• Log InLog In
  • Register
Liquid`
Team Liquid Liquipedia
EDT 09:29
CET 14:29
KST 22:29
  • 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
[ASL21] Ro24 Preview Pt1: New Chaos0Team Liquid Map Contest #22 - Presented by Monster Energy5ByuL: The Forgotten Master of ZvT30Behind the Blue - Team Liquid History Book19Clem wins HomeStory Cup 289
Community News
Blizzard Classic Cup @ BlizzCon 2026 - $100k prize pool40Weekly Cups (March 9-15): herO, Clem, ByuN win42026 KungFu Cup Announcement6BGE Stara Zagora 2026 cancelled12Blizzard Classic Cup - Tastosis announced as captains18
StarCraft 2
General
Blizzard Classic Cup @ BlizzCon 2026 - $100k prize pool Potential Updates Coming to the SC2 CN Server Weekly Cups (March 2-8): ByuN overcomes PvT block Weekly Cups (August 25-31): Clem's Last Straw? Weekly Cups (March 9-15): herO, Clem, ByuN win
Tourneys
World University TeamLeague (500$+) | Signups Open RSL Season 4 announced for March-April Sparkling Tuna Cup - Weekly Open Tournament WardiTV Team League Season 10 KSL Week 87
Strategy
Custom Maps
Publishing has been re-enabled! [Feb 24th 2026]
External Content
Mutation # 518 Radiation Zone The PondCast: SC2 News & Results Mutation # 517 Distant Threat Mutation # 516 Specter of Death
Brood War
General
Soulkey's decision to leave C9 JaeDong's form before ASL BGH Auto Balance -> http://bghmmr.eu/ [ASL21] Ro24 Preview Pt1: New Chaos ASL21 General Discussion
Tourneys
[ASL21] Ro24 Group A [Megathread] Daily Proleagues ASL Season 21 LIVESTREAM with English Commentary [BSL22] Open Qualifiers & Ladder Tours
Strategy
Fighting Spirit mining rates Simple Questions, Simple Answers Soma's 9 hatch build from ASL Game 2
Other Games
General Games
General RTS Discussion Thread Stormgate/Frost Giant Megathread Nintendo Switch Thread Path of Exile Dawn of War IV
Dota 2
Official 'what is Dota anymore' discussion The Story of Wings Gaming
League of Legends
G2 just beat GenG in First stand
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
TL Mafia Community Thread Five o'clock TL Mafia Mafia Game Mode Feedback/Ideas Vanilla Mini Mafia
Community
General
US Politics Mega-thread Things Aren’t Peaceful in Palestine YouTube Thread Canadian Politics Mega-thread Russo-Ukrainian War Thread
Fan Clubs
The IdrA Fan Club
Media & Entertainment
[Req][Books] Good Fantasy/SciFi books Movie Discussion! [Manga] One Piece
Sports
2024 - 2026 Football Thread Cricket [SPORT] Formula 1 Discussion Tokyo Olympics 2021 Thread General nutrition recommendations
World Cup 2022
Tech Support
Laptop capable of using Photoshop Lightroom?
TL Community
U4GM Tips Counter Enemy Gadgets Fast in Black Ops rsvsr How to Keep Reward Chains Rolling in Monopol u4gm What to Do First in MLB The Show 26 Spring
Blogs
Funny Nicknames
LUCKY_NOOB
Money Laundering In Video Ga…
TrAiDoS
Iranian anarchists: organize…
XenOsky
FS++
Kraekkling
Shocked by a laser…
Spydermine0240
Unintentional protectionism…
Uldridge
ASL S21 English Commentary…
namkraft
Customize Sidebar...

Website Feedback

Closed Threads



Active: 1593 users

[H] TvP - The Immortal Problem. - Page 12

Forum Index > StarCraft 2 Strategy
Post a Reply
Prev 1 10 11 12 13 14 24 Next All
fatduck
Profile Joined April 2010
United States148 Posts
Last Edited: 2010-04-13 16:24:04
April 13 2010 16:23 GMT
#221
On April 14 2010 00:59 SarenS wrote:
I would say 1 range more, ghost is around 7 I guess Feedback would be 8.


Well, I tested it, and EMP has 10 range, and the burst extends almost to 12. Good luck getting feedback off first, considering it's:
a.) single target vs. aoe
b.) ghosts are fast/tiny, templars are slow and wear technicolor dreamrobes
c.) ghosts cloak.

Everyone saying "no good protoss will ever get hit by emp" is full of shit.

+ Show Spoiler +
[image loading]

good sir, you appear to be somewhat lacking in intelligence. please refrain from posting until this is remedied, since it renders your opinions slightly less than correct and has a tendency to irritate more informed forum-goers
Pelirrojo
Profile Joined April 2010
United States98 Posts
April 13 2010 16:24 GMT
#222
On April 14 2010 01:22 ganil wrote:
I already wrote it in the other post but 2 port banshee into siege FE (because he'll make stalker to counter that for sure) into mass rine/banshee/tanks work pretty well for me. Immortals are not a threat like this. P won't make a lot of them, or they'll die almost instantly against your banshees while tanks destroy his stalkers.

I haven't faced a toss who used blink stalkers against that composition yet, but I usually steamroll stalker/immortal/zealot army with that composition. Siege tank are out of immortals range so they aren't 3 shooted ^^.

I can provide some rep if you want (i'm in platinium league now) but I don't think it'll help that much because I'm not very good. I haven't lost against gold/mid platinium player with that strategy yet.
It looks like the safest way to play atm because FE is suicide and 3 raxs +1 ghost bust is pretty much all-in and get countered very easy with colossus. 10 rax and faster are just cheese and not very fun to play.


That's better, thanks :-p
BlasiuS
Profile Blog Joined September 2007
United States2405 Posts
Last Edited: 2010-04-13 16:26:19
April 13 2010 16:24 GMT
#223
On April 14 2010 01:04 2SCV1cup wrote:
Show nested quote +
On April 14 2010 00:55 BlasiuS wrote:
On April 14 2010 00:48 SarenS wrote:
@Blasius : Feedback got longer range thats why its pretty hard or almost impossible to EMP a decent protoss with Temps


do you know the numbers?


like serens said plenty of times i had 30-40food army bigger and still lost the battle, terran is supposed to place few emp's on toss army otherwise he would have no chance, P counters it by spreading army (hts particulary ) and feedbacking ghost in advance thx to obs.


lol? What are you even talking about. It was a simple question ._.

On April 14 2010 01:23 fatduck wrote:
Show nested quote +
On April 14 2010 00:59 SarenS wrote:
I would say 1 range more, ghost is around 7 I guess Feedback would be 8.


Well, I tested it, and EMP has 10 range, and the burst extends almost to 12. Good luck getting feedback off first, considering it's:
a.) single target vs. aoe
b.) ghosts are fast/tiny, templars are slow and wear technicolor dreamrobes
c.) ghosts cloak.

Everyone saying "no good protoss will ever get hit by emp" is full of shit.

+ Show Spoiler +
[image loading]



cool. What's the range on feedback?
next week on Everybody Loves HypnoToad:
ganil
Profile Joined August 2009
253 Posts
April 13 2010 16:25 GMT
#224
I already wrote it in the other post but 2 port banshee into siege FE (because he'll make stalker to counter that for sure) into mass rine/banshee/tanks work pretty well for me. Immortals are not a threat like this. P won't make a lot of them, or they'll die almost instantly against your banshees while tanks destroy his stalkers.

I haven't faced a toss who used blink stalkers against that composition yet, but I usually steamroll stalker/immortal/zealot army with that composition. Siege tank are out of immortals range so they aren't 3 shooted ^^.

I can provide some rep if you want (i'm in platinium league now) but I don't think it'll help that much because I'm not very good. I haven't lost against gold/mid platinium player with that strategy yet.
It looks like the safest way to play atm because FE is suicide and 3 raxs +1 ghost bust is pretty much all-in and get countered very easy with colossus. 10 rax and faster are just cheese and not very fun to play.
WorkersOfTheWorld
Profile Joined April 2010
United States619 Posts
April 13 2010 16:26 GMT
#225
On April 14 2010 00:48 SarenS wrote:
For people telling "try Protoss and see their weakness" I tryed Protoss ofc, [...] Too easy to adapt and 100 supply good mix from Protoss can easely rape 150/160 army from Terran.

So I would say to people especially Protoss players, try out Terran. Feedback about your thought in the MU would be a great thing ! Personnaly I find it the most HARDEST Mu (dont want to say imbalance) and maybe Zerg players got some problems with P too (dunno that much about this MU)


I tried terran last patch and went from 40ish plat to the top 25 inside a weekend. So is that what you mean by hardest? I had only one build (marauder mass, occasionally adding marines, and medivacs later) and it rolled over most opponents. If I made ONE research upgrade at the tech lab... i'm in the exact same patch as before, except my thors now build faster and i lol@mutas because of them.

That amount of hyperbole about toss isn't making you sound convincing. If you won't produce a replay of a 100 sup toss army "easily raping," 150+ supply in terran units then i'm calling your bluff. That's an outrageous claim. 150 supply in marauders with stim will give almost any toss army a run for it's money, and that's if they're of equal size. I seriously doubt you took the time to play toss if you still think the race is "free wins."

@the earlier "can't emp because ghost is freedbacked." Research cloak, build a raven, snipe obs (he'll send them in before his army to spot the HT), cloaked ghosts emp un-opposed. And before you start to pitch a fit saying the raven is t3, so is the templar.
Samwise: You don't want to play Dustin [Browder]. He can't even beat the UI, let alone the AI. -
Bibdy
Profile Joined March 2010
United States3481 Posts
April 13 2010 16:26 GMT
#226
So, I just watched all 3 of those games real quick this morning, and I have some questions.

What was the purpose of the Siege Tanks, 3 times in a row?
Why did you keep trying to expand to your natural when it was obvious you were cornered and not going to be able to plant there?
Why didn't you try Marauders?

I'm just not seeing how lack of Conc Shells at the very start of the game completely broke this matchup. I don't see any attempt by you to try different builds when facing the same attack three times in a row: just Marines and Tanks every single time.

Had you made Marauders and got Conc shells real quick (which can be done before the Immortals arrive), he would have lost a unit every single time he tried to run away, which happened a lot. Its not like he just waltzed in and battered your front door in an instant. It dragged out, and that's where Conc Shells really, really shine.

The multi-barracks bio ball spam should have walked all over that.
Gigaudas
Profile Blog Joined December 2008
Sweden1213 Posts
Last Edited: 2010-04-13 16:33:44
April 13 2010 16:31 GMT
#227
On April 14 2010 01:21 Pelirrojo wrote:
Show nested quote +
On April 14 2010 01:04 Gigaudas wrote:
Posted this in another thread but realized that this is where it should be

There's such a thin line between balanced and not balanced


Good thing it's not up to us to decide where that fine line is. It's up to us to figure out how to win in the current state of the game. I see too much crying, and not enough people throwing out ideas.

This is NOT where your post should be. This is a thread about holding off the early immortal push. Not about your opinion on balance.



Changing the Immortal is mentioned by the OP. My post was an explanation of why the Immortal should be changed (and why it wasn't the case during the last patch, at least not in regards to PvT) and there were also suggestions about how it should be changed.

How is that not on topic? It even touched the subject of Terran FE which is debated in the thread.
I
xDaunt
Profile Joined March 2010
United States17988 Posts
April 13 2010 16:35 GMT
#228
On April 14 2010 01:22 ganil wrote:
I already wrote it in the other post but 2 port banshee into siege FE (because he'll make stalker to counter that for sure) into mass rine/banshee/tanks work pretty well for me. Immortals are not a threat like this. P won't make a lot of them, or they'll die almost instantly against your banshees while tanks destroy his stalkers.

I haven't faced a toss who used blink stalkers against that composition yet, but I usually steamroll stalker/immortal/zealot army with that composition. Siege tank are out of immortals range so they aren't 3 shooted ^^.

I can provide some rep if you want (i'm in platinium league now) but I don't think it'll help that much because I'm not very good. I haven't lost against gold/mid platinium player with that strategy yet.
It looks like the safest way to play atm because FE is suicide and 3 raxs +1 ghost bust is pretty much all-in and get countered very easy with colossus. 10 rax and faster are just cheese and not very fun to play.


I don't think that blink stalkers would really help the toss. Blink only helps if the toss player is chasing the banshees around while the terran player is using them to harass the toss. As I stated above, the real goal for the terran player is to use the banshees in conjunction with his ground troops to destroy the protoss army. In these standup fights, blink is only marginally helpful.

Also, no race should ever be able to FE in complete safety against any other race in any matchup. If you FE and the other player scouts it early, he should be able to punish you for it. (And yes, I'm saying this as someone who played protoss in SC1 and did FE builds against zerg.)
Feefee
Profile Joined November 2009
Canada556 Posts
April 13 2010 16:39 GMT
#229
Yeah I still don't understand how the concussion shell change somehow managed to tilt the threads from "can't win PvT" to "can't kill immortals". I've asked a few times, but people won't tell me!^^;. It's not even like protoss can easily retreat without concussion shells. Stimpack still gives marauders enough speed for long enough to kill half your army. Except now your other half gets away instead of being slowed =P.
Really the only thing the concussion shell change does in a head-to-head fight is give zealots an extra attack, no? Or it makes it so that you can't kill off all the zealots earlygame by kiting them in circles. Neither of which make any difference if you're standing behind a supply depot wall either.
SarenS
Profile Joined January 2006
France36 Posts
April 13 2010 16:42 GMT
#230
@WorkersofTheWorld Im asking myself if you really played Terran just by this sentence:
"@the earlier "can't emp because ghost is freedbacked." Research cloak, build a raven, snipe obs (he'll send them in before his army to spot the HT), cloaked ghosts emp un-opposed. And before you start to pitch a fit saying the raven is t3, so is the templar."

HF with your gaz

Btw if you wanna play PvT me P would be a pleasure to show you what good Protoss could do against a "mass marauders" which isnt that effective as it was now in top lvl plat.
Gigaudas
Profile Blog Joined December 2008
Sweden1213 Posts
April 13 2010 16:43 GMT
#231
On April 14 2010 01:39 Feefee wrote:
Yeah I still don't understand how the concussion shell change somehow managed to tilt the threads from "can't win PvT" to "can't kill immortals". I've asked a few times, but people won't tell me!^^;. It's not even like protoss can easily retreat without concussion shells. Stimpack still gives marauders enough speed for long enough to kill half your army. Except now your other half gets away instead of being slowed =P.
Really the only thing the concussion shell change does in a head-to-head fight is give zealots an extra attack, no? Or it makes it so that you can't kill off all the zealots earlygame by kiting them in circles. Neither of which make any difference if you're standing behind a supply depot wall either.


Terran lost map control early game when they lost concussion shells. Losing map control early on meant they couldn't expand as safely. A nerf to the economy and the macro of Terran results in having a harder time to deal with units such as the Immortal.

That's what I think
I
verrater
Profile Joined April 2010
United States11 Posts
April 13 2010 16:45 GMT
#232
Immortals are too fast. Spawn larva makes zerg unbeatable.

Half man, half bear, half pig. 100% whiner.

WorkersOfTheWorld
Profile Joined April 2010
United States619 Posts
April 13 2010 16:49 GMT
#233
On April 14 2010 01:26 Bibdy wrote:
So, I just watched all 3 of those games real quick this morning, and I have some questions.

What was the purpose of the Siege Tanks, 3 times in a row?
Why did you keep trying to expand to your natural when it was obvious you were cornered and not going to be able to plant there?
Why didn't you try Marauders?

I'm just not seeing how lack of Conc Shells at the very start of the game completely broke this matchup. I don't see any attempt by you to try different builds when facing the same attack three times in a row: just Marines and Tanks every single time.

Had you made Marauders and got Conc shells real quick (which can be done before the Immortals arrive), he would have lost a unit every single time he tried to run away, which happened a lot. Its not like he just waltzed in and battered your front door in an instant. It dragged out, and that's where Conc Shells really, really shine.

The multi-barracks bio ball spam should have walked all over that.


Agreed. And, ironically, terran bio balls do still run over protoss on a regular basis. Not sure how this patch forced every terran to loose his mind, start building siege tanks and fast-expanding without any kind of map control, but the fact this thread has gone on this long without a decent replay is a testament to just how spoon-fed Terran were last patch in TvP.

If you really "just can't win," when the game isn't handed to you from marauder #1, then I think you're going to have a hard time with any race, any match-up, and not just TvP.
Samwise: You don't want to play Dustin [Browder]. He can't even beat the UI, let alone the AI. -
fatduck
Profile Joined April 2010
United States148 Posts
April 13 2010 16:50 GMT
#234
On April 14 2010 01:24 BlasiuS wrote:

cool. What's the range on feedback?


Liquipedia says 9, so I'll trust that. I'd test it but you can't feedback your own units
good sir, you appear to be somewhat lacking in intelligence. please refrain from posting until this is remedied, since it renders your opinions slightly less than correct and has a tendency to irritate more informed forum-goers
Pelirrojo
Profile Joined April 2010
United States98 Posts
April 13 2010 16:55 GMT
#235
On April 14 2010 01:42 SarenS wrote:
Btw if you wanna play PvT me P would be a pleasure to show you what good Protoss could do against a "mass marauders" which isnt that effective as it was now in top lvl plat.


On April 14 2010 01:49 WorkersOfTheWorld wrote:

the fact this thread has gone on this long without a decent replay is a testament to just how spoon-fed Terran were last patch in TvP.


Here's your chance to give us a good replay to talk about! I would love to see this happen!
BlasiuS
Profile Blog Joined September 2007
United States2405 Posts
April 13 2010 17:03 GMT
#236
On April 14 2010 01:26 Bibdy wrote:
I'm just not seeing how lack of Conc Shells at the very start of the game completely broke this matchup. I don't see any attempt by you to try different builds when facing the same attack three times in a row: just Marines and Tanks every single time.


It didn't 'break' it, but it DID change it drastically:

On April 13 2010 04:11 BlasiuS wrote:

pre-patch 8 Terran won most of their games against protoss with builds that revolved around marauders starting out with slow:

1. 1 rax marauder FE: this worked because marauders w/slow prevented early harass on your FE. Now that marauders don't start with slow, zealots are WAY stronger v terran in the early game; this build dies to aggressive zealot harass, which will run terran over before shells are finished.

2. fast (proxy) reaper -> marauder: this build worked because reapers forced stalkers, which were then countered by marauders, which could be made immediately after 2-3 reapers, and since they started with slow, they beat stalkers very easily. Now that marauders don't start with slow, this build is unable to put any follow-up pressure after the reapers. Before shells are researched, Stalkers > Marauders in small numbers.

3. fast (proxy) marauder: this relied on marauders hitting protoss before immortals came out. It worked because marauders w/slow > stalkers or zealots that early in the game. Now that marauders don't start with slow, this build doesn't work for the same reason 1 rax marauder FE doesn't work: you get run over by zealots or zealot/sentry before your shells can benefit you.

None of these 3 builds work anymore, because marauders don't start with slow. You don't seem to recognize that it was a BIG change. Terran was hardest hit on build #1, now terran is struggling to find a build that they can FE with. From what I've seen, MoRRoW has the best FE build, with 1 rax marines -> FE -> MASS shield marines + at least 4 bunkers, and pray toss doesn't attack you before your shield upgrade is done. Even then, zealot/sentry just rapes, force field prevents SCVs from repairing bunkers, and guardian shield basically hard-counters marines.


Essentially, the main builds that Terran used in TvP don't work in patch 8, and Terrans are having to completely re-learn the matchup from scratch.

Not that that's a bad thing, I have no problem with being forced to re-learn a matchup in the name of balance. But many people seem to be confused as to why Terrans are having problems after concussive shells moved to an upgrade. Well, this is why.
next week on Everybody Loves HypnoToad:
Feefee
Profile Joined November 2009
Canada556 Posts
Last Edited: 2010-04-13 17:12:02
April 13 2010 17:08 GMT
#237
On April 14 2010 01:43 Gigaudas wrote:
Show nested quote +
On April 14 2010 01:39 Feefee wrote:
Yeah I still don't understand how the concussion shell change somehow managed to tilt the threads from "can't win PvT" to "can't kill immortals". I've asked a few times, but people won't tell me!^^;. It's not even like protoss can easily retreat without concussion shells. Stimpack still gives marauders enough speed for long enough to kill half your army. Except now your other half gets away instead of being slowed =P.
Really the only thing the concussion shell change does in a head-to-head fight is give zealots an extra attack, no? Or it makes it so that you can't kill off all the zealots earlygame by kiting them in circles. Neither of which make any difference if you're standing behind a supply depot wall either.


Terran lost map control early game when they lost concussion shells. Losing map control early on meant they couldn't expand as safely. A nerf to the economy and the macro of Terran results in having a harder time to deal with units such as the Immortal.

That's what I think


Except no terran I know expanded before the protoss got out robo tech. At least no terran had to or did it standard. I agree you lose "map control" against the early 3 zealots ^^;. As soon as you get a sizeable marauder force out, and especially once you get a ghost out you have all the map control, concussion shells or not.
I wonder if people are trying to tell me that the terran has no map control (can't expand) all the while the protoss is expanding? Because you can roll over a toss even more if he's expanding off of a few zealots, or maybe one immortal. And if you're saying you can't expand against a protoss who's not expanding then... well..^^; (in fact you can if you start your cc in your base). Still baffled how concussion shells supposedly make or break this matchup =P

And ok: it broke 1rax fast expand, and two proxy cheeses that were almost impossible for the protoss to defend (which is exactly why that concussion upgrade was put in place). In fact, even a 1 rax fast expand is pretty damn broken^^; you don't see 1 gate fast expand being viable as toss either.
BlasiuS
Profile Blog Joined September 2007
United States2405 Posts
April 13 2010 17:16 GMT
#238
On April 14 2010 02:08 Feefee wrote:
Except no terran I know expanded before the protoss got out robo tech. At least no terran had to or did it standard.


Yes they did, and yes it was standard. before patch 8 1 rax marauder FE was THE standard for TvP.

On April 14 2010 02:08 Feefee wrote:
I agree you lose "map control" against the early 3 zealots ^^;. As soon as you get a sizeable marauder force out, and especially once you get a ghost out you have all the map control, concussion shells or not.
I wonder if people are trying to tell me that the terran has no map control (can't expand) all the while the protoss is expanding? Because you can roll over a toss even more if he's expanding off of a few zealots, or maybe one immortal. And if you're saying you can't expand against a protoss who's not expanding then... well..^^; (in fact you can if you start your cc in your base). Still baffled how concussion shells supposedly make or break this matchup =P

And ok: it broke 1rax fast expand, and two proxy cheeses that were almost impossible for the protoss to defend (which is exactly why that concussion upgrade was put in place). In fact, even a 1 rax fast expand is pretty damn broken^^; you don't see 1 gate fast expand being viable as toss either.

The difference is that 1 gate FE has NEVER been standard, but 1 rax marauder FE was standard before patch 8. Terran can't do their standard TvP build anymore, that's why so many are complaining, however unfounded it may be.
next week on Everybody Loves HypnoToad:
Floophead_III
Profile Joined September 2009
United States1832 Posts
April 13 2010 17:26 GMT
#239
Protoss now has no fear of being killed by early marauders now in the sense that if they don't have a larger army they lose. It's still a threat but since you can actually pull back from an engagement you're losing you can have less units and still hold fine. This means you can go very fast robotics and be safe. Immortal pushes force terran to chill back in his base, which is fine, but now terran has 3 options all of which play to a losing game:

-Spam marauders/ghost and try to break out with sheer force - loses to immortal drops because you have no anti air at all, so you get stuck in your base even longer than you should, and god forbid he uses sentries to FF your ramp/choke infinitely. You can't outrange those FFs so you're stuck until he lets you out or you get tanks/air.

-Go tanks/ghosts/marines/turrets. This is what I've been trying to do because I think it's the most viable composition. The problem is that it takes so long to get this up and running and you're STILL stuck in your main for really long time. Protoss can simply expand and outmacro and you're playing a losing game.

-Go banshees/fast drops. More likely than not protoss will blow through your front unless you have something like 4 bunkers there, in which case any good protoss will go straight to drops. If you ever manage to get banshees out, they won't be a surprise, and they won't be able to do anything but sit around defending. Meanwhile protoss can just expand/make stalker/make obs and you'll be outmacro'd. I think it might be possible to make this work, but I want to see a lot of replays before even considering it a viable option. As of now I haven't seen anything to contradict that it is in fact a losing game.
Half man, half bear, half pig.
fatduck
Profile Joined April 2010
United States148 Posts
April 13 2010 17:30 GMT
#240
On April 14 2010 02:16 BlasiuS wrote:
The difference is that 1 gate FE has NEVER been standard, but 1 rax marauder FE was standard before patch 8. Terran can't do their standard TvP build anymore, that's why so many are complaining, however unfounded it may be.


This pretty much sums it up. These forums were full of whiners after the warp gate research time got doubled, because 3 warpgate rush was standard and incredible powerful, and was completely eliminated by the patch. Now the standard terran opening got eliminated and the forums are full of whiners again and toss has "too many options." Eventually people will get tired of complaining and adapt (or the next patch will spark off a new complaining fad).
good sir, you appear to be somewhat lacking in intelligence. please refrain from posting until this is remedied, since it renders your opinions slightly less than correct and has a tendency to irritate more informed forum-goers
Prev 1 10 11 12 13 14 24 Next All
Please log in or register to reply.
Live Events Refresh
Wardi Open
12:00
#79
WardiTV771
OGKoka 348
Rex108
IntoTheiNu 44
Liquipedia
[ Submit Event ]
Live Streams
Refresh
StarCraft 2
Lowko419
OGKoka 348
Harstem 192
ProTech147
LamboSC2 109
Rex 108
MindelVK 14
StarCraft: Brood War
Calm 13184
Bisu 2506
Horang2 1994
Jaedong 1440
Shuttle 1110
Hyuk 670
BeSt 472
Larva 436
Stork 378
Mini 255
[ Show more ]
Light 232
Leta 232
Zeus 164
Snow 138
Soma 137
Rush 123
ggaemo 108
Pusan 104
Backho 103
PianO 73
Shine 69
Shinee 66
ToSsGirL 57
Movie 44
Hm[arnc] 43
yabsab 32
Nal_rA 29
Free 29
[sc1f]eonzerg 23
zelot 22
IntoTheRainbow 21
GoRush 18
Bale 17
soO 17
sorry 16
ajuk12(nOOB) 13
Noble 12
Terrorterran 11
Dota 2
Gorgc5240
League of Legends
Reynor14
Counter-Strike
fl0m2669
olofmeister1517
Fnx 806
shoxiejesuss743
kennyS663
byalli534
Other Games
singsing2067
B2W.Neo816
hiko623
XBOCT506
crisheroes296
Beastyqt255
Sick105
Mew2King65
ArmadaUGS58
Organizations
Dota 2
PGL Dota 2 - Main Stream58
StarCraft: Brood War
lovetv 22
StarCraft 2
Blizzard YouTube
StarCraft: Brood War
BSLTrovo
sctven
[ Show 13 non-featured ]
StarCraft 2
• StrangeGG 19
• AfreecaTV YouTube
• intothetv
• Kozan
• IndyKCrew
• LaughNgamezSOOP
• Migwel
• sooper7s
StarCraft: Brood War
• iopq 30
• BSLYoutube
• STPLYoutube
• ZZZeroYoutube
Dota 2
• lizZardDota236
Upcoming Events
Monday Night Weeklies
3h 31m
Sparkling Tuna Cup
20h 31m
Afreeca Starleague
20h 31m
Soulkey vs Ample
JyJ vs sSak
Replay Cast
1d 19h
Afreeca Starleague
1d 20h
hero vs YSC
Larva vs Shine
Kung Fu Cup
1d 21h
Replay Cast
2 days
KCM Race Survival
2 days
The PondCast
2 days
WardiTV Team League
2 days
[ Show More ]
Replay Cast
3 days
WardiTV Team League
3 days
RSL Revival
4 days
Cure vs Zoun
herO vs Rogue
WardiTV Team League
4 days
Platinum Heroes Events
5 days
BSL
5 days
RSL Revival
5 days
ByuN vs Maru
MaxPax vs TriGGeR
WardiTV Team League
5 days
BSL
6 days
Replay Cast
6 days
Afreeca Starleague
6 days
Light vs Calm
Royal vs Mind
Wardi Open
6 days
Liquipedia Results

Completed

Proleague 2026-03-22
WardiTV Winter 2026
Underdog Cup #3

Ongoing

KCM Race Survival 2026 Season 1
BSL Season 22
CSL Elite League 2026
CSL Season 20: Qualifier 1
ASL Season 21
Acropolis #4 - TS6
RSL Revival: Season 4
Nations Cup 2026
NationLESS Cup
BLAST Open Spring 2026
ESL Pro League S23 Finals
ESL Pro League S23 Stage 1&2
PGL Cluj-Napoca 2026
IEM Kraków 2026
BLAST Bounty Winter 2026
BLAST Bounty Winter Qual

Upcoming

2026 Changsha Offline CUP
CSL Season 20: Qualifier 2
CSL 2026 SPRING (S20)
Acropolis #4
IPSL Spring 2026
BSL 22 Non-Korean Championship
CSLAN 4
Kung Fu Cup 2026 Grand Finals
HSC XXIX
uThermal 2v2 2026 Main Event
IEM Cologne Major 2026
Stake Ranked Episode 2
CS Asia Championships 2026
Asian Champions League 2026
IEM Atlanta 2026
PGL Astana 2026
BLAST Rivals Spring 2026
CCT Season 3 Global Finals
IEM Rio 2026
PGL Bucharest 2026
Stake Ranked Episode 1
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 © 2026 TLnet. All Rights Reserved.