• Log InLog In
  • Register
Liquid`
Team Liquid Liquipedia
EDT 17:21
CEST 23:21
KST 06:21
  • 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
[ASL19] Finals Recap: Standing Tall10HomeStory Cup 27 - Info & Preview18Classic wins Code S Season 2 (2025)16Code S RO4 & Finals Preview: herO, Rogue, Classic, GuMiho0TL Team Map Contest #5: Presented by Monster Energy6
Community News
Weekly Cups (June 30 - July 6): Classic Doubles2[BSL20] Non-Korean Championship 4x BSL + 4x China9Flash Announces Hiatus From ASL66Weekly Cups (June 23-29): Reynor in world title form?14FEL Cracov 2025 (July 27) - $8000 live event22
StarCraft 2
General
The GOAT ranking of GOAT rankings The SCII GOAT: A statistical Evaluation Weekly Cups (June 23-29): Reynor in world title form? Weekly Cups (June 30 - July 6): Classic Doubles Program: SC2 / XSplit / OBS Scene Switcher
Tourneys
RSL: Revival, a new crowdfunded tournament series FEL Cracov 2025 (July 27) - $8000 live event Sparkling Tuna Cup - Weekly Open Tournament WardiTV Mondays Korean Starcraft League Week 77
Strategy
How did i lose this ZvP, whats the proper response Simple Questions Simple Answers
Custom Maps
[UMS] Zillion Zerglings
External Content
Mutation # 481 Fear and Lava Mutation # 480 Moths to the Flame Mutation # 479 Worn Out Welcome Mutation # 478 Instant Karma
Brood War
General
ASL20 Preliminary Maps [ASL19] Finals Recap: Standing Tall SC uni coach streams logging into betting site Flash Announces Hiatus From ASL BW General Discussion
Tourneys
[BSL20] Non-Korean Championship 4x BSL + 4x China [BSL20] Grand Finals - Sunday 20:00 CET CSL Xiamen International Invitational The Casual Games of the Week Thread
Strategy
Simple Questions, Simple Answers I am doing this better than progamers do.
Other Games
General Games
Nintendo Switch Thread Stormgate/Frost Giant Megathread Path of Exile What do you want from future RTS games? Beyond All Reason
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
US Politics Mega-thread Stop Killing Games - European Citizens Initiative Russo-Ukrainian War Thread Summer Games Done Quick 2024! Summer Games Done Quick 2025!
Fan Clubs
SKT1 Classic Fan Club! Maru Fan Club
Media & Entertainment
Anime Discussion Thread [Manga] One Piece [\m/] Heavy Metal Thread
Sports
Formula 1 Discussion 2024 - 2025 Football Thread NBA General Discussion TeamLiquid Health and Fitness Initiative For 2023 NHL Playoffs 2024
World Cup 2022
Tech Support
Computer Build, Upgrade & Buying Resource Thread
TL Community
The Automated Ban List
Blogs
Culture Clash in Video Games…
TrAiDoS
from making sc maps to makin…
Husyelt
Blog #2
tankgirl
StarCraft improvement
iopq
Trip to the Zoo
micronesia
Customize Sidebar...

Website Feedback

Closed Threads



Active: 592 users

The Problem with Marines - Page 18

Forum Index > SC2 General
Post a Reply
Prev 1 16 17 18 19 20 26 Next All
TrzystaDrzew
Profile Joined April 2010
Poland72 Posts
Last Edited: 2010-12-09 17:42:47
December 09 2010 17:38 GMT
#341
Very good post. I generally agree with author.

I am mid platinum Terran and I have noticed improvement in my game play when I focus on spamming marines. After tons of games I have a feeling like whole Terran army is marines while other units depends on the occasion provide only support. In long term this is boring. Z and T can do successful compositions by cost and usage without lings/zealots. Sadly I think it won't change much until some mech fix (by fix I mean readjustment of cost, build time or both) or new units which we won't see before HotS. Even if Blizz will introduce mines on Reaper/Hellion which I doubt, game would still focus around marines as due to game mechanics. They are the easiest replaceable, and the most economical dps provider.

On December 10 2010 02:01 FlamingTurd wrote:
Seems that Zerg has to play absolutely perfectly to win while Terran can make so many mistakes and still have a chance. Something has got to give. Blizzard is back to their nerfing Zerg days after all this Zerg defeat once again.


Can't agree at all. Try to make mistake vs banelings and your whole army is gone.
Igaryu85
Profile Joined November 2010
Germany195 Posts
Last Edited: 2010-12-09 17:51:18
December 09 2010 17:48 GMT
#342
I think one of the big problems of terran mech is as many allready said the lack of an allrounder like the Goliath. Not sure if the viking could somehow replace them but guess not. Also the Immortal seems too powerfull against mech for terrans to ever be able to use mech vs Toss and the fact that mass rine can really only be stopped by banes when facing a zerg doesnt really make anyone want to use anything but rines and other units for support.
For me as Zerg its upsetting that against many terrans I only have to build banes cause they only come with rines and occasionally with tanks against the banes.
Really think increasing the marine size and/or lowering their range would really help with this.
Of course other terran units would probably require boosts.
I allways found that hellions are way to good vs light and way to bad against other units.
Also I am not sure if the Vikings couldnt be made to be more equal to good old goliaths in terms of being usefull on the ground.
Sorry that I am not basing this on any evidence it is just how I feel and anyone can disagree if they please.

Edit: Wouldnt go as far as to say that terrans can just make mistakes without it costing them, however their ability to wall in and have 1 or 2 tanks secure their base makes it much harder for a zerg to benefit from a terrans mistake in my opinion. Had many games where I had to wait for ultras before I could even consider really taking the terran out.
OutlaW-
Profile Blog Joined July 2010
Czech Republic5053 Posts
December 09 2010 17:49 GMT
#343
On December 10 2010 02:01 FlamingTurd wrote:
Honestly at this point I'm so sick of watching pro Zerg players get defeated SOOO badly by marine rushes or MMM balls. Most of the time it's like Zerg throws their entire armies at it and the Terran still has like half their army left over. This is repeatedly happening over and over. This is typically after the Zerg scouts the Terran coming anyway. Blizzard has had so much time to fix this issue and Terran has been ahead in every single freakin stat since the game has been released... Seems that Zerg has to play absolutely perfectly to win while Terran can make so many mistakes and still have a chance. Something has got to give. Blizzard is back to their nerfing Zerg days after all this Zerg defeat once again.

This is so wrong on so many levels. You are either a great troll or a a close minded cough individual cough. Try playing tvz and then talk.. It's completely the other way around. All terans ever had vs zerg were all ins and it's the terran's single mistake that loses him the game.
Delete your post underage b&. You're incestuous for you're onee-chan so you're clearly not a bad guy, but others might not agree
Grebliv
Profile Joined May 2006
Iceland800 Posts
Last Edited: 2010-12-09 17:54:52
December 09 2010 17:51 GMT
#344
On December 10 2010 02:48 Igaryu85 wrote:
I think one of the big problems of terran mech is as many allready said the lack of an allrounder like the Goliath. Not sure if the viking could somehow replace them but guess not. Also the Immortal seems too powerfull against mech for terrans to ever be able to use mech vs Toss and the fact that mass rine can really only be stopped by banes when facing a zerg doesnt really make anyone want to use anything but rines and other units for support.
For me as Zerg its upsetting that against many terrans I only have to build banes cause they only come with rines and occasionally with tanks against the banes.
Really think increasing the marine size and/or lowering their range would really help with this.
Of course other terran units would probably require boosts.
I allways found that hellions are way to good vs light and way to bad against other units.
Also I am not sure if the Vikings couldnt be made to be more equal to good old goliaths in terms of being usefull on the ground.
Sorry that I am not basing this on any evidence it is just how I feel and anyone can disagree if they please.


Kind of agree, marines are too vital to any compostion. They're really good early and very lackluster late game. Hellions and vikings are both a bit to iffy at their tasks, well it's mostly the viking/thor not being good enough at the goliaths task. Vikings don't hit ground and thors alone aren't enough for anti air unless your army is pure thor.
ESV Mapmaking!
nalgene
Profile Joined October 2010
Canada2153 Posts
Last Edited: 2010-12-09 17:56:49
December 09 2010 17:52 GMT
#345
they nerfed one of the capital ships for terran to 8 from 10 damage vs ground at some point for no reason...
now they only do 11 from 13 at max vs ground
max upped dps went to 47 from 56
seems like there's no reason to do so...
they don't even kill lings in 4 shots anymore if the zerg carapace was 1 higher than air upgrades on Terran

http://www.gomtv.net/classics3/vod/732

sc1 wraiths killing drones/overlords/mutalisks

if only vikings could harass a zerg like this, they'd be pretty cost effective and not need to always stay with the majority of the main force
Year 2500 Greater Israel ( Bahrain, Cyprus, Egypt, Iran, Iraq, Jordan, Kuwait, Lebanon, Oman, Gaza Strip, West Bank, Qatar, Saudi Arabia, Syria, Turkey, United Arab Emirates, Yemen )
MegaTerran
Profile Joined September 2010
214 Posts
Last Edited: 2010-12-09 17:56:35
December 09 2010 17:55 GMT
#346
I think it could be good option to give vikings air attack in ground mode. (but i d prefer goliaph but i think we ll not see any new units until addon HoTS)
TheDrill
Profile Joined February 2010
Russian Federation145 Posts
December 09 2010 17:58 GMT
#347
On December 10 2010 02:48 Igaryu85 wrote:
I think one of the big problems of terran mech is as many allready said the lack of an allrounder like the Goliath. Not sure if the viking could somehow replace them but guess not. Also the Immortal seems too powerfull against mech for terrans to ever be able to use mech vs Toss and the fact that mass rine can really only be stopped by banes when facing a zerg doesnt really make anyone want to use anything but rines and other units for support.

Thors are a far better all-rounder than goliaths ever were. It's not any other particular unit that coutners mech that's the problem. It's the lack of the OP status on siege tanks. You have this unit, which has to go into siege mode and be positioned perfectly to do anything, and then still gets outdps'd by marines and marauders. So what you're getting for the price of 150/100 is an immobile cannon that's barely on-par with any mobile army in the game. Siege tanks NEED TO BE OP in order to be useful. But then all of the vocal retards will be up in arms about that, because TERRAN OP, so we can't have mech.
TERRAN MAROIDER RAGE
AssuredVacancy
Profile Blog Joined September 2008
United States1167 Posts
December 09 2010 18:05 GMT
#348
On December 10 2010 02:52 nalgene wrote:
they nerfed one of the capital ships for terran to 8 from 10 damage vs ground at some point for no reason...
now they only do 11 from 13 at max vs ground
max upped dps went to 47 from 56
seems like there's no reason to do so...
they don't even kill lings in 4 shots anymore if the zerg carapace was 1 higher than air upgrades on Terran

http://www.gomtv.net/classics3/vod/732
http://www.youtube.com/watch?v=RNGCPvtMC2Y
sc1 wraiths killing drones/overlords/mutalisks

if only vikings could harass a zerg like this, they'd be pretty cost effective and not need to always stay with the majority of the main force


Lol are you seriously thinking terran air was better in bw?
I could count the number of games won by wraiths alone with my left hand.
Think about how many games that are won by banshees..
We spend our youth attaining wealth, and our wealth attaining youth.
0neder
Profile Joined July 2009
United States3733 Posts
December 09 2010 18:07 GMT
#349
Nerf Marine HP (get rid of shields) and buff tank seige damage. Done. More exciting, etc.
Treehead
Profile Blog Joined November 2010
999 Posts
December 09 2010 18:13 GMT
#350
On December 07 2010 17:11 imBLIND wrote:
The only method that works in TvP : Marine/SCV rushes and Timing pushes. I can count the number of times a Terran won a head-to-head macro battle with a toss with two hands.


You must have some interesting rules on which games "count" towards this. If you mean you haven't seen many tournament matches going 55 minutes+ with each player on 5 bases and the terran coming out on top - it's because the number of games which involve neither player rushing for something on the tournament scene is fairly low right now - not just in TvP but for all races. Of the games I've seen recently from Dreamhack, GSL and MLG, I don't really see a backing for the statement that late game terran "can't work" against late game Protoss. Perhaps you have some evidence you'd like to add to this conjecture?
gcoin
Profile Joined November 2010
United States89 Posts
December 09 2010 18:18 GMT
#351
marines man. I only make em. But on a serious note... I agree, Marines are too important and a standard game can't really be won w/o them.
Terran for Life. Never compromise Not even in the face of Armageddon
TeWy
Profile Joined December 2009
France714 Posts
December 09 2010 18:27 GMT
#352
If you nerf the marines there will be even less reason for Terran to go in the late game against Zerg as their lategame army is mainly composed of them.

There are no issues with marines. There are issues with Zerg macro and maps. Make bigger maps, nerf Zerg macro and we will get rid of these ridiculous 1-2 base all-in strats.
Bellygareth
Profile Joined October 2010
France512 Posts
December 09 2010 18:33 GMT
#353
On December 10 2010 03:27 TeWy wrote:
If you nerf the marines there will be even less reason for Terran to go in the late game against Zerg as their lategame army is mainly composed of them.

There are no issues with marines. There are issues with Zerg macro and maps. Make bigger maps, nerf Zerg macro and we will get rid of these ridiculous 1-2 base all-in strats.


This assumption is false.

Nerf zerg macro.
>
Is Z still susceptible to early all-ins?
> yes? (probably a bit more because zerg just have been nerfed)
Do I have a good chance of winning if I all in?
> Yes?
Allin.
Grebliv
Profile Joined May 2006
Iceland800 Posts
December 09 2010 18:34 GMT
#354
On December 10 2010 02:58 TheDrill wrote:
Show nested quote +
On December 10 2010 02:48 Igaryu85 wrote:
I think one of the big problems of terran mech is as many allready said the lack of an allrounder like the Goliath. Not sure if the viking could somehow replace them but guess not. Also the Immortal seems too powerfull against mech for terrans to ever be able to use mech vs Toss and the fact that mass rine can really only be stopped by banes when facing a zerg doesnt really make anyone want to use anything but rines and other units for support.

Thors are a far better all-rounder than goliaths ever were. It's not any other particular unit that coutners mech that's the problem. It's the lack of the OP status on siege tanks. You have this unit, which has to go into siege mode and be positioned perfectly to do anything, and then still gets outdps'd by marines and marauders. So what you're getting for the price of 150/100 is an immobile cannon that's barely on-par with any mobile army in the game. Siege tanks NEED TO BE OP in order to be useful. But then all of the vocal retards will be up in arms about that, because TERRAN OP, so we can't have mech.


well against protoss the goliath does his anti air job way better but yes having tank heavy armies getting rolled in straight up ground battles is kind of saddening.
ESV Mapmaking!
Kaptein[konijn]
Profile Joined August 2005
Netherlands110 Posts
December 09 2010 18:42 GMT
#355
On December 10 2010 03:07 0neder wrote:
Nerf Marine HP (get rid of shields) and buff tank seige damage. Done. More exciting, etc.


Something along these lines sounds reasonable, but it's a difficult issue. Weaker marines means you need thors in tvz for the mutas, which in term would make mech double as attractive, since tanks are also buffed in that scenario.

Don't know if that's a good thing, though. Constant all-ins isn't good, but if every game has 20 minutes of macro before anything happens at all, the watchability will be pretty bad, too.

I think the marine lategame is fine as it is. They're fairly strong and necessary to counter some units (mutas, immortals, etc) as well as give mobility, but they melt vs a critical mass of tanks/collosus/broodlords.

In sc2, terran's army composition in every mu is like tvz in bw: main units are infantry, then there is some tanks and special air units for support. But the T2/T3 are rarely the main unit, unlike protoss and zerg. Maybe that's just the way it is. In bw, marines are core units in tvp and tvt were a novelty. In SC2 it's the other way around.



p.s. Blizzard should swallow their pride and undo the BC nerf. BCs are awesome and I haven't seen them in ages. At the same time, carriers should be stronger vs T - they are as rare (and cool) as BCs.
Garmer
Profile Joined October 2010
1286 Posts
December 09 2010 18:49 GMT
#356
marines can take care of mutas even without the shield upgrade..., just low the cost of the tank to 100 gas and buff the attack to 60...
Reborn8u
Profile Blog Joined January 2010
United States1761 Posts
Last Edited: 2010-12-09 19:07:49
December 09 2010 18:51 GMT
#357
I've been playing terran for only a few weeks and I have been experimenting with many builds. I have been playing around with mech/bio. Without our old friend the goliath it can be difficult to deal with air when going mech. You need the anti air and dps of the marine in the mix most of the time. I have been experimenting with including 1 or 2 thors and a viking or 2 to stay with my marine ball to help with anti air range. It keeps me from having to over stim and makes it harder for an enemy to snipe units with air. I've also been trying raven/seeker missles in this role but it is hard to get the gas for them when meching. Another issue is needing armory and engineering upgrades for this composition. I don't feel the marines are as bad as they are made out to be in late game. With stim,combat shield, 3/3 they are still cost effective to include in most cases IMO. I don't really view them as the core to the army, more as support to my mech.

One thing I've noticed is how the hi sec upgrade for turrets and +2 armor for buildings is being completely ignored by most. If you get these upgrades, turrets become insane (especially when more than one are places close together) Bunkers and pf's also get the +2 armor and pf's also get the hi sec range upgrade. The upgrade to allow 6 marines into bunkers goes largely unused as well. Perhaps bio mech could be used to slow push in combination with these upgrades and turret/bunker. After all they did make the bunkers refundable. Meanwhile, using blue flame hellions as harassment and to dump minerals.1

Another thing I want to point out is how tanks when not in siege mode have nice range and dps and move at the same speed as unstimmed marines. There are plenty of situations where players are using seige to turtle when they should be on the move. Or their army gets caught out of siege and they attempt to do it while taking damage. Allowing severe damage to occur because of how long it takes the tanks to siege and get 2 shots off compared to how much damage would be put out if they just left the tanks unsieged.

I remember hearing that originally, vikings could be produced at the factory in addition to the starport. Blizzard felt that this made it too easy to mass them with factories and starports. Maybe returning them to the factory and requiring tech lab on it to produce them would work.

Realistically, we have to make the best of what we have. I think the secret for late game terran is not what you have at this stage of the game but how you got there. If you apply the right pressure at the right times you can certainly force your opponents into certain compositions and put them on the defensive allowing you time to get a composition that isn't marine based. That maybe the hardest part, getting the time to switch your composition away from marines without either dying or allowing your opponent to take expansions.

I must say it is so refreshing to see jinro's macro play and I am learning a lot from watching him. I am not full of answers, I just thought I'd share my thoughts and observations on this topic as it is something I've been working with a bit.
:)
morimacil
Profile Joined March 2010
France921 Posts
December 09 2010 18:56 GMT
#358
he Immortal seems too powerfull against mech for terrans to ever be able to use mech vs Toss
you can use ghosts with other units to circumvent that problem, and ghosts are better antiair than thors, while still being pretty good against everything else.
[quote]I allways found that hellions are way to good vs light and way to bad against other units./quote]- that depends quite a bit on how you actually use them.
Hellions that are moved into melee range before shooting do 4-8 times more damage per shot compared to a-moved hellions, and manage to kill any clumped up units, even stalkers or roaches pretty cost efficiently - even better when paired with other splash units such as tanks.
terranghost
Profile Joined May 2010
United States980 Posts
Last Edited: 2010-12-09 19:26:57
December 09 2010 19:13 GMT
#359
On December 10 2010 02:48 Igaryu85 wrote:
I think one of the big problems of terran mech is as many allready said the lack of an allrounder like the Goliath. Not sure if the viking could somehow replace them but guess not. Also the Immortal seems too powerfull against mech for terrans to ever be able to use mech vs Toss and the fact that mass rine can really only be stopped by banes when facing a zerg doesnt really make anyone want to use anything but rines and other units for support.


Ty for actually adding constructive things to my argument than just complaining like someone else did. And yes your anti air with this is will need vikings thors can't do it alone if they go for heavy numbers of air units. If its just a light number of phoneixes thors a couple of 1-2 thors work fine. 2 thors can 2shot a phoneix and you just have to focus on the ones using graviton beam. Ignoring upgrades of course armor/shield upgrade subtract 4 damage from the thor. So against vanilla weapons. 1 on armor makes the phoneix be 5shoted. Further armor upgrades without upgrading shields as well will not increase the phonenix's survival rate. but will counter act terran weapon upgrades as a thor vs phonenixs gains 8 damage per upgrade. (Your forge may have better things to upgrade. I mean your core on average isn't doing anything after warpgate is finished anyway.)

On December 10 2010 02:48 Igaryu85 wrote:
For me as Zerg its upsetting that against many terrans I only have to build banes cause they only come with rines and occasionally with tanks against the banes.
Really think increasing the marine size and/or lowering their range would really help with this.


What about making stim do more damage to your marines (and/or marauders) as time moves on. I'm not just talking about damage you take. There are a variety of advantages you gain from stimming at the cost of 10 health (which medivacs can counteract and the shield up counteracts one stim). After you stim once say your movement speed increases by 2. Lets say after this change the second time you stim your movement speed increases by 1.7-1.9. This would hit them in the early game where you don't have as many making you be more conservative as to when you stimmed and when you didn't. But late game as your number of marines climb up really high it wouldn't hit very hard. Plus as the op said marine counters late game are so numerous that they don't live very long anyway. So chances are the average marine built in late game would get 2-3 stims off.

On December 10 2010 02:48 Igaryu85 wrote:
Also I am not sure if the Vikings couldnt be made to be more equal to good old goliaths in terms of being usefull on the ground.
Sorry that I am not basing this on any evidence it is just how I feel and anyone can disagree if they please.


I will have to agree that I don't see vikings every fufuilling the same roll the goliath did even if their stats in each mode were changed to be comparable to that of the goliath. I believe this because the goliath could immediately switch targets from air to ground if it desired the viking however cannot.

On December 10 2010 02:48 Igaryu85 wrote:
Edit: Wouldnt go as far as to say that terrans can just make mistakes without it costing them, however their ability to wall in and have 1 or 2 tanks secure their base makes it much harder for a zerg to benefit from a terrans mistake in my opinion. Had many games where I had to wait for ultras before I could even consider really taking the terran out.


Hopefully the new scv targetabilty that I heard was going to be in this next patch will help with this. Terran's would still be able to mass repair PFs but this would cost them alot of scvs. Therefore even if you don't kill the PF the terran's income is hurt. Yes they can use to help alleviate some of that damage but terrans on average have 2 OC's so even if they throw 8 mules down. But keep in mind that another attack on the expo will cause them to lose all of their mules or their PF (which are but a temporary way to gain income). After those 8 mules mules are gone if the terran have not rebuilt a majority of their scvs they will be behind.



edit:
On December 10 2010 03:56 morimacil wrote:
Show nested quote +
he Immortal seems too powerfull against mech for terrans to ever be able to use mech vs Toss

you can use ghosts with other units to circumvent that problem, and ghosts are better antiair than thors, while still being pretty good against everything else.
I allways found that hellions are way to good vs light and way to bad against other units./quote]- that depends quite a bit on how you actually use them.
Hellions that are moved into melee range before shooting do 4-8 times more damage per shot compared to a-moved hellions, and manage to kill any clumped up units, even stalkers or roaches pretty cost efficiently - even better when paired with other splash units such as tanks.


This depends widely on what your opponent is doing with his air. A thor and viking have range 10 and 9 respectively while a ghost has range 6. Using a ghost as dedicate antiair would make them very vulnerable and very expensive. However, if against your thors the toss starts to magic box his phoneixes to avoid splash. Then alot of the phonenix will be hoverying directly over your force allowing your ghosts to pick them off very quickly from the safety behind your tanks.
"It is amazing that people who think we cannot afford to pay for doctors, hospitals, and medication somehow think that we can afford to pay for doctors, hospitals, medication and a government bureaucracy to administer it." - Thomas Sowell
morimacil
Profile Joined March 2010
France921 Posts
December 09 2010 19:48 GMT
#360
for the cost of 1 thor, you can make 2 ghosts and have some minerals left over.
1 thor isnt very useful. and has 8 dps against light air.
2 ghosts can emp the phoenixes, making them useless for the duration of the battle, and have a combined dps of 26.
you dont need to mass ghosts as much as people seem to think. just make a few and you will be fine against light flyer support.

And if he goes mass air, then keep making marines. Knowing when to keep making marines is probably just as important as knowing when to stop relying only on them. And if all his gas is invested in air, then no reason not to fight it with marines even in the lategame.
Prev 1 16 17 18 19 20 26 Next All
Please log in or register to reply.
Live Events Refresh
RotterdaM Event
16:00
Rotti Stream Rumble 4k Edition
RotterdaM834
Liquipedia
[ Submit Event ]
Live Streams
Refresh
StarCraft 2
RotterdaM 834
ProTech48
JuggernautJason18
StarCraft: Brood War
firebathero 209
Rock 16
MaD[AoV]0
Stormgate
Nathanias31
Dota 2
Pyrionflax205
League of Legends
Grubby5008
Counter-Strike
ScreaM2369
Fnx 1928
shoxiejesuss998
flusha372
taco 371
Stewie2K227
sgares169
Super Smash Bros
PPMD126
Heroes of the Storm
Liquid`Hasu655
Other Games
summit1g7497
tarik_tv2419
fl0m1005
mouzStarbuck281
ToD177
Mew2King102
ZombieGrub54
Organizations
Other Games
gamesdonequick52028
BasetradeTV14
StarCraft 2
Blizzard YouTube
StarCraft: Brood War
BSLTrovo
sctven
[ Show 22 non-featured ]
StarCraft 2
• kabyraGe 299
• musti20045 32
• LUISG 26
• davetesta25
• sooper7s
• Migwel
• AfreecaTV YouTube
• intothetv
• LaughNgamezSOOP
• Kozan
• IndyKCrew
StarCraft: Brood War
• 80smullet 45
• Eskiya23 13
• STPLYoutube
• ZZZeroYoutube
• BSLYoutube
Dota 2
• masondota2529
League of Legends
• Jankos2633
• TFBlade1246
Other Games
• imaqtpie2019
• Shiphtur636
• WagamamaTV211
Upcoming Events
Replay Cast
2h 39m
Sparkling Tuna Cup
12h 39m
WardiTV European League
18h 39m
MaNa vs sebesdes
Mixu vs Fjant
ByuN vs HeRoMaRinE
ShoWTimE vs goblin
Gerald vs Babymarine
Krystianer vs YoungYakov
PiGosaur Monday
1d 2h
The PondCast
1d 12h
WardiTV European League
1d 14h
Jumy vs NightPhoenix
Percival vs Nicoract
ArT vs HiGhDrA
MaxPax vs Harstem
Scarlett vs Shameless
SKillous vs uThermal
uThermal 2v2 Circuit
1d 18h
Replay Cast
2 days
RSL Revival
2 days
ByuN vs SHIN
Clem vs Reynor
Replay Cast
3 days
[ Show More ]
RSL Revival
3 days
Classic vs Cure
FEL
3 days
RSL Revival
4 days
FEL
4 days
FEL
4 days
BSL20 Non-Korean Champi…
4 days
Bonyth vs QiaoGege
Dewalt vs Fengzi
Hawk vs Zhanhun
Sziky vs Mihu
Mihu vs QiaoGege
Zhanhun vs Sziky
Fengzi vs Hawk
Sparkling Tuna Cup
5 days
RSL Revival
5 days
FEL
5 days
BSL20 Non-Korean Champi…
5 days
Bonyth vs Dewalt
QiaoGege vs Dewalt
Hawk vs Bonyth
Sziky vs Fengzi
Mihu vs Zhanhun
QiaoGege vs Zhanhun
Fengzi vs Mihu
Liquipedia Results

Completed

BSL Season 20
HSC XXVII
Heroes 10 EU

Ongoing

JPL Season 2
BSL 2v2 Season 3
Acropolis #3
KCM Race Survival 2025 Season 2
CSL 17: 2025 SUMMER
Copa Latinoamericana 4
Jiahua Invitational
Championship of Russia 2025
RSL Revival: Season 1
Murky Cup #2
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
CCT Season 2 Global Finals
IEM Melbourne 2025

Upcoming

2025 ACS Season 2: Qualifier
CSLPRO Last Chance 2025
CSL Xiamen Invitational
2025 ACS Season 2
CSLPRO Chat StarLAN 3
K-Championship
uThermal 2v2 Main Event
SEL Season 2 Championship
FEL Cracov 2025
Esports World Cup 2025
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
FISSURE Playground #1
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.