For a really powerful race, they've been getting their numbers cut down pretty hard in GSL. Code S's Ro8 has 3 Terran, 4 Protoss, and 1 Zerg.
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well blizz is looking at ghosts it would seem :/Zerg overall right now is REALLY powerful as a race (inb4 nah man qq zerg sucks)
the hardest matchup i would think would be ZvT for zerg players considering ghost play is so powerful.
Even though zerg players still destroy at the matchup.
well its not that broodlord infestor kills terran, thats really easy to deal with. Ghosts overall make it really easy as a terran player to deal with sudden transition switches (aka late late game). When its late game and you just survived 2 attacks in a row and zerg reinforces 15 corrupters and makes alot of broodlords after dealing with ultras. Its really hard to have the vikings already churned out at the reinforcement rate zerg has. Ghosts make dealing with this easier as a universal counter (killing broodlords really quick while emping infestors, Snipe ignores Ultras Armor making focus fire on them really effective). With the damage nerf though besides using them to emp infestors its going to be a guessing game again when TvZ late game means preemptively make vikings which doesnt bother me but apparently its the QQ of terran right now.well blizz is looking at ghosts it would seem :/
honestly I think zvt is pretty good as it is, the only major issue is scouting early game for zerg still. statistically after like 20 minutes terran win percentages in tvp and tvz both drop to around 40% and with blizz's current ghosts changes in mind it seems like terrans will just die to brood, festor queen again
http://imgur.com/a/hQHYS
edit- i take back my previous post. Its the international thats approaching the 60-40 threshold. Korean server has it pretty even actually.
For a really powerful race, they've been getting their numbers cut down pretty hard in GSL. Code S's Ro8 has 3 Terran, 4 Protoss, and 1 Zerg.
I think that is the first time I have ever heard another terran say that broodlord, infestor, queen is easy to deal with lol. the only positive of this patch is just that now you don't have any infestors surviving two snipes thanks to zerg regen, so it is like a high temp now in that regard, except that most zergs still can't split infestors so emping can still be somewhat effective.well its not that broodlord infestor kills terran, thats really easy to deal with. Ghosts overall make it really easy as a terran player to deal with sudden transition switches (aka late late game). When its late game and you just survived 2 attacks in a row and zerg reinforces 15 corrupters and makes alot of broodlords after dealing with ultras. Its really hard to have the vikings already churned out at the reinforcement rate zerg has. Ghosts make dealing with this easier as a universal counter (killing broodlords really quick while emping infestors, Snipe ignores Ultras Armor making focus fire on them really effective). With the damage nerf though besides using them to emp infestors its going to be a guessing game again when TvZ late game means preemptively make vikings which doesnt bother me but apparently its the QQ of terran right now.
most terrans can't play late game. It all comes down to how well you micro and split your vikings up. theres a whole method and how to deal with it but it depends on how well you control zerg all game long.I think that is the first time I have ever heard another terran say that broodlord, infestor, queen is easy to deal with lol. the only positive of this patch is just that now you don't have any infestors surviving two snipes thanks to zerg regen, so it is like a high temp now in that regard, except that most zergs still can't split infestors so emping can still be somewhat effective.
I think its gonna be a little.. broken but idk thats me. +2 range is big on a unit that already outranged mutas.Let's talk about something more interesting, like the Phoenix range upgrade. I'm still not sure exactly how big of an impact that'll cause.
noomg thats great! Is the patch released yet? (not at home)
i sadly haven'tyeah luckily more terrans are developing pushes to punish zerg early while staying on 1 gas. been using builds by demuslim and puma that do just that. Of course I could always just go to Sc style against zerg and do massive 2 base pushes as well I spose. out of curiosity anyone else watch the showmatch between idra and alive?
on tal darim the most stable and probably best all around build is reactor hellion. you can easily force at least two spines, plenty of lings and you should be able to halt almost all creep spread and delay their third tremendously. from there you can hit them with a 2 base timing or just take a quick third (or both!). as far as mech goes it can be really strong early on for tal darim, with 2 base pushes and the like, thanks to the cliff on the natural, but later on it can be a total pain as its such a huge map that a lot of zergs will just go crazy with counter attacks or set up massive flanks etc. thats mostly assuming its cross positions though. I don't play mech on most maps, but on close pos tal darim I see no reason why it couldnt be pretty effective, especially if you get the super imba positions where you can siege under their natural and hold the tower with the same control group.Hey all, starting to get back into sc2 again
Due to me not laddering in 9 or so months i got demoted into platinum 1v1. However I'm pretty sure I already got my mmr high enough that ill go diamond again once the new season starts.
Still see terran is getting nerfs :3
The only serious issues I'm having are TvP as usual, but nowhere near as bad as I used to be. Pretty sure I'm either at an even record with p now or barely losing(used to win like 1 game in maybe 10 lol).
The other problem I have is against Z on the very large maps, like tal'darim altar. How do you guys go about it?
I usually do a heavy mech style in tvz, but on the large maps, im always afraid to push because of how easy it is to get surrounds, and once they get really good creep spread, im damn near petrified to move my army up because he's gonna see me a mile away and hit me with my tanks out of position. And if I try to leapfrog up on the big maps, it takes far too long to get there and he has everything he needs to stop the push.
Halp >_>
So I've been out a while, what changes with zergs to make them good? And what made protoss bad?
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basically that. Zerg is good people! idk why no believes me!People figured out a lot of common timings and counters, so zergs live until the late game more. Broodlord corruptor infestor is probably the strongest army composition in the game, too.
^ he nailed it basically. Mech is really strong early. Later you have to have REALLY strong game sense and positions if you plan on going late game on the map. its extremely hard but doable but one mess up and its gg #thelifeofmech.on tal darim the most stable and probably best all around build is reactor hellion. you can easily force at least two spines, plenty of lings and you should be able to halt almost all creep spread and delay their third tremendously. from there you can hit them with a 2 base timing or just take a quick third (or both!). as far as mech goes it can be really strong early on for tal darim, with 2 base pushes and the like, thanks to the cliff on the natural, but later on it can be a total pain as its such a huge map that a lot of zergs will just go crazy with counter attacks or set up massive flanks etc. thats mostly assuming its cross positions though. I don't play mech on most maps, but on close pos tal darim I see no reason why it couldnt be pretty effective, especially if you get the super imba positions where you can siege under their natural and hold the tower with the same control group.
I have actually started doing a lot better in tvp as of late, just thanks to scouting toss early game more efficiently and adjusting my unit composition late game more, which means lots of scanning.
sveet used to be.So who here is Protoss?
I'm getting a feeling I'm outnumbered (other than outskilled) here.