• Log InLog In
  • Register
Liquid`
Team Liquid Liquipedia
EDT 08:01
CET 13:01
KST 21:01
  • 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
[ASL21] Ro24 Preview Pt1: New Chaos0Team Liquid Map Contest #22 - Presented by Monster Energy7ByuL: The Forgotten Master of ZvT30Behind the Blue - Team Liquid History Book19Clem wins HomeStory Cup 289
Community News
Weekly Cups (March 16-22): herO doubles, Cure surprises3Blizzard Classic Cup @ BlizzCon 2026 - $100k prize pool48Weekly Cups (March 9-15): herO, Clem, ByuN win42026 KungFu Cup Announcement6BGE Stara Zagora 2026 cancelled12
StarCraft 2
General
herO wins SC2 All-Star Invitational Potential Updates Coming to the SC2 CN Server What mix of new & old maps do you want in the next ladder pool? (SC2) Blizzard Classic Cup @ BlizzCon 2026 - $100k prize pool Weekly Cups (March 16-22): herO doubles, Cure surprises
Tourneys
WardiTV Mondays Sparkling Tuna Cup - Weekly Open Tournament World University TeamLeague (500$+) | Signups Open RSL Season 4 announced for March-April WardiTV Team League Season 10
Strategy
Custom Maps
[M] (2) Frigid Storage Publishing has been re-enabled! [Feb 24th 2026]
External Content
The PondCast: SC2 News & Results Mutation # 518 Radiation Zone Mutation # 517 Distant Threat Mutation # 516 Specter of Death
Brood War
General
RepMastered™: replay sharing and analyzer site mca64Launcher - New Version with StarCraft: Remast BGH Auto Balance -> http://bghmmr.eu/ Gypsy to Korea Soulkey's decision to leave C9
Tourneys
[ASL21] Ro24 Group B [Megathread] Daily Proleagues [ASL21] Ro24 Group A [ASL21] Ro24 Group C
Strategy
What's the deal with APM & what's its true value Fighting Spirit mining rates Simple Questions, Simple Answers Soma's 9 hatch build from ASL Game 2
Other Games
General Games
Stormgate/Frost Giant Megathread Darkest Dungeon Nintendo Switch Thread General RTS Discussion Thread Path of Exile
Dota 2
The Story of Wings Gaming Official 'what is Dota anymore' discussion
League of Legends
G2 just beat GenG in First stand
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
TL Mafia Community Thread Five o'clock TL Mafia Mafia Game Mode Feedback/Ideas Vanilla Mini Mafia
Community
General
US Politics Mega-thread European Politico-economics QA Mega-thread Canadian Politics Mega-thread Russo-Ukrainian War Thread Things Aren’t Peaceful in Palestine
Fan Clubs
The IdrA Fan Club
Media & Entertainment
[Req][Books] Good Fantasy/SciFi books Movie Discussion! [Manga] One Piece
Sports
Cricket [SPORT] 2024 - 2026 Football Thread Formula 1 Discussion Tokyo Olympics 2021 Thread General nutrition recommendations
World Cup 2022
Tech Support
[G] How to Block Livestream Ads
TL Community
The Automated Ban List
Blogs
Funny Nicknames
LUCKY_NOOB
Money Laundering In Video Ga…
TrAiDoS
Iranian anarchists: organize…
XenOsky
FS++
Kraekkling
Shocked by a laser…
Spydermine0240
Unintentional protectionism…
Uldridge
ASL S21 English Commentary…
namkraft
Customize Sidebar...

Website Feedback

Closed Threads



Active: 3111 users

Designated Balance Discussion Thread - Page 162

Forum Index > SC2 General
Post a Reply
Prev 1 160 161 162 163 164 1266 Next
kofman
Profile Joined August 2011
Andorra698 Posts
October 17 2011 05:54 GMT
#3221
On October 17 2011 07:50 VPVash wrote:
I love balance discussions...the level of idiotic talk in these thread is quite enjoyable

User was banned for this post.

I must agree, some of the statements in here are pretty stupid... I think people should really not write anything about balance until they are top grandmaster, because before that, balance doesn't really hold you back.
Brotocol
Profile Joined September 2011
243 Posts
October 17 2011 06:02 GMT
#3222
On October 17 2011 14:54 kofman wrote:
Show nested quote +
On October 17 2011 07:50 VPVash wrote:
I love balance discussions...the level of idiotic talk in these thread is quite enjoyable

User was banned for this post.

I must agree, some of the statements in here are pretty stupid... I think people should really not write anything about balance until they are top grandmaster, because before that, balance doesn't really hold you back.


Are you top grandmaster?
"The Protoss ball of death is already too strong, so Protoss doesn't really need new units in HotS." - David Kim, Blizzcon 2011
Toadvine
Profile Joined November 2010
Poland2234 Posts
Last Edited: 2011-10-17 06:13:10
October 17 2011 06:11 GMT
#3223
Who the hell cares about what holds me or anyone else in this thread back. I barely even ladder, and I think I'm perfectly capable of winning at my level anyways. This whole thing is about me wanting to be a spectator, and being sick of seeing Terrans everywhere. You don't have to be Grandmaster to think that.

On October 17 2011 09:13 Dalavita wrote:
Show nested quote +
On October 17 2011 09:10 Roxy wrote:
On October 17 2011 09:04 SolidMoose wrote:
On October 17 2011 06:01 Roxy wrote:
Problem:
Mass SCV repair is able to give insane amounts of life to different buildings (specifically the planetary fortress)

Solution:
1 SCV should repair a building at a speed equal to the time it would take to build it
(example. If it takes 60 seconds to repair a building, and it is at 50% life. 1 scv should take 30 seconds to repair it)

Each additional SCV should repair at 75% the speed of the last one attached.

Side Effects: You cant put a disgusting amount of SCV on a PF or Thor and repair indefinitely


Side Effect: TvP has 0% winrate because 4 gate will always win


That is a very bold statement that I find hard to beleive
4 gate is not really a viable strategy in TvP and it really doesnt have too much to do with the repair mechanism.
Defending could easily be supplemented with more units instead of cutting units to get an even further SCV advantage.

4gate is easily scoutable (your first clue is lack of a second nexus.. and you have scan).

In small armies, MM wrecks protoss and the only way you would lose to 4gate is if you are going to fast expand and tech at the same time (obviously an incorrect response to seeing a 4gate)


First of all, a 4gate hits at a time where you can't count a lack of nexus as an an all-in, and early MM needs its upgrades to deal with a protoss bio force, and while terran bio works pretty well against protoss gateway units in small numbers, the point of a 4gate is to not have small numbers.


I've seen a Terran 1 rax FE, not scout at all, and still defend the 4gate easily. Huk vs Nada in GSL September, on Xel'Naga Fortress. Maybe if repair was weaker or Warpgate was un-nerfed, then Terran wouldn't be able to tech behind a bunker and 4 marines and still be safe against any Protoss all-in.
"There are always some Eskimos ready to instruct the Congolese on how to cope with heat waves." - S.J.Lec
kofman
Profile Joined August 2011
Andorra698 Posts
October 17 2011 06:18 GMT
#3224
On October 17 2011 15:02 Brotocol wrote:
Show nested quote +
On October 17 2011 14:54 kofman wrote:
On October 17 2011 07:50 VPVash wrote:
I love balance discussions...the level of idiotic talk in these thread is quite enjoyable

User was banned for this post.

I must agree, some of the statements in here are pretty stupid... I think people should really not write anything about balance until they are top grandmaster, because before that, balance doesn't really hold you back.


Are you top grandmaster?

No, and that is why I'm not posting idiotic statements about how this or that is OP.
Thrombozyt
Profile Blog Joined June 2010
Germany1269 Posts
October 17 2011 06:22 GMT
#3225
On October 17 2011 14:50 Brotocol wrote:
Show nested quote +
On October 17 2011 08:58 aksfjh wrote:
On October 17 2011 06:51 SeaSwift wrote:
On October 17 2011 06:35 aksfjh wrote:
On October 17 2011 06:24 Toadvine wrote:
On October 17 2011 06:03 aksfjh wrote:
On October 17 2011 05:47 Toadvine wrote:
About the Sentry suggestion - are you actually saying that Protoss all-ins are too good against Terran?


Hongun is arguably only in Code S because of Protoss all-ins against Terran. He wins even when Terran knows they're coming...


I see your HongUnPrime, and raise you a PuMa.

Honestly though, like 1/3rd of the Terrans in Code S are only capable of 1 base all-ining in TvP. And HongUn doesn't even do all-ins with mass Sentries, he's more of a "2-3Gate VR, and maybe win, if not do as much damage as possible, and transition" guy.

He's also in the Up/Down matches, not in Code S.


You said all-in. MC does sentry all-ins quite a bit, and is quite successful with them. If he didn't go making things hard for himself by willingly putting himself into the hardest group in Code S, we'd likely see him in GSL still.


MC does sentry TIMING PUSHES quite a bit. All-in is like a 4gate or an Xgate with no economy. MC consistently makes scary pushes, but doesn't very often actually all-in. There is normally at least some economy behind it.


Yea, this is fair, timing pushes that are as effective as all-is. That's the problem with Protoss which nobody wants to talk about or deal with because in ONE single tournament they can't get their damn act together.


I can't believe you're attributing this to Protoss. Protoss actually takes a hit when a P push is thwarted.

That's actually a major problem with Terran... Terran all-ins with SCVs brought off the line aren't even all in because of mules. If you've been paying attention, like, at all, the problem with Terran pseudo-all-ins is that you can thwart them against all odds, but the Terran just does a second and even a third push and then wins the game.


edit: regarding mules... I'd like to point your attention to this post at the top of page 140:
http://www.teamliquid.net/forum/viewmessage.php?topic_id=255254&currentpage=140

How can anyone argue that this is fair/balanced?


Do the numbers yourself. Constant MULE usage has the mineral income of 4.5 SCVs. The conversion of a CC to an OC takes a little more time than training 2 SCVs. Thus if you constantly use MULES you can pull TWO extra SCVs for an attack compared to other races. So if you see a T pulling 12 SCVs from the line, he is as all-in as a P or Z pulling 10 workers for an attack.

The only power of the MULE is the supersaturation (which does not come into play in the scenario you are complaining about), because else having 2 extra mineral only workers is a little weak in comparison to chronoboost and larva inject, isn't it?
Thrombozyt
Profile Blog Joined June 2010
Germany1269 Posts
October 17 2011 06:25 GMT
#3226
On October 17 2011 09:30 wonkwink wrote:
Show nested quote +
Side Effect: TvP has 0% winrate because 4 gate will always win

Protoss usually just FFs the bunkers so it doesn't matter how fast the SCVs that can't repair them could repair them if they could... which they can't.


Imagine the power of a push where toss does NOT have to invest into sentries to block mass repair but can focus on units doing dmg with just one sentry for guardian shield..
Brotocol
Profile Joined September 2011
243 Posts
Last Edited: 2011-10-17 06:33:25
October 17 2011 06:30 GMT
#3227
On October 17 2011 15:22 Thrombozyt wrote:
Show nested quote +
On October 17 2011 14:50 Brotocol wrote:
On October 17 2011 08:58 aksfjh wrote:
On October 17 2011 06:51 SeaSwift wrote:
On October 17 2011 06:35 aksfjh wrote:
On October 17 2011 06:24 Toadvine wrote:
On October 17 2011 06:03 aksfjh wrote:
On October 17 2011 05:47 Toadvine wrote:
About the Sentry suggestion - are you actually saying that Protoss all-ins are too good against Terran?


Hongun is arguably only in Code S because of Protoss all-ins against Terran. He wins even when Terran knows they're coming...


I see your HongUnPrime, and raise you a PuMa.

Honestly though, like 1/3rd of the Terrans in Code S are only capable of 1 base all-ining in TvP. And HongUn doesn't even do all-ins with mass Sentries, he's more of a "2-3Gate VR, and maybe win, if not do as much damage as possible, and transition" guy.

He's also in the Up/Down matches, not in Code S.


You said all-in. MC does sentry all-ins quite a bit, and is quite successful with them. If he didn't go making things hard for himself by willingly putting himself into the hardest group in Code S, we'd likely see him in GSL still.


MC does sentry TIMING PUSHES quite a bit. All-in is like a 4gate or an Xgate with no economy. MC consistently makes scary pushes, but doesn't very often actually all-in. There is normally at least some economy behind it.


Yea, this is fair, timing pushes that are as effective as all-is. That's the problem with Protoss which nobody wants to talk about or deal with because in ONE single tournament they can't get their damn act together.


I can't believe you're attributing this to Protoss. Protoss actually takes a hit when a P push is thwarted.

That's actually a major problem with Terran... Terran all-ins with SCVs brought off the line aren't even all in because of mules. If you've been paying attention, like, at all, the problem with Terran pseudo-all-ins is that you can thwart them against all odds, but the Terran just does a second and even a third push and then wins the game.


edit: regarding mules... I'd like to point your attention to this post at the top of page 140:
http://www.teamliquid.net/forum/viewmessage.php?topic_id=255254&currentpage=140

How can anyone argue that this is fair/balanced?


Do the numbers yourself. Constant MULE usage has the mineral income of 4.5 SCVs. The conversion of a CC to an OC takes a little more time than training 2 SCVs. Thus if you constantly use MULES you can pull TWO extra SCVs for an attack compared to other races. So if you see a T pulling 12 SCVs from the line, he is as all-in as a P or Z pulling 10 workers for an attack.

The only power of the MULE is the supersaturation (which does not come into play in the scenario you are complaining about), because else having 2 extra mineral only workers is a little weak in comparison to chronoboost and larva inject, isn't it?


Mule is weak compared to chrono and larva inject? Sorry, but I'm not seeing it.

I'm certain there are parts of the equation that your list is missing. For example, it's not "constant" use of Mules that is required for compensating the 2 delayed SCVs. The first mule does a good job of this and subsequent mules probably go beyond merely compensating for this. There's obviously going to be more than 1 mule in the game.

How do you explain that 1base Terran can take on 2base FFE from Protoss? I'm curious.


@kofman:

On October 17 2011 15:18 kofman wrote:
Show nested quote +
On October 17 2011 15:02 Brotocol wrote:
On October 17 2011 14:54 kofman wrote:
On October 17 2011 07:50 VPVash wrote:
I love balance discussions...the level of idiotic talk in these thread is quite enjoyable

User was banned for this post.

I must agree, some of the statements in here are pretty stupid... I think people should really not write anything about balance until they are top grandmaster, because before that, balance doesn't really hold you back.


Are you top grandmaster?

No, and that is why I'm not posting idiotic statements about how this or that is OP.


Yea, you've only posted such nuggets of wisdom as:

On October 17 2011 02:48 kofman wrote:
This could be evidence that Terran players are just stronger than players of the other races.


Very constructive.
"The Protoss ball of death is already too strong, so Protoss doesn't really need new units in HotS." - David Kim, Blizzcon 2011
Toadvine
Profile Joined November 2010
Poland2234 Posts
October 17 2011 06:35 GMT
#3228
On October 17 2011 15:25 Thrombozyt wrote:
Show nested quote +
On October 17 2011 09:30 wonkwink wrote:
Side Effect: TvP has 0% winrate because 4 gate will always win

Protoss usually just FFs the bunkers so it doesn't matter how fast the SCVs that can't repair them could repair them if they could... which they can't.


Imagine the power of a push where toss does NOT have to invest into sentries to block mass repair but can focus on units doing dmg with just one sentry for guardian shield..


I don't even think that makes a huge difference. The only threatening sentry all-in vs Terran currently, is an Immortal bust, which works because of FF to zone the army and good range on everything. It wouldn't work better if it had Zealots instead of Sentries, because trying to bruteforce a fortified position with 3 bunkers by putting units in a spot where the whole Terran army can attack them simply doesn't do a whole lot.

Not that I think repair needs to be nerfed, but I doubt it would suddenly make Protoss all-ins too powerful. I'd much rather have CCs unliftable, serves a similar purpose without actuallly removing defenders advantage (which the game needs more, not less of).
"There are always some Eskimos ready to instruct the Congolese on how to cope with heat waves." - S.J.Lec
architecture
Profile Blog Joined May 2008
United States643 Posts
October 17 2011 06:52 GMT
#3229
No one wants to see TvT's all day, not even T's. The high number of T's in Code S really has very little to do with balance, but with the format of the tournament. The way round-robin works + the difficulty in getting knocked out.

MLG is a great example, if the T's were significantly stronger as a race, shouldn't we see the 2 code S T's dominate everyone?
tpfkan
tomatriedes
Profile Blog Joined January 2007
New Zealand5356 Posts
October 17 2011 07:06 GMT
#3230
On October 17 2011 15:18 kofman wrote:
Show nested quote +
On October 17 2011 15:02 Brotocol wrote:
On October 17 2011 14:54 kofman wrote:
On October 17 2011 07:50 VPVash wrote:
I love balance discussions...the level of idiotic talk in these thread is quite enjoyable

User was banned for this post.

I must agree, some of the statements in here are pretty stupid... I think people should really not write anything about balance until they are top grandmaster, because before that, balance doesn't really hold you back.


Are you top grandmaster?

No, and that is why I'm not posting idiotic statements about how this or that is OP.


It's just as idiotic to think that because someone is in GM they will have a completely objective view of balance- as though entering gm magically frees you of any bias. This is a balance discussion thread mostly about what happens at pro level and not about our own games and if people can make a case for one thing or another backed up by games from pros or by statistics then why not discuss it? It's like saying you shouldn't discuss baseball unless you've played for a major league team.

If there are any statements that you think are wrong then you can contribute by pointing out why they're wrong. And in the end if this thread bothers you so much then don't read it. Nobody's forcing you to.
tomatriedes
Profile Blog Joined January 2007
New Zealand5356 Posts
October 17 2011 07:09 GMT
#3231
On October 17 2011 15:52 architecture wrote:
No one wants to see TvT's all day, not even T's. The high number of T's in Code S really has very little to do with balance, but with the format of the tournament. The way round-robin works + the difficulty in getting knocked out.

MLG is a great example, if the T's were significantly stronger as a race, shouldn't we see the 2 code S T's dominate everyone?


Up until this MLG they pretty much were- remember who the last three winners were?

+ Show Spoiler +
MVP, MMA and Bomber


Also, MC and Huk were both fortunate the the two best PvTers (Polt and Bomber) were eliminated before they had to face them.
architecture
Profile Blog Joined May 2008
United States643 Posts
October 17 2011 07:26 GMT
#3232
Again, my point is that a lot of this has to do with brackets and luck than imbalance. Besides, isn't it widely agreed that MVP, MMA, and Bomber are some of the best players in general? If such an significant imbalance existed, shouldn't we see the lower tier T's gain some success? But looking at past tournament results, they've all been disposed of.

Let's take a look:
http://wiki.teamliquid.net/starcraft2/2011_MLG_Pro_Circuit/Orlando#Championship_Bracket
Tons of good players from all races. Idra/MC in good shape.

http://wiki.teamliquid.net/starcraft2/2011_MLG_Pro_Circuit/Raleigh
Bomber beating both DRG and Coca to win finals. 2T/2Z top 4.

http://wiki.teamliquid.net/starcraft2/2011_MLG_Pro_Circuit/Anaheim
Holy shit tons of T's. But take a look at the non-T players - only Huk and Idra of note.

http://wiki.teamliquid.net/starcraft2/2011_MLG_Pro_Circuit/Columbus
Only 1 T in top 8.

If you want to paint it as T winning everything, you can. But that's ignoring that the lower non-codeS T's get completely destroyed in every tournament, and there being fairly fortunate setups for the victor.
tpfkan
Thrombozyt
Profile Blog Joined June 2010
Germany1269 Posts
October 17 2011 07:34 GMT
#3233
On October 17 2011 15:30 Brotocol wrote:
Show nested quote +
On October 17 2011 15:22 Thrombozyt wrote:
On October 17 2011 14:50 Brotocol wrote:
On October 17 2011 08:58 aksfjh wrote:
On October 17 2011 06:51 SeaSwift wrote:
On October 17 2011 06:35 aksfjh wrote:
On October 17 2011 06:24 Toadvine wrote:
On October 17 2011 06:03 aksfjh wrote:
On October 17 2011 05:47 Toadvine wrote:
About the Sentry suggestion - are you actually saying that Protoss all-ins are too good against Terran?


Hongun is arguably only in Code S because of Protoss all-ins against Terran. He wins even when Terran knows they're coming...


I see your HongUnPrime, and raise you a PuMa.

Honestly though, like 1/3rd of the Terrans in Code S are only capable of 1 base all-ining in TvP. And HongUn doesn't even do all-ins with mass Sentries, he's more of a "2-3Gate VR, and maybe win, if not do as much damage as possible, and transition" guy.

He's also in the Up/Down matches, not in Code S.


You said all-in. MC does sentry all-ins quite a bit, and is quite successful with them. If he didn't go making things hard for himself by willingly putting himself into the hardest group in Code S, we'd likely see him in GSL still.


MC does sentry TIMING PUSHES quite a bit. All-in is like a 4gate or an Xgate with no economy. MC consistently makes scary pushes, but doesn't very often actually all-in. There is normally at least some economy behind it.


Yea, this is fair, timing pushes that are as effective as all-is. That's the problem with Protoss which nobody wants to talk about or deal with because in ONE single tournament they can't get their damn act together.


I can't believe you're attributing this to Protoss. Protoss actually takes a hit when a P push is thwarted.

That's actually a major problem with Terran... Terran all-ins with SCVs brought off the line aren't even all in because of mules. If you've been paying attention, like, at all, the problem with Terran pseudo-all-ins is that you can thwart them against all odds, but the Terran just does a second and even a third push and then wins the game.


edit: regarding mules... I'd like to point your attention to this post at the top of page 140:
http://www.teamliquid.net/forum/viewmessage.php?topic_id=255254&currentpage=140

How can anyone argue that this is fair/balanced?


Do the numbers yourself. Constant MULE usage has the mineral income of 4.5 SCVs. The conversion of a CC to an OC takes a little more time than training 2 SCVs. Thus if you constantly use MULES you can pull TWO extra SCVs for an attack compared to other races. So if you see a T pulling 12 SCVs from the line, he is as all-in as a P or Z pulling 10 workers for an attack.

The only power of the MULE is the supersaturation (which does not come into play in the scenario you are complaining about), because else having 2 extra mineral only workers is a little weak in comparison to chronoboost and larva inject, isn't it?


Mule is weak compared to chrono and larva inject? Sorry, but I'm not seeing it.

I'm certain there are parts of the equation that your list is missing. For example, it's not "constant" use of Mules that is required for compensating the 2 delayed SCVs. The first mule does a good job of this and subsequent mules probably go beyond merely compensating for this. There's obviously going to be more than 1 mule in the game.

How do you explain that 1base Terran can take on 2base FFE from Protoss? I'm curious.


I made the point that the strenght of MULE is the supersaturation. Without the supersaturation, constant MULE would equal 4.5 workers that can only harvest minerals. Do the math. 270 min per MULE during it's 90 sec lifetime means 180 minerals/min. Each harvester pulls in 40 minerals per minute excluding saturation problems. This means that constant MULE is as good as 4.5 workers. You could have build 2 workers in the time it takes to convert the CC, so you are left with 2.5 workers 'bonus' EXCLUDING supersaturation.

As super saturation is not an point in the scenario you brought up (T pulling tons of SCV for an 'all-in'), this means that MULE gives T 2.5 extra workers to pull. Something chronoboost or larva inject easily negate up to the time such an all-in usually hit.

Obviously, for the early attacks there is only 1 MULE present from good terrans (because steady income is better than spiky) because I haven't seen an all-in that builds extra OC.

I'm curious.. which protoss EVER gos FFE against terran? Also it seems pretty clear, that if toss expands and T hits with an early attack, toss is screwed. Same is true with Terran expanding and toss going for early tech/attack. Bunkers at the front are fail if toss goes for blink+obs or warpprism + DT.

Do you expect, that a fast expand will win against any other build?
Brotocol
Profile Joined September 2011
243 Posts
Last Edited: 2011-10-17 08:44:40
October 17 2011 08:38 GMT
#3234
On October 17 2011 16:34 Thrombozyt wrote:
Show nested quote +
On October 17 2011 15:30 Brotocol wrote:
On October 17 2011 15:22 Thrombozyt wrote:
On October 17 2011 14:50 Brotocol wrote:
On October 17 2011 08:58 aksfjh wrote:
On October 17 2011 06:51 SeaSwift wrote:
On October 17 2011 06:35 aksfjh wrote:
On October 17 2011 06:24 Toadvine wrote:
On October 17 2011 06:03 aksfjh wrote:
On October 17 2011 05:47 Toadvine wrote:
About the Sentry suggestion - are you actually saying that Protoss all-ins are too good against Terran?


Hongun is arguably only in Code S because of Protoss all-ins against Terran. He wins even when Terran knows they're coming...


I see your HongUnPrime, and raise you a PuMa.

Honestly though, like 1/3rd of the Terrans in Code S are only capable of 1 base all-ining in TvP. And HongUn doesn't even do all-ins with mass Sentries, he's more of a "2-3Gate VR, and maybe win, if not do as much damage as possible, and transition" guy.

He's also in the Up/Down matches, not in Code S.


You said all-in. MC does sentry all-ins quite a bit, and is quite successful with them. If he didn't go making things hard for himself by willingly putting himself into the hardest group in Code S, we'd likely see him in GSL still.


MC does sentry TIMING PUSHES quite a bit. All-in is like a 4gate or an Xgate with no economy. MC consistently makes scary pushes, but doesn't very often actually all-in. There is normally at least some economy behind it.


Yea, this is fair, timing pushes that are as effective as all-is. That's the problem with Protoss which nobody wants to talk about or deal with because in ONE single tournament they can't get their damn act together.


I can't believe you're attributing this to Protoss. Protoss actually takes a hit when a P push is thwarted.

That's actually a major problem with Terran... Terran all-ins with SCVs brought off the line aren't even all in because of mules. If you've been paying attention, like, at all, the problem with Terran pseudo-all-ins is that you can thwart them against all odds, but the Terran just does a second and even a third push and then wins the game.


edit: regarding mules... I'd like to point your attention to this post at the top of page 140:
http://www.teamliquid.net/forum/viewmessage.php?topic_id=255254&currentpage=140

How can anyone argue that this is fair/balanced?


Do the numbers yourself. Constant MULE usage has the mineral income of 4.5 SCVs. The conversion of a CC to an OC takes a little more time than training 2 SCVs. Thus if you constantly use MULES you can pull TWO extra SCVs for an attack compared to other races. So if you see a T pulling 12 SCVs from the line, he is as all-in as a P or Z pulling 10 workers for an attack.

The only power of the MULE is the supersaturation (which does not come into play in the scenario you are complaining about), because else having 2 extra mineral only workers is a little weak in comparison to chronoboost and larva inject, isn't it?


Mule is weak compared to chrono and larva inject? Sorry, but I'm not seeing it.

I'm certain there are parts of the equation that your list is missing. For example, it's not "constant" use of Mules that is required for compensating the 2 delayed SCVs. The first mule does a good job of this and subsequent mules probably go beyond merely compensating for this. There's obviously going to be more than 1 mule in the game.

How do you explain that 1base Terran can take on 2base FFE from Protoss? I'm curious.


I made the point that the strenght of MULE is the supersaturation. Without the supersaturation, constant MULE would equal 4.5 workers that can only harvest minerals. Do the math. 270 min per MULE during it's 90 sec lifetime means 180 minerals/min. Each harvester pulls in 40 minerals per minute excluding saturation problems. This means that constant MULE is as good as 4.5 workers. You could have build 2 workers in the time it takes to convert the CC, so you are left with 2.5 workers 'bonus' EXCLUDING supersaturation.

As super saturation is not an point in the scenario you brought up (T pulling tons of SCV for an 'all-in'), this means that MULE gives T 2.5 extra workers to pull. Something chronoboost or larva inject easily negate up to the time such an all-in usually hit.

Obviously, for the early attacks there is only 1 MULE present from good terrans (because steady income is better than spiky) because I haven't seen an all-in that builds extra OC.

I'm curious.. which protoss EVER gos FFE against terran? Also it seems pretty clear, that if toss expands and T hits with an early attack, toss is screwed. Same is true with Terran expanding and toss going for early tech/attack. Bunkers at the front are fail if toss goes for blink+obs or warpprism + DT.

Do you expect, that a fast expand will win against any other build?


@bolded part: That's a 1 time delay. After that, mules more than make up for it.

Regarding this:
On October 17 2011 16:34 Thrombozyt wrote:
I'm curious.. which protoss EVER gos FFE against terran? Also it seems pretty clear, that if toss expands and T hits with an early attack, toss is screwed. Same is true with Terran expanding and toss going for early tech/attack. Bunkers at the front are fail if toss goes for blink+obs or warpprism + DT


This is so wrong in so many ways.

- Nexus first is the most common way to deal with 1-1-1. Not FFE, my mistake. I meant FE. It doesn't change the point I made though (2base vs. 1base). However - have you been keeping up to date with the metagame? If you claim that no Protoss "ever" does this, then you're simply not keeping up.

- Yes, if T hits with an early attack (fakes 1-1-1, but does 2rax instead) then Protoss is screwed. But if 1-1-1 hits Protoss is also screwed. Why do you think 1-1-1 is so controversial right now?

- What kind of "early build" is blink + robo/observer + warp prism + dark templar? Has Protoss ever had all of this while Terran was in the midst of getting his 1st expansion?

- The truth of the matter is that Terran CAN expand early and hold it easier than the other races. Obviously, early bunkers can't deal with the fairytale build you mentioned above. But they do exceedingly well against any realistic pushes Protoss can make in the early game.

For instance - watch Naniwa vs. Thorzain in Dreamhack Valencia. Naniwa did a blink all-in, while Thorzain expanded. Bunkers held it effortlessly. Naniwa made a balance comment before gg'ing. (Surprisingly, blink rush got nerfed soon thereafter).

"The Protoss ball of death is already too strong, so Protoss doesn't really need new units in HotS." - David Kim, Blizzcon 2011
bokeevboke
Profile Blog Joined May 2010
Singapore1674 Posts
Last Edited: 2011-10-17 09:09:32
October 17 2011 09:08 GMT
#3235
A protoss winning MLG and another protoss being runner-up kinda surprised me, although I wasn't able to watch the tournament. Could someone who watched whole thing give some insights if protoss' has changed, I mean strats, metagame, builds? Did anyone have success with immortals and warp prisms?
Its grack
-Archangel-
Profile Joined May 2010
Croatia7457 Posts
October 17 2011 10:24 GMT
#3236
On October 17 2011 18:08 bokeevboke wrote:
A protoss winning MLG and another protoss being runner-up kinda surprised me, although I wasn't able to watch the tournament. Could someone who watched whole thing give some insights if protoss' has changed, I mean strats, metagame, builds? Did anyone have success with immortals and warp prisms?

Well toss played better. Less mistakes, more harass, better defense against harass, better tech switching.
Toadvine
Profile Joined November 2010
Poland2234 Posts
October 17 2011 10:49 GMT
#3237
On October 17 2011 15:52 architecture wrote:
No one wants to see TvT's all day, not even T's. The high number of T's in Code S really has very little to do with balance, but with the format of the tournament. The way round-robin works + the difficulty in getting knocked out.

MLG is a great example, if the T's were significantly stronger as a race, shouldn't we see the 2 code S T's dominate everyone?


How exactly does the GSL format specifically help Terran? The only way I could think of is them being better at Bo1, which is somewhat arguable. Still, we shouldn't constantly have 3/4 and 4/4 Terran Top4s in Code S, even with that taken into account.

Besides, the early GSL Opens were way more balanced than the current Code S. The first Code S tournament actually had the best racial balance, with 9 P, 9 Z and 14 T. Since then, it has only been getting worse. How does your awesome theory explain this, exactly?
"There are always some Eskimos ready to instruct the Congolese on how to cope with heat waves." - S.J.Lec
Zambozo
Profile Joined August 2011
United Kingdom63 Posts
October 17 2011 10:59 GMT
#3238
IEM china ? IPL3? mLG (not fure for IEM new York) and you still go for the same old bulshit T is op.... pull charts from some where make what every you want but remember non of you is david kim or knows any little bit of the game as blizzard knows.
Rannasha
Profile Blog Joined August 2010
Netherlands2398 Posts
October 17 2011 11:01 GMT
#3239
On October 17 2011 17:38 Brotocol wrote:

@bolded part: That's a 1 time delay. After that, mules more than make up for it.



It's not just a one time delay, someone that builds an OC will be 2 workers behind someone that doesn't for all eternity (or at least until they hit ~70 workers and stop producing them). The MULE gives a constant mineral flow of 4.5 workers, so until the point is reached where players stop producing workers, the MULE gives a net benefit of 2.5 workers (less if scans are used of course).
Such flammable little insects!
Twinmold
Profile Joined June 2010
Sweden238 Posts
Last Edited: 2011-10-17 11:44:56
October 17 2011 11:42 GMT
#3240
Mules aren't what make Terran allins strong. Their only benefit over 4 regular workers is that they allow supersaturation and that they aren't affected as much by death. Neither of which come into play during an allin.

SC / LoL / DotA // Twinmold took a moment for himself. He never gave it back.
Prev 1 160 161 162 163 164 1266 Next
Please log in or register to reply.
Live Events Refresh
WardiTV Team League
12:00
Group A + B
musti20045 6
Liquipedia
[ Submit Event ]
Live Streams
Refresh
StarCraft 2
Lowko261
SortOf 185
mouzHeroMarine 182
ProTech87
MindelVK 14
StarCraft: Brood War
Britney 32667
Sea 6241
Bisu 2071
Jaedong 1268
EffOrt 970
Hyuk 546
Stork 522
BeSt 511
ggaemo 507
firebathero 399
[ Show more ]
Rush 342
Mini 310
Soma 256
Light 168
ZerO 166
Soulkey 148
Snow 140
Mind 110
Leta 105
Pusan 104
ToSsGirL 75
hero 66
Shine 47
Aegong 45
Shinee 26
sorry 25
yabsab 25
Nal_rA 19
Rock 10
Icarus 9
ajuk12(nOOB) 5
[sc1f]eonzerg 1
eros_byul 0
Dota 2
XcaliburYe346
canceldota336
Counter-Strike
byalli3489
olofmeister1631
edward102
Other Games
FrodaN2441
singsing2056
B2W.Neo941
XaKoH 281
crisheroes263
Fuzer 213
Sick168
ZerO(Twitch)7
Organizations
Other Games
BasetradeTV77
StarCraft: Brood War
CasterMuse 22
StarCraft 2
WardiTV20
Blizzard YouTube
StarCraft: Brood War
BSLTrovo
sctven
[ Show 14 non-featured ]
StarCraft 2
• StrangeGG 66
• LUISG 49
• AfreecaTV YouTube
• intothetv
• Kozan
• IndyKCrew
• LaughNgamezSOOP
• Migwel
• sooper7s
StarCraft: Brood War
• iopq 2
• BSLYoutube
• STPLYoutube
• ZZZeroYoutube
League of Legends
• Jankos1918
Upcoming Events
Big Brain Bouts
4h 59m
Fjant vs SortOf
YoungYakov vs Krystianer
Reynor vs HeRoMaRinE
RSL Revival
21h 59m
Cure vs Zoun
herO vs Rogue
WardiTV Team League
23h 59m
Platinum Heroes Events
1d 2h
BSL
1d 7h
RSL Revival
1d 21h
ByuN vs Maru
MaxPax vs TriGGeR
WardiTV Team League
1d 23h
BSL
2 days
Replay Cast
2 days
Replay Cast
2 days
[ Show More ]
Afreeca Starleague
2 days
Light vs Calm
Royal vs Mind
Wardi Open
2 days
Monday Night Weeklies
3 days
OSC
3 days
Sparkling Tuna Cup
3 days
Afreeca Starleague
3 days
Rush vs PianO
Flash vs Speed
Replay Cast
4 days
Afreeca Starleague
4 days
BeSt vs Leta
Queen vs Jaedong
Replay Cast
5 days
The PondCast
5 days
Replay Cast
6 days
RSL Revival
6 days
Liquipedia Results

Completed

KCM Race Survival 2026 Season 1
WardiTV Winter 2026
Underdog Cup #3

Ongoing

BSL Season 22
CSL Elite League 2026
CSL Season 20: Qualifier 1
ASL Season 21
Acropolis #4 - TS6
RSL Revival: Season 4
Nations Cup 2026
NationLESS Cup
BLAST Open Spring 2026
ESL Pro League S23 Finals
ESL Pro League S23 Stage 1&2
PGL Cluj-Napoca 2026
IEM Kraków 2026
BLAST Bounty Winter 2026
BLAST Bounty Winter Qual

Upcoming

2026 Changsha Offline CUP
CSL Season 20: Qualifier 2
CSL 2026 SPRING (S20)
Acropolis #4
IPSL Spring 2026
BSL 22 Non-Korean Championship
CSLAN 4
Kung Fu Cup 2026 Grand Finals
HSC XXIX
uThermal 2v2 2026 Main Event
IEM Cologne Major 2026
Stake Ranked Episode 2
CS Asia Championships 2026
IEM Atlanta 2026
Asian Champions League 2026
PGL Astana 2026
BLAST Rivals Spring 2026
CCT Season 3 Global Finals
IEM Rio 2026
PGL Bucharest 2026
Stake Ranked Episode 1
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.