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1.4.2 Patch notes PTR - Page 83

Forum Index > SC2 General
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Roeder
Profile Joined July 2010
Denmark735 Posts
October 26 2011 12:16 GMT
#1641
I'd be happy, if they only nerfed the Shield upgrade cost.

Also; About time with the EMP range. I'm glad they listened.
Starcraft is a mix between chess, poker and a Michael Bay movie.
SharkStarcraft
Profile Joined April 2011
Austria2271 Posts
October 26 2011 12:17 GMT
#1642
Love the changes, EMP has been overpowered as hell. <3 Blizz!
Cogito, ergo Toss
KenZo-
Profile Joined December 2010
Faroe Islands190 Posts
October 26 2011 12:20 GMT
#1643
Isn't it only the radius of the emp it self that's Nerf'd ? not the range right ?

Also, good luck staying nearly close to upgrades of toss now with any other race.. GLHF protoss while it lasts.
trinxified
Profile Joined December 2010
Canada7774 Posts
October 26 2011 12:21 GMT
#1644
On October 26 2011 21:09 Tyree wrote:
They are promoting Gateway units by making them cheaper to upgrade and by nerfing the Ghost

The changes look fine, i wonder if we will see 3x Forge builds with mass chrono, some kind of 2-2-2 timing in upgrades.


3 forge is just overkill.. I doubt that would be a viable strategy as that's expensive to be doing all at the same time. you'd be losing out on units, and you won't have enough chronoboost to have them coming out at the same time anyway
leather gracket
Profile Joined January 2011
51 Posts
Last Edited: 2011-10-26 12:22:52
October 26 2011 12:22 GMT
#1645
On October 26 2011 21:12 Dalavita 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 whining and flaming


Your whole post was a flamebait whinepost that needs to get deleted. You deserve no arguments.


It is, because the single target spell is targeted and never misses, whereas you can miss with the AOE spell.

If you had ever tried, you'd know. I assume you haven't.


actually you just prove what I said, cuz you didn't even properly read my posts. I didn't talk much about EMP. but you know what another difference between EMP and storm is?
EMP will never ever kill a unit. when shields are gone, they are gone and more EMP's will be useless, whereas storms can actually kill units.
yeah EMP's are great and strong, but apparently, in practice, Protoss still wins lots of games with that -50% "health"
theBizness
Profile Joined July 2011
United States696 Posts
Last Edited: 2011-10-26 12:25:58
October 26 2011 12:25 GMT
#1646
On October 26 2011 21:05 rEalGuapo wrote:
Show nested quote +
On October 26 2011 20:56 theBizness wrote:

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.


What I posted has nothing to do with being in base other than build/unload time (as in might be destroyed beforehand). Setting up a Nydus still isn't free no matter where you set it up, and they don't provide some magical extra abilities if they're not in base... it's simply not viable in a vast majority of situations. You make it sound like you can just go around setting up Nydus's all over strategic places on the map easily.
Less money for casters, more money for players.
Myrddraal
Profile Joined December 2010
Australia937 Posts
October 26 2011 12:26 GMT
#1647
I like the cheapers upgrades, because I think protoss units are supposed to be powerful but expensive, but with the current balance they don't feel very powerful compared to their cost (mostly gateway units), although I believe this is neccessary so Protoss timing attacks are not too powerful mostly due to the warp in mechanic which significantly reduces the defenders advantage. However if upgrades are cheaper they become more viable meaning that Protoss units will be more likely to become more powerful as they are supposed to be but it wont increase the power of the majority of early timing attacks. I think it is a very good way to try to bring back the balance to top level PvX.
[stranded]: http://www.indiedb.com/games/stranded
Hypz
Profile Joined January 2011
Sweden25 Posts
October 26 2011 12:33 GMT
#1648
On October 26 2011 20:40 Firesilver wrote:
Show nested quote +
On October 26 2011 20:37 raga4ka wrote:
There better not be any protoss whine from now on until HOTS .


Funny how you say that when these are completely irrelevant changes to the main problem with protoss currently, yes it's nice to have the buffs to the upgrades, but that doesn't mean it magically fixes everything else that is still an issue.

Also

Show nested quote +
On October 26 2011 20:39 rEalGuapo wrote:
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.


True, they all benefit from the weapon upgrade. Except HTs, they cannot attack of course.
Here is the Percentage of the overall "Health" that is affected by the Armor Upgrade:


Zealot: 66%
Stalker: 50%
Sentry 50%
Immmortal 66%
Colossus ~67%
HT 50%
DT 33%
Archon 3.5ish%

You then go on to say that Protoss already has an advantage due to Chronoboost.
Well, admittedly Protoss can research Upgrades faster then any other race using Chronoboost, but that still is how the race works. For God's sake, by that logic Terran has free Scouting, extra income and spends less money on Supply. Chronoboost is great at speeding some things. But on the other hand we don't have Mules, we cannot produce 22 Workers at once because of no Larvae etc.

THINK before you POST.

Ty


Bang on, exactly, especially the end part. Armour upgrades are good but they still don't apply as well as other races due to the shield taking up alot of the hitpoints which is unaffected by it whatsoever.

I am interested however to see if we see +1 weapons +1 shield researches instead of the +1/+1 weapons/armour, I know it would be pretty beneficial to blink stalker play and some pros did experiment with the shield ups early on a while back.


Keep in mind that as a compensation to this protoss units have way more hp then other races units in general.
hmm
TheDraken
Profile Joined July 2011
United States640 Posts
October 26 2011 12:34 GMT
#1649
On October 26 2011 21:05 rEalGuapo wrote:
Show nested quote +
On October 26 2011 20:56 theBizness wrote:

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.


what for? zerg units are already fast. it's actually slower to use the nydus to get across the map. it's an absolute fail proxy pylon. the enemy knows you made a nydus, and again, it's no faster.
honestly if a zerg is trying to be cute by scattering nyduses between his bases and using them as proxy pylons, just go kill him. because he's obviously going to be broke as fuck.
fast food. y u no make me fast? <( ಠ益ಠ <)
Hypz
Profile Joined January 2011
Sweden25 Posts
October 26 2011 12:37 GMT
#1650
Stop comparing HT's with Ghosts, Ghost EMP can't straight up kill units, you need to have a backup army that finish units of HT's however can idealy wipe out any standing army straight up with pure psystorm, that's a huge difference and you really need to aknowledge that.
Ht's can also be morphed in to a 360 hp massive unit with splash damage and great speed.
hmm
rEalGuapo
Profile Joined January 2011
Germany832 Posts
October 26 2011 12:38 GMT
#1651
On October 26 2011 21:25 theBizness wrote:
Show nested quote +
On October 26 2011 21:05 rEalGuapo wrote:
On October 26 2011 20:56 theBizness wrote:

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.


What I posted has nothing to do with being in base other than build/unload time (as in might be destroyed beforehand). Setting up a Nydus still isn't free no matter where you set it up, and they don't provide some magical extra abilities if they're not in base... it's simply not viable in a vast majority of situations. You make it sound like you can just go around setting up Nydus's all over strategic places on the map easily.


Well if I say it is to harras the third base I thought it was obvious that you don't build 3 Nydus asap and then wait for 10 minutes until you use them.

You always said that with enough map vision it is impossible to plant a Nydus without it getting killed by 5 Workers. That indicates, to me, that you want to put it somewhere inside a mining Base, I did not know that all your opponents have 5-Worker task forces all over the map to whipe out Nydus Networks.

Now I argue: Zerg has Overlords, clearly the best way to get a lot of map vision along with Speedlings at watchtowers. How can you say it is easier to drop against Zerg than as Zerg.. I feel like it is you who might not exactly understand the game and not me..


All I wanted to say is that the game is not nearly close to being explored and that there propably still are almost infinite options, one can not account for. You on the other hand said you knew that there where no undiscovered options for Zerg and tried to explain how Nydus Network should never be used in any game. That is just Bullsh***....
Roblin
Profile Joined April 2010
Sweden948 Posts
October 26 2011 12:39 GMT
#1652
On October 26 2011 21:33 Hypz wrote:
Show nested quote +
On October 26 2011 20:40 Firesilver wrote:
On October 26 2011 20:37 raga4ka wrote:
There better not be any protoss whine from now on until HOTS .


Funny how you say that when these are completely irrelevant changes to the main problem with protoss currently, yes it's nice to have the buffs to the upgrades, but that doesn't mean it magically fixes everything else that is still an issue.

Also

On October 26 2011 20:39 rEalGuapo wrote:
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.


True, they all benefit from the weapon upgrade. Except HTs, they cannot attack of course.
Here is the Percentage of the overall "Health" that is affected by the Armor Upgrade:


Zealot: 66%
Stalker: 50%
Sentry 50%
Immmortal 66%
Colossus ~67%
HT 50%
DT 33%
Archon 3.5ish%

You then go on to say that Protoss already has an advantage due to Chronoboost.
Well, admittedly Protoss can research Upgrades faster then any other race using Chronoboost, but that still is how the race works. For God's sake, by that logic Terran has free Scouting, extra income and spends less money on Supply. Chronoboost is great at speeding some things. But on the other hand we don't have Mules, we cannot produce 22 Workers at once because of no Larvae etc.

THINK before you POST.

Ty


Bang on, exactly, especially the end part. Armour upgrades are good but they still don't apply as well as other races due to the shield taking up alot of the hitpoints which is unaffected by it whatsoever.

I am interested however to see if we see +1 weapons +1 shield researches instead of the +1/+1 weapons/armour, I know it would be pretty beneficial to blink stalker play and some pros did experiment with the shield ups early on a while back.


Keep in mind that as a compensation to this protoss units have way more hp then other races units in general.

as well as way lower dps.
I'm better today than I was yesterday!
Hypz
Profile Joined January 2011
Sweden25 Posts
October 26 2011 12:42 GMT
#1653
On October 26 2011 21:39 Roblin wrote:
Show nested quote +
On October 26 2011 21:33 Hypz wrote:
On October 26 2011 20:40 Firesilver wrote:
On October 26 2011 20:37 raga4ka wrote:
There better not be any protoss whine from now on until HOTS .


Funny how you say that when these are completely irrelevant changes to the main problem with protoss currently, yes it's nice to have the buffs to the upgrades, but that doesn't mean it magically fixes everything else that is still an issue.

Also

On October 26 2011 20:39 rEalGuapo wrote:
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.


True, they all benefit from the weapon upgrade. Except HTs, they cannot attack of course.
Here is the Percentage of the overall "Health" that is affected by the Armor Upgrade:


Zealot: 66%
Stalker: 50%
Sentry 50%
Immmortal 66%
Colossus ~67%
HT 50%
DT 33%
Archon 3.5ish%

You then go on to say that Protoss already has an advantage due to Chronoboost.
Well, admittedly Protoss can research Upgrades faster then any other race using Chronoboost, but that still is how the race works. For God's sake, by that logic Terran has free Scouting, extra income and spends less money on Supply. Chronoboost is great at speeding some things. But on the other hand we don't have Mules, we cannot produce 22 Workers at once because of no Larvae etc.

THINK before you POST.

Ty


Bang on, exactly, especially the end part. Armour upgrades are good but they still don't apply as well as other races due to the shield taking up alot of the hitpoints which is unaffected by it whatsoever.

I am interested however to see if we see +1 weapons +1 shield researches instead of the +1/+1 weapons/armour, I know it would be pretty beneficial to blink stalker play and some pros did experiment with the shield ups early on a while back.


Keep in mind that as a compensation to this protoss units have way more hp then other races units in general.

as well as way lower dps.


Zealot has ridiculous dps along with survivability, and protoss dps is more based on a moving AOE units.
hmm
Dalavita
Profile Joined August 2010
Sweden1113 Posts
Last Edited: 2011-10-26 12:42:40
October 26 2011 12:42 GMT
#1654
On October 26 2011 21:22 leather gracket wrote:
actually you just prove what I said, cuz you didn't even properly read my posts.


Ironic you say that because if you had actually read what I said you'd notice it was not directed at you.

Seriously, go away.
Roblin
Profile Joined April 2010
Sweden948 Posts
October 26 2011 12:47 GMT
#1655
On October 26 2011 21:38 rEalGuapo wrote:
Show nested quote +
On October 26 2011 21:25 theBizness wrote:
On October 26 2011 21:05 rEalGuapo wrote:
On October 26 2011 20:56 theBizness wrote:

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.


What I posted has nothing to do with being in base other than build/unload time (as in might be destroyed beforehand). Setting up a Nydus still isn't free no matter where you set it up, and they don't provide some magical extra abilities if they're not in base... it's simply not viable in a vast majority of situations. You make it sound like you can just go around setting up Nydus's all over strategic places on the map easily.


Well if I say it is to harras the third base I thought it was obvious that you don't build 3 Nydus asap and then wait for 10 minutes until you use them.

You always said that with enough map vision it is impossible to plant a Nydus without it getting killed by 5 Workers. That indicates, to me, that you want to put it somewhere inside a mining Base, I did not know that all your opponents have 5-Worker task forces all over the map to whipe out Nydus Networks.

Now I argue: Zerg has Overlords, clearly the best way to get a lot of map vision along with Speedlings at watchtowers. How can you say it is easier to drop against Zerg than as Zerg.. I feel like it is you who might not exactly understand the game and not me..


All I wanted to say is that the game is not nearly close to being explored and that there propably still are almost infinite options, one can not account for. You on the other hand said you knew that there where no undiscovered options for Zerg and tried to explain how Nydus Network should never be used in any game. That is just Bullsh***....


if you put the nydus worm somewhere where you already have access, then it would be faster to jut move your army there to begin with.

your proposed strategy only works if you somehow place the nydus worm where you do not already have access, that would be something like inside his base or inside his territory.

since you say it is not inside his base, it is clearly somewhere in his territory, however, if it is in his territory then that worker taskforce you are talking about won't be a taskforce, it will be anything from a few marines to his entire army.

so, regarding nydus usage, its either:
1. you can get there faster without nydus, for free.
2. it almost certainly will not do any damage.
I'm better today than I was yesterday!
ZorBa.G
Profile Joined July 2011
Australia279 Posts
October 26 2011 12:50 GMT
#1656
EMP nerf.... I'm ok with that.

But holy crap, do they really need to make toss upgrades that much cheaper?

"Terran get'n nerfed since '10"

I'm forseeing Terran to be the most underpowered race by the time HoTS is realeased.... if not when HoTS is realeased as well.
Elldar
Profile Joined July 2010
Sweden287 Posts
October 26 2011 12:51 GMT
#1657
Nydus network for offense is stupidly bad, any player with a decent control of his main and is looking at the minimap, is going to spot it and kill it before it is finished. Outside the main base for faster reinforcement can be good if you reinforce with hydras or ultras, both units suck and that attack is probably all in:ish.
Nydus is best used for connecting bases and allow zerg to take mains instead of 3 expo. (you expand to main for more easily secured 4:th). Which you could always threat with a nydus in his main but more as an expensive way to draw his army back, when he push.
Personally I think the nydus network should only make a sound when you have vision of it on the minimap, it is not like warp prism makes a roar when they warp-in units in your main.

p.s They've should had nerfed snipe too when they were at it, increased energy cost imo.
p.s.s Why is there terran QQ's about ghost nerfed? It was bound to happen.
Blizzard_torments_me
Profile Joined February 2010
Romania199 Posts
October 26 2011 12:52 GMT
#1658
I bet they did this nerf because of Terran dominance in GSL. Funny thing is, that dominance is cuz of 1/1/1 , not EMP. I've always seen at the pro level and experienced it myself that a chargelot colossus heavy composition with no archons and just a few templar for storms wrecks Terran lategame. And that composition is pure faceroll for Protoss. Now it's gonna be even better. Great....
Disagea
Profile Joined July 2010
Australia13 Posts
October 26 2011 12:52 GMT
#1659
On October 26 2011 09:32 Nightshake wrote:
Show nested quote +
On October 26 2011 09:31 mordk wrote:
On October 26 2011 09:28 aksfjh wrote:
On October 26 2011 09:24 mordk wrote:
On October 26 2011 09:15 Nightshake wrote:
On October 26 2011 09:04 Snaphoo wrote:
On October 26 2011 09:00 Nightshake wrote:
On October 26 2011 08:54 The Final Boss wrote:
+ Show Spoiler +
This makes no sense whatsoever. Protoss already gets their upgrades faster with Chronoboost, now they cost less, and our spellcaster is weaker. Blizzard makes absolutely no sense. I really hope that they realize that this doesn't balance the game, it just makes Protoss even more ridiculously powerful.

Late game PvT is so strong with upgrades and High Templar already, in no way does it need a buff. Protoss players just need to rely less on Colossi to a-move to free wins and play more like HasuObs and utilize High Templar more. You basically have to go MMMGV against Protoss (at least to have a reliable composition), and High Templar destroy that even if you only land one of two good storms (which can be reliably achieved if you take precautions against Ghosts, something a lot of Protoss players neglect to do...) then you can easily destroy that army. Then, if you have better upgrades you roll through the army easily.

It seems that Blizzard only does their balance changes based on Korea (which would make sense), except that every Protoss player I watch does some sort of one or two base timing attack and they don't even look to play late game. MC and other Korean Protoss players will continue to go 6 Gate or 3 Gate Void Ray and this will not affect them at all. Then outside of Korea Protoss players will continue to dominate every Terran they meet.

If Blizzard is going to nerf EMP then they should also nerf radius of Storm and Fungal Growth.

Terran armies that are significantly behind in upgrades will always lose to Protoss armies. Protoss armies that are significantly behind in upgrades will sometimes lose depending on positioning and control. Now double forge and Colossi are going to destroy everything and High Templar are stronger too. Really there is no point in this whatsoever.

TL;DR: Korean Ts are good, Korean Ps are bad. Outside of Koreans, Ts do badly, outside of Koreans, Ps destroy. P doesn't need buffs, they need to play smarter, stop doing timing attacks, and rely more on well controlled High Templar than a-moving Colossi. These changes make no sense, I'm just going to 1-1-1 every Protoss I meet on ladder.



I just...completely agree....


Watch some GSL on GomTvT instead of deciding that your experiences in Platinum should guide Blizz balancing decisions.

I'm glad you feel qualified to judge how good Korean Ps are-- could it be, though, that you just need to learn to play better against Protoss and that in fact T has a balance advantage over P? I would trust the experience of GSL Code S results since GAME RELEASE with the exception of MC over that of the ladder experience of a random TL poster.



mjwNshake 863 (master Terran)
Milkshake 558 (master Protoss)

Who said I was Platinum ?
I have the right to agree to something. Please stop talking about leagues, it's stupid, especially witht he fact that I'm master with both races, so I think i can be quite objective.

In face, PvT is quite balanced, but the metagame is just a huge disorder, where it's batlle between mass Ghosts/Vikings and mass Colossus/HT.


Ghosts own HTs hard in almost any possible situation. The only way a HT can be more effective than a Ghost is if Protoss has sight advantage (which allows feedback) which is impossible because of scans killing observers easily.

This is best seen in the only TSL3 game between MC and ThorZain on TDA. MC was playing masterfully, actually countering everything TZ did, yet he was starting to fall behind because of ghosts. Then TZ made a mistake with his ghosts, leaving them too close to the ramp at the exit of MC's natural. This allowed HTs to feedback safely, and won MC a crucial encounter. Without sight advantage, you cannot beat Ghosts.

It's basically because Ghosts are faster, and considering AoE, EMP has the longer range, so they control the pace of the GvHT balance because of their micro advantage

Man, if only Protoss had other units ghosts didn't counter so well, maybe a giant unit that had siege range and did a lot of damage, or another unit that requires a lot of DPS to kill, has much more life than shields, and can be massed easily... Oh well, guess ghosts are just too good without these units...


LOL.... You understand the standard composition to counter colossi includes vikings too right? You understand that once ghosts shoot their EMP it doesn't matter if they die right? You realize you're stating ghosts are useless against colo when they actually deal 100 instant damage to them as well, while also hitting all units below them right?

God... people can be so shortsighted...


Again, try to kill with Ghosts.


Easy, i left click on a ghost, right click on a unit and let it attack it until it dies! amazing isn't it?

Trolling aside, im happy for the emp nerf, dont really understand why terran believed they absolutely deserved a way to get rid of 30% of a toss army's health instantly.

Also please remember that after COMPLETING all the upgrades for 3/3/0 all toss units are still not maxed, we have to spend another 570 seconds (not including chrono) to get maxed shields which then is technically correctly "maxed" while all other races need to decide between upgrading 2 units per tech route. OMG amazing that we can get to 3/3/0 and its the same cost as a terran upgrade! except for the fact that we need to invest extra mineral and gas into a 3rd upgrade.

And also really, stop complaining that a change in upgrades is GROUNDBREAKINGLY going to destroy the game, stop theory crafting. Just state the facts and discuss what you think might be wrong and not just say "OMG UPGRADES COST LESS AND COME FASTER!! IMBA!!!"

Also please stop comparing the HT to the Ghost, both come at completely different times, both have MAINLY different roles and the time invested to get to each is completely different and im totally looking forward to how they'll address the issue of ghost countering zerg tier 3, maybe snipe does reduced damage against massive may work?
Zato-1
Profile Blog Joined March 2009
Chile4253 Posts
October 26 2011 12:53 GMT
#1660
I really like these changes. TvP was favoring Terrans at the highest levels of play but not at lower levels, which means early game changes are unwarranted but Protoss needed a buff going into midgame. It's impossible to know if this will fix the TvP imbalance yet (it could come short or it could overshoot), but they're definitely a step in the right direction.
Go here http://vina.biobiochile.cl/ and input the Konami Code (up up down down left right left right B A)
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