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Mar 22 2014 12:48pm
Quote (Cpt_Ghost @ Mar 22 2014 10:53am)
LOL WHAT THE FUCK AM I READING
stop this madness already bard.


Sorry, I meant 24 lings, not 24 banelings. Typo, 24 banelings would murder that LOL.

Quote (coLstory @ Mar 22 2014 11:29am)
You would easily hold it with slow lings and speedlings (if gas opener), 9 marines + 4 marauders, is comical.  I think you're looking at the game too mathematically, you can't plan out scenarios like "And if he morphs banelings the lings/queens will die before the banes finish morphing--the lings finish about 5-10 seconds before the units are in range of the Zerg's natural...I dunno if he has time to morph banes for that attack.".  How can you say that and generalize every scenario on every different map?  I'm pretty sure that this build is too easy to scout and hold, and the terran is too behind.  You can't play TvZ without opening a hellion variation.  Also, Barracks openers are weak vs baneling busts.


I dunno, I ran the battle in a unit sim with no micro and the Zerg narrowly won. Stutter step the bio a little bit and Terran comes out ahead, depending on how far behind the queens are during the engage they either come out far ahead or slightly ahead.

The smaller the map, the better the odds for Terran. I picked a huge fucking map and went cross spawns. Thus, most situations will yield a STRONGER advantage for Terran. I tried to run this in the worst situation possible for the push as a proof of concept, and even in the worst situation (cross spawn on huge map, absolutely no micro from Terran) it's only a narrow victory for Zerg. Give Terran adjacent spawns and they can snipe a queen or more before the lings pop and crush the defense. Give Terran a smaller map, cross spawns or no, and same thing--bigger advantage to Terran.

Does Zerg do openers besides 15/15/15 that would be more effective at holding this attack at the 6 minute mark? When I did it the attack hit just as the first inject of larva spawned lings. The attack is so early that there is very little that can be done, aside from mass lings and spines to hold it. And that's assuming he knows it's coming (no hidden/proxy rax, overlord sees everything, etc). If you hide the rax and prevent a full overlord scout this opening doesn't look too different from a reaper expand, assuming you use a small marine count to kill the overlord (1-2 should suffice to limit the scouting).

If the Terran can force one or more spines, he can contain for a little bit in order to get some defense against a baneling bust up at home, then just sac the army when the Zerg breaks the contain or pull back before the Zerg engages. It delays the Zerg's 3rd even more, forces more lings instead of drones, gives the Terran a 2 base vs 2 base "lead"...assuming he can hold against the bane bust (which, granted, is a big assumption) the Terran is in a great spot.

If Zerg goes for an expand instead of a bane bust and the push did 0 damage, the game normalizes. Terran isn't behind, because although his nat was late the Zerg's 3rd was similarly late and his drone count was low.
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Mar 22 2014 02:05pm
There's no fucking way Terran is bargin through Zerg spine + queen on creep with 9 units just because stim is done.

And no way is that going to change the game, Terran most likely loses the game some 5 minutes later.
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Mar 22 2014 02:34pm
This is reminding me of the shit that tommy writes rofl. You should try applying your 'vast intellect' towards playing the game, not imagining odd things about it :rolleyes:
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Mar 22 2014 02:40pm
Quote (BardOfXiix @ Mar 22 2014 01:48pm)
Sorry, I meant 24 lings, not 24 banelings.  Typo, 24 banelings would murder that LOL.



I dunno, I ran the battle in a unit sim with no micro and the Zerg narrowly won.  Stutter step the bio a little bit and Terran comes out ahead, depending on how far behind the queens are during the engage they either come out far ahead or slightly ahead.

The smaller the map, the better the odds for Terran.  I picked a huge fucking map and went cross spawns.  Thus, most situations will yield a STRONGER advantage for Terran.  I tried to run this in the worst situation possible for the push as a proof of concept, and even in the worst situation (cross spawn on huge map, absolutely no micro from Terran) it's only a narrow victory for Zerg.  Give Terran adjacent spawns and they can snipe a queen or more before the lings pop and crush the defense.  Give Terran a smaller map, cross spawns or no, and same thing--bigger advantage to Terran.

Does Zerg do openers besides 15/15/15 that would be more effective at holding this attack at the 6 minute mark?  When I did it the attack hit just as the first inject of larva spawned lings.  The attack is so early that there is very little that can be done, aside from mass lings and spines to hold it.  And that's assuming he knows it's coming (no hidden/proxy rax, overlord sees everything, etc).  If you hide the rax and prevent a full overlord scout this opening doesn't look too different from a reaper expand, assuming you use a small marine count to kill the overlord (1-2 should suffice to limit the scouting).

If the Terran can force one or more spines, he can contain for a little bit in order to get some defense against a baneling bust up at home, then just sac the army when the Zerg breaks the contain or pull back before the Zerg engages.  It delays the Zerg's 3rd even more, forces more lings instead of drones, gives the Terran a 2 base vs 2 base "lead"...assuming he can hold against the bane bust (which, granted, is a big assumption) the Terran is in a great spot.

If Zerg goes for an expand instead of a bane bust and the push did 0 damage, the game normalizes.  Terran isn't behind, because although his nat was late the Zerg's 3rd was similarly late and his drone count was low.


if terran opens this way, zerg will know it and have a spine crawler and speedlings and early banelings to stop any kind of push that moves across the map

and after they crush it terran will have 0 map presence allowing zerg to get 70 drones and a fourth base before terran can even think about moving out again
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Mar 22 2014 06:13pm
Quote (NoLimit028 @ Mar 22 2014 01:05pm)
There's no fucking way Terran is bargin through Zerg spine + queen on creep with 9 units just because stim is done.

And no way is that going to change the game, Terran most likely loses the game some 5 minutes later.


Quote (dwalk1989 @ Mar 22 2014 01:40pm)
if terran opens this way, zerg will know it and have a spine crawler and speedlings and early banelings to stop any kind of push that moves across the map

and after they crush it terran will have 0 map presence allowing zerg to get 70 drones and a fourth base before terran can even think about moving out again


If there is a spine, there is 0% that Terran does anything with the push. But if there's a spine, Terran can pack up and go home.
/e
Let me rephrase. If there is a spine AND significant zergling production, Terran cannot do anything with the push.

This post was edited by BardOfXiix on Mar 22 2014 06:14pm
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Mar 22 2014 06:19pm
Which is why reducing stim research could be an option for helping terran vs protoss all ins.
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Mar 22 2014 06:28pm
Quote (NoLimit028 @ Mar 22 2014 05:19pm)
Which is why reducing stim research could be an option for helping terran vs protoss all ins.


I maintain that it gives Terran a distinct advantage over Zerg on large maps and a near absolute advantage on "smaller" maps or on non-cross spawn locations. A 30 second reduction is simply too great. I think there are better ways to do it through nerfing blink options. Maybe increasing the research time on blink, or by making it an energy-based ability, as opposed to a cooldown based one. Give them 150 energy and make blink cost 50 energy (or 75 even, play around with it). That way their attack options are limited.
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Mar 22 2014 07:09pm
Quote (BardOfXiix @ Mar 23 2014 12:28am)
I maintain that it gives Terran a distinct advantage over Zerg on large maps and a near absolute advantage on "smaller" maps or on non-cross spawn locations.  A 30 second reduction is simply too great.  I think there are better ways to do it through nerfing blink options.  Maybe increasing the research time on blink, or by making it an energy-based ability, as opposed to a cooldown based one.  Give them 150 energy and make blink cost 50 energy (or 75 even, play around with it).  That way their attack options are limited.


HTs > stalkers

I like it
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