• Log InLog In
  • Register
Liquid`
Team Liquid Liquipedia
EDT 23:32
CEST 05:32
KST 12:32
  • Home
  • Forum
  • Calendar
  • Streams
  • Liquipedia
  • Features
  • Store
  • EPT
  • TL+
  • StarCraft 2
  • Brood War
  • Smash
  • Heroes
  • Counter-Strike
  • Overwatch
  • Liquibet
  • Fantasy StarCraft
  • TLPD
  • StarCraft 2
  • Brood War
  • Blogs
Forum Sidebar
Events/Features
News
Featured News
[ASL21] Ro24 Preview Pt2: News Flash9[ASL21] Ro24 Preview Pt1: New Chaos0Team Liquid Map Contest #22 - Presented by Monster Energy16ByuL: The Forgotten Master of ZvT30Behind the Blue - Team Liquid History Book20
Community News
Weekly Cups (March 23-29): herO takes triple6Aligulac acquired by REPLAYMAN.com/Stego Research8Weekly Cups (March 16-22): herO doubles, Cure surprises3Blizzard Classic Cup @ BlizzCon 2026 - $100k prize pool51Weekly Cups (March 9-15): herO, Clem, ByuN win4
StarCraft 2
General
Blizzard Classic Cup @ BlizzCon 2026 - $100k prize pool What mix of new & old maps do you want in the next ladder pool? (SC2) Team Liquid Map Contest #22 - Presented by Monster Energy Aligulac acquired by REPLAYMAN.com/Stego Research Weekly Cups (March 23-29): herO takes triple
Tourneys
RSL Season 4 announced for March-April Sparkling Tuna Cup - Weekly Open Tournament StarCraft Evolution League (SC Evo Biweekly) WardiTV Mondays World University TeamLeague (500$+) | Signups Open
Strategy
Custom Maps
[M] (2) Frigid Storage Publishing has been re-enabled! [Feb 24th 2026]
External Content
Mutation # 519 Inner Power The PondCast: SC2 News & Results Mutation # 518 Radiation Zone Mutation # 517 Distant Threat
Brood War
General
Gypsy to Korea Pros React To: JaeDong vs Queen BGH Auto Balance -> http://bghmmr.eu/ How Can I Add Timer & APM Count? [ASL21] Ro24 Preview Pt2: News Flash
Tourneys
[Megathread] Daily Proleagues [ASL21] Ro24 Group E [ASL21] Ro24 Group F Azhi's Colosseum - Foreign KCM
Strategy
Fighting Spirit mining rates What's the deal with APM & what's its true value Simple Questions, Simple Answers
Other Games
General Games
Stormgate/Frost Giant Megathread Nintendo Switch Thread Starcraft Tabletop Miniature Game General RTS Discussion Thread Darkest Dungeon
Dota 2
The Story of Wings Gaming Official 'what is Dota anymore' discussion
League of Legends
G2 just beat GenG in First stand
Heroes of the Storm
Simple Questions, Simple Answers Heroes of the Storm 2.0
Hearthstone
Deck construction bug Heroes of StarCraft mini-set
TL Mafia
Mafia Game Mode Feedback/Ideas TL Mafia Community Thread Five o'clock TL Mafia
Community
General
US Politics Mega-thread Russo-Ukrainian War Thread NASA and the Private Sector Things Aren’t Peaceful in Palestine Canadian Politics Mega-thread
Fan Clubs
The IdrA Fan Club
Media & Entertainment
[Req][Books] Good Fantasy/SciFi books [Manga] One Piece Movie Discussion!
Sports
2024 - 2026 Football Thread Formula 1 Discussion Cricket [SPORT] Tokyo Olympics 2021 Thread General nutrition recommendations
World Cup 2022
Tech Support
[G] How to Block Livestream Ads
TL Community
The Automated Ban List
Blogs
Funny Nicknames
LUCKY_NOOB
Money Laundering In Video Ga…
TrAiDoS
Iranian anarchists: organize…
XenOsky
FS++
Kraekkling
Shocked by a laser…
Spydermine0240
ASL S21 English Commentary…
namkraft
Customize Sidebar...

Website Feedback

Closed Threads



Active: 1320 users

[R&S] EG's Master's Cup Series Season V League - Page 295

Forum Index > StarCraft 2 Tournaments
Post a Reply
Prev 1 293 294 295 296 Next
IVN
Profile Joined October 2010
534 Posts
July 04 2011 01:58 GMT
#5881
On July 04 2011 10:44 Badfatpanda wrote:
Show nested quote +
On July 04 2011 10:38 IVN wrote:
On July 04 2011 10:35 RisingTide wrote:
On July 04 2011 10:15 mikyaJ wrote:
On July 04 2011 10:00 Lylat wrote:
On July 04 2011 09:58 Olinim wrote:
On July 04 2011 09:58 RisingTide wrote:
Thorzain has officially figured out TvP

That's why hes been easily stomped by MC in HSC...

That's why he's the only foreign terran that took games/series against MC (I think?).

TvP is statistically ThorZain's worst MU, and that's fallen since TSL when he had over a 75% win rate. If you were to say someone "figured" out the match, it would be Polt, you know, the guy who is 4-0 vs MC, not 5-8 (which is ThorZain's record vs. MC), and at 100% win rate in GSL games? ಠ_ಠ Not ThorZain.

Oh by no means do I think that Thorzain is the best Terran (or even better than Polt), even though he won against Mini just now there were definately some serious mechanical and decision making flaws in his game. I just think that the style of play (Heavy ghost, rauder, medivac, viking) is absurdly powerful and it's always surprised me that it never caught on more.

Probably way more powerful, than anything Protoss have. The Terran weakness in late game TvP is IMO nothing more but a myth.


You do realize that it is not the army composition that most people bitch imba about, its the fact that you can warp in 25 units instantly while chronoing colo off 4-5 nexi to remax to overwhelm the terran regardless of how badly you lost the engagement.

Riiiiiiiiiiiiiiiiiight, because Protoss in addition to warpgates also have unlimited money.
Ertu
Profile Joined November 2010
Greece686 Posts
July 04 2011 02:20 GMT
#5882
On July 04 2011 10:38 IVN wrote:
Show nested quote +
On July 04 2011 10:35 RisingTide wrote:
On July 04 2011 10:15 mikyaJ wrote:
On July 04 2011 10:00 Lylat wrote:
On July 04 2011 09:58 Olinim wrote:
On July 04 2011 09:58 RisingTide wrote:
Thorzain has officially figured out TvP

That's why hes been easily stomped by MC in HSC...

That's why he's the only foreign terran that took games/series against MC (I think?).

TvP is statistically ThorZain's worst MU, and that's fallen since TSL when he had over a 75% win rate. If you were to say someone "figured" out the match, it would be Polt, you know, the guy who is 4-0 vs MC, not 5-8 (which is ThorZain's record vs. MC), and at 100% win rate in GSL games? ಠ_ಠ Not ThorZain.

Oh by no means do I think that Thorzain is the best Terran (or even better than Polt), even though he won against Mini just now there were definately some serious mechanical and decision making flaws in his game. I just think that the style of play (Heavy ghost, rauder, medivac, viking) is absurdly powerful and it's always surprised me that it never caught on more.

Probably way more powerful, than anything Protoss have. The Terran weakness in late game TvP is IMO nothing more but a myth.


I take it you did not watch Cruncher vs Select.
Blasphemi
Profile Joined April 2011
United Kingdom980 Posts
July 04 2011 02:22 GMT
#5883
MC is the Only toss who consistently nails feedback on ghosts before the land emp
Micket
Profile Joined April 2011
United Kingdom2163 Posts
July 04 2011 02:23 GMT
#5884
The protoss has to hide the Templar and force the ghosts to emp something else. Also, you definitely can split the Templars up. All you need is 3 storms and you win the engagement. TvP is all about engaging correctly during mid late game. The reason why Mc has beaten Thorzain lately is because he has superior army control then most Protoss players. In tsl, he was dying to timing pushes, which is a whole different story.
usethis2
Profile Joined December 2010
2164 Posts
Last Edited: 2011-07-04 02:28:11
July 04 2011 02:25 GMT
#5885
Don't know why Minigun hasn't attempted some strong 2-base timing attack/all-in. He opened very greedily in both games (unpunished) and something like 5-colossi + mass stalker all-in off 2 base would hit Thorzain hard. Instead he kept on keeping his greed, and wanted to have all techs and upgrades and more expansions throughout the series. Sure Toss army is strong late game but apparently Thorzain knows a thing or two about it. Why not hit him hard early?

Watch MVP_Genius' games. Whether it's 2-base collosus, DTs, or mass zealots + sentries. Once you have a tech done you should at least attempt to poke to see if you can do any damage before your opponent is ready to your newly acquired tech. Instead Minigun went on tech after tech after tech, each time giving ample time for Thorzain to prepare.
Goldfish
Profile Blog Joined August 2010
2230 Posts
Last Edited: 2011-07-04 03:03:58
July 04 2011 03:01 GMT
#5886
In terms of 2v2 - Has anyone thought about rebalancing it since Blizzard isn't focusing on 2v2 balancing (well not specifically that is)?

Never really watched or played much 2v2 so these are just examples of how 2v2 can changed (not suggestions) for people who do know more about 2v2 to think about:

1. Disabling resource trading completely (for example) (this can be done by making a mod [dependency] that has event - map init - Disable trading resources then just loading that mod into each 2v2 map). Mods can only have triggers by adding them in the library editor and editing the Game to load the trigger library.

2. Different maps (for example a map could have shared base but with two small ramps in a different corner of the base instead of one big ramp in the center).

3. And finally - different balancing (again it's possible by creating a "Mod" then changing the stats of units[for example], then simply loading that mod into each map). Since Blizzard focuses on 1v1 for balancing (usually), it's not always the right way for 2v2s.

Also if the community does some balancing that actually makes 2v2 more viable among all 3 race combination then Blizzard could follow with an official "different balancing" for 2v2 .

Obviously this does have a problem in that people may be caught off guard when playing 1v1 then 2v2. For example if a unit costs less resources to build in 2v2 (due to balance differences), they may forget that when they play 1v1 (though I'm not sure if this would be a problem at all actually).

Again these are just examples of what can be done for people who do know more about 2v2 (I don't know much about 2v2) to talk about since (disclaimer) I do not know much about 2v2 besides apparently T + Z is the best combo apparently?
https://connect.microsoft.com/WindowsServerFeedback/feedback/details/741495/biggest-explorer-annoyance-automatic-sorting-windows-7-server-2008-r2-and-vista#details Allow Disable Auto Arrange in Windows 7+
Mordiford
Profile Joined April 2011
4448 Posts
July 04 2011 03:04 GMT
#5887
On July 04 2011 12:01 Goldfish wrote:
In terms of 2v2 - Has anyone thought about rebalancing it since Blizzard isn't focusing on 2v2 balancing (well not specifically that is)?

Never really watched or played much 2v2 so these are just examples of how 2v2 can changed (not suggestions) for people who do know more about 2v2 to think about:

1. Disabling resource trading completely (for example) (this can be done by making a mod [dependency] that has event - map init - Disable trading resources then just loading that mod into each 2v2 map). Mods can only have triggers by adding them in the library editor and editing the Game to load the trigger library.

2. Different maps (for example a map could have shared base but with two small ramps in a different corner of the base instead of one big ramp in the center).

3. And finally - different balancing (again it's possible with the mod). Since Blizzard focuses on 1v1 for balancing (usually), it's not always the right way for 2v2s.

Also if the community does some balancing that actually makes 2v2 more viable among all 3 race combination then Blizzard could follow with an official mod for 2v2 .

Obviously this does have a con in that people may be caught off guard when playing 1v1 then 2v2.

So for example if a unit costs less resources to build in 2v2 (due to balance differences), they may forget that when they play 1v1 (though I'm not sure if this would be a problem at all actualyl).

Again these are just examples of what can be done for people who do know more about 2v2 (I don't know much about 2v2) to talk about since (disclaimer) I do not know much about 2v2 besides apparently T + Z is the best combo apparently?


I don't think it's been played enough to make any calls in that regard, it looks alright so far, I don't think there's anything to pinpoint for change right now. Terran + Zerg is just very prevalent because of it's early aggressive capabilities and having safer openings, it's very easy to get all-in'd and killed with a Protoss pairing but we really just have to wait and see how things turn out.

I don't think any changes are needed right now, we don't have enough information.
JKira
Profile Blog Joined April 2011
Canada1002 Posts
Last Edited: 2011-07-04 03:46:29
July 04 2011 03:44 GMT
#5888
On July 04 2011 10:27 ELA wrote:
Show nested quote +
On July 04 2011 10:25 Dommk wrote:
On July 04 2011 10:24 Yaotzin wrote:
On July 04 2011 10:21 MechKing wrote:
How are protoss going to deal with vikings sniping the observer? Just build cannons everywhere?

Hide them behind the stalkers so they don't get sniped?

Then how do you spot Ghost? Having them hovering over your army is just as useless as not having them at all. You need them infront so you can feedback before getting hit by 10range EMP;s


- Start using more than 1 controlgroup instead of moving your templar in in along with your deathball tt... One templar in front, feedback and storm galore..


Most protosses are smart enough to have templars on a separate control group. That doesn't exactly help though as that means they would be clumped up anyways.

Having a few in with every different control group is not exactly ideal either since they will take priority over both sentries and blink stalkers, and the whole reason you have different control groups anyways is to be able to switch between those without having to tab.

Not to mention Templar are so slow that trying to split them after seeing ghosts too late would be useless.

If you put a couple of templar in front, Terran can just snipe to not waste EMP.

More and more PvT is a positional and micro battle now. Where you put your stalkers/vikings collosi/bio templar/ghosts make all the difference in which side wins in a late game battle.

But don't just condescendingly bring out the "stop being bad" line on Protoss, and think about what you're saying.
DoomsVille
Profile Joined August 2010
Canada4885 Posts
July 04 2011 04:09 GMT
#5889
I think 2v2 will be a lot better next season. Blizzard is adding a bunch of new maps that focus on shared bases. Works out to be much better for protoss... so maybe we'll start seeing protoss combinations succeed.
jester-
Profile Blog Joined February 2011
Canada547 Posts
July 04 2011 04:40 GMT
#5890
Who won? Wish the OP was updated...
Arise, chicken sandwich.
Mordiford
Profile Joined April 2011
4448 Posts
July 04 2011 04:49 GMT
#5891
On July 04 2011 13:40 jester- wrote:
Who won? Wish the OP was updated...


Complexity beat Fnatic 3-0 in the Loser's Bracket.
Complexity beat Dignitas 3-2 in the Loser's Finals.
Mouz beat Complexity 3-0 in the Grand Finals.

First Place: Mouz
Second Place: Complexity
Third Place: Dignitas
ELA
Profile Joined April 2010
Denmark4608 Posts
July 04 2011 06:05 GMT
#5892
On July 04 2011 12:44 JKira wrote:
Show nested quote +
On July 04 2011 10:27 ELA wrote:
On July 04 2011 10:25 Dommk wrote:
On July 04 2011 10:24 Yaotzin wrote:
On July 04 2011 10:21 MechKing wrote:
How are protoss going to deal with vikings sniping the observer? Just build cannons everywhere?

Hide them behind the stalkers so they don't get sniped?

Then how do you spot Ghost? Having them hovering over your army is just as useless as not having them at all. You need them infront so you can feedback before getting hit by 10range EMP;s


- Start using more than 1 controlgroup instead of moving your templar in in along with your deathball tt... One templar in front, feedback and storm galore..


Most protosses are smart enough to have templars on a separate control group. That doesn't exactly help though as that means they would be clumped up anyways.

Having a few in with every different control group is not exactly ideal either since they will take priority over both sentries and blink stalkers, and the whole reason you have different control groups anyways is to be able to switch between those without having to tab.

Not to mention Templar are so slow that trying to split them after seeing ghosts too late would be useless.

If you put a couple of templar in front, Terran can just snipe to not waste EMP.

More and more PvT is a positional and micro battle now. Where you put your stalkers/vikings collosi/bio templar/ghosts make all the difference in which side wins in a late game battle.

But don't just condescendingly bring out the "stop being bad" line on Protoss, and think about what you're saying.


You have an equal chance to feedback the ghost? It takes 2 snipes to kill a templar, 1 feedback can very easily take out a ghost in 1shot, if not it renders it pretty much useless if you're about to engage which makes up for the range difference (9 feedback, 10 snipe) at an equal energy cost for both abilities (Ofc. 2 snipes if killing the templar is 50 energy, compared to 25 energy of single feedback)

"Not to mention Templar are so slow that trying to split them after seeing ghosts too late would be useless."
- What? Of course you're going to get owned if you don't scout the Ghosts.. That works both ways, if T dosn't scout Templar, he's screwed too? lol!

Speed difference isn't massive, 1.875 vs. 2.3 - All I'm saying is, that sending 1-2 templar infront of your army isn't exactly rocket science if you know there's ghosts and it's such an easy thing to do, so why not do it?

Think about what I'm saying? Well right back at ya' buddy
The first link of chain forged, the first speech censured, the first thought forbidden, the first freedom denied, chains us all irrevocably.
Koshi
Profile Blog Joined August 2010
Belgium38799 Posts
July 04 2011 06:25 GMT
#5893
Knew from the start Mouz would make a big shot at winning this . Congratz to them, they are looking scary and will only get better in the future.
I had a good night of sleep.
sicarii
Profile Joined April 2011
United States93 Posts
July 04 2011 06:38 GMT
#5894
On July 04 2011 12:01 Goldfish wrote:
In terms of 2v2 - Has anyone thought about rebalancing it since Blizzard isn't focusing on 2v2 balancing (well not specifically that is)?

Never really watched or played much 2v2 so these are just examples of how 2v2 can changed (not suggestions) for people who do know more about 2v2 to think about:

1. Disabling resource trading completely (for example) (this can be done by making a mod [dependency] that has event - map init - Disable trading resources then just loading that mod into each 2v2 map). Mods can only have triggers by adding them in the library editor and editing the Game to load the trigger library.

2. Different maps (for example a map could have shared base but with two small ramps in a different corner of the base instead of one big ramp in the center).

3. And finally - different balancing (again it's possible by creating a "Mod" then changing the stats of units[for example], then simply loading that mod into each map). Since Blizzard focuses on 1v1 for balancing (usually), it's not always the right way for 2v2s.

Also if the community does some balancing that actually makes 2v2 more viable among all 3 race combination then Blizzard could follow with an official "different balancing" for 2v2 .

Obviously this does have a problem in that people may be caught off guard when playing 1v1 then 2v2. For example if a unit costs less resources to build in 2v2 (due to balance differences), they may forget that when they play 1v1 (though I'm not sure if this would be a problem at all actually).

Again these are just examples of what can be done for people who do know more about 2v2 (I don't know much about 2v2) to talk about since (disclaimer) I do not know much about 2v2 besides apparently T + Z is the best combo apparently?

That is a terrible idea, first of all resource sharing is one of the most important parts of team games and is important in high level 2v2s.
Second you can't add a mod for 2v2s either because as you noticed most of the high level 2v2s are played by 1v1 players. All timings, builds, and everything that makes sense in 1v1 goes out the window. That would just make for new things to be abused.

The only way to make 2v2 better is to change the maps they play on.
majloon
Profile Joined March 2010
Sweden122 Posts
July 04 2011 08:42 GMT
#5895
On July 04 2011 15:05 ELA wrote:
Show nested quote +
On July 04 2011 12:44 JKira wrote:
On July 04 2011 10:27 ELA wrote:
On July 04 2011 10:25 Dommk wrote:
On July 04 2011 10:24 Yaotzin wrote:
On July 04 2011 10:21 MechKing wrote:
How are protoss going to deal with vikings sniping the observer? Just build cannons everywhere?

Hide them behind the stalkers so they don't get sniped?

Then how do you spot Ghost? Having them hovering over your army is just as useless as not having them at all. You need them infront so you can feedback before getting hit by 10range EMP;s


- Start using more than 1 controlgroup instead of moving your templar in in along with your deathball tt... One templar in front, feedback and storm galore..


Most protosses are smart enough to have templars on a separate control group. That doesn't exactly help though as that means they would be clumped up anyways.

Having a few in with every different control group is not exactly ideal either since they will take priority over both sentries and blink stalkers, and the whole reason you have different control groups anyways is to be able to switch between those without having to tab.

Not to mention Templar are so slow that trying to split them after seeing ghosts too late would be useless.

If you put a couple of templar in front, Terran can just snipe to not waste EMP.

More and more PvT is a positional and micro battle now. Where you put your stalkers/vikings collosi/bio templar/ghosts make all the difference in which side wins in a late game battle.

But don't just condescendingly bring out the "stop being bad" line on Protoss, and think about what you're saying.


You have an equal chance to feedback the ghost? It takes 2 snipes to kill a templar, 1 feedback can very easily take out a ghost in 1shot, if not it renders it pretty much useless if you're about to engage which makes up for the range difference (9 feedback, 10 snipe) at an equal energy cost for both abilities (Ofc. 2 snipes if killing the templar is 50 energy, compared to 25 energy of single feedback)

"Not to mention Templar are so slow that trying to split them after seeing ghosts too late would be useless."
- What? Of course you're going to get owned if you don't scout the Ghosts.. That works both ways, if T dosn't scout Templar, he's screwed too? lol!

Speed difference isn't massive, 1.875 vs. 2.3 - All I'm saying is, that sending 1-2 templar infront of your army isn't exactly rocket science if you know there's ghosts and it's such an easy thing to do, so why not do it?

Think about what I'm saying? Well right back at ya' buddy

Not to forget that it's way easier feedbacking ghost than sniping templar since while using the minimap trick feedback will only hit units with energy, being ghosts and possibly some medivac whilst snipe hits any unit.
Jakalo
Profile Blog Joined March 2009
Latvia2350 Posts
July 04 2011 09:22 GMT
#5896
Well done Mouz, congratulations gogogo best team
Nostalgia is not as good as it used to be.
SmoKim
Profile Joined March 2010
Denmark10305 Posts
July 04 2011 09:27 GMT
#5897
no suprise and well deserved by Mouz easily the strongest SC2 foreigner team, gratz guys!
"LOL I have 202 supply right now (3 minutes later)..."LOL NOW I HAVE 220 SUPPLY SUP?!?!?" - Mondragon
SuperNomad
Profile Joined July 2009
United Kingdom70 Posts
July 04 2011 09:30 GMT
#5898
I do believe that Mouz has won the entire thing whilst never winning a 2v2. Shows how good their 1v1 line-up is.
JKira
Profile Blog Joined April 2011
Canada1002 Posts
July 04 2011 09:34 GMT
#5899
On July 04 2011 15:05 ELA wrote:
Show nested quote +
On July 04 2011 12:44 JKira wrote:
On July 04 2011 10:27 ELA wrote:
On July 04 2011 10:25 Dommk wrote:
On July 04 2011 10:24 Yaotzin wrote:
On July 04 2011 10:21 MechKing wrote:
How are protoss going to deal with vikings sniping the observer? Just build cannons everywhere?

Hide them behind the stalkers so they don't get sniped?

Then how do you spot Ghost? Having them hovering over your army is just as useless as not having them at all. You need them infront so you can feedback before getting hit by 10range EMP;s


- Start using more than 1 controlgroup instead of moving your templar in in along with your deathball tt... One templar in front, feedback and storm galore..


Most protosses are smart enough to have templars on a separate control group. That doesn't exactly help though as that means they would be clumped up anyways.

Having a few in with every different control group is not exactly ideal either since they will take priority over both sentries and blink stalkers, and the whole reason you have different control groups anyways is to be able to switch between those without having to tab.

Not to mention Templar are so slow that trying to split them after seeing ghosts too late would be useless.

If you put a couple of templar in front, Terran can just snipe to not waste EMP.

More and more PvT is a positional and micro battle now. Where you put your stalkers/vikings collosi/bio templar/ghosts make all the difference in which side wins in a late game battle.

But don't just condescendingly bring out the "stop being bad" line on Protoss, and think about what you're saying.


You have an equal chance to feedback the ghost? It takes 2 snipes to kill a templar, 1 feedback can very easily take out a ghost in 1shot, if not it renders it pretty much useless if you're about to engage which makes up for the range difference (9 feedback, 10 snipe) at an equal energy cost for both abilities (Ofc. 2 snipes if killing the templar is 50 energy, compared to 25 energy of single feedback)

"Not to mention Templar are so slow that trying to split them after seeing ghosts too late would be useless."
- What? Of course you're going to get owned if you don't scout the Ghosts.. That works both ways, if T dosn't scout Templar, he's screwed too? lol!

Speed difference isn't massive, 1.875 vs. 2.3 - All I'm saying is, that sending 1-2 templar infront of your army isn't exactly rocket science if you know there's ghosts and it's such an easy thing to do, so why not do it?

Think about what I'm saying? Well right back at ya' buddy


I didn't bring it up since it was discussed quite a lot in the previous posts, but the whole issue is if a Terran constantly picks off observers you can't really do much about cloaked ghosts in front of the Terran army. Terran can scan before landing EMPs though.

Like I said it's all about positioning. And yes putting 1-2 templar in front is the best way to handle it but your way was to "not use one hotkey" and I explained to you why it's still difficult if you try to use different hotkeys. The best way is probably to reposition your templar every time your army moves, and yes that's difficult again because of the speed difference in army.

Anyways I don't want to turn this into a balance discussion since that's not what I originally posted for. I originally posted because you made it sound like it was easy for Protoss to negate ghosts/EMP, and I'm just saying' often times it's not.
nihlon
Profile Joined April 2010
Sweden5581 Posts
Last Edited: 2011-07-04 09:46:12
July 04 2011 09:45 GMT
#5900
On July 04 2011 12:01 Goldfish wrote:
In terms of 2v2 - Has anyone thought about rebalancing it since Blizzard isn't focusing on 2v2 balancing (well not specifically that is)?

Never really watched or played much 2v2 so these are just examples of how 2v2 can changed (not suggestions) for people who do know more about 2v2 to think about:

1. Disabling resource trading completely (for example) (this can be done by making a mod [dependency] that has event - map init - Disable trading resources then just loading that mod into each 2v2 map). Mods can only have triggers by adding them in the library editor and editing the Game to load the trigger library.

2. Different maps (for example a map could have shared base but with two small ramps in a different corner of the base instead of one big ramp in the center).

3. And finally - different balancing (again it's possible by creating a "Mod" then changing the stats of units[for example], then simply loading that mod into each map). Since Blizzard focuses on 1v1 for balancing (usually), it's not always the right way for 2v2s.

Also if the community does some balancing that actually makes 2v2 more viable among all 3 race combination then Blizzard could follow with an official "different balancing" for 2v2 .

Obviously this does have a problem in that people may be caught off guard when playing 1v1 then 2v2. For example if a unit costs less resources to build in 2v2 (due to balance differences), they may forget that when they play 1v1 (though I'm not sure if this would be a problem at all actually).

Again these are just examples of what can be done for people who do know more about 2v2 (I don't know much about 2v2) to talk about since (disclaimer) I do not know much about 2v2 besides apparently T + Z is the best combo apparently?


I think better maps is enough. It sort of feels like the 2v2 map pool still consists of maps that are equivalent to Steps of War (and the sort) for 2v2s. If we still had those kind of maps for 1v1 ladder people would feel hugely different about the balance of the game. The same goes for 2v2.
Banelings are too cute to blow up
Prev 1 293 294 295 296 Next
Please log in or register to reply.
Live Events Refresh
Next event in 3h 29m
[ Submit Event ]
Live Streams
Refresh
StarCraft 2
WinterStarcraft342
RuFF_SC2 207
NeuroSwarm 194
StarCraft: Brood War
Shuttle 355
ggaemo 103
JulyZerg 33
GoRush 28
Icarus 7
Dota 2
capcasts194
LuMiX1
League of Legends
JimRising 692
Counter-Strike
minikerr8
Other Games
summit1g12555
ViBE109
Organizations
Other Games
gamesdonequick1121
BasetradeTV101
StarCraft: Brood War
UltimateBattle 22
StarCraft 2
Blizzard YouTube
StarCraft: Brood War
BSLTrovo
sctven
[ Show 16 non-featured ]
StarCraft 2
• Hupsaiya 69
• Sammyuel 40
• davetesta36
• practicex 26
• AfreecaTV YouTube
• intothetv
• Kozan
• IndyKCrew
• LaughNgamezSOOP
• Migwel
• sooper7s
StarCraft: Brood War
• BSLYoutube
• STPLYoutube
• ZZZeroYoutube
League of Legends
• Stunt263
Other Games
• Scarra2034
Upcoming Events
RSL Revival
3h 29m
Cure vs Rogue
Maru vs TBD
MaxPax vs TBD
uThermal 2v2 Circuit
10h 29m
BSL
15h 29m
Afreeca Starleague
1d 6h
Wardi Open
1d 6h
Replay Cast
1d 20h
Sparkling Tuna Cup
2 days
Kung Fu Cup
3 days
The PondCast
4 days
Replay Cast
4 days
[ Show More ]
Replay Cast
5 days
CranKy Ducklings
6 days
BSL
6 days
Replay Cast
6 days
Liquipedia Results

Completed

Escore Tournament S2: W1
WardiTV Winter 2026
NationLESS Cup

Ongoing

BSL Season 22
CSL Elite League 2026
ASL Season 21
CSL Season 20: Qualifier 2
StarCraft2 Community Team League 2026 Spring
RSL Revival: Season 4
Nations Cup 2026
PGL Bucharest 2026
Stake Ranked Episode 1
BLAST Open Spring 2026
ESL Pro League S23 Finals
ESL Pro League S23 Stage 1&2
PGL Cluj-Napoca 2026
IEM Kraków 2026
BLAST Bounty Winter 2026

Upcoming

CSL 2026 SPRING (S20)
IPSL Spring 2026
Acropolis #4
BSL 22 Non-Korean Championship
CSLAN 4
Kung Fu Cup 2026 Grand Finals
HSC XXIX
uThermal 2v2 2026 Main Event
IEM Cologne Major 2026
Stake Ranked Episode 2
CS Asia Championships 2026
Asian Champions League 2026
IEM Atlanta 2026
PGL Astana 2026
BLAST Rivals Spring 2026
CCT Season 3 Global Finals
IEM Rio 2026
TLPD

1. ByuN
2. TY
3. Dark
4. Solar
5. Stats
6. Nerchio
7. sOs
8. soO
9. INnoVation
10. Elazer
1. Rain
2. Flash
3. EffOrt
4. Last
5. Bisu
6. Soulkey
7. Mini
8. Sharp
Sidebar Settings...

Advertising | Privacy Policy | Terms Of Use | Contact Us

Original banner artwork: Jim Warren
The contents of this webpage are copyright © 2026 TLnet. All Rights Reserved.