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Colossus vs Disruptor

Forum Index > StarCraft 2 Strategy
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FreeZEternal
Profile Joined January 2003
Korea (South)3396 Posts
Last Edited: 2015-11-16 15:02:06
November 16 2015 14:59 GMT
#1
Hey guys,

Is there a reason disruptors are so popular? Isn't a colossus better for guaranteed damage? I've seeing some epic splits dodging my disruptors shot so I got some colossus in there and bam, guaranteed damage. Also, I can use the almighty zealot with colossus.
Elentos
Profile Blog Joined February 2015
55511 Posts
Last Edited: 2015-11-16 15:15:50
November 16 2015 15:15 GMT
#2
The colossus damage nerf was pretty huge. Also disruptors aren't as bad against liberators. Just look at what happens to Zest going colossi in SHOUTcraft:
Every 60 seconds in Africa, a minute passes.
SC2Toastie
Profile Blog Joined October 2013
Netherlands5725 Posts
November 16 2015 15:15 GMT
#3
I think I saw Parting use a couple (±3) collosi as a backbone to his army to survive the Disruptor transition. Collosi damage nerf really hurt them though.
Mura Ma Man, Dark Da Dude, Super Shot Sos!
HelpMeGetBetter
Profile Blog Joined November 2012
United States764 Posts
Last Edited: 2015-11-17 00:58:50
November 17 2015 00:58 GMT
#4
How do you deal with Disruptors in PvP? Do you have to build a Stargate to take out the Warp Prism? and in large army comps, It seems like you can kite with them. It doesn't make any sense, no clue what to do.
The_Frozen_Inferno
Profile Joined September 2012
Canada98 Posts
November 17 2015 01:56 GMT
#5
Colossus damage nerf was pretty massive. I didn't realize how much it was until I did some closer looking at the numbers:

Previously:
+0 colossus did 15 x2 = 30 linear AoE damage. And with each upgrade, it would get +2 damage per lance
+3 colossus did 21 x2 = 42 damage

Now:
+0 colossus does 12 x2 = 24 damage. And with each upgrade, it only gets +1 damage per lance now.
+3 colossus does 15 x2 = 30 damage.


So a +3 LotV colossus is now the equivalent to a +0 atk HotS colossus.

Further, its attack upgrades no longer outpace armour upgrades.

Furthermost, if upgrades are ever equal, 2 colossi will only do 48 damage. Which is not enough to one-shot a combat-shielded Marine (55HP) - a 50% reduction in efficiency. It's also means a colossus can no longer 1-shot a zergling or even a +1 armour baneling
In Bizarro World, I ladder more than I make custom maps
JulDraGoN
Profile Blog Joined September 2004
Sweden370 Posts
November 17 2015 11:28 GMT
#6
I think Blizzard will change the colossus sooner or later if it is not used.
Colossus is the only Protoss unit with no ability to activate right? Just you wait!

I would not be surprised if they added an ability to make it more versatile. Maybe something along the lines of
- Press c to fire 3 corsairs from the colossus head to fight air units in the targeted area




I mean nobody wants to admit they eat 9 cans of ravioli, but I did and I'm ashamed of myself. The first can doesn't count and then you get to the second, and the third. The fourth and fifth I think I burnt with the blow torch and I just kept eating.
Sipario
Profile Joined November 2009
Italy206 Posts
November 17 2015 12:43 GMT
#7
On November 17 2015 20:28 JulDraGoN wrote:
I think Blizzard will change the colossus sooner or later if it is not used.
Colossus is the only Protoss unit with no ability to activate right? Just you wait!

I would not be surprised if they added an ability to make it more versatile. Maybe something along the lines of
- Press c to fire 3 corsairs from the colossus head to fight air units in the targeted area





I don't want another spell-caster unit, i don't have enough hands to use forcefield,storm,blink,disruptor,prysm,adept. Why toss have to manage so different units during engage ??
SC2Toastie
Profile Blog Joined October 2013
Netherlands5725 Posts
November 17 2015 13:43 GMT
#8
On November 17 2015 21:43 Sipario wrote:
Show nested quote +
On November 17 2015 20:28 JulDraGoN wrote:
I think Blizzard will change the colossus sooner or later if it is not used.
Colossus is the only Protoss unit with no ability to activate right? Just you wait!

I would not be surprised if they added an ability to make it more versatile. Maybe something along the lines of
- Press c to fire 3 corsairs from the colossus head to fight air units in the targeted area





I don't want another spell-caster unit, i don't have enough hands to use forcefield,storm,blink,disruptor,prysm,adept. Why toss have to manage so different units during engage ??

Because slapping a spell on a unit is considerably easier than designing interesting units without spells.
Mura Ma Man, Dark Da Dude, Super Shot Sos!
wasilix
Profile Joined August 2014
Russian Federation80 Posts
November 17 2015 13:48 GMT
#9
On November 17 2015 10:56 The_Frozen_Inferno wrote:
Colossus damage nerf was pretty massive. I didn't realize how much it was until I did some closer looking at the numbers:

Previously:
+0 colossus did 15 x2 = 30 linear AoE damage. And with each upgrade, it would get +2 damage per lance
+3 colossus did 21 x2 = 42 damage

Now:
+0 colossus does 12 x2 = 24 damage. And with each upgrade, it only gets +1 damage per lance now.
+3 colossus does 15 x2 = 30 damage.


So a +3 LotV colossus is now the equivalent to a +0 atk HotS colossus.

Further, its attack upgrades no longer outpace armour upgrades.

Furthermost, if upgrades are ever equal, 2 colossi will only do 48 damage. Which is not enough to one-shot a combat-shielded Marine (55HP) - a 50% reduction in efficiency. It's also means a colossus can no longer 1-shot a zergling or even a +1 armour baneling


It's especially important because no one ever built more than 2 colossi per game, so those colossi have never been overkilling marines. Never ever. Ever.

Comparison of colossi damage to zergling and baneling hp is also very important, because those 2 units are now best counters to colossi play in LoTV. So broken
wasilix
Profile Joined August 2014
Russian Federation80 Posts
November 17 2015 13:50 GMT
#10
On November 17 2015 21:43 Sipario wrote:
Show nested quote +
On November 17 2015 20:28 JulDraGoN wrote:
I think Blizzard will change the colossus sooner or later if it is not used.
Colossus is the only Protoss unit with no ability to activate right? Just you wait!

I would not be surprised if they added an ability to make it more versatile. Maybe something along the lines of
- Press c to fire 3 corsairs from the colossus head to fight air units in the targeted area





I don't want another spell-caster unit, i don't have enough hands to use forcefield,storm,blink,disruptor,prysm,adept. Why toss have to manage so different units during engage ??


C'mon, terrans have spells too! Like... which one... stim... yeah, stim! And if you say "it's just one spell". Prepare before I destroyed argument with gracious ease... all terran bio units are casters :D
Janko
Profile Joined September 2010
Slovenia28 Posts
November 17 2015 14:10 GMT
#11
On November 17 2015 10:56 The_Frozen_Inferno wrote:
Colossus damage nerf was pretty massive. I didn't realize how much it was until I did some closer looking at the numbers:

Previously:
+0 colossus did 15 x2 = 30 linear AoE damage. And with each upgrade, it would get +2 damage per lance
+3 colossus did 21 x2 = 42 damage

Now:
+0 colossus does 12 x2 = 24 damage. And with each upgrade, it only gets +1 damage per lance now.
+3 colossus does 15 x2 = 30 damage.



Interesting. Where can I find all the LotV changes to the game? Are there any patch notes?
starcraft2.si
DinoMight
Profile Blog Joined June 2012
United States3725 Posts
November 17 2015 14:27 GMT
#12
I think it's wise to get 1-2 Colossi (as fucking terrible as they are) before switching to disruptors.

In small engagements the disruptor shots are too easy to dodge and you need some guaranteed splash.
"Wtf I come back and find myself in camp DinoMight all of a sudden, feels weird man." -Wombat_NI
dr3am_b3ing
Profile Joined May 2015
Canada188 Posts
November 17 2015 14:45 GMT
#13
LotV killed Protoss

User was warned for this post
Potassium Gang
FreeZEternal
Profile Joined January 2003
Korea (South)3396 Posts
November 17 2015 15:26 GMT
#14
I've seen MC games on twitch and he goes for high templars in PvT. Basically uses the robo for prism, obs and immortals. Main AOE is HT. In pvt, he tries to end it before disruptors with non stop harassment of warp prism lol.
DinoMight
Profile Blog Joined June 2012
United States3725 Posts
November 17 2015 15:39 GMT
#15
With the tracking change (Stalkers no longer walk into Widow Mines), the introduction of the Adept (ranged, won't charge into mines like Zealots) and the new Oracle Revelation that can tag Ghosts without needing an observer I think Storm is the most legit AoE vs T.
"Wtf I come back and find myself in camp DinoMight all of a sudden, feels weird man." -Wombat_NI
Startyr
Profile Joined November 2011
Scotland188 Posts
Last Edited: 2015-11-17 16:38:25
November 17 2015 16:38 GMT
#16
The games with zest are not a great example as he was mostly trying to play the same style as hots. He was outplayed by someone who had more practice and experience with Lotv.

Another important change worth thinking about is the marauder now has:

damage:5
vs armoured:10
2 attacks

This means with protoss base armour and a guardian shield the marauder would do only 4 total damage to non armoured units. if you are ever 1 armour upgrade ahead then it only does 2 damage vs armour.

Adept sentry/zealot can destroy marines and marauders do very little damage to them, Protoss may not need to be as reliant on rushing to splash.

There are so many possibilities still to explore.

Rhythm.102
Profile Joined December 2010
United States56 Posts
November 17 2015 17:54 GMT
#17
On November 17 2015 21:43 Sipario wrote:
Show nested quote +
On November 17 2015 20:28 JulDraGoN wrote:
I think Blizzard will change the colossus sooner or later if it is not used.
Colossus is the only Protoss unit with no ability to activate right? Just you wait!

I would not be surprised if they added an ability to make it more versatile. Maybe something along the lines of
- Press c to fire 3 corsairs from the colossus head to fight air units in the targeted area





I don't want another spell-caster unit, i don't have enough hands to use forcefield,storm,blink,disruptor,prysm,adept. Why toss have to manage so different units during engage ??


Shhh don't say that, the other will races will stop thinking that protoss is a 1a race. xD
[img]http://sc2sig.com/s/us/2410867-1.png?1314762023[/img]
clickrush
Profile Blog Joined May 2010
Switzerland3257 Posts
November 17 2015 18:04 GMT
#18
On November 18 2015 01:38 Startyr wrote:
The games with zest are not a great example as he was mostly trying to play the same style as hots. He was outplayed by someone who had more practice and experience with Lotv.

Another important change worth thinking about is the marauder now has:

damage:5
vs armoured:10
2 attacks

This means with protoss base armour and a guardian shield the marauder would do only 4 total damage to non armoured units. if you are ever 1 armour upgrade ahead then it only does 2 damage vs armour.

Adept sentry/zealot can destroy marines and marauders do very little damage to them, Protoss may not need to be as reliant on rushing to splash.

There are so many possibilities still to explore.



I agree. I looks like especially PvT is now similar as in BW. P can (and has to) rely on gateway units with a few AoE support units in there, while T is stacking up immobile lategame units. I really like that because colossi where boring as hell.

Disruptors are basicly there to deny huge stim death balls without being an allrounder dps like the colossus. This is perfect design IMO. As for now i think it is a bit lazy that the colossus is just nerfed to a point where you want to avoid making the unit at all. I would love to see them shifting it more towards a support unit like HT and Disruptor are but with a different purpose.
oGsMC: Zealot defense, Stalker attack, Sentry forcefieldu forcefieldu, Marauder die die
DinoMight
Profile Blog Joined June 2012
United States3725 Posts
Last Edited: 2015-11-17 18:07:06
November 17 2015 18:04 GMT
#19
On November 18 2015 01:38 Startyr wrote:
The games with zest are not a great example as he was mostly trying to play the same style as hots. He was outplayed by someone who had more practice and experience with Lotv.

Another important change worth thinking about is the marauder now has:

damage:5
vs armoured:10
2 attacks

This means with protoss base armour and a guardian shield the marauder would do only 4 total damage to non armoured units. if you are ever 1 armour upgrade ahead then it only does 2 damage vs armour.

Adept sentry/zealot can destroy marines and marauders do very little damage to them, Protoss may not need to be as reliant on rushing to splash.

There are so many possibilities still to explore.



Marines + an economy that delays tech and favors massing mineral units.

Game is so broken.

Adept rushes wrecking everyone = "NERF THE ADEPT!"

Protoss struggling to play a basic macro game vs Terran = "LET THEM FIGURE IT OUT."

If only Protoss players got together and collectively bitched as a unit the way Terrans do.

"Wtf I come back and find myself in camp DinoMight all of a sudden, feels weird man." -Wombat_NI
Charoisaur
Profile Joined August 2014
Germany15928 Posts
November 17 2015 18:16 GMT
#20
On November 18 2015 00:26 FreeZEternal wrote:
I've seen MC games on twitch and he goes for high templars in PvT. Basically uses the robo for prism, obs and immortals. Main AOE is HT. In pvt, he tries to end it before disruptors with non stop harassment of warp prism lol.

YEAAAAAAAAAAAAHH. chargelot templar play viable again. sc2 is alive and DK a god!!!
FUUCKK YEAAHHH!
Many of the coolest moments in sc2 happen due to worker harassment
Mojito99
Profile Joined October 2013
Germany154 Posts
November 17 2015 18:53 GMT
#21
On November 18 2015 03:16 Charoisaur wrote:
Show nested quote +
On November 18 2015 00:26 FreeZEternal wrote:
I've seen MC games on twitch and he goes for high templars in PvT. Basically uses the robo for prism, obs and immortals. Main AOE is HT. In pvt, he tries to end it before disruptors with non stop harassment of warp prism lol.

YEAAAAAAAAAAAAHH. chargelot templar play viable again. sc2 is alive and DK a god!!!
FUUCKK YEAAHHH!



chargelot templar - no still not viable, zealot mine interaction has not changed. But maybe adept templar - but i guess that is what you meant.
HugoBallzak
Profile Joined November 2015
700 Posts
November 17 2015 19:10 GMT
#22
Games been out 7 days and people like dinomight are already begging for protoss buffs. Sounds like this expansion could use more of what basically ruined the previous ones, mass collosus. Apparently storm got nerfed too? Its about time that a-move AOE units got nerfed. People acting like spellcasting micro is so much harder than trying to micro and kite with a stimmed bio ball while trying to snipe/emp while trying to deal with zealot warpins at home with units that need to be queued ahead of time and microd against chargelots. Yeah, I am not buying it actually. It finally feels like protoss has to micro as much as the other 2 races have since the beginning.
robopork
Profile Blog Joined May 2009
United States511 Posts
November 17 2015 19:30 GMT
#23
On November 18 2015 04:10 HugoBallzak wrote:
Games been out 7 days and people like dinomight are already begging for protoss buffs. Sounds like this expansion could use more of what basically ruined the previous ones, mass collosus. Apparently storm got nerfed too? Its about time that a-move AOE units got nerfed. People acting like spellcasting micro is so much harder than trying to micro and kite with a stimmed bio ball while trying to snipe/emp while trying to deal with zealot warpins at home with units that need to be queued ahead of time and microd against chargelots. Yeah, I am not buying it actually. It finally feels like protoss has to micro as much as the other 2 races have since the beginning.


On the other hand, Avilo is already begging for protoss nerfs. Business as usual.

Personally, I think pvt is very, very different and it's going to be a good long while before anyone can say absolutely that we need balance intervention.
“This left me alone to solve the coffee problem - a sort of catch-22, as in order to think straight I need caffeine, and in order to make that happen I need to think straight.”
HugoBallzak
Profile Joined November 2015
700 Posts
November 17 2015 19:46 GMT
#24
PvT games have been so fun to watch lately. It is impossible to say where the matchup will end up by the time big tournaments start to roll around. The interaction between disruptors and liberators where each side is trying to pick those units off without taking huge damage is so much more fun than a single mass army vs mass army battle that is over in seconds. I think its a good thing that collosus can no longer be the primary damage dealer because it was literally a walking seige tank that was not entertaining at all. Not to mention that the only decent counter was the viking which are also a super boring unit.
DinoMight
Profile Blog Joined June 2012
United States3725 Posts
November 17 2015 19:50 GMT
#25
On November 18 2015 04:10 HugoBallzak wrote:
Games been out 7 days and people like dinomight are already begging for protoss buffs. Sounds like this expansion could use more of what basically ruined the previous ones, mass collosus. Apparently storm got nerfed too? Its about time that a-move AOE units got nerfed. People acting like spellcasting micro is so much harder than trying to micro and kite with a stimmed bio ball while trying to snipe/emp while trying to deal with zealot warpins at home with units that need to be queued ahead of time and microd against chargelots. Yeah, I am not buying it actually. It finally feels like protoss has to micro as much as the other 2 races have since the beginning.


Game has changed very little since the beta, which has been out for quite some time.

People like you are the reason that this game is turning out to be quite shit from a Protoss PoV. Go ahead and keep preaching your "Terran ultimate race / hardest race" crap. It only shows how ignorant you are.

Economy shift favors the other races. Nerfs to Protoss units favor the other races.

You'll look really silly when Protoss win something like 35% of their games in the coming months and DK runs in with a dumb patch like +10 to Pylon Overcharge duration.
"Wtf I come back and find myself in camp DinoMight all of a sudden, feels weird man." -Wombat_NI
TimeSpiral
Profile Joined January 2011
United States1010 Posts
November 17 2015 20:03 GMT
#26
On November 18 2015 03:04 DinoMight wrote:
Show nested quote +
On November 18 2015 01:38 Startyr wrote:
The games with zest are not a great example as he was mostly trying to play the same style as hots. He was outplayed by someone who had more practice and experience with Lotv.

Another important change worth thinking about is the marauder now has:

damage:5
vs armoured:10
2 attacks

This means with protoss base armour and a guardian shield the marauder would do only 4 total damage to non armoured units. if you are ever 1 armour upgrade ahead then it only does 2 damage vs armour.

Adept sentry/zealot can destroy marines and marauders do very little damage to them, Protoss may not need to be as reliant on rushing to splash.

There are so many possibilities still to explore.



Marines + an economy that delays tech and favors massing mineral units.

Game is so broken.

Adept rushes wrecking everyone = "NERF THE ADEPT!"

Protoss struggling to play a basic macro game vs Terran = "LET THEM FIGURE IT OUT."

If only Protoss players got together and collectively bitched as a unit the way Terrans do.



I don't understand this tone, Dino. Terrans have been consistently bent over in this beta. And especially here, on TL, it would appear that Terran players are the minority. Hardly the squeakiest wheel.

TvP feels like a decent matchup, at the moment. It could go either way, with mistakes being much less forgivable. If we fall behind, Toss is unkillable. If Toss fall behind, Terran rolls them.

The real problem is Zerg. We can handle even and favored T and P opponents, but we can't kill a Zerg unless they're a full two leagues below us. Super crazy.
[G] Positioning, Formations, and Tactics: http://www.teamliquid.net/forum/viewmessage.php?topic_id=187892
DinoMight
Profile Blog Joined June 2012
United States3725 Posts
Last Edited: 2015-11-17 20:10:46
November 17 2015 20:08 GMT
#27
On November 18 2015 05:03 TimeSpiral wrote:
Show nested quote +
On November 18 2015 03:04 DinoMight wrote:
On November 18 2015 01:38 Startyr wrote:
The games with zest are not a great example as he was mostly trying to play the same style as hots. He was outplayed by someone who had more practice and experience with Lotv.

Another important change worth thinking about is the marauder now has:

damage:5
vs armoured:10
2 attacks

This means with protoss base armour and a guardian shield the marauder would do only 4 total damage to non armoured units. if you are ever 1 armour upgrade ahead then it only does 2 damage vs armour.

Adept sentry/zealot can destroy marines and marauders do very little damage to them, Protoss may not need to be as reliant on rushing to splash.

There are so many possibilities still to explore.



Marines + an economy that delays tech and favors massing mineral units.

Game is so broken.

Adept rushes wrecking everyone = "NERF THE ADEPT!"

Protoss struggling to play a basic macro game vs Terran = "LET THEM FIGURE IT OUT."

If only Protoss players got together and collectively bitched as a unit the way Terrans do.



I don't understand this tone, Dino. Terrans have been consistently bent over in this beta. And especially here, on TL, it would appear that Terran players are the minority. Hardly the squeakiest wheel.

TvP feels like a decent matchup, at the moment. It could go either way, with mistakes being much less forgivable. If we fall behind, Toss is unkillable. If Toss fall behind, Terran rolls them.

The real problem is Zerg. We can handle even and favored T and P opponents, but we can't kill a Zerg unless they're a full two leagues below us. Super crazy.


Perhaps not the squeakiest wheel throughout the later stages of the beta, but certainly in the last 5 years Terrans have done their fair share of whining and it's lead to a lot of design changes for LotV.

I guess we have to wait and see until more pro level tournaments are played out, but generally the economy changes result in more bio and less splash to deal with it.

Also, Liberators are far too strong, I feel. Liberation zone is too wide. Supported by bio, it's really hard to get under them to kill them, and I you don't engage them in the middle of the map then they'll corner you in your own base and it's GG.

At least I can agree with you on XvZ. Matchup is fucking unwinnable.
"Wtf I come back and find myself in camp DinoMight all of a sudden, feels weird man." -Wombat_NI
Charoisaur
Profile Joined August 2014
Germany15928 Posts
November 17 2015 20:17 GMT
#28
On November 18 2015 03:53 Mojito99 wrote:
Show nested quote +
On November 18 2015 03:16 Charoisaur wrote:
On November 18 2015 00:26 FreeZEternal wrote:
I've seen MC games on twitch and he goes for high templars in PvT. Basically uses the robo for prism, obs and immortals. Main AOE is HT. In pvt, he tries to end it before disruptors with non stop harassment of warp prism lol.

YEAAAAAAAAAAAAHH. chargelot templar play viable again. sc2 is alive and DK a god!!!
FUUCKK YEAAHHH!



chargelot templar - no still not viable, zealot mine interaction has not changed. But maybe adept templar - but i guess that is what you meant.

there also was the marauder nerf and charge buff so zealots are better than in HotS. but it doesn't really matter if chargelots or adepts are used because the unit interactions are pretty similar.
Many of the coolest moments in sc2 happen due to worker harassment
TimeSpiral
Profile Joined January 2011
United States1010 Posts
November 18 2015 00:25 GMT
#29
On November 18 2015 05:08 DinoMight wrote:
Show nested quote +
On November 18 2015 05:03 TimeSpiral wrote:
On November 18 2015 03:04 DinoMight wrote:
On November 18 2015 01:38 Startyr wrote:
The games with zest are not a great example as he was mostly trying to play the same style as hots. He was outplayed by someone who had more practice and experience with Lotv.

Another important change worth thinking about is the marauder now has:

damage:5
vs armoured:10
2 attacks

This means with protoss base armour and a guardian shield the marauder would do only 4 total damage to non armoured units. if you are ever 1 armour upgrade ahead then it only does 2 damage vs armour.

Adept sentry/zealot can destroy marines and marauders do very little damage to them, Protoss may not need to be as reliant on rushing to splash.

There are so many possibilities still to explore.



Marines + an economy that delays tech and favors massing mineral units.

Game is so broken.

Adept rushes wrecking everyone = "NERF THE ADEPT!"

Protoss struggling to play a basic macro game vs Terran = "LET THEM FIGURE IT OUT."

If only Protoss players got together and collectively bitched as a unit the way Terrans do.



I don't understand this tone, Dino. Terrans have been consistently bent over in this beta. And especially here, on TL, it would appear that Terran players are the minority. Hardly the squeakiest wheel.

TvP feels like a decent matchup, at the moment. It could go either way, with mistakes being much less forgivable. If we fall behind, Toss is unkillable. If Toss fall behind, Terran rolls them.

The real problem is Zerg. We can handle even and favored T and P opponents, but we can't kill a Zerg unless they're a full two leagues below us. Super crazy.


Perhaps not the squeakiest wheel throughout the later stages of the beta, but certainly in the last 5 years Terrans have done their fair share of whining and it's lead to a lot of design changes for LotV.

I guess we have to wait and see until more pro level tournaments are played out, but generally the economy changes result in more bio and less splash to deal with it.

Also, Liberators are far too strong, I feel. Liberation zone is too wide. Supported by bio, it's really hard to get under them to kill them, and I you don't engage them in the middle of the map then they'll corner you in your own base and it's GG.

At least I can agree with you on XvZ. Matchup is fucking unwinnable.


Really? You're aggregating five years of life and somehow concluding that Terrans have disproportionately influenced LotV design decisions? That's a big, big stretch, even for you.

And you guys will absolutely never be happy with the Liberator. *shrugs* It got supremely nerfed. It's a single-target DPS unit that can't move, lol. I'm not going to get into the "what-if" scenarios with you, because we could both do that forever. Show me a replay where the Liberator is too strong, and we'll talk.

I don't even know what to say about Zerg. In Archon mode it's a laughable lolfest. Was happy to see Kim say that Archon Mode might need separate balancing (because it definitely does).
[G] Positioning, Formations, and Tactics: http://www.teamliquid.net/forum/viewmessage.php?topic_id=187892
SigmaoctanusIV
Profile Blog Joined April 2010
United States3313 Posts
November 18 2015 01:06 GMT
#30
well back on Topic, The Disruptor is just way more fun to play with then colossus. Also when the other race sees you go colossus they make vikings/corruptors so it's hard to do the late game carrier switch when they already have a decent sized Anti Air army. They really should just remove the colossus and maybe give Disruptors an upgrade at the robo bay, Like costing 2 less supply or fast move speed for the orbs or something.
I am Godzilla You are Japan
DinoMight
Profile Blog Joined June 2012
United States3725 Posts
November 18 2015 03:07 GMT
#31
On November 18 2015 09:25 TimeSpiral wrote:
Show nested quote +
On November 18 2015 05:08 DinoMight wrote:
On November 18 2015 05:03 TimeSpiral wrote:
On November 18 2015 03:04 DinoMight wrote:
On November 18 2015 01:38 Startyr wrote:
The games with zest are not a great example as he was mostly trying to play the same style as hots. He was outplayed by someone who had more practice and experience with Lotv.

Another important change worth thinking about is the marauder now has:

damage:5
vs armoured:10
2 attacks

This means with protoss base armour and a guardian shield the marauder would do only 4 total damage to non armoured units. if you are ever 1 armour upgrade ahead then it only does 2 damage vs armour.

Adept sentry/zealot can destroy marines and marauders do very little damage to them, Protoss may not need to be as reliant on rushing to splash.

There are so many possibilities still to explore.



Marines + an economy that delays tech and favors massing mineral units.

Game is so broken.

Adept rushes wrecking everyone = "NERF THE ADEPT!"

Protoss struggling to play a basic macro game vs Terran = "LET THEM FIGURE IT OUT."

If only Protoss players got together and collectively bitched as a unit the way Terrans do.



I don't understand this tone, Dino. Terrans have been consistently bent over in this beta. And especially here, on TL, it would appear that Terran players are the minority. Hardly the squeakiest wheel.

TvP feels like a decent matchup, at the moment. It could go either way, with mistakes being much less forgivable. If we fall behind, Toss is unkillable. If Toss fall behind, Terran rolls them.

The real problem is Zerg. We can handle even and favored T and P opponents, but we can't kill a Zerg unless they're a full two leagues below us. Super crazy.


Perhaps not the squeakiest wheel throughout the later stages of the beta, but certainly in the last 5 years Terrans have done their fair share of whining and it's lead to a lot of design changes for LotV.

I guess we have to wait and see until more pro level tournaments are played out, but generally the economy changes result in more bio and less splash to deal with it.

Also, Liberators are far too strong, I feel. Liberation zone is too wide. Supported by bio, it's really hard to get under them to kill them, and I you don't engage them in the middle of the map then they'll corner you in your own base and it's GG.

At least I can agree with you on XvZ. Matchup is fucking unwinnable.


Really? You're aggregating five years of life and somehow concluding that Terrans have disproportionately influenced LotV design decisions? That's a big, big stretch, even for you.

And you guys will absolutely never be happy with the Liberator. *shrugs* It got supremely nerfed. It's a single-target DPS unit that can't move, lol. I'm not going to get into the "what-if" scenarios with you, because we could both do that forever. Show me a replay where the Liberator is too strong, and we'll talk.

I don't even know what to say about Zerg. In Archon mode it's a laughable lolfest. Was happy to see Kim say that Archon Mode might need separate balancing (because it definitely does).


Maybe if they shrunk the Liberation Zone a little bit, right now it just feels insanely big for.. what is it.. 90? damage at that rate of fire.

Archon mode simply is going to allow for better multitasking from each race. Whoever can abuse that the most will come out on top. Strategies/builds/etc. will be totally different in Archon mode and it's going to come down to how well does a team communicate and how effectively can they split up unit control (not just I macro, you macro...).

Zerg is a tad stupid right now.

Back on topic - I think there's no reason to make a Disruptor in PvT or a Colossus in PvZ. In the first case Storm is better in the second Disruptors clearly > Colossi.




"Wtf I come back and find myself in camp DinoMight all of a sudden, feels weird man." -Wombat_NI
AlbatrossX3
Profile Joined August 2014
United States44 Posts
November 18 2015 14:37 GMT
#32
I am not by any means a great player, however I will say Colo nerf broke my heart, that was the unit that made me play the game T_T. I'm notorious for never using HT, and since I skipped time on beta my disruptor control is terrabad. Out of preference of unit, Colo and Disrup are top. What will I bank on for control and success in LotV [for now]? HT.... Kinda makes me a little sad. Gonna travel through Rage City before I get a handle on the disrupts.
"That girl will rain destruction down on you and your ship. She is an albatross, Captain."
Charoisaur
Profile Joined August 2014
Germany15928 Posts
November 18 2015 14:54 GMT
#33
On November 18 2015 23:37 AlbatrossX3 wrote:
I am not by any means a great player, however I will say Colo nerf broke my heart, that was the unit that made me play the game T_T. I'm notorious for never using HT, and since I skipped time on beta my disruptor control is terrabad. Out of preference of unit, Colo and Disrup are top. What will I bank on for control and success in LotV [for now]? HT.... Kinda makes me a little sad. Gonna travel through Rage City before I get a handle on the disrupts.

wow a player who loves collossi. Haven't seen many of them.
Many of the coolest moments in sc2 happen due to worker harassment
DinoMight
Profile Blog Joined June 2012
United States3725 Posts
November 18 2015 15:12 GMT
#34
On November 18 2015 23:54 Charoisaur wrote:
Show nested quote +
On November 18 2015 23:37 AlbatrossX3 wrote:
I am not by any means a great player, however I will say Colo nerf broke my heart, that was the unit that made me play the game T_T. I'm notorious for never using HT, and since I skipped time on beta my disruptor control is terrabad. Out of preference of unit, Colo and Disrup are top. What will I bank on for control and success in LotV [for now]? HT.... Kinda makes me a little sad. Gonna travel through Rage City before I get a handle on the disrupts.

wow a player who loves collossi. Haven't seen many of them.


Colossi were fine. Believe it or not the entire SC2 community is not made of TL trolls.
"Wtf I come back and find myself in camp DinoMight all of a sudden, feels weird man." -Wombat_NI
TimeSpiral
Profile Joined January 2011
United States1010 Posts
November 18 2015 15:44 GMT
#35
On November 18 2015 12:07 DinoMight wrote:
Show nested quote +
On November 18 2015 09:25 TimeSpiral wrote:
On November 18 2015 05:08 DinoMight wrote:
On November 18 2015 05:03 TimeSpiral wrote:
On November 18 2015 03:04 DinoMight wrote:
On November 18 2015 01:38 Startyr wrote:
The games with zest are not a great example as he was mostly trying to play the same style as hots. He was outplayed by someone who had more practice and experience with Lotv.

Another important change worth thinking about is the marauder now has:

damage:5
vs armoured:10
2 attacks

This means with protoss base armour and a guardian shield the marauder would do only 4 total damage to non armoured units. if you are ever 1 armour upgrade ahead then it only does 2 damage vs armour.

Adept sentry/zealot can destroy marines and marauders do very little damage to them, Protoss may not need to be as reliant on rushing to splash.

There are so many possibilities still to explore.



Marines + an economy that delays tech and favors massing mineral units.

Game is so broken.

Adept rushes wrecking everyone = "NERF THE ADEPT!"

Protoss struggling to play a basic macro game vs Terran = "LET THEM FIGURE IT OUT."

If only Protoss players got together and collectively bitched as a unit the way Terrans do.



I don't understand this tone, Dino. Terrans have been consistently bent over in this beta. And especially here, on TL, it would appear that Terran players are the minority. Hardly the squeakiest wheel.

TvP feels like a decent matchup, at the moment. It could go either way, with mistakes being much less forgivable. If we fall behind, Toss is unkillable. If Toss fall behind, Terran rolls them.

The real problem is Zerg. We can handle even and favored T and P opponents, but we can't kill a Zerg unless they're a full two leagues below us. Super crazy.


Perhaps not the squeakiest wheel throughout the later stages of the beta, but certainly in the last 5 years Terrans have done their fair share of whining and it's lead to a lot of design changes for LotV.

I guess we have to wait and see until more pro level tournaments are played out, but generally the economy changes result in more bio and less splash to deal with it.

Also, Liberators are far too strong, I feel. Liberation zone is too wide. Supported by bio, it's really hard to get under them to kill them, and I you don't engage them in the middle of the map then they'll corner you in your own base and it's GG.

At least I can agree with you on XvZ. Matchup is fucking unwinnable.


Really? You're aggregating five years of life and somehow concluding that Terrans have disproportionately influenced LotV design decisions? That's a big, big stretch, even for you.

And you guys will absolutely never be happy with the Liberator. *shrugs* It got supremely nerfed. It's a single-target DPS unit that can't move, lol. I'm not going to get into the "what-if" scenarios with you, because we could both do that forever. Show me a replay where the Liberator is too strong, and we'll talk.

I don't even know what to say about Zerg. In Archon mode it's a laughable lolfest. Was happy to see Kim say that Archon Mode might need separate balancing (because it definitely does).


Maybe if they shrunk the Liberation Zone a little bit, right now it just feels insanely big for.. what is it.. 90? damage at that rate of fire.

Archon mode simply is going to allow for better multitasking from each race. Whoever can abuse that the most will come out on top. Strategies/builds/etc. will be totally different in Archon mode and it's going to come down to how well does a team communicate and how effectively can they split up unit control (not just I macro, you macro...).

Zerg is a tad stupid right now.

Back on topic - I think there's no reason to make a Disruptor in PvT or a Colossus in PvZ. In the first case Storm is better in the second Disruptors clearly > Colossi.






I think the Lib Zone is about the same radial range as a Marine. Looks about 5 units to me, right? When it's in Defender Mode, it can't move, and none of the attacks can damage structures. Pretty gigantic disadvantages, no? It's casting range is also a double-edged sword, as it leaves the flanks completely wide open, unlike units with radial attack ranges.

On Topic: Disruptor vs. Colossus
From a Terran perspective--in Archon Mode--a critical mass of Disruptors makes it near-impossible to properly engage a Protoss death ball. Then, if you do engage, you have to move command during the fight, dramatically reducing DPS, and you just lose the fight. When one person has sole control over the army, if they have enough disruptors, you can continuously have the nova ball flying out. The Terran must run or take game ending damage, and there is no charging in to snipe the disruptor, because then you're in range of the actual army death ball (and the other disruptors).

As far as which one to build? It's amazingly effective to have both. Two colossus and four disruptors feels like the magic numbers. I agree that opening colossus is probably the way to go, because you need that a-click splash, and bio cannot attack into colossus early on, especially if there are adepts and/or PO.

I think you're super wrong about the Disruptor in TvP. I don't really buy the "micro is too hard" argument. It's a point and click death spell, on cool down, that can hit burrowed units without a detector, and can damage buildings. It should be at least a little hard to use, lol.

I have no idea about PvZ, I don't play Toss enough to know.

Go play Archon Mode. Simplifying the difference to "just multitasking" is to incredibly understate the difference, considering that multitasking is SC2.
[G] Positioning, Formations, and Tactics: http://www.teamliquid.net/forum/viewmessage.php?topic_id=187892
MorDka
Profile Joined October 2012
Poland543 Posts
Last Edited: 2015-11-18 16:04:36
November 18 2015 15:47 GMT
#36
I'm a master player and i really like closus in pvt. Most of the terrans make liberators instead of vikings and i feel like its easier to protect them because of that. After 3 colosi i trow in 2 distruptors so terran cant run into my army and has to micro against them while the colosus deal constant damage. I use them every game and i have 81% win rate in pvt in top masters.
DinoMight
Profile Blog Joined June 2012
United States3725 Posts
November 18 2015 15:54 GMT
#37
On November 19 2015 00:44 TimeSpiral wrote:
Show nested quote +
On November 18 2015 12:07 DinoMight wrote:
On November 18 2015 09:25 TimeSpiral wrote:
On November 18 2015 05:08 DinoMight wrote:
On November 18 2015 05:03 TimeSpiral wrote:
On November 18 2015 03:04 DinoMight wrote:
On November 18 2015 01:38 Startyr wrote:
The games with zest are not a great example as he was mostly trying to play the same style as hots. He was outplayed by someone who had more practice and experience with Lotv.

Another important change worth thinking about is the marauder now has:

damage:5
vs armoured:10
2 attacks

This means with protoss base armour and a guardian shield the marauder would do only 4 total damage to non armoured units. if you are ever 1 armour upgrade ahead then it only does 2 damage vs armour.

Adept sentry/zealot can destroy marines and marauders do very little damage to them, Protoss may not need to be as reliant on rushing to splash.

There are so many possibilities still to explore.



Marines + an economy that delays tech and favors massing mineral units.

Game is so broken.

Adept rushes wrecking everyone = "NERF THE ADEPT!"

Protoss struggling to play a basic macro game vs Terran = "LET THEM FIGURE IT OUT."

If only Protoss players got together and collectively bitched as a unit the way Terrans do.



I don't understand this tone, Dino. Terrans have been consistently bent over in this beta. And especially here, on TL, it would appear that Terran players are the minority. Hardly the squeakiest wheel.

TvP feels like a decent matchup, at the moment. It could go either way, with mistakes being much less forgivable. If we fall behind, Toss is unkillable. If Toss fall behind, Terran rolls them.

The real problem is Zerg. We can handle even and favored T and P opponents, but we can't kill a Zerg unless they're a full two leagues below us. Super crazy.


Perhaps not the squeakiest wheel throughout the later stages of the beta, but certainly in the last 5 years Terrans have done their fair share of whining and it's lead to a lot of design changes for LotV.

I guess we have to wait and see until more pro level tournaments are played out, but generally the economy changes result in more bio and less splash to deal with it.

Also, Liberators are far too strong, I feel. Liberation zone is too wide. Supported by bio, it's really hard to get under them to kill them, and I you don't engage them in the middle of the map then they'll corner you in your own base and it's GG.

At least I can agree with you on XvZ. Matchup is fucking unwinnable.


Really? You're aggregating five years of life and somehow concluding that Terrans have disproportionately influenced LotV design decisions? That's a big, big stretch, even for you.

And you guys will absolutely never be happy with the Liberator. *shrugs* It got supremely nerfed. It's a single-target DPS unit that can't move, lol. I'm not going to get into the "what-if" scenarios with you, because we could both do that forever. Show me a replay where the Liberator is too strong, and we'll talk.

I don't even know what to say about Zerg. In Archon mode it's a laughable lolfest. Was happy to see Kim say that Archon Mode might need separate balancing (because it definitely does).


Maybe if they shrunk the Liberation Zone a little bit, right now it just feels insanely big for.. what is it.. 90? damage at that rate of fire.

Archon mode simply is going to allow for better multitasking from each race. Whoever can abuse that the most will come out on top. Strategies/builds/etc. will be totally different in Archon mode and it's going to come down to how well does a team communicate and how effectively can they split up unit control (not just I macro, you macro...).

Zerg is a tad stupid right now.

Back on topic - I think there's no reason to make a Disruptor in PvT or a Colossus in PvZ. In the first case Storm is better in the second Disruptors clearly > Colossi.






I think the Lib Zone is about the same radial range as a Marine. Looks about 5 units to me, right? When it's in Defender Mode, it can't move, and none of the attacks can damage structures. Pretty gigantic disadvantages, no? It's casting range is also a double-edged sword, as it leaves the flanks completely wide open, unlike units with radial attack ranges.

On Topic: Disruptor vs. Colossus
From a Terran perspective--in Archon Mode--a critical mass of Disruptors makes it near-impossible to properly engage a Protoss death ball. Then, if you do engage, you have to move command during the fight, dramatically reducing DPS, and you just lose the fight. When one person has sole control over the army, if they have enough disruptors, you can continuously have the nova ball flying out. The Terran must run or take game ending damage, and there is no charging in to snipe the disruptor, because then you're in range of the actual army death ball (and the other disruptors).

As far as which one to build? It's amazingly effective to have both. Two colossus and four disruptors feels like the magic numbers. I agree that opening colossus is probably the way to go, because you need that a-click splash, and bio cannot attack into colossus early on, especially if there are adepts and/or PO.

I think you're super wrong about the Disruptor in TvP. I don't really buy the "micro is too hard" argument. It's a point and click death spell, on cool down, that can hit burrowed units without a detector, and can damage buildings. It should be at least a little hard to use, lol.

I have no idea about PvZ, I don't play Toss enough to know.

Go play Archon Mode. Simplifying the difference to "just multitasking" is to incredibly understate the difference, considering that multitasking is SC2.


You must be doing something wrong to let your opponent mass that many disruptors. They have pretty glaring weaknesses. They only attack once every 40 seconds or so. They can't attack up a cliff. They do friendly fire...

Whenever I go disruptors I get absolutely wrecked by guys who are essentially parade pushing against me and using drops to abuse the mechanics of the disruptor shot. What does a disruptor do about a drop in your mineral line, for example? Can't do anything or risk blowing up all your probes.

Maybe your Archon mode experience is different but in 1v1 at least I've found it really hard to get anything meaningful done with them vs T. Storm is much better and Colos can hold until you get there.
"Wtf I come back and find myself in camp DinoMight all of a sudden, feels weird man." -Wombat_NI
TimeSpiral
Profile Joined January 2011
United States1010 Posts
November 18 2015 16:49 GMT
#38
On November 19 2015 00:54 DinoMight wrote:
Show nested quote +
On November 19 2015 00:44 TimeSpiral wrote:
On November 18 2015 12:07 DinoMight wrote:
On November 18 2015 09:25 TimeSpiral wrote:
On November 18 2015 05:08 DinoMight wrote:
On November 18 2015 05:03 TimeSpiral wrote:
On November 18 2015 03:04 DinoMight wrote:
On November 18 2015 01:38 Startyr wrote:
The games with zest are not a great example as he was mostly trying to play the same style as hots. He was outplayed by someone who had more practice and experience with Lotv.

Another important change worth thinking about is the marauder now has:

damage:5
vs armoured:10
2 attacks

This means with protoss base armour and a guardian shield the marauder would do only 4 total damage to non armoured units. if you are ever 1 armour upgrade ahead then it only does 2 damage vs armour.

Adept sentry/zealot can destroy marines and marauders do very little damage to them, Protoss may not need to be as reliant on rushing to splash.

There are so many possibilities still to explore.



Marines + an economy that delays tech and favors massing mineral units.

Game is so broken.

Adept rushes wrecking everyone = "NERF THE ADEPT!"

Protoss struggling to play a basic macro game vs Terran = "LET THEM FIGURE IT OUT."

If only Protoss players got together and collectively bitched as a unit the way Terrans do.



I don't understand this tone, Dino. Terrans have been consistently bent over in this beta. And especially here, on TL, it would appear that Terran players are the minority. Hardly the squeakiest wheel.

TvP feels like a decent matchup, at the moment. It could go either way, with mistakes being much less forgivable. If we fall behind, Toss is unkillable. If Toss fall behind, Terran rolls them.

The real problem is Zerg. We can handle even and favored T and P opponents, but we can't kill a Zerg unless they're a full two leagues below us. Super crazy.


Perhaps not the squeakiest wheel throughout the later stages of the beta, but certainly in the last 5 years Terrans have done their fair share of whining and it's lead to a lot of design changes for LotV.

I guess we have to wait and see until more pro level tournaments are played out, but generally the economy changes result in more bio and less splash to deal with it.

Also, Liberators are far too strong, I feel. Liberation zone is too wide. Supported by bio, it's really hard to get under them to kill them, and I you don't engage them in the middle of the map then they'll corner you in your own base and it's GG.

At least I can agree with you on XvZ. Matchup is fucking unwinnable.


Really? You're aggregating five years of life and somehow concluding that Terrans have disproportionately influenced LotV design decisions? That's a big, big stretch, even for you.

And you guys will absolutely never be happy with the Liberator. *shrugs* It got supremely nerfed. It's a single-target DPS unit that can't move, lol. I'm not going to get into the "what-if" scenarios with you, because we could both do that forever. Show me a replay where the Liberator is too strong, and we'll talk.

I don't even know what to say about Zerg. In Archon mode it's a laughable lolfest. Was happy to see Kim say that Archon Mode might need separate balancing (because it definitely does).


Maybe if they shrunk the Liberation Zone a little bit, right now it just feels insanely big for.. what is it.. 90? damage at that rate of fire.

Archon mode simply is going to allow for better multitasking from each race. Whoever can abuse that the most will come out on top. Strategies/builds/etc. will be totally different in Archon mode and it's going to come down to how well does a team communicate and how effectively can they split up unit control (not just I macro, you macro...).

Zerg is a tad stupid right now.

Back on topic - I think there's no reason to make a Disruptor in PvT or a Colossus in PvZ. In the first case Storm is better in the second Disruptors clearly > Colossi.






I think the Lib Zone is about the same radial range as a Marine. Looks about 5 units to me, right? When it's in Defender Mode, it can't move, and none of the attacks can damage structures. Pretty gigantic disadvantages, no? It's casting range is also a double-edged sword, as it leaves the flanks completely wide open, unlike units with radial attack ranges.

On Topic: Disruptor vs. Colossus
From a Terran perspective--in Archon Mode--a critical mass of Disruptors makes it near-impossible to properly engage a Protoss death ball. Then, if you do engage, you have to move command during the fight, dramatically reducing DPS, and you just lose the fight. When one person has sole control over the army, if they have enough disruptors, you can continuously have the nova ball flying out. The Terran must run or take game ending damage, and there is no charging in to snipe the disruptor, because then you're in range of the actual army death ball (and the other disruptors).

As far as which one to build? It's amazingly effective to have both. Two colossus and four disruptors feels like the magic numbers. I agree that opening colossus is probably the way to go, because you need that a-click splash, and bio cannot attack into colossus early on, especially if there are adepts and/or PO.

I think you're super wrong about the Disruptor in TvP. I don't really buy the "micro is too hard" argument. It's a point and click death spell, on cool down, that can hit burrowed units without a detector, and can damage buildings. It should be at least a little hard to use, lol.

I have no idea about PvZ, I don't play Toss enough to know.

Go play Archon Mode. Simplifying the difference to "just multitasking" is to incredibly understate the difference, considering that multitasking is SC2.


You must be doing something wrong to let your opponent mass that many disruptors.


Or you must be doing something wrong ; ) That claim easily cuts both ways, friend.

Or we're both doing many things wrong (most likely scenario). Look at the guy directly above you. Protoss can definitely beat Terran, often, and vice versa. I think it's a pretty good match up, atm. Whereas, I'm not convinced that anyone can be an evenly-skilled Zerg, atm.
[G] Positioning, Formations, and Tactics: http://www.teamliquid.net/forum/viewmessage.php?topic_id=187892
DinoMight
Profile Blog Joined June 2012
United States3725 Posts
Last Edited: 2015-11-18 17:21:43
November 18 2015 17:20 GMT
#39
On November 19 2015 01:49 TimeSpiral wrote:
Show nested quote +
On November 19 2015 00:54 DinoMight wrote:
On November 19 2015 00:44 TimeSpiral wrote:
On November 18 2015 12:07 DinoMight wrote:
On November 18 2015 09:25 TimeSpiral wrote:
On November 18 2015 05:08 DinoMight wrote:
On November 18 2015 05:03 TimeSpiral wrote:
On November 18 2015 03:04 DinoMight wrote:
On November 18 2015 01:38 Startyr wrote:
The games with zest are not a great example as he was mostly trying to play the same style as hots. He was outplayed by someone who had more practice and experience with Lotv.

Another important change worth thinking about is the marauder now has:

damage:5
vs armoured:10
2 attacks

This means with protoss base armour and a guardian shield the marauder would do only 4 total damage to non armoured units. if you are ever 1 armour upgrade ahead then it only does 2 damage vs armour.

Adept sentry/zealot can destroy marines and marauders do very little damage to them, Protoss may not need to be as reliant on rushing to splash.

There are so many possibilities still to explore.



Marines + an economy that delays tech and favors massing mineral units.

Game is so broken.

Adept rushes wrecking everyone = "NERF THE ADEPT!"

Protoss struggling to play a basic macro game vs Terran = "LET THEM FIGURE IT OUT."

If only Protoss players got together and collectively bitched as a unit the way Terrans do.



I don't understand this tone, Dino. Terrans have been consistently bent over in this beta. And especially here, on TL, it would appear that Terran players are the minority. Hardly the squeakiest wheel.

TvP feels like a decent matchup, at the moment. It could go either way, with mistakes being much less forgivable. If we fall behind, Toss is unkillable. If Toss fall behind, Terran rolls them.

The real problem is Zerg. We can handle even and favored T and P opponents, but we can't kill a Zerg unless they're a full two leagues below us. Super crazy.


Perhaps not the squeakiest wheel throughout the later stages of the beta, but certainly in the last 5 years Terrans have done their fair share of whining and it's lead to a lot of design changes for LotV.

I guess we have to wait and see until more pro level tournaments are played out, but generally the economy changes result in more bio and less splash to deal with it.

Also, Liberators are far too strong, I feel. Liberation zone is too wide. Supported by bio, it's really hard to get under them to kill them, and I you don't engage them in the middle of the map then they'll corner you in your own base and it's GG.

At least I can agree with you on XvZ. Matchup is fucking unwinnable.


Really? You're aggregating five years of life and somehow concluding that Terrans have disproportionately influenced LotV design decisions? That's a big, big stretch, even for you.

And you guys will absolutely never be happy with the Liberator. *shrugs* It got supremely nerfed. It's a single-target DPS unit that can't move, lol. I'm not going to get into the "what-if" scenarios with you, because we could both do that forever. Show me a replay where the Liberator is too strong, and we'll talk.

I don't even know what to say about Zerg. In Archon mode it's a laughable lolfest. Was happy to see Kim say that Archon Mode might need separate balancing (because it definitely does).


Maybe if they shrunk the Liberation Zone a little bit, right now it just feels insanely big for.. what is it.. 90? damage at that rate of fire.

Archon mode simply is going to allow for better multitasking from each race. Whoever can abuse that the most will come out on top. Strategies/builds/etc. will be totally different in Archon mode and it's going to come down to how well does a team communicate and how effectively can they split up unit control (not just I macro, you macro...).

Zerg is a tad stupid right now.

Back on topic - I think there's no reason to make a Disruptor in PvT or a Colossus in PvZ. In the first case Storm is better in the second Disruptors clearly > Colossi.






I think the Lib Zone is about the same radial range as a Marine. Looks about 5 units to me, right? When it's in Defender Mode, it can't move, and none of the attacks can damage structures. Pretty gigantic disadvantages, no? It's casting range is also a double-edged sword, as it leaves the flanks completely wide open, unlike units with radial attack ranges.

On Topic: Disruptor vs. Colossus
From a Terran perspective--in Archon Mode--a critical mass of Disruptors makes it near-impossible to properly engage a Protoss death ball. Then, if you do engage, you have to move command during the fight, dramatically reducing DPS, and you just lose the fight. When one person has sole control over the army, if they have enough disruptors, you can continuously have the nova ball flying out. The Terran must run or take game ending damage, and there is no charging in to snipe the disruptor, because then you're in range of the actual army death ball (and the other disruptors).

As far as which one to build? It's amazingly effective to have both. Two colossus and four disruptors feels like the magic numbers. I agree that opening colossus is probably the way to go, because you need that a-click splash, and bio cannot attack into colossus early on, especially if there are adepts and/or PO.

I think you're super wrong about the Disruptor in TvP. I don't really buy the "micro is too hard" argument. It's a point and click death spell, on cool down, that can hit burrowed units without a detector, and can damage buildings. It should be at least a little hard to use, lol.

I have no idea about PvZ, I don't play Toss enough to know.

Go play Archon Mode. Simplifying the difference to "just multitasking" is to incredibly understate the difference, considering that multitasking is SC2.


You must be doing something wrong to let your opponent mass that many disruptors.


Or you must be doing something wrong ; ) That claim easily cuts both ways, friend.

Or we're both doing many things wrong (most likely scenario). Look at the guy directly above you. Protoss can definitely beat Terran, often, and vice versa. I think it's a pretty good match up, atm. Whereas, I'm not convinced that anyone can be an evenly-skilled Zerg, atm.


Lol yeah we're probably both doing lots of things wrong. PvT is okay for me...I'm 57% in all matchups but I think it's just because I haven't played enough.

When I lose to Protoss it's usually because I fucked up.
When I win against Terran it's because I'm playing really well.
When I win against Zerg it's because they fucked up or I'm just a much better player than they are (I was Masters several times in HotS, playing dudes who topped out at Plat....)

Zerg is definitely imba at the moment.

But I do feel like I have to try harder vs T. I'm dropping them everywhere, setting traps with stasis, flanks with storm, etc... and they're mostly just parade pushing me.
"Wtf I come back and find myself in camp DinoMight all of a sudden, feels weird man." -Wombat_NI
Beelzebub1
Profile Joined May 2015
1004 Posts
November 18 2015 18:54 GMT
#40
On November 17 2015 21:43 Sipario wrote:
Show nested quote +
On November 17 2015 20:28 JulDraGoN wrote:
I think Blizzard will change the colossus sooner or later if it is not used.
Colossus is the only Protoss unit with no ability to activate right? Just you wait!

I would not be surprised if they added an ability to make it more versatile. Maybe something along the lines of
- Press c to fire 3 corsairs from the colossus head to fight air units in the targeted area





I don't want another spell-caster unit, i don't have enough hands to use forcefield,storm,blink,disruptor,prysm,adept. Why toss have to manage so different units during engage ??


Because Protoss is less demanding sheer mechanics wise so it's balanced by more complex army management.

Disruptor so infinitely better to play against, I feel like when Protoss wrecks me with them they wrecked me with skill compared to A move Colossus, Disruptor is good for the game, Colossus should just be removed.
SaVing
Profile Joined November 2015
7 Posts
November 18 2015 19:42 GMT
#41
But I do feel like I have to try harder vs T. I'm dropping them everywhere, setting traps with stasis, flanks with storm, etc... and they're mostly just parade pushing me.


Disruptors will deal handily with parade pushes. If they're actually just a-moving their army into your base then the disruptors will take out a sizable chunk of their army.
DinoMight
Profile Blog Joined June 2012
United States3725 Posts
November 18 2015 20:00 GMT
#42
On November 19 2015 03:54 Beelzebub1 wrote:
Show nested quote +
On November 17 2015 21:43 Sipario wrote:
On November 17 2015 20:28 JulDraGoN wrote:
I think Blizzard will change the colossus sooner or later if it is not used.
Colossus is the only Protoss unit with no ability to activate right? Just you wait!

I would not be surprised if they added an ability to make it more versatile. Maybe something along the lines of
- Press c to fire 3 corsairs from the colossus head to fight air units in the targeted area





I don't want another spell-caster unit, i don't have enough hands to use forcefield,storm,blink,disruptor,prysm,adept. Why toss have to manage so different units during engage ??


Because Protoss is less demanding sheer mechanics wise so it's balanced by more complex army management.

Disruptor so infinitely better to play against, I feel like when Protoss wrecks me with them they wrecked me with skill compared to A move Colossus, Disruptor is good for the game, Colossus should just be removed.


Pleas, let's end this myth that Protoss is easier once and for all.

Pressing 4 then AAAAAA is not hard.

If you're excluding the actual battles (which is what Terrans usually said was harder for T) then really your argument has no validity to it whatsoever.


Checking the minimap often, scouting around the map, spotting for drops, building all things you need etc. is not easier for Protoss than T. Sorry.
"Wtf I come back and find myself in camp DinoMight all of a sudden, feels weird man." -Wombat_NI
DinoMight
Profile Blog Joined June 2012
United States3725 Posts
Last Edited: 2015-11-18 20:02:24
November 18 2015 20:01 GMT
#43
On November 19 2015 04:42 SaVing wrote:
Show nested quote +
But I do feel like I have to try harder vs T. I'm dropping them everywhere, setting traps with stasis, flanks with storm, etc... and they're mostly just parade pushing me.


Disruptors will deal handily with parade pushes. If they're actually just a-moving their army into your base then the disruptors will take out a sizable chunk of their army.


Replace disruptor with banelings and see how dumb your post is. Of course they're not 1-Aing at me. I'm playing fairly skilled people. They split/pick up their units to dodge the shots fairly well.

Disruptors are not really good in scrappy games with constant reinforcements like that because there are few units and its easier to spend the time to micro away from individual shots.
"Wtf I come back and find myself in camp DinoMight all of a sudden, feels weird man." -Wombat_NI
TimeSpiral
Profile Joined January 2011
United States1010 Posts
November 18 2015 20:01 GMT
#44
On November 19 2015 04:42 SaVing wrote:
Show nested quote +
But I do feel like I have to try harder vs T. I'm dropping them everywhere, setting traps with stasis, flanks with storm, etc... and they're mostly just parade pushing me.


Disruptors will deal handily with parade pushes. If they're actually just a-moving their army into your base then the disruptors will take out a sizable chunk of their army.


I think by "parade push" he just means a committed attack, with a supply line (reinforcements moving across the map). This, opposed to a squad-type attack, with a "macro army" back at home.

The technical response to a "parade push" is to attack the supply line, or counter attack their base and force the reinforcements to turn around. This is obviously a challenging thing to do.
[G] Positioning, Formations, and Tactics: http://www.teamliquid.net/forum/viewmessage.php?topic_id=187892
DinoMight
Profile Blog Joined June 2012
United States3725 Posts
Last Edited: 2015-11-18 20:04:51
November 18 2015 20:03 GMT
#45
On November 19 2015 05:01 TimeSpiral wrote:
Show nested quote +
On November 19 2015 04:42 SaVing wrote:
But I do feel like I have to try harder vs T. I'm dropping them everywhere, setting traps with stasis, flanks with storm, etc... and they're mostly just parade pushing me.


Disruptors will deal handily with parade pushes. If they're actually just a-moving their army into your base then the disruptors will take out a sizable chunk of their army.


I think by "parade push" he just means a committed attack, with a supply line (reinforcements moving across the map). This, opposed to a squad-type attack, with a "macro army" back at home.

The technical response to a "parade push" is to attack the supply line, or counter attack their base and force the reinforcements to turn around. This is obviously a challenging thing to do.


I've been doing this successfully with Adept/Zealot warpins at their base. The key is just not spreading myself too thin. Sometimes I harass with too many units and end up dying to the push.

But yeah, the constant harass style and lots of bases to protect = smaller engagements which makes disruptor play less viable IMO.
"Wtf I come back and find myself in camp DinoMight all of a sudden, feels weird man." -Wombat_NI
TimeSpiral
Profile Joined January 2011
United States1010 Posts
November 18 2015 20:11 GMT
#46
On November 19 2015 05:03 DinoMight wrote:
Show nested quote +
On November 19 2015 05:01 TimeSpiral wrote:
On November 19 2015 04:42 SaVing wrote:
But I do feel like I have to try harder vs T. I'm dropping them everywhere, setting traps with stasis, flanks with storm, etc... and they're mostly just parade pushing me.


Disruptors will deal handily with parade pushes. If they're actually just a-moving their army into your base then the disruptors will take out a sizable chunk of their army.


I think by "parade push" he just means a committed attack, with a supply line (reinforcements moving across the map). This, opposed to a squad-type attack, with a "macro army" back at home.

The technical response to a "parade push" is to attack the supply line, or counter attack their base and force the reinforcements to turn around. This is obviously a challenging thing to do.


I've been doing this successfully with Adept/Zealot warpins at their base. The key is just not spreading myself too thin. Sometimes I harass with too many units and end up dying to the push.

But yeah, the constant harass style and lots of bases to protect = smaller engagements which makes disruptor play less viable IMO.


It's also the most challenging and risky way for Terran to play the match-up. Very punishing style for both sides. If Terran fucks up one or two drops, a mini-map a-click can often just end the game. Conversely, if Protoss responds poorly to one or two drops, it can do game-ending damage that snowballs out.

Most of the Protoss's that do well against us launch a very large early attack. This is when Terran is the weakest. If left to our own devices, Terran has the advantage in the mid-game, but then loses it again in the late game (200 supply).
[G] Positioning, Formations, and Tactics: http://www.teamliquid.net/forum/viewmessage.php?topic_id=187892
Elentos
Profile Blog Joined February 2015
55511 Posts
Last Edited: 2015-11-18 20:31:47
November 18 2015 20:20 GMT
#47
On November 19 2015 05:00 DinoMight wrote:
Show nested quote +
On November 19 2015 03:54 Beelzebub1 wrote:
On November 17 2015 21:43 Sipario wrote:
On November 17 2015 20:28 JulDraGoN wrote:
I think Blizzard will change the colossus sooner or later if it is not used.
Colossus is the only Protoss unit with no ability to activate right? Just you wait!

I would not be surprised if they added an ability to make it more versatile. Maybe something along the lines of
- Press c to fire 3 corsairs from the colossus head to fight air units in the targeted area





I don't want another spell-caster unit, i don't have enough hands to use forcefield,storm,blink,disruptor,prysm,adept. Why toss have to manage so different units during engage ??


Because Protoss is less demanding sheer mechanics wise so it's balanced by more complex army management.

Disruptor so infinitely better to play against, I feel like when Protoss wrecks me with them they wrecked me with skill compared to A move Colossus, Disruptor is good for the game, Colossus should just be removed.


Pleas, let's end this myth that Protoss is easier once and for all.

Pressing 4 then AAAAAA is not hard.

If you're excluding the actual battles (which is what Terrans usually said was harder for T) then really your argument has no validity to it whatsoever.


Checking the minimap often, scouting around the map, spotting for drops, building all things you need etc. is not easier for Protoss than T. Sorry.

He said it's easier based on sheer mechanics. So let's exclude micro mechanics for the time being. Missing a production cycle for whatever reason as Terran outright loses you games, for Protoss this is not as much of an issue, especially pre-LotV, just look at all the money Zest usually banks before deciding to warp in new units. Plus with the old chrono, even missing build time on key units (colossi) could be compensated. It's not necessarily easier, or less demanding per se, but it's certainly more forgiving (for slower players). Pre-LotV, as noted. Because I have no idea how this changed with the new chrono, haven't offraced yet.

Every 60 seconds in Africa, a minute passes.
DinoMight
Profile Blog Joined June 2012
United States3725 Posts
Last Edited: 2015-11-18 20:43:56
November 18 2015 20:40 GMT
#48
On November 19 2015 05:20 Elentos wrote:
Show nested quote +
On November 19 2015 05:00 DinoMight wrote:
On November 19 2015 03:54 Beelzebub1 wrote:
On November 17 2015 21:43 Sipario wrote:
On November 17 2015 20:28 JulDraGoN wrote:
I think Blizzard will change the colossus sooner or later if it is not used.
Colossus is the only Protoss unit with no ability to activate right? Just you wait!

I would not be surprised if they added an ability to make it more versatile. Maybe something along the lines of
- Press c to fire 3 corsairs from the colossus head to fight air units in the targeted area





I don't want another spell-caster unit, i don't have enough hands to use forcefield,storm,blink,disruptor,prysm,adept. Why toss have to manage so different units during engage ??


Because Protoss is less demanding sheer mechanics wise so it's balanced by more complex army management.

Disruptor so infinitely better to play against, I feel like when Protoss wrecks me with them they wrecked me with skill compared to A move Colossus, Disruptor is good for the game, Colossus should just be removed.


Pleas, let's end this myth that Protoss is easier once and for all.

Pressing 4 then AAAAAA is not hard.

If you're excluding the actual battles (which is what Terrans usually said was harder for T) then really your argument has no validity to it whatsoever.


Checking the minimap often, scouting around the map, spotting for drops, building all things you need etc. is not easier for Protoss than T. Sorry.

He said it's easier based on sheer mechanics. So let's exclude micro mechanics for the time being. Missing a production cycle for whatever reason as Terran outright loses you games, for Protoss this is not as much of an issue, especially pre-LotV, just look at all the money Zest usually banks before deciding to warp in new units. Plus with the old chrono, even missing build time on key units (colossi) could be compensated. It's not necessarily easier, or less demanding per se, but it's certainly more forgiving (for slower players). Pre-LotV, as noted. Because I have no idea how this changed with the new chrono, haven't offraced yet.



Again, I think you're wrong.

Terran just has to keep pressing A. Protoss actually needs to be aware of what's going on at all times to know IF he should warp in units or not.

If you're excluding fight micro then it's definitely ambitious to say Terran obviously requires more skill. Outside of fights, playing Terran is pretty easy.

Edit - this is, however, completely off topic.
"Wtf I come back and find myself in camp DinoMight all of a sudden, feels weird man." -Wombat_NI
TimeSpiral
Profile Joined January 2011
United States1010 Posts
November 18 2015 20:50 GMT
#49
On November 19 2015 05:40 DinoMight wrote:
Show nested quote +
On November 19 2015 05:20 Elentos wrote:
On November 19 2015 05:00 DinoMight wrote:
On November 19 2015 03:54 Beelzebub1 wrote:
On November 17 2015 21:43 Sipario wrote:
On November 17 2015 20:28 JulDraGoN wrote:
I think Blizzard will change the colossus sooner or later if it is not used.
Colossus is the only Protoss unit with no ability to activate right? Just you wait!

I would not be surprised if they added an ability to make it more versatile. Maybe something along the lines of
- Press c to fire 3 corsairs from the colossus head to fight air units in the targeted area





I don't want another spell-caster unit, i don't have enough hands to use forcefield,storm,blink,disruptor,prysm,adept. Why toss have to manage so different units during engage ??


Because Protoss is less demanding sheer mechanics wise so it's balanced by more complex army management.

Disruptor so infinitely better to play against, I feel like when Protoss wrecks me with them they wrecked me with skill compared to A move Colossus, Disruptor is good for the game, Colossus should just be removed.


Pleas, let's end this myth that Protoss is easier once and for all.

Pressing 4 then AAAAAA is not hard.

If you're excluding the actual battles (which is what Terrans usually said was harder for T) then really your argument has no validity to it whatsoever.


Checking the minimap often, scouting around the map, spotting for drops, building all things you need etc. is not easier for Protoss than T. Sorry.

He said it's easier based on sheer mechanics. So let's exclude micro mechanics for the time being. Missing a production cycle for whatever reason as Terran outright loses you games, for Protoss this is not as much of an issue, especially pre-LotV, just look at all the money Zest usually banks before deciding to warp in new units. Plus with the old chrono, even missing build time on key units (colossi) could be compensated. It's not necessarily easier, or less demanding per se, but it's certainly more forgiving (for slower players). Pre-LotV, as noted. Because I have no idea how this changed with the new chrono, haven't offraced yet.



Again, I think you're wrong.

Terran just has to keep pressing A. Protoss actually needs to be aware of what's going on at all times to know IF he should warp in units or not.

If you're excluding fight micro then it's definitely ambitious to say Terran obviously requires more skill.


Such a pointless argument, Dino. Both races are mechanically challenging to play. To simplify Terran mechanics as pressing A just makes you look silly. Suggesting that knowing what is going on is somehow the domain of a Protoss also makes you look silly.
[G] Positioning, Formations, and Tactics: http://www.teamliquid.net/forum/viewmessage.php?topic_id=187892
SeCReTT
Profile Joined November 2015
31 Posts
Last Edited: 2015-11-18 21:32:38
November 18 2015 21:16 GMT
#50
Vs Terran you need AoE as same vs Zerg .. good AoE for protoss are Storm and disruptor..i move aside colossus cause the nerf..you can actually do more with that money and time production into other units than the colossus plus storm and disruptor have more pontential dmg than a suppose worthless gtd damager bases on your post i feel like your trouble or problem its landing storms or hitting opponents army wich will be more a control-micro even multitasking lack of practice more than a unit discussion...warprism a disruptor enemy isisnt paying attention and you can blow a big chunk of units or workers and faster than a colossus..its my opinion.

right now disruptor its more cost effective than a colossus at list at higher lvls
DinoMight
Profile Blog Joined June 2012
United States3725 Posts
November 18 2015 21:28 GMT
#51
On November 19 2015 05:50 TimeSpiral wrote:
Show nested quote +
On November 19 2015 05:40 DinoMight wrote:
On November 19 2015 05:20 Elentos wrote:
On November 19 2015 05:00 DinoMight wrote:
On November 19 2015 03:54 Beelzebub1 wrote:
On November 17 2015 21:43 Sipario wrote:
On November 17 2015 20:28 JulDraGoN wrote:
I think Blizzard will change the colossus sooner or later if it is not used.
Colossus is the only Protoss unit with no ability to activate right? Just you wait!

I would not be surprised if they added an ability to make it more versatile. Maybe something along the lines of
- Press c to fire 3 corsairs from the colossus head to fight air units in the targeted area





I don't want another spell-caster unit, i don't have enough hands to use forcefield,storm,blink,disruptor,prysm,adept. Why toss have to manage so different units during engage ??


Because Protoss is less demanding sheer mechanics wise so it's balanced by more complex army management.

Disruptor so infinitely better to play against, I feel like when Protoss wrecks me with them they wrecked me with skill compared to A move Colossus, Disruptor is good for the game, Colossus should just be removed.


Pleas, let's end this myth that Protoss is easier once and for all.

Pressing 4 then AAAAAA is not hard.

If you're excluding the actual battles (which is what Terrans usually said was harder for T) then really your argument has no validity to it whatsoever.


Checking the minimap often, scouting around the map, spotting for drops, building all things you need etc. is not easier for Protoss than T. Sorry.

He said it's easier based on sheer mechanics. So let's exclude micro mechanics for the time being. Missing a production cycle for whatever reason as Terran outright loses you games, for Protoss this is not as much of an issue, especially pre-LotV, just look at all the money Zest usually banks before deciding to warp in new units. Plus with the old chrono, even missing build time on key units (colossi) could be compensated. It's not necessarily easier, or less demanding per se, but it's certainly more forgiving (for slower players). Pre-LotV, as noted. Because I have no idea how this changed with the new chrono, haven't offraced yet.



Again, I think you're wrong.

Terran just has to keep pressing A. Protoss actually needs to be aware of what's going on at all times to know IF he should warp in units or not.

If you're excluding fight micro then it's definitely ambitious to say Terran obviously requires more skill.


Such a pointless argument, Dino. Both races are mechanically challenging to play. To simplify Terran mechanics as pressing A just makes you look silly. Suggesting that knowing what is going on is somehow the domain of a Protoss also makes you look silly.


It is a pointless, dumb, and irrelevant argument.

Sometimes people on the internet make me mad and I respond like that. Obviously Terran macro is not just pressing A.

But there are difficulties to all races that people like that guy don't appreciate.
"Wtf I come back and find myself in camp DinoMight all of a sudden, feels weird man." -Wombat_NI
FreeZEternal
Profile Joined January 2003
Korea (South)3396 Posts
November 18 2015 23:41 GMT
#52
Hmm, so I tried going colossus vs terran....got wrecked... I was winning most of my fights with HT but ghosts started to show up so I moved to colossus and boy....those mauraders do not die lol.
DinoMight
Profile Blog Joined June 2012
United States3725 Posts
November 20 2015 15:03 GMT
#53
On November 19 2015 08:41 FreeZEternal wrote:
Hmm, so I tried going colossus vs terran....got wrecked... I was winning most of my fights with HT but ghosts started to show up so I moved to colossus and boy....those mauraders do not die lol.


Lol, WELCOME TO LOTV.

Add second Robo and Immortals
"Wtf I come back and find myself in camp DinoMight all of a sudden, feels weird man." -Wombat_NI
GDI
Profile Joined July 2011
United States69 Posts
Last Edited: 2015-11-23 22:48:30
November 23 2015 22:47 GMT
#54
Colossus still have their place. I think having a combination of both units is better. Colossus deal guaranteed spash damage while disruptors can be dodged and baited. Also Disruptor's nova has a long cooldown which isn't ideal if you miss those shots. High templar can at least store energy to spam storm and turn into archons. Disruptors are a one trick pony so it's not a good idea to rely on them solely for AOE.
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