9/21/2010 2:47:31 PM
Damn I am at work, thought those were the real patch notes =(Got excited for nothing.They shouldn't have even called this patch a balance patch, was more maintenance than anything.
9/21/2010 3:03:54 PM
The Spawn Larvae buff doesn't seem like a big deal to me. Queens spawn with enough energy to spawn larvae, and by the time the larvae are done, the queen is already back up to 25 energy. I am glad the overlords are going to be faster.
9/21/2010 3:55:39 PM
Someone delete my post from last page The patch notes with the overlord info are what were the rumored patch notes from a week ago. The patch notes posted further down are the correct patch notes.
9/21/2010 4:08:28 PM
^yeah you got me excited for nothing.Bastard. The actual patch ... might as well have just left the game as it was.
9/21/2010 4:33:18 PM
9/21/2010 5:37:12 PM
no big surprises. Id rather them take it slow and steady and let the players really get in there and hammer out what works and what doesn't.the game is going to be going for years, no sense rushing changes in the first 6 mo
9/21/2010 5:46:40 PM
Haha, just had a funny game vs a toss. I fast expoed and pushed out some lings (he built forge first, 2 gated) - managed to do a nydus into the back of his base to take out almost all his probes. I rebuilt a ling force again and managed to do a run by as a stalker was getting warped in at his choke point and took out his probes/nexus. At this point I didn't see any of an army so I wasn't really paying attention to my macro - then he has 20 stalkers inside my base raping my expo/main. I managed to nydus threw all my drones to his base and put down a roach warren (it was the only unit producing building I could throw down), along with a hatchery. I then used my 2k resources to build a bunch of spine crawlers in his base and slowly pushed them out till I took out the rest of his stalkers It was really bad play by me.. should've been over 10 minutes before, but it was funny.
9/21/2010 6:14:09 PM
Been a few pages since this had been up and I fixed zags character number.Tww username: name.character codeAzaka: Azaka.422BigEgo: ProtisRobit.535titans78: FLuE.301Lokken: Lokken.762JCE2011:AdmiralHaket.306icyhotpatch: Unity.156JBaz: JBaz.283Stimwalt: Stimwalt.306slackerb: slackerb.591Doss2k: Doss.357Doss2k friend: Phoebetor.944Fry: Lionhart.667sprocket: sprocket.441dzags18:zags.414Wolfmarsh: Lazarus.765
9/21/2010 7:45:51 PM
day 9's fun day monday is carrier rushing.if i didn't hate carriers i'd summit something.
9/22/2010 11:58:49 AM
Won a crazy ZvZ where we both went blingling at each other(as all zvz starts). I messed up and he had me down to like 4 drones, left with no queens(he had killed several) but I had some minerals. At that point I said "gg", figuring it was over but I didn't leave just started building drones and expanded. Kept waiting for an attack but didn't come for a few minutes and I managed to get an economy back up and pump out about 12 hydras. He had decided to go mass queens, at that point our creep had connected so they were relatively mobile. Needless to say his attack with like 15 queens didn't work and I ended up winning the game. He goes "so much for trying something new after you said GG." I really just stuck around to finish out the game to practice a bit of micro, but guess it worked out.ZvZ is the dumbest thing, but now that I've done it more it is pretty fun and intense. Just crazy ling/ling bane battles.
9/22/2010 3:14:17 PM
http://www.youtube.com/watch?v=EZwEnz_QijQUltras are now broken. In the next patch, here's a few things I'd like to see them do:-Fix that Ultra glitch, there's no way they meant to make scvs on the other side of the command center die from that ultra attack. -Buff Phoenix. For them to do well against Muta you have to intensely micro them, and against terran air, they aren't very good (vikings in equal numbers prolly win, bcs destroy them, banshees don't count because they don't attack air) Vikings already beat Voids (when the Voids aren't speedvoids already charged up) and Carriers (when in equal resource), why make them do so well against Phoenix too? Phoenix also should do a little bit better against voids, but that can be dealt with by whatever you do to make them better against vikings and mutas, as well as whatever you do to nerf voids.-Slightly nerf voids-Slightly nerf Marauders. Terran tier 1 infantry are too strong. Marines already have the best DPS for their cost, and anything they don't do well against Marauders do. They get stim and concussive shells, and both are really easy to get. I'd say increase the cost of concussive shells and the build time. That'll make it easier for toss to deal with marauder rushing and early 2M pushes.
9/23/2010 1:34:03 PM
Ultras aren't broken, thats stupid. God forbid the zerg have one unit other then air that can take out a planetary fortress thats being repaired. The only thing that needs to be fixed is the radius needs to be adjusted so that it only hits those who are actually repairing, but there is absolutely nothing wrong with the way ultras splash those guys.
9/23/2010 1:50:38 PM
There is a problem when the Ultra is splash damaging something it nowhere near the cleave attack.
9/23/2010 2:07:59 PM
9/23/2010 2:12:15 PM
It kinda makes me mad when people GG but don't leave. I had a guy GG when I blinked past his cannon wall, but he didn't leave. He kept making units, and I had to take out every last warpgate, and every last cannon and pylon before i won from his lack of buildings.
9/23/2010 2:14:17 PM
^^^^^^I'm actually enjoying ZvZ when I can get a good scout off. It seems to me that zerg units just counter each other so much harder then a zerg unit counters a specific terran/protoss. Today I was playing a ZvZ and had an overlord hidden in a spot outside his base that let me see enough to know he had a decent ball of slings. I built around 10 blings and started teching straight to mutas. I just massed mutas, waited for his push with lings (about 60 lings, all instantly raped by the blings) and sent the mutas on in. GG
9/23/2010 2:42:06 PM
9/23/2010 4:10:04 PM
^^^I have GGed several times to make my opponent think he has won. He stopped building units, and slowly destroyed what he thought was my final base. I then flew over to his main base with 25 carriers with a mothership, and won. He was very upset ftw.[Edited on September 23, 2010 at 4:26 PM. Reason : -]
9/23/2010 4:26:24 PM
9/23/2010 4:42:09 PM
There's no other way to kill a PF with zerg ground without massive losses. It may be broken but I don't think it's that imbalanced. Terran's don't even have to bring their army to defend a PF, just have all the SCVs repair, that, to me, is imbalanced.
9/23/2010 4:47:02 PM
Banglings can probably do a decent job. Mutas if they don't have missle turrets. Ultras would still be able to take down planetary fortresses without the ability for one to kill it and everything trying to repair it no matter where that is. Does collusi splash damage do the same thing?
9/23/2010 5:09:02 PM
You could send 10 ultras up against a PF thats being repaired the old way and they would all get raped. Keep in mind you rarely even see ultras in play, they are the zergs best ground unit, they should be able to rape whats basically a tier 1 defensive structure.
9/23/2010 5:16:15 PM
so you keep some splash damage, but you don't make one ultra be able to splash damage everything.also on the planetary fortress thing: http://www.youtube.com/watch?v=XepT2daJqYY&feature=subabout 12 minutes in psy shows how to bait a PF and if the other player doesn't micro the PF you won't lose anything but a single ling when you attack it.
9/23/2010 5:27:15 PM
^That method is just silly. How practical would that ever be. There is absolutely nothing wrong with the fact that the ultra can tear through a planetary fortress that is being repaired. Keep in mind you are still going to need multiple ultras to kill one, its not like one ultra just owns a planetary fortress solo. How can you justify a t1 defensive structure (albeit the most expensive one) being able to rape masses of t1-t3 units?
9/23/2010 9:10:01 PM
if you can't see the problem with ultras damaging SCVs on the other side of the CC...
9/23/2010 9:37:56 PM
I did think about it after I said GG to the guy and kept playing that he might have thought I was trying to dupe him. I really wasn't, I didn't plan on him going mass Queens though, so if I knew that I wouldn't have said GG. I guess it just is one of those lessons, finish off a game regardless of what someone says.Now that I'm playing Zerg exclusively in 1v1 starting to get the hang of it more. The ZvZ matchup is really pretty interesting and scouting is big. I have found it is key to just go one base ling to bling to muta. If you do that and they try to expand it is pretty easy to win. I've also been using a build on maps with long rush distances and going super fast muta, lair before queen. Would open up a lot of options for zerg if you could make a queen while your lair is building. I really struggle with zerg against a hard 1 base 4 warpgate push. The timing of it is so that they tend to arrive with their first push right when you start pumping roaches after your expand is up. You end up with this like 2-3 minute of intense micro where you are barely able to produce enough roaches to hold on. Really tough and just need more practice at it. I find Terran isn't as tough because if you stop the initial push it takes a while for reinforcements. I'm finding that if they get that pylon down and just keep warping in it can be tough. As far as the ultras go... First, it is a pretty unique situation, and I'm assuming the radius will be reduced some. However, until now Zerg had no unit that did any splash damage, I don't really count mutas in that so this is helpful because the PF was a bitch to deal with. As it has been mentioned it isn't like Zerg has anything that really scares any of the other races so to get thrown one bone with Ultras is nice. I'd love to see a change to the Broodlord. I think that unit is garbage between the cost, time, etc. And really Ultras aren't that great either. Give me Thors/BCs, Void Rays/Colosi over Ultras/Broods any day of the week.
9/23/2010 11:50:06 PM
God I want to get out of silver. I've been working banelings into my early game with a ton of effectiveness. I've also gotten pretty good at countering them against poorly microing zerg. My first three games today were all zvz, two of them I went bling/sling and dominated their mostly sling force, the other he went for super fast blings so I got roaches/lings out. Everytime I saw a bling I would pull one ling away and use it to blow up the bling. It was super entertaining.Anyways, 14-1 over my last 15, most of them coming against favored competition but it won't promote me 1st in my division at 57-43.
9/24/2010 7:26:37 AM
Lost all 3 of my games this morning. Sucked.Lost the first to MMM which I just messed up micro and not enough banelingThe lost to 4 warpgate which I always lose to. Then just lost to thors. Zerg is just so tough. It is so unforgiving, mistakes hurt you way more than with either of the other races. Now I'm pissed and have started my day off shitty after playing well last night.
9/24/2010 10:19:57 AM
Tru. One thing I hate about zerg is how anti-air takes longer to get than other races. You need a hive upgrade then a hydra lair to get hydras, which are also expensive and generally not a good unit for anything other than base defense. Also, getting spores up early will hurt your early macro because you're sacrificing percious workers.
9/24/2010 10:43:38 AM
I typically use queens as my anti air for zerg early on. I often will make at least 3 out of my main, I'll move one to the natural and keep the other two back while spreading creep with one. If they try and move any air in before I have the capability to make mutas/hydras I'll run the queens together and just transfuse the hell out of them, works very well against the 2 or 3 void rays that you would be up against at that point. Eventually I'll end up building an in base hatch so that 3rd queen can get to work being more productive with larvae as well.
9/24/2010 12:06:42 PM
Thats not a bad strat but that requires queens to have a lot of spare energy.
9/24/2010 1:04:02 PM
hydras when on creep are pretty good against most gateway units. all but templaranyway, i finally decided to do the placement game. my mouse lagged keeping me from defending a 6 pool, so i got a shitty placement, but i haven't lost since. PvP is so easy when you play it like the pros do instead of like a n00b. 4 gate stalkers >>>> void rush. just beat a platinum player pretty easily who tried to proxy double stargate void rush me. didn't find his proxy, but 4 gate stalkered him, got his base down easily, he got some of my base including my nexus. then i proxyed a cybercore and guarded it TTOne style 4 uncharged voids <<<<< 10 stalkers and a sentry. I ended up killing his proxy with all my remaining probes. and then he says "dang, lucky" as if luck had anything to do with it. Like I didn't know you were going for voids like a n00b when you took those early gases.
9/24/2010 1:28:01 PM
^^^^Yep I think that is one of the issues. Both of the other races seem to be able to sit at tier 1/1.5 against zerg and do well and Zerg has to get to tier 2 if only for Roach Speed. I hate it because now I'm turning into the Zerg QQ people but now that I'm playing it and I've played random for so long there really are some glaring issues with the race. There is a reason why another top player from Korea(I believe oGs.Wind or some shit) is quitting zerg also. I've found that if I go with a one base speedling/bling opening I can win games but if it doesn't work or do major damage I'm left with one base and a weak economy. If I early expand and you get a hard MM/4 gate push early it takes everything you have, micro, macro, etc. to hold it. If you do it isn't an automatic GG either because you haven't been building up your economy the whole time while the other side was still making probes/scvs. Some simple solutions that I think would help without making Zerg to strong would be to allow queen production and lair production at the same time, allow roach speed at tier 1. Both of these I think would help zerg quite a bit without really making the race crazy strong. By allowing queen production and lair upgrade you aren't forced to choose between economy/defense/tech. Roach speed at tier 1 is no different to me than the ling speed. Now all the sudden an early roach push vs. a teching terran would be way more viable. Also, why the hell don't mutas turn into broodlords? Anyone else think it is completely stupid that your anti air unit turns into a unit that only shoots at the ground? Makes the transition to broodlords way harder than like in SC going from muta to guardian. However, I'm also still learning each game and I think when I get it going I'll be able to do well with this race. I have the most fun playing Zerg, I think it is because it is a challenge and rewarding when I win. I'm also not losing to slouches, at this point most of my games are 900-1000 point players so they really exploit any mistake I make. Hopefully I'll be 1000+ by the end of the weekend, I guess that is a nice benchmark.
9/24/2010 2:14:22 PM
One thing that kills me is stim. Stim is wayyy too effective for the cost/damage done to marauders. For one - it costs what, 100/100? And it gives both marauders and marines the ability. Marauders who take basically no damage from it and absolutely rape buildings with it. Throw in concussive shells for another 50/50 and marauders are rape machines.PS if someone has a post 1.1 save near the end of utter darkness or all in, I would love you for it. I cannot for the life of me beat either of those on brutal and they are all that is stopping me from the achievement [Edited on September 24, 2010 at 2:35 PM. Reason : a]
9/24/2010 2:26:08 PM
9/24/2010 2:37:41 PM
Oh and for anyone who plays colonial wars (its my custom game fav when I need a break from ladder) - try going straight dark templar. Typically one of two things happens. Either they keep massing ground units and I'll keep doing dark templars, typically up to 4 then I'll pump my econ till they start fighting back. Or they will go fast mutas, once they stop producing new units tech up to ghosts. Ghosts/dark templars absolutely rape tier 1/2 units. This gives me plenty of time to pump the econ, tech up to tier 3/4 and throw out some immortals and a battleship, then its GG.
9/24/2010 3:04:04 PM
I've never had an issue with not having enough anti-air early as Zerg.
9/24/2010 3:06:14 PM
stein, has anyone tried to use nony's phoenix on you? or void rush? or banshee rush?nony's WILL give any zerg who doesn't get a few queens at each base trouble and force you into either getting the multiple queens or getting hydra (which takes a while and will leave you kinda brokish) or static defenses. it's then very easy to do things like take another base or tech switch to collusi or templar, both paths will destroy that likely hydra switch. [Edited on September 24, 2010 at 3:21 PM. Reason : sdfgh]
9/24/2010 3:12:47 PM
Void and Banshees, yes. Phoenixes, no.Queens do just fine against the early rushes. Plus, you should know both are coming well ahead of time, especially with Protoss. Just push hard early.
9/24/2010 3:25:44 PM
Yea early air defense as zerg isn't hard at all if you are actually scouting.
9/24/2010 3:33:02 PM
What level are you Stein? I'd figure many toss >Gold would have figured out Nony's phoenix by now as it's a popular build. Too many toss do one of three things though, making the game really boring: Cannon rush, Void Ray spam, 4 gate. I don't like post patch PvZ that much. 2 gating is now useless as zealots build time is too long. Early lings are more effective because you won't have the zealots to counter. I'm almost forced to wall myself in on like 12 with a gateway/forge because that first zealot takes FOREVER to build now.Postpatch PvT makes zealots even more worthless, and Marauders super powerful. Tanks don't really have a role in TvP IMO anymore. They're easier to deal with now
9/24/2010 3:39:22 PM
I'm Bronze, but it doesn't particularly matter. If you know what's coming, you can counter it.
9/24/2010 3:47:34 PM
if the toss denies scouting, by the time you can react to it, it'll be too late for you to make the proper units before he's able to do some damage. I'm pretty decent at it, and I can usually get a good advantage and sometimes by getting 5-6 phoenix force players into mass hydra. (and keep zerg from doing one of the most annoying things in PvZ, massing muta)[Edited on September 24, 2010 at 3:56 PM. Reason : asdfg]
9/24/2010 3:55:12 PM
Yeah, but it's much, much faster for a Zerg to switch tech than a Protoss. Not to mention (regardless of level of play) walling off with a Cyber Core means "get ready to be attacked by something that flies"
9/24/2010 4:05:37 PM
there are other ways to deny scouting, and by the time you have enough hydras to deal with my phoenix harass, I can have my bay up and start pumping out collusi. [Edited on September 24, 2010 at 5:02 PM. Reason : asdfg]
9/24/2010 5:00:13 PM
^^Actually, and not being a dick about it, the league does make a huge difference.Bronze league stopping air isn't the same as diamond stopping phoenix builds. To say "core means getting attacked by air" simply isn't true at all, in Bronze maybe but in my games against Toss almost all you'll ever get with a scout is a core and a gate. That doesn't even mean you won't see mass zealots and it certainly doesn't mean prepare for air. At this point what I do is fly my first OL to the backside of their base and I sacrifice it into their main around the 5 minute mark which is when you'll see a quick robo or quick stargate. Even then it still might be to late for me to be ready for whatever is coming.You just aren't seeing the same type of pressure/micro at that level like you do in the higher levels, wasting money/queens on something that doesn't show up will be exploited. From ending up in some lower leagues in 2s and 3s I've found that the game is almost played entirely different in Diamond/Plat to Bronze/Silver with Gold being a mix.
9/24/2010 5:17:52 PM
So fucking pissed, going for my 9th win in a row for the day, undefeated in 1v1.. I was playing some toss who cannoned, I assumed going void rays then. So I expanded twice, got some hydras out, spread overseers around the map and finally he goes for a couple warp prism drops. All of which get killed before they hit the ground as I had creep everywhere and would have my hydras move to wherever his prisms went :p So I hit 200/200 with mutas/hydras and move in for the kill... and my connection goes out. Motherfucker.
9/24/2010 5:32:37 PM
http://www.youtube.com/watch?v=scCnY2g1TTg&feature=channelhttp://www.youtube.com/watch?v=Q0ElaQdXGhk&feature=channelCompare that to what you see in bronze. BTW, if you didn't know, the most standard good protoss opening is gate (usually between 12 and 14), gas, core, gate. if you're doing something gas heavy (4 gate stalkers, robo/star tech) you'll add another gate in there, but that's what good players typically do.I think Huk's standard opening lately is 13 gate, 14 gas, 16 core/pylon, second gas and somewhere around 22 gate, then robo shortly after when he can fit it in.
9/24/2010 5:42:56 PM
went 0-6 wed night, hopefully tonight will be better
9/24/2010 5:53:36 PM