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Liberator in TVZ : is it imba? - Page 19

Forum Index > Legacy of the Void
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Cyro
Profile Blog Joined June 2011
United Kingdom20322 Posts
Last Edited: 2015-09-03 20:44:49
September 03 2015 20:13 GMT
#361
liberators actually get better vs phoenix in greater numbers as they splash anti air - and super-duper warp prism shouldn't be in the game.

tools to counter, i agree - but it's quite a small investment to have to cause that countering in the first place. They can just add 4-6 liberators to any army and it makes a bio or mech siege way stronger, disproportionately so for the build time and cost. I don't think people are having trouble with 30 liberators but that they're very powerful in small numbers
"oh my god my overclock... I got a single WHEA error on the 23rd hour, 9 minutes" -Belial88
BluemoonSC
Profile Blog Joined November 2010
SoCal8910 Posts
September 03 2015 21:07 GMT
#362
On September 04 2015 05:13 Cyro wrote:
liberators actually get better vs phoenix in greater numbers as they splash anti air - and super-duper warp prism shouldn't be in the game.

tools to counter, i agree - but it's quite a small investment to have to cause that countering in the first place. They can just add 4-6 liberators to any army and it makes a bio or mech siege way stronger, disproportionately so for the build time and cost. I don't think people are having trouble with 30 liberators but that they're very powerful in small numbers


unless i'm mistaken, won't right clicking and moving (instead of a-moving) the phoenixes cause them to not stack?

how do void rays do later in the game when you'll likely have a healthy zealot number to ensure that marines are dealing with them and not the rays?

i know tempests are good at dealing with them if they are already set up since they have the same range (if we're talking late game)
LiquidDota Staff@BluemoonGG_
Cyro
Profile Blog Joined June 2011
United Kingdom20322 Posts
Last Edited: 2015-09-03 21:30:13
September 03 2015 21:19 GMT
#363
unless i'm mistaken, won't right clicking and moving (instead of a-moving) the phoenixes cause them to not stack?


how do void rays do later in the game when you'll likely have a healthy zealot number to ensure that marines are dealing with them and not the rays?


The splash is fairly big and there's usually anti air with them (thors, mines, marines)

liberator is not really the problem, it's how much a medium number of them augment the already standing armies. If there's a wall of liberator anti ground AOE and then behind that there's a mech/bio army and then further behind that are the actual liberators, it adds a huge amount of power in every matchup

i don't even neccesarily mean to argue that they're too strong in their current state, they just feel very accessible and powerful - it's not even enough to say that they're seen often right now, because there's not much of a meta combined with pretty wild MMR swings on ladder (you hit huk one game and some drunk low master guys the next).

On top of that, balance is really wonky in the first place - terran is overall weak at the moment, so out of my ~55 games in GM archon in the current patch i can't recall more than a few balanced games with liberators in the midgame.

If they were too strong, i'd bet that it's in their ease of access, versatility and the amount of power that they bring to any army when you have just 4-6 of them
"oh my god my overclock... I got a single WHEA error on the 23rd hour, 9 minutes" -Belial88
BluemoonSC
Profile Blog Joined November 2010
SoCal8910 Posts
September 03 2015 22:55 GMT
#364
ok well i think we can close this thread now that ravagers can corrosive bile from 13 range :D
LiquidDota Staff@BluemoonGG_
DeadByDawn
Profile Joined October 2012
United Kingdom476 Posts
Last Edited: 2015-09-03 23:07:22
September 03 2015 23:02 GMT
#365
On September 04 2015 07:55 BluemoonSC wrote:
ok well i think we can close this thread now that ravagers can corrosive bile from 13 range :D

Yep, then we can create a thread about how this single change has removed mech from the matchup. I want to try out the new range ravagers along with blinding cloud. He sieges his tanks, I drop blinding cloud on them and move my ravagers into range and destroy every single tank. Tables turned. Similiar for Liberators. Will probably force Terran into bio only.

In some ways it is like a MOBA. In a MOBA I try to find the broken hero/ability and abuse that. In SC2 we should drop our attachment to a particular race and seek to have fun with the imbalances that exist.

Does anyone know if they have 13 vision, or lower vision like a siege tank and need a spotter?
Cyro
Profile Blog Joined June 2011
United Kingdom20322 Posts
Last Edited: 2015-09-04 00:54:08
September 03 2015 23:28 GMT
#366
What really? Is there a patch?

Couldn't find the notes but it's on TL now
"oh my god my overclock... I got a single WHEA error on the 23rd hour, 9 minutes" -Belial88
Athenau
Profile Joined March 2015
570 Posts
September 04 2015 10:37 GMT
#367
Siege units are meant to be disproportionately strong when sieged. Run your units into to 4-6 BW tanks supported by an army and see if they feel like 150/100/2 units.
Cyro
Profile Blog Joined June 2011
United Kingdom20322 Posts
September 04 2015 13:36 GMT
#368
Liberators are produced faster than siege tanks and are way more mobile, they shoot up as well. They also have wings
"oh my god my overclock... I got a single WHEA error on the 23rd hour, 9 minutes" -Belial88
Athenau
Profile Joined March 2015
570 Posts
September 04 2015 13:50 GMT
#369
But your complaint wasn't about production speed or mobility, it was about their strength in main army engagements when sieged.

And that's the one thing that shouldn't be nerfed. More deathballs ramming into each other are the last thing this game needs. Anything that promotes more careful positioning and unit movement, spreading your army, slowing the pace of big fights down, and just generally pushing the tempo towards the BW-end of things is to be desired.

So if they come out too early or build too fast, address that, but don't kill what makes them interesting.
BluemoonSC
Profile Blog Joined November 2010
SoCal8910 Posts
September 04 2015 14:15 GMT
#370
you wouldn't jump in the middle of a conversation IRL, you shouldn't do that here either. go back a page or two and read
LiquidDota Staff@BluemoonGG_
Athenau
Profile Joined March 2015
570 Posts
Last Edited: 2015-09-04 14:31:26
September 04 2015 14:28 GMT
#371
Read what? Is there some context I'm missing?

I've read this entire thread, btw. So if you have a point, spell it out instead of beating about the bush.
Cyro
Profile Blog Joined June 2011
United Kingdom20322 Posts
Last Edited: 2015-09-04 15:42:41
September 04 2015 15:42 GMT
#372
But your complaint wasn't about production speed or mobility


Sure it was. A huge part of the strength of the liberator comes from how easy they are to access and produce a decent number of them as well as how they're fast and have both AA and AG attacks. Strength in a niche is fine, strength in 5 niches at the same time is dangeorus if it turns out that way
"oh my god my overclock... I got a single WHEA error on the 23rd hour, 9 minutes" -Belial88
Lexender
Profile Joined September 2013
Mexico2655 Posts
Last Edited: 2015-09-04 15:52:10
September 04 2015 15:46 GMT
#373
On September 04 2015 19:37 Athenau wrote:
Siege units are meant to be disproportionately strong when sieged. Run your units into to 4-6 BW tanks supported by an army and see if they feel like 150/100/2 units.


Liberators cost 150/150

As for the unit itself I think its fine, there quite the counter play out there, I think a good change would be to up the supply to 3, make them build a little bit slower like 10 sec or so and maybe make it a little more expensive (like 175/150 or 200/150 or something)

They would still be strong but they would be more of an investment, losing them would be more costly and it would be harder to mass them, while still mantaining the strenght and rewarding players that are agressive with them.
mCon.Hephaistas
Profile Joined May 2014
Netherlands891 Posts
September 04 2015 23:50 GMT
#374
The problem is that they can hit way to early before zerg can reliable deal with them
Cyro
Profile Blog Joined June 2011
United Kingdom20322 Posts
September 05 2015 01:08 GMT
#375
They can be dealt with i think but the power, build time, accesibility and other stats+versatility is a bit out of place when compared to other units
"oh my god my overclock... I got a single WHEA error on the 23rd hour, 9 minutes" -Belial88
FLuE
Profile Joined September 2010
United States1012 Posts
September 05 2015 01:53 GMT
#376
This unit has all the makings of a unit that starts out OP, people complain, figure out how to counter it easily, then it gets used much less. Already I went from almost always doing massive early damage to mineral lines to now having people shut this down quite easily. Lower level players will find this unit frustrating though because you need to be aware of it and micro.

Question is do they nerf it or just let people figure out handling it.
Cyro
Profile Blog Joined June 2011
United Kingdom20322 Posts
Last Edited: 2015-09-05 01:57:00
September 05 2015 01:55 GMT
#377
There's no reason for it to benefit from a reactor when it already has such a small build time. There's just so many things about it that seem kinda fine alone but when compared to other units, there's actually been a lot of power creep
"oh my god my overclock... I got a single WHEA error on the 23rd hour, 9 minutes" -Belial88
ganil
Profile Joined August 2009
253 Posts
September 05 2015 12:25 GMT
#378
The liberator build time is not even close to "fast". It's 43 lotv second (60 for hots). This is as much as a banshee or a thor.
It can be reactored, but please stop with the fast build time nonsense.
Cyro
Profile Blog Joined June 2011
United Kingdom20322 Posts
Last Edited: 2015-09-05 12:34:46
September 05 2015 12:26 GMT
#379
You can build four liberators in the time it takes to build 1 carrier.

Thors and banshees require a tech lab, therefore they take literally twice as long or twice as many buildings to make - And thor build time is disproportionately fast if that's the case.

I think everyone will agree that 8 liberators is a whole lot more scary than 4 banshees, yet they're produced by the same building in the same amount of time
"oh my god my overclock... I got a single WHEA error on the 23rd hour, 9 minutes" -Belial88
ganil
Profile Joined August 2009
253 Posts
September 05 2015 12:34 GMT
#380
You can build four liberators in the time it takes to build 1 carrier.


You're being retarded. Lotv carrier build time is 63s and it can be chronoobosted. Of course, if you imply terran has 2 reactored starport for each stargate, then you're right.

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