• Log InLog In
  • Register
Liquid`
Team Liquid Liquipedia
EST 03:27
CET 09:27
KST 17:27
  • 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
Team Liquid Map Contest - Preparation Notice4Weekly Cups (Feb 23-Mar 1): herO doubles, 2v2 bonanza1Weekly Cups (Feb 16-22): MaxPax doubles0Weekly Cups (Feb 9-15): herO doubles up2ACS replaced by "ASL Season Open" - Starts 21/0258
StarCraft 2
General
Team Liquid Map Contest - Preparation Notice How do you think the 5.0.15 balance patch (Oct 2025) for StarCraft II has affected the game? ByuL: The Forgotten Master of ZvT Nexon's StarCraft game could be FPS, led by UMS maker Weekly Cups (Feb 23-Mar 1): herO doubles, 2v2 bonanza
Tourneys
PIG STY FESTIVAL 7.0! (19 Feb - 1 Mar) RSL Season 4 announced for March-April Sparkling Tuna Cup - Weekly Open Tournament SEL Doubles (SC Evo Bimonthly) WardiTV Team League Season 10
Strategy
Custom Maps
Publishing has been re-enabled! [Feb 24th 2026] Map Editor closed ?
External Content
The PondCast: SC2 News & Results Mutation # 515 Together Forever Mutation # 514 Ulnar New Year Mutation # 513 Attrition Warfare
Brood War
General
It's March 3rd BW General Discussion BGH Auto Balance -> http://bghmmr.eu/ CasterMuse Youtube Recent recommended BW games
Tourneys
[Megathread] Daily Proleagues BWCL Season 64 Announcement The Casual Games of the Week Thread [LIVE] [S:21] ASL Season Open Day 1
Strategy
Soma's 9 hatch build from ASL Game 2 Fighting Spirit mining rates Simple Questions, Simple Answers Zealot bombing is no longer popular?
Other Games
General Games
Stormgate/Frost Giant Megathread Nintendo Switch Thread Battle Aces/David Kim RTS Megathread Diablo 2 thread Path of Exile
Dota 2
The Story of Wings Gaming Official 'what is Dota anymore' discussion
League of Legends
Heroes of the Storm
Simple Questions, Simple Answers Heroes of the Storm 2.0
Hearthstone
Deck construction bug Heroes of StarCraft mini-set
TL Mafia
Mafia Game Mode Feedback/Ideas Vanilla Mini Mafia TL Mafia Community Thread
Community
General
US Politics Mega-thread Russo-Ukrainian War Thread Things Aren’t Peaceful in Palestine UK Politics Mega-thread NASA and the Private Sector
Fan Clubs
The IdrA Fan Club
Media & Entertainment
U4GM Tips for POE 2 Negative Rarity Breakpoints U4GM How to Build Big Killstreaks in Diablo 4 [Req][Books] Good Fantasy/SciFi books [Manga] One Piece Anime Discussion Thread
Sports
2024 - 2026 Football Thread Formula 1 Discussion TL MMA Pick'em Pool 2013
World Cup 2022
Tech Support
Laptop capable of using Photoshop Lightroom?
TL Community
The Automated Ban List
Blogs
Just Watchers: Why Some Only…
TrAiDoS
Unintentional protectionism…
Uldridge
ASL S21 English Commentary…
namkraft
Life Update and thoughts.
FuDDx
How do archons sleep?
8882
Customize Sidebar...

Website Feedback

Closed Threads



Active: 1966 users

Patch 1.3.3 PTR - Page 213

Forum Index > SC2 General
4401 CommentsPost a Reply
Prev 1 211 212 213 214 215 221 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.
RemrafGrez
Profile Joined November 2010
United States180 Posts
May 08 2011 20:45 GMT
#4241
On May 08 2011 21:58 Kyuki wrote:
Show nested quote +
On May 08 2011 21:46 Tofugrinder wrote:
I was waiting for Terrans to switch to mech.. as a Protoss player I love carriers, but I cant find anyway working that against bio. With the Thor change maybe even less terrans are trying Mech I think


The biggest issues with any high tier tech is how/when you transition into them. I'm sure there will be builds on there designed to get carrier tech at a good time (personally working on some) and not die to different types of terran pushes.

I really like this patch btw, I think it will play out very well. I'm still abit baffled by the fact that they don't change the colossi though, the design of the unit is just bad and I can't imagine them beeing happy about it. It needs to be more nisched, and maybe less powerful, smaller, take less psi or something along those lines. I dont know, but the design is just bad imho.


Colossuses have plenty of weaknesses to balance their strength. Everything in the game can hit them. Air units are super effective so that if terran or zerg get a lead they switch to heavier air and completely own colossus play. Colossus suck on their own, in open spaces even with support, or as worker harassment. The weaknesses outweigh their strengths almost.

Why dont we talk about nerfing medivacs or infestors since they cost less but more game changing support units. People that like to 1a are the ones who complain about colossus. Just try fancier tactics ok.
Mykill
Profile Blog Joined February 2009
Canada3402 Posts
May 09 2011 03:59 GMT
#4242
Fungal growth should not be able to stack casted imo. Thats the only thing I would add to this patch.
[~~The Impossible Leads To Invention~~] CJ Entusman #52 The problem with internet quotations is that they are hard to verify -Abraham Lincoln c.1863
tdt
Profile Joined October 2010
United States3179 Posts
Last Edited: 2011-05-09 15:20:11
May 09 2011 15:01 GMT
#4243
On May 09 2011 02:47 Theberlinwall wrote:
As a Terran player i actually have to say i overall really like this patch, however the one thing i really don't like is the the Thor change. I'm in masters(was 3400+, season 1) and i have been tinkering with Mech a lot recently, with some success.

The fact it is that immortals just about own lone tanks, and although 1 on 1 agasint a thor (no cannons), the Thor will win, immortals are still extremely cost efficent vs mech, that being said i actually feel the strike cannons is required when facing an immortal, chargelot, collosi based army.

i actually will be concerned about the future viability of mech if this change makes it past the the ptr and onto the ladder, too me the strike cannon(with no energy) was a good balance between its absolute devastation and the cost effectiveness of the immortals. Now with an energy bar, not only are thors susceptible to feedback damage but this will also render the Thor without cannons, which i feel are imperative.

i really want to see mech become more viable and not less. i really dont want the thor to become the next reaper.

That's why they lowered the gas cost of Ghosts so you could go mech and BC's. I think this patch will increase dynamics because Ghost will become so integral.

Likewise toss needs HT's to deal with mech rather than just spam immos. Immortals are just terrible vs thor with strike cannon and SCVs on repair. Try it yourself in unit tester. Take only 8 thor vs 16 immos. Strike Cannon first 8 and you will kill off the rest of the immos with normal attack and only lose 3 Thor, you'll find the cost effectiveness you speak of disappears when massing hence the need for feedback since unit designed to counter fails miserably.

I think 150 energy is a bit stupid tho to use SC. should be 50-100. If you're going to be vulnerable to feedback they need to give thor a chance to use SC out of the box and often rather than walk around with full energy.
MC for president
tdt
Profile Joined October 2010
United States3179 Posts
Last Edited: 2011-05-09 15:11:43
May 09 2011 15:11 GMT
#4244
On May 09 2011 12:59 Mykill wrote:
Fungal growth should not be able to stack casted imo. Thats the only thing I would add to this patch.

I didn't realize FG stacked?

IMO the thing missing is for blizz to figure out how to get carriers in the game. It's ridiculous such a venerable unit from SC1 and toss top tier capital ship is never used. Granted BC's/Ultra are not used much either but they are found in games 100x more than carrier.
MC for president
freetgy
Profile Joined November 2010
1720 Posts
Last Edited: 2011-05-09 15:15:12
May 09 2011 15:14 GMT
#4245
On May 10 2011 00:11 tdt wrote:
I didn't realize FG stacked?


well it doesn't really stack, but sort of
like Cast Fungal wait a Sec, cast again to kill Workers.

while this wouldn't be an issue with storm, since you can dodge it, Fungal stuns so...
MusiK
Profile Joined August 2010
United States302 Posts
May 09 2011 15:15 GMT
#4246
Cannot wait to try this out. Mad excited about the ghost change
BOOM!!! ~ Tasteless
Yeld
Profile Joined April 2010
Austria106 Posts
May 09 2011 15:17 GMT
#4247
On May 10 2011 00:14 freetgy wrote:
Show nested quote +
On May 10 2011 00:11 tdt wrote:
I didn't realize FG stacked?


well it doesn't really stack, but sort of
like Cast Fungal wait a Sec, cast again to kill Workers.

while this wouldn't be an issue with storm, since you can dodge it, Fungal stuns so...

So yeah, fungal growth does NOT stack. Don't be fooled.

Casting a second one before the first one has ended will simply override the first one.
thoradycus
Profile Joined August 2010
Malaysia3262 Posts
May 09 2011 15:18 GMT
#4248
GG. Thors are now back to unviable vs toss...
Mali__Slon
Profile Joined October 2010
Senegal163 Posts
May 09 2011 15:20 GMT
#4249
On May 10 2011 00:11 tdt wrote:
Show nested quote +
On May 09 2011 12:59 Mykill wrote:
Fungal growth should not be able to stack casted imo. Thats the only thing I would add to this patch.

I didn't realize FG stacked?

IMO the thing missing is for blizz to figure out how to get carriers in the game. It's ridiculous such a venerable unit from SC1 and toss top tier capital ship is never used. Granted BC's/Ultra are not used much either but they are found in games 100x more than carrier.


BCs are used? Lol. I only see them late game tvt. Z and P have so good counters for them, so making BCs against Z or P is like typing GG.
ihavetofartosis
Profile Joined January 2011
1277 Posts
May 09 2011 15:22 GMT
#4250
Siege tanks got a heavy nerf for zerg, so now they aren't very usable vs toss.

Now terrans have another mech unit they're using vs toss? Nerf it! You silly terrans, you must go MMM every game! Learn your place!
Mali__Slon
Profile Joined October 2010
Senegal163 Posts
Last Edited: 2011-05-09 15:23:34
May 09 2011 15:22 GMT
#4251
On May 10 2011 00:18 thoradycus wrote:
GG. Thors are now back to unviable vs toss...


Back to boring MMM, thanks blizz for killing every inovation. Once i thought terrans were those versatile race, where some strange unit combinations can be viable, i didnt realize they are supoused to be MMM race.
tdt
Profile Joined October 2010
United States3179 Posts
May 09 2011 15:23 GMT
#4252
On May 10 2011 00:20 Mali__Slon wrote:
Show nested quote +
On May 10 2011 00:11 tdt wrote:
On May 09 2011 12:59 Mykill wrote:
Fungal growth should not be able to stack casted imo. Thats the only thing I would add to this patch.

I didn't realize FG stacked?

IMO the thing missing is for blizz to figure out how to get carriers in the game. It's ridiculous such a venerable unit from SC1 and toss top tier capital ship is never used. Granted BC's/Ultra are not used much either but they are found in games 100x more than carrier.


BCs are used? Lol. I only see them late game tvt. Z and P have so good counters for them, so making BCs against Z or P is like typing GG.

I see em all the time. Like I just watched a game yesterday where goody used like 8 vs nani and rolled him.
MC for president
Whitewing
Profile Joined October 2010
United States7483 Posts
Last Edited: 2011-05-09 15:25:11
May 09 2011 15:24 GMT
#4253
On May 10 2011 00:01 tdt wrote:
Show nested quote +
On May 09 2011 02:47 Theberlinwall wrote:
As a Terran player i actually have to say i overall really like this patch, however the one thing i really don't like is the the Thor change. I'm in masters(was 3400+, season 1) and i have been tinkering with Mech a lot recently, with some success.

The fact it is that immortals just about own lone tanks, and although 1 on 1 agasint a thor (no cannons), the Thor will win, immortals are still extremely cost efficent vs mech, that being said i actually feel the strike cannons is required when facing an immortal, chargelot, collosi based army.

i actually will be concerned about the future viability of mech if this change makes it past the the ptr and onto the ladder, too me the strike cannon(with no energy) was a good balance between its absolute devastation and the cost effectiveness of the immortals. Now with an energy bar, not only are thors susceptible to feedback damage but this will also render the Thor without cannons, which i feel are imperative.

i really want to see mech become more viable and not less. i really dont want the thor to become the next reaper.

That's why they lowered the gas cost of Ghosts so you could go mech and BC's. I think this patch will increase dynamics because Ghost will become so integral.

Likewise toss needs HT's to deal with mech rather than just spam immos. Immortals are just terrible vs thor with strike cannon and SCVs on repair. Try it yourself in unit tester. Take only 8 thor vs 16 immos. Strike Cannon first 8 and you will kill off the rest of the immos with normal attack and only lose 3 Thor, you'll find the cost effectiveness you speak of disappears when massing hence the need for feedback since unit designed to counter fails miserably.

I think 150 energy is a bit stupid tho to use SC. should be 50-100. If you're going to be vulnerable to feedback they need to give thor a chance to use SC out of the box and often rather than walk around with full energy.


There are now two counters to mech play for Protoss: High Temlar + Robo units and Stargate play.
Previously, if you didn't go stargate, you had to massively outplay the terran to really have a shot.

For the record folks: Thors are still very very good against protoss, you just can't use them as easily for an early timing attack to roll over the Protoss with strike cannons.
Strategy"You know I fucking hate the way you play, right?" ~SC2John
ccHaZaRd
Profile Joined February 2009
Canada1024 Posts
May 09 2011 15:27 GMT
#4254
the only thing thors are good against now are mutas :/
GinDo
Profile Blog Joined September 2010
3327 Posts
May 09 2011 15:30 GMT
#4255
On May 10 2011 00:11 tdt wrote:
Show nested quote +
On May 09 2011 12:59 Mykill wrote:
Fungal growth should not be able to stack casted imo. Thats the only thing I would add to this patch.

I didn't realize FG stacked?

IMO the thing missing is for blizz to figure out how to get carriers in the game. It's ridiculous such a venerable unit from SC1 and toss top tier capital ship is never used. Granted BC's/Ultra are not used much either but they are found in games 100x more than carrier.



Blizzard Killed Carriers when they killed mech. Carriers abused the fact that Mech has weak anti air. In SC2 we go MMM, marines have always been good against carriers, its only that BW storm and Reaver made them completely unviable in TVP. Also the AI is better in SC2 then in BW. Carriers would mess with the AI and that was part of its effectiveness.

Also Vikings are an issue. Carriers would play on the cliffs where ground units would at times miss due to higher ground mechanic. In SC2 the viking can spot.
ⱩŦ ƑⱠẬ$Ħ / ƩǤ ɈƩẬƉØƝǤ [ɌȻ] / ȊṂ.ṂṼⱣ / ẬȻƩɌ.ȊƝƝØṼẬŦȊØƝ / ẬȻƩɌ.ϟȻẬɌⱠƩŦŦ ϟⱠẬɎƩɌϟ ȻⱠẬƝ
Toads
Profile Blog Joined February 2009
Canada1795 Posts
May 09 2011 15:31 GMT
#4256
On May 09 2011 12:59 Mykill wrote:
Fungal growth should not be able to stack casted imo. Thats the only thing I would add to this patch.

They don't stack they only reset
(。◕ ω ◕。) Beer Time !!!! (。◕ ω ◕。)
Mataza
Profile Blog Joined August 2010
Germany5364 Posts
Last Edited: 2011-05-09 15:37:53
May 09 2011 15:33 GMT
#4257
On May 10 2011 00:01 tdt wrote:
Show nested quote +
On May 09 2011 02:47 Theberlinwall wrote:
As a Terran player i actually have to say i overall really like this patch, however the one thing i really don't like is the the Thor change. I'm in masters(was 3400+, season 1) and i have been tinkering with Mech a lot recently, with some success.

The fact it is that immortals just about own lone tanks, and although 1 on 1 agasint a thor (no cannons), the Thor will win, immortals are still extremely cost efficent vs mech, that being said i actually feel the strike cannons is required when facing an immortal, chargelot, collosi based army.

i actually will be concerned about the future viability of mech if this change makes it past the the ptr and onto the ladder, too me the strike cannon(with no energy) was a good balance between its absolute devastation and the cost effectiveness of the immortals. Now with an energy bar, not only are thors susceptible to feedback damage but this will also render the Thor without cannons, which i feel are imperative.

i really want to see mech become more viable and not less. i really dont want the thor to become the next reaper.

That's why they lowered the gas cost of Ghosts so you could go mech and BC's. I think this patch will increase dynamics because Ghost will become so integral.

Likewise toss needs HT's to deal with mech rather than just spam immos. Immortals are just terrible vs thor with strike cannon and SCVs on repair. Try it yourself in unit tester. Take only 8 thor vs 16 immos. Strike Cannon first 8 and you will kill off the rest of the immos with normal attack and only lose 3 Thor, you'll find the cost effectiveness you speak of disappears when massing hence the need for feedback since unit designed to counter fails miserably.

I don´t know how you tested this, but in my test the immortals utterly destroyed the Thors in a 2v1 ratio.
First you must ball them up, since that´s the natural state of any army in SC2. If you preposition the Thors in a way so they have superior position it won´t count.

Immortals are much smaller and much faster than Thors, also Strike cannons take 2 full seconds before showing any effect.
You can hardly micro Thors since they block each other and a second row Thor might as well not be there(Thor at least has a length of 2 attack range, maybe even 3).

I just redid the test again. Shiftclicking the Thors from afar, Immos won even with Thors having a concave.

The only way 1 thor wins against 2 Immortals is when some shit stands inbetween and the Immortals hits that.


I personally think they should remove Strike cannons. It´s a terrible upgrade. It was a hardcounter to Ultralisks originally, but now it´s only really worth it against Immortals, pfortresses and other Thors.
After 1 Mech upgrade, the autohit of the Thor does more damage per second than the cannons.
It stuns your enemy for 6 seconds and your Thor for 10.
Since Colossi have range 9 and Ultras are stunimmune, you only get small units reliably into range meaning Strike Cannons overkill nearly always.

How bad is all that together?

[Forgot to mention: Now if they get energy again a 50 mana spell instantly halfkills a Thor again. Time to emo your own Thors again...]
If nobody hates you, you´re doing something wrong. However someone hating you doesn´t make you right
tdt
Profile Joined October 2010
United States3179 Posts
May 09 2011 15:34 GMT
#4258
On May 10 2011 00:24 Whitewing wrote:
Show nested quote +
On May 10 2011 00:01 tdt wrote:
On May 09 2011 02:47 Theberlinwall wrote:
As a Terran player i actually have to say i overall really like this patch, however the one thing i really don't like is the the Thor change. I'm in masters(was 3400+, season 1) and i have been tinkering with Mech a lot recently, with some success.

The fact it is that immortals just about own lone tanks, and although 1 on 1 agasint a thor (no cannons), the Thor will win, immortals are still extremely cost efficent vs mech, that being said i actually feel the strike cannons is required when facing an immortal, chargelot, collosi based army.

i actually will be concerned about the future viability of mech if this change makes it past the the ptr and onto the ladder, too me the strike cannon(with no energy) was a good balance between its absolute devastation and the cost effectiveness of the immortals. Now with an energy bar, not only are thors susceptible to feedback damage but this will also render the Thor without cannons, which i feel are imperative.

i really want to see mech become more viable and not less. i really dont want the thor to become the next reaper.

That's why they lowered the gas cost of Ghosts so you could go mech and BC's. I think this patch will increase dynamics because Ghost will become so integral.

Likewise toss needs HT's to deal with mech rather than just spam immos. Immortals are just terrible vs thor with strike cannon and SCVs on repair. Try it yourself in unit tester. Take only 8 thor vs 16 immos. Strike Cannon first 8 and you will kill off the rest of the immos with normal attack and only lose 3 Thor, you'll find the cost effectiveness you speak of disappears when massing hence the need for feedback since unit designed to counter fails miserably.

I think 150 energy is a bit stupid tho to use SC. should be 50-100. If you're going to be vulnerable to feedback they need to give thor a chance to use SC out of the box and often rather than walk around with full energy.


There are now two counters to mech play for Protoss: High Temlar + Robo units and Stargate play.
Previously, if you didn't go stargate, you had to massively outplay the terran to really have a shot.

For the record folks: Thors are still very very good against protoss, you just can't use them as easily for an early timing attack to roll over the Protoss with strike cannons.

I agree. It's amazing how fast blizz (re) patched this tho. You'd think it would take more than 3 thorzain walk throughs to do it.
MC for president
Toads
Profile Blog Joined February 2009
Canada1795 Posts
May 09 2011 15:36 GMT
#4259
On May 10 2011 00:33 Mataza wrote:
Show nested quote +
On May 10 2011 00:01 tdt wrote:
On May 09 2011 02:47 Theberlinwall wrote:
As a Terran player i actually have to say i overall really like this patch, however the one thing i really don't like is the the Thor change. I'm in masters(was 3400+, season 1) and i have been tinkering with Mech a lot recently, with some success.

The fact it is that immortals just about own lone tanks, and although 1 on 1 agasint a thor (no cannons), the Thor will win, immortals are still extremely cost efficent vs mech, that being said i actually feel the strike cannons is required when facing an immortal, chargelot, collosi based army.

i actually will be concerned about the future viability of mech if this change makes it past the the ptr and onto the ladder, too me the strike cannon(with no energy) was a good balance between its absolute devastation and the cost effectiveness of the immortals. Now with an energy bar, not only are thors susceptible to feedback damage but this will also render the Thor without cannons, which i feel are imperative.

i really want to see mech become more viable and not less. i really dont want the thor to become the next reaper.

That's why they lowered the gas cost of Ghosts so you could go mech and BC's. I think this patch will increase dynamics because Ghost will become so integral.

Likewise toss needs HT's to deal with mech rather than just spam immos. Immortals are just terrible vs thor with strike cannon and SCVs on repair. Try it yourself in unit tester. Take only 8 thor vs 16 immos. Strike Cannon first 8 and you will kill off the rest of the immos with normal attack and only lose 3 Thor, you'll find the cost effectiveness you speak of disappears when massing hence the need for feedback since unit designed to counter fails miserably.

I don´t know how you tested this, but in my test the immortals utterly destroyed the Thors in a 2v1 ratio.
First you must ball them up, since that´s the natural state of any army in SC2. If you preposition the Thors in a way so they have superior position it won´t count.

Immortals are much smaller and much faster than Thors, also Strike cannons take 2 full seconds before showing any effect.
You can hardly micro Thors since they block each other and a second row Thor might as well not be there(Thor at least has a length of 2 attack range, maybe even 3).

I just redid the test again. Shiftclicking the Thors from afar, Immos won even with Thors having a concave.

The only way 1 thor wins against 2 Immortals is when some shit stands inbetween and the Immortals hits that.


I personally think they should remove Strike cannons. It´s a terrible upgrade. It was a hardcounter to Ultralisks originally, but now it´s only really worth it against Immortals, pfortresses and other Thors.
After 1 Mech upgrade, the autohit of the Thor does more damage per second than the cannons.
It stuns your enemy for 6 seconds and your Thor for 10.
Since Colossi have range 9 and Ultras are stunimmune, you only get small units reliably into range meaning Strike Cannons overkill nearly always.

How bad is all that together?

This may be the solution with the thor. I never think about that but your have right. there is 2 probleme, canon strick kill all protoss can throw to kill the thor and the energy make them a lot weaker. Blizzard should remove it and it will be ok
(。◕ ω ◕。) Beer Time !!!! (。◕ ω ◕。)
Whitewing
Profile Joined October 2010
United States7483 Posts
May 09 2011 15:36 GMT
#4260
On May 10 2011 00:34 tdt wrote:
Show nested quote +
On May 10 2011 00:24 Whitewing wrote:
On May 10 2011 00:01 tdt wrote:
On May 09 2011 02:47 Theberlinwall wrote:
As a Terran player i actually have to say i overall really like this patch, however the one thing i really don't like is the the Thor change. I'm in masters(was 3400+, season 1) and i have been tinkering with Mech a lot recently, with some success.

The fact it is that immortals just about own lone tanks, and although 1 on 1 agasint a thor (no cannons), the Thor will win, immortals are still extremely cost efficent vs mech, that being said i actually feel the strike cannons is required when facing an immortal, chargelot, collosi based army.

i actually will be concerned about the future viability of mech if this change makes it past the the ptr and onto the ladder, too me the strike cannon(with no energy) was a good balance between its absolute devastation and the cost effectiveness of the immortals. Now with an energy bar, not only are thors susceptible to feedback damage but this will also render the Thor without cannons, which i feel are imperative.

i really want to see mech become more viable and not less. i really dont want the thor to become the next reaper.

That's why they lowered the gas cost of Ghosts so you could go mech and BC's. I think this patch will increase dynamics because Ghost will become so integral.

Likewise toss needs HT's to deal with mech rather than just spam immos. Immortals are just terrible vs thor with strike cannon and SCVs on repair. Try it yourself in unit tester. Take only 8 thor vs 16 immos. Strike Cannon first 8 and you will kill off the rest of the immos with normal attack and only lose 3 Thor, you'll find the cost effectiveness you speak of disappears when massing hence the need for feedback since unit designed to counter fails miserably.

I think 150 energy is a bit stupid tho to use SC. should be 50-100. If you're going to be vulnerable to feedback they need to give thor a chance to use SC out of the box and often rather than walk around with full energy.


There are now two counters to mech play for Protoss: High Temlar + Robo units and Stargate play.
Previously, if you didn't go stargate, you had to massively outplay the terran to really have a shot.

For the record folks: Thors are still very very good against protoss, you just can't use them as easily for an early timing attack to roll over the Protoss with strike cannons.

I agree. It's amazing how fast blizz (re) patched this tho. You'd think it would take more than 3 thorzain walk throughs to do it.


I think it had a lot more to do with the 1-2 thor rushes that automatically killed any fast expanding protoss because you could strike cannon the one or two immortals out and just mass repair the thors after that.

Also, to the other poster who compared immortals in a 2:1 ratio to thors, that's the wrong ratio. In terms of supply, an immortal is 2/3 of a Thor, not one half. Try a 3:2 ratio of immortals to thors, and give the thors strike cannons.
Strategy"You know I fucking hate the way you play, right?" ~SC2John
Prev 1 211 212 213 214 215 221 Next
Please log in or register to reply.
Live Events Refresh
Next event in 33m
[ Submit Event ]
Live Streams
Refresh
StarCraft 2
SortOf 190
ProTech119
StarCraft: Brood War
Sea 41443
Calm 3449
Horang2 712
Hyuk 359
Tasteless 342
PianO 211
Shuttle 203
Sharp 142
Dewaltoss 83
Larva 72
[ Show more ]
Soma 59
Hm[arnc] 41
Backho 40
sSak 33
ToSsGirL 30
Free 23
910 15
GoRush 12
Sacsri 11
NaDa 10
JulyZerg 9
Dota 2
XaKoH 483
Counter-Strike
Stewie2K1054
shoxiejesuss269
allub36
Other Games
summit1g7296
Liquid`RaSZi472
ceh9381
C9.Mang0252
Happy178
Livibee158
Mew2King39
Organizations
Other Games
gamesdonequick691
Counter-Strike
PGL134
StarCraft: Brood War
lovetv 9
StarCraft 2
Blizzard YouTube
StarCraft: Brood War
BSLTrovo
sctven
[ Show 13 non-featured ]
StarCraft 2
• StrangeGG 60
• AfreecaTV YouTube
• intothetv
• Kozan
• IndyKCrew
• LaughNgamezSOOP
• Migwel
• sooper7s
StarCraft: Brood War
• iopq 5
• BSLYoutube
• STPLYoutube
• ZZZeroYoutube
League of Legends
• Stunt603
Upcoming Events
Replay Cast
33m
Replay Cast
15h 33m
The PondCast
1d 1h
KCM Race Survival
1d 1h
WardiTV Winter Champion…
1d 3h
Replay Cast
1d 15h
Ultimate Battle
2 days
Light vs ZerO
WardiTV Winter Champion…
2 days
Classic vs Nicoract
herO vs YoungYakov
ByuN vs Gerald
Clem vs Krystianer
Replay Cast
2 days
CranKy Ducklings
3 days
[ Show More ]
WardiTV Winter Champion…
3 days
MaxPax vs Spirit
Bunny vs Rogue
Cure vs SHIN
Solar vs Zoun
Replay Cast
3 days
Sparkling Tuna Cup
4 days
WardiTV Winter Champion…
4 days
Replay Cast
4 days
Replay Cast
5 days
Monday Night Weeklies
5 days
Replay Cast
5 days
Liquipedia Results

Completed

Proleague 2026-03-03
PiG Sty Festival 7.0
Underdog Cup #3

Ongoing

KCM Race Survival 2026 Season 1
Jeongseon Sooper Cup
Spring Cup 2026
WardiTV Winter 2026
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
eXTREMESLAND 2025

Upcoming

ASL Season 21: Qualifier #1
ASL Season 21: Qualifier #2
ASL Season 21
Acropolis #4 - TS6
Acropolis #4
IPSL Spring 2026
CSLAN 4
HSC XXIX
uThermal 2v2 2026 Main Event
Bellum Gens Elite Stara Zagora 2026
RSL Revival: Season 4
NationLESS Cup
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.