• Log InLog In
  • Register
Liquid`
Team Liquid Liquipedia
EST 07:11
CET 13:11
KST 21:11
  • 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
TL.net Map Contest #21: Winners11Intel X Team Liquid Seoul event: Showmatches and Meet the Pros10[ASL20] Finals Preview: Arrival13TL.net Map Contest #21: Voting12[ASL20] Ro4 Preview: Descent11
Community News
[TLMC] Fall/Winter 2025 Ladder Map Rotation4Weekly 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
[TLMC] Fall/Winter 2025 Ladder Map Rotation Mech is the composition that needs teleportation t Weekly Cups (Nov 3-9): Clem Conquers in Canada Craziest Micro Moments Of All Time? SC: Evo Complete - Ranked Ladder OPEN ALPHA
Tourneys
Constellation Cup - Main Event - Stellar Fest Tenacious Turtle Tussle Sparkling Tuna Cup - Weekly Open Tournament $5,000+ WardiTV 2025 Championship Merivale 8 Open - LAN - Stellar Fest
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
BW General Discussion FlaSh on: Biggest Problem With SnOw's Playstyle Terran 1:35 12 Gas Optimization BGH Auto Balance -> http://bghmmr.eu/ [ASL20] Ask the mapmakers — Drop your questions
Tourneys
[BSL21] RO32 Group D - Sunday 21:00 CET [BSL21] RO32 Group C - Saturday 21:00 CET [ASL20] Grand Finals [Megathread] Daily Proleagues
Strategy
Current Meta PvZ map balance How to stay on top of macro? Soma's 9 hatch build from ASL Game 2
Other Games
General Games
Nintendo Switch Thread Stormgate/Frost Giant Megathread Should offensive tower rushing be viable in RTS games? Path of Exile Dawn of War IV
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
US Politics Mega-thread Russo-Ukrainian War Thread Things Aren’t Peaceful in Palestine Canadian Politics Mega-thread The Games Industry And ATVI
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: 1209 users

Designated Balance Discussion Thread - Page 527

Forum Index > SC2 General
Post a Reply
Prev 1 525 526 527 528 529 1266 Next
ETisME
Profile Blog Joined April 2011
12513 Posts
June 13 2013 17:38 GMT
#10521
On June 14 2013 00:35 Big J wrote:
Show nested quote +
On June 14 2013 00:25 Elldar wrote:
The immortal is the epitome of the counter-mentality in sc2 imo. Not enough that it deals extra damage to armored it negates damage over 10 to 10 which pretty much all armored units does. It's a niche idea with the sole purpose of anti-tank. If the hardened shield was an ability that lasts 5 seconds it would had been okay. But now you can not change the immortal without disturbing balance so there is not much to do.


I disagree. From WoL to HotS, blizzard already showed that you can plainly buff units (medivac, mutalisk, voidray, hydralisk, phoenix, ultralisk) and then repair any overpoweredness with 1-2 simple tricks. I don't see why this wouldn't work with the immortal as well.

I mean, the buffs from above were all to a certain extend kind of "we just want to try this, because it sounds great". And afterwards they turned out to work.
The Immortal is one of ~15 Protoss units. And a damage change is a change to one of its ~5-10 important stats. In the great scheme, it's very hard to actually break the game with one somewhat thoughtthrough and pretested change.

because the buff those units received is not just accompanied by those buffs, also in regarding to the new units that are available.
the last time something as big as these changes happened was that fungal change in WoL and kinda changed the entire SC2 zerg matchups for the better or worse
其疾如风,其徐如林,侵掠如火,不动如山,难知如阴,动如雷震。
Prog455
Profile Joined April 2012
Denmark970 Posts
June 13 2013 18:40 GMT
#10522
On June 14 2013 01:07 Big J wrote:
Show nested quote +
On June 14 2013 00:36 Prog455 wrote:
On June 13 2013 20:26 Big J wrote:
On June 12 2013 12:33 SirPinky wrote:
On June 12 2013 00:48 Reborn8u wrote:
On June 11 2013 23:21 willstertben wrote:
in my opinion:


macro difficulty wise
zerg > terran > protoss


micro difficulty wise
terran > zerg > protoss


i have played over 2k games each as protoss zerg and terran on high masters mmr.


I think a highly overlooked fact in all of this is that protoss is the most apm demanding and mechanically demanding for macro, however, the very high cost of units and warp gate mechanic allow toss players to dump large amounts of bank into an army very quickly. So while it is easier to keep your money spent, it is more demanding imo.

The fact that a single probe can dump a lot of money and produce a mass of buildings quickly by shift queuing, is helpful to spend a bank as well. The double edge to this sword is that high cost army is often too valuable to lose. If the core units (casters, robo units, or air units) get killed and the gateway buffer units are not replaced quickly enough, it is very often GG for protoss. While with Terran or Zerg, large armies are often thrown away or traded (sometimes cost effectively but often not) yet it is by no means a crippling blow. This often occurs in earlier stages of the game, when protoss simply doesn't have the infrastructure or economy yet, in order to "instantly replace" what was lost.

People need to stop acting like protoss is so easy to play and so godly. Look at any graph you want for the history of sc2 since early in WOL and it's clear the race has been outperformed consistently. The reason I believe this is the case, is because although protoss has it's strengths, it has massive holes in its game play that are extremely exploitable. Tech switches, losing a single battle, losing a single base, losing a single tech structure, are all almost fatal to protoss, where we've seen Terran and zerg recover from these things time and time again. Rarely do any of these things happen to a protoss and they win. Once protoss gets behind, it's very rare to see them come back in any matchup.

Then there is the great troubles protoss has in taking and holding a 3rd (especially any kind of "early" 3rd, even when it is later than a zerg or terran 3rd) , it is such a defining problem of the race, that map making is very skewed and restricted by it. It is VERY hard to make a protoss favored map, and very common for maps to be favored against protoss.

The last protoss issue that has existed since the dawn of sc2 is how weak protoss is against cheese's and all in's. Often protoss is so poor at defending them cost effectively that an all in vs protoss isn't even all in. Even after a very good defense by protoss, the game is often still on equal footing after the defense.

The mothership core was supposed to be a big band aid for many of these issues, it certainly does help with many of them, but I feel it is greatly inadequate, and the reliance on it is almost as shameful as protoss reliance on force fields.

I really hope we see some huge fundamental changes to protoss and its units in LOTV. So protoss players can feel less restricted and often abused, and the other races can stop complaining about it, while it is clearly and undeniably the weakest race in sc2 throughout it's history, by a solid margin.


As a high master Terran player I agree with many of your points, but I have to draw the line when I hear, "The mothership core was supposed to be a big band aid for many of these issues, it certainly does help with many of them, but I feel it is greatly inadequate". When was the last time you saw 2 rax pushes? Proxy Maurader? Fast Banshee (w/o Cloak)? Or a one base all-in from Terran? The mothership core has made toss very greedy, almost too greedy. I think the fact that some Toss are having a hard time is they rely too much on the MSC. And when they finally see a soft 12 marine push with only a stalker and a MSC they cry when everything is not held. In addition, as a mech Terran, I've beat so many toss with early helion "run by" b/c their MSC is out trying to snag a SCV or two. Some Toss just have this complex "If I have a MSC I can't be harmed". And "Look! I can even run around the map and kill things without any repercussions."


I don't get why you think it's greedy to have "only" 225/150 worth of units against 600/0 worth of units, as long as you have all sorts of defenders advantages. Sure, it's not a question of costcomparison whether this is greedy play or not, but having one stalker and one MsC with enough energy for a Nexus Canon AND a warp gate, capable of immidiatly warping in another stalker AND something else on the way (like your first immortal) AND the ability to pull workers sounds like pretty safe play to me at a time when an opponent can only have 12marines attacking. (assuming you use your stuff properly, kite/scout the marines early with your stalker etc.)

And the complex you talk about is known as "medivac complex".


The difference is the time required to build a Terran army that can do even light pressure to Protoss. A single Gateway + MsC can fend off far stronger pushes than a single Barrack, or even two Barracks.

EDIT: I know that the races are not supposed to be equal, asymmetrical balance and all that, but Terran was actually supposed to be the stronger race in early game between Protoss and Terran, and right now it is quite the other way around.


No, Terran was not "supposed to be" the stronger race. The game was supposed to be fun and balanced. That due to each race working differently (asymetric design) there would be times and timings in which one race could be considered "stronger" in certain aspects of the game is obvious.
That's it. No race was supposed to be generally stronger at a certain time, than the other race. It just happens so that they sometimes are.


Blizzard has mentioned numerous times that Terran is stronger during the early stages of the game, and that it is Terrans job to crippling damage to Protoss before they reach their end game Deathball. Whether this was a smart approach to the game is debatable, but it was their intention nevertheless. Protoss is still stronger than Terran lategame, but with HotS they are stronger during both early and late game.

While it is true that Protoss are not doing particularly well against Terran at pro level, i'd argue that it is because the skill cap for Terran is far higher, not because Terran is on equal footings with Protoss.

freetgy
Profile Joined November 2010
1720 Posts
Last Edited: 2013-06-13 19:14:34
June 13 2013 19:09 GMT
#10523
don't see how protoss has the stronger lategame army, a lategame MMMGV + Mines is not even closely cost efficiently beatable without a major fuck up by the T in standard game.
Prog455
Profile Joined April 2012
Denmark970 Posts
Last Edited: 2013-06-13 19:57:05
June 13 2013 19:52 GMT
#10524
On June 14 2013 04:09 freetgy wrote:
don't see how protoss has the stronger lategame army, a lategame MMMGV + Mines is not even closely cost efficiently beatable without a major fuck up by the T in standard game.


Maybe at pro level and High Master/GM, but in high Diamond it is ridiculous how hard it is to beat a Protoss army of equal size as Terran, compared to how incredibly easy it is to a-move the Protoss army to win. Even though balance matters the most at high level play, it would still be nice if the rest of us (98%) could play on equal footings aswell.
stratmatt
Profile Joined April 2011
United States913 Posts
June 13 2013 19:55 GMT
#10525
On June 14 2013 04:52 Prog455 wrote:
Show nested quote +
On June 14 2013 04:09 freetgy wrote:
don't see how protoss has the stronger lategame army, a lategame MMMGV + Mines is not even closely cost efficiently beatable without a major fuck up by the T in standard game.


Maybe at pro level and High Master/GM, but in high Diamond it is ridiculous how hard it is to beat a Protoss army of equal size as Terran, compared to how incredibly easy it is to a-move the Protoss army to win.



bingo, as a high-damond / low-master terran player, protoss is the only race that i feel like i can lose to a player considerably worse than i amif the toss is able to turtle and macro effectively, the difference in difficulty when it comes to the 'big battle' is humungous.
willstertben
Profile Joined May 2013
427 Posts
June 13 2013 20:52 GMT
#10526
i have a suggestion: how about making zerg carapace upgrades apply to buildings?
zerg is having a really hard time late game zvt and one big part of that is how quickly 3-3 marines can kill buildings. protoss got their nexus hp doubled at some point because of that so i think it's only fair to make hatcheries at least a little bit more durable against marines in late game.

one problem i see with this on top of my head is spines becoming too good lategame vs zealots, thereby discouraging drops cause they're quite good against them already as it is now. i dunno how to fix that but i really think hatcheries die too fast against marine drops lategame and i dunno how else to address this issue. a straight hp buff to hatchery would make sniping hatcheries in mid game as protoss too hard maybe.

i know it's never going to happen but i'd just like to throw this out there for some discussion maybe. thoughts?
Big J
Profile Joined March 2011
Austria16289 Posts
June 13 2013 21:26 GMT
#10527
On June 14 2013 03:40 Prog455 wrote:
Show nested quote +
On June 14 2013 01:07 Big J wrote:
On June 14 2013 00:36 Prog455 wrote:
On June 13 2013 20:26 Big J wrote:
On June 12 2013 12:33 SirPinky wrote:
On June 12 2013 00:48 Reborn8u wrote:
On June 11 2013 23:21 willstertben wrote:
in my opinion:


macro difficulty wise
zerg > terran > protoss


micro difficulty wise
terran > zerg > protoss


i have played over 2k games each as protoss zerg and terran on high masters mmr.


I think a highly overlooked fact in all of this is that protoss is the most apm demanding and mechanically demanding for macro, however, the very high cost of units and warp gate mechanic allow toss players to dump large amounts of bank into an army very quickly. So while it is easier to keep your money spent, it is more demanding imo.

The fact that a single probe can dump a lot of money and produce a mass of buildings quickly by shift queuing, is helpful to spend a bank as well. The double edge to this sword is that high cost army is often too valuable to lose. If the core units (casters, robo units, or air units) get killed and the gateway buffer units are not replaced quickly enough, it is very often GG for protoss. While with Terran or Zerg, large armies are often thrown away or traded (sometimes cost effectively but often not) yet it is by no means a crippling blow. This often occurs in earlier stages of the game, when protoss simply doesn't have the infrastructure or economy yet, in order to "instantly replace" what was lost.

People need to stop acting like protoss is so easy to play and so godly. Look at any graph you want for the history of sc2 since early in WOL and it's clear the race has been outperformed consistently. The reason I believe this is the case, is because although protoss has it's strengths, it has massive holes in its game play that are extremely exploitable. Tech switches, losing a single battle, losing a single base, losing a single tech structure, are all almost fatal to protoss, where we've seen Terran and zerg recover from these things time and time again. Rarely do any of these things happen to a protoss and they win. Once protoss gets behind, it's very rare to see them come back in any matchup.

Then there is the great troubles protoss has in taking and holding a 3rd (especially any kind of "early" 3rd, even when it is later than a zerg or terran 3rd) , it is such a defining problem of the race, that map making is very skewed and restricted by it. It is VERY hard to make a protoss favored map, and very common for maps to be favored against protoss.

The last protoss issue that has existed since the dawn of sc2 is how weak protoss is against cheese's and all in's. Often protoss is so poor at defending them cost effectively that an all in vs protoss isn't even all in. Even after a very good defense by protoss, the game is often still on equal footing after the defense.

The mothership core was supposed to be a big band aid for many of these issues, it certainly does help with many of them, but I feel it is greatly inadequate, and the reliance on it is almost as shameful as protoss reliance on force fields.

I really hope we see some huge fundamental changes to protoss and its units in LOTV. So protoss players can feel less restricted and often abused, and the other races can stop complaining about it, while it is clearly and undeniably the weakest race in sc2 throughout it's history, by a solid margin.


As a high master Terran player I agree with many of your points, but I have to draw the line when I hear, "The mothership core was supposed to be a big band aid for many of these issues, it certainly does help with many of them, but I feel it is greatly inadequate". When was the last time you saw 2 rax pushes? Proxy Maurader? Fast Banshee (w/o Cloak)? Or a one base all-in from Terran? The mothership core has made toss very greedy, almost too greedy. I think the fact that some Toss are having a hard time is they rely too much on the MSC. And when they finally see a soft 12 marine push with only a stalker and a MSC they cry when everything is not held. In addition, as a mech Terran, I've beat so many toss with early helion "run by" b/c their MSC is out trying to snag a SCV or two. Some Toss just have this complex "If I have a MSC I can't be harmed". And "Look! I can even run around the map and kill things without any repercussions."


I don't get why you think it's greedy to have "only" 225/150 worth of units against 600/0 worth of units, as long as you have all sorts of defenders advantages. Sure, it's not a question of costcomparison whether this is greedy play or not, but having one stalker and one MsC with enough energy for a Nexus Canon AND a warp gate, capable of immidiatly warping in another stalker AND something else on the way (like your first immortal) AND the ability to pull workers sounds like pretty safe play to me at a time when an opponent can only have 12marines attacking. (assuming you use your stuff properly, kite/scout the marines early with your stalker etc.)

And the complex you talk about is known as "medivac complex".


The difference is the time required to build a Terran army that can do even light pressure to Protoss. A single Gateway + MsC can fend off far stronger pushes than a single Barrack, or even two Barracks.

EDIT: I know that the races are not supposed to be equal, asymmetrical balance and all that, but Terran was actually supposed to be the stronger race in early game between Protoss and Terran, and right now it is quite the other way around.


No, Terran was not "supposed to be" the stronger race. The game was supposed to be fun and balanced. That due to each race working differently (asymetric design) there would be times and timings in which one race could be considered "stronger" in certain aspects of the game is obvious.
That's it. No race was supposed to be generally stronger at a certain time, than the other race. It just happens so that they sometimes are.


Blizzard has mentioned numerous times that Terran is stronger during the early stages of the game, and that it is Terrans job to crippling damage to Protoss before they reach their end game Deathball. Whether this was a smart approach to the game is debatable, but it was their intention nevertheless. Protoss is still stronger than Terran lategame, but with HotS they are stronger during both early and late game.

While it is true that Protoss are not doing particularly well against Terran at pro level, i'd argue that it is because the skill cap for Terran is far higher, not because Terran is on equal footings with Protoss.



Thats simply not true. There was one post from DK in early 2012 where he said that if both sides only play passive there might be an advantage for the protoss player. But that Terran has the tools to prevent such gameplay. He did not say that Terran "has to do damage", "is supposed to be stronger" or "has to win before the lategame". Only that they have the tools to prevent passive gameplay, which can mean greed that forces the opponent to react or tech (like ghosts) which the opponent does not want the terran to mass early as well as the one EXAMPLE he gave afterwards, in which he said that one methode to do so is to damage the protoss economy.


this comment has simply been completly missinterpreted from whiners ever since, and wrongly quoted, making the example sound like "the way all TvPs are supposed to work", instead of "this is one reasonable scenario in which a Terran and a Protoss will come out even in the lategame".
[UoN]Sentinel
Profile Blog Joined November 2009
United States11320 Posts
June 13 2013 21:26 GMT
#10528
On June 14 2013 05:52 willstertben wrote:
i have a suggestion: how about making zerg carapace upgrades apply to buildings?
zerg is having a really hard time late game zvt and one big part of that is how quickly 3-3 marines can kill buildings. protoss got their nexus hp doubled at some point because of that so i think it's only fair to make hatcheries at least a little bit more durable against marines in late game.

one problem i see with this on top of my head is spines becoming too good lategame vs zealots, thereby discouraging drops cause they're quite good against them already as it is now. i dunno how to fix that but i really think hatcheries die too fast against marine drops lategame and i dunno how else to address this issue. a straight hp buff to hatchery would make sniping hatcheries in mid game as protoss too hard maybe.

i know it's never going to happen but i'd just like to throw this out there for some discussion maybe. thoughts?


That patch, nexus went from 1500 HP to 2000, hatch went from 1250 to 1500, and lair from 1800 to 2000. Zerg buildings did get buffed.
Нас зовет дух отцов, память старых бойцов, дух Москвы и твердыня Полтавы
dvorakftw
Profile Blog Joined November 2011
681 Posts
Last Edited: 2013-06-14 17:55:40
June 14 2013 17:52 GMT
#10529

Hellbats with healing vs hellbats without

From the thread I made at reddit

This example illustrates the difference between an attack that can outright win games and an attack where the results would vary based on actual gameplay*. The Hellbat drop without healing shows the attack can still be cost efficient and that the defense can be done without a larger investment than the opponent's.

Issues with mid and late game balance issues can be addressed after we see the meta-shift from non-bio Hellbats. This change should not completely end Hellbat drops but they would need to be more hit-and-run than stay-and-kill.

Even if additional changes to the game would be needed I think most players, including Terrans, would simply like the design and play better with the biological tag removed from Hellbats.

*There is no micro on either side to establish a baseline and no upgrades on either side to simulate early game scenarios. The attack is 300 min + 100 vespene versus a defense of 300 min + 75 vespene.

(hope no one minds me double posting this to the Hellbat thread and the Balance thread)
saddaromma
Profile Joined April 2013
1129 Posts
Last Edited: 2013-06-25 19:03:34
June 25 2013 19:02 GMT
#10530
I wonder what are toss' options when terran parks couple of medivacs with helbats near his base. It seems there is no meaningful way to move out, other than allining. I think this is a huge game design issue. Cause medivacs with helbats are cheap. of course we can wait meta to sort it out but I think it'll get even worse when terrans will learn how to exploit timings and builds.
Bagi
Profile Joined August 2010
Germany6799 Posts
June 25 2013 19:08 GMT
#10531
On June 14 2013 04:09 freetgy wrote:
don't see how protoss has the stronger lategame army, a lategame MMMGV + Mines is not even closely cost efficiently beatable without a major fuck up by the T in standard game.

That must be why Korean terrans seem to avoid the lategame like plague and SCV pulls happen constantly at 3 bases.
Wingblade
Profile Joined April 2012
United States1806 Posts
June 25 2013 19:35 GMT
#10532
On June 26 2013 04:08 Bagi wrote:
Show nested quote +
On June 14 2013 04:09 freetgy wrote:
don't see how protoss has the stronger lategame army, a lategame MMMGV + Mines is not even closely cost efficiently beatable without a major fuck up by the T in standard game.

That must be why Korean terrans seem to avoid the lategame like plague and SCV pulls happen constantly at 3 bases.


Correlation does not imply causation. This is extremely fallacious to point out that Korean Terrans use SCV pulls sometimes(not nearly as frequently as you would imply) means that they are afraid of the lategame. They know for a fact that if they do the SCV pull/viking timing against colossus based macro play from Protoss that they WILL win unless they screw up majorly.

If you had an opportunity to increase your chances of winning significantly versus playing out a 50/50 lategame scenario which would you pick?
PartinG fanboy to the max, Rain/Squirtle/Dear/Scarlett/Bbyong are cool too. I don't always watch Dota2 but when I do I have no clue what's going on. GOGO POWER RANGERS
TheDwf
Profile Joined November 2011
France19747 Posts
June 25 2013 19:40 GMT
#10533
On June 14 2013 04:09 freetgy wrote:
don't see how protoss has the stronger lategame army, a lategame MMMGV + Mines is not even closely cost efficiently beatable without a major fuck up by the T in standard game.

Mines?? No one uses Mines along with bio by lategame. Tempests/Colossi/Stalkers/Templars stomps every possible Terran army.
Wingblade
Profile Joined April 2012
United States1806 Posts
June 25 2013 19:47 GMT
#10534
On June 26 2013 04:40 TheDwf wrote:
Show nested quote +
On June 14 2013 04:09 freetgy wrote:
don't see how protoss has the stronger lategame army, a lategame MMMGV + Mines is not even closely cost efficiently beatable without a major fuck up by the T in standard game.

Mines?? No one uses Mines along with bio by lategame. Tempests/Colossi/Stalkers/Templars stomps every possible Terran army.


Why does Raven/Ghost/Viking not work? I know that's a lot of gas, but so is your Protoss army you describe. Plus with SCV sacking you can have more army supply.
PartinG fanboy to the max, Rain/Squirtle/Dear/Scarlett/Bbyong are cool too. I don't always watch Dota2 but when I do I have no clue what's going on. GOGO POWER RANGERS
FCReverie
Profile Joined April 2013
Australia103 Posts
June 25 2013 20:38 GMT
#10535
On June 26 2013 04:47 Wingblade wrote:
Show nested quote +
On June 26 2013 04:40 TheDwf wrote:
On June 14 2013 04:09 freetgy wrote:
don't see how protoss has the stronger lategame army, a lategame MMMGV + Mines is not even closely cost efficiently beatable without a major fuck up by the T in standard game.

Mines?? No one uses Mines along with bio by lategame. Tempests/Colossi/Stalkers/Templars stomps every possible Terran army.


Why does Raven/Ghost/Viking not work? I know that's a lot of gas, but so is your Protoss army you describe. Plus with SCV sacking you can have more army supply.

Because after 2 years terran still haven't worked out that Ravens are the best unit in the game :p
saddaromma
Profile Joined April 2013
1129 Posts
June 26 2013 03:19 GMT
#10536
On June 26 2013 05:38 FCReverie wrote:
Show nested quote +
On June 26 2013 04:47 Wingblade wrote:
On June 26 2013 04:40 TheDwf wrote:
On June 14 2013 04:09 freetgy wrote:
don't see how protoss has the stronger lategame army, a lategame MMMGV + Mines is not even closely cost efficiently beatable without a major fuck up by the T in standard game.

Mines?? No one uses Mines along with bio by lategame. Tempests/Colossi/Stalkers/Templars stomps every possible Terran army.


Why does Raven/Ghost/Viking not work? I know that's a lot of gas, but so is your Protoss army you describe. Plus with SCV sacking you can have more army supply.

Because after 3.5 years terran still haven't worked out that Ravens are the best unit in the game :p

corrected for you.
Frumps
Profile Joined June 2013
2 Posts
Last Edited: 2013-06-26 04:06:45
June 26 2013 03:53 GMT
#10537
On June 26 2013 12:19 saddaromma wrote:
Show nested quote +
On June 26 2013 05:38 FCReverie wrote:
On June 26 2013 04:47 Wingblade wrote:
On June 26 2013 04:40 TheDwf wrote:
On June 14 2013 04:09 freetgy wrote:
don't see how protoss has the stronger lategame army, a lategame MMMGV + Mines is not even closely cost efficiently beatable without a major fuck up by the T in standard game.

Mines?? No one uses Mines along with bio by lategame. Tempests/Colossi/Stalkers/Templars stomps every possible Terran army.


Why does Raven/Ghost/Viking not work? I know that's a lot of gas, but so is your Protoss army you describe. Plus with SCV sacking you can have more army supply.

Because after 20 years terran still haven't worked out that Ravens are the best unit in the game :p

corrected for you.


Since terrans have both the hardest micro and macro, its very unlikely that the skilled players who play terran at a pro level haven't worked out what is best. Protoss, being the easymode race, very probably has most of the players who haven't figured out the game. Just look at all the dumb babies who were crying UP before MC came to power. Kids don't know what is good.

Sabu113
Profile Blog Joined August 2009
United States11075 Posts
June 26 2013 04:08 GMT
#10538
On June 14 2013 04:55 stratmatt wrote:
Show nested quote +
On June 14 2013 04:52 Prog455 wrote:
On June 14 2013 04:09 freetgy wrote:
don't see how protoss has the stronger lategame army, a lategame MMMGV + Mines is not even closely cost efficiently beatable without a major fuck up by the T in standard game.


Maybe at pro level and High Master/GM, but in high Diamond it is ridiculous how hard it is to beat a Protoss army of equal size as Terran, compared to how incredibly easy it is to a-move the Protoss army to win.



bingo, as a high-damond / low-master terran player, protoss is the only race that i feel like i can lose to a player considerably worse than i amif the toss is able to turtle and macro effectively, the difference in difficulty when it comes to the 'big battle' is humungous.



Maybe you're just not that good. PvT is very management focused for toss with a lot of moments where they can screw themselves if they let a certain situation occur. Lategame devolves down to these very binary scenarios typically.
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
SupLilSon
Profile Joined October 2011
Malaysia4123 Posts
Last Edited: 2013-06-26 05:04:09
June 26 2013 05:01 GMT
#10539
On June 26 2013 13:08 Sabu113 wrote:
Show nested quote +
On June 14 2013 04:55 stratmatt wrote:
On June 14 2013 04:52 Prog455 wrote:
On June 14 2013 04:09 freetgy wrote:
don't see how protoss has the stronger lategame army, a lategame MMMGV + Mines is not even closely cost efficiently beatable without a major fuck up by the T in standard game.


Maybe at pro level and High Master/GM, but in high Diamond it is ridiculous how hard it is to beat a Protoss army of equal size as Terran, compared to how incredibly easy it is to a-move the Protoss army to win.



bingo, as a high-damond / low-master terran player, protoss is the only race that i feel like i can lose to a player considerably worse than i amif the toss is able to turtle and macro effectively, the difference in difficulty when it comes to the 'big battle' is humungous.



Maybe you're just not that good. PvT is very management focused for toss with a lot of moments where they can screw themselves if they let a certain situation occur. Lategame devolves down to these very binary scenarios typically.


That's a pretty general statement that could apply to any race and any matchup.... I don't really think it's a question which race requires more technical management in the PvT matchup. That is why you don't see Ghost/Raven/Viking or w/e people are suggesting in this thread. 1 misstep with MMMVG can mean GG, imagine miscontrolling Ghost/Raven/Viking and being caught having to rebuild that army vs. subsequent warpins and a massive push. Maybe I'm wrong, I'm no authority on TvP but it just doesn't seem like a better option than ending the game before ~20/25 mins.
Salient
Profile Joined August 2011
United States876 Posts
June 26 2013 05:34 GMT
#10540
On June 26 2013 13:08 Sabu113 wrote:
Show nested quote +
On June 14 2013 04:55 stratmatt wrote:
On June 14 2013 04:52 Prog455 wrote:
On June 14 2013 04:09 freetgy wrote:
don't see how protoss has the stronger lategame army, a lategame MMMGV + Mines is not even closely cost efficiently beatable without a major fuck up by the T in standard game.


Maybe at pro level and High Master/GM, but in high Diamond it is ridiculous how hard it is to beat a Protoss army of equal size as Terran, compared to how incredibly easy it is to a-move the Protoss army to win.



bingo, as a high-damond / low-master terran player, protoss is the only race that i feel like i can lose to a player considerably worse than i amif the toss is able to turtle and macro effectively, the difference in difficulty when it comes to the 'big battle' is humungous.



Maybe you're just not that good. PvT is very management focused for toss with a lot of moments where they can screw themselves if they let a certain situation occur. Lategame devolves down to these very binary scenarios typically.


I totally agree. Who cares that one race is "easier" to play in the wood league. The game should be balanced around the higher levels of play.
Prev 1 525 526 527 528 529 1266 Next
Please log in or register to reply.
Live Events Refresh
Kung Fu Cup
12:00
2025 Monthly #3: Day 1
Classic vs Solar
herO vs Cure
Reynor vs GuMiho
ByuN vs ShoWTimE
RotterdaM239
TKL 106
Rex79
IntoTheiNu 44
SteadfastSC2
Liquipedia
OSC
11:30
Mid Season Playoffs
Percival vs ChamLIVE!
Spirit vs Harstem
Cure vs TBD
Krystianer vs TBD
WardiTV320
Liquipedia
[ Submit Event ]
Live Streams
Refresh
StarCraft 2
Reynor 367
RotterdaM 239
TKL 106
Rex 79
trigger 13
SteadfastSC 2
StarCraft: Brood War
Calm 4366
Hyuk 3095
Rain 2534
Bisu 1508
Horang2 1453
Backho 899
Flash 720
Soma 358
Last 265
Stork 229
[ Show more ]
Pusan 209
Rush 180
ZerO 135
Soulkey 109
hero 57
zelot 53
sSak 51
Barracks 47
Aegong 45
JulyZerg 38
Killer 30
Icarus 23
Terrorterran 10
Noble 9
Hm[arnc] 7
Dota 2
Dendi398
XcaliburYe251
Counter-Strike
x6flipin505
olofmeister487
shoxiejesuss394
allub124
oskar91
Super Smash Bros
Mew2King138
Other Games
B2W.Neo780
Pyrionflax303
crisheroes290
QueenE35
ZerO(Twitch)14
DeMusliM11
Organizations
StarCraft 2
Blizzard YouTube
StarCraft: Brood War
BSLTrovo
sctven
[ Show 13 non-featured ]
StarCraft 2
• Adnapsc2 12
• AfreecaTV YouTube
• intothetv
• Kozan
• IndyKCrew
• LaughNgamezSOOP
• Migwel
• sooper7s
StarCraft: Brood War
• iopq 1
• BSLYoutube
• STPLYoutube
• ZZZeroYoutube
Dota 2
• WagamamaTV264
Upcoming Events
Tenacious Turtle Tussle
10h 49m
The PondCast
21h 49m
RSL Revival
21h 49m
Solar vs Zoun
MaxPax vs Bunny
Kung Fu Cup
23h 49m
WardiTV Korean Royale
23h 49m
PiGosaur Monday
1d 12h
RSL Revival
1d 21h
Classic vs Creator
Cure vs TriGGeR
Kung Fu Cup
1d 23h
CranKy Ducklings
2 days
RSL Revival
2 days
herO vs Gerald
ByuN vs SHIN
[ Show More ]
Kung Fu Cup
2 days
IPSL
3 days
ZZZero vs rasowy
Napoleon vs KameZerg
BSL 21
3 days
Tarson vs Julia
Doodle vs OldBoy
eOnzErG vs WolFix
StRyKeR vs Aeternum
Sparkling Tuna Cup
3 days
RSL Revival
3 days
Reynor vs sOs
Maru vs Ryung
Kung Fu Cup
3 days
WardiTV Korean Royale
3 days
BSL 21
4 days
JDConan vs Semih
Dragon vs Dienmax
Tech vs NewOcean
TerrOr vs Artosis
IPSL
4 days
Dewalt vs WolFix
eOnzErG vs Bonyth
Wardi Open
4 days
Monday Night Weeklies
5 days
WardiTV Korean Royale
5 days
The PondCast
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
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
RSL Revival: Season 3
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.