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New HotS Units/Abilities in Blizzcon - Page 322

Forum Index > SC2 General
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Aiurr
Profile Joined May 2010
Poland80 Posts
October 22 2011 18:12 GMT
#6421
If that gay warhouds are for real then I am switching to zerg. Terran is no fun anymore. Blizzard makes it into a stupid turtle race... I didn't want more turtling... I wanted more mobility...

Go for the eyes, Boo, go for the eyes!
nvs.
Profile Blog Joined May 2010
Canada3609 Posts
October 22 2011 18:13 GMT
#6422
Terran -> most underwhelming
Zerg -> most interesting
BeeNu
Profile Joined June 2011
615 Posts
October 22 2011 18:14 GMT
#6423
On October 23 2011 03:09 FrostedMiniWheats wrote:
Show nested quote +
On October 23 2011 03:01 BeeNu wrote:
So does anybody else think the new Swarm Host looks like useless? I really can't imagine how to make such a unit worthwhile or even how it's supposed to let the Zerg control a territory or even slow down a push.


The concept of it sounds really cool and useful gameplay wise. However, based on what little they've shown....well, it looked like shit :/

The locusts looked like they needed to have their spawn time reduced from that short demo to have better offensive use. They only cost 200/100 and come from an infestation pit, so maybe they could have some use defending or delaying drop harass at expansions.


The thing is, aside from giving out "free" units periodically it doesn't actually do anything that say, a few Roaches can't do so like, wtf is the point? I just want my Lurker back!

Although, aside from that I'm pretty happy with the Zerg changes, Hydras will be finally fixed, Baneling burrow move buff is huge and will allow them to fill a role of controlling space and slowing pushes a lot more and the Ultralisk Charge fixes their problem of mobility and getting stuck.
Fungal Growth
Profile Joined November 2010
United States434 Posts
October 22 2011 18:15 GMT
#6424
So if you replicate a zergling...do you get the burrow ability free? Could be useful for expansion blocking. Actually think the 'free upgrade' portion of the replicates will be what will be nerfed.

This sounds like a cool unit....too bad Browder has said there is only a 50/50 chance it stays in the game.
Lazerlike42
Profile Joined July 2011
United States104 Posts
October 22 2011 18:15 GMT
#6425
On October 23 2011 03:12 Ammoth wrote:
Anyone out there who can get a hold of the current stats of the new units that can update liquipedia or something? :/ Would be much appricieated! <3



This is the closest I've seen: http://www.gamefront.com/blizzcon-2011-starcraft-2-heart-of-the-swarm-new-multiplayer-unit-stats-and-abilities/
testthewest
Profile Joined October 2011
Germany274 Posts
October 22 2011 18:15 GMT
#6426
On October 23 2011 02:16 ohampatu wrote:
Show nested quote +
On October 23 2011 02:14 roymarthyup wrote:
i feel to be balanced, replicants absolutely must not be able to copy drones or scv's.


i can see it now. every game toss will send observer into enemy base, replicate a scv', and build a command center as his third base. keep a scv at home to make barracks and use the CC at your third, take your third, turn it into a planetary, and now the toss with a couple barracks will be massing MARINES with his army.... extremely imbalanced


it was extremely hard for toss to mind control SCV's and drones in BW

it is extremely hard for zerg to NP a scv/probe and make a new tech

it will be EASY for toss to do it with replicants. it will be very OP





i however can live with the idea of the replicant. it just would be too overpowered if it can target scv/drone



Somebody has already done the math. And it will take thousands of resources just to get a planetary or OC. Your forgetting that you have to build the CC, then a supply depot, then a barracks (and an engi bay if you want PF). It wont be done ever in any competitive game. Anybody who has the same skill or near the same skill as you, can just come kill you.


I'm not so sure. You buy the replicant (200/200) and build an CC, which can be done in your mainbase. You build 3-4 SCV's and use it for your next expansion, thereby making it not more expensive than your Nexus. The SCV's build one depot, which is the same price as a pylon you need anyways. Then you use the 4 SCV to pump out 4 Rax with 1 techlab and 3 reactors and, voila, all of a sudden you can dump your minerals in a high-dps ranged unit. The extracost being only the replicant and some time.
Of course this is a move for a 3 base situation, not earlier.



War is not about who is right, but who is left.
TALegion
Profile Joined October 2010
United States1187 Posts
October 22 2011 18:15 GMT
#6427
On October 23 2011 01:09 mordk wrote:
I think the replicant might be a bit too strong in certain scenarios, its probably gonna be key in:

1-1-1 defense: It effectively nullifies 1-1-1 as a viable build; replicate a siege tank to control the area, or replicate a raven then HSM the marines.
Late game caster battles: The replicant counters ghosts if well played, and there's something else that hasn't been considered. The replicant is effectively a khaydarin amulet.

I could write up a few more situations in which it can really be an amazing unit, maybe too amazing.

never thought of it like this...
Oh, the possibilities.
A person willing to die for a cause is a hero. A person willing to kill for a cause is a madman
Fungal Growth
Profile Joined November 2010
United States434 Posts
October 22 2011 18:16 GMT
#6428
For stats, here is another nice summary:

http://sea.battle.net/sc2/en/forum/topic/171447155
Lazerlike42
Profile Joined July 2011
United States104 Posts
October 22 2011 18:16 GMT
#6429
On October 23 2011 03:05 Infleto wrote:
I am concerned with staking shredders @ a zerg's natural base's choke. This would preventing Creep and Preventing Zerg form taking a 3rd.

At 20 Damage a sec.
2 would one shot any number of lings and banelings.
6 would one shot any number of Mutas
8 would one shot any number of roaches.


They don't stack damage. No number can one shot anything.
sitromit
Profile Joined June 2011
7051 Posts
October 22 2011 18:17 GMT
#6430
On October 23 2011 03:14 BeeNu wrote:
Show nested quote +
On October 23 2011 03:09 FrostedMiniWheats wrote:
On October 23 2011 03:01 BeeNu wrote:
So does anybody else think the new Swarm Host looks like useless? I really can't imagine how to make such a unit worthwhile or even how it's supposed to let the Zerg control a territory or even slow down a push.


The concept of it sounds really cool and useful gameplay wise. However, based on what little they've shown....well, it looked like shit :/

The locusts looked like they needed to have their spawn time reduced from that short demo to have better offensive use. They only cost 200/100 and come from an infestation pit, so maybe they could have some use defending or delaying drop harass at expansions.


The thing is, aside from giving out "free" units periodically it doesn't actually do anything that say, a few Roaches can't do so like, wtf is the point? I just want my Lurker back!

Although, aside from that I'm pretty happy with the Zerg changes, Hydras will be finally fixed, Baneling burrow move buff is huge and will allow them to fill a role of controlling space and slowing pushes a lot more and the Ultralisk Charge fixes their problem of mobility and getting stuck.


How are hydras being fixed exactly? It's a friggin Hive upgrade. By that time, Hydras are already useless because there's so much AoE and they have very little HP. They're still just as expensive as before for what they're capable of, how easily they die. Zerg still has no anti-air in the early game, and now Protoss can phase out Spores...
MattyClutch
Profile Blog Joined September 2010
United States711 Posts
October 22 2011 18:17 GMT
#6431
On October 23 2011 03:04 ohampatu wrote:
Show nested quote +
On October 23 2011 02:57 MattyClutch wrote:
On October 23 2011 02:53 ohampatu wrote:
On October 23 2011 02:46 Toadvine wrote:
On October 23 2011 02:33 The KY wrote:
On October 23 2011 02:27 Toadvine wrote:
On October 23 2011 02:13 ohampatu wrote:
On October 23 2011 02:11 Al Bundy wrote:
I have to say that so far I love the new Protoss Units. I kinda like how the Oracle works, from what I've seen with good enough multitasking, you can literally shut down the opponent's economy.

Also I love the nexus abilities, man this is going to be insane.



Exactly. Just picture this:


Your observer spots the terran army moving to the middle of map, possibly checking the xel'naga before pushing. You see this, and use 2 oracles at his main and natural to shut down the mining. Terran is going to have be super defensive and play smart because good oracle play will just own. Multitasking and good effective apm will be rewarded.


And then the Terran attacks with his army and just rolls you over because you spent 150 gas on a Stargate, and then 400 gas on two Oracles which do jack shit in an actual engagement.


Please. You don't know how Oracle builds will play out in terms of cost, time and composition, none of us do. It'll take months of play to see what effect it will really have.

Dismissing it as impossible because your half baked theorycrafting says it won't work is really jumping the gun.

Imagine another instance where late game a terran drops 20 mules onto a gold base. You block his minerals and while he is pulling back some of his army to deal with it the timer on his mules is ticking down and going to waste.


Did you only read the first two lines of my post, or did you choose to ignore the rest because it didn't fit with your desired response?

It's not theorycrafting, it's really fucking simple, and I'll lay it out for you again: Right now, a Protoss can die to a 2 base Terran all-in because he chose to build Phoenix instead of getting proper combat units. This problem is obviously exacerbated by Oracles, which cost more and don't do anything at all in a battle. So, unless there's some kind of huge PvT redesign, and Protoss gains a major defensive advantage, you will only see them in the lategame for this reason alone.

So yeah, from what has been revealed thus far, it's not something Protoss needs. Protoss has enough expensive lategame harass, we don't need any more.



Actually. Your right, its 'really fucking simple'. Your wrong.

In PvT, opening phoenix doesn't mean you auto lose, although its possible to have a BO loss. With the current change in warp prisms, many protoss are making them 'very early game' to harrass with by dropping zealots in mineral lines.

Using warp prism/zealots actualy costs more than just using the oracle. Protoss users make 'non combat' units on 1 or 2 base and dont 'auto lose' to every allin. I hope you understand the difference between allins, timing pushes, and cheese though. Because you dont seem to.

So are you telling me that all the pros that we see doing warp prism harrass or phoenix harrasss before lategame are bad?

Please man. Take your pointless flames with no actual evidence somewhere else.

The oracle is fucking awesome. 2 of those in the midgame with proper multitasking is going to completely own and reward players who have the apm/ability to do it whilst macroing.

Also, protoss doesn't have 'late game harrass'. DT Expand is not late game, although DT's in the late game are sometimes better. We have harrass units, that can be used in early or late game, depending on certain situations.

The only issue protoss has in WoL, is that the stalker is really a bad unit, as is the collosi. Most of Protoss issues are from game design and balance issues with the other races units, not really are own.


This UNIT IS GOOD



I didn't read a lot of the previous posts you replied to, but you just listed the already existing and vastly superior alternatives to this unit. Aren't you arguing against your own point of the unit being good? No one was saying harass is bad... We are saying why use this 1/2 baked harass when we could just actually harass. See my previous posts for more details.



The oracle isn't 1/2 baked to me.

Warp Prism/4 zealots is taking more away from your army then using the oracle. And in this thread ive pointed out many situations midgame (taldarim altar with 3 bases up for t and p). Where you can out multitask you opponent with 2 oracles and a warp prism. Also delaying 2 of the 4 rax the terran player has for 45 seconds is pretty fucking good.

I think people are jumping the gun hugely to complain. We didn't get the best units, but i think we got units that will reward micro/apm/multitasking/etc. Which is good cause i consider protoss the micro race anyway. So if you can excell at that, then you should get ahead. Disabling 2 mining bases for 45 seconds is not bad at all. Or stopping the starport from pumping vikings out. I think the units toss got will promote alot of strategies and could make us an actual race to be afraid of offensively. Cause currently terran and zerg aren't afraid of any aggression for the most part, except for gimmicky 2 base allins. This changes that.


Oh I admit the building disable can be useful. I just think the 'mineral FF' is stupid. By the time I can employ that I can drop and do real damage without wasting time, money, and pop on a unit that cannot fight.
Nihn'kas Neehn
KDot2
Profile Blog Joined March 2011
United States1213 Posts
October 22 2011 18:18 GMT
#6432
On October 23 2011 03:12 Aiurr wrote:
If that gay warhouds are for real then I am switching to zerg. Terran is no fun anymore. Blizzard makes it into a stupid turtle race... I didn't want more turtling... I wanted more mobility...



Terran cant have everyting ... mech is what terran is really supposed to be
Krehlmar
Profile Joined August 2010
Sweden1149 Posts
October 22 2011 18:19 GMT
#6433
:/ I don't get what makes the ground thing from zerg much different from brood lord other than instead of vikings snipering it you'll have siegetanks raping them instead. Not like endgame terran has to few scans -_-

I just really don't like the replica because it feels like a cheap unit but meh it worked in brood war, then again in brood war sinking that much resources could alot of the time be a costly thing, with the speed (and mules, gold bases etc) of Starcraft II it doesn't seem like such a mineral sink and christ who doesn't want siegetanks/infestors/ghosts/ravens? Replicate a raven, PDD and win.

Biggest complaint is still the terran units, I don't get removing mothership and adding a new hero unit, I don't get the ugly walker (it's just ugly, good against mechanical? Why? Mauraders isn't enough we need to add antiair?) and the Shredder just seems to ruin ZergvsTerran whilst not doing all to much in TerranvsProtoss, still it feels pretty cheap from what I can tell and needs very few actions/resources to practically cockblock alot of the other species harass/units.
My Comment Doesnt Matter Because No One Reads It
BeeNu
Profile Joined June 2011
615 Posts
October 22 2011 18:21 GMT
#6434
On October 23 2011 03:17 sitromit wrote:
Show nested quote +
On October 23 2011 03:14 BeeNu wrote:
On October 23 2011 03:09 FrostedMiniWheats wrote:
On October 23 2011 03:01 BeeNu wrote:
So does anybody else think the new Swarm Host looks like useless? I really can't imagine how to make such a unit worthwhile or even how it's supposed to let the Zerg control a territory or even slow down a push.


The concept of it sounds really cool and useful gameplay wise. However, based on what little they've shown....well, it looked like shit :/

The locusts looked like they needed to have their spawn time reduced from that short demo to have better offensive use. They only cost 200/100 and come from an infestation pit, so maybe they could have some use defending or delaying drop harass at expansions.


The thing is, aside from giving out "free" units periodically it doesn't actually do anything that say, a few Roaches can't do so like, wtf is the point? I just want my Lurker back!

Although, aside from that I'm pretty happy with the Zerg changes, Hydras will be finally fixed, Baneling burrow move buff is huge and will allow them to fill a role of controlling space and slowing pushes a lot more and the Ultralisk Charge fixes their problem of mobility and getting stuck.


How are hydras being fixed exactly? It's a friggin Hive upgrade. By that time, Hydras are already useless because there's so much AoE and they have very little HP. They're still just as expensive as before for what they're capable of, how easily they die. Zerg still has no anti-air in the early game, and now Protoss can phase out Spores...


Naaah, I think early game you can now use Hydras for AA and now they won't lose their utility once Colossus come out because around that time you will be able to get Hive Tech anyways. The biggest current problem with Hydras is that you can get them for a period of time in the early-midgame and then they become a burden because they lack mobility in the lategame, a Hive upgrade is good.
Krehlmar
Profile Joined August 2010
Sweden1149 Posts
October 22 2011 18:21 GMT
#6435
Also blizzard obviously knows nothing about balance:


"Terran has problem with lategame zealot! They get around this problem with stimpack and kiting!"
No they don't, they EMP them and then the zealots melt
. Don't they even watch GSL/MLG finals or what?
My Comment Doesnt Matter Because No One Reads It
starslayer
Profile Joined August 2011
United States696 Posts
October 22 2011 18:22 GMT
#6436
i like all the new units now after seen the blizzard people talk about them and how they are going to be used should be alot of fun cant wait
i came here to kickass and chew bubblegum and i'm all out of bubble gum
Rorschach
Profile Joined May 2010
United States623 Posts
October 22 2011 18:22 GMT
#6437
On October 23 2011 03:21 Krehlmar wrote:
Also blizzard obviously knows nothing about balance:


"Terran has problem with lategame zealot! They get around this problem with stimpack and kiting!"
No they don't, they EMP them and then the zealots melt
. Don't they even watch GSL/MLG finals or what?



EMP owns chargelot/archon comps pretty hard.
If they nerf EMP radius like they were talking then terran might have problem with them lategame.........
En Taro Adun, Executor!
jdseemoreglass
Profile Blog Joined July 2010
United States3773 Posts
October 22 2011 18:22 GMT
#6438
Personally, I'm excited to see some of these things in action. The community always manages to come up with interesting uses for units or abilities that blizzard never considered.

Obviously some of these things will be broken, that's a given. We simply have to wait out all the patches before things get balanced. I will admit the warhound is ugly as sin though. They really need to work on making units very distinguishable in a death ball.
"If you want this forum to be full of half-baked philosophy discussions between pompous faggots like yourself forever, stay the course captain vanilla" - FakeSteve[TPR], 2006
Qikz
Profile Blog Joined November 2009
United Kingdom12025 Posts
October 22 2011 18:22 GMT
#6439
On October 23 2011 03:21 Krehlmar wrote:
Also blizzard obviously knows nothing about balance:


"Terran has problem with lategame zealot! They get around this problem with stimpack and kiting!"
No they don't, they EMP them and then the zealots melt
. Don't they even watch GSL/MLG finals or what?


Have you not seen protoss players who split their zealots so they don't get all EMP'd?

I know I sure haven't during the GSL. I've seen it during ladder though.
FanTaSy's #1 Fan | STPL Caster/Organiser | SKT BEST KT | https://twitch.tv/stpl
Toadvine
Profile Joined November 2010
Poland2234 Posts
October 22 2011 18:23 GMT
#6440
On October 23 2011 02:53 ohampatu wrote:
Show nested quote +
On October 23 2011 02:46 Toadvine wrote:
On October 23 2011 02:33 The KY wrote:
On October 23 2011 02:27 Toadvine wrote:
On October 23 2011 02:13 ohampatu wrote:
On October 23 2011 02:11 Al Bundy wrote:
I have to say that so far I love the new Protoss Units. I kinda like how the Oracle works, from what I've seen with good enough multitasking, you can literally shut down the opponent's economy.

Also I love the nexus abilities, man this is going to be insane.



Exactly. Just picture this:


Your observer spots the terran army moving to the middle of map, possibly checking the xel'naga before pushing. You see this, and use 2 oracles at his main and natural to shut down the mining. Terran is going to have be super defensive and play smart because good oracle play will just own. Multitasking and good effective apm will be rewarded.


And then the Terran attacks with his army and just rolls you over because you spent 150 gas on a Stargate, and then 400 gas on two Oracles which do jack shit in an actual engagement.


Please. You don't know how Oracle builds will play out in terms of cost, time and composition, none of us do. It'll take months of play to see what effect it will really have.

Dismissing it as impossible because your half baked theorycrafting says it won't work is really jumping the gun.

Imagine another instance where late game a terran drops 20 mules onto a gold base. You block his minerals and while he is pulling back some of his army to deal with it the timer on his mules is ticking down and going to waste.


Did you only read the first two lines of my post, or did you choose to ignore the rest because it didn't fit with your desired response?

It's not theorycrafting, it's really fucking simple, and I'll lay it out for you again: Right now, a Protoss can die to a 2 base Terran all-in because he chose to build Phoenix instead of getting proper combat units. This problem is obviously exacerbated by Oracles, which cost more and don't do anything at all in a battle. So, unless there's some kind of huge PvT redesign, and Protoss gains a major defensive advantage, you will only see them in the lategame for this reason alone.

So yeah, from what has been revealed thus far, it's not something Protoss needs. Protoss has enough expensive lategame harass, we don't need any more.



Actually. Your right, its 'really fucking simple'. Your wrong.

In PvT, opening phoenix doesn't mean you auto lose, although its possible to have a BO loss. With the current change in warp prisms, many protoss are making them 'very early game' to harrass with by dropping zealots in mineral lines.

Using warp prism/zealots actualy costs more than just using the oracle. Protoss users make 'non combat' units on 1 or 2 base and dont 'auto lose' to every allin. I hope you understand the difference between allins, timing pushes, and cheese though. Because you dont seem to.

So are you telling me that all the pros that we see doing warp prism harrass or phoenix harrasss before lategame are bad?

Please man. Take your pointless flames with no actual evidence somewhere else.

The oracle is fucking awesome. 2 of those in the midgame with proper multitasking is going to completely own and reward players who have the apm/ability to do it whilst macroing.

Also, protoss doesn't have 'late game harrass'. DT Expand is not late game, although DT's in the late game are sometimes better. We have harrass units, that can be used in early or late game, depending on certain situations.

The only issue protoss has in WoL, is that the stalker is really a bad unit, as is the collosi. Most of Protoss issues are from game design and balance issues with the other races units, not really are own.


This UNIT IS GOOD


1. Opening Phoenix and then expanding on a map without a natural ramp, can die really easily to a 2 base bio all-in. Actually, the last time I've seen someone try it, this exact thing happened (Terran vs Tyler in that MLG Invitational thing, on Metalopolis). If you decide to build units that don't actually do anything in a battle, it'd be a total massacre.

2. I'm not sure why you're talking about Warp Prisms, which only cost minerals, and come from a Robo, which actually produces units that are useful in the midgame - like Observers, Immortals and Colossi. A Stargate can make Phoenix and VRs, which aren't especially good as a part of your main army, unless you're making some kind of a silly deathball vs Zerg.

3. Again, if you build "2 Oracles in the midgame", you probably won't have gas left for much else. Unless Protoss gameplay is going to shift dramatically, and we won't need tech to deal with core units of the other races - which doesn't appear to be the case, building Oracles won't be a good idea. You won't be able to attack and will take a very delayed third.

How exactly am I flaming anyway? It's you who seems mad for whatever reason, I'm just disappointed in the new units in general. I think they're gimmicky and don't solve any of the true problems Protoss face in high-level play.
"There are always some Eskimos ready to instruct the Congolese on how to cope with heat waves." - S.J.Lec
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