• Log InLog In
  • Register
Liquid`
Team Liquid Liquipedia
EDT 04:51
CEST 10:51
KST 17:51
  • 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
Classic Games #3: Rogue vs Serral at BlizzCon9[ASL20] Ro16 Preview Pt1: Ascent10Maestros of the Game: Week 1/Play-in Preview12[ASL20] Ro24 Preview Pt2: Take-Off7[ASL20] Ro24 Preview Pt1: Runway13
Community News
SC4ALL $6,000 Open LAN in Philadelphia7Weekly Cups (Sept 1-7): MaxPax rebounds & Clem saga continues25LiuLi Cup - September 2025 Tournaments3Weekly Cups (August 25-31): Clem's Last Straw?39Weekly Cups (Aug 18-24): herO dethrones MaxPax6
StarCraft 2
General
Weekly Cups (Sept 1-7): MaxPax rebounds & Clem saga continues #1: Maru - Greatest Players of All Time Team Liquid Map Contest #21 - Presented by Monster Energy Classic Games #3: Rogue vs Serral at BlizzCon What happened to Singapore/Brazil servers?
Tourneys
WardiTV TL Team Map Contest #5 Tournaments Maestros of The Game—$20k event w/ live finals in Paris RSL: Revival, a new crowdfunded tournament series Sparkling Tuna Cup - Weekly Open Tournament SC4ALL $6,000 Open LAN in Philadelphia
Strategy
Custom Maps
External Content
Mutation # 490 Masters of Midnight Mutation # 489 Bannable Offense Mutation # 488 What Goes Around Mutation # 487 Think Fast
Brood War
General
Pros React To: SoulKey's 5-Peat Challenge ASL20 General Discussion BW General Discussion BGH Auto Balance -> http://bghmmr.eu/ BSL Team Wars - Bonyth, Dewalt, Hawk & Sziky teams
Tourneys
[ASL20] Ro16 Group B [ASL20] Ro16 Group A [Megathread] Daily Proleagues SC4ALL $1,500 Open Bracket LAN
Strategy
Simple Questions, Simple Answers Muta micro map competition Fighting Spirit mining rates [G] Mineral Boosting
Other Games
General Games
Stormgate/Frost Giant Megathread Borderlands 3 Nintendo Switch Thread Path of Exile General RTS Discussion Thread
Dota 2
LiquidDota to reintegrate into TL.net Official 'what is Dota anymore' discussion
League of Legends
Heroes of the Storm
Simple Questions, Simple Answers Heroes of the Storm 2.0
Hearthstone
Heroes of StarCraft mini-set
TL Mafia
TL Mafia Community Thread
Community
General
US Politics Mega-thread Russo-Ukrainian War Thread Things Aren’t Peaceful in Palestine The Games Industry And ATVI UK Politics Mega-thread
Fan Clubs
The Happy Fan Club!
Media & Entertainment
Movie Discussion! [Manga] One Piece Anime Discussion Thread
Sports
2024 - 2026 Football Thread Formula 1 Discussion MLB/Baseball 2023
World Cup 2022
Tech Support
Linksys AE2500 USB WIFI keeps disconnecting Computer Build, Upgrade & Buying Resource Thread High temperatures on bridge(s)
TL Community
BarCraft in Tokyo Japan for ASL Season5 Final The Automated Ban List
Blogs
The Personality of a Spender…
TrAiDoS
A very expensive lesson on ma…
Garnet
hello world
radishsoup
Lemme tell you a thing o…
JoinTheRain
RTS Design in Hypercoven
a11
Evil Gacha Games and the…
ffswowsucks
Customize Sidebar...

Website Feedback

Closed Threads



Active: 1266 users

Designated Balance Discussion Thread - Page 55

Forum Index > SC2 General
Post a Reply
Prev 1 53 54 55 56 57 1266 Next
Yaotzin
Profile Joined August 2010
South Africa4280 Posts
August 23 2011 00:56 GMT
#1081
So? Marines and marauders easily will, and they'll obviously be coming to the party too...
babjengi
Profile Joined November 2010
United States30 Posts
August 23 2011 00:57 GMT
#1082
On August 23 2011 09:52 SPQRGaius wrote:
All the protoss seem to forget that early game ghosts can't actually defeat your army. Infinite EMPs will never actually kill your army.


But it removes forcefields and potentially guardian shield from use, which are the only justifications for the pitiful mechanics and damage of the zealot and stalker respectively. It also takes 1/3 of the zealot's health, half the stalker's health, and half the sentry's health, effectively removing even toss's health advantage over MM.
"'If you don't know what you want,' the doorman said, 'you end up with a lot you don't.'” ~Chuck Palahniuk, Fight Club
SPQRGaius
Profile Joined August 2011
United States18 Posts
August 23 2011 00:58 GMT
#1083
On August 23 2011 09:49 H0i wrote:
Show nested quote +
On August 23 2011 09:41 SPQRGaius wrote:
On August 23 2011 09:32 H0i wrote:
On August 23 2011 09:25 SPQRGaius wrote:
On August 23 2011 09:04 mousepad wrote:
On August 23 2011 08:57 babjengi wrote:
On August 23 2011 08:53 mousepad wrote:
On August 23 2011 08:44 rdr wrote:
can someone explain why emp isn't researched like storm is and fungal to for that matter?


So you're arguing they should start with Snipe and Spawn Infested Terran only (ie one ability)? Should Templars need form Archon to be researchable or Feedback?

Primary casting units have some fairly circumstantial abilities and are a fairly high investment in gas to produce. If you don't give them enough abiliites that are useful from the start, you end up weakening the army compostion severely against someone who invested in a pure core army (Roaches, Marine Maurader, etc).


Because... you know... feedback isn't a purely situational ability at all...



Yes I know Feedback is powerful. (Lol, I came to this thread about to voice my concerns about it, but ended up rage posting at this guy). Besides the point, anyways, since this fellow (rdr)'s orginal post was complaining about fungal and EMP only.


Protoss already has an AOE unit in the colossus that is very good. And the fact that feedback is the counter to all the other abilities you were talking about didn't come to mind?
P.S. Zerg's caster is the only one that doesn't have a relevant ability against other casters. If Infestors spawned only being able to spit infested terran then the casters would be imba

EMP has 3 more range than feedback, and removes 100 shields and is AoE and removes energy. It basically counters the entire protoss race for a low amount of money and it takes minimal time to reach.

To feedback infestors you need to be in range. Having HT in front of your army is quite stupid. Infestors usually are moved to the front of the army to fungal and then quickly, with their much higher speed than HT, run away.

Explain to me how feedback really counters ghosts, infestors and all those other abilities? Hint: it doesn't if players actually micro.


So you are precluding the possibility of your own micro and positioning? Any infestors that are caught out of line by HTs are instantly all destroyed.

EMP has one more range than feedback...

And you just completely ignored the whole colossus thing? The fact that you have the colossus is why HTs don't need to spawn with storm.
And wasn't the point of this thread to discuss balance without whining or insulting other races?

EMP has 3 more range than feedback. 1 normal range and it's AoE has a radius of 2, giving it 3 more range effectively.

Colossus or Ht should be a choice. It shouldn't be "get colossus and then get Ht". That would be like forcing zerg to get mutas before they can make infestors. Besides that colossus and ht are completely different tech paths. Right now you just can't really open ht because you need to storm and KA is gone, it's not even there in a slightly nerfed form but just totally gone.

Show nested quote +
On August 23 2011 09:41 Techno wrote:
On August 23 2011 09:32 H0i wrote:

To feedback infestors you need to be in range. Having HT in front of your army is quite stupid. Infestors usually are moved to the front of the army to fungal and then quickly, with their much higher speed than HT, run away.

Actually having 1 or 2 HT at the front of the pack should be obviously standard.


Sure but you could also attack those with lings or hit a fungal, etc. They also won't be able to take down every infestor, at this point it's just a micro battle and ht is not a hard counter to infestors, more like a contender, so there you proved my point.


They don't have effectively "2 more" range, if you are dropping that poor of emps, there is no way you should win, as a toss player you don't throw down storms on the edge of armies because you want to stay farther away.
I am not positive on the timing but can't you have storm in time to actually be used even if that is your only tech? The fact that if you choose that tech tree you can get archons and then have HTs with storm a little later is fine. I have seen many protoss players do just that, seeing as Archons can really tank damage.
And does there have to be a hard counter for everything? If there were it would essentially become a tic tac toe game.
Ego diligo nomen of veneratio , praeter ego vereor nex
babjengi
Profile Joined November 2010
United States30 Posts
August 23 2011 00:58 GMT
#1084
I think the problem with this thread is that legitimate points are being completely looked over while troll posts continuously get attention.
Some really good points that I noted were:
1) Toss lost khaydarin amulet without compensation, which killed the mobility of HT's gained by warpgate tech.

You can warp them in at the front of someone's base, but you have to wait 45 seconds to use them, not to mention, place your warpgate(s) on a 40 second cooldown at the same time which limits other reinforcement/drop defense. I've debated this point before, and people like to mention the build times of their respective units (ghost/infestor). Tosses haven't really been asking for khaydarin to come back with a full 25 energy. And while I'm still not convinced instant storms were necessarily a totally game unbalancing, massive detriment, 45 seconds to wait after making such a massive investment on a unit, and leaving ourselves with a warpgate on cooldown for practically that same duration hurts quite a bit... especially when we use a unit too slow to ever retreat from a fight.

2) MC mentioned that toss requires AoE to deal with mass marine, which isn't available in time for the 1-1-1 push.

Considering the dps efficiency of marines compared to the entire protoss army (with the exception of storms and colossi), even without stim, marines in packs very quickly make up for their lack of health by eliminating protoss units before they can deal damage. Personally, I've seen a big shift away from the mass/pure marauder plays towards higher marine counts with marauders mixed in. This makes complete sense since marines do more cost efficient damage to zealots than marauders, and once the zealot line is broken, nothing can really tank the damage. Basic stutterstep micro with either conc shell or stim, and the zealots usually die without doing significant damage. The majority of early game damage to the bioball comes from stim, or sentry and stalker damage, which is pretty weak.

There are plenty more, but they keep getting tossed aside.

Some really dumb comments I've heard are:

1) Making charge cheaper and a little faster WILL COMPLETELY AND TOTALLY BREAK THE GAME BEYOND REPAIR.

Consider again the massive investment that charge is, and why it is in fact so valuable. The protoss army's dps suddenly increases because zealots get basically 1 attack every charge cooldown (10 seconds), and MM dps decreases because they have to wait longer between shots because of the increased zealot speed while kiting. The tradeoff of course is that it's hard to keep chargelots under guardian shields. However, twilight council openings are pretty rare because of the potential for a single cloaked banshee to win the whole game. So robo is generally the first choice because it allows both mobile detection and scouting. This being said, tosses generally don't decide to get charge until much later in the game, and very rarely against zerg (unless you're doing MC's super awesome, super APM intensive chargelot/phoenix build). Even then, charge at its earliest will come very late, and at the delay of a lot of tech. Changing it to 150/150 and maybe cutting 20 seconds off its time will not open any kind of new timings because if you rushed for charge, you'd delay a lot of your other tech (140 seconds down to 120 seconds? Not game breaking, but definitely a pleasant bonus).

2) stalkers are the most cost efficient units in the game

I know protoss's jack of all trades (harass/anti-air/ranged dps/end game damage tank vs zerg) is versatile, but I've heard it argued that because it's been assigned so many roles, it's sub par at all of them. And its cost just doesn't feel justified at 125/50. The roach beats the stalker for 75/25 unless you get blink, and even then, if you get fungaled, you pretty much lose the fungaled units because of roach's armor penetrating, 2 damage per upgrade, burst damage. Every armor upgrade zerg gets fully negates every damage upgrade our gateway units get (minus the t3 units). This is why PvZ is so heavily based on protoss timings. We have to take advantage of chrono to get that small upgrade window to suddenly become more efficient until zerg's upgrade(s) kick in. End game is a different story, however, brood lord/infestor/roach is quite hard to beat because you have to blink into the roaches to kill the broodlords while taking damage from fungal. This is completely counterintuitive to regular, stalker-efficiency-raising blink micro, where you blink damaged units AWAY. Why do you think forcefields are so necessary against roaches? If we couldn't cut roach balls in half, or at least create space between our stalkers and the roaches, we'd lose. That's why zergs try to hug toss balls. Roaches, in close quarters are so much more cost efficient than stalkers. Not to mention, if you bring lings to tank stalker fire for you, the cost efficiency difference rises because stalker cost efficiency tanks when shooting at lings (4 shots to kill a ling, 16 shots to kill 100 resources worth of zergling, 15 shots to kill 100 resources worth of roach... 1.5 seconds per shot. Roaches? 11 shots to kill a stalker. 33% slower per shot, but in terms of cost per unit and also benefit from upgrades, roaches > stalkers). Also, I'd love to one day see zergs use roach burrow like toss uses blink... That'll be the day. Did you know that if you have all your roaches selected, and some are burrowed, you can TAB to the burrowed ones to unburrow them without burrowing your other roaches at the same time?
"'If you don't know what you want,' the doorman said, 'you end up with a lot you don't.'” ~Chuck Palahniuk, Fight Club
SPQRGaius
Profile Joined August 2011
United States18 Posts
August 23 2011 01:00 GMT
#1085
On August 23 2011 09:57 babjengi wrote:
Show nested quote +
On August 23 2011 09:52 SPQRGaius wrote:
All the protoss seem to forget that early game ghosts can't actually defeat your army. Infinite EMPs will never actually kill your army.


But it removes forcefields and potentially guardian shield from use, which are the only justifications for the pitiful mechanics and damage of the zealot and stalker respectively. It also takes 1/3 of the zealot's health, half the stalker's health, and half the sentry's health, effectively removing even toss's health advantage over MM.

But the sacrifice for early game ghosts will nullify any advantage having EMP may have gave them. The fact that you will be fighting a smaller army of units because of this already makes it balanced.
Ego diligo nomen of veneratio , praeter ego vereor nex
Techno
Profile Joined June 2010
1900 Posts
August 23 2011 01:02 GMT
#1086
On August 23 2011 09:56 H0i wrote:
Show nested quote +
On August 23 2011 09:52 SPQRGaius wrote:
All the protoss seem to forget that early game ghosts can't actually defeat your army. Infinite EMPs will never actually kill your army.

This argument keeps popping up but that's not what it's about. A few ghosts will effectively remove 50% of the protoss army's health (33% for zealots), and it will remove all energy, which protoss is very focused on, in the form of force field and storm.

The bioball is very very strong against protoss and removing all shields and energy for a cheap price means an easy steamroll for the bioball. That's what the problem with emp is. You can't even dodge it, it's just instantly all shields gone and 100 energy, and it has enormous range and AoE radius.

If you're a terran start using it more and you'll see how strong it really is. 1 or 2 EMPs midgame, which are impossible to dodge will win you the entire game, after landing them all you have to do is stim 1a.

If you go ghost before vikings you will likely lose to colossus. I've never been able to get EMPs before colossus come out vs a fast robo player. You need vikings and then you need a third base and then you get ghosts.... and by that time I think Protoss know they are advantaged ;D
Hell, its awesome to LOSE to nukes!
babjengi
Profile Joined November 2010
United States30 Posts
August 23 2011 01:03 GMT
#1087
On August 23 2011 10:00 SPQRGaius wrote:
Show nested quote +
On August 23 2011 09:57 babjengi wrote:
On August 23 2011 09:52 SPQRGaius wrote:
All the protoss seem to forget that early game ghosts can't actually defeat your army. Infinite EMPs will never actually kill your army.


But it removes forcefields and potentially guardian shield from use, which are the only justifications for the pitiful mechanics and damage of the zealot and stalker respectively. It also takes 1/3 of the zealot's health, half the stalker's health, and half the sentry's health, effectively removing even toss's health advantage over MM.

But the sacrifice for early game ghosts will nullify any advantage having EMP may have gave them. The fact that you will be fighting a smaller army of units because of this already makes it balanced.

That idea right there is why blizzard changed ghosts to 200/100. They believed getting ghosts was delaying terran tech too much, which discouraged their use. To be effective with ghosts, you need 1 or 2. To be effective with sentries, you need 5+, and even then, you're not guaranteed anything. The day terran has to get more than 2 gas to support 2 bases will be a very interesting day indeed.
"'If you don't know what you want,' the doorman said, 'you end up with a lot you don't.'” ~Chuck Palahniuk, Fight Club
Yaotzin
Profile Joined August 2010
South Africa4280 Posts
August 23 2011 01:03 GMT
#1088
In the current metagame Protoss is never advantaged in PvT...well maybe midgame before ghosts come out, the small timing with chargelots. That's about it though.
H0i
Profile Joined October 2010
Netherlands484 Posts
Last Edited: 2011-08-23 01:05:35
August 23 2011 01:04 GMT
#1089
On August 23 2011 09:58 SPQRGaius wrote:
Show nested quote +
On August 23 2011 09:49 H0i wrote:
On August 23 2011 09:41 SPQRGaius wrote:
On August 23 2011 09:32 H0i wrote:
On August 23 2011 09:25 SPQRGaius wrote:
On August 23 2011 09:04 mousepad wrote:
On August 23 2011 08:57 babjengi wrote:
On August 23 2011 08:53 mousepad wrote:
On August 23 2011 08:44 rdr wrote:
can someone explain why emp isn't researched like storm is and fungal to for that matter?


So you're arguing they should start with Snipe and Spawn Infested Terran only (ie one ability)? Should Templars need form Archon to be researchable or Feedback?

Primary casting units have some fairly circumstantial abilities and are a fairly high investment in gas to produce. If you don't give them enough abiliites that are useful from the start, you end up weakening the army compostion severely against someone who invested in a pure core army (Roaches, Marine Maurader, etc).


Because... you know... feedback isn't a purely situational ability at all...



Yes I know Feedback is powerful. (Lol, I came to this thread about to voice my concerns about it, but ended up rage posting at this guy). Besides the point, anyways, since this fellow (rdr)'s orginal post was complaining about fungal and EMP only.


Protoss already has an AOE unit in the colossus that is very good. And the fact that feedback is the counter to all the other abilities you were talking about didn't come to mind?
P.S. Zerg's caster is the only one that doesn't have a relevant ability against other casters. If Infestors spawned only being able to spit infested terran then the casters would be imba

EMP has 3 more range than feedback, and removes 100 shields and is AoE and removes energy. It basically counters the entire protoss race for a low amount of money and it takes minimal time to reach.

To feedback infestors you need to be in range. Having HT in front of your army is quite stupid. Infestors usually are moved to the front of the army to fungal and then quickly, with their much higher speed than HT, run away.

Explain to me how feedback really counters ghosts, infestors and all those other abilities? Hint: it doesn't if players actually micro.


So you are precluding the possibility of your own micro and positioning? Any infestors that are caught out of line by HTs are instantly all destroyed.

EMP has one more range than feedback...

And you just completely ignored the whole colossus thing? The fact that you have the colossus is why HTs don't need to spawn with storm.
And wasn't the point of this thread to discuss balance without whining or insulting other races?

EMP has 3 more range than feedback. 1 normal range and it's AoE has a radius of 2, giving it 3 more range effectively.

Colossus or Ht should be a choice. It shouldn't be "get colossus and then get Ht". That would be like forcing zerg to get mutas before they can make infestors. Besides that colossus and ht are completely different tech paths. Right now you just can't really open ht because you need to storm and KA is gone, it's not even there in a slightly nerfed form but just totally gone.

On August 23 2011 09:41 Techno wrote:
On August 23 2011 09:32 H0i wrote:

To feedback infestors you need to be in range. Having HT in front of your army is quite stupid. Infestors usually are moved to the front of the army to fungal and then quickly, with their much higher speed than HT, run away.

Actually having 1 or 2 HT at the front of the pack should be obviously standard.


Sure but you could also attack those with lings or hit a fungal, etc. They also won't be able to take down every infestor, at this point it's just a micro battle and ht is not a hard counter to infestors, more like a contender, so there you proved my point.


They don't have effectively "2 more" range, if you are dropping that poor of emps, there is no way you should win, as a toss player you don't throw down storms on the edge of armies because you want to stay farther away.
I am not positive on the timing but can't you have storm in time to actually be used even if that is your only tech? The fact that if you choose that tech tree you can get archons and then have HTs with storm a little later is fine. I have seen many protoss players do just that, seeing as Archons can really tank damage.
And does there have to be a hard counter for everything? If there were it would essentially become a tic tac toe game.

Yes they do... 3 more range in fact. HT are not in front of the army so if you use the radius of emp then you will not only hit an ht 3 range away from feedback range, you will also remove 50% of stalker/sentry health and 33% of zealot health. It's impossible to dodge it or do anything about it because it's just instant extreme damage done to the toss.

Going ht first is not impossible but it's weak to some timings and these will be figured out more and more soon. HT and DT need to be the same building again like in bw, that would make it a real and much more viable option. HT also need some kind of amulet that will for example add 15 energy instead of 25 and make them a bit faster.

Hard counters are bad and blizzard added so many of them in sc2. I would remove all of them and make more balance, this makes the game much more enjoyable. Just look at a match of bw and a match of sc2, you will see the difference.

In the case of HT/infestor/ghost, I was explaining why the ht is NOT a hard counter, which someone else stated.
H0i
Profile Joined October 2010
Netherlands484 Posts
August 23 2011 01:07 GMT
#1090
On August 23 2011 10:02 Techno wrote:
Show nested quote +
On August 23 2011 09:56 H0i wrote:
On August 23 2011 09:52 SPQRGaius wrote:
All the protoss seem to forget that early game ghosts can't actually defeat your army. Infinite EMPs will never actually kill your army.

This argument keeps popping up but that's not what it's about. A few ghosts will effectively remove 50% of the protoss army's health (33% for zealots), and it will remove all energy, which protoss is very focused on, in the form of force field and storm.

The bioball is very very strong against protoss and removing all shields and energy for a cheap price means an easy steamroll for the bioball. That's what the problem with emp is. You can't even dodge it, it's just instantly all shields gone and 100 energy, and it has enormous range and AoE radius.

If you're a terran start using it more and you'll see how strong it really is. 1 or 2 EMPs midgame, which are impossible to dodge will win you the entire game, after landing them all you have to do is stim 1a.

If you go ghost before vikings you will likely lose to colossus. I've never been able to get EMPs before colossus come out vs a fast robo player. You need vikings and then you need a third base and then you get ghosts.... and by that time I think Protoss know they are advantaged ;D

Scouting will reveal what the opponent is doing. Early ghosts against anything but fast robo play and you will do very well. If protoss goes for early colossus, which is less and less popular, then reactored vikings will destroy that with ease.
Techno
Profile Joined June 2010
1900 Posts
Last Edited: 2011-08-23 01:37:15
August 23 2011 01:21 GMT
#1091
On August 23 2011 10:03 Yaotzin wrote:
In the current metagame Protoss is never advantaged in PvT...well maybe midgame before ghosts come out, the small timing with chargelots. That's about it though.

http://drop.sc/28995

Watch this replay ;D


On August 23 2011 10:07 H0i wrote:
Show nested quote +
On August 23 2011 10:02 Techno wrote:
On August 23 2011 09:56 H0i wrote:
On August 23 2011 09:52 SPQRGaius wrote:
All the protoss seem to forget that early game ghosts can't actually defeat your army. Infinite EMPs will never actually kill your army.

This argument keeps popping up but that's not what it's about. A few ghosts will effectively remove 50% of the protoss army's health (33% for zealots), and it will remove all energy, which protoss is very focused on, in the form of force field and storm.

The bioball is very very strong against protoss and removing all shields and energy for a cheap price means an easy steamroll for the bioball. That's what the problem with emp is. You can't even dodge it, it's just instantly all shields gone and 100 energy, and it has enormous range and AoE radius.

If you're a terran start using it more and you'll see how strong it really is. 1 or 2 EMPs midgame, which are impossible to dodge will win you the entire game, after landing them all you have to do is stim 1a.

If you go ghost before vikings you will likely lose to colossus. I've never been able to get EMPs before colossus come out vs a fast robo player. You need vikings and then you need a third base and then you get ghosts.... and by that time I think Protoss know they are advantaged ;D

Scouting will reveal what the opponent is doing. Early ghosts against anything but fast robo play and you will do very well. If protoss goes for early colossus, which is less and less popular, then reactored vikings will destroy that with ease.


If it was that easy I wouldnt lose to tQNebulous every game. DAMN YOU NEBULOOOOOUUUUS!
Hell, its awesome to LOSE to nukes!
MilesTeg
Profile Joined September 2010
France1271 Posts
August 23 2011 02:39 GMT
#1092
On August 23 2011 09:58 babjengi wrote:
I know protoss's jack of all trades (harass/anti-air/ranged dps/end game damage tank vs zerg) is versatile, but I've heard it argued that because it's been assigned so many roles, it's sub par at all of them. And its cost just doesn't feel justified at 125/50. The roach beats the stalker for 75/25 unless you get blink, and even then, if you get fungaled, you pretty much lose the fungaled units because of roach's armor penetrating, 2 damage per upgrade, burst damage. Every armor upgrade zerg gets fully negates every damage upgrade our gateway units get (minus the t3 units). This is why PvZ is so heavily based on protoss timings. We have to take advantage of chrono to get that small upgrade window to suddenly become more efficient until zerg's upgrade(s) kick in. End game is a different story, however, brood lord/infestor/roach is quite hard to beat because you have to blink into the roaches to kill the broodlords while taking damage from fungal. This is completely counterintuitive to regular, stalker-efficiency-raising blink micro, where you blink damaged units AWAY. Why do you think forcefields are so necessary against roaches? If we couldn't cut roach balls in half, or at least create space between our stalkers and the roaches, we'd lose. That's why zergs try to hug toss balls. Roaches, in close quarters are so much more cost efficient than stalkers. Not to mention, if you bring lings to tank stalker fire for you, the cost efficiency difference rises because stalker cost efficiency tanks when shooting at lings (4 shots to kill a ling, 16 shots to kill 100 resources worth of zergling, 15 shots to kill 100 resources worth of roach... 1.5 seconds per shot. Roaches? 11 shots to kill a stalker. 33% slower per shot, but in terms of cost per unit and also benefit from upgrades, roaches > stalkers). Also, I'd love to one day see zergs use roach burrow like toss uses blink... That'll be the day. Did you know that if you have all your roaches selected, and some are burrowed, you can TAB to the burrowed ones to unburrow them without burrowing your other roaches at the same time?


You seem to forget the key word. Roaches are more efficient in small numbers. Stalkers already get a natural boost against them as time passes because of their range. You can't expect them to also have the same kind of upgrades! They're already extremely good when massed. And I won't even mention blink, which unlike burrow movement has a (huge) impact on their efficiency in an actual fight.
ins(out)side
Profile Blog Joined August 2011
220 Posts
August 23 2011 02:59 GMT
#1093
I really, truly, honestly believe that the recent IEM finals between Puma and MC combined with my own personal experience of the same thing demonstrates that mules provide too much of an economic advantage while not cutting into Terran supply with workers. For example, Puma pulls almost all his SCV's for his first all in and then proceeds to lose them along with most of his army. In spite of having half the amount of workers, thanks to mules his income is nearly the same. This means that for Toss to even stay economically close to Terran they have to have almost double the workers. Sure, chrono boost makes reaching the desired number of workers possible...but workers cost supply, mules don't. As such, Terran has a better economy with more supply opened up for units. It just seems like too much.

Now I'm not the kind of person to cry IMBA and NERF NERF NERF all the time. I think that for the most part a lot of people have the wrong attitude and are simply unwilling to try and find the answers for themselves. However, I think its worth discussing the possible OP-ness of mules in light of the IEM finals.

Theres no way in hell that Toss or Zerg could pull almost all their workers and lose them along with almost all their army and still go home, turtle up, and do the same all in again just a few minutes later. This, combined with the fact that to truly handle large groups of marines Toss needs tier 3 units and I start thinking about what could be nerfed that would rectify this?

I mean, Protoss is supposed to have the strongest units in the game...thats why they're so damn expensive. And yet, Toss units melt away in the face of tier 1 units from Terran and can only handle them effectively with the highest tech possible? No sir, I don't like it.
oZe
Profile Joined January 2011
Sweden492 Posts
August 23 2011 04:45 GMT
#1094
OK so I main zerg but play random in team games, think terran is more OP than toss. BUT why are battlecruisers so pathetic when marine/marauder are so effin imba???? I mean it seems almost impossible to get 20 yamato kills without colluding/making a deal ;-)

Are battlecruisers good against anything that can shoot air? So OK you can yamato a unit once every blue moon. Too me it's seems carriers are just way better for roughly the same cost, they cannot even be targeted without micro.

As I remember it they were the effin bomb in broodwar. Although I was a noob rolling terran back then.

I wouldn't even mind if they gave cattlebruisers a damage boost. Seems to me you even see motherships more often in actual games. And whatever happen to that time bubble effect it had when the first trailer of sc2 came out, it looked really really cool.
The worst kinds of organized crime are religion & government.
SheaR619
Profile Joined October 2010
United States2399 Posts
August 23 2011 06:26 GMT
#1095
On August 23 2011 11:59 ins(out)side wrote:
I really, truly, honestly believe that the recent IEM finals between Puma and MC combined with my own personal experience of the same thing demonstrates that mules provide too much of an economic advantage while not cutting into Terran supply with workers. For example, Puma pulls almost all his SCV's for his first all in and then proceeds to lose them along with most of his army. In spite of having half the amount of workers, thanks to mules his income is nearly the same. This means that for Toss to even stay economically close to Terran they have to have almost double the workers. Sure, chrono boost makes reaching the desired number of workers possible...but workers cost supply, mules don't. As such, Terran has a better economy with more supply opened up for units. It just seems like too much.

Now I'm not the kind of person to cry IMBA and NERF NERF NERF all the time. I think that for the most part a lot of people have the wrong attitude and are simply unwilling to try and find the answers for themselves. However, I think its worth discussing the possible OP-ness of mules in light of the IEM finals.

Theres no way in hell that Toss or Zerg could pull almost all their workers and lose them along with almost all their army and still go home, turtle up, and do the same all in again just a few minutes later. This, combined with the fact that to truly handle large groups of marines Toss needs tier 3 units and I start thinking about what could be nerfed that would rectify this?

I mean, Protoss is supposed to have the strongest units in the game...thats why they're so damn expensive. And yet, Toss units melt away in the face of tier 1 units from Terran and can only handle them effectively with the highest tech possible? No sir, I don't like it.


Why does the tier matter? Like it or not, in broodwar protoss mass zealots and dragoon (both tier 1) against terran who had to mech and all that tech was tier 2+ how you think they felt? It doesnt matter what tech they are or what tier they are. You know how protoss deal with this? They just made more dragoon and more zealots just like how terran are now with marauder and marine. The role has reversed. It doesnt matter what kind of tech, sometime the answer is to just have more stuff.
I may not be the best, but i will be some day...
Sackings
Profile Joined April 2011
Canada457 Posts
August 23 2011 07:03 GMT
#1096
Restore the warpgate research time to what it was before, and reduce the build time and cost of the immortal. Would make 4gate extinct and actually give the immortal some purpose. I'm sure there would be some new immortal timing attacks, but other than that...seems good to me
naniwa fighting!!!
SeaSwift
Profile Blog Joined February 2011
Scotland4486 Posts
August 23 2011 07:14 GMT
#1097
On August 23 2011 15:26 SheaR619 wrote:
Why does the tier matter? Like it or not, in broodwar protoss mass zealots and dragoon (both tier 1) against terran who had to mech and all that tech was tier 2+ how you think they felt? It doesnt matter what tech they are or what tier they are. You know how protoss deal with this? They just made more dragoon and more zealots just like how terran are now with marauder and marine. The role has reversed. It doesnt matter what kind of tech, sometime the answer is to just have more stuff.


I don't see it like BW at all.

Zealots/Dragoons lasted a short while, but then Reavers and Carriers had to be used instead. The response to mech from Protoss was not "herp derp make more units". In fact, one of the reasons why Terran went for Goliaths was because of Carriers. Those Goliaths (T2 units) were a response to Carriers (T3) units. Just one example of why it wasn't that simple in BW.

Oh, also, the reason why the Tier matters is because there are certain timings which hit before AoE is out for Protoss, like the 1-1-1, which cannot be handled effectively. If Protoss had earlier AoE that wouldn't be a problem. Not saying that's the solution but it's a plausible one.
serge
Profile Blog Joined June 2009
Russian Federation142 Posts
August 23 2011 07:34 GMT
#1098
On August 23 2011 13:45 oZe wrote:
OK so I main zerg but play random in team games, think terran is more OP than toss. BUT why are battlecruisers so pathetic when marine/marauder are so effin imba???? I mean it seems almost impossible to get 20 yamato kills without colluding/making a deal ;-)

Are battlecruisers good against anything that can shoot air? So OK you can yamato a unit once every blue moon. Too me it's seems carriers are just way better for roughly the same cost, they cannot even be targeted without micro.

As I remember it they were the effin bomb in broodwar. Although I was a noob rolling terran back then.

I wouldn't even mind if they gave cattlebruisers a damage boost. Seems to me you even see motherships more often in actual games. And whatever happen to that time bubble effect it had when the first trailer of sc2 came out, it looked really really cool.

Believe it or not BCs were the only terran macro option in the late game before they received their damage nerf. Blizzard saw this imbalance and rightly nerfed it. Terran doesn't deserve a fucking late game. Us protoss are the only ones who should be allowed to turtle 3base until limit and then 1a. DBRO I call on you to fucking nerf the shit out of zerg, how dare they not let me turtle 3base with their ridiculous infestors?
I am Malkovich.
SheaR619
Profile Joined October 2010
United States2399 Posts
Last Edited: 2011-08-23 08:09:02
August 23 2011 07:57 GMT
#1099
On August 23 2011 16:14 SeaSwift wrote:
Show nested quote +
On August 23 2011 15:26 SheaR619 wrote:
Why does the tier matter? Like it or not, in broodwar protoss mass zealots and dragoon (both tier 1) against terran who had to mech and all that tech was tier 2+ how you think they felt? It doesnt matter what tech they are or what tier they are. You know how protoss deal with this? They just made more dragoon and more zealots just like how terran are now with marauder and marine. The role has reversed. It doesnt matter what kind of tech, sometime the answer is to just have more stuff.


I don't see it like BW at all.

Zealots/Dragoons lasted a short while, but then Reavers and Carriers had to be used instead. The response to mech from Protoss was not "herp derp make more units". In fact, one of the reasons why Terran went for Goliaths was because of Carriers. Those Goliaths (T2 units) were a response to Carriers (T3) units. Just one example of why it wasn't that simple in BW.

Oh, also, the reason why the Tier matters is because there are certain timings which hit before AoE is out for Protoss, like the 1-1-1, which cannot be handled effectively. If Protoss had earlier AoE that wouldn't be a problem. Not saying that's the solution but it's a plausible one.


Carrier was one of the possible tech path that you could of gone but it not mandatory. You can easily stick with dragoon and zealots but you got to add in arbiter and do recall to do damage/abuse mobility and statis tanks once the mech count get to high. Also going carrier depend on map too if you want best result you dont go them every game. Your response sounds like protoss MUST go carrier or reaver to deal with mech and that absolutely false.

So in a way, it is exactly like how it is now. Medivac = Arbiter (drop/recall and similar tier). The main reason terran goes for gollaith was to stop shuttle zealots bomb on tanks not because of carriers. They only make a few and if they see carrier tech, they will make alot of golliath. Once golliath are out, reaver are not that great because shuttle become liability. Reaver and carrier were not necessary. Then late late game they can choose to get HT for storm which has a similar role to ghost. But the stable late game unit composition of a standard TvP would be zealot, dragoon, arbiter and HT generally. Looks very similar to marine marauder ghost medivac does it not? Large count of tier 1 unit combine with higher support units. Also protoss must abuse terran immobility and out expand him therefore he can out produce him (aka "make more stuff").

Iono about you, but the similarity of how the match has twisted is kinda funny. Terran uses to have the immobile unit composition, turtle, and do one big push while protoss has the mobile, can never engage once the mech ball get to big so they had to do drop and rely on tier 1 as back bone and have to out expand the terran. Now it swapped.

Tier matter but people shouldnt be whining that just because they have tier 3 unit and it dies to a ton of tier 1 units that it imbalance. I am just trying to say that tier is hard to define and should not really be used to as a way to define balance. Like what is a thor? Tier 2? Tier 3? Tier 2.5? Viking tier 3? Expecially terran is where tier get hard to define.
I may not be the best, but i will be some day...
Myrddraal
Profile Joined December 2010
Australia937 Posts
August 23 2011 13:09 GMT
#1100
On August 23 2011 09:34 SPQRGaius wrote:
Show nested quote +
On August 23 2011 00:27 Antares777 wrote:
On August 22 2011 23:58 Myrddraal wrote:
I have a few balance suggestions to get Protoss back into the game PvT, possibly help with PvZ and also make playing or watching Protoss generally more interesting.
I am not saying all of these should be done or if they would certainly improve the situation, just that they are possibilities that could be explored.

1. Remove the Templar Archives, and allow hts to be built after the Twilight Council. Storm would be upgraded in the Council.
- This would mean Toss could get the hts out earlier, hopefully in time for 1-1-1 allowing the Toss to feedback raven, banshees and possibly storm the marines
- May require significant change to storm damage (then if storm is weaker maybe make hts cheaper/faster)
- With HT's more accessable I think this would also allow Protoss to vary their compositions significantly (including compositions involving archons) as Protoss army comp always seems so similar and stale (or else they just don't quite work, ie Naniwa vs TSLHeart; zealot archon was interesting but with a few emps and good kiting they just evaporated)

2. Either make charge cheaper (is charge really worth twice as much as stim? as well as needing a cyber core and a twilight council as opposed to a tech lab)
Or split up Zealot speed and charge, put speed in the cyber core and charge in the council, even make charge require speed if need be.
- Would make zealots more useful and give the Protoss more options early on

3. Increase Stalkers rate of fire, reduce attack animation time and remove their bonus to armoured (In such a way that their dps to armoured is similar or slightly higher while their damage to light is increased) . I think this could help in a few ways.
- Increase the skill caps for Protoss players by allowing them to get more out of their stalkers via kiting
- Increase the reward for blink stalkers as a harassment unit against workers
- Give stalkers in low numbers a fighting chance against banshees
- Increase stalker effectiveness against large amounts of marines, hence reduce the need for aoe against large numbers of marines

4. Switch the raven abilities Hunter Seeker Missile and Point Defense Drone, meaning that pdd must be upgraded.
- Would make the 1-1-1 builds involving a Raven take a little bit longer and cost a little bit more, but would not severely affect other matchups because arguably pdd is better and the only other time Ravens are generally used is in TvT and not usually until two mech Terrans have decided to transition to air

1. I like your first point, that would make Protoss more dynamic and allow new unit composition. However, I do not think that storm should be able to be researched at the Twilight Council, unless it is weakened or modified in some way. Even then, it still may be too early for Protoss to have storm.

I think that storm should deal damage instantaneously upon casting. The reason that the Colossus is superior to the High Templar is that it's damage is instantaneous and the Marines cannot simply walk away from it. Storm, in my opinion, would be more effective if it dealt damage immediately, but dealt less damage, like 50% less damage to compensate for the instantaneous damage.

2. Splitting up Zealot speed and charge in my honest opinion is a bad idea. I could see the cost of it getting decreased to 150/150. In PvZ, this would make the Zerg seriously consider Banelings, which isn't a bad thing and would add more dynamic to the match up.

3. I disagree 100%. Stalkers should not be modified, that would change the game too much.

4. Hmm... I've never thought of anything like that, and I'm not so sure about removing the upgrade for the HSM though. I'm not against it though. Banshees seem far superior to a missile that can be outrun extremely easy. The Banshee seems superior for worker harass, unless there is anti-air nearby, then a missile could force all of the drones away from mining for a while (noob), or at worst one drone away from mining (pro).

Making the PDD an upgrade to delay the timing push is brilliant. It doesn't even have to cost much, like 50/50. It's the time it takes to research that will hurt the build.


Do you guys not understand how an early HT timing push against Zerg would be extremely hard to beat? The zerg unit that can be reliably expected to defeat this push (the infestor) Would come out far too late. SO in order to make a build easier for you, you would make an incredibly powerful build for yourselves against zerg. Also, the original stalker suggestion is ridiculous, the stalker would be far too good of a harass unit, as in 4-5 would absolutely destroy a mineral line with their improved kiting. Plus researching blink would allow them to easily get away from any engagement.


Do you not understand that I mentioned that HT's would also have to be altered?
I would be happy to have storm damage reduced if it meant I could have some aoe damage
in a reasonable time.
Also in my experience roaches do quite well against storms.

You really think that an increase to stalker dps against light would make 4-5 destroy a mineral line? At their current state 5 Stalkers would do 35 dps to workers, thats not quite one worker a second, 8 marines on the other hand do 56 dps or 80 dps if they are stimmed that is two workers a second, and eight marines and a medivac is cheaper than 5 stalkers. Now I'm not saying that stalkers should be equal to or better than marines at harassing but just that your notion that a bit of a damage increase would make 4-5 destroy mineral lines is ridiculous.
[stranded]: http://www.indiedb.com/games/stranded
Prev 1 53 54 55 56 57 1266 Next
Please log in or register to reply.
Live Events Refresh
Next event in 1h 9m
[ Submit Event ]
Live Streams
Refresh
StarCraft: Brood War
Sea 6114
Larva 516
Hyun 248
sSak 213
Soma 81
Dewaltoss 68
Noble 25
Dota 2
The International116846
Gorgc7042
Dendi839
NeuroSwarm110
PGG 14
League of Legends
JimRising 507
Counter-Strike
Stewie2K774
allub139
Super Smash Bros
Mew2King172
Other Games
XaKoH 122
Nina59
Organizations
Other Games
gamesdonequick419
StarCraft 2
Blizzard YouTube
StarCraft: Brood War
BSLTrovo
sctven
[ Show 13 non-featured ]
StarCraft 2
• Sammyuel 43
• AfreecaTV YouTube
• intothetv
• Kozan
• IndyKCrew
• LaughNgamezSOOP
• Migwel
• sooper7s
StarCraft: Brood War
• BSLYoutube
• STPLYoutube
• ZZZeroYoutube
League of Legends
• Jankos1398
• HappyZerGling61
Upcoming Events
RSL Revival
1h 9m
Cure vs Zoun
Classic vs Maru
Maestros of the Game
8h 9m
ShoWTimE vs herO
Bunny vs Zoun
TBD vs Serral
TBD vs Classic
BSL Team Wars
10h 9m
Afreeca Starleague
1d 1h
Snow vs Sharp
Jaedong vs Mini
Wardi Open
1d 2h
Sparkling Tuna Cup
2 days
Afreeca Starleague
2 days
Light vs Speed
Larva vs Soma
LiuLi Cup
3 days
The PondCast
4 days
Korean StarCraft League
5 days
[ Show More ]
[BSL 2025] Weekly
6 days
BSL Team Wars
6 days
Liquipedia Results

Completed

Proleague 2025-09-10
SEL Season 2 Championship
HCC Europe

Ongoing

BSL 20 Team Wars
KCM Race Survival 2025 Season 3
BSL 21 Points
ASL Season 20
CSL 2025 AUTUMN (S18)
LASL Season 20
RSL Revival: Season 2
Maestros of the Game
Chzzk MurlocKing SC1 vs SC2 Cup #2
FISSURE Playground #2
BLAST Open Fall 2025
BLAST Open Fall Qual
Esports World Cup 2025
BLAST Bounty Fall 2025
BLAST Bounty Fall Qual
IEM Cologne 2025
FISSURE Playground #1

Upcoming

2025 Chongqing Offline CUP
BSL Polish World Championship 2025
IPSL Winter 2025-26
BSL Season 21
SC4ALL: Brood War
BSL 21 Team A
SC4ALL: StarCraft II
EC S1
SL Budapest Major 2025
BLAST Rivals Fall 2025
IEM Chengdu 2025
PGL Masters Bucharest 2025
Thunderpick World Champ.
MESA Nomadic Masters Fall
CS Asia Championships 2025
ESL Pro League S22
StarSeries Fall 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.