• Log InLog In
  • Register
Liquid`
Team Liquid Liquipedia
EDT 05:52
CEST 11:52
KST 18:52
  • 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] Ro24 Preview: Siren's Call7[ASL22] Ro24 Preview: Summer's End9Serral wins HomeStory Cup 2915Serral wins Maestros of the Game 244ByuL, and the Limitations of Standard Play3
Community News
New 3v3 BGH Ladder (and more) on ShieldBattery!23Weekly Cups (August 17-23): Zerg dominate the week3Weekly Cups (August 10-16): SHIN doubles2GSTL Returns in 2026!45Weekly Cups (Aug 3-9): Protoss get shut out7
StarCraft 2
General
Starcraft2 player guess game is Coming~! Weekly Cups (August 17-23): Zerg dominate the week SC4ALL II: SC2 Player Announcement 6/8 - Maru How would you feel about frequent/monthly balance patches for SC2? PhD study /w SC2 - help with a survey!
Tourneys
2026 GSTL Announcement IntoTheTV X SOOP SC2 League : Weekly & Monthly PIG STY FESTIVAL 8.0! (13 - 23 August) Sparkling Tuna Cup - Weekly Open Tournament WORTEX 2026 - Hungarian SC2 Finals Budapest
Strategy
[G] Having the right mentality to improve
Custom Maps
Nexus Wars 2021 GUIDE [M] (2) Industrial Park
External Content
Mutation # 540 Dodge This The PondCast: SC2 News & Results Mutation # 539 Thunder Dome Mutation # 538 Media Blackout
Brood War
General
New 3v3 BGH Ladder (and more) on ShieldBattery! 25 Years Since Brood War Patch 1.08 BW General Discussion Looking 4 Yaroslav: Enemy, Korchagin, WCG, Ukraine Pros React To: First 'Fastest' Map in ASL History
Tourneys
[ASL22] Ro24 Group F Brood War in Budapest ! WORTEX 2026 BW Finals [ASL22] Ro24 Group E Escore Tournament - Season 3
Strategy
Game Theory for Starcraft Replay Review Process - What do you do? Odyssey Mineral Stack Saturation Fighting Spirit mining rates
Other Games
General Games
Nintendo Switch Thread General RTS Discussion Thread Anyone here play Quakeworld back in the day? Stormgate/Frost Giant Megathread EVE Corporation
Dota 2
Official 'what is Dota anymore' discussion
League of Legends
[TL LoL EUW IHs] Teemo shall perish TSM pausing esports and CLG Dead
Heroes of the Storm
Heroes of the Storm 2.0
Hearthstone
Deck construction bug
TL Mafia
TL Mafia Power Rank TL Mafia Community Thread NeO.D_StephenKing vs This Guy From 1 Million Dance
Community
General
US Politics Mega-thread Russo-Ukrainian War Thread Artificial Intelligence Thread Canadian Politics Mega-thread Dating: How's your luck?
Fan Clubs
The Creator Fan Club MarineLorD Fan Club The ShoWTimE Fan Club
Media & Entertainment
Movie Discussion! Anime Discussion Thread
Sports
Football (Soccer) Thread TeamLiquid Health and Fitness Initiative For 2023 MLB/Baseball 2023 NBA General Discussion
World Cup 2022
Tech Support
Computer Build, Upgrade & Buying Resource Thread
TL Community
The Automated Ban List Northern Ireland Global Starcraft
Blogs
Young Players Exit Esports E…
TrAiDoS
LOCKPICKING NOOB
LUCKY_NOOB
Cathedral Of CS And NY pizza a…
FuDDx
Please support my new stand…
Peanutsc
Hello guys!
LIN1s
Customize Sidebar...

Website Feedback

Closed Threads



Active: 3801 users

TvP Lategame comment from Blizzard - Page 76

Forum Index > Closed
Post a Reply
Prev 1 74 75 76 77 78 112 Next
Plansix
Profile Blog Joined April 2011
United States60190 Posts
May 08 2012 00:50 GMT
#1501
On May 08 2012 09:39 ZeroTalent wrote:
Show nested quote +
On May 08 2012 07:45 Anari wrote:
On May 08 2012 07:33 sertas wrote:
All terrans basicly lose 100% of the time in lategame in gsl. A game longer then 25 minutes in PvT is like 100% winrate for protoss.


I am not going to right off discredit this because I do believe that Protoss has the stronger late game; but can I have a source? I highly doubt that it is LIKE a 100% win rate. Sure it might be high 60s perhaps even low 70s but it is highly unlikely that it is higher than 80%.


http://www.teamliquid.net/forum/viewmessage.php?topic_id=316483
http://www.teamliquid.net/forum/viewpost.php?post_id=13729496

In games longer than 25 minutes, where both players have made the quarterfinals or higher multiple times in Playhem dailies, the pro T are 9-23 (28% win rate). If neither player has had any playhem success, and the game goes longer than 20 minutes, the T win rate is about 40%.

When you consider that some of those long Terran wins probably involve playing the way Day9 recommends (i.e. trying to stay ahead economically and harass the Protoss to death), and it just takes a while to finish off your opponent sometimes, we are really looking at something like a 70+% win rate for P if both players play passively. If the game clock hits 25 minutes, they're on 3 or more bases, and you haven't managed to trade armies effectively and/or do some economic damage, just quit and move on to the next game.


If the game hits the 25 minute mark and you have failed armies effectively and/or do some economic damage, you lose no matter what race you are playing. Who is playing these 25 minute epic games of SC2 where no one trades armies or is still on 3 bases after 25 minutes? What are you people doing?
I have the Honor to be your Obedient Servant, P.6
TL+ Member
ZeroTalent
Profile Joined December 2010
United States297 Posts
May 08 2012 00:59 GMT
#1502
On May 08 2012 09:24 Fencer710 wrote:
Third, if you have the right army composition, it can easily be a-move vs a-move with focus firing by Vikings and carpet EMP's during battle, and the Terran can still be fine if he has a extremely good army composition, for example 20 Ghosts, 50 Marines, 16 Vikings, and 8 Medivacs.


And a pony! Seriously if the Protoss lets your Terran opponent get 20 ghosts with lots of energy doesn't that mean they're doing it wrong? Also it's not a-move vs a-move if the terran has to scan to kill the observer, cloak, and then land a bunch of EMPs .

I've seen a lot of comments from both sides about Mass Marauder in the lategame, and I think the Protoss players in the thread have been correct to observe that this isn't a good army composition in the lategame. It made sense when everyone went colossus first and charge didn't blow through concussive shells and archons weren't Massive. But now with so many players going zealot/archon first, and the aforementioned buffs to Zealots and Archons, Marine/Ghost with a handful of marauders to tank (as you are hitting at with this army composition suggestion), slow down zealots, and pick off stalkers, is more cost-effective in most cases.
Can we get an official definition of "all-in"? Please?
ZeroTalent
Profile Joined December 2010
United States297 Posts
May 08 2012 01:05 GMT
#1503
On May 08 2012 09:50 Plansix wrote:
If the game hits the 25 minute mark and you have failed armies effectively and/or do some economic damage, you lose no matter what race you are playing. Who is playing these 25 minute epic games of SC2 where no one trades armies or is still on 3 bases after 25 minutes? What are you people doing?


I guess the issue is that in TvP you have to do both. In TvZ and TvT you can get away with just continuing to trade effectively and as long as you have an economy to match and the production to be ready for the Hive tech transition (in TvZ) or BCs (in TvT) you've still got a fighting chance. In ZvP ... well, I have no idea how that matchup works. But in TvP you have to continuously trade and be signficantly ahead economically.

We can argue about it or we can look it up. The data bears out the fact that TvP in the late game currently favors Protoss. There's no gross imbalance in either direction in ZvP or TvZ.
Can we get an official definition of "all-in"? Please?
Zedromas
Profile Joined September 2010
Canada112 Posts
Last Edited: 2012-05-08 01:36:37
May 08 2012 01:36 GMT
#1504
Edit: wrong thread
But she said she was 18!!!!
mAnarch
Profile Joined January 2011
United States36 Posts
May 08 2012 02:01 GMT
#1505
Nothing we can do but continue to improve our midgame tactics get to work.
Hit me up for bw spar
zmansman17
Profile Joined March 2011
United States2567 Posts
Last Edited: 2012-05-08 03:13:56
May 08 2012 03:00 GMT
#1506
On May 08 2012 04:40 nailertn wrote:
Show nested quote +
On May 08 2012 04:04 spiralyguy wrote:
I am curious about something. I see alot of T struggling to deal with large 3/3 zealot balls + aoe. How come Terrans never use Seeker Missiles combined with EMP to kill the zealots? Ignorant Zerg here, just wondering how that would work. Seems like ravens are kind of an untapped resource, I beleive earlier in this thread people even talk about how Terran ends with a large gas surplus. I know you can feedback ravens, but that really comes down to who's micro is better.


The raven moves slowly (hydralisk off creep) and has to get close to release the missile (range ~ 5-6). It has 140 HP and the missile is 125 energy. You either engage the protoss army when all your ravens are between 125 and 140 energy (lol) or die to feedback. Zealots are beefy, and each raven has energy for 1 missile that has pitiful damage radius and falloff. What basically happens when you shoot a missile at a zealot is it survives and the three-five nearest stimmed marines die to splash, which I am sure you agree is not too beneficial. If you make a raven, point defense drone is much better than HSM. You also kinda need reactors on starports for medivac / viking production.


Ravens move slowly, get feedbacked and necessitate that Terrans use 6 hotkeys (I normally use 5 anyway, but controlling 6 dif. hotkeys, just for your army, can be hard) *1-army 2-medivac (so troops get healed as they move, instead of moving both medivacs and troops) 3-viking 4-ghost 5-raven 6-drop/s.

It's hard being Terran but I prefer it over the 2 days I spent getting Rank 2 master Protoss. I'd rather not choose the easy way out, and take advantage of the current state of the game.


♞ - His EKG is flattening get me a defib stat! Prepped and Ready! - ♞
Fencar
Profile Blog Joined August 2011
United States2694 Posts
May 08 2012 03:01 GMT
#1507
On May 08 2012 09:59 ZeroTalent wrote:
Show nested quote +
On May 08 2012 09:24 Fencer710 wrote:
Third, if you have the right army composition, it can easily be a-move vs a-move with focus firing by Vikings and carpet EMP's during battle, and the Terran can still be fine if he has a extremely good army composition, for example 20 Ghosts, 50 Marines, 16 Vikings, and 8 Medivacs.


And a pony! Seriously if the Protoss lets your Terran opponent get 20 ghosts with lots of energy doesn't that mean they're doing it wrong? Also it's not a-move vs a-move if the terran has to scan to kill the observer, cloak, and then land a bunch of EMPs .

I've seen a lot of comments from both sides about Mass Marauder in the lategame, and I think the Protoss players in the thread have been correct to observe that this isn't a good army composition in the lategame. It made sense when everyone went colossus first and charge didn't blow through concussive shells and archons weren't Massive. But now with so many players going zealot/archon first, and the aforementioned buffs to Zealots and Archons, Marine/Ghost with a handful of marauders to tank (as you are hitting at with this army composition suggestion), slow down zealots, and pick off stalkers, is more cost-effective in most cases.

You can say the same if the Protoss has 10 HT's spread out for storm, 5 Colossus, 5 Archons, and 20 gateways with 30+ chargelots on the field.
This is my signature. There are many like it, but this one is mine.
zmansman17
Profile Joined March 2011
United States2567 Posts
Last Edited: 2012-05-08 03:12:16
May 08 2012 03:07 GMT
#1508
On May 08 2012 09:39 ZeroTalent wrote:
Show nested quote +
On May 08 2012 07:45 Anari wrote:
On May 08 2012 07:33 sertas wrote:
All terrans basicly lose 100% of the time in lategame in gsl. A game longer then 25 minutes in PvT is like 100% winrate for protoss.


I am not going to right off discredit this because I do believe that Protoss has the stronger late game; but can I have a source? I highly doubt that it is LIKE a 100% win rate. Sure it might be high 60s perhaps even low 70s but it is highly unlikely that it is higher than 80%.


http://www.teamliquid.net/forum/viewmessage.php?topic_id=316483
http://www.teamliquid.net/forum/viewpost.php?post_id=13729496

In games longer than 25 minutes, where both players have made the quarterfinals or higher multiple times in Playhem dailies, the pro T are 9-23 (28% win rate). If neither player has had any playhem success, and the game goes longer than 20 minutes, the T win rate is about 40%.

When you consider that some of those long Terran wins probably involve playing the way Day9 recommends (i.e. trying to stay ahead economically and harass the Protoss to death), and it just takes a while to finish off your opponent sometimes, we are really looking at something like a 70+% win rate for P if both players play passively. If the game clock hits 25 minutes, they're on 3 or more bases, and you haven't managed to trade armies effectively and/or do some economic damage, just quit and move on to the next game.


Now this post is worth talking about. So if we subtract the Terran wins from players who do not "[have] any playhem success", then that % is even smaller than 28%. So Korean Terrans in playhem win > 28% passed 25 minutes.

Like I said, David Kim should release win rates per unit of time in the Match Up. I guarantee that Terrans are garnering the highest win rates from early, cheesey builds like the ones MVP used.

If Protoss were savvy, they would have adapted by now. But if they have failed to adapt by now, I gaurantee they will soon. Since the really strong Terran players realize that we cannot win in the late game, they will push for early timings. (hell, even Koreans with perfect micro can't win -- what does that have to say about us NA gms and high master terrans?).

As soon as Protoss wake up and use safer builds that repel these early timings (like the 2 gate we saw the in GSL), Terran will be left with nowhere to go. If Protoss plays safely and passively and does not permit damage from drops, there goes Terrans overall win rate. What we have now: Terran early win rate: High, Terran late game win rate: Low. What we will have soon: Terran early win rate: Low, Terran late game win rate: Low.

I'm calling it right now. If not by May, then by June we will see significant drops in TvP win rates across the servers.
♞ - His EKG is flattening get me a defib stat! Prepped and Ready! - ♞
Fencar
Profile Blog Joined August 2011
United States2694 Posts
May 08 2012 03:22 GMT
#1509
On May 08 2012 12:07 zmansman17 wrote:
Show nested quote +
On May 08 2012 09:39 ZeroTalent wrote:
On May 08 2012 07:45 Anari wrote:
On May 08 2012 07:33 sertas wrote:
All terrans basicly lose 100% of the time in lategame in gsl. A game longer then 25 minutes in PvT is like 100% winrate for protoss.


I am not going to right off discredit this because I do believe that Protoss has the stronger late game; but can I have a source? I highly doubt that it is LIKE a 100% win rate. Sure it might be high 60s perhaps even low 70s but it is highly unlikely that it is higher than 80%.


http://www.teamliquid.net/forum/viewmessage.php?topic_id=316483
http://www.teamliquid.net/forum/viewpost.php?post_id=13729496

In games longer than 25 minutes, where both players have made the quarterfinals or higher multiple times in Playhem dailies, the pro T are 9-23 (28% win rate). If neither player has had any playhem success, and the game goes longer than 20 minutes, the T win rate is about 40%.

When you consider that some of those long Terran wins probably involve playing the way Day9 recommends (i.e. trying to stay ahead economically and harass the Protoss to death), and it just takes a while to finish off your opponent sometimes, we are really looking at something like a 70+% win rate for P if both players play passively. If the game clock hits 25 minutes, they're on 3 or more bases, and you haven't managed to trade armies effectively and/or do some economic damage, just quit and move on to the next game.


Now this post is worth talking about. So if we subtract the Terran wins from players who do not "[have] any playhem success", then that % is even smaller than 28%. So Korean Terrans in playhem win > 28% passed 25 minutes.

Like I said, David Kim should release win rates per unit of time in the Match Up. I guarantee that Terrans are garnering the highest win rates from early, cheesey builds like the ones MVP used.

If Protoss were savvy, they would have adapted by now. But if they have failed to adapt by now, I gaurantee they will soon. Since the really strong Terran players realize that we cannot win in the late game, they will push for early timings. (hell, even Koreans with perfect micro can't win -- what does that have to say about us NA gms and high master terrans?).

As soon as Protoss wake up and use safer builds that repel these early timings (like the 2 gate we saw the in GSL), Terran will be left with nowhere to go. If Protoss plays safely and passively and does not permit damage from drops, there goes Terrans overall win rate. What we have now: Terran early win rate: High, Terran late game win rate: Low. What we will have soon: Terran early win rate: Low, Terran late game win rate: Low.

I'm calling it right now. If not by May, then by June we will see significant drops in TvP win rates across the servers.

If you look at the metagame, also note that the majority of those terrans are going basically mass marauder with small marine, small medivac, small viking, small ghost.

Note what Marauders are good against.

Now note what Protoss are not building a lot of.

Metagame is what's going on. Not imbalance.
This is my signature. There are many like it, but this one is mine.
ppdealer
Profile Joined January 2011
Canada163 Posts
May 08 2012 03:23 GMT
#1510
On May 08 2012 12:07 zmansman17 wrote:
Show nested quote +
On May 08 2012 09:39 ZeroTalent wrote:
On May 08 2012 07:45 Anari wrote:
On May 08 2012 07:33 sertas wrote:
All terrans basicly lose 100% of the time in lategame in gsl. A game longer then 25 minutes in PvT is like 100% winrate for protoss.


I am not going to right off discredit this because I do believe that Protoss has the stronger late game; but can I have a source? I highly doubt that it is LIKE a 100% win rate. Sure it might be high 60s perhaps even low 70s but it is highly unlikely that it is higher than 80%.


http://www.teamliquid.net/forum/viewmessage.php?topic_id=316483
http://www.teamliquid.net/forum/viewpost.php?post_id=13729496

In games longer than 25 minutes, where both players have made the quarterfinals or higher multiple times in Playhem dailies, the pro T are 9-23 (28% win rate). If neither player has had any playhem success, and the game goes longer than 20 minutes, the T win rate is about 40%.

When you consider that some of those long Terran wins probably involve playing the way Day9 recommends (i.e. trying to stay ahead economically and harass the Protoss to death), and it just takes a while to finish off your opponent sometimes, we are really looking at something like a 70+% win rate for P if both players play passively. If the game clock hits 25 minutes, they're on 3 or more bases, and you haven't managed to trade armies effectively and/or do some economic damage, just quit and move on to the next game.


Now this post is worth talking about. So if we subtract the Terran wins from players who do not "[have] any playhem success", then that % is even smaller than 28%. So Korean Terrans in playhem win > 28% passed 25 minutes.

Like I said, David Kim should release win rates per unit of time in the Match Up. I guarantee that Terrans are garnering the highest win rates from early, cheesey builds like the ones MVP used.

If Protoss were savvy, they would have adapted by now. But if they have failed to adapt by now, I gaurantee they will soon. Since the really strong Terran players realize that we cannot win in the late game (hell, even Koreans with perfect micro can't win -- what does that have to say about us NA gms and high master terrans?), they will push for early timings.

As soon as Protoss wake up and use safer builds that repel these early timings (like the 2 gate we saw the in GSL), Terran will be left with nowhere to go. If Protoss plays safely and passively and does not permit damage from drops, there goes Terrans overall win rate. I'm calling it right now. If not by May, then by June we will see significant drops across the servers.


It really depends on the map. Terran isn't only strong in early game, but also in mid game. I think what David Kim saying is that Terran should press their mid game advantage to prevent Protoss from expanding/teching too greedily. At the same time use their superior map presence to out expand Protoss and eventually overwhelming them with superior macro in the lategame. It's tough if the map allows the Protoss to get a third up too easily with just good sentry control (e.g. Cloud Kingdom).
Fencar
Profile Blog Joined August 2011
United States2694 Posts
May 08 2012 03:29 GMT
#1511
On May 08 2012 12:23 ppdealer wrote:
Show nested quote +
On May 08 2012 12:07 zmansman17 wrote:
On May 08 2012 09:39 ZeroTalent wrote:
On May 08 2012 07:45 Anari wrote:
On May 08 2012 07:33 sertas wrote:
All terrans basicly lose 100% of the time in lategame in gsl. A game longer then 25 minutes in PvT is like 100% winrate for protoss.


I am not going to right off discredit this because I do believe that Protoss has the stronger late game; but can I have a source? I highly doubt that it is LIKE a 100% win rate. Sure it might be high 60s perhaps even low 70s but it is highly unlikely that it is higher than 80%.


http://www.teamliquid.net/forum/viewmessage.php?topic_id=316483
http://www.teamliquid.net/forum/viewpost.php?post_id=13729496

In games longer than 25 minutes, where both players have made the quarterfinals or higher multiple times in Playhem dailies, the pro T are 9-23 (28% win rate). If neither player has had any playhem success, and the game goes longer than 20 minutes, the T win rate is about 40%.

When you consider that some of those long Terran wins probably involve playing the way Day9 recommends (i.e. trying to stay ahead economically and harass the Protoss to death), and it just takes a while to finish off your opponent sometimes, we are really looking at something like a 70+% win rate for P if both players play passively. If the game clock hits 25 minutes, they're on 3 or more bases, and you haven't managed to trade armies effectively and/or do some economic damage, just quit and move on to the next game.


Now this post is worth talking about. So if we subtract the Terran wins from players who do not "[have] any playhem success", then that % is even smaller than 28%. So Korean Terrans in playhem win > 28% passed 25 minutes.

Like I said, David Kim should release win rates per unit of time in the Match Up. I guarantee that Terrans are garnering the highest win rates from early, cheesey builds like the ones MVP used.

If Protoss were savvy, they would have adapted by now. But if they have failed to adapt by now, I gaurantee they will soon. Since the really strong Terran players realize that we cannot win in the late game (hell, even Koreans with perfect micro can't win -- what does that have to say about us NA gms and high master terrans?), they will push for early timings.

As soon as Protoss wake up and use safer builds that repel these early timings (like the 2 gate we saw the in GSL), Terran will be left with nowhere to go. If Protoss plays safely and passively and does not permit damage from drops, there goes Terrans overall win rate. I'm calling it right now. If not by May, then by June we will see significant drops across the servers.


It really depends on the map. Terran isn't only strong in early game, but also in mid game. I think what David Kim saying is that Terran should press their mid game advantage to prevent Protoss from expanding/teching too greedily. At the same time use their superior map presence to out expand Protoss and eventually overwhelming them with superior macro in the lategame. It's tough if the map allows the Protoss to get a third up too easily with just good sentry control (e.g. Cloud Kingdom).

Terran is only really strong in mid-game if the Protoss is extremely greedy and goes something like double forge AND twilight AND colossus AND fast third. The entire idea of 'Terran is stronger in the mid game!' is a myth, just like the idea of Protoss being stronger in the late-game is a myth.

See sig.
This is my signature. There are many like it, but this one is mine.
cydial
Profile Blog Joined September 2010
United States750 Posts
May 08 2012 04:51 GMT
#1512
On May 08 2012 08:26 Dalavita wrote:
Show nested quote +
On May 08 2012 07:59 S_SienZ wrote:
On May 08 2012 07:45 Anari wrote:
On May 08 2012 07:33 sertas wrote:
All terrans basicly lose 100% of the time in lategame in gsl. A game longer then 25 minutes in PvT is like 100% winrate for protoss.


I am not going to right off discredit this because I do believe that Protoss has the stronger late game; but can I have a source? I highly doubt that it is LIKE a 100% win rate. Sure it might be high 60s perhaps even low 70s but it is highly unlikely that it is higher than 80%.

Well PartinG has a post 25 min 100% win rate I believe, but you could say that's PartinG

But I'm honestly having a hard time recalling a super lategame PvT where Terran won while I can easily come up with a ton of examples where Protoss won even without PartinG. From the very old days when Mvp was untouchable who was the 1st person to beat him? Squirtle (that GSTL game with Mothership), HuK v Clide on CbtS, most of Creator's games during the GSTL where Prime got 2nd etc.


They posted TvP statistics when Alive and Genius had their bo3 the previous season, and Genius had a 100% win rate vs terran post 20 minutes, going at 8-0, so there's another one I can recall.

Show nested quote +
On May 08 2012 08:25 cydial wrote:
zzz it's funny how even if imbalance does exist in this match up there are people arrogant enough to think that they are skilled enough to the point that this imbalance makes a difference when they play.

Pathetic really.


The biggest problem about TvP right now is that the matchup is awful to play when you don't have korean micro, not the other way around. It hits the diamond-masters players the hardest right now, because of how much easier it is to defend and let a game reach the endgame compared to doing enough damage in the midgame to get the lead needed to win.

It's funny how people are arrogant enough to think that imbalance is irrelevant at lower levels. Pathetic really.


Yes, because instead of playing better the world should change just for fucking me.

Welcome to a game that is actually hard, where you either improve, quit, or complain.
Huitzi
Profile Joined November 2011
United States33 Posts
Last Edited: 2012-05-08 05:13:07
May 08 2012 05:12 GMT
#1513
It's a matter of AoE and chargelots. You will fight before you hit 200/200, your small armies will trade but the protoss can just use meatshields that wreck through marines/marauders, chargelots, and then they will just decimate it with high templars' storm, collosus, or archon, the AoE is too cheap for the protoss and switching between them is hardly difficult for the protoss as it is for the terran. Also the fact that the upgrades of the protoss also include collosus/immortals makes it even weird design choice, add that to the fact that they also have warpgate mechanic which basically negates any defender's advantage the terran/zerg might have. There are a ton of design choices that I feel Blizzard didn't really took time to think through, the army of MMM cannot compete late game vs continiuing battles vs the protoss. Will blizzard do anything? Who knows, but I doubt it.
Fencar
Profile Blog Joined August 2011
United States2694 Posts
May 08 2012 05:16 GMT
#1514
On May 08 2012 14:12 Huitzi wrote:
It's a matter of AoE and chargelots. You will fight before you hit 200/200, your small armies will trade but the protoss can just use meatshields that wreck through marines/marauders, chargelots, and then they will just decimate it with high templars' storm, collosus, or archon, the AoE is too cheap for the protoss and switching between them is hardly difficult for the protoss as it is for the terran. Also the fact that the upgrades of the protoss also include collosus/immortals makes it even weird design choice, add that to the fact that they also have warpgate mechanic which basically negates any defender's advantage the terran/zerg might have. There are a ton of design choices that I feel Blizzard didn't really took time to think through, the army of MMM cannot compete late game vs continiuing battles vs the protoss. Will blizzard do anything? Who knows, but I doubt it.

The chargelots take forever to die because Terran players keep making mostly Marauders.

If Terrans would make more Marines, Ghosts, and Medivacs instead, they wouldn't have so much trouble with TvP late-game.
This is my signature. There are many like it, but this one is mine.
babyToSS
Profile Joined December 2009
233 Posts
May 08 2012 05:26 GMT
#1515
I posted this in the strategy section but feel it will do a lot of good in this thread.

In big ball zealot heavy TvP engagements, I have noticed the concussive shell hurting the terran bio-ball quite a few times. Basically the front line of chargelots take damage and are slowed, the next line of chargelots overtake them and they start tanking the bio ball. Then this next line is slowed and more full health chargelots overtake and start tanking. I feel this is a pretty big factor in why zealots tank so much damage from MMM, where instead of the waves of zealot being blown apart, they alternate between each other and distribute the damage among themselves.

Has anyone else experienced this effect?
babyToSS here! Can u go easy on me plzzz?
Yoshi Kirishima
Profile Blog Joined July 2009
United States10381 Posts
May 08 2012 05:30 GMT
#1516
On May 08 2012 14:26 babyToSS wrote:
I posted this in the strategy section but feel it will do a lot of good in this thread.

In big ball zealot heavy TvP engagements, I have noticed the concussive shell hurting the terran bio-ball quite a few times. Basically the front line of chargelots take damage and are slowed, the next line of chargelots overtake them and they start tanking the bio ball. Then this next line is slowed and more full health chargelots overtake and start tanking. I feel this is a pretty big factor in why zealots tank so much damage from MMM, where instead of the waves of zealot being blown apart, they alternate between each other and distribute the damage among themselves.

Has anyone else experienced this effect?


wow i haven't thought of that =O
Mid-master streaming MECH ONLY + commentary www.twitch.tv/yoshikirishima +++ "If all-in fails, all-in again."
babyToSS
Profile Joined December 2009
233 Posts
May 08 2012 05:32 GMT
#1517
On May 08 2012 14:30 Yoshi Kirishima wrote:
Show nested quote +
On May 08 2012 14:26 babyToSS wrote:
I posted this in the strategy section but feel it will do a lot of good in this thread.

In big ball zealot heavy TvP engagements, I have noticed the concussive shell hurting the terran bio-ball quite a few times. Basically the front line of chargelots take damage and are slowed, the next line of chargelots overtake them and they start tanking the bio ball. Then this next line is slowed and more full health chargelots overtake and start tanking. I feel this is a pretty big factor in why zealots tank so much damage from MMM, where instead of the waves of zealot being blown apart, they alternate between each other and distribute the damage among themselves.

Has anyone else experienced this effect?


wow i haven't thought of that =O


Think about it. Early game in fewer army sizes marine/marau is fine against zealots but when there are a lot of them in big engagements, they take forever to die.
babyToSS here! Can u go easy on me plzzz?
babyToSS
Profile Joined December 2009
233 Posts
May 08 2012 05:45 GMT
#1518
On May 08 2012 14:32 babyToSS wrote:
Show nested quote +
On May 08 2012 14:30 Yoshi Kirishima wrote:
On May 08 2012 14:26 babyToSS wrote:
I posted this in the strategy section but feel it will do a lot of good in this thread.

In big ball zealot heavy TvP engagements, I have noticed the concussive shell hurting the terran bio-ball quite a few times. Basically the front line of chargelots take damage and are slowed, the next line of chargelots overtake them and they start tanking the bio ball. Then this next line is slowed and more full health chargelots overtake and start tanking. I feel this is a pretty big factor in why zealots tank so much damage from MMM, where instead of the waves of zealot being blown apart, they alternate between each other and distribute the damage among themselves.

Has anyone else experienced this effect?


wow i haven't thought of that =O


Think about it. Early game in fewer army sizes marine/marau is fine against zealots but when there are a lot of them in big engagements, they take forever to die.


Nevermind. Just tried in unit tester, you can see this happen even with small army sizes. When you try to kite 4-5 zealots with 2-3 marauders with conc shell and stim you can see the zealots alternating between each other on point and tanking the damage evenly .
babyToSS here! Can u go easy on me plzzz?
IMoperator
Profile Joined October 2011
4476 Posts
May 08 2012 05:50 GMT
#1519
On May 08 2012 14:45 babyToSS wrote:
Show nested quote +
On May 08 2012 14:32 babyToSS wrote:
On May 08 2012 14:30 Yoshi Kirishima wrote:
On May 08 2012 14:26 babyToSS wrote:
I posted this in the strategy section but feel it will do a lot of good in this thread.

In big ball zealot heavy TvP engagements, I have noticed the concussive shell hurting the terran bio-ball quite a few times. Basically the front line of chargelots take damage and are slowed, the next line of chargelots overtake them and they start tanking the bio ball. Then this next line is slowed and more full health chargelots overtake and start tanking. I feel this is a pretty big factor in why zealots tank so much damage from MMM, where instead of the waves of zealot being blown apart, they alternate between each other and distribute the damage among themselves.

Has anyone else experienced this effect?


wow i haven't thought of that =O


Think about it. Early game in fewer army sizes marine/marau is fine against zealots but when there are a lot of them in big engagements, they take forever to die.


Nevermind. Just tried in unit tester, you can see this happen even with small army sizes. When you try to kite 4-5 zealots with 2-3 marauders with conc shell and stim you can see the zealots alternating between each other on point and tanking the damage evenly .

So don't get conc shells lol?
IMoperator
Profile Joined October 2011
4476 Posts
May 08 2012 05:52 GMT
#1520
On May 08 2012 14:16 Fencer710 wrote:
Show nested quote +
On May 08 2012 14:12 Huitzi wrote:
It's a matter of AoE and chargelots. You will fight before you hit 200/200, your small armies will trade but the protoss can just use meatshields that wreck through marines/marauders, chargelots, and then they will just decimate it with high templars' storm, collosus, or archon, the AoE is too cheap for the protoss and switching between them is hardly difficult for the protoss as it is for the terran. Also the fact that the upgrades of the protoss also include collosus/immortals makes it even weird design choice, add that to the fact that they also have warpgate mechanic which basically negates any defender's advantage the terran/zerg might have. There are a ton of design choices that I feel Blizzard didn't really took time to think through, the army of MMM cannot compete late game vs continiuing battles vs the protoss. Will blizzard do anything? Who knows, but I doubt it.

The chargelots take forever to die because Terran players keep making mostly Marauders.

If Terrans would make more Marines, Ghosts, and Medivacs instead, they wouldn't have so much trouble with TvP late-game.

wouldn't that make your army extremely fragile to colossi though? I just saw merz on stream play against bischu who went for basically no zealots, a bunch of stalkers, around 7-8 colossi and then a couple high templars. I don't think a marine heavy unit comp would be that good vs. this :/
Prev 1 74 75 76 77 78 112 Next
Please log in or register to reply.
Live Events Refresh
Next event in 8m
[ Submit Event ]
Live Streams
Refresh
StarCraft 2
JimRising 382
SortOf 154
Lowko38
StarCraft: Brood War
Britney 33433
Soulkey 1167
Bisu 832
Hyuk 640
BeSt 584
Horang2 537
Killer 211
Dewaltoss 138
Yoon 112
Pusan 101
[ Show more ]
ToSsGirL 77
Hm[arnc] 63
Mind 62
Aegong 34
soO 31
Rush 29
Sacsri 18
ZergMaN 12
Free 10
firebathero 0
Counter-Strike
fl0m1287
shoxiejesuss1017
olofmeister736
Other Games
gofns20991
ceh9622
Happy260
crisheroes201
Sick159
Pyrionflax157
Mew2King142
[ Show 11 non-featured ]
StarCraft 2
• AfreecaTV YouTube
• intothetv
• Kozan
• IndyKCrew
• Migwel
StarCraft: Brood War
• BSLYoutube
• STPLYoutube
• ZZZeroYoutube
Dota 2
• WagamamaTV383
• lizZardDota2134
League of Legends
• Jankos1063
Upcoming Events
Afreeca Starleague
8m
Mini vs Calm
Queen vs EffOrt
WardiTV Invitational
1h 8m
ByuN vs herO
Classic vs SHIN
Patches Events
6h 8m
Replay Cast
14h 8m
The PondCast
1d
Replay Cast
1d 14h
Escore
2 days
IntoTheTV X SOOP
2 days
Korean StarCraft League
2 days
GSL
3 days
[ Show More ]
Replay Cast
3 days
Sparkling Tuna Cup
4 days
WardiTV Weekly
4 days
GSL
6 days
PiGosaur Cup
6 days
Liquipedia Results

Completed

CSL Season 22: Qualifier 1
PiG Sty Festival 8.0
META DYMY #4

Ongoing

KCM Race Survival 2026 Season 3
K-JUNGMAN
ASL Season 22
Super Anchor Qualifying S3
CSL Season 22: Qualifier 2
RSL Revival: Season 6
Light Tournament 2026
BLAST Open Fall 2026
Esports World Cup 2026
Esports World Cup 2026: LCQ
BLAST Bounty Summer 2026
BLAST Bounty Summer Qual
Stake Ranked Episode 3
XSE Pro League 2026
IEM Cologne Major 2026

Upcoming

BSL 2026 LAN: Kraków
CSL 2026 AUTUMN (S22)
Acropolis #5
Acropolis #5 - TRS
Blizzard Classic Cup 2026
Acropolis #5 - GSA
Acropolis #5 - GSB
HSC XXX
SC4ALL II: StarCraft II
Kung Fu Cup 2026 Grand Finals
RSL Offline Finals
Calamity Invitational
Big Dog Cup 2026 Div 1
IEM Beijing 2026
Stake Ranked Episode 5
PGL Masters Bucharest 2026
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
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.