• Log InLog In
  • Register
Liquid`
Team Liquid Liquipedia
EST 11:20
CET 17:20
KST 01:20
  • 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
TL.net Map Contest #21: Winners8Intel X Team Liquid Seoul event: Showmatches and Meet the Pros10[ASL20] Finals Preview: Arrival13TL.net Map Contest #21: Voting12[ASL20] Ro4 Preview: Descent11
Community News
Starcraft, SC2, HoTS, WC3, returning to Blizzcon!33$5,000+ WardiTV 2025 Championship6[BSL21] RO32 Group Stage4Weekly Cups (Oct 26-Nov 2): Liquid, Clem, Solar win; LAN in Philly2Weekly Cups (Oct 20-26): MaxPax, Clem, Creator win9
StarCraft 2
General
RotterdaM "Serral is the GOAT, and it's not close" TL.net Map Contest #21: Winners Starcraft, SC2, HoTS, WC3, returning to Blizzcon! 5.0.15 Patch Balance Hotfix (2025-10-8) Weekly Cups (Oct 20-26): MaxPax, Clem, Creator win
Tourneys
$5,000+ WardiTV 2025 Championship Sparkling Tuna Cup - Weekly Open Tournament Constellation Cup - Main Event - Stellar Fest Merivale 8 Open - LAN - Stellar Fest Sea Duckling Open (Global, Bronze-Diamond)
Strategy
Custom Maps
Map Editor closed ?
External Content
Mutation # 498 Wheel of Misfortune|Cradle of Death Mutation # 497 Battle Haredened Mutation # 496 Endless Infection Mutation # 495 Rest In Peace
Brood War
General
BW General Discussion [ASL20] Ask the mapmakers — Drop your questions [BSL21] RO32 Group Stage BGH Auto Balance -> http://bghmmr.eu/ SnOw's ASL S20 Finals Review
Tourneys
[Megathread] Daily Proleagues [ASL20] Grand Finals [BSL21] RO32 Group B - Sunday 21:00 CET [BSL21] RO32 Group A - Saturday 21:00 CET
Strategy
Current Meta PvZ map balance How to stay on top of macro? Soma's 9 hatch build from ASL Game 2
Other Games
General Games
Path of Exile Stormgate/Frost Giant Megathread Dawn of War IV Nintendo Switch Thread ZeroSpace Megathread
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
Deck construction bug Heroes of StarCraft mini-set
TL Mafia
TL Mafia Community Thread SPIRED by.ASL Mafia {211640}
Community
General
US Politics Mega-thread Russo-Ukrainian War Thread Things Aren’t Peaceful in Palestine YouTube Thread Dating: How's your luck?
Fan Clubs
White-Ra Fan Club The herO Fan Club!
Media & Entertainment
Anime Discussion Thread Movie Discussion! [Manga] One Piece Korean Music Discussion Series you have seen recently...
Sports
2024 - 2026 Football Thread NBA General Discussion MLB/Baseball 2023 TeamLiquid Health and Fitness Initiative For 2023 Formula 1 Discussion
World Cup 2022
Tech Support
SC2 Client Relocalization [Change SC2 Language] Linksys AE2500 USB WIFI keeps disconnecting Computer Build, Upgrade & Buying Resource Thread
TL Community
The Automated Ban List Recent Gifted Posts
Blogs
Coffee x Performance in Espo…
TrAiDoS
Saturation point
Uldridge
DnB/metal remix FFO Mick Go…
ImbaTosS
Why we need SC3
Hildegard
Reality "theory" prov…
perfectspheres
Our Last Hope in th…
KrillinFromwales
Customize Sidebar...

Website Feedback

Closed Threads



Active: 1822 users

Imbalanced - Show - Page 20

Forum Index > SC2 General
Post a Reply
Prev 1 18 19 20 21 22 23 Next All
OmegaSyrus
Profile Joined September 2010
Canada46 Posts
February 14 2011 04:00 GMT
#381
On February 14 2011 12:40 Kindred wrote:
Show nested quote +
On February 14 2011 11:12 manicshock wrote:

So salvage. What does it do? It allows me to either move a bunker or remove it without penalty. That's about it.


No.
Salvage allows Terran to Bunker rush an opponent very early in the game for a high reward situation and should it fail, salvaging returns most of the resources spent for that attack and hardly sets them back .
Low Risk - High Reward
This early in the game, No race can do that without suffering huge set backs if they fail.
That's the problem with Bunker salvaging. Terran can throw 150 minerals early game with no consequences.


The consequence is that we are out 100 minerals + mining time for the time being. This isn't a huge consequence, but it is definitely a consequence (i.e. it could have been a barracks).

It gives our defenses some mobility in that we can "move" bunkers, but it isn't cost free and it's simply an advantage a bunker has over other buildings. Note that the disadvantage is that it costs us supply to use it (4-6 supply).
Praise the system.
Ballistixz
Profile Joined January 2010
United States1269 Posts
Last Edited: 2011-02-14 05:02:58
February 14 2011 05:01 GMT
#382
On February 14 2011 13:00 OmegaSyrus wrote:
Show nested quote +
On February 14 2011 12:40 Kindred wrote:
On February 14 2011 11:12 manicshock wrote:

So salvage. What does it do? It allows me to either move a bunker or remove it without penalty. That's about it.


No.
Salvage allows Terran to Bunker rush an opponent very early in the game for a high reward situation and should it fail, salvaging returns most of the resources spent for that attack and hardly sets them back .
Low Risk - High Reward
This early in the game, No race can do that without suffering huge set backs if they fail.
That's the problem with Bunker salvaging. Terran can throw 150 minerals early game with no consequences.


The consequence is that we are out 100 minerals + mining time for the time being. This isn't a huge consequence, but it is definitely a consequence (i.e. it could have been a barracks).

It gives our defenses some mobility in that we can "move" bunkers, but it isn't cost free and it's simply an advantage a bunker has over other buildings. Note that the disadvantage is that it costs us supply to use it (4-6 supply).


building a spine crawler or building extra lings to dry and stop that bunker rush is a extra queen or extra drone loss and larva loss for zerg. 100 minerals u invested in a bunker rush may have been a consequence "for the time being" but you just cost a zerg long term damage. a zerg cannot get the larva/money he has spent into lings to stop the bunker rush back. a zerg cannot get the extra minerals he spent into a spine crawler to hold off the bunker rush back. a zerg cannot get the minerals that he loss from a queen dying back.

sure that bunker could have been a barracks. but i think any terran would just rater block off a zergs ramp with bunkers, have the zerg invest a large amount of minerals to prevent it, and then salvage the bunkers and terran gets 100% of his money back and falls back to his base. at that point terran will obviously be in the lead unless he failed to salvage.


and how does a bunker cost you supply? that is just ridiculous. it cost no supply. you are building marines ANYWAY so why not put them into a bunker, have them safe and sound, and then unload them and salvage the bunker when the pressure is to great? saying a bunker costs supply is just lol.
bennyaus
Profile Blog Joined October 2010
Australia1833 Posts
February 14 2011 05:09 GMT
#383
On February 14 2011 14:01 Ballistixz wrote:
building a spine crawler or building extra lings to dry and stop that bunker rush is a extra queen or extra drone loss and larva loss for zerg. 100 minerals u invested in a bunker rush may have been a consequence "for the time being" but you just cost a zerg long term damage. a zerg cannot get the larva/money he has spent into lings to stop the bunker rush back. a zerg cannot get the extra minerals he spent into a spine crawler to hold off the bunker rush back. a zerg cannot get the minerals that he loss from a queen dying back.

sure that bunker could have been a barracks. but i think any terran would just rater block off a zergs ramp with bunkers, have the zerg invest a large amount of minerals to prevent it, and then salvage the bunkers and terran gets 100% of his money back and falls back to his base. at that point terran will obviously be in the lead unless he failed to salvage.


and how does a bunker cost you supply? that is just ridiculous. it cost no supply. you are building marines ANYWAY so why not put them into a bunker, have them safe and sound, and then unload them and salvage the bunker when the pressure is to great? saying a bunker costs supply is just lol.



Well technically, to have a bunker be effective you have to fill it with supply, which is in juxtaposition to the other races static defenses, and whether you would like to believe it or not... building a bunker is an investment of minerals which you could've spent to get an earlier CC or Barracks (as an example) and therefore could be a worker or army loss as well as you have less unit producing structures.
I play Random - HuK, DRG + Liquid fan
hmunkey
Profile Joined August 2010
United Kingdom1973 Posts
February 14 2011 05:13 GMT
#384
On February 14 2011 14:09 bennyaus wrote:
Show nested quote +
On February 14 2011 14:01 Ballistixz wrote:
building a spine crawler or building extra lings to dry and stop that bunker rush is a extra queen or extra drone loss and larva loss for zerg. 100 minerals u invested in a bunker rush may have been a consequence "for the time being" but you just cost a zerg long term damage. a zerg cannot get the larva/money he has spent into lings to stop the bunker rush back. a zerg cannot get the extra minerals he spent into a spine crawler to hold off the bunker rush back. a zerg cannot get the minerals that he loss from a queen dying back.

sure that bunker could have been a barracks. but i think any terran would just rater block off a zergs ramp with bunkers, have the zerg invest a large amount of minerals to prevent it, and then salvage the bunkers and terran gets 100% of his money back and falls back to his base. at that point terran will obviously be in the lead unless he failed to salvage.


and how does a bunker cost you supply? that is just ridiculous. it cost no supply. you are building marines ANYWAY so why not put them into a bunker, have them safe and sound, and then unload them and salvage the bunker when the pressure is to great? saying a bunker costs supply is just lol.



Well technically, to have a bunker be effective you have to fill it with supply, which is in juxtaposition to the other races static defenses, and whether you would like to believe it or not... building a bunker is an investment of minerals which you could've spent to get an earlier CC or Barracks (as an example) and therefore could be a worker or army loss as well as you have less unit producing structures.
Your point about the opportunity cost is correct, but the part about needing to fill the bunkers doesn't carry much weight. There isn't a single Terran who won't make marines or marauders so it's not like that's really an issue
Backpack
Profile Blog Joined March 2010
United States1776 Posts
February 14 2011 05:16 GMT
#385
I understand that there is an oppurtunity cost since you spend the minerals now and dont get them back until later, but Z and P don't ever get the minerals back... We cant turn that cannon into an extra stalker after we're done with it.
"You people need to just generally care a lot less about everything." -Zatic
Ballistixz
Profile Joined January 2010
United States1269 Posts
Last Edited: 2011-02-14 05:24:59
February 14 2011 05:21 GMT
#386
On February 14 2011 14:09 bennyaus wrote:
Show nested quote +
On February 14 2011 14:01 Ballistixz wrote:
building a spine crawler or building extra lings to dry and stop that bunker rush is a extra queen or extra drone loss and larva loss for zerg. 100 minerals u invested in a bunker rush may have been a consequence "for the time being" but you just cost a zerg long term damage. a zerg cannot get the larva/money he has spent into lings to stop the bunker rush back. a zerg cannot get the extra minerals he spent into a spine crawler to hold off the bunker rush back. a zerg cannot get the minerals that he loss from a queen dying back.

sure that bunker could have been a barracks. but i think any terran would just rater block off a zergs ramp with bunkers, have the zerg invest a large amount of minerals to prevent it, and then salvage the bunkers and terran gets 100% of his money back and falls back to his base. at that point terran will obviously be in the lead unless he failed to salvage.


and how does a bunker cost you supply? that is just ridiculous. it cost no supply. you are building marines ANYWAY so why not put them into a bunker, have them safe and sound, and then unload them and salvage the bunker when the pressure is to great? saying a bunker costs supply is just lol.



Well technically, to have a bunker be effective you have to fill it with supply, which is in juxtaposition to the other races static defenses, and whether you would like to believe it or not... building a bunker is an investment of minerals which you could've spent to get an earlier CC or Barracks (as an example) and therefore could be a worker or army loss as well as you have less unit producing structures.



building a barracks/cc or shutting down a zerg FE with a bunker rush, then salvaging and getting 100% of minerals back and forcing him into a 1 base build. most terrans will choose the ladder. you just effectively shut down a zerg FE and forced him to waste larva and minerals on zerglings that could have otherwise been drones. terran can then immediately do w/e he wants after that from the minerals he has gotten back from salvage.

you are right that it delays a cc or some barracks. but it shuts down zerg FEs so hard that it doesnt matter cuz a terran can salvage and expand immediately himself. the bunkers done its job. now all he has to do is follow up with the minerals from the salvage. zerg in the meantime will be forced to cope with what just happened.

in other words, terran has control over that FE build and decides what happens just by a simple bunker rush. that shouldn't happen.
Lochat
Profile Joined January 2011
United States270 Posts
February 14 2011 06:52 GMT
#387
On February 14 2011 12:40 Kindred wrote:
Show nested quote +
On February 14 2011 11:12 manicshock wrote:

So salvage. What does it do? It allows me to either move a bunker or remove it without penalty. That's about it.


No.
Salvage allows Terran to Bunker rush an opponent very early in the game for a high reward situation and should it fail, salvaging returns most of the resources spent for that attack and hardly sets them back .
Low Risk - High Reward
This early in the game, No race can do that without suffering huge set backs if they fail.
That's the problem with Bunker salvaging. Terran can throw 150 minerals early game with no consequences.



Pretty much sums up the only real problem people have with bunkers.

It's really not that hard to understand guys, it's a cannon rush/contain where if you get stopped you still come out ahead since you got your resources back from the bunker and the other player didn't get them back from breaking it.

Make salvage require a factory. It stops the semi-free nature of bunker rushes, it allows you to still bunker up outside a FE and salvage them long before you move out, it still allows you to bunker rush, but puts a real cost risk on it. I think that would, quite easily, stop almost all complaints about bunkers people have.
"The trouble was that he was talking in philosophy, but they were listening in gibberish." -- (Terry Pratchett, Small Gods)
bennyaus
Profile Blog Joined October 2010
Australia1833 Posts
February 14 2011 07:05 GMT
#388
I don't really get this.

Photon Cannons are many times more powerful early game than Bunkers, against Zerg. You don't need to build any unit producing structure and can pretty much get a free FE, whilst denying the Zergs FE to some extent, if you go forge first, unless the zerg manages to execute a 1base all-in against you. All the while, you are actually forcing the zerg to spend more minerals dealing with it, than you invested... yet the qq is about bunkers, which actually require a unit producing structure, some amount of micro ability, and require units to be effective. Not to mention that Protoss is stronger off 2 base against Z than Terran is, for sure....
I play Random - HuK, DRG + Liquid fan
jgelling
Profile Joined February 2011
55 Posts
Last Edited: 2011-02-14 07:28:44
February 14 2011 07:17 GMT
#389
yet the qq is about bunkers, which actually require a unit producing structure, some amount of micro ability, and require units to be effective.

You really can't understand the difference between a cannon contain and a bunker rush?

Cannons require a forge first; bunkers require a barracks. Going forge first means not having mobile offensive units in any number. So the forge allows for a defensive structure (the cannon), but prevents any offense. You don't have to sacrifice offense to build bunkers - it's granted right with the rax you were building anyway.

Cannons cost a firm 150 minerals, and require a pylon. It's 250 to get even 1 cannon down, and thereafter, cannons are REALLY slow. It's like they don't even move Bunkers cost 100, you can halt construction and it costs 25, or salvage and it costs 0. Whilst it cannot cause any damage on its own, it turns your marines from 45 HP units to 350 HP units through bunker hopping.

TLDR: Bunkers are much, much, much, cheaper, don't require a divergence from your unit-producing structures, and allow for a hit-and run mobile offense, whilst cannons do not. A forge FE is a defensive macro strategy; a bunker rush is an aggressive rush. A cannon contain is also far easier to deal with than a bunker rush in light of patch 1.2.

TLDR the TLDR: Bunkers = risk-free rush. Cannons = super-expensive.
Ballistixz
Profile Joined January 2010
United States1269 Posts
Last Edited: 2011-02-14 08:22:04
February 14 2011 08:18 GMT
#390
On February 14 2011 16:05 bennyaus wrote:
I don't really get this.

Photon Cannons are many times more powerful early game than Bunkers, against Zerg. You don't need to build any unit producing structure and can pretty much get a free FE, whilst denying the Zergs FE to some extent, if you go forge first, unless the zerg manages to execute a 1base all-in against you. All the while, you are actually forcing the zerg to spend more minerals dealing with it, than you invested... yet the qq is about bunkers, which actually require a unit producing structure, some amount of micro ability, and require units to be effective. Not to mention that Protoss is stronger off 2 base against Z than Terran is, for sure....



you are right, you DONT get it.


also the qq isnt about the bunkers themselves. bunker rushing a FE is not a issue ppl have. its the fact that after the rush is over or if the rush fails you can get 100% of your minerals back from salvage and thus no risk would have been involved. if it fails then good for you, you still forced zerg to make more units that could have been drones and maybe even forced some spines.

if it succeeds then thats even better since the zerg just lost 300 minerals worth in of a hatch and is forced to 1 base. that puts terran in a even better spot since he lost no money at all because he can just salvage the bunks.

and i think jgelling explained the cannon rush vs bunker rush thing. oh and lets not forget, cannons dont have salvage. and did i mentioned that bunkers can be repaired making lings nearly useless to take them out if a terran blocked off your ramp with them? that means you will have to get roaches or banelings to break the bunker contain because lings just wont cut it. theres not enough surface area for the lings to atk if the bottom ramp is blocked off.
Kindred
Profile Blog Joined May 2010
Canada396 Posts
February 14 2011 14:39 GMT
#391
It's pretty clear that Bunker salvaging needs to be revised. It gives an unfair advantage to Terrans early game.

Also I have problems with the MULE.
Its a macro mechanic (like chrono boost and larva inject) that doesn't have consequences if forgotten.
You can't double inject a hatchery, and you cant double chrono boost a building. Yet if you miss a mule, you can just drop 2. Also they allow a Terran to send out most of his SCV and using mules he can stay in the game and not be set back.

I'm not saying remove mules, but I think some kind of cooldown should be in place.
Two 2.93GHz 6-Core Intel Xeon “Westmere” (12 cores) + 32GB RAM + Four 512GB Solid-State Drives + Two ATI Radeon HD 5770 1GB + Two Apple LED Cinema Display (27" flat panel) + Quad-channel 4Gb Fibre Channel PCI Express card
clickrush
Profile Blog Joined May 2010
Switzerland3257 Posts
February 14 2011 14:54 GMT
#392
On February 14 2011 23:39 Kindred wrote:
It's pretty clear that Bunker salvaging needs to be revised. It gives an unfair advantage to Terrans early game.

Also I have problems with the MULE.
Its a macro mechanic (like chrono boost and larva inject) that doesn't have consequences if forgotten.
You can't double inject a hatchery, and you cant double chrono boost a building. Yet if you miss a mule, you can just drop 2. Also they allow a Terran to send out most of his SCV and using mules he can stay in the game and not be set back.

I'm not saying remove mules, but I think some kind of cooldown should be in place.


you miss the fact that chrono and inject are way more flexible than mules.

I also do not agree with the statement that chrono is less forgivable than mules. The fact that players intentionally save chronoboosts for production/upgrades shows how flexible and forgivable chrono boost is compared to mules because leaving out a mule is pretty much the same thing as banking minerals which is considered as a very bad thing.

the only two circumstances where ppl save OC energy is for

a) scans to simply not die to baneling bombs/DTs/banshees or to support tanks
b) if they get a gold base up very very soon.

The only little issue I have with mules is the fact that you have to use it 1/2 times as much as chrono/inject per base but that is probably balanced out with the fact that it really only provides minerals which makes it a more predictable mechanic and because its harder to balance out intel with economy as terran, while Z and P have cheaper (over time) and probably also more effective ways to scout during the mid and lategame (observers, overseers, creep, lings, hallus)
oGsMC: Zealot defense, Stalker attack, Sentry forcefieldu forcefieldu, Marauder die die
Belial88
Profile Blog Joined November 2010
United States5217 Posts
February 15 2011 22:31 GMT
#393
But Zerg can build a hatchery for 300 minerals vs the 400 of other races, and regardless of what you think the 'true' cost of a hatchery is, that means Zerg can throw it down faster than any other race possibly can. In response, the other 2 races have a greater means to prevent expansions than Zerg does. In a way, Zerg is more defensive.

As for the viability of 1 base builds, there have been great videos of Zerg counter-attacking failed contains but I don't know whether or not Zerg's 1 base play is gimped or not in total.
How to build a $500 i7-3770K Ultimate Computer:http://www.teamliquid.net/blogs/viewblog.php?topic_id=392709 ******** 100% Safe Razorless Delid Method! http://www.overclock.net/t/1376206/how-to-delid-your-ivy-bridge-cpu-with-out-a-razor-blade/0_100
Blacklizard
Profile Joined May 2007
United States1194 Posts
February 16 2011 16:42 GMT
#394
+ Show Spoiler +


On February 10 2011 16:41 Whitewing wrote:
They kind of glossed over the really big problem with this matchup. Terran is very strong with almost any type of build they choose to go with: whether it be bio, mech, or air (banshees) etc. Every one of these requires a pretty skewed response from Protoss to deal with, or Protoss is in a world of trouble. Because terran has so many strong build options, Protoss needs good scouting information to be able to respond. The problem is, Protoss has terrible scouting early game. Once the observers are out they are fine, but that requires a robo which takes a while, and early aggression builds are already hitting. Once the first rax is done and out, your probe is either dying or is gone, and a terran who walls off basically denies you even the opportunity to scout before observer. You 'can' scout with hallucinate, but the fact that they could be getting cloaked banshees means you NEED to get the robo and get observers anyway (throwing the robo down after hallucinate is done and you've scouted a cloaked banshee play is too late). You can scout up the ramp with a stalker, but if they have 'a' marauder with concussive shells, you could easily lose that unit.

So basically, Protoss is playing blind, and has to either get a build order win or loss most of the time. And it's very unfortunate that this is the case, because of how strong terran early aggression is.

And on the other end, if the protoss lives to the late game without being at a massive disadvantage, it's extremely hard for terran to keep up, because of how terran production facilities work. If you've got a ton of rax churning out bio, you pretty much have to keep going bio even after toss has storm/colossi out. Protoss tends to be very strong late game against terran, due to the AoE mechanics vs. bio and how easy it is to stop terran heavy air play. I think well executed mech is terran's best chance, but it's extremely difficult to play that well and most terrans I don't think have the ability or the patience (not that it's a balance issue, like IdrA and artosis said: some styles are just easier than others, but that doesn't make the tougher to play one weaker). In general, late game Protoss seems to be stronger than late game Terran, so the game either turns into protoss walking over terran or terran doing 1 million drops to try to force small engagements.

The race with lower aggression needs to have better scouting, and it's not the case in this matchup. It's fine in ZvP because of how easy it is to sacrifice an overlord (it's not free, but it's not difficult to do for the most part).



These two things you brought up seem critical:

Terran is very strong with almost any type of build they choose to go with: whether it be bio, mech, or air (banshees) etc. Every one of these requires a pretty skewed response from Protoss to deal with, or Protoss is in a world of trouble.

The race with lower aggression needs to have better scouting, and it's not the case in this matchup.
ComusLoM
Profile Blog Joined October 2009
Norway3547 Posts
February 17 2011 11:18 GMT
#395
Watching this for the first time, IdrA calls the Colossus fast, when it's the same speed as Hydra off creep. I've never understood complaining about hydra speed.
"The White Woman Speaks in Tongues That Are All Lies" - Incontrol; Member #37 of the Chill Fanclub
TheOnlyOne
Profile Joined August 2010
Germany155 Posts
February 17 2011 13:38 GMT
#396
On February 17 2011 20:18 ComusLoM wrote:
Watching this for the first time, IdrA calls the Colossus fast, when it's the same speed as Hydra off creep. I've never understood complaining about hydra speed.


Colossus is "quicker" in the way that it just walks over smaller units and terrain.

Thats an actual factor that matters a lot, as you rarely have a big free field and zerg has tons of units that block each other / colossus will just freely walk around in your "ball of death".


So while its not true that Colossus is faster (its 2.25 speed, the same as hydra off creep) its still "faster" in terms of mobility on the terrain (Cliffwalking).


*But Hydras are for sure super slow; it just plays out that way.
Elefanto
Profile Joined May 2010
Switzerland3584 Posts
February 17 2011 13:53 GMT
#397
On February 14 2011 23:39 Kindred wrote:
It's pretty clear that Bunker salvaging needs to be revised. It gives an unfair advantage to Terrans early game.

Also I have problems with the MULE.
Its a macro mechanic (like chrono boost and larva inject) that doesn't have consequences if forgotten.
You can't double inject a hatchery, and you cant double chrono boost a building. Yet if you miss a mule, you can just drop 2. Also they allow a Terran to send out most of his SCV and using mules he can stay in the game and not be set back.

I'm not saying remove mules, but I think some kind of cooldown should be in place.


The problem with mules is IMO another, while chronobost and larva are there to support, enhance the speed of producing workers/units/tech, mules are totally different.
For Z / P, without workers / ressources, you cant use your macro mechanic.

The T macro mechanic gives you free income, means you enhance your mineral income. (be it with the mules or supply calldown)
Z / P macro mechanics become obsolte without ressources, while terran is completely independent of actual ressources to use theirs (apart from transforming a cc into an orbital)

That's what should be fixed, not the cooldown IMO.

wat
Rabiator
Profile Joined March 2010
Germany3948 Posts
February 17 2011 13:57 GMT
#398
On February 17 2011 01:42 Blacklizard wrote:
+ Show Spoiler +


On February 10 2011 16:41 Whitewing wrote:
They kind of glossed over the really big problem with this matchup. Terran is very strong with almost any type of build they choose to go with: whether it be bio, mech, or air (banshees) etc. Every one of these requires a pretty skewed response from Protoss to deal with, or Protoss is in a world of trouble. Because terran has so many strong build options, Protoss needs good scouting information to be able to respond. The problem is, Protoss has terrible scouting early game. Once the observers are out they are fine, but that requires a robo which takes a while, and early aggression builds are already hitting. Once the first rax is done and out, your probe is either dying or is gone, and a terran who walls off basically denies you even the opportunity to scout before observer. You 'can' scout with hallucinate, but the fact that they could be getting cloaked banshees means you NEED to get the robo and get observers anyway (throwing the robo down after hallucinate is done and you've scouted a cloaked banshee play is too late). You can scout up the ramp with a stalker, but if they have 'a' marauder with concussive shells, you could easily lose that unit.

So basically, Protoss is playing blind, and has to either get a build order win or loss most of the time. And it's very unfortunate that this is the case, because of how strong terran early aggression is.

And on the other end, if the protoss lives to the late game without being at a massive disadvantage, it's extremely hard for terran to keep up, because of how terran production facilities work. If you've got a ton of rax churning out bio, you pretty much have to keep going bio even after toss has storm/colossi out. Protoss tends to be very strong late game against terran, due to the AoE mechanics vs. bio and how easy it is to stop terran heavy air play. I think well executed mech is terran's best chance, but it's extremely difficult to play that well and most terrans I don't think have the ability or the patience (not that it's a balance issue, like IdrA and artosis said: some styles are just easier than others, but that doesn't make the tougher to play one weaker). In general, late game Protoss seems to be stronger than late game Terran, so the game either turns into protoss walking over terran or terran doing 1 million drops to try to force small engagements.

The race with lower aggression needs to have better scouting, and it's not the case in this matchup. It's fine in ZvP because of how easy it is to sacrifice an overlord (it's not free, but it's not difficult to do for the most part).



These two things you brought up seem critical:

Terran is very strong with almost any type of build they choose to go with: whether it be bio, mech, or air (banshees) etc. Every one of these requires a pretty skewed response from Protoss to deal with, or Protoss is in a world of trouble.

The race with lower aggression needs to have better scouting, and it's not the case in this matchup.

So the Terran is always "better" and has more options compared to the Protoss? Really? Protoss can be aggressive early on as well and if the Terran is trying to tech he is in trouble. Both sides can be aggressive or passive.

Early scouting is called "Xel'Naga tower(s)" and Probe / SCV. Obviously Terrans will spend their first energy on scans in the Protoss base to see whatever he has hidden anywhere on the map, oh and obviously the dumb Robo Factory is useless after making that one Observer. I hope you noticed the sarcasm here. Neither race can complain about the other having too much, because either can screw up with a bad build order.
If you cant say what you're meaning, you can never mean what you're saying.
Masq
Profile Blog Joined March 2009
Canada1792 Posts
February 17 2011 14:43 GMT
#399
Bunker rushing definitely has a risk associated with it. If you don't do much damage with it, even if you salvage, you can still end up behind vs a competent zerg that knows how to macro.

Terran cannot produce economy at the rate a zerg can. This is why terran overcompensates with unit effectiveness (marine/tank) vs low tier zerg units (ling/roach/baneling).

I've done TONS of practice games TvZ and typically its "safer" to not even build the bunker, and just to micro marines properly. If you fail the bunker rush, your production is behind, your CC is late, and zerg will just drone whore.
dcberkeley
Profile Joined July 2009
Canada844 Posts
February 17 2011 14:55 GMT
#400
On February 17 2011 23:43 Masq wrote:
Bunker rushing definitely has a risk associated with it. If you don't do much damage with it, even if you salvage, you can still end up behind vs a competent zerg that knows how to macro.

Terran cannot produce economy at the rate a zerg can. This is why terran overcompensates with unit effectiveness (marine/tank) vs low tier zerg units (ling/roach/baneling).

I've done TONS of practice games TvZ and typically its "safer" to not even build the bunker, and just to micro marines properly. If you fail the bunker rush, your production is behind, your CC is late, and zerg will just drone whore.

After reading some comments on this page, I was going to post something to this effect. I support this very much. Sometimes it's not right to look at a situation and say, "oh I can salvage minerals from the failed rush that means there is no risk associated with it", wrong.

Think about it this way. If all you do is force more combat units then yes, the zerg has not droned. However, he has regained map control and can now put pressure on you with the units he has out while he can drone freely because at this point you can spend the 400 minerals you still don't have on either tech to reapply pressure at which point you're dead if it doesn't work or on a command center which means you'll be behind on econ going into the mid game.
Moktira is da bomb
Prev 1 18 19 20 21 22 23 Next All
Please log in or register to reply.
Live Events Refresh
Next event in 1h 40m
[ Submit Event ]
Live Streams
Refresh
StarCraft 2
RotterdaM 575
BRAT_OK 79
Livibee 51
StarCraft: Brood War
Jaedong 1542
GuemChi 1330
EffOrt 1072
Stork 747
Light 703
Snow 454
Larva 452
Mini 346
Rush 255
Barracks 246
[ Show more ]
sSak 116
Leta 116
JYJ44
Aegong 40
Backho 37
sorry 29
zelot 26
soO 19
Terrorterran 17
scan(afreeca) 12
HiyA 12
Bale 10
Dota 2
qojqva3401
420jenkins246
syndereN230
Other Games
singsing1984
DeMusliM404
Sick394
crisheroes328
Lowko270
Hui .166
Liquid`VortiX149
KnowMe120
oskar106
QueenE37
Trikslyr25
Organizations
Counter-Strike
PGL190
Other Games
BasetradeTV0
StarCraft 2
Blizzard YouTube
StarCraft: Brood War
BSLTrovo
sctven
[ Show 17 non-featured ]
StarCraft 2
• Kozan
• IndyKCrew
• sooper7s
• AfreecaTV YouTube
• Migwel
• intothetv
• LaughNgamezSOOP
StarCraft: Brood War
• Michael_bg 5
• STPLYoutube
• ZZZeroYoutube
• BSLYoutube
Dota 2
• C_a_k_e 2772
• WagamamaTV518
League of Legends
• Nemesis4571
• TFBlade927
Other Games
• Shiphtur73
• tFFMrPink 7
Upcoming Events
LAN Event
1h 40m
Lambo vs Harstem
FuturE vs Maplez
Scarlett vs FoxeR
Gerald vs Mixu
Zoun vs TBD
Clem vs TBD
ByuN vs TBD
TriGGeR vs TBD
Korean StarCraft League
10h 40m
CranKy Ducklings
17h 40m
IPSL
1d 1h
dxtr13 vs OldBoy
Napoleon vs Doodle
LAN Event
1d 1h
BSL 21
1d 3h
Gosudark vs Kyrie
Gypsy vs Sterling
UltrA vs Radley
Dandy vs Ptak
Replay Cast
1d 6h
Sparkling Tuna Cup
1d 17h
WardiTV Korean Royale
1d 19h
IPSL
2 days
JDConan vs WIZARD
WolFix vs Cross
[ Show More ]
LAN Event
2 days
BSL 21
2 days
spx vs rasowy
HBO vs KameZerg
Cross vs Razz
dxtr13 vs ZZZero
Replay Cast
2 days
Wardi Open
2 days
WardiTV Korean Royale
3 days
Replay Cast
4 days
Kung Fu Cup
4 days
Classic vs Solar
herO vs Cure
Reynor vs GuMiho
ByuN vs ShoWTimE
Tenacious Turtle Tussle
5 days
The PondCast
5 days
RSL Revival
5 days
Solar vs Zoun
MaxPax vs Bunny
Kung Fu Cup
5 days
WardiTV Korean Royale
5 days
RSL Revival
6 days
Classic vs Creator
Cure vs TriGGeR
Kung Fu Cup
6 days
Liquipedia Results

Completed

BSL 21 Points
SC4ALL: StarCraft II
Eternal Conflict S1

Ongoing

C-Race Season 1
IPSL Winter 2025-26
KCM Race Survival 2025 Season 4
SOOP Univ League 2025
YSL S2
Stellar Fest: Constellation Cup
IEM Chengdu 2025
PGL Masters Bucharest 2025
Thunderpick World Champ.
CS Asia Championships 2025
ESL Pro League S22
StarSeries Fall 2025
FISSURE Playground #2
BLAST Open Fall 2025
BLAST Open Fall Qual

Upcoming

BSL Season 21
SLON Tour Season 2
BSL 21 Non-Korean Championship
Acropolis #4
IPSL Spring 2026
HSC XXVIII
RSL Offline Finals
WardiTV 2025
RSL Revival: Season 3
META Madness #9
BLAST Bounty Winter 2026: Closed Qualifier
eXTREMESLAND 2025
ESL Impact League Season 8
SL Budapest Major 2025
BLAST Rivals Fall 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.