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Active: 1386 users

[TSL 9] - Serral wins TSL9 - Page 5

Forum Index > SC2 General
90 CommentsPost a Reply
Prev 1 2 3 4 5 All
miau
Profile Joined July 2022
18 Posts
September 11 2022 09:30 GMT
#81
EZ4ENCE
tigera6
Profile Joined March 2021
3486 Posts
September 11 2022 11:35 GMT
#82
On September 11 2022 06:31 Balnazza wrote:
Show nested quote +
On September 11 2022 03:09 BonitiilloO wrote:
why i dont still understand

How a zerg can beat a Terran Mixed units aka Tanks, Depots, mines, Marines, ghost, Planetary frotress with just Tier 1 units AKA lings and banelings?

that pretty insane and who ever say its ok is kinda wrong
there was a game where Serral attacked Maru with the unit describe and Serral was back to 200 in just 1minute while Maru still was trying to figure out what happened and he was down to like 150ish supply

Zerg economy i just way to strong late game and early game is basically impossible to do damage to then due to the efficient queen

queen needs to be weaker or increase their supply count somehow its not making a lot of sense to me.


You mean the game where Maru crushed that pure Ling-Bane army mostly with Ghosts because Ghosts literally counter every Zerg unit?
That was a pure eco-win and if Maru would have defended 1-2 more times, Serral definetly would have thrown that game...

In the end its just about the Factory production vs the Zerg remax of Lingbane Hydra. And yeah, things would be different had Maru get a good mine hit here and there. If there is a coming buff for Terran, I think its better if you can build a single Tank from the Reactor Factory as long as there is a TechLab Factory elsewhere.
tskarzyn
Profile Joined July 2010
United States516 Posts
Last Edited: 2022-09-11 11:39:28
September 11 2022 11:37 GMT
#83
Clear GOAT at this point. We've never seen this consistency.

That said, do queens + ovie hiding spots + creep give Z too much predictability? Queens defend almost every aggro opener, so why not eliminate Ovie hiding spots and force Zerg to scout with units or ovie sacs?
Curufinwe Feanor
Profile Joined August 2012
Brazil91 Posts
September 11 2022 11:45 GMT
#84
On September 07 2022 02:40 Lokol18 wrote:
Show nested quote +
On September 07 2022 01:31 True_Spike wrote:
On September 06 2022 21:57 Tommy131313 wrote:
On September 06 2022 20:01 True_Spike wrote:
All it takes to balance the game is make creep tumors have 0 vision.



Ok, then the queen should get a "vision" spell, that would be the equivalent to terran scouting option.
But then, why should we have a balancing between different races/abilities at all? Wouldn't it be most fair, if it was mirror matchups all day long? Alas, maybe not too interesting matches then...


And that's exactly why zerg has overlords

Zerg vision on creep (coupled with creep's speed bonus) is what makes it much easier to always be prepared / in the right position for any attack mid to late game without risking an actual unit (or any other real trade-off, really) for that piece of intel.

It also makes it easier to spread creep itself (since, again, you don't need a unit there to give vision).

But I digress... Serral is obviously the best player right now anyways. I just don't find it coincidental, however, that most other top contenders happen to be zerg, too.


Back in BW T had scans and P had observers (just like their sc2 counterparts), and clearly Z was doing fine without needing creeps to also provide vision. I do wonder why Blizzard felt the need to give sc2 Z another form of vision when imo it wasn't needed



Overlords were detectors though
Aure Entüluva
tskarzyn
Profile Joined July 2010
United States516 Posts
Last Edited: 2022-09-11 12:36:28
September 11 2022 12:36 GMT
#85
On September 11 2022 20:35 tigera6 wrote:
Show nested quote +
On September 11 2022 06:31 Balnazza wrote:
On September 11 2022 03:09 BonitiilloO wrote:
why i dont still understand

How a zerg can beat a Terran Mixed units aka Tanks, Depots, mines, Marines, ghost, Planetary frotress with just Tier 1 units AKA lings and banelings?

that pretty insane and who ever say its ok is kinda wrong
there was a game where Serral attacked Maru with the unit describe and Serral was back to 200 in just 1minute while Maru still was trying to figure out what happened and he was down to like 150ish supply

Zerg economy i just way to strong late game and early game is basically impossible to do damage to then due to the efficient queen

queen needs to be weaker or increase their supply count somehow its not making a lot of sense to me.


You mean the game where Maru crushed that pure Ling-Bane army mostly with Ghosts because Ghosts literally counter every Zerg unit?
That was a pure eco-win and if Maru would have defended 1-2 more times, Serral definetly would have thrown that game...

In the end its just about the Factory production vs the Zerg remax of Lingbane Hydra. And yeah, things would be different had Maru get a good mine hit here and there. If there is a coming buff for Terran, I think its better if you can build a single Tank from the Reactor Factory as long as there is a TechLab Factory elsewhere.


Reactored Tanks sounds pretty broken, but it does seem that build times should be adjusted given how much larger the maps have gotten. By the time T gets to Z or P's base, they have an extra round of units on some of these maps vs. older ones.
BonitiilloO
Profile Joined June 2013
Dominican Republic627 Posts
September 11 2022 23:05 GMT
#86
On September 11 2022 20:37 tskarzyn wrote:
Clear GOAT at this point. We've never seen this consistency.

That said, do queens + ovie hiding spots + creep give Z too much predictability? Queens defend almost every aggro opener, so why not eliminate Ovie hiding spots and force Zerg to scout with units or ovie sacs?


yes, that is another thing why everysingle map needs to have ovie hiding spots?
How may help u?
Miyauchi Rin
Profile Joined July 2022
5 Posts
September 12 2022 09:02 GMT
#87
To me Serral has been the greatest Zerg for a while. Due to the nature of asymmetric gameplay, I don't think it's fair to say that any player is the greatest overall.
tigera6
Profile Joined March 2021
3486 Posts
September 12 2022 13:15 GMT
#88
On September 12 2022 08:05 BonitiilloO wrote:
Show nested quote +
On September 11 2022 20:37 tskarzyn wrote:
Clear GOAT at this point. We've never seen this consistency.

That said, do queens + ovie hiding spots + creep give Z too much predictability? Queens defend almost every aggro opener, so why not eliminate Ovie hiding spots and force Zerg to scout with units or ovie sacs?


yes, that is another thing why everysingle map needs to have ovie hiding spots?

Because Zerg needs to save 100 gas from Overlord Speed for other upgrade elsewhere, lol.
Charoisaur
Profile Joined August 2014
Germany16065 Posts
September 12 2022 13:33 GMT
#89
On September 12 2022 22:15 tigera6 wrote:
Show nested quote +
On September 12 2022 08:05 BonitiilloO wrote:
On September 11 2022 20:37 tskarzyn wrote:
Clear GOAT at this point. We've never seen this consistency.

That said, do queens + ovie hiding spots + creep give Z too much predictability? Queens defend almost every aggro opener, so why not eliminate Ovie hiding spots and force Zerg to scout with units or ovie sacs?


yes, that is another thing why everysingle map needs to have ovie hiding spots?

Because Zerg needs to save 100 gas from Overlord Speed for other upgrade elsewhere, lol.

Because Hatchery build time is reserved for making Queens
Many of the coolest moments in sc2 happen due to worker harassment
tskarzyn
Profile Joined July 2010
United States516 Posts
September 12 2022 23:54 GMT
#90
On September 12 2022 22:33 Charoisaur wrote:
Show nested quote +
On September 12 2022 22:15 tigera6 wrote:
On September 12 2022 08:05 BonitiilloO wrote:
On September 11 2022 20:37 tskarzyn wrote:
Clear GOAT at this point. We've never seen this consistency.

That said, do queens + ovie hiding spots + creep give Z too much predictability? Queens defend almost every aggro opener, so why not eliminate Ovie hiding spots and force Zerg to scout with units or ovie sacs?


yes, that is another thing why everysingle map needs to have ovie hiding spots?

Because Zerg needs to save 100 gas from Overlord Speed for other upgrade elsewhere, lol.

Because Hatchery build time is reserved for making Queens


Ha yes. IMO, scouting should cost resources, attention, or both. Ovies camping on hiding spots costs neither. It is the only "free lunch" I can think of in SC2.
BonitiilloO
Profile Joined June 2013
Dominican Republic627 Posts
Last Edited: 2022-09-18 17:41:15
September 18 2022 17:38 GMT
#91
On September 13 2022 08:54 tskarzyn wrote:
Show nested quote +
On September 12 2022 22:33 Charoisaur wrote:
On September 12 2022 22:15 tigera6 wrote:
On September 12 2022 08:05 BonitiilloO wrote:
On September 11 2022 20:37 tskarzyn wrote:
Clear GOAT at this point. We've never seen this consistency.

That said, do queens + ovie hiding spots + creep give Z too much predictability? Queens defend almost every aggro opener, so why not eliminate Ovie hiding spots and force Zerg to scout with units or ovie sacs?


yes, that is another thing why everysingle map needs to have ovie hiding spots?

Because Zerg needs to save 100 gas from Overlord Speed for other upgrade elsewhere, lol.

Because Hatchery build time is reserved for making Queens


Ha yes. IMO, scouting should cost resources, attention, or both. Ovies camping on hiding spots costs neither. It is the only "free lunch" I can think of in SC2.


map designer needs get this concept away, all maps have this overlord hiding spot by default when it should not be.
How may help u?
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