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1.4.2 Patch Live - Page 47

Forum Index > SC2 General
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blackbrrd
Profile Joined September 2010
Norway477 Posts
November 09 2011 22:34 GMT
#921
After seeing the GSL matches on the larger maps without gold bases, I am inclined to think that PvT was pretty balanced before this patch.
ZasZ.
Profile Joined May 2010
United States2911 Posts
November 09 2011 22:35 GMT
#922
On November 10 2011 07:32 Eppa! wrote:
Show nested quote +
On November 10 2011 07:27 Scufo wrote:
On November 10 2011 06:39 NineteenSC2 wrote:
On November 10 2011 06:06 Talack wrote:
I'm glad that all the protoss all-ins like 6-gate and immortal bust are not being looked at but the late-game of terran is being nerfed ><

God I hate how they balance this game around players with insane micro but the leagues like low-mid masters get screwed when they can't do that but their macro mechanics are solid. Really really hard when both sides are able to make huge armies and the terran player is expected to play x1000 better just to compete with the a-moving with a FF or a storm tossed here and there.

Late game TvP is broken. I don't see how the blizzard developer team does not see it and does not make changes.


I think emp was nerfed cause late game terran is op, not protoss. You're doing something wrong.

Oh and toss has to:

ff, gs, storm, feedback, blink, micro zealots, warp in units in the middle of a battle, spread hts & sentries

terran has to:

1a + stim and scoot and shoot

What's easier?


Late game Terran OP...am I dreaming? Protoss armies ROLL Terran bio with no micro (except Stim) on either side. Chargelots and Colossus absolutely manhandle Marines and Marauders.

There's a reason Terran tends to be the aggressor in the early and mid game...if you don't hurt a toss you're in for an uphill battle in the lategame...

Why would you not micro your units?


He was responding to the poster that seemed to think that a Terran A-moving and hitting T for Stim would annihilate a Protoss microing every part of his army well. Obviously it was ridiculous.

Of course this entire thread is conjecture...the patch has only been out for a day and we only have one day's worth of Protoss winning televised matches to base the "new metagame" off of.

People just like to argue on the internetz.
epicdemic
Profile Joined October 2011
Netherlands137 Posts
November 09 2011 22:37 GMT
#923
On November 10 2011 06:37 Logros wrote:
Show nested quote +
On November 10 2011 06:32 epicdemic wrote:
On November 10 2011 05:19 dgwow wrote:
On November 08 2011 21:44 IgnE wrote:
Even if the auto-matchmaking system gives you 50% wins in all 3 matchups, it's not fun to win 50% of your mirror, 60+% of tvz and feel hopeless going into tvp, knowing that you have to win before he gets out collosus and HTs.

Cheaper upgrades make upgrades faster. Anyone who "does math" and says that the upgrades are still the same length have no real concept of how the game actually works. Upgrades are rarely, except in special builds, hit at a certain time, all the time, at the expense of other basic macro priorities. They are typically fit into the builds by using extra accumulated gas/minerals that would have been used to tech somewhere else/add more production/set up an expansion/gear up for an attack/defense. When you have cheaper upgrades, its much easier to accumulate the required resources in the normal course of macro and hence makes it easier to fit in earlier in builds. In empirical practice, cheaper means faster, on average, across all players and games. That said, I would be fine with the upgrade buff if the emp nerf weren't so bad.

I'd almost rather have KA back in the game than have to nerf emp. I like the shield upgrade idea reducing emp damage to shields.

The emp nerf effectively kills early ghost builds which depended on doing cost effective damage to shields/sentry energy. Terrans have one less pressure build to use, allowing protoss to either macro up more easily, or use their more powerful 2 base timings. This also makes it more dangerous for terrans to take an early third, which they now need even more in order to get out more ghosts to deal with the protoss deathball.




This is EXACTLY what protoss needed, a bio ball with 2 or more ghosts in a timing attack than can a-move and easily emp the toss and win is kind of ridiculous, just like the 1-1-1. I also think snipe ranged needs to be nerfed a bit. Remember, the strengths of terran are positioning, micro and multitasking. These changes just make terran more reliant on that, which suits the game, don't you think?


The protoss can deny the 1-1-1 (or 3-1-1 or so for that matter) fairly easily by forcefielding the enemy ramp. It's a fairly decent counter against the build. There is nothing to counter ghosts with in PvT though. One could argue high templar, but remember that the ghost is also a hard counter to high templar, making it kind of a coin flip situation.

Sieged tanks and banshees would disagree with those sentries trying to FF contain. There's a reason we don't ever see that in pro games.


Siege mode is usually timed to finish when the terran arrives at P's base, and some versions of the 1-1-1 don't involve siege mode (for example when the Terran researches cloak), so siege tanks are not a big deal, especially on maps like Xel'Naga Caverns when the sentries are positioned well. 3 gates are enough to warp in sufficient numbers of stalkers to fend of any banshees. Remember that the banshee doesn't have any support from the marines: they are forcefielded.

You should see this VOD, it's actually not very hard to hold off if you know how to do this, considering both players are around the same skill level.

http://hotkeyit.com/videos/single/stopping_the_terran_1_1_1/
Rassy
Profile Joined August 2010
Netherlands2308 Posts
November 09 2011 22:37 GMT
#924
First time i dont like a patch
Dont mind the emp nerve but reducing the shield upgrades and lvl 2 upgrades for toss is
a to big improvement for toss
Specially the shield upgrade, wich now seems viable as alternative to the armour upgrade i find to strong now
Scufo
Profile Joined October 2010
United States136 Posts
November 09 2011 22:39 GMT
#925
On November 10 2011 07:30 DarkPlasmaBall wrote:
Show nested quote +
On November 10 2011 07:27 Scufo wrote:
On November 10 2011 06:39 NineteenSC2 wrote:
On November 10 2011 06:06 Talack wrote:
I'm glad that all the protoss all-ins like 6-gate and immortal bust are not being looked at but the late-game of terran is being nerfed ><

God I hate how they balance this game around players with insane micro but the leagues like low-mid masters get screwed when they can't do that but their macro mechanics are solid. Really really hard when both sides are able to make huge armies and the terran player is expected to play x1000 better just to compete with the a-moving with a FF or a storm tossed here and there.

Late game TvP is broken. I don't see how the blizzard developer team does not see it and does not make changes.


I think emp was nerfed cause late game terran is op, not protoss. You're doing something wrong.

Oh and toss has to:

ff, gs, storm, feedback, blink, micro zealots, warp in units in the middle of a battle, spread hts & sentries

terran has to:

1a + stim and scoot and shoot

What's easier?


Late game Terran OP...am I dreaming? Protoss armies ROLL Terran bio with no micro (except Stim) on either side. Chargelots and Colossus absolutely manhandle Marines and Marauders.

There's a reason Terran tends to be the aggressor in the early and mid game...if you don't hurt a toss you're in for an uphill battle in the lategame...


I think I found your problems.

You're supposed to micro your units. And make ghosts and vikings instead of just tier one units against an entire Protoss deathball.

You're welcome.


My point was, Protoss armies do much better than Terran ones with less-than-superb micro. It's a real problem for Plat-Diamond level players. There's a reason why Terran is the least played race there.
DarkPlasmaBall
Profile Blog Joined March 2010
United States45176 Posts
November 09 2011 22:39 GMT
#926
On November 10 2011 07:37 Rassy wrote:
First time i dont like a patch
Dont mind the emp nerve but reducing the shield upgrades and lvl 2 upgrades for toss is
a to big improvement for toss
Specially the shield upgrade, wich now seems viable as alternative to the armour upgrade i find to strong now


The upgrades don't come any faster, and the final result is that Protoss ends up getting on average two extra gateway units by the fifteen minute mark.

That's too strong?
"There is nothing more satisfying than looking at a crowd of people and helping them get what I love." ~Day[9] Daily #100
DarkPlasmaBall
Profile Blog Joined March 2010
United States45176 Posts
Last Edited: 2011-11-09 22:42:31
November 09 2011 22:41 GMT
#927
On November 10 2011 07:39 Scufo wrote:
Show nested quote +
On November 10 2011 07:30 DarkPlasmaBall wrote:
On November 10 2011 07:27 Scufo wrote:
On November 10 2011 06:39 NineteenSC2 wrote:
On November 10 2011 06:06 Talack wrote:
I'm glad that all the protoss all-ins like 6-gate and immortal bust are not being looked at but the late-game of terran is being nerfed ><

God I hate how they balance this game around players with insane micro but the leagues like low-mid masters get screwed when they can't do that but their macro mechanics are solid. Really really hard when both sides are able to make huge armies and the terran player is expected to play x1000 better just to compete with the a-moving with a FF or a storm tossed here and there.

Late game TvP is broken. I don't see how the blizzard developer team does not see it and does not make changes.


I think emp was nerfed cause late game terran is op, not protoss. You're doing something wrong.

Oh and toss has to:

ff, gs, storm, feedback, blink, micro zealots, warp in units in the middle of a battle, spread hts & sentries

terran has to:

1a + stim and scoot and shoot

What's easier?


Late game Terran OP...am I dreaming? Protoss armies ROLL Terran bio with no micro (except Stim) on either side. Chargelots and Colossus absolutely manhandle Marines and Marauders.

There's a reason Terran tends to be the aggressor in the early and mid game...if you don't hurt a toss you're in for an uphill battle in the lategame...


I think I found your problems.

You're supposed to micro your units. And make ghosts and vikings instead of just tier one units against an entire Protoss deathball.

You're welcome.


My point was, Protoss armies do much better than Terran ones with less-than-superb micro. It's a real problem for Plat-Diamond level players. There's a reason why Terran is the least played race there.


Oh, I thought it was because all the Terrans had already moved up into Code S.

Just kidding, but I feel that the necessary micro for both races is about even, and when Protoss don't hit forcefields or storms, they lose the game just as often as when Terrans don't split their units or cast EMPs. I think it averages out pretty well.
"There is nothing more satisfying than looking at a crowd of people and helping them get what I love." ~Day[9] Daily #100
rpgalon
Profile Joined April 2011
Brazil1069 Posts
Last Edited: 2011-11-09 23:26:15
November 09 2011 22:46 GMT
#928
Plz, stop with the ghost VS HT shit, there is no need for it

ghosts and templars

1- ghosts have more hp (it is fucking hard to snipe it with blink stalker or colossus before the emp)
2- ghosts have more movement speed (templars speed = battlecruiser speed)
3- ghosts can cloak
4- ghosts have more range with EMP (3 more "efective range" than feedback)
5- ghosts are not light or armored (like templars or infestors) they take extra damage only to archon
6- ghosts can fight back 10/+10 vs light
7- ghosts can be upgraded to start with 75 energy
8- ghosts takes 40s to build ( templar takes 5s + 44.4s to get energy = 49,4s and delay the warpgate by 45s)
9- ghosts don't need to research EMP, (storm cost 200/200 and takes 110s to research)
10-ghosts are unlocked with a tech lab (50/25/25s) + ghost academy (150/50/40s)= 200/75/65s, while templars "with no storm" you need twilight concil (150/100/50s) + templar archives (150/200/60s)= 300/300/110s; with storm is 500/500/220s
11-ghosts have 1 more sight range

EMP and Storm

1- EMP reveals cloack, storm does not
2- EMP can be used to remove energy of yours banshee/BC/thors, Storm can be used to kill yours stupid zealots that are trying to reach the kitting marine marauder ball.
3- EMP removes 100 energy
4- EMP minimun damage is 40 (sentry/templar) max is 100 (everything that does not come from gateway takes 100 dmg) it always does the full damage that it is suposed to do.
5- EMP radius is 2, storm is 1.5... 33% bigger radius than storm
6- EMP can't be dodged after launch, when you see the EMP, it already did its job
7- EMP is instant, Storm takes 4 seconds to deal 80 dmg, it almost never do 80 dmg usually the kiting marine marauder ball takes only 40 dmg ( zealots takes the other 40 dmg...)

we already have a winner...gg =D
badog
Scufo
Profile Joined October 2010
United States136 Posts
November 09 2011 22:49 GMT
#929
On November 10 2011 07:46 rpgalon wrote:
Plz, stop with the ghost VS HT shit

<proceeds with ghost vs. HT shit>



-.-
DarkPlasmaBall
Profile Blog Joined March 2010
United States45176 Posts
Last Edited: 2011-11-09 22:56:03
November 09 2011 22:51 GMT
#930
On November 10 2011 07:49 Scufo wrote:
Show nested quote +
On November 10 2011 07:46 rpgalon wrote:
Plz, stop with the ghost VS HT shit

<proceeds with ghost vs. HT shit>



-.-


That's exactly what I was thinking, but then I realized that he was pretty spot-on.

Of course, I can't wait to hear the typical counter of "But EMP can't kill things!", because it's usually at this point in time that people conveniently forget that Terran players can make marines and marauders.
"There is nothing more satisfying than looking at a crowd of people and helping them get what I love." ~Day[9] Daily #100
epicdemic
Profile Joined October 2011
Netherlands137 Posts
Last Edited: 2011-11-09 23:01:47
November 09 2011 23:00 GMT
#931
What about ghosts taking away any shields above 50, in addition to all energy? This way the ghost still counters high shield units like the archon, but not the gateway units. Zealots will still have 50/50 shields, and stalkers still 50/80.
Resistentialism
Profile Blog Joined October 2010
Canada688 Posts
November 09 2011 23:02 GMT
#932
On November 10 2011 08:00 epicdemic wrote:
What about ghosts taking away any shields above 50, in addition to all energy? This way the ghost still counters high shield units like the archon, but not the gateway units. Zealots will still have 50/75 shields, and stalkers still 50/80.


That's at least an interesting idea, but zealots only have 50 shields anyways. : )

It always seems to be protoss mechanics and stats that people have kind of wrong in their head.
Arterial
Profile Blog Joined August 2010
Australia1039 Posts
November 09 2011 23:13 GMT
#933
On November 10 2011 07:46 rpgalon wrote:
Plz, stop with the ghost VS HT shit, there is no need for it

ghosts and templars

1- ghosts have more hp (it is fucking hard to snipe it with blink stalker or colossus before the emp)
2- ghosts have more movement speed (templars speed = battlecruiser speed)
3- ghosts can cloak
4- ghosts have more range with EMP (3 more "efective range" than feedback)
5- ghosts are not light or armored (like templars or infestors) they take extra damage only to archon
6- ghosts can fight back 10/+10 vs light
7- ghosts can be upgraded to start with 75 energy
8- ghosts takes 40s to build ( templar takes 5s + 44.4s to get energy = 49,4s and delay the warpgate by 45s)
9- ghosts don't need to research EMP, (storm cost 200/200 and takes 110s to research)
10-ghosts are unlocked with a tech lab (50/25/25s) + ghost academy (150/50/40s)= 200/75/65s, while templars "with no storm" you need twilight concil (150/100/50s) + templar archives (150/200/60s)= 300/300/110s; with storm is 500/500/220s
11-ghosts have 1 more sight range

EMP and Storm

1- EMP reveals cloack, storm does not
2- EMP can be used to remove energy of yours banshee/BC/thors, Storm can be used to kill the zealots that are trying to reach the kitting marine marauder ball.
3- EMP removes 100 energy
4- EMP minimun damage is 40 (sentry/templar) max is 100 (everything that does not come from gateway takes 100 dmg) it always does the full damage that it is suposed to do.
5- EMP radius is 2, storm is 1.5... 33% bigger radius than storm
6- EMP can't be dodged after launch, when you see the EMP, it already did its job
7- EMP is instant, Storm takes 4 seconds to deal 80 dmg, it almost never do 80 dmg usually the kiting marine marauder ball takes only 40 dmg ( zealots takes the other 40 dmg...)

we already have a winner...gg =D

are you suggesting that EMP should be researched?

interesting...
savior & jaedong
rpgalon
Profile Joined April 2011
Brazil1069 Posts
Last Edited: 2011-11-09 23:25:33
November 09 2011 23:24 GMT
#934
wrong thread, sry
badog
keglu
Profile Joined June 2011
Poland485 Posts
November 09 2011 23:25 GMT
#935

On November 10 2011 07:46 rpgalon wrote:
Plz, stop with the ghost VS HT shit, there is no need for it

6- EMP can't be dodged after launch, when you see the EMP, it already did its job
7- EMP is instant, Storm takes 4 seconds to deal 80 dmg, it almost never do 80 dmg usually the kiting marine marauder ball takes only 40 dmg ( zealots takes the other 40 dmg...)

we already have a winner...gg =D


6. Thats the mail problem for not pro terran players. Since if you protoss when you get hit by emp you take full damage not matter how good you are so the game is balanced around that. For terran Blizzard balance game for best players which are capable of dodging storm, at the same time casual ladder players cant do that. It's the same with marines micro againts banegling for example. Because of that imo ladder population of terran will shrink further(its already happening).
7.40 dmg to marines is significantly more devastating then emp on zealots, 40 dmg to marauders is as devastating like emp on zealots. Since zealot/stalkers models are bigger than marine/marauder i assume that with the same radius stom can hit more units than emp.
canikizu
Profile Joined September 2010
4860 Posts
November 09 2011 23:36 GMT
#936
On November 10 2011 08:25 keglu wrote:

Show nested quote +
On November 10 2011 07:46 rpgalon wrote:
Plz, stop with the ghost VS HT shit, there is no need for it

6- EMP can't be dodged after launch, when you see the EMP, it already did its job
7- EMP is instant, Storm takes 4 seconds to deal 80 dmg, it almost never do 80 dmg usually the kiting marine marauder ball takes only 40 dmg ( zealots takes the other 40 dmg...)

we already have a winner...gg =D

7.40 dmg to marines is significantly more devastating then emp on zealots, 40 dmg to marauders is as devastating like emp on zealots. Since zealot/stalkers models are bigger than marine/marauder i assume that with the same radius stom can hit more units than emp.

This is actually a good point. It's not really about how does the most damage, it's about the effective of it. Zealots have 50shield/100hp, so although an emp destroy 100 shield, it only takes away 50 shield, you still need a boat load of dps to kill a zealot. On the other hand, marines only have 55 hp, so although a storm only does 40 hp which is less than an emp, you only need 1 zealot slice, 1 collosus laser, or 1 stalker attack if marines already lose 10hp from stim, to kill a marine.
rpgalon
Profile Joined April 2011
Brazil1069 Posts
November 09 2011 23:37 GMT
#937
On November 10 2011 08:25 keglu wrote:

Show nested quote +
On November 10 2011 07:46 rpgalon wrote:
Plz, stop with the ghost VS HT shit, there is no need for it

6- EMP can't be dodged after launch, when you see the EMP, it already did its job
7- EMP is instant, Storm takes 4 seconds to deal 80 dmg, it almost never do 80 dmg usually the kiting marine marauder ball takes only 40 dmg ( zealots takes the other 40 dmg...)

we already have a winner...gg =D


6. Thats the mail problem for not pro terran players. Since if you protoss when you get hit by emp you take full damage not matter how good you are so the game is balanced around that. For terran Blizzard balance game for best players which are capable of dodging storm, at the same time casual ladder players cant do that. It's the same with marines micro againts banegling for example. Because of that imo ladder population of terran will shrink further(its already happening).
7.40 dmg to marines is significantly more devastating then emp on zealots, 40 dmg to marauders is as devastating like emp on zealots. Since zealot/stalkers models are bigger than marine/marauder i assume that with the same radius stom can hit more units than emp.

nah, marines with 30% of HP are far better than zealots with 60% HP

if you don't kill the marines, you did almost nothing, the nunber of times a protoss player loses to a 10 health MM ball is huge.
1 marine have the same dps as 1 stalker on light units, you have to kill then, fast!


good job anyway on those points, now, what about the other 15 points?
badog
DarkPlasmaBall
Profile Blog Joined March 2010
United States45176 Posts
November 09 2011 23:41 GMT
#938
On November 10 2011 08:36 canikizu wrote:
Show nested quote +
On November 10 2011 08:25 keglu wrote:

On November 10 2011 07:46 rpgalon wrote:
Plz, stop with the ghost VS HT shit, there is no need for it

6- EMP can't be dodged after launch, when you see the EMP, it already did its job
7- EMP is instant, Storm takes 4 seconds to deal 80 dmg, it almost never do 80 dmg usually the kiting marine marauder ball takes only 40 dmg ( zealots takes the other 40 dmg...)

we already have a winner...gg =D

7.40 dmg to marines is significantly more devastating then emp on zealots, 40 dmg to marauders is as devastating like emp on zealots. Since zealot/stalkers models are bigger than marine/marauder i assume that with the same radius stom can hit more units than emp.

This is actually a good point. It's not really about how does the most damage, it's about the effective of it. Zealots have 50shield/100hp, so although an emp destroy 100 shield, it only takes away 50 shield, you still need a boat load of dps to kill a zealot. On the other hand, marines only have 55 hp, so although a storm only does 40 hp which is less than an emp, you only need 1 zealot slice, 1 collosus laser, or 1 stalker attack if marines already lose 10hp from stim, to kill a marine.


You're forgetting that medivacs will immediately bring those low hp marines back to full health, and that marines and marauders already do insane dps to gateway balls
"There is nothing more satisfying than looking at a crowd of people and helping them get what I love." ~Day[9] Daily #100
xZiGGY
Profile Joined August 2010
United Kingdom801 Posts
November 09 2011 23:41 GMT
#939
finally a ghost nerf its about time
Meh.
Killcani
Profile Joined October 2010
Sweden448 Posts
November 09 2011 23:42 GMT
#940
On November 10 2011 08:37 rpgalon wrote:
Show nested quote +
On November 10 2011 08:25 keglu wrote:

On November 10 2011 07:46 rpgalon wrote:
Plz, stop with the ghost VS HT shit, there is no need for it

6- EMP can't be dodged after launch, when you see the EMP, it already did its job
7- EMP is instant, Storm takes 4 seconds to deal 80 dmg, it almost never do 80 dmg usually the kiting marine marauder ball takes only 40 dmg ( zealots takes the other 40 dmg...)

we already have a winner...gg =D


6. Thats the mail problem for not pro terran players. Since if you protoss when you get hit by emp you take full damage not matter how good you are so the game is balanced around that. For terran Blizzard balance game for best players which are capable of dodging storm, at the same time casual ladder players cant do that. It's the same with marines micro againts banegling for example. Because of that imo ladder population of terran will shrink further(its already happening).
7.40 dmg to marines is significantly more devastating then emp on zealots, 40 dmg to marauders is as devastating like emp on zealots. Since zealot/stalkers models are bigger than marine/marauder i assume that with the same radius stom can hit more units than emp.

nah, marines with 30% of HP are far better than zealots with 60% HP

if you don't kill the marines, you did almost nothing, the nunber of times a protoss player loses to a 10 health MM ball is huge.
1 marine have the same dps as 1 stalker on light units, you have to kill then, fast!


good job anyway on those points, now, what about the other 15 points?


And why is that when 30%hp marines die way faster and does less dps?


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