• Log InLog In
  • Register
Liquid`
Team Liquid Liquipedia
EDT 12:41
CEST 18:41
KST 01:41
  • Home
  • Forum
  • Calendar
  • Streams
  • Liquipedia
  • Features
  • Store
  • EPT
  • TL+
  • StarCraft 2
  • Brood War
  • Smash
  • Heroes
  • Counter-Strike
  • Overwatch
  • Liquibet
  • Fantasy StarCraft
  • TLPD
  • StarCraft 2
  • Brood War
  • Blogs
Forum Sidebar
Events/Features
News
Featured News
Code S RO12 Preview: Maru, Trigger, Rogue, NightMare12Code S RO12 Preview: Cure, sOs, Reynor, Solar15[ASL19] Ro8 Preview: Unyielding3Official Ladder Map Pool Update (April 28, 2025)17[ASL19] Ro8 Preview: Rejuvenation8
Community News
Maru & Rogue GSL RO12 interviews: "I think the pressure really got to [trigger]"3Code S Season 1 - Maru & Rogue advance to RO80Code S Season 1 - Cure & Reynor advance to RO84$1,250 WardiTV May [May 6th-May 18th]5Clem wins PiG Sty Festival #67
StarCraft 2
General
Maru & Rogue GSL RO12 interviews: "I think the pressure really got to [trigger]" Code S Season 1 - Maru & Rogue advance to RO8 Clem wins PiG Sty Festival #6 How does the number of casters affect your enjoyment of esports? Code S Season 1 - Cure & Reynor advance to RO8
Tourneys
Sparkling Tuna Cup - Weekly Open Tournament [GSL 2025] Code S:Season 1 - RO12 - Group B [GSL 2025] Code S:Season 1 - RO12 - Group A $1,250 WardiTV May [May 6th-May 18th] SOOPer7s Showmatches 2025
Strategy
[G] PvT Cheese: 13 Gate Proxy Robo Simple Questions Simple Answers
Custom Maps
[UMS] Zillion Zerglings
External Content
Mutation # 472 Dead Heat Mutation # 471 Delivery Guaranteed Mutation # 470 Certain Demise Mutation # 469 Frostbite
Brood War
General
BGH auto balance -> http://bghmmr.eu/ Twitch StarCraft Holiday Bash Why is nobody talking about game 1 of SK vs Rush? BW General Discussion (UMS) Artosis vs Ogre Zerg [The Legend Continues]
Tourneys
[USBL Spring 2025] Groups cast [ASL19] Ro8 Day 4 [BSL20] RO32 Group F - Saturday 20:00 CET [BSL20] RO32 Group E - Sunday 20:00 CET
Strategy
[G] How to get started on ladder as a new Z player Creating a full chart of Zerg builds [G] Mineral Boosting
Other Games
General Games
Stormgate/Frost Giant Megathread What do you want from future RTS games? Nintendo Switch Thread Grand Theft Auto VI Battle Aces/David Kim RTS Megathread
Dota 2
Official 'what is Dota anymore' discussion
League of Legends
LiquidLegends to reintegrate into TL.net
Heroes of the Storm
Simple Questions, Simple Answers
Hearthstone
Heroes of StarCraft mini-set
TL Mafia
Vanilla Mini Mafia TL Mafia Community Thread TL Mafia Plays: Diplomacy TL Mafia: Generative Agents Showdown Survivor II: The Amazon
Community
General
Russo-Ukrainian War Thread Things Aren’t Peaceful in Palestine US Politics Mega-thread UK Politics Mega-thread Elon Musk's lies, propaganda, etc.
Fan Clubs
Serral Fan Club
Media & Entertainment
Movie Discussion! Anime Discussion Thread [Books] Wool by Hugh Howey Surprisingly good films/Hidden Gems
Sports
2024 - 2025 Football Thread NHL Playoffs 2024 NBA General Discussion Formula 1 Discussion
World Cup 2022
Tech Support
Computer Build, Upgrade & Buying Resource Thread Cleaning My Mechanical Keyboard How to clean a TTe Thermaltake keyboard?
TL Community
The Automated Ban List TL.net Ten Commandments
Blogs
Why 5v5 Games Keep Us Hooked…
TrAiDoS
Info SLEgma_12
SLEgma_12
SECOND COMMING
XenOsky
WombaT’s Old BW Terran Theme …
WombaT
Heero Yuy & the Tax…
KrillinFromwales
BW PvZ Balance hypothetic…
Vasoline73
Test Entry for subject
xumakis
Customize Sidebar...

Website Feedback

Closed Threads



Active: 11541 users

Heart of the Swarm Balance Update – May 13, 2013 - Page 14

Forum Index > SC2 General
375 CommentsPost a Reply
Prev 1 12 13 14 15 16 19 Next All
Humfluxx
Profile Joined May 2011
Sweden47 Posts
May 15 2013 08:05 GMT
#261
Just nerf the mutas! really!
MMM
S1LVYR
Profile Joined September 2011
Canada8 Posts
May 15 2013 08:13 GMT
#262
While personally I'm a huge fan of the current state of ZvZ, i understand that not everyone shares the same passion for the matchup.
While i feel like this change won't do much for the muta-centric mid-late game, it will definitely make an opening for anti-muta timings.
Generally the biggest problem with facing mutalisk play when not using mutalisks is the difficulty in taking expansions past your natural.
This is still going to be the case with this change, but now that counter-attacks with mutas are an impossibility in the midgame, hydra all-ins will gain a lot of strength.
It will be interesting to see how the metagame develops over the next week or two.
Sissors
Profile Joined March 2012
1395 Posts
May 15 2013 08:23 GMT
#263
On May 15 2013 17:00 Big J wrote:
so, any experiences yet?
So far I have been having decent success with roach/spine/queen 3base defenses against mutas on this patch. (only few games) - it's more that I don't have a clue what to do afterwards (roach/hydra into swarm host?!?)

As non-zerg, so maybe not viable, but:

Roach-hydra push from 3-bases, while spores prevent him from doing a base-trade scenario? And I guess the roach-hydra's should win from muta's in a straight up fight, and ling/baneling shouldn't do too much against that either, unless he has very good baneling connections.

Or nydus queens + swarmhosts + drones to somewhere near his third/natural (with enough support to keep muta's away until drones can make spores), setup a nice base there and kill his third.
Targe
Profile Blog Joined February 2012
United Kingdom14103 Posts
May 15 2013 12:57 GMT
#264
On May 15 2013 17:05 Humfluxx wrote:
Just nerf the mutas! really!


No, that is exactly what this community has been asking Blizzard for years not to do.
11/5/14 CATACLYSM | The South West's worst Falco main
Nethune
Profile Joined February 2012
United States22 Posts
May 15 2013 14:05 GMT
#265
On May 14 2013 09:37 GoodSirTets wrote:
I don't think static defense was the answer people needed to muta's :p
I would have liked to see some sort of hydra anti air buff or even a corrupter change, but I guess they don't want to touch the non mirror matchups


That wouldn't work because then all air for all other races would also be affected. Thus defeating the point of a small patch.
StarCraft II, the greatest thing ever invented.
TigerKarl
Profile Joined November 2010
1757 Posts
May 15 2013 14:08 GMT
#266
On May 15 2013 21:57 Targe wrote:
Show nested quote +
On May 15 2013 17:05 Humfluxx wrote:
Just nerf the mutas! really!


No, that is exactly what this community has been asking Blizzard for years not to do.

Nobody asked Blizzard to imrpove the unit that dramatically from their good balance in WoL without reducing their strength as a very strong fighting unit. Blizzard is just closing their eyes towards what the real problem is: a fantastic harassing unit cannot be a fantastic fighting unit at the same time. That's just insanely bad game design.
Zarahtra
Profile Joined May 2010
Iceland4053 Posts
May 15 2013 14:28 GMT
#267
On May 15 2013 23:08 TigerKarl wrote:
Show nested quote +
On May 15 2013 21:57 Targe wrote:
On May 15 2013 17:05 Humfluxx wrote:
Just nerf the mutas! really!


No, that is exactly what this community has been asking Blizzard for years not to do.

Nobody asked Blizzard to imrpove the unit that dramatically from their good balance in WoL without reducing their strength as a very strong fighting unit. Blizzard is just closing their eyes towards what the real problem is: a fantastic harassing unit cannot be a fantastic fighting unit at the same time. That's just insanely bad game design.

There are still issues with nerfing it straight up, but something needs to be done to the muta. As I see it, mutas are balanced in ZvT vs bio, but are kind of stupid in all the other MUs(aswell as vs mech). Maybe not OP, as I see it in vP they are just a really good tech switch, since now storms don't really counter them that well anymore. ZvZ is ofc just in a really strange/silly state atm and vs mech the mecher can't really kill the mutas unless they are clumped and fly over 3 WMs.

Tech switching into them now just seems so strong to me, since before they were on a timer and at a certain point you'd have counters out that would maybe not outright kill them, but dmg them enough that they were wasted supply for a while. Now it just piles on unless you are able to force them to *have to* take a bad fight that they can't retreat from.

I like the idea of them as a harass unit, I like the reaper/muta regen as it gives the units some utility through the game and lets good players showcase their micro. It's just stupid to have a harass orientated unit as a straight up good combat unit. Compared to the hellbat drops, the medivac is the harass unit there, as I could've dropped any other unit for the harass, hellbats are just currently the most effective(and medivacs are a support unit, which I feel the mutas are vs bio, primarily sniping medivacs)..
Big J
Profile Joined March 2011
Austria16289 Posts
May 15 2013 14:43 GMT
#268
On May 15 2013 23:28 Zarahtra wrote:
Show nested quote +
On May 15 2013 23:08 TigerKarl wrote:
On May 15 2013 21:57 Targe wrote:
On May 15 2013 17:05 Humfluxx wrote:
Just nerf the mutas! really!


No, that is exactly what this community has been asking Blizzard for years not to do.

Nobody asked Blizzard to imrpove the unit that dramatically from their good balance in WoL without reducing their strength as a very strong fighting unit. Blizzard is just closing their eyes towards what the real problem is: a fantastic harassing unit cannot be a fantastic fighting unit at the same time. That's just insanely bad game design.

There are still issues with nerfing it straight up, but something needs to be done to the muta. As I see it, mutas are balanced in ZvT vs bio, but are kind of stupid in all the other MUs(aswell as vs mech). Maybe not OP, as I see it in vP they are just a really good tech switch, since now storms don't really counter them that well anymore. ZvZ is ofc just in a really strange/silly state atm and vs mech the mecher can't really kill the mutas unless they are clumped and fly over 3 WMs.

Tech switching into them now just seems so strong to me, since before they were on a timer and at a certain point you'd have counters out that would maybe not outright kill them, but dmg them enough that they were wasted supply for a while. Now it just piles on unless you are able to force them to *have to* take a bad fight that they can't retreat from.

I like the idea of them as a harass unit, I like the reaper/muta regen as it gives the units some utility through the game and lets good players showcase their micro. It's just stupid to have a harass orientated unit as a straight up good combat unit. Compared to the hellbat drops, the medivac is the harass unit there, as I could've dropped any other unit for the harass, hellbats are just currently the most effective(and medivacs are a support unit, which I feel the mutas are vs bio, primarily sniping medivacs)..

They lose to any antiair capable (non castet) unit in a cost for cost situation. I dont know how you guys can call that a good combat unit. Its in fact the worst AtG and the worst AtA unit in the game.
Graven
Profile Joined June 2010
United States314 Posts
May 15 2013 14:43 GMT
#269
On May 15 2013 17:13 S1LVYR wrote:
While personally I'm a huge fan of the current state of ZvZ, i understand that not everyone shares the same passion for the matchup.
While i feel like this change won't do much for the muta-centric mid-late game, it will definitely make an opening for anti-muta timings.
Generally the biggest problem with facing mutalisk play when not using mutalisks is the difficulty in taking expansions past your natural.
This is still going to be the case with this change, but now that counter-attacks with mutas are an impossibility in the midgame, hydra all-ins will gain a lot of strength.
It will be interesting to see how the metagame develops over the next week or two.


Well, if Hydra all-ins become stronger, Roach all-ins are even more powerful. As is, Roaches can be used in the window before your opponent gains a critical mass of Mutas (just as +1 carapace lings can work then too). This change just means your opponent will need another batch of Muta's before he can go on the offensive, giving Ling-Roach-Hydra a leg to stand on.

I'm not sure that this fixes the problem, but at the very least, it's going to lead to people exploring their options, which is a good thing.
habeck
Profile Joined February 2011
1120 Posts
May 15 2013 14:50 GMT
#270
On May 15 2013 07:13 Slayer- wrote:
not a fan, i'd of liked +1 muta armor -1 attack. but it is a careful balance.

edit; i one base muta a lot, so this weakens such a cheese.

edit 2: bring back scourge :D


Nice...
Graven
Profile Joined June 2010
United States314 Posts
Last Edited: 2013-05-15 14:51:29
May 15 2013 14:50 GMT
#271
On May 15 2013 23:28 Zarahtra wrote:
Show nested quote +
On May 15 2013 23:08 TigerKarl wrote:
On May 15 2013 21:57 Targe wrote:
On May 15 2013 17:05 Humfluxx wrote:
Just nerf the mutas! really!


No, that is exactly what this community has been asking Blizzard for years not to do.

Nobody asked Blizzard to imrpove the unit that dramatically from their good balance in WoL without reducing their strength as a very strong fighting unit. Blizzard is just closing their eyes towards what the real problem is: a fantastic harassing unit cannot be a fantastic fighting unit at the same time. That's just insanely bad game design.

There are still issues with nerfing it straight up, but something needs to be done to the muta. As I see it, mutas are balanced in ZvT vs bio, but are kind of stupid in all the other MUs(aswell as vs mech). Maybe not OP, as I see it in vP they are just a really good tech switch, since now storms don't really counter them that well anymore. ZvZ is ofc just in a really strange/silly state atm and vs mech the mecher can't really kill the mutas unless they are clumped and fly over 3 WMs.

Tech switching into them now just seems so strong to me, since before they were on a timer and at a certain point you'd have counters out that would maybe not outright kill them, but dmg them enough that they were wasted supply for a while. Now it just piles on unless you are able to force them to *have to* take a bad fight that they can't retreat from.

I like the idea of them as a harass unit, I like the reaper/muta regen as it gives the units some utility through the game and lets good players showcase their micro. It's just stupid to have a harass orientated unit as a straight up good combat unit. Compared to the hellbat drops, the medivac is the harass unit there, as I could've dropped any other unit for the harass, hellbats are just currently the most effective(and medivacs are a support unit, which I feel the mutas are vs bio, primarily sniping medivacs)..


Muta's in ZvP are an "issue" in tech switching because the Protoss meta game is to ignore Zerg forever. If Protoss is content taking three bases and not preventing Zerg from taking five, Zerg is gonig to bank a ton and tech switch into 25 Muta's after the first battle.

From the Zerg perspective, what is the alternative? On a map like Akilon Wastes, Protoss can easily turtle with three bases. Zerg can't break that, so they keep expanding. Then Protoss moves out with a deathball that no Zerg army can defeat...the only response is a ridiculous tech switch. A nerf to Muta's is just a support of the Protoss meta, which clearly Blizzard is not a fan of. Blizzard wants action early (i.e. Mothership Core) so they're not going to implement a change that rewards Protoss for working against that goal.
Fenrax
Profile Blog Joined January 2010
United States5018 Posts
May 15 2013 15:05 GMT
#272
In WoL every fucking game with Infestor/Broodlord was won by the awful game imbalance. It was just flat-out unfair.

I haven't watched a single game in HotS where I felt that it was decided by game balance. Mutalisks are strong but fair against T and P and now against non-Muta Z's, too. The occasional whining about Mothership Core or Medivacs is unwarranted and should be ignored. The game is perfect balance wise.
BlordSc2
Profile Joined March 2013
Peru9 Posts
May 15 2013 15:08 GMT
#273
This change helped me A LOT. Now I can get faster third with roaches, queens and spores as defense. It's pretty much a free-win doing a 200 supply push with 2/2 Hydra, Roach, Infestor vs a Muta player. Altho if Muta player decides to go really fast ultra with fast 4th, things start get out of hand but still it's possible to win with a timing and good scout.

I really like the spore buff .
GM Zerg: twitch.tv/blordsc2 <3
Ben...
Profile Joined January 2011
Canada3485 Posts
May 15 2013 15:11 GMT
#274
On May 15 2013 21:57 Targe wrote:
Show nested quote +
On May 15 2013 17:05 Humfluxx wrote:
Just nerf the mutas! really!


No, that is exactly what this community has been asking Blizzard for years not to do.
I think he is more talking about the HOTS buffs mutas received that maybe should be looked at (WoL mutas were fine. They did need a little buff for HOTS to stay relevant, but it could easily be argued they went too far with what they did). As soon as they got buffed mutas caused issues in two different matchups (though most noticeably ZvZ.), but rather than take back that buff and try something else (it was beta after all) Blizzard has been instead trying to buff other things to compensate for this muta buff by doing all these silly other buffs like this spore crawler damage mumbo jumbo. They've always been like this, seemingly refusing to go back on patches and experimenting with other options when the buff/nerf they implemented is shown to be too much or too little.

What they are doing now trying to fix muta vs. muta ZvZ is the same thing they did when they tried to fix 4gate vs. 4gate PvP. Rather than go to the heart of the issue they try and fix it with a bunch of little patches before finally admitting defeat and dealing with the issue itself. There was actually a thread on this exact topic about a month ago or so.
"Cliiiiiiiiiiiiiiiiide" -Tastosis
zmsFlood
Profile Joined April 2013
Finland169 Posts
May 15 2013 15:25 GMT
#275
Really liking the changes, can't wait to see them in effect
twitter.com/laurifalck | I don't want to get you drunk, but, ah, that's a very fine Chardonnay you're not drinking. | TLO!
AwM
Profile Joined November 2012
United States80 Posts
May 15 2013 15:34 GMT
#276
I'm okay with the change to spores because it will hopefully break the ling-bane-muta META. It would be cool to see what comes out from this.

I just hope that it doesn't force a muta player to turtle himself until he has enough mutas/upgrades to one shot spines.
Every time you read this a SCV dies.
Assirra
Profile Joined August 2010
Belgium4169 Posts
May 15 2013 15:38 GMT
#277
On May 15 2013 17:05 Humfluxx wrote:
Just nerf the mutas! really!

That would effect TvZ as well which is already tipping to the terran atm.
Assirra
Profile Joined August 2010
Belgium4169 Posts
Last Edited: 2013-05-15 15:44:56
May 15 2013 15:43 GMT
#278
On May 16 2013 00:11 Ben... wrote:
Show nested quote +
On May 15 2013 21:57 Targe wrote:
On May 15 2013 17:05 Humfluxx wrote:
Just nerf the mutas! really!


No, that is exactly what this community has been asking Blizzard for years not to do.
I think he is more talking about the HOTS buffs mutas received that maybe should be looked at (WoL mutas were fine. They did need a little buff for HOTS to stay relevant, but it could easily be argued they went too far with what they did). As soon as they got buffed mutas caused issues in two different matchups (though most noticeably ZvZ.), but rather than take back that buff and try something else (it was beta after all) Blizzard has been instead trying to buff other things to compensate for this muta buff by doing all these silly other buffs like this spore crawler damage mumbo jumbo. They've always been like this, seemingly refusing to go back on patches and experimenting with other options when the buff/nerf they implemented is shown to be too much or too little.

What they are doing now trying to fix muta vs. muta ZvZ is the same thing they did when they tried to fix 4gate vs. 4gate PvP. Rather than go to the heart of the issue they try and fix it with a bunch of little patches before finally admitting defeat and dealing with the issue itself. There was actually a thread on this exact topic about a month ago or so.

The HotS buffs were there to compensate for the medivac buff and widow mines. WoL mutas would be very bad against the current terran arsenal.
Also, it is not so far the muta buff as it is the infestor nerf which makes ZvZ goes to muta muta since good luck catching muta's with a less hardhitting fungal if you can catch them at all.
Zerg simply needed a new anti air unit in the expansion and since they didn't get it, this will be a mess till LoTV.
Big J
Profile Joined March 2011
Austria16289 Posts
Last Edited: 2013-05-15 15:49:25
May 15 2013 15:48 GMT
#279
On May 16 2013 00:11 Ben... wrote:
Show nested quote +
On May 15 2013 21:57 Targe wrote:
On May 15 2013 17:05 Humfluxx wrote:
Just nerf the mutas! really!


No, that is exactly what this community has been asking Blizzard for years not to do.
I think he is more talking about the HOTS buffs mutas received that maybe should be looked at (WoL mutas were fine. They did need a little buff for HOTS to stay relevant, but it could easily be argued they went too far with what they did). As soon as they got buffed mutas caused issues in two different matchups (though most noticeably ZvZ.), but rather than take back that buff and try something else (it was beta after all) Blizzard has been instead trying to buff other things to compensate for this muta buff by doing all these silly other buffs like this spore crawler damage mumbo jumbo. They've always been like this, seemingly refusing to go back on patches and experimenting with other options when the buff/nerf they implemented is shown to be too much or too little.

What they are doing now trying to fix muta vs. muta ZvZ is the same thing they did when they tried to fix 4gate vs. 4gate PvP. Rather than go to the heart of the issue they try and fix it with a bunch of little patches before finally admitting defeat and dealing with the issue itself. There was actually a thread on this exact topic about a month ago or so.


Afaik they dealt with 4gate vs 4gate pretty well with little adjustments in WoL (removing ramp warpins, small vision changes, small warpgate research nerf).
Afaik they dealt with mass infestors pretty well in HotS, without removing the stun from fungal, which people said was "the issue".

Also I'd like to know what "the issue" with mutalisks is in HotS. Regeneration is a big deal, so is the lack of a costefficient or equally mobile air counter for zerg as well as the weakness of bigass airsplash (fungal being the only one and quite weak these days). However, they solved one issue, which was costefficient defense and from my few games up to now, I haven't had too big of a problem holding a third against a mutalisk player. I'm not forced to tech hydralisks very fast now, can take my third off hatchtech with roach/queen/spore and be reasonable safe against any mutalisks and get a good economy before going mobile antiair, something I couldn't do as well before that patch.
Toadvine
Profile Joined November 2010
Poland2234 Posts
May 15 2013 15:48 GMT
#280
On May 15 2013 23:50 Graven wrote:
Show nested quote +
On May 15 2013 23:28 Zarahtra wrote:
On May 15 2013 23:08 TigerKarl wrote:
On May 15 2013 21:57 Targe wrote:
On May 15 2013 17:05 Humfluxx wrote:
Just nerf the mutas! really!


No, that is exactly what this community has been asking Blizzard for years not to do.

Nobody asked Blizzard to imrpove the unit that dramatically from their good balance in WoL without reducing their strength as a very strong fighting unit. Blizzard is just closing their eyes towards what the real problem is: a fantastic harassing unit cannot be a fantastic fighting unit at the same time. That's just insanely bad game design.

There are still issues with nerfing it straight up, but something needs to be done to the muta. As I see it, mutas are balanced in ZvT vs bio, but are kind of stupid in all the other MUs(aswell as vs mech). Maybe not OP, as I see it in vP they are just a really good tech switch, since now storms don't really counter them that well anymore. ZvZ is ofc just in a really strange/silly state atm and vs mech the mecher can't really kill the mutas unless they are clumped and fly over 3 WMs.

Tech switching into them now just seems so strong to me, since before they were on a timer and at a certain point you'd have counters out that would maybe not outright kill them, but dmg them enough that they were wasted supply for a while. Now it just piles on unless you are able to force them to *have to* take a bad fight that they can't retreat from.

I like the idea of them as a harass unit, I like the reaper/muta regen as it gives the units some utility through the game and lets good players showcase their micro. It's just stupid to have a harass orientated unit as a straight up good combat unit. Compared to the hellbat drops, the medivac is the harass unit there, as I could've dropped any other unit for the harass, hellbats are just currently the most effective(and medivacs are a support unit, which I feel the mutas are vs bio, primarily sniping medivacs)..


Muta's in ZvP are an "issue" in tech switching because the Protoss meta game is to ignore Zerg forever. If Protoss is content taking three bases and not preventing Zerg from taking five, Zerg is gonig to bank a ton and tech switch into 25 Muta's after the first battle.

From the Zerg perspective, what is the alternative? On a map like Akilon Wastes, Protoss can easily turtle with three bases. Zerg can't break that, so they keep expanding. Then Protoss moves out with a deathball that no Zerg army can defeat...the only response is a ridiculous tech switch. A nerf to Muta's is just a support of the Protoss meta, which clearly Blizzard is not a fan of. Blizzard wants action early (i.e. Mothership Core) so they're not going to implement a change that rewards Protoss for working against that goal.


Jesus, I can't even imagine how you can be wrong about literally everything in a single post. The issue with PvZ on maps like Akilon Wastes is that the Zerg can build up to a Swarm Host/Infestor/Viper/Corruptor army which is literally unengagable for a Protoss when coupled with "static" defense. In these games (Effort vs Trap today in Code A, for example), the Protoss often expands more aggressively and has an econ advantage in the lategame, but still can't touch the SH ball, which is why they resort to mass Zealot warpins and other shenanigans. The fact that the Zerg can bank 5k/5k, trade armies, and then instantly remax on Mutas is just icing on this particular cake.

Seriously, can we just get over this "Zerg can't touch the Protoss deathball wah wah wah" nonsense? Even Roach/Hydra/Viper does quite well against normal deathballs, and the likes of double upgraded Ultra/Ling with Queens and Infestors rolls over them even with inferior econ. Then there are the Swarm Hosts...
"There are always some Eskimos ready to instruct the Congolese on how to cope with heat waves." - S.J.Lec
Prev 1 12 13 14 15 16 19 Next All
Please log in or register to reply.
Live Events Refresh
Chat StarLeague
16:00
CSLPRO Spring
LiquipediaDiscussion
uThermal 2v2 Circuit
14:00
May
uThermal900
IndyStarCraft 313
SteadfastSC227
Liquipedia
[ Submit Event ]
Live Streams
Refresh
StarCraft 2
uThermal 900
IndyStarCraft 313
SteadfastSC 227
BRAT_OK 126
Rex 90
Vindicta 87
goblin 52
MindelVK 26
StarCraft: Brood War
Calm 6811
Hyuk 1122
Zeus 468
Nal_rA 165
PianO 130
Hyun 75
Shinee 63
soO 43
JYJ38
scan(afreeca) 34
[ Show more ]
Aegong 34
Dewaltoss 25
Backho 24
Sexy 11
ajuk12(nOOB) 9
Stormgate
BeoMulf90
Dota 2
Gorgc11976
qojqva2418
Dendi598
League of Legends
JimRising 349
Counter-Strike
fl0m3615
flusha389
NBK_97
Super Smash Bros
Mew2King176
Heroes of the Storm
Liquid`Hasu622
Khaldor542
Other Games
tarik_tv15681
singsing2998
mouzStarbuck885
DeMusliM530
Hui .312
Fuzer 267
XcaliburYe239
XaKoH 190
FrodaN176
ArmadaUGS137
Organizations
Other Games
EGCTV1740
gamesdonequick1692
StarCraft 2
ESL.tv132
Blizzard YouTube
StarCraft: Brood War
BSLTrovo
sctven
[ Show 18 non-featured ]
StarCraft 2
• iHatsuTV 4
• LaughNgamezSOOP
• sooper7s
• AfreecaTV YouTube
• Migwel
• intothetv
• Kozan
• IndyKCrew
StarCraft: Brood War
• HerbMon 34
• Michael_bg 11
• STPLYoutube
• ZZZeroYoutube
• BSLYoutube
Dota 2
• Ler109
League of Legends
• Nemesis2989
• Jankos1672
Other Games
• WagamamaTV245
• Scarra143
Upcoming Events
BSL Season 20
1h 19m
MadiNho vs dxtr13
Gypsy vs Dark
Circuito Brasileiro de…
2h 19m
Afreeca Starleague
17h 19m
BeSt vs Light
Wardi Open
18h 19m
Replay Cast
1d 7h
Replay Cast
1d 17h
Afreeca Starleague
1d 17h
Snow vs Soulkey
WardiTV Invitational
1d 18h
PiGosaur Monday
2 days
GSL Code S
2 days
ByuN vs Rogue
herO vs Cure
[ Show More ]
Replay Cast
3 days
GSL Code S
3 days
Classic vs Reynor
GuMiho vs Maru
The PondCast
3 days
RSL Revival
4 days
GSL Code S
4 days
Korean StarCraft League
5 days
RSL Revival
5 days
Online Event
6 days
Clem vs ShoWTimE
herO vs MaxPax
Sparkling Tuna Cup
6 days
WardiTV Invitational
6 days
Liquipedia Results

Completed

BSL Nation Wars Season 2
PiG Sty Festival 6.0
Calamity Stars S2

Ongoing

JPL Season 2
ASL Season 19
YSL S1
BSL 2v2 Season 3
BSL Season 20
China & Korea Top Challenge
KCM Race Survival 2025 Season 2
CSLPRO Spring 2025
2025 GSL S1
Heroes 10 EU
PGL Astana 2025
Asian Champions League '25
ECL Season 49: Europe
BLAST Rivals Spring 2025
MESA Nomadic Masters
CCT Season 2 Global Finals
IEM Melbourne 2025
YaLLa Compass Qatar 2025
PGL Bucharest 2025
BLAST Open Spring 2025
ESL Pro League S21

Upcoming

NPSL S3
CSLPRO Last Chance 2025
CSLAN 2025
Esports World Cup 2025
HSC XXVII
Championship of Russia 2025
Bellum Gens Elite Stara Zagora 2025
2025 GSL S2
DreamHack Dallas 2025
IEM Cologne 2025
FISSURE Playground #1
BLAST.tv Austin Major 2025
ESL Impact League Season 7
IEM Dallas 2025
TLPD

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

Advertising | Privacy Policy | Terms Of Use | Contact Us

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