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Patch 1.4.3 - Preview Blog - Page 167

Forum Index > SC2 General
4449 CommentsPost a Reply
Prev 1 165 166 167 168 169 223 Next
Please DISCUSS the changes and the impact they will have on gameplay.

Straight up whining and bitching will get you a ban, no exceptions.
PureBalls
Profile Joined January 2012
Austria383 Posts
February 12 2012 16:20 GMT
#3321
On February 12 2012 21:59 Origine wrote:
Show nested quote +
On February 12 2012 21:56 PureBalls wrote:
On February 12 2012 11:33 Torra wrote:
On February 12 2012 11:28 Nerski wrote:
For anyone in sheer panic about ghosts snipe being nerfed my suggestions.

1. Actively keep an eyeball out for when the Zerg player starts his hive.

2. Assuming you keep vigilant about scouting once you see a hive morphing ask yourself did they ever have a spire prior to this. IE: ling/infestor or ling/muta.

3. If they had a spire make sure you start preparing 2 reactor starports to potentially make vikings so if you see a greater spire you can produce vikings. If they didn't the assumption should be ultras so make sure you have something like 5 barracks with tech lab and begin producing marauders.

4. If your not sure what way they will go and they had a spire. Worst case scenario build at least the buildings for both and on occassion scan or send in an scv to see which direction they go. Once you know being to produce the units and play defensively maybe just using drops to harass.

5. If at any time you get caught off guard and you have the wrong composition to deal with deathball x headed your way. Counter their base and hope for the best in a base race rather then getting your army slaughtered then lossing.

Corruptors > vikings

PDD + Vikings >>>> Corruptors.

Fungal + corruptors? Ravens dont kill stuff, unless you have 25 of them and drop turrets everywhere.

Yes, but ghosts + pdd + vikings >>> inf + corr. So yeah, there is always a more costly and harder to get composition on the other side. And thats the way it should be. Essentially a never ending cycle of tech one upping.
Snotling
Profile Joined August 2011
Germany885 Posts
February 12 2012 16:23 GMT
#3322
On February 13 2012 01:20 PureBalls wrote:
Show nested quote +
On February 12 2012 21:59 Origine wrote:
On February 12 2012 21:56 PureBalls wrote:
On February 12 2012 11:33 Torra wrote:
On February 12 2012 11:28 Nerski wrote:
For anyone in sheer panic about ghosts snipe being nerfed my suggestions.

1. Actively keep an eyeball out for when the Zerg player starts his hive.

2. Assuming you keep vigilant about scouting once you see a hive morphing ask yourself did they ever have a spire prior to this. IE: ling/infestor or ling/muta.

3. If they had a spire make sure you start preparing 2 reactor starports to potentially make vikings so if you see a greater spire you can produce vikings. If they didn't the assumption should be ultras so make sure you have something like 5 barracks with tech lab and begin producing marauders.

4. If your not sure what way they will go and they had a spire. Worst case scenario build at least the buildings for both and on occassion scan or send in an scv to see which direction they go. Once you know being to produce the units and play defensively maybe just using drops to harass.

5. If at any time you get caught off guard and you have the wrong composition to deal with deathball x headed your way. Counter their base and hope for the best in a base race rather then getting your army slaughtered then lossing.

Corruptors > vikings

PDD + Vikings >>>> Corruptors.

Fungal + corruptors? Ravens dont kill stuff, unless you have 25 of them and drop turrets everywhere.

Yes, but ghosts + pdd + vikings >>> inf + corr. So yeah, there is always a more costly and harder to get composition on the other side. And thats the way it should be. Essentially a never ending cycle of tech one upping.


but doesnt this end at inf+cor+brood?
PureBalls
Profile Joined January 2012
Austria383 Posts
February 12 2012 16:25 GMT
#3323
On February 12 2012 22:05 Naphal wrote:
why would anyone want to build BCs in TvZ anyways?

A corruptor takes 4 damage per BCshot (provided equal upgrades)
A BC can be mindcontrolled
A BC can be outmaneuvered easily

this unit is worthless against zerg, apart from the infamous BCrush maybe...


Mothrships are, on paper, a) hardcountered by corruptors, b) do no damage for the cost, c) slow as hell and can be outmaneuvered easily and d) can be mindcontrolled

BUT, they have the vortex spell, which in combination with archons is every zergs ultimate bane.

And now look at this:

"A corruptor takes 4 damage per BCshot (provided equal upgrades)
A BC can be mindcontrolled
A BC can be outmaneuvered easily"

But, yamato gun......10 range.....300 damage......broodlords 225 HP.......................
Garmer
Profile Joined October 2010
1286 Posts
Last Edited: 2012-02-12 16:25:53
February 12 2012 16:25 GMT
#3324
HSM should be buffed, seriously... even PDD should cost less energy(75?)
tztztz
Profile Joined March 2011
Germany314 Posts
February 12 2012 16:25 GMT
#3325
does this mean we wont need the tempest anymore and can keep the carrier?
Garmer
Profile Joined October 2010
1286 Posts
February 12 2012 16:27 GMT
#3326
On February 13 2012 01:25 PureBalls wrote:
Show nested quote +
On February 12 2012 22:05 Naphal wrote:
why would anyone want to build BCs in TvZ anyways?

A corruptor takes 4 damage per BCshot (provided equal upgrades)
A BC can be mindcontrolled
A BC can be outmaneuvered easily

this unit is worthless against zerg, apart from the infamous BCrush maybe...


Mothrships are, on paper, a) hardcountered by corruptors, b) do no damage for the cost, c) slow as hell and can be outmaneuvered easily and d) can be mindcontrolled

BUT, they have the vortex spell, which in combination with archons is every zergs ultimate bane.

And now look at this:

"A corruptor takes 4 damage per BCshot (provided equal upgrades)
A BC can be mindcontrolled
A BC can be outmaneuvered easily"

But, yamato gun......10 range.....300 damage......broodlords 225 HP.......................


same energy of the HSM, and at least BC can shoot..
Moochlol
Profile Joined August 2010
United States456 Posts
Last Edited: 2012-02-12 16:31:12
February 12 2012 16:29 GMT
#3327
On February 13 2012 00:34 TheDwf wrote:
High Master Terran on Europe here, sometimes playing GMs. Since I'm usually only a spectator for the PvZ match-up, I will not talk about the Phoenix change.

MULEs now harvest the same amount of minerals on both high yield minerals and normal minerals.
This change is somewhat ok, though gold and MULE-haters should remember that Terran players gain little “more” by taking their fourth and fifth bases, unlike Zergs and Protosses who have then access to their precious 8/10 gases to build gas-heavy powerful units en masse. Since Terran do not benefit as much as the other races from 8/10 gases compared to 6 gases, is it that imbalanced that they're rewarded with a temporary income boost in the ressource that matters the most for them, i.e. minerals? People should remember that faster mining also means the base will be mined out earlier than normal, which means Terrans will have to (over)extend again to maintain the same income, something which is not easy to do on some maps. Now, talking about maps—I think this is the main issue with gold bases. Take Antiga for instance; gold bases were removed in recent tournament versions: did it change anything to the fact that, in ZvT, once the Terran player controls the center, the Zerg player is in deep trouble anyway?

Snipe damage changed from 45 to 25 +25 Psionic
This is a terrible and very poorly thought change. As long as neither flying Banelings (read: Ravens) nor BattleCruisers are really viable, Terrans will still need some kind of “universal unit” against Zerg tier3. Reasons are known—thanks to the way their race works, Zergs are able to remax on Ultralisks after they've traded their Broodlords, and vice versa. Since Vikings don't do well against Ultralisks, nor Marauders are particularly hot against Broodlords, and with Terran having the slowest production in the game, the Zerg possibility to tech switch in a little more than a minut (55 sec for Ultralisks, 74 for Broodlords) without the Terran being able to know which unit the Zerg chose until he sees eggs spawning (this is of the utmost importance, because it means Terran is forced to wait at least 40 sec before starting his “counter units”) means that Terrans have to be able to rely on units that are good against one option, and at least “ok” against the other option—not to mention that at this point, Zergs should have banked enough larvae to be able to quickly build a Zergling swarm.

Thors are somewhat ok against both Broodlords and Ultralisks, but their anti-air low rate of fire simply prevents them from killing Broodlords efficiently, especially with Queens being able to negate many shots in a single Transfuse. Besides, Thors are slow to replenish, and they cost 6 supply whereas Broodlords cost only 4. Macro OCs allow the Terran player to have a bigger army, but since Broodlords are air units while Thors are clumsy and bulky ground units, the more Thors you have the worst they will perform against high Broodlords count (and, once again, let us not forget the Broodlings swarm that comes with Broodlords, which at some point may simply prevent some Thors to reach Broodlords).

So, we have the tech switch issue, but we also have the “mass Broodlords with Infests” issue. Unlike Ultralisks, which are melee ground units and cost 6 supply anyway, Broodlords do not become weaker the more you have of them; actually, thanks to the Broodlings mechanic, it's quite the contrary. Terrans need a realistic answer to mass Broodlords/Infestors (of course with Corruptor support if needed) armies that inevitably come with late late game.

So Terran bro, wut u got?

Marines?
By lategame, though Marines are still useful, they cannot be played en masse the same way they are played by midgame since Infestors' Fungal Growths literally stop them dead. Marines would do fine against Broodlords on their own, but unfortunately Infestor support prevents them from ever reaching Broodlords, not to mention the Broodlings swarm that immediately spawns to surround them should they attempt to close the distance with Broodlords.

Thors?
Talked about them above.

Vikings?
Possible tech switch problem aside, in the end Vikings are simply not enough against Corruptors/Infestors. Even with the best splitting in the world (humanly speaking, I mean), Vikings inevitably tend to clump up when attacking, which means Fungal Growths will catch at least some of them, and then they will be food for Corruptors / Infested Terrans / more Fungals. Basically, Fungal Growth prevents Vikings to use their strength which is their long range; because speaking of values, it is not hard to see that the Corruptor does better in the toughness department (200 hps vs 125, 2 native armor vs 0).

Flying Banelings—I mean, Ravens?
So, the Raven—this “amazing unit of the future” which, strangely enough, is seldom seen outside of mirrors. For those who read those forums, you will always see that Raven guy who comes and teaches Terrans that “they bank 3k gas by lategame anyway,” so why not use that amazing HSM thing which will blow up your opponent's army (read: provided he's stupid enough not to micro his units[/strike)? Though you sometimes see Ravens in lategame TvZ play (don't know if Beastyqt still plays them sometimes, but this was one of the few players I saw using them; TLO was using them too), there are obvious and blatant issues which make it very hard to use them on a consistent basis.

Time
Remember the part above about Terrans having the slowest production? Typically, when playing Marine/Tanks/Medivacs in midgame, Terrans will enter lategame with one Reactor Starport—maybe with 2 Starports if you have spared resources and scout the Broodlords transition. It means that to build your Raven fleet, you will have to build several Starports with Lab attached, all while holding your line (because the Zerg player will try to break your line with his Broodlords), then research HSM and Corvid Reactor, then build Ravens, then wait 90 sec for them to have enough energy to launch a single HSM.

Now compare to Ghosts: they only require a Ghost Academy (40 sec) and Tech Labs on Barracks you already have, and depending on whether or not you have Moebius Reactor they come with 2 or 3 Snipes ready (i. e. they can be useful as soon as they spawn, not at T+90s).

What this means is that you can't really transition right away into Ravens off a standard Marines/Tank/Medivac midgame (even a mech midgame will seldom have more than 2 Starports, but they may have a Lab, so it could be a little bit easier for mech players); as costly and time-consuming as they are, in a standard game they're only viable in split map scenarii (or maybe past 4 bases for mech players who planned for a Raven transition). But then you run into the next issue:

HSM range

HSM range = 6
Fungal Growth range = 9

This simple fact makes it very difficult to use Ravens more than once, and this is why you see some people call them “flying Banelings”. Each time one of your Ravens moves forward to launch a HSM, he is at risk, because he enters the Zerg anti-air zone which is 9 range around the Infestors position. And 200 gas for possibly a single Missile which is not even guaranteed to hit a clump of units (remember: against HSM, Zerg players can still micro/spread their units) is simply too much.

So, aside from the infrastructure/time problem, the main, critical issue with Ravens is that they simply lose the caster war. Both Infestors and High Templars are able to outrange Ravens with deadly spells which kills them in some way. And this is a very serious problem, because on every map resources are limited: at some point, you must trade cost-efficiently or you will simply end up losing the split map scenario.

BattleCruisers?
Corruptors + Fungal Growth (and even Neural Parasite). Enough said. Yes, I did see this very nice Polt vs [don't remember the Zerg, maybe an IM player] ladder game @ Shattered Temple, but he could probably have won with mass SCVs, and anyway Ghosts would have netted him the kill earlier and more efficiently.

So… Ghosts.

First, we need to dismiss the idea that Ghosts are an auto-win button against lategame Zerg. This is simply false. As proven in the Fin/fOrGG vs Leenock game @ Daybreak in GSL Code S Ro32, you have to carefully manage your Ghost squad, else one bad Fungal Growth goes through and you're in deep trouble. Ghosts have 100 hit points, so they're frail units for their high cost—which is fine given their potential, but I'm merely reminding you that Ghosts are neither immortal nor invincible. They take a lot of micro to use, and the more Broodlords there is, the harder it becomes to manage your Ghost squad.

I'm also tired to hear that “Ghosts hard-counter tier3 Zerg”. This is not true. Immortals hard-counter Siege Tanks. The truth is Ghosts are a soft-counter: “Enough Ghosts with enough energy and careful micro are able to deal efficiently with Zerg tier3.” Which is very different from the usual “trololol Ghost auto-win button eznb” that you sometimes read on Live Report threads. As a Terran player, I say to Zerg players who are not convinced by this to play Terran against their own race (offracing against your own race really is a good experience anyway). You will quickly notice how fast your Ghosts fall each time you mismicro them. You will see that it takes a lot of resources and time to bank enough energy to be able to snipe a lot of Broodlords (or Ultralisks) and EMP Infestors. I mean, each time I enter lategame against Zerg, my purpose is to get this Ghost squad, but I can tell you it simply looks much easier when Mvp does it. Watching GSL, you may say “lol Ghost ez,” but then you can try it, even in a Unit test map, and you will see how hard it is to pull off, and how hard you will actually fail in a real game, desperately trying to micro your Ghost in a Broodlings sea while Broodlords relentlessly rain down death on your position.

Are Ghosts too efficient against Ultralisks? The thing is, a lot of Zerg players (including progamers) simply have a terrible Ultralisks use, making either too much of them (i. e. not enough support) or sending them to death in heavily fortified positions and then complaining about them being “horrible” or something. Like Broodlords, Ultralisks need support (Banelings and/or Infestors, and most importantly Zerglings) to do their job—but anyway, in the end, you likely won't win a split map scenario (and I'm talking about real split map, not 4/5 bases vs 3/4) against Terran with only Ultralisks, simply because, well, all melee units can be defended quite easily using chokes and mass ranged units behind defences; whether death comes from Snipes or something else is irrelevant at this point, I think you simply have to transition to Broodlords in a split map scenario, just as Protosses simply cannot afford to keep running on pure Blink Stalkers + Colossi against a mass Broodlords/Infestors/Spines split map scenario. I know, Ultralisks are tier3 while Blink Stalkers are not; still, regardless of tiers, there simply is some point beyond which some compositions are no more playable in some scenarii. For Ultralisks, the reason is quite self-explanatory: ranged units (especially air ones) get exponentially better while ground melee units do not (partly due to collision size issues).

So basically, when looking at Ghosts vs Ultralisks skirmishes, you have to wonder if using Ultralisks was the right thing to do given the state of the game, i. e. if the Terran had enough time to bank full energy on 20+ Ghosts, it was probably not a good choice anyway to head this way. Ultralisks' effectiveness simply starts decreasing beyond some point. While they're viable at the beginning of the late game, I'm not convinced about their uses in split map scenarii in which both players are allowed to bank mass resources.

Killing Infestors with 2 Snipes, down to 3, is basically irrelevant since Infestors will safely stand behind Broodlords if you can no longer kill them as fast and efficiently as now. I mean, even with the current Snipe, facing 15+ Broodlords with Infestor (and Overseers!) support is still a challenge even for the best players in the world—so how are Terrans supposed to deal with this if this silly change goes through? As stated above, even tech switch problems aside, Vikings, Thors and Ravens all have obvious problems. Sniping is a bit like a race against the clock anyway, since the longer your Ghosts take to kill Broodlords, the more Broodlords, Broodlings and your own Siege Tanks hurt them, so going up to 10 hits from 6 is simply stupid. Once again, even with the current Snipe, a lot of Terrans have difficulties in late game, because as stated above managing your Ghost squad is not easy at all—even pros fail it sometimes, so how are people with only two arms supposed to deal with this? And for people who will answer “don't let this happen,” do you realize how stupid it would be if one race had close to no chance by late game against some armies? All races should have fair chances to win by lategame, even against “the ultimate army”. This Snipe change simply means that Zergs will now be able to turtle into 20+ Broodlords with Corruptors/Infestors support, and then laugh at you because you won't have any efficient tool to deal with this.


Well now that I almost threw up in my mouth, the after taste of those tears is delicious. Can't tell you how many games I have seen Terran just demolish ZT3, this change is for the highest levels of play, so the pros can play in a more balanced environment, who gives a shit about master league and the ramifications, if you find it to hard to use ghosts that's your problem. Nothing is stopping you from making vikings and upgrading them, nothing is stopping you from still making ghosts, blizzard wants you to save some energy on your ghosts instead of just shitting out snipes like you don't even give a fuck. I also would not be surprised if this isn't a sub reaction to the mouse scroll bind. All in all I think these are great changes. Here is a tip, scout, plan ahead, make more ghosts and buy more time, the only thing that owns Ghosts is the Infestor, so research cloak, snipe the Overseers, proceed to snipe x2/EMP the Infestors while your vikings and Thors demolish the Corrupters, and lets not forget about 3/3 marines who do a damn good job on hold position vs Corrupters flying in to deep. Just because Ghost isn't auto win (If you can use them) don't act like TVZ end game is totally broken. This is a standard case of one strategy being way easier to execute for X race, yet insanely difficult for Y race ala 1/1/1 in TVP. WOL is what it is, damage in this game was way to high and still is. Anything that allows for battles to last longer is great for everyone involved.
blaaaaaarghhhhh
Garmer
Profile Joined October 2010
1286 Posts
February 12 2012 16:29 GMT
#3328
On February 13 2012 01:25 tztztz wrote:
does this mean we wont need the tempest anymore and can keep the carrier?


no this mean thaat HOST will be released in 2013, so to make the wait less suffering they have gifted this upgrade to us
mlspmatt
Profile Joined October 2011
Canada404 Posts
Last Edited: 2012-02-12 16:55:54
February 12 2012 16:35 GMT
#3329
PureBalls
Profile Joined January 2012
Austria383 Posts
February 12 2012 16:39 GMT
#3330
On February 13 2012 00:04 Svizcy wrote:
Show nested quote +
On February 12 2012 23:53 PureBalls wrote:
On February 12 2012 17:40 mlspmatt wrote:
On February 12 2012 16:56 Sandermatt wrote:
On February 12 2012 15:36 mlspmatt wrote:
I occasionally play Toss and Zerg, and I find their macro much more forgiving. If you miss a macro round as Terran, it's gone, you missed it. With Zerg you just spend more larva, with Toss you warp stuff in then chrono and do it again. I wouldn't say terran macro is harder, just less forgiving.

And I'm gonna miss the ghost. I don't think terrans are going to make them much in TvZ if this nurf happens. They're so expensive, and need the two upgrades, and with their output cut in half, investing those resources in Vikings/air upgrades or more Rax might be a better investment.

It's terrible for the game and as a fan. I wanna see more ghosts, not less ghosts.



About your comment on forgiving macro:
If you miss it with toss and chrono, you miss whatever else you would have chronoed if you didn't miss the cycle. If you miss an inject as zerg it's gone as well.
Terrans can que up the second cycle before the first cycle finishes (you shouldn't que up too much, but still you do not have to wait until the last unit is produced). Neither injects nor warpgate cycles can be qued up.
I agree that terrans need a lot of micro in many situations, but their macro surely isn't less forgiving than the one of zergs and protosses.
About the changes:
I like the mule change. The ghost change seems a little bit extreme. In TvZ they might remain somewhat useful for nukes and emps for infestors, but in uch smaller numbers. In TvT they most likely vanish completly (altough they were already rare). In TvP the change does little, You can no longer snipe zealots but otherwise.
I think the range upgrade will actually help protoss, even on the fleet beacon, as protosses build motherships in PvZ anyway.

Your argument is silly.

If you que units, your essentially miss managing your macro, which would be similar to having to use chrono inefeciently or missing injects. It's just bad macro. You're assuming there's no cost to Terran queing units when there clearly is.

Assuming i don't macro perfectly, which I do not, my biggest concern when I mess up is getting units on the field so I don't die. Having two rounds of units qued in my baracks isn't going to do me any good when my opponent shows up to kill me. I'm gonna die.

If I mess up with Zerg, I have much more flexibility in how I spend my larva, or I can have a macro hatch, in any case I find I can get units on the field, quicker, again so i do not die.

Protoss is in between the two. Not as flexable as Zerg but still gives me a way to get units on the field faster with chronoboost of my gates. If my opponent is coming to kill me i don't give a shit if i'm not using my chrono as effecientley as possible, I need units, and I need them NOW. Chrono allows me to do that.

Terran has no way to get units on the field faster if I'm going to die. And again, I can have my units que'd 4 deep but that aint gonna do me any good when my oponent is on my doorstep. I'll take the chronoboost and queen injections to Terrans queing any day. But that's just my opinion.

Then you are doing it wrong. What you should be doing as terran, is queing BEFORE the battle, so that you have APM to spare on your micro.

Thats a luxury neither toss nor zerg have. As toss, if your gates are ready, you have to make units in midst of a battle, and therefore you lose APM for microing units. If you micro and dont make units, you lose those 5-15 sec on every warp gate, and you cant get it back. Same with zerg.



Except that if you have money to que up units beffore battle you have been macroing bad beffore the battle already.
Toss on other hand can micro efficiently because warpgates alow him to get units asap if he gets into trouble after the battle and terran cannot.

good day, svizcy
No, you have still been macroing perfectly. We are not talking about queing 20 seconds before a battle, but rather 5 sec and only one production cycle. Thats still far better than toss delaying his warpin, because he must micro his units in the battle.
stormchaser
Profile Joined January 2011
Canada1009 Posts
February 12 2012 16:43 GMT
#3331
This is such a good patch, terrans have the strongest lategame armies in the current metagame (pros have been quoted saying this recently as well) so a big change like the snipe nerf was much needed. The phoenix stuff should be interesting.
Ph0en1x
Profile Joined January 2012
Czech Republic18 Posts
February 12 2012 16:49 GMT
#3332
On February 13 2012 01:43 stormchaser wrote:
terrans have the strongest lategame armies in the current metagame


HAHAHAHA nice one. Some people amaze me.
Torra
Profile Joined October 2011
Norway469 Posts
February 12 2012 16:52 GMT
#3333
On February 13 2012 01:29 Moochlol wrote:
Show nested quote +
On February 13 2012 00:34 TheDwf wrote:
High Master Terran on Europe here, sometimes playing GMs. Since I'm usually only a spectator for the PvZ match-up, I will not talk about the Phoenix change.

MULEs now harvest the same amount of minerals on both high yield minerals and normal minerals.
This change is somewhat ok, though gold and MULE-haters should remember that Terran players gain little “more” by taking their fourth and fifth bases, unlike Zergs and Protosses who have then access to their precious 8/10 gases to build gas-heavy powerful units en masse. Since Terran do not benefit as much as the other races from 8/10 gases compared to 6 gases, is it that imbalanced that they're rewarded with a temporary income boost in the ressource that matters the most for them, i.e. minerals? People should remember that faster mining also means the base will be mined out earlier than normal, which means Terrans will have to (over)extend again to maintain the same income, something which is not easy to do on some maps. Now, talking about maps—I think this is the main issue with gold bases. Take Antiga for instance; gold bases were removed in recent tournament versions: did it change anything to the fact that, in ZvT, once the Terran player controls the center, the Zerg player is in deep trouble anyway?

Snipe damage changed from 45 to 25 +25 Psionic
This is a terrible and very poorly thought change. As long as neither flying Banelings (read: Ravens) nor BattleCruisers are really viable, Terrans will still need some kind of “universal unit” against Zerg tier3. Reasons are known—thanks to the way their race works, Zergs are able to remax on Ultralisks after they've traded their Broodlords, and vice versa. Since Vikings don't do well against Ultralisks, nor Marauders are particularly hot against Broodlords, and with Terran having the slowest production in the game, the Zerg possibility to tech switch in a little more than a minut (55 sec for Ultralisks, 74 for Broodlords) without the Terran being able to know which unit the Zerg chose until he sees eggs spawning (this is of the utmost importance, because it means Terran is forced to wait at least 40 sec before starting his “counter units”) means that Terrans have to be able to rely on units that are good against one option, and at least “ok” against the other option—not to mention that at this point, Zergs should have banked enough larvae to be able to quickly build a Zergling swarm.

Thors are somewhat ok against both Broodlords and Ultralisks, but their anti-air low rate of fire simply prevents them from killing Broodlords efficiently, especially with Queens being able to negate many shots in a single Transfuse. Besides, Thors are slow to replenish, and they cost 6 supply whereas Broodlords cost only 4. Macro OCs allow the Terran player to have a bigger army, but since Broodlords are air units while Thors are clumsy and bulky ground units, the more Thors you have the worst they will perform against high Broodlords count (and, once again, let us not forget the Broodlings swarm that comes with Broodlords, which at some point may simply prevent some Thors to reach Broodlords).

So, we have the tech switch issue, but we also have the “mass Broodlords with Infests” issue. Unlike Ultralisks, which are melee ground units and cost 6 supply anyway, Broodlords do not become weaker the more you have of them; actually, thanks to the Broodlings mechanic, it's quite the contrary. Terrans need a realistic answer to mass Broodlords/Infestors (of course with Corruptor support if needed) armies that inevitably come with late late game.

So Terran bro, wut u got?

Marines?
By lategame, though Marines are still useful, they cannot be played en masse the same way they are played by midgame since Infestors' Fungal Growths literally stop them dead. Marines would do fine against Broodlords on their own, but unfortunately Infestor support prevents them from ever reaching Broodlords, not to mention the Broodlings swarm that immediately spawns to surround them should they attempt to close the distance with Broodlords.

Thors?
Talked about them above.

Vikings?
Possible tech switch problem aside, in the end Vikings are simply not enough against Corruptors/Infestors. Even with the best splitting in the world (humanly speaking, I mean), Vikings inevitably tend to clump up when attacking, which means Fungal Growths will catch at least some of them, and then they will be food for Corruptors / Infested Terrans / more Fungals. Basically, Fungal Growth prevents Vikings to use their strength which is their long range; because speaking of values, it is not hard to see that the Corruptor does better in the toughness department (200 hps vs 125, 2 native armor vs 0).

Flying Banelings—I mean, Ravens?
So, the Raven—this “amazing unit of the future” which, strangely enough, is seldom seen outside of mirrors. For those who read those forums, you will always see that Raven guy who comes and teaches Terrans that “they bank 3k gas by lategame anyway,” so why not use that amazing HSM thing which will blow up your opponent's army (read: provided he's stupid enough not to micro his units[/strike)? Though you sometimes see Ravens in lategame TvZ play (don't know if Beastyqt still plays them sometimes, but this was one of the few players I saw using them; TLO was using them too), there are obvious and blatant issues which make it very hard to use them on a consistent basis.

Time
Remember the part above about Terrans having the slowest production? Typically, when playing Marine/Tanks/Medivacs in midgame, Terrans will enter lategame with one Reactor Starport—maybe with 2 Starports if you have spared resources and scout the Broodlords transition. It means that to build your Raven fleet, you will have to build several Starports with Lab attached, all while holding your line (because the Zerg player will try to break your line with his Broodlords), then research HSM and Corvid Reactor, then build Ravens, then wait 90 sec for them to have enough energy to launch a single HSM.

Now compare to Ghosts: they only require a Ghost Academy (40 sec) and Tech Labs on Barracks you already have, and depending on whether or not you have Moebius Reactor they come with 2 or 3 Snipes ready (i. e. they can be useful as soon as they spawn, not at T+90s).

What this means is that you can't really transition right away into Ravens off a standard Marines/Tank/Medivac midgame (even a mech midgame will seldom have more than 2 Starports, but they may have a Lab, so it could be a little bit easier for mech players); as costly and time-consuming as they are, in a standard game they're only viable in split map scenarii (or maybe past 4 bases for mech players who planned for a Raven transition). But then you run into the next issue:

HSM range

HSM range = 6
Fungal Growth range = 9

This simple fact makes it very difficult to use Ravens more than once, and this is why you see some people call them “flying Banelings”. Each time one of your Ravens moves forward to launch a HSM, he is at risk, because he enters the Zerg anti-air zone which is 9 range around the Infestors position. And 200 gas for possibly a single Missile which is not even guaranteed to hit a clump of units (remember: against HSM, Zerg players can still micro/spread their units) is simply too much.

So, aside from the infrastructure/time problem, the main, critical issue with Ravens is that they simply lose the caster war. Both Infestors and High Templars are able to outrange Ravens with deadly spells which kills them in some way. And this is a very serious problem, because on every map resources are limited: at some point, you must trade cost-efficiently or you will simply end up losing the split map scenario.

BattleCruisers?
Corruptors + Fungal Growth (and even Neural Parasite). Enough said. Yes, I did see this very nice Polt vs [don't remember the Zerg, maybe an IM player] ladder game @ Shattered Temple, but he could probably have won with mass SCVs, and anyway Ghosts would have netted him the kill earlier and more efficiently.

So… Ghosts.

First, we need to dismiss the idea that Ghosts are an auto-win button against lategame Zerg. This is simply false. As proven in the Fin/fOrGG vs Leenock game @ Daybreak in GSL Code S Ro32, you have to carefully manage your Ghost squad, else one bad Fungal Growth goes through and you're in deep trouble. Ghosts have 100 hit points, so they're frail units for their high cost—which is fine given their potential, but I'm merely reminding you that Ghosts are neither immortal nor invincible. They take a lot of micro to use, and the more Broodlords there is, the harder it becomes to manage your Ghost squad.

I'm also tired to hear that “Ghosts hard-counter tier3 Zerg”. This is not true. Immortals hard-counter Siege Tanks. The truth is Ghosts are a soft-counter: “Enough Ghosts with enough energy and careful micro are able to deal efficiently with Zerg tier3.” Which is very different from the usual “trololol Ghost auto-win button eznb” that you sometimes read on Live Report threads. As a Terran player, I say to Zerg players who are not convinced by this to play Terran against their own race (offracing against your own race really is a good experience anyway). You will quickly notice how fast your Ghosts fall each time you mismicro them. You will see that it takes a lot of resources and time to bank enough energy to be able to snipe a lot of Broodlords (or Ultralisks) and EMP Infestors. I mean, each time I enter lategame against Zerg, my purpose is to get this Ghost squad, but I can tell you it simply looks much easier when Mvp does it. Watching GSL, you may say “lol Ghost ez,” but then you can try it, even in a Unit test map, and you will see how hard it is to pull off, and how hard you will actually fail in a real game, desperately trying to micro your Ghost in a Broodlings sea while Broodlords relentlessly rain down death on your position.

Are Ghosts too efficient against Ultralisks? The thing is, a lot of Zerg players (including progamers) simply have a terrible Ultralisks use, making either too much of them (i. e. not enough support) or sending them to death in heavily fortified positions and then complaining about them being “horrible” or something. Like Broodlords, Ultralisks need support (Banelings and/or Infestors, and most importantly Zerglings) to do their job—but anyway, in the end, you likely won't win a split map scenario (and I'm talking about real split map, not 4/5 bases vs 3/4) against Terran with only Ultralisks, simply because, well, all melee units can be defended quite easily using chokes and mass ranged units behind defences; whether death comes from Snipes or something else is irrelevant at this point, I think you simply have to transition to Broodlords in a split map scenario, just as Protosses simply cannot afford to keep running on pure Blink Stalkers + Colossi against a mass Broodlords/Infestors/Spines split map scenario. I know, Ultralisks are tier3 while Blink Stalkers are not; still, regardless of tiers, there simply is some point beyond which some compositions are no more playable in some scenarii. For Ultralisks, the reason is quite self-explanatory: ranged units (especially air ones) get exponentially better while ground melee units do not (partly due to collision size issues).

So basically, when looking at Ghosts vs Ultralisks skirmishes, you have to wonder if using Ultralisks was the right thing to do given the state of the game, i. e. if the Terran had enough time to bank full energy on 20+ Ghosts, it was probably not a good choice anyway to head this way. Ultralisks' effectiveness simply starts decreasing beyond some point. While they're viable at the beginning of the late game, I'm not convinced about their uses in split map scenarii in which both players are allowed to bank mass resources.

Killing Infestors with 2 Snipes, down to 3, is basically irrelevant since Infestors will safely stand behind Broodlords if you can no longer kill them as fast and efficiently as now. I mean, even with the current Snipe, facing 15+ Broodlords with Infestor (and Overseers!) support is still a challenge even for the best players in the world—so how are Terrans supposed to deal with this if this silly change goes through? As stated above, even tech switch problems aside, Vikings, Thors and Ravens all have obvious problems. Sniping is a bit like a race against the clock anyway, since the longer your Ghosts take to kill Broodlords, the more Broodlords, Broodlings and your own Siege Tanks hurt them, so going up to 10 hits from 6 is simply stupid. Once again, even with the current Snipe, a lot of Terrans have difficulties in late game, because as stated above managing your Ghost squad is not easy at all—even pros fail it sometimes, so how are people with only two arms supposed to deal with this? And for people who will answer “don't let this happen,” do you realize how stupid it would be if one race had close to no chance by late game against some armies? All races should have fair chances to win by lategame, even against “the ultimate army”. This Snipe change simply means that Zergs will now be able to turtle into 20+ Broodlords with Corruptors/Infestors support, and then laugh at you because you won't have any efficient tool to deal with this.


Well now that I almost threw up in my mouth, the after taste of those tears is delicious. Can't tell you how many games I have seen Terran just demolish ZT3, this change is for the highest levels of play, so the pros can play in a more balanced environment, who gives a shit about master league and the ramifications, if you find it to hard to use ghosts that's your problem. Nothing is stopping you from making vikings and upgrading them, nothing is stopping you from still making ghosts, blizzard wants you to save some energy on your ghosts instead of just shitting out snipes like you don't even give a fuck. I also would not be surprised if this isn't a sub reaction to the mouse scroll bind. All in all I think these are great changes. Here is a tip, scout, plan ahead, make more ghosts and buy more time, the only thing that owns Ghosts is the Infestor, so research cloak, snipe the Overseers, proceed to snipe x2/EMP the Infestors while your vikings and Thors demolish the Corrupters, and lets not forget about 3/3 marines who do a damn good job on hold position vs Corrupters flying in to deep. Just because Ghost isn't auto win (If you can use them) don't act like TVZ end game is totally broken. This is a standard case of one strategy being way easier to execute for X race, yet insanely difficult for Y race ala 1/1/1 in TVP. WOL is what it is, damage in this game was way to high and still is. Anything that allows for battles to last longer is great for everyone involved.

You haven't seen more than more than 20 games with mass ghosts. And when even MVP, who is the best at turtling to get high ghost counts still lose games with it then it's not totally broken like ur saying. We haven't seen enough END game TvZ to say that. What is a fact tho, is that the W/L ratio in TvZ in LATE game is just disgustingly in favour of zerg. Unless the zerg messes up big time after getting to BLs + infestors + corruptor support, there's basically nothing terran can do to stop it. And it will become even worse now.
Torra
Profile Joined October 2011
Norway469 Posts
February 12 2012 16:55 GMT
#3334
On February 13 2012 01:43 stormchaser wrote:
This is such a good patch, terrans have the strongest lategame armies in the current metagame (pros have been quoted saying this recently as well) so a big change like the snipe nerf was much needed. The phoenix stuff should be interesting.

If u actually had been following the current metagame, you would know that the strongest race in general is protoss (both terran and zerg players are saying this in GSL). And the race with the worst late game is terran. Pros have been saying this for quite a while now, so get ur facts straight.
mlspmatt
Profile Joined October 2011
Canada404 Posts
February 12 2012 16:57 GMT
#3335
On February 13 2012 01:55 Torra wrote:
Show nested quote +
On February 13 2012 01:43 stormchaser wrote:
This is such a good patch, terrans have the strongest lategame armies in the current metagame (pros have been quoted saying this recently as well) so a big change like the snipe nerf was much needed. The phoenix stuff should be interesting.

If u actually had been following the current metagame, you would know that the strongest race in general is protoss (both terran and zerg players are saying this in GSL). And the race with the worst late game is terran. Pros have been saying this for quite a while now, so get ur facts straight.

I think he's just trolling.
Greenei
Profile Joined November 2011
Germany1754 Posts
February 12 2012 17:04 GMT
#3336
On February 13 2012 01:29 Moochlol wrote:
Show nested quote +
On February 13 2012 00:34 TheDwf wrote:
High Master Terran on Europe here, sometimes playing GMs. Since I'm usually only a spectator for the PvZ match-up, I will not talk about the Phoenix change.

MULEs now harvest the same amount of minerals on both high yield minerals and normal minerals.
This change is somewhat ok, though gold and MULE-haters should remember that Terran players gain little “more” by taking their fourth and fifth bases, unlike Zergs and Protosses who have then access to their precious 8/10 gases to build gas-heavy powerful units en masse. Since Terran do not benefit as much as the other races from 8/10 gases compared to 6 gases, is it that imbalanced that they're rewarded with a temporary income boost in the ressource that matters the most for them, i.e. minerals? People should remember that faster mining also means the base will be mined out earlier than normal, which means Terrans will have to (over)extend again to maintain the same income, something which is not easy to do on some maps. Now, talking about maps—I think this is the main issue with gold bases. Take Antiga for instance; gold bases were removed in recent tournament versions: did it change anything to the fact that, in ZvT, once the Terran player controls the center, the Zerg player is in deep trouble anyway?

Snipe damage changed from 45 to 25 +25 Psionic
This is a terrible and very poorly thought change. As long as neither flying Banelings (read: Ravens) nor BattleCruisers are really viable, Terrans will still need some kind of “universal unit” against Zerg tier3. Reasons are known—thanks to the way their race works, Zergs are able to remax on Ultralisks after they've traded their Broodlords, and vice versa. Since Vikings don't do well against Ultralisks, nor Marauders are particularly hot against Broodlords, and with Terran having the slowest production in the game, the Zerg possibility to tech switch in a little more than a minut (55 sec for Ultralisks, 74 for Broodlords) without the Terran being able to know which unit the Zerg chose until he sees eggs spawning (this is of the utmost importance, because it means Terran is forced to wait at least 40 sec before starting his “counter units”) means that Terrans have to be able to rely on units that are good against one option, and at least “ok” against the other option—not to mention that at this point, Zergs should have banked enough larvae to be able to quickly build a Zergling swarm.

Thors are somewhat ok against both Broodlords and Ultralisks, but their anti-air low rate of fire simply prevents them from killing Broodlords efficiently, especially with Queens being able to negate many shots in a single Transfuse. Besides, Thors are slow to replenish, and they cost 6 supply whereas Broodlords cost only 4. Macro OCs allow the Terran player to have a bigger army, but since Broodlords are air units while Thors are clumsy and bulky ground units, the more Thors you have the worst they will perform against high Broodlords count (and, once again, let us not forget the Broodlings swarm that comes with Broodlords, which at some point may simply prevent some Thors to reach Broodlords).

So, we have the tech switch issue, but we also have the “mass Broodlords with Infests” issue. Unlike Ultralisks, which are melee ground units and cost 6 supply anyway, Broodlords do not become weaker the more you have of them; actually, thanks to the Broodlings mechanic, it's quite the contrary. Terrans need a realistic answer to mass Broodlords/Infestors (of course with Corruptor support if needed) armies that inevitably come with late late game.

So Terran bro, wut u got?

Marines?
By lategame, though Marines are still useful, they cannot be played en masse the same way they are played by midgame since Infestors' Fungal Growths literally stop them dead. Marines would do fine against Broodlords on their own, but unfortunately Infestor support prevents them from ever reaching Broodlords, not to mention the Broodlings swarm that immediately spawns to surround them should they attempt to close the distance with Broodlords.

Thors?
Talked about them above.

Vikings?
Possible tech switch problem aside, in the end Vikings are simply not enough against Corruptors/Infestors. Even with the best splitting in the world (humanly speaking, I mean), Vikings inevitably tend to clump up when attacking, which means Fungal Growths will catch at least some of them, and then they will be food for Corruptors / Infested Terrans / more Fungals. Basically, Fungal Growth prevents Vikings to use their strength which is their long range; because speaking of values, it is not hard to see that the Corruptor does better in the toughness department (200 hps vs 125, 2 native armor vs 0).

Flying Banelings—I mean, Ravens?
So, the Raven—this “amazing unit of the future” which, strangely enough, is seldom seen outside of mirrors. For those who read those forums, you will always see that Raven guy who comes and teaches Terrans that “they bank 3k gas by lategame anyway,” so why not use that amazing HSM thing which will blow up your opponent's army (read: provided he's stupid enough not to micro his units[/strike)? Though you sometimes see Ravens in lategame TvZ play (don't know if Beastyqt still plays them sometimes, but this was one of the few players I saw using them; TLO was using them too), there are obvious and blatant issues which make it very hard to use them on a consistent basis.

Time
Remember the part above about Terrans having the slowest production? Typically, when playing Marine/Tanks/Medivacs in midgame, Terrans will enter lategame with one Reactor Starport—maybe with 2 Starports if you have spared resources and scout the Broodlords transition. It means that to build your Raven fleet, you will have to build several Starports with Lab attached, all while holding your line (because the Zerg player will try to break your line with his Broodlords), then research HSM and Corvid Reactor, then build Ravens, then wait 90 sec for them to have enough energy to launch a single HSM.

Now compare to Ghosts: they only require a Ghost Academy (40 sec) and Tech Labs on Barracks you already have, and depending on whether or not you have Moebius Reactor they come with 2 or 3 Snipes ready (i. e. they can be useful as soon as they spawn, not at T+90s).

What this means is that you can't really transition right away into Ravens off a standard Marines/Tank/Medivac midgame (even a mech midgame will seldom have more than 2 Starports, but they may have a Lab, so it could be a little bit easier for mech players); as costly and time-consuming as they are, in a standard game they're only viable in split map scenarii (or maybe past 4 bases for mech players who planned for a Raven transition). But then you run into the next issue:

HSM range

HSM range = 6
Fungal Growth range = 9

This simple fact makes it very difficult to use Ravens more than once, and this is why you see some people call them “flying Banelings”. Each time one of your Ravens moves forward to launch a HSM, he is at risk, because he enters the Zerg anti-air zone which is 9 range around the Infestors position. And 200 gas for possibly a single Missile which is not even guaranteed to hit a clump of units (remember: against HSM, Zerg players can still micro/spread their units) is simply too much.

So, aside from the infrastructure/time problem, the main, critical issue with Ravens is that they simply lose the caster war. Both Infestors and High Templars are able to outrange Ravens with deadly spells which kills them in some way. And this is a very serious problem, because on every map resources are limited: at some point, you must trade cost-efficiently or you will simply end up losing the split map scenario.

BattleCruisers?
Corruptors + Fungal Growth (and even Neural Parasite). Enough said. Yes, I did see this very nice Polt vs [don't remember the Zerg, maybe an IM player] ladder game @ Shattered Temple, but he could probably have won with mass SCVs, and anyway Ghosts would have netted him the kill earlier and more efficiently.

So… Ghosts.

First, we need to dismiss the idea that Ghosts are an auto-win button against lategame Zerg. This is simply false. As proven in the Fin/fOrGG vs Leenock game @ Daybreak in GSL Code S Ro32, you have to carefully manage your Ghost squad, else one bad Fungal Growth goes through and you're in deep trouble. Ghosts have 100 hit points, so they're frail units for their high cost—which is fine given their potential, but I'm merely reminding you that Ghosts are neither immortal nor invincible. They take a lot of micro to use, and the more Broodlords there is, the harder it becomes to manage your Ghost squad.

I'm also tired to hear that “Ghosts hard-counter tier3 Zerg”. This is not true. Immortals hard-counter Siege Tanks. The truth is Ghosts are a soft-counter: “Enough Ghosts with enough energy and careful micro are able to deal efficiently with Zerg tier3.” Which is very different from the usual “trololol Ghost auto-win button eznb” that you sometimes read on Live Report threads. As a Terran player, I say to Zerg players who are not convinced by this to play Terran against their own race (offracing against your own race really is a good experience anyway). You will quickly notice how fast your Ghosts fall each time you mismicro them. You will see that it takes a lot of resources and time to bank enough energy to be able to snipe a lot of Broodlords (or Ultralisks) and EMP Infestors. I mean, each time I enter lategame against Zerg, my purpose is to get this Ghost squad, but I can tell you it simply looks much easier when Mvp does it. Watching GSL, you may say “lol Ghost ez,” but then you can try it, even in a Unit test map, and you will see how hard it is to pull off, and how hard you will actually fail in a real game, desperately trying to micro your Ghost in a Broodlings sea while Broodlords relentlessly rain down death on your position.

Are Ghosts too efficient against Ultralisks? The thing is, a lot of Zerg players (including progamers) simply have a terrible Ultralisks use, making either too much of them (i. e. not enough support) or sending them to death in heavily fortified positions and then complaining about them being “horrible” or something. Like Broodlords, Ultralisks need support (Banelings and/or Infestors, and most importantly Zerglings) to do their job—but anyway, in the end, you likely won't win a split map scenario (and I'm talking about real split map, not 4/5 bases vs 3/4) against Terran with only Ultralisks, simply because, well, all melee units can be defended quite easily using chokes and mass ranged units behind defences; whether death comes from Snipes or something else is irrelevant at this point, I think you simply have to transition to Broodlords in a split map scenario, just as Protosses simply cannot afford to keep running on pure Blink Stalkers + Colossi against a mass Broodlords/Infestors/Spines split map scenario. I know, Ultralisks are tier3 while Blink Stalkers are not; still, regardless of tiers, there simply is some point beyond which some compositions are no more playable in some scenarii. For Ultralisks, the reason is quite self-explanatory: ranged units (especially air ones) get exponentially better while ground melee units do not (partly due to collision size issues).

So basically, when looking at Ghosts vs Ultralisks skirmishes, you have to wonder if using Ultralisks was the right thing to do given the state of the game, i. e. if the Terran had enough time to bank full energy on 20+ Ghosts, it was probably not a good choice anyway to head this way. Ultralisks' effectiveness simply starts decreasing beyond some point. While they're viable at the beginning of the late game, I'm not convinced about their uses in split map scenarii in which both players are allowed to bank mass resources.

Killing Infestors with 2 Snipes, down to 3, is basically irrelevant since Infestors will safely stand behind Broodlords if you can no longer kill them as fast and efficiently as now. I mean, even with the current Snipe, facing 15+ Broodlords with Infestor (and Overseers!) support is still a challenge even for the best players in the world—so how are Terrans supposed to deal with this if this silly change goes through? As stated above, even tech switch problems aside, Vikings, Thors and Ravens all have obvious problems. Sniping is a bit like a race against the clock anyway, since the longer your Ghosts take to kill Broodlords, the more Broodlords, Broodlings and your own Siege Tanks hurt them, so going up to 10 hits from 6 is simply stupid. Once again, even with the current Snipe, a lot of Terrans have difficulties in late game, because as stated above managing your Ghost squad is not easy at all—even pros fail it sometimes, so how are people with only two arms supposed to deal with this? And for people who will answer “don't let this happen,” do you realize how stupid it would be if one race had close to no chance by late game against some armies? All races should have fair chances to win by lategame, even against “the ultimate army”. This Snipe change simply means that Zergs will now be able to turtle into 20+ Broodlords with Corruptors/Infestors support, and then laugh at you because you won't have any efficient tool to deal with this.


Well now that I almost threw up in my mouth, the after taste of those tears is delicious. Can't tell you how many games I have seen Terran just demolish ZT3, this change is for the highest levels of play, so the pros can play in a more balanced environment, who gives a shit about master league and the ramifications, if you find it to hard to use ghosts that's your problem. Nothing is stopping you from making vikings and upgrading them, nothing is stopping you from still making ghosts, blizzard wants you to save some energy on your ghosts instead of just shitting out snipes like you don't even give a fuck. I also would not be surprised if this isn't a sub reaction to the mouse scroll bind. All in all I think these are great changes. Here is a tip, scout, plan ahead, make more ghosts and buy more time, the only thing that owns Ghosts is the Infestor, so research cloak, snipe the Overseers, proceed to snipe x2/EMP the Infestors while your vikings and Thors demolish the Corrupters, and lets not forget about 3/3 marines who do a damn good job on hold position vs Corrupters flying in to deep. Just because Ghost isn't auto win (If you can use them) don't act like TVZ end game is totally broken. This is a standard case of one strategy being way easier to execute for X race, yet insanely difficult for Y race ala 1/1/1 in TVP. WOL is what it is, damage in this game was way to high and still is. Anything that allows for battles to last longer is great for everyone involved.


Haha the standard "everything that doesn't agree with me is whine". Do you purposefully misunderstand his points? Vikings alone just don't cut it vs blord/cor/inf, because they tend to stack and get fungeld, even if you try to split them.
Also what's that "blizzard wants you to save some energy on your ghosts instead of just shitting out snipes like you don't even give a fuck." about? Why would you save energy instead of using it and what does the patch change? You just make no sense.
Blizz shouldn't solely balance around koreans imo. There are good reasons, that we see terrans diminishing from ladder and this patch won't help at all with this problem...
IMBA IMBA IMBA IMBA IMBA IMBA
lowercase
Profile Joined September 2010
Canada1047 Posts
February 12 2012 17:05 GMT
#3337
Interesting changes. I still think one of the chief complaints is "this is terrible because with fungal zerg can..." posts. I would like to see a patch change in the future than instead of completely preventing units from moving, perhaps fungal would instead reduce the unit's speed to that of an overlord, with less effect on massive units.
That is not dead which can eternal lie...
The_Templar
Profile Blog Joined January 2011
your Country52797 Posts
February 12 2012 17:07 GMT
#3338
On February 13 2012 02:05 lowercase wrote:
Interesting changes. I still think one of the chief complaints is "this is terrible because with fungal zerg can..." posts. I would like to see a patch change in the future than instead of completely preventing units from moving, perhaps fungal would instead reduce the unit's speed to that of an overlord, with less effect on massive units.

Yes, but people have been suggesting this for almost as long as MULES, so we will have to wait another patch
Moderatorshe/her
TL+ Member
RedMosquito
Profile Joined September 2010
United States280 Posts
February 12 2012 17:07 GMT
#3339
On February 13 2012 01:29 Moochlol wrote:
Show nested quote +
On February 13 2012 00:34 TheDwf wrote:
High Master Terran on Europe here, sometimes playing GMs. Since I'm usually only a spectator for the PvZ match-up, I will not talk about the Phoenix change.

MULEs now harvest the same amount of minerals on both high yield minerals and normal minerals.
This change is somewhat ok, though gold and MULE-haters should remember that Terran players gain little “more” by taking their fourth and fifth bases, unlike Zergs and Protosses who have then access to their precious 8/10 gases to build gas-heavy powerful units en masse. Since Terran do not benefit as much as the other races from 8/10 gases compared to 6 gases, is it that imbalanced that they're rewarded with a temporary income boost in the ressource that matters the most for them, i.e. minerals? People should remember that faster mining also means the base will be mined out earlier than normal, which means Terrans will have to (over)extend again to maintain the same income, something which is not easy to do on some maps. Now, talking about maps—I think this is the main issue with gold bases. Take Antiga for instance; gold bases were removed in recent tournament versions: did it change anything to the fact that, in ZvT, once the Terran player controls the center, the Zerg player is in deep trouble anyway?

Snipe damage changed from 45 to 25 +25 Psionic
This is a terrible and very poorly thought change. As long as neither flying Banelings (read: Ravens) nor BattleCruisers are really viable, Terrans will still need some kind of “universal unit” against Zerg tier3. Reasons are known—thanks to the way their race works, Zergs are able to remax on Ultralisks after they've traded their Broodlords, and vice versa. Since Vikings don't do well against Ultralisks, nor Marauders are particularly hot against Broodlords, and with Terran having the slowest production in the game, the Zerg possibility to tech switch in a little more than a minut (55 sec for Ultralisks, 74 for Broodlords) without the Terran being able to know which unit the Zerg chose until he sees eggs spawning (this is of the utmost importance, because it means Terran is forced to wait at least 40 sec before starting his “counter units”) means that Terrans have to be able to rely on units that are good against one option, and at least “ok” against the other option—not to mention that at this point, Zergs should have banked enough larvae to be able to quickly build a Zergling swarm.

Thors are somewhat ok against both Broodlords and Ultralisks, but their anti-air low rate of fire simply prevents them from killing Broodlords efficiently, especially with Queens being able to negate many shots in a single Transfuse. Besides, Thors are slow to replenish, and they cost 6 supply whereas Broodlords cost only 4. Macro OCs allow the Terran player to have a bigger army, but since Broodlords are air units while Thors are clumsy and bulky ground units, the more Thors you have the worst they will perform against high Broodlords count (and, once again, let us not forget the Broodlings swarm that comes with Broodlords, which at some point may simply prevent some Thors to reach Broodlords).

So, we have the tech switch issue, but we also have the “mass Broodlords with Infests” issue. Unlike Ultralisks, which are melee ground units and cost 6 supply anyway, Broodlords do not become weaker the more you have of them; actually, thanks to the Broodlings mechanic, it's quite the contrary. Terrans need a realistic answer to mass Broodlords/Infestors (of course with Corruptor support if needed) armies that inevitably come with late late game.

So Terran bro, wut u got?

Marines?
By lategame, though Marines are still useful, they cannot be played en masse the same way they are played by midgame since Infestors' Fungal Growths literally stop them dead. Marines would do fine against Broodlords on their own, but unfortunately Infestor support prevents them from ever reaching Broodlords, not to mention the Broodlings swarm that immediately spawns to surround them should they attempt to close the distance with Broodlords.

Thors?
Talked about them above.

Vikings?
Possible tech switch problem aside, in the end Vikings are simply not enough against Corruptors/Infestors. Even with the best splitting in the world (humanly speaking, I mean), Vikings inevitably tend to clump up when attacking, which means Fungal Growths will catch at least some of them, and then they will be food for Corruptors / Infested Terrans / more Fungals. Basically, Fungal Growth prevents Vikings to use their strength which is their long range; because speaking of values, it is not hard to see that the Corruptor does better in the toughness department (200 hps vs 125, 2 native armor vs 0).

Flying Banelings—I mean, Ravens?
So, the Raven—this “amazing unit of the future” which, strangely enough, is seldom seen outside of mirrors. For those who read those forums, you will always see that Raven guy who comes and teaches Terrans that “they bank 3k gas by lategame anyway,” so why not use that amazing HSM thing which will blow up your opponent's army (read: provided he's stupid enough not to micro his units[/strike)? Though you sometimes see Ravens in lategame TvZ play (don't know if Beastyqt still plays them sometimes, but this was one of the few players I saw using them; TLO was using them too), there are obvious and blatant issues which make it very hard to use them on a consistent basis.

Time
Remember the part above about Terrans having the slowest production? Typically, when playing Marine/Tanks/Medivacs in midgame, Terrans will enter lategame with one Reactor Starport—maybe with 2 Starports if you have spared resources and scout the Broodlords transition. It means that to build your Raven fleet, you will have to build several Starports with Lab attached, all while holding your line (because the Zerg player will try to break your line with his Broodlords), then research HSM and Corvid Reactor, then build Ravens, then wait 90 sec for them to have enough energy to launch a single HSM.

Now compare to Ghosts: they only require a Ghost Academy (40 sec) and Tech Labs on Barracks you already have, and depending on whether or not you have Moebius Reactor they come with 2 or 3 Snipes ready (i. e. they can be useful as soon as they spawn, not at T+90s).

What this means is that you can't really transition right away into Ravens off a standard Marines/Tank/Medivac midgame (even a mech midgame will seldom have more than 2 Starports, but they may have a Lab, so it could be a little bit easier for mech players); as costly and time-consuming as they are, in a standard game they're only viable in split map scenarii (or maybe past 4 bases for mech players who planned for a Raven transition). But then you run into the next issue:

HSM range

HSM range = 6
Fungal Growth range = 9

This simple fact makes it very difficult to use Ravens more than once, and this is why you see some people call them “flying Banelings”. Each time one of your Ravens moves forward to launch a HSM, he is at risk, because he enters the Zerg anti-air zone which is 9 range around the Infestors position. And 200 gas for possibly a single Missile which is not even guaranteed to hit a clump of units (remember: against HSM, Zerg players can still micro/spread their units) is simply too much.

So, aside from the infrastructure/time problem, the main, critical issue with Ravens is that they simply lose the caster war. Both Infestors and High Templars are able to outrange Ravens with deadly spells which kills them in some way. And this is a very serious problem, because on every map resources are limited: at some point, you must trade cost-efficiently or you will simply end up losing the split map scenario.

BattleCruisers?
Corruptors + Fungal Growth (and even Neural Parasite). Enough said. Yes, I did see this very nice Polt vs [don't remember the Zerg, maybe an IM player] ladder game @ Shattered Temple, but he could probably have won with mass SCVs, and anyway Ghosts would have netted him the kill earlier and more efficiently.

So… Ghosts.

First, we need to dismiss the idea that Ghosts are an auto-win button against lategame Zerg. This is simply false. As proven in the Fin/fOrGG vs Leenock game @ Daybreak in GSL Code S Ro32, you have to carefully manage your Ghost squad, else one bad Fungal Growth goes through and you're in deep trouble. Ghosts have 100 hit points, so they're frail units for their high cost—which is fine given their potential, but I'm merely reminding you that Ghosts are neither immortal nor invincible. They take a lot of micro to use, and the more Broodlords there is, the harder it becomes to manage your Ghost squad.

I'm also tired to hear that “Ghosts hard-counter tier3 Zerg”. This is not true. Immortals hard-counter Siege Tanks. The truth is Ghosts are a soft-counter: “Enough Ghosts with enough energy and careful micro are able to deal efficiently with Zerg tier3.” Which is very different from the usual “trololol Ghost auto-win button eznb” that you sometimes read on Live Report threads. As a Terran player, I say to Zerg players who are not convinced by this to play Terran against their own race (offracing against your own race really is a good experience anyway). You will quickly notice how fast your Ghosts fall each time you mismicro them. You will see that it takes a lot of resources and time to bank enough energy to be able to snipe a lot of Broodlords (or Ultralisks) and EMP Infestors. I mean, each time I enter lategame against Zerg, my purpose is to get this Ghost squad, but I can tell you it simply looks much easier when Mvp does it. Watching GSL, you may say “lol Ghost ez,” but then you can try it, even in a Unit test map, and you will see how hard it is to pull off, and how hard you will actually fail in a real game, desperately trying to micro your Ghost in a Broodlings sea while Broodlords relentlessly rain down death on your position.

Are Ghosts too efficient against Ultralisks? The thing is, a lot of Zerg players (including progamers) simply have a terrible Ultralisks use, making either too much of them (i. e. not enough support) or sending them to death in heavily fortified positions and then complaining about them being “horrible” or something. Like Broodlords, Ultralisks need support (Banelings and/or Infestors, and most importantly Zerglings) to do their job—but anyway, in the end, you likely won't win a split map scenario (and I'm talking about real split map, not 4/5 bases vs 3/4) against Terran with only Ultralisks, simply because, well, all melee units can be defended quite easily using chokes and mass ranged units behind defences; whether death comes from Snipes or something else is irrelevant at this point, I think you simply have to transition to Broodlords in a split map scenario, just as Protosses simply cannot afford to keep running on pure Blink Stalkers + Colossi against a mass Broodlords/Infestors/Spines split map scenario. I know, Ultralisks are tier3 while Blink Stalkers are not; still, regardless of tiers, there simply is some point beyond which some compositions are no more playable in some scenarii. For Ultralisks, the reason is quite self-explanatory: ranged units (especially air ones) get exponentially better while ground melee units do not (partly due to collision size issues).

So basically, when looking at Ghosts vs Ultralisks skirmishes, you have to wonder if using Ultralisks was the right thing to do given the state of the game, i. e. if the Terran had enough time to bank full energy on 20+ Ghosts, it was probably not a good choice anyway to head this way. Ultralisks' effectiveness simply starts decreasing beyond some point. While they're viable at the beginning of the late game, I'm not convinced about their uses in split map scenarii in which both players are allowed to bank mass resources.

Killing Infestors with 2 Snipes, down to 3, is basically irrelevant since Infestors will safely stand behind Broodlords if you can no longer kill them as fast and efficiently as now. I mean, even with the current Snipe, facing 15+ Broodlords with Infestor (and Overseers!) support is still a challenge even for the best players in the world—so how are Terrans supposed to deal with this if this silly change goes through? As stated above, even tech switch problems aside, Vikings, Thors and Ravens all have obvious problems. Sniping is a bit like a race against the clock anyway, since the longer your Ghosts take to kill Broodlords, the more Broodlords, Broodlings and your own Siege Tanks hurt them, so going up to 10 hits from 6 is simply stupid. Once again, even with the current Snipe, a lot of Terrans have difficulties in late game, because as stated above managing your Ghost squad is not easy at all—even pros fail it sometimes, so how are people with only two arms supposed to deal with this? And for people who will answer “don't let this happen,” do you realize how stupid it would be if one race had close to no chance by late game against some armies? All races should have fair chances to win by lategame, even against “the ultimate army”. This Snipe change simply means that Zergs will now be able to turtle into 20+ Broodlords with Corruptors/Infestors support, and then laugh at you because you won't have any efficient tool to deal with this.


Well now that I almost threw up in my mouth, the after taste of those tears is delicious. Can't tell you how many games I have seen Terran just demolish ZT3, this change is for the highest levels of play, so the pros can play in a more balanced environment, who gives a shit about master league and the ramifications, if you find it to hard to use ghosts that's your problem. Nothing is stopping you from making vikings and upgrading them, nothing is stopping you from still making ghosts, blizzard wants you to save some energy on your ghosts instead of just shitting out snipes like you don't even give a fuck. I also would not be surprised if this isn't a sub reaction to the mouse scroll bind. All in all I think these are great changes. Here is a tip, scout, plan ahead, make more ghosts and buy more time, the only thing that owns Ghosts is the Infestor, so research cloak, snipe the Overseers, proceed to snipe x2/EMP the Infestors while your vikings and Thors demolish the Corrupters, and lets not forget about 3/3 marines who do a damn good job on hold position vs Corrupters flying in to deep. Just because Ghost isn't auto win (If you can use them) don't act like TVZ end game is totally broken. This is a standard case of one strategy being way easier to execute for X race, yet insanely difficult for Y race ala 1/1/1 in TVP. WOL is what it is, damage in this game was way to high and still is. Anything that allows for battles to last longer is great for everyone involved.


How dare you respond to that beautiful post with this nonsense. First of all Terrans dont demolish zerg tier 3 at all in the pro scene. If you look at win% vs elapsed game time, the longer the game goes terran's win rate plummets against zerg. Even with the current snipe I rarely see terrans having the time or the resources to mass ghost. In fact i cant even remember the last time i saw mass ghost by terran (forgg against leenock i think and he lost that game lol) and ive been watching every gsl since season 1. Massing a ghost army is by no means easy as so many people think it is. You need a sick income and you need mass techlabs instead of reactors which you most likely have. While your swapping and building addons for your ghost army, zerg probably has the broodlords done already and is raining hell on your tank line. To have the ghosts out in time you would need to build them preemptively which means less tanks, less rines, and a less powerful midgame. This change is really unnecessary if you think about it. Why would you want to nerf T late game anyway?
Sallek
Profile Joined October 2010
Denmark17 Posts
February 12 2012 17:09 GMT
#3340
On February 13 2012 01:29 Moochlol wrote:
Well now that I almost threw up in my mouth, the after taste of those tears is delicious. Can't tell you how many games I have seen Terran just demolish ZT3, this change is for the highest levels of play, so the pros can play in a more balanced environment, who gives a shit about master league and the ramifications, if you find it to hard to use ghosts that's your problem. Nothing is stopping you from making vikings and upgrading them, nothing is stopping you from still making ghosts, blizzard wants you to save some energy on your ghosts instead of just shitting out snipes like you don't even give a fuck. I also would not be surprised if this isn't a sub reaction to the mouse scroll bind. All in all I think these are great changes. Here is a tip, scout, plan ahead, make more ghosts and buy more time, the only thing that owns Ghosts is the Infestor, so research cloak, snipe the Overseers, proceed to snipe x2/EMP the Infestors while your vikings and Thors demolish the Corrupters, and lets not forget about 3/3 marines who do a damn good job on hold position vs Corrupters flying in to deep. Just because Ghost isn't auto win (If you can use them) don't act like TVZ end game is totally broken. This is a standard case of one strategy being way easier to execute for X race, yet insanely difficult for Y race ala 1/1/1 in TVP. WOL is what it is, damage in this game was way to high and still is. Anything that allows for battles to last longer is great for everyone involved.


Good job at COMPLETELY ignoring the unscoutable 200 remax issue.

So you say vikings should be used instead of ghosts (if proven too hard to micro - which I'm sure you know everything about cause you tested this before speaking, right?)

Upgrades doesn't save you from fungal. Just FYI

blizzard wants you to save some energy on your ghosts instead of just shitting out snipes like you don't even give a fuck.


I dont even understand this part here... I REALLY care about my snipes that's the issue here. With this change I actually DONT give a fuck, considering snipe is now nothing more than a single-target anti spellcaster with possible fatal consquences (he might get feedbacked while sniping or fungal'd - still dies). I'll just stick to EMP thank you. 2 Spells for anti spellcaster. Seems awfully uncreative to me and prevents creative play even more.


You disregarded a lot of facts and totally missed the LATEGAME issue. But in your own rant you disproven yourself:
Marines are good if the zerg mismanages his units, and
Terran is supposed to avoid lategame and always be the aggressor. Z/P has to get into lategame and destroy T with easy remaxed armies or more costeffecient armies.


Never question your luck
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