• Log InLog In
  • Register
Liquid`
Team Liquid Liquipedia
EST 00:57
CET 06:57
KST 14:57
  • 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
ByuL: The Forgotten Master of ZvT29Behind the Blue - Team Liquid History Book19Clem wins HomeStory Cup 289HomeStory Cup 28 - Info & Preview13Rongyi Cup S3 - Preview & Info8
Community News
Team Liquid Map Contest - Preparation Notice3Weekly Cups (Feb 23-Mar 1): herO doubles, 2v2 bonanza1Weekly Cups (Feb 16-22): MaxPax doubles0Weekly Cups (Feb 9-15): herO doubles up2ACS replaced by "ASL Season Open" - Starts 21/0258
StarCraft 2
General
Team Liquid Map Contest - Preparation Notice How do you think the 5.0.15 balance patch (Oct 2025) for StarCraft II has affected the game? ByuL: The Forgotten Master of ZvT Nexon's StarCraft game could be FPS, led by UMS maker Weekly Cups (Feb 23-Mar 1): herO doubles, 2v2 bonanza
Tourneys
PIG STY FESTIVAL 7.0! (19 Feb - 1 Mar) RSL Season 4 announced for March-April Sparkling Tuna Cup - Weekly Open Tournament SEL Doubles (SC Evo Bimonthly) WardiTV Team League Season 10
Strategy
Custom Maps
Publishing has been re-enabled! [Feb 24th 2026] Map Editor closed ?
External Content
The PondCast: SC2 News & Results Mutation # 515 Together Forever Mutation # 514 Ulnar New Year Mutation # 513 Attrition Warfare
Brood War
General
It's March 3rd BW General Discussion BGH Auto Balance -> http://bghmmr.eu/ CasterMuse Youtube Recent recommended BW games
Tourneys
[Megathread] Daily Proleagues BWCL Season 64 Announcement The Casual Games of the Week Thread [LIVE] [S:21] ASL Season Open Day 1
Strategy
Soma's 9 hatch build from ASL Game 2 Fighting Spirit mining rates Simple Questions, Simple Answers Zealot bombing is no longer popular?
Other Games
General Games
Stormgate/Frost Giant Megathread Nintendo Switch Thread Battle Aces/David Kim RTS Megathread Diablo 2 thread Path of Exile
Dota 2
The Story of Wings Gaming 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
Mafia Game Mode Feedback/Ideas Vanilla Mini Mafia TL Mafia Community Thread
Community
General
US Politics Mega-thread Russo-Ukrainian War Thread Things Aren’t Peaceful in Palestine UK Politics Mega-thread NASA and the Private Sector
Fan Clubs
The IdrA Fan Club
Media & Entertainment
[Req][Books] Good Fantasy/SciFi books [Manga] One Piece Anime Discussion Thread
Sports
2024 - 2026 Football Thread Formula 1 Discussion TL MMA Pick'em Pool 2013
World Cup 2022
Tech Support
Laptop capable of using Photoshop Lightroom?
TL Community
The Automated Ban List
Blogs
Just Watchers: Why Some Only…
TrAiDoS
Unintentional protectionism…
Uldridge
ASL S21 English Commentary…
namkraft
Life Update and thoughts.
FuDDx
How do archons sleep?
8882
Customize Sidebar...

Website Feedback

Closed Threads



Active: 2251 users

Tiers in StarCraft make me sad

Blogs > Sc1pio
Post a Reply
Sc1pio
Profile Blog Joined August 2009
United States823 Posts
November 30 2011 00:02 GMT
#1
So often, you'll hear someone say something like "Terran T1 is way too effective against protoss and zerg T3, this unbalances the early game." This analysis is flawed. Tiers don't exist for protoss and terran, and even though they do for zerg, analysis using them doesn't really work. Moreover, this analysis is based on an assumption that is not only incorrect, but the opposite of the actual truth!

Tier-based analysis makes two major assumptions. First, that all units can be easily and neatly set into these tiers, and second, that naturally the player will progress from usage of tier one to tier two to tier three. Using these postulates for how units in SC2 (and BW, but this analysis never happens in BW) works can create a lot of nice-sounding answers for how the game works. For example:

-Terran T1 (infantry) completely destroys Protoss T1 (basic gateway units), until protoss gets T3 (colossus/HT), at which point the terran is then forced to tech up.
-Zerg T1 doesn't have an anti-air unit besides the queen, which can only stay on creep, so zerg is forced to play defensively against air units.

And so on. If you accept the previously mentioned two assumptions, then these sorts of conclusions are logical and sound.

However, both are false.

The first assumption was that units are set neatly into these tiers. This simply isn't true.There are multiple ways to define tiers for terran, for example:

-T1 is barracks units, T2 is factory units, T3 is starport units --which satisfies the requirement that you need T1 infrastructure to get T2, etc.
-T1 is MMM, T2 is mech units, T3 is BCs/Thors --which satisfies the requirement that the individual units are stronger as you progress

As you can see, these two definitions satisfy one individual conclusion of what a tier means, but not the other! MMM requires medivacs, which are T3 in the first example; mech usually requires viking support, which is again T3, and the BCs and Thors require support from other units, and themselves are from two different tiers in the first example!

This confusion shows that the division of units into tiers, at least for Terran, isn't clear cut, and therefore the first assumption of tier-based analysis fails.

The second assumption is that the player will naturally progress from the first tier to the second tier to the third tier.

If you've ever watched a StarCraft game in your life you'd know this is false: though a Protoss player may get higher tech, they'll still have zealots, stalkers and sentries usually.

Moreover, the game was not designed so stronger units of equal cost would always crush weaker units of equal cost, this only happens under certain circumstances, based on micro, armor types, bonus damage, individual unit weaknesses, etc.

Also, the inclusion of tier two or three units into an army does not predicate a response from the other player to include units of the same tier. Terran armies often stay on tier two or less units (depending on the definition), and still win games because those are the units that are the most effective. If tier analysis was correct, we'd see battlecruisers in every game that goes past 30 minutes, when in fact we see battlecruisers in nearly zero games that go past 30 minutes!

More on the point of the inclusion of higher tier units not forcing the opponent to tech up, look at the longtime usage of SK Terran in BW. SK Terran relies on exactly three units for lategame TvZ: marines, medics, and science vessels, against a myrid of zerg units, including zerglings, lurkers, defilers, ultralisks, and sometimes guardians. One may argue that the science vessel is a tier three unit, but its usage in SK Terran was mostly for support, and the majority of the legwork was done by extremely low-tech units.

To summarize, the second assumption, that tech in games naturally progresses from tier one to tier two and so forth, is false based on fact that the game was not designed for higher tech units to crush lower tech units, and the fact that the inclusion of higher tech often does not force the opponent to acquire higher tech units.

So units in StarCraft don't fall into neat categories based on how high the tech is, and even if they did, usage of higher tech does not disallow usage of lower tech. Tier-based analysis makes these two assumptions, so it is clearly flawed.

Even if it weren't, it's also a completely one-dimensional way to look at this game. It looks purely at unit composition, and not micro, macro, multitask, tactics, dropping, et al to determine how a game should be won. I'm glad it doesn't seem to logically apply--a game where it would would be completely boring!

***
"In the beginner's mind there are many possibilities, in the expert's there are few. " -Shunro Suzuki | fortuna fortes adiuvat
mizU
Profile Blog Joined April 2010
United States12125 Posts
November 30 2011 00:11 GMT
#2
.. No. There aren't multiple ways to define tiers. Look at the tech tree. Those are tiers.
MMM is NOT tier 1. Thors are mech units... wat.
if happy ever afters did exist <3 @watamizu_
RandomPHD
Profile Blog Joined October 2011
United Kingdom143 Posts
November 30 2011 00:12 GMT
#3
One heck a read and quite informative and I do agree with you..
I hear my peers on Teamspeak always telling me that all I need to defeat protoss is Mauraders vs ANYTHING land based Toss can throw at me. While that is true I don't see how I am supposed to tech out of Tier 1 units when they are the staple, like Ling/Muta/Baneling armies.. your using two staples there of zerg infantry right there.

You just have to use Tier 1 units.
Fruscainte
Profile Blog Joined December 2009
4596 Posts
November 30 2011 00:14 GMT
#4
MMM is Tech 1? What?

Since when is a composition that requires Barracks -> Tech Lab -> Factory -> Starport -> (Reactor) Tier 1?
SpearWrit
Profile Joined February 2011
United States300 Posts
November 30 2011 00:16 GMT
#5
Would you say that tiers in StarCraft II gives you...tears?
"Special Tactics is...make surprise for your enemy, and also...eh, still work." -White-Ra
Sc1pio
Profile Blog Joined August 2009
United States823 Posts
Last Edited: 2011-11-30 00:24:53
November 30 2011 00:23 GMT
#6
On November 30 2011 09:11 mizU wrote:
.. No. There aren't multiple ways to define tiers. Look at the tech tree. Those are tiers.
MMM is NOT tier 1. Thors are mech units... wat.


On November 30 2011 09:14 Fruscainte wrote:
MMM is Tech 1? What?

Since when is a composition that requires Barracks -> Tech Lab -> Factory -> Starport -> (Reactor) Tier 1?


My point wasn't that those are correct definitions, my point was that different people defined tiers in different ways, meaning there's no actual solid definition of it.

Moreover, I've seen people define MMM as tier one because you get it early. It didn't make sense to me, but whenever people use tiers to describe StarCraft it doesn't make sense to me, so that doesn't really mean anything.
"In the beginner's mind there are many possibilities, in the expert's there are few. " -Shunro Suzuki | fortuna fortes adiuvat
Darkren
Profile Blog Joined February 2010
Canada1841 Posts
November 30 2011 00:24 GMT
#7
How about maybe just maybe starcraft isn't structured in tiers and your wrong in your whole post.

Think on it
"Yeah, I send (hopefully) helpful PM's quite frequently. You don't have to warn/ban everything" - KadaverBB
mizU
Profile Blog Joined April 2010
United States12125 Posts
November 30 2011 00:25 GMT
#8
On November 30 2011 09:23 Sc1pio wrote:
Show nested quote +
On November 30 2011 09:11 mizU wrote:
.. No. There aren't multiple ways to define tiers. Look at the tech tree. Those are tiers.
MMM is NOT tier 1. Thors are mech units... wat.


Show nested quote +
On November 30 2011 09:14 Fruscainte wrote:
MMM is Tech 1? What?

Since when is a composition that requires Barracks -> Tech Lab -> Factory -> Starport -> (Reactor) Tier 1?


My point wasn't that those are correct definitions, my point was that different people defined tiers in different ways, meaning there's no actual solid definition of it.


You can't say that because some people don't actually know how the tier system works that there's no set definition.
if happy ever afters did exist <3 @watamizu_
Sc1pio
Profile Blog Joined August 2009
United States823 Posts
Last Edited: 2011-11-30 00:26:30
November 30 2011 00:25 GMT
#9
On November 30 2011 09:24 Darkren wrote:
How about maybe just maybe starcraft isn't structured in tiers and your wrong in your whole post.

Think on it


That's the point I was trying to prove, sorry if I wasn't clear :x


On November 30 2011 09:25 mizU wrote:
Show nested quote +
On November 30 2011 09:23 Sc1pio wrote:
On November 30 2011 09:11 mizU wrote:
.. No. There aren't multiple ways to define tiers. Look at the tech tree. Those are tiers.
MMM is NOT tier 1. Thors are mech units... wat.


On November 30 2011 09:14 Fruscainte wrote:
MMM is Tech 1? What?

Since when is a composition that requires Barracks -> Tech Lab -> Factory -> Starport -> (Reactor) Tier 1?


My point wasn't that those are correct definitions, my point was that different people defined tiers in different ways, meaning there's no actual solid definition of it.


You can't say that because some people don't actually know how the tier system works that there's no set definition.


Each individual set of people arguing for one definition of tiers would argue that the others were wrong, and there's no way to resolve that debate, unless I'm wrong, in which case I'd love to be enlightened.
"In the beginner's mind there are many possibilities, in the expert's there are few. " -Shunro Suzuki | fortuna fortes adiuvat
Blazinghand *
Profile Blog Joined December 2010
United States25558 Posts
Last Edited: 2011-11-30 00:28:34
November 30 2011 00:28 GMT
#10
I think tier analysis has some inherent issues, as I outline in this diagram, the omnitree.



This post inspired by Silverhand's immortal work on the subject: http://www.teamliquid.net/blogs/viewblog.php?topic_id=260470



GENTLEMEN, I HAVE CREATED IT: THE LEGENDARY OMNITREE, TECH TREE COMPARISON FOR EVERY RACE:

(large image, technical diagram, have a good connection if you open the spoiler)




+ Show Spoiler +
[image loading]



Hope that this in-depth technical diagram* that I spent much time** in photoshop*** working on**** helps.

As the diagram clearly shows, there are a lot of things to take into account when teching ie, lower techs being passed to higher techs, like pool-tech roaches getting speed in lair tech, or lair-tech corruptors getting broodlord after hive tech; similar things for terran with tech labs, and particularly factory tech which allows nukes and reaper speed; and lastly protoss which passes twilight tech down into the gateway/warpgate tech areas.

As you can see in my technical diagram, the terran tech tree is linear and chopsticklike (rax -> fact -> port), whereas the protoss tech tree is shaped like a trident (gate -> core -> robo or TC or Stargate). This gives the protoss a lot of late game tech flexibility, but not as much early game tech flexibility. 1/1/1 tries to hit during the window when the chopstick is greater than the trident.

In the later game, the Terran player will strive to use the more trident-like and less chopsticklike by using buildings and tech that tech "sideways" instead of upwards, like making a reactor on his starport, tech labs for his raxes, and ghost academy for ghosts, and armory for +2, etc.

The Zerg has a "comb" tech tree is because there's a basic tech progression (pool -> lair -> pit -> hive), but off of each step in the tech progression there are "branches" that increase your tech but don't let you move to the next level. At pool tech, this is Roach Warren and Baneling Nest. At Lair tech, this is Hydralisk Den, Spire, and Nydus Network. These all give you access to powerful units, but don't let you actually tech up to the next level.

The Terran "comb" is actually shorter than the Zerg "comb", but it's wider, which means you can reach higher levels of tech more quickly, but branching out is more difficult. Also, the Zerg "comb" passes techs from one branch to the next more easily (burrow for roaches in lair, even though roach is pool tech, or spire corruptors learning Broodlord Aspect once you have hive tech) which means that although teching takes longer, it is more backwards-compatible, so to speak.

The protoss has the least "integrated" comb, because 2 branches of the comb (stargate and robo) share very little with the so-called "integrated" TC branch, which passes the technology gained back down the trunk to Warpgate.





Hope this shed some light on the tech differences.


+ Show Spoiler +

*: scribble
**: 5 minutes
***: MS Paint
****: dicking around with
When you stare into the iCCup, the iCCup stares back.
TL+ Member
Myles
Profile Blog Joined March 2010
United States5162 Posts
November 30 2011 00:36 GMT
#11
On November 30 2011 09:28 Blazinghand wrote:
I think tier analysis has some inherent issues, as I outline in this diagram, the omnitree.



This post inspired by Silverhand's immortal work on the subject: http://www.teamliquid.net/blogs/viewblog.php?topic_id=260470



GENTLEMEN, I HAVE CREATED IT: THE LEGENDARY OMNITREE, TECH TREE COMPARISON FOR EVERY RACE:

(large image, technical diagram, have a good connection if you open the spoiler)




+ Show Spoiler +
[image loading]



Hope that this in-depth technical diagram* that I spent much time** in photoshop*** working on**** helps.

As the diagram clearly shows, there are a lot of things to take into account when teching ie, lower techs being passed to higher techs, like pool-tech roaches getting speed in lair tech, or lair-tech corruptors getting broodlord after hive tech; similar things for terran with tech labs, and particularly factory tech which allows nukes and reaper speed; and lastly protoss which passes twilight tech down into the gateway/warpgate tech areas.

As you can see in my technical diagram, the terran tech tree is linear and chopsticklike (rax -> fact -> port), whereas the protoss tech tree is shaped like a trident (gate -> core -> robo or TC or Stargate). This gives the protoss a lot of late game tech flexibility, but not as much early game tech flexibility. 1/1/1 tries to hit during the window when the chopstick is greater than the trident.

In the later game, the Terran player will strive to use the more trident-like and less chopsticklike by using buildings and tech that tech "sideways" instead of upwards, like making a reactor on his starport, tech labs for his raxes, and ghost academy for ghosts, and armory for +2, etc.

The Zerg has a "comb" tech tree is because there's a basic tech progression (pool -> lair -> pit -> hive), but off of each step in the tech progression there are "branches" that increase your tech but don't let you move to the next level. At pool tech, this is Roach Warren and Baneling Nest. At Lair tech, this is Hydralisk Den, Spire, and Nydus Network. These all give you access to powerful units, but don't let you actually tech up to the next level.

The Terran "comb" is actually shorter than the Zerg "comb", but it's wider, which means you can reach higher levels of tech more quickly, but branching out is more difficult. Also, the Zerg "comb" passes techs from one branch to the next more easily (burrow for roaches in lair, even though roach is pool tech, or spire corruptors learning Broodlord Aspect once you have hive tech) which means that although teching takes longer, it is more backwards-compatible, so to speak.

The protoss has the least "integrated" comb, because 2 branches of the comb (stargate and robo) share very little with the so-called "integrated" TC branch, which passes the technology gained back down the trunk to Warpgate.





Hope this shed some light on the tech differences.


+ Show Spoiler +

*: scribble
**: 5 minutes
***: MS Paint
****: dicking around with


Damn, awesome job showing that trying to fit the units it to nice and neat tiers is stupid.
Moderator
Sc1pio
Profile Blog Joined August 2009
United States823 Posts
November 30 2011 00:38 GMT
#12
On November 30 2011 09:28 Blazinghand wrote:
I think tier analysis has some inherent issues, as I outline in this diagram, the omnitree.



This post inspired by Silverhand's immortal work on the subject: http://www.teamliquid.net/blogs/viewblog.php?topic_id=260470



GENTLEMEN, I HAVE CREATED IT: THE LEGENDARY OMNITREE, TECH TREE COMPARISON FOR EVERY RACE:

(large image, technical diagram, have a good connection if you open the spoiler)




+ Show Spoiler +
[image loading]



Hope that this in-depth technical diagram* that I spent much time** in photoshop*** working on**** helps.

As the diagram clearly shows, there are a lot of things to take into account when teching ie, lower techs being passed to higher techs, like pool-tech roaches getting speed in lair tech, or lair-tech corruptors getting broodlord after hive tech; similar things for terran with tech labs, and particularly factory tech which allows nukes and reaper speed; and lastly protoss which passes twilight tech down into the gateway/warpgate tech areas.

As you can see in my technical diagram, the terran tech tree is linear and chopsticklike (rax -> fact -> port), whereas the protoss tech tree is shaped like a trident (gate -> core -> robo or TC or Stargate). This gives the protoss a lot of late game tech flexibility, but not as much early game tech flexibility. 1/1/1 tries to hit during the window when the chopstick is greater than the trident.

In the later game, the Terran player will strive to use the more trident-like and less chopsticklike by using buildings and tech that tech "sideways" instead of upwards, like making a reactor on his starport, tech labs for his raxes, and ghost academy for ghosts, and armory for +2, etc.

The Zerg has a "comb" tech tree is because there's a basic tech progression (pool -> lair -> pit -> hive), but off of each step in the tech progression there are "branches" that increase your tech but don't let you move to the next level. At pool tech, this is Roach Warren and Baneling Nest. At Lair tech, this is Hydralisk Den, Spire, and Nydus Network. These all give you access to powerful units, but don't let you actually tech up to the next level.

The Terran "comb" is actually shorter than the Zerg "comb", but it's wider, which means you can reach higher levels of tech more quickly, but branching out is more difficult. Also, the Zerg "comb" passes techs from one branch to the next more easily (burrow for roaches in lair, even though roach is pool tech, or spire corruptors learning Broodlord Aspect once you have hive tech) which means that although teching takes longer, it is more backwards-compatible, so to speak.

The protoss has the least "integrated" comb, because 2 branches of the comb (stargate and robo) share very little with the so-called "integrated" TC branch, which passes the technology gained back down the trunk to Warpgate.





Hope this shed some light on the tech differences.


+ Show Spoiler +

*: scribble
**: 5 minutes
***: MS Paint
****: dicking around with


Way to crush my analysis on why units don't fit into tiers (assumption one in my post). This post analyzes why they don't much better than I did.
"In the beginner's mind there are many possibilities, in the expert's there are few. " -Shunro Suzuki | fortuna fortes adiuvat
Blazinghand *
Profile Blog Joined December 2010
United States25558 Posts
November 30 2011 00:38 GMT
#13
On November 30 2011 09:36 Myles wrote:
Show nested quote +
On November 30 2011 09:28 Blazinghand wrote:
I think tier analysis has some inherent issues, as I outline in this diagram, the omnitree.



This post inspired by Silverhand's immortal work on the subject: http://www.teamliquid.net/blogs/viewblog.php?topic_id=260470



GENTLEMEN, I HAVE CREATED IT: THE LEGENDARY OMNITREE, TECH TREE COMPARISON FOR EVERY RACE:

(large image, technical diagram, have a good connection if you open the spoiler)




+ Show Spoiler +
[image loading]



Hope that this in-depth technical diagram* that I spent much time** in photoshop*** working on**** helps.

As the diagram clearly shows, there are a lot of things to take into account when teching ie, lower techs being passed to higher techs, like pool-tech roaches getting speed in lair tech, or lair-tech corruptors getting broodlord after hive tech; similar things for terran with tech labs, and particularly factory tech which allows nukes and reaper speed; and lastly protoss which passes twilight tech down into the gateway/warpgate tech areas.

As you can see in my technical diagram, the terran tech tree is linear and chopsticklike (rax -> fact -> port), whereas the protoss tech tree is shaped like a trident (gate -> core -> robo or TC or Stargate). This gives the protoss a lot of late game tech flexibility, but not as much early game tech flexibility. 1/1/1 tries to hit during the window when the chopstick is greater than the trident.

In the later game, the Terran player will strive to use the more trident-like and less chopsticklike by using buildings and tech that tech "sideways" instead of upwards, like making a reactor on his starport, tech labs for his raxes, and ghost academy for ghosts, and armory for +2, etc.

The Zerg has a "comb" tech tree is because there's a basic tech progression (pool -> lair -> pit -> hive), but off of each step in the tech progression there are "branches" that increase your tech but don't let you move to the next level. At pool tech, this is Roach Warren and Baneling Nest. At Lair tech, this is Hydralisk Den, Spire, and Nydus Network. These all give you access to powerful units, but don't let you actually tech up to the next level.

The Terran "comb" is actually shorter than the Zerg "comb", but it's wider, which means you can reach higher levels of tech more quickly, but branching out is more difficult. Also, the Zerg "comb" passes techs from one branch to the next more easily (burrow for roaches in lair, even though roach is pool tech, or spire corruptors learning Broodlord Aspect once you have hive tech) which means that although teching takes longer, it is more backwards-compatible, so to speak.

The protoss has the least "integrated" comb, because 2 branches of the comb (stargate and robo) share very little with the so-called "integrated" TC branch, which passes the technology gained back down the trunk to Warpgate.





Hope this shed some light on the tech differences.


+ Show Spoiler +

*: scribble
**: 5 minutes
***: MS Paint
****: dicking around with


Damn, awesome job showing that trying to fit the units it to nice and neat tiers is stupid.


Thanks! I guess a "tl;dr" of my post would be something like "the shape of the tech trees are different, so tiers work differently for different races"

I think this is especially true of the protoss tech tree, which expands a huge amount after cyber core tech.
When you stare into the iCCup, the iCCup stares back.
TL+ Member
Chill
Profile Blog Joined January 2005
Calgary25993 Posts
November 30 2011 00:55 GMT
#14
On November 30 2011 09:16 SpearWrit wrote:
Would you say that tiers in StarCraft II gives you...tears?

hahahaha
Moderator
OmniEulogy
Profile Blog Joined July 2010
Canada6596 Posts
Last Edited: 2011-11-30 01:10:29
November 30 2011 01:09 GMT
#15
just because each races Tier system operates differently and some people don't understand that doesn't mean the races don't have them >.< I agree comparing them is dumb but they still exist. Your points on how the units themselves work though I believe is correct. Just because a unit is a higher tech it does not mean it will beat a lower tech unit without a problem.
LiquidDota Staff
Heyoka
Profile Blog Joined March 2008
Katowice25012 Posts
November 30 2011 01:27 GMT
#16
It's verbal shorthand to refer to different levels of tech. You're getting mixed up in thinking it's a technical comment when really people are just using slang to describe commonly accepted groups of units.
@RealHeyoka | ESL / DreamHack StarCraft Lead
Artifice
Profile Joined May 2010
United States523 Posts
November 30 2011 01:55 GMT
#17
Tier 1: gateway (zealot)
Tier 1.5: cyber core (stalker, sentry)
Tier 2: robo/sg/templar archive (obs, warp prism, immortal, voidray, phoenix)
Tier 3: robo bay/fleet beacon/dark shrine/templar archive (colossus, carrier, mothership, dt, ht, archon)

I wasn't aware there was any other definition... It's dependent on a building tree which strictly determines unit order based on how many buildings it takes in order to create the unit.
Mobius_1
Profile Blog Joined April 2011
United Kingdom2763 Posts
November 30 2011 02:29 GMT
#18
I think the point of this thread is to really stop the people who scream "OMG Terran T1 beat Protoss T3 army where's the justice in the world".

I mean, if you transplanted those people to BW (oh the horrors that would bring), they would be screaming "OMG T1 P > T2 T WTF imba" as Zealots and Dragoons (supported by Arbiters and HTs, but those whiners never care about the support units) tear through Tanks and Vultures.

But I think the tiers are already well-defined, and there's not that much point contesting that. However, we should stop thinking that only T3 should be able to fight T3 and if a lower tier beats a higher tier then said lower tier is imba. I hope I have been clear.
Starleague Forever. RIP KT Violet~
Please log in or register to reply.
Live Events Refresh
Next event in 3h 3m
[ Submit Event ]
Live Streams
Refresh
StarCraft 2
mcanning 148
SortOf 122
StarCraft: Brood War
Sea 28192
GuemChi 1782
Shuttle 354
soO 280
Tasteless 203
Shine 184
Leta 163
Dewaltoss 58
Noble 45
Sharp 12
[ Show more ]
Icarus 9
Rain 1
Dota 2
LuMiX1
Counter-Strike
Stewie2K669
Super Smash Bros
hungrybox393
Other Games
summit1g8146
C9.Mang0360
Mew2King41
Organizations
Other Games
gamesdonequick943
Counter-Strike
PGL108
StarCraft 2
Blizzard YouTube
StarCraft: Brood War
BSLTrovo
sctven
[ Show 17 non-featured ]
StarCraft 2
• Berry_CruncH490
• davetesta49
• practicex 26
• Kozan
• AfreecaTV YouTube
• sooper7s
• intothetv
• IndyKCrew
• LaughNgamezSOOP
• Migwel
StarCraft: Brood War
• RayReign 81
• STPLYoutube
• ZZZeroYoutube
• BSLYoutube
League of Legends
• Rush1221
• Lourlo1165
• Stunt458
Upcoming Events
Replay Cast
3h 3m
Replay Cast
18h 3m
The PondCast
1d 4h
KCM Race Survival
1d 4h
WardiTV Winter Champion…
1d 6h
Replay Cast
1d 18h
Ultimate Battle
2 days
Light vs ZerO
WardiTV Winter Champion…
2 days
Classic vs Nicoract
herO vs YoungYakov
ByuN vs Gerald
Clem vs Krystianer
Replay Cast
2 days
CranKy Ducklings
3 days
[ Show More ]
WardiTV Winter Champion…
3 days
MaxPax vs Spirit
Bunny vs Rogue
Cure vs SHIN
Solar vs Zoun
Replay Cast
3 days
Sparkling Tuna Cup
4 days
WardiTV Winter Champion…
4 days
Replay Cast
4 days
Replay Cast
5 days
Monday Night Weeklies
5 days
Replay Cast
5 days
Liquipedia Results

Completed

Proleague 2026-03-03
PiG Sty Festival 7.0
Underdog Cup #3

Ongoing

KCM Race Survival 2026 Season 1
Jeongseon Sooper Cup
Spring Cup 2026
WardiTV Winter 2026
Nations Cup 2026
ESL Pro League S23 Stage 1&2
PGL Cluj-Napoca 2026
IEM Kraków 2026
BLAST Bounty Winter 2026
BLAST Bounty Winter Qual
eXTREMESLAND 2025

Upcoming

ASL Season 21: Qualifier #1
ASL Season 21: Qualifier #2
ASL Season 21
Acropolis #4 - TS6
Acropolis #4
IPSL Spring 2026
CSLAN 4
HSC XXIX
uThermal 2v2 2026 Main Event
Bellum Gens Elite Stara Zagora 2026
RSL Revival: Season 4
NationLESS Cup
Asian Champions League 2026
IEM Atlanta 2026
PGL Astana 2026
BLAST Rivals Spring 2026
CCT Season 3 Global Finals
IEM Rio 2026
PGL Bucharest 2026
Stake Ranked Episode 1
BLAST Open Spring 2026
ESL Pro League S23 Finals
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 © 2026 TLnet. All Rights Reserved.