[TSL 9] - Serral wins TSL9 - Page 5
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miau
18 Posts
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tigera6
3191 Posts
On September 11 2022 06:31 Balnazza wrote: 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
United States516 Posts
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
Brazil91 Posts
On September 07 2022 02:40 Lokol18 wrote: 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 | ||
tskarzyn
United States516 Posts
On September 11 2022 20:35 tigera6 wrote: 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
Dominican Republic610 Posts
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? | ||
Miyauchi Rin
5 Posts
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tigera6
3191 Posts
On September 12 2022 08:05 BonitiilloO wrote: 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
Germany15866 Posts
On September 12 2022 22:15 tigera6 wrote: Because Zerg needs to save 100 gas from Overlord Speed for other upgrade elsewhere, lol. Because Hatchery build time is reserved for making Queens | ||
tskarzyn
United States516 Posts
On September 12 2022 22:33 Charoisaur wrote: 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
Dominican Republic610 Posts
On September 13 2022 08:54 tskarzyn wrote: 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. | ||
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