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Blizzard's Potential Balance Test Map Changes - Page 10

Forum Index > SC2 General
1113 CommentsPost a Reply
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tl2212
Profile Joined April 2013
Belize731 Posts
April 23 2013 03:29 GMT
#181
i thought that 2 base infestors countered 2 base muta... then you transition into hydra / roach and expand a little slower as the player going mutas will have map control. i doubt blizzard has a good enough understanding of high level ZvZ to make changes... or maybe i am not playing hots yet
economy over everything
Poo
Profile Blog Joined August 2010
Canada536 Posts
April 23 2013 03:30 GMT
#182
Personally I think the oracle speed buff might be worth-while for PvT. Proxy stargate really is a necessity with oracle builds, maybe with this buff it will be more viable in-base? I'm interested in testing to see :3

Try hard or don't try at all.
KelsierSC
Profile Blog Joined March 2013
United Kingdom10443 Posts
April 23 2013 03:34 GMT
#183
Ok I don't really mind the changes...I don't understand the need for a lot of them but w/e

My only concern is that none of the major problems that pros are actually talking about are being discussed

widow mines vs zerg

hellbats vs ....everyone

lategame skytoss

Like wtf early burrow research, how does this promote zerg early game attacks..oh he burrowed...better scan or good job i already build a cannon.
Zerg for Life
XerrolAvengerII
Profile Joined January 2010
United States510 Posts
April 23 2013 03:34 GMT
#184
any intention i had of playing starcraft in the next few weeks is now VERY MUCH GONE. Oracle buffs? So pro's don't lose them? They already had like, the 2nd fastest speed in the game (exaggeration, but neither terran nor zerg had any air units that could catch them). I still want Battlecruiser Buffs and Carrier Buffs, but NOOOO. ORACLES NOT PERFECT ENOUGH, BUFF MOAR!
Hey! Hey! Can I interest you in some fruit? Would you like a Banana!?...
Whitewing
Profile Joined October 2010
United States7483 Posts
April 23 2013 03:35 GMT
#185
On April 23 2013 12:34 XerrolAvengerII wrote:
any intention i had of playing starcraft in the next few weeks is now VERY MUCH GONE. Oracle buffs? So pro's don't lose them? They already had like, the 2nd fastest speed in the game (exaggeration, but neither terran nor zerg had any air units that could catch them). I still want Battlecruiser Buffs and Carrier Buffs, but NOOOO. ORACLES NOT PERFECT ENOUGH, BUFF MOAR!


They're pretty trivial to defend as they are now.
Strategy"You know I fucking hate the way you play, right?" ~SC2John
ROOTIllusion
Profile Blog Joined August 2010
United States1060 Posts
April 23 2013 03:36 GMT
#186
Would love to see some changes to the hellbat as it makes the TvT matchup very boring and it seems very hard for zerg to deal with it. Nay to the oracle changes as they are already pretty fast and a high skilled user will save the oracle anyway..
www.twitter.com/rootillusion & www.facebook.com/illusionsc2
Empirimancer
Profile Joined July 2011
Canada1024 Posts
April 23 2013 03:37 GMT
#187
Uh, am I blind or does he not say what changes he's making to improve ZvZ?

TheRabidDeer
Profile Blog Joined May 2003
United States3806 Posts
April 23 2013 03:38 GMT
#188
On April 23 2013 12:35 Whitewing wrote:
Show nested quote +
On April 23 2013 12:34 XerrolAvengerII wrote:
any intention i had of playing starcraft in the next few weeks is now VERY MUCH GONE. Oracle buffs? So pro's don't lose them? They already had like, the 2nd fastest speed in the game (exaggeration, but neither terran nor zerg had any air units that could catch them). I still want Battlecruiser Buffs and Carrier Buffs, but NOOOO. ORACLES NOT PERFECT ENOUGH, BUFF MOAR!


They're pretty trivial to defend as they are now.

They're pretty trivial to defend as they are now if you scout them in time***

Unscouted oracles are like the black death.
Scouted oracles arent bad
If you buff their survivability, you have to nerf their damage. Nobody wants mutalisks that 2 shot workers.
petered
Profile Joined February 2010
United States1817 Posts
April 23 2013 03:39 GMT
#189
Forgot how much fun patching days were. Reading the over the top reactions and complaining over changes that aren't even happening for sure is pretty hilarious.

From my perspective, I don't even care that much about perfect balance at this point. I just want them to focus on interesting and dynamic units. Speed increase on oracle sounds good to me because a good player can make just a couple and use them effectively throughout the game, which I think is pretty cool. Unfortunately larger changes are probably out of the question for a while, but it makes me excited for LotV if they keep up that focus.
This, my friends, is the power of the Shikyo Memorial for QQ therapy thread. We make the world a better place, one chainsaw massacre prevention at a time.
Chairman Ray
Profile Blog Joined December 2009
United States11903 Posts
April 23 2013 03:44 GMT
#190
The oracle change can be interesting. Right now, I'm experimenting a lot with early oracle play. A few things I have noticed:

-Oracles are not great at killing workers when they are pulled. Currently, I am using a mothership core to slow the workers, which works wonders. With an oracle speed buff, a mothership core may not be necessary and oracle harass may be a lot stronger early game.

-In PvZ, I'm doing well with phoenix oracle play. I like to send my oracle with a phoenix or two. Use the phoenix to lift the queen, and use the oracle to kill drones. As long as the queen is lifted, there's no anti-air. Phoenixes move slightly faster than oracles, so having a faster oracle would make controlling phoenix-oracle play a lot easier.
Big J
Profile Joined March 2011
Austria16289 Posts
April 23 2013 03:46 GMT
#191
On April 23 2013 12:29 tl2212 wrote:
i thought that 2 base infestors countered 2 base muta... then you transition into hydra / roach and expand a little slower as the player going mutas will have map control. i doubt blizzard has a good enough understanding of high level ZvZ to make changes... or maybe i am not playing hots yet


you are not playing hots yet. Also in WoL a mutalisk player gets his third up before the Infestor player (that's why people play mutas in Wings). In HotS however with the fungal projectile it's very hard to hit fast moving targets to begin with AND the mutalisk player can dodge them. And on top of that, mutalisks heal up extremly fast if you don't kill them all at once, which even in wings you often don't have enough fungals for that, but you still damage the mutas enough to make harassing unviable.
Highwinds
Profile Joined August 2010
Canada955 Posts
April 23 2013 03:49 GMT
#192
On April 23 2013 12:37 Empirimancer wrote:
Uh, am I blind or does he not say what changes he's making to improve ZvZ?



Spore crawlers getting bonus damage vs bio he said was an option. That only effects zvz no other matchup.
Yes It's a Good Day. 저는 아이유 사랑해요!
avilo
Profile Blog Joined November 2007
United States4100 Posts
April 23 2013 03:49 GMT
#193
On April 23 2013 11:54 partydude89 wrote:
Show nested quote +
On April 23 2013 11:45 blade55555 wrote:
On April 23 2013 11:37 avilo wrote:
Zerg does not need more buffs, Oracles do not need buffs, and the only Terran nerf that would be good is remove the bio flag from hellbats (buffs mech TvP, nerfs medivac drops with hellbats putting them on more of a timer).

Things that need to be looked at:
1. Tempest supply cost, currently too efficient vs T mech/Z lategame.
2. Viper blinding cloud duration/radius.
3. Mutalisk ZvZ.
4. Coinflip PvT openers due to proxy stargate/faster dt shrine, etc.

That is all. The rest of the game can be solved by the players.


What buff is zerg getting? Burrow? That's not a big deal lol jesus I know you struggle in every mu but some balance changes are probably needed I like how the only nerf to terran you want is so hellbat drops and the reason you want that isn't because you think they are to strong tvp/tvz you want it so that it's not used as much in tvt which is the hilarious part.

Nerf blinding cloud duration/radius then nerf widow mines to.

In short your balance suggestions are just awful and tbh tempest are actually awful pvz imo i can't comment pvt but I would ask pretty much any other terran on their thoughts on mass tempests.

Honestly remove muta vs muta zvz and zvz might become mass swarmhost vs swarmhost which would be awful dunno how they can "fix" muta vs muta without making zvz get even worse due to swarmhosts.


I agree 500 percent with this post. i hate it how some people are so biased when it comes to making sc2 a better game based on what race they play. yeah, i hate muta vs muta, but swarmhosts are almost just as bad. reminds me of Broodlord vs Broodlord. I don't ever remember Avilo ever making suggestions on serious (not stupid bio tag removal) suggestions on nerfing terran in any way ever. he always seems on the back foot while everything else is OP.


You don't seem to understand the game dynamics. Hellbat drop are only a problem due to the healing factor. And mostly in TvT yes.

For economics, having a cheap/early burrow upgrade throws out of wack TvZ early game because Terran economy is dependent upon mules, whereas Zerg economy can grow exponentially with larva inject if left untouched. This is why hellbat is fine in this match-up, as it forces larva to be converted to units instead of "drone up to 60 every game with 6 queen defend everything for free."

Early burrow means more scans have to be used resulting in the match-up leaning again towards Zerg.

As for oracles, TvP right now is balanced overall, except for early game coinflips are prevalent from Protosses side. Making the oracle even faster only strengthens the current coin flips involving "to oracle or not oracle," and the game of "find the proxy stargate."

ZvZ mutalisks are the only viable option is obvious.
Sup
Goldfish
Profile Blog Joined August 2010
2230 Posts
Last Edited: 2013-04-23 04:03:28
April 23 2013 03:51 GMT
#194
On April 23 2013 11:51 Usernameffs wrote:
Show nested quote +
On April 23 2013 11:48 eviltomahawk wrote:
On April 23 2013 11:20 Usernameffs wrote:
I know how they can stop muta wars buff corruptors so they have the ability to bring down air units so ground units like roaches can attack them.

Like Orc Raiders from Warcraft 3? Might as well give Zerg a Blademaster while you're at it.

But in all seriousness, I hope Blizzard figures something out for the Corruptor in LotV.

Yeah got wc3 vibes when i thought about it. Maybe to much but it would prob be hilarious to see in the game and entertaining if they would do it right.


No... the best way to fix muta wars is to let Hydralisk Ride on Corruptors with the "Corruptor Rider" upgrade from the Spire.

Now Hydralisk don't have to worry about Banelings and they can fly anywhere!

Edit - Also yes, the comparison is better on Nerubian Weavers (for neutrals) or Crypt Fiends from WC3 since they had an ability that was sole designed to bring down air units (Raider's net was multipurpose and can be used just to immobilize any unit).

Though, I wonder the possibilities on Blizzards returning Mutalisk movement (or something similar) from BW and throwing in Scourges too... (and Reavers for Protoss... and Terran well could get Wraiths so they too can micro them like Mutalisk!).

If they can't figure out the Mutalisk wars problem, why not trying making it better game wise and spectator wise by just trying to copy BW?

Mutalisk micro probably can't be replicated exactly the same but they can try to make it close.

On April 23 2013 11:53 forsooth wrote:
Show nested quote +
On April 23 2013 11:43 omnic wrote:
On April 23 2013 11:33 forsooth wrote:
On April 23 2013 10:59 Munk200 wrote:
Increasing the +bio to spores is not the correct answer to make the game better. Yes, it is true if you make spores do 50, 80, 100, or whatever high damage you want to vs bio, it will stop the muta vs muta in ZvZ. However it will also completely remove the option of a zerg making mutas in ZvZ.

If they just buffed the hydra, like everyone has asked them to do since the WoL beta, then zerg would actually have options, and not be forced into mutas, but they would still be an option.

On top of that, better hydras would make it so zerg could actually fight Air toss, and Air Terran armys.

Do you think that defaulting their range to 6 and removing the upgrade would help to that end?

I know you're asking for HIS opinion but I highly doubt that would make the difference.

The reason why mutalisk in the majority of the games beats hydra play is because of multi pronged attacks and the mutalisk player getting a third first. You can't split up your hydralisks or else they will be overwhelmed by the mutalisks but if you keep all your hydralisks in one spot then zergling run by's or split muta harass (or both) will punish you for it heavily. Even if you try to turtle if you get a third the mutalisk player will get a 4th. Not to mention if you try a timing attack the mutalisk player can just morph a bunch of banelings and erase your hydralisks. None of these problems with hydralisk play will be fixed by starting with 6 range.

Do hydras really fare that poorly against mutas, even with the high DPS they have and their superior range? The reason I'm curious about all this is that even though I don't play Zerg pretty much ever, I've been on the receiving end of and watched a lot of pros deal with some of that brute force roach/hydra midgame in TvZ that's gotten more popular since HotS came out, and it's quite a lot stronger than I anticipated it would be. If we can buff hydras in such a way that they can deal better with muta play then that's good, but making hydras significantly better could also create problems in TvZ.

I just think it's too bad that there's no high level muta micro like there was in BW. Those muta/scourge fights were always cool. In SC2 it just seems like whoever has more mutas always wins because the only thing you can do is park your muta cloud on top of their muta cloud and wait for the outcome.


The main problem with Hydralisks is the Zerg can simply go banelings and a-moves and win.

Most cases, both zerg players already have a baneling nest + the banelings are really good against Hydralisk mean you can't commit too much into Hydralisk.

I played random at the start of HotS and went for the usual Mutalisk wars in ZvZ. When I met Zergs who tried Roach + Hydralisk + Infestors (for example), I just save some of my resources and massed banelings. If they tried to go Infestors (to try to fungal Banelings) with Hydralisk and Roaches already on the field, it gives a huge window of time to just destroy the Zerg. If they already have Infestors out (in a game where both Zergs are fairly high in bases), it's still hard to fungal every single baneling wave.

If they gave Hydralisk some ability like "Acid Resistance" (which reduces damage against banelings), that could work.

(They can adjust damage on any specific unit if they wanted to. All they need is to make a Behavior with a "Combat" modifier that only works against a specific unit damage... in this case they could give it to Hydralisks and make it reduce Baneling damage.)
https://connect.microsoft.com/WindowsServerFeedback/feedback/details/741495/biggest-explorer-annoyance-automatic-sorting-windows-7-server-2008-r2-and-vista#details Allow Disable Auto Arrange in Windows 7+
BronzeKnee
Profile Joined March 2011
United States5225 Posts
April 23 2013 03:52 GMT
#195
On April 23 2013 10:39 LgNKami wrote:
Glad nothing drastic was introduced. Wondering if there is going to be some type of widow mine nerf though because I have been avoiding the bio/mine style for a while now with the expectation of seeing some kind of nerf with all the bitching thats going on. Other than that though, not sure what else needs to be nerfed from terran. People complain about the hellbat because they spam light units and expect them to roll over anti-light units like they used to do with the hellion. Sadly, it doesn't work like that. Maybe make something other than lings, banelings, marines, and zealots to beat them?


If Roaches and Stalkers were decent versus Terran sure! But they aren't...
Gamegene
Profile Blog Joined June 2011
United States8308 Posts
April 23 2013 03:52 GMT
#196
lol. Burrow is already gimmicky and annoying enough as it is. please blizzard stop trying to insert square rod in circle hole.
Throw on your favorite jacket and you're good to roll. Stroll through the trees and let your miseries go.
KelsierSC
Profile Blog Joined March 2013
United Kingdom10443 Posts
April 23 2013 03:57 GMT
#197
On April 23 2013 12:49 avilo wrote:
Show nested quote +
On April 23 2013 11:54 partydude89 wrote:
On April 23 2013 11:45 blade55555 wrote:
On April 23 2013 11:37 avilo wrote:
Zerg does not need more buffs, Oracles do not need buffs, and the only Terran nerf that would be good is remove the bio flag from hellbats (buffs mech TvP, nerfs medivac drops with hellbats putting them on more of a timer).

Things that need to be looked at:
1. Tempest supply cost, currently too efficient vs T mech/Z lategame.
2. Viper blinding cloud duration/radius.
3. Mutalisk ZvZ.
4. Coinflip PvT openers due to proxy stargate/faster dt shrine, etc.

That is all. The rest of the game can be solved by the players.


What buff is zerg getting? Burrow? That's not a big deal lol jesus I know you struggle in every mu but some balance changes are probably needed I like how the only nerf to terran you want is so hellbat drops and the reason you want that isn't because you think they are to strong tvp/tvz you want it so that it's not used as much in tvt which is the hilarious part.

Nerf blinding cloud duration/radius then nerf widow mines to.

In short your balance suggestions are just awful and tbh tempest are actually awful pvz imo i can't comment pvt but I would ask pretty much any other terran on their thoughts on mass tempests.

Honestly remove muta vs muta zvz and zvz might become mass swarmhost vs swarmhost which would be awful dunno how they can "fix" muta vs muta without making zvz get even worse due to swarmhosts.


I agree 500 percent with this post. i hate it how some people are so biased when it comes to making sc2 a better game based on what race they play. yeah, i hate muta vs muta, but swarmhosts are almost just as bad. reminds me of Broodlord vs Broodlord. I don't ever remember Avilo ever making suggestions on serious (not stupid bio tag removal) suggestions on nerfing terran in any way ever. he always seems on the back foot while everything else is OP.


You don't seem to understand the game dynamics. Hellbat drop are only a problem due to the healing factor. And mostly in TvT yes.

For economics, having a cheap/early burrow upgrade throws out of wack TvZ early game because Terran economy is dependent upon mules, whereas Zerg economy can grow exponentially with larva inject if left untouched. This is why hellbat is fine in this match-up, as it forces larva to be converted to units instead of "drone up to 60 every game with 6 queen defend everything for free."

Early burrow means more scans have to be used resulting in the match-up leaning again towards Zerg.

As for oracles, TvP right now is balanced overall, except for early game coinflips are prevalent from Protosses side. Making the oracle even faster only strengthens the current coin flips involving "to oracle or not oracle," and the game of "find the proxy stargate."

ZvZ mutalisks are the only viable option is obvious.


Don't you think you are overstating the effect of a slightly changed burrow upgrade, you have no idea what the change will look like and I doubt it is going to be instant and free.

Zerg for Life
BeyondCtrL
Profile Joined March 2010
Sweden642 Posts
April 23 2013 03:57 GMT
#198
On April 23 2013 12:06 Msr wrote:
Show nested quote +
On April 23 2013 11:59 BeyondCtrL wrote:
On April 23 2013 11:56 Msr wrote:
voidrays have no counter, no army composition or control out there can counter them. This clearly cant be unnoticed by blizzard... I can understand waiting to tweak broken units like the widowmine and medivac because they can be beaten with good awareness and micro, but really voidrays make the game a complete joke.


The Wood League warriors are the first reveal themselves in these threads...


Ironic because I am GM on every server, and Ive yet to find a way to kill a voidray army. Hydras and corrupters both get completely destroyed by voidrays. Aoe is the biggest issue with hydras being terrible vs them, and queen-spores is too immobile.

The only way I've found to beat a voidray army that is not pure static defense tempest turtle, is to damage their economy so bad that multiple remaxes eventually overpower the protoss.

If other skilled zergs have an army composition I am not using correctly please feel free to show me.


Oh, the irony is not lost on me here. You are suggesting that a Voidray army, which takes a lot of time and sacrifice to build, a unit that costs 4 supply, 250 minerals and 150 gas, is too hard to counter? You really can't think of a way to beat a specific build like that?

As a GM, I'm sure it's obvious to you that the game is asymmetrically balanced and that when certain builds are allowed to be executed unhindered their power of advantage becomes greater. Scouting such a build is not so hard either since getting a sizable VR army quickly would show you more than 1 Stargate and a gradual build up takes time. There is a large window where the Protoss ground army is super weak and vulnerable to counter attack. You shouldn't expect to play vs. every build and strategy to the late game and have a viable way to win, something that is intended as part of the design.

Queens start becoming really effective vs. VRs with carapace upgrade since every +1 armor reduces VR dps by 2, a Queen with +2 armor upgrade will reduce a VR's DPS on a queen from 10 to 6... which is the same as a sentry or at max upgrades from 16 to 10. Or better yet, 2 queens cost as much supply, 50 more minerals but no gas. Do the math, if you have 2:1 ratio of Queens to VR. You are gonna kill the VRs. And if the Protoss kills your queens with a ground switch its still in your favor because he lost a ton of gas and you only used minerals and Zerg ground > Protoss...
KelsierSC
Profile Blog Joined March 2013
United Kingdom10443 Posts
Last Edited: 2013-04-23 04:06:47
April 23 2013 04:04 GMT
#199
On April 23 2013 12:57 BeyondCtrL wrote:
Show nested quote +
On April 23 2013 12:06 Msr wrote:
On April 23 2013 11:59 BeyondCtrL wrote:
On April 23 2013 11:56 Msr wrote:
voidrays have no counter, no army composition or control out there can counter them. This clearly cant be unnoticed by blizzard... I can understand waiting to tweak broken units like the widowmine and medivac because they can be beaten with good awareness and micro, but really voidrays make the game a complete joke.


The Wood League warriors are the first reveal themselves in these threads...


Ironic because I am GM on every server, and Ive yet to find a way to kill a voidray army. Hydras and corrupters both get completely destroyed by voidrays. Aoe is the biggest issue with hydras being terrible vs them, and queen-spores is too immobile.

The only way I've found to beat a voidray army that is not pure static defense tempest turtle, is to damage their economy so bad that multiple remaxes eventually overpower the protoss.

If other skilled zergs have an army composition I am not using correctly please feel free to show me.


Oh, the irony is not lost on me here. You are suggesting that a Voidray army, which takes a lot of time and sacrifice to build, a unit that costs 4 supply, 250 minerals and 150 gas, is too hard to counter? You really can't think of a way to beat a specific build like that?

As a GM, I'm sure it's obvious to you that the game is asymmetrically balanced and that when certain builds are allowed to be executed unhindered their power of advantage becomes greater. Scouting such a build is not so hard either since getting a sizable VR army quickly would show you more than 1 Stargate and a gradual build up takes time. There is a large window where the Protoss ground army is super weak and vulnerable to counter attack. You shouldn't expect to play vs. every build and strategy to the late game and have a viable way to win, something that is intended as part of the design.

Queens start becoming really effective vs. VRs with carapace upgrade since every +1 armor reduces VR dps by 2, a Queen with +2 armor upgrade will reduce a VR's DPS on a queen from 10 to 6... which is the same as a sentry or at max upgrades from 16 to 10. Or better yet, 2 queens cost as much supply, 50 more minerals but no gas. Do the math, if you have 2:1 ratio of Queens to VR. You are gonna kill the VRs. And if the Protoss kills your queens with a ground switch its still in your favor because he lost a ton of gas and you only used minerals and Zerg ground > Protoss...


You use a lot of words and it cleverly masks the fact that you have no idea what you are talking about.

Cutting through the bullshit here is that apparently "mass queen is the answer to skytoss". Also the skytoss style is very turtley and it is very difficult to attack into it.

Zerg for Life
Big J
Profile Joined March 2011
Austria16289 Posts
April 23 2013 04:04 GMT
#200
On April 23 2013 12:57 BeyondCtrL wrote:
Show nested quote +
On April 23 2013 12:06 Msr wrote:
On April 23 2013 11:59 BeyondCtrL wrote:
On April 23 2013 11:56 Msr wrote:
voidrays have no counter, no army composition or control out there can counter them. This clearly cant be unnoticed by blizzard... I can understand waiting to tweak broken units like the widowmine and medivac because they can be beaten with good awareness and micro, but really voidrays make the game a complete joke.


The Wood League warriors are the first reveal themselves in these threads...


Ironic because I am GM on every server, and Ive yet to find a way to kill a voidray army. Hydras and corrupters both get completely destroyed by voidrays. Aoe is the biggest issue with hydras being terrible vs them, and queen-spores is too immobile.

The only way I've found to beat a voidray army that is not pure static defense tempest turtle, is to damage their economy so bad that multiple remaxes eventually overpower the protoss.

If other skilled zergs have an army composition I am not using correctly please feel free to show me.


Oh, the irony is not lost on me here. You are suggesting that a Voidray army, which takes a lot of time and sacrifice to build, a unit that costs 4 supply, 250 minerals and 150 gas, is too hard to counter? You really can't think of a way to beat a specific build like that?

As a GM, I'm sure it's obvious to you that the game is asymmetrically balanced and that when certain builds are allowed to be executed unhindered their power of advantage becomes greater. Scouting such a build is not so hard either since getting a sizable VR army quickly would show you more than 1 Stargate and a gradual build up takes time. There is a large window where the Protoss ground army is super weak and vulnerable to counter attack. You shouldn't expect to play vs. every build and strategy to the late game and have a viable way to win, something that is intended as part of the design.

Queens start becoming really effective vs. VRs with carapace upgrade since every +1 armor reduces VR dps by 2, a Queen with +2 armor upgrade will reduce a VR's DPS on a queen from 10 to 6... which is the same as a sentry or at max upgrades from 16 to 10. Or better yet, 2 queens cost as much supply, 50 more minerals but no gas. Do the math, if you have 2:1 ratio of Queens to VR. You are gonna kill the VRs. And if the Protoss kills your queens with a ground switch its still in your favor because he lost a ton of gas and you only used minerals and Zerg ground > Protoss...


or you could, you know, upgrade your void rays as well?
And Zerg ground>Protoss? Roach/Hydra/Ling > Stalker/Zealot/Sentry, yes. But which zerg ground composition beats 10+ immortals with mass archons and Colossi and Templar?
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