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Why 1/1/1 is considered to be imbalanced in Korea - Page 85

Forum Index > SC2 General
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Can we stop talking about nerfing things please? - 9:10 KST
JediGamer
Profile Joined August 2010
United States656 Posts
Last Edited: 2011-08-23 07:33:53
August 23 2011 07:33 GMT
#1681
4 gate contain hard contain into zealot speed or 5 gate robo (Learned it from white-ra) or if they block off go 1-3 voids into like 4-5 phoenixes, make only zealots with maybe 2-4 stalkers, 1-2 sentires only casting guardian shield, focus banshees then lift tanks.

I think the problem is that myself as a protoss player when I am getting 1-1-1 pushed there is a lot of pressure, and it is really easy to copout to excuses such as these.

Imagine if a terran decided to do a writeup of infestors. The fact they don't even have to enter combat to do 500 minerals worth of damage, etc. Except there are counters for it, just like this.

http://www.z33k.com/starcraft2/coach/sc2coaching Tastosis Approved Coaching
Belisarius
Profile Joined November 2010
Australia6231 Posts
August 23 2011 07:37 GMT
#1682
On August 23 2011 16:31 Truedot wrote:
Show nested quote +
On August 23 2011 16:25 bovineblitz wrote:
On August 23 2011 16:12 Truedot wrote:
On August 23 2011 16:04 Penecks wrote:
Could Protoss in theory do their own "1/1/1" (Gate-robo-stargate) or something similar to crank out some phoenix and maybe immortals and then mostly zealots? No idea if that's viable at all, and of course would put you behind if he was just expanding behind a reactored rax or something...



what like sentry immortal phoenix zealot? could work..u want the phoenix for light damage and AA obviously, the immortals and zealots have the firepower to quickly take out marines and tanks. the sentry is there for the -2 damage bubble, keeping immortal alive that much longer vs rines. the immortal is a priority target due to its damage and fire rate, but banshee cant kill it quickly. The phoenix are priority for the marines, so you wont be taking hits on immortal from marines if they want to attack it. the zealots and immortals are thus free from being fired on by marines. the phoenix move fast enough (and lamely, or awesomely, depending on your view, fire while shooting), so can kite the marines around the immortallot ball while still killing the banshee, and the banshee can't cause greater than 10 damage to the immortal, and it does 8 damage as long as that bubble is up.

^Theorycraft.

As an aside, people don't really regard shield ups well. If your game strategy involves using immortals and archons, shield ups are completely scary for zerg. oh the zerganity!


I'm pretty sure the banshee would still do 10 damage, as it'd be 24-4=20 --> hardened shield = 10.

I don't think the guardian shield would activate after the hardened shield.


Harden shield is before upgrades are taken into account. It reduces damage to 10, upgrades further reduce it to 9 and 8 and 7. Otherwise shield ups would have absolutely no effect on them. bubble is like a cast active upgrade in the same way that corruption is a +1 upgrade to attack for all units shooting at the corrupted unit. It must be calculated after, and it is, afaik.

That was a trick of mine in gold league, to spam early immortal vs the roach rush and shield upgrade quickly and fast to stomp them even harder.


That's actually incorrect. Shield ups really don't have much effect on immortals at all. Neither does GS.
Truedot
Profile Joined August 2011
444 Posts
Last Edited: 2011-08-23 07:44:24
August 23 2011 07:41 GMT
#1683
On August 23 2011 16:30 SxYSpAz wrote:
Show nested quote +
On August 23 2011 16:24 Truedot wrote:


On August 23 2011 16:05 SxYSpAz wrote:
this is more fun theory crafting and i wouldn't be surprised if there's huge problems involved.

But wouldn't it be cool if mules could mine gas, and then make some terran units like banshees ravens or ghost cost more gas. So they'd be saccing some mineral income from the mule to get a certain comp. It would be somewhat like the chrono boost in the sense that they would actually have to decide where to use the mule.

It could also help 1/1/1 because you couldn't afford all those gas heavy units and marines at the same time. Terran would have significant more risk with staying on one base... which they need, and it would require a new aspect in terran decision making. just a thought


giving terrans even more unpredictability and versatility/flexibility? No, that wouldn't be cool. not at all.

And this is why your idea is bad. Sorry.

i'll be honest. that post was way too long and i didn't read it all, but i basically read the part where you said that it would be giving terran more options, and i don't know how true that is.

cause i specifically said that they should make some units cost more gas to balance that problem out cause then they would be mining gas for specific units. to put mules on gas when your not getting the more gas heavy units would just be a waste. I'm going to try to defend this too hard, cause i think there's a lot of problems that could be involved and i'm just fooling around with ideas, but i just had to address that cause i don't think it would make terran more versatile if they did it right


the units cost a little more. that doesn't balance it out. Because they're allowed a lot more variation. you can't make the units cost so much more, because it will throw the whole system of terran out of whack, and they'll suck really bad. so how much more they will cost will be too limited. This limitation will then simply inflate the versatility of terran because they can build any variation of any unit comp that will reduce the counter to coin flipping moreso than it is now.

I'll list off how now, since I suppose it does deserve some evidential explanation.

Blue Flame Hellion.

Imagine getting mules to fast mine gas and getting blue flame hellion a full minute sooner. its a much more versatile build because
Reactor hellion into blue flame.
Reactor hellion into marine hellion.
reactor hellion into hellion banshee
reactor hellion into hellion tank marine
blue flame hellion into banshee
blue flame hellion into marine tank
blue flame hellion into mass blue flame hellion.

Look at all those options.
With mule gas:
Blue flame hellion 1 minute sooner into banshee 2 minute sooner.
hellion into mass tank hellion
hellion into mass marauder
mass marauder 1 minute earlier
7 marauder rush at 5 (lol? zergs getting outdone now, it'll more likely be more marauders, but I put 7 just to reference the supposed no skill push of zerg)

Why? because you can do a fast gas with a mule, and then just pump minerals with further mules. Or you can build 1 refinery, and fast gas with a single mule, pumping all SCVs onto minerals and getting more gas than a double gas with a single unit.

These are merely some examples of how badly allowing more mule versatility would F the game up.

Gas is the lowest common denominator, it is the emergent complexity principle. The thing most critical for a powerful war army being limited strictly and in very small supply.
terran already gets away with oversaturation mining via mules, thus breaking this rule for minerals. Imagine mules that can powermine a refinery solo, or god forbid, oversaturated refineries with mules (shudder).

its not a good idea. Im sorry.
I used to spend my time not caring about people's language in chat. Until I got hit by blizz. Now I spend my time instigating people to verbal abusive levels, so I can ban them in turn. The circle of life.
Whitewing
Profile Joined October 2010
United States7483 Posts
August 23 2011 07:44 GMT
#1684
On August 23 2011 16:37 Belisarius wrote:
Show nested quote +
On August 23 2011 16:31 Truedot wrote:
On August 23 2011 16:25 bovineblitz wrote:
On August 23 2011 16:12 Truedot wrote:
On August 23 2011 16:04 Penecks wrote:
Could Protoss in theory do their own "1/1/1" (Gate-robo-stargate) or something similar to crank out some phoenix and maybe immortals and then mostly zealots? No idea if that's viable at all, and of course would put you behind if he was just expanding behind a reactored rax or something...



what like sentry immortal phoenix zealot? could work..u want the phoenix for light damage and AA obviously, the immortals and zealots have the firepower to quickly take out marines and tanks. the sentry is there for the -2 damage bubble, keeping immortal alive that much longer vs rines. the immortal is a priority target due to its damage and fire rate, but banshee cant kill it quickly. The phoenix are priority for the marines, so you wont be taking hits on immortal from marines if they want to attack it. the zealots and immortals are thus free from being fired on by marines. the phoenix move fast enough (and lamely, or awesomely, depending on your view, fire while shooting), so can kite the marines around the immortallot ball while still killing the banshee, and the banshee can't cause greater than 10 damage to the immortal, and it does 8 damage as long as that bubble is up.

^Theorycraft.

As an aside, people don't really regard shield ups well. If your game strategy involves using immortals and archons, shield ups are completely scary for zerg. oh the zerganity!


I'm pretty sure the banshee would still do 10 damage, as it'd be 24-4=20 --> hardened shield = 10.

I don't think the guardian shield would activate after the hardened shield.


Harden shield is before upgrades are taken into account. It reduces damage to 10, upgrades further reduce it to 9 and 8 and 7. Otherwise shield ups would have absolutely no effect on them. bubble is like a cast active upgrade in the same way that corruption is a +1 upgrade to attack for all units shooting at the corrupted unit. It must be calculated after, and it is, afaik.

That was a trick of mine in gold league, to spam early immortal vs the roach rush and shield upgrade quickly and fast to stomp them even harder.


That's actually incorrect. Shield ups really don't have much effect on immortals at all. Neither does GS.


Shield upgrades make immortals better against marines and zerglings!.............. T_T
Strategy"You know I fucking hate the way you play, right?" ~SC2John
Officedrone
Profile Joined June 2011
Canada70 Posts
August 23 2011 07:46 GMT
#1685
I can't wait to see the "OP build of the month" that wins in Raleigh (whichever race it happens to come from).

Then we can forget about this and move on to 85 page+ threads about that one.
MarKeD
Profile Joined December 2010
Australia183 Posts
August 23 2011 08:07 GMT
#1686
On August 23 2011 16:46 Officedrone wrote:
I can't wait to see the "OP build of the month" that wins in Raleigh (whichever race it happens to come from).

Then we can forget about this and move on to 85 page+ threads about that one.


Do you just see that there is a balance complaint and post a snide comment? Maybe you should investigate and see if people actually have a point instead of leaving ignorant statements. This build hasn't just found success in one tournament, and people have been complaining about it's difficulty to defend for quite a while now.
aquanda
Profile Joined January 2003
United States477 Posts
August 23 2011 08:25 GMT
#1687
On August 23 2011 16:46 Officedrone wrote:
I can't wait to see the "OP build of the month" that wins in Raleigh (whichever race it happens to come from).

Then we can forget about this and move on to 85 page+ threads about that one.

If it's not another terran build, I'll be surprised.
Goldfish
Profile Blog Joined August 2010
2230 Posts
August 23 2011 08:28 GMT
#1688
On August 23 2011 16:37 Belisarius wrote:
Show nested quote +
On August 23 2011 16:31 Truedot wrote:
On August 23 2011 16:25 bovineblitz wrote:
On August 23 2011 16:12 Truedot wrote:
On August 23 2011 16:04 Penecks wrote:
Could Protoss in theory do their own "1/1/1" (Gate-robo-stargate) or something similar to crank out some phoenix and maybe immortals and then mostly zealots? No idea if that's viable at all, and of course would put you behind if he was just expanding behind a reactored rax or something...



what like sentry immortal phoenix zealot? could work..u want the phoenix for light damage and AA obviously, the immortals and zealots have the firepower to quickly take out marines and tanks. the sentry is there for the -2 damage bubble, keeping immortal alive that much longer vs rines. the immortal is a priority target due to its damage and fire rate, but banshee cant kill it quickly. The phoenix are priority for the marines, so you wont be taking hits on immortal from marines if they want to attack it. the zealots and immortals are thus free from being fired on by marines. the phoenix move fast enough (and lamely, or awesomely, depending on your view, fire while shooting), so can kite the marines around the immortallot ball while still killing the banshee, and the banshee can't cause greater than 10 damage to the immortal, and it does 8 damage as long as that bubble is up.

^Theorycraft.

As an aside, people don't really regard shield ups well. If your game strategy involves using immortals and archons, shield ups are completely scary for zerg. oh the zerganity!


I'm pretty sure the banshee would still do 10 damage, as it'd be 24-4=20 --> hardened shield = 10.

I don't think the guardian shield would activate after the hardened shield.


Harden shield is before upgrades are taken into account. It reduces damage to 10, upgrades further reduce it to 9 and 8 and 7. Otherwise shield ups would have absolutely no effect on them. bubble is like a cast active upgrade in the same way that corruption is a +1 upgrade to attack for all units shooting at the corrupted unit. It must be calculated after, and it is, afaik.

That was a trick of mine in gold league, to spam early immortal vs the roach rush and shield upgrade quickly and fast to stomp them even harder.


That's actually incorrect. Shield ups really don't have much effect on immortals at all. Neither does GS.


According to the wiki GS does affect Hardened Shield (reduces damage from 10 to 8). SHD upgrades is "before" Hardened Shield but apparently GS is "after" Hardened Shield>

It's easy to test though (just go to the editor, place a few sentries and immortals and test it out. Use "Moredotsmoredots" cheat to reduce energy cost to zero. Use immortal to attack another immortal and see how much SHD is taken off with GS).
https://connect.microsoft.com/WindowsServerFeedback/feedback/details/741495/biggest-explorer-annoyance-automatic-sorting-windows-7-server-2008-r2-and-vista#details Allow Disable Auto Arrange in Windows 7+
Nyast
Profile Joined November 2010
Belgium554 Posts
Last Edited: 2011-08-23 09:05:35
August 23 2011 09:03 GMT
#1689
Here's an idea to counter the build: zealots + sentries. The key is to stay hidden in the center of the map with your main army made of mostly zealots + 3/4 sentries (add a couple stalkers+obs for defense and maybe a prism), and have 3/4 sentries at home. When the Terran pushes, FF your main's ramp, and use your army to counter in his main. FF his ramp. Now his army can't enter your main, and can't come back to defend either. May not be easy to execute though, miss a FF and it's gg

IVN
Profile Joined October 2010
534 Posts
August 23 2011 09:09 GMT
#1690
On August 23 2011 10:20 Doomwish wrote:
Can we just get over it already ? MC lost....did anyone consider that just maybe Puma had better micro? or that MC just made poor decisions?

Maybe instead of getting like 3 immortals to be melted by marines MC should of just gotten 1-2 immortals and a 1-2 colossus+ range. MC didn't make colossus in a single one of those games. I heard colossus are pretty good against marines with no upgrades.

Also every time I've seen a toss successfully stop 1-1-1 all in they rushed out to meet the army as it was pushing out to whittle it down, snipe tanks and/or banshees and stall it. Any push with siege tanks in it can be slowed down tremendously with pokes forcing them to siege and unsiege AND possibly blow their PDD before they get to the front of your base...

The key to beating this build is just micro and proper decision making..

Also MC was actually close to holding off the push in the first game. he had all the tanks dead and just marines in his base, but Puma's micro with those last dozen marines or so was sick good - he just cornered MC's army and didn't allow him to build up a few more units to win the battle.

IMO MC just got outplayed in those games. Instead of crying about balance people should just try play better...or at least think about an actual solution/counter.

You have to outplay your opponent to win in this game. and those who think Puma just did a build and 1-a'd across the map are ignorant or just heavily biased.
So the terran player MVP is also biased and ignorant?
MiningSchuhu
Profile Joined January 2011
Germany53 Posts
Last Edited: 2011-08-23 09:11:02
August 23 2011 09:10 GMT
#1691
On August 23 2011 18:03 Nyast wrote:
Here's an idea to counter the build: zealots + sentries. The key is to stay hidden in the center of the map with your main army made of mostly zealots + 3/4 sentries (add a couple stalkers+obs for defense and maybe a prism), and have 3/4 sentries at home. When the Terran pushes, FF your main's ramp, and use your army to counter in his main. FF his ramp. Now his army can't enter your main, and can't come back to defend either. May not be easy to execute though, miss a FF and it's gg



Banshees could easily pick of defending sentries in your main, also the Terran army would win the baserace easily as you both stayed on 1 base (Also you cant kill his buildings with the flashlights)
JediGamer
Profile Joined August 2010
United States656 Posts
August 23 2011 09:15 GMT
#1692
Eh... this thread should be closed. Or a new rule should be stated where people must post their rank. Either works.
http://www.z33k.com/starcraft2/coach/sc2coaching Tastosis Approved Coaching
IVN
Profile Joined October 2010
534 Posts
August 23 2011 09:15 GMT
#1693
On August 23 2011 10:37 Doomwish wrote:
Show nested quote +
On August 23 2011 10:35 ch33psh33p wrote:
On August 23 2011 10:20 Doomwish wrote:


Maybe instead of getting like 3 immortals to be melted by marines MC should of just gotten 1-2 immortals and a 1-2 colossus+ range. MC didn't make colossus in a single one of those games. I heard colossus are pretty good against marines with no upgrades.




Do you think before you post? What makes you think changing 2 immortals equals getting 1-2 collosus + range? He would NEVER EVER have gotten collosi in time, much less range. The math has been done in this thread, it'd do you best to read them before posting blindly.


You can get colossus if you 1 gate robo in time. Just like Tyler said earlier in the thread you don't need to expand super early in this matchup..It is safer and better to rush to obs first and go from there. See an early expo? drop yours it wont be that far behind...

Face palm.

It was already established, Mr. Smartguy, that a 1gt FE is the best build against this all in. And thats because i base terran >>>>>>>>>>>>>>>>>> 1 base protoss. Because of the +200 minerals per minute, that the MULEs give the terran.
Toadvine
Profile Joined November 2010
Poland2234 Posts
August 23 2011 09:17 GMT
#1694
On August 23 2011 18:09 IVN wrote:
Show nested quote +
On August 23 2011 10:20 Doomwish wrote:
Can we just get over it already ? MC lost....did anyone consider that just maybe Puma had better micro? or that MC just made poor decisions?

Maybe instead of getting like 3 immortals to be melted by marines MC should of just gotten 1-2 immortals and a 1-2 colossus+ range. MC didn't make colossus in a single one of those games. I heard colossus are pretty good against marines with no upgrades.

Also every time I've seen a toss successfully stop 1-1-1 all in they rushed out to meet the army as it was pushing out to whittle it down, snipe tanks and/or banshees and stall it. Any push with siege tanks in it can be slowed down tremendously with pokes forcing them to siege and unsiege AND possibly blow their PDD before they get to the front of your base...

The key to beating this build is just micro and proper decision making..

Also MC was actually close to holding off the push in the first game. he had all the tanks dead and just marines in his base, but Puma's micro with those last dozen marines or so was sick good - he just cornered MC's army and didn't allow him to build up a few more units to win the battle.

IMO MC just got outplayed in those games. Instead of crying about balance people should just try play better...or at least think about an actual solution/counter.

You have to outplay your opponent to win in this game. and those who think Puma just did a build and 1-a'd across the map are ignorant or just heavily biased.
So the terran player MVP is also biased and ignorant?


MVP is ignorant because he refuses to use the build, and therefore doesn't understand it very well. We've already gone through this, my friend. TL forum warriors understand it way better than MVP or Alicia.
"There are always some Eskimos ready to instruct the Congolese on how to cope with heat waves." - S.J.Lec
Kuhva
Profile Joined September 2010
United Kingdom183 Posts
August 23 2011 09:18 GMT
#1695
On August 23 2011 16:31 Truedot wrote:
Show nested quote +
On August 23 2011 16:25 bovineblitz wrote:
On August 23 2011 16:12 Truedot wrote:
On August 23 2011 16:04 Penecks wrote:
Could Protoss in theory do their own "1/1/1" (Gate-robo-stargate) or something similar to crank out some phoenix and maybe immortals and then mostly zealots? No idea if that's viable at all, and of course would put you behind if he was just expanding behind a reactored rax or something...



what like sentry immortal phoenix zealot? could work..u want the phoenix for light damage and AA obviously, the immortals and zealots have the firepower to quickly take out marines and tanks. the sentry is there for the -2 damage bubble, keeping immortal alive that much longer vs rines. the immortal is a priority target due to its damage and fire rate, but banshee cant kill it quickly. The phoenix are priority for the marines, so you wont be taking hits on immortal from marines if they want to attack it. the zealots and immortals are thus free from being fired on by marines. the phoenix move fast enough (and lamely, or awesomely, depending on your view, fire while shooting), so can kite the marines around the immortallot ball while still killing the banshee, and the banshee can't cause greater than 10 damage to the immortal, and it does 8 damage as long as that bubble is up.

^Theorycraft.

As an aside, people don't really regard shield ups well. If your game strategy involves using immortals and archons, shield ups are completely scary for zerg. oh the zerganity!


I'm pretty sure the banshee would still do 10 damage, as it'd be 24-4=20 --> hardened shield = 10.

I don't think the guardian shield would activate after the hardened shield.


Harden shield is before upgrades are taken into account. It reduces damage to 10, upgrades further reduce it to 9 and 8 and 7. Otherwise shield ups would have absolutely no effect on them. bubble is like a cast active upgrade in the same way that corruption is a +1 upgrade to attack for all units shooting at the corrupted unit. It must be calculated after, and it is, afaik.

That was a trick of mine in gold league, to spam early immortal vs the roach rush and shield upgrade quickly and fast to stomp them even harder.


Well immortal crushes roaches anyway but how you could afford a quick immortal and shield upgrade is beyond me and it doesn't work like that. Normal Shield Armour is applied BEFORE Hardened Shields.

'Shield upgrades take effect before Hardened Shield such that the damage cap remains at 10. Guardian Shield takes effect after Hardened Shield reducing any damage above 10 to 8.'

http://wiki.teamliquid.net/starcraft2/Hardened_Shield


So shield upgrades on an immortal are only good against zerglings and marines and the like
Brotoss Fighting!!!!
Drowsy
Profile Blog Joined November 2005
United States4876 Posts
August 23 2011 09:37 GMT
#1696
On August 23 2011 14:11 ooni wrote:
I don't know about you guys but I think it's way too early to call...

4Gate Problem in PvZ and some PvT from the past
+ Show Spoiler +
http://www.teamliquid.net/forum/viewmessage.php?topic_id=170308
http://www.teamliquid.net/forum/viewmessage.php?topic_id=145305
http://www.teamliquid.net/forum/viewmessage.php?topic_id=171492
http://www.teamliquid.net/forum/viewmessage.php?topic_id=156327
http://www.teamliquid.net/forum/viewmessage.php?topic_id=150593
http://www.teamliquid.net/forum/viewmessage.php?topic_id=140440
http://www.teamliquid.net/forum/viewmessage.php?topic_id=151378
http://www.teamliquid.net/forum/viewmessage.php?topic_id=142110


As you can see the counter to the build took ages, I mean ages.People were shouting, it's too imba, too easy to pull it off and hard to defend.Who is complaining about 4Gate in PvT and PvZ now? O_O

No reason to nerf anything, just sitback and relax.



are you high? They had to nerf warpgate, it wasn't just mystically "figured out".
Our Protoss, Who art in Aiur HongUn be Thy name; Thy stalker come, Thy will be blunk, on ladder as it is in Micro Tourny. Give us this win in our daily ladder, and forgive us our cheeses, As we forgive those who play zerg against us.
Grr Arr Rawr
Profile Joined April 2011
United States108 Posts
August 23 2011 09:42 GMT
#1697
Warpgate was patched to try to change the way PvP worked - NOT as a balance for PvZ/PvT.
You can't rhyme against the dark side of the Force, why even bother? So many dudes been with your mom, who even KNOWS if I'm your father!
somadbro
Profile Joined June 2011
69 Posts
August 23 2011 09:46 GMT
#1698
On August 23 2011 16:41 Truedot wrote:
Show nested quote +
On August 23 2011 16:30 SxYSpAz wrote:
On August 23 2011 16:24 Truedot wrote:


On August 23 2011 16:05 SxYSpAz wrote:
this is more fun theory crafting and i wouldn't be surprised if there's huge problems involved.

But wouldn't it be cool if mules could mine gas, and then make some terran units like banshees ravens or ghost cost more gas. So they'd be saccing some mineral income from the mule to get a certain comp. It would be somewhat like the chrono boost in the sense that they would actually have to decide where to use the mule.

It could also help 1/1/1 because you couldn't afford all those gas heavy units and marines at the same time. Terran would have significant more risk with staying on one base... which they need, and it would require a new aspect in terran decision making. just a thought


giving terrans even more unpredictability and versatility/flexibility? No, that wouldn't be cool. not at all.

And this is why your idea is bad. Sorry.

i'll be honest. that post was way too long and i didn't read it all, but i basically read the part where you said that it would be giving terran more options, and i don't know how true that is.

cause i specifically said that they should make some units cost more gas to balance that problem out cause then they would be mining gas for specific units. to put mules on gas when your not getting the more gas heavy units would just be a waste. I'm going to try to defend this too hard, cause i think there's a lot of problems that could be involved and i'm just fooling around with ideas, but i just had to address that cause i don't think it would make terran more versatile if they did it right


the units cost a little more. that doesn't balance it out. Because they're allowed a lot more variation. you can't make the units cost so much more, because it will throw the whole system of terran out of whack, and they'll suck really bad. so how much more they will cost will be too limited. This limitation will then simply inflate the versatility of terran because they can build any variation of any unit comp that will reduce the counter to coin flipping moreso than it is now.

I'll list off how now, since I suppose it does deserve some evidential explanation.

Blue Flame Hellion.

Imagine getting mules to fast mine gas and getting blue flame hellion a full minute sooner. its a much more versatile build because
Reactor hellion into blue flame.
Reactor hellion into marine hellion.
reactor hellion into hellion banshee
reactor hellion into hellion tank marine
blue flame hellion into banshee
blue flame hellion into marine tank
blue flame hellion into mass blue flame hellion.

Look at all those options.
With mule gas:
Blue flame hellion 1 minute sooner into banshee 2 minute sooner.
hellion into mass tank hellion
hellion into mass marauder
mass marauder 1 minute earlier
7 marauder rush at 5 (lol? zergs getting outdone now, it'll more likely be more marauders, but I put 7 just to reference the supposed no skill push of zerg)

Why? because you can do a fast gas with a mule, and then just pump minerals with further mules. Or you can build 1 refinery, and fast gas with a single mule, pumping all SCVs onto minerals and getting more gas than a double gas with a single unit.

These are merely some examples of how badly allowing more mule versatility would F the game up.

Gas is the lowest common denominator, it is the emergent complexity principle. The thing most critical for a powerful war army being limited strictly and in very small supply.
terran already gets away with oversaturation mining via mules, thus breaking this rule for minerals. Imagine mules that can powermine a refinery solo, or god forbid, oversaturated refineries with mules (shudder).

its not a good idea. Im sorry.


lol u owned dat kid
BlitzerSC
Profile Joined May 2011
Italy8800 Posts
August 23 2011 09:46 GMT
#1699
On August 23 2011 18:42 Grr Arr Rawr wrote:
Warpgate was patched to try to change the way PvP worked - NOT as a balance for PvZ/PvT.


But it messed up with PvT too It's like saying " fungal was patched to try to fix PvZ NOT ZvT " when it clearly had an effect on ZvT
OscarN
Profile Blog Joined July 2011
Cape Verde292 Posts
August 23 2011 09:50 GMT
#1700
I saw this build a while back... it was a game terran vs Genius, and genius held it off so soundly . but i got the replay copied the build and pretty much went on a 100-0 win streak vs protoss.... but mind u this is diamond and i can adept real well to new builds
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