• Log InLog In
  • Register
Liquid`
Team Liquid Liquipedia
EDT 01:07
CEST 07:07
KST 14:07
  • 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: Voting10[ASL20] Ro4 Preview: Descent11Team TLMC #5: Winners Announced!3[ASL20] Ro8 Preview Pt2: Holding On9Maestros of the Game: Live Finals Preview (RO4)5
Community News
Chinese SC2 server to reopen; live all-star event in Hangzhou0Weekly Cups (Oct 13-19): Clem Goes for Four0BSL Team A vs Koreans - Sat-Sun 16:00 CET6Weekly Cups (Oct 6-12): Four star herO85.0.15 Patch Balance Hotfix (2025-10-8)80
StarCraft 2
General
Chinese SC2 server to reopen; live all-star event in Hangzhou The New Patch Killed Mech! Team Liquid Map Contest #21 - Presented by Monster Energy herO joins T1 Weekly Cups (Oct 13-19): Clem Goes for Four
Tourneys
SC2's Safe House 2 - October 18 & 19 INu's Battles #13 - ByuN vs Zoun Tenacious Turtle Tussle Sparkling Tuna Cup - Weekly Open Tournament $1,200 WardiTV October (Oct 21st-31st)
Strategy
Custom Maps
Map Editor closed ?
External Content
Mutation # 496 Endless Infection Mutation # 495 Rest In Peace Mutation # 494 Unstable Environment Mutation # 493 Quick Killers
Brood War
General
Is there anyway to get a private coach? BW caster Sayle BSL Season 21 BW General Discussion BGH Auto Balance -> http://bghmmr.eu/
Tourneys
[Megathread] Daily Proleagues SC4ALL $1,500 Open Bracket LAN Azhi's Colosseum - Anonymous Tournament [ASL20] Semifinal B
Strategy
[I] TvP Strategies and Build [I] TvZ Strategies and Builds Roaring Currents ASL final Current Meta
Other Games
General Games
Stormgate/Frost Giant Megathread Path of Exile Nintendo Switch Thread Dawn of War IV ZeroSpace Megathread
Dota 2
Official 'what is Dota anymore' discussion LiquidDota to reintegrate into TL.net
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
The Chess Thread US Politics Mega-thread Things Aren’t Peaceful in Palestine Russo-Ukrainian War Thread Men's Fashion Thread
Fan Clubs
The herO Fan Club!
Media & Entertainment
Series you have seen recently... Anime Discussion Thread [Manga] One Piece Movie Discussion!
Sports
2024 - 2026 Football Thread Formula 1 Discussion MLB/Baseball 2023 NBA General Discussion TeamLiquid Health and Fitness Initiative For 2023
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
The Heroism of Pepe the Fro…
Peanutsc
Rocket League: Traits, Abili…
TrAiDoS
Customize Sidebar...

Website Feedback

Closed Threads



Active: 1088 users

Patch 1.3.3 PTR - Page 171

Forum Index > SC2 General
4401 CommentsPost a Reply
Prev 1 169 170 171 172 173 221 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.
RoachyRoach
Profile Joined February 2011
81 Posts
Last Edited: 2011-05-04 15:24:51
May 04 2011 15:24 GMT
#3401
theqat
Profile Blog Joined March 2008
United States2856 Posts
May 04 2011 15:25 GMT
#3402
On May 05 2011 00:19 PantsB wrote:
As a Protoss player, I'd prefer the natural evolution of the game have a chance to figure out how to deal with mass Thors rather than get it patched away. That's how the game matures.

In the same vein, I don't think 4 gate is a problem. Zergs learned how to deal with it. Protoss are learning how to deal with it without 4 gating themselves. And Ts can deal with it. The natural flow of the metagame is addressing the narrowness of PvP.

The archon changes make sense but feel like they are unnecessary. I'm not sure how serious people are when they say the infestor changes are actually a buff but doesn't bother me one way or another.

I know I'd much rather they work on things like cross-region play or more community/clan features than tinkering with balance.



Tyler has been addressing your Thor point consistently by saying that he's "not seeing a solution," so the +2 armor Thor build in particular may have been getting out of hand. On the other hand, I think he'd agree with you about 4gate
Raygun
Profile Joined August 2010
348 Posts
May 04 2011 15:25 GMT
#3403
On May 05 2011 00:20 Edu wrote:
Thor + Ghost fast expand against toss is really good. You'll get many minerals accumulated which you can spend on blueflame hellions. Thors are so powerful it's insane, especially when you have EMP.


Thor plus Ghost tech and those units with a fast expand? That seems dubious to me. Is there a testing server replay that supports that? I'm not sure how you can survive doing that.
TheResidentEvil
Profile Joined September 2010
United States991 Posts
May 04 2011 15:26 GMT
#3404
Blizz putting back the energy on Thors. Guess what? We already been there and done that. stop messing with everything!!
Rojato
Profile Joined August 2010
Nicaragua23 Posts
May 04 2011 15:27 GMT
#3405
I don't understand blizzard's way of thinking.. they took out the energy from the thors.. and now they put it back again??? what is this? they are going to take it away in a patch 3.0? this is insane
mprs
Profile Joined April 2010
Canada2933 Posts
May 04 2011 15:27 GMT
#3406
On May 05 2011 00:18 Maynarde wrote:
Show nested quote +
On May 05 2011 00:16 Mr.Pyro wrote:
Why would you ever make thors against protoss anyway? :p


I second this. I mean, saw Jinro beat MC in that one game with strike cannons on the immortals but yeah. Hellion + siege seems like a better thing to make against Protoss if you really wanna go mech against em.

Anyway, I love the changes so far. GJ Blizz.


thozain vs MC?

anyway this is a cool change
We talkin about PRACTICE
Teoita
Profile Blog Joined January 2011
Italy12246 Posts
May 04 2011 15:28 GMT
#3407
On May 05 2011 00:24 shaman6ix wrote:
I read so many people saying "Well Thors werent used much, so why nerf them anyways??"

Emm.. sorry to break the news for you but 'not being used much' does not mean 'not good'. In SC2, players are just not willing to explore the possibilities of their race, so they whine and whine instead of using the right units. Thors are very strong in TvP, with their massive armour, attack rate and especially their ability which essentially insta-kills their "counter" immortal. Having said that, i think giving Thors energy is the right choice but at the same time i would also suggest removing the 150/150 upgrade since they have to gain 100 energy anyways since they spawn in order to use strike-cannons.

Not using Thors in TvP mid to late game is like Zerg players not making enough queens. You have nothing to lose but a whole lot to gain as a Z player with 4 early game queens, but because 'pros' dont do it often, no one does it (players like spanishiwa are bright examples of people using their race to their full potential). And dont tell me Thors dont have mobility in order to use them in TvP cause thats not what youre looking for in a late game army composition.


Very strong however doesn't mean overpowered. I agree Thors are great and as P they scare the living crap out of me, but i feel like it's too early to tell wether they are too good or not, as thor heavy builds have only recently started coming out. I think they should have just waited...it's definitely a good change to tune thors down, but it's too early to tell wether it's needed or not imo.
ModeratorProtoss all-ins are like a wok. You can throw whatever you want in there and it will turn out alright.
Nizzy
Profile Blog Joined November 2010
United States839 Posts
May 04 2011 15:28 GMT
#3408
I just feel like the whole TvP matchup is going to come down to those 3-5 seconds where if you don't emp his templar you auto lose, and if you let the terran emp your templars you auto lose. Maybe I'm missing something but thats generally how I feel in that match up.
gulden
Profile Joined July 2010
Germany205 Posts
May 04 2011 15:29 GMT
#3409
On May 05 2011 00:24 shaman6ix wrote:
I read so many people saying "Well Thors werent used much, so why nerf them anyways??"

Emm.. sorry to break the news for you but 'not being used much' does not mean 'not good'. In SC2, players are just not willing to explore the possibilities of their race, so they whine and whine instead of using the right units. Thors are very strong in TvP, with their massive armour, attack rate and especially their ability which essentially insta-kills their "counter" immortal. Having said that, i think giving Thors energy is the right choice but at the same time i would also suggest removing the 150/150 upgrade since they have to gain 100 energy anyways since they spawn in order to use strike-cannons.

Not using Thors in TvP mid to late game is like Zerg players not making enough queens. You have nothing to lose but a whole lot to gain as a Z player with 4 early game queens, but because 'pros' dont do it often, no one does it (players like spanishiwa are bright examples of people using their race to their full potential). And dont tell me Thors dont have mobility in order to use them in TvP cause thats not what youre looking for in a late game army composition.

Totally agree! Thors one.shooting immortals seems ridiculous to me!
Aequos
Profile Joined October 2010
Canada606 Posts
May 04 2011 15:29 GMT
#3410
Honestly, the energy on Thors is probably put in so they can't instantgib Blizzards new, buffed Archon.
I first realized Immortals were reincarnated Dragoons when I saw them dancing helplessly behind my Stalkers.
latan
Profile Joined July 2010
740 Posts
May 04 2011 15:30 GMT
#3411
I dont like the thor change
WhiteDog
Profile Blog Joined November 2010
France8650 Posts
Last Edited: 2011-05-04 15:32:11
May 04 2011 15:31 GMT
#3412
On May 05 2011 00:25 theqat wrote:
Show nested quote +
On May 05 2011 00:19 PantsB wrote:
As a Protoss player, I'd prefer the natural evolution of the game have a chance to figure out how to deal with mass Thors rather than get it patched away. That's how the game matures.

In the same vein, I don't think 4 gate is a problem. Zergs learned how to deal with it. Protoss are learning how to deal with it without 4 gating themselves. And Ts can deal with it. The natural flow of the metagame is addressing the narrowness of PvP.

The archon changes make sense but feel like they are unnecessary. I'm not sure how serious people are when they say the infestor changes are actually a buff but doesn't bother me one way or another.

I know I'd much rather they work on things like cross-region play or more community/clan features than tinkering with balance.



Tyler has been addressing your Thor point consistently by saying that he's "not seeing a solution," so the +2 armor Thor build in particular may have been getting out of hand. On the other hand, I think he'd agree with you about 4gate

So the zerg who can't seems to be able to come out with a decent standard strategy in ZvP since 3-4 month should try to open doors, while there is "no solution" to Thor after what 3 weeks ?

"You're a funny guy" say Ned Stark...
"every time WhiteDog overuses the word "seriously" in a comment I can make an observation on his fragile emotional state." MoltkeWarding
Teoita
Profile Blog Joined January 2011
Italy12246 Posts
May 04 2011 15:31 GMT
#3413
On May 05 2011 00:29 Aequos wrote:
Honestly, the energy on Thors is probably put in so they can't instantgib Blizzards new, buffed Archon.


That actually makes a lot of sense, hadn't thought about it.
ModeratorProtoss all-ins are like a wok. You can throw whatever you want in there and it will turn out alright.
ch4ppi
Profile Joined July 2010
Germany802 Posts
May 04 2011 15:34 GMT
#3414
I see what they did.
The new WG change is easier and doesnt influence the game that much. I appreciate it, but I think it doesnt change enough in PVP now. I love the range increase of the Archon, I feel like they can be very viable now

THor-Nerf: WTF?!?!?!? why? I dont get it. In PvZ they were fine and StrikeCannons very rarely viable. TvT same. TvP Thors are hard to use they are only viable because of the strike cannon when they get counterd by immortals...but now feedback trololol

Infestor: I can see why but I dont like it since im Zerg
Bagi
Profile Joined August 2010
Germany6799 Posts
Last Edited: 2011-05-04 15:36:13
May 04 2011 15:35 GMT
#3415
On May 05 2011 00:29 gulden wrote:
Show nested quote +
On May 05 2011 00:24 shaman6ix wrote:
I read so many people saying "Well Thors werent used much, so why nerf them anyways??"

Emm.. sorry to break the news for you but 'not being used much' does not mean 'not good'. In SC2, players are just not willing to explore the possibilities of their race, so they whine and whine instead of using the right units. Thors are very strong in TvP, with their massive armour, attack rate and especially their ability which essentially insta-kills their "counter" immortal. Having said that, i think giving Thors energy is the right choice but at the same time i would also suggest removing the 150/150 upgrade since they have to gain 100 energy anyways since they spawn in order to use strike-cannons.

Not using Thors in TvP mid to late game is like Zerg players not making enough queens. You have nothing to lose but a whole lot to gain as a Z player with 4 early game queens, but because 'pros' dont do it often, no one does it (players like spanishiwa are bright examples of people using their race to their full potential). And dont tell me Thors dont have mobility in order to use them in TvP cause thats not what youre looking for in a late game army composition.

Totally agree! Thors one.shooting immortals seems ridiculous to me!

Strike cannons will still "oneshot" immortals, not that its even that relevant. Yamato oneshots VR's who are supposed to be their hard counter as well, yet I dont hear people complain? Probably because the "counter" unit in both cases is much cheaper as well as less supply, so you'll have greater numbers to overwhelm them.

Thors have a plethora of counters, the standard deathball with robo units already does a good job against thors. Giving them yet another counter means they will be absolutely terrible once its lategame and the protoss can afford both templar and robo tech. And we all know how much protoss endgame needs buffing.
RoachyRoach
Profile Joined February 2011
81 Posts
May 04 2011 15:35 GMT
#3416
On May 05 2011 00:31 WhiteDog wrote:
Show nested quote +
On May 05 2011 00:25 theqat wrote:
On May 05 2011 00:19 PantsB wrote:
As a Protoss player, I'd prefer the natural evolution of the game have a chance to figure out how to deal with mass Thors rather than get it patched away. That's how the game matures.

In the same vein, I don't think 4 gate is a problem. Zergs learned how to deal with it. Protoss are learning how to deal with it without 4 gating themselves. And Ts can deal with it. The natural flow of the metagame is addressing the narrowness of PvP.

The archon changes make sense but feel like they are unnecessary. I'm not sure how serious people are when they say the infestor changes are actually a buff but doesn't bother me one way or another.

I know I'd much rather they work on things like cross-region play or more community/clan features than tinkering with balance.



Tyler has been addressing your Thor point consistently by saying that he's "not seeing a solution," so the +2 armor Thor build in particular may have been getting out of hand. On the other hand, I think he'd agree with you about 4gate

So the zerg who can't seems to be able to come out with a decent standard strategy in ZvP since 3-4 month should try to open doors, while there is "no solution" to Thor after what 3 weeks ?

"You're a funny guy" say Ned Stark...


dude....how many times does it need to be stated taht infestors zerglings and banelings ROFLSTOMP a collosus heavy ball.
eviltomahawk
Profile Blog Joined August 2010
United States11135 Posts
May 04 2011 15:36 GMT
#3417
On May 05 2011 00:19 PantsB wrote:
As a Protoss player, I'd prefer the natural evolution of the game have a chance to figure out how to deal with mass Thors rather than get it patched away. That's how the game matures.

In the same vein, I don't think 4 gate is a problem. Zergs learned how to deal with it. Protoss are learning how to deal with it without 4 gating themselves. And Ts can deal with it. The natural flow of the metagame is addressing the narrowness of PvP.

The archon changes make sense but feel like they are unnecessary. I'm not sure how serious people are when they say the infestor changes are actually a buff but doesn't bother me one way or another.

I know I'd much rather they work on things like cross-region play or more community/clan features than tinkering with balance.


They probably have a completely different team working on the B.net 2.0 side of things.

I have a feeling that Browder, David Kim, and the rest of the gameplay staff have minimal influence on the development of new B.net features by the B.net team.
ㅇㅅㅌㅅ
Sbrubbles
Profile Joined October 2010
Brazil5776 Posts
May 04 2011 15:38 GMT
#3418
Dang ... it's gona be much harder to hold off an archon tech switch when going muta/ling vs protoss (microing mutas vs archons was hard but not impossible) ... I guess I'll have to have prepare to switch preemtively (admittedly, not a problem with Zerg).
Bora Pain minha porra!
FeyFey
Profile Joined September 2010
Germany10114 Posts
May 04 2011 15:43 GMT
#3419
hehe to bad about the 250mm it was funny to have it asap on all thors, but i would probably just have the reasearch time increased by a damn lot. A toss getting a lower amount of immortals against thors was always damn funny, though voidrays just took down thors no problem, so i don't see lots of issues there, precharged voidrays a bit scattered and problem solved.
But i guess they feared the tech snipe on zerg buildings that was funny since i didn't have to wait for energy to pull that off, just fly in bomb it down fly out.
I think feedback slowly pushing out the storm ability from the templars and with the emp nerf, feedback is already terrible strong as you can't stop it with emps.
But its a way to bring back the templars. but strangely ghosts are really bad against templars all of a sudden. can't stop feedback (well 2 snipes do but its still hard to stop a successful feedback) and archons need 3 emps xD. Well they are not really good without shield upgrades, but the range upgrade was needed.

But imo we will soon see the colossi less often and that is what people wanted, now pay the price *g*
Blasterion
Profile Blog Joined October 2010
China10272 Posts
May 04 2011 15:43 GMT
#3420
On May 05 2011 00:38 Sbrubbles wrote:
Dang ... it's gona be much harder to hold off an archon tech switch when going muta/ling vs protoss (microing mutas vs archons was hard but not impossible) ... I guess I'll have to have prepare to switch preemtively (admittedly, not a problem with Zerg).

oh right, now Mutas and Archons have the same range, and Archons rape Mutas like Thors
[TLNY]Mahjong Club Thread
Prev 1 169 170 171 172 173 221 Next
Please log in or register to reply.
Live Events Refresh
Next event in 5h 53m
[ Submit Event ]
Live Streams
Refresh
StarCraft 2
WinterStarcraft586
StarCraft: Brood War
sorry 149
Noble 26
Icarus 8
Counter-Strike
Stewie2K680
Coldzera 49
Super Smash Bros
hungrybox286
Mew2King21
Other Games
summit1g9348
C9.Mang0214
Tasteless31
Trikslyr27
Organizations
Other Games
gamesdonequick1167
Counter-Strike
PGL397
Other Games
BasetradeTV158
StarCraft 2
Blizzard YouTube
StarCraft: Brood War
BSLTrovo
sctven
[ Show 16 non-featured ]
StarCraft 2
• Berry_CruncH94
• AfreecaTV YouTube
• intothetv
• Kozan
• IndyKCrew
• LaughNgamezSOOP
• Migwel
• sooper7s
StarCraft: Brood War
• Diggity9
• BSLYoutube
• STPLYoutube
• ZZZeroYoutube
Dota 2
• WagamamaTV603
League of Legends
• Rush1302
• Lourlo1251
• HappyZerGling86
Upcoming Events
Wardi Open
5h 53m
Wardi Open
9h 23m
PiGosaur Monday
18h 53m
Replay Cast
1d 4h
Tenacious Turtle Tussle
1d 17h
The PondCast
2 days
OSC
2 days
WardiTV Invitational
3 days
Online Event
3 days
RSL Revival
3 days
[ Show More ]
RSL Revival
4 days
WardiTV Invitational
4 days
Afreeca Starleague
5 days
Snow vs Soma
Sparkling Tuna Cup
5 days
WardiTV Invitational
5 days
CrankTV Team League
5 days
RSL Revival
5 days
Wardi Open
6 days
CrankTV Team League
6 days
Liquipedia Results

Completed

Acropolis #4 - TS2
WardiTV TLMC #15
HCC Europe

Ongoing

BSL 21 Points
ASL Season 20
CSL 2025 AUTUMN (S18)
C-Race Season 1
IPSL Winter 2025-26
EC S1
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
Esports World Cup 2025
BLAST Bounty Fall 2025
BLAST Bounty Fall Qual

Upcoming

SC4ALL: Brood War
BSL Season 21
BSL 21 Team A
BSL 21 Non-Korean Championship
RSL Offline Finals
RSL Revival: Season 3
Stellar Fest
SC4ALL: StarCraft II
CranK Gathers Season 2: SC II Pro Teams
eXTREMESLAND 2025
ESL Impact League Season 8
SL Budapest Major 2025
BLAST Rivals Fall 2025
IEM Chengdu 2025
PGL Masters Bucharest 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.