• Log InLog In
  • Register
Liquid`
Team Liquid Liquipedia
EDT 21:19
CEST 03:19
KST 10:19
  • 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
[ASL22] Ro16 Preview: Rough Waters8[ASL22] Ro24 Preview: Siren's Call8[ASL22] Ro24 Preview: Summer's End9Serral wins HomeStory Cup 2915Serral wins Maestros of the Game 244
Community News
Weekly Cups (Aug 30-Sep 7): herO thrives amid growing schism4Official StarCraft website teases new content ahead of BlizzCon?117Stellar Fest TWO the Moon (Dec 16-20)9Weekly Cups (August 24-30): Patches' balance mod takes over3New 3v3 BGH Ladder (and more) on ShieldBattery!46
StarCraft 2
General
Weekly Cups (Aug 30-Sep 7): herO thrives amid growing schism Nexon wins bid to develop StarCraft IP content, distribute Overwatch mobile game Balance hotfix patch 5.0.16b (July 16) SC4ALL: II Winner Will Earn a Spot at HSC 30! Weekly Cups (August 24-30): Patches' balance mod takes over
Tourneys
Sea Duckling Open (Global, Bronze-Diamond) 2026 GSTL Announcement Sparkling Tuna Cup - Weekly Open Tournament Stellar Fest TWO the Moon (Dec 16-20) IntoTheTV X SOOP SC2 League : Weekly & Monthly
Strategy
[G] Having the right mentality to improve
Custom Maps
Nexus Wars 2021 GUIDE [M] (2) Industrial Park
External Content
Mutation # 542 The Ascended Mutation # 541 Binary Choice The PondCast: SC2 News & Results Mutation # 540 Dodge This
Brood War
General
ASL22 General Discussion Official StarCraft website teases new content ahead of BlizzCon? Pros React To: Calm's Big Brain Play Vs Mini New 3v3 BGH Ladder (and more) on ShieldBattery! BGH Auto Balance -> http://bghmmr.eu/
Tourneys
[Megathread] Daily Proleagues [ASL22] Ro16 Group B 2v2v2v2 Tournament [ASL22] Ro16 Group A
Strategy
Replay Review Process - What do you do? Simple Questions, Simple Answers Odyssey Mineral Stack Saturation Game Theory for Starcraft
Other Games
General Games
Nintendo Switch Thread EVE Corporation Diablo IV [Maplestory Hardcore] Let's Play~!! General RTS Discussion Thread
Dota 2
Official 'what is Dota anymore' discussion
League of Legends
[TL LoL EUW IHs] Teemo shall perish TSM pausing esports and CLG Dead
Heroes of the Storm
Heroes of the Storm 2.0
Hearthstone
Deck construction bug
TL Mafia
TL Mafia Power Rank TL Mafia Community Thread NeO.D_StephenKing vs This Guy From 1 Million Dance
Community
General
Trading/Investing Thread Things Aren’t Peaceful in Palestine US Politics Mega-thread Russo-Ukrainian War Thread UK Politics Mega-thread
Fan Clubs
MarineLorD Fan Club The Creator Fan Club The ShoWTimE Fan Club
Media & Entertainment
Movie Discussion! Anime Discussion Thread
Sports
Football (Soccer) Thread TeamLiquid Health and Fitness Initiative For 2023 MLB/Baseball 2023
World Cup 2022
Tech Support
Computer Build, Upgrade & Buying Resource Thread
TL Community
The Automated Ban List Northern Ireland Global Starcraft
Blogs
F* the Children and Get Off …
TrAiDoS
Dreaming of BW patches (mod…
c3rberUs
Regacy Esports: The Bh…
regacyesports
LOCKPICKING NOOB
LUCKY_NOOB
Customize Sidebar...

Website Feedback

Closed Threads



Active: 7605 users

Is ZvT Imbalanced ?

Forum Index > Closed
Post a Reply
1 2 3 4 Next All
CharlieMurphy
Profile Blog Joined March 2006
United States22895 Posts
Last Edited: 2010-04-04 06:35:42
April 04 2010 05:58 GMT
#1
Currently in patch 7 beta (and probably before)
Preface:
+ Show Spoiler +
I'm a rank 12~ platinum zerg player and I have this habit of asking people every game what rank they are. It seems that I play mostly plats around my level until I run into a terran and I die, then I will sometimes play either lower ranked plat or top level gold. (and I even lose to these terrans often)
Also, ever since the reset I have been keeping track of matchup records on a piece of paper. My ZvZ and ZvP are winning records (59% & 58%) but my ZvT is a horrible 44%. It's funny because my ZvT actually used to be my best matchup a few patches ago (probably mostly because terrans weren't as seasoned yet).


So anyways, I don't know if it's just me and something I don't know/do in the matchup, but for the life of me I cannot figure out how to not get owned in this matchup.
I have been trying all kinds of openings just trying to find a decent safe one, but it seems the terran can easily scout it and counter it, or just play standard and be fine anyways. I have tried: 14 hatch/13 pool, 15 hatch/14 pool, 1 hatch speedlings/blings, 1 hatch roaches, fast muta, etc.


The real problem imo, is that it is nearly impossible to scout the terran, while they can easily scout you. The reason why scouting is so important in this early is because you need to know what to counter.

Typical Terran openings:
  • Reaper
  • Hellions
  • Bunker/proxy rush
  • MnM
  • Marauder/Hellion
  • FE
  • Banshee
  • Viking
    Almost all of which require different units/defenses.



For the first 2, FE/roach opening works ok, but the reapers can still show up before the roach warren is up, and queens don't really cut it. You're gonna lose some drones, and even if you make some crawlers they don't cover all the angles, same as the queen they're too slow.
Hellions, are usually easy to scout if they walled and you can use a ling/drone scout to see the factory on the reactor at their door.
Just to note, roaches are too slow to keep up with harassers as well, but usually you can have a few to cover the angles.

Bunker rush is basically the same thing in BW, just send a lord/drone to your not and react accordingly with drones/lings/queens/crawlers.

Now the last 5 strats are the real killers.

A good terran will keep only a few units (like 1 marine/marauder) at the wall and disguise whatever he is making in his base. So he could easily have 2-3 more rax by his CC pumping men until he scans or whatever and makes the timing push, expands, gets medivacs, etc.
Just as easily, he could be making marauder/hellion and keep pumping the units at you.
He can also build his CC further in his base (so you can't see with lord/ling) and have less units and just drop bunkers/p-fort when he expands quickly. And then take it from there.
Alternatively, he can tech to starports, and either get banshee (which do too much damage imho) or vikings which can at the very least rape half your lords, but can also harass mineral lines etc. meanwhile he is expanding and pumping marauders and then just moves out and lands the vikings on the floor to help dish out the dps and tank.

It feels to me that marauders, banshees, and planetary fortress are a bit overpowered for this matchup. I could be wrong, because the real problem for me is just scouting and reacting in time.

If I rush to lair, I won't have ovie speed or overseer in time to see his tech and be able to react at my base in time. (And I'm not even gonna get into if the terran hides his structures somewhere else on the map.) Crawlers build in 50 seconds, throwing down hydra den, roach warren, or bling nest AND trying to make the units of of them in time is impossible.
So basically what happens is I am just building blindly and hoping I guess right, or trying to make a little bit of everything in order to respond in time to my scouts, which usually leaves my econ trashed or just doesn't give enough units to counter anyways.

Again, I could be completely wrong about all of this, but I seem to have tried everything and in the other matchups I am doing fine. So if anyone has any advice, I'll take it. I also don't seem to have high level terran players to game with, so if you are one, I'd like to mass game with you.

Also, assuming we are playing properly and making correct counters (imagine maphax on or whatever). It seems to me that these units are too poweful

Marauders: They have a ton of HP and are a semi small unit , can stim , have a slowing attack to kite, can be healed by medivacs, (all of those making ling surrounds not easy / as effective) and do ridiculous damage to armored/structures. They basically do well versus hydras, lings, roaches, blings, crawlers, even ultras. They have no hard counters on the ground, and mutas take a long time to kill them.
Some suggestions would be to make stim do more damage since it seems that marauders can stim almost indefinitely. Marines lose ~20% of their life when they stim, marauders lose 8%. It could possible to scale with their HP and 20% of their life would be 25hp. So both marines and marauders would lose 20% when they stim. I mean, lorewise it's not like stim ruins their armor, it ruins the person's body inside. Afaik marauders are the same human criminals inside as marines. So 3-4 stims and you're out.
Other suggestions would be to make them slightly larger, shorten their stim duration, nerf the slowing attack (maybe even remove it altogether), reduce their max HP, or increase build time.

Banshees: Fast, very mobile, decent HP, High damage, good range, and they can cloak eventually. What are their weaknesses again?
early on they can take a queen 1v1, they can 2 shot drones/lings, good damage to roaches, DPS buildings pretty well, and even hydras in low or equal numbers seem to melt under them. Especially off creep where hydras are super slow and early where hydras don't have range yet. Spore crawlers have to be placed everywhere in order to stop them because of their range, and that's not really cost effective.

Planetary Fortress: This thing is supposed to help with defense not be a show stopper. Just about any time I see a Pfort I say to myself "Ok, can't attack/stop that expo, what else can I do?" And I made a thread about this thing before. If you have equal armies and you fight near a pfort its GG for zerg. Where if a zerg had 4 crawlers and a queen with equal numbers, it's nothing. Any kind of raid or backdoor assault near a pfort is also completely suicidal. Also http://www.teamliquid.net/forum/viewmessage.php?topic_id=118040 granted, most people didn't agree with me, but higher level zerg players seem to (even terrans using them on me). I only ask for the simple corruption buffs.
Allow corruption to remove all attack AI priority from the PF for attack units being attack moved near it. So you can get at the SCV, and at the very least just make them run away instead of staying mining or repairing. Allow corruption to be recasted over something already corrupted to refresh the 30 second timer.

..and then I would, ya know, check em'. (Aka SpoR)
Chen
Profile Joined June 2009
United States6344 Posts
Last Edited: 2010-04-04 06:08:57
April 04 2010 06:08 GMT
#2
i hate the PF, i think it should be more of a take forever to kill fortress rather than this ultra-powerful cannon that can wipe out an entire army. maybe +500/1000 hp and +5 armor with a small single target attack instead?
serves the purpose of protecting an expo from attacks until your army gets there
MLG_Wiggin
Profile Blog Joined March 2010
United States767 Posts
April 04 2010 06:12 GMT
#3
As a gold player, I find it hard to say it's imbalanced, but there are certainly a few things they can change to make it better. I think the problem with playing a Terran player is that their hard counters are HARD counters, and really force the Zerg player into a very homogenous army. Hellions counter anything early on the ground except Roaches. Marauders do well against everything but Speedlings and Hydra (which only require a small amount of Hellions to effectively destroy).

The whole Marauder/Roach thing seems to be the problem here. Roaches are the only good counter to most Terran ground units (mostly due to the high prevalence of splash damage by Hellions and Tanks), but Marauders smash Roaches to pieces. And then Marauders also smash other units to pieces.

As far as Banshee's go... yeah, they are a huge pain, but they also require a sacrifice to tech quickly to and can be beaten back. If the guy is good, it requires the Zerg player to spend a pretty hefty amount of resources to be secure, but SC2 seems to emphasize that detection and ground-to-air is costly.

Planetary Fortress is a bit silly. One guy was able to push back around 12-15 Muta's and what must have been 30 Roaches with a PF and 2 thors and a lot of SCV's. I'll try to find the replay. Won eventually, but it really opened my eyes at the effectiveness of the PF. But it requires the guy to not get more scan/mules. I'm not sold on it being overpowered, but I do agree when you say it completely shuts down raiding and harassment (beyond Mutas, which get toasted by the new Turrets/Thor's).

I hate to call "imbalance", so I won't yet, but it does seem like much smaller amounts of Terran units can counter very large amounts of Zerg units for pretty cheap, without much tech, and even the Zerg counters to units like Marauders are just not very viable. To beat a Terran player it really feels like you have to outwork/outproduce/outexpand and outmicro.
@DBWiggin, SC2 ref
CharlieMurphy
Profile Blog Joined March 2006
United States22895 Posts
Last Edited: 2010-04-04 06:15:49
April 04 2010 06:12 GMT
#4
On April 04 2010 15:08 Chen wrote:
i hate the PF, i think it should be more of a take forever to kill fortress rather than this ultra-powerful cannon that can wipe out an entire army. maybe +500/1000 hp and +5 armor with a small single target attack instead?
serves the purpose of protecting an expo from attacks until your army gets there

well, that would be kinda redundant then, because terran could just as easily make it an OC and lift away where zerg can't hit it.
other suggestions I had for it
# Reduce the range to 5 and make it +1 to 6. This way hydras w/ range can outrange it until he gets the upgrade at least.

# Change the attack, to instead of doing splash, to attack faster and hit 1 target at a time.

# Change the damage from 40, to 25+15 light or something similar.
..and then I would, ya know, check em'. (Aka SpoR)
SirNeb
Profile Blog Joined April 2008
United States243 Posts
April 04 2010 06:13 GMT
#5
if you play the attrition game with terran, zerg has a huge advantage. If you are trying to bust him constantly, a fail attempt will cost u games.
avilo
Profile Blog Joined November 2007
United States4100 Posts
April 04 2010 06:19 GMT
#6
i have been feeling the opposite. If you do not win vs Zerg or gain an advantage in around 7 minutes, you die to exponential economy and whatever they want to literally throw at you to deny your third...then you die.

everything you literally mentioned OP, that can kill or hurt you, are just build orders/initial units early or right as the mid-game is starting. Once it's past that stage (if you survive, which good Z can), then ZvT is essentially free win for Zerg.

baneling/roach/hydra can pretty much rape any marine heavy army with very little micro, and if terran loses their first ball of marines, they lose the game because of how fast Z can reproduce supply limit.

feels like a much harder, if not impossible late game for Terran, whereas like you described, the early game build orders, or little tricky unit ratios work out well for Terran...before the 7-10 min mark. After that, if Terran did not equalize or get some type of advantage, it's Zerg freewin imo.
Sup
CharlieMurphy
Profile Blog Joined March 2006
United States22895 Posts
Last Edited: 2010-04-04 06:22:17
April 04 2010 06:21 GMT
#7
avilo, just out of curiosity, what level player are you?
Basically what you said 'could' be true, but what does that matter if you are raping zergs early on with a slew of build orders that they can't prepare for and will die to.
..and then I would, ya know, check em'. (Aka SpoR)
Chen
Profile Joined June 2009
United States6344 Posts
April 04 2010 06:22 GMT
#8
On April 04 2010 15:12 CharlieMurphy wrote:
Show nested quote +
On April 04 2010 15:08 Chen wrote:
i hate the PF, i think it should be more of a take forever to kill fortress rather than this ultra-powerful cannon that can wipe out an entire army. maybe +500/1000 hp and +5 armor with a small single target attack instead?
serves the purpose of protecting an expo from attacks until your army gets there

well, that would be kinda redundant then, because terran could just as easily make it an OC and lift away where zerg can't hit it.
other suggestions I had for it
Show nested quote +
# Reduce the range to 5 and make it +1 to 6. This way hydras w/ range can outrange it until he gets the upgrade at least.

# Change the attack, to instead of doing splash, to attack faster and hit 1 target at a time.

# Change the damage from 40, to 25+15 light or something similar.

well if the zerg has any AA (hydras) it cant run away in time right? idk i just think more hp/armor for less attack makes it less game-breaking in a battle while providing the defense you want when under attack even just getting rid of splash would help. esp with the comp auto-targeting the fortress instead of the 20 repairing scv's
ivirj
Profile Joined January 2010
Mexico79 Posts
April 04 2010 06:22 GMT
#9
Im a platinum player and it always seemed to me that Zergs > Terrans. But could be me since its probably my worse matchup.

Planetary Fortress is BS i agree it needs some kind of nerf like you cant repair it so fast or less damage.

As a terran i dont see roaches having a place in this matchup they die so quickly to everything except rines and helions. Banelings/mutas are the most scary thing for me since they do so much damage (seriously they need to make the banelings do splash damage to friendly units like tanks) and the movility of the mutas is just too good
La violencia es el ultimo recurso del incompetente - Asimov
hellitsaboutme
Profile Joined March 2010
Singapore118 Posts
April 04 2010 06:25 GMT
#10
I sincerely feel that Blizs overdid buffing terrans in latest patches.

The other problem is that terran units are multipurpose, even tier1 units of terran basically counter 90% of Z or P army. That's a serious problem.

When I play zerg I have to rush to get Lair and Hydras because of the possible banshee harass. But sometimes terran doesn't build a single starport and roll over me with MM and helions
There is no way I can scout what is going on. Its retarted.
CharlieMurphy
Profile Blog Joined March 2006
United States22895 Posts
April 04 2010 06:26 GMT
#11
mutas were inherently nerfed in this matchup by giving thors flak cannons and making turrets do way more damage though.
..and then I would, ya know, check em'. (Aka SpoR)
AssuredVacancy
Profile Blog Joined September 2008
United States1167 Posts
April 04 2010 06:27 GMT
#12
On April 04 2010 15:13 SirNeb wrote:
if you play the attrition game with terran, zerg has a huge advantage. If you are trying to bust him constantly, a fail attempt will cost u games.


Tell me how the zerg can win the attrition game with terran. With both races turtling, terrans can have PFs, siege tanks, ravens, thors, bunkers, and turrets, all of which destroy large zerg armies with very little effort. Where as zerg has...? And with medivacs being standard in all terran bio armies, it's very easy for the terran to doom drop the zerg in late stages of the game and kill all of zergs tech before zerg can react.

To me this match up seems really difficult; there are games where I was ahead in base count, and still lost to a large terran push/drop. Before mutas seemed to be a viable opening but at patch 7 going mutas seem to be an autoloss as your mutas will do jackshit against even 3 turrets guarding the mineral line.
We spend our youth attaining wealth, and our wealth attaining youth.
Geo.Rion
Profile Blog Joined October 2008
7377 Posts
Last Edited: 2010-04-04 06:33:09
April 04 2010 06:30 GMT
#13
i agree with you on Marauders and PF, though i have decent win percentage against Terrans for the past 2-3 weeks (i sucked terribly beforehand)
i open speedling
"Protoss is a joke" Liquid`Jinro Okt.1. 2011
splcer
Profile Joined October 2009
United States166 Posts
April 04 2010 06:31 GMT
#14
maybe zvt was imbalanced b4 in favor of zerg now ur strat isnt working bcause of patch and u cant adjust to it

god i love words
That which grows fast, whithers as rapidly. That which grows slowly, endures
CharlieMurphy
Profile Blog Joined March 2006
United States22895 Posts
Last Edited: 2010-04-04 06:35:00
April 04 2010 06:33 GMT
#15
On April 04 2010 15:31 splcer wrote:
maybe zvt was imbalanced b4 in favor of zerg now ur strat isnt working bcause of patch and u cant adjust to it

god i love words

dont talk about stuff u dont know

kinda funny, but anyways. I said in the op that I've tried different strats..
The problem is scouting, which has always been a problem from the start. Before though, terrans were predictable and didn't know they could do all those things I listed in the op.
..and then I would, ya know, check em'. (Aka SpoR)
ldrs
Profile Joined March 2010
United States31 Posts
April 04 2010 06:38 GMT
#16
Marauder stim pack takes 20HP to stim, not 10. I wouldn't mind seeing it being increased to 25 though since it makes Marauders so powerful when stimmed.
As for Banshees, I think the downside to them is their price and time it takes to get them; they also can't attack air I guess.
nujgnoy
Profile Joined December 2009
United States204 Posts
April 04 2010 06:38 GMT
#17
I'll give an input from the Terran point of view. Plat 27 right now with TvZ being my most capable matchup

Reaper
In a reaper-optimized BO, reaper comes at the time that allows the terran to punish hatch first. Personally, I think that hatch first is not necessary in SC2 thanks to the queen. I'm not saying that a zerg has to play 1 base against a 1 base terran, but generally zerg has more mapcontrol early game than a T, allowing for a safer earlier expansion anyways. Nospeed reapers can be countered (for lack of a better word, reacted?) by both zerglings and speedlings and queen. Speeded reapers can be countered by speedlings. It is also countered by roaches. As the T, I think that a zerg can play safe by going poolfirst and then expanding during/after lingspeed will allow the Z to be safe against reapers and at the same time let the Z get early expansion.

Hellions
Just like the reaper, hellions can be stopped quite easily by speedlings and roaches (not slow zerglings). Since it comes at a much later time, the Z shouldn't find it TOO difficult to prepare for it. In a good scenario the Z can scout it and react immediately. In a bad scenario the Z may not scout it, but getting a roach warren and 2~4 roaches as insurance would prevent much harm. If it's a medivac drop, it's more potent, and it comes down to micro imo (using queen to attack medivac while controlling drones to separatethem and attacking hellions with lings/roaches)

Bunker rush

Honestly, it's not impossible or very difficult to take down a bunker with 1~2 marines before the hatch goes down. a good surround with a mixture of drones, zerglings, and a queen will take down a bunker rather quickly. Of course, target fire repairing SCVs first. I know as the T that a skilled Z can stop a bunker rush from taking down the hatch. Of course, it damages the zerg's economy but the zerg is taking a gamble when it chooses to hatch first.

MnM
MnM alone is rather easily stopped...I'm guessing you mean MnMnM? Baneling+lings are the key to destroying any MMX force, and honestly I've found that hydras are surprisingly effective against MMM without tank with good positioning. I would say the best way to counter MMX before tier 3 would be hydra doubleling (or I guess mutal doubling but I would say hdyras are better than mutalisks right now because of turrets and thor). Banelings can be ridiculously cost-effective with the right control and scenario from my experience.

Marauder/Hellion
I've never really done this because if the zerg can survive until mutas it puts the T at a terrible position.

FE
I feel like Terran 1rax FE is a lot more viable in SC2 because of the durability of buildings against lings. I haven't done this because in practice games my friend always defeated me with a specific cheese. But frankly if you can get mutalisks out before thors and the terran skimps on turrets, it will be gg because marines cannot protect 2 bases from mutalisks effectively because of muta's mobility


Banshee
I've won a lot of games in early beta using banshees. But banshees are a huge investment as the terran, and if it's stopped well the zerg is hugely in favor in my opinion which is why I rarely use them anymore. A nocloak banshee comes out between 6:30~7 iirc. So if the T goes 1port, that's 1, and 2port, that's 2. Now, if there's only 1, 2 queens can defend it. Korean pros will get 2~3 queens and place them near each other if they suspect banshees. Of course, this is to buy time until lair and hydra or muta and overseer. As for cloaked banshees, cloaking taking 2 minutes to research, and it's definitely viable to get a lair before cloaked banshee can come in. If the T goes 1port, it's probably on even ground with similar skill level, and if the T goes 2 port the game is pretty much decided at that point depending on how well the zerg is prepared (either complete loss or a VERY favorable position). I don't use this so much anymore, and I would say it's not overpowered because it's like any cheese, it can be stopped if you spot a starport with a tech lab.

Viking
1~2 vikings can be stopped with queens only or hydras. Getting 4~5 vikings is a HUGE investment, and if the Z has overlords all over the place it will pay off. But if not, the T is in a VERY bad position IF the Zerg doesn't rush broodlords because the viking's ground mode isn't good enough for it to be important part of the terran one-punch army.

Almost all of which require different units/defenses.
I kinda disagree with the statement. I think speedlings or roach warren-expand-lair-hydra den is a pretty versatile opening that can stop all the things mentioned above with proper control and some information.

I know scouting must be a pain, but as the Z you have to throw in 1~2 overlords to see what the T is doing. The good thing is that once you see a starport with techlab or factory with a reactor you have a good idea how to shut the build down. And frankly, as long as Z doesn't get caught completely unprepared, Z can recover majority of the losses it suffers thanks to map control and faster and safer expansions. Not to mention Z can pump drones very quickly once it is safe.
ShinyGerbil
Profile Blog Joined June 2008
Canada519 Posts
April 04 2010 06:39 GMT
#18
i've always found I could rush ovie speed and get into his base enough to rush to defend any type of fast banshee or weird mech builds, but it always comes really close and i need to make the upgrade a big priority.
I do 13 pool
queen @ 100% pool
lair @ 100% queen
ovie speed@ 100% lair
with at least 2 ovies on either side of his main, ready to rush in when the upgrade finishes. hope this helps!
[s]savior[/s] jaedong fighting! // member of LighT eSports
ketomai
Profile Joined June 2007
United States2789 Posts
Last Edited: 2010-04-04 06:41:04
April 04 2010 06:39 GMT
#19
Just like in BW when a factory opening could mean a lot of things, I just sacrifice a slowverlord into the main at a certain time to see what's up. A lot of maps are kinda big and you might not see everything, but you'll always get some valuable info like how many marines he has at the very least. I do this when terran is being sneaky and putting one marine at his wall like you mentioned. I almost always do a very greedy roach FE and if I see a fast factory I drone less and lair faster. Otherwise I just continue as normal and drone while saving some larva in case of some timing attack etc.

+ Show Spoiler +
disclaimer: I'm only rank 19 in plat atm with not an immense amount of games under my belt.
duckhunt
Profile Joined June 2009
Canada311 Posts
April 04 2010 06:44 GMT
#20
zvt is imba yes, z >>>>>>>> t lol
1 2 3 4 Next All
Please log in or register to reply.
Live Events Refresh
PiGosaur Cup
00:00
#98
PiGStarcraft473
davetesta29
Liquipedia
[ Submit Event ]
Live Streams
Refresh
StarCraft 2
PiGStarcraft473
ProTech136
RuFF_SC2 121
CosmosSc2 64
StarCraft: Brood War
Rain 2352
GuemChi 1658
NaDa 30
Yoon 6
Terrorterran 3
Dota 2
monkeys_forever386
LuMiX0
Counter-Strike
Coldzera 1361
m0e_tv54
minikerr27
Super Smash Bros
AZ_Axe110
Other Games
summit1g8561
Day[9].tv676
C9.Mang0366
hungrybox198
Maynarde88
ViBE66
[ Show 11 non-featured ]
StarCraft 2
• Berry_CruncH278
• AfreecaTV YouTube
• intothetv
• Kozan
• IndyKCrew
• Migwel
StarCraft: Brood War
• BSLYoutube
• STPLYoutube
• ZZZeroYoutube
Dota 2
• masondota21818
Other Games
• Day9tv676
Upcoming Events
Kung Fu Cup
9h 41m
Replay Cast
22h 41m
The PondCast
1d 8h
KCM Race Survival
1d 8h
Escore
2 days
IntoTheTV X SOOP
2 days
CranKy Ducklings
3 days
Sparkling Tuna Cup
4 days
Shopify Rebellion Sundays
4 days
Spirit vs Mixu
Clem vs TBD
RSL Revival
4 days
[ Show More ]
BlizzCon
4 days
Replay Cast
4 days
Afreeca Starleague
5 days
WardiTV Weekly
5 days
Afreeca Starleague
6 days
GSL
6 days
PiGosaur Cup
6 days
Liquipedia Results

Completed

Proleague 2026-09-08
PiG Sty Festival 8.0
Big Dog Cup 2026 Div 1

Ongoing

KCM Race Survival 2026 Season 3
K-JUNGMAN
ASL Season 22
Super Anchor Qualifying S3
CSL 2026 AUTUMN (S22)
Acropolis #5
Acropolis #5 - TRS
RSL Revival: Season 6
Calamity Invitational
FISSURE Playground #3
BLAST Open Fall 2026
Esports World Cup 2026
BLAST Bounty Summer 2026
BLAST Bounty Summer Qual
Stake Ranked Episode 3
XSE Pro League 2026

Upcoming

Escore Tournament S3: King of Kings
Acropolis #5 - GSA
Blizzard Classic Cup 2026
Acropolis #5 - GSB
Acropolis #5 - GSC
SC4ALL II: Brood War
HSC XXX
Stellar Fest 2: Lunar Cup
SC4ALL II: StarCraft II
Kung Fu Cup 2026 Grand Finals
RSL Offline Finals
Blizzard Classic Cup 2026
Stake Ranked Episode 6
BLAST Rivals Fall 2026
IEM Beijing 2026
Stake Ranked Episode 5
PGL Masters Bucharest 2026
1win Private Club #2
Thunderpick World Champ. '26
ESL Pro League Season 24
Stake Ranked Episode 4
1win Private Club #1
Logitech G Play Connect 2026
SL StarSeries Fall 2026
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 © 2026 TLnet. All Rights Reserved.