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1.4.2 Patch notes PTR - Page 79

Forum Index > SC2 General
2455 CommentsPost a Reply
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Neurosis
Profile Joined October 2010
United States893 Posts
October 26 2011 11:22 GMT
#1561
I like the EMP and protoss shield cost changes, but not the rest. I don't think protoss needs such huge sweeping buffs but hey, I guess Blizzard knows best right? As was pointed out in the OP, if they plan on nerfing EMP radius then they should do the same to fungal growth, it's only fair.
Slomo
Profile Joined November 2010
Germany7198 Posts
October 26 2011 11:22 GMT
#1562
Great Patch for Protoss. If Blizzard would make the Stalker profit from weapon upgrades properly, I'd be happy.
RIP DOUBLE TI OG | #18 never forget
Dalavita
Profile Joined August 2010
Sweden1113 Posts
October 26 2011 11:22 GMT
#1563
On October 26 2011 20:19 DarkPlasmaBall wrote:
Show nested quote +
On October 26 2011 20:16 Dalavita wrote:
On October 26 2011 20:05 Teiwaz wrote:
On October 26 2011 20:02 Teoita wrote:
On October 26 2011 19:56 Krejven wrote:
So many people who for some reason belive ghosts emp and snipe have range 10 as base. NO they have 9 in range same as storm and fungal, together with the radius it is still the same as fungal and storm.

Snipe is same range as feedback and broodlord attack, 9, so stop saying it is op because it has longer range than feedback because it's a lie.


Not. http://wiki.teamliquid.net/starcraft2/Ghost. Get your facts straight next time please. Also EMP is aoe which further adds to its range compared to Feedback.


Don't talk to people who can't even do basic math.


While snipe is one range further ahead, it takes about a fourth of a second for the HT to cover that distance and the feedback ability is instant, whereas snipe has an animation, and you need two to kill the HT.


Wouldn't the ghosts be cloaked too, making the point moot?

(I'm curious if the counterquestion to that is: "Wouldnt Protoss *always* have an observer with his army?" Although I wonder how far out the observer has to be, and it's actually not very hard to see observers, which makes it just a scan and shoot away from dying.)


Meh. That's an argument in the style of "marines get raped by banelings, banelings get raped by tanks, tanks get raped by zerglings, zerglings get raped by marines" rinse repeat argument. Yeah, observers can be spotted and sniped, yeah this and that can happen.

I made a direct comparison between snipe and feedback, nothing else.

Honestly, I think people have been misusing observers badly in PvT, but that's regardless of the comparison.
Roblin
Profile Joined April 2010
Sweden948 Posts
October 26 2011 11:24 GMT
#1564
On October 26 2011 20:16 aRRoSC2 wrote:
Show nested quote +
On October 26 2011 06:34 Kava wrote:
Area covered by:

1.4.0 EMP: ~12.6
1.4.2 EMP: ~9.4

25% less area covered by each individual EMP. Not game-breaking but it will be more difficult for a terran to EMP your entire army as long as you're not letting all of your shit cluster up.


A = Pi * r^2, not A = Pi + r^2


so the real numbers are:
1.4.0 EMP = PI * 2^4 ≈ 12.6
1.4.2 EMP = PI * 1.5^2 ≈ 7
12.6 / 7 ≈ 0.56
1-0.56 = 0.44

the decrease in area is 44%
I'm better today than I was yesterday!
Teiwaz
Profile Joined September 2010
Austria158 Posts
October 26 2011 11:26 GMT
#1565
On October 26 2011 20:16 Dalavita wrote:
Show nested quote +
On October 26 2011 20:05 Teiwaz wrote:
On October 26 2011 20:02 Teoita wrote:
On October 26 2011 19:56 Krejven wrote:
So many people who for some reason belive ghosts emp and snipe have range 10 as base. NO they have 9 in range same as storm and fungal, together with the radius it is still the same as fungal and storm.

Snipe is same range as feedback and broodlord attack, 9, so stop saying it is op because it has longer range than feedback because it's a lie.


Not. http://wiki.teamliquid.net/starcraft2/Ghost. Get your facts straight next time please. Also EMP is aoe which further adds to its range compared to Feedback.


Don't talk to people who can't even do basic math.


While snipe is one range further ahead, it takes about a fourth of a second for the HT to cover that distance and the feedback ability is instant, whereas snipe has an animation, and you need two to kill the HT.


You mean the 0 energy HT who can't feedback 'cause he got EMP'd at range 11 and can't outrun shit 'cause he's slow as fuck? Yeah
↑ Now is the time to make use of the skills and wisdom you have acquired. ↑
Krejven
Profile Joined August 2010
Sweden105 Posts
October 26 2011 11:27 GMT
#1566
On October 26 2011 20:17 Teiwaz wrote:
Show nested quote +
On October 26 2011 20:11 Krejven wrote:
On October 26 2011 20:05 Teiwaz wrote:
On October 26 2011 20:02 Teoita wrote:
On October 26 2011 19:56 Krejven wrote:
So many people who for some reason belive ghosts emp and snipe have range 10 as base. NO they have 9 in range same as storm and fungal, together with the radius it is still the same as fungal and storm.

Snipe is same range as feedback and broodlord attack, 9, so stop saying it is op because it has longer range than feedback because it's a lie.


Not. http://wiki.teamliquid.net/starcraft2/Ghost. Get your facts straight next time please. Also EMP is aoe which further adds to its range compared to Feedback.


Don't talk to people who can't even do basic math.


Or to people who are unaware of the difference between mathematics and misinformation.


Dude...

1.) 9+x is often times greater than 9
2.) 75HP Marines? Seriously?
3.) Not even Bronze players take a full storm.


First yes I was apparently wrong that the base range is 10 and not 9 we have concluded that. However I said BASE range, not total effective range, as you can tell by me mentioning you add the radius.
Secondly the 75 is the aoe dmg of the storm, not how much dmg the MM ball takes. If 10 targets get hit by a storm the max dmg they can take is 750. I did however say that if in a more likely case the terran player micros out of the storm after half of the duration it still does 375 dmg.
To answer your third statement: no they do not which is why I made a more likely scenario of them being hit for only half the duration.
A positive attitude may not solve all your problems, but it will annoy enough people to make it worth the effort.
Shade_FR
Profile Joined June 2010
France378 Posts
Last Edited: 2011-10-26 11:29:37
October 26 2011 11:28 GMT
#1567
The following units benefit from the Ground Protoss upgrades :
  • Zealot
  • Stalker
  • Sentry
  • Immortal
  • Colossus
  • Dark Templar
  • Archons

The Protoss race can already Chrono Boost their upgrades to gain an advantage over the other races. I am not sure why Blizzard made this change. I kinda agree with the Shield Upgrade but buffing Protoss Ground Upgrade makes no sense.
EU Zerg player - Streaming @ http://twitch.tv/shade_cst
Dalavita
Profile Joined August 2010
Sweden1113 Posts
October 26 2011 11:29 GMT
#1568
On October 26 2011 20:26 Teiwaz wrote:
Show nested quote +
On October 26 2011 20:16 Dalavita wrote:
On October 26 2011 20:05 Teiwaz wrote:
On October 26 2011 20:02 Teoita wrote:
On October 26 2011 19:56 Krejven wrote:
So many people who for some reason belive ghosts emp and snipe have range 10 as base. NO they have 9 in range same as storm and fungal, together with the radius it is still the same as fungal and storm.

Snipe is same range as feedback and broodlord attack, 9, so stop saying it is op because it has longer range than feedback because it's a lie.


Not. http://wiki.teamliquid.net/starcraft2/Ghost. Get your facts straight next time please. Also EMP is aoe which further adds to its range compared to Feedback.


Don't talk to people who can't even do basic math.


While snipe is one range further ahead, it takes about a fourth of a second for the HT to cover that distance and the feedback ability is instant, whereas snipe has an animation, and you need two to kill the HT.


You mean the 0 energy HT who can't feedback 'cause he got EMP'd at range 11 and can't outrun shit 'cause he's slow as fuck? Yeah


Hell. If you use up 75+50 energy to kill a single HT, that could be the be worst usage of your ghosts energy possible, when blanketing the opponents army is more important.

And if that 1 range takes a fourth of a second to cover, two range would take half a second to cover. (and that's only if the emp would hit at the absolute edge of its radius)

Also, warp prism ferrying.
rEalGuapo
Profile Joined January 2011
Germany832 Posts
Last Edited: 2011-10-26 11:31:41
October 26 2011 11:30 GMT
#1569
On October 26 2011 20:00 TheDraken wrote:
Show nested quote +
On October 26 2011 18:21 rEalGuapo wrote:
I still think that Zergs do not use all their abilities. I have seen SO FEW Nydus Networks in SC2. Seriously, you can move your entire army or a part of it ultra fast.


i doubt you play zerg.

say blizz required that once you rally a medivac to drop, you can't control it at all. if you rally a drop, it's gonna drop. once you arrive to where you're going to drop, you need to make sure you have a 3x3 space before you sit there for 15 seconds. once your 15 seconds is up, the enemy gets an audio notification "TERRAN IS DROPPING FROM A MEDIVAC" as you unload your first unit. remember, you can't go back, and your medivac doesn't heal at all. if you want to retreat the enemy gets to kill your medivac. if you want to drop with two medivacs, you have to wait 15 seconds after your first medivac waits 15 seconds. or you could build two starports so you can have 2 medivacs at the same time.

strange why a zerg would never want that.


yeah because you cannot build nydus outside of your opponents base... wait..

srsly you could make runbys way easier and connect bases etc.
Or you have a Nydus at his 4th base, to harras the third kinda like a proxy pylon with the possibility to retreat. Later if he moves out you plant another one, so you can attack his siegetank line from the back and the front.
Possibilities are almost infinite but you will propably never see that.

Plus what is that crap about if you order the drop its gonna drop, you can retreat back through Nydus. And if it gets spotted no one forces you to press "Unload"...
Oh and I have played about 300-400 Games as Zerg.

Krejven
Profile Joined August 2010
Sweden105 Posts
October 26 2011 11:30 GMT
#1570
On October 26 2011 20:18 Roblin wrote:
Show nested quote +
On October 26 2011 20:00 Krejven wrote:
On October 26 2011 19:57 Teiwaz wrote:
On October 26 2011 19:38 DarkPlasmaBall wrote:
+ Show Spoiler +
On October 26 2011 19:28 Brutalisk_SC1 wrote:
The terran change makes sense. The forge change does not...

Most 4-gate blink strategies focus on also getting 2 attack upgrades on those stalkers. They've made it now even easier to do so.

The Shield cost decrease would help those who use Immos early on, as a shield upgrade, especially early in the game will greatly increase the survivability of an Immo.

Does anyone know why Blizz opted to make these upgrades cheaper?

(BTW random question: is there a way to change my username in the forum? The Edit Profile doesn't seem to have that option)


To try and make Protoss a little more cost-efficient with the upgrades, because Blizzard admitted that Protoss was feeling generally weaker (not surprisingly). Protoss shield upgrades never gets touched (even +1 is a bit of an investment early on), and keep in mind that although armor generally works on all Protoss units (as opposed to just ground or just air), it only works on the health- not the shields. Protoss upgrades used to cost more than the Terran or Zerg upgrades. Now, they're costing a normal amount.

Not that saving a few minerals or gas (especially when you're off multiple bases) will really do anything gamebreaking (in reality, it'll allow Protoss to start the higher upgrades about 5-10 seconds earlier), but they wanted to lower the costs so that they're not as heavy an initial investment (especially shields). Quite frankly, they should have been these new costs from the beginning, in my opinion.


Bold part - am I missing something here? Last time I played I'm pretty sure I upgraded air units at the Cyber Core.

I'm fine with the changes. Upgrade costs are now more balanced overall and for the EMP radius we have to see how it plays out. Still waiting for Snipe (terrible, terrible damage for almost no cost) and EMP range (outrangeing supposed counter spell by far?) nerfs.


How much dmg does a fungal or a storm do to a pack of MM? If you hit 10 marines in a storm that's 750 dmg for the full duration, so let's say the terran reacts quickly and pulls it out in half the time, thats 375 dmg for 75 energy. How much of this "terrible terrible damage" do you get from 75 énergy? you get 135 damage in total, congratulations you can kill a roach.


at times it is better to do 135 damage to a single unit fast than it is to do 75 damage to 5 units slowly, think ultralisk: it dies of 8 consecutive storms (600 energy = 4 HT (because each HT can only use 150 of its energy)) which take 32 seconds
or it dies of 12 snipes (250 energy = 2 ghosts) which takes 2-3 seconds assuming only 2 ghosts are around to snipe (having 12 ghosts with 25 energy each would kill the ultralisk in a fraction of a second)

That's the whole point, it's who different skills with different uses. One is aoe and the other is singletarget. Should the snipe ability do less single target dps compared to storm or fungalgrowth?
A positive attitude may not solve all your problems, but it will annoy enough people to make it worth the effort.
Daralii
Profile Joined March 2010
United States16991 Posts
October 26 2011 11:30 GMT
#1571
On October 26 2011 20:28 Shade_CsT wrote:
The following units benefit from the Ground Protoss upgrades :
  • Zealot
  • Stalker
  • Sentry
  • Immortal
  • Colossus
  • Dark Templar
  • Archons

The Protoss race can already Chrono Boost their upgrades to gain an advantage over the other races. I am not sure why Blizzard made this change. I kinda agree with the Shield Upgrade but buffing Protoss Ground Upgrade makes no sense.

The change in cost to armor gives us enough resources to make a probe and a half by the time we start +3.
Fear is freedom! Subjugation is liberation! Contradiction is truth!
DrPhilOfdOOm
Profile Joined July 2011
Sweden353 Posts
October 26 2011 11:31 GMT
#1572
Buffing ground upgrades are stupid. the allready have a hugh advantage in chrono boost.
Fyodor
Profile Blog Joined September 2010
Canada971 Posts
October 26 2011 11:31 GMT
#1573
On October 26 2011 20:20 aRRoSC2 wrote:
Show nested quote +
On October 26 2011 06:34 Kava wrote:
Area covered by:

1.4.0 EMP: ~12.6
1.4.2 EMP: ~9.4

25% less area covered by each individual EMP. Not game-breaking but it will be more difficult for a terran to EMP your entire army as long as you're not letting all of your shit cluster up.


A = Pi * r^2, not A = Pi * 2r

yep lol. more like 50% less area?
llllllllllllllllllllllllllllllllllllllllllll
Teiwaz
Profile Joined September 2010
Austria158 Posts
Last Edited: 2011-10-26 11:33:46
October 26 2011 11:32 GMT
#1574
On October 26 2011 20:27 Krejven wrote:
Show nested quote +
On October 26 2011 20:17 Teiwaz wrote:
On October 26 2011 20:11 Krejven wrote:
On October 26 2011 20:05 Teiwaz wrote:
On October 26 2011 20:02 Teoita wrote:
On October 26 2011 19:56 Krejven wrote:
So many people who for some reason belive ghosts emp and snipe have range 10 as base. NO they have 9 in range same as storm and fungal, together with the radius it is still the same as fungal and storm.

Snipe is same range as feedback and broodlord attack, 9, so stop saying it is op because it has longer range than feedback because it's a lie.


Not. http://wiki.teamliquid.net/starcraft2/Ghost. Get your facts straight next time please. Also EMP is aoe which further adds to its range compared to Feedback.


Don't talk to people who can't even do basic math.


Or to people who are unaware of the difference between mathematics and misinformation.


Dude...

1.) 9+x is often times greater than 9
2.) 75HP Marines? Seriously?
3.) Not even Bronze players take a full storm.


First yes I was apparently wrong that the base range is 10 and not 9 we have concluded that. However I said BASE range, not total effective range, as you can tell by me mentioning you add the radius.
Secondly the 75 is the aoe dmg of the storm, not how much dmg the MM ball takes. If 10 targets get hit by a storm the max dmg they can take is 750. I did however say that if in a more likely case the terran player micros out of the storm after half of the duration it still does 375 dmg.
To answer your third statement: no they do not which is why I made a more likely scenario of them being hit for only half the duration.


375 dmg for 75 energy - that's 5 dpe (damage per energy). Taking into account that the HT is 1.) very slow and has 2.) no other form of attack at least I think 5 dpe is ok for an AOE spell.
↑ Now is the time to make use of the skills and wisdom you have acquired. ↑
Serashin
Profile Joined November 2010
235 Posts
Last Edited: 2011-10-26 11:38:59
October 26 2011 11:34 GMT
#1575
On October 26 2011 20:19 DarkPlasmaBall wrote:
Show nested quote +
On October 26 2011 20:16 Dalavita wrote:
On October 26 2011 20:05 Teiwaz wrote:
On October 26 2011 20:02 Teoita wrote:
On October 26 2011 19:56 Krejven wrote:
So many people who for some reason belive ghosts emp and snipe have range 10 as base. NO they have 9 in range same as storm and fungal, together with the radius it is still the same as fungal and storm.

Snipe is same range as feedback and broodlord attack, 9, so stop saying it is op because it has longer range than feedback because it's a lie.


Not. http://wiki.teamliquid.net/starcraft2/Ghost. Get your facts straight next time please. Also EMP is aoe which further adds to its range compared to Feedback.


Don't talk to people who can't even do basic math.


While snipe is one range further ahead, it takes about a fourth of a second for the HT to cover that distance and the feedback ability is instant, whereas snipe has an animation, and you need two to kill the HT.


Wouldn't the ghosts be cloaked too, making the point moot?

(I'm curious if the counterquestion to that is: "Wouldnt Protoss *always* have an observer with his army?" Although I wonder how far out the observer has to be, and it's actually not very hard to see observers, which makes it just a scan and shoot away from dying.)


it is impossible to keep observers within range to detect ghosts without being save from scan sniping.

that is one of the biggest flaws in PvT , Scan has no counter.


I and other protosses thus tried it with cannons and still not enough not to mention if you think further nothing stops terran from placing a nuke vs static defense , if it comes to the point that he is forced to move out in order to get the ghost another ghost has outranging snipe or emp . collosus wont do to get rid of it because of vikings or even in speacial cirumstances tanks + a wall .

I also dont need to mention lift which makes Terran the only race having it. Id like for HoTS a abbility on Nexus that allows teleporting it in order to save it vs abusive timing pushes that just work vs natural assault and not vs ramp assault.

this way blizzard can rethink of a new unit other then the replicator i dont like this unit at all.


HoTS will also introduce no more high / lowground powering of pylon energy .

The current situation , the future and the past was never shiny for Protoss all new players i either recomend to switch to other games wich allow you to play vs all avaible stuff or dont pick Protoss if you want be succesfull.

E: Cannons are the static defence with lowest detection radius , without reasonable explanation.

This lowest detection radius makes it also impossible to see banshees within range to defend mineral patches with 1 cannon , 2 cannnons cost to much .
There are to many targets , and i smile everytime they try to defend and thinking they are smart.
leather gracket
Profile Joined January 2011
51 Posts
Last Edited: 2011-10-26 11:38:23
October 26 2011 11:35 GMT
#1576
these are really stupid changes...

notice that terran upgrades cost exactly the same as protoss upgrades but..:

the protoss ground armor upgrade upgrades 8 units +1 (worker):
Archon, Colossus, Dark Templar, Sentry, High Templar, Immortal, Probe, Stalker, Zealot

the ground damage upgrades 7 units:
Archon, Colossus, Dark Templar, Sentry, Immortal, Stalker, Zealot.

protoss shields: ALLLLLLLLLLLLLLLLLL UNITS AND BUILDINGS

but it's not just the numbers, it's that the unit it ugprades are ALL the units of typical standard protoss army composition.

compare this to terran upgrades:
Infantry Weapons: Ghost, Marauder, Reaper, Marine
Infantry Armor: Ghost, Marauder, Reaper, Marine, SCV.

.. and you can just count this as 3 units, because of reapers.

then terran also needs to ugprade mech just for hellion, tank and thor, and air just for vikings.. and building armor also costs yet another 150/150 upgrade (comparing that shields = building armor for P)

same stuff goes for zerg, but at least the ground armor upgrade is for all ground units

emp? no comment. why doesn't blizzard just remove T from the game?
cleecks
Profile Joined March 2011
Netherlands109 Posts
October 26 2011 11:35 GMT
#1577
This patch mostly adresses things that have been talked about before, like EMP radius and the expensiveness of the shield upgrade. I'm okay with these changes because EMPs do have quite a big radius the shielddamage and energydamage they do. Also shield upgrades are really ignored most of the time now due to their cost, so dropping that seems like a good way to go.

However, I really don't like the way they decided to drop the cost of the attack upgrades. Protoss can already get them the fastest with chronoboost, and only needs to upgrade it once to effect all ground. (as opposed to zerg with melee/ranged and terran with ground mech/infantry)
Shield
Profile Blog Joined August 2009
Bulgaria4824 Posts
October 26 2011 11:35 GMT
#1578
On October 26 2011 20:22 Slomo wrote:
Great Patch for Protoss. If Blizzard would make the Stalker profit from weapon upgrades properly, I'd be happy.


Imho, it's tough to balance Stalker without breaking PvZ.
Krejven
Profile Joined August 2010
Sweden105 Posts
October 26 2011 11:36 GMT
#1579
On October 26 2011 20:32 Teiwaz wrote:
Show nested quote +
On October 26 2011 20:27 Krejven wrote:
On October 26 2011 20:17 Teiwaz wrote:
On October 26 2011 20:11 Krejven wrote:
On October 26 2011 20:05 Teiwaz wrote:
On October 26 2011 20:02 Teoita wrote:
On October 26 2011 19:56 Krejven wrote:
So many people who for some reason belive ghosts emp and snipe have range 10 as base. NO they have 9 in range same as storm and fungal, together with the radius it is still the same as fungal and storm.

Snipe is same range as feedback and broodlord attack, 9, so stop saying it is op because it has longer range than feedback because it's a lie.


Not. http://wiki.teamliquid.net/starcraft2/Ghost. Get your facts straight next time please. Also EMP is aoe which further adds to its range compared to Feedback.


Don't talk to people who can't even do basic math.


Or to people who are unaware of the difference between mathematics and misinformation.


Dude...

1.) 9+x is often times greater than 9
2.) 75HP Marines? Seriously?
3.) Not even Bronze players take a full storm.


First yes I was apparently wrong that the base range is 10 and not 9 we have concluded that. However I said BASE range, not total effective range, as you can tell by me mentioning you add the radius.
Secondly the 75 is the aoe dmg of the storm, not how much dmg the MM ball takes. If 10 targets get hit by a storm the max dmg they can take is 750. I did however say that if in a more likely case the terran player micros out of the storm after half of the duration it still does 375 dmg.
To answer your third statement: no they do not which is why I made a more likely scenario of them being hit for only half the duration.


375 dmg for 75 energy - that's 5 dpe (damage per energy). Taking into account that the HT is 1.) very slow and has 2.) no other form of attack at least I think 5 dpe is ok for an AOE spell.


Compared to the ghosts 1.8 dpe and you seem to forget the archon is a pretty strong unit
A positive attitude may not solve all your problems, but it will annoy enough people to make it worth the effort.
DarkPlasmaBall
Profile Blog Joined March 2010
United States45351 Posts
Last Edited: 2011-10-26 11:40:49
October 26 2011 11:37 GMT
#1580
On October 26 2011 20:22 Dalavita wrote:
Show nested quote +
On October 26 2011 20:19 DarkPlasmaBall wrote:
On October 26 2011 20:16 Dalavita wrote:
On October 26 2011 20:05 Teiwaz wrote:
On October 26 2011 20:02 Teoita wrote:
On October 26 2011 19:56 Krejven wrote:
So many people who for some reason belive ghosts emp and snipe have range 10 as base. NO they have 9 in range same as storm and fungal, together with the radius it is still the same as fungal and storm.

Snipe is same range as feedback and broodlord attack, 9, so stop saying it is op because it has longer range than feedback because it's a lie.


Not. http://wiki.teamliquid.net/starcraft2/Ghost. Get your facts straight next time please. Also EMP is aoe which further adds to its range compared to Feedback.


Don't talk to people who can't even do basic math.


While snipe is one range further ahead, it takes about a fourth of a second for the HT to cover that distance and the feedback ability is instant, whereas snipe has an animation, and you need two to kill the HT.


Wouldn't the ghosts be cloaked too, making the point moot?

(I'm curious if the counterquestion to that is: "Wouldnt Protoss *always* have an observer with his army?" Although I wonder how far out the observer has to be, and it's actually not very hard to see observers, which makes it just a scan and shoot away from dying.)


Meh. That's an argument in the style of "marines get raped by banelings, banelings get raped by tanks, tanks get raped by zerglings, zerglings get raped by marines" rinse repeat argument. Yeah, observers can be spotted and sniped, yeah this and that can happen.

I made a direct comparison between snipe and feedback, nothing else.

Honestly, I think people have been misusing observers badly in PvT, but that's regardless of the comparison.


I just don't think you can do that in a vacuum, because there exist other variables (like scans and observers)... especially since it's so easy to make ghosts essentially invulnerable in this situation. And I don't think it's really a problem of misusing observers (I'm a Protoss player and I've been trying to work this out). But okay ^^

On October 26 2011 20:34 Serashin wrote:
Show nested quote +
On October 26 2011 20:19 DarkPlasmaBall wrote:
On October 26 2011 20:16 Dalavita wrote:
On October 26 2011 20:05 Teiwaz wrote:
On October 26 2011 20:02 Teoita wrote:
On October 26 2011 19:56 Krejven wrote:
So many people who for some reason belive ghosts emp and snipe have range 10 as base. NO they have 9 in range same as storm and fungal, together with the radius it is still the same as fungal and storm.

Snipe is same range as feedback and broodlord attack, 9, so stop saying it is op because it has longer range than feedback because it's a lie.


Not. http://wiki.teamliquid.net/starcraft2/Ghost. Get your facts straight next time please. Also EMP is aoe which further adds to its range compared to Feedback.


Don't talk to people who can't even do basic math.


While snipe is one range further ahead, it takes about a fourth of a second for the HT to cover that distance and the feedback ability is instant, whereas snipe has an animation, and you need two to kill the HT.


Wouldn't the ghosts be cloaked too, making the point moot?

(I'm curious if the counterquestion to that is: "Wouldnt Protoss *always* have an observer with his army?" Although I wonder how far out the observer has to be, and it's actually not very hard to see observers, which makes it just a scan and shoot away from dying.)


it is impossible to keep observers within range to detect ghosts without being save from scan sniping.

that is one of the biggest flaws in PvT , Scan has no counter.




I think that's a problem too. Scans vs. Observers. Perfect detection (provided enough energy, of course) vs. easy-to-kill detection (once detected... yet not hard to notice).
"There is nothing more satisfying than looking at a crowd of people and helping them get what I love." ~Day[9] Daily #100
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