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Designated Balance Discussion Thread - Page 319

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-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 States11047 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.
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