• Log InLog In
  • Register
Liquid`
Team Liquid Liquipedia
EST 03:58
CET 09:58
KST 17:58
  • 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
TL.net Map Contest #21: Winners11Intel X Team Liquid Seoul event: Showmatches and Meet the Pros10[ASL20] Finals Preview: Arrival13TL.net Map Contest #21: Voting12[ASL20] Ro4 Preview: Descent11
Community News
StarCraft, SC2, HotS, WC3, Returning to Blizzcon!45$5,000+ WardiTV 2025 Championship7[BSL21] RO32 Group Stage4Weekly Cups (Oct 26-Nov 2): Liquid, Clem, Solar win; LAN in Philly2Weekly Cups (Oct 20-26): MaxPax, Clem, Creator win10
StarCraft 2
General
TL.net Map Contest #21: Winners Mech is the composition that needs teleportation t StarCraft, SC2, HotS, WC3, Returning to Blizzcon! RotterdaM "Serral is the GOAT, and it's not close" Weekly Cups (Oct 20-26): MaxPax, Clem, Creator win
Tourneys
Constellation Cup - Main Event - Stellar Fest Sparkling Tuna Cup - Weekly Open Tournament $5,000+ WardiTV 2025 Championship Merivale 8 Open - LAN - Stellar Fest Sea Duckling Open (Global, Bronze-Diamond)
Strategy
Custom Maps
Map Editor closed ?
External Content
Mutation # 499 Chilling Adaptation Mutation # 498 Wheel of Misfortune|Cradle of Death Mutation # 497 Battle Haredened Mutation # 496 Endless Infection
Brood War
General
FlaSh on: Biggest Problem With SnOw's Playstyle [ASL20] Ask the mapmakers — Drop your questions BW General Discussion BGH Auto Balance -> http://bghmmr.eu/ Where's CardinalAllin/Jukado the mapmaker?
Tourneys
[ASL20] Grand Finals [BSL21] RO32 Group A - Saturday 21:00 CET [Megathread] Daily Proleagues [BSL21] RO32 Group B - Sunday 21:00 CET
Strategy
PvZ map balance Current Meta How to stay on top of macro? Soma's 9 hatch build from ASL Game 2
Other Games
General Games
Stormgate/Frost Giant Megathread Nintendo Switch Thread Path of Exile Should offensive tower rushing be viable in RTS games? Dawn of War IV
Dota 2
Official 'what is Dota anymore' discussion
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
TL Mafia Community Thread SPIRED by.ASL Mafia {211640}
Community
General
Things Aren’t Peaceful in Palestine US Politics Mega-thread The Games Industry And ATVI Russo-Ukrainian War Thread YouTube Thread
Fan Clubs
White-Ra Fan Club The herO Fan Club!
Media & Entertainment
[Manga] One Piece Anime Discussion Thread Movie Discussion! Korean Music Discussion Series you have seen recently...
Sports
2024 - 2026 Football Thread Formula 1 Discussion NBA General Discussion MLB/Baseball 2023 TeamLiquid Health and Fitness Initiative For 2023
World Cup 2022
Tech Support
SC2 Client Relocalization [Change SC2 Language] Linksys AE2500 USB WIFI keeps disconnecting Computer Build, Upgrade & Buying Resource Thread
TL Community
The Automated Ban List
Blogs
Learning my new SC2 hotkey…
Hildegard
Coffee x Performance in Espo…
TrAiDoS
Saturation point
Uldridge
DnB/metal remix FFO Mick Go…
ImbaTosS
Reality "theory" prov…
perfectspheres
Our Last Hope in th…
KrillinFromwales
Customize Sidebar...

Website Feedback

Closed Threads



Active: 1705 users

1.4.2 Patch Live - Page 10

Forum Index > SC2 General
Post a Reply
Prev 1 8 9 10 11 12 58 Next
Snaphoo
Profile Joined July 2010
United States614 Posts
November 08 2011 02:37 GMT
#181
On November 08 2011 11:11 s3rp wrote:
Show nested quote +
On November 08 2011 11:06 Snaphoo wrote:
On November 08 2011 10:46 s3rp wrote:
TvP is just not fun to play . What i hate most that only 1 unit comp is valid unless you cheese. There's basically 5 useful Terran Units in long macro games MMM/Ghosts/Vikings the rest is just gimmicky or near useless unless you push fast with it or get years of time.

Protoss has alot more variation if the chose to use it. Only 1 Techtree is kinda bad against Terran and thats Stargate. For Terran its 2 of 3 Techtrees that just suck against Toss


That's 5 units from 2 of 3 tech-trees (Barracks and Starport).

Isn't Zea/Stalk/Colossus/HT/Archon pretty much every endgame Toss ball in TvP? 5 units from 2 of the 3 tech-trees? Even if you throw in Immortals, 6 kinds of units vs. 5 doesn't strike me as a "lot more variation."


You forget Sentry and DT's and idk if they count Observers(?) ^^ . Maybe even building a Warpprism.
Most of the Terran units don't have a role in TvP beyond 15 Minutes. As a Protoss you can at least throw in every unit besides Stargate units without making your actual army worse in big lategame situations.

I don't whine about balance but or anything here just how the TvP has to be played . I'm not a cheesy player so I'm basically forced into MMM/Vikings/Ghosts every game.


Rarely do you see more than one or two sentries lategame; they are just there for Guardian Shield, and I see DTs about as frequently as I see Banshees in PvT.

Warp Prisms are a fair point, they are seeing more use these days... but again, Mech is definitely viable (even if not as easy as Bio) as players like Goody and Happy have shown.
ROOTFayth
Profile Joined January 2004
Canada3351 Posts
November 08 2011 02:37 GMT
#182
damn i want that blizzcon avatar, looks cool, didn't attend it tho
Azzur
Profile Blog Joined July 2010
Australia6260 Posts
November 08 2011 02:41 GMT
#183
I'm a bit unhappy with the EMP changes, for I thought ghosts vs spellcaster energy was quite balanced. Ghosts vs protoss shields may have been a bit imbalanced, but this change affected both. I would've preferred if they nerfed the shield damage and kept the radius.

Cheaper shield upgrades I can understand and it was necessary.

Ground/weapons should've been untouched - since a lot of protoss units benefit from upgrades. Unlike, for instance, terran, who have bio, mech and air upgrades respectively.
Quotidian
Profile Joined August 2010
Norway1937 Posts
November 08 2011 02:42 GMT
#184
On November 08 2011 09:49 aksfjh wrote:
Can't believe the EMP nerf made it through as is. Wonder how many Terrans will flee during this patch...


I'll just keep one-base all-ining. It's obviously what Blizzard wants terran players to do, considering that terran has to go for what is basically an early/midgame composition all game long and that factory units are worthless. Oh, and every protoss player with any brains will be doing double forge now, as if that style wasn't ridiculously strong already. Tvp has - since the damage modifier was added on tanks - been a garbage match up, now it's going to be worse. And from what I can tell from twiddling with the HOTS custom stuff, the expansion isn't going to make mech work there either. Fun
Kwanny
Profile Joined January 2011
Germany222 Posts
November 08 2011 02:42 GMT
#185
So, I expect even less people to play terran. Every patch, the number of terrans shrinks. And with every patch, it has been becoming harder for terrans. And that's kinda sad when Terran is already the least played race on battlenet.
hollabackk
Profile Joined December 2010
118 Posts
November 08 2011 02:43 GMT
#186
Hopefully we will see the older style of protoss with high upgrades, and low tech units. I always thought this looked the best with 30 warpgates and clashes across the map instead of the same ball that usually happens.
SoKHo
Profile Joined April 2011
Korea (South)1081 Posts
November 08 2011 02:44 GMT
#187
I am happy
"If you don't understand my silence, you won't understand my words"|| Big Nal_rA fan boy!! Nal_rA, Bisu, Huk, MC, Hero fighting! SKT1---->
mlspmatt
Profile Joined October 2011
Canada404 Posts
November 08 2011 02:44 GMT
#188
On November 08 2011 11:34 Zombo Joe wrote:
Show nested quote +
On November 08 2011 11:12 Gatored wrote:
On November 08 2011 10:51 Zombo Joe wrote:
So now Protoss has the fastest and cheapest, and most efficient upgrades...


At least they now have one advantage over the other races :/


Instant reinforcement anywhere on the map isn't an advantage?

I have no problem with Toss having an Upgrade advantage. Gateway units seem a little too weak and lose to T & Z early units so allowing Toss to have an edge there might balance that more - which I think is good for the game.
Snorkle
Profile Blog Joined October 2010
United States1648 Posts
November 08 2011 02:46 GMT
#189
On November 08 2011 11:36 Eps wrote:
Show nested quote +
On November 08 2011 11:27 Snorkle wrote:
If the range on emp is still 10 instead of 9 ghosts will still emp templar before they can feedback/storm ghosts... not even mentioning snipe meh.

I still think feedback needs to be same range as snipe (10)


Something is better than nothing though.


Ghosts are meant to be Anti-Caster units, that's what they do.

Do you really think the Templar should be on par with essentially dedicated Anti-Caster Units? And have one of the best AOE spells in the game, And have the option to morph into a Bio-Wrecking ball when their energy is depleted?



In the tvp matchup they are actually the anti-everything protoss makes unit.

So yes, I do think they should be on par.

Storm as best AOE spell in the game is laughable.
s3rp
Profile Joined May 2011
Germany3192 Posts
Last Edited: 2011-11-08 02:48:44
November 08 2011 02:46 GMT
#190
On November 08 2011 11:42 Quotidian wrote:
Show nested quote +
On November 08 2011 09:49 aksfjh wrote:
Can't believe the EMP nerf made it through as is. Wonder how many Terrans will flee during this patch...


I'll just keep one-base all-ining. It's obviously what Blizzard wants terran players to do, considering that terran has to go for what is basically an early/midgame composition all game long and that factory units are worthless. Oh, and every protoss player with any brains will be doing double forge now, as if that style wasn't ridiculously strong already. Tvp has - since the damage modifier was added on tanks - been a garbage match up, now it's going to be worse. And from what I can tell from twiddling with the HOTS custom stuff, the expansion isn't going to make mech work there either. Fun


I agree on most point but ...

Ehh i wouldn't give too much about that Custom Map. There will probably alot pretty signifacent in HOTS although smaller changes that haven't been announced yet.

Kwanny
Profile Joined January 2011
Germany222 Posts
November 08 2011 02:47 GMT
#191
On November 08 2011 11:46 Snorkle wrote:
Show nested quote +
On November 08 2011 11:36 Eps wrote:
On November 08 2011 11:27 Snorkle wrote:
If the range on emp is still 10 instead of 9 ghosts will still emp templar before they can feedback/storm ghosts... not even mentioning snipe meh.

I still think feedback needs to be same range as snipe (10)


Something is better than nothing though.


Ghosts are meant to be Anti-Caster units, that's what they do.

Do you really think the Templar should be on par with essentially dedicated Anti-Caster Units? And have one of the best AOE spells in the game, And have the option to morph into a Bio-Wrecking ball when their energy is depleted?



In the tvp matchup they are actually the anti-everything protoss makes unit.

So yes, I do think they should be on par.

Storm as best AOE spell in the game is laughable.


Yeah, it's kinda imbalanced, that 1 emp kills tons of zealots.

oh wait.
ReaperX
Profile Blog Joined January 2011
Hong Kong1758 Posts
November 08 2011 02:47 GMT
#192
WOOOP! No more SadZealot
Artosis : Clide. idrA : Shut up.
Avril_Lavigne
Profile Joined April 2010
United States446 Posts
November 08 2011 02:50 GMT
#193
sweet, now that i can only EMP about half of the HT protoss will have his army, I'll also only be able to EMP 1/3 of the Archons he wishes to merge right after! And as soon as I go overboard with Ghosts just to beat archon zealot I may as well just die to a colossus tech switch.

Blizzard had to make the Deathball deathier. Can't wait to see how protoss executes their 1a post patch!
IMoperator
Profile Joined October 2011
4476 Posts
November 08 2011 02:51 GMT
#194
Ugh, I know blizzard needs to patch it for pro play but TvP is so hard when you don't have the mechanics of pros. People don't realize how hard it is to play Terran when Toss/Zerg can actually macro. Like the other guy said, there's just going to be less and less terrans in ladder.
ArcticFox
Profile Joined February 2011
United States1092 Posts
November 08 2011 02:54 GMT
#195
The shield cost needed to be reduced, and I agree with it completely so it might see some actual use.

The weapon/armor cost reduction, ehhhhhh....unnecessary. I don't know. Double forge was already pretty strong and widespread, I'm not for or against it, I guess I just don't understand it? What's the point of the reduction?

EMP radius nerf....yikes. I'm ok with this change for TvP, but since it's a smaller radius, I would like to see it drain full energy again. If the intention was to make it less effective in TvP for draining shields, then it needs to be able to actually do its job of draining energy from units properly. It will still be *ok* against HT energy (though will actually take skill to land instead of just EMPing in their general direction), but it's going to be hell to land on any real number of archons (probably as intended), and I'm especially I'm seriously worried about being able to hit the fat infestors.

I'm willing to play with it for a while as-is, but it seems our anti-caster abilities are just getting harder and harder to use every patch....
sagefreke
Profile Joined August 2010
United States241 Posts
November 08 2011 02:55 GMT
#196
I don't see speedlings being useful for anything besides runbys this patch against protoss. There's no reason why a protoss shouldn't be at least 1 attack upgrade ahead of the Zerg and now, shields are going to be upgraded more in the late game as well.

Not too worried... Just a little concerned.
yo yo yo
Snorkle
Profile Blog Joined October 2010
United States1648 Posts
Last Edited: 2011-11-08 02:56:06
November 08 2011 02:55 GMT
#197
On November 08 2011 11:47 Kwanny wrote:
Show nested quote +
On November 08 2011 11:46 Snorkle wrote:
On November 08 2011 11:36 Eps wrote:
On November 08 2011 11:27 Snorkle wrote:
If the range on emp is still 10 instead of 9 ghosts will still emp templar before they can feedback/storm ghosts... not even mentioning snipe meh.

I still think feedback needs to be same range as snipe (10)


Something is better than nothing though.


Ghosts are meant to be Anti-Caster units, that's what they do.

Do you really think the Templar should be on par with essentially dedicated Anti-Caster Units? And have one of the best AOE spells in the game, And have the option to morph into a Bio-Wrecking ball when their energy is depleted?



In the tvp matchup they are actually the anti-everything protoss makes unit.

So yes, I do think they should be on par.

Storm as best AOE spell in the game is laughable.


Yeah, it's kinda imbalanced, that 1 emp kills tons of zealots.

oh wait.


If you hit 3 zealots with 1 emp you effectively killed a zealot instantly.
If you hit 2 stalkers with an emp you effectively killed a stalker instantly.
If you carpet bomb the entire protoss army in emp's you effectively cut his army in half, instantly.

So yes, in application 1 emp kills tons of zealots.
ROOTFayth
Profile Joined January 2004
Canada3351 Posts
November 08 2011 02:56 GMT
#198
On November 08 2011 11:47 Kwanny wrote:
Show nested quote +
On November 08 2011 11:46 Snorkle wrote:
On November 08 2011 11:36 Eps wrote:
On November 08 2011 11:27 Snorkle wrote:
If the range on emp is still 10 instead of 9 ghosts will still emp templar before they can feedback/storm ghosts... not even mentioning snipe meh.

I still think feedback needs to be same range as snipe (10)


Something is better than nothing though.


Ghosts are meant to be Anti-Caster units, that's what they do.

Do you really think the Templar should be on par with essentially dedicated Anti-Caster Units? And have one of the best AOE spells in the game, And have the option to morph into a Bio-Wrecking ball when their energy is depleted?



In the tvp matchup they are actually the anti-everything protoss makes unit.

So yes, I do think they should be on par.

Storm as best AOE spell in the game is laughable.


Yeah, it's kinda imbalanced, that 1 emp kills tons of zealots.

oh wait.

lets try casting 1 EMP on moving zealots and 1 storm on moving zealots

don't be stupid now
NicolBolas
Profile Blog Joined March 2009
United States1388 Posts
November 08 2011 02:56 GMT
#199
On November 08 2011 11:42 Quotidian wrote:
Show nested quote +
On November 08 2011 09:49 aksfjh wrote:
Can't believe the EMP nerf made it through as is. Wonder how many Terrans will flee during this patch...


I'll just keep one-base all-ining. It's obviously what Blizzard wants terran players to do, considering that terran has to go for what is basically an early/midgame composition all game long and that factory units are worthless. Oh, and every protoss player with any brains will be doing double forge now, as if that style wasn't ridiculously strong already. Tvp has - since the damage modifier was added on tanks - been a garbage match up, now it's going to be worse. And from what I can tell from twiddling with the HOTS custom stuff, the expansion isn't going to make mech work there either. Fun


I'm trying to understand something, so bear with me.

You're upset that Terrans have to use "an early/midgame composition all game long," which is shorthand for "Barracks units." You lament that "factory units are worthless". OK.

So what exactly is it that you want? It can't be to be able to go for MMM for a while, then transition into Mech. Because the Terran race doesn't work that way. Every Barracks you build for your MMM ball is a Factory you don't have. Every upgrade for your MMM ball is worthless for your eventual transition to Mech.

More than any other race, Terrans are hidebound to a single production structure. You have to pick your path and go with it. You can't go 4-rax and then transition into Mech, because those 4-rax and the associated upgrades are now worthless.

Which means that what you really want is to be able to use a lategame composition all game long. Why is that any better than "an early/midgame composition all game long?" As long as the composition works, who cares what Tier it is?

It seems to me that the problem is the structure of the Terran race. At some point, you become committed to a tech path, and there's nothing you can do except continue to follow it to its inevitable conclusion. You are either going to go with that earlygame composition forever or the lategame one.

It sounds to me like what Terrans need are more StarPort units that can enhance the effectiveness of their "early/midgame composition". Medivacs are a good start, but beefing up the Raven would be a great addendum late-game to give MMM a good kick in the pants.
So you know, cats are interesting. They are kind of like girls. If they come up and talk to you, it's great. But if you try to talk to them, it doesn't always go so well. - Shigeru Miyamoto
s3rp
Profile Joined May 2011
Germany3192 Posts
November 08 2011 02:57 GMT
#200
On November 08 2011 11:55 Snorkle wrote:
Show nested quote +
On November 08 2011 11:47 Kwanny wrote:
On November 08 2011 11:46 Snorkle wrote:
On November 08 2011 11:36 Eps wrote:
On November 08 2011 11:27 Snorkle wrote:
If the range on emp is still 10 instead of 9 ghosts will still emp templar before they can feedback/storm ghosts... not even mentioning snipe meh.

I still think feedback needs to be same range as snipe (10)


Something is better than nothing though.


Ghosts are meant to be Anti-Caster units, that's what they do.

Do you really think the Templar should be on par with essentially dedicated Anti-Caster Units? And have one of the best AOE spells in the game, And have the option to morph into a Bio-Wrecking ball when their energy is depleted?



In the tvp matchup they are actually the anti-everything protoss makes unit.

So yes, I do think they should be on par.

Storm as best AOE spell in the game is laughable.


Yeah, it's kinda imbalanced, that 1 emp kills tons of zealots.

oh wait.


If you hit 3 zealots with 1 emp you effectively killed a zealot instantly.
If you hit 2 stalkers with an emp you effectively killed a stalker instantly.
If you carpet bomb the entire protoss army in emp's you effectively cut his army in half, instantly.

So yes, in application 1 emp kills tons of zealots.


Thats like saying if i stim i kill 1/4 of my units , total bullcrap. The units will still do damage because they aren't dead unlike Biounits hit by storm , those are actually dead.
Prev 1 8 9 10 11 12 58 Next
Please log in or register to reply.
Live Events Refresh
Next event in 2m
[ Submit Event ]
Live Streams
Refresh
StarCraft 2
Livibee 32
StarCraft: Brood War
Rain 3553
Sea 1899
Zeus 441
PianO 357
Soma 234
Killer 225
JulyZerg 112
soO 50
Sharp 46
Sacsri 17
[ Show more ]
Noble 4
League of Legends
JimRising 481
Reynor76
Counter-Strike
shoxiejesuss441
Other Games
summit1g19700
ceh9381
Mew2King165
Hui .116
NeuroSwarm106
Happy94
Organizations
Other Games
gamesdonequick737
StarCraft 2
Blizzard YouTube
StarCraft: Brood War
BSLTrovo
sctven
[ Show 13 non-featured ]
StarCraft 2
• LUISG 32
• AfreecaTV YouTube
• intothetv
• Kozan
• IndyKCrew
• LaughNgamezSOOP
• Migwel
• sooper7s
StarCraft: Brood War
• BSLYoutube
• STPLYoutube
• ZZZeroYoutube
League of Legends
• Rush1681
• HappyZerGling276
Upcoming Events
OSC
2m
CranKy Ducklings16
Wardi Open
3h 2m
Wardi Open
7h 2m
Replay Cast
14h 2m
WardiTV Korean Royale
1d 3h
Replay Cast
2 days
Kung Fu Cup
2 days
Classic vs Solar
herO vs Cure
Reynor vs GuMiho
ByuN vs ShoWTimE
Tenacious Turtle Tussle
2 days
The PondCast
3 days
RSL Revival
3 days
Solar vs Zoun
MaxPax vs Bunny
[ Show More ]
Kung Fu Cup
3 days
WardiTV Korean Royale
3 days
Replay Cast
3 days
RSL Revival
4 days
Classic vs Creator
Cure vs TriGGeR
Kung Fu Cup
4 days
CranKy Ducklings
5 days
RSL Revival
5 days
herO vs Gerald
ByuN vs SHIN
Kung Fu Cup
5 days
BSL 21
5 days
Tarson vs Julia
Doodle vs OldBoy
eOnzErG vs WolFix
StRyKeR vs Aeternum
Sparkling Tuna Cup
6 days
RSL Revival
6 days
Reynor vs sOs
Maru vs Ryung
Kung Fu Cup
6 days
WardiTV Korean Royale
6 days
BSL 21
6 days
JDConan vs Semih
Dragon vs Dienmax
Tech vs NewOcean
TerrOr vs Artosis
Liquipedia Results

Completed

Proleague 2025-11-07
Stellar Fest: Constellation Cup
Eternal Conflict S1

Ongoing

C-Race Season 1
IPSL Winter 2025-26
KCM Race Survival 2025 Season 4
SOOP Univ League 2025
YSL S2
BSL Season 21
IEM Chengdu 2025
PGL Masters Bucharest 2025
Thunderpick World Champ.
CS Asia Championships 2025
ESL Pro League S22
StarSeries Fall 2025
FISSURE Playground #2
BLAST Open Fall 2025
BLAST Open Fall Qual

Upcoming

SLON Tour Season 2
BSL 21 Non-Korean Championship
Acropolis #4
IPSL Spring 2026
HSC XXVIII
RSL Offline Finals
WardiTV 2025
RSL Revival: Season 3
META Madness #9
BLAST Bounty Winter 2026
BLAST Bounty Winter 2026: Closed Qualifier
eXTREMESLAND 2025
ESL Impact League Season 8
SL Budapest Major 2025
BLAST Rivals Fall 2025
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 © 2025 TLnet. All Rights Reserved.