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Terran vs Protoss - Page 6

Forum Index > StarCraft 2 Strategy
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Diaspora
Profile Joined April 2010
United States140 Posts
April 14 2010 15:59 GMT
#101
I certainly wouldnt downplay the importance of a well timed reaper harass. Even if it only snipes 2 probes it puts the pressure on protoss to watch their mineral line and to leave stalkers to protect their probes. Mid-game reaper harasses can be extremely effective given the map. As long as you keep the protoss antsy expecting harassment they will be less likely to push out.

I'd really like to experiment with a fast tech to banshee harass, followed up with marauders+ravens. I haven't toyed with ravens as of yet in TvP but that point defense drone can be pivotal (unless of course there are HT on the field feedbacking).
iounas
Profile Joined July 2008
409 Posts
April 14 2010 16:02 GMT
#102
On April 15 2010 00:40 Bibdy wrote:
However you want to think of it, Chrono Boost always takes 10 seconds off the current build time. Why? Because you're doing 30 seconds of 'work' in 20 seconds.

If you build 2 Probes, and Chrono, you get them in 24 seconds, not 34.
If you Chrono a Zealot, you get it in 23 seconds, not 33.
If you Chrono a Stalker, you get it in 32 seconds, not 42.
And if you Chrono an Immortal, you get it in 40 seconds, not 50.

And if you think nerfing Force Field is such a great idea, what exactly would you like the big flag in front of our base to say? "Welcoming all Zerg, particularly Banelings! Come join the party!"

1 boost saves around 7 sec.. Old 30sec boost saved 10
IdrA: stalkers actually do negative damage. when you shoot a marine with a stalker it gains health.
PanzerDragoon
Profile Joined March 2010
United States822 Posts
April 14 2010 16:02 GMT
#103
On April 14 2010 23:58 Markwerf wrote:
@ louder, you got the working of chronoboost wrong. Chronoboost boosts production by 50%, in other words build time becomes 66% (1 / 1.5) of the original and NOT 50%. Thus boosted immortals take 26.7 secs.

@ diaspora
toss always opens fast cyber against terran, just for the possibility of a fast stalker. After cyber completion and before the stalker finishes terran has a gap of seeing what build the toss will open with, fast immortal or multiple gateways. The problem is that even if you do see that it's still nearly impossible to counter.

Woo. So immortals come out a second after a terran marine does. Meanwhile it takes us 45 seconds to build a tank that immortals kill in 3 shots.
QibingZero
Profile Blog Joined June 2007
2611 Posts
April 14 2010 16:10 GMT
#104
The idea of more upgrades that are necessary in the matchup anyway (and this is exactly what the Marauder nerf was - it's not as if Terrans should stop using Marauders) is absolutely terrible. An Immortal upgrade for hardened shields is something I hope never comes into the game, simply because it will be a necessary upgrade every single game anyway. What is the point of an upgrade if the unit is not worth it's normal cost without it?

Adding upgrades for tier1 units at later tiers is a fine way of doing things. Zergling attack, Zealot charge, Stalker blink, Roach burrow/regen, etc. Adding upgrades that are required nearly the moment you create the unit is just sad. At this point, there are already enough upgrades in SC2, and it's to the point where the less overtly powerful half of them don't ever get used. Adding even more things that don't actually enhance gameplay in any way is just bad design practice.
Oh, my eSports
xDaunt
Profile Joined March 2010
United States17988 Posts
April 14 2010 16:14 GMT
#105
As many other people have pointed out in other threads, the immortal isn't the root of the problem. The reason why the immortal is so ridiculous is it has to be because roaches and marauders are ridiculous. Even with the Patch 8 nerfs, they still are very strong for their respective costs.
PanzerDragoon
Profile Joined March 2010
United States822 Posts
April 14 2010 16:14 GMT
#106
In BW people never got ultras without getting the armor up and speed upgrade; they were worthless without it
fulmetljaket
Profile Blog Joined December 2008
482 Posts
April 14 2010 16:14 GMT
#107
On April 15 2010 00:50 Chen wrote:
Show nested quote +
On April 15 2010 00:28 fulmetljaket wrote:
On April 14 2010 23:58 Markwerf wrote:
@ louder, you got the working of chronoboost wrong. Chronoboost boosts production by 50%, in other words build time becomes 66% (1 / 1.5) of the original and NOT 50%. Thus boosted immortals take 26.7 secs.

@ diaspora
toss always opens fast cyber against terran, just for the possibility of a fast stalker. After cyber completion and before the stalker finishes terran has a gap of seeing what build the toss will open with, fast immortal or multiple gateways. The problem is that even if you do see that it's still nearly impossible to counter.


where do you get this? [bolded text]

because tho im a terran player, i do believe the tooltip for chrono read something to this effect, "can be casted on buildings. causes affected buildings to operate 50% faster for 20 seconds."

i dont think that it says anything about 50% of the 'originial'

even so, i dont know wher eyou get this figure of 66%. if the build time is 100%, and this boosts production by 50%, pretty simple math knows that 50% of 100 is 50....

im not saying your wrong, just asking for explanation

Orb actually timed it, Chrono Immortals come out in ~27 seconds, not 20. 40/1.5=26.667


yea, which maens that for the duration of the chrono, its 50% faster....

assuming that you are 'probably' going to be building more than one immortal, i would imagine the first immortal would be chrono'd the whole way thru for the dual boost so you can hit that second one with the run off....

im not a toss tho
"Hunter Seeker Missile Is Gay, Just Like You." - Anon @ US
Bibdy
Profile Joined March 2010
United States3481 Posts
Last Edited: 2010-04-14 16:15:30
April 14 2010 16:14 GMT
#108
On April 15 2010 01:02 iounas wrote:
Show nested quote +
On April 15 2010 00:40 Bibdy wrote:
However you want to think of it, Chrono Boost always takes 10 seconds off the current build time. Why? Because you're doing 30 seconds of 'work' in 20 seconds.

If you build 2 Probes, and Chrono, you get them in 24 seconds, not 34.
If you Chrono a Zealot, you get it in 23 seconds, not 33.
If you Chrono a Stalker, you get it in 32 seconds, not 42.
And if you Chrono an Immortal, you get it in 40 seconds, not 50.

And if you think nerfing Force Field is such a great idea, what exactly would you like the big flag in front of our base to say? "Welcoming all Zerg, particularly Banelings! Come join the party!"

1 boost saves around 7 sec.. Old 30sec boost saved 10


What? The old 30 second boost allowed you to do 45 seconds of 'work' in 30 seconds. The current one lets you do 30 seconds of 'work' in 20.

When you boost a Zealot, you finish 30s of the total 33s, in 20 seconds, then there's 3 seconds left over, which run normally, bringing the total to 23.

When you boost a Stalker, you finish 30s of the total 42, in 20 seconds, then there's 12 seconds left over, bringing the total to 32.

One boost = 10 seconds, provided what you're building has a base build time of 30s or more. That's it.
Floophead_III
Profile Joined September 2009
United States1832 Posts
April 14 2010 16:15 GMT
#109
On April 15 2010 01:10 QibingZero wrote:
The idea of more upgrades that are necessary in the matchup anyway (and this is exactly what the Marauder nerf was - it's not as if Terrans should stop using Marauders) is absolutely terrible. An Immortal upgrade for hardened shields is something I hope never comes into the game, simply because it will be a necessary upgrade every single game anyway. What is the point of an upgrade if the unit is not worth it's normal cost without it?

Adding upgrades for tier1 units at later tiers is a fine way of doing things. Zergling attack, Zealot charge, Stalker blink, Roach burrow/regen, etc. Adding upgrades that are required nearly the moment you create the unit is just sad. At this point, there are already enough upgrades in SC2, and it's to the point where the less overtly powerful half of them don't ever get used. Adding even more things that don't actually enhance gameplay in any way is just bad design practice.


Broodwar had goliath range, goon range, hydra range/speed, ling speed, siege mode, vulture mines, vulture speed, stim, zealot speed, storm, carrier interceptor capacity and more. Not getting any of these upgrades was a serious game decision if you wanted to use those units as the core of your army. You're saying that broodwar has stupid gameplay and was badly designed? Nice trolling but totally fail.
Half man, half bear, half pig.
Vexx
Profile Blog Joined March 2010
United States462 Posts
April 14 2010 16:19 GMT
#110
On April 15 2010 01:10 QibingZero wrote:
What is the point of an upgrade if the unit is not worth it's normal cost without it?



Have you heard of what they call.... the ultralisk?
I am not nice.
Bibdy
Profile Joined March 2010
United States3481 Posts
April 14 2010 16:25 GMT
#111
On April 15 2010 01:10 QibingZero wrote:
The idea of more upgrades that are necessary in the matchup anyway (and this is exactly what the Marauder nerf was - it's not as if Terrans should stop using Marauders) is absolutely terrible. An Immortal upgrade for hardened shields is something I hope never comes into the game, simply because it will be a necessary upgrade every single game anyway. What is the point of an upgrade if the unit is not worth it's normal cost without it?

Adding upgrades for tier1 units at later tiers is a fine way of doing things. Zergling attack, Zealot charge, Stalker blink, Roach burrow/regen, etc. Adding upgrades that are required nearly the moment you create the unit is just sad. At this point, there are already enough upgrades in SC2, and it's to the point where the less overtly powerful half of them don't ever get used. Adding even more things that don't actually enhance gameplay in any way is just bad design practice.


So, it was okay that Zealots couldn't step foot anywhere near the Terran army without a T2 upgrade, but its totally unfair that Marauders have to sit behind a wall of depots for safety for a couple of minutes without a T1.5 upgrade before they can do it in the field?

Seriously, this topic is getting stupid. Battering down a Protoss inside his own base for 2 minutes flat at the start of the game with a single unit type, is not cool. Complain about getting some other improvements here or there, but the Conc Shell thing had to happen.
QibingZero
Profile Blog Joined June 2007
2611 Posts
Last Edited: 2010-04-14 16:30:13
April 14 2010 16:26 GMT
#112
On April 15 2010 01:15 Floophead_III wrote:
Show nested quote +
On April 15 2010 01:10 QibingZero wrote:
The idea of more upgrades that are necessary in the matchup anyway (and this is exactly what the Marauder nerf was - it's not as if Terrans should stop using Marauders) is absolutely terrible. An Immortal upgrade for hardened shields is something I hope never comes into the game, simply because it will be a necessary upgrade every single game anyway. What is the point of an upgrade if the unit is not worth it's normal cost without it?

Adding upgrades for tier1 units at later tiers is a fine way of doing things. Zergling attack, Zealot charge, Stalker blink, Roach burrow/regen, etc. Adding upgrades that are required nearly the moment you create the unit is just sad. At this point, there are already enough upgrades in SC2, and it's to the point where the less overtly powerful half of them don't ever get used. Adding even more things that don't actually enhance gameplay in any way is just bad design practice.


Broodwar had goliath range, goon range, hydra range/speed, ling speed, siege mode, vulture mines, vulture speed, stim, zealot speed, storm, carrier interceptor capacity and more. Not getting any of these upgrades was a serious game decision if you wanted to use those units as the core of your army. You're saying that broodwar has stupid gameplay and was badly designed? Nice trolling but totally fail.


I'd love to believe you're purposefully this way, but there's a better chance you're just oblivious. I mean did you even read my post, or just like 2 lines of it? I'm sure you think I'm just some random player arguing against Terran and that you need to purge me, eh?

I mean, what are you adding to this conversation? 5 or so posts ago you're too lazy to even start a custom game as Protoss and watch how chrono boost works. Now you're responding within 5 minutes to my post and missing the point entirely. Should I make a comment about how mech isn't viable so you can continue being a reactionary in stride? -.-

On April 15 2010 01:25 Bibdy wrote:
Show nested quote +
On April 15 2010 01:10 QibingZero wrote:
The idea of more upgrades that are necessary in the matchup anyway (and this is exactly what the Marauder nerf was - it's not as if Terrans should stop using Marauders) is absolutely terrible. An Immortal upgrade for hardened shields is something I hope never comes into the game, simply because it will be a necessary upgrade every single game anyway. What is the point of an upgrade if the unit is not worth it's normal cost without it?

Adding upgrades for tier1 units at later tiers is a fine way of doing things. Zergling attack, Zealot charge, Stalker blink, Roach burrow/regen, etc. Adding upgrades that are required nearly the moment you create the unit is just sad. At this point, there are already enough upgrades in SC2, and it's to the point where the less overtly powerful half of them don't ever get used. Adding even more things that don't actually enhance gameplay in any way is just bad design practice.


So, it was okay that Zealots couldn't step foot anywhere near the Terran army without a T2 upgrade, but its totally unfair that Marauders have to sit behind a wall of depots for safety for a couple of minutes without a T1.5 upgrade before they can do it in the field?

Seriously, this topic is getting stupid. Battering down a Protoss inside his own base for 2 minutes flat at the start of the game with a single unit type, is not cool. Complain about getting some other improvements here or there, but the Conc Shell thing had to happen.


Ironically, this person also misses the point, but thinks I'm bashing Protoss instead.

It's not about race. It's about the fact that creating a somewhat interesting unit, and then completely removing the main draw to said unit while placing it as an upgrade really does nothing to enhance the game. Does a Marauder make sense without the slow? Does an Immortal make sense without hardened shields? No and no. Is it that hard?
Oh, my eSports
Kyo Yuy
Profile Joined January 2009
United States1286 Posts
April 14 2010 16:28 GMT
#113
On April 15 2010 01:19 Vexx wrote:
Show nested quote +
On April 15 2010 01:10 QibingZero wrote:
What is the point of an upgrade if the unit is not worth it's normal cost without it?



Have you heard of what they call.... the ultralisk?

Not to mention Immortals do a sick amount of damage to armored units as it is - it's not like the Immortal is useless without Hardened Shield.
#1 KawaiiRice fan :D
Bibdy
Profile Joined March 2010
United States3481 Posts
April 14 2010 16:29 GMT
#114
On April 15 2010 01:26 QibingZero wrote:
Show nested quote +
On April 15 2010 01:15 Floophead_III wrote:
On April 15 2010 01:10 QibingZero wrote:
The idea of more upgrades that are necessary in the matchup anyway (and this is exactly what the Marauder nerf was - it's not as if Terrans should stop using Marauders) is absolutely terrible. An Immortal upgrade for hardened shields is something I hope never comes into the game, simply because it will be a necessary upgrade every single game anyway. What is the point of an upgrade if the unit is not worth it's normal cost without it?

Adding upgrades for tier1 units at later tiers is a fine way of doing things. Zergling attack, Zealot charge, Stalker blink, Roach burrow/regen, etc. Adding upgrades that are required nearly the moment you create the unit is just sad. At this point, there are already enough upgrades in SC2, and it's to the point where the less overtly powerful half of them don't ever get used. Adding even more things that don't actually enhance gameplay in any way is just bad design practice.


Broodwar had goliath range, goon range, hydra range/speed, ling speed, siege mode, vulture mines, vulture speed, stim, zealot speed, storm, carrier interceptor capacity and more. Not getting any of these upgrades was a serious game decision if you wanted to use those units as the core of your army. You're saying that broodwar has stupid gameplay and was badly designed? Nice trolling but totally fail.


I'd love to believe you're purposefully this way, but there's a better chance you're just oblivious. I mean did you even read my post, or just like 2 lines of it? I'm sure you think I'm just some random player arguing against Terran and that you need to purge me, eh?

I mean, what are you adding to this conversation? 5 or so posts ago you're too lazy to even start a custom game as Protoss and watch how chrono boost works. Now you're responding within 5 minutes to my post and missing the point entirely. Should I make a comment about how mech isn't viable so you can continue being a reactionary in stride? -.-

Show nested quote +
On April 15 2010 01:25 Bibdy wrote:
On April 15 2010 01:10 QibingZero wrote:
The idea of more upgrades that are necessary in the matchup anyway (and this is exactly what the Marauder nerf was - it's not as if Terrans should stop using Marauders) is absolutely terrible. An Immortal upgrade for hardened shields is something I hope never comes into the game, simply because it will be a necessary upgrade every single game anyway. What is the point of an upgrade if the unit is not worth it's normal cost without it?

Adding upgrades for tier1 units at later tiers is a fine way of doing things. Zergling attack, Zealot charge, Stalker blink, Roach burrow/regen, etc. Adding upgrades that are required nearly the moment you create the unit is just sad. At this point, there are already enough upgrades in SC2, and it's to the point where the less overtly powerful half of them don't ever get used. Adding even more things that don't actually enhance gameplay in any way is just bad design practice.


So, it was okay that Zealots couldn't step foot anywhere near the Terran army without a T2 upgrade, but its totally unfair that Marauders have to sit behind a wall of depots for safety for a couple of minutes without a T1.5 upgrade before they can do it in the field?

Seriously, this topic is getting stupid. Battering down a Protoss inside his own base for 2 minutes flat at the start of the game with a single unit type, is not cool. Complain about getting some other improvements here or there, but the Conc Shell thing had to happen.


Ironically, this person also misses the point, but thinks I'm bashing Protoss instead. My how the world turns.


Maybe if the first 2 people responding to you, 'didn't get it', you portrayed your idea wrong.

From what I gather, you're saying that Marauders are useless without the upgrade. If you're not saying that, why are you complaining that "What is the point of an upgrade if the unit is not worth it's normal cost without it?"? A Marauder is cheap as all hell. NOT having to do an upgrade is a damn crime against nature.
Kyo Yuy
Profile Joined January 2009
United States1286 Posts
April 14 2010 16:34 GMT
#115
On April 15 2010 01:29 Bibdy wrote:
Show nested quote +
On April 15 2010 01:26 QibingZero wrote:
On April 15 2010 01:15 Floophead_III wrote:
On April 15 2010 01:10 QibingZero wrote:
The idea of more upgrades that are necessary in the matchup anyway (and this is exactly what the Marauder nerf was - it's not as if Terrans should stop using Marauders) is absolutely terrible. An Immortal upgrade for hardened shields is something I hope never comes into the game, simply because it will be a necessary upgrade every single game anyway. What is the point of an upgrade if the unit is not worth it's normal cost without it?

Adding upgrades for tier1 units at later tiers is a fine way of doing things. Zergling attack, Zealot charge, Stalker blink, Roach burrow/regen, etc. Adding upgrades that are required nearly the moment you create the unit is just sad. At this point, there are already enough upgrades in SC2, and it's to the point where the less overtly powerful half of them don't ever get used. Adding even more things that don't actually enhance gameplay in any way is just bad design practice.


Broodwar had goliath range, goon range, hydra range/speed, ling speed, siege mode, vulture mines, vulture speed, stim, zealot speed, storm, carrier interceptor capacity and more. Not getting any of these upgrades was a serious game decision if you wanted to use those units as the core of your army. You're saying that broodwar has stupid gameplay and was badly designed? Nice trolling but totally fail.


I'd love to believe you're purposefully this way, but there's a better chance you're just oblivious. I mean did you even read my post, or just like 2 lines of it? I'm sure you think I'm just some random player arguing against Terran and that you need to purge me, eh?

I mean, what are you adding to this conversation? 5 or so posts ago you're too lazy to even start a custom game as Protoss and watch how chrono boost works. Now you're responding within 5 minutes to my post and missing the point entirely. Should I make a comment about how mech isn't viable so you can continue being a reactionary in stride? -.-

On April 15 2010 01:25 Bibdy wrote:
On April 15 2010 01:10 QibingZero wrote:
The idea of more upgrades that are necessary in the matchup anyway (and this is exactly what the Marauder nerf was - it's not as if Terrans should stop using Marauders) is absolutely terrible. An Immortal upgrade for hardened shields is something I hope never comes into the game, simply because it will be a necessary upgrade every single game anyway. What is the point of an upgrade if the unit is not worth it's normal cost without it?

Adding upgrades for tier1 units at later tiers is a fine way of doing things. Zergling attack, Zealot charge, Stalker blink, Roach burrow/regen, etc. Adding upgrades that are required nearly the moment you create the unit is just sad. At this point, there are already enough upgrades in SC2, and it's to the point where the less overtly powerful half of them don't ever get used. Adding even more things that don't actually enhance gameplay in any way is just bad design practice.


So, it was okay that Zealots couldn't step foot anywhere near the Terran army without a T2 upgrade, but its totally unfair that Marauders have to sit behind a wall of depots for safety for a couple of minutes without a T1.5 upgrade before they can do it in the field?

Seriously, this topic is getting stupid. Battering down a Protoss inside his own base for 2 minutes flat at the start of the game with a single unit type, is not cool. Complain about getting some other improvements here or there, but the Conc Shell thing had to happen.


Ironically, this person also misses the point, but thinks I'm bashing Protoss instead. My how the world turns.


Maybe if the first 2 people responding to you, 'didn't get it', you portrayed your idea wrong.

From what I gather, you're saying that Marauders are useless without the upgrade. If you're not saying that, why are you complaining that "What is the point of an upgrade if the unit is not worth it's normal cost without it?"? A Marauder is cheap as all hell. NOT having to do an upgrade is a damn crime against nature.

IMO, no matter how much you nerf Marauder/Roach/Immortal, the big issue is that all 3 units have high HP and deal a lot of damage for their cost.

The issue is that, ON TOP OF their high HP and high damage dealing capabilities, these units also have special effects. Marauders have concussive shells, roaches have fast HP regen when burrowed, and Immortals have Hardened Shield. They're just really really good units.

Maybe try to have upgrades mandatory for the special abilities of all 3? I mean Roach already needs burrow research and Marauders already need concussive shell research, why not make Hardened Shield an upgrade for Support Bay?

I'm not saying this will balance anything for sure, it's just an idea I'm throwing out there.
#1 KawaiiRice fan :D
deo.deo
Profile Joined April 2010
135 Posts
April 14 2010 16:44 GMT
#116
haha, cant wait until the koreans really bite into the game. all those little whine threads will be shaken up completely.
Markwerf
Profile Joined March 2010
Netherlands3728 Posts
April 14 2010 16:47 GMT
#117
Ugh people that suggest a 'hardened shield' upgrade never thought this idea through. First of all, it would be a ugly solution as it would hugely influence PvZ as well. More importantly though, where would this so-called upgrade be researched?
At the robo bay itself? wouldn't make sense flavor wise (it has no upgrades at the moment) and you would have to choose between making immortals or getting the upgrade.
At the support bay? Wouldn't be good for strategy diversity, you would be forced to get a support bay if you are to use the robo bay then. Now the support bay is not so neccesary if you just use immortals and a observer/warp prism or 2.
At the cybernetics core? Would mingle alot with getting warpgate which takes a huge amount of time already. Pre-warpgate would delay warpgate by a ton and post-warpgate it would come way very late.

Concussive shells was a easy addition to the marauder as that would fit nicely at the tech-lab, a upgrade of any kind for immortals just doesn't fit equally well.
A modest increase in build time seems to be a much better solution, just adding random upgrades is not a nice way to fix the game. The marauder presented a unique problem in that the slow was overpowered in the very early game that the upgrade was the only way to fix it without nerfing the use for marauders lategame.
Mirhi
Profile Joined February 2010
United States389 Posts
April 14 2010 16:47 GMT
#118
Why do all the Terrans in this thread expect a T1 army to beat a T2 army?

If Protoss has Immortals, you should have ghosts.

Protoss tech tree: Gateway ---> Cybernetics Core ----> Robotics Facility ----> Immortal

Terran tech tree: Barracks ---> Ghost Academy ---> Ghost

It's even faster. Have you seen how fast Immortals die to Ghosts + Tanks?

What is wrong with going 2-3 Barracks and Factory units? What is wrong with relying on EMP to counter Immortals?

This type of play is no more micro intensive than Forcefield + Storm, and much easier in tech to get.

Note to Terran players: You have a 75 energy ability that takes no research that halves almost every Protoss unit's health in a battle, and takes all energy. It also eliminates hardened shell.

Why do you think you can get away with not using it when massing bio?

It'd be like a Protoss complaining about Tanks and Thors while not building an Immortal. You have a hard counter to Immortal. It's called a ghost.
Esportsing really hard | www.twitter.com/ffmirhi
Prozen
Profile Blog Joined May 2007
United States338 Posts
April 14 2010 16:54 GMT
#119
Have you guys tried going 4 Rax no gas/addons FE? You build only marines and you FE while you build about 3 bunkers to defend your nat. It's been very successful for me lately, haven't lost with it yet. (Top 10 Plat Protosses). The problem with the build though is that you HAVE to make sure the Protoss is going Immortals, otherwise he can just go Collosi and rape your army rofl. It doesn't work too well on maps with two chokepoints sadly, but it worked well fro me on maps like Steppes of War.
To transcend beyond greatness, you must become greatness itself.
kidcrash
Profile Joined September 2009
United States620 Posts
Last Edited: 2010-04-14 17:01:12
April 14 2010 16:57 GMT
#120
On April 15 2010 01:47 Markwerf wrote:
Ugh people that suggest a 'hardened shield' upgrade never thought this idea through. First of all, it would be a ugly solution as it would hugely influence PvZ as well. More importantly though, where would this so-called upgrade be researched?
At the robo bay itself? wouldn't make sense flavor wise (it has no upgrades at the moment) and you would have to choose between making immortals or getting the upgrade.
At the support bay? Wouldn't be good for strategy diversity, you would be forced to get a support bay if you are to use the robo bay then. Now the support bay is not so neccesary if you just use immortals and a observer/warp prism or 2.
At the cybernetics core? Would mingle alot with getting warpgate which takes a huge amount of time already. Pre-warpgate would delay warpgate by a ton and post-warpgate it would come way very late.

Concussive shells was a easy addition to the marauder as that would fit nicely at the tech-lab, a upgrade of any kind for immortals just doesn't fit equally well.
A modest increase in build time seems to be a much better solution, just adding random upgrades is not a nice way to fix the game. The marauder presented a unique problem in that the slow was overpowered in the very early game that the upgrade was the only way to fix it without nerfing the use for marauders lategame.


Please listen to this guy, he knows what he's talking about. The marauder issue was a very specific problem that only dealt with early game. The Conc. shells upgrade was an easy fix for that, which allowed mid/late game to remain untouched. Adding an upgrade for hardened shields would be a very very sloppy fix, when much better alternatives are out there. Again, completely agreeing with markwerf here, a 10 second build time increase would be modest enough, while still getting the job done.
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