• Log InLog In
  • Register
Liquid`
Team Liquid Liquipedia
EDT 00:38
CEST 06:38
KST 13:38
  • 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
[ASL21] Ro4 Preview: On Course12Code S Season 1 - RO8 Preview7[ASL21] Ro8 Preview Pt2: Progenitors8Code S Season 1 - RO12 Group A: Rogue, Percival, Solar, Zoun13[ASL21] Ro8 Preview Pt1: Inheritors16
Community News
Code S Season 1 (2026) - RO8 Results0Weekly Cups (May 4-10): Clem, MaxPax, herO win1Maestros of The Game 2 announcement and schedule !11Weekly Cups (April 27-May 4): Clem takes triple0RSL Revival: Season 5 - Qualifiers and Main Event12
StarCraft 2
General
Code S Season 1 (2026) - RO8 Results MaNa leaves Team Liquid Weekly Cups (May 4-10): Clem, MaxPax, herO win Code S Season 1 - RO8 Preview Behind the Blue - Team Liquid History Book
Tourneys
2026 GSL Season 2 Qualifiers Maestros of The Game 2 announcement and schedule ! $5,000 WardiTV Spring Championship 2026 SC2 INu's Battles#16 <BO.9> Master Swan Open (Global Bronze-Master 2)
Strategy
Custom Maps
[D]RTS in all its shapes and glory <3 [A] Nemrods 1/4 players
External Content
Mutation # 525 Wheel of Misfortune The PondCast: SC2 News & Results Mutation # 524 Death and Taxes Mutation # 523 Firewall
Brood War
General
Quality of life changes in BW that you will like ? Flashes ASL S21 Ro8 Review ASL Tickets to Live Event Finals? BW General Discussion Pros React To: Leta vs Tulbo (ASL S21, Ro.8)
Tourneys
[ASL21] Semifinals B [Megathread] Daily Proleagues [ASL21] Semifinals A [BSL22] RO8 Bracket Stage + Another TieBreaker
Strategy
Fighting Spirit mining rates [G] Hydra ZvZ: An Introduction Simple Questions, Simple Answers Muta micro map competition
Other Games
General Games
Warcraft III: The Frozen Throne Nintendo Switch Thread Stormgate/Frost Giant Megathread Starcraft Tabletop Miniature Game PC Games Sales Thread
Dota 2
The Story of Wings Gaming
League of Legends
Heroes of the Storm
Simple Questions, Simple Answers Heroes of the Storm 2.0
Hearthstone
Deck construction bug Heroes of StarCraft mini-set
TL Mafia
Vanilla Mini Mafia Mafia Game Mode Feedback/Ideas TL Mafia Community Thread Five o'clock TL Mafia
Community
General
US Politics Mega-thread Russo-Ukrainian War Thread UK Politics Mega-thread YouTube Thread European Politico-economics QA Mega-thread
Fan Clubs
The IdrA Fan Club
Media & Entertainment
[Manga] One Piece Anime Discussion Thread [Req][Books] Good Fantasy/SciFi books
Sports
2024 - 2026 Football Thread McBoner: A hockey love story Formula 1 Discussion
World Cup 2022
Tech Support
streaming software Strange computer issues (software) [G] How to Block Livestream Ads
TL Community
The Automated Ban List
Blogs
How EEG Data Can Predict Gam…
TrAiDoS
ramps on octagon
StaticNine
Funny Nicknames
LUCKY_NOOB
Customize Sidebar...

Website Feedback

Closed Threads



Active: 1297 users

Patch 1.4 PTR Notes (updated 9/8) - Page 221

Forum Index > Closed
9040 CommentsPost a Reply
Prev 1 219 220 221 222 223 453 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
Xenomorph
Profile Joined May 2010
United States137 Posts
August 30 2011 13:22 GMT
#4401
On August 30 2011 22:13 shizna wrote:
Show nested quote +
On August 30 2011 22:02 Xenomorph wrote:
On August 30 2011 21:55 MinimalistSC2 wrote:

Macro energy on buildings, Terran: mineral income, Toss: faster tech/units, Zerg: mass units/larva pooling

It may be good or bad for SC2, but it is probably one ****** to try and balance for late mid and early game with three different races. I strongly feel like toss is too weak in regards to macro energy late game and that it is not balanced. (because toss cannot make extra nexus purely for chrono and tech eventually runs dry and chrono boost on units hardly holds up to reactors and larva pooling (both are more productive and easier to execute than continuous chrono), where as minerals and mass units are always useful, especially late game


Just quoted a chunk, but very well said. I find that despite not being as fundamentally powerful as mules, zerg macro mechanics make the most sense and are the most useful for their army structure (and very needed I might add)



he's quite wrong actually.

i find that comparing chronoboost to reactors to highlight the protoss late game deficiency is pretty dumb... the correct answer is to MAKE MORE GATEWAYS.

chronoboost increases the production of everything, reactor only increases the production of marines, hellions, medivacs and vikings.


The post vaguely touched upon the comparison. What I took from it was the comment about the core macro mechanics of each race and their differences, and the lack of protoss having chrono be useful into the lategame. At some point your not going to be chrono boosting your upgrades, and your barely going to need it for your workers. You end up with massive amounts of nexus with tons of extra energy that doesn't really go into anything but occasionally CBing your WGs on a defensive warp-in.
Intrepid Traveler
Yaotzin
Profile Joined August 2010
South Africa4280 Posts
Last Edited: 2011-08-30 13:28:14
August 30 2011 13:27 GMT
#4402
On August 30 2011 22:22 Xenomorph wrote:
Show nested quote +
On August 30 2011 22:13 shizna wrote:
On August 30 2011 22:02 Xenomorph wrote:
On August 30 2011 21:55 MinimalistSC2 wrote:

Macro energy on buildings, Terran: mineral income, Toss: faster tech/units, Zerg: mass units/larva pooling

It may be good or bad for SC2, but it is probably one ****** to try and balance for late mid and early game with three different races. I strongly feel like toss is too weak in regards to macro energy late game and that it is not balanced. (because toss cannot make extra nexus purely for chrono and tech eventually runs dry and chrono boost on units hardly holds up to reactors and larva pooling (both are more productive and easier to execute than continuous chrono), where as minerals and mass units are always useful, especially late game


Just quoted a chunk, but very well said. I find that despite not being as fundamentally powerful as mules, zerg macro mechanics make the most sense and are the most useful for their army structure (and very needed I might add)



he's quite wrong actually.

i find that comparing chronoboost to reactors to highlight the protoss late game deficiency is pretty dumb... the correct answer is to MAKE MORE GATEWAYS.

chronoboost increases the production of everything, reactor only increases the production of marines, hellions, medivacs and vikings.


The post vaguely touched upon the comparison. What I took from it was the comment about the core macro mechanics of each race and their differences, and the lack of protoss having chrono be useful into the lategame. At some point your not going to be chrono boosting your upgrades, and your barely going to need it for your workers. You end up with massive amounts of nexus with tons of extra energy that doesn't really go into anything but occasionally CBing your WGs on a defensive warp-in.

I can't even remember the last time I saw a pro game with no more forge upgrades to get, or robo units needed ASAP, or stargate units needed ASAP.

Games that long aren't even about unit production anymore anyway, as everyone has a billion unit producing structures by then and it's all about being cost efficient. In super lategame all races macro mechanics become fairly useless.
MinimalistSC2
Profile Joined April 2011
United States121 Posts
Last Edited: 2011-08-30 13:42:20
August 30 2011 13:35 GMT
#4403
Games that long aren't even about unit production anymore anyway, as everyone has a billion unit producing structures by then and it's all about being cost efficient. In super lategame all races macro mechanics become fairly useless


Mule farming to remove scv supply and larva pooling is useless late game your right.
chronoboost increases the production of everything, reactor only increases the production of marines, hellions, medivacs and vikings.

And you are also correct. Because getting out colossus 33% faster for a higher amount of spent mouse apm is also very effective against terrans ability to hit v button a few extra times and get twice as many vikings as fast. same goes for double marines and medivacs vs 33% faster warp ins that require high mouse apm, while terran can pool a significantly larger amount of mules and pure keyboard macro with reactors.
There is no such thing as perfection, only improvement.
Daralii
Profile Joined March 2010
United States16991 Posts
August 30 2011 13:35 GMT
#4404
On August 30 2011 22:27 Yaotzin wrote:
Show nested quote +
On August 30 2011 22:22 Xenomorph wrote:
On August 30 2011 22:13 shizna wrote:
On August 30 2011 22:02 Xenomorph wrote:
On August 30 2011 21:55 MinimalistSC2 wrote:

Macro energy on buildings, Terran: mineral income, Toss: faster tech/units, Zerg: mass units/larva pooling

It may be good or bad for SC2, but it is probably one ****** to try and balance for late mid and early game with three different races. I strongly feel like toss is too weak in regards to macro energy late game and that it is not balanced. (because toss cannot make extra nexus purely for chrono and tech eventually runs dry and chrono boost on units hardly holds up to reactors and larva pooling (both are more productive and easier to execute than continuous chrono), where as minerals and mass units are always useful, especially late game


Just quoted a chunk, but very well said. I find that despite not being as fundamentally powerful as mules, zerg macro mechanics make the most sense and are the most useful for their army structure (and very needed I might add)



he's quite wrong actually.

i find that comparing chronoboost to reactors to highlight the protoss late game deficiency is pretty dumb... the correct answer is to MAKE MORE GATEWAYS.

chronoboost increases the production of everything, reactor only increases the production of marines, hellions, medivacs and vikings.


The post vaguely touched upon the comparison. What I took from it was the comment about the core macro mechanics of each race and their differences, and the lack of protoss having chrono be useful into the lategame. At some point your not going to be chrono boosting your upgrades, and your barely going to need it for your workers. You end up with massive amounts of nexus with tons of extra energy that doesn't really go into anything but occasionally CBing your WGs on a defensive warp-in.

I can't even remember the last time I saw a pro game with no more forge upgrades to get, or robo units needed ASAP, or stargate units needed ASAP.

Games that long aren't even about unit production anymore anyway, as everyone has a billion unit producing structures by then and it's all about being cost efficient. In super lategame all races macro mechanics become fairly useless.

I think the point he's making is that CB is a lot more situational than either orbitals or larva inject.
Fear is freedom! Subjugation is liberation! Contradiction is truth!
CarlaBruni
Profile Joined August 2011
61 Posts
August 30 2011 13:37 GMT
#4405
warpgates is extremly bad in regards you need to put camera away from your army and you need to click on the mouse to warp in stuff where as terran just need to select barracks and press keyboard shortcut this is huge dont even mention chronoboosting warp gate that is just not feasible on battlenet 2.0 because of the lag
OPL3SA2
Profile Joined April 2011
United States378 Posts
August 30 2011 13:39 GMT
#4406
On August 30 2011 21:55 MinimalistSC2 wrote:
Show nested quote +
I fail to see how economic boost mechanics are "fundamentally flawed." They might or might not be imbalanced but that's another issue.


I think by flawed he means that they cant be balanced properly because whenever they are balanced for one portion of the game, they become imbalanced in another, if you make mules too weak then terran early game is f***ed, but too strong and late game terran is overpowered. An if you balance it just right then you are actually going to see a stupid amount of two base all ins and timings because thats when mules will reach there max effectiveness. The same goes for chrono boost and and queen injects.

Their are a few fundamentally flawed aspects to this design. And they may point to the reason Protoss has not seen great success compared to the other races.

1) Almost immediately into the start of the game you have a building that regenerates mana at a constant rate and even has a pretty lenient mana cap. What this means is that you can pool chrono or mules and then fire them all at a gold base, or fire them all at a really fast tech switch.

- why it is flawed: It makes constant solid macro less important (except for zerg). Let me clarify and say it is still extremely important, but you can actually be behind a full cycle and really not feel the consequence. Anything over one cycle i feel like you could have had the minerals(terran) or tech(protoss) or units(zerg) out sooner and it really does hurt you.

2) because these mechanics can theoretically (and should) be used at a constant rate throughout the entire game, you see the effects of them spiral out of control if an opponent is just one base up on an opponent. It no longer means more income or a positional advantage, it means that that player immediately has more "macro energy".

- why it is flawed: Terran and zerg can easily make in base hatcheries and orbitals specifically for increased mana energy, early and late game. Terran can lift off and expo later and zerg will always benifit from a macro hatch since they can actually fall behind in injects quite easily. Toss however cannot do this. Chrono boost is good early game and mid game, but in the late game it is just too hard to keep up with terran and zerg macro energy. The only time you EVER see a toss gain an advantage in macro energy without out expanding is when they FE vs Zerg. Think about that and then think about how much macro energy plays a part in SC2.

As a sidenote, zerg can't afford to fall behind in spending macro energy, but at the same time they can pool larva and most easily spend resources purely for more macro energy.

TL DR:

Macro energy on buildings, Terran: mineral income, Toss: faster tech/units, Zerg: mass units/larva pooling

It may be good or bad for SC2, but it is probably one ****** to try and balance for late mid and early game with three different races. I strongly feel like toss is too weak in regards to macro energy late game and that it is not balanced. Because toss cannot make extra nexus purely for chrono, and tech eventually runs dry, They are not as adaptable as the other races. Chrono boost on units hardly holds up to reactors and larva pooling (both are more productive and easier to execute than continuous chrono), where as minerals and mass units are always useful, especially late game


What league are you in personally
Playoffs? You're talking about playoffs?
Yaotzin
Profile Joined August 2010
South Africa4280 Posts
Last Edited: 2011-08-30 13:43:52
August 30 2011 13:42 GMT
#4407
On August 30 2011 22:35 Daralii wrote:
Show nested quote +
On August 30 2011 22:27 Yaotzin wrote:
On August 30 2011 22:22 Xenomorph wrote:
On August 30 2011 22:13 shizna wrote:
On August 30 2011 22:02 Xenomorph wrote:
On August 30 2011 21:55 MinimalistSC2 wrote:

Macro energy on buildings, Terran: mineral income, Toss: faster tech/units, Zerg: mass units/larva pooling

It may be good or bad for SC2, but it is probably one ****** to try and balance for late mid and early game with three different races. I strongly feel like toss is too weak in regards to macro energy late game and that it is not balanced. (because toss cannot make extra nexus purely for chrono and tech eventually runs dry and chrono boost on units hardly holds up to reactors and larva pooling (both are more productive and easier to execute than continuous chrono), where as minerals and mass units are always useful, especially late game


Just quoted a chunk, but very well said. I find that despite not being as fundamentally powerful as mules, zerg macro mechanics make the most sense and are the most useful for their army structure (and very needed I might add)



he's quite wrong actually.

i find that comparing chronoboost to reactors to highlight the protoss late game deficiency is pretty dumb... the correct answer is to MAKE MORE GATEWAYS.

chronoboost increases the production of everything, reactor only increases the production of marines, hellions, medivacs and vikings.


The post vaguely touched upon the comparison. What I took from it was the comment about the core macro mechanics of each race and their differences, and the lack of protoss having chrono be useful into the lategame. At some point your not going to be chrono boosting your upgrades, and your barely going to need it for your workers. You end up with massive amounts of nexus with tons of extra energy that doesn't really go into anything but occasionally CBing your WGs on a defensive warp-in.

I can't even remember the last time I saw a pro game with no more forge upgrades to get, or robo units needed ASAP, or stargate units needed ASAP.

Games that long aren't even about unit production anymore anyway, as everyone has a billion unit producing structures by then and it's all about being cost efficient. In super lategame all races macro mechanics become fairly useless.

I think the point he's making is that CB is a lot more situational than either orbitals or larva inject.

Well yes, but my point is those situations (forge upgrades and long-buildtime units) occur for almost every game. It's very rare to see games where chrono is no longer useful.

I like the flexibility personally. Can chrono probes if they're playing a harass game, upgrades if it's headed for the long game, or units for rapid defence or a timing attack.


warpgates is extremly bad in regards you need to put camera away from your army and you need to click on the mouse to warp in stuff where as terran just need to select barracks and press keyboard shortcut this is huge dont even mention chronoboosting warp gate that is just not feasible on battlenet 2.0 because of the lag

Having to look away from your army is certainly a downside, but chronoing gateways has nothing whatever to do with lag :/
Xenomorph
Profile Joined May 2010
United States137 Posts
August 30 2011 13:45 GMT
#4408
As nice as being able to CB certain things, its only to match BOs that zerg/terran can pull off without CBs in the first place. What I think the point being is, that protoss needs a better solid late game macro mechanic, not just "speeding up" production on WG or attack ups.
Intrepid Traveler
Assirra
Profile Joined August 2010
Belgium4169 Posts
August 30 2011 13:50 GMT
#4409
On August 30 2011 22:37 CarlaBruni wrote:
warpgates is extremly bad in regards you need to put camera away from your army and you need to click on the mouse to warp in stuff where as terran just need to select barracks and press keyboard shortcut this is huge dont even mention chronoboosting warp gate that is just not feasible on battlenet 2.0 because of the lag

Zerg needs to do the same to get their injects and creep spread going on.
I would even argue that spreading creep is more of a pain since most pro's don't just make 1tumor but more.
IVN
Profile Joined October 2010
534 Posts
Last Edited: 2011-08-30 13:56:45
August 30 2011 13:54 GMT
#4410
On August 30 2011 22:42 Yaotzin wrote:
Show nested quote +
On August 30 2011 22:35 Daralii wrote:
On August 30 2011 22:27 Yaotzin wrote:
On August 30 2011 22:22 Xenomorph wrote:
On August 30 2011 22:13 shizna wrote:
On August 30 2011 22:02 Xenomorph wrote:
On August 30 2011 21:55 MinimalistSC2 wrote:

Macro energy on buildings, Terran: mineral income, Toss: faster tech/units, Zerg: mass units/larva pooling

It may be good or bad for SC2, but it is probably one ****** to try and balance for late mid and early game with three different races. I strongly feel like toss is too weak in regards to macro energy late game and that it is not balanced. (because toss cannot make extra nexus purely for chrono and tech eventually runs dry and chrono boost on units hardly holds up to reactors and larva pooling (both are more productive and easier to execute than continuous chrono), where as minerals and mass units are always useful, especially late game


Just quoted a chunk, but very well said. I find that despite not being as fundamentally powerful as mules, zerg macro mechanics make the most sense and are the most useful for their army structure (and very needed I might add)



he's quite wrong actually.

i find that comparing chronoboost to reactors to highlight the protoss late game deficiency is pretty dumb... the correct answer is to MAKE MORE GATEWAYS.

chronoboost increases the production of everything, reactor only increases the production of marines, hellions, medivacs and vikings.


The post vaguely touched upon the comparison. What I took from it was the comment about the core macro mechanics of each race and their differences, and the lack of protoss having chrono be useful into the lategame. At some point your not going to be chrono boosting your upgrades, and your barely going to need it for your workers. You end up with massive amounts of nexus with tons of extra energy that doesn't really go into anything but occasionally CBing your WGs on a defensive warp-in.

I can't even remember the last time I saw a pro game with no more forge upgrades to get, or robo units needed ASAP, or stargate units needed ASAP.

Games that long aren't even about unit production anymore anyway, as everyone has a billion unit producing structures by then and it's all about being cost efficient. In super lategame all races macro mechanics become fairly useless.

I think the point he's making is that CB is a lot more situational than either orbitals or larva inject.

Well yes, but my point is those situations (forge upgrades and long-buildtime units) occur for almost every game. It's very rare to see games where chrono is no longer useful.

I like the flexibility personally. Can chrono probes if they're playing a harass game, upgrades if it's headed for the long game, or units for rapid defence or a timing attack.

Show nested quote +

warpgates is extremly bad in regards you need to put camera away from your army and you need to click on the mouse to warp in stuff where as terran just need to select barracks and press keyboard shortcut this is huge dont even mention chronoboosting warp gate that is just not feasible on battlenet 2.0 because of the lag

Having to look away from your army is certainly a downside, but chronoing gateways has nothing whatever to do with lag :/

Well, look at it this way:

MULEs allow terran to get rid of most of his workers, maintain a good income, but have a much larger army in the late game. Or he could not rid of his workers and use the energy for scan, giving him an edge in map awareness and positioning.

Larva injects combined with crawler canceling allows zerg to have >200 and fast reinforcements.

CB does nothing for the toss, who is already 200 supply. Chances are most of his upgrades are done, and he has 3 full nexi and no opportunity to spend CB. What I would like to see is an additional purpose for that nexus energy. In another thread I proposed a possibility of "void link", an ability that can recharge shields instantly - much like casting CB on critical units in your army (colossi, archons, immortals, carriers, etc). That would give the protoss a similar advantage in the late game, compared to the other two races. This would obviously synergize quite nicely with the paradigm of protoss. Meaning those few essential tech units could be made more robust with some good micro/APM.


Zaros
Profile Blog Joined September 2010
United Kingdom3692 Posts
August 30 2011 13:54 GMT
#4411
On August 30 2011 22:50 Assirra wrote:
Show nested quote +
On August 30 2011 22:37 CarlaBruni wrote:
warpgates is extremly bad in regards you need to put camera away from your army and you need to click on the mouse to warp in stuff where as terran just need to select barracks and press keyboard shortcut this is huge dont even mention chronoboosting warp gate that is just not feasible on battlenet 2.0 because of the lag

Zerg needs to do the same to get their injects and creep spread going on.
I would even argue that spreading creep is more of a pain since most pro's don't just make 1tumor but more.


you can inject via the minimap and possibly with creep aswell you cant warp in on the mini map.
TeWy
Profile Joined December 2009
France714 Posts
Last Edited: 2011-08-30 13:58:08
August 30 2011 13:57 GMT
#4412
On August 30 2011 22:21 frontliner2 wrote:
I;m so switching to Toss
When on 2 bases

2-3 robotics pumping immortals
4 gate pumping Blink Stalkers
Bring a Warp Prism for warping in Stalkers (nice buff hehe)

Protoss is already OP enough imho


Ye that famous 2 bases 3 robotics pumping out immortals non-stop strat while massing stalkers, teching to blink and +2 attack + sentries to cut the opponent's army.
Blizzard will definitely have to watch out for that
IVN
Profile Joined October 2010
534 Posts
Last Edited: 2011-08-30 14:02:28
August 30 2011 14:02 GMT
#4413
On August 30 2011 22:57 TeWy wrote:
Show nested quote +
On August 30 2011 22:21 frontliner2 wrote:
I;m so switching to Toss
When on 2 bases

2-3 robotics pumping immortals
4 gate pumping Blink Stalkers
Bring a Warp Prism for warping in Stalkers (nice buff hehe)

Protoss is already OP enough imho


Ye that famous 2 bases 3 robotics pumping out immortals non-stop strat while massing stalkers, teching to blink and +2 attack + sentries to cut the opponent's army.
Blizzard will definitely have to watch out for that

Well played, sir!
Sunrunner
Profile Joined July 2011
United States80 Posts
August 30 2011 14:03 GMT
#4414
On August 30 2011 22:54 IVN wrote:. In another thread I proposed a possibility of "void link", an ability that can recharge shields instantly - much like casting CB on critical units in your army (colossi, archons, immortals, carriers, etc). That would give the protoss a similar advantage in the late game, compared to the other two races. This would obviously synergize quite nicely with the paradigm of protoss. Meaning those few essential tech units could be made more robust with some good micro/APM.




I like that idea.
Rassy
Profile Joined August 2010
Netherlands2308 Posts
Last Edited: 2011-08-30 14:09:31
August 30 2011 14:05 GMT
#4415
all races can dump into spines or just sacrifice most of their workers late game with tons of minerals banked and only 1-2 expansions left to mine to get a crushing 170-180 food army
they dont need all thoose probes/drones annymore to bank even more minerals or mine the last expansion
stop complaining about chrono btw, its the most op mechanism ingame giving 3-3 free every game, does annyone toss even realise how long it takes for the other races to upgrade?
i would trade orbital and pf for chrono+some random scan method anny day

annyway nive patch, feel immortal range buf might be realy strong, the immortals go from getting stuck behind own lines not firing a shot to doing sick damage:s
dbddbddb
Profile Joined April 2010
Singapore969 Posts
August 30 2011 14:06 GMT
#4416
On August 30 2011 23:03 Sunrunner wrote:
Show nested quote +
On August 30 2011 22:54 IVN wrote:. In another thread I proposed a possibility of "void link", an ability that can recharge shields instantly - much like casting CB on critical units in your army (colossi, archons, immortals, carriers, etc). That would give the protoss a similar advantage in the late game, compared to the other two races. This would obviously synergize quite nicely with the paradigm of protoss. Meaning those few essential tech units could be made more robust with some good micro/APM.




I like that idea.


shield battery?
Daralii
Profile Joined March 2010
United States16991 Posts
August 30 2011 14:09 GMT
#4417
Random thought in regards to 1/1/1: what if immortals did a small amount of splash damage? It'd help give some wiggle room when faced with big bio pushes before we have our AoE units, and with the range buff it could help make immortals more of a core unit. Maybe make it a cyber core upgrade?
Fear is freedom! Subjugation is liberation! Contradiction is truth!
Eishi_Ki
Profile Joined April 2009
Korea (South)1667 Posts
Last Edited: 2011-08-30 14:19:29
August 30 2011 14:16 GMT
#4418
Theoretical question. Toss air is void (thank you) vs T because Vikings have long range, are reactor-able and are relatively cheap. Would P air be more viable if Vikings cost 3 supply as opposed to two?

edit: and the Immo AoE upgrade does sound very intriguing

beute
Profile Joined November 2010
Germany197 Posts
August 30 2011 14:17 GMT
#4419
How about making CB twice as effective AND twice as expensive without touching the duration of the chronoboost itself?

that way 2 chronoboost would empty a nexus' energy already, instead of 4.
It would make it easier to manage the energy and you wouldnt need to chronoboost 20 buildings every time you return to your base without actually being able to use 20 buildings.
IVN
Profile Joined October 2010
534 Posts
Last Edited: 2011-08-30 14:28:28
August 30 2011 14:25 GMT
#4420
On August 30 2011 23:16 Eishi_Ki wrote:
Theoretical question. Toss air is void (thank you) vs T because Vikings have long range, are reactor-able and are relatively cheap. Would P air be more viable if Vikings cost 3 supply as opposed to two?

edit: and the Immo AoE upgrade does sound very intriguing


That would be too strong, and make colossi obsolete.

Immortals would counter every ground unit in the game, while being able to tank quite a lot of damage.


On August 30 2011 23:17 beute wrote:
How about making CB twice as effective AND twice as expensive without touching the duration of the chronoboost itself?

that way 2 chronoboost would empty a nexus' energy already, instead of 4.
It would make it easier to manage the energy and you wouldnt need to chronoboost 20 buildings every time you return to your base without actually being able to use 20 buildings.

Bad idea.

Nont only would it reduce the APM requirement and thus lower the skill ceiling of the protoss race, it would also reduce the flexibility of chrono boost. The best thing about chrono is iths felxibility. Early game you can cast one to get 2 probes and one stalker faster, or 2 probes and faster wg upgrade, and so on. If it were to last 2x as long and be 2x as expensive, you could only choose between chronoing 4 probes, 1 extremely fas stalker or much faster wg upgrade.
Prev 1 219 220 221 222 223 453 Next
Please log in or register to reply.
Live Events Refresh
Replay Cast
00:00
2026 GSL Season 2: Qualifiers
CranKy Ducklings130
LiquipediaDiscussion
[ Submit Event ]
Live Streams
Refresh
StarCraft 2
RuFF_SC2 207
Nina 118
StarCraft: Brood War
GuemChi 6086
Noble 13
Icarus 8
Dota 2
NeuroSwarm234
League of Legends
JimRising 735
Super Smash Bros
hungrybox1465
Mew2King28
Other Games
summit1g10856
C9.Mang0577
WinterStarcraft490
monkeys_forever354
Maynarde145
ViBE78
Organizations
Other Games
gamesdonequick1042
StarCraft 2
Blizzard YouTube
StarCraft: Brood War
BSLTrovo
[ Show 14 non-featured ]
StarCraft 2
• practicex 28
• AfreecaTV YouTube
• intothetv
• Kozan
• IndyKCrew
• LaughNgamezSOOP
• Migwel
• sooper7s
StarCraft: Brood War
• BSLYoutube
• STPLYoutube
• ZZZeroYoutube
League of Legends
• Scarra1629
• Lourlo1019
• Stunt339
Upcoming Events
The PondCast
5h 22m
OSC
5h 22m
Replay Cast
19h 22m
RSL Revival
1d 5h
OSC
1d 8h
Korean StarCraft League
1d 22h
RSL Revival
2 days
BSL
2 days
Bonyth vs Doodle
Dewalt vs TerrOr
GSL
3 days
Cure vs herO
SHIN vs Maru
BSL
3 days
OyAji vs JDConan
DragOn vs TBD
[ Show More ]
Replay Cast
4 days
Monday Night Weeklies
4 days
Replay Cast
4 days
The PondCast
5 days
GSL
6 days
Replay Cast
6 days
Liquipedia Results

Completed

Proleague 2026-05-13
WardiTV TLMC #16
Nations Cup 2026

Ongoing

BSL Season 22
ASL Season 21
IPSL Spring 2026
KCM Race Survival 2026 Season 2
Acropolis #4
KK 2v2 League Season 1
BSL 22 Non-Korean Championship
SCTL 2026 Spring
RSL Revival: Season 5
2026 GSL S1
Asian Champions League 2026
IEM Atlanta 2026
PGL Astana 2026
BLAST Rivals Spring 2026
IEM Rio 2026
PGL Bucharest 2026
Stake Ranked Episode 1
BLAST Open Spring 2026
ESL Pro League S23 Finals
ESL Pro League S23 Stage 1&2

Upcoming

Escore Tournament S2: W7
YSL S3
Escore Tournament S2: W8
CSLAN 4
Kung Fu Cup 2026 Grand Finals
HSC XXIX
uThermal 2v2 2026 Main Event
Maestros of the Game 2
WardiTV Spring 2026
2026 GSL S2
BLAST Bounty Summer 2026: Closed Qualifier
Stake Ranked Episode 3
XSE Pro League 2026
IEM Cologne Major 2026
Stake Ranked Episode 2
CS Asia Championships 2026
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.