• Log InLog In
  • Register
Liquid`
Team Liquid Liquipedia
EST 15:04
CET 21:04
KST 05:04
  • 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
[ASL22] Finals Preview: Sweet Victory!12[ASL22] Ro4 Preview: Mirror Mirror6[ASL22] Ro8 Preview: Within Reach5[ASL22] Ro8 Preview: In A Tizzy11[ASL22] Ro16 Preview: Holy Diver5
Community News
Dark completes military service, returns to SC211[BSL23] RO16 Group Stage19Weekly Cups (Nov 2-8): herO back on top?2Weekly Cups (Oct 26 - Nov 1): MaxPax, herO, Solar win0Weekly Cups (October 19-25): Clem triples first in 5.0.175
StarCraft 2
General
Dark completes military service, returns to SC2 Greetings.. No more SC2 streamers on team liquid? Serral's getting trashed by New Catsle's Mind Weekly Cups (Nov 2-8): herO back on top?
Tourneys
Sparkling Tuna Cup - Weekly Open Tournament Sea Duckling Open (Global, Bronze-Diamond) Dark returns! GSL CK #7 4v4 Team Battle (Nov 19) soO & FanTaSy return! SC2 Kevin Scrim 4v4 (Nov 16) RSL goes to London! 2026 Offline Finals Nov 21-22
Strategy
[H] ZvP Mid-Late Game: Stalkers Collossi HT
Custom Maps
[G] How to playtest arcade maps Starcraft 2 Advance [D] the control group Simple Questions/Answers
External Content
Mutation # 552 Secret Storm The PondCast: SC2 News & Results Mutation # 551 Robotic Revival Mutation # 550 Graveyard Shift
Brood War
General
Korean players' earnings Hit New All-Time High! BW General Discussion List of top players active on ShieldBattery SOOP Hosts SC1 & SC2 Event Tournament: Kevin Scrim BGH Auto Balance -> http://bghmmr.eu/
Tourneys
[$1250] International ShieldBattery League [Megathread] Daily Proleagues [BSL23] Ro16 Group A - Saturday 21:00 CET Bisu's Team vs Shuttle's Team 2026-11-14
Strategy
Pluto's TvP 5Marine 2Medic Push Simple Questions, Simple Answers Infested Terran strategies in 2026 Nuke strategy worked in K-League 2026-11-09
Other Games
General Games
Stormgate/Frost Giant Megathread Nintendo Switch Thread Free Space RTS Game, optimised f. Phone/Tablet etc List of Game Threads The PlayStation 5
Dota 2
League of Legends
[TL LoL EUW IHs] Teemo shall perish
Heroes of the Storm
Heroes of the Storm 2.0
Hearthstone
Deck construction bug
TL Mafia
TL Mafia Community Thread
Community
General
US Politics Mega-thread Artificial Intelligence Thread Things Aren’t Peaceful in Palestine Trading/Investing Thread European Politico-economics QA Mega-thread
Fan Clubs
Fan Club Resource Thread Reynor Fan Club The Flash Fan Club
Media & Entertainment
Movie Discussion! Anime Discussion Thread [Manga] One Piece
Sports
Football (Soccer) Thread TeamLiquid Health and Fitness Initiative For 2023 MLB/Baseball 2023
World Cup 2022
Tech Support
Computer Build, Upgrade & Buying Resource Thread
TL Community
The Automated Ban List Recent Gifted Posts
Blogs
The time I organised my…
AssyrianKing
Why I built Repalyzer (1.1.…
BlueStar
Innovate or Game Over?
TrAiDoS
ShieldBattery on Mac
Kraekkling
Can Bots Beat Pros?? Starcr…
namkraft
Customize Sidebar...

Website Feedback

Closed Threads



Active: 11165 users

TvP Lategame comment from Blizzard - Page 4

Forum Index > Closed
Post a Reply
Prev 1 2 3 4 5 6 110 111 112 Next
SwampFox808
Profile Joined April 2012
United States22 Posts
Last Edited: 2012-05-04 05:20:19
May 04 2012 05:15 GMT
#61
On May 04 2012 14:08 CHOMPMannER wrote:
what happens if u cant pressure a protoss because they just never leave their base!!
derp 200 max army derp 1 a FF 3 TTT GG


you out expand them and trade armies... if they never leave their base then u can take the map and keep trading until they mine out.

If you nerf lategame toss then u have to nerf early midgame terran which would effect other matchups dont forget...

I think they should just get rid of energy on thors and get rid of strike cannon ability completly.
SOOOO MANY BANELINGS!!!!!!!
My_Fake_Plastic_Luv
Profile Joined March 2010
United States257 Posts
May 04 2012 05:17 GMT
#62
lol blizzard a good game is assymetrical but balanced at all points. that game is called bw btw. here is my opinion though: i think its perfectly fine that a late game toss amry beats the bio army, however the addition of other units such as thors/ bc needs to be viable for t. In my dream world I see the need for toss to micro chargelots and a maximum damage output for feedback (seriously the spell is 50 mana). Also I think that bcs should be faster, less expenses, less hp units; thus they can be microed, and come on blizzard "speed" is part of what makes the game exciting. Would you rather watch a mech v. mech micro or stimed marine mirco v. lings. How someone considers this post ;-)
Its going to be a glorious day, I feel my luck could change
Arco
Profile Joined September 2009
United States2090 Posts
Last Edited: 2012-05-04 05:21:48
May 04 2012 05:19 GMT
#63
There should be a viable unit that helps with the late game composition of Protoss. What I don't like is they're only considering the balance of the current standard unit compositions in the matchup, and excluding the possible weaknesses of underused units that are supposed to fill these roles: like Ravens and Battlecruisers.

Blizzard's viewpoint on the matchup is Terran must utilize drops and harassment in the mid-game to survive into the late game, relying on being very ahead on army, upgrades, and superior positioning to close out the game. However, entering the late game on equal footing shouldn't be a cause for Terran to be disadvantaged. The solution to the lategame deathball of Colossus/Archon has always been "micro better", be ahead, have the proper upgrades and positioning. But there is never any new unit to transition into. Terran needs a more viable gas dump in the late game besides Ghosts and Vikings. Obviously the Raven comes to mind, but it has little to no use versus Colossus/Archon. Perhaps Battlecruisers? They are very susceptible to splash damage of Archons and Storm, maneuverability and map presence of Blink Stalkers, and Feedback can also help to nullify them as well. Terran needs a late game transition out of the standard MMM / Viking / Ghost. More experimentation is probably needed, but I think Blizzard might have to come up with a solution of their own.

I think PvZ has a similar problem. Protoss has extreme difficulty dealing with Broodlord/Corrupter/Infestor armies. The Mothership, which is a very un-Starcraft unit is virtually the only answer after a certain point. However, it has an extremely expensive and long build time, and you can only have 1. Despite the fact Protoss is on equal footing with the Zerg in terms of controlling the map and it's resources, Protoss doesn't have the ability to dump their resources into creating the "perfect composition," which Zerg can in ZvP. I've seen MC have an insane mix of Carriers, Mothership, Archons, High Templar, Colossus, the works. He would shove all those chips in the center never to see them again, despite constantly cutting off Zerg resources and bases with harass made possible by amazing multitask. Despite the fact he massed Carriers, and the unit that is supposed to stop the counter to Carriers, his late game army was massacred. I've seen MC and other Korean Protoss outplay Zergs, build every unit imaginable, and still lose because of the sheer critical mass achieved of Broodlords, Corrupters, and Infestors. (not to mention Spine Crawler pits of Hell).

Marine/Marauder/Medivac/Viking/Ghost is nowhere near a "perfect composition" for TvP lategame. It's an absolute massacre. Theoretically, even if Terran could reach a "perfect composition," what would it be? Obviously this "perfect composition" exists for Protoss in PvT. Colossus/Archons are the core units to be dealing with Terran's mix. In the late game, they're quite massable and take up lots of your army supply. Terran's best choice against this composition has been an army that is theoretically hard countered by it.

StarCraft 2 has been called by pro players a game that requires a better unit composition than it's predecessor. However, in the late game, both Protoss and Terran find matchups where this is extremely troublesome, if not impossible. When Terran's best choice is an army that is hard countered by the very army it seeks to destroy, or Protoss's best choice is a single unit at any given time that has a number of exploitable weaknesses and vulnerabilities, you sure got yourself a couple design flaws.
windsupernova
Profile Joined October 2010
Mexico5280 Posts
May 04 2012 05:20 GMT
#64
On May 04 2012 14:05 larse wrote:
Now I start to feel the statement is utterly stupid.

Every race should have equal power in the late-game. Why? Because Late-game is not a relative term in SC2. What Late-game means is a 200 vs 200 standoff or clash. If one race has a disadvantage in this max-out situation, it's simply unfair. Guess what people would do then? They will not let the game go into this 200 vs 200 situation. They will try to win the game before max-out. There is no other way out. I simply don't think this is a good design philosophy.


Again, they didn't say that. They say that since T is playing TvP with fragile, but mobile units they need to get a midgame advantage against the more immobile but much more sturdier P.

There is no ticking time bomb, there is a burden for the Terran to be the attacker and P to be the defender. If T is successfuly the attacker he will gain a lategame advantage(ie more resources, P is relatively crippled etc...) If P is successful defending and takes no losses he will have the lategame advantage.

Races are different and no, a race with 5 bases at 200\200 is not the same as a race at 200\200 on 2 bases. Basically T can't let the P macro up peacefully or T must take more of the map than the P.

As many have said its similar to BW TvP. T was the defender most of the game trying to Macro up a powerful army while P either had to cripple the T or take the map and throw bodies at the problem.

One thing I do think its causing this perceived "imbalance" is the newer maps where its retardedly easy to take and defend 3 bases which limits T harrass. This new maps are not really harass friendly tbqh.

"Its easy, just trust your CPU".-Boxer on being good at games
Jono7272
Profile Joined November 2010
United Kingdom6330 Posts
May 04 2012 05:21 GMT
#65
On May 04 2012 14:02 AeroEffect wrote:
I think TvP is pretty balanced. If everyone stops trying to be so greedy and play the game how it should be played, then terran should have no problems preventing the protoss from teching and getting weird unit compositions to attack move and win with. I never have any problems tvp simply because I dont 1 rax expand, 15 cc, or do that lame 10 minute 2 base medivac timing anymore because they can picked apart pretty easily. all you need to do is just play the game as a terran knowing how to push your advanatages and play with them accordingly. Im not saying 3 rax every gmae but if you see a protoss 4 gating, why not build 3 rax instead of building a cc and complaining about toss being imba when they break your nat/ramp?

Lol, Thanks for your professional level insight. If you see a toss 4 gating, go 3 rax instead of building a cc. Incredible.
Innovation | Flash | Mvp | Byun | TY
RaiKageRyu
Profile Joined August 2009
Canada4773 Posts
May 04 2012 05:22 GMT
#66
TvP may be balanced overall, but it certainly ain't fun to watch on either end.
Someone call down the Thunder?
architecture
Profile Blog Joined May 2008
United States643 Posts
May 04 2012 05:23 GMT
#67
With the really heavy gateway style that most P's do right now, it is rare for T to enter the late game with a tangible advantage.

P is ahead in econ, upgrades, and unit count, and only behind in tech when they go for that sort of style on large maps. T is typically only ahead in tech, having the advantages that medivacs give.

This is an extremely map dependent advantage - with advantageous air space, movement between bases for T, and medium sized travel distances, low XN tower vision.
tpfkan
xelnaga_empire
Profile Joined March 2012
627 Posts
May 04 2012 05:24 GMT
#68
On May 04 2012 13:55 laharl23 wrote:
My god they aren't saying that you have to end the game with a 1-2 base all in


Actually, they are saying that, especially to the pro Terran players. How did MVP beat Naniwa in the GSL? Yeah, that's right.
architecture
Profile Blog Joined May 2008
United States643 Posts
May 04 2012 05:25 GMT
#69
On May 04 2012 14:20 windsupernova wrote:
Show nested quote +
On May 04 2012 14:05 larse wrote:
Now I start to feel the statement is utterly stupid.

Every race should have equal power in the late-game. Why? Because Late-game is not a relative term in SC2. What Late-game means is a 200 vs 200 standoff or clash. If one race has a disadvantage in this max-out situation, it's simply unfair. Guess what people would do then? They will not let the game go into this 200 vs 200 situation. They will try to win the game before max-out. There is no other way out. I simply don't think this is a good design philosophy.


Again, they didn't say that. They say that since T is playing TvP with fragile, but mobile units they need to get a midgame advantage against the more immobile but much more sturdier P.

There is no ticking time bomb, there is a burden for the Terran to be the attacker and P to be the defender. If T is successfuly the attacker he will gain a lategame advantage(ie more resources, P is relatively crippled etc...) If P is successful defending and takes no losses he will have the lategame advantage.

Races are different and no, a race with 5 bases at 200\200 is not the same as a race at 200\200 on 2 bases. Basically T can't let the P macro up peacefully or T must take more of the map than the P.

As many have said its similar to BW TvP. T was the defender most of the game trying to Macro up a powerful army while P either had to cripple the T or take the map and throw bodies at the problem.

One thing I do think its causing this perceived "imbalance" is the newer maps where its retardedly easy to take and defend 3 bases which limits T harrass. This new maps are not really harass friendly tbqh.



Taking the map is a fallacy. 5 bases is no different from 3 bases because of how saturation works in SC2. There is no advantage that T can get having 5 bases over a P with 3 running bases.
tpfkan
SarcasmMonster
Profile Joined October 2011
3136 Posts
May 04 2012 05:25 GMT
#70
On May 04 2012 14:22 RaiKageRyu wrote:
TvP may be balanced overall, but it certainly ain't fun to watch on either end.


This is my issue with it. Hopefully HOTS will make Terran tier 2/3 units more common in TvP.
MMA: The true King of Wings
windsupernova
Profile Joined October 2010
Mexico5280 Posts
May 04 2012 05:26 GMT
#71
On May 04 2012 14:23 architecture wrote:
With the really heavy gateway style that most P's do right now, it is rare for T to enter the late game with a tangible advantage.

P is ahead in econ, upgrades, and unit count, and only behind in tech when they go for that sort of style on large maps. T is typically only ahead in tech, having the advantages that medivacs give.

This is an extremely map dependent advantage - with advantageous air space, movement between bases for T, and medium sized travel distances, low XN tower vision.


Yeah, I think maps have more to do with it than what people are giving the credit for.
"Its easy, just trust your CPU".-Boxer on being good at games
Charger
Profile Blog Joined September 2010
United States2405 Posts
May 04 2012 05:26 GMT
#72
On May 04 2012 14:20 windsupernova wrote:
Show nested quote +
On May 04 2012 14:05 larse wrote:
Now I start to feel the statement is utterly stupid.

Every race should have equal power in the late-game. Why? Because Late-game is not a relative term in SC2. What Late-game means is a 200 vs 200 standoff or clash. If one race has a disadvantage in this max-out situation, it's simply unfair. Guess what people would do then? They will not let the game go into this 200 vs 200 situation. They will try to win the game before max-out. There is no other way out. I simply don't think this is a good design philosophy.


Again, they didn't say that. They say that since T is playing TvP with fragile, but mobile units they need to get a midgame advantage against the more immobile but much more sturdier P.

There is no ticking time bomb, there is a burden for the Terran to be the attacker and P to be the defender. If T is successfuly the attacker he will gain a lategame advantage(ie more resources, P is relatively crippled etc...) If P is successful defending and takes no losses he will have the lategame advantage.

Races are different and no, a race with 5 bases at 200\200 is not the same as a race at 200\200 on 2 bases. Basically T can't let the P macro up peacefully or T must take more of the map than the P.

As many have said its similar to BW TvP. T was the defender most of the game trying to Macro up a powerful army while P either had to cripple the T or take the map and throw bodies at the problem.

One thing I do think its causing this perceived "imbalance" is the newer maps where its retardedly easy to take and defend 3 bases which limits T harrass. This new maps are not really harass friendly tbqh.



I think the maps play a huge role too. But I also think P players have figured out how to defend well. It's very hard to harass effectively when the P army is already in a defensive position in their base. If the P wants to sit back and get to the late game they usually can and will.
It's easy to be a Monday morning quarterback.
Arco
Profile Joined September 2009
United States2090 Posts
May 04 2012 05:27 GMT
#73
On May 04 2012 14:25 architecture wrote:
Show nested quote +
On May 04 2012 14:20 windsupernova wrote:
On May 04 2012 14:05 larse wrote:
Now I start to feel the statement is utterly stupid.

Every race should have equal power in the late-game. Why? Because Late-game is not a relative term in SC2. What Late-game means is a 200 vs 200 standoff or clash. If one race has a disadvantage in this max-out situation, it's simply unfair. Guess what people would do then? They will not let the game go into this 200 vs 200 situation. They will try to win the game before max-out. There is no other way out. I simply don't think this is a good design philosophy.


Again, they didn't say that. They say that since T is playing TvP with fragile, but mobile units they need to get a midgame advantage against the more immobile but much more sturdier P.

There is no ticking time bomb, there is a burden for the Terran to be the attacker and P to be the defender. If T is successfuly the attacker he will gain a lategame advantage(ie more resources, P is relatively crippled etc...) If P is successful defending and takes no losses he will have the lategame advantage.

Races are different and no, a race with 5 bases at 200\200 is not the same as a race at 200\200 on 2 bases. Basically T can't let the P macro up peacefully or T must take more of the map than the P.

As many have said its similar to BW TvP. T was the defender most of the game trying to Macro up a powerful army while P either had to cripple the T or take the map and throw bodies at the problem.

One thing I do think its causing this perceived "imbalance" is the newer maps where its retardedly easy to take and defend 3 bases which limits T harrass. This new maps are not really harass friendly tbqh.



Taking the map is a fallacy. 5 bases is no different from 3 bases because of how saturation works in SC2. There is no advantage that T can get having 5 bases over a P with 3 running bases.

Pretty much what I was getting to in my wall of text. Terran don't have a meaningful late game gas dump. Making one that helps Terran deal with the Protoss core deathball mix of Colossus/Archon is a step in the right direction. I hope they realize this for HotS.
Jono7272
Profile Joined November 2010
United Kingdom6330 Posts
May 04 2012 05:27 GMT
#74
On May 04 2012 14:15 CakeSauc3 wrote:
Show nested quote +
On May 04 2012 14:05 Gamegene wrote:
On May 04 2012 14:02 AeroEffect wrote:
I think TvP is pretty balanced. If everyone stops trying to be so greedy and play the game how it should be played, then terran should have no problems preventing the protoss from teching and getting weird unit compositions to attack move and win with. I never have any problems tvp simply because I dont 1 rax expand, 15 cc, or do that lame 10 minute 2 base medivac timing anymore because they can picked apart pretty easily. all you need to do is just play the game as a terran knowing how to push your advanatages and play with them accordingly. Im not saying 3 rax every gmae but if you see a protoss 4 gating, why not build 3 rax instead of building a cc and complaining about toss being imba when they break your nat/ramp?


We're not even talking about that.


We are though.

What he's saying is Terran shouldn't be opening up a TvP game with a build that's oriented towards late-game aggression; instead, Terran should open up with a pressure build.

I study how MKP plays TvP, and that's how I try to play it, as well. As a result, my TvP is by far my best matchup. Opening with a 2 rax pressure or 3 rax heavy attack is so much better than going for early CC. Protoss tech needs to be delayed by force, or else they *will* destroy your pathetic bio army once their splash damage units are being produced.

Just as in TvZ Terran must pressure Zerg to keep their economy down, in TvP Terran must pressure Protoss to keep their tech down. If you challenge Zerg to a No Rush 20 build, you generally lose; if you challenge Protoss to a No Rush 20 build, same dif.

MKP mostly goes 1 rax or cc first, heavy eco openings. Or sometimes throws in a 1 Base, 2 rax push, into medivac push.

2 rax or 3 rax is easily held off by Protoss not playing overly greedy, who scout well. Leaving the terran behind after it.
Innovation | Flash | Mvp | Byun | TY
Tchado
Profile Blog Joined January 2011
Jordan1831 Posts
Last Edited: 2012-05-04 05:29:30
May 04 2012 05:29 GMT
#75
Blizzard /faceplam
Arco
Profile Joined September 2009
United States2090 Posts
Last Edited: 2012-05-04 05:34:35
May 04 2012 05:30 GMT
#76
On May 04 2012 14:20 windsupernova wrote:
Show nested quote +
On May 04 2012 14:05 larse wrote:
Now I start to feel the statement is utterly stupid.

Every race should have equal power in the late-game. Why? Because Late-game is not a relative term in SC2. What Late-game means is a 200 vs 200 standoff or clash. If one race has a disadvantage in this max-out situation, it's simply unfair. Guess what people would do then? They will not let the game go into this 200 vs 200 situation. They will try to win the game before max-out. There is no other way out. I simply don't think this is a good design philosophy.


Again, they didn't say that. They say that since T is playing TvP with fragile, but mobile units they need to get a midgame advantage against the more immobile but much more sturdier P.

There is no ticking time bomb, there is a burden for the Terran to be the attacker and P to be the defender. If T is successfuly the attacker he will gain a lategame advantage(ie more resources, P is relatively crippled etc...) If P is successful defending and takes no losses he will have the lategame advantage.

Races are different and no, a race with 5 bases at 200\200 is not the same as a race at 200\200 on 2 bases. Basically T can't let the P macro up peacefully or T must take more of the map than the P.

As many have said its similar to BW TvP. T was the defender most of the game trying to Macro up a powerful army while P either had to cripple the T or take the map and throw bodies at the problem.

One thing I do think its causing this perceived "imbalance" is the newer maps where its retardedly easy to take and defend 3 bases which limits T harrass. This new maps are not really harass friendly tbqh.


Although in BW lategame PvT, you had the option of using Carriers and Arbiters to deal with the Terran mech deathball. Terran had tactics designed to stop those units. It came down to who was better, because there were options available on both sides. Not just relying on doing x damage by a certain point, like in SC2 TvP.

SC2 has the potential of some sick late game macro matches. Hell, we've seen a good amount of them. But they were more common in Brood War because there were actually options for every race to play in the late game. Starcraft 2 doesn't have that as I have outlined in my previous replies, therefore, the quality of games is significantly less because it's much more rare to reach the late game where we saw amazing back and forth slugfests, like in Brood War. But it has good graphics, right guys?!
CakeSauc3
Profile Joined February 2011
United States1437 Posts
May 04 2012 05:32 GMT
#77
On May 04 2012 14:27 Jono7272 wrote:
Show nested quote +
On May 04 2012 14:15 CakeSauc3 wrote:
On May 04 2012 14:05 Gamegene wrote:
On May 04 2012 14:02 AeroEffect wrote:
I think TvP is pretty balanced. If everyone stops trying to be so greedy and play the game how it should be played, then terran should have no problems preventing the protoss from teching and getting weird unit compositions to attack move and win with. I never have any problems tvp simply because I dont 1 rax expand, 15 cc, or do that lame 10 minute 2 base medivac timing anymore because they can picked apart pretty easily. all you need to do is just play the game as a terran knowing how to push your advanatages and play with them accordingly. Im not saying 3 rax every gmae but if you see a protoss 4 gating, why not build 3 rax instead of building a cc and complaining about toss being imba when they break your nat/ramp?


We're not even talking about that.


We are though.

What he's saying is Terran shouldn't be opening up a TvP game with a build that's oriented towards late-game aggression; instead, Terran should open up with a pressure build.

I study how MKP plays TvP, and that's how I try to play it, as well. As a result, my TvP is by far my best matchup. Opening with a 2 rax pressure or 3 rax heavy attack is so much better than going for early CC. Protoss tech needs to be delayed by force, or else they *will* destroy your pathetic bio army once their splash damage units are being produced.

Just as in TvZ Terran must pressure Zerg to keep their economy down, in TvP Terran must pressure Protoss to keep their tech down. If you challenge Zerg to a No Rush 20 build, you generally lose; if you challenge Protoss to a No Rush 20 build, same dif.

MKP mostly goes 1 rax or cc first, heavy eco openings. Or sometimes throws in a 1 Base, 2 rax push, into medivac push.

2 rax or 3 rax is easily held off by Protoss not playing overly greedy, who scout well. Leaving the terran behind after it.


He does often go CC first, but notice that even when he does, he almost always pushes out at a timing where his bio army gets medivacs/ups and the protoss is ALMOST about to pop out their first colo/storm.

I open 2 rax quite often, and I find that even when Protoss doesn't early expand, 2 rax gives you enough units to secure your own 2 base vs 1 base lead and also threaten them with drops. Immortal busts can be scary, but it can be held, and it's sure a lot easier than trying to beat a Protoss deathball in the late game, IMO.
Blyadischa
Profile Joined April 2010
419 Posts
May 04 2012 05:33 GMT
#78
On May 04 2012 14:25 architecture wrote:
Show nested quote +
On May 04 2012 14:20 windsupernova wrote:
On May 04 2012 14:05 larse wrote:
Now I start to feel the statement is utterly stupid.

Every race should have equal power in the late-game. Why? Because Late-game is not a relative term in SC2. What Late-game means is a 200 vs 200 standoff or clash. If one race has a disadvantage in this max-out situation, it's simply unfair. Guess what people would do then? They will not let the game go into this 200 vs 200 situation. They will try to win the game before max-out. There is no other way out. I simply don't think this is a good design philosophy.


Again, they didn't say that. They say that since T is playing TvP with fragile, but mobile units they need to get a midgame advantage against the more immobile but much more sturdier P.

There is no ticking time bomb, there is a burden for the Terran to be the attacker and P to be the defender. If T is successfuly the attacker he will gain a lategame advantage(ie more resources, P is relatively crippled etc...) If P is successful defending and takes no losses he will have the lategame advantage.

Races are different and no, a race with 5 bases at 200\200 is not the same as a race at 200\200 on 2 bases. Basically T can't let the P macro up peacefully or T must take more of the map than the P.

As many have said its similar to BW TvP. T was the defender most of the game trying to Macro up a powerful army while P either had to cripple the T or take the map and throw bodies at the problem.

One thing I do think its causing this perceived "imbalance" is the newer maps where its retardedly easy to take and defend 3 bases which limits T harrass. This new maps are not really harass friendly tbqh.



Taking the map is a fallacy. 5 bases is no different from 3 bases because of how saturation works in SC2. There is no advantage that T can get having 5 bases over a P with 3 running bases.


Not only that, but the population value of units in SC2 is usually higher than in BW, so if you're on 5 bases that are kind of okay saturated, that's like 90 scvs. Your army will be incredibly weak. Also, with SC2 having smaller maps, and with zerg and protoss having superior army reproduction mechanics (they can both max out virtually instantly given that they have a large enough banks, while terran has to wait for multiple rounds of units), playing macro terran just doesn't work out.
shockaslim
Profile Joined December 2010
United States1105 Posts
Last Edited: 2012-05-04 05:34:14
May 04 2012 05:33 GMT
#79
+ Show Spoiler +


Skip to 1:00. Issue number 2. Late Game Zealot

This has been an issue that they have known about for a LONG and it is clearly an issue that they just don't want to fix until HoTS comes out which just doesn't feel right to me.
Dirty Deeds...DONE DIRT CHEAP!!!
DawN883
Profile Joined November 2011
Sweden558 Posts
May 04 2012 05:34 GMT
#80
Seems like one of the most boring MUs is going to stay boring.
If the dead are not raised, Let us eat and drink, for tomorrow we die
Prev 1 2 3 4 5 6 110 111 112 Next
Please log in or register to reply.
Live Events Refresh
BSL
05:00
S23 - Ro16 Group C
Artosis vs Dewalt
Ret vs Tech
LiquipediaDiscussion
IPSL
02:00
Ro24 Group F
Art_Of_Turtle vs KameZerg
Radley vs George
Liquipedia
[ Submit Event ]
Live Streams
Refresh
StarCraft 2
SpeCial 64
EmSc Tv 9
StarCraft: Brood War
Rain 1334
ZZZero.O 175
firebathero 112
soO 16
Dota 2
Gorgc5357
qojqva2534
Counter-Strike
pashabiceps2381
zeus1129
allub669
gobbtv176
Super Smash Bros
Mew2King47
Heroes of the Storm
Khaldor427
Other Games
Grubby2910
Liquid`RaSZi2122
syndereN217
UpATreeSC27
Railgan17
Organizations
Other Games
gamesdonequick2943
EGCTV1244
StarCraft 2
EmSc Tv 9
EmSc2Tv 9
[ Show 13 non-featured ]
StarCraft 2
• StrangeGG 38
• Hinosc 16
• Reevou 13
• AfreecaTV YouTube
• intothetv
• Kozan
• IndyKCrew
• Migwel
StarCraft: Brood War
• BSLYoutube
• STPLYoutube
• ZZZeroYoutube
Other Games
• imaqtpie1341
• Shiphtur456
Upcoming Events
SOOP
13h 56m
soO vs FanTaSy
WardiTV Weekly
15h 56m
Replay Cast
1d 2h
Monday Night Weeklies
1d 20h
PiGosaur Cup
2 days
The PondCast
2 days
GSL
3 days
Replay Cast
4 days
KCM Race Survival
4 days
RSL Revival
5 days
[ Show More ]
BSL
5 days
eOnzErG vs StRyKeR
Cross vs JDConan
RSL Revival
6 days
BSL
6 days
Bonyth vs Doodle
Kyrie vs Jimin
Liquipedia Results

Completed

Proleague 2026-11-14
Blizzard Classic Cup 2026
HCC Season 3

Ongoing

Acropolis #5
KCM Race Survival 2026 Season 4
International ShieldBattery League
BSL Season 23
IPSL Winter 2026-27
Calamity Cup Div. A Season 8
Underdog Cup 2026 Div 2-3
BLAST Rivals Fall 2026
IEM Beijing 2026
PGL Masters Bucharest 2026
Stake Ranked Episode 5
1win Private Club #2
Thunderpick World Champ. '26
ESL Pro League Season 24
Stake Ranked Episode 4
1win Private Club #1
Logitech G Play Connect 2026
SL StarSeries Fall 2026
FISSURE Playground #3
BLAST Open Fall 2026

Upcoming

YSL S4
Sector 591
SC4ALL II: Brood War
BSL 23: Non-Korean Championship
HSC XXX
Stellar Fest 2: Lunar Cup
StarCraft2 Weekly Open Tournament 2026 Grand Finals
SC4ALL II: StarCraft II
Kung Fu Cup 2026 Grand Finals
RSL Offline Finals
IEM Kraków 2027
PGL Bucharest 2027
BLAST Bounty Winter 2027
PGL Major Singapore 2026
Stake Ranked Episode 6
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.