• Log InLog In
  • Register
Liquid`
Team Liquid Liquipedia
EST 08:18
CET 14:18
KST 22:18
  • Home
  • Forum
  • Calendar
  • Streams
  • Liquipedia
  • Features
  • Store
  • EPT
  • TL+
  • StarCraft 2
  • Brood War
  • Smash
  • Heroes
  • Counter-Strike
  • Overwatch
  • Liquibet
  • Fantasy StarCraft
  • TLPD
  • StarCraft 2
  • Brood War
  • Blogs
Forum Sidebar
Events/Features
News
Featured News
RSL Season 3 - RO16 Groups A & B Preview2TL.net Map Contest #21: Winners11Intel X Team Liquid Seoul event: Showmatches and Meet the Pros10[ASL20] Finals Preview: Arrival13TL.net Map Contest #21: Voting12
Community News
[TLMC] Fall/Winter 2025 Ladder Map Rotation10Weekly Cups (Nov 3-9): Clem Conquers in Canada4SC: Evo Complete - Ranked Ladder OPEN ALPHA8StarCraft, SC2, HotS, WC3, Returning to Blizzcon!45$5,000+ WardiTV 2025 Championship7
StarCraft 2
General
RSL Season 3 - RO16 Groups A & B Preview Mech is the composition that needs teleportation t [TLMC] Fall/Winter 2025 Ladder Map Rotation Weekly Cups (Nov 3-9): Clem Conquers in Canada Craziest Micro Moments Of All Time?
Tourneys
RSL Revival: Season 3 Constellation Cup - Main Event - Stellar Fest Tenacious Turtle Tussle Master Swan Open (Global Bronze-Master 2) Sparkling Tuna Cup - Weekly Open Tournament
Strategy
Custom Maps
Map Editor closed ?
External Content
Mutation # 499 Chilling Adaptation Mutation # 498 Wheel of Misfortune|Cradle of Death Mutation # 497 Battle Haredened Mutation # 496 Endless Infection
Brood War
General
FlaSh on: Biggest Problem With SnOw's Playstyle What happened to TvZ on Retro? BW General Discussion Brood War web app to calculate unit interactions [ASL20] Ask the mapmakers — Drop your questions
Tourneys
[Megathread] Daily Proleagues Small VOD Thread 2.0 [BSL21] RO32 Group D - Sunday 21:00 CET [BSL21] RO32 Group C - Saturday 21:00 CET
Strategy
Current Meta Simple Questions, Simple Answers PvZ map balance How to stay on top of macro?
Other Games
General Games
Clair Obscur - Expedition 33 Beyond All Reason Nintendo Switch Thread Should offensive tower rushing be viable in RTS games? Stormgate/Frost Giant Megathread
Dota 2
Official 'what is Dota anymore' discussion
League of Legends
Heroes of the Storm
Simple Questions, Simple Answers Heroes of the Storm 2.0
Hearthstone
Deck construction bug Heroes of StarCraft mini-set
TL Mafia
TL Mafia Community Thread SPIRED by.ASL Mafia {211640}
Community
General
Russo-Ukrainian War Thread US Politics Mega-thread Things Aren’t Peaceful in Palestine Artificial Intelligence Thread Canadian Politics Mega-thread
Fan Clubs
White-Ra Fan Club The herO Fan Club!
Media & Entertainment
[Manga] One Piece Anime Discussion Thread Movie Discussion! Korean Music Discussion Series you have seen recently...
Sports
2024 - 2026 Football Thread Formula 1 Discussion NBA General Discussion MLB/Baseball 2023 TeamLiquid Health and Fitness Initiative For 2023
World Cup 2022
Tech Support
SC2 Client Relocalization [Change SC2 Language] Linksys AE2500 USB WIFI keeps disconnecting Computer Build, Upgrade & Buying Resource Thread
TL Community
The Automated Ban List
Blogs
Dyadica Gospel – a Pulp No…
Hildegard
Coffee x Performance in Espo…
TrAiDoS
Saturation point
Uldridge
DnB/metal remix FFO Mick Go…
ImbaTosS
Reality "theory" prov…
perfectspheres
Customize Sidebar...

Website Feedback

Closed Threads



Active: 1688 users

Designated Balance Discussion Thread - Page 319

Forum Index > SC2 General
Post a Reply
Prev 1 317 318 319 320 321 1266 Next
-TesteR-
Profile Joined August 2010
Canada1165 Posts
Last Edited: 2012-07-25 05:06:27
July 25 2012 04:58 GMT
#6361
On July 25 2012 13:54 Talack wrote:
Show nested quote +
On July 25 2012 13:51 -TesteR- wrote:
On July 25 2012 13:07 Lukeeze[zR] wrote:
On July 25 2012 12:54 BeeNu wrote:
On July 25 2012 12:49 BlindKill wrote:
man if snipe nerf hadnt happened we would be seeing some boss preemptive baneling snipe while marine splitting


Or we would just see Ghosts tearing apart every single Zerg unit above Tier 1 again.


Pretty much what infestors and templars have been doing in vT since a long time.


Those damn energy units. If only there was a unit that could take that energy away

Perhaps even take away the energy of a bunch of units in AOE form?

Nah, that'd be too imba. Oh well, one can dream.


This would be a valid arguement if infestors weren't fast, had a huge range for their spells and zerg players didnt keep them in the back of their insanely fast moving army.


I can't comment on zerg but he said protoss too. Templars are slower than hydras, in fact, they are slowest ground unit in the game apart from maybe off creep queen or infested terrans. Thoughts?

Edit: Although I do agree Fungal range is too large. Not sure why storm and emp are 1.5 but fungal is still 2.
Talack
Profile Joined September 2010
Canada2742 Posts
Last Edited: 2012-07-25 05:12:22
July 25 2012 05:06 GMT
#6362
On July 25 2012 13:58 -TesteR- wrote:
Show nested quote +
On July 25 2012 13:54 Talack wrote:
On July 25 2012 13:51 -TesteR- wrote:
On July 25 2012 13:07 Lukeeze[zR] wrote:
On July 25 2012 12:54 BeeNu wrote:
On July 25 2012 12:49 BlindKill wrote:
man if snipe nerf hadnt happened we would be seeing some boss preemptive baneling snipe while marine splitting


Or we would just see Ghosts tearing apart every single Zerg unit above Tier 1 again.


Pretty much what infestors and templars have been doing in vT since a long time.


Those damn energy units. If only there was a unit that could take that energy away

Perhaps even take away the energy of a bunch of units in AOE form?

Nah, that'd be too imba. Oh well, one can dream.


This would be a valid arguement if infestors weren't fast, had a huge range for their spells and zerg players didnt keep them in the back of their insanely fast moving army.


I can't comment on zerg but he said protoss too. Templars are slower than hydras, in fact, they are slowest ground unit in the game apart from maybe off creep queen or infested terrans. Thoughts?


They move at the same rate as almost every single terran unit so... :S

And who uses hydras in TvZ lol, the arguement is that ghosts hard-counter infestors but you can't bring up hydras in a TvZ arguement, tha'ts for a ZvP arguement.

As for the templars vs terran it's just an "is what it is" kind of thing, tvp can be decided with some emps where it's a one sided battle (not easy at all with a full archon/zealot/collosus/templar army vs a terran army of similar counter-composition, but that's for another discussion) and the entire game can be lost from a single storm taking out or weakening units enough.

And for the templar vs terran thing, thors/bcs are slow moving and short-ranged units that for some reason are hard countered by feed-back. You "can' emp before battle but lets be honest that's just not viable outside of specific situations which are not exactly as easy as one would think to prepare for. Alot of protosses say "well protoss deserves to win because it's t3 vs t1' but terran has no unit that isn't hard-countered by feedback for some reason. Same with infestors, they counter everything terran has, it might not be one-sided but it's a unit that can beat every single unit combination that terran can make and should have some drawbacks to it's relatively cheap cost, low tech position (for strength, templar/ghost are not "as powerful" as an infestor) fast movement speed and relative strength of spell vs energy cost.
Charon1979
Profile Joined October 2010
Austria317 Posts
July 25 2012 05:07 GMT
#6363
Yeah, the other thing I was contemplating was changing the fungal to missile. I saw a good video on it but I can't find it now. It would make more sense that fungal could be dodgeable. Both storm and emp are dodgeable. That in itself could balance out the TvZ issue and increases the skill cap of both Zerg and Terran.


Thats an illusion. Storm is not dodgeable. Yes you can run out and prevent taking the full damage, but you will ALWAYS get damage. Further you are writing that from a terran POV, where you just run out of a storm and medivacs heal you up so that it seems no real damage was done (you can see how your marines are melting, even if you ran in an instant). Thats not the truth for Z. No matter how fast you move your Lings out, they will die in a maximum of 2 Storms. Additional Storm stays, even if you miss it, which is not true for fungal.
EMP is not dodgeable either. Yes technically it is a missile, but it travels fast and is nearly instant.

But i can understand why you liked the PTR fungal... the missile was so slow that fungal would be no more issue to any race.
-TesteR-
Profile Joined August 2010
Canada1165 Posts
July 25 2012 05:10 GMT
#6364
On July 25 2012 14:06 Talack wrote:
Show nested quote +
On July 25 2012 13:58 -TesteR- wrote:
On July 25 2012 13:54 Talack wrote:
On July 25 2012 13:51 -TesteR- wrote:
On July 25 2012 13:07 Lukeeze[zR] wrote:
On July 25 2012 12:54 BeeNu wrote:
On July 25 2012 12:49 BlindKill wrote:
man if snipe nerf hadnt happened we would be seeing some boss preemptive baneling snipe while marine splitting


Or we would just see Ghosts tearing apart every single Zerg unit above Tier 1 again.


Pretty much what infestors and templars have been doing in vT since a long time.


Those damn energy units. If only there was a unit that could take that energy away

Perhaps even take away the energy of a bunch of units in AOE form?

Nah, that'd be too imba. Oh well, one can dream.


This would be a valid arguement if infestors weren't fast, had a huge range for their spells and zerg players didnt keep them in the back of their insanely fast moving army.


I can't comment on zerg but he said protoss too. Templars are slower than hydras, in fact, they are slowest ground unit in the game apart from maybe off creep queen or infested terrans. Thoughts?


They move at the same rate as almost every single terran unit so... :S

And who uses hydras in TvZ lol, the arguement is that ghosts hard-counter infestors but you can't bring up hydras in a TvZ arguement, tha'ts for a ZvP arguement.

As for the templars vs terran it's just an "is what it is" kind of thing, tvp can be decided with some emps where it's a one sided battle (not easy at all with a full archon/zealot/collosus/templar army vs a terran army of similar counter-composition, but that's for another discussion) and the entire game can be lost from a single storm taking out or weakening units enough.


Hydras are irrelevant to the discussion, it was just a reference I used to better show how slow templar are. You think templar move at the same rate as bio, which makes me think you are just a theory-crafter who doesn't play, much less understand this game, so I won't bother on asking for your thoughts this time.


+ Show Spoiler +
Templar have 1.875 move speed, bio has 2.25 unstimmed
Lukeeze[zR]
Profile Joined February 2006
Switzerland6838 Posts
July 25 2012 05:11 GMT
#6365
On July 25 2012 13:51 -TesteR- wrote:
Show nested quote +
On July 25 2012 13:07 Lukeeze[zR] wrote:
On July 25 2012 12:54 BeeNu wrote:
On July 25 2012 12:49 BlindKill wrote:
man if snipe nerf hadnt happened we would be seeing some boss preemptive baneling snipe while marine splitting


Or we would just see Ghosts tearing apart every single Zerg unit above Tier 1 again.


Pretty much what infestors and templars have been doing in vT since a long time.


Those damn energy units. If only there was a unit that could take that energy away

Perhaps even take away the energy of a bunch of units in AOE form?

Nah, that'd be too imba. Oh well, one can dream.


Those damn energy units. If only there was a unit that could take that energy away

Perhaps even convert the energy that was taken away into direct damage dealt to the target?

Nah, that'd be too imba. Oh well, one can dream.
Terran & Potato Salad.
-TesteR-
Profile Joined August 2010
Canada1165 Posts
Last Edited: 2012-07-25 05:20:44
July 25 2012 05:18 GMT
#6366
On July 25 2012 14:11 Lukeeze[zR] wrote:
Show nested quote +
On July 25 2012 13:51 -TesteR- wrote:
On July 25 2012 13:07 Lukeeze[zR] wrote:
On July 25 2012 12:54 BeeNu wrote:
On July 25 2012 12:49 BlindKill wrote:
man if snipe nerf hadnt happened we would be seeing some boss preemptive baneling snipe while marine splitting


Or we would just see Ghosts tearing apart every single Zerg unit above Tier 1 again.


Pretty much what infestors and templars have been doing in vT since a long time.


Those damn energy units. If only there was a unit that could take that energy away

Perhaps even take away the energy of a bunch of units in AOE form?

Nah, that'd be too imba. Oh well, one can dream.


Those damn energy units. If only there was a unit that could take that energy away

Perhaps even convert the energy that was taken away into direct damage dealt to the target?

Nah, that'd be too imba. Oh well, one can dream.


In case you didn't realize, the way you are parodying my quote makes no sense in this context. No protoss or zerg is crying that "one unit destroys my whole race"

Edit: Also, that imba unit you speak of does in fact exist, and protoss utilize that unit to its fullest extent, maybe that's why protoss is doing well. Maybe terran should do the same and use their imba unit.
BeeNu
Profile Joined June 2011
615 Posts
July 25 2012 05:22 GMT
#6367
On July 25 2012 13:45 Talack wrote:
Show nested quote +
On July 25 2012 13:07 Lukeeze[zR] wrote:
On July 25 2012 12:54 BeeNu wrote:
On July 25 2012 12:49 BlindKill wrote:
man if snipe nerf hadnt happened we would be seeing some boss preemptive baneling snipe while marine splitting


Or we would just see Ghosts tearing apart every single Zerg unit above Tier 1 again.


Pretty much what infestors and templars have been doing in vT since a long time.


I love when zergs try to use that arguement, and then they try to justify how insanely strong infestors are haha


Nah I think Infestors may be too strong, but for Zerg it's a bit different because Infestors are just about the only cost-efficient unit they have that they can get repeated use out of. I don't really think HT are too strong at all though, aside from Feedback raping all Terran mech but that's not really a problem with HT exactly.
Lagcraft
Profile Blog Joined August 2010
United States146 Posts
July 25 2012 05:29 GMT
#6368
On July 25 2012 14:07 Charon1979 wrote:
Show nested quote +
Yeah, the other thing I was contemplating was changing the fungal to missile. I saw a good video on it but I can't find it now. It would make more sense that fungal could be dodgeable. Both storm and emp are dodgeable. That in itself could balance out the TvZ issue and increases the skill cap of both Zerg and Terran.


Thats an illusion. Storm is not dodgeable. Yes you can run out and prevent taking the full damage, but you will ALWAYS get damage. Further you are writing that from a terran POV, where you just run out of a storm and medivacs heal you up so that it seems no real damage was done (you can see how your marines are melting, even if you ran in an instant). Thats not the truth for Z. No matter how fast you move your Lings out, they will die in a maximum of 2 Storms. Additional Storm stays, even if you miss it, which is not true for fungal.
EMP is not dodgeable either. Yes technically it is a missile, but it travels fast and is nearly instant.

But i can understand why you liked the PTR fungal... the missile was so slow that fungal would be no more issue to any race.



Lol. Ok. First off: storm is dodgeable with any kind of vaguely-fast moving unit, especially if you use your intuition to guess where the storm is going to hit. Yes, you still get hit. But, you can move out of the way from taking the full damage. And no, your zerglings don't die in 2 hits to storms no matter what. Lings are the fastest unit in the game. Stimmed marines (35 hp) without medivacs don't die in 2 hits to storms if you move them away properly.

With fungal, if you're hit, you're screwed. It's instacast. You have no time to react whatsoever to seeing an infestor unburrow or pop out of the Fog of War. Yes, you could say the same thing with EMP. But EMP doesn't kill units or immobilize them. Since it is a missile you can guess where it's going to hit and minimize the damage.

Sure you can split against fungal, but only preemptively. I am not talking about bringing in the PTR fungal. That's stupid. I'm talking about making it nearly as fast as EMP, if not just as fast. This would solve the problem in ZvZ where you can chain fungals are too useful against mutas. And it would increase the skill cap of both Zerg and Terran, like previously stated.

Honestly, it's hardly a nerf in the hands of a capable player. It makes it so that your units can be microed more to improve the usefulness of them. Isn't that what everyone who likes BW hates about SC2? That the units are too good at a-moving?
Orek
Profile Joined February 2012
1665 Posts
July 25 2012 05:32 GMT
#6369
On July 25 2012 09:08 Dalavita wrote:
I'm beyond caring about terran nerfs or buffs at this stage. If Blizzard doesn't start making the game interesting from a game design standpoint by increasing skill cap of all races and attempting to make all units have some sort of microability, the game is not going to remain interesting anymore.

And their future design decisions with the battle hellions, warhounds and tempests doesn't make things look bright at all.


Let's just make maximum unit selection 12.

What would happen then:
1.OMG this game is so hard just to move 50 units!!
2.My play doesn't even remotely resemble what pros do!!
3.With skill cap being so high, mediocre pros can't win either.
4.Only best of the best can play decent.
5.Profit(?)

No more 1a syndrome, it would be 1a2a3a4a5a syndrome.
Charon1979
Profile Joined October 2010
Austria317 Posts
July 25 2012 05:37 GMT
#6370
Good idea and then lets switch to Toss where you still just need 4 - 5 control groups to move your deathball.
Cant wait to move my 60 supply zerglings with 10 controlgroups...
-TesteR-
Profile Joined August 2010
Canada1165 Posts
July 25 2012 05:39 GMT
#6371
On July 25 2012 14:29 Lagcraft wrote:
Show nested quote +
On July 25 2012 14:07 Charon1979 wrote:
Yeah, the other thing I was contemplating was changing the fungal to missile. I saw a good video on it but I can't find it now. It would make more sense that fungal could be dodgeable. Both storm and emp are dodgeable. That in itself could balance out the TvZ issue and increases the skill cap of both Zerg and Terran.


Thats an illusion. Storm is not dodgeable. Yes you can run out and prevent taking the full damage, but you will ALWAYS get damage. Further you are writing that from a terran POV, where you just run out of a storm and medivacs heal you up so that it seems no real damage was done (you can see how your marines are melting, even if you ran in an instant). Thats not the truth for Z. No matter how fast you move your Lings out, they will die in a maximum of 2 Storms. Additional Storm stays, even if you miss it, which is not true for fungal.
EMP is not dodgeable either. Yes technically it is a missile, but it travels fast and is nearly instant.

But i can understand why you liked the PTR fungal... the missile was so slow that fungal would be no more issue to any race.



Lol. Ok. First off: storm is dodgeable with any kind of vaguely-fast moving unit, especially if you use your intuition to guess where the storm is going to hit. Yes, you still get hit. But, you can move out of the way from taking the full damage. And no, your zerglings don't die in 2 hits to storms no matter what. Lings are the fastest unit in the game. Stimmed marines (35 hp) without medivacs don't die in 2 hits to storms if you move them away properly.

With fungal, if you're hit, you're screwed. It's instacast. You have no time to react whatsoever to seeing an infestor unburrow or pop out of the Fog of War. Yes, you could say the same thing with EMP. But EMP doesn't kill units or immobilize them. Since it is a missile you can guess where it's going to hit and minimize the damage.

Sure you can split against fungal, but only preemptively. I am not talking about bringing in the PTR fungal. That's stupid. I'm talking about making it nearly as fast as EMP, if not just as fast. This would solve the problem in ZvZ where you can chain fungals are too useful against mutas. And it would increase the skill cap of both Zerg and Terran, like previously stated.

Honestly, it's hardly a nerf in the hands of a capable player. It makes it so that your units can be microed more to improve the usefulness of them. Isn't that what everyone who likes BW hates about SC2? That the units are too good at a-moving?


The way you are characterizing storm and fungal seem incorrect. Storm is about as dodgeable as fungal, they are both instacast. The intuition of guessing where the storm can hit can also be applied to the fungal argument. Also, storm does 80 damage over 4 ticks, so non-combat shield marines and lings do in fact die from 2 ticks of storm. I do agree though that a slightly slower than emp projectile would be great to test out.
Lagcraft
Profile Blog Joined August 2010
United States146 Posts
July 25 2012 05:53 GMT
#6372
On July 25 2012 14:39 -TesteR- wrote:
Show nested quote +
On July 25 2012 14:29 Lagcraft wrote:
On July 25 2012 14:07 Charon1979 wrote:
Yeah, the other thing I was contemplating was changing the fungal to missile. I saw a good video on it but I can't find it now. It would make more sense that fungal could be dodgeable. Both storm and emp are dodgeable. That in itself could balance out the TvZ issue and increases the skill cap of both Zerg and Terran.


Thats an illusion. Storm is not dodgeable. Yes you can run out and prevent taking the full damage, but you will ALWAYS get damage. Further you are writing that from a terran POV, where you just run out of a storm and medivacs heal you up so that it seems no real damage was done (you can see how your marines are melting, even if you ran in an instant). Thats not the truth for Z. No matter how fast you move your Lings out, they will die in a maximum of 2 Storms. Additional Storm stays, even if you miss it, which is not true for fungal.
EMP is not dodgeable either. Yes technically it is a missile, but it travels fast and is nearly instant.

But i can understand why you liked the PTR fungal... the missile was so slow that fungal would be no more issue to any race.



Lol. Ok. First off: storm is dodgeable with any kind of vaguely-fast moving unit, especially if you use your intuition to guess where the storm is going to hit. Yes, you still get hit. But, you can move out of the way from taking the full damage. And no, your zerglings don't die in 2 hits to storms no matter what. Lings are the fastest unit in the game. Stimmed marines (35 hp) without medivacs don't die in 2 hits to storms if you move them away properly.

With fungal, if you're hit, you're screwed. It's instacast. You have no time to react whatsoever to seeing an infestor unburrow or pop out of the Fog of War. Yes, you could say the same thing with EMP. But EMP doesn't kill units or immobilize them. Since it is a missile you can guess where it's going to hit and minimize the damage.

Sure you can split against fungal, but only preemptively. I am not talking about bringing in the PTR fungal. That's stupid. I'm talking about making it nearly as fast as EMP, if not just as fast. This would solve the problem in ZvZ where you can chain fungals are too useful against mutas. And it would increase the skill cap of both Zerg and Terran, like previously stated.

Honestly, it's hardly a nerf in the hands of a capable player. It makes it so that your units can be microed more to improve the usefulness of them. Isn't that what everyone who likes BW hates about SC2? That the units are too good at a-moving?


The way you are characterizing storm and fungal seem incorrect. Storm is about as dodgeable as fungal, they are both instacast. The intuition of guessing where the storm can hit can also be applied to the fungal argument. Also, storm does 80 damage over 4 ticks, so non-combat shield marines and lings do in fact die from 2 ticks of storm. I do agree though that a slightly slower than emp projectile would be great to test out.


Ok, sorry, my bad. I didn't realize that storm worked like that via game ticks. The point I was trying to make was that against storm instacast, you can avoid full damage. But with fungal instacast, you can not.
Talack
Profile Joined September 2010
Canada2742 Posts
July 25 2012 06:05 GMT
#6373
On July 25 2012 14:10 -TesteR- wrote:
Show nested quote +
On July 25 2012 14:06 Talack wrote:
On July 25 2012 13:58 -TesteR- wrote:
On July 25 2012 13:54 Talack wrote:
On July 25 2012 13:51 -TesteR- wrote:
On July 25 2012 13:07 Lukeeze[zR] wrote:
On July 25 2012 12:54 BeeNu wrote:
On July 25 2012 12:49 BlindKill wrote:
man if snipe nerf hadnt happened we would be seeing some boss preemptive baneling snipe while marine splitting


Or we would just see Ghosts tearing apart every single Zerg unit above Tier 1 again.


Pretty much what infestors and templars have been doing in vT since a long time.


Those damn energy units. If only there was a unit that could take that energy away

Perhaps even take away the energy of a bunch of units in AOE form?

Nah, that'd be too imba. Oh well, one can dream.


This would be a valid arguement if infestors weren't fast, had a huge range for their spells and zerg players didnt keep them in the back of their insanely fast moving army.


I can't comment on zerg but he said protoss too. Templars are slower than hydras, in fact, they are slowest ground unit in the game apart from maybe off creep queen or infested terrans. Thoughts?


They move at the same rate as almost every single terran unit so... :S

And who uses hydras in TvZ lol, the arguement is that ghosts hard-counter infestors but you can't bring up hydras in a TvZ arguement, tha'ts for a ZvP arguement.

As for the templars vs terran it's just an "is what it is" kind of thing, tvp can be decided with some emps where it's a one sided battle (not easy at all with a full archon/zealot/collosus/templar army vs a terran army of similar counter-composition, but that's for another discussion) and the entire game can be lost from a single storm taking out or weakening units enough.


Hydras are irrelevant to the discussion, it was just a reference I used to better show how slow templar are. You think templar move at the same rate as bio, which makes me think you are just a theory-crafter who doesn't play, much less understand this game, so I won't bother on asking for your thoughts this time.


+ Show Spoiler +
Templar have 1.875 move speed, bio has 2.25 unstimmed


"Oh shit, my arguement is incredibly weak and i have nothing to defend it with. Not gonna waste my time here!"
Sabu113
Profile Blog Joined August 2009
United States11075 Posts
July 25 2012 07:00 GMT
#6374
On July 25 2012 14:29 Lagcraft wrote:
Show nested quote +
On July 25 2012 14:07 Charon1979 wrote:
Yeah, the other thing I was contemplating was changing the fungal to missile. I saw a good video on it but I can't find it now. It would make more sense that fungal could be dodgeable. Both storm and emp are dodgeable. That in itself could balance out the TvZ issue and increases the skill cap of both Zerg and Terran.


Thats an illusion. Storm is not dodgeable. Yes you can run out and prevent taking the full damage, but you will ALWAYS get damage. Further you are writing that from a terran POV, where you just run out of a storm and medivacs heal you up so that it seems no real damage was done (you can see how your marines are melting, even if you ran in an instant). Thats not the truth for Z. No matter how fast you move your Lings out, they will die in a maximum of 2 Storms. Additional Storm stays, even if you miss it, which is not true for fungal.
EMP is not dodgeable either. Yes technically it is a missile, but it travels fast and is nearly instant.

But i can understand why you liked the PTR fungal... the missile was so slow that fungal would be no more issue to any race.



Lol. Ok. First off: storm is dodgeable with any kind of vaguely-fast moving unit, especially if you use your intuition to guess where the storm is going to hit. Yes, you still get hit. But, you can move out of the way from taking the full damage. And no, your zerglings don't die in 2 hits to storms no matter what. Lings are the fastest unit in the game. Stimmed marines (35 hp) without medivacs don't die in 2 hits to storms if you move them away properly.

With fungal, if you're hit, you're screwed. It's instacast. You have no time to react whatsoever to seeing an infestor unburrow or pop out of the Fog of War. Yes, you could say the same thing with EMP. But EMP doesn't kill units or immobilize them. Since it is a missile you can guess where it's going to hit and minimize the damage.

Sure you can split against fungal, but only preemptively. I am not talking about bringing in the PTR fungal. That's stupid. I'm talking about making it nearly as fast as EMP, if not just as fast. This would solve the problem in ZvZ where you can chain fungals are too useful against mutas. And it would increase the skill cap of both Zerg and Terran, like previously stated.

Honestly, it's hardly a nerf in the hands of a capable player. It makes it so that your units can be microed more to improve the usefulness of them. Isn't that what everyone who likes BW hates about SC2? That the units are too good at a-moving?


The irony coming from someone named lagcraft haha.

I don't understand the constant whining about energy on your t3. The energy is there because you can mass and 1a thors with a ghost or two and roll a toss comp without any semblance of skill. I think that we'll eventually see players pre-emptively emping their tier 3 tech before major engagements. Without the right amount of energy feedback adn templar becoem so much useless gas.
Biomine is a drunken chick who is on industrial strength amphetamines and would just grab your dick and jerk it as hard and violently as she could while screaming 'OMG FUCK ME', because she saw it in a Sasha Grey video ...-Wombat_Ni
cresse
Profile Joined July 2012
United States59 Posts
July 25 2012 07:05 GMT
#6375
ZERG BULIDINGS SHOULD BE ABLE TO BURROW

TERRAN BUILDINGS CAN FLY, WAT ABOUT ZARG
Toastie.NL
Profile Joined July 2012
Netherlands232 Posts
July 25 2012 08:49 GMT
#6376
On July 25 2012 14:18 -TesteR- wrote:
Show nested quote +
On July 25 2012 14:11 Lukeeze[zR] wrote:
On July 25 2012 13:51 -TesteR- wrote:
On July 25 2012 13:07 Lukeeze[zR] wrote:
On July 25 2012 12:54 BeeNu wrote:
On July 25 2012 12:49 BlindKill wrote:
man if snipe nerf hadnt happened we would be seeing some boss preemptive baneling snipe while marine splitting


Or we would just see Ghosts tearing apart every single Zerg unit above Tier 1 again.


Pretty much what infestors and templars have been doing in vT since a long time.


Those damn energy units. If only there was a unit that could take that energy away

Perhaps even take away the energy of a bunch of units in AOE form?

Nah, that'd be too imba. Oh well, one can dream.


Those damn energy units. If only there was a unit that could take that energy away

Perhaps even convert the energy that was taken away into direct damage dealt to the target?

Nah, that'd be too imba. Oh well, one can dream.


In case you didn't realize, the way you are parodying my quote makes no sense in this context. No protoss or zerg is crying that "one unit destroys my whole race"

Edit: Also, that imba unit you speak of does in fact exist, and protoss utilize that unit to its fullest extent, maybe that's why protoss is doing well. Maybe terran should do the same and use their imba unit.

Terran did, that's why the imba unit got a reduced racius, reduced damage, reduced energy removal, reduced damage with an attack.

A well aimed EMP hits only 3 infestors while Fungalrange is bigger than emp range!?
EU Random Player - Contact me for anything :-)!
Big J
Profile Joined March 2011
Austria16289 Posts
Last Edited: 2012-07-25 09:00:05
July 25 2012 08:55 GMT
#6377
On July 25 2012 13:58 -TesteR- wrote:
Show nested quote +
On July 25 2012 13:54 Talack wrote:
On July 25 2012 13:51 -TesteR- wrote:
On July 25 2012 13:07 Lukeeze[zR] wrote:
On July 25 2012 12:54 BeeNu wrote:
On July 25 2012 12:49 BlindKill wrote:
man if snipe nerf hadnt happened we would be seeing some boss preemptive baneling snipe while marine splitting


Or we would just see Ghosts tearing apart every single Zerg unit above Tier 1 again.


Pretty much what infestors and templars have been doing in vT since a long time.


Those damn energy units. If only there was a unit that could take that energy away

Perhaps even take away the energy of a bunch of units in AOE form?

Nah, that'd be too imba. Oh well, one can dream.


This would be a valid arguement if infestors weren't fast, had a huge range for their spells and zerg players didnt keep them in the back of their insanely fast moving army.


I can't comment on zerg but he said protoss too. Templars are slower than hydras, in fact, they are slowest ground unit in the game apart from maybe off creep queen or infested terrans. Thoughts?

Edit: Although I do agree Fungal range is too large. Not sure why storm and emp are 1.5 but fungal is still 2.


Yeah, they nerfed EMP radius, when they made ghosts cheaper (it was intented to be a buff, and at the time it hit, it worked out like a buff - even if Terrans these days face problems spending their gas):
And they nerfed Storm way back in the beta days, which a beta is for.
And they nerfed Fungal overall damage, after they gave fungal good dps.

I don't see the point. All of those spells have been nerfed. Asking for a fungal radius nerf "because it's bigger than EMP/storm", makes no sense, even more so as out of the same arguement, zergs could ask for a storm damage nerf and an infestor cost buff, coming with a radius nerf.
Not asking for those things, but the argument why fungal should get nerfed just doesn't make sense. The argument why it should get nerfed should rather be, that it might be too good. A counterargument for this is, that zerg doesn't have any other high dps ranged and/or air attacking unit at the time you build infestors. It wouldn't be too much of a problem in matchups where you can use high dps melee units that profit a lot from the rooting, but you know, in 2/3 zerg MUs this isn't always an option.
Thrombozyt
Profile Blog Joined June 2010
Germany1269 Posts
July 25 2012 09:04 GMT
#6378
On July 25 2012 14:29 Lagcraft wrote:
Show nested quote +
On July 25 2012 14:07 Charon1979 wrote:
Yeah, the other thing I was contemplating was changing the fungal to missile. I saw a good video on it but I can't find it now. It would make more sense that fungal could be dodgeable. Both storm and emp are dodgeable. That in itself could balance out the TvZ issue and increases the skill cap of both Zerg and Terran.


Thats an illusion. Storm is not dodgeable. Yes you can run out and prevent taking the full damage, but you will ALWAYS get damage. Further you are writing that from a terran POV, where you just run out of a storm and medivacs heal you up so that it seems no real damage was done (you can see how your marines are melting, even if you ran in an instant). Thats not the truth for Z. No matter how fast you move your Lings out, they will die in a maximum of 2 Storms. Additional Storm stays, even if you miss it, which is not true for fungal.
EMP is not dodgeable either. Yes technically it is a missile, but it travels fast and is nearly instant.

But i can understand why you liked the PTR fungal... the missile was so slow that fungal would be no more issue to any race.



Lol. Ok. First off: storm is dodgeable with any kind of vaguely-fast moving unit, especially if you use your intuition to guess where the storm is going to hit. Yes, you still get hit. But, you can move out of the way from taking the full damage. And no, your zerglings don't die in 2 hits to storms no matter what. Lings are the fastest unit in the game. Stimmed marines (35 hp) without medivacs don't die in 2 hits to storms if you move them away properly.

With fungal, if you're hit, you're screwed. It's instacast. You have no time to react whatsoever to seeing an infestor unburrow or pop out of the Fog of War. Yes, you could say the same thing with EMP. But EMP doesn't kill units or immobilize them. Since it is a missile you can guess where it's going to hit and minimize the damage.

Sure you can split against fungal, but only preemptively. I am not talking about bringing in the PTR fungal. That's stupid. I'm talking about making it nearly as fast as EMP, if not just as fast. This would solve the problem in ZvZ where you can chain fungals are too useful against mutas. And it would increase the skill cap of both Zerg and Terran, like previously stated.

Honestly, it's hardly a nerf in the hands of a capable player. It makes it so that your units can be microed more to improve the usefulness of them. Isn't that what everyone who likes BW hates about SC2? That the units are too good at a-moving?

How on earth is a projectile preventing the chaining of fungals?

Even with a projectile, the second fungal will hit, because no matter how slow the projectile, it's just a matter of timing the casts right.
Thrombozyt
Profile Blog Joined June 2010
Germany1269 Posts
July 25 2012 09:08 GMT
#6379
On July 25 2012 17:55 Big J wrote:
Show nested quote +
On July 25 2012 13:58 -TesteR- wrote:
On July 25 2012 13:54 Talack wrote:
On July 25 2012 13:51 -TesteR- wrote:
On July 25 2012 13:07 Lukeeze[zR] wrote:
On July 25 2012 12:54 BeeNu wrote:
On July 25 2012 12:49 BlindKill wrote:
man if snipe nerf hadnt happened we would be seeing some boss preemptive baneling snipe while marine splitting


Or we would just see Ghosts tearing apart every single Zerg unit above Tier 1 again.


Pretty much what infestors and templars have been doing in vT since a long time.


Those damn energy units. If only there was a unit that could take that energy away

Perhaps even take away the energy of a bunch of units in AOE form?

Nah, that'd be too imba. Oh well, one can dream.


This would be a valid arguement if infestors weren't fast, had a huge range for their spells and zerg players didnt keep them in the back of their insanely fast moving army.


I can't comment on zerg but he said protoss too. Templars are slower than hydras, in fact, they are slowest ground unit in the game apart from maybe off creep queen or infested terrans. Thoughts?

Edit: Although I do agree Fungal range is too large. Not sure why storm and emp are 1.5 but fungal is still 2.


Yeah, they nerfed EMP radius, when they made ghosts cheaper (it was intented to be a buff, and at the time it hit, it worked out like a buff - even if Terrans these days face problems spending their gas):
And they nerfed Storm way back in the beta days, which a beta is for.
And they nerfed Fungal overall damage, after they gave fungal good dps.

I don't see the point. All of those spells have been nerfed. Asking for a fungal radius nerf "because it's bigger than EMP/storm", makes no sense, even more so as out of the same arguement, zergs could ask for a storm damage nerf and an infestor cost buff, coming with a radius nerf.
Not asking for those things, but the argument why fungal should get nerfed just doesn't make sense. The argument why it should get nerfed should rather be, that it might be too good. A counterargument for this is, that zerg doesn't have any other high dps ranged and/or air attacking unit at the time you build infestors. It wouldn't be too much of a problem in matchups where you can use high dps melee units that profit a lot from the rooting, but you know, in 2/3 zerg MUs this isn't always an option.

Hydras are high DPS ranged AND air attacking units that can be deployed even quicker than infestors. If you use them on defense, they are even faster than the infestor and if you use them on the offense, they are JUST AS FAST as an infestor. So speed is clearly not the problem.
Charon1979
Profile Joined October 2010
Austria317 Posts
July 25 2012 09:33 GMT
#6380
Hydras are high DPS ranged AND air attacking units that can be deployed even quicker than infestors. If you use them on defense, they are even faster than the infestor and if you use them on the offense, they are JUST AS FAST as an infestor. So speed is clearly not the problem.


Speed isnt the main issue with hydras. Its an issue for their use as mobile AA (as they are not small and cheap like marines nor as mobile as blinkstalkers), but their main issue is their cost and their performance. They are easily killed by any kind of ranged AE (siege tanks, Colossi, HT) without even doing damage, cant retreat (as Stalkers and stim marines will always catch them) and are not even performing well against core units (Stalker, Marine)
Even with the hive tech speed upgrade from HotS I cant see Hydras get viable apart from all-ins or ZvZ.
Prev 1 317 318 319 320 321 1266 Next
Please log in or register to reply.
Live Events Refresh
WardiTV Korean Royale
12:00
Group Stage 1 - Group A
WardiTV396
TKL 251
LiquipediaDiscussion
Kung Fu Cup
12:00
2025 Monthly #3: Day 3
herO vs ShoWTimELIVE!
RotterdaM355
IndyStarCraft 125
Rex113
SteadfastSC62
Liquipedia
[ Submit Event ]
Live Streams
Refresh
StarCraft 2
Lowko361
RotterdaM 355
TKL 251
IndyStarCraft 125
Harstem 124
Rex 113
SteadfastSC 62
StarCraft: Brood War
Britney 38928
Sea 29462
Calm 5403
Rain 5071
Jaedong 3612
Bisu 2173
Horang2 1686
Flash 697
firebathero 508
Pusan 349
[ Show more ]
Zeus 295
Hyun 165
sSak 84
Soulkey 76
Rush 74
JYJ64
hero 61
Backho 60
ToSsGirL 51
Mind 46
JulyZerg 41
Barracks 38
Free 37
Killer 34
Bale 22
TY 18
Movie 15
Hm[arnc] 11
Icarus 8
Noble 7
sas.Sziky 6
Terrorterran 4
Dota 2
singsing1478
qojqva690
Dendi532
XcaliburYe121
resolut1ontv 99
Counter-Strike
fl0m3175
byalli121
Super Smash Bros
Mew2King50
Other Games
FrodaN3759
B2W.Neo1159
crisheroes387
KnowMe307
Pyrionflax287
Fuzer 152
Sick72
hiko72
febbydoto1
Organizations
StarCraft: Brood War
lovetv 14
StarCraft 2
Blizzard YouTube
StarCraft: Brood War
BSLTrovo
sctven
[ Show 14 non-featured ]
StarCraft 2
• intothetv
• AfreecaTV YouTube
• Kozan
• IndyKCrew
• LaughNgamezSOOP
• Migwel
• sooper7s
StarCraft: Brood War
• BSLYoutube
• STPLYoutube
• ZZZeroYoutube
Dota 2
• lizZardDota228
League of Legends
• Nemesis1583
• Stunt987
Other Games
• WagamamaTV305
Upcoming Events
CranKy Ducklings
20h 42m
RSL Revival
20h 42m
herO vs Gerald
ByuN vs SHIN
Kung Fu Cup
22h 42m
Cure vs Reynor
Classic vs TBD
IPSL
1d 3h
ZZZero vs rasowy
Napoleon vs KameZerg
BSL 21
1d 6h
Tarson vs Julia
Doodle vs OldBoy
eOnzErG vs WolFix
StRyKeR vs Aeternum
Sparkling Tuna Cup
1d 20h
RSL Revival
1d 20h
Reynor vs sOs
Maru vs Ryung
Kung Fu Cup
1d 22h
WardiTV Korean Royale
1d 22h
BSL 21
2 days
JDConan vs Semih
Dragon vs Dienmax
Tech vs NewOcean
TerrOr vs Artosis
[ Show More ]
IPSL
2 days
Dewalt vs WolFix
eOnzErG vs Bonyth
Replay Cast
2 days
Wardi Open
2 days
Monday Night Weeklies
3 days
WardiTV Korean Royale
3 days
BSL: GosuLeague
4 days
The PondCast
4 days
Replay Cast
5 days
RSL Revival
5 days
BSL: GosuLeague
6 days
RSL Revival
6 days
WardiTV Korean Royale
6 days
Liquipedia Results

Completed

Proleague 2025-11-07
Stellar Fest: Constellation Cup
Eternal Conflict S1

Ongoing

C-Race Season 1
IPSL Winter 2025-26
KCM Race Survival 2025 Season 4
SOOP Univ League 2025
YSL S2
BSL Season 21
CSCL: Masked Kings S3
RSL Revival: Season 3
BLAST Rivals Fall 2025
IEM Chengdu 2025
PGL Masters Bucharest 2025
Thunderpick World Champ.
CS Asia Championships 2025
ESL Pro League S22
StarSeries Fall 2025
FISSURE Playground #2
BLAST Open Fall 2025
BLAST Open Fall Qual

Upcoming

SLON Tour Season 2
BSL 21 Non-Korean Championship
Acropolis #4
IPSL Spring 2026
HSC XXVIII
RSL Offline Finals
WardiTV 2025
META Madness #9
BLAST Bounty Winter 2026
BLAST Bounty Winter 2026: Closed Qualifier
eXTREMESLAND 2025
ESL Impact League Season 8
SL Budapest Major 2025
TLPD

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

Advertising | Privacy Policy | Terms Of Use | Contact Us

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