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[WCS] IEM Katowice NA Qualifiers - Page 14

Forum Index > StarCraft 2 Tournaments
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chipmonklord17
Profile Joined February 2011
United States11944 Posts
Last Edited: 2016-02-07 04:54:16
February 07 2016 04:52 GMT
#261
On February 07 2016 13:41 Nathanias wrote:
Show nested quote +
On February 07 2016 13:31 chipmonklord17 wrote:
On February 07 2016 13:21 BronzeKnee wrote:
Nathanias just let loose on how the game is balanced... Liberators OP, Ultras OP...


The thing about Ultras is they're not even OP. Terran goes bio all game and makes no attempt to switch to something that will do well against ultras, then complain about bio. Ghosts shred ultras (although Blizzard should explore some change to snipe to not make a single fungal end games), liberators are good against ultras. Mech units are good against ultras. Marines and Marauders aren't good against ultras.


Terran just needs to adapt to dealing with them. Don't just blindly go 3/3 mass barracks and then die


I just want you to know from the terran perspective, literally everything we do is geared to getting onto 3 bases without dying to [insertzergattack/"pressure"here] which 99% of the time requires stim, combat shields and medivacs with bio. Mech was always known for a weak start and still is if you're crazy enough to do it.

Unless you like sitting in your base while the enemy takes the map, you HAVE to apply constant pressure and outmacro your enemy which means nonstop spending on that early infrastructure. Unless you are playing Dusk Towers, switching to another form of tech when you've invested 150x9rax minerals and 8x50gas per reactor and 200/200 for 1/1, 175/175x2 for 22 and possibly 250/250x2 for 33 as well as 250 for double ebay and THEN 200/150 for a reactor port with medivacs to support that, you it takes forever to get anything else that's useful vs that, especially considering that all the things that are good vs ultras are flat-out awful vs every other form of tech. Zerg scouts, makes the choice once a terran commits 500/300 to 3 factories (not counting add-ons) and just goes blords instead of ultras.

If you can't see why "switching out of bio" isn't an option, you've never played terran above diamond level. Sorry.


Aren't ghosts and liberators still good versus broodlords? While my responses themselves are more theorycrafting than anything else, my point is that it seems ridiculous that people complain so much about ultras in games where the Terran player doesn't actually get the things that are good against ultras. Again, I'd like to see the fungal/snipe interaction change in a way that isn't stupidly zerg favored but it just doesn't seem like marines and marauders not beating ultras is a warranted complaint.

You're right about not playing terran at a diamond level, the last time I played terran was back in WoL and I appreciate the insight.
Nathanias
Profile Blog Joined April 2010
United States290 Posts
February 07 2016 05:04 GMT
#262
On February 07 2016 13:52 chipmonklord17 wrote:
Show nested quote +
On February 07 2016 13:41 Nathanias wrote:
On February 07 2016 13:31 chipmonklord17 wrote:
On February 07 2016 13:21 BronzeKnee wrote:
Nathanias just let loose on how the game is balanced... Liberators OP, Ultras OP...


The thing about Ultras is they're not even OP. Terran goes bio all game and makes no attempt to switch to something that will do well against ultras, then complain about bio. Ghosts shred ultras (although Blizzard should explore some change to snipe to not make a single fungal end games), liberators are good against ultras. Mech units are good against ultras. Marines and Marauders aren't good against ultras.


Terran just needs to adapt to dealing with them. Don't just blindly go 3/3 mass barracks and then die


I just want you to know from the terran perspective, literally everything we do is geared to getting onto 3 bases without dying to [insertzergattack/"pressure"here] which 99% of the time requires stim, combat shields and medivacs with bio. Mech was always known for a weak start and still is if you're crazy enough to do it.

Unless you like sitting in your base while the enemy takes the map, you HAVE to apply constant pressure and outmacro your enemy which means nonstop spending on that early infrastructure. Unless you are playing Dusk Towers, switching to another form of tech when you've invested 150x9rax minerals and 8x50gas per reactor and 200/200 for 1/1, 175/175x2 for 22 and possibly 250/250x2 for 33 as well as 250 for double ebay and THEN 200/150 for a reactor port with medivacs to support that, you it takes forever to get anything else that's useful vs that, especially considering that all the things that are good vs ultras are flat-out awful vs every other form of tech. Zerg scouts, makes the choice once a terran commits 500/300 to 3 factories (not counting add-ons) and just goes blords instead of ultras.

If you can't see why "switching out of bio" isn't an option, you've never played terran above diamond level. Sorry.


Aren't ghosts and liberators still good versus broodlords? While my responses themselves are more theorycrafting than anything else, my point is that it seems ridiculous that people complain so much about ultras in games where the Terran player doesn't actually get the things that are good against ultras. Again, I'd like to see the fungal/snipe interaction change in a way that isn't stupidly zerg favored but it just doesn't seem like marines and marauders not beating ultras is a warranted complaint.

You're right about not playing terran at a diamond level, the last time I played terran was back in WoL and I appreciate the insight.


I appreciate your respectful response as I am not trying to demean you in any way.

Anyway, my response to the things you've asked about are as follows:

-Ghost snipe lock-on range is like 8 or 9 maybe? Broodlords have 11.5 range and a broodling cancels snipe. If you can get ghosts under blords with time to snipe your opponent is probably afk.
-Liberators are not good vs broodlords unless your opponent has no support for them and clumps them up. If they have blords they should have vipers/corrupters both of which when spread can handle broods long enough.

If your argument is that you have 20 libs then you are playing on Dusk towers and have found the one map that lets you properly handle this army comp without having 500 apm.

Snipe not being cancelled is the best change they could make to the ghost, people were using them every game until zerg realized that suiciding 10 banes to either kill all ghosts or cancel snipes was enough, OR one fungal to win since ifestors are huge and using EMP instead of snipe also solves the same goal of making the ultras able to run in
CommentatorNever give up, Never surrender
chipmonklord17
Profile Joined February 2011
United States11944 Posts
Last Edited: 2016-02-07 05:36:52
February 07 2016 05:36 GMT
#263
On February 07 2016 14:04 Nathanias wrote:
Show nested quote +
On February 07 2016 13:52 chipmonklord17 wrote:
On February 07 2016 13:41 Nathanias wrote:
On February 07 2016 13:31 chipmonklord17 wrote:
On February 07 2016 13:21 BronzeKnee wrote:
Nathanias just let loose on how the game is balanced... Liberators OP, Ultras OP...


The thing about Ultras is they're not even OP. Terran goes bio all game and makes no attempt to switch to something that will do well against ultras, then complain about bio. Ghosts shred ultras (although Blizzard should explore some change to snipe to not make a single fungal end games), liberators are good against ultras. Mech units are good against ultras. Marines and Marauders aren't good against ultras.


Terran just needs to adapt to dealing with them. Don't just blindly go 3/3 mass barracks and then die


I just want you to know from the terran perspective, literally everything we do is geared to getting onto 3 bases without dying to [insertzergattack/"pressure"here] which 99% of the time requires stim, combat shields and medivacs with bio. Mech was always known for a weak start and still is if you're crazy enough to do it.

Unless you like sitting in your base while the enemy takes the map, you HAVE to apply constant pressure and outmacro your enemy which means nonstop spending on that early infrastructure. Unless you are playing Dusk Towers, switching to another form of tech when you've invested 150x9rax minerals and 8x50gas per reactor and 200/200 for 1/1, 175/175x2 for 22 and possibly 250/250x2 for 33 as well as 250 for double ebay and THEN 200/150 for a reactor port with medivacs to support that, you it takes forever to get anything else that's useful vs that, especially considering that all the things that are good vs ultras are flat-out awful vs every other form of tech. Zerg scouts, makes the choice once a terran commits 500/300 to 3 factories (not counting add-ons) and just goes blords instead of ultras.

If you can't see why "switching out of bio" isn't an option, you've never played terran above diamond level. Sorry.


Aren't ghosts and liberators still good versus broodlords? While my responses themselves are more theorycrafting than anything else, my point is that it seems ridiculous that people complain so much about ultras in games where the Terran player doesn't actually get the things that are good against ultras. Again, I'd like to see the fungal/snipe interaction change in a way that isn't stupidly zerg favored but it just doesn't seem like marines and marauders not beating ultras is a warranted complaint.

You're right about not playing terran at a diamond level, the last time I played terran was back in WoL and I appreciate the insight.


I appreciate your respectful response as I am not trying to demean you in any way.

Anyway, my response to the things you've asked about are as follows:

-Ghost snipe lock-on range is like 8 or 9 maybe? Broodlords have 11.5 range and a broodling cancels snipe. If you can get ghosts under blords with time to snipe your opponent is probably afk.
-Liberators are not good vs broodlords unless your opponent has no support for them and clumps them up. If they have blords they should have vipers/corrupters both of which when spread can handle broods long enough.

If your argument is that you have 20 libs then you are playing on Dusk towers and have found the one map that lets you properly handle this army comp without having 500 apm.

Snipe not being cancelled is the best change they could make to the ghost, people were using them every game until zerg realized that suiciding 10 banes to either kill all ghosts or cancel snipes was enough, OR one fungal to win since ifestors are huge and using EMP instead of snipe also solves the same goal of making the ultras able to run in


I guess I'm more used to cloaked ghosts sniping my overseers into oblivion than I am about Broodlord ghost interactions

It just seems weird to see players NOT going for ghosts when they know ultras are coming, and then dying because their marines/marauders can't deal with them. I guess I'm just not convinced its imbalance and not inadequately dealing with what's attacking you. But its also very easy to say that from diamond league
Poopi
Profile Blog Joined November 2010
France12911 Posts
February 07 2016 10:52 GMT
#264
Tl;dr terran needs a composition for whatever the zerg has but 80% of it becomes useless once ultras pop out, if you are ahead economically you can take the gamble and add ghosts / liberators but it would not be that great and the zerg has powerful tech switches and nydus/cracklings going for him.

Plus having to fight things that won't die but shred your army in one click is the worst fun killing design.

Why no liquipedia on IEM OP?
The ESL brackets are not smartphone friendly :/.
WriterMaru
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