• Log InLog In
  • Register
Liquid`
Team Liquid Liquipedia
EDT 00:08
CET 05:08
KST 13:08
  • 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
Team Liquid Map Contest #22 - Presented by Monster Energy5ByuL: The Forgotten Master of ZvT30Behind the Blue - Team Liquid History Book19Clem wins HomeStory Cup 289HomeStory Cup 28 - Info & Preview13
Community News
Blizzard Classic Cup @ BlizzCon 2026 - $100k prize pool30Weekly Cups (March 9-15): herO, Clem, ByuN win42026 KungFu Cup Announcement6BGE Stara Zagora 2026 cancelled12Blizzard Classic Cup - Tastosis announced as captains18
StarCraft 2
General
Potential Updates Coming to the SC2 CN Server Weekly Cups (March 2-8): ByuN overcomes PvT block Weekly Cups (August 25-31): Clem's Last Straw? Weekly Cups (March 9-15): herO, Clem, ByuN win Blizzard Classic Cup @ BlizzCon 2026 - $100k prize pool
Tourneys
RSL Season 4 announced for March-April Sparkling Tuna Cup - Weekly Open Tournament WardiTV Team League Season 10 KSL Week 87 [GSL CK] #2: Team Classic vs. Team Solar
Strategy
Custom Maps
Publishing has been re-enabled! [Feb 24th 2026]
External Content
The PondCast: SC2 News & Results Mutation # 517 Distant Threat Mutation # 516 Specter of Death Mutation # 515 Together Forever
Brood War
General
BGH Auto Balance -> http://bghmmr.eu/ ASL21 General Discussion Gypsy to Korea JaeDong's form before ASL BSL Season 22
Tourneys
[Megathread] Daily Proleagues [BSL22] Open Qualifiers & Ladder Tours Small VOD Thread 2.0 IPSL Spring 2026 is here!
Strategy
Simple Questions, Simple Answers Soma's 9 hatch build from ASL Game 2 Fighting Spirit mining rates
Other Games
General Games
Stormgate/Frost Giant Megathread General RTS Discussion Thread Nintendo Switch Thread Path of Exile Dawn of War IV
Dota 2
Official 'what is Dota anymore' discussion The Story of Wings Gaming
League of Legends
G2 just beat GenG in First stand
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
Five o'clock TL Mafia Mafia Game Mode Feedback/Ideas Vanilla Mini Mafia TL Mafia Community Thread
Community
General
US Politics Mega-thread Things Aren’t Peaceful in Palestine Canadian Politics Mega-thread Russo-Ukrainian War Thread Mexico's Drug War
Fan Clubs
The IdrA Fan Club
Media & Entertainment
Movie Discussion! [Req][Books] Good Fantasy/SciFi books [Manga] One Piece
Sports
Formula 1 Discussion 2024 - 2026 Football Thread Tokyo Olympics 2021 Thread General nutrition recommendations Cricket [SPORT]
World Cup 2022
Tech Support
Laptop capable of using Photoshop Lightroom?
TL Community
The Automated Ban List
Blogs
Funny Nicknames
LUCKY_NOOB
Money Laundering In Video Ga…
TrAiDoS
Iranian anarchists: organize…
XenOsky
FS++
Kraekkling
Shocked by a laser…
Spydermine0240
Unintentional protectionism…
Uldridge
ASL S21 English Commentary…
namkraft
Customize Sidebar...

Website Feedback

Closed Threads



Active: 3929 users

Patch 1.4 PTR Notes (updated 9/8) - Page 184

Forum Index > Closed
9040 CommentsPost a Reply
Prev 1 182 183 184 185 186 453 Next
Since this whole topic degenerated into the usual balance flamefest where every topic ends up if unmoderated it's time for it to clean up. Locking this down for a while. Any posts made after my post [page 233] not addressing the changes in this patch directly and containting flames or general balance whine will get banned for at least a week. ~Nyovne

There is way too much flaming in this thread right now. Calm down before you post! (Page 271) ~iamke55
features
Profile Blog Joined July 2010
Ireland160 Posts
Last Edited: 2011-08-26 11:59:43
August 26 2011 11:57 GMT
#3661
On August 26 2011 20:54 CarlaBruni wrote:
they need to nerf hellion even more tbh the units is still ridiculously overpowered how much cost toss aoe / harass units that gives map control and can instant win games anytimes when bw progamer will switch to sc2 they re going to laugh their ass off watch hyuk vs fantasy imagine if vult were hellion lol


Just wait until they get spider mines in HotS

EDIT:
If a protoss has to invest in cannons I dont see why Terrans dont just put a bunker with reapers in their base to hold off hellion harrass.

How many terrans would expect reapers in a bunker? it would own lol
Conveyor belt star
Mehukannu
Profile Joined October 2010
Finland421 Posts
August 26 2011 12:06 GMT
#3662
I wonder why no pros split workers by selecting them all -> hit s -> hold F1 -> spam click your workers everywhere in the screen. All I see them do is just move them all away to a corner or to an expansion then those poor workers just line up and those hellions just burn them to the ground... =/
C=('. ' Q)
H0i
Profile Joined October 2010
Netherlands484 Posts
August 26 2011 12:13 GMT
#3663
On August 26 2011 20:43 features wrote:
Show nested quote +
On August 26 2011 20:33 bokeevboke wrote:
this patch is great, but there are things in SC2 that I can't still understand:

Tank range
Sieged tank has ridiculous range of 13. Why do they need so much? How is it justified? I understand that tank is terran's primary AOE damager. But frankly they are pretty bad at dealing AoE damage. I mean if zerg has enough army to live through 13 range, then terran is doomed. 13 Range only good for abusive strategies and allins. It would be better if range was around 9 and splash damage was bigger. That way we could fix terran late game and make less abusive strategies in early game.
Range of viking is ok, since they are slow, fragile and they're only way to fight colossi/broodlords.

PDD, Autoturret lifetime
It feels that these things last forever. There is even upgrade to prolong their life. Why? What is the purpose to last that long? I don't understand it. Is it for defense?? These things are pretty bad at defending. Or is it for harassing? they're pretty bad at harassing too, low dps and enemy can simply run away. Infested terrans are much better, they do more damage, only 25 energy, and can walk around. It would be better if these spells had more power in a short period of time.

Force fields
Forcefields are entire reason why protoss gateway units suck. Why FFs last so long? I believe the designer is same person who invented destructible rocks. I mean its ok to micro FF and do cutsy stuff but. This spell is "do or die". Single mistake from either side, and he is dead, will lose everything inevitably. Solution: Make the spell last shorter, that way enemy has more options and can save some stuff, at the same time buff gateway units.


Wrong, wrong and wrong.

Imagine trying to hold a ramp if force field only lasted 5 seconds lol, it gives you exactly enough time to warp in another sentry to try and save your ass from an unexpected rush.

It should last 5 seconds, but 20 seconds in a power field.

This way the ability is much more defensive than offensive. Also, if gateway units are buffed, then holding a ramp might not be needed anymore. The problem is going to be in terran armies kiting and making it impossible to get hits in for the protoss though... If this is going to happen charge needs to come faster, zealots need to be faster, and perhaps even reavers are needed.
Rabiator
Profile Joined March 2010
Germany3948 Posts
August 26 2011 12:17 GMT
#3664
On August 26 2011 19:09 blade55555 wrote:
Show nested quote +
On August 26 2011 18:46 Rabiator wrote:
- Mothership SHOULD provide power just like the Warp Prism in phase prism mode.
- The speed buff to Seeker Missile is nice, but you still need to run in pretty close to start it and at 125 energy it is too expensive to be useful anyways. Either the triggering range needs to increase (flying through lots of friendly units first reduces the chase duration and gives more reaction time, so it wouldnt be totally unfair IMO) or the energy needs to be reduced.

Personally I have a feeling that the Hellion nerf will make it ever harder for Terrans to win against Zerg before the Zerg are exploding in their economy and reach Brood Lord / Ultralisk tech. Terrans might need a buff for T3, but then the next expansion is close around the corner, so we dont know what will happen then.


terrans late game is strong as it is...turtle terran with mech/ghosts is hard to break. Terrans late game is fine just a lot terrans don't know how to do it properly (yet).

Also mech is fine as far as I saw a post zealots/zergligns still die in the same amount of shots from blue flamed hellions I wish people knew that! :D


If it is the same number of hits from a Hellion to kill these units, why change the damage at all if nothing changes? Simple answer: The main change is that blue flame Hellions (without +1) need THREE shots for workers instead of two, which is one of the biggest useages for them. Sure you can get around that with researching +1 for vehicles, but it is yet another research which Terrans NEED TO DO to stay viable and that isnt really a good thing.

As for Terran late game being strong ... that isnt really the case against Zerg - unless the Terran already has the Zerg in a stranglehold and almost dead. That is not so likely on bigger maps and the lack of mobility for everything Terran simply makes them weak against the easily remade Zerg swarms. Sure you can turtle as a Terran and hold out for some time, but you will have A LOT fewer resources than the Zerg and are more likely to lose. The more bases that turtling Terran has to defend the easier it gets to break them and a Zerg with "unlimited" resources can easily rightclick an undefended CC with a number of Banelings and kill it with just one move of a mouse.
If you cant say what you're meaning, you can never mean what you're saying.
Areaz
Profile Joined December 2010
Denmark27 Posts
August 26 2011 12:20 GMT
#3665
i think that they should change it so that you can decide for yourself if you want that side-bar thing where if you click it the screen jumps. i have heard numorous of pro's being annoyed by that shit.
Help me get better please :(
Rizla_EU
Profile Joined August 2011
United Kingdom19 Posts
August 26 2011 12:21 GMT
#3666
lovely stuff BFH no longer violate evryone and warp prism will be more viable for toss drops its now made of wood rather than paper

ultras nerf will make for more interesting stuff late game.. thats like 21% time reduction not bad
HMM dont we have icon for Random... ill pretend to be a Zerg
Coolhwip
Profile Joined March 2011
Sweden1381 Posts
August 26 2011 12:36 GMT
#3667
On August 26 2011 21:13 H0i wrote:
Show nested quote +
On August 26 2011 20:43 features wrote:
On August 26 2011 20:33 bokeevboke wrote:
this patch is great, but there are things in SC2 that I can't still understand:

Tank range
Sieged tank has ridiculous range of 13. Why do they need so much? How is it justified? I understand that tank is terran's primary AOE damager. But frankly they are pretty bad at dealing AoE damage. I mean if zerg has enough army to live through 13 range, then terran is doomed. 13 Range only good for abusive strategies and allins. It would be better if range was around 9 and splash damage was bigger. That way we could fix terran late game and make less abusive strategies in early game.
Range of viking is ok, since they are slow, fragile and they're only way to fight colossi/broodlords.

PDD, Autoturret lifetime
It feels that these things last forever. There is even upgrade to prolong their life. Why? What is the purpose to last that long? I don't understand it. Is it for defense?? These things are pretty bad at defending. Or is it for harassing? they're pretty bad at harassing too, low dps and enemy can simply run away. Infested terrans are much better, they do more damage, only 25 energy, and can walk around. It would be better if these spells had more power in a short period of time.

Force fields
Forcefields are entire reason why protoss gateway units suck. Why FFs last so long? I believe the designer is same person who invented destructible rocks. I mean its ok to micro FF and do cutsy stuff but. This spell is "do or die". Single mistake from either side, and he is dead, will lose everything inevitably. Solution: Make the spell last shorter, that way enemy has more options and can save some stuff, at the same time buff gateway units.


Wrong, wrong and wrong.

Imagine trying to hold a ramp if force field only lasted 5 seconds lol, it gives you exactly enough time to warp in another sentry to try and save your ass from an unexpected rush.

It should last 5 seconds, but 20 seconds in a power field.

This way the ability is much more defensive than offensive. Also, if gateway units are buffed, then holding a ramp might not be needed anymore. The problem is going to be in terran armies kiting and making it impossible to get hits in for the protoss though... If this is going to happen charge needs to come faster, zealots need to be faster, and perhaps even reavers are needed.


PvP would be back to only 4 gating tho.
crack
H0i
Profile Joined October 2010
Netherlands484 Posts
August 26 2011 12:42 GMT
#3668
On August 26 2011 21:36 Coolhwip wrote:
Show nested quote +
On August 26 2011 21:13 H0i wrote:
On August 26 2011 20:43 features wrote:
On August 26 2011 20:33 bokeevboke wrote:
this patch is great, but there are things in SC2 that I can't still understand:

Tank range
Sieged tank has ridiculous range of 13. Why do they need so much? How is it justified? I understand that tank is terran's primary AOE damager. But frankly they are pretty bad at dealing AoE damage. I mean if zerg has enough army to live through 13 range, then terran is doomed. 13 Range only good for abusive strategies and allins. It would be better if range was around 9 and splash damage was bigger. That way we could fix terran late game and make less abusive strategies in early game.
Range of viking is ok, since they are slow, fragile and they're only way to fight colossi/broodlords.

PDD, Autoturret lifetime
It feels that these things last forever. There is even upgrade to prolong their life. Why? What is the purpose to last that long? I don't understand it. Is it for defense?? These things are pretty bad at defending. Or is it for harassing? they're pretty bad at harassing too, low dps and enemy can simply run away. Infested terrans are much better, they do more damage, only 25 energy, and can walk around. It would be better if these spells had more power in a short period of time.

Force fields
Forcefields are entire reason why protoss gateway units suck. Why FFs last so long? I believe the designer is same person who invented destructible rocks. I mean its ok to micro FF and do cutsy stuff but. This spell is "do or die". Single mistake from either side, and he is dead, will lose everything inevitably. Solution: Make the spell last shorter, that way enemy has more options and can save some stuff, at the same time buff gateway units.


Wrong, wrong and wrong.

Imagine trying to hold a ramp if force field only lasted 5 seconds lol, it gives you exactly enough time to warp in another sentry to try and save your ass from an unexpected rush.

It should last 5 seconds, but 20 seconds in a power field.

This way the ability is much more defensive than offensive. Also, if gateway units are buffed, then holding a ramp might not be needed anymore. The problem is going to be in terran armies kiting and making it impossible to get hits in for the protoss though... If this is going to happen charge needs to come faster, zealots need to be faster, and perhaps even reavers are needed.


PvP would be back to only 4 gating tho.

Why? Maybe not. A buff to stalkers will also make blink better. Longer lasting force fields if they touch a power field means you can stop a 4gate with much more ease, because of the recent ramp vision change. Immortal build time could be a bit less, and then going immortals will still work.
L3g3nd_
Profile Joined July 2010
New Zealand10461 Posts
August 26 2011 12:43 GMT
#3669
On August 26 2011 21:36 Coolhwip wrote:
Show nested quote +
On August 26 2011 21:13 H0i wrote:
On August 26 2011 20:43 features wrote:
On August 26 2011 20:33 bokeevboke wrote:
this patch is great, but there are things in SC2 that I can't still understand:

Tank range
Sieged tank has ridiculous range of 13. Why do they need so much? How is it justified? I understand that tank is terran's primary AOE damager. But frankly they are pretty bad at dealing AoE damage. I mean if zerg has enough army to live through 13 range, then terran is doomed. 13 Range only good for abusive strategies and allins. It would be better if range was around 9 and splash damage was bigger. That way we could fix terran late game and make less abusive strategies in early game.
Range of viking is ok, since they are slow, fragile and they're only way to fight colossi/broodlords.

PDD, Autoturret lifetime
It feels that these things last forever. There is even upgrade to prolong their life. Why? What is the purpose to last that long? I don't understand it. Is it for defense?? These things are pretty bad at defending. Or is it for harassing? they're pretty bad at harassing too, low dps and enemy can simply run away. Infested terrans are much better, they do more damage, only 25 energy, and can walk around. It would be better if these spells had more power in a short period of time.

Force fields
Forcefields are entire reason why protoss gateway units suck. Why FFs last so long? I believe the designer is same person who invented destructible rocks. I mean its ok to micro FF and do cutsy stuff but. This spell is "do or die". Single mistake from either side, and he is dead, will lose everything inevitably. Solution: Make the spell last shorter, that way enemy has more options and can save some stuff, at the same time buff gateway units.


Wrong, wrong and wrong.

Imagine trying to hold a ramp if force field only lasted 5 seconds lol, it gives you exactly enough time to warp in another sentry to try and save your ass from an unexpected rush.

It should last 5 seconds, but 20 seconds in a power field.

This way the ability is much more defensive than offensive. Also, if gateway units are buffed, then holding a ramp might not be needed anymore. The problem is going to be in terran armies kiting and making it impossible to get hits in for the protoss though... If this is going to happen charge needs to come faster, zealots need to be faster, and perhaps even reavers are needed.


PvP would be back to only 4 gating tho.

yeah 5 seconds would make the sentry useless, and PvZ would be a joke, Z would run all over toss. and PvP would be pure 4gate
https://twitter.com/#!/IrisAnother
Yaotzin
Profile Joined August 2010
South Africa4280 Posts
August 26 2011 12:44 GMT
#3670
Protoss would never survive another allin with 5s FF.
H0i
Profile Joined October 2010
Netherlands484 Posts
August 26 2011 12:51 GMT
#3671
On August 26 2011 21:43 L3g3nd_ wrote:
Show nested quote +
On August 26 2011 21:36 Coolhwip wrote:
On August 26 2011 21:13 H0i wrote:
On August 26 2011 20:43 features wrote:
On August 26 2011 20:33 bokeevboke wrote:
this patch is great, but there are things in SC2 that I can't still understand:

Tank range
Sieged tank has ridiculous range of 13. Why do they need so much? How is it justified? I understand that tank is terran's primary AOE damager. But frankly they are pretty bad at dealing AoE damage. I mean if zerg has enough army to live through 13 range, then terran is doomed. 13 Range only good for abusive strategies and allins. It would be better if range was around 9 and splash damage was bigger. That way we could fix terran late game and make less abusive strategies in early game.
Range of viking is ok, since they are slow, fragile and they're only way to fight colossi/broodlords.

PDD, Autoturret lifetime
It feels that these things last forever. There is even upgrade to prolong their life. Why? What is the purpose to last that long? I don't understand it. Is it for defense?? These things are pretty bad at defending. Or is it for harassing? they're pretty bad at harassing too, low dps and enemy can simply run away. Infested terrans are much better, they do more damage, only 25 energy, and can walk around. It would be better if these spells had more power in a short period of time.

Force fields
Forcefields are entire reason why protoss gateway units suck. Why FFs last so long? I believe the designer is same person who invented destructible rocks. I mean its ok to micro FF and do cutsy stuff but. This spell is "do or die". Single mistake from either side, and he is dead, will lose everything inevitably. Solution: Make the spell last shorter, that way enemy has more options and can save some stuff, at the same time buff gateway units.


Wrong, wrong and wrong.

Imagine trying to hold a ramp if force field only lasted 5 seconds lol, it gives you exactly enough time to warp in another sentry to try and save your ass from an unexpected rush.

It should last 5 seconds, but 20 seconds in a power field.

This way the ability is much more defensive than offensive. Also, if gateway units are buffed, then holding a ramp might not be needed anymore. The problem is going to be in terran armies kiting and making it impossible to get hits in for the protoss though... If this is going to happen charge needs to come faster, zealots need to be faster, and perhaps even reavers are needed.


PvP would be back to only 4 gating tho.

yeah 5 seconds would make the sentry useless, and PvZ would be a joke, Z would run all over toss. and PvP would be pure 4gate

We are talking about buffing gateway units a lot here if forcefields outside of power fields are changed to last 10 or 5 seconds.

It's just sad how important force fields are. You can't win without them, and if you use them perfectly you gain a huge advantage, so your other units have to be really weak to compromise for that.
L3g3nd_
Profile Joined July 2010
New Zealand10461 Posts
Last Edited: 2011-08-26 12:55:42
August 26 2011 12:54 GMT
#3672
On August 26 2011 21:51 H0i wrote:
Show nested quote +
On August 26 2011 21:43 L3g3nd_ wrote:
On August 26 2011 21:36 Coolhwip wrote:
On August 26 2011 21:13 H0i wrote:
On August 26 2011 20:43 features wrote:
On August 26 2011 20:33 bokeevboke wrote:
this patch is great, but there are things in SC2 that I can't still understand:

Tank range
Sieged tank has ridiculous range of 13. Why do they need so much? How is it justified? I understand that tank is terran's primary AOE damager. But frankly they are pretty bad at dealing AoE damage. I mean if zerg has enough army to live through 13 range, then terran is doomed. 13 Range only good for abusive strategies and allins. It would be better if range was around 9 and splash damage was bigger. That way we could fix terran late game and make less abusive strategies in early game.
Range of viking is ok, since they are slow, fragile and they're only way to fight colossi/broodlords.

PDD, Autoturret lifetime
It feels that these things last forever. There is even upgrade to prolong their life. Why? What is the purpose to last that long? I don't understand it. Is it for defense?? These things are pretty bad at defending. Or is it for harassing? they're pretty bad at harassing too, low dps and enemy can simply run away. Infested terrans are much better, they do more damage, only 25 energy, and can walk around. It would be better if these spells had more power in a short period of time.

Force fields
Forcefields are entire reason why protoss gateway units suck. Why FFs last so long? I believe the designer is same person who invented destructible rocks. I mean its ok to micro FF and do cutsy stuff but. This spell is "do or die". Single mistake from either side, and he is dead, will lose everything inevitably. Solution: Make the spell last shorter, that way enemy has more options and can save some stuff, at the same time buff gateway units.


Wrong, wrong and wrong.

Imagine trying to hold a ramp if force field only lasted 5 seconds lol, it gives you exactly enough time to warp in another sentry to try and save your ass from an unexpected rush.

It should last 5 seconds, but 20 seconds in a power field.

This way the ability is much more defensive than offensive. Also, if gateway units are buffed, then holding a ramp might not be needed anymore. The problem is going to be in terran armies kiting and making it impossible to get hits in for the protoss though... If this is going to happen charge needs to come faster, zealots need to be faster, and perhaps even reavers are needed.


PvP would be back to only 4 gating tho.

yeah 5 seconds would make the sentry useless, and PvZ would be a joke, Z would run all over toss. and PvP would be pure 4gate

We are talking about buffing gateway units a lot here if forcefields outside of power fields are changed to last 10 or 5 seconds.

It's just sad how important force fields are. You can't win without them, and if you use them perfectly you gain a huge advantage, so your other units have to be really weak to compromise for that.

well, if anything they need a buff. protoss are getting dominated at pro level, ZvP and TvP are the 2 match up's with the highest win percents for the last month

maybe keep FF the same and buff stalkers?
https://twitter.com/#!/IrisAnother
EmcDreams
Profile Joined August 2011
Austria6 Posts
August 26 2011 13:01 GMT
#3673
On August 26 2011 20:57 features wrote:
Show nested quote +
On August 26 2011 20:54 CarlaBruni wrote:
they need to nerf hellion even more tbh the units is still ridiculously overpowered how much cost toss aoe / harass units that gives map control and can instant win games anytimes when bw progamer will switch to sc2 they re going to laugh their ass off watch hyuk vs fantasy imagine if vult were hellion lol


Just wait until they get spider mines in HotS

EDIT:
If a protoss has to invest in cannons I dont see why Terrans dont just put a bunker with reapers in their base to hold off hellion harrass.

How many terrans would expect reapers in a bunker? it would own lol



Terrans don't do that because thats 4 less army supply that u have for battles. And also 300 minerals and 200 gas for hellions that might not even come is a bit much.
Mackin
Profile Blog Joined December 2010
Ireland181 Posts
Last Edited: 2011-08-26 13:11:48
August 26 2011 13:09 GMT
#3674
I can see where theyre coming from with this patch, but the BFH change does seem a tad extreme to me. I wish there was another way to end the ridiculous 3 hellion auto win (when BFH get into mineral line) that seems to occur in a lot of games. I love using builds in TvT that involve using lots of hellions vs heavy numbers of marines, because I find tanks to immobile when the enemy uses good drop play.

The barracks increase time is totally understandable for all the 2 barracks rushes vs Z, but it could affect timings for stim/combat shield and the protoss might be able to work out a good timing for attack.

The protoss changes are really good IMO, I think the immortal change is good, and the anti mothership lag will be awesome in 4v4 . And the zerg infestor change seems alright as well... Ultra change is good because they are absolutely useless unless you've rolled your enemy and you have extra resources to burn Overseer change is good too, cheap overseers mean DTs wont catch me off guard at all, it will be much more viable to have an overseer regardless 'just in case'.

Overall seems to be a pretty decent patch. Actually happy about this one.

Disclaimer: I now play zerg, but mained as Terran for the first 2 seasons, so im trying not to be too biased :D
Serenity
[F_]aths
Profile Blog Joined February 2010
Germany3947 Posts
August 26 2011 13:20 GMT
#3675
Can someone test if the real APM (with no spam) now refers to real-world seconds instead of ingame-seconds?
You don't choose to play zerg. The zerg choose you.
cptBlueBlitz
Profile Joined August 2011
France5 Posts
August 26 2011 13:20 GMT
#3676
Zealots charge has got a change which cancel the charge buff if the zealot actually get a new order after this buff. The reason of that is that the charge buff wont stop until the zealot catch the unit he wants to attack. With some micro we were then able to make super long charge. I do not agree with Blizzard fix. Even if this fix has to happen right now i would prefer a simple 2 sec buff instead of removing the buff from happening when a new order happen. Simply because spamming A-Click will remove the charge, which is kinda stupid since you need to give orders to your zealots when the opponent's army is moving.

Here is a video explaing showing the "bug" or whatever it is called.

Everything for win.
Dystisis
Profile Joined May 2010
Norway713 Posts
August 26 2011 13:28 GMT
#3677
On August 26 2011 19:59 Cyro wrote:
Show nested quote +
On August 26 2011 19:57 eYeball wrote:
Well immortals are more expensive and hard counter to marauders. However against marines they are not, and it's extremly bad to trade marines for immortals. I don't know what this test is about still? That the extra range makes them more available? I always keep my immortals in front as tanks anyways rather than damage dealers, but for the rest I guess it can make a small difference.



They beat marines very convincingly with guardian shield, not a counter?


Bullshit. The only thing that matters when comparing units of different types against each other is to look at their ACTUAL cost.

To do that you have to multiply the gas cost of the unit by 2 (or something like that). You should also take into account production time of the unit, its supply cost, as well as the time and resources it takes to tech to it.

I will forego all that for now and ONLY look at Minerals+Gas cost of both Marines and Immortals, to approximate the 'actual' cost of the unit (this is not considering the valuable time of using Robotics Facility production, in reality the Immortal would actually have an even higher actual cost in relation to the Marine):

Marines:
50 Minerals
Actual cost: 50.

Immortals:
250 Minerals
100 Gas (*2 = 200)
Actual cost: 450.

450/50 = 9

That means that an Immortal will only be cost efficient against Marines if it manages to single-handily kill 9 Marines. To test in large groups, you have to test with f.ex. 10 Immortals versus 90 Marines in order to have a fair fight, resource-wise. If the 10 Immortals win, it is worth using Immortals against Marines; if the Marines win, vice versa.

Actually, I think it'd be more precise to say that an Immortal would have to kill roughly 10 Marines (before dying) in order to be cost effective. This is due to the cost of teching to Robo, as well as the extra supply/build time of the Immortals in comparison to Marines.

Now, through some 'rough' testing in the Galaxy editor (I have updated the Immortal to give it +1 range like in the Patch Notes, A-moved clumps of units), I come to the following conclusions:

A group of 10 Immortals [~4500 resources] gets absolutely demolished by 90 Marines [~4500 resources].

A group of 10 Immortals [~4500 resources] gets destroyed by 80 [~4000] resources Marines (with over half the Marines left standing).

A group of 10 Immortals [~4500 resources] gets destroyed by 70 [~3500] resources Marines (with about half the Marines left standing).

A group of 10 Immortals [~4500 resources] gets killed by 50 [~2500] resources Marines (with nearly 20 Marines left standing).

Between 40 and 45 Marines, the two groups end up even (kill each other). That means that it takes 4500 resources worth of Immortals to kill 2125 worth of Marines. It is over twice (2,1 times) as effective using Marines against Immortals than it is using Immortals against Marines.
gosuMalicE
Profile Joined March 2011
Canada676 Posts
August 26 2011 13:30 GMT
#3678
Perfect patch? I think so
I play Protoss, because lets face it, who doesn't love hyper-advanced Egyptian ninja-aliens that kill people with lightsabres attached to both arms?
dbddbddb
Profile Joined April 2010
Singapore969 Posts
August 26 2011 13:30 GMT
#3679
On August 26 2011 22:28 Dystisis wrote:
Show nested quote +
On August 26 2011 19:59 Cyro wrote:
On August 26 2011 19:57 eYeball wrote:
Well immortals are more expensive and hard counter to marauders. However against marines they are not, and it's extremly bad to trade marines for immortals. I don't know what this test is about still? That the extra range makes them more available? I always keep my immortals in front as tanks anyways rather than damage dealers, but for the rest I guess it can make a small difference.



They beat marines very convincingly with guardian shield, not a counter?


Bullshit. The only thing that matters when comparing units of different types against each other is to look at their ACTUAL cost.

To do that you have to multiply the gas cost of the unit by 2 (or something like that). You should also take into account production time of the unit, its supply cost, as well as the time and resources it takes to tech to it.

I will forego all that for now and ONLY look at Minerals+Gas cost of both Marines and Immortals, to approximate the 'actual' cost of the unit (this is not considering the valuable time of using Robotics Facility production, in reality the Immortal would actually have an even higher actual cost in relation to the Marine):

Marines:
50 Minerals
Actual cost: 50.

Immortals:
250 Minerals
100 Gas (*2 = 200)
Actual cost: 450.

450/50 = 9

That means that an Immortal will only be cost efficient against Marines if it manages to single-handily kill 9 Marines. To test in large groups, you have to test with f.ex. 10 Immortals versus 90 Marines in order to have a fair fight, resource-wise. If the 10 Immortals win, it is worth using Immortals against Marines; if the Marines win, vice versa.

Actually, I think it'd be more precise to say that an Immortal would have to kill roughly 10 Marines (before dying) in order to be cost effective. This is due to the cost of teching to Robo, as well as the extra supply/build time of the Immortals in comparison to Marines.

Now, through some 'rough' testing in the Galaxy editor (I have updated the Immortal to give it +1 range like in the Patch Notes, A-moved clumps of units), I come to the following conclusions:

A group of 10 Immortals [~4500 resources] gets absolutely demolished by 90 Marines [~4500 resources].

A group of 10 Immortals [~4500 resources] gets destroyed by 80 [~4000] resources Marines (with over half the Marines left standing).

A group of 10 Immortals [~4500 resources] gets destroyed by 70 [~3500] resources Marines (with about half the Marines left standing).

A group of 10 Immortals [~4500 resources] gets killed by 50 [~2500] resources Marines (with nearly 20 Marines left standing).

Between 40 and 45 Marines, the two groups end up even (kill each other). That means that it takes 4500 resources worth of Immortals to kill 2125 worth of Marines. It is over twice (2,1 times) as effective using Marines against Immortals than it is using Immortals against Marines.


you know he just made a 300 post thread about his brilliant idea right?
Kyhol
Profile Blog Joined October 2008
Canada2575 Posts
August 26 2011 13:31 GMT
#3680
On August 26 2011 22:20 cptBlueBlitz wrote:
Zealots charge has got a change which cancel the charge buff if the zealot actually get a new order after this buff. The reason of that is that the charge buff wont stop until the zealot catch the unit he wants to attack. With some micro we were then able to make super long charge. I do not agree with Blizzard fix. Even if this fix has to happen right now i would prefer a simple 2 sec buff instead of removing the buff from happening when a new order happen. Simply because spamming A-Click will remove the charge, which is kinda stupid since you need to give orders to your zealots when the opponent's army is moving.

Here is a video explaing showing the "bug" or whatever it is called.

http://www.youtube.com/watch?v=t-vl8dMyE38

I've known about this bug since the beta. I have always wondered why people didn't utilize it more often. I wasn't going to point it out though :p
Wishing you well.
Prev 1 182 183 184 185 186 453 Next
Please log in or register to reply.
Live Events Refresh
The PiG Daily
22:00
Best Games of SC
Solar vs ByuN
MaxPax vs Solar
Rogue vs Percival
Cure vs Solar
herO vs Solar
LiquipediaDiscussion
[ Submit Event ]
Live Streams
Refresh
StarCraft 2
NeuroSwarm 264
RuFF_SC2 262
Nina 150
ProTech119
StarCraft: Brood War
Shuttle 544
Leta 131
Noble 102
Nal_rA 24
Bale 14
Icarus 6
Dota 2
monkeys_forever818
League of Legends
JimRising 650
Heroes of the Storm
Khaldor118
Other Games
ViBE151
Trikslyr74
Mew2King38
Organizations
Other Games
gamesdonequick783
Dota 2
PGL Dota 2 - Main Stream147
StarCraft 2
Blizzard YouTube
StarCraft: Brood War
BSLTrovo
sctven
[ Show 13 non-featured ]
StarCraft 2
• davetesta49
• AfreecaTV YouTube
• intothetv
• Kozan
• IndyKCrew
• LaughNgamezSOOP
• Migwel
• sooper7s
StarCraft: Brood War
• Diggity1
• BSLYoutube
• STPLYoutube
• ZZZeroYoutube
League of Legends
• Lourlo1228
Upcoming Events
RSL Revival
5h 52m
herO vs MaxPax
Rogue vs TriGGeR
BSL
15h 52m
Replay Cast
19h 52m
Replay Cast
1d 4h
Afreeca Starleague
1d 5h
Sharp vs Scan
Rain vs Mong
Wardi Open
1d 7h
Monday Night Weeklies
1d 12h
Sparkling Tuna Cup
2 days
Afreeca Starleague
2 days
Soulkey vs Ample
JyJ vs sSak
Replay Cast
3 days
[ Show More ]
Afreeca Starleague
3 days
hero vs YSC
Larva vs Shine
Kung Fu Cup
3 days
Replay Cast
3 days
KCM Race Survival
4 days
The PondCast
4 days
WardiTV Team League
4 days
Replay Cast
4 days
WardiTV Team League
5 days
RSL Revival
6 days
Cure vs Zoun
WardiTV Team League
6 days
BSL
6 days
Liquipedia Results

Completed

Jeongseon Sooper Cup
WardiTV Winter 2026
Underdog Cup #3

Ongoing

KCM Race Survival 2026 Season 1
BSL Season 22
CSL Elite League 2026
RSL Revival: Season 4
Nations Cup 2026
NationLESS Cup
BLAST Open Spring 2026
ESL Pro League S23 Finals
ESL Pro League S23 Stage 1&2
PGL Cluj-Napoca 2026
IEM Kraków 2026
BLAST Bounty Winter 2026
BLAST Bounty Winter Qual

Upcoming

ASL Season 21
Acropolis #4 - TS6
2026 Changsha Offline CUP
CSL 2026 SPRING (S20)
CSL Season 20: Qualifier 1
Acropolis #4
IPSL Spring 2026
Kung Fu Cup 2026 Grand Finals
HSC XXIX
uThermal 2v2 2026 Main Event
IEM Cologne Major 2026
Stake Ranked Episode 2
CS Asia Championships 2026
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
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.