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FabledIntegral
Profile Blog Joined November 2008
United States9232 Posts
November 19 2013 07:32 GMT
#15601
How long have Thor's attacks prioritized ground over air? Annoying as shit, I've used Thors for a while vs ling/bling/muta and now they are wasting their time attacking zerglings instead of attacking the mutas with splash. Arghh.
Bagi
Profile Joined August 2010
Germany6799 Posts
November 19 2013 08:00 GMT
#15602
On November 19 2013 16:32 FabledIntegral wrote:
How long have Thor's attacks prioritized ground over air? Annoying as shit, I've used Thors for a while vs ling/bling/muta and now they are wasting their time attacking zerglings instead of attacking the mutas with splash. Arghh.

Always I think, they fixed them targeting medivacs at one point but other than that they seem to randomly target ground and air.

At least I am hotwired to grab my thors and shift-click through the mutas in any engagement right after I've done the same with my tanks against any banes.
FabledIntegral
Profile Blog Joined November 2008
United States9232 Posts
November 19 2013 08:17 GMT
#15603
On November 19 2013 17:00 Bagi wrote:
Show nested quote +
On November 19 2013 16:32 FabledIntegral wrote:
How long have Thor's attacks prioritized ground over air? Annoying as shit, I've used Thors for a while vs ling/bling/muta and now they are wasting their time attacking zerglings instead of attacking the mutas with splash. Arghh.

Always I think, they fixed them targeting medivacs at one point but other than that they seem to randomly target ground and air.

At least I am hotwired to grab my thors and shift-click through the mutas in any engagement right after I've done the same with my tanks against any banes.


No, it's never been random. It's always targeted air as a priority, although they did patch it to not auto-target nonaggressive air units, such as overlords, medivacs, etc. Throughout all of WoL and part of HOTS I believe it always targeted aggressive air, until recently.
Crackpot
Profile Joined May 2013
58 Posts
November 19 2013 11:06 GMT
#15604
On November 19 2013 06:50 Pirfiktshon wrote:
Show nested quote +
On November 19 2013 06:40 Crackpot wrote:
I have some Ideas affecting Protoss and Terran, those Ideas are interdependent.

Why did I have those Ideas ? Its the protoss deathball-mechanic: "defending until you get your perfect unit composition and destroy your enemy with one big push" - if Protoss already has his deathball, then the effort to win battles are unequally distributed. So first, how to bring more tactical aspects in using a Protoss deathball ?

1.----------------------------------------------------------------------------------------------------
Nerf Colossi - decrease movement speed.

I think by decreasing movement speed, a Protoss player would consider how he positioning his colossi to keep them out of any danger because if you have to retread, your Colossi would always run behind your army. Maybe if Colossi are slower, in a "sieging - scenario" they wouldn't attack the whole time as well, only if they are in a save position. Comparable to tanks in early game - you don't want to loose them.

Side effect:
Maybe we would see some "Colossi into Warpprism" micro, just like Reaver/Shuttle - gameplay in broodwar.

2.----------------------------------------------------------------------------------------------------
Nerf Marauder - increase building time.

I think Marauders are too strong in early game. They defeat Stalkers/Roaches and tank Banelings easily. They Shoudln't be used like units you can throw away as terran. By increasing the building Time I think it will be harder for Terrans to push vs Protoss in early game. Furthermore, Reapers are pretty weak units, but you don't throw them away because time is money and they took a lot of time to build. I hope this effect would apply to marauders as well.

Side effect:
Terrans would make more use of bunkers in early game to keep marauders and marines (cause you wont have enough marauders to tank everything anymore) alive.

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

Other things I think should be nerfed/changed but I don't have any idea yet:
Void Rays
- there are only 2 out of 7 airunits countering Void Rays (Terran Air is doomed)
- Protoss has only 1 unit countering Void Rays but Void Rays (I think Archons are way too expensive to consider them as counter)
- Terran has only 1 unit countering Void Rays
- Zerg has 2 units countering Void Rays


I'd ask what you are smoking but I think your name says it all LOL. None of these changes actually effect High Level / Top Tier Games in a good way.
Show nested quote +
By increasing the building Time I think it will be harder for Terrans to push vs Protoss in early game.
Have you played TvP? Mamma core kills aggression in the early game. This would just make protoss late game that much more powerful and hard to stop as a core unit would take longer to build Protoss can snowball otu of control that much easier....
Nerfing Colo Speed wouldn't make that much of a difference other than stopping some 3 Colo pushes and things of that nature in lower tier games....


I don't think Mamma core is a "garant" for protoss to survive early game, anyway if it is on a GM-level of play I don' think its a pretty good solution to depend the survivability of a race by only 1 unit.

You really think "slower" collossi wouldn't effecht High level of play in a good way? I think i have some good points.

I think Colossi are pretty easy to play right now. Imagine how Terrans or Zerg have to play their siege-units. If you slower them down it would affect lots of things:
- Protoss thinks twice before they engage larger armies
- Attacking with Colossi takes more positioning qualities in high level of play
- keeping them near cliffs
- Timebomb, Mass teleport would become much more important (for retreat)
- Increasing the importance of Mamma core in lategame
- Warp prism could be used for transporting Colossi (Maybe decreasing the capacity of colossi to fit 2 of them in 1 warpprism)
Tuczniak
Profile Joined September 2010
1561 Posts
November 19 2013 11:22 GMT
#15605
Slowing collosi sounds interesting, they could at least try that in test map.
SC2Toastie
Profile Blog Joined October 2013
Netherlands5725 Posts
November 19 2013 11:25 GMT
#15606
On November 19 2013 20:06 Crackpot wrote:
Show nested quote +
On November 19 2013 06:50 Pirfiktshon wrote:
On November 19 2013 06:40 Crackpot wrote:
I have some Ideas affecting Protoss and Terran, those Ideas are interdependent.

Why did I have those Ideas ? Its the protoss deathball-mechanic: "defending until you get your perfect unit composition and destroy your enemy with one big push" - if Protoss already has his deathball, then the effort to win battles are unequally distributed. So first, how to bring more tactical aspects in using a Protoss deathball ?

1.----------------------------------------------------------------------------------------------------
Nerf Colossi - decrease movement speed.

I think by decreasing movement speed, a Protoss player would consider how he positioning his colossi to keep them out of any danger because if you have to retread, your Colossi would always run behind your army. Maybe if Colossi are slower, in a "sieging - scenario" they wouldn't attack the whole time as well, only if they are in a save position. Comparable to tanks in early game - you don't want to loose them.

Side effect:
Maybe we would see some "Colossi into Warpprism" micro, just like Reaver/Shuttle - gameplay in broodwar.

2.----------------------------------------------------------------------------------------------------
Nerf Marauder - increase building time.

I think Marauders are too strong in early game. They defeat Stalkers/Roaches and tank Banelings easily. They Shoudln't be used like units you can throw away as terran. By increasing the building Time I think it will be harder for Terrans to push vs Protoss in early game. Furthermore, Reapers are pretty weak units, but you don't throw them away because time is money and they took a lot of time to build. I hope this effect would apply to marauders as well.

Side effect:
Terrans would make more use of bunkers in early game to keep marauders and marines (cause you wont have enough marauders to tank everything anymore) alive.

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

Other things I think should be nerfed/changed but I don't have any idea yet:
Void Rays
- there are only 2 out of 7 airunits countering Void Rays (Terran Air is doomed)
- Protoss has only 1 unit countering Void Rays but Void Rays (I think Archons are way too expensive to consider them as counter)
- Terran has only 1 unit countering Void Rays
- Zerg has 2 units countering Void Rays


I'd ask what you are smoking but I think your name says it all LOL. None of these changes actually effect High Level / Top Tier Games in a good way.
By increasing the building Time I think it will be harder for Terrans to push vs Protoss in early game.
Have you played TvP? Mamma core kills aggression in the early game. This would just make protoss late game that much more powerful and hard to stop as a core unit would take longer to build Protoss can snowball otu of control that much easier....
Nerfing Colo Speed wouldn't make that much of a difference other than stopping some 3 Colo pushes and things of that nature in lower tier games....


I don't think Mamma core is a "garant" for protoss to survive early game, anyway if it is on a GM-level of play I don' think its a pretty good solution to depend the survivability of a race by only 1 unit.

You really think "slower" collossi wouldn't effecht High level of play in a good way? I think i have some good points.

I think Colossi are pretty easy to play right now. Imagine how Terrans or Zerg have to play their siege-units. If you slower them down it would affect lots of things:
- Protoss thinks twice before they engage larger armies
- Attacking with Colossi takes more positioning qualities in high level of play
- keeping them near cliffs
- Timebomb, Mass teleport would become much more important (for retreat)
- Increasing the importance of Mamma core in lategame
- Warp prism could be used for transporting Colossi (Maybe decreasing the capacity of colossi to fit 2 of them in 1 warpprism)

You must never have had a speedprism collosus harass you ?

On the other hand, such a thing would be a pleasure to shoot down :O So much moneys =D
Mura Ma Man, Dark Da Dude, Super Shot Sos!
Big J
Profile Joined March 2011
Austria16289 Posts
November 19 2013 11:32 GMT
#15607
On November 19 2013 17:17 FabledIntegral wrote:
Show nested quote +
On November 19 2013 17:00 Bagi wrote:
On November 19 2013 16:32 FabledIntegral wrote:
How long have Thor's attacks prioritized ground over air? Annoying as shit, I've used Thors for a while vs ling/bling/muta and now they are wasting their time attacking zerglings instead of attacking the mutas with splash. Arghh.

Always I think, they fixed them targeting medivacs at one point but other than that they seem to randomly target ground and air.

At least I am hotwired to grab my thors and shift-click through the mutas in any engagement right after I've done the same with my tanks against any banes.


No, it's never been random. It's always targeted air as a priority, although they did patch it to not auto-target nonaggressive air units, such as overlords, medivacs, etc. Throughout all of WoL and part of HOTS I believe it always targeted aggressive air, until recently.


I don't think it prioritized Air in general.
I think they just happen to attack mutalisks more often, since they are close to the Thors when magicboxing (and proximity plays a role when autochoosing targets) and Thors have more weaponrange on air than on ground, so they lock on an airtarget first in case mutas and zerglings are equally close to the Thor.
But I think when you lead with the ling/bling, they will always prioritize the ling/bling, unless they kill one and the next closest target is a mutalisk.
Umpteen
Profile Blog Joined April 2010
United Kingdom1570 Posts
November 19 2013 11:39 GMT
#15608
On November 19 2013 20:32 Big J wrote:
Show nested quote +
On November 19 2013 17:17 FabledIntegral wrote:
On November 19 2013 17:00 Bagi wrote:
On November 19 2013 16:32 FabledIntegral wrote:
How long have Thor's attacks prioritized ground over air? Annoying as shit, I've used Thors for a while vs ling/bling/muta and now they are wasting their time attacking zerglings instead of attacking the mutas with splash. Arghh.

Always I think, they fixed them targeting medivacs at one point but other than that they seem to randomly target ground and air.

At least I am hotwired to grab my thors and shift-click through the mutas in any engagement right after I've done the same with my tanks against any banes.


No, it's never been random. It's always targeted air as a priority, although they did patch it to not auto-target nonaggressive air units, such as overlords, medivacs, etc. Throughout all of WoL and part of HOTS I believe it always targeted aggressive air, until recently.


I don't think it prioritized Air in general.
I think they just happen to attack mutalisks more often, since they are close to the Thors when magicboxing (and proximity plays a role when autochoosing targets) and Thors have more weaponrange on air than on ground, so they lock on an airtarget first in case mutas and zerglings are equally close to the Thor.
But I think when you lead with the ling/bling, they will always prioritize the ling/bling, unless they kill one and the next closest target is a mutalisk.


I know for a fact Thors used to target Broodlords over roaches, because I used it to obliterate mass thor compositions. A handful of broodlords would soak up AA fire while the roaches went to town entirely unopposed. Has that changed?
The existence of a food chain is inescapable if we evolved unsupervised, and inexcusable otherwise.
Pirfiktshon
Profile Joined June 2013
United States1072 Posts
November 19 2013 13:04 GMT
#15609
On November 19 2013 20:06 Crackpot wrote:
Show nested quote +
On November 19 2013 06:50 Pirfiktshon wrote:
On November 19 2013 06:40 Crackpot wrote:
I have some Ideas affecting Protoss and Terran, those Ideas are interdependent.

Why did I have those Ideas ? Its the protoss deathball-mechanic: "defending until you get your perfect unit composition and destroy your enemy with one big push" - if Protoss already has his deathball, then the effort to win battles are unequally distributed. So first, how to bring more tactical aspects in using a Protoss deathball ?

1.----------------------------------------------------------------------------------------------------
Nerf Colossi - decrease movement speed.

I think by decreasing movement speed, a Protoss player would consider how he positioning his colossi to keep them out of any danger because if you have to retread, your Colossi would always run behind your army. Maybe if Colossi are slower, in a "sieging - scenario" they wouldn't attack the whole time as well, only if they are in a save position. Comparable to tanks in early game - you don't want to loose them.

Side effect:
Maybe we would see some "Colossi into Warpprism" micro, just like Reaver/Shuttle - gameplay in broodwar.

2.----------------------------------------------------------------------------------------------------
Nerf Marauder - increase building time.

I think Marauders are too strong in early game. They defeat Stalkers/Roaches and tank Banelings easily. They Shoudln't be used like units you can throw away as terran. By increasing the building Time I think it will be harder for Terrans to push vs Protoss in early game. Furthermore, Reapers are pretty weak units, but you don't throw them away because time is money and they took a lot of time to build. I hope this effect would apply to marauders as well.

Side effect:
Terrans would make more use of bunkers in early game to keep marauders and marines (cause you wont have enough marauders to tank everything anymore) alive.

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

Other things I think should be nerfed/changed but I don't have any idea yet:
Void Rays
- there are only 2 out of 7 airunits countering Void Rays (Terran Air is doomed)
- Protoss has only 1 unit countering Void Rays but Void Rays (I think Archons are way too expensive to consider them as counter)
- Terran has only 1 unit countering Void Rays
- Zerg has 2 units countering Void Rays


I'd ask what you are smoking but I think your name says it all LOL. None of these changes actually effect High Level / Top Tier Games in a good way.
By increasing the building Time I think it will be harder for Terrans to push vs Protoss in early game.
Have you played TvP? Mamma core kills aggression in the early game. This would just make protoss late game that much more powerful and hard to stop as a core unit would take longer to build Protoss can snowball otu of control that much easier....
Nerfing Colo Speed wouldn't make that much of a difference other than stopping some 3 Colo pushes and things of that nature in lower tier games....


I don't think Mamma core is a "garant" for protoss to survive early game, anyway if it is on a GM-level of play I don' think its a pretty good solution to depend the survivability of a race by only 1 unit.

You really think "slower" collossi wouldn't effecht High level of play in a good way? I think i have some good points.

I think Colossi are pretty easy to play right now. Imagine how Terrans or Zerg have to play their siege-units. If you slower them down it would affect lots of things:
- Protoss thinks twice before they engage larger armies
- Attacking with Colossi takes more positioning qualities in high level of play
- keeping them near cliffs
- Timebomb, Mass teleport would become much more important (for retreat)
- Increasing the importance of Mamma core in lategame
- Warp prism could be used for transporting Colossi (Maybe decreasing the capacity of colossi to fit 2 of them in 1 warpprism)



Ofcourse Colo are easy to play LOL They are an A-Move with no Ground equivalent they are the BW tank just WAYYYY more Mobile.....
I'm all for a Nerf to protoss' AOE but I just don't see this effecting much. My proposition with a long description was to make the Animation for Storm .5 Seconds longer with .25 in Channel of the casting and .25 in the Storm animation before it strikes... I think this does a couple things. Storms become harder to land so people that are better will get rewarded more for better play and Terran will get rewarded more for paying attention to it and give more opportunity to defend against it. Right now its a Point and Click massive damage with 3 Templars with 150 Energy you can lay waste to an entire army......
Chaggi
Profile Joined August 2010
Korea (South)1936 Posts
November 19 2013 13:09 GMT
#15610
I'm okay for how storms work. I think it sucks if I get hit but I don't really remember a time when I got hit by one and I thought that there was nothing I could do about it. They do suck a lot and really prevent Terran's from killing a base even when they win a fight near the Protoss's base.

I don't like how Colossi are. It doesn't really make sense because the other race's siege units all have a siege time, whereas Colossi just seemingly promotes a-move. If there was a way that Colossi needs to be set up and/or micro managed more, w/ a gateway buff, it could be a lot more fun to watch and play against
Bagi
Profile Joined August 2010
Germany6799 Posts
November 19 2013 13:19 GMT
#15611
Colossi are just an abomination of design, I remember them presenting it as this unit that would be great at harassing with its cliffwalk but all it ends up doing for the unit is making it ridiculously easy to use as a part of your ball.

Another good example is the immortal that was supposed to be a frontline "tank", then came terrible terrible damage and that role went to crap too. I just can't help but to look at protoss, Blizzards original designs for them and feel a little amused.
Pirfiktshon
Profile Joined June 2013
United States1072 Posts
November 19 2013 13:25 GMT
#15612
Again I agree with Nerfing some of Protoss' AOE the simple fact is that Slowing down the Colo does nothing though..... If it had a Siege Mode and a NOn Siege Mode then yea I'd agree with doing something like that. Or just nerfing the Damage and Reverting the Damage to Light Units like someone else suggested. This would make them less viable in a Deathball as Marauder / Ghost would man Handle a Colo Army......
ffadicted
Profile Joined January 2011
United States3545 Posts
Last Edited: 2013-11-19 13:50:14
November 19 2013 13:47 GMT
#15613
Why is it almost 2014 and people are STILL trying to compare colossi to siege units when they're not and have never been? lol
SooYoung-Noona!
Chaggi
Profile Joined August 2010
Korea (South)1936 Posts
November 19 2013 14:00 GMT
#15614
On November 19 2013 22:47 ffadicted wrote:
Why is it almost 2014 and people are STILL trying to compare colossi to siege units when they're not and have never been? lol


a 6 to 9 range unit
does massive damage
is not supposed to be in direct engagements

HM SOUNDS LIKE A SIEGE UNIT TO ME
Big J
Profile Joined March 2011
Austria16289 Posts
November 19 2013 14:02 GMT
#15615
On November 19 2013 23:00 Chaggi wrote:
Show nested quote +
On November 19 2013 22:47 ffadicted wrote:
Why is it almost 2014 and people are STILL trying to compare colossi to siege units when they're not and have never been? lol


a 6 to 9 range unit
does massive damage
is not supposed to be in direct engagements

HM SOUNDS LIKE A SIEGE UNIT TO ME


?
Slydie
Profile Joined August 2013
1935 Posts
November 19 2013 14:08 GMT
#15616
Siege units outrange static defense, that is a pretty common definition, collos is a siegeunit. Watch a PvZ with mass spines/spores and you see I am right.

And please fix that mommacore! I win vs every defensive protoss at my level going collos with the viking scv pull, that is perfectly fine for me. Double forge with tech and no units, using the op-nexus to defend anything is not! Remember when 2rax preasurebuilds were an actual threat? Those were the days....
Buff the siegetank
Chaggi
Profile Joined August 2010
Korea (South)1936 Posts
November 19 2013 14:14 GMT
#15617
On November 19 2013 23:02 Big J wrote:
Show nested quote +
On November 19 2013 23:00 Chaggi wrote:
On November 19 2013 22:47 ffadicted wrote:
Why is it almost 2014 and people are STILL trying to compare colossi to siege units when they're not and have never been? lol


a 6 to 9 range unit
does massive damage
is not supposed to be in direct engagements

HM SOUNDS LIKE A SIEGE UNIT TO ME


?


I should've been more clear. It basically means you don't want enemy units to be near cause it's a glass cannon essentially.
Pirfiktshon
Profile Joined June 2013
United States1072 Posts
November 19 2013 14:21 GMT
#15618
On November 19 2013 22:47 ffadicted wrote:
Why is it almost 2014 and people are STILL trying to compare colossi to siege units when they're not and have never been? lol



High DPS at long range and AOE if its not a Siege Weapon than what is it?
Wingblade
Profile Joined April 2012
United States1806 Posts
November 19 2013 14:26 GMT
#15619
On November 19 2013 23:08 Slydie wrote:
Siege units outrange static defense, that is a pretty common definition, collos is a siegeunit. Watch a PvZ with mass spines/spores and you see I am right.

And please fix that mommacore! I win vs every defensive protoss at my level going collos with the viking scv pull, that is perfectly fine for me. Double forge with tech and no units, using the op-nexus to defend anything is not! Remember when 2rax preasurebuilds were an actual threat? Those were the days....


2 rax pressure builds were inherently broken and a consequence of poor game design. They are a lot like some of the allins Terran whine about so much- you could never really be behind from it if you did it right. As a Protoss you had to go 3 gate before any tech, warp in an obscene number of units for that point in the game AND have good force fields. If they pulled SCVs with it, forget defending it you had to pretty much run up to your ramp. But then stim+medivac timings weren't delayed at all because you could start stim after conc shells and be ready for the 10 minute timing all the same. But Protoss tech would be delayed because I needed a bunch of units to defend which ate up my gas to get to my tech needed to hold that push.

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
Big J
Profile Joined March 2011
Austria16289 Posts
November 19 2013 14:30 GMT
#15620
On November 19 2013 23:14 Chaggi wrote:
Show nested quote +
On November 19 2013 23:02 Big J wrote:
On November 19 2013 23:00 Chaggi wrote:
On November 19 2013 22:47 ffadicted wrote:
Why is it almost 2014 and people are STILL trying to compare colossi to siege units when they're not and have never been? lol


a 6 to 9 range unit
does massive damage
is not supposed to be in direct engagements

HM SOUNDS LIKE A SIEGE UNIT TO ME


?


I should've been more clear. It basically means you don't want enemy units to be near cause it's a glass cannon essentially.


ok. That makes kindof sense.
Though I'd define a siege unit in an RTS game much simpler as a unit that outranges static D and therby be able to "siege". (which in return allows static D to be more efficient than anything else, since there is a mechanism in the game that counters them).
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