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1.4.2 Patch notes PTR - Page 90

Forum Index > SC2 General
2455 CommentsPost a Reply
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testthewest
Profile Joined October 2011
Germany274 Posts
October 26 2011 15:53 GMT
#1781
I wonder why they didn't adjust the costs due to their value. Weapons is the best upgrade hands down. It affects the whole army (nobody builds toss air for more than cheese or gimick strats) all the time.
Armor und shields just cover a part of the hp-pool (shields+actual hp). Shields can regenerate, so be potential of multiple use (blinksstalkers/archons), armor comes mostly ontop of a basearmor, thus making an upgrade advantage over the opponent even stronger (exapmle: x/1/0 stalker can take 42 zergling hits w/o dying, a x/0/1 stalker can only take 39 zergling hits).
So rebalancing to make them more equal would be something likethis:
weapons: 150/225/300
armor: 75/125/200
shields: 100/175/250
War is not about who is right, but who is left.
ZeromuS
Profile Blog Joined October 2010
Canada13389 Posts
October 26 2011 15:56 GMT
#1782
On October 27 2011 00:53 testthewest wrote:
I wonder why they didn't adjust the costs due to their value. Weapons is the best upgrade hands down. It affects the whole army (nobody builds toss air for more than cheese or gimick strats) all the time.
Armor und shields just cover a part of the hp-pool (shields+actual hp). Shields can regenerate, so be potential of multiple use (blinksstalkers/archons), armor comes mostly ontop of a basearmor, thus making an upgrade advantage over the opponent even stronger (exapmle: x/1/0 stalker can take 42 zergling hits w/o dying, a x/0/1 stalker can only take 39 zergling hits).
So rebalancing to make them more equal would be something likethis:
weapons: 150/225/300
armor: 75/125/200
shields: 100/175/250


I would get +3 armour vs Terran so fast with those changes completely ignoring attack and instead getting a lot of zealots. Like a lot of zealots and win many many engagements thanks to the +3 armour. All chrono on that and slowly spend gas on archons.

Thats a ridiculous change you do realise I hope?
StrategyRTS forever | @ZeromuS_plays | www.twitch.tv/Zeromus_
andrewnguyener
Profile Joined March 2011
United States548 Posts
October 26 2011 15:57 GMT
#1783
great changes! EMP did need that nerf
DarkPlasmaBall
Profile Blog Joined March 2010
United States44271 Posts
October 26 2011 16:02 GMT
#1784
On October 26 2011 23:53 nanaoei wrote:
Show nested quote +
On October 26 2011 23:09 DarkPlasmaBall wrote:
On October 26 2011 22:54 ZorBa.G wrote:
On October 26 2011 22:42 DarkPlasmaBall wrote:
On October 26 2011 22:35 ZorBa.G wrote:
Just to add to my last post. I just realised, while ghosts will require more micro needing more apm attention..... toss will just simply warp in more HT. HMMMMMMM.

At least Blizzard are sticking to their code with the Toss 1 A race.

So far I've gathered Toss will always be the 1 A race. Zerg will be the race that can mass so quick whilst having every ability available to them under the sun. Terran will only ever get even more micro intensive while Toss keeps getting buffed and more abilites are handed over to the zerg race. As Terrans get better with their micro, the other races will keep QQ'ing about how OP Terran is. You see what I did there?


Ummm... you realize that casting storm requires better foresight and micro than ghosts, right?
-Psi storm isn't instant damage like EMP, so you need to lead the shot in front of the opposing army
-High templars are slower than ghosts
-High templars aren't fucking invisible

Toss being a 1A race? Yeah you definitely need to try playing Protoss before you say things like that.


I have played Toss, and when your talking about army confrontations when comparing Terran to Protoss. Terran needs to be more on the ball when doing so.

- Casting storm requires more micro? AHAHAHAHAHH... don't kid yourself. Storm KILLS! ALL YOU NEED TO DO IS SPAM IT OVER A BIO ARMY! However with EMP if you don't get those high templars... it dosen't matter, say goodbye to bio and hello to storm. Storm is just as easy as throwing down Forcefields. It's like learning the ABC's of the alphabet.

- You second point. Ghosts may be faster then high templars... but do you have any idea how much a terran needs to invest into getting ghosts at a time where he will have enough energy to emp PLUS have enough vikings to deal with Collossi?!?!?!?

- Your third point, ghosts are pretty useless with cloak when you have a permanet cloaked detecting unit. And guess what... cloak also requires the terran to invest in. It's not like it's free.

Now, Toss are getting all these upgrades so much cheaper. You don't see whats going wrong here?


1. Spamming storms? Storms don't stack. EMP does, because it's instant damage.

2. You can run away from storms. That's exactly why EMPing is so much simpler. You cast, you hit, the damage is done. That's also why EMP does far more damage than storm.

3. Storm kills? Potentially, sure. But EMP- again- does far more damage than storm does. How can you ignore that fact? You take out 1/3 or 1/2 of an entire Protoss army's life instantly with a blanket or two of EMPs, and the Protoss can't regenerate it (obviously you're going to stim us down if we try to run away).

4. You're assuming we even get off any storms at all. Again, ghosts attack first with the spells. They have the longer range. You should be able to stop high templars from casting anything at all. If storms are able to go off, it's because you did something wrong, not because Protoss has the potential to pull it off. Your fault.

5. Don't talk to me about investing in spellcasters. Protoss is the gas-heaviest race, with Zerg close behind. Terran is by far the least reliant on gas, so you "investing" in ghosts is something you should be able to do all the time comparatively, considering how powerful a spellcaster they are. And this doesn't even go into the facts that ghosts are just plain cheaper and lower on the tech tree than high templar. Oh, and we have to research psi storm too.

6. Observers are cloaked detectors? Very good. And you can scan them pretty much any time you want and take them out insanely easily. And then we have absolutely zero ways of countering cloaked anything. Keep in mind there's no way to counter a scan.

7. "All these upgrades so much cheaper." What? First of all, it's just a 50 or so mineral or gas buff to only forge upgrades... which only means we can get +2 or +3 about 5 or 10 seconds faster now. That has nothing to do with high templar or any other research abilities.

8. Just felt like pointing this out... psi storm has a radius of 1.5 too (nerfed down from 2 in the beta), so now the EMP is getting equalized in terms of size. Obviously, EMP is still going to deal far more damage and it will go off first, but at least the blast radius is going to be the same. Assuming the Terran ever "permits" a Protoss to cast storm.


not hating, but you're actually throwing a few assumptions down yourself which aren't 100% fact in this case. not a big deal, but i do need to say a few things. since we're all theorycrafting a bit here, i'm personally not going to assume that a terran -will- be using bio with their ghosts in every T v P--- one reason is simply because the game has yet to solidify in that direction.
although that takes things out of context, it's not entirely true either that a ghost gets its emp off effectively each and every time. yes, there's that early storm to potentially zone out a cluster of ghosts, or the ability to force the terran to react to leading HT because of its feedback. being able to do any of that doesn't necessarily mean the protoss player is much better than the terran either.

i also want to throw out there a couple of other things. one being that the protoss in a mostly zealot stalker collos comp.---or just a regular ground army--- can potentially retreat or engage faster than a terran can. it can come down to pre-positioning of the slower units in the far back, quick forcefields, or even defensive storms. stim also damages the army similar to how emp would strip the health of a protoss army, basically by 1/5th of max hp. there are plenty of people who over-stim over the course of a fight, and dont forget that a protoss reinforces quickly. potentially instantly while a terran does not have this option with any composition that they are using.
there are so many gateway units and atleast 1/rd of them are spellcasters, being the sentry with instant forcefield and that HT.

i'm just saying that when it comes to it, both races are very different, control very differently, and it's early to determine what skill set a protoss player needs in general. we've seen a lot of bio from terran, but mech is not yet entirely out of the question. there are so many more things to consider if you're the compare the two races.
i can't argue though that if you 1-a the armies together as clumps and control only the spellcasters, the terran has an easier advantage. that's not the epitome of good play though, and so i think examples relating to that aren't the best.


I guess a Terran could come up with a different unit composition in late game TvP, but I thought it was relatively standard for Terran to go some variation of marines, marauders, medivacs, vikings, and ghosts. You really don't see too many other units being massed in the late game, I think. But yes, it's true that I assumed the Terran was going mainly bio... since that's the reason why the Protoss would be making high templars If the Terran was going mech for some reason, chances are the Protoss wouldn't be rushing for storm.

As far as assuming that EMPs won't go off in the proper locations, I'm aware that players aren't perfect (this works for both the Terran and the Protoss), but if you're going to balance the game, you should assume the ideal circumstances and the potential of a spell. This is why the game is balanced around the pro-gamers and not around the bronze league players.

I disagree with your claim that Protoss can retreat or engage faster than Terran can, and that's because of stim. Yes, stalkers might be able to blink, and if you have a few sentries, forcefields might be decently effective, but Terran can outrun the entire Protoss army (even with charge), the Protoss army isn't even all the same speed, and concussive shells just makes matters worse.

I definitely agree with you that there are many things to consider when comparing races though. That's definitely true, and we often overlook variables when trying to assess just a single point.
"There is nothing more satisfying than looking at a crowd of people and helping them get what I love." ~Day[9] Daily #100
Snowbear
Profile Blog Joined July 2010
Korea (South)1925 Posts
October 26 2011 16:03 GMT
#1785
On October 27 2011 00:26 Blacklizard wrote:
It's cracking me up reading through the early comments with all the misinformation.

So +3 weapons +3 armor upgraded Protoss save exactly 75 min/75 gas total.

This is nothing compared to the gas saved when ghosts went from 150 gas to 100 gas. You keep making ghosts all game typically, and you save 50 gas each time. Build 5 ghosts? 250 gas saved. Build 10 ghosts? Blizzard saved you 500 gas after the 1.3.3 (?) patch. That's a big deal. I still don't know why they made ghosts so cheap... was it for TvZ infestor problems or what?

So let's not forget, you only get upgrades once... you only get the savings once.


The ghost change was:
Cost changed from 150/150 to 200/100.

+50 minerals, -50 gas. What is the terran problem in tvz and tvp when you don't play mech (and if you play mech vs toss you lose anyways)? MINERALS. You got too much gas in the bank. The ghost change was a nerf imo.
blackbrrd
Profile Joined September 2010
Norway477 Posts
October 26 2011 16:04 GMT
#1786
On October 27 2011 00:47 ElvisTek wrote:
Show nested quote +
On October 26 2011 23:58 pezit wrote:
I don't think the ghost nerf is enough. Do the terrans complaining even realize the amount of damage EMP does? I mean sure you can't kill stuff with it but it does like 500-800 damage instantly, nothing else in the game even comes close to that, so fucking overpowered I can't believe it has been in game for so long.

Reduce it to 50 shield damage and reduce the range by 1-2.


Why don't just remove it and make the ghost a uber-nerfed unit as the reaper is? ... And make the ghost completely useless for it's cost?

You are a protoss player.. and you know ghosts are the only chance the terran has to face the protoss units... As the same as terrans players needs to learn how to snipe your HT (Yes i prefer snipe them so i wont need more energy to be casted against Archons).. learn to feedback them... feed back actually does huge damage if you catch the ghost with energy.....

- Why dont you make just a couple of phoenixes to lift them?
Phoenix that needs energy to lift ghosts?


- Why dont you just Separate your units? .. separate your HT so the EMP makes less effect? do we terrans only have to separate them? isnt that unfair?
Good point, although the movement speed of HT, 1.875 is really slow and makes it hard for them to keep up and they clump.


- Why dont you just make more zealots to face the terran line? ghosts are not cheap and either we cast them on zealots, or either we cast them on the other army
Are you saying that the Protoss player isn't making enough units? Is that even an argument??


- Why dont you watch white-ra play? He uses Warp prism to save the energy of the HT and move them faster drops.. storm.. and pick them up again
Yeah, this is a very good idea.


- Why dont you use observers to see where the ghosts are, feedback em and then go back? (using warp prism)
lategame observers are hard to keep alive vs terran due to many available scans, emp that de-cloakes, good point though


There are plenty of options.. not only massing a huge ball and A-move..... Come on.. learn to play.. and if you know how to play and still have issues.... then improve your game
Learn to play? That's not an argument, but seriously, comparing an insta-damage spell with 10 range vs a 9 range ticks over 4 second spell?

We terrans learned to manage our play against HT Storms... FF, Colossi that has never got a nerf.. and we still struggle against them... Against Dark Templars...

I think they could just have nerfed the range of EMP and Snipe on the Ghost. 8 range on EMP, 9 range on snipe. This would mean that the EMP/Snipe had the same max range as Feedback so the one with better micro wins


dude come on

When has Terrans struggled against DT's? That is pretty rare.
- Storms have gotten nerfed (the removed amulet, so start with no storm)
- Colossi have gotten nerfed (less damage, faster attack)
- Sentry have gotten nerfed (from 8 to 6 damage)
Snowbear
Profile Blog Joined July 2010
Korea (South)1925 Posts
October 26 2011 16:13 GMT
#1787
I can't believe how much anti-terran reactions there are. Do people really look to any other tournament then the GSL? Am I the only one seeing that terrans are getting slaughtered in most of the tourneys? Am I the only one seeing that in EU and NA only thorzain and select are doing decent?

I read comments like "nerf snipe" and then I really really wonder if those people ever look at the terran side. Turn on a terran pro-stream and watch them die hard against broodlord + infestor.
Caddy
Profile Joined July 2011
United Kingdom178 Posts
October 26 2011 16:14 GMT
#1788
I like these changes, but it's a very weird update to have on its own. Still, it's cool.
thenerazim
Profile Joined March 2011
Norway12 Posts
October 26 2011 16:18 GMT
#1789
I don't think the EMP nerf will do much in lategame when terran have 10 ghost or more and can EMP your whole armyno problem, but I think it will help against some early ghost play
I dont care if it ruins the mood, bring the midgets in! -Day9
ElvisTek
Profile Joined August 2011
Venezuela169 Posts
October 26 2011 16:20 GMT
#1790
Phoenix that needs energy to lift ghosts?


Nope my friend, you and me know that phoenix does not have energy bar

Good point, although the movement speed of HT, 1.875 is really slow and makes it hard for them to keep up and they clump.


Yes that's the hard thing but it's not an impossible task

Are you saying that the Protoss player isn't making enough units? Is that even an argument??


Yes and no... but in many games i have seen that a lot of protoss players just make a little of all types of units... instead or organizing it properly... not saying it's your case though.

Yeah, this is a very good idea.


Thanks.. i think this is the best way to have them protected and helping them to move faster without the risk of an EMP

lategame observers are hard to keep alive vs terran due to many available scans, emp that de-cloakes, good point though


I have seen this plenty of time... normally because ghost's price is high.. we never have them in the front lines... btw.. dark templars attacking in the rear can help.... just it's gas expensive...

Learn to play? That's not an argument, but seriously, comparing an insta-damage spell with 10 range vs a 9 range ticks over 4 second spell?


Well not exactly i meant in offensive way the L2P thing.. if you took it that way then i appologize, was not my intention.... besides it was not for you.. just in general....

regarding the spells.... yes, you know that protoss units + Shields have the highest amount of HP in game... and terrans have so few (zergs also)... So casting Storm to terran units is much worse than EMP to protoss units....it's not only the storm damage.. but retreating the units from the storm radius while receiving damage from your ranged unit.. that is terrible terrible damage!

Besides... if you use sentries to FF the retreat while Storming.. that is extremely effective... believe me.

I think they could just have nerfed the range of EMP and Snipe on the Ghost. 8 range on EMP, 9 range on snipe. This would mean that the EMP/Snipe had the same max range as Feedback so the one with better micro wins


Anyways.. as a terran player i do agree with the EMP radius nerf... the same happened to the psy storm so it is fair..... but Snipe should remain untouched... not much snipe it's used against protoss anyways.. you have almost no biological units...

Besides.. you have to leave the range of the snipe... remember you have a long range high damage moving / cliff climbing unit... as a terran.. colossi are more terrible than you think... they are awesome...

When has Terrans struggled against DT's? That is pretty rare.


Long time ago where lots of protoss used to DT rush.. or used to attack with DT the base while the main army attacked... early on.. terrans use Mules and you'll hardly see any turret built.

- Storms have gotten nerfed (the removed amulet, so start with no storm)


Yep... i agreed with that. as i agree with the snipe..

- Colossi have gotten nerfed (less damage, faster attack)


It's still mighty powerful...

- Sentry have gotten nerfed (from 8 to 6 damage)


Do not underestimate the sentry... such a powerful unit
Yep.. I'm noob :) and happy to be one!
neek
Profile Joined December 2010
Netherlands51 Posts
October 26 2011 16:21 GMT
#1791
I <3 BLIZZARD
ilovelings
Profile Joined January 2011
Argentina776 Posts
October 26 2011 16:23 GMT
#1792
I find the upgrade changes interesting. Upgrade cheese? xD
People is diying.
SeaSwift
Profile Blog Joined February 2011
Scotland4486 Posts
Last Edited: 2011-10-26 16:33:17
October 26 2011 16:30 GMT
#1793
On October 27 2011 01:20 ElvisTek wrote:
Show nested quote +
Phoenix that needs energy to lift ghosts?


Nope my friend, you and me know that phoenix does not have energy bar


Stopped reading here. Jesus, I cannot believe posters don't look up these simple facts for themselves before they post. Are you on a phone? That would be the only excuse I can think of for not looking this up before you wrote it.

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

Check that before you make weird assertions like what you wrote.

Even if Phoenix Graviton Beam was on cooldown, suggesting lifting Ghosts from a ball of Marines (where they inevitably will be) with PHOENIX, the unit which is weakest to Marines, is bloody stupid. Sure, it might work sometimes if your opponent is unprepared, doesn't realise you have Phoenix and/or can't keep their Ghosts with the rest of their army because they're in Silver league, but calling this a solution to EMP is just plain ignorant.
Lonyo
Profile Blog Joined December 2009
United Kingdom3884 Posts
October 26 2011 16:32 GMT
#1794
On October 27 2011 00:53 testthewest wrote:
I wonder why they didn't adjust the costs due to their value. Weapons is the best upgrade hands down. It affects the whole army (nobody builds toss air for more than cheese or gimick strats) all the time.
Armor und shields just cover a part of the hp-pool (shields+actual hp). Shields can regenerate, so be potential of multiple use (blinksstalkers/archons), armor comes mostly ontop of a basearmor, thus making an upgrade advantage over the opponent even stronger (exapmle: x/1/0 stalker can take 42 zergling hits w/o dying, a x/0/1 stalker can only take 39 zergling hits).
So rebalancing to make them more equal would be something likethis:
weapons: 150/225/300
armor: 75/125/200
shields: 100/175/250


Except shields affect EVERYTHING.

+1 ground attack affects ground units, there are separate upgrades for air attack and armour.
+1 shield affects both air and ground units, so even if it was twice the cost of armour, it's like getting +1 ground armour and +1 air armour.
Shield also affects buildings, so it's also like the equivalent of terran building armour.

Just because you perceive it as the weakest upgrade doesn't mean it is. If you are going chargelot/archon, then having cheap shield upgrades is very beneficial for archons, and it helps you back at home when considering possible zergling counterattacks.
It also impacts protoss structures against things like mutalisk harass, where you knock off a decent chunk of damage.

Someone did a breakdown of +armour vs +weapons, and armour is beneficial in many situations. We even had a period where people going mass gateway would get fast +armour over +weapons because it was more beneficial.
http://www.teamliquid.net/forum/viewmessage.php?topic_id=200517
This data shows that against terran armies with a healthy marine count that the + 1 armor upgrade is more beneficial. The data for ghost is mostly gratuitous seeing as there is rarely a high enough number of them early game to account for a large amount of damage. Against a marauder heavy army it may be more beneficial to get a + attack upgrade but by the time large numbers of marauders are frequent immortals (or colossi) should be present which will 3 shot or overkill them frequently no matter what upgrades are present.


And a general upgrade discussion:
http://www.teamliquid.net/forum/viewmessage.php?topic_id=187603

Judgement about upgrades is very matchup dependent anyway, having one idea about what is good and bad is silly. +1 attack makes zealots much more effective vs zerglings. having +1 armour makes them much more durable against marines.
HOLY CHECK!
Avan
Profile Joined March 2011
Brazil121 Posts
October 26 2011 16:33 GMT
#1795
On October 27 2011 01:03 Snowbear wrote:
Show nested quote +
On October 27 2011 00:26 Blacklizard wrote:
It's cracking me up reading through the early comments with all the misinformation.

So +3 weapons +3 armor upgraded Protoss save exactly 75 min/75 gas total.

This is nothing compared to the gas saved when ghosts went from 150 gas to 100 gas. You keep making ghosts all game typically, and you save 50 gas each time. Build 5 ghosts? 250 gas saved. Build 10 ghosts? Blizzard saved you 500 gas after the 1.3.3 (?) patch. That's a big deal. I still don't know why they made ghosts so cheap... was it for TvZ infestor problems or what?

So let's not forget, you only get upgrades once... you only get the savings once.


The ghost change was:
Cost changed from 150/150 to 200/100.

+50 minerals, -50 gas. What is the terran problem in tvz and tvp when you don't play mech (and if you play mech vs toss you lose anyways)? MINERALS. You got too much gas in the bank. The ghost change was a nerf imo.


I don't mean to be rude, but... Tell that to HerO, who lost to oGsTOP's 1-1-1 into mech (that's what you call a Thor-Banshee-Viking composition, right? Mech Play? Although Siege Tanks were not present). Here's the VOD http://www.gomtv.net/2011wcg/vod/66466 (it begins around 5min).

There were about 10 marines total, so I'd call it "Mech".
"I have never tasted Death, Zeratul. Nor shall I". Liquid'HerO FIGHTING!
SeaSwift
Profile Blog Joined February 2011
Scotland4486 Posts
October 26 2011 16:37 GMT
#1796
Mech has yet to be explored by Terran vs Protoss, because currently bio play is having a lot of success.

When people do go for Mech, it tends to be a "funky" strat thrown into a BoX or just as a fun build or to metagame their opponent, or more as a characteristic of the player than because they think it's good (see Goody). Because of this, people assume that Mech is bad vs Protoss, and come up with their own reasons to try and prove this to themselves (Chargelots too good, VRs too good, yaddayaddayadda).

Mech is fully unexplored and has potential. Guys, don't dismiss it.
testthewest
Profile Joined October 2011
Germany274 Posts
October 26 2011 16:43 GMT
#1797
On October 27 2011 00:56 ZeromuS wrote:
Show nested quote +
On October 27 2011 00:53 testthewest wrote:
I wonder why they didn't adjust the costs due to their value. Weapons is the best upgrade hands down. It affects the whole army (nobody builds toss air for more than cheese or gimick strats) all the time.
Armor und shields just cover a part of the hp-pool (shields+actual hp). Shields can regenerate, so be potential of multiple use (blinksstalkers/archons), armor comes mostly ontop of a basearmor, thus making an upgrade advantage over the opponent even stronger (exapmle: x/1/0 stalker can take 42 zergling hits w/o dying, a x/0/1 stalker can only take 39 zergling hits).
So rebalancing to make them more equal would be something likethis:
weapons: 150/225/300
armor: 75/125/200
shields: 100/175/250


I would get +3 armour vs Terran so fast with those changes completely ignoring attack and instead getting a lot of zealots. Like a lot of zealots and win many many engagements thanks to the +3 armour. All chrono on that and slowly spend gas on archons.

Thats a ridiculous change you do realise I hope?


Well, do so. Armor doesn't kill anything. As soon as terran has stim and medivacs, zealots are fodder. Fodder meant to last until the dps department did their job. Your colossi with no weapon upgrades are just not the same as 3 weapon upgraded colossi.
So your zealots last a bit longer, but your damage output loss will be more severe.
Remember, losing dps is terrible, since like armor upgrades it scales inversly (reason: Medivacs)
War is not about who is right, but who is left.
Grndr101
Profile Joined March 2011
Belgium125 Posts
Last Edited: 2011-10-26 16:47:58
October 26 2011 16:47 GMT
#1798
I feel like the emp change affects non-pro players a hell of a lot more than pro players. Because the pros will have enough ghosts and land those critical emps, while this is a very hard skill to master for the lower level player.
I'm not trolling here, but I feel that now a lot of protoss who aren't that good will have a much higher win rate aganst terran just amoving their army. Obviously it's different when you get to masters and higher because the skill level allows for that much APM and good ghost control.
But in the lower leagues this will wreak havoc to the PvT win rate, as very little micro is involved(from either side) and without emps protoss is just better composition-wise. It's far from UP, but imo this will discourage a lot of terrans who are just casual players as they just won't be able to stand up to protoss in a macro game.
testthewest
Profile Joined October 2011
Germany274 Posts
October 26 2011 16:53 GMT
#1799
[QUOTE]On October 27 2011 01:32 Lonyo wrote:
[QUOTE]On October 27 2011 00:53 testthewest wrote:
I wonder why they didn't adjust the costs due to their value. Weapons is the best upgrade hands down. It affects the whole army (nobody builds toss air for more than cheese or gimick strats) all the time.
Armor und shields just cover a part of the hp-pool (shields+actual hp). Shields can regenerate, so be potential of multiple use (blinksstalkers/archons), armor comes mostly ontop of a basearmor, thus making an upgrade advantage over the opponent even stronger (exapmle: x/1/0 stalker can take 42 zergling hits w/o dying, a x/0/1 stalker can only take 39 zergling hits).
So rebalancing to make them more equal would be something likethis:
weapons: 150/225/300
armor: 75/125/200
shields: 100/175/250[/QUOTE]

[QUOTE]On October 27 2011 01:32 Lonyo wrote:
Except shields affect EVERYTHING.[/QUOTE]

sadly everything it doesn't matter . It matters how long your tanks survive (zealots). If you kill my army and have still a 50 food army in my base, nobody cares about build armor.
Furthermore, shields affect everything only to a certain point. Builds only half, most units less than half.

[QUOTE]On October 27 2011 01:32 Lonyo wrote:
+1 ground attack affects ground units, there are separate upgrades for air attack and armour.
+1 shield affects both air and ground units, so even if it was twice the cost of armour, it's like getting +1 ground armour and +1 air armour.
Shield also affects buildings, so it's also like the equivalent of terran building armour.[/QUOTE]

But the game revolves around ground units (and mutalisks). Toss air is as I said a joke and most certainly not meant to tank hits. Therefore armor covers all important units. While attack matters for air units, you'll almost never build so much air, to make them worthwhile.

Now what wins brings toss wins? Colossi! They thrive on attack upgrades. Blink-stalkers! Same!
Archons! Also in dire need of attack upgrades (to one-shot armorupgraded zerglings i.e.)

[QUOTE]On October 27 2011 01:32 Lonyo wrote:
Just because you perceive it as the weakest upgrade doesn't mean it is. If you are going chargelot/archon, then having cheap shield upgrades is very beneficial for archons, and it helps you back at home when considering possible zergling counterattacks.
It also impacts protoss structures against things like mutalisk harass, where you knock off a decent chunk of damage.[/QUOTE]

Of course not. But since most pro's see it the same way.


War is not about who is right, but who is left.
dolvlo
Profile Joined December 2010
United States99 Posts
October 26 2011 16:54 GMT
#1800
The EMP nerf is huge, it reduces the area affected by EMP by ~45%
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