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1.4.2 Patch notes PTR - Page 81

Forum Index > SC2 General
2455 CommentsPost a Reply
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Daralii
Profile Joined March 2010
United States16991 Posts
October 26 2011 11:48 GMT
#1601
On October 26 2011 20:46 trinxified wrote:
Show nested quote +
On October 26 2011 20:43 Krejven wrote:
On October 26 2011 20:41 trinxified wrote:
How big is the difference between radius 2 and 1.5? I can't imagine it being that big of a difference... 25% less...


The area of a circle is not calculated like that I'm afraid, it will be pretty much half the size as you can see from people on the previous page.


Oh damn really.. sucks to be bad in math.

Can anyone kindly point me out to the pictures of the radius change?

[image loading]
Fear is freedom! Subjugation is liberation! Contradiction is truth!
JayLN
Profile Joined May 2011
Germany25 Posts
October 26 2011 11:48 GMT
#1602
toss upgrades cheaper? chronoboosting your upgrades isnt strong enough? i would love to drop a mule on my engibay ;D
Apologize for playing that Race!
Teiwaz
Profile Joined September 2010
Austria158 Posts
October 26 2011 11:49 GMT
#1603
On October 26 2011 20:36 Krejven wrote:
Show nested quote +
On October 26 2011 20:32 Teiwaz wrote:
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


1.8 dpe SINGLE TARGET. And it's not connected to a research. And Ghosts can have 1 Snipe "for free" (+energy upgrade).
↑ Now is the time to make use of the skills and wisdom you have acquired. ↑
leather gracket
Profile Joined January 2011
51 Posts
October 26 2011 11:51 GMT
#1604
On October 26 2011 20:41 Teiwaz wrote:
Show nested quote +
On October 26 2011 20:35 leather gracket wrote:
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?


U mad?
Seriously, I would have agreed to some parts until I read "Terran needs to upgrade mech just for Hellion, Tank & Thor". Hwat? That's all of your mech units o.O

Top 3 Terran QQ.


about the mech: I'm just comparing the races. the P buff will also affect PvZ.
and btw, there are also people who play pure mech or marines + mech vs P..

just calculate how much it would cost to upgrade all the 3x2x3 +1 (building armor) = 19 damage/armor upgrades to have a fully upgraded biomech T army,
whereas the fully upgraded "dream PvT" protoss army will just need 3*3 = 9 upgrades
rEalGuapo
Profile Joined January 2011
Germany832 Posts
October 26 2011 11:51 GMT
#1605
On October 26 2011 20:44 trinxified wrote:+ Show Spoiler +

On October 26 2011 20:35 leather gracket wrote:
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?


LOL.. what a clown. I'm not even a protoss player but I just found this post ridiculous.


Sometimes I really wish I could "like" a post
Jomppa
Profile Joined July 2011
1225 Posts
October 26 2011 11:53 GMT
#1606
wow, expected only some bug fixes but this is much better.
leather gracket
Profile Joined January 2011
51 Posts
Last Edited: 2011-10-26 11:55:32
October 26 2011 11:53 GMT
#1607
On October 26 2011 20:51 rEalGuapo wrote:
Show nested quote +
On October 26 2011 20:44 trinxified wrote:+ Show Spoiler +

On October 26 2011 20:35 leather gracket wrote:
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?


LOL.. what a clown. I'm not even a protoss player but I just found this post ridiculous.


Sometimes I really wish I could "like" a post


poor, poor immature community... no arguments whatsoever, just pure whining and flaming
Krejven
Profile Joined August 2010
Sweden105 Posts
October 26 2011 11:55 GMT
#1608
On October 26 2011 20:49 Teiwaz wrote:
Show nested quote +
On October 26 2011 20:36 Krejven wrote:
On October 26 2011 20:32 Teiwaz wrote:
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


1.8 dpe SINGLE TARGET. And it's not connected to a research. And Ghosts can have 1 Snipe "for free" (+energy upgrade).


Well they are different units or do you want them to be the same? Ghosts got a single target dps ability and they start with 25 extra energy if you upgrade it. As do infestors if you upgrade the +25 energy and templars used to have it but it got removed due to the combination with the warpgate mechanic.
A positive attitude may not solve all your problems, but it will annoy enough people to make it worth the effort.
Zorgaz
Profile Joined June 2010
Sweden2951 Posts
October 26 2011 11:55 GMT
#1609
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.


That isn't very fair, you can nydus in way more units in his base then you can drop in with a medivac, and while it's up you can keep sending units through it. Besides it's not like Zerg doesn't have other options to drop .

Nydus are not used enough, I admit i haven't used any in my last 20 games ^^
Furthermore, I think the Collosi should be removed! (Zorgaz -Terran/AbrA-Random/Zorg-Dota2) Guineapigs <3
theBizness
Profile Joined July 2011
United States696 Posts
October 26 2011 11:56 GMT
#1610

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.



1. Nydus aren't free. You sound like Incontrol.
2. Their build + unload time is way worse than a medivac.
2. Medivacs serve a significantly useful purpose other than transportation.
Less money for casters, more money for players.
TheDraken
Profile Joined July 2011
United States640 Posts
October 26 2011 11:58 GMT
#1611
On October 26 2011 20:35 leather gracket wrote:
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?



mhm. just let it all out. everything's going to be okay buddy.
i totally know where you're coming from.
terran needs to upgrade from not only the engineering bay, but if it wants to upgrade mech it needs the armory, which costs more money. it costs not only minerals but gas, which doesn't get mined with mules. toss has a completely unfair advantage with chrono boost. it can make probes faster which can mine both minerals and gas, so it really has an unfair gas advantage which means toss could get the armory faster than terran. toss can also build more than one forge, which makes it even less fair because then terran will be twice as behind because they still can't chrono boost probes for gas. it means that terran has horrible mechanical upgrades against protoss but they have to have mechanical because marines can't kill everything. so terrans are forced to outmacro with mules to make more bases to gain map control for more gas so they can make more armories to get upgrades. it's even more important since the engineering bay upgrades are less useful by cost/benefit because the reaper is too slow in the first 5 minutes, making my engineering bay upgrades worthless for the entire game. blizzard frikin needs to stop coddling toss and listening to all the qq because this has gone too far.
fast food. y u no make me fast? <( ಠ益ಠ <)
Teiwaz
Profile Joined September 2010
Austria158 Posts
October 26 2011 11:58 GMT
#1612
On October 26 2011 20:53 leather gracket wrote:
Show nested quote +
On October 26 2011 20:51 rEalGuapo wrote:
On October 26 2011 20:44 trinxified wrote:+ Show Spoiler +

On October 26 2011 20:35 leather gracket wrote:
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?


LOL.. what a clown. I'm not even a protoss player but I just found this post ridiculous.


Sometimes I really wish I could "like" a post


poor, poor immature community... no arguments whatsoever, just pure crying and flaming


Sorry, but they are right. Your post is just ridiculous.
Look at HP/SP distribution of Protoss units. Also buildings are 50%/50% HP/SP, so +3 shields ( is basically 1.5 armor for 675/675 minerals/gas (+ 570 seconds).
↑ 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 11:59 GMT
#1613
On October 26 2011 20:56 theBizness wrote:
Show nested quote +

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.



1. Nydus aren't free. You sound like Incontrol.
2. Their build + unload time is way worse than a medivac.
2. Medivacs serve a significantly useful purpose other than transportation.


2. Guess you better use the other drop option you have if that is the case.
3. Like a flying supply depot/pylon with capabilities to drop you mean?
A positive attitude may not solve all your problems, but it will annoy enough people to make it worth the effort.
rEalGuapo
Profile Joined January 2011
Germany832 Posts
October 26 2011 12:00 GMT
#1614
On October 26 2011 20:51 leather gracket wrote:
Show nested quote +
On October 26 2011 20:41 Teiwaz wrote:
On October 26 2011 20:35 leather gracket wrote:
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?


U mad?
Seriously, I would have agreed to some parts until I read "Terran needs to upgrade mech just for Hellion, Tank & Thor". Hwat? That's all of your mech units o.O

Top 3 Terran QQ.


about the mech: I'm just comparing the races. the P buff will also affect PvZ.
and btw, there are also people who play pure mech or marines + mech vs P..

just calculate how much it would cost to upgrade all the 3x2x3 +1 (building armor) = 19 damage/armor upgrades to have a fully upgraded biomech T army,
whereas the fully upgraded "dream PvT" protoss army will just need 3*3 = 9 upgrades


so you mean +3+3 Bio and +3+3 Mech? sounds like 12(3x4............) Upgrades to me -.-
So you need 3 Upgrades more. Not 10.
BUT you must take in account that no Protoss unit has Armour on their shields from the beginning, thus they have a maximum of 3 on it, not like a Unit that starts with say, 1 Armor that has 4 When fully upgraded.

So to sum up you need 3 more upgrades as Terran but they fully affect 100% of your HP as compared to:
3 less Upgrades with slightly worse effects.

That leads to:
It doesn't matter for god's sake you cannot say that Protoss is OP because of their Upgrades, that is like saying terran is OP because they can repair. It is part of the race design. As long as it works well with the rest of the game it's fine even though it is different.
gruff
Profile Joined September 2010
Sweden2276 Posts
October 26 2011 12:01 GMT
#1615
On October 26 2011 20:58 Teiwaz wrote:
Show nested quote +
On October 26 2011 20:53 leather gracket wrote:
On October 26 2011 20:51 rEalGuapo wrote:
On October 26 2011 20:44 trinxified wrote:+ Show Spoiler +

On October 26 2011 20:35 leather gracket wrote:
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?


LOL.. what a clown. I'm not even a protoss player but I just found this post ridiculous.


Sometimes I really wish I could "like" a post


poor, poor immature community... no arguments whatsoever, just pure crying and flaming


Sorry, but they are right. Your post is just ridiculous.
Look at HP/SP distribution of Protoss units. Also buildings are 50%/50% HP/SP, so +3 shields ( is basically 1.5 armor for 675/675 minerals/gas (+ 570 seconds).


Just look at his post history and ignore him. He seems to have gotten off to a good start before for some reason switching over to troll-like posting.
Teiwaz
Profile Joined September 2010
Austria158 Posts
October 26 2011 12:02 GMT
#1616
On October 26 2011 20:55 Krejven wrote:
Show nested quote +
On October 26 2011 20:49 Teiwaz wrote:
On October 26 2011 20:36 Krejven wrote:
On October 26 2011 20:32 Teiwaz wrote:
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


1.8 dpe SINGLE TARGET. And it's not connected to a research. And Ghosts can have 1 Snipe "for free" (+energy upgrade).


Well they are different units or do you want them to be the same? Ghosts got a single target dps ability and they start with 25 extra energy if you upgrade it. As do infestors if you upgrade the +25 energy and templars used to have it but it got removed due to the combination with the warpgate mechanic.


No, I don't want them to be the same and I'm refusing to replicate non Protoss units in HotS (most stupid idea ever...). I'm aware that due to warp in mechanic +25 energy from the start might cause trouble, but why totally remove it and not change it to +25 max. energy?

Still, Snipe in TvZ is too strong IMO.
↑ Now is the time to make use of the skills and wisdom you have acquired. ↑
DailYLeet
Profile Joined November 2010
Germany827 Posts
October 26 2011 12:02 GMT
#1617
why no fixes of fungal radius? :o
"King Goody spoke - you have to treat his words like gold , he is the wisest man , who ever crossed the EU server" - Cloud
TheDraken
Profile Joined July 2011
United States640 Posts
October 26 2011 12:04 GMT
#1618
On October 26 2011 20:55 Zorgaz wrote:
Show nested quote +
On October 26 2011 20:00 TheDraken wrote:
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.


That isn't very fair, you can nydus in way more units in his base then you can drop in with a medivac, and while it's up you can keep sending units through it. Besides it's not like Zerg doesn't have other options to drop .

Nydus are not used enough, I admit i haven't used any in my last 20 games ^^


didn't say i didn't use ovie drop bro. i'm perfectly fine using overlords, and i don't really care about the functionality of the nydus since it doesn't really hinder play. it's only a stupid extra feature that people try to use as some excuse that zerg is "deeply unexplored". really only a problem when trying to fend away the brain-eating theorycrafters.
fast food. y u no make me fast? <( ಠ益ಠ <)
TheDraken
Profile Joined July 2011
United States640 Posts
October 26 2011 12:04 GMT
#1619
On October 26 2011 21:02 DailYLeet wrote:
why no fixes of fungal radius? :o


because it's not broken.
fast food. y u no make me fast? <( ಠ益ಠ <)
rEalGuapo
Profile Joined January 2011
Germany832 Posts
Last Edited: 2011-10-26 12:05:35
October 26 2011 12:05 GMT
#1620
On October 26 2011 20:56 theBizness wrote:
Show nested quote +

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.



1. Nydus aren't free. You sound like Incontrol.
2. Their build + unload time is way worse than a medivac.
2. Medivacs serve a significantly useful purpose other than transportation.


Once again you refused to read my initial post.
Because of that I will sum it up right here:

YOU DO NOT HAVE TO PUT THE NYDUS IN HIS BASE, YOU CAN PLANT THEM OUTSIDE OF IT AS WELL!!!!!!!!!!!!!!!!!!!!!!!!!!!!!

maybe you will understand it this way...
I was saying that you can use them set up for flanks, for expansion harrassment<- your units can even retreat once your opponent is close to your base, this way the runby-force will help in the fight.

since you clearly never thought of these options, (you only talk about inbase Nydus) you are welcome.
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