• Log InLog In
  • Register
Liquid`
Team Liquid Liquipedia
EDT 04:43
CEST 10:43
KST 17:43
  • 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
RSL Season 1 - Final Week6[ASL19] Finals Recap: Standing Tall12HomeStory Cup 27 - Info & Preview18Classic wins Code S Season 2 (2025)16Code S RO4 & Finals Preview: herO, Rogue, Classic, GuMiho0
Community News
Esports World Cup 2025 - Brackets Revealed9Weekly Cups (July 7-13): Classic continues to roll2Team TLMC #5 - Submission extension3Firefly given lifetime ban by ESIC following match-fixing investigation17$25,000 Streamerzone StarCraft Pro Series announced7
StarCraft 2
General
The GOAT ranking of GOAT rankings Team TLMC #5 - Submission extension Who will win EWC 2025? RSL Revival patreon money discussion thread Esports World Cup 2025 - Brackets Revealed
Tourneys
RSL: Revival, a new crowdfunded tournament series FEL Cracov 2025 (July 27) - $8000 live event $5,100+ SEL Season 2 Championship (SC: Evo) WardiTV Mondays Sparkling Tuna Cup - Weekly Open Tournament
Strategy
How did i lose this ZvP, whats the proper response Simple Questions Simple Answers
Custom Maps
External Content
Mutation # 482 Wheel of Misfortune Mutation # 481 Fear and Lava Mutation # 480 Moths to the Flame Mutation # 479 Worn Out Welcome
Brood War
General
BGH Auto Balance -> http://bghmmr.eu/ BW General Discussion Flash Announces (and Retracts) Hiatus From ASL Starcraft in widescreen A cwal.gg Extension - Easily keep track of anyone
Tourneys
Cosmonarchy Pro Showmatches [Megathread] Daily Proleagues CSL Xiamen International Invitational [BSL20] Non-Korean Championship 4x BSL + 4x China
Strategy
Simple Questions, Simple Answers I am doing this better than progamers do.
Other Games
General Games
Path of Exile Nintendo Switch Thread Stormgate/Frost Giant Megathread CCLP - Command & Conquer League Project The PlayStation 5
Dota 2
Official 'what is Dota anymore' discussion
League of Legends
Heroes of the Storm
Simple Questions, Simple Answers Heroes of the Storm 2.0
Hearthstone
Heroes of StarCraft mini-set
TL Mafia
TL Mafia Community Thread Vanilla Mini Mafia
Community
General
Stop Killing Games - European Citizens Initiative US Politics Mega-thread Russo-Ukrainian War Thread Summer Games Done Quick 2025! Things Aren’t Peaceful in Palestine
Fan Clubs
SKT1 Classic Fan Club! Maru Fan Club
Media & Entertainment
Movie Discussion! [Manga] One Piece Anime Discussion Thread [\m/] Heavy Metal Thread
Sports
Formula 1 Discussion TeamLiquid Health and Fitness Initiative For 2023 2024 - 2025 Football Thread NBA General Discussion NHL Playoffs 2024
World Cup 2022
Tech Support
Computer Build, Upgrade & Buying Resource Thread
TL Community
The Automated Ban List
Blogs
Men Take Risks, Women Win Ga…
TrAiDoS
momentary artworks from des…
tankgirl
from making sc maps to makin…
Husyelt
StarCraft improvement
iopq
Trip to the Zoo
micronesia
Customize Sidebar...

Website Feedback

Closed Threads



Active: 488 users

[GSL 2020] Code S - Quarterfinals - Day 1 - Page 18

Forum Index > StarCraft 2 Tournaments
Post a Reply
Prev 1 16 17 18 19 Next All
Z3nith
Profile Joined October 2017
485 Posts
October 14 2020 16:38 GMT
#341
On October 15 2020 01:30 Cricketer12 wrote:
Show nested quote +
On October 15 2020 01:08 sneakyfox wrote:

damn, Freecs just swapped DRG for Curious big sad

Were the TY DRG games any good, or just aggro stomps?


DRG probably needed to get back to Busan.
sneakyfox
Profile Joined January 2017
8216 Posts
Last Edited: 2020-10-14 16:47:10
October 14 2020 16:45 GMT
#342
On October 15 2020 01:30 Cricketer12 wrote:
Show nested quote +
On October 15 2020 01:08 sneakyfox wrote:
https://twitter.com/SC2Armani/status/1316368620289572866

damn, Freecs just swapped DRG for Curious big sad

Were the TY DRG games any good, or just aggro stomps?


They were a lot of good actually (g1 but also g2).

And let's not speculate on why they brought Curious in there, that's a bannable offence on TLnet
"I saw what sneakyfox wrote on TL.net and it made me furious" - PartinG
starkiller123
Profile Joined January 2016
United States4030 Posts
October 14 2020 22:28 GMT
#343
On October 15 2020 01:45 sneakyfox wrote:
Show nested quote +
On October 15 2020 01:30 Cricketer12 wrote:
On October 15 2020 01:08 sneakyfox wrote:
https://twitter.com/SC2Armani/status/1316368620289572866

damn, Freecs just swapped DRG for Curious big sad

Were the TY DRG games any good, or just aggro stomps?


They were a lot of good actually (g1 but also g2).

And let's not speculate on why they brought Curious in there, that's a bannable offence on TLnet

I have no idea what you are trying to say here lol
Nebuchad
Profile Blog Joined December 2012
Switzerland12161 Posts
October 14 2020 22:35 GMT
#344
Artosis curse is evolving, he got TY and Stats but he predicted TY-DRG very close and Stats stomping Inno
No will to live, no wish to die
[Phantom]
Profile Blog Joined August 2013
Mexico2170 Posts
October 15 2020 01:37 GMT
#345
God that game two of innovation vs stats. I was so mad with the play of stats, so mad it's like he wanted to lose.

Fortunately he got his shit together and started used robo builds.
WriterTeamLiquid Staff writer since 2014 @Mortal_Phantom
RKC
Profile Joined June 2012
2848 Posts
October 15 2020 02:47 GMT
#346
What is Terran's counter to Protoss mid-game death-ball with disruptors and HTs? Ghost? Go mech? Kill them before they get there?

Matchup seems rather... uneven. And I'm saying this as a Protoss fan.
gg no re thx
[Phantom]
Profile Blog Joined August 2013
Mexico2170 Posts
October 15 2020 05:38 GMT
#347
I'm no expert, but I'm a random (macro) player and used to play Toss.

PvT is kinda complicated. Protoss definitely is kinda favored in the mid/late, but only with 1 unit comp. And like Tastosis says, when they complete the puzzle by getting all the pieces (Colosus, disruptors, HT). But before that they are basically just surviving. And if they try something different (Inno vs stats game 1 and 2) it's difficult for the protoss (unless he is making an all-in).

In the past Blizzard has buffed Terran mid to incentivize all-ins and timmings, but I've always hated that approach as all-ins are map dependant and people get better at defending them overtime.

Crippling the protoss with mine drops and then a timming push with Raven + tank + MMM seems to be effective.

I wish Blizzard would try strenghtening terran mid/late. I've been wondering if they could buff/change the cyclone. I think it would be a good counter of the disruptor, being so fast and having the lock-on ability, with a little buff.
WriterTeamLiquid Staff writer since 2014 @Mortal_Phantom
ZigguratOfUr
Profile Blog Joined April 2012
Iraq16955 Posts
October 15 2020 06:07 GMT
#348
On October 15 2020 14:38 [Phantom] wrote:
I'm no expert, but I'm a random (macro) player and used to play Toss.

PvT is kinda complicated. Protoss definitely is kinda favored in the mid/late, but only with 1 unit comp. And like Tastosis says, when they complete the puzzle by getting all the pieces (Colosus, disruptors, HT). But before that they are basically just surviving. And if they try something different (Inno vs stats game 1 and 2) it's difficult for the protoss (unless he is making an all-in).

In the past Blizzard has buffed Terran mid to incentivize all-ins and timmings, but I've always hated that approach as all-ins are map dependant and people get better at defending them overtime.

Crippling the protoss with mine drops and then a timming push with Raven + tank + MMM seems to be effective.

I wish Blizzard would try strenghtening terran mid/late. I've been wondering if they could buff/change the cyclone. I think it would be a good counter of the disruptor, being so fast and having the lock-on ability, with a little buff.


The cyclone seems like a terrible fit as a dedicated counter to the disruptor. For one people either build one of them for early game defense or mass them to go battle mech--they're not something you build a few of to round out a composition. Additionally they get one-shotted by disruptors, are only as fast as a stimmed marauder, scale poorly and can't really ever get close enough to a disruptor to lock on and escape in a late game scenario. Blizzard would have to completely redesign the cyclone (yet again) for it be to anywhere near a viable counter.
sneakyfox
Profile Joined January 2017
8216 Posts
October 15 2020 07:40 GMT
#349
On October 15 2020 07:28 starkiller123 wrote:
Show nested quote +
On October 15 2020 01:45 sneakyfox wrote:
On October 15 2020 01:30 Cricketer12 wrote:
On October 15 2020 01:08 sneakyfox wrote:
https://twitter.com/SC2Armani/status/1316368620289572866

damn, Freecs just swapped DRG for Curious big sad

Were the TY DRG games any good, or just aggro stomps?


They were a lot of good actually (g1 but also g2).

And let's not speculate on why they brought Curious in there, that's a bannable offence on TLnet

I have no idea what you are trying to say here lol


My bad, I got Curious and Creator mixed up lol
"I saw what sneakyfox wrote on TL.net and it made me furious" - PartinG
WombaT
Profile Blog Joined May 2010
Northern Ireland25081 Posts
October 15 2020 08:55 GMT
#350
On October 15 2020 14:38 [Phantom] wrote:
I'm no expert, but I'm a random (macro) player and used to play Toss.

PvT is kinda complicated. Protoss definitely is kinda favored in the mid/late, but only with 1 unit comp. And like Tastosis says, when they complete the puzzle by getting all the pieces (Colosus, disruptors, HT). But before that they are basically just surviving. And if they try something different (Inno vs stats game 1 and 2) it's difficult for the protoss (unless he is making an all-in).

In the past Blizzard has buffed Terran mid to incentivize all-ins and timmings, but I've always hated that approach as all-ins are map dependant and people get better at defending them overtime.

Crippling the protoss with mine drops and then a timming push with Raven + tank + MMM seems to be effective.

I wish Blizzard would try strenghtening terran mid/late. I've been wondering if they could buff/change the cyclone. I think it would be a good counter of the disruptor, being so fast and having the lock-on ability, with a little buff.

As per your previous comment on the second Stats/Inno game, you thought Artosis was mad? I’ve taken to watching both first person streams + the commentary.

Stats was actually playing pretty damn well and was finding consistent angles of attack with his pokes and retention of units, despite Inno having a really solid defensive position. He defended the mine drops really well, did some nifty work with a prism and two archons, then totally, totally botched forcefielding his ramp to delay for storms! The comparatively easy part. Well not so much mad as totally mystified.

I’m not sure what to do when it gets to late game. There’s just so much going on that it gets very difficult for Terrans to split their armies correctly, defend their territory and be out on the map in an aggressive capacity too.

Protoss have across the board got better at the matchup, I’m interested to see what Maru can do against Trap as he’s shown some interesting approaches to lategame lately.

Between expanding and teching behind stalkers, figuring out reliable defences to the Raven disable/tank pushes that were deadly for a bit, and using more lategame blink DTS when they actually get to lategame Protoss players have developed an approach to the matchup that is better than what they used to do. The question is to Terran have the tools to develop counter approaches given some time, or do they lack said tools?

Always the tricky balance of balance, giving things time to develop vs maybe those things aren’t possible or too difficult to develop.

One thing I’d been theorycrafting is giving Disruptors energy that’s equal to their attack cooldown. They’d spawn with full energy of course.

This would open up occasional avenues where a Terran can catch a Protoss player and actually pounce and capitalise on EMPs.

Neither would it overly cripple a Toss player, your EMPed disruptors would have energy for another shot equal to the cooldown as if they’d just fired, so the window would be short.

I’m unsure, thought I’d canvass opinion. There were times in the 3rd set of Stats/Inno where Inno outmanouvered Stats and got off money EMPs, but couldn’t push into Stats because the Disruptor threat was too high.

That feels a bit off to me. I’m ok it being very hard to engage into if you’re really in position well, if you do get caught out the option to punish should be there (unsieged tanks being a case in point)

I went with my terrible theory craft solution in its current form so that Templars can’t nuke disruptors out of PvP.

Other potential issues it would bring up would be being able to physically see which disruptors had a shot available or not from their mana bar. Would that information help opponents just enough or would it be giving them too much info?

I’m unsure there. WC3 is a game all about spell casting and it would be borderline impossible to keep track of cooldowns and mana with your internal clock, SC2 isn’t such a game although casters are very important.



'You'll always be the cuddly marsupial of my heart, despite the inherent flaws of your ancestry' - Squat
RKC
Profile Joined June 2012
2848 Posts
October 15 2020 09:52 GMT
#351
Aside from dealing damage, the disruptors' strength lies in their zoning ability. They can protect bases at narrow chokes with a few tanking units whilst being greatly outnumbered.

True, siege tanks and lurkers have zoning abilities too. But they need to siege and borrow, hence less mobile and can be outmaneuvered more easily.
gg no re thx
WombaT
Profile Blog Joined May 2010
Northern Ireland25081 Posts
October 15 2020 12:32 GMT
#352
On October 15 2020 18:52 RKC wrote:
Aside from dealing damage, the disruptors' strength lies in their zoning ability. They can protect bases at narrow chokes with a few tanking units whilst being greatly outnumbered.

True, siege tanks and lurkers have zoning abilities too. But they need to siege and borrow, hence less mobile and can be outmaneuvered more easily.

They can, I like them in that role. They’re also pretty unique in terms of the zoning units in the game in that their zoning attack has to be manually triggered and controlled.

As per my previous (probably terrible) balance tweaks they’re also unique among other zoning units in they get more and more dangerous as you close in on them.

Which is only really a problem for Terrans. Zergs have vipers where you’re pulling them in to you and Protoss have aggressive blinks that instantly close distance.

Terrans have to pounce on units they have a tricky time splitting against at close to the maximum range that disruptors shoot out, while having things like Chargelots or Collosus to deal in engagements with when we’re hitting late game. That combination of factors makes it really, really difficult to engage properly.

We don’t see top Terrans have this issue when the game and composition ends up in gateway armies + panic disruptors hoping for miracle hits, that’s manageable.

If Terran could nail EMPs to temporarily disable disruptors equivalent to their attack cooldown that would give a short window where they could pounce, or at least trade effectively against the robo units.

'You'll always be the cuddly marsupial of my heart, despite the inherent flaws of your ancestry' - Squat
Slydie
Profile Joined August 2013
1913 Posts
October 15 2020 14:23 GMT
#353
The range, movement speed, splash radius and damage of disruptors all seem off. That they are slowly becoming a problem in PvP as well should say something. Killing up to 10 supply that quickly with limited counterplay is not healthy for the game IMO. Have 5+ Disruptors, and a ground engagement can never happen
Buff the siegetank
[Phantom]
Profile Blog Joined August 2013
Mexico2170 Posts
Last Edited: 2020-10-15 16:54:40
October 15 2020 16:21 GMT
#354
I wouldn't touch the disruptor. I know it is frustrating to lost 10 supply of units instantly but you need to see the other side.

The disruptor has a shorter range than the siege tank. The "zoning" factor of the disruptor is useful sometimes, but in reality sucks compared to Lurkers/tanks/libs. You get 1 shot where you zone out enemy units for the 2 seconds the nova last, then your unit is completely useless for 21 seconds of cooldown, and due to it's medium range is easy to snipe (which is good, as it allows counterplay). And so the answer to that is having more disruptors, which can definitely buy you some time, but if you're just zoning out units you're going to lose because 21 second cooldown is very long, and you might have "zoned out" some units but eventually you run out of novas and then you have 20 supply of useless units that can't atack. And as we know without AoE a Protoss army just dies.


It's not that easy to actually hit shots with disruptors. MM can split or outrun the nova if they stim on time, and like I explained above, if you're not killing units with the disruptors you're losing the game. To make up for this the disruptor shots are very strong so if they hit you they do tons of damage. The only change that maybe could work would be reducing significantly the disruptors damage, but also reducing the cooldown and making the nova faster so it's more consistent, but I don't know if that would be good.

On October 15 2020 15:07 ZigguratOfUr wrote:

The cyclone seems like a terrible fit as a dedicated counter to the disruptor. For one people either build one of them for early game defense or mass them to go battle mech--they're not something you build a few of to round out a composition. Additionally they get one-shotted by disruptors, are only as fast as a stimmed marauder, scale poorly and can't really ever get close enough to a disruptor to lock on and escape in a late game scenario. Blizzard would have to completely redesign the cyclone (yet again) for it be to anywhere near a viable counter.


Yeah I agree right now they don't work, that's why I said they would need to buff it. Maybe change a little how the lock-on works/targets.


[image loading]

This would probably never happen, but I think a good buff for terran would be to have those flamethrower turrets they have in the campaign, as an upgrade for the CC. It could be researched on the engineering bay/armory. It would need to be a lategame upgrade, maybe require nuclear reactor? and now CC could cast those flamethrowers in exchange of energy. This would help Terrans agaisnt zealots/blink DTs, but they would also need to be careful managing scans, mules and the turrets. This would indirectly buff the terran army as they wouldn't need to leave as many units in their base, and by buffing their economy their unit output would also be buffed, which could help the lategame.
WriterTeamLiquid Staff writer since 2014 @Mortal_Phantom
Slydie
Profile Joined August 2013
1913 Posts
October 15 2020 21:13 GMT
#355
I wouldn't touch the disruptor. I know it is frustrating to lost 10 supply of units instantly but you need to see the other side.

The disruptor has a shorter range than the siege tank. The "zoning" factor of the disruptor is useful sometimes, but in reality sucks compared to Lurkers/tanks/libs. You get 1 shot where you zone out enemy units for the 2 seconds the nova last, then your unit is completely useless for 21 seconds of cooldown, and due to it's medium range is easy to snipe (which is good, as it allows counterplay). And so the answer to that is having more disruptors, which can definitely buy you some time, but if you're just zoning out units you're going to lose because 21 second cooldown is very long, and you might have "zoned out" some units but eventually you run out of novas and then you have 20 supply of useless units that can't atack. And as we know without AoE a Protoss army just dies.


It's not that easy to actually hit shots with disruptors. MM can split or outrun the nova if they stim on time, and like I explained above, if you're not killing units with the disruptors you're losing the game. To make up for this the disruptor shots are very strong so if they hit you they do tons of damage. The only change that maybe could work would be reducing significantly the disruptors damage, but also reducing the cooldown and making the nova faster so it's more consistent, but I don't know if that would be good.


Disruptors in small numbers or as a part of a small army is not an issue. When 5+ disruptors are out with chargelots and blink stalkers, ground battles in both PvP and PvT just become silly imo. Lurkers, siege tanks and liberators are better at zoning, but the mobility makes disruptors a much more frustrating unit to play against. Nerfing the movement speed can be one option to increase the skill cap.

Have you noticed how storm is almost absent except PvZ now? Disruptors do more damage instantly, and have just taken over that role, which is a bit sad to see imo. P did not really need another aoe option.
Buff the siegetank
WombaT
Profile Blog Joined May 2010
Northern Ireland25081 Posts
October 15 2020 22:16 GMT
#356
On October 16 2020 06:13 Slydie wrote:
Show nested quote +
I wouldn't touch the disruptor. I know it is frustrating to lost 10 supply of units instantly but you need to see the other side.

The disruptor has a shorter range than the siege tank. The "zoning" factor of the disruptor is useful sometimes, but in reality sucks compared to Lurkers/tanks/libs. You get 1 shot where you zone out enemy units for the 2 seconds the nova last, then your unit is completely useless for 21 seconds of cooldown, and due to it's medium range is easy to snipe (which is good, as it allows counterplay). And so the answer to that is having more disruptors, which can definitely buy you some time, but if you're just zoning out units you're going to lose because 21 second cooldown is very long, and you might have "zoned out" some units but eventually you run out of novas and then you have 20 supply of useless units that can't atack. And as we know without AoE a Protoss army just dies.


It's not that easy to actually hit shots with disruptors. MM can split or outrun the nova if they stim on time, and like I explained above, if you're not killing units with the disruptors you're losing the game. To make up for this the disruptor shots are very strong so if they hit you they do tons of damage. The only change that maybe could work would be reducing significantly the disruptors damage, but also reducing the cooldown and making the nova faster so it's more consistent, but I don't know if that would be good.


Disruptors in small numbers or as a part of a small army is not an issue. When 5+ disruptors are out with chargelots and blink stalkers, ground battles in both PvP and PvT just become silly imo. Lurkers, siege tanks and liberators are better at zoning, but the mobility makes disruptors a much more frustrating unit to play against. Nerfing the movement speed can be one option to increase the skill cap.

Have you noticed how storm is almost absent except PvZ now? Disruptors do more damage instantly, and have just taken over that role, which is a bit sad to see imo. P did not really need another aoe option.

I’m a bit torn, Protoss are so reliant on AoE and I never liked the dance of hard counters in PvT with ghosts/Vikings vs Temps/Collosi.

Having a third option that is less fitting to that dynamic and is hard as fuck to use optimally (especially at the absolute top level), and is less hard counterable as the aforementioned, but can be mitigated by micro unlike the Collosus, I like many aspects of the disruptors personally.

As an isolated unit that is. Problems really emerge compositionally when you get the unholy trifecta of Protoss AoE in the same ball. Possibly with Dark Templars wandering around and teleporting with gleeful abandon elsewhere.

How in the name of holy Zeus do you engage into that?

I’ve taken to watching both FPVs in GSL with the commentary, glorious way to watch SC although also the commentary lags behind a bit.

Anyway with that in mind Inno actually played his first match point set against Stats really quite well if you’re looking at what he can see and sensibly account for, vs what we gleam from the observer UI, at least to my eye.

Even with good army movement and splitting, some money EMPs the one thing he was never able to do was pounce on Stats force and really reset the robo unit count right down. Eventually in such a standoff it gets harder and harder to plug the holes that Protoss’ mobility and ability to pump money into harass squads as their base count increases.

Watching that game I proposed my making novas cost energy/equivalent to their current cooldown suggestion that Blizz will definitely implement :p

Disruptors are pretty big too so carpet EMPs wouldn’t be too oppressive, I don’t think. But some cunning Terran positioning or Protoss sloppiness and it might open windows.

'You'll always be the cuddly marsupial of my heart, despite the inherent flaws of your ancestry' - Squat
deacon.frost
Profile Joined February 2013
Czech Republic12129 Posts
Last Edited: 2020-10-15 23:16:50
October 15 2020 23:15 GMT
#357
On October 16 2020 01:21 [Phantom] wrote:
I wouldn't touch the disruptor. I know it is frustrating to lost 10 supply of units instantly but you need to see the other side.

The disruptor has a shorter range than the siege tank. The "zoning" factor of the disruptor is useful sometimes, but in reality sucks compared to Lurkers/tanks/libs. You get 1 shot where you zone out enemy units for the 2 seconds the nova last, then your unit is completely useless for 21 seconds of cooldown, and due to it's medium range is easy to snipe (which is good, as it allows counterplay). And so the answer to that is having more disruptors, which can definitely buy you some time, but if you're just zoning out units you're going to lose because 21 second cooldown is very long, and you might have "zoned out" some units but eventually you run out of novas and then you have 20 supply of useless units that can't atack. And as we know without AoE a Protoss army just dies.


It's not that easy to actually hit shots with disruptors. MM can split or outrun the nova if they stim on time, and like I explained above, if you're not killing units with the disruptors you're losing the game. To make up for this the disruptor shots are very strong so if they hit you they do tons of damage. The only change that maybe could work would be reducing significantly the disruptors damage, but also reducing the cooldown and making the nova faster so it's more consistent, but I don't know if that would be good.

Show nested quote +
On October 15 2020 15:07 ZigguratOfUr wrote:

The cyclone seems like a terrible fit as a dedicated counter to the disruptor. For one people either build one of them for early game defense or mass them to go battle mech--they're not something you build a few of to round out a composition. Additionally they get one-shotted by disruptors, are only as fast as a stimmed marauder, scale poorly and can't really ever get close enough to a disruptor to lock on and escape in a late game scenario. Blizzard would have to completely redesign the cyclone (yet again) for it be to anywhere near a viable counter.


Yeah I agree right now they don't work, that's why I said they would need to buff it. Maybe change a little how the lock-on works/targets.


[image loading]

This would probably never happen, but I think a good buff for terran would be to have those flamethrower turrets they have in the campaign, as an upgrade for the CC. It could be researched on the engineering bay/armory. It would need to be a lategame upgrade, maybe require nuclear reactor? and now CC could cast those flamethrowers in exchange of energy. This would help Terrans agaisnt zealots/blink DTs, but they would also need to be careful managing scans, mules and the turrets. This would indirectly buff the terran army as they wouldn't need to leave as many units in their base, and by buffing their economy their unit output would also be buffed, which could help the lategame.

Let's just the upgrade let the PFs to build units inside. Like - say - you have 12 slots in PF and you can build a helbat(4 slots), marine(1 slot) or ghost(2 slots). These units cannot exit the PF but at the same time don't cost any supply. You can play with the numbers/slots, just examples. This way Terran can reinforce PF with a blue flame, EMP and anti-air, all at once if one wants to.
When the PF is destroyed, units are burried under the debris and a short term gravestone can be shown(imagine the Worms death place )
I imagine France should be able to take this unless Lilbow is busy practicing for Starcraft III. | KadaverBB is my fairy ban mother.
WombaT
Profile Blog Joined May 2010
Northern Ireland25081 Posts
October 15 2020 23:51 GMT
#358
On October 16 2020 08:15 deacon.frost wrote:
Show nested quote +
On October 16 2020 01:21 [Phantom] wrote:
I wouldn't touch the disruptor. I know it is frustrating to lost 10 supply of units instantly but you need to see the other side.

The disruptor has a shorter range than the siege tank. The "zoning" factor of the disruptor is useful sometimes, but in reality sucks compared to Lurkers/tanks/libs. You get 1 shot where you zone out enemy units for the 2 seconds the nova last, then your unit is completely useless for 21 seconds of cooldown, and due to it's medium range is easy to snipe (which is good, as it allows counterplay). And so the answer to that is having more disruptors, which can definitely buy you some time, but if you're just zoning out units you're going to lose because 21 second cooldown is very long, and you might have "zoned out" some units but eventually you run out of novas and then you have 20 supply of useless units that can't atack. And as we know without AoE a Protoss army just dies.


It's not that easy to actually hit shots with disruptors. MM can split or outrun the nova if they stim on time, and like I explained above, if you're not killing units with the disruptors you're losing the game. To make up for this the disruptor shots are very strong so if they hit you they do tons of damage. The only change that maybe could work would be reducing significantly the disruptors damage, but also reducing the cooldown and making the nova faster so it's more consistent, but I don't know if that would be good.

On October 15 2020 15:07 ZigguratOfUr wrote:

The cyclone seems like a terrible fit as a dedicated counter to the disruptor. For one people either build one of them for early game defense or mass them to go battle mech--they're not something you build a few of to round out a composition. Additionally they get one-shotted by disruptors, are only as fast as a stimmed marauder, scale poorly and can't really ever get close enough to a disruptor to lock on and escape in a late game scenario. Blizzard would have to completely redesign the cyclone (yet again) for it be to anywhere near a viable counter.


Yeah I agree right now they don't work, that's why I said they would need to buff it. Maybe change a little how the lock-on works/targets.


[image loading]

This would probably never happen, but I think a good buff for terran would be to have those flamethrower turrets they have in the campaign, as an upgrade for the CC. It could be researched on the engineering bay/armory. It would need to be a lategame upgrade, maybe require nuclear reactor? and now CC could cast those flamethrowers in exchange of energy. This would help Terrans agaisnt zealots/blink DTs, but they would also need to be careful managing scans, mules and the turrets. This would indirectly buff the terran army as they wouldn't need to leave as many units in their base, and by buffing their economy their unit output would also be buffed, which could help the lategame.

Let's just the upgrade let the PFs to build units inside. Like - say - you have 12 slots in PF and you can build a helbat(4 slots), marine(1 slot) or ghost(2 slots). These units cannot exit the PF but at the same time don't cost any supply. You can play with the numbers/slots, just examples. This way Terran can reinforce PF with a blue flame, EMP and anti-air, all at once if one wants to.
When the PF is destroyed, units are burried under the debris and a short term gravestone can be shown(imagine the Worms death place )

I was going to disagree until the gravestone touch.

I’m ok to leave Terran base defence for a while though. Optimisation is needed dagnabbit!

All 3 races but especially Terran have got better with building placement over the game’s strategic development, be it basic base layout, supply walls covering things, rallying to a single lowered depot to plug runby gaps etc. We see staggered depot placement to mess with chargelots too.

What we don’t see, and what I think is totally doable is walling your outlying CCs/PFs with depots.
'You'll always be the cuddly marsupial of my heart, despite the inherent flaws of your ancestry' - Squat
Slydie
Profile Joined August 2013
1913 Posts
October 16 2020 04:45 GMT
#359
What we don’t see, and what I think is totally doable is walling your outlying CCs/PFs with depots.


Doable, yes, but I think there are some very good reasons why extra CCs are the late game Terran mineral sink rather than PF depot walls.
Buff the siegetank
deacon.frost
Profile Joined February 2013
Czech Republic12129 Posts
October 16 2020 07:28 GMT
#360
On October 16 2020 13:45 Slydie wrote:
Show nested quote +
What we don’t see, and what I think is totally doable is walling your outlying CCs/PFs with depots.


Doable, yes, but I think there are some very good reasons why extra CCs are the late game Terran mineral sink rather than PF depot walls.

MOstly because you still need half of the PF without the wall or with lowered depos, DTs blink on it and you won't be able to get it up nor repair, thus you'll be forced to lowerthe wall anyway
I imagine France should be able to take this unless Lilbow is busy practicing for Starcraft III. | KadaverBB is my fairy ban mother.
Prev 1 16 17 18 19 Next All
Please log in or register to reply.
Live Events Refresh
Next event in 1h 17m
[ Submit Event ]
Live Streams
Refresh
StarCraft 2
Nina 216
mcanning 116
StarCraft: Brood War
Zeus 928
sSak 34
yabsab 7
Shine 6
Bale 4
PianO 0
Dota 2
ODPixel516
XaKoH 515
XcaliburYe275
canceldota111
League of Legends
JimRising 569
Counter-Strike
Stewie2K1189
shoxiejesuss571
Super Smash Bros
Mew2King139
Other Games
summit1g11821
singsing671
Fuzer 206
SortOf129
Trikslyr36
Organizations
Other Games
gamesdonequick3397
StarCraft 2
Blizzard YouTube
StarCraft: Brood War
BSLTrovo
sctven
[ Show 13 non-featured ]
StarCraft 2
• Berry_CruncH375
• AfreecaTV YouTube
• intothetv
• Kozan
• IndyKCrew
• LaughNgamezSOOP
• Migwel
• sooper7s
StarCraft: Brood War
• BSLYoutube
• STPLYoutube
• ZZZeroYoutube
Dota 2
• lizZardDota2158
League of Legends
• Lourlo1220
Upcoming Events
Replay Cast
1h 17m
WardiTV European League
7h 17m
ShoWTimE vs sebesdes
Percival vs NightPhoenix
Shameless vs Nicoract
Krystianer vs Scarlett
ByuN vs uThermal
Harstem vs HeRoMaRinE
PiGosaur Monday
15h 17m
uThermal 2v2 Circuit
1d 7h
Replay Cast
1d 15h
The PondCast
2 days
WardiTV European League
2 days
Replay Cast
2 days
Epic.LAN
3 days
CranKy Ducklings
4 days
[ Show More ]
Epic.LAN
4 days
CSO Contender
4 days
BSL20 Non-Korean Champi…
4 days
Bonyth vs Sziky
Dewalt vs Hawk
Hawk vs QiaoGege
Sziky vs Dewalt
Mihu vs Bonyth
Zhanhun vs QiaoGege
QiaoGege vs Fengzi
Sparkling Tuna Cup
5 days
Online Event
5 days
BSL20 Non-Korean Champi…
5 days
Bonyth vs Zhanhun
Dewalt vs Mihu
Hawk vs Sziky
Sziky vs QiaoGege
Mihu vs Hawk
Zhanhun vs Dewalt
Fengzi vs Bonyth
Liquipedia Results

Completed

2025 ACS Season 2: Qualifier
RSL Revival: Season 1
Murky Cup #2

Ongoing

JPL Season 2
BSL 2v2 Season 3
CSL 17: 2025 SUMMER
Copa Latinoamericana 4
Jiahua Invitational
BSL20 Non-Korean Championship
Championship of Russia 2025
FISSURE Playground #1
BLAST.tv Austin Major 2025
ESL Impact League Season 7
IEM Dallas 2025
PGL Astana 2025
Asian Champions League '25
BLAST Rivals Spring 2025
MESA Nomadic Masters

Upcoming

CSL Xiamen Invitational
CSL Xiamen Invitational: ShowMatche
2025 ACS Season 2
CSLPRO Last Chance 2025
CSLPRO Chat StarLAN 3
BSL Season 21
K-Championship
RSL Revival: Season 2
SEL Season 2 Championship
uThermal 2v2 Main Event
FEL Cracov 2025
Esports World Cup 2025
Underdog Cup #2
ESL Pro League S22
StarSeries Fall 2025
FISSURE Playground #2
BLAST Open Fall 2025
BLAST Open Fall Qual
Esports World Cup 2025
BLAST Bounty Fall 2025
BLAST Bounty Fall Qual
IEM Cologne 2025
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 © 2025 TLnet. All Rights Reserved.