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TvP Lategame comment from Blizzard - Page 11

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MrRicewife
Profile Blog Joined February 2011
Canada515 Posts
May 04 2012 07:43 GMT
#201
So basically Blizzard is saying l2p lol
So? My dad can beat up your dad. - Jesus
Fubi
Profile Joined March 2011
2228 Posts
May 04 2012 07:44 GMT
#202
So therefore, Terrans should continue to marine/scv all-in every TvP like MVP did, because according to Blizzard, that is what T has to do to prevent P from going into late game. Sounds good!
imre
Profile Blog Joined November 2011
France9263 Posts
Last Edited: 2012-05-04 07:46:22
May 04 2012 07:46 GMT
#203
On May 04 2012 16:44 Fubi wrote:
So therefore, Terrans should continue to marine/scv all-in every TvP like MVP did, because according to Blizzard, that is what T has to do to prevent P from going into late game. Sounds good!


Well, Mvp played smartly compared to Supernova/Taeja. Just bring the aggression as early as possible or 2b all in.
Zest fanboy.
Osteriet
Profile Joined November 2011
Denmark149 Posts
May 04 2012 07:46 GMT
#204
On May 04 2012 16:32 chestnutcc wrote:
Show nested quote +
On May 04 2012 16:13 Osteriet wrote:
On May 04 2012 16:07 chestnutcc wrote:
Blizzard doing the right thing here. Strategic choices make imbalance not.

1. This exact same situation is present in PvZ, toss has several aggressive options in the mid game, but has a hellish time against infestor brood lord without stellar unit control. This is not to mention that the mid game in PvZ actually ends at 12 minutes when the zerg maxes, which is a tiny window from 8 minutes onwards. PvZ is hardly imba though, and is v reflective of either player's skill level.

2. Terrans need to tech faster like toss has to in the early to mid games. Whereas toss teching does not actually net them a stronger mid game, terran tech magnifies their mid game strength tremendously. Tech here mostly means fast upgrades and multiple OC's, maybe with slightly delayed medvacs. The sort of build that MKP premiered with super fast double e bays so that the terran is at 3/3 at 15 minutes is an absolute nightmare for toss. This kind of build takes away from the strength of the 10:30 medvac timing, which is mainly to discourage greedy thirds rather than kill the toss, but no one should be relying to win the game with that.

3. Terrans are the least capable caster users of the three races. They also have the strongest caster unit (unit, not abilities per se since emp is no where as good as fungal in TvZ, but is devastating in PvT). Players like parting or stephano use their casters brilliantly, devising their entire game styles around these units, but there are hardly any terrans who do the same. Rarely do you see ghosts being scattered about in the same way hts are or constantly making sneak attacks and scouting compositions the way infestors do. Thorzain is pretty much the only one to heavily incorporate them into his games.

4. Upgraded vikings are really good.

5. Terran armies have to be larger than their toss counter part by 30-40 supply, perhaps much earlier than is standard now

6. Sensor towers and scans mean that the terran army should never really be caught out of position on defenders turf.


Calling ghosts stronger than HT or infestor.. Man I dont even know where to begin. Keep thinking what you do, and then actually TRY terran.. come back to me in 4-5 months, well grab a beer and look at this post with equal laughter and sad.


Your failure to read brackets makes me sad now... actually it doesn't. I said unit, not abilities, it has more offensive capabilities, is faster than the other two, so any way in which the other two are used the ghost should be too. It can cloak like the infestor, and it has two methods at its disposal to nullify enemy casters as opposed to the HT's one. It is an anti caster in general rather than an anti army unit, like the infestor or HT and in PvT it IS an anti army caster.


I mentioned the unit, not the abilities. And then YOU start to mention abilities to rebute my argument. This clearly proves that you are not worthy of my time and this will be my last answer to you. The reason you dont see rambo-ghosts is that they are useless against army. A toss would hide his casters behind colossus so you cant hit them. IF you ever hit a good emp on an army all the toss has to do is retreat and wait for shields to regain. If you hit a good storm on an army, its dead.
- special tactics -
Profile Joined March 2012
Ukraine39 Posts
May 04 2012 07:49 GMT
#205
On May 04 2012 16:29 canikizu wrote:
They should nerf warpgate to have various cooldown. The farther the warp from the gates, the longer the cooldown it should be. It would solve so many problems we have right now.

Problem is it makes the entire thing complicated. No other mechanics like this exist in SC, and this will never happen. SC is about straightforward strategy and mechanics.
White Ra is my hero!
GhostOwl
Profile Blog Joined July 2011
766 Posts
May 04 2012 07:49 GMT
#206
On May 04 2012 13:57 laLAlA[uC] wrote:
This has been around since brood war... Terran is strongest late game. They have to turtle with their mech army and the Protoss just has to mass expand and get really huge or break terran early in order to win.


Yeah this. In Broodwar, Terrans had the strongest late game. If Protoss let Terrans get 3+ bases with fully upgraded army, Protoss army was fucked in a straight-up late game fight. Unless you pulled off some miracle storms and stasis

Now that the roles are reversed, you guys can't handle it?

It's not even as unfair as BW was, because Terran had incredibly strong late game in TvP BW, but they also had timing pushes mid-game as well, and cost-efficient harrassment options thru vultures....
windsupernova
Profile Joined October 2010
Mexico5280 Posts
May 04 2012 07:50 GMT
#207
SC2 just entered and endless recursion of whining.

Who will be the next FotM OP race in the eyes of the community?

Am I the only one who notices this absurdity?!

Will the whining ever stop?

"Its easy, just trust your CPU".-Boxer on being good at games
xafies
Profile Joined February 2005
Greece78 Posts
Last Edited: 2012-05-04 07:52:33
May 04 2012 07:51 GMT
#208
Hmm blizzard admits that mid game favors terran instead of the late game which favors toss.Well if terran don't suck and abuse his advantage there will be no late game.This was always the problem for me and the main reason i hate playing tvp.
Imo making zealots stronger (like bw zealots) and nerfing warpgate cooldown would do the trick,but I'm a noob
its all about drawing a line ln the sand, across this line YOU DO NOT!
illsick
Profile Joined March 2011
United States1770 Posts
May 04 2012 07:52 GMT
#209
On May 04 2012 16:26 {ToT}ColmA wrote:
This thread just leads to protoss saying "l2p terran is fine u just suck" and terrans "bullshit, terrans need buff / toss needs nerf cuz of xyz"

it reminds me of when terran was dominating -_-


they were dominating for like a year..... I wouldn't even say they are being dominated now by looking at recent results.

recently MKP won MLG twice (and 4K in GSTL finals), Lucifron won gathering (top 3 were Terrans), Thorzain won DH (TvT finals), and Alive won IPL4. Makes me wonder what happens if Toss actually starts winning tournaments. Toss have not won a GSL in a long time and now that they probably will, people are making a big deal about it already.
you live and you learn
Gelenn
Profile Joined April 2011
United States87 Posts
May 04 2012 07:54 GMT
#210
Give terran bio an upgrade at fusion core. +1 marine range?
Or give them tech reactor at fusion core so they can bank more production for after a late game engagement to help deal with warpins.
Would be cool, but what do I know? I'm no game designer.
frontline-
Profile Joined March 2012
Bulgaria281 Posts
May 04 2012 07:56 GMT
#211
On May 04 2012 16:41 Azzur wrote:
Show nested quote +
On May 04 2012 16:11 OutOfMyMind_pro wrote:
On May 04 2012 16:02 Azzur wrote:
On May 04 2012 15:58 OutOfMyMind_pro wrote:
I guess bad players will whine while others make things happen as always.

There is nothing really wrong with the current state of PvT. In fact its quiet funny how Terrans keep using mainly tier 1 units and still have an even winning record against Protoss players who use the full potential of their race.

Lets be real for a second - most of the Terrans are so bad that they would rather scan 50 times than make a raven. The vocal majority of the whining people are such players. There are still people who try to convince us that Terran is weak. The most dominant race since the launch of the game. The only race in the game who can play two completely different styles and even a mixed one between the two. The race with the best static defence in the game. That race ladies and gents is "weak".


Interesting that this statement is coming from a protoss player...

I like how you ignore alot of evidence and even the conclusions drawn by (the conservative) Blizzard.


People like you should learn first how to make a Raven and than complain. Later you can start learning on how to use the potential of the race your playing and stop expecting to beat Protoss tier 3 in late game with your Terran tier 1 units. Also you can learn to micro.

Right... until I see pros build ravens regularly, I'm going to stick with the "standard is best". All I see from your post is someone with no high level experience telling the pros they are doing it wrong.


Right. Sure I'm no pro but my judgement says that a Raven is better than 30 scans. Now since the pros prefer 30 scans over a Raven its clearly the better thing. Likewise everything else,you know?
mell0w
Profile Joined September 2010
United States102 Posts
Last Edited: 2012-05-04 08:00:27
May 04 2012 07:56 GMT
#212
On May 04 2012 16:54 Gelenn wrote:
Give terran bio an upgrade at fusion core. +1 marine range?
Or give them tech reactor at fusion core so they can bank more production for after a late game engagement to help deal with warpins.
Would be cool, but what do I know? I'm no game designer.


The fix might as well be something simple like removing energy from Thors or BCs. Bio units are perfectly balanced as they are right now. What's preventing Terran from mech other than Tanks and Hellions against protoss is their ability to feedback, and Terran's inability to expend energy of the aforementioned units before half their health is taken away.

In fact, they once took energy away from Thors and they were used quite well in TvP, but reverted the change for a reason I don't recall. If they change Thors from a T2 unit to a T3 unit, requiring the fusion core to make them, and removed their energy, I think things might be fine again.
Gijian
Profile Joined February 2011
United States273 Posts
Last Edited: 2012-05-04 07:58:58
May 04 2012 07:57 GMT
#213
On May 04 2012 16:51 xafies wrote:
Hmm blizzard admits that mid game favors terran instead of the late game which favors toss.Well if terran don't suck and abuse his advantage there will be no late game.This was always the problem for me and the main reason i hate playing tvp.
Imo making zealots stronger (like bw zealots) and nerfing warpgate cooldown would do the trick,but I'm a noob


Actually Blizzard never said mid game favor Terran. They only said terran is stronger mid-game than late of their units. The stronger never made any comparison to protoss mid game strength or weakness. They even stated that pros have means of dealing with terran mid-game play. So no way is protoss even at a disadvantage at any stage. Does Blizzard even give terran any mean of dealing with Protoss late game beside trying to screw them up hard before they get there?

Terran don't need any buffs to any bio units (beside reapers) at the moment. What they need is to make some use of their higher tier units (BC, Raven, and Thor).
Jimmeh
Profile Blog Joined January 2010
United Kingdom908 Posts
May 04 2012 08:02 GMT
#214
On May 04 2012 16:49 GhostOwl wrote:
Show nested quote +
On May 04 2012 13:57 laLAlA[uC] wrote:
This has been around since brood war... Terran is strongest late game. They have to turtle with their mech army and the Protoss just has to mass expand and get really huge or break terran early in order to win.


Yeah this. In Broodwar, Terrans had the strongest late game. If Protoss let Terrans get 3+ bases with fully upgraded army, Protoss army was fucked in a straight-up late game fight. Unless you pulled off some miracle storms and stasis

Now that the roles are reversed, you guys can't handle it?

It's not even as unfair as BW was, because Terran had incredibly strong late game in TvP BW, but they also had timing pushes mid-game as well, and cost-efficient harrassment options thru vultures....


Protoss had late game options (carriers, arbiters) though. Terran have no viable late game at all in SC2 vs Protoss.
n0ise
Profile Joined April 2010
3452 Posts
May 04 2012 08:02 GMT
#215
oh yes, magnificent matchup... we had insta-warp-in-storms which had to be nerfed, transition period, blanket emps had to be nerfed, transition period, protosses actually learning to play (referring to upgrades and templar positioning, specifically) and now we're at this stage

and yeah, on some 2-3 maps, you can harass a P on 3 bases... what about the rest?

gosu great matchup design, ggwp
chestnutcc
Profile Joined July 2011
India429 Posts
May 04 2012 08:05 GMT
#216
On May 04 2012 16:41 Thrombozyt wrote:
Show nested quote +
On May 04 2012 16:07 chestnutcc wrote:
Blizzard doing the right thing here. Strategic choices make imbalance not.

1. This exact same situation is present in PvZ, toss has several aggressive options in the mid game, but has a hellish time against infestor brood lord without stellar unit control. This is not to mention that the mid game in PvZ actually ends at 12 minutes when the zerg maxes, which is a tiny window from 8 minutes onwards. PvZ is hardly imba though, and is v reflective of either player's skill level.

2. Terrans need to tech faster like toss has to in the early to mid games. Whereas toss teching does not actually net them a stronger mid game, terran tech magnifies their mid game strength tremendously. Tech here mostly means fast upgrades and multiple OC's, maybe with slightly delayed medvacs. The sort of build that MKP premiered with super fast double e bays so that the terran is at 3/3 at 15 minutes is an absolute nightmare for toss. This kind of build takes away from the strength of the 10:30 medvac timing, which is mainly to discourage greedy thirds rather than kill the toss, but no one should be relying to win the game with that.

3. Terrans are the least capable caster users of the three races. They also have the strongest caster unit (unit, not abilities per se since emp is no where as good as fungal in TvZ, but is devastating in PvT). Players like parting or stephano use their casters brilliantly, devising their entire game styles around these units, but there are hardly any terrans who do the same. Rarely do you see ghosts being scattered about in the same way hts are or constantly making sneak attacks and scouting compositions the way infestors do. Thorzain is pretty much the only one to heavily incorporate them into his games.

4. Upgraded vikings are really good.

5. Terran armies have to be larger than their toss counter part by 30-40 supply, perhaps much earlier than is standard now

6. Sensor towers and scans mean that the terran army should never really be caught out of position on defenders turf.


I probably fell for a troll, but whatever.. I have a little time...

1) Toss still has the mothership as the great equalizer. That means while there is a phase in the game where toss has the advantage followed by a longer phase where the zerg has the advantage, the absolute endgame is quite even.

2) So you have better upgrade but later starport. That just means that toss will have colossi while you have too little vikings. So you wait till you have vikings, but in that time protoss has templar... etc. etc. and suddenly you are in the late game without having attacked. Fast upgrades work vs some builds (fast templar mainly), but delaying starport tech means you extend the period of time where you have to sit in your base in the dark because you cannot move out without risking the whole game.

3) The strongest cast unit the ghost? Tell me, when have you last seen a ghost kill anything mechanical with his spells? I guess this 'strongest caster unit' is so good, that it isn't used anymore vs Zerg and was never really used vs terran. But yeah.. it's of course because the terran players - who play a race that relies massively on micro - collectively cannot use casters.
Yes, you don't see ghosts scattered around like HTs. Imagine a terran drop coming in. The HT feedbacks and then maybe even storms while the warped in zealots (that are warped in before the whole drop unloads) clean up the rest. Now imagine the same setting in a TvT. The ghost EMPs the medivac, then blows up to 5 snipes on the content (imagining full energy) dealing enough dmg to kill a single marauder or two marines. Then the ghost is slaughtered because terran cannot make units magically appear where they are needed.
Sometimes you see ghosts making sneak attacks in cloaked form, but that's always with the nuke. That is because the invisibility of the ghost costs energy. Guess what - that's also why ghosts don't scout that much (besides the scan in the lategame being much more available). The ghost is also such a great caster unit, that he cannot kill multiple workers in a short time with his spells.

4) Upgraded colossi are even better. Duh! You even get their upgrades for free while you upgrade your gate ways AND you can get upgrades faster than any other race.

5) Unfortunately it is not possible to sack SCVs earlier, because transitioning into mass OC requires some bank. 30-40 supply freed up requires ~8 OCs. Even a protoss should realize that 4400 minerals aren't that readily available. And NO! MULEs are NOT THAT good. They are 4.5 SCVs. Get that in your head!

6) Blowing resources on knowing where your opponent is really helps if you have a less mobile but more cost efficient army. That is not the case. Sadly. The moment terran is on the defensive in the late game is the moment he is in trouble. Better spend resources on staying offensive instead of preparing for the losing battle to lose longer.



Glad to see you're spending your valuable time, I'm sure you'll be back soon.

1. Mothership is becoming steadily less and less effective. Look to the MC Stephano/ Hero Stephano games. The mothership barely did anything in the critical engagements (MC lost his game infact). The longer the game goes on, the less the mothership is useful, since there will be more broods and a larger zerg bank. This is inevitably the case, since the zerg wants to creep with spines anyhow. The main point was the toss advantage ends at 12 minutes.

2. This is why you scout and have scans. Should a toss continue with double forges in the face of a thor banshee push? Fast colossi have little to no gateway support and upgraded bio runs all over it. Don't quote squirtles games, none of those terrans scouted or even if they did they were woefully ill prepared. There is an older MC MVP (MLG Orlando or the next) game where MVP demonstrates killing off a 3 colossi push with pure bio.

3. Its not used in TvZ because there are simpler alternatives, like reactored vikings. In fact it was so good that they had to nerf it to restrict it to its anti caster role, which is now even better than before the nerf. So yes, as a unit (not its aoe ability), amongst the casters, it is the strongest. Snipe outranges feedback and costs less. TvT is nonsense anyway so who cares what happens there.

4. Massive gas banks from terran and no shortage of minerals makes getting air upgrades early v viable. In the late game you should have it well upgraded anyway since bio upgrades should have finished long before. The vikings is much better than the corruptor at this job, with its longer range. Also, earlier upgrades do not really present a window for toss to act in early, and a terran can play greedy accordingly to match their upgrades closely and use their numerical superiority till their own 3/3 is done.

5. You say 8 OC's, out of which 3 should already be on the map, possibly 4. And you add them incrementally. A few months ago zergs scoffed at the idea of a 12 minute hive, and that it was impossible to get upgraded ultras out before 20 minutes, now it is v standard. This is not something that has been experimented enough imo. Also, mules are that good yes, since 8 supply less mules which is about 2 OC's worth of energy are 40 supply worth of scvs by your own account.

6. You really only need 1 or 2 sensor towers to cover far flung expos or your primary bases. Hardly a large investment in the late game.
goldenwitch
Profile Joined August 2010
United States338 Posts
Last Edited: 2012-05-04 08:07:31
May 04 2012 08:05 GMT
#217
They aren't saying "terran has to win in 15 minutes or less". Instead they are saying that terran can have approximately 2-3k more resources than toss going into the late game, which assuming terran plays well, results in a very strong terran late game. TvP is my strongest match-up in high masters, and I have been trying to explain this to people for the longest time =(
xafies
Profile Joined February 2005
Greece78 Posts
May 04 2012 08:06 GMT
#218
On May 04 2012 16:57 Gijian wrote:
Show nested quote +
On May 04 2012 16:51 xafies wrote:
Hmm blizzard admits that mid game favors terran instead of the late game which favors toss.Well if terran don't suck and abuse his advantage there will be no late game.This was always the problem for me and the main reason i hate playing tvp.
Imo making zealots stronger (like bw zealots) and nerfing warpgate cooldown would do the trick,but I'm a noob


Actually Blizzard never said mid game favor Terran. They only said terran is stronger mid-game than late of their units. The stronger never made any comparison to protoss mid game strength or weakness. They even stated that pros have means of dealing with terran mid-game play. So no way is protoss even at a disadvantage at any stage. Does Blizzard even give terran any mean of dealing with Protoss late game beside trying to screw them up hard before they get there?

Terran don't need any buffs to any bio units (beside reapers) at the moment. What they need is to make some use of their higher tier units (BC, Raven, and Thor).


If you can read the term advantage was used for both sides
its all about drawing a line ln the sand, across this line YOU DO NOT!
chestnutcc
Profile Joined July 2011
India429 Posts
May 04 2012 08:07 GMT
#219
On May 04 2012 17:05 goldenwitch wrote:
They aren't saying "terran has to win in 15 minutes or less" they are saying that terran can have approximately 2-3k more resources than toss going into the late game, which assuming terran plays well, results in a very strong terran late game. TvP is my strongest match-up in high masters, and I have been trying to explain this to people for the longest time =(


Yesssss... coming from a much better source than me, I heavily support this. Could you elaborate on your style?
Jimmeh
Profile Blog Joined January 2010
United Kingdom908 Posts
Last Edited: 2012-05-04 08:08:31
May 04 2012 08:08 GMT
#220
On May 04 2012 16:56 mell0w wrote:
Show nested quote +
On May 04 2012 16:54 Gelenn wrote:
Give terran bio an upgrade at fusion core. +1 marine range?
Or give them tech reactor at fusion core so they can bank more production for after a late game engagement to help deal with warpins.
Would be cool, but what do I know? I'm no game designer.


The fix might as well be something simple like removing energy from Thors or BCs. Bio units are perfectly balanced as they are right now. What's preventing Terran from mech other than Tanks and Hellions against protoss is their ability to feedback, and Terran's inability to expend energy of the aforementioned units before half their health is taken away.

In fact, they once took energy away from Thors and they were used quite well in TvP, but reverted the change for a reason I don't recall. If they change Thors from a T2 unit to a T3 unit, requiring the fusion core to make them, and removed their energy, I think things might be fine again.


ThorZain basically got it nerfed after killing MC and a few other Protoss with a really nice Thor timing push.
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