• Log InLog In
  • Register
Liquid`
Team Liquid Liquipedia
EST 00:22
CET 06:22
KST 14:22
  • 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
RSL Revival - 2025 Season Finals Preview8RSL Season 3 - Playoffs Preview0RSL Season 3 - RO16 Groups C & D Preview0RSL Season 3 - RO16 Groups A & B Preview2TL.net Map Contest #21: Winners12
Community News
SC2 All-Star Invitational: Jan 17-1818Weekly Cups (Dec 22-28): Classic & MaxPax win, Percival surprises2Weekly Cups (Dec 15-21): Classic wins big, MaxPax & Clem take weeklies3ComeBackTV's documentary on Byun's Career !11Weekly Cups (Dec 8-14): MaxPax, Clem, Cure win4
StarCraft 2
General
SC2 All-Star Invitational: Jan 17-18 Weekly Cups (Dec 22-28): Classic & MaxPax win, Percival surprises Chinese SC2 server to reopen; live all-star event in Hangzhou Starcraft 2 Zerg Coach ComeBackTV's documentary on Byun's Career !
Tourneys
OSC Season 13 World Championship WardiTV Mondays $5,000+ WardiTV 2025 Championship $100 Prize Pool - Winter Warp Gate Masters Showdow Sparkling Tuna Cup - Weekly Open Tournament
Strategy
Custom Maps
Map Editor closed ?
External Content
Mutation # 506 Warp Zone Mutation # 505 Rise From Ashes Mutation # 504 Retribution Mutation # 503 Fowl Play
Brood War
General
I would like to say something about StarCraft A cwal.gg Extension - Easily keep track of anyone BGH Auto Balance -> http://bghmmr.eu/ (UMS) SWITCHEROO *New* /Destination Edit/ What monitor do you use for playing Remastered?
Tourneys
[BSL21] Non-Korean Championship - Starts Jan 10 [Megathread] Daily Proleagues [BSL21] Grand Finals - Sunday 21:00 CET SLON Grand Finals – Season 2
Strategy
Current Meta [G] How to get started on ladder as a new Z player Fighting Spirit mining rates Simple Questions, Simple Answers
Other Games
General Games
General RTS Discussion Thread Nintendo Switch Thread Awesome Games Done Quick 2026! Stormgate/Frost Giant Megathread Mechabellum
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
Deck construction bug Heroes of StarCraft mini-set
TL Mafia
Vanilla Mini Mafia Mafia Game Mode Feedback/Ideas Survivor II: The Amazon Sengoku Mafia
Community
General
US Politics Mega-thread Russo-Ukrainian War Thread Canadian Politics Mega-thread The Games Industry And ATVI 12 Days of Starcraft
Fan Clubs
White-Ra Fan Club
Media & Entertainment
Anime Discussion Thread [Manga] One Piece
Sports
2024 - 2026 Football Thread Formula 1 Discussion
World Cup 2022
Tech Support
Computer Build, Upgrade & Buying Resource Thread
TL Community
The Automated Ban List TL+ Announced
Blogs
National Diversity: A Challe…
TrAiDoS
I decided to write a webnov…
DjKniteX
James Bond movies ranking - pa…
Topin
StarCraft improvement
iopq
Customize Sidebar...

Website Feedback

Closed Threads



Active: 932 users

Designated Balance Discussion Thread - Page 1117

Forum Index > SC2 General
Post a Reply
Prev 1 1115 1116 1117 1118 1119 1266 Next
DepressedOne
Profile Blog Joined September 2014
United States190 Posts
Last Edited: 2014-09-29 15:14:06
September 29 2014 15:13 GMT
#22321
Mass ravens is pretty powerful. I think ravens/siege tanks/hellions/ghosts can defeat any protoss army. Ravens and vikings are more ideal for tempests. It'd be hard to make the transition but I think it's feasible.
Me sad.
FFW_Rude
Profile Blog Joined November 2010
France10201 Posts
Last Edited: 2014-09-29 15:15:49
September 29 2014 15:15 GMT
#22322
On September 29 2014 23:56 SC2Toastie wrote:
Show nested quote +
On September 29 2014 21:35 _Epi_ wrote:
On September 29 2014 21:29 TokO wrote:
On September 29 2014 07:23 daboss9635 wrote:
Hey guys it's me daboss here, and I was wondering. Do you guys think that it would be a beneficial if forcefields would be destroyed if casted on an enemy building?


It kind of violates the equal rule-set rule that Blizz have in SC2. In this case that a "neutral" spell would work differently on enemy and friendly buildings.


Well that rule does not apply everywhere from what i know.
Just think about collossus and tanks applying splash damage to friend units and enemy units.

Collosi don't have friendly splash.

Splash with Friendly Fire;
T: Sieged Tanks, EMP, Nuke, Seeker Missile, Widow Mines
P: Psionic Storm
Z: Blinding Cloud

Splash without Friendly Fire:
T: Hellions, Hellbats, Thor Aerial Attack
P: Archon, Collosi
Z: Banelings (That'd be fun ), Fungal, Ultralisk, Mutalisk Bounce

I think I got them all now.


In WoL there was a custom game where it was basicly the exact same thing as a normal game but banelings did do friendly fire. I played a ton of ZvZ on that map (duh of course because it was only meant for that). It was really fun. That was really micro intensive (and really too hard). You would get a huge bane explosion only to hit one ling of the other guy with your whole army around it a few seconds later and you were suddenly the dead guy.

was fun :p
#1 KT Rolster fanboy. KT BEST KT ! Hail to KT playoffs Zergs ! Unofficial french translator for SlayerS_`Boxer` biography "Crazy as me".
DinoMight
Profile Blog Joined June 2012
United States3725 Posts
Last Edited: 2014-09-29 15:22:54
September 29 2014 15:20 GMT
#22323
On September 30 2014 00:13 DepressedOne wrote:
Mass ravens is pretty powerful. I think ravens/siege tanks/hellions/ghosts can defeat any protoss army. Ravens and vikings are more ideal for tempests. It'd be hard to make the transition but I think it's feasible.


I agree with this. I think max/close to max Terran mech + ghosts is actually unbeatable if the Terran controls correctly.

The problem is there is a stage in the game where Terran doesn't have enough stuff to expand more (high infrastructure cost, low mobility of units is a factor) but will just get out macrod if he turtles.

The best way to test this is to just go into a unit editor and MAKE a max Terran mech army + Ghosts. It's unkillable.

I think if they want to make mech viable vs Protoss they need to give Terran something to make securing the 3rd and 4th bases easier.

Currently the way I beat mech on the ladder when I face it is just scouting it in time and double expanding immediately while going HT/Tempests because I know that I have a window of time where I can do anything I want.
"Wtf I come back and find myself in camp DinoMight all of a sudden, feels weird man." -Wombat_NI
Clonester
Profile Joined August 2014
Germany2808 Posts
September 29 2014 15:49 GMT
#22324
On September 30 2014 00:20 DinoMight wrote:
Show nested quote +
On September 30 2014 00:13 DepressedOne wrote:
Mass ravens is pretty powerful. I think ravens/siege tanks/hellions/ghosts can defeat any protoss army. Ravens and vikings are more ideal for tempests. It'd be hard to make the transition but I think it's feasible.


I agree with this. I think max/close to max Terran mech + ghosts is actually unbeatable if the Terran controls correctly.

The problem is there is a stage in the game where Terran doesn't have enough stuff to expand more (high infrastructure cost, low mobility of units is a factor) but will just get out macrod if he turtles.

The best way to test this is to just go into a unit editor and MAKE a max Terran mech army + Ghosts. It's unkillable.

I think if they want to make mech viable vs Protoss they need to give Terran something to make securing the 3rd and 4th bases easier.

Currently the way I beat mech on the ladder when I face it is just scouting it in time and double expanding immediately while going HT/Tempests because I know that I have a window of time where I can do anything I want.


I dont think this strats works out in Masters or GM. The Terran Mech, Ghost + Raven army is very very immobile. Yeah it is possible, when the Protoss does not hit all feedbacks, he gets crushed. But SC II is not just about 2 giant Armys clashing. The Protoss will be able to play around the Terran army and maybe forcing a basetrade. Warp Prism play will destroy the terran, he will bleed out without a final clash. It is true, this potential army ( when you are able to do the transition ) is extremly potential and maybe work on the smallest maps. But as soon as the map is a bit bigger or the protoss skills are high, no matter of the terran skills, the protoss gerilliawar will destroy the terran slowly but steady.
Bomber, Attacker, DD, SOMEBODY, NiKo, Nex, Spidii
DinoMight
Profile Blog Joined June 2012
United States3725 Posts
Last Edited: 2014-09-29 15:53:49
September 29 2014 15:52 GMT
#22325
On September 30 2014 00:49 Clonester wrote:
Show nested quote +
On September 30 2014 00:20 DinoMight wrote:
On September 30 2014 00:13 DepressedOne wrote:
Mass ravens is pretty powerful. I think ravens/siege tanks/hellions/ghosts can defeat any protoss army. Ravens and vikings are more ideal for tempests. It'd be hard to make the transition but I think it's feasible.


I agree with this. I think max/close to max Terran mech + ghosts is actually unbeatable if the Terran controls correctly.

The problem is there is a stage in the game where Terran doesn't have enough stuff to expand more (high infrastructure cost, low mobility of units is a factor) but will just get out macrod if he turtles.

The best way to test this is to just go into a unit editor and MAKE a max Terran mech army + Ghosts. It's unkillable.

I think if they want to make mech viable vs Protoss they need to give Terran something to make securing the 3rd and 4th bases easier.

Currently the way I beat mech on the ladder when I face it is just scouting it in time and double expanding immediately while going HT/Tempests because I know that I have a window of time where I can do anything I want.


I dont think this strats works out in Masters or GM. The Terran Mech, Ghost + Raven army is very very immobile. Yeah it is possible, when the Protoss does not hit all feedbacks, he gets crushed. But SC II is not just about 2 giant Armys clashing. The Protoss will be able to play around the Terran army and maybe forcing a basetrade. Warp Prism play will destroy the terran, he will bleed out without a final clash. It is true, this potential army ( when you are able to do the transition ) is extremly potential and maybe work on the smallest maps. But as soon as the map is a bit bigger or the protoss skills are high, no matter of the terran skills, the protoss gerilliawar will destroy the terran slowly but steady.


The only reason this happens is because the Terran goes into the mid/late game with an econ disadvantage, because if he tries to expand early he dies but if he doesn't the Protoss can out econ him.

Planetary fortresses and missile turrets are very strong at shutting down the kind of harass you're talking about. And the Protoss units that are good at dealing with this type of Mech army are also big and slow (Carriers, Tempests, High Templar).

"Wtf I come back and find myself in camp DinoMight all of a sudden, feels weird man." -Wombat_NI
PanzerElite
Profile Joined May 2012
540 Posts
Last Edited: 2014-09-29 16:27:47
September 29 2014 16:24 GMT
#22326
Ghosts become useless at a certain stage, supply is better spend into hellions (to kill templars) and ravens. (the only decent lategame unit) And the only way to get there is to turtle like hardcore behind a million turrets. @ Clonester you can get into gm by only defending and mining your half of the map if you preserve your vespene gas units by getting a ravencloud for pdds and seekers.
DinoMight
Profile Blog Joined June 2012
United States3725 Posts
Last Edited: 2014-09-29 16:31:41
September 29 2014 16:30 GMT
#22327
On September 30 2014 01:24 PanzerElite wrote:
Ghosts become useless at a certain stage, supply is better spend into hellions (to kill templars) and ravens. (the only decent lategame unit) And the only way to get there is to turtle like hardcore behind a million turrets. @ Clonester you can get into gm by only defending and mining your half of the map if you preserve your vespene gas units by getting a ravencloud for pdds and seekers.


I don't see how u can play against Carrier / HT without Ghosts. Especially when P uses an Oracle for Revelation on your Ravens. He can see them coming a mile away.
"Wtf I come back and find myself in camp DinoMight all of a sudden, feels weird man." -Wombat_NI
PanzerElite
Profile Joined May 2012
540 Posts
Last Edited: 2014-09-29 16:48:13
September 29 2014 16:38 GMT
#22328
On September 30 2014 01:30 DinoMight wrote:
Show nested quote +
On September 30 2014 01:24 PanzerElite wrote:
Ghosts become useless at a certain stage, supply is better spend into hellions (to kill templars) and ravens. (the only decent lategame unit) And the only way to get there is to turtle like hardcore behind a million turrets. @ Clonester you can get into gm by only defending and mining your half of the map if you preserve your vespene gas units by getting a ravencloud for pdds and seekers.


I don't see how u can play against Carrier / HT without Ghosts. Especially when P uses an Oracle for Revelation on your Ravens. He can see them coming a mile away.


You roast all ht by sending in 10+ bf hellions and ravens don't die to feedback since you cast seekers and pdds before you get feedbacked. Or ht are zoned out by tanks over which your raven viking fleet is parked. As long as you build enough pfs and turrets and survive the earlygame bs protoss can't engage into you army anymore after you've build around 30 ravens.

Sees it coming? If you like mech and hate losing you let protoss engage into you and thanks to ravens you should be able preserve more vespene gas units. Whoever runs out of gas first loses.
TheDwf
Profile Joined November 2011
France19747 Posts
Last Edited: 2014-09-29 16:54:20
September 29 2014 16:51 GMT
#22329
On September 30 2014 00:13 DepressedOne wrote:
Mass ravens is pretty powerful. I think ravens/siege tanks/hellions/ghosts can defeat any protoss army. Ravens and vikings are more ideal for tempests. It'd be hard to make the transition but I think it's feasible.

Carriers/Colossi/Storm would thrash that so easily...
DinoMight
Profile Blog Joined June 2012
United States3725 Posts
Last Edited: 2014-09-29 17:00:44
September 29 2014 16:58 GMT
#22330
On September 30 2014 01:51 TheDwf wrote:
Show nested quote +
On September 30 2014 00:13 DepressedOne wrote:
Mass ravens is pretty powerful. I think ravens/siege tanks/hellions/ghosts can defeat any protoss army. Ravens and vikings are more ideal for tempests. It'd be hard to make the transition but I think it's feasible.

Carriers/Colossi/Storm would thrash that so easily...


How many times have you played this? I know that at your level it may not happen much, because Protoss players are better and they can shut it down early before it gets out of hand. But I actually know a couple of guys who mech a lot at a high Diamond level. Because the people they play against are not as good at either shutting down the T's economy early or expanding aggressively to compensate, they allow T to max on this composition.

Like I said previously I'm not saying this is super viable at a pro level. But if the Protoss lets the Terran GET to this army (or if they scout poorly and don't make the right units, ala Classic vs Bbyong in SPL) it can be very very strong.

A unit tester will show you this. A good mix of Tanks, Hellbats, Vikings and Ravens is really really strong (though I think you need Ghosts to make it ideal).
"Wtf I come back and find myself in camp DinoMight all of a sudden, feels weird man." -Wombat_NI
SC2Toastie
Profile Blog Joined October 2013
Netherlands5725 Posts
September 29 2014 17:08 GMT
#22331
On September 30 2014 00:01 DinoMight wrote:
Show nested quote +
On September 29 2014 23:56 SC2Toastie wrote:
On September 29 2014 21:35 _Epi_ wrote:
On September 29 2014 21:29 TokO wrote:
On September 29 2014 07:23 daboss9635 wrote:
Hey guys it's me daboss here, and I was wondering. Do you guys think that it would be a beneficial if forcefields would be destroyed if casted on an enemy building?


It kind of violates the equal rule-set rule that Blizz have in SC2. In this case that a "neutral" spell would work differently on enemy and friendly buildings.


Well that rule does not apply everywhere from what i know.
Just think about collossus and tanks applying splash damage to friend units and enemy units.

Collosi don't have friendly splash.

Splash with Friendly Fire;
T: Sieged Tanks, EMP, Nuke, Seeker Missile, Widow Mines
P: Psionic Storm
Z: Blinding Cloud

Splash without Friendly Fire:
T: Hellions, Hellbats, Thor Aerial Attack
P: Archon, Collosi
Z: Banelings (That'd be fun ), Fungal, Ultralisk, Mutalisk Bounce

I think I got them all now.


Banelings with friendly splash would be unusable. Colossus can't have friendly fire because friendly Zealots (melee) would melt instantly. Tanks can have friendly fire because Marines are ranged).

I think it's just good game design.

I don't see what provoked your response, but I'll try to make it somewhat interesting of a discussion. I really, really like the concept of friendly fire on splash because it forces positioning and micro and allows for comebacks with gimmicky moves.

Banelings with splash would obviously not work, lol.
However the Collosus argument, I agree less with. Yes, Zealots are melee. So what? The same argument could be made for Psionic Storm. Especially the Arc splash damage a collosus deals makes it more of a candidate for Friendly Fire than the Psi Storm, in my opinion. Tanks and Mines can have Friendly Fire because Marines are ranged. Ok. An endgame army is not going to consist of mass zealot either, so I don't see why you use Zealots here as an example. Also, the things the Tanks are going to be shooting are standing next to the marines, usually.

Whatevers, I agree the current way it is designed is excellent, just trying to get some discussion on the topic of Friendly Fire
Mura Ma Man, Dark Da Dude, Super Shot Sos!
SC2Toastie
Profile Blog Joined October 2013
Netherlands5725 Posts
September 29 2014 17:10 GMT
#22332
On September 30 2014 01:58 DinoMight wrote:
Show nested quote +
On September 30 2014 01:51 TheDwf wrote:
On September 30 2014 00:13 DepressedOne wrote:
Mass ravens is pretty powerful. I think ravens/siege tanks/hellions/ghosts can defeat any protoss army. Ravens and vikings are more ideal for tempests. It'd be hard to make the transition but I think it's feasible.

Carriers/Colossi/Storm would thrash that so easily...


How many times have you played this? I know that at your level it may not happen much, because Protoss players are better and they can shut it down early before it gets out of hand. But I actually know a couple of guys who mech a lot at a high Diamond level. Because the people they play against are not as good at either shutting down the T's economy early or expanding aggressively to compensate, they allow T to max on this composition.

Like I said previously I'm not saying this is super viable at a pro level. But if the Protoss lets the Terran GET to this army (or if they scout poorly and don't make the right units, ala Classic vs Bbyong in SPL) it can be very very strong.

A unit tester will show you this. A good mix of Tanks, Hellbats, Vikings and Ravens is really really strong (though I think you need Ghosts to make it ideal).

Because of the Tanks and Ravens it is also a very defensive composition that really can't attack or expand. At a higher level, Protosses just abuse that and wreck you with their Anti Mech options. The fact that it works in high diamond means nothing, the fact they never see mech gives you high chances to win already. Very high masters is where people start getting a grasp of the game, where they don't copy build orders but can adjust on the fly.
Mura Ma Man, Dark Da Dude, Super Shot Sos!
Big J
Profile Joined March 2011
Austria16289 Posts
September 29 2014 17:15 GMT
#22333
On September 30 2014 00:20 DinoMight wrote:
Show nested quote +
On September 30 2014 00:13 DepressedOne wrote:
Mass ravens is pretty powerful. I think ravens/siege tanks/hellions/ghosts can defeat any protoss army. Ravens and vikings are more ideal for tempests. It'd be hard to make the transition but I think it's feasible.


I agree with this. I think max/close to max Terran mech + ghosts is actually unbeatable if the Terran controls correctly.

The problem is there is a stage in the game where Terran doesn't have enough stuff to expand more (high infrastructure cost, low mobility of units is a factor) but will just get out macrod if he turtles.

The best way to test this is to just go into a unit editor and MAKE a max Terran mech army + Ghosts. It's unkillable.

I think if they want to make mech viable vs Protoss they need to give Terran something to make securing the 3rd and 4th bases easier.

Currently the way I beat mech on the ladder when I face it is just scouting it in time and double expanding immediately while going HT/Tempests because I know that I have a window of time where I can do anything I want.


Against what Protoss unit composition did you test this?
Clonester
Profile Joined August 2014
Germany2808 Posts
September 29 2014 17:30 GMT
#22334
Planetary Fortress stops Mass Zelots Warp ins? lol. Like a Nexus cannon, when it i fights only against units without support, its just a 1500 HP Cannon. 12 3/0/3 Zelots crush them fast. And your production is never protected by a PF.
A Mech Terran dies at his stretched hand when he moves out with his slow bobs. It just does not work or we would see it.
Mech being extremly unstable against Protoss of the same lvl is common between all pros and you rarely see it anywhere. Maybe you got your unbeatable Mechball, but you still lose the game.
Bomber, Attacker, DD, SOMEBODY, NiKo, Nex, Spidii
DinoMight
Profile Blog Joined June 2012
United States3725 Posts
Last Edited: 2014-09-29 17:37:13
September 29 2014 17:36 GMT
#22335
On September 30 2014 02:08 SC2Toastie wrote:
However the Collosus argument, I agree less with. Yes, Zealots are melee. So what? The same argument could be made for Psionic Storm. Especially the Arc splash damage a collosus deals makes it more of a candidate for Friendly Fire than the Psi Storm, in my opinion. Tanks and Mines can have Friendly Fire because Marines are ranged. Ok. An endgame army is not going to consist of mass zealot either, so I don't see why you use Zealots here as an example. Also, the things the Tanks are going to be shooting are standing next to the marines, usually.


Well the problem with Colossi having friendly fire is that they will just roast all the Zealots, who need to be attacking at melee range. Storm is targeted. So while it does have friendly splash, you can select where to put it. Also, you usually want to use Storm when they're attacking to you and you're moving your army away, not when they're running away from you. The Colossi will shoot the first thing that comes within range (which is what the Zealots will also attack) therefore guaranteeing maximum splash damage on all your Zealots all the time.

Generally, you don't want to attack into siege tanks. Marines are melee meaning that if they're managed correctly they shouldn't be on top of the units they're fighting (and thereofre in splash damage range).


As for what Protoss composition I've used against this mech style? I've tried pretty much everything as one of my friends plays it. The most success I've had is just massing Carrier / HT / Tempests / Immortals with some Blink Stalkers and an Oracle for Revelation. But he doesn't use hotkeys or make Ghosts... I've played against Raven/Hellbat/Viking/Thor/Tank/Ghost styles on the ladder and had my ass handed to me by guys who were going 70% TvP...

Like I said it may not be super High M/GM viable because of the economics required, but if you can GET to this composition it's extremely strong.
"Wtf I come back and find myself in camp DinoMight all of a sudden, feels weird man." -Wombat_NI
Big J
Profile Joined March 2011
Austria16289 Posts
September 29 2014 17:42 GMT
#22336
As for what Protoss composition I've used against this mech style? I've tried pretty much everything as one of my friends plays it. The most success I've had is just massing Carrier / HT / Tempests / Immortals with some Blink Stalkers and an Oracle for Revelation. But he doesn't use hotkeys or make Ghosts... I've played against Raven/Hellbat/Viking/Thor/Tank/Ghost styles on the ladder and had my ass handed to me by guys who were going 70% TvP...

Like I said it may not be super High M/GM viable because of the economics required, but if you can GET to this composition it's extremely strong.Like I said it may not be super High M/GM viable because of the economics required, but if you can GET to this composition it's extremely strong.


Well, I'm asking because I have played this style at said level. And I think its basically impossible to beat a Protoss that feedbacks fast. I believe it is just a question of mechanical skill. Once you hit a player is good enough to feedback 4ravens in half a second, that composition has no chance anymore and there is nothing you can do about, unless you fuck up and attack into the Terran.
DinoMight
Profile Blog Joined June 2012
United States3725 Posts
Last Edited: 2014-09-29 17:50:24
September 29 2014 17:49 GMT
#22337
On September 30 2014 02:42 Big J wrote:
Show nested quote +
As for what Protoss composition I've used against this mech style? I've tried pretty much everything as one of my friends plays it. The most success I've had is just massing Carrier / HT / Tempests / Immortals with some Blink Stalkers and an Oracle for Revelation. But he doesn't use hotkeys or make Ghosts... I've played against Raven/Hellbat/Viking/Thor/Tank/Ghost styles on the ladder and had my ass handed to me by guys who were going 70% TvP...

Like I said it may not be super High M/GM viable because of the economics required, but if you can GET to this composition it's extremely strong.Like I said it may not be super High M/GM viable because of the economics required, but if you can GET to this composition it's extremely strong.


Well, I'm asking because I have played this style at said level. And I think its basically impossible to beat a Protoss that feedbacks fast. I believe it is just a question of mechanical skill. Once you hit a player is good enough to feedback 4ravens in half a second, that composition has no chance anymore and there is nothing you can do about, unless you fuck up and attack into the Terran.


In my experience Raven/Viking constantly killing observers makes it extremely hard to not get EMPd. Once the EMPs are landed then I get seeker missiled like 10 times and after that my whole army's fucked.

These kinds of games are a lot of fun though. Terran will be playing Siege Tank, Hellbat, Raven, Viking, Thor, Ghost and I'll be going Blink Stalkers, HT, Obs, Oracle, Tempest,Carrier Immortal... neither army can 1A the other one and it all comes down to unit control. Every single unit needs to be microed. Super fun.

EDIT - and we get to make the fun units we don't otherwise get to make!
"Wtf I come back and find myself in camp DinoMight all of a sudden, feels weird man." -Wombat_NI
SC2Toastie
Profile Blog Joined October 2013
Netherlands5725 Posts
September 29 2014 18:29 GMT
#22338
On September 30 2014 02:49 DinoMight wrote:
Show nested quote +
On September 30 2014 02:42 Big J wrote:
As for what Protoss composition I've used against this mech style? I've tried pretty much everything as one of my friends plays it. The most success I've had is just massing Carrier / HT / Tempests / Immortals with some Blink Stalkers and an Oracle for Revelation. But he doesn't use hotkeys or make Ghosts... I've played against Raven/Hellbat/Viking/Thor/Tank/Ghost styles on the ladder and had my ass handed to me by guys who were going 70% TvP...

Like I said it may not be super High M/GM viable because of the economics required, but if you can GET to this composition it's extremely strong.Like I said it may not be super High M/GM viable because of the economics required, but if you can GET to this composition it's extremely strong.


Well, I'm asking because I have played this style at said level. And I think its basically impossible to beat a Protoss that feedbacks fast. I believe it is just a question of mechanical skill. Once you hit a player is good enough to feedback 4ravens in half a second, that composition has no chance anymore and there is nothing you can do about, unless you fuck up and attack into the Terran.


In my experience Raven/Viking constantly killing observers makes it extremely hard to not get EMPd. Once the EMPs are landed then I get seeker missiled like 10 times and after that my whole army's fucked.

These kinds of games are a lot of fun though. Terran will be playing Siege Tank, Hellbat, Raven, Viking, Thor, Ghost and I'll be going Blink Stalkers, HT, Obs, Oracle, Tempest,Carrier Immortal... neither army can 1A the other one and it all comes down to unit control. Every single unit needs to be microed. Super fun.

EDIT - and we get to make the fun units we don't otherwise get to make!

The compositions are and engagements are a ton of fun, yes!

Remember, a pylon with 2 cannons and a templar at random places on the maps is very dangerous to the Terran. The Storm deals huge damage, energy units can get sniped, cloak doesn't work anymore, flying units tend to yolo into them, etcetera. Those little defensive outposts are soo valuable..!
Mura Ma Man, Dark Da Dude, Super Shot Sos!
Big J
Profile Joined March 2011
Austria16289 Posts
Last Edited: 2014-09-29 18:33:33
September 29 2014 18:32 GMT
#22339
On September 30 2014 02:49 DinoMight wrote:
Show nested quote +
On September 30 2014 02:42 Big J wrote:
As for what Protoss composition I've used against this mech style? I've tried pretty much everything as one of my friends plays it. The most success I've had is just massing Carrier / HT / Tempests / Immortals with some Blink Stalkers and an Oracle for Revelation. But he doesn't use hotkeys or make Ghosts... I've played against Raven/Hellbat/Viking/Thor/Tank/Ghost styles on the ladder and had my ass handed to me by guys who were going 70% TvP...

Like I said it may not be super High M/GM viable because of the economics required, but if you can GET to this composition it's extremely strong.Like I said it may not be super High M/GM viable because of the economics required, but if you can GET to this composition it's extremely strong.


Well, I'm asking because I have played this style at said level. And I think its basically impossible to beat a Protoss that feedbacks fast. I believe it is just a question of mechanical skill. Once you hit a player is good enough to feedback 4ravens in half a second, that composition has no chance anymore and there is nothing you can do about, unless you fuck up and attack into the Terran.


In my experience Raven/Viking constantly killing observers makes it extremely hard to not get EMPd. Once the EMPs are landed then I get seeker missiled like 10 times and after that my whole army's fucked.

These kinds of games are a lot of fun though. Terran will be playing Siege Tank, Hellbat, Raven, Viking, Thor, Ghost and I'll be going Blink Stalkers, HT, Obs, Oracle, Tempest,Carrier Immortal... neither army can 1A the other one and it all comes down to unit control. Every single unit needs to be microed. Super fun.

EDIT - and we get to make the fun units we don't otherwise get to make!


Yeah, but I think this is quite solveable by building canons. In that scenario, the Terran army has to stay together and inside of PDDs, while the Protoss through warp ins has full mapcontrol and can establish any position he wants.
So what you do is, you build a ton of canons 25range (making up a number, but to get a rough feeling) from where you want to attack. So you always have detection around there. And you keep on going forward and backward with Tempests. It takes 20mins, but then Ravens are out of energy and it's checkmate. Since Tempests outrun HSM, you will never ever get hit, only by vikings. But anytime the vikings shoot, the carriers release their interceptors as well and shred them. Not to mention that just that juggling will eventually kill the vikings through Tempest shots. There are just so many PDDs that do actually protect them when they fight at the edge. And if the Terran places too many PDDs at one location, you switch angle and get closer to your goal (which is making the ravens run out of energy) much faster.
DinoMight
Profile Blog Joined June 2012
United States3725 Posts
Last Edited: 2014-09-29 18:48:12
September 29 2014 18:43 GMT
#22340
On September 30 2014 03:32 Big J wrote:
Show nested quote +
On September 30 2014 02:49 DinoMight wrote:
On September 30 2014 02:42 Big J wrote:
As for what Protoss composition I've used against this mech style? I've tried pretty much everything as one of my friends plays it. The most success I've had is just massing Carrier / HT / Tempests / Immortals with some Blink Stalkers and an Oracle for Revelation. But he doesn't use hotkeys or make Ghosts... I've played against Raven/Hellbat/Viking/Thor/Tank/Ghost styles on the ladder and had my ass handed to me by guys who were going 70% TvP...

Like I said it may not be super High M/GM viable because of the economics required, but if you can GET to this composition it's extremely strong.Like I said it may not be super High M/GM viable because of the economics required, but if you can GET to this composition it's extremely strong.


Well, I'm asking because I have played this style at said level. And I think its basically impossible to beat a Protoss that feedbacks fast. I believe it is just a question of mechanical skill. Once you hit a player is good enough to feedback 4ravens in half a second, that composition has no chance anymore and there is nothing you can do about, unless you fuck up and attack into the Terran.


In my experience Raven/Viking constantly killing observers makes it extremely hard to not get EMPd. Once the EMPs are landed then I get seeker missiled like 10 times and after that my whole army's fucked.

These kinds of games are a lot of fun though. Terran will be playing Siege Tank, Hellbat, Raven, Viking, Thor, Ghost and I'll be going Blink Stalkers, HT, Obs, Oracle, Tempest,Carrier Immortal... neither army can 1A the other one and it all comes down to unit control. Every single unit needs to be microed. Super fun.

Seriously, without super OP bio units or IMMortals, Terran could get up the economy necessary to play this style without getting busted by a bunch of Immortals. And Protoss would a lof of possibilities available to them instead of rushing to splash damage ASAP.

EDIT - and we get to make the fun units we don't otherwise get to make!


Yeah, but I think this is quite solveable by building canons. In that scenario, the Terran army has to stay together and inside of PDDs, while the Protoss through warp ins has full mapcontrol and can establish any position he wants.
So what you do is, you build a ton of canons 25range (making up a number, but to get a rough feeling) from where you want to attack. So you always have detection around there. And you keep on going forward and backward with Tempests. It takes 20mins, but then Ravens are out of energy and it's checkmate. Since Tempests outrun HSM, you will never ever get hit, only by vikings. But anytime the vikings shoot, the carriers release their interceptors as well and shred them. Not to mention that just that juggling will eventually kill the vikings through Tempest shots. There are just so many PDDs that do actually protect them when they fight at the edge. And if the Terran places too many PDDs at one location, you switch angle and get closer to your goal (which is making the ravens run out of energy) much faster.


True cannons are good (I make them). But Tanks have 13 range as well. So tanks can hit the cannons. Tempests can hit the tanks but then Vikings / PDD can hit the Tempests, meaning that the HT need to wander into Tank/EMP range in order to cast spells.

So it's really a dance. I feel like whoever has better unit control and positioning wins. If they just got rid of bio and immortals, I would play this style all day! It's so fun. And it's nice to have all these big expensive units that aren't easy to replenish duking it out. Looks pretty.
"Wtf I come back and find myself in camp DinoMight all of a sudden, feels weird man." -Wombat_NI
Prev 1 1115 1116 1117 1118 1119 1266 Next
Please log in or register to reply.
Live Events Refresh
Next event in 7h 38m
[ Submit Event ]
Live Streams
Refresh
StarCraft 2
RuFF_SC2 240
Ketroc 49
StarCraft: Brood War
Leta 422
Snow 130
Shuttle 116
ZergMaN 102
Noble 25
Bale 18
Icarus 8
Dota 2
NeuroSwarm101
League of Legends
JimRising 783
C9.Mang0528
Counter-Strike
summit1g8169
m0e_tv450
minikerr34
Heroes of the Storm
Khaldor123
Organizations
Other Games
BasetradeTV72
StarCraft 2
Blizzard YouTube
StarCraft: Brood War
BSLTrovo
sctven
[ Show 20 non-featured ]
StarCraft 2
• Berry_CruncH232
• Hupsaiya 92
• practicex 26
• Kozan
• LaughNgamezSOOP
• sooper7s
• AfreecaTV YouTube
• intothetv
• Migwel
• IndyKCrew
StarCraft: Brood War
• RayReign 152
• HerbMon 14
• STPLYoutube
• ZZZeroYoutube
• BSLYoutube
Dota 2
• masondota22312
League of Legends
• Lourlo819
• Stunt377
Other Games
• Scarra1984
• Shiphtur163
Upcoming Events
OSC
7h 38m
Korean StarCraft League
21h 38m
OSC
1d 6h
IPSL
1d 8h
Dewalt vs Bonyth
OSC
1d 12h
OSC
2 days
uThermal 2v2 Circuit
2 days
Replay Cast
3 days
Patches Events
3 days
Liquipedia Results

Completed

C-Race Season 1
WardiTV 2025
META Madness #9

Ongoing

IPSL Winter 2025-26
BSL Season 21
Slon Tour Season 2
CSL Season 19: Qualifier 2
Escore Tournament S1: W2
eXTREMESLAND 2025
SL Budapest Major 2025
ESL Impact League Season 8
BLAST Rivals Fall 2025
IEM Chengdu 2025
PGL Masters Bucharest 2025

Upcoming

CSL 2025 WINTER (S19)
Escore Tournament S1: W3
BSL 21 Non-Korean Championship
Acropolis #4
IPSL Spring 2026
Bellum Gens Elite Stara Zagora 2026
HSC XXVIII
Thunderfire SC2 All-star 2025
Big Gabe Cup #3
OSC Championship Season 13
Nations Cup 2026
Underdog Cup #3
NA Kuram Kup
ESL Pro League Season 23
ESL Pro League Season 23
PGL Cluj-Napoca 2026
IEM Kraków 2026
BLAST Bounty Winter 2026
BLAST Bounty Winter 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 © 2026 TLnet. All Rights Reserved.