• Log InLog In
  • Register
Liquid`
Team Liquid Liquipedia
EDT 08:28
CEST 14:28
KST 21:28
  • 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
Team TLMC #5 - Finalists & Open Tournaments0[ASL20] Ro16 Preview Pt2: Turbulence2Classic Games #3: Rogue vs Serral at BlizzCon9[ASL20] Ro16 Preview Pt1: Ascent10Maestros of the Game: Week 1/Play-in Preview12
Community News
Weekly Cups (Sept 8-14): herO & MaxPax split cups1WardiTV TL Team Map Contest #5 Tournaments0SC4ALL $6,000 Open LAN in Philadelphia7Weekly Cups (Sept 1-7): MaxPax rebounds & Clem saga continues29LiuLi Cup - September 2025 Tournaments3
StarCraft 2
General
Weekly Cups (Sept 8-14): herO & MaxPax split cups SpeCial on The Tasteless Podcast Team TLMC #5 - Finalists & Open Tournaments Weekly Cups (Sept 1-7): MaxPax rebounds & Clem saga continues #1: Maru - Greatest Players of All Time
Tourneys
Maestros of The Game—$20k event w/ live finals in Paris RSL: Revival, a new crowdfunded tournament series WardiTV TL Team Map Contest #5 Tournaments Sparkling Tuna Cup - Weekly Open Tournament SC4ALL $6,000 Open LAN in Philadelphia
Strategy
Custom Maps
External Content
Mutation # 491 Night Drive Mutation # 490 Masters of Midnight Mutation # 489 Bannable Offense Mutation # 488 What Goes Around
Brood War
General
BGH Auto Balance -> http://bghmmr.eu/ ASL20 General Discussion Playing StarCraft as 2 people on the same network [ASL20] Ro16 Preview Pt2: Turbulence Pros React To: SoulKey's 5-Peat Challenge
Tourneys
[ASL20] Ro16 Group C [ASL20] Ro16 Group B [IPSL] ISPL Season 1 Winter Qualis and Info! Is there English video for group selection for ASL
Strategy
Simple Questions, Simple Answers Muta micro map competition Fighting Spirit mining rates [G] Mineral Boosting
Other Games
General Games
Nintendo Switch Thread Stormgate/Frost Giant Megathread Borderlands 3 Path of Exile General RTS Discussion Thread
Dota 2
Official 'what is Dota anymore' discussion LiquidDota to reintegrate into TL.net
League of Legends
Heroes of the Storm
Simple Questions, Simple Answers Heroes of the Storm 2.0
Hearthstone
Heroes of StarCraft mini-set
TL Mafia
TL Mafia Community Thread
Community
General
US Politics Mega-thread Canadian Politics Mega-thread Russo-Ukrainian War Thread The Big Programming Thread Things Aren’t Peaceful in Palestine
Fan Clubs
The Happy Fan Club!
Media & Entertainment
Movie Discussion! [Manga] One Piece Anime Discussion Thread
Sports
2024 - 2026 Football Thread Formula 1 Discussion MLB/Baseball 2023
World Cup 2022
Tech Support
Linksys AE2500 USB WIFI keeps disconnecting Computer Build, Upgrade & Buying Resource Thread High temperatures on bridge(s)
TL Community
BarCraft in Tokyo Japan for ASL Season5 Final The Automated Ban List
Blogs
The Personality of a Spender…
TrAiDoS
A very expensive lesson on ma…
Garnet
hello world
radishsoup
Lemme tell you a thing o…
JoinTheRain
RTS Design in Hypercoven
a11
Evil Gacha Games and the…
ffswowsucks
Customize Sidebar...

Website Feedback

Closed Threads



Active: 1570 users

Designated Balance Discussion Thread - Page 118

Forum Index > SC2 General
Post a Reply
Prev 1 116 117 118 119 120 1266 Next
Rob28
Profile Joined November 2010
Canada705 Posts
September 21 2011 19:21 GMT
#2341
On September 22 2011 03:15 Trumpstyle wrote:
Show nested quote +
On September 22 2011 03:08 QTIP. wrote:
On September 22 2011 03:02 Trumpstyle wrote:
On September 22 2011 02:53 Rob28 wrote:
On September 22 2011 02:42 Trumpstyle wrote:
Stalkers+Sentries can deal with marines no matter how many marines there is. Guardian shield and Forcefield. Can't see why protoss saying they need colossus/templars for that.


Four concepts that fault this logic:

Stimpacks
Combat Shields
Marauders
Reactors

Yeah FF helps a bit, but only against terrans who struggle with their micro-ing. The general consensus from toss players (really the only people qualified to speak on the matter) is that gate units are just too weak as is.


Those aren't a problem at all for Protoss to deal with stalkers+immortal+sentries can deal with that easily.




Stalker-Immortal-Sentries do terrible vs MMM. Add a couple ghosts and you have a massacre.


He actually only mentioned marines+marauders. But yes if you add ghosts in there it will be a massacre.

But does that mean marines+marauders are a problem for Protoss?


Of course MM is a problem for protoss. It has always been a problem for protoss. That's pretty much what the last 20 or so pages of this thread have been saying. Gateway units are weakened to compensate for warp-ins, and frankly, it's just not working out. Marines, on the other hand, are the most cost-efficient DPS dealers in the game.

As for your whole "marines having trouble with stalker/sentry" notion, I suspect you just need to practice more, because you seem to be the only one on here with that opinion (which personally I believe you're just pulling out of thin air).

Look man, you tried to get an idea out there, and it's not flying, so IMO you may want to just forget about it and change topic. Mass Marines > Sentry/Stalker.
"power overwhelming"... work, dammit, work!
QTIP.
Profile Blog Joined January 2011
United States2113 Posts
September 21 2011 19:28 GMT
#2342
On September 22 2011 04:21 Rob28 wrote:
Show nested quote +
On September 22 2011 03:15 Trumpstyle wrote:
On September 22 2011 03:08 QTIP. wrote:
On September 22 2011 03:02 Trumpstyle wrote:
On September 22 2011 02:53 Rob28 wrote:
On September 22 2011 02:42 Trumpstyle wrote:
Stalkers+Sentries can deal with marines no matter how many marines there is. Guardian shield and Forcefield. Can't see why protoss saying they need colossus/templars for that.


Four concepts that fault this logic:

Stimpacks
Combat Shields
Marauders
Reactors

Yeah FF helps a bit, but only against terrans who struggle with their micro-ing. The general consensus from toss players (really the only people qualified to speak on the matter) is that gate units are just too weak as is.


Those aren't a problem at all for Protoss to deal with stalkers+immortal+sentries can deal with that easily.




Stalker-Immortal-Sentries do terrible vs MMM. Add a couple ghosts and you have a massacre.


He actually only mentioned marines+marauders. But yes if you add ghosts in there it will be a massacre.

But does that mean marines+marauders are a problem for Protoss?


Of course MM is a problem for protoss. It has always been a problem for protoss. That's pretty much what the last 20 or so pages of this thread have been saying. Gateway units are weakened to compensate for warp-ins, and frankly, it's just not working out. Marines, on the other hand, are the most cost-efficient DPS dealers in the game.

As for your whole "marines having trouble with stalker/sentry" notion, I suspect you just need to practice more, because you seem to be the only one on here with that opinion (which personally I believe you're just pulling out of thin air).

Look man, you tried to get an idea out there, and it's not flying, so IMO you may want to just forget about it and change topic. Mass Marines > Sentry/Stalker.


MM with Stim > Gateway units (with charge and blink) unless Protoss is able to get a super lopsided engagement in which they kill most of the MM ball for free.
"Trash Micro but Win. Its Marin." - Min Chul
sickoota
Profile Blog Joined April 2010
Canada918 Posts
September 21 2011 19:33 GMT
#2343
How retarded is this ramp change. You can't even poke up ramps anymore to see what the terran is doing. Thanks Blizzard, I really needed to be able to scout Terran less.
I could spend a while with that smile
hzflank
Profile Joined August 2011
United Kingdom2991 Posts
September 21 2011 19:35 GMT
#2344
I also think we were wrong about the whole marine-tank-banshee being a problem. Has anyone really seen this in professional games in the last two weeks or so? It seems to have evolved to just marines and tanks.

As for the 1.4 balance changes: they do not, and were not designed to fix any of these issues. The immortal change (in conjunction with the line of site change) was a PvP change. They are gradually trying to make PvP progress from 1-base play. The warp prism change was not a harassment change. It was designed to help protoss who are using warp prisms to protect their templar from ghosts. Specifically, when a protoss switched from colossi to ghosts then the terran will have vikings out. Vikings have the same range as templar so they were able to hit prisms carrying the templar in to storm. Patch 1.4 does not address the problems.
-y0shi-
Profile Joined July 2011
Germany994 Posts
September 21 2011 19:37 GMT
#2345
Even if the 111 isnt used, it existance alone makes protoss weak. Thorzain vs hero, first game, hero prepares for the 111 and dies to proxy rax, he had to flip a coin and lossed, very fair
TimeSpiral
Profile Joined January 2011
United States1010 Posts
September 21 2011 19:41 GMT
#2346
On September 22 2011 04:28 QTIP. wrote:
Show nested quote +
On September 22 2011 04:21 Rob28 wrote:
On September 22 2011 03:15 Trumpstyle wrote:
On September 22 2011 03:08 QTIP. wrote:
On September 22 2011 03:02 Trumpstyle wrote:
On September 22 2011 02:53 Rob28 wrote:
On September 22 2011 02:42 Trumpstyle wrote:
Stalkers+Sentries can deal with marines no matter how many marines there is. Guardian shield and Forcefield. Can't see why protoss saying they need colossus/templars for that.


Four concepts that fault this logic:

Stimpacks
Combat Shields
Marauders
Reactors

Yeah FF helps a bit, but only against terrans who struggle with their micro-ing. The general consensus from toss players (really the only people qualified to speak on the matter) is that gate units are just too weak as is.


Those aren't a problem at all for Protoss to deal with stalkers+immortal+sentries can deal with that easily.




Stalker-Immortal-Sentries do terrible vs MMM. Add a couple ghosts and you have a massacre.


He actually only mentioned marines+marauders. But yes if you add ghosts in there it will be a massacre.

But does that mean marines+marauders are a problem for Protoss?


Of course MM is a problem for protoss. It has always been a problem for protoss. That's pretty much what the last 20 or so pages of this thread have been saying. Gateway units are weakened to compensate for warp-ins, and frankly, it's just not working out. Marines, on the other hand, are the most cost-efficient DPS dealers in the game.

As for your whole "marines having trouble with stalker/sentry" notion, I suspect you just need to practice more, because you seem to be the only one on here with that opinion (which personally I believe you're just pulling out of thin air).

Look man, you tried to get an idea out there, and it's not flying, so IMO you may want to just forget about it and change topic. Mass Marines > Sentry/Stalker.


MM with Stim > Gateway units (with charge and blink) unless Protoss is able to get a super lopsided engagement in which they kill most of the MM ball for free.


QTIP!

Don't you mean (MM w/ Stim + Micro back across the entire map)? Chargelot, Sentry, Stalker, with upgrades, can absolutely slaughter MM w/ stim, unless the Terran adds Medivacs and micros back all the way back to his base.

I'm not saying that Bio cannot slaughter a GW ball, it certainly can, but this argument always leaves out such important factors. (1) Protoss is almost always ahead in attack and armor upgrades. (2) MM + Stim requires micro, which is not overly hard to do, but by it's very nature pushes the army WAY back and since the medivac speed nerf, it means you're losing lots of medivacs. (3) If the Toss lands a few good FF's, or if the Bio does not micro perfectly, they get slaughtered by the GW Ball.

Barracks versus GW is just a stupid argument, because it's not "Barracks versus Gateway" it's actually Barracks+Starport+Ghost Academy versus two Protoss Builds Gateway+Templar or Gateway+Robo.
[G] Positioning, Formations, and Tactics: http://www.teamliquid.net/forum/viewmessage.php?topic_id=187892
QTIP.
Profile Blog Joined January 2011
United States2113 Posts
Last Edited: 2011-09-21 19:57:43
September 21 2011 19:54 GMT
#2347
On September 22 2011 04:41 TimeSpiral wrote:
Show nested quote +
On September 22 2011 04:28 QTIP. wrote:
On September 22 2011 04:21 Rob28 wrote:
On September 22 2011 03:15 Trumpstyle wrote:
On September 22 2011 03:08 QTIP. wrote:
On September 22 2011 03:02 Trumpstyle wrote:
On September 22 2011 02:53 Rob28 wrote:
On September 22 2011 02:42 Trumpstyle wrote:
Stalkers+Sentries can deal with marines no matter how many marines there is. Guardian shield and Forcefield. Can't see why protoss saying they need colossus/templars for that.


Four concepts that fault this logic:

Stimpacks
Combat Shields
Marauders
Reactors

Yeah FF helps a bit, but only against terrans who struggle with their micro-ing. The general consensus from toss players (really the only people qualified to speak on the matter) is that gate units are just too weak as is.


Those aren't a problem at all for Protoss to deal with stalkers+immortal+sentries can deal with that easily.




Stalker-Immortal-Sentries do terrible vs MMM. Add a couple ghosts and you have a massacre.


He actually only mentioned marines+marauders. But yes if you add ghosts in there it will be a massacre.

But does that mean marines+marauders are a problem for Protoss?


Of course MM is a problem for protoss. It has always been a problem for protoss. That's pretty much what the last 20 or so pages of this thread have been saying. Gateway units are weakened to compensate for warp-ins, and frankly, it's just not working out. Marines, on the other hand, are the most cost-efficient DPS dealers in the game.

As for your whole "marines having trouble with stalker/sentry" notion, I suspect you just need to practice more, because you seem to be the only one on here with that opinion (which personally I believe you're just pulling out of thin air).

Look man, you tried to get an idea out there, and it's not flying, so IMO you may want to just forget about it and change topic. Mass Marines > Sentry/Stalker.


MM with Stim > Gateway units (with charge and blink) unless Protoss is able to get a super lopsided engagement in which they kill most of the MM ball for free.


QTIP!

Don't you mean (MM w/ Stim + Micro back across the entire map)? Chargelot, Sentry, Stalker, with upgrades, can absolutely slaughter MM w/ stim, unless the Terran adds Medivacs and micros back all the way back to his base.

I'm not saying that Bio cannot slaughter a GW ball, it certainly can, but this argument always leaves out such important factors. (1) Protoss is almost always ahead in attack and armor upgrades. (2) MM + Stim requires micro, which is not overly hard to do, but by it's very nature pushes the army WAY back and since the medivac speed nerf, it means you're losing lots of medivacs. (3) If the Toss lands a few good FF's, or if the Bio does not micro perfectly, they get slaughtered by the GW Ball.

Barracks versus GW is just a stupid argument, because it's not "Barracks versus Gateway" it's actually Barracks+Starport+Ghost Academy versus two Protoss Builds Gateway+Templar or Gateway+Robo.


Hey man -

I realized my post was incorrect. If I include Charge / Blink, then MM needs Medivacs as well.

To address your points.

1) This is not necessarily true. Many Protoss' are so scared of MMMG timings that they skip upgrades until they are transitioning into taking a third base. The emphasis is to get out as many units as possible. I do not feel that Protoss is almost always ahead in attack and armor. Yes we have chronoboost but that does not mean that adding upgrading 2 Forges off two base is safe. The counter to MMG timings is to get a shit-ton of units. Since you're gonna get EMP'd anyway, you need the extra units to make up the difference.

2) MM+ Stim requires Micro. Yes. So does a GW Ball. You need to forcefield, target fire marauders with stalkers, pull back Zealots once they are up against the forcefield. Save as many sentries as possible (100 gas you are saving). There's no point in getting in to an argument of which is "harder" to do, everyone has their own opinions.

3) Is a somewhat pointless statement. If Protoss does not place perfect forcefields or misses just 1 forcefield, engages with Zealots in an improper position, forgets Guardian shield, gets caught in a bad concave, then they will get slaughtered by the MM ball. This takes place very often in my games, a Terran will constantly try to bait me into wasting / bad forcefields. We both know that it all comes down to the engagement -- if I fuck up I die. If he fucks up he dies. It goes both ways.

Anyway, what I really meant to say was... GW Units with Charge/Blink are NOT cost effective vs an equal Supply MMM ball, unless you can get extremely favorable engagements.
"Trash Micro but Win. Its Marin." - Min Chul
zmansman17
Profile Joined March 2011
United States2567 Posts
September 21 2011 20:25 GMT
#2348
On September 20 2011 07:51 Destructicon wrote:



Also, you can't counter EMP with positioning alone, at some point you are forced to fight, and when that happens your units cluster and EMP deals lethal damage. Even if you don't want to fight, the terran will force it upon you either by harassing you to death with drops, but also by harassing your army to death with snipes, EMPs, vikings and pokes.




Just read this and laughed. All races experience clustering, try TvZ against Infestors or TvP against HT and storm. If EMP was something Terran's would have to research the unit would have no utility and not be worth the high price.
♞ - His EKG is flattening get me a defib stat! Prepped and Ready! - ♞
-y0shi-
Profile Joined July 2011
Germany994 Posts
September 21 2011 20:28 GMT
#2349
Because we all know you can dodge / run out of emp and protoss units will be healed up in a few seconds ...
Destructicon
Profile Blog Joined September 2011
4713 Posts
September 21 2011 20:32 GMT
#2350
You obviously missed the part of my post where I explained that EMP has a bigger range then HT feedback, and also destroys shields/energy in aoe.

So yes, I can very comfortably go into a Terran army vs Zerg/Protoss army with Infestors/HTs and I have a 90% chance of coming out ahead because my ghosts are superior. Once the infestors and HT are neutralized I can just snipe, harass, hit and run, poke the protoss army until he is forced to make a mistake.
Oh and he can't forcefield because EMP also neutralizez sentries.
WriterNever give up, never surrender! https://www.youtube.com/user/DestructiconSC
okrane
Profile Joined April 2010
France265 Posts
September 21 2011 20:32 GMT
#2351
Why isn't anyone concerned with the lack of a need for gas for the Terran race??? I believe it is the best, numerical evidence of imbalance.

I have watched countless GSL matches, TvZ and TvP and in both match-up, by the end-game of games that Terran has won, they were floating THOUSANDS of gas.

Not needing gas, coupled with mules getting more minerals, means bigger armies, and also lots of upgrades. That way they can stay ahead in upgrades and army size of the other two races who struggle and need to constantly choose between getting more gas-heavy units or investing in upgrades.

Opinions?
Really disappointed with Starcraft II Zerg! :(
QTIP.
Profile Blog Joined January 2011
United States2113 Posts
September 21 2011 20:35 GMT
#2352
On September 22 2011 05:25 zmansman17 wrote:
Show nested quote +
On September 20 2011 07:51 Destructicon wrote:



Also, you can't counter EMP with positioning alone, at some point you are forced to fight, and when that happens your units cluster and EMP deals lethal damage. Even if you don't want to fight, the terran will force it upon you either by harassing you to death with drops, but also by harassing your army to death with snipes, EMPs, vikings and pokes.




Just read this and laughed. All races experience clustering, try TvZ against Infestors or TvP against HT and storm. If EMP was something Terran's would have to research the unit would have no utility and not be worth the high price.


Just read this and laughed. You're right! Snipe isn't good at all vs Zerg. Complaining about high price, when they reduced the gas cost on the unit by 50. Man - if you think that researching EMP was annoying, imagine if they deleted the Energy Upgrade for the Ghost with it too!

Ghost vs HT relationship (at the highest level of play) is insanely Ghost favored. Watch Select vs Alicia.
"Trash Micro but Win. Its Marin." - Min Chul
sleepingdog
Profile Joined August 2008
Austria6145 Posts
Last Edited: 2011-09-21 20:40:27
September 21 2011 20:40 GMT
#2353
On September 22 2011 05:25 zmansman17 wrote:
Show nested quote +
On September 20 2011 07:51 Destructicon wrote:



Also, you can't counter EMP with positioning alone, at some point you are forced to fight, and when that happens your units cluster and EMP deals lethal damage. Even if you don't want to fight, the terran will force it upon you either by harassing you to death with drops, but also by harassing your army to death with snipes, EMPs, vikings and pokes.




Just read this and laughed. All races experience clustering, try TvZ against Infestors or TvP against HT and storm. If EMP was something Terran's would have to research the unit would have no utility and not be worth the high price.


lol right, everyone builds HTs for 150 gas because feedback is so awsome

there doesn't exist a simple, logical explanation why protoss has to sink yet another 200/200 into upgrading (which also delays timings), while terrans gets their cool spell for free - this is something I've complained about...well...between release and november/december 2010; nowadays I've learned to accept it - doesn't mean that suddenly a reason for that appeared out of nowhere though
"You see....YOU SEE..." © 2010 Sen
jimbob615
Profile Blog Joined September 2006
Uruguay455 Posts
September 21 2011 20:44 GMT
#2354
On September 22 2011 05:35 QTIP. wrote:
Show nested quote +
On September 22 2011 05:25 zmansman17 wrote:
On September 20 2011 07:51 Destructicon wrote:



Also, you can't counter EMP with positioning alone, at some point you are forced to fight, and when that happens your units cluster and EMP deals lethal damage. Even if you don't want to fight, the terran will force it upon you either by harassing you to death with drops, but also by harassing your army to death with snipes, EMPs, vikings and pokes.




Just read this and laughed. All races experience clustering, try TvZ against Infestors or TvP against HT and storm. If EMP was something Terran's would have to research the unit would have no utility and not be worth the high price.


Just read this and laughed. You're right! Snipe isn't good at all vs Zerg. Complaining about high price, when they reduced the gas cost on the unit by 50. Man - if you think that researching EMP was annoying, imagine if they deleted the Energy Upgrade for the Ghost with it too!

Ghost vs HT relationship (at the highest level of play) is insanely Ghost favored. Watch Select vs Alicia.


yea but select is a freak. he played probably the game of his career in that match. protoss has the tools to deal with ghosts. it just hasn't caught on yet. its like how in TvZ people complained about Infestor/Broodlord/Corrupter, while the ghost countered it all along. it just took Mvp to show this in all its beauty.
QTIP.
Profile Blog Joined January 2011
United States2113 Posts
Last Edited: 2011-09-21 20:51:36
September 21 2011 20:48 GMT
#2355
On September 22 2011 05:44 jimbob615 wrote:
Show nested quote +
On September 22 2011 05:35 QTIP. wrote:
On September 22 2011 05:25 zmansman17 wrote:
On September 20 2011 07:51 Destructicon wrote:



Also, you can't counter EMP with positioning alone, at some point you are forced to fight, and when that happens your units cluster and EMP deals lethal damage. Even if you don't want to fight, the terran will force it upon you either by harassing you to death with drops, but also by harassing your army to death with snipes, EMPs, vikings and pokes.




Just read this and laughed. All races experience clustering, try TvZ against Infestors or TvP against HT and storm. If EMP was something Terran's would have to research the unit would have no utility and not be worth the high price.


Just read this and laughed. You're right! Snipe isn't good at all vs Zerg. Complaining about high price, when they reduced the gas cost on the unit by 50. Man - if you think that researching EMP was annoying, imagine if they deleted the Energy Upgrade for the Ghost with it too!

Ghost vs HT relationship (at the highest level of play) is insanely Ghost favored. Watch Select vs Alicia.


yea but select is a freak. he played probably the game of his career in that match. protoss has the tools to deal with ghosts. it just hasn't caught on yet. its like how in TvZ people complained about Infestor/Broodlord/Corrupter, while the ghost countered it all along. it just took Mvp to show this in all its beauty.


Select is a freak? What do you think about MKP? MVP? MMA? Bomber? These guys are all super freaks then.

If the game is balanced only to the point where if someone is so fucking good that they can "break" the game -- even for just one game, then balance is far from perfect. Even though SC2 is considerably easier than SC:BW, the skill-ceiling is far from reached. As players get better and better, Select's Ghost SNIPE/EMP combo's will become commonplace at the highest level of TvP (assuming no changes).

Also -- in regards to MVP's display of Ghost vs Infestor / Broodlord / Corruptor in "all it's beauty." You do understand that many high-level players refer to that game as one of the main displays of the Ghost's OP-ness? I would not be surprised at all to see a nerf to the ghost in the coming patches.
"Trash Micro but Win. Its Marin." - Min Chul
Destructicon
Profile Blog Joined September 2011
4713 Posts
September 21 2011 20:54 GMT
#2356
You are badly mistaken about Select, the player is very talented. You are also badly mistaken in saying that Protoss have the means to deal with ghosts, they do not.
However if you believe Select is a lesser player but even so he was able to execute the winning strategy, what is to say that the top of the line terrans in the world, the ones with perfect macro and micro, can't execute the same strategy and just walk over protoss any day of the week?

I'll say it again very clearly, ghosts EMP out ranges Feedback, ghosts snipe out ranges feedback. For the Korean terrans, with their pin point precision with imaginary range grid built into their brains, this really trivializes the encounter.
Once EMP hits the sentries and HT its game over for the protoss.
WriterNever give up, never surrender! https://www.youtube.com/user/DestructiconSC
freetgy
Profile Joined November 2010
1720 Posts
Last Edited: 2011-09-21 20:57:34
September 21 2011 20:55 GMT
#2357
On September 22 2011 05:32 okrane wrote:
Why isn't anyone concerned with the lack of a need for gas for the Terran race??? I believe it is the best, numerical evidence of imbalance.

I have watched countless GSL matches, TvZ and TvP and in both match-up, by the end-game of games that Terran has won, they were floating THOUSANDS of gas.

Not needing gas, coupled with mules getting more minerals, means bigger armies, and also lots of upgrades. That way they can stay ahead in upgrades and army size of the other two races who struggle and need to constantly choose between getting more gas-heavy units or investing in upgrades.

Opinions?


that's one of the many reasons, why Terran is not a balanced race.

There no point in discussion when one race has both
Strategys that ensure Winrates over >50% when your opponens opens Macro
Strategys that at the same time ensure Winrates over >50% when your opponent plays the total opposite.

HuKs Game today in GSL is one of the thousand examples we have seen this year.

If one race has the better odds due to design despite everything the opponent could throw at you, you better change the race fast if you are playing for tournament results.
QTIP.
Profile Blog Joined January 2011
United States2113 Posts
September 21 2011 20:58 GMT
#2358
On September 22 2011 05:54 Destructicon wrote:
You are badly mistaken about Select, the player is very talented. You are also badly mistaken in saying that Protoss have the means to deal with ghosts, they do not.
However if you believe Select is a lesser player but even so he was able to execute the winning strategy, what is to say that the top of the line terrans in the world, the ones with perfect macro and micro, can't execute the same strategy and just walk over protoss any day of the week?

I'll say it again very clearly, ghosts EMP out ranges Feedback, ghosts snipe out ranges feedback. For the Korean terrans, with their pin point precision with imaginary range grid built into their brains, this really trivializes the encounter.
Once EMP hits the sentries and HT its game over for the protoss.


Yes -- thank you.

Do not underestimate how much tip top Pros can abuse that 1 extra range. (especially with scans for additional spotting)
"Trash Micro but Win. Its Marin." - Min Chul
ThirdDegree
Profile Joined February 2011
United States329 Posts
Last Edited: 2011-09-21 21:26:16
September 21 2011 21:11 GMT
#2359
I had a thought about both EMP and the 1-1-1. I play toss and am NOT trying to start a flame war, I would just like some terran feedback on these suggestions. How drastically would these changes alter your builds/play etc?

1) Make the factory require a barracks w/ tech lab. My thought was that this might delay the factory build enough to allow toss to get some units to defend.

2) EMP is a drain spell for sheilds only, rather than instant. Energy drain will still be instant. Basically allow the recipient to try to split units and mitigate the damage, similarly to what can be done with storms. This would also reward players with good unit control.

These are just idle thoughts I had today, and curious as to what everyone thinks.
I am terrible
Destructicon
Profile Blog Joined September 2011
4713 Posts
September 21 2011 21:39 GMT
#2360
I don't think that requiring a rax with a tech lab will delay the 1/1/1 push enough for protoss to get extra units and real problem still persists, what units the protoss makes are still quite cost inefficient versus the terran units.
As for the EMP suggestion, it would only solve one half of the problem.
The real problem is that ghost just straight up counters HT, once the energy of HT and sentry is gone the terran can just carpet EMP the protoss army and wait just a little while the shields drain, then attack.
The shield drain just sounds awkward and doesn't solve any problem.
WriterNever give up, never surrender! https://www.youtube.com/user/DestructiconSC
Prev 1 116 117 118 119 120 1266 Next
Please log in or register to reply.
Live Events Refresh
Wardi Open
11:00
Mondays #51
WardiTV354
Harstem282
OGKoka 253
CranKy Ducklings160
Rex111
LiquipediaDiscussion
Afreeca Starleague
10:00
Ro16 Group C
Snow vs Sharp
Jaedong vs Mini
Afreeca ASL 16725
sctven
Liquipedia
[ Submit Event ]
Live Streams
Refresh
StarCraft 2
Harstem 282
Lowko260
OGKoka 253
Rex 115
StarCraft: Brood War
Calm 11989
Rain 5531
Bisu 5436
Flash 4059
Sea 1998
BeSt 1500
EffOrt 945
actioN 552
Hyun 490
Stork 355
[ Show more ]
ZerO 331
Zeus 291
Pusan 236
firebathero 200
Hyuk 176
Soulkey 171
ggaemo 140
Mong 111
JYJ101
Rush 99
Mind 93
Barracks 79
Aegong 51
PianO 51
Sea.KH 47
hero 34
Movie 33
yabsab 28
Icarus 23
Terrorterran 20
SilentControl 18
Noble 12
zelot 12
soO 11
sSak 10
Bale 9
Sacsri 7
Hm[arnc] 7
Dota 2
singsing2921
Dendi736
BananaSlamJamma277
Fuzer 180
Counter-Strike
olofmeister1368
x6flipin629
byalli217
edward43
markeloff40
oskar35
Super Smash Bros
Westballz22
Other Games
B2W.Neo687
crisheroes367
XaKoH 163
hiko143
Mew2King43
NeuroSwarm39
QueenE34
Organizations
StarCraft: Brood War
UltimateBattle 360
lovetv 13
StarCraft 2
Blizzard YouTube
StarCraft: Brood War
BSLTrovo
[ Show 13 non-featured ]
StarCraft 2
• AfreecaTV YouTube
• intothetv
• Kozan
• IndyKCrew
• LaughNgamezSOOP
• Migwel
• sooper7s
StarCraft: Brood War
• BSLYoutube
• STPLYoutube
• ZZZeroYoutube
Dota 2
• lizZardDota246
League of Legends
• Nemesis1084
• Jankos370
Upcoming Events
Monday Night Weeklies
3h 32m
OSC
11h 32m
Sparkling Tuna Cup
21h 32m
Afreeca Starleague
21h 32m
Light vs Speed
Larva vs Soma
PiGosaur Monday
1d 11h
LiuLi Cup
1d 22h
RSL Revival
2 days
Maru vs Reynor
Cure vs TriGGeR
The PondCast
3 days
RSL Revival
3 days
Zoun vs Classic
Korean StarCraft League
4 days
[ Show More ]
RSL Revival
4 days
[BSL 2025] Weekly
5 days
BSL Team Wars
5 days
RSL Revival
5 days
Online Event
6 days
Wardi Open
6 days
Liquipedia Results

Completed

BSL 20 Team Wars
Chzzk MurlocKing SC1 vs SC2 Cup #2
HCC Europe

Ongoing

KCM Race Survival 2025 Season 3
BSL 21 Points
ASL Season 20
CSL 2025 AUTUMN (S18)
LASL Season 20
RSL Revival: Season 2
Maestros of the Game
FISSURE Playground #2
BLAST Open Fall 2025
BLAST Open Fall Qual
Esports World Cup 2025
BLAST Bounty Fall 2025
BLAST Bounty Fall Qual
IEM Cologne 2025
FISSURE Playground #1

Upcoming

2025 Chongqing Offline CUP
BSL Polish World Championship 2025
IPSL Winter 2025-26
BSL Season 21
SC4ALL: Brood War
BSL 21 Team A
Stellar Fest
SC4ALL: StarCraft II
EC S1
ESL Impact League Season 8
SL Budapest Major 2025
BLAST Rivals Fall 2025
IEM Chengdu 2025
PGL Masters Bucharest 2025
MESA Nomadic Masters Fall
Thunderpick World Champ.
CS Asia Championships 2025
ESL Pro League S22
StarSeries Fall 2025
TLPD

1. ByuN
2. TY
3. Dark
4. Solar
5. Stats
6. Nerchio
7. sOs
8. soO
9. INnoVation
10. Elazer
1. Rain
2. Flash
3. EffOrt
4. Last
5. Bisu
6. Soulkey
7. Mini
8. Sharp
Sidebar Settings...

Advertising | Privacy Policy | Terms Of Use | Contact Us

Original banner artwork: Jim Warren
The contents of this webpage are copyright © 2025 TLnet. All Rights Reserved.