• Log InLog In
  • Register
Liquid`
Team Liquid Liquipedia
EDT 09:22
CET 14:22
KST 22:22
  • 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
ByuL: The Forgotten Master of ZvT29Behind the Blue - Team Liquid History Book19Clem wins HomeStory Cup 289HomeStory Cup 28 - Info & Preview13Rongyi Cup S3 - Preview & Info8
Community News
Blizzard Classic Cup - Tastosis announced as captains10Weekly Cups (March 2-8): ByuN overcomes PvT block4GSL CK - New online series18BSL Season 224Vitality ends partnership with ONSYDE20
StarCraft 2
General
Blizzard Classic Cup - Tastosis announced as captains GSL CK - New online series Weekly Cups (March 2-8): ByuN overcomes PvT block Weekly Cups (Feb 23-Mar 1): herO doubles, 2v2 bonanza Vitality ends partnership with ONSYDE
Tourneys
[GSL CK] Team Maru vs. Team herO WardiTV Team League Season 10 Master Swan Open (Global Bronze-Master 2) RSL Season 4 announced for March-April Sparkling Tuna Cup - Weekly Open Tournament
Strategy
Custom Maps
Publishing has been re-enabled! [Feb 24th 2026] Map Editor closed ?
External Content
The PondCast: SC2 News & Results Mutation # 516 Specter of Death Mutation # 515 Together Forever Mutation # 514 Ulnar New Year
Brood War
General
BGH Auto Balance -> http://bghmmr.eu/ Gypsy to Korea BW General Discussion Are you ready for ASL 21? Hype VIDEO ASL21 General Discussion
Tourneys
[Megathread] Daily Proleagues IPSL Spring 2026 is here! ASL Season 21 Qualifiers March 7-8 BWCL Season 64 Announcement
Strategy
Simple Questions, Simple Answers Soma's 9 hatch build from ASL Game 2 Fighting Spirit mining rates Zealot bombing is no longer popular?
Other Games
General Games
Nintendo Switch Thread PC Games Sales Thread Path of Exile No Man's Sky (PS4 and PC) Stormgate/Frost Giant Megathread
Dota 2
Official 'what is Dota anymore' discussion The Story of Wings Gaming
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
Five o'clock TL Mafia Mafia Game Mode Feedback/Ideas Vanilla Mini Mafia TL Mafia Community Thread
Community
General
US Politics Mega-thread NASA and the Private Sector Russo-Ukrainian War Thread Mexico's Drug War Things Aren’t Peaceful in Palestine
Fan Clubs
The IdrA Fan Club
Media & Entertainment
[Req][Books] Good Fantasy/SciFi books [Manga] One Piece
Sports
2024 - 2026 Football Thread Formula 1 Discussion General nutrition recommendations Cricket [SPORT] TL MMA Pick'em Pool 2013
World Cup 2022
Tech Support
Laptop capable of using Photoshop Lightroom?
TL Community
The Automated Ban List
Blogs
Iranian anarchists: organize…
XenOsky
FS++
Kraekkling
Shocked by a laser…
Spydermine0240
Gaming-Related Deaths
TrAiDoS
Unintentional protectionism…
Uldridge
ASL S21 English Commentary…
namkraft
Customize Sidebar...

Website Feedback

Closed Threads



Active: 1893 users

Patch 1.3.3 PTR - Page 130

Forum Index > SC2 General
4401 CommentsPost a Reply
Prev 1 128 129 130 131 132 221 Next
Massive units are not affected by concussive shells. If you think they are, you are wrong.
It's SPORE crawlers that are being changed, not SPINE. Please read carefully.
Dezire
Profile Joined December 2010
Netherlands640 Posts
April 30 2011 11:38 GMT
#2581
On April 30 2011 12:15 dryice135 wrote:
Sigh. In TvP 2 proxy gates is already a stupidly strong cheese and is very easy to pull off for the protos.

But now...

The zealots are coming in a lot faster AND there is a bigger impact on us terrans to defend ourselves with bunkers. I guess blizzard loves cheese. GG, time to quit SC2.


make bunkers??
BoxeR, HuK, IdrA, Minigun, MVP <3
R3N
Profile Joined March 2011
740 Posts
April 30 2011 11:45 GMT
#2582
On April 30 2011 18:43 Dommk wrote:
Show nested quote +
On April 30 2011 18:31 R3N wrote:
On April 30 2011 08:11 Aequos wrote:
On April 30 2011 05:00 R3N wrote:
On April 30 2011 04:32 freetgy wrote:
On April 30 2011 03:40 flyingbangus wrote:
kidding? Have you seen a Protoss turtle on 2/3 base and not push out until 200/200? IMO it's the MacroToss that needs to be dealt economic damage to prevent the deathball from forming.


you don't realize why this is so are you?
a Protoss can't afford to trade armies in a macro game against a smart zerg who trades gas cheap units against high gas units from Protoss. You will never be able to safely secure a 3rd/4rd with low unit counts thus beeing outmacrod in the end anyway with inferior army and tech cause you will need to constantly replace gas high units.

if we could play less turtle, while beeing successful we would, but we can't cause our units need to be together to be cost effective at all.
This obviously limits us in playing either over defensiv or offensiv.

If Zerg Production/Larva mechanic wasn't as insane as it is we wouldn't be forced to so hard timing attacks or Deathball all-ins. But it is how it is by design.

the moment Zerg players adapt to this Protoss will again have a very hard time competeing in PvZ


Zerg use more gas than protoss. That doesn't mean they cost more gas (they don't; except the hive units) but it means the zerg need to outnumber the protoss (and still lose ) then replenish again and again and again.

It adds up to the point where zerg has absolutely no gas at all even when sitting on 6 bases. I've seen this in so many prolevel tournaments and experienced it myself.

Again, just because the protoss units in average have higher gas cost doens't mean they use more gas in the end. Also they cost more gas for a reason, they are much stronger units than zerg.

I would argue that this isn't true in any situation until endgame. As I'm certain you know, playing Zerg, Corruptors are simply garbage against Colossi. However, they are quite expensive on gas (the same amount as a muta I believe) but have no use except to straight-up attack the Colossus. You really need about 4 per Colossus to bring them down in any sort of reasonable fashion, so I could easily see how Zerg needs more gas endgame.

However, before that 200/200 composition, Protoss is probably going to have more gas invested in the army than Zerg. 8 Roaches will trade with a huge advantage to the Roaches against 5 Stalkers, yet the 5 Stalkers cost 50 gas more and 25 minerals more. Hydras behind Roaches will trade well against most armies without Sentries (and Sentries cost ridiculous amounts of gas to have in large numbers).

A 3-gate expand, for Protoss, spends about 500-800 gas on units, while a Zerg army that can defeat it costs far less (if you spend 800 gas on Roaches, you'll have 32 of them, which will kick the crap out of 8 sentries and 2 Zealots). Until supply becomes an issue, Zerg is usually able to trade with less gas than their Protoss opponents.


Your theory would hold if cannons and forcefields didn't exist. But they do; the "army trading" you speak of is completely unrealistic if not flat out untrue.

It's just bullshit thinking a zerg can "trade armies" with a protoss that has 10+ cannons and that can split his armies in half losing next to nothing while doing it. Protoss can easily secure two additional expos doing this and at that point they will be maxed already.

And hydras behind roaches? Rofl. Even two colossi, which come out almost as fast as any decent amount of hydras a zerg can field, are enough to kill the majority of the zerg army at that point. And I ain't even accounting forcefields.


That is exactly what DarkForce does on his stream. Sometimes he trades an entire army but only manages to kill maybe 3-4 Stalkers, but use up every forcefield, you would think it would be a bad thing if it wasn't for the fact that he repops with Roaches and holds off the exact same Protoss ball with maybe 2 more Colossus, but no forcefields.

ZvP is very deceptive, Even if it looks like Zerg totally got crushed in a fight, they are often in a better position than most people would assume. Forcfields, although when used well look somewhat devastating, are almost a requirement---at least for the early/mid game, it isn't possible to keep sentries alive after Infestors start coming out, maybe for the first two fights or so, but Zerg start becoming insanely efficient when they get 5+ Infestors and you can no longer afford the gas for Sentries, though at that stage you should have other options available.


Yeah infestors are areally good against the stalker ball mid game, but the game won't last forever. The colossi number will increase and you better bust the toss expo to survive before the critical number of colossi. And it is that bust that is so difficult and frustrating to do due to forcefields and cannons and whatnot.
blackbrrd
Profile Joined September 2010
Norway477 Posts
April 30 2011 11:55 GMT
#2583
On April 30 2011 20:02 shizna wrote:
Show nested quote +
On April 30 2011 19:04 Defrag wrote:
As for bunker salvage, I would seriously prefer it to be % of health * 100 minerals ( full cost of bunker), instead of 75 minerals.

And it should salvage +3s longer as well imo


so a 50% bunker salvage will return 5000 minerals? awesome.

seriously though, i see what you mean but it would be a bad idea. it basically removes the viability of salvage in an offensive scenario, but doesn't remove the non-strategic defensive bunker spam. i think blizzard hope to achieve the opposite.

blizzard want people to bunker rush. nerfing salvage would deter people from going for a bunker rush, they're already pretty risky... without the salvage option it's big risk small reward.


Multiplying something with 50% is the same as multiplying with 50/100. One percent is 1/100. :o)
Deadeight
Profile Blog Joined September 2010
United Kingdom1629 Posts
April 30 2011 12:36 GMT
#2584
Guess we'll be going back to holding off proxy 2 gates all the time.
Dommk
Profile Joined May 2010
Australia4865 Posts
April 30 2011 12:46 GMT
#2585
On April 30 2011 20:45 R3N wrote:
Show nested quote +
On April 30 2011 18:43 Dommk wrote:
On April 30 2011 18:31 R3N wrote:
On April 30 2011 08:11 Aequos wrote:
On April 30 2011 05:00 R3N wrote:
On April 30 2011 04:32 freetgy wrote:
On April 30 2011 03:40 flyingbangus wrote:
kidding? Have you seen a Protoss turtle on 2/3 base and not push out until 200/200? IMO it's the MacroToss that needs to be dealt economic damage to prevent the deathball from forming.


you don't realize why this is so are you?
a Protoss can't afford to trade armies in a macro game against a smart zerg who trades gas cheap units against high gas units from Protoss. You will never be able to safely secure a 3rd/4rd with low unit counts thus beeing outmacrod in the end anyway with inferior army and tech cause you will need to constantly replace gas high units.

if we could play less turtle, while beeing successful we would, but we can't cause our units need to be together to be cost effective at all.
This obviously limits us in playing either over defensiv or offensiv.

If Zerg Production/Larva mechanic wasn't as insane as it is we wouldn't be forced to so hard timing attacks or Deathball all-ins. But it is how it is by design.

the moment Zerg players adapt to this Protoss will again have a very hard time competeing in PvZ


Zerg use more gas than protoss. That doesn't mean they cost more gas (they don't; except the hive units) but it means the zerg need to outnumber the protoss (and still lose ) then replenish again and again and again.

It adds up to the point where zerg has absolutely no gas at all even when sitting on 6 bases. I've seen this in so many prolevel tournaments and experienced it myself.

Again, just because the protoss units in average have higher gas cost doens't mean they use more gas in the end. Also they cost more gas for a reason, they are much stronger units than zerg.

I would argue that this isn't true in any situation until endgame. As I'm certain you know, playing Zerg, Corruptors are simply garbage against Colossi. However, they are quite expensive on gas (the same amount as a muta I believe) but have no use except to straight-up attack the Colossus. You really need about 4 per Colossus to bring them down in any sort of reasonable fashion, so I could easily see how Zerg needs more gas endgame.

However, before that 200/200 composition, Protoss is probably going to have more gas invested in the army than Zerg. 8 Roaches will trade with a huge advantage to the Roaches against 5 Stalkers, yet the 5 Stalkers cost 50 gas more and 25 minerals more. Hydras behind Roaches will trade well against most armies without Sentries (and Sentries cost ridiculous amounts of gas to have in large numbers).

A 3-gate expand, for Protoss, spends about 500-800 gas on units, while a Zerg army that can defeat it costs far less (if you spend 800 gas on Roaches, you'll have 32 of them, which will kick the crap out of 8 sentries and 2 Zealots). Until supply becomes an issue, Zerg is usually able to trade with less gas than their Protoss opponents.


Your theory would hold if cannons and forcefields didn't exist. But they do; the "army trading" you speak of is completely unrealistic if not flat out untrue.

It's just bullshit thinking a zerg can "trade armies" with a protoss that has 10+ cannons and that can split his armies in half losing next to nothing while doing it. Protoss can easily secure two additional expos doing this and at that point they will be maxed already.

And hydras behind roaches? Rofl. Even two colossi, which come out almost as fast as any decent amount of hydras a zerg can field, are enough to kill the majority of the zerg army at that point. And I ain't even accounting forcefields.


That is exactly what DarkForce does on his stream. Sometimes he trades an entire army but only manages to kill maybe 3-4 Stalkers, but use up every forcefield, you would think it would be a bad thing if it wasn't for the fact that he repops with Roaches and holds off the exact same Protoss ball with maybe 2 more Colossus, but no forcefields.

ZvP is very deceptive, Even if it looks like Zerg totally got crushed in a fight, they are often in a better position than most people would assume. Forcfields, although when used well look somewhat devastating, are almost a requirement---at least for the early/mid game, it isn't possible to keep sentries alive after Infestors start coming out, maybe for the first two fights or so, but Zerg start becoming insanely efficient when they get 5+ Infestors and you can no longer afford the gas for Sentries, though at that stage you should have other options available.


Yeah infestors are areally good against the stalker ball mid game, but the game won't last forever. The colossi number will increase and you better bust the toss expo to survive before the critical number of colossi. And it is that bust that is so difficult and frustrating to do due to forcefields and cannons and whatnot.

Against aggressive Roach/Hydra builds, if you get more than 4 Colossus then you shoot your self in the foot, especially when Infestors come out. It is the magic number these days, any more than that and the gain isn't that big and they start bumping into each other making Neurals much easier.

If you are being aggressive then forcefields shouldn't be a problem, obviously you don't want to run into a choke and lose everything to some good forcefields, but as long as you engage such that the forcefields don't completely rape you, then you should be fine--the first battle always looks the worst but it gets better and better as the Toss runs out of forcefields and his units start dieing. Just watch the Kiwikaki vs IdrA games where IdrA gets crushed by forcefields...but he isn't exactly behind..

I think it is a mental hurdle for most Zergs, getting pissed off after seeing their first assault just get stomped by forcefields, but just because it did doesn't mean you are behind.
Karma`
Profile Joined April 2011
United Kingdom13 Posts
April 30 2011 12:51 GMT
#2586
I'm okay with most of these changed, but I really have a problem with the training time of Zealots being reduced again, as a Zerg player I have been proxy 2 gated before, this being on big maps where I FE and if scouted at the wrong time can be totally crushing, now that it can be done faster pisses me off slightly, an example of this on a common map is Scrap Station, I FE'd here once vs a protoss and went to scout his base at 13 supply, after finding nothing in his base i sent out 2 more scouts to scout the surrounding area near my base, I find x2 proxy gates near my base and drop spines the second the pool is done it was still not enough to defend, now they're going to have Zealots allot earlier really get to me..

The bunker change I like but I feel only a 25mineral isn't enough, hopefully I'm wrong and only time will tell with this one.
Asparagus
Profile Joined December 2010
United States269 Posts
April 30 2011 13:07 GMT
#2587
On April 30 2011 21:51 Karma` wrote:
The bunker change I like but I feel only a 25mineral isn't enough, hopefully I'm wrong and only time will tell with this one.


Blizzard thinks ahead of even the most professional players.

Put it this way:

If you make 10,000 bunkers over the course of a game... when you salvage them all you actually get back 7,500 minerals, you don't notice it but in fact you have lost 2,500 minerals, a total of 50 marines or SCV's that could have been built. But Blizzard used innovative thinking not just in the current moment but in future events. Sure this might seem trivial but in the long run especially 2-3 hour macro games where you're both mined out, the mineral difference will be a game breaker. Take for example, what if you built 100,000 bunkers? I can't even imagine the consequences of salvaging them post 1.3.3.

With that in mind, I hope you can also hold your head high with me in appreciating the amount of knowledge they bring fourth in terms of actually thinking about where the game not is, but where it should be. Patch after patch, this will only get better.
This isn't the right quote!
Unnamed Player
Profile Joined March 2011
Australia89 Posts
April 30 2011 13:58 GMT
#2588
On April 30 2011 15:54 Juanald wrote:
Show nested quote +
On April 30 2011 12:15 dryice135 wrote:
Sigh. In TvP 2 proxy gates is already a stupidly strong cheese and is very easy to pull off for the protos.

But now...

The zealots are coming in a lot faster AND there is a bigger impact on us terrans to defend ourselves with bunkers. I guess blizzard loves cheese. GG, time to quit SC2.


wow u cant be serious... your going to quit because some builds force you to micro as much as a protoss? how is proxy 2 gate cheese... i do this build every time on xel nagga.


Just because you do a build every game on a certain map doesn't mean it's not cheese.

CHEESER :D
Juanald
Profile Joined February 2011
United States354 Posts
April 30 2011 14:36 GMT
#2589
On April 30 2011 16:02 windsupernova wrote:
Show nested quote +
On April 30 2011 15:54 Juanald wrote:
On April 30 2011 12:15 dryice135 wrote:
Sigh. In TvP 2 proxy gates is already a stupidly strong cheese and is very easy to pull off for the protos.

But now...

The zealots are coming in a lot faster AND there is a bigger impact on us terrans to defend ourselves with bunkers. I guess blizzard loves cheese. GG, time to quit SC2.


wow u cant be serious... your going to quit because some builds force you to micro as much as a protoss? how is proxy 2 gate cheese... i do this build every time on xel nagga.


While I agree with you, how is not Proxy 2 Gate cheese? If it gets scouted you will do little damage, if you do little damage you are behind its like the definition of a cheese


so anything that isnt as strong once scouted is cheese . its really offencive i put in alot of time improving my zealot micro and my skills just get undermind like this.

think before u speak

"hey it could happen!" ~ angels n the outfield
Number-J
Profile Joined January 2011
United Kingdom52 Posts
April 30 2011 14:45 GMT
#2590
On April 30 2011 20:38 Dezire wrote:
Show nested quote +
On April 30 2011 12:15 dryice135 wrote:
Sigh. In TvP 2 proxy gates is already a stupidly strong cheese and is very easy to pull off for the protos.

But now...

The zealots are coming in a lot faster AND there is a bigger impact on us terrans to defend ourselves with bunkers. I guess blizzard loves cheese. GG, time to quit SC2.


make bunkers??


You just need to scout the number of pylons in their base :/ really not hard to scout
the number ... J
Railgan
Profile Joined August 2010
Switzerland1507 Posts
April 30 2011 14:51 GMT
#2591
On April 30 2011 22:07 Asparagus wrote:
Show nested quote +
On April 30 2011 21:51 Karma` wrote:
The bunker change I like but I feel only a 25mineral isn't enough, hopefully I'm wrong and only time will tell with this one.


Blizzard thinks ahead of even the most professional players.

Put it this way:

If you make 10,000 bunkers over the course of a game... when you salvage them all you actually get back 7,500 minerals, you don't notice it but in fact you have lost 2,500 minerals, a total of 50 marines or SCV's that could have been built. But Blizzard used innovative thinking not just in the current moment but in future events. Sure this might seem trivial but in the long run especially 2-3 hour macro games where you're both mined out, the mineral difference will be a game breaker. Take for example, what if you built 100,000 bunkers? I can't even imagine the consequences of salvaging them post 1.3.3.

With that in mind, I hope you can also hold your head high with me in appreciating the amount of knowledge they bring fourth in terms of actually thinking about where the game not is, but where it should be. Patch after patch, this will only get better.

10000*100 is 1000000 75% of it is 750000
Grandmaster Zerg from Switzerland!!! www.twitch.tv/railgan // www.twitter.com/railgansc // www.youtube.com/c/railgansc
Zealot Lord
Profile Joined May 2010
Hong Kong747 Posts
Last Edited: 2011-04-30 15:19:18
April 30 2011 15:18 GMT
#2592
On April 30 2011 21:51 Karma` wrote:
I'm okay with most of these changed, but I really have a problem with the training time of Zealots being reduced again, as a Zerg player I have been proxy 2 gated before, this being on big maps where I FE and if scouted at the wrong time can be totally crushing, now that it can be done faster pisses me off slightly, an example of this on a common map is Scrap Station, I FE'd here once vs a protoss and went to scout his base at 13 supply, after finding nothing in his base i sent out 2 more scouts to scout the surrounding area near my base, I find x2 proxy gates near my base and drop spines the second the pool is done it was still not enough to defend, now they're going to have Zealots allot earlier really get to me..


But that's pretty much the same scenario as when a Zerg 6 pools a Toss in Tal Darim Altar isn't it? If the Toss goes for an econ build and scouts the Zerg last, its pretty ridiculous to hold off as well. I don't know what Blizzard can do to fix these sort of things though without breaking the game.
navara
Profile Joined September 2010
France95 Posts
April 30 2011 15:32 GMT
#2593
On May 01 2011 00:18 Zealot Lord wrote:
Show nested quote +
On April 30 2011 21:51 Karma` wrote:
I'm okay with most of these changed, but I really have a problem with the training time of Zealots being reduced again, as a Zerg player I have been proxy 2 gated before, this being on big maps where I FE and if scouted at the wrong time can be totally crushing, now that it can be done faster pisses me off slightly, an example of this on a common map is Scrap Station, I FE'd here once vs a protoss and went to scout his base at 13 supply, after finding nothing in his base i sent out 2 more scouts to scout the surrounding area near my base, I find x2 proxy gates near my base and drop spines the second the pool is done it was still not enough to defend, now they're going to have Zealots allot earlier really get to me..


But that's pretty much the same scenario as when a Zerg 6 pools a Toss in Tal Darim Altar isn't it? If the Toss goes for an econ build and scouts the Zerg last, its pretty ridiculous to hold off as well. I don't know what Blizzard can do to fix these sort of things though without breaking the game.



i thought that with a constant probe production you could kill any 6 pool with good micro.
Falcor
Profile Joined February 2010
Canada894 Posts
April 30 2011 15:34 GMT
#2594
On May 01 2011 00:32 navara wrote:
Show nested quote +
On May 01 2011 00:18 Zealot Lord wrote:
On April 30 2011 21:51 Karma` wrote:
I'm okay with most of these changed, but I really have a problem with the training time of Zealots being reduced again, as a Zerg player I have been proxy 2 gated before, this being on big maps where I FE and if scouted at the wrong time can be totally crushing, now that it can be done faster pisses me off slightly, an example of this on a common map is Scrap Station, I FE'd here once vs a protoss and went to scout his base at 13 supply, after finding nothing in his base i sent out 2 more scouts to scout the surrounding area near my base, I find x2 proxy gates near my base and drop spines the second the pool is done it was still not enough to defend, now they're going to have Zealots allot earlier really get to me..


But that's pretty much the same scenario as when a Zerg 6 pools a Toss in Tal Darim Altar isn't it? If the Toss goes for an econ build and scouts the Zerg last, its pretty ridiculous to hold off as well. I don't know what Blizzard can do to fix these sort of things though without breaking the game.



i thought that with a constant probe production you could kill any 6 pool with good micro.


you can
Hider
Profile Blog Joined May 2010
Denmark9433 Posts
April 30 2011 15:36 GMT
#2595
On April 30 2011 23:45 Number-J wrote:
Show nested quote +
On April 30 2011 20:38 Dezire wrote:
On April 30 2011 12:15 dryice135 wrote:
Sigh. In TvP 2 proxy gates is already a stupidly strong cheese and is very easy to pull off for the protos.

But now...

The zealots are coming in a lot faster AND there is a bigger impact on us terrans to defend ourselves with bunkers. I guess blizzard loves cheese. GG, time to quit SC2.


make bunkers??


You just need to scout the number of pylons in their base :/ really not hard to scout


Read what he actually wrote. It is easily scoutable, but actually very hard to hold of. Terran needs almost perfect micro. Esp. since toss can easily transition. Terran just need to do every thing perfect to defeat it. And yeh every time it is seen in high lvl play the proxy gater usually wins.
arb
Profile Blog Joined April 2008
Noobville17921 Posts
April 30 2011 15:37 GMT
#2596
On April 30 2011 19:04 Defrag wrote:
As for bunker salvage, I would seriously prefer it to be % of health * 100 minerals ( full cost of bunker), instead of 75 minerals.

And it should salvage +3s longer as well imo

You want the bunker to return more minerals for salvaging than its worth?

What?
Artillery spawned from the forges of Hell
MyNameIsAlex
Profile Joined March 2011
Greece827 Posts
April 30 2011 15:42 GMT
#2597
lol i ve been banned from bnet's forums for criticizing blizz's back and forth from 33 to 38 to 33 to 38 and back to 33 sec zealot build time...

reason: trolling.


are they fuking kidding me?


these guys are incompetent.
eviltomahawk
Profile Blog Joined August 2010
United States11135 Posts
April 30 2011 15:43 GMT
#2598
On May 01 2011 00:37 arb wrote:
Show nested quote +
On April 30 2011 19:04 Defrag wrote:
As for bunker salvage, I would seriously prefer it to be % of health * 100 minerals ( full cost of bunker), instead of 75 minerals.

And it should salvage +3s longer as well imo

You want the bunker to return more minerals for salvaging than its worth?

What?

He probably means % of health to be represented as a decimal.

100% would be 1.0
50% would be 0.5.
etc.

So a Bunker salvaged at 25% health would return 25 minerals, I think.
ㅇㅅㅌㅅ
Ziggitz
Profile Joined September 2010
United States340 Posts
April 30 2011 15:43 GMT
#2599
On May 01 2011 00:37 arb wrote:
Show nested quote +
On April 30 2011 19:04 Defrag wrote:
As for bunker salvage, I would seriously prefer it to be % of health * 100 minerals ( full cost of bunker), instead of 75 minerals.

And it should salvage +3s longer as well imo

You want the bunker to return more minerals for salvaging than its worth?

What?


No, he's saying if it has 100 health when salvaged it should give 100 minerals, if it has 75% health it should give 75 minerals, 50 minerals for 50% health etc.
ak1knight
Profile Joined April 2010
United States313 Posts
April 30 2011 15:46 GMT
#2600
On May 01 2011 00:37 arb wrote:
Show nested quote +
On April 30 2011 19:04 Defrag wrote:
As for bunker salvage, I would seriously prefer it to be % of health * 100 minerals ( full cost of bunker), instead of 75 minerals.

And it should salvage +3s longer as well imo

You want the bunker to return more minerals for salvaging than its worth?

What?

Health as a percentage, only full health bunkers get 100 mins back. A 25% health bunker would get 25 mins back etc.
w00t
Prev 1 128 129 130 131 132 221 Next
Please log in or register to reply.
Live Events Refresh
WardiTV Team League
12:00
Group B
WardiTV739
TKL 184
IndyStarCraft 135
Rex100
3DClanTV 56
Liquipedia
[ Submit Event ]
Live Streams
Refresh
StarCraft 2
TKL 184
IndyStarCraft 135
ProTech120
Rex 100
StarCraft: Brood War
Britney 52148
Jaedong 2187
Larva 883
BeSt 773
Soma 652
Mini 547
EffOrt 527
Stork 349
Snow 284
actioN 280
[ Show more ]
Rush 270
ZerO 222
firebathero 209
Last 186
ggaemo 130
Light 96
JYJ 91
Backho 64
Pusan 63
Sea.KH 53
[sc1f]eonzerg 49
sSak 48
IntoTheRainbow 44
Bale 27
ToSsGirL 27
sorry 26
GoRush 24
soO 18
ajuk12(nOOB) 13
zelot 13
Icarus 9
Terrorterran 9
Dota 2
Gorgc2488
XcaliburYe191
canceldota68
qojqva34
Counter-Strike
olofmeister1457
x6flipin361
oskar41
Heroes of the Storm
crisheroes213
Other Games
singsing2009
B2W.Neo1138
hiko432
shoxiejesuss398
Fuzer 246
byalli194
Happy84
ZerO(Twitch)17
Organizations
Dota 2
PGL Dota 2 - Main Stream13242
Other Games
gamesdonequick777
StarCraft 2
Blizzard YouTube
StarCraft: Brood War
BSLTrovo
sctven
[ Show 14 non-featured ]
StarCraft 2
• AfreecaTV YouTube
• intothetv
• Kozan
• IndyKCrew
• LaughNgamezSOOP
• Migwel
• sooper7s
StarCraft: Brood War
• BSLYoutube
• STPLYoutube
• ZZZeroYoutube
League of Legends
• Jankos1853
• Nemesis804
• TFBlade691
• Stunt431
Upcoming Events
Replay Cast
10h 38m
Replay Cast
1d 10h
CranKy Ducklings
1d 20h
RSL Revival
1d 20h
WardiTV Team League
1d 22h
uThermal 2v2 Circuit
2 days
Patches Events
2 days
BSL
2 days
Sparkling Tuna Cup
2 days
RSL Revival
2 days
[ Show More ]
WardiTV Team League
2 days
BSL
3 days
Replay Cast
3 days
Replay Cast
3 days
Wardi Open
3 days
Monday Night Weeklies
4 days
WardiTV Team League
4 days
GSL
5 days
The PondCast
6 days
WardiTV Team League
6 days
Liquipedia Results

Completed

Proleague 2026-03-11
WardiTV Winter 2026
Underdog Cup #3

Ongoing

KCM Race Survival 2026 Season 1
Jeongseon Sooper Cup
BSL Season 22
RSL Revival: Season 4
Nations Cup 2026
ESL Pro League S23 Stage 1&2
PGL Cluj-Napoca 2026
IEM Kraków 2026
BLAST Bounty Winter 2026
BLAST Bounty Winter Qual

Upcoming

CSL Elite League 2026
ASL Season 21
Acropolis #4 - TS6
2026 Changsha Offline CUP
Acropolis #4
IPSL Spring 2026
CSLAN 4
HSC XXIX
uThermal 2v2 2026 Main Event
Bellum Gens Elite Stara Zagora 2026
NationLESS Cup
CS Asia Championships 2026
Asian Champions League 2026
IEM Atlanta 2026
PGL Astana 2026
BLAST Rivals Spring 2026
CCT Season 3 Global Finals
IEM Rio 2026
PGL Bucharest 2026
Stake Ranked Episode 1
BLAST Open Spring 2026
ESL Pro League S23 Finals
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 © 2026 TLnet. All Rights Reserved.