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Official State of the Game Podcast Thread - Page 639

Forum Index > SC2 General
54608 CommentsPost a Reply
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DARKHYDRA
Profile Joined September 2006
United States303 Posts
March 26 2011 07:11 GMT
#12761
On March 26 2011 15:49 Aequos wrote:
Show nested quote +
On March 26 2011 15:26 Elefanto wrote:
On March 26 2011 11:44 barkles wrote:
On March 25 2011 10:09 PJA wrote:
On March 25 2011 10:07 DARKHYDRA wrote:
less flexible?


Are you seriously this retarded?

A flat 50%/75%/100% and only 3 armor types is obviously less flexible than having more armor types and varying amounts of bonus damage.


Actually it went down to 25% (concussive damage against large unit type) iirc. But yeah, i do think that the SC2 system is more flexible.


it's not really more flexible, it just adds more ridiculous hard counters


Would it be any different if Marauders had 20 explosive damage as their base, but only did 10 to "light" units like zealots, sentries, zerglings yet did full to "large" units like stalkers, tanks, and ultralisks? It's essentially the same system, you just see the bonus instead of the penalty, which indirectly buffs units that have no type (which is only the archon and ghost to my knowledge, and I'm not sure about the ghost.)


No, if you take a closer look you can see that each damage type interacts with 3 unit sizes so basically a unit has 3 different damage settings depending on what it shoots. In your example the marauder only has 2 100% and 200%(since its base damage 10 and bonus 20).

And this seems to be the case for most units with bonus damage in SC2 but with inconsistent bonuses like a stalker gets 100% and 140%.

The only thing that i've noticed about SC2's method that is more flexible is that you can give a unit multiple bonuses like the reaper with + to light and buildings.
Tabbris
Profile Blog Joined June 2010
Bangladesh2839 Posts
Last Edited: 2011-03-26 07:20:54
March 26 2011 07:18 GMT
#12762
On March 26 2011 16:11 DARKHYDRA wrote:
Show nested quote +
On March 26 2011 15:49 Aequos wrote:
On March 26 2011 15:26 Elefanto wrote:
On March 26 2011 11:44 barkles wrote:
On March 25 2011 10:09 PJA wrote:
On March 25 2011 10:07 DARKHYDRA wrote:
less flexible?


Are you seriously this retarded?

A flat 50%/75%/100% and only 3 armor types is obviously less flexible than having more armor types and varying amounts of bonus damage.


Actually it went down to 25% (concussive damage against large unit type) iirc. But yeah, i do think that the SC2 system is more flexible.


it's not really more flexible, it just adds more ridiculous hard counters


Would it be any different if Marauders had 20 explosive damage as their base, but only did 10 to "light" units like zealots, sentries, zerglings yet did full to "large" units like stalkers, tanks, and ultralisks? It's essentially the same system, you just see the bonus instead of the penalty, which indirectly buffs units that have no type (which is only the archon and ghost to my knowledge, and I'm not sure about the ghost.)


No, if you take a closer look you can see that each damage type interacts with 3 unit sizes so basically a unit has 3 different damage settings depending on what it shoots. In your example the marauder only has 2 100% and 200%(since its base damage 10 and bonus 20).

And this seems to be the case for most units with bonus damage in SC2 but with inconsistent bonuses like a stalker gets 100% and 140%.

The only thing that i've noticed about SC2's method that is more flexible is that you can give a unit multiple bonuses like the reaper with + to light and buildings.


No in Sc1 the dmg type vs size hardly effect the units you got. You didnt mass zerglings vs mech even tho goliaths and tanks did lot of reduced dmg vs Small. You Hardly ever considered those things ask anyone who played broodwar competivly. That system never dictated what was good vs what. Just because the unit took 50% less dmg from it didnt mean that unit was good vs the other said unit. Lots of other factors came into play
FabledIntegral
Profile Blog Joined November 2008
United States9232 Posts
March 26 2011 07:22 GMT
#12763
On March 26 2011 16:18 Tabbris wrote:
Show nested quote +
On March 26 2011 16:11 DARKHYDRA wrote:
On March 26 2011 15:49 Aequos wrote:
On March 26 2011 15:26 Elefanto wrote:
On March 26 2011 11:44 barkles wrote:
On March 25 2011 10:09 PJA wrote:
On March 25 2011 10:07 DARKHYDRA wrote:
less flexible?


Are you seriously this retarded?

A flat 50%/75%/100% and only 3 armor types is obviously less flexible than having more armor types and varying amounts of bonus damage.


Actually it went down to 25% (concussive damage against large unit type) iirc. But yeah, i do think that the SC2 system is more flexible.


it's not really more flexible, it just adds more ridiculous hard counters


Would it be any different if Marauders had 20 explosive damage as their base, but only did 10 to "light" units like zealots, sentries, zerglings yet did full to "large" units like stalkers, tanks, and ultralisks? It's essentially the same system, you just see the bonus instead of the penalty, which indirectly buffs units that have no type (which is only the archon and ghost to my knowledge, and I'm not sure about the ghost.)


No, if you take a closer look you can see that each damage type interacts with 3 unit sizes so basically a unit has 3 different damage settings depending on what it shoots. In your example the marauder only has 2 100% and 200%(since its base damage 10 and bonus 20).

And this seems to be the case for most units with bonus damage in SC2 but with inconsistent bonuses like a stalker gets 100% and 140%.

The only thing that i've noticed about SC2's method that is more flexible is that you can give a unit multiple bonuses like the reaper with + to light and buildings.


No in Sc1 the dmg type vs size hardly effect the units you got. You didnt mass zerglings vs mech even tho goliaths and tanks did lot of reduced dmg vs Small. You Hardly ever considered those things ask anyone who played broodwar competivly. That system never dictated what was good vs what. Just because the unit took 50% less dmg from it didnt mean that unit was good vs the other said unit. Lots of other factors came into play


It definitely played a huge role idk what you're talking about. For example, vultures vs goons compared to vultures vs archons or Zerglings. If vultures couldn't twoshot Zerglings I assure you vulture openings would be quite different.
Tabbris
Profile Blog Joined June 2010
Bangladesh2839 Posts
Last Edited: 2011-03-26 07:33:20
March 26 2011 07:29 GMT
#12764
On March 26 2011 16:22 FabledIntegral wrote:
Show nested quote +
On March 26 2011 16:18 Tabbris wrote:
On March 26 2011 16:11 DARKHYDRA wrote:
On March 26 2011 15:49 Aequos wrote:
On March 26 2011 15:26 Elefanto wrote:
On March 26 2011 11:44 barkles wrote:
On March 25 2011 10:09 PJA wrote:
On March 25 2011 10:07 DARKHYDRA wrote:
less flexible?


Are you seriously this retarded?

A flat 50%/75%/100% and only 3 armor types is obviously less flexible than having more armor types and varying amounts of bonus damage.


Actually it went down to 25% (concussive damage against large unit type) iirc. But yeah, i do think that the SC2 system is more flexible.


it's not really more flexible, it just adds more ridiculous hard counters


Would it be any different if Marauders had 20 explosive damage as their base, but only did 10 to "light" units like zealots, sentries, zerglings yet did full to "large" units like stalkers, tanks, and ultralisks? It's essentially the same system, you just see the bonus instead of the penalty, which indirectly buffs units that have no type (which is only the archon and ghost to my knowledge, and I'm not sure about the ghost.)


No, if you take a closer look you can see that each damage type interacts with 3 unit sizes so basically a unit has 3 different damage settings depending on what it shoots. In your example the marauder only has 2 100% and 200%(since its base damage 10 and bonus 20).

And this seems to be the case for most units with bonus damage in SC2 but with inconsistent bonuses like a stalker gets 100% and 140%.

The only thing that i've noticed about SC2's method that is more flexible is that you can give a unit multiple bonuses like the reaper with + to light and buildings.


No in Sc1 the dmg type vs size hardly effect the units you got. You didnt mass zerglings vs mech even tho goliaths and tanks did lot of reduced dmg vs Small. You Hardly ever considered those things ask anyone who played broodwar competivly. That system never dictated what was good vs what. Just because the unit took 50% less dmg from it didnt mean that unit was good vs the other said unit. Lots of other factors came into play


It definitely played a huge role idk what you're talking about. For example, vultures vs goons compared to vultures vs archons or Zerglings. If vultures couldn't twoshot Zerglings I assure you vulture openings would be quite different.


Look at dragoons vs marines. The dragoons did 50% less dmg vs them but once good got range. Marines were horrible vs them. Seige tanks did 50% vs lings but lings were horrible vs them too. Hydras did 75% vs vulture but they fucked up vultures. Ya vulture opening were good But mostly because the were faster than zerglings. Yes the 2 shot was insanly good but slow vulture werent that good vs speedlings. The other factors seem to play a larger role

Another example is Firebats vs zealots lol. You never used firebats vs zealots even tho they are supposedly good vs them.
Tabbris
Profile Blog Joined June 2010
Bangladesh2839 Posts
Last Edited: 2011-03-26 07:38:14
March 26 2011 07:36 GMT
#12765
Ill give you this the vulture vs dragoon and archon was one a the few cases that made the dmg type apperant. But again it didnt mean dragoons counter vultures. No you probably know this all to well if you played protoss but spidermines could fuck up dragoons so bad that vultures could go toe to toe with dragoons cost wise.

I was a zerg in BW so a protoss can correct me if im wrong
IVN
Profile Joined October 2010
534 Posts
Last Edited: 2011-03-26 15:27:16
March 26 2011 15:24 GMT
#12766
SC2 actually has more dmg and armor types than BW. Archons for example have bonus vs biological. Then there are units like the queen, which are biological and psionic, so the only units that do bonus dmg against queens are the said archons. And the archons are only psionic, so nothing does bonus dmg against theme. THey are perfect meat shields.

If you look at it, there are biological, light, armored, massive and psionic types. And the dmg bonuses are agains light, armored, bio and massive and buildings. Much more complex than BW.
Aequos
Profile Joined October 2010
Canada606 Posts
March 26 2011 17:31 GMT
#12767
On March 26 2011 16:29 Tabbris wrote:
Show nested quote +
On March 26 2011 16:22 FabledIntegral wrote:
On March 26 2011 16:18 Tabbris wrote:
On March 26 2011 16:11 DARKHYDRA wrote:
On March 26 2011 15:49 Aequos wrote:
On March 26 2011 15:26 Elefanto wrote:
On March 26 2011 11:44 barkles wrote:
On March 25 2011 10:09 PJA wrote:
On March 25 2011 10:07 DARKHYDRA wrote:
less flexible?


Are you seriously this retarded?

A flat 50%/75%/100% and only 3 armor types is obviously less flexible than having more armor types and varying amounts of bonus damage.


Actually it went down to 25% (concussive damage against large unit type) iirc. But yeah, i do think that the SC2 system is more flexible.


it's not really more flexible, it just adds more ridiculous hard counters


Would it be any different if Marauders had 20 explosive damage as their base, but only did 10 to "light" units like zealots, sentries, zerglings yet did full to "large" units like stalkers, tanks, and ultralisks? It's essentially the same system, you just see the bonus instead of the penalty, which indirectly buffs units that have no type (which is only the archon and ghost to my knowledge, and I'm not sure about the ghost.)


No, if you take a closer look you can see that each damage type interacts with 3 unit sizes so basically a unit has 3 different damage settings depending on what it shoots. In your example the marauder only has 2 100% and 200%(since its base damage 10 and bonus 20).

And this seems to be the case for most units with bonus damage in SC2 but with inconsistent bonuses like a stalker gets 100% and 140%.

The only thing that i've noticed about SC2's method that is more flexible is that you can give a unit multiple bonuses like the reaper with + to light and buildings.


No in Sc1 the dmg type vs size hardly effect the units you got. You didnt mass zerglings vs mech even tho goliaths and tanks did lot of reduced dmg vs Small. You Hardly ever considered those things ask anyone who played broodwar competivly. That system never dictated what was good vs what. Just because the unit took 50% less dmg from it didnt mean that unit was good vs the other said unit. Lots of other factors came into play


It definitely played a huge role idk what you're talking about. For example, vultures vs goons compared to vultures vs archons or Zerglings. If vultures couldn't twoshot Zerglings I assure you vulture openings would be quite different.


Look at dragoons vs marines. The dragoons did 50% less dmg vs them but once good got range. Marines were horrible vs them. Seige tanks did 50% vs lings but lings were horrible vs them too. Hydras did 75% vs vulture but they fucked up vultures. Ya vulture opening were good But mostly because the were faster than zerglings. Yes the 2 shot was insanly good but slow vulture werent that good vs speedlings. The other factors seem to play a larger role

Another example is Firebats vs zealots lol. You never used firebats vs zealots even tho they are supposedly good vs them.


To be fair though, Stalkers are still good against marines even though they don't do their full damage to them. Likewise, Immortals aren't really used to kill Marauders even though they should be a hard counter because - well - they just aren't that good at fighting them. Likewise, you very rarely see hellions killing zealots, even though they should slaughter them.
I first realized Immortals were reincarnated Dragoons when I saw them dancing helplessly behind my Stalkers.
GeeseHoward
Profile Joined November 2010
United States78 Posts
March 26 2011 17:54 GMT
#12768
On March 27 2011 02:31 Aequos wrote:
Show nested quote +
On March 26 2011 16:29 Tabbris wrote:
On March 26 2011 16:22 FabledIntegral wrote:
On March 26 2011 16:18 Tabbris wrote:
On March 26 2011 16:11 DARKHYDRA wrote:
On March 26 2011 15:49 Aequos wrote:
On March 26 2011 15:26 Elefanto wrote:
On March 26 2011 11:44 barkles wrote:
On March 25 2011 10:09 PJA wrote:
On March 25 2011 10:07 DARKHYDRA wrote:
less flexible?


Are you seriously this retarded?

A flat 50%/75%/100% and only 3 armor types is obviously less flexible than having more armor types and varying amounts of bonus damage.


Actually it went down to 25% (concussive damage against large unit type) iirc. But yeah, i do think that the SC2 system is more flexible.


it's not really more flexible, it just adds more ridiculous hard counters


Would it be any different if Marauders had 20 explosive damage as their base, but only did 10 to "light" units like zealots, sentries, zerglings yet did full to "large" units like stalkers, tanks, and ultralisks? It's essentially the same system, you just see the bonus instead of the penalty, which indirectly buffs units that have no type (which is only the archon and ghost to my knowledge, and I'm not sure about the ghost.)


No, if you take a closer look you can see that each damage type interacts with 3 unit sizes so basically a unit has 3 different damage settings depending on what it shoots. In your example the marauder only has 2 100% and 200%(since its base damage 10 and bonus 20).

And this seems to be the case for most units with bonus damage in SC2 but with inconsistent bonuses like a stalker gets 100% and 140%.

The only thing that i've noticed about SC2's method that is more flexible is that you can give a unit multiple bonuses like the reaper with + to light and buildings.


No in Sc1 the dmg type vs size hardly effect the units you got. You didnt mass zerglings vs mech even tho goliaths and tanks did lot of reduced dmg vs Small. You Hardly ever considered those things ask anyone who played broodwar competivly. That system never dictated what was good vs what. Just because the unit took 50% less dmg from it didnt mean that unit was good vs the other said unit. Lots of other factors came into play


It definitely played a huge role idk what you're talking about. For example, vultures vs goons compared to vultures vs archons or Zerglings. If vultures couldn't twoshot Zerglings I assure you vulture openings would be quite different.


Look at dragoons vs marines. The dragoons did 50% less dmg vs them but once good got range. Marines were horrible vs them. Seige tanks did 50% vs lings but lings were horrible vs them too. Hydras did 75% vs vulture but they fucked up vultures. Ya vulture opening were good But mostly because the were faster than zerglings. Yes the 2 shot was insanly good but slow vulture werent that good vs speedlings. The other factors seem to play a larger role

Another example is Firebats vs zealots lol. You never used firebats vs zealots even tho they are supposedly good vs them.


To be fair though, Stalkers are still good against marines even though they don't do their full damage to them. Likewise, Immortals aren't really used to kill Marauders even though they should be a hard counter because - well - they just aren't that good at fighting them. Likewise, you very rarely see hellions killing zealots, even though they should slaughter them.

Actually, not making hellions is a mistake for most terran. Blueflame hellions do utter destroy zealots and murder high templer. It's one of the better ways to buff a bioarmy.

Plus, people do get immortals to kill marauders.Terran usually tries to focus fire immortals first due to how fast they can take out marauders.
[quote][/quote]
DARKHYDRA
Profile Joined September 2006
United States303 Posts
March 26 2011 19:17 GMT
#12769
On March 27 2011 00:24 IVN wrote:
SC2 actually has more dmg and armor types than BW. Archons for example have bonus vs biological. Then there are units like the queen, which are biological and psionic, so the only units that do bonus dmg against queens are the said archons. And the archons are only psionic, so nothing does bonus dmg against theme. THey are perfect meat shields.

If you look at it, there are biological, light, armored, massive and psionic types. And the dmg bonuses are agains light, armored, bio and massive and buildings. Much more complex than BW.


Ok that's a whole 2 units, what else you got? You might aswell take massive out since they are also armored.
IVN
Profile Joined October 2010
534 Posts
Last Edited: 2011-03-26 20:19:03
March 26 2011 20:17 GMT
#12770
On March 27 2011 04:17 DARKHYDRA wrote:
Show nested quote +
On March 27 2011 00:24 IVN wrote:
SC2 actually has more dmg and armor types than BW. Archons for example have bonus vs biological. Then there are units like the queen, which are biological and psionic, so the only units that do bonus dmg against queens are the said archons. And the archons are only psionic, so nothing does bonus dmg against theme. THey are perfect meat shields.

If you look at it, there are biological, light, armored, massive and psionic types. And the dmg bonuses are agains light, armored, bio and massive and buildings. Much more complex than BW.


Ok that's a whole 2 units, what else you got? You might aswell take massive out since they are also armored.

YOu cant take massive out, since Voidrays do bonus dmg against armored, and in addition bonus dmg against massive. And corruptors do only extra dmg agains massive and not armored, so they own carriers but lose to voidrays horribly.

And ghosts are also biological and psionic, meaning only archons do extra dmg against ghosts.
johanngrunt
Profile Blog Joined July 2010
Hong Kong1555 Posts
March 27 2011 09:19 GMT
#12771
What's this brother mac thing?
sashkata
Profile Joined September 2008
Bulgaria3241 Posts
March 27 2011 09:31 GMT
#12772
On March 26 2011 16:29 Tabbris wrote:
Show nested quote +
On March 26 2011 16:22 FabledIntegral wrote:
On March 26 2011 16:18 Tabbris wrote:
On March 26 2011 16:11 DARKHYDRA wrote:
On March 26 2011 15:49 Aequos wrote:
On March 26 2011 15:26 Elefanto wrote:
On March 26 2011 11:44 barkles wrote:
On March 25 2011 10:09 PJA wrote:
On March 25 2011 10:07 DARKHYDRA wrote:
less flexible?


Are you seriously this retarded?

A flat 50%/75%/100% and only 3 armor types is obviously less flexible than having more armor types and varying amounts of bonus damage.


Actually it went down to 25% (concussive damage against large unit type) iirc. But yeah, i do think that the SC2 system is more flexible.


it's not really more flexible, it just adds more ridiculous hard counters


Would it be any different if Marauders had 20 explosive damage as their base, but only did 10 to "light" units like zealots, sentries, zerglings yet did full to "large" units like stalkers, tanks, and ultralisks? It's essentially the same system, you just see the bonus instead of the penalty, which indirectly buffs units that have no type (which is only the archon and ghost to my knowledge, and I'm not sure about the ghost.)


No, if you take a closer look you can see that each damage type interacts with 3 unit sizes so basically a unit has 3 different damage settings depending on what it shoots. In your example the marauder only has 2 100% and 200%(since its base damage 10 and bonus 20).

And this seems to be the case for most units with bonus damage in SC2 but with inconsistent bonuses like a stalker gets 100% and 140%.

The only thing that i've noticed about SC2's method that is more flexible is that you can give a unit multiple bonuses like the reaper with + to light and buildings.


No in Sc1 the dmg type vs size hardly effect the units you got. You didnt mass zerglings vs mech even tho goliaths and tanks did lot of reduced dmg vs Small. You Hardly ever considered those things ask anyone who played broodwar competivly. That system never dictated what was good vs what. Just because the unit took 50% less dmg from it didnt mean that unit was good vs the other said unit. Lots of other factors came into play


It definitely played a huge role idk what you're talking about. For example, vultures vs goons compared to vultures vs archons or Zerglings. If vultures couldn't twoshot Zerglings I assure you vulture openings would be quite different.


Look at dragoons vs marines. The dragoons did 50% less dmg vs them but once good got range. Marines were horrible vs them. Seige tanks did 50% vs lings but lings were horrible vs them too. Hydras did 75% vs vulture but they fucked up vultures. Ya vulture opening were good But mostly because the were faster than zerglings. Yes the 2 shot was insanly good but slow vulture werent that good vs speedlings. The other factors seem to play a larger role

Another example is Firebats vs zealots lol. You never used firebats vs zealots even tho they are supposedly good vs them.

I'm not here to join in the argument, but just to correct something. In BW bio was really strong vs a protoss gateway army. The only reason it's not used is storm and rivers. If those 2 did not exist I can guarantee you every terran out there would be playing marine medic tank.
YourMom
Profile Joined April 2010
Romania565 Posts
March 27 2011 09:57 GMT
#12773
Haha they laughed at Tyler for predicting Adelscott win over MVP. haha
I'm very good at making carriers.
Weavel
Profile Joined January 2010
Finland9223 Posts
March 27 2011 10:00 GMT
#12774
On March 27 2011 18:57 YourMom wrote:
Haha they laughed at Tyler for predicting Adelscott win over MVP. haha
Yeah this SOTG is so funny after TSL results.
Life/Seed//Mvp/NaNiwa fighting! ZeNEX forever!
Palmar
Profile Blog Joined July 2010
Iceland22633 Posts
March 27 2011 22:09 GMT
#12775
Please, please spend more time talking about the TSL next SotG show. I want you guys breaking the games apart, I'd love discussion on every single game.
Computer says mafia
javy_
Profile Joined July 2010
United States1677 Posts
Last Edited: 2011-03-27 22:11:52
March 27 2011 22:11 GMT
#12776
On March 27 2011 18:57 YourMom wrote:
Haha they laughed at Tyler for predicting Adelscott win over MVP. haha


he also managed to predict cruncher over idra, too.
♪~( ̄。 ̄)
DARKHYDRA
Profile Joined September 2006
United States303 Posts
March 27 2011 22:15 GMT
#12777
he only said he believed Adelscott had a 40% chance of winning. Not exactly predicting a win, but still he was more accurate than the others.
Aegeis
Profile Blog Joined April 2010
United States1619 Posts
March 28 2011 01:22 GMT
#12778
Hope they get Idra for the next cast
"Skills to pay the bills" - Artosis, https://twitter.com/AegeisSC2 ,http://www.tumblr.com/blog/socal-esports
turdburgler
Profile Blog Joined January 2011
England6749 Posts
March 28 2011 04:21 GMT
#12779
On March 28 2011 07:09 Palmar wrote:
Please, please spend more time talking about the TSL next SotG show. I want you guys breaking the games apart, I'd love discussion on every single game.



i just want someone on that show to have the balls to admit qxc vs genius was one of the biggest piles of bad ive seen in a long time
DARKHYDRA
Profile Joined September 2006
United States303 Posts
March 28 2011 06:40 GMT
#12780
^
...wut?
Bad how?
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