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TvP Lategame comment from Blizzard - Page 77

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babyToSS
Profile Joined December 2009
233 Posts
May 08 2012 05:54 GMT
#1521
On May 08 2012 14:50 IMoperator wrote:
Show nested quote +
On May 08 2012 14:45 babyToSS wrote:
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?


It will have to be some transition out of conc shell marauder into something else. Blizz tested marauders without conc shell in beta, it made 1 base immortal rush pushes too good hance the cheap 50/50 upgrade cost. Game has come a long way though so maybe something can work. Marauders are a staple unit though and first it must be confirmed by some better players if this is actually a big problem.
babyToSS here! Can u go easy on me plzzz?
babyToSS
Profile Joined December 2009
233 Posts
Last Edited: 2012-05-08 06:36:50
May 08 2012 06:07 GMT
#1522
I tried some chartgelot vs MMM battles in unit tester and it is a combination of charge and concussive shell. Here is what happens, the zealots that get hit, get slowed and the rest of them overtake these slowed zealots and charge up. Then your kiting bio starts shooting these full health zealots, which get slowed and then the zealots behind them charge up and start tanking damage.

Basically the zealot charge and conc shell AI interact with each other to automatically distribute the damage evenly across all the zealots verus the zealots on the front tanking damage, dying and then the next wave taking their place. This is most likely why zealots are so tanky against Bio.

Edit: I could make a thread about it if people think this is worth discussing separately.
babyToSS here! Can u go easy on me plzzz?
SnipedSoul
Profile Joined November 2010
Canada2158 Posts
Last Edited: 2012-05-08 07:24:52
May 08 2012 07:24 GMT
#1523
On May 08 2012 15:07 babyToSS wrote:
I tried some chartgelot vs MMM battles in unit tester and it is a combination of charge and concussive shell. Here is what happens, the zealots that get hit, get slowed and the rest of them overtake these slowed zealots and charge up. Then your kiting bio starts shooting these full health zealots, which get slowed and then the zealots behind them charge up and start tanking damage.

Basically the zealot charge and conc shell AI interact with each other to automatically distribute the damage evenly across all the zealots verus the zealots on the front tanking damage, dying and then the next wave taking their place. This is most likely why zealots are so tanky against Bio.

Edit: I could make a thread about it if people think this is worth discussing separately.


You should consider testing if zealots start to recharge their shields once there are enough of them rotating through. Even a few seconds of shield recharging could make a big difference.
Thezzy
Profile Joined October 2010
Netherlands2117 Posts
May 08 2012 07:25 GMT
#1524
On May 08 2012 15:07 babyToSS wrote:
I tried some chartgelot vs MMM battles in unit tester and it is a combination of charge and concussive shell. Here is what happens, the zealots that get hit, get slowed and the rest of them overtake these slowed zealots and charge up. Then your kiting bio starts shooting these full health zealots, which get slowed and then the zealots behind them charge up and start tanking damage.

Basically the zealot charge and conc shell AI interact with each other to automatically distribute the damage evenly across all the zealots verus the zealots on the front tanking damage, dying and then the next wave taking their place. This is most likely why zealots are so tanky against Bio.

Edit: I could make a thread about it if people think this is worth discussing separately.


Hmm, makes me wonder if incorporating a few Hellions (not a ton, say 6-8) into the MMM ball could help deal with this.
Even the Zealots in the back would still get damaged.
Playing Terran is like flying down a MULE drop in a marine suit, firing a Gauss Rifle
Zarahtra
Profile Joined May 2010
Iceland4053 Posts
Last Edited: 2012-05-08 07:29:45
May 08 2012 07:27 GMT
#1525
On May 08 2012 15:07 babyToSS wrote:
I tried some chartgelot vs MMM battles in unit tester and it is a combination of charge and concussive shell. Here is what happens, the zealots that get hit, get slowed and the rest of them overtake these slowed zealots and charge up. Then your kiting bio starts shooting these full health zealots, which get slowed and then the zealots behind them charge up and start tanking damage.

Basically the zealot charge and conc shell AI interact with each other to automatically distribute the damage evenly across all the zealots verus the zealots on the front tanking damage, dying and then the next wave taking their place. This is most likely why zealots are so tanky against Bio.

Edit: I could make a thread about it if people think this is worth discussing separately.

I actually wonder, if you have a very good concave(well basically line instead of ball) and many rauders, I'd then assume that the conc shelled zlots can't be overtaken by the ones in the back? But yer, it's really frustrating seeing all the red units get automatically moved to the back, I'm always like "ffs they were almost dead!" especially when they start recharging shields again while im still kiting for my life :/

Edit: and skipping conc shells is not an option. You can feel it very much, especially in the midgame and when charge just finishes how vital it is. You don't know what you have until you forget to research it.
pedduck
Profile Blog Joined August 2004
Thailand468 Posts
Last Edited: 2012-05-08 07:38:14
May 08 2012 07:35 GMT
#1526
I am not quite understand the logic behind the statement "one race has an advantage midgame while other race has it in late game". That is because the advantage in it self is a trade off. One can choose the economy advantage with a trade off for map control or army size. All three race can choose to have bigger army mid game by giving up their tech or econ.

So to say that one race has an advantage midgame would mean that race can have better econ, tech, army size in the midgame. I don't see that terran has that, the same goes for protoss late game aswell.

I am not on any side about balance discussion, I also agree that the game is not up to sc1 standard. However, in sc1 tvp, if toss let terran get 3 base with no setback, toss will be in trouble late game too. I didn't see anyone complain about that.

The game may not be100% balance but no one force us to play anyspecific race either. So take it easy guy.
LatsyrC
Profile Joined November 2011
Haiti76 Posts
May 08 2012 07:37 GMT
#1527
isnt this the same as TvP on BW? if protoss let the terran goes to late game with no damage, protoss is pretty much in a up hill battler, MECH IN BW with 3-3 in upgrades put protoss in a pretty bad position... and no one complains about that, why Terrans in SC2 keep crying about Protoss?
SyT3Kro
Fencar
Profile Blog Joined August 2011
United States2694 Posts
May 08 2012 07:39 GMT
#1528
On May 08 2012 16:25 Thezzy wrote:
Show nested quote +
On May 08 2012 15:07 babyToSS wrote:
I tried some chartgelot vs MMM battles in unit tester and it is a combination of charge and concussive shell. Here is what happens, the zealots that get hit, get slowed and the rest of them overtake these slowed zealots and charge up. Then your kiting bio starts shooting these full health zealots, which get slowed and then the zealots behind them charge up and start tanking damage.

Basically the zealot charge and conc shell AI interact with each other to automatically distribute the damage evenly across all the zealots verus the zealots on the front tanking damage, dying and then the next wave taking their place. This is most likely why zealots are so tanky against Bio.

Edit: I could make a thread about it if people think this is worth discussing separately.


Hmm, makes me wonder if incorporating a few Hellions (not a ton, say 6-8) into the MMM ball could help deal with this.
Even the Zealots in the back would still get damaged.

More Marines and or Reapers would be a much better idea. They have instant attacks and very fast ones, so very little overkill, and they just do more damage up-front than Marauders or Hellions. Hellion disadvantages:

They sprint ahead of your army and die immediately if you don't babysit them.
They die to any amount of damage from any Protoss unit, since they don't share upgrades with Bio.
They do a grand total of 15 damage per Zealot they hit with each shot with BF without weapon upgrades on the Zealot' HP.
Their DPS is incredibly dependant on being in a choke or there being a ton of Zealots in a row.
Requires more APM to make, since you have to get BF upgrade, and then switch the factory onto a reactor in order to make a non-zero amount of Hellions.

Advantages of Hellions:

Slightly more DPS than Marines and Marauders against Zealots if they have BF upgrade.

Now, let's compare this with Reapers. Disadvantages of Reapers:

Takes a long time to build.
May get slightly ahead of your army, and die a little too quickly.

Advantages of Reapers:

Can be built from techlab Barracks.
Does extremely high DPS against Zealots for supply.
Has 5 more HP than a Marine, does not need to stim, so better in drawn out engagements.
Shares upgrades with Marine, Marauder, and Ghost.
Provides a viable army unit gas-dump.
This is my signature. There are many like it, but this one is mine.
architecture
Profile Blog Joined May 2008
United States643 Posts
May 08 2012 07:42 GMT
#1529
Once again:

The answer is not hellions or reapers or BC.

It's ghosts.

With mass ghosts (30+), you can field an army 50% more expensive than the P army. Mass ghost is the best unit against every P composition, with the exception of Colo, which you need to match in Viking count.
tpfkan
Zarahtra
Profile Joined May 2010
Iceland4053 Posts
May 08 2012 07:51 GMT
#1530
On May 08 2012 16:35 pedduck wrote:
I am not quite under the logic behind the statement "one race has an advantage midgame whike other race has it in late game". That is because the advantage in it self is a trade off. One can choose the economy advantage with a trade off for map control or army size. All three race can choose to have bigger army mid game by giving up their tech or econ.

So to say that one race has an advantage midgame would mean that race can have better econ, tech, army size in the midgame. The same goes for protoss late game aswell.

I am not on any side about balance discussion, I also agree that the game is not up to sc1 standard. However, in sc1 tvp, if toss let terran get 3 base with no setback, toss will be in trouble late game too. I didn't see anyone complain about that.

The game may not be100% balance but no one force us to play anyspecific race either. So take it easy guy.

People compared TvP SC2 to PvT BW since there are certain similarities between the two. I admittedly am not a real big BW person, but TvP is one of my favourite MUs in BW though.

The comparison between the two isn't really that good though. I mean in BW, the deathball is sure as scary(heck probably scarier) but it is _very_ immobile and reinforces very slowly. In SC2, the retention of gas units is pretty high for the toss, simply because you have a 2nd wave on tank units ready to be warped in as the fight starts. There is also the fact you have a ton of chrono to throw around. Add onto it that you have arbiters that are a lot more threatening than ghosts(since you can't really get to the hts, since they only really come out to play when the fight has begun).

I mean just yesterday, I went up to 5 bases, with 6 OCs, 3 base scvs(and began saccing a few), sniped his (late) 3rd once. He cannons up, gets all his upgrades and moves out with 200 deathball. I spent the rest of the game denting his army, while he killed mine like 4 times... I mean I killed his collossi a couple of times, got a few good emps on a bunch of hts and the archons, but there were always those hts behind which couldn't be reached, which had a few storms ready, which changed the battle. I mean that's only my mid master experience, but it is very frustrating when you outplay someone, but he just turtles up and rips you a new one...
SolidMoose
Profile Joined June 2011
United States1240 Posts
May 08 2012 07:58 GMT
#1531
On May 08 2012 16:42 architecture wrote:
Once again:

The answer is not hellions or reapers or BC.

It's ghosts.

With mass ghosts (30+), you can field an army 50% more expensive than the P army. Mass ghost is the best unit against every P composition, with the exception of Colo, which you need to match in Viking count.


Getting 30+ ghosts isn't even remotely realistic. Having 8-10 consistently is hard enough with their ridiculously high cost and how easily they die..

I'm trying to delve into reapers, but I need a lot more games to really test it out. It does have a lot of benefits if you can get a maxed army with reapers replacing marines.
Qibla
Profile Joined December 2010
Australia343 Posts
May 08 2012 08:46 GMT
#1532
So Day9 recently did a daily on TvP, how drop harrass and MMM mid is super strong, but what do you do to compete vs Protoss warp gate harrass as Terran? I just played a game and the Protoss literally played it like a Terran would, and then also had the late game awesome army to pwn me right in the bum hole.
Are you calling moi a dipshit?
Dalavita
Profile Joined August 2010
Sweden1113 Posts
Last Edited: 2012-05-08 10:10:30
May 08 2012 09:51 GMT
#1533
On May 08 2012 13:51 cydial wrote:
Show nested quote +
On May 08 2012 08:26 Dalavita wrote:
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.

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.


Or switch to protoss? Because that is an actual alternative at those levels of skill.

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?


Yes actually. I made a post explaining this and trying to explain why chargelots were awesome back in 2010 when protosses were spamming out mass stalkers and colossi (guess why terrans are so marauder heavy) It took protosses a year or more to figure out that chargelots were pretty good, and now that they have, combined with map changes, misc nerfs and buffs, and we're in this situation.

http://www.teamliquid.net/forum/viewmessage.php?topic_id=146207#5

Here's the specific post.

On May 08 2012 12:22 Fencer710 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, 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.


Terrans have been going marine heavier for ages now. The problem is that marines die in droves if any number of colossi or storm are out on the field. A single Storm hitting a good chunk of your marines is enough to destroy your army in such a way that the game becomes unrecoverable.

Marine heavy doesn't work against the colossus, and the issue with the colossus is that by the time vikings have killed them they will have murdered your marine force.

On May 08 2012 16:58 SolidMoose wrote:
Show nested quote +
On May 08 2012 16:42 architecture wrote:
Once again:

The answer is not hellions or reapers or BC.

It's ghosts.

With mass ghosts (30+), you can field an army 50% more expensive than the P army. Mass ghost is the best unit against every P composition, with the exception of Colo, which you need to match in Viking count.


Getting 30+ ghosts isn't even remotely realistic. Having 8-10 consistently is hard enough with their ridiculously high cost and how easily they die..

I'm trying to delve into reapers, but I need a lot more games to really test it out. It does have a lot of benefits if you can get a maxed army with reapers replacing marines.


You should watch some Thorzain TvPs on Shakuras plateau. He goes reapers quite often. It might be map dependant tho. Shakuras is godlike for reapers since there are so many cliffs.
malaan
Profile Joined September 2010
365 Posts
May 08 2012 10:01 GMT
#1534
the future of TVP in SC2 imo is mech. If you can just get to mid-late game with upgraded mech army the matchup becomes somewhat even - you have an extremely cost effective army.
Hoodlum
Profile Blog Joined December 2010
United States350 Posts
May 08 2012 10:17 GMT
#1535
On May 08 2012 19:01 malaan wrote:
the future of TVP in SC2 imo is mech. If you can just get to mid-late game with upgraded mech army the matchup becomes somewhat even - you have an extremely cost effective army.

The problem with mech is tanks aren't super effective vs protoss and thors lose a lot of health from feedbacks unless you attack as soon as they pop... Ghost mech can be pretty good so you can emp your thors but its hard to pull of on maps that the third is somewhat distanced. Warp Prism play is a huge pain for mech players as well. Even goody gave up on mech and is now using bio.
xO gaming owner
Torra
Profile Joined October 2011
Norway469 Posts
May 08 2012 10:21 GMT
#1536
Mech in TvP could be viable after HOTS, we'll just have to wait and see.
razy
Profile Joined February 2010
Russian Federation899 Posts
May 08 2012 10:23 GMT
#1537
On May 08 2012 16:37 LatsyrC wrote:
isnt this the same as TvP on BW? if protoss let the terran goes to late game with no damage, protoss is pretty much in a up hill battler, MECH IN BW with 3-3 in upgrades put protoss in a pretty bad position... and no one complains about that, why Terrans in SC2 keep crying about Protoss?


no. Check out Best's games.
FeyFey
Profile Joined September 2010
Germany10114 Posts
May 08 2012 10:55 GMT
#1538
mmm on the concussive shells, thats why i like speed Reapers in the late game, while you do need more Raks then with marines, the speed Reaper actually kill the Zealots that hit your marauders instantly. And if you start kiting and then stim, your Reapers are defended by a wall of marauders, while kiting. They are basically perma stimmed marines that can jump up cliffs. And you have the gas anyway most of the time when Chargelots become a problem.

Cliff heavy maps are really nice for reaper harassment as well. Reaper makes kiting against Chargelots super effective as they waste their attacks on Marauders, while the reapers dish out their damage. Only the start of the kiting is a bit more complicated.
Dalavita
Profile Joined August 2010
Sweden1113 Posts
May 08 2012 10:59 GMT
#1539
The issue with reapers is that they take forever to produce. They only become viable if you can safely max out on reapers without getting attacked beforehand, i.e lategame stalemate situations where no side can really walk across the map and simply push.I would add reapers into my mix if I was at 190/200 food after saccing SCVs and roam around the maps sniping buildings and workers and then rejoin my main army with the reapers.

Shame reaper speed is getting removed in HotS, so all their viablity goes away in that regard
JustPassingBy
Profile Blog Joined January 2011
10776 Posts
May 08 2012 11:08 GMT
#1540
On May 08 2012 16:24 SnipedSoul wrote:
Show nested quote +
On May 08 2012 15:07 babyToSS wrote:
I tried some chartgelot vs MMM battles in unit tester and it is a combination of charge and concussive shell. Here is what happens, the zealots that get hit, get slowed and the rest of them overtake these slowed zealots and charge up. Then your kiting bio starts shooting these full health zealots, which get slowed and then the zealots behind them charge up and start tanking damage.

Basically the zealot charge and conc shell AI interact with each other to automatically distribute the damage evenly across all the zealots verus the zealots on the front tanking damage, dying and then the next wave taking their place. This is most likely why zealots are so tanky against Bio.

Edit: I could make a thread about it if people think this is worth discussing separately.


You should consider testing if zealots start to recharge their shields once there are enough of them rotating through. Even a few seconds of shield recharging could make a big difference.


This might be slightly off-topic, but it's a question that has been on my mind for quite some time:
If you emp protoss units, does this count as damage (as in shield recharge starts 8s after the emp) or does it simply drain the shields and they instantly start to recharge?
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