1754 Posts
December 24 2012 02:05 GMT
#225
On December 24 2012 10:42 Forikorder wrote:
Show nested quote +
On December 24 2012 10:40 wptlzkwjd wrote:
On December 24 2012 10:35 Forikorder wrote:
On December 24 2012 10:32 xPabt wrote:
On December 24 2012 10:19 Forikorder wrote:
On December 24 2012 10:11 wptlzkwjd wrote:
Personally the trouble for me is when I mass enough ravens and vikings to overwhelm the zerg's BL infestor corruptor army, they tech switch to ultra ling baneling infestor really quickly before I can clear supply to get marauders and tanks back. Usually by the time I can beat this second round of units, the zerg secures 1 or 2 more bases over me and the same thing happens again, eg build up BL infestor corruptor.

jsut take the ravens and start picking off bases and tech structures


killing tech structures doesnt mean shit if you die to his ultralisks and if your ravens then have no energy to deal with the third remax.

if you drop auto turrets in his mineral lines he has to come back with the ultras to deal with it mass raven is ridiculously strong you jsut need to know how to play it, remember the Zerg cant go for the base race he has to deal with the ravens before he can push out

Thanks for the advice. However, all the zergs I have faced against usually have around 5-8 spine crawlers at each base including the main not to mention a queen as well so landing my vikings and actively using my ravens are usually a good way to suicide/drop supply. Which is fine but I can't rebuild my army to defend against the ultralisks as fast as zerg can =/

nonononnononon you never land the vikings you jsut drop some autoturrets unless they have a literal ring of spinecrawlers around every building theres some deadzone where you can put auto turrets that can hit a hatch/reater spire/workers and they have to respond to it

just run in, drop 10 turrets and run out no risk extremely high reward


in silver maybe. wasting 500 ernergy which couldve been hsm? risking to lose the ravens? wtf?
IMBA IMBA IMBA IMBA IMBA IMBA
Forikorder
Profile Joined August 2011
Canada8840 Posts
Last Edited: 2012-12-24 02:06:52
December 24 2012 02:06 GMT
#226
On December 24 2012 11:03 forsooth wrote:
Show nested quote +
On December 24 2012 10:58 Forikorder wrote:
ravens are much faster and much more mobile then infesters, if they get fungal your dumb, plus if infesters are near jsut HSM them and laugh

You realize that everything about this sentence is untrue, right?

so your saying ravens move at 2.0 speed, have a crappy accelaration and are a ground unit?

No self respecting zerg will let auto turrets kill a base :/
Also, the unforgiving nature of fungal growth is one of the main issues being discussed is it not? Ravens are not exactly a mobile unit by the way.


exactly, while hes running around trying to deal with the turrets you are completely safe
WhalesFromSpace
Profile Joined March 2012
390 Posts
December 24 2012 02:09 GMT
#227
On December 24 2012 10:46 avilo wrote:
Zergs were finding answers to it, I remember playing/watching quite a few games and replays where Zergs were starting to down-tech purposely back into mass ling/baneling to deal with the "mass ghosts" which worked really well because there were way too many targets to snipe. This in conjunction with fungal among other things was turning out to be quite the counter.


This is exactly right, and I felt it added another dynamic to the late game ZvT in terms of identifying tech transitions and the appropriate composition for a re-max. I think the ghosts were still too strong vs BL and perhaps the best solution would have been that which was proposed by qxc: Simply nerfing the damage to specific classes of units (ie massive). Ghosts were a really interesting unit in TvT because they could 1 shot marines, and the previously stronger snipe allowed Terrans to take chunks out of the late game zealot count in TvP (which was something blizzard noted as a problem for Terran). When reflecting on blizzard's handling of the ghost situation, in addition to things like BFH and Thors (after the Thorzain TSL build), I can understand why many Terran and Protoss players are upset at the time being taken to address the perceived issues with the Zerg race: Overall I am happier that they are taking a more tentative approach to patching things but perhaps this could be complimented by some revision of previous changes, acquiring more feedback from pros, and a higher degree of transparency in regards to their current perception of the meta game and what is or is not giving certain races advantages.
Nihility
xPabt
Profile Joined February 2012
226 Posts
December 24 2012 02:11 GMT
#228
On December 24 2012 11:06 Forikorder wrote:
Show nested quote +
On December 24 2012 11:03 forsooth wrote:
On December 24 2012 10:58 Forikorder wrote:
ravens are much faster and much more mobile then infesters, if they get fungal your dumb, plus if infesters are near jsut HSM them and laugh

You realize that everything about this sentence is untrue, right?

so your saying ravens move at 2.0 speed, have a crappy accelaration and are a ground unit?


Infestors OFF CREEP 2.25
Infestor On Creep 2.9
Raven 2.25

are you trying to be wrong?
Forikorder
Profile Joined August 2011
Canada8840 Posts
December 24 2012 02:18 GMT
#229
On December 24 2012 11:11 xPabt wrote:
Show nested quote +
On December 24 2012 11:06 Forikorder wrote:
On December 24 2012 11:03 forsooth wrote:
On December 24 2012 10:58 Forikorder wrote:
ravens are much faster and much more mobile then infesters, if they get fungal your dumb, plus if infesters are near jsut HSM them and laugh

You realize that everything about this sentence is untrue, right?

so your saying ravens move at 2.0 speed, have a crappy accelaration and are a ground unit?


Infestors OFF CREEP 2.25
Infestor On Creep 2.9
Raven 2.25

are you trying to be wrong?

ravens fly that makes them 10 times more mobile by the time you know where the ravens are the auto-turrets are down and there retreating so unless your flying above creep they'll never get caught
GolemMadness
Profile Blog Joined September 2010
Canada11044 Posts
December 24 2012 02:18 GMT
#230
On December 24 2012 10:58 Forikorder wrote:
Show nested quote +
Terrans started to do it and the next thing you know, after less than 10 total broadcasted games of this NEW LATEGAME the ghost was nerfed. It was not unstoppable. You are just trying to SHOUT here.


Show nested quote +
I remember playing/watching quite a few games and replays where Zergs were starting to down-tech purposely back into mass ling/baneling to deal with the "mass ghosts" which worked really well because there were way too many targets to snipe.


wait there were less then 10 games where mass ghost was used but there was quite a few games were Zerg downteched?

i smell a contradiction

plus downteching doesnt work because they jsut stutterstep the lings and theres nothing you can do

Show nested quote +
Is this a joke post? Dropping auto turrets in enemies base is extremely high risk, low reward. Auto turrets do absolutely garbage damage and gets destroyed by just about any zerg unit. In late game, it takes 2-3 zerglings to kill an auto turret. Hows that for 50 energy spent? Besides sending Ravens into enemy base is a one way trip. One fungal and none of them will make it out alive.

im getting so sick of people who dont know about army compositions talking about them like there experts

10 auto turrets will kill a base very easily and are very hard to kill mass raven ahs been extremely strong for a very long time

ravens are much faster and much more mobile then infesters, if they get fungal your dumb, plus if infesters are near jsut HSM them and laugh


What league are you...
http://na.op.gg/summoner/userName=FLABREZU
Discarder
Profile Joined July 2012
Philippines411 Posts
Last Edited: 2012-12-24 02:20:32
December 24 2012 02:19 GMT
#231
All of that is to say that timing attacks for Terran were (and are) no longer reliably effective versus Zerg. TvZ is presently the only matchup where timing attacks do not work. When a Zerg plays beyond economic greed (such as using all of the queens for creep tumors rather than saving the energy to transfuse), they become vulnerable again. However, this is a rarity in practice
.

OP, this is not correct and sounds really biased. After opening 3OC from Hellion Banshee, there is a marine tank timing attack with 2/2 at around 14:00. There is also another on 2 base with lighter upgrades which hits before zerg +1+1 evo upgrades kicks in.
You can take the lion out of the jungle, but you can't take the jungle out of the lion
Iron_
Profile Joined April 2010
United States389 Posts
December 24 2012 02:25 GMT
#232
On December 24 2012 11:18 Forikorder wrote:
Show nested quote +
On December 24 2012 11:11 xPabt wrote:
On December 24 2012 11:06 Forikorder wrote:
On December 24 2012 11:03 forsooth wrote:
On December 24 2012 10:58 Forikorder wrote:
ravens are much faster and much more mobile then infesters, if they get fungal your dumb, plus if infesters are near jsut HSM them and laugh

You realize that everything about this sentence is untrue, right?

so your saying ravens move at 2.0 speed, have a crappy accelaration and are a ground unit?


Infestors OFF CREEP 2.25
Infestor On Creep 2.9
Raven 2.25

are you trying to be wrong?

ravens fly that makes them 10 times more mobile by the time you know where the ravens are the auto-turrets are down and there retreating so unless your flying above creep they'll never get caught


I'm getting really tired of your trolling. Drop 10 turrets in their base? Just go back on ladder and enjoy this bullshit while it lasts.
Iron_
Profile Joined April 2010
United States389 Posts
December 24 2012 02:28 GMT
#233
On December 24 2012 11:19 Discarder wrote:
Show nested quote +
All of that is to say that timing attacks for Terran were (and are) no longer reliably effective versus Zerg. TvZ is presently the only matchup where timing attacks do not work. When a Zerg plays beyond economic greed (such as using all of the queens for creep tumors rather than saving the energy to transfuse), they become vulnerable again. However, this is a rarity in practice
.

OP, this is not correct and sounds really biased. After opening 3OC from Hellion Banshee, there is a marine tank timing attack with 2/2 at around 14:00. There is also another on 2 base with lighter upgrades which hits before zerg +1+1 evo upgrades kicks in.


The 14 minutes "timing attack" might as well be called an all in. It is designed for one reason and one reason only, to win the game before winfestor/brood combo comes out. If you move too slowly, or do not outright win the game, it is almost always GG. If you call this a "timing attack" you are leaving out that it is more of an all in. This is why you see so many terrans doing what used to be considered crazy, and walking across creep. Because if we don't get there in time.......
wptlzkwjd
Profile Joined January 2012
Canada1240 Posts
December 24 2012 02:31 GMT
#234
On December 24 2012 10:42 Forikorder wrote:
Show nested quote +
On December 24 2012 10:40 wptlzkwjd wrote:
On December 24 2012 10:35 Forikorder wrote:
On December 24 2012 10:32 xPabt wrote:
On December 24 2012 10:19 Forikorder wrote:
On December 24 2012 10:11 wptlzkwjd wrote:
Personally the trouble for me is when I mass enough ravens and vikings to overwhelm the zerg's BL infestor corruptor army, they tech switch to ultra ling baneling infestor really quickly before I can clear supply to get marauders and tanks back. Usually by the time I can beat this second round of units, the zerg secures 1 or 2 more bases over me and the same thing happens again, eg build up BL infestor corruptor.

jsut take the ravens and start picking off bases and tech structures


killing tech structures doesnt mean shit if you die to his ultralisks and if your ravens then have no energy to deal with the third remax.

if you drop auto turrets in his mineral lines he has to come back with the ultras to deal with it mass raven is ridiculously strong you jsut need to know how to play it, remember the Zerg cant go for the base race he has to deal with the ravens before he can push out

Thanks for the advice. However, all the zergs I have faced against usually have around 5-8 spine crawlers at each base including the main not to mention a queen as well so landing my vikings and actively using my ravens are usually a good way to suicide/drop supply. Which is fine but I can't rebuild my army to defend against the ultralisks as fast as zerg can =/

nonononnononon you never land the vikings you jsut drop some autoturrets unless they have a literal ring of spinecrawlers around every building theres some deadzone where you can put auto turrets that can hit a hatch/reater spire/workers and they have to respond to it

just run in, drop 10 turrets and run out no risk extremely high reward


5-8 spine crawlers is pretty much a ring. There isn't enough energy left over from the ravens to make so many autoturrets after I clean out their BL corruptor army. Also, there isn't enough space around the zerg hatchery to even plant autoturrets =/

Feel free to add me on steam: http://steamcommunity.com/id/MagnusAskeland/
Fuzer
Profile Blog Joined April 2009
Finland266 Posts
December 24 2012 02:33 GMT
#235
I dont understand why people are so much trying to defend the zerg all the time? All the results lately, all the win %: lately, all the price money giving lately etc. are showing that something needs to be done over here!

PaperPrinter
Profile Joined December 2012
33 Posts
Last Edited: 2012-12-24 02:34:44
December 24 2012 02:33 GMT
#236
On December 24 2012 10:35 Forikorder wrote:
Show nested quote +
On December 24 2012 10:34 PaperPrinter wrote:
On December 24 2012 10:08 Forikorder wrote:
On December 24 2012 09:48 GTPGlitch wrote:
On December 24 2012 09:16 Forikorder wrote:
On December 24 2012 09:14 barwick11 wrote:
On December 24 2012 08:38 Picklebread wrote:
On December 24 2012 08:34 4Servy wrote:
5 games of mass ghost winning where you might argue that its broken, versus over half a year of 30 infestors killing everything. Sounds like a comparrison that only people on TL can make.

Can you guys please stop doing the bad whining? Im terran your making us look so goddamn bad when you guys post posts like this. There was a good 2-3 weeks to a month where it was dominant. Ghost countered Tier 3 zerg completely theres literally nothing they could do and there was a good sample size. Everyone masters was doing it on the ladder to great success and won games lategame vs zerg that they shouldnt have because they could snipe all the broodlords dead and emp all the infestors and completely dismantle the zerg army and the zerg couldnt do anything about it. And for the love of god please guys stop saying 5 games it was 100's jesus christ. People like you posting this 5 games stuff just shows how biased you are. You have to be objective with balance otherwise its always just gonna be stupidly biased for a race.


The snipe nerf is a giant part of the reason things are broken right now.

What answer does bio Terran have vs Zerg T3? Specifically BL/Corruptor/Ling? Exactly nothing.

10 ghosts (at the time) could do some serious damage... but so can 10 infestors (I mean, full energy infestors? You know how many IT's that is even if fungal wasn't used?

And seriously, since Terran had a counter that everyone started using, Zerg couldn't respond by making wave after wave after wave of inexpensive nearly-un-snipeable units when they saw ghosts being made? That's like us complaining that BL's can't be killed because we didn't scout the corruptors, the greater spire, or the batch of behemoths flying across the map looking like a flock of flying whales, before we started to make vikings out of starports.

ya ok you try to beat a terran in late game without using T3 see how well that goes

Ghosts are as good agaisnt our T1 and T2 as they are against our T3 they dont caare if there bloqing up ultras roachs or bane


Realistically ghosts aren't going to be able to kill a mass ling army-there's only going to be like 20-30 ghosts max and 100+lings should deal with them really easily

40-60 supply of ghosts, lets say 50 SCVs, its alte game so lots of mules so about 110 supply of ghosts

that means 90 marines, it would take like 300 lings to kill 90 mariens

okay people if you dont know how good ghosts were pre-snipe nerf dont talk about it


Cost for cost, Ling/bane actually completely decimates ghosts/marines (50/50 ratio which is realistic if the T relies on ghosts to counter zerg tier 3), even if there is an amazing split it wont even be close.

There were Zergs before the ghost snipe that figured out that a tech switch back to ling/bane was the answer but Blizz still nerfed them into oblivion.

there are no banes, thats what snipe is for just snipe the banes then all thats left is ling VS marine


Be realistic, you have about 2 seconds before the ghosts get in range to snipe before the banes can connect, nobody is going to be able to instakill, say 50 banes in the late game before they get in range. And if you snipe them when they're on top of the ghosts/marines then they explode anyways.

There is no way a marine/ghost army should win vs a ling/bane army. It is that cost effective vs it

edited
RaXCitY
Profile Joined June 2012
United States37 Posts
December 24 2012 02:36 GMT
#237
Heres the real question, how long does blizzard think a game should last?
Terran NO-p
Forikorder
Profile Joined August 2011
Canada8840 Posts
December 24 2012 02:37 GMT
#238
On December 24 2012 11:33 PaperPrinter wrote:
Show nested quote +
On December 24 2012 10:35 Forikorder wrote:
On December 24 2012 10:34 PaperPrinter wrote:
On December 24 2012 10:08 Forikorder wrote:
On December 24 2012 09:48 GTPGlitch wrote:
On December 24 2012 09:16 Forikorder wrote:
On December 24 2012 09:14 barwick11 wrote:
On December 24 2012 08:38 Picklebread wrote:
On December 24 2012 08:34 4Servy wrote:
5 games of mass ghost winning where you might argue that its broken, versus over half a year of 30 infestors killing everything. Sounds like a comparrison that only people on TL can make.

Can you guys please stop doing the bad whining? Im terran your making us look so goddamn bad when you guys post posts like this. There was a good 2-3 weeks to a month where it was dominant. Ghost countered Tier 3 zerg completely theres literally nothing they could do and there was a good sample size. Everyone masters was doing it on the ladder to great success and won games lategame vs zerg that they shouldnt have because they could snipe all the broodlords dead and emp all the infestors and completely dismantle the zerg army and the zerg couldnt do anything about it. And for the love of god please guys stop saying 5 games it was 100's jesus christ. People like you posting this 5 games stuff just shows how biased you are. You have to be objective with balance otherwise its always just gonna be stupidly biased for a race.


The snipe nerf is a giant part of the reason things are broken right now.

What answer does bio Terran have vs Zerg T3? Specifically BL/Corruptor/Ling? Exactly nothing.

10 ghosts (at the time) could do some serious damage... but so can 10 infestors (I mean, full energy infestors? You know how many IT's that is even if fungal wasn't used?

And seriously, since Terran had a counter that everyone started using, Zerg couldn't respond by making wave after wave after wave of inexpensive nearly-un-snipeable units when they saw ghosts being made? That's like us complaining that BL's can't be killed because we didn't scout the corruptors, the greater spire, or the batch of behemoths flying across the map looking like a flock of flying whales, before we started to make vikings out of starports.

ya ok you try to beat a terran in late game without using T3 see how well that goes

Ghosts are as good agaisnt our T1 and T2 as they are against our T3 they dont caare if there bloqing up ultras roachs or bane


Realistically ghosts aren't going to be able to kill a mass ling army-there's only going to be like 20-30 ghosts max and 100+lings should deal with them really easily

40-60 supply of ghosts, lets say 50 SCVs, its alte game so lots of mules so about 110 supply of ghosts

that means 90 marines, it would take like 300 lings to kill 90 mariens

okay people if you dont know how good ghosts were pre-snipe nerf dont talk about it


Cost for cost, Ling/bane actually completely decimates ghosts/marines (50/50 ratio which is realistic if the T relies on ghosts to counter zerg tier 3), even if there is an amazing split it wont even be close.

There were Zergs before the ghost snipe that figured out that a tech switch back to ling/bane was the answer but Blizz still nerfed them into oblivion.

there are no banes, thats what snipe is for just snipe the banes then all thats left is ling VS marine


Be realistic, you have about 2 seconds before the ghosts get in range to snipe before the banes can connect, nobody is going to be able to instakill, say 50 banes in the late game before they get in range. And if you snipe them when they're on top of the ghosts/marines then they explode anyways.

There is no way a marine/ghost army should win vs a ling/bane army. It is that cost effective vs it

edited

with good splits and decent snipes ghost/marine eats ling/bane the whole reason people started using infesters is because relying on banes to kill amrines became way too hard
Arwa
Profile Joined August 2010
Indonesia24 Posts
December 24 2012 02:39 GMT
#239
[/QUOTE]
ravens fly that makes them 10 times more mobile by the time you know where the ravens are the auto-turrets are down and there retreating so unless your flying above creep they'll never get caught[/QUOTE]

What did i just read ? are you really playing tvz ?
LoL ... Raven is not the answer, and if it realyl is, T should probably find it out
Fungal range is 8 (now) vs seeker missile 3 range ..
Plz do the math, i enjoy reading arguments but this one is totaly nonsense
Thrillz
Profile Joined May 2012
4313 Posts
December 24 2012 02:41 GMT
#240
It takes 2 snipes to kill a baneling..why would you even try to snipe mass banes?
Prev 1 10 11 12 13 14 26 Next All
Please log in or register to reply.
Live Events Refresh
RSL Revival
07:30
Playoffs
Classic vs MaxPax
SHIN vs ReynorLIVE!
herO vs Maru
Crank 1010
Tasteless606
Rex84
IndyStarCraft 70
CranKy Ducklings45
3DClanTV 43
LiquipediaDiscussion
[ Submit Event ]
Live Streams
Refresh
StarCraft 2
Crank 1010
Tasteless 606
Rex 84
IndyStarCraft 70
StarCraft: Brood War
Sea 14135
PianO 2319
firebathero 608
Larva 415
Killer 168
HiyA 96
Hm[arnc] 17
Bale 3
Dota 2
monkeys_forever411
NeuroSwarm114
XcaliburYe76
League of Legends
JimRising 562
Counter-Strike
Coldzera 562
Heroes of the Storm
Khaldor80
Other Games
summit1g14934
C9.Mang0417
Happy243
Trikslyr31
Dewaltoss23
Organizations
Dota 2
PGL Dota 2 - Main Stream7811
Other Games
gamesdonequick618
StarCraft: Brood War
UltimateBattle 102
lovetv 7
StarCraft 2
Blizzard YouTube
StarCraft: Brood War
BSLTrovo
sctven
[ Show 13 non-featured ]
StarCraft 2
• Berry_CruncH295
• Adnapsc2 15
• AfreecaTV YouTube
• intothetv
• Kozan
• IndyKCrew
• LaughNgamezSOOP
• Migwel
• sooper7s
StarCraft: Brood War
• BSLYoutube
• STPLYoutube
• ZZZeroYoutube
League of Legends
• Lourlo1553
Upcoming Events
WardiTV Korean Royale
3h 44m
SC Evo League
4h 14m
IPSL
8h 44m
Julia vs Artosis
JDConan vs DragOn
OSC
8h 44m
BSL 21
11h 44m
TerrOr vs Aeternum
HBO vs Kyrie
RSL Revival
23h 14m
Wardi Open
1d 5h
IPSL
1d 11h
StRyKeR vs OldBoy
Sziky vs Tarson
BSL 21
1d 11h
StRyKeR vs Artosis
OyAji vs KameZerg
OSC
1d 14h
[ Show More ]
OSC
2 days
Monday Night Weeklies
2 days
OSC
2 days
Wardi Open
3 days
Replay Cast
4 days
Wardi Open
4 days
Tenacious Turtle Tussle
4 days
The PondCast
5 days
Replay Cast
5 days
LAN Event
6 days
Replay Cast
6 days
Liquipedia Results

Completed

Proleague 2025-11-16
Stellar Fest: Constellation Cup
Eternal Conflict S1

Ongoing

C-Race Season 1
IPSL Winter 2025-26
KCM Race Survival 2025 Season 4
SOOP Univ League 2025
YSL S2
BSL Season 21
CSCL: Masked Kings S3
SLON Tour Season 2
RSL Revival: Season 3
META Madness #9
BLAST Rivals Fall 2025
IEM Chengdu 2025
PGL Masters Bucharest 2025
Thunderpick World Champ.
CS Asia Championships 2025
ESL Pro League S22
StarSeries Fall 2025
FISSURE Playground #2

Upcoming

BSL 21 Non-Korean Championship
Acropolis #4
IPSL Spring 2026
HSC XXVIII
RSL Offline Finals
WardiTV 2025
IEM Kraków 2026
BLAST Bounty Winter 2026
BLAST Bounty Winter 2026: Closed Qualifier
eXTREMESLAND 2025
ESL Impact League Season 8
SL Budapest Major 2025
TLPD

1. ByuN
2. TY
3. Dark
4. Solar
5. Stats
6. Nerchio
7. sOs
8. soO
9. INnoVation
10. Elazer
1. Rain
2. Flash
3. EffOrt
4. Last
5. Bisu
6. Soulkey
7. Mini
8. Sharp
Sidebar Settings...

Advertising | Privacy Policy | Terms Of Use | Contact Us

Original banner artwork: Jim Warren
The contents of this webpage are copyright © 2025 TLnet. All Rights Reserved.