On August 13 2010 10:48 Mindcrime wrote:
I cannot think of a reason why anyone who has played zerg at all would disagree with any of that.
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On August 13 2010 06:27 Whole wrote:
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I made a collection of quotes that IdrA said recently concerning the game's imbalances.
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the problem is not that terran is particularly strong mid/late game, pure mech is but very few people use it for whatever reason, its the strength of all the possible openings. ya mutas are fine vs vikings, but not when you lose a queen, a bunch of overlords, drones, and mining time early. tlo was even letting him get away with hatch first expand, which should never happen.
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theres massive potential in zerg. mutas can be great, they are microable and unlimited selection makes up for the less than perfect stacking. banelings are very unique and powerful. infestors are good, could be awesome if neural were still useful. even the basic units, roaches have burrow move and hp regen, hydras emphasize how valuable creep is and introduce decision making based around that, zerglings incredible speed. "easiest" mass transport options. broodlords introduce positioning and siege tactics.
all the tools are there, its just some key ones arent strong enough, or zerg's shit early game makes it seem that way.
all the tools are there, its just some key ones arent strong enough, or zerg's shit early game makes it seem that way.
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not really, zvt vs bio you can fight straight up and vs mech they arent going to be attacking anyway. the problem zvt is the early game, the number of options terran has and the difficulty zerg has in dealing with them, and the ineffectiveness of early/mid game air vs pure mech. its too easy to nullify mutas, lets terran focus on tanks and you arent supposed to be able to beat tanks on the ground.
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i think the early game changes from the phase 2 patch should be brought back, zealot reaper barracks bunker build times up 5 seconds. they should also do one or both of 1.5 supply roach and tanks w/o smart fire, depending on how good tanks are in tvp.
with the current reaper bunker timings its literally impossible to expand before speedling or roach if they go reaper, fix that and it should be possible to deal with early terran bullshit. a massable roach or a less powerful tank would help with mech.
but right now theyre in a really bad situation with tvz because if they fix the early game theyre gonna have to make big changes to banelings, unless theyre happy with tvz turning into pure boring mech games. because the only reason bio builds are still seeing use is that terran usually enters midgame with an advantage, and the strength of tanks kind of makes up for it, ling/baneling is prohibitively strong vs bio.
with the current reaper bunker timings its literally impossible to expand before speedling or roach if they go reaper, fix that and it should be possible to deal with early terran bullshit. a massable roach or a less powerful tank would help with mech.
but right now theyre in a really bad situation with tvz because if they fix the early game theyre gonna have to make big changes to banelings, unless theyre happy with tvz turning into pure boring mech games. because the only reason bio builds are still seeing use is that terran usually enters midgame with an advantage, and the strength of tanks kind of makes up for it, ling/baneling is prohibitively strong vs bio.
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well the maps certainly dont help but its not the biggest issue with zvt
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if you fix the early game the mid game problems will largely go away. if you're willing to risk hatchery first expansion and you get away with it you can fight in the mid game on an even footing, the problem is its so incredibly risky to try to set up a solid economy early.
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no amount of creativity is gonna get a zergling past a wallin or an overlord past a marine
zergs midgame army seems very weak, its possible creativity can find a way around that, although when newbies hear the word creativity they picture nydus worms popping up in 2 places at once, which isnt going to be an answer to anything.
but the early game problems with zvt are not going to go away.
zergs midgame army seems very weak, its possible creativity can find a way around that, although when newbies hear the word creativity they picture nydus worms popping up in 2 places at once, which isnt going to be an answer to anything.
but the early game problems with zvt are not going to go away.
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cuz in the korean tournaments reapers get abused plenty and every game won by a non korean terran is based off one of the various 1 base allins, and the threat of reapers is what makes those so powerful because you have to play overly safe early meaning you dont have the economy to support any kind of flexible defense.
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the problem is not that terran is particularly strong mid/late game, pure mech is but very few people use it for whatever reason, its the strength of all the possible openings. ya mutas are fine vs vikings, but not when you lose a queen, a bunch of overlords, drones, and mining time early. tlo was even letting him get away with hatch first expand, which should never happen.
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the thing with is vs terran you literally cant play safe, if they wall and leave marines on the edge of their base they can do any number of strategies, all of which have completely different counters.
obviously i cared and did everything i could to win, terran is just utterly ridiculous right now.
it is not a fluke. it is a result of the fact that terran has a million viable rushes that have completely different counters and cannot be scouted, and they have a perfectly solid mid/late game to fall back on that you have to be aware of too. means you cant just cut econ to defend everything, if that were even possible, cuz then theyd run you over mid game.
obviously i cared and did everything i could to win, terran is just utterly ridiculous right now.
it is not a fluke. it is a result of the fact that terran has a million viable rushes that have completely different counters and cannot be scouted, and they have a perfectly solid mid/late game to fall back on that you have to be aware of too. means you cant just cut econ to defend everything, if that were even possible, cuz then theyd run you over mid game.
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zerg must play responsively early game, only aggressive options are terrible allins that are easily prevented and its clear theyre coming before the scv scout is even dead. terran has 20 completely different viable 1 base builds, all of which can kill you if you arent properly prepared. that in itself isnt imbalanced, but when they all require different counters and theres no reliable way to know which hes doing, it is a problem.
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like i said its not solely that they have too many options, its that they have alot of options and its not really possible to know what theyre doing, and there is no all purpose defensive build. and its not just that zergs havent thought of one, terran strategies require such diverse counters that you're never gonna be able to be totally safe.
as for zerg aggression no, i dont think its gonna happen unless theres big changes. wallin+repair+bunkers and terran's range advantage means that you're never just gonna be able to overpower them cuz of a build advantage or something, you actually have to catch them completely off guard. and roach or baneling based rushes are not hard to scout, have similar responses anyway. basically if t sees you on one base, which you cant prevent, they make a thick wall and put a bunker behind it and theyre completely safe. the fact that you're on one base means that even with that extra money spent on defense theyll be fine economically. only options zerg has are map specific, like blistering's back door.
as for zerg aggression no, i dont think its gonna happen unless theres big changes. wallin+repair+bunkers and terran's range advantage means that you're never just gonna be able to overpower them cuz of a build advantage or something, you actually have to catch them completely off guard. and roach or baneling based rushes are not hard to scout, have similar responses anyway. basically if t sees you on one base, which you cant prevent, they make a thick wall and put a bunker behind it and theyre completely safe. the fact that you're on one base means that even with that extra money spent on defense theyll be fine economically. only options zerg has are map specific, like blistering's back door.
I cannot think of a reason why anyone who has played zerg at all would disagree with any of that.
Not just Zerg. Even though Protoss is stronger vs Terran, the situation is basically the same - if they are playing for an early mid-game push, you can not scout it and it's like a game of rock-paper-scissors: you have to pick blindly.