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Upcoming Balance Patch - Page 20

Forum Index > SC2 General
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xAdra
Profile Joined July 2012
Singapore1858 Posts
May 11 2013 14:44 GMT
#381
Fuck the naysayers, HotS is very very fun to watch and play for me, and I've been playing since early 2011. I like that they take things slowly.
scypio
Profile Joined December 2011
Poland2127 Posts
May 11 2013 15:10 GMT
#382
On May 11 2013 23:43 Big J wrote:
Show nested quote +
On May 11 2013 23:29 sibs wrote:
On May 11 2013 22:59 scypio wrote:
On May 11 2013 22:46 sibs wrote:
On May 11 2013 22:14 Godwrath wrote:
On May 11 2013 20:06 Cirqueenflex wrote:
On May 11 2013 19:57 Godwrath wrote:
On May 11 2013 19:54 Cirqueenflex wrote:
On May 11 2013 19:49 Sissors wrote:
On May 11 2013 19:26 Cirqueenflex wrote:
[quote]

while the game may not be imbalanced, it still is frustrating to play (and a game should not be frustrating to play but fun instead)

technically you can micro against widow mines (until terrans figure out that you can hold and aim them -.-),

That is more a theoretical ability than a practical one. Why do you think even pro's rather unburrow than do that? It is a ridiculously micro intensive way to prevent them from firing and only possible really early in the game when for example a ling pokes your wall off. And aiming them is just pretty much impossible when we are talking about more than 2 mines and you don't want ridiculous overkill.


no need for ridiculous overkill. As far as I know they stop shooting and start aiming once you select a new target, even if that target is out of reach. And when you tell them to attack a target that is out of reach they start to attack the closest target, which should be fine in most cases if you held them long enough to ignore the first ling poking in. So yeah, both holding and targetting is tough to control, but doing either one should be enough to get quite the advantage. And I wouldn't mind overkilling a mutalisk if the splash kills the other 10.


And meanwhile, the MM splits/stutters by itself. The problem is not if it's possible, but it is just not worth it for the most part.


fair point, but while in many mid game engagements it is more important to save the marines from your own widow mine shots by running away from zerglings, there are also a lot of situations where you are in the comfortable situation to be able to micro your mines (for example against an early game push with 1-2 zerglings running up your ramp trying to trigger your 2 widow mines to allow the 8 banelings to crush you; or when you lose a pack of marines mid game and the zerg army starts running through your widow mine field that is set up to protect you in case your marine push fails). Also I'm really sorry if that was the most important thing for you to take away from my huge wall of text, maybe I failed to make myself clear enough.


I didn't say it's not worth it all the time, but it is highly situational as you clearly see, when engagement occurs, you will want to be microin'g your bio because there are banelings, ultras and/or infestors. It's as simple as that, there are only a few things one can do at the same time. Chocobo for example is speaking about how hard is to deal with new players with mines. That's true for oracles, banelings, hellbat drops, etc... units which require reactive or preemptive micro from your opponent you will find them to be "OP" if we try to compare it to how they work on the progamer scene. And that's a bad way to look at it because it's like trying to balance two different games.

People "trying" to get better playing builds of the progamers must accept they will lose to silly stuff. It's how it is until you get better and better. If you want to win, abuse the units that expose the most your opponent's skill level weakness. In lower lower league, that's just macro

On May 11 2013 22:10 sibs wrote:
On May 11 2013 17:32 scypio wrote:
On May 11 2013 13:57 _Search_ wrote:
On May 11 2013 04:27 tuho12345 wrote:
On May 11 2013 01:03 Greendotz wrote:
[quote]

Wow, never thought I'd see the day.

I know right? From avilo?? Well all we need now is IdrA to admit it lol


Of course he doesn't want anything changed. Terran is ridiculously overpowered right now.

So disgusted that they're not fixing TvZ.


A bit of history: it took about 8 months for the zergs to fully acknowledge the possibilities that opened for them once the queen+overlord patch kicked in. After these 8 months dominated almost every tournament in the world.

Right now we are two months into HotS. The zergs won MLG, they won Dreamhack, they have half of the spots in GSL CodeS ro8. And what do they say? "Terran is overpowered". Are you serious?

It takes way more time for the Z's to figure out new strategies and adapt to new micro requirements. It took 8 months for z's in WoL to adapt to a simple change affecting two units. It's dazzling how after just 2 months of HotS and great tournament results we have the "nerf T"! chant all over the place.

It seems that the "free 3 base + 75 drones" build no longer works in HotS. Oh well... suck it up and L2P, just the way the pro zergs did.



It's funny when people "remember" things, it actually took about a couple of months for ZvT to favor Z.

http://aligulac.com/reports/



You should look at your own link. Not only it appears as favored the whole time from may on, but there is only one point where it's at a 48.9%, and that was the month of taeja and his crazy TvZ winrate.


Yea? So you're agreeing with me and telling me to look at my own link again? I don't understand.


TvZ became zerg-favored the moment the patch hit. It took 8 more months for the zergs to utterly dominate the whole SC2 tournament scene worldwide. So I'd say that it took 8 months to fully exploit the power of the patch - although some of its effects were immediate.

We are in a similar place right now - the game is balanced at the top, zergs are performing really well and improving.

Meanwhile the players are whining about how unwinnable the matchup is, how difficult it is to micro vs widow mines and that it is so unfair. The dreaded hellion contain of early 2012 was just as unfair, it forced zergs to make units and it was killed with a patch. We moved on to those awful NR15 games, total zerg domination, the community ditching WoL the moment HotS came out and never looking back.

Yes, it would be good to make the game somewhat less frustrating at lower levels etc. But I am not willing to sacrifice top-level balance in favor of my own ladder experience. And it seems that Blizzard thinks alike.


Using individual perfomances and who "wins" a tournament is a really bad way to see if a race is OP or not, fruitdealer and nestea won the first 2 GSL's facing a multitude of "bad" terran player's , yes Z was OP vs T after patch 1.4.3 , that bears no meaning now though, the fact is that Zerg as a race is not performing well, and things are not looking better for Zerg in the future, things are looking a lot better for Protoss if anything.


Zergs are not performing badly. And you can hardly say it's "individual performances", when there are many good zergs around - which there are.
TvZ is in an OK shape right now balancewise and the metagame could still change radically in the next month or two. We are far off from having stable gameplans at this point in time (and it shows from the huge amount of allins and damageoriented openings both sides perform, as well as how stupidly long people draw out their midgame and not transition into their lategame units - on both sides).


Yeah, you're on point. Just look at any major HotS tournament and you will find out, that the zergs that are doing fine in HotS are TLO, Nerchio, Vortix, Dimaga, Stephano, Soulkey, Losira, Roro, Symbol, Nestea, Revival, Suppy, Snute, moonGlade, Scarlett, Sen, Violet, Jaedong, Leenock and Life.

This is no way comparable to a single Fruitdealer in the first GSL.
I play random | I like Hots | INnoVation | sOs | Tefel TOP1!
Stol
Profile Joined August 2010
Sweden185 Posts
Last Edited: 2013-05-11 17:45:10
May 11 2013 17:29 GMT
#383
On May 11 2013 22:18 Embir wrote:
Show nested quote +
On May 11 2013 20:20 Rainmansc wrote:
I still think that hellbats should be changed in a way. Im not quite sure in which but they have to change.
We all know that mines are quite strong atm but wouldn't increasing overseer detection range a bit help alot with detecting mines? Right now if you don't watch your army and every part of it the whole time, you have a big change of losing 25 lings in 1 shot. I feel that increasing overseer detection range would help a little bit with this and not really nerfing the mine directly


Well, you know, same as with Terran who can for one second leave view form his army and lost it due to zerg surrond.
Blizz did a good job with mines, it forces opponents to actually micro their armies.


I'd like to once again state that I believe this is pretty poor design. The natural counter to a unit should not be micro, it should be another unit. Micro is a part of the game where your decisions before the actual fight should be equally important to the fight itself. Or at least fairly close.
Currently zergs use lings to counter mines for the sole reason that all other units still require a similar level of micro to be effective, and if you pull it off perfectly you only lose one zergling. While at the same time if you mess up, you still 'only' lose zerglings.

This doesnt mean widow mines are overpowered. Balance is far more complicated than simply looking at how cost effective a single unit is.
Superbly micro'ed marines can wreck banelings while poorly micro'ed marines drop dead in a matter of seconds. Superbly mirco'ed zerglings can even manage to damage the opponents marines while poorly micro'ed zerglings leave nothing but a red mist against a single widow mine. This is all fine.
However, fairly poorly micro'ed tanks and marauders still generally crush most well micro'ed banelings. No poorly micro'ed zerg unit crush widow mines. At best, poorly micro'ed swarm hosts and brood lords causes the well micro'ed widow mines to move.
So yes, widow mines force the zerg player to micro and while they are certainly beatable with good micro, that in itself should not be the only solution.

In conclusion: micro should be a tool that can tip the scale even with a unfavourable unit composition. Poor micro should be punished but depending on both your army and what you're facing it should also sometimes be enough. When it comes to widow mines the lowest amount of micro required, more or less regardless of unit, is simply set far too high.

Ofc thats only my opinion.
Chocobo
Profile Joined November 2006
United States1108 Posts
May 11 2013 17:56 GMT
#384
On May 11 2013 19:24 scypio wrote:
Show nested quote +
On May 11 2013 18:41 Chocobo wrote:
On May 11 2013 17:32 scypio wrote:
It seems that the "free 3 base + 75 drones" build no longer works in HotS. Oh well... suck it up and L2P, just the way the pro zergs did.


"Suck it up and L2P" is just as silly and tiresome as the "everything I lose to is imbalanced" whiners. It adds nothing to the conversation, it makes no claim about balance, it adds nothing to the specific situations being discussed.

BTW there are a lot of players who are "learning to play" and trying to improve against these strats every day. The issue is that despite our best efforts, it doesn't lead to anything. This isn't "wahh I lost, make it easier for me". It's "I am practicing for hours and hours and still getting destroyed no matter what I try".

You could specifically tell me that you're using the same bio+mine build, with the same strategy and same attack timings, for 20 games in a row and I would still lose over 2/3 of the time (assuming I play for a macro game). Like the final months of WoL where protoss would always choose one allin or another in PvZ because there's so little hope if the game goes longer than 10 minutes... that's what ZvT is like now.


OK then, since I play zerg too (33% of the time) I'll give you my insight on the matchup from a (terrible) zerg perspective.

First of all, the mindset "I play the macro game" is incorrect. The zerg is a reactionary race and you need to react to what your opponent is doing. I guess if toss would go for a 1-gate 3-nexus you would try to do something about it and kill the expansion. Same goes for terrans who opt for a quick 3rd cc build. You need to scout and punish that, even if that means a lot of commitment (or even all-in).


So every game I scout for a factory, and allin if I see one. That's not what I call a macro game.

This is not WoL where you could just say "I want to macro and there is nothing you can do about it".

That is pretty much the problem. I'm sorry, but at this skill level (where macro/injects/etc are not an issue) a player should have an advantage if he knows 100% what the opponent is doing. When every single game is 1-2 reapers into 10-11 minute bio mine push that doesn't stop for the rest of the entire game, and I lose the overwhelming majority of the time despite knowing exactly what I will face... and all of those losses are due to mines being very cost efficient and too difficult to fight effectively... I'm going to call that a slight problem with the game. I don't know what else to call it.
Chocobo
Profile Joined November 2006
United States1108 Posts
May 11 2013 18:05 GMT
#385
On May 11 2013 19:03 Rabiator wrote:
Banelings are far too efficient because they can be massed in a critical number and then right-clicked into a Planetary Fortress which has ZERO CHANCE to survive.

1000/500 to take out 550/150 sure sounds efficient to me. Are you really complaining that an undefended PF isn't completely safe against everything? And if you want to sack 1500 resources to kill a base, can't 10 stimmed marauders do that pretty effectively? Heck you might even get to keep them and fly away afterwards...

For Widow Mines there is no such thing as a critical number, because it is a DEFENSIVE UNIT in its method of use, i.e. you dont really trigger its attack but rather the mine triggers itself (which can be abused by smart players). [/QUOTE]

Hmm... well you can't simply mass them and be unstoppable once you have 40 of them, but when there's 8-10+ of them it starts to become a real mess trying to deal with them, as you can't suicide some units to set them off and then have a few seconds of mine-free time to engage. It definitely gets worse as terran gets more mines, up to a certain point.
Chocobo
Profile Joined November 2006
United States1108 Posts
May 11 2013 18:15 GMT
#386
On May 11 2013 19:26 Cirqueenflex wrote:
And I don't expect the spore crawler buff to fix ZvZ at all. Yeah, maybe you need one less spore to defend your main vs mutas, but that never was the problem. The problem was to get your third up, which gets denied by the map control the player going mutas has over his opponent.

Actually I think it has potential. Spread creep towards your third and make 2 extra spores at home, make an extra queen to get the creep going if you have to. Transfer the spores to the third, then put up a hatch. Maybe it's a struggle to get the third up but at least it's more possible now than it used to be.
Currently a lot of the game feels like the minigame "I wanna be the boshy" on one of the harder difficulties. While the game might be somewhat balanced and both play- and winnable, it more often is just frustrating to play, and a game should not be that frustrating to play.

Hah, I know what you mean. I'd only compare dealing with mines ZvT to that, though.

It's a good thing that zerg requires more micro than it used to, and I'm not opposed to gameplay that raises the skill ceiling. But there is a limit to "how much perfectly-executed micro should it take to take to counter this unit", and mines are well over the limit of what I consider reasonable. If only the top few percent of players are capable of pulling it off, that isn't good game design imo, even if it is balanced for that top few percent.
Chocobo
Profile Joined November 2006
United States1108 Posts
May 11 2013 18:16 GMT
#387
On May 11 2013 19:49 Godwrath wrote:
Show nested quote +
On May 11 2013 18:06 Chocobo wrote:
Yep. Kinda like how mines are cost efficient vs everything zerg has in the first 15-20 minutes of the game.


Erhm, no.

Other than broodlords, what is cost efficient against mines for zerg?
Whitewing
Profile Joined October 2010
United States7483 Posts
Last Edited: 2013-05-11 18:21:12
May 11 2013 18:20 GMT
#388
Be very careful about changing TvZ even if you conclude it is imbalanced. Right now at the highest level, it's the most engaging and exciting matchup to watch. The entire matchup frequently turns into a super long push from terran trying to break zerg while zerg tries to throw the push back one time, with both players micro'ing their faces off to try to be efficient. It's incredibly interesting to watch how they try to out control one another with constant battles and counter attacks. The wrong buff to zerg or nerf to terran could ruin that kind of push and send us back to both players maxxing out before doing anything.

TBH, I think the main problem is that zergs let terrans be too greedy and don't punish it.
Strategy"You know I fucking hate the way you play, right?" ~SC2John
Rabiator
Profile Joined March 2010
Germany3948 Posts
Last Edited: 2013-05-11 18:39:12
May 11 2013 18:21 GMT
#389
On May 12 2013 03:16 Chocobo wrote:
Show nested quote +
On May 11 2013 19:49 Godwrath wrote:
On May 11 2013 18:06 Chocobo wrote:
Yep. Kinda like how mines are cost efficient vs everything zerg has in the first 15-20 minutes of the game.


Erhm, no.

Other than broodlords, what is cost efficient against mines for zerg?

1. Spore and Spine Crawlers for the early game ... (They are even good against Hellbat drops since neither of these dies easily to the "vs light" damage and the Medivac dies faster ... which prevents its reuse. Spore Crawlers are great against Phoenix and Oracle too ....)
2. Sending in Overlords to soak up the shots right before your charge ...


Just watch a few TvZ games with early harrassment and IMO it is always the "diehard oldschoolers" who try to defend against Hellbat harrassment with Zerglings who are losing the match while the ones who build static defenses seem to be fine. That might be a misperception on my part, but I would suggest you check for yourself.


The whole point of HotS seems to be "more harrassment" ... Hellbat, Oracle, Mutalisk regen, Medivac speed, Widow Mine, ... so preparing for that is a requirement and not optional now IMO (at least until everyone defends against it and there isnt a point to do it anymore ...). Better safe than sorry I'd say and even in PvP building a cannon in / near your Probes seems wise.

----

Another idea to "counter" some forms of harrassment drops: research Overlord transport capability and pick up your workers when Hellbats or Oracles come by. This might be a bit late, but it could work better than burrow, because a scan still reveals them and they can be attacked.
If you cant say what you're meaning, you can never mean what you're saying.
Zarahtra
Profile Joined May 2010
Iceland4053 Posts
May 11 2013 18:41 GMT
#390
On May 12 2013 03:21 Rabiator wrote:
Show nested quote +
On May 12 2013 03:16 Chocobo wrote:
On May 11 2013 19:49 Godwrath wrote:
On May 11 2013 18:06 Chocobo wrote:
Yep. Kinda like how mines are cost efficient vs everything zerg has in the first 15-20 minutes of the game.


Erhm, no.

Other than broodlords, what is cost efficient against mines for zerg?

1. Spore and Spine Crawlers for the early game ... (They are even good against Hellbat drops since neither of these dies easily to the "vs light" damage and the Medivac dies faster ... which prevents its reuse. Spore Crawlers are great against Phoenix and Oracle too ....)
2. Sending in Overlords to soak up the shots right before your charge ...


Just watch a few TvZ games with early harrassment and IMO it is always the "diehard oldschoolers" who try to defend against Hellbat harrassment with Zerglings who are losing the match while the ones who build static defenses seem to be fine. That might be a misperception on my part, but I would suggest you check for yourself.


The whole point of HotS seems to be "more harrassment" ... Hellbat, Oracle, Mutalisk regen, Medivac speed, Widow Mine, ... so preparing for that is a requirement and not optional now IMO.

Also 2x +3 attack upgrade blings kill a mine(that is less than +3 armor upgrade) which I'd argue isn't that cost inefficient for a zerg(100/50 vs 75/25). It is really obnoxious when a zerg sends 2x blings ontop of a widow mine and blows it up, but terrans quite often in a hurry burry 2x next to each other, so atleast those times it is cost effective.

I see it as a great way for a zerg to keep the amount of widow mines on the field in control, rather than letting it spiral.
Ramiz1989
Profile Joined July 2012
12124 Posts
May 11 2013 19:48 GMT
#391
On May 12 2013 03:20 Whitewing wrote:
Be very careful about changing TvZ even if you conclude it is imbalanced. Right now at the highest level, it's the most engaging and exciting matchup to watch. The entire matchup frequently turns into a super long push from terran trying to break zerg while zerg tries to throw the push back one time, with both players micro'ing their faces off to try to be efficient. It's incredibly interesting to watch how they try to out control one another with constant battles and counter attacks. The wrong buff to zerg or nerf to terran could ruin that kind of push and send us back to both players maxxing out before doing anything.

TBH, I think the main problem is that zergs let terrans be too greedy and don't punish it.

I kind of agree if they opened with Hellions/Reapers etc. however, you can't always punish it, and it is a lot harder if they opened with 1-2 Siege Tanks(which some of them are doing, mind you) or Mines. It also depends on the map a lot.
"I've been to hell and back, and back to hell…and back. This time, I've brought Hell back with me."
plogamer
Profile Blog Joined January 2012
Canada3132 Posts
Last Edited: 2013-05-11 19:52:10
May 11 2013 19:51 GMT
#392
On May 12 2013 04:48 Ramiz1989 wrote:
Show nested quote +
On May 12 2013 03:20 Whitewing wrote:
Be very careful about changing TvZ even if you conclude it is imbalanced. Right now at the highest level, it's the most engaging and exciting matchup to watch. The entire matchup frequently turns into a super long push from terran trying to break zerg while zerg tries to throw the push back one time, with both players micro'ing their faces off to try to be efficient. It's incredibly interesting to watch how they try to out control one another with constant battles and counter attacks. The wrong buff to zerg or nerf to terran could ruin that kind of push and send us back to both players maxxing out before doing anything.

TBH, I think the main problem is that zergs let terrans be too greedy and don't punish it.

I kind of agree if they opened with Hellions/Reapers etc. however, you can't always punish it, and it is a lot harder if they opened with 1-2 Siege Tanks(which some of them are doing, mind you) or Mines. It also depends on the map a lot.


Or Idra's super greedy opener versus Polt could also be the correct response when scouting 3 cc opener.

/edit

When it comes to greed, I don't think any race can top the Zerg race.
Qikz
Profile Blog Joined November 2009
United Kingdom12022 Posts
Last Edited: 2013-05-11 19:52:30
May 11 2013 19:52 GMT
#393
One thing that people seem to be forgetting is something that is so cost effective against mines that it effectively (not entirely and only on paper does it makes it useles) is hydras with detection (an overseer or spore). They outrange the mine.
FanTaSy's #1 Fan | STPL Caster/Organiser | SKT BEST KT | https://twitch.tv/stpl
DnCL
Profile Joined May 2013
86 Posts
May 11 2013 20:00 GMT
#394
On May 10 2013 04:40 ChristianS wrote:
Show nested quote +
On May 10 2013 04:15 captainwaffles wrote:
And David Kim said to the masses, "the game is solid!" Terrans rejoice at the lack of nerfs, and somewhere in the world Idra's disdain of Mr.Kim grows tenfold.

Really like the no changes approach.

Actually, has IdrA complained about HotS balance just yet? I haven't kept too much track, but I have watched his stream a little. I saw complaints about other players, cheesy strats, etc. but no balance complaints. Odd when Stephano is the EG player complaining about imbalance


I remember Geof discussing that Idra hated the game, complained about it a lot and insulted David Kim about it. (Was on SotG, the episode where Idra release was annouced.)
Rabiator
Profile Joined March 2010
Germany3948 Posts
Last Edited: 2013-05-11 20:15:22
May 11 2013 20:13 GMT
#395
On May 12 2013 03:41 Zarahtra wrote:
Show nested quote +
On May 12 2013 03:21 Rabiator wrote:
On May 12 2013 03:16 Chocobo wrote:
On May 11 2013 19:49 Godwrath wrote:
On May 11 2013 18:06 Chocobo wrote:
Yep. Kinda like how mines are cost efficient vs everything zerg has in the first 15-20 minutes of the game.


Erhm, no.

Other than broodlords, what is cost efficient against mines for zerg?

1. Spore and Spine Crawlers for the early game ... (They are even good against Hellbat drops since neither of these dies easily to the "vs light" damage and the Medivac dies faster ... which prevents its reuse. Spore Crawlers are great against Phoenix and Oracle too ....)
2. Sending in Overlords to soak up the shots right before your charge ...


Just watch a few TvZ games with early harrassment and IMO it is always the "diehard oldschoolers" who try to defend against Hellbat harrassment with Zerglings who are losing the match while the ones who build static defenses seem to be fine. That might be a misperception on my part, but I would suggest you check for yourself.


The whole point of HotS seems to be "more harrassment" ... Hellbat, Oracle, Mutalisk regen, Medivac speed, Widow Mine, ... so preparing for that is a requirement and not optional now IMO.

Also 2x +3 attack upgrade blings kill a mine(that is less than +3 armor upgrade) which I'd argue isn't that cost inefficient for a zerg(100/50 vs 75/25). It is really obnoxious when a zerg sends 2x blings ontop of a widow mine and blows it up, but terrans quite often in a hurry burry 2x next to each other, so atleast those times it is cost effective.

I see it as a great way for a zerg to keep the amount of widow mines on the field in control, rather than letting it spiral.

+3 attack is quite late game tech and you will have more efficient ways of killing the mine by then. All you need is a "sacrificial lamb" (free units are easy for Zerg to get) and you have 25 seconds (which is the same as a week in SC2 terms) to kill it.

On May 12 2013 04:51 plogamer wrote:
When it comes to greed, I don't think any race can top the Zerg race.

... and they deserve to be punished for it if you play too greedily or cut too many corners.
If you cant say what you're meaning, you can never mean what you're saying.
DemigodcelpH
Profile Joined August 2011
1138 Posts
Last Edited: 2013-05-11 20:16:09
May 11 2013 20:13 GMT
#396
On May 12 2013 02:56 Chocobo wrote:
Show nested quote +
On May 11 2013 19:24 scypio wrote:
On May 11 2013 18:41 Chocobo wrote:
On May 11 2013 17:32 scypio wrote:
It seems that the "free 3 base + 75 drones" build no longer works in HotS. Oh well... suck it up and L2P, just the way the pro zergs did.


"Suck it up and L2P" is just as silly and tiresome as the "everything I lose to is imbalanced" whiners. It adds nothing to the conversation, it makes no claim about balance, it adds nothing to the specific situations being discussed.

BTW there are a lot of players who are "learning to play" and trying to improve against these strats every day. The issue is that despite our best efforts, it doesn't lead to anything. This isn't "wahh I lost, make it easier for me". It's "I am practicing for hours and hours and still getting destroyed no matter what I try".

You could specifically tell me that you're using the same bio+mine build, with the same strategy and same attack timings, for 20 games in a row and I would still lose over 2/3 of the time (assuming I play for a macro game). Like the final months of WoL where protoss would always choose one allin or another in PvZ because there's so little hope if the game goes longer than 10 minutes... that's what ZvT is like now.


OK then, since I play zerg too (33% of the time) I'll give you my insight on the matchup from a (terrible) zerg perspective.

First of all, the mindset "I play the macro game" is incorrect. The zerg is a reactionary race and you need to react to what your opponent is doing. I guess if toss would go for a 1-gate 3-nexus you would try to do something about it and kill the expansion. Same goes for terrans who opt for a quick 3rd cc build. You need to scout and punish that, even if that means a lot of commitment (or even all-in).


So every game I scout for a factory, and allin if I see one. That's not what I call a macro game.

Show nested quote +
This is not WoL where you could just say "I want to macro and there is nothing you can do about it".

That is pretty much the problem. I'm sorry, but at this skill level (where macro/injects/etc are not an issue) a player should have an advantage if he knows 100% what the opponent is doing. When every single game is 1-2 reapers into 10-11 minute bio mine push that doesn't stop for the rest of the entire game, and I lose the overwhelming majority of the time despite knowing exactly what I will face... and all of those losses are due to mines being very cost efficient and too difficult to fight effectively... I'm going to call that a slight problem with the game. I don't know what else to call it.


Spoiled by the nightmare that was 2012 Wings of Liberty you're simply not used to playing a balanced game now, because I can assure that every non-Zerg player knew that Zerg was likely going BL/infestor but that didn't stop every Zerg player who could execute it getting high masters which was evidence by the fact that masters and GM brackets on all servers suddenly being majority Zerg after the early 2012 patch (nor did it stop unheard of foreign Zergs from taking games off of 4 time GSL champions) (not surprisingly there was no complaining from you as this point in time) and mines, from the perspective of balance, are nowhere near as close to as absurdly that was infestor/BL.

Furthermore knowing what an enemy is doing doesn't exempt you from being outplayed or guarantee you a victory. So when you combine these two points you get that not only do you have a warped sense of balance, but also a warped sense of entitlement in that you think scouting your opponent means that you should win (this mindset is more or less a direct product of Zerg players from that dark time who simply had to scout and sit back to win).
sibs
Profile Joined July 2012
635 Posts
May 11 2013 21:53 GMT
#397
the old zerg had it easy, now its balanced again that terrans win 55%+ of the time(at pro level, probably way more at masters), get used to it.
Morlock
Profile Joined May 2013
68 Posts
May 11 2013 22:52 GMT
#398
On May 11 2013 17:29 Apoptotic wrote:
The spore crawler buff is only plus damage to bio, so it only affects the ZvZ matchup.
Wow. That's clever.

Although I think it should be bio and medivacs. ^^
kamicom
Profile Blog Joined March 2010
United States180 Posts
May 11 2013 22:53 GMT
#399
... really? nothing on hellbats and WM and medivac afterburners?
Have you guys seen TvT's? You know something's wrong when T's do hellbat/WM/rine afterburner drops 100% of any match up and win because of them even when down significantly.

Have you seen Flash vs Innovation? I started laughing at how ridiculous those units are.
I ragequit if my split fails.
Morlock
Profile Joined May 2013
68 Posts
May 11 2013 22:59 GMT
#400
On May 12 2013 07:53 kamicom wrote:
... really? nothing on hellbats and WM and medivac afterburners?
Have you guys seen TvT's? You know something's wrong when T's do hellbat/WM/rine afterburner drops 100% of any match up and win because of them even when down significantly.

Have you seen Flash vs Innovation? I started laughing at how ridiculous those units are.
Yes. If they were giving hellbats to Protoss, these units would be as fragile as a paper aeroplane, they would have 150 extra cost in gas, and they would probably requite energy to kill workers.

And that's exactly what you get with the oracle. Inferior unit to the hellbat, but far more expensive and with an energy requirement.
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