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Upcoming Balance Patch - Page 28

Forum Index > SC2 General
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SacredCoconut
Profile Joined October 2010
Finland121 Posts
May 13 2013 17:06 GMT
#541
Im mid-high master eu and with 310 games i have

ZvZ = 54%
ZvT = 56%
ZvP = 54%

ZvT is actuly my favorite match up and this season with 13 games its 69%. Hellbats can be annoying though and luckily terrans forgot they can make tanks.
I apologize for possible grammar errors.
Big J
Profile Joined March 2011
Austria16289 Posts
May 13 2013 17:30 GMT
#542
On May 14 2013 00:19 Rabiator wrote:
Show nested quote +
On May 13 2013 20:09 Big J wrote:
On May 13 2013 18:57 Rabiator wrote:
On May 13 2013 15:37 Tuczniak wrote:
On May 13 2013 15:25 Rabiator wrote:
On May 13 2013 14:38 blade55555 wrote:
On May 13 2013 14:08 Rabiator wrote:
On May 13 2013 11:25 glad. wrote:
OK I haven't read all 25 pages of this thread, but does anyone know why Blizzard isn't considering buffing hydralisks instead of spores? This change is really frustrating because I think the game would be much better with a hydra buff. I think it would be best if they buffed the movement speed upgrade so that it also buffed speed on creep.

Why would they need to buff the "machinegun Hydras" in any way? If you want them against Mutalisks JUST BUILD SOME ... they are good enough already.


I hope this is sarcasm. Go roach/hydra against muta and you might as well gg right there.

The question is DEFENSE againt Mutalisks and you bring in Roaches?

1. Get Spore Crawlers at your bases.
2. Research burrow.
3. Get Hydralisks in sufficient numbers to defend your bases against any form of Mutalisk harrassment and set a trap by placing your Hydralisks burrowed at a suspiciously light defended base ...

4. While you are at it get burrowed movement for your Roaches to attack and/or hide from Mutalisks out on the field.


In any case there is zero need to buff Hydralisks in any way.
Do you play zvz at decent level? What you say is very gimmicky and will get destroyed by any high masters/gm.

No one ever researches burrow and uses it in defense, so I doubt your assessment is as automatically true as you make it sound. You can get two Hydralisks for every Mutalisk (when you take the gas into account only) and they have a higher dps too per unit; another reason why I think your "that doesnt work" answer isnt that clear as you think.

In any case there seems to be a problem with one unit: the MUTALISK ... It would be a silly choice to BUFF another unit, which then affects other units / matchups as well. The smart choice it to nerf the Mutalisk ... and we are back at my "buffing the Hydralisk is completely unnecessary.


You don't get 2hydras per muta. You get 2hydras for muta and 4zerglings. Guess which unit is an amazing hydralisk counter... So yeah, you need roaches or banelings to go with your hydras. But if you go banes, your opponent can trade banes for banes+hydras or pick off banes with mutas first and you lose again.

You simply don't grasp the problems that people have against muta/ling in ZvZ (on the current patch, not the announced one).
Burrow your hydras all you want, I'm gonna attack 3bases at once with my zerglings and swoop my hydras in where I need them. You don't have marine+medivac and/or mines which are good against both, the mutalisk and the zergling. And you don't have walls that prevent runbys if you play a slow army. You just get overrun at multiple fronts at once, but your split roach/hydra forces get torn apart by the mutalisk and the zergling alike and sporecrawlers/queens fall to zerglings long before they can really significantly damage mutalisks.
You are getting flooded and outexpanded at once.

Oh, so I dont have walls? Who said that? Just because people usually dont do that doesnt mean it wouldnt work.

Again we are at "there is no need to BUFF the Hydralisk but rather one to NERF the Mutalisk". That is the thing you can clearly see without any playing experience yourself because buffing one unit in a balanced environment will make it overpowered against most of the other stuff and consequently trigger the need to buff more units ... in a chain of endless buffing until the units deal 560 damage and have 7000 hit points ...

Buffing does not work ... and the perfect example is the Mutalisk. It got a buff with HotS and became wayyy too good.

People have experimented with it. And complete walls have turned out to be notviable on most map.

I don't say "we need to buff the hydralisk". I'm saying that hydralisks as they are are not the answer to mutalisk play, no matter how hard you hope that your opponent will fly directly over your one location of burrowed hydras without zergling support.

The mutalisk got too good in exactly one matchup. And that is because the infestor - the WoL mutalisk counter - got nerfed very hard against everything and is hardly playable in the midgame in HotS ZvZ, mutalisks or not. Yes, straight up buffing often works out. You can go through all the matchups and have a good look at all the buffs that were applied. Muta ZvZ seems to be the only real problematic one up to now.

And funny sidefact. You said that "buffing one unit in a balanced environment will make it overpowered against most of the other stuff ". So I take it that you think WoL 1.5.4 was a balanced enviroment. Gonna keep that one for any future discussion when topics like BL/Infestor or the queen patch come up again.
Graven
Profile Joined June 2010
United States314 Posts
May 13 2013 17:45 GMT
#543
On May 14 2013 02:06 SacredCoconut wrote:
Im mid-high master eu and with 310 games i have

ZvZ = 54%
ZvT = 56%
ZvP = 54%

ZvT is actuly my favorite match up and this season with 13 games its 69%. Hellbats can be annoying though and luckily terrans forgot they can make tanks.


Wow, that's an incredibly consistant track record.
Pursuit_
Profile Blog Joined June 2012
United States1330 Posts
Last Edited: 2013-05-13 18:12:10
May 13 2013 18:11 GMT
#544
High Masters Terran, 309 game sample size

TvP- 49%
TvT- 62%
TvZ- 52%

TvP I've been working on some mech play (hellbat / tank based) so my winrate there is artificially low (in my opinion anyway) since I have a lot of losses that are simply learning reactions to different types of Protoss timing attacks with different production than I'm used to. Win rate this season is 55%

TvT is really easy for me, lots of free wins vs Hellbat drops and my decision making and drop defense is pretty solid giving me a pretty big advantage in this matchup, I play primarily mech (with blue flame hellions rather than hellbats) and lose primarily to 2 base timings, A vulnerability in my build which I think I've mostly fixed, win rate in TvT this season is up to 67%.

In TvZ I tend to win primarily by getting pretty big advantages in the later stages of mid game with heavy drop play (I play M4), most of my losses come from either 1-1 speedroach timings (with or without nydus) which I struggle to hold even when I scout, heavy baneling aggression before mutas doing too much damage or heavy ling / bling / muta mid games with lots of spines / spores for drop defense and 4+ bases before going into hive tech. Current win rate this season is 64% as I've gotten a lot better at holding the weird 10-13 minute aggressive timings and less and less Zerg players seem to be attempting macro play.
In Somnis Veritas
Graven
Profile Joined June 2010
United States314 Posts
May 13 2013 18:17 GMT
#545
On May 14 2013 03:11 Pursuit_ wrote:
In TvZ I tend to win primarily by getting pretty big advantages in the later stages of mid game with heavy drop play (I play M4), most of my losses come from either 1-1 speedroach timings (with or without nydus) which I struggle to hold even when I scout, heavy baneling aggression before mutas doing too much damage or heavy ling / bling / muta mid games with lots of spines / spores for drop defense and 4+ bases before going into hive tech. Current win rate this season is 64% as I've gotten a lot better at holding the weird 10-13 minute aggressive timings and less and less Zerg players seem to be attempting macro play.


Interesting to read. I've found 1-1 speedroach to work well vs. Terrans, in either winning the game or giving myself a series advantage. Of course, it only works well if the Terran is opening the standard Reaper into Hellion.

To me that's just a simple tactic and not really a reflection of the meta game though. Right now Terran wants Reapers early for scouting and then Hellions right after to keep map control once Speedlings are out, but if Terran goes Hellion regardless of scouting Roaches, they deserve to die to the 1-1 timing to be honest, haha.
Fat_Elephant
Profile Joined May 2013
Angola54 Posts
May 13 2013 18:29 GMT
#546
I dont have a problem in ZvZ since I all-in to prevent Muta's, but the spore-crawler change is needed.
I support and use Ad-blocker for this site as matter of convenience and disregard TL's financial responsibilities.
Pursuit_
Profile Blog Joined June 2012
United States1330 Posts
May 13 2013 19:01 GMT
#547
On May 14 2013 03:17 Graven wrote:
Show nested quote +
On May 14 2013 03:11 Pursuit_ wrote:
In TvZ I tend to win primarily by getting pretty big advantages in the later stages of mid game with heavy drop play (I play M4), most of my losses come from either 1-1 speedroach timings (with or without nydus) which I struggle to hold even when I scout, heavy baneling aggression before mutas doing too much damage or heavy ling / bling / muta mid games with lots of spines / spores for drop defense and 4+ bases before going into hive tech. Current win rate this season is 64% as I've gotten a lot better at holding the weird 10-13 minute aggressive timings and less and less Zerg players seem to be attempting macro play.


Interesting to read. I've found 1-1 speedroach to work well vs. Terrans, in either winning the game or giving myself a series advantage. Of course, it only works well if the Terran is opening the standard Reaper into Hellion.

To me that's just a simple tactic and not really a reflection of the meta game though. Right now Terran wants Reapers early for scouting and then Hellions right after to keep map control once Speedlings are out, but if Terran goes Hellion regardless of scouting Roaches, they deserve to die to the 1-1 timing to be honest, haha.


I open CC first into reactor hellion into 3 CC, and my standard reaction to scouting a 1-1 speedroach timing is bunkers + tanks. The problem is I rarely seem to scout it in time to have a critical mass of ~3 tanks out, and when I do I feel like it takes too long to reassert map control and take my third if the Zerg doesn't suicide his roaches into my natural. I've been holding more consistently lately though so I'm sure I'll figure it out soon ^^

Really I think ling / bling / muta with some static defense into 4+ base before hive is the best answer for Zerg atm, watching Soulkey's game vs Innovation in Proleague really made me feel like Zerg just needs more time to figure out the metagame. I've also seen quite a few roach hydra games in Proleague and it usually seems to work, but I think it's mostly just the off timings catching Terran's off guard.
In Somnis Veritas
scypio
Profile Joined December 2011
Poland2127 Posts
May 13 2013 19:13 GMT
#548
On May 14 2013 03:17 Graven wrote:
Show nested quote +
On May 14 2013 03:11 Pursuit_ wrote:
In TvZ I tend to win primarily by getting pretty big advantages in the later stages of mid game with heavy drop play (I play M4), most of my losses come from either 1-1 speedroach timings (with or without nydus) which I struggle to hold even when I scout, heavy baneling aggression before mutas doing too much damage or heavy ling / bling / muta mid games with lots of spines / spores for drop defense and 4+ bases before going into hive tech. Current win rate this season is 64% as I've gotten a lot better at holding the weird 10-13 minute aggressive timings and less and less Zerg players seem to be attempting macro play.


Interesting to read. I've found 1-1 speedroach to work well vs. Terrans, in either winning the game or giving myself a series advantage. Of course, it only works well if the Terran is opening the standard Reaper into Hellion.

To me that's just a simple tactic and not really a reflection of the meta game though. Right now Terran wants Reapers early for scouting and then Hellions right after to keep map control once Speedlings are out, but if Terran goes Hellion regardless of scouting Roaches, they deserve to die to the 1-1 timing to be honest, haha.


Something like this happened yesterday in final game between Polt and Hyun on Kespa Neo Planet S. The series was tied 2-2, Polt went for (surprise, surprise ) 4M + fast 3rd CC.

Hyun sees this, takes his third and fourth at the same time and just stays on ling bling for like forever. The game goes on for 30 minutes, constant battles all over the map, raiding expansions with drops, runbys, sniping and baiting mines, flanking, sniping expansions etc. All this time both players hover around 100 supply and not a single deathball was formed.

+ Show Spoiler +

Finaly Hyun wins.


This was one of the better TvZs I have watched, but I guess some guys may not like it since it was clearly tough for the zerg.
I play random | I like Hots | INnoVation | sOs | Tefel TOP1!
NerdUpgrades
Profile Joined March 2013
Canada41 Posts
May 13 2013 19:26 GMT
#549
On May 10 2013 05:07 sibs wrote:
Show nested quote +
On May 10 2013 05:04 RogerChillingworth wrote:
TvZ is still terran favored, i don't care what anyone says. Other match-ups are better--can go either way--and really map dependent, but non-retarded Terrans will still make zerg look silly. stats fail to illustrate the full picture, i'm afraid.


Hmm, TvZ was 55% WR for T in march, 56% in April.It's not terrible but yea, TvZ does favor T atm.

PvT seems to be favoring protoss pretty hard for the past 2 weeks or so as well, but thats early to suggest any problems.

Edit: You can clearly see the terrans are very happy about no changes, they're kinda expecting a nerf hehe.


I just want to agree with everything here.
Toadvine
Profile Joined November 2010
Poland2234 Posts
May 13 2013 20:43 GMT
#550
On May 14 2013 00:32 p14c wrote:
Show nested quote +
On May 13 2013 22:12 Toadvine wrote:
On May 13 2013 21:47 Chocobo wrote:
On May 13 2013 18:06 p14c wrote:
I guess PvProleague will continue indefinitely. How can someone say with a straight face that SkyToss is balanced? The end game was the problem in WOL and is continuing to be in HOTS also. Kim didn't learn anything.


Zergs have been making good progress vs protoss air. It isn't the flying units alone that are so deadly- it's the combination of air + colossus or air + psi storm. Get some swarmhosts so that those are out of the equation, and suddenly corruptor/infestor/viper becomes cost efficient if you play it well.


Yeah, for all the complaining about Skytoss, every time I see PvZ get into a split map situation, it's the Protoss who has to harass and run around sniping bases, because it's impossible to effectively engage a mass Swarm Host defensive position with static defense and corrupters/vipers.

Getting Swarm Hosts against SkyToss is the most stupid thing I ever heard. Bisu demolished 2 Code S zergs, EG-TL zergs were also demolished by Skytoss today, Flash air battlecruisers were demolished by Parting's skytoss (it wasn't even a close fight) and I could continue with examples all day long. Code S will soon get filled with Kespa Protoses mark my word! In Proleague the team with the most good Protoses wins always.


I don't get posts like this. Either you think I'm stupid and won't watch those vods, or you have your own special definition of Skytoss. Opening with multiple Void Rays, going up to about 10, and then transitioning into a normal ground army, is not Skytoss, Skytoss is having most of your maxed army consist of air units, and typically not just Void Rays.

Also, Roro (vs Bisu), Revival and Snute got rolled because they clearly weren't familiar with the style (1 Stargate into fast third into more Stargates and multiple VRs). Roro tried an early attack with Roaches, which accomplished absolutely nothing, and he was left on 3 base vs a 3 base Protoss with superior tech, at which point he would've lost against literally any unit comp. Revival won the game with a good roach/ling attack, and proceeded to throw it away in a series of mind-boggling decisions. And Snute seemed to have forgotten that Infested Terrans were nerfed, and played like it was still WoL and IT spam owned all Protoss air.

When people say Skytoss, they usually mean it as a lategame army. You're complaining about an opening that looks very fragile and likely dies to a variety of timing attacks. Revival actually had the right idea and ended up in a good position despite executing his attack poorly.

And what the hell are you on about BCs? Those are bad against Protoss not because of Skytoss or whatever, but because of Feedback. And they will continue to be bad as long as they have energy. And Skytoss isn't even particularly good against bio with Vikings.
"There are always some Eskimos ready to instruct the Congolese on how to cope with heat waves." - S.J.Lec
DemigodcelpH
Profile Joined August 2011
1138 Posts
Last Edited: 2013-05-13 21:06:53
May 13 2013 20:53 GMT
#551
On May 14 2013 02:06 SacredCoconut wrote:
Im mid-high master eu and with 310 games i have

ZvZ = 54%
ZvT = 56%
ZvP = 54%

ZvT is actuly my favorite match up and this season with 13 games its 69%. Hellbats can be annoying though and luckily terrans forgot they can make tanks.


HotS ZvT is also one of my favorite matchups now. As it's very balanced I think, more or less, the only people who are complaining right now are people who only played Zerg, and played during the heavily heavily imbalanced in favor of Zerg part of 2012.
cydial
Profile Blog Joined September 2010
United States750 Posts
May 13 2013 20:57 GMT
#552
On May 12 2013 17:03 Decendos wrote:
Show nested quote +
On May 12 2013 16:51 scypio wrote:
I think there are some things getting mixed up in this thread. We can see some true balance complaints like:
"ZvT is almost unwinnable and all the Zergs will disappear from the tourneys, ladder etc". Tournament results and the long list of the zerg players that seem to be doing fine within the current metagame say otherwise.

And than there is another set of complaints that can be summed up with a statement: "I don't like the current meta/gameplay". This is understandable - for example a coinflip is pretty balanced, but it is not a lot of fun to watch (unless it's at Dreamhack).

Let's say little Johnny doesn't like MMM-based TvP and thinks that the right way to play versus Protoss is a 4-port banshee. Pretty soon you would see Johnny posting on TL with the idea of increasing the range, damage and hp on the banshee by 50% to make his goto strategy viable.

This is exactly what the zergies do: my (WoL) strat is not working, other strats(bust) are stupid: blizzard go nerf hellbat, speedvacs and widow mines!

For me saying things like "well, the game has been out for two months, I've played 100 games on the ladder and nothing's gonna change, blizzard fix this!" seems a bit hasty. And the idea of sacrificing balance in favor of a better gameplay is flawed.


except its the other way around. the old WoL style roach or roach bane all ins or roach nydus allins (which symbol already did in WoL and havent changed one bit) are working if T is bad/doesnt scout/plays insanely greedy. the new stuff in midgame doesnt work: swarmhosts, faster hydras dont work AT ALL, regenerating mutas work if you outplay opponent. the guy mentioning all the macro zergs are out while all the "all in/cheesy zerg" got in ro8 is true to the most part (obv not all macro zergs game are macro and the other way around). thats what all zerg players say is stupid: if you are on equal skill AND want to play a standard macro game TvZ is imbalanced. what makes it a bit more balanced are all the all ins Z does. once T figures them out (roach nydus all in etc. is easy scoutable, so is every roach warren with 2 reaper opening), TvZ will get a lot worse. lets see how it gets fixed. its just NO FUN at all to all in every TvZ right now because you will lose most macro games.


Makes absolutely no sense. This is pure theory crafting and conjecture that you are trying to pass off as fact.

Also, I lold hard at this bit.

regenerating mutas work if you outplay opponent.


As should ANY strat.
( bush
Profile Joined April 2011
321 Posts
Last Edited: 2013-05-13 21:11:32
May 13 2013 21:10 GMT
#553

except its the other way around. the old WoL style roach or roach bane all ins or roach nydus allins (which symbol already did in WoL and havent changed one bit) are working if T is bad/doesnt scout/plays insanely greedy. the new stuff in midgame doesnt work: swarmhosts, faster hydras dont work AT ALL, regenerating mutas work if you outplay opponent. the guy mentioning all the macro zergs are out while all the "all in/cheesy zerg" got in ro8 is true to the most part (obv not all macro zergs game are macro and the other way around). thats what all zerg players say is stupid: if you are on equal skill AND want to play a standard macro game TvZ is imbalanced. what makes it a bit more balanced are all the all ins Z does. once T figures them out (roach nydus all in etc. is easy scoutable, so is every roach warren with 2 reaper opening), TvZ will get a lot worse. lets see how it gets fixed. its just NO FUN at all to all in every TvZ right now because you will lose most macro games.


Talking about equal skill made me laugh. I guess you didnt watch any games of Wings of Liberty where players like JonnyRecco (no offense) could go head to head with top tier Code S terrans who practice 15 hours a day.
oo
Emzeeshady
Profile Blog Joined January 2012
Canada4203 Posts
May 13 2013 21:20 GMT
#554
--- Nuked ---
plogamer
Profile Blog Joined January 2012
Canada3132 Posts
May 13 2013 21:24 GMT
#555
On May 14 2013 06:20 Emzeeshady wrote:
Show nested quote +
On May 14 2013 06:10 ( bush wrote:

except its the other way around. the old WoL style roach or roach bane all ins or roach nydus allins (which symbol already did in WoL and havent changed one bit) are working if T is bad/doesnt scout/plays insanely greedy. the new stuff in midgame doesnt work: swarmhosts, faster hydras dont work AT ALL, regenerating mutas work if you outplay opponent. the guy mentioning all the macro zergs are out while all the "all in/cheesy zerg" got in ro8 is true to the most part (obv not all macro zergs game are macro and the other way around). thats what all zerg players say is stupid: if you are on equal skill AND want to play a standard macro game TvZ is imbalanced. what makes it a bit more balanced are all the all ins Z does. once T figures them out (roach nydus all in etc. is easy scoutable, so is every roach warren with 2 reaper opening), TvZ will get a lot worse. lets see how it gets fixed. its just NO FUN at all to all in every TvZ right now because you will lose most macro games.


Talking about equal skill made me laugh. I guess you didnt watch any games of Wings of Liberty where players like JonnyRecco (no offense) could go head to head with top tier Code S terrans who practice 15 hours a day.

Except this never happened. I only remember one series where he almost beat Keen and Keen is far from a top tier Korean. JRecco also got crushed by many foreigners of other races during this time.


Reading comprehension: players like JonnyRecco, ie. relatively nameless foreign zergs suddenly beating Code S Terrans after the queen buff.

Also, JonnyRecco crushing many foreigners during that time is relevant how? ZvX was broken, and ZvZ was based on either A) ling/bling coinflip, B) who got the better fungal.

ZvZ is still looking poor, thus the spore buff against mutas. Maybe we'll see some changes to that mirror matchup thanks for that.
Emzeeshady
Profile Blog Joined January 2012
Canada4203 Posts
May 13 2013 21:30 GMT
#556
--- Nuked ---
EGLzGaMeR
Profile Blog Joined February 2007
United States1867 Posts
Last Edited: 2013-05-13 21:45:32
May 13 2013 21:44 GMT
#557
I'm top 30GM on NA server.. with-- 147 games

zvp 73%
zvt 39%
zvz 57%

I don't play muta in zvz either.. so this spore buff will help me :D
Chocobo
Profile Joined November 2006
United States1108 Posts
Last Edited: 2013-05-13 22:03:03
May 13 2013 22:00 GMT
#558
On May 13 2013 23:02 Hryul wrote:
Show nested quote +
On May 13 2013 21:36 Chocobo wrote:
On May 13 2013 03:13 Hryul wrote:
On May 12 2013 23:16 Chocobo wrote:
On May 12 2013 22:59 Hryul wrote:
On May 12 2013 22:43 Chocobo wrote:
On May 12 2013 09:39 AxionSteel wrote:
After ages of frustration against zerg in LingsofLiberty, it certainly gives me a warm and fuzzy feeling to see all this QQ in here.
Doesn't stop zerg from mopping up the tournaments and doing extremely well in Code S though

I don't know any zergs who are complaining about balance at the pro level. The problem is that the skill required to play effectively in ZvT is too high for the vast majority of active players. This wouldn't be a problem if it affected both races equally, but it only affects zerg.

It's nothing like other situations where it's like "yes, banelings are strong, you have to split your army up when you see them coming, or you have to protect yourself with tanks". Those are reasonable challenges that most players can learn to pull off. The skill and precision requires to deal with mines effectively is not. It requires so much effort, and is very punishing for any mistakes. Few diamond and masters players have the skill to ever be able to pull it off.

So even though it's completely fair at the pro level, there's a problem for much of the ladder.

This post highlights a unreasonable fatalistic stance: It is hard. I can't do it right now therefore only a few people can do it and all the others (including me) can't ever learn it.

Zerg bias at its finest.

The deliberate ignorance of facts in here is starting to rival Fox News. It is simply a fact that it is significantly more difficult to engage a bio mine army in a cost efficient way than it is to split your marines when banelings come rolling in, or cast feedback on medivacs, or whatever.

Completely missing the point. You just claim that it is an unreasonable effort to learn how to engage mines and then base your whole arguments on this assumption. It doesn't strengthen your argument by drawing wild comparisons to Fox News.

And instead of taking the challenge you fight a war on the tl forums for a nerf of mines.

Why is there an assumption that no one is trying to counter mines? Everyone seems to think zergs are trying to play WoL style and crying when it doesn't work, and refusing to adapt and learn.

HotS has been out for a while now, and the beta's been going longer than that. If months and months of doing your best to try anything and everything to deal with mines leads to no results... how else can you feel? I do not have the skill and control of Life and Stephano and I never will.

Instead of "stop crying and deal with it", why not try discussing the gameplay? Why is it that other strats are dealth with by "make ___ to counter it" or "when the engagement hits, do ___" while the counter to mines is "make this, and some of these, and carefully suicide single units, and make sure you never do that, and..."

That's what the issue is all about. The way that zerg deals with mines is a very challenging micro-intensive process and is very unforgiving of mistakes. This is not in line with how the rest of the game works.

At the moment you are arguing that Blizzard should balance the game not only for the pros (where TvZ might be slightly T favored) but also to your personal gaming experience.

The pro level is most important, but it would be nice if it's a good gameplay experience for non-pros too, wouldn't you agree?

On May 13 2013 00:46 FirstGear wrote:
What are you actually suggesting? Nerfing mines to make it easier at lower levels? Or just an acknowledgement that its hard to play against mines? ZvT certainly does have a greater micro requirement than it did in WoL.

Some kind of change to mines that makes them less difficult for players to deal with, without ruining them at the pro level (which is important). Maybe a longer burrow time, since so many people use it as a siege tank replacement. Maybe have them become visible for 1 second after firing. I dunno, just throwing some ideas out.

You are twisting my posts. Where do I say that no one tries to counter mines? I doubted your claim that it takes unreasonable effort to learn how to counter mines.


You said "And instead of taking the challenge you fight a war on the tl forums for a nerf of mines", which means you believe I refuse to learn how to engage mines and that I call for nerfs instead of practicing at the game. I didn't twist anything.

You are also not discussing gameplay i.e. how to counter mines but you want mines nerfed because you can't handle them.
I am the one who is consistently discussing the gameplay options you have, how the situation is different from other challenging situations in the game, etc. You and others are repeating a variation of "L2P" without discussing the gameplay involved.

And this is all you are arguing: there is a "skill cap" for handling mines and you don't want to be below it.

That is correct. I think someone who has been playing Starcraft since 1998 and who currently practices ZvT (and countering mines specifically) at least an hour a day should be able to have SOME success in stopping bio mine, instead of having a 30% winrate vs terran. (most of those wins coming vs non-mine users)

If you think it's perfectly fine for the skill requirement to play effectively against (and I'm not even talking about hard countering) a very simple strategy to be so high that only the top 1% of players can pull it off occasionally... then I simply disagree with you. Bottom line.

Guess what: the same is true for marine splitting vs banes, EMPing protoss armys or fighting 2gate proxys.

Have I not made this point abundantly clear yet? It is the entire basis for my argument. The skill, speed, and precision required to deal with mines effectively and mistake-free is far and away above the skill required to split marines or land EMPs. It is not a trick you can figure out with a couple hours of practice.

Do you play Street Fighter? Suppose there's a new one with three characters. The anti-air special move for Char1 is a dragon punch motion. The anti-air special move for Char2 is a half circle motion. For Char3 it's Right-Left-Down-Left, hold the Jab button, half circle forward and release the button. Which one of those characters is going to have problems dealing with jumping attacks?
scypio
Profile Joined December 2011
Poland2127 Posts
May 13 2013 22:21 GMT
#559
On May 14 2013 07:00 Chocobo wrote:
Why is there an assumption that no one is trying to counter mines? Everyone seems to think zergs are trying to play WoL style and crying when it doesn't work, and refusing to adapt and learn.

HotS has been out for a while now, and the beta's been going longer than that. If months and months of doing your best to try anything and everything to deal with mines leads to no results... how else can you feel? I do not have the skill and control of Life and Stephano and I never will.

Instead of "stop crying and deal with it", why not try discussing the gameplay? Why is it that other strats are dealth with by "make ___ to counter it" or "when the engagement hits, do ___" while the counter to mines is "make this, and some of these, and carefully suicide single units, and make sure you never do that, and..."

That's what the issue is all about. The way that zerg deals with mines is a very challenging micro-intensive process and is very unforgiving of mistakes. This is not in line with how the rest of the game works.


Well, I've watched some more Zerg gameplay over the last couple of days as I followed Hyun's (successful) runs through Gigabyte Proleague Qualifier and Go4Sc2 April finals.

Hyun did face 4M along the way and responded in a way that seems right for me (and apparently wrong for you) - by aggression. He never hesitated to use lings, banes, roaches and nyduses to engage his enemies to prevent them from making a problematic amount of mines.

You are reluctant to these kind of things and prefer macro zerg style - that's great! Play your hear out! But do not cry about imbalance just because you don't like the effective strategies.

Personally, I learned something from watching Hyun and I'll try to roach bust 'em terrans into oblivion.
I play random | I like Hots | INnoVation | sOs | Tefel TOP1!
Chocobo
Profile Joined November 2006
United States1108 Posts
May 13 2013 22:30 GMT
#560
On May 14 2013 07:21 scypio wrote:
Show nested quote +
On May 14 2013 07:00 Chocobo wrote:
Why is there an assumption that no one is trying to counter mines? Everyone seems to think zergs are trying to play WoL style and crying when it doesn't work, and refusing to adapt and learn.

HotS has been out for a while now, and the beta's been going longer than that. If months and months of doing your best to try anything and everything to deal with mines leads to no results... how else can you feel? I do not have the skill and control of Life and Stephano and I never will.

Instead of "stop crying and deal with it", why not try discussing the gameplay? Why is it that other strats are dealth with by "make ___ to counter it" or "when the engagement hits, do ___" while the counter to mines is "make this, and some of these, and carefully suicide single units, and make sure you never do that, and..."

That's what the issue is all about. The way that zerg deals with mines is a very challenging micro-intensive process and is very unforgiving of mistakes. This is not in line with how the rest of the game works.


Well, I've watched some more Zerg gameplay over the last couple of days as I followed Hyun's (successful) runs through Gigabyte Proleague Qualifier and Go4Sc2 April finals.

Hyun did face 4M along the way and responded in a way that seems right for me (and apparently wrong for you) - by aggression. He never hesitated to use lings, banes, roaches and nyduses to engage his enemies to prevent them from making a problematic amount of mines.

You are reluctant to these kind of things and prefer macro zerg style - that's great! Play your hear out! But do not cry about imbalance just because you don't like the effective strategies.

Personally, I learned something from watching Hyun and I'll try to roach bust 'em terrans into oblivion.


I am not reluctant to try anything that can deal with bio mine. I have been trying everything I possibly can do to beat bio mine. Again it's this situation of "someone is struggling? must mean they lost a few games and are sad about it, and that they refuse to adapt and learn" which is completely untrue. I'd have to be completely retarded to make an issue about this if that were the case.

I'll have to look for Hyun's games and see what he did, thanks for letting me know to look for those. But also I need to again clarify - the game is balanced at pro levels, and many pro zergs are dealing with mines just fine because they have the high level of skill and speed required to deal with mines. Mere diamond and masters zergs don't meet the skill requirements, which is the problem.
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