The zerg wins of course - it just takes 20 minutes to do so:
https://i.imgur.com/j4QLWfV.png
As you can plainly see, the zerg is on 4 bases or 5 if you include the proxy. The terran finally lands his natural at the 7 minute mark. Here is what the workers active tab looked like:
https://i.imgur.com/eNDLPVD.png
Despite being massively behind in eco, look at how closely his army value is able to keep pace regardless:
https://i.imgur.com/ZAc1xCE.png
That’s close enough he can turtle and stay in the game for sure. The defender’s advantage for terran absolutely can bridge that gap. Eventually he even overtakes me in army value. He even kept pace in upgrades:
https://i.imgur.com/IpME7W1.png
The funny thing is that he could’ve dragged this out even longer. Once he maxed he pushed out which allowed me to clean up his army. If he kept turtling this could have been an hour long game or more.
TvZ has massive design issues. There is no way a Zerg could macro out of being behind 1 base vs 4 bases. It’s not going to happen in a million years. That’s because Terran has loads of game-ending tools. They can take a lead and compound it very quickly into a victory.
Zerg can’t do that. Zerg needs game ending tools vs terran. This game absolutely should not have gone to the 20 minute mark. This crap is just nuts. It happens in the GSL too. Top zergs get a huge lead and it just takes forever to close out the game even if there is a 0.000% chance the terran can win. Why is zerg the only race that can’t end games when ahead?
Amazingly, this terran even agrees:
https://i.imgur.com/P36W5tA.png
The problem is honestly the siege tank and also the liberator. It’s just way too cost effective in a defensive posture. You could bypass that by going for broods, or using mass infestor for infested terrans (you spit them out on top of tanks) but those options have been deleted. Assuming they aren’t going to bring broods nor infestors back, they need to nerf mass orbital. That’s the other linchpin of turtle terran styles. No matter how many bases you kill, he just floats out a new one and you lost more than you gained. If you could actually deny a base by trading, then it might be worth it to take super bad trades into siege tank lines. As is now, you lose a massive number of resources and the only thing he loses is a bit of mining time and bit of army supply.
Mass orbital needs a nerf. Add a casting range to the mule for crying out loud.