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Beauty of skytoss vs zerg: why it should stay

Forum Index > Legacy of the Void
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DilemaH
Profile Blog Joined September 2012
Canada402 Posts
Last Edited: 2015-10-10 03:12:50
October 10 2015 03:11 GMT
#1
Skytoss seems to be the cause of a lot of strife among many players. I will argue a point considered by few: that skytoss should stay in the game, and has it's own distinct beauty.

Skytoss is similar to certain things such as, Marth in Melee, Caitlyn in League, and Mech: in the sense that they are easy to use at a low-mid level, but become very hard at a high level. Similarly to marth, skytoss is very simple to use, has very exploitable strengths at a low level and is hard to play against without a solid understanding of the game and its mechanics. At a low level, all that needs to be done with skytoss is defend, wait for a super-strong army with voids, carriers and templar (archons, oracles and tempest for support) and then push out. The strengths are super-easy to exploit and hard for lower-league people to play against, like a marth spamming forward smashes and tilts. But the thing is that, although marth is easy at a low level, he becomes very hard at a high level. you will hear this from just about every top player, and just look: there aren't that many marth players at a high level, despite him being the 3rd best in the game and having an even or advantageous matchup vs every character (including spacies), save for sheik and possibly yoshi. So what makes marth so hard? Although Marth isn't even close to being as technically demanding as fox, falco, falcon or yoshi (part of why hes easy at a low level), hes hard because players exploit his weaknesses so well and he requires an incredible amount of precision and practice to keep up with the competition. Consider Armada's peach vs PPMD's marth. Armada would kill PP at around 80%, and PP would kill peach at around 150-200% each stock, and despite the amount of work marth has to do, it was an even matchup. Marth has to play so precisely and patiently and not mess up. He doesn't have quick, low lag kill move like many other characters, and must rely on his long range to out-do their enemy.

I believe skytoss is similar: that it will remain very easy to use against low-mid levelers, at a masters-gm level, it will be hard to use because it's weaknesses are so exploitable and it will require a great amount of control, precision and decision making to use. Against zerg, since you need to invest so much into carriers, you dont have much money for defense. As such, securing bases beyond your third becomes difficult, but if you dont, you're gonna get overwhelmed by hydras, corruptors, vipers and ultras if you just turtle on 3 bases. How are you supposed to defend the onslaught of attacks that a zerg can throw at you? Crackling runbys demolish unupgraded gateway units and wont die to a few split-up carriers at each base, and like I said, if you don't get 4 bases you're gonna lose to a zerg army since youre gonna be behind. Even then, the skytoss army doesn't really beat and end-game zerg, so how do you win as skytoss? In theory it sounds impossible, but you need every move to count, and everything to be positioned perfectly or else you die. Although very different to other playstyles, it doesn't mean its bad. I just demolished a skytoss player on bridgehead and he couldnt do anything. I counter-attacked and killed 3 bases, and it felt like he was so powerless. Skytoss might be easy to attack with, but defending with it is a bit trickier. I'm not sure how skytoss does on other matchups.

I'm probably gonna get a lot of hate for this, but I don't see it being nerfed anytime soon so we'll see how things really play out.
They don't want you to construct additional pylons
phfantunes
Profile Joined April 2010
Brazil170 Posts
October 10 2015 03:19 GMT
#2
I don't think anyone thinks skytoss should be removed. Build diversity is something that everyone can agree on and I don't think any player would argue against mech, bio, skyterran, gateway, robo, skytoss, roach/hydra, muta/ling, etc., being viable.

I think the complaints right now are due to this, which struck out in your post to me:

On October 10 2015 12:11 DilemaH wrote:
Even then, the skytoss army doesn't really beat and end-game zerg, so how do you win as skytoss?


How so? Endgame toss army is absolutely unbeatable by Zerg and the race in general struggles with air deathballs. So it's not that people are against skytoss, it's just that zerg has no way to trade resources efficiently or beat that perfect air comp toss can achieve.
owlman
Profile Joined August 2009
France58 Posts
October 10 2015 03:21 GMT
#3
Greedy skytoss is extremly vulnerable to ovi drops cos you can't defend 3 bases with 1 single Msc ( map depend of course).
Those small ling squad can shred probes quickly and it doesn't cost z that much to say the least.
Corruptor + spore +viper seems a reasonable answer from Z and i think skytoss will disapear before the release (expect a nerf here).
Daizer
Profile Joined October 2015
69 Posts
October 10 2015 03:32 GMT
#4
Even Huk knows that mass carriers is broken, sky Toss should be viabile but not broken
DanceSC
Profile Blog Joined March 2008
United States751 Posts
October 10 2015 03:32 GMT
#5
On October 10 2015 12:19 phfantunes wrote:
I don't think anyone thinks skytoss should be removed. Build diversity is something that everyone can agree on and I don't think any player would argue against mech, bio, skyterran, gateway, robo, skytoss, roach/hydra, muta/ling, etc., being viable.

I think the complaints right now are due to this, which struck out in your post to me:

Show nested quote +
On October 10 2015 12:11 DilemaH wrote:
Even then, the skytoss army doesn't really beat and end-game zerg, so how do you win as skytoss?


How so? Endgame toss army is absolutely unbeatable by Zerg and the race in general struggles with air deathballs. So it's not that people are against skytoss, it's just that zerg has no way to trade resources efficiently or beat that perfect air comp toss can achieve.

This made me laugh ^^ Abduct ~('.'~)
Dance.943 || "I think he's just going to lose. There's only so many ways you can lose. And he's going to make some kind of units. And I'm going to attack him, and then all his stuff is going to die. That's about the best prediction that I can make" - NonY
DilemaH
Profile Blog Joined September 2012
Canada402 Posts
Last Edited: 2015-10-10 03:39:27
October 10 2015 03:33 GMT
#6
On October 10 2015 12:19 phfantunes wrote:
How so? Endgame toss army is absolutely unbeatable by Zerg and the race in general struggles with air deathballs. So it's not that people are against skytoss, it's just that zerg has no way to trade resources efficiently or beat that perfect air comp toss can achieve.


I think its actually fairly even if plaayed right. zerg might lose a straightup fight, but with the AOE of ravagers, fungal and parasitic bombs, combined with ultras to zone-out the templar (which cant be killed by anything) and hydras and corruptors for supporting damage, its much more even than it seems.

EDIT: Plus zerg has remaxes
They don't want you to construct additional pylons
jinjin5000
Profile Joined May 2010
United States1488 Posts
October 10 2015 03:44 GMT
#7
it was fine but the carrier build time decrease gives less of room to maneuver before the critical number of if hits. Once it gets rolling, its hard to stop

combine it with early defensive tools and adepts makes it really hard to deal with. Carrier build time should really be upped a little.
A_Scarecrow
Profile Joined March 2013
Australia721 Posts
October 10 2015 03:54 GMT
#8
On October 10 2015 12:33 DilemaH wrote:
Show nested quote +
On October 10 2015 12:19 phfantunes wrote:
How so? Endgame toss army is absolutely unbeatable by Zerg and the race in general struggles with air deathballs. So it's not that people are against skytoss, it's just that zerg has no way to trade resources efficiently or beat that perfect air comp toss can achieve.


I think its actually fairly even if plaayed right. zerg might lose a straightup fight, but with the AOE of ravagers, fungal and parasitic bombs, combined with ultras to zone-out the templar (which cant be killed by anything) and hydras and corruptors for supporting damage, its much more even than it seems.

EDIT: Plus zerg has remaxes

issue is zerg need so many tech paths and alot of gas for an army like that. toss can reach it quicker with carriers and if zerg doesnt have the units its over.
DilemaH
Profile Blog Joined September 2012
Canada402 Posts
October 10 2015 04:41 GMT
#9
On October 10 2015 12:54 A_Scarecrow wrote:
Show nested quote +
On October 10 2015 12:33 DilemaH wrote:
On October 10 2015 12:19 phfantunes wrote:
How so? Endgame toss army is absolutely unbeatable by Zerg and the race in general struggles with air deathballs. So it's not that people are against skytoss, it's just that zerg has no way to trade resources efficiently or beat that perfect air comp toss can achieve.


I think its actually fairly even if plaayed right. zerg might lose a straightup fight, but with the AOE of ravagers, fungal and parasitic bombs, combined with ultras to zone-out the templar (which cant be killed by anything) and hydras and corruptors for supporting damage, its much more even than it seems.

EDIT: Plus zerg has remaxes

issue is zerg need so many tech paths and alot of gas for an army like that. toss can reach it quicker with carriers and if zerg doesnt have the units its over.


And that isn't really a bad thing if protoss has this late-game timing push since they're so vulnerable early on. If zerg can win the game before that timing, or injure protoss enough that they reach their end game when protoss has their lategame, then thats well played from the zerg.
They don't want you to construct additional pylons
Daizer
Profile Joined October 2015
69 Posts
October 10 2015 04:51 GMT
#10
On October 10 2015 13:41 DilemaH wrote:
Show nested quote +
On October 10 2015 12:54 A_Scarecrow wrote:
On October 10 2015 12:33 DilemaH wrote:
On October 10 2015 12:19 phfantunes wrote:
How so? Endgame toss army is absolutely unbeatable by Zerg and the race in general struggles with air deathballs. So it's not that people are against skytoss, it's just that zerg has no way to trade resources efficiently or beat that perfect air comp toss can achieve.


I think its actually fairly even if plaayed right. zerg might lose a straightup fight, but with the AOE of ravagers, fungal and parasitic bombs, combined with ultras to zone-out the templar (which cant be killed by anything) and hydras and corruptors for supporting damage, its much more even than it seems.

EDIT: Plus zerg has remaxes

issue is zerg need so many tech paths and alot of gas for an army like that. toss can reach it quicker with carriers and if zerg doesnt have the units its over.


And that isn't really a bad thing if protoss has this late-game timing push since they're so vulnerable early on. If zerg can win the game before that timing, or injure protoss enough that they reach their end game when protoss has their lategame, then thats well played from the zerg.


I think you didn't watch True vs Neeb in the last olimoleague was 3 days ago.

Watch the Vods, see how true harass but still loses vs carriers.

A korean losing 3-1 to a 16 year old american.

varsovie
Profile Joined December 2013
Canada326 Posts
October 10 2015 04:55 GMT
#11
I agree, except the part where you say Mech is hard to play at high level.
TelecoM
Profile Blog Joined January 2010
United States10700 Posts
October 10 2015 04:56 GMT
#12
Skytoss is completely overpowered. Have you ever tried to fight mass carriers? lol
AKA: TelecoM[WHITE] Protoss fighting
Belha
Profile Joined December 2010
Italy2850 Posts
October 10 2015 05:18 GMT
#13
Zergs: Just go watch ViBe stream how he dismantle skytosses armies left and right and stop whining.
Chicken gank op
BigRedDog
Profile Joined May 2012
461 Posts
October 10 2015 05:31 GMT
#14
why use abduct, just parasitic bomb the fleet.

That's the spell what zerg needs to break skytoss.
Big Red Dog!
EonuS
Profile Joined July 2010
Slovenia186 Posts
October 10 2015 05:46 GMT
#15
parasitic bomb doesn't do much damage if the person just spreads their fleet out before engagement which isn't a hard thing to do

I think the best way to deal with it currently is to go corruptor spore viper + melee upgrades to harass his economy which is the most vital part of carrier play
lpunatic
Profile Joined October 2011
235 Posts
October 10 2015 05:54 GMT
#16
I thought I was being cute rushing carriers vs zerg, turns out it's standard play.
MapleLeafSirup
Profile Joined July 2009
Germany950 Posts
October 10 2015 07:39 GMT
#17
On October 10 2015 14:31 BigRedDog wrote:
why use abduct, just parasitic bomb the fleet.

That's the spell what zerg needs to break skytoss.


Actually PB doesn't work. Carriers don't naturally clump like mutas or liberators so there is only little AOE effect. Cast 10 PB on 10 different carriers and not a single one dies.
FireCake
Profile Joined March 2013
151 Posts
October 10 2015 08:14 GMT
#18
On October 10 2015 12:11 DilemaH wrote:Even then, the skytoss army doesn't really beat and end-game zerg, so how do you win as skytoss?



Most people saying that skytoss is beatable don't have in mind that carrier are like tempest but with much higher DPS and now much higher range.
Nothing in the zerg arsenal can reach the carrier fast enough :
-vipers can't grab or cast PB
- hydralisks can't reach carriers so they fight interceptors but it's not efficient
-corruptors may reach carriers but they die way too fast
-Infestors are almost useless, fungal doesn't work against opponents that split their carrier/interceptors, neural is impossible because the range is too short and infestor is a high priority target for the ai, and infested terrans are... lol

Skytoss destroys every zerg army.
Progamer
Charoisaur
Profile Joined August 2014
Germany16062 Posts
October 10 2015 08:27 GMT
#19
I have no problems with skytoss being viable but it should never be the best/only option to play.
Mass air battles are just FAR less interesting then ground battles because positioning doesn't matter and there's less micro potential.
Many of the coolest moments in sc2 happen due to worker harassment
Qwyn
Profile Blog Joined December 2010
United States2779 Posts
Last Edited: 2015-10-10 08:33:18
October 10 2015 08:32 GMT
#20
Carriers are completely and utterly overpowered. I'm fine with skytoss in general, but there's a reason that it's not that popular (outside of the currently broken carrier). It's because protoss air units are really boring to play with and against from the Toss/Zerg perspective. There's really that much going on here. To win you really have to gain some sort of momentum.

It's really dumb that Protoss has an air unit that is so powerful that there is no composition Zerg can make which can stand on even ground or trade cost efficiently against it. You go skytoss with a composition that isn't carriers? Sure, but you're probably not going to win. Skytoss really isn't that interesting without the carrier, but as of right now the unit is fucking ridiculous.

"Think of the hysteria following the realization that they consciously consume babies and raise the dead people from their graves" - N0
zerge
Profile Joined December 2012
Germany162 Posts
October 10 2015 08:36 GMT
#21
I think you confuse viability at a high level with difficulty to play. In my opinion skytoss is easy to play at all levels; it's not very hard to position a flying army, you just need 1-2 control groups and one spell to cast, big high hp units are easier to micro.
I used skytoss quite a bit against zerg when i offraced and i found it very easy to beat averge master zergs. It becomes weaker at a much higher level because zergs will start doing all the right things not because the composition becomes harder to use.
Tuczniak
Profile Joined September 2010
1561 Posts
October 10 2015 08:43 GMT
#22
It's broken and not fun. If Blizzard find a way to make it more fun then just nerf it.
Air units are inherently less interesting because they ignore terrain and units collision. So you have to do a lot to make them as interesting as ground battles. Perhaps if Blizzard introduced very good GtA units for all races. Now you have to make air units to deal with air units, so the dynamics is the worst possible.
jpg06051992
Profile Joined July 2015
United States580 Posts
October 10 2015 08:45 GMT
#23
It should be able to stay, but if it encourages turtling and especially if it's OP it should be nerfed appropriately.

If you think Carriers aren't OP right now, it's because you like to play Skytoss.
"SO MANY BANELINGS!"
AdrianHealeyy
Profile Joined June 2015
114 Posts
October 10 2015 09:28 GMT
#24
It could be me, but as a general rule: no 'only make one unit' composition should ever be viable. When we talk about skytoss, we are talking about 'make pure carrier', possibly a void ray, and when we get really fancy, high templars.

That's an issue.

(I also share the 'air compositions should not be the way to go' sentiment.)
mCon.Hephaistas
Profile Joined May 2014
Netherlands891 Posts
October 10 2015 09:51 GMT
#25
Should be somewhat viable even if it's boring.
But carriers are very broken right now
owlman
Profile Joined August 2009
France58 Posts
October 10 2015 10:01 GMT
#26
Zergs: Just go watch ViBe stream how he dismantle skytosses armies left and right and stop whining


This. A bunch of GM zerg don't have any issue fighting pure carrier just watch streams and learn before crying ....
blooblooblahblah
Profile Joined February 2011
Australia4163 Posts
October 10 2015 10:10 GMT
#27
As a protoss player, i personally don't like skytoss being such a viable option. I like having it as a niche strategy that is viable, but not so viable that it overtakes ground toss as the predominant strategy. For example, i liked sky toss's place in HotS, it was very common at the beginning of HotS, but by the end, it was a very uncommon strategy that could still work, but was a lot rarer.

In LotV, skytoss is just hands down the strongest style. And it's not even particularly difficult to play (HotS sky toss was much harder). Seeing skytoss every game is just really boring, especially cos LotV sky toss is a lot more stale than the HotS variant which was actually played somewhat aggressive. I'd really like to see the style get toned down a lot. Sky toss should not be the most predominant style for Protoss.
Ganzi beat me without stim. Ostojiy beat me with a nydus. Siphonn beat me with probes. Revival beat my sentry-immortal all-in.
brickrd
Profile Blog Joined March 2014
United States4894 Posts
October 10 2015 10:29 GMT
#28
i don't like air armies in general. the idea that any late macro game is likely to just end up being a race to obscenely powerful sky units (tempests, ravens, BCs in hots; carriers, liberators in lotv and often mass corruptors and vipers countering them) doesn't make the game enjoyable for me. the game slows down and map presence/positioning become less relevant as terrain no longer affects movement or engagement

it's actually one of the reasons i really favor zerg, because i feel zerg traditionally has the most reward for playing a mobile style with mid tech units and not rushing to air. sure broodlords are good in some situations but they also get countered and you have to continue on with your game plan and usually manage a ground army as well

i like air units that are fragile and mobile like oracles, mutas, banshees, etc, and i think they're great for the game. you can argue about how strong harass should be, but the unit control is satisfying and the fragility of the units feels appropriate. capital ships and "positional" air units i'm not so sure about. i honestly wouldn't mind playing a version of starcraft with a separate air supply cap, but obviously it's too late for that kind of change
TL+ Member
EleanorRIgby
Profile Joined March 2008
Canada3923 Posts
October 10 2015 11:08 GMT
#29
almost all zergs just dont use neural parasite when 5-6 infestors with NP can easily turn the tide when they take almost half of the protoss air army and screw with their targeting.
savior did nothing wrong
CheddarToss
Profile Joined September 2015
534 Posts
October 10 2015 11:19 GMT
#30
On October 10 2015 19:10 blooblooblahblah wrote:


In LotV, skytoss is just hands down the strongest style. And it's not even particularly difficult to play (HotS sky toss was much harder). Seeing skytoss every game is just really boring, especially cos LotV sky toss is a lot more stale than the HotS variant which was actually played somewhat aggressive. I'd really like to see the style get toned down a lot. Sky toss should not be the most predominant style for Protoss.

You can't blame players for using the style that is the strongest, especially considering that Protoss ground is now the weakest of all 3 races.
gophario
Profile Joined July 2011
United States169 Posts
October 10 2015 11:48 GMT
#31
On October 10 2015 20:08 EleanorRIgby wrote:
almost all zergs just dont use neural parasite when 5-6 infestors with NP can easily turn the tide when they take almost half of the protoss air army and screw with their targeting.


How exactly is a zerg army supposed to maintain a neural for more than 2 seconds against a maxed carrier army with High Templars storming and using feedback and carriers killing infestors in a few seconds time?
CheddarToss
Profile Joined September 2015
534 Posts
October 10 2015 12:08 GMT
#32
On October 10 2015 20:48 gophario wrote:
Show nested quote +
On October 10 2015 20:08 EleanorRIgby wrote:
almost all zergs just dont use neural parasite when 5-6 infestors with NP can easily turn the tide when they take almost half of the protoss air army and screw with their targeting.


How exactly is a zerg army supposed to maintain a neural for more than 2 seconds against a maxed carrier army with High Templars storming and using feedback and carriers killing infestors in a few seconds time?

It can't be done, which is why no one is using Infestors vs Skytoss.

The right course of action is to out expand Protoss and throw multiple waves of units at him - either mass Speedling/Queen + Spores, or mass Hydra. The idea is to do either direct eco damage, by killing probes and buildings (Speedlings) or to engage Carriers with a lot of stuff (Hydra) and trade. Hydras require that you hit the right timing. You have to engage while the Carrier count is still relatively low. You don't have to downright annihilate P's air army. It is enough if you kill even a couple of Carriers and almost all interceptors, which is doable. But you have to have better eco than P and do it multiple times. Eventually he won't have enough minerals to rebuild his interceptors.
A_Scarecrow
Profile Joined March 2013
Australia721 Posts
October 10 2015 12:41 GMT
#33
On October 10 2015 19:01 owlman wrote:
Show nested quote +
Zergs: Just go watch ViBe stream how he dismantle skytosses armies left and right and stop whining


This. A bunch of GM zerg don't have any issue fighting pure carrier just watch streams and learn before crying ....

same thing was said about mech in hots. just cause higher level players can do it doesnt mean lower level players can. its easier to play skytoss than it is to verse it.
CheddarToss
Profile Joined September 2015
534 Posts
October 10 2015 12:49 GMT
#34
On October 10 2015 21:41 A_Scarecrow wrote:
Show nested quote +
On October 10 2015 19:01 owlman wrote:
Zergs: Just go watch ViBe stream how he dismantle skytosses armies left and right and stop whining


This. A bunch of GM zerg don't have any issue fighting pure carrier just watch streams and learn before crying ....

same thing was said about mech in hots. just cause higher level players can do it doesnt mean lower level players can. its easier to play skytoss than it is to verse it.

It is easier to play against Skytoss than it ever was to play against BL/Infestor or SH. The reason for that is, that while with those compositions Zerg had free units and could trade endlessly for real units of the opponent, Carriers cost a lot of minerals in the long run. Even if you don't lose Carriers, you are bound to lose interceptors. And for every Carrier that needs to rebuild its interceptors you are looking at a cost of 200 minerals. Thus, when playing against Skytoss, it is very well possible to bleed the Protoss out, if you out expand him and trade well. It wasn't possible to bleed the Zerg with BL/Inf or SHs out, because he had an endless amount of free units. You had to kill him in one attack or die slowly.

And as for Skytoss being easier to play than play against: learning a couple of sharp all-in BOs can go a long way. Speedling/Ravager is pretty good.
Para199x
Profile Joined December 2014
United Kingdom40 Posts
October 10 2015 12:52 GMT
#35
On October 10 2015 21:49 CheddarToss wrote:
Show nested quote +
On October 10 2015 21:41 A_Scarecrow wrote:
On October 10 2015 19:01 owlman wrote:
Zergs: Just go watch ViBe stream how he dismantle skytosses armies left and right and stop whining


This. A bunch of GM zerg don't have any issue fighting pure carrier just watch streams and learn before crying ....

same thing was said about mech in hots. just cause higher level players can do it doesnt mean lower level players can. its easier to play skytoss than it is to verse it.

It is easier to play against Skytoss than it ever was to play against BL/Infestor or SH. The reason for that is, that while with those compositions Zerg had free units and could trade endlessly for real units of the opponent, Carriers cost a lot of minerals in the long run. Even if you don't lose Carriers, you are bound to lose interceptors. And for every Carrier that needs to rebuild its interceptors you are looking at a cost of 200 minerals. Thus, when playing against Skytoss, it is very well possible to bleed the Protoss out, if you out expand him and trade well. It wasn't possible to bleed the Zerg with BL/Inf or SHs out, because he had an endless amount of free units. You had to kill him in one attack or die slowly.

And as for Skytoss being easier to play than play against: learning a couple of sharp all-in BOs can go a long way. Speedling/Ravager is pretty good.



Broken compositions have existed in the past therefore it isn't a problem now.

You should be happy to never be able to play a long game against protoss and just all in every game.

Are you for real?
CheddarToss
Profile Joined September 2015
534 Posts
Last Edited: 2015-10-10 13:00:42
October 10 2015 13:00 GMT
#36
On October 10 2015 21:52 Para199x wrote:
Show nested quote +
On October 10 2015 21:49 CheddarToss wrote:
On October 10 2015 21:41 A_Scarecrow wrote:
On October 10 2015 19:01 owlman wrote:
Zergs: Just go watch ViBe stream how he dismantle skytosses armies left and right and stop whining


This. A bunch of GM zerg don't have any issue fighting pure carrier just watch streams and learn before crying ....

same thing was said about mech in hots. just cause higher level players can do it doesnt mean lower level players can. its easier to play skytoss than it is to verse it.

It is easier to play against Skytoss than it ever was to play against BL/Infestor or SH. The reason for that is, that while with those compositions Zerg had free units and could trade endlessly for real units of the opponent, Carriers cost a lot of minerals in the long run. Even if you don't lose Carriers, you are bound to lose interceptors. And for every Carrier that needs to rebuild its interceptors you are looking at a cost of 200 minerals. Thus, when playing against Skytoss, it is very well possible to bleed the Protoss out, if you out expand him and trade well. It wasn't possible to bleed the Zerg with BL/Inf or SHs out, because he had an endless amount of free units. You had to kill him in one attack or die slowly.

And as for Skytoss being easier to play than play against: learning a couple of sharp all-in BOs can go a long way. Speedling/Ravager is pretty good.



Broken compositions have existed in the past therefore it isn't a problem now.

You should be happy to never be able to play a long game against protoss and just all in every game.

Are you for real?

People say it's broken, but it's not like it's an auto win as soon as the Protoss goes Skytoss. Skytoss can be beaten straight up and I have watched a number of games by Stephano, where he does just that and even makes it look ezpz.

That was the response to Skytoss being especially hard to beat in lower leagues. If you are a low league player and you can't manage the late game vs Skytoss, then learn a couple of good all-in BOs. What do you think low league Protoss/Terran players were doing during the BL/Inf or SH phase? The game can't be balanced at all levels of play, the most important thing is that it is balanced at the pro level.

mCon.Hephaistas
Profile Joined May 2014
Netherlands891 Posts
Last Edited: 2015-10-10 13:33:05
October 10 2015 13:12 GMT
#37
On October 10 2015 22:00 CheddarToss wrote:
Show nested quote +
On October 10 2015 21:52 Para199x wrote:
On October 10 2015 21:49 CheddarToss wrote:
On October 10 2015 21:41 A_Scarecrow wrote:
On October 10 2015 19:01 owlman wrote:
Zergs: Just go watch ViBe stream how he dismantle skytosses armies left and right and stop whining


This. A bunch of GM zerg don't have any issue fighting pure carrier just watch streams and learn before crying ....

same thing was said about mech in hots. just cause higher level players can do it doesnt mean lower level players can. its easier to play skytoss than it is to verse it.

It is easier to play against Skytoss than it ever was to play against BL/Infestor or SH. The reason for that is, that while with those compositions Zerg had free units and could trade endlessly for real units of the opponent, Carriers cost a lot of minerals in the long run. Even if you don't lose Carriers, you are bound to lose interceptors. And for every Carrier that needs to rebuild its interceptors you are looking at a cost of 200 minerals. Thus, when playing against Skytoss, it is very well possible to bleed the Protoss out, if you out expand him and trade well. It wasn't possible to bleed the Zerg with BL/Inf or SHs out, because he had an endless amount of free units. You had to kill him in one attack or die slowly.

And as for Skytoss being easier to play than play against: learning a couple of sharp all-in BOs can go a long way. Speedling/Ravager is pretty good.



Broken compositions have existed in the past therefore it isn't a problem now.

You should be happy to never be able to play a long game against protoss and just all in every game.

Are you for real?

People say it's broken, but it's not like it's an auto win as soon as the Protoss goes Skytoss. Skytoss can be beaten straight up and I have watched a number of games by Stephano, where he does just that and even makes it look ezpz.

That was the response to Skytoss being especially hard to beat in lower leagues. If you are a low league player and you can't manage the late game vs Skytoss, then learn a couple of good all-in BOs. What do you think low league Protoss/Terran players were doing during the BL/Inf or SH phase? The game can't be balanced at all levels of play, the most important thing is that it is balanced at the pro level.



Omg and I saw MMA and Mvp win against zergs that went broodlord infestor in WoL, so must have been balanced too.

Even if it was balanced, it is currently just the best way of playing PvZ, and for most people skytoss is just as boring as mech.
We don't want that shit to be the most dominant playstyle.

CheddarToss
Profile Joined September 2015
534 Posts
Last Edited: 2015-10-10 14:31:50
October 10 2015 14:31 GMT
#38
On October 10 2015 22:12 mCon.Hephaistas wrote:
Show nested quote +
On October 10 2015 22:00 CheddarToss wrote:
On October 10 2015 21:52 Para199x wrote:
On October 10 2015 21:49 CheddarToss wrote:
On October 10 2015 21:41 A_Scarecrow wrote:
On October 10 2015 19:01 owlman wrote:
Zergs: Just go watch ViBe stream how he dismantle skytosses armies left and right and stop whining


This. A bunch of GM zerg don't have any issue fighting pure carrier just watch streams and learn before crying ....

same thing was said about mech in hots. just cause higher level players can do it doesnt mean lower level players can. its easier to play skytoss than it is to verse it.

It is easier to play against Skytoss than it ever was to play against BL/Infestor or SH. The reason for that is, that while with those compositions Zerg had free units and could trade endlessly for real units of the opponent, Carriers cost a lot of minerals in the long run. Even if you don't lose Carriers, you are bound to lose interceptors. And for every Carrier that needs to rebuild its interceptors you are looking at a cost of 200 minerals. Thus, when playing against Skytoss, it is very well possible to bleed the Protoss out, if you out expand him and trade well. It wasn't possible to bleed the Zerg with BL/Inf or SHs out, because he had an endless amount of free units. You had to kill him in one attack or die slowly.

And as for Skytoss being easier to play than play against: learning a couple of sharp all-in BOs can go a long way. Speedling/Ravager is pretty good.



Broken compositions have existed in the past therefore it isn't a problem now.

You should be happy to never be able to play a long game against protoss and just all in every game.

Are you for real?

People say it's broken, but it's not like it's an auto win as soon as the Protoss goes Skytoss. Skytoss can be beaten straight up and I have watched a number of games by Stephano, where he does just that and even makes it look ezpz.

That was the response to Skytoss being especially hard to beat in lower leagues. If you are a low league player and you can't manage the late game vs Skytoss, then learn a couple of good all-in BOs. What do you think low league Protoss/Terran players were doing during the BL/Inf or SH phase? The game can't be balanced at all levels of play, the most important thing is that it is balanced at the pro level.



Omg and I saw MMA and Mvp win against zergs that went broodlord infestor in WoL, so must have been balanced too.

Even if it was balanced, it is currently just the best way of playing PvZ, and for most people skytoss is just as boring as mech.
We don't want that shit to be the most dominant playstyle.


In that case it might be a good idea to not complain about Protoss all the time, even about things which are annoying, but clearly not broken. Constant complaining, as DK has said himself ("perception" being more important than facts), leads to unjustified nerfs, which leads to Protoss having a shitty ground army, which leads to strong Skytoss, in order to balance the MUs out.
shin_toss
Profile Joined May 2010
Philippines2589 Posts
October 10 2015 16:11 GMT
#39
My carriers got rekt by pure mass hydra.Thing is interceptors just get destroyed so quickly. But yeah its fine
AKMU / IU
FireCake
Profile Joined March 2013
151 Posts
October 10 2015 16:22 GMT
#40
On October 11 2015 01:11 shin_toss wrote:
My carriers got rekt by pure mass hydra.Thing is interceptors just get destroyed so quickly. But yeah its fine


Your army was not complete, you didn't have High templars.
Progamer
zerge
Profile Joined December 2012
Germany162 Posts
October 10 2015 22:22 GMT
#41
You don't need templar against mass hydra. My guess is he lost because of some trivial thing like beeing down several upgrades, not all units attacking or beeing down significantly in army supply.
Sapphire.lux
Profile Joined July 2010
Romania2620 Posts
October 11 2015 11:21 GMT
#42
I don't know about the balance, but i dislike air only armies because they ignore ground for the most part. Especially when air has to be countered by air, like Terran Viking-Raven, the game becomes to simplistic imo. If the best counter was in ground form, like Goliaths, then you would get some more interesting gameplay with the air army trying to out position the ground army and exploit weak points.
Head Coach Park: "They should buff tanks!"
Magnifico
Profile Joined March 2013
1958 Posts
October 11 2015 12:25 GMT
#43
Saddens my heart watching people go skytoss over and over against both P and Z.

Its the equivalent of watching Bruno Mars when you could be watching Michael Jackson.
TheoMikkelsen
Profile Joined June 2013
Denmark196 Posts
October 11 2015 13:14 GMT
#44
I think you make some very good points about Skytoss and it is indeed beautiftul.
Any sufficiently cheesy build is indistinguishable in skill
RoomOfMush
Profile Joined March 2015
1296 Posts
October 11 2015 13:27 GMT
#45
I also dislike air units. They are bland compared to ground units. There is no blocking or positioning involved, everything just clumps up into this big mess of melted 3D models. I would prefer for air units to be used as small strike forces, quick and deadly but fragile at the same time. Air units that reward multitasking but punish players that do not pay attention to them.
Penev
Profile Joined October 2012
28524 Posts
October 11 2015 13:58 GMT
#46
Of all composition archetypes, sky-anything are the least desirable imo. In a recent Remax there was a discussion about defenders advantage. Having so many air units in the game makes it possible to have compositions that largely ignore terrain altogether making the issue of not having defenders advantage even worse (death balls). If any race should have more air it should be Protoss though, I guess.

I can't believe I don't see more adversity against the liberator btw. Not about how (im)balanced it is but that it's yet another air unit. It overlaps with the tank even, one of the most iconic units of the game.. Of Terrans' 3 production buildings the starport now even has the most units. How boring.
I Protoss winner, could it be?
Cyro
Profile Blog Joined June 2011
United Kingdom20326 Posts
October 11 2015 14:28 GMT
#47
On October 10 2015 13:51 Daizer wrote:
Show nested quote +
On October 10 2015 13:41 DilemaH wrote:
On October 10 2015 12:54 A_Scarecrow wrote:
On October 10 2015 12:33 DilemaH wrote:
On October 10 2015 12:19 phfantunes wrote:
How so? Endgame toss army is absolutely unbeatable by Zerg and the race in general struggles with air deathballs. So it's not that people are against skytoss, it's just that zerg has no way to trade resources efficiently or beat that perfect air comp toss can achieve.


I think its actually fairly even if plaayed right. zerg might lose a straightup fight, but with the AOE of ravagers, fungal and parasitic bombs, combined with ultras to zone-out the templar (which cant be killed by anything) and hydras and corruptors for supporting damage, its much more even than it seems.

EDIT: Plus zerg has remaxes

issue is zerg need so many tech paths and alot of gas for an army like that. toss can reach it quicker with carriers and if zerg doesnt have the units its over.


And that isn't really a bad thing if protoss has this late-game timing push since they're so vulnerable early on. If zerg can win the game before that timing, or injure protoss enough that they reach their end game when protoss has their lategame, then thats well played from the zerg.


A korean losing 3-1 to a 16 year old american.



Wasn't flash like 15, 16 years old when winning a fuckton of tournaments and becoming the best BW player in the world?
"oh my god my overclock... I got a single WHEA error on the 23rd hour, 9 minutes" -Belial88
zizerg
Profile Joined March 2010
Kyrgyzstan16 Posts
Last Edited: 2015-10-13 17:43:48
October 13 2015 17:43 GMT
#48
I can't find a thread about cariers in ZvP so I'll write idea here.

Idea: using PB on own corraptors to kill interceptors.

It is brilliant idea as DK like:

1. It is fun and unexpected
2. It is unit cooperation
3. It is simple

so, changes are:

1. PB on own corraptors
2. PB hasn't friendly fire
3. PB kills interceptors
pure.Wasted
Profile Blog Joined December 2008
Canada4701 Posts
October 13 2015 20:51 GMT
#49
On October 11 2015 22:58 Penev wrote:
I can't believe I don't see more adversity against the liberator btw. Not about how (im)balanced it is but that it's yet another air unit. It overlaps with the tank even, one of the most iconic units of the game.. Of Terrans' 3 production buildings the starport now even has the most units. How boring.


There was a lot of talk about this when the Liberator first came out, but what are you going to do? The Liberator is a legitimate, working space control unit. Martyring the Liberator is only a good idea if we have reason to believe the Tank would get some serious buffs as recompense, and I don't see that we do.
INna Maru-da-FanTa, Bbaby, TY Dream that I'm Flashing you
Nakoz
Profile Joined July 2013
24 Posts
Last Edited: 2015-10-14 04:14:32
October 14 2015 04:14 GMT
#50
Yep, every single protoss just go skytoss every game, it's quite boring, dull and hard to win against them. It's funny how cyclone can kite every single zerg units..

I'm done with this game.. The beta is boring...
ROOTFayth
Profile Joined January 2004
Canada3351 Posts
October 14 2015 05:34 GMT
#51
we would go ground if zerg's ground wasn't so overpowered
FabledIntegral
Profile Blog Joined November 2008
United States9232 Posts
October 14 2015 06:22 GMT
#52
They should rework infestors to NOT be such a high target priority by enemy AI - require the enemy to target them.

I had a game just yesterday where I managed to NP roughly 6 BCs all simultaneously, for a decent duration, but still got slaughtered as the remaining BCs instantly auto target the infestors over all other units, including my corrupters. Was quite sad to see, he had about 9 BCs total, nearly 2/3 were mine, but since BC only does minimal dmg to BC (I got off a few Yamatos but its hard as shit to micro), they quickly died.
PtitDrogo
Profile Joined May 2011
France163 Posts
October 14 2015 09:37 GMT
#53
Nerf Carrier, nerf lurker and we will already have a way more interesting PvZ.
Right now it's boring as fuck to have to go carrier everygame.
Progamer
gophario
Profile Joined July 2011
United States169 Posts
October 14 2015 10:11 GMT
#54
On October 14 2015 18:37 PtitDrogo wrote:
Nerf Carrier, nerf lurker and we will already have a way more interesting PvZ.
Right now it's boring as fuck to have to go carrier everygame.


Agreed, carrier is ridic but protoss cant win on the ground vs lurker. Thing is lurker doesnt come out in time to stop protoss all ins so its not the defensive unit it appears its just some crazy tanky antiground unit that walks into the fight and murders everything.

MU would be way more interesting if lurkers were easier to get and worse damage/hp. Not sure what the solution to carrier is, it went from being this terrible unit no one ever made and was almost removed from the game to this stupidly overpowered unit that cant be beaten but has to be made because nothing else really works.
FFW_Rude
Profile Blog Joined November 2010
France10201 Posts
October 14 2015 10:12 GMT
#55
On October 10 2015 16:39 MapleLeafSirup wrote:
Show nested quote +
On October 10 2015 14:31 BigRedDog wrote:
why use abduct, just parasitic bomb the fleet.

That's the spell what zerg needs to break skytoss.


Actually PB doesn't work. Carriers don't naturally clump like mutas or liberators so there is only little AOE effect. Cast 10 PB on 10 different carriers and not a single one dies.


But all your vipers does :p
#1 KT Rolster fanboy. KT BEST KT ! Hail to KT playoffs Zergs ! Unofficial french translator for SlayerS_`Boxer` biography "Crazy as me".
Gullis
Profile Joined April 2012
Sweden740 Posts
October 14 2015 10:50 GMT
#56
On October 14 2015 19:11 gophario wrote:
Show nested quote +
On October 14 2015 18:37 PtitDrogo wrote:
Nerf Carrier, nerf lurker and we will already have a way more interesting PvZ.
Right now it's boring as fuck to have to go carrier everygame.


Agreed, carrier is ridic but protoss cant win on the ground vs lurker. Thing is lurker doesnt come out in time to stop protoss all ins so its not the defensive unit it appears its just some crazy tanky antiground unit that walks into the fight and murders everything.

MU would be way more interesting if lurkers were easier to get and worse damage/hp. Not sure what the solution to carrier is, it went from being this terrible unit no one ever made and was almost removed from the game to this stupidly overpowered unit that cant be beaten but has to be made because nothing else really works.


I am not really worried about balancing the carrier, there are so many parameters to play with.
Take all the normal things like cost, build time and health etc and make twice because of interceptors. So out of a balance perspective the carrier should be the dream.
I would rather eat than see my children starve.
FireCake
Profile Joined March 2013
151 Posts
October 14 2015 10:57 GMT
#57
On October 14 2015 19:11 gophario wrote:
Show nested quote +
On October 14 2015 18:37 PtitDrogo wrote:
Nerf Carrier, nerf lurker and we will already have a way more interesting PvZ.
Right now it's boring as fuck to have to go carrier everygame.

protoss cant win on the ground vs lurker.


This is not true.
Protoss can deal with lurkers very easily with disruptors.
Indeed the lurker is in a pretty terrible shape right now because we can't save lurkers against disruptor shots because unburrow time is too long and we can't protect lurkers with other units because disruptor shots walk through units.
Theo proposed in an other post to reduce the unburrow time of lurkers because they are very weak against disruptors.
Progamer
ROOTFayth
Profile Joined January 2004
Canada3351 Posts
October 14 2015 17:47 GMT
#58
lol firecake
FireCake
Profile Joined March 2013
151 Posts
October 14 2015 17:53 GMT
#59
On October 15 2015 02:47 ROOTFayth wrote:
lol firecake


If you don't agree with what i said, would you mind explaining why ?
Progamer
ROOTFayth
Profile Joined January 2004
Canada3351 Posts
October 14 2015 20:22 GMT
#60
the main issue is that you can spread your lurker really easily and you need 2 disruptor shot to kill 1 lurker, it takes quite a bit of time to clear a properly sieged position with lurkers, and by the time you manage to clear it out usually zerg was already teching to ultralisks and disruptors fare very poorly vs ultras/lings/vipers and w/e else zerg can throw at you

I seriously feel that zerg ground is way overpowered vs protoss ground atm
ElMeanYo
Profile Joined March 2011
United States1032 Posts
October 14 2015 20:37 GMT
#61
Does anyone remember this?



My how times have changed.
“The only man who never makes mistakes is the man who never does anything.” ― Theodore Roosevelt
Musicus
Profile Joined August 2011
Germany23576 Posts
Last Edited: 2015-10-17 13:11:29
October 17 2015 13:07 GMT
#62
I think the meta will move away from Skytoss as zerg players learn to deal with it. I hope neither the Lurker nor the Disruptor gets nerfed too early, because I think those two units will generate a sick ground vs ground PvZ in the long run.

Zerg players think the Disruptor is imba and hard counters the Lurker and Roach/Hydra.
Protoss players think the Lurker is too strong and kills everything Protoss has on the ground.

So let's just see how it goes after both races have learned to deal with the new units better. Of course maybe both will have to be nerfed eventually. On the other hand nerfing the Ultra armor by 1 would help both zvp and zvt immediately I think.
Maru and Serral are probably top 5.
Hider
Profile Blog Joined May 2010
Denmark9433 Posts
October 17 2015 13:15 GMT
#63
Skytoss is similar to certain things such as, Marth in Melee, Caitlyn in League, and Mech: in the sense that they are easy to use at a low-mid level, but become very hard at a high level.


It's not about how hard something is to execute. It's about whether it creates interesting interactions, and in general when you need mass air to counter air, the gameplay becomes superlame. Ground AA units should be the default counter to air units.
RoomOfMush
Profile Joined March 2015
1296 Posts
October 17 2015 14:00 GMT
#64
On October 17 2015 22:15 Hider wrote:
Show nested quote +
Skytoss is similar to certain things such as, Marth in Melee, Caitlyn in League, and Mech: in the sense that they are easy to use at a low-mid level, but become very hard at a high level.


It's not about how hard something is to execute. It's about whether it creates interesting interactions, and in general when you need mass air to counter air, the gameplay becomes superlame. Ground AA units should be the default counter to air units.

Yep, thats the thing. The only good anti-air in SC2 is air units themselfs (and perhaps stalkers because of Blink).
CheddarToss
Profile Joined September 2015
534 Posts
Last Edited: 2015-10-17 19:38:08
October 17 2015 19:36 GMT
#65
On October 17 2015 23:00 RoomOfMush wrote:
Show nested quote +
On October 17 2015 22:15 Hider wrote:
Skytoss is similar to certain things such as, Marth in Melee, Caitlyn in League, and Mech: in the sense that they are easy to use at a low-mid level, but become very hard at a high level.


It's not about how hard something is to execute. It's about whether it creates interesting interactions, and in general when you need mass air to counter air, the gameplay becomes superlame. Ground AA units should be the default counter to air units.

Yep, thats the thing. The only good anti-air in SC2 is air units themselfs (and perhaps stalkers because of Blink).

What? Stalkers are terrible vs. most air. They don't even trade cost effectively vs Mutas.
RoomOfMush
Profile Joined March 2015
1296 Posts
October 17 2015 19:56 GMT
#66
On October 18 2015 04:36 CheddarToss wrote:
Show nested quote +
On October 17 2015 23:00 RoomOfMush wrote:
On October 17 2015 22:15 Hider wrote:
Skytoss is similar to certain things such as, Marth in Melee, Caitlyn in League, and Mech: in the sense that they are easy to use at a low-mid level, but become very hard at a high level.


It's not about how hard something is to execute. It's about whether it creates interesting interactions, and in general when you need mass air to counter air, the gameplay becomes superlame. Ground AA units should be the default counter to air units.

Yep, thats the thing. The only good anti-air in SC2 is air units themselfs (and perhaps stalkers because of Blink).

What? Stalkers are terrible vs. most air. They don't even trade cost effectively vs Mutas.

Stalkers are quite fast (well, faster then most other ground units), have good attack range and blink to get around impassable terrain. Their attack also has bonus against armored which most air units are. So all in all Stalkers are pretty decent. They might not be good in practice because of numbers, but design wise they are ideal for g2a.
FruitsPunchSamurai
Profile Joined August 2011
United Kingdom87 Posts
October 17 2015 22:02 GMT
#67
On October 18 2015 04:56 RoomOfMush wrote:
Show nested quote +
On October 18 2015 04:36 CheddarToss wrote:
On October 17 2015 23:00 RoomOfMush wrote:
On October 17 2015 22:15 Hider wrote:
Skytoss is similar to certain things such as, Marth in Melee, Caitlyn in League, and Mech: in the sense that they are easy to use at a low-mid level, but become very hard at a high level.


It's not about how hard something is to execute. It's about whether it creates interesting interactions, and in general when you need mass air to counter air, the gameplay becomes superlame. Ground AA units should be the default counter to air units.

Yep, thats the thing. The only good anti-air in SC2 is air units themselfs (and perhaps stalkers because of Blink).

What? Stalkers are terrible vs. most air. They don't even trade cost effectively vs Mutas.

Stalkers are quite fast (well, faster then most other ground units), have good attack range and blink to get around impassable terrain. Their attack also has bonus against armored which most air units are. So all in all Stalkers are pretty decent. They might not be good in practice because of numbers, but design wise they are ideal for g2a.

I think its more that their health and blink allows them to survive long enough to focus down some air units rather than getting insta-gibbed at range like hydras and marines. But stalkers are still pretty bad against large numbers of air units, especially when considering the cost-efficiency of engagements.
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