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Asaraphym
Profile Joined November 2011
Canada20 Posts
November 17 2011 03:35 GMT
#3361
First Post! YAY! Love TL!!

Im just a high gold, low plat protoss. And there have been a lot of discussion about Terran Ghosts EMP against protoss HT. what i usually do is carry them in a warp prism and then drop them after EMP hits, or move them to high ground and rain down the storms/feedback medivacs/ghosts or the occasional thor that comes. Then deploy warp prism and use to warp in reinforcements behind the battle.

I dont see a lot of replays with this strat being used.

I have also been trying to experiment using my pheonix to lift up units to protect from EMP then drop. but havent tried that yet dont know if that helps them survive the EMP.

Any thoughts?
SnowfaLL
Profile Joined December 2008
Canada730 Posts
Last Edited: 2011-11-17 04:00:55
November 17 2011 03:40 GMT
#3362
I 100% agree, and feel thats been the missing link for Protoss since WOL started, and was PRAYING it would be fixed in HOTS but it wasnt unfortunated.

Splash damage is required early for Protoss to remain competitive throughout the years IMO

Think about it; Zerg has banelings, and Terran has hellion/tank. Now you can say thay aren't "needed" or "used often", but in reality, just them being there is enough.

Protoss's major problem right now is with the massing of the other races tier 1 units; If you've watched the GSL games yesterday, you saw sC make about 30 marines and walk right into MC's base earlygame, and although MC had tons of stalkers and slowly microed them thru the map, it wasnt enough to really take them out before the marines got in there and killed some probes and buildings. This was on Tal'darim, MC had the whole map to "micro" vs these marines, yet a lot still got in.. imagine on Xelnaga caverns, how much damage that would of been.

Sure, theres forcefields.. And they work alright but their main goal is so you deal with a portion of their army at a time, rather than the whole army.. It works kinda, but obviously one missed forcefield and you lose. Its just a bad solution for this problem In my opinion, although I guess thats why players with INSANELY good forcefields are the ones at the top of Code S, (HuK comes to mind) - and bad forcefielders usually can't do much.

How many times do you see a 3rax 3reactor pure marine vs zerg or terran? You don't, because they fear the POSSIBILITY of baneling or hellion/tank. Protoss do not have this luxury until collosus or storm, which is so high in the tech tree that if the Terran hits his timing JUST right, he can hit before either come out. Hence the power of the 1-1-1 (adding in tank/banshee requires protoss to react with at least observer for banshee, and you can't just forcefield chop because the tank range)

The 1-1-1's main problem isnt the fact that he has tanks or banshees; its that the Marines do insane DPS and you can't finish them off quickly. Its either you target the banshee/tank down, and the Marines kill you, or you kill the marines with zealot/forcefields, and the tank splash and banshee cloak will eventually deal their massive damage. If protoss had a unit that did splash that they could get out around the 6-7 minute mark, like a hellion (a quick producing Robo unit for example), They could use those to target the marine ball of DPS, and the rest of the units focusing on Tank/Banshee. 1-1-1 would still be super deadly, but you'd have to micro your marines to avoid the splash, it would be who can micro the best, not just who can A-move the best.

(To make it more understandable, imagine if Protoss had Hellions for one second. Then look at an incoming 1-1-1. The Hellions would obviously target the marines, which can go either way depending on the micro. It would be like TvT Bio allin vs Mech (with the Protoss being in the role of defending Mech user with hellions/immortals), which is much fairer than PvT gateway vs 1-1-1)

Furthermore in PvZ, an early splash unit would really help with the problem of leaving your base after you get your first expansion.. Currently, when you forge first or sentry FE, the zerg macros up because they know they can't be attacked since speedlings counter almost all earlygame P pressure except 4gate, So Protoss has to come up with ways of "tricking" the zerg by hiding proxy pylons, using voidrays or phoenix to distract while they move out, or build an incredible 7gate blink stalker timing.. As a protoss player, you basically have to do something tricky/cheesy/unexpected, or the zerg just overruns you since his economy is being powered with no fear of dying. If Protoss had Hellions, you could still get a reasonably fast expansion (3gate FE timing for instance) but still have afew units that could apply pressure on the zerg from over-powering.


(keep in mind when I say "If Protoss had Hellions" - im not actually MEANING hellions as they are.. I just mean an early tier 2 unit that has AOE damage and is fast enough to at least outrun slow lings. Hellions are just my "example" to get you to visualize how it would change the gameplay. Obviously the unit would come from the Robo, cause if you could warp them in that'd be too strong.)

I also think Gateway units just fire so slow when compared to other race units (Marines, zerglings, hydras, marauders w/ stim) - Thats a problem.. Unfortunately, I do realize if you made Stalkers fire faster, blink would be too strong.. so its hard to balance that without making it too good. I just wish they designed a unit that had a faster rate of fire that could deal damage like Marines do.. Marines are the best DPS in the game, to the point where even Carriers lose vs Marines unfortunately (as shown in the GSL game afew weeks ago)

Anyways, Thats my feeling on it. Sure, Protoss can "remain competitive" for now, so im not saying protoss is UP or too weak (clearly theres still at least 2 in GSL!).. But I just think 2 or 3 years down the road, especially with the expansions coming if this doesn't get resolved, It will become a major problem when timings are perfected. I know the hots unit that copies Tanks will solve 1-1-1 pretty much, but its such a cop-out solution IMO.. As others have said, its like blizzard realizes protoss units are bad, to make it fair they give them Terran units? And its not a solution to the zerg problems, no zerg unit until Infestor is worth 200/200, and zergs will stop going infestors earlygame because of it, so what can you make, a 200/200 roach?
Favorites: Moon, Grubby, Naniwa, TAiLS, viOLeT, DongRaeGu
SnowfaLL
Profile Joined December 2008
Canada730 Posts
November 17 2011 03:52 GMT
#3363
On November 10 2011 02:19 Acritter wrote:
Show nested quote +
On November 09 2011 23:11 Thrombozyt wrote:
Stargate->Hydro->colossus->spire is exactly such an exchange starting from a FFE or 1gate FE.
In TvZ you have: marines->ling speed->hellions->muta
In TvP you often have: Stalkers->concussive->some limbo depending on army size, senties and stim->medivacs->HT/colossus->ghost/viking

One tech is forcing out the other and forces the player catching up from the map until he can come out back again.. I know the BW dynamics, I just don't see why what I described is different.


There are a few issues. Stargate doesn't actually force Hydras. Zerg can go for Queens and Spores and do just fine teching up to Infestors. I will admit it's one of the better examples, as Hydralisks that aren't defended properly are quite dangerous and their presence forces Protoss into fast Colossi.

However, TvZ is far less balanced in terms of that. There are very few things Zerg can do that really forces a specific response from Terran. Terran can get into a comfortable midgame without building a single Hellion if they choose, and Zergling speed doesn't stop them from getting Banshees. Mutalisks force a couple of Turrets, but don't alter the core army composition of Marine/Tank in the slightest. There's no timing pressure the Zerg can use to force the Terran to be honest or to make a certain choice.

TvP is even worse. Protoss literally cannot touch Terran in the early game. Your idea that Stalkers force Concussive is laughable. If that were true, we wouldn't have the 1-1-1. Terran has completely free reign to choose a variety of openings, such as gasless FE, 1rax Conc FE, 2rax pressure FE, 3rax pressure, or the 1-1-1. There's even a 1-1-1 expand build and a 2-1 Marine Tank pressure with Stim and Siege. The only "forcing" Protoss can do is to prevent fast cloaked Banshees by stealing gas. On the other hand, Terran can force tech paths out of Protoss that end up not allowing the Protoss to do anything back. So you have Immortals? Great, I already have the counter out. There's no balance in each player forcing responses. Terran dictates the whole game, with the only influence Protoss having is choosing between Templar and Robo tech, which ultimately doesn't change the Terran gameplan whatsoever. It just determines whether they'll have more Medivacs or Marauders.

In order for this balance to exist, both players need to be able to force decisions on one another. They need to be able to punish players for some decisions, and keep the game stable. Right now, there's a huge imbalance in favor of Terran, because so many Terran options are available with so little deviation from the norm. Protoss and Zerg have to deviate in order to produce counter units. The most Terran has to do is switch add-ons or build a Ghost Academy. Terran needs to be made a much more fragile race for balance to exist.


This is an excellent post.. I totally agree.
Favorites: Moon, Grubby, Naniwa, TAiLS, viOLeT, DongRaeGu
ZorBa.G
Profile Joined July 2011
Australia279 Posts
November 17 2011 04:08 GMT
#3364
On November 17 2011 12:52 Snowen wrote:
Show nested quote +
On November 10 2011 02:19 Acritter wrote:
On November 09 2011 23:11 Thrombozyt wrote:
Stargate->Hydro->colossus->spire is exactly such an exchange starting from a FFE or 1gate FE.
In TvZ you have: marines->ling speed->hellions->muta
In TvP you often have: Stalkers->concussive->some limbo depending on army size, senties and stim->medivacs->HT/colossus->ghost/viking

One tech is forcing out the other and forces the player catching up from the map until he can come out back again.. I know the BW dynamics, I just don't see why what I described is different.


There are a few issues. Stargate doesn't actually force Hydras. Zerg can go for Queens and Spores and do just fine teching up to Infestors. I will admit it's one of the better examples, as Hydralisks that aren't defended properly are quite dangerous and their presence forces Protoss into fast Colossi.

However, TvZ is far less balanced in terms of that. There are very few things Zerg can do that really forces a specific response from Terran. Terran can get into a comfortable midgame without building a single Hellion if they choose, and Zergling speed doesn't stop them from getting Banshees. Mutalisks force a couple of Turrets, but don't alter the core army composition of Marine/Tank in the slightest. There's no timing pressure the Zerg can use to force the Terran to be honest or to make a certain choice.

TvP is even worse. Protoss literally cannot touch Terran in the early game. Your idea that Stalkers force Concussive is laughable. If that were true, we wouldn't have the 1-1-1. Terran has completely free reign to choose a variety of openings, such as gasless FE, 1rax Conc FE, 2rax pressure FE, 3rax pressure, or the 1-1-1. There's even a 1-1-1 expand build and a 2-1 Marine Tank pressure with Stim and Siege. The only "forcing" Protoss can do is to prevent fast cloaked Banshees by stealing gas. On the other hand, Terran can force tech paths out of Protoss that end up not allowing the Protoss to do anything back. So you have Immortals? Great, I already have the counter out. There's no balance in each player forcing responses. Terran dictates the whole game, with the only influence Protoss having is choosing between Templar and Robo tech, which ultimately doesn't change the Terran gameplan whatsoever. It just determines whether they'll have more Medivacs or Marauders.

In order for this balance to exist, both players need to be able to force decisions on one another. They need to be able to punish players for some decisions, and keep the game stable. Right now, there's a huge imbalance in favor of Terran, because so many Terran options are available with so little deviation from the norm. Protoss and Zerg have to deviate in order to produce counter units. The most Terran has to do is switch add-ons or build a Ghost Academy. Terran needs to be made a much more fragile race for balance to exist.


This is an excellent post.. I totally agree.


You do realise Terran HAS TO dictate the game. Otherwise if the Toss is left in his base to max out, it is VERY difficult for a Terran to deal with this. If I were a toss player, I wouldn't be complaining the fact all I need to do is stay in my base all game and max out. Terran is the one who has to take initiative and make something happen. Because if he doesn't, hes pretty much screwed.

In regards to T v Z, zerg can very well force a response from Terran early game just as Terran can with zerg. Thank god Terran "can" deal with most units with the marine/tank composition. If Terran could tech switch just as fast and easily as what zerg can, I would agree with you. But unfortunately, Terran can not transition as easily as what zerg can. Plus, it's not like a marine/tank Terran finds it easy to deal with "ALL" unit compositions zerg can throw at them.

If find the game in it's current state is VERY much balanced. But guess what, rewind the clock once HoTS comes out. The nerf hammer will return much stronger imo.
SnowfaLL
Profile Joined December 2008
Canada730 Posts
November 17 2011 04:47 GMT
#3365
I don't know enough about T v Z or any matchup not involving Protoss; even though I played random for afew months at high masters, I won't comment on it.

As far as you saying Terran has to dictate the game, well I kind of disagree with that. If you go back to Puzzle vs Ganzi last night on GSL, Even though Puzzle gained a huge economy lead killing Ganzi's expo/all his scvs (think it was 7 scvs against 40??), with Mules Ganzi came back and maintained a very strong game. Of course, he was far behind, but the point is since Puzzle didn't apply any more pressure after that, Ganzi was able to get back into the game and the final battle came and they wasted eachothers armies, Puzzle only won in the end due to his expo advantage while Ganzi ran out.

My point for that game being; If the protoss doesn't make a move past the Terran taking his 4th, The Protoss will be in some severe trouble. A terran who gets enough vikings to deal with the collosus AND ghosts for emp, is a super scary army that can not be stopped by Protoss. I don't understand where you are getting your idea that Terran is the one who has to make something happen before protoss, because the way I see it (again, from playing random and watching just about every GSL since it began) - Protoss is the one who has to make something happen before ghosts and vikings are both out on the field.

What normally happens in most professional games right now; The Protoss will get Collosus and try to attack before the terran is prepared with enough vikings; but it ends up being an army trade with the vikings left on the field. At this point, while the terran has to build his marauder/marines/medivacs back, the Protoss should be well into storm tech, enough to build an army fast and attack the terran before he can get an optimal number of ghosts (3+) - If Protoss can hit at that time, he can feedback the few ghosts there are (if theres less than 3) and storm the vikings so his collosus can remain free.. If the terran has enough ghosts to EMP the templars, and his vikings are still around to take out the collosus, well I think its pretty much over at that point unless the Protoss is severly out-expanding the terran.

Anyways, my point is not that protoss is weak at all.. Obviously a good player like HuK and Puzzle and Oz are going to still win a fair share.. Its just IN A FEW YEARS, its going to be very very hard to stop Flash-style timing attacks.
Favorites: Moon, Grubby, Naniwa, TAiLS, viOLeT, DongRaeGu
ZorBa.G
Profile Joined July 2011
Australia279 Posts
November 17 2011 05:21 GMT
#3366
On November 17 2011 13:47 Snowen wrote:
I don't know enough about T v Z or any matchup not involving Protoss; even though I played random for afew months at high masters, I won't comment on it.

As far as you saying Terran has to dictate the game, well I kind of disagree with that. If you go back to Puzzle vs Ganzi last night on GSL, Even though Puzzle gained a huge economy lead killing Ganzi's expo/all his scvs (think it was 7 scvs against 40??), with Mules Ganzi came back and maintained a very strong game. Of course, he was far behind, but the point is since Puzzle didn't apply any more pressure after that, Ganzi was able to get back into the game and the final battle came and they wasted eachothers armies, Puzzle only won in the end due to his expo advantage while Ganzi ran out.

My point for that game being; If the protoss doesn't make a move past the Terran taking his 4th, The Protoss will be in some severe trouble. A terran who gets enough vikings to deal with the collosus AND ghosts for emp, is a super scary army that can not be stopped by Protoss. I don't understand where you are getting your idea that Terran is the one who has to make something happen before protoss, because the way I see it (again, from playing random and watching just about every GSL since it began) - Protoss is the one who has to make something happen before ghosts and vikings are both out on the field.

What normally happens in most professional games right now; The Protoss will get Collosus and try to attack before the terran is prepared with enough vikings; but it ends up being an army trade with the vikings left on the field. At this point, while the terran has to build his marauder/marines/medivacs back, the Protoss should be well into storm tech, enough to build an army fast and attack the terran before he can get an optimal number of ghosts (3+) - If Protoss can hit at that time, he can feedback the few ghosts there are (if theres less than 3) and storm the vikings so his collosus can remain free.. If the terran has enough ghosts to EMP the templars, and his vikings are still around to take out the collosus, well I think its pretty much over at that point unless the Protoss is severly out-expanding the terran.

Anyways, my point is not that protoss is weak at all.. Obviously a good player like HuK and Puzzle and Oz are going to still win a fair share.. Its just IN A FEW YEARS, its going to be very very hard to stop Flash-style timing attacks.


I actually watched that match, and as the commentator said, I don't think Puzzle actually realised just how far ahead he was and how many scv's he actually killed off. There was a huge timing gap where Puzzle could have outright ended the game. That game is a terrible example to relate to this argmuent. Of course either zerg, terran and toss will slowly inch forward if your not going to follow up after dealing great damage. However, if you do want to use this GSL MU's as an example I suggest watching the match before last night (can't remember the players now :s) where the terran had wiped out at least 40 workers early-mid game and still only "JUST" won.

ParkwayDrive
Profile Joined July 2011
United States328 Posts
November 17 2011 21:41 GMT
#3367
hi, ive done a search on my question but was unable to find anything. if this has already been answered i apologize but i ask you point me in the direction of the answer.


what is the logic behind feedback and emp having different ranges? it seems to me that assuming both players have perfect reaction time, emp gets off b4 every feedback because of the range advantage. hts either have to be microed inside a warp prism or the terren has to be not paying attention in order for a feedback to get off first. if the ranges were equal, the only things that would come into play would be the skill and reaction time of each player. as it stands right now, late game tvps with both ghosts and hts involved are just awful to watch in my opinion. a truly great terren should never lose tvp at 200 vs 200 if they have sufficient ghosts (and i think the evidence proves this). if im wrong, i am wrong i just want to know why
WickedSkies
Profile Blog Joined August 2011
Netherlands81 Posts
Last Edited: 2011-11-19 01:08:49
November 19 2011 00:50 GMT
#3368
On November 18 2011 06:41 ParkwayDrive wrote:
hi, ive done a search on my question but was unable to find anything. if this has already been answered i apologize but i ask you point me in the direction of the answer.


what is the logic behind feedback and emp having different ranges? it seems to me that assuming both players have perfect reaction time, emp gets off b4 every feedback because of the range advantage. hts either have to be microed inside a warp prism or the terren has to be not paying attention in order for a feedback to get off first. if the ranges were equal, the only things that would come into play would be the skill and reaction time of each player. as it stands right now, late game tvps with both ghosts and hts involved are just awful to watch in my opinion. a truly great terren should never lose tvp at 200 vs 200 if they have sufficient ghosts (and i think the evidence proves this). if im wrong, i am wrong i just want to know why



Feedback is instant, while emp is a projectile, so even if you emp the ht, he should feedback your ghost. Also, watching late game TvP is indeed painful. I see zealots owning everything, toss storming everywhere despite emps and marines and marauders just melting. Then toss switches to 6 collosi and then back to ht. Terran can't do anything. Imo a toss has to be a really bad player to lose even a single game vs terran, because toss has superior economy, superior units and gets ugprades faster. Only thing terran can do is try to drop but a good toss will have obs all over the map and even if he doesn't spot the drop in time, hey what are the instant 12 zealots for? Of course, in big engagementts, terran has to sttutter step, emp, split, move medivac on separate control, fight in chokes and etc etc. Toss has to a-move, watch not to get e-mpd and storm. The level of skill required for toss and terran with maxed armies is just ridiculously high for terran and ridiculously low for toss and nobody can say otherwise. Imo the only reason toss has been in the shadows so far is bad players. I can just imagine what MVP could do with toss. Oh, then the earth would tremble.




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Cillas
Profile Joined June 2011
Germany78 Posts
November 19 2011 01:40 GMT
#3369
On November 19 2011 09:50 WickedSkies wrote:
Show nested quote +
On November 18 2011 06:41 ParkwayDrive wrote:
hi, ive done a search on my question but was unable to find anything. if this has already been answered i apologize but i ask you point me in the direction of the answer.


what is the logic behind feedback and emp having different ranges? it seems to me that assuming both players have perfect reaction time, emp gets off b4 every feedback because of the range advantage. hts either have to be microed inside a warp prism or the terren has to be not paying attention in order for a feedback to get off first. if the ranges were equal, the only things that would come into play would be the skill and reaction time of each player. as it stands right now, late game tvps with both ghosts and hts involved are just awful to watch in my opinion. a truly great terren should never lose tvp at 200 vs 200 if they have sufficient ghosts (and i think the evidence proves this). if im wrong, i am wrong i just want to know why



Feedback is instant, while emp is a projectile, so even if you emp the ht, he should feedback your ghost. Also, watching late game TvP is indeed painful. I see zealots owning everything, toss storming everywhere despite emps and marines and marauders just melting. Then toss switches to 6 collosi and then back to ht. Terran can't do anything. Imo a toss has to be a really bad player to lose even a single game vs terran, because toss has superior economy, superior units and gets ugprades faster. Only thing terran can do is try to drop but a good toss will have obs all over the map and even if he doesn't spot the drop in time, hey what are the instant 12 zealots for? Of course, in big engagementts, terran has to sttutter step, emp, split, move medivac on separate control, fight in chokes and etc etc. Toss has to a-move, watch not to get e-mpd and storm. The level of skill required for toss and terran with maxed armies is just ridiculously high for terran and ridiculously low for toss and nobody can say otherwise. Imo the only reason toss has been in the shadows so far is bad players. I can just imagine what MVP could do with toss. Oh, then the earth would tremble.




well, thats the greatest whine post ever. haha. I agree that 1 big game ending fight, can be over in a split second, but neither the toss nor the terran just a moves. If u belive its that way, ill tell u a secret, i heard almost the last 1 1/2 years, play protoss and be happy.
Akhee
Profile Joined January 2011
Brazil811 Posts
November 19 2011 01:49 GMT
#3370
On November 17 2011 12:40 Snowen wrote:
I 100% agree, and feel thats been the missing link for Protoss since WOL started, and was PRAYING it would be fixed in HOTS but it wasnt unfortunated.

Splash damage is required early for Protoss to remain competitive throughout the years IMO

Think about it; Zerg has banelings, and Terran has hellion/tank. Now you can say thay aren't "needed" or "used often", but in reality, just them being there is enough.

Protoss's major problem right now is with the massing of the other races tier 1 units; If you've watched the GSL games yesterday, you saw sC make about 30 marines and walk right into MC's base earlygame, and although MC had tons of stalkers and slowly microed them thru the map, it wasnt enough to really take them out before the marines got in there and killed some probes and buildings. This was on Tal'darim, MC had the whole map to "micro" vs these marines, yet a lot still got in.. imagine on Xelnaga caverns, how much damage that would of been.

Sure, theres forcefields.. And they work alright but their main goal is so you deal with a portion of their army at a time, rather than the whole army.. It works kinda, but obviously one missed forcefield and you lose. Its just a bad solution for this problem In my opinion, although I guess thats why players with INSANELY good forcefields are the ones at the top of Code S, (HuK comes to mind) - and bad forcefielders usually can't do much.

How many times do you see a 3rax 3reactor pure marine vs zerg or terran? You don't, because they fear the POSSIBILITY of baneling or hellion/tank. Protoss do not have this luxury until collosus or storm, which is so high in the tech tree that if the Terran hits his timing JUST right, he can hit before either come out. Hence the power of the 1-1-1 (adding in tank/banshee requires protoss to react with at least observer for banshee, and you can't just forcefield chop because the tank range)

The 1-1-1's main problem isnt the fact that he has tanks or banshees; its that the Marines do insane DPS and you can't finish them off quickly. Its either you target the banshee/tank down, and the Marines kill you, or you kill the marines with zealot/forcefields, and the tank splash and banshee cloak will eventually deal their massive damage. If protoss had a unit that did splash that they could get out around the 6-7 minute mark, like a hellion (a quick producing Robo unit for example), They could use those to target the marine ball of DPS, and the rest of the units focusing on Tank/Banshee. 1-1-1 would still be super deadly, but you'd have to micro your marines to avoid the splash, it would be who can micro the best, not just who can A-move the best.

(To make it more understandable, imagine if Protoss had Hellions for one second. Then look at an incoming 1-1-1. The Hellions would obviously target the marines, which can go either way depending on the micro. It would be like TvT Bio allin vs Mech (with the Protoss being in the role of defending Mech user with hellions/immortals), which is much fairer than PvT gateway vs 1-1-1)

Furthermore in PvZ, an early splash unit would really help with the problem of leaving your base after you get your first expansion.. Currently, when you forge first or sentry FE, the zerg macros up because they know they can't be attacked since speedlings counter almost all earlygame P pressure except 4gate, So Protoss has to come up with ways of "tricking" the zerg by hiding proxy pylons, using voidrays or phoenix to distract while they move out, or build an incredible 7gate blink stalker timing.. As a protoss player, you basically have to do something tricky/cheesy/unexpected, or the zerg just overruns you since his economy is being powered with no fear of dying. If Protoss had Hellions, you could still get a reasonably fast expansion (3gate FE timing for instance) but still have afew units that could apply pressure on the zerg from over-powering.


(keep in mind when I say "If Protoss had Hellions" - im not actually MEANING hellions as they are.. I just mean an early tier 2 unit that has AOE damage and is fast enough to at least outrun slow lings. Hellions are just my "example" to get you to visualize how it would change the gameplay. Obviously the unit would come from the Robo, cause if you could warp them in that'd be too strong.)

I also think Gateway units just fire so slow when compared to other race units (Marines, zerglings, hydras, marauders w/ stim) - Thats a problem.. Unfortunately, I do realize if you made Stalkers fire faster, blink would be too strong.. so its hard to balance that without making it too good. I just wish they designed a unit that had a faster rate of fire that could deal damage like Marines do.. Marines are the best DPS in the game, to the point where even Carriers lose vs Marines unfortunately (as shown in the GSL game afew weeks ago)

Anyways, Thats my feeling on it. Sure, Protoss can "remain competitive" for now, so im not saying protoss is UP or too weak (clearly theres still at least 2 in GSL!).. But I just think 2 or 3 years down the road, especially with the expansions coming if this doesn't get resolved, It will become a major problem when timings are perfected. I know the hots unit that copies Tanks will solve 1-1-1 pretty much, but its such a cop-out solution IMO.. As others have said, its like blizzard realizes protoss units are bad, to make it fair they give them Terran units? And its not a solution to the zerg problems, no zerg unit until Infestor is worth 200/200, and zergs will stop going infestors earlygame because of it, so what can you make, a 200/200 roach?


protoss needs reaverlike unit, tier2, with less potential damage than reaver, but designated to kill workers and light units
Termit
Profile Joined December 2010
Sweden3466 Posts
November 27 2011 02:49 GMT
#3371
I didn't wanna make a new thread about this so I guess I could ask it here.

I just watched a game and I started thinking about larva injects and how important it is to spend that energy on your queens to get your macro going. And then I saw this Terran with awful multitasking not mule'ing for some minutes because he wasn't good enough, and then just dropping mule bombs on one of his expansions. Now there is so much hate about mules but Terran still need them for not getting behind macro wise.

What I am wondering is, how much damage would Terran macro take if you can't save up orbital energy and just spam mules? What I was thinking about is something like this: You upgrade to OC, get mule access but in some way you have to keep your energy low to get new mules, so it would punish a bad player for not spending that energy right away just like it punish bad players not keeping up with his injects. If this would punish Terran to much, would this work if there was some changes to the mule?

And then just add Comsat for scans or make scan an upgrade in the Orbital and let scan have it's own energy so it doesn't screw up the mule energy. It would be fun because it would actually become a bit of skill to keeping up with your mule'ing just like it is to spend your chrono and queen energy.
( ̄。 ̄)~zzz ◕ ◡ ◕
neoghaleon55
Profile Blog Joined August 2010
United States7435 Posts
November 27 2011 03:18 GMT
#3372
The mule itself isn't so bad...it's just the over saturation muling that bugs me.
Overall, it's not game breaking...except for gold mineral patches...which tournaments like GSL are finally removing.

Honestly I'm starting to feel that the game is indeed approaching balance.
There are a few minor kinks which needs to be dealt with, in terms of strategies which have high rewards but low risks...
...namely 2 rax tvz and mass muta zvp

Everything else is fine.
I still don't understand why people complain about mass ghost snipes...seems like ultrabanes would easily solve that issue
...goddamn gsl zergs need to use ultrabanes....
LOOKING AT YOU LIQUID ZENIO!!!!
moo...for DRG
K3Nyy
Profile Joined February 2010
United States1961 Posts
November 27 2011 03:31 GMT
#3373
On November 27 2011 11:49 Termit wrote:
I didn't wanna make a new thread about this so I guess I could ask it here.

I just watched a game and I started thinking about larva injects and how important it is to spend that energy on your queens to get your macro going. And then I saw this Terran with awful multitasking not mule'ing for some minutes because he wasn't good enough, and then just dropping mule bombs on one of his expansions. Now there is so much hate about mules but Terran still need them for not getting behind macro wise.

What I am wondering is, how much damage would Terran macro take if you can't save up orbital energy and just spam mules? What I was thinking about is something like this: You upgrade to OC, get mule access but in some way you have to keep your energy low to get new mules, so it would punish a bad player for not spending that energy right away just like it punish bad players not keeping up with his injects. If this would punish Terran to much, would this work if there was some changes to the mule?

And then just add Comsat for scans or make scan an upgrade in the Orbital and let scan have it's own energy so it doesn't screw up the mule energy. It would be fun because it would actually become a bit of skill to keeping up with your mule'ing just like it is to spend your chrono and queen energy.


I think it would just be better to add a 5 second delay on Mule. Then you can't spam it and you can save energy for scans. :D
cive
Profile Blog Joined May 2010
Canada370 Posts
November 27 2011 03:43 GMT
#3374
On November 27 2011 12:31 K3Nyy wrote:
Show nested quote +
On November 27 2011 11:49 Termit wrote:
I didn't wanna make a new thread about this so I guess I could ask it here.

I just watched a game and I started thinking about larva injects and how important it is to spend that energy on your queens to get your macro going. And then I saw this Terran with awful multitasking not mule'ing for some minutes because he wasn't good enough, and then just dropping mule bombs on one of his expansions. Now there is so much hate about mules but Terran still need them for not getting behind macro wise.

What I am wondering is, how much damage would Terran macro take if you can't save up orbital energy and just spam mules? What I was thinking about is something like this: You upgrade to OC, get mule access but in some way you have to keep your energy low to get new mules, so it would punish a bad player for not spending that energy right away just like it punish bad players not keeping up with his injects. If this would punish Terran to much, would this work if there was some changes to the mule?

And then just add Comsat for scans or make scan an upgrade in the Orbital and let scan have it's own energy so it doesn't screw up the mule energy. It would be fun because it would actually become a bit of skill to keeping up with your mule'ing just like it is to spend your chrono and queen energy.


I think it would just be better to add a 5 second delay on Mule. Then you can't spam it and you can save energy for scans. :D


When you miss a MULE drop, a lot of things go wrong for terran. Just as Terran shouldn't be missing MULEs in the early game, zergs shouldn't be missing injects in the early game. If the game is at a point where missing a MULE or two is okay, zerg can probably afford an extra hatch or two to be okay too.
Play Terran
kappadevin
Profile Joined February 2011
United States284 Posts
November 27 2011 04:04 GMT
#3375
Missing an Inject is more punishing than missing a MULE, but that isn't really a balance related issue. At the highest level neither player should be missing either. In a similar way, missing an SCV cycle is more punishing than letting an extra larva spawn before making two drones at once.
Little Tortilla Boy
happyness
Profile Joined June 2010
United States2400 Posts
November 27 2011 04:25 GMT
#3376
On November 17 2011 13:08 ZorBa.G wrote:
Show nested quote +
On November 17 2011 12:52 Snowen wrote:
On November 10 2011 02:19 Acritter wrote:
On November 09 2011 23:11 Thrombozyt wrote:
Stargate->Hydro->colossus->spire is exactly such an exchange starting from a FFE or 1gate FE.
In TvZ you have: marines->ling speed->hellions->muta
In TvP you often have: Stalkers->concussive->some limbo depending on army size, senties and stim->medivacs->HT/colossus->ghost/viking

One tech is forcing out the other and forces the player catching up from the map until he can come out back again.. I know the BW dynamics, I just don't see why what I described is different.


There are a few issues. Stargate doesn't actually force Hydras. Zerg can go for Queens and Spores and do just fine teching up to Infestors. I will admit it's one of the better examples, as Hydralisks that aren't defended properly are quite dangerous and their presence forces Protoss into fast Colossi.

However, TvZ is far less balanced in terms of that. There are very few things Zerg can do that really forces a specific response from Terran. Terran can get into a comfortable midgame without building a single Hellion if they choose, and Zergling speed doesn't stop them from getting Banshees. Mutalisks force a couple of Turrets, but don't alter the core army composition of Marine/Tank in the slightest. There's no timing pressure the Zerg can use to force the Terran to be honest or to make a certain choice.

TvP is even worse. Protoss literally cannot touch Terran in the early game. Your idea that Stalkers force Concussive is laughable. If that were true, we wouldn't have the 1-1-1. Terran has completely free reign to choose a variety of openings, such as gasless FE, 1rax Conc FE, 2rax pressure FE, 3rax pressure, or the 1-1-1. There's even a 1-1-1 expand build and a 2-1 Marine Tank pressure with Stim and Siege. The only "forcing" Protoss can do is to prevent fast cloaked Banshees by stealing gas. On the other hand, Terran can force tech paths out of Protoss that end up not allowing the Protoss to do anything back. So you have Immortals? Great, I already have the counter out. There's no balance in each player forcing responses. Terran dictates the whole game, with the only influence Protoss having is choosing between Templar and Robo tech, which ultimately doesn't change the Terran gameplan whatsoever. It just determines whether they'll have more Medivacs or Marauders.

In order for this balance to exist, both players need to be able to force decisions on one another. They need to be able to punish players for some decisions, and keep the game stable. Right now, there's a huge imbalance in favor of Terran, because so many Terran options are available with so little deviation from the norm. Protoss and Zerg have to deviate in order to produce counter units. The most Terran has to do is switch add-ons or build a Ghost Academy. Terran needs to be made a much more fragile race for balance to exist.


This is an excellent post.. I totally agree.


You do realise Terran HAS TO dictate the game. Otherwise if the Toss is left in his base to max out, it is VERY difficult for a Terran to deal with this. If I were a toss player, I wouldn't be complaining the fact all I need to do is stay in my base all game and max out. Terran is the one who has to take initiative and make something happen. Because if he doesn't, hes pretty much screwed.



I think it's a pretty big myth that the maxed out army of protoss is greater than the maxed out army of terran. If anything the terran army is stronger, if the terran knows how to control ghosts.
SolidMoose
Profile Joined June 2011
United States1240 Posts
November 27 2011 04:33 GMT
#3377
On November 27 2011 13:25 happyness wrote:
Show nested quote +
On November 17 2011 13:08 ZorBa.G wrote:
On November 17 2011 12:52 Snowen wrote:
On November 10 2011 02:19 Acritter wrote:
On November 09 2011 23:11 Thrombozyt wrote:
Stargate->Hydro->colossus->spire is exactly such an exchange starting from a FFE or 1gate FE.
In TvZ you have: marines->ling speed->hellions->muta
In TvP you often have: Stalkers->concussive->some limbo depending on army size, senties and stim->medivacs->HT/colossus->ghost/viking

One tech is forcing out the other and forces the player catching up from the map until he can come out back again.. I know the BW dynamics, I just don't see why what I described is different.


There are a few issues. Stargate doesn't actually force Hydras. Zerg can go for Queens and Spores and do just fine teching up to Infestors. I will admit it's one of the better examples, as Hydralisks that aren't defended properly are quite dangerous and their presence forces Protoss into fast Colossi.

However, TvZ is far less balanced in terms of that. There are very few things Zerg can do that really forces a specific response from Terran. Terran can get into a comfortable midgame without building a single Hellion if they choose, and Zergling speed doesn't stop them from getting Banshees. Mutalisks force a couple of Turrets, but don't alter the core army composition of Marine/Tank in the slightest. There's no timing pressure the Zerg can use to force the Terran to be honest or to make a certain choice.

TvP is even worse. Protoss literally cannot touch Terran in the early game. Your idea that Stalkers force Concussive is laughable. If that were true, we wouldn't have the 1-1-1. Terran has completely free reign to choose a variety of openings, such as gasless FE, 1rax Conc FE, 2rax pressure FE, 3rax pressure, or the 1-1-1. There's even a 1-1-1 expand build and a 2-1 Marine Tank pressure with Stim and Siege. The only "forcing" Protoss can do is to prevent fast cloaked Banshees by stealing gas. On the other hand, Terran can force tech paths out of Protoss that end up not allowing the Protoss to do anything back. So you have Immortals? Great, I already have the counter out. There's no balance in each player forcing responses. Terran dictates the whole game, with the only influence Protoss having is choosing between Templar and Robo tech, which ultimately doesn't change the Terran gameplan whatsoever. It just determines whether they'll have more Medivacs or Marauders.

In order for this balance to exist, both players need to be able to force decisions on one another. They need to be able to punish players for some decisions, and keep the game stable. Right now, there's a huge imbalance in favor of Terran, because so many Terran options are available with so little deviation from the norm. Protoss and Zerg have to deviate in order to produce counter units. The most Terran has to do is switch add-ons or build a Ghost Academy. Terran needs to be made a much more fragile race for balance to exist.


This is an excellent post.. I totally agree.


You do realise Terran HAS TO dictate the game. Otherwise if the Toss is left in his base to max out, it is VERY difficult for a Terran to deal with this. If I were a toss player, I wouldn't be complaining the fact all I need to do is stay in my base all game and max out. Terran is the one who has to take initiative and make something happen. Because if he doesn't, hes pretty much screwed.



I think it's a pretty big myth that the maxed out army of protoss is greater than the maxed out army of terran. If anything the terran army is stronger, if the terran knows how to control ghosts.


The same can be said about protoss controlling HT's, except there's generally more to control for Terran to not get completely fucked over. The whole matchup would be much better if tanks were viable lategame, because then a lategame terran army might win with some AoE. But as it is now Terran has to do something before the Colossus/Archon/HT death army gets too big. Probably why so many Terrans are doing all ins (including MVP)

PvT is right now favoring protoss, and if that doesn't change I'd like to either see a compromised EMP nerf (1.7-1.8 radius) or removing one of the two archon buffs (massive or 3 range). But all this may become obsolete once HOTS hits
Greenei
Profile Joined November 2011
Germany1754 Posts
November 27 2011 04:43 GMT
#3378
On November 27 2011 13:33 SolidMoose wrote:


PvT is right now favoring protoss, and if that doesn't change I'd like to either see a compromised EMP nerf (1.7-1.8 radius) or removing one of the two archon buffs (massive or 3 range). But all this may become obsolete once HOTS hits


my idea is, that you should make ghost-emprange upgradable. so that its not superstrong in midgame (prepatch) but too weak in lategame (now).
IMBA IMBA IMBA IMBA IMBA IMBA
cive
Profile Blog Joined May 2010
Canada370 Posts
November 27 2011 04:47 GMT
#3379
On November 27 2011 13:04 kappadevin wrote:
Missing an Inject is more punishing than missing a MULE, but that isn't really a balance related issue. At the highest level neither player should be missing either. In a similar way, missing an SCV cycle is more punishing than letting an extra larva spawn before making two drones at once.


You can't say that larvae inject is more punishing than MULE because they are different variables. MULE is a gatherer and a product while larvae inject is increasing the production capacity. The consequence of missing an larvae inject is just more visible and obvious than missing a MULE drop.

If larvae inject worries people, there are many solutions. One that I use (because I miss injects lol) is getting a macro hatch pre-lair.
Play Terran
Raid
Profile Joined September 2010
United States398 Posts
November 27 2011 04:48 GMT
#3380
Why are people still comparing race mechanics with one another. Its just silly the mule and inject functions are totally different from one another... The mule is fine the way it is, and I am fine with them removing gold expansions if the mule really is a problem. Kind of stupid to nerf something like the mule when terrans have made extra ocs to make more mules and done other stuff like mule bm and mule into tank lines.
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