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Patch 1.3.3 PTR - Page 182

Forum Index > SC2 General
4401 CommentsPost a Reply
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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.
Mobius_1
Profile Blog Joined April 2011
United Kingdom2763 Posts
May 04 2011 19:30 GMT
#3621
Well, I understand that the strike cannon rush was very difficult to defend as a Protoss, especially since Immortals are supposedly the counter but just get cannoned down. But this basically kills any use for the Thor in TvP since now you need 100 extra seconds to use strike cannon, which means no more smooth timing attack. Secondly, Thors were pretty useless against the deathball before but now more so with feedback.

TvP is still balanced-ish, but it's back to marauder medivac viking ghost. Maybe banshee tank for the adventurous ones.
Starleague Forever. RIP KT Violet~
RoachyRoach
Profile Joined February 2011
81 Posts
Last Edited: 2011-05-04 19:33:38
May 04 2011 19:32 GMT
#3622
On May 05 2011 04:23 ridonkulous wrote:
Show nested quote +
On May 05 2011 04:04 RoachyRoach wrote:
On May 05 2011 03:55 Toxi78 wrote:
does anyone understand what they are doing with thors ? they removed mana to make it viable in TvP, it made it viable, far from imbalanced really, and now they say "oh fuck we actually see something else than MMM in TvP LOOOL" and bring back mana. add mana remove strike cannon upgrade, or let it as it was,because right now it's kinda ridiculous.


The people at blizzard are smarter than you.


i stopped to belive in that early in beta, back then people wanted in the game micro to be more significant aka bw-like (there were plenty of videos and special maps which allowed move shot etc) few days later blizzard intruduced wonderful phoenix with their "move shot", that day i realized this guys have no clue what we are talking about and i wouldnt put much faith in them.


Moveshot made BW battles cool, in the sense that if you knew how to do it properly, you could instantly be at an advantage. But you have to realise taht it was never intended as a design choice by blizzard. It was an exploit.

It is counter productive to put these types of exploits into a game to try to raise the skill cap. Its supposed to be a strategy game, where if you outthnik your opponent, you should win. Knowing certain exploits that arent a part of teh original UI design isnt strategy, its exploitation of pre gained knowledge. Nothing to do with original design, regardless if it raised the skill cap.

I feel like I just woke up a whole new beast.
*flameshield*
Imbu
Profile Blog Joined May 2009
United States903 Posts
Last Edited: 2011-05-04 19:49:45
May 04 2011 19:33 GMT
#3623
On May 05 2011 03:46 Sv1 wrote:
Anyone able to find anything from blizzard justifying the Thor change? The 250mm cannon may now be in the same class as yamato, though the only difference is that seeing yamato is rare becuase seeing BCs in general is so infrequent to begin with, let alone they survive long enough to build energy (or the game continues to go that long).

I don't see why the damage couldn't be changed along with channeling time. 200 over 3 seconds? 100 insta shot with a 90 second cd? For awhile it was a good alternative to going heavy vikings in which you could go a bio/thor mix instead of bio/medivac/vikings. As it is, the cannon still requires considerable positioning and the thor is still pretty slow and clumsy compared to other massive units.

I wouldn't go as far to say that this removes the Thor from the game, but it certainly is going to make 250mm cannon go the way of the reaper.

I guess we'll just have to see if it sticks or is just a temporary change.


I feel that it wasn't as much for the late game as opposed to well developed midgame timing attack. There are defiantly instances where if you are attacking a colossus based Protoss army you can easily destroy the Protoss ball (Thors would negate the FF, Terran Bio generally can then destroy the Protoss ground with the combined power of the Thors).

For Protoss, there were some problems when the Thors were made. The first question is which unit to make fight the Thor. Zealots are much weaker against mech as opposed to bio due to the natural 1 armor of all mech units. Stalkers, being armored, take massive amounts of damage from the Thor. DTs and High Templars are rather expensive, and only the DT is somewhat viable against the Thor at the moment (Storm does a lot, but Thors have quite a bit of health).

Protoss is therefore left with robo units and stargate units. I'll ignore carriers for now, since in the current state of Protoss play, they just don't fit into the standard builds. Out of the stargate, the relevant Protoss unit is the Void Ray. 1 Void Ray can beat 1 Thor, but that would be a purely isolated fight. When the Terran has this bionic army, I can't see how a Protoss with a mix of Void Rays and warpgate units would be able to fight that off. Thus, Protoss is only left with their Robo units. Inside the Robo, the relevant units are the Colossus and Immortal. Now the Colossus can out-range a Thor for a theoretical infinite time, but a Colossus going Protoss invests a HUGE amount of their resources into its production. Additionally, the typical Protoss will rely on sentries with FF to separate the army to deal maximum splash from the Colossus. However, with the Thors, FFs will be useless, and the generally larger Terran bio army (I think this is true?) can easily clean up the Protoss ground, and unprotected Colossus die faster than zerglings.

After all of that, Protoss is essentially left with one unit to "counter" the Thor (I'm saying counter as a reaction to the Terran play. I don't believe that standard Protoss play in PvT involve a large amount of immortals past the early mid-game). The problem at the moment is that although an Immortal can defeat a Thor 1v1 if they are just shooting at each other, the Thor will end up winning if it gets off a 250mm cannon. It wasn't the outright damage that mattered in this case, but rather the stun that results from the attack. Thus, with the current state, if the Thor going Terran had an equal number of Thors to Immortals (which should be about right assuming that the Protoss is responding to the Thors presence as opposed to just building immortals), then the Terran instantly destroys the units you built to combat the Thor.

I don't want this to sound all doomsday, Protoss can defiantly overcome a Thor based army. Storms (not necessarily viable) still decimate the bioball, letting the Protoss army just overwhelm the Terrans, and Colossus are still viable, but essentially, the goal is to quickly destroy the bioball and then move onto the Thors.

So let's theory craft this for a second.
- Terran and Protoss open up standard, no significant advantage is obtained in the early game.
- Terran opts to build Thors, in which the Protoss scouts this.
- Terran attacks at 3-4 Thors, with 1-2 more just freshly made. Protoss prepares to engage.
- Let's assume no tier 3 spellcasters (ie. Ghosts/Templars)

Now at the this point, those 3-4 Thors should have the energy to fire off their attack, and thus locking down 3-4 of the Immortals. However, when the attack occurs, its significant the 1-2 new thors do not have the energy to fire their cannon, and thus, Protoss has 1-2 more significant Immortals. This might just be enough to give a responding Protoss the army necessary to win against a blind timing attack (read no Ghosts).

All of this hinges on the lack of spell casters though. If Protoss gets High Templars, they can feedback the Thors away, thus negating the advantage of strike cannoning the Immortals. Terran can get Ghosts, EMP-ing the Protoss army, potentially negating both the Templar response and the hardened shield of the Immortal, thus making their Thors still relevant (without the hardened shield, Immortals get destroyed by Thors).

If the Thors were changed to X damage instant shot, they would still be completely useless against the Immortals, and against the more relevant Colossus based Protoss army, the Thor army should already have the advantage. The other change you proposed is interesting. X damage over Y time might not change anything because of the way hardened shield works. I'm pretty sure this change was made specifically targeting this instance.

TL;RD: As it stands, a Protoss army creates Colossus (assuming robo where the change is relevant), and its only in response to the Thors that the Protoss switches to Immortals. However, with the current upgrade of 250mm cannon, the last 1-2 Thors before the big engagement can also fire off a cannon. Thus when the battle occurs, the Protoss can lose (number of Thors) Immortals instantly, and the Terran still maintains a Thor in battle doing damage. With the change, Protoss can save at least a few more Immortals when the battle occurs.

Thors will still be relevant, crushing FF's and for the most part being a strong response to Colossus based Protoss armies. It's important to maintain the current damage, as it would be a bad idea to not give the Thors, an expensive unit in both resources and opportunity cost, a way of dealing with the Immortals.


On May 05 2011 04:30 Mobius_1 wrote:
Well, I understand that the strike cannon rush was very difficult to defend as a Protoss, especially since Immortals are supposedly the counter but just get cannoned down. But this basically kills any use for the Thor in TvP since now you need 100 extra seconds to use strike cannon, which means no more smooth timing attack. Secondly, Thors were pretty useless against the deathball before but now more so with feedback.

TvP is still balanced-ish, but it's back to marauder medivac viking ghost. Maybe banshee tank for the adventurous ones.


Thors are still super relevant because Ghosts + Thor + Bio > Immortal + Warpgate. Against the deathball, I think that Thors are excellent against, as their 250mm cannon still locks down the colossus.
@DreamingBird
RoachyRoach
Profile Joined February 2011
81 Posts
May 04 2011 19:34 GMT
#3624
On May 05 2011 04:26 s3rp wrote:
Show nested quote +
On May 05 2011 04:22 RoachyRoach wrote:
On May 05 2011 04:18 s3rp wrote:
On May 05 2011 04:13 RoachyRoach wrote:
On May 05 2011 04:07 narcissus wrote:
strike cannon will end up having the same function as Yamato Cannon: is just a pain in the rear, and you rather see it without.

I bet people say, "you can just emp your thor", but how sad is it, that your ghost is degraded to do friendly fire operation, instead of engage the enemy?
How would protoss fell, if they High Templar was going to be used as a friendly fire unit?

I guess what they're (blizzard) trying to tell us with this, is to use some more bio balls O_o


I agree that emping your own shit would be stupid as fuck. How bout you use the range advantage + cloack to EMP the HT and the rest of the entire race? Instead of saying "Oh shit, I might take some damage, better prevent that" you should be saying "I can do hella damage right now, and possibly prevent some damage if I hit some HT"

Why are all terrans saying this crap about emping thier own stuff? EMP counters HT directly, and softens up the rest of the ball.

To EMP your own stuff would just be a stupid decision.



Because having to wait to get Freaking 100 Energy to be able to use an Ability that isn't all that great to begin with doesn't feel right.


....dude


250mm Cannons is not an Amazing Ability right now . Making Thor have to regenerate 100 Energy to use it will make it not beeing used.


Thought you meant EMP.
Sv1
Profile Joined June 2010
United States204 Posts
May 04 2011 19:36 GMT
#3625
On May 05 2011 04:26 s3rp wrote:

250mm Cannons is not an Amazing Ability right now . Making Thor have to regenerate 100 Energy to use it will make it not beeing used.


Eh, it is pretty good, at the very least it stuns a unit (like a colossus or an immortal). Let's be real, 250mm mostly affects the TvP matchup. Which in turn means that the colossus isn't killing your army. Against zerg it's also pretty good against ultras despite being immune to stun. The fact that it's now the highest energy cost ability in the game (on top of an upgrade) is really just odd.

Even yamato is 125, seeker missle is also 125 and from an equally gas heavy, light hp unit which has no other offensive function other than the stationary turrets. Just think how often you see seeker missles.

I'd be inclined to say I see neural parasite before I see seeker missle and yamato, and now thor.

What it certainly does is prevents any sort of 250 timing push, which in turn means if you plan on going thors, you're better off sitting in your base and trying to take a 3rd as fast as you can to try and keep your production higher than protoss.

What I find as an odd argument about the thor, is the "protoss has to overbuild immortals". I don't see what the issue is with this mainly because I can't figure out what you'd be building otherwise if you saw thors. As it is both zerg and terran have to overbuild vikings vs colossus. If overbuilding is what you need to do to win, why is it a problem?
s3rp
Profile Joined May 2011
Germany3192 Posts
Last Edited: 2011-05-04 19:46:45
May 04 2011 19:42 GMT
#3626
Problem with Thors vs Thermal Lance Range Kolossi is mostly the Range of Thors is 2 lower then that of Kolossi its kinda hard to catch a faster Unit offguard to be able to use that ability.


And btw im not saying that Strike Cannons are bad , i'm just saying that 150 Energy cost are not justified for an Ability that is not amazing. It's just not worth it.
shinosai
Profile Blog Joined April 2010
United States1577 Posts
May 04 2011 19:45 GMT
#3627
This change is kind of odd. As someone that enjoys doing mech a lot I'm kind of surprised to see this change. It's kind of a double whammy since it makes immortals highly effective vs thors and also high templar. My problem with this is that any thor centric army is already countered pretty well by colossi and void rays. Thors move so slowly that they are easily kited by colossi and obviously take extra damage from vrays.

Protoss now have four different units that counter thors (and mech in general) as opposed to two. Feels like heavy bio with vikings is once again the smartest choice to go. At this point it almost feels like the existence of the upgrade is more of a hindrance than a help. If the upgrade didn't exist at least we wouldn't have to worry about feedback.
Be versatile, know when to retreat, and carry a big gun.
Yaotzin
Profile Joined August 2010
South Africa4280 Posts
May 04 2011 19:46 GMT
#3628
If overbuilding is what you need to do to win, why is it a problem?

It's economically inefficient. This means that the rest of his army will clean yours up.

Thors are still super relevant because Ghosts + Thor + Bio > Immortal + Warpgate. Against the deathball, I think that Thors are excellent against, as their 250mm cannon was irrelevant for the most part anyways (Colossus are massive and thus no stun).

250mm does stun massive units. You're probably confused by ultras not being stunned, but that's because of frenzy, not being massive.

I foresee 250mm being used on Archons.
ridonkulous
Profile Joined May 2011
159 Posts
Last Edited: 2011-05-04 19:52:53
May 04 2011 19:46 GMT
#3629
i realy hope they made HT abit more powerfull because they plan to nerf colo in the near future ...
Imbu
Profile Blog Joined May 2009
United States903 Posts
May 04 2011 19:47 GMT
#3630
On May 05 2011 04:36 Sv1 wrote:
Show nested quote +
On May 05 2011 04:26 s3rp wrote:

250mm Cannons is not an Amazing Ability right now . Making Thor have to regenerate 100 Energy to use it will make it not beeing used.


Eh, it is pretty good, at the very least it stuns a unit (like a colossus or an immortal). Let's be real, 250mm mostly affects the TvP matchup. Which in turn means that the colossus isn't killing your army. Against zerg it's also pretty good against ultras despite being immune to stun. The fact that it's now the highest energy cost ability in the game (on top of an upgrade) is really just odd.

Even yamato is 125, seeker missle is also 125 and from an equally gas heavy, light hp unit which has no other offensive function other than the stationary turrets. Just think how often you see seeker missles.

I'd be inclined to say I see neural parasite before I see seeker missle and yamato, and now thor.

What it certainly does is prevents any sort of 250 timing push, which in turn means if you plan on going thors, you're better off sitting in your base and trying to take a 3rd as fast as you can to try and keep your production higher than protoss.

What I find as an odd argument about the thor, is the "protoss has to overbuild immortals". I don't see what the issue is with this mainly because I can't figure out what you'd be building otherwise if you saw thors. As it is both zerg and terran have to overbuild vikings vs colossus. If overbuilding is what you need to do to win, why is it a problem?


The main problem with the overbuilding is that as a response, it just might be too slow. That is not to say that Protoss can never win in such a situation, that there is no proper response, but as it is, it just razor thin. There are potentially builds or instances where Thors just appear (ie. Observer gets sniped and Toss is in the dark for a moment) and you choose a different tech path, you might just get screwed.

This is not to say that other races don't have to deal with "overbuilding" as a response, but let's take a look at how that "overbuilding" occurs. For zerg, this purely resource dependent, as they have their production facility by default. What they need are larva, mineral, and gas. For terran, they have the starport and the reactor core, and with the opportunity to swap addons, the long build time of the reactor core isn't always a problem. For protoss however, they need to build a Robo, and each robo can only build 1 Immortal at a time. True, Protoss can chronoboost out immortals, but that still takes time and chronoboosts are no infinite.

Overall, if caught by surprise, Protoss has the hardest time making a rapid shift in their production and their unit composition, making a timing attack that much more deadly when involving Thors.
@DreamingBird
vojnik
Profile Joined October 2010
Macedonia923 Posts
May 04 2011 19:47 GMT
#3631
i am curious does the infestor movement speed affect its speed while burrowed or those two are different stats?
For the swarm!
s3rp
Profile Joined May 2011
Germany3192 Posts
Last Edited: 2011-05-04 19:49:04
May 04 2011 19:48 GMT
#3632
I really woulnd't recommend Thors against the Templar Path. Thats kind of well suicidel for Thors ? ^^

Imbu
Profile Blog Joined May 2009
United States903 Posts
Last Edited: 2011-05-04 19:51:45
May 04 2011 19:49 GMT
#3633
On May 05 2011 04:46 Yaotzin wrote:
Show nested quote +
If overbuilding is what you need to do to win, why is it a problem?

It's economically inefficient. This means that the rest of his army will clean yours up.
Show nested quote +

Thors are still super relevant because Ghosts + Thor + Bio > Immortal + Warpgate. Against the deathball, I think that Thors are excellent against, as their 250mm cannon was irrelevant for the most part anyways (Colossus are massive and thus no stun).

250mm does stun massive units. You're probably confused by ultras not being stunned, but that's because of frenzy, not being massive.

I foresee 250mm being used on Archons.


Ah thank you. I thought it was just because it was massive and some anecdotal rememberings, I'll change my post so I don't confuse other people!


On May 05 2011 04:48 s3rp wrote:
I really woulnd't recommend Thors against the Templar Path. Thats kind of well suicidel for Thors ? ^^



In a vacuum maybe, but when considering the growing usage of Ghosts in the matchup, Templars might get EMPed, and thus Thors would help wreak the gateway based armies (though once Ghosts are introduced, I agree what Thors probably aren't the best use of resources for the Terran.)
@DreamingBird
RoachyRoach
Profile Joined February 2011
81 Posts
Last Edited: 2011-05-04 19:53:45
May 04 2011 19:51 GMT
#3634
They should let ravens absorb energy from thors. 2 birds in 1 stone ^^ thors have a way using energy without upgrade, and we might actually see some HSM.

I still have never EVER been hit by a HSM. Just once I want a terran to fly into my base and HSM the shit out of my eco and autoturret my base to death.

Please terrans, make this happen. Im waiting.
Fly all ur buildings off teh map and mass raven and viking.
G-fkin-G
L6-636536
Profile Joined May 2010
United States94 Posts
May 04 2011 19:51 GMT
#3635
Oh my god Ghosts got the biggest buff. Now that they're 50 gas cheaper I can pull out that Nuke and factory that much sooner.
Sv1
Profile Joined June 2010
United States204 Posts
May 04 2011 19:54 GMT
#3636
Just an FYI, I was on ptr and it takes basically 3 (2:58) in game minutes for a thor to have the energy to 250mm cannon. They also have a 50 second cooldown still on there which I guess is an typo or something because there's no way you'd ever get the energy, in fact having full energy offers you no advantage either as you're still left with the base energy.

I would say that is pretty game changing....
Kotschmonaut
Profile Joined April 2011
Germany117 Posts
May 04 2011 19:54 GMT
#3637
On May 05 2011 00:54 Maynarde wrote:
Show nested quote +
On May 05 2011 00:51 s3rp wrote:
Ok now that Archons are buffed i want Reapers buffed so they counter Kollosi by jumping on them and shooting them from the inside .^^


Also buff vikings to have an ability to attach cables between them so that they can take down them colussus AT-AT Walker style from the snow battle on Star Wars.


post of the year
Blasterion
Profile Blog Joined October 2010
China10272 Posts
May 04 2011 19:55 GMT
#3638
On May 05 2011 04:51 RoachyRoach wrote:
They should let ravens absorb energy from thors. 2 birds in 1 stone ^^ thors have a way using energy without upgrade, and we might actually see some HSM.

I still have never EVER been hit by a HSM. Just once I want a terran to fly into my base and HSM the shit out of my eco and autoturret my base to death.

Please terrans, make this happen. Im waiting.
Fly all ur buildings off teh map and mass raven and viking.
G-fkin-G

As much as 2 Radius Splash of 100 Spell damage goes, its effect is really shitty, might as well drop some auto turrets
[TLNY]Mahjong Club Thread
s3rp
Profile Joined May 2011
Germany3192 Posts
Last Edited: 2011-05-04 19:57:57
May 04 2011 19:57 GMT
#3639
On May 05 2011 04:49 orz.fail wrote:
Show nested quote +
On May 05 2011 04:46 Yaotzin wrote:
If overbuilding is what you need to do to win, why is it a problem?

It's economically inefficient. This means that the rest of his army will clean yours up.

Thors are still super relevant because Ghosts + Thor + Bio > Immortal + Warpgate. Against the deathball, I think that Thors are excellent against, as their 250mm cannon was irrelevant for the most part anyways (Colossus are massive and thus no stun).

250mm does stun massive units. You're probably confused by ultras not being stunned, but that's because of frenzy, not being massive.

I foresee 250mm being used on Archons.


Ah thank you. I thought it was just because it was massive and some anecdotal rememberings, I'll change my post so I don't confuse other people!


Show nested quote +
On May 05 2011 04:48 s3rp wrote:
I really woulnd't recommend Thors against the Templar Path. Thats kind of well suicidel for Thors ? ^^



In a vacuum maybe, but when considering the growing usage of Ghosts in the matchup, Templars might get EMPed, and thus Thors would help wreak the gateway based armies (though once Ghosts are introduced, I agree what Thors probably aren't the best use of resources for the Terran.)



And once again we are at the Point where i say 100 Energy needs to be regenerated be use Strike Cannons against Archons. Why not just take the simpler approach and Build something else then Thors that is most likely even stronger. And not that complicated and expensive.
crown77
Profile Joined February 2011
United States157 Posts
May 04 2011 19:58 GMT
#3640
Hi can anyone confirm that the thor kills units faster than it did before? you know what I mean? like it does it's damage in like 2 seconds when befoer it was more like 6 sec ... I'm experimenting on the ptr right now but if anyone else has noticed this.. it could actually be pritty big.. because the thor can get back to fighting a lot faster after it snipes w. cannon
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