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Designated Balance Discussion Thread - Page 304

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Toastie.NL
Profile Joined July 2012
Netherlands232 Posts
July 21 2012 20:26 GMT
#6061
On July 22 2012 02:34 Charon1979 wrote:
Show nested quote +
On July 22 2012 00:11 Toastie.NL wrote:

To fix that, there's two things you can do:
- Strenghten Terran in the mid or lategame, so they can lock the Zerg economy at a certain level with a powerful push and get even in economy that way. This means, buffing Midgame so lategame occurs on even grounds, or buffing lategame so the disadvantage of Terran in the early/midgame is compensated for.
- Weaken Zerg in the early game so Terran is able to deal the damage and keep the economy of the Zerg in check,

.


While I agree 100% with you POV, this "asymetrical" design has to go.
That was the initial reason for the whole story of nerfs and buffs. Want to buff Terrans midgame for the purpose to lock Zs economy down? I bet money that terran will just go and develop a push which isnt aimed at the economy but for a quick kill. The problem here is: How to design pressure/push/mechanic so that it makes you even if you do it ok-ish, puts you slightly behind if you mess up or puts you opponent slightly behind if he messes up without creating a "no risk" push that ends the game if done properly/reacted poorly and doesnt matter if executed poorly.
I gladly give up all my "lategame advantages" if I can pressure a FFE toss so hard on one base that we are even in workercount, tech and army if i do it ok-ish, puts toss on 1 base with even worker count but slightly better tech/units if i mess up or kills him instantly if he reacts poorly.
Like a banelingbust which is not denied by 1 singe FF

I am happy you agree. I don't like it either, but this is the way we have to go.

On July 22 2012 03:16 larse wrote:
The following are things that I wrote in this thread and else where and I compile them here.

+ Show Spoiler +
Zerg OP: Facts, Arguments, & Solutions
I. Facts

Here are some simple statistical facts that show the Zerg domination since May 10th.

1. Two Terran Holocaust figures made by someone in the reddit:

http://img641.imageshack.us/img641/4706/sandiegostan.png
http://img837.imageshack.us/img837/2509/tgth.jpg

Note:
Red means Zerg, Green is Protoss, and Blue is Terran.
All these tournaments happened after the patch 1.4.3.2.

2. There are the June winrate of TLPD which is the best Starcraft 2 database out here:

http://i.minus.com/ijF6GRNzqbJwh.png

What’s going on in that winrate chart? Here is the best explanation by Indigo: http://us.battle.net/sc2/en/forum/topic/6080900088

3. Global racial distribution from Bronze to Grandmaster:

http://www.sc2ranks.com/stats/league/all/1/all

GSTL 2012 Season 2 All-Kills and Multiple Kills List: (I count the ones that have 3 or more than 3 kills in a row)

4. GSTL 2012 Season 2, the Zerg Festival
GSTL 2012 Season 2 All-Kills and Multiple Kills List: (I count the ones that have 3 or more than 3 kills in a row)
Zerg
Life (Zerg): All-kills
Symbol (Zerg): Reversed All-kills, All-kills a second time
Coca (Zerg): All-kills, 3-kills
LosirA (Zerg): 4-Kills
ByuL (Zerg): 4 kills
Sniper (Zerg): 4-kills, 3-kills
Moon (Zerg): 3-Kills
Shine (Zerg): 3-kills
Hyun (Zerg): 3-kills
Leenock (Zerg): 3-kills

Protoss
Puzzle (Protoss): 4-kills, 3-kills
Tassadar (Protoss): 4-kills
Creator (Protoss): 3-kills
JYP (Protoss): 3-kills

Terran
Sculp (Terran): 3-kills
GuMiho (Terran): 3-kills
Jjakji (Terran): 3-kills

GSTL 2012 Season 2, TvZ winrate = 36.4%
http://www.gomtv.net/records/index.gom?searchType=3&race=T&vsrace=Z&season=0&leaguetype=50&leagueid=27063&gamever=0&mapid=0

5. Some interesting examples of the Zerg domination:

http://i.imgur.com/WL1rr.jpg
http://bildr.no/view/1224863
(The red highlight color means it’s Zerg)

It is important to note that there are no statistical data that show otherwise since May 10th.

The conclusion of Zerg domination is under serious debates in this forum, but in Teamliquid, it's quite a consensus now that Zerg dominated since May 10th and it's not because of the metagame change.

-----------------------------------------------------------------------------------------------
II. Arguments

There are many many different arguments about why Zerg is OP or what parts of Zerg is OP. All of the different arguments can be categorized into two broad camps:

1. Zerg's macro mechanism is OP
2. Zerg's army strength (especially late-game) is OP

People in the first camp mostly points to injection and larvae being OP. Because of this superior macro mechanism, the People in this camp consider Zerg's economy and army production can grow faster than the other two races.

People in the second camp mostly points to the Broodlord and Infestor or the composition of them being OP. Some of them may say Baneling/Zerglings/Infestor/Ultra composition is OP, but most people go with Broodlord and Infestor. In addition, many people also point to the creep which powers up Zerg's army strength and vision even more.

It is important to note that saying Queen is OP is basically in line with the first camp, since the logic of Queen being OP is the same as saying that "queen is OP ----> can't do damage to zerg economy early ----> zerg's economy grows faster than other two races later". So, saying Queen OP is an indirect statement that Zerg's macro mechanism is OP.

This two camps is not necessarily contradictory. It can be that Zerg is OP in both macro mechanism or army strength.

-------------------------------------------------------------------------------------------------
III. Solutions

Therefore, to address these two types of OPness, we must have different solutions.

To address the first type of OPness, the solutions can be

1. Revert the queen buff, so other two races can do economic damage early or Zerg has to use resources to make defense unit and structure ----> equal economy later on.

2. Nerf the Zerg's macro mechanism. Most people argue that reducing the larvae produced from injection by 1 is a good way. Or it can be increase the injected larvae build time.
----Injection (or Spawn Larvae) duration increased to 50, up from 40.
----Injection (or Spawn Larvae) now produced 3 larvaes, down from 4.

To address the second type of OPness, the solutions are more debatable but most people argue some sorts of nerfs to infestor, Broodlord, or creep.

1. Infestor Nerf:
The infestor nerfs should include one or more than one of the following nerfs:
----Fungal growth now has a projectile
----Instead of stun the unit, Fungal growth now slows down the movement speed of the unit to 10%.
----Infested Terran casting range reduced to 6, down from 9
----The HP of Infested Terran morphing egg reduced to 50, down from 100

Personally, I support the projectile of fungal growth. It's a modest nerf and it's good for micro for both sides which is extremely important to the game and spectator.

I also support the second nerf which is that fungal does not stun units but slow them down. The reason of this nerf is that Fungal can be seen as having higher damage than storm. First, you can't stack storm, which is also true to fungal. But second, you can move away from storm even you are hit, so you take maybe less than 40 damage, but with fungal, you always take 40 damage, so it's a guaranteed damage. And you will be chain fungaled again and again. So in practical situation, the damage of fungal is extremely high.

Also, fungal prevents micro which is one of the most important elements of the game. Why is that so? Here is the post that shows why fungal and some other spells prevent micro: http://us.battle.net/sc2/en/forum/topic/6079791633

2. Broodlord Nerf:
----Units that are not Light can step over broodlings. (Broodling's unit size decreases in order to be visually appropriate)

This nerf is specifically designed to contain the stopping power of the broodlings which is the only reason why Broodlord is so powerful. The power of Broodlord is simply its broodlings' stopping ability that prevent most units from closing distance. Plus fungal stun units, which makes it even harder to close distance to kill the Broodlord.

3. Creep Nerf:
The Creep nerfs should include one or more than one of the following nerfs:
----Creep tumor build time increased to 20, up from 15.
----Creep tumor's vision range decreased to 9, down from 11.
----Creep now ebbs 2 times faster than spreads.

It is important to note that not all of these nerfs should be applied simultaneously. If all of them are applied, then Zerg may very well be underpowered. There will be minimal nerf, modest nerf, and radical nerf. My suggestion is as the following:

Minimal nerf:
----Revert the queen buff

Modest nerf:
----Queen ground attack range decreased to 4, down from 5
----Fungal growth now has a projectile
----Creep tumor build time increased to 20, up from 15.

Radical nerf:
Radical nerfs can include all the aforementioned nerfs as well as nerfs to Zerg's macro mechanism. But I strongly oppose radical nerfs, since it will make Zerg underpowered and the game will be again imbalanced.

-----------------------------------

Again, I only support minimal or modest nerfs to Zerg, and I truly don't want to see Zerg being UP. But the game at the moment simply lacks balance to a very large degree, just like Terran domination in 2010 and 2011. Terran domination was a problem and it was not good. I didn't enjoy watching Terran kills Protoss and Zerg so easily back in 2010 and 2011, but that doesn't justify the problem of Zerg at the moment.

I think Blizzard is aware of the situation. Dustin Browder and David Kim in MLG interviews already said that they know the situationn (it was June, right?). They said in the interview that there are two major concerns of balance: first is the roach in ZvP, and the second is the queen buff in TvZ. The only reason I can think of that Blizzard hasn't do anything is that they are waiting for the 1.5 patch to finalize in other technical aspects (cuz it's a huge patch) and they are using this timeframe to observe more matches and see what is exactly wrong with the matchup at the moment.

I love how much effort you put in this. I don't agree with quite a bit of it, but you actually made a lot of work on this. Did you read my post a bit before yours? I quoted a part of it on the top of this post.

Props to you for putting in the thought and effort.

My prefered changes:

>Fungal Growth is now a projectile - It should have the speed of around and about a stimmed marine. this seems like a decent speed.
>Queens Range reverted to 4 Range - Slightly better vs Hellions and Marines, but good Terran micro is still rewarded Damage changed from 4*2 to 8*1, to be stronger against 1 armor (and destructible rocks, lol).
>Hatcheries have a Larvae cap of 3+4, Lairs of 3+4+4, Hives of 3+4+4 - Zerg has to actually invest in a lategame larvae stack and get up to 5 macro hatches.
>Hunter Seeker Missile upgrade cost to 200/200/120 (min/gas/tim), spell cost to 100 (10 sec cooldown) range to 9, speed slightly increased. The new and powerful Lategame Terran Splash.

This might be to much to change at once, but I like the changes. 1 and 4 increase the demands of Zerg Micro, 2 allows Terran to micro again and makes it a slight bit more important, because the damage increased. The third forces Zerg to put more thought in their lategame remax styles as it becomes more expensive to have lots of Hatches running - might encourage more agressive Ultra/Bane/Ling/Infestor play, maybe with Nydus support, instead of the Spine wall wait till we get attacked - remax - kill style we see now.
And the last change, to the HSM, might be far to much, but I would like to see how that works out.

Kind Regards
EU Random Player - Contact me for anything :-)!
dangthatsright
Profile Joined July 2011
1158 Posts
July 21 2012 20:27 GMT
#6062
On July 22 2012 05:24 sibs wrote:
Show nested quote +
On July 22 2012 05:07 Shiori wrote:
Stephano showing that the safest response to Oz's creative, aggressive opening is to take a third base and play completely standard since Queen/Ling beats everything. Sigh. I guess Oz did "damage" by making Stephano not make Drones.



He did a lot of damage, you wanted 2 stalkers 1 zealot to win him the game? It was 37 Probes vs 31 Drones.


I would assume his point is that even though in theory, the lessened drone count hurts Zerg production later on and lets Protoss get ahead, it doesn't seem to actually matter in that Zerg can still get additional units and then just go right back to the same gameplay in basically the exact same position without much risk at all.
Toastie.NL
Profile Joined July 2012
Netherlands232 Posts
Last Edited: 2012-07-21 20:27:31
July 21 2012 20:27 GMT
#6063
On July 22 2012 04:32 submarine wrote:
The core of pretty much any zerg imba army is the infestor. I would like to see fungal with the same 1.5 radius the emp and storm already have.

I guess the Infestor is to much of a catch-all unit. Infestors with some random support units actually beat every single unit in the game cost effectively. If there's no Support units, Infested Terrans will do.
EU Random Player - Contact me for anything :-)!
aksfjh
Profile Joined November 2010
United States4853 Posts
July 21 2012 20:27 GMT
#6064
On July 22 2012 05:07 Shiori wrote:
Stephano showing that the safest response to Oz's creative, aggressive opening is to take a third base and play completely standard since Queen/Ling beats everything. Sigh. I guess Oz did "damage" by making Stephano not make Drones.

Stephano did engage in a good position, where Oz wasn't able to lay down good forcefields. Also, it was infestors, roaches, and lings. Still looked broken though. The end result was enormously in favor of Stephano for an encounter that, on paper, should have gone to Oz.
Coffeeling
Profile Blog Joined November 2010
Finland250 Posts
July 21 2012 20:29 GMT
#6065
50 minerals risked in a N gate proxy attempt. Warpgates at their finest.

User was warned for this post
Squee
Shiori
Profile Blog Joined July 2011
3815 Posts
July 21 2012 20:31 GMT
#6066
On July 22 2012 05:29 Coffee Zombie wrote:
50 minerals risked in a N gate proxy attempt. Warpgates at their finest.

Hope you're joking because this is one of the stupidest complaints I've ever read.
Toastie.NL
Profile Joined July 2012
Netherlands232 Posts
July 21 2012 20:31 GMT
#6067
On July 22 2012 05:29 Coffee Zombie wrote:
50 minerals risked in a N gate proxy attempt. Warpgates at their finest.

This isn't the LR thread...
EU Random Player - Contact me for anything :-)!
aksfjh
Profile Joined November 2010
United States4853 Posts
Last Edited: 2012-07-21 20:41:03
July 21 2012 20:36 GMT
#6068
Also, I think a possible solution to the "infestor problem" would be to turn fungal into a projectile and make guardian shield affect spell damage as well. Just a thought.
SnowFox2ne1
Profile Joined June 2012
United States52 Posts
July 21 2012 20:50 GMT
#6069
Is zealot archon too strong? I feel like the fact that one costs a ton of gas, and other other minerals; it allows for too big of an army that it just insane to kill for how it works. I feel like zealots are too good at tanking and take too long to kill unless they go for a unit that archons clean up instantly. Maybe I am wrong, but in both PvZ and PvT i would say it is quickly becoming too strong of a mid game unit comp. Not to mention it is based off of DTs or allowing for an easy Storm tech.
2ne1 % )
Shiori
Profile Blog Joined July 2011
3815 Posts
July 21 2012 20:52 GMT
#6070
On July 22 2012 05:50 SnowFox2ne1 wrote:
Is zealot archon too strong? I feel like the fact that one costs a ton of gas, and other other minerals; it allows for too big of an army that it just insane to kill for how it works. I feel like zealots are too good at tanking and take too long to kill unless they go for a unit that archons clean up instantly. Maybe I am wrong, but in both PvZ and PvT i would say it is quickly becoming too strong of a mid game unit comp. Not to mention it is based off of DTs or allowing for an easy Storm tech.

Ghosts and Roaches.
Toastie.NL
Profile Joined July 2012
Netherlands232 Posts
July 21 2012 20:57 GMT
#6071
On July 22 2012 05:50 SnowFox2ne1 wrote:
Is zealot archon too strong? I feel like the fact that one costs a ton of gas, and other other minerals; it allows for too big of an army that it just insane to kill for how it works. I feel like zealots are too good at tanking and take too long to kill unless they go for a unit that archons clean up instantly. Maybe I am wrong, but in both PvZ and PvT i would say it is quickly becoming too strong of a mid game unit comp. Not to mention it is based off of DTs or allowing for an easy Storm tech.

You mean, a mix that actually works because of the one being mineral heavy, the other being gas heavy? Something like, Ling Infestor? Terran sadly lacks such a mixture.

Zealot Archon can be exploited easilly. It cannot attack and is bad at lategame engagements. it's weakness is the low range of the army and the need of an open field. Terran (and Protoss) defend against it by using building walls and eventually get their collosi/Ghost to deal the damage. Zerg deals with it by microing roaches( Slow zealots) (which funnily outrange zealot archon) and when the numbers get slightly bigger and charge is researched, Fungal Growth allows you to have fun outranging the composition and not dealing damage.

The composition gives incredible map control in the early to mid game, but higher tech decimates it.
EU Random Player - Contact me for anything :-)!
derpinator
Profile Joined December 2011
74 Posts
July 21 2012 21:24 GMT
#6072
Ugh.. allot of the same posters discussing balance here and it seems they are more into theorycrafting than actually playing the game.

Im abandoning this thread.
Trealador
Profile Joined August 2011
United States207 Posts
July 21 2012 21:30 GMT
#6073
On July 22 2012 05:57 Toastie.NL wrote:
Show nested quote +
On July 22 2012 05:50 SnowFox2ne1 wrote:
Is zealot archon too strong? I feel like the fact that one costs a ton of gas, and other other minerals; it allows for too big of an army that it just insane to kill for how it works. I feel like zealots are too good at tanking and take too long to kill unless they go for a unit that archons clean up instantly. Maybe I am wrong, but in both PvZ and PvT i would say it is quickly becoming too strong of a mid game unit comp. Not to mention it is based off of DTs or allowing for an easy Storm tech.

You mean, a mix that actually works because of the one being mineral heavy, the other being gas heavy? Something like, Ling Infestor? Terran sadly lacks such a mixture.

Zealot Archon can be exploited easilly. It cannot attack and is bad at lategame engagements. it's weakness is the low range of the army and the need of an open field. Terran (and Protoss) defend against it by using building walls and eventually get their collosi/Ghost to deal the damage. Zerg deals with it by microing roaches( Slow zealots) (which funnily outrange zealot archon) and when the numbers get slightly bigger and charge is researched, Fungal Growth allows you to have fun outranging the composition and not dealing damage.

The composition gives incredible map control in the early to mid game, but higher tech decimates it.


Too strong of midgame comp. Allows for such an easy transition into late game. You said it needs buildings to counter for terran, or ghosts. So either he has to attack into a really dumb place, or I need ghosts before he can get colossus or HT. We haven't really seen a 15+ archon comp in any pro games, but emp has such a small radius that it takes well over 20 EMPs to get anything done. It is easily shown in the archon toilet, why they are a little silly when a unit groups up at all. Imagine if thors did that much damage?
Like a man.
Shiori
Profile Blog Joined July 2011
3815 Posts
July 21 2012 21:34 GMT
#6074
On July 22 2012 06:30 Trealador wrote:
Show nested quote +
On July 22 2012 05:57 Toastie.NL wrote:
On July 22 2012 05:50 SnowFox2ne1 wrote:
Is zealot archon too strong? I feel like the fact that one costs a ton of gas, and other other minerals; it allows for too big of an army that it just insane to kill for how it works. I feel like zealots are too good at tanking and take too long to kill unless they go for a unit that archons clean up instantly. Maybe I am wrong, but in both PvZ and PvT i would say it is quickly becoming too strong of a mid game unit comp. Not to mention it is based off of DTs or allowing for an easy Storm tech.

You mean, a mix that actually works because of the one being mineral heavy, the other being gas heavy? Something like, Ling Infestor? Terran sadly lacks such a mixture.

Zealot Archon can be exploited easilly. It cannot attack and is bad at lategame engagements. it's weakness is the low range of the army and the need of an open field. Terran (and Protoss) defend against it by using building walls and eventually get their collosi/Ghost to deal the damage. Zerg deals with it by microing roaches( Slow zealots) (which funnily outrange zealot archon) and when the numbers get slightly bigger and charge is researched, Fungal Growth allows you to have fun outranging the composition and not dealing damage.

The composition gives incredible map control in the early to mid game, but higher tech decimates it.


Too strong of midgame comp. Allows for such an easy transition into late game. You said it needs buildings to counter for terran, or ghosts. So either he has to attack into a really dumb place, or I need ghosts before he can get colossus or HT. We haven't really seen a 15+ archon comp in any pro games, but emp has such a small radius that it takes well over 20 EMPs to get anything done. It is easily shown in the archon toilet, why they are a little silly when a unit groups up at all. Imagine if thors did that much damage?

Few things:

1) No way will a Protoss have 15 Archons in the midgame.
2) By attacking in a dumb place you mean your base right? Well, if he doesn't attack your base, what's the problem?
3) Chargelot Archon is pretty exploitable in the midgame with drop play, fast Ghosts, and turtle styles.
Toastie.NL
Profile Joined July 2012
Netherlands232 Posts
July 21 2012 21:36 GMT
#6075
^
If that is so, why isn't every single Protoss going Zealot Archon and just win games? By your analysis, the strategy is unbeatable and half the Protoss progamers are retarded.

Teching to Ghost doesn't take that long, he will have 1 collosus at best when you attack. EMP deals enough damage, you can still kite, use terrain to your advantage. Get a 3rd CC inbase and get some upgrades? If he slacks on unit production go out and kill him? Drop and use his base layout against him, his army is not strong in choked areas so drops are your friends.

The sky is the limit, be creative.

On July 22 2012 06:24 derpinator wrote:
Ugh.. allot of the same posters discussing balance here and it seems they are more into theorycrafting than actually playing the game.

Im abandoning this thread.

Refering to whom?
EU Random Player - Contact me for anything :-)!
Frex
Profile Joined March 2012
Finland888 Posts
July 21 2012 21:43 GMT
#6076
How does people feel about Terran's production facilities in late game? Terran has opportunity to choose between Reactor and Tech-lab. They have become integral part of the game that I rarely see people speak about but I feel that add-ons on production facilities are also part of the late-game problem Terran has. Terran has to invest in production facilities just like other two races, however, it becomes issue in late game when you no longer make Barracks just for Infantry units, Factories for Mech units and Starports for Sky units. You are actually making Barracks with Tech-labs for Marauders/ghost and Barrack with Reactor for marines etc. In the early stages Add-ons are not issue because you get the exact number you can afford, however, as the game goes you want have some extra Production facilities because you want to add more units that require tech-labs while not reducing the production of reactor units.

Just look TvZ when Zerg decides switch from Brood Lords to Ultrarisk and Terran has over 10 rax, but the Terran player is still unable to produce Marauders effectively.

My suggestion would be to add Tech-reactor-addon as a higher tech upgrade. It would work similarly as the one in campaign, however, you wouldn't be able to make double Battlecruisers for example but you can make double Vikings or Battlecruiser from a single Starport.

Thoughts?
derpinator
Profile Joined December 2011
74 Posts
July 21 2012 21:46 GMT
#6077
^
If that is so, why isn't every single Protoss going Zealot Archon and just win games? By your analysis, the strategy is unbeatable and half the Protoss progamers are retarded.


Because zealot archon opening loses to cloaked banshee play so allot of protoss feel its a coin flip build but it beats MMM harder than fast collo.


Teching to Ghost doesn't take that long, he will have 1 collosus at best when you attack. EMP deals enough damage, you can still kite, use terrain to your advantage. Get a 3rd CC inbase and get some upgrades? If he slacks on unit production go out and kill him? Drop and use his base layout against him, his army is not strong in choked areas so drops are your friends.


To get ghosts you need 150/150 building than you need 100/100 upgrade and when thats 50% done you can build ghosts. In the meantime protoss already secured third base. The real counter to early zealot/archon/storm is mass medivac.

The sky is the limit, be creative.

Im not gonna say anything here

On July 22 2012 06:24 derpinator wrote:
Ugh.. allot of the same posters discussing balance here and it seems they are more into theorycrafting than actually playing the game.

Im abandoning this thread.

Refering to whom?

....

//
Oh yeah, I whas abandoning this thread.
Toastie.NL
Profile Joined July 2012
Netherlands232 Posts
July 21 2012 21:59 GMT
#6078
On July 22 2012 06:46 derpinator wrote:
Show nested quote +
^
If that is so, why isn't every single Protoss going Zealot Archon and just win games? By your analysis, the strategy is unbeatable and half the Protoss progamers are retarded.


Because zealot archon opening loses to cloaked banshee play so allot of protoss feel its a coin flip build but it beats MMM harder than fast collo.

Show nested quote +

Teching to Ghost doesn't take that long, he will have 1 collosus at best when you attack. EMP deals enough damage, you can still kite, use terrain to your advantage. Get a 3rd CC inbase and get some upgrades? If he slacks on unit production go out and kill him? Drop and use his base layout against him, his army is not strong in choked areas so drops are your friends.


To get ghosts you need 150/150 building than you need 100/100 upgrade and when thats 50% done you can build ghosts. In the meantime protoss already secured third base. The real counter to early zealot/archon/storm is mass medivac.

Show nested quote +
The sky is the limit, be creative.

Im not gonna say anything here

Show nested quote +
On July 22 2012 06:24 derpinator wrote:
Ugh.. allot of the same posters discussing balance here and it seems they are more into theorycrafting than actually playing the game.

Im abandoning this thread.

Refering to whom?

....

//
Oh yeah, I whas abandoning this thread.

You should, you biased POV and endless qq is not contributing anything. Thanks for trying.
EU Random Player - Contact me for anything :-)!
Toadvine
Profile Joined November 2010
Poland2234 Posts
July 21 2012 22:05 GMT
#6079
On July 22 2012 06:24 derpinator wrote:
Ugh.. allot of the same posters discussing balance here and it seems they are more into theorycrafting than actually playing the game.

Im abandoning this thread.

On July 22 2012 06:46 derpinator wrote:
To get ghosts you need 150/150 building than you need 100/100 upgrade and when thats 50% done you can build ghosts. In the meantime protoss already secured third base. The real counter to early zealot/archon/storm is mass medivac.


You should play the game more mang, you'd know it only costs 50 gas then.

Incidentally, it takes a total of 250/150 in upfront costs, and 120 in-game seconds from the moment you start the Academy till you have Ghosts with EMP out. That's really not a lot compared to the resources and time needed for Templar tech or Colossi. Hell, Charge by itself is 200/200, more than the 250/150 needed for Ghosts.
"There are always some Eskimos ready to instruct the Congolese on how to cope with heat waves." - S.J.Lec
xPabt
Profile Joined February 2012
226 Posts
July 21 2012 23:59 GMT
#6080
I think ryung vs stephano game 3 is the epitome of zerg being too strong late game.
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