• Log InLog In
  • Register
Liquid`
Team Liquid Liquipedia
EDT 04:43
CEST 10:43
KST 17:43
  • Home
  • Forum
  • Calendar
  • Streams
  • Liquipedia
  • Features
  • Store
  • EPT
  • TL+
  • StarCraft 2
  • Brood War
  • Smash
  • Heroes
  • Counter-Strike
  • Overwatch
  • Liquibet
  • Fantasy StarCraft
  • TLPD
  • StarCraft 2
  • Brood War
  • Blogs
Forum Sidebar
Events/Features
News
Featured News
Code S Season 1 (2026) - RO4 & Finals Preview4[ASL21] Ro4 Preview: On Course12Code S Season 1 - RO8 Preview7[ASL21] Ro8 Preview Pt2: Progenitors8Code S Season 1 - RO12 Group A: Rogue, Percival, Solar, Zoun13
Community News
Code S Season 1 (2026) - RO8 Results2Weekly Cups (May 4-10): Clem, MaxPax, herO win1Maestros of The Game 2 announcement and schedule !11Weekly Cups (April 27-May 4): Clem takes triple0RSL Revival: Season 5 - Qualifiers and Main Event12
StarCraft 2
General
Code S Season 1 (2026) - RO4 & Finals Preview Code S Season 1 (2026) - RO8 Results Code S Season 1 (2026) - RO12 Results Team Liquid Map Contest #22 - The Finalists MaNa leaves Team Liquid
Tourneys
GSL Code S Season 1 (2026) Sparkling Tuna Cup - Weekly Open Tournament KSL Week 89 2026 GSL Season 2 Qualifiers Maestros of The Game 2 announcement and schedule !
Strategy
Custom Maps
[D]RTS in all its shapes and glory <3 [A] Nemrods 1/4 players
External Content
Mutation # 525 Wheel of Misfortune The PondCast: SC2 News & Results Mutation # 524 Death and Taxes Mutation # 523 Firewall
Brood War
General
Pros React to: TvT Masterclass in FlaSh vs Light vespene.gg — BW replays in browser BGH Auto Balance -> http://bghmmr.eu/ BW General Discussion ASL21 General Discussion
Tourneys
[BSL22] RO8 Bracket Stage + Another TieBreaker [ASL21] Semifinals B [ASL21] Ro8 Day 4 Escore Tournament StarCraft Season 2
Strategy
Muta micro map competition Fighting Spirit mining rates [G] Hydra ZvZ: An Introduction Simple Questions, Simple Answers
Other Games
General Games
Path of Exile Stormgate/Frost Giant Megathread Nintendo Switch Thread Warcraft III: The Frozen Throne Starcraft Tabletop Miniature Game
Dota 2
The Story of Wings Gaming
League of Legends
Heroes of the Storm
Simple Questions, Simple Answers Heroes of the Storm 2.0
Hearthstone
Deck construction bug Heroes of StarCraft mini-set
TL Mafia
Vanilla Mini Mafia Mafia Game Mode Feedback/Ideas TL Mafia Community Thread Five o'clock TL Mafia
Community
General
US Politics Mega-thread YouTube Thread European Politico-economics QA Mega-thread Russo-Ukrainian War Thread UK Politics Mega-thread
Fan Clubs
The herO Fan Club!
Media & Entertainment
[Manga] One Piece Anime Discussion Thread [Req][Books] Good Fantasy/SciFi books
Sports
2024 - 2026 Football Thread McBoner: A hockey love story Formula 1 Discussion
World Cup 2022
Tech Support
streaming software Strange computer issues (software) [G] How to Block Livestream Ads
TL Community
The Automated Ban List
Blogs
How EEG Data Can Predict Gam…
TrAiDoS
ramps on octagon
StaticNine
Funny Nicknames
LUCKY_NOOB
Customize Sidebar...

Website Feedback

Closed Threads



Active: 2108 users

1.4.2 Patch notes PTR - Page 96

Forum Index > SC2 General
2455 CommentsPost a Reply
Prev 1 94 95 96 97 98 123 Next
Dreadwolf
Profile Joined July 2010
Canada220 Posts
October 26 2011 21:52 GMT
#1901
On October 27 2011 05:52 The Final Boss wrote:
Why do I have to stutter step while you A-move Charge-lots?


Well i would stutter step zealot if it made sense. but they are melee units. i do control zealots all the time tho, if i can i will make them hit tank and ghost first. hey! a matter of fact i do stutter step micro zealot is some early game situation vs zerg


Ghosts are an anti-spellcaster unit, High Templar are an AoE damage unit. They both can fulfill the other's roles, but the way they need to be used is completely different.


yeah blizzard mention something about thousand dmg EMPs, i guess emp does no damage right. And your right they need to be used is completly different, ghost can cloak and blanket emp and it does a tons of damage AND it disable spellcaster at the same time, while templar arcording to you have to get droped/picked up, storm and select select the ghost individualy to feedback them. its is completly different. its much easier when your the ghost. and you can do it from the "safety" of a longer range and cloak. or you can just snipe them before they can get in the range for feedback.

Oh so its anti caster only? right, so i have no problem to put the AoE of the ghost back to 2 if it dosent take any shield away. I did not realise that ghost could only snipe caster also, yeah... broodlord or ultra or even muta never got sniped. ghost are so anti caster only.


Also, High Templar can change a battle in more dramatic ways than Ghosts so if it allows you to get a few storms out, it will decimate the bio army. If you can, then you should. You can, so why aren't you? Why do my units have to be weaker because you literally just said that you refuse to do micro (or perhaps you're not skilled enough to do so). The races aren't direct parallels, and the Ghost's role is vastly different from that of the Templar.


Balance change are for a reason, why did KA get remove all you had to do is emp templar and its gg you had a counter available and yet it was nerfed. Because it was imbalanced, thats why. Why did flux vane got removed? imbalanced, why did zealot building time was nerfed? balance. why did the immortal build time was nerfed? all those unit had counter. But it dosent mean that it was a balanced unit.

Yeah maybe and i say MAYBE a templar can change the outcome of a battle more ( i dont really belive thats true) but what do you invest in tech for a ghost. a barrak, a tech lab and a ghost academy. I got gateway, cyber core, twilight council ,templar archive and then a research.. yeah. even if a templar would change the outcome of a battle more than a ghost would, the investement in tech and money and time would justify that.
Kernen
Profile Joined July 2011
United States84 Posts
October 26 2011 21:52 GMT
#1902
Emp buff totally uneccesary
A hellion donut with a marauder filling, not so tasty. - DJ Wheat
Dopeyabyss
Profile Joined April 2011
United States26 Posts
Last Edited: 2011-10-26 22:55:42
October 26 2011 21:55 GMT
#1903
Do you realize that most Protoss units don't even have 70 shields? And even if they did, most complaints about EMP are regarding its energy draining effect instead of its "damage" (I say "damage" because it can't actually kill a unit...)


Well like I said, it doesn't have to be THOSE numbers, specifically. This would obviously require extensive testing to get it right.

The problem with making it a percentage basis is - what do you take a percentage of? Let's say it reduces the damage EMP does to your shields by 10/20/30%: you still end up with the same numbers I proposed earlier because you're taking a percentage of 100.

If you make it a function of each unit's maximum shields, then it becomes too complicated. I think it's important for EMP shield damage to be a static number, for the sake of simplicity, I just think it should be affected by shield upgrades. It seems silly to me that Archons with +3 shields die in just as many EMPs as un-upgraded ones.

Edit: accidentally ended a quote without starting it! lol
blade55555
Profile Blog Joined March 2009
United States17423 Posts
October 26 2011 21:56 GMT
#1904
On October 27 2011 06:52 Kernen wrote:
Emp buff totally uneccesary


It was a nerf.
When I think of something else, something will go here
IVN
Profile Joined October 2010
534 Posts
October 26 2011 21:56 GMT
#1905
On October 26 2011 23:20 WhiteDog wrote:
This is bullshit, why decreasing upgrade's cost of the ground attack ? That's not really serious, it's the same price as the zerg, while we need two upgrade (range and melee)...
Ridiculous.

And protoss need 2 upgrades for armor (armor + shield)...so whats your point?
ROOTFayth
Profile Joined January 2004
Canada3351 Posts
October 26 2011 21:56 GMT
#1906
On October 27 2011 06:56 blade55555 wrote:
Show nested quote +
On October 27 2011 06:52 Kernen wrote:
Emp buff totally uneccesary


It was a nerf.

a totally necessary one at that
Sencho
Profile Joined February 2011
Germany7 Posts
October 26 2011 21:57 GMT
#1907
I think the upgrade cost reduction is not that big of a deal, it surely helps protoss a bit, but its just 375/375 overall and tier 3 is just for like really late game. I think its fair since the T&Z upgrades were cheaper in the past.

I dont really know about the EMP nerf, it seems that they should have nerfed rather the burst than the radius, but of course its a beginning since EMP is like one of the things left that really cause problems to the balance. Radius just doesnt matter that much when T comes along with like 8 ghosts, they would still hit the whole Protoss army easily with those EMPs.
Till the end, beyond all frontiers!
On_Slaught
Profile Joined August 2008
United States12190 Posts
October 26 2011 22:05 GMT
#1908
Not a fan of nerfing emp range when I feel the very obvious solution is using the BW model of EMP. Make it a slow moving projectile that is something you can dodge/minimize how many units can hit.

Why they made it so fast in SC2 still boggles my mind.
bluQ
Profile Blog Joined January 2011
Germany1724 Posts
Last Edited: 2011-10-26 22:17:10
October 26 2011 22:10 GMT
#1909

The cost of Upgrade Ground Weapons Level 2 has been decreased to 150/150, down from 175/175.

The cost of Upgrade Ground Weapons Level 3 has been decreased to 200/200, down from 250/250.

The cost of Upgrade Ground Armor Level 2 has been decreased to 150/150, down from 175/175.

The cost of Upgrade Ground Armor Level 3 has been decreased to 200/200, down from 250/250.

Okay, so Toss only needs 2 Upgrades till lategame. Whatever (useful) unit they want to make.
Lets see ... Twilight Council to get 2/2 right? Hmkay.
So ... getting 2 different Upgrades for Robo and Gateway would be unfair ay? Why exactly?
Because T needs a building (if they go bio) which they will never use again to get 3/3?
Because Z can't even get "fast" 3/3?
The funny thing is, toss don't really need to consider upgrades to make tech-switched (besides ... voids?.....) while T and Z almost have to think ahead of the time in which they want to switch.
I really don't get the point in decreasing the cost of upgrades.
I was debating with friends about even raising the up costs or split them in Gateway/Robo ups.
But maybe someday I will understand what the Balancing Team of Blizz has in their minds ... maybe ... someday.

Edit: And if someone mentions shields ...
Upgrades the armour of shields for all Protoss units and structures.
www.twitch.tv/bluquh (PoE, Starbow, HS)
Gladiator6
Profile Joined June 2010
Sweden7024 Posts
October 26 2011 22:12 GMT
#1910
On October 27 2011 06:56 IVN wrote:
Show nested quote +
On October 26 2011 23:20 WhiteDog wrote:
This is bullshit, why decreasing upgrade's cost of the ground attack ? That's not really serious, it's the same price as the zerg, while we need two upgrade (range and melee)...
Ridiculous.

And protoss need 2 upgrades for armor (armor + shield)...so whats your point?


Logic doesn't always strike peoples heads in these balance threads.
Flying, sOs, free, Light, Soulkey & ZerO
The Final Boss
Profile Joined February 2011
United States1839 Posts
October 26 2011 22:13 GMT
#1911
On October 27 2011 06:52 Dreadwolf wrote:
Show nested quote +
On October 27 2011 05:52 The Final Boss wrote:
Why do I have to stutter step while you A-move Charge-lots?


Well i would stutter step zealot if it made sense. but they are melee units. i do control zealots all the time tho, if i can i will make them hit tank and ghost first. hey! a matter of fact i do stutter step micro zealot is some early game situation vs zerg

Show nested quote +

Ghosts are an anti-spellcaster unit, High Templar are an AoE damage unit. They both can fulfill the other's roles, but the way they need to be used is completely different.


yeah blizzard mention something about thousand dmg EMPs, i guess emp does no damage right. And your right they need to be used is completly different, ghost can cloak and blanket emp and it does a tons of damage AND it disable spellcaster at the same time, while templar arcording to you have to get droped/picked up, storm and select select the ghost individualy to feedback them. its is completly different. its much easier when your the ghost. and you can do it from the "safety" of a longer range and cloak. or you can just snipe them before they can get in the range for feedback.

Oh so its anti caster only? right, so i have no problem to put the AoE of the ghost back to 2 if it dosent take any shield away. I did not realise that ghost could only snipe caster also, yeah... broodlord or ultra or even muta never got sniped. ghost are so anti caster only.

Show nested quote +

Also, High Templar can change a battle in more dramatic ways than Ghosts so if it allows you to get a few storms out, it will decimate the bio army. If you can, then you should. You can, so why aren't you? Why do my units have to be weaker because you literally just said that you refuse to do micro (or perhaps you're not skilled enough to do so). The races aren't direct parallels, and the Ghost's role is vastly different from that of the Templar.


Balance change are for a reason, why did KA get remove all you had to do is emp templar and its gg you had a counter available and yet it was nerfed. Because it was imbalanced, thats why. Why did flux vane got removed? imbalanced, why did zealot building time was nerfed? balance. why did the immortal build time was nerfed? all those unit had counter. But it dosent mean that it was a balanced unit.

Yeah maybe and i say MAYBE a templar can change the outcome of a battle more ( i dont really belive thats true) but what do you invest in tech for a ghost. a barrak, a tech lab and a ghost academy. I got gateway, cyber core, twilight council ,templar archive and then a research.. yeah. even if a templar would change the outcome of a battle more than a ghost would, the investement in tech and money and time would justify that.

EMP can do less than half a units hitpoints, whereas good storms decimate bio armies. Storms do lots of damage, certainly more than half a Marine's HP even if they are only in the Storm for a small period of time.

Ghosts and Templar need to be utilized in different ways. In the same way that Zealots are melee units and don't need to be stutter-stepped, Ghosts and Templar require different forms of control. You have the units/the ability to beat Ghosts with High Templar (utilizing Warp Prisms, of course), if you choose not to use them that's your fault, and Terran units shouldn't suffer for it. If I decide not to make Ghosts in TvP, because landing EMPs is too hard, does that mean that when my army gets destroyed by Forcefields and Storms that Sentries and Templar are OP? No, it just means that I had the wrong units and didn't control properly.

Let me rephrase my original statement: Ghosts are anti-spellcasters IN TvP. Sure in TvZ they have a different role, but vZ is a completely different match-up; bio makes up the bulk of your late game army in TvP, but in TvT bio units are almost completely unused late game. My post was clearly talking about TvP, so you're arguing a completely different point.

In TvP: Ghosts=Anti-Spellcaster, High Templar=AoE damage. EMP does AoE damage, but it's important role (along with snipe) is to deal with High Templar before they can storm or Sentries before they can FF. High Templar can be used to kill energy units (Ghosts, Medivacs, PDDs), but their major role is storming on Terran armies to decimate them with AoE damage. Similarly, the main usage of Vikings are to deal with Colossi, but you can also land them to harass undefended mineral lines, or that Stalkers make up the majority of DPS in a P army, but they can also harass with Blink.

Just because something is hard to do doesn't mean that it can't be done, and frankly putting a High Templar into a Prism and drop-storming isn't that difficult at all, especially if you get Prism speed. So why are you so reluctant to do so? You're trying to make parallels between Ghosts and High Templar, but you need to realize that they are vastly different units despite both having AoE spells.

Also, just as a note: if you're going to quote a post/reference a post, include the entire thing (spoiler it if it really bugs you). Your quote of my post is missing some important points that I made/important transitionary clauses from one point to the next and you also didn't even credit my name with that quote so there's no way for somebody to see the original post.
Sated
Profile Blog Joined March 2011
England4983 Posts
October 26 2011 22:22 GMT
#1912
--- Nuked ---
Cankerworm
Profile Joined October 2011
Finland3 Posts
October 26 2011 22:25 GMT
#1913
Cool shield upgrades down, but T_T the anothers... : (
More SC, less life.
Ayaz2810
Profile Joined September 2011
United States2763 Posts
October 26 2011 22:37 GMT
#1914
All you dumb fucks that are acting like the world is ending, read this thread:


http://www.teamliquid.net/forum/viewmessage.php?topic_id=279526



Derp.
Vrtra Vanquisher/Tiamat Trouncer/World Serpent Slayer
Xenogears
Profile Joined July 2011
France87 Posts
October 26 2011 22:39 GMT
#1915
Now Grand Master TvP might be balanced, but anything below Grand Master will suffer because P is such an easy race, and T has 100000 times more things to do.

Wish P could have learnt to spread their units but I guess you can't ask P to do anything more than mass units and build death balls to 1a their way to victory.

Thank you.
MVP :)
Kharnage
Profile Joined September 2011
Australia920 Posts
October 26 2011 22:43 GMT
#1916
IMHO leave EMP radius, leave shields expensive, but have each shield upgrade reduce the damage of EMP to shield by 20.

So level 3 shields would take 40 shield damage.
Dreadwolf
Profile Joined July 2010
Canada220 Posts
October 26 2011 22:44 GMT
#1917
On October 27 2011 07:39 Xenogears wrote:
Now Grand Master TvP might be balanced, but anything below Grand Master will suffer because P is such an easy race, and T has 100000 times more things to do.

Wish P could have learnt to spread their units but I guess you can't ask P to do anything more than mass units and build death balls to 1a their way to victory.

Thank you.


We have to spread our inits in the same exact fashion now, both spell hit the same area, we had to spread 44% more before.
ROOTFayth
Profile Joined January 2004
Canada3351 Posts
October 26 2011 22:47 GMT
#1918
On October 27 2011 07:39 Xenogears wrote:
Now Grand Master TvP might be balanced, but anything below Grand Master will suffer because P is such an easy race, and T has 100000 times more things to do.

Wish P could have learnt to spread their units but I guess you can't ask P to do anything more than mass units and build death balls to 1a their way to victory.

Thank you.

good protoss do spread when needed, just like good terrans

bad terrans just a move their way to victory too
MMello
Profile Joined October 2010
279 Posts
October 26 2011 22:48 GMT
#1919
On October 26 2011 06:27 Jimbo77 wrote:
StarCraft II: Wings of Liberty - Patch 1.4.2


P.S. For P EMP radius reduction might have sense cuz HT/sentry are really small, but now EMP is even more useless against really fat infestors, that is really worse for TvZ mid/late game.


It's ok. There is already a fix for this. The ghost has 2 Ability's called cloak and snipe

Simply use both of them ( In order of Cloak then snipe )

Also works for every other unit in the game
٩(̾●̮̮̃̾•̃̾)۶ __̴ı̴̴̡̡̡ ̡͌l̡̡̡ ̡͌l̡*̡̡ ̴̡ı̴̴̡ ̡̡͡|̲̲̲͡͡͡ ̲▫̲͡ ̲̲̲͡͡π̲̲͡͡ ̲̲͡▫̲̲͡͡ ̲|̡̡̡ ̡ ̴̡ı̴̡̡ ̡͌l̡̡̡̡.__ <- FXO Gaming house
iamke55
Profile Blog Joined April 2004
United States2806 Posts
October 26 2011 22:48 GMT
#1920
On October 27 2011 07:39 Xenogears wrote:
Now Grand Master TvP might be balanced, but anything below Grand Master will suffer because P is such an easy race, and T has 100000 times more things to do.

Wish P could have learnt to spread their units but I guess you can't ask P to do anything more than mass units and build death balls to 1a their way to victory.

Thank you.

Sorry the game is so hard for you. Maybe you should've learn how to play properly instead of bringing SCVs with your attacks every game?
During practice session, I discovered very good build against zerg. -Bisu[Shield]
Prev 1 94 95 96 97 98 123 Next
Please log in or register to reply.
Live Events Refresh
GSL
08:00
2026 Season 1: Playoffs
Cure vs herOLIVE!
SHIN vs Maru
GSL EN (SOOP)0
LiquipediaDiscussion
[ Submit Event ]
Live Streams
Refresh
StarCraft 2
Rex 38
StarCraft: Brood War
Killer 699
Mind 531
Hm[arnc] 196
Larva 174
Zeus 158
scan(afreeca) 144
PianO 59
Backho 38
Sharp 28
Sacsri 25
[ Show more ]
JulyZerg 23
Bale 23
Noble 13
Dota 2
XaKoH 484
NeuroSwarm158
League of Legends
JimRising 561
Other Games
summit1g11132
WinterStarcraft511
monkeys_forever285
crisheroes9
Organizations
Counter-Strike
PGL17173
StarCraft 2
IntoTheiNu 332
Blizzard YouTube
StarCraft: Brood War
BSLTrovo
[ Show 16 non-featured ]
StarCraft 2
• Berry_CruncH241
• CranKy Ducklings SOOP57
• LUISG 34
• AfreecaTV YouTube
• intothetv
• Kozan
• IndyKCrew
• LaughNgamezSOOP
• Migwel
• sooper7s
StarCraft: Brood War
• BSLYoutube
• STPLYoutube
• ZZZeroYoutube
League of Legends
• Jankos1058
• Lourlo963
Counter-Strike
• C_a_k_e 1769
Upcoming Events
IPSL
7h 17m
Bonyth vs Napoleon
G5 vs JDConan
BSL
10h 17m
OyAji vs JDConan
DragOn vs TBD
Replay Cast
1d
Monday Night Weeklies
1d 7h
Replay Cast
1d 15h
The PondCast
2 days
Kung Fu Cup
2 days
GSL
3 days
Replay Cast
3 days
GSL
4 days
[ Show More ]
WardiTV Spring Champion…
4 days
Replay Cast
4 days
Sparkling Tuna Cup
5 days
WardiTV Spring Champion…
5 days
Replay Cast
5 days
RSL Revival
6 days
Classic vs SHIN
Rogue vs Bunny
BSL
6 days
Replay Cast
6 days
Afreeca Starleague
6 days
Liquipedia Results

Completed

Escore Tournament S2: W7
WardiTV TLMC #16
Nations Cup 2026

Ongoing

BSL Season 22
ASL Season 21
IPSL Spring 2026
KCM Race Survival 2026 Season 2
Acropolis #4
KK 2v2 League Season 1
BSL 22 Non-Korean Championship
SCTL 2026 Spring
RSL Revival: Season 5
2026 GSL S1
Heroes Pulsing #1
Asian Champions League 2026
IEM Atlanta 2026
PGL Astana 2026
BLAST Rivals Spring 2026
IEM Rio 2026
PGL Bucharest 2026
Stake Ranked Episode 1
BLAST Open Spring 2026
ESL Pro League S23 Finals
ESL Pro League S23 Stage 1&2

Upcoming

YSL S3
Escore Tournament S2: W8
CSLAN 4
Kung Fu Cup 2026 Grand Finals
HSC XXIX
uThermal 2v2 2026 Main Event
Maestros of the Game 2
WardiTV Spring 2026
2026 GSL S2
BLAST Bounty Summer 2026
BLAST Bounty Summer Qual
Stake Ranked Episode 3
XSE Pro League 2026
IEM Cologne Major 2026
Stake Ranked Episode 2
CS Asia Championships 2026
TLPD

1. ByuN
2. TY
3. Dark
4. Solar
5. Stats
6. Nerchio
7. sOs
8. soO
9. INnoVation
10. Elazer
1. Rain
2. Flash
3. EffOrt
4. Last
5. Bisu
6. Soulkey
7. Mini
8. Sharp
Sidebar Settings...

Advertising | Privacy Policy | Terms Of Use | Contact Us

Original banner artwork: Jim Warren
The contents of this webpage are copyright © 2026 TLnet. All Rights Reserved.