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Designated Balance Discussion Thread - Page 332

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Kamwah
Profile Joined February 2012
United Kingdom724 Posts
July 28 2012 15:24 GMT
#6621
I find it annoying that Toss/Zerg's AoE doesn't cause friendly fire while Siege tanks instantly kill marines that get in the way.
The only other AoE that does friendly fire is Storm and Zealots hardly take any damage from that.

I think it'd be a good idea to introduce friendly fire from all AoE so that people are more reluctant to just A-move without micro'ing.

Learn to count with CatsPajamas!
koffeinfrei
Profile Joined February 2011
26 Posts
July 28 2012 15:28 GMT
#6622
the thing is terran got no melee units so the idea is bad
ysnake
Profile Joined June 2012
Bosnia-Herzegovina261 Posts
July 28 2012 15:38 GMT
#6623
On July 29 2012 00:24 Kamwah wrote:
I find it annoying that Toss/Zerg's AoE doesn't cause friendly fire while Siege tanks instantly kill marines that get in the way.
The only other AoE that does friendly fire is Storm and Zealots hardly take any damage from that.

I think it'd be a good idea to introduce friendly fire from all AoE so that people are more reluctant to just A-move without micro'ing.



Terran does not have any melee units.
Hellion AoE does not have friendly fire.
Thor air-attack AoE does not have friendly fire.

Zerglings get 1shot from a Baneling, that would mean that you could target a group of Banelings and kill 30-40 Zerglings.

Colossus AoE is not huge and is easily countered by Vikings/Corruptors.

If you do not want to split your forces as a Terran, play some other race, you'll find out that there are so many things Terran does that is absolutely annoying and imbalanced (close air-spawn Antiga, impossible to secure a third, annoying huge base on Shakuras-especially in PvT, Zerg not being able to finish off a Terran unless allin etc etc).

Things that you have mentioned do not cause imbalance and therefore are irrelevant.
You are no longer automatically breathing and blinking.
mlspmatt
Profile Joined October 2011
Canada404 Posts
July 28 2012 15:45 GMT
#6624
On July 28 2012 18:16 Bagi wrote:
Show nested quote +
On July 28 2012 17:54 Sabu113 wrote:
Tvp lategame being impossible is a myth. I believe in the recent IPL TAC Taeja has show cased how that's true.

"Impossible" isn't the same as imbalanced or favoring one side over the other. Taeja managed to get out over 15 ghosts and managed to get nearly the perfect engagement with them. It happens.

It is extremely ironic that you would use that game as an example though, considering Taeja pulled most of his SCVs instead of trying to secure more bases and play out a proper macro game. I guess he also showed that its better to go all in than to try to play macro against a toss with 4+ bases.

Good points.
Account252508
Profile Joined February 2012
3454 Posts
Last Edited: 2012-07-28 15:48:34
July 28 2012 15:47 GMT
#6625
--- Nuked ---
mlspmatt
Profile Joined October 2011
Canada404 Posts
July 28 2012 15:50 GMT
#6626
On July 28 2012 22:46 Rabiator wrote:
Show nested quote +
On July 28 2012 21:51 monkybone wrote:
Warp gate is an awesome gameplay feature, and shouldn't be downplayed in favor of gateways as such. Doesn't mean it shouldn't be nerfed though.

Warp Gate research is a MUST HAVE upgrade and thus it is BAD. It isnt optional and there is no choice to make.

Good unit design should always have advantages paired with disadvantages. Thats why the Siege Tank is a much better design than the Colossus for example, whose only disadvantage is that it cant hit air.

The problem with the game right now is that it is wayy too fast and involves too many units. Having the ability to mass-produce units and in the middle of the battle is a really huge advantage over the other races and I think giving up this advantage partially while slowing down the production speed of the other races (sacking the reactor and reducing inject larva from 4 to 3 OR making it impossible for a hatchery to hold more than ~6 larva) could help all the "high tech" builds and making the game less tier 1 focused. Since HotS will require a full rebalance of units anyways I think they could fiddle around with the macro mechanics as well.

Show nested quote +
On July 28 2012 22:13 plogamer wrote:
Problem: Terran is OP .. to watch. Terrans make up for a disproportionate number of epic games. This is unfair to the Zerg and Protoss.

A Zerg army is a brown mass of something (watch a Zerg army fight in the GSL on the free stream).
A Protoss army is a yellow-ish mass of something (with some white blobs for the Archons).

Their lack of good looks comes from the lack of distinctness and even the colors of the units with no real contrast colors in them. Another reason for it is the totally different behaviour for terran units compared to a protoss deathball and a zerg swarm of mass units. Totally unexciting in the long run are Banelings due to their one-shot nature, compared to a Banshee which is trying to harrass a base they have instant excitement which is also gone instantly.

I don't think he was referring to the color of the units.
plogamer
Profile Blog Joined January 2012
Canada3132 Posts
July 28 2012 15:57 GMT
#6627
On July 29 2012 00:38 ysnake wrote:
Show nested quote +
On July 29 2012 00:24 Kamwah wrote:
I find it annoying that Toss/Zerg's AoE doesn't cause friendly fire while Siege tanks instantly kill marines that get in the way.
The only other AoE that does friendly fire is Storm and Zealots hardly take any damage from that.

I think it'd be a good idea to introduce friendly fire from all AoE so that people are more reluctant to just A-move without micro'ing.



Terran does not have any melee units.
Hellion AoE does not have friendly fire.
Thor air-attack AoE does not have friendly fire.

Zerglings get 1shot from a Baneling, that would mean that you could target a group of Banelings and kill 30-40 Zerglings.

Colossus AoE is not huge and is easily countered by Vikings/Corruptors.

If you do not want to split your forces as a Terran, play some other race, you'll find out that there are so many things Terran does that is absolutely annoying and imbalanced (close air-spawn Antiga, impossible to secure a third, annoying huge base on Shakuras-especially in PvT, Zerg not being able to finish off a Terran unless allin etc etc).

Things that you have mentioned do not cause imbalance and therefore are irrelevant.


Sigh.

Protoss and Zerg have units with the easiest time getting to melee range (chargelot, speedling). Might as well give Terrans a melee unit.

Hellion aoe is not 1.5 or 2.0 radius at 9 range.

Thor AoE is only good against stacked mutas - which they never are in a diamond or higher ranked games. Its decent against corruptors, but since they're armored with high base defense, it's kinda pathetic even then.

Of course there are tons of things that a better player can do to annoy the hell out of you. Like making nothing but marines and simply outmacro'ing while trading decently with splits against banelings - making people cry "marine OP".

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

Look at these simple facts.

SC2 is a deathball dominated game. No one denies this. Yes?

AoE is the best thing against deathballs, where units are clumped. Yes?

Currently, the two races doing well (Protoss and Zerg) also happen to have better aoe. Yes?

Co-incidence? No.
ohampatu
Profile Joined July 2010
United States1448 Posts
Last Edited: 2012-07-28 16:08:11
July 28 2012 16:02 GMT
#6628
Look at these simple facts.

SC2 is a deathball dominated game. No one denies this. Yes?

AoE is the best thing against deathballs, where units are clumped. Yes?

Currently, the two races doing well (Protoss and Zerg) also happen to have better aoe. Yes?

Co-incidence? No.




Yes its deathball orientated. Yes AoE works best vs clumped units. Your third point is wrong though. You need to look at AoE objectively.

Terran may not have the same AoE potential. But it has some potential.
Terran: Tanks, Ghost Emp (against toss) both do surprisingly good AoE imo.
Broods are prolly the unit your talking about on AoE, its not really an AoE unit,
Unless you mean Infestors, but they aren't their for AoE, they are their to make your
units get stuck.
I agree toss as Colo and Storm, two of the best AoE units. Luckily Colo are easily countered,
and each race can fight HT on equal grounds.


-------------------------------------------------------------
I wish they would change a few things.

Collosus--Needs a change, or needs replaced, just hate the unit.
Marauder--Same as above. Just a boring unit, conc makes for no fun
Broodlord/Infestor--I dont think either unit itself is sup op, but paired together they create way too many issues.

My biggest issue: That certain comps are just too easy to 'win' with.

Old VR/Colo deathballs for instance. Maurader/Medivak/Viking/Ghost...Infestor/Brood....

as a watcher (and player) i think the above 3 unit comps (and some others) are just stupid ez to play, and take twice as much effort to deflect..on top of not being a good viewing experience. Its also not fun that even in diff matchup's, the 'unit comp' doesn't change. If your zerg, regardless of who your playing (non mirror mu's), your lategame is infestor/brood. If your terran you have BIO or BIO-Mech (non mirror mu's). If your protoss, You have Colo.
I am become death, for I am the destroyer of worlds.....You will be missed KT Violet!!!
Rabiator
Profile Joined March 2010
Germany3948 Posts
July 28 2012 16:05 GMT
#6629
On July 29 2012 00:50 mlspmatt wrote:
Show nested quote +
On July 28 2012 22:46 Rabiator wrote:
On July 28 2012 21:51 monkybone wrote:
Warp gate is an awesome gameplay feature, and shouldn't be downplayed in favor of gateways as such. Doesn't mean it shouldn't be nerfed though.

Warp Gate research is a MUST HAVE upgrade and thus it is BAD. It isnt optional and there is no choice to make.

Good unit design should always have advantages paired with disadvantages. Thats why the Siege Tank is a much better design than the Colossus for example, whose only disadvantage is that it cant hit air.

The problem with the game right now is that it is wayy too fast and involves too many units. Having the ability to mass-produce units and in the middle of the battle is a really huge advantage over the other races and I think giving up this advantage partially while slowing down the production speed of the other races (sacking the reactor and reducing inject larva from 4 to 3 OR making it impossible for a hatchery to hold more than ~6 larva) could help all the "high tech" builds and making the game less tier 1 focused. Since HotS will require a full rebalance of units anyways I think they could fiddle around with the macro mechanics as well.

On July 28 2012 22:13 plogamer wrote:
Problem: Terran is OP .. to watch. Terrans make up for a disproportionate number of epic games. This is unfair to the Zerg and Protoss.

A Zerg army is a brown mass of something (watch a Zerg army fight in the GSL on the free stream).
A Protoss army is a yellow-ish mass of something (with some white blobs for the Archons).

Their lack of good looks comes from the lack of distinctness and even the colors of the units with no real contrast colors in them. Another reason for it is the totally different behaviour for terran units compared to a protoss deathball and a zerg swarm of mass units. Totally unexciting in the long run are Banelings due to their one-shot nature, compared to a Banshee which is trying to harrass a base they have instant excitement which is also gone instantly.

I don't think he was referring to the color of the units.

The color of units is one part of the problem of "discernibility" and visual excitement, but there are other issues.
- Terrans are the only race which has a REAL siege unit.
- Terrans are the only race which has very very distinct and differently used units, i.e. Hellions and a bio ball dont add up to a deathball and apart from a pure MMM version there is none.
- Terrans are the only race which does "drop play all over the map", even though Zerg and Protoss have the units to do it and be effective / annoying.
- Banelings are one-shot units and thus they are "exciting" only for a tiny amount of time.
....

The list goes on, but visuals are important too and there is nothing as boring as two Zerg armies fighting each other, because its a) masses of brownish units and b) short range (and thus very clumped up).
If you cant say what you're meaning, you can never mean what you're saying.
plogamer
Profile Blog Joined January 2012
Canada3132 Posts
Last Edited: 2012-07-28 16:53:18
July 28 2012 16:29 GMT
#6630
On July 29 2012 01:02 ohampatu wrote:
Show nested quote +
Look at these simple facts.

SC2 is a deathball dominated game. No one denies this. Yes?

AoE is the best thing against deathballs, where units are clumped. Yes?

Currently, the two races doing well (Protoss and Zerg) also happen to have better aoe. Yes?

Co-incidence? No.




Yes its deathball orientated. Yes AoE works best vs clumped units. Your third point is wrong though. You need to look at AoE objectively.

Terran may not have the same AoE potential. But it has some potential.
Terran: Tanks, Ghost Emp (against toss) both do surprisingly good AoE imo.
Broods are prolly the unit your talking about on AoE, its not really an AoE unit,
Unless you mean Infestors, but they aren't their for AoE, they are their to make your
units get stuck.
I agree toss as Colo and Storm, two of the best AoE units. Luckily Colo are easily countered,
and each race can fight HT on equal grounds.


-------------------------------------------------------------
I wish they would change a few things.

Collosus--Needs a change, or needs replaced, just hate the unit.
Marauder--Same as above. Just a boring unit, conc makes for no fun
Broodlord/Infestor--I dont think either unit itself is sup op, but paired together they create way too many issues.

My biggest issue: That certain comps are just too easy to 'win' with.

Old VR/Colo deathballs for instance. Maurader/Medivak/Viking/Ghost...Infestor/Brood....

as a watcher (and player) i think the above 3 unit comps (and some others) are just stupid ez to play, and take twice as much effort to deflect..on top of not being a good viewing experience. Its also not fun that even in diff matchup's, the 'unit comp' doesn't change. If your zerg, regardless of who your playing (non mirror mu's), your lategame is infestor/brood. If your terran you have BIO or BIO-Mech (non mirror mu's). If your protoss, You have Colo.


lol. Objective is the word, right?

Tanks are highly immobile. They have better range, but also have splash on friendlies. And damage wise? Seige tank dps in seige mode : 11.7(+1). Collosi dps : 18.2 (+2.4)

Ghost emp does not directly kill units like other spells can. Do you not see how that makes it a poor candidate next to storm and fungals as a damage dealing aoe? Being the point of damage to kill units.

Fungals are there to aoe. I've seen entire pack of vikings get wiped out by infestors. The root makes it even more powerful, and a subject of woe even to the protoss. If you truly believe that their damage is not significant enough to warrent their inclusion in a discussion with regards to AoE, then perhaps 0 damage, 4 second root will not be an issue for you. No? Thought so.

Funny you should mention broodlords. That's not what I meant by aoe. But broodlords shut down Terran aoe, ie. seige tanks, so hard, it's not even funny. Sure, broodlords counter collosi since collosi can't shoot up. But against tanks? No, broodlords make seige tanks kill their own units.

dashmode
Profile Joined August 2011
60 Posts
July 28 2012 16:39 GMT
#6631
I don't really care about balance, it will come with time, with a small help from patches and stuff ofc, but the thing I want the most is a fun gameplay, as a viewer. This game today, a TvT between Gumiho and MMA had everything. One could say that was the game of the year - perhaps, it was great game for sure. The thing about TvT is this matchup is more about strategy than any other and it comes with siege tanks first. In TvT a positional advantage matters, it's like a chess game, the game is played on many fronts, because you cant just 1a your army into a siege line of enemy tanks, that will not work too well for you most of the time, but I guess that's why there are marauders to help you with that. Anyway, I hate these 1a mechanics of zerg and protoss, it makes games/battles end fast and less exciting. It's like "hey I guess i have more roaches than you" and then you 1a your army into a win. I really miss reavers and lurkers from bw, each race had some type of siege ground unit, they were very powerfull but extremely slow or stationary, so by design you had a position aspect from each race which created a game with far more strategy depth. Maybe that is why bw was so good in a first place? Colossus and Swarm host are just a bad designed units, nothing exciting about them and late game PvP is the most boring sh*t ever created, 30min game into 10 sec end game battle - because of colossus.
Dizzy.exe
Profile Joined July 2011
Romania11 Posts
July 28 2012 17:01 GMT
#6632
On July 29 2012 01:39 dashmode wrote:
I don't really care about balance, it will come with time, with a small help from patches and stuff ofc, but the thing I want the most is a fun gameplay, as a viewer. This game today, a TvT between Gumiho and MMA had everything. One could say that was the game of the year - perhaps, it was great game for sure. The thing about TvT is this matchup is more about strategy than any other and it comes with siege tanks first. In TvT a positional advantage matters, it's like a chess game, the game is played on many fronts, because you cant just 1a your army into a siege line of enemy tanks, that will not work too well for you most of the time, but I guess that's why there are marauders to help you with that. Anyway, I hate these 1a mechanics of zerg and protoss, it makes games/battles end fast and less exciting. It's like "hey I guess i have more roaches than you" and then you 1a your army into a win. I really miss reavers and lurkers from bw, each race had some type of siege ground unit, they were very powerfull but extremely slow or stationary, so by design you had a position aspect from each race which created a game with far more strategy depth. Maybe that is why bw was so good in a first place? Colossus and Swarm host are just a bad designed units, nothing exciting about them and late game PvP is the most boring sh*t ever created, 30min game into 10 sec end game battle - because of colossus.


So true! And what Blizzard does in HOTS? Adds more tank counters
Crying
Profile Joined February 2011
Bulgaria778 Posts
July 28 2012 17:21 GMT
#6633
Who else thinks that Broodlords broodlings,should be makeable,as carrier's interceptors?
Maybe cheaper,and faster building cos they are ground units
Determination~ Hard Work Surpass NATURAL GENIUS!
Kamwah
Profile Joined February 2012
United Kingdom724 Posts
Last Edited: 2012-07-28 17:33:23
July 28 2012 17:33 GMT
#6634
On July 29 2012 02:21 Crying wrote:
Who else thinks that Broodlords broodlings,should be makeable,as carrier's interceptors?
Maybe cheaper,and faster building cos they are ground units


I would welcome that. Brood Lords with Infestors isn't imbalanced but it's a lot stronger than most other compositions available to T and P.
Learn to count with CatsPajamas!
kyllinghest
Profile Joined December 2011
Norway1607 Posts
July 28 2012 18:02 GMT
#6635
On July 29 2012 02:21 Crying wrote:
Who else thinks that Broodlords broodlings,should be makeable,as carrier's interceptors?
Maybe cheaper,and faster building cos they are ground units

I think it is certainly a creative and interesting suggestion!
"NO" -Has
ysnake
Profile Joined June 2012
Bosnia-Herzegovina261 Posts
July 28 2012 19:11 GMT
#6636
On July 29 2012 02:21 Crying wrote:
Who else thinks that Broodlords broodlings,should be makeable,as carrier's interceptors?
Maybe cheaper,and faster building cos they are ground units


This would make a small impact upon tech-switches, but it wouldn't be the same. All Zerg players have excess Minerals above 20 minutes, early Hive Brood Lords would suffer from this, but "normal" time for Brood Lords wouldn't mean shit.

Broodlings have a timer before they go blop, while Interceptors are there until you either kill them or the Carrier, so, you'd have to make Broodlings stay+make the Brood Lords launch more Broodlings, and that will never happen.

We cannot make an estimate for HotS, but currently, Zerg has no way of fighting Protoss Death Ball unless he has Brood Lords, remember:
T1: Queen, Zergling, Baneling, Roach
T2: Hydralisk, Mutalisk, Corruptor, Infestor
T3: Ultralisk, Brood Lord

Ultralisks are horrible against Protoss Death Balls and none of T2 Zerg units are beefy motherfuckers, like, for example, Immortals or Thors (Thors are kinda 2.5 Tier - you're gonna be making that Armory for +2 and +3 upgrades anyhow, same like Ultralisks), so, Zerg jumps from shitty T1 units (when Protoss has a Death Ball) to very powerful Brood Lords, many Zerg players are struggling with the transition phase, and when a good player (like Alicia vs Ret - if I recall correctly) sees the transition, that's when the Zerg are the weakest. But let's not go into theorycrafting what is currently present in the game, we are all well aware of it.

I would like to play Zerg to actually feel like Zerg, instead of this massive immobile force (fuck, sometimes I feel Terran buildings are more mobile than my Brood Lord army). And they are bringing it somewhat with Viper, even though that "get over here" grip might be overpowered, but currently, Zerg cannot finish off a Terran after gaining a significant lead once Siege Tanks with Siege Mode are out, and Viper will make that possible. We shall wait and see what beta and release brings us, I doubt Blizzard has their retarded WoW team making decisions for Starcraft II.
You are no longer automatically breathing and blinking.
Account252508
Profile Joined February 2012
3454 Posts
Last Edited: 2012-07-28 19:22:26
July 28 2012 19:21 GMT
#6637
--- Nuked ---
Havik_
Profile Joined November 2011
United States5585 Posts
July 28 2012 20:03 GMT
#6638
I can't help but feel that a lot of Terrans simply want free, even easier wins against other races, especially TvP where its all about army positioning and the only thing that's really changed alot from the GomTvT days was EMP radius, which Taeja showed doesn't matter when you make more Ghosts. Colossi will get sniped easy and then with Medivac support the terran army will out DPS everything. The only time TvP is "autowin" for Protoss is if they hit a timing where they have Colossi and Terran has no vikings or a Timing where they have ALOT of High Templar and Terran has no Ghosts. There's really nothing imba about lategame TvP, especially when Terran has a crapton of timings that they can hit.


TvZ was fine too until the Queen buff, but that's an early game thing where Zerg can play more greedy behind their buffed Queens. Late game Terran just needs the right units. Vikings/ravens for Corruptor/ Broodlord, marauders for Ultralisks, and Ghosts for Infestors. Why Terrans don't make Ghosts anymore in this matchup baffles me considering that the Infestor is IMO the most important part of Zerg lategame. 2-3 EMPs = 10+ USELESS Infestors.
"An opinion is only as good as the evidence that backs it up."- William O'Malley, S.J.
RampancyTW
Profile Joined August 2010
United States577 Posts
Last Edited: 2012-07-28 20:15:07
July 28 2012 20:14 GMT
#6639
On July 29 2012 05:03 Havik_ wrote:
I can't help but feel that a lot of Terrans simply want free, even easier wins against other races, especially TvP where its all about army positioning and the only thing that's really changed alot from the GomTvT days was EMP radius, which Taeja showed doesn't matter when you make more Ghosts. Colossi will get sniped easy and then with Medivac support the terran army will out DPS everything. The only time TvP is "autowin" for Protoss is if they hit a timing where they have Colossi and Terran has no vikings or a Timing where they have ALOT of High Templar and Terran has no Ghosts. There's really nothing imba about lategame TvP, especially when Terran has a crapton of timings that they can hit.


TvZ was fine too until the Queen buff, but that's an early game thing where Zerg can play more greedy behind their buffed Queens. Late game Terran just needs the right units. Vikings/ravens for Corruptor/ Broodlord, marauders for Ultralisks, and Ghosts for Infestors. Why Terrans don't make Ghosts anymore in this matchup baffles me considering that the Infestor is IMO the most important part of Zerg lategame. 2-3 EMPs = 10+ USELESS Infestors.
Obviously now that mass snipe can't destroy Zerg T3 with complete ease, Ghosts are now useless against Infestors.

In all seriousness though, I think Terrans are currently struggling with when to transition into Ghost production now that Ghosts can't just blanket deal with Z's lategame army. It used to be a no-brainer transition and now it has to be more carefully planned and streamlined to deal with the current/expected Zerg composition in-game. Sooner or later it will get figured out.
Toastie.NL
Profile Joined July 2012
Netherlands232 Posts
July 28 2012 20:16 GMT
#6640
On July 29 2012 05:03 Havik_ wrote:
I can't help but feel that a lot of Terrans simply want free, even easier wins against other races, especially TvP where its all about army positioning and the only thing that's really changed alot from the GomTvT days was EMP radius, which Taeja showed doesn't matter when you make more Ghosts. Colossi will get sniped easy and then with Medivac support the terran army will out DPS everything. The only time TvP is "autowin" for Protoss is if they hit a timing where they have Colossi and Terran has no vikings or a Timing where they have ALOT of High Templar and Terran has no Ghosts. There's really nothing imba about lategame TvP, especially when Terran has a crapton of timings that they can hit.


TvZ was fine too until the Queen buff, but that's an early game thing where Zerg can play more greedy behind their buffed Queens. Late game Terran just needs the right units. Vikings/ravens for Corruptor/ Broodlord, marauders for Ultralisks, and Ghosts for Infestors. Why Terrans don't make Ghosts anymore in this matchup baffles me considering that the Infestor is IMO the most important part of Zerg lategame. 2-3 EMPs = 10+ USELESS Infestors.

Even tried to emp infestors, you have to be lucky to hit 3 in a normal situation. That is, ik zerg doesnt aplit or move. Infestors are to big for small emp radius.
EU Random Player - Contact me for anything :-)!
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