• Log InLog In
  • Register
Liquid`
Team Liquid Liquipedia
EST 18:54
CET 00:54
KST 08:54
  • 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
RSL Revival - 2025 Season Finals Preview8RSL Season 3 - Playoffs Preview0RSL Season 3 - RO16 Groups C & D Preview0RSL Season 3 - RO16 Groups A & B Preview2TL.net Map Contest #21: Winners12
Community News
ComeBackTV's documentary on Byun's Career !8Weekly Cups (Dec 8-14): MaxPax, Clem, Cure win4Weekly Cups (Dec 1-7): Clem doubles, Solar gets over the hump1Weekly Cups (Nov 24-30): MaxPax, Clem, herO win2BGE Stara Zagora 2026 announced15
StarCraft 2
General
When will we find out if there are more tournament ComeBackTV's documentary on Byun's Career ! Weekly Cups (Dec 8-14): MaxPax, Clem, Cure win RSL Revival - 2025 Season Finals Preview Weekly Cups (Dec 1-7): Clem doubles, Solar gets over the hump
Tourneys
Sparkling Tuna Cup - Weekly Open Tournament $5,000+ WardiTV 2025 Championship RSL Offline Finals Info - Dec 13 and 14! Master Swan Open (Global Bronze-Master 2) Winter Warp Gate Amateur Showdown #1:
Strategy
Custom Maps
Map Editor closed ?
External Content
Mutation # 504 Retribution Mutation # 503 Fowl Play Mutation # 502 Negative Reinforcement Mutation # 501 Price of Progress
Brood War
General
How Rain Became ProGamer in Just 3 Months BGH Auto Balance -> http://bghmmr.eu/ FlaSh on: Biggest Problem With SnOw's Playstyle screp: Command line app to parse SC rep files [BSL21] RO8 Bracket & Prediction Contest
Tourneys
Small VOD Thread 2.0 [Megathread] Daily Proleagues [BSL21] WB SEMIFINALS - Saturday 21:00 CET [BSL21] RO8 - Day 2 - Sunday 21:00 CET
Strategy
Game Theory for Starcraft Current Meta Simple Questions, Simple Answers Fighting Spirit mining rates
Other Games
General Games
Mechabellum Stormgate/Frost Giant Megathread Nintendo Switch Thread PC Games Sales Thread Path of Exile
Dota 2
Official 'what is Dota anymore' discussion
League of Legends
Heroes of the Storm
Simple Questions, Simple Answers Heroes of the Storm 2.0
Hearthstone
Deck construction bug Heroes of StarCraft mini-set
TL Mafia
Mafia Game Mode Feedback/Ideas Survivor II: The Amazon Sengoku Mafia TL Mafia Community Thread
Community
General
US Politics Mega-thread Russo-Ukrainian War Thread Things Aren’t Peaceful in Palestine The Games Industry And ATVI YouTube Thread
Fan Clubs
White-Ra Fan Club
Media & Entertainment
Anime Discussion Thread [Manga] One Piece Movie Discussion!
Sports
2024 - 2026 Football Thread Formula 1 Discussion
World Cup 2022
Tech Support
Computer Build, Upgrade & Buying Resource Thread
TL Community
TL+ Announced Where to ask questions and add stream?
Blogs
The (Hidden) Drug Problem in…
TrAiDoS
I decided to write a webnov…
DjKniteX
James Bond movies ranking - pa…
Topin
Thanks for the RSL
Hildegard
Customize Sidebar...

Website Feedback

Closed Threads



Active: 1272 users

Liberator in TVZ : is it imba? - Page 23

Forum Index > Legacy of the Void
Post a Reply
Prev 1 21 22 23 24 25 29 Next All
TimeSpiral
Profile Joined January 2011
United States1010 Posts
September 09 2015 17:36 GMT
#441
On September 10 2015 02:24 Tenks wrote:
"A player runs half their army into their hard counter ... and you won't believe what happens next!"

-Buzzfeed SC2 team

Hahaha. Well played.
[G] Positioning, Formations, and Tactics: http://www.teamliquid.net/forum/viewmessage.php?topic_id=187892
TheWinks
Profile Joined July 2011
United States572 Posts
September 09 2015 18:48 GMT
#442
Equivalent cost Thors would do the same thing.
Big J
Profile Joined March 2011
Austria16289 Posts
September 09 2015 18:52 GMT
#443
On September 10 2015 03:48 TheWinks wrote:
Equivalent cost Thors would do the same thing.

nope
TimeSpiral
Profile Joined January 2011
United States1010 Posts
September 09 2015 19:05 GMT
#444
On September 10 2015 03:52 Big J wrote:
Show nested quote +
On September 10 2015 03:48 TheWinks wrote:
Equivalent cost Thors would do the same thing.

nope


Come on, Big J. That video can't be used as any credible evidence. It would be like unstimmed marines walking into a ball of banelings and then QQ'ing that banelings are wildly broken. If that Protoss waits until the Liberators enter AG mode then that fight looks so much different.
[G] Positioning, Formations, and Tactics: http://www.teamliquid.net/forum/viewmessage.php?topic_id=187892
Big J
Profile Joined March 2011
Austria16289 Posts
Last Edited: 2015-09-09 19:21:30
September 09 2015 19:15 GMT
#445
On September 10 2015 04:05 TimeSpiral wrote:
Show nested quote +
On September 10 2015 03:52 Big J wrote:
On September 10 2015 03:48 TheWinks wrote:
Equivalent cost Thors would do the same thing.

nope


Come on, Big J. That video can't be used as any credible evidence. It would be like unstimmed marines walking into a ball of banelings and then QQ'ing that banelings are wildly broken. If that Protoss waits until the Liberators enter AG mode then that fight looks so much different.

Did I say something like that? I just find his argument stupid. He is comparing a highly microable air unit with a slow, ground walker. I don't think you can make 5 Thors stack like that and jump on top of an opponent who is making a movement mistake like that.

If his point is that in theory other units have that damage output then I don't see the point of his argument. Of course. 27widow mines are the same cost as those liberators and massively outperform those liberators in that situation. That doesn't make them "do the same thing". Or be a viable strategy.

I don't think the video shows something broken. It just highlights once again how stupid starcraft air stacking is. In this scenario the "too strong" (stacking liberators for insane damage density) and "too volatile" side (having half of your army one-shot due to stacking) at once.
TheWinks
Profile Joined July 2011
United States572 Posts
Last Edited: 2015-09-09 19:33:33
September 09 2015 19:28 GMT
#446
I count 10 liberators, that's 1500 gas. So that would be 5 Thors vs 12 stacked Phoenix.

https://gfycat.com/GratefulObedientBat

The terran is being attacked into, the Thors have longer range which would make up for the fact that slightly less stacked phoenixes would take more shots, and Thors have been built by pro terrans against mass phoenix builds at points in HotS.

The Thors would have popped the phoenixes in much the same manner. Liberators and Thors share the same function against light air. The Thor is being intentionally deemphasized by the liberator in design. I'm not sure why you're trying to use this to call it imba.
parkufarku
Profile Blog Joined March 2014
882 Posts
September 09 2015 19:30 GMT
#447
On September 09 2015 23:14 TimeSpiral wrote:
Show nested quote +
On September 09 2015 10:41 parkufarku wrote:
On September 09 2015 08:11 TimeSpiral wrote:
On September 09 2015 07:03 zelderan wrote:
On September 08 2015 17:05 Ryndika wrote:
It forces corruptor,broodlord,infestor shit because corruptor is the only unit that can attack it so it's kind of meh unit. It should be nerfed enough to allow different choices for zerg so game stays more fun for more people.


If anything I feel corruptors are pretty bad against them because of the AoE that liberators give. As a zerg you need to get a shitton of corruptors up to even have an effect on them. Not getting that critical mass of corruptors means nothing when 5-10 liberators can demolish anything, air or ground. Corruptors are absolutely not the answer to early/mid game liberator/hellion/hellbat harass. There lies the problem for the unit.

What zergs are having to do now is having a ton of spores/queens and one to two ravagers per base which is downright stupid. The unit as a whole needs to be balanced, be it prolonging air to ground mode or decreasing damage done to ground.


This is all just *shrugs*. There are numerous "he built [THIS] so I have to build [THAT]" scenarios. That is kinda what Starcraft 2 is, to a large extent.


Nice argument. He describes how AoE shreds the composition and you just shrug and imply that X beats O so it doesn't really matter. We all try to have fruitful discussions in this thread and you come here to attempt to downplay anything that will give the Terran race a nerf. Classy.


If an opponent is demonstrating that he will focus on harass play, is it not an appropriate response for you to defend your bases? If the opponent is using air units, would you not focus that defense on AA, such as Spores, Queens, and Ravagers (if you're not going to respond to Starport with Spire)? Maybe you think this dedication to defense is too much, or unfair? Have you ever seen what a Terran has to do to defend Muta harass, or Ling run bies, or burrowed harass, or nydus? When someone is very harass oriented, or stressing your multitasking abilities, it's tough to deal with. That's the point of this demanding style of play.

This is my opinion, of course, but the Liberator's effective harass window is small, and this is why Terrans literally sacrifice everything to rush them out. But the tears have run thick, and this timing window is going to be nerfed--good job, guys!--making it even smaller. After this window is closed, Zerg should have caught on to the play and responded, no?

Or, is your argument that not only is the rush play unfair, but battling this unit in army compositions is also unfair? Is it both?


Yeah, it's normal to assume Zerg will produce defensive units to shut down their harrass, but the main crux of the voices of posters on this thread are saying that the harrass comes too early, and it's just too powerful that cannot be shut down with spores / queens. When Mutas come, even AA on Liberators is devastating with splash.

Terran doesn't have to rush tanks or rush starport just to defend from special harass from Zerg. Terran can go 4M and counter anything Zerg does.

The bottom line is that Liberators come too early, and they are too powerful for their costs (1 shot hydras? was the Blizz balance team drunk when they made this?), to the point where Z cannot effectively deal with it when their only viable anti-air fighting unit gets sniped before it gets into firing range.
Tyrhanius
Profile Joined April 2011
France947 Posts
September 09 2015 23:07 GMT
#448
The idea around liberator is meh. Giving to terran an anti-mutas is already huge, as Medivac are so strong that they force mutas for Zerg as the only way to defend drops.
But liberator are also a siege unit, aswell a very early harass unit vs a race with a late AA.

The only real counter as Zerg is ravager which 3 shots them : but the unsiege time is fast enough to allow Terran to dodge some shots, so it creates a stupid hit or dodge interaction that has nothing to do in a RTS.
EonuS
Profile Joined July 2010
Slovenia186 Posts
Last Edited: 2015-09-09 23:49:30
September 09 2015 23:47 GMT
#449
my opinion of moving liberators to fusion core tech still stands, because even if you give liberators a ATG upgrade on tech lab, it can still come way too fast for zerg to have any reasonable counter to it (liberator production time + movement to zerg's base and the upgrade is essentially done anyway), especially when you can't hit them with either spores or queens on certain maps and lock down your economy altogether.
TimeSpiral
Profile Joined January 2011
United States1010 Posts
Last Edited: 2015-09-10 00:33:00
September 10 2015 00:17 GMT
#450
On September 10 2015 08:47 EonuS wrote:
my opinion of moving liberators to fusion core tech still stands, because even if you give liberators a ATG upgrade on tech lab, it can still come way too fast for zerg to have any reasonable counter to it (liberator production time + movement to zerg's base and the upgrade is essentially done anyway), especially when you can't hit them with either spores or queens on certain maps and lock down your economy altogether.


I'm not terribly opposed to the Fusion Core requirement either, as long as it's not Fusion Core and tech lab. But this would slow the Liberator rush by about 50 seconds (best case). More likely around 60 seconds. That seems like a fairly severe nerf, especially when the play can be dealt with currently, it can just be overly difficult if you're caught off guard.

And I'm perfectly fine with Zerg not being able to completely fend off two of my high-tech rush plays with hatch tech and minerals.

On September 10 2015 04:15 Big J wrote:
Show nested quote +
On September 10 2015 04:05 TimeSpiral wrote:
On September 10 2015 03:52 Big J wrote:
On September 10 2015 03:48 TheWinks wrote:
Equivalent cost Thors would do the same thing.

nope


Come on, Big J. That video can't be used as any credible evidence. It would be like unstimmed marines walking into a ball of banelings and then QQ'ing that banelings are wildly broken. If that Protoss waits until the Liberators enter AG mode then that fight looks so much different.

Did I say something like that? I just find his argument stupid. He is comparing a highly microable air unit with a slow, ground walker. I don't think you can make 5 Thors stack like that and jump on top of an opponent who is making a movement mistake like that.

If his point is that in theory other units have that damage output then I don't see the point of his argument. Of course. 27widow mines are the same cost as those liberators and massively outperform those liberators in that situation. That doesn't make them "do the same thing". Or be a viable strategy.

I don't think the video shows something broken. It just highlights once again how stupid starcraft air stacking is. In this scenario the "too strong" (stacking liberators for insane damage density) and "too volatile" side (having half of your army one-shot due to stacking) at once.


Gotcha. Misunderstood. I also dislike the air stacking. I guess it's meant to simulate the vertical plane, but it's just bad.

On September 10 2015 04:30 parkufarku wrote:
Show nested quote +
On September 09 2015 23:14 TimeSpiral wrote:
On September 09 2015 10:41 parkufarku wrote:
On September 09 2015 08:11 TimeSpiral wrote:
On September 09 2015 07:03 zelderan wrote:
On September 08 2015 17:05 Ryndika wrote:
It forces corruptor,broodlord,infestor shit because corruptor is the only unit that can attack it so it's kind of meh unit. It should be nerfed enough to allow different choices for zerg so game stays more fun for more people.


If anything I feel corruptors are pretty bad against them because of the AoE that liberators give. As a zerg you need to get a shitton of corruptors up to even have an effect on them. Not getting that critical mass of corruptors means nothing when 5-10 liberators can demolish anything, air or ground. Corruptors are absolutely not the answer to early/mid game liberator/hellion/hellbat harass. There lies the problem for the unit.

What zergs are having to do now is having a ton of spores/queens and one to two ravagers per base which is downright stupid. The unit as a whole needs to be balanced, be it prolonging air to ground mode or decreasing damage done to ground.


This is all just *shrugs*. There are numerous "he built [THIS] so I have to build [THAT]" scenarios. That is kinda what Starcraft 2 is, to a large extent.


Nice argument. He describes how AoE shreds the composition and you just shrug and imply that X beats O so it doesn't really matter. We all try to have fruitful discussions in this thread and you come here to attempt to downplay anything that will give the Terran race a nerf. Classy.


If an opponent is demonstrating that he will focus on harass play, is it not an appropriate response for you to defend your bases? If the opponent is using air units, would you not focus that defense on AA, such as Spores, Queens, and Ravagers (if you're not going to respond to Starport with Spire)? Maybe you think this dedication to defense is too much, or unfair? Have you ever seen what a Terran has to do to defend Muta harass, or Ling run bies, or burrowed harass, or nydus? When someone is very harass oriented, or stressing your multitasking abilities, it's tough to deal with. That's the point of this demanding style of play.

This is my opinion, of course, but the Liberator's effective harass window is small, and this is why Terrans literally sacrifice everything to rush them out. But the tears have run thick, and this timing window is going to be nerfed--good job, guys!--making it even smaller. After this window is closed, Zerg should have caught on to the play and responded, no?

Or, is your argument that not only is the rush play unfair, but battling this unit in army compositions is also unfair? Is it both?


Yeah, it's normal to assume Zerg will produce defensive units to shut down their harrass, but the main crux of the voices of posters on this thread are saying that the harrass comes too early, and it's just too powerful that cannot be shut down with spores / queens. When Mutas come, even AA on Liberators is devastating with splash.

Terran doesn't have to rush tanks or rush starport just to defend from special harass from Zerg. Terran can go 4M and counter anything Zerg does.

The bottom line is that Liberators come too early, and they are too powerful for their costs (1 shot hydras? was the Blizz balance team drunk when they made this?), to the point where Z cannot effectively deal with it when their only viable anti-air fighting unit gets sniped before it gets into firing range.


Well, I'm fine with spore and queens doing a less than perfect job against my high tech Starport unit ; ) But moving on from that ... Mutas easily beat liberators in small numbers with magic box. So if you rush mutas versus a liberator rush you'll be fine to push away the liberators.

Zerg doesn't have the same type of early harass units for a pretty fairly obvious reason: larva. Imagine producing an early banshee, or Adepts, or void rays with larva? Lulz. It's a legitimate complaint that Zerg's early harass isn't really as strong, but the tradeoff is that Zerg has the strongest economic openers. Then Mutas are probably one of the best harass / map control / tech switch game winners in the game.

Blizzard agrees that the Liberator comes too early, and they're nerfing it. If it's too powerful, they will nerf the damage. It's a single-target DPS unit with a relatively small effective attack area (AG mode). For the cost, I don't think it's too powerful, from a DPS perspective.
[G] Positioning, Formations, and Tactics: http://www.teamliquid.net/forum/viewmessage.php?topic_id=187892
Ryndika
Profile Blog Joined August 2010
1489 Posts
Last Edited: 2015-09-10 04:37:51
September 10 2015 04:28 GMT
#451
It would help if zerg wasn't ONLY nerfed in lotv and received buffs like other races. It's impossible to scout/defend everything meanwhile not having strategies to threaten opponent. Mainly TvZ where it's like old ZvP days again where you have to know all toss builds and how to scout them. (At least in ZvP it is possible to scout every game unlike in TvZ where terran can deny scouting if he wishes)

Liberator is also dumb because there is only one unit that can go toe to toe with it and it's fucing useless against everything else.
Muta ling bling is totally obsolete too if you mix liberators with your bio. Forces you to try lurker based strats etc but liberators just own your hydras etc.
This is just promotes "3-4base" imba infestor broodlord army deathball style.


Well, I'm fine with spore and queens doing a less than perfect job against my high tech Starport unit ; ) But moving on from that ... Mutas easily beat liberators in small numbers with magic box. So if you rush mutas versus a liberator rush you'll be fine to push away the liberators.

It's almost like having to open mutas against phoenixes.

If you opt to make spores against liberator you will lose against other builds like tank drop harass or bio timings.

Thing about DPS is that it beats every unit u have on ground and is strong against muta when it's not alone.
as useful as teasalt
EonuS
Profile Joined July 2010
Slovenia186 Posts
Last Edited: 2015-09-10 05:04:57
September 10 2015 05:01 GMT
#452
On September 10 2015 09:17 TimeSpiral wrote:
And I'm perfectly fine with Zerg not being able to completely fend off two of my high-tech rush plays with hatch tech and minerals.



You need to realize that with the current macro mechanic changes, terran has received a huge boost to their economy thanks to mules AND supply drops, which means they will be at least even on economy with zerg for a while. Going lair very early just so you can deal with liberators is a huge commitment of resources that could have been drones at the 3rd base and even if you do go, you are most likely not gonna achieve anything because liberators will hit your mineral line and prevent you from mining, while terran safely takes his 3rd. Even ravagers with range upgrade come too late and by the time you throw those shots off, you're most likely gonna lose much more resources than him (mining time + lost ravagers). What's worse is that on some positions (orbital shipyard bottom spawn as zerg) they can LOCK DOWN your production because liberators can shoot down on larvae/eggs and when you can't make any units, the game is just over because you will die from terran's next push.
mCon.Hephaistas
Profile Joined May 2014
Netherlands891 Posts
September 10 2015 06:06 GMT
#453
On September 10 2015 09:17 TimeSpiral wrote:
Show nested quote +
On September 10 2015 08:47 EonuS wrote:
my opinion of moving liberators to fusion core tech still stands, because even if you give liberators a ATG upgrade on tech lab, it can still come way too fast for zerg to have any reasonable counter to it (liberator production time + movement to zerg's base and the upgrade is essentially done anyway), especially when you can't hit them with either spores or queens on certain maps and lock down your economy altogether.


I'm not terribly opposed to the Fusion Core requirement either, as long as it's not Fusion Core and tech lab. But this would slow the Liberator rush by about 50 seconds (best case). More likely around 60 seconds. That seems like a fairly severe nerf, especially when the play can be dealt with currently, it can just be overly difficult if you're caught off guard.

And I'm perfectly fine with Zerg not being able to completely fend off two of my high-tech rush plays with hatch tech and minerals.

Show nested quote +
On September 10 2015 04:15 Big J wrote:
On September 10 2015 04:05 TimeSpiral wrote:
On September 10 2015 03:52 Big J wrote:
On September 10 2015 03:48 TheWinks wrote:
Equivalent cost Thors would do the same thing.

nope


Come on, Big J. That video can't be used as any credible evidence. It would be like unstimmed marines walking into a ball of banelings and then QQ'ing that banelings are wildly broken. If that Protoss waits until the Liberators enter AG mode then that fight looks so much different.

Did I say something like that? I just find his argument stupid. He is comparing a highly microable air unit with a slow, ground walker. I don't think you can make 5 Thors stack like that and jump on top of an opponent who is making a movement mistake like that.

If his point is that in theory other units have that damage output then I don't see the point of his argument. Of course. 27widow mines are the same cost as those liberators and massively outperform those liberators in that situation. That doesn't make them "do the same thing". Or be a viable strategy.

I don't think the video shows something broken. It just highlights once again how stupid starcraft air stacking is. In this scenario the "too strong" (stacking liberators for insane damage density) and "too volatile" side (having half of your army one-shot due to stacking) at once.


Gotcha. Misunderstood. I also dislike the air stacking. I guess it's meant to simulate the vertical plane, but it's just bad.

Show nested quote +
On September 10 2015 04:30 parkufarku wrote:
On September 09 2015 23:14 TimeSpiral wrote:
On September 09 2015 10:41 parkufarku wrote:
On September 09 2015 08:11 TimeSpiral wrote:
On September 09 2015 07:03 zelderan wrote:
On September 08 2015 17:05 Ryndika wrote:
It forces corruptor,broodlord,infestor shit because corruptor is the only unit that can attack it so it's kind of meh unit. It should be nerfed enough to allow different choices for zerg so game stays more fun for more people.


If anything I feel corruptors are pretty bad against them because of the AoE that liberators give. As a zerg you need to get a shitton of corruptors up to even have an effect on them. Not getting that critical mass of corruptors means nothing when 5-10 liberators can demolish anything, air or ground. Corruptors are absolutely not the answer to early/mid game liberator/hellion/hellbat harass. There lies the problem for the unit.

What zergs are having to do now is having a ton of spores/queens and one to two ravagers per base which is downright stupid. The unit as a whole needs to be balanced, be it prolonging air to ground mode or decreasing damage done to ground.


This is all just *shrugs*. There are numerous "he built [THIS] so I have to build [THAT]" scenarios. That is kinda what Starcraft 2 is, to a large extent.


Nice argument. He describes how AoE shreds the composition and you just shrug and imply that X beats O so it doesn't really matter. We all try to have fruitful discussions in this thread and you come here to attempt to downplay anything that will give the Terran race a nerf. Classy.


If an opponent is demonstrating that he will focus on harass play, is it not an appropriate response for you to defend your bases? If the opponent is using air units, would you not focus that defense on AA, such as Spores, Queens, and Ravagers (if you're not going to respond to Starport with Spire)? Maybe you think this dedication to defense is too much, or unfair? Have you ever seen what a Terran has to do to defend Muta harass, or Ling run bies, or burrowed harass, or nydus? When someone is very harass oriented, or stressing your multitasking abilities, it's tough to deal with. That's the point of this demanding style of play.

This is my opinion, of course, but the Liberator's effective harass window is small, and this is why Terrans literally sacrifice everything to rush them out. But the tears have run thick, and this timing window is going to be nerfed--good job, guys!--making it even smaller. After this window is closed, Zerg should have caught on to the play and responded, no?

Or, is your argument that not only is the rush play unfair, but battling this unit in army compositions is also unfair? Is it both?


Yeah, it's normal to assume Zerg will produce defensive units to shut down their harrass, but the main crux of the voices of posters on this thread are saying that the harrass comes too early, and it's just too powerful that cannot be shut down with spores / queens. When Mutas come, even AA on Liberators is devastating with splash.

Terran doesn't have to rush tanks or rush starport just to defend from special harass from Zerg. Terran can go 4M and counter anything Zerg does.

The bottom line is that Liberators come too early, and they are too powerful for their costs (1 shot hydras? was the Blizz balance team drunk when they made this?), to the point where Z cannot effectively deal with it when their only viable anti-air fighting unit gets sniped before it gets into firing range.


Well, I'm fine with spore and queens doing a less than perfect job against my high tech Starport unit ; ) But moving on from that ... Mutas easily beat liberators in small numbers with magic box. So if you rush mutas versus a liberator rush you'll be fine to push away the liberators.

Zerg doesn't have the same type of early harass units for a pretty fairly obvious reason: larva. Imagine producing an early banshee, or Adepts, or void rays with larva? Lulz. It's a legitimate complaint that Zerg's early harass isn't really as strong, but the tradeoff is that Zerg has the strongest economic openers. Then Mutas are probably one of the best harass / map control / tech switch game winners in the game.

Blizzard agrees that the Liberator comes too early, and they're nerfing it. If it's too powerful, they will nerf the damage. It's a single-target DPS unit with a relatively small effective attack area (AG mode). For the cost, I don't think it's too powerful, from a DPS perspective.


Man this has to be the most bias post yet.
Ofcourse Zerg should be able to counter liberators on hatch tech, there is no way zerg can tech up in time to deal with it in time without sacrificing a lot of eco.
Also you saying earlier that the timing window is already so small to do damage with them, yeah because it's totally fair they can just completely deny a whole mineral line from mining and zerg has to invest in 3 ravagers(300 gas) to just chase them away.

Anyway I thinkchanging the timing of the ground attack mode will help a ton.
But I still think this unit will be too good, like it does everything a banshee, thor and siege tank does, but better.
I really haven't seen a single banshee yet since this unit got introduced and thors are really rare aswell now.
I just don't see how it's fair that a unit can have so many roles at once without being broken, last time we saw this with the infestor and we all know how that ended.

Ovid
Profile Blog Joined October 2013
United Kingdom948 Posts
September 10 2015 13:47 GMT
#454
On September 10 2015 04:28 TheWinks wrote:
I count 10 liberators, that's 1500 gas. So that would be 5 Thors vs 12 stacked Phoenix.

https://gfycat.com/GratefulObedientBat

The terran is being attacked into, the Thors have longer range which would make up for the fact that slightly less stacked phoenixes would take more shots, and Thors have been built by pro terrans against mass phoenix builds at points in HotS.

The Thors would have popped the phoenixes in much the same manner. Liberators and Thors share the same function against light air. The Thor is being intentionally deemphasized by the liberator in design. I'm not sure why you're trying to use this to call it imba.


Because you don't go pheonix to counter the thor? Even in a perfect scenario with the Liberators vs those Pheonix the liberators would still hold their own and take an even fight. The liberator can do everything and do everything well it's also pretty easy to mass up.
I will make Yogg Saron priest work...
TimeSpiral
Profile Joined January 2011
United States1010 Posts
September 10 2015 14:41 GMT
#455
On September 10 2015 14:01 EonuS wrote:
Show nested quote +
On September 10 2015 09:17 TimeSpiral wrote:
And I'm perfectly fine with Zerg not being able to completely fend off two of my high-tech rush plays with hatch tech and minerals.



You need to realize that with the current macro mechanic changes, terran has received a huge boost to their economy thanks to mules AND supply drops, which means they will be at least even on economy with zerg for a while. Going lair very early just so you can deal with liberators is a huge commitment of resources that could have been drones at the 3rd base and even if you do go, you are most likely not gonna achieve anything because liberators will hit your mineral line and prevent you from mining, while terran safely takes his 3rd. Even ravagers with range upgrade come too late and by the time you throw those shots off, you're most likely gonna lose much more resources than him (mining time + lost ravagers). What's worse is that on some positions (orbital shipyard bottom spawn as zerg) they can LOCK DOWN your production because liberators can shoot down on larvae/eggs and when you can't make any units, the game is just over because you will die from terran's next push.


I shudder anytime something starts with "[let me inform you] you need to realize [...]". Ugh! But I get it. I guess it's just colloquial. Terran did not receive a huge boost to their economy, unless you're talking about the one week where we did not have MULEs and couldn't win anything other than TvTs. Supply dropping is completely stupid now with scans costing 100 energy. And are you saying Terrans are rushing Liberators and taking a quick 3rd while the first one is preventing some mining on one of your three hatches? Just build units and go kill the Terran.

I guess let me ask this question, because maybe I'm confused: should a Terran who invests in a high-tech rush play be able to cause some damage if the Zerg is unprepared, or caught of guard? It almost feels like the argument is "I should be able to defend easily with my fast three-hatch drone only openers." So please, inform me what an acceptable scenario looks like to you.

On September 10 2015 15:06 mCon.Hephaistas wrote:
Show nested quote +
On September 10 2015 09:17 TimeSpiral wrote:
On September 10 2015 08:47 EonuS wrote:
my opinion of moving liberators to fusion core tech still stands, because even if you give liberators a ATG upgrade on tech lab, it can still come way too fast for zerg to have any reasonable counter to it (liberator production time + movement to zerg's base and the upgrade is essentially done anyway), especially when you can't hit them with either spores or queens on certain maps and lock down your economy altogether.


I'm not terribly opposed to the Fusion Core requirement either, as long as it's not Fusion Core and tech lab. But this would slow the Liberator rush by about 50 seconds (best case). More likely around 60 seconds. That seems like a fairly severe nerf, especially when the play can be dealt with currently, it can just be overly difficult if you're caught off guard.

And I'm perfectly fine with Zerg not being able to completely fend off two of my high-tech rush plays with hatch tech and minerals.

On September 10 2015 04:15 Big J wrote:
On September 10 2015 04:05 TimeSpiral wrote:
On September 10 2015 03:52 Big J wrote:
On September 10 2015 03:48 TheWinks wrote:
Equivalent cost Thors would do the same thing.

nope


Come on, Big J. That video can't be used as any credible evidence. It would be like unstimmed marines walking into a ball of banelings and then QQ'ing that banelings are wildly broken. If that Protoss waits until the Liberators enter AG mode then that fight looks so much different.

Did I say something like that? I just find his argument stupid. He is comparing a highly microable air unit with a slow, ground walker. I don't think you can make 5 Thors stack like that and jump on top of an opponent who is making a movement mistake like that.

If his point is that in theory other units have that damage output then I don't see the point of his argument. Of course. 27widow mines are the same cost as those liberators and massively outperform those liberators in that situation. That doesn't make them "do the same thing". Or be a viable strategy.

I don't think the video shows something broken. It just highlights once again how stupid starcraft air stacking is. In this scenario the "too strong" (stacking liberators for insane damage density) and "too volatile" side (having half of your army one-shot due to stacking) at once.


Gotcha. Misunderstood. I also dislike the air stacking. I guess it's meant to simulate the vertical plane, but it's just bad.

On September 10 2015 04:30 parkufarku wrote:
On September 09 2015 23:14 TimeSpiral wrote:
On September 09 2015 10:41 parkufarku wrote:
On September 09 2015 08:11 TimeSpiral wrote:
On September 09 2015 07:03 zelderan wrote:
On September 08 2015 17:05 Ryndika wrote:
It forces corruptor,broodlord,infestor shit because corruptor is the only unit that can attack it so it's kind of meh unit. It should be nerfed enough to allow different choices for zerg so game stays more fun for more people.


If anything I feel corruptors are pretty bad against them because of the AoE that liberators give. As a zerg you need to get a shitton of corruptors up to even have an effect on them. Not getting that critical mass of corruptors means nothing when 5-10 liberators can demolish anything, air or ground. Corruptors are absolutely not the answer to early/mid game liberator/hellion/hellbat harass. There lies the problem for the unit.

What zergs are having to do now is having a ton of spores/queens and one to two ravagers per base which is downright stupid. The unit as a whole needs to be balanced, be it prolonging air to ground mode or decreasing damage done to ground.


This is all just *shrugs*. There are numerous "he built [THIS] so I have to build [THAT]" scenarios. That is kinda what Starcraft 2 is, to a large extent.


Nice argument. He describes how AoE shreds the composition and you just shrug and imply that X beats O so it doesn't really matter. We all try to have fruitful discussions in this thread and you come here to attempt to downplay anything that will give the Terran race a nerf. Classy.


If an opponent is demonstrating that he will focus on harass play, is it not an appropriate response for you to defend your bases? If the opponent is using air units, would you not focus that defense on AA, such as Spores, Queens, and Ravagers (if you're not going to respond to Starport with Spire)? Maybe you think this dedication to defense is too much, or unfair? Have you ever seen what a Terran has to do to defend Muta harass, or Ling run bies, or burrowed harass, or nydus? When someone is very harass oriented, or stressing your multitasking abilities, it's tough to deal with. That's the point of this demanding style of play.

This is my opinion, of course, but the Liberator's effective harass window is small, and this is why Terrans literally sacrifice everything to rush them out. But the tears have run thick, and this timing window is going to be nerfed--good job, guys!--making it even smaller. After this window is closed, Zerg should have caught on to the play and responded, no?

Or, is your argument that not only is the rush play unfair, but battling this unit in army compositions is also unfair? Is it both?


Yeah, it's normal to assume Zerg will produce defensive units to shut down their harrass, but the main crux of the voices of posters on this thread are saying that the harrass comes too early, and it's just too powerful that cannot be shut down with spores / queens. When Mutas come, even AA on Liberators is devastating with splash.

Terran doesn't have to rush tanks or rush starport just to defend from special harass from Zerg. Terran can go 4M and counter anything Zerg does.

The bottom line is that Liberators come too early, and they are too powerful for their costs (1 shot hydras? was the Blizz balance team drunk when they made this?), to the point where Z cannot effectively deal with it when their only viable anti-air fighting unit gets sniped before it gets into firing range.


Well, I'm fine with spore and queens doing a less than perfect job against my high tech Starport unit ; ) But moving on from that ... Mutas easily beat liberators in small numbers with magic box. So if you rush mutas versus a liberator rush you'll be fine to push away the liberators.

Zerg doesn't have the same type of early harass units for a pretty fairly obvious reason: larva. Imagine producing an early banshee, or Adepts, or void rays with larva? Lulz. It's a legitimate complaint that Zerg's early harass isn't really as strong, but the tradeoff is that Zerg has the strongest economic openers. Then Mutas are probably one of the best harass / map control / tech switch game winners in the game.

Blizzard agrees that the Liberator comes too early, and they're nerfing it. If it's too powerful, they will nerf the damage. It's a single-target DPS unit with a relatively small effective attack area (AG mode). For the cost, I don't think it's too powerful, from a DPS perspective.


Man this has to be the most bias post yet.
Ofcourse Zerg should be able to counter liberators on hatch tech, there is no way zerg can tech up in time to deal with it in time without sacrificing a lot of eco.
Also you saying earlier that the timing window is already so small to do damage with them, yeah because it's totally fair they can just completely deny a whole mineral line from mining and zerg has to invest in 3 ravagers(300 gas) to just chase them away.

Anyway I thinkchanging the timing of the ground attack mode will help a ton.
But I still think this unit will be too good, like it does everything a banshee, thor and siege tank does, but better.
I really haven't seen a single banshee yet since this unit got introduced and thors are really rare aswell now.
I just don't see how it's fair that a unit can have so many roles at once without being broken, last time we saw this with the infestor and we all know how that ended.



Well, I'm definitely speaking from a Terran perspective. So, I guess that's a bias. Sure. But the way you said it seemed like you were implying that my bias was unfairly skewing my observations. I'm fine with being wrong. We're all just discussing the game we love here. So, please, if I made an unfair comment, or am just wrong about something, please point it out. I felt like my comments (at least the one you quoted) were fair.

RE: hatch tech
To be fair, I said " I'm fine with spore and queens doing a less than perfect job against my high-tech Starport unit ". I stand behind that statement. But you might be talking about when I said, "And I'm perfectly fine with Zerg not being able to completely fend off two of my high-tech rush plays with hatch tech and minerals". Which I will submit is poorly worded. That bit about minerals was me saying, "you should have to spend some gas to defend this." And the other play I was referring to is the cloaked banshee rush.

RE: Ravagers
Now, when you say "can just completely deny a whole mineral line from mining", that's not really fair either. If the Terran is greedy, and tries to get the whole mineral line, you should be able to attack the Liberator without taking damage. In some instances, where there are "dead air spots", I think the Liberator can only barely cover a couple of patches on one base, and sometimes it's the third. So if you're calling me out for unfair bias, I might have to point out that I think this is at least a mischaracterization of the issue. No?

You say, "zerg has to invest in 3 ravagers(300 gas) to just chase them away". I would add that three ravagers can kill a Liberator if they launch bile while it's in AG mode. And, isn't chasing them away or killing them a successful defense? I guess I don't see the issue here. Terran has to open gas first, into double gas, into factory (100 gas) -> Starport (100 gas) -> Armory (100 gas) before they can even enter AG mode, while building the first Liberator (150 gas). So you can defend my 450 gas tech-rush play with 300 gas. What's the issue? You're in the green a full 150 gas, and you're probably significantly more in the green on minerals.

RE: The unit is too good
The unit fills a critical role for Terran in Legacy, especially because of the extremely deadly new units added to both the Zerg and Protoss arsenal. It doesn't fill the role of a tank, because the tank has a radial range. It's definitely not a Thor, because the Liberator is a glass cannon, and is fast, and it's not a banshee, because it can't cloak and is immobile while attacking.

Please correct me, or push back, on what I got wrong here.
[G] Positioning, Formations, and Tactics: http://www.teamliquid.net/forum/viewmessage.php?topic_id=187892
Ovid
Profile Blog Joined October 2013
United Kingdom948 Posts
September 10 2015 14:46 GMT
#456
On September 10 2015 23:41 TimeSpiral wrote:
Show nested quote +
On September 10 2015 14:01 EonuS wrote:
On September 10 2015 09:17 TimeSpiral wrote:
And I'm perfectly fine with Zerg not being able to completely fend off two of my high-tech rush plays with hatch tech and minerals.



You need to realize that with the current macro mechanic changes, terran has received a huge boost to their economy thanks to mules AND supply drops, which means they will be at least even on economy with zerg for a while. Going lair very early just so you can deal with liberators is a huge commitment of resources that could have been drones at the 3rd base and even if you do go, you are most likely not gonna achieve anything because liberators will hit your mineral line and prevent you from mining, while terran safely takes his 3rd. Even ravagers with range upgrade come too late and by the time you throw those shots off, you're most likely gonna lose much more resources than him (mining time + lost ravagers). What's worse is that on some positions (orbital shipyard bottom spawn as zerg) they can LOCK DOWN your production because liberators can shoot down on larvae/eggs and when you can't make any units, the game is just over because you will die from terran's next push.


I shudder anytime something starts with "[let me inform you] you need to realize [...]". Ugh! But I get it. I guess it's just colloquial. Terran did not receive a huge boost to their economy, unless you're talking about the one week where we did not have MULEs and couldn't win anything other than TvTs. Supply dropping is completely stupid now with scans costing 100 energy. And are you saying Terrans are rushing Liberators and taking a quick 3rd while the first one is preventing some mining on one of your three hatches? Just build units and go kill the Terran.

I guess let me ask this question, because maybe I'm confused: should a Terran who invests in a high-tech rush play be able to cause some damage if the Zerg is unprepared, or caught of guard? It almost feels like the argument is "I should be able to defend easily with my fast three-hatch drone only openers." So please, inform me what an acceptable scenario looks like to you.

Show nested quote +
On September 10 2015 15:06 mCon.Hephaistas wrote:
On September 10 2015 09:17 TimeSpiral wrote:
On September 10 2015 08:47 EonuS wrote:
my opinion of moving liberators to fusion core tech still stands, because even if you give liberators a ATG upgrade on tech lab, it can still come way too fast for zerg to have any reasonable counter to it (liberator production time + movement to zerg's base and the upgrade is essentially done anyway), especially when you can't hit them with either spores or queens on certain maps and lock down your economy altogether.


I'm not terribly opposed to the Fusion Core requirement either, as long as it's not Fusion Core and tech lab. But this would slow the Liberator rush by about 50 seconds (best case). More likely around 60 seconds. That seems like a fairly severe nerf, especially when the play can be dealt with currently, it can just be overly difficult if you're caught off guard.

And I'm perfectly fine with Zerg not being able to completely fend off two of my high-tech rush plays with hatch tech and minerals.

On September 10 2015 04:15 Big J wrote:
On September 10 2015 04:05 TimeSpiral wrote:
On September 10 2015 03:52 Big J wrote:
On September 10 2015 03:48 TheWinks wrote:
Equivalent cost Thors would do the same thing.

nope


Come on, Big J. That video can't be used as any credible evidence. It would be like unstimmed marines walking into a ball of banelings and then QQ'ing that banelings are wildly broken. If that Protoss waits until the Liberators enter AG mode then that fight looks so much different.

Did I say something like that? I just find his argument stupid. He is comparing a highly microable air unit with a slow, ground walker. I don't think you can make 5 Thors stack like that and jump on top of an opponent who is making a movement mistake like that.

If his point is that in theory other units have that damage output then I don't see the point of his argument. Of course. 27widow mines are the same cost as those liberators and massively outperform those liberators in that situation. That doesn't make them "do the same thing". Or be a viable strategy.

I don't think the video shows something broken. It just highlights once again how stupid starcraft air stacking is. In this scenario the "too strong" (stacking liberators for insane damage density) and "too volatile" side (having half of your army one-shot due to stacking) at once.


Gotcha. Misunderstood. I also dislike the air stacking. I guess it's meant to simulate the vertical plane, but it's just bad.

On September 10 2015 04:30 parkufarku wrote:
On September 09 2015 23:14 TimeSpiral wrote:
On September 09 2015 10:41 parkufarku wrote:
On September 09 2015 08:11 TimeSpiral wrote:
On September 09 2015 07:03 zelderan wrote:
On September 08 2015 17:05 Ryndika wrote:
It forces corruptor,broodlord,infestor shit because corruptor is the only unit that can attack it so it's kind of meh unit. It should be nerfed enough to allow different choices for zerg so game stays more fun for more people.


If anything I feel corruptors are pretty bad against them because of the AoE that liberators give. As a zerg you need to get a shitton of corruptors up to even have an effect on them. Not getting that critical mass of corruptors means nothing when 5-10 liberators can demolish anything, air or ground. Corruptors are absolutely not the answer to early/mid game liberator/hellion/hellbat harass. There lies the problem for the unit.

What zergs are having to do now is having a ton of spores/queens and one to two ravagers per base which is downright stupid. The unit as a whole needs to be balanced, be it prolonging air to ground mode or decreasing damage done to ground.


This is all just *shrugs*. There are numerous "he built [THIS] so I have to build [THAT]" scenarios. That is kinda what Starcraft 2 is, to a large extent.


Nice argument. He describes how AoE shreds the composition and you just shrug and imply that X beats O so it doesn't really matter. We all try to have fruitful discussions in this thread and you come here to attempt to downplay anything that will give the Terran race a nerf. Classy.


If an opponent is demonstrating that he will focus on harass play, is it not an appropriate response for you to defend your bases? If the opponent is using air units, would you not focus that defense on AA, such as Spores, Queens, and Ravagers (if you're not going to respond to Starport with Spire)? Maybe you think this dedication to defense is too much, or unfair? Have you ever seen what a Terran has to do to defend Muta harass, or Ling run bies, or burrowed harass, or nydus? When someone is very harass oriented, or stressing your multitasking abilities, it's tough to deal with. That's the point of this demanding style of play.

This is my opinion, of course, but the Liberator's effective harass window is small, and this is why Terrans literally sacrifice everything to rush them out. But the tears have run thick, and this timing window is going to be nerfed--good job, guys!--making it even smaller. After this window is closed, Zerg should have caught on to the play and responded, no?

Or, is your argument that not only is the rush play unfair, but battling this unit in army compositions is also unfair? Is it both?


Yeah, it's normal to assume Zerg will produce defensive units to shut down their harrass, but the main crux of the voices of posters on this thread are saying that the harrass comes too early, and it's just too powerful that cannot be shut down with spores / queens. When Mutas come, even AA on Liberators is devastating with splash.

Terran doesn't have to rush tanks or rush starport just to defend from special harass from Zerg. Terran can go 4M and counter anything Zerg does.

The bottom line is that Liberators come too early, and they are too powerful for their costs (1 shot hydras? was the Blizz balance team drunk when they made this?), to the point where Z cannot effectively deal with it when their only viable anti-air fighting unit gets sniped before it gets into firing range.


Well, I'm fine with spore and queens doing a less than perfect job against my high tech Starport unit ; ) But moving on from that ... Mutas easily beat liberators in small numbers with magic box. So if you rush mutas versus a liberator rush you'll be fine to push away the liberators.

Zerg doesn't have the same type of early harass units for a pretty fairly obvious reason: larva. Imagine producing an early banshee, or Adepts, or void rays with larva? Lulz. It's a legitimate complaint that Zerg's early harass isn't really as strong, but the tradeoff is that Zerg has the strongest economic openers. Then Mutas are probably one of the best harass / map control / tech switch game winners in the game.

Blizzard agrees that the Liberator comes too early, and they're nerfing it. If it's too powerful, they will nerf the damage. It's a single-target DPS unit with a relatively small effective attack area (AG mode). For the cost, I don't think it's too powerful, from a DPS perspective.


Man this has to be the most bias post yet.
Ofcourse Zerg should be able to counter liberators on hatch tech, there is no way zerg can tech up in time to deal with it in time without sacrificing a lot of eco.
Also you saying earlier that the timing window is already so small to do damage with them, yeah because it's totally fair they can just completely deny a whole mineral line from mining and zerg has to invest in 3 ravagers(300 gas) to just chase them away.

Anyway I thinkchanging the timing of the ground attack mode will help a ton.
But I still think this unit will be too good, like it does everything a banshee, thor and siege tank does, but better.
I really haven't seen a single banshee yet since this unit got introduced and thors are really rare aswell now.
I just don't see how it's fair that a unit can have so many roles at once without being broken, last time we saw this with the infestor and we all know how that ended.



Well, I'm definitely speaking from a Terran perspective. So, I guess that's a bias. Sure. But the way you said it seemed like you were implying that my bias was unfairly skewing my observations. I'm fine with being wrong. We're all just discussing the game we love here. So, please, if I made an unfair comment, or am just wrong about something, please point it out. I felt like my comments (at least the one you quoted) were fair.

RE: hatch tech
To be fair, I said " I'm fine with spore and queens doing a less than perfect job against my high-tech Starport unit ". I stand behind that statement. But you might be talking about when I said, "And I'm perfectly fine with Zerg not being able to completely fend off two of my high-tech rush plays with hatch tech and minerals". Which I will submit is poorly worded. That bit about minerals was me saying, "you should have to spend some gas to defend this." And the other play I was referring to is the cloaked banshee rush.

RE: Ravagers
Now, when you say "can just completely deny a whole mineral line from mining", that's not really fair either. If the Terran is greedy, and tries to get the whole mineral line, you should be able to attack the Liberator without taking damage. In some instances, where there are "dead air spots", I think the Liberator can only barely cover a couple of patches on one base, and sometimes it's the third. So if you're calling me out for unfair bias, I might have to point out that I think this is at least a mischaracterization of the issue. No?

You say, "zerg has to invest in 3 ravagers(300 gas) to just chase them away". I would add that three ravagers can kill a Liberator if they launch bile while it's in AG mode. And, isn't chasing them away or killing them a successful defense? I guess I don't see the issue here. Terran has to open gas first, into double gas, into factory (100 gas) -> Starport (100 gas) -> Armory (100 gas) before they can even enter AG mode, while building the first Liberator (150 gas). So you can defend my 450 gas tech-rush play with 300 gas. What's the issue? You're in the green a full 150 gas, and you're probably significantly more in the green on minerals.

RE: The unit is too good
The unit fills a critical role for Terran in Legacy, especially because of the extremely deadly new units added to both the Zerg and Protoss arsenal. It doesn't fill the role of a tank, because the tank has a radial range. It's definitely not a Thor, because the Liberator is a glass cannon, and is fast, and it's not a banshee, because it can't cloak and is immobile while attacking.

Please correct me, or push back, on what I got wrong here.


Go back and check my image spots on moonlight madness whole bases can be covered whilst being in a safe spot, everyone must agree that the ATG limits map making design with it's 15 range.
I will make Yogg Saron priest work...
TimeSpiral
Profile Joined January 2011
United States1010 Posts
September 10 2015 15:20 GMT
#457
On September 10 2015 23:46 Ovid wrote:
Show nested quote +
On September 10 2015 23:41 TimeSpiral wrote:
On September 10 2015 14:01 EonuS wrote:
On September 10 2015 09:17 TimeSpiral wrote:
And I'm perfectly fine with Zerg not being able to completely fend off two of my high-tech rush plays with hatch tech and minerals.



You need to realize that with the current macro mechanic changes, terran has received a huge boost to their economy thanks to mules AND supply drops, which means they will be at least even on economy with zerg for a while. Going lair very early just so you can deal with liberators is a huge commitment of resources that could have been drones at the 3rd base and even if you do go, you are most likely not gonna achieve anything because liberators will hit your mineral line and prevent you from mining, while terran safely takes his 3rd. Even ravagers with range upgrade come too late and by the time you throw those shots off, you're most likely gonna lose much more resources than him (mining time + lost ravagers). What's worse is that on some positions (orbital shipyard bottom spawn as zerg) they can LOCK DOWN your production because liberators can shoot down on larvae/eggs and when you can't make any units, the game is just over because you will die from terran's next push.


I shudder anytime something starts with "[let me inform you] you need to realize [...]". Ugh! But I get it. I guess it's just colloquial. Terran did not receive a huge boost to their economy, unless you're talking about the one week where we did not have MULEs and couldn't win anything other than TvTs. Supply dropping is completely stupid now with scans costing 100 energy. And are you saying Terrans are rushing Liberators and taking a quick 3rd while the first one is preventing some mining on one of your three hatches? Just build units and go kill the Terran.

I guess let me ask this question, because maybe I'm confused: should a Terran who invests in a high-tech rush play be able to cause some damage if the Zerg is unprepared, or caught of guard? It almost feels like the argument is "I should be able to defend easily with my fast three-hatch drone only openers." So please, inform me what an acceptable scenario looks like to you.

On September 10 2015 15:06 mCon.Hephaistas wrote:
On September 10 2015 09:17 TimeSpiral wrote:
On September 10 2015 08:47 EonuS wrote:
my opinion of moving liberators to fusion core tech still stands, because even if you give liberators a ATG upgrade on tech lab, it can still come way too fast for zerg to have any reasonable counter to it (liberator production time + movement to zerg's base and the upgrade is essentially done anyway), especially when you can't hit them with either spores or queens on certain maps and lock down your economy altogether.


I'm not terribly opposed to the Fusion Core requirement either, as long as it's not Fusion Core and tech lab. But this would slow the Liberator rush by about 50 seconds (best case). More likely around 60 seconds. That seems like a fairly severe nerf, especially when the play can be dealt with currently, it can just be overly difficult if you're caught off guard.

And I'm perfectly fine with Zerg not being able to completely fend off two of my high-tech rush plays with hatch tech and minerals.

On September 10 2015 04:15 Big J wrote:
On September 10 2015 04:05 TimeSpiral wrote:
On September 10 2015 03:52 Big J wrote:
On September 10 2015 03:48 TheWinks wrote:
Equivalent cost Thors would do the same thing.

nope


Come on, Big J. That video can't be used as any credible evidence. It would be like unstimmed marines walking into a ball of banelings and then QQ'ing that banelings are wildly broken. If that Protoss waits until the Liberators enter AG mode then that fight looks so much different.

Did I say something like that? I just find his argument stupid. He is comparing a highly microable air unit with a slow, ground walker. I don't think you can make 5 Thors stack like that and jump on top of an opponent who is making a movement mistake like that.

If his point is that in theory other units have that damage output then I don't see the point of his argument. Of course. 27widow mines are the same cost as those liberators and massively outperform those liberators in that situation. That doesn't make them "do the same thing". Or be a viable strategy.

I don't think the video shows something broken. It just highlights once again how stupid starcraft air stacking is. In this scenario the "too strong" (stacking liberators for insane damage density) and "too volatile" side (having half of your army one-shot due to stacking) at once.


Gotcha. Misunderstood. I also dislike the air stacking. I guess it's meant to simulate the vertical plane, but it's just bad.

On September 10 2015 04:30 parkufarku wrote:
On September 09 2015 23:14 TimeSpiral wrote:
On September 09 2015 10:41 parkufarku wrote:
On September 09 2015 08:11 TimeSpiral wrote:
On September 09 2015 07:03 zelderan wrote:
On September 08 2015 17:05 Ryndika wrote:
It forces corruptor,broodlord,infestor shit because corruptor is the only unit that can attack it so it's kind of meh unit. It should be nerfed enough to allow different choices for zerg so game stays more fun for more people.


If anything I feel corruptors are pretty bad against them because of the AoE that liberators give. As a zerg you need to get a shitton of corruptors up to even have an effect on them. Not getting that critical mass of corruptors means nothing when 5-10 liberators can demolish anything, air or ground. Corruptors are absolutely not the answer to early/mid game liberator/hellion/hellbat harass. There lies the problem for the unit.

What zergs are having to do now is having a ton of spores/queens and one to two ravagers per base which is downright stupid. The unit as a whole needs to be balanced, be it prolonging air to ground mode or decreasing damage done to ground.


This is all just *shrugs*. There are numerous "he built [THIS] so I have to build [THAT]" scenarios. That is kinda what Starcraft 2 is, to a large extent.


Nice argument. He describes how AoE shreds the composition and you just shrug and imply that X beats O so it doesn't really matter. We all try to have fruitful discussions in this thread and you come here to attempt to downplay anything that will give the Terran race a nerf. Classy.


If an opponent is demonstrating that he will focus on harass play, is it not an appropriate response for you to defend your bases? If the opponent is using air units, would you not focus that defense on AA, such as Spores, Queens, and Ravagers (if you're not going to respond to Starport with Spire)? Maybe you think this dedication to defense is too much, or unfair? Have you ever seen what a Terran has to do to defend Muta harass, or Ling run bies, or burrowed harass, or nydus? When someone is very harass oriented, or stressing your multitasking abilities, it's tough to deal with. That's the point of this demanding style of play.

This is my opinion, of course, but the Liberator's effective harass window is small, and this is why Terrans literally sacrifice everything to rush them out. But the tears have run thick, and this timing window is going to be nerfed--good job, guys!--making it even smaller. After this window is closed, Zerg should have caught on to the play and responded, no?

Or, is your argument that not only is the rush play unfair, but battling this unit in army compositions is also unfair? Is it both?


Yeah, it's normal to assume Zerg will produce defensive units to shut down their harrass, but the main crux of the voices of posters on this thread are saying that the harrass comes too early, and it's just too powerful that cannot be shut down with spores / queens. When Mutas come, even AA on Liberators is devastating with splash.

Terran doesn't have to rush tanks or rush starport just to defend from special harass from Zerg. Terran can go 4M and counter anything Zerg does.

The bottom line is that Liberators come too early, and they are too powerful for their costs (1 shot hydras? was the Blizz balance team drunk when they made this?), to the point where Z cannot effectively deal with it when their only viable anti-air fighting unit gets sniped before it gets into firing range.


Well, I'm fine with spore and queens doing a less than perfect job against my high tech Starport unit ; ) But moving on from that ... Mutas easily beat liberators in small numbers with magic box. So if you rush mutas versus a liberator rush you'll be fine to push away the liberators.

Zerg doesn't have the same type of early harass units for a pretty fairly obvious reason: larva. Imagine producing an early banshee, or Adepts, or void rays with larva? Lulz. It's a legitimate complaint that Zerg's early harass isn't really as strong, but the tradeoff is that Zerg has the strongest economic openers. Then Mutas are probably one of the best harass / map control / tech switch game winners in the game.

Blizzard agrees that the Liberator comes too early, and they're nerfing it. If it's too powerful, they will nerf the damage. It's a single-target DPS unit with a relatively small effective attack area (AG mode). For the cost, I don't think it's too powerful, from a DPS perspective.


Man this has to be the most bias post yet.
Ofcourse Zerg should be able to counter liberators on hatch tech, there is no way zerg can tech up in time to deal with it in time without sacrificing a lot of eco.
Also you saying earlier that the timing window is already so small to do damage with them, yeah because it's totally fair they can just completely deny a whole mineral line from mining and zerg has to invest in 3 ravagers(300 gas) to just chase them away.

Anyway I thinkchanging the timing of the ground attack mode will help a ton.
But I still think this unit will be too good, like it does everything a banshee, thor and siege tank does, but better.
I really haven't seen a single banshee yet since this unit got introduced and thors are really rare aswell now.
I just don't see how it's fair that a unit can have so many roles at once without being broken, last time we saw this with the infestor and we all know how that ended.



Well, I'm definitely speaking from a Terran perspective. So, I guess that's a bias. Sure. But the way you said it seemed like you were implying that my bias was unfairly skewing my observations. I'm fine with being wrong. We're all just discussing the game we love here. So, please, if I made an unfair comment, or am just wrong about something, please point it out. I felt like my comments (at least the one you quoted) were fair.

RE: hatch tech
To be fair, I said " I'm fine with spore and queens doing a less than perfect job against my high-tech Starport unit ". I stand behind that statement. But you might be talking about when I said, "And I'm perfectly fine with Zerg not being able to completely fend off two of my high-tech rush plays with hatch tech and minerals". Which I will submit is poorly worded. That bit about minerals was me saying, "you should have to spend some gas to defend this." And the other play I was referring to is the cloaked banshee rush.

RE: Ravagers
Now, when you say "can just completely deny a whole mineral line from mining", that's not really fair either. If the Terran is greedy, and tries to get the whole mineral line, you should be able to attack the Liberator without taking damage. In some instances, where there are "dead air spots", I think the Liberator can only barely cover a couple of patches on one base, and sometimes it's the third. So if you're calling me out for unfair bias, I might have to point out that I think this is at least a mischaracterization of the issue. No?

You say, "zerg has to invest in 3 ravagers(300 gas) to just chase them away". I would add that three ravagers can kill a Liberator if they launch bile while it's in AG mode. And, isn't chasing them away or killing them a successful defense? I guess I don't see the issue here. Terran has to open gas first, into double gas, into factory (100 gas) -> Starport (100 gas) -> Armory (100 gas) before they can even enter AG mode, while building the first Liberator (150 gas). So you can defend my 450 gas tech-rush play with 300 gas. What's the issue? You're in the green a full 150 gas, and you're probably significantly more in the green on minerals.

RE: The unit is too good
The unit fills a critical role for Terran in Legacy, especially because of the extremely deadly new units added to both the Zerg and Protoss arsenal. It doesn't fill the role of a tank, because the tank has a radial range. It's definitely not a Thor, because the Liberator is a glass cannon, and is fast, and it's not a banshee, because it can't cloak and is immobile while attacking.

Please correct me, or push back, on what I got wrong here.


Go back and check my image spots on moonlight madness whole bases can be covered whilst being in a safe spot, everyone must agree that the ATG limits map making design with it's 15 range.


I remember the post. A lot of work, and potentially useful analysis (if it's accurate). And yeah, spores cannot hit Liberators in certain positions on certain maps. Might need ravagers. Also, I would ask that you produce one or several pro-level matches of Legacy where Zerg builds ravagers and cannot attack a rushed Liberator. The dead space argument is brought up a lot, which would suggest that it's broken, which would suggest that we should be seeing it in virtually every game where Liberators are rushed, right? I've watched a lot of Legacy, and I just don't see this happening.
[G] Positioning, Formations, and Tactics: http://www.teamliquid.net/forum/viewmessage.php?topic_id=187892
TheWinks
Profile Joined July 2011
United States572 Posts
September 10 2015 15:33 GMT
#458
On September 10 2015 22:47 Ovid wrote:
Show nested quote +
On September 10 2015 04:28 TheWinks wrote:
I count 10 liberators, that's 1500 gas. So that would be 5 Thors vs 12 stacked Phoenix.

https://gfycat.com/GratefulObedientBat

The terran is being attacked into, the Thors have longer range which would make up for the fact that slightly less stacked phoenixes would take more shots, and Thors have been built by pro terrans against mass phoenix builds at points in HotS.

The Thors would have popped the phoenixes in much the same manner. Liberators and Thors share the same function against light air. The Thor is being intentionally deemphasized by the liberator in design. I'm not sure why you're trying to use this to call it imba.


Because you don't go pheonix to counter the thor?

If you go phoenix to counter liberator, you're rolling the dice that you're going to be able to keep the liberator count really low. If you fail, the phoenix investment becomes a liability.
mCon.Hephaistas
Profile Joined May 2014
Netherlands891 Posts
Last Edited: 2015-09-10 16:44:22
September 10 2015 16:16 GMT
#459
On September 10 2015 23:41 TimeSpiral wrote:
Show nested quote +
On September 10 2015 14:01 EonuS wrote:
On September 10 2015 09:17 TimeSpiral wrote:
And I'm perfectly fine with Zerg not being able to completely fend off two of my high-tech rush plays with hatch tech and minerals.



You need to realize that with the current macro mechanic changes, terran has received a huge boost to their economy thanks to mules AND supply drops, which means they will be at least even on economy with zerg for a while. Going lair very early just so you can deal with liberators is a huge commitment of resources that could have been drones at the 3rd base and even if you do go, you are most likely not gonna achieve anything because liberators will hit your mineral line and prevent you from mining, while terran safely takes his 3rd. Even ravagers with range upgrade come too late and by the time you throw those shots off, you're most likely gonna lose much more resources than him (mining time + lost ravagers). What's worse is that on some positions (orbital shipyard bottom spawn as zerg) they can LOCK DOWN your production because liberators can shoot down on larvae/eggs and when you can't make any units, the game is just over because you will die from terran's next push.


I shudder anytime something starts with "[let me inform you] you need to realize [...]". Ugh! But I get it. I guess it's just colloquial. Terran did not receive a huge boost to their economy, unless you're talking about the one week where we did not have MULEs and couldn't win anything other than TvTs. Supply dropping is completely stupid now with scans costing 100 energy. And are you saying Terrans are rushing Liberators and taking a quick 3rd while the first one is preventing some mining on one of your three hatches? Just build units and go kill the Terran.

I guess let me ask this question, because maybe I'm confused: should a Terran who invests in a high-tech rush play be able to cause some damage if the Zerg is unprepared, or caught of guard? It almost feels like the argument is "I should be able to defend easily with my fast three-hatch drone only openers." So please, inform me what an acceptable scenario looks like to you.

Show nested quote +
On September 10 2015 15:06 mCon.Hephaistas wrote:
On September 10 2015 09:17 TimeSpiral wrote:
On September 10 2015 08:47 EonuS wrote:
my opinion of moving liberators to fusion core tech still stands, because even if you give liberators a ATG upgrade on tech lab, it can still come way too fast for zerg to have any reasonable counter to it (liberator production time + movement to zerg's base and the upgrade is essentially done anyway), especially when you can't hit them with either spores or queens on certain maps and lock down your economy altogether.


I'm not terribly opposed to the Fusion Core requirement either, as long as it's not Fusion Core and tech lab. But this would slow the Liberator rush by about 50 seconds (best case). More likely around 60 seconds. That seems like a fairly severe nerf, especially when the play can be dealt with currently, it can just be overly difficult if you're caught off guard.

And I'm perfectly fine with Zerg not being able to completely fend off two of my high-tech rush plays with hatch tech and minerals.

On September 10 2015 04:15 Big J wrote:
On September 10 2015 04:05 TimeSpiral wrote:
On September 10 2015 03:52 Big J wrote:
On September 10 2015 03:48 TheWinks wrote:
Equivalent cost Thors would do the same thing.

nope


Come on, Big J. That video can't be used as any credible evidence. It would be like unstimmed marines walking into a ball of banelings and then QQ'ing that banelings are wildly broken. If that Protoss waits until the Liberators enter AG mode then that fight looks so much different.

Did I say something like that? I just find his argument stupid. He is comparing a highly microable air unit with a slow, ground walker. I don't think you can make 5 Thors stack like that and jump on top of an opponent who is making a movement mistake like that.

If his point is that in theory other units have that damage output then I don't see the point of his argument. Of course. 27widow mines are the same cost as those liberators and massively outperform those liberators in that situation. That doesn't make them "do the same thing". Or be a viable strategy.

I don't think the video shows something broken. It just highlights once again how stupid starcraft air stacking is. In this scenario the "too strong" (stacking liberators for insane damage density) and "too volatile" side (having half of your army one-shot due to stacking) at once.


Gotcha. Misunderstood. I also dislike the air stacking. I guess it's meant to simulate the vertical plane, but it's just bad.

On September 10 2015 04:30 parkufarku wrote:
On September 09 2015 23:14 TimeSpiral wrote:
On September 09 2015 10:41 parkufarku wrote:
On September 09 2015 08:11 TimeSpiral wrote:
On September 09 2015 07:03 zelderan wrote:
On September 08 2015 17:05 Ryndika wrote:
It forces corruptor,broodlord,infestor shit because corruptor is the only unit that can attack it so it's kind of meh unit. It should be nerfed enough to allow different choices for zerg so game stays more fun for more people.


If anything I feel corruptors are pretty bad against them because of the AoE that liberators give. As a zerg you need to get a shitton of corruptors up to even have an effect on them. Not getting that critical mass of corruptors means nothing when 5-10 liberators can demolish anything, air or ground. Corruptors are absolutely not the answer to early/mid game liberator/hellion/hellbat harass. There lies the problem for the unit.

What zergs are having to do now is having a ton of spores/queens and one to two ravagers per base which is downright stupid. The unit as a whole needs to be balanced, be it prolonging air to ground mode or decreasing damage done to ground.


This is all just *shrugs*. There are numerous "he built [THIS] so I have to build [THAT]" scenarios. That is kinda what Starcraft 2 is, to a large extent.


Nice argument. He describes how AoE shreds the composition and you just shrug and imply that X beats O so it doesn't really matter. We all try to have fruitful discussions in this thread and you come here to attempt to downplay anything that will give the Terran race a nerf. Classy.


If an opponent is demonstrating that he will focus on harass play, is it not an appropriate response for you to defend your bases? If the opponent is using air units, would you not focus that defense on AA, such as Spores, Queens, and Ravagers (if you're not going to respond to Starport with Spire)? Maybe you think this dedication to defense is too much, or unfair? Have you ever seen what a Terran has to do to defend Muta harass, or Ling run bies, or burrowed harass, or nydus? When someone is very harass oriented, or stressing your multitasking abilities, it's tough to deal with. That's the point of this demanding style of play.

This is my opinion, of course, but the Liberator's effective harass window is small, and this is why Terrans literally sacrifice everything to rush them out. But the tears have run thick, and this timing window is going to be nerfed--good job, guys!--making it even smaller. After this window is closed, Zerg should have caught on to the play and responded, no?

Or, is your argument that not only is the rush play unfair, but battling this unit in army compositions is also unfair? Is it both?


Yeah, it's normal to assume Zerg will produce defensive units to shut down their harrass, but the main crux of the voices of posters on this thread are saying that the harrass comes too early, and it's just too powerful that cannot be shut down with spores / queens. When Mutas come, even AA on Liberators is devastating with splash.

Terran doesn't have to rush tanks or rush starport just to defend from special harass from Zerg. Terran can go 4M and counter anything Zerg does.

The bottom line is that Liberators come too early, and they are too powerful for their costs (1 shot hydras? was the Blizz balance team drunk when they made this?), to the point where Z cannot effectively deal with it when their only viable anti-air fighting unit gets sniped before it gets into firing range.


Well, I'm fine with spore and queens doing a less than perfect job against my high tech Starport unit ; ) But moving on from that ... Mutas easily beat liberators in small numbers with magic box. So if you rush mutas versus a liberator rush you'll be fine to push away the liberators.

Zerg doesn't have the same type of early harass units for a pretty fairly obvious reason: larva. Imagine producing an early banshee, or Adepts, or void rays with larva? Lulz. It's a legitimate complaint that Zerg's early harass isn't really as strong, but the tradeoff is that Zerg has the strongest economic openers. Then Mutas are probably one of the best harass / map control / tech switch game winners in the game.

Blizzard agrees that the Liberator comes too early, and they're nerfing it. If it's too powerful, they will nerf the damage. It's a single-target DPS unit with a relatively small effective attack area (AG mode). For the cost, I don't think it's too powerful, from a DPS perspective.


Man this has to be the most bias post yet.
Ofcourse Zerg should be able to counter liberators on hatch tech, there is no way zerg can tech up in time to deal with it in time without sacrificing a lot of eco.
Also you saying earlier that the timing window is already so small to do damage with them, yeah because it's totally fair they can just completely deny a whole mineral line from mining and zerg has to invest in 3 ravagers(300 gas) to just chase them away.

Anyway I thinkchanging the timing of the ground attack mode will help a ton.
But I still think this unit will be too good, like it does everything a banshee, thor and siege tank does, but better.
I really haven't seen a single banshee yet since this unit got introduced and thors are really rare aswell now.
I just don't see how it's fair that a unit can have so many roles at once without being broken, last time we saw this with the infestor and we all know how that ended.



Well, I'm definitely speaking from a Terran perspective. So, I guess that's a bias. Sure. But the way you said it seemed like you were implying that my bias was unfairly skewing my observations. I'm fine with being wrong. We're all just discussing the game we love here. So, please, if I made an unfair comment, or am just wrong about something, please point it out. I felt like my comments (at least the one you quoted) were fair.

RE: hatch tech
To be fair, I said " I'm fine with spore and queens doing a less than perfect job against my high-tech Starport unit ". I stand behind that statement. But you might be talking about when I said, "And I'm perfectly fine with Zerg not being able to completely fend off two of my high-tech rush plays with hatch tech and minerals". Which I will submit is poorly worded. That bit about minerals was me saying, "you should have to spend some gas to defend this." And the other play I was referring to is the cloaked banshee rush.

RE: Ravagers
Now, when you say "can just completely deny a whole mineral line from mining", that's not really fair either. If the Terran is greedy, and tries to get the whole mineral line, you should be able to attack the Liberator without taking damage. In some instances, where there are "dead air spots", I think the Liberator can only barely cover a couple of patches on one base, and sometimes it's the third. So if you're calling me out for unfair bias, I might have to point out that I think this is at least a mischaracterization of the issue. No?

You say, "zerg has to invest in 3 ravagers(300 gas) to just chase them away". I would add that three ravagers can kill a Liberator if they launch bile while it's in AG mode. And, isn't chasing them away or killing them a successful defense? I guess I don't see the issue here. Terran has to open gas first, into double gas, into factory (100 gas) -> Starport (100 gas) -> Armory (100 gas) before they can even enter AG mode, while building the first Liberator (150 gas). So you can defend my 450 gas tech-rush play with 300 gas. What's the issue? You're in the green a full 150 gas, and you're probably significantly more in the green on minerals.

RE: The unit is too good
The unit fills a critical role for Terran in Legacy, especially because of the extremely deadly new units added to both the Zerg and Protoss arsenal. It doesn't fill the role of a tank, because the tank has a radial range. It's definitely not a Thor, because the Liberator is a glass cannon, and is fast, and it's not a banshee, because it can't cloak and is immobile while attacking.

Please correct me, or push back, on what I got wrong here.


Few patches yeah uh no..
The advantage of other races is that they can tech so heavily early game compared to Zerg, and zerg can't just mine as much gas as the other races do without hurting their own economy heavily.
The problem is like early hots hellbat drops, you can probably defend it, but even if you do it perfectly you will still be behind.

And yes it does make thors and banshees completely obsolete, it's better at harras then a banshee by far, is a lot faster then thors and can be reactored.
I do agree tanks are still very useful due to their splash, but liberators can zone out armies almost just as well.
But keep being bias, that's fine, just don't be suprised when the nerf hammer is gonna hit this unit hard.
parkufarku
Profile Blog Joined March 2014
882 Posts
September 10 2015 16:23 GMT
#460
On September 11 2015 01:16 mCon.Hephaistas wrote:
Show nested quote +
On September 10 2015 23:41 TimeSpiral wrote:
On September 10 2015 14:01 EonuS wrote:
On September 10 2015 09:17 TimeSpiral wrote:
And I'm perfectly fine with Zerg not being able to completely fend off two of my high-tech rush plays with hatch tech and minerals.



You need to realize that with the current macro mechanic changes, terran has received a huge boost to their economy thanks to mules AND supply drops, which means they will be at least even on economy with zerg for a while. Going lair very early just so you can deal with liberators is a huge commitment of resources that could have been drones at the 3rd base and even if you do go, you are most likely not gonna achieve anything because liberators will hit your mineral line and prevent you from mining, while terran safely takes his 3rd. Even ravagers with range upgrade come too late and by the time you throw those shots off, you're most likely gonna lose much more resources than him (mining time + lost ravagers). What's worse is that on some positions (orbital shipyard bottom spawn as zerg) they can LOCK DOWN your production because liberators can shoot down on larvae/eggs and when you can't make any units, the game is just over because you will die from terran's next push.


I shudder anytime something starts with "[let me inform you] you need to realize [...]". Ugh! But I get it. I guess it's just colloquial. Terran did not receive a huge boost to their economy, unless you're talking about the one week where we did not have MULEs and couldn't win anything other than TvTs. Supply dropping is completely stupid now with scans costing 100 energy. And are you saying Terrans are rushing Liberators and taking a quick 3rd while the first one is preventing some mining on one of your three hatches? Just build units and go kill the Terran.

I guess let me ask this question, because maybe I'm confused: should a Terran who invests in a high-tech rush play be able to cause some damage if the Zerg is unprepared, or caught of guard? It almost feels like the argument is "I should be able to defend easily with my fast three-hatch drone only openers." So please, inform me what an acceptable scenario looks like to you.

On September 10 2015 15:06 mCon.Hephaistas wrote:
On September 10 2015 09:17 TimeSpiral wrote:
On September 10 2015 08:47 EonuS wrote:
my opinion of moving liberators to fusion core tech still stands, because even if you give liberators a ATG upgrade on tech lab, it can still come way too fast for zerg to have any reasonable counter to it (liberator production time + movement to zerg's base and the upgrade is essentially done anyway), especially when you can't hit them with either spores or queens on certain maps and lock down your economy altogether.


I'm not terribly opposed to the Fusion Core requirement either, as long as it's not Fusion Core and tech lab. But this would slow the Liberator rush by about 50 seconds (best case). More likely around 60 seconds. That seems like a fairly severe nerf, especially when the play can be dealt with currently, it can just be overly difficult if you're caught off guard.

And I'm perfectly fine with Zerg not being able to completely fend off two of my high-tech rush plays with hatch tech and minerals.

On September 10 2015 04:15 Big J wrote:
On September 10 2015 04:05 TimeSpiral wrote:
On September 10 2015 03:52 Big J wrote:
On September 10 2015 03:48 TheWinks wrote:
Equivalent cost Thors would do the same thing.

nope


Come on, Big J. That video can't be used as any credible evidence. It would be like unstimmed marines walking into a ball of banelings and then QQ'ing that banelings are wildly broken. If that Protoss waits until the Liberators enter AG mode then that fight looks so much different.

Did I say something like that? I just find his argument stupid. He is comparing a highly microable air unit with a slow, ground walker. I don't think you can make 5 Thors stack like that and jump on top of an opponent who is making a movement mistake like that.

If his point is that in theory other units have that damage output then I don't see the point of his argument. Of course. 27widow mines are the same cost as those liberators and massively outperform those liberators in that situation. That doesn't make them "do the same thing". Or be a viable strategy.

I don't think the video shows something broken. It just highlights once again how stupid starcraft air stacking is. In this scenario the "too strong" (stacking liberators for insane damage density) and "too volatile" side (having half of your army one-shot due to stacking) at once.


Gotcha. Misunderstood. I also dislike the air stacking. I guess it's meant to simulate the vertical plane, but it's just bad.

On September 10 2015 04:30 parkufarku wrote:
On September 09 2015 23:14 TimeSpiral wrote:
On September 09 2015 10:41 parkufarku wrote:
On September 09 2015 08:11 TimeSpiral wrote:
On September 09 2015 07:03 zelderan wrote:
On September 08 2015 17:05 Ryndika wrote:
It forces corruptor,broodlord,infestor shit because corruptor is the only unit that can attack it so it's kind of meh unit. It should be nerfed enough to allow different choices for zerg so game stays more fun for more people.


If anything I feel corruptors are pretty bad against them because of the AoE that liberators give. As a zerg you need to get a shitton of corruptors up to even have an effect on them. Not getting that critical mass of corruptors means nothing when 5-10 liberators can demolish anything, air or ground. Corruptors are absolutely not the answer to early/mid game liberator/hellion/hellbat harass. There lies the problem for the unit.

What zergs are having to do now is having a ton of spores/queens and one to two ravagers per base which is downright stupid. The unit as a whole needs to be balanced, be it prolonging air to ground mode or decreasing damage done to ground.


This is all just *shrugs*. There are numerous "he built [THIS] so I have to build [THAT]" scenarios. That is kinda what Starcraft 2 is, to a large extent.


Nice argument. He describes how AoE shreds the composition and you just shrug and imply that X beats O so it doesn't really matter. We all try to have fruitful discussions in this thread and you come here to attempt to downplay anything that will give the Terran race a nerf. Classy.


If an opponent is demonstrating that he will focus on harass play, is it not an appropriate response for you to defend your bases? If the opponent is using air units, would you not focus that defense on AA, such as Spores, Queens, and Ravagers (if you're not going to respond to Starport with Spire)? Maybe you think this dedication to defense is too much, or unfair? Have you ever seen what a Terran has to do to defend Muta harass, or Ling run bies, or burrowed harass, or nydus? When someone is very harass oriented, or stressing your multitasking abilities, it's tough to deal with. That's the point of this demanding style of play.

This is my opinion, of course, but the Liberator's effective harass window is small, and this is why Terrans literally sacrifice everything to rush them out. But the tears have run thick, and this timing window is going to be nerfed--good job, guys!--making it even smaller. After this window is closed, Zerg should have caught on to the play and responded, no?

Or, is your argument that not only is the rush play unfair, but battling this unit in army compositions is also unfair? Is it both?


Yeah, it's normal to assume Zerg will produce defensive units to shut down their harrass, but the main crux of the voices of posters on this thread are saying that the harrass comes too early, and it's just too powerful that cannot be shut down with spores / queens. When Mutas come, even AA on Liberators is devastating with splash.

Terran doesn't have to rush tanks or rush starport just to defend from special harass from Zerg. Terran can go 4M and counter anything Zerg does.

The bottom line is that Liberators come too early, and they are too powerful for their costs (1 shot hydras? was the Blizz balance team drunk when they made this?), to the point where Z cannot effectively deal with it when their only viable anti-air fighting unit gets sniped before it gets into firing range.


Well, I'm fine with spore and queens doing a less than perfect job against my high tech Starport unit ; ) But moving on from that ... Mutas easily beat liberators in small numbers with magic box. So if you rush mutas versus a liberator rush you'll be fine to push away the liberators.

Zerg doesn't have the same type of early harass units for a pretty fairly obvious reason: larva. Imagine producing an early banshee, or Adepts, or void rays with larva? Lulz. It's a legitimate complaint that Zerg's early harass isn't really as strong, but the tradeoff is that Zerg has the strongest economic openers. Then Mutas are probably one of the best harass / map control / tech switch game winners in the game.

Blizzard agrees that the Liberator comes too early, and they're nerfing it. If it's too powerful, they will nerf the damage. It's a single-target DPS unit with a relatively small effective attack area (AG mode). For the cost, I don't think it's too powerful, from a DPS perspective.


Man this has to be the most bias post yet.
Ofcourse Zerg should be able to counter liberators on hatch tech, there is no way zerg can tech up in time to deal with it in time without sacrificing a lot of eco.
Also you saying earlier that the timing window is already so small to do damage with them, yeah because it's totally fair they can just completely deny a whole mineral line from mining and zerg has to invest in 3 ravagers(300 gas) to just chase them away.

Anyway I thinkchanging the timing of the ground attack mode will help a ton.
But I still think this unit will be too good, like it does everything a banshee, thor and siege tank does, but better.
I really haven't seen a single banshee yet since this unit got introduced and thors are really rare aswell now.
I just don't see how it's fair that a unit can have so many roles at once without being broken, last time we saw this with the infestor and we all know how that ended.



Well, I'm definitely speaking from a Terran perspective. So, I guess that's a bias. Sure. But the way you said it seemed like you were implying that my bias was unfairly skewing my observations. I'm fine with being wrong. We're all just discussing the game we love here. So, please, if I made an unfair comment, or am just wrong about something, please point it out. I felt like my comments (at least the one you quoted) were fair.

RE: hatch tech
To be fair, I said " I'm fine with spore and queens doing a less than perfect job against my high-tech Starport unit ". I stand behind that statement. But you might be talking about when I said, "And I'm perfectly fine with Zerg not being able to completely fend off two of my high-tech rush plays with hatch tech and minerals". Which I will submit is poorly worded. That bit about minerals was me saying, "you should have to spend some gas to defend this." And the other play I was referring to is the cloaked banshee rush.

RE: Ravagers
Now, when you say "can just completely deny a whole mineral line from mining", that's not really fair either. If the Terran is greedy, and tries to get the whole mineral line, you should be able to attack the Liberator without taking damage. In some instances, where there are "dead air spots", I think the Liberator can only barely cover a couple of patches on one base, and sometimes it's the third. So if you're calling me out for unfair bias, I might have to point out that I think this is at least a mischaracterization of the issue. No?

You say, "zerg has to invest in 3 ravagers(300 gas) to just chase them away". I would add that three ravagers can kill a Liberator if they launch bile while it's in AG mode. And, isn't chasing them away or killing them a successful defense? I guess I don't see the issue here. Terran has to open gas first, into double gas, into factory (100 gas) -> Starport (100 gas) -> Armory (100 gas) before they can even enter AG mode, while building the first Liberator (150 gas). So you can defend my 450 gas tech-rush play with 300 gas. What's the issue? You're in the green a full 150 gas, and you're probably significantly more in the green on minerals.

RE: The unit is too good
The unit fills a critical role for Terran in Legacy, especially because of the extremely deadly new units added to both the Zerg and Protoss arsenal. It doesn't fill the role of a tank, because the tank has a radial range. It's definitely not a Thor, because the Liberator is a glass cannon, and is fast, and it's not a banshee, because it can't cloak and is immobile while attacking.

Please correct me, or push back, on what I got wrong here.


Few patches yeah uh no..
The advantage of other races is that they can tech so heavily early game compared to Zerg, and zerg can't just mine as much gas as the other races do without hurting their own economy heavily.
The problem is like early hots hellbat drops, you can probably defend it, but even if you do it perfectly you will still be behind.

And yes it does make thors and banshees completely obsolete, it's better at harras then a banshee by far, is a lot faster then thors and can be reactored.
I do agree tanks are still very useful due to their splash, but liberators can zone out armies almost just as well.
But keep being bias as fuck, that's fine, just don't be suprised when the nerf hammer is gonna hit this unit hard.


The reason why he's being biased and downplaying any disadvantages Z has is because he doesn't want that nerf hammer to hit hard. He's gotten to the point of being Avilo-level denial on Terran superiority.
Prev 1 21 22 23 24 25 29 Next All
Please log in or register to reply.
Live Events Refresh
The PiG Daily
21:00
Best Games of Starcraft
SHIN vs ByuN
Reynor vs Classic
TBD vs herO
Maru vs SHIN
TBD vs Classic
PiGStarcraft733
LiquipediaDiscussion
[ Submit Event ]
Live Streams
Refresh
StarCraft 2
PiGStarcraft733
SpeCial 40
StarCraft: Brood War
Shuttle 119
Mong 17
NaDa 11
Dota 2
PGG 98
LuMiX1
Counter-Strike
Foxcn146
summit1g68
Other Games
Grubby5415
FrodaN1078
Liquid`Hasu197
C9.Mang0157
taco 127
B2W.Neo92
JimRising 52
Liquid`Ken51
Trikslyr37
ZombieGrub37
PPMD29
ViBE9
Organizations
Other Games
gamesdonequick19
StarCraft 2
Blizzard YouTube
StarCraft: Brood War
BSLTrovo
sctven
[ Show 19 non-featured ]
StarCraft 2
• Hupsaiya 74
• davetesta69
• RyuSc2 64
• musti20045 37
• Kozan
• LaughNgamezSOOP
• sooper7s
• AfreecaTV YouTube
• intothetv
• Migwel
• IndyKCrew
StarCraft: Brood War
• STPLYoutube
• ZZZeroYoutube
• BSLYoutube
Dota 2
• masondota22435
• WagamamaTV1106
League of Legends
• Doublelift4006
Other Games
• imaqtpie1767
• Scarra809
Upcoming Events
CranKy Ducklings
10h 6m
WardiTV 2025
11h 6m
Spirit vs Cure
Reynor vs MaxPax
SHIN vs TBD
Solar vs herO
Classic vs TBD
SC Evo League
12h 36m
Ladder Legends
19h 6m
BSL 21
20h 6m
Sziky vs Dewalt
eOnzErG vs Cross
Sparkling Tuna Cup
1d 10h
Ladder Legends
1d 17h
BSL 21
1d 20h
StRyKeR vs TBD
Bonyth vs TBD
Replay Cast
2 days
Wardi Open
2 days
[ Show More ]
Monday Night Weeklies
2 days
WardiTV Invitational
4 days
Replay Cast
5 days
WardiTV Invitational
5 days
ByuN vs Solar
Clem vs Classic
Cure vs herO
Reynor vs MaxPax
Liquipedia Results

Completed

Acropolis #4 - TS3
RSL Offline Finals
Kuram Kup

Ongoing

C-Race Season 1
IPSL Winter 2025-26
KCM Race Survival 2025 Season 4
YSL S2
BSL Season 21
Slon Tour Season 2
CSL Season 19: Qualifier 1
WardiTV 2025
META Madness #9
eXTREMESLAND 2025
SL Budapest Major 2025
ESL Impact League Season 8
BLAST Rivals Fall 2025
IEM Chengdu 2025
PGL Masters Bucharest 2025
Thunderpick World Champ.
CS Asia Championships 2025
ESL Pro League S22

Upcoming

CSL Season 19: Qualifier 2
CSL 2025 WINTER (S19)
BSL 21 Non-Korean Championship
Acropolis #4
IPSL Spring 2026
Bellum Gens Elite Stara Zagora 2026
HSC XXVIII
Big Gabe Cup #3
OSC Championship Season 13
ESL Pro League Season 23
PGL Cluj-Napoca 2026
IEM Kraków 2026
BLAST Bounty Winter 2026
BLAST Bounty Winter Qual
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 © 2025 TLnet. All Rights Reserved.