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Protoss in GSL August - Page 24

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Predateur
Profile Joined August 2010
Canada79 Posts
August 11 2011 22:24 GMT
#461
Carrier are crap, so many counter to carrier it's not funny
fungal, corrupter, hydra
vikings, stim rines
it's only good in PvP, -_-
K3Nyy
Profile Joined February 2010
United States1961 Posts
August 11 2011 22:26 GMT
#462
On August 12 2011 07:19 MonkSEA wrote:
Show nested quote +
On August 12 2011 07:10 ForeverSleep wrote:

On August 12 2011 06:43 Olsson wrote:
I like people saying protoss is op. Carriers are soo good yet unexplored. Why do they suck? Interceptors tank like boss, scales well with upgrades, outranged all flying air units. Their deathball is the best in the game and is simply a-movable. Zero drops are used by protoss dont whine over warp prism being fragile, it can transport most units in the game along with warp in and with speed upgrade it's the second fastest in the game.



You seem to know your shit. You even seem to play above gold level. Please, oh great zerg player, please show me the way. Show me how I can get even one carrier off 2 bases that will help me roflstomp my way to top 1 Korean GM. Enlighten me on how I can tech to most expensive tech path possible, in time AND resources (especially in time), without dying to a timing attack before i can get more than 1 carrier and a half. Educate me and give me the ultimate build order you would suggest us, poor protoss players, to get enough carriers in order to. and I quote, "a move" my way to victory, when interceptors can only tank damage if the opponent suffers from brain damage and decides not to target the carriers with his anti-air. Please, oh great one, grace me with you infinite wisdom.


Sorry but you're pretty arrogant. I think against Z you can easily do carriers from a forge fast because generally you'll already have a stargate. Dunno man. Carriers in numbers are pretty devastating.


You can but if Zerg scouts it, he can just drop you with mass units off or take a few extra bases and mass corrupters or infestors. Going Carriers after FFE is just praying that your opponent is bad or doesn't know how to respond.

Carriers are pretty good IF you can get them, but you certainly can't do it off 2 bases vs a competent opponent.
aZealot
Profile Blog Joined May 2011
New Zealand5447 Posts
August 11 2011 22:27 GMT
#463
On August 12 2011 05:35 ZenithM wrote:
Show nested quote +
On August 12 2011 05:26 aZealot wrote:
On August 12 2011 03:18 QTIP. wrote:
Protoss is struggling, but we have been here before. If changes are necessary, they will be made. If innovation is required, it will be discovered. (See JYP vs DRG)

Either way, we'll rise again and our top players will be much stronger after getting beat up during this period. It's a cycle, we're on the bottom right now.


Well said, mate. We'll get there in the end. Btw, I didn't watch any of the GSL matches, can anyone tell me what was so special about JYP vs DRG?

Hold fast, sons of Aiur.


What's so special is that DRG 6pooled in game 2 and JYP defended it and DRG cheesed the gold base on metalopolis and didn't scout at all JYP's tech.

J/k, JYP played well in all 3 games (but that's really what happened though, not sure if DRG needed to do that)


Oh, so he just played a good game and won against a Zerg?
KT best KT ~ 2014
Skyro
Profile Joined May 2010
United States1823 Posts
August 11 2011 22:28 GMT
#464
On August 12 2011 06:32 Zane wrote:
Show nested quote +
On August 12 2011 06:14 Jayrod wrote:
I have a simple balance suggestions... its so simple it might even sound retarded, but I can almost guarantee that it would bring the win rates for TvP closer to 50% drastically. It would help against 1/1/1 by virtue of the fact that scouting it would become possible before its too late.

proposed change: remove the ability for command centers/orbitals to lift off. Not rax/facts/starports... only CC's/OC's.

completely non-drastic change that would remove a large part of the gamble that is waiting for an observer/phoenix/hallucinate and hoping you dont scout an all-in that its too late to prepare for.

You got to understand that for terran, securing an expansion is more difficult than for toss/zerg. You don't have forcefields so you would have to make the bunkers before the CC, which would delay the the CC considerably.


I don't agree with that assessment at all... it takes a while to build up the gas and energy for a sentry force to defend an early expo. They also need a pylon before they can even warp in defensive structures. Zerg can't even make defensive structures until the hatch is complete and spreads creep. Terran on the otherhand can just build bunkers cheaply anytime with no requirements and can eventually salvage those bunkers for 75% of the cost. You could easily make the case it is still easier for Terran to expand even if you couldn't float the CC/OC.

I think disabling CC/OC-floating is a great idea and is very heavily tied into why current 1-base all-ins from Terran is so successful. It's not unstoppable per se, but the margin of error on protoss' side is so small unless you specifically were blind countering it. There is little you can react to since scouting information is sparse early game for protoss. You never want to devolve the early game into a roll of the dice.

PvZ is still very much in flux. Should let the dust settle a bit more.

One change I think would make protoss early game more interesting is evening out the balance of power between pre- and post-warpgate tech armies by reducing zealot/stalker buildtime by 5 secs but leaving their warp-in times unchanged (similar to what they did w/ sentries recently). It opens more aggressive options by protoss early on and will hopefully make it less rigid, while leaving the mid- to long- game completely unchanged.
Skyro
Profile Joined May 2010
United States1823 Posts
August 11 2011 22:35 GMT
#465
On August 12 2011 07:19 MonkSEA wrote:
Show nested quote +
On August 12 2011 07:10 ForeverSleep wrote:

On August 12 2011 06:43 Olsson wrote:
I like people saying protoss is op. Carriers are soo good yet unexplored. Why do they suck? Interceptors tank like boss, scales well with upgrades, outranged all flying air units. Their deathball is the best in the game and is simply a-movable. Zero drops are used by protoss dont whine over warp prism being fragile, it can transport most units in the game along with warp in and with speed upgrade it's the second fastest in the game.



You seem to know your shit. You even seem to play above gold level. Please, oh great zerg player, please show me the way. Show me how I can get even one carrier off 2 bases that will help me roflstomp my way to top 1 Korean GM. Enlighten me on how I can tech to most expensive tech path possible, in time AND resources (especially in time), without dying to a timing attack before i can get more than 1 carrier and a half. Educate me and give me the ultimate build order you would suggest us, poor protoss players, to get enough carriers in order to. and I quote, "a move" my way to victory, when interceptors can only tank damage if the opponent suffers from brain damage and decides not to target the carriers with his anti-air. Please, oh great one, grace me with you infinite wisdom.


Sorry but you're pretty arrogant. I think against Z you can easily do carriers from a forge fast because generally you'll already have a stargate. Dunno man. Carriers in numbers are pretty devastating.


No, it's not viable. I know you are trying to offer some ideas and be helpful but it is clear you do not play protoss. A zerg will macro his way so far ahead of you you will have no chance even if you do manage to get a carrier army out.
ZenithM
Profile Joined February 2011
France15952 Posts
August 11 2011 22:42 GMT
#466
On August 12 2011 07:27 aZealot wrote:
Show nested quote +
On August 12 2011 05:35 ZenithM wrote:
On August 12 2011 05:26 aZealot wrote:
On August 12 2011 03:18 QTIP. wrote:
Protoss is struggling, but we have been here before. If changes are necessary, they will be made. If innovation is required, it will be discovered. (See JYP vs DRG)

Either way, we'll rise again and our top players will be much stronger after getting beat up during this period. It's a cycle, we're on the bottom right now.


Well said, mate. We'll get there in the end. Btw, I didn't watch any of the GSL matches, can anyone tell me what was so special about JYP vs DRG?

Hold fast, sons of Aiur.


What's so special is that DRG 6pooled in game 2 and JYP defended it and DRG cheesed the gold base on metalopolis and didn't scout at all JYP's tech.

J/k, JYP played well in all 3 games (but that's really what happened though, not sure if DRG needed to do that)


Oh, so he just played a good game and won against a Zerg?


Yep, pretty much. Those were good games.
He even tried fancy stuff with sentry drops and HT drops, not too effective but cool to see.

PvTs, on the other hand...
ExO_
Profile Blog Joined September 2009
United States2316 Posts
August 11 2011 22:42 GMT
#467
If you were to make it such that Orbital commands couldn't lift off, and only CC's I think it would be an interesting balance change. Make the orbital an investment like the PF, only instead of having built-in defenses it provides scan/economy/supply drop. It would definitely be an interesting change.


That being said, I think as it's been mentioned before, Protoss gateway units (except for HT storm) do no cost effectively trade with the other races tier 1-1.5 units, and as the game continues to develop and more and more timings discovered, Protoss players will be continually pressured in a way such that they have to delay getting their high tech units out to survive, which will end up in T/Z players getting a huge advantage from which they can defeat their opponents.
quiet noise
Profile Joined May 2011
599 Posts
August 11 2011 22:42 GMT
#468
On August 12 2011 07:19 MonkSEA wrote:
Show nested quote +
On August 12 2011 07:10 ForeverSleep wrote:

On August 12 2011 06:43 Olsson wrote:
I like people saying protoss is op. Carriers are soo good yet unexplored. Why do they suck? Interceptors tank like boss, scales well with upgrades, outranged all flying air units. Their deathball is the best in the game and is simply a-movable. Zero drops are used by protoss dont whine over warp prism being fragile, it can transport most units in the game along with warp in and with speed upgrade it's the second fastest in the game.



You seem to know your shit. You even seem to play above gold level. Please, oh great zerg player, please show me the way. Show me how I can get even one carrier off 2 bases that will help me roflstomp my way to top 1 Korean GM. Enlighten me on how I can tech to most expensive tech path possible, in time AND resources (especially in time), without dying to a timing attack before i can get more than 1 carrier and a half. Educate me and give me the ultimate build order you would suggest us, poor protoss players, to get enough carriers in order to. and I quote, "a move" my way to victory, when interceptors can only tank damage if the opponent suffers from brain damage and decides not to target the carriers with his anti-air. Please, oh great one, grace me with you infinite wisdom.


Sorry but you're pretty arrogant. I think against Z you can easily do carriers from a forge fast because generally you'll already have a stargate. Dunno man. Carriers in numbers are pretty devastating.


neural parasite. and you cant afford HT+Carriers until very late game
Xercen
Profile Joined September 2010
United Kingdom375 Posts
August 11 2011 22:45 GMT
#469
On August 12 2011 06:44 HolyArrow wrote:
Show nested quote +
On August 12 2011 06:41 Xercen wrote:
people think certain strats are overpowered but they aren't

1) reapers were OP so they were nerfed because EVERY terran was doing that same opening vs zerg

2) 4 gate was nerfed because every protoss was just doing that same strat vs all races

3) scv health was nerfed because of scv worker rush which everybody did

if a particular strat is overpowered then everybody will begin to use it and it will result in 100% win for the person using it if skill levels are equal.

now that's how you can tell if something is OP or not. i don't see 1/1/1 all ins constantly so i question whether it's as OP as you think.

when every single terran uses it in every single vs toss then blizzard will change it.


On some maps, it's not suitable for usage, so there's that. It's being used to a VERY high degree, with literally a 100% success rate since the Up/Downs of the last GSL. You see Yoda vs. Tassadar yesterday? He loses game 1, then proceeds to do two 1-1-1 all-ins in a row to win the series. Tassadar was laughing to himself afterwards, probably because he knows it's ridiculous. I challenge you to name me a GSL match since last season's Up/Downs in which the 1-1-1 all-in was successfully stopped. A single match. Go.


if 1-1-1's are used with that much frequency then i don't see why we would debating in this thread because it WILL be nerfed. Every strat that was blatantly OP and constantly used like reapers and 4 gate will be nerfed.
sethr0
Profile Joined January 2009
Canada20 Posts
August 11 2011 22:46 GMT
#470
this thread has turned into a balance debate, I hope this thread gets closed. Yes in this GSL Protoss players are getting dominated (...so far). Just last GSL the Code A finals was a PvP. All this shows is how amazing the sc2 scene is, able to adapt so quickly. Metagame turnaround is so fast, just wait for Protoss players to adapt!
HolyArrow
Profile Blog Joined August 2010
United States7116 Posts
August 11 2011 23:09 GMT
#471
On August 12 2011 07:46 sethr0 wrote:
this thread has turned into a balance debate, I hope this thread gets closed. Yes in this GSL Protoss players are getting dominated (...so far). Just last GSL the Code A finals was a PvP. All this shows is how amazing the sc2 scene is, able to adapt so quickly. Metagame turnaround is so fast, just wait for Protoss players to adapt!


The problem with people saying that we need to "wait for Protoss players to adapt" is that the 1-1-1 all-in has been around for a long time - first time I saw it was Rain vs. Genius in GSL Open Season 3 - well over half a year ago. I wouldn't be so pessimistic about the ability of Toss players to adapt if the build was something new, but it isn't.
tdt
Profile Joined October 2010
United States3179 Posts
Last Edited: 2011-08-11 23:29:31
August 11 2011 23:27 GMT
#472
On August 11 2011 17:23 Demonaz wrote:
Protoss are basically where Zerg were two months ago when everyone was complaining that z are too weak and underpowered. Seems that most of the 'abusive' p strats have been figured out and along with the 4-gate nerf its made it harder for the moment. However I'm sure something will be figured out soon, c'mon protoss players, get to work!

They didnt figure shit out. After 6 months of throwing thier hands up toss and terran got nerfed and zerg got buffed.

SD before rax, massive VR nerf, KA removal, WG nerf and so on. Infestor now do damage at twice the rate as before and even more to armored which most protoss is.

Blizzard "figured it out" and they will "figure out" how toss can have parity again.


And it's pretty insulting to tell these pros who put in hundreds of hours to "get to work".


MC for president
Heavenly
Profile Joined January 2011
2172 Posts
Last Edited: 2011-08-11 23:36:02
August 11 2011 23:35 GMT
#473
Time for me to go pro and bust out my revolutionary one base carrier + warp prism 4 gate to the world. The revolution protoss has been waiting for, according to most people.
"thx for all my fans i'm many lost but cheer for me .. i lost but so happy my power is fans i will good play this is promise my fans" - oGsMC
tdt
Profile Joined October 2010
United States3179 Posts
August 11 2011 23:36 GMT
#474
On August 12 2011 08:09 HolyArrow wrote:
Show nested quote +
On August 12 2011 07:46 sethr0 wrote:
this thread has turned into a balance debate, I hope this thread gets closed. Yes in this GSL Protoss players are getting dominated (...so far). Just last GSL the Code A finals was a PvP. All this shows is how amazing the sc2 scene is, able to adapt so quickly. Metagame turnaround is so fast, just wait for Protoss players to adapt!


The problem with people saying that we need to "wait for Protoss players to adapt" is that the 1-1-1 all-in has been around for a long time - first time I saw it was Rain vs. Genius in GSL Open Season 3 - well over half a year ago. I wouldn't be so pessimistic about the ability of Toss players to adapt if the build was something new, but it isn't.



It's been around since beta and easily stopped before with 3 gate stargate or 4 gate all ins which is why it diappeared.

Problem now is VR only does 26 to that bunker instead of 41 on the 3 gate stargate. With 4 gate now bunker(s) have 6 rines and tank and it's defensible, where before you'd have no tank by then and less marines in bunker(s).

Troops just don't come fast enough or hit hard enough to punish this tech greed and thus it's back.
MC for president
statikg
Profile Joined May 2010
Canada930 Posts
August 11 2011 23:38 GMT
#475
There are multiple guides in the strategy forums for how to hold this successfully right now, IMO protoss just need to go very heavy zealot/sentry and maybe even pull some probes if they expect to hold it. Why should you be able to hold a 10-15scv push without pulling some of your workers esp when you are on 2 base to 1. Chrono out +1 armor and you will be golden.

Protoss newbies dont expect that you will get buffed because you whine alot, the 4gate "nerf" so many ppl are citing wasnt even a nerf to the PvT version of 4gate so I don't know what you are smoking (the most powerful PvT varients did not hit the second wgs finished).

All the terran whining about TvP lategame with bio somehow resulted in a thor nerf so watch out, you might just get the carrier nerfed or somthing.
Amui
Profile Blog Joined August 2010
Canada10567 Posts
August 11 2011 23:40 GMT
#476
On August 12 2011 08:36 tdt wrote:
Show nested quote +
On August 12 2011 08:09 HolyArrow wrote:
On August 12 2011 07:46 sethr0 wrote:
this thread has turned into a balance debate, I hope this thread gets closed. Yes in this GSL Protoss players are getting dominated (...so far). Just last GSL the Code A finals was a PvP. All this shows is how amazing the sc2 scene is, able to adapt so quickly. Metagame turnaround is so fast, just wait for Protoss players to adapt!


The problem with people saying that we need to "wait for Protoss players to adapt" is that the 1-1-1 all-in has been around for a long time - first time I saw it was Rain vs. Genius in GSL Open Season 3 - well over half a year ago. I wouldn't be so pessimistic about the ability of Toss players to adapt if the build was something new, but it isn't.



It's been around since beta and easily stopped before with 3 gate stargate or 4 gate all ins which is why it diappeared.

Problem now is VR only does 26 to that bunker instead of 41 on the 3 gate stargate. With 4 gate now bunker(s) have 6 rines and tank and it's defensible, where before you'd have no tank by then and less marines in bunker(s).

Troops just don't come fast enough or hit hard enough to punish this tech greed and thus it's back.

Also the game is fundamentally broken if the only way to beat a build is to allin it before it happens. There should ALWAYS be a defensive solution to a build.
Porouscloud - NA LoL
roymarthyup
Profile Joined April 2010
1442 Posts
Last Edited: 2011-08-11 23:43:55
August 11 2011 23:42 GMT
#477
On August 12 2011 08:38 statikg wrote:
There are multiple guides in the strategy forums for how to hold this successfully right now, IMO protoss just need to go very heavy zealot/sentry and maybe even pull some probes if they expect to hold it. Why should you be able to hold a 10-15scv push without pulling some of your workers esp when you are on 2 base to 1. Chrono out +1 armor and you will be golden.



first you say theres many guides on how to hold it in the strat forum

then your "advice" on how to hold it is straight up wrong

zealot/sentry will not hold this. the sieged tanks take out the sentries quickly ending guardian shield quickly

so, now that your advice is completely wrong... what is the point of your post??


quiet noise
Profile Joined May 2011
599 Posts
August 11 2011 23:42 GMT
#478
On August 12 2011 08:35 Heavenly wrote:
Time for me to go pro and bust out my revolutionary one base carrier + warp prism 4 gate to the world. The revolution protoss has been waiting for, according to most people.

go get them dude, ill make your falclub.
quiet noise
Profile Joined May 2011
599 Posts
Last Edited: 2011-08-11 23:48:00
August 11 2011 23:43 GMT
#479
On August 12 2011 08:38 statikg wrote:

All the terran whining about TvP lategame with bio somehow resulted in a thor nerf so watch out, you might just get the carrier nerfed or somthing.


Agee. Now, where is my Khayderian amulet again?

seriously, your post is one of the most daft things i have read in a while. Thors were nerfed because thorzains thor rush was equally hard to hold as the 1/1/1. not because terrans whined about Bio. what has that got to do with anything?

thor rush was nerfed because it was next to impossible to hold. same reason why blizzard will/should also nerf the 1/1/1. your post is fucking stupid
BRJ
Profile Joined October 2010
New Zealand19 Posts
August 11 2011 23:46 GMT
#480
On August 12 2011 07:28 Skyro wrote:
Show nested quote +
On August 12 2011 06:32 Zane wrote:
On August 12 2011 06:14 Jayrod wrote:
I have a simple balance suggestions... its so simple it might even sound retarded, but I can almost guarantee that it would bring the win rates for TvP closer to 50% drastically. It would help against 1/1/1 by virtue of the fact that scouting it would become possible before its too late.

proposed change: remove the ability for command centers/orbitals to lift off. Not rax/facts/starports... only CC's/OC's.

completely non-drastic change that would remove a large part of the gamble that is waiting for an observer/phoenix/hallucinate and hoping you dont scout an all-in that its too late to prepare for.

You got to understand that for terran, securing an expansion is more difficult than for toss/zerg. You don't have forcefields so you would have to make the bunkers before the CC, which would delay the the CC considerably.


I don't agree with that assessment at all... it takes a while to build up the gas and energy for a sentry force to defend an early expo. They also need a pylon before they can even warp in defensive structures. Zerg can't even make defensive structures until the hatch is complete and spreads creep. Terran on the otherhand can just build bunkers cheaply anytime with no requirements and can eventually salvage those bunkers for 75% of the cost. You could easily make the case it is still easier for Terran to expand even if you couldn't float the CC/OC.

I think disabling CC/OC-floating is a great idea and is very heavily tied into why current 1-base all-ins from Terran is so successful. It's not unstoppable per se, but the margin of error on protoss' side is so small unless you specifically were blind countering it. There is little you can react to since scouting information is sparse early game for protoss. You never want to devolve the early game into a roll of the dice.

PvZ is still very much in flux. Should let the dust settle a bit more.

One change I think would make protoss early game more interesting is evening out the balance of power between pre- and post-warpgate tech armies by reducing zealot/stalker buildtime by 5 secs but leaving their warp-in times unchanged (similar to what they did w/ sentries recently). It opens more aggressive options by protoss early on and will hopefully make it less rigid, while leaving the mid- to long- game completely unchanged.


How about make CC/OC floating an upgrade? Then in early game it isn't so hard to tell if there is a FE or not but mid-late game the terran can still float away into the corner and try to force a draw.
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