• Log InLog In
  • Register
Liquid`
Team Liquid Liquipedia
EDT 02:11
CEST 08:11
KST 15:11
  • 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
Power Rank - Esports World Cup 202531RSL Season 1 - Final Week8[ASL19] Finals Recap: Standing Tall15HomeStory Cup 27 - Info & Preview18Classic wins Code S Season 2 (2025)16
Community News
BSL Team Wars - Bonyth, Dewalt, Hawk & Sziky teams2Weekly Cups (July 14-20): Final Check-up0Esports World Cup 2025 - Brackets Revealed19Weekly Cups (July 7-13): Classic continues to roll8Team TLMC #5 - Submission re-extension4
StarCraft 2
General
Power Rank - Esports World Cup 2025 RSL Revival patreon money discussion thread The GOAT ranking of GOAT rankings Esports World Cup 2025 - Final Player Roster Why doesnt SC2 scene costream tournaments
Tourneys
Esports World Cup 2025 Sparkling Tuna Cup - Weekly Open Tournament Sea Duckling Open (Global, Bronze-Diamond) FEL Cracov 2025 (July 27) - $8000 live event RSL: Revival, a new crowdfunded tournament series
Strategy
How did i lose this ZvP, whats the proper response
Custom Maps
External Content
Mutation # 483 Kill Bot Wars Mutation # 482 Wheel of Misfortune Mutation # 481 Fear and Lava Mutation # 480 Moths to the Flame
Brood War
General
ASL20 Preliminary Maps BSL Team Wars - Bonyth, Dewalt, Hawk & Sziky teams BW General Discussion BGH Auto Balance -> http://bghmmr.eu/ Flash Announces (and Retracts) Hiatus From ASL
Tourneys
[CSLPRO] It's CSLAN Season! - Last Chance [Megathread] Daily Proleagues [BSL 2v2] ProLeague Season 3 - Friday 21:00 CET The Casual Games of the Week Thread
Strategy
Simple Questions, Simple Answers I am doing this better than progamers do.
Other Games
General Games
Nintendo Switch Thread Stormgate/Frost Giant Megathread [MMORPG] Tree of Savior (Successor of Ragnarok) Path of Exile CCLP - Command & Conquer League Project
Dota 2
Official 'what is Dota anymore' discussion
League of Legends
Heroes of the Storm
Simple Questions, Simple Answers Heroes of the Storm 2.0
Hearthstone
Heroes of StarCraft mini-set
TL Mafia
TL Mafia Community Thread Vanilla Mini Mafia
Community
General
Things Aren’t Peaceful in Palestine US Politics Mega-thread Russo-Ukrainian War Thread The Games Industry And ATVI Stop Killing Games - European Citizens Initiative
Fan Clubs
SKT1 Classic Fan Club! Maru Fan Club
Media & Entertainment
[\m/] Heavy Metal Thread Anime Discussion Thread Movie Discussion! [Manga] One Piece Korean Music Discussion
Sports
2024 - 2025 Football Thread Formula 1 Discussion TeamLiquid Health and Fitness Initiative For 2023 NBA General Discussion
World Cup 2022
Tech Support
Computer Build, Upgrade & Buying Resource Thread
TL Community
The Automated Ban List
Blogs
Ping To Win? Pings And Their…
TrAiDoS
momentary artworks from des…
tankgirl
from making sc maps to makin…
Husyelt
StarCraft improvement
iopq
Socialism Anyone?
GreenHorizons
Customize Sidebar...

Website Feedback

Closed Threads



Active: 505 users

Patch 1.3.3 PTR - Page 211

Forum Index > SC2 General
4401 CommentsPost a Reply
Prev 1 209 210 211 212 213 221 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.
avilo
Profile Blog Joined November 2007
United States4100 Posts
Last Edited: 2011-05-08 02:48:41
May 08 2011 02:46 GMT
#4201
On May 08 2011 08:26 tdt wrote:
Show nested quote +
On May 07 2011 22:15 YoiChiBow wrote:
On May 07 2011 22:10 Maynarde wrote:
On May 07 2011 19:54 Raiznhell wrote:
Mech is currently seen used successfully once ever million TvX games and I find it dumb.


Embellishments <3



Not really embellishments. Professional gamers don't really use mech in TvP because it is extremely exploitable. Obviously you can have success with it if you are left alone on 3 base for an extended period of time.

1.Mobility vs Blink stalker/Colossus
2. Controlling space with minimal units
3.Dealing with quick 2/3 base carrier builds. (No you can't just say go vikings because competent players time out their builds when u are expanding to your third (setting up your economy + needing enough "stuff" to defend it with[this actually deals with reason 2.]) and/or not ready to move out because of you haven't reached critical mass yet). This wasn't too viable in SC1 for protoss vs mech due to the fact Terran in SC1 had competent ground-to-air (the goliath) and could deal with these air timings relatively easy if scouted correctly.

All these reasons leave mech to be unviable at the highest levels of play.

LOL where are these "quick 2/3 base carrier builds" they don't exist in pro play because carriers take longer than walking across the Sinai and leave you hugely exposed. Not to mention carriers suck compared to BW. No reason Terran doesnt go mech is Zealots and immortals where hits don't matter and collossi who don't get hit.


Stop perpetuating the myth that sc2 carriers are bad. SC2 carriers are a lot stronger than SC1 carriers, at minimum equal to SC1 carriers.

You don't see them because there's already such strong units like the collosus and everything else, that they are almost never needed. And they take long to get as well, but they are one of the strongest units in the game, just underused.

And the main reason people don't go mech vs P is it is very gas intensive and you can't attack effectively with it, as you have to siege + unsiege, and when good protoss see you going mech they build only blink stalkers and collosus and can simply not ever engage your army. Usually Protoss gets a free third base, sometimes even fourth base because you have to have a critical mass of tanks to push out, and tanks in SC2 are bad.
Sup
BurningSera
Profile Blog Joined September 2010
Ireland19621 Posts
May 08 2011 02:52 GMT
#4202
On May 08 2011 11:46 avilo wrote:
Show nested quote +
On May 08 2011 08:26 tdt wrote:
On May 07 2011 22:15 YoiChiBow wrote:
On May 07 2011 22:10 Maynarde wrote:
On May 07 2011 19:54 Raiznhell wrote:
Mech is currently seen used successfully once ever million TvX games and I find it dumb.


Embellishments <3



Not really embellishments. Professional gamers don't really use mech in TvP because it is extremely exploitable. Obviously you can have success with it if you are left alone on 3 base for an extended period of time.

1.Mobility vs Blink stalker/Colossus
2. Controlling space with minimal units
3.Dealing with quick 2/3 base carrier builds. (No you can't just say go vikings because competent players time out their builds when u are expanding to your third (setting up your economy + needing enough "stuff" to defend it with[this actually deals with reason 2.]) and/or not ready to move out because of you haven't reached critical mass yet). This wasn't too viable in SC1 for protoss vs mech due to the fact Terran in SC1 had competent ground-to-air (the goliath) and could deal with these air timings relatively easy if scouted correctly.

All these reasons leave mech to be unviable at the highest levels of play.

LOL where are these "quick 2/3 base carrier builds" they don't exist in pro play because carriers take longer than walking across the Sinai and leave you hugely exposed. Not to mention carriers suck compared to BW. No reason Terran doesnt go mech is Zealots and immortals where hits don't matter and collossi who don't get hit.


Stop perpetuating the myth that sc2 carriers are bad. SC2 carriers are a lot stronger than SC1 carriers, at minimum equal to SC1 carriers.

You don't see them because there's already such strong units like the collosus and everything else, that they are almost never needed. And they take long to get as well, but they are one of the strongest units in the game, just underused.

And the main reason people don't go mech vs P is it is very gas intensive and you can't attack effectively with it, as you have to siege + unsiege, and when good protoss see you going mech they build only blink stalkers and collosus and can simply not ever engage your army. Usually Protoss gets a free third base, sometimes even fourth base because you have to have a critical mass of tanks to push out, and tanks in SC2 are bad.


i pretty much agree what you said until i read that line. bro, sc2 tanks are 10times better than sc1 tank because of the smart fire.
is 2017, stop being lame, fuck's sakes. 'Can't wait for the rise of the cakes and humanity's last stand tbqh.'
ridonkulous
Profile Joined May 2011
159 Posts
May 08 2011 02:55 GMT
#4203
On May 08 2011 11:52 BurningSera wrote:
Show nested quote +
On May 08 2011 11:46 avilo wrote:
On May 08 2011 08:26 tdt wrote:
On May 07 2011 22:15 YoiChiBow wrote:
On May 07 2011 22:10 Maynarde wrote:
On May 07 2011 19:54 Raiznhell wrote:
Mech is currently seen used successfully once ever million TvX games and I find it dumb.


Embellishments <3



Not really embellishments. Professional gamers don't really use mech in TvP because it is extremely exploitable. Obviously you can have success with it if you are left alone on 3 base for an extended period of time.

1.Mobility vs Blink stalker/Colossus
2. Controlling space with minimal units
3.Dealing with quick 2/3 base carrier builds. (No you can't just say go vikings because competent players time out their builds when u are expanding to your third (setting up your economy + needing enough "stuff" to defend it with[this actually deals with reason 2.]) and/or not ready to move out because of you haven't reached critical mass yet). This wasn't too viable in SC1 for protoss vs mech due to the fact Terran in SC1 had competent ground-to-air (the goliath) and could deal with these air timings relatively easy if scouted correctly.

All these reasons leave mech to be unviable at the highest levels of play.

LOL where are these "quick 2/3 base carrier builds" they don't exist in pro play because carriers take longer than walking across the Sinai and leave you hugely exposed. Not to mention carriers suck compared to BW. No reason Terran doesnt go mech is Zealots and immortals where hits don't matter and collossi who don't get hit.


Stop perpetuating the myth that sc2 carriers are bad. SC2 carriers are a lot stronger than SC1 carriers, at minimum equal to SC1 carriers.

You don't see them because there's already such strong units like the collosus and everything else, that they are almost never needed. And they take long to get as well, but they are one of the strongest units in the game, just underused.

And the main reason people don't go mech vs P is it is very gas intensive and you can't attack effectively with it, as you have to siege + unsiege, and when good protoss see you going mech they build only blink stalkers and collosus and can simply not ever engage your army. Usually Protoss gets a free third base, sometimes even fourth base because you have to have a critical mass of tanks to push out, and tanks in SC2 are bad.


i pretty much agree what you said until i read that line. bro, sc2 tanks are 10times better than sc1 tank because of the smart fire.


they are still bad because toss has 10 new units which practically hard counter them
NicolBolas
Profile Blog Joined March 2009
United States1388 Posts
May 08 2011 02:57 GMT
#4204
Thanks Blizzard for making SC2 so boring. First removing KA for ht so toss players have always to go colossi, now give thor mana so terran players have always to play mmm.


You're saying that removing the Amulet means that Protoss players will never get HTs. So why should you be afraid to use Thors with energy if the Protoss player will never get HTs?
So you know, cats are interesting. They are kind of like girls. If they come up and talk to you, it's great. But if you try to talk to them, it doesn't always go so well. - Shigeru Miyamoto
stanik
Profile Blog Joined June 2010
Canada213 Posts
May 08 2011 03:02 GMT
#4205

I find it funny that high templars warp in and cost 100 less resources than a ghost, (50/150 for HTS 200/100 for ghosts) why can't they make ghosts 150/100 they're underused as it is even against the things they counter.


Ghosts can shoot and cloak as well as do comparable damage vs protoss. Having ghosts at 200/100 instead of 150/150 is an early game buff. If you try hard enough you can find a way to have a ghost in your army at an early stage. If that ghost hits 8 stalkers you do 360 damage with 1 emp.

You can build a ghost after RAX/Academy (Our techlab can build during the academy). HT takes Gate/cyber/twilight/templar.

I have a feeling this is a temp buff to ghosts. Incentive for people to build it and realize its potential and then it goes back to a proper value.

dartoo
Profile Joined May 2010
India2889 Posts
Last Edited: 2011-05-08 03:10:41
May 08 2011 03:08 GMT
#4206
On May 08 2011 11:46 avilo wrote:
[ Usually Protoss gets a free third base, sometimes even fourth base because you have to have a critical mass of tanks to push out, and tanks in SC2 are bad.



Tanks themselves are okay, the reduced damage is made up for by the smart firing. The reason why they seem bad is because of lack of vulture support. The bit that made tanks so powerful was the vulture support that could run around take out zealots, check for expansions, lay spider mines, allow your tank column to settle and take out the remainder of the army, while your new batch of vultures rolled out. But Now bio is much better than what it was in sc1, and you also have immortals, easier control for stalkers. So there isnt a pressing need to get those factories out.
tubey
Profile Joined August 2010
29 Posts
Last Edited: 2011-05-08 03:18:01
May 08 2011 03:13 GMT
#4207
On May 08 2011 12:02 stanik wrote:
Show nested quote +

I find it funny that high templars warp in and cost 100 less resources than a ghost, (50/150 for HTS 200/100 for ghosts) why can't they make ghosts 150/100 they're underused as it is even against the things they counter.


Ghosts can shoot and cloak as well as do comparable damage vs protoss. Having ghosts at 200/100 instead of 150/150 is an early game buff. If you try hard enough you can find a way to have a ghost in your army at an early stage. If that ghost hits 8 stalkers you do 360 damage with 1 emp.

You can build a ghost after RAX/Academy (Our techlab can build during the academy). HT takes Gate/cyber/twilight/templar.

I have a feeling this is a temp buff to ghosts. Incentive for people to build it and realize its potential and then it goes back to a proper value.



This is a really really biased post. Emp's radius isn't nearly big enough to hit 8 stalkers in even perfect conditions. Its absurd to even say something like emp does more damage, etc, than storm.
uSnAmplified
Profile Joined October 2010
United States1029 Posts
May 08 2011 03:17 GMT
#4208
The whole balance off statistics thing is a joke, unless HOTS does something big this game is doomed with the way blizzard patches it.

Or maybe they want everyone to play protoss so they are making the mirror more bearable, who knows.
~
GinDo
Profile Blog Joined September 2010
3327 Posts
Last Edited: 2011-05-08 03:23:47
May 08 2011 03:21 GMT
#4209
On May 08 2011 11:52 BurningSera wrote:
Show nested quote +
On May 08 2011 11:46 avilo wrote:
On May 08 2011 08:26 tdt wrote:
On May 07 2011 22:15 YoiChiBow wrote:
On May 07 2011 22:10 Maynarde wrote:
On May 07 2011 19:54 Raiznhell wrote:
Mech is currently seen used successfully once ever million TvX games and I find it dumb.


Embellishments <3



Not really embellishments. Professional gamers don't really use mech in TvP because it is extremely exploitable. Obviously you can have success with it if you are left alone on 3 base for an extended period of time.

1.Mobility vs Blink stalker/Colossus
2. Controlling space with minimal units
3.Dealing with quick 2/3 base carrier builds. (No you can't just say go vikings because competent players time out their builds when u are expanding to your third (setting up your economy + needing enough "stuff" to defend it with[this actually deals with reason 2.]) and/or not ready to move out because of you haven't reached critical mass yet). This wasn't too viable in SC1 for protoss vs mech due to the fact Terran in SC1 had competent ground-to-air (the goliath) and could deal with these air timings relatively easy if scouted correctly.

All these reasons leave mech to be unviable at the highest levels of play.

LOL where are these "quick 2/3 base carrier builds" they don't exist in pro play because carriers take longer than walking across the Sinai and leave you hugely exposed. Not to mention carriers suck compared to BW. No reason Terran doesnt go mech is Zealots and immortals where hits don't matter and collossi who don't get hit.


Stop perpetuating the myth that sc2 carriers are bad. SC2 carriers are a lot stronger than SC1 carriers, at minimum equal to SC1 carriers.

You don't see them because there's already such strong units like the collosus and everything else, that they are almost never needed. And they take long to get as well, but they are one of the strongest units in the game, just underused.

And the main reason people don't go mech vs P is it is very gas intensive and you can't attack effectively with it, as you have to siege + unsiege, and when good protoss see you going mech they build only blink stalkers and collosus and can simply not ever engage your army. Usually Protoss gets a free third base, sometimes even fourth base because you have to have a critical mass of tanks to push out, and tanks in SC2 are bad.


i pretty much agree what you said until i read that line. bro, sc2 tanks are 10times better than sc1 tank because of the smart fire.


No they really suck when comparing brute force. In Bw 1aing into a 200 Mech army was suicide. In SC2 not so much-________-.

In small engagements their better in that they don't overkill, but in mass big armies such as the cases of Mech TvP. They suck due to a lack of fire power. Zerg's don't believe thatbecause their units have such low HP that Atk power change on the Tank doesn't really make a difference to them.

Mech is also nerfed by the fact that to stop stalker Collosi one has to commit to mass vikings. And which suck in upfront confrontations and limit your mech army which has become more supply heavy since BW. Having to commit to 40 supply of Vikings just to snipe 4 collosi is stupid.
ⱩŦ ƑⱠẬ$Ħ / ƩǤ ɈƩẬƉØƝǤ [ɌȻ] / ȊṂ.ṂṼⱣ / ẬȻƩɌ.ȊƝƝØṼẬŦȊØƝ / ẬȻƩɌ.ϟȻẬɌⱠƩŦŦ ϟⱠẬɎƩɌϟ ȻⱠẬƝ
DooMDash
Profile Joined May 2010
United States1015 Posts
May 08 2011 03:25 GMT
#4210
SC1 tanks are way way better than SCII tanks.
S1 3500+ Master T. S2 1600+ Master T.
stanik
Profile Blog Joined June 2010
Canada213 Posts
May 08 2011 03:27 GMT
#4211
On May 08 2011 12:13 tubey wrote:
This is a really really biased post. Emp's radius isn't nearly big enough to hit 8 stalkers in even perfect conditions. Its absurd to even say something like emp does more damage, etc, than storm.


I took your words to heart and decided to test it for myself instead of relying on my imagination.

I loaded up a test map and bunched some stalkers up and EMP'ed the middle.

I hit 13 stalkers. So thank you for re affirming my statement and making it stronger. 1 EMP can hit 13 stalkers, at 80 dmg = 1040 dmg.

As for bias, I used the word our because I am a terran who underuses ghosts.

Lets not get started on the fact that every single zerg unit is biological and snipe worthy.
Cloak
Profile Joined October 2009
United States816 Posts
May 08 2011 03:45 GMT
#4212
On May 08 2011 11:46 avilo wrote:
Show nested quote +
On May 08 2011 08:26 tdt wrote:
On May 07 2011 22:15 YoiChiBow wrote:
On May 07 2011 22:10 Maynarde wrote:
On May 07 2011 19:54 Raiznhell wrote:
Mech is currently seen used successfully once ever million TvX games and I find it dumb.


Embellishments <3



Not really embellishments. Professional gamers don't really use mech in TvP because it is extremely exploitable. Obviously you can have success with it if you are left alone on 3 base for an extended period of time.

1.Mobility vs Blink stalker/Colossus
2. Controlling space with minimal units
3.Dealing with quick 2/3 base carrier builds. (No you can't just say go vikings because competent players time out their builds when u are expanding to your third (setting up your economy + needing enough "stuff" to defend it with[this actually deals with reason 2.]) and/or not ready to move out because of you haven't reached critical mass yet). This wasn't too viable in SC1 for protoss vs mech due to the fact Terran in SC1 had competent ground-to-air (the goliath) and could deal with these air timings relatively easy if scouted correctly.

All these reasons leave mech to be unviable at the highest levels of play.

LOL where are these "quick 2/3 base carrier builds" they don't exist in pro play because carriers take longer than walking across the Sinai and leave you hugely exposed. Not to mention carriers suck compared to BW. No reason Terran doesnt go mech is Zealots and immortals where hits don't matter and collossi who don't get hit.


Stop perpetuating the myth that sc2 carriers are bad. SC2 carriers are a lot stronger than SC1 carriers, at minimum equal to SC1 carriers.

You don't see them because there's already such strong units like the collosus and everything else, that they are almost never needed. And they take long to get as well, but they are one of the strongest units in the game, just underused.

And the main reason people don't go mech vs P is it is very gas intensive and you can't attack effectively with it, as you have to siege + unsiege, and when good protoss see you going mech they build only blink stalkers and collosus and can simply not ever engage your army. Usually Protoss gets a free third base, sometimes even fourth base because you have to have a critical mass of tanks to push out, and tanks in SC2 are bad.


-Interceptor AI is relatively more garbage in SC2.
-Terran anti-air is infinitely stronger in this game. Vikings are the gods of capital ship takedown and Marines are buffer than ever.
-The only reason Carriers worked in SC1 was due to Terran going dedicated anti-ground in TvP, now that's never the case.

Don't feed us this bullshit that Carriers are god amazing and we don't use them because of the Colossus. We don't use them because they suck. oGsMC was a base ahead of Jinro in that Scrap Station game and he still lost, because he decided maybe Carriers aren't so bad. They are that bad. Period. Build them against a Terran who knows what they're doing and you'll lose.
The more you know, the less you understand.
Falcor
Profile Joined February 2010
Canada894 Posts
May 08 2011 03:48 GMT
#4213
On May 08 2011 12:45 Cloak wrote:
Show nested quote +
On May 08 2011 11:46 avilo wrote:
On May 08 2011 08:26 tdt wrote:
On May 07 2011 22:15 YoiChiBow wrote:
On May 07 2011 22:10 Maynarde wrote:
On May 07 2011 19:54 Raiznhell wrote:
Mech is currently seen used successfully once ever million TvX games and I find it dumb.


Embellishments <3



Not really embellishments. Professional gamers don't really use mech in TvP because it is extremely exploitable. Obviously you can have success with it if you are left alone on 3 base for an extended period of time.

1.Mobility vs Blink stalker/Colossus
2. Controlling space with minimal units
3.Dealing with quick 2/3 base carrier builds. (No you can't just say go vikings because competent players time out their builds when u are expanding to your third (setting up your economy + needing enough "stuff" to defend it with[this actually deals with reason 2.]) and/or not ready to move out because of you haven't reached critical mass yet). This wasn't too viable in SC1 for protoss vs mech due to the fact Terran in SC1 had competent ground-to-air (the goliath) and could deal with these air timings relatively easy if scouted correctly.

All these reasons leave mech to be unviable at the highest levels of play.

LOL where are these "quick 2/3 base carrier builds" they don't exist in pro play because carriers take longer than walking across the Sinai and leave you hugely exposed. Not to mention carriers suck compared to BW. No reason Terran doesnt go mech is Zealots and immortals where hits don't matter and collossi who don't get hit.


Stop perpetuating the myth that sc2 carriers are bad. SC2 carriers are a lot stronger than SC1 carriers, at minimum equal to SC1 carriers.

You don't see them because there's already such strong units like the collosus and everything else, that they are almost never needed. And they take long to get as well, but they are one of the strongest units in the game, just underused.

And the main reason people don't go mech vs P is it is very gas intensive and you can't attack effectively with it, as you have to siege + unsiege, and when good protoss see you going mech they build only blink stalkers and collosus and can simply not ever engage your army. Usually Protoss gets a free third base, sometimes even fourth base because you have to have a critical mass of tanks to push out, and tanks in SC2 are bad.



Don't feed us this bullshit that Carriers are god amazing and we don't use them because of the Colossus. We don't use them because they suck. oGsMC was a base ahead of Jinro in that Scrap Station game and he still lost, because he decided maybe Carriers aren't so bad. They are that bad. Period. Build them against a Terran who knows what they're doing and you'll lose.


Welcome to a zergs life. I dont play your race...but you need to use this unit because that would completely change your race for the better.
Juanald
Profile Joined February 2011
United States354 Posts
May 08 2011 03:49 GMT
#4214
On May 08 2011 11:46 avilo wrote:
Show nested quote +
On May 08 2011 08:26 tdt wrote:
On May 07 2011 22:15 YoiChiBow wrote:
On May 07 2011 22:10 Maynarde wrote:
On May 07 2011 19:54 Raiznhell wrote:
Mech is currently seen used successfully once ever million TvX games and I find it dumb.


Embellishments <3



Not really embellishments. Professional gamers don't really use mech in TvP because it is extremely exploitable. Obviously you can have success with it if you are left alone on 3 base for an extended period of time.

1.Mobility vs Blink stalker/Colossus
2. Controlling space with minimal units
3.Dealing with quick 2/3 base carrier builds. (No you can't just say go vikings because competent players time out their builds when u are expanding to your third (setting up your economy + needing enough "stuff" to defend it with[this actually deals with reason 2.]) and/or not ready to move out because of you haven't reached critical mass yet). This wasn't too viable in SC1 for protoss vs mech due to the fact Terran in SC1 had competent ground-to-air (the goliath) and could deal with these air timings relatively easy if scouted correctly.

All these reasons leave mech to be unviable at the highest levels of play.

LOL where are these "quick 2/3 base carrier builds" they don't exist in pro play because carriers take longer than walking across the Sinai and leave you hugely exposed. Not to mention carriers suck compared to BW. No reason Terran doesnt go mech is Zealots and immortals where hits don't matter and collossi who don't get hit.


Stop perpetuating the myth that sc2 carriers are bad. SC2 carriers are a lot stronger than SC1 carriers, at minimum equal to SC1 carriers.

You don't see them because there's already such strong units like the collosus and everything else, that they are almost never needed. And they take long to get as well, but they are one of the strongest units in the game, just underused.

And the main reason people don't go mech vs P is it is very gas intensive and you can't attack effectively with it, as you have to siege + unsiege, and when good protoss see you going mech they build only blink stalkers and collosus and can simply not ever engage your army. Usually Protoss gets a free third base, sometimes even fourth base because you have to have a critical mass of tanks to push out, and tanks in SC2 are bad.



i know your venting and thats fine but i have to stop you right there we dont have many options to deal with tanks as you would like us all to believe... you are right about cariers though i use them often in my games if my 2gate in his base doesnt kill him i even beat some top 8 platinum with this strategy
"hey it could happen!" ~ angels n the outfield
ROOTFayth
Profile Joined January 2004
Canada3351 Posts
May 08 2011 03:49 GMT
#4215
carriers are good if terran goes mech

that's about it
angra86
Profile Joined October 2010
United States56 Posts
May 08 2011 04:31 GMT
#4216
On May 08 2011 11:46 avilo wrote:
Show nested quote +
On May 08 2011 08:26 tdt wrote:
On May 07 2011 22:15 YoiChiBow wrote:
On May 07 2011 22:10 Maynarde wrote:
On May 07 2011 19:54 Raiznhell wrote:
Mech is currently seen used successfully once ever million TvX games and I find it dumb.


Embellishments <3



Not really embellishments. Professional gamers don't really use mech in TvP because it is extremely exploitable. Obviously you can have success with it if you are left alone on 3 base for an extended period of time.

1.Mobility vs Blink stalker/Colossus
2. Controlling space with minimal units
3.Dealing with quick 2/3 base carrier builds. (No you can't just say go vikings because competent players time out their builds when u are expanding to your third (setting up your economy + needing enough "stuff" to defend it with[this actually deals with reason 2.]) and/or not ready to move out because of you haven't reached critical mass yet). This wasn't too viable in SC1 for protoss vs mech due to the fact Terran in SC1 had competent ground-to-air (the goliath) and could deal with these air timings relatively easy if scouted correctly.

All these reasons leave mech to be unviable at the highest levels of play.

LOL where are these "quick 2/3 base carrier builds" they don't exist in pro play because carriers take longer than walking across the Sinai and leave you hugely exposed. Not to mention carriers suck compared to BW. No reason Terran doesnt go mech is Zealots and immortals where hits don't matter and collossi who don't get hit.


Stop perpetuating the myth that sc2 carriers are bad. SC2 carriers are a lot stronger than SC1 carriers, at minimum equal to SC1 carriers.

You don't see them because there's already such strong units like the collosus and everything else, that they are almost never needed. And they take long to get as well, but they are one of the strongest units in the game, just underused.

And the main reason people don't go mech vs P is it is very gas intensive and you can't attack effectively with it, as you have to siege + unsiege, and when good protoss see you going mech they build only blink stalkers and collosus and can simply not ever engage your army. Usually Protoss gets a free third base, sometimes even fourth base because you have to have a critical mass of tanks to push out, and tanks in SC2 are bad.


I think upgrades are a big part of why toss never gets carriers. Since the forge upgrades literally everything except for air, its simply just much better to get 3/3 immortals or colossi to deal with a meching terran than it would be to go for 0/0 carriers.
LicH.
Profile Blog Joined April 2011
China235 Posts
May 08 2011 04:33 GMT
#4217
On May 08 2011 12:45 Cloak wrote:
Show nested quote +
On May 08 2011 11:46 avilo wrote:
On May 08 2011 08:26 tdt wrote:
On May 07 2011 22:15 YoiChiBow wrote:
On May 07 2011 22:10 Maynarde wrote:
On May 07 2011 19:54 Raiznhell wrote:
Mech is currently seen used successfully once ever million TvX games and I find it dumb.


Embellishments <3



Not really embellishments. Professional gamers don't really use mech in TvP because it is extremely exploitable. Obviously you can have success with it if you are left alone on 3 base for an extended period of time.

1.Mobility vs Blink stalker/Colossus
2. Controlling space with minimal units
3.Dealing with quick 2/3 base carrier builds. (No you can't just say go vikings because competent players time out their builds when u are expanding to your third (setting up your economy + needing enough "stuff" to defend it with[this actually deals with reason 2.]) and/or not ready to move out because of you haven't reached critical mass yet). This wasn't too viable in SC1 for protoss vs mech due to the fact Terran in SC1 had competent ground-to-air (the goliath) and could deal with these air timings relatively easy if scouted correctly.

All these reasons leave mech to be unviable at the highest levels of play.

LOL where are these "quick 2/3 base carrier builds" they don't exist in pro play because carriers take longer than walking across the Sinai and leave you hugely exposed. Not to mention carriers suck compared to BW. No reason Terran doesnt go mech is Zealots and immortals where hits don't matter and collossi who don't get hit.


Stop perpetuating the myth that sc2 carriers are bad. SC2 carriers are a lot stronger than SC1 carriers, at minimum equal to SC1 carriers.

You don't see them because there's already such strong units like the collosus and everything else, that they are almost never needed. And they take long to get as well, but they are one of the strongest units in the game, just underused.

And the main reason people don't go mech vs P is it is very gas intensive and you can't attack effectively with it, as you have to siege + unsiege, and when good protoss see you going mech they build only blink stalkers and collosus and can simply not ever engage your army. Usually Protoss gets a free third base, sometimes even fourth base because you have to have a critical mass of tanks to push out, and tanks in SC2 are bad.


-Interceptor AI is relatively more garbage in SC2.
-Terran anti-air is infinitely stronger in this game. Vikings are the gods of capital ship takedown and Marines are buffer than ever.
-The only reason Carriers worked in SC1 was due to Terran going dedicated anti-ground in TvP, now that's never the case.

Don't feed us this bullshit that Carriers are god amazing and we don't use them because of the Colossus. We don't use them because they suck. oGsMC was a base ahead of Jinro in that Scrap Station game and he still lost, because he decided maybe Carriers aren't so bad. They are that bad. Period. Build them against a Terran who knows what they're doing and you'll lose.



I'll trade you my vikings for goliaths and wraiths plz
awesomoecalypse
Profile Joined August 2010
United States2235 Posts
Last Edited: 2011-05-08 04:42:25
May 08 2011 04:37 GMT
#4218
carriers are good if terran goes mech


no they aren't. they're good if terran goes mech, and then for whatever reason decides to leave you alone forever while you mass up a unit that takes twice as long as a Thor to build (with chrono its marginally faster, but not much, and you'll also need to build interceptors which tacks on another 30 seconds). It also takes much longer to tech to than the Thor, has a mandatory upgrade in graviton caitpult, and costs an absurd 450/250 which ensures you won't be building much of an army during that time, and it is also really, really reliant on being even or ahead on upgrades, which sucks for Toss since they usually much prefer ground upgrades.

Carriers are fine once you have a bunch of them with all their upgrades. But getting to that point leaves a ridiculously huge window of vulnerability.
He drone drone drone. Me win. - ogsMC
Cabinet Sanchez
Profile Joined February 2011
Australia1097 Posts
May 08 2011 04:38 GMT
#4219
On May 08 2011 12:25 DooMDash wrote:
SC1 tanks are way way better than SCII tanks.


They certainly sound a lot cooler
Kyadytim
Profile Joined March 2009
United States886 Posts
Last Edited: 2011-05-08 05:35:18
May 08 2011 04:53 GMT
#4220
On May 08 2011 12:25 DooMDash wrote:
SC1 tanks are way way better than SCII tanks.

I don't think it's actually a difference in the tanks.

I think people are perceiving tanks as worse, when it's actually shields that got better. In BW, Protoss shields took full damage regardless of damage type and unit size. So, one tank shot would take all the shields off of Zealots.

While sieged tanks deal less damage a shot (to armored targets) in SC2 than BW, they comparatively shoot faster. BW Tanks shoot about once every 3.2 Zealot swings, or once every 4.8 Marine shots. In SC2, Tanks shoot about once every 2.5 Zealot swings, and once every 3.4 Marine shots. Thus, they comparatively have a larger damage output against Light units and a comparable damage against Armored units. With the better targeting and longer range, each individual SC2 tank is better at killing things than a BW tank.
SC2 tanks also have 10 more HP, cost 25 more gas, and take 1 supply more. Overall, I'd say that the two negatives there about balance out the positives. My assessment is that SC2 Tanks are about the same as BW tanks.

The difference in Mech vs Protoss is the lack of spider mines, which prevented the Protoss army from just charging into a Tank line, and Zealot shields taking an extra hit because they don't take full damage. Between the two, Zealots are far more effective against Tanks than they were in BW.

Well, there's also Immortals. But, mass Immortals is really asking for a few Ghosts..
Prev 1 209 210 211 212 213 221 Next
Please log in or register to reply.
Live Events Refresh
Next event in 3h 50m
[ Submit Event ]
Live Streams
Refresh
StarCraft 2
ProTech71
StarCraft: Brood War
Hyuk 338
Snow 264
ToSsGirL 118
Leta 87
Backho 62
Sacsri 53
Dota 2
ODPixel295
XcaliburYe32
Counter-Strike
Stewie2K1017
Super Smash Bros
hungrybox366
Other Games
summit1g5424
Organizations
Other Games
gamesdonequick1220
StarCraft 2
Blizzard YouTube
StarCraft: Brood War
BSLTrovo
sctven
[ Show 14 non-featured ]
StarCraft 2
• Berry_CruncH422
• practicex 46
• AfreecaTV YouTube
• intothetv
• Kozan
• IndyKCrew
• LaughNgamezSOOP
• Migwel
• sooper7s
StarCraft: Brood War
• iopq 1
• BSLYoutube
• STPLYoutube
• ZZZeroYoutube
League of Legends
• Stunt410
Upcoming Events
Esports World Cup
3h 50m
ByuN vs Zoun
SHIN vs TriGGeR
Cyan vs ShoWTimE
Rogue vs HeRoMaRinE
Clem vs Solar
Reynor vs Maru
herO vs Cure
Serral vs Classic
Esports World Cup
1d 3h
Esports World Cup
2 days
CranKy Ducklings
3 days
BSL20 Non-Korean Champi…
3 days
CSO Cup
3 days
BSL20 Non-Korean Champi…
3 days
Bonyth vs Sziky
Dewalt vs Hawk
Hawk vs QiaoGege
Sziky vs Dewalt
Mihu vs Bonyth
Zhanhun vs QiaoGege
QiaoGege vs Fengzi
FEL
4 days
BSL20 Non-Korean Champi…
4 days
BSL20 Non-Korean Champi…
4 days
Bonyth vs Zhanhun
Dewalt vs Mihu
Hawk vs Sziky
Sziky vs QiaoGege
Mihu vs Hawk
Zhanhun vs Dewalt
Fengzi vs Bonyth
[ Show More ]
Sparkling Tuna Cup
6 days
Online Event
6 days
Liquipedia Results

Completed

CSL Xiamen Invitational
Championship of Russia 2025
Murky Cup #2

Ongoing

Copa Latinoamericana 4
Jiahua Invitational
BSL20 Non-Korean Championship
Esports World Cup 2025
CC Div. A S7
Underdog Cup #2
IEM Cologne 2025
FISSURE Playground #1
BLAST.tv Austin Major 2025
ESL Impact League Season 7
IEM Dallas 2025
PGL Astana 2025
Asian Champions League '25

Upcoming

CSLPRO Last Chance 2025
CSLPRO Chat StarLAN 3
BSL Season 21
RSL Revival: Season 2
SEL Season 2 Championship
uThermal 2v2 Main Event
FEL Cracov 2025
HCC Europe
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
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.