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Liberator in TVZ : is it imba? - Page 20

Forum Index > Legacy of the Void
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Cyro
Profile Blog Joined June 2011
United Kingdom20322 Posts
Last Edited: 2015-09-05 12:53:07
September 05 2015 12:36 GMT
#381
Ah they reduced the build time and i didn't notice for lack of chrono. It's now 1 carrier per 3 liberators, not 1 carrier per 4 liberators (if you have one of each building).

It's better to compare to Banshee. Liberator has the same build time and more power/versatility yet it can be reactored. No point going cross-race for examples if they have one on the same building!

Nobody is building Banshees, it's always liberator rush, liberator harass etc. I have not even seen a Banshee or a Colossus in 80 games, yet i've seen hundreds of Liberators.
"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
Last Edited: 2015-09-05 12:57:31
September 05 2015 12:56 GMT
#382
I think you hate this unit too much.

If I were as biased as you, I'd tell you that the liberator build time is way too slow because it's about the same as a chronoboosted carrier... and carriers are obv a lot more scary. Ofc I'm not mentionning the fact that it requires a lot more tech and it's way more expensive.

The build time is fine. They could unlock the ag mode by an upgrade in the techlab as a replacement for the armory so you can't mass them as fast in the early game for their anti ground, but that's all imo. Their aa is mediocre at best. It's good as a support unit but that's all.

Banshees are still used a lot for TvT btw. But they kinda suck vs protoss so you're not going to see them anytime soon !
BluemoonSC
Profile Blog Joined November 2010
SoCal8910 Posts
Last Edited: 2015-09-05 13:41:42
September 05 2015 13:41 GMT
#383
as a zerg player, i rarely see someone going for banshee over reactored liberators so i see the point he's trying to make. i think DK's analysis of the unit is a bit overstated. sure, you can get them out really fast, but that's not what makes them OP.

what makes people feel like they're OP is that you can use them in any composition and at such a long range.

this makes it easy to use with a 200/200 army BUT more difficult to defend. that's where i think it's OP, not while you're reactoring them out off of 1 base while securing your expansion. i'll just roach you :D
LiquidDota Staff@BluemoonGG_
Cyro
Profile Blog Joined June 2011
United Kingdom20322 Posts
Last Edited: 2015-09-05 13:54:57
September 05 2015 13:46 GMT
#384
They (banshees) suck vs zerg compared to liberators too.

A liberator vs carrier are completely different classes of units - one of them is a 2 supply unit accessible in the early/midgame and easily mass produced, while the other is the most expensive 6-supply unit in the game.

If I were as biased as you

You're being retarded.

---
Abusive ad hominem usually involves attacking the traits of an opponent as a means to invalidate their arguments. Equating someone's character with the soundness of their argument is a logical fallacy.


And i don't hate the unit, i think it's just "slightly too good" in quite a few areas at the same time, potentially even by design for the beta.
"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
Last Edited: 2015-09-05 14:00:41
September 05 2015 13:53 GMT
#385
Edit: as you said, carriers and liberators are completely differents units with different purposes and shouldn't be compared, so why do you keep doing it and then contradict yourself ?

Anyway, all of this is pretty pointless currently since you can go 2 gates adept pylon rush in any mu and wreck everything till people find a way to handle this shit.

This is a funny build actually.
BluemoonSC
Profile Blog Joined November 2010
SoCal8910 Posts
September 05 2015 14:44 GMT
#386
he was probably comparing them because its slightly unusual that you can get out twice the supply and twice the resources (liberators) in almost half the time as it takes to build a carrier.

but i actually didn't realize carrier build time was reduced also
LiquidDota Staff@BluemoonGG_
Cyro
Profile Blog Joined June 2011
United Kingdom20322 Posts
September 05 2015 16:24 GMT
#387
It just strikes me as a moderately powerful tech unit like a banshee, yet produces twice as fast and requires no research time.
"oh my god my overclock... I got a single WHEA error on the 23rd hour, 9 minutes" -Belial88
EonuS
Profile Joined July 2010
Slovenia186 Posts
Last Edited: 2015-09-05 21:11:08
September 05 2015 21:05 GMT
#388
there's a gamebreaking build in ZvT that you cannot cost efficiently counter, a gas before rax build where even if you cut all possible corners such as ling scout, go for fastest possible lair even before speedling upgrade, you're still gonna lose mining time and with that the game because of the current terran econ boost

the only thing you can do is attack and hope he doesn't keep 1 liberator at home for defense (you have 2 by 4.30 harassing mineral line)

even if you go for the fastest possible ravager upgrade off of gas before pool, you're still gonna be losing ravagers on certain maps while attempting to get shots off (say hello to 15 range liberators). If you try to skip roaches and speed, then he still has hellions behind it and any smart terran will runby and kill your drones

I'd go as far as to say that this is far more gamebreaking than hellbat drops in early hots ever were, to the point where I am probably going to quit every time I see this build because I already know the outcome. The fact that blind countering and knowing the build doesn't give you any better chances makes it completely imbalanced so early on. Not to mention that on certain positions liberators can hit eggs so you cannot even bring production out to deal with it (happens if you try going fastest mutas off 2 base).

I've already stated it before, liberators are either gonna need a decently long upgrade timing on ATG mode or at least have them require a fusion core
jpg06051992
Profile Joined July 2015
United States580 Posts
September 05 2015 21:19 GMT
#389
On September 06 2015 06:05 EonuS wrote:
there's a gamebreaking build in ZvT that you cannot cost efficiently counter, a gas before rax build where even if you cut all possible corners such as ling scout, go for fastest possible lair even before speedling upgrade, you're still gonna lose mining time and with that the game because of the current terran econ boost

the only thing you can do is attack and hope he doesn't keep 1 liberator at home for defense (you have 2 by 4.30 harassing mineral line)

even if you go for the fastest possible ravager upgrade off of gas before pool, you're still gonna be losing ravagers on certain maps while attempting to get shots off (say hello to 15 range liberators). If you try to skip roaches and speed, then he still has hellions behind it and any smart terran will runby and kill your drones

I'd go as far as to say that this is far more gamebreaking than hellbat drops in early hots ever were, to the point where I am probably going to quit every time I see this build because I already know the outcome. The fact that blind countering and knowing the build doesn't give you any better chances makes it completely imbalanced so early on. Not to mention that on certain positions liberators can hit eggs so you cannot even bring production out to deal with it (happens if you try going fastest mutas off 2 base).

I've already stated it before, liberators are either gonna need a decently long upgrade timing on ATG mode or at least have them require a fusion core


Fusion core strikes me as unnecessary, I feel a better nerf would be raw numbers at this point, something like slightly reducing the atg radius would probably go a long way to countering it, or maybe reduce the range on it slightly?

Not too sure, something as simple as requiring a damn tech lab would do the trick, but honestly the unit isn't too too OP, Ravagers deal with it handily and Roach/Hydra/Viper is a whole new composition with Lurkers added in.
"SO MANY BANELINGS!"
EonuS
Profile Joined July 2010
Slovenia186 Posts
September 05 2015 21:41 GMT
#390
On September 06 2015 06:19 jpg06051992 wrote:
Show nested quote +
On September 06 2015 06:05 EonuS wrote:
there's a gamebreaking build in ZvT that you cannot cost efficiently counter, a gas before rax build where even if you cut all possible corners such as ling scout, go for fastest possible lair even before speedling upgrade, you're still gonna lose mining time and with that the game because of the current terran econ boost

the only thing you can do is attack and hope he doesn't keep 1 liberator at home for defense (you have 2 by 4.30 harassing mineral line)

even if you go for the fastest possible ravager upgrade off of gas before pool, you're still gonna be losing ravagers on certain maps while attempting to get shots off (say hello to 15 range liberators). If you try to skip roaches and speed, then he still has hellions behind it and any smart terran will runby and kill your drones

I'd go as far as to say that this is far more gamebreaking than hellbat drops in early hots ever were, to the point where I am probably going to quit every time I see this build because I already know the outcome. The fact that blind countering and knowing the build doesn't give you any better chances makes it completely imbalanced so early on. Not to mention that on certain positions liberators can hit eggs so you cannot even bring production out to deal with it (happens if you try going fastest mutas off 2 base).

I've already stated it before, liberators are either gonna need a decently long upgrade timing on ATG mode or at least have them require a fusion core


Fusion core strikes me as unnecessary, I feel a better nerf would be raw numbers at this point, something like slightly reducing the atg radius would probably go a long way to countering it, or maybe reduce the range on it slightly?

Not too sure, something as simple as requiring a damn tech lab would do the trick, but honestly the unit isn't too too OP, Ravagers deal with it handily and Roach/Hydra/Viper is a whole new composition with Lurkers added in.


I think you don't yet grasp how early in the game this can hit your minreal line. None of the suggestions above will affect the rush, you're still going to have to pull drones away from your mineral line while terran is happily building his economy up (it's far more apparent how broken this rush is with the re-addition of mules)

I don't have problems with liberator past the early game, but the fact that unit this strong can hit mineral line so early that I can't even deal with when I cut all the corners is what really bothers me
jpg06051992
Profile Joined July 2015
United States580 Posts
September 05 2015 21:49 GMT
#391
On September 06 2015 06:41 EonuS wrote:
Show nested quote +
On September 06 2015 06:19 jpg06051992 wrote:
On September 06 2015 06:05 EonuS wrote:
there's a gamebreaking build in ZvT that you cannot cost efficiently counter, a gas before rax build where even if you cut all possible corners such as ling scout, go for fastest possible lair even before speedling upgrade, you're still gonna lose mining time and with that the game because of the current terran econ boost

the only thing you can do is attack and hope he doesn't keep 1 liberator at home for defense (you have 2 by 4.30 harassing mineral line)

even if you go for the fastest possible ravager upgrade off of gas before pool, you're still gonna be losing ravagers on certain maps while attempting to get shots off (say hello to 15 range liberators). If you try to skip roaches and speed, then he still has hellions behind it and any smart terran will runby and kill your drones

I'd go as far as to say that this is far more gamebreaking than hellbat drops in early hots ever were, to the point where I am probably going to quit every time I see this build because I already know the outcome. The fact that blind countering and knowing the build doesn't give you any better chances makes it completely imbalanced so early on. Not to mention that on certain positions liberators can hit eggs so you cannot even bring production out to deal with it (happens if you try going fastest mutas off 2 base).

I've already stated it before, liberators are either gonna need a decently long upgrade timing on ATG mode or at least have them require a fusion core


Fusion core strikes me as unnecessary, I feel a better nerf would be raw numbers at this point, something like slightly reducing the atg radius would probably go a long way to countering it, or maybe reduce the range on it slightly?

Not too sure, something as simple as requiring a damn tech lab would do the trick, but honestly the unit isn't too too OP, Ravagers deal with it handily and Roach/Hydra/Viper is a whole new composition with Lurkers added in.


I think you don't yet grasp how early in the game this can hit your minreal line. None of the suggestions above will affect the rush, you're still going to have to pull drones away from your mineral line while terran is happily building his economy up (it's far more apparent how broken this rush is with the re-addition of mules)

I don't have problems with liberator past the early game, but the fact that unit this strong can hit mineral line so early that I can't even deal with when I cut all the corners is what really bothers me


Oh I do know lol they hit very early, I was actually more along your train of thought until I watched a very recent Lowko ZvT where he deals with the early Liberator/Hellbat play VERY effectively.

Lowko might not be a pro player, but he's a relatively high level player, so if it works at his level, it works for ours, I definitely have better play against them.
"SO MANY BANELINGS!"
Kyrth
Profile Joined July 2010
United States101 Posts
September 05 2015 22:43 GMT
#392
Even if they are perfectly balanced, playing against liberators is not very fun when the entire screen can be instantly transformed into a siege area. I played a TvZ making only marines and mass liberators, and just expanded with planetaries and turrets. I was invincible. Playing against T as Z on the other hand, I don't even know what to build. Hydras? Corrupters? Mutas? Bleh. I haven't played since WOL and it seems the annoying parts of the game have gotten way stronger, such as insta lose harass vs no viable options for counter pressure.
BluemoonSC
Profile Blog Joined November 2010
SoCal8910 Posts
September 05 2015 23:43 GMT
#393
On September 06 2015 06:05 EonuS wrote:
there's a gamebreaking build in ZvT that you cannot cost efficiently counter, a gas before rax build where even if you cut all possible corners such as ling scout, go for fastest possible lair even before speedling upgrade, you're still gonna lose mining time and with that the game because of the current terran econ boost

the only thing you can do is attack and hope he doesn't keep 1 liberator at home for defense (you have 2 by 4.30 harassing mineral line)

even if you go for the fastest possible ravager upgrade off of gas before pool, you're still gonna be losing ravagers on certain maps while attempting to get shots off (say hello to 15 range liberators). If you try to skip roaches and speed, then he still has hellions behind it and any smart terran will runby and kill your drones

I'd go as far as to say that this is far more gamebreaking than hellbat drops in early hots ever were, to the point where I am probably going to quit every time I see this build because I already know the outcome. The fact that blind countering and knowing the build doesn't give you any better chances makes it completely imbalanced so early on. Not to mention that on certain positions liberators can hit eggs so you cannot even bring production out to deal with it (happens if you try going fastest mutas off 2 base).

I've already stated it before, liberators are either gonna need a decently long upgrade timing on ATG mode or at least have them require a fusion core


Yeah I know this build and you don't deal wth it by doing fast muta. On certain maps it sucks, but it's by no means game breaking. Whats your build? What supply are you getting your 2nd gas and roach warren?
LiquidDota Staff@BluemoonGG_
Heyjoray
Profile Joined September 2015
240 Posts
September 06 2015 03:35 GMT
#394
Playing against Liberator is nothing but demotivating. They counter almost every Ground Unit, they almost nullify Mutalisks. Especially now that Terran begins playing Bio again.
Housemd
Profile Joined March 2010
United States1407 Posts
September 06 2015 04:56 GMT
#395
I've only played 10 games, am ranked platinum so take my opinion with a grain of salt.

As a terran player, I just think a liberator is a bit too, idk, easy? I just hit E and its like an air siege tank for the terran that moves really really quickly and can harass quite easily. It just takes away the most fun aspect of tvz in Heart of the Swarm which was the micro, the marines and widow mines against the banelings and mutalisks. Maybe its just the level of players I'm playing against but still the liberator needs to be worked a bit. I think decreasing its speed might be important and also think that its attack radius should be decreased so that the zerg can split and still effectively fight the terran army.

As for the early game harass potential, zerg pretty much has to go spore crawlers. I think making it a tech lab unit might be interesting, but then I think terrans will just shift to bio tank instead of bio liberator. And go for early game tank drops. I'm still kinda opposed to the lift siege tanks straight into medivacs change.

Just my 2 cents.
Fantasy is a beast
EonuS
Profile Joined July 2010
Slovenia186 Posts
Last Edited: 2015-09-06 05:20:55
September 06 2015 05:19 GMT
#396
On September 06 2015 06:49 jpg06051992 wrote:
Show nested quote +
On September 06 2015 06:41 EonuS wrote:
On September 06 2015 06:19 jpg06051992 wrote:
On September 06 2015 06:05 EonuS wrote:
there's a gamebreaking build in ZvT that you cannot cost efficiently counter, a gas before rax build where even if you cut all possible corners such as ling scout, go for fastest possible lair even before speedling upgrade, you're still gonna lose mining time and with that the game because of the current terran econ boost

the only thing you can do is attack and hope he doesn't keep 1 liberator at home for defense (you have 2 by 4.30 harassing mineral line)

even if you go for the fastest possible ravager upgrade off of gas before pool, you're still gonna be losing ravagers on certain maps while attempting to get shots off (say hello to 15 range liberators). If you try to skip roaches and speed, then he still has hellions behind it and any smart terran will runby and kill your drones

I'd go as far as to say that this is far more gamebreaking than hellbat drops in early hots ever were, to the point where I am probably going to quit every time I see this build because I already know the outcome. The fact that blind countering and knowing the build doesn't give you any better chances makes it completely imbalanced so early on. Not to mention that on certain positions liberators can hit eggs so you cannot even bring production out to deal with it (happens if you try going fastest mutas off 2 base).

I've already stated it before, liberators are either gonna need a decently long upgrade timing on ATG mode or at least have them require a fusion core


Fusion core strikes me as unnecessary, I feel a better nerf would be raw numbers at this point, something like slightly reducing the atg radius would probably go a long way to countering it, or maybe reduce the range on it slightly?

Not too sure, something as simple as requiring a damn tech lab would do the trick, but honestly the unit isn't too too OP, Ravagers deal with it handily and Roach/Hydra/Viper is a whole new composition with Lurkers added in.


I think you don't yet grasp how early in the game this can hit your minreal line. None of the suggestions above will affect the rush, you're still going to have to pull drones away from your mineral line while terran is happily building his economy up (it's far more apparent how broken this rush is with the re-addition of mules)

I don't have problems with liberator past the early game, but the fact that unit this strong can hit mineral line so early that I can't even deal with when I cut all the corners is what really bothers me


Oh I do know lol they hit very early, I was actually more along your train of thought until I watched a very recent Lowko ZvT where he deals with the early Liberator/Hellbat play VERY effectively.

Lowko might not be a pro player, but he's a relatively high level player, so if it works at his level, it works for ours, I definitely have better play against them.


I am a mid/high gm player in lotv currently and there are individuals who have done this build day in day out so they don't screw up their micro on them. I've practically tried everything, including trying to grab an extremely fast upgrade for ravagers (good luck trying with 9 range, you can just leave the game). Even if you defend the build efficiently, you are still behind on economy because you just cut a lot of minerals to get the gas needed for ravagers that early on while terran has compensation with both mules and supply drops.
Cyro
Profile Blog Joined June 2011
United Kingdom20322 Posts
September 06 2015 10:45 GMT
#397
Terran actually having a viable economy now instead of being underpowered and easy to push around at all stages of the game lets the real abuse begin
"oh my god my overclock... I got a single WHEA error on the 23rd hour, 9 minutes" -Belial88
WidowMineHero
Profile Joined September 2014
New Zealand143 Posts
September 06 2015 11:03 GMT
#398
yes... reactor liberators are insane...
"Time won't change anything, I will."
BluemoonSC
Profile Blog Joined November 2010
SoCal8910 Posts
September 06 2015 13:15 GMT
#399
On September 06 2015 14:19 EonuS wrote:
Show nested quote +
On September 06 2015 06:49 jpg06051992 wrote:
On September 06 2015 06:41 EonuS wrote:
On September 06 2015 06:19 jpg06051992 wrote:
On September 06 2015 06:05 EonuS wrote:
there's a gamebreaking build in ZvT that you cannot cost efficiently counter, a gas before rax build where even if you cut all possible corners such as ling scout, go for fastest possible lair even before speedling upgrade, you're still gonna lose mining time and with that the game because of the current terran econ boost

the only thing you can do is attack and hope he doesn't keep 1 liberator at home for defense (you have 2 by 4.30 harassing mineral line)

even if you go for the fastest possible ravager upgrade off of gas before pool, you're still gonna be losing ravagers on certain maps while attempting to get shots off (say hello to 15 range liberators). If you try to skip roaches and speed, then he still has hellions behind it and any smart terran will runby and kill your drones

I'd go as far as to say that this is far more gamebreaking than hellbat drops in early hots ever were, to the point where I am probably going to quit every time I see this build because I already know the outcome. The fact that blind countering and knowing the build doesn't give you any better chances makes it completely imbalanced so early on. Not to mention that on certain positions liberators can hit eggs so you cannot even bring production out to deal with it (happens if you try going fastest mutas off 2 base).

I've already stated it before, liberators are either gonna need a decently long upgrade timing on ATG mode or at least have them require a fusion core


Fusion core strikes me as unnecessary, I feel a better nerf would be raw numbers at this point, something like slightly reducing the atg radius would probably go a long way to countering it, or maybe reduce the range on it slightly?

Not too sure, something as simple as requiring a damn tech lab would do the trick, but honestly the unit isn't too too OP, Ravagers deal with it handily and Roach/Hydra/Viper is a whole new composition with Lurkers added in.


I think you don't yet grasp how early in the game this can hit your minreal line. None of the suggestions above will affect the rush, you're still going to have to pull drones away from your mineral line while terran is happily building his economy up (it's far more apparent how broken this rush is with the re-addition of mules)

I don't have problems with liberator past the early game, but the fact that unit this strong can hit mineral line so early that I can't even deal with when I cut all the corners is what really bothers me


Oh I do know lol they hit very early, I was actually more along your train of thought until I watched a very recent Lowko ZvT where he deals with the early Liberator/Hellbat play VERY effectively.

Lowko might not be a pro player, but he's a relatively high level player, so if it works at his level, it works for ours, I definitely have better play against them.


I am a mid/high gm player in lotv currently and there are individuals who have done this build day in day out so they don't screw up their micro on them. I've practically tried everything, including trying to grab an extremely fast upgrade for ravagers (good luck trying with 9 range, you can just leave the game). Even if you defend the build efficiently, you are still behind on economy because you just cut a lot of minerals to get the gas needed for ravagers that early on while terran has compensation with both mules and supply drops.


Is there a replay you can post so I can see it in action? I haven't had a terrible time defending against these pushes and sometimes when I play against a terran I almost hope they do it to me lol
LiquidDota Staff@BluemoonGG_
Heyjoray
Profile Joined September 2015
240 Posts
September 06 2015 15:00 GMT
#400
On September 06 2015 22:15 BluemoonSC wrote:
Show nested quote +
On September 06 2015 14:19 EonuS wrote:
On September 06 2015 06:49 jpg06051992 wrote:
On September 06 2015 06:41 EonuS wrote:
On September 06 2015 06:19 jpg06051992 wrote:
On September 06 2015 06:05 EonuS wrote:
there's a gamebreaking build in ZvT that you cannot cost efficiently counter, a gas before rax build where even if you cut all possible corners such as ling scout, go for fastest possible lair even before speedling upgrade, you're still gonna lose mining time and with that the game because of the current terran econ boost

the only thing you can do is attack and hope he doesn't keep 1 liberator at home for defense (you have 2 by 4.30 harassing mineral line)

even if you go for the fastest possible ravager upgrade off of gas before pool, you're still gonna be losing ravagers on certain maps while attempting to get shots off (say hello to 15 range liberators). If you try to skip roaches and speed, then he still has hellions behind it and any smart terran will runby and kill your drones

I'd go as far as to say that this is far more gamebreaking than hellbat drops in early hots ever were, to the point where I am probably going to quit every time I see this build because I already know the outcome. The fact that blind countering and knowing the build doesn't give you any better chances makes it completely imbalanced so early on. Not to mention that on certain positions liberators can hit eggs so you cannot even bring production out to deal with it (happens if you try going fastest mutas off 2 base).

I've already stated it before, liberators are either gonna need a decently long upgrade timing on ATG mode or at least have them require a fusion core


Fusion core strikes me as unnecessary, I feel a better nerf would be raw numbers at this point, something like slightly reducing the atg radius would probably go a long way to countering it, or maybe reduce the range on it slightly?

Not too sure, something as simple as requiring a damn tech lab would do the trick, but honestly the unit isn't too too OP, Ravagers deal with it handily and Roach/Hydra/Viper is a whole new composition with Lurkers added in.


I think you don't yet grasp how early in the game this can hit your minreal line. None of the suggestions above will affect the rush, you're still going to have to pull drones away from your mineral line while terran is happily building his economy up (it's far more apparent how broken this rush is with the re-addition of mules)

I don't have problems with liberator past the early game, but the fact that unit this strong can hit mineral line so early that I can't even deal with when I cut all the corners is what really bothers me


Oh I do know lol they hit very early, I was actually more along your train of thought until I watched a very recent Lowko ZvT where he deals with the early Liberator/Hellbat play VERY effectively.

Lowko might not be a pro player, but he's a relatively high level player, so if it works at his level, it works for ours, I definitely have better play against them.


I am a mid/high gm player in lotv currently and there are individuals who have done this build day in day out so they don't screw up their micro on them. I've practically tried everything, including trying to grab an extremely fast upgrade for ravagers (good luck trying with 9 range, you can just leave the game). Even if you defend the build efficiently, you are still behind on economy because you just cut a lot of minerals to get the gas needed for ravagers that early on while terran has compensation with both mules and supply drops.


Is there a replay you can post so I can see it in action? I haven't had a terrible time defending against these pushes and sometimes when I play against a terran I almost hope they do it to me lol

Dont do that man, saying "Iam Uberskilled" isnt as cool as you might think. All this liberator wont stay anyway
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