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why is psi storm weaker now?

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zhul4nder
Profile Blog Joined July 2008
United States189 Posts
June 09 2010 05:50 GMT
#1
I don't see why people say that psi storm is weaker now than it was in sc1. Since the units bunch up like no other in sc2 compared to sc1, wouldn't it mean that sc2 would have a stronger psi storm?
beat me. hard.
love1another
Profile Blog Joined December 2009
United States1844 Posts
June 09 2010 05:52 GMT
#2
It only does 80 damage. Which is < than hydra hp, and only 20 more than marine hp, whereas in BW, storm did almost 3x marine hp and 1.5x hydra hp.
"I'm learning more and more that TL isn't the place to go for advice outside of anything you need in college. It's like you guys just make up your own fantasy world shit and post it as if you've done it." - Chill
frozenkatkiller
Profile Blog Joined July 2009
United States168 Posts
June 09 2010 05:53 GMT
#3
Its is because units in general have more hp than they did in broodwar and although storm does more damage, it isn't as much as the increase in the general hp of units.

You make a good point about the units bunching up though, but storms do not stack so the only difference is you would need less storms to cover the same amount of army.
KiWiKaKi
Profile Joined February 2010
Canada691 Posts
June 09 2010 05:53 GMT
#4
storm is pretty bad in sc2
ur pro or ur noob , thats life
Licmyobelisk
Profile Blog Joined August 2008
Philippines3682 Posts
June 09 2010 05:53 GMT
#5
Well it does 80 hp damage overall so it's not definitely weaker nor stronger, it just got a little nicer since smart casting technology had been implemented in the game.
I don't think I've ever wished my opponent good luck prior to a game. When I play, I play to win. I hope every opponent I ever have is cursed with fucking terrible luck. I hope they're stuck playing underneath a stepladder with a black cat in attendance a
prototype.
Profile Blog Joined July 2009
Canada4200 Posts
June 09 2010 05:55 GMT
#6
It might be because there are alternatives to storm that are just as effective but come a lot earlier.

Also I've been told the storm radius has been severely reduced. I dunno.. I play terran in sc2.
( ・´ー・`)
daewdasd
Profile Joined October 2008
Germany64 Posts
June 09 2010 05:57 GMT
#7
I think storms in SCBw and Sc2 a pretty much equal. In SCBW they were dealing massive damage but really hard to cast. In SC2 there damage is ok but even silver players can cover the whole screen with a blanket of storms. Also Unita clump togehter much more, but units move in SC2 generally a bit faster then in SCBW.
So in the end storms are as godd as they were before, but in SC2 has with the collosus a good alternative to storms, while reaver in SCBW were most of the time more a harrass unit then a good support for your army.
Sentenal
Profile Blog Joined December 2007
United States12398 Posts
Last Edited: 2010-06-09 06:00:26
June 09 2010 05:59 GMT
#8
Storm in BW does alot more damage, and has a larger area of effect. In Starcraft 2, units bunch up better, so that cancels out the fact that its area of effect is smaller. But the fact that it does reduced damage makes it alot worse.

Also, Colossus outclass High Templar for Storm in almost every way. The only way HTs with Storm are better than Colossus, is that HTs can't get killed by Vikings in the Air, or by Corruptors.
"Apparently, Sentenal is a paragon of friendship and tolerance. " - Ech0ne
Excalibur_Z
Profile Joined October 2002
United States12235 Posts
June 09 2010 06:00 GMT
#9
On June 09 2010 14:50 zhul4nder wrote:
I don't see why people say that psi storm is weaker now than it was in sc1. Since the units bunch up like no other in sc2 compared to sc1, wouldn't it mean that sc2 would have a stronger psi storm?


Multiple reasons:

1) It literally is weaker, 80 damage instead of 112 (Pre-1.08 it used to be 128!).
2) Many units have much higher hp. Marines have 45 (55). Marauders and Roaches have over 100 and are very early game units. It's still decent because units bunch up tighter than in BW, but it's not the powerhouse it used to be.
3) Smartcasting makes Storm much easier to spam precisely. In BW you either had to position your Templar strategically before casting so that their storms wouldn't overlap when you issued a command with multiple Templar, or you had to quickly individually storm different areas. In SC2 you just T click T click T click T click, and this is even faster with Shift-queuing.
Moderator
nitdkim
Profile Blog Joined March 2010
1264 Posts
June 09 2010 06:01 GMT
#10
i dont really think smartcasting is a good argument for making psi storm weaker since the opponent has unlimited selection of units anyway and they can back off from a storm very easily.
PM me if you want random korean images translated.
Ryuu314
Profile Joined October 2009
United States12679 Posts
Last Edited: 2010-06-09 06:05:21
June 09 2010 06:03 GMT
#11
Storm in SC1 and SC2 have the same dps. However, storms in SC1 lasted a lot longer and did less damage per pulse but for more total damage. In SC2, the radius is a LOT smaller, does more damage per pulse, but for less total damage.

The biggest reason why storm is considered so much weaker in SC2 than in SC1 is because despite the introduction of smart-casting, the reduced radius of storm requires more castings of storm in order to achieve the same blanket effect you saw in SC1. Additionally, there are many units with the HP capacity to tank storms. In SC1, lack of micro out of storm is absolutely detrimental, whereas in SC2, oftentimes players, whether Zerg, Terran, or even Protoss, can just ignore the storm and just tank it. Additionally, the very small radius of storm makes it extremely easy to dodge, even with smartcast. As a result, storms end up doing a lot less damage and make a smaller impact in battles overall when compared to SC1.

I agree that storm needed to be nerfed from its SC1 incarnation due to smartcasting. However, I feel like they over-nerfed it. It's still strong and viable, but Protoss has many other options that are often better (i.e. Colossus) due to a more reliable damage output.
blade55555
Profile Blog Joined March 2009
United States17423 Posts
June 09 2010 06:05 GMT
#12
Storm is weaker in damage but I don't get this non sense of "storm sucks" when in pvt I see it do good and I think its severly under rated pvz but I would much rather face storm then colossi. Just my opinion on it and as far as I am concerned P's can keep thinking it sucks makes it predictable what their doing and don't have to worry about it :D.
When I think of something else, something will go here
Despotic
Profile Joined April 2010
United States10 Posts
June 09 2010 06:07 GMT
#13
Its likely that ai improvements were considered with the initial balancing of various units and abilities. Storm simply just did not scale with smartcasting and unit models/pathing quite as well as say, the removal of siege tank overkill for example. Tbh, its close, and may see some changes in the future.
Sentenal
Profile Blog Joined December 2007
United States12398 Posts
Last Edited: 2010-06-09 06:09:06
June 09 2010 06:08 GMT
#14
On June 09 2010 15:05 blade55555 wrote:
Storm is weaker in damage but I don't get this non sense of "storm sucks" when in pvt I see it do good and I think its severly under rated pvz but I would much rather face storm then colossi. Just my opinion on it and as far as I am concerned P's can keep thinking it sucks makes it predictable what their doing and don't have to worry about it :D.

Like you said, you would rather face storm than colossi. So, why would it matter if you can predict the fact that they are going to do something that you would rather not face? Because predict it or not, you would much rather have storm out, than colossi.
"Apparently, Sentenal is a paragon of friendship and tolerance. " - Ech0ne
zhul4nder
Profile Blog Joined July 2008
United States189 Posts
June 09 2010 06:15 GMT
#15
I guess storm can still be used as a pushing measure against zerg. As you storm, they run back and you push forward. But one thing though...I have yet to see amazing play with storm and FF. trapping units and storming was the first thing i thought would start happening when sc2 was coming out. I haven't see that happen yet in pro videos :S
beat me. hard.
jacen
Profile Blog Joined April 2004
Austria3644 Posts
Last Edited: 2010-06-09 06:18:42
June 09 2010 06:16 GMT
#16
make it range 8 (or even 9) so these slow ass mofos don't have to travel ages to cast the storm.
really, that annoys me the most about storm.

currently storm is at range 6 which is just as much as upgraded hydras.
(micronesia) lol we aren't going to just permban you (micronesia) "we" excludes Jinro
aznhockeyboy16
Profile Blog Joined July 2009
United States558 Posts
June 09 2010 06:16 GMT
#17
It's like how everyone thought tanks sucked at the beginning. The stats are worse, the cost to get it is more, and although the game has changed to make it still viable, there are other options available to a player who wants the I'm gonna crush large swaths of troops simultaneously effect.
-Archangel-
Profile Joined May 2010
Croatia7457 Posts
June 09 2010 06:19 GMT
#18
Another reason for weaker storm are less and more expensive Zerg units. This storm already kills hydras like crazy, but a stronger storm would be too much. Zerg no longer has T1.5 75/25 1 supply hydra that he can spam like crazy and leave to die in storm because there are already 20 more coming. With the state of Zerg units storm cannot get more powerful, especially since Zerg has no direct counter to it like it does for a Colossi. In SCBW it had spawn Broodling.
Doko
Profile Joined May 2010
Argentina1737 Posts
June 09 2010 06:24 GMT
#19
once you get the amulet upgrade you can literally warp in storms as long as you have gas. with more damage it would be insane.

I don't agree with hydrass being able to take a full hit and still have 1 hp left though.
prototype.
Profile Blog Joined July 2009
Canada4200 Posts
June 09 2010 06:28 GMT
#20
On June 09 2010 15:16 aznhockeyboy16 wrote:
It's like how everyone thought tanks sucked at the beginning. The stats are worse, the cost to get it is more, and although the game has changed to make it still viable, there are other options available to a player who wants the I'm gonna crush large swaths of troops simultaneously effect.

What? Who thought tanks sucked?
( ・´ー・`)
zhul4nder
Profile Blog Joined July 2008
United States189 Posts
June 09 2010 06:28 GMT
#21
<---pro?
beat me. hard.
Ryuu314
Profile Joined October 2009
United States12679 Posts
Last Edited: 2010-06-09 06:32:31
June 09 2010 06:29 GMT
#22
On June 09 2010 15:19 -Archangel- wrote:
Another reason for weaker storm are less and more expensive Zerg units. This storm already kills hydras like crazy, but a stronger storm would be too much. Zerg no longer has T1.5 75/25 1 supply hydra that he can spam like crazy and leave to die in storm because there are already 20 more coming. With the state of Zerg units storm cannot get more powerful, especially since Zerg has no direct counter to it like it does for a Colossi. In SCBW it had spawn Broodling.

No one ever used spawn brooding to counter storm. It was possible, but rarely (if ever) used. The counter to storm in SC1 was micro and muta-micro. Not spawn broodling.

Storms don't kill hydras in 1 hit even if they just sit in it and that's a pretty big disadvantage for storm. Additionally, roaches are a very good counter to storm. If a Zerg just switches over to roaches or an even roach/hydra composition, storm tech becomes practically worthless simply because roaches have so much hp.

Additionally, storm is not like tanks in that tanks actually received multiple buffs in response to its resource nerfs. Not only was the AI improved, but the damage was jacked up by a LOT. Tanks now do a flat 50 damage to everything, whereas in SC1 zealots and other small units could withstand tank fire pretty well. Storm was buffed in terms of UI through smartcasting, but it was also nerfed in damage AND radius. The cost is still the same as SC1 and so the potential of smartcasting in blanketing the battlefield in storm is quite nullified as it takes more storms to cover the same area and do the same total damage, while the resource cost has not been changed at all (the cooldown time also hurts that but it's not as big an issue). In high level play with good macro, it is very unlikely that the Protoss player will have enough high templar to utilize the potential of smartcasting.

@ zhul4nder: That would be a good strategy (FF+storm) except for the fact that both sentries and HTs cost an insane amount of gas. In order to get enough sentries and HTs to pull off a force field block along with storm would require a prohibitively large amount of gas. Additionally, in that orb vod, he (orb) was very ahead in army size and could've won without the cute FF surround and storm.
RoieTRS
Profile Blog Joined July 2008
United States2569 Posts
June 09 2010 06:34 GMT
#23
On June 09 2010 15:28 prototype. wrote:
Show nested quote +
On June 09 2010 15:16 aznhockeyboy16 wrote:
It's like how everyone thought tanks sucked at the beginning. The stats are worse, the cost to get it is more, and although the game has changed to make it still viable, there are other options available to a player who wants the I'm gonna crush large swaths of troops simultaneously effect.

What? Who thought tanks sucked?

just vs protoss because they have chargelots and blikstalkers and immortals and every unit P makes are really good vs tanks.
konadora, in Racenilatr's blog: "you need to stop thinking about starcraft or anything computer-related for that matter. It's becoming a bad addiction imo"
zhul4nder
Profile Blog Joined July 2008
United States189 Posts
June 09 2010 06:37 GMT
#24
uhhh RoieTRS...have you tried walking up to tanks with your stalkers? :DD
beat me. hard.
nujgnoy
Profile Joined December 2009
United States204 Posts
June 09 2010 06:40 GMT
#25
Zhul4nder, blink stalkers counter tanks really well. Tanks don't have any bonus damage against armored in siege mode. Of course, immortals are there too. Even though tanks have become very undesirable now, it was even worse before the splash fix.
squintz
Profile Blog Joined April 2010
Canada217 Posts
June 09 2010 06:42 GMT
#26
psi is weak because of lore and warpgates
Neon_Monkey
Profile Joined February 2008
United States270 Posts
June 09 2010 06:42 GMT
#27
Storm in SC1 also didn't have a cooldown, so you could often cast 2-3 storms with a single high templar as quickly as you could casting 1 storm from each with smartcasting. Meanwhile the enemy has infinite select making it far easier to dodge the less damaging storm.

However I think the ability to warp in and immediately cast storm anywhere you have power is incredibly useful, the only problem is surviving the huge investment needed to get that far into the tech tree without dieing or falling behind in expos. I think that problem would be taken care of if they just got rid of the Dark Shrine...

YoureFired
Profile Blog Joined October 2009
United States822 Posts
June 09 2010 06:44 GMT
#28
On June 09 2010 15:15 zhul4nder wrote:
I guess storm can still be used as a pushing measure against zerg. As you storm, they run back and you push forward. But one thing though...I have yet to see amazing play with storm and FF. trapping units and storming was the first thing i thought would start happening when sc2 was coming out. I haven't see that happen yet in pro videos :S

Two casters makes things a lot more hectic, especially when were so used to simply having to Fspam or Tspam
ted cruz is the zodiac killer
SLChem
Profile Joined April 2010
United States6 Posts
June 09 2010 06:49 GMT
#29
No one seems to point out that templars also have feedback now, which is so underestimated against powerful units like ravens, infestors, thors, banshees, medivacs, etc. There are definitely battles where using feedback was a better option than using storm. Storm would generally be saved for the lower tier units, but the combination definitely makes up for the weaker storms vs stronger storm+hallucinate in SCBW.
Phootaba
Profile Joined May 2010
Sweden28 Posts
June 09 2010 07:04 GMT
#30
The things about storm in sc2 that bugs me alot is the cast range.
6range for storm is a bit weak imo, like someone said, hydras can have 6 range :<

The second is that storm have a lot larger animation then the area of effect.
Storm have some 1.5 radious if I recall correctly. But the animation seems to have 2-2.5 radious. That just seems stupid to me. They could shrink the thor accordigly, why can't they shrink the storm?
zhul4nder
Profile Blog Joined July 2008
United States189 Posts
Last Edited: 2010-06-09 07:05:20
June 09 2010 07:04 GMT
#31
YoureFired, it's called using the tab key ;D. From what i've tested, gravaton beam, psi, force field i think is the order of the unit's spells
beat me. hard.
ZnAkE
Profile Joined February 2009
Denmark6 Posts
Last Edited: 2010-06-09 07:13:45
June 09 2010 07:11 GMT
#32
Does storms have the abillity to stack in SC2? Since you can spam them like crazy, it could help a bit.
We stand as one!
Merikh
Profile Blog Joined June 2010
United States918 Posts
Last Edited: 2010-06-09 07:15:51
June 09 2010 07:12 GMT
#33
I remember when orb used to just mass HT/Sentry's then when he faced a toss player that had collosus he raged . I think orb was the only person who only used just sentry's and high templars (That's when he started to get known for his rage).

@Znake - no they don't stack

Personally I think the sentry play had a huge role in the change. As you can see in that video. Sentry's also had a roll in the mothership nerf that "removed" forcefields when in present. (Because of the whole Forcefield around the vortex then collosus rape the bunched up ball)
G4MR | I mod day9, djwheat and GLHF's stream
PhiliBiRD
Profile Joined November 2009
United States2643 Posts
June 09 2010 07:13 GMT
#34
its simply because units bunch up together much easier than in BW. therefor the Psi Storm effects far more units.
blade55555
Profile Blog Joined March 2009
United States17423 Posts
June 09 2010 07:13 GMT
#35
On June 09 2010 15:19 -Archangel- wrote:
Another reason for weaker storm are less and more expensive Zerg units. This storm already kills hydras like crazy, but a stronger storm would be too much. Zerg no longer has T1.5 75/25 1 supply hydra that he can spam like crazy and leave to die in storm because there are already 20 more coming. With the state of Zerg units storm cannot get more powerful, especially since Zerg has no direct counter to it like it does for a Colossi. In SCBW it had spawn Broodling.


Will I would say for SCBW it was more muta .
When I think of something else, something will go here
Boonbag
Profile Blog Joined March 2008
France3318 Posts
June 09 2010 07:24 GMT
#36
They need to make the templar range bigger and psi storm 100 dmg

Oh and make archons good again
SkyTheUnknown
Profile Blog Joined May 2007
Germany2065 Posts
June 09 2010 08:13 GMT
#37
it's weaker because it's too easy to be casted. stronger storms like in BW would be ridiculously overpowered with the unit clumping and smart casting in SC 2.
The oldest and strongest emotion of mankind is fear, and the oldest and strongest kind of fear is fear of the unknown - H.P. Lovecraft
Hyde
Profile Blog Joined November 2007
Australia14568 Posts
June 09 2010 08:20 GMT
#38
On June 09 2010 16:11 ZnAkE wrote:
Does storms have the abillity to stack in SC2? Since you can spam them like crazy, it could help a bit.

Storm does not currently stack in SC2, I think it would be too good if it did and would probably receive a nerf if it were allowed to stack. Stacking is not the answer.
Because when you left, Brood War was all spotlights and titans. Now, with the death of the big leagues, Brood War has moved to the basements and carparks. Now, Brood War is unlicensed brawls, lost teeth, and bloody fights for fistfulls of money - SirJolt
LunarC
Profile Blog Joined October 2009
United States1186 Posts
Last Edited: 2010-06-09 08:25:35
June 09 2010 08:25 GMT
#39
In my opinion, Psionic Storm in Brood War is OP. But it was accepted, because it was hard to get enough High Templar to use it often and could be out-microed against both because it was hard to cast and was possible to dodge.

I think that the changes to Psionic Storm in SC2 are short-sighted and just make the game worse.

Why should it have higher dps for lower total damage? All that does is make Psionic Storm a spell that is impossible to micro out from under. This discourages army control and micro entirely.

Similarly, Colossi were given faster attack speed but lower attack. This only makes them less useful with micro and encourages less control.

It's depressing, but most units are moving towards higher hitpoints, less damage in favor of higher damage per second, and very homogeneous movement and attack styles, which both kills off micro and tense situations that hinge on army control. Personally, I really REALLY despise these design choices.

Incidentally, that video of orb is more a testament to the power of Force Field rather than Psionic Storm.
REEBUH!!!
Boonbag
Profile Blog Joined March 2008
France3318 Posts
June 09 2010 08:29 GMT
#40
On June 09 2010 17:25 LunarC wrote:
In my opinion, Psionic Storm in Brood War is OP. But it was accepted, because it was hard to get enough High Templar to use it often and could be out-microed against both because it was hard to cast and was possible to dodge.

I think that the changes to Psionic Storm in SC2 are short-sighted and just make the game worse.

Why should it have higher dps for lower total damage? All that does is make Psionic Storm a spell that is impossible to micro out from under. This discourages army control and micro entirely.

Similarly, Colossi were given faster attack speed but lower attack. This only makes them less useful with micro and encourages less control.

It's depressing, but most units are moving towards higher hitpoints, less damage in favor of higher damage per second, and very homogeneous movement and attack styles, which both kills off micro and tense situations that hinge on army control. Personally, I really REALLY despise these design choices.

Incidentally, that video of orb is more a testament to the power of Force Field rather than Psionic Storm.


Well MMO spirit seems to live on in their game design.

WoW ftl
Probe.
Profile Joined May 2009
United States877 Posts
June 09 2010 08:31 GMT
#41
Why don't people just use temps for storm drops? Im sure storm drops would still be worth doing.
meow
Seltsam
Profile Blog Joined April 2010
United States343 Posts
Last Edited: 2010-06-09 08:37:05
June 09 2010 08:33 GMT
#42
People say it's weaker because it does less damage and there hasn't really been enough play time for people to adapt to the difference between BW and SC2 storms. If you ask me, "weaker" doesn't necessarily mean "worse," though. I think they are just as useful, but in different situations, and with a different utility.

Since this is starting to sound like the classic "HTs suck; just get Colossi" argument (from some people -- not everyone), I'll go ahead and post this link, as if you're getting any useful information out of this thread, then the HT/Colossi thread would be helpful to read:
http://www.teamliquid.net/forum/viewmessage.php?topic_id=128792

My opinion on storm is essentially that, just because 1 HT can't kill 10 Hydras doesn't mean they suck, because 1 Storm followed by 3-4 Zealots can, since if a storm lands for full damage, the Zealots can 1shot all the Hydras. Basically I think that storms, rather than being used for huge mass slaughter (basically like they were in BW), they should be used in SC2 as a support spell, used to weaken enemy units, thereby making your own significantly more cost-effective.
Team Limited ftw! www.teamltd.net
chocoed
Profile Joined June 2007
United States398 Posts
June 09 2010 08:44 GMT
#43
On June 09 2010 15:28 prototype. wrote:
Show nested quote +
On June 09 2010 15:16 aznhockeyboy16 wrote:
It's like how everyone thought tanks sucked at the beginning. The stats are worse, the cost to get it is more, and although the game has changed to make it still viable, there are other options available to a player who wants the I'm gonna crush large swaths of troops simultaneously effect.

What? Who thought tanks sucked?


You never played since week one huh? Tanks were much underused and less cost-effective prior to the one patch (I forgot which #) that fixed tanks splash. Marauders cost-effectiveness led it to be highly preferred over tanks.
My life for Aiur!
Liquid`Jinro
Profile Blog Joined September 2002
Sweden33719 Posts
June 09 2010 08:44 GMT
#44
On June 09 2010 14:57 daewdasd wrote:
I think storms in SCBw and Sc2 a pretty much equal. In SCBW they were dealing massive damage but really hard to cast. In SC2 there damage is ok but even silver players can cover the whole screen with a blanket of storms. Also Unita clump togehter much more, but units move in SC2 generally a bit faster then in SCBW.
So in the end storms are as godd as they were before, but in SC2 has with the collosus a good alternative to storms, while reaver in SCBW were most of the time more a harrass unit then a good support for your army.

With magic boxes, storms were never that hard to cast. Storms are kinda shitty now, I would really not mind them being better (and I play Terran) :/
Moderatortell the guy that interplanatar interaction is pivotal to terrans variety of optionitudals in the pre-midgame preperatories as well as the protosstinal deterriggation of elite zergling strikes - Stimey n | Formerly FrozenArbiter
LunarC
Profile Blog Joined October 2009
United States1186 Posts
Last Edited: 2010-06-09 08:48:27
June 09 2010 08:45 GMT
#45
Blizzard is too intent on homogenizing units so the game is easier* to play.

That also goes for Psionic Storm. What should be happening is a move away from high dps and an emphasis on high damage. Colossi attack speed has been raised for higher attack speed, Tanks fire faster than before, Psionic Storm has higher dps for less total damage, and there are very few high-risk high-reward units anymore.

Units should be clearly divided into two types to make a good, Starcraft-like rts: High burst damage units and high damage-per-second units. High dps units should have the lowest durability, and high burst damage units should have more durability or be more micro-dependent.

Units like these simply don't exist anymore. Zerglings have nerfed dps, Marines and Marauders have high dps AND durability for some reason, Tanks have higher dps and attack smarter with less burst damage, units like the Colossus and High Templar have higher dps attack when they SHOULD be burst damage units, and the list goes on.

If you look at the way units have changed over time, Blizzard has favored higher dps over higher burst damage time and time again, which goes against Starcraft's style.

*by easier I mean less reliant on micro. I don't think the game is balanced around micro, which is fatal design flaw for a game like Starcraft if you ask me.
REEBUH!!!
DooMDash
Profile Joined May 2010
United States1015 Posts
Last Edited: 2010-06-09 08:48:31
June 09 2010 08:47 GMT
#46
On June 09 2010 15:28 prototype. wrote:
Show nested quote +
On June 09 2010 15:16 aznhockeyboy16 wrote:
It's like how everyone thought tanks sucked at the beginning. The stats are worse, the cost to get it is more, and although the game has changed to make it still viable, there are other options available to a player who wants the I'm gonna crush large swaths of troops simultaneously effect.

What? Who thought tanks sucked?

Did you miss the days when this happened? Do you think that Blizzard gave them +10 hp for no reason what so ever? I remember all the time when people thought tanks sucked. I think it was just the fact that Marine Marauder was much easier to win with at that time... and more people didn't realize the counter to it yet.


As for Storm, its pretty good, but I also wouldn't mind it being better. I almost think being able to click on the target would make it slightly better.
S1 3500+ Master T. S2 1600+ Master T.
semantics
Profile Blog Joined November 2009
10040 Posts
Last Edited: 2010-06-09 08:55:40
June 09 2010 08:54 GMT
#47
On June 09 2010 17:44 FrozenArbiter wrote:
Show nested quote +
On June 09 2010 14:57 daewdasd wrote:
I think storms in SCBw and Sc2 a pretty much equal. In SCBW they were dealing massive damage but really hard to cast. In SC2 there damage is ok but even silver players can cover the whole screen with a blanket of storms. Also Unita clump togehter much more, but units move in SC2 generally a bit faster then in SCBW.
So in the end storms are as godd as they were before, but in SC2 has with the collosus a good alternative to storms, while reaver in SCBW were most of the time more a harrass unit then a good support for your army.

With magic boxes, storms were never that hard to cast. Storms are kinda shitty now, I would really not mind them being better (and I play Terran) :/

They need to make it get closer to killing more units, i know hydras don't have speed and are pretty fucked and mis microed rines dine in bundles, but storm should be more useful then that.

Only issue is how do you deal more damage do you make it last longer but have the same dps, give it more dps? give it a wider area? Making them stackable would be interesting imo.

Mostly what i miss is the ability to take out tanks with storms.
Radiomouse
Profile Joined November 2009
Netherlands209 Posts
Last Edited: 2010-06-09 09:02:35
June 09 2010 08:58 GMT
#48
On June 09 2010 15:28 prototype. wrote:
Show nested quote +
On June 09 2010 15:16 aznhockeyboy16 wrote:
It's like how everyone thought tanks sucked at the beginning. The stats are worse, the cost to get it is more, and although the game has changed to make it still viable, there are other options available to a player who wants the I'm gonna crush large swaths of troops simultaneously effect.

What? Who thought tanks sucked?


Every T thought tanks sucked pre patch 13. Mostly because they were to busy spamming marine marauder, but there were a lot of terrans saying that tanks were "just not worth it".

In my opinion a good idea for the high templar storm would be to make it a bigger area, longer uptime and lower dps, this way you reward players for actually getting out of storm instead of just staying in because it is going to be over in 3 seconds anyway.

Oh and they could remove the dark shrine again so that you can make dark templar and high templar after you've made your templar archives.
KinosJourney2
Profile Blog Joined July 2009
Sweden1811 Posts
Last Edited: 2010-06-09 09:10:14
June 09 2010 09:04 GMT
#49
On June 09 2010 15:16 jacen wrote:
make it range 8 (or even 9) so these slow ass mofos don't have to travel ages to cast the storm.
really, that annoys me the most about storm.

currently storm is at range 6 which is just as much as upgraded hydras.


I've never thought about it until now, Storm DOES have a pretty bad range.

They should make storm range 7 or 8 so they don't get picked off so fast in combat, people also gotta stop seeing storm as a unit killer like it was in SC1. Think of it as a way to soften up the enemy units. Feedback is also amazing vs Thors and Battlecruisers (and Motherships).


On June 09 2010 17:44 FrozenArbiter wrote:
With magic boxes, storms were never that hard to cast. Storms are kinda shitty now, I would really not mind them being better (and I play Terran) :/


I wouldn't want a stronger storm, with the current lag on battle.net your Marine/Marauder ball will take heavy damage before they get away from the storm. If they make the damage 80x3 or 3.5 seconds instead of 80x4 seconds it would also be OK. Either that or making the storm radius a bit bigger.
ocho wrote: EDIT: NEVERMIND, THIS THING HAS APM TECHNOLOGY OMG
Smu
Profile Joined July 2009
Serbia164 Posts
Last Edited: 2010-06-09 09:07:30
June 09 2010 09:04 GMT
#50
In that video Orb doubled the opponent in supply and at least tripled his army in cost (the difference in gas cost was probably like x5 though) so it doesn't really prove all that much. Also the Zerg clumsily attacked straight through his spine crawlers instead of trying to surround and force him to FF defensively.

Storm is just weaker in SC2. You can no longer rely on it to devastate the opponent's army alone with a few zealots and dragoons thrown in. There was simply no unit Zerg had until ultralisk that wasn't annihilated by a well thrown storm. Now it's just a counter for 2 or 3 units in the game. It can be decent enough versus mmm, but Ts don't really do pure barracks that often anymore.

Also HTs look kinda gay now, like giant toys. And the storm graphic looks awful as well.
Take us into orbit Mr. Malmsteen. We've seen enough.
LunarC
Profile Blog Joined October 2009
United States1186 Posts
Last Edited: 2010-06-09 09:55:49
June 09 2010 09:07 GMT
#51
On June 09 2010 17:54 semantics wrote:
Show nested quote +
On June 09 2010 17:44 FrozenArbiter wrote:
On June 09 2010 14:57 daewdasd wrote:
I think storms in SCBw and Sc2 a pretty much equal. In SCBW they were dealing massive damage but really hard to cast. In SC2 there damage is ok but even silver players can cover the whole screen with a blanket of storms. Also Unita clump togehter much more, but units move in SC2 generally a bit faster then in SCBW.
So in the end storms are as godd as they were before, but in SC2 has with the collosus a good alternative to storms, while reaver in SCBW were most of the time more a harrass unit then a good support for your army.

With magic boxes, storms were never that hard to cast. Storms are kinda shitty now, I would really not mind them being better (and I play Terran) :/

They need to make it get closer to killing more units, i know hydras don't have speed and are pretty fucked and mis microed rines dine in bundles, but storm should be more useful then that.

Only issue is how do you deal more damage do you make it last longer but have the same dps, give it more dps? give it a wider area? Making them stackable would be interesting imo.

Mostly what i miss is the ability to take out tanks with storms.

Higher dps is not the answer. Lower dps in exchange for higher maximum damage would help the game by encouraging army control and micro because storms would be more dodge-able.

Colossi also need higher burst damage at longer intervals, Sieged Tanks should have higher burst damage at longer intervals, and units overall need to be more split between burst damage and high damage per second.

Right now, this is not the case. Min/maxing and specialization has always produced more interesting gameplay than homogenization ever has.

EDIT:
Storm does 80 over 4 sec. That's 20 dps. It should be more along the lines of 110 over 8 seconds, in packets of 10 damage in a radius of 2 or 2.5. That's 13.75 dps. With these stats, it would take 4 seconds to kill a marine and 6 seconds to kill a Hydralisk.

What will this accomplish? Storms will be more dangerous, but it will enable Terran to Stimpack out of the Storm radius rather than be completely eaten up by Psionic Storm, and it will encourage Zerg players to be more careful about laying creep to dodge Psionic Storms. In other words, it will create more emphasis on army control.
REEBUH!!!
zephon
Profile Joined May 2010
France26 Posts
June 09 2010 09:47 GMT
#52
Storm now deals less damage on a smaller area (-> enemy units can easily dodge the area -> you need many HT to cover a larger area or you need sentries -> both alternatives require more gaz than just making colossi+zealots (usually prefered to HTs)

One single storm can only crush several units : marines, zerglings (if they stay quiet) and workers (Remember in BW you could shoot a lurker with a single storm!).

Storm now comes in late Tier 3, while fungus is Tier 2 and the dreadful ravaging EMP comes in Tier 1.5.

EMP is more and more common in PvT and completly disable HTs (feedback is supposed to counter ghosts, but ghosts are hard to snipe in a middle of a marine ball and EMP range is bigger than both storm and feedback)

However HTs are fine as they are : feedback is great (especially VS many terran units) and make them more versatile than in BW I guess.
zomgzergrush
Profile Joined August 2008
United States923 Posts
June 09 2010 09:55 GMT
#53
So you can't snipe an entire group of units that aren't being watched at that very second anymore, QQ.

Storm in sc2 also deals all of its damage in a shorter amount of time, = less time to dodge.

Given players keeping an eye on their units and actively dodging, you'd need two storms in both SC1 and SC2 to take out a group of hydras. Not to mention there is NO MORE SPEED UPGRADE for hydras in SC2.

I feel that more units are beight caught in SC2 though due to the no-gap-between-units-whatsoever policy that the units follow, even if you try splitting them apart they clump right back together immediately. This is rather overlooked as well. If there is one additional unit that manages to get caught in the storm, the storm is doing 80 additional damage. Splash science 101.
Bronze skipping straight to Diamond in 40 games retail release. Bnet 2.0 ladder really takes it's sweet time to think about that league placement.
LunarC
Profile Blog Joined October 2009
United States1186 Posts
Last Edited: 2010-06-09 10:27:18
June 09 2010 09:58 GMT
#54
I made a custom map testing my suggested changes to Psionic Storm. DPS is very low, but the increased radius makes up for it. It works rather beautifully and feels more like a Starcraft Brood War Psionic Storm: very high damage but very much dodgeable.

Perhaps it lasts a bit too long. Maybe exactly 100 damage over 6 seconds at 2 radius would be more appropriate. In any case, the exact numbers might have to be ironed out, but I think a stronger storm with lower dps would benefit the game micro-wise.

Original Suggestion: + Show Spoiler +
Storm does 80 over 4 sec. That's 20 dps. It should be more along the lines of 110 over 8 seconds, in packets of 10 damage in a radius of 2 or 2.5. That's 13.75 dps. With these stats, it would take 4 seconds to kill a marine and 6 seconds to kill a Hydralisk.
REEBUH!!!
-Archangel-
Profile Joined May 2010
Croatia7457 Posts
Last Edited: 2010-06-09 10:13:27
June 09 2010 10:11 GMT
#55
Yes, muta was a common counter to storm in SCBW, but it was not a HARD counter. Spawn Broodling was. Toss had no real way to stop enough queens from broodling all their templars (you could use feedback but that was usually very hard as queens had long range and would just appear from the fog of war). It was probably not used as much because it was really micro intense to do properly.
It was much easier to take a bunch of mutas and snipe HT. But mutas could be killed by same storm and Archon guardians. Muta sniping could cost too much to be worth it.

Anyways, in SC2 with smart casting and hydras being weaker I find storm really powerful and useful. I actually lost more games as Zerg to storm then to colossi.

Yes, roaches are more resistant to storm but Zerg has no chance to defeat toss only with roaches.

Storm his hydras and then faceroll the roaches.
lololol
Profile Joined February 2006
5198 Posts
June 09 2010 10:22 GMT
#56
It was not used much because it's 150 energy.
You have to build a lot of queens way before the protoss actually builds his templars, so if you make too much he can simply skip templars and overwhelm your crappy ground army and if you make too little, he'll storm the shit out of you anyway.
I'll call Nada.
Excalibur_Z
Profile Joined October 2002
United States12235 Posts
June 09 2010 15:33 GMT
#57
On June 09 2010 15:42 Monkeyz_Rule wrote:
Storm in SC1 also didn't have a cooldown, so you could often cast 2-3 storms with a single high templar as quickly as you could casting 1 storm from each with smartcasting. Meanwhile the enemy has infinite select making it far easier to dodge the less damaging storm.

However I think the ability to warp in and immediately cast storm anywhere you have power is incredibly useful, the only problem is surviving the huge investment needed to get that far into the tech tree without dieing or falling behind in expos. I think that problem would be taken care of if they just got rid of the Dark Shrine...



Storm in SC1 had a cooldown.
Moderator
FortuneSyn
Profile Blog Joined July 2008
1826 Posts
June 09 2010 15:42 GMT
#58
Ï really don't understand the hate for templar tech. I think it's great. Used it exclusively in PvT and 50% of the time in PvZ.
WiljushkA
Profile Joined March 2006
Serbia1416 Posts
June 09 2010 15:43 GMT
#59
storm is pretty fucking good in sc2, specially in pvt
"As much as I love the image of me F5-ing paypal every 15 minutes while fist pumping and screaming "SHIP THE MONEY BITCHES"" - Day9
Kuzmorgo
Profile Joined May 2009
Hungary1058 Posts
June 09 2010 15:53 GMT
#60
On June 09 2010 15:28 prototype. wrote:
Show nested quote +
On June 09 2010 15:16 aznhockeyboy16 wrote:
It's like how everyone thought tanks sucked at the beginning. The stats are worse, the cost to get it is more, and although the game has changed to make it still viable, there are other options available to a player who wants the I'm gonna crush large swaths of troops simultaneously effect.

What? Who thought tanks sucked?


In the beginning no one built tanks... Only marine marauder medivac.
"No, whine not! Play, or play not! There is no whine."
Mensab
Profile Joined June 2010
United States27 Posts
June 09 2010 16:00 GMT
#61
On June 09 2010 15:28 prototype. wrote:

What? Who thought tanks sucked?


Cause most people who played BW saw that Zealots can charge, Drago-I mean stalkers can now blink next to your tanks and zerg could throw endless number of 75 mineral 25 gas 1 supply units with 145 hp at your tank line.

And to top it off they were more expensive and took more supply.

The big thing with the most recent patches is that zerg can no longer throw a stupid amount of roaches at you.

As for mech vs p. I dunno its not even release yet, would give it 6 months and see what happens, provided blizzard doesn't do anything drastic.
Stratos_speAr
Profile Joined May 2009
United States6959 Posts
June 09 2010 16:00 GMT
#62
On June 09 2010 14:50 zhul4nder wrote:
I don't see why people say that psi storm is weaker now than it was in sc1. Since the units bunch up like no other in sc2 compared to sc1, wouldn't it mean that sc2 would have a stronger psi storm?


Radius is reduced and it does significantly less damage compared to BW whereas units have noticeably more health than in BW.
A sound mind in a sound body, is a short, but full description of a happy state in this World: he that has these two, has little more to wish for; and he that wants either of them, will be little the better for anything else.
WiljushkA
Profile Joined March 2006
Serbia1416 Posts
June 09 2010 16:07 GMT
#63
and you can cast it easier and aim it easier and units clump up more. its still very strong.
"As much as I love the image of me F5-ing paypal every 15 minutes while fist pumping and screaming "SHIP THE MONEY BITCHES"" - Day9
TheYango
Profile Joined September 2008
United States47024 Posts
Last Edited: 2010-06-09 16:10:46
June 09 2010 16:08 GMT
#64
EDIT: nm
Moderator
Kralic
Profile Blog Joined March 2010
Canada2628 Posts
Last Edited: 2010-06-09 16:21:15
June 09 2010 16:11 GMT
#65
Storm on its own seems weak, but if you actually combine it with the rest of your army it is still quite good. The fact you force your opponent to move out of it stops their dps on your units. Also with the upgrade being able to teleport a HT in and using a storm as soon as he is done is quite amazing for defending an expansion until your army gets there to clean it up.
Brood War forever!
wintergt
Profile Joined February 2010
Belgium1335 Posts
June 09 2010 16:19 GMT
#66
The few times I got completely destroyed by a protoss as terran they always had storms. I don't buy into arguments that it is weak.
here i am
Executioner.zealot
Profile Blog Joined April 2010
United States60 Posts
June 09 2010 16:32 GMT
#67
On June 09 2010 14:52 love1another wrote:
It only does 80 damage. Which is < than hydra hp, and only 20 more than marine hp, whereas in BW, storm did almost 3x marine hp and 1.5x hydra hp.


Yeah dont know why they changed that. Its easy to micro out of and the Protoss HT is useless for the next 5 minutes of the game after it casts(one of the reasons they decreased merge time on the archons).
ProoM
Profile Blog Joined May 2009
Lithuania1741 Posts
June 09 2010 16:36 GMT
#68
On June 09 2010 15:28 prototype. wrote:
Show nested quote +
On June 09 2010 15:16 aznhockeyboy16 wrote:
It's like how everyone thought tanks sucked at the beginning. The stats are worse, the cost to get it is more, and although the game has changed to make it still viable, there are other options available to a player who wants the I'm gonna crush large swaths of troops simultaneously effect.

What? Who thought tanks sucked?

Everyone. In the beginning in beta.
IMBA - International Mountain Bicycling Association.
indczn
Profile Joined April 2010
United States18 Posts
June 09 2010 16:37 GMT
#69
On June 09 2010 18:58 LunarC wrote:
I made a custom map testing my suggested changes to Psionic Storm. DPS is very low, but the increased radius makes up for it. It works rather beautifully and feels more like a Starcraft Brood War Psionic Storm: very high damage but very much dodgeable.

Perhaps it lasts a bit too long. Maybe exactly 100 damage over 6 seconds at 2 radius would be more appropriate. In any case, the exact numbers might have to be ironed out, but I think a stronger storm with lower dps would benefit the game micro-wise.

Original Suggestion: + Show Spoiler +
Storm does 80 over 4 sec. That's 20 dps. It should be more along the lines of 110 over 8 seconds, in packets of 10 damage in a radius of 2 or 2.5. That's 13.75 dps. With these stats, it would take 4 seconds to kill a marine and 6 seconds to kill a Hydralisk.


Your suggestion would make me stop using storm. If I have templar (every pvt/pvz), I have zealots as the basis for my army. Its already requires alot care to not catch my zealots, thanks to freaking slow templar, low range, and fast zealots + charge. Makes for a bad combination. Your suggestion makes this worse because people will micro backwards out of storm, and storm will linger long enough for your army to run through it.

I like storm how it is now. I'd like it to be easier to storm the back half of the bioblobs easier with either a faster movement speed on the templar, or more range, but it is functional right now. It last long enough to chase people into running (which means not attacking) gives zealots time to close, and does enough damage to justify using.
tarsier
Profile Joined May 2010
United Kingdom223 Posts
June 09 2010 16:39 GMT
#70
the only problem with storm is that colossus is so good.

the spell is slightly better than it's broodwar counterpart because of the increased pathing/grouping and also smart-casting!
gillon
Profile Blog Joined April 2010
Sweden1578 Posts
June 09 2010 16:40 GMT
#71
Also because of how the engine works and clumps armies up alot more, having that kind of damage would just be silly balance wise.
www.teamproperty.net | "You should hate losing, but you should never fear defeat." - 이윤열
LaustinSpayce
Profile Joined May 2010
United Kingdom58 Posts
June 09 2010 16:43 GMT
#72
Colossus are too easily countered, I've had games where I send out 4-5 colossus to support my main army and I get a bunch of vikings thrown at me, colossus all bite the dust despite getting my stalkers and sentries to focus them down.

So, cheeky tech switch to HT's, no longer a problem.

The intention of HT's and Colossus' are to be used as support units, I mean, if Colossus are so good, why not make an army out of only Colossus? Same with HT, they're not supposed to insta-pwn an army, they soften the army up so your gateway units can deal with them more effectively.
Seltsam
Profile Blog Joined April 2010
United States343 Posts
June 09 2010 16:44 GMT
#73
Storms are only bad if you use them incorrectly. In my opinion, using them like in Brood War is using them incorrectly. They have different attributes, and thus should not be treated the same.

Why do boats suck so much compared to cars? Seriously, they should enclose you, put in a better engine, better seats, and 4 wheels. That would make boats so much better.

Boats suck, for srsly.
Team Limited ftw! www.teamltd.net
funk100
Profile Joined May 2010
United Kingdom172 Posts
June 09 2010 16:45 GMT
#74
i think that storm is not very underpowerd, but needs a little DMG boost - 95dmg would be good
after every post "oh god I hope i've made sence"
FabledIntegral
Profile Blog Joined November 2008
United States9232 Posts
June 09 2010 16:47 GMT
#75
On June 09 2010 14:52 love1another wrote:
It only does 80 damage. Which is < than hydra hp, and only 20 more than marine hp, whereas in BW, storm did almost 3x marine hp and 1.5x hydra hp.


Uh, 80 dmg = hydra hp. It's just the regen of 1 hp.

And it's 25 more than a marine, not 20.

Also hydras can't storm dodge like they could in SC1 cuz they are so dabmn slow offcreep (they can do it fine on creep).
SirGlinG
Profile Blog Joined January 2008
Sweden933 Posts
June 09 2010 16:54 GMT
#76
A major difference between bw storm and sc2 storm is that you can upgrade your HT's to be able to storm twice directly after spawning. In bw you didn't upgrade "Khaydarin something"(+ 100? energy) since you never rarely had time or got something out of waiting for the HT's to charge up to over 150 to storm.

So pvx lategame in sc2 is 2 storms per HT which makes them stronger than the ones in BW.
Just watch out for Emps!
Not my chair. Not my problem. That's what I say
TLOBrian
Profile Blog Joined March 2010
United States453 Posts
June 09 2010 16:58 GMT
#77
I've said this before; it is over nerfed.

A solution to the current storm problem would make them overlap, and then I think they would be just as good as starcraft 1 storm.

On another note; why don't people pull templar back that have no energy to chill in a corner of their base or something so that they can regain energy instead of them getting killed in battle? Its like using 150 gas for 80 damage if you only get one storm out of it, and they get picked off ALOT.
Steven Bonnell II is the friggin man.
Rkie
Profile Blog Joined October 2009
United States1278 Posts
June 09 2010 17:02 GMT
#78
the units seem quicker and especially larger and can avoid things more easily. and also the fact that air units dont stack any longer makes storm and archons much less viable against zerg.
Roggay
Profile Joined April 2010
Switzerland6320 Posts
June 09 2010 17:05 GMT
#79
I think a reason why storm shouldnt be buffed too hard is because of the warpgate. Say your are in a bad spot and you need somethings right now, you can warp HTs almost on the battlefield and storm immediately (with the upgrade). This is really powerfull compared to the sc1 HT.
Chill
Profile Blog Joined January 2005
Calgary25980 Posts
June 09 2010 17:06 GMT
#80
Is this really your question? "Why is something that does less damage weaker?" It's a self-answering question.
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