• Log InLog In
  • Register
Liquid`
Team Liquid Liquipedia
EST 00:56
CET 06:56
KST 14:56
  • Home
  • Forum
  • Calendar
  • Streams
  • Liquipedia
  • Features
  • Store
  • EPT
  • TL+
  • StarCraft 2
  • Brood War
  • Smash
  • Heroes
  • Counter-Strike
  • Overwatch
  • Liquibet
  • Fantasy StarCraft
  • TLPD
  • StarCraft 2
  • Brood War
  • Blogs
Forum Sidebar
Events/Features
News
Featured News
RSL Season 3 - Playoffs Preview0RSL Season 3 - RO16 Groups C & D Preview0RSL Season 3 - RO16 Groups A & B Preview2TL.net Map Contest #21: Winners12Intel X Team Liquid Seoul event: Showmatches and Meet the Pros10
Community News
[BSL21] Ro.16 Group Stage (C->B->A->D)4Weekly Cups (Nov 17-23): Solar, MaxPax, Clem win2RSL Season 3: RO16 results & RO8 bracket13Weekly Cups (Nov 10-16): Reynor, Solar lead Zerg surge2[TLMC] Fall/Winter 2025 Ladder Map Rotation14
StarCraft 2
General
When will we find out if there are more tournament Weekly Cups (Nov 17-23): Solar, MaxPax, Clem win SC: Evo Complete - Ranked Ladder OPEN ALPHA Weekly Cups (Nov 10-16): Reynor, Solar lead Zerg surge RSL Season 3: RO16 results & RO8 bracket
Tourneys
Tenacious Turtle Tussle [Alpha Pro Series] Nice vs Cure RSL Revival: Season 3 $5,000+ WardiTV 2025 Championship StarCraft Evolution League (SC Evo Biweekly)
Strategy
Custom Maps
Map Editor closed ?
External Content
Mutation # 501 Price of Progress Mutation # 500 Fright night Mutation # 499 Chilling Adaptation Mutation # 498 Wheel of Misfortune|Cradle of Death
Brood War
General
Which season is the best in ASL? [BSL21] Ro.16 Group Stage (C->B->A->D) Data analysis on 70 million replays FlaSh on: Biggest Problem With SnOw's Playstyle soO on: FanTaSy's Potential Return to StarCraft
Tourneys
[Megathread] Daily Proleagues [BSL21] RO16 Tie Breaker - Group B - Sun 21:00 CET [BSL21] GosuLeague T1 Ro16 - Tue & Thu 22:00 CET [BSL21] RO16 Tie Breaker - Group A - Sat 21:00 CET
Strategy
Game Theory for Starcraft How to stay on top of macro? Current Meta PvZ map balance
Other Games
General Games
Stormgate/Frost Giant Megathread Nintendo Switch Thread Beyond All Reason The Perfect Game Should offensive tower rushing be viable in RTS games?
Dota 2
Official 'what is Dota anymore' discussion
League of Legends
Heroes of the Storm
Simple Questions, Simple Answers Heroes of the Storm 2.0
Hearthstone
Deck construction bug Heroes of StarCraft mini-set
TL Mafia
TL Mafia Community Thread Mafia Game Mode Feedback/Ideas
Community
General
US Politics Mega-thread Russo-Ukrainian War Thread Artificial Intelligence Thread Things Aren’t Peaceful in Palestine YouTube Thread
Fan Clubs
White-Ra Fan Club
Media & Entertainment
[Manga] One Piece Movie Discussion! Anime Discussion Thread
Sports
2024 - 2026 Football Thread Formula 1 Discussion NBA General Discussion MLB/Baseball 2023 TeamLiquid Health and Fitness Initiative For 2023
World Cup 2022
Tech Support
Computer Build, Upgrade & Buying Resource Thread
TL Community
Where to ask questions and add stream? The Automated Ban List
Blogs
Thanks for the RSL
Hildegard
The Health Impact of Joining…
TrAiDoS
Saturation point
Uldridge
DnB/metal remix FFO Mick Go…
ImbaTosS
Customize Sidebar...

Website Feedback

Closed Threads



Active: 2040 users

Terran is Too Flexible - Page 2

Blogs > Ndugu
Post a Reply
Prev 1 2 3 4 5 6 Next All
Glacierz
Profile Blog Joined May 2010
United States1244 Posts
August 11 2010 20:23 GMT
#21
reactor is there to compensate for the chronoboost and inject larva mechanics... You will obviously fall behind without those since terran production facilities cost so much
Ndugu
Profile Blog Joined May 2010
United States1078 Posts
Last Edited: 2010-08-11 20:26:22
August 11 2010 20:24 GMT
#22
On August 12 2010 05:22 Impervious wrote:
Show nested quote +
On August 12 2010 05:16 Ndugu wrote:
On August 12 2010 05:13 MangoTango wrote:
What Terrans lack in inability to mass produce an army (Chronoboost/WarpGate or mass Larva morph), they make up for with the ability to produce the RIGHT unit. If the Terran makes the WRONG unit, the Terran loses. This is why unscouted tech switches are so bad for Terran, we can't just warp in 4 Stalkers instantly to scare away the Void Ray, we can only make a couple Marines at a time.


This is true, but scouting as Terran isn't exactly a challenge x_X.

My main point, which I will refine and eventually make a non blog post, is that Vikings and Hellions are too good and too strong of hard-counters to be so easily massable without any kind of an investment.

Moving their upgrades to a specific building will mean they can get made, but wont be SO strong until the Terran makes a bit of an investment.

For example, what if Viking +armor damage was added to fusion core and hellion pre-ignitor were moved to engineering bay?

Would add a tiny bit more time/investment for a Terran to use those units in their strategy. Well, a lot more investment in the fusion core example.

Note that I am saying do this in FUTURE expansions, as it would require a lot of re-balancing to make this work for Wings of Liberty.

Preignitor is in the tech lab. Massing hellions takes a reactor. Two different tech labs, requiring 2 different production facilities to work properly.

And why should you have to pay for bonus damage? Why should it be the only unit in the game that has to do this? Fighting off the first void ray in TvP can be bad enough (if your opponent can micro well), depending on how fast he rushed to it and how delayed your starport is.....

Also, if preignitor was added to the ebay, hellion rushes would be even stronger..... You could get the upgrade while the factory was still building (or time it to start right as the building finishes, if that's a required building to upgrade), put the factory on a reactor made by the barracks, and mass reactor hellions, getting the upgrade really, really quickly..... Yea, kinda dumb idea overall..... Thanks for suggesting a way to make terran even easier to play though


Once again, I didn't say "MAKE THIS BALANCE CHANGE TO FIX GAME KK GO". I said in the future, when the game as a whole receives a substantial rebalance as a result of expansions. The ability to rapidly mass units that instantly hard-counter something is bad design.


What Zerg units actually hard-counter something?

Protoss units that can be warped-in are not very strong counters to anything as well. P and Z both trade strength (in terms of hard-countering) for flexibility. Terran doesn't.

You do make a good point about hellions tech lab/reactor. Maybe the same exact thing could be done for Vikings... put an upgrade for it on tech lab.
Glacierz
Profile Blog Joined May 2010
United States1244 Posts
August 11 2010 20:25 GMT
#23
On August 12 2010 05:24 Ndugu wrote:
Show nested quote +
On August 12 2010 05:22 Impervious wrote:
On August 12 2010 05:16 Ndugu wrote:
On August 12 2010 05:13 MangoTango wrote:
What Terrans lack in inability to mass produce an army (Chronoboost/WarpGate or mass Larva morph), they make up for with the ability to produce the RIGHT unit. If the Terran makes the WRONG unit, the Terran loses. This is why unscouted tech switches are so bad for Terran, we can't just warp in 4 Stalkers instantly to scare away the Void Ray, we can only make a couple Marines at a time.


This is true, but scouting as Terran isn't exactly a challenge x_X.

My main point, which I will refine and eventually make a non blog post, is that Vikings and Hellions are too good and too strong of hard-counters to be so easily massable without any kind of an investment.

Moving their upgrades to a specific building will mean they can get made, but wont be SO strong until the Terran makes a bit of an investment.

For example, what if Viking +armor damage was added to fusion core and hellion pre-ignitor were moved to engineering bay?

Would add a tiny bit more time/investment for a Terran to use those units in their strategy. Well, a lot more investment in the fusion core example.

Note that I am saying do this in FUTURE expansions, as it would require a lot of re-balancing to make this work for Wings of Liberty.

Preignitor is in the tech lab. Massing hellions takes a reactor. Two different tech labs, requiring 2 different production facilities to work properly.

And why should you have to pay for bonus damage? Why should it be the only unit in the game that has to do this? Fighting off the first void ray in TvP can be bad enough (if your opponent can micro well), depending on how fast he rushed to it and how delayed your starport is.....

Also, if preignitor was added to the ebay, hellion rushes would be even stronger..... You could get the upgrade while the factory was still building (or time it to start right as the building finishes, if that's a required building to upgrade), put the factory on a reactor made by the barracks, and mass reactor hellions, getting the upgrade really, really quickly..... Yea, kinda dumb idea overall..... Thanks for suggesting a way to make terran even easier to play though


Once again, I didn't say "MAKE THIS BALANCE CHANGE TO FIX GAME KK GO". I said in the future, when the game as a whole receives a substantial rebalance as a result of expansions. The ability to rapidly mass units that instantly hard-counter something is bad design.


So if your problem is not flexibility but the hard counters in sc2 (which has been discussed since early beta, and blizzard has removed many of these bonus dmg), then I would agree
Ndugu
Profile Blog Joined May 2010
United States1078 Posts
Last Edited: 2010-08-11 20:30:26
August 11 2010 20:28 GMT
#24
On August 12 2010 05:25 Glacierz wrote:
Show nested quote +
On August 12 2010 05:24 Ndugu wrote:
On August 12 2010 05:22 Impervious wrote:
On August 12 2010 05:16 Ndugu wrote:
On August 12 2010 05:13 MangoTango wrote:
What Terrans lack in inability to mass produce an army (Chronoboost/WarpGate or mass Larva morph), they make up for with the ability to produce the RIGHT unit. If the Terran makes the WRONG unit, the Terran loses. This is why unscouted tech switches are so bad for Terran, we can't just warp in 4 Stalkers instantly to scare away the Void Ray, we can only make a couple Marines at a time.


This is true, but scouting as Terran isn't exactly a challenge x_X.

My main point, which I will refine and eventually make a non blog post, is that Vikings and Hellions are too good and too strong of hard-counters to be so easily massable without any kind of an investment.

Moving their upgrades to a specific building will mean they can get made, but wont be SO strong until the Terran makes a bit of an investment.

For example, what if Viking +armor damage was added to fusion core and hellion pre-ignitor were moved to engineering bay?

Would add a tiny bit more time/investment for a Terran to use those units in their strategy. Well, a lot more investment in the fusion core example.

Note that I am saying do this in FUTURE expansions, as it would require a lot of re-balancing to make this work for Wings of Liberty.

Preignitor is in the tech lab. Massing hellions takes a reactor. Two different tech labs, requiring 2 different production facilities to work properly.

And why should you have to pay for bonus damage? Why should it be the only unit in the game that has to do this? Fighting off the first void ray in TvP can be bad enough (if your opponent can micro well), depending on how fast he rushed to it and how delayed your starport is.....

Also, if preignitor was added to the ebay, hellion rushes would be even stronger..... You could get the upgrade while the factory was still building (or time it to start right as the building finishes, if that's a required building to upgrade), put the factory on a reactor made by the barracks, and mass reactor hellions, getting the upgrade really, really quickly..... Yea, kinda dumb idea overall..... Thanks for suggesting a way to make terran even easier to play though


Once again, I didn't say "MAKE THIS BALANCE CHANGE TO FIX GAME KK GO". I said in the future, when the game as a whole receives a substantial rebalance as a result of expansions. The ability to rapidly mass units that instantly hard-counter something is bad design.


So if your problem is not flexibility but the hard counters in sc2 (which has been discussed since early beta, and blizzard has removed many of these bonus dmg), then I would agree


Hard counters exist for a reason. Good examples of hard-counters would be say, immortals. You can't mass them easily. They are not in your standard unit mix most of the time, they take forever to build, etc. If you scout a Terran going heavy mech, and throw down an extra robo... you'll have a bunch of immortals after making a huge investment and taking a lot of time.

Where-as, when a Terran scouts Collosi, Carriers, etc, they stop making medivacs and make vikings, 2 at a time. No extra building needed. No serious time investment needed.

One more time, making units that are hard-counters but also extremely massable and cost-effective is bad design.

That being said, combining cybernetics core and robotics facility into one building would make me smile. :D
MangoTango
Profile Blog Joined June 2010
United States3670 Posts
August 11 2010 20:30 GMT
#25
On August 12 2010 05:19 Glacierz wrote:
Show nested quote +
On August 12 2010 05:13 MangoTango wrote:
What Terrans lack in inability to mass produce an army (Chronoboost/WarpGate or mass Larva morph), they make up for with the ability to produce the RIGHT unit. If the Terran makes the WRONG unit, the Terran loses. This is why unscouted tech switches are so bad for Terran, we can't just warp in 4 Stalkers instantly to scare away the Void Ray, we can only make a couple Marines at a time.


The same thing can be said to Zerg as well... I think sc2 still has too many hard counters, which makes scouting much more important than macro/micro mechanics.


Negative. If a Terran is to be prepared for "anything," he will need to have a couple of every tech building, hence the 1/1/1. But this implies he will be unable to make much of any particular unit. If you get Void Ray'd as Zerg, you get a couple extra queens while you wait for Den and then spam 12 Hydras. If I get Void Ray'd as T, I hope my Reactor is on my Port so I can make 2 Vikings, or else I'm in trouble.
"One fish, two fish, red fish, BLUE TANK!" - Artosis
Ndugu
Profile Blog Joined May 2010
United States1078 Posts
August 11 2010 20:33 GMT
#26
On August 12 2010 05:30 MangoTango wrote:
Show nested quote +
On August 12 2010 05:19 Glacierz wrote:
On August 12 2010 05:13 MangoTango wrote:
What Terrans lack in inability to mass produce an army (Chronoboost/WarpGate or mass Larva morph), they make up for with the ability to produce the RIGHT unit. If the Terran makes the WRONG unit, the Terran loses. This is why unscouted tech switches are so bad for Terran, we can't just warp in 4 Stalkers instantly to scare away the Void Ray, we can only make a couple Marines at a time.


The same thing can be said to Zerg as well... I think sc2 still has too many hard counters, which makes scouting much more important than macro/micro mechanics.


Negative. If a Terran is to be prepared for "anything," he will need to have a couple of every tech building, hence the 1/1/1. But this implies he will be unable to make much of any particular unit. If you get Void Ray'd as Zerg, you get a couple extra queens while you wait for Den and then spam 12 Hydras. If I get Void Ray'd as T, I hope my Reactor is on my Port so I can make 2 Vikings, or else I'm in trouble.


Marine/ghost does fine versus Void Rays. Mass marine does fine versus Void Rays.

If Void Rays could pwn you unless you countered them with vikings specifically, I could understand the immense strength, range, bonus damage, and massability of vikings.

And, I am mostly talking about fairly late game. Once you reach two-bases and Terran has every unit producing structure. Mid-game is cool and balanced, as Terran may not have starport fast enough, etc.
Glacierz
Profile Blog Joined May 2010
United States1244 Posts
Last Edited: 2010-08-11 20:37:24
August 11 2010 20:35 GMT
#27
On August 12 2010 05:28 Ndugu wrote:
Show nested quote +
On August 12 2010 05:25 Glacierz wrote:
On August 12 2010 05:24 Ndugu wrote:
On August 12 2010 05:22 Impervious wrote:
On August 12 2010 05:16 Ndugu wrote:
On August 12 2010 05:13 MangoTango wrote:
What Terrans lack in inability to mass produce an army (Chronoboost/WarpGate or mass Larva morph), they make up for with the ability to produce the RIGHT unit. If the Terran makes the WRONG unit, the Terran loses. This is why unscouted tech switches are so bad for Terran, we can't just warp in 4 Stalkers instantly to scare away the Void Ray, we can only make a couple Marines at a time.


This is true, but scouting as Terran isn't exactly a challenge x_X.

My main point, which I will refine and eventually make a non blog post, is that Vikings and Hellions are too good and too strong of hard-counters to be so easily massable without any kind of an investment.

Moving their upgrades to a specific building will mean they can get made, but wont be SO strong until the Terran makes a bit of an investment.

For example, what if Viking +armor damage was added to fusion core and hellion pre-ignitor were moved to engineering bay?

Would add a tiny bit more time/investment for a Terran to use those units in their strategy. Well, a lot more investment in the fusion core example.

Note that I am saying do this in FUTURE expansions, as it would require a lot of re-balancing to make this work for Wings of Liberty.

Preignitor is in the tech lab. Massing hellions takes a reactor. Two different tech labs, requiring 2 different production facilities to work properly.

And why should you have to pay for bonus damage? Why should it be the only unit in the game that has to do this? Fighting off the first void ray in TvP can be bad enough (if your opponent can micro well), depending on how fast he rushed to it and how delayed your starport is.....

Also, if preignitor was added to the ebay, hellion rushes would be even stronger..... You could get the upgrade while the factory was still building (or time it to start right as the building finishes, if that's a required building to upgrade), put the factory on a reactor made by the barracks, and mass reactor hellions, getting the upgrade really, really quickly..... Yea, kinda dumb idea overall..... Thanks for suggesting a way to make terran even easier to play though


Once again, I didn't say "MAKE THIS BALANCE CHANGE TO FIX GAME KK GO". I said in the future, when the game as a whole receives a substantial rebalance as a result of expansions. The ability to rapidly mass units that instantly hard-counter something is bad design.


So if your problem is not flexibility but the hard counters in sc2 (which has been discussed since early beta, and blizzard has removed many of these bonus dmg), then I would agree


Hard counters exist for a reason. Good examples of hard-counters would be say, immortals. You can't mass them easily. They are not in your standard unit mix most of the time, they take forever to build, etc. If you scout a Terran going heavy mech, and throw down an extra robo... you'll have a bunch of immortals after making a huge investment and taking a lot of time.

Where-as, when a Terran scouts Collosi, Carriers, etc, they stop making medivacs and make vikings, 2 at a time. No extra building needed. No serious time investment needed.

One more time, making units that are hard-counters but also extremely massable and cost-effective is bad design.

That being said, combining cybernetics core and robotics facility into one building would make me smile. :D


I can say the same about Thor hard countering mutas? Takes long to build, requires armory, etc, etc... Wouldn't you solve the problem in a less game changing way by removing hard counters on the massable units then?

I personally think all zerg units are massable late game with the right tech and good injection mechanics... Still don't see why it's an issue
Ndugu
Profile Blog Joined May 2010
United States1078 Posts
Last Edited: 2010-08-11 20:39:33
August 11 2010 20:37 GMT
#28
On August 12 2010 05:35 Glacierz wrote:
Show nested quote +
On August 12 2010 05:28 Ndugu wrote:
On August 12 2010 05:25 Glacierz wrote:
On August 12 2010 05:24 Ndugu wrote:
On August 12 2010 05:22 Impervious wrote:
On August 12 2010 05:16 Ndugu wrote:
On August 12 2010 05:13 MangoTango wrote:
What Terrans lack in inability to mass produce an army (Chronoboost/WarpGate or mass Larva morph), they make up for with the ability to produce the RIGHT unit. If the Terran makes the WRONG unit, the Terran loses. This is why unscouted tech switches are so bad for Terran, we can't just warp in 4 Stalkers instantly to scare away the Void Ray, we can only make a couple Marines at a time.


This is true, but scouting as Terran isn't exactly a challenge x_X.

My main point, which I will refine and eventually make a non blog post, is that Vikings and Hellions are too good and too strong of hard-counters to be so easily massable without any kind of an investment.

Moving their upgrades to a specific building will mean they can get made, but wont be SO strong until the Terran makes a bit of an investment.

For example, what if Viking +armor damage was added to fusion core and hellion pre-ignitor were moved to engineering bay?

Would add a tiny bit more time/investment for a Terran to use those units in their strategy. Well, a lot more investment in the fusion core example.

Note that I am saying do this in FUTURE expansions, as it would require a lot of re-balancing to make this work for Wings of Liberty.

Preignitor is in the tech lab. Massing hellions takes a reactor. Two different tech labs, requiring 2 different production facilities to work properly.

And why should you have to pay for bonus damage? Why should it be the only unit in the game that has to do this? Fighting off the first void ray in TvP can be bad enough (if your opponent can micro well), depending on how fast he rushed to it and how delayed your starport is.....

Also, if preignitor was added to the ebay, hellion rushes would be even stronger..... You could get the upgrade while the factory was still building (or time it to start right as the building finishes, if that's a required building to upgrade), put the factory on a reactor made by the barracks, and mass reactor hellions, getting the upgrade really, really quickly..... Yea, kinda dumb idea overall..... Thanks for suggesting a way to make terran even easier to play though


Once again, I didn't say "MAKE THIS BALANCE CHANGE TO FIX GAME KK GO". I said in the future, when the game as a whole receives a substantial rebalance as a result of expansions. The ability to rapidly mass units that instantly hard-counter something is bad design.


So if your problem is not flexibility but the hard counters in sc2 (which has been discussed since early beta, and blizzard has removed many of these bonus dmg), then I would agree


Hard counters exist for a reason. Good examples of hard-counters would be say, immortals. You can't mass them easily. They are not in your standard unit mix most of the time, they take forever to build, etc. If you scout a Terran going heavy mech, and throw down an extra robo... you'll have a bunch of immortals after making a huge investment and taking a lot of time.

Where-as, when a Terran scouts Collosi, Carriers, etc, they stop making medivacs and make vikings, 2 at a time. No extra building needed. No serious time investment needed.

One more time, making units that are hard-counters but also extremely massable and cost-effective is bad design.

That being said, combining cybernetics core and robotics facility into one building would make me smile. :D


I can say the same about Thor hard countering mutas? Takes long to build, requires armory, etc, etc... Wouldn't you solve the problem in a less game changing way by removing hard counters on the massable units then?


Thor's are the good kind of hard-counter.

Thors require a specific building, etc. They are also very slow whereas mutas are fast, etc. They aren't THAT hard of a counter, and they are a well designed.

Wouldn't you solve the problem in a less game changing way by removing hard counters on the massable units then?


I'm confused because that's sorta what I'm saying. Making Hellions weaker versus light and vikings weaker versus... almost every air unit in the game... would certainly accomplish the same thing I'm saying.

I'm just trying to stick within the SCII design by saying that perhaps vikings should require an upgrade, hellion style, before they do bonus damage to armored. Or something. I don't have an exact solution, but I'm pointing out the problem and what I can think to do.


On August 12 2010 05:23 Glacierz wrote:
reactor is there to compensate for the chronoboost and inject larva mechanics... You will obviously fall behind without those since terran production facilities cost so much



And I never said to remove reactors.
Craton
Profile Blog Joined December 2009
United States17274 Posts
August 11 2010 20:37 GMT
#29
On August 12 2010 05:12 dbizzle wrote:
Why is there never a non biased terran in these kinds of threads? I completely agree with the OP about the tech switch can be done way too quick with so many upgrades per tech lab. On top of this I want to move the emp from ghost to raven, I think that should help things out as well :D

Nobody ever wants their race to get nerfed. Since Blizzard are known to read these forums, unopposed issues are more likely to get fast-tracked than those that are hotly opposed.

There are some unbiased Terran, however.
twitch.tv/cratonz
Reborn8u
Profile Blog Joined January 2010
United States1761 Posts
Last Edited: 2010-08-11 20:44:14
August 11 2010 20:39 GMT
#30
I've been shitting on Terran's with my fast phoenix build. It is flexible enough to deal with anything from Terran. You can harass scvs, lift tanks during battles, shoot down their first medevac/raven, get a nice scout in 2 minutes after they wall, hard counters banshee builds. It makes Terran turtle or delays pushes. If you see them going all in with marines you pump stalkers, if its maruaders you pump zealots and pick some up during battle. Phoenix is so nice vs Terran. Vikings arn't that good against it either. If they survive that long they always try it and fail.

The best thing a Terran has is sensor towers.Terrans haven't figured out how imba those are yet. It's got a bigger view than a xelnaga tower. Proxying them is super sweet, I mess around as Terran somtimes and hide them behind scenery like trees or just in weird corners.(You can cut most maps in half with 3 well placed sensor towers and have view of 2/3 of the map) and it makes Terran's mobility so much stronger when you have that much view. I sure hope there arn't Terrans reading this
:)
QuanticHawk
Profile Blog Joined May 2007
United States32091 Posts
August 11 2010 20:42 GMT
#31
No, sorry. You're just terrible. Don't even need a rep to confirm it. You game summary more or less sums that up.

Scouting a tad helps. It's not that simple to completely change from mauraders to mass vikings quickly. It's certainly not quick if you were able to get carriers out by the time you realize it...

PROFESSIONAL GAMER - SEND ME OFFERS TO JOIN YOUR TEAM - USA USA USA
Ndugu
Profile Blog Joined May 2010
United States1078 Posts
August 11 2010 20:44 GMT
#32
On August 12 2010 05:42 Hawk wrote:
No, sorry. You're just terrible. Don't even need a rep to confirm it. You game summary more or less sums that up.

Scouting a tad helps. It's not that simple to completely change from mauraders to mass vikings quickly. It's certainly not quick if you were able to get carriers out by the time you realize it...



Obviously I was messing around with a terrible build, you angry defensive Terran.

Switching from MMM to vikings is the easiest thing in the world. You have a reactored starport for medivacs...

I had enough of an advantage that it should have won, but the Terran was able to very quickly switch his build to counter what I was doing, and I don't like the design behind that.

Carriers are a totally non-viable unit in PvT as a result.
Kinky
Profile Blog Joined September 2008
United States4126 Posts
August 11 2010 20:45 GMT
#33
I probably don't even need to ask what league you're in from your game summary. This just sounds like a "my strategy didn't work so it must be OP qq" blog.
QuanticHawk
Profile Blog Joined May 2007
United States32091 Posts
August 11 2010 20:49 GMT
#34
On August 12 2010 05:44 Ndugu wrote:
Show nested quote +
On August 12 2010 05:42 Hawk wrote:
No, sorry. You're just terrible. Don't even need a rep to confirm it. You game summary more or less sums that up.

Scouting a tad helps. It's not that simple to completely change from mauraders to mass vikings quickly. It's certainly not quick if you were able to get carriers out by the time you realize it...



Obviously I was messing around with a terrible build, you angry defensive Terran.

Switching from MMM to vikings is the easiest thing in the world. You have a reactored starport for medivacs...

I had enough of an advantage that it should have won, but the Terran was able to very quickly switch his build to counter what I was doing, and I don't like the design behind that.

Carriers are a totally non-viable unit in PvT as a result.


Post a rep of this game and a few others, and a link to your profile then? If you can be surprised by viks like that, you did not scout at all. If you have enough $$ for carriers, you have enough for several obs. If you are incapable of scouting to make sure there isn't a counter to your tech switch, you are not good, and you should not be discussing ANY balance issues, let alone making a thread proposing a ridiculous 'solution' with absolutely no hard evidence backing your claims.
PROFESSIONAL GAMER - SEND ME OFFERS TO JOIN YOUR TEAM - USA USA USA
Glacierz
Profile Blog Joined May 2010
United States1244 Posts
August 11 2010 20:50 GMT
#35
You can't really nerf the vikings too much as they are already getting owned by phoenixes
aeoliant
Profile Blog Joined June 2010
Canada361 Posts
August 11 2010 20:52 GMT
#36
LOL if he scanned you and saw a zealot army and he went to hellions to counter who's to say Protoss isn't too flexible because on your next warp cycle you will warp in stalkers.
Ndugu
Profile Blog Joined May 2010
United States1078 Posts
August 11 2010 20:52 GMT
#37
Lol I came on this blog to rage so thats why I'm posting.

I'm Diamond. I like to play around with unorthodox builds, hence why I tried Carriers. He didn't scout them until a little bit before he pushed, but was able to have a bunch of vikings because had a reactor starport already for medivacs.

Being able to hard-counters like that should have an investment.

Obviously my specific game was a lost cause, as I was trying something unorthodox in Starcraft II versus Terran... not an option. Ever.

I was proposing a solution that would allow something like surprise Carriers to actually accomplish something.
Glacierz
Profile Blog Joined May 2010
United States1244 Posts
August 11 2010 20:52 GMT
#38
On August 12 2010 05:49 Hawk wrote:
Show nested quote +
On August 12 2010 05:44 Ndugu wrote:
On August 12 2010 05:42 Hawk wrote:
No, sorry. You're just terrible. Don't even need a rep to confirm it. You game summary more or less sums that up.

Scouting a tad helps. It's not that simple to completely change from mauraders to mass vikings quickly. It's certainly not quick if you were able to get carriers out by the time you realize it...



Obviously I was messing around with a terrible build, you angry defensive Terran.

Switching from MMM to vikings is the easiest thing in the world. You have a reactored starport for medivacs...

I had enough of an advantage that it should have won, but the Terran was able to very quickly switch his build to counter what I was doing, and I don't like the design behind that.

Carriers are a totally non-viable unit in PvT as a result.


Post a rep of this game and a few others, and a link to your profile then? If you can be surprised by viks like that, you did not scout at all. If you have enough $$ for carriers, you have enough for several obs. If you are incapable of scouting to make sure there isn't a counter to your tech switch, you are not good, and you should not be discussing ANY balance issues, let alone making a thread proposing a ridiculous 'solution' with absolutely no hard evidence backing your claims.


Why were you getting carriers if the terran is going bio prodcutions? You should only do that vs. a tank/thor heavy build... You probably made the wrong tech choice to begin with, then you see yourself getting countered easily late game.
Glacierz
Profile Blog Joined May 2010
United States1244 Posts
August 11 2010 20:55 GMT
#39
On August 12 2010 05:52 aeoliant wrote:
LOL if he scanned you and saw a zealot army and he went to hellions to counter who's to say Protoss isn't too flexible because on your next warp cycle you will warp in stalkers.


This. Protoss warp makes all gateway units massable with 0 production delay, and stalkers hard counters hellions, I think we can put this debate to rest.
SubtleArt
Profile Blog Joined January 2010
2710 Posts
August 11 2010 20:55 GMT
#40
On August 12 2010 05:44 Ndugu wrote:
Show nested quote +
On August 12 2010 05:42 Hawk wrote:
No, sorry. You're just terrible. Don't even need a rep to confirm it. You game summary more or less sums that up.

Scouting a tad helps. It's not that simple to completely change from mauraders to mass vikings quickly. It's certainly not quick if you were able to get carriers out by the time you realize it...



Obviously I was messing around with a terrible build, you angry defensive Terran.

Switching from MMM to vikings is the easiest thing in the world. You have a reactored starport for medivacs...

I had enough of an advantage that it should have won, but the Terran was able to very quickly switch his build to counter what I was doing, and I don't like the design behind that.

Carriers are a totally non-viable unit in PvT as a result.


There you go, you where messing around with a terrible build. Do you want terran to be nerfed so that your terrible build is a good build?
Morrow on ZvP: "I'm not very confident in general vs Protoss because of the imbalance (Yes its imbalanced, get over it)."
Prev 1 2 3 4 5 6 Next All
Please log in or register to reply.
Live Events Refresh
Next event in 4h 4m
[ Submit Event ]
Live Streams
Refresh
StarCraft 2
SortOf 141
StarCraft: Brood War
Calm 3190
Snow 288
Shuttle 173
Noble 141
NaDa 19
Icarus 14
Bale 12
Rain 1
Dota 2
monkeys_forever366
NeuroSwarm99
League of Legends
JimRising 734
Counter-Strike
C9.Mang0386
Other Games
summit1g9575
Mew2King157
CosmosSc2 14
Organizations
Other Games
gamesdonequick1350
Dota 2
PGL Dota 2 - Main Stream245
StarCraft 2
Blizzard YouTube
StarCraft: Brood War
BSLTrovo
sctven
[ Show 18 non-featured ]
StarCraft 2
• practicex 43
• Kozan
• Migwel
• sooper7s
• AfreecaTV YouTube
• intothetv
• IndyKCrew
• LaughNgamezSOOP
StarCraft: Brood War
• RayReign 104
• Azhi_Dahaki35
• Diggity8
• STPLYoutube
• ZZZeroYoutube
• BSLYoutube
League of Legends
• Rush1603
• Lourlo1182
• Stunt397
Other Games
• Shiphtur236
Upcoming Events
The PondCast
4h 4m
Replay Cast
17h 4m
OSC
1d 11h
LAN Event
1d 12h
Replay Cast
1d 17h
Replay Cast
2 days
WardiTV Korean Royale
2 days
Sparkling Tuna Cup
3 days
WardiTV Korean Royale
3 days
Replay Cast
3 days
[ Show More ]
Wardi Open
4 days
Monday Night Weeklies
4 days
StarCraft2.fi
4 days
Replay Cast
4 days
Wardi Open
5 days
StarCraft2.fi
5 days
Wardi Open
6 days
StarCraft2.fi
6 days
Liquipedia Results

Completed

SOOP Univ League 2025
RSL Revival: Season 3
Eternal Conflict S1

Ongoing

C-Race Season 1
IPSL Winter 2025-26
KCM Race Survival 2025 Season 4
YSL S2
BSL Season 21
CSCL: Masked Kings S3
Slon Tour Season 2
META Madness #9
SL Budapest Major 2025
BLAST Rivals Fall 2025
IEM Chengdu 2025
PGL Masters Bucharest 2025
Thunderpick World Champ.
CS Asia Championships 2025
ESL Pro League S22
StarSeries Fall 2025
FISSURE Playground #2

Upcoming

BSL 21 Non-Korean Championship
Acropolis #4
IPSL Spring 2026
HSC XXVIII
RSL Offline Finals
WardiTV 2025
PGL Cluj-Napoca 2026
IEM Kraków 2026
BLAST Bounty Winter 2026
BLAST Bounty Winter 2026: Closed Qualifier
eXTREMESLAND 2025
ESL Impact League Season 8
TLPD

1. ByuN
2. TY
3. Dark
4. Solar
5. Stats
6. Nerchio
7. sOs
8. soO
9. INnoVation
10. Elazer
1. Rain
2. Flash
3. EffOrt
4. Last
5. Bisu
6. Soulkey
7. Mini
8. Sharp
Sidebar Settings...

Advertising | Privacy Policy | Terms Of Use | Contact Us

Original banner artwork: Jim Warren
The contents of this webpage are copyright © 2025 TLnet. All Rights Reserved.