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Heart of the Swarm Balance Update – May 13, 2013 - Page 11

Forum Index > SC2 General
375 CommentsPost a Reply
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smogg
Profile Joined September 2011
Bulgaria167 Posts
May 14 2013 13:28 GMT
#201
3 shots in 2.5 ingame seconds for a muta.. seems a bit too much... At 0.86 attack speed maybe 15+25 (4 shots per muta) would be more appropriate... This basically means that is the spore engages a muta, the muta dies 90% of the time before it can turn around. 5 spores will deter like 30-40 mutas....
LiquidHerO, LiquidTaeJa, EG.JD.RC, sCfou, ST_Life, KT_Flash, WJS_Soulkey, NaniWa, SK.MC, AZUBU.SuperNova, SKT1_FanTaSy
scypio
Profile Joined December 2011
Poland2127 Posts
May 14 2013 13:28 GMT
#202
On May 14 2013 22:18 Chocobo wrote:
It sounded like yet another insult along the lines of "zergs use zero micro and they're all bad". Your point about learning to deal with mines is valid... as of December. It has been close to 5 months and there are no reliable counters to bio mine other than mastering the precise anti-mine micro... something that is simply out of the reach of most players.

Suppose baneling splash damage area was larger and your marine splits had to be flawless to be useful at all. Would you say "look, Marineking can do it, so just get better at it and make sure you don't mess it up!" or would you recognize that it's just not good gameplay at below-pro skill levels?


Wait a second... 5 months? The game has been out for two.

How hard did you try to learn to micro against the mines? How many ZvTs vs 4M did you play? How much do you think is enough?

Marine splitting is hard. Really hard. That's why people came up with the marine split challenge to and spent hours focusing on this single aspect of the game.

Is there something like a minefield-clean challenge? No? Well, then you're not trying hard enough.
I play random | I like Hots | INnoVation | sOs | Tefel TOP1!
Big J
Profile Joined March 2011
Austria16289 Posts
May 14 2013 13:29 GMT
#203
On May 14 2013 22:17 cocosoft wrote:
Show nested quote +
On May 14 2013 09:36 Spec wrote:
Cooldown = 0.8608
Dmg = 45
That's 52 dps. Jesus christ, that ought to send a message.
Yeah... also blizz seconds


1spore
cost 125
52 dps vs bio
17 dps vs other flyers
0 dps vs anything else

3 stimmed marines
cost 150
30dps vs bio
30dps vs other flyers
30dps vs anything else

dont see the problem with an immobile defense having so much dps, there are other units with insane dps as well. Whatever works.
NEEDZMOAR
Profile Blog Joined December 2011
Sweden1277 Posts
Last Edited: 2013-05-14 13:38:06
May 14 2013 13:36 GMT
#204
On May 14 2013 22:28 scypio wrote:
Show nested quote +
On May 14 2013 22:18 Chocobo wrote:
It sounded like yet another insult along the lines of "zergs use zero micro and they're all bad". Your point about learning to deal with mines is valid... as of December. It has been close to 5 months and there are no reliable counters to bio mine other than mastering the precise anti-mine micro... something that is simply out of the reach of most players.

Suppose baneling splash damage area was larger and your marine splits had to be flawless to be useful at all. Would you say "look, Marineking can do it, so just get better at it and make sure you don't mess it up!" or would you recognize that it's just not good gameplay at below-pro skill levels?


Wait a second... 5 months? The game has been out for two.

How hard did you try to learn to micro against the mines? How many ZvTs vs 4M did you play? How much do you think is enough?

Marine splitting is hard. Really hard. That's why people came up with the marine split challenge to and spent hours focusing on this single aspect of the game.

Is there something like a minefield-clean challenge? No? Well, then you're not trying hard enough.



thats why most players go Marauder Marine Mine though, marauders soak up those banes like some kind of baneling soaking sponge ;D


and it gives the T time to move back, Im not saying hes right, but what youre saying isnt the full truth.
Hattori_Hanzo
Profile Joined October 2010
Singapore1229 Posts
May 14 2013 13:38 GMT
#205
On May 14 2013 22:28 scypio wrote:
Show nested quote +
On May 14 2013 22:18 Chocobo wrote:
It sounded like yet another insult along the lines of "zergs use zero micro and they're all bad". Your point about learning to deal with mines is valid... as of December. It has been close to 5 months and there are no reliable counters to bio mine other than mastering the precise anti-mine micro... something that is simply out of the reach of most players.

Suppose baneling splash damage area was larger and your marine splits had to be flawless to be useful at all. Would you say "look, Marineking can do it, so just get better at it and make sure you don't mess it up!" or would you recognize that it's just not good gameplay at below-pro skill levels?


Wait a second... 5 months? The game has been out for two.

How hard did you try to learn to micro against the mines? How many ZvTs vs 4M did you play? How much do you think is enough?

Marine splitting is hard. Really hard. That's why people came up with the marine split challenge to and spent hours focusing on this single aspect of the game.

Is there something like a minefield-clean challenge? No? Well, then you're not trying hard enough.


They included the Beta period.

Also, ling split challenge, FUND IT!!!
Cauterize the area
Vanadiel
Profile Joined April 2012
France961 Posts
May 14 2013 13:54 GMT
#206
On May 14 2013 22:04 Chocobo wrote:
Show nested quote +
On May 14 2013 21:34 Hattori_Hanzo wrote:
On May 14 2013 21:21 FOREIGN735 wrote:
+ Show Spoiler +
On May 14 2013 21:16 Hattori_Hanzo wrote:
Show nested quote +
On May 14 2013 20:44 FOREIGN735 wrote:
in case mines and hellbats aren't OP i lose my faith in humanity.
those units require almost 0 skill to be used while on the other side you have to struggle ur ass off.
Another problem is to actually trade cost effective vs those units-->its almost impossible for (very low master/dia skill)
Don't get me wrong this game is still fun, but it would be more fun if it actually feels fair vs the terran race (specialy as a zerg player)

for me it pretty much feels like T>Z and the patch wont have any recognisable effect on the gameplay


  • Learn to scout, a unit on watchtower, a supply depot/pylon/Overlord at the edges of your base.
  • Learn to read your minimap every 5 seconds.
  • Learn to anticipate the drop and counter the drop
  • Learn to select workers and move them in two different directions before the medivac drops the hellbats, THEN a-move your army towards the droped hellbats and
  • Learn to kite ranged units to stay out of hellbat range.
  • Learn the hold command so your units don't wander into widow mine territory


And that's how you defend vs. WM or hellbat drop at the most basic levels.



my main point isnt that I don't know what to do vs WM
the point is that the best trade possible for zerg vs mines is 1/4 of the ressources that mines cost
the ZvsT matchup just dont feel fair anymore..i think many players would agree with me (even progamer) and all Blizzard is doing is to fix the spore because of ZvsZ? guys ZvZ TvT and PvP are balanced..no matter what blizzard is going to chance!


That's like saying it's unfair for DTs to destroy my army that has no detection!

If you've been following the strategy forum you know that infestors can clear up mines with ALL of their abilities:
  • infested Terran, 50mp, range 9, spawns egg which hatches into ranged unit for 30s
  • fungal growth, 75mp, AoE 2.0 radius, range 10, reveals mines and damages them 30 damage.
  • neural parasite, 100mp, range 7, control widow mine for 15s


And this is in addition to triggers by ling run-in, overseer's unshifted changeling.

I'm sorry but if the Zerg have one unit that can deal with widow mines with nothing but mp, you have nothing to complain about. Some honest opinions, learn-to-play or get a refund and stick with WoL.


The problem is not that there is no counter. The problem is that the counter is significantly more difficult than any other counter to a unit comp in the game. If it was a matter of "don't run 10 clumped banelings over a widow mine" or "just get detection and go around the mines" or "make some of these units which are good against mines, and micro them like this" then it would be great.

But when there's a ball of MMM poking around, using the mines for cover, guarding the mines from mine-clearing suicide lings, etc... it is very difficult to avoid engaging that without being so cost-inefficient that you lose the game. It is far more difficult than splitting marines up, or positioning your units in a particular way.

After 50+ attempts with roach/hydra/viper I doubt this unit comp has any future in ZvT. It's less bad against mines, but it's very weak vs bio when there's no blinding cloud, and cloud is easy for terran to evade.

If there's a counter for this skill level it seems like it has to be infested terrans. The problem is that the mines take too long to fire, so marines kill the eggs and the mine cancels its firing animation. If only mines fired instantly (like almost every other unit) then zerg's problems would be solved.



This post is very true, but to be fair, there is 3 unit in the zerg arsenal that, on paper, can trade with widow mine it has greater range, which are hydralisk, Brood lord and Swarm Host. The problem is that none of them is actually a solution for one because all of this solution force you to sacrifice your mobility by a lot and that when medivacs boost come into play. hydralisk kinda force you to go for roach Hydra (into viper/infestor) which is not totally bad but not especially good either, SH needs to be on high number to trigger the mines but they are not mobile enough and takes a lot of supply and BL are just too slow.

Yesterday's game between JD vs Theognis kinda showed this problems, both for roach hydra on Daybreak and muta ling on Akilon, first game he did trade pretty well during the game, but once terran is maxed roach hydra just get roasted in direct fight, and on Akilon JD was in a good position, maxed in 5/3 ultralisk and then BL + infestor but that's when the mobility of the terran army cames into played and just never engaged until he was sure to win.
Toadvine
Profile Joined November 2010
Poland2234 Posts
May 14 2013 13:59 GMT
#207
Zergs complaining about drops being hard to deal with should try playing PvT to get a bit of perspective on the matter. As a Protoss player, I feel so jealous when I see a Terran drop the Zerg's main, and speedlings are there within 2-3 seconds despite being in the middle of the map as the medivac flew in. Mutas are just icing on this particular cake.
"There are always some Eskimos ready to instruct the Congolese on how to cope with heat waves." - S.J.Lec
vRadiatioNv
Profile Joined August 2010
United States139 Posts
May 14 2013 14:03 GMT
#208
On May 14 2013 22:59 Toadvine wrote:
Zergs complaining about drops being hard to deal with should try playing PvT to get a bit of perspective on the matter. As a Protoss player, I feel so jealous when I see a Terran drop the Zerg's main, and speedlings are there within 2-3 seconds despite being in the middle of the map as the medivac flew in. Mutas are just icing on this particular cake.

I can say the same thing about Warpgates and Recall.
BaaL`
Profile Joined May 2010
297 Posts
May 14 2013 14:09 GMT
#209
On May 14 2013 23:03 vRadiatioNv wrote:
Show nested quote +
On May 14 2013 22:59 Toadvine wrote:
Zergs complaining about drops being hard to deal with should try playing PvT to get a bit of perspective on the matter. As a Protoss player, I feel so jealous when I see a Terran drop the Zerg's main, and speedlings are there within 2-3 seconds despite being in the middle of the map as the medivac flew in. Mutas are just icing on this particular cake.

I can say the same thing about Warpgates and Recall.


All you zergs and protoss make me so jealous with your drop defense, all i can do is build 4-5 turrets in every base :D
Big J
Profile Joined March 2011
Austria16289 Posts
May 14 2013 14:11 GMT
#210
On May 14 2013 22:54 Vanadiel wrote:
Show nested quote +
On May 14 2013 22:04 Chocobo wrote:
On May 14 2013 21:34 Hattori_Hanzo wrote:
On May 14 2013 21:21 FOREIGN735 wrote:
+ Show Spoiler +
On May 14 2013 21:16 Hattori_Hanzo wrote:
Show nested quote +
On May 14 2013 20:44 FOREIGN735 wrote:
in case mines and hellbats aren't OP i lose my faith in humanity.
those units require almost 0 skill to be used while on the other side you have to struggle ur ass off.
Another problem is to actually trade cost effective vs those units-->its almost impossible for (very low master/dia skill)
Don't get me wrong this game is still fun, but it would be more fun if it actually feels fair vs the terran race (specialy as a zerg player)

for me it pretty much feels like T>Z and the patch wont have any recognisable effect on the gameplay


  • Learn to scout, a unit on watchtower, a supply depot/pylon/Overlord at the edges of your base.
  • Learn to read your minimap every 5 seconds.
  • Learn to anticipate the drop and counter the drop
  • Learn to select workers and move them in two different directions before the medivac drops the hellbats, THEN a-move your army towards the droped hellbats and
  • Learn to kite ranged units to stay out of hellbat range.
  • Learn the hold command so your units don't wander into widow mine territory


And that's how you defend vs. WM or hellbat drop at the most basic levels.



my main point isnt that I don't know what to do vs WM
the point is that the best trade possible for zerg vs mines is 1/4 of the ressources that mines cost
the ZvsT matchup just dont feel fair anymore..i think many players would agree with me (even progamer) and all Blizzard is doing is to fix the spore because of ZvsZ? guys ZvZ TvT and PvP are balanced..no matter what blizzard is going to chance!


That's like saying it's unfair for DTs to destroy my army that has no detection!

If you've been following the strategy forum you know that infestors can clear up mines with ALL of their abilities:
  • infested Terran, 50mp, range 9, spawns egg which hatches into ranged unit for 30s
  • fungal growth, 75mp, AoE 2.0 radius, range 10, reveals mines and damages them 30 damage.
  • neural parasite, 100mp, range 7, control widow mine for 15s


And this is in addition to triggers by ling run-in, overseer's unshifted changeling.

I'm sorry but if the Zerg have one unit that can deal with widow mines with nothing but mp, you have nothing to complain about. Some honest opinions, learn-to-play or get a refund and stick with WoL.


The problem is not that there is no counter. The problem is that the counter is significantly more difficult than any other counter to a unit comp in the game. If it was a matter of "don't run 10 clumped banelings over a widow mine" or "just get detection and go around the mines" or "make some of these units which are good against mines, and micro them like this" then it would be great.

But when there's a ball of MMM poking around, using the mines for cover, guarding the mines from mine-clearing suicide lings, etc... it is very difficult to avoid engaging that without being so cost-inefficient that you lose the game. It is far more difficult than splitting marines up, or positioning your units in a particular way.

After 50+ attempts with roach/hydra/viper I doubt this unit comp has any future in ZvT. It's less bad against mines, but it's very weak vs bio when there's no blinding cloud, and cloud is easy for terran to evade.

If there's a counter for this skill level it seems like it has to be infested terrans. The problem is that the mines take too long to fire, so marines kill the eggs and the mine cancels its firing animation. If only mines fired instantly (like almost every other unit) then zerg's problems would be solved.



This post is very true, but to be fair, there is 3 unit in the zerg arsenal that, on paper, can trade with widow mine it has greater range, which are hydralisk, Brood lord and Swarm Host. The problem is that none of them is actually a solution for one because all of this solution force you to sacrifice your mobility by a lot and that when medivacs boost come into play. hydralisk kinda force you to go for roach Hydra (into viper/infestor) which is not totally bad but not especially good either, SH needs to be on high number to trigger the mines but they are not mobile enough and takes a lot of supply and BL are just too slow.

Yesterday's game between JD vs Theognis kinda showed this problems, both for roach hydra on Daybreak and muta ling on Akilon, first game he did trade pretty well during the game, but once terran is maxed roach hydra just get roasted in direct fight, and on Akilon JD was in a good position, maxed in 5/3 ultralisk and then BL + infestor but that's when the mobility of the terran army cames into played and just never engaged until he was sure to win.


Ultras and roaches are both efficient when taking mineshots and then taking them out. You can't avoid the hit, but you can often just tank through them.
Then there are also mutalisks which can abuse the 2second activation time and snipe spread out unprotected mines before they go off (I think enough roaches can do so too).
Then there is chain fungal on clumped mines and ITs which take roughly as long to regenerate the energy for as it takes the mine to reload. And zerglings, which you can sacrifice one and then pick off the mine efficiently (75/25 vs 25/0).
Really, what's hard to deal with is not the mine, it's the protected mine. Or more accuratly, the bio-protected mine, because many of the mine counters are also good/OK vs mechplay. Or, even more acurately, the marine protected mine. Because marines force banelings in the midgame, which is kind of the only unit you absolutly don't want to play when there are mines as zerg.
And it's not imba or anything. It is just a little stale, as you hardly have any choices in a macrogame (at least it seems like that, since the proscene is nearly exclusively playing like that when facing bio, but maybe we'll be surprised).
Vanadiel
Profile Joined April 2012
France961 Posts
Last Edited: 2013-05-14 14:47:24
May 14 2013 14:15 GMT
#211
On May 14 2013 22:59 Toadvine wrote:
Zergs complaining about drops being hard to deal with should try playing PvT to get a bit of perspective on the matter. As a Protoss player, I feel so jealous when I see a Terran drop the Zerg's main, and speedlings are there within 2-3 seconds despite being in the middle of the map as the medivac flew in. Mutas are just icing on this particular cake.


It's not the problem with the drop itself, but the conjunction of the threat of drops force muta ling and the strenght of bio+mines in direct fight, especially against bio+mines. You kind of has to go into mutaling to respond to the drop, and then the endless bio mines pushes start and if you're good you can not die from this but you'll never be cost efficient against it, until Ultralisk you can't even go beyond the middle of the map.

To be honest I would love to see the Swarm Host been redone by Blizzard, makes it stronger in mid game so it can be more useful against terran and weaker in late game (takes more supply for example?) so it doesn't become the new Brood Lord in late game ZvP.
Toadvine
Profile Joined November 2010
Poland2234 Posts
May 14 2013 14:35 GMT
#212
On May 14 2013 23:09 BaaL` wrote:
Show nested quote +
On May 14 2013 23:03 vRadiatioNv wrote:
On May 14 2013 22:59 Toadvine wrote:
Zergs complaining about drops being hard to deal with should try playing PvT to get a bit of perspective on the matter. As a Protoss player, I feel so jealous when I see a Terran drop the Zerg's main, and speedlings are there within 2-3 seconds despite being in the middle of the map as the medivac flew in. Mutas are just icing on this particular cake.

I can say the same thing about Warpgates and Recall.


All you zergs and protoss make me so jealous with your drop defense, all i can do is build 4-5 turrets in every base :D


Obviously counter-dropping is the way to go. Real men don't need to defend.
"There are always some Eskimos ready to instruct the Congolese on how to cope with heat waves." - S.J.Lec
Targe
Profile Blog Joined February 2012
United Kingdom14103 Posts
May 14 2013 14:39 GMT
#213
On May 14 2013 21:19 Bagi wrote:
Show nested quote +
On May 14 2013 21:02 Chocobo wrote:
On May 14 2013 20:50 Bagi wrote:
On May 14 2013 20:44 FOREIGN735 wrote:
in case mines and hellbats aren't OP i lose my faith in humanity.
those units require almost 0 skill to be used while on the other side you have to struggle ur ass off.
Another problem is to actually trade cost effective vs those units-->its almost impossible for (very low master/dia skill)

What you are describing is exactly how terran players felt for most of WOL, having to micro their ass off against any kind of AOE while their opponents had it much easier.

And it wasn't a good thing then either. I'm in favor of balancing the game, not giving each race equal time of being too strong.

According to Blizzard the winrates are looking good right now. It's not like the AOE of other races ceased to exist once widow mines were introduced, marines are as fragile as they ever were. The difference is that terrans have microed (or at least tried to) every part of their army for the last 2-3 years, where as zergs are only now starting to learn.


God I agree with this statement an unbelievable amount.
11/5/14 CATACLYSM | The South West's worst Falco main
Hattori_Hanzo
Profile Joined October 2010
Singapore1229 Posts
May 14 2013 14:52 GMT
#214
On May 14 2013 23:39 Targe wrote:
Show nested quote +
On May 14 2013 21:19 Bagi wrote:
On May 14 2013 21:02 Chocobo wrote:
On May 14 2013 20:50 Bagi wrote:
On May 14 2013 20:44 FOREIGN735 wrote:
in case mines and hellbats aren't OP i lose my faith in humanity.
those units require almost 0 skill to be used while on the other side you have to struggle ur ass off.
Another problem is to actually trade cost effective vs those units-->its almost impossible for (very low master/dia skill)

What you are describing is exactly how terran players felt for most of WOL, having to micro their ass off against any kind of AOE while their opponents had it much easier.

And it wasn't a good thing then either. I'm in favor of balancing the game, not giving each race equal time of being too strong.

According to Blizzard the winrates are looking good right now. It's not like the AOE of other races ceased to exist once widow mines were introduced, marines are as fragile as they ever were. The difference is that terrans have microed (or at least tried to) every part of their army for the last 2-3 years, where as zergs are only now starting to learn.


God I agree with this statement an unbelievable amount.


Too true, queue the QQ (Had to say it. )
I was one of the many Terran who belly ached about the need to master bio splits.
Heh.
Cauterize the area
Nimix
Profile Joined October 2011
France1809 Posts
May 14 2013 15:11 GMT
#215
What people forget about mines, is that if they are cheap, they are not free, and they still cost supply. Which means that the bioball that goes with them is considerably smaller, and will take friendly fire from the mines. So I'm not that sure that trades are that cost inefficient, especially if you're not too hesitant to engage (which is in my opinion the worst thing you can do, because you'll eat mines hits without them doing FF). If you engage on creep and flank, I'm pretty sure you can get good engagements regardless of mines, because terran won't be able to kite and will eat the mine shots too. Setting flanks with speedlings doesn't seem impossible.
Also someone talked about the JD vs theognis game on Akilon. I'm sorry to say that but Jaedong did a poor job at defending the drops, and that's what cost him the game (which was still kind of close for a while regardless..), so not a really good example.
Lobotomist
Profile Joined May 2010
United States1541 Posts
Last Edited: 2013-05-14 15:31:02
May 14 2013 15:18 GMT
#216
looks like the upgraded ling style of zvz could get even better.

I don't think a mine nerf is necessary. terrans are still losing to roach/baneling timings even with mines, due to lack of siege tanks. Any kind of mine nerf will make these builds much stronger, probably undefendable without tanks. on the other hand hand bio-tank + mine could be pretty cool to see vs muta/ling/baneling. hellbats I'm less sure about. The amount of damage hellbat drops can do even sheen you see them coming is pretty absurd.
Teching to hive too quickly isn't just a risk: it's an ultrarisk
stratmatt
Profile Joined April 2011
United States913 Posts
May 14 2013 15:24 GMT
#217
I think that even though there is a mass of zerg complainers crying about widow mines right now, that there wont be so many in the future once the average zerg learns to deal with it. IMO mines are not that reliable of a unit and terran players are basically counting on their opponents to be bad at dealing with them. Once the mine is figured out I dont think we will see it as much anymore because the success of any widow mine takes a lot of luck with how random they are. I still feel marine tank medivac is the strongest composition for the midgame. Cutting out mines gives you more tanks and more marines, and as everyone knows, marines are the best unit in the game. I just dont think this mine bio style will last.
Greendotz
Profile Joined October 2011
United Kingdom2053 Posts
Last Edited: 2013-05-14 15:31:53
May 14 2013 15:31 GMT
#218
so spores' now 3-shot mutas regardless of defense upgrades? I feel that should definately deter zerg players from believing their only option is to go mass muta ball
Bagi
Profile Joined August 2010
Germany6799 Posts
Last Edited: 2013-05-14 15:35:28
May 14 2013 15:31 GMT
#219
On May 15 2013 00:24 stratmatt wrote:
I think that even though there is a mass of zerg complainers crying about widow mines right now, that there wont be so many in the future once the average zerg learns to deal with it. IMO mines are not that reliable of a unit and terran players are basically counting on their opponents to be bad at dealing with them. Once the mine is figured out I dont think we will see it as much anymore because the success of any widow mine takes a lot of luck with how random they are. I still feel marine tank medivac is the strongest composition for the midgame. Cutting out mines gives you more tanks and more marines, and as everyone knows, marines are the best unit in the game. I just dont think this mine bio style will last.

Tanks are a poor substitute. They cost too much gas which cuts into your upgrades/marauder production, and pure marine/tank gets absolutely crushed against HOTS ultralisks whereas in WOL you could fight ultra armies to some extent with it. Vipers also obviously counter tanks very hard, you get blinding clouded if you try to turtle and eaten alive by ultras if you try to move out in the open.

Mines, hellbats and even lategame thors and ravens are all much better support for bio TvZ.
Henk
Profile Joined March 2012
Netherlands578 Posts
May 14 2013 15:44 GMT
#220
Spores don't deflect muta balls, that wasn't the point of this patch. This patch means zergs will be safer in the early game, which means they can now use other strategies other than quick muta, because of not having to spend so much minerals on queens/spores and such.

Also, people saying zergs can't micro and terrans are oh so good at it because of zerg only a-moving are retarded. Play a game as zerg yourself, see how it suits you. Don't even think for a moment zerg in zvt is any less micro intensive than terran.
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