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[July] TLPD Race Winrate Graphs - Page 10

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FallDownMarigold
Profile Blog Joined December 2010
United States3710 Posts
August 07 2011 04:37 GMT
#181
Not sure how meaningful this statement I'm about to make is, but:

Hot damn, Terran is pretty good! (according to those graphs)
Dommk
Profile Joined May 2010
Australia4865 Posts
Last Edited: 2011-08-07 04:38:24
August 07 2011 04:37 GMT
#182
On August 07 2011 13:32 Chargelot wrote:
Show nested quote +
On August 07 2011 13:04 MayorITC wrote:
On August 07 2011 12:57 Teim wrote:
Ridiculous people already calling for nerfs for TvP. Didn't we learn anything from PvZ? Wait for the metagame to shift.


That's funny.

High Templars got nerfed cause Terrans complained.


That's funny.

High Templars got nerfed because Blizzard didn't want Protoss to be able to instantly kill anything in range of a pylon.

And really, you brought up the colossus? Something that hasn't changed since beta? I mean shit, I'm going to start complaining that Protoss players whined and my Concussive Shells now require an upgrade.

KA got nerfed because Blizzard felt on Large maps it was too strong of a mechanic to warpin templars with energy, which is true, it made the race a lot more forgiving and was a step in the rigth direction.

But now you see mass ghost play pop up, when the Ghost count reaches 10+ Ghost it becomes near impossible to stop the Terran from EMP'ing your entire army.

And Zerg....as White-ra said it brilliantly yesterday "Infestors too strong [sic]" "one mistake and you lose game"



edit:

Reintroducing KA is a dumb idea though, that thing needed to go away. Instead maybe Infestors (And to a lesser extent, Ghosts), need their respective upgrade also removed?
Little-Chimp
Profile Joined February 2008
Canada948 Posts
August 07 2011 04:39 GMT
#183
I blame Boxer/SlayerS for this
Chargelot
Profile Blog Joined December 2010
2275 Posts
August 07 2011 04:39 GMT
#184
On August 07 2011 13:37 Dommk wrote:
Show nested quote +
On August 07 2011 13:32 Chargelot wrote:
On August 07 2011 13:04 MayorITC wrote:
On August 07 2011 12:57 Teim wrote:
Ridiculous people already calling for nerfs for TvP. Didn't we learn anything from PvZ? Wait for the metagame to shift.


That's funny.

High Templars got nerfed cause Terrans complained.


That's funny.

High Templars got nerfed because Blizzard didn't want Protoss to be able to instantly kill anything in range of a pylon.

And really, you brought up the colossus? Something that hasn't changed since beta? I mean shit, I'm going to start complaining that Protoss players whined and my Concussive Shells now require an upgrade.

KA got nerfed because Blizzard felt on Large maps it was too strong of a mechanic to warpin templars with energy, which is true, it made the race a lot more forgiving and was a step in the rigth direction.

But now you see mass ghost play pop up, when the Ghost count reaches 10+ Ghost it becomes near impossible to stop the Terran from EMP'ing your entire army.

And Zerg....as White-ra said it brilliantly yesterday "Infestors too strong [sic]" "one mistake and you lose game"



edit:

Reintroducing KA is a dumb idea though, that thing needed to go away. Instead maybe Infestors (And to a lesser extent, Ghosts), need their respective upgrade also removed?


As a Terran, I would not only say it is okay, but I would like to see an EMP nerf. I agree, it's way too strong.
if (post == "stupid") { document.getElementById('post').style.display = 'none'; }
Dommk
Profile Joined May 2010
Australia4865 Posts
Last Edited: 2011-08-07 04:44:06
August 07 2011 04:41 GMT
#185
On August 07 2011 13:35 Amui wrote:
Show nested quote +
On August 07 2011 13:32 Kammalleri wrote:
Terran early pushes vs Protoss are ridiculous. Ghost marine push, MTB, MTBR MTR. The last three pretty much looks the same until you get it in your face and they require completely different composition.

People complain because protoss are OP late game, but until 10-15 minutes you make a mistake you're dead.


Protoss are stronger late game. That's just a fact because otherwise we'd have shitty early, mid and late game. They aren't OP until they get around 12+gates, 3 robos, 2 stargates, a huge bank to spend and are making 3 colossus 2 voids and warping in 30 supply a cycle.

..

How is that different from Terran producing MMM of 15Rax + 3Reactored Starports? Only advantage Protoss gets with warpins is the VERY first round, after that the production capacity is met by Terran.

Not to mention when you get Templar tech they start putting 45second cooldowns on your gateways, so your Large gateway count isn't as big of an advantage as it looks and more of an necessity
Yew
Profile Blog Joined July 2011
United States940 Posts
August 07 2011 04:43 GMT
#186
I feel like the problem with using Toss is that in the highest level of play, people have really good mechanics and this favors zerg or terran more than it does toss. Terran/Zerg reward better multitasking better than Protoss does by far. But at lower leagues people don't have the mechanics to utilize the full potential of their race, which is why Protoss gets complained about all the time.
Chargelot
Profile Blog Joined December 2010
2275 Posts
August 07 2011 04:44 GMT
#187
On August 07 2011 13:41 Dommk wrote:
Show nested quote +
On August 07 2011 13:35 Amui wrote:
On August 07 2011 13:32 Kammalleri wrote:
Terran early pushes vs Protoss are ridiculous. Ghost marine push, MTB, MTBR MTR. The last three pretty much looks the same until you get it in your face and they require completely different composition.

People complain because protoss are OP late game, but until 10-15 minutes you make a mistake you're dead.


Protoss are stronger late game. That's just a fact because otherwise we'd have shitty early, mid and late game. They aren't OP until they get around 12+gates, 3 robos, 2 stargates, a huge bank to spend and are making 3 colossus 2 voids and warping in 30 supply a cycle.

..

How is that different from Terran producing MMM of 15Rax + 3Reactored Starports? Only advantage Protoss gets with warpins is the VERY first round, after that the production capacity is met by Terran.


Dear God, do Terrans actually do that?
if (post == "stupid") { document.getElementById('post').style.display = 'none'; }
cheesemaster
Profile Joined February 2011
Canada1975 Posts
August 07 2011 04:47 GMT
#188
On August 07 2011 13:23 babysimba wrote:
Show nested quote +
On August 07 2011 12:59 HolyArrow wrote:
On August 07 2011 12:57 Teim wrote:
Ridiculous people already calling for nerfs for TvP. Didn't we learn anything from PvZ? Wait for the metagame to shift.


Yeah, I wish that mindset was used when we got KA taken out of the game following a period of comparable Protoss dominance a while back... -_-;;


Regardless of balance, KA was just bad game design. It totally removes the need for positional awareness for toss. To some extent, warp-ins are the same. I believe this is what generates the hate for toss race, toss with no game sense can still do reasonably well. Just compare the skill level of toss vs zerg/terran in GSL, you can tell that playing toss doesn't really require a large skill set (you just need to be very good at certain stuffs). I hope HOTS can solve this issue though, making toss less of a "ball of army" race by giving them units with higher efficiency in low numbers.

WOW, toss is the most micro intensive race (reason why so many wc3 players play toss) if toss is so easy to play (at a high level) then why arent protoss dominating? And why isnt everyone playing them, i mean the money in sc2 is really good right now why wouldnt everyone switch over to the easiest race? Protoss units have the most ablities in the game and also the most micro abilities no matter wich way you look at it. Your hate for protoss is clearly shining through doesnt mean you can speak for the whole community on the matter though. Thats your oppinion each race is dificult in its own way, i for one have switched to zerg for the past month and have a much easier time wining, i wouldnt say its easier but it definitely requires considerably less unit micro in terms of ground army (sure muta micro can get a bit intense but so can pheonix micro, especially with graviton beam in the mix)

Can you explain to me why you think other races require a larger skillset in a concise and intelligent manner? Especially considering the win rates protoss are having to work even harder these days, and you still beleive it will require less skill then other races to get out of this winrate slump in EVERY matchup. Protoss has an inferior winrate in every matchup (im not trying to balance whine im just pointing out what the statistics represent) and you say they are the easy race? If its easy to do well with protoss shouldnt that be represented in the winrates? maybe im looking at the graph wrong.
Slayers_MMA The terran who beats terrans
JoeSchmoe
Profile Joined May 2010
Canada2058 Posts
August 07 2011 04:52 GMT
#189
On August 07 2011 13:18 Amui wrote:
Show nested quote +
On August 07 2011 13:06 JoeSchmoe wrote:
VR all-ins have been extremely powerful in GSL. it's not done as much as 1/1/1 but whenever it's done terran usually loses.


Not really. If a terran suspects it's coming and is prepared(it's not THAT hard, there are pretty obvious tells, T walls, protoss takes double gas relatively early with decent amounts of chrono), they can sac 2 depots, rush a viking+tank if teching, or wait for stim, and be fine for the most part. Most of the times I see GSL terrans lose to this, they make panic errors such as having 4 marines queued up in a barracks, don't immediately start depots in safe zones, etc. Keep in mind this is a SUSPICION, and they are fine for the most part, and if scouted, has failed almost every time.

1/1/1 allin on the other hand, gets scouted most of the time, and protoss still lose a lot when it comes 2 minutes later.

They are 2 different kinds of allins. Both can kill unprepared players. Only one of them really kills prepared players with a high degree of success.


there are no obvious tells. the toss won't double gas before killing your scouting SCV with a stalker and you don't need to need to start saving chronos until you start the stargate. the only way to scout it is with lucky scans or random scv scout in case of proxy. early scouting is a issue for all races imo. as for holding it off, you can probably 3rax before CC but that's a bad build. 2 rax expand? maybe if you double bunker but still hard because VRs circle around to mineral line to draw marines and then you attack from front with stalkers. but heads up VR all-ins beats 1/1/1 almost all the time. you won't have enough marines in time because of putting reactor on rax and VRs destroy buildings faster than banshee. We saw a example of this with ganzi vs hongun. as for 1/1/1 all-ins. I doubt that you can't hold it if the toss knows its coming from the start. every time i see that works the toss has gone for an early expand. but of course the toss doesn't know the 1/1/1 all-in is coming when they first see the first banshee. it could be 1/1/1 expand w/banshee harass. so toss puts down nexus assuming a CC is going up for the terran in the main, but of course toss has no way of knowing w/o robo/stargate tech.

TL;DR basically i think both all-ins can be mitigated if early scouting for both races is improved. probably more so for protoss because you can get lucky scans.
aksfjh
Profile Joined November 2010
United States4853 Posts
August 07 2011 05:06 GMT
#190
On August 07 2011 13:37 Dommk wrote:
Show nested quote +
On August 07 2011 13:32 Chargelot wrote:
On August 07 2011 13:04 MayorITC wrote:
On August 07 2011 12:57 Teim wrote:
Ridiculous people already calling for nerfs for TvP. Didn't we learn anything from PvZ? Wait for the metagame to shift.


That's funny.

High Templars got nerfed cause Terrans complained.


That's funny.

High Templars got nerfed because Blizzard didn't want Protoss to be able to instantly kill anything in range of a pylon.

And really, you brought up the colossus? Something that hasn't changed since beta? I mean shit, I'm going to start complaining that Protoss players whined and my Concussive Shells now require an upgrade.

KA got nerfed because Blizzard felt on Large maps it was too strong of a mechanic to warpin templars with energy, which is true, it made the race a lot more forgiving and was a step in the rigth direction.

But now you see mass ghost play pop up, when the Ghost count reaches 10+ Ghost it becomes near impossible to stop the Terran from EMP'ing your entire army.

And Zerg....as White-ra said it brilliantly yesterday "Infestors too strong [sic]" "one mistake and you lose game"



edit:

Reintroducing KA is a dumb idea though, that thing needed to go away. Instead maybe Infestors (And to a lesser extent, Ghosts), need their respective upgrade also removed?


I strongly disagree with the comparison between ghosts and templars. While getting 10+ ghosts pretty much guarantees a shieldless Protoss ball, the flipside of 10+ templar means a healthless Terran ball, ie dead. Beyond that, with the archon buff, "used" templar become formidable units against all Terran bio, while "used" ghosts are good against zealots (and only marginally at that). The strongest point of all of this is that overmaking ghosts almost NEVER helps you, especially when that ghost could be 2+ marines or 1+ marauders.

It has been said many times that if you lose to EMPs, it has more to do with another problem with your play (like bad unit comp or macro) and less because of the EMPs that landed. How many times do you watch pro games that are literally engorged with thoughts and commentary of "BEAUTIFUL EMPS!" yet the Terran never outright gains the advantage from those battles? EMPs usually play a cumulative role, slowly turning the battles in the Terran's favor until (s)he is just too cost efficient in the long run. On the flip-side, "beautiful" storms and fungals often cause the entire game to swing in favor of those that pull them off. To nerf EMP AGAIN, there's very little point in making even the few that the Terrans are making now.
Dommk
Profile Joined May 2010
Australia4865 Posts
Last Edited: 2011-08-07 05:16:15
August 07 2011 05:14 GMT
#191

It has been said many times that if you lose to EMPs, it has more to do with another problem with your play (like bad unit comp or macro) and less because of the EMPs that landed. How many times do you watch pro games that are literally engorged with thoughts and commentary of "BEAUTIFUL EMPS!" yet the Terran never outright gains the advantage from those battles


Do you mean games like MC vs Puma where Puma out right won games against MC when he was 30 food behind by landing 3 EMP's? When The ghost count gets high not only does it guarantee a shieldless Protoss but it also means that Templars are no longer a factor.

When was the last time you saw 10 Templars ever manage to toe to toe with 10 Ghosts? It just isn't possible, it makes them a complete deficit. The advantage that Terran gets is that a Templar less, Shieldless Protoss is vastly inferior to a Terran army.

To say "there's very little point in making even the few that the Terrans are making now" is absurd considering EVERY single Terran is going mass ghost lategame against Protoss. I don't think there needs to be a nerf to EMP at all, but just like Infestors the benefit of over making them shouldn't be soo strong

but I don't want to keep going on with this. TvP is relatively fine these days, it is just the 1/1/1 all-ins that have been crushing Protoss left and right, and there is very little Protoss can do, even if scouted
aksfjh
Profile Joined November 2010
United States4853 Posts
August 07 2011 05:15 GMT
#192
As for a specifically on-topic response, I guess I was wrong about the metagame shifting away from Terran wins. It'll be interesting to see how this pans out, especially since lower level Terrans are fleeing all other levels of play.
Amui
Profile Blog Joined August 2010
Canada10567 Posts
August 07 2011 05:16 GMT
#193
On August 07 2011 13:52 JoeSchmoe wrote:
but heads up VR all-ins beats 1/1/1 almost all the time.


I think it'd be more helpful to link to somebody who's higher level than 99% of the posters on TL
http://www.teamliquid.net/forum/viewmessage.php?topic_id=232753 specifically possiblity 3. 1/1/1 is actually stronger than a Xrax without stim opening against VR allins because you get microable units that outrange voidrays and stalkers respectively.
Porouscloud - NA LoL
nt-rAven
Profile Joined February 2011
Canada405 Posts
August 07 2011 05:22 GMT
#194
they need to reintroduce amulet for templar, it was op back in the day when no one was good, now, seriously its upgrade amulet then upgrade storm that is a LONG time to upgrade what you need and it stop terran harass which protoss has none to begin with so its like making the match up even and in the end turns it into a micro battle instead of a emp fest only make it a emp storm fest.....
get owned
babysimba
Profile Joined November 2010
10466 Posts
Last Edited: 2011-08-07 05:34:40
August 07 2011 05:25 GMT
#195
lol at the number of toss whining at my post. Tell me where exactly in my post did i say playing toss is easier OVERALL. I'm quite sure i only mentioned toss players in general being weak in positional awareness currently due to reliance of their race mechanics, though there are exceptions like sage.

To those who think toss is having a slump now is due to how the race is weak, but not the low caliber of toss players instead, do tell me which players are actually close to MC. His unit control, more importantly his game understanding. Who else plant down 2 stargates on 3 and make a tech switch at that timing of the game. Who else plant down 3 robos late game and tech switch between colo and immortal+hts. Who else uses warp prism speed or phoenixes to deal with mech and upgrade observer speed to deal with cloaked ghosts.
Majority of toss players (including pros) just copy his builds blindly without understanding what he's doing. For example, look at the number of players doing stargate play in PvZ. They don't even realise half of MC's stargate wins are actually coming from behind in the late game. He does it because he knows stargate is immune to early aggression, and he's good enough to take any lesser zergs in late game. Do continue have fun getting stomped by 2 base hydras before gateways kick in or getting swarmed by the economy of fast 3 bases. Yes to stargate play with zealots tempo based play, but not stargate followed up with stalker based 6 gate timing.
Forgot to add: I haven't seen nestea lost a single game against stargate play, besides that 1 game against anypro where his OL scouted mass gateways and anypro canceled and go 2 stargates.
WinteRR
Profile Joined May 2011
Australia201 Posts
August 07 2011 05:27 GMT
#196
All these grandiose statements are flying everywhere.

One statistic that I'd absolutely love to see is MU win percentages @ specific points of time in a game.

I.E. T win % vs P @ 12:00 or less or P v Z win % @ 14mins or later etc etc. Although it's quite hard to produce, such specificity would give a greater depth to statistics in SC (because of how dynamic the variables are).
nt-rAven
Profile Joined February 2011
Canada405 Posts
Last Edited: 2011-08-07 05:38:51
August 07 2011 05:30 GMT
#197
what other races dont understand about toss is how expensive every thing is compare to zerg and terran, just check out the units its pretty rediculous the amount it costs and they arent as cost effective as they could be especially with stim, swarmed, losing a few units as terran and zerg not a bif deal, losing 1 unit as toss is make or break... you will never understand unless you play toss, when a 75/25 unit + 100/25 unit kills a 125/50 unit... and you other racesl are whining about how roachs lose to stalkers.. like really? reallly? yes we have forcefeilds but do you actually know what goes into that? 50/100 gas... not 75 gas... 100 gas... thats like no stalkers or no robo or cutting sentrys which is basicly the only way to survive since stalkers cant beat marauders or roachs 1v1 at a high level.... its not about micro macro its about what we have to spend on units and effeciency and preserving units with sheilds but its almost imposslbe most of the time to do that
get owned
Disquiet
Profile Joined January 2011
Australia628 Posts
August 07 2011 05:31 GMT
#198
The problem with the korean graph is the sample size is pretty small. theres only 300 games and out of that only ~100 will be pvts. when only 100 games are played individual player skill probably has a pretty big effect on the win%. If you look at international with a bigger sample size the rate is much closer to 50%. Theres still an advantage for terran but I don't think its severe as 38 - 62.
Dommk
Profile Joined May 2010
Australia4865 Posts
Last Edited: 2011-08-07 05:36:23
August 07 2011 05:33 GMT
#199
On August 07 2011 14:25 babysimba wrote:
lol at the number of toss whining at my post. Tell me where exactly in my post did i say playing toss is easier OVERALL. I'm quite sure i only mentioned toss players in general being weak in positional awareness currently due to reliance of their race mechanics, though there are exceptions like sage.

To those who think toss is having a slump now is due to how the race is weak, but not the low caliber of toss players instead, do tell me which players are actually close to MC. His unit control, more importantly his game understanding. Who else plant down 2 stargates on 3 and make a tech switch at that timing of the game. Who else plant down 3 robos late game and tech switch between colo and immortal+hts. Who else uses warp prism speed or phoenixes to deal with mech and upgrade observer speed to deal with cloaked ghosts.
Majority of toss players (including pros) just copy his builds blindly without understanding what he's doing. For example, look at the number of players doing stargate play in PvZ. They don't even realise half of MC's stargate wins are actually coming from behind in the late game. He does it because he knows stargate is immune to early aggression, and he's good enough to take any lesser zergs in late game. Do continue have fun getting stomped by 2 base hydras before gateways kick in or getting swarmed by the economy of fast 3 bases. Yes to stargate play with zealots tempo based play, but not stargate followed up with stalker based 6 gate timing.

Yes, because people like Puzzle, Naniwa, Sage, etc all have no idea what they are doing right? They all do Stargate openings, if you don't think they are trying to win then you have a screw lose. They out of everyone are the people who try the most to try win, so why always do an inferior strategy over and over if apparently it is terrible?

Koreans aren't idiots, they live in team houses with fellow team mates of every race, it is not like they are completely oblivious, there are reasons for doing what they do. Stop acting as if you have this grand knowledge of how Protoss works that some how these people haven't figured out

Comparing regular Protoss players to MC is like comparing people like Curious to NesTea. But even then, being as good as MC doesn't mean he can't lose long macro games to mediocre Zergs like he did in the GSTL
babysimba
Profile Joined November 2010
10466 Posts
August 07 2011 05:37 GMT
#200
On August 07 2011 14:33 Dommk wrote:
Show nested quote +
On August 07 2011 14:25 babysimba wrote:
lol at the number of toss whining at my post. Tell me where exactly in my post did i say playing toss is easier OVERALL. I'm quite sure i only mentioned toss players in general being weak in positional awareness currently due to reliance of their race mechanics, though there are exceptions like sage.

To those who think toss is having a slump now is due to how the race is weak, but not the low caliber of toss players instead, do tell me which players are actually close to MC. His unit control, more importantly his game understanding. Who else plant down 2 stargates on 3 and make a tech switch at that timing of the game. Who else plant down 3 robos late game and tech switch between colo and immortal+hts. Who else uses warp prism speed or phoenixes to deal with mech and upgrade observer speed to deal with cloaked ghosts.
Majority of toss players (including pros) just copy his builds blindly without understanding what he's doing. For example, look at the number of players doing stargate play in PvZ. They don't even realise half of MC's stargate wins are actually coming from behind in the late game. He does it because he knows stargate is immune to early aggression, and he's good enough to take any lesser zergs in late game. Do continue have fun getting stomped by 2 base hydras before gateways kick in or getting swarmed by the economy of fast 3 bases. Yes to stargate play with zealots tempo based play, but not stargate followed up with stalker based 6 gate timing.

Yes, because people like Puzzle, Naniwa, Sage, etc all have no idea what they are doing right? They all do Stargate openings, if you don't think they are trying to win then you have a screw lose. They out of everyone are the people who try the most to try win, so why always do an inferior strategy over and over if apparently it is terrible?

Koreans aren't idiots, they live in team houses with fellow team mates of every race, it is not like they are completely oblivious, there are reasons for doing what they do. Stop acting as if you have this grand knowledge of how Protoss works that some how these people haven't figured out

Comparing regular Protoss players to MC is like comparing people like Curious to NesTea. But even then, being as good as MC doesn't mean he can't lose to mediocre Zergs like in the GSTL


Wrong examples to put out. Puzzle and naniwa weakest matchups are PvZ. Puzzle has personally admitted on his stream.
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